Beta Patch Notes e1.5.6

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I played version 1.5.6 for 600 days and here is my feedback, @MArdA TaleWorlds and @mexxico, could you look at these points or forward them to those responsible for these areas?

Marriage:
  • When trying to marry your sister (or another) to a ruler (Monchung, Caladog, etc ...), the game still considers that the marriage is between the player and the ruler. This happens both with the rulers and the clans generated by the rebellion.
  • If for any reason the player cancels the barter during a marriage proposal to a relative (for lack of money or other reason) the option to offer that person's hand in marriage disappears completely and you cannot try again.
  • If you offer a relative's hand in marriage when you have both your brother and sister available for marriage, the game ignores your choice (you offer your brother for marriage and the other clan also chooses another man to marriage, if you continue the game, marry your sister).

Rebellions:
  • In those 600 days, Lageta went into rebellion about 10 times (with at least 3 different factions). The clans generated by the failed rebellion have not disappeared from the encyclopedia and these "nobles" are just occupying the hall of other castles and cities. I suggest that after the rebellion fails the members of the rebellion should be executed when captured so that this does not happen.
  • The clans generated are usually very weak, wouldn't it be interesting to allow these rebels to hire one or two minor factions to help? Usually the only way for them to succeed is if the faction ignores them.

Combat:
  • There's something weird with polearm. I saw an enemy flying to the other side of arena after Monchung hit him during a tournament.
Emissary:
  • Clan members do not function as emissaries, only companions.
 
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The Disrupt Supply Lines quest seems to be bugged. After engaging the specified Arms Dealer Caravan i got -300 influence.

Finishing the quest seems to give 10 influence, but my total is now negative. The quest somehow subtracted -300 points, as i had 32 influence before and it put me at -268 plus the 10 for finishing the quest to the total of -258.
 
Somehow, my installation was no longer recognized by Steam so I installed it and Steam recognized that it was there and just downloaded a few files. After I launch, it runs briefly and then crashes. I've tried removing all mods, reinstalling, verifying files. Still can't launch.

EDIT: Also tried deleting the Documents/ folder.
 
You seem nose deep and well acquainted with the source code - can you tell me -how hard would it be to simply add terrain stipulations to things like auto calc code? Meaning -if an AI vs AI battle were to take place on open plains for example - then and only then would the +20 Cav bonus come into play. Seems like 1970's level hexagon boardgame strategy level yet for some reason they play this zero sum game of all or nothing
I read somewhere here in the forums that they will eventually work on this buffs/debuffs depending on the terrain and units fighting the battle
 
You seem nose deep and well acquainted with the source code - can you tell me -how hard would it be to simply add terrain stipulations to things like auto calc code? Meaning -if an AI vs AI battle were to take place on open plains for example - then and only then would the +20 Cav bonus come into play. Seems like 1970's level hexagon boardgame strategy level yet for some reason they play this zero sum game of all or nothing


Puh, ok this is the fastet/easiest way to implement it

1.First of you need DNSpy Programm or Virsual Basic
2. You must open the Talesworld.Campaign.dll
3.Make a Copy of the dll beforhead, if it comes to errors
4.Find the Method(in the Picture) via the Searching Tool


Now an Example:
iZ316fq.jpg


these lines of code(programmed by myself) asking if the Battle is a FieldBattle?, Terrain = Steppe?, troop is mounted? troop is Ranged?
= only if all are true, a perk bonus will be applied (+10% more dmg in Simulation for the strikertroop if the troop is mounted and has a Range Weapon, and only the strikertroop). It doesn´t matter if you have this perk since i/you doesn´t ask the game if the Player/AI has it.

- the Bonus is normaly the Perk Bonus "Tight Formation"
- if you want, that all Mounted units getting this bonus, regardless of Melee or Range, just delete the "&& strikertroop.IsRanged

ok, if you now press the Button "Compile"(Kompilieren) you will get this:

1fiRPuA.jpg


First, dont worry, i will lead you through this
-In the Buttom Left there is the "main.cs" within a Dropdown Field
-These Errors say that something is wrong in the "main.g.cs" in line 36 and 47, so we have to swap to this via the Dropdown Field

it will look like this:
KykDudn.jpg


-Now go to the Line 36 and delete the code there from [return... till ....)].
-Do the same in the Line 47, it looks the same

sweating? You shouldn´t, cause now its done
- Press the "Compile"(Kompilieren) again and you will have no Errors
sd67iAD.jpg



Ok your new Bonus should be now implemented. DNspy changed although the source codes via Flags but it means nearly the same.

This is the fastest way i can think of.
-In the "DefaultMilitaryPower..." Class you can get rid of the 20% Bonus for mounted units. In one Method there is a condition with "troop.IsMounted ? 1.2f : 1f " that says that Mounted troops have a higher Modifier 1.2f against 1 for all other soldiers (inSimulation)

-Sure you can go into the Perk Class and make extra Perks for all your TerrainTypes but i figured this out in only 45 minutes. If you want a better solution, you should ask a Modder.
-Also @mexxico said in the snowballing thread, that there will be Terrain Affects implemened in the near future
Puh first Post, and the last for Today :wink:
 
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Anyone noticing that something is off with siege autocalc? I have been seeing it all game but my worst example just happened: Sieging 975 vs 48, built a battering ram and two siege towers. Lost.

PS - More information on this: The town was listed as having 393 defenders when I sieged and says 48 after starting the siege. Even when trying the siege non-autocalc, they absolutely ate my lunch.
 
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Hello,

After a rough start (crash, performance issue, weirdness about the pace of the conspiracy quest ...) I don't know what the developers did, but thank you, it works much better! I am even amazed by the "performance" of the game, I can play with "average" graphics while my computer is all rotten (I3 7100, 2.4 Ga, 6Ga, 2H, 4 process, Ge force 940, miseria ... ). It's a bit messy during battles, but it works.

The "bosses" in "conspiracy hideouts" are very difficult, but not impossible. You have to find the right combination and lead the troops well. I say no more, experienced players know how, and the news players, you will find!

On the other hand, I just had a bug on a boss in a "hideout conspiracy" quest (I sent the "dump") but it is only a small failure, I think. Otherwise, everything is better.

On the other hand the Sturgians, which I play, always take a beating, but it's okay, I knew that before starting, it may just disappoint new players. It might be necessary to add something in the window at the start of the game when choosing a faction on the difficulty of each.

A small detail too, it crashes when you marry a companion present in the army.

When will dragons or other monsters from Nordic, Asian and African mythology come out of the depths of Calradia to fight? It would be a nice sequel.

Good luck to you

-
 
I think the AI needs some math and geography lessons for it's war declaring system.....

Even if the first 3 wars looked okay by the numbers, they can't possibly be in all those places doing anything.

Also, does the AI understand rebellions? Do they know that if one in an enemy fief that used to be theirs goes through, they will likely gain a clan and town?
They tend to peace out right before they finish and lose out of a gain from rebels.
 
Autch...suddenly my saved games don't work??? Because the custom battle module has been changed??
I did notice a lot of lag in saves in 1.5.6 beta..but this is a new one

Already checked steam integrity
 
Puh, ok this is the fastet/easiest way to implement it

1.First of you need DNSpy Programm or Virsual Basic
2. You must open the Talesworld.Campaign.dll
3.Make a Copy of the dll beforhead, if it comes to errors
4.Find the Method(in the Picture) via the Searching Tool


Now an Example:
iZ316fq.jpg


these lines of code(programmed by myself) asking if the Battle is a FieldBattle?, Terrain = Steppe?, troop is mounted? troop is Ranged?
= only if all are true, a perk bonus will be applied (+10% more dmg in Simulation for the strikertroop if the troop is mounted and has a Range Weapon, and only the strikertroop). It doesn´t matter if you have this perk since i/you doesn´t ask the game if the Player/AI has it.

- the Bonus is normaly the Perk Bonus "Tight Formation"
- if you want, that all Mounted units getting this bonus, regardless of Melee or Range, just delete the "&& strikertroop.IsRanged

ok, if you now press the Button "Compile"(Kompilieren) you will get this:

1fiRPuA.jpg


First, dont worry, i will lead you through this
-In the Buttom Left there is the "main.cs" within a Dropdown Field
-These Errors say that something is wrong in the "main.g.cs" in line 36 and 47, so we have to swap to this via the Dropdown Field

it will look like this:
KykDudn.jpg


-Now go to the Line 36 and delete the code there from [return... till ....)].
-Do the same in the Line 47, it looks the same

sweating? You shouldn´t, cause now its done
- Press the "Compile"(Kompilieren) again and you will have no Errors
sd67iAD.jpg



Ok your new Bonus should be now implemented. DNspy changed although the source codes via Flags but it means nearly the same.

This is the fastest way i can think of.
-In the "DefaultMilitaryPower..." Class you can get rid of the 20% Bonus for mounted units. In one Method there is a condition with "troop.IsMounted ? 1.2f : 1f " that says that Mounted troops have a higher Modifier 1.2f against 1 for all other soldiers (inSimulation)

-Sure you can go into the Perk Class and make extra Perks for all your TerrainTypes but i figured this out in only 45 minutes. If you want a better solution, you should ask a Modder.
-Also @mexxico said in the snowballing thread, that there will be Terrain Affects implemened in the near future
Puh first Post, and the last for Today :wink:

Any chance you could upload your modified file? Im really out of my element -havent messed with M&B code since Python and having a hard time navigating around as well as deciphering whats canon code and whats yours - I can learn alot easier if i just use CompareIt on the two files to see exactly what and how you modified it. i really appreciate it thanks
 
Problem with "caravan conspiracy quest": this is often impossible to do. The caravans are making too short a route, or they are too far from where my troop is located. Therefore, I make a long trip for nothing, not very fun. I cannot fix my movement speeds in relation to this quest (by having the right number of horses, which is expensive) it would be at the expense of other choices ...
 
Problem with "caravan conspiracy quest": this is often impossible to do. The caravans are making too short a route, or they are too far from where my troop is located. Therefore, I make a long trip for nothing, not very fun. I cannot fix my movement speeds in relation to this quest (by having the right number of horses, which is expensive) it would be at the expense of other choices ...

Don't do the quests. Horribly broken and very minor improvements since launch. They are trying to design quests in an emergent world and its very hard to do properly so you get things like this.

If your quest doesn't crash something unexpected happens. One time I had an escort quest and the caravan IMMEDIATELY turned back into town since it had so few men and just sat there forever.

TW should just remove all these quests and stop trying to do them. You've had almost a year and still horribly broken. Just take them out.
 
I notice there's a button to give back a fief when you're a vassal and I can't remember if that was there before? Is there a button to give back a fief when you're a ruler too, as in to put it up for election to vassals?
 
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