Medieval Total War Patch
Forts in the Crusades campaign are now made of stone. Fixed various units having incorrect shield values. Fixed a number of inconsistencies between units' speech and their unit cards. Fixed deployment zones being in unreachable locations on some river crossings and bridge battles.
- Original Kingdoms Update Release announcement posted here. This guide is intended to help players with the retail version of Medieval 2: Total War.
- The v1.1 patch has a big list of improvements and bug fixes. Please see the readme file for more details.
Byzantine Gunners are now available to be recruited in the Crusades campaign. Denmark now has Norwegian units available to them when the Kalmar Union is formed.
Medieval II: Total War. The Creative Assembly developers stated on 1 December 2006 that they were working on a patch to solve reported bugs.
The Kingdom of Jerusalem can now construct King's Stables. Byzantine can now construct a Marksmanship Range. Mangonels can now be constructed at Siege Works in the Teutonic campaign. Swordsmiths' Guild Headquarters now gives the correct bonus to Knights trained in the Crusades campaign. Fixed Lithuanian Arquebusiers firing too frequently.
Medieval Total War Gold Patch 2.01
Fixed various units having incorrect banners on the battle map.
For anyone still embroiled in Creative Assembly's, get ready for some rather significant tweaks. Recently released patch 1.2 addresses a number of issues with the game, some of which are highlighted in the following list. All text below is from a patch notes sheet given to us. AI. Units do not clump together when told to complete a 180 degree turn. Janissary Musketeers now fire consistently. Enemy AI army formations in bridge battles now allow their own artillery to fire.
Enemy cannons do not fire at unbreakable walls. Grouped archers out of ammo will attack enemy units in melee combat when ordered to do so. AI does not deploy outside of enemy gates. When defending an enemy settlement with multiple exits, taking your army out of the side/back door does not make it easier to defeat the enemy.
Improved Siege AI. Cavalry can now charge a spearman army.
General's bodyguard unit now marches correctly outside castles. AI now effectively assaults 2nd tier of a Fortress. Sallying AI army now reacts properly to being assaulted from 2 sides. Attacking Siege AI concentrates on taking the settlement rather than chasing down units outside the settlement. Generals are now more effective at chasing down routing units. Enemy AI reacts to being bombarded with Trebuchets while inside a settlement.
Siege AI now more difficult to defeat if player places missile units outside the walls. AI controls it units more effectively in a Citadel.
AI artillery more decisive in its positioning. Remaining AI army now advances to use siege equipment. AI Cavalry can now flank a Spear Wall. AI now responds to missiles when sieging settlements. AI now crosses bridges to attack. AI responds more quickly to gates that have been opened by Spies (while sieging).
Units do not break formation when chasing routers. Enemy AI effectively attacks when player's units in a settlement square.
Enemy AI now utilises spare rams. Improved enemy AI response to stakes. Shortened Siege attack timers. Enemy AI will no-longer send out General's bodyguard on a suicide mission while defending Mechanics. Mouse Cursor position now updates when scrolling with the arrow keys. Assassination exploit fixed.
Mission 'Reinforce Region' now functions correctly. Attacking an enemy army from inside a sieged settlement no-longer causes the enemy to lose all built siege equipment. Fixed two family members (brothers) with the exact same name. Rudder event now triggers at the correct time. When an enemy sallies and is defeated you no-longer have to wait for the timer to run out in-order to win. Assassin mechanics tweaked.
Mercenary recruitment tweaked. Diplomatic Information scroll updates correctly. Online replays now match. Slowdown fixed on Desert Sanctuary.
Metallic Resource now support Mines. Cavalry charges do not fail when charging skirmishing/moving units or if a knight is out of position. Units can now withdraw on the Eifel Mountains Battle Map. Construction queue exploits fixed. The carroccio standard can now fit through the gate on a sally out battle. Southern European Fortress: routing Enemy AI now leaving the map.
Printing press event triggers at the correct time. Ladder docking/undocking tweaked.
Faction standings tweaked. Priests no-longer convert to heretics if traveling on a fleet. Upper limit added on how long units stay in loose formation for. Traits/VnV triggers tweaked Camera.
Camera height does not drop under bridge in River Po Custom Battle map. Camera does not drop below water's surface in Palm Beach, Andalusia and Italian Wars map/scenarios.