
(This was particularly evident at the end of the pre-battle cinematic)
Fixed issue where the Total War camera sometimes snaps downwards when switching the camera type and/or starting a transition. New weather gameplay effects added: Fog now causes a range penalty to all missile units, and causes non-commanding units to be hidden at a distance of 600m or more, even if they are out of cover. This corrects errors in the reporting of a unit's tooltip win/loss state, and also fixes some issues in the unit morale calculations that use this status information Improved the calculation of unit combat status. Allows for fine-tuning of morale calculations separately for single-player humans, multiplayer humans and AI armies Adjustments to morale calculations, dependent on who is in control of an army and in what context. Pre-battle speeches now distinguish between multiple causes of the gates being forced open at the start of the battle.
Projectile camera remains stationary at the projectile's terminus to allow the player to see the results Artillery engine crew now trigger the projectile camera when their engine fires.
Improved first-person camera and projectile camera: time dilation effect is now relative to projectile speed. Fixed bug in tracking-camera caused by restricted camera behaviour activated by Legendary difficulty mode. Armies sharing the same deployment zone are no longer deployed on top of each other by default. Grass and scrub no longer gets in the way of the camera during pre-battle speeches. Updated pre-battle speeches to take greater advantage of available situational information. AI experience levels now fully derived from combat (the AI experience boosting mechanism has been removed). Per-unit-type threshold multiplier introduced that scales the thresholds to compensate for differences in the damage output of different unit types. Experience system revision: experience-level thresholds rebalanced to allow for faster overall level-progression. Fix to rare crash when placing mines in naval battles. Order to burn down a building now finishes if the building is destroyed by other means. In naval replays, some ships' flags were appearing in the wrong colours, now fixed. Fix for men staying at the bottom of the walls when they are attacked whilst climbing. Ship banners are now appearing correctly in replays. Fix for drop-in ambushes not starting if the player under ambush presses 'Start Battle' first. Adjustment to AI to make it more difficult for the AI to use cavalry against spearmen. Fix for crash in battlefield zone cursor intersection. Capture buildings cache if the building was captured from held before telling the Aide de camp. Fixed bug with looping transition animation due to move orders with invalid path locations being spammed by the squad repeatedly. Fixed entities floating outside castle wall when they get knocked down or knocked flying while climbing off the top of walls. Change to how victory types are assigned so that Heroic victories are a bit rarer (they're the most common now) and decisive / close are more common. Legendary force achievable in single player. Fixed triggers for the Elusive Strikeforce and Inspiring Counterattack achievements. Fix for battlefield dominance being awarded to both players. Slight changes to the intercept for igniting buildings. Fixed firing-arc overlay for blinding grenades to show minimum range. General fixes (includes single player and multiplayer fixes) Up close to the camera rocky terrain surfaces are visibly more detailed and realistic. Tessellated and normal-mapped rocks and rocky-terrain surfaces (requires Shader Model 5 support). With Shader Model 5.0 depth-of-field is accelerated with a Compute Shader, offering very high quality depth-of-field. With Shader Model 4.0 & Shader Model 4.1 you will see enhanced depth-of-field with a dedicated pixel/vertex shader pipeline. Shader Model 5 cards will support 2x, 4x, and 8x MSAA Shader Model 4.1 cards will support 2x, 4x MSAA.
TOTAL WAR SHOGUN 2 SKIDROW NO DIRECTX 11 FULL
The DirectX11 pipeline supports Full screen multi-sampled anti-aliasing at 2x,4x & 8x resolutions. Requires Shader Model 4.1 or Shader Model 5 support, not available on Shader Model 4.0.
The DirectX11 pipeline supports very high quality shadow maps, giving softer shadows with significantly less aliasing compared to DirectX 9.