Patch Notes e1.2.0 & Beta e1.3.0

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I'd also like to confirm villagers are entirely broken , even on new campaigns. I am hoping for a hotfix to this , or it will have a heavy impact on economy and foodstocks.
They just stand next to their village doing nothing , 2-3 groups on each : (
 
What mod are you using. In my game its the same old.

I have no blacksmith mod. My list of mods includes, community patch, custom map speeds(slow looters), don't stop me now, equip best item, fast dialogue, hideout party limit removal, Persistant lock, sound the alarm and xorberax cut through everyone.

That's it. no smith modifying mod.
 
Tried loading my save and got this error with patch 1.3.0.


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Read this topic - https://forums.taleworlds.com/index...-0-60-mod-crash-hub-tell-me-which-one.419162/
I had the same problem and had to disable some mods described in the link to get it working.
 
Have only observed few of the bugs described in this thread after starting 1.3.0 new campaign 5-6 hours ago. Villagers are fine in my game and I have not experienced any stuttering when enemies retreating from the field - but that may be due to me still being in hobo phase and only battling occasional bandits.
One bug that I have is sometimes companions in taverns have wrong encyclopedia articles linked to them but that is it.
I have disabled most of the mods I had and the AI, at least in tournaments, seems OK to me. Just battled a fian legend and he tried to feint me 3 times and parried most of my strikes - it was epic!
Edit:
I was wrong about the villagers, just noticed 3 groups of them idling.
 
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Have only observed few of the bugs described in this thread after starting 1.3.0 new campaign 5-6 hours ago. Villagers are fine in my game and I have not experienced any stuttering when enemies retreating from the field - but that may be due to me still being in hobo phase and only battling occasional bandits.
One bug that I have is sometimes companions in taverns have wrong encyclopedia articles linked to them but that is it.
I have disabled most of the mods I had and the AI, at least in tournaments, seems OK to me. Just battled a fian legend and he tried to feint me 3 times and parried most of my strikes - it was epic!

I am not having the same experience when fighting two handed units. Even when I fight units with +120 WS in two handed or polearm, they rarely block and use feints.
 
I made this bug report on the broken caravans in 1.3.0 Beta: https://forums.taleworlds.com/index.php?threads/beta-1-3-0-caravan-stuck-in-town.419296/

Only 1 reply so far.. are other people not experiencing this?

I fear the thread getting flooded away and Taleworlds not noticing the bug, like they didn't fix some issues in 1.2.0 Beta. (E.g. game refuses to let you select 'None' as clan role when trying to remove other roles from companions. Try set a companion as 'Scout', hit done, and then go back to select 'None'... it won't work).
 
Quoting from the patch notes:
Animations

  • ...
  • ...
  • Removed blend durations for some of the rider fall animations.
  • ...
  • Riders falling from horses can only block when close to standing.
I don`t know if this refers to the ability of Chuck Norris mounted horse archers to immediately shoot arrows after their horses died, but they`re still able to do it... So if it does, then... nope, nothing happened there...
 
Seems like you fixed the "bug" with Charm that allowed us to gain charm through 0 denar barters. That certainly was an exploit, but it was helpful to raise your charm.

It is fairly difficult to get a wife and to get lords to join you, charm helps. Although Lords just leave after you give them property.
 
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Seems like you fixed the "bug" with Charm that allowed us to gain charm through 0 denar barters. This skill is once again going to be very tough to level. Guess its time for me to use Character Export/Import mod.

Actually it raises pretty quickly when You destroy hideouts (rise of relations with notables), use Your influence to vote for Somone/something (rise in relation with lords), let defeated lord go (rise of relations with him). Actually any rise of relations make it lvl fast.
 
I made this bug report on the broken caravans in 1.3.0 Beta: https://forums.taleworlds.com/index.php?threads/beta-1-3-0-caravan-stuck-in-town.419296/

Only 1 reply so far.. are other people not experiencing this?

I fear the thread getting flooded away and Taleworlds not noticing the bug, like they didn't fix some issues in 1.2.0 Beta. (E.g. game refuses to let you select 'None' as clan role when trying to remove other roles from companions. Try set a companion as 'Scout', hit done, and then go back to select 'None'... it won't work).
I´m experiencing a similar bug where I took the "Escort Caravan" quest. The caravan won´t leave the town. It´s been 103 in-game days. The guy that hired me is still telling me he feels safe knowing I´m guarding his caravan.
 
I didn't see anything in the patch notes , but it seems as of 1.3 that they also fixed the bug where you could run around the enemy in circles and hit him in the back while he was turning like a truck.
Just got 2 shotted in early game arena ! RIP easy money..
Anyone else noticed this or its just me ?

Don't get me wrong , this is good news , i am just surprised there is nothing on the changelog or i simply missed it.
 
Increased effect of trade skill on trade penalty to 0.4% per skill point.
0.4*250 =100% (or total removal of the trade penalty at the 250th trade skill point) - what happens if you have 251 trade points? No change, or do they start paying you extra? lol
Or is 250 now the official max level of skill lines?
 
Actually it raises pretty quickly when You destroy hideouts (rise of relations with notables), use Your influence to vote for Somone/something (rise in relation with lords), let defeated lord go (rise of relations with him). Actually any rise of relations make it lvl fast.
Thanks for the update. I just started a new game so haven't done too much. May have been a bit hasty on my post. Family Feud upped it, so win!
 
I made this bug report on the broken caravans in 1.3.0 Beta: https://forums.taleworlds.com/index.php?threads/beta-1-3-0-caravan-stuck-in-town.419296/

Only 1 reply so far.. are other people not experiencing this?

I fear the thread getting flooded away and Taleworlds not noticing the bug, like they didn't fix some issues in 1.2.0 Beta. (E.g. game refuses to let you select 'None' as clan role when trying to remove other roles from companions. Try set a companion as 'Scout', hit done, and then go back to select 'None'... it won't work).

Can confirm this bug is also affecting my save.
 
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