Pored vizuelnih poboljšanja, zakrpa donosi i gomilu ispravki i bolji balans jedinica, a tu su i četiri nove mapa za multiplayer okršaje – Aki, Flood Plains, Hida Mountain i Sanriku Ria.
Ispod pogledajte ogromnu listu onoga što (druga po redu) zakrpa donisi.
Direct X 11
Advanced Shadows – The DirectX11 pipeline supports very high quality shadow maps, giving softer shadows with significantly less aliasing compared to DirectX 9.
Support for MSAA 2x,4x,8x – Requires Shader Model 4.1 or Shader Model 5 support, not available on Shader Model 4.0.
The DirectX11 pipeline supports Full screen multi-sampled anti-aliasing at 2x,4x & 8x resolutions. Shader Model 4.1 cards will support 2x, 4x MSAA. Shader Model 5 cards will support 2x, 4x, and 8x MSAA
Enhanced Depth of Field – With Shader Model 4.0 & Shader Model 4.1 you will see enhanced depth-of-field with a dedicated pixel/vertex shader pipeline. With Shader Model 5.0 depth-of-field is accelerated with a Compute Shader, offering very high quality depth-of-field.
Tessellation Support – Tessellated and normal-mapped rocks and rocky-terrain surfaces (requires Shader Model 5 support). Up close to the camera rocky terrain surfaces are visibly more detailed and realistic.
Anti-aliasing support
General fixes (includes single player and multiplayer fixes)
Tweak on Alt-F4 fix
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 (some singleplayer, some multiplayer)
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
Increased multiplayer costs of Cannon Bune and Nihon Maru to 4000 and 5000
Morale for multiplayer Warrior Monks reduced by 2
Multiplayer Naginata Warrior Monks melee attack reduced by 3
Bow Cavalry multiplayer cost reduced to 650
Katana Cavalry multiplayer cost reduced to 800
Yari Cavalry multiplayer cost increased to 850
Fire Projecting Mangonels multiplayer cost increased to 1500
Fire Rockets multiplayer cost increased to 1800
European Cannons cost increased to 1500
Izvor: Joystiq