toujours pas de nouvelles du patch 1.2??
j´ai vu qu´un Add-on à MTW 2 était officiellement en developpement
J´espere que le patch 1.2 sortira avant l´add-on !
ca commence un peu a être long, vous ne trouvez pas?
J´espère en tout cas que ce patch méritera bien tout le temps que l´on a attendu.
Concernant l´add-on, ces vrai, mais j´espère que cette fois-ci, ils prendront leur temps, et ne le bacleront pas.
Image un peu qu´ils nous proposent de donner un peu d´argent pour le patch...
C´est Dallas ce patch ... lol
Ca fait 2 jours que je passe de temps en temps sur le forum officiel et c´est assez amusant de voir qu´un patch peut passionner les foules à ce point.
Ca gueule beaucoup, ça spécule aussi beaucoup, bref c´est le merdier.
Une annonce était promise hier .... y a rien eu ... alors évidemment les énervés le sont encore plus.
Bref coté dévellopement crative est plutôt doué je pense par contre coté com .... c´est vraiment des peintres.
En tout cas pour ce qui est d´une realease du patch .... pas de nouvelles.
Oups ... j´ai rien contre les peintres ... c´est seulement une expression ... ;)
décidément il se fait vraiment attendre ce patch, j´espère qu´il en vaudra la peine.
Ce ne sera pas parfait .... ça ne l´est jamais ... mais il y a quand même de gros progret d´après le readme.
oui ba si s´est comme les gros progrès de l´IA annoncé pour medieval2 à sa sortie, le patch ça fait peur.
Ou encore la diplomatie "revue à la hausse"...
Ce ne sera pas parfait .... ça ne l´est jamais
Oyé oyé bon gens ... creative vient de fixer une date .... le 05/04
Alléluia
Copie de l´annonce:
We can confirm that Update 2 will be available for download on Thursday April 5. The update is currently in the final stages of testing at SEGA and we´re not anticipating any further issues that will delay its release. Between now and Thursday , SEGA will be working to secure as many mirrors as possible in order to ease the downloading process.
Regarding the content of the update - we´ve had some issues with the implementation of some of our intended plans for the hotseat mode and these were continuing to delay the release of this update. So, rather than delay any further, we´ve decided to continue our work on this and include a fully implemented version of this mode in the recently announced Kingdoms expansion.
Once again, many thanks for your continued patience whilst awaiting this update. We all hope you have a great time with your updated version of Medieval II over the Easter break.
Pour les anglophobes de service on résumera en disant que sauf contrindication ou souci de dèrnière minute chez SEGA, le patch sera dispo le 05/04
(SEGA et apparement en train de préparer les serveurs miroirs pour le téléchargement ... on peu supposer que techniquement le patch est validé et que le seul pb possible pourrait être d´ordre technique ... serveurs qui tombe en rade ... bref soyons optimistes)
Le retard aurait apparement été du à un pb avec implantation de la fonctionnalité "siègechaud".
En gros du multijoueur hors ligne ... joueur 1 joue, lesse la place au joueur 2 qui joue et ainsi de suite ...
Après j´suis pas sûr de bien capter mais il me semble qu´ils ont plus ou moins laissé ça de côté pour sortir le patch et proposerons une version complète de ce mode avec l´add-on.
Voilà
Merci SAMOSX pour toutes ces précisions !
plus que 2 jours als
mais est ce qu´ils ont précisé l´année
Your welcom
PS: ... en fait ça veut dire de rien
SEGA vient de confirmer la date de jeudi et le volume de 629Mo et prévois une diffusion via torrent dans les 24H.
Good.
désolé mais il fera quoi ce nouveau patch?
Tu l´aura voulu, le voilà .... héhéhéhé ... c´est indigeste mais tu es servi.
Primary features for Update 2:
1) The Launcher
2) Fully implemented Hotseat mode
3) Cinematic Editor
4) Battle Editor (now fully functional)
Resolved Bugs/Issues:
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.
• Siege AI is not passive.
• 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.
• 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 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
Diplomacy
• Improved responses to monetary offers
• Bribery attempts do not always fail after an unsuccessful first attempt
• Diplomatic ´Just Rejected´ response no-longer to ´Not Interested´ response to counter-offer, no matter how generous
• Aztecs now appear in the correct year (for diplomacy actions)
• Generals in a Crusade do not get inquisition
• Improved diplomacy mechanic - AI Factions now stick with alliances and/or attack ´more intelligently´
Crash
• 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
Pathfinding
• Battering Rams no-longer stuck in gates
• Ship movement area fixed
• Ram crew no-longer stuck between rams
• Northern European Castle terrain fixed to allow docking of towers
• Improved use of ladders
• Southern European Fortress wall fixed to allow docking of towers
• Improved the way units use Way-points
• Siege of Setenil slow-down tweaked
• Units no-longer become stuck on canyon walls on ´Canyon´ map
• Units do not ascend/descend invisible ladders
• Units do not get stuck on Siege towers
• Cavalry pathfinding improved when sallying out from a Fortress
• Bridge battle pathfinding improved (units do not constantly reform)
• Citadel and Fortress paths fixed so that units can avoid assaulting inner walls
• Breach pathfinding tweaked
Combat
• 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
Mechanics
• 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.
• Online replays now match
• Slowdown fixed on Desert Sanctuary
• Metallic Resource now support Mines
• Cavalry charges do not fail when charging skirmishing/moving units or if a knight is out of position
• Units can now withdraw on the Eifel Mountains Battle Map
• Construction queue exploits fixed
• The carroccio standard can now fit through the gate on a sally out battle.
• Southern European > Fortress: routing Enemy AI now leaving the map
• Printing press event triggers at the correct time
• Ladder docking/undocking tweaked
• Faction standings tweaked
• Priests no-longer convert to heretics if travelling on a fleet
• Hotseat Game-mode added
• Upper limit added on how long units stay in loose formation for.
• Traits/VnV triggers tweaked
Camera
• 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 bridge
Controls
• Drag Deploy functionality tweaked
• RTS camera functionality tweaked
Graphics
• Princess character now greyed out upon death on Family tree
• Venice battlemap ambient building placement tweaked
• Fixed issue with trees disappearing when panning camera
• Added paths to doorways in Southern European Large City
• Added paths to doorways in Southern European City
• Fixed minor lighting issue in Southern European City
• Fixed misaligned platforms in Southern European Large Town
• Tweaked Crusade Army banner
• Fixed texture gaps and unwelded verts on Middle Eastern Huge City buildings.
• 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.
• Added correct image for Aztec Rebel - Native Archer
• Added correct image for Aztec Spearmen
• Fixed floating torches in SE Citadel courtyard
• Garrison quarters no-longer change to Town Guard when in Construction queue
• Armoury building image in construction queue no-longer changes to an armoury
• Fixed issue with Trebuchets sometimes disappearing when zooming in close
• Fixed maps have the winter option but don’t have winter texture on the battle map
• Night 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 riding
• Removed trees in the water in The Battle of Otumba.
Deployment
• 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
Collision
• 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.
Battle Editor/Cinematic Editor
• Numerous issues with both editors fixed and improved so that they can be released for public use.
UI
• Mission scroll hotkey added
• Financial Details hotkey functionality and tooltip added
• Reveal/Advance advice hotkey functionality added
• Battle Tutorial Dismiss advice functionality added
• Magnifying glass added to Disaster Strikes scroll
• Princess appears correctly on family tree
• Chat Window errors fixed
• Family Tragedy scroll triggered correctly
• Console text appearance tweaked
• Now possible to launch game from autorun launcher
• Fine 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 war
• Russian and Czech autosave fixed
Audio
• Movement_Embark speech now triggered correctly
• Allies breaking through gates of citadel now triggers correct speech
• Battle ending in draw when timer runs out now triggers correct speech
• Campaign Map interface sounds added
• End Turn sound now fades out nicely
• Win/Lose music is now representative of the Faction
• Enemy King killed speech now triggered
• Enemy Reinforcements arrive speech now triggered correctly
• Player 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 cutscene
• Correct 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 attack
• Other minor audio tweaks also carried out.
Text
• Minor grammar/spelling errors fixed