New patch: 1.132

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Caba`drin said:
RalliX said:
Edit: Holy crap! 585 MB? That would double the size of the game. :O

That's probably the full installer, not the patch.

Also the links work much better if you use the following rather than http://download.taleworlds.com
http://173.192.225.169
Ah, I see good sir.  :lol:
Also, neither of your links work for me.
 
Considering that the number of players playing native online is constantly decreasing (and just mods keep this game's playerbase more or less intact) I'd be expecting some development for multiplayer mode.

Okay, okay, AI fans, improving singleplayer is nice too. But still.

killer-blead said:
Never mind Ozwan, he can't help the way he is.  :razz:

I wonder when the changelog will be released.

No, you.

:wink:
 
I just hope Praven (Seige bug) is fixed. I've been itching to finally kick those Swadian's all the way off my land. Crosses fingers....Hopefully King Harlaus and I will be meeting up soon.
 
The incremental patch is ~90MB according to the website, not 175. Still have no clue what it does, would like to know more before I download...

Edit: Still hasn't hit Steam. I wanna know what this is! At 90MB I bet it's going to be something cool. :razz:
 
BHunterSEAL said:
The incremental patch is ~90MB according to the website, not 175. Still have no clue what it does, would like to know more before I download...

Edit: Still hasn't hit Steam. I wanna know what this is! At 90MB I bet it's going to be something cool. :razz:
mb_warband_upgrade_1100_to_1131.exe 95397 KB
mb_warband_upgrade_1100_to_1132.exe 96575 KB

That's 1MB difference between 1.131 and 1.132.
 
And this is the diff in the module system. Most of them are interpretations since I got too lazy

Code:
send_message_to_url has new param <encode_url>
Code:
  [anyone|plyr,"minister_cancel_political_quest_confirm",
   [],#also for spouse_cancel_political_quest_confirm
   "Yes, I am sure. Let's abandon that idea.", "minister_pretalk",[
   (call_script, "script_abort_quest", "$political_quest_to_cancel", 1), #new: abort by talking as new param
   
   (try_for_range, ":minister_quest", all_quests_begin, all_quests_end),
    (quest_slot_eq, ":minister_quest", slot_quest_giver_troop, "$g_talk_troop"),
    (call_script, "script_abort_quest", ":minister_quest", 0), #new: abort by event (ditto)
   (try_end),

  (eq, "$map_talk_troop", "$npc_to_rejoin_party"), 
  (neg|main_party_has_troop, "$map_talk_troop"), #new line to check

    #conditions changed to allow for exactly 60 instability
    (str_store_faction_name, s12, ":town_faction"),
    (try_begin),
        (ge, ":instability_index", 60),
        (str_store_string, s11, "str_the_s12_is_a_labyrinth_of_rivalries_and_grudges_lords_ignore_their_lieges_summons_and_many_are_ripe_to_defect"),
    (else_try),
       ...
    (try_end),

  [anyone|plyr, "companion_rejoin_response", [
    (hero_can_join, "p_main_party"),
    (neg|main_party_has_troop, "$map_talk_troop"), #same as other check

   "Would you have me rejoin you?", "companion_rejoin_response", [
    (assign, "$map_talk_troop", "$g_talk_troop"), #compatibility of map/g_talk_troop
       ]],
 
   [anyone|plyr,"lord_quarrel_intervention_2",[], 
   "On second thought, I want nothing to do with this.", "lord_pretalk",
   [
   (call_script, "script_abort_quest", "qst_resolve_dispute", 1), #from 0

   ]],

   #changed preconditions
   "Let us wait until we are in a hall, my wife, as it is difficult to deal with household inventories and such matters in the field.", "lord_pretalk",[]],
   
   #Simple stop order
  [anyone,"lord_give_order_stop", [],
   "All right. I will stop here.", "lord_pretalk",
   [
     (party_set_slot, "$g_talk_troop_party", slot_party_orders_type, spai_undefined),
     (party_set_slot, "$g_talk_troop_party", slot_party_orders_object, -1),
     #both party_set_slot were troop_set_slot

   #no permission
   #unwilling bride -- failed due to lord personality
   #unwilling bride -- failed due to competitor
  [anyone,"lord_marriage_permission", [ #was (fail_quest, "qst_formal_marriage_proposal"),
   (call_script, "script_fail_quest", "qst_formal_marriage_proposal"),
   (call_script, "script_end_quest", "qst_formal_marriage_proposal"),
   ]],
   #also under lord_marriage_permission_endowment_answer_delay

  [anyone, "lord_strategy_follow_evaluation", [
    ...
  ],
  "Our leader {s4} is far too cautious. {reg4?She:He} should either use the army to attack the enemy, or let it go home.",
   "lord_strategy_follow_up",[
  (assign, "$g_talk_troop_disagrees_with_marshal", 1),   
   ]],
   
  #under #Pretender changes (call_script, "script_activate_player_faction"), if pretender above (call_script, "script_player_leave_faction", 0),

Code:
#under mno_faction_orders_gather change slot_faction_ai_last_offensive_time to slot_faction_ai_last_offensive_concluded
#under mno_faction_orders_increase_time do the same thing (both times) although they are equal in module_constants

#in mnu_simple_encounter, mnu_order_attack_2, mnu_join_order_attack, etc
(this_or_next|le, ":num_enemy_regulars_remaining", 0), #battle won #insert this
(le, ":num_enemy_regulars_remaining",  "$num_routed_enemies"), #above this

  #in mnu_join_order_attack, castle_attack_walls_with_allies_simulate, prevent div by 0
  (try_begin),
    (eq, ":friend_party_strength", 0),
    (store_div, ":enemy_party_strength_for_p", ":enemy_party_strength", 2),
  (else_try),
    (assign, ":enemy_party_strength_for_p", ":enemy_party_strength"),
    (val_mul, ":enemy_party_strength_for_p", ":player_party_strength"),
    (val_div, ":enemy_party_strength_for_p", ":friend_party_strength"),
  (try_end),

#added more slots (10 from 4) for meeting lords
#added 2 more slots for meeting ladies

#allows free resting in player spouse's centers
(troop_get_slot, ":player_spouse", "trp_player", slot_troop_spouse),
(neg|party_slot_eq, "$current_town", slot_town_lord, ":player_spouse"),
Code:
Removed assignment of regs and strings for commented out debug message for ti_on_agent_killed_or_wounded in lead_charge
Checks for last man standing achievement after round end in battle mode
Code:
slot_faction_ai_last_offensive_time changed to slot_faction_last_offensive_concluded
deserters from player's party are iterated via try_for_range_backwards
bugfixes for failed and not concluded marriage proposal quests (see dialog changes)
aborts lend companion quest if lord is indicted (same simple trigger)
[/code=module_strings]
kingsupport dialog gender fixed for Ymira, Alayen, and Nizar, but not for Lezalit (that sexist bastard) in his first dialog
invitation for feasts use "this exalted assembly" instead of "this august assembly"
[/code]
Code:
escorting caravan via dialog (not quest) aborts if the caravan isn't active or is headed towards another town
Code:
Terrain code for Ibdeles Castle changed

Code:
Khergit Armor gets 24 armor (+10), Leather Jacket gets 20 (+5)
Studded Leather Coat gets 36 armor (+2)
Sarranid Cavalry Robe gets weight 15 (+10), Guard Armor gets weight 19 (+14)
Military Scythe gets 10 diff (+10), 98 speed (-1), can be swung like staff
Ashwood Pike gets 9 diff (-2)
Copies of Arena Armor Red/Green, with 39 body armor and 8 body armor
Code:
slot_faction_last_offensive_concluded changed to slot_faction_last_offensive_time in game_start
companions exempted from mounted troop cost (65%) in game_get_troop_wage
check_achievement_last_man_standing made into new script
qst_deal_with_looters use :quest_no like every other quest instead of $random_merchant_quest_no
qst_deal_with_bandits_at_lords_village requires that the be village have normal status
player's spouse's quests can no longer be inquired via tavernkeeper
troublesome bandits no longer join battles (to avoid defeating them with allies and failing quest)
besieger_enemy, commander_object, and besieged_center has to be active in allow_vassals_to_join_indoor_battle
lords no longer need to own center to rest (bugid#2991)
marshal party has to be active for screening behavior in decide_faction_ai
check_and_finish_active_army_quests_for_faction is now called before (faction_set_slot, ":faction_no", slot_faction_last_offensive_concluded, ":hours"), in same script
bandits with kidnapped girls are removed when quest is aborted
lords no longer quarrel with player about lady after marriage
troop_describes_quarrel_with_troop_to_s14 changes default string
player faction lords without home center uses player's court as home center
duplicate (party_get_slot, ":enemy_strength_in_area", ":cur_center_no", slot_center_sortie_enemy_strength), for whatever reason
lords will hold near home center to recruit troops only if they own the home center
Code:
#mercenary and sarranid troop changes (bugid#3142)
Merc Swordsmen have +1 Ironflesh and Powerstrike (both 3 now), Leather Boots and Mail Chausses instead of Hide boots
Hired Blades have +1 Shield and Powerstrike, +2 Ironflesh (all 5 now), Plate Boots in addition to Iron Greaves
Merc Horsemen have +1 Ironflesh and PS (both 3 now), Leather instead of Hide Boots
Merc Cavalry have +10 wp (to 130), +1 Ironflesh and PS (both 4 now), +2 Shield (5 now), Heavy Lance, Cuir Bouilli instead of Mail Hauberk and Warhorse instead of Saddle Horse and Courser

Swadian Footmen get Mail with Tunic (Red) instead of Arena Armor Red

Vaegir Marksmen, Infantry, and Horsemen have Leather instead of Nomad Boots, Vaegir Guards get Fighting Axe instead of Battle Fork

Nord Archers get Padded Leather, V. Archers get 2x Mail Shirt + Byrnie instead of Padded Leather, also get Fighting Axe, Two Handed Axe (instead of itm_axe), and Nordic Short Sword (sword_viking_2 instead of sword_viking_1)

Rhodok Spearmen get 2xSpear+Falchion+Board Shield instead of only 1 Spear and 2x Board Shield
Trained Spearmen get Military Fork + War Spear instead of just Spear
Sergeants get 2xBec-de-Corbin (War Hammer), Military Cleaver instead of Sword and War Spear, +1 Surcoat over Mail (now 2x) and Heraldic Mail with Tabard
Trained XBowmen have 1 less Board Shield
Sharpshooters get Mail with Tunic (Green) instead of Arena Armor Green

Sarranid V. Footmen get +2 Athletics
Infantry get 1h Battle Axe
Skirmishers get +2 Power Throw and -1 Power Draw
Archers get -2 Riding, +1 PD, +1 IF, +1 Athletics
Master Archers get Nomad Bow, +1 PD, +2 IF, +1 Athletics
Guards get 2h War Axe instead of Arming Sword
Mamlukes get +1 Riding (now 6)
 
BHunterSEAL said:
The incremental patch is ~90MB according to the website, not 175. Still have no clue what it does, would like to know more before I download...

Edit: Still hasn't hit Steam. I wanna know what this is! At 90MB I bet it's going to be something cool. :razz:

It said I needed 175 mb of free space to install. 
 
Ozwan said:
Considering that the number of players playing native online is constantly decreasing (and just mods keep this game's playerbase more or less intact) I'd be expecting some development for multiplayer mode.

Okay, okay, AI fans, improving singleplayer is nice too. But still.

You'll forgive me, I hope, if I prefer to see fixes for SP before new content for MP.

cmpxchg8b said:
BHunterSEAL said:
The incremental patch is ~90MB according to the website, not 175. Still have no clue what it does, would like to know more before I download...

Edit: Still hasn't hit Steam. I wanna know what this is! At 90MB I bet it's going to be something cool. :razz:
mb_warband_upgrade_1100_to_1131.exe 95397 KB
mb_warband_upgrade_1100_to_1132.exe 96575 KB

That's 1MB difference between 1.131 and 1.132.

Just to clarify: Each patch contains the data of previous patches, so it's unlikely that there's much in the way of new content in 1.132.
 
Yay single player updates :mrgreen:!

It's good to see the mercs getting some small upgrades - especially armored horses for the cavalry (though I'd like to see the Horseman rank riding Hunters, given how expensive they are).

PS
Please change kick back in the next update. Some limit on the amount of turning one could do would be fine, but you should be able to punish facehuggers - right now you can't (without some luck) if they're doing any lateral movement at all.
 
For those that wonder, these are the changed files from 1.131 -> 1.132 :smile:

Code:
CommonRes\core_materials.brf
CommonRes\core_textures.brf
CommonRes\user_interface_c.brf
Modules\Native\conversation.txt
Modules\Native\item_kinds1.txt
Modules\Native\menus.txt
Modules\Native\mission_templates.txt
Modules\Native\presentations.txt
Modules\Native\scenes.txt
Modules\Native\scripts.txt
Modules\Native\simple_triggers.txt
Modules\Native\strings.txt
Modules\Native\tableau_materials.txt
Modules\Native\triggers.txt
Modules\Native\troops.txt
Modules\Native\variables.txt
Modules\Native\variable_uses.txt
Modules\Native\SceneObj\scn_castle_2_exterior.sco
Modules\Native\SceneObj\scn_castle_14_exterior.sco
Modules\Native\SceneObj\scn_castle_14_interior.sco
Modules\Native\SceneObj\scn_castle_15_interior.sco
Modules\Native\SceneObj\scn_castle_21_exterior.sco
Modules\Native\SceneObj\scn_castle_22_exterior.sco
Modules\Native\SceneObj\scn_castle_29_exterior.sco
Modules\Native\SceneObj\scn_castle_33_exterior.sco
Modules\Native\SceneObj\scn_castle_38_exterior.sco
Modules\Native\SceneObj\scn_castle_41_exterior.sco
Modules\Native\SceneObj\scn_castle_42_interior.sco
Modules\Native\SceneObj\scn_castle_43_interior.sco
Modules\Native\SceneObj\scn_castle_44_interior.sco
Modules\Native\SceneObj\scn_castle_45_interior.sco
Modules\Native\SceneObj\scn_castle_46_interior.sco
Modules\Native\SceneObj\scn_castle_47_interior.sco
Modules\Native\SceneObj\scn_castle_48_interior.sco
Modules\Native\SceneObj\scn_castle_6_exterior.sco
Modules\Native\SceneObj\scn_town_1_castle.sco
Modules\Native\SceneObj\scn_town_2_castle.sco
Modules\Native\SceneObj\scn_town_3_arena.sco
Modules\Native\SceneObj\scn_town_3_center.sco
Modules\Native\SceneObj\scn_town_4_center.sco
Modules\Native\SceneObj\scn_town_5_center.sco
Modules\Native\SceneObj\scn_town_6_walls.sco
Modules\Native\SceneObj\scn_town_12_castle.sco
Modules\Native\SceneObj\scn_town_19_castle.sco
Modules\Native\SceneObj\scn_town_19_walls.sco
Skins\mb_skin_cns.smf
Skins\mb_skin_cnt.smf
Skins\mb_skin_cz.smf
Skins\mb_skin_de.smf
Skins\mb_skin_en.smf
Skins\mb_skin_es.smf
Skins\mb_skin_fr.smf
Skins\mb_skin_hu.smf
Skins\mb_skin_int.smf
Skins\mb_skin_pl.smf
Skins\mb_skin_tr.smf
Textures\quit_adv_c.dds
mb_warband.exe
 
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