Viking Conquest Reforged Edition Patch released! (2.021)

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UPDATE: The patch is now live! Thanks for all the feedback and support.

Hello all!

Here is the changelog for the upcoming Viking Conquest Reforged Edition patch! This will be coming soon to all versions but is available to try right now on Steam, by opting into the beta (instructions below). Any feedback you can give us on the changes is appreciated as always.


Changelog Viking Conquest Reforged Edition 2.02
# Fixes

- Fixed some scene problems.
- Cancel all quests related to destroyed faction.
- Fixed access to the storage chest of any castle or town.
- Fixed eternal pilgrims.
- Fixed getting married issue.
- Fixed berserker shield size.
- Fixed kingdom relation drops and undocumented wars.
- Fixed ancient troop name mistakes.
- Fixed wrong text for Readingum.
- Fixed the ages of faces for some NPCs.
- Fixed player doppelgangers
- Set troop classes properly in sieges so archers defend walls.
- Return Irish troop tree to original scheme to avoid early top level troops.
- Properly initialize variable critical to town menu functioning.
- Update lair factions.
- Ensure no troop equipment is added after it is validated (hood problems).
- Other minor fixes.

# New
- By player petition, dog is immortal now.
- Rewrite nearby parties join attack and document refusals to join.
-  Apply "do_not_stall" to sieges, sea battles, formations.
- Avoid reporting morale modifiers for troops not in party.
- Prohibit mercenary player from becoming marshal.

# Balance

- Bandits parties.
- Factions relations.
- Cirren Caester siege.
- Siege simulation kill ratios.
- Custom battles armies.
- Rewrite and standardize religion malus.
- Kludge formation bonus.

Changelog Viking Conquest Reforged Edition 2.021
# Fixes

-Fix for debug text appearing

Instructions for opting into the beta on Steam:
(You remember that you can also use your Warband Key in steam if you bought your game from Taleworlds webpage)

    In the Steam Library, right click "Mount & Blade Warband" and select "Properties"
    In the window that opens, navigate to the "BETAS" tab
    In the "BETAS" tab, where it reads "Enter beta access code to unlock private betas:", enter the code betapassword exactly as shown
    Click "CHECK CODE" and upon confirmation that the beta has been successfully opted into, select "beta" from the dropdown menu on the same screen
    Close the window and allow the game to update
    The Reforged Edition Patch 2.003 beta should now be activated
 
Did the update break the dogs? I promptly went to adopt one, But I can't seem to be able to interact with dogs.

But thanks for the update! I was long wishing for it to come.

EDIT: something seems weird when raiding Rath Celtair by sea. The defending AI seem to stay mostly on top of the hill, waiting, after the first wave. It's a different behavion from when I assaulted it last time. Makes the raid quite harder.

Should I report these things in the support board?
 
Thank you guys! Out of curiosity could you provide some details about the re-balancing of relations drop and what is meant by "undocumented war"?

This update seems very solid though, Thanks again!

Also, for the dogs, does that mean that they faint like companion or that they are invincible?
 
Dogs question - all same that previus versions, but they cannt die like your companions.

Rath Celtair question - No changes in this patch. Maybe you actived AI formations in your camp menu - options. This do them harder to beat.

Factions - We ajusted relations system in order to avoid "hide" factions relations drops or inconsistencies.
 
I would guess that the defending troops in Rath Celtair are ranged. Before, troop type was improperly set for sieges, meaning that archers would immediately abandon their posts shooting from walls/high ground.

Certain actions could send the player's actions negative with a given faction. However, when a player has a kingdom, this indicates a state of war. Since this would bypass the usual script for starting a war, we were getting complaints about players ending up in many wars and having no idea how. Our solution was to exploit the two tracking systems: player_faction tracks how factions feel about the player and player_supporters_faction tracks relations with the player's realm (so never drops below zero until the player rules a kingdom).

We also attempted to standardize relations penalties (for example, Native typically subtracts 3 from negative relations and 8 from positive for offended lords) and use the underlying utilities better (used make_kingdom_hostile instead of a -99 relations drop, for example). Lastly, we attempted to document all instances of player provocation (and appeasement) of other factions.
 
Seems that devs forgot to remove the invasion testing triggers and events.
#multiplayer_inv
(0, 0, 3,[        <----------- testing trigger!!!!! must be removed!!!!
          (key_clicked, key_~!@#$%),
          (assign, "$g_multiplayer_invasion_wave_number", 1),
          (assign, "$g_multiplayer_invasion_wave_time", -1),
          (multiplayer_send_int_to_server, 117, 2),
        ],[]),

#game_receive_network_message
      (else_try),
        (eq, ":event_no", 117),
        (store_script_param, ":value_25", 3),
        (try_begin),
          (eq, ":value_25", 0),
        ...........
        (else_try),
          (eq, ":value_25", 2),      <-------- testing event!!!! must be removed!!!!
          (try_begin),
            (multiplayer_is_server),
            (store_current_scene, ":scene_id"),
            (modify_visitors_at_site, ":scene_id"),
            (try_for_range, ":var_24", 0, 5),
              (store_random_in_range, ":entry_no", 32, 40),
              (add_visitors_to_current_scene, ":entry_no", "trp_town_walker_3", 1, 1, -1),
              (add_visitors_to_current_scene, ":entry_no", "trp_saxon_bowman", 1, 1, -1),
              (add_visitors_to_current_scene, ":entry_no", "trp_scotch_horseman", 1, 1, -1),
            (try_end),
            (assign, "$g_multiplayer_invasion_wave_number", 1),
            (assign, "$g_multiplayer_invasion_wave_time", -1),
          (try_end),
 
- Fixed kingdom relation drops and undocumented wars.


...Is this the issue where you'd find yourself at war with factions that never declared war on you?  (aka you're the king of a faction and never receive notification that another faction or two declared war with you but there they are, invading your lands?)
 
Phalnax811 said:
- Fixed kingdom relation drops and undocumented wars.


...Is this the issue where you'd find yourself at war with factions that never declared war on you?  (aka you're the king of a faction and never receive notification that another faction or two declared war with you but there they are, invading your lands?)

Yes, but this didnt change your previus relation, only will avoid problem in future.
 
Idibil said:
Phalnax811 said:
- Fixed kingdom relation drops and undocumented wars.


...Is this the issue where you'd find yourself at war with factions that never declared war on you?  (aka you're the king of a faction and never receive notification that another faction or two declared war with you but there they are, invading your lands?)

Yes, but this didnt change your previus relation, only will avoid problem in future.

Cool thanks. 

Is it possible that decapitation creates a scripts error during battle?  (I had a tweak of lord relation not dropping when granting fiefs but have had that active before and never got that in-battle script error appearing when decapitating a foe)
 
When are some of you lovely and talented modders(I am begging if you wondered) going to jump on this and port over all the awesome mods from something like 1257AD?
 
motomataru said:
Phalnax811 said:
Is it possible that decapitation creates a scripts error during battle?
Does that happen to be "invalid agent?" We're suddenly having issues with ti_on_agent_hit...

Not sure off the top of my head, pun very much so intended, but I've since turned gore/decapitations off and no longer get the scripts error.
 
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