Midieval 2 patch info
Leaves Fleet speech now triggered correctly. 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. Adds multi-player capability. Teutonic: Teutonic Campaign: Playing as the Teutonic Order Castle-Driven Build Options The Teutonic Order is capable of upgrading its city settlements past the level of City and converting castles to cities; however the Order does not endorse the construction of the Brothel, Pleasure Palace and other buildings in the Tavern chain which encourage impious behaviour amongst its citizens.
The Teutonic Order will instead need to maintain public order with an iron fist, and rely on its Castle Libraries and Academies to recruit Spies, Diplomats and Assassins.
These buildings can be constructed in castles above the level of Wooden Castle. Britannia: Culture In the British Isles, each faction spreads its unique culture rather than a religion. The amount and type of culture present in a settlement determines which units can be recruited from that settlement and how much unrest is created by insurgents within the population. The level of culture required to recruit a specific unit can be viewed on the Building information screen of the structure which trains the unit.
The quality and variety of mercenary units available are determined by the size of the settlement and level of foreign culture present. Settlements with high levels of foreign culture will suffer greater unrest caused by insurgents within the population. Religious buildings can still be constructed in the Britannia campaign, However they no longer allow the recruitment of the Priest agent type and instead serve as a means to boost population happiness and increase the spread of culture.
Last edited by Leonardo; June 15, at AM. Reason: Dead links replaced. 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. Improved Siege AI. 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.
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.
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.
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.
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. Camera height does not drop under bridge in River Po Custom Battle map. Camera does not show the underneath of a bridge when General is killed on the bridge. 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.
Fixed officers not animating while riding Removed trees in the water in The Battle of Otumba. 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.
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.
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