¡Qué tal!. He estado indagando y, Caliban, miembro de CA, nos dice esto:
"Good afternoon ppl!
With the leak of the recent 1.2 patch, we have decided to release the updated docudemon files for mod developers.
You can download them from mediashare here:
http://www.mediafire.com/?8j2mzywfnzw
To clear a few things up, there are a few rumours about the recently available patch. It is indeed one of our builds, it was not stolen or hacked. It was sent to some file mirrors early in anticipation for the official patch release. Some sites released it early when reports from Sega came that there may be some issues. We are currently reviewing these issues and looking into claims of major bugs from the community and QA departments. There should be an official announcement about the patch in the coming days.
For those that couldn't wait and have installed the early 1.2 patch, please send any bug details to "bugs ' at' creative-assembly.com.au" along with any supporting files such as replay files, screenshots, save games etc. I'm also keeping track of the new 1.2 unofficial bug list thread.
Thanks again to everyone that has helped us track down these bugs and thanks to the moderators and admins for updating and maintaining the public bug lists."
Como habéis leído, pide, a los que han testeado el parche no oficial, que se les remita los bugs encontrados.
El modder, Lusted, ha publicado una lista bastante completa, a ver qué os parece:
"Please only report bugs with the Unofficial 1.2 patch here.
Confirmed bugs so far
High Priority
Battle map
Passive ai in certain siege situations.
Fps drop in sieges when viewing large settlements from certain battles, appears to be a memory leak issue
Ai reinforcements being issued orders but not moving and joining battle
Campaign Map
Autocalculated siege battles weighted in favour of attacked and do not seem to take into account settlement defenses.
Medium Priority
Battle map
Still some issues with unit cohesion and front rank only charging.
Still some issues with cav chasing routers.
If battle happens on steep mountain tile on campaign map armies can be deployed in inacessible places.
Ballista towers shoot cannonballs, and canon towers shoot ballistas.
Some problems with only a few soldiers in missile units shooting when on walls.
Can be difficult to deploy soldiers in settlements during siege battles, and pathfinding issues.
Missile units will complete reload animation before running away in skirmish mode
Rebalance needed of units stats in light of the shield bug being fixed. 2 handed sword units, JHI, Halberd units are now underpowered.
Cavalry try to attack other soldiers head on in melee despite the fact they cannot attack from the front with swords. They should angle to the left of the other soldier so they can attack.
Campaign Map
When recruiting mercs, money is deducted from treasury when adding mercs tot he recruitment list, instead of when pressing the hire merc button.
Ai will sometimes attack rebel settlements with too few troops early on
Ships can sail in and out of blockaded ports(debatable bug due to what happened in history)
Flash food cause permanent corruption to regions preveting the construction of forts/watchtowers and reducing movement rate. Should just be temporary
Still some bugs with VnV triggers, missing triggers, errors in triggers etc.
Generals pick up the ignorant, pervert, and machine technophobe traits too easily.
enerals bodyguard unit does not upgrade to later bodyguard during the campaign.
Low Priority
Battle map
Some buildings can be passed through.
Sometimes units will not deploy in the formation you dragged them out into when you run them to their position.
Campaign Map
Wooden castle and tourney fields mention free upkeep units, yet castles cannot produce free upkeep units
Diplomacy
Graphical/Sound Bugs
When Aztec cities/castles get upgraded to a certain level they end up with Muslim architechture on the battlemap
Venetian Heavy Infantry and Venetian Archer upgraded armour models are wrong, soldier should look like the heavy billmen upgraded armour soldier but wear brigadine armour instead.
Some problems with Latinkon upgraded armour(vertex weighing appears to messed up in some places)
Free Company Men-At-Arms refer to themselves as heavy cav when clicked when they are heavy infantry
Armenian Cav refer to themselves as lightcav when they are heavy cav
Modder Requests/Suggestions for Improvements
Modding Requests/Wishlist
Increase hardcoded limit of provinces/units/traits
Sprite Generator
Ancillary file and Traits file:
- a way to remove an ancillary if a certain event occurs
- a way to directly check for whether a character currently has a given ancillary [without having to give it its own type]
- a way to give traits to the leader on various occassions instead of the character performing the action [currently only supported are successful diplomacy, assassination and spying]
- basing on the above: a new special condition for traits that can directly specify who is affected, i.e. EffectOn: FactionLeader; NearestFriendlyCharacters, NearestHostileCharacters.
- Conditions working with OR [instead of only AND - saves a lot of extra triggers]
- Possibility to make our own conditions for certain events or more basic conditions
More guiding on range and meaning of variables in files. Several files are lacking any documentation making it a trial and error thing to figure out what a change of a certain variable effects. [example: campaign_db.xml, diplomacy_xml]
Ability to give faction's a "desire" rating for particular regions that can be used in the campaign AI decisions i.e make explicit and moddable how much a particular faction wants certain terriotory so we can set historical type expansion aims.
Strategic AI "event" for new faction leader. An entry to check against when the old leader dies and new leader takes over to use for potential vassal revolts.
Access to some of the data passed to events/triggers so you don't need a script for every region
A configurable message box with yes, no buttons to interact with the player
Make console_commands like give_trait, give_ancillary, remove_ancillary, kill_character, move-character, mp, etc usable inside scripts using the character data exported by triggers.
A command to disband units through scripting (the reverse of create_unit pratically)
A system to assign a different battle model and unit to faction leaders like it's done with the strategical model and banner
Create commands and triggers to handle more efficiently the family trees (design leaders, design heirs, force births, force deaths, force marriages)
destroy_building command
provoke_rebellion working for characters in addition to settlements
List of max/min ranges of values. Like for export_descr_units, descr_character, etc.
In-depth details on savegame structure for single player. A savegame editor is probably too much to ask for, but it'd be nice.
The ability to destroy already created watchtowers in game, both normally by generals and through console commands.
Process_rq working. I realize this is somewhat redundant with create_unit but it'd still be nice to have this available.
Ability to make *every* building in a settlement destructable, including walls. If not through normal game means then at least through console commands.
Ability to set how many actions agents can perform per turn. Aka diplomacy more than once per turn, assassination more than once per turn, etc.
Ability to set min/max range 'cooldown' required between crusades/jihads.
Ability to configure what constitutes a valid target for crusade/jihad. Aka, "min 10 heresy", at war with { x }, etc. Something like that.
Ability to set line-of-sight distances for watchtowers and cities.
Ability to set duration of devastation, and have it appear/disappear faster/slower. Also would like ability to set devastation level independent of farming level.
Working stat_armour_ex, stat_pri_ex, stat_sec_ex lines in export_descr_unit.txt
Suggestions for Improvements
A "Get off my land" diplomacy option for other factions armies inside your territory
Ability to choose faction heir"
Esperemos que, de esta lista, tengan en cuenta los de alta prioridad, y, que la demora y el testeo, por tanto, de tantos usuarios (¡qué irónico!), sirva para contar con un buen parche.
¡Salud!