- Back to: Rome II: Total War.
Mac App Store: 2.0.4
Bug fixes and refinements. For more information: http://wiki.totalwar.com/w/Total_War_ROME_II:_Patch_17
Mac App Store: 2.0.3
French, German, Russian and Czech have been added back to the in-game language selection option.
Steam: 2018-12-10
We’re releasing a small patch for Total War: ROME II today that contains a couple of minor fixes for the mod community:
+ Issues generating startpos files using BoB should now be resolved
- We should note that you should refrain from naming your database tables using the campaign prefixes (e.g. main_3c for Empire Divided) which will result in the start-pos.esf failing to be created
+ Character limit for UI has been increased to alleviate some of the issues encountered by the Chinese localisation mod
Steam: 2018-09-04
The Total War: ROME II – Rise of the Republic balance patch is now live!
This patch introduces a number of tweaks, fixes, and improvements to ROME II’s base game and DLCs, including changes to politics, units, and the campaign map.
Gameplay Changes
Politics
Family members will no longer separate from the player’s family to form a new political party.
Changed the loyalty bonuses on Easy and Normal difficulty – on Easy each party has +10 loyalty, on Normal there is no loyalty from difficulty.
Unit Changes
Reduced the cost of Samnite Armoured Spearmen.
Reduced the armour of Centuriae and slightly increased their cost.
Increased the movement speed of Lucanian Warriors.
Increased the morale of Samnite Silver Infantrymen and Linen Legion.
Slightly increased the weapon damage of Samnite Silver Infantrymen.
Increased the melee attack and melee defence of Etruscan Light Spearmen.
Veneti Ambushers can now attack as missile infantry, instead of always charging the enemy.
Decreased the price of Sherden Swordsmen and slightly increased their weapon damage and charge bonus.
Increased the price of Etruscan City Guard.
Campaign Map Changes
Reduced Demoralize Army’s starting value and reduced it’s scaling per point of zeal.
Reduced Steal Food’s scaling per point of zeal.
Send Diplomat will only grant a region where a border is shared between the player and the faction to whom a diplomat is sent.
Increased the cost of the Leisure Time and Assassinate intrigues by 100%.
Increased the loyalty granted by Send Gift by 100%.
Increased the cost of the Improve Relations intrigue by 150%.
Increased the loyalty granted by Praise by 50%.
Reduced the duration of Insult’s decreased loyalty effect by 2 turns.
Increased the negative loyalty provided by the Provoke politican action by 50%.
Lucanian Warriors and Lucanian Ambushers now require a tier 2 settlement to be recruited.
Removed Etruscan Chariots from being a commander unit in custom battles for Tarchuna.
Introduced changes to help the AI maintain more garrisons.
Reduced the frequency at which the AI will hire Hippotoxotes.
Reworked faction personalities for Volsci, Sabines, Hernici, Lucani and Bruttii to make them less treacherous and make the early game a bit easier.
Reduced the negative costs of Etruscan minor military buildings.
Reduced number of Etruscan minor settlement industrial buildings and the construction cost reduction they provide.
The Family Tree screen will no longer return to the top if an intrugue is used on a character that is shown on the bottom of the tree.
Faction-wide public order bonus from female Cursus Honorum is available only at level 4.
Added missing effects to the Nutter trait and its subsequent levels.
Added Lucanian Ambushers, Campanian Cavalry and Bruttii Tribesmen to Samnites’ roster in custom battle.
Modding Tools
A new toggle feature has been introduced to the Assembly Kit – after a pack file creation is performed by BOB, all exported binaries are deleted from the Assembly Kit’s working data folder. This change prevents previously exported changes leaking into new pack files.
Bug Fixes
Fixed issues with stuck AI ships during coastal assaults.
Fixed the AI’s ships not disembarking and preventing the player from completing coastal assault battles.
Removed Sicillian Peltasts from Taras’ roster in custom battle.
Fixed the Greek States faction trait Naval Prowess to properly grant its bonus.
Fixed Roman Secessionists in the Grand Campaign raising armies with units that require technologies.
Fixed the size of Italian Veteran Spearmen in battle.
Fixed the tier 5 Syracuse mercenary building showing up as available.
Fixed the Etruscan Nethuns temple chain so it’s regional food bonus for ports is now correctly applied to minor settlements.
Fixed an issue where after a condefederation two characters could have the faction leader trait.
Fixed an issue with clouds obscuring too much of the campaign map at maximum zoom distance in Rise of the Republic campaign.
Fixed duplicate Legatus commander units in Imperator Augustus campaign.
Fixed an issue with a missing effect concerning building construction time in a Samnite technology and an ancillary.
Fixed Saba’s upkeep reduction for mercenaries not affecting Ma’rib Guard and Maas Gat Marauders.
Fixed an issue with missing legs on Steppe Horse Skirmishers in Empire Divided campaign.
Fixed a large settlement battle map being used for the port of Terranoa.
Fixed an issue with missing units of Carthage garrisons in Rise of the Republic campaign.
Fixed an Illyrian mercenary unit not being affected by mercenary effects.
Fixed a few of Syracuse’s technologies not affecting naval mercenaries in Rise of the Republic campaign.
Fixed text inconsistencies within a few technology descriptions in non-English languages.
Fixed the title of the message event when an enemy champion succeeds in using the Trap action against a player’s agent.
Fixed the lip sync in Polish, Turkish and Czech.
Fixed a crash when bribing an enemy commander of a rebel or slave rebellion faction.
Fixed the battle maps of city assaults in Egyptian settlements of Imperator Augustus campaign not having Egyptian buildings in them.
Fixed an issue where Syracuse used the Carthage battle map while it is a Hellenistic settlement.
Known Issues
There are some cases of passive AI behavior in city assault and coastal assault battles.
Flickering shadows may be observed when playing on Ultra graphical settings.
There is a case where the game may crash if units from Empire Divided are used in a port assault battle on a Rise of the Republic map and they fight for a control point.
Flickering shadows could be observed in battles when Nvidia SLI setup is used.
Steam: 2018-08-15
Check out the full details of the Total War: ROME II – Rise of the Republic hotfix below.
Balance Changes
Increased the loyalty bonuses after a secession or civil war has ended to be twice as large (there will be more changes in the future to further reduce the frequency of secessions)
Bugfixes
Fixed the Warring States achievement – it only worked when Athens is the supported city-state
Fixed the soft lock when the AI initiates the second battle for Rome in RotR
Fixed the issues with freezing or crashing replays from campaign battles
Fixed the spawning agents at the player’s capitol on saves from Desert Kingdoms
Fixed the tooltips of Roman technologies in RotR that mention owning a certain amount of regions (English language only)
Known Issues
There are slight text inconsistencies within a few technology descriptions (non-English languages)
Critical success of an agent bribing a rebel or slave army’s commander may result in a crash
In some cases during a coastal assault the AI will not properly disembark all of its ships
Flickering shadows may be observed when playing on Ultra graphical settings
A message event that states “Agent Defects!” pops up when a champion agent succeeds with the “Trap” action
The Greek faction trait Naval Prowess does not provide +2 experience ranks for Greek ship recruits
There is an issue with the characters’ lip sync in Polish, Czech and Turkish
Steam: 2018-08-08
Total War: ROME II – Rise of the Republic will be out tomorrow to download and play, and ahead of our release we have some updated patch notes from the Ancestral Update beta.
The free Ancestral Update introduces the family tree feature along with numerous tweaks, fixes, and improvements to ROME II’s base game and DLCs. The update will be live tomorrow alongside the Rise of the Republic campaign pack DLC.
There’s some known issues that we’ve listed below and will be addressing in a post release hotfix coming shortly after launch.
Additions
New traits have been added for agents.
Champion wealth from adventuring has been significantly increased.
Ancillary interface has been updated – each slot now has an icon while empty.
Gameplay Changes
Unit formations are now limited to 4 lines deep at most.
Chance of newborn babies has been increased reducing the risk of families dying out.
Reinforcement range is now visible as a half-transparent red area in addition to the previous blinking arrows.
Technology panels now have sounds for player interactions.
Ships will now be able to leave their disembarking area by shifting in reverse, making room for more ships to land.
Unit formations can not be used on walls during a city assault battle.
Added Numidian Noble Cavalry to minor settlements for Masaesyli.
Armoured Chariots are no longer a commander unit for Gallic Rome in Empire D
Tweaked the garrison units of the Bronze Workshop chain for Odryssian Kingdoms.
Removed the “Expert Charge Defence” and “Charge Reflector” attributes from cavalry units.
Removed the bonus influence effect of the “Cicero’s Support” technology in Caesar in Gaul.
Exchanged the bonus influence effect for a bonus to dignitary level for the “Bribe Gaius Scribonius Curio” technology in Caesar in Gaul.
Bugfixes
Reduced the chance for two specific dismemberment animations to occur (Blood and Gore);
Fixed an issue that sometimes caused the AI to never attack a walled settlement.
Fixed an issue with pathfinding that sometimes caused units to rapidly move in different directions.
Fixed the battle map of settlement Gortyna while it is under Hellenic control.
Fixed the loading screen before a battle showing the Wrath of Sparta map.
Fixed the radar map during a city assault on Rome with large settlement option selected.
Fixed the radar map of the Teutoburg Forest battle.
Fixed a solid shadow line over all bodies of water on extreme graphics in the Teutoburg Forest battle map.
Removed the Empire government effect from Caesar in Gaul.
Corrected many instances of units with mismatches between their weight and caste.
Fixed melee defence bonuses on recruitment to affect shield defence as well as regular melee defence.
Fixed Bow units who held the wrong bow or two bows during animations.
Fixed the swords on Elite Saxoni Javelinmen to be more historically accurate.
Fixed the missing javelin on the general of Gallic Roman chariots.
Fixed shield patterns on Sabean and Nabatean units.
Removed the shield bonus from Desert Chariots, who do not wield shields.
Fixed the armour on camels to Royal Camel Archers (visually, there was none).
Removed a few diplomacy strings that mentioned an offer of marriage, which appeared on non-marriage diplomacy events.
Fixed Roman generals having unlockable units as general units on hire.
Fixed Dacian Cultural Victory conditon in Imperator Augustus campaign.
Fixed Gothic Axe Warriors who were missing their javelins.
Fixed Germanic Pikes to have Germanic audio, instead of Roman.
Fixed the lost son dilemma to spawn once per campaign.
Fixed an issue at the town of Kydonia in Wrath of Sparta campaign, where boats would sail under the map;
Fixed multiple issues where reinstating legacy armies did not grant army traditions.
Fixed an issue where bonuses to missile range did not apply in battle.
Fixed an issue where Thracian Peltasts were not considered a light unit.
Fixed an issue where Rome’s Auxiliary Garrison building did not provide a +1 recruitment slot.
Fixed an effect of the Destroyers navy tradition to proprely grant bonuses to rate of fire for naval artillery units.
Fixed the following factions in Imperator Augustus to not start out starving: Blemmyes, Mascat, Ardhan, Cherusi, Gaetuli.
Fixed the experience bonus for units effect of Palmyra’s technology Experienced Troops in Empire Divided.
Removed Eastern Spearmen from Baktria’s roster in custom battle.
Fixed several issues where ships were able to move on land when attempting to disembark.
Fixed an issue in Empire Divided where Vaballathus could spawn twice.
Fixed Egypt’s territory in the faction select screen to not include Petra.
Fixed an issue where the AI would not assault city walls in the Cyrene battle map during a custom city assault battle.
Fixed an issue where Mercenary Maas’gat Marauders did not use a proper transport ship.
Fixed an issue in Empire Divided where the Caledoni could not complete their sixth chapter objective if Gallic Rome was destroyed by another faction.
Fixed spouses not providing stats to generals.
Fixed an issue in the Assembly Kit where the Process Campaign function did not work for Grand Campaign.
Fixed an issue where a political assassination event did not remove the assassinated general’s bodyguard unit.
Fixed an issue in Empire Divided where the sixth chapter objective of Rome could not be completed if a client state controls Antioch.
Fixed Armenia’s christian religious buildings causing negative public order due to christian cults.
Fixed an issue with Tower ships only shooting arrows from the starbourd side.
Fixed an issue where Italian and Iberian factions did not receive diplomatic penalties from Expansionism.
Fixed a crash during an ambush battle near the Samandar settlement in Empire Divided.
Fixed Cleopatra’s unique voice in Imperator Augustus.
Fixed Zenobia’s unique voice in the diplomacy screen in Empire Divided.
Fixed an issue with the Ardiaei’s army emblems.
Fixed the animations of units, who are knocked in the air from a cavalry charge.
Fixed the Emporion for Syracuse and Carthage, as well as the Market for Rome, to no longer require silk in Hannibal at the Gates.
Fixed an issue where the game could remain running after quickly exiting it.
Fixed an issue where pike units would lose their pikes when engaged in close combat.
Fixed a crash during an ambush battle near Massalia in Grand Campaign.
Fixed an issue where the game could get stuck in the skill select tutorial after the capture of Salernum in the Prologue.
Fixed the Loremaster achievement, as it didn’t count the Sassanid events for some reason.
Fixed the Grand Tour achievement, it should now unlock correctly.
Fixed multiple pathing issues in city assault battles.
Many fixes on traits and ancillaries.
Known Issues
SLI video cards have issues with in-game graphics. It has been reported to Nvidia, we’re waiting for an update on drivers in order to resolve this.
There is a crash when changing resolution with a R9 Fury video card.
Using different sun directions in the campaign map via a mod may result in low performance.
Replays of campaign battles may cause a crash.
After loading saves from Desert Kingdoms and playing through a few turns, multiple agents may spawn at the player’s capital settlement.
There’s a known issue in some instances of an AI-controlled faction that controls no settlements attacking Roma, which can sometime cause a soft lock. This may be solved by reloading a previous autosave, but is otherwise addressed in the upcoming hotfix.
Visual Improvements
When near-camera objects fading is active, composite objects will fade as one.
Pre-baked shadows have been added at distance.
Water reflections for all objects onscreen have been added.
Implemented option for scaling unit flags in battle on High difficulty.
OLD CAMPAIGN LIGHTING | NEW CAMPAIGN LIGHTING
OLD CAMPAIGN LIGHTING | NEW CAMPAIGN LIGHTING
HIDE FOLIAGE OFF | HIDE FOLIAGE ON
NIGHT LIGHTING MID RANGE | NIGHT LIGHTING FAR
OLD NIGHT LIGHTING | NEW NIGHT LIGHTING
OLD SHALLOW WATER | NEW SHALLOW WATER
PRE ANCESTRAL UPDATE | POST ANCESTRAL UPDATE
OLD TORCHLIGHT SHADOWS | NEW TORCHLIGHT SHADOWS
OLD WATER REFLECTIONS | NEW WATER REFLECTIONS
OLD WATER REFRACTION | NEW WATER REFRACTION
Steam: 2018-03-27
We have fixed an issue where the siege AI would not defend walls correctly. We were made aware that the AI fixes we had implemented had some unforeseen knock on effects in other areas of battle AI behaviour that we didn’t anticipate.
We’re now more aware of what the issues are and will use this opportunity to fine tune the AI changes ready for the next campaign pack that we mentioned not so long ago, in the What The Teams Are Working On Blog.
Steam: 2018-03-20
New features
Female Leaders
Following in Zenobia’s footsteps, Cleopatra and Teuta are now fully playable as faction leaders and generals, along with custom visuals and voice-over.
Teuta has been added as the leader of the Ardiaei in the Grand Campaign.
Cleopatra has been added as the leader of Egypt in the Imperator Augustus campaign.
Major female characters have been added to all campaigns and all factions. In some cultures, such as Roman and Greek, women occupy social/political roles, while in others, women may be generals and lead armies.
For cultures where women do not hold public offices, there is a special Cursus Honorum path that follows the increase in the influence of women in politics.
There are special events (dilemmas) which portray the trials and tribulations associated with women coming to power in ancient times. Often, tradition and prejudice stood in the way. Such events allow the player to recruit female leaders, or gain other bonuses from parties that would normally oppose such a decision.
Important historical female characters will spawn via special incidents at various times throughout various ROME II campaigns:
Historical Queen Campaign Faction
Berenice III ROME II Grand Campaign Ptolemaic Egypt
Cleopatra II ROME II Grand Campaign Ptolemaic Egypt
Berenice IV ROME II Grand Campaign Ptolemaic Egypt
Cleopatra Thea ROME II Grand Campaign Seleucids
Berenice Phernophorus ROME II Grand Campaign Seleucids
Olympias II ROME II Grand Campaign Epirus
Laodice ROME II Grand Campaign Pontus
Laodice IV ROME II Grand Campaign Pontus
Erato Imperator Augustus Armenia
Musa Imperator Augustus Parthia
Amanitore ROME II Grand Campaign Kush
Shanakhdakheto ROME II Grand Campaign Kush
Faction leaders of opposite gender can now marry as a diplomatic action, significantly strengthening the relations between the two factions.
The basic marriage action now has political implications.
New Resource: Spices
The Spices resource has been added to the Eudaemon and Charmuthas regions of the Arabian Peninsula. Spices give a large bonus to tariff income from trade agreements.
Merge Units button:
A new button allowing the player to merge two selected units of the same type into one has been added to the game.
Guard Mode:
The Guard Mode stance has been reintroduced into battles and players can now again put units into Guard Mode, keeping them in position and preventing them from chasing down enemies.
Guard Mode is disabled when units are on walls.
Mod Filter:
A new Mod Filter tool has been introduced to help players disable all their mods after a new patch is applied to prevent them from breaking the game.
Factions removed from the Grand Campaign:
The following factions have been removed from the Grand Campaign due to the addition of The Sabaean Kingdom and The Kingdom of Kush:
Meroe
Blemmys
Himyar
Those factions can still spawn in the game if the player liberates their original regions.
BUG FIXES
Performance improvements
Removed Ctrl+F1 as a shortcut to take a screenshot. This was undocumented and causes the game to freeze for second which would make it look like an issue.
Optimised the rendering of waypoints in battle
Fixed an issue causing pathfinding spikes when selected player units are on walls during sieges
Fixed an issue causing pathfinding spikes when units are close to walls in sieges
Fixed an issue where defending AI would not defend or react to wall breaches.
Fixed an issue where defending AI would not defend a gate breach
Fixed an issue where selecting a character on the campaign map and then using the mouse to scroll the map would cause the framerate to drop
Unit Animations Fixes:
Fixed issues on club and axe-wielding units sometimes using animations that are meant to be used only with swords (beheadings, stabs, etc).
Fixed the issues with dismembering animations being overused. Enabling Blood and Gore DLC will bump them up in frequency only when a killing blow is executed
Fixed an issue where Admirals would not be present on their ships.
Government Types in Wrath of Sparta:
Changed the government types of Athens and Korinthos in the Wrath of Sparta DLC from Kingdom to Politea, and the government type of the Boiotian League from Kingdom to League.
Starting political party traits:
Most rival political parties will now always start with a certain set of traits to better represent the current political situation and prevent strange cases like the rival party of the Iceni hating easterners, even though they would probably have no way of even knowing them.
Send Diplomat fixes:
Fixed an issue causing the Send Diplomat feature to cause incorrect outcomes that could never result in a critical success. Now with a critical success, the player will get a whole region from the target faction.
Champion Trait: Striking:
The champion trait Striking has been fixed to actually hurt the enemy army.
Scipio Africanus:
Scipio Africanus is once again available in the Hannibal at the Gates campaign.
Achievement Fixes:
The Seize the Initiative achievement will now unlock if the player manages to attack an enemy army in encamped state and win the battle with less than 15% casualties.
The Pontifex Maximus achievement will now correctly unlock when a player constructs a level 5 cultural building as Rome.
Shield Decal Fixes:
Fixed some units missing shield decals, mainly for Odryssian Kingdom spears.
Empire Divided:
New additions
Move Capital Dilemma:
A new dilemma has been added for all Roman factions upon capturing Rome, asking them if they want to move their faction capital there.
New Saxoni Ships:
Three new naval units have been added to the Saxoni roster in both campaign and custom battle:
Assault Raider (Geoguth Warriors)
Medium Assault Raider (Duguth Spearmen)
Heavy Raider (Gedriht Swordsmen)
New Saxoni Admiral option:
The Heavy Raider (Gedriht Swordsmen) can now be recruited as a bodyguard unit for Saxoni Admirals.
Bug Fixes
Gallic Empire client states:
Fixed an issue with all the Gallic Empire’s client states not recruiting any medium or high tier units.
Tetricus’ Spear:
Fixed Tetricus’ model in battle to hold a spear while on a chariot
Eastern Barbarian city center artillery fixes:
Fixed a bug with cities in eastern Barbarian cultures displaying more artillery slots in the building tooltips then there actually were.
Multiple Visual Updates on Roman units:
Multiple units from the Roman factions have had their models update for better historical accuracy. These units include: Gallic Legionaries, Gallic Imperial Guard, Gallic Longsword Cohort, Heavy Gallic Spearmen, Spear Warriors, Palmyrene Cohors, Palmyrene Veteran Legionaries, Palmyrene Legionaries, Armoured Pikemen, Heavy Palmyrene Skirmishers, Palmyrene Spearmen, Palmyrene Legionary Cavalry, Palmyrene Palace Guard, Roman Legionaries, Roman Cohors, Roman Evocati Cohors, Herculiani, Roman Praetorian Guard, Roman Praetorian Cavalry.
Unit Voice Line fixes:
Fixed several issues of units not using the correct voice lines, including Germanic Pikes, and some of the Alani units.
Known Issue:
The Status Quo achievement is not currently attainable
How to opt in to the roll back build
I want to keep Rome II as it is, despite the update!
If you want to avoid this update to keep your mods working or you just want to stay on the version on Total War: ROME II you’ve been playing up until now, follow these steps:
Open Steam and select Total War: Rome II in your library
Right click Rome II and select properties
Open the ‘Betas’ tab
In the drop down menu, select the ‘patch_18’ option
Steam will download your update and the name of Total War: ROME II on your Steam library will end with [patch_18]
Steam: 2017-12-07
Total War: ROME II - FREE Content Update
7 December, 2017 - CA Whelan
Total War: ROME II’s free update includes a huge overhaul to the politics system for the base game and all DLC (excluding Caesar in Gaul).
Empire Divided, the new campaign pack for ROME II, is also available now! Set in the crisis of the 3rd century, Rome is divided into 3 seats of power. Play as one of 10 playable factions, 5 of which are Heroic, with immortal faction leaders and bespoke story arcs. New features include period-specific events, banditry, cults, restructured tech-trees and more.
If you’re experiencing any issues with Empire Divided – please read our quick fixes here: https://www.totalwar.com/blog/empire-divided-quick-fixes
Purchase Total War: Rome II - Empire Divided here:
Steam: 2014-10-30
The Halloween Update for Total War: ROME II is now live!
30 October, 2014 - Will CA
The latest free update for ROME II adds the festival of Lemuria to the game and a new seasonal challenge, Nightmare Mode!
Lemuria was an ancient feast during which restless spirits were exorcised from the home with the alternate offering of beans and then clashing of cooking pots. Perhaps an early Roman version of Trick or Treat?
Nightmare Mode can be toggled on from the game options menu, causing your troops to suffer horrifying visions in battle. Harpies descend from the skies as a terrifying atmosphere envelopes your forces. Assailed by such apparitions it is no surprise that your soldiers will find the enemy extremely frightening!
Any generals skilled enough to complete a Campaign battle in Nightmare Mode will earn a new Steam achievement and the adoration of their peers. May the gods help you if you try to complete a whole campaign…
More details on this update can be found in this month’s Rally point:
YouTube™ Video: Rally Point – Episode 22: ROME II Halloween Update
Views: 67,734
Prepare to Trick or Treat ... Your Pants! This Episode features brand new info about the upcoming Total War: ATTILA, all you need to know about the free Halloween Update to the Total War: ROME II...
Steam: 2014-09-16
Total War: ROME II Emperor Edition out now!
16 September, 2014 - CraigTW
Hello all,
The Total War: ROME II - Emperor Edition is upon us. The definitive version of ROME II is now available for PC and Mac via SteamPlay at your trusted retailer. If you’re an existing owner of ROME II and have automatic updates enabled, Steam will update the game to the Emperor Edition for free.
Alongside all previously released updates and free content it comes with significant improvements to the politics system and civil war mechanic, an overhaul of the building chains, extensive rebalancing of the campaign as well as land and naval battles, an improved UI, tweaked and improved graphics and more. Full patch notes can be found on the wiki:
http://wiki.totalwar.com
Finally the Emperor Edition includes Armenia as a new playable faction in the Grand Campaign as well as in the Imperator August campaign, our largest campaign pack for ROME II to date, which throws you in the chaos of the Roman Civil War that saw the Roman Republic fall and the Roman Empire rise, with Augustus as its sole leader. Which side will you take?
You can find more information about the Campaign on the official Total War Wiki.
Get your copy:
http://www.totalwar.com/
Please Note- If you have trouble seeing the upload make sure you're opted out of the beta please re-start Steam.
- Mod may cause unforseen issues to your game. Please disable them until you know they have been updated to the current version by the mod creator.
Steam: 14 (12540.560829)
Technical and performance improvements:
Battle
Unit ‘stuttering’ in battle has been improved.
Improved reflections in rivers on the battlefield.
Ship reflections now appear correctly in battles.
Fixed a crash in large scale multiplayer battles containing over 14,000 combined soldiers in total.
Fix for a crash which occurred when selecting reinforcements on the minimap during battle replays.
Campaign
Reduced the game's memory usage in Campaign modes, and when saving Campaign games.
Fixed a rare crash which happened when placing the mouse over a building in the construction queue.
Rare Campaign crash fixed, which triggered shortly after battle results were displayed.
Fixed a crash which occurred after an un-walled port assault in Hannibal at the Gates campaign.
Fixed a very rare texture crash when moving the camera around the campaign map.
A rare crash which occurred after declining to fight a battle as a reinforcing army while the camera was still moving on the Campaign map has been fixed.
Battle AI improvements:
Significant improvements to attacking siege AI’s use of siege engines, allowing them to better co-ordinate assaults through breaches and gates while also reusing previously docked siege vehicles.
Improved AI's ability to re-start siege assault tactics after responding to units sallying out of a settlement in a siege battle.
Fixed an issue in the attacking siege AI which could cause individual units or small groups of units to split off from the main force and attempt to burn the city gates elsewhere.
Improved the Battle AI's usage of artillery to breach walls in siege battles.
Made a range of improvements to battle AI pathfinding in settlement battles.
Fixed an issue in a specific Egyptian city map variant which caused the AI to ignore siege equipment and always opt to burn down the gates.
Fixed a bug in the deployment system which could cause the attacking siege AI to deploy far away from the city, sometimes facing the wrong direction.
Fixed a bug which sometimes prevented the attacking siege AI from recognising existing wall breaches from previous battles in the same campaign turn.
Introduced evasive manoeuvres in defending siege AI for units defending walls which are under enemy bombardment and are likely to collapse.
Fixed an issue in the attacking siege AI where AI units would sometimes be assigned incorrectly to siege vehicles, or multiple AI units would be assigned to the same siege vehicle.
Improvements made to the Battle AI's evaluation of task priority in settlement battles, enabling it to better direct attacks against higher concentrations of enemy units, as well as co-ordinate more effectively with reinforcements.
Fixed a bug in siege battles when the player was defending, which caused ally AI armies to become idle in certain situations.
Improved AI's wall targeting in siege battles, to prevent it from attempting to dock two siege towers on the same wall segment, for example.
Enabled the Battle AI to better co-ordinate attacks in settlements through multiple breaches, gates or streets simultaneously.
Fixed a rare crash bug which occurred when an AI general's bodyguard unit is completely killed while the rest of the army is entering the breaches in a siege battle.
Introduced better co-ordinated attacks from multiple directions in minor settlements as well as some fortified settlements.
When a unit under Battle AI control is changing formation, due to being attacked on multiple fronts, it will now take more consideration of its facing, to avoid presenting the enemies its back or flanks.
Fixed issues where AI's naval reinforcement units became unresponsive after splitting up into multiple groups upon disembarking.
Battle AI will now use melee units in addition to missile units to defend settlement walls when useful.
Fixed issues with battle AI's sally out behaviours in settlement battles.
When defending a settlement against bombardment from naval artillery, battle AI is better able to attempt to avoid casualties.
Improved AI deployment logic for several settlement maps.
Occasionally units given move orders on the battlefield would remain stationary for a while before moving. This has now been reduced.
Fixed an issue which sometimes allowed the attacking siege AI to command their siege towers into settlements.
Fixed issues in the attacking siege AI in naval siege battles, which caused some disembarked units to go idle.
Battle AI is now more likely to pick up siege equipment, when it's been dropped by other units being killed.
Fixed a bug where the Battle AI was incorrectly determining whether it had sent a unit to pick up a piece of siege equipment.
Fixed a battle AI issue in which it would move to capture courtyards with victory points but fail to actually take the capture points due to its placement of units within the courtyard.
Battle AI made more aggressive when attacking unfortified settlements to avoid losing due to timeout.
Campaign AI improvements
Campaign AI is now more likely to defend settlements instead of running away. This should lead to bigger and more frequent battles.
Improved Campaign AI siege behaviour - Campaign AI now tends to maintain sieges longer and construct more siege equipment against major settlements when besieging.
Improved Campaign AI building repair behaviour.
General battle improvements
Units on the battlefield now blend / fade out when they get very close to the camera, to avoid clipping / seeing into the unit models.
Improved siege vehicle docking, to reduce the chance of ladders rotating back and forth indefinitely, when attempting to dock against a walls in siege battles.
Battle replays now save and replay the weather as it was in the battle being recorded.
Fix for capture points sometimes being connected to the wrong buildings in some battles with multiple capture points.
Improved the combat behaviour of flanking enemies while attacking in formation, so the units are more concerned with attacking the flank of the enemy unit, rather than drifting to the front of the enemy, and potentially nullifying the flanking attack.
Units can now fire at animal handlers once they've released the dogs.
When the player selects multiple siege vehicles and attempts to dock them on a wall, only one will be given the order. The player must now manually order siege vehicles to dock on a settlement wall.
Battering rams will no longer cause collision when they are destroyed.
Units now more effectively pick up battering rams that have been dropped while they were attacking gates.
Improved how units move through wall breaches:
Individual men will not attempt to walk through solid fort walls as their unit passes through a breach.
Fixed cases where units ordered into settlements via a breach would not move.
Siege vehicles are less likely to get stuck on small buildings and rocks outside of a settlement, becoming inactive.
Reduced units from climbing siege ladders in single file, up one side of the ladder.
Fix for units ignoring docked siege towers in favour of ladders and captured gates where the siege tower offered a more appropriate route.
Attackers can no longer see defenders in multiplayer land/naval battles during the deployment phase.
Fixed a bug where units in defensive stance were not reacting correctly when attacked in melee and therefore not performing as well as expected.
Cavalry will no longer be able to push through enemy units without experiencing losses.
Balkan General units will now have the expected melee attack value in battle.
Units will no longer continue to target and attack an enemy unit if they lose visibility of it.
Improved pathfinding for large attacking AI armies in unfortified settlement battles, so the army does not become idle when attempting to reform.
Adjustments to morale mechanics to limit certain defender exploits.
Units will now look further for targets when on walls, to increase melee engagement.
Capture points have been removed from custom coastal battles.
Stopped AI controlled units getting stuck and spinning in one spot after disembarking in the medium Alexandria battle map.
Fixed a Greek minor port map, to prevent ships from going through the shore when disembarking.
General Campaign improvements
Fixed a bug that made Vigiles units disappear from garrisons in Campaign modes.
Fixed an issue with undestroyed transported armies were being destroyed on the campaign, if their transporting army was destroyed in battle.
Faction’s fame levels can go up and down, but you could never return to fame level 0. This has been fixed.
Fixed an issue where in some situations, after sacking a settlement, the game would re-issue an order to sack the settlement again.
Grand Campaign map snow now appears correctly on settlements in the North East of the map.
Added some missing localised audio to the start of the fly camera fly over at the beginning of the Hannibal at the Gates Campaign, when playing as the Arevaci faction.
Campaign AI will no longer pick galleries siege equipment.
The Duty Calls event in the prologue campaign will now trigger correctly, preventing a progression blocker.
Thracian Warriors added to Odrysian Kingdom garrisons.
Upgrading certain buildings will no longer remove units from available recruits pool.
Objectives requiring specific buildings will now trigger correctly after the building is constructed.
Edicts will no longer remain active in provinces that are shared with a client state if the faction stops being your client.
Resynchronisation has been sped up in Multiplayer Campaign mode.
A congratulatory message in the Grand Campaign, which incorrectly triggered when winning a battle by ambushing and AI, instead of successfully defending against an ambush has been fixed.
Swapped the bonuses for the "Votive Offering" and "Feast" barbarian festival campaign events.
Usability Improvements
Battle
Siege vehicles will now correctly line up with bastions when docking.
When a player commands a group of units to enter an enemy settlement with multiple ladders docked, the units are less likely to all focus on climbing the same ladder.
Units will no longer clip through / walk under the terrain near a gate in a Barbarian City map variation.
Fix for un-reachable bastions in Barbarian city maps.
Fixed a gap under a gate in the Carthage (large) battle map.
A map where ships would sail across the land while attempting to disembark has been fixed.
Improved deployment zones and collision placement in several battle map variations.
Fixed a floating river in Eildon battle map.
Improved collision around battlefield town tiles, to make units navigate around them more effectively.
Tooltips will now show up when placing the mouse over barbarian ports on the battlefield.
Campaign
A progression blocker has been fixed in Multiplayer Campaign mode, when pressing "end turn" at the exact same time as the turn timer reaches 0:00.
"Ally under attack" interface in Campaign modes is now clearer when both attacker and defender are the players allies.
UI fix for when an AI unit attacks the players faction, the retreated during a Campaign end turn sequence, which caused the auto resolve window to pop up and close immediately.
When the campaign tactical map is opened at the same time as pressing the end turn button, the campaign camera will no longer get locked in place / be un-movable when the turn ends.
Solved an issue that caused false desyncs after a resync had been performed in multiplayer.
Fixed an overlapping tooltip text when hovering over an enemy agent on the Campaign map.
General
A New system has been put in place to handle when a player disconnects from a multiplayer game. Instead of causing a draw, this judges which player is in a better position upon connection loss. Draws are now much rarer and more representative of the battle conditions.
Sound settings changes in the options menu, now take effect when saved, without the player having to re-open the sound options menu.
Fixed Quick Battle disconnections which occurred when entering the lobby.
Fixed a crash caused by Steam not running.
Steam: 12 (10877.535502)
Technical and performance improvements:
Global
Fix for squares appearing on certain areas of battle and campaign terrain when using NVIDIA SLI configs.
Battle
Fix for UI-related crash in battle
Fixed replay de-sync for siege battles initiated from the frontend (e.g. custom or multiplayer, not campaign battles).
Fixed a multiplayer battle spectator crash, which occurred when a defending AI general was killed.
Campaign
Reduced lag during AI turns in Multiplayer Campaign mode.
Modding
Script restricted units can no longer be gained via technology upgrades. Removing a script restriction on a unit when the player has already researched a technology which would have allowed that unit to be upgraded will now allow the upgrade at the point the restriction is lifted.
Battle AI improvements:
Fixed several battle AI issues in naval settlement assaults which caused disembarked units to go idle and not join the battle.
Fix for a Battle AI bug where units could not find a path to a wall-breach, if a gate was captured before entering city.
Various battle-map improvements to help the Battle AI use siege equipment more effectively.
Fixed bug which caused the battle AI not to recognise breaches in some wall corner pieces.
Improved Battle AI phalanx unit behaviour (ensuring pike units use their phalanx abilities when bracing).
Battle AI no longer issues orders to units when they should be skirmishing.
Improved the battle AI’s spatial reasoning in naval settlement assaults. This applies to reinforcing or disembarked naval forces, when selecting positions from which to assault the settlement.
Code fix to ensure that the battle AI doesn't try use its artillery to attack buildings that are outside of the main settlement.
Campaign AI improvements
Campaign AI is now less likely to maintain long blockades without assaulting.
Campaign AI is now less likely to move armies into proximity with superior enemy forces.
General battle improvements
Improvements to certain units in unit groups who would fail to pathfind effectively when ordered to attack units in different areas (in very specific/rare cases on the battlefield).
Various siege tower climbing fixes.
Flaming and whilsting projectiles have been removed from elephant units.
Fix for a bug where cavalry archers occasionally did not fire, despite being in range and showing the firing icon on their unit card.
Cosmetic improvements to The Oracle of Amun Re.
Shield types for Germanic Spear Levy and Spear Brothers have been corrected.
The correct factions now have access to mountable artillery in Custom Battles.
Improvements to siege vehicles to ensure men on the tower getting knocked into the air does not cause wall-docking to fail.
Unit parts (armour, tunics etc) updated to offer greater unit variety.
Various improvements to men climbing siege towers and ladders. Soldiers now climb towers more effectively without milling at the bottom.
Siege engines will no longer get stuck on trees on the battlefield.
Player-controlled ambushing armies can now use deployables in ambush battles.
Naval units no longer attempt to reinforce ambush battles.
Fixed a bug which prevented armies of only one unit from being able to hide on the battlefield.
Fixed an area in the large Persian port where ships were not disembarking correctly.
Increased the number of unobstructed walls in the medium and large Rome siege battle-maps.
Fixed several cases where multiplayer battles could take place on very steep hills or mountains.
Several battle map improvements to beach landings, improved terrain heights and collision with some battlefield props.
Added new helmet variations and new Germanic tunics to Campaign Generals.
Added new Eastern Horse and Hellenic Heavy Horse variants.
Trees and units no longer clip through the ground near the Statue of Zeus at Olympia wonder on the battlefield.
Altered ship-sorting priority when disembarking, in order to reduce shuffling around.
An alternative bear pelt has been applied to Germanic Berserkers who don't wear helmets under their pelts, so the top of the hairline is no longer visible.
Improved reforming (including Pike units) on the battlefield, to reduce units crossing over each other as they reform.
General Campaign improvements
The cost to hire a new general is now higher if you already have sufficient generals to lead your maximum army and navy caps.
Fixed an exploit which allowed you to transfer units from an army that couldn't move into another army, and therefore move them further.
Newly formed armies now start with no action points and are unable to switch to the forced march stance until the following turn.
Roman armies no longer feature Etruscan names.
Greek ‘Classical Heritage’ faction trait now works correctly.
Buildings at the beginning of Caesar in Gaul, Hannibal at the Gates and Grand Campaign have been corrected.
Beasts of War DLC: Sobek Cultist units can now be recruited in regions containing minor settlements.
The Ares Spear experience bonus is now being applied correctly to minor temples.
A number of battle maps no longer feature snow during Spring, Summer and Autumn.
Fixed an issue where an ambushing army would move at the start of the turn. Please note: Sometimes an ambushing army will move when it is discovered or you discover an agent or army that is standing on top of it. This is expected behaviour.
When a general’s unit is the only unit in a reinforcing army, and the general dies but the unit does not, The general will now die on the campaign map.
Raiding will no longer cause negative happiness.
Technology requirements for military ports have been altered. Tier II military ports either have no tech requirements, or the same requirements as other tier II ports.
Corrected local traditions for Iberian regions in Grand Campaign to be Iberian instead of Celtic.
Reduced the Siege Holdout Time Effect conferred by siege tower technologies.
Political promotion positions for Syracuse, Arevaci and Lusitani factions have been corrected.
Forming a confederation no longer causes rebel armies in regions owned by the confederating factions to be absorbed into the confederation.
Fixed some terrain issues on the Hannibal at the Gates map.
New Germanic trousers and tunics added.
Usability Improvements
Battle
Fixed a rare bug where fire sound-effects would play after a battle had finished, and could be heard over the victory menu.
Campaign
Reduce Slaves effect now displays the correct icon.
Retreat button is no longer enabled on the pre-battle siege screen when forces are unable to retreat.
Some typographical fixes in Incidents and Dilemmas.
Tweaks to Egyptian and Carthaginian siege technology to more closely match the unlock order of normal Greek technologies.
Fixed a situation where all new Carthaginian general or agent recruits had the surname "Gisco".
Fix for some instances where a skull would appear on a unit card despite that unit not being dead on the post battle screen.
Various improvements to battle-unit banner icons.
Arevaci, Lusitani and Syracuse civil-war factions minimap and unit card colours have been corrected.
Roman siege buildings are now unlocked by technologies in the correct order in Grand Campaign.
General
The exclamation mark symbol on the Twitch.TV button will now appear only when the player has not accepted the Twitch.TV End User Licence Agreement (EULA). It will no longer show when the EULA has been accepted but the player is not signed into their Twitch.TV account.
Added a warning when loading replays from an older game version, to inform the player that results may be inconsistent when viewed in the version they are now playing.
If the Twitch End User Licence Agreement (EULA) has previously been declined, it will no longer be displayed every time the game is launched. If the Twitch button is pressed when the EULA has previously been declined, the EULA will then be shown. If the Twitch button is pressed and the player is not signed in to their Twitch account, they will be taken to the options menu to sign in.
Twitch streams will now be paused when the Steam overlay is active.
The Twitch button will no longer display during Historical Battle frontend intros.
Balancing Changes
Campaign
Reduced starting money of all minor factions in the Grand Campaign.
Unit-balancing changes based on community feedback. Axe Warriors and Naked Warriors have also been added to the Boii unit roster.
Reduced all technology-conferred ammo bonuses from 50% to 25%.
Reduced General’s logistics-conferred ammo bonuses from 25% and 50% to 10% and 25%.
Hidden income bonus for African and Arabian factions removed.
Reduced the amount of money that the Etruscan league start the campaign with.
Added two extra Hastati units to Rome at the start of their campaign.
The Ibossim region now belongs to Carthage at the start of the campaign.
Unit-balancing changes. Axe Warriors and Naked Warriors have also been added to the Boii unit roster.
Battle
Reduced the Carthage faction-trait ‘Mercenary Upkeep Cost Reduction’ to prevent over-stacking of the effect.
Painted Ones and ambusher units have been given faster movement speed and more hit points.
Fierce Swords morale has been changed to 60.
Lusitani Spears and Lusitani Guerillas units’ building-branches have been swapped, and Lusitani Guerillas are now available from level 2.
Axe Warriors cost has been increased to 470.
Sword Followers cost has been increased to 760.
Bactrian Noble Horse melee attack and charge bonus have been reduced by 2.
Noble Blood cavalry morale has been increased by 5.
Veteran Spears hit points have reduced by 5.
Assembly Kit
Fixed an Assembly Kit bug which removed Campaign victory conditions from Campaign mods.
Steam: 9
Total War: Rome 2′s giant Patch 9 improves AI, performance, and balance
PC Gamer
Total War
When it comes to these iteratively improving patches, the change-lists can bleed into one big mass of "everything is better this time, again". Patch 9 for Total War: Rome 2 targets improvements to "performance, unit behaviours, unit balancing and much more," which seems suspiciously familiar to the summary of every patch that came before. Skim over the lengthy details, though, and you'll see that this is a substantial and wide-ranging update.
There are plenty of performance updates, targeting campaign performance and battle-screen framerates. The AI has received plenty of tweaks too, with pathfinding and battle logic seemingly the focus of CA's tinkering. Also in the patch notes... well, a bit of everything really.
Find the full change list below. Patch 9 is now live and swimming through the Steam pipes.
Technical and performance improvements:
Performance and memory optimisations in Campaign modes.
Further work to reduce the CPU costs during battles.
Improved framerates when units clash in battles.
Siege battle performance optimisations.
Eliminated several rare crashes found in battle scenarios.
Fix for rare crash related to naval boarding/disembarking
Multiplayer battle-replay desync addressed.
Issues with trees in battle-maps addressed.
Additional cost-balancing to Chariots and Elephants.
Units no longer mistake bastions for wall breaches in settlement battles.
Further battle map technical and performance improvements.
Support for AMD switchable graphics:
Game now correctly detects and reports the discrete GPU on an AMD switchable graphics configuration (primarily laptops with an Intel integrated GPU and a discrete AMD mobility GPU).
This fix ensures that the unlimited video memory graphics option is enabled correctly on AMD switchable configs.
Note that the Catalyst Control Centre Switchable Graphics UI must be used to select between the discrete and integrated GPUs for each application that the player wants to run.
Support for Virtu MVP Desktop Switchable Graphics:
Virtu MVP is a common OEM-installed application for selecting GPUs in a multi-GPU desktop configuration e.g. a desktop with an Intel integrated GPU and a discrete desktop GPU both typically routed to the same motherboard display output connector.
We now correctly detect and report the correct GPU used in this scenario.
Note that the Virtu MVP Control Panel application must be used to select between the discrete and integrated GPUs for each application that the player wants to run.
New option in the Advanced Graphics Settings menu, for selecting between graphics cards / GPUs when more than 1 is available.
Support for multi-GPUs with multi-monitor configurations:
Game now detects multiple GPUs and allows the player to pick which GPU is used to render the game.
In this configuration multiple GPUs are shown in a combo-box in the Advanced Graphics Options UI.
Improved video-memory detection to prevent the game from sometimes detecting the video memory limit from the wrong/lower graphics card in a multi-GPU configuration.
Battle AI and behavioural improvements:
Improved pathfinding of siege vehicles near walls.
Improved multiple siege ladder functionality parameters.
Improved siege vehicle docking placement.
Units now consistently disembark from ships with raised bows.
Improved AI infantry awareness of cavalry, making infantry brace when threatened by a charge.
AI controlled units are now more likely to use flaming arrows against elephants where available.
Improved logic of multiple battle maps, to allow the AI to interact with these maps better and cause fewer behavioural issues.
Improved AI General's use of special abilities.
Rebalanced AI's battle-plan analyser/attack-or-defend decision making, to take into account that the enemy alliance may have weaker but longer-range missile units, to prevent static behaviour under missile fire.
In ambush battles, the defender s units which are under missile fire that outranges their own are now more likely to respond by moving to intercept the missile unit attacking them.
Altered some of the AI's usage of various ammo types.
Pike Phalanx now reform properly once engaged in melee.
Idle units attacked when set to Formed Attack attempt to keep their current facing.
Formed attack charges will now penetrate less than free attack barbarian charges.
Attacks from units in formation are now more powerful than attacks from unformed units.
Reduced the chance of units walking while routing from the battlefield.
Routing units no longer turn around/play matched combat animations as they are being killed.
Units now no longer head through breach in a wall rather than using the siege engine they are attached to.
Artillery with special ammo now show the correct model while loading the weapon: e.g. animal carcasses.
Reduced instances of unit collision which caused jittering on the battlefield.
Eliminated a battle replay desync caused by presence of war dogs units.
Units now correctly stop firing at a building if they take ownership of it.
During multiplayer siege battles, the defender can now see the attacker's units during deployment.
Rebalanced hit-point bonuses for officers and standard bearers.
During battles, units can now burn down open gates with torches.
Men positioned on a gatehouse will no longer die when the gate is destroyed.
Artillery ships can now consistently disembark.
Added more effective collision detection to barbarian watch towers in encampment battles.
Charging at Pikemen now consistently selects the correct matched combat animation, keeping pikemen in line more effectively.
When dog handlers unleash their dogs, the handlers will no longer attack as well.
Added blood to chariot horses and drivers, and to attackers and defenders during knockdowns. (Only active if the player owns the Blood and Gore DLC.)
Artillery on ships can no longer be picked up (previously resulted in loss of unit control).
Improved unit reforming on the battlefield.
Projectiles no longer remain in mid-air when the siege weapon that fired them is destroyed.
Improvements to naval disembarking functionality.
Technical improvements across a range of battle maps (including pathfinding, deployment, general unit interaction, walls, gates, battle tooltips etc).
Multiple minor unit behavioural improvements.
Campaign AI improvements:
AI no longer underestimates its strength when ending a move in Forced March stance within a settlement.
Campaign AI now considers maintaining sieges for longer, in order to build more siege equipment.
Campaign AI now less likely to sue for peace shortly after declaring a war.
AI factions now recruit more siege units.
Revised the Campaign AI settlement occupation decision system.
Adjustments to Campaign AI Financial Management.
AI factions are now much less likely to declare war on distant factions.
Adjustments to composition of recruited forces.
Improvement to Campaign AI food management.
General Battle Improvements:
Eliminated an exploit allowing players to bypass unit-caps in custom and multiplayer battles by modifying a saved army setup.
Units can no longer use loose formation when manning siege equipment.
Buhen (Egyptian battle map) is now playable in custom battle mode.
Caltrops are now placed in more uniform rows.
Tortoise formation is now unlocked in the Seleucid faction when the player owns the Greek States DLC.
Improved multiplayer responsiveness: movement paths and attack arrows are now shown instantly upon giving the order. (Previously the game waited for all clients to confirm the issued order, causing a small delay).
Multiple combat animation blending tweaks.
Orders issued on lower framerate machines now register more effectively.
Added a horse bonus upgrade icon to show different levels of horses on their unit cards.
Improvements to group collision sounds during battles.
Pre-battle voiceover no longer occasionally cuts out.
Tweaks to some Hellenic unit looks to make them more distinct.
Missing rock/tree textures on battlefields added.
Many more siege battle map improvements (e.g. improving docking point placement on walls, joining small gaps in walls to improve pathfinding, removed obstructions from docking points).
General Campaign Improvements:
Added a countdown timer to the Exchange Panel in Multiplayer Campaign mode.
Settlements on the campaign map will no longer continue to emit smoke from damage or construction when they are no longer damaged/under construction.
Right-clicking the mouse during the end-turn cycle in campaign while an agent/army is selected will no longer trigger audio responses from the selected agent/army.
Opening and closing the pause menu, while the Declare War On *Overlord/Make Peace With Satrapies panel is open in Campaign mode, will no longer close the panel and make peace with the satrapies.
Help I'm trapped in these patch notes.
An army in Forced March stance will now have their Recruit Units button reactivate immediately when they are put back into the Default stance.
Replacing an immortal general will no longer trigger a General Wounded message in Campaign modes.
The Zoom To Location button no longer pans the camera to the bottom-left corner of the Multiplayer Campaign map when pressed with an army selected.
The Nervii faction is now immune to snow attrition in the Grand Campaign.
If a general reaches level 25 in a statistic, all of the attribute increases and abilities granted by that statistic will consistently remain.
Addressed a rare issue during campaign ambush battles where, if the user conceded defeat, they might suffer no losses and could then retreat.
When recruiting a unit on the same turn as a researched technology that replaces that unit type is completed, the unit recruitment will no longer be cancelled.
Fix to allow Praetorians to be upgraded to Praetorian Guards once the appropriate technology has been researched.
Fix for Athenian and Egyptian naval recruitment experience bonus in campaign modes.
Battle rebalancing:
Improved behaviour and benefits of Formed Attack ability.
Slightly reduced the spacing of melee units.
Widened the pike cone-of-engagement, so they can hold off units more effectively.
Reduced pike damage.
Reduced the mass (and therefore impact) of chariots and elephants.
Major adjustments to unit costs, to better reflect the combat value of units; there is a much greater spread of values now. For example Oathsworn now cost 1340, Celtic Warriors 350.
Adjustments to unit speeds, stats, and more to help diversify the unit rosters, and give more distinct roles on the battlefield.
Improved AI army compositions in campaign mode, when a faction doesn t have access to early land or navy units.
Campaign AI is now more focused on acquiring early military technologies.
Certain total casualty morale penalties have been set to 0 so there is less stacking of morale effects.
Reduced minimum hit chance, base hit chance and maximum hit chance for melee combat.
Further balancing changes based on Patch 9 Public BETA feedback:
-Reduction in melee attack for Roman melee infantry units.
-Adjusted costs of missile infantry.
-Adjustments to melee cavalry weapon types.
-Tweaks to shock cavalry costs.
-Added passive Scare ability to Night Hunters.
-Increased Wodanaz Spears melee attack.
-Reduced cost of elite Germanic and Briton units.
Auto-resolver balancing:
Smaller defensive bonus in minor settlement battles
A small global penalty for the player in autoresolved battles
Unit threshold has been increased, so severely damaged units are less likely to survive an auto-resolved battle.
Steam: 8.1
Caesar in Gaul New Date and Patches 8 & 8.1
10 December, 2013 - Trish CA
Hi all,
Just a heads up to let you know that we’ve pushed back the release of the Caesar in Gaul Campaign Pack slightly to Tuesday 17th December in order to give us a bit more time to squeeze in some additions to the accompanying patch. The good news is that the extra changes we’re squeezing in will have a knock-on benefit to the main game, so even if you don’t purchase the DLC you’ll still see improvements.
Patch 8 will be hitting at the same time as the Caesar in Gaul DLC and as well as activating the DLC will bring with it some improvements, including:
• Technical and performance issue updates including crash fixes.
• New culture system – culture no longer works on 100%-0%, instead aiming to achieve an equilibrium between the cultures present in a province, relative to their respective culture points.
• Additional AI fixes.
• The Post-battle loading screens for Custom/ Multiplayer battles are now interactive, after load so the player can see kills/losses of other armies in battle.
As Caesar in Gaul has moved back slightly, the patch after it is going to go into Public Beta quite soon. We plan to put Patch 8.1 into open beta 48 hours after launch of Caesar in Gaul, which will bring additional improvements to the main game, including:
• Improvements to siege artillery using flaming projectiles appropriately (when attacking walls and towers).
• Additional fixes to AI and pathfinding.
• Fixes to issues with AI’s interaction with walls in siege battles, enabling a more effective use of siege towers and ladders.
Thanks,
Trish
Steam: 5 (7765.464566)
Technical and Performance
Campaign
Improved Campaign AI decision-making speed when considering local forces prior to settlement attack
Fix to problem the AI interface received stances that were not up to date, when called to accepting a war declaration help request, or deciding whether to invite allies to a war.
Improved responsiveness of tabs in the Trade and Finance panel in Campaign mode.
Fixed a crash when loading an auto-save game.
Various campaign optimisations including: Fog-of-war update (improves frame rate when moving units, improves end turn times in games where the player has many allies) and Improved frame rate when lots of units are on screen.
Fix for rare crash when loading a Campaign save game.
Fixed various rare crashes during battles caused by unit card sorting.
Battle
The video memory footprint of battles has been reduced by up to 250MB.
Left-click and dragging units during battles is now more responsive.
Fix for slow down / performance hit when selecting AI siege equipment in the battle setup menu.
Gameplay Improvements
Campaign
Campaign AI now encourages factions to form allegiances more over time based on personality, perceived threat and existing balance of relationships the faction holds.
A new function has been added to the diplomacy screen, which allows the user to select AI factions, and then mouse over other faction icons on the map to display their relationships.
The chances of the AI betraying their allies has been increased, since it used to help them too often when a betrayal was a more appropriate action.
Allies that have made a decision to join a war, have that decision enforced at the Campaign AI to ensure consistency. E.g. To prevent Satrapies from joining a war and betraying their overlord at the same time.
Improved the AI’s consideration and use of payments in diplomacy
Garrisoned armed citizenry now reinforcing their army standing just next to the settlement they are Garrisoned in.
Fixed satrapies not recognising that they no longer have an overlord in some cases when they cease to be a satrapy.
Fixed a pathfinding data error that allowed paths to cross directly from beach to river on the Campaign map.
When a settlement is blockaded on the campaign map, a fix has been made to prevent the player from queuing more siege equipment in the construction queue than you are allowed.
Reduced the chance of AI armies standing close to the players army on the Campaign map in Forced March stance, allowing the player to ambush them.
Armies can no longer be garrisoned in a settlement and in Forced March stance at the same time, which led to an ambush battle outside of the settlement when it was attacked, and the winner not capturing the settlement.
When handing over a region in civil war, the armed citizenry in that region are now refreshed immediately, to prevent the player from recapture the settlement with no resistance from within.
During a multiplayer coop campaign, the client and host could both make decisions when attacked by the AI. However the user interface did not always display the correct choice. This is now fixed.
Rebels, Greeks and Gauls are now unable to capture the Bovianum settlement from the Samnites during the Prologue Campaign.
Objectives are now listed in The Invasion of Samnium chapter of the Prologue Campaign.
Converting an army in a port settlement to the port docks will no longer break it out of muster stance allowing it to recruit while moving .
Fix for Lode Stone technology not applying correct speed bonus to ships.
Battle
Improved gates so they don't open so prematurely for routers during battles.
Fix for Cavalry units not able to perform flaming arrow attacks on buildings.
Autonomous siege engines now have an ammunition limit during battles.
Fixed bug where routers appeared to walk in battles.
Added display of phase timers to Ability buttons in battles.
A unit tooltip will now display to indicate when units are withdrawing during battles.
Added a new Persian minor city battle map variation to the game.
Improved the in-battle AI's interactions with a Greek City battlefield.
Improved AI interactions with the walls in Hecatompylos (small) battle map.
Adjusted deployment zones in Greek Port (Antioch) map, to stop the defender from being able to deploy outside of the city.
Fixed a bug in the Antioch (large) battle map, that made traversable areas of the map untraversable to units.
Adjusted deployment zones in Carthago city map to stop the defender from being able to deploy outside of the city.
In Multiplayer, spectators can now see both the attackers and defenders units regardless of whether they're within line of sight (both in the battle itself and on the battle radar.)
Improvement for the timing in when pike men switch between pikes and swords during combat.
Re-jigged pike attacks slightly so that they don't end when the enemy run away, but instead, re-intercept.
Fixed bug in Ambush visibility which made unleashing war dogs invisible while the handler unit is hidden, causing the dogs not to be seen by the enemy.
Fixed certain capture points that were not assigned to the correct buildings in various siege maps
Smoothed out the deployment zones across all siege maps.
Fixed disembarking points in minor Barbarian port battle map, allowing units to disembark from ships correctly.
A wall piece that is partially underground in the small Barbarian City battle map has now been made to be un-dockable for siege equipment.
Fixed the collision on some large rocks in the Carthage battle map to prevent units from passing through them.
Balancing Changes
Campaign
Barbarians and Easterners can now also build military ports in minor settlements.
Increased campaign cap for the limited naval units, so more of them can be recruited.
Battle
Added new missile block chance for shields, and some new shield types added to enable better balancing.
Adjustments made to the Carthage chapter 6 difficulty.
Rebalanced the ranged damage effects for the Numidian Technology Tree.
Usability Improvements
Campaign
Agent success changes now reflects the fact that some actions (for example Assasination) require critical success to eliminate the character. A tooltip has been added to showing the sucees/failure precentage breakdown.
Fixed a bug in Multiplayer Campaign mode, where the player couldn't move their camera on the campaign map after spectating in another players' battle, if the player had the Overview Map opened before the battle.
Added faction icons to attitude / factors tooltip in Diplomacy to make it clearer whose relationship is being shown.
Added message events when a satrapy declares war on its overlord in Campaign modes.
Fix for Legendary difficulty auto-save occurring before dilemmas are decided in Campaign mode.
Fixed the cancel vassal diplomatic action which was not working correctly.
Fix for menus "sticking" when moving the mouse from a submenu button to the Encyclopaedia.
Fixed a number of formatting issues in the Multiplayer Campaign faction list user interface.
Durations are now displayed on effects in regions / factions where applicable.
Added experience and bonus icons to queued unit cards, so they are more consistent with recruitment and recruited units.
Fixed hull upgrade bonus icon not showing on recruitment cards.
When ordering an agent to perform an action against the enemy, if the player left clicks and holds on one of the action boxes, and then moves the cursor the action box will no longer disappear.
In Campaign modes, if the keyboard shortcut to end the turn is replaced by any other key, other than then default [ENTER], the new key will now end turn as expected.
Passive abilities are now coloured differently on the Unit Info Panel in Campaign modes to make them clearer.
Fixed duplicate faction icons appearing in Diplomacy, when war declared with satrapies.
Solved an issue that prevented the settlement looting panel from appearing, when Campaign Overview / Tactical Map was open.
The Forces tab in Campaign modes is now refreshed / updated faster in response to different actions taking place.
When returning to the campaign from a battle, besieging army's action points bar no longer doubles in length and extends beyond it's limit.
When an ally attacks a provincial capital in coop Campaign the other player will no longer be able to add and subtract siege equipment to the construction list during battle deployment.
Removed spaces between building upgrade icons in the Building Information panel to avoid info panel flickering in Campaign modes.
Improved the yellow selection highlighting on selected factions in the Campaign Faction Selection screen.
Added the option to delete key configuration files form the load key configuration dialog in the settings menu.
The "Battle Realism Mode" checkbox now greys out correctly when Legendary difficulty is selected in Campaign mode.
Consecrated Ground buildings in Campaign now show which culture they belongs to.
The "No Equipment Available" message on the pre-battle user interface in Campaign Mode is no longer displayed, if the player is the defender in a siege assault.
Added functionality to post-battle espionage icon so user can now see details about the conquered settlement.
Added missing tooltips to character skills on faction screen.
Fixes to the Campaign user interface to make objectives status text fit correctly within the available space.
When on the Campaign Map, if an Agent has no more action points and tries to perform an action on an enemy settlement, that action will become queued. If on the next turn the player captures that settlement that, upon ending turn the agent will no longer play the animation for the action on that now owned settlement.
When building Construction is paused in Campaign modes, a pause icon is now displayed to represent this.
Additional army names added for Germanic, Nomadic, Greek, Pontic, and Gaulish factions for more variety.
Fixed issue in the Prologue Campaign where the player couldn't declare war on the Greek States via move options and had to do it via diplomacy.
There is now a chance for Campaign characters to spawn with a wife in their household.
In Campaign, when selecting an opponent's settlement, then hovering the mouse over buildings in an owned settlement in the same province, the building information panel is now correctly displayed instead of being hidden.
Added an arrow icons to the Public Order entry in province dropdown, to indicate when Public Order is going up or down.
Solved issue that prevented the settlement button from being updated, when the province details panel is shown in the Campaign user interface.
The Conversion option is no longer displayed when the building is damaged on the Campaign map.
Fixed irrelevant attrition immunities being shown for ships in campaign on the Unit Info panel.
Remove misleading tooltips from unit cards in the unit exchange panel if they cannot be exchanged in Campaign modes.
Female character portrait / heads are shown when a "Subject Gains Notoriety" event occurs in Campaign, and the event involves a female character (e.g. the Vicious Words event).
Fixed a bug, where some Campaign Event Messages were automatically marked as read.
Dragging the mouse from a province owned by a certain faction, for instance Rhodes, into a sea region which they do not use, will no longer display their faction icon next to the contested status for the sea region.
Fixed un-openable event messages which sometimes appeared in Campaign modes.
Successful bribe attempt now shows correct family name on the message.
Mission event titles are now consistent between event messages and the event message list panel.
The correct cursor icon is now displayed when an Army at sea is selected and order to attack a garrisoned army in a port settlement.
The "opportune failure" part of agent action event messages will now only display for the faction that the agent belongs to.
After progressing through the Prologue from Chapter 1 to Chapter 3, exiting out of Chapter 3 at the start will no longer cause Chapter 3 to appear locked on the main menu.
Character Rank Up events now display the Character Type and new rank.
Fixed the window size of the games Launcher in certain desktop resolutions.
Fixed bug where placing the mouse over areas of attrition on the campaign map, would make the tooltip look like the area was an enemy.
Tooltips don't show ambush chance for fleets anymore.
Fixed tooltip height, when tooltips don't have any text in them.
Tooltip on Campaign map no longer stops showing ambush chance when placing the mouse over an attrition area.
Fix for number of available units is not displaying on mercenary recruitment cards.
Fixed an inconsistency with Silanus' name between Prologue Chapters. Throughout Prologue 2, Silanus was identified as 'Gaius Fulvius Silanus'. However during Prologue 3, he was identified as 'Gaius Silanus'.
Various minor text fixes in Campaign mode.
When the player doesn't have enough money to perform an agent action, and orders an agent to perform a certain action on an enemy, the list of options to perform will now be greyed out immediately, instead of only when the cursor is moved over the options.
Fix for incorrect hyperlink in the faction panel and incorrect tooltip on damaged buildings.
Battle
Added unit numbers to Unit Cards. These can now be enabled in battle interface options ("Unit Card Man Count" check box).
Added option to game settings menu to enable/disable aide de camp (Battlefield Advisor), so the player can now disable this panel from ever appearing.
Naval units are now grouped together depending on their unit type more often in deployment. This prevents them from colliding into each other so much at the start of a battle with large armies and large varieties of ships.
Fixing for invisible elephants making it appear like elephant riders were floating in the air during battles.
Fixed issue where dragging out units on the battlefield could get stuck on screen after deselecting the unit.
Chat toggle button is no longer greyed out in frontend when players set their state to "Ready" in a Multiplayer Battle or Campaign lobby.
Updated the Carthago radar image to better represent the terrain in the battle.
In a Multiplayer Lobby, when a team leader with one AI army on their team switches to the other side, the players Steam avatar no longer remains attached to AI army.
Fixed checkbox for "Battle Realism Mode", so it's no longer greyed out and un-ticked when the player has just quit a Legendary difficulty Campaign.
Fix for “Unit Size” option being reset to last saved setting when going hosting multiplayer battles.
Fixed the "Select All" functionality in battle setup screen ([CTRL]+[A] keyboard shortcut)
Various fixes for the Change Team button being in incorrect state in the battle setup menu.
The Battle HUD with double line Unit Cards will shrink to single line as units are removed.
The Spectator slot in a Multiplayer Lobby can be taken out of team 2 now if there is space there, and not on team 1.
Updated buildings on the radar map during battle for the "Armavir" battle map.
Improved boarding user interface in battles.
Added some user interface to remind player to use deployables during deployment, when they still have deployables un-deployed.
Reduced chance of siege towers moving away and leaving men behind if the user clicks to drop equipment, and orders it to be re-manned as troops are disembarking.
Added tooltips for ability effect icons on Unit Banners in battle, and made these icons larger.
Fixed transport ship icons not disappearing from their Unit Cards once the units disembarks
Fixed a large number of floating objects and clipping issues across a variety of siege maps.
Fixed floating buildings and battlefield props in an Egyptian Port battlefield.
Visually improved Greek Port battle map.
Removed some rocks from a port in the Antioch battle map to prevent ships passing through them when disembarking.
Changes made to the disembarkation areas in the large Carthago battle map to prevent ships from passing through the naval port buildings.
Adjusted beach landing / disembarkation areas in the Athenia battle map, to prevent ships going too far onto the land.
Adjusted beach landing / disembarkation areas in the Greek minor port battle map, to prevent ships going too far onto the land.
Known Issues
Changing the game's Texture Quality option during a campaign or a battle may cause the terrain to appear black. This can be avoided by changing this option with the Game Settings in the main menu, and will usually stop happening after starting the next battle or re-loading your campaign. This will be hotfixed in the near future.
The Mod Manager is currently only partially localised, so most compatible with English. We aim to localise this fully in the near future.
Steam: 4 (7573.461942)
Here are the patch notes for Total War: ROME II- Patch 4 (version #7573.461942):
Technical and Performance Issues
Further optimisation to Campaign path finding.
Improved the performance of selecting units.
Incremental performance improvements, reduced CPU bottleneck in a number of scenarios - further improvements pending in future patch.
Fixed crashes occurring when entering battles, declaring war, and ending turn after changing the unit size in the advanced graphics options menu in Campaign modes.
Fixed crash when placing deployables with a single click in invalid locations on the battlefield.
Fixed rare crash in battles when unit banners were moving slowly due to low frame rates.
Fixed an indefinite hang, when attacking Egyptian rebel army across the Nile in Campaign mode.
Fixed crash in the ambush controller caused by incorrectly assuming that an ambush battle was being loaded, when loading into a multiplayer land battle.
Fixed crash occurs during AI turn cycle, after changing the unit size options while in Campaign mode.
Fix for major performance issue caused by reinforcing naval units in certain circumstances.
The Campaign game will no longer crash when selecting the "Province Details" panel after selecting "Raise Forces".
Fix for crash due to transport ships erroneously being able to select shot types.
Fixed Campaign lock up when a rank 2 or higher General dies, after selecting a replacement with the "Duty Calls" event, then selecting any other open event, and then attempting to open Diplomacy.
Fixed a crash when rapidly clicking the fire button on the Polybolos unit in Frist Person mode.
Fixed rare crash when selecting an active mission in the Objectives panel in Campaign modes.
Fixed a rare crashing bug in the campaign when selecting units.
Improved performance of drag-outs and holding space to show unit proxies, by no longer render ghosts for men and mounts, as they were too expensive to render. Artillery, ships and vehicles still have ghosts rendered.
Fix rare crash when AI initiated diplomacy with the player.
Improved stability when moving between the Campaign game and front end.
Gameplay Improvements
Improved AI construction logic. It now constructs more military buildings.
Improved AI army compositions & unit quality. The AI uses better units and slightly less ranged units.
AI research is more military focused at the start of the campaign.
Slightly reduced the settlement defensive bonuses for the auto-resolver.
Increased the willingness of the AI signing trade agreements and defensive alliance.
The AI is now much more careful with constructing buildings that consume food or increase squalor. This has improved the AI's ability to fight food shortage problems.
Added more restrictions on the AI running too often making them exhausted by the time they reach their opponents.
Improvements to the AI defensive ambush behaviour.
AI now have improved ability to place its forces appropriately to deal with simultaneous front and side attacks. This involves angling and bifurcation of its *line with appropriate units to deal with the players use of flanking or harassing forces.
Fixed a bug where sometimes AI factions wouldn't generate a stance towards the player at the start of a Campaign, meaning they started the Campaign neutral to the players faction, and sometimes ask for peace immediately.
When generating armies, the AI is now more likely to choose elite units when they have the funds to do so.
Improved AI use of Pikemen in battles.
Fixed terrain height melee bonuses, so attackers on higher ground have an advantage.
Fixed problem with slinger units being overpowered as their shots could hit multiple units and made balancing adjustments to other projectile types .
Fixed pike phalanx single-click and double-click attack behaviour. They will now try to maintain proper distance from targeted unit instead of running into them.
Made it much harder for enemy infantry units to move/push through a pike phalanx.
Fixing bug where the AI will not know what do if river edge hint lines are present in a map without crossing hint lines. Also improving AI use of phalanx formation in river defence.
Increased chance of AI making alliances in diplomacy.
Flaming projectiles are now set as default for naval artillery when available.
Slightly increased the effects of diplomatic events on relations with third party factions, and the AI remembers diplomatic events for a longer period of time.
Difficulty can no longer be changed from the in-campaign game settings whist in a Campaign on Legendary difficulty.
Deployed agents on the campaign map, no longer reset back to being un-deployed when they level up.
Fix for missile troops sometimes firing in a "perfect" formation, rather than appearing natural and offset.
Diplomacy improvements - Factions attitudes towards each other are now mapped with colours on the map on the diplomacy screen. When your faction is selected, it shows other factions attitudes to you, and when other faction selected, shows their attitudes to other factions. Also, the factors tooltip now works between two non-player factions by selecting a non-player faction and moussing over another faction.
In Multiplayer battles, if the last remaining player in an alliance has a network timeout disconnection, the game will now be a draw.
Fix for units pursuing enemies when reacting to melee (not for direct orders). *Units will no longer pursue enemies when reacting to melee.
Fix for bug where units pursuing a routing unit could stop pursuing when the unit rallied even though they were still not in contact with the target.
Made individual cavalry units breaking out of combat more easily, to reduce units getting stuck in brawls.
Allied armies in siege battles now use separate default deployment lines so they don't deploy crammed into the same area.
Reduced qualifying trait list for various "Mad" traits (such as "Not quite right" or "Unhinged") for generals in campaign modes.
When a port is garrisoned in a port settlement, it is now possible to recruit units to the fleet.
Units are now automatically assigned to siege equipment in deployment.
If an AI faction offers an alliance to the player, it is no longer possible to offer satrapy status and have both active offers at the same time.
Fixed the firing arch for African elephant units.
The Loose formation button has been added for certain units in battle.
Teutoburg Forest historic battle is now more tolerant to the general or other Roman forces wandering off the beaten track.
The cap on Mounted Artillery pieces is now set at 6 per team / alliance instead of 6 per army.
When a host decides to make changes to the game setup (e.g. add new player slots) in a multiplayer lobby, these changes are now more accurately displayed to the clients in the lobby.
In Multiplayer Campaign mode, the "Show AI player moves" option is now reflected correctly for the client.
Multiplayer Ambush battles can no longer be started with 2v2 (or greater) numbers of players. This battle type is now limited to 1v1 as intended.
Whilst in a Campaign as Egypt, the "Defender of Alexandria" mission now requires the correct target to be completed.
Various fixes for men being unable to disembark from ships in battles.
Improved the visual arch of torches that can be thrown to burn down gates in battles. The distance / range that the torches travel was not changed, just the way they travel through the air is now more realistic.
Cinematic camera view in battles now works better with siege vehicles.
Disabled damage from rolling flammable projectiles that have landed on the ground (This does not include fireball deployables)
Balancing Changes
Re-balancing for Transport ships.
Enemies routing now have double the morale impact.
The Form Square unit ability now gives a small increase to morale and a bracing bonus in battles.
Re-balancing for the damage rate of fire on burning buildings and gates.
The Charge timeout tolerance has been reduced so heavy units aren’t so good at chasing down skirmishers.
Further reductions to Casualty morale penalties at lower levels.
Flanking and rear charge morale penalties have been increased.
Increase morale penalty for general death/fleeing.
Increased effect of rear attack in melee.
Reduced melee defence stats for most units, and increased shield melee defence values to even out the differences between units.
Melee attack reduced slightly for most units.
Increased melee defence for all shock cavalry units.
Tweaked balancing of Hoplite units.
Fix for Silver Shield Pikemen using wrong shield type.
Usability Improvements
Players can now customise the emblem on their Generals and Admirals banners. 32 new emblems have been added. When you select a General or Admiral on the Campaign map, and click the "Details" button, players can select a new emblem via a new user interface.
Switching graphics quality will no longer reset changes made to the "run in window" checkbox.
Fixed issue in Multiplayer Campaign diplomacy, where both players had control over the accept/cancel buttons at same time, so they could (for example) spam the send offer button to result in multiple trade agreements with same player.
Fixed user interface exploit which allowed the players in battles in Legendary difficulty, to pause battles and still issue orders to their units.
The Maintain blockade button no longer appears on the pre-battle screen after attacking an enemy army and clicking fight battle.
In Campaign modes, if an army is embarked on a navy and in a port (e.g. by capturing a port settlement with an army/navy) it is now easier to get that army out of the water and into the garrison.
Fixed issue where if the player declared war several times successively in diplomacy in Campaign modes, some of the text on the declare war panel would go missing.
"Army Destroyed" event message now displays the name of the army instead of the name of the general.
The "Food Shortage" event message no longer contains a list of provinces affected. This can still be reviewed in the Provinces panel.
Improved "Culture Details" interface when the mouse is placed over the "Culture" icon on a "Province Details" panel in Campaign modes.
Added event message for when units defect during a civil war in Campaign modes.
Rank up event message now contains the new rank for both characters and armies in Campaign modes.
Slowed down scrolling with the mouse wheel on the Province tab in Campaign modes, as it was too fast.
Prologue chapters are now unlocked as soon as the player plays them.
Improved the progress bar above ships in battles when they are boarding each other.
Fixed strength bar not being setup in negotiation screen of Diplomacy.
The Banner emblems have been removed from the top of barbarian unit banners to make it easier to distinguish Generals and Admirals.
The Cruel agent trait now has a positive icon instead of a negative one, as it has a positive effect.
Improved responsiveness of the Technology panel user interface in Campaign modes.
In Chat, remembered chat rooms are no longer re-created when they are not found. This is to fix the issue of lots of chat rooms being created, that only contain 1 person.
There is now a faction flag for each alliance involved in battle on the loading screen when loading into a battle.
Saving keyboard setups with characters such as "&, <, >," or ' " in the name is now supported.
When attacking a door of a fort with a battering ram, the per cent of damage will now reach 100% when the door to opens, instead of 20%.
The list of save games in the Save / Load menu now loads faster, and prevent the player from over-writing files with the same name by prompting them when this is about to occur.
Fixed issue when giving a double click move/attack order to a unit while dragging units into formation at the same time, which caused the drag-outs to get stuck to the cursor.
Fix for a bug in the "Cloud" tab of the save menu. When closing the menu and re-opening it, the "Cloud" tab was selected, but the cloud saves weren't listed.
Fix for a bug that allowed the player to use the "ping" function (which draws yellow arrows on the campaign map, when the player presses the [F5] key) in *Single Player Campaign, so it now only works in Multiplayer Campaign as intended.
When there is a civil war during a Carthage campaign game, the emerging Adirim Loyalists' faction icon is now sown next to the settlement names of settlements owned by Adirim Loyalists, instead of the original Carthage faction icon.
Fixed various missing texture issues on unit banners in battles for reinforcements, disembarking ships, and when flags were turned off and then turned on.
The group morale frames on Unit Banners are coloured same as ungrouped units in battles.
The "Attacker Direction" dropdown list has been hidden instead of greyed out in the Battle Setup screens for Custom and Multiplayer battles, when not applicable, to avoid confusion.
Trample abilities effects on fatigue are now clearer in battles.
In the Custom Battle setup screen, the Mare Ibericum battle map no longer remains selected when the player selects another map.
The portrait of the selected character on the Character Details screen in Campaign modes no longer overlaps frame around the portrait.
Fixed for land unit style category icons and tooltips sometimes being shown on ship unit banners during battles.
Fixed subtitles on some tutorial videos in the Encyclopaedia.
Fixed a bug where destroying one slave army would kill / make all the other slave armies disappear.
Unit cards now scale horizontally to a certain limit, to reduce the likelihood of requiring double row of cards, which takes up quite a lot of space on the screen.
The "Active Missions" button in the objectives panel now highlights correctly when selected.
The description text for the second objective ("White India") of the fifth historical chapter ("Excelsior") of the Parthia faction now fits correctly in the text box in the Objectives panel.
If the player uses the encyclopaedia shortcut while scrolling a menu, the scroll bar button will no longer appear on top (overlap) the encyclopaedia page.
Experience levelling up effects on banners are no longer displayed when banners themselves are hidden, e.g. in Cinematic Camera view in Battles.
The "Roma Captured" video now plays when Rome is captured on the Campaign map, when the player choses to loot or raze Roma.
Fixed bug when making an Offer / Demand in diplomacy that would stop the diplomats mouth from moving as they spoke.
Players can no longer select the Greek faction in Multiplayer Campaign mode with the arrow keys, when they don't own the Greek States Culture Pack DLC, which led to both players being returned to the main menu when loading the campaign.
Having the "Add Offer/ Demand" window open in diplomacy, while breaking a treaty will no longer cause the "Add Offer/ Demand" window to remain visible.
Players can now load a fleet or army on coastal and port assault battles, instead of only fleets.
Fix for Socii units missing variations in battles.
Added greaves to Carthaginian Hoplites units in battles.
Fix for Chosen Spear and Sword band missing helmet variation in battles.
Event messages that open automatically will now correctly open in order, one by one.
Pressing the "Cancel" button when changing the "Push to Talk" key in the Voice Chat Settings menu now works as expected.
Fixed issue where double clicking on a map in the map list in the Battle Setup screens (in Custom Battle and Multiplayer Battle modes) would make that map always remain highlighted as if it was selected.
The icon for glassware is now visible on the Hieron Ton Megalon Theon's building card.
Better consistency between the attributes that are displayed on the recruitment user interface for Generals and the attributes of the General once recruited.
Fixed tool tip on notification icon that appears on the "Details" button when units are available to upgrade.
When entering the diplomacy screen for the first time in Campaign modes, the accompanying speech now matches the text displayed.
Promotion level is now displayed on the Faction Summary and Faction Details *Panel in Campaign modes when a character is selected.
Placeholder text no longer displays on the pre-battle user interface for one player, when a rebel army attacks the other player in Multiplayer Campaign mode.
Pressing the Escape key while pacing the mouse over a construction options in the Settlement Details panel no longer leaves the construction options open while closing the Settlement Detail panel.
Increased Cataphract armour, and strong version added for Royal Cataphracts units.
Changed armour for Eastern Noble Horse Archers to Cataphracts.
Fix for incorrect colouring of battle list entries.
Clicking on the "zoom to location" button on event messages will now always take you to the correct location.
Added in missing standard bearers to Spartan and Carthaginian infantry units.
When an agent is with an army that is accompanying a fleet, separating the agent from the army now updates the user interface correctly, so that the agent no longer appears like it's with the army.
Fixed missing text on the "Accept" button when offering diplomacy to another faction in Campaign modes.
Fixed the arrows buttons functionality on various scrollbars in the Campaign user interface.
When viewing the total number of army units listed in a merged fleet, in the top left corner of the unit panel in campaign modes, it now correctly shows the number of units instead of incorrectly displaying the fleet total.
When a unit gains a rank during or after a battle in Campaign modes, there is now a "level-up" animation to highlight this.
The red left and right arrows on either side of the settlement name in the left hand side of the screen when a settlement is selected on the campaign map, now toggle between settlements more effectively.
When the Rhodes region is captured on the Campaign map, and under player control, viewing the Tactical Map will now colour the region correctly.
The arrow to sort by Food Production in the Province panel in Campaign modes now sorts correctly.
Fixed multiple issues surrounding certain events being fired at the same time as winning the game.
The movie player for Campaign movies will now correctly re-initialise its full screen state between queued movies.
Switching between different forces on the Campaign map, while in the Details panel is open, will now update the stance button, so the changing the stance with this button will now set the stance for the currently selected force.
When looking for an online multiplayer battle, the list of games available are in the Battle List window can now be scrolled with the mouse wheel.
When exiting negotiations with faction in the Diplomacy panel, that faction now stays selected in faction list so the player doesn't have to scroll down the whole list each time.
When placing the mouse over buildings that can be converted in a settlement in Campaign modes, the mouse now highlights the upgrades correctly.
Fixed the sort by diplomatic status button in the "Known Factions" list in the diplomacy panel in Campaign Modes.
In Multiplayer Campaign, when one player declares war on a faction and confirms this, the "Call your Allies to help!" checkbox is now hidden, as changing it after this point didn't do anything.
While choosing an agent action in Campaign modes, the player can now see the current treasury status of the agent in the agent action panel.
During all Quick Battle multiplayer games, when any player enters the deployment screen they are no longer shown as Rome for a couple of seconds while the game is set up.
Fixed reinforcing armies unit banners sometimes appearing darker and missing their outlines on the battlefield.
Unit banners will no longer appear black when turning on unit flags in a battle after turning them off in the campaign map.
The expanded tooltip for client state in diplomacy now no longer always displays 0.
Fixed tooltips for incident event effects in Campaign modes.
Arrow keys can no longer be used to move artillery weapons in First Person mode, as this was not an intended feature.
Fixed incomes from client states and satrapies not being shown correctly in diplomacy.
Improved menu response to use of double-clicks when using the "Controls" menu under "Settings" in the main menu.
In the Controls menu, if changes are made to controls and the Accept button is pressed, the save dialog appears automatically. If this dialog is cancelled, and the Accept button is pressed again, all control changes will no longer be discarded without warning.
Fixed some layout issues with faction list in multiplayer campaign.
The resources icons in the Trade & Finance tab now fit in the user interface better when multiple (over 6) different types of resources are being traded.
Added hull upgrade icon to Unit Cards, and fixed upgrade icons not appearing in battle.
Fixed the "Zoom to Province" button in campaign modes sometimes zooming to the last region within the province group, instead of the capital (main settlement).
Removed the confirmation dialog when quitting a battle when the player had already won and was chasing down routers, to avoid confusion about what will happen (as the player has already won, quitting just ends the battle with victory).
Fixed face animations and audio not working correctly in the diplomacy screen when declare war, and prevented adding new offers/demands from interrupting the face animations.
Text made clearer in the confirmation dialog when quitting a battle.
Addressed inconsistencies in the campaign Heads Up Display when selecting between enemy and friendly settlements and characters.
Added details of the effects to "Public Order" event messages.
The wider your resize the chat window the more rooms you can now see.
The Escape key now works correctly with the "Lock Visibility" option in chat.
Fixed issue where the cursor wouldn't update, if it had mouse over a text input box when transitioned between different areas of game, and stay as a text cursor within battles (for example).
In the Defence of Campania chapter of the Prologue campaign, the "infinity symbol" is no longer displayed on unit cards when the units can be recruited.
Fixed flickering graphics when the "downgrade warning" message appears on loading screens.
Fixed issue where the shroud would disappear from the Campaign Tactical Map and Mini-Map when entering Tactical Map or moving a character.
Fixed for rain being shown as an option for snowy regions in the Custom Battle setup screen, as it would just appear as snow in the battle anyway.
Added tooltips to the left and right arrows in "Your Forces" panel in pre-battle campaign phase.
Added some missing text for reinforcements on the pre-battle loading screen.
Altered tooltip for Siege Turn Time and Fix for Order of Battle reinforcements tooltip not displaying.
The text for "Show AI player movements" in Italian ("Mostra mosse dei giocatori") now fits correctly in the Multiplayer Campaign setup menu.
Phase timers are now displayed as a ring around Ability buttons in battles.
Added some text that was missing from the Faction Summary screen in Campaign modes.
Added current ancillary card to the "Ancillary Gained" event message.
The Province details button no longer remains selected after deselecting a settlement.
Removed the sound effect when placing the mouse over blank / empty character options in the Family Politics panel.
Update to the hyperlinks for "Armies" in the Prologue Defence of Campania.
The text for "Game Mode" in Italian ("Modalità di gioco") now fits correctly in the button in the Multiplayer Campaign setup menu.
Some hyperlinks in the user interface in Campaign modes have been removed, as it opened a blank page in the Encyclopaedia.
Fix for grammar errors in the subject dilemma text.
Fixed text clipping issues on building tooltips in Campaign modes in some languages.
Fixed text clipping on the campaign factors tooltip in some languages, now shows ellipsis to show text has been cut off.
Fixed possible cut-offs of text in the "Trait / Ancillary Gained" event message in Campaign mode.
Subtitles added to the Parthia Civil War video in Campaign modes.
Various localisation text and audio fixes in French, Italian, German, Spanish, Czech, Russian, Polish and Turkish.
Steam: 3
Here are the patch notes for Total War: ROME II- Patch 3:
Technical and Performance Issues
Significant improvements to multiplayer campaign speed, which is now limited by the slowest players machine.
Frame Rate improvements on Campaign map on low spec Core2 Duo cpu’s in windowed mode.
Fix for lock-ups reported on loading into battle in DirectX9.
Frame Rate improvements on Campaign map across all configurations when setting Effects Quality to Low or High.
Fix for minor stutters & terrain rendering glitches on some gpu’s when rendering the terrain.
Fixed a bug in the Graphics Benchmark frame rate display that reported the wrong per-frame time.
LAN multiplayer modes are now accessible when Steam is in Offline mode.
Fix for graphics crash caused by changing the games screen resolution shortly after loading a new Campaign.
Fix for a crash when performing an agent action on a wounded/assassinated unit in Campaign modes.
Further campaign map optimisations.
Optimised fire and smoke effects on the campaign map (improving the frames per second on all graphics setting, especially during the late gameplay where all faction territories are revealed)
Fix in Multiplayer Campaign, after Player 1 offers diplomacy to Player 2, Player 2 made a counter offer, then cancelled the offer, which caused the game to lock up for Player 1.
Fix to prevent the games user interface from flickering when SLI is enabled.
Improved culling on the campaign map to prevent props (e.g. the pyramids) from disappearing when the camera was set to certain angles.
Improved the desktop icon for Total War: ROME II to support multiple resolutions.
Gameplay Improvements
When the player is attacked whilst in a minor settlement (not provincial capital), a new "Sally Forth" button is available on the pre-battle panel to fight the attackers in an open field battle.
All armies that are forced to retreat, and then are attacked, no longer have a *Baggage Train battle. It is a normal open field battle with any campaign generated penalties applied as before.
When an army in forced march is attacked on the Campaign Map, an ambush battle is now triggered, rather than a baggage train Victory Point battle .
Combined battles where there is no navy in the defending alliance do not have *Victory Points/Baggage Trains.
Combined battles where the defender has a navy will retain their Victory Point.
Victory Points have had their capture time increased by 3x their previous length.
Attacking AI is now more likely to prioritise taking Victory Points in Siege Battles / City Assault Battles.
AI controlled Agents are now more likely to act upon the player's settlements instead of standing around outside of them.
Fixed issue in battle AI which prevented siege assault groups from responding to nearby threats.
Fixed timing issue in battle AI which could cause the attacking AI in port sieges to stop updating.
Substantially reduced free hits from enemies in battles, when moving a unit through enemy units (without attacking them), so units can disengage with less penalty.
Smaller and depleted AI controlled forces are now less likely to survive auto-resolved battles in Campaign modes.
Cavalry can no longer capture Victory Points in battles while mounted. They can still neutralise the Victory Points if they were previously in enemy control, and capture Victory Points when dismounted.
The size / radius of capture points has been increased in Coastal battles.
Fix for some instances of passive AI during River Crossing battles, when the AI is defending.
Fixed issue which prevented reinforcement artillery ships deploying.
Fixed issue in Siege Battles where the AI attempted to use breaches and gates which they could not reach.
In Battles, the number of ranks now factor into bracing mass bonus for collision system, i.e. thin lines will make you lose your bracing bonus against cavalry charges from the front
Fixed chasing down of routers at the end of battles, so they engage in combat more often and can be killed more easily.
Satrapies can no longer sign peace treaties with the enemies of their overlord (but still able to automatically make peace if their overlord signs a peace treaty with the enemy) in Campaign modes.
Snow ground type now replaces grass in snow attrition areas of the battle map.
Units in Testudo formation will now respond to an order to attack city gates in a City Assault battles.
Men throwing torches to ignite gates in battles, now have less chance of failing to throw their torches and hit the gate, if ordered more than once to ignite the same gate.
AI houses can no longer secure promotions without first meeting the required age and rank in Campaign modes.
Removed old concealed by distance logic, that was incompatible with the newer visibility system. For example, units that are visible at range could look like they were hidden on their user interface, when they could be seen.
Pikemen can move out of melee when pike phalanx is active in battles. For example, If only one of the pikeman is attacked, the entire unit will no longer start to be unresponsive to orders.
Improved responsiveness of Siege Equipment when dropped and picked back up multiple times.
In Campaign modes, the number of siege equipment entries is now capped to be the length of the siege - 1
Further improvements to AI collision detection with Deployables in battle.
Units that charge while in formation (e.g. block formation) stop sooner on contact with the enemy, to reduce "blobbing" where units converge into a disorganised brawl.
Fixed bug with missile units on ships not firing on enemies reliably during battles.
Fixed bug with ship artillery not firing on buildings reliably in battles.
Fix for ships surviving on the campaign map after sinking on the battle map.
Fix missile ships getting stuck when targeting land units just outside of their range.
Reduced the chance of AI (enemy) reinforcements and the players reinforcements joining a battle from the same location and therefore engaging in combat instantly in battles from Campaign modes.
Balancing Changes
Hit points for all units have been increased in combat.
Melee defence has been reduced for most melee cavalry units and for some elite infantry units.
Reduced melee weapon damage in battles, and increased melee defence from shields.
Various trait effects are now working as intended.
Improved pike weapon damage balancing in battles.
Fatigue for running and being in combat has been increased in battles.
Further tweaks and rebalancing has been made to unit morale in battles.
Elite infantry morale has been reduced slightly during battles.
Experience level thresholds have been increased for units.
Special ability cool down times have been re-balanced in battles.
Building costs have been updated to reflect the changes in building effects in Campaign modes.
Morale bonuses from training and religious building chains have been reduced in Campaign modes. Instead, these buildings now give more varied bonuses to the units.
Cost of experience bonuses for Custom and Multiplayer battles have been reduced.
Squalor and food consumption have been rebalanced (reduction for higher-level buildings) in Campaign modes.
The Headhunt ability has been re-balanced in battles.
The charge bonus for Celtic, Briton and Germanic units have been reduced.
The masses of horses and men on the battlefield have been made more reasonable.
Reduced the mass of camel units in battle.
Usability Improvements
The Balance Of Power bar on the Diplomacy screen now shows the correct ratio, rather than just 50/50.
Improved the desynchronisation detection in Multiplayer Campaign mode, and players are now given a popup message when a desynchronisation has occurred, with the options to resynchronise the game to continue, or quit the game.
When the host leaves the team lobby in Quick Battle multiplayer mode, a new host is found.
Improved multiplayer compatibility between players who own the Greek States DLC and those who don't.
In Multiplayer Ambush Battles, if Player 1 clicks the "Start Battle" button, and the Player 2 waits for the timer to run out for the battle to start, Player 2 will no longer be locked into Cinematic Mode with limited user interface controls.
All battles now end 5 seconds after the victory is decided (This used to be 10 seconds).
In Multiplayer Land Battles, when deployment is over, enemy armies will no longer be visible, when they are supposed to be hidden, for a couple of seconds before fading out.
In Multiplayer battles, a player who has conceded defeat will now turn into a spectator. They can then exit the battle if they want to.
Fix for battle music getting paused while in slow battle speed.
When on the campaign map, if an agent is placed close to the edge of an enemy settlement as it expands (builds a building in a construction slot) the agent is now teleported out of the way of the expansion, so they do not become stuck within the settlement. If the agent was already stuck in an expanded settlement before this update, they will remain stuck, and have to be disbanded. This update will prevent this situation from happening in the future.
Slightly improve combat responsiveness and animations for formation attacks in battles.
Fixed bug with ship artillery not firing at all after using first-person mode in battles.
The Attacking Testudo can no longer be activated in melee during battles.
Battering rams moves out the way correctly after battering a gate down in battles.
The Tortoise battering ram animation has been tweaked slightly so it collides with walls better, at the point of impact when a wall is destroyed.
Multiple waypoints displayed for units in siege equipment, as previously only 1 was displayed.
Selecting Dismount on mounted units continuously during deployment in battles will move the units towards their last ordered position less after dismounting.
During battles, if a cavalry unit is ordered to move to a location, and then ordered to dismount, the men will now dismount but not continue to move to the previously ordered location.
The number of arrows is now correctly depleted when units fire whilst moving during battles.
Correct bonuses are now being applied to units from Workshop buildings.
Fixed bug with pike phalanx not getting back into pike stance after running.
Charge bonuses are now correctly applied to units recruited in certain provinces.
Projectile impact effects hitting units and buildings are now positioned more accurately.
Improved fire effects for buildings, siege vehicles and deployables during battles.
Improved some visual effects for during battles. Better burnt version of buildings with burning embers, and running water down roofs and vertical surfaces in rain.
Damaged visual effects have been improved on the campaign.
Fixed Briton Chariot unit attributes.
Fix for Scythian horse unit variation.
The achievements "Noble Master", "Spymaster" and "Champion of the Gods" now unlock sooner after their requirements have been met.
Fix for the Campaign map terrain disappearing when repeatedly toggling between the Campaign Map and Campaign Tactical Map.
Province level bonuses (such as edicts with food bonuses) are now taken into account in the food level displayed in a province overview in Campaign modes.
Settlement labels on the campaign map are now positioned more accurately and no longer get offset from the settlements.
In the Province panel in Campaign modes, provinces can now be sorted by their level of food production.
Several Eastern buildings now correctly consume food (instead of either not consuming anything or giving contradicting public order effects) in Campaign modes.
The Qanat building (in the Eastern agricultural chain) now produces a small amount of food in campaign mode.
The warning message that informs the player that they are not researching any technology when they press the "End Turn" button in Single Player Campaigns is now also displayed in Multiplayer Campaigns.
The players armies in Ambush stance will no longer move by themselves in Campaign modes, which happened on rare occasions.
Fix for user interface bug showing the wrong tax level on the Province Details panel when the "Tax province" button was ticked in Campaign modes.
Culture conversion coming from some characters now correctly shows up as "character" in the culture tooltip, no longer as "building".
In Campaign modes, the culture that Consecrated Grounds belong to is now displayed in their title, to make it clearer why they need to be converted.
The "Reduces slave population decline" icon in the information panel when placing the mouse over the "Slave Trader" in the Commons buildings section in Campaign modes is now displayed as green instead of red (as it's a positive affect).
The first building in the equipment chain (E.g. Workshop for Hellenic, Quartermaster for Eastern etc.) can no longer be bypassed by converting from another faction's equipment chain without researching.
Technologies are now required to create the Level 4 Jewelsmith building, to prevent an exploit.
Improved ship melee/ramming target selection in battles.
Fixed boarding mode button state issues when attempting to board a ship in battle.
In battles, men who have already boarded an enemy ship no longer jump into the sea once their ship has started to sink or back onto their sinking ship. (Men who remain on the sinking ship still jump into the water.)
Improved Advisor lip sync in various pieces of advice in Campaign modes.
Clicking the "Square" special ability as a unit is attempting to man a siege tower will no longer stick the siege tower to that unit in battles.
When an agent is selected in Campaign mode, and the player right clicks on a settlement to sabotage the enemy, the menu will no longer act erratically.
When the player had a subject to deal with in the politics screen and the subject had an infamy effect, this effect once seen persisted in being shown for all other characters even if the subject is dismissed. This has been fixed.
Fix for some misaligned text on a tooltip displayed when a settlement with a port is blockaded by an enemy, and the player selects the enemy and places the mouse over the settlement.
Improved small glitches with Campaign selection markers and Forced March visual effects sometimes being displayed in the wrong positions when units move.
Fixed some inconsistent ability names for General Skill Types.
In Campaign mode, Roman "Basilica of X" temples have now been renamed to "Precinct of X".
Tooltip regarding the "Armoured Siege Units" technology bonus effects on pre-siege vehicles (all variants of Galleries, Siege Towers, Ladders and Battering Rams) is now clearer.
Fixed the tooltip when placing the mouse over the Columns I, II and III for War Exercises, Warrior Code, Tribal Economy and Druidic Council technology trees in the Technology Panel in Campaign modes.
Two pieces of advice from the Battlefield Advisor relating to flanking were mixed up in Italian and Spanish. These have now been corrected.
Fixed a couple of instances where what the Battlefield Advisors was saying did not match the text displayed in Spanish.
Some steep terrain in a Greek Minor Port battle map has been levelled out, to stop ships from going under the beach when they disembark.
Improvements to the wall connectivity in a Greek Port battle map.
Boiling oil poured from gate houses in battles will look better where it intersects with the ground.
Improved impact animations when pig carcasses hit the ground when fired as poison rounds form artillery in battles.
While crossing rivers in battles, units footsteps now default to mud sounds instead of water sounds.
Fix for a small hole in the terrain in a Greek Minor Port battle map.
When the player is defending in a siege battle from Campaign mode, and the enemy partially capture a Victory Point on the battle map, then the player re-gains control of the Victory Point, the Battlefield Advisor will no longer say "Our enemy have lost a victory point".
Fix for the Battlefield Advisor sometimes referring to the players own reinforcements as "Enemy Reinforcements" during battles.
Added some localisation text and audio fixes for French, Italian, German, Spanish, Czech, Russian, Polish and Turkish.
Added Stonehenge back to the custom battle map at these coordinates 0.137, 0238 (Iska).
Fixed typo on 'Conscription' edict in English.
Improved culling of certain rocks on the battlefield.
Added French, Italian, German and Spanish localisation to the word "Settlement" in the Agent Action Panel in Campaign modes.
Various text and grammar fixes for the Campaign user interface.
Steam: 2
Here are the patch notes for Total War: ROME II- Patch 2 (as of 17/09/2013):
Warning: Your current Save Games will work with Patch 2, but Save Games created or overwritten in Patch 2 will be incompatible with previous versions of Total War: ROME II.
Technical and Performance Issues
Campaign performance optimisations.
Campaign AI round time improvements (greatest effect during early game).
A new "Limited" option has been added to the "Show AI Player Moves" settings in Single Player an Multiplayer Campaign modes, this enables the player to see all movement of enemy factions, all movement within the players regions, and all movement within sea that the player has ports in during the AI turns.
Improved AI recruitment decisions in Campaign modes. Further improvements planned for subsequent patches.
Pathfinding optimisation on the Campaign Map.
Fix for "Level of Detail" distances scaling incorrectly when the "Field of View" is changed which reduces the chance of the "Intelligent Zoom" [N] key, causing "zombie like” low quality textures on unit faces in battles.
A new warning message has been added to loading screen to inform the player when graphics memory is running low, and the game is downgrading the players graphics settings. This can be overriden, allowing the game to use system memory for graphics (VRAM) by ticking the "Unlimited video memory" option in the graphics menu.
Increased the frame rate and reduced frame stuttering in battles on certain GPUs.
Improved compatibility for graphics cards with multiple GPUs.
Added earlier Multiplayer Campaign resyncronisation detection, upon loading save games which allows resyncronisation in more cases.
More conservative out-of-the-box graphics settings and resolution for DirectX 10 and 11 on Mobile GPUs
Improved the processing speed of the default deployment placement, reducing battle loading times on some battle maps.
Fixed battle crash bug caused by the default deployment placement.
Crash fix for when the player placed the mouse over a garrison force of a region in Campaign mode.
Fix for crash loading save games that were created on the "settlement captured" screen in Campaign modes.
Fix for a crash when holding the [SHIFT] and [CTRL] keys down, and selecting a unit card, when no unit cards where previously selected in Campaign and Battle modes.
Fix for crash caused by forming a Confederation in Campaign modes.
Some desyncronisations have been fixed in multiplayer city / port assault battles.
Crash fix for when multiple AI reinforcements arrive in a single player siege battle in Campaign mode.
Fix for crash when selecting Custom Battle mode after fighting several different Multiplayer battles.
Fix for a crash in 4v4 custom or multiplayer battles caused by the battle AI.
Fix for crash when cancelling a game request for a password protected game whilst in a Multiplayer battle lobby.
Fix some crashes in multiplayer campaign mode, when one player quit the game, it would cause the other player to crash.
Fixed a Multiplayer crash which happened when a client joined a lobby and was being allocated to the wrong slot.
Fix for a very rare crash when launching a new campaign.
Fixed rare battlefield loading lockup.
Fix for a rare crash caused by animal handlers in battles.
Fix for crash that happens when AI unit triggers raise banner special ability when no human units are selected in battles.
Gameplay Improvements
Reduced infantry run speed, charge speed and acceleration in battles.
The low level casualty moral penalties have been significantly reduced in battles.
Improved balancing for Food and Squalor in Campaign Mode.
Campaign AI is more likely to make a stand when defending its final settlement, but may still seek out another home, if they fear losing the final battle.
Encampments battles are no longer incorrectly merged with Coastal battles, which lead to forts floating in the air when a friendly navy reinforced an army in the Fortification stance.
Improved ship movement speeds in battles.
Shock cavalry run speed and charge speed have been increased in battles.
Increased flanking morale penalties.
Added icons to indicate activity in the Technology and Faction screens during a campaign.
Fix for the boarding/ramming button which showed the incorrect state in certain circumstances in battles.
Fix for a bug that sometimes made it impossible to exchange units between a transported land force and another land force on the Campaign map.
Fix for armies on the sea getting stuck in patrol stance in Campaign modes.
Fixed splitting an embedded army from a navy which sometimes caused the player to get stuck in the Prologue Campaign.
Some missions in single player and multiplayer Campaign have been fixed and now execute correctly.
When a settlement is captured via a siege battle, with a friendly naval fleet blockading its port, the ownership of the port is now changed correctly to the friendly navy fleet on capture.
Fix for AI taking inappropriate sized siege equipment into battle when the user changed the settlement wall height, via the map selection settings, in Custom Battle mode.
Fix for defending armies under AI control grouping together at the edge of their deployment zone, during Ambush battles when the player choses to wait before attacking them.
Improved AI and scripting in the Raphia Historical Battle.
Fixed a bug preventing the player from progressing in The Invasion of Samnium prologue chapter, if they had spent all of their funds before being instructed to recruit a General (and therefore having no funds to do so).
The Attribute increases for an agent accompanying an army now activate its associated effects on the general of that army in Campaign modes.
Improved AI collision detection with Deployables in battle.
In Multiplayer Campaign mode, one player can no longer cancel recruitment during the other players turn.
The order of events leading up to the Battle of Bovianum in the prologue have been re-scripted. The player now gets multiple turns to construct siege equipment.
Fixed issues with not enough time being given for certain advisor lines to play in different languages in the prologue.
Fix for units floating in the air while climbing siege towers in battle, when the tower is placed on a slope.
Attacking siege ladders will no longer clip through the gate house in the siege on Bovianum battle during The Invasion of Samnium chapter in Prologue Campaign.
The victory screen in Multiplayer Campaign mode now shows the correct title for both players.
The Basilica of Vulcan religious building now applies the correct bonus to recruitment cost reduction in Campaign Mode.
Added level indicators to the Sanctuary of Austro & Sanctuary of Fraujaz shrines in Campaign mode and the Encyclopaedia.
Fix for settlement expansion trapping / blocking units movement on the campaign map in very rare cases.
Improved the terrain in a small Barbarian city battle map.
Minor bug fixes for Roman and Barbarian siege battle maps.
During battles, players are no longer able to un-pause the game while in the options menus.
Usability improvements
In Campaign mode, exempting a province from tax will no longer incorrectly adjust the food number in the province info panel left side of the screen.
Improved multiplayer lobby discovery, reducing the chance of finding *multiplayer lobbies with the wrong battle type.
Removed the red tint from the sky in battles.
Fix for "Rome Wasn't Built in a Day" achievement failing to unlock when its requirements were met in some situations.
The "Quaestor" achievement should now unlock correctly, when completing the Prologue campaign
Fixed the inability to select the previous faction, when an army is automatically loaded due to a battle type change during battle setup.
Improved the clarity of stats displayed for Slaves Economic Effect when placing the mouse over "Slaves" in the Province Details panel on the Campaign map.
Fix for rare cases of broken save games in Campaign mode.
Fix for Campaign mode bug, where a hostile agent and the players' ship became stuck in the same position, with neither one able to move.
Fix for very rare agent pathfinding issue, which caused the game progression to become impossible in Campaign modes.
Removed the ability to loading the wrong type of units into a battle from a saved army pre-set in Custom Battle mode.
In Multiplayer battle setup, unit restrictions related to "Battle type" are no longer desynchronised between the host and client, so only the correct units can be chosen.
Defending armies in an Ambush Battle can no longer load an army containing *Fixed Artillery and other Siege Equipment.
Fixed the tooltip displayed when placing the mouse over the garrison in enemy settlements, while the settlement is under siege.
The Public Order "Change per turn" stat is now displayed as the sum of all of its "Contributing Factors" on the Province Info panel in Campaign mode.
Right-clicking on the Aggressive, Balanced and Protective stance buttons when Autoresolving a battle in campaign mode will now take the player to the Encyclopedia, where these stances are explained in more detail.
More detailed descriptions added to the tooltips for the "Occupy, Loot and Raze" buttons after successfully capturing a settlement on the Campaign map.
Improved icons for Province Effects in Campaign mode.
Fixed an error with uploading stats when a multiplayer battle was ended prematurely.
The "Force March" movement effect on the campaign map (looks like a whirlwind) are now correctly removed from the screen when the AI move their army.
Correction to the Assault Hexeres unit card in the Parthia faction during battles, which had no colour mask and appeared black.
The buttons to change pages in the Leaderboards menu have been fixed, so more players can be seen on the Leaderboards.
The Provinces list in Campaign mode can now be scrolled with the mouse wheel.
Units in a recruitment queue, in a province with its capital under siege, now have an "infinity sign" icon to indicate that the "turns to recruit" is infinite while the siege is maintained in Campaign mode.
In the "Controls" menu under the "Settings" option in the main menu, when the player modifies the keyboard controls, and saves them, the new name for these controls is now replaces the "Classic Total War" name.
Added a tooltip to say "Left-click to remove unit from recruitment queue" for units that are queued for hire in Campaign mode.
Added a tooltip to make ruined buildings more obvious in Campaign mode.
Added tooltips to "Weather" and "Time of Day" settings in the Custom Battle menu.
Fixes and corrections for text in the encyclopaedia have been made.
Minor text and grammar corrections in Campaign Modes.
Fix for some German text not fitting into the available text space in the campaign mode user interface.
Improved text formatting in the Objectives panel in Campaign mode.
Added some localisation text fixes for French, Italian, German, Spanish, Czech, Russian, Polish and Turkish.
Fixed some missing text on the Diplomacy screen in Campaign modes.
Added white outline to Armoured Legionaries unit cards in battle.
Steam: 1
Here are the patch notes for Total War: ROME II- Patch 1 (06.09.13):
Higher average frame rates with out-of-the-box settings (more conservative settings)
Fix for DirectX 10.0 Lighting issue reported - environment map wasn't being created leading to black reflections.
Fixed a sunken Samothrace temple complex world wonder on the Campaign map.
Fixed defender being able to create encampments when involved in a combined battle.
Added some localisation fixes to audio packs in French, Russian, Italian, German and Spanish.
Fixed lock up in Multiplayer Campaign battles when a desynchronisation occurs. Players are now notified of the desynchronisation, and the battle ends.
Fixed Multiplayer Campaign battle "overrun" prompt, which was not being shown to a player if they were a reinforcement and the other player was spectating.
Fixed corrupt loading screen when changing to fullscreen / windowed mode after a battle, and then going into another battle.
Fix for Multiplayer Campaign host being unable to move the camera in campaign, after reloading a save game on some rare occasions.
Safe guards added to prevent a very rare crash in coastal assault battles.
Fix for game lock up during end turn sequence / Celtic AI faction turn in single player campaign.
Improved AI use of walls on Athens large settlement battle map.
Improvements to Auto-resolve balancing in Single Player and Multiplayer Campaign modes.
Aligned ship unit upkeep costs with land units - made mercenary ships more expensive and non-mercenary ships cheaper.
Fixed slow turning rates for transport ships.
Improved civil war balancing in relation to campaign difficulty.
Fixed vehicle ground pipes, to prevent Siege Towers becoming immovable when they are left empty during the Deployment Phase of a Siege Battle, then units were moved into the Siege Tower when the battle has started.
Fixed bug when ramming sideways into moving ship, which caused the ramming ship stick to target and strafe along with it in battles.
Reduced the chance of Naval units sometimes clipping through the ground or harbours / ports during Port Assault battles when attempting to disembark.
Fixed issue where armies would be stuck in Muster stance and could not exit that stance in Campaign modes.
Fixed case where spies could get stuck on top of fleets in Campaign modes.
Fixed rare post battle lockup in Campaign modes.
Improved unit pathfinding in Barbarian village battle maps (fixed no go zones).
Fix for Multiplayer Campaign lock up when the player was reinforcing an AI ally who was victorious in battle, causing the player to become stuck with no victory / continue / exit battle user interface functionality.
Fix for cultural influence bonus from the Shrine of Neptune building
Fix for “Zone of Controls” of hidden armies being visible to both players in head to head Multiplayer Campaign mode on mouse-over.
Assorted minor fixes to city battle maps.
Fix for "Rome Wasn't Built in a Day" achievement failing to unlock when its requirements were met in some situations.