Total War: SHOGUN 2

Total War: SHOGUN 2

Slower, More Realistic Darthmod
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Def  [developer] 4 May, 2020 @ 8:46am
Updates and Change log
UPDATES:
  • 05/01/2020: Completely rebalanced ranged combat by giving archers and muskets more range, while making muskets tremendously more powerful at short range. Taking command of hills is more important now because of this. Combat slowed down by another 50%. Matchlocks are 4x slower to reload now, but deal absolutely tremendous damage when unloading at targets within 50 or so yards. A Matchlock Ashigaru unit firing at a Yari Samurai unit at that distance will take out at least 80 models. Past 200 yards, though, each volley will kill only around 5. More ranged combat rebalances: matchlocks have 275 range, and archers have 325.

  • 05/02/2020 Update #1: Big changes to melee combat. Shogun 2's rock-paper-scissors gameplay has now been squashed and flattened. I quartered the effective difference between melee skills and this has lead to some very interesting behaviors emerging. Units that tend to rely on alpha damage (especially the no-dachi samurai) during their charge can now find themselves losing in a prolonged melee against determined opponents. This means that your general's bodyguard will end up being slaughtered even amongst Bow Ashigaru if you leave them there exhausted for long enough. Also gave cavalry (especially yari cavalry) tremendous charge bonuses, and gave them the staying power to last in melee for longer. Rapid Advance now gives +10 to charge bonus instead of just +1. Veterancy turned out to be OP, so I reworked it to about half its original effectiveness.

  • 05/02/2020 Update #2: Small nerfs to cavalry. They were a bit OP.

  • 05/05/2020 Update #1: Buffed ranged units. Archers are theoretically no longer useless in field battles as they can now damage enemy units approaching your melee screen in a meaningful manner (hopefully, let me know). Matchlocks are also now able to liquidate units within point blank range, with 40+ models killed per volley of 100 guns. They're still bad at long range though, of course, just as all other ranged units. As a rule, they are terrible past 50% of their range. The extra range I gave them is so they can kill horsemen without being in danger of being charged all the time. Also buffed veterancy to +1 melee defense per level, and +1 melee attack per two levels.

  • 05/05/2020 Update #2: Reduced bow range from 325 meters (olympic longbow tier) to 220 meters (historically reasonable). Reduced matchlock range from 275 meters to 180. Increased fatigue requirements for "very tired" and halved fatigue gain from combat (note that it is still normal to see your guys tired after climbing a hill or spending 1 - 2 minutes in combat). Sped up combat by around 10%.

  • 05/06/2020: Ranged units are once again lethal within half of their range while still being majorly useless past 80% of it. A Bow Ashigaru or Samurai unit firing at a charging Yari Samurai unit will inflict 40 or so casualties until melee contact is made. Need opinions though. Also reduced most ammunition per unit from 32 shots to 24, given how lethal archers are again.

  • 05/09/2020 Update #1: Rebalanced ranged units. Again. This time giving love to matchlocks. Their reload rate has been cut by half (200% slower than vanilla instead of 400%) so they can slap archers back in ranged duels instead of being overwhelmed by their dps. Also reduced the charge bonus of Naginata Samurai from 20 to 13, because it was double the bonus Yari Samurai get. European cannons reload 30% slower.

  • 05/09/2020 Update #2: Initial Rise of the Samurai rework with most, if not all units, getting their stats changed. Tell me if I missed any. Also buffed Donderbuss Cavalry's melee stats to Samurai Standard™️.
Last edited by Def; 8 May, 2020 @ 11:51pm