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Thread: What's New?

  1. #1

    Default What's New?

    I bought MTWII the day it was released, played a few campaigns, and then promtly shelved it because it was plagued with bugs. (Cavalry bugs, Two Handed bugs, Merchant bugs...) I was wondering what has been fixed, and what is still broken. Is it worth my time to re-install now that some patches have been released?

  2. #2
    Upstanding Member rvg's Avatar
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    Default Re: What's New?

    1.2 patch does address some issues, like the 2-h bug and shield bug. Unit cohesion is still crap, as are pikemen.

    The game is playable, but nowhere near as enjoyable as RTW 1.5
    "And if the people raise a great howl against my barbarity and cruelty, I will answer that war is war and not popularity seeking. If they want peace, they and their relatives must stop the war." - William Tecumseh Sherman

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  3. #3

    Default Re: What's New?

    Holy crap. The patches are 500mb and 600mb... Is there anywhere I can view or download just the "fix list"?

  4. #4

    Default Re: What's New?

    from gamespot 1.1

    Major Fixes

    -Fix crash in Deathtrack MP map with empty Team 3 slot
    -Fixed Battle AI - armies not engaging enemies at close range.
    -Fixed CTD when client attempts to join game that the host is ending.
    -Fixed instances when A.I is passive on the campaign map and lets the user win
    on a campaign battle when stuck in-front of open gates.
    -Fixed loop between the windows for 'Possible Connection Problems' and 'Really
    Quit?'
    -Fixed AI: Calvary not charging a spearmen army in a Custom Battle.
    -Fixed cavalry not attacking - instances when AI sieges a town with infantry
    and Calvary, if the infantry die and rout and the player still holds the city,
    the cavalry do not attack nor rout.
    -Fixed passive Siege Attack AI
    -Fixed Timurids crash (related to elephant artillery not having enough riders,
    CTD when trying to shoot)
    -Fixed Siege Attack AI trying to attack the back of settlements.
    -Fixed Passive attack AI
    -Fixed Cavalry charge consistency and power. (Still raise and lower lances
    occasionally)
    Added ModTool Unpacker
    -Fixed Crash - Auto resolving a siege battle on Gaza and repeatedly Right -
    Clicking the settlement
    -Fixed Merchant Resource value dropping after load/save
    -Fixed CTD caused by Turks AI
    -Fixed Cavalry not flanking spear walls
    -Fixed AI not crossing river to attack (River Jordan)
    -Reduced the effect of morale - enemy AI does not rout so easily
    -Reduced the power of inquisitors
    -Fixed 'move to point' crash
    -MP Multinational support
    -Fixed Cavalry sallying out and not attacking (bunching at corner of
    settlement)

    Medium Level Fixes

    -Fix construction crash when converting settlements when buildings relating to
    initial settlement existed in construction queue.
    -Fixed Settlement still showing as under siege even though sieging army had
    been defeated.
    -Fixed repeating missions
    -Fixed indecisive infantry / broken formation (when ordered to a location they
    would head in the wrong direction first)
    -Fixed being able to open gates with siege towers or embed them in walls
    -Fixed victory video not always appearing
    -Diplomacy - AI no longer counters an open proposition with a gift.
    -Fixed deployment lines being rendered incorrectly around ambient buildings
    -Fixed Enemy units remain stationary with flags flashing when ladders are
    thrown off a destroyed wall in a siege.
    -Fixed the carroccio standard not fitting through gates
    -Fixed gunpowder units being stuck reforming
    -Fixed trebuchets disappearing and reappearing when zooming
    -Tweaked morale system
    -Partially fixed units moving through settlement buildings.
    -Units now check if destination is in a building or not.
    -Enabled command-line switch to allow unlimited soldiers (removes message)
    -Fixed MP player-names being lost on battle results screen if they quit the
    battle early
    -Fixed the ability for a user to 'buff' their assassin experience by
    continually assassinating different captains

    Other Fixes

    -Fix difficulty level in MP (Affects Morale). Previously defaulting to Normal.
    -Fix lobby tooltip that showed incorrect unit sizes.
    -Fix Florins display during diplomacy
    -Fix Money field looping into negative/positive value when removing / adding
    money
    -Fix overlapping and incorrectly sized deployment zones
    -Fixed cut-off graphics in civil disorder message
    -Fixed unclear 'Start Diplomacy' button functionality
    -Fixed MP Admit Defeat button functionality
    -Fixed missions showing as expired even though they have been completed
    -Fixed mouse-overs showing incorrect diplomatic information
    -Fixed minor FE Historical Battle error (shield remaining highlighted)
    -Fixed MP team chat - colours now match recipient and sender.
    -Fixed minor audio issue - Audio: Campaign Map when an English Spy is ordered
    to join an English army he triggers two "Joins_Army" speeches.
    -Fixed minor audio issue - Campaign Map when an English Merchant is ordered to
    disembark a boat, two "Movement_Disembark" speeches are triggered.
    -Fixed Mine income
    -Fixed MP ignore/ban toggle permanently banning player from chat
    -Fixed - Making an offer gives a blank scroll on the Diplomacy Scroll, but
    removing the offer gives the player help text
    -Fixed Mouse Cursor not updating when over certain parts of the UI.
    -Fixed miscalculation of some naval unit movement points.
    -Fixed units not leaving an army when ordered to abandon it.
    -Fixed 'Possible Connection Problems' message not appearing if user alt-tabs
    -Fixed On campaign map, castles appear under 'town' or 'city' title on UI
    -Fixed Reinforcements box remains greyed when the user deselects 'Attempt a
    night battle'
    -Fixed double speed on units that should only go at one speed.
    -Fixed Stakes not appearing correctly in weather conditions
    -Fixed non-functional help button on ransom scrolls
    -Fixed intro movies playing at x3 speed in Historical battles
    -Fixed transfer army functionality - When transferring men the transfer resets
    after viewing the description
    -Fixed Gunpowder units running forward when given targets.
    -Fixed clumping units when they are told to do a 180 degree turn
    -Fixed stuck Camera issues
    -Fixed Fleeing units rallying at breached walls or gates of settlements they
    are attacking when they should not


    and now 1.2

    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 traveling 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.

  5. #5

    Default Re: What's New?

    Awesome, thank you.

  6. #6
    Master Procrastinator Member TevashSzat's Avatar
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    Default Re: What's New?

    Don't dl the newest patch because it is only for playing online as it doesn't really change anything, but you have to download huge files to make it compatible with kingdoms
    "I do not know what I may appear to the world; but to myself I seem to have been only like a boy playing on the seashore, and diverting myself in now and then finding a smoother pebble or a prettier shell than ordinary, whilst the great ocean of truth lay all undiscovered before me." - Issac Newton

  7. #7
    Grand Duke of Zilch Member supadodo's Avatar
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    Default Re: What's New?

    Well kingdoms does come with all the patches inside so you don't have to download them. You just have to endure and babysit a very,very,very long installation.
    Weird Facts I have contemplated

    -Thesaurus is not a species of dinosaur.
    -Potassium is not found in potatoes.
    -Its Naples, not Nipples.
    -All roads certainly do not lead to Rome. Does your state highway link you to it?
    - Dog is God spelled backwards but praying to dogs is a bit stupid.
    - Fart is Hydrogen Sulfide with methane and oxygen and is indeed flammable.
    - Igniting a fart is painful.

  8. #8
    Senior Member Senior Member econ21's Avatar
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    Default Re: What's New?

    Quote Originally Posted by rvg
    The game is ... nowhere near as enjoyable as RTW 1.5
    Opinions differ. I find both the tactical and the strategic AI significantly better in M2TW than RTW. Plus the battles are slower, which is to my taste.

    As others have said, the 1.2 patch is essential. 1.3 seems pointless, unless you want to play with those who have Kingdoms.

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