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K8.0
Feb 26, 2004

Her Majesty's 56th Regiment of Foot
Especially in the context of TaleWorlds, what does that even mean? I bough M&B in 2005, and 15 years when Bannerlord came out, I still wouldn't consider it a finished game.

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Zesty
Jan 17, 2012

The Great Twist
Out of Early Access.

GruntyThrst
Oct 9, 2007

*clang*

I don't think we've heard anything about how close they believe they are to leaving early access. Their original estimate would put it right about now IIRC, but obviously the usual dev delays and COVID have put the kibosh on that.

Edit:
Love to run a financially unstable independent kingdom consisting of just me and my wife and companions by selling 80,000 denar swords constantly because the only way to not get stomped is has tons of high quality troop garrisons costing thousands of denar a day. I have so much land, nobles! How about you join me and get a whole town instead of asking for 8 million denar?

GruntyThrst fucked around with this message at 00:55 on May 31, 2021

dogstile
May 1, 2012

fucking clocks
how do they work?

Zesty posted:

Is there any hint of coming out of Early Access soon?

I know you don't mean it, but this is the most amusing question I've read all day.

It's talesworld's, they'll never finish it

Zesty
Jan 17, 2012

The Great Twist
"out of early access" is a pretty simple concept. It has nothing to do with them spending 10 years after the fact updating it.

K8.0
Feb 26, 2004

Her Majesty's 56th Regiment of Foot
"Early Access" is just loving words, your obsession is comically stupid. Some games have been complete for years before "Leaving Early Access", plenty of other games have "Left Early Access" without even being functional. Anyone sane is gonna laugh at you, get used to it. It's especially comical in the case of TaleWorlds, who are the sort of people that would slap the Early Access label on a game and literally forget they did it and just go on with life forever.

KakerMix
Apr 8, 2004

8.2 M.P.G.
:byetankie:

Zesty posted:

"out of early access" is a pretty simple concept. It has nothing to do with them spending 10 years after the fact updating it.

Yeah but the point is regardless of if the game is in early access or not, nothing practically changes as the game will always play as it is in "early access".

It's a meaningless label in context of this studio.

Zesty
Jan 17, 2012

The Great Twist

K8.0 posted:

"Early Access" is just loving words, your obsession is comically stupid. Some games have been complete for years before "Leaving Early Access", plenty of other games have "Left Early Access" without even being functional. Anyone sane is gonna laugh at you, get used to it. It's especially comical in the case of TaleWorlds, who are the sort of people that would slap the Early Access label on a game and literally forget they did it and just go on with life forever.

Friend, you need to consider logging off.

Glass of Milk
Dec 22, 2004
to forgive is divine
The only thing that matters is the modding tools. M&B is fine on it's own, but it's the nutso mods that make it what it is. I don't even remember the last time I played vanilla m&b warband.

dogstile
May 1, 2012

fucking clocks
how do they work?

Zesty posted:

"out of early access" is a pretty simple concept. It has nothing to do with them spending 10 years after the fact updating it.

I don't know, I still don't really consider warband a complete game and that's about as complete as you can expect from this dev. What would define as complete exactly?

hot cocoa on the couch
Dec 8, 2009

Zesty posted:

Friend, you need to consider logging off.

the response was a bit strong but the point stands. this game may very well never leave "Early Access" in the context of steams application, but that is meaningless and completely disconnected from taleworlds development of the game

SeanBeansShako
Nov 20, 2009

Now the Drums beat up again,
For all true Soldier Gentlemen.
No musket mod for multiplayer forever finished and unbroken and TaleWorlds will be cursed by my descendents for decades the words 'gently caress your early access' scrawled on my tombstone in the blood of the cursed.

It's okay if you just want an updated slightly different setting Warband.

Panzeh
Nov 27, 2006

"..The high ground"
Bannerlord has a ton more modding potential than warband but yeah it requires more code knowledge to do things with, and generally higher fidelity assets to make sense.

If someone does do a good SP musket mod, it can be much much more fully featured than the original tries.

Parallelwoody
Apr 10, 2008


It'll be out of early access right around the time Star Citizen is complete.

wearing a lampshade
Mar 6, 2013

hot cocoa on the couch posted:

the response was a bit strong but the point stands. this game may very well never leave "Early Access" in the context of steams application, but that is meaningless and completely disconnected from taleworlds development of the game

skooma512
Feb 8, 2012

You couldn't grok my race car, but you dug the roadside blur.
I mean, are we not entertained?


I’m having a blast with vanilla. As long as mods come, we’re good

Hot Diggity!
Apr 3, 2010

SKELITON_BRINGING_U_ON.GIF
It's fun to run my army into another army

SHISHKABOB
Nov 30, 2012

Fun Shoe
As long as they don't make me pay for DLC like Paradox does, they can put themselves in whatever kind of development phase they want.

Raskolnikov2089
Nov 3, 2006

Schizzy to the matic
Just dropping in to say how much I love that this game is just a land based version of Sid Meier's Pirates, probably my favorite game of all time.

It's such a satisfying loop.

Away all Goats
Jul 5, 2005

Goose's rebellion

So here I am trucking along as a loyal vassal of King Dethert. We are steamrolling the Battanians(Down to 2 cities) and have also seized 2 cities from the Western Empire (both of which I took for myself) and now we're starting wars with Sturgia.

Then out of the complete blue I get elected King with 100% support. I didn't even know this could happen. Does this mean there's a chance I could get elected out of kingship too? What triggers this?

Shear Modulus
Jun 9, 2010



Away all Goats posted:

So here I am trucking along as a loyal vassal of King Dethert. We are steamrolling the Battanians(Down to 2 cities) and have also seized 2 cities from the Western Empire (both of which I took for myself) and now we're starting wars with Sturgia.

Then out of the complete blue I get elected King with 100% support. I didn't even know this could happen. Does this mean there's a chance I could get elected out of kingship too? What triggers this?

I think that the way it works is that when the current king dies all the clans vote on what clan head becomes the new king/queen. It's kind of weird since all the dialog in the game presents succession in every kingdom as purely hereditary. Did Derthert die in battle or of old age?

e: i dunno if kings can actually be deposed but vassals can of course defect to other kingdoms and take their fiefs with them if they're unhappy with the king

Shear Modulus fucked around with this message at 20:05 on Jun 1, 2021

Lockback
Sep 3, 2006

All days are nights to see till I see thee; and nights bright days when dreams do show me thee.
I don't know how you talk about him without calling him DethBert, because in my head that is his name.

Away all Goats
Jul 5, 2005

Goose's rebellion

Shear Modulus posted:

I think that the way it works is that when the current king dies all the clans vote on what clan head becomes the new king/queen. It's kind of weird since all the dialog in the game presents succession in every kingdom as purely hereditary. Did Derthert die in battle or of old age?

e: i dunno if kings can actually be deposed but vassals can of course defect to other kingdoms and take their fiefs with them if they're unhappy with the king

Ohhh yeah. Dethert died of old age at 71. This is the longest I've played a campaign and have never had a king die on me before. Thanks!

Beefeater1980
Sep 12, 2008

My God, it's full of Horatios!






Raskolnikov2089 posted:

Just dropping in to say how much I love that this game is just a land based version of Sid Meier's Pirates, probably my favorite game of all time.

It's such a satisfying loop.

This is exactly it. What was that space game that did the same thing, starsector? There should be a name for the genre.

Although I tend to view M&B as basically an Uhtred of Bebbanburg simulator.

Raskolnikov2089
Nov 3, 2006

Schizzy to the matic

Beefeater1980 posted:

This is exactly it. What was that space game that did the same thing, starsector? There should be a name for the genre.

I've never heard of this game and I just bought it on this description alone.

I bought Pirates! Gold on Steam for old time's sake and it was my most played game for awhile.

OwlFancier
Aug 22, 2013

Starsector is great we have a thread for it and everything. I would probably say it is actually the best of the mount-and-blade-esque games I've played, but then I am not especially attached to the medieval setting.

Dandywalken
Feb 11, 2014

Yeah it owns.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Raskolnikov2089 posted:

I bought Pirates! Gold on Steam for old time's sake and it was my most played game for awhile.

I really wish someone would make a new Pirates! game. Its been 10 15 17 years since the "new" one that was on Xbox and PC.

Tree Bucket
Apr 1, 2016

R.I.P.idura leucophrys

Beefeater1980 posted:

Although I tend to view M&B as basically an Uhtred of Bebbanburg simulator.

Yes. Or a bastard simulator.

Ashrik
Feb 9, 2009

WILL AMOUNT TO NOTHING IN LIFE.
Is Bannerlord Online the this game's version of cRPG? I spent a good hour farming wheat in it tonight and I just want to make sure there's a reason why I was doing such an awful thing.

Fishstick
Jul 9, 2005

Does not require preheating

OwlFancier posted:

Starsector is great we have a thread for it and everything. I would probably say it is actually the best of the mount-and-blade-esque games I've played, but then I am not especially attached to the medieval setting.

Oh man I forgot all about Starfarer / starsector, I still have a bought key from 2012. I remember having a lot of issues with the control scheme(s) at the time though, maybe I should give it another shot.

Justin Tyme
Feb 22, 2011


Ashrik posted:

Is Bannerlord Online the this game's version of cRPG? I spent a good hour farming wheat in it tonight and I just want to make sure there's a reason why I was doing such an awful thing.

I am hoping June is when we find out what exactly this mod is going to be. Its been pve since soft launch with a shallow gameplay loop that gets boring after awhile. They've shown what looks to be pvp "zones" and are intending for players to fight over castles (where elite troops are trained) but whether or not that is worthy of a full-throated goonrush is yet to be seen. If you can't meaningfully control the map in a way that affects the world around it beyond "now I can bring elite troops to the 5v5 pvp zone, and once I conquer all the castles, I can bring a variety of elite troops to the 5v5 pvp zone" I don't see how the endgame would be worth it

Justin Tyme fucked around with this message at 15:20 on Jun 2, 2021

SpacePope
Nov 9, 2009

Fishstick posted:

Oh man I forgot all about Starfarer / starsector, I still have a bought key from 2012. I remember having a lot of issues with the control scheme(s) at the time though, maybe I should give it another shot.

There's an option in the settings that makes it so you don't have to hold Shift all the time to orient the ship toward the cursor. Much easier to play that way for most ships.

SlyFrog
May 16, 2007

What? One name? Who are you, Seal?
I'm always going on about this (it is a personal preference), but the thing that I would like to see more of in games like Starsector is some sort of game generated goals or overarching story.

Pirates showed that it is possible to have a big, open world and to kind of set your own gameplay, while still having overarching game goals and end to the game. I'm really turned off, for some reason, by absolute sandbox games where there are no goals other than those you set yourself - for some reason, I really prefer it when a game has some sort of ongoing overall story or goal, even if it is something as simple as Pirates! where it's basically a running score of sisters found, daughters married, etc.

SlyFrog fucked around with this message at 23:07 on Jun 2, 2021

TastyAvocado
Dec 9, 2009

SlyFrog posted:

I'm always going on about this (it is a personal preference), but the thing that I would like to see more of in games like Starsector is some sort of game generated goals or overarching story.

Pirates showed that it is possible to have a big, open world and to kind of set your own gameplay, while still having an overarching game goals and end to the game. I'm really turned off, for some reason, by absolute sandbox games where there are no goals other than those you set yourself - for some reason, I really prefer it when a game has some sort of ongoing overall story or goal, even if it is something as simple as Pirates! where it's basically a running score of sisters found, daughters married, etc.

Starsector is headed in that direction, for what it's worth. The last update added act 1 of a main story, with teasers for more to come.

SlyFrog
May 16, 2007

What? One name? Who are you, Seal?

TastyAvocado posted:

Starsector is headed in that direction, for what it's worth. The last update added act 1 of a main story, with teasers for more to come.

Oh yeah, I saw that! I just wish it would get there faster (for purely selfish reasons - I'm impressed at how diligent the developer has been with keeping up with and progressing on his game - it's clearly a labor of love for him).

GruntyThrst
Oct 9, 2007

*clang*

:siren: if you have a campaign in 1.5.10 DO NOT UPDATE YOUR GAME. The new beta is 1.6.0, but 1.5.10 was not ready for Live yet, so you can't download that version at all right now:siren:

Beta 1.6.0 seems like quite a large update, including the first substantial changes to Smithing.

quote:

Due to outstanding issues with e1.5.10, we have decided to not move it to the live branch just yet. However, we wanted to go ahead and share the new content in e1.6.0 with you all and collect your feedback nevertheless. The live branch will be updated as soon as the issues with e1.5.10 have been resolved. Thank you for your understanding!

Beta e1.6.0

Singleplayer

Crashes
Fixed a crash that occurred after some castle positions were captured by the attackers in some scenes.
Fixed a crash that occurred when passing over mangonel stone piles and arrow barrels with a cursor.
Fixed a crash that occurred when talking to certain wanderer characters.
Fixed a crash that occurred due to story mode heroes having no clans when loading a saved game.
Fixed a crash that occurred when trying to call the “Lord Needs Tutor” quest NPC to an army.
Fixed a crash that occurred due to item modifiers that were no longer valid.
Fixed a crash that occurred while opening the quest log.
Fixed a crash that occurred after completing the “Disrupt Supply Lines” conspiracy quest.
Fixed a crash that occurred during the “Village Needs Help With Brigands” quest.
Fixed a crash that occurred due to a notable's current settlement being null.
Fixed a crash that occurred when losing the battle against guards in the “Gangleader Needs Weapons” quest.
Fixed a crash that occurred if the player attacked the rival gang leader alone in the “Rival Gang Leader” quest.
Fixed a crash that occurred when a ransom offer was made for a companion.
Fixed a crash that occurred due to the main storyline’s second phase.
Fixed a crash that occurred in the inventory screen due to the equip/inspect panel for equipped items.
Fixed a crash that occurred when the player forfeited during the AI's turn in board games.
Fixed a crash that occurred during loading of a save with corrupt party inventories.


Performance
Completed further campaign optimisations.
Fixed a bug that caused a loss in performance when the defender won a siege battle.
Fixed a memory issue in settlement menus when the game language was Turkish.


Save & Load
Added an Ironman game mode that restricts your campaign save to a single save file.
Players can choose to enable this option during character creation and won’t be able to change it during the game. If enabled, this option blocks the "Save as", "Load" and "Exit to Main Menu" buttons. The game will create a single save file for each individual campaign and will overwrite it when the game is saved.
Fixed a bug that caused the wrong background to be displayed in the menu when loading the game while in a dispersing army.
Fixed a bug that caused notable portraits to be missing after saving & loading in the “Wait” menu.
Fixed a bug with party names after save & load for non-English languages.
Fixed a bug that caused a changed player character name to revert to the previous name after reloading the game.


Localisation
Chinese language updates.
Turkish language updates.
Various text fixes and updates.


Art
Added two new Sturgia boots.
Added a new Battanian battle crown model.
Added a new Western Empire battle crown model.
Added a new Northern Empire battle crown model.
Water refraction quality improvements.
Performance and visual improvements to the Sturgia level 2 keep model.
Fixed a bug that prevented the intro movie from playing before a new sandbox game.
Fixed a particle effect on the gallows.


Animations
Fixed some agent animation related problems in civilian missions.


Campaign Map
Improved campaign map villages and added LODS for all campaign map icons.
Introduced a 10% desert speed penalty on the campaign map.


Audio
Improved settlement ambient sounds.
Improved campaign ambient sounds.


UI
Changes
Party screen upgrade/recruit popup
2 new popups have been added to the party screen to streamline the upgrading/recruiting process.
With these additions, the required amount of clicks has been reduced by removing the need to click on each troop tuple to upgrade/recruit.
Added an option to the party screen that allows you to lock units.

Village nameplates production icons
Added production icons that can be seen from any distance to village nameplates to indicate the primary product of the village.

Encyclopedia item sorting
Added sorting options to encyclopedia list pages:
Kingdoms: number of Clans, number of Fiefs, Total Strength
Clans: number of Members, number of Fiefs, Strength, Tier
Heroes: Relation to the main hero, Age
Settlements: Prosperity, Militia, Loyalty, Security, Food, Garrison
Troops: Level, Tier

Custom battle troop selection
Added the ability to choose which type of troops will spawn from the custom battle screen.

Crafting screen changes
Added an option to hide locked items
Added an indicator to newly unlocked pieces
Made the Smithing skill value companions visible, along with how many pieces they've unlocked in a template... and more.

Added a "Saving..." UI element to indicate when the game is saving.
Improved how influence cost for cohesion boost is shown in the Army Management panel.
Improved photo mode UI elements.
Added clan names next to hero names in the encyclopedia to differentiate between heroes with the same name.
Added shortcuts to transfer all prisoners buttons.
Added the ability to rotate the campaign camera with Q and E.
Added the save & load warning popup to the "Continue Game" button in the initial menu.
Changed "Units" to "Troops" on the encyclopedia home page.
Transfer All Troops/Items now transfers up to the weight/party size limit.
Updated the visuals of clan renown/tier in the clan screen.
Added 3 different icons for Devastate, Pillage and Show Mercy options.
Added gamepad D-pad navigation to the character creation stages and the escape menu.
Reduced the maximum number of troops limit option for siege battles.

Fixes
Fixed available issue icon visibility issues on settlement nameplates.
Fixed the player being able to give an order to themselves while they're the only troop in the formation.
Fixed an issue that prevented the player from selecting multiple formations by holding the CTRL-key.
Fixed an issue that prevented party nameplates from being visible after leaving a settlement with an army.
Tutorial panels now show the correct keybinds in their texts both for keyboards and gamepads.
Fixed the initial rotation of shields in the inventory preview popup.
Fixed barter gold amount entry cursor position issues.
Fixed an issue that prevented pasted text in the encyclopedia search from populating results.
Fixed a flicker that occurred before a map conversation opened.
Fixed some layout issues in the Character Developer, Army Management, Party, and Clan screens.
Fixed being able to change or close the Kingdom screen while a decision was active.
Fixed an issue with some properties not having tooltips in the settlement encyclopedia page.
Fixed the "Time Remaining" text in the quest screen showing the wrong values.
Fixed "Show Mouse" visuals not disappearing when the mouse was visible on the scoreboard.
Fixed an issue that caused the player character to incorrectly drop their weapons in some instances.
Fixed an issue that caused the troop transfer popup in the order UI to show incorrect names for formations.
Fixed an issue that caused failed rebel clans to be stacked in the encyclopedia.
Fixed the Rumors of War menu temporary background problem.


Battles & Sieges
Changed the difficulty setting which reduces damage to allies to now only affect the player's own party. Friendly agents outside of the player party will no longer receive a damage reduction.
Improved AI target selection while using the mangonel.
Fixed an issue that caused the AI to require a second charge order for it to attack and further progress into the enemy town/castle after ladders were raised or the gate broken.
Added a scene feature that allows scene designers to override default reference positions to solve instances where the defending AI has trouble determining the enemy’s offensive approach directions due to the scene being too skewed in terms of certain reference points.
Removed formation-related speed limits from troops when a battle ends so that they can chase fleeing enemies.
Fixed a bug that caused parties with 0 troops to appear after losing a battle as an army.
Fixed a bug that caused militia to have a different faction than the settlement, preventing it from joining sieges.


Character Development System
Revised cultural effects:
Aserai
[Pro] Caravans are 30% cheaper to build. 10% less trade penalty.
[Pro] No speed penalty in deserts.
[Con] Daily wages of troops in the party are increased by 5%.

Battania
[Pro] 50% less speed penalty and 15% sight range bonus in forests.
[Pro] Towns owned by Battanian rulers have +1 militia production.
[Con] 10% slower build rate for town projects in settlements.

Empire
[Pro] 20% less garrison troop wages.
[Pro] Being in an army brings 25% more influence.
[Con] Village hearths increase 20% less.

Khuzait
[Pro] Recruiting and upgrading mounted troops is 10% cheaper.
[Pro] 25% production bonus to horses, mules, cows and sheep in villages owned by Khuzait rulers.
[Con] 20% less tax income from towns.

Sturgia
[Pro] Recruiting and upgrading infantry troops is 25% cheaper.
[Pro] Armies lose 20% less daily cohesion.
[Con] 20% more relationship penalty from kingdom decisions.

Vlandia
[Pro] 5% more renown from battles. 15% more income while serving as a mercenary.
[Pro] 10% production bonus to villages that are bound to castles.
[Con] Recruiting lords to armies costs 20% more influence.

Increased the starting attribute and focus points in Sandbox Character Creation.
Players will now start the game with a bonus 2 focus points (FP) and 1 attribute point (AP) at age 20, 4 FP and 2 AP at age 30, 6 FP and 3 AP at age 40 and 8 FP and 4 AP at age 50.

Added item donation through perks.
Stewardship T5 perk "Foreseeable Future" has been renamed to "Giving Hands", with its primary effect changed to "Discarded weapons can be donated to troops for increased experience."
Stewardship T4 perk "Paid in Promise" secondary effect has been changed to "Discarded armors can be donated to troops for increased experience."
With these perks whenever a player discards an item from the inventory & loot screen, their troops gain experience.

Fixed the “Horse Master” perk not providing an easy way to switch between a shield and a bow while riding a horse.
Fixed the “Crossbow-Donkey's Swiftness” perk incorrectly giving a bonus to all ranged weapons.
Fixed an issue that caused siblings to not receive the last education rewards.
Fixed an issue that prevented the education notifications from being triggered for siblings.
Fixed an issue that caused the female character to have an unusual belly during character creation if selecting 20 years old before returning back to the facegen.
Fixed a bug that caused female characters to have an unusual belly after childbirth.
Fixed an accuracy model inconsistency which made characters more accurate on horseback than on foot for certain skill values. Accuracy on horseback should now scale better with the riding and ranged weapon skills.


Clan and Party
Non-upgradeable and max-tier units no longer gain XP from the shared XP distribution.
Fixed an issue that prevented clan banners from changing when joining a kingdom as a mercenary.


Kingdoms and Diplomacy
Improved the decision making logic for kingdom decisions to take into account relationships when determining support levels.
Improved distribution of settlements that were previously owned by a clan that was destroyed.
Fixed an issue that caused the player clan to be removed from the kingdom.


Crafting
Added a new feature named Crafting Orders which can be accessed via the "Enter Smithy" game menu option in towns. It allows players to craft weapons for nobles and notables with open orders. Consequently, weapon crafting has been split into two modes: Crafting Orders and Free Build.
Fulfilling crafting orders will grant you with crafting experience and research points needed to unlock new parts, in addition to a gold reward and relationship gain with the noble/notable based on the value of the crafted item.
After taking an order, you'll need to create a weapon design that satisfies the stated requirements. Exceeding expectations or underdelivering comes with its own bonuses and penalties, such as an increase or reduction of the gold reward.
Relationship gains from Crafting Orders need to be unlocked with perks.
The crafting experience and research points needed to unlock new parts gains received from the "Free Build" have been greatly reduced.
We will continue to evaluate the values of items produced via the crafting process.


Settlement Actions (Town, Village, Castle and Hideout)
Success chance for gaining relation via emissaries has been reduced by half.
Fixed an issue that caused the player to gain relations with the same notable twice in a row via emissaries.
Fixed a menu bug that said there was no one inside the Lord's Hall even though that wasn’t the case.
Fixed the incorrect menu text that was displayed when aiding a village that was being raided.
Fixed a bug that caused the prison break cost to be negative under certain conditions.
Fixed a bug that caused some villages to continue to have available issues even though they had been raided.
Fixed a bug that caused notables in a besieged settlements to have the wrong discussion options.
Fixed a bug that caused the teleportation of clan members when the player placed them in a settlement.


Quests & Issues
Added a new issue named “Gang Needs Recruits”.
Added a new issue quest named "Conquest of City".
Added a new issue quest named "Noble Revolt".
Added additional dialogues for issues that can be solved by a companion.
The spy from the quest "The Spy Among Us" now has 225 hp.
Fixed a bug in the "Rival Gang Moving in" quest that caused the enemy gang leader to appear on the settlement menu after being killed in the alley fight.
Fixed a bug that caused the “Manual Laborers” quest giver to activate prisoner dialogue twice.
Fixed a bug that caused the same quest log to be added multiple times in the “Lord Needs Tutor” quest.
Fixed a bug that caused the “Lord Needs Tutor” quest hero to have a child.
Fixed a bug that blocked the player from assigning companions to the “Village Needs Draught Animals” quest.
Fixed a bug that caused the “Raid Enemy Territory” quest dialogue to override other quest dialogues.
Fixed a bug that prevented the cancellation of the “Escort Merchant Caravan” quest if the quest settlement changed ownership and the new owner was at war with the player faction.
Fixed a bug that allowed the main hero to meet quest mentors twice.
Fixed a bug that caused the conspiracy quests to keep coming up after the "Arzagos/Istiana's Plan" quest had been finalised.
General bug fixes and improvements to the “Destroy Raiders” conspiracy quest.
General bug fixes and improvements to the “Caravan Ambush” quest.
Mounted Ransackers of the “Caravan Ambush Quest” now use Short Militia Spears instead of Reinforced Highland Spears.
Fixed a bug that caused the surrendering bandits to not count towards quest progress in the “Destroy Raiders” conspiracy quest.


Conversations & Encounters
The barter option with looters no longer takes power ratio into account. Instead, it will consider who initiated the encounter. This fixes an issue where bandits would come to the player and ask for a toll, but there was no option to pay because the player was stronger than them.
Barter auto-offer now prioritises gold over other barterable items.
Ransoming prisoners via conversation with the Ransom Broker has been temporarily disabled.
Fixed a bug that allowed the player to talk to their brother about joining a kingdom as a vassal.


Other
All saddles can now be equipped as civilian equipment.
Removed Decorated Nordic Hauberk from the Sea Raider equipment templates.
Revised tournament equipment templates for Battania, Aserai and Sturgia.
Vlandian Gallant troops now use Saddle Horses instead of Hunters.
Revised clan logos of all factions for better readability and recognition.
The horse type Sturgian Hunter is now named Sturgian Chaser.
Replaced stats of Legionary Studded Harness and Legionary Reinforced Studded Harness with one another.
Fixed an issue with Mercenary Cavalry units having two items in the same weapon slot.
Updated Equipment sets of Mercenary Swordsman and Hired Blade units, making each more distinguishable.
Fixed a bug that caused tutorial trainers to receive very low damage from player attacks.
Fixed a bug that caused Storymode refugee parties to have map icon banners.
Fixed a bug that allowed some lord parties to enter hostile cities.
Added the missing text attributes in family members' encyclopedia pages.
Fixed a bug that caused the player to hover after mounting a horse in the training ground.
Fixed a bug that caused the advanced trainers to continue fighting after the player left the combat area.
Fixed a bug that caused some wanderers to always have the same equipment.


Multiplayer

Crashes
Fixed a crash that occurred during skirmish matches.
Fixed a crash that occurred when opening the team selection window.


Design & Balance
Made the shield blocking hitbox slightly more forgiving to opposing swing attacks.


Game Modes
Added Duel mode.
Duel mode allows you to face off against other players in single combat. Duels take place on a new map, Proving Grounds, which has 3 different zones for infantry, ranged and mounted combat, with each zone containing multiple arenas.
After selecting a faction and class, players are spawned in a central hub area where they can challenge other players to a duel. If the challenge is accepted, both players are teleported to a suitable arena and the duel begins, with the winner being the first player to score 3 rounds.
Winning duels earns Bounty points.
Winners of a duel get half of their opponent's Bounty added to their own.
Any Bounty earned by the players is summed up as their Score on the scoreboard.

Added voice chat for Skirmish game mode.


Map Related
Fixed physics problems and improved the flora in Tsagaan Castle.
Improved the mesh blend on Xauna.


Other - Miscellaneous
Added a mechanism that remembers previous perk selections.
Added a profanity filter to the in-game chat.
Fixed an issue that caused everyone in a multiplayer game to appear as friends.


Server & Network
Reduced the lag when entering the multiplayer lobby.


UI
Changes
Added map name and server name to the scoreboard.

Fixes
Fixed some layout issues in the lobby.
Fixed gold amount text showing incorrect values in some instances.
Fixed the attacker and defender siege icons showing up incorrectly.


Both

Crashes
Fixed a crash that occurred while closing the game.


Audio
Improved sound listener calculations to allow for better positioning of in-game sounds.


UI
Added “Animation Sampling Quality” to the game options. It can be used to improve CPU performance for lower performance systems.
Added support for more than 700 symbols for texts.


Performance
Memory performance improvements.
Reduced spikes caused by the sound occlusion system.
Reduced GPU memory usage.


Animations
Heavy chain attack blending improvements.


Combat
Improved AI horse archer targeting and fixed a bug that caused AI horse archers to always miss a stationary target.
Fixed incorrect calculations that caused mounted troops to almost always target the enemy mount, even when it would have been far easier to hit the rider.


Modding

Changes
Added two new resources to the modding_resources folder to support the new Horse Reins Simulation Creation tutorial.
Added new detail sound prefabs (Rats, Tavern Exterior, Arena Exterior, Keep Fight Exterior).
Added the ability to name a new paint layer upon creation.
Added some more problem detection systems related to siege ladders for scenes.
Added support for adding new custom battle maps outside the CustomBattle module (within other modules).
The Hero class now uses events to handle certain restrictions instead of cached data, for example, the CanHaveQuestsOrIssuesEvent event which checks if a hero can be targeted by new quests or issues.
Added a new callback with the name OnBeforeMissionBehaviourInitialize() to MBSubModuleBase which is called before MissionBehaviour's OnBehaviourInitialize method. This is in response to a community request for a cleaner way to remove Missionbehaviors from missions.
Did a refactor to move Campaign related classes from Object Manager to Campaign Object Manager.
Culture and trait attributes have been added to the equipment template XMLs.
Added and removed some internal modifiers to make them more consistent and reduce unnecessary limitations.
You can learn more about this HERE.

Made the character attraction for romance moddable by moving it to a game model.
Removed "All" lists for some of the default classes such as DefaultSkills, DefaultPerks, DefaultFeats, DefaultTraits, DefaultBuildingTypes, DefaultIssueEffects, DefaultPolicies, DefaultSiegeStrategies, DefaultSkillEffects, DefaultVillageType, DefaultSiegeEngineTypes, DefaultItems, DefaultItemCategories, DefaultCharacterAttributes. Every instance of said object can now be accessed with a new list at its corresponding type or its extensions, for example, use SiegeEngineTypes.All instead of DefaultSiegeEngineTypes.All. SiegeEngineTypes.All will include all of the Siege Engine Types in the object manager. Lists like DefaultSiegeEngineTypes.All were mostly hardcoded.
Skill effects are now registered to the object manager which means that SkillEffect.All now includes skill effects added by mods.
Modifying which basic volunteers a hero gives out can now be changed through a game model (VolunteerProductionModel). The only way to achieve that previously was by rewriting the RecruitmentCampaignBehavior.
Campaign event receivers are now moddable (modders can add their custom campaign event receivers through Campaign.AddCampaignEventReceiver).
Removed the character attribute enum (adding new attributes wasn’t possible before). It is now using static references instead at DefaultCharacterAttributes and Attributes.All to reference CharacterAttributes.

Fixes
Fixed a crash that occurred during terrain creation.
Fixed a crash that occurred after cancelling the prefab save dialog.
Fixed a crash that occurred while using the animation clip inspector.
Play/Stop Sounds now works correctly in the editor.
Fixed a visual issue with terrain-mesh blending.
Fixed colour grade selection in the scene editor.
Fixed the shaded wireframe mode in the shading types menu.
Terrain editing bug fixes & UX improvements.

GruntyThrst fucked around with this message at 00:32 on Jun 11, 2021

DasNeonLicht
Dec 25, 2005

"...and the light is on and burning brightly for the masses."
Fallen Rib
Today I learned that F6, "delegate command," saves a lot of needless casualties otherwise caused by my amateurish grasp of military tactics. The AI is a much more responsive, nimble, and prudent battlefield commander. Archers know at what range to form their own skirmish lines! Infantry follow and protect them! Cavalry split to protect flanks and charge when your opponent is weak! It's all automatic!

Babe Magnet
Jun 2, 2008

yes but now your troops won't respect you

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K8.0
Feb 26, 2004

Her Majesty's 56th Regiment of Foot
Yeah it's sorta like cinematic observer mode. I recommend trying to crack the egg that is commanding, though, because it really does add to the game. It's not for everyone, but keep giving it a shot every so often and maybe eventually it will click.

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