Significant improvements to multiplayer campaign speed, which is now limited by the slowest players machine. Here are the patch notes for Total War: ROME II- Patch 3: A century-spanning campaign charges players with strategically managing the economic, civil, religious and military arms of their empire. Command warrior-tested legions in cinematic epic battles with thousands of soldiers on-screen at once. Lay siege against the Romans as Attila the Hun, fearful Saxons, or other savage factions using signature weapons and abilities.Fix for graphics crash caused by changing the games screen resolution shortly after loading a new Campaign. LAN multiplayer modes are now accessible when Steam is in Offline mode. Fixed a bug in the Graphics Benchmark frame rate display that reported the wrong per-frame time. Fix for minor stutters & terrain rendering glitches on some gpu’s when rendering the terrain. Frame Rate improvements on Campaign map across all configurations when setting Effects Quality to Low or High. Fix for lock-ups reported on loading into battle in DirectX9.
Improved the desktop icon for Total War: ROME II to support multiple resolutions. The pyramids) from disappearing when the camera was set to certain angles. Improved culling on the campaign map to prevent props (e.g. Fix to prevent the games user interface from flickering when SLI is enabled. Fix in Multiplayer Campaign, after Player 1 offers diplomacy to Player 2, Player 2 made a counter offer, then cancelled the offer, which caused the game to lock up for Player 1. Optimised fire and smoke effects on the campaign map (improving the frames per second on all graphics setting, especially during the late gameplay where all faction territories are revealed) When an army in forced march is attacked on the Campaign Map, an ambush battle is now triggered, rather than a baggage train Victory Point battle. It is a normal open field battle with any campaign generated penalties applied as before. All armies that are forced to retreat, and then are attacked, no longer have a *Baggage Train battle. Get mods into farming simulator 17 for macAttacking AI is now more likely to prioritise taking Victory Points in Siege Battles / City Assault Battles. Victory Points have had their capture time increased by 3x their previous length. Combined battles where the defender has a navy will retain their Victory Point. Rome Total War Steam Free Hits FromCavalry can no longer capture Victory Points in battles while mounted. Smaller and depleted AI controlled forces are now less likely to survive auto-resolved battles in Campaign modes. Substantially reduced free hits from enemies in battles, when moving a unit through enemy units (without attacking them), so units can disengage with less penalty. Fixed timing issue in battle AI which could cause the attacking AI in port sieges to stop updating. Fixed issue in battle AI which prevented siege assault groups from responding to nearby threats. In Battles, the number of ranks now factor into bracing mass bonus for collision system, i.e. Fixed issue in Siege Battles where the AI attempted to use breaches and gates which they could not reach. Fixed issue which prevented reinforcement artillery ships deploying. Fix for some instances of passive AI during River Crossing battles, when the AI is defending. The size / radius of capture points has been increased in Coastal battles. For example, units that are visible at range could look like they were hidden on their user interface, when they could be seen. Removed old concealed by distance logic, that was incompatible with the newer visibility system. AI houses can no longer secure promotions without first meeting the required age and rank in Campaign modes. Men throwing torches to ignite gates in battles, now have less chance of failing to throw their torches and hit the gate, if ordered more than once to ignite the same gate. Units that charge while in formation (e.g. Further improvements to AI collision detection with Deployables in battle. In Campaign modes, the number of siege equipment entries is now capped to be the length of the siege - 1 Improved responsiveness of Siege Equipment when dropped and picked back up multiple times. For example, If only one of the pikeman is attacked, the entire unit will no longer start to be unresponsive to orders. Hit points for all units have been increased in combat. Reduced the chance of AI (enemy) reinforcements and the players reinforcements joining a battle from the same location and therefore engaging in combat instantly in battles from Campaign modes. Fix missile ships getting stuck when targeting land units just outside of their range. Fix for ships surviving on the campaign map after sinking on the battle map. Fixed bug with ship artillery not firing on buildings reliably in battles. Fixed bug with missile units on ships not firing on enemies reliably during battles. Improved pike weapon damage balancing in battles. Various trait effects are now working as intended. Reduced melee weapon damage in battles, and increased melee defence from shields. Building costs have been updated to reflect the changes in building effects in Campaign modes. Special ability cool down times have been re-balanced in battles. Experience level thresholds have been increased for units. Elite infantry morale has been reduced slightly during battles. Further tweaks and rebalancing has been made to unit morale in battles. Squalor and food consumption have been rebalanced (reduction for higher-level buildings) in Campaign modes. Cost of experience bonuses for Custom and Multiplayer battles have been reduced. Instead, these buildings now give more varied bonuses to the units. Reduced the mass of camel units in battle. The masses of horses and men on the battlefield have been made more reasonable. The charge bonus for Celtic, Briton and Germanic units have been reduced. All battles now end 5 seconds after the victory is decided (This used to be 10 seconds). In Multiplayer Ambush Battles, if Player 1 clicks the "Start Battle" button, and the Player 2 waits for the timer to run out for the battle to start, Player 2 will no longer be locked into Cinematic Mode with limited user interface controls. Improved multiplayer compatibility between players who own the Greek States DLC and those who don't. When the host leaves the team lobby in Quick Battle multiplayer mode, a new host is found. Improved the desynchronisation detection in Multiplayer Campaign mode, and players are now given a popup message when a desynchronisation has occurred, with the options to resynchronise the game to continue, or quit the game. When on the campaign map, if an agent is placed close to the edge of an enemy settlement as it expands (builds a building in a construction slot) the agent is now teleported out of the way of the expansion, so they do not become stuck within the settlement. Fix for battle music getting paused while in slow battle speed. They can then exit the battle if they want to. In Multiplayer battles, a player who has conceded defeat will now turn into a spectator. The Tortoise battering ram animation has been tweaked slightly so it collides with walls better, at the point of impact when a wall is destroyed. Battering rams moves out the way correctly after battering a gate down in battles. The Attacking Testudo can no longer be activated in melee during battles. Fixed bug with ship artillery not firing at all after using first-person mode in battles. Slightly improve combat responsiveness and animations for formation attacks in battles. This update will prevent this situation from happening in the future.
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