javi_estu escribió:korsari0 escribió:alguien sabe que lleva la actualizacion?me esta actualizando por steam y no he comprado nada xD y son 5GbTotal War: SHOGUN 2 Update Released
Product Update - ValveTotal 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
korsari0 escribió:javi_estu escribió:korsari0 escribió:alguien sabe que lleva la actualizacion?me esta actualizando por steam y no he comprado nada xD y son 5GbTotal War: SHOGUN 2 Update Released
Product Update - ValveTotal 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
Mi ingles es bastante pesimo pero veo algo de fall of samurai quiere decir que me esta actualizando a la expansion tambien?
Haimrik escribió:Ahora mismo esta el shogun 2 coleccionista en el GAME a 20 euros xD
soen escribió:Haimrik escribió:Ahora mismo esta el shogun 2 coleccionista en el GAME a 20 euros xD
A 4-5 euros en los MediaMarkt xD
Haimrik escribió:soen escribió:Haimrik escribió:Ahora mismo esta el shogun 2 coleccionista en el GAME a 20 euros xD
A 4-5 euros en los MediaMarkt xD
La Coleccionista con el Art book , la figura y demas ? 4-5 euros? Yo hablo de la que cuando salio valia 80 eurazos.
soen escribió:
Si la coleccionista 4-5 euros, también esta la limitada por 3 euros.
greiskal escribió:fui el viernes a mediamarkt la limitada 3,99 euros, la coleccionista 30 euros..... me traje la limitada
Guerrero Habilidoso
Completa uno de los cuadros de habilidades del avatar de La Caída de los Samurái utilizando un punto de habilidad en cada una de las habilidades dentro de un mismo cuadro.
Taureny escribió:El juego me va perfecto con opciones altas, incluso se auto configura en ultra y me va muy bien, pero las cargas siempre son eternas tanto si lo tengo al mínimo como si no.
Taureny escribió:Con el nuevo parche tras la salida de la expansión quería darle un poco, para ver los cambios y mejoras, especialmente en optimización y demas, pero ha sido volver a experimentar los eternos tiempos de carga y casi me entran ganas de desinstalarlo, da tiempo de ir a tomarse una cerveza y volver hasta que entra al juego, no me jodas...
Y la carga entre batallas es aún más irritante, ¿alguien sabe cómo solucionar los excesivos tiempos de carga?.
El juego me va perfecto con opciones altas, incluso se auto configura en ultra y me va muy bien, pero las cargas siempre son eternas tanto si lo tengo al mínimo como si no.
Kube escribió:Yo aprendí a jugar la campaña con los videos de GungnirGames.
http://www.youtube.com/watch?v=lorDGo1H ... SETDKurd8=
Es un poco personaje y habla de una forma peculiar, pero lo explica todo bien y en ocasiones te arrancará una sonrisa
Con él aprendí qué hacer cuándo vas a entrar en bancarrota, para qué valian los senderos, cómo avanzar con dos ejércitos para que te den cobertura, como manetener el orden en las provincias... son 27 partes en total pero yo me quedé por la 15 o así y me pasé la campaña corta con los Date (son los mejores para empezar por lo mismo que dice él en el video).
vocesSPA escribió:Hola compañeros, el otro día probé el Shogun 2 y me encanto, me lo voy a comprar, en que sitio esta mas barato online?
En Media Mark tiene esos precios que decís? , todavía ? . Y una ultima cosa, hay tanas versiones, y cosas, que version trae todos los DLC salvo la ultima que salio hace nada.
vocesSPA escribió:Hola compañeros, el otro día probé el Shogun 2 y me encanto, me lo voy a comprar, en que sitio esta mas barato online?
En Media Mark tiene esos precios que decís? , todavía ? . Y una ultima cosa, hay tanas versiones, y cosas, que version trae todos los DLC salvo la ultima que salio hace nada.
Ginger_Fish_109 escribió:vocesSPA escribió:Hola compañeros, el otro día probé el Shogun 2 y me encanto, me lo voy a comprar, en que sitio esta mas barato online?
En Media Mark tiene esos precios que decís? , todavía ? . Y una ultima cosa, hay tanas versiones, y cosas, que version trae todos los DLC salvo la ultima que salio hace nada.
Esperate porque este juego lo ponen semana sí semana no de oferta en algún lado, ahora estamos en la semana que no jeje. Se ha podido conseguir en el rango 5-7$ tranquilamente y da igual donde lo compres porque lo tienes que activar en Steam. Ningún dlc vale la pena, salvo Rise of Samurais. La nueva expansion Fall of Samurais, independiente del juego base, ha estado por 14€ creo en Nuuvem y ahora a 19€ en GMG. Ya bajará más de precio.
Y en los mediamarkt por 5€ o menos pero que haya en el tuyo, en el mío nunca hay juegos tan baratos.
Haimrik escribió:Pues yo siempre hago la ocupacion pacifica y en cuanto saco las tropas de la provincia para atacar otra, REBELDES su ptm.
Siempre mejoro mercados y cultivos y me pone que no tengo comida, el numero de abajo a la derecha del todo me pone siempre negativo xD Será que tengo un puto ejercito de GORDOS macho.
Kube escribió:Hay algún tutorial por ahí de los controles de los muñecos? porque macho, me saca de mis casillas perder una batalla porque los monigotes no se comportan como yo quiero.
1.- Por ejemplo, típica situación en la que la caballeria enemiga va a por tus arqueros, intentas replegarlos tras los samurái con yari que tienes pero no, ellos prefieren enfrentarse a la caballeria, por mucho click que hagas.
2.- Otra situación es cuando vas persiguiendo a una caballeria de arqueros con tu caballeria, le das click derecho encima al enemigo y tu caballeria va hacia el punto en el que hiciste click encima del enemigo, da igual que se mueva el enemigo, no lo persiguen, para qué?!
3.- También me da mucha rabia no poder hacer grupo con una única unidad; me gusta llevar a la caballeria en el 2 pero en ocasiones (batallas de 5000) sólo llevo una caballeria y claro, en el fragor de la batalla pulso el 2 para cargar y nanai, me como un colín.
4.- Luego lo de andar y correr... eso ya me saca de mis casillas. Que le digas a la caballeria que cargue a unos arqueros que huyen, sumado esto al punto 2 (no perseguir) te hace estar dando clicks como un recortao' por lo que tu caballeria camina, corre, camina, corre... de tal forma que cuando va a cargar lo que hace es pasar saludando al enemigo como si fuera una fiesta de ganado.
Es así de difícil el control? hay alguna forma de configurarlo para mejorarlo? me tengo que joder y bailar con mi caballeria cuando saluden a los arqueros enemigos? sólo me ocurren estas cosas a mí? me dejo el juego antes de que me dé un infarto?
Un saludo.
vocesSPA escribió:Una pregunta del mundo principal cuando se llega al año 1600, se acaba?, es decir el objetivo es conquistar todo (estoy jugando mision larga), con dificutlad normal... y solo tengo 6 territorios complicados xD , solo un aliado xD , y problemas de dinero xD, y voy por el año 1570 o asi... por lo que sera imposible... hacerlo
Kube escribió:Volviendo al online, habeis notado que hay un bug muy muy molesto con el tema de los grupos? por ejemplo:
- Haces un grupo con Ctrl+1 en el cual tienes a las unidades de infanteria.
- Haces otro grupo con Ctrl+2 en el que llevas la caballeria + el general.
De pronto decides cambiar al general al grupo 1, qué haces? lo lógico seria coger al grupo 1, pulsar Ctrl+click en el general y volver a asignar el grupo con Ctrl+1.
Si haces eso pasa de todo menos lo que querias. O bien desaparece el grupo, o bien no añade al general o lo mejor de todo, te cambia toooda la formación por una totalmente absurda. Esto último me ha pasado bastantes veces y es muy muy desagradable. Que se pongan todas tus unidades en columnas de 2 es realmente ridículo (me ha pasado), y te deja vendido.
Hay alguna forma de evitar todo esto? Para evitar lo de añadir el general al grupo 1 y que no ocurra lo que hago es crearme un nuevo grupo, por ejemplo Ctrl+3 y luego lo añado al Ctrl+1 y claro, te copia tb la actual formación por lo que si tienes a alguna unidad en movimiento... zas
Kube escribió:Tienes actualizados los drivers de la gráfica y tal? de todas formas la única diferencia que veo con respecto a requisitos del shogun 2 original es el flash player que han metido para los video tutoriales nuevos de la enciclopedia (bastante escuetos, cabe mencionar), asi que desde luego es extraño lo que mencionas.
Por cierto, a raíz de mi confusión con el rango de los samurái arqueros en la anterior replay, me he hecho una adaptación de la sección "unidades shogun 2" de la enciclopedia en PDF para poder imprimirla y ya la tengo en papel, así es mucho más cómodo.
Os lo dejo por aquí por si hay algún interesado, son 111 páginas con separación de escuelas y unidades, incluye índice y le he intentado dar un acabado profesional, nada de "By Perico de los palotes: http://www.loquesea.com" ni mierdas de estas que estropean el contenido:
Descarga:
http://dl.dropbox.com/u/50166786/shogun2/Guia.pdf
Kube escribió:Ayer me pasó que hice el grupo y luego lo rehice y sin problemas, es como le dá. Pero tengo que probar lo del shift a ver si rula, gracias.
Bueno pues me he animado y he comentado una batalla online . No es que sea la repera pero bueno, a ver si el personal se anima que veo el hilo un poco muerto!
http://www.youtube.com/watch?v=8ROrGscuW3g
Por cierto, estoy haciendo un recopilatorio de replays en español, tutoriales, gameplays y demás videos de shogun 2 en .
Si quereis añadir alguna partida online, tutorial, gameplay... sentios libres
Un saludo.