Beta Patch Notes e1.8.0

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For some reason there are 2800 alien desert troops in my discard troops party dialog dialog. (I'm vlandian using an 1.7.x savegame)
now with cheats 10 troops of each type are available on the troop menu, similarly to how you have 10 of each items in the inventory menu
 
What do you think about the cut scenes? I´ve only seen marriage (after 316 save scumming reloads) and child birth (no reload because it was a son) and I don´t know but they feel lifeless for me. Still better than not having them of course but I guess I expected more.

I also don´t like this "window" presentation and the "click to continue" in the bottom middle. I would prefer a nice full screen scene without any text like "click to continue".
I said this 5059272 times:
The wedding scene isn't lifeless itself, it's the context around it what it is. A wedding should be accompanied with a feast and a preparation, and it should take in game months to actually convince a lady to marry, not to mention convincing the lord too, I made this point several times but I guess the devs are busier answering troll threads
 
Are there any screenshots of the new city scenes? Also, is there version of that map of the world showing which battle maps have been added?
 
Battles are starting to look MUCH better now that armour has been fixed against melee weapons and cavalry can actually charge down infantry.

But four glaringly obvious flaws still remain:
* Melee cavalry miss 90% of the stab attacks they attempt, and only couch their lances in the specific situation of charging downhill.
* Archers/crossbowmen are still the most deadly thing on the battlefield by a big margin, they frequently have the highest killcount. Armour's resistance to arrows needs to increase by 1.5-2x.
* Troops vibrate at high speed like Radical Larry when fighting at close quarters.
* Spears don't exist in melee combat, troops only use them for fighting cavalry. When they do use them, they're super underpowered.
 
Battles are starting to look MUCH better now that armour has been fixed against melee weapons and cavalry can actually charge down infantry.
Armor wasn´t fixed, just improved from paper to something, still not good.

But sure, compared to before it´s good, it´s like comparing **** to a flower.
 
Anyone else having problems with shops? Bought a shop for over 18,000 in Galend, switched it to produce wool since one of the villages has sheep. I have had it for 8 days with no profits at all. It also loses money every day. It's value is 9200 since I last saved game.
 
I have been playing almost weekend now and I'm most pleased with some changes, of course there's always room to improve, one of mine main concerns and are
  • "Destruction of kingdom": instead having to kill off the last clan to exctition, the kingdom without land should be disbanded in one year time if not capture a castle or town within one year time.
  • blueprints working strangely, when load the game
  • I'd love to see more conflicts: succession crisis - both kingdom and clan -, claimants (anyone who had a father that sitted on the throne could create a faction to support his/her cause - think this as in the main quest line the total war crisis, each month the support of the claimant would shift lower and higher)
  • would love to see more things to do and more times peace - players could negotiate time - this allows kingdom to rebuild and prosperafter a war as it was common
  • still need more tweaks on armor
  • increase the 2% death to 3%- 4% with armor getting higher (or allows players too)
  • add more names on the poll culture, repeated names
  • i still think sieges need some sort of duel when reach the great hall phase
  • Children - bug since 1.5.xxx
 
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And a lot of more cruicial problems for multiplayer. You gotta be more focus main problems instead of others.

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The "click to reset camera" button (where shows if it's day or night) is not working anymore @MRay
It was working last time I checked on steam 1.8.0.

The behaviour of the button changed, now it only resets the direction of the camera. Doesn't move it to the main party anymore. We've removed that aspect of it since the circle portrait already supplies that action.
 
It was working last time I checked on steam 1.8.0.

The behaviour of the button changed, now it only resets the direction of the camera. Doesn't move it to the main party anymore. We've removed that aspect of it since the circle portrait already supplies that action.
Thanks for the clarification! then everything is working as intended ?
 
According to patch note "You can now reset your character's and companion's perk assignments through the arena master for a suitable price. The generic tavern NPCs can also point this out as a tip." But why are we still not available to reset my wife and brother's wife skills and perks? They are skilled but using unskilled perks.
 
According to patch note "You can now reset your character's and companion's perk assignments through the arena master for a suitable price. The generic tavern NPCs can also point this out as a tip." But why are we still not available to reset my wife and brother's wife skills and perks? They are skilled but using unskilled perks.
BECAUSE YOU NEED SOME PRESENTS LEFT TO OPEN ON YOUR BIRTHDAY TOO
 
I noticed that when I chose "Send the Troops" for a fight, my character will also join in and makes kills/gain skills. Was this a change for 1.8.0?
 
What's this? An actual patch?!

Campaign Map
  • Fixed bugs in relation to party teleporting, floating and rotation.
Time will tell, but these used to drive me nuts.

UI
Changes
  • Introduced new scene notifications to give more weight to events. They can open automatically or be triggered with a circle notification.
    • Generic: Newborn, Marriage, Heir coming of age, Death from old age, Main hero dies in battle, Clan member death (2 variations), Joined a kingdom, Kingdom created, Kingdom destroyed.
    • Main Storyline: Supported faction defeated, Finding banner pieces (3 variations), Pledge allegiance, Conspiracy (2 variations), Declaring dragon banner.
Very nice!
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  • Settlement values within the encyclopaedia are now restricted to settlements that you are near, that are within your kingdom, or that have a clan member inside.
Seems a bit unnecessary, don't think the Encyclopedia needed any kind of "Fog of War".

Combat
  • Armour Effectiveness Improvements:
    • Reduced the armor coefficient from 100 to 50. In translation, 1 armour now provides 2 health points against blunt attacks.
    • Reduced blunt damage's pure damage coefficient from 1 to 0.4.
    • Increased additional armour effectiveness against blunt damage from 0 to 0.25.
    • These changes increase the effectiveness of mid to late game armour against blunt damages to make it feel like a more meaningful investment.
It's interesting from what I played last two days, but armor overall seems much stronger and not just versus the much maligned looter rocks. Did all attacks inflict some kind of blunt damage?

  • Added Light Crossbows (Simple, Light, Fine Crossbow). They can be set on the move and are also usable on mounts without a perk.
Coo

Battles and Sieges
  • Adjusted disorganised state penalties and the events which trigger this state. After a fight or when leaving an army, parties will be in a disorganised state for 6 hours. They will move 40% slower and have 20% less battle morale. In addition, if the player leaves some men behind in order to get away from a fight this will be applied to the opponent. Missions that do not involve the entire party (clearing hideouts or alleys, prison breaks) will not cause a disorganised state.
Good stuff

Battle
  • Implemented an improved system for spawning reinforcements in battles:
    • Reinforcements will now always spawn near the deployment boundaries of the battle.
    • The initial wave of troops always spawns on the original path with respect to the position of the battle on the campaign map and the battle size. There are two new spawn paths that reinforcements can spawn on, one path counter-clockwise to the original path and one path clockwise to the original path.
    • Reinforcements will pick the safest spawn path of the three with the safest spawn path being the one furthest away from the enemy.
    • This improved system prevents the camping of spawn points by the enemy as well as the spawning of troops in the middle of an active fight.
I can already tell this is a making tremendous difference. Still not exactly perfect (I'd still prefer troops to spawn outside battlefield boundaries), but a much more pleasant experience overall. You can actually see where reinforcements are coming from and plan according as opposed to guys spawning literally in the middle of fights.

Thank you for addressing this!

Character Development System
  • Balanced Scouting skill experience gains -- sustaining higher party speeds with larger parties will now grant more experience.
  • Balanced Combat skill experience gains -- attacking higher tier troops will now provide more experience.
  • Balanced the combat perks related to throwing and ranged weapons to improve the progression curve.
  • Balanced the Athletics skill experience gains for on-foot attacks.
  • Balanced the Riding skill experience gained from ranged attacks to provide more experience with high difficulty shots.
  • Overhauled the Leadership skill experience gain method, instead of a passive increase, it is now tied directly to experience gained by the commanded troops.
  • Overhauled the Roguery skill experience gain method, instead of a passive increase, it is now tied directly to experience gained by commanded bandit troops. Additionally, balanced the experience gained from looting caravans and villagers.
  • Diversified and balanced the actions which provide Engineering skill experience. Destroying siege engines now provides Engineering skill experience.
Wow it's like actually possible to level up Athletics now! Combat skills are hard to gauge, don't seem too much worse or better. Leadership is definitely better since it isn't exclusive to leading an Army.

Scouting still seems really slow/tedious to level yet.

  • Clan and Party
    • You can recall a clan member to your party if they are staying in a settlement.
    • You can send a clan member to stay at one of your towns or castles.
    • Heroes will be teleported with some delay according to their distance from the teleportation target.
Hallelujah! You have no idea how big of QOL improvement this is, you've literally saved players hours of tracking down Clan Members.

  • Introduced marriage offers which will be received via circle map notifications for single clan members (other than the main hero).
Stuff like this really helps make the game world feel alive.

  • Fixed a bug that prevented parties from buying enough food for their troops.
Still seems to be an issue, had a companion party in my Army, stopped at several Towns with food - they never bought any.

Economy and Trade
I'm not seeing any Camel Ranches, assume they are supposed to be in Aserai lands?

While boosting the value of Trade was good here, not sure if it was enough. Obviously leather, jewelry, and velvet are much higher. But still not sure it really competes with Horses. Trade still seems very slow and tedious to level up.

Crafting
  • Separated the crafting piece unlocking experience into the respective weapon types. Crafting a weapon now collects experience for that weapon type only and any unlocked part will be available for that weapon type alone.
Another excellent change!

Settlement Actions (Town, Village, Castle and Hideout)
  • Lowered the upgrade chance of recruits.
Seems the same as before to be honest.

  • Notables in towns and villages are now fixed (number-wise). They were previously dependent on prosperity and hearth levels.
This seems really dumb. I thought the whole point of increasing Hearths was to unlock additional Notables. If it's fixed number now, you've really made some particular fiefs quite bad. Also what's the point of growing villages besides some increased production and taxes?

  • The player’s clan now needs to be at least Tier 3 to request a meeting in castles and towns.
Eh seems unnecessary, really punishing folks who aren't vassals/mercenaries now.

  • 10% of the prisoners in all settlements will now be sold daily to prevent dungeons from exceeding the prisoner limit.
Good, the full prisons got really obnoxious (be nice to see what limit is). I see this happens with player fiefs as well. Does this mean we get the ransom revenue as well?

Quests & Issues
  • Updated quest logs, alternative solution rewards, durations and/or requirements for various quests (Escort Merchant Caravan, Overpriced goods, Nearby Bandit Base, Rival Gang Moving in, Needs to Deliver a Herd, Can't sell product at a fair price, Needs access to village commons, Extortion by deserters, Needs Grain Seeds, Army of Poachers, Gang Leader Needs Weapons, Family Feud, Needs Garrison Troops, Lord Needs Horses, Lord Wants Rival Captured, The Spy party, Caravan Ambush, Inn and Out, Village Needs Tools, Needs Help with Brigands, Lord Needs A Tutor).
I see some of the rewards are better finally.


Overall very good update, I can only hope the next couple will all be of this significance, 2022 was looking very underwhelming. Game still needs a lot of work, particularily with NPC/Character interactions yet. Also Diplomacy has to be expounded a little, at least to have things like _ Kingdom will not attack _ Kingdom as part of Peace agreements. I don't expect tons of Diplomacy/Kingdom management, but there needs to be enough information so the player at least knows what is happening (like Non-Agression pacts).
 
@Callum any idea if a hotfix is coming regarding smithing parts? Started 3 different brand new saves on 1.8.0 and confirmed that when loading up the save all learned parts have disappeared. Obviously something is wrong that is make the changes not persist.
 
EXCESSIVE ARROW DAMAGE AGAINST ARMOUR WAS NOT FIXED IN THIS UPDATE

@cuce just wanted to say that arrow damage against armour was the main thing people wanted to be fixed by armour changes.

the changes to blunt damage were good, and necessary, but have barely made any impact on how many arrow hits it takes to kill someone in armour - maybe 1-2 at the highest end armour against the weaker archers.

Can we please have the amount of arrow shots that it takes to kill someone in armour increased by roughly 1.7-2x. Then armour will be good.

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Right now we have a horrendously unrealistic, imbalanced situation where thin wooden shields are almost indestructible by arrows, but metal armour is like tissue paper to arrows. This means that any infantry without a shield (pike infantry, shock infantry) are a poor choice, when you could instead have archers or shield infantry. The optimal strategy is to pick a small number of shield infantry, a large number of archers, use the small

What we need is a more realistic and balanced situation where armour can soak up a good number of arrows (like it did in Warband), and shields can be feasibly destroyed by arrows (like they were in Warband). This will mean that shieldless troops are useful because they don't die to a handful of arrows.
Maybe they just need to nerf the damage on arrows/bolts a bit?

Melee combat seems fairly decent with my limited testing, and overall I'd say 1.8 is an improvement. They said they didn't want to go Warband levels of extreme (which I understand). I think if it takes an extra 2-3 hits in addition to where 1.8 is right now, archers will be about right. You don't want to nerf archers too much otherwise there will be no reason to use them, nevermind they have finite ammunition. But as is they are still too strong.

IDK ranged is probably always going to be king in Bannerlord
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