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PC Gamer
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title="Permanent Link to Total War: Shogun 2 Saints and Heroes DLC adds new units: spiked clubs and master ninja">Total War Shogun 2 Saints and Heroes musket men







If you reckon there simply aren't enough spiked war clubs in Total War: Shogun 2, the Saints and Heroes DLC pack might be for you. It adds nine new elite units including Tadakatsu's Tetsubo warriors, owners of said spiked clubs, the mounted Spears of Shizugatake, a bold new form of cavalry, and elite ninja warriors, Hanzo's Shadows. They're masterful murderers, and pretty good at climbing walls, too. Take a closer look in the DLC announcement trailer and screenshots below.



The DLC is available now for £1.99 / $3.25 through Steam. Here's the list of new units contained in the DLC.



Kiyomasa’s Katana Cavalry

Katana cavalry hero

These heavily-armoured cavalry wield their blades with a brutal expertise.

Excellent in melee

Slower than other cavalry

Excellent morale

Vulnerable to Yari, Naginata and Matchlock



Yoritomo’s Yabusame Cavalry

Bow cavalry hero

Precise and quick, these men can snipe at enemies, and hold their own if cornered.

Fast moving

Can move and fire

Excellent accuracy and range

Excellent morale

Weak against massed foot missile-units

Average in melee



The Spears of Shizugatake

Yari cavalry hero

Masters of the spear, these expert horsemen boast a devastating charge, and resolute morale in the face of counter-attack.

Fast and very powerful charge

Excellent against other cavalry

Excellent morale

Vulnerable to Yari and Naginata



Benkei’s Blades

Naginata Hero

The long-bladed Naginata is effective against all-comers – doubly so in the hands of an expert.

Versatile: very good against cavalry and other infantry

Excellent armour high resistance to arrows

Excellent morale

Weak against Matchlock



Gozen’s Hime Heroines

Naginata Heroine

In the hands of a great heroine, the Naginata becomes a graceful whirl of steel and bloody death.

Versatile: very good against cavalry and other infantry

Excellent armour high resistance to arrows

Excellent morale

Weak against Matchlock



Tokitaka’s Tanegashima

Matchlock Hero

Armed with a beautifully crafted rifle, these heroes put their marksmanship to deadly use.

Good range

Devastating damage

Very good accuracy and reload

Excellent morale

Vulnerable to cavalry

Good in melee against infantry



Seigen’s Swordmasters

Nodachi Hero

Carrying the fearsome two-handed Nodachi, these heroes strike terror into the hearts of those they charge.

Devastating charge

Excellent morale

Average in prolonged melee

Vulnerable to cavalry and missiles



Tadakatsu’s Tetsubo Warriors

Tetsubo Hero

As strong as Oni, these mighty warriors are masters of the brutal Tetsubo, or war club.

Excellent in melee

Excellent morale

Vulnerable to missiles and massed enemy units



Hanzo’s Shadows

Ninja Hero

Masters of stealth, Ninja heroes are the ultimate dealers of swift and silent death.

Excellent at hiding

Can climb walls very fast

Devastating ranged attack

Very limited ammunition



































Product Release - Valve
The Total War: SHOGUN 2 Saints and Heroes Unit Pack is now available on Steam!

Honed by years of relentless training and tempered in the fires of battle, these nine elite warrior units excel in their fields, and stand head-and-shoulders above their rank-and-file brothers.

Product Update - Valve
General fixes

• Fixed cavalry exploit where players could engage infantry with minimal losses and cause unit to rout.

• Fixed issue where blood would not appear on face and left arm of units in Blood Pack DLC.

• Various audio fixes.

• Correct banner is now shown by Tosa standard bearers.

• Fixed morale bug that could cause the player's army to rout if a reinforcing army had enough Gatling guns.

• Fixes for additional multiplayer campaign desync occurrences where identified.

• Fixed graphical clipping issue with Shinsengumi’s cape.

• Revolver Cavalry is now capped at 4 per army in multiplayer.

• Hosts should now correctly leave a multiplayer campaign when client quits after a battle.

• Fix for certain Daimyos portraits being stretched.

• Saga's clan attributes should now be working correctly.

• Pro-imperial clans should now be able to recruit Shogitai after changing allegiance.

• Clan Development "Modern Rifles" and the trait gained from "French Military Mission" will no longer affect artillery units.

• Daimyo retainer's "British Naval Engineer", "British Railway Engineer", "Francois Leonce Verny" and "Inudstrialist" should now be working correctly.

• Daimyo retainer's "Logistics" and "Scourge" should now correctly stack to provide a 15% replenishment rate.

• Daimyo retainer "Over-ambitious mistress" should now have an effect on Daimyo honour.

• Daimyo retainer "Sir Harry Smith Parkes" should now have a description attached.

• Dilemma "Koyosha" now correctly decreases research rate, rather than increases research rate.

• Various typographical fixes.

• Event "Security Matters" should now have a relevant penalty.

• Mission "Developing our potential" should now be correctly displayed when skipping the first cut-scene.

Unit rebalancing

• Katana Hero units used to cost 1500 Koku, now cost 1300 Koku.

• Yari Hero units used to cost 1100 Koku, now cost 1000 Koku.

• Naginata Warrior Monk Hero units used to cost 1500 Koku, now cost 1300 Koku.

• Bow Hero units used to cost 1400 Koku, now cost 1250 Koku.

AI improvements

• Naval AI will now repair damaged fleets in battle.

• Improvements to AI defending to take into account distance and relative strength between AI and human units when selecting targets.

• Improvements to AI defence when AI has missile superiority.

• AI non-missile/cavalry units will now more frequently move through missile units defending the front line of a battlegroup if they are being charged by a player.

• Further improvements made to reinforcing army AI to limit idle army behaviour.

• Fixed issue where AI would occasionally send in single, unsupported units to attack the player. Units will now co-ordinate better and attack in larger numbers.

• Other AI units will attack player-friendly units that are protecting the flanks of the AI’s primary target unit.

Product Update - Valve
Change Log:
• Lighting shader tweaks to improve lighting in battles throughout the game.
• A Multiplayer crash on host machine when searching for a 4v4 Set-up team siege battle has been fixed.
• Fixed crash when attempting to play Fall of the Samurai Historical Battles when players owns the stand alone Dragon War Battle Pack and not Total War: SHOGUN 2 Fall of the Samurai.
• Fix for players becoming stuck during the Avatar Multiplayer Tutorial after searching for a Match Made battle.
• The "Season" drop down list should now display correctly after changing map in a multiplayer Battle List battle.
• Wako pirates now have the correct banners in naval battles via the Campaign.
• Fix to prevent AI trade fleets grouped around occupied trade nodes in Campaign mode.
• Fix to prevent Mixed Avatars being able to join Battle List battles with 'Mixed Avatars' option turned off.
• Fix for bug in Avatar Conquest mode where players receiving a clan promotion were shown a message telling them they have been relegated.
• Desynchronisation (desync) message has been localised to French, Italian, German, Spanish, Czech, Russian, Polish.
• Fix for multiplayer campaign desynchronsiation (desync) when playing between German and Czech players.
• Improved compatibility with AMD Radeon HD 7 series graphics cards.
• Fixes to prevent desynchronisation (desync) in Multiplayer Campaign mode.
• Improved combat animation blending for cavalry.
• Added localisation to the multiplayer lobby for the status of TEd created maps when they are being shared.
• Fix for Sea of Japan naval battle map crash.
• Players can no longer delete the "Sea of Japan" Naval Battle map, and can delete their own maps (Created or shared through TEd) on the battle setup screen UI.
• Added localisation for battle setup screen UI in French, Italian, German, Spanish, Czech, Russian, Polish.
Announcement - Valve
The Steam Summer Sale continues today with huge savings throughout the store!

Today's Daily Deals Include:

Don't forget to check back for a new Community Choice vote every 8 hours and new Flash sales throughout the day! You can also grab the Steam mobile app to make sure you never miss any great deals while you're on the go!

Complete information on all the savings, Flash Sales, Community Choice Votes and more may be found on www.steampowered.com.

Jul 17, 2012
Product Update - Valve
PC Gamer
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title="Permanent Link to Napoleon: Total War Darthmod update has “enhanced Battle AI that awaits to crush you”">Napoleon Darthmod







The latest update to the Mythos Edition of the marvellous Darthmod project for Napoleon: Total War has landed according to ModDB, which makes this a good excuse to highlight Darthmod for any Total War players who haven't considered modding the game at all just yet.



The infamously challenging has gradually added more and more units to Napoleon, and has tuned the AI to be more aggressive and tougher to beat. Installing it will add 191 new land units, 14 new naval units and extra visual effects that make Napoleon's battlefields smokier, bloodier and more explosive. The mod also increases unit sizes and includes a campaign that supports 40 unit armies. The AI has been overhauled to use its generals more carefully, and combat has been rebalanced to make melee more decisive.



Those changes have been around for a month or so, but Darth Vader and co. have been busy tweaking the mod to make it better. Today's tweaks sharpen up the AI even more. Check out the full summary of the many, many changes Darthmod Napoleon makes on its TWCenter page. And check out the latest changelog, for version 2.5+++ below.



Version 2.5+++ "Mythos Edition" (17/7/2012)



Fix of broadside damage being too weak.

Improved melee and animation mechanics for even more cinematic and realistic engagements. The AI is affected very positively and now should behave better and be more responsive.

Adjusted the Formation AI and now the BAI should be more effective overall:

The AI now forms proper double lines, more suitable for the 40 Unit battles engagements.

The AI now can defend more efficiently and artillery fires at the advancing human army without hesitations.

The AI should attack not too stretched out and more coordinated.

Managing properly the formation offsets now the BAI can attack more efficiently by exploiting the weakness of the human player, that is the ability to control many fronts at the same time and musket/charge at will. In short, the AI moves much more decisively in the battlefield and should provoke much more casualties to the human player.

CAI should now be much more mobile and eager to defend borders/settlements/cities and also to invade.

Rank fire has less fire delay.

Melee penetration enhanced to the maximum cinematic level.



 
PC Gamer
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title="Permanent Link to Rome 2 lead designer talks ancient warfare, modding, DLC, and the importance of working with the community">Rome 2 Logo







While at The Creative Assembly to see Rome 2 for the first time, I sat down with Total War lead designer James Russell to talk about the studio’s reasons for returning to the ancient world, what new features players should expect from their second expedition to Rome, and whether the game will receive the same mod support that has just been rolled out for Total War: Shogun 2. Read our first preview of Rome 2 here, and also check out our video interviews with James Russell and lead battle designer Jamie Ferguson.



PC Gamer: So why return to Rome?



James Russell: Well, I think there are two reasons. Rome is the most popular era in terms of where the fans want us to return to. It's the most asked-for sequel on the forums, from our community, and I'm really excited to be announcing Rome 2.



I think there's something uniquely evocative about the Roman era, which is why is has such traction in the popular imagination. You see lots of Rome content on TV and so on. There's something absolutely magical about the period, I think, from the ideals of the Roman Republic up to the immense power of the Roman Empire, which created the excesses of notorious Emperors like Caligula, and so on.



I mean, it was a time in history where individuals could really shape history. You've got all these legendary figures like Julius Caesar, Cleopatra and there's something very unique about the Roman war machine and the look and feel of the legions. And of course the arena in which they were fighting - the whole ancient world with barbarians in the forests and exotic empires to the east. I think it's just a very very special period and we can make a magical Total War title out of it.



PC Gamer: What are the principal things you're looking to do with Rome 2, that you couldn't do do with Rome 1?



James Russell: First of all the scope of the game world in Rome 2 is going to be bigger, we're pushing the map further out. But really what we want to do... there's something very special about Total War in terms of the scale, and the spectrum of scales, that we have. So if you look at a battle you have incredible detail close up where you can see two men fighting it out, and you zoom out and you can see thousands and thousands of them on the battlefield. We really want to push both ends of that spectrum in Rome 2.



So in terms of the detail, obviously we've got a new graphics engine, we've got new lighting system, new particle systems, we really want to increase the detail and the look and have a really gritty look and feel in terms of the man to man combat - really impactful animations. We're also bringing the cinematic skeletons fully in game, so we're going to have facial animations, we're going to have unit linked cameras. It really brings out that low level human scale drama that we want to have on the battlefield in a completely different way then we have before. Partly that's cameras, partly that's facial animation. We're having emotional interactions, we want to make the game more lifelike in terms of how behave at an individual human level.







And at the other end of the spectrum, we're wanting to make that scale - that sense of grandeur - just more epic than ever. We want it to be the most spectacular gaming experience that people have ever seen. So we're making much bigger cities, epic battlefields, varied terrain, huge armies. And of course just in terms of the period, the huge variety of fighting styles, the variety of terrain and the exotic settings that we've got in the game, it's just going to be something quite spectacular I think.



PC Gamer: Shogun was praised for tightening the Total War experience down to a few key strategic decisions and battles over a very focused landscape. How do you maintain that focus when you’re covering a huge period of history and a vast area of the world?



James Russell: I think the key there is to have a really tight design and there are certain features that we're planning that will give us the best of both worlds. So, for instance, we want to have on the campaign map a huge space but actually reduce the amount of management detail that you've got to go into. So we're going to have - instead of all regions being the same - we're going to have provinces which are made up of a number of different regions.



What that means is you don't have to manage loads and loads of regions, you manage a small number of regions relatively, but we still have that strategic depth where a province is made of up several regions which you can conquer. And what that means is that you can have the benefit of scale but you don't have the management detail. That's on the campaign map. On the battlefield really it's about making sure that the units are controllable and we're taking a whole bunch of measures to make sure that it's epically visual but also straightforward to control.



PC Gamer: So from what we saw, there's obviously a very strong narrative and character element. Is that the direction you see Total War going in? From historical simulation to telling stories from history?



James Russell: I think what's unique about Total War is that you make your own history. So we put you in this historical era, we immerse you in it, we put legendary characters from the era into the game, but the player makes their own history with those characters. But absolutely, that whole pillar, what we call the human face of Total War - we want to do that on the campaign map as well. We want to go down to that human scale and make more of characters, make more of stories and we've got various themes that we want to incorporate around betrayal ... are you saving the Republic or trying to be Emperor? That kind of thing. But absolutely the core pillar of Total War is that you're making your own history.







PC Gamer: So within that sandbox approach, how do you go about incorporating particular historical precedents, like 'this technology existed at this time' or 'this technology came from this place'?



James Russell: What we do is we create this world and the player chooses how to navigate through it. So for instance if the player chooses to focus on something that Rome didn't necessarily focus on until a lot later than the player can do that. If the player wants to go all out and become Emperor early that's what the player chooses to do.



PC Gamer: Are there any specific events or historical personalities that you're really keen to get into the game?



James Russell: Well there's all sorts of flavour of the period that we want to get in in various different ways. We really want to push more storylines into the game. You saw a little bit of that in Shogun 2 with the dilemma system and we wanted to make that a bit broader and really, really push those very unique ancient world stories into the game. But we're not putting the player on rails, they will be triggered depending on what the player is doing how how the player is behaving. So it's really our core goal to integrate the player's interaction with the rich tapestry of the ancient world.



PC Gamer: So when you're talking about themes, are you talking about things like - for example - cults of personality, and the relative power of generals in Rome and how that affected the Empire? That kind of detail?



James Russell: I mean, yeah. Effectively we've got a massive list of things we want to fold into the game in some way, and we do this with all Total War titles, and we look for all sorts of different ways to fold in those themes and flavours. But what we really want to do with Rome 2 is really emphasise the kind of human level drama that was a real part of the Roman world where, as I said, individuals could shape history.







PC Gamer: When you're got such a central and fascinating power as Rome in a game, how do you then make the other factions that surround Rome interesting to play?



James Russell: Well we're not ready to go into which factions are going to be in the game and which factions are going to be playable and that kind of thing. But you know, absolutely those kind of features will apply across the board in terms of the all the different factions that the player can enjoy. I mean it's part of what makes the Roman era so evocative is the sheer variety and exoticism of the different cultures that they encountered. And that's what's so exciting it's the setting, it's the huge scope of the world and all of the different cultures and civilisations that were part of it.



PC Gamer: And will that be reflected in political systems or unit fighting styles, things like that?



James Russell: Absolutely. There's a huge array of fighting styles and different methods of waging war, absolutely. We've got hundreds of units and that's part of what makes the combat in Rome so special and unique. There's a huge amount of variation in terms of fighting styles and just the look and feel of the different cultures.



PC Gamer: So what time period will be covered by the game?



James Russell: Well I don't want to get too specific but we are wanting to have the whole sweep of Roman history right from the early Republic all the way to the Imperial period. But we don't really want to talk about specific dates.



PC Gamer: Does it include the divided Empire? West and East?



James Russell: Well.... who knows?



PC Gamer: What are your plans for multiplayer this time around?







James Russell: Well I can't really talk about multiplayer, but I think I can say that we're planning to do something really big.



PC Gamer: Talking about Total War generally, there's a really varied amount of post launch content for Shogun, from small campaign packs to full expansions. Is that the policy going forward, to have a full range of DLC at different sizes?



James Russell: I think we're really lead by the content itself and by what fits. What we want to do is create a fantastic core release which has the huge array of variety that people expect from a Total War game, and in particular a Total War game set in ancient Rome where we include all of these other civilisations. So, yeah, we absolutely plan to delve deeper after release in terms of additional content. We're lead by the content, we don't develop and hold things back, that's not how we work. We make the best game we can and then we think "Okay what do the fans want? What do we want to do? How can we push this even further?"



PC Gamer: So with Shogun 2 did you find that a particular size of DLC or expansion worked better than anything else?



James Russell: I think they all have their place. I think there's a great place for smaller bits of DLC which add very specific content, there's a place for a new campaign and there's a place for a big expansion pack as well. I think they all have their strengths and weaknesses and we're happy with all the Shogun 2 post release content, yeah.



PC Gamer: So you've put out the map editor for Shogun 2 - should players expect similar modding support for Rome?



James Russell: Well, you know we do our best. It has become harder, in the old days we worked with very simple text files that were very easy to mod, now we have a proper authenticated database. We don't necessarily have all the editor tools that the players out there think we do. As designers we struggle as well.







PC Gamer: So do you look at the mod community, do you factor in what they're doing to your games after release and apply that to subsequent games?



James Russell: Well, you know, we keep ourselves aware of what's going on and what people want and we do our best to listen to the community.



PC Gamer: How does modding and community support work alongside DLC, where a game grows in the direction you're taking it in and the community independently does their own thing. What’s the appeal of supporting modders when you’ve got your own plan for the growth of the game?



James Russell: Well the appeal of supporting modders is that it creates engagement, it supports engagement with the game and modders can increase the lifetime of the product by creating content that they want to play with each other. But I don't think we feel threatened by that in terms of producing our own content, we're confident about what we do and I think we make great DLC content. And there are things that we can do, because, we can change the code and so on, that the modders couldn't do.



PC Gamer: You've got a very dedicated community, and Total War Centre is a good example of the kind of focused community that springs up around PC games. Is that one of the big appeals of sticking with the PC - gaining access to that committed group of players?



James Russell: In terms of the platform I think there is something unique about what PC gaming is. Total War at it's heart is an epic, deep gameplay experience and I think PC is the best platform for that. It's that kind of ‘lean in’ experience, it's not on the sofa in the living room with shorter play sessions and so on. So we do want to make Total War accessible, we do want to support the ability to play for shorter amounts of time absolutely but I think at its core PC is a perfect platform for what Rome 2 is, absolutely.



Total War: Rome 2 is due in late 2013.
PC Gamer
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title="Permanent Link to Total War: Rome 2 announcement trailer features total betrayal, total murder">Rome 2 Logo







I don't know if you noticed, but yesterday Total War: Rome 2 was announced, and we all got rather excited. Today we've got an announcement trailer for you. It's live action (unless Rome's engine is even better than we expected) but it should get you in the mood for murder, betrayal and politics, all of which seem to be one and the same for the Romans. "What would you do for Rome?" It asks. Personally I would pay slightly above average air fare, how about you?



If you want to know more The Creative Assembly's latest effort, check out our Total War: Rome 2 preview or read our interview with the developers.
PC Gamer
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title="Permanent Link to Total War Rome 2 video interviews: Creative Assembly on battles and the campaign game">Rome 2 Street Fighting Feature







While seeing Rome 2 for the first time at Creative Assembly, I spoke to lead designer James Russell and lead battle designer Jamie Ferguson about the new direction that Total War is taking, their ambitions for the game, and why they're returning to Rome after all this time.



James Russell, lead designer

 



 

Jamie Ferguson, lead battle designer

 



 

Be sure to check out our Rome 2 preview for our first impressions of the game. More on Rome 2 is available in PC Gamer UK issue 242, out July 4th, and PC Gamer US issue 230, out July 17th.
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