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  1. #1
    baptistus's Avatar Senator
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    Default Patch 10 in public beta

    http://forums.totalwar.com/showthrea...ublic-beta-now
    Hi all,

    Patch 10 is now available for public beta by opting in through your Steam client.

    You can find full patch notes here:
    http://wiki.totalwar.com/w/Total_War...I:_Patch_Notes

    Patch 10 brings additional AMD Crossfire support, improvements to CPU bottlenecks and a series of battle and general gameplay improvements.

    Please consider un-installing all Mods (until confirmed compatible from the mod creator) before playing and you may wish to start a new campaign to see the full effect of all balance changes. It may not just be sufficient to disable mods in some cases, and you may have to completely uninstall them if you're having crash issues.

    Patch 10 is Build 10069.512334 - you can opt into it by selecting the Patch 10 Beta option in your Steam client (look under the betas tab).

    1) In the Steam Games Library, right-click “Total War: ROME II” and select “Properties”.
    2) In the properties window, select the “BETAS” tab.
    3) In the “Select the beta you would like to opt into:” drop-down box, select “patch10beta”.

    If you experience any issues - PLEASE do not post in this thread but take them over to the Support Forums where you may be properly assisted!

    Thank you!

    == '''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.
    * 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.
    Last edited by baptistus; March 10, 2014 at 07:05 AM.

  2. #2
    Ganossa's Avatar 최정장군
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    Default Re: Patch 10 in public beta

    Hm, not so many changes as expected but lets hope performance gets better this time as for last time it got worse.

  3. #3
    Noif de Bodemloze's Avatar The Protector of Art
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    Default Re: Patch 10 in public beta

    Good news, more performance fixes! Hopefully they will get on siege battle fixes.

  4. #4
    ToonTotalWar's Avatar Indefinitely Banned
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    Default Re: Patch 10 in public beta

    The good thing is that this patch does not affect any mods as its only perfermonce related stuff! phew

  5. #5

    Default Re: Patch 10 in public beta

    Quote Originally Posted by ToonTotalWar View Post
    The good thing is that this patch does not affect any mods as its only perfermonce related stuff! phew
    did you tested it already? that would be quite a relief..

  6. #6
    ToonTotalWar's Avatar Indefinitely Banned
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    Default Re: Patch 10 in public beta

    Quote Originally Posted by JaM View Post
    did you tested it already? that would be quite a relief..
    well the game starts and I can go into custom battle menu, thats good enough for me! gameplay will have to test with the new performance updates

  7. #7

    Default Re: Patch 10 in public beta

    Hmm no siege fix after 6 month,s SHAMEFULL.
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  8. #8

    Default Re: Patch 10 in public beta

    I hope these performance improvements are real. pls guys report your results(but don't use in-game benchmark)

  9. #9

    Default Re: Patch 10 in public beta

    7 months and still in beta with siege AI.
    Shogun 2, no thanks I will stick with Kingdoms SS.

  10. #10

    Default Re: Patch 10 in public beta

    Quote Originally Posted by stevehoos View Post
    7 months and still in beta with siege AI.
    So what does this mean?

    * 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.

  11. #11
    Humble Warrior's Avatar Vicarius Provinciae
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    Default Re: Patch 10 in public beta

    Quote Originally Posted by Ano2 View Post
    So what does this mean?
    * 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.
    What does it mean to you? Does it say sieges are fixed? The fact that the torches haven`t been removed should say much to you.

    To others:

    * 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.
    Also some of the apparent AI fixes to get it to `predict` even `better` commit troops in battle sound awfully too good to be true. After all CA said about fixing the AI sieges and failing so far I am highly doubtful.

    I`m even wondering if it`s worth my time to re-install Rome 2 and find out.

    I was really hoping patch `X` would be the final fix the siege AI patch. It`s just not ever happening.

  12. #12

    Default Re: Patch 10 in public beta

    Quote Originally Posted by Humble Warrior View Post
    What does it mean to you? Does it say sieges are fixed? The fact that the torches haven`t been removed should say much to you.
    I think as Mitch mentioned, the torches are basically a intrinsic part of the sieges. They'll never get removed. They'll always exist as an option of the attacking army. What CA can do is simply make the AI favor using siege equipment/siege weapons, and only resort to torches when the other options are exhausted or unavailable.

  13. #13

    Default Re: Patch 10 in public beta

    Quote Originally Posted by krisslanza View Post
    I think as Mitch mentioned, the torches are basically a intrinsic part of the sieges. They'll never get removed. They'll always exist as an option of the attacking army. What CA can do is simply make the AI favor using siege equipment/siege weapons, and only resort to torches when the other options are exhausted or unavailable.
    The fact they are an intrinsic part of the sieges is *why* sieges suck. I wouldn't be suprised if they were implemented not long before release since they couldn't get siege AI to figure out how to use actual equipment. It's kinda-barely working *now*, not even considering before.

    http://forums.totalwar.com/showthrea...-with-patch-10

    The link above shows that there is something fundamentally flawed when siege-AI-is-still-broke keeps coming up. The pathfinding with relation to AI behavior is way too janky, apparently. It is so sad the Warhammer game is going to be based on this crap. I wish Paradox had gotten the license. At least I have a copy of Rage of the Dark Gods, it will probably be the best thing for Warhammer fantasy for a long time.
    Last edited by DavidtheDuke; March 10, 2014 at 09:52 AM.

  14. #14
    GRANTO's Avatar Domesticus
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    Default Re: Patch 10 in public beta

    Quote Originally Posted by krisslanza View Post
    I think as Mitch mentioned, the torches are basically a intrinsic part of the sieges. They'll never get removed. They'll always exist as an option of the attacking army. What CA can do is simply make the AI favor using siege equipment/siege weapons, and only resort to torches when the other options are exhausted or unavailable.
    LOL , then why dont they just go and do that then...iv still got troops dropping siege gear to throw torches at a gate for no reason ...your comment is a joke and reeking of desperation to defend CA.......6 months in and this is still happening.....your delusional to the point of brain damaged

  15. #15

    Default Re: Patch 10 in public beta

    Quote Originally Posted by Humble Warrior View Post
    I was really hoping patch `X` would be the final fix the siege AI patch. It`s just not ever happening.
    Yeah. If it happens it'll happen. Not saying I hope they fail, but the underlying mechanics/fundamentals of how cities and sieges work seem to be fundamentally flawed. MTW2 had problems, but I think they could've been ironed out. This time it seems the AI is barely held together at all and is always walking a tight-rope between complete retardation and kind of working. It screams of patchwork foundation and inefficiency in the fundamental design.

  16. #16
    GRANTO's Avatar Domesticus
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    Default Re: Patch 10 in public beta

    yawn......lets give it a whirl on a siege battle.......if its still goosed then thats it over and out on that front.

  17. #17

    Default Re: Patch 10 in public beta

    The worst thing is not knowing what they plan to leave in its original state and what they are planing to patch. If I knew the political system wasn't ever going to get fixed i would walk away from the game now. If they keep saying nothing and delivering nothing i will walk away from CA games forever.

  18. #18

    Default Re: Patch 10 in public beta

    Quote Originally Posted by jockmcplop View Post
    The worst thing is not knowing what they plan to leave in its original state and what they are planing to patch. If I knew the political system wasn't ever going to get fixed i would walk away from the game now. If they keep saying nothing and delivering nothing i will walk away from CA games forever.
    I feel like the doctor who is about to tell someone that their loved one didn't make it...

    I'm sorry I have to tell you this, but CA isn't going to fix the political system, or naval battles, or add a family tree, or make the AI competent.

    The game is what it is.

  19. #19
    alQamar's Avatar Citizen
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    Default Re: Patch 10 in public beta

    I will care to estaminate the performance improvements and post then in my signature link again
    Prussianprince will aid me testing this time. If anyone want's to help doing objective comparisons on extreme preset or anything comparable below I would be thankful.
    NEW: Total War Saga: Britannia benchmark thread - last update: 10.05.2018
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  20. #20
    Ganossa's Avatar 최정장군
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    Default Re: Patch 10 in public beta

    My two cents.
    I got out of beta now.
    Performance is worse and reintroduction of graphic bugs like that flickering of textures and black blocks.
    I dont get how they can make performance and graphics get worse and worse from patch to patch only trying to please those crying out for their weak dual card support.

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