Details van enorme patch Rome: Total War

Steven (Steeven)
Creative Assembly heeft de details van de aankomende patch voor Rome: Total War bekend gemaakt. De lijst met veranderingen is echt enorm, dus hebben we er een paar belangrijke uitgepikt voor je. Alle overige fixes kun je hier vinden. De patch wordt begin februari verwacht.
"[...]
Battles
· Fixed missile collision code to reduce friendly fire casualties
· Reinforcement AI – AI Generals are now less suicidal
· Units with shields can now effectively shield themselves when marching.
· You can now see settlements, wonders, ships on adjacent tiles when
going down to the battlefield
· Fixed path finding not taking constrictions (e.g. bridges) into account when moving to points within the constriction in some cases. (Usually manifested as people running into the river when asked to attack a unit standing on a bridge).

Sieges
· Fixed siege towers colliding (producing a rattling behaviour), when dragged out as close as possible then ordered to move.
· Fixed a crash when a unit tries to pick up ladders in deployment but doesn't have enough men in unit.
· Fixed siege towers creating arrows during deployment when in range and set to fire-at-will, which would all fly forwards in one huge volley when you started the battle.

Interface
· Added 'minimal UI' for battles, set MINIMAL_UI: TRUE in preferences.txt
· Added option to enable/disable unit shaders to graphics options
· Added option to enable/disable gloss maps to graphics options
· Added logical unit selections (ctrl + shift + 1-9 to set, alt + 1-9 to select) as in Medieval. There is no visual representation of this.

Multiplayer
· Added ignore player chat button to filter unwanted chat from players in the lobby
· Players who quit the game now have their armies taken over by AI.
· Desyncs in game state are now reported in the release version of the game. A message will inform players that the game is not synchronized. The host may then kick players who have desync’d from the host game state, by using chat commands.

Editor
· Battle editor enabled – can be accessed by entering command line switch –enable_editor

Campaign Map
· The Campaign Map camera movement has been made considerably smoother with the addition of inertia to remove camera judder. This option can be switched on and off in the preferences.txt file by changing the value of CAMPAIGN_MAP_CAMERA_SMOOTHING between TRUE and FALSE.
· You can now sally out against a besieging army only once per turn
· Heirs are chosen through their influence rather than their
management or command skills
· Decreased movement cost for deep sea, hence an increase in movement per turn
· Brigands now more active - they will move around more often
· Brigands now have the option of attempting to conquer human-controlled settlements on difficulty levels hard and very hard
· Reinforcements will now only be available in a sally battle outside a settlement, if the army that is attacked is the besieging army
· Limited the effect of squalor on public order to 100% max
· Rebalanced elephants and chariots in auto-resolve, they were hugely undervalued
· Battlefield now shows adjacent settlements, forts, wonders, ships and ports
· Can now disband units in enemy territories

Naval
· Navies are now more likely to blockade enemy ports
· Navies will consider moving to reinforce a navy that is transporting troops, as long as the moving navy has not already moved that turn, and can reach the transporting navy within one single turn

Characters/Agents
· Cannot bribe fellow Romans anymore whilst you're allied
· Bribery costs increased to double and also according to the wealth of the briber
· Characters can now be cured of the plague when they are not in a settlement
· Character plague duration has been reduced from 8 to 5 turns
· Command stars will not be assigned in battle when the odds are overwhelming in favor of the winner and vice versa for the loser

Events
· Birthplace, marriages, and adoptions can be at other settlements now, not just capital. New characters will appear in the settlement where their father (or father in law in the case of marriage, and adopted-father in the case of adoption) is garrisoned

AI
· Reinforcement AI – AI Generals are now less suicidal
· Fixed protectorate behavior (Tribute and not attacking)
· Fixed other Romans attacking your protectorates
· Changed campaign AI production behavior to make it more likely that elephants and Artillery are produced

Many more general tweaks and fixes.
[...]"