An epic Shogun 2 patch has landed alongside the standalone expansion, Fall of the Samurai. If a dozen sumo wrestlers were to combine into a twelve foot tall Megazord of sumo wrestlers, the resulting horror would not be as large or fleshy as this update, which adds 40 vs. 40 units battles to multiplayer, 22 new land and sea maps to fight on, Steam cloud support, reduced battle load times, 'greatly reduced' AI turn times and some 3000 words worth of balance shifts and bug fixes. Bikkuri shita!
The fixes listed in the patch notes below affect every aspect of the game, from the campaign map, to the real time battles and multiplayer. There's a bit of good news for anyone who bought the Blood Pack for Shogun 2, it'll apply the same effects to Fall of the Samurai's battles, too. Here's the full change list.
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 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
-
EDIT: Additionally added fixes
-
- Rally (land & naval)
- Active time reduced to 60; recharge time reduced to 180
-
Hold firm
-
- Range reduced to 30
- Active time reduced to 30
-
Stand and Fight
-
- recharge time increased to 45
Shogun 2 Kisho Ninja Grill
The fixes listed in the patch notes below affect every aspect of the game, from the campaign map, to the real time battles and multiplayer. There's a bit of good news for anyone who bought the Blood Pack for Shogun 2, it'll apply the same effects to Fall of the Samurai's battles, too. Here's the full change list.
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 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
-
Shadow of the tomb raider hidden city challenges. 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 retainersIs starcraft 2 dead 3. Feb 11, 2018 - Add that to the fact that StarCraft 2 has pretty much died off in Korea, and frankly SC2 never really overtook SC: BroodWars. So is Starcraft 2. Jul 13, 2018 - When “StarCraft” began development in 1995, Blizzard was a modest. Into sharp relief by the simultaneous rise of “Dota 2” and “League of Legends”. Look closely, and you'll see that nothing is ever as dead as it seems. In the days of WOL when sc2 was on top of the world and actually relevant. Sc2 on it's own will take a LONG time before it becomes dead to the. The 'Real' Sc2 experience is 1v1, they designed the whole game around. Cant counter some builds, it doesnt mean the whole game is dead.
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- 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.
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MP skills
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- Fire by rank: cost reduced from 250 to 120
- Rapid Volley: cost reduced from 250 to 120
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MP key buildings
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- Reduced morale bonus from Shrine
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MP unit costs
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- 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)
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The following brand new Fall of the Samurai maps will also be made available in Shogun 2:
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Land battles:
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- 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
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Naval battles:
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- Hokuriki Coast
- Seto Inland Sea
- Tohuku Sea
- Tokai Coast
- Tsugaru Straits
- Sea of Japan
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Siege battles:
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- Iburi Castle
- Satsuma Castle
- Uzen Fortress
- Wakasa Fortress
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EDIT: Additionally added fixes
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- Rally (land & naval)
- Active time reduced to 60; recharge time reduced to 180
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Hold firm
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- Range reduced to 30
- Active time reduced to 30
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Stand and Fight
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- recharge time increased to 45
Tokugawa (TWS2 faction)
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Campaign
Starting position
Initial challenge
Shogun 2 Kisho Ninja
Hard
Year
1545
Provinces
- Mikawa Stronghold
Treasury
3000
Introduction
Although the Tokugawa are an ancient family, claiming descent from Minamoto no Yoritomo, the first shogun of the Kamakura shogunate, they have known hard times since those glorious days. They have also changed their clan name, with the permission of the Emperor, from Matsudaira to Tokugawa, the place where Yorimoto’s descendent settled. Free download igi 1 full health full ammo crack game. The Tokugawa have been squeezed between two powerful and ambitious clans: the Imagawa to the east, and the Oda in the west, a most uncomfortable position. By accepting the protection of the Imagawa, the Tokugawa only guaranteed that they were frequently attacked by the Oda. This goes some way to explaining their superior diplomatic skills, their training and use of very good kisho ninja, and the superior metsuke who keep order in their lands. Now, they are at war with the Oda once again. An Oda army has actually invaded the Tokugawa province of Mikawa. In theory, the Tokugawa are vassals of the Imagawa clan to the east in the provinces of Suruga and Totomi. They do not, however, need to worry about the Kiso in Shinano province, as relations with these neighbours are peaceful. That said Shinano has useful stone resources that could prove useful to an ambitious warlord. Historically, after much struggle, Tokugawa Ieyasu did become the seii taishogun, the “great general who subdues the barbarians” and the ruler of Japan with the emperor as a figurehead. The Tokugawa clan kept control of Japan for over 200 years, shutting the country off from pernicious outside influences. History need not turn out that way: another Tokugawa could quite easily become shogun.
Masters of Intrigue
- Reduced recruitment costs and upkeep for kisho ninja
- Can recruit superior kisho ninja
- Bonus to diplomatic relations
- +2% to the success chance of metsuke actions
Victory Conditions
Short Campaign
Become Shogun by capturing and holding Kyoto
Capture and hold 25 provinces, including the following: Mikawa, South Shinano, Suruga, Totomi, Kyoto
Complete by the end of your turn in: Winter 1575
Long Campaign
Become Shogun by capturing and holding Kyoto
Capture and hold 40 provinces, including the following: Mikawa, South Shinano, Suruga, Totomi, Kyoto
Complete by the end of your turn in: Winter 1600
Domination Campaign
Become Shogun by capturing and holding Kyoto
Capture and hold 60 provinces, including the following: Mikawa, South Shinano, Suruga, Totomi, Kyoto
Complete by the end of your turn in: Winter 1600
Retrieved from ‘https://wiki.totalwar.com/index.php?title=Tokugawa_(TWS2_faction)&oldid=23107’
Comments
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edited April 2011They are very stealthy and a have a grenade as a range attack. Those grenade breaks any units morale like a twig.
They also excel at killing generals if the enemy is not paying attention.At the end of the day, if someone cares enough to come and post on the forums, it doesn't matter if the post is good or bad, it means that Total War is something really important to them, so I don't take it personaly.
-Will CA
Criticizing is not wrong, initating a witch hunt however is. -
edited April 2011Aren't you able to deploy them anywhere on the battlefield?
That's useful. And their grenade attack is indeed very powerful. a grenade throw followed by charge routs a unit faster than a no daichi charge.
But yeah, that excruciating upkeep.'For small creatures such as we the vastness is bearable only through love.'- Carl Sagan -
edited April 2011Aren't you able to deploy them anywhere on the battlefield?.
Quite indeed. And the best part, they can hide anywhere on the map and become even more sneakier.
The enemy will never know about those ninjas until it's to late.At the end of the day, if someone cares enough to come and post on the forums, it doesn't matter if the post is good or bad, it means that Total War is something really important to them, so I don't take it personaly.
-Will CA
Criticizing is not wrong, initating a witch hunt however is. -
Senior MemberPosts: 1,216Registered Usersive been seeing the AI use them alot in my game, very damaging lol.
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Senior MemberPosts: 536Registered UsersEven more damaging when you have Hattori
Enemy general: I don't see their forces, they must have all ninja's! Set up a an archer formation so we can gun them down since they have no armor.
Enemy bow ashigaru: there they are! surprise!!!!!!.. um, is that samurai armor? uh oh
Hattori katana samurai: YEEEEEEEHAAAAAAAAAAAAAAAAAAAAA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! (charges down hill and obliterates enemy army)
go armored ninja'sA man who claims to know everything and fear nothing is foolish indeed..
-Unknown
My Guides:
http://forums.totalwar.com/showthread.php/14399-Guide-to-Building-an-Army
http://forums.totalwar.com/showthread.php/8384-The-Clans-a-Complete-Walkthrough
http://forums.totalwar.com/showthread.php/11166-The-Clans-a-Complete-Walkthrough-Part-2
http://forums.totalwar.com/showthread.php/13520-Hattori-Startup
http://forums.totalwar.com/showthread.php/22330-Unit-review -
edited April 2011Don't you get the option to recruit them after building a criminal syndicate?
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edited April 2011Don't you get the option to recruit them after building a criminal syndicate?
yes you do! thats why I asked I tend to upgrade for the small commerce bonus and because I build a number of Agent Ninjas
Wow deploy anywhere could fun!! -
edited April 2011you having naginatas and monks and you worrying about upkeep?Regarding the Horro, for disbelievers: http://www.youtube.com/watch?v=26o9LiaB0Zg
Attention minute 1 starts the preview and the actual 'horro' episode. -
edited April 2011the only thing that makes them stand out is the deployment bonus.
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edited April 2011you having naginatas and monks and you worrying about upkeep?
Well it took me a while to get stacks that are heavy in in these, probably 5-6 or so units plus some monks. Naginatas are powerhouses in combat versus almost everything. Upkeep is an issue as always -
edited April 2011Flag0·Like
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edited April 2011The perfect use for ninja's are flankers and tower capture at least that's what I have the best success with them as. For already fighting units get the ninja's to get behind them and sling the grenades usually 1 or 2 throws make the units rout and just repeat as much as you need to.
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edited April 2011The guerrilla-like units are exponentially less useful than in napoleon, the proximity of the general is a lot more important, especially in multiplayer. In my campaign, I use them with the rest of my army, instead of fire bomb throwers or next to them.Andokides
All war is based on deception.
Sun Tzu
If you know the enemy and know yourself you need not fear the results of a hundred battles.
Sun Tzu
A leader is a dealer in hope.
Napoleon Bonaparte
Heaven cannot brook two suns, nor earth two masters.
Alexander the Great
All the world's a stage, and all the men and women merely players.
William Shakespeare.
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edited April 2011So far, I haven't found them to be much use. Most of the time, the enemy has enough cavalry to make any sort of surprise attack, if successfull at all, a suicidal mission. Plus, archer units do a great job of killing enemy generals already. (If my real ninja haven't done the job for them, that is!) Deployment anywhere on the map sounds fancy, but it doesn't do much. Except being alone, out of the way and generally looking very cool. I love the unit. Just not in my stacks, thank you very much.
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edited April 2011I'm not entirely sure what you use kisho for, but I know what they can do:
- They have a stealth ability that makes them invisible while running
- They're permanantly invisible while walking, even out of forests (until they get too close to the enemy)
- Their main attack is a one-shot-only grenade spam which will wreck just about any unit, including a general's bodyguard. It has a tiny range though.
- Once the main attack is done they can engage in melee. they are exceptionally good, but this is offset by their low numbers (20 man). One unit of kisho can defeat a unit of yari ashigaru, roughly. They'll take heavy casualties and a second one will probably defeat them.
- They have a Smoke Bomb ability which causes big morale penalties in a wide area
- At the beginning of a battle, they have special deployment rules. They can deploy in any forest which is outside of the enemy spawn area. All hattori infantry have this ability.
Knowing these things, I would guess you can imagine for yourself what use you might put them to. Whatever you do with them, they need lots of micromanagement, and they're definitely support units, not the mainstay of an army.Tenshu Capturing in Sieges Needs Improving!
Daimyo should not respawn -
edited April 2011I have found them to be a great use when fighting large sieges battles! I once attacked a far superior force in a castle that I couldn't kill on my own.. So I had my army distract the AI so he would move all his units in my direction, while I had a ninja climb the walls to the top level and capture the keep. I lost one unit during that battle and killed some 2000-3000 enemy samurai units
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edited April 2011I have found them to be a great use when fighting large sieges battles! I once attacked a far superior force in a castle that I couldn't kill on my own.. So I had my army distract the AI so he would move all his units in my direction, while I had a ninja climb the walls to the top level and capture the keep. I lost one unit during that battle and killed some 2000-3000 enemy samurai units
yeah, that's just broken. Check the first link in my sig
Clearly the AI should see that the tenshu is being captured, and swarm your ninja with 3000 samurai. Plus a multitude of other things wrong with that situationTenshu Capturing in Sieges Needs Improving!
Daimyo should not respawn -
edited April 2011Because black never go out of style.
That said I tend to use them for sneaking around and flanking. They can be just what you need to break some tough unit already locked in with another of your units. -
edited April 2011yeah, that's just broken. Check the first link in my sig
Clearly the AI should see that the tenshu is being captured, and swarm your ninja with 3000 samurai. Plus a multitude of other things wrong with that situation
Well, I did capture the gates first, so they'd have to climb the wall to get to me! -
edited April 2011I found their use was typified by one of the tutorial battles, the siege tutorial i attack with my entire army on one side (the right looking at the castle from the deployment area) and send my kisho ninja down the left, the defenders entire army bar one bow ashigaru unit engages my army and is losing but taking a few of my blokes with them, mean while i can send my ninjas up the wall straight to the tenshu, they only get spotted half way up the wall, with the climb, the fight with the bow ashigaru and the tower next to the tenshu shooting at them they ended the battle by capturing the tenshu loosing 2 men of the 30 they started with.
I don't like them in field battles though, think another katana cav is more useful.TW player since the joy of 16 Kensai armies in Mongol Invasion -
edited April 2011I've tried to use them in my first campaign on Hard but with limited success. They're good at sneaking into a castle and I see the potential in setting up ambushes or flank/rear attacks using their stealth but it's extremely difficult to manage without them getting zerged in the process. I'm kinda cheap and don't like the idea of losing an 800 coin unit to a light cavalry charge!
You basically have to inch them towards their target and only strike when most or all the enemy is already engaged with your primary forces. If they get caught early they're probably ducked. Anyway I decided they were more hassle then they're worth and haven't recruited more since. I'd rather have Katana or Naginatas infantry or some type of Samurai cavalry for about 100 coins less.'It's not enough to live. You have to have something to live for' - Commander Adama -
edited April 2011Loooool!!!! i did not have the chance to recruit those Ninjas as i have never been able to master econmy well, i am always broke!'Life is a succession of lessons which must be lived to be understood' Helen Keller.
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edited April 2011Are kisho ninjas useful for anything?
I would definately say 'YES'.
After running countless custom battles with every faction with me just using one unit of kisho ninjas, I can say that these guys, although low in number are very very useful.
Ive always looked at the units as having a special purpose, example; Yari Sam = Defensive wall, Kat Sam = Offensive blade, Cav = Tip of the spear. BUT kisho ninjas ..the scapel of your army.
If there is one unit that will turn the tide of a battle it is the kisho ninja. Some will disagree and say that Cav will, but those have a major weakness against ANY spear unit and arrows. The kisho ninja, has one weakness, and that is against Sam Cav. They can beat the General Cav and light cav if used right.
One thing with using the kisho ninja, is that you MUST micro manage them, and I found to get the best results with the kisho ninja, was to slow the time down (hit the slow motion button) because timing with these guys is 'EVERYTHING'.
Keep in mind the rules of the battle; When one unit is attacking another unit, they will always charge to get the best kill on initial contact numbers. With the kisho ninja, you can completely ROB that initial charge from the attacking unit, debuff the unit, whittle the unit down in numbers before swords clash, THEN charge to finish them off. Here is how;
1. Place the kisho ninja unit in the best possible spot (depending on the map and the units being faced).
2. Move the kisho ninja (walking them) as the enemy moves about the map to counter what the enemy is doing.
3. Toggle ON the flash grenade (you will see the range arc increase), and move your kisho ninja units about 50-60 yards in front of your other troops.
4. BE PATIENT
5. BE PATIENT ..you will see the enemy units moving in on your troops and then turn as they spot your ninjas.
6. WATCH the unit that has committed to your kisho ninja unit.
7. Wait unit you see the enemy 'charge' (have your sound on so you can hear the shouting men) and then HIT the STEALTH BUTTON. WHen you do this .the enemy unit will STOP charging and slow back down to a walk! It just so happens that they will be on the very tip of the flashbang range when then start the charge, and if your timing was perfect when you hit the 'stealth' button they will pause and walk just as your ninjas throw the flash bang (that is a very good debuff to melee attack and defense).
8. If the flashbangs worked, you will see the flashbang icon on the enemy unit (Throw it too close to your own men will debuff your own men) If the flasbang did not work (hit pause) deactivate 'fire at will', and retreat IMMEDIATELY.
8.a If the flashbang did work, watch your ninjas very closely (here is where you hit the slow motion button if needed) because the enemy unit will then cross into the range of the actual grenades. As soon as you see the ninjas throw the grenade (dont wait for the second volley, you can save it for later if needed), switch into melee mode (disable fire at will). Here is where you can make the decision to charge the enemy unit or retreat behind your main lines.
Note; If the enemy unit is infantry (of any sort) you have a very high chance of obliterating that unit, but if it is a Cav unit ..you best bet is to run (lure then Cav into your spear units by running your ninjas through your own spear units)
I personally choose to run my kisho ninja units back into my own main lines to save them for a flanking move on any unit that MIGHT be in trouble as the kisho ninja can move rather quickly. When I have my kisho ninja units attack archers, I have them charge the archers right after the grenades go off. ..I also rarely wait for a second volley of grenades before I have my ninjas react, because by then, they have been spotted and the enemy unit is charging the kisho ninja units, and the effectiveness of teh grenades is greatly decreased against running (and somewhat scattered men).
In a Siege attack, I usually keep the ninjas out of the fight until my main troops have the enemy pinned. Then the ninjas are insanely deadly as you can have them scale the walls completely behind the pinned enemy and just devastate the enemy troops.
The weakness of the ninja is the fact that if you do not have them use their abilities correctly, they are completely worthless, and die too fast. They are the 'Scapel' of an army, not the sword, or the shield.
Anyway, I hope my steps helped some, keep in mind that this is how I use them, and they seem to work wonders for me, but the results may/will vary with everyone else. -
Senior MemberPosts: 889Registered UsersSamurai: Sir! The enemy army is approaching!
General: Then we must use every man we have to confront them! Walk towards them!
*Kisho Ninjas pop out of nowhere and blast the army to pieces with their grenades and katanas.*
General: What.. -
Senior MemberPosts: 947Registered UsersAre they useful: Yes
Are they worth their recruitment cost/upkeep: No
When you compare what other units you can get with that money, I prefer extra infantry/cavalry
Their real use is at the end of the campaign when you got more money than you can spend and bored of seeing same old units in each battle. They make battles more fun! -
edited April 2011Are they useful: Yes
Are they worth their recruitment cost/upkeep: No
When you compare what other units you can get with that money, I prefer extra infantry/cavalry
Their real use is at the end of the campaign when you got more money than you can spend and bored of seeing same old units in each battle. They make battles more fun!
I agree with this.. to a point.
I personally do not like how all spear Sam perish to any sword Sam, without a chance to the spear units. But, I also do like like to run around with Kat sams because they go down so fast to Cav charges.
So I get a mix of Spear Archer Sams with a mix of (2 - 4) Ninja and (2 - 4) Siege units to counter all units.
Spear units will break any Cav, but do not fare well against Kat sams (of any type), so I support them with ninjas.
My Seige units are only used to whittle down the enemy as they move in, at a range of 450, targetting the 'Heaviest' infantry units, using my archers to pepper them with fire arrows, then ambushing them with ninjas, so by the time the enemy army reaches my main (what some might claim 'weak spear line') The enemy is worn down so that my 'cheaper' units can deal with them.
In a seige battle, Siege units are incredible with smashing the enemy units lined on the walls to hit my advancing 'weak' spear units.
Try hitting the wall of the fort that just so happen to be protecting the defending army.. The walls come down leaving a line of exposed troops for your archers to pulverize, so that by the time your 'weaker' spear units march in, the enemy force is whittled down to about half of what it started the battle with, and you can even use your ninja units to fight straight against the now weakend units of the enemy.
So yes they are expensive, but IMO ..use them as soon as you can afford them.
I personally find that Ashi spam = boring and leads me to quitting the game for the night fairly quick. -
Senior MemberPosts: 215Registered UsersI use them in multiplayer and it can really turn the tide in battle. Blinding grenades works like a charm, then go kill off some archers and more.
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edited April 2011I don't use them, at all. They're too small in number, so taking casualties is basically a no-no as the decrease in effectivity is larger than with any other, larger unit. Furthermore, even though they're stealthed and can hide anywhere, the enemy can spot them from too far and counter their presence before they can act really good. Taking out a General? Either he's within range of my own troops, or he has troops around him, making an assault on him a suicide run most of the time. Climbing into a castle to capture something? Keep in mind that units can't climb down again, so the only way out is through the gates. Right, the same gates that are still in enemy hands, so they essentially climb into a deathtrap - unless some of the gates are already yours. But by then, capturing the rest of the castle is something you can do without them, as well.
I prefer to have a full regiment of anything else that I can throw at them. Maybe a little less versatile, but I know that the other regiment will likely see more action than those Ninja.