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Total War Shogun 2


Odyssee

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Cela fais un moment que je n'y ai pas touché, avec mes prob de pc, maintenant résolu. Ceci dit ma campagne solo est avec les Date et j'ai un allié fidèle, les Takeda. Même si le Shogunat et tout les autres clans m'ont déclaré la guerre, lui reste mon allié. Faut dire que je lui ai sauvé la vie plus d'une fois...

Edited by Moody
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  • 2 weeks later...

Je suis en train de télécharger un patch de 2Go environ...

Updates to Total War: SHOGUN 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Additions

---------

DirectX 11 support, including

Advanced Shadows

Support for MSAA 2x,4x,8x.

Enhanced Depth of Field

Tessellation Support

Anti-aliasing support

Note: Enabling Anisotropic Texture Filtering on DirectX9 is not working in this update. This will be fixed in the next patch.

General fixes (includes single player and multiplayer fixes)

Fixed firing-arc overlay for blinding grenades to show minimum range

Slight changes to the intercept for igniting buildings

Fix for battlefield dominance being awarded to both players

Fixed triggers for the Elusive Strikeforce and Inspiring Counterattack achievements

Legendary force achievable in single player

Fix for stacking effects

Ninja hiding tweaks

Change to how victory types are assigned so that Heroic victories are a bit rarer (they're the most common now) and decisive / close are more common. Pyrrhic can be more common than before

Fixed entities floating outside castle wall when they get knocked down or knocked flying while climbing off the top of walls

Fixed bug with looping transition animation due to move orders with invalid path locations being spammed by the squad repeatedly

Capture buildings cache if the building was captured from held before telling the Aide de camp

Improved torch caching

Fix for crash in battlefield zone cursor intersection

Adjustment to AI to make it more difficult for the AI to use cavalry against spearmen

Fix for drop-in ambushes not starting if the player under ambush presses 'Start Battle' first

Ship banners are now appearing correctly in replays

Fix for men staying at the bottom of the walls when they are attacked whilst climbing

In naval replays, some ships´ flags were appearing in the wrong colours, now fixed

Order to burn down a building now finishes if the building is destroyed by other means

Fix to rare crash when placing mines in naval battles

Experience system revision: experience-level thresholds rebalanced to allow for faster overall level-progression. Per-unit-type threshold multiplier introduced that scales the thresholds to compensate for differences in the damage output of different unit types. AI experience levels now fully derived from combat (the AI experience boosting mechanism has been removed).

Updated pre-battle speeches to take greater advantage of available situational information

Grass and scrub no longer gets in the way of the camera during pre-battle speeches

Armies sharing the same deployment zone are no longer deployed on top of each other by default

Fixed bug in tracking-camera caused by restricted camera behaviour activated by Legendary difficulty mode

Improved first-person camera and projectile camera: time dilation effect is now relative to projectile speed. Artillery engine crew now trigger the projectile camera when their engine fires. Projectile camera remains stationary at the projectile's terminus to allow the player to see the results

Pre-battle speeches now distinguish between multiple causes of the gates being forced open at the start of the battle

Adjustments to morale calculations, dependent on who is in control of an army and in what context. Allows for fine-tuning of morale calculations separately for single-player humans, multiplayer humans and AI armies

Improved the calculation of unit combat status. This corrects errors in the reporting of a unit's tooltip win/loss state, and also fixes some issues in the unit morale calculations that use this status information

New weather gameplay effects added: Fog now causes a range penalty to all missile units, and causes non-commanding units to be hidden at a distance of 600m or more, even if they are out of cover

Fixed issue where the Total War camera sometimes snaps downwards when switching the camera type and/or starting a transition. (This was particularly evident at the end of the pre-battle cinematic)

Fixed issue in reinforcements system that allows multiple armies to feed more units into one army than is allowed on the battlefield

Fixed crash-bug caused by placing Yari Ashigaru into pike wall formation, then incrementing/decrementing their formation width and moving the unit before ending the deployment phase

Fixed issue that allowed siege defenders in ‘fight to the death´ mode to continue fighting in the end phase of battle after their fort was successfully captured by the attacking force

Pre-battle speeches are now disabled in custom battles if the player does not field a General

Fixed crash bug where the Stand and Fight special ability was used in a custom battle on a general unit that had been removed and re-added to the battle setup

Fixed crash bug resulting from construction of an RTS camera with specified position

Fixed crash bug that could sometimes occur when the FPS camera's context-entity died

Cinematic camera movement speed is no longer height-relative. This allows for greater control and adjustment of camera positions in the cinematic editor

Fixed flaw in unit logic that could cause a crash in the multiplayer lobby when interacting with a veteran unit that has zero men.

Pre-battle speeches now allow for minor clans to be playable.

Naval combat

Fixed intercepting with surrendered ships

Fixed ships getting stuck on the edge of the battlefield

Fixed sail-configuration not fully working when using speed-up

Fixed enemy naval mines being visible in deployment

Hull-damage indicators now consistent across campaign and naval battles

Audio

Audio rebalancing

Added projectile injury sounds

Added special ability UI sounds

Added new unit melee sounds (male/female units, swords/spears, mixed)

UI sound when unit ordered to climb wall

Naval mines trigger launch sound

Front-end seasonal sounds to match scene

Fixed problem with music not playing on custom battle screen

Music volume now defaults to 75%

Fixed rare issue with sounds not triggering after extended gameplay

Separate sounds for female units

Added reverb for distance sounds

Fix for host being able to hear UI sounds for units that have been gifted to another player

Fixed move-UI sound being played instead of attack-UI sound when choosing artillery bombardment location

Added new sound when buildings selected in campaign map

Aide de camp now supported during pre-battle speech

User interface

Fix for some effect-bundle tooltips being cut off

Fixed finance summary profit totals

Fixed radar map image not updating when new clan discovered, and fixed rebel-owned region tooltip

Fixed front-end camera transition

Fixed mpc win movies showing same faction for both allies

Fixed radar flee- icon crash bug

Changed public-order display on finance panel to show current factors (rather than predicted)

Re-enabled slider for mission-event text

Fix to block co-op tax exemption exploit

Fixed assassination-movie location bug with garrisoned generals

Fixed bribe/move options panel text

Fixed mpc multi-turn move diplomacy panel exploit

Added extra update for diplomacy 3D model view

Fixed avatar snapshot uploading so that it only occurs when avatar changes

Made regions with imminent rebellion flash red on public order maps

Changed ‘become shogun´ event message into a movie popup

Mousing-over factions in diplomatic relations now previews faction details

Fixed avatars with bow-skill not loading customised model into battles

Added display of convalescing characters into radar list

Fixed agent options crash bug

Customised avatar of opposing player in MP battles now loading correctly

Fix for saving replays in results screen

Battle-regroup flag now has tooltip and is shown on radar

Fix for cards getting stuck to cursor

Enabled right-click on multiplayer units to show encyclopedia

Made selected cards more recognisable

Minor chat fixes and polish

Fixed toggling of group-behaviour

Text input improvements

Added timer to special-ability buttons to display cooldown in minutes/seconds when mousing over

Morale and charge bonus icons now show correct images on unit-information panel, and now show in campaign

Weather/Waiting panel in battle now gives details on effects current weather will have on battle

Added extra guarding for accessing model to prevent potential crashes

Modified drag-out behaviour so if user holds CTRL while dragging out units, they will walk to destination

Battle camera

Fixed bug in historic battles where the camera would be left in cinematic mode after the end of the intro cutscene (particularly in Okehazama where it never returned to normal)

Sekigahara and Okehazama historic battle in-game cutscenes are now skippable

Heat haze in Nagashino historic battle reduced

Campaign map

Katana cavalry is no longer immune to attrition

Wako trade ships upkeep cost reduced (to match other trade ships)

Various fixes in general's retainers

Increased chance of critical success for successful actions

Slightly increased the value of resources not traded away

Changed general skill ‘strategist´ to award the movement extension instantly (not just in the beginning of a new turn)

Fixed issue where rebellion in regions could happen without prior warning of unrest

Fixed issue where rebellion could happen in region on the turn after it was captured

Finances map now shows regions that will rebel next turn as flashing. Tax-exempt regions with negative public-order value also flash

Movement-distance display now updated when skills applied

Random first-level art picked for research in first turn if researching nothing

Accuracy mod bonus applied correctly

Fix for issue where double-click on character skills could make skill points get lost

Added preferences variable to control campaign-camera edge-scroll delay

Re-added ‘trade route raided´ messages

Fixed navies being deregistered from trade nodes when the commander dies

Trade-route raiding now updates when war declared

Fixed predicted number of turns for replenishment

Fixed issue that wouldn't always allow navy-merging very close to trade nodes.

Fixed rare lockup with agent acting against garrisoned settlement

Fixed Namban trade port not updating number of available trade routes correctly

Fixed path-finding state bug which could leave armies unable to move for a turn.

Fixed inability to disembark army from navy in port which is under blockade.

Fixed negative bonus-value modifiers for looting

Fixed instance of trade route removal not cancelling existing raids

Fixed rare disembark-at-port problem

Reordered code on becoming Shogun to prevent inappropriate messages being issued

In Diplomacy, probability of acceptance is now reported as high for gifts

Fixed crash in family-system after adopting uncle back into family

Workaround for bad path-finding data in starting position

Fixed rare lockup where army disembarks from navy into zone-of-control in player settlement, the navy is too close to a third party neutral navy, and the player declines to attack the disembarking army

Fixed rare load-crash when loading a pre-battle save game during an AI turn when that AI had previously issued a multi-turn order that involved an army disembarking from the navy in a future turn

Agents will no longer play multi-turn action animations if the player cannot afford the action

Autoresolve battle visual fix: army cannot drop to zero soldiers before the last round

Night battle support for pending battle power-bar. Will update if night battle is selected (and if the UI queries the value again)

Autoresolver will destroy or capture ships that are too weak to be used in battle

Repairing a ship in a port no longer invalidates its hull panel information.

Fixed a glow under the shroud when a castle is under siege

Kyoto has an additional defence bonus in the autoresolver

Improved defensive behaviour of single-region clans when building up forces to attack

Improved force conglomeration when pulling in defensive forces from distant regions

Fixed Bribe and Demoralise action-usage

Fixed naval-repair behaviour

Fixed minor clan alliance-breaking behaviour

Fixed a number of issues that may lead to corrupted save games

Fixed a number of AI-recoverable lockup issues

Fixed number of AI/model positional inconsistencies

Some efficiency improvements

Fixed case where ninjas could end up standing on top of each other

Fixed issue with not being able to back out of a sally-out attack

Fixed issue with not being able to withdraw from an attack against an army that is standing very close to a castle (but not besieging) when the attacking army is inside that castle

Fixed various issues with agents remaining in castles or armies they shouldn't be in after creating a vassal or bribing an army or castle

Fixed AI lockup involving agents attempting to join a force that already contains three characters

Fixed not being able to issue an order to blockade a port when the cursor was over a navy inside that port

Fixed rare crash in recruitment system where armies could end up with the wrong unit leading the force

Fixed issue with being unable to issue orders to agents inside a castle

Improved recruit-to-general performance, especially when clan has a very large number of regions

Sabotage Building action now applies a varying amount of damage linked to the ninja´s skill

Fixed rare bug of a new Daimyo spawning a castle where a battle had just occurred, forcing the battle to be fought again

Fixed spawned Ashikaga clan armies appearing on top of Ninjas

Agents can no longer be recruited within besieged settlements

Reinstated missing realm-divide event-log entry

Fixed generals defecting to Wako or European Traders

Fixed issue with AI not correctly issuing Demoralise and Bribe orders

Fixed rare crash bug where merge-cursor would appear when the cursor was over a farm or special building, when the user had a navy with an agent onboard selected

Fixed night battles being able to exclude a human player from participating in a battle

Fixed lockup when carrying out a bribe action when another character is moving

Building Sabotage events now show region name

Fixed rare crash involving ambushers standing on top of each other

Fixed Generals enlisted statistic so it takes into account generals acquired via dilemmas

All newly recruited Geishas will be between 18 and 25 years of age

Agent options dialogue no longer appears if the target army is in the same clan but already contains the maximum number of agents

Removed gap in Agent Indicator flag on enemy army which signified Ninja presence

Fixed bribed armies not ending their siege

Fixed armies created via Incite Revolt appearing on top of the monk that incited the revolt

Fixed rare crash in matched animations on campaign map

Units

Removed passive ‘encourage friendly morale´ bonus from General´s units

Increased flanking morale-penalties

Changed casualty morale-penalties to be smaller at low casualty levels, and higher at large casualty levels

Reduced siege-unit accuracy

Increased detonation-radius on fire rockets

Inspire ability bonus to morale reduced to 10 from 12

Inspire ability bonus to accuracy reduced to 15 from 40

Inspire ability bonus to reload reduced from 50 to 20

Inspire ability bonus to melee attack reduced from 7 to 3

Rapid Volley reload-rate bonus reduced from 70 to 30

Whistling Arrow penalties to units reduced

Fixed Hattori Daimyo's portrait in campaign

Tweaked AI recruitment-priorities so more clan-specific units are recruited

Added in missing bridge map from Iwami province

Fixed errors with some Yari Ashigaru unit morale values, so clan specific versions now always have higher morale than generic versions

Multiplayer-specific fixes

--------------------------

Unit costs

Increased multiplayer costs of Cannon bune and Nihon Maru to 4000 and 5000

Morale for Warrior Monks reduced by 2

Naginata Warrior Monks melee attack reduced by 3

Bow Cavalry cost reduced to 650

Katana Cavalry cost reduced to 800

Yari Cavalry cost increased to 850

Fire Projecting Mangonels cost increased to 1500

Fire Rockets cost increased to 1800

European Cannons cost increased to 1500

Gameplay

14k is now the maximum fund bracket for matchmade battles

Reduced siege unit accuracy

Inspire ability bonus to morale reduced to 10 from 12

Inspire ability bonus to accuracy reduced to 15 from 40

Inspire ability bonus to reload reduced from 50 to 20

Inspire ability bonus to melee attack reduced from 7 to 3

Whistling Arrow penalties to units reduced

All siege maps: Defender has 60% of funds instead of 50%

General

Removed passive encourage friendly morale bonus from generals units

Increased flanking morale penalties

Changed casualty morale penalties to be smaller at low casualty levels and higher at large casualty levels

Increased detonation radius on fire rockets

Rapid volley reload rate bonus reduced from 70 to 30

Bugs

Alt-F4 problem fixed. When any player disconnects from a matchmade battle, they will accrue a loss regardless of whether they are the host, or not. The player disconnecting will also suffer a 5% penalty on their ELO rating. The player not disconnecting will receive a win. It is, however, possible that wins accrued in this way will not update correctly on the leaderboard and avatar stats. All other gains from the win do work (eg unlocking of units, clan points, ELO skill rating etc)

Enemy avatar customisations are now viewable in battle

Bug where team matchmade battles always use small funds has been fixed

Veteran unit speed upgrades are now working

The ‘Hold firm´ clan speciality has been fixed

The ‘Scares enemies´ clan speciality has been fixed

Bug where matchmade battles sometimes result in incorrect battle type has been fixed

Occasional soft lock in ‘opponent found, arranging battle´ has been fixed

Various fixes to the matchmaking system and networking code

Ability to delete hero units has been removed.

Ability to clone veteran units has been fixed

Bug where players randomly drop ELO points has been fixed

4 new multiplayer maps:

Aki

Hida Mountain

Flood Plains

Sanriku Ria

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Il est tout simplement énorme ce patch !

Mais bon au moins sa fait plaisir , sa montre que les développeurs pensent à bien corrigé les erreurs du jeu pour nous offrir quelque chose de qualité .

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  • 4 months later...

capsule_467x181.jpg

Il y a peu l'extension "Rise of the Samurai" est sorti. Je vous la conseille vivement. C'est une nouvelle campagne qui prend pour cadre la guerre du Genpei (400 ans avec le Sengoku Jidai).

En plus des unités logiquement différentes il y a pas mal de modification de gameplay. Tout d'abord la religion est remplacé par l'allégeance à l'un des trois grands clans, est cette allégeance redevient aussi important qu'était la religion dans Medieval 2: Total War, le Shogun est beaucoup moins présent, les arbres technologiques sont nouveaux. Il y a aussi de nouveaux agents, mon préféré étant le Junsatsushi, il permet de propager la culture du clan et à la capacité de corrompre les généraux et les villes adverse (avec un prix et un pourcentage de réussite variable selon le rapport de force, l'allégeance du territoire à corrompre).

En bref, pour 7€ ça vaut vraiment le coup (j'ai presque plus pris mon pied sur cette extension que sur la campagne d'origine). http://store.steampowered.com/app/34344/

total-war-shogun-2-the-rise-of-the-samurai-pc-1313092195-007.jpg

Edited by Tehnloss
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J'hésite à prendre ce DLC tout de suite. En ce moment je suis surtout sur RO:2 et d'autres jeux.

Tehnloss => Il y a un Shogun dans cette campagne? Tu dis qu'il est "moins présent" alors que je pensais qu'il n'y en avait pas du tout à cette époque (il y avait l'Empereur mais pas de Shogun). Et que c'est justement cette lutte entre les clans Taira et Minamoto qui avait mené à la création d'un "gouvernement samouraï" avec à sa tête le Shogun.

Mais je me trompe peut-être, ça fait longtemps que j'ai pas révisé mes classiques.

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  • 2 months later...
  • 3 months later...

=D J'ai fait de même. Je suis très content qu'il n'y ait plus le système de construction bridé par la production de riz de l'opus original.

La nouvelle utilisation de la marine est awesome. >]

Que du bon!

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  • 6 months later...

75% sur Shogun2.

Et surtout 75% sur Fall of the Samurai http://store.steampowered.com/app/201271/

Pas besoin du jeu original pour y jouer, je vous le conseille fortement. C'est le Total War le plus avancé chronologiquement (deuxième moitié du 19e siècle) gatling, ironclad, fusil à verrou et katana.

Three-Playable-Clans-Offered-as-Pre-Order-for-Total-War-Shogun-2-Fall-of-the-Samurai-5.jpg

(avec une faction Saga)

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