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Stronghold: Crusader 2

Also known as:
Stronghold Crusader II
Developer:
Firefly Studios
Publisher:
Firefly Studios
Release date:
22.09.2014
Off. Website:
Genre:
Strategy
System:
Language:
Your rating: None Average: 6.3 (27 votes)
 

Patch 1.0.20907

Author: Administrator Date: 25.08.15 System:

FEATURES:

  • Four new skirmish/multiplayer maps
    • River's Kiss (4)
    • Surrounded (5)
    • Island Peril (6)
    • Armour Harbour (2)

GAMEPLAY CHANGES:

  • Most AI castles have been reworked, so they build up more efficiently and intelligently
  • Changes to AI build orders and building limits to account for the new AI building system in place
  • The AI has a completely reworked system for dividing up its gold intelligently between troops, buildings and resources
  • AIs will now capture villages according to their individual frequencies
  • The Sultana now uses assassins to attack other players in skirmish games
  • Up and down arrow keys can now be used to scroll through maps in the skirmish lobby
  • Tower Mantlet, Tower Ballista, and Tower Haybale Launchers are now limited to 5 of each type per estate
  • The number of goods carried in each CartHorse load is now set individually for each good type, instead of per storage building
  • Man trap balance changes:
    • Duration reduced from 6 to 3 seconds
    • Siege weapons no longer trigger the trap, but will receive damage if soldiers trigger it
    • Passengers of vehicles (war wagons) no longer trigger or receive damage from man traps
  • Whirling Dervish splash damage reduced by 25%
  • Inns, Mosques, and Churches are now limited to one each per estate (Note that this does not apply to Sandbox mode)
  • Capture points will no longer be contested by a capturing player's allies entering the capture radius. The player that first began capturing the flag will gain control of the estate or gatehouse normally unless contested by enemy troops.
  • Allied AI lords now coordinate their capture of Village Estates more carefully, and can now call off or redirect the forces if appropriate.
  • The Knights mounting horses system has been overhauled:
    • Horses now appear directly at the knights' positions, rather than having to run in from long distances first
    • Fixed a number of cases where mounting horses and knights could get stuck, including with legacy save games
    • Improved the Speech and UI feedback from knights when mounting fails or succeeds
    • Fixed knights not restoring their attack scans after mounting
  • Added hotkey "V" to select the Market (double-tap to move the camera to it) (Existing hotkeys to go to individual market pages: SHIFT+G, SHIFT+H, SHIFT+J for the granary, stockpile, armoury market pages still functional)

FORMATIONS OVERHAUL
Troop control and formation movement have been overhauled to look and feel much better:

  • A number of performance optimizations have been added to all troop movement and formation control
  • Troops select form-up positions much more accurately
  • Troops now hold their relative positions much better in all formations
  • Formations turn more smoothly and adjust their heading while following moving targets
  • When ordered to attack an enemy unit, all formations hold their shape better, and troops on the outskirts will engage other enemies as expected
    • This greatly improves the interaction of large armies attacking each other in formations such as box & line
    • This fixes an issue where nearby troops would wait idly by if the commanded attack target was already fully surrounded
    • Box and line formation members will now stay together when ordered to attack enemy units, as expected
    • An exception is made for units that have their sprint ability activated in this way-- they will sprint at full speed and leave the formation behind in this case
    • Sprinting units include Macemen, Whirling Dervishes, and Sassanid Knights
  • Rabble formation (default)
    • Responds more quickly and holds its shape much better. Troops turn on the spot and move right away after initial form-up.
    • Note that in this formation troops move at their own pace and don't wait for one another.
  • Box formation
    • This formation keeps all members together at the slowest member units' pace
    • Missile units now attempt to stay in the center for protection.
    • Pikemen are placed on the very outside if possible
    • Now forms up much more accurately, starting off slower and accelerating so troops can reach their positions
    • Now allows the slowest units to keep pace much better in most cases
    • Addressed a number of cases where faster units would get ahead and turn around
    • Now attempts to make course adjustments and rotate without swapping formation position slots
    • When units are leaving combat, this formation will attempt to retreat a bit before re-forming
  • Line formation
    • Has had the same enhancements as Box Formation, except that the formation is spread out in a wider shape

BALANCE CHANGES:

  • Knights now mount horses instantly, rather than waiting for the horse to run from its stables to the knight’s position in order to mount.
  • Knights cost 200 gold, from 150.
  • Crusader Grand Towers cost 220 stone, from 180
  • Whirling Dervish cost increased to 150 gold from 140, spin attack damage reduced to 15 from 20
  • Catapult damage reduced to 850, from 950
  • Warwolf damage reduced to 1600, from 1800
  • Crossbowman damage reduced to 3600, from 4000
  • A number of the original trails have been rebalanced to account for the improved AI

BUG FIXES:

  • Fixed player Lord selection in Custom Skirmish and multiplayer lobbies to include all available Lord avatars.
  • Fixed cost of diagonal walls being cheaper than those of straight walls
  • Fixed an issue where ranged troops could sometimes shoot through diagonal walls
  • Fixed village estate carter horses crossing bridges
  • Fixed an issue where workers could not path through village estates during Peacetime.
  • When patrolling, troops now reset formation form-up time to allow box/line to reform normally when reversing direction
  • Fix for carter horses that were unable to deliver to a stockpile with one of it's entrance blocked off
  • Fixed an issue where AI's mantlets would not leave the siege camp
  • Small changes and fixes to several skirmish maps
  • Fixed an issue where AI enemies would get stuck packing and unpacking trebuchets repeatedly
  • Healers will no longer heal engine tower units
  • Fixed an issue where players could place walls in captured village estates
  • Fixed a bug where pitch ditches could linger and burn endlessly
  • Fixed certain Lords entering a T-Pose occasionally when idling
  • Fixed a crash that could occur in rare cases where AI attempted to place a workshop building off an estate
  • Fixed Scribe settings for minimum interval on the emigrate speech
  • Fixed multiple buildings being selectable when using shift+click or shift+marquee in certain ways
  • Multiplayer lobby browser:
    • The number of players x/y in a given game is now updated during gameplay to show "Alive Players" / "Starting Players" including AI
    • Before the match, only humans and available human slots are shown, since the host can easily change the AI lords and they will not block humans from joining
  • Fixed certain hotkeys functioning when the game was task switched in fullscreen modes
  • Fixed the Apothecary unit using default unit rules instead of his own
  • Fixed siege equipment requiring but not deducting multiple peasants when built
  • Building and Unit build buttons no longer function if the game is paused, preventing issues with lingering building proxies and enqueued troops tying up peasants who have not yet arrived.
  • Fixed the unit orders buttons' tooltips sometimes popping/sticking open if the button function was changed, even if the mouse had left the button
  • Fixed an issue where the Lobby's Advanced Options menu would stay open if a prior game was started without closing it first
  • Siege Equipment is now always in "Hold Ground" stance to match its behaviour
  • Set VSync to always enable in the Map Editor to prevent excess rendering (Thanks to Marius Radich!)
  • Fixed Greatest Lord screen being disabled upon loading a custom skirmish game from a story game
  • Fixed area-of-effect indicator particles sometimes lingering in the world when their owner had died
  • Fixed the building tooltip remaining open if cancelling a build via a hotkey
  • Fixed potential crash problems with the invasion and siege controllers
  • Various performance optimisations
  • Added low water detail option
  • Added a no shadows option
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