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Fishbus
Aug 30, 2006


"Stuck in an RPG Pro-Tour"

I got to say I don't like some of these new Steward perks, they're very small and confusing. Like 2% food on a tuesday but also +10% morale for troops on tier 2 and 3 while in summer.

I quite likes some of the older, simpler ones like giving you +2 units per fief owned, or +1 companion per settlement owned.

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Ravenfood
Nov 4, 2011
Profit from trade caravans and workshops should count toward trade experience. Maybe at a lower rate than doing it yourself.

Mostly I hate the sheer idea of leveling trade.

E: or high trade companions should at least be able to do your trading for you.

Ravenfood fucked around with this message at 15:42 on Oct 20, 2020

dogstile
May 1, 2012

fucking clocks
how do they work?

The Bird posted:

This was my assumption. That my troops are divided into the different formations/wings and I am just too low-level to command them. I was able to command a horse archer wing during a Khuzaite campaign and circling wide around the enemy to rain hell on their archers was hilarious. Esp, after charging into them and cutting them down.

Is the command level based on total character level, influence, or leadership/tactic score? How will I know when I am high enough to actually command a formation if there are more than the maximum number of commanders?

I wish I had the patience to play this series when I was younger. There really is nothing like it and I understand why there are so many hardcore fans. Thanks for all your replies!

Honestly I wish I could tell you, but I never worked it out. I thought it was leadership/tactic alone but i've heard nudges that it might also be tied into how well liked you are.

LegoMan
Mar 17, 2002

ting ting ting

College Slice

Ravenfood posted:

Profit from trade caravans and workshops should count toward trade experience. Maybe at a lower rate than doing it yourself.

Mostly I hate the sheer idea of leveling trade.

E: or high trade companions should at least be able to do your trading for you.

they should. but apparently they don't right now (unless latest patch fixed it.) Also if your caravan gets wiped and the hero captured eventually he/she gets released but you have to pay to restart the caravan.

wilderthanmild
Jun 21, 2010

Posting shit




Grimey Drawer
Last night in my first game since the patch I got a notification that "Clan Steppe Bandits" has been wiped out. Is this a new bug or a low occurrence thing that could happen before?

Tree Bucket
Apr 1, 2016

R.I.P.idura leucophrys

wilderthanmild posted:

Last night in my first game since the patch I got a notification that "Clan Steppe Bandits" has been wiped out. Is this a new bug or a low occurrence thing that could happen before?

I've seen it twice- recently and quite a few patches ago. Steppe bandits both times. (Nerf Kuzaits!!)

Propaganda Hour
Aug 25, 2008



after editing wikipedia as a joke for 16 years, i ve convinced myself that homer simpson's japanese name translates to the "The beer goblin"
Dev update #5 is up!

https://www.youtube.com/watch?v=jlnQCoohD3o

Key feature updates:
RANGED COMBAT UPDATE tons of updates
EDUCATION educate your children!
MANGONEL PROJECTILES fire a spray of boulders - neat!
LAME HORSES
RADIAL ORDER MENU development in progress for controllers
PRISONER RECRUITMENT incurs a morale penalty
FOLLOW COMMAND on the world map
BATTANIAN CHAINMAIL

Shear Modulus
Jun 9, 2010



I feel like they're making pretty good progress these days. During the summer it seemed there was a period of dead air as they announced "hey we're going to do a big refactor but it shouldn't take too long" that inevitably dragged out for months as every code refactor does. I like these videos that come out every couple of weeks.

The only thing really stopping me from playing again and inevitably sinking another 30 hours or so into the game is that I'd like more combat maps. I must have recognized a certain field map as soon as the battle start and instantly turned around and put my archers on the two little hills back and to the right of the starting point like a dozen times. Are there any mods of combat map packs yet?

Subyng
May 4, 2013
It would be awesome if certain areas of the world map had unique battle maps you were guaranteed to get. So if you have a battle near some particular river you know exactly what terrain you'll actually be fighting on.

aparmenideanmonad
Jan 28, 2004
Balls to you and your way of mortal opinions - you don't exist anyway!
Fun Shoe
Prisoner recruitment morale penalty incoming, but they'll add offsetting skills. At least it's a lot easier to stock your army's larder with every possible type of food in this version!

Ravenfood
Nov 4, 2011
Any simple .ini quirks to ramp up xp gain quite a bit? I know there's some mods for it but if its really simple to do I'd rather just do it myself, tbh.

Muscle Tracer
Feb 23, 2007

Medals only weigh one down.

what are these "simulated battles" i keep seeing referenced in Tactics skills? is that just auto-battle, or something else?

downout
Jul 6, 2009

Muscle Tracer posted:

what are these "simulated battles" i keep seeing referenced in Tactics skills? is that just auto-battle, or something else?

I'll second this question. I always assumed it was the auto-battle, but I'd like to know for sure.

Dandywalken
Feb 11, 2014

Yeah its autos

Shear Modulus
Jun 9, 2010



The bonus that tactics levels gives to auto battles seems super small compared to troop counts and quality.

Also iirc the tooltip says to level it up you need to autoresolve battles but thats a lie, you get tactics experience in real battles whenever a troop in your party kills an enemy (or maybe this was added by a mod I was using lol).

Tree Bucket
Apr 1, 2016

R.I.P.idura leucophrys
You know a battle's going poorly when "____ has gained a level in Medicine" keeps popping up

Olesh
Aug 4, 2008

Why did the circus close?

A long, chilling list of animal rights violations.

Shear Modulus posted:

The bonus that tactics levels gives to auto battles seems super small compared to troop counts and quality.

Also iirc the tooltip says to level it up you need to autoresolve battles but thats a lie, you get tactics experience in real battles whenever a troop in your party kills an enemy (or maybe this was added by a mod I was using lol).

No, that's correct for vanilla. But if you autoresolve a battle, you can be assured that all enemy troop deaths come from your own troops and it's a hell of a lot faster than loading into a battle and waiting for your troops to kill the enemy.

downout
Jul 6, 2009

That's a nice incentive but jesus I hated auto-resolving battles. Every time a fian would die or some top level shield. And if I just joined and put up shield wall, advanced shields and then sent in bows after no one died.

Kind of a big deal when building an elite army.

Nelson Mandingo
Mar 27, 2005




downout posted:

That's a nice incentive but jesus I hated auto-resolving battles. Every time a fian would die or some top level shield. And if I just joined and put up shield wall, advanced shields and then sent in bows after no one died.

Kind of a big deal when building an elite army.

Yeah this is my problem with auto resolve is it seems truly random so it generally gets troops you otherwise don't want to die but lower tier units that are easier to replace never quite seem to bite it.

I'd rather some mild benefits in RNG put on top tier troops when doing autoresolve. Especially the "noble" troops. I wouldn't mind paying the price if it wasn't so predictable. Not to mention a top tier troop dying to like, a group of 20 bandits or something is unacceptable.

downout
Jul 6, 2009

Nelson Mandingo posted:

Yeah this is my problem with auto resolve is it seems truly random so it generally gets troops you otherwise don't want to die but lower tier units that are easier to replace never quite seem to bite it.

I'd rather some mild benefits in RNG put on top tier troops when doing autoresolve. Especially the "noble" troops. I wouldn't mind paying the price if it wasn't so predictable. Not to mention a top tier troop dying to like, a group of 20 bandits or something is unacceptable.

Ya, i got 10 fians and 200 total troops. OOOPS the fian died to 20 peasants, nah I'm good.

7c Nickel
Apr 27, 2008
Autoresolve just straight up does a bunch of random 1 v 1s where the base chance in the fight is determined by troop levels + some modifiers. This is part of why Khuzait tends to steamroll AI fights. Troops get a 25% bonus to their autoresolve for being mounted, even during sieges, and AI ignore the horse/warhorse requirement when they upgrade troops. The Khuzaits get bonus subsidies for being the most annoying group to fight.

Tree Bucket
Apr 1, 2016

R.I.P.idura leucophrys

7c Nickel posted:

Autoresolve just straight up does a bunch of random 1 v 1s where the base chance in the fight is determined by troop levels + some modifiers. This is part of why Khuzait tends to steamroll AI fights. Troops get a 25% bonus to their autoresolve for being mounted, even during sieges, and AI ignore the horse/warhorse requirement when they upgrade troops. The Khuzaits get bonus subsidies for being the most annoying group to fight.

Are the Khuzaits intended as a kind of "end game boss" that's super hard to beat? Or is the dev biased towards steppe peoples...? Either way, watching the map slowly turn light blue every game is pretty demoralising.
On the plus side, it is a nice shade of blue.

7c Nickel
Apr 27, 2008

Tree Bucket posted:

Are the Khuzaits intended as a kind of "end game boss" that's super hard to beat? Or is the dev biased towards steppe peoples...? Either way, watching the map slowly turn light blue every game is pretty demoralising.
On the plus side, it is a nice shade of blue.

Just unfinished stuff that happens to stack up and help them I think.

Shear Modulus
Jun 9, 2010



Khuzaits get the hacky autoresolve bonuses and their initial map position is really really good. Their only real neighbors are Sturgia, Northern Empire, and Southern Empire. Sturgia tends to get steamrolled because their map position sucks (they're exposed to invasions from every other kingdom except Aserai and Southern Empire) and the territory is too spread out to defend effectively, and Northern Empire is in the middle of the map so is usually fighting on two or more fronts, letting the Khuzaits move into their territory without a lot of resistance. Southern Empire seems to be perpetually at war with the Aserai so any war they fight with against the Khuzaits is also a two-front war.

Liquid Communism
Mar 9, 2004

коммунизм хранится в яичках
Oh thank God, they fixed following.

Carvan missions and keeping up with armies are going to be much less annoying.

Ravenfood
Nov 4, 2011
There's something kind of messed up at how the sister you have at the start of the game (that's a kid) grows up super fast and can be put in charge of various settlements when she still is definitely way too young looking to do anything. Her shield is bigger than she is.

Tree Bucket
Apr 1, 2016

R.I.P.idura leucophrys
I was wondering about that. My brother appeared too with a "heavy round shield" and he looks about 12. Do they, like, keep growing...?

Subyng
May 4, 2013
My sister appeared and when I went to talk to her she didnt know who I was!

wearing a lampshade
Mar 6, 2013

they do grow eventually

Tree Bucket
Apr 1, 2016

R.I.P.idura leucophrys

albany academy posted:

they do grow eventually

My older brother appears to be about seven feet tall. Those kids have got some catching up to do.
But yeah, I'm glad the next update will have "education" in it- it seems weird for these kids to float around the capital of the empire for a few years and emerge with precisely zero skills.

Shear Modulus
Jun 9, 2010



https://bannerlordperks.com got updated for the latest version. here's my favorite description

quote:


Code Analysis (Beta v1.5.4)
This perk correctly grants a 5% chance of recieving a copy of a mount that is already in your inventory once each morning. If you have no mounts in your inventory, the game will crash.

Gobblecoque
Sep 6, 2011
lol that even in the newly overhauled skills there's still a bunch of

quote:

This perk is not referenced by the game code in any way other than declaration.

Ravenfood
Nov 4, 2011
Any idea why sometimes when I barter I can trade items, and other times I can't? I'm trying to bribe the Sturgian lord of Omor to join me to cover my northern border and it only lets me use coin instead of anything else in the barter system. It works with other lords.

E: and why sometimes they bring their lands with them and sometimes don't? And finally: how many clans do I need to bring over for them to start voting on my councils? I'm just now doing kingdom management stuff and it's pretty opaque, but I'm going to need some allies to take on the Khuzait who are gobbling up the eastern Empire.

Ravenfood fucked around with this message at 13:10 on Nov 6, 2020

7c Nickel
Apr 27, 2008
Look what I found.

https://www.youtube.com/watch?v=sjh8xioFlTY

Note that this is just a proof of concept for getting custom assets and animations in game.

7c Nickel fucked around with this message at 08:45 on Nov 6, 2020

Bakalakadaka
Sep 18, 2004

Haven't played in a hot minute but those upcoming ranged weapon changes sound pretty cool and I should probably take a peek at the mod tools!

Muscle Tracer
Feb 23, 2007

Medals only weigh one down.

is there a way to build up a squad of Fian Champions that isn't just doing loops of Battania and stopping in at every village along the way? i don't suppose there's a way to just directly mod your army.

Hot Diggity!
Apr 3, 2010

SKELITON_BRINGING_U_ON.GIF

Muscle Tracer posted:

is there a way to build up a squad of Fian Champions that isn't just doing loops of Battania and stopping in at every village along the way? i don't suppose there's a way to just directly mod your army.

Disciplinarian perk if memory serves helps

Flavahbeast
Jul 21, 2001


Muscle Tracer posted:

is there a way to build up a squad of Fian Champions that isn't just doing loops of Battania and stopping in at every village along the way? i don't suppose there's a way to just directly mod your army.

I don't know if this still works, but in past versions you could level up forest bandits until they're ready to upgrade, then park them in a fort you own or a companion's party and they would upgrade to fians the next day or something

Ravenfood
Nov 4, 2011

Muscle Tracer posted:

is there a way to build up a squad of Fian Champions that isn't just doing loops of Battania and stopping in at every village along the way? i don't suppose there's a way to just directly mod your army.

Capture forest bandits and either stick them in a fief you own with a training ground (faster if you got them to get the promotion first iirc) or get to Leadership 125 and get the Disciplinarian perk that lets you upgrade bandits to regular troops. All of the various regional bandits upgrade into the noble line of their various areas at t4, ie forest become Fians, steppe become Kheshig, sea raiders varyag vets, mountain become vanguards, and desert become faris I think. I don't know who, or what, upgrade to cataphracts. Either way, capturing and recruiting bandits is by far and away the easiest way to recruit nobles, and raiding hideouts is the easiest way to capture steppe bandits. Forest bandits you can at least hunt down in the fields, and with enough force they'll join you outright. There's also a mechanism that seemingly makes more noble recruits spawn as the game goes on, but I don't know what it is.

As a sidenote experience-modifying mods are a must for me at this point.

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Gort
Aug 18, 2003

Good day what ho cup of tea
Looks like a giant patch just hit.

quote:

Beta e1.5.5
Singleplayer
Crashes

Fixed a crash related to formation AI.
Fixed a quest issue that caused the game to crash on loading.
Fixed two crashes that occurred after the player cleared an alley.
Fixed a crash that occurred when performing hostile actions against neutral villages while serving a kingdom as mercenary.
Fixed a crash related to initial kingdom hero spawn points that occurred when loading the game.
Fixed a crash that occurred when pressing the exit to the main menu button while a conversation was active.
Fixed a bug that crashed the game after gaining XP when the player was already at the maximum level.
Fixed a crash which appeared after changing an option in the options menu.
Fixed a crash that happened when the "Fight against the conspiracy" quest timed out.
Fixed a crash that happened when Radagos was executed in the “Rescue Family” quest.
Fixed a crash that occurred when entering the same village over and over again.
Fixed a crash that occurred after offering a truce during barter.

Performance

Fixed a bug that caused performance drops on the world map after sounds were cut.

Save & Load

Autosave interval duration was increased. It now autosaves after leaving settlement and ending encounters.
A notification will be displayed after saving the game successfully.
Daily gold changes occurred multiple times in different loaded games for some saved games. This was fixed. Now the daily gold change occurs only once in a day.

Localisation

Text additions, spell checks and punctuation fixes.
Chinese localisation fixes.

Art

Navmesh IDs changed for better AI behaviours in front of castle gates.
Visual improvements on Khuzait, Vlandian and Empire villages:
khuzait_village_f
Empire_village_o
vlandia_village_j
Physics problems on some castle walls and rooves are solved in Tsagaan Castle.
In order to have a better balance between ranged and melee troops, high ground areas and their connections between each other were reduced in number in Tsagaan Castle.
Assigned alpha versions parallax to materials with parallax.
Visual improvements on Battania Keep and gatehouse models.
Improvements to the existing campaign maps icons.
Added new cradle model.

UI
Changes

Added autosave interval control to the Campaign Options panel.
Added Married/Not Married filters to the encyclopedia hero list page.
Added explanation tooltip to the tax value in Town Management.
Now, the equip button in the inventory will replace the same type of weapon (if there is one equipped).
Army overlay can now show more than 18 parties in the army.
Barter offered item amount is now an editable text area.
Players can now load save games with double click on the saved game tuple.
Fixes

Fixed long party names overlapping weight values in the inventory screen.
Fixed a bug that caused UI to disappear after inspecting a companion's troops while talking.
Fixed minor visual issues in the tournament prize panel.
Fixed a bug that showed swapped values for "Casualties Inflicted" for a diplomacy war item.
Fixed a bug in the army nameplate that caused an issue icon to be visible even though the lord with the issue hasn't joined the army yet.

Battles and Sieges

Added -20% damage and weapon speed/reload penalty for using weapons while mounted. This is lowered by the Riding skill and reaches zero penalty at 100. The effect only applies to troops and characters in singleplayer mode. Some mechanical weapons (such as crossbows) are exempt from the damage penalty.
Heroes will no longer receive medicine skill experience for teamkills in battles.
Some archery points in siege scenes were not being removed as expected when certain objects like walls and broken versions of walls were swapped around causing archer agents trying to go to undesirable positions. Fixed/added more functionality to add on deploy/remove on deploy properties.
Moving in formation speed limits were not applied properly, they have been fixed and speeds were reduced overall, This is especially noticeable in shield wall, circle and square arrangements.
When troops with ranged weapons were given the charge order they didn't approach the enemy if there was a friend in the way. This was fixed. Moving sideways to try to see enemies past friends was also added, making giving the charge order without telling troops to hold fire much more effective.
Due to an error in updating the target agent after their target was killed and they moved back a few steps, ranged troops tended to face away from the enemy. This was fixed.
Fixed a bug that caused formations to fidget about when trying to hold a defensive position.
Implemented a new system that calculates troop power based on context. Removed cavalry troop simulation bonuses for sieges.
Light crossbows are reloadable on horseback now. Some of the heaviest crossbows are capable of penetrating shields.

Character Development System

Added 10 more combat-related tactics perks to the game. This finalizes the current tactics skill tree.
Added and balanced 32 medicine perk effects on the campaign side.
Fixed the speed bonus for siege engine construction of the Sweatshop perk in the Steward skill. Instead of a flat bonus of 20, it is now 20%.
Fixed a bug that causes troops to appear as very old or young.
Fixed a bug that caused children to show up in the inventory screen as selectable.
Fixed a bug that caused the player to heal immediately just by waiting on the map.

Clan and Party

Bandit parties which were close to a hideout were attacking other stronger parties because they assumed that parties inside the hideout would help them. However, that is not the case. They will no longer make this assumption.
Fixed a bug that leaves the main hero's spouse in the main party in a fugitive state.
Enabled AI marriages to occur over time.
Gave most clans enough adult members to lead the minimum number of parties. Added children to some clans to ensure better long-term continuity. More changes will follow.

Armies

Fix a bug that allowed lords in the player's army to recruit from raided villages.

Kingdoms and Diplomacy

Fixed a bug that caused dead heroes to participate in kingdom decisions.
Fixed a bug that led to mercenary clans defecting as vassals to other kingdoms during the main storyline.
Fixed an issue that stopped kingdom decisions from properly resolving when the player joined the kingdom as a mercenary.

Economy and Trade

Fixed a bug that prevents the effects of daily settlement projects.
Fixed an issue that caused caravan speeds to drop to 1-2 speed because they were buying too many animals. Now, caravans do not buy more animals than their herd limit. If they have more animals than the limit, they sell excess animals when they enter a town.
Fixed a problem with tanneries not making any profit and closing all over the world in the long term.
All workshops are a bit more profitable now.

Crafting

Missing/Invalid damage type strings were fixed.
Fixed an issue with some crafted two-handed weapon blades not disappearing from the character’s back after drawing the weapon.
Fixed a bug that caused the wrong tooltip and description to show at the smelting and refining screen.

Settlement Actions (Town, Village, Castle and Hideout)

Players are no longer able to form caravans while in disguise.
Players are no longer able to buy workshops while in disguise.
Players can no longer heal by entering and leaving the training field.

Quests & Issues

Quest battle AI aggressiveness improvements. (Quest NPCs will be more defensive in combat based on their skills.)
Fixed a bug that caused some quest rewards to be floating-point numbers.
Quest difficulties will now scale according to player progress even while the quest is ongoing.
Crime rating will only be gained after the rejection of the counter-offer in the quest "Can't Sell Product at a Fair Price".
Decreased relationship reward for the quest "Overpriced Raw Materials" from 10 to 5.
Fixed an issue with the quest "Needs Grain Seeds" not giving relationship rewards or penalties.
Fixed a bug that causes some conversations to not trigger in Manual Laborer Quest.
Fixed a bug that caused a companion to join the quest duel in the “Notable Wants Daughter Found” quest.
Prosperity penalty and bonus for Army of Poachers quest are changed from +-100 to +-30.
Fixed a bug that causes the “Escort Caravan” quest ambush party size to be 0 in some situations.
Fixed a bug that made the tutorial village headmen disappear.

Conversations & Encounters

Fixed a bug that causes ransom broker's initial dialogue to be empty.
Fixed a bug that opened prisoner conversation missions in a hideout with the lord’s hall background scene.
Villagers and guards should change their dialogues if the player is lord of their settlement or faction ruler. Fixed a bug that caused lords to comment on raids on their settlements as if the player had been responsible.

Other

Basic units will no longer use polearm type of weapons as they were getting too good at stopping cavalry charges.
Removed the out of place shield from Tacteos' back.
Some Aserai notables and peasants were wearing out of place armour. This was fixed.
Changed a few tournament loadout matchups for Battania and Aserai. Fights between all ranged units and ranged versus two-handers are less likely to happen.
Changed armours and shields of Caravan Guards of Sturgia, Vlandia and Empire.
Added player spouse death notification.
Fixed a bug that causes some dancers and beggars to spawn very young.
Added an option to enable/disable birth, ageing and death in the campaign. With this option enabled no new hero will be born and no one will die in the game.
Item Modifiers Update:
While modifiers worked mostly as intended for armours, they did not work correctly for weapons(stats of weapons were not affected by them), that's fixed.
Not all items had the correct modifiers associated with them, that's fixed.
Modifiers now affect stack count correctly("large bag of..." works).
Lame Horse feature was implemented:
When your horse "goes down" in a mission there is a chance that it will get the Lame modifier, which will affect the stats of it.
Players can now forfeit board games on the enemy’s turn.
Improved the replacement of invalid or deleted items with trash items. This may help some corrupted saves and should make it less likely for corruptions of this nature to occur.


Multiplayer
Please Note: Multiplayer servers will be opened for the beta branch to enable you to test the changes below. They will open tomorrow (Friday) around 11 am UTC and will remain open over the weekend.

Design & Balance
Combat

Bows, Crossbows and all Throwing Weapons' readying/aiming duration and patterns are now related to weapon speed (aiming used to be standard for all ranged weapons).
The faster the weapon is, the faster it readies up, the smaller the initial crosshair, the faster it gets accurate and the longer it holds max accuracy.
Minor adjustments will be made after reviewing performance.
New Perk for bows and crossbows:
Faster Release - Grants faster-travelling projectiles to increase the effective range of Bows and Crossbows. Does not increase the damage value.

Weapon and Equipment Changes

New Weapon: Battanian Throwing Axe
Similar to other throwing axes
New Weapon: Aserai Throwing Axe
Deals more damage, Stack count 2
New Weapon: Battanian Bastard Sword
Can be used two-handed
New Weapon: Vlandian Bastard Sword
Can be used two-handed
New Weapon: Western Bastard Sword
Can be used two-handed
New Weapon: Fast Hunting Bow
A very fast bow with low damage
New Weapon: Light Javelin
A javelin with lower damage
Slightly increased damage of all Lances.
Javelin
Stack count increased from 3 to 4
Extra Javelin Stack size increased from 6 to 8
Damage is decreased from 46 to 34
Jareed
Stack count increased from 2 to 3
Damage is decreased from 65 to 52
Northern Fish Harpoon
Extra Harpoon Stack count increased from 7 to 8
Damage is decreased from 44 to 33
Reinforced Northern Fish Harpoon
Stack count decreased from 4 to 3
Damage is decreased from 60 to 49
Imperial Javelins
Stack count decreased from 4 to 3
Damage decreased from 56 to 45
Short Bow
Accuracy decreased from 91 to 84
Damage decreased from 49 to 46
Hunting Longbow
Accuracy increased from 90 to 96
Damage increased from 54 to 60
Recurve Bow
Damage decreased from 56 to 50
Superior Bow
Accuracy decreased from 90 to 72
Damage decreased from 56 to 32
Fast Short Bow
Accuracy decreased from 89 to 82
Damage decreased from 47 to 34
Strong Recurve Bow
Damage decreased from 62 to 61
Yeow Long Bow
Accuracy Increased from 97 to 98
Damage increased from 70 to 73
Arbalest
Damage increased from 95 to 100
Vlandian Throwing Axe
Damage is decreased from 113 to 34
Sturgia Throwing Axe
Damage is decreased from 90 to 34
Khuzait Eastern Lance
Length is increased from 189 to 196
Knight Heavy Horseman's Kite Shield
Hitpoints increased from 105 to 130
Clan Warrior Targe
Armour is increased from 5 to 8.
Hitpoints increased from 100 to 130
Northern Round Shield
Armour is increased from 5 to 10
Hitpoints increased from 105 to 135
Weight increased from 3.3 to 4.5
Bastard Axe
Swing speed increased from 71 to 87
Damage increased from 65 to 95

Troop Changes

All Shock Troops
Combat Movement Speed modifier is decreased from 1.0 to 0.9
Aserai
Skirmisher
Spear perk is changed to Pike perk.
Tribal Warrior
Mace perk is changed to Long Sword perk.
Javelins perk is changed to Mace perk.
Spear perk is changed to Long Spear perk.
Guard
Javelin perk is changed to Light Javelin perk.
Mace perk is changed to Throwing Axe perk.
Archer
Sword perk is changed to Faster Bow perk.
Axe perk is changed to Better Fletching perk.
Spear perk is changed to Sword perk.
Troop Count is increased from 14 to 15
Speed is decreased from 75 to 74
Veteran
Armour is decreased from 32 to 26.
Speed is decreased from 75 to 74.
Troop Count is increased from 10 to 11
Beduin
Swapped Camel and Cavalry Sword perks.
Battania
Clan Warrior
Throwing Spear perk is changed to Spear perk.
Skirmisher
Spear perk is changed to Throwing Spear
Wildling
Larger Shield perk grants Light Oval Shield instead of Heavy Oval Shield.
Savage
Javelin perk is changed to Light Javelin perk.
Oathsworn
Heavy Mace perk is changed to Bastard Sword perk.
Javelin perk is changed to Heavy Mace perk.
Ranger
Two-Handed Axe perk is changed to Faster Bow perk.
Two-Handed Sword perk is changed to Two-Handed Axe perk.
Spear perk is changed to Throwing Axes perk.
Troop Count is increased from 14 to 15.
Speed is decreased from 75 to 74.
Fian
Falx perk is changed to Better Fletching perk.
Faster Arrows perk is changed to Falx perk.
Troop Count is increased from 9 to 11.
Speed is decreased from 74 to 73.
Armour is decreased from 29 to 24.
Empire
Recruit
Extra Javelins perk is changed to Pilum perk.
Axe perk is changed to Extra Javelins perk.
Menavlion Infantry
Javelin Perk is changed to Light Javelin perk.
Legionary
Mace perk is changed to Bastard Sword perk.
Pilum perk is changed to Mace perk.
Archer Militia
Light Crossbow perk is changed to Stronger Bow perk
Strong Arrows perk is changed to Better Fletching perk
Mace perk is changed to Stronger Arrows perk
Spear perk is changed to Extra Arrows perk
Axe perk now replaces default Sword.
Troop Count is increased from 14 to 15
Speed is decreased from 75 to 74
Cost is decreased from 120 to 110.
Palatine Guard
Menavlion perk now replaces the default Sword when picked.
Faster Bow perk is changed to Crossbow perk.
Extra Arrows perk is changed to Small Shield perk.
Strong Arrows perk is changed to Mace perk.
Mace replaces default Sword when picked.
Troop count is increased from 9 to 11.
Speed is decreased from 75 to 74.
Armour is decreased from 32 to 26.
Courser
Throwing Spear perk stack count decreased from 2 to 1.
Khuzait
Spear Infantry
Move Speed value is increased from 77 to 78.
Default Spear is changed to Long Spear
Long Spear perk is changed to Long Sword perk.
Stronger Shield perk is changed to Heavy Mace perk.
Long Sword perk is changed to Pike perk.
Heavy Mace perk is changed to Stronger Shield perk.
Steppe Bow
Short Sword perk is changed to Better Fletching perk.
Short Spear perk is changed to Short Sword perk.
Troop Count is increased from 14 to 15.
Speed is decreased from 75 to 74.
Khan’s Guard
Default sword Ild is changed to Heavy Ild
Troop Count is increased from 9 to 11.
Speed is decreased from 74 to 73.
Nomad
Move Speed value is increased from 76 to 79.
Armour is increased from 14 to 19.
Default Spear is changed to Long Spear
Long Spear perk is changed to Lance Perk
Cavalry Mace perk is changed to Improved Armor perk.
Sturgia
Brigand
Short Spear perk is changed to Throwing Spear perk.
Berserker
Javelin perk is changed to Light Javelin perk.
Varyag
Mace perk is changed to Bastard Axe perk.
Throwing Axes perk is changed to Mace perk.
Hunter
Shield perk is changed to Faster Bow perk.
Fast Arrows perk is changed to Shield perk.
Shield perk now grants Northern Round Shield instead of Northern Cavalry Kite Shield.
Troop Count is increased from 14 to 15.
Speed is decreased from 75 to 74.
Raider
Fixed Raider troops spawning with wrong barding.
Throwing Spear perk stack count decreased from 2 to 1.
Vlandia
Voulgier
Javelin perk is changed to Light Javelin perk.
Sergeant
Mace perk is changed to Bastard Sword perk.
Franceskas perk is changed to Mace perk.
Arbelist
Faster Bolts perk is changed to Small Shield perk.
Troop Count is increased from 14 to 15.
Speed is decreased from 75 to 74.
Cost is increased from 110 to 120.
Sharpshooter
Faster Sword perk is changed to Better Fletching perk.
Pike perk is changed to Strong Bolts perk.
Troop Count is increased from 9 to 10
Speed is decreased from 74 to 73
Fixed Clan Warrior troops spawning with the wrong default sword.
Fixed couch lance bouncing at lower speeds.

Other - Miscellaneous

Fixed an issue where options in the Friends list would not change when our role within the group (leader to member or vice versa) changed.
Fixed Oathsworn gloves visually glitching.
Clans can now be created with 2 players.

Server & Network

Random players can no longer join premade games after a player disconnects.

UI
Changes

Swapped places of Play and Armory tabs to centre the Play tab.
Reporting a player automatically mutes them for you after a report.
Fixes

Minor visuals fixes in the lobby custom game tab.


Both
UI
Changes

Mission Order Radial:

The order UI has been changed and now has radial buttons. This is implemented mostly for gamepad usability since previously, that UI implementation was unusable with gamepads. Because of this, some orders had to be moved. F1 and F2 orders are unaffected but F3-F7 orders are now under a list, F3 (like F1 and F2). We're open to feedback about this change. So let us know what you think!
UI now supports other language characters that are not included in the selected game language:
Previously characters in other languages would show up as block characters. e.g if your game language was English and someone typed in Japanese in the MP chat, the English player would see those characters as block characters. Now they show up as the correct characters.

Performance

Optimisation made for agent spawning, improving the initialisation of battles and reinforcement phases.
Optimisations made on inverse kinematics by reducing unnecessary usage in the animation system, slightly improving the overall performance.

Combat

Fixed a scenario for crush through where the attacker could deal full damage to the opponent.
Troop movement speeds when moving in arrangement had been reduced noticeably in the previous update, according to feedback and testing, this reduction has been made less severe for line arrangement.

Modding

Fixes for crashes when using road_instance script for river sculpting.
Check for errors functionality in editor also checks the physics objects of the mesh bended entities.
A new functionality added to the editor for re-baking the selected GI probes.

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