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本帖最后由 ithuahua 于 2013-10-4 09:59 编辑
英文原版:Here are the patch notes for Total War: ROME II- Patch 3:
Technical and Performance Issues
Significant improvements to multiplayer campaign speed, which is now limited by the slowest players machine.
Frame Rate improvements on Campaign map on low spec Core2 Duo cpu抯 in windowed mode.
Fix for lock-ups reported on loading into battle in DirectX9.
Frame Rate improvements on Campaign map across all configurations when setting Effects Quality to Low or High.
Fix for minor stutters & terrain rendering glitches on some gpu抯 when rendering the terrain.
Fixed a bug in the Graphics Benchmark frame rate display that reported the wrong per-frame time.
LAN multiplayer modes are now accessible when Steam is in Offline mode.
Fix for graphics crash caused by changing the games screen resolution shortly after loading a new Campaign.
Fix for a crash when performing an agent action on a wounded/assassinated unit in Campaign modes.
Further campaign map optimisations.
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)
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.
Fix to prevent the games user interface from flickering when SLI is enabled.
Improved culling on the campaign map to prevent props (e.g. the pyramids) from disappearing when the camera was set to certain angles.
Improved the desktop icon for Total War: ROME II to support multiple resolutions.
Gameplay Improvements
When the player is attacked whilst in a minor settlement (not provincial capital), a new "Sally Forth" button is available on the pre-battle panel to fight the attackers in an open field battle.
All armies that are forced to retreat, and then are attacked, no longer have a *Baggage Train battle. It is a normal open field battle with any campaign generated penalties applied as before.
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 .
Combined battles where there is no navy in the defending alliance do not have *Victory Points/Baggage Trains.
Combined battles where the defender has a navy will retain their Victory Point.
Victory Points have had their capture time increased by 3x their previous length.
Attacking AI is now more likely to prioritise taking Victory Points in Siege Battles / City Assault Battles.
AI controlled Agents are now more likely to act upon the player's settlements instead of standing around outside of them.
Fixed issue in battle AI which prevented siege assault groups from responding to nearby threats.
Fixed timing issue in battle AI which could cause the attacking AI in port sieges to stop updating.
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.
Smaller and depleted AI controlled forces are now less likely to survive auto-resolved battles in Campaign modes.
Cavalry can no longer capture Victory Points in battles while mounted. They can still neutralise the Victory Points if they were previously in enemy control, and capture Victory Points when dismounted.
The size / radius of capture points has been increased in Coastal battles.
Fix for some instances of passive AI during River Crossing battles, when the AI is defending.
Fixed issue which prevented reinforcement artillery ships deploying.
Fixed issue in Siege Battles where the AI attempted to use breaches and gates which they could not reach.
In Battles, the number of ranks now factor into bracing mass bonus for collision system, i.e. thin lines will make you lose your bracing bonus against cavalry charges from the front
Fixed chasing down of routers at the end of battles, so they engage in combat more often and can be killed more easily.
Satrapies can no longer sign peace treaties with the enemies of their overlord (but still able to automatically make peace if their overlord signs a peace treaty with the enemy) in Campaign modes.
Snow ground type now replaces grass in snow attrition areas of the battle map.
Units in Testudo formation will now respond to an order to attack city gates in a City Assault battles.
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.
AI houses can no longer secure promotions without first meeting the required age and rank in Campaign modes.
Removed old concealed by distance logic, that was incompatible with the newer visibility system. For example, units that are visible at range could look like they were hidden on their user interface, when they could be seen.
Pikemen can move out of melee when pike phalanx is active in battles. For example, If only one of the pikeman is attacked, the entire unit will no longer start to be unresponsive to orders.
Improved responsiveness of Siege Equipment when dropped and picked back up multiple times.
In Campaign modes, the number of siege equipment entries is now capped to be the length of the siege - 1
Further improvements to AI collision detection with Deployables in battle.
Units that charge while in formation (e.g. block formation) stop sooner on contact with the enemy, to reduce "blobbing" where units converge into a disorganised brawl.
Fixed bug with missile units on ships not firing on enemies reliably during battles.
Fixed bug with ship artillery not firing on buildings reliably in battles.
Fix for ships surviving on the campaign map after sinking on the battle map.
Fix missile ships getting stuck when targeting land units just outside of their range.
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.
Balancing Changes
Hit points for all units have been increased in combat.
Melee defence has been reduced for most melee cavalry units and for some elite infantry units.
Reduced melee weapon damage in battles, and increased melee defence from shields.
Various trait effects are now working as intended.
Improved pike weapon damage balancing in battles.
Fatigue for running and being in combat has been increased in battles.
Further tweaks and rebalancing has been made to unit morale in battles.
Elite infantry morale has been reduced slightly during battles.
Experience level thresholds have been increased for units.
Special ability cool down times have been re-balanced in battles.
Building costs have been updated to reflect the changes in building effects in Campaign modes.
Morale bonuses from training and religious building chains have been reduced in Campaign modes. Instead, these buildings now give more varied bonuses to the units.
Cost of experience bonuses for Custom and Multiplayer battles have been reduced.
Squalor and food consumption have been rebalanced (reduction for higher-level buildings) in Campaign modes.
The Headhunt ability has been re-balanced in battles.
The charge bonus for Celtic, Briton and Germanic units have been reduced.
The masses of horses and men on the battlefield have been made more reasonable.
Reduced the mass of camel units in battle.
Usability Improvements
The Balance Of Power bar on the Diplomacy screen now shows the correct ratio, rather than just 50/50.
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 the host leaves the team lobby in Quick Battle multiplayer mode, a new host is found.
Improved multiplayer compatibility between players who own the Greek States DLC and those who don't.
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.
All battles now end 5 seconds after the victory is decided (This used to be 10 seconds).
In Multiplayer Land Battles, when deployment is over, enemy armies will no longer be visible, when they are supposed to be hidden, for a couple of seconds before fading out.
In Multiplayer battles, a player who has conceded defeat will now turn into a spectator. They can then exit the battle if they want to.
Fix for battle music getting paused while in slow battle speed.
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. If the agent was already stuck in an expanded settlement before this update, they will remain stuck, and have to be disbanded. This update will prevent this situation from happening in the future.
Slightly improve combat responsiveness and animations for formation attacks in battles.
Fixed bug with ship artillery not firing at all after using first-person mode in battles.
The Attacking Testudo can no longer be activated in melee during battles.
Battering rams moves out the way correctly after battering a gate down in battles.
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.
Multiple waypoints displayed for units in siege equipment, as previously only 1 was displayed.
Selecting Dismount on mounted units continuously during deployment in battles will move the units towards their last ordered position less after dismounting.
During battles, if a cavalry unit is ordered to move to a location, and then ordered to dismount, the men will now dismount but not continue to move to the previously ordered location.
The number of arrows is now correctly depleted when units fire whilst moving during battles.
Correct bonuses are now being applied to units from Workshop buildings.
Fixed bug with pike phalanx not getting back into pike stance after running.
Charge bonuses are now correctly applied to units recruited in certain provinces.
Projectile impact effects hitting units and buildings are now positioned more accurately.
Improved fire effects for buildings, siege vehicles and deployables during battles.
Improved some visual effects for during battles. Better burnt version of buildings with burning embers, and running water down roofs and vertical surfaces in rain.
Damaged visual effects have been improved on the campaign.
Fixed Briton Chariot unit attributes.
Fix for Scythian horse unit variation.
The achievements "Noble Master", "Spymaster" and "Champion of the Gods" now unlock sooner after their requirements have been met.
Fix for the Campaign map terrain disappearing when repeatedly toggling between the Campaign Map and Campaign Tactical Map.
Province level bonuses (such as edicts with food bonuses) are now taken into account in the food level displayed in a province overview in Campaign modes.
Settlement labels on the campaign map are now positioned more accurately and no longer get offset from the settlements.
In the Province panel in Campaign modes, provinces can now be sorted by their level of food production.
Several Eastern buildings now correctly consume food (instead of either not consuming anything or giving contradicting public order effects) in Campaign modes.
The Qanat building (in the Eastern agricultural chain) now produces a small amount of food in campaign mode.
The warning message that informs the player that they are not researching any technology when they press the "End Turn" button in Single Player Campaigns is now also displayed in Multiplayer Campaigns.
The players armies in Ambush stance will no longer move by themselves in Campaign modes, which happened on rare occasions.
Fix for user interface bug showing the wrong tax level on the Province Details panel when the "Tax province" button was ticked in Campaign modes.
Culture conversion coming from some characters now correctly shows up as "character" in the culture tooltip, no longer as "building".
In Campaign modes, the culture that Consecrated Grounds belong to is now displayed in their title, to make it clearer why they need to be converted.
The "Reduces slave population decline" icon in the information panel when placing the mouse over the "Slave Trader" in the Commons buildings section in Campaign modes is now displayed as green instead of red (as it's a positive affect).
The first building in the equipment chain (E.g. Workshop for Hellenic, Quartermaster for Eastern etc.) can no longer be bypassed by converting from another faction's equipment chain without researching.
Technologies are now required to create the Level 4 Jewelsmith building, to prevent an exploit.
Improved ship melee/ramming target selection in battles.
Fixed boarding mode button state issues when attempting to board a ship in battle.
In battles, men who have already boarded an enemy ship no longer jump into the sea once their ship has started to sink or back onto their sinking ship. (Men who remain on the sinking ship still jump into the water.)
Improved Advisor lip sync in various pieces of advice in Campaign modes.
Clicking the "Square" special ability as a unit is attempting to man a siege tower will no longer stick the siege tower to that unit in battles.
When an agent is selected in Campaign mode, and the player right clicks on a settlement to sabotage the enemy, the menu will no longer act erratically.
When the player had a subject to deal with in the politics screen and the subject had an infamy effect, this effect once seen persisted in being shown for all other characters even if the subject is dismissed. This has been fixed.
Fix for some misaligned text on a tooltip displayed when a settlement with a port is blockaded by an enemy, and the player selects the enemy and places the mouse over the settlement.
Improved small glitches with Campaign selection markers and Forced March visual effects sometimes being displayed in the wrong positions when units move.
Fixed some inconsistent ability names for General Skill Types.
In Campaign mode, Roman "Basilica of X" temples have now been renamed to "Precinct of X".
Tooltip regarding the "Armoured Siege Units" technology bonus effects on pre-siege vehicles (all variants of Galleries, Siege Towers, Ladders and Battering Rams) is now clearer.
Fixed the tooltip when placing the mouse over the Columns I, II and III for War Exercises, Warrior Code, Tribal Economy and Druidic Council technology trees in the Technology Panel in Campaign modes.
Two pieces of advice from the Battlefield Advisor relating to flanking were mixed up in Italian and Spanish. These have now been corrected.
Fixed a couple of instances where what the Battlefield Advisors was saying did not match the text displayed in Spanish.
Some steep terrain in a Greek Minor Port battle map has been levelled out, to stop ships from going under the beach when they disembark.
Improvements to the wall connectivity in a Greek Port battle map.
Boiling oil poured from gate houses in battles will look better where it intersects with the ground.
Improved impact animations when pig carcasses hit the ground when fired as poison rounds form artillery in battles.
While crossing rivers in battles, units footsteps now default to mud sounds instead of water sounds.
Fix for a small hole in the terrain in a Greek Minor Port battle map.
When the player is defending in a siege battle from Campaign mode, and the enemy partially capture a Victory Point on the battle map, then the player re-gains control of the Victory Point, the Battlefield Advisor will no longer say "Our enemy have lost a victory point".
Fix for the Battlefield Advisor sometimes referring to the players own reinforcements as "Enemy Reinforcements" during battles.
Added some localisation text and audio fixes for French, Italian, German, Spanish, Czech, Russian, Polish and Turkish.
Added Stonehenge back to the custom battle map at these coordinates 0.137, 0238 (Iska).
Fixed typo on 'Conscription' edict in English.
Improved culling of certain rocks on the battlefield.
Added French, Italian, German and Spanish localisation to the word "Settlement" in the Agent Action Panel in Campaign modes.
Various text and grammar fixes for the Campaign user interface.
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无责任机翻内容:
这里有全面战争:罗马II- 3补丁的补丁说明:
技术和性能问题
显着改善机最慢的球员,这是现在有限的多人战役速度。
帧速率的改进在低规格的酷睿2双核CPU抯在窗口模式下的战役地图。
解决拘留所报告在DirectX9加载上阵。
帧速率的改进效果质量设置为低或高时,在所有配置的战役地图。
渲染地形时,修复了在某些GPU抯轻微的口吃与地形渲染故障。
修正了一个在图形基准帧速率显示,报告错了每帧的时间。
现在局域网多人游戏模式,当蒸汽在离线模式。
修正图形崩溃后不久,加载一个新的运动所造成的改变游戏屏幕分辨率。
修复一个崩溃,当执行代理操作上受伤/暗杀单位在战役模式。
进一步的战役地图优化。
优化火和烟雾效果在战略地图上(提高每秒帧数所有图形的设置,尤其是在后期的游戏中各派系的领土透露)
修复后在多人战役中,玩家1提供外交播放2 ,播放器2提出反建议,然后取消的报价,这造成游戏锁定玩家1 。
修复,以防止游戏用户界面启用SLI时闪烁。
改进扑杀在战略地图上消失时,相机被设置一定的角度以防止道具(如金字塔) 。
改进全面战争:罗马II支持多种分辨率的桌面图标。
游戏的改进
当玩家被攻击,而在一个微小的沉降(省会) ,一个新的“倾巢而出”按钮,可在战斗前面板打击袭击者在一个开放的野战。
所有军队被迫撤退,然后攻击,不再有*行李火车战。这是一个正常的开放式野战产生任何运动之前用作处罚。
当急行军的军队在战役地图上的攻击,伏击战触发,辎重,而不是一个胜利点争夺战。
那里没有卫冕联盟海军联合战役没有*胜利点数/行李火车。
联合战役中的后卫有一个海军将保留他们的胜利点。
胜利点数有其捕获时间增加了3倍他们以前的长度。
攻击AI是现在更有可能优先考虑攻城战/城市突击战役的胜利点数。
AI控制的代理,现在更有可能采取行动后玩家的定居点,而不是站在周围以外的他们。
固定在战斗AI问题阻止攻城突击组从响应到附近的威胁。
停止更新的固定时间在战斗的AI问题,这可能会导致攻击AI港口围攻。
大幅减少命中敌人在战斗中,当移动单元通过敌方单位(不攻击他们) ,所以单位可以用更少的刑罚脱离。
较小的和贫AI控制的部队现在不太可能生存在运动模式的自动解决战斗。
骑兵再也不能同时安装在战斗中获取胜利点数。他们仍然可以抵消胜利点数,如果他们以前在敌人控制,下马时捕获胜利点数。
大小/已增加沿海作战半径捕获点。
修复了某些情况下的被动AI河隧道战役期间,当AI卫冕。
固定的问题,防止加固火炮舰部署。
在攻城战AI试图使用违规和大门,他们无法达到的固定问题。
在战斗行列因素支撑碰撞系统的质量奖金的数量,即细线将让你失去支撑奖金对骑兵收费从前面
固定路由器的战斗结束时追跌,所以他们更经常地参与作战,并能更容易被杀死。
阿契美尼德王朝再也不能签署和平条约(但仍然能够自动进行和平的敌人,他们的霸主,如果他们的霸主与敌人签订和平条约)在运动模式。
现在积雪地面类型取代草雪流失地区的战斗地图。
现在龟形成单位将响应的命令,一个城市突击战攻击城门。
男性在战斗中投掷火把点燃门,现在有没有扔火把,打门,如果不止一次地下令点燃同门的机会较少。
AI的房子可以优惠,恕不第一次会议所需的年龄,职级在运动模式不再安全。
删除旧的隐蔽距离逻辑,这是不符合新的可视性系统。例如,单位,可见范围可能看起来像他们被隐藏,当他们可以看到他们的用户界面。
长枪兵可以搬出混战时,长矛方阵是活跃在战斗中。例如,如果只有一个枪兵的攻击,整个机组将不再启动是反应迟钝订单。
攻城器械的改进响应时下降,并捡到最多多次。
在运动模式,攻城器械项目目前已经封顶围困的长度 - 1
进一步改善AI碰撞与战斗Deployables检测。
单位负责,而在形成(如块形成)提前停止与敌人接触,以减少“污点等”单位收敛到一个混乱的争吵。
船舶上修正了导弹部队射击敌人在战斗可靠。
修正了舰炮射击建筑物可靠在战斗中。
修复尚存在战略地图上的船只沉没后的战斗地图上。
修复导弹舰艇陷入针对土地的单位时,只是其范围之外。
AI (敌人)援军和球员的增援,加入战斗从相同的位置,因此在战斗中从事运动模式在战斗中瞬间的机会减少。
平衡变化
在战斗中,所有单位的命中点已增加。
已减少近战防御大多数近战骑兵单位和为一些精锐步兵单位。
在战斗中减少近战武器伤害,并增加近战防御盾牌。
各种性状的影响现在正在打算。
改进长矛武器伤害在战斗的平衡。
在战斗中,已增加运行和在战斗中的疲劳。
进一步调整和重新平衡已经取得了单位在战斗士气。
精英步兵士气已略有下降,在战斗。
经验水平阈值已增加单位。
特殊能力冷却时间已经在战斗中重新平衡。
建筑成本已更新以反映更改建设运动模式的影响。
从培训和宗教建筑链的士气奖金已减少在运动模式。相反,这些建筑现在提供更加多样化的奖金单位。
自定义和多人战斗经验的奖金成本也降低了。
肮脏和食品消费已重新平衡(还原为更高级别的建筑)在运动模式。
猎头的能力已经在战斗中重新平衡。
充电凯尔特,英国人和日耳曼单位的奖金已减少。
马和男人在战场上的群众已作出更加合理。
在战斗中减少了大量的骆驼单位。
可用性改进
现在酒吧功率的平衡外交屏幕上显示正确的比例,而不是50/50 。
改进的不同步检测在多人战役模式中,玩家正在一个弹出消息不同步发生时,重新同步继续游戏,或退出游戏的选项。
当主机离开球队大堂,在快速对战的多人模式,发现新主机。
改进的多人玩家之间谁拥有希腊国DLC和那些谁不兼容。
多人伏击战斗,如果玩家1点击“开始战斗”按钮,播放器2等待定时器用完的战斗开始,玩家将不再被锁定成电影模式,有限的用户界面控制。
现在所有的战斗胜利后,决定结束5秒( 10秒) 。
在多人陆战,部署结束时,敌人的军队将不再是可见的,当他们都应该被隐藏,淡出前几秒钟。
在多人战斗中,玩家已经承认失败的人,现在将变成一个旁观者。然后,他们可以退出战斗,如果他们想。
修正战斗音乐越来越暂停,而在战斗中速度慢。
在战略地图上时,如果座席被置于接近敌人结算的边缘,因为它扩大(基础建设插槽建筑)代理现在被传的扩张的方式,所以他们不被卡住内结算。如果代理已经停留在扩大解决此更新之前,他们仍将坚持,必须解散。此更新将阻止这种情况发生在未来。
稍微提高作战反应能力和形成在战斗中的攻击动画。
修正了舰炮射击后在战斗中使用第一人称模式。
攻击龟可以不再混战在战斗中被激活。
攻城槌移出正确的方式,后殴打一门在战斗中。
攻城动画的龟已略有调整,以便更好地与墙壁碰撞,在该点被破坏的影响,当墙上。
显示多个航点为单位的攻城器械,如以前只显示。
在部署过程中不断在战斗中选择卸载安装单位将移动台对他们的最后下令位置拆卸后少。
在战斗过程中,如果一个骑兵单位责令移动到一个位置,然后命令下马,现在的男人会下马,但没有继续移动到先前订购的位置。
箭头的数量现在是正确的单位时火,而在战斗耗尽。
正确的花红现正应用于从车间建筑单位。
修正了长矛方阵没有得到运行后梭鱼立场。
扣除奖金,现在可以正确地应用在某些省份招募的单位。
现在的定位更准确地弹击中的单位和建筑物的影响效果。
改进火灾建筑物,攻城车和deployables在战斗效果。
改进了一些战斗中的视觉效果。更好的烧焦的建筑物燃烧余烬,流水下屋顶和垂直表面在雨中。
损坏的视觉效果得到改善上运动。
修正英国人战车单元属性。
修复,为的西徐亚马单元变化。
成就“贵族大师” , “王牌间谍”和“冠军的神”现在提前解锁后,他们的要求已得到满足。
修正消失时反复切换之间的战役地图和战役战术地图的战役地图地形。
省级奖金(如法令与食物奖金)现在考虑,在运动模式在全省概述显示在食品级。
结算在战略地图上的标签现在的定位更准确,更不再会抵消从定居点。
在省面板在运动模式,各省现在可以进行排序的粮食生产水平。
现在几个东方大厦正确进食)在运动模式(而不是要么不消耗任何东西,或使矛盾公共秩序效果。
现在坎儿井建设(在东部农资连锁)在运动模式下产生的少量的食物。
球员,他们没有任何技术的研究,当他们按下“结束”按钮,在单人战役中打开的警告消息,通知中还显示了在多人战役。
玩家的军队伏击立场将不再移动自己在运动模式下,在罕见的情况下发生的。
修复了用户界面的问题当“省税”按钮,在运动模式打勾省详细信息面板上显示错误的税收水平。
文化转换来自一些字符现在可以正确地显示在的文化工具提示,不再像以前那样“建设”为“字” 。
在战役模式中,文化,神圣的理由属于现在显示在其标题,使其更清晰,为什么他们需要转换。
“减少从人口下降”在信息面板上的图标时,将鼠标放在“奴隶贩子”的运动模式在下议院的建筑物部分现在显示为绿色而不是红色的(因为它是一个积极的影响) 。
设备链中的第一个建筑物(如希腊,东欧等军需工作坊)再也不能绕过转换另一个派别的设备链没有研究。
现在需要创建4级JewelSmith中建设,以防止攻击的技术。
提高船舶近战/夯目标选择在战斗中。
固定登机模式按钮状态的问题时,试图登船在战斗。
在战斗中,男人谁已经不再登上敌舰跳海,一旦他们的船已经开始下沉或返回到他们的船沉没。 (男子谁留在沉船仍跳入水中。 )
改进顾问唇同步在各条建议在运动模式。
点击“广场”的特殊能力,作为一个单位正试图男人攻城塔将不再坚持攻城塔,该单位在战斗。
选择代理时,在运动模式下,播放器右侧点击和解,以破坏敌人,菜单将不再正常行为。
当玩家有一个主题,以处理政治屏幕和主题的骂名效应,这种效应一旦看到坚持在所有其他字符显示,即使被摄物体被驳回。这已得到修复。
修复了一些错位和解的端口被封锁的敌人时显示的工具提示文本,和球员选择在解决敌人,并把鼠标。
改进的运动选择标记的小毛刺,急行军的视觉效果有时会被显示在错误的位置上,当单位移动。
修正了一些通用技能类型的能力不一致名。
在运动模式下,罗马“ X ”寺庙教堂现在已经被更名为“分局X” 。
工具提示有关“装甲攻城单位”技术红利预攻城车(画廊,攻城塔,梯子和攻城槌的所有变体)的影响是现在清楚。
修正的提示时,将鼠标放在列I,II和III的战争演习,战士代号,部落经济和德鲁伊委员会技术树在科技小组活动模式。
混在意大利和西班牙的两件有关侧翼战场顾问的意见。现在已经被修正。
修正一对夫妇的情况下,什么样的“战地顾问说西班牙语显示的文本不匹配。
希腊次要端口战斗地图已经被夷为平地,一些地势险峻下的沙滩上,下船时,停止船舶。
改进墙壁连接在希腊港口战斗地图。
门楼滚油浇在战斗中会更好看,它与地面相交。
改进影响动画猪尸时,砸在地面发射时毒轮火炮在战斗中形成。
虽然在战斗中穿越河流,单位的脚步现在默认泥的声音,而不是水的声音。
修复了一个小孔,希腊小型端口战斗地图中的地形。
当播放器在运动模式下的攻城战卫冕,部分敌人捕获的战斗地图上的胜利点,那么球员重新获得控制权的胜利点,战地顾问将不再说“我们的敌人已经失去了胜利点“ 。
修正“战地顾问有时指的是球员自己的援军”打援“战役期间。
添加了一些本地化的文本和音频修复,法语,意大利语,德语,西班牙语,捷克,俄罗斯,波兰和土耳其。
新增巨石阵在这些坐标0.137, 0238( ISKA )自定义战役地图。
固定错字'征兵'英语诏书。
改进扑杀某些岩石在战场上。
新增了法语,意大利语,德语和西班牙语的本地化运动模式代理操作面板中的“结算” 。
各种运动用户界面的文字和语法修正。
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