Total War: SHOGUN 2

Total War: SHOGUN 2

Field Command: Sengoku
Se afișează 1-10 din 39 intrări
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Actualizare: 5 iul. 2024 @ 8:32

- Ikko Ikki sword ashigaru renamed "Ikko Ikki Armed Mob", with reduced recruitment cost and upkeep
- Resolved start date bug and instant "Heir comes of age" event from turn 1
- Realm Divide starts at -2 relations with all clans per turn, ticking down -2 per turn. By the time RD occurs, half of the country will be at war with the other half due to other modifications to diplomatic relation variables. This is both historically accurate and removes the, frankly, bullshit vanilla RD mechanic that is blatantly anti player and uninteresting.

Actualizare: 3 iul. 2024 @ 9:56

- Reduced all non-Yari Samurai dynamic caps to better represent historical Yari preference
- Slight increase to Katana Samurai melee attack, unit mass, charge speed, charge bonus and armour values, offset by major decrease in melee defence (this should see Katana units do well on impact, but exponentially lose their ability to defend themselves as they tire)
- Renamed "Katana Samurai". They are now called "Kenshi Samurai" to better represent the fact that samurai formations did not go into battle with just their swords. However, there will have been a select few formations where the Katana was the preferred weapon. These samurai would have been considered to be "kenshi", master swordsmen (or follower of Kendo - the way of the sword). With lower non Yari samurai caps, I think this adds a nice bit of flavour
- Renamed "Gumi" to "Kumi". Kumi better represents the pronunciation of the word in Japanese, although Gumi is not incorrect either
- Renamed "Sodaisho" to "Taisho", to better represent that there may be more than one general unit in the same army. Sodaisho implies they are the overarching general, which looks silly when there are multiple in the same army
- Significantly increased all Yari unit melee defence (including ashigaru)
- Greatly increased naval unit maintenance
- Greatly increased cost + maintenance of firebomb naval units
- Removed fire rocket units (ahistorical and unbalanced)
- All factions now have access to Tanegashima (heavy gunners), not just Shimazu

Actualizare: 25 iun. 2024 @ 10:40

- Increased projectile collision radius and projectile models for Tangashima units (in vanilla these are known as heavy gunners) - projectiles behave and look like grapeshot
- New Tanegashima firing fx (heat distortion + more smoke)
- Tanegashima range increase +50 from 100 to 150
- Removed dynamic hatamoto caps (aka hero caps) from tier 4 buildings to prevent hatamoto cheese
- Increased yumi kumi projectile damage (all arrows now cause equal damage, only that ashigaru kumi are far less trained thereby dealing fewer kills)
- Increased samurai teppo projectile collision radius and accuracy to better reflect their elite training and propensity to hit target
- All matchlock troops run a fraction faster than other troops to increase maneuverability in key phases of battle
- Rapid volley special ability removed from all teppo units

Actualizare: 23 iun. 2024 @ 9:04

- Increased Mori naval unit campaign action points (max distance travelled per unit per turn)
- Change to Yari ashigaru unit cap modifiers from farm and road buildings
- As per above, Farms => Old value was -1 per tier, new value is -0.5 per tier
- As per above, Roads => Old value went up in increments of 0.5. New values go up in increments of 1, starting at +2 cap on lowest tier, instead of +1 cap

Actualizare: 22 iun. 2024 @ 1:55

- Balanced Chu Kiba-tai units in line with other cavalry changes
- Balanced recruitment prices for cavalry
- Created resource requirements for mangonels and nodachi units

Actualizare: 21 iun. 2024 @ 14:30

Daikyu unit spacing adjustment to match that of other bow units. Previously Daikyu spacing was too tight, akin to melee infantry.

Actualizare: 4 iun. 2024 @ 11:10

Issue with table nomenclature resulting in my fixes regarding rebels being too strong being ignored by the game. This has been resolved.

Actualizare: 2 iun. 2024 @ 8:15

Lowered hero unit dynamic unit cap modifiers. Previously the bonus was +1 per legendary building which could be easily abused. Now +0.5 per legendary building. Also shifted hero cav units from cav_cap to hero_cap to prevent abusing cav caps on hero cav units.

Actualizare: 2 iun. 2024 @ 8:09

Fixed strange glitch where blood mist would shoot at 2000 mph in the direction of the wind. Typo while coding, probably.

Actualizare: 2 iun. 2024 @ 2:45

At long last, I was able to figure out how to remove blood mist animations fx from arrow impacts, while keeping them for musketball impacts. You'd think it'd be straightforward but CA spaghetti code and incorrect naming conventions make modding fx incredibly tricky. Classic CA.

TL;DR - arrow impacts no longer trigger blood mist anims