A new loadout system might not be difficult to implement, but since it would break Native compatibility it might be tough to get players. Hopefully since MP and SP launchers are separate MP mods could be downloaded directly through the server list... though I doubt that will be the case.Are we tracking any mods that'll be working on a Warband-style loadout system, specifically for Captain? Would be pretty wild to see what you could do if you were allowed to load up like you wanted, with maybe unused gold being used for "Reinforcements"/increasing Unit size. The great irony of the class system is that it forces everyone to just play blunt/heavy inf spam.
You could also use the Tools -> Show ruler option and set length to 0, this would give you an easy way to view the correct origin+direction while having multiple meshes selected.Is there a way to do the same, but other way around: to transform tens of models whilst using the last selected one as a reference? Would have been handy.
I think the sound occlusion is working perfectly, trouble is it's way too powerful so even a cav around a corner is as loud as a cav across the map. Just remove sound occlusion boxes from everywhere aside from verticality (like A/B flags on trading post). It will be hard to reproduce this "bug" since it seems to be an overtuned feature working as intended. No sound occlusion at all is better and more intuitive to the player, even though it's less realistic. A good feature for singleplayer, not so much for MPJust to let you know, i'm gathering all the videos you all provided and will talk/work over them with the team. I think noone able to reproduce this issue on testing processes so we will try to find a pattern out of all videos and come up with a way to deal with the problem. I'll follow the progress and give you an update whenever i can.
Thanks for all the info and patience
The death counter in skirm actually is a bit misrepresentative since the game is balanced around unequal respawns. Aserai inf for example will usually have the most deaths in a match since they are weak, always triple spawn, and have to be in harm's way. Archers and cav rarely get a 3rd life and have way more disengagement opportunities, so usually have a much higher kdr even if inf are doing just as much work. Getting extra respawns is also the big "reward" for winning, so after round 1 both teams can go even in k/d and the ones with the extra gold still win convincingly...Those are different things.
A chat filter is necessary in any game to prevent offensive assholes, like those who like to complain about PC, to harass other players.
Removing death count is simply a mystery until Taleworlds says why they did this and there's absolutely no evidence that it's because they don't want frequent diers to be embarrassed.
BLO is very impressive but their method is not something a professional studio could use, the player to player desync is unacceptable for a paid product. TW could have changed their focus to make an MMO, or significantly redesigned the entire SP flow to fit with ~2 player coop, but they decided to stick with their simpler proven method of fully SP gameplay with quick match MP. And guess what, the platform they created was robust enough for a mostly lone modder to create a pseudo MMO, with other modders working on 2-player coop. So TW clearly made the right call there, didn't they?Bannerlord Online, with a small dev team (pretty sure just that Russian guy) achieved not only co-op, but a massive MMO. TW said after 10 years of development co-op was impossible. That just shows they are either incompetent, unwilling or simply don't want to implement things the fans want. Which one doesn't really matter, all three are pretty pathetic.