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  1. #1
    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.
    I'm an athiest. I get offended everytime I see a cold, empty room. - MRD


  2. #2
    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

  3. #3
    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)

  4. #4
    Member Member Nebuchadnezzar's Avatar
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    Default Re: Update 2 Released!

    People, you may want to edit a few of the turn based gunpowder ancillaries (explosives, roger bacon, meister eckchart, albertus magnus) so as to be available to governors after the "gunpowder discovered" event. For some reason CA forgot to update them after changing the event date so at least one can never occur.

    or you can set it back to pre 1.2

    Edit: What was I thinking? Corrected the explosives ancillary
    Last edited by Nebuchadnezzar; 05-20-2007 at 13:00.

  5. #5
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Update 2 Released!

    Actually all three named ones you listed as they require buildings that can only be built after gunpowder is discovered. Good catch btw. Should note though that this only affects new, not old campaigns (i.e. those from 1.0 or 1.01) whose event dates among other data does not get updated to 1.02.
    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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