Medieval 2 Patch... Any News?

They projected its release date to some time this week. However, that was a while back and I've been finding it hard to keep track of the official patch update threads.

It should be really soon anyway, but saying that there have been quite a few valid bugs brought up in the last few days so they might need to delay it once more to fit those fixes in.
 
Yeah, last I heard they were planning to get it out sometime this month. Hopefully it will fix the somewhat passive AI, as that is the only real issue I have with the game.
 
It's obviously turned into a monster patch - it was going to be known as the "0" day patch to fix the urgent issues but since they have discovered about a hundred other annoyances/bugs CA have decided to do a belt and braces from all accounts.
 
lets hope so.

the passive AI was acknowledged even before release, and was claimed to be easily fixed by a Ca member. apparently they had been finding a balance put the settings a bit low but ran out of time. so it got shipped in the 52 version (gold) and the "day 0patch" was suposed to fix it.

since then we've had seige problems. the reinforcment problem. harddrives disappearing, crashes at the timiruds joining the map etc etc.

lets hope we hear something soon :)
 
but still havent released a readme. so that makes a few people doubt it will be any closer as they said they were to release that before the patch :)

should be out for xmas lol
 
I recently picked this game up, but haven't had the time to install it.

Just how buggy is this game? Is it an unplayable state of affairs, or just a few minor bugs?

Cheers guys.
 
Pablo72 said:
I recently picked this game up, but haven't had the time to install it.

Just how buggy is this game? Is it an unplayable state of affairs, or just a few minor bugs?

Cheers guys.

Just a few minor bugs, nothing game breaking. Some of the bugs are annoying but it doesn't detract from it being a fantastic game.
 
It plays fine, but there are a number of gameplay problems that can be pretty frustrating, like cavalry charges not working, diplomatic AI regression beyond Rome's standards and quite a few battlefield AI problems like standing still under missile fire, not attacking properly in sieges, unit cohesion etc.

I've stopped playing for the moment, patch this week hopefully, depending on what 'final testing' meant last Friday.
 
Thanks fellas. I've been waiting a good shile to play this game (bit of a Total War geek to be honest!)... I was going to wait till after Christmas to get this, but the Collectors Edition looked so nice, it was begging me to get it.

Anyho, I think I'll wait till the end of this week, and see where we are in relation to the patch.

Cheers
 
AndrewP said:
It plays fine, but there are a number of gameplay problems that can be pretty frustrating, like cavalry charges not working.

There has been some debate about this - what is your take on it? I actually think the cavalry charge does work, but maybe not as planned.

For instance, single click on the enemy unit with your cavalry selected - they will advance until they are within charge distance, then they charge. You dont necessarily need to use the double click anymore, although I'm not sure this was the planned outcome - it all seems a bit different to me. People say that this is more realistic, as heavy cavalry is literally heavy in every sense of the word, and they would not "charge" until the last minute.

I've had cavalry charges work better than ever using this method - but only if the unit is properly ready and formed up. I've had a reasonably heavy cav unit decimate entire units of men in one charge. Never had that in Rome.
 
Does anyone know if this is a bug -

When playing historical battles (Agincourt), my camera controls go all funky, I cant strafe the camera at all, only rotate it. I've tried every control setting I can find but to no avail :(
It's really annoying trying to play a game and you can't even get the camera to do what you want so I've just ignored those battle so far, but they look really good!
 
philstanbridge said:
There has been some debate about this - what is your take on it? I actually think the cavalry charge does work, but maybe not as planned.

For instance, single click on the enemy unit with your cavalry selected - they will advance until they are within charge distance, then they charge. You dont necessarily need to use the double click anymore, although I'm not sure this was the planned outcome - it all seems a bit different to me. People say that this is more realistic, as heavy cavalry is literally heavy in every sense of the word, and they would not "charge" until the last minute.

I've had cavalry charges work better than ever using this method - but only if the unit is properly ready and formed up. I've had a reasonably heavy cav unit decimate entire units of men in one charge. Never had that in Rome.

I'm not sure its broken, but its the unpredictability I don't like, sometimes they will lower lances and decimate anything, other times trot all the way to the enemy (sometimes with a charge before stopping again) and get minced themselves. From the tw blog sounds good, a properly lined up, close range charge will destroy most units or a longer range double-click will still have some bonus - after the patch. I've had problems with single click too, obstacles destroying unit cohesion even at walking pace and ruining the final charge.

I've had lots of problems with my cavalry units scattering and then reforming, usually while trying to chase down routers, and that's the most frustrating thing that has made me shelve the game before I break something :o.
 
AndrewP said:
I'm not sure its broken, but its the unpredictability I don't like, sometimes they will lower lances and decimate anything, other times trot all the way to the enemy (sometimes with a charge before stopping again) and get minced themselves. From the tw blog sounds good, a properly lined up, close range charge will destroy most units or a longer range double-click will still have some bonus - after the patch. I've had problems with single click too, obstacles destroying unit cohesion even at walking pace and ruining the final charge.

I've had lots of problems with my cavalry units scattering and then reforming, usually while trying to chase down routers, and that's the most frustrating thing that has made me shelve the game before I break something :o.

There's no denying the entire game is bugged to hell and back - but it hasnt prevented me from playing the best part of 3 long campaigns all the way through. I love it to bits, it's an immensely clever game. It sounds like the patch will rectify a whole host of issues which is why its taking them so long. Hopefully any day now eh?
 
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