Fire and Sword Version 1.141 is ready

Users who are viewing this thread

original said:
One problem with patching is that some updates won't go through for existing save games, and you have to play a new save game to see the changes.

Is it possible to check which updates are save-game-compatible, and which aren't?

Great question. I was just wondering this myself.
 
original said:
One problem with patching is that some updates won't go through for existing save games, and you have to play a new save game to see the changes.

Is it possible to check which updates are save-game-compatible, and which aren't?

It's tough enough to make a good patch already, forget the old game save, it cause so much problem anyway.  let's cut down the bs bugs. you'll know what i'm talking about if you start modding. 
You can cheat a little bit to bring you back to where you were.  then stop cheating =))
 
Many thanks to everyone for your kind comments. I hope you enjoy the new version.

original said:
One problem with patching is that some updates won't go through for existing save games, and you have to play a new save game to see the changes.

Is it possible to check which updates are save-game-compatible, and which aren't?
Pretty much all of them should be compatible except of course choosing a female at start-up.
 
11sparky11 said:
Armagan said:
Many thanks to everyone for your kind comments. I hope you enjoy the new version.

May I ask what will happen after this 'phase' ends?

Sparky, if you see Nox's post on the previous page, he says: 'We'll be getting feedback primarily in this forum on this patch, which will contribute to the next patch which hopefully will end that phase for WFS.

So expect one more general patch and after that, we'll start on the features from Warband.'


So, it seems they are planning to introduce some features from Warband into WFaS.
 
Just to say, that you guys have done a great job on this game, just about to test this new pathc, (been playing cRPG too much haha), but in all seriousness the game, just with muskets, and now crouching, hitting with the butt of your musket, just wow, great job
 
Just when I was going to send a bunch of Cossacks to TaleWorlds HQ... I am impressed by this patch!

My riflemen FINALLY get into formation now, the new sounds are a delight to hear compared to the old sounds.

It's beginning to be more and more worth the $15 I initially regretted paying for this game.

Thank you, TaleWorlds.
 
DanAngleland said:
11sparky11 said:
Armagan said:
Many thanks to everyone for your kind comments. I hope you enjoy the new version.

May I ask what will happen after this 'phase' ends?

Sparky, if you see Nox's post on the previous page, he says: 'We'll be getting feedback primarily in this forum on this patch, which will contribute to the next patch which hopefully will end that phase for WFS.

So expect one more general patch and after that, we'll start on the features from Warband.'


So, it seems they are planning to introduce some features from Warband into WFaS.

Ahh, I read it too quickly, I thought he said he was going to work on Warband.
 
This is a great patch, very nice work.  I'm extremely surprised to see some of the suggestions I really wanted with warband put into WF&S like having two thrusts for the pikes.
 
[Janice's voice mode on] "OH  MY  GOD !"

Thank you guys! I always knew you wouldn't let us down!

Just one question though: Should we start new characters now, or there will be NO PROBLEM AT ALL playing the new patch with the old saves?

LOVE YOUS!!!
:grin: :grin: :grin:
 
This is great. But I am worried about one thing: Economics.

The rebalancing of mercs and unit cost and upkeep, combined with removing of bugs etc. with caravans and trade permits could mean the old exploits are completely out, in which case we might be left with extremely expensive prices for items etc. that we no longer have the 100k profit margins to pay for.

On the plus side this might make prisoner capturing and looting a valid way to fund your war again. Which I want.

I'm really curious how well it works to send undefended caravans btw - anyone tested this? Also since the seed good exploit is probably fixed, how easy will it be to get good trade goods?

And at the last expendable grenades? Even if you divide the cost by 10 it will still be too expensive to throw away say 5k for each battle you use them.

 
Explanation about some updates and some notes :

I advice you to start a completely new game to make all new updates effective. Some updates needs a completely new game but of course you can continue your old savegame too. That will not be problem only you cannot see some new additions in that case.

By the way forget stealing 15.000 thalers of Cossacks after now during their special mission or making caravan trade with lots of velvets easily and make tons of money by that way quickly.

(Edit : By the way player can still steal that money (15.000 thalers) but now he will lose relation and cossacks will be enemy to him if he does not give money to its owner in time(30 days after village elder gives money). In past version nothing was happening if player gets that money from village elder (quest was becoming succeeded at that point) and if he does not give it to related lord.)

Lots of bugs, lacks or logical mistakes like above example are fixed. If some of you are used to make money by using some small tricks they can be not confortable at first times because of some updates, but making that much money should not be easy.

For another example : Go and ask for best trade options in town menu, you will get logical answers with available items now.

In villages basic items like porks, fruits, wheat, cabbage, beef and chicken are cheap. Buy them from villages and sell in towns/castles to make fast profits.

Especially I wait your feedbacks about new merchant caravan & trade system. Now if you want to make caravan with X items from any town, that town need to have X items in its marketplace. After caravan starts its travel player do not have to follow it. But it can be looted during way if you leave it alone. You can decide how many guards will protect caravan and if you want more guards then you have to pay more caravan expense. Select 8-12 guards for escorting your caravan if you want to leave it alone. If bandit parties are greater (average 10-20) because of your level, then select 12-20 guards. If you want less caravan expenses, then select 1-3 guards and accompany your caravan by right clicking it. Also when caravan go out from starting town X items are removed from town marketplace. Items at town marketplaces/village werehouses refresh at every 3 days. Center prosperities now determines number of items available at that center's marketplace.

All production amounts for towns/castles/villages are revised. Every town has good production at 2-3 items only and marketplace stocks are generally full with these items. Castle productions are effected from productions of nearby towns. And only items which that town/castle/village has good production amount are cheap at that center. Other items are more expensive than world average. Player can make trade by himself or by caravan. He have to select best option. Both options can be best in different situations. If player buy items one by one they will be more expensive after each item buy, because prices are not stable as most of you know. Disadvantage of caravan trade is you have to pay expenses for guards and caravan master. Advantage of caravans are you will buy all items in caravan with lowest price. For example if you buy 20 smoked fish you have to pay (20 x first_smoked_fish_price + caravan_expenses), otherwise if you want to make trade by yourself without using caravan you will pay different costs for your 1st smoked fish (cheaper) and last smoked fish (more expensive).

You can collect volunteers from villages until your party size become 12.

You have different village elder quests now. You can use them when you have shortage of money.
 
Back
Top Bottom