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– Towers can now be ordered to fire at specific targets – Introduced option to auto-trigger abilities through right-clicking – Fixes for known multiplayer campaign desyncs The majority of these also apply to Shogun 2.
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– 22 brand new Land, Naval and Siege battle-maps Full patch notes – Battlefield load time improvement (approximately 30% dependent on machine spec) – Greatly reduced save-game file sizes (meaning reduced game save and load times) and full Steam Cloud support – Numerous Battle and Campaign AI improvements (see Battle and Campaign sections below) – 40v40 unit battles available via ‘control large armies’ option in Custom Battles and Multiplayer Headline additions – also available to Shogun 2 players As always, the patch will be auto-downloaded next time you start the Steam client: Total War Shogun 2: Fall of The Samurai – Patch Notes Awesome, right? Here is the complete changelog of this new update. Oh, and it greatly reduces save-game file sizes, while at the same time offers full Steam Cloud support.
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This patch comes with 40×40 unit battles support, 22 brand new Land, Naval and Siege battle-maps, numerous Battle and Campaign AI improvements, as well as improvements to both the AI turn-time and the Battlefield load time. Is that the case? If so it seems a shame that the two aren't detached, so you can face the most able AI without bonuses (or face a mid level AI with it having bonuses etc).SEGA and The Creative Assembly have released massive patch for their strategy games, Total War: SHOGUN 2 and Total War: SHOGUN 2 Fall of The Samurai. that at higher difficulty levels the AI is 'cleverer' but also has bonuses. One of the interviews with CA sounded like there's a play off between bonuses the player/AI gets and increased tactical challenge from the AI - i.e. by showing what looks to be a weak spot in a formation that turns out not to be due to hiding units etc (assuming units can hide in some circumstances).
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Since I haven't got the game, I can't comment really on whether that's met particularly well. In game terms, there's a balance to be had from taking the most strategically sound route all the time and having a varying challenge. It may not be something to do in a true 'defence' situation, but if the objective is say to stop an enemy passing through your lands, hiding on a hill whilst they walk past probably won't do too much.
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I think that, in certain battles at least, armies have surrendered the most defensible ground so that their opponents will actually fight.
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