Total 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
– 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

– 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
– 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

– 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

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