Results 1 to 1 of 1

Thread: RSM Record of Changes

  1. #1

    Icon5 RSM Record of Changes

    List of Changes version 1.2:
    Most changes are due to user feedback and user requests. The changes are:

    • Ranged weapons (rifles and bows) are a little more accurate compared with previous version and they should be a little more accurate at close ranges now.
    • Shinsengumi units are equipped with Rifle and Katana instead of Rifle and Bayonet
    • Sengoku General and FotS Hatamoto General equipped with Yari and floating animation is fixed
    • FotS unit deployment in ranks is altered. Most modern and elite units deploy in two ranks that maximizes the effect of kneel fire ability. Other units have rank fire ability and Matchlock Kachi have light infantry behavior.
    • FotS rifle range difference minimized a bit and revolver range changed to 30 meters
    • Spread of Whistling and Flaming arrows lowered slightly
    • Some Elite units have longer recruitment times compared to previous version
    • Ashigaru, RotS levy and FotS levy unit sizes are increased
    • Sengoku campaign map speed reduced compared to previous version
    • Generals and Agent experience points lowered again to vanilla values
    • Ashigaru defense values increased slightly
    • FotS region specialties are now more diverse when choosing between the tier3 building upgrade types


    Known bugs that cannot be fixed to my knowledge: Bow Ashigaru have Rifle/Musket firing sound! FotS agents will have visible scabbards.

    List of Changes version 1.1:

    In general:
    A great deal of user feedback and change requests was received after the release of RSM 1.0, which I appreciate. All change requests have been evaluated and analyzed with the following criteria in mind:


    • Is it within scope and purpose of this mod?
    • Does the added value match the development effort required for such an implementation?
    • Is it possible to implement at all?
    • At last but not least, do I personally think it is a good idea?



    Most of the change requests were implemented but some are not based on the evaluation information listed above.

    Submod added that minimizes the trail of bullets and arrows
    Submod added that revert campaign map borders back to vanilla

    Campaign play:
    Campaign map movement slightly reduced for the Shogun2 campaign
    Some techs have added “research speed” bonus added
    Unit limit for a few Shogun2 units lowered
    FotS artillery recruitment is now linked to the tied to the country specific trade district instead of allegiance. To compensate additional artillery units are added and new unit cards with flags (UK, US, France, Prussia) are included.
    The Imperial Vanguard (FotS) is now using the Rising Sun flag on the campaign map

    Battle play:
    Rifles, Guns, Cannons, Bows etc. are now less accurate from the outset. When a unit gains experience it will gradually also increase its shooting accuracy accordingly. This change means that no longer will a unit eliminate an opposing unit with three or four volleys from a distance. Units will also kill fewer enemies at maximum range now.
    General blue influence circle also includes rally ability now (in terms of radius)
    Shogun2:
    Teppo Samurais have better stats now
    Yumi Cavalry have lower unit cap and better stats to compensate now
    Ashigaru units have slightly better stats now
    Samurai archers have slightly lower stats now
    Ikko Ikki Monks have better stats than ordinary monk units
    Katana Samurai and Katana Cavalry converted into recruitable “Samurai Retainers” and “Mounted Samurai Retainers” with better stats but lower unit cap. Encyclopedia is not updated accordingly. This change was a compromise because I did not want to delete the units from the unit roster.
    Fall of the Samurai:
    Shogunate Infantry and Shogunate Guards (FotS) are now equipped with better rifles (Chassepot) and uniforms are darker colored.
    Bear infantry are now equipped with Katanas for melee instead of bayonet.
    Katana Kachi
    converted into recruitable “Samurai Retainers” with better stats but lower unit cap.
    Traditional units wear less armour now

    New Units:
    The following units are added to the Shogun2 campaign:
    Elite No-Dachi Samurai
    Elite Bow Samurai
    Elite Matchlock Samurai
    Elite Yari Cavalry

    The following units are added to the RotS campaign:
    Elite Foot Samurai
    Elite Mounted Samurai
    Elite Shobuzuri Warrior Monks

    The following units are added to the FotS campaign:
    9 pounder 8 cwt RML (Muzzle loading British field gun)
    4-Pfünder-Feldkanone C/64 (Breech loading Prussian field gun)
    Canon de Reffye (Breech loading French field gun)
    3-inch Ordnance Rifle (Muzzle loading US field gun)
    6-Pfünder-Feldkanone C/61 (Breech loading Prussian field gun)

    The Prussian field guns do not require a trade district.


    List of Changes version 1.0:

    Campaign play:

    All three campaigns extensively modified at various levels, which should result in a different gameplay compared to vanilla S2TW.

    Shogun2 campaign modified in terms of:

    • Campaign end dates extended
    • More major factions than before
    • Start economy
    • Faction Leaders traits and abilities
    • Generals’ traits and abilities
    • Technology research priorities
    • Oda and Tokugawa are at peace from the outset



    RotS campaign extensively modified in terms of:

    • Campaign end dates extended
    • Expanded and altered victory conditions
    • Playable factions cannot change allegiance
    • Allegiance for non-playable factions modified meaning that Taira is supported by appr. 55%, Minamoto by appr. 30% and Fujiwara by appr. 15%
    • Campaign map colours edited: Red variants denotes Taira allegiance from campaign outset. Blue variants denotes Minamoto allegiance from campaign outset. Green variants denotes Fujiwara allegiance from campaign outset.
    • Diplomacy matches new allegiances
    • Start economy
    • Faction Leaders traits and abilities
    • Generals’ traits and abilities
    • Some technologies already researched at campaign outset
    • Technology research priorities



    FotS campaign extensively modified in terms of:

    • Campaign end dates extended
    • More major factions than before
    • Expanded and altered victory conditions
    • Playable factions cannot change allegiance
    • A few non-playable factions changed allegiance
    • Campaign map colours edited: Red variants denotes Imperial allegiance from campaign outset. Blue variants denotes Shogunate allegiance from campaign outset.
    • Diplomacy matches new allegiances
    • Start economy
    • Start building levels modified in certain regions
    • Faction Leaders traits and abilities
    • Generals’ traits and abilities
    • Some technologies already researched at campaign outset
    • Technology research priorities
    • French equipment (except lower tier cannons) is only available to Shogunate allegiance factions.
    • British equipment (except lower tier cannons) is only available to Imperial allegiance factions.
    • U.S. equipment (except lower tier cannons) is available to every faction.
    • Naval gunfire support modified and expect lower trajectories during battle



    Other campaign changes:

    • Campaign map and battle banners and mons (a number of new mons added) modified for Shogun2 and FotS. Together with ACC (included) this should increase the overall immersion while playing the game
    • Faction leader models (uniforms etc.) are modified. This also applies for the faction selection screen and battles during campaign play and tries to resemble historical resources etc.
    • General models (uniforms etc.) are modified and more diverse (interesting IMO) than before. This also applies for battles during campaign play
    • Campaign map zoom limits increased (activated using ESC key during campaign intro)
    • Campaign map shroud removed turn#1 only (activated using ESC key during campaign intro)
    • Some Shogun2 Faction Leaders have special Hatamoto variants
    • General skill trees slightly modified



    Battle play:

    • Most unit “uniform” variants are updated since RSM 0.8
    • Samurai units are now the elite on the battlefield with increased armour and stats. It will require 3 or more Ashigaru units to defeat a Samurai unit. To compensate Ashigaru recruitment cost and upkeep is lowered a bit
    • Hero units and Hatamotos now has truly Hero stats meaning that they are much harder to kill
    • Monks are no longer Supermen. Instead they are skilled fanatics. Recruitment cost and upkeep is lowered accordingly
    • Samurai, Hero and Monk “uniform” variants updated to match the actual armour level/stat
    • Arrow damage, reload time, accuracy and ranges changed since RSM 0.8 and should be more historically correct. Samurai Bow units scores more hits and penetrate more armour than Ashigaru Bow units. Higher Draw-weight means higher arrow velocity, longer range and penetration force
    • Musket/Rifle/Revolver projectiles damage, reload time, accuracy and ranges changed since RSM 0.8 and are based on historical resources and modified for gameplay purposes
    • In FotS rifle ranges varies from 140 meters (militia) to 320 meters (sharpshooters) and units are equipped with French/British/U.S. rifles based on starting allegiance.
    • Bow units have all rank fire ability whereas cavalry firearm units can only from first rank
    • FotS Kanko Maru Corvette has increased armament whereas Kanrin maru has decreased armament compared to RSM 0.8
    • FotS Kotetsu Ironclad has an increased number of cannons and less gatling guns
    • FotS iron-plated ships have increased armament compared to their wood or copper plated variants
    • Toyotomi Hideyoshi added to custom battle play




    • General command rating modified for custom battle play



    List of Changes version 0.8 Beta:


    Campaign play:
    Tax levels are edited to improve tax income slightly
    Ships campaign map travel distance per turn reflects their actual combat speed with some exceptions
    Realm divide effect changed so it decreases over time. The result is that the other factions will “hate” your faction less over time. This implementation needs some objective feedback!
    Diplomacy effects changed in general
    City garrisons are now larger in size (Sengoku, RotS and FotS)

    Battle play:
    Alternative Clan Colors (ACC) mod v. 59h integrated in RSM 0.8- Thanks to Demokritos for allowing me to use his mod!
    Light Infantry (FotS) have light infantry behavior
    Kantana equipped units now features scabbards. This change is inspired by the Saya mod from weirdoascensor
    Cavalry equipped with Kantana as primary weapon also features Yari as secondary weapon
    Spear and Polearm equipped units can form spear square formation
    Most FotS rifle units are now equipped with Bayonets as melee weapon and are also able to form Square formation. This change is inspired by the Bayonet mod from IGdood. The Rifle+Bayonet units have also received a melee bonus against cavalry.
    “Elite” FotS units with Bayonets have Banzai ability.
    Matchlock equipped units etc. have rank fire ability.
    Equipment and Sashimonos/backpacks versus units have been changed in general for uniformity and appearance.
    Sengoku naval cannons have been differentiated slightly (Mori ships have better cannons).
    Shogunate Guard and Imperial Guard uniform colours edited per request.

    The following new units have been added to Sengoku campaign (see post #2 for images):
    Nagamaki Samurai (normal unit size)
    Oda Nagamaki Samurai (larger unit size)
    Elite Nagamaki Samurai
    Elite Yari Samurai
    Peasant Yari Ashigaru (spear)
    Mochi Yari Ashigaru
    Peasant Naginata Ashigaru
    Naginata Ashigaru


    List of Changes version 0.7 Beta:

    Campaign play:
    Campaign AI should be more challenging than vanilla. Play at Normal or Hard.
    Unit upkeep lowered slightly
    Increased unit recruitment time
    Elite/Special units can be recruited at a lower building tier than before
    Unit quality vs. building tier is edited
    Some unit caps are edited
    Building costs lowered significantly
    Campaign map movement speed differentiated and increased
    Research speed increased
    Added 22 new loading screens for all campaign types
    Campaign map borders are no longer visible
    Technology effects are edited
    Building effects are edited
    Traits effects are edited

    The Black Ship can now be recruited by all factions regardless of Religion. The ship is equipped with a Portuguese crew.

    Custom made Nanban Infantry and Nanban Cavalry are recruitable by all factions (Sengoku campaign) regardless of Religion. The uniforms are made by BullGod.

    Fall of the Samurai (FotS)/Boshin campaign features the following custom made units:
    Canon obusier de 12 (all factions)
    Canon obusier de 12 (all factions)
    Canon de 4 La Hitte (all factions)
    Canon de 12 La Hitte (all factions)
    20 pounder 16 cwt Armstrong gun (all factions)
    20-pounder Parrott Gun (all factions)
    U.S. Cavalry (US)
    U.S. Army Rangers (US)
    Royal Hussars (UK)
    Rifle Brigade (UK)
    Chasseurs á cheval (FR)
    Voltigeurs (FR)

    Battle play:
    Battle AI is modded to match a more realistic gameplay (IMO at least)
    Battle morale, movement speed, fatigue etc. is edited
    Projectile range, reload time, power, trails and in some cases trajectory are edited
    More projectiles are added to diversify the land forces equipment and naval cannons
    FotS land units are equipped with different rifles, based on historical references as much as possible
    FotS land unit uniforms and colours are reworked on a broad scale, based on historical references as much as possible
    Sengoku and Genpei unit uniforms are reworked on a broad scale, which should make them look more interesting and appealing than the typical vanilla uniforms
    Western units only use European/American style weapons (Sengoku and FotS)
    Western naval units only features western crews (uniform colours cannot be edited right away though)
    Naval unit battle movement speed and turning rate differentiated, based on historical references as much as possible and should be more realistic now
    Ironclad armour edited, based on historical references as much as possible and should be more realistic now
    FotS naval unit cannons are differentiated, based on historical references as much as possible and should be more realistic now
    Naval bombardment settings (FotS) are edited

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •