Total War: SHOGUN 2 Update Released

Total War Shogun 2: Fall of The Samurai - Patch Notes
Headline additions – also available to Shogun 2 players
- 40v40 unit battles available via ‘control large armies’ option in Custom Battles and Multiplayer
- Numerous Battle and Campaign AI improvements (see Battle and Campaign sections below)
- Greatly reduced save-game file sizes (meaning reduced game save and load times) and full Steam Cloud support
- Battlefield load time improvement (approximately 30% dependent on machine spec)
- Greatly reduced AI turn-time
- 22 brand new Land, Naval and Siege battle-maps


Full patch notes
The majority of these also apply to Shogun 2.
General fixes/additions
- Fixes for known multiplayer campaign desyncs
- Introduced option to auto-trigger abilities through right-clicking
- Towers can now be ordered to fire at specific targets
- Domination (capture all points) victories added for multiplayer
- General optimisations across all areas of the game
- Ability to queue technology tree research
- Ability to set groups to AI control
- Ability to lock group formations with new UI button
- Fixed missing siege models
- New front-end background camera pans
- Campaign AI turn-times reduced due to pathfinding optimisations
- Naval campaign AI improved significantly

Naval battles
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
 
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