Medieval 2: Total War Patch v.1.2 ENG


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version: v.1.2 ENGMedieval II: TW v1.2 contains the following changes: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.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 sidesAttacking 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 CitadelAI artillery more decisive in its positioningRemaining AI army now advances to use siege equipmentAI Cavalry can now flank a Spear WallAI now responds to missiles when sieging settlementsAI now crosses bridges to attackAI responds more quickly to gates that have been opened by Spies (while sieging).Units do not break formation when chasing routersEnemy AI effectively attacks when player's units in a settlement squareEnemy AI now utilises spare ramsImproved enemy AI response to stakesShortened Siege attack timersEnemy AI will no-longer send out General's bodyguard on a suicide mission while defendingDiplomacy Improved responses to monetary offersBribery attempts do not always fail after an unsuccessful first attemptDiplomatic 'Just Rejected' response no-longer to 'Not Interested' response to counter-offer, no matter how generousAztecs now appear in the correct year (for diplomacy actions)Generals in a Crusade do not get inquisitionImproved diplomacy mechanic - AI Factions now stick with alliances and/or attack 'more intelligently'Crash Soft-locks in MP Lobby no-longer occurHost random hangs fixedResolved issue with client CTD when host ends game that client is joiningAuto-resolve Siege battle hangs fixedSiege tower catching fire no-longer causes random hangsRandom hangs after loading Campaign save gamePathfinding Battering Rams no-longer stuck in gatesShip movement area fixedRam crew no-longer stuck between ramsNorthern European Castle terrain fixed to allow docking of towersImproved use of laddersSouthern European Fortress wall fixed to allow docking of towersImproved the way units use Way-pointsSiege of Setenil slow-down tweakedUnits no-longer become stuck on canyon walls on 'Canyon' mapUnits do not ascend/descend invisible laddersUnits do not get stuck on Siege towersCavalry pathfinding improved when sallying out from a FortressBridge battle pathfinding improved (units do not constantly reform)Citadel and Fortress paths fixed so that units can avoid assaulting inner wallsBreach pathfinding tweakedCombat Enemy spearmen do not charge with raised spears2H axemen attack tweaked, inc. Attacking CavalryDefending units can no-longer enter a siege tower as soon as it docks with the wallsMechanics Mouse Cursor position now updates when scrolling with the arrow keys.Assassination exploit fixed.Mission "Reinforce Region" now functions correctlyAttacking an enemy army from inside a sieged settlement no-longer causes the enemy to lose all built siege equipmentFixed two family members (brothers) with the exact same nameRudder event now triggers at the correct timeWhen an enemy sallies and is defeated you no-longer have to wait for the timer to run out in-order to win.Assassin mechanics tweakedMercenary recruitment tweakedDiplomatic Information scroll updates correctly.Online replays now matchSlowdown fixed on Desert SanctuaryMetallic Resource now support MinesCavalry charges do not fail when charging skirmishing/moving units or if a knight is out of positionUnits can now withdraw on the Eifel Mountains Battle MapConstruction queue exploits fixedThe carroccio standard can now fit through the gate on a sally out battle.Southern European > Fortress: routing Enemy AI now leaving the mapPrinting press event triggers at the correct timeLadder docking/undocking tweakedFaction standings tweakedPriests no-longer convert to heretics if traveling on a fleetUpper limit added on how long units stay in loose formation for.Traits/VnV triggers tweakedCamera 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 bridgeControls Drag Deploy functionality tweakedRTS camera functionality tweakedGraphics Princess character now greyed out upon death on Family treeVenice battlemap ambient building placement tweakedFixed issue with trees disappearing when panning camera Added paths to doorways in Southern European Large CityAdded paths to doorways in Southern European CityFixed minor lighting issue in Southern European CityFixed misaligned platforms in Southern European Large TownTweaked Crusade Army bannerFixed texture gaps and unwelded verts on Middle Eastern Huge City buildings.Fixed incorrect Tower Path in Mesoamerican CityFixed path through wall in Mesoamerican City WallFixed floating buildings above the battle map in Aztec Gold ScenarioFixed floating spikes in Mountain Redoubt scenarioAdded correct image for Paladin ancillaryFixed 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 ArcherAdded correct image for Aztec SpearmenFixed floating torches in SE Citadel courtyardGarrison quarters no-longer change to Town Guard when in Construction queueArmoury building image in construction queue no-longer changes to an armouryFixed issue with Trebuchets sometimes disappearing when zooming in closeFixed maps have the winter option but don�t have winter texture on the battle mapNight 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 ridingRemoved trees in the water in The Battle of Otumba.Deployment Units can no-longer be deployed on inaccessible sections of wallFixed deployment issues with Southern European Wooden Castle on either side of the main gate.Units no-longer deployable in buildings in Mesoamerican CityCollision Ballista collision improvedSouthern European Citadel gate collision improvedMiddle Eastern Gatehouse collision improvedIssues with units getting pushed into areas that can't be deployed into.______________________________________________________________________Battle Editor This tool is unsupported by either Creative Assembly or Sega, it is provided as is and there are no guarantees that it is free from bugs.You can run the Battle Editor in two ways:1. Run Medieval2.exe with the commandline switch:medieval2.exe --features.editor2. In the config file add the following option:[features]editor = true______________________________________________________________________Cinematic Editor This tool is unsupported by either Creative Assembly or Sega, it is provided as is and there are no guarantees that it is free from bugs.NOTE: When viewing movies created in Cinematic editor in pro applications. e.g. Premiere, the Alpha channel will always be set at 0. As a result you must ignore the Alpha channel setting in the application. Unedited movies playback normally in standard Media Player apps such WMP or VLC.To run the Cinematic Editor you must create a new config file with any filename (e.g. CineEd.cfg) and launch medieval2.exe with the following command line switch:Medieval2.exe @CineEd.cfgThe Config file must contain the following:[video]windowed = truemovies = falsetga_width = 800 #tga capture size[capture_tga]fps = 20[misc]tga_front_buffer_capture = true[audio]disabled = true[cine]show = truewidth = 800height = 600[replay]play = truefile = replays/replay.rpycamera = cameras/cam1.cam #default camera to load#The file will also need to contain one or both of these options:[cine]capture = true #captures the movie as .tga files using the default camera (required)avi = true #use this if you want an AVI instead of .tga files______________________________________________________________________UI Mission scroll hotkey addedFinancial Details hotkey functionality and tooltip addedReveal/Advance advice hotkey functionality addedBattle Tutorial Dismiss advice functionality addedMagnifying glass added to Disaster Strikes scrollPrincess appears correctly on family treeChat Window errors fixedFamily Tragedy scroll triggered correctlyConsole text appearance tweakedFine 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 warRussian and Czech autosave fixedAudio Movement_Embark speech now triggered correctlyAllies breaking through gates of citadel now triggers correct speechBattle ending in draw when timer runs out now triggers correct speechCampaign Map interface sounds addedEnd Turn sound now fades out nicelyWin/Lose music is now representative of the FactionEnemy King killed speech now triggeredEnemy Reinforcements arrive speech now triggered correctlyPlayer 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 cutsceneCorrect 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 attackOther minor audio tweaks also carried out.Text Minor grammar/spelling errors fixedMedieval II: TW Update 2 also contains fixes that were included in Update 1:Battle AI, Siege AI and Campaign AI are no-longer passiveClose-range AI attacks are more consistentCavalry Charge and Cavalry power are more consistentMerchant trade values no-longer drop after load / saveElephant Artillery does not cause problems in Campaign BattleReduced Inquisitor powerMorale effects tweakedIncreased effectiveness of naval invasionsMP lobby crashes removedMP in-game soft-locks removedAdded support for international MPMinor issues with deployment lines / zones have been solvedTweaks made to Diplomacy mechanicSieged Settlements no-longer showing as sieged even if besieging army has been defeatedGunpowder units do not get stuck re-formingSiege equipment does not disappear while zoomingRemoved Assassin exploitTweaks made to unit pathfinding in settlements*Command line switch added to remove 'reinforcements delayed' messageNo-longer possible to open gates with siege towers or embed them in wallsMinor UI changesAdded missing Audio triggers Controls and Camera tweaksAdded ModTool - Unpacker*To remove the Reinforcements Delayed message use the following command line switch:medieval2.exe --game.unlimited_men_on_battlefield true
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