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Просмотр полной версии : Total War: SHOGUN 2 Update Released


steam_news
22.03.2012, 14:10
Total War Shogun 2: Fall of The Samurai - Patch Notes[br]Headline additions – also available to Shogun 2 players[br]- 40v40 unit battles available via ‘control large armies’ option in Custom Battles and Multiplayer[br]- Numerous Battle and Campaign AI improvements (see Battle and Campaign sections below)[br]- Greatly reduced save-game file sizes (meaning reduced game save and load times) and full Steam Cloud support[br]- Battlefield load time improvement (approximately 30% dependent on machine spec)[br]- Greatly reduced AI turn-time[br]- 22 brand new Land, Naval and Siege battle-maps[br][br][br]Full patch notes [br]The majority of these also apply to Shogun 2.[br]General fixes/additions[br]- Fixes for known multiplayer campaign desyncs[br]- Introduced option to auto-trigger abilities through right-clicking[br]- Towers can now be ordered to fire at specific targets[br]- Domination (capture all points) victories added for multiplayer[br]- General optimisations across all areas of the game[br]- Ability to queue technology tree research[br]- Ability to set groups to AI control[br]- Ability to lock group formations with new UI button[br]- Fixed missing siege models[br]- New front-end background camera pans[br]- Campaign AI turn-times reduced due to pathfinding optimisations[br]- Naval campaign AI improved significantly[br][br]Naval battles[br]Fixes[br]- Fixed attack intercept position when in and around islands[br]- Fixed bug where some submerged ships did not surrender[br]- Fixed several rare crashes in naval battle.[br]- Improved circling behaviour for all ships[br]- Improved range detection for Fire Bomb Kobaya[br]- Removed stop-start movement for AI ships moving in a group.[br]- Improved target selection for naval AI[br][br]User Interface[br]- Modified the Standard Camera in naval battles to ensure that the horizon is always visible.[br]- Added UI toggle to battle HUD (bottom left corner), so can hide UI elements [br]- Mousing over unit cards now highlights the corresponding unit as if mousing over them [br]- Double pressing group frame or double pressing group number shorcut zooms to groups [br]- 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) [br]- Added UI support for more units in a single battlefield, card system now goes onto double rows when required [br]- Cursor no longer gives option to attack unmounted horses, as doing so would give order to attack riders which could be confusing [br]- Inspiration range now drawn for all units with inspiration aura, not just for the general (like hero units) [br]- Added ship schematics to info panel for boshin ships, to provide more detail on ships state [br]- Fixed graphical issues with naval fire arcs in night battles [br]- Added player names to MPC tooltips [br]- Added fade transitions to info panels [br]- Unit cards now coloured based on unit category [br]- Added support for unbound keys, so can disable shortcuts rather than having to give obscure shortcut [br]- Added page numbers to tooltips [br]- 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 [br]- Multiplayer postbattle screen reworked [br]- Added option to invert camera's x-axis [br]- Can now move around battlefield when battle results present [br]- Can no longer use debug camera from preferences while in multiplayer battle [br]- Fixed text running off battle tooltips for some gempei units [br]- Fixed bug where info panel would not update while paused during a replay [br]- Bridge icons on battle radar given better image, and now orientated correctly [br]- Fort walls now visible on radar map/loading map [br]- Pings placed on invalid terrain no longer appear in middle of map [br]- Ship tooltips/cards number of men take into account officers [br]- Inactive battle hud buttons have tooltips [br]- Fix for rotated UI images behaving incorrect when running widescreen resolution [br]- Fix for realism mode setting being lost for campaign [br]- Officers taken into account for ship numbers on unit cards/tooltips [br]- Fixed in game chat highlight issues [br]- Building info panel resizes unit entries dynamically to fix unit names being clipped in certain languages [br]- Can now use context and tracking cameras in replays [br]- Fixed issue where pasted invalid characters into text inputs [br]- Neatend effect bundle tooltips so not larger than need to be [br]- Can now double click on ground in battles to move to that location [br]- Drag out units display now shows two arrows when will result in run on release, 1 arrow when will result in walk [br]- 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) [br]- Added ability to view replays at end of battle/replay, rather than routing player back to front-end then back into battle [br]- Post-battle screens now appear for replays [br]- Tweaks to main menu button animations[br]- Fix for inconsistent naval crew-icons on ship cards between front-end/campaign and battle [br]- Battle-lobby countdown timer moved so retainer panel not obscured [br]- Tweaked UI banner-scaling (slightly smaller) and UI splines brought closer to ground (fire arcs, paths, etc) [br]- Fixed cinematic borders not always being flush to edges of screen, resulting in gaps at top and bottom [br]- 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. [br]- Chat-toggle button now hides all chat when currently visible rather than input, and button is highlighted when player has unread messages [br]- Group number shortcuts are now rebindable [br]- Moved pings to left-click rather than right-click for UI consistency [br]- Realism mode changes: radar visible during deployment, morale visible on minimal tooltips[br][br]Campaign [br]- 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.[br]- Campaign variable "family_rounds_between_wife_offers" now also determines the earliest round a wife can be offered[br]- Stopped generating movement extents for armies on the pre-battle screen[br]- Fixed rare campaign lockup caused by an agent being forced out of its reserved area[br]- 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[br]- 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[br]- Changed format of campaign height-map to reduce load time and significantly reduce memory usage[br]- Fixed very rare crash caused by autosave saving an army in an incorrect order[br]- Fixed bug when issuing orders to agents on navies against target agents in armies[br]- Fixed trade-route tooltip which showed only one imported resource per route[br]- 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[br]- 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 [br]in the same turn[br]- 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[br]- Fixed a few issues with commerce-raid value updates when merging and splitting raiding navies[br]- Added information about when a diplomatic action would be considered dishonourable by other clans[br]- Selecting an agent in an army now shows the agent’s movement extents.[br]- Improved rope visuals on campaign map buildings [br]- Fixed trade-route information not being updated when a port is damaged[br]- 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 [br]theirs.[br]- Modified several game areas to fail gracefully instead of crashing when loading incorrectly modded data[br]- Various memory-usage optimisations[br]- Fixed being able to get more than three agents in a city[br]- Fixed unusual crash in pathfinder related to blockaded ports[br]- Fixed crash in event-log system[br]- Fixed crash when issuing an order to a previously merged army[br]- Fixed crash related to capturing artillery[br]- 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[br]- Fixed bug where region ownership for unseen rebel regions was visible[br]- Fixed bug where attrition-indicator showed on rebel banners when they weren't suffering attrition[br]- Fixed crash when bribing cities that are under siege[br]- Fixed issue with missing army-templates causing lockups[br]- Fixed crash in sound tracker[br]- Fixed crash in agent-options dialog[br]- Fixed issue with ‘surrender imminent’ message[br]- Fixed issue where certain melee and charge bonuses were not working correctly in battle[br]- Fixed issue where shroud was updated many times when a Clan dies, causing some slowdown[br]- Fixed unit exchange issue when in ports[br]- Fixed issue where some characters destroyed in battle remained alive[br]- Fixed issue where pre battle UI appeared in odd order when player was playing as AI in MPC[br]- Fixed issue where campaign thought ships needed 0 crew to function[br]- Fixed case where MPC players are forced to spectate an AI-vs-AI game[br]- Fixed issue where MPC co-op allies received message that enemy is retreating when allies are retreating[br]- Fixed issue where ambush cursor did not show for characters in garrisons[br]- Fixed bug where a force would act on incorrect orders after capturing units[br]- Fixed issue where recruited agents were unable to enter the settlement they were recruited from on the turn they were recruited[br]- Fixed missing building name in ‘legendary building built’ event-log entry[br]- Player now gets full spying information on a force after attacking it[br]- Improved campaign experience-handling[br]- Removed timer from certain battles to prevent exploit[br]- Port selection marker is now centred around the flag[br]- Armies now only get region-unrestricted replenishment in enemy regions[br]- Tweaked some message events to be more informative[br]- Various campaign load-time and memory usage optimisations[br]- Reduced memory usage in front end startup process[br]- Reduced campaign animations memory-usage[br]- Improvements to campaign building-display resource usage[br]- Fixed religion/allegiance zeal display in religion tooltips for more than two religions[br]- Various mission bugs fixed[br]- Fix to clear military crackdown repression on handover of region[br]- Only primary generals now get full XP in battles; generals commanding reinforcements get reduced XP[br]- Technology goal can be selected to guide auto-selection of next tech when research completes[br]- Save games: compression and other size reductions to make files dramatically smaller; Steam Cloud support added[br][br]Battles[br]- 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[br]- Movement arrow now appears when units are ordered onto positions on zones such as fort walls[br]- Fixes for units not being able to fire at units behind fort walls in certain circumstances[br]- Unit destination proxies (shown on space bar) now update when the game is paused[br]- Fire arcs now only turn off when ‘fire at will’ is off and melee mode is enabled[br]- Improvement to display of fire arc facing when defending a zone (e.g. on a fort wall)[br]- Fix for not being able to turn off fire at will when defending a zone (e.g. on a fort wall)[br]- AI unit shooting-line analysis tweaks[br]- In siege battles where the AI is attacking, artillery can now deploy on multiple lines.[br]- Units now change their tactic state more effectively if they are idle and under fire in siege battles (when AI is attacking)[br]- Stopped units behind fort walls being unfavourably targeted by artillery[br]- Fixed several fort-reinforcement AI bugs[br]- Stopped units from being issued attack orders when they are climbing fort walls[br]- Stopped units from prioritizing the capture of distant towers in siege battles[br]- Fixed several bugs with idle cavalry during AI-attacking siege battles[br]- Fixed bug where AI was unable to place units on a sensible fort approach[br]- Fixed strange movement bugs in AI fort defence[br]- 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)[br]- The ‘last stand’ morale state, triggered when castle defenders are fighting to the death, now imposes penalties on ranged accuracy and reload rate[br]- Battle AI is more likely to deploy cavalry on both of its flanks, allowing for greater opportunities when flanking and executing a double envelopment[br]- Fixed an issue where naval reinforcements sometimes did not fully enter the map[br]- Introduced a variety of improvements to the battlefield AI's use of outflanking and double envelopment manoeuvres, making these tactics more effective overall[br]- 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[br]- 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[br]- Fixed an issue where ships left a battle with incorrect experience data, causing them to gain experience prematurely[br]- 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[br]- 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[br]- 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[br]- Mounted shooters now avoid shooting through friendly units before firing in the same way that infantry shooters do[br]- The duration of the friendly-fire penalty has increased from 6 seconds to 30 seconds[br]- When trying to set buildings alight, archers no longer continue to fire on buildings after their flaming arrows are spent[br]- 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[br][br]General multiplayer fixes[br]- 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[br]- Fixed issue where LAN server browser contained wrong information[br]- Fixed some crashes with multiplayer[br]- Improved chat-room population system[br]- Fixed issue where battle voice was not working[br]- Fix for rare case where land units could be taken into naval battle[br][br]MP abilities[br]- Stand and fight: melee attack bonus reduced from 3 to 2[br]- Standand Fight: reload bonus reduced from 10 to 5[br]- Hold firm: melee defence bonus reduced from 6 to 3[br]- Rally: morale bonus to non-routing units reduced from 2 to 1 (bonus for units already routing is unaffected)[br]- Naval whistling Arrows duration halved[br]- Special abilities for towers[br][br]MP unit caps[br]- Kisho Ninja capped at 4 per army[br]- Mounted Samurai capped at 3 per army[br][br]MP retainers[br]- Infantry officer: +1 morale [br]- Way of the Ikko-Ikki: +1 morale, +2 melee defence & +5% cost for monks and ashigaru[br]- Rennyo's teachings: -1 melee attack, +3 melee defence all units [br]- Stricken unholy forge: -1 armour to enemy melee troops [br]- World-Weary: -1 morale (enemy veterans) [br]- Shirabyoshi dancer: +1 morale (veterans), +5% cost (monks, nuns) [br]- Naginata Warrior Monk Cavalry no longer affected by retainers affecting all monks, to bring them in line with their Samurai equivalents.[br][br]MP skills[br]- Fire by rank: cost reduced from 250 to 120[br]- Rapid Volley: cost reduced from 250 to 120[br][br]MP key buildings[br]- Reduced morale bonus from Shrine[br][br]MP unit costs[br]- Yari hero (decreased from 1200 to 1100)[br]- Bow hero (decreased from 1500 to 1400)[br]- Bow ashigaru (decreased from 450 to 400)[br]- Matchlock ashigaru (decreased from 500 to 450)[br]- Bulletproof samurai (decreased from 1000 to 950)[br]- Nuns (decreased from 900 to 850)[br]- Tetsubo monk hero (increased from 800 to 850)[br][br]The following brand new Fall of the Samurai maps will also be made available in Shogun 2:[br]Land battles:[br]- Awa Ridge Pass[br]- Gigu Crossing[br]- Happo Ridge[br]- Ishiyama Ruins[br]- Iwaki Foothills[br]- Jigokudani Valley[br]- Kawabe River[br]- Kurobe Gorge[br]- Nishizawa Valley[br]- Osaka Plain[br]- Ubayu Onsen[br]- Usui Pass[br][br]Naval battles: [br]- Hokuriki Coast[br]- Seto Inland Sea[br]- Tohuku Sea[br]- Tokai Coast[br]- Tsugaru Straits[br]- Sea of Japan[br][br]Siege battles:[br]- Iburi Castle[br]- Satsuma Castle[br]- Uzen Fortress[br]- Wakasa Fortress [br] [br] Дальше... (http://store.steampowered.com/news/7583/)