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Thread: Patch 10 Live

  1. #1

    Default Patch 10 Live

    Quote Originally Posted by Ishan View Post
    Since i noticed that a lot of people are complaining about graphics downgrade post patch 10 i have split this discussion here:
    [Patch 10] Graphics Performance Discussion
    Use the aforementioned thread for graphics related issue. Any posts on this subject here will now be deleted.
    http://wiki.totalwar.com/w/Total_War_ROME_II:_Patch_10

    Build number is 10270.523837.
    Beasts of War Update

    Three additional Elite Units have now been added to the Beasts of War DLC, existing owners will be upgraded:
    Wolf Warriors
    In the Germanic world, the cult of Wodenaz was so large that people of the age often had wolf-related names, such as Vulfolaic ("Wolf-dancer"), Wolfhetan ("Wolf-hide"), and Wolfdregil ("Wolf-runner"). Wolfgang, or "Wolf-gait", has remained a popular German name to this day. The Wolf Warriors are available to the Suebi and as Mercinaries for holders of any province in Germania, drape themselves in wolf-hides and fight with the spirit of Wodenaz.
    Sobek Cultists
    Defender of the Nile and protector of Pharaoh's power, Sobek was the crocodile-headed god of ancient Egypt from the Old Kingdom period through to the Ptolemaic dynasty and beyond. As such, crocodiles were venerated for their violent, primal qualities, and were even bred on temple sites as a living personifications of the god, and mummified when they died. With titles such as "One who buries the bodies of the crocodile-gods of the Land of the Lake" and "prophet of the crocodile-gods", the priests of the cult of Sobek served him completely in the main temple at Shedet in defence of the Pharaoh and his subjects. Clad in the hides of the sacred crocodile, the Sobek Cultists are available to recruit for Egypt.
    Nubian Leopard Warriors
    Being Egypt’s neighbour, Nubia also became, at times, its greatest enemy, and the population were often enslaved and used as soldiers. In 750BC Nubians even managed to conquer Egypt, and ruled for one hundred years, such was the deep rivalry that existed between the two. Consisting mainly of mercenaries from its various regions, the armies of Nubia were famed for their aggression and fearlessness on the battlefield. The Leopard Warriors are no exception: clad in the skins of swift and deadly leopards, they are a force to be reckoned with. Available to as mercenaries when holding Egypt in the Grand Campaign.
    Molossian Dogs and Celtic Warhounds campaign mercenaries have been added.
    Berserker units will now wear bear skins instead of wolf pellets (for all users not just BoW owners).
    Balancing changes including strength and durability to:

    • Molossian Dogs,
    • Celtic Warhounds,
    • Mercenary Syrian Armoured Elephants,
    • African Elephants,
    • Camel Cataphracts,
    • Snake Pot Ballista,
    • Scorpion Pot Ballista,
    • Beehive Onager.

    Performance improvements

    General performance improvements:

    • Additional Support for AMD Crossfire multi-GPU configs.
    • Further improvements to GPU performance and reduction in CPU-bottlenecks for all configs.
    • Improved core Battle performance scenarios.
    • Resolved CPU core-affinity threading issue.
    • Implemented borderless window when running at desktop resolution in Windowed mode.
    • There is no longer an upper limit on the graphics settings that a user can select in the frontend. Previously if the game determined that a user’s machine was low-end then it would not allow them to select high graphics settings. This limitation is now gone. Note that selecting high graphics settings on low-end machines will negatively affect performance.
    • Improved consistency of reflections on shiny textures.

    ‘Unlimited Video Memory’ option improvements:

    • Unlimited Video Memory is now selectable for all integrated GPUs running on 64-bit operating systems from Windows Vista onward. Integrated GPUs use system memory as video memory at all times, as they have no dedicated video memory of their own. This code change now allows our integrated GPU customers to use all of their system memory as video memory. When Unlimited Video Memory is enabled, discrete GPUs use system memory as an extension of their dedicated GPU video memory, when their dedicated video memory is not enough to run at their chosen graphics quality settings. Please be advised that in both cases, using system memory as GPU video memory can impact performance as it is generally not as fast as dedicated GPU video memory. Also, if system memory runs low (or out), the user’s hard drive will be paged, resulting in reduced framerates.
    • For users running on an integrated GPU in 64-bit Windows (Vista onwards), with Unlimited Video Memory available but not selected, we have increased the amount of video memory that the game sees from 800MB to 1024MB.
    • Fixed an issue causing Unlimited Video Memory to be unavailable for users with certain discrete video cards.
    • Fixed an issue that was causing Unlimited Video Memory to become disabled on some multi-GPU configurations.

    Battle performance improvements:

    • Eliminated battle pathfinding performance spike which caused battles to stutter.
    • Addressed a crash in siege battles which occurred on some maps after breaching walls with artillery.
    • Addressed a crash in Egyptian Large City battle caused by the map data.
    • Addressed a crash caused by squads within the same unit attempting to use different formations.
    • Fixed a UI lock-up when opening the steam overlay during the introduction sequence at the start of an ambush battle (while defending).



    Gameplay Improvements

    Battle AI improvements:

    • Fixed an issue which could cause the attacking siege AI to stall when attempting to breach the walls with artillery.
    • Improved coordination of AI defenders in city, port and town battles when they are outside the settlement. This improves the behaviour of disembarked naval units and reinforcement armies.
    • Addressed an issue which caused disembarked naval AI defenders in siege battles to become inactive.
    • Improved the battle AI's ability to predict the outcome of combat actions, allowing it to better commit its troops in combat.
    • Battle AI in field battles is now encouraged to outflank earlier when necessary.


    General battle improvements:

    • Improved ladder docking in Rome city map.
    • Addressed collision gaps in fort walls caused by auxiliary buildings, which sometimes allowed units to pass through walls.
    • Prevented siege ladders/towers being pushed into the wall of a settlement on the battlefield.
    • Settlement gates no longer close on friendly units during battles.
    • Smoothed uneven terrain under a dockable wall in Egyptian port battle map.
    • Fixed wall in large Barbarian city map.
    • Fixed floating buildings in some Roman City and Barbarian battle maps.

    General Campaign improvements:

    • Improvements made to the campaign auto-resolver's modelling of melee-based infantry, which corrects a wide range of auto-resolver imbalances.
    • In campaign mode, garrisoned Hastati will now upgrade correctly after researching the 'Cohort Organization' technology, which converts Hastati to Legionaries.
    • Slave army leaders will no longer always look Hellenic in Campaign mode.
    • Unit cards no longer appear outside of the merge window UI while merging units in campaign modes.
    • Settlement labels in Campaign modes now consistently display the diplomatic relationship status that is currently held with the owning faction. Red = War, Blue = Allied With, Grey = neutral.
    • Improvements made to the accuracy of the unit tooltip threat indicator in the battle UI.
    • Needs more Hamilcar.
    • Cinematic Mode shortcut key now works consistently in different languages.

    Usability Improvements

    • Addressed a number of minor audio issues.
    • Battlefield death animations no longer with the victim in a kneeling pose.
    • Category icon no longer incorrectly appears on elephant units once the unit is out of control.
    NavigationMain pageCommunity portalCurrent eventsRecent changesRandom pageHelp Official UpdatesRally PointDev Diaries GamesTotal War: Rome IITotal War: ArenaTotal War: Shogun 2Napoleon: Total WarEmpire: Total WarMedieval II: Total WarRome: Total WarMedieval: Total WarShogun: Total War ToolboxWhat links hereRelated changesSpecial pagesPrintable versionPermanent link ToolsLog in Search
    Last edited by Ishan; March 21, 2014 at 09:44 AM. Reason: added quote

  2. #2

    Default Re: Patch 10 Live

    I was seconds away from posting this

    Now we just need to do a comparison with the patch 10 beta notes.

    EDIT:

    For all those who had downloaded the patch 10 beta, make sure to opt out of it otherwise the game won't update.
    Last edited by Ishan; March 20, 2014 at 01:19 PM. Reason: insulting

  3. #3

    Default Re: Patch 10 Live

    This is earlier then I had expected. I was thinking they'd release patch 10 when HATG came out. Maybe it's time to start up that AAR then, although I wonder if waiting for HATG may not be a bad idea, so it can at least add the new unique units.

  4. #4

    Default Re: Patch 10 Live

    those nubians are very tempting.....but I'm sure modders will be able to make them. Curious what sort of editing they did to the BoW units

  5. #5

    Default Re: Patch 10 Live

    Quote Originally Posted by Patch notes
    Needs more Hamilcar.
    Really ? lol

  6. #6
    Tiro
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    Default Re: Patch 10 Live

    And of course I went to play this morning and I can't because it won't load. Is it because not all my mods are updated?

  7. #7
    alQamar's Avatar Citizen
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    Default Re: Patch 10 Live

    so then ladies and gentlement, haters and lovers. Patch 10 is live

    http://www.twcenter.net/forums/showt...h-patch-10beta

    Be assured this topic will get an update today. Also asked Prussian Prince if he has time to re run his benchmark too.
    NEW: Total War Saga: Britannia benchmark thread - last update: 10.05.2018
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  8. #8

    Default Re: Patch 10 Live

    Quote Originally Posted by Bearnation54 View Post
    And of course I went to play this morning and I can't because it won't load. Is it because not all my mods are updated?
    Mods won't work until the modders update them to patch 10.
    I would also expect when HATG releases next week, it might break mods as well. But I can't be certain of that, since I'm not sure if CiG broke them.

  9. #9

    Default Re: Patch 10 Live

    of course it will.

  10. #10

    Default Re: Patch 10 Live

    Quote Originally Posted by krisslanza View Post
    Mods won't work until the modders update them to patch 10.
    DEI is working fine with patch 10 (same as it did with beta) so not sure why you are saying this.

  11. #11
    Tiro
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    Default Re: Patch 10 Live

    Quote Originally Posted by Ano2 View Post
    DEI is working fine with patch 10 (same as it did with beta) so not sure why you are saying this.
    Because it's true I uninstalled all my mods and the game works fine, as soon as I reinstalled them the game didn't load

  12. #12
    Andre J. Jassoch's Avatar Decanus
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    Default Re: Patch 10 Live

    you must del all your mods to run the game after patch and ofcourse you cannot continue in your campaigns which included any mod infuenced by patch

  13. #13

    Default Re: Patch 10 Live

    The new units:
    Subek Cultists
    Spoiler Alert, click show to read: 

    Leopard Warriors - They're supposed to hold spears but since I didn't buy the DLC but wanted to see what they looked like I swapped a model with an existing unit.
    Spoiler Alert, click show to read: 

    The new berserkers
    Spoiler Alert, click show to read: 

    Wolf Warriors
    Spoiler Alert, click show to read: 

    The new unit cards
    Spoiler Alert, click show to read: 
    Last edited by Ishan; March 20, 2014 at 01:22 PM. Reason: Added Spoilers

  14. #14

    Default Re: Patch 10 Live

    Explains why my game is all of the sudden broken.

  15. #15

    Default Re: Patch 10 Live

    Lol forlorn hope. Can you post their stats too?

  16. #16
    batufb94's Avatar Civis
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    Default

    Why ı cant play with launcher ı dont understand.I cant play with launcher since patch 2.I obliget to changed every patch launcer and rome.exe
    Last edited by Ishan; March 20, 2014 at 01:23 PM. Reason: Double Post

  17. #17

    Default Re: Patch 10 Live

    Quote Originally Posted by Vardeus View Post
    Lol forlorn hope. Can you post their stats too?
    Of the new units?

    No, I don't have them because I only changed the graphical look of an existing non-DLC unit

  18. #18

    Default Re: Patch 10 Live

    I don't usually post in the general discussion forums but I swear the battle speed is better than it was before now. I just did a battle with 25 units on 25 units, Romans vs Barbarians and it lasted 11 minutes and it took much longer than I expected for either side to route. They only routed near the end of the fight after, some units came back, but it wasn't like two battles as it often felt before. I'm going to double check with some other scenarios to make sure. I'm pretty sure that's roughly around a full stack Medieval 2 battle length which would be 20 on 20.

  19. #19
    Yojimbo's Avatar Pig tail Sock
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    Default Re: Patch 10 Live

    A solid lot of fixes. Ive been suffering from the Egypt large city crash so this is good to see. I am disturbed by the animal based ammunition however.
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  20. #20

    Default Re: Patch 10 Live

    New units? Wow, hadn't expected that until patch 11 (thinking new Carthaginians around then for HatG).

    I already had picked up BoW for better or worse, and now it's looking to be on the better side, as these 3 units are fairly interesting... otherwise, I'd picked up BoW primarily because I like playing as Parthia and was missing Camel-phracts.

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