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Thread: Update 2 Released!

  1. #91
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Update 2 Released!

    Quote Originally Posted by Foz
    Not experience per se, but certainly insight. We knew 2H units would be horribly underpowered by the fixing of the shield bug, because they do not have shields and thus do not benefit from the fix. For those not aware, the shield bug fix represents for most shield users a +12 effective shift in defense, which is why you see comparatively neutered 2H units. The most obvious fix would be to raise their attack stat accordingly, restoring their ability to carve up S&S units at about the same effective level as before. Something in the +8 to +12 range would probably put their effectiveness against shield units back to about the pre-1.2 level. However this is probably not the best solution, as it also restores the high kill rates in the 2H vs S&S matchup, not to mention making 2H units even more insane against non-shielded troops. In all though they quickly dispatch non-shield troops in any case, so the potential drawback of high attack stat buffing may not be that harsh after all - it remains to be seen.
    Quite true. Boosting attack might be the best method as the effect tends to level off at higher att vs def.
    I'm actually also worried about the late non shielded cav that has a lower armour/defense value than the shielded earlier cav mainly because CA thought while balancing that they seemed better somehow (due to shield bug) Now that that's fixed, there's hardly any point in getting the late cav units anymore.
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  2. #92
    Confiscator of Swords Member dopp's Avatar
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    Default Re: Update 2 Released!

    Rebalancing mods are in order then. Can't expect CA to bugfix AND rebalance in one patch.

  3. #93
    Masticator of Oreos Member Foz's Avatar
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    Default Re: Update 2 Released!

    Quote Originally Posted by dopp
    Rebalancing mods are in order then. Can't expect CA to bugfix AND rebalance in one patch.
    Quite. They're already in the works, apparently. Carl recently posted that he was downloading the patch and would be working on 1.2 versions of his mod files in the next 24-48 hours IIRC, and Lusted already has posted LTC files for v1.2.


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  4. #94

    Default Re: Update 2 Released!

    Quite. They're already in the works, apparently. Carl recently posted that he was downloading the patch and would be working on 1.2 versions of his mod files in the next 24-48 hours IIRC, and Lusted already has posted LTC files for v1.2.
    Awesome. You balance modders rock :)

    And thanks to CA for fixing the bugs!

  5. #95

    Default Re: Update 2 Released!

    I'm gonna have to assume that the "Unspecified Error CTD" comes about from having modded files because after an uninstall, reinstall, patched to 1 then patched to 2, and remodded the Descr_Strat the game runs fine... I'm just speculating though...
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  6. #96
    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default Re: Update 2 Released!

    Fußball and Foz' points about two-handers holds true for Eastern Halbred Infantry, which die so horribly to knights that raising their attack wouldn't do much good there. They die too quickly. Checking on other units.
    "In war, then, let your great object be victory, not lengthy campaigns."

  7. #97
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: Update 2 Released!

    Thanks for the replies FuBball, Doug and Foz.

    This is what I was expecting. As I mentioned in earlier threads, that a stat rebalance will be necessary after 1.20 to make the game work as intended. I'm waiting for PureFixer 1.14 before I do anything with 1.20.

    In Fixer 1.13 I felt the 2H were a little too strong. They were the ultimate infantry in most cases. I think a minor downward stat change vis a vis Fixer 1.13 would improve them in Fixer 1.14. A stat change in the range of +7 to +11 perhaps, perhaps a little less. It would have to be experimented with.

    Having said all that I LOVE 2H units. They are beyond cool.

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    Last edited by Shahed; 05-06-2007 at 17:45.
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  8. #98
    Member Member Nellup's Avatar
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    Default Re: Update 2 Released!

    At last, the new patch, now I can spend hours playing M2TW instead of checking to see if the patch has been released....


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  9. #99
    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default Re: Update 2 Released!

    Notably, Egyptian halbreds do much better against infantry if they are in loose formation.

    Egyptians vs. English Dismounted feudal knights (sword and spear), normal settings, grassy plains, 1 to 1 frontal, both in close formation. English win with 53 men left to 12 Egyptians remaining.

    Same situation, halbs in loose order and English still in close: Egyptians win wtih 28 men remaining to 24 for English. English morale broke before their leader was killed.
    "In war, then, let your great object be victory, not lengthy campaigns."

  10. #100
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: Update 2 Released!

    Interesting. Did you run the test a few times (e.g 3 or 4) to compare results ?
    I think that test in itself says a lot, but just wondering what a sample sequence test result would be.
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  11. #101

    Default Re: Update 2 Released!

    Quote Originally Posted by Ethelred Unread
    Using gamershell, no reg req UK mirror, 45 mins.

    Woot!

    http://www.gamershell.com/download_19011.shtml
    This says EU patch. Are there two patches for Europe and US?

  12. #102
    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default Re: Update 2 Released!

    Quote Originally Posted by Sinan
    Interesting. Did you run the test a few times (e.g 3 or 4) to compare results ?
    I think that test in itself says a lot, but just wondering what a sample sequence test result would be.
    Just tried it once. There's a lot more work to be done on this topic.

    I never can tell how much animation has to do with the results. It may be nothing, but I tried loose formation because it sure didn't look like the halbreds had enough room to make a good swing. That's probably totally irrelevant. I'll do a few 1 to 1's tonight and average the results.
    Last edited by Doug-Thompson; 05-07-2007 at 00:02.
    "In war, then, let your great object be victory, not lengthy campaigns."

  13. #103
    Confiscator of Swords Member dopp's Avatar
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    Default Re: Update 2 Released!

    Infantry in defensive formation doesn't attack and is defeated easily, part of the reason why spearmen suffer against swords.

  14. #104
    Cynic Senior Member sapi's Avatar
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    Default Re: Update 2 Released!

    Quote Originally Posted by Packet
    This says EU patch. Are there two patches for Europe and US?
    I don't think so, no
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  15. #105

    Default Re: Update 2 Released!

    Quote Originally Posted by dopp
    Infantry in defensive formation doesn't attack and is defeated easily, part of the reason why spearmen suffer against swords.
    The spearmen *must* suffer against sword/shield combo. In reality the spearmen were the cheapest troops just a little better then the lowly peasants. A spearmen is helpless against a sword/shield combo.

  16. #106
    Masticator of Oreos Member Foz's Avatar
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    Default Re: Update 2 Released!

    Thoughts on the loose formation thing: perhaps by spreading the unit out further, you dampen the impact of the enemy's charge. Their charge imprint is the same each time, but you (by spreading out) are putting less men inside that imprint, and thus more survive. At the same time, the enemy infantry must cover some ground to get to most of your remaining soldiers, which may mean the greater reach of the halberds gives you the first attack most of the time in the general melee. If your unit was tightly packed, it's more likely enemy infantry would already be close enough to yours after the charge to just start swinging away.


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  17. #107
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: Update 2 Released!

    Good observation.
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  18. #108
    Høvedsmann i Leidangen Member Zajuts149's Avatar
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    Default Re: Update 2 Released!

    Just one word: Woot!

    A few more words: I uninstalled and reinstalled, remembering to copy my modded files first. Ran the new patch over 1.0 and it worked like a charm. It took a while, but worth it. After I had confirmed that everything looked ok, I ran the unpacker, and replaced some of the files with my modded ones. Started a new campaign as England, and the first battle of York almost brought tears to my eyes: Armour glistening in the sun, I ran the entire battle at slow speed(0.3-0.4), and it was beautiful! In addition, the game must have recognized my newer, better graphics card, cause it ran with shadows and gore as default. Seeing Knights fighting with blood spattered armour was almost too fantastic! When will we get the tools to make hsitoric battles and record them to watch afterwards?
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  19. #109

    Default Re: Update 2 Released!

    GamersHell refuses to load for me
    OMG it's war!

  20. #110

    Default Re: Update 2 Released!

    Quote Originally Posted by Wartz
    Is there any news on the patch for steam users? I am still waiting for my game to be updated.
    Shouldn't be too long...

    -wikiman

  21. #111
    Megas Domestikos Member AnthoniusII's Avatar
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    Default Re: Update 2 Released!

    As i wrote in other forums i have problem playing campaing in M2TW 1.2.The game freezes after the 1st turn on the 1st faction of the 2nd turn.Also freezes when after a succefull asault to a city when the game returns to campaing map to enter the city.I downloaded the paches 1.2 and 1.1 from the gamersshell uk link. Am i the only one with this problem?Was my fault not to errase the previus saves of 1.0 version?ANY idea what must i do?Please help i want to enjoy the new version!!!

  22. #112
    Cynic Senior Member sapi's Avatar
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    Default Re: Update 2 Released!

    You need to reinstall M2TW, this time not applying the 1.1 patch (ie patching straight to 1.2) and not using any mods or no-cd cracks.
    From wise men, O Lord, protect us -anon
    The death of one man is a tragedy; the death of millions, a statistic -Stalin
    We can categorically state that we have not released man-eating badgers into the area -UK military spokesman Major Mike Shearer

  23. #113
    Megas Domestikos Member AnthoniusII's Avatar
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    Default Re: Update 2 Released!

    Quote Originally Posted by sapi
    You need to reinstall M2TW, this time not applying the 1.1 patch (ie patching straight to 1.2) and not using any mods or no-cd cracks.
    OK but when i'm trying to install 1.2 i have a mesage that "previus versions required" what shall i do in this occation?

  24. #114
    Cynic Senior Member sapi's Avatar
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    Default Re: Update 2 Released!

    Are you trying to install on a freshly installed, legit copy of m2tw with no files edited and no cracks applied?
    From wise men, O Lord, protect us -anon
    The death of one man is a tragedy; the death of millions, a statistic -Stalin
    We can categorically state that we have not released man-eating badgers into the area -UK military spokesman Major Mike Shearer

  25. #115
    Confiscator of Swords Member dopp's Avatar
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    Default Re: Update 2 Released!

    Quote Originally Posted by Handel
    The spearmen *must* suffer against sword/shield combo. In reality the spearmen were the cheapest troops just a little better then the lowly peasants. A spearmen is helpless against a sword/shield combo.
    Nono, they don't attack at all, or at a reduced rate. Worst offenders are pikemen, who just stand there and eventually lose against virtually anything (even cavalry). It's not a balance issue, but a behavior issue.

  26. #116
    Megas Domestikos Member AnthoniusII's Avatar
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    Default Re: Update 2 Released!

    Quote Originally Posted by sapi
    Are you trying to install on a freshly installed, legit copy of m2tw with no files edited and no cracks applied?
    Directly from the CA cd 1st 1.1 then 1,2.When i see the version in the "option" it writes 1.02. Is that correct?I will reinstall the game 1st thing in the morning...Another isue,whille installing 1.2 patch in the time instaaled packs 1-4 insallation took a long time.Is that a bad sight?Any way thangs a lot for the help!!!!!

  27. #117
    Cynic Senior Member sapi's Avatar
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    Default Re: Update 2 Released!

    the last part (modifying packs 1-4) should take a long time.

    The only thing I can guess at is that installing 1.1 first corrupted your patching process.

    Might be worth a try doing the reinstallation thing, this time not applying 1.1...
    From wise men, O Lord, protect us -anon
    The death of one man is a tragedy; the death of millions, a statistic -Stalin
    We can categorically state that we have not released man-eating badgers into the area -UK military spokesman Major Mike Shearer

  28. #118
    Senior member Senior Member Dutch_guy's Avatar
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    Default Re: Update 2 Released!

    Is there a list containing all the changes the patch made to the game ?

    The gamershell download didn't include a readme...

    Last edited by Dutch_guy; 05-20-2007 at 11:51.
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  29. #119
    Cynic Senior Member sapi's Avatar
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    Default Re: Update 2 Released!

    There's a link to it in the launcher
    Spoiler Alert, click show to read: 


    Here is the primary feature list for Update 2

    1) The Launcher
    2) Cinematic Editor
    3) Battle Editor (now fully functional)


    The list below is the list of fixes which have been resolved for Update 2

    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
    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
    From wise men, O Lord, protect us -anon
    The death of one man is a tragedy; the death of millions, a statistic -Stalin
    We can categorically state that we have not released man-eating badgers into the area -UK military spokesman Major Mike Shearer

  30. #120
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Update 2 Released!

    Note the feature list does not include fixed items such as shield bug, tower bug and antitraits, even though they have been fixed too. Maybe too embarrassing to list?
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

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