Добавить в закладки
Идеи и предложения
Главная страница Обратная связь Карта сайта
Логин:   
Пароль:
Меню

  Главная страница

  Игры
  NoDVD/NoCD
  Патчи
  Русификаторы
  Читы
  Трейнеры

  Статьи и новости



 
 

Total War: Rome II патч 8.1

 
Total War: Rome II патч 8.1скачать dle 10.3фильмы бесплатно

Название игры: Total War: Rome II
Версия патча: Update 8.1
Язык: ENG/RUS
Таблэтка: Присутствует (RELOADED)


Установка:
1. Установить обновление
2. Скопировать файлы из папки Crack в папку с установленной игрой
4. Играть

Список изменений
Total War: ROME II - Patch 8.1 - Build 9066.483605

Technical and Performance Issues

Battle
òFix for dark squares which appeared on the battle terrain, whilst using the "Shader Model 3" graphics >>
setting.
òImproved performance on the medium Rome siege map.

Campaign
òResolved an issue that caused the UI to become unresponsive when the Triumph video plays at the end >>
of a campaign.

Gameplay Improvements

Campaign
ò Improved AI parameter balancing: increased tactical focus and aggression, especially for major factions >>
in both Grand Campaign and Gaul Campaign.
ò Improved campaign AI raiding behaviour. AI factions are now more likely to raid during campaigns.

Battle

ò Siege artillery now uses flaming projectiles appropriately (when attacking walls and towers).
ò Fixed an issue in siege battle AI which could lead to the general's unit exposing itself to attack >>
when trying to use its special abilities to support assaulting units on walls.
ò Fixed a range of issues with the AI's interaction with walls in siege battles, enabling the AI to conduct >>
a more effective assault using siege towers and ladders.
ò Improved the tactical co-ordination between different sub-groups of units when assaulting the walls >>
in siege battles. When the AI attempts to enter the settlement via the gates, it is now able to do a >>
better job of first eliminating the threat of boiling oil.
ò Fixed an issue which caused units to march off in a random direction when reforming on a siege tower.
ò Improved the behaviour of units when a unit on the ground is ordered to melee-attack a unit on the walls.
ò Boiling oil no longer causes incendiary damage (so wonÆt burn battering rams for example).
ò Improved pathfinding when attacking units on walls with units on the ground or vice versa.
ò Improved attacking siege AIÆs interaction with walls, and its use of battering rams.

Usability Improvements

Campaign
òFixed a bug that made it impossible to exchange units during a multiplayer campaign, unless the "Turn >>
time" option was set to "unlimited".
òFixed a progression blocker in the Grand Campaign, which occurred when a "Triumph" video played >>
(celebrating a high ranking Roman General). This prevented the player from continuing the game, by making >>
the games UI become inactive.

Total War: ROME II - Patch 8

Gameplay Improvements

Campaign
ò It is now possible to levy units from satrapies and client states. This works in a similar manner to >>
mercenaries, but these units have normal recruitment and upkeep costs, and come from the locally >>
available unit roster.
ò Infantry and cavalry units now have different campaign movement extents. Infantry units are slower >>
than before, while cavalry units are faster than before. Armies always move at the speed of the slowest >>
unit. Now cavalry-only armies actually move faster.
ò Cinematic borders can now be displayed in campaign and battle by pressing + [K] keys (by default).
ò New industrial building chain: Quarry and mine buildings are now available for construction in minor >>
settlements for all factions.
ò Fixed an issue that prevented the AI from blockading the Brundisium port.
ò Improved cultural conversion mechanics.
ò Exempting a province from tax now sets its food consumption to zero (this wasnÆt previously registering).
ò In Multiplayer Campaign mode, when a player-owned settlement is attacked by the AI, the player will >>
no longer have the option to sally forth, when the æfight manual battlesÆ option is disabled.
ò Improved disembarkation areas in some coastal battle maps.
ò Special abilities in battle have undergone rebalancing.
ò Changed victory conditions in grand campaign for all playable factions. The number of regions the player >>
needs to control in order to win the game has been reduced.
ò Removed a number of misleading treachery types from Diplomacy, so now a faction that breaks a treaty >>
and then signs it again within 10 turns wonÆt get treachery penalties.
ò Campaign AI is now less likely to declare war on too many factions.

Battle
ò Added new Barbarian major port battle map.
ò Enemy reinforcement banners no longer begin battle as visible, thereby initially hiding the unitsÆ >>
positions in battles.
ò Added visualisations to denote the range of targeted abilities in battles, so the player will know >>
which units will be affected.
ò Fixed a bug which caused the frame rate drop when it rained during battles.

Usability Improvements

Campaign
ò After researching a technology on the campaign map, the zoom-to-location button on the Research Complete >>
message will now zoom to the correct location.
ò Faction list in Diplomacy now sorts alphabetically by default.
ò The Toggle UI shortcut ([K] key by default) now works with Campaign modes.
ò Treachery warnings now show reliably when you are declaring war and have current treaties with that >>
faction. The warning also shows when the player breaks a treaty and tries to declare war, while the treaty >>
is still in the process of being broken.
ò Fixed the top and bottom of the Campaign tactical map to prevent it from being clipped at high resolutions.
ò Added borders to the campaign tactical map so regions at the edges can be seen more centrally and are >>
not blocked by the diplomacy user interface.
ò Fixed a conflict which meant automatically constructed siege equipment prevented the player from building >>
anything else.
ò GeneralÆs skills and army traditions which lower upkeep costs will now update the recruitment panels >>
correctly.
ò Agent ability Intercept Orders success event-messages will now display which specific armies/settlements >>
are revealed.
ò Improved trees on the Campaign map.

Battle
ò Post-battle loading screens for Custom/Multiplayer battles are now interactive, so the player can see >>
kills/losses of armies in battle.
ò When reinforcing an ally in a campaign battle using multiple armies, the unit cards in battle will >>
now be adapted correctly to the number of unit cards and fit the screen correctly.
ò It is now clearer in the battle UI when auto-trigger is enabled on ability buttons.
ò Improved lighting and vegetation in Atlantic climate battles.

Total War ROME II: Patch 7

Known Issues

òDog handlers will try to melee attack whenever their dogs enter melee, resulting in the handlers running >>
towards the enemy unit that the dog is attacking, and often being killed.

Global

òPerformance û Unit rendering performance on high spec gpuÆs has been optimised, resulting in higher >>
frame rates on EXTREME settings in most scenarios.

òExtensive Frontend-UI tweaks and optimisations.

òFixed a crash in the terrain system which occurred on crossfire machines.

òPlayers are no longer restricted from selecting graphics options, based on the games evaluation of their >>
system. This means that players can now set any graphics options they want.

Battle AI improvements

òAttacking siege AI now uses battering rams more frequently.

òAttacking siege AI can now use all units to burn gates, and should not become inactive if it has only >>
non-infantry units remaining.

òAttacking AI is now more conservative with the use of its general when assaulting walls and gates, but >>
can still use the general unit as a last resort.

òAdded safeguards against some rare issues which could cause the attacking settlement AI to become idle.

òFixed an issue in settlement AI which could result in units losing their attack orders, causing units >>
to sometimes run past enemy units they were trying to attack, as well as causing defending missile units >>
on walls to halt their firing orders.

òImproved AIÆs use of Use The Whip and Rapid Advance.

òAI now targets war-dogs rather than their handlers after dogs have been released.

òEliminated unnecessary reforms in AIÆs defence-line tactics.

òImproved AI scouting behaviour.

Unit rebalancing

òIncreased damage for club weapons.

òIncreased melee defence for pike units.

òRebalance of all small-arm projectile damage:

òJavelins have received a boost to their armour penetration damage.

òAll horse archers (incl. Royal Horse Archers) now have Heavy Shot.

òSome elite foot archers now also have access to Heavy Shot.

òDifferent types of bows now have different ranges.

òAll bows now have some armour penetration.

òRebalanced the following units:

Naked warriors
Ambushers
Berserkers
Painted ones
Naked swords

òSome missile infantry shields have had their missile block chance increased.

òTower projectile incendiary damage has been reduced.

òBurning oil incendiary damage has been reduced.

òImproved arrow tower damage has been reduced, and is now mostly normal damage instead of armour penetration.

òScorpion tower projectiles now have a smaller cone of effect.

òReduced incendiary hit points on all siege vehicles apart from burning rams which have both >>
incendiary and normal hit points increased.

òRemoved shield wall ability from Falxmen, Thracian Warriors and Thracian Nobles.

General battle improvements
òIncreased battle-side hit points of all generals and officers.

òFixed issue in battle combat rules which failed to give the commanding general additional saving throws, >>
making generals unusually vulnerable in harder difficulty modes. These saving throws have also been extended >>
to non-commanding generals, making all general characters harder to kill in battles.

òFixed issue which caused artillery units to sometimes move forwards instead of firing when >>
targeting a ground position.

òFormed Attack button added for key disciplined units (eg Legionaries, Hoplites, Pikemen). >>
Disciplined units are now better at keeping formation when fighting.
òImproved existing unit formations.

òReduced ôblobbingö, where units converge into a disorganised brawl
*Adjusted spacing of some infantry units to prevent units being too cramped.

òAdded blood effects on animals, for players who own the Blood & Gore DLC.

òFixed an issue where pikemen would ignore orders.

òFixed rank & file shortcuts which were not working correctly; and only ever resulted in wider units.

òTelestration (drawing on the map) now works for spectators in MP battles.

òFixed issue where throwing torches at gates failed due to projectile simulation causing torches to bounce >>
off the roof of the gatehouse instead of hitting the gate itself.

òNew guard mode mechanic: units will be in guard mode behaviour by default and hold their line unless >>
they have a direct attack order.

òSeveral improvements to how formed attackers adjust to one or more targets, encompassing different target >>
widths.

òNew hiding mechanic: running will no longer reveal hidden units.

òBehaviour improvements for disengaging units: Units pulling out of melee will now try harder to avoid >>
combat and run to the ordered location.

òNew mechanic for knocked-down soldiers: Heavier units will take longer to get up after being knocked down.

òFixes and improvements to bracing:

- Formation depth and defensive formations now have the correct impact on bracing bonus.
- No bracing bonus when using loose spacing.

òElephant and chariot collisions are now less lethal.

òBoiling oil no longer triggers when enemies are on top of a gatehouse.

òEntities no longer warp in combat when two infantry units charge each other.

òAvoidance-jittering eliminated when multiple units in formed attack overlap.

òPrevented ships and drowning men from floating above the waterline in very rough seas.

òImproved the framerate when multiple units pass under boiling oil.

òAdded option to disable left-click dragging move-orders.

òLocked formation unit groups now correctly track moving targets when given attack orders.

òLocked formation unit groups should now move at the correct speed in all circumstances.

òUnits now interweave less when moving a locked formation backwards.

òArtillery units no longer move forwards to attack a building when their target is already in range.

òFiring whilst moving now always fires at the target unit.

òReduced instances of ranged-unit stop/start movements when chasing a moving target.

òUnits no longer automatically attack their previous melee target after routing then rallying.

òWhen gate capture points are neutralised, gates are now locked to all alliances and boiling oil stops >>
pouring.

òUnits firing from walls can now be consistently halted.

òUnits firing from walls now fire with all ranks.

òRebalancing of entity/projectile/effect audio volumes.

òAdded new preset city and port maps to the custom battle/multiplayer map lists.

òRemoved situations where defenders could partially deploy units outside the city walls in siege battles.

òSiege maps now have towers or gates linked to the correct capture points.

òChanged capture point timer from 20 seconds to 30 seconds. Gates and towers now take 1 minute rather >>
than 40 seconds to change from one alliance to another.

òAdded new minor settlements: 1x Persian port and city, 2x Egyptian cities, 1x Greek city.

òImproved docking and landing points in several maps.

òAdded spectator icon for battle to make it clearer when people are spectating.

òCinematic camera now works correctly for units on buildings.

òGeneral technical/usability fixes across many battle maps (docking points, deployment zones, scenery >>
placement, tower bridging-points etc).

òExtensive battle-UI tweaks and optimisations.

òFixed several rare crash instances.

òAide de camp advisor has been enabled for multiplayer now.

òModified right click drag-outs, so when moving the mouse to the minimum drag threshold, and then back >>
under the minimum drag threshold, the drag-out visualisation will no longer be hidden.

òMen on walls above gates no longer die when gate is destroyed in battles.

Campaign

òFixed a crash when loading into a Roman Port battle map from the Campaign.

òMultiplayer campaign legendary mode saves now work correctly.

òCampaign AI is now more focused on recruiting better units and constructing buildings that allow the >>
recruitment of better units.

òIncreased number of Imperium thresholds from 4 to 7, rebalancing progression of military, agent and >>
edict cap increases to match.

òCampaign diplomacy: ItÆs now harder to sign trade & alliance treaties with AI factions, gifts now give >>
a bigger boost to relations.

òAdded warning when the player is about to break treaty in Diplomacy which will result in player being >>
treacherous.

òEnemy/ally armies/agents are now shown on the Campaign Tactical map and not just players.

òFixed user interface animation issues in campaign, where in Multiplayer Campaign mode, animations would >>
sometimes be in slow motion.

òAdded resource icons to the city info bar.

òAdded a small delay to update of the Settlement info panel, when moving the mouse off building icons >>
to make easier to compare two buildings, without info panel flickering to province info in between.

òFixed setting for whether Unit info panel is shown in battle, which was being set incorrectly in campaign >>
modes, leading to unit info panel being hidden in battle, without player ever minimising it.

òFixed campaign cycle buttons (which cycle between settlements) going in opposite direction, and fixed >>
both buttons going in the same direction.

òFixed issue where if a unit was gifted in a group, the player could still control that unit via group >>
they were previously in.

òFixed issue where current army emblem wasn't shown in list of emblems meaning once changed couldn't >>
set it back.

òWhen the player is defending in ambush, the attackers units are hidden because if they were ambushed >>
they wouldn't know the details of the force they were up against.

òTelestration (drawing) now works on the campaign tactical map for Multiplayer Campaign mode.

òAdded a vote-timer to the autoresolve panel buttons in Multiplayer Campaign mode pre-battle, so players >>
know how much time is left to make a decision once the panel is opened.

òJoin Confederation option now appears as a diplomatic option when countering an AIÆs diplomatic offer.

òAdded experience indicators on queued recruitment unit cards.

òMultiple units can now be upgraded with better equipment, or retrained into better units, simultaneously.

òWhen retraining units, UI now shows the unit a current unit will be retrained into, along with the cost >>
for doing so.

òFinance panel tax-slider now snaps to values, to make it easier to use, and to clarify that there are >>
a finite number of levels.

òAdded notifications for when the other player saves in multiplayer campaign, so you know why the game >>
is pausing.

òAdded filter-specific info to tooltips in the campaign tactical map (such as regional wealth values >>
when on the region wealth filter).

òUnit info UI now takes into account bonus HP for unit health stat, to fix incorrect values being shown

òUnit info now shows the breakdown for melee defence and shield armour values on the tooltip.

òAdded vote timer to the pre-battle screen in Multiplayer Campaign mode, so players know how much time >>
left to make decision once open this panel.

òUnit info missile-damage display now working correctly (damage modifier was being applied to armour >>
penetration damage, and breakdown wasn't taking into account the missile damage modifier).

òCampaign radar map now follows the camera to improve navigation.

òClient states and satrapies are now shown as allied on settlement panel. Also added an icon to show >>
relationship of the factions owning the regions.

òFixed several rare crash instances.
òFixed a crash which happened when merging units together several times, with the [CTRL] + [M] key shortcut >>
in the same army in Campaign modes.
òGarrisons are no longer displayed with dignitary icons on the Campaign Tactical Map.

Total War ROME II: Patch 6

Fixes

This was a minor patch delivered alongside the Blood Pack for Total War: ROME II, applying to all users.
ò Fix for terrain turning black during Campaign and Battles when changing the ôTexture Qualityö setting. >>
This was listed as a ôKnown Issueö in the Patch 5, but is now fixed.
ò French and German campaign audio will no longer play very quietly (e.g. when selecting armies on the >>
Campaign map).
ò Fix for the game failing to launch in some circumstances when running as a Windows Administrator.

Total War ROME II: Patch 5

Technical and Performance

Campaign
ò Improved Campaign AI decision-making speed when considering local forces prior to settlement attack
ò Fix to problem the AI interface received stances that were not up to date, when called to >>
accepting a war declaration help request, or deciding whether to invite allies to a war.
ò Improved responsiveness of tabs in the Trade and Finance panel in Campaign mode.
ò Fixed a crash when loading an auto-save game.
ò Various campaign optimisations including: Fog-of-war update (improves frame rate when moving units, >>
improves end turn times in games where the player has many allies) and Improved frame rate when lots >>
of units are on screen.
ò Fix for rare crash when loading a Campaign save game.
ò Fixed various rare crashes during battles caused by unit card sorting.

Battle
ò The video memory footprint of battles has been reduced by up to 250MB.
ò Left-click and dragging units during battles is now more responsive.
ò Fix for slow down / performance hit when selecting AI siege equipment in the battle setup menu.

Gameplay Improvements

Campaign
ò Campaign AI now encourages factions to form allegiances more over time based on personality, >>
perceived threat and existing balance of relationships the faction holds.
ò A new function has been added to the diplomacy screen, which allows the user to select AI >>
factions, and then mouse over other faction icons on the map to display their relationships.
ò The chances of the AI betraying their allies has been increased, since it used to help them too often >>
when a betrayal was a more appropriate action.
ò Allies that have made a decision to join a war, have that decision enforced at the Campaign AI to ensure >>
consistency. E.g. To prevent Satrapies from joining a war and betraying their overlord at the same time.
ò Improved the AIÆs consideration and use of payments in diplomacy
ò Garrisoned armed citizenry now reinforcing their army standing just next to the settlement they are >>
Garrisoned in.
ò Fixed satrapies not recognising that they no longer have an overlord in some cases when they cease >>
to be a satrapy.
ò Fixed a pathfinding data error that allowed paths to cross directly from beach to river on the Campaign >>
map.
ò When a settlement is blockaded on the campaign map, a fix has been made to prevent the player from >>
queuing more siege equipment in the construction queue than you are allowed.
ò Reduced the chance of AI armies standing close to the players army on the Campaign map in Forced March >>
stance, allowing the player to ambush them.
ò Armies can no longer be garrisoned in a settlement and in Forced March stance at the same time, which >>
led to an ambush battle outside of the settlement when it was attacked, and the winner not >>
capturing the settlement.
ò When handing over a region in civil war, the armed citizenry in that region are now refreshed >>
immediately, to prevent the player from recapture the settlement with no resistance from within.
ò During a multiplayer coop campaign, the client and host could both make decisions when attacked by >>
the AI. However the user interface did not always display the correct choice. This is now fixed.
ò Rebels, Greeks and Gauls are now unable to capture the Bovianum settlement from the Samnites during >>
the Prologue Campaign.
ò Objectives are now listed in The Invasion of Samnium chapter of the Prologue Campaign.
ò Converting an army in a port settlement to the port docks will no longer break it out of muster stance >>
allowing it to recruit while moving .
ò Fix for Lode Stone technology not applying correct speed bonus to ships.

Battle
ò Improved gates so they don't open so prematurely for routers during battles.
ò Fix for Cavalry units not able to perform flaming arrow attacks on buildings.
ò Autonomous siege engines now have an ammunition limit during battles.
ò Fixed bug where routers appeared to walk in battles.
ò Added display of phase timers to Ability buttons in battles.
ò A unit tooltip will now display to indicate when units are withdrawing during battles.
ò Added a new Persian minor city battle map variation to the game.
ò Improved the in-battle AI's interactions with a Greek City battlefield.
ò Improved AI interactions with the walls in Hecatompylos (small) battle map.
ò Adjusted deployment zones in Greek Port (Antioch) map, to stop the defender from being able to deploy >>
outside of the city.
ò Fixed a bug in the Antioch (large) battle map, that made traversable areas of the map untraversable >>
to units.
ò Adjusted deployment zones in Carthago city map to stop the defender from being able to deploy outside >>
of the city.
ò In Multiplayer, spectators can now see both the attackers and defenders units regardless of whether >>
they're within line of sight (both in the battle itself and on the battle radar.)
ò Improvement for the timing in when pike men switch between pikes and swords during combat.
ò Re-jigged pike attacks slightly so that they don't end when the enemy run away, but instead, re-intercept.
ò Fixed bug in Ambush visibility which made unleashing war dogs invisible while the handler unit is hidden, >>
causing the dogs not to be seen by the enemy.
ò Fixed certain capture points that were not assigned to the correct buildings in various siege maps
ò Smoothed out the deployment zones across all siege maps.
ò Fixed disembarking points in minor Barbarian port battle map, allowing units to disembark from ships >>
correctly.
ò A wall piece that is partially underground in the small Barbarian City battle map has now been made >>
to be un-dockable for siege equipment.
ò Fixed the collision on some large rocks in the Carthage battle map to prevent units from passing through >>
them.

Balancing Changes

Campaign
ò Barbarians and Easterners can now also build military ports in minor settlements.
ò Increased campaign cap for the limited naval units, so more of them can be recruited.

Battle
ò Added new missile block chance for shields, and some new shield types added to enable better balancing.
ò Adjustments made to the Carthage chapter 6 difficulty.
ò Rebalanced the ranged damage effects for the Numidian Technology Tree.

Usability Improvements

Campaign
ò Agent success changes now reflects the fact that some actions (for example Assasination) require critical >>
success to eliminate the character. A tooltip has been added to showing the sucees/failure >>
precentage breakdown.
ò Fixed a bug in Multiplayer Campaign mode, where the player couldn't move their camera on the campaign >>
map after spectating in another players' battle, if the player had the Overview Map opened before the battle.
ò Added faction icons to attitude / factors tooltip in Diplomacy to make it clearer whose relationship >>
is being shown.
ò Added message events when a satrapy declares war on its overlord in Campaign modes.
ò Fix for Legendary difficulty auto-save occurring before dilemmas are decided in Campaign mode.
ò Fixed the cancel vassal diplomatic action which was not working correctly.
ò Fix for menus "sticking" when moving the mouse from a submenu button to the Encyclopaedia.
ò Fixed a number of formatting issues in the Multiplayer Campaign faction list user interface.
ò Durations are now displayed on effects in regions / factions where applicable.
ò Added experience and bonus icons to queued unit cards, so they are more consistent with recruitment >>
and recruited units.
ò Fixed hull upgrade bonus icon not showing on recruitment cards.
ò When ordering an agent to perform an action against the enemy, if the player left clicks and holds >>
on one of the action boxes, and then moves the cursor the action box will no longer disappear.
ò In Campaign modes, if the keyboard shortcut to end the turn is replaced by any other key, other than >>
then default [ENTER], the new key will now end turn as expected.
ò Passive abilities are now coloured differently on the Unit Info Panel in Campaign modes to make them >>
clearer.
ò Fixed duplicate faction icons appearing in Diplomacy, when war declared with satrapies.
ò Solved an issue that prevented the settlement looting panel from appearing, when Campaign Overview >>
/ Tactical Map was open.
ò The Forces tab in Campaign modes is now refreshed / updated faster in response to different actions >>
taking place.
ò When returning to the campaign from a battle, besieging army's action points bar no longer doubles >>
in length and extends beyond it's limit.
ò When an ally attacks a provincial capital in coop Campaign the other player will no longer be able >>
to add and subtract siege equipment to the construction list during battle deployment.
ò Removed spaces between building upgrade icons in the Building Information panel to avoid info panel >>
flickering in Campaign modes.
ò Improved the yellow selection highlighting on selected factions in the Campaign Faction Selection screen.
ò Added the option to delete key configuration files form the load key configuration dialog in the settings >>
menu.
ò The "Battle Realism Mode" checkbox now greys out correctly when Legendary difficulty is selected in >>
Campaign mode.
ò Consecrated Ground buildings in Campaign now show which culture they belongs to.
ò The "No Equipment Available" message on the pre-battle user interface in Campaign Mode is no longer >>
displayed, if the player is the defender in a siege assault.
ò Added functionality to post-battle espionage icon so user can now see details about the conquered >>
settlement.
ò Added missing tooltips to character skills on faction screen.
ò Fixes to the Campaign user interface to make objectives status text fit correctly within the >>
available space.
ò When on the Campaign Map, if an Agent has no more action points and tries to perform an action on an >>
enemy settlement, that action will become queued. If on the next turn the player captures that >>
settlement that, upon ending turn the agent will no longer play the animation for the action on that >>
now owned settlement.
ò When building Construction is paused in Campaign modes, a pause icon is now displayed to represent this.
ò Additional army names added for Germanic, Nomadic, Greek, Pontic, and Gaulish factions for more variety.
ò Fixed issue in the Prologue Campaign where the player couldn't declare war on the Greek States via >>
move options and had to do it via diplomacy.
ò There is now a chance for Campaign characters to spawn with a wife in their household.
ò In Campaign, when selecting an opponent's settlement, then hovering the mouse over buildings in an >>
owned settlement in the same province, the building information panel is now correctly displayed instead >>
of being hidden.
ò Added an arrow icons to the Public Order entry in province dropdown, to indicate when Public Order >>
is going up or down.
ò Solved issue that prevented the settlement button from being updated, when the province details panel >>
is shown in the Campaign user interface.
ò The Conversion option is no longer displayed when the building is damaged on the Campaign map.
ò Fixed irrelevant attrition immunities being shown for ships in campaign on the Unit Info panel.
ò Remove misleading tooltips from unit cards in the unit exchange panel if they cannot be exchanged in >>
Campaign modes.
ò Female character portrait / heads are shown when a "Subject Gains Notoriety" event occurs in >>
Campaign, and the event involves a female character (e.g. the Vicious Words event).
ò Fixed a bug, where some Campaign Event Messages were automatically marked as read.
ò Dragging the mouse from a province owned by a certain faction, for instance Rhodes, into a sea region >>
which they do not use, will no longer display their faction icon next to the contested status for the >>
sea region.
ò Fixed un-openable event messages which sometimes appeared in Campaign modes.
ò Successful bribe attempt now shows correct family name on the message.
ò Mission event titles are now consistent between event messages and the event message list panel.
ò The correct cursor icon is now displayed when an Army at sea is selected and order to attack a >>
garrisoned army in a port settlement.
ò The "opportune failure" part of agent action event messages will now only display for the faction that >>
the agent belongs to.
ò After progressing through the Prologue from Chapter 1 to Chapter 3, exiting out of Chapter 3 at the >>
start will no longer cause Chapter 3 to appear locked on the main menu.
ò Character Rank Up events now display the Character Type and new rank.
ò Fixed the window size of the games Launcher in certain desktop resolutions.
ò Fixed bug where placing the mouse over areas of attrition on the campaign map, would make the tooltip >>
look like the area was an enemy.
ò Tooltips don't show ambush chance for fleets anymore.
ò Fixed tooltip height, when tooltips don't have any text in them.
ò Tooltip on Campaign map no longer stops showing ambush chance when placing the mouse over an >>
attrition area.
ò Fix for number of available units is not displaying on mercenary recruitment cards.
ò Fixed an inconsistency with Silanus' name between Prologue Chapters. Throughout Prologue 2, Silanus >>
was identified as 'Gaius Fulvius Silanus'. However during Prologue 3, he was identified as 'Gaius Silanus'.
ò Various minor text fixes in Campaign mode.
ò When the player doesn't have enough money to perform an agent action, and orders an agent to perform >>
a certain action on an enemy, the list of options to perform will now be greyed out immediately, instead >>
of only when the cursor is moved over the options.
ò Fix for incorrect hyperlink in the faction panel and incorrect tooltip on damaged buildings.

Battle
ò Added unit numbers to Unit Cards. These can now be enabled in battle interface options ("Unit Card >>
Man Count" check box).
ò Added option to game settings menu to enable/disable aide de camp (Battlefield Advisor), so the player >>
can now disable this panel from ever appearing.
ò Naval units are now grouped together depending on their unit type more often in deployment. This prevents >>
them from colliding into each other so much at the start of a battle with large armies and large >>
varieties of ships.
ò Fixing for invisible elephants making it appear like elephant riders were floating in the air during >>
battles.
ò Fixed issue where dragging out units on the battlefield could get stuck on screen after deselecting >>
the unit.
ò Chat toggle button is no longer greyed out in frontend when players set their state to "Ready" in a >>
Multiplayer Battle or Campaign lobby.
ò Updated the Carthago radar image to better represent the terrain in the battle.
ò In a Multiplayer Lobby, when a team leader with one AI army on their team switches to the other side, >>
the players Steam avatar no longer remains attached to AI army.
ò Fixed checkbox for "Battle Realism Mode", so it's no longer greyed out and un-ticked when the player >>
has just quit a Legendary difficulty Campaign.
ò Fix for ôUnit Sizeö option being reset to last saved setting when going hosting multiplayer battles.
ò Fixed the "Select All" functionality in battle setup screen ([CTRL]+ keyboard shortcut)
ò Various fixes for the Change Team button being in incorrect state in the battle setup menu.
ò The Battle HUD with double line Unit Cards will shrink to single line as units are removed.
ò The Spectator slot in a Multiplayer Lobby can be taken out of team 2 now if there is space there, and >>
not on team 1.
ò Updated buildings on the radar map during battle for the "Armavir" battle map.
ò Improved boarding user interface in battles.
ò Added some user interface to remind player to use deployables during deployment, when they still have >>
deployables un-deployed.
ò Reduced chance of siege towers moving away and leaving men behind if the user clicks to drop >>
equipment, and orders it to be re-manned as troops are disembarking.
ò Added tooltips for ability effect icons on Unit Banners in battle, and made these icons larger.
ò Fixed transport ship icons not disappearing from their Unit Cards once the units disembarks
ò Fixed a large number of floating objects and clipping issues across a variety of siege maps.
ò Fixed floating buildings and battlefield props in an Egyptian Port battlefield.
ò Visually improved Greek Port battle map.
ò Removed some rocks from a port in the Antioch battle map to prevent ships passing through them when >>
disembarking.
ò Changes made to the disembarkation areas in the large Carthago battle map to prevent ships from passing >>
through the naval port buildings.
ò Adjusted beach landing / disembarkation areas in the Athenia battle map, to prevent ships going too >>
far onto the land.
ò Adjusted beach landing / disembarkation areas in the Greek minor port battle map, to prevent ships >>
going too far onto the land.

Known Issues
ò Changing the game's Texture Quality option during a campaign or a battle may cause the terrain to appear >>
black. This can be avoided by changing this option with the Game Settings in the main menu, and will >>
usually stop happening after starting the next battle or re-loading your campaign. This will be hotfixed >>
in the near future.
ò The Mod Manager is currently only partially localised, so most compatible with English. We aim to localise >>
this fully in the near future.

Here are the patch notes for Total War: ROME II- Patch 4 (version #7573.461942):

Technical and Performance Issues
òFurther optimisation to Campaign path finding.
òImproved the performance of selecting units.
òIncremental performance improvements, reduced CPU bottleneck in a number of scenarios - further >>
improvements pending in future patch.
òFixed crashes occurring when entering battles, declaring war, and ending turn after changing the unit >>
size in the advanced graphics options menu in Campaign modes.
òFixed crash when placing deployables with a single click in invalid locations on the battlefield.
òFixed rare crash in battles when unit banners were moving slowly due to low frame rates.
òFixed an indefinite hang, when attacking Egyptian rebel army across the Nile in Campaign mode.
òFixed crash in the ambush controller caused by incorrectly assuming that an ambush battle was being >>
loaded, when loading into a multiplayer land battle.
òFixed crash occurs during AI turn cycle, after changing the unit size options while in Campaign mode.
òFix for major performance issue caused by reinforcing naval units in certain circumstances.
òThe Campaign game will no longer crash when selecting the "Province Details" panel after selecting "Raise >>
Forces".
òFix for crash due to transport ships erroneously being able to select shot types.
òFixed Campaign lock up when a rank 2 or higher General dies, after selecting a replacement with the >>
"Duty Calls" event, then selecting any other open event, and then attempting to open Diplomacy.
òFixed a crash when rapidly clicking the fire button on the Polybolos unit in Frist Person mode.
òFixed rare crash when selecting an active mission in the Objectives panel in Campaign modes.
òFixed a rare crashing bug in the campaign when selecting units.
òImproved performance of drag-outs and holding space to show unit proxies, by no longer render ghosts >>
for men and mounts, as they were too expensive to render. Artillery, ships and vehicles still have ghosts >>
rendered.
òFix rare crash when AI initiated diplomacy with the player.
òImproved stability when moving between the Campaign game and front end.

Gameplay Improvements
òImproved AI construction logic. It now constructs more military buildings.
òImproved AI army compositions & unit quality. The AI uses better units and slightly less ranged units.
òAI research is more military focused at the start of the campaign.
òSlightly reduced the settlement defensive bonuses for the auto-resolver.
òIncreased the willingness of the AI signing trade agreements and defensive alliance.
òThe AI is now much more careful with constructing buildings that consume food or increase squalor. This >>
has improved the AI's ability to fight food shortage problems.
òAdded more restrictions on the AI running too often making them exhausted by the time they reach their >>
opponents.
òImprovements to the AI defensive ambush behaviour.
òAI now have improved ability to place its forces appropriately to deal with simultaneous front and side >>
attacks. This involves angling and bifurcation of its *line with appropriate units to deal with the players >>
use of flanking or harassing forces.
òFixed a bug where sometimes AI factions wouldn't generate a stance towards the player at the start of >>
a Campaign, meaning they started the Campaign neutral to the players faction, and sometimes ask for peace >>
immediately.
òWhen generating armies, the AI is now more likely to choose elite units when they have the funds to do so.
òImproved AI use of Pikemen in battles.
òFixed terrain height melee bonuses, so attackers on higher ground have an advantage.
òFixed problem with slinger units being overpowered as their shots could hit multiple units and made >>
balancing adjustments to other projectile types .
òFixed pike phalanx single-click and double-click attack behaviour. They will now try to maintain proper >>
distance from targeted unit instead of running into them.
òMade it much harder for enemy infantry units to move/push through a pike phalanx.
òFixing bug where the AI will not know what do if river edge hint lines are present in a map without >>
crossing hint lines. Also improving AI use of phalanx formation in river defence.
òIncreased chance of AI making alliances in diplomacy.
òFlaming projectiles are now set as default for naval artillery when available.
òSlightly increased the effects of diplomatic events on relations with third party factions, and the >>
AI remembers diplomatic events for a longer period of time.
òDifficulty can no longer be changed from the in-campaign game settings whist in a Campaign on >>
Legendary difficulty.
òDeployed agents on the campaign map, no longer reset back to being un-deployed when they level up.
òFix for missile troops sometimes firing in a "perfect" formation, rather than appearing natural and offset.
òDiplomacy improvements - Factions attitudes towards each other are now mapped with colours on the map >>
on the diplomacy screen. When your faction is selected, it shows other factions attitudes to you, and >>
when other faction selected, shows their attitudes to other factions. Also, the factors tooltip now works >>
between two non-player factions by selecting a non-player faction and moussing over another faction.
òIn Multiplayer battles, if the last remaining player in an alliance has a network timeout >>
disconnection, the game will now be a draw.
òFix for units pursuing enemies when reacting to melee (not for direct orders). *Units will no longer >>
pursue enemies when reacting to melee.
òFix for bug where units pursuing a routing unit could stop pursuing when the unit rallied even though >>
they were still not in contact with the target.
òMade individual cavalry units breaking out of combat more easily, to reduce units getting stuck in brawls.
òAllied armies in siege battles now use separate default deployment lines so they don't deploy crammed >>
into the same area.
òReduced qualifying trait list for various "Mad" traits (such as "Not quite right" or "Unhinged") for >>
generals in campaign modes.
òWhen a port is garrisoned in a port settlement, it is now possible to recruit units to the fleet.
òUnits are now automatically assigned to siege equipment in deployment.
òIf an AI faction offers an alliance to the player, it is no longer possible to offer satrapy status >>
and have both active offers at the same time.
òFixed the firing arch for African elephant units.
òThe Loose formation button has been added for certain units in battle.
òTeutoburg Forest historic battle is now more tolerant to the general or other Roman forces >>
wandering off the beaten track.
òThe cap on Mounted Artillery pieces is now set at 6 per team / alliance instead of 6 per army.
òWhen a host decides to make changes to the game setup (e.g. add new player slots) in a multiplayer lobby, >>
these changes are now more accurately displayed to the clients in the lobby.
òIn Multiplayer Campaign mode, the "Show AI player moves" option is now reflected correctly for the client.
òMultiplayer Ambush battles can no longer be started with 2v2 (or greater) numbers of players. This battle >>
type is now limited to 1v1 as intended.
òWhilst in a Campaign as Egypt, the "Defender of Alexandria" mission now requires the correct target >>
to be completed.
òVarious fixes for men being unable to disembark from ships in battles.
òImproved the visual arch of torches that can be thrown to burn down gates in battles. The distance / >>
range that the torches travel was not changed, just the way they travel through the air is now more >>
realistic.
òCinematic camera view in battles now works better with siege vehicles.
òDisabled damage from rolling flammable projectiles that have landed on the ground (This does not include >>
fireball deployables)

Balancing Changes
òRe-balancing for Transport ships.
òEnemies routing now have double the morale impact.
òThe Form Square unit ability now gives a small increase to morale and a bracing bonus in battles.
òRe-balancing for the damage rate of fire on burning buildings and gates.
òThe Charge timeout tolerance has been reduced so heavy units arenÆt so good at chasing down skirmishers.
òFurther reductions to Casualty morale penalties at lower levels.
òFlanking and rear charge morale penalties have been increased.
òIncrease morale penalty for general death/fleeing.
òIncreased effect of rear attack in melee.
òReduced melee defence stats for most units, and increased shield melee defence values to even out the >>
differences between units.
òMelee attack reduced slightly for most units.
òIncreased melee defence for all shock cavalry units.
òTweaked balancing of Hoplite units.
òFix for Silver Shield Pikemen using wrong shield type.

Usability Improvements
òPlayers can now customise the emblem on their Generals and Admirals banners. 32 new emblems have been >>
added. When you select a General or Admiral on the Campaign map, and click the "Details" button, players >>
can select a new emblem via a new user interface.
òSwitching graphics quality will no longer reset changes made to the "run in window" checkbox.
òFixed issue in Multiplayer Campaign diplomacy, where both players had control over the accept/cancel >>
buttons at same time, so they could (for example) spam the send offer button to result in multiple trade >>
agreements with same player.
òFixed user interface exploit which allowed the players in battles in Legendary difficulty, to pause >>
battles and still issue orders to their units.
òThe Maintain blockade button no longer appears on the pre-battle screen after attacking an enemy army >>
and clicking fight battle.
òIn Campaign modes, if an army is embarked on a navy and in a port (e.g. by capturing a port >>
settlement with an army/navy) it is now easier to get that army out of the water and into the garrison.
òFixed issue where if the player declared war several times successively in diplomacy in Campaign modes, >>
some of the text on the declare war panel would go missing.
ò"Army Destroyed" event message now displays the name of the army instead of the name of the general.
òThe "Food Shortage" event message no longer contains a list of provinces affected. This can still be >>
reviewed in the Provinces panel.
òImproved "Culture Details" interface when the mouse is placed over the "Culture" icon on a >>
"Province Details" panel in Campaign modes.
òAdded event message for when units defect during a civil war in Campaign modes.
òRank up event message now contains the new rank for both characters and armies in Campaign modes.
òSlowed down scrolling with the mouse wheel on the Province tab in Campaign modes, as it was too fast.
òPrologue chapters are now unlocked as soon as the player plays them.
òImproved the progress bar above ships in battles when they are boarding each other.
òFixed strength bar not being setup in negotiation screen of Diplomacy.
òThe Banner emblems have been removed from the top of barbarian unit banners to make it easier to >>
distinguish Generals and Admirals.
òThe Cruel agent trait now has a positive icon instead of a negative one, as it has a positive effect.
òImproved responsiveness of the Technology panel user interface in Campaign modes.
òIn Chat, remembered chat rooms are no longer re-created when they are not found. This is to fix the >>
issue of lots of chat rooms being created, that only contain 1 person.
òThere is now a faction flag for each alliance involved in battle on the loading screen when loading >>
into a battle.
òSaving keyboard setups with characters such as "&, ," or ' " in the name is now supported.
òWhen attacking a door of a fort with a battering ram, the per cent of damage will now reach 100% when >>
the door to opens, instead of 20%.
òThe list of save games in the Save / Load menu now loads faster, and prevent the player from >>
over-writing files with the same name by prompting them when this is about to occur.
òFixed issue when giving a double click move/attack order to a unit while dragging units into >>
formation at the same time, which caused the drag-outs to get stuck to the cursor.
òFix for a bug in the "Cloud" tab of the save menu. When closing the menu and re-opening it, the "Cloud" >>
tab was selected, but the cloud saves weren't listed.
òFix for a bug that allowed the player to use the "ping" function (which draws yellow arrows on the campaign >>
map, when the player presses the [F5] key) in *Single Player Campaign, so it now only works in >>
Multiplayer Campaign as intended.
òWhen there is a civil war during a Carthage campaign game, the emerging Adirim Loyalists' faction icon >>
is now sown next to the settlement names of settlements owned by Adirim Loyalists, instead of the original >>
Carthage faction icon.
òFixed various missing texture issues on unit banners in battles for reinforcements, disembarking ships, >>
and when flags were turned off and then turned on.
òThe group morale frames on Unit Banners are coloured same as ungrouped units in battles.
òThe "Attacker Direction" dropdown list has been hidden instead of greyed out in the Battle Setup screens >>
for Custom and Multiplayer battles, when not applicable, to avoid confusion.
òTrample abilities effects on fatigue are now clearer in battles.
òIn the Custom Battle setup screen, the Mare Ibericum battle map no longer remains selected when the >>
player selects another map.
òThe portrait of the selected character on the Character Details screen in Campaign modes no longer overlaps >>
frame around the portrait.
òFixed for land unit style category icons and tooltips sometimes being shown on ship unit banners during >>
battles.
òFixed subtitles on some tutorial videos in the Encyclopaedia.
òFixed a bug where destroying one slave army would kill / make all the other slave armies disappear.
òUnit cards now scale horizontally to a certain limit, to reduce the likelihood of requiring double row >>
of cards, which takes up quite a lot of space on the screen.
òThe "Active Missions" button in the objectives panel now highlights correctly when selected.
òThe description text for the second objective ("White India") of the fifth historical chapter >>
("Excelsior") of the Parthia faction now fits correctly in the text box in the Objectives panel.
òIf the player uses the encyclopaedia shortcut while scrolling a menu, the scroll bar button will no >>
longer appear on top (overlap) the encyclopaedia page.
òExperience levelling up effects on banners are no longer displayed when banners themselves are hidden, >>
e.g. in Cinematic Camera view in Battles.
òThe "Roma Captured" video now plays when Rome is captured on the Campaign map, when the player choses >>
to loot or raze Roma.
òFixed bug when making an Offer / Demand in diplomacy that would stop the diplomats mouth from moving >>
as they spoke.
òPlayers can no longer select the Greek faction in Multiplayer Campaign mode with the arrow keys, when >>
they don't own the Greek States Culture Pack DLC, which led to both players being returned to the main >>
menu when loading the campaign.
òHaving the "Add Offer/ Demand" window open in diplomacy, while breaking a treaty will no longer cause >>
the "Add Offer/ Demand" window to remain visible.
òPlayers can now load a fleet or army on coastal and port assault battles, instead of only fleets.
òFix for Socii units missing variations in battles.
òAdded greaves to Carthaginian Hoplites units in battles.
òFix for Chosen Spear and Sword band missing helmet variation in battles.
òEvent messages that open automatically will now correctly open in order, one by one.
òPressing the "Cancel" button when changing the "Push to Talk" key in the Voice Chat Settings menu now >>
works as expected.
òFixed issue where double clicking on a map in the map list in the Battle Setup screens (in Custom Battle >>
and Multiplayer Battle modes) would make that map always remain highlighted as if it was selected.
òThe icon for glassware is now visible on the Hieron Ton Megalon Theon's building card.
òBetter consistency between the attributes that are displayed on the recruitment user interface for Generals >>
and the attributes of the General once recruited.
òFixed tool tip on notification icon that appears on the "Details" button when units are available to >>
upgrade.
òWhen entering the diplomacy screen for the first time in Campaign modes, the accompanying speech now >>
matches the text displayed.
òPromotion level is now displayed on the Faction Summary and Faction Details *Panel in Campaign modes >>
when a character is selected.
òPlaceholder text no longer displays on the pre-battle user interface for one player, when a rebel army >>
attacks the other player in Multiplayer Campaign mode.
òPressing the Escape key while pacing the mouse over a construction options in the Settlement Details >>
panel no longer leaves the construction options open while closing the Settlement Detail panel.
òIncreased Cataphract armour, and strong version added for Royal Cataphracts units.
òChanged armour for Eastern Noble Horse Archers to Cataphracts.
òFix for incorrect colouring of battle list entries.
òClicking on the "zoom to location" button on event messages will now always take you to the correct >>
location.
òAdded in missing standard bearers to Spartan and Carthaginian infantry units.
òWhen an agent is with an army that is accompanying a fleet, separating the agent from the army now updates >>
the user interface correctly, so that the agent no longer appears like it's with the army.
òFixed missing text on the "Accept" button when offering diplomacy to another faction in Campaign modes.
òFixed the arrows buttons functionality on various scrollbars in the Campaign user interface.
òWhen viewing the total number of army units listed in a merged fleet, in the top left corner of the >>
unit panel in campaign modes, it now correctly shows the number of units instead of incorrectly >>
displaying the fleet total.
òWhen a unit gains a rank during or after a battle in Campaign modes, there is now a "level-up" >>
animation to highlight this.
òThe red left and right arrows on either side of the settlement name in the left hand side of the screen >>
when a settlement is selected on the campaign map, now toggle between settlements more effectively.
òWhen the Rhodes region is captured on the Campaign map, and under player control, viewing the Tactical >>
Map will now colour the region correctly.
òThe arrow to sort by Food Production in the Province panel in Campaign modes now sorts correctly.
òFixed multiple issues surrounding certain events being fired at the same time as winning the game.
òThe movie player for Campaign movies will now correctly re-initialise its full screen state between >>
queued movies.
òSwitching between different forces on the Campaign map, while in the Details panel is open, will now >>
update the stance button, so the changing the stance with this button will now set the stance for the >>
currently selected force.
òWhen looking for an online multiplayer battle, the list of games available are in the Battle List window >>
can now be scrolled with the mouse wheel.
òWhen exiting negotiations with faction in the Diplomacy panel, that faction now stays selected in faction >>
list so the player doesn't have to scroll down the whole list each time.
òWhen placing the mouse over buildings that can be converted in a settlement in Campaign modes, the mouse >>
now highlights the upgrades correctly.
òFixed the sort by diplomatic status button in the "Known Factions" list in the diplomacy panel in Campaign >>
Modes.
òIn Multiplayer Campaign, when one player declares war on a faction and confirms this, the "Call your >>
Allies to help!" checkbox is now hidden, as changing it after this point didn't do anything.
òWhile choosing an agent action in Campaign modes, the player can now see the current treasury status >>
of the agent in the agent action panel.
òDuring all Quick Battle multiplayer games, when any player enters the deployment screen they are no >>
longer shown as Rome for a couple of seconds while the game is set up.
òFixed reinforcing armies unit banners sometimes appearing darker and missing their outlines on the >>
battlefield.
òUnit banners will no longer appear black when turning on unit flags in a battle after turning them off >>
in the campaign map.
òThe expanded tooltip for client state in diplomacy now no longer always displays 0.
òFixed tooltips for incident event effects in Campaign modes.
òArrow keys can no longer be used to move artillery weapons in First Person
Пароль от архива "nodvds.ru "


 
Уважаемые пользователи, скажите "Спасибо" сайту, поделившись этой страницей с друзьями через кнопки ниже


 
















 
© NoDVDs.ru 2011-2015      |     При копировании материалов обязательна прямая ссылка на страницу-источник.
Рейтинг игровых сайтов