UFFICIALE PC Total War: Shogun 2 & Fall of the Samurai

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Manco io trovo il changelog

EDIT: trovato

 
Qualcuno posti sto changelog ragazzi...//content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

 
Qualcuno posti sto changelog ragazzi...//content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif
Eccolo!

An enormous patch for Total War: Shogun 2 will add new maps, castles and a huge list of bug fixes and balance changes along with the release of the Rise of the Samurai DLC later today. The Creative Assembly have posted a full patch list on the Total War forums and it is HUGE.
The highlight has to be the free castle pack. This adds three new castle structures including one top tier fortress, which will be "considerable larger than any other castle in Shogun 2." The new structures won't turn up in the Rise of the Samurai pack, but will be added to normal campaigns, and can appear across five different maps. A new time limit in siege battles will encourage attackers to be a bit more proactive. You'll now have 45 minutes to climb the walls and take the central keep.

The patch also adds eleven new battle maps, and a number of tweaks have been made to the multiplayer side. Changes made by the patch will let The Creative Assembly hold free XP weekends, and there are dozens and dozens of balance changes. Get the full list below.

Free castle pack

Three newly-designed castles specifically for the Shogun 2 campaign map:

1 standard sized castle of new configuration

1 standard sized castle on a clifftop with limited approaches

1 top-tier castle, considerably larger than any other castle in Shogun 2

Each castle appears across five maps, resulting in 15 new siege battle-map variants.

These maps do not appear in the Rise of The Samurai DLC campaign.

Multiplayer balances and tweaks

Influence point changes:

Corruption and logistics: clans will suffer a cumulative 5% cost in influence point gain for every province beyond 3 that they own (with a maximum penalty of 95%).

Points loss: Every time a player loses a match-made battle, they will lose 50% of the clan influence they would have gained for a victory.

Filters:

A number of filters have been added to help display the strategic situations of your own and other clans in the clan competition.

You can now cycle through and view all other worlds in the clan competition as well as search for a specific clan and view the world they are operating in

Filters have been added to sort retainers into smaller concise lists based on units and weapon restrictions.

Rewards:

There is now a series of rewards for players whose clans are promoted:

Winner of clan competition (Mon, Crest, Helmet)

Promotion into tier 1 (Mon, Crest)

Promotion (Mon, Crest)

Avatar promotion and prestige:

Upon reaching level 10, Avatars can now be promoted to a new Prestige level and re-play the avatar conquest mode.

Coloured ranking stars are now used to define the current Prestige of an avatar: Bronze; Silver and Gold

Upon promotion to a new Prestige level, the avatar’s skill-tree is reset, but his units retain their veterancy, and he retains any armour pieces, retainers earned through armour pieces and clan tokens

Upon promotion to a new Prestige level, Avatars gain +10 Veteran Slots

Higher-Prestige avatars require consequently more XP to level, and cost more to field.

Matchmaking

Match-made battles will now prioritise avatar level when attempting to match players, taking into account ELO rating.

General UI improvements:

The XP bar on the avatar screen now shows current and required XP for a rank increase

Avatar rank is now shown on the pre-battle setup screen of all users

The player’s current number of clan tokens is now displayed on the skills tree

Locked icons have been added to retainer slots which currently can’t be used

Units and retainers which cannot be used in the next battle have been made more visible.

Stats

Ladder and overall stats have been rearranged for clarification and ease of use.

Battle UI:

An avatar’s primary skill-set is now displayed on the avatar’s banner in battles. This is based on the skill tree with the most skill points spent within it.

Siege Battles:

Time limit added to siege battles (45 mins)

The small funds bracket has been removed from match-made siege battles

The Kyoto and Buatsui castle maps have been removed from match-making map pool

New Maps

11 New battle maps have been added:

Chubu Pass

Chugoku River

Ehime Gorge

Gunma Field

Hokuriku Crossing

Kansai Wood

Kanto Plains

Koshinetsu Ridge

Saga River

Tohoku Forest

Tokai Valley

All non-key building maps have been removed from the match-making map pool.

Naval Battles:

Funding bracket adjustments

Small: 5000 (no change)

Medium: 10,000 (down from 14,000)

Large: 18,000 (down from 24,000)

Drop-in Battles

Avatars now get awarded XP if the player participates in a drop-in battle

The amount of XP awarded is double the base win/loss XP for avatar battles

Free XP weekends

The ability to run XP multiplier weekends is now in the codebase. We’re now planning a series of weekend events in which individual unit types, Avatars, specific clans and more can gain experience and veterancy at increased rates, and drop-rates for legendary items and retainers can be increased.

Keep an eye on Steam and the Total War forums for more information in coming weeks!

Head to the next page for the full list of multiplayer balance tweaks and bug fixes.

Multiplayer balancing

Retainers

Tetsu-Bishi Caltrops: spear and missile units’ bonus vs cav increased from +3 to +4

Camp Sickness: missile units’ speed debuff increased

Gokamon Bodyguard: avatar melee defence increased from +5 to +6

Scroll of Inspirational verse: avatar melee attack increased from +3 to +4

Supply Wagon: missile units’ extra ammo increased from +5 to +8

Kacchu-Mochi Armour-Bearer: avatar armour increased from +3 to +4

Mouldy Feed Stocks: enemy cavalry fatigue resistance debuff increased

Uma-Jirushi Nobori Standard-Bearer: avatar morale buff increased from +2 to +3

Lightweight Gunjingura War Saddle: cavalry speed buff increased from +5% to +10%

Zori Tori Sandal-Bearer: avatar fatigue resistance increased

Yabusami Master: avatar accuracy and reload speed increased from +5/+5 to +7/+7

Untrained Fugu Cook : Effect now applies to sword infantry only

Trading Post: cost decrease for all units reduced from -5% to -4%

Drill Square: sword infantry melee defence bonus reduced from +3 to +2.

Yagyu Sword Instructor: sword infantry melee attack bonus reduced from +2 to +1.

World Weary: accuracy debuff reduced from -5 to -3, melee attack debuff reduced from -2 to -1

Multiplayer units

Loan Sword Ashigaru: cost from 400 to 500

Bow Warrior Monks: cost from 1000 to 1100

Matchlock Ashigaru: cost from 400 to 500

Great Guard: cost from 1200 to 1300

Daiyku Samurai : cost from 1000 to 1100

Fire Bomb Throwers: cost from 700 to 600

Yari Hero: cost from 1550 to 1200

Bow Hero: cost from 1650 to 1500

Katana Hero: cost from 1600 to 1500

Naginata Warrior Monk Hero: cost from 1700 to 1500

Kisho Ninja: cost from 700 to 600

Matchlock Samurai: cost from 700 to 650

Bow Cavalry: cost from 650 to 600

Naval units:

Bow Kobaya: cost from 850 to 500

Fire Bomb Kobaya cost from 1050 to 700

Medium Bune: cost from 1800 to 1550

Fire arrow ability added

Siege Tower Bune: cost from 1550 to 3000

Sengoku Bune: cost from 2000 to 1800

Cannon Bune: cost from 4000 to 6000

Heavy Bune: cost from 2400 to 2000

Fire arrow ability added

Admiral Heavy Bune Fire arrow ability added

Unit caps introduced:

Land units

Loan Sword Ashigaru 4

Bow Warrior Monks 2

Matchlock Ashigaru 3

Matchlock Monks 1

Matchlock Samurai 2

Naginata Attendants 5

Sword Attendants 6

Great Guard 1

Bow Cavalry 3

Naval units

Cannon Bune 1

Fire Bomb Kobaya 4

Siege Tower Bune 4

Matchlock Kobaya 6

Medium Bune 6

Sengoku Bune 6

Nihon Maru 1

O Ataka Bune 4

Heavy Bune 6

Bow Kobaya 6

Veteran Skills

Matchlock Accuracy upgrades reduced

Sword unit melee attack skill upgrades reduced

Sword unit charge bonus upgrades reduced

Bug Fix list

Achievements:

The Mastery of the waves achievement will no longer unlock in rare instances after a land battle

AI:

Naval AI will now attempt to repair damaged ships

Path finding improvements for Naval AI when near to land

Siege Battle AI improvements, in larger games especially, the AI will be much more reactive to player actions

Several battle AI improvements.

Multiple Campaign AI improvements, including new AI weighting to prevent attempts at raiding when sieging castles.

Fixed Wako Pirate fleets occasionally remaining idle after spawning in campaign

Art:

Updated Avatar skill icons, both in UI and in battle to allow visual identification of avatar type

Improved appearance of campaign on low spec machines

Audio:

Several voice over audio fixes for in-battle VO

Voice over and audio fixes for Campaign map A bit too similar

Campaign

Fixed post battle lockup

Public order and town wealth growth penalties on High and Extortionate taxation levels were greatly reduced

Fixed issue with religious agents incorrectly modifying chance of success of bribe actions

Fixed rebels spawning inside zones of control

Fixed multi-turn incite revolt orders not being cancelled when a there is a rebellion in target province

Apprehend action now costs money

Improved flee behaviour for bribed characters

Fixed case where a coastal assault battle would involve the castle

Fixed multi-turn attack orders not being invalidated by successful bribes

Fixed being able to order more recruitment items from a general than there is room to display them

Fixed issue where discovered characters may not update the pathfinder correctly

Fixed issue where bribe system would incorrectly invoke diplomacy UI

Fixed issue where flee orders would crash in some circumstances

Fixed issue where leave settlement orders would crash in some circumstances

Fixed several retainer and trait effects

Several text tweaks to make the application of specific effects clear (local, global, etc.)

Siege model have sound now

Various AI fixes and tweaks

Combat:

Fixed infrequent issue with projectile damage during the increased range skill for Matchlock Warrior Monks (Matchlock Warrior Monks)

Fixed a cavalry charge bug that would allow cavalry to maintain a charge bonus despite not charging

Crashes:

Fixed a number of Multiplayer campaign desyncs

Fixed Crash when returning to main menu after completing a multiplayer campaign

Fixed a rare crash on exiting a multiplayer land battle

Fixed a crash when the user attempts to quick load whilst the game is displaying an FMV

Fixed uncommon crash during intermediate land tutorial

Fixed soft lock when attempting to view certain battle ranking statistics in the Multiplayer avatar system

Fixed infrequent AI recruitment crash during the Chosokabe campaign tutorial

Fixed soft lock during steam invites when on certain screens in the Multiplayer avatar system

Player is no longer able to accept invites to play a Multiplayer game without creating an avatar, preventing a rare crash

Fixed a crash that occurred in Multiplayer game when the user selects the request alliance button after breaking the alliance on the diplomacy screen

Fixed soft lock that occurs when deleting a save game generated during a battle

Fixed D3D graphics crash that occurred very rarely on creation of new avatar

Fixed a soft lock that occurred when declaring war on the vassal of another player in a Multiplayer campaign

General:

The possibility of unchecking all battle types and searching in made multiplayer battles has been removed

Added a limit to veteran names, preventing unreadable names on the battlefield

Avatar colour scheme now defaults to the army colour scheme when first created

The escape button will now cancel rather than confirm skill point allocation in the campaign map

AI will now recognise switching sides cost changes during a custom battle setup screen

Rank differential penalty will no longer be applied to Campaign drop-in battles

New 100% bonus modifier for winning a drop in battle

Ikko Ikki Loan Sword Ashigaru are now fully playable as the Ikko Ikki clan in Campaign and custom battle. They are recruited from the Castle chain

The Goldfish Scale Sashimono no longer floats above the avatar model in multiplayer battles

Fixed a rare issue in which banners and mons would not save correctly in a multiplayer battle replay

Avatar statistics will correctly update after playing a battle list battle in multiplayer

Several campaign missions have had their bonuses tweaked or reworked

Cannon Bunes are now able to fire at will correctly in all situations

The Highlight tooltip occasionally got imposed on the campaign map when quick saving, this is now fixed

Fixed a rare error that would cause the Leaderboard in multiplayer to not display with the message “Error: Requested Profile could not be found message when selecting Leaderboard”

Updates to the Multiplayer avatar conquest map

Multiplayer clan competition UI reworked to allow viewing of multiple tiers

Multiplayer Naval fund brackets adjusted

Fixed inability to use the cycle through generals button in campaign if more than 13 generals were available

Multiplayer unit balancing, see multiplayer announcements for further information

Fixed several bugs within the retainers in the Multiplayer avatar system

Scare enemies now correctly functions at all times in Multiplayer battles

Fixed the possibility of Multiplayer units levelling up mid battle and gaining stats in certain larger games in Multiplayer land/siege battles

Drop in battles can no longer rarely unlock two regions from the same battle

Fixed a server issue causing Avatar profile details to not be retrieved correctly

Post battle xp calculations are correctly taking into account several new variables and tweaked values

Katana of the pure land is no longer being incorrectly displayed as a legendary retainer and will drop slightly more frequently

Fixed several hyperlink within the Encyclopaedia leading to incorrect pages

Multiplayer army management UI now scales to display all units correctly without overlapping

References to gold in the multiplayer system now reference Koku

Player list in Multiplayer campaign now displays correctly if dragged across to another point on the screen

Locked units are now viewable in the Multiplayer army management screen

Fixed an issue when the player would be set as the attacker instead of defender when selected in custom battles

Fixed a rare issue caused by attempting to add retainers during Multiplayer pre-battle setup

Home key now selects and zooms to the General in battles

Fixed a rare occurrence in multiplayer that would cause scroll bars to not appear

Avatar rank will display correctly in stars during the post battle screen of a multiplayer match made battle

Fixed an infrequent bug that would cause avatar competition regions to not display correctly

UI art fix for ink blot style graphical errors appearing on unit cards in the Multiplayer army management screen

Fixed an issue that would cause Avatar xp to display incorrectly when coming out of a match made battle

Matchlock troops veteran skills rebalanced in Multiplayer

Multiplayer unit caps implemented, see Multiplayer announcement for details

UI fix to address the rare bug that would limit the amount of veterans that could be displayed

AI players in Multiplayer and custom battles will no longer display the players steam picture and rank

Post battle Avatar xp bar will now fill correctly if the avatar gains enough xp to gain a rank

Rank 0 Avatars will now have the correct 0 star in pre-battle chat lobbies in Multiplayer

Weighting for mission generation will now always correctly fire a relevant mission in Campaign

Minor text/grammar fixes
 
Hola

sentite ho un portatile con queste caratteristiche

mProcessore= Intel Pentium p6200 scheda grafica amd radeon HD 6370M e 4 Gb di ram dd3 e risoluzione massima 1336 x 768

si, non è una cosa che fà scintille ma contate che l'ho anche pagato circa 250 euro e in attesa di avere soldi che mi puzzano per un nuovo tower (il vecchio si è definitivamente spento dopo anni di onorato servizio) l'ho trovato un ottima soluzione di ripiego.

la mia domanda è

riesco a fare girare shogun 2 total war abbastanza decentemente oppure continuo a giocare con Rome? (che è il giuoco per cui ho comprato il mio primo pc personale)

Fatemi sapere

baciuz baciuz!

 
Holasentite ho un portatile con queste caratteristiche

mProcessore= Intel Pentium p6200 scheda grafica amd radeon HD 6370M e 4 Gb di ram dd3 e risoluzione massima 1336 x 768

si, non è una cosa che fà scintille ma contate che l'ho anche pagato circa 250 euro e in attesa di avere soldi che mi puzzano per un nuovo tower (il vecchio si è definitivamente spento dopo anni di onorato servizio) l'ho trovato un ottima soluzione di ripiego.

la mia domanda è

riesco a fare girare shogun 2 total war abbastanza decentemente oppure continuo a giocare con Rome? (che è il giuoco per cui ho comprato il mio primo pc personale)

Fatemi sapere

baciuz baciuz!
Non credo riusciresti a farlo girare decentemente nemmeno a Basso. Purtroppo Shogun2 è un RTS abbastanza pretenzioso dal punto di vista Hardware. Continua a giocare a quel capolavoro di Rome mentre aspetti il PC nuovo!

EDIT: no beh effettivamente a BASSO potresti giocarci pure... però non so quanto quel tuo processore da portatile sia utile al gaming

 
Non credo riusciresti a farlo girare decentemente nemmeno a Basso. Purtroppo Shogun2 è un RTS abbastanza pretenzioso dal punto di vista Hardware. Continua a giocare a quel capolavoro di Rome mentre aspetti il PC nuovo!

EDIT: no beh effettivamente a BASSO potresti giocarci pure... però non so quanto quel tuo processore da portatile sia utile al gaming
io ho ancora gli incubi quando ho giocato a napoleon total war la demo, il gioco era in 2D tanto della debolezza del mio PC.//content.invisioncic.com/a283374/emoticons/tristenev.png

 
Raga ce un modo per velocizzare i turni?Alcuni clan sembra che si addormentano,e molto lento come turni,e più veloce civilization

 
Raga ce un modo per velocizzare i turni?Alcuni clan sembra che si addormentano,e molto lento come turni,e più veloce civilization
Che vuol dire che è "molto lento come turni"? Spiegati meglio.

 
quando finisco il turno ci sono tutti i turni dei clan avversari,ecco ci impiega troppo almeno 3 minuti che palle e molto lento

 
quando finisco il turno ci sono tutti i turni dei clan avversari,ecco ci impiega troppo almeno 3 minuti che palle e molto lento
Credo ci sia un'opzione dove puoi saltarli direttamente, però non saprei dirti. Smucina con le opzioni, in Medieval2 mi pare ci fosse.

 
Holasentite ho un portatile con queste caratteristiche

mProcessore= Intel Pentium p6200 scheda grafica amd radeon HD 6370M e 4 Gb di ram dd3 e risoluzione massima 1336 x 768

si, non è una cosa che fà scintille ma contate che l'ho anche pagato circa 250 euro e in attesa di avere soldi che mi puzzano per un nuovo tower (il vecchio si è definitivamente spento dopo anni di onorato servizio) l'ho trovato un ottima soluzione di ripiego.

la mia domanda è

riesco a fare girare shogun 2 total war abbastanza decentemente oppure continuo a giocare con Rome? (che è il giuoco per cui ho comprato il mio primo pc personale)

Fatemi sapere

baciuz baciuz!
senti forse posso essere utile perchè ho un portatile simile al tuo a parte il processore perchè io ho un i3 380m da 2.5 ghz però per il resto è uguale ,hd 6370 da 512mb;l'ho comprato da poco e ci ho installato shogun 2;guarda gira fluidamente sui settaggi medi a 1336 x 768 quindi se non hai grosse esigenze va benissimo ,ora posto lo screenshot delle impostazioni video

471BD196993BB29F0D4215E766A61D47BDA3363B


 
Total War: Shogun 2 Update Changelog:

- The cost modification affecting Veterans through retainers has been corrected, to deduct at the correct cost.- Promoting the Avatar now correctly adds 10 Veterans per tier.

- Invalid pre-patch army setups will now no longer be accessible.

- Fixed a hard lock in the Multiplayer campaign during FMV sequences

- Fixed a soft lock during the end sequence of a Multiplayer campaign

- Reverted the Naginata Warrior monk stats to their original values

- Clan influence modifiers will now correctly decline if a clan loses regions in the Clan competition
:mah:

 
oggi ho ripreso a giocare a shogun, al multy dopo diversi mesi... che dire, ho visto che hanno apportato alcune migliorie, piccole cose che rendono il tutto più gestibile e piacevole (una su tutte di mettere una bella X rossa su un unità già in uso invece di scolorirla semplicemente, roba che alle volte ci cliccavi sopra come un cretino "ma perchè non me la selezion! quando già l'avevi presa :pffs:);

per il resto, a parte il fatto di mettere delle limitazioni ad alcune unità (anche qui ci sarebbe da discutere), ho trovato i gamers totalmente cambiati (in peggio :bah!//content.invisioncic.com/a283374/emoticons/smile.png.

2 partite su 3 (tutte e tre perse ci tengo a precisare :patpat:) giocate contro super veterani che andavano di mischia, tutti ashigaru, roba di arrivare intorno ai 3000 uomini, con il generale piazzato dentro con "fino alla morte", rendendolo di fatto irraggiungibile nemmeno da un missile a perforazione incendiaria (per rendere l'idea)...

boh, non mi sono divertito per niente... che amarezza //content.invisioncic.com/a283374/emoticons/tristenev.png

 
aggiorno con l'aggiunta di un'altra categoria di giocatori tristi: quelli che si fanno tutto l'esercito coi ninja kisho :bah!:

te li piazzano davanti che manco hai finito di schierare e giù con le bombe e conseguente schermaglia che si conclude in poco tempo, data la sorpresa e la spropositata potenza dei ninja, che non mi capacito di come si possa permettere di schierarli senza un limite, come per le grandi guardie ad esempio.

bah //content.invisioncic.com/a283374/emoticons/tristenev.png

 
aggiorno con l'aggiunta di un'altra categoria di giocatori tristi: quelli che si fanno tutto l'esercito coi ninja kisho :bah!:
te li piazzano davanti che manco hai finito di schierare e giù con le bombe e conseguente schermaglia che si conclude in poco tempo, data la sorpresa e la spropositata potenza dei ninja, che non mi capacito di come si possa permettere di schierarli senza un limite, come per le grandi guardie ad esempio.

bah //content.invisioncic.com/a283374/emoticons/tristenev.png
Strano,di solito se c'e il limite di soldi non ce la dovrebbero fare a riempire un esercito di Ninja Kisho...comunqua sta genteccia l'avevo incontrare anch'io qualche mese fa ma non è un problema di Shogun,la gente di ***** c'e in qualsiasi gioco //content.invisioncic.com/a283374/emoticons/wacko.png

 
certo, pero basterebbe mettere anche per loro un limite di 2 unità, magari, ed ecco che si toglie di mezzo all'istante un altro ramo di quella categoria di giocatori li. a volte basta cosi poco //content.invisioncic.com/a283374/emoticons/nitro2.png

 
ieri sera in battaglia classificata ho incontrato il n1 al mondo: 1000 e rotte vittorie, meno di 50 sconfitte :morristend:

passato il terrore iniziale gli dico che sono curioso di giocare contro di lui cosi imparo qualcosa e... abbandona la partita prima di cominciare //content.invisioncic.com/a283374/emoticons/tristenev.png

non è la prima volta che mi capita di finire contro gente molto titolata, ma che abbandona il match prima che inizia... a sto punto mi sorge un dubbio: semplice avere un rapporto vittorie/sconfitte cosi mostruoso se giochi con sfigati inesperti o di livello basso (non che io sia un chissa quale pro o simili) e rinunci a tutte le altre sfide (e potenziali sconfitte)...

ancora: che tristezza di gente se cosi stanno le cose :stema:

P.S. tra l'altro misa che o ho i contadini con moschetti buggati, o cè un bug che li riguarda: dopo aver speso 10 gettoni del clan per dargli l'abilità "fuoco di fila" e averne aumentato il costo di 240 dindi... quest'abilità non gli risulta in battaglia -.-

a meno che non sia automatica... boh....

 
fuck yeah!

 
Se tutto va bene io posso ricominciare a giocarci da lunedi dopo non so quanti mesi di forzato abbandono(//content.invisioncic.com/a283374/emoticons/sad.png)

Per chia ha il dlc "rise of the samurai qualcosa" può dirmi com'è?

 
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