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  1. #1

    Default Latest Update on patch 1.2

    Hot off the presses from the Totalwar.com site:

    Hi guys,

    Testing revealed a couple of issues in Update 2 that need to be ironed out. We have now submitted a new build to SEGA and it is currently undergoing further testing.

    As always, we will keep you informed…

    Thanks,

    Mark O'Connell
    (aka SenseiTW


    This was posted today at 9:02am on the feature list post.

    Guess this means I won't be seeing the patch this weekend. Oh well, at least they are catching the problems pre-patch.

  2. #2
    Senior Member Senior Member econ21's Avatar
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    Default Re: Latest Update on patch 1.2

    Thanks for the heads up. Has there been any word on whether the patch will be save game compatible?

  3. #3
    Inquisitor Member Quickening's Avatar
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    Default Re: Latest Update on patch 1.2

    I thought this thing was due out tomorrow? "Around the 23rd" they said.
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  4. #4
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Latest Update on patch 1.2

    At least they are making sure the patch isn't buggy which is a good thing.

  5. #5

    Default Re: Latest Update on patch 1.2

    No problem Econ, glad to help.

    Patience people, patience. Would you rather have a buggy patch that cause more conflicts, or one that works smoothly and fixes most/all the issues players have brought to CA/Sega's attention? What is a few more days if it improves the game play?

  6. #6
    Inquisitor Member Quickening's Avatar
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    Default Re: Latest Update on patch 1.2

    Quote Originally Posted by whodat
    No problem Econ, glad to help.

    Patience people, patience. Would you rather have a buggy patch that cause more conflicts, or one that works smoothly and fixes most/all the issues players have brought to CA/Sega's attention? What is a few more days if it improves the game play?
    Id rather have not need patches so urgently and had them sooner and bug-free frankly.
    I have the patience of the Saint and thus far I have been amongst those who have said "Hakuna Matata" and just enjoyed the game as it is. But now its wearing thin. Just fix the damn game.
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  7. #7

    Default Re: Latest Update on patch 1.2

    I had the patience of a saint, but then the trait bug kicked in and now I'm at zero!

  8. #8
    Filthy Rich Member Odin's Avatar
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    Default Re: Latest Update on patch 1.2

    Quote Originally Posted by Quickening
    Id rather have not need patches so urgently and had them sooner and bug-free frankly.
    I have the patience of the Saint and thus far I have been amongst those who have said "Hakuna Matata" and just enjoyed the game as it is. But now its wearing thin. Just fix the damn game.
    As much as I hate to admit it Im starting to feel the same way as Quickening, on harder levels SP is becoming fairly annoying with the lack of AI Diplomacy.
    There are few things more annoying than some idiot who has never done anything trying to say definitively how something should be done.

    Sua Sponte

  9. #9

    Default Re: Latest Update on patch 1.2

    Quote Originally Posted by whodat
    No problem Econ, glad to help.

    Patience people, patience. Would you rather have a buggy patch that cause more conflicts, or one that works smoothly and fixes most/all the issues players have brought to CA/Sega's attention? What is a few more days if it improves the game play?
    I would be much more happier and patient if they did that tests before they release the game and I pay $50 for it...

    Fabiano

  10. #10
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Latest Update on patch 1.2

    Quote Originally Posted by fabiano
    I would be much more happier and patient if they did that tests before they release the game and I pay $50 for it...

    Fabiano
    Well I'm sure they would have if it hadn't been for the christmas sales arriving ;)

  11. #11
    has a Senior Member HoreTore's Avatar
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    Default Re: Latest Update on patch 1.2

    Quote Originally Posted by econ21
    Thanks for the heads up. Has there been any word on whether the patch will be save game compatible?
    I doubt it. In the feature list, they mention trait fixes, and if you change a few things in that file, you'll mess up the traits of an existing file. It's because of the way the engine reads that file, I think. They might fix that as well, but I really doubt it will be save game compatible.
    Still maintain that crying on the pitch should warrant a 3 match ban

  12. #12
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Latest Update on patch 1.2

    Yeah it's unlikely to be savegame compatible.
    And as for the size: That's probably mainly media (although the cinematic editor supposedly comes in an external program, as well as the launcher tool, so they'll have a few megs, too): new videos, music tracks, pre-battle speeches, etc. - I hope ;)

  13. #13

    Default Re: Latest Update on patch 1.2

    that looks like the original list before sensai edited in the shield bug would be fixed line.

    anyways what is the assasination exploit. i wish i knew it since my assasins could hardly kill anyone.

  14. #14
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: Latest Update on patch 1.2

    Quote Originally Posted by mad cat mech
    that looks like the original list before sensai edited in the shield bug would be fixed line.

    anyways what is the assasination exploit. i wish i knew it since my assasins could hardly kill anyone.
    Open the console and type "IDDQD" then "IDKFA". Should work like a charm.

    I think it's the editors that are most of the 600+ Megs.
    Maybe, but I really find that hard to believe. A launcher is usually just going to be a single, very small executable. Battle editor? That was in the exe, unless they did something else. Cinematic editor? Hmmm maybe. Hotseat should also be a part of the main exe. I guess we shall see, though I suspect that what someone else is right, that there's more videos and stuff added as content.

    /shrug

    "Justice is the firm and continuous desire to render to everyone
    that which is his due."
    - Justinian I

  15. #15

    Default Re: Latest Update on patch 1.2

    Oh I cant wait to try out the patch toda...say what? Ah, cabagepatch cakes.
    Well lest just hope that its minor flaws and they are easily corrected. Or in other words...I want the patch now waaaaaaah.

  16. #16

    Default changes in 1.2

    sorry to ask a question that is probabaly already covered here, but what are the actual changes in the 1.2 patch? Is the 2-hand bug fixed and has anything been done to the pike tendency of discarding the pikes and marching straight into the enemy with pikes raised?

  17. #17
    Inquisitor Member Quickening's Avatar
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    Default Re: changes in 1.2

    Here is the list as it has been given


    "Primary features for Update 2:

    1) The Launcher
    2) Fully implemented Hotseat mode
    3) Cinematic Editor
    4) Battle Editor (now fully functional)

    Resolved Bugs/Issues:

    AI
    • Units do not clump together when told to complete a 180 degree turn.
    • Janissary Musketeers now fire consistently.
    • Enemy AI army formations in bridge battles now allow their own artillery to fire.
    • Enemy cannons do not fire at unbreakable walls.
    • Grouped archers out of ammo will attack enemy units in melee combat when ordered to do so.
    • AI does not deploy outside of enemy gates.
    • When defending an enemy settlement with multiple exits, taking your army out of the side/back door does not make it easier to defeat the enemy.
    • Siege AI is not passive.
    • Cavalry can now charge a spearman army.
    • General's bodyguard unit now marches correctly outside castles.
    • AI now effectively assaults 2nd tier of a Fortress.
    • Sallying AI army now reacts properly to being assaulted from 2 sides
    • Attacking Siege AI concentrates on taking the settlement rather than chasing down units outside the settlement.
    • Generals are now more effective at chasing down routing units.
    • Enemy AI reacts to being bombarded with Trebuchets while inside a settlement.
    • Siege AI now more difficult to defeat if player places missile units outside the walls.
    • AI controls it units more effectively in a Citadel
    • AI artillery more decisive in its positioning
    • Remaining AI army now advances to use siege equipment
    • AI Cavalry can now flank a Spear Wall
    • AI now responds to missiles when sieging settlements
    • AI now crosses bridges to attack
    • AI responds more quickly to gates that have been opened by Spies (while sieging).
    • Units do not break formation when chasing routers
    • Enemy AI effectively attacks when player's units in a settlement square
    • Enemy AI now utilises spare rams
    • Improved enemy AI response to stakes
    • Shortened Siege attack timers
    • Enemy AI will no-longer send out General's bodyguard on a suicide mission while defending

    Diplomacy
    • Improved responses to monetary offers
    • Bribery attempts do not always fail after an unsuccessful first attempt
    • Diplomatic 'Just Rejected' response no-longer to 'Not Interested' response to counter-offer, no matter how generous
    • Aztecs now appear in the correct year (for diplomacy actions)
    • Generals in a Crusade do not get inquisition
    • Improved diplomacy mechanic - AI Factions now stick with alliances and/or attack 'more intelligently'

    Crash
    • Soft-locks in MP Lobby no-longer occur
    • Host random hangs fixed
    • Resolved issue with client CTD when host ends game that client is joining
    • Auto-resolve Siege battle hangs fixed
    • Siege tower catching fire no-longer causes random hangs
    • Random hangs after loading Campaign save game

    Pathfinding
    • Battering Rams no-longer stuck in gates
    • Ship movement area fixed
    • Ram crew no-longer stuck between rams
    • Northern European Castle terrain fixed to allow docking of towers
    • Improved use of ladders
    • Southern European Fortress wall fixed to allow docking of towers
    • Improved the way units use Way-points
    • Siege of Setenil slow-down tweaked
    • Units no-longer become stuck on canyon walls on 'Canyon' map
    • Units do not ascend/descend invisible ladders
    • Units do not get stuck on Siege towers
    • Cavalry pathfinding improved when sallying out from a Fortress
    • Bridge battle pathfinding improved (units do not constantly reform)
    • Citadel and Fortress paths fixed so that units can avoid assaulting inner walls
    • Breach pathfinding tweaked

    Combat
    • Enemy spearmen do not charge with raised spears
    • 2H axemen attack tweaked, inc. Attacking Cavalry
    • Defending units can no-longer enter a siege tower as soon as it docks with the walls

    Mechanics
    • Mouse Cursor position now updates when scrolling with the arrow keys.
    • Assassination exploit fixed.
    • Mission "Reinforce Region" now functions correctly
    • Attacking an enemy army from inside a sieged settlement no-longer causes the enemy to lose all built siege equipment
    • Fixed two family members (brothers) with the exact same name
    • Rudder event now triggers at the correct time
    • When an enemy sallies and is defeated you no-longer have to wait for the timer to run out in-order to win.
    • Assassin mechanics tweaked
    • Mercenary recruitment tweaked
    • Diplomatic Information scroll updates correctly.
    • Online replays now match
    • Slowdown fixed on Desert Sanctuary
    • Metallic Resource now support Mines
    • Cavalry charges do not fail when charging skirmishing/moving units or if a knight is out of position
    • Units can now withdraw on the Eifel Mountains Battle Map
    • Construction queue exploits fixed
    • The carroccio standard can now fit through the gate on a sally out battle.
    • Southern European > Fortress: routing Enemy AI now leaving the map
    • Printing press event triggers at the correct time
    • Ladder docking/undocking tweaked
    • Faction standings tweaked
    • Priests no-longer convert to heretics if travelling on a fleet
    • Hotseat Game-mode added
    • Upper limit added on how long units stay in loose formation for.
    • Traits/VnV triggers tweaked

    Camera
    • Camera height does not drop under bridge in River Po Custom Battle map.
    • Camera does not drop below water's surface in Palm Beach, Andalusia and Italian Wars map/scenarios.
    • Camera does not show the underneath of a bridge when General is killed on the bridge

    Controls
    • Drag Deploy functionality tweaked
    • RTS camera functionality tweaked

    Graphics
    • Princess character now greyed out upon death on Family tree
    • Venice battlemap ambient building placement tweaked
    • Fixed issue with trees disappearing when panning camera
    • Added paths to doorways in Southern European Large City
    • Added paths to doorways in Southern European City
    • Fixed minor lighting issue in Southern European City
    • Fixed misaligned platforms in Southern European Large Town
    • Tweaked Crusade Army banner
    • Fixed texture gaps and unwelded verts on Middle Eastern Huge City buildings.
    • Fixed incorrect Tower Path in Mesoamerican City
    • Fixed path through wall in Mesoamerican City Wall
    • Fixed floating buildings above the battle map in Aztec Gold Scenario
    • Fixed floating spikes in Mountain Redoubt scenario
    • Added correct image for Paladin ancillary
    • Fixed grey reinforcement area that states that 'This army cannot fight in night battles' even though the current battle is not a night battle.
    • Added correct image for Aztec Rebel - Native Archer
    • Added correct image for Aztec Spearmen
    • Fixed floating torches in SE Citadel courtyard
    • Garrison quarters no-longer change to Town Guard when in Construction queue
    • Armoury building image in construction queue no-longer changes to an armoury
    • Fixed issue with Trebuchets sometimes disappearing when zooming in close
    • Fixed maps have the winter option but don’t have winter texture on the battle map
    • Night attack selection tick and reinforcements do not disappear if user selects night attack option and then views enemy army details.
    • Fixed officers not animating while riding
    • Removed trees in the water in The Battle of Otumba.

    Deployment
    • Units can no-longer be deployed on inaccessible sections of wall
    • Fixed deployment issues with Southern European Wooden Castle on either side of the main gate.
    • Units no-longer deployable in buildings in Mesoamerican City

    Collision
    • Ballista collision improved
    • Southern European Citadel gate collision improved
    • Middle Eastern Gatehouse collision improved
    • Issues with units getting pushed into areas that can't be deployed into.
    Battle Editor/Cinematic Editor
    • Numerous issues with both editors fixed and improved so that they can be released for public use.

    UI
    • Mission scroll hotkey added
    • Financial Details hotkey functionality and tooltip added
    • Reveal/Advance advice hotkey functionality added
    • Battle Tutorial Dismiss advice functionality added
    • Magnifying glass added to Disaster Strikes scroll
    • Princess appears correctly on family tree
    • Chat Window errors fixed
    • Family Tragedy scroll triggered correctly
    • Console text appearance tweaked
    • Now possible to launch game from autorun launcher
    • Fine Grain time control added (accessible by holding Shift and clicking + and - on battle UI)

    Save/Load
    • Loading saved game of the same turn no-longer allows user to keep both allies when they declare war
    • Russian and Czech autosave fixed

    Audio
    • Movement_Embark speech now triggered correctly
    • Allies breaking through gates of citadel now triggers correct speech
    • Battle ending in draw when timer runs out now triggers correct speech
    • Campaign Map interface sounds added
    • End Turn sound now fades out nicely
    • Win/Lose music is now representative of the Faction
    • Enemy King killed speech now triggered
    • Enemy Reinforcements arrive speech now triggered correctly
    • Player Army Tired Battle Event Speech is now triggered.
    • Player Army Half Gone Battle Event Speech is now triggered.
    • Enemy Army Half Gone Battle Event Speech is now triggered.
    • Player Under Attack Idle Battle Event Speech is now triggered.
    • Player Winning Combat Battle Event Speech now triggered correctly.
    • Player Losing Combat Battle Event Speech now triggered correctly.
    • Leaves Fleet speech now triggered correctly.
    • Player Tide Of Battle Up Battle Event Speech now triggered correctly.
    • Player Tide Of Battle Down Battle Event Speech now triggered correctly.
    • Muslim Enemy General Killed Battle Event Speech now triggered correctly.
    • Christian Enemy General Killed Battle Event Speech now triggered correctly.
    • Allied General Captured Battle Event Speech now triggered correctly.
    • The "spy infiltrated our settlement" audio/speech is now played when "Start battle" is pressed during cutscene
    • Correct region music plays when loading a saved campaign game.
    • Added sound trigger for planting archer stakes in ground.
    • Clicked-on characters on the Campaign Map no-longer stack their audio response if clicked multiple times.
    • In the Historical battles, Battle of Otumba and the Battle of Hastings the music speeds up when you attack
    • Other minor audio tweaks also carried out.

    Text
    • Minor grammar/spelling errors fixed

    Thanks,

    Mark O'Connell
    (aka SenseiTW)"
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  18. #18

    Default Re: changes in 1.2

    Quote Originally Posted by Quickening

    "Primary features for Update 2:

    1) The Launcher
    2) Fully implemented Hotseat mode
    3) Cinematic Editor
    4) Battle Editor (now fully functional)
    I think it's the editors that are most of the 600+ Megs.

  19. #19
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: changes in 1.2

    Lets see shall we:

    • 2H axemen attack tweaked, inc. Attacking Cavalry
    So thats the 2 handed bug fixed as the 2 handed axe animation was the bugged one.

  20. #20
    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: changes in 1.2

    No need for multiple 1.2 threads. Merged.


  21. #21

    Default Re: Latest Update on patch 1.2

    sorry, should have seen the existing tread. thanks for the answer!

  22. #22

    Default Re: Latest Update on patch 1.2

    What amuses me is the number of people in this thread telling me the game IS playable right now.

    Spearmen units who are supposed to be defense 7 are actually defense 1...and that makes the battles "playable"?

    Crusading armies surround their target and then stand their forever unless I (i.e. the player) does something...and that makes the campaign map "playable"?

    Only if you don't need a challenge in your game is it playable. For me, enjoyment from a computer game is derived from the challenge in it, and M2TW has none right now. Hence, I consider it unplayable.

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