Beta Patch Notes e1.7.2

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A few checks/conditions need to be passed in order for the dialogue option to appear:
  • Main hero must be in a faction.
  • Main hero is not a mercenary.
  • The prisoner must be in a kingdom faction (not a minor clan).
  • Main hero and the prisoner are not in the same faction.
  • The factions that the main hero and the prisoner belong to must not be in war.
  • The prisoner must not be a faction leader.
I imagine that in your case, one of these didn't pass. Maybe you can check and let me know?
Ah okay, thanks. I see the problem, we were at war.

It would honestly make the feature a lot more useful if that check for being at war wasn't there, as if you take someone prisoner during war, the main time you take prisoners, you can't recruit them.
 
I'm gonna ****ing guess it was this one and will be this one for 99% of players trying to talk to a prisoner XD
I mean.... yeah we wanna talk to our own prisoner lords and see if they'll flip.
Ah okay, thanks. I see the problem, we were at war.

It would honestly make the feature a lot more useful if that check for being at war wasn't there, as if you take someone prisoner during war, the main time you take prisoners, you can't recruit them.
Apologies, I was looking at the wrong dialogue conditions. These are the correct ones:
  • The prisoner has to be in ownership of the players' clan (in your party, clan member party, your prison, clan member prison).
  • The prisoner should be a clan leader (can be a rebel leader but not a leader of a minor faction).
  • The player has to be the leader of the kingdom.
 
What happened to Town food details ? you use to get a list of all food in the town, now it's one item .. bug or another backward step ??

And Is the tarded Prebattle sliders going to be Fixed ?? Or is that a Putin rocket a hospital moment ?

.
 
Apologies, I was looking at the wrong dialogue conditions. These are the correct ones:
  • The prisoner has to be in ownership of the players' clan (in your party, clan member party, your prison, clan member prison).
  • The prisoner should be a clan leader (can be a rebel leader but not a leader of a minor faction).
  • The player has to be the leader of the kingdom.
Oh okay well that's good then, and makes a lot of sense. Thank you for the info, this is a good change! This will make it less painful to hire wards during loretime.
 
Alot of useful and good changes. Lovely.

Still missing banners though, really hope you don't abandon that plan :smile:

Edit:
How awesome is this guy now?
261550-screenshots-20220315134223-1.jpg
 
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How do ranked queues work then ?
Solo and group ?
There will be two different queues, solo and group. In the group queue, you will be able to queue up as a team of 2, 3, 4 or 6 players.
Does it mean that these matches that don't start with 12 players will have to be finished with amount of players that were there from the start (since no new players can join)?
Or game will return all players to the menu if there are no 12 players on server?
Or warm up will last for as long as it takes to populate server with 12 players?
Or game won't even place us on server till there are 12 players (could lead to even longer queuing times...)?
It doesn't start the match (won't place you in a server) without 12 players.
The devils' in the details here, I have to know: Will they still join an army when set on defensive? The big gripe is that our clan parties are gobbled up by AI armies and not available for us. We want them to be told not to join nay armies too, if they join a "defender patrol army" that's just as bad.
When they're set on the defensive, they'll still be able to join a defensive/patrolling army and the same goes for the offensive. I will relay the feedback.
 
Anyone else getting this graphic glitch with wanderers in taverns? -

YHJhJOB.jpg


I would understand if it was a spicevendor but...

Also it seems like wanderer face asymmetry is less ridiculous and faces look generally better, not mentioned in the patch notes - or I got fortunate RNG?
 
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There will be two different queues, solo and group. In the group queue, you will be able to queue up as a team of 2, 3, 4 or 6 players.
I hope i will be wrong but with the current low population on mode like Captain Mode, where it is already difficult to find matches in under 10min (and i'm talking about EU) if you are in a party of more than 2 people, would it not divide even more the population and just increase the wait time?
It doesn't start the match (won't place you in a server) without 12 players.
What happen if you have three group of 3 people and one group of 4 people, will no one be able to play a game? Or after a while the server give up to search and create a game with the most people it could fit in one?

I'm not against ranked matchmaking as it should make the game more fair and fun for everyone, i just fear that right now it will increase the already long waiting time to play a game.
 
I hope i will be wrong but with the current low population on mode like Captain Mode, where it is already difficult to find matches in under 10min (and i'm talking about EU) if you are in a party of more than 2 people, would it not divide even more the population and just increase the wait time?

What happen if you have three group of 3 people and one group of 4 people, will no one be able to play a game? Or after a while the server give up to search and create a game with the most people it could fit in one?

I'm not against ranked matchmaking as it should make the game more fair and fun for everyone, i just fear that right now it will increase the already long waiting time to play a game.
I understand your concerns but let's wait on the patch to arrive. We'll observe the statistics at that point.
 
Anyone else getting this graphic glitch with wanderers in taverns? -

YHJhJOB.jpg


I would understand if it was a spicevendor but...

Also it seems like wanderer face asymmetry is less ridiculous and faces look generally better, not mentioned in the patch notes - or I got fortunate RNG?
Never seen a Dunmer in Calradia lol
 
Version x6438 fixed the fullscreen issue! (y)
I restarted steam because game was acting up in the server browser and upon returning its in windowed mode

It seems to be coming and going, now game was fullscreen when I launched it. Idk whats going on lol
 
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UI
Changes
  • Added a sorting system to the quests screen. Quests can now be sorted by "Date Started", "Last Updated" and "Time Due". The latest "Sort By" selection is tracked and applied when re-opening the screen.
  • Added a "Skip all rounds" button to the tournament screen.
  • Added a "Recruit All" button to the "Recruit Prisoners" popup on the party screen.
  • Added a "Clear Selection" button to the troop selection popup in the game menu (hideout and keep fights troop selection).
Battles and Sieges
  • Added an option under the Gameplay tab that allows you to determine the order in which troops should spawn.
    • Default: Troops spawn according to their position in the roster.
    • High Level: High level troops will spawn first.
    • Low Level: Low level troops will spawn first.
    • Homogeneous: High and low level troops will spawn in equal ratios.

Clan and Party
  • Improvements and fixes to Campaign Map AI:
    • Increased the weight of party priorities (Defensive, Neutral, Aggressive). Parties that have Defensive priority will try to defend settlements from raids/sieges and protect their territories. They will not join besieger/raider armies. Parties that have Aggressive priority will try to raid and siege settlements more often. They will not join defender/patrolling armies.
    • Parties are now more likely to raid/siege settlements that are near their territory. This was achieved by tweaking the distance score weight of the target settlement when deciding where to siege/raid.
    • Improved the campaign map AI to prevent party zigzag behaviour (being stuck between two objectives).
    • Parties that are trying to defend their settlements against besiegers will have a short term escort behaviour to a nearby stronger ally party that has the same defensive behaviour. This will make them engage the besiegers together instead of being stuck in a zigzag behaviour.
    • Added a threshold for changing the AI party objective. Parties will change their objectives less often if their current objective is logical.
    • Reworked the calculation for the location of parties on the campaign map, fixing various bugs that previously occurred, for example, parties from the other side of the world could join your battle or the same party could join an encounter twice.
    • Fixed a bug that caused some parties to get stuck on a bridge/building on the campaign map.
  • Implemented a new companion spawn behaviour that will try to equalise the available companions in the game. This fixes a bug that caused companions to be hard to find during late game (in-game time has to pass to equalise companions in older saves).

Hello,
Even though there are no major features added in 1.7.2 and unfortunately nothing was done to the new Troop Assignment System (that has a lot of people complaining about), I feel some of the "little" additions/fixes will have a significant effect on the game.
I highlighted the ones I am very happy with. I also highlighted and underlined the ones I think are GREAT little fixes/features.

I am still hopeful the game will continue to improve surely but very slowly. Not very hopeful much will be done to the troop assignment system though as it was not mentioned at all in this patch and the devs have been completely silent about it since it was initially introduced. This leads me to believe this is a done deal and "it is working as intended"!

Anyway, I still think this patch will bring significant game play improvement.

Thank you,
APC
 
Hello,
Even though there are no major features added in 1.7.2 and unfortunately nothing was done to the new Troop Assignment System (that has a lot of people complaining about), I feel some of the "little" additions/fixes will have a significant effect on the game.
I highlighted the ones I am very happy with. I also highlighted and underlined the ones I think are GREAT little fixes/features.

I am still hopeful the game will continue to improve surely but very slowly. Not very hopeful much will be done to the troop assignment system though as it was not mentioned at all in this patch and the devs have been completely silent about it since it was initially introduced. This leads me to believe this is a done deal and "it is working as intended"!

Anyway, I still think this patch will bring significant game play improvement.

Thank you,
APC
While I understand the little frustration about the troop assignment system, it was announced as WIP and clearly TW will keep improving it.
@MRay is a great dev, actually considering players feedback.
But yeah, It may take some time before we see a more polished version (testing phase seems to be a bottleneck in the development process...).
 
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