![]() Improved AI interactions with the walls in Hecatompylos (small) battle map.Improved the in-battle AI's interactions with a Greek City battlefield.Added a new Persian minor city battle map variation to the game.A unit tooltip will now display to indicate when units are withdrawing during battles.Added display of phase timers to Ability buttons in battles.Fixed bug where routers appeared to walk in battles.Autonomous siege engines now have an ammunition limit during battles.Fix for Cavalry units not able to perform flaming arrow attacks on buildings.Improved gates so they don't open so prematurely for routers during battles.Fix for Lode Stone technology not applying correct speed bonus to ships.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.Objectives are now listed in The Invasion of Samnium chapter of the Prologue Campaign.Rebels, Greeks and Gauls are now unable to capture the Bovianum settlement from the Samnites during the Prologue Campaign.However the user interface did not always display the correct choice. During a multiplayer coop campaign, the client and host could both make decisions when attacked by the AI.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.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.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.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.Fixed a pathfinding data error that allowed paths to cross directly from beach to river on the Campaign map.Fixed satrapies not recognising that they no longer have an overlord in some cases when they cease to be a satrapy.Garrisoned armed citizenry now reinforcing their army standing just next to the settlement they are Garrisoned in.Improved the AI’s consideration and use of payments in diplomacy.To prevent Satrapies from joining a war and betraying their overlord at the same time. Allies that have made a decision to join a war, have that decision enforced at the Campaign AI to ensure consistency.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.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.Campaign AI now encourages factions to form allegiances more over time based on personality, perceived threat and existing balance of relationships the faction holds.Fix for slow down / performance hit when selecting AI siege equipment in the battle setup menu.Left-click and dragging units during battles is now more responsive.The video memory footprint of battles has been reduced by up to 250MB.Fixed various rare crashes during battles caused by unit card sorting.Fix for rare crash when loading a Campaign save game. ![]()
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