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http://store.steampowered.com/news/5433
Product Update - Valve
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
ò Advanced Shadows
ò Support for MSAA 2x,4x,8x.
ò Enhanced Depth of Field
ò Tessellation Support
ò 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)
ò Fixed firing-arc overlay for blinding grenades to show minimum range
ò Slight changes to the intercept for igniting buildings
ò Fix for battlefield dominance being awarded to both players
ò Fixed triggers for the Elusive Strikeforce and Inspiring Counterattack achievements
ò Legendary force achievable in single player
ò Fix for stacking effects
ò Ninja hiding tweaks
ò 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
ò Fixed entities floating outside castle wall when they get knocked down or knocked flying while climbing >>
off the top of walls
ò Fixed bug with looping transition animation due to move orders with invalid path locations being spammed >>
by the squad repeatedly
ò Capture buildings cache if the building was captured from held before telling the Aide de camp
ò Improved torch caching
ò Fix for crash in battlefield zone cursor intersection
ò Adjustment to AI to make it more difficult for the AI to use cavalry against spearmen
ò Fix for drop-in ambushes not starting if the player under ambush presses 'Start Battle' first
ò Ship banners are now appearing correctly in replays
ò Fix for men staying at the bottom of the walls when they are attacked whilst climbing
ò In naval replays, some shipsÆ flags were appearing in the wrong colours, now fixed
ò Order to burn down a building now finishes if the building is destroyed by other means
ò Fix to rare crash when placing mines in naval battles
ò 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).
ò Updated pre-battle speeches to take greater advantage of available situational information
ò Grass and scrub no longer gets in the way of the camera during pre-battle speeches
ò Armies sharing the same deployment zone are no longer deployed on top of each other by default
ò Fixed bug in tracking-camera caused by restricted camera behaviour activated by Legendary difficulty mode
ò 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
ò Pre-battle speeches now distinguish between multiple causes of the gates being forced open at the start >>
of the battle
ò 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
ò 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
ò 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
ò 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)
ò Fixed issue in reinforcements system that allows multiple armies to feed more units into one army than >>
is allowed on the battlefield
ò 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
ò Fixed issue that allowed siege defenders in æfight to the deathÆ mode to continue fighting in the end >>
phase of battle after their fort was successfully captured by the attacking force
ò Pre-battle speeches are now disabled in custom battles if the player does not field a General
ò 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
ò Fixed crash bug resulting from construction of an RTS camera with specified position
ò Fixed crash bug that could sometimes occur when the FPS camera's context-entity died
ò Cinematic camera movement speed is no longer height-relative. This allows for greater control and >>
adjustment of camera positions in the cinematic editor
ò Fixed flaw in unit logic that could cause a crash in the multiplayer lobby when interacting with a >>
veteran unit that has zero men.
ò Pre-battle speeches now allow for minor clans to be playable.

Naval combat
ò Fixed intercepting with surrendered ships
ò Fixed ships getting stuck on the edge of the battlefield
ò Fixed sail-configuration not fully working when using speed-up
ò Fixed enemy naval mines being visible in deployment
ò Hull-damage indicators now consistent across campaign and naval battles

Audio
ò Audio rebalancing
ò Added projectile injury sounds
ò Added special ability UI sounds
ò Added new unit melee sounds (male/female units, swords/spears, mixed)
ò UI sound when unit ordered to climb wall
ò Naval mines trigger launch sound
ò Front-end seasonal sounds to match scene
ò Fixed problem with music not playing on custom battle screen
ò Music volume now defaults to 75%
ò Fixed rare issue with sounds not triggering after extended gameplay
ò Separate sounds for female units
ò Added reverb for distance sounds
ò Fix for host being able to hear UI sounds for units that have been gifted to another player
ò Fixed move-UI sound being played instead of attack-UI sound when choosing artillery bombardment location
ò Added new sound when buildings selected in campaign map
ò Aide de camp now supported during pre-battle speech

User interface
ò Fix for some effect-bundle tooltips being cut off
ò Fixed finance summary profit totals
ò Fixed radar map image not updating when new clan discovered, and fixed rebel-owned region tooltip
ò Fixed front-end camera transition
ò Fixed mpc win movies showing same faction for both allies
ò Fixed radar flee- icon crash bug
ò Changed public-order display on finance panel to show current factors (rather than predicted)
ò Re-enabled slider for mission-event text
ò Fix to block co-op tax exemption exploit
ò Fixed assassination-movie location bug with garrisoned generals
ò Fixed bribe/move options panel text
ò Fixed mpc multi-turn move diplomacy panel exploit
ò Added extra update for diplomacy 3D model view
ò Fixed avatar snapshot uploading so that it only occurs when avatar changes
ò Made regions with imminent rebellion flash red on public order maps
ò Changed æbecome shogunÆ event message into a movie popup
ò Mousing-over factions in diplomatic relations now previews faction details
ò Fixed avatars with bow-skill not loading customised model into battles
ò Added display of convalescing characters into radar list
ò Fixed agent options crash bug
ò Customised avatar of opposing player in MP battles now loading correctly
ò Fix for saving replays in results screen
ò Battle-regroup flag now has tooltip and is shown on radar
ò Fix for cards getting stuck to cursor
ò Enabled right-click on multiplayer units to show encyclopedia
ò Made selected cards more recognisable
ò Minor chat fixes and polish
ò Fixed toggling of group-behaviour
ò Text input improvements
ò Added timer to special-ability buttons to display cooldown in minutes/seconds when mousing over
ò Morale and charge bonus icons now show correct images on unit-information panel, and now show in campaign
ò Weather/Waiting panel in battle now gives details on effects current weather will have on battle
ò Added extra guarding for accessing model to prevent potential crashes
ò Modified drag-out behaviour so if user holds CTRL while dragging out units, they will walk to destination

Battle camera
ò 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)
ò Sekigahara and Okehazama historic battle in-game cutscenes are now skippable
ò Heat haze in Nagashino historic battle reduced

Campaign map
ò Katana cavalry is no longer immune to attrition
ò Wako trade ships upkeep cost reduced (to match other trade ships)
ò Various fixes in general's retainers
ò Increased chance of critical success for successful actions
ò Slightly increased the value of resources not traded away
ò Changed general skill æstrategistÆ to award the movement extension instantly (not just in the >>
beginning of a new turn)
ò Fixed issue where rebellion in regions could happen without prior warning of unrest
ò Fixed issue where rebellion could happen in region on the turn after it was captured
ò Finances map now shows regions that will rebel next turn as flashing. Tax-exempt regions with negative >>
public-order value also flash
ò Movement-distance display now updated when skills applied
ò Random first-level art picked for research in first turn if researching nothing
ò Accuracy mod bonus applied correctly
ò Fix for issue where double-click on character skills could make skill points get lost
ò Added preferences variable to control campaign-camera edge-scroll delay
ò Re-added ætrade route raidedÆ messages
ò Fixed navies being deregistered from trade nodes when the commander dies
ò Trade-route raiding now updates when war declared
ò Fixed predicted number of turns for replenishment
ò Fixed issue that wouldn't always allow navy-merging very close to trade nodes.
ò Fixed rare lockup with agent acting against garrisoned settlement
ò Fixed Namban trade port not updating number of available trade routes correctly
ò Fixed path-finding state bug which could leave armies unable to move for a turn.
ò Fixed inability to disembark army from navy in port which is under blockade.
ò Fixed negative bonus-value modifiers for looting
ò Fixed instance of trade route removal not cancelling existing raids
ò Fixed rare disembark-at-port problem
ò Reordered code on becoming Shogun to prevent inappropriate messages being issued
ò In Diplomacy, probability of acceptance is now reported as high for gifts
ò Fixed crash in family-system after adopting uncle back into family
ò Workaround for bad path-finding data in starting position
ò 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
ò 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
ò Agents will no longer play multi-turn action animations if the player cannot afford the action
ò Autoresolve battle visual fix: army cannot drop to zero soldiers before the last round
ò Night battle support for pending battle power-bar. Will update if night battle is selected (and if >>
the UI queries the value again)
ò Autoresolver will destroy or capture ships that are too weak to be used in battle
ò Repairing a ship in a port no longer invalidates its hull panel information.
ò Fixed a glow under the shroud when a castle is under siege
ò Kyoto has an additional defence bonus in the autoresolver
ò Improved defensive behaviour of single-region clans when building up forces to attack
ò Improved force conglomeration when pulling in defensive forces from distant regions
ò Fixed Bribe and Demoralise action-usage
ò Fixed naval-repair behaviour
ò Fixed minor clan alliance-breaking behaviour
ò Fixed a number of issues that may lead to corrupted save games
ò Fixed a number of AI-recoverable lockup issues
ò Fixed number of AI/model positional inconsistencies
ò Some efficiency improvements
ò Fixed case where ninjas could end up standing on top of each other
ò Fixed issue with not being able to back out of a sally-out attack
ò 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
ò 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
ò Fixed AI lockup involving agents attempting to join a force that already contains three characters
ò Fixed not being able to issue an order to blockade a port when the cursor was over a navy inside that port
ò Fixed rare crash in recruitment system where armies could end up with the wrong unit leading the force
ò Fixed issue with being unable to issue orders to agents inside a castle
ò Improved recruit-to-general performance, especially when clan has a very large number of regions
ò Sabotage Building action now applies a varying amount of damage linked to the ninjaÆs skill
ò Fixed rare bug of a new Daimyo spawning a castle where a battle had just occurred, forcing the battle >>
to be fought again
ò Fixed spawned Ashikaga clan armies appearing on top of Ninjas
ò Agents can no longer be recruited within besieged settlements
ò Reinstated missing realm-divide event-log entry
ò Fixed generals defecting to Wako or European Traders
ò Fixed issue with AI not correctly issuing Demoralise and Bribe orders
ò 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
ò Fixed night battles being able to exclude a human player from participating in a battle
ò Fixed lockup when carrying out a bribe action when another character is moving
ò Building Sabotage events now show region name
ò Fixed rare crash involving ambushers standing on top of each other
ò Fixed Generals enlisted statistic so it takes into account generals acquired via dilemmas
ò All newly recruited Geishas will be between 18 and 25 years of age
ò Agent options dialogue no longer appears if the target army is in the same clan but already contains >>
the maximum number of agents
ò Removed gap in Agent Indicator flag on enemy army which signified Ninja presence
ò Fixed bribed armies not ending their siege
ò Fixed armies created via Incite Revolt appearing on top of the monk that incited the revolt
ò Fixed rare crash in matched animations on campaign map

Units
ò Removed passive æencourage friendly moraleÆ bonus from GeneralÆs units
ò Increased flanking morale-penalties
ò Changed casualty morale-penalties to be smaller at low casualty levels, and higher at large casualty levels
ò Reduced siege-unit accuracy
ò Increased detonation-radius on fire rockets
ò Inspire ability bonus to morale reduced to 10 from 12
ò Inspire ability bonus to accuracy reduced to 15 from 40
ò Inspire ability bonus to reload reduced from 50 to 20
ò Inspire ability bonus to melee attack reduced from 7 to 3
ò Rapid Volley reload-rate bonus reduced from 70 to 30
ò Whistling Arrow penalties to units reduced
ò Fixed Hattori Daimyo's portrait in campaign
ò Tweaked AI recruitment-priorities so more clan-specific units are recruited
ò Added in missing bridge map from Iwami province
ò 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
ò Increased multiplayer costs of Cannon bune and Nihon Maru to 4000 and 5000
ò Morale for Warrior Monks reduced by 2
ò Naginata Warrior Monks melee attack reduced by 3
ò Bow Cavalry cost reduced to 650
ò Katana Cavalry cost reduced to 800
ò Yari Cavalry cost increased to 850
ò Fire Projecting Mangonels cost increased to 1500
ò Fire Rockets cost increased to 1800
ò European Cannons cost increased to 1500

Gameplay
ò 14k is now the maximum fund bracket for matchmade battles
ò Reduced siege unit accuracy
ò Inspire ability bonus to morale reduced to 10 from 12
ò Inspire ability bonus to accuracy reduced to 15 from 40
ò Inspire ability bonus to reload reduced from 50 to 20
ò Inspire ability bonus to melee attack reduced from 7 to 3
ò Whistling Arrow penalties to units reduced
ò All siege maps: Defender has 60% of funds instead of 50%

General
ò Removed passive encourage friendly morale bonus from generals units
ò Increased flanking morale penalties
ò Changed casualty morale penalties to be smaller at low casualty levels and higher at large casualty levels
ò Increased detonation radius on fire rockets
ò Rapid volley reload rate bonus reduced from 70 to 30

Bugs
ò 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)
ò Enemy avatar customisations are now viewable in battle
ò Bug where team matchmade battles always use small funds has been fixed
ò Veteran unit speed upgrades are now working
ò The æHold firmÆ clan speciality has been fixed
ò The æScares enemiesÆ clan speciality has been fixed
ò Bug where matchmade battles sometimes result in incorrect battle type has been fixed
ò Occasional soft lock in æopponent found, arranging battleÆ has been fixed
ò Various fixes to the matchmaking system and networking code
ò Ability to delete hero units has been removed.
ò Ability to clone veteran units has been fixed
ò Bug where players randomly drop ELO points has been fixed

4 new multiplayer maps:
ò Aki
ò Hida Mountain
ò Flood Plains
ò Sanriku Ria


This NFO File was rendered by NFOmation.net

http://store.steampowered.com/news/5433
Product Update - Valve
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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