Total War: SHOGUN 2

Total War: SHOGUN 2

MoSS With Optionals
The Engineer Weierstrass  [developer] 1 Dec, 2018 @ 7:54am
Changelog
Changes V51
-Easier to recruit monks for uesugi.
-Changes in required resources for monks troops.
-Wako troops size corrected.
-Solved issues with administration costs and manteinance.

Changes V50
-All characters skills tree have been totally changed. All of them follow different paterns so feel free to mess around them and get your favourite combo.
-I also have changed the turns for research making it slightly longer, specially mid lenght techs.

Feedback is always welcome

I would like to work around rebels and different battle generals next time (no promises)
The update is save game compatible. Your characters will lose their skills sadly.


Changes v49
-General skill tree revamped. The new skill tree allow different focuses like full tactic, full strategy, ranged combat, melee combat, and so on. The idea is to give flexibility and more interesting options.
It might need some balancing so please inform me if you want to improve something.

I know it's an small update but has been requested several times. I'll keep investigating the limits of agents effects so i can provide better skills for them. But so far it's quite limited.
Other that that i would like to include some variants to generals in combat (naginata, bow, etc)

Changes v48
-Added 3 new units. Portuguese Blunderbuss, Portuguese Lance Cavalry and Blunderbuss Wako
-Wako have more moralle now
-Wako are really cheap but cost lot to mantain
-Wako have higher melee stats
-Wako katana carries 2 grenades
-Changes to Portuguese recruitment. Otomo no longer require naban for all submod

Changes V47
-Info card for units added (this is only visible when you recruit just one unit).
-Fixed some paths that could no be crossed
-Ashikaga no longer display massive province values
-Revamped ship recruitment
-Nanbu agent icon fixed (showed Oda)
-Unstuck starting army for an Ai clan

This should be save game compatible (tested). Just tell me if you have issues
If you want to keep old version here is the link (just in case your save is not compatible)
https://drive.google.com/open?id=1nex3ARbWjvw91HOeNvq9ZGWHyNnJfvEk


Changes V46
-Small changes around balance and fixes
-Added historical castles Azuchi, Iwamura, Kumamoto, Odarawa
-SoTS castles available (Thanks to Sorinel1991)

Changes V45
-Katana Ki early recruitment
-Fletcher and powder taller bonus fixed
-Samurai armour bonus fixed
-Turns requited to recuirt fixed
-Ai recruiment tendency increased towards veterans
-Reduced required provinces to win (new campaign)

IMPORTANT!!!! I had to change a lot of unit inner coding. Some units will transforms to others.
WHAT I REALLY NEED!! is you to report any bug as i mass edited this in a rush so i might have forgot something.

Changes V44
>>Highlight<<
-Rebalanced the prices and turns required to build and recruit. Overall it’s easier to recruit and maintain a large army while investing in buildings is more serious. The campaign develop wide faster with less early campaign hardships.
-The AI now is more aggressive and will send more interesting armies to attack you.
>>CAMPAING<<
-Fixed some campaign map choke points
-Locked some historical castles with a tech (date trigger wont work)
-Geisha re skinned to Kunoichi
-Changed price and agents limits
-Satake bonuses added
-Clan bonuses now display in campaign selection
-Effects UI size reduced (Some texts were reduced so it take less space)
-Fixed some text issues
>>BATTLE<<
-Trumpet sounds fixed
-Climbing damage reduced
-Minor map fixes

Changelog vault

Changes V43:
This one is a quite important update were you wont see much changes in content but should impact in gameplay.
I reduced the resources required for some buildings and also improved AI.
-Rebuilt regions borders. Now you get influence and trade only for true neighbours. This will make easier to understand were you get extra unrest. Also this fix issues with trade routes.
-Fixed issues with naval trade. Some trade routes were wrongly placed.
-FIXED AI TRADE SHIP RECRUITMENT. Now AI recruit and will use trade ships to get the nodes!!
-Improvements on how the AI build. Now they should be building smarter. I'll keep working on this one.
-Fixes around some buildings effects that were misplaced.
-Shimazu gets a lumbercamp now! Be happy.

Note that you will need a new campaign to play this update. I'll place a link for all back up files. I'll delete older back files as well, so you need to download them manually and place them in the games data folder.

Changes v42:
NEW CLANS PLAYABLE: Imagawa, Miyoshi, Mogami, Satake
Castles should no longer block the armies in the campaign map (if happens please report it)
Blocked armies from game start unlocked
Added Sound fix made by Izzi. Cannon sound killer should no longer be required
Campaign start for some clans is easier as a temporal effect reduce upkeep
Class from Mogami/Date to the north are inmune to winter
Fixes in some castles
Minor fixes here and there

Changes v41:
Nerf economy for late game:
-Admin cost is higher
-Bulding and tech bonuses like building cost, unit upkeep, growth, replenishment, etc are lower reaching late game.
-Food production lowered
-Food consuption for last tier buildings increased from 1 to 2
-Unrest is higher
-Taxes levels other than minimal have more negative effect in happiness and unrest. But affect a bit less growth.
-Conversion and happines from buildings lowered. Also some half point were added. Shogun count points when they are above half. So 1.3 means 1, 1.5 means 2, -0,75 means -1.
Overall those are the changes.

Changes v40
Overcrowding was not scaling with towns. Each leved had to give a bonus that stack. Now is fixed. Currently mannaging town happiness might be to easy so i'll check balance in next version.
Cotton and fields prices were swaped
Logistic HQ limited to 1
Armour blacksmither resource required changed.
Ikko ikki temple faction wide effects fixed.
Town guard cap reduced to 2 from 4.
Double flag for shimazu teppo samurai deleted.
Stable bonuses for cav should work fine now.
Small changed to coastal and hilly plane castles.

Changes v39
//Campaign
Ikko Ikki should no longer produce their own troops if their provinces rebel (not tested)
Chosokabe extra range bonus was not working. Now they get +20 accuarcy
Increased slot unlocking price just in case (do not affect game play, once you get the town it should be aroun 100 koku)
Shimazu's Generals age corrected
No longer toodler generals (got an Unicef ultimatum about it)
Nerfed building melee and armour bonuses for camps and crafters.
Stables food consuption reduced to 0/1/2 per level
Fixes around Naban Quarter building (200 export and +3 cap)
Now castles cost money to mantain instead of giving.
Changed resource order for docs, first iron then stone
Sengoku and Seki bune at harbour
Increased AI tendency to develop naval tech and docs
//Units
Nerfed samurai bonuses
Corrected xp for lvl 8 veterancy of land units
Monks buffed (around 2 def and changes in weird stuff, like yari being more powerfull than naginata)
Nerfed nagamaki units
Nerfed heroes (around -2 armour)
Buffed veteran samurai (around +1 def)
//Combat
Land units speed abilities reduced from +33% to +20%
Reduced foot units velocity spreed
Increased foot units walking speed
Reduced a bit foot units running speed overall (slowler ones are faster now)
Reduced charge speed
//Other
Some txt fix

Changes v38
hilly plane swaped to mountain 02
New hilly plane
Bullets can penetrate fortwall
-Palisade 60%
-Wood 40%
-Stone 20%
Changes to make Major clans last longer
Deleted agressive AI submod
Added no realm divide submod

Changes v37
Merry Christmas or whatever you celebrate.
Improved AI. Should be more agressive, note that Ai submod block this changes. Until i recheck that one it's recommended to not use it.
Major clans should have better changes tu survive now.
Improved naval AI, specially trade nodes usage.
A wrongly placed metsuke for Tokugawa has been eliminated.
Ninja Hero should be available for Rokkaku as unique unit.
Yari ashigaru sashimono added.

Changes v36
-Tea fields icon changed (was wrong)
-Fixed some duplicated building names
-Fixed some building effects
-Locked leased land, if you have one delete it.
-Reduced admin cost logaritmic base (admin cost should be higher now)
-Nihon Maru and Otaka Bune up. Nihon Maru cost a lot unless you own Kyoto.

Changes v35 (fixed):
IF SOMETHING SEEMS STRANGE PLEASE TELL.
-Slot System Changed to reduced loading time. Now are vanilla like loading times.
You will notice that free slots now are really expensive, upgrade your town to unlock them.
-You now need Kyoto to win as Otomo
-Saint and Heroes units were blocked in campaign even with that submod. Now they should work with the submod.
-Teppo mori officer weapon replaced as it was a teppo.
-Flags removed for heroes for a future reskin
Last edited by The Engineer Weierstrass; 30 Apr, 2020 @ 7:54am
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Showing 1-12 of 12 comments
oscarrrrrr 6 Dec, 2018 @ 4:29am 
I have one question. Why the experience of the army will drop after each turn? Is that what it suppose to be?
The Engineer Weierstrass  [developer] 6 Dec, 2018 @ 4:53am 
Originally posted by HHW@HK:
I have one question. Why the experience of the army will drop after each turn? Is that what it suppose to be?
That has been always like that. Specially if you get heavy losses. How to change the rate of that drop? No idea. I noticed it might be a little high but if i do not find the table i canno do much about it.
oscarrrrrr 6 Dec, 2018 @ 10:05pm 
So dose it mean that my army have to keep fighting in order to maintain their ranks
Dunestyler 8 Mar, 2020 @ 3:20pm 
can you increase the viability of cav?
at the time this plays, cav was basically unbeatable, except for by a highly professional army, or specifically arranged army (like teppo behind fortifications).
as it is now, cavalry is countered by the basic units anyone has on the field, which makes it close to useless.

in turn for more use out of the unit, it must of course cost a lot more.
Lufian 29 Nov, 2020 @ 8:20am 
I am trying to figure out why banners of factions have squares instead of the symbol of their faction
hello! is the mod dead at this point?
The Engineer Weierstrass  [developer] 31 May, 2023 @ 9:23am 
Hey dead sounds quite sad, dont speak that way about my son. Let say is a well polished product in it's final form.
Jokes aside. Is there smth important to report?
Dunestyler 31 May, 2023 @ 9:58am 
Originally posted by Engineer Weierstrass:
Hey dead sounds quite sad, dont speak that way about my son. Let say is a well polished product in it's final form.
Jokes aside. Is there smth important to report?
my friend AdVictoriamCustodes is currently reworking the FotS version.
that aside, we worked on making cav stronger (especially in melee) and battles longer a while ago.
The Engineer Weierstrass  [developer] 31 May, 2023 @ 10:07am 
Nice! Idk if there goes a question after that?
Ad Nelson 6 Jun, 2023 @ 2:21pm 
Hey, Weierstrass!
"We meet again, at last. The circle is now complete. When I first saw mod of yours... You was just great modder the Weierstrass. Now, you are the Engineer" (с)

Jokes aside, thank you for this great mod, for your time and skill investments in this project! It has been for 5 years nearly, that i enjoy your great project. It soooooo deep, replayable and fun... Thank you.

It keeps me engaged and playing even at my darkest hours ))

It is one of the greatest modes in Total war community. And i just can't find right words to say how thankfull i am to you for such many happy hours in this project. And for assertive, vigilant attention for MOS during this years :CrossedBlades:

Best luck to you :3
Last edited by Ad Nelson; 6 Jun, 2023 @ 2:22pm
The Engineer Weierstrass  [developer] 7 Jun, 2023 @ 5:04am 
Thank you very much Nelson. Really appreciate this type of feedback as it really took lot of effort!
C_Fear 13 Jun, 2023 @ 7:09pm 
I'm not sure where to put some bug-reporting feedback, but I encountered a few good ones today.

Here's the mod load order
mod moss_extra_replenishment_2_(adds-up).pack;
mod moss_must_clans_original_pick_only_one.pack;
mod moss_must_database.pack;
mod moss_must_files_1.pack;
mod moss_must_files_2.pack;
mod moss_must_files_3.pack;
mod moss_must_files_4.pack;

One of the recent patches seems to have broken the AI pathfinding in this mod, most noticeably in siege battles.
Just now I've fought a siege at Inabayama Castle, defending against a Saito force 2x bigger than my own.
Every single enemy unit got stuck climbing the walls, standing on the parapet, refusing to engage my units or move. They also seemed to have a lot of trouble finding a spot to climb on.
While slightly amusing, it seemed to make the siege battle extremely trivial.
That's when I noticed my units weren't fighting either. There was a lot of screaming, but no movements.
In addition, someone from a general bodyguard unit got stuck inside an enemy formation and they refused to kill him, forcing that bodyguard to run back to that cluster 20 times before that single cavalryman got unstuck. Normally he'd be dead in 5 seconds.
It's as if the individual enemy units couldn't lock on to him for an attack.

An issue that may be related; in another campaign before this, with the most recent patch, I got a CTD at a random spot at one of the Saijoshi (i think that's who they are, the green guys) castles on the western half of Shikoku.
All I did was move an army to siege the castle, realise I couldn't fight it, retreat, and then try to move a second army in supporting position next to it.
It was so bad that this even corrupted the campaign save and the autosave from a turn before.

I hope this helps.
This mod and your FOTS mod are fantastic and really enhance the immersion, the replayability and the entertainment, I love them and would hate to see the patches break them forever.
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