Total War: SHOGUN 2

Total War: SHOGUN 2

Longer Land Battles Mod
Showing 11-20 of 33 entries
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Update: 24 Feb, 2021 @ 3:18pm

v16

-Minor tweaks to combat data:
-Increased rate of fire for defender when in "last stand" situations (because accuracy was already reduced).
-Cut incendiary chance of fire arrows in naval combat by 50%.
-Removed the attacker melee bonus from naval boarding.
-Reduced the defender melee bonus from naval boarding (the idea being that defender would have a bonus, but neither having too much bonus, so that combat is somewhat similar to land fighting rather than being on overdrive.
-Added a slight misfire % chance for flint locks.
-Added a small melee bonus for bayonets.
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v16a
-Reduced ship repair rate to 50%.
-Added a small ship ramming damage randomizer value.

Update: 22 Feb, 2021 @ 2:39am

v15

-Added a 50% dud rate to thrown torches, to cut their effectiveness in half, and also to simulate that making fire and throwing it (with a torch) during combat is not an easy thing to do, and often they might go out while it flies through the air, or may not be properly lit quickly enough.

Update: 12 Feb, 2021 @ 4:21am

v14

-Adjusted the thrown torches (the things that infantry throw at wooden objects like gates) so that they are no longer laser-beam accurate, and take longer to ignite the target.
-Adjusted thrown torches so that rain has an effect on them.

Update: 11 Feb, 2021 @ 3:34pm

v13

-Adjusted the base morale for armies in battle to be slightly lower again. The level is "just right" to allow for staying power, but still also allowing for units to break and run.

Update: 10 Feb, 2021 @ 12:57am

v12

-Adjusted the base battle-morale of both side's armies to be 1/2 of what this mod boosted it to be before. Originally the base morale was boosted a bit to help make the battles last longer and to avoid the situations where an army would quickly run away (especially in the Rise of the Samurai campaign where armies are extremely fragile).

However, the morale bonus this mod originally provided was a bit too high, so this is now 50% of what it was before. The result should be that armies should stick around a fight longer, but units will still break and run once they suffer heavy casualties (except in the "last stand" cases in castle battles!).

Update: 4 Feb, 2021 @ 10:08pm

Synchronization update. Actual update is below.

Update: 3 Feb, 2021 @ 10:23pm

v12

-Slightly adjusted the front, side and rear combat multipliers and a few divisors to help with battle length.
(Version 8 of database)

Update: 27 May, 2020 @ 8:24pm

v11

-Slightly lowered ashigaru wall climbing fall chance from 0.08 to 0.06.

Update: 3 Aug, 2018 @ 3:37pm

v10

-Further refined battlefield terrain movement modifiers.

Update: 3 Aug, 2018 @ 3:18pm

v9

-Adjusted battlefield terrain data so that restricted terrain provides more of penalty to movement speed, and beneficial terrain (like roads) provide more of a bonus. This is done to make the terrain a more important element in battle.