Testo nascosto - clicca quiTotal War: SHOGUN 2 Update Released Total War Shogun 2: Fall of The Samurai - Patch Notes Headline additions – also available to Shogun 2 players - 40v40 unit battles available via ‘control large armies’ option in Custom Battles and Multiplayer - Numerous Battle and Campaign AI improvements (see Battle and Campaign sections below) - Greatly reduced save-game file sizes (meaning reduced game save and load times) and full Steam Cloud support - Battlefield load time improvement (approximately 30% dependent on machine spec) - Greatly reduced AI turn-time - 22 brand new Land, Naval and Siege battle-maps Full patch notes The majority of these also apply to Shogun 2. General fixes/additions - Fixes for known multiplayer campaign desyncs - Introduced option to auto-trigger abilities through right-clicking - Towers can now be ordered to fire at specific targets - Domination (capture all points) victories added for multiplayer - General optimisations across all areas of the game - Ability to queue technology tree research - Ability to set groups to AI control - Ability to lock group formations with new UI button - Fixed missing siege models - New front-end background camera pans - Campaign AI turn-times reduced due to pathfinding optimisations - Naval campaign AI improved significantly Naval battles Fixes - Fixed attack intercept position when in and around islands - Fixed bug where some submerged ships did not surrender - Fixed several rare crashes in naval battle. - Improved circling behaviour for all ships - Improved range detection for Fire Bomb Kobaya - Removed stop-start movement for AI ships moving in a group. - Improved target selection for naval AI User Interface - Modified the Standard Camera in naval battles to ensure that the horizon is always visible. - Added UI toggle to battle HUD (bottom left corner), so can hide UI elements - Mousing over unit cards now highlights the corresponding unit as if mousing over them - Double pressing group frame or double pressing group number shorcut zooms to groups - Added lock formation button for groups; groups act like did before, locked into formation by default, but can be unlocked to behave like a selection group. This provides an easier interface for players just wanting selection groups. (Can still quickly create a selection group pressing ctrl+g, which can also be used to toggle lock) - Added UI support for more units in a single battlefield, card system now goes onto double rows when required - Cursor no longer gives option to attack unmounted horses, as doing so would give order to attack riders which could be confusing - Inspiration range now drawn for all units with inspiration aura, not just for the general (like hero units) - Added ship schematics to info panel for boshin ships, to provide more detail on ships state - Fixed graphical issues with naval fire arcs in night battles - Added player names to MPC tooltips - Added fade transitions to info panels - Unit cards now coloured based on unit category - Added support for unbound keys, so can disable shortcuts rather than having to give obscure shortcut - Added page numbers to tooltips - New group frames to support double rows, and now highlight when moused over or group selected; as well as showing group number rather than japanese number for easier access via shortcuts - Multiplayer postbattle screen reworked - Added option to invert camera's x-axis - Can now move around battlefield when battle results present - Can no longer use debug camera from preferences while in multiplayer battle - Fixed text running off battle tooltips for some gempei units - Fixed bug where info panel would not update while paused during a replay - Bridge icons on battle radar given better image, and now orientated correctly - Fort walls now visible on radar map/loading map - Pings placed on invalid terrain no longer appear in middle of map - Ship tooltips/cards number of men take into account officers - Inactive battle hud buttons have tooltips - Fix for rotated UI images behaving incorrect when running widescreen resolution - Fix for realism mode setting being lost for campaign - Officers taken into account for ship numbers on unit cards/tooltips - Fixed in game chat highlight issues - Building info panel resizes unit entries dynamically to fix unit names being clipped in certain languages - Can now use context and tracking cameras in replays - Fixed issue where pasted invalid characters into text inputs - Neatend effect bundle tooltips so not larger than need to be - Can now double click on ground in battles to move to that location - Drag out units display now shows two arrows when will result in run on release, 1 arrow when will result in walk - Improved target/path marker spline quality so doesn't stretch out, and head now represents movement speed of unit it represents (so know if running or walking to current target) - Added ability to view replays at end of battle/replay, rather than routing player back to front-end then back into battle - Post-battle screens now appear for replays - Tweaks to main menu button animations - Fix for inconsistent naval crew-icons on ship cards between front-end/campaign and battle - Battle-lobby countdown timer moved so retainer panel not obscured - Tweaked UI banner-scaling (slightly smaller) and UI splines brought closer to ground (fire arcs, paths, etc) - Fixed cinematic borders not always being flush to edges of screen, resulting in gaps at top and bottom - Added UI to toggle auto-triggered abilities. Right-clicking on a supported ability button will toggle it to auto-trigger, where the AI will decide when to use the ability, in order to save the player some micro-management. - Chat-toggle button now hides all chat when currently visible rather than input, and button is highlighted when player has unread messages - Group number shortcuts are now rebindable - Moved pings to left-click rather than right-click for UI consistency - Realism mode changes: radar visible during deployment, morale visible on minimal tooltips Campaign - Fixed rare case where pre-battle camera would trigger too early if an agent or neutral army was between the attacker and the defender under certain circumstances. - Campaign variable "family_rounds_between_wife_offers" now also determines the earliest round a wife can be offered - Stopped generating movement extents for armies on the pre-battle screen - Fixed rare campaign lockup caused by an agent being forced out of its reserved area - Fixed very rare campaign lockup involving an ambush across a land bridge, where an agent or third party neutral army is between the acting army and the ambusher - Fixed multi-turn AI actions against the human player causing the game to drop out of speed-up mode even though the action will not complete that turn - Changed format of campaign height-map to reduce load time and significantly reduce memory usage - Fixed very rare crash caused by autosave saving an army in an incorrect order - Fixed bug when issuing orders to agents on navies against target agents in armies - Fixed trade-route tooltip which showed only one imported resource per route - Fixed a rare lockup caused by a successful agent action causing an army to move, whilst another army is also in motion under certain circumstances - Fixed rare crash when two multi-turn embark orders – to embark two different armies onto two different navies – resulted in an attempt to perform both embarks at the same port in the same turn - Fixed rare crash caused by the Daimyo's brother not being demoted from command of an army when the Daimyo dies while there is a superior general in the army - Fixed a few issues with commerce-raid value updates when merging and splitting raiding navies - Added information about when a diplomatic action would be considered dishonourable by other clans - Selecting an agent in an army now shows the agent’s movement extents. - Improved rope visuals on campaign map buildings - Fixed trade-route information not being updated when a port is damaged - Fixed obscure issue which prevented other factions’ movement extents showing if they had military access to player’s territory, but player did not have military access to theirs. - Modified several game areas to fail gracefully instead of crashing when loading incorrectly modded data - Various memory-usage optimisations - Fixed being able to get more than three agents in a city - Fixed unusual crash in pathfinder related to blockaded ports - Fixed crash in event-log system - Fixed crash when issuing an order to a previously merged army - Fixed crash related to capturing artillery - Fixed bug where reinforcement armies solely comprised of units that can't enter as reinforcements (such as artillery) were counted as reinforcements in pre-battle - Fixed bug where region ownership for unseen rebel regions was visible - Fixed bug where attrition-indicator showed on rebel banners when they weren't suffering attrition - Fixed crash when bribing cities that are under siege - Fixed issue with missing army-templates causing lockups - Fixed crash in sound tracker - Fixed crash in agent-options dialog - Fixed issue with ‘surrender imminent’ message - Fixed issue where certain melee and charge bonuses were not working correctly in battle - Fixed issue where shroud was updated many times when a Clan dies, causing some slowdown - Fixed unit exchange issue when in ports - Fixed issue where some characters destroyed in battle remained alive - Fixed issue where pre battle UI appeared in odd order when player was playing as AI in MPC - Fixed issue where campaign thought ships needed 0 crew to function - Fixed case where MPC players are forced to spectate an AI-vs-AI game - Fixed issue where MPC co-op allies received message that enemy is retreating when allies are retreating - Fixed issue where ambush cursor did not show for characters in garrisons - Fixed bug where a force would act on incorrect orders after capturing units - Fixed issue where recruited agents were unable to enter the settlement they were recruited from on the turn they were recruited - Fixed missing building name in ‘legendary building built’ event-log entry - Player now gets full spying information on a force after attacking it - Improved campaign experience-handling - Removed timer from certain battles to prevent exploit - Port selection marker is now centred around the flag - Armies now only get region-unrestricted replenishment in enemy regions - Tweaked some message events to be more informative - Various campaign load-time and memory usage optimisations - Reduced memory usage in front end startup process - Reduced campaign animations memory-usage - Improvements to campaign building-display resource usage - Fixed religion/allegiance zeal display in religion tooltips for more than two religions - Various mission bugs fixed - Fix to clear military crackdown repression on handover of region - Only primary generals now get full XP in battles; generals commanding reinforcements get reduced XP - Technology goal can be selected to guide auto-selection of next tech when research completes - Save games: compression and other size reductions to make files dramatically smaller; Steam Cloud support added Battles - When units are climbing walls men can now fire their bows or guns when at the top of the walls while men in the same unit are still climbing - Movement arrow now appears when units are ordered onto positions on zones such as fort walls - Fixes for units not being able to fire at units behind fort walls in certain circumstances - Unit destination proxies (shown on space bar) now update when the game is paused - Fire arcs now only turn off when ‘fire at will’ is off and melee mode is enabled - Improvement to display of fire arc facing when defending a zone (e.g. on a fort wall) - Fix for not being able to turn off fire at will when defending a zone (e.g. on a fort wall) - AI unit shooting-line analysis tweaks - In siege battles where the AI is attacking, artillery can now deploy on multiple lines. - Units now change their tactic state more effectively if they are idle and under fire in siege battles (when AI is attacking) - Stopped units behind fort walls being unfavourably targeted by artillery - Fixed several fort-reinforcement AI bugs - Stopped units from being issued attack orders when they are climbing fort walls - Stopped units from prioritizing the capture of distant towers in siege battles - Fixed several bugs with idle cavalry during AI-attacking siege battles - Fixed bug where AI was unable to place units on a sensible fort approach - Fixed strange movement bugs in AI fort defence - Fixed rare crash-issue resulting from a scenario where the player enters a battle with no units because they are reinforcing another player, and all their units are artillery (which cannot be deployed as reinforcements) - The ‘last stand’ morale state, triggered when castle defenders are fighting to the death, now imposes penalties on ranged accuracy and reload rate - Battle AI is more likely to deploy cavalry on both of its flanks, allowing for greater opportunities when flanking and executing a double envelopment - Fixed an issue where naval reinforcements sometimes did not fully enter the map - Introduced a variety of improvements to the battlefield AI's use of outflanking and double envelopment manoeuvres, making these tactics more effective overall - Fixed a rare issue where some reinforcement units did not enter the battlefield because they were not correctly resized to avoid obstacles outside the playable area - Battle AI now performs a deeper analysis when it decides between walking and running, resulting in the AI moving more swiftly when appropriate and tiring its troops out less often - Fixed an issue where ships left a battle with incorrect experience data, causing them to gain experience prematurely - Fixed an issue in Battle AI which delayed its ability to move to a good defensive position outside its deployment zone once the battle starts - Fixed several issues in the way that the Battle AI assembles and holds a defensive line. The AI is less likely to reform when an enemy is near, and will be more stable when holding the line - Battle AI now does a better job of advancing a firing-front towards an enemy, by performing a more robust selection of a direction from which to attack - Mounted shooters now avoid shooting through friendly units before firing in the same way that infantry shooters do - The duration of the friendly-fire penalty has increased from 6 seconds to 30 seconds - When trying to set buildings alight, archers no longer continue to fire on buildings after their flaming arrows are spent - When a unit is within range of multiple friendly passive inspiration auras, it is now given a bonus equivalent to the largest single aura; the multiple auras do not stack. Previously only the commanding general's aura was ever applied General multiplayer fixes - Fixed issue where a veteran unit could gain its statistics bonus prematurely during the battle, once enough experience points had been earned but before the end of the battle - Fixed issue where LAN server browser contained wrong information - Fixed some crashes with multiplayer - Improved chat-room population system - Fixed issue where battle voice was not working - Fix for rare case where land units could be taken into naval battle MP abilities - Stand and fight: melee attack bonus reduced from 3 to 2 - Standand Fight: reload bonus reduced from 10 to 5 - Hold firm: melee defence bonus reduced from 6 to 3 - Rally: morale bonus to non-routing units reduced from 2 to 1 (bonus for units already routing is unaffected) - Naval whistling Arrows duration halved - Special abilities for towers MP unit caps - Kisho Ninja capped at 4 per army - Mounted Samurai capped at 3 per army MP retainers - Infantry officer: +1 morale - Way of the Ikko-Ikki: +1 morale, +2 melee defence & +5% cost for monks and ashigaru - Rennyo's teachings: -1 melee attack, +3 melee defence all units - Stricken unholy forge: -1 armour to enemy melee troops - World-Weary: -1 morale (enemy veterans) - Shirabyoshi dancer: +1 morale (veterans), +5% cost (monks, nuns) - Naginata Warrior Monk Cavalry no longer affected by retainers affecting all monks, to bring them in line with their Samurai equivalents. MP skills - Fire by rank: cost reduced from 250 to 120 - Rapid Volley: cost reduced from 250 to 120 MP key buildings - Reduced morale bonus from Shrine MP unit costs - Yari hero (decreased from 1200 to 1100) - Bow hero (decreased from 1500 to 1400) - Bow ashigaru (decreased from 450 to 400) - Matchlock ashigaru (decreased from 500 to 450) - Bulletproof samurai (decreased from 1000 to 950) - Nuns (decreased from 900 to 850) - Tetsubo monk hero (increased from 800 to 850) The following brand new Fall of the Samurai maps will also be made available in Shogun 2: Land battles: - Awa Ridge Pass - Gigu Crossing - Happo Ridge - Ishiyama Ruins - Iwaki Foothills - Jigokudani Valley - Kawabe River - Kurobe Gorge - Nishizawa Valley - Osaka Plain - Ubayu Onsen - Usui Pass Naval battles: - Hokuriki Coast - Seto Inland Sea - Tohuku Sea - Tokai Coast - Tsugaru Straits - Sea of Japan Siege battles: - Iburi Castle - Satsuma Castle - Uzen Fortress - Wakasa Fortress