Archives by Day

September 2014
SuMTuWThFSa
123456
78910111213
14151617181920
21222324252627
282930

Medieval II: Total War

Platform(s): PC
Genre: Strategy
Publisher: SEGA
Developer: Creative Assembly

About Rainier

PC gamer, WorthPlaying EIC, globe-trotting couch potato, patriot, '80s headbanger, movie watcher, music lover, foodie and man in black -- squirrel!

Advertising





'Medieval II: Total War' v1.2 Patch Coming Thursday

by Rainier on April 3, 2007 @ 5:27 p.m. PDT

Medieval II: Total War boasts an impressive array of new graphical and gameplay enhancements, including the capability for a massive 10,000 dynamic characters to be taken into battle at any one time. On top of this, The Creative Assembly have implemented a fully redesigned multiplayer mode that offers a dynamic multi-battle campaign bolstered by an unprecedented level of visceral combat choreography that reflects the brutality of medieval warfare.

Primary features for Update 2:

  1. The Launcher
  2. Cinematic Editor
  3. 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


More articles about Medieval II: Total War
blog comments powered by Disqus