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Tomisama
09-24-2011, 14:49
Many important changes coming, but after reading the list several times, these things stood out to me the next day.

http://forums.totalwar.com/showthread.php/24419-Patch-notes-patch-accompanying-Rise-of-the-Samurai?

The map competition gets more challenging.

• Corruption and logistics: clans will suffer a cumulative 5% cost in influence point gain for every province beyond 3 that they own (with a maximum penalty of 95%).

Loosing match-made will now cost you.

• Points loss: Every time a player loses a match-made battle, they will lose 50% of the clan influence they would have gained for a victory.

Better balance in opponents.

• Match-made battles will now prioritise avatar level when attempting to match players, taking into account ELO rating.

Opportunities to gain experience faster.

• Avatars now get awarded XP if the player participates in a drop-in battle
• The amount of XP awarded is double the base win/loss XP for avatar battles

Encouragement to expand your horizons.

The ability to run XP multiplier weekends is now in the codebase. We’re now planning a series of weekend events in which individual unit types, Avatars, specific clans and more can gain experience and veterancy at increased rates, and drop-rates for legendary items and retainers can be increased.
Keep an eye on Steam and the Total War forums for more information in coming weeks!

versionlangley
09-24-2011, 18:21
Encouragement to expand your horizons.

The ability to run XP multiplier weekends is now in the codebase. We’re now planning a series of weekend events in which individual unit types, Avatars, specific clans and more can gain experience and veterancy at increased rates, and drop-rates for legendary items and retainers can be increased.
Keep an eye on Steam and the Total War forums for more information in coming weeks!

I vote for "OMGWTFBBQ" weekend. Everyone avatar must wear chicken suit and bring only fire bomb throwers for extra exp

leonardo davinci
09-25-2011, 00:39
Fixed a cavalry charge bug that would allow cavalry to maintain a charge bonus despite not charging



yay, finally, the cav charge bug will be gone!:yes: thank you, CA!:bow:

jepp21
09-25-2011, 13:19
"penalty for loosing a MM battle"

Bullsh*t..... long live the drophackers! :(

This is my idea of hell

AggonyKing
09-25-2011, 17:34
well thats kinda of a good thing jepp, now small clans can actually compete with bigger spam clans. Though, maybe the patch includes fixes for drop hackers? One can only hope :/

perafilozof
09-25-2011, 18:11
A drop hacker would drop you anyway,
only now once he drops you not only does he make sure that he will win and get a reward but he will also make you get a penalty to your clan...

Cu'Roi
09-25-2011, 22:32
yay, finally, the cav charge bug will be gone!:yes: thank you, CA!:bow:

i don't read that as fixing the charge bug necessarily..

versionlangley
09-25-2011, 22:50
Thank you! Someone has the same feel I do. It fix push, charge through, maybe. Definitely doesn't sound like fix for light/yari cav kill GG in a frontal charge.

leonardo davinci
09-26-2011, 13:30
well, i do think that is sort of the reason why it happens. keeping the charge effect after the charge would make yari cav almost unbeatable. their charge stats are super-high. even if the GG has higher charge stats, that wouldn't make a difference if that would go away against something that would have it the rest of the fight.

AggonyKing
09-26-2011, 15:47
i don't read that as fixing the charge bug necessarily..I do believe that is what it means. We might call it one thing but CA seems to have qualified it with another name. One more day and we will tell :D

Sp00n
09-28-2011, 13:00
Some shatteringly stupid changes tbh, why do we have unit limits on just certain units? you can only bring 4 loans yet you can take unlimited monk spear and ashi spear, what was the thinking there?

Looking at the retainers all the sword ones have taken hits whilst spears have been boosted, its almost like a reversal back to the start of the game when Monks dominated melee only now they are even more powerful. They should of just done a universal 4 type unit limit across the board like we had on older games, you cant limit some units and not others.
I was all for nerfing loans but they just seem to of changed the loan sword rushing to monks.

Guns are fairly useless now with the friendly unit fire damage being insane which doesnt bother me that much, but helps rushing.

Welcome to the time of the spear rusher :P

Also previously created vets in most cases are cheaper then new ones you create, the unit limits can be cheated out of by just loading old army setups, (I had 2 battles last night againt 2 Great Guards).

As always CA a mess.

Cu'Roi
09-29-2011, 02:25
yes, they over compensated with the sword nerfs, and spears reign supreme. if they capped monk spears, or removed the cap on LS, things might even out in terms of swords vs spears. but then ranged/skirmish armies will remain useless until they undo the matchlock friendly fire penalty.

of course the cap is useless because people can just load saved armies.

first patch let people keep their clones and their bugged clan skill units if they loaded a saved army. the second patch lets people get around the unit cap if they load a saved army. a player who has been playing from day 1 can load an army with 8 lone swords all with banzai at level 5 right now.

the game becomes more broken with each patch until they reset saved armies and reset veteran skill points.

Cu'Roi
09-30-2011, 13:55
slight correction, the LS are still useful at 10k i think, maybe even better than spears at that price point, it's hard to tell. 14k the spear core seems to be better though. imo if they took off the lone sword cap, then LS and spears would be pretty close to equal on 14k.

the cap should probably scale anyway, a cap of 3-4 LS seems good for medium funds, but 5-6 might be better for large funds...

Sp00n
10-14-2011, 10:57
Imo they need to cap everything, you can take unlimited mounted sam yet cav archers are capped, unlimited ashi spears, monks etc, its very unbalanced which is a shame.

Lots of ninja spammers around also.

andferpa
10-16-2011, 00:13
Ninjas are quite strong, but at least cavalry kills them, unlike with monks.
Yari ashigaru should not be capped, they are the weakest unit...

AMP
10-17-2011, 00:24
I think only specialized units should be capped and that all the other units should be balanced properly. Cry cap = giving up on unit balance imo.

ELITEofWARMANGINGERYBREADMEN88
10-17-2011, 20:11
I don't like the new DLC units, they way to strong in my opinion. I don't know how you can ram half a dozen cavalry units into the backs of these things and they keep on fighting while normal units I have seen start to falter by this point in time.


What do I know? I got a life and thus can't play this game as much. :dizzy2::dizzy2: