Total War: SHOGUN 2

Total War: SHOGUN 2

Skirmish Line: Gameplay Overhaul (FotS)
Ergebnisse 1–10 von 14
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Update: 19. Sep. um 23:22

- Refined morale changes. Units will be more likely to rout from taking large amounts of damage in a small amount of time. Reduced morale for certain units. Units rally more quickly. Units require more morale damage to shatter completely. Subject to change.
- All units except artillery now frighten other units passively to varying degrees, at close range (60 meters). This is to reward those who are able to mass units at close quarters, while also punishing poorly thought out charges over open ground (as they will lose morale as they begin to charge). Subject to change.
- Charges that connect now last for 2 minutes, as opposed to 10 seconds, as to reward charges that are successful, especially against riflemen who did not counter-charge (or who counter-charged too late). The morale buff that is given as soon as the unit charges likewise lasts for 2 minutes.
- Cavalry is slightly buffed, generally being faster, and charging from a further distance (100 meters; pistol cavalry charges at 30 so as to allow them to shoot for longer) at a higher speed. Along with the morale changes, there is little change in the results between them and infantry (they tend to perform slightly worse charging head on), although good flanks are easier to do and are rewarded more. Subject to change.
- Reduced anti-cavalry melee bonuses for infantry. Square formation is unaffected.
- Misc. movement changes. Units accelerate and decelerate more slowly.
- Suppression fire now lasts for 2 minutes (although not the associated debuff), with an 8 minute recharge time. It now shoots slightly quicker but is slightly more inaccurate. Has very little effect on the firefight (but will cause the unit to burn their ammo more quickly), but aids greatly for facing enemy charges (particularly cavalry).
- The Hold Fire ability is slightly more accurate. It now no longer has a reload malus.
- Banzai now reduces the unit's charge and melee atk by 5. As morale is much more volatile and important, it requires some sort of nerf (although in most cases it will still be the good choice).
- Yari units no longer use their swords (it just kind of looks bad with how the Shogun 2 engine simulates combat). Yari kachi now use the longer jumonji yari.
- General's aura now is 200 meters in radius, as opposed to 75 meters, due to their vulnerability and the large width of the battle lines.

Update: 19. Sep. um 23:13

Update: 3. Apr. um 18:37

Update: 11. März um 17:32

Removed leftovers from testing.

Update: 28. Dez. 2024 um 6:00

Buffed melee attack of Red, White, and Black Bear Infantry to 8 from 6 and charge bonus to 18 from 15.

Update: 24. Dez. 2024 um 1:12

I tried to fix the units wandering. So far, my testing has shown great improvements, but I will have to see more.

Update: 23. Dez. 2024 um 8:48

Update: 22. Dez. 2024 um 14:54

- Changed some uniforms to be more to my liking. Note: if you do not like the uniforms, you can and should download PFM or RPFM and remove the uniforms.
- Retouched morale changes. Units should rally twice as quickly, and not shatter as much.

Update: 20. Dez. 2024 um 1:32

Update: 20. Dez. 2024 um 1:23

- Implemented morale changes (easier to break, particularly when lots of casualties happen in a short time; this is to buff breechloaders against melee infantry charging, but it should not change the firefight very much; on the other hand, units are harder to shatter; this is subject to change).
- Fixed carbine and imperial guard cavalry animations (they now use their katanas as katanas when on foot).
- Buffed suppression fire, removed it from Tosa riflemen and Gatling guns.
- Removed kneel fire from US Marines; this was an unintended mistake as I had originally intended them to be fighting in close order.
- Morale buffs from experience are nerfed. This is again to benefit the breechloaders, who rely on slowly racking up kills as opposed to the "shock" of charges or close order formations.