Rome: Total War Barbarian Invasion v1.6 Patch

#Notícia Publicado por eneas, em .

Este patch inclue várias correções para os mapas de Batalha e Campanha.

Download:(56.88MB)

GHell - http://www.gamershell.com/download_11878.shtml

Detalhes:

There are a numerous areas of code that were looked at for the patch fix. The

list below is the main fixes that have been made; other minor fixes and

balancing changes were also carried out.

Campaign Map

* Generals" night fighting ability is granted at 4 stars rather than 5

* We have fixed the "memory leak" slowdown that was seen on the Campaign

map during extended play

* Loyalty is now available with all shadow factions.

* The faction leader will now not revolt.

· When a horde is created, horde units are no longer added to existing

armies that occupy forts.

· We have fixed a bug that causes hordes to avoid fighting armies on

bridges on the campaign map.

* We have given Gratianus Flavius a unit of Imperial German Bodyguards to

fix a missing general's unit bug in the starting positions.

* We have made fixes to settlement tax updating, so that it correctly

updates tax policy when changing governors

* We fixed a bug that caused diplomats to gather at extreme southwest

corner of map in some cases.

* Fixed crash where settlement recruitment queue for rebellions was

exceeding max size.

* The Marriage Event trigger now works.

* There are a large number of changes to the balance of the game in

response to the extended play that has been done by forum users.

* Fixed an issue where disembarkation paths were being left on the

terrain.

* The Nomad voices have been changed from Greek to Barbarian.

* We have fixed crash where settlement recruitment queue for rebellions was

exceeding max size.

Battle Map

* Improvements have been made to prevent men spilling around the base of

siege towers.

* There was a pathfinding issue that made river battles very slow. This has

been fixed.

* Improvements have been made to the AI when orchestrating Skirmish

Maneouvres.

* The AI will now use 'fire at will' with idle units so that they throw

pila at nearby enemies.

* The AI will now make a decision about throwing pila before charging into

combat based on the location of enemy units.

eneas
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