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Patch 2 - OUT NOW - Full changelist

CraigTWCraigTW Lead Community Manager, The Creative AssemblyDat Horsham doePosts: 1,144Moderators, Administrators, CA Staff Mods, CA Staff, Tools Admin, Cakes!, SuperAdmin, Community Team
edited December 2011 in The Archive
Hi everyone,

Patch 2 is almost upon us! We previously said we’d release this in the first week of May, but we’ll now be introducing a tiny delay. Don’t worry though, it’s only until Monday.

We’re exercising a bit of caution in not releasing over the weekend in order to get in as much test time as possible. There’s an enormous amount of fixes in the patch (see below!), and If we release it on a Friday and something goes wrong, we won’t be able to react as quickly over the weekend. The extra testing time will help to make sure we achieve a silky smooth release.

The team has been working really hard, and we know you’ve been waiting, so as a way of saying thank you for your patience, we’ve also sneaked in four brand-new free maps.

We're including:

Aki
akir.png

Flood plains
floodplains.png

Hida mountain
hidamountains.png

Sanriku Ria

sanrikuria.png

This update will also bring you DirectX11, anti-aliasing support, and a whole caboodle of fixes covering all sorts, from the campaign map to AI behaviour and multiplayer balancing. There’s a lot in there, and we want to get it right!

Happy conquering,

The Creative Assembly.
***

Additions

DirectX 11 support, including:

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

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

Bug fixes

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 (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

ADDITIONAL UPDATED INFO BELOW

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

ADDITIONAL AI INFO

Reinforcements:

We’ve made steps towards solving the complications that reinforcements introduce into the battle. Reinforcements now try their best to join siege assaulters. In some cases when the assaulters are all inside the castle they may not reach them correctly. This is still being worked on and should be fixed in a future patch. For now, the amount of AI stalling should be greatly reduced.

The team have also fixed an issue where bow cavalry get stuck outside castle walls.

Bonus extras

4 new multiplayer maps:

• Aki
• Hida Mountain
• Flood Plains
• Sanriku Ria
Post edited by CraigTW on
«13456722

Comments

  • HurlbagHurlbag Junior Member Posts: 2Registered Users
    edited May 2011
    First!.. couldn't resist (sorry :rolleyes:)

    Glad to see the gigantic list of bugfixes, can't wait for DX11! the new maps look pretty awesome too.
  • tal07801tal07801 Junior Member Posts: 2Registered Users
    edited May 2011
    It's amazing, it was worth the wait.
    Thanks CA
  • -DS-empire-DS-empire Senior Member Posts: 189Registered Users
    edited May 2011
    As long as it comes monday i'm perfectly happy with it, it seems it will be a huge but super patch =)

    It took me some time to read almost all of the fixes and bugs!! very nicelly done CA & finally .. dx11 and AA AND lots and lots of fixes! =)

    Just one question: Can be I looked over it but is there a fix for the Desync regarding CO OP campaing?

    Thanks!
  • GrudgeNLGrudgeNL Senior Member Posts: 7,082Registered Users, Cakes!
    edited May 2011
    XD Hell yeah! Awesome Job CA! Freaking awesome job!

    All the haters should commit seppuku now =D in shogun 2
    Grudge's Mods
    Total War: Karling - Coming soon...-ish
    Grudge's Total War: Attila - Sassanid UI skin here on the Steam Workshop
  • DusanDusan Member Posts: 68Registered Users
    edited May 2011
    Good work,now one more thing to do about 3 types of castle")
  • ShinyShiny Member Posts: 56Registered Users
    edited May 2011
    Nice. But seems like heroes still can't get recruited again, after deleting :(
  • admiral_trompadmiral_tromp Senior Member Posts: 554Registered Users
    edited May 2011
    well done, grudge I suggest to use the haters as spear ashigaru, then they can be of some use for my katana
    the die is cast
    Gaius Julius Caesar
    prepare to fight - for, evidently you have found peace intolerable
    Publius Cornelius Scipio Africanus Major
    your councils be long, your doings be slow, consider the end
    Marcus Junius Brutus Caepio
    moreover, I advise that Carthage should be destroyed
    Cato the Elder
    Proud to be part of Arcani
  • pauliox1pauliox1 Junior Member Posts: 15Registered Users
    edited May 2011
    That is one enormous list of fixes! And the maps will be massively appreciated, they look gorgeous. Can not wait!
  • RTKAbuRTKAbu Senior Member Posts: 1,349Registered Users
    edited May 2011
    Maybe i overlooked it, i didnt saw the solution for the alt-f4 problem in multiplayer, can someone confort me and say i just mislooked it? Or the whole 22k problem?

    I see many good fixes, although its unclear if some are only for single or also for multiplayer, keep up the good work and adding stuff, however, if i am not wrong, and the alt-f4 problem isnt fixed, this multiplayer, the ladder system, the clan competition and the whole multiplayer in general cant be saved anymore, then multiplayer is officialy over for me.
  • DragooonDragooon Junior Member Posts: 17Registered Users
    edited May 2011
    What about reinforcing armies in sieges?
  • twack3rtwack3r Junior Member Posts: 23Registered Users
    edited May 2011
    Well done!

    Off for a long weekend break with the missus, will get stuck in come tuesday.

    Thanks CA, I have to say it was worth the wait!
  • Sun TzuSun Tzu Senior Member EnglandPosts: 646Registered Users
    edited May 2011
    2 things I havent seen -

    1. 22k funded games. Are they still going to be that much? Are lvl10s still going to have to fight at such a ridiculous fund level?

    2. Changes to the clan comp? How are we suppose to beat these mamouth clans?

    Are these changes in there? I did scan read. Maybe I missed it. I hope to God I have, because these are two of the biggest things that needed changing.
    "True wisdom is knowing you know nothing."
  • Marshall NeyMarshall Ney Senior Member Posts: 261Registered Users
    edited May 2011
    I didn't see any Matchmade battle bug fixes??? getting 3v3 Naval when u asked for a 2v2 land? geting siege instead of land??
    missteam setting up in matchmade battles where it thinks its 3v1???
    Fix "Invalid army setup" for wounded vetsin team battles, and "ur army setup is alerady selected", and an invalid army setup for no reason at all???

    thanks for the other things though, but as long as the system is all bugged up I am not bothering with the game... Hope ur next patch will do what had to be done for 2 months now
    -DigitalMGB-

    GeForce GTX 570

    Intel Core i5-2320 CPU @3.00 GHz

    4 GB RAM
  • GabaGaba Junior Member Posts: 2Registered Users
    edited May 2011
    Dragooon wrote: »
    What about reinforcing armies in sieges?

    yeah, what about it?!
  • snake23snake23 Member Posts: 49Registered Users
    edited May 2011
    Dragooon wrote: »
    What about reinforcing armies in sieges?

    like to know that too. is the most annoying bug for me. if it's not fixed it's just not good enough CA


    Edit. if i dont get an answer for this TODAY!!! you've lost yet another customer. for the next tw titel
  • TripHammer.TripHammer. Junior Member Posts: 2Registered Users
    edited May 2011
    i'll see it to believe it....
  • P.TZP.TZ Junior Member Posts: 24Registered Users
    edited May 2011
    Craig, about the reinforcement armies having idle AI upon entering the battle? ....any bug fix refers to that?
  • SuicideBomberSuicideBomber Member Posts: 61Registered Users
    edited May 2011
    Not a word about alf+F4. thus, multoiplayer will remain dead.So no point to continue playing.
  • Magyar KhanMagyar Khan Senior Member Posts: 470Registered Users
    edited May 2011
    where are the multiplayer fixes?

    lol this is a ninja sp patch


    like cloning? liek all other hosting problems we have....

    classic modes same baner colours if both sides take same clan and so on come on guys we need an mp patch
    Although you, my enemy, move fast, my Mongol arrow will get you at last!
  • RazgrizXRazgrizX Junior Member Posts: 11Registered Users
    edited May 2011
    Wow, that's A LOT of them!!
    They will make my Shogun 2 A LOT BETTER Too!

    Thanks CA, and keep up the good work!!!
  • L'Ost de MalpesteL'Ost de Malpeste Senior Member Posts: 121Registered Users
    edited May 2011
    CraigTW wrote: »
    4 new multiplayer maps:
    • Aki
    • Hida Mountain
    • Flood Plains
    • Sanriku Ria
    Can't wait to test these.

    Too bad you didn't change the 22k for level 10 to something more reasonable, like 19k :
    5k (+5 from 0), 10k (+5 from 5), 14k (+4 from 10), 22k (+8 from 14)
    => +8 makes too much.
  • GrudgeNLGrudgeNL Senior Member Posts: 7,082Registered Users, Cakes!
    edited May 2011
    Seriously ? Some of you guys... Give them a break. Do you even realize how long they've worked for this HUGE patch?
    Maybe it's time that even the complainers show some respect towards CA before asking questions.

    Seriously. Not even a 'thank you CA' or 'Good Job CA' before asking the questions ? I feel bad. They do their best and probably had some crunch time, yet a lot of people are not even going to show their appreciation and just complain even more.

    An Utter Shameful display from some forum members

    Again, amazing job CA on the Patch. Hugely appericiated!!
    Grudge's Mods
    Total War: Karling - Coming soon...-ish
    Grudge's Total War: Attila - Sassanid UI skin here on the Steam Workshop
  • PrismaaPrismaa Junior Member Posts: 9Registered Users
    edited May 2011
    Sigh, i was waiting for coop fixes for so much, oh well i let shogun 2 dust in corner for some more then untill they fixes coop, and yes im happy to see they been working on hard for this patch.
  • Feros1Feros1 Member Posts: 65Registered Users
    edited May 2011
    AWESOME News! Congratulations to the team!
  • RTKAbuRTKAbu Senior Member Posts: 1,349Registered Users
    edited May 2011
    Grudge, if i buy a car i hope my car will get some tires from the start, here, the tires come aa month later so it can finally drive, the multiplayer was a mess at start, and is still, many leavers, MM is bugged as hell, this game was released to early, and now you ask critical people who still love this game even after the ETW debacle and the stw2 start to even give them some praise. The fact that we are critical shows we still love this game, but that doesnt mean they did a 'good' job, releasing a bugged game..... Infact, i dont even see the fixes multiplayer really needs to start working, a alt-f4 final fix, and a 22k fix.
  • SuicideBomberSuicideBomber Member Posts: 61Registered Users
    edited May 2011
    I'm a multiplayer user, and for me this patch is utterly useless. Alf+F4 is pandemic, each and every one in upper levels are abusing it and cheating. Cloned veterans, artillery domination, camping - nothing is solved. If you think increased cost can solve the problem, well, you'll see what will happen.
  • snake23snake23 Member Posts: 49Registered Users
    edited May 2011
    What about those of us who don't play mp. what do we get?

    or is it official know. the TW series is mp first sp second.

    I'm just so freaking disappointed. this patch is huge yes. but why not split it up in much smaller pieces. like most other games. isn't that the whole point of steam?

    anyway. guess I'm just gonna have to find another sp heavy game. because this seems like a lost cause.
  • GrudgeNLGrudgeNL Senior Member Posts: 7,082Registered Users, Cakes!
    edited May 2011
    RTKAbu wrote: »
    Grudge, if i buy a car i hope my car will get some tires from the start, here, the tires come aa month later so it can finally drive, the multiplayer was a mess at start, and is still, many leavers, MM is bugged as hell, this game was released to early, and now you ask critical people who still love this game even after the ETW debacle and the stw2 start to even give them some praise. The fact that we are critical shows we still love this game, but that doesnt mean they did a 'good' job, releasing a bugged game..... Infact, i dont even see the fixes multiplayer really needs to start working, a alt-f4 final fix, and a 22k fix.

    RTK, A car has nothing to do with this. In fact, a CAr without tires can't ride, but shogun2 is working since Day 1.
    You really think you deserve a patch on your specific points after bashing all over on CA ? Patient people that show some respect and leave a 'Good Job' deserve patches.

    What you are writing isn't being critical. This is just 'finding a way just to bash in on CA once again'

    @ snake. Half the fixes are Singleplayer.
    Grudge's Mods
    Total War: Karling - Coming soon...-ish
    Grudge's Total War: Attila - Sassanid UI skin here on the Steam Workshop
  • oOIYovoYIOo oOIYovoYIOo Banned Posts: 275Banned Users
    edited May 2011
    Good news .
    Now,nothing about the second consecutive day that all ranks arent working ....
    [PORTABLE-ID]ooiyovoyioo[/PORTABLE-ID]
  • digitalmysticdigitalmystic Member Posts: 61Registered Users
    edited May 2011
    abandoning newly started Mori Campaign and waiting for patch with breath held :)
«13456722
This discussion has been closed.