steam_news
26.07.2012, 19:01
General fixes [br] [br]⢠Fixed cavalry exploit where players could engage infantry with minimal losses and cause unit to rout.[br] [br]⢠Fixed issue where blood would not appear on face and left arm of units in Blood Pack DLC.[br] [br]⢠Various audio fixes.[br] [br]⢠Correct banner is now shown by Tosa standard bearers.[br] [br]⢠Fixed morale bug that could cause the player's army to rout if a reinforcing army had enough Gatling guns.[br] [br]⢠Fixes for additional multiplayer campaign desync occurrences where identified.[br] [br]⢠Fixed graphical clipping issue with Shinsengumis cape.[br] [br]⢠Revolver Cavalry is now capped at 4 per army in multiplayer.[br] [br]⢠Hosts should now correctly leave a multiplayer campaign when client quits after a battle.[br] [br]⢠Fix for certain Daimyos portraits being stretched.[br] [br]⢠Saga's clan attributes should now be working correctly.[br] [br]⢠Pro-imperial clans should now be able to recruit Shogitai after changing allegiance.[br] [br]⢠Clan Development "Modern Rifles" and the trait gained from "French Military Mission" will no longer affect artillery units.[br] [br]⢠Daimyo retainer's "British Naval Engineer", "British Railway Engineer", "Francois Leonce Verny" and "Inudstrialist" should now be working correctly.[br] [br]⢠Daimyo retainer's "Logistics" and "Scourge" should now correctly stack to provide a 15% replenishment rate.[br] [br]⢠Daimyo retainer "Over-ambitious mistress" should now have an effect on Daimyo honour.[br] [br]⢠Daimyo retainer "Sir Harry Smith Parkes" should now have a description attached.[br] [br]⢠Dilemma "Koyosha" now correctly decreases research rate, rather than increases research rate.[br] [br]⢠Various typographical fixes.[br] [br]⢠Event "Security Matters" should now have a relevant penalty.[br] [br]⢠Mission "Developing our potential" should now be correctly displayed when skipping the first cut-scene.[br] [br]AI improvements[br] [br]⢠Naval AI will now repair damaged fleets in battle.[br] [br]⢠Improvements to AI defending to take into account distance and relative strength between AI and human units when selecting targets.[br] [br]⢠Improvements to AI defence when AI has missile superiority. [br] [br]⢠AI non-missile/cavalry units will now more frequently move through missile units defending the front line of a battlegroup if they are being charged by a player. [br] [br]⢠Further improvements made to reinforcing army AI to limit idle army behaviour. [br] [br]⢠Fixed issue where AI would occasionally send in single, unsupported units to attack the player. Units will now co-ordinate better and attack in larger numbers. [br] [br]⢠Other AI units will attack player-friendly units that are protecting the flanks of the AIs primary target unit. [br] [br]http://storefront.steampowered.com/v/gfx/apps/201270/capsule_231x87.jpg (http://store.steampowered.com/app/201270/)http://storefront.steampowered.com/v/gfx/apps/201271/capsule_231x87.jpg (http://store.steampowered.com/app/201271/) [br][br]Дальше... (http://store.steampowered.com/news/8475/)