Napoleonic Wars 1.103 patch released along with Warband 1.157!

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Hello Napoleonic Wars friends!

The 1.103 patch for NW is now live, along with the 1.157 patch for M&B Warband. It has been simultaneously released both here and on Steam.

It should automatically update for all Steam users. For those of you using the non steam version, you can find links to download the latest patch via the url below:

For Warband - http://www.taleworlds.com/download.aspx?type=2

For Napoleonic Wars - http://www.taleworlds.com/download.aspx?type=5

Here are the release notes for the latest versions:

NW 1103 Changelog said:
New Features
- Added the following new British units; Sailor, Marine and Post Captain.
- Added the following new British units; First Kings German Legion Hussars.
- Added the following new French units; Sailor, Marine and Post Captain.
- Added the following new French units; 2nd Kronprinz Bavarian Infantry.
- Added pirate voices for the British sailors.
- Added a new big Frigate ship scene prop.
- Added a new sailable Sloop.
- Added a new sailable Rowboat.
- Added a new sailable Rowboat with 1 mast.
- Added a new sailable Rowboat with 2 masts.
- Added a new sailable Cannonboat (Can not fire)
- Added a new sailable Rocketboat (Can not fire)
- Added a lot of exciting new maps and map fixes.

New Maps
Battle
- Ambush
- Saint’s Isle
- Forest Palisade
- Sjotofta
- Naval Battle

Siege
- Fort al Hafya
- Fort de Chartres
- Citadelle Napoleon (Naval)
- Charge to the Rhine
- Siege of Toulon (Naval)
- Fort George
- Fort Bashir
- Fort Nylas
- Fort Brochet

General Changes
- When a unit dies that carries a shovel in his backpack, it will always be dropped on the floor so people can pick it up and use it to remove earthworks that might be in the way.
- When a unit dies that carries a Ramrod in his backpack, it will always be dropped on the floor so people can pick it up and use it.
- Added a extra caption to Internal Admin chat, so you can tell them apart.

Balance Changes
- Reduced the length of the cavalry swords a bit, they had ghostly long range.
- Made all artillery less accurate on long range to balance the powerfull destruction force.
- Reduced the range an explosion would have by 30%, to balance the extremely powerful howitzers and mortars.
- Made cannonballs lose more force on ground hit and bounce less to make them less unstoppable.
- Made pistols some more accurate, it will now really hit within the player visible circle, to balance them, the reload is now slightly slower though.
- Decreased the damage the rifle in melee would inflict, they were more powerful than most real melee weapons
- Increased the Rifle Melee swing animation speed
- Reduced the health of all medium and heavy horses to balance their classes.
- Made the armor points of the british cavalry helmets to be on par with other factions helmets.
- Removed the blunderbuss from the selection for russian dragoon cavalry they were too powerfull for that class.
- Boats respawn much faster now.
- Changed several maps to make them more balanced.

Bug Fixes
- Fixed a bug with some rocks uses in maps that were not having a collision mesh which allowed people to hide in.
- Fixed all collision meshes for trees, should now not block bullets on wrong places, and some trees were walk through, now not anymore.
- Fixed collision mesh for the sandbags which will now block bullets on the right places and not in thin air.
- Fixed collision mesh of the couch so it won't block bullets in thin air.
- Fixed that when you switch your weapon to melee you would walk slower.
- Fixed all cases that some ranks and some units were running faster or slower than others.
- Fixed several bugged collision meshes.
- Fixed several bugs on maps.
- Fixed a bug in the admin panel that it sometimes selected the wrong player, or does not work at all when clicking a player.
- Fixed a bug that allowed the prussian guard drummer to ride horses.
- Fixed a glitch that allowed you to teleport into a building by playing a piano from it’s backside.
- Fixed an exploit that allowed you to play two tunes at once as a musician.
- Fixed a bug in siege that some doors are reversed, can be walked through when closed and so on.
- ze_treasure prop will now always give out pirate hats to the user.
- Fixed a bug that spawned birds randomly on all custom maps.

Warband 1157 Changelog said:
-Rebalanced in-game economy to encourage a range of propserity among towns (previously most towns became rich or very rich).
-Fixed bug with 'auto_select_weapon_mode' occurring too frequently.
-Fixed a visual error with attacks that are cancelled mid air.
-Fixed animation error with pikes.
-Fixed bug with shadows.
-Added new operations for modders and modified/fixed some existing operations.
-Fixed bug that caused slow movement in certain buildings and with certain scene props.
-Adjusted the way attack cancelling is handled while jumping.
-Added more options to module.ini.
-Bug fixed where throwing axe and throwing knife models would show on shields with the wrong rotations.
-Increased maximum number of different party member and prisoner stacks from 32 to 256.
-Changed netcode to fix a bug where animations would sometimes fail to load.
-Rebalanced Khergit multiplayer troops and added 'Khergit Infantry' class.
-Adjusted price of certain items in multiplayer based on faction (certain items now cost different amounts of gold depending on faction).
-Rebalanced several items to create proper price/quality progression balance in multiplayer.
-Other minor bug fixes.
-Adjusted equipment of Vaegir troops for balance.
-Adjusted stats of ranged troops for balance.
-Shortened string of server messages.
-Reduced cap on turn speed in multiplayer.
-All spears can now rear horses.
-Singleplayer fixes.
-Updated fonts.dss file to support the Lithuanian language characters.
 
tumblr_mds9eaB2y51qi9d7mo1_500.gif


:grin: :grin:
 
Incase anyone is wondering i just looked up the stats. The marines are reskins of line infantry and so are the bavarians, and the sailors are kinda like partizani, not sure if they are exact same stats but they are pretty low compared to other classes, just for fun class i guess.
 
I updated my dedicated server and when i tried to join the server it said that the server was not running the correct version (1.102). I tried re-installing it but it still happened. Is their any reason for this happening as i have seen other servers have this problem
 
Dragonlordc1888 said:
Yep, we from 84e have the same problem here with the outdated server files.

I am having the same issue, and I have to update the official NA servers. Gah. Working on a solution at the moment and I'll get back to y'all ASAP.

EDIT: Okay, for the server owners having problems, you will need to do the following until a hotfix is released.

1. Navigate to your server folder.
2. Go to Modules/NapoleonicWars
3. Open module.ini
4. Replace everything inside with this:

module_name = Calradia
compatible_with_warband = 1

# Module versioning
module_version = 1103 # can be used for multiplayer and single player (saved game) module versioning
compatible_module_version = 1103 # can be used for multiplayer module versioning

# Warband versioning
works_with_version_min  = 1153
works_with_version_max  = 1250

num_hints = 0

auto_create_note_indices = 0 #Do not automatically search through all troops/factions/towns to check if they have note text.

map_min_x  = -180
map_max_x  =  180
map_min_y  = -145
map_max_y  =  145
map_sea_direction = -40 #wave foam direction
map_sea_wave_rotation = 300 #This is where the tear artefact is visible on the sea.
map_sea_speed_x = 0.02
map_sea_speed_y = -0.02
map_river_direction = 140
map_river_speed_x = 0.01
map_river_speed_y = -0.01


air_friction_arrow = 0.002
air_friction_bullet = 0.002

# use meshes map_tree_a through map_tree_r on for map trees
map_tree_types = 17
map_snow_tree_types  = 3
map_steppe_tree_types = 5
map_desert_tree_types  = 4


time_multiplier = 0.25
seeing_range    = 6.5
track_spotting_multiplier = 0.8

# heroes with health below this will not appear in battles and will not contribute to party skills.
player_wounded_treshold = 5
hero_wounded_treshold = 15

skill_prisoner_management_bonus = 5
skill_leadership_bonus = 3
base_companion_limit = 20

player_xp_multiplier  = 2.0;
hero_xp_multiplier    = 2.0;
regulars_xp_multiplier = 3.0;


display_wp_firearms = 0

# damage below this will not interrupt melee attacks
damage_interrupt_attack_threshold      = 3.0
# Same thing for multiplayer
damage_interrupt_attack_threshold_mp  = 1.0

# You can modify the damage system by editing the following values:
# The first three values determine the amount which will be directly subtracted from damage due to armor.
# The next three values determine the percentage reduction from the damage.

armor_soak_factor_against_cut      = 0.8
armor_soak_factor_against_pierce    = 0.65
armor_soak_factor_against_blunt    = 0.5

armor_reduction_factor_against_cut      = 1.0
armor_reduction_factor_against_pierce    = 0.5
armor_reduction_factor_against_blunt    = 0.75


horse_charge_damage_multiplier        = 1.0
couched_lance_damage_multiplier      = 0.65
fall_damage_multiplier                = 3.0

#missiles with damage > shield_penetration_offset + shield_penetration_factor * shield
#will penetrate.

shield_penetration_offset = 30.0
shield_penetration_factor = 3.0

#setting speed_power to 2.0 makes damage scale with the square of missile's speed.
# you can set it to 1.0 to make it scale linearly as it was before.
missile_damage_speed_power = 1.9;
melee_damage_speed_power = 2.0;


#change this to 0 if you want to keep the food slot in inventory window.
disable_food_slot      = 1

# Change this to 1 if you want to load
# textures from Modules/<Module_Dir>/Textures/

scan_module_textures = 1
scan_module_sounds = 1

#You can also use load_mod_resource instead of load_resource to make sure you are reading files from module directory.

load_mod_resource = textures_face_gen
load_mod_resource = shaders
load_mod_resource = mm_shaders
load_mod_resource = textures
load_mod_resource = mmtextures
load_mod_resource = materials
load_mod_resource = mmmaterials
load_mod_resource = materials_face_gen

load_mod_resource = meshes_face_gen
load_mod_resource = helpers
load_mod_resource = particle_meshes
load_mod_resource = skeletons
load_mod_resource = tree_meshes
load_mod_resource = xtree_meshes
load_mod_resource = grass_meshes
load_mod_resource = plant_meshes
load_mod_resource = body_meshes
load_mod_resource = object_meshes
load_mod_resource = object_bodies

load_mod_resource = goods_meshes

load_mod_resource = arabian_castle

load_mod_resource = food
load_mod_resource = beards

load_mod_resource = village_houses
load_mod_resource = village_houses_a

load_mod_resource = interiors_a
load_mod_resource = interiors_c
load_mod_resource = arena
load_mod_resource = castle_a
load_mod_resource = dungeon
load_mod_resource = snowy_houses

load_mod_resource = square_keep

load_mod_resource = xtree_meshes_b
load_mod_resource = user_interface_b
load_mod_resource = user_interface_c

load_mod_resource = houses1
load_mod_resource = wall_meshes1

load_mod_resource = town_houses
load_mod_resource = doors
load_mod_resource = churches

load_mod_resource = town_houses_b
load_mod_resource = castle_c
load_mod_resource = castle_e
load_mod_resource = castle_f
load_mod_resource = castle_g
load_mod_resource = castle_h

load_mod_resource = gatehouse
load_mod_resource = viking_houses

load_mod_resource = town_houses_c
load_mod_resource = banners

load_mod_resource = mmparticles
load_mod_resource = particles_2
load_mod_resource = prisons

load_mod_resource = skyboxes
load_mod_resource = object_b
load_mod_resource = destroy
load_mod_resource = grass_meshes_b

load_mod_resource = interiors_steppe

load_mod_resource = town_houses_d

load_mod_resource = arabian_props


load_mod_resource = horse_skeleton

#animations
load_mod_resource = ani_horse_mounted

load_mod_resource = ani_man_walk
load_mod_resource = ani_death
load_mod_resource = ani_human_mounted
load_mod_resource = ani_man_cheer
load_mod_resource = ani_stand_onhorse
load_mod_resource = ani_strikes
load_mod_resource = ani_equip_arms
load_mod_resource = ani_run_p
load_mod_resource = uni_strikes3
load_mod_resource = ani_walk_sideways
load_mod_resource = ani_run_sideways
load_mod_resource = ani_stand

load_mod_resource = ani_crouch_down

load_mod_resource = ani_low_walk
load_mod_resource = ani_turn_man
load_mod_resource = ani_lancer
load_mod_resource = ani_attacks
load_mod_resource = ani_kicks
load_mod_resource = ani_walk_backward
load_mod_resource = ani_run_lookingsides
load_mod_resource = ani_defends
load_mod_resource = ani_walk_lookingsides
load_mod_resource = ani_jump

load_mod_resource = uni_jump
load_mod_resource = uni_stances
load_mod_resource = uni_equip
load_mod_resource = uni_strike
load_mod_resource = uni_throws
load_mod_resource = uni_fistswing
load_mod_resource = uni_defence
load_mod_resource = uni_sideways
load_mod_resource = uni_equip_musket

# other stuffs
load_mod_resource = rock
load_mod_resource = raw_materials
load_mod_resource = ui_server_filter
load_mod_resource = ship
load_mod_resource = arabian_houses
load_mod_resource = tree_f
load_mod_resource = arabian_village
load_mod_resource = valleyProps
load_mod_resource = workshops

load_mod_resource = barrier_primitives
load_mod_resource = town_houses_e
load_mod_resource = wb_mp_objects_a


# NW specific resources
load_mod_resource = mmweapons
load_mod_resource = mmuniforms
load_mod_resource = mm_french_uniforms
load_mod_resource = mm_french_hats
load_mod_resource = mm_french_swords
load_mod_resource = mm_french_firearms
load_mod_resource = mm_russian_uniforms
load_mod_resource = mm_russian_hats
load_mod_resource = mm_russian_swords
load_mod_resource = mm_russian_firearms
load_mod_resource = mm_british_swords
load_mod_resource = mm_british_firearms
load_mod_resource = mm_german_firearms
load_mod_resource = mm_german_swords
load_mod_resource = mmprusuniforms
load_mod_resource = mmprushats
load_mod_resource = mmaustrianuniforms
load_mod_resource = mmaustrianhats
load_mod_resource = mmbrituniforms
load_mod_resource = mmbrithats
load_mod_resource = mm_colours
load_mod_resource = mmanimations
load_mod_resource = nw_custom_anim
load_mod_resource = mmsceneprops
load_mod_resource = mm_cannons
load_mod_resource = mm_cannon_items
load_mod_resource = mmhorses
load_mod_resource = mmplants
load_mod_resource = mmspanishbuildings
load_mod_resource = mmczechbuildings
load_mod_resource = mmwallprops
load_mod_resource = mm_waterloo
load_mod_resource = mmfurniture
load_mod_resource = terrain_borders
load_mod_resource = mm_sapperbuildstuff
load_mod_resource = mmmills
load_mod_resource = mm_fortprops
load_mod_resource = mm_spvillagehouse
load_mod_resource = mm_uiobjects
load_mod_resource = mm_oimprops
load_mod_resource = mmwoodenwalls
load_mod_resource = frigate
load_mod_resource = shipcrew


limit_hair_colors = 1
show_faction_color = 1
show_quest_notes = 1

dont_load_regular_troop_inventories = 1

#assign '1' for moveable physics on all scene props; no sokf_moveable flag will be needed
disable_moveable_flag_optimization = 0

#You can change the following to 1 for ease in module development
show_party_ids_instead_of_names = 0

crush_through_treshold = 2.4

#edit mode should be enabled
#give_performance_warnings = 1
#dont_supress_initial_warnings = 1

multiplayer_walk_enabled = 0
show_multiplayer_gold = 0
has_single_player = 0
has_multiplayer = 1
has_tutorial = 1

can_crouch = 1
can_objects_make_sound = 1
disable_zoom = 1
use_advanced_formation = 1
use_crossbow_as_firearm = 1
can_reload_while_moving = 1  # for bots!
can_run_faster_with_skills = 1
use_phased_reload = 1
horses_try_running_away = 0
lance_pike_effect_speed = 0.5 # 3.0? native.
no_friendly_fire_for_bots = 1
can_adjust_camera_distance = 1
sync_ragdoll_effects = 1
has_forced_particles = 1
can_use_scene_props_in_single_player = 1
disable_attack_while_jumping = 1
disable_high_hdr = 1
has_accessories_for_female = 1
horses_rear_with_attack = 0

Save, and then start up the server and you should be good to go.
 
The workaround works, thankfully. Though given they forgot to change that value it does beg the question if this is the correct patch or an earlier version they mistakenly pushed.
 
Deofuta said:
Dragonlordc1888 said:
Yep, we from 84e have the same problem here with the outdated server files.

I am having the same issue, and I have to update the official NA servers. Gah. Working on a solution at the moment and I'll get back to y'all ASAP.

EDIT: Okay, for the server owners having problems, you will need to do the following until a hotfix is released.

1. Navigate to your server folder.
2. Go to Modules/NapoleonicWars
3. Open module.ini
4. Replace everything inside with this:

module_name = Calradia
compatible_with_warband = 1

# Module versioning
module_version = 1103 # can be used for multiplayer and single player (saved game) module versioning
compatible_module_version = 1103 # can be used for multiplayer module versioning

# Warband versioning
works_with_version_min  = 1153
works_with_version_max  = 1250

num_hints = 0

auto_create_note_indices = 0 #Do not automatically search through all troops/factions/towns to check if they have note text.

map_min_x  = -180
map_max_x  =  180
map_min_y  = -145
map_max_y  =  145
map_sea_direction = -40 #wave foam direction
map_sea_wave_rotation = 300 #This is where the tear artefact is visible on the sea.
map_sea_speed_x = 0.02
map_sea_speed_y = -0.02
map_river_direction = 140
map_river_speed_x = 0.01
map_river_speed_y = -0.01


air_friction_arrow = 0.002
air_friction_bullet = 0.002

# use meshes map_tree_a through map_tree_r on for map trees
map_tree_types = 17
map_snow_tree_types  = 3
map_steppe_tree_types = 5
map_desert_tree_types  = 4


time_multiplier = 0.25
seeing_range    = 6.5
track_spotting_multiplier = 0.8

# heroes with health below this will not appear in battles and will not contribute to party skills.
player_wounded_treshold = 5
hero_wounded_treshold = 15

skill_prisoner_management_bonus = 5
skill_leadership_bonus = 3
base_companion_limit = 20

player_xp_multiplier  = 2.0;
hero_xp_multiplier    = 2.0;
regulars_xp_multiplier = 3.0;


display_wp_firearms = 0

# damage below this will not interrupt melee attacks
damage_interrupt_attack_threshold      = 3.0
# Same thing for multiplayer
damage_interrupt_attack_threshold_mp  = 1.0

# You can modify the damage system by editing the following values:
# The first three values determine the amount which will be directly subtracted from damage due to armor.
# The next three values determine the percentage reduction from the damage.

armor_soak_factor_against_cut      = 0.8
armor_soak_factor_against_pierce    = 0.65
armor_soak_factor_against_blunt    = 0.5

armor_reduction_factor_against_cut      = 1.0
armor_reduction_factor_against_pierce    = 0.5
armor_reduction_factor_against_blunt    = 0.75


horse_charge_damage_multiplier        = 1.0
couched_lance_damage_multiplier      = 0.65
fall_damage_multiplier                = 3.0

#missiles with damage > shield_penetration_offset + shield_penetration_factor * shield
#will penetrate.

shield_penetration_offset = 30.0
shield_penetration_factor = 3.0

#setting speed_power to 2.0 makes damage scale with the square of missile's speed.
# you can set it to 1.0 to make it scale linearly as it was before.
missile_damage_speed_power = 1.9;
melee_damage_speed_power = 2.0;


#change this to 0 if you want to keep the food slot in inventory window.
disable_food_slot      = 1

# Change this to 1 if you want to load
# textures from Modules/<Module_Dir>/Textures/

scan_module_textures = 1
scan_module_sounds = 1

#You can also use load_mod_resource instead of load_resource to make sure you are reading files from module directory.

load_mod_resource = textures_face_gen
load_mod_resource = shaders
load_mod_resource = mm_shaders
load_mod_resource = textures
load_mod_resource = mmtextures
load_mod_resource = materials
load_mod_resource = mmmaterials
load_mod_resource = materials_face_gen

load_mod_resource = meshes_face_gen
load_mod_resource = helpers
load_mod_resource = particle_meshes
load_mod_resource = skeletons
load_mod_resource = tree_meshes
load_mod_resource = xtree_meshes
load_mod_resource = grass_meshes
load_mod_resource = plant_meshes
load_mod_resource = body_meshes
load_mod_resource = object_meshes
load_mod_resource = object_bodies

load_mod_resource = goods_meshes

load_mod_resource = arabian_castle

load_mod_resource = food
load_mod_resource = beards

load_mod_resource = village_houses
load_mod_resource = village_houses_a

load_mod_resource = interiors_a
load_mod_resource = interiors_c
load_mod_resource = arena
load_mod_resource = castle_a
load_mod_resource = dungeon
load_mod_resource = snowy_houses

load_mod_resource = square_keep

load_mod_resource = xtree_meshes_b
load_mod_resource = user_interface_b
load_mod_resource = user_interface_c

load_mod_resource = houses1
load_mod_resource = wall_meshes1

load_mod_resource = town_houses
load_mod_resource = doors
load_mod_resource = churches

load_mod_resource = town_houses_b
load_mod_resource = castle_c
load_mod_resource = castle_e
load_mod_resource = castle_f
load_mod_resource = castle_g
load_mod_resource = castle_h

load_mod_resource = gatehouse
load_mod_resource = viking_houses

load_mod_resource = town_houses_c
load_mod_resource = banners

load_mod_resource = mmparticles
load_mod_resource = particles_2
load_mod_resource = prisons

load_mod_resource = skyboxes
load_mod_resource = object_b
load_mod_resource = destroy
load_mod_resource = grass_meshes_b

load_mod_resource = interiors_steppe

load_mod_resource = town_houses_d

load_mod_resource = arabian_props


load_mod_resource = horse_skeleton

#animations
load_mod_resource = ani_horse_mounted

load_mod_resource = ani_man_walk
load_mod_resource = ani_death
load_mod_resource = ani_human_mounted
load_mod_resource = ani_man_cheer
load_mod_resource = ani_stand_onhorse
load_mod_resource = ani_strikes
load_mod_resource = ani_equip_arms
load_mod_resource = ani_run_p
load_mod_resource = uni_strikes3
load_mod_resource = ani_walk_sideways
load_mod_resource = ani_run_sideways
load_mod_resource = ani_stand

load_mod_resource = ani_crouch_down

load_mod_resource = ani_low_walk
load_mod_resource = ani_turn_man
load_mod_resource = ani_lancer
load_mod_resource = ani_attacks
load_mod_resource = ani_kicks
load_mod_resource = ani_walk_backward
load_mod_resource = ani_run_lookingsides
load_mod_resource = ani_defends
load_mod_resource = ani_walk_lookingsides
load_mod_resource = ani_jump

load_mod_resource = uni_jump
load_mod_resource = uni_stances
load_mod_resource = uni_equip
load_mod_resource = uni_strike
load_mod_resource = uni_throws
load_mod_resource = uni_fistswing
load_mod_resource = uni_defence
load_mod_resource = uni_sideways
load_mod_resource = uni_equip_musket

# other stuffs
load_mod_resource = rock
load_mod_resource = raw_materials
load_mod_resource = ui_server_filter
load_mod_resource = ship
load_mod_resource = arabian_houses
load_mod_resource = tree_f
load_mod_resource = arabian_village
load_mod_resource = valleyProps
load_mod_resource = workshops

load_mod_resource = barrier_primitives
load_mod_resource = town_houses_e
load_mod_resource = wb_mp_objects_a


# NW specific resources
load_mod_resource = mmweapons
load_mod_resource = mmuniforms
load_mod_resource = mm_french_uniforms
load_mod_resource = mm_french_hats
load_mod_resource = mm_french_swords
load_mod_resource = mm_french_firearms
load_mod_resource = mm_russian_uniforms
load_mod_resource = mm_russian_hats
load_mod_resource = mm_russian_swords
load_mod_resource = mm_russian_firearms
load_mod_resource = mm_british_swords
load_mod_resource = mm_british_firearms
load_mod_resource = mm_german_firearms
load_mod_resource = mm_german_swords
load_mod_resource = mmprusuniforms
load_mod_resource = mmprushats
load_mod_resource = mmaustrianuniforms
load_mod_resource = mmaustrianhats
load_mod_resource = mmbrituniforms
load_mod_resource = mmbrithats
load_mod_resource = mm_colours
load_mod_resource = mmanimations
load_mod_resource = nw_custom_anim
load_mod_resource = mmsceneprops
load_mod_resource = mm_cannons
load_mod_resource = mm_cannon_items
load_mod_resource = mmhorses
load_mod_resource = mmplants
load_mod_resource = mmspanishbuildings
load_mod_resource = mmczechbuildings
load_mod_resource = mmwallprops
load_mod_resource = mm_waterloo
load_mod_resource = mmfurniture
load_mod_resource = terrain_borders
load_mod_resource = mm_sapperbuildstuff
load_mod_resource = mmmills
load_mod_resource = mm_fortprops
load_mod_resource = mm_spvillagehouse
load_mod_resource = mm_uiobjects
load_mod_resource = mm_oimprops
load_mod_resource = mmwoodenwalls
load_mod_resource = frigate
load_mod_resource = shipcrew


limit_hair_colors = 1
show_faction_color = 1
show_quest_notes = 1

dont_load_regular_troop_inventories = 1

#assign '1' for moveable physics on all scene props; no sokf_moveable flag will be needed
disable_moveable_flag_optimization = 0

#You can change the following to 1 for ease in module development
show_party_ids_instead_of_names = 0

crush_through_treshold = 2.4

#edit mode should be enabled
#give_performance_warnings = 1
#dont_supress_initial_warnings = 1

multiplayer_walk_enabled = 0
show_multiplayer_gold = 0
has_single_player = 0
has_multiplayer = 1
has_tutorial = 1

can_crouch = 1
can_objects_make_sound = 1
disable_zoom = 1
use_advanced_formation = 1
use_crossbow_as_firearm = 1
can_reload_while_moving = 1  # for bots!
can_run_faster_with_skills = 1
use_phased_reload = 1
horses_try_running_away = 0
lance_pike_effect_speed = 0.5 # 3.0? native.
no_friendly_fire_for_bots = 1
can_adjust_camera_distance = 1
sync_ragdoll_effects = 1
has_forced_particles = 1
can_use_scene_props_in_single_player = 1
disable_attack_while_jumping = 1
disable_high_hdr = 1
has_accessories_for_female = 1
horses_rear_with_attack = 0

Save, and then start up the server and you should be good to go.

3313621563.png
 
Nice maps and good bugfixes. The seabattle mapmode can still be improved  :arrow: ( WHERE ARE THE CANNONS ON THE BOATS !! ). The units are nice especially the Bavarian Infantry !! :mrgreen:

BUT (read this for the big fail of the patch )
They havent fixed the ****ing POKES

Hope that i will bring some players back to NW :grin:

 
Reduced the health of all medium and heavy horses to balance their classes.

That... makes no sense at all. Medium horses barely took any damage as it is, and Heavy horses died as often as not from one shot. They were anything but unbalanced...
 
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