torrent Total War: Rome 2 download Мультиплеер: - Разработчик: The Creative Assembly Издатель: SEGA Издатель в России: 1С-СофтКлаб Локализатор: 1С-СофтКлаб Платформа: PC
Тип издания: Repack (Лицензии) Язык интерфейса: Русский Язык озвучки: Русский Таблетка: Вшита от (RELOADED.v 188.8.131.52)
--За основу взята Лицензия от 1С-СофтКлаб-- Игра:
* аудио качество 100%
* видео качество 100%
* эксклюзивный установщик
* установка дополнительного Soft'a (DirectX, Visual C++)
* все пути реестра сохранены
* запуск игры через ярлык на десктопе или через меню пуск
* для установки необходимо 512 Мб ОЗУ
* примерное время установки 8 минут(а,ы) Патчи:
* v 184.108.40.206
* v 220.127.116.11
* v 18.104.22.168
* v 22.214.171.124
* v 126.96.36.199
* v 188.8.131.52
* v 184.108.40.206
* v 220.127.116.11
* v 18.104.22.168
* v 22.214.171.124
* v 126.96.36.199
* v 188.8.131.52 DLC:
* Greek States Culture Pack
* Nomadic Tribes Culture Pack
* Blood & Gore
* Seleucid Empire Faction Pack
* Baktria Faction
* Caesar in Gaul
* Beasts of War
* Hannibal at the Gates
* Epirus and Elephants Update
* Season and Wonders Update Разное:
* игровые архивы не тронуты
* возможность разбить на 2xDVD5 или 1xDVD9
* папка с сохранениями: *:\ProgramData\Steam\Fenixx\214950\
* за основу взята лицензионная копия игры от 1С-СофтКлаб, обновлённая в Steam от 31.03.2014 Удалено:
* ----- Автор Repack'a:
* Fix for terrain turning black during Campaign and Battles when changing the "Texture Quality" setting. This was listed as a "Known Issue" in the Patch 5, but is now fixed.
* French and German campaign audio will no longer play very quietly (e.g. when selecting armies on the Campaign map).
* Fix for the game failing to launch in some circumstances when running as a Windows Administrator.
* Dog handlers will try to melee attack whenever their dogs enter melee, resulting in the handlers running towards the enemy unit that the dog is attacking, and often being killed.
* Performance – Unit rendering performance on high spec gpu’s has been optimised, resulting in higher frame rates on EXTREME settings in most scenarios.
* Extensive Frontend-UI tweaks and optimisations.
* Fixed a crash in the terrain system which occurred on crossfire machines.
* Players are no longer restricted from selecting graphics options, based on the games evaluation of their system. This means that players can now set any graphics options they want.
-Battle AI improvements-
* Attacking siege AI now uses battering rams more frequently.
* Attacking siege AI can now use all units to burn gates, and should not become inactive if it has only non-infantry units remaining.
* Attacking AI is now more conservative with the use of its general when assaulting walls and gates, but can still use the general unit as a last resort.
* Added safeguards against some rare issues which could cause the attacking settlement AI to become idle.
* Fixed an issue in settlement AI which could result in units losing their attack orders, causing units to sometimes run past enemy units they were trying to attack, as well as causing defending missile units on walls to halt their firing orders.
* Improved AI’s use of Use The Whip and Rapid Advance.
* AI now targets war-dogs rather than their handlers after dogs have been released.
* Eliminated unnecessary reforms in AI’s defence-line tactics.
* Improved AI scouting behaviour.
* Increased damage for club weapons.
* Increased melee defence for pike units.
* Rebalance of all small-arm projectile damage.
* Javelins have received a boost to their armour penetration damage.
* All horse archers (incl. Royal Horse Archers) now have Heavy Shot.
* Some elite foot archers now also have access to Heavy Shot.
* Different types of bows now have different ranges.
* All bows now have some armour penetration.
* Rebalanced the following units:
- Naked warriors.
- Painted ones.
- Naked swords.
* Some missile infantry shields have had their missile block chance increased.
* Tower projectile incendiary damage has been reduced.
* Burning oil incendiary damage has been reduced.
* Improved arrow tower damage has been reduced, and is now mostly normal damage instead of armour penetration.
* Scorpion tower projectiles now have a smaller cone of effect.
* Reduced incendiary hit points on all siege vehicles apart from burning rams which have both incendiary and normal hit points increased.
* Removed shield wall ability from Falxmen, Thracian Warriors and Thracian Nobles.
-General battle improvements-
* Increased battle-side hit points of all generals and officers.
* Fixed issue in battle combat rules which failed to give the commanding general additional saving throws, making generals unusually vulnerable in harder difficulty modes. These saving throws have also been extended to non-commanding generals, making all general characters harder to kill in battles.
* Fixed issue which caused artillery units to sometimes move forwards instead of firing when targeting a ground position.
* Formed Attack button added for key disciplined units (eg Legionaries, Hoplites, Pikemen). Disciplined units are now better at keeping formation when fighting.
* Improved existing unit formations.
* Reduced “blobbing”, where units converge into a disorganised brawl Adjusted spacing of some infantry units to prevent units being too cramped.
* Added blood effects on animals, for players who own the Blood & Gore DLC.
* Fixed an issue where pikemen would ignore orders.
* Fixed rank & file shortcuts which were not working correctly and only ever resulted in wider units.
* Telestration (drawing on the map) now works for spectators in MP battles.
* Fixed issue where throwing torches at gates failed due to projectile simulation causing torches to bounce off the roof of the gatehouse instead of hitting the gate itself.
* New guard mode mechanic: units will be in guard mode behaviour by default and hold their line unless they have a direct attack order.
* Several improvements to how formed attackers adjust to one or more targets, encompassing different target widths.
* New hiding mechanic: running will no longer reveal hidden units.
* Behaviour improvements for disengaging units: Units pulling out of melee will now try harder to avoid combat and run to the ordered location.
* New mechanic for knocked-down soldiers: Heavier units will take longer to get up after being knocked down.
* Fixes and improvements to bracing:
- Formation depth and defensive formations now have the correct impact on bracing bonus.
- No bracing bonus when using loose spacing.
* Elephant and chariot collisions are now less lethal.
* Boiling oil no longer triggers when enemies are on top of a gatehouse.
* Entities no longer warp in combat when two infantry units charge each other.
* Avoidance-jittering eliminated when multiple units in formed attack overlap.
* Prevented ships and drowning men from floating above the waterline in very rough seas.
* Improved the framerate when multiple units pass under boiling oil.
* Added option to disable left-click dragging move-orders.
* Locked formation unit groups now correctly track moving targets when given attack orders.
* Locked formation unit groups should now move at the correct speed in all circumstances.
* Units now interweave less when moving a locked formation backwards.
* Artillery units no longer move forwards to attack a building when their target is already in range.
* Firing whilst moving now always fires at the target unit.
* Reduced instances of ranged-unit stop/start movements when chasing a moving target.
* Units no longer automatically attack their previous melee target after routing then rallying.
* When gate capture points are neutralised, gates are now locked to all alliances and boiling oil stops pouring.
* Units firing from walls can now be consistently halted.
* Units firing from walls now fire with all ranks.
* Rebalancing of entity/projectile/effect audio volumes.
* Added new preset city and port maps to the custom battle/multiplayer map lists.
* Removed situations where defenders could partially deploy units outside the city walls in siege battles.
* Siege maps now have towers or gates linked to the correct capture points.
* Changed capture point timer from 20 seconds to 30 seconds. Gates and towers now take 1 minute rather than 40 seconds to change from one alliance to another.
* Added new minor settlements: 1x Persian port and city, 2x Egyptian cities, 1x Greek city.
* Improved docking and landing points in several maps.
* Added spectator icon for battle to make it clearer when people are spectating.
* Cinematic camera now works correctly for units on buildings.
* General technical/usability fixes across many battle maps (docking points, deployment zones, scenery placement, tower bridging-points etc).
* Extensive battle-UI tweaks and optimisations.
* Fixed several rare crash instances.
* Aide de camp advisor has been enabled for multiplayer now.
* Modified right click drag-outs, so when moving the mouse to the minimum drag threshold, and then back under the minimum drag threshold, the drag-out visualisation will no longer be hidden.
* Men on walls above gates no longer die when gate is destroyed in battles.
* Fixed a crash when loading into a Roman Port battle map from the Campaign.
* Multiplayer campaign legendary mode saves now work correctly.
* Campaign AI is now more focused on recruiting better units and constructing buildings that allow the recruitment of better units.
* Increased number of Imperium thresholds from 4 to 7, rebalancing progression of military, agent and edict cap increases to match.
* Campaign diplomacy: It’s now harder to sign trade & alliance treaties with AI factions, gifts now give a bigger boost to relations.
* Added warning when the player is about to break treaty in Diplomacy which will result in player being treacherous.
* Enemy/ally armies/agents are now shown on the Campaign Tactical map and not just players.
* Fixed user interface animation issues in campaign, where in Multiplayer Campaign mode, animations would sometimes be in slow motion.
* Added resource icons to the city info bar.
* Added a small delay to update of the Settlement info panel, when moving the mouse off building icons to make easier to compare two buildings, without info panel flickering to province info in between.
* Fixed setting for whether Unit info panel is shown in battle, which was being set incorrectly in campaign modes, leading to unit info panel being hidden in battle, without player ever minimising it.
* Fixed campaign cycle buttons (which cycle between settlements) going in opposite direction, and fixed both buttons going in the same direction.
* Fixed issue where if a unit was gifted in a group, the player could still control that unit via group they were previously in.
* Fixed issue where current army emblem wasn't shown in list of emblems meaning once changed couldn't set it back.
* When the player is defending in ambush, the attackers units are hidden because if they were ambushed they wouldn't know the details of the force they were up against.
* Telestration (drawing) now works on the campaign tactical map for Multiplayer Campaign mode.
* Added a vote-timer to the autoresolve panel buttons in Multiplayer Campaign mode pre-battle, so players know how much time is left to make a decision once the panel is opened.
* Join Confederation option now appears as a diplomatic option when countering an AI’s diplomatic offer.
* Added experience indicators on queued recruitment unit cards.
* Multiple units can now be upgraded with better equipment, or retrained into better units, simultaneously.
* When retraining units, UI now shows the unit a current unit will be retrained into, along with the cost for doing so.
* Finance panel tax-slider now snaps to values, to make it easier to use, and to clarify that there are a finite number of levels.
* Added notifications for when the other player saves in multiplayer campaign, so you know why the game is pausing.
* Added filter-specific info to tooltips in the campaign tactical map (such as regional wealth values when on the region wealth filter).
* Unit info UI now takes into account bonus HP for unit health stat, to fix incorrect values being shown
* Unit info now shows the breakdown for melee defence and shield armour values on the tooltip.
* Added vote timer to the pre-battle screen in Multiplayer Campaign mode, so players know how much time left to make decision once open this panel.
* Unit info missile-damage display now working correctly (damage modifier was being applied to armour penetration damage, and breakdown wasn't taking into account the missile damage modifier).
* Campaign radar map now follows the camera to improve navigation.
* Client states and satrapies are now shown as allied on settlement panel. Also added an icon to show relationship of the factions owning the regions.
* Fixed several rare crash instances.
* Fixed a crash which happened when merging units together several times, with the [CTRL] + [M] key shortcut in the same army in Campaign modes.
* Garrisons are no longer displayed with dignitary icons on the Campaign Tactical Map.
* It is now possible to levy units from satrapies and client states. This works in a similar manner to mercenaries, but these units have normal recruitment and upkeep costs, and come from the locally available unit roster.
* Infantry and cavalry units now have different campaign movement extents. Infantry units are slower than before, while cavalry units are faster than before. Armies always move at the speed of the slowest unit. Now cavalry-only armies actually move faster.
* Cinematic borders can now be displayed in campaign and battle by pressing [ALT] + [K] keys (by default).
* New industrial building chain: Quarry and mine buildings are now available for construction in minor settlements for all factions.
* Fixed an issue that prevented the AI from blockading the Brundisium port.
* Improved cultural conversion mechanics.
* Exempting a province from tax now sets its food consumption to zero (this wasn’t previously registering).
* In Multiplayer Campaign mode, when a player-owned settlement is attacked by the AI, the player will no longer have the option to sally forth, when the ‘fight manual battles’ option is disabled.
* Improved disembarkation areas in some coastal battle maps.
* Special abilities in battle have undergone rebalancing.
* Changed victory conditions in grand campaign for all playable factions. The number of regions the player needs to control in order to win the game has been reduced.
* Removed a number of misleading treachery types from Diplomacy, so now a faction that breaks a treaty and then signs it again within 10 turns won’t get treachery penalties.
* Campaign AI is now less likely to declare war on too many factions.
* Added new Barbarian major port battle map.
* Enemy reinforcement banners no longer begin battle as visible, thereby initially hiding the units’ positions in battles.
* Added visualisations to denote the range of targeted abilities in battles, so the player will know which units will be affected.
* Fixed a bug which caused the frame rate drop when it rained during battles.
-Usability Improvements - Campaign-
* After researching a technology on the campaign map, the zoom-to-location button on the Research Complete message will now zoom to the correct location.
* Faction list in Diplomacy now sorts alphabetically by default.
* The Toggle UI shortcut ([K] key by default) now works with Campaign modes.
* Treachery warnings now show reliably when you are declaring war and have current treaties with that faction. The warning also shows when the player breaks a treaty and tries to declare war, while the treaty is still in the process of being broken.
* Fixed the top and bottom of the Campaign tactical map to prevent it from being clipped at high resolutions.
* Added borders to the campaign tactical map so regions at the edges can be seen more centrally and are not blocked by the diplomacy user interface.
* Fixed a conflict which meant automatically constructed siege equipment prevented the player from building anything else.
* General’s skills and army traditions which lower upkeep costs will now update the recruitment panels correctly.
* Agent ability Intercept Orders success event-messages will now display which specific armies/settlements are revealed.
* Improved trees on the Campaign map.
-Usability Improvements - Battle-
* Post-battle loading screens for Custom/Multiplayer battles are now interactive, so the player can see kills/losses of armies in battle.
* When reinforcing an ally in a campaign battle using multiple armies, the unit cards in battle will now be adapted correctly to the number of unit cards and fit the screen correctly.
* It is now clearer in the battle UI when auto-trigger is enabled on ability buttons.
* Improved lighting and vegetation in Atlantic climate battles.
-Technical and Performance Issues-
- Fix for dark squares which appeared on the battle terrain, whilst using the "Shader Model 3" graphics setting.
- Improved performance on the medium Rome siege map.
- Resolved an issue that caused the UI to become unresponsive when the Triumph video plays at the end of a campaign.
- Improved AI parameter balancing: increased tactical focus and aggression, especially for major factions in both Grand Campaign and Gaul Campaign.
- Improved campaign AI raiding behaviour. AI factions are now more likely to raid during campaigns.
- Siege artillery now uses flaming projectiles appropriately (when attacking walls and towers).
- Fixed an issue in siege battle AI which could lead to the general's unit exposing itself to attack when trying to use its special abilities to support assaulting units on walls.
- Fixed a range of issues with the AI's interaction with walls in siege battles, enabling the AI to conduct a more effective assault using siege towers and ladders.
- Improved the tactical co-ordination between different sub-groups of units when assaulting the walls in siege battles. When the AI attempts to enter the settlement via the gates, it is now able to do a better job of first eliminating the threat of boiling oil.
- Fixed an issue which caused units to march off in a random direction when reforming on a siege tower.
- Improved the behaviour of units when a unit on the ground is ordered to melee-attack a unit on the walls.
- Boiling oil no longer causes incendiary damage (so won’t burn battering rams for example).
- Improved pathfinding when attacking units on walls with units on the ground or vice versa.
- Improved attacking siege AI’s interaction with walls, and its use of battering rams.
- Fixed a bug that made it impossible to exchange units during a multiplayer campaign, unless the "Turn time" option was set to "unlimited".
- Fixed a progression blocker in the Grand Campaign, which occurred when a "Triumph" video played (celebrating a high ranking Roman General). This prevented the player from continuing the game, by making the games UI become inactive.
-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.
* 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.
-Beasts of War Update-
* Three additional Elite Units have now been added to the Beasts of War DLC, existing owners will be upgraded:
- Wolf Warriors - In the Germanic world, the cult of Wodenaz was so large that people of the age often had wolf-related names, such as Vulfolaic ("Wolf-dancer"), Wolfhetan ("Wolf-hide"), and Wolfdregil ("Wolf-runner"). Wolfgang, or "Wolf-gait", has remained a popular German name to this day. The Wolf Warriors are available to the Suebi and as Mercinaries for holders of any province in Germania, drape themselves in wolf-hides and fight with the spirit of Wodenaz.
- Sobek Cultists - Defender of the Nile and protector of Pharaoh's power, Sobek was the crocodile-headed god of ancient Egypt from the Old Kingdom period through to the Ptolemaic dynasty and beyond. As such, crocodiles were venerated for their violent, primal qualities, and were even bred on temple sites as a living personifications of the god, and mummified when they died. With titles such as "One who buries the bodies of the crocodile-gods of the Land of the Lake" and "prophet of the crocodile-gods", the priests of the cult of Sobek served him completely in the main temple at Shedet in defence of the Pharaoh and his subjects. Clad in the hides of the sacred crocodile, the Sobek Cultists are available to recruit for Egypt.
- Nubian Leopard Warriors - Being Egypt’s neighbour, Nubia also became, at times, its greatest enemy, and the population were often enslaved and used as soldiers. In 750BC Nubians even managed to conquer Egypt, and ruled for one hundred years, such was the deep rivalry that existed between the two. Consisting mainly of mercenaries from its various regions, the armies of Nubia were famed for their aggression and fearlessness on the battlefield. The Leopard Warriors are no exception: clad in the skins of swift and deadly leopards, they are a force to be reckoned with. Available to as mercenaries when holding Egypt in the Grand Campaign.
- Molossian Dogs and Celtic Warhounds campaign mercenaries have been added.
- Berserker units will now wear bear skins instead of wolf pellets (for all users not just BoW owners).
* Balancing changes including strength and durability to:
- Molossian Dogs.
- Celtic Warhounds.
- Mercenary Syrian Armoured Elephants.
- African Elephants.
- Camel Cataphracts.
- Snake Pot Ballista.
- Scorpion Pot Ballista.
- Beehive Onager.
* General performance improvements:
- Additional Support for AMD Crossfire multi-GPU configs.
- Further improvements to GPU performance and reduction in CPU-bottlenecks for all configs.
- Improved core Battle performance scenarios.
- Resolved CPU core-affinity threading issue.
- Implemented borderless window when running at desktop resolution in Windowed mode.
- There is no longer an upper limit on the graphics settings that a user can select in the frontend. Previously if the game determined that a user’s machine was low-end then it would not allow them to select high graphics settings. This limitation is now gone. Note that selecting high graphics settings on low-end machines will negatively affect performance.
- Improved consistency of reflections on shiny textures.
* ‘Unlimited Video Memory’ option improvements:
- Unlimited Video Memory is now selectable for all integrated GPUs running on 64-bit operating systems from Windows Vista onward. Integrated GPUs use system memory as video memory at all times, as they have no dedicated video memory of their own. This code change now allows our integrated GPU customers to use all of their system memory as video memory. When Unlimited Video Memory is enabled, discrete GPUs use system memory as an extension of their dedicated GPU video memory, when their dedicated video memory is not enough to run at their chosen graphics quality settings. Please be advised that in both cases, using system memory as GPU video memory can impact performance as it is generally not as fast as dedicated GPU video memory. Also, if system memory runs low (or out), the user’s hard drive will be paged, resulting in reduced framerates.
- For users running on an integrated GPU in 64-bit Windows (Vista onwards), with Unlimited Video Memory available but not selected, we have increased the amount of video memory that the game sees from 800MB to 1024MB.
- Fixed an issue causing Unlimited Video Memory to be unavailable for users with certain discrete video cards.
- Fixed an issue that was causing Unlimited Video Memory to become disabled on some multi-GPU configurations.
* Battle performance improvements:
- Eliminated battle pathfinding performance spike which caused battles to stutter.
- Addressed a crash in siege battles which occurred on some maps after breaching walls with artillery.
- Addressed a crash in Egyptian Large City battle caused by the map data.
- Addressed a crash caused by squads within the same unit attempting to use different formations.
- Fixed a UI lock-up when opening the steam overlay during the introduction sequence at the start of an ambush battle (while defending).
* Battle AI improvements:
- Fixed an issue which could cause the attacking siege AI to stall when attempting to breach the walls with artillery.
- Improved coordination of AI defenders in city, port and town battles when they are outside the settlement. This improves the behaviour of disembarked naval units and reinforcement armies.
- Addressed an issue which caused disembarked naval AI defenders in siege battles to become inactive.
- Improved the battle AI's ability to predict the outcome of combat actions, allowing it to better commit its troops in combat.
- Battle AI in field battles is now encouraged to outflank earlier when necessary.
* General battle improvements:
- Improved ladder docking in Rome city map.
- Addressed collision gaps in fort walls caused by auxiliary buildings, which sometimes allowed units to pass through walls.
- Prevented siege ladders/towers being pushed into the wall of a settlement on the battlefield.
- Settlement gates no longer close on friendly units during battles.
- Smoothed uneven terrain under a dockable wall in Egyptian port battle map.
- Fixed wall in large Barbarian city map.
- Fixed floating buildings in some Roman City and Barbarian battle maps.
* General Campaign improvements:
- Improvements made to the campaign auto-resolver's modelling of melee-based infantry, which corrects a wide range of auto-resolver imbalances.
- In campaign mode, garrisoned Hastati will now upgrade correctly after researching the 'Cohort Organization' technology, which converts Hastati to Legionaries.
- Slave army leaders will no longer always look Hellenic in Campaign mode.
- Unit cards no longer appear outside of the merge window UI while merging units in campaign modes.
- Settlement labels in Campaign modes now consistently display the diplomatic relationship status that is currently held with the owning faction. Red = War, Blue = Allied With, Grey = neutral.
- Improvements made to the accuracy of the unit tooltip threat indicator in the battle UI.
- Needs more Hamilcar.
- Cinematic Mode shortcut key now works consistently in different languages.
* Usability Improvements:
- Addressed a number of minor audio issues.
- Battlefield death animations no longer with the victim in a kneeling pose.
- Category icon no longer incorrectly appears on elephant units once the unit is out of control.
Greek States Culture Pack
Дополнение Greek States Culture Pack добавляет в игру Total War: ROME II новую культуру, включающую три фракции – дипломатичные Афины, расчетливый Эпир и грозную Спарту. Все представленные в дополнении возможности можно использовать в одиночной и сетевой кампаниях, а также в сетевых битвах и своих сражениях.
Каждая фракция использует особую тактику для достижения культурных и военных побед, у каждой есть собственные элитные войска.
Греческие государства объединяют общие цели, философия и дипломатические намерения. Тем не менее, им присуще неудержимое стремление к независимости и серьезные различия в подходе к гражданским и военным трудностям, из-за чего они часто конфликтуют – как с внешним миром, так и друг с другом.
Nomadic Tribes Culture Pack
Набор «Культура кочевых народов» добавляет в игру Total War: ROME II новую культуру, состоящую из трех игровых фракций. Вы можете использовать эти фракции в одиночных и сетевых кампаниях, а также в настраиваемых битвах и сражениях по сети.
Набор позволяет игрокам в ROME II сыграть за безжалостных роксоланов, свободолюбивых массагетов и гордых царских скифов. Кочевники, умелые налетчики и непревзойденные наездники, готовы покинуть степи и нанести удар по изнеженным оседлой жизнью империям.
Играя в ROME II за кочевников, отличающихся независимостью, мастерством верховой езды и способностью молниеносно собирать огромные армии, вы получите совершенно новые впечатления.
Blood & Gore
Испытайте настоящий ужас на древнем поле боя с дополнением «Кровь и зрелища» для Total War: ROME II.
В дополнении «Кровь и зрелища» вы сможете погрузиться в жестокость сражения без купюр: отрубленные головы, отлетающие конечности и пронзенные насквозь тела. В бою для разных отрядов предусмотрены различные анимационные вставки, сражения в Total War: ROME II стали действительно уникальными и неповторимыми.
В дополнении «Кровь и зрелища» для ROME II используется еще более детальная визуализация, чем в Shogun 2, что позволяет прочувствовать всю жестокость настоящего боя. Горы трупов, залитая кровью земля, а в ушах раздается звон оружия – новые звуковые эффекты прекрасно передадут каждый удар и каждое столкновение клинков.
Seleucid Empire Faction Pack
Although eventually embracing many eastern customs, the Seleucids are renowned for their city building and civil engineering, driving Greek colonisation and Hellenization. Furnished with expert cavalry, including cataphracts, horse skirmishers and war elephants, Seleucid armies also sport a solid core of excellent spear and pike infantry provided by a growing number of Greek-speaking colonists.
As the campaign begins, such measures are a necessity when faced with the continuing threat from their Ptolemaic Egyptian neighbours and upheaval among the Seleucid's satrapies. Ever the opportunists however, the Seleucid kings may yet turn the tables, bringing much of Alexander’s former western empire under their sway.
Founded by Seleucus Nicator, or Seleucus the Victor, at its height the vast Seleucid Empire stretched from western Anatolia as far east as the Indus River. During the turmoil of the Wars of the Successors, the Seleucids were able to claim and expand Alexander the Great’s eastern empire, as well as parts of Asia Minor.
Seleucus sealed his overall victory at the Battle of Ipsus in 301 BC. Fielding 500 war elephants, gained through negotiating peace on his eastern border with the Emperor Chandragupta Maurya, his forces proved decisive. The territory under his control contained a diverse range of eastern subcultures, which rapidly became Hellenized by the ruling Macedonian elite and a flood of Greek settlers.
Despite a sometimes precarious position at home, the Seleucids now plan to expand. But where? Into Ptolemaic Egypt? Or beyond, to Alexander’s former western empire in Greece and Macedon? Influenced by their cultural assimilation of eastern culture, The Seleucids have little tolerance for the concept and practice of slavery. As a heavily multicultural society, they also suffer less from public order issues arising from foreign cultures entering their territories. In battle, the Seleucids have access to a wide-ranging roster; as such, they can field capable, balanced and incredibly diverse armies and navies.
Baktria was a gateway to trade between east and west, to India, and to the far-off lands of China. It lay in what is modern-day Afghanistan, and Kandahar itself was founded by Alexander the Great.
As a protectorate of the Seleucid Empire, Baktria was famed as a province of a thousand cities. It was wealthy thanks to those trade routes and the rich agricultural lands of its fertile valleys and plains. The land was a home to Greek colonists, Persians and many more peoples, and was a part of Alexander’s vast empire. Roxana, Alexander’s wife and the mother of his nominal heir who was born after his death, was a Baktrian princess.
In the confusion of wars that followed Alexander’s death, Seleucus I Nicator established his control over the eastern parts of Alexander’s empire, including Baktria. The region was heavily colonised by Greek settlers, more so than any other part of the east, and was largely Hellenised as a result, with Greek culture and influence paramount in all things. As such, Baktria’s armed forces brought a rich and varied blend of warriors to the field, with hoplites, peltasts, fierce swordsmen and – unusually for a Hellenic nation – horse archers
With the Seleucid Empire locked in a series of wars against the other Successor states, Baktria was a satrapy with a degree of independence. During the rule of Diodotus, and sometime between the Second and Third Syrian Wars of the 3rd century BC, it became an entirely independent Hellenistic kingdom. Under their new kings, the Baktrians could be a vigorous military power, benefiting hugely from any breakdown in Seleucid authority and inattention from Parthia. Immense wealth, and tough warriors, could take their armies all the way to the shores of the Mediterranean…
As veterans of the Successor Wars, Hellenic states hold few surprises in battle for the warriors of Baktria. As a result, the Baktrian soldiery faces Hellenic armies with great confidence and courage. Well-situated for trade, they enjoy enhanced commercial and industrial income, and with their popular Hellenic outlook, they find it easier to spread cultural influence with others. However, the edge of the Great Steppe is a troublesome place for a Hellenic culture to settle; Baktria finds it difficult to curry favour with the aggressive nomad tribes.
Caesar in Gaul
«Цезарь в Галлии» – это самостоятельная кампания для Total War: ROME II, посвященная завоевательной войне Юлия Цезаря против галльских племен. В основе кампании лежит сочинение Цезаря «Записки о Галльской войне» (Commentarii de bello Gallico). Игроки могут выбрать между четырьмя фракциями, участвующими в данном конфликте: арвернами (галлы), свебами (германцы), нервиями (белги) и Римом.
Кампания «Цезарь в Галлии» охватывает меньший промежуток времени (58 – 51 гг. до н. э.) и меньшую часть территории, чем сама ROME II, но зато в ней более подробно представлены Галлия и южное побережье Британии.
По сравнению с картой Галлии в ROME II, в кампании «Цезарь в Галлии» больше регионов и провинций, больше фракций (игровых и неигровых), в ней также присутствует ряд известных генералов и исторических государственных деятелей, которых игрок будет нанимать или с которыми он будет сражаться в зависимости от выбранной фракции.
Эта война принесла Цезарю огромную прибыль и славу, сделав его невероятно популярным среди римского народа. И одновременно настроив против него сенат, который наблюдал за усилением его военной и политической мощи, впоследствии позволившей ему стать Диктатор.
Beasts of War
Пробудите свою дикарскую натуру и вселите первобытный страх в сердца врагов с набором войск Боевые животные для ROME II. Набор Боевые животные содержит семь новых типов войск и еще более увеличивает обширныйнабор бойцов в ROME II.
Наводите леденящий ужас на врагов, забрасывая их пчелиными ульями и горшками со скорпионами и змеями или втопчите в пыль под ногами закованных в броню катафрактов на верблюдах и сирийских наемников на бронированных слонах. А когда их воля будет сломлена и они побегут с поля битвы, затравите их двумя новыми породами свирепых боевых псов.
Hannibal at the Gates
В кампании «Ганнибал у ворот» игроки окажутся в Западном Средиземноморье перед началом Второй Пунической войны. Эта кампания фокусируется на периоде, который привел к всепоглощающей войне между двумя сверхдержавами древнего мира — Римом и Карфагеном.
В противостоянии, ставшем одним из самых знаменитых конфликтов в истории, сошлись тактические гении двух великих генералов, двух заклятых врагов — Сципиона и Ганнибала. Сможете ли вы повторить их военные успехи или превзойдете их? Как вы будете менять историю?
Вы сможете вступить в войну за Карфаген или Рим, встать во главе славного греческого города Сиракузы или, впервые в игре ROME II, сыграть за иберийские народы ареваков или лузитанов.
Epirus and Elephants Update
If you’re wondering why there’s a small ROME II update downloading via Steam today, wonder no more. We thought it was high time for some additional content!
We now have a beautifully-designed African elephant model, which you can see here in all its large-eared majesty. This model replaces the generic elephant model in ROME II currently used by all African Elephant units.
We’ve also rounded out the unit-roster of Epirus with some tasty extras. They can now recruit Thessalian Cavalry, Royal Peltasts and Illyrian Coastal Levies to bolster their forces. Plus, you’ll find Epirus gets a brand-new Mercenary Indian War Elephant unit to hire.
You’ll see these in action when you face off against Epirus, or be able to use them yourself if you have the Greek States Culture Pack DLC.
Enjoy the update, and see you on the field of battle!
Season and Wonders Update
The Seasons and Wonders Update adds a selection of new content and functionality to the main game. It also Includes AI, technical and gameplay improvements and prepares the game for players who purchase the Hannibal at the Gates Campaign Pack DLC which is released on the 27th March.
Описание: Возьмите под свое командование самую сильную армию времен Древнего мира, превратите свою страну в великую империю и заставьте врагов склониться перед вашей военной, экономической и политической мощью. Разумеется, одни будут восхищаться вашими успехами, а другие станут завидовать, не исключено, что в числе последних окажутся и ваши ближайшие соратники.
Сумеют ли предатели нанести вам удар в спину или же вы первым выступите против старых друзей? Сколь многим готовы вы пожертвовать ради того, чтобы Рим стал именно таким, каким вы желаете его видеть? Приняв титул императора, будете ли вы отстаивать республику или же превратитесь в жестокого диктатора?
* Создатели прославленной серии Total War вновь представляют стратегическую игру, проработанную до мельчайших деталей, в которой пошаговый геймплей гармонично сочетается с битвами в режиме реального времени.
* Покорите все государства Древнего мира в масштабной кампании.
* Примите командование многотысячной римской армией и приведите ее к победе в великих битвах древности.
* Любуйтесь экзотическими видами величественных древних городов, воссозданных на экране в мельчайших деталях, и кровавыми, но в то же время прекрасными батальными сценами, когда на поле брани сходятся колоссальные армии. Благодаря новым возможностям управления камерой вы сможете следить за происходящим с самых выгодных ракурсов.
* Оцените великолепную оптимизацию игры — Total War: Rome II прекрасно работает и на стационарных домашних компьютерах, и на компактных ноутбуках.
* Операционная система: XP SP3, Vista SP2, 7 SP1, 8
* Процессор: Dual Core - 2,0 ГГц \ Core i5
* Оперативной памяти: 2048 Мб \ 4096 Мб
* Свободного места на жестком диске: 19934 Мб
* Видеокарта: (512 Мб), (Shader Model 3.0), (DirectX 9) \ (1024 Мб), (DirectX 11)
* Файловая система: NTFS
* Важно: перед установкой отключаем Антивирус и Файрвол
* игра обновлена до версии 184.108.40.206.
* добавлено 4 DLC (Beasts of War, Hannibal at the Gates, Epirus and Elephants Update, Season and Wonders Update).
Совпадений с предыдущем Repack'ом нет!
от 31.03.2014 в 22:05 по Москве