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News - Rome: Total War - Zweiter Patch : Jetzt zum Download ...

  • PC
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The Creative Assembly hat in der heutigen Nacht einen zweiten Patch für das Echtzeit-Strategiespiel 'Rome: Total War' veröffentlicht. Das rund 56 MegaByte große Update auf die Version 1.2 bringt zahlreiche Veränderungen für den Single- und Multiplayer-Part mit sich, welche das Spiel noch besser machen sollen. Neue Features sind hinzugekommen, die Balance hat sich verbessert und mehrere Bugs wurden behoben.

Im Folgenden einige Auszüge aus dem Changelog:

Battles:
  • Fixed missile collision code to reduce friendly fire casualties
  • Reinforcement AI – AI Generals are now less suicidal
  • Fixed phalanx pursuit bug
  • Fixed multiple groups converging on a single point when ordered to move
  • Player can now select between drip-fed and AI controlled reinforcements before a battle
  • Custom battles in both single player and multiplayer involving multiple armies of the same faction are now supported. Armies of the same faction must all be on the same team.
  • Allowed troops defending a city with no walls to leave the wall boundary
  • Allowed men in siege towers to panic to stop men 'fighting to the death' becoming stuck in an inaccessible place.
  • Chariots carrying an officer or the general now get the appropriate health bonus
  • Stopped men on bridges from panicking (thus leading to mass extinctions).
  • Fixed armies withdrawing from an ambush on the battlefield where they couldn't escape the battlefield.
  • You can now see settlements, wonders, ships on adjacent tiles when going down to the battlefield
  • Increased the fatigue combat penalties by 50% to make them more noticeable
  • Fixed amok elephants not killing anyone after they went into a path following individuals.
  • Numerous fixes to the testudo formation, particularly movement in cities, colliding with other testudos and getting stuck in the reform task
Sieges:
  • Fixed siege towers colliding (producing a rattling behaviour), when dragged out as close as possible then ordered to move.
  • Fixed a crash when a unit tries to pick up ladders in deployment but doesn't have enough men in unit.
  • Fixed siege towers creating arrows during deployment when in range and set to fire-at-will, which would all fly forwards in one huge volley when you started the battle.
Interface:
  • Added option to enable/disable unit shaders to graphics options
  • Added option to enable/disable gloss maps to graphics options
  • Stopped ancillary transfer ‘cloning’ issue
  • Added total cost of queued mercenaries to recruitment scroll
  • Sieging armies can now bring up siege equipment scroll when they have no Movement Points
  • Added optional multiplayer quick chat system, and ability to set message duration (in preferences.txt)
  • Added 'minimal UI' for battles, set MINIMAL_UI: TRUE in preferences.txt
  • Added shortcuts for hiding elements of minimal battle ui, F5 – toggle radar, F6 - toggle buttons, F7 - toggle cards
  • Added a button to admit defeat in multiplayer battles
Multiplayer:
  • Added filter check box to game list to filter games that cannot be joined
  • Added ignore player chat button to filter unwanted chat from players in the lobby
  • Players who quit the game now have their armies taken over by AI.
  • Dropping players who have lost contact (either through connection problems or because of a machine lock-up) is now possible.
AI:
  • Improved the AI unit re-training behavior
  • Tweaked the AI subterfuge so that assassination missions, sabotage missions, infiltration missions are actually carried out. Is now less cautious with lower ranked assassins and spies.
  • Tweaked the AI tax level setting code (also affects player-assist)

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