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PostPosted: Wed Aug 17, 2011 1:46 am    Post subject: Reply with quote
The Sengoku Facebook Page is running a haiku contest until this Sunday (the 21st):

"Competition-Write a haiku that includes the words ninja, shogun, daimyo or sengoku. We’ll hand out 5 copies of Crusader Kings Complete to the haiku’s we like the most in this thread. Competition running until Sunday."

You need to enter your haiku in the appropriate Facebook thread on the Sengoku page.
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PostPosted: Fri Aug 19, 2011 9:12 am    Post subject: Reply with quote
This week, the Sengoku Developer's Diary focuses on Plots:



"Today we will introduce you to plots. Plots are a way to covertly coordinate diplomatic actions between both players and the AI.

Playing as a vassal you have two potential plots at your disposal. The first is to break free and form your own clan. This one mirrors a diplomatic option to do the same, but with the added bonus that all internal backers of the plot will follow you into your new clan as your vassals, and any external backers will go to war with your old clan, should the clan leader dispute your independence.

The other plot is to usurp the clan leader title. This one is only available if you belong to the ruling dynasty of the clan. Should you succeed with this plot you will send a message to your clan leader with two options. Either to willfully step down and hand over the title to you, or fight you in a civil war.

Once you have started to plot, a decision will become available that list the requirements for actually resolving the plot. The plots may have additional requirements, but all of them demand a certain level of plot power. This is basically a ratio of armed forces between you and your backers and the target. Once you have invited enough backers to reach the required plot power strength, you can resolve the plot by taking the decision. The timing of when you take this final step is of course important and up to you as the leader of the plot...

Click image for larger version Name: sengoku_plots.jpg Views: 111 Size: 2.14 MB ID: 39141

As a clan leader you can plot to attack another neighboring clan. This is a very nice option to have, especially if you plan on attacking a bigger clan than yourself. By finding others who might be interested in the same goal you can together make sure that you have the necessary power to back up the attack. These might even involve vassals of your target as long as they're not of the same dynasty. To be able to resolve the plot you need to first declare war on your target, but once this is done you don't have to call in your fellow plotters. You can decide to not do it at all, or to wait until the time suits you.

Once you do this however, all backers are called in at the same time, and any backers within the clan of your target switches side to you. The plot is however only an agreement between you and your backers of who to attack, and that the attack is coordinated, not that you are in an alliance or that you in any way have agreed to how the spoils of war will be divided among you. So be aware of who you invite, because as in many other cases in this game, the riches falls to whoever takes it... "
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PostPosted: Tue Aug 23, 2011 5:03 am    Post subject: Reply with quote
Check out the Sengoku "Meet the Team" trailer that introduces you to the Project Lead, Programmer, and Historical Researcher along with showing gameplay examples.

You can also see the Sengoku 2011 Gamescom gameplay trailer.
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PostPosted: Fri Aug 26, 2011 1:38 am    Post subject: Reply with quote
Sengoku's Which sengoku warrior are you? Quiz

Not surprisingly, I was Tokugawa Ieyasu.
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PostPosted: Fri Aug 26, 2011 1:00 pm    Post subject: Reply with quote
Next Friday we'll be kicking off our 'Sengoku' trivia contest where you can win copies of the game, and we'll also be running an interview with the game's development team.

This week's Sengoku Developer's Diary features warfare:



"For those who have played Europa Universalis III, combat will look familiar. The terrain of the battleground is picked from one of the terrain types available in the province. The more of the province a certain terrain type cover, the higher the chance of that terrain being picked. Each terrain type comes with a penalty towards the attacker, the worst being impassable mountains. Crossing a river when entering into battle gives an additional negative effect as well as the large negative effect you get when crossing a strait. Since there are no ships in Sengoku, this large penalty represents the difficulty of doing a naval landing and going straight into battle. This can be quite nasty to attack across, so holding and fortifying provinces at a strait can be a very effective strategy.

There are however some new features and changes in Sengoku. One of them is that the battlefield can have different combat width depending on terrain. So while a large army can use its full advantage in plains or in farmlands, it will be much harder to realize that potential in a narrow mountain pass where only a handful of its units can participate at any moment. This will give a small but qualitative army a better chance to withstand a large army of inferior quality.

There are three unit types in Sengoku: samurai cavalry, ashigaru spearmen, and arquebusiers. The last one only becomes available later in the game after westerners have arrived and brought the technology of manufacturing arquebuses with them. This can happen sometime after 1520, usually in the 1530's or 1540's. Once a province has gotten western technology, you can construct a gun manufactory that produces a number of these arquebuses each month. Once you have 250 of these saved up you can recruit a retinue unit. These units are weak during a battles shock phase, but to counter that they have a few useful abilities. A battle always start with a fire phase and during this first fire phase arquebusiers deliver a volley of double effect. After that, if you have enough cavalry and infantry to cover them, they withdraw to the protection of the second rank.

Once back in the front rank they are, as said above, vulnerable in the shock phase, but can still fire at normal rate during the fire phase. One plus is that they, like cavalry, can attack not only the unit in front of them but also the ones to the side, which makes them somewhat useful in flanking a numerically inferior enemy.

To augment your personal retinue you can call up the levies from your and your vassals' provinces. But it is you as clan leader who pays for keeping them raised, and war is never cheap... If you as clan leader slip below zero gold, all sorts of bad things will start happening. The first thing that happens is that the maximum morale for the clan's units is lowered. For all units. Even those that belong to the vassals. Losing money when already in the negative will also increase the revolt risk in the clan's provinces. Again, this means even in the vassals' provinces. The vassals themselves will of course not be very happy about this and will get a negative opinion against the clan leader. This in turn leads to the clan leader being weaker when compared to any potential plotters which means that internal plots like breaking free or usurping the clan leader title are more likely to succeed..."
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PostPosted: Fri Sep 02, 2011 8:34 am    Post subject: Reply with quote
Go HERE to check out the SA's interview with the Sengoku development team.
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PostPosted: Tue Sep 06, 2011 5:39 am    Post subject: Reply with quote
Here's a video walkthrough of the early part of Sengoku, which will also teach you several tricks on your way to becoming a treacherous samurai bastard Laughing .
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PostPosted: Fri Sep 09, 2011 6:24 am    Post subject: Reply with quote
The newest Sengoku developers diary features the Ikko-ikki (feel free to skip over the Wikipedia article excerpt, which is loaded up with errors):

"Todays subject will be rebels. And not just any rebels but...


Ikko-ikki


"Ikko-ikki were mobs of peasant farmers, Buddhist monks, Shinto priests and local nobles, who rose up against samurai rule in 15th to 16th century Japan. 1488 brought the first major organized uprising, when they overthrew the samurai rulers of Kaga Province, and took control of it for themselves. This represented the first time in Japanese history that a group of commoners ruled a province.

Towards the end of the 16th century, however, their growing numbers and strength caught the attention and concern of the great samurai leaders of the time. Tokugawa Ieyasu defeated the Ikko-ikki of Mikawa in the Battle of Azukizaka in 1564...



...and the stronghold Hongan-ji came under siege from the forces of Oda Nobunaga in 1576, but managed to hold out for eleven years, making this the longest siege in Japanese history. At the time of the surrender, the entire temple complex was set aflame. According to some sources, this was done from within, to deny Nobunaga any true material gains from having defeated the Ikko-ikki."

From the Wikipedia article on Ikko-ikki.

So how then is all of this represented within the game Sengoku? After 1480 Ikko-ikki revolts may happen in in provinces with high revolt risk or that belongs to rulers who are at war or have very low honor. Unlike normal rebels the Ikko-ikki will spawn in much greater number and be a bit harder to beat in battle. But what really sets them apart is what happens if they manage to siege down and take control over a kori (province). The Ikko-ikki might decide to make the kori a stronghold, which means that they will build up the infrastructure, especially the castle, making it much harder to recapture from them. And if you think that this will be a handy way to improve one of your koris before taking it back, forget it. Because just like Nobunaga, you will see all their improvements go up in flames when you defeat them...

A stronghold will also start to add more troops over time, which means the longer you wait to deal with them, the stronger they will get. The Ikko-ikkis establishing a stronghold also means trouble for neighboring koris, as the Stronghold will try to spread its influence and take political control over the whole kuni (a number of provinces under a daimyo title) by spawning new rebellions around them. So before you laugh too hard about your annoying neighbor getting a visit from 15,000 angry Ikko-ikki rebels, make sure you don't owe any kori in the same kuni... And to make things worse, once western influence has spread to a kori controlled by the Ikko-ikki they will build gun manufactories and start to arm themselves with arquebuses...

There is no formal requirement to beat down these Ikko-ikki risings to be able to claim the Shogun title, but personally I wouldn't be able to call myself Shogun with pride unless this rebel scum has been dealt with!

This is the last developer diary for Sengoku as the game is released now on Tuesday the 13th. I hope you have enjoyed reading them as much as we have enjoyed writing them. Stay tuned though as we might do some shorter feature-of-the-day posts in the coming days."
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PostPosted: Mon Sep 12, 2011 1:37 am    Post subject: Reply with quote
If you'd like to give the game a spin for free, you can download the demo here. You can play the first 15 years with all features activated (except save, load, and multiplayer) as two southern clans (the Ouchi and Shoni, I believe).
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PostPosted: Tue Sep 13, 2011 12:11 am    Post subject: Reply with quote
The finished game is available now on Gamersgate. Steam will have it on September 16th and that's also when the boxed retail version goes on sale. Full details on where to get the game are HERE.

The release trailer.
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PostPosted: Wed Sep 14, 2011 4:39 am    Post subject: Reply with quote
Aside from the SA's own contest, Paradox is giving away two copies of the game over at the Crusader Kings II Facebook Page. Look for this post and enter your answer there:


"While waiting for Crusader Kings II you now got the chance to win a copy of our latest release Sengoku, developed by the same dev team. All you have to do to participate in this contest is to write a comment on what tactics you will use to become Shogun and why. We will randomly choose 2 winners who will get a copy of the game. What are you waiting for? Tell us your best tactics Smile "
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PostPosted: Sat Sep 17, 2011 4:46 am    Post subject: Reply with quote
This week's Developer's Diary focus on post-game improvements and patches.

"Sengoku - Development Diary #15 - Post Release

Hi everyone, and welcome back to another development diary of Sengoku. Now you.. go 'HOLD ON, isn't the game released??'. Well, that does not mean that development of the game has stopped.

We are firm believers in supporting our games long past release, and have been doing this for over a decade now. Sengoku is no different in that regard, and we aim to continue with this for a fair while.

What is new though, is that we want to make this a bit more transparent to you, our customers. So we will do regular updates on what has been done since the last update and show a bit of it.

Since Sengoku was released in perhaps the best state we've ever released a game, the amount of bugs have been rather low, which means that the programmers can focus a bit more on improving things and/or adding new features.

In the days since the release, we've been reading the forums constantly and looking at the comments you been giving us, and worked on things to alleviate the problems you've experienced. We are now working on a patch which we aim to submit to QA within 3 weeks.

There are alot of comments on bugs around here on which have been fixed for the patch, so I won't go into detail here, but I'll highlight some of the new features that will come in the patch.

First of all, we have added a legacy graphics mode that use less memory and only require shader model 2.0.

Secondly, our coders changed so that the best bonus from your spouse(s) is picked, not just the latest or first wife's bonus, so you can keep picking better wifes.

Thirdly, we've added graphical icons to diplomatic offers and to the bride finder so that you can easily see if someone will accept an offer or not.

Finally, in this weeks development, we've improved the plotting interface quite a lot. Besides having the icons for showing if anyone want to join in the regular diplomatic interface, we also added a "find plotters" button, which opens up a list of all characters that can join the plot, with icons indicating what they think, and a tooltip detailing how they came to that conclusion.

We have several great ideas for next week, but we will not tell you what will be in, until it is actually in the game. So keep playing Sengoku, get your friends to buy it, and give us constructive feedback here, and we'll keep on updating and polishing the game to even greater heights."
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PostPosted: Fri Sep 23, 2011 8:27 am    Post subject: Reply with quote
More on the post-release development:

"Welcome back, to another update, in the second week of Sengoku, for more information on what we are doing for the 1.02 patch. The Sengoku team has been rather busy last week, looking at what needs to be fixed and what needs to be enhanced.

Its great to see so many people enjoying the game, and its motivating for the team to hear polite and constructive input on how to improve it further. We guess that with another week of development on this, and we can deploy the patch to QA to make it ready for release.

First of all, one of the major comments on Sengoku has been that it felt a bit shallow on events, and that you wanted more interaction with your characters. So far, we've added in two event-series, with the first one focusing on more things happening with the Portugese and the Dutch as they arrive in the Land of the Rising Sun. Some provinces will get tradeposts in them, giving you certain benefits, while causing some relation strains with others. The second event series is about how you raise your sons. You will now be able to pick the education direction of your sons at the age of 10, and then they will end up with an education trait at the age of 16. During that time period, they may get some events that may boost their abilities in that path.

Secondly, we looked into the mod forum, to see what kind of ideas the community has, and one of the things we've implemented so far is the impassable mountains. I have to personally admit that it was a true *facepalm* moment when I saw the thread and though, "why didn't we think of it?". Then again, our community is great and there are a lot of ideas that you come up with. This concept is something which will increase the playability of the game, with provinces becoming chokepoints, and was not hard to implement. We also changed how borders are drawn, so that the impassable areas are more visible.

Thirdly, we realise that for an update, you need to get improvements from the AI. This week the coders have spent some time on making sure that the AI has become much better at plotting, to band together and take down the big threats. So the mid and endgame should be a tad bit more of a challenge.

Also, when patching, its not just adding and improving features, its also about changing design, when the customers are united in disliking how a feature works. One thing we've noticed you disliked a lot, is the cancellations of projects when a Master dies. In 1.2 this will no longer happen, but will just stall until you get a new master assigned to the project.

Finally, when making a patch, its about fixing any bugs reported that is reproducable. Three of them that stand out in the changelogs, and I wish to highlight here are the following.. The long load times when resigning and reloading, characters getting the same ambition multiple times in their life and the thing that slayed too many characters before the age of 40. All of these ugly bugs have been slayed and eradicated from the Sengoku codebase. Of course other bugs have been fixed as well

We still have a few major things planned for the 1.02 patch, and hope to tell you more about it in next weeks update. Please remember that we will never announce anything for a patch that has not been fully implemented or fixed yet.

Keep playing Sengoku, get your friends to buy it, and give us constructive feedback here, and we'll keep on updating and polishing the game to even greater heights. "
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PostPosted: Sat Sep 24, 2011 7:54 am    Post subject: Reply with quote
The SA's review of the finished game.
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PostPosted: Sat Sep 24, 2011 7:58 am    Post subject: Reply with quote
If anyone is interested in buying the downloadable edition, please pick it up at amazon.com via this link, the S-A will get credit for your purchase:

http://amzn.to/pkIDMH


Thanks!
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PostPosted: Sat Sep 24, 2011 8:03 am    Post subject: Reply with quote
Good idea-I'll update the blog with that.
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PostPosted: Fri Sep 30, 2011 1:58 am    Post subject: Reply with quote
The third post release developer's diary:

"Hello everybody, and welcome back to the post release development diary series. This is the third and final chapter of the 1.2 patch. We are putting it into QA now, and aim to have it out next week, if the stars are aligned right.

Thank you all for your feedback, and we hope that you will enjoy the game even more after we release this patch.

This week have seen quite alot of development of new features and interface improvements. I'll just mention several them briefly in todays diary.

First of all, we added a new alert for when you have unmarried childs of your leader in your court. Which should help also alerts clickable.

Secondly, we also added a back button on the character screen which lets you get back to previous character, for quite alot of selections.

We talked earlier this week about the addition of a 1551 starting date, so for more details, go HERE.

Last week saw a few event series, and this week we added a fairly important one. An event series where your vassals and courtiers will ask for titles, and you can promise them stuff. Just make sure you live up to your promises.

Sometimes its not easy to see who is who when you try to select them for a ninja assassination or determening clan heir, or just giving a title to them. Now we've added some more detail to the character selection view, so you can see who is a son, daughter, heir or has a job.

If you want to change the names of your armies, then that will also be possible in the 1.2 patch.

Speaking of armies, when you conquering, you often spend a lot of time just giving out titles, so this was something we needed to streamline. There is now a "grant" button on each province of your demesne, where you can quickly select who to give that province to.

Its not just interface, scenarios and events. We have added a new diplomatic option, where you can transfer any of your direct vassals to become vassal of another of your direct vassals. This should help you organise your clan quite a bit better.

We also rebalanced honor for the endgame, with two changes impacting it. First of all, the cost of declaring war is relative to the size comparison between your clans, so that beating small ones is not deemed honorable. Also giving out titles when you are a big clan does not net as much honor as when you are small.


Its not just been adding new features and improving the interface thats been done in the last week, we've also fixed bugs, with the 3 most noticeable ones, being the following. 1) Not being able to win when conquering entire Japan, 2) difficulty option not having a real effect, and 3) provinces ending up without any owners. Those are now eradicated from the game."
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PostPosted: Thu Oct 06, 2011 12:12 am    Post subject: Reply with quote
The first Sengoku patch (1.2) has been released, and it's MASSIVE! Hard to believe it was put together in two weeks. You can get the patch by opening the launcher for Sengoku and clicking on "Check For Update". Here's what's changed (along with the earlier 1.01 Patch)...


====================================================================
= Changes to 1.01 to 1.02
====================================================================

*******************************************
* New Features
*******************************************
- Added Impassable Mountains, with borders around them on the map.
- Implemented a new starting point, a 1551 startup.
- Added possibility to transfer vassals.
- Added in possibility of determening education for your sons as they start becoming of age, which is as they reach the age of 10. At age 16 they will get their education trait, while there are possible events happening during their growing up
- Added another event series for tradeposts from Portugese and Dutch, and the interaction with them.


*******************************************
* AI
*******************************************
- Added spendable_money trigger for AI chance caclulations
- AI can replace councillors who're much worse than the best candidate
- AI can disband ronin armies when economy is bad
- AI now more keen on using undermine honor ninja mission to get more backers for plots
- The AI can now occasionally go above demesne limit if it still can keep rr down
- AI tries to hold title promises
- AI better to make peace when it needs to declare war on someone else
- AI transfers vassals
- AI chance now calculated correctly
- AI better at deciding to start civil war
- AI better at taking decisions
- AI plot tweaks
- Ai can invite civil war opponents to join their clan
- AI is now better at inviting others to join a clan.
- AI Less likely to form clan when weak



*******************************************
* Gamebalance
*******************************************
- The spouse bonus is based on the best stat among all your living wifes
- Grant title only valid for direct vassals or own courtiers
- Revoke title only valid for direct vassals or own courtiers
- A character can never get the same ambition twice
- Added subjugated opinion modifier for newly subjugated clans
- External ploters are more careful when joining an internal plot that is weak
- Tweaked death checks, characters that survive the infant years should have a higher chance of reaching their 40-ies
- When councillors stop working on a construction, it will stall until someone picks it up or a new construction is started in the province
- Buildings constructions are removed from a province when conquered
- Councillors can spawn sons who take over their position when they die
- Getting 100% of all provinces results in shogunate victory
- Internal backers consider neighbors more when plotting
- Possible to raise levy when defending in a siege
- Vassals may get an event that will make them ask for a title from their clan leader
- Rebalanced the whole western spread event series
- Declare war honor balancing
- Grant title honor balancing for big clans
- Made some traits event more likely to occur at different game years
- Masters of court now return when a building is finished, instead of the day after
- All clans will receive honor monthly
- You no longer pay extra from joining a plot if you start moving troops directly after replying
- Scripted in starting armies for a number of clans
- Moved the capital of Koga to Ishikawa
- Western influence spread slower to those already at war
- Portuguese traders more likely to trade firearms to those at peace


*******************************************
* Interface Improvements
*******************************************
- There is now a Legacy graphics mode that use less memory and only shader model 2 shaders, so that those with lesser machines can run the game as well. This can be set in the settings file with "legacy = yes" instead of "legacy=no".
- It's now possible to change language from the options menu
- Added new accept icon to diplomacy offer
- Added accept icon to marriage finder
- Added accept icon to plot invite finder
- Added reply tooltip to marriage finder
- Added size and strength info on vassals in dynastic view
- The score bar tooltip now shows who is trying to become shogun and when he'll succede
- Top list now more accurate when sorting
- Made all active alerts clickable
- Added new alert when a child in the court has no spouse
- Added a back button in dynastic view, shortcut is "p". The previous characters list resets on hide
- Added tooltip for back button in dynastic view
- Will remember 100 characters backwards in the dynastic view
- Added Grant title from province view
- Selection view provides info on who is son/daughter/heir and job titles
- Replaced "sort by clan" in marriage finder with "sort by tier"
- Back button in dynastic view will remember scrollbar alignment, chosen tab, sort order
- Marriage finder will only show those who might accept
- Mod name is now displayed in version label



**********************************************************
* UserModding
**********************************************************
- Implemented system for effects on global scope in history files.
- You can now do "event effects" in the province history.
- Added 'number_of_vassals = x' trigger.
- Added a 'construction = yes/no' trigger for province scope.
- Game now supports starting at different dates.
- Added building construction trigger
- Its now possible to script historical rebels in the province history.


*******************************************
* Bugfixes
*******************************************
- Defeated clans spawn ronin properly
- Fixed war target check in AI accept plot
- Fixed marriage reply inside your own court
- Fixed demesne size trigger
- Fixed Sagami province name typo
- Fixed bug that caused AI to try to hire ninja for invalid missions
- Fixed No difficulty meter if clan is large
- Fixed Disband units button has disband levies tooltip
- Fixed migration bug when moving courtiers to and from crowded courts
- Fixed Wrong "game over" message when loading post-shogunate savegame
- The shogun claim date is now properly saved
- Fixed Grant title. You can press "Execute" without having selected a title
- Fixed Long Load Times
- Fixed Characters shown twice in Marriage Finder
- Fixed Armies. Renaming armies does now work
- Fixed map screenshots
- Fixed bug Form Clan. You can choose any character and form clan.
- Fixed bug Kokujin. Despite having a son, I don't have an heir
- Fixed bug Armies. Troops arriving before scheduled
- Scoring provinces no longer count prov 0
- When going back in time, game is reset properly
- Fixed detach error in military view
- Opposite traits will be correctly added from effects
- Fixed bug Clicking on the "?" button crashes the game
- Fixed bug "NoCharacter" wins the game
- Fixed Merging troops makes armies teleport to a new location
- Difficulty settings now works
- Fixed off-centered flags
- Fixed a missing ] in EVTTOOLTIP10503
- Fixed garrison reset in provinces after load
- Fixed so the opinion values update in domain view
- Fixed all broken titles/characters for 1551 start
- Fixed Conquer Bug, vassals no longer transfers to new owner when a daimyo title gets conquered
- Fixed Expose plot does not cause the plotters to lose honor
- Fixed Province without owner
- Fixed Empty Province/Dead Rulers
- Fixed Changed army names are changed back after reselection
- Fixed Relations Modifier Not Using Wife's Bonuses
- Fixed Arranging marriage for heirs shows the heirs multiple times in the list
- Fixed "Wrong army name is displayed if other armies are in the province"
- Setting "All dynasty Members" in the outliner should no longer disable all messages
- Now an event will trigger for liege/vassal when vassal/liege relation changes by event 10015, 10016 and 10017
- Fixed Spanish hint texts are missing
- Fixed Kick & Ban buttons
- Fixed Event 10016 error
- Fixed Localisation mistakes (found in the Sengoku regular forum Bug Reports)
- Fixed Building shinto shrine Event happens in a province that already has a shrine
- Fixed a bug that caused the wrong army to be calculated as the main army (resulted in problems with retinue recruitment)
- Shows the correct error message in retinue recruitment view
- Fixed sorting by "Fielded" in military view
- All hints will be set to enabled when enabling hints (after a disable)
- Fixed that sometimes the battles between the AI armies were stalling
- Cleaned up some duplicate clans in cultures.txt
- Fixed the remaining broken characters and titles
- Cleaned up the new wars/hostages
- Fixed bug where western event kept firing between liege and vassal
- Fixed wrong name in ninja notification events


====================================================================
= Changes from 1.0 to 1.01
====================================================================

*******************************************
* AI
*******************************************
- The AI no longer spams move/cancel orders.
- When moving units they will try to take the safest path (this includes the AI)
- AI will now be better prepared for when to start civil wars
- Fixed an issue with the AI plot that caused the AI to refuse to plot unless they were preparing war with the plot target
- The AI is now able to marry court members
- Tweaked when the AI claim shogunate
- The AI wont recruit retinue when under siege
- AI recruits more arquebus units
- AI more reluctant to spend it's honor, except when threatened
- AI tweaked to build more castles
- AI can now take decisions, including executing plots
- AI hands out gifts better
- AI disbands levies it cannot afford
- AI answers to usurp clan
- AI answers to form clan
- Tweaked ai_will_do for pretender civil war decision
- Tweaked ai_will_do for emperor_decisions
- A retinue will not try to merge (when recruited) with an moving army or an army that the owner does not control
- AI can now hand out daimyo titles
- AI more careful with money
- AI can make peace offers
- Highest commander now decides who is allowed to assault, nobody else
- Tweaked ai to account for changes in job action effects (ninja and ronin chance not considered to be super anymore)
- Large ai clans won't exchange hostages with each other
- Fixed some bugs in peace AI
- Military AI: Prioritize ending civil wars
- Army AI: Fixed a ping-pong issue
- Recruit AI: Fixed a problem with indecisive raise/dismiss of levies
- Army AI: Fixed an issue with the splitting off of armies to assign to different army agents
- Invasion AI: Now active and better at the Sengoku game mechanics
- Army AI: Fixed a problem with stubborn besieging, event though the siege was inactive
- Army AI: Fixed a problem where it would split up armies and besiege too freely
- Army AI: Removed some unnecessary code for sea invasions that could cause indecisive behaviour
- Army AI: Made the odds calculations actually work
- Army AI: Fixed a serious bug with InOpsArea
- Recruit AI: Warier and smarter about raising levies in besieged provinces
- Peace ai tweaked
- Plot ai tweaked
- AI will now always accept subjugation offers in peace
- Rebel AI is now properly braindead
- AI: Cut use of owner areas
- Army AI: Will not longer split off regiments (since it can't currently do it properly)
- AI vassals are now much more prone to form clans, especially if they dislike their liege a lot(or if their liege has his hands full or is poor)
- AI should no longer spam the player to death with Exchange Hostage offers
- AI no longer spams player with the same Offer Marriage interaction
- Army AI: Should now detect that it cannot besiege a province before moving there
- Army AI: Added a pseudo-random element to siege targeting
- Army AI: Increased the random province siege choice evaluation factor a bit
- Army AI: Added a pile-up check to avoid unnecessary siege attrition


**********************************************************
* Gamebalance
**********************************************************
- Daymio title is no longer automatically claimed when granting kokujin title
- Rebels now always get zero revolt risk
- You are no longer able to disband armies while retreating
- Arquebusiers are now doing more damage!
- Arquebusier maneuver changed from 1 to 2
- When you start a civil war the two clans will now automatically declare war on each other
- The daimyo title will not be claimed if the current holder still holds kokujin titles part of that daimyo or is part of the same clan as the claimer
- Declaring war will now cost the honor that is stated
- When merging armies we try to choose the best leader for the new army
- No longer possible to invite clans to plot when they are not adjacent to plot target or the plotter.
- The highest commander is the leader of the siege
- Balanced Shinto shrines, Buddhist temples and events
- Vassals pay tax to their liege
- characters start the game with more money
- the clan gets higher revolt risk when it cannot afford it's levies
- vassals have a lower opinion of their liege when he cannot afford his levies
- monthly honor to clan leaders at peace
- your plot power gets weaker when you're in debt
- the number of direct vassals you have and your honor both contributes to the cost to start plotting against you
- Leaving a religious faction now gives a severe relation modifier
- No longer possible to plot to usurp clan while in civil war
- Ambitiuos characters a bit more careful about when to activate plot
- Plot discovery chance tweaked
- Changed AI grant title to try to balance vassal strengths
- Reduced AI irrationality impact on heir voting
- Faction bonuses are now always forced to be applied when applicable
- Lowered MTTH for Sow Dissent and Increase Relation job events
- The opinion modifiers bad_relations, good_relations, bad_relations_with_liege and good_relations_with_liege now increases or decreases with 40 and 50
- Did some balancing with Personality Traits events
- Updated retreat-to-province selection with sengoku rules for ownership etc
- Edited the plot decision texts to reflect the new plot power values
- Added event series for Rivalry inside a clan
- Added a random event that give province owners with christian churces a chance to buy arquebuses
- Added four on_assault_won events that might raze castle levels
- Added a random event that might spawn during sieges that destroys a village building
- Added on_leave_faction events for religious factions
- Decreased MTTH by half for event "Portuguese traders sell arquebuses"
- Decreased MTTH for "Village damaged" siege event
- Random character are less prone to get really low fertility
- Ikko-ikkis now build arquebusier units
- Ikko-ikki rebels now strive to take over the whole kuni if a stronghold is present
- If a province is owned or besieged by a rebel type, only that type can spawn there
- Councillors now get opinion modifiers from having the job, and from being fired
- Moving armies are now allowed to merge (but it will probably delay the movement of the remaining army)
- Assaults are now harder to win
- Tweaked effect on relations missions with liege
- You chosen heir will never dislike you because he is overlooked by others
- Landed leaders may now command only retinues (not levies)
- Characters can no longer be completely useless as commanders in a battle
- Not building a rice depot now reduces honor by 1
- It now costs far more honor to declare war on someone if you already have troops in their territory or marching to it
- Its no longer possible to start expanding guilds in provinces that already have an open slot.
- You can now leave religious factions.
- Ikko-ikkis gets additional regiments over time rather than a new revolt
- First commander present now controls a siege.
- Rebels cannot plot anymore
- Rebels cannot form new clans
- Lowered MTTH for event where religious faction wants to destroy temple
- Increased effect for event where religious faction wants to destroy temple
- Ikko-ikki get more troops over time when holding a province
- Lowered MTTH for destroy village during siege event
- Garrison now starts full.
- Better supply in neighboring provinces
- Increased honor and gold cost for getting court titles
- Decreased MTTH for siege events
- Tweaked down chance of naming your child after grand parents
- Tweaked up the ability and stealth of the ninja clans
- Changed MTTH and added MTTH modifiers for events: Feudal Life, Health, Traits Effects and Lifestyle
- Daimyo titles are no longer given back when someone dies


**********************************************************
* Interface
**********************************************************
- Added an alert when your heir is not nominated as heir to the clan
- You can now also suggest your heir (thats not your child) to marry a chosen character
- Unending missions of Masters no longer display percentage in outliner
- Game now automaticcaly closes the marriage selection window when you choose another character in dynastic view
- No longer play coin sound on income
- Not possible to choose the same character as someone else in multiplayer
- Disabled play button if multiplayer has to few players
- Shows army view hint when selecting several armies
- Number of Arquebusiers is now added to the combat icon total
- Aligned some values in siege view
- The clan tab display the player finances under budget
- Hostile armies in combat will have a red background behind the number of troops they have
- Should now be easier to select a province for the counselors actions
- retinue_reinforce_speed modifier will show as percent
- Added in new terrain images in the combat view
- Fixed some issues Form Clan diplomacy interaction tooltip
- Clan tab now show decisions and provinces for the current player, not the clan leader
- No more black boxes for character portraits
- The sorting in the military tab should now be working
- Tooltip for kuni in province view gives information regarding who holds the Daimyo title
- The disband all button will be disabled if the player demesne has no units
- Westernization is shown as stripes in the factions map mode
- When the factions map mode is active the province tooltip shows if western influence is active
- Added map mode "mapmode broken" to show provinces with rulers that have broken clans
- Updated date format in ninja activity alert
- Hides marriage button if the character has to many spouses
- Fixed some alignment issues with war icons in lobby
- Weird topology in map top-left corner fixed
- Resign button in marriage selection has been replaced with a close button
- Clan view updates itself when we trigger an event such as a civil war
- The opinion that a character has of itself will be viewed as "- / -"
- Siege view shows the defending province owner shield if the defender has no leader
- Moved siege unit placement in the province
- NO HEIR TO CLAN alert is only shown if the player is clan leader
- Estimated arrival date is set from the start (no need to unpause)
- Diplo button in province view no longer goes outside frame.
- Made icon strip in province view to show who the owner is.
- Fixed combat/siege etc backgrounds to fit the new unittype.
- Fixed recruit retinue window to fit new unit.
- Implemented province view owner icon and tooltip for it
- Added siege view controller icon and tooltip for it
- Clicking on no heir to clan alert will open clan view
- Siege view display if the attackers are stalling because they are to weak
- Scripted icons for province modifiers
- Lakes are no longer part of sea zones
- Camera max height increased
- Camera start position tweaked
- Terrain can have separate combat widths
- Added endgame by conquest text
- Added gained title message
- Objective acquired message now also shows character in messagewindow
- Added tooltips to search filter buttons in character list
- Siege outliner members now show the name as green if a siege is lead by you, or green if a hostile siege is against you
- Added some helpful tooltips to dynastic view
- It is now clear from the outliner item that a unit is taking attrition, both an icon, and in the tooltip
- Added clarifying tooltip to morale of besieging forces in a siege
- Added red to enemy province banner
- Attack animation of units in siege is now only displayed during assault, idle otherwise
- Retinues with arquebusiers now show as ashigaru with arquebusiers on the map
- Added smoke plume to all sieges
- Selecting multiple units in the same province with same position(moving, attacking etc.) no longer gives multiple selection indicators
- Aligned the text in the victory screen
- Province view won't break from hidden modifiers
- Declare war opinion modifier gets added when declaring war
- Simplified the marriage interaction events
- Added some loading hints.
- Improved tooltip display for some context switching effects
- Ronin & Ninja recruitment overhauled, and is now shown as percentages
- Added a tooltip for when you can not assault due to not having a leader present
- Better tooltip for why you cannot build a religious building in the castle while another building is being built there
- Civil Wars are now called Civil Wars in the diplo info text
- Added a message for when a hostage is returned back after five years with us
- Army outliner memebers now show name of army rather than where they are.
- Its now possible to improve castle, village and manufactory slot by clicking the related button
- Unitview now shows that units are moving and where
- Disabling of individual hints is now saved to the settings file
- Tweaked map so LOD-switches are less noticeable along sea/lakes
- Provinceview now hides if one clicks on the sea
- Rewrote dragbox selection frustum plane creation so it no longer uses weird planes
- Minimap frustum visualization now updates on camera tilt/rotation
- Added attack & retreat arrows
- A unit in combat against zero other units now never show up as in combat
- Outliner now shows breaches and stalls
- Outliner will remember if its open.
- Coucillors that are idle are now also shown in the outliner, for easy access.
- Demesne knowledge now keep track of how many provinces it has in its province pointers.
- Sorting by Clan now works in the character selection screen
- You now get info about the honor gain when granting characters titles
- Added the clan name to the unit tooltip and improved the tooltip a bit
- Added info to the Expose plot tooltip
- Wrote new events for when a plot is exposed
- Loadingtips no longer go outside box.
- Description text in events no longer go outside box.
- Made all black buttons wooden for consistency and easier to see when greyed out or not.
- Added messagetype for revoke title demands.
- Fixed outliner scrollbar track misalignment.
- Player outliner entries texts will no longer overlap.
- Camera no longer zooms when scrolling the mousehwheel over a GUI Object(except mapicons)
- Camera moves a bit slower when zooming in if one gets close to the ground
- Reatreat arrow is now darker
- Attack arrow is now more red
- Added icon_font_gold.dds
- Court Rank now show better tooltip
- Court Rank for your Son decision show better tooltip
- Trigger first_son now gives the right tooltip
- Supply limit is now shown in number of soldiers
- Clarified a building tooltip when expanding guilds
- Clicking your clan flag takes you to the clan view
- Added father vs child and siblings opininion modifiers
- Improved the Confirm Disband dialog
- Confirm dialogs are now moveable
- Wives are now marked as such in their "title"
- The "vic_22_black" now has a proper yellow color (§Y) defined
- Added a secondary unit mapicon for enemies when two(or more) units who are (player or allied) and enemy share the same space
- Added more info (icon + tooltip), similar as in characters browser, about "known plotter", "Plot companion", and "Has Ambition".
- Province view header shows if you're at war or not
- Added Clan size ledger page with graph
- Clanview vassal scrollbar now clamps its value to its range when it changes due to expanding or showing/hiding courtiers.
- Tooltip on castle now shows garrison.
- Monthly honor change is now added together in the tooltip.
- Unit arrows no longer redraw each time a selected unit reaches a new province
- Terrain tooltip in all map modes
- Added button to disband all selected levies.
- Buttons no longer overlap when you have several local games in multiplayer.
- "g" now groups units
- Rotating camera can now be done by holding down control


**********************************************************
* UserModding
**********************************************************
- Implemented civil_war_power trigger, calculates based on total land strength
- Added console commande "debug keepautosave" that will trigger ALL autosaves to be kept. The saves will be in format "autosave1468.2.1.sgu"
- Added commandline switches:
-threads=<number>
-logpostfix=<string>
-logprefix=<string>
-settings=<file>


**********************************************************
* Setup
**********************************************************
- Edited out a number of male names from the list of female names
- Cho Ujitsura no longas has same birth date as his son
- All Nagao characters now have the right dynasty number
- All Ito characters now have the right dynasty number
- All Togo characters now have the right dynasty number
- Added character stats and traits for characters for most characters missing them
- Rebalanced the MTTH on several event series
- Rebalanced the Traits effects, Feudal life, Personality traits, Child personality traits, Lifestyle, Health and Educational events
- Rewrote part of the Traits effects events.- Changed most random_courtier to random_direct_vassal and any_courtier to any_direct_vassal
- Added shinto shrines, buddhist temples and buildings to selected provinces
- Added two more bookmarks, Kyushu region: four interesting clans in the western island & Tohoku region: four interesting clans in the northern region
- Bookmarks characters list is cleared when we choose a save game


**********************************************************
* Bugfixes
**********************************************************
- The game no longer give a CTD on resign
- Plots can now be uncovered
- Removed possible CTD in ai_strategy
- Fixed a possible CTD related to dead characters in civil wars
- Fixed a possible CTD in siege view
- Fixed yet another CTD, when save and reload, save and reload a few times
- GetLeadUnit returns CNullUnit if there is no lead unit, this is to prevent CTD:s
- Fixed multiple random crash bugs
- Civil war relationships should now be saved correctly to the save files
- Fixed Camera goes into weird angle when pushing it into the sides
- Fixed rotating camera
- The civil war decision should now be working
- Fixed the ARQUEBUS_EFFECT description
- Text describing force limit is now properly called Retinue Cap
- Fixed an issue that caused the marriage button to not show in all valid cases
- War states in civil wars should now be cleared correctly
- Fixed a number of localisation errors
- Fixed some annoying issues related to the court view and map modes
- Fixed some visual stuff related to having no army leader
- Fixed broken clan structure for Rokkaku/Kyogoku
- Fixed broken clan structure for Ouchi
- Women will no longer lead troops and show up as commanders in siege view
- When a plot target dies the plot is automatically canceled
- Removing a retinue will no longer result in armies with zero subunits
- Women can now defend sieges
- Fixed siege view alignment
- Fixed siege view alignment
- Zoom out button fixed
- Original ownership of units will now be kept intact when loading a save game
- Unit reorganization will no longer close on daily update
- Fixed an issue with broken clans related to lost daimyo titles
- Added code to validate that DeFactoVassals for a characters titles has the correct liege
- Fixed IsFirstSon trigger
- Fixed some history vassal errors
- Fixed an issue with that the displayed opinion was incorrect for hostages
- Fixed an issue with the character view not viewing clan heir as heir for AI
- The units will be controlled by the correct character when starting a civil war
- Fixed select mission button in ninja view.
- Removed wrong japanese signs from character frames
- Fixed wrong tooltip when receiving western influence from a vassal
- Fixed Suruga province names
- Usurp clan plot working
- Usurp clan offer message
- Form clan plot working
- Form clan offer message
- Dynasty removes characters from dead character list when leaving dynasty
- Deleted duplicated text key USURP_CLAN_PLOT_EFFECT
- Fixed problem with both hostages being released when just one should return.
- has_siege trigger checks if siege is active
- Fixed opinion effect
- Character arrives message now shows the correct character
- Tax Income can no longer be below zero in a province
- Fixed a compability issue with older savegames
- Combats now end the day after a peace has been signed
- All regiments can now get tooltip in the combat view
- Leaders of armies are now updated properly at reorganisations
- Improved actions of recruiting ronin and recruiting ninjas
- Added stats and traits for the last 68 characters
- Fixed ninja mission selection window.
- Fixed weird layout in char selection window.
- Sieging units now always face the city
- When canceling movement, units now join combat/sieges in their current province if they are able to
- When winning a siege with a unit selected, the selection marker now moves with the unit instead of remaining where the siege was
- Tweaked text for claim shogunate event EVTDESC200
- Fixed some grammar in hint texts
- Fixed wrong scope in Ikko-ikki event 8621
- Fixed Null message
- Fixed More plot weirdness
- Fixed Wrong High priority message when a bride is arriving to the court
- Fixed Retreating army and the victorious army are counted as one.
- Fixed When loading a saved game, it is possible to see armies
- Invite to plot now uses whole clan and not only own demesne when testing for adjacency
- Fixed color blindness and mapmodes
- Fixed More requirements to "join clan" diplo opt.
- Corrected tooltips related to (added spawn regiment effect, added any kori in kuni effect, added any kori in kuni trigger, added random kori in kuni effect)
- Fixed Lack of courtiers
- Fixed problem with characters getting more money when a save is loaded
- Fixed Bug/Suggestion - "Available plots" button should be grayed out when a plot is active
- Fixed Possible bug - Hiring ninja and aborting mission.
- Fixed "Invite to plot" tooltip is way to complicated
- Fixed Wrong tooltip over disband button.
- Fixed Game-breaking exploit!
- Fixed wrong rebel tokens used in rebel events
- Fixed incorrect/confusing text in HINT_SPLASH_VICTORY
- Fixed incorrect text in HINT_SPLASH_MAP
- Amount of arquebuses can no longer go below zero
- Armies can now be forced to flee properly if no morale
- Location button on units now works properly
- Fixed: Playable characters start with no traits - All characters in the history database have traits and stats
- Corrected army share hint/info
- Owner areas should now be recalculated correctly at the end of a civil war
- All units created now have the proper ID type
- Fixed a potential issue with new Unit ID conflicts between different clients and AI threads
- Put in a fail safe for the situation when the "weird orphan" assert happens
- Removed add history
- Fixed mp scope problems
- Fixed some occasionally broken unit tooltips
- Fixed a texture tiling issue with arrows
- Fixed a bunch of random effects that first randomly picked a character then checked if he was valid, all random effects should now first make a list of valid characters and then pick a random one from them.
- Fixed No heir nominated alert
- New mp plot decision crash fix
- Fixed Wrong notifier events: character dies / is born
- Fixed Some of the province names does not show in the messages
- Fixed Petition for Daimyo title
- Fixed Assassination mission selection screen title does not fit
- Fixed Assaults only last one day
- Fixed Siege Assault Tooltips
- Fixed yet another backward compatibility with old save files.
- Fixed one more reading savegame error.
- Fixed a few reasons for OOS
- When raised levy fails assigning the leader, (because nobody is capable within the vassals and the court) the extra search is made among the court of each vassal. This solves problem with many units without leaders when raising all
- Fixed a refresh problem in diplomacy interface
- Owner areas are no longer calculated
- Fixed some bugs with the "Start" plot button not being updated correctly
- Added another 0 strength disband check
- Fixed some weirdness with CUnit having a CSettlement
- Fixed a few rules with when and how to assault
- Actions requiring honor forces you to have more than that honor to not auto kill you
- Fixed OOS when loading savegames
- Fixed a few color bleeds
- Siege win occupation is now correct
- Outliner will now update properly
- When pdxmap does reset device it will redraw its map using the mapmode in the idler
- Random event effects now show somewhat more correct descriptions
- Fixed bug with goto province (thru search window) of non-existing anymore clan.
- Fixed gui bug, when a 7y old kid, send marriage offer that gets accepted, the spouse icon appears in dynastic view (as a betrothal), but in a court view, it showed (no character).
- Fixed CTD in the retinue recruitment window, caused by tooltip of invalid construction.
- Single character names now show up on map
- Unit icon troop count can now differ from units standing in a province and units sieging a province
- Morale of fighting units is now displayed with the exact same calculation as the one in the combat view
- Event windows now sets the frame of characters to their own tier, not the tier of their realm
- Topbar character portrait frame now shows tier of player character
- Resign button in end screen is no longer misaligned
- Fixed My plot mambers disappear when I begin the war with a non targetted clan
- Fixed Clicking on siege in outliner doesn't center camera on province
- Fixed Odd camera focus when using go-to
- Fixed Clicking provinces on the outliner brings you to wrong place (ver.9)
- Fixed Clan breaks away from us message issues
- CDirectSound::ModifyVolume now scales volume differently(still broken implementation, but I blame DirectX 8 for it)
- Fixed Keep playing after defeat
- Fixed Disbanded armies does not return home
- Fixed Old Clan names on the clan select screen still remain when I change between the historical start and save detas
- Fixed Player mapmode button frame visible in SP
- Fixed Two clans with the same name.
- Leaders of new clans cannot be heirs to the clan leader title of the old clan anymore
- When forming a new clan, the character is properly removed from the direct vassal list of his old liege
- Leaders should no longer disappear from being valid for commanding units
- Its no longer possible to attempt to send masters on tasks in the sea
- Revoke title is now always illegal on characters without a landed title to give away
- Notification of building finished by masters now means they are actually finished as well
- When giving away Daimyo titles, Kokujin titles remain as vassals under the previous owner
- Improve relations/Sow dissent councilor placement mapmodes now show rank of targets
- Fixed (Multiplayer) Random crash
- Save/reload: the capital province is now saved
- The 'multiplied' modifiers in character jobs are now shown correctly in the tooltip
- Fixed a bug where hostages could be given landed titles
- Added relative_power trigger
- Ported remove_opinion/reverse_remove_opinion from CK2
- Added "cull_distance = 600" to all unit sprites
- Fixed splitting retinue bug
- Fixed assigning retinue leader bug
- Fixed Deceased leader is still recruiting retinues
- Rebel pass on holdings made more stable
- Fixed Delete should be shortcut to disband levies
- Fixed Courtiers not moved correctly on civil war
- Fixed a scope error in event 9757
- Army outliner member now correctly toggles attrition icon when it stops/starts taking attrition.
- Gamestate will now remember if the endgame screen has been shown, the game will no longer show the endgame screen if loading a game where the endgame screen has been shown.
- SetCountryControllerCommand is now ok with un-setting control over a character by not including a new character.
- Kicking a player now sends a SetCountryControllerCommand to unset the controller of the character.
- SaveProgress textbox has been resized to not cover the kick and ban buttons.
- Fixed a reason for OOS.
- Fixed some tooltip glitches with dead characters
- Traits of dead characters now get included in their displayed skills
- Added a consistency check for hostages in the declare war interaction
- Clients no longer increment the global unit id series _before_ posting the creation command
- Proper wives are no longer labelled as "betrothal"
- When eliminating someone in multiplayer, other players no longer gets an endgame dialog, but instead get a chat message
- When inheriting a retinue, you'll also become army leader if you don't already have one
- When inheriting a title, your councilors are no longer cleared
- Fixed Impossible to plot against Takeda
- Fixed Possible bug - rebel armies show wrong numbers in ledger
- Random Names fix
- Dead characters in court fix
- Removed duplicate clan names from cultures.txt
- Fixed localisation error with ambitions in Ruler View
- Removed the Sound Toll triggered modifier
- Changed order of characters in The Onin War bookmark
- Rewrote Onin War bookmark
- Shock and fire bonuses calculated correctly
- Fixed some form clan bugs when landed characters could end up in courts
- Fixed resign crash in character manager
- Ported DW game speed decrease/pause when people are lagging
- Units are now removed from view when resigning
- Form clan & civil war crash fix
- Peace interaction made more easy to understand
- Cannot start multiplayer with two players commanding the same character
- Find province should no longer give weird names when entering seazone provinces
- Added localization for Bad Version
- You should no longer get confirmdialogs when attempting to build at a seazone
- Hiring ninjas should not show a progress bar even if there is a building in the province going on at the same time
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Tatsunoshi
Miko no Kami
Miko no Kami
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Joined: 07 May 2006
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Location: 京都日本 Cincinnati, OH

PostPosted: Fri Oct 07, 2011 2:29 am    Post subject: Reply with quote
Another Post-Development Developer's Diary (#4) covering the upcoming 1.3 patch:

"This is a very short development diary, but I just want you to know that the team is busy working on a 1.03 patch, which will be deployed to QA today, with a goal of releasing it next week.

The education events have been fixed, the expose plot costing you honor is fixed, we've added the mountain pass between Kai & Shinano. Our devs have been busy trying to address all reports so that we get a polished 1.3 out.

There will be no new features for 1.3, as its mostly about fixing the problems you have reported.

Have a great weekend, and enjoy Sengoku!"
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PostPosted: Fri Oct 21, 2011 2:54 am    Post subject: Reply with quote
The 1.03 Patch for Sengoku is out, with a bunch of changes:

"Sengoku v1.03 is now out

Its now propagating at Steam servers, and should be available through the launcher for others.

There is also a link to the patch in the tech-support forum.

================================================== ==================
= Changes 1.02 to 1.03
================================================== ==================

*******************************************
* AI
*******************************************
- Fixed that sometimes the battles between the AI armies were stalling
- AI better at deciding to start civil war
- AI better at taking decisions
- AI plot tweaks
- AI can invite civil war opponents to join their clan
- AI Plotters now saves money to afford a war before executing the plot
- AI can now accept new vassals into it's clan
- Tweaked AI accept peace
- If a AI character have few male children (less than 3) fertility is prioritized when looking for a wife
- AI will not arrange betrothal if age difference is more than 5 years
- AI will no longer constantly raise and disband levies

*******************************************
* Gamebalance
*******************************************
- AI Less likely to form clan when weak
- Large clans will try to keep higher honor
- Added mountain pass between Kai and Shinano
- Balanced what is viewed as honor safe (less than high honor is viewed as unsafe)
- The male fertility decreases faster the more alive children he has
- Same ronin should not come back as often
- No longer possible to plot to attack rebels
- Vassal dislike events should not happen as often and requires that the liege is at war
- Vassal asking for kokujin title should not happen as often

*******************************************
* Interface Improvements
*******************************************
- Grant title from province view
- Selection view provides info on who is son/daughter/heir and job titles
- Replaced "sort by clan" in marriage finder with "sort by tier"
- Spouse alignment in dynastic view has been modified
- Portrait in diplomacy view should update correctly when a characters becomes an adult
- Shows a Seppuku end screen when player dies from low honor
- Siege view will show effective martial for attacker
- Hides super clan shield in dynastic view for Ronins
- Character browser will remember scrollbar alignment and sort order
- You can no longer choose to go to location for Ronins or open diplomatic view
- Dynastic view displays if the character is a ronin
- Grant interface in province view will display if you have promised a character a kokujin title
- "Send Gift" interaction displays the Honor gain

************************************************** ********
* UserModding
************************************************** ********
- Mode name is now displayed in version label
- Fixed mod path for defines.lua
- Console command: "mapautosave <width> <height>" will save a image of the map on each autosave in the screenshots folder

*******************************************
* Bugfixes
*******************************************
- Masters of court now return when a building is finished, instead of the day after
- Fixed "Wrong army name is displayed if other armies are in the province"
- Setting "All dynasty Members" in the outliner should no longer disable all messages
- You can now rename armies
- You no longer pay extra from joining a plot if you start moving troops directly after replying
- The same plot cannot be exposed multiple times
- Fixed problem with dead character leading a army
- Fixed "No females with names staring with letters after K"
- Character stats should match those on selection screen
- Message Rules saved when quiting
- Claiming shoguninformation should be loaded correctly from save file
- A dead character should not be able to keep claiming the shogunate title
- Removed dead leaders from armies
- Fixed granting daimyo titles to people with max demesne size
- Progression update correctly when an construction time effect is triggered
- Fixed Event "I have fulfilled my promise" gives negative relation
- Fixed Vassals who asked kokujin/daimyo titles won't accept them when offered
- Fixed Construction ahead and behind scedule
- Fixed exposed plot
- AI will no longer spam move, cancel, move, cancel, ... (bug was introduced in 1.2)
- Fixed right portrait tooltip in diplomacy view
- Fixed a bug that caused the AI to marry no one while he had a child that only had a betrothal
- Corrected text for event option B when vassal asks for Daimyo title (was the same as option A)
- Civil war clans will no longer be able subjugate
- Fixed Incorrect succession (will no longer look at female line)
- Spouse bonuses should update correctly when a wife dies
- Fixed that you could get "Child Has No Spouse Alert" when child had betrothal
- Fixed Isshiki Yoshinao present as a vassal of Isshik leaderi in 1551
- Fixed siege stalling tooltip
- Remembers wars when break-away win in a civil war
- Liege giving out titles event is recieved from the correct person
- Fixed civil war bug where the two sides got the same clan name
- Legacy graphics terrain should now look as intented
- Fixed retinue recruitment bug that made it possible to have several retinue units
- Fixed stable event localisation error
- Fixed some unit related CTD:s
- Fixed Ninja missions' predicted time of completion was way off
- Fixed bug that caused siege to show STALLING when the real status was STATUS QUO
- Reorganizing/merging units in a siege should no longer enable someone else to gain control of the siege
- Disabled shift-rightclick menu (was not suppose to be enabled)
- Fixed incorrect names in Regent Notification
- Fixed bug related to AI handing out daimyo titles
- When granting a ronin landed titles he will take his retinue units with him
- Fixed leaving religion on clan leader death
- Fixed character having spouses while in a betrothal
- Fixed The end screen not always showing
- No more character localized on the sea (PROV0)
- Fixed Unit survives battle with 0 strength
- Fixed lobby bug related to selecting a save game
- Fixed issues with the educational events
- Fixed tooltip for exposed plot in plot view
- Fixed a number of crests that where incorrect
- Shibita characters now have correct dynasty
- Daimyo of Kii no longer held by Hatakeyama in 1551 scenario
- Make sure characters are in the right dynasty when a civil war leader dies
- Execute plot that causes a join clan will no longer cost extra honor
- Corrected several wrong fathers for characters in the 1551 scenario
- If a Master stops with a construction (province improvement) to do something else in the same province, the construction will stall
- You should no longer lose all siege commanders when reloading a save
- A bunch of event related fixes"



Also, chatnoir17 has produced a Genpei War mod for the game, and it's excellent-much more accurate than Total War: Shogun 2's recent "Rise Of The Samurai" dlc. If you own a copy of Sengoku and have registered it on the Paradox Interactive Forums, you can download the mod HERE. If you haven't, you won't be able to access the link.
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PostPosted: Sat Dec 17, 2011 2:11 am    Post subject: Reply with quote
Patch 1.4 (1.04) is out-Steam users will get this automatically. You can also download it through your Gamersgate account or from THIS LINK. Lots of new features, bug fixes, and game balancing tweaks. The details...


Changes to 1.3 to 1.4

*******************************************
* New Features
*******************************************
- Added decision that can be used to add a random courtier to your court

*******************************************
* AI
*******************************************
- Fixed AI moving and stopping
- AI will no longer spam offer job title
- A character will lose his job if he becomes a hostage

*******************************************
* Gamebalance
*******************************************
- Tweaked siege surrender
- Increased rebellion size
- Fixed stats for random characters at game start
- Kori (province) under siege gets a 50% tax penalty

*******************************************
* Interface Improvements
*******************************************
- Promised daimyo title is now visible from the grant screen (under province view)
- Grant title selection view will display the titles the character currently holds
- Added active building construction to province tooltip
- Children without a mother will be adopted by their father's first wife

************************************************** ********
* UserModding
************************************************** ********
- Possible to script how many courtier that should be generated with the generate courtier decision
- Added set_province_owner = provinceID effect
- remove_title effect works on landed titles
- Added so that you can set the random seed when executing an event from the console, "event <event id> <random seed>"
- Added create_clan effect
- Possible to use is_clan_leader = no
- Enabled war effect

*******************************************
* Bugfixes
*******************************************
- Fixed If you use 'return to court' on master before he has completed an improvement, it makes it impossible to build religious buildings or manufactories.
- Fixed merge problem that could cause siege control lost
- Fixed characters named "Adam" and "Eve"
- Fixed CTD:s
- Fixed some issues with only one wife being moved between courts
- Fixed possible OOS
- Fixed issue with that the garrison could increase during a siege
- Fixed problem with dead hostage
- Fixed incorrect vassal relationship in game lobby at 1551 game start
- Fixed some issues with grant title and only holding one kori
- Fixed Leader of Miyoshi in 1551, has a male spouse
- Children leader can lead their retinue if they have a regent
- Fixed regent bonus issue
- Localization fixes
- Fixed issue with siege view closing on the first select
- Fixed a bug that caused wife bonuses to be calculated incorrect
- Fixed dead character arriving to court
- Fixed broken tooltip for AI decline reason being to old
- Fixed vassal relationship bug when creating a new clan
- Dynastic view will no longer show dead characters as vassals or courtiers
- Fixed any_demense_title tooltip
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PostPosted: Tue Dec 20, 2011 2:58 am    Post subject: Reply with quote
Today only (Tuesday December 20th) you can buy Sengoku on Gamersgate for $10 (%66 off!). At times it's even showing up at $8 in my account, %76 off. If you've been waiting for a sale, here it is.
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PostPosted: Mon Jan 21, 2013 4:39 am    Post subject: Reply with quote
The Paradox Forums just recruited their 500,000th member and to celebrate they're giving away a code for a free digital copy of Europa Universalis III: Chronicles for PC. This includes the 'Divine Wind' add-on that brings Japan into the fray. Read about the game on the Shogun-ki.

Anyway, the code is going to the first person who sees it and redeems it. Proper etiquette would be to return here when you're done and let everyone know you've grabbed it so they don't waste their time. You will need a Steam account to redeem it...


How to claim your game! / STEAM
1: Go to: http://store.steampowered.com/
2. Click Register to create an account, or login if you already have an existing account
3. Start Steam client (download the Steam client if you did not have an existing account)
4: Click "Games" in the main menu
5: Select "Activate a product on steam" and enter code. The game is now added.

The game can easily be run on most computers built in the last eight or nine years, just make sure you're not using a kerosene powered laptop or something equally ancient (like most of my gear used to be).

And with that, here's the code:

MMCKC-YKPMN-999EC
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PostPosted: Mon Jan 21, 2013 6:42 am    Post subject: Reply with quote
And redeemed. Thanks for this--looked too good to pass up.
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