When an enemy sallies and is defeated you no-longer have to wait for the timer to run out in-order to win.ĭiplomatic Information scroll updates correctly.Ĭavalry charges do not fail when charging skirmishing/moving units or if a knight is out of position Rudder event now triggers at the correct time Mission "Reinforce Region" now functions correctlyĪttacking an enemy army from inside a sieged settlement no-longer causes the enemy to lose all built siege equipmentįixed two family members (brothers) with the exact same name Mouse Cursor position now updates when scrolling with the arrow keys. Attacking Cavalryĭefending units can no-longer enter a siege tower as soon as it docks with the walls Units do not ascend/descend invisible laddersĬavalry pathfinding improved when sallying out from a Fortressīridge battle pathfinding improved (units do not constantly reform)Ĭitadel and Fortress paths fixed so that units can avoid assaulting inner wallsĮnemy spearmen do not charge with raised spearsĢH axemen attack tweaked, inc. Units no-longer become stuck on canyon walls on 'Canyon' map Southern European Fortress wall fixed to allow docking of towers
Northern European Castle terrain fixed to allow docking of towers Random hangs after loading Campaign save game Siege tower catching fire no-longer causes random hangs Resolved issue with client CTD when host ends game that client is joining Improved diplomacy mechanic - AI Factions now stick with alliances and/or attack 'more intelligently' Generals in a Crusade do not get inquisition Units do not break formation when chasing routersĮnemy AI effectively attacks when player's units in a settlement squareĮnemy AI will no-longer send out General's bodyguard on a suicide mission while defendingīribery attempts do not always fail after an unsuccessful first attemptĭiplomatic 'Just Rejected' response no-longer to 'Not Interested' response to counter-offer, no matter how generousĪztecs now appear in the correct year (for diplomacy actions) Remaining AI army now advances to use siege equipmentĪI now responds to missiles when sieging settlementsĪI responds more quickly to gates that have been opened by Spies (while sieging). Siege AI now more difficult to defeat if player places missile units outside the walls.ĪI controls it units more effectively in a CitadelĪI artillery more decisive in its positioning Generals are now more effective at chasing down routing units.Įnemy AI reacts to being bombarded with Trebuchets while inside a settlement. Sallying AI army now reacts properly to being assaulted from 2 sidesĪttacking Siege AI concentrates on taking the settlement rather than chasing down units outside the settlement.
General's bodyguard unit now marches correctly outside castles.ĪI now effectively assaults 2nd tier of a Fortress. 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. Grouped archers out of ammo will attack enemy units in melee combat when ordered to do so.ĪI does not deploy outside of enemy gates. Janissary Musketeers now fire consistently.Įnemy AI army formations in bridge battles now allow their own artillery to fire.Įnemy cannons do not fire at unbreakable walls. Units do not clump together when told to complete a 180 degree turn. Medieval II: TW v1.2 contains the following changes: Poniżej znajduje się dokładny, angielskojęzyczny, opis aktualizacji: Poprawka systemowa przeznaczona do polskiej edycji gry Medieval II: Total War.