Shogun 2 - inklusive DirectX-11-Support. Shogun 2 - DirectX-11-Patch angek. In der ersten Maiwoche verThis 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. Sega hat heute noch einmal publik gemacht, dass Patch 2 f Total War: Shogun 2 DirectX 11 Patch Released News > General 20:50 May 9th, 2011. Total War SHOGUN 2 DirectX 11 Benchmark. Finally the DirectX 11 patch is out for Total War SHOGUN 2 so I've uploaded a nice video that includes the new. 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. This new patch update for the game weights more than 2GB in size and carries much anticipated DX 11 and. Shogun 2 DirectX 11 Patch available now. Shogun 2: Total War : Shogun 2 Direct X 11 and Bug Fixes. There's an enormous amount of fixes in the patch. 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 6. Fixed issue where the Total War camera sometimes snaps downwards when switching the camera type and/or starting a transition. 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 7. 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 3. D 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 . 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 . 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 1. 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 . 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.
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