Patch Notes e1.2.1 & Beta Hotfix

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Hey mexxico,

Do you remember that bug which was causing fps drops when enemies started to run and flee at the end of a battle? That was fixed a couple of patches ago... but then .... ( for me ) it seemed to come back again with the patch before this one. For me, it was like the last patch broke again the performance at the end of battles.

Can you confirm if this is still a problem in the game now? or is it fixed?

Thankyou.
 
I'm pretty sure if they get 0 troops and are unable to recruit straight away they'll just get captured by some bandits shortly afterwards.
Yea. And thats a risk that the player also has. This can easily be negated by spawning in
A) Their home (if they have their own fiefs)
B) Fiefs throughout the kingdom (preferably somewhat centralized, because recruiting all at once from all fiefs is also BS.

This reflects what happens to the player, and thats only fair. As I suggest, this is easily negated, and will make big battles all the more crucial, instead of endless. Which is how it should be. A massive battle should change the course of war.
 
We just put out another hotfix to the beta branch. Part of this hotfix is to test a fix for a critical bug that is currently preventing us from moving the beta branch to main and releasing our next beta update.

  • Fixed an issue where newly created characters and other objects could get mixed up with each other. This created instability & possibly crashes. It was also responsible for broken companions and encyclopedia problems. The fix does not recover broken beta save games, but it should resolve the issue for new games. You can test this by checking if newly created characters or other objects have their own appropriate encyclopedia pages instead of another character’s or object's page.
  • Fixed a rare crash that occurred when initialising the final phase of the main storyline for Imperial supporters.
  • Fixed a crash that occurred when choosing the "Try to get away" option in an encounter.
  • Fixed a Save & Load related crash that occurred when entering the training field with a companion.
  • Some lords were losing all their money and then starving. This was due to fortification taxes being too low, they have been increased by 25%. Also, NPC clan leaders now react faster to losing money and reduce their garrison sizes before going bankrupt.
  • Council of Commons policy effect was 1 influence per notable in the settlement, it is now 0.1 influence per notable. Also, +1 militia effect per notable is removed.
  • There was no waiting time after captured lords were released; they were spawning at the next daily tick, now they spawn at least 2 days later.
  • Lords spawn with 10% of their party size filled instead of 25%
  • Owners now calculate their settlements' values more conservatively. If there was any hostile action to their fiefs their defence score grew significantly and they and they would go directly there to help. This negatively affected all AI score calculation systems. Additionally, there were other mechanics using this value that were also affected negatively.
  • There was a relation penalty if a settlement was lost between the owner of that settlement and their king. It was settlement value / 20K, now it is square root value of settlement value / 100K, (nearly 10x reduced). For example, for losing a castle with an estimated value of 600K, the lost relation was 30 previously, now it is 3. This was causing big relation drops when a settlement was lost and which in turn caused clans to defect because of this loss in relation.
  • An influence penalty has been added for if a settlement is lost (25 for a castle, 50 for a town).
  • Fixed a bug that prevented the player from receiving a relation benefit after helping a lord they had met previously.
  • Cavalry advantage in simulations is reduced to 20% from 30%
  • Mercenary groups in taverns have increased in size (2x) and their average level has increased.
  • When a smelted item had a modifier, the wrong item could be removed from the inventory. It could also create instability in the inventory. This was fixed.

This is great. Thank you for the hard work and for communicating with us. Keep it up!
 
I'm pretty sure if they get 0 troops and are unable to recruit straight away they'll just get captured by some bandits shortly afterwards.

i agree, AI lords should be spawned with a small escort, but definitely shouldn't be too big either. I think 10% for a 100ish men party is pretty good. At least it's certainly a huge improvement from 25%. We need to keep in mind that while the AI lords should be treated similar to the player, it cannot be the exact same treatment, as AI lords aren't players. We can for example ride around in specific paths that avoid bandits carefully, but the AI lords aren't as smart, so they ought to be given a small handicap, but nothing too extreme.
 
We just put out another hotfix to the beta branch. Part of this hotfix is to test a fix for a critical bug that is currently preventing us from moving the beta branch to main and releasing our next beta update.

  • Fixed an issue where newly created characters and other objects could get mixed up with each other. This created instability & possibly crashes. It was also responsible for broken companions and encyclopedia problems. The fix does not recover broken beta save games, but it should resolve the issue for new games. You can test this by checking if newly created characters or other objects have their own appropriate encyclopedia pages instead of another character’s or object's page.
  • Fixed a rare crash that occurred when initialising the final phase of the main storyline for Imperial supporters.
  • Fixed a crash that occurred when choosing the "Try to get away" option in an encounter.
  • Fixed a Save & Load related crash that occurred when entering the training field with a companion.
  • Some lords were losing all their money and then starving. This was due to fortification taxes being too low, they have been increased by 25%. Also, NPC clan leaders now react faster to losing money and reduce their garrison sizes before going bankrupt.
  • Council of Commons policy effect was 1 influence per notable in the settlement, it is now 0.1 influence per notable. Also, +1 militia effect per notable is removed.
  • There was no waiting time after captured lords were released; they were spawning at the next daily tick, now they spawn at least 2 days later.
  • Lords spawn with 10% of their party size filled instead of 25%
  • Owners now calculate their settlements' values more conservatively. If there was any hostile action to their fiefs their defence score grew significantly and they and they would go directly there to help. This negatively affected all AI score calculation systems. Additionally, there were other mechanics using this value that were also affected negatively.
  • There was a relation penalty if a settlement was lost between the owner of that settlement and their king. It was settlement value / 20K, now it is square root value of settlement value / 100K, (nearly 10x reduced). For example, for losing a castle with an estimated value of 600K, the lost relation was 30 previously, now it is 3. This was causing big relation drops when a settlement was lost and which in turn caused clans to defect because of this loss in relation.
  • An influence penalty has been added for if a settlement is lost (25 for a castle, 50 for a town).
  • Fixed a bug that prevented the player from receiving a relation benefit after helping a lord they had met previously.
  • Cavalry advantage in simulations is reduced to 20% from 30%
  • Mercenary groups in taverns have increased in size (2x) and their average level has increased.
  • When a smelted item had a modifier, the wrong item could be removed from the inventory. It could also create instability in the inventory. This was fixed.
Hi, why haven't you guys put these patch notes up on steam since the 25th?
 
i agree, AI lords should be spawned with a small escort, but definitely shouldn't be too big either. I think 10% for a 100ish men party is pretty good. At least it's certainly a huge improvement from 25%. We need to keep in mind that while the AI lords should be treated similar to the player, it cannot be the , as AI lords aren't players. We can for example ride around in specific paths that avoid bandits carefully, but the AI lords aren't as smart, so they ought to be given a small handicap, but nothing too extreme.
It should be exact same treatment. Player rules COPY - AI rules PASTE. AI lords should have workshops, caravans, perk tree like my character, companions...
 
Would it be logical to make battles more meaningful by increasing the time to spawn troops in towns/fiefs? I am not sure what it is currently, but it feels like 250 villagers breed recruits almost as fast as Taleworlds released patches the first two weeks after release. Perhaps losing would mean more if it took more time/effort to rebuild? Or does that contribute to snowballing? Or maybe it does, but snowballing should be handled with rebels and civil wars?
 
Cavalry advantage in simulations is reduced to 20% from 30%
Cavalry advantage should also be removed from sieges. They aren't mounted so they shouldn't get it. There should also be penalties on certain terrains. Right now Vlandia and Khuzait have a huge advantage over other factions, being cavalry heavy. Nine times out of ten they are the dominant factions.
 
Your experience in early/mid/late game won´t be that different than before the patch...
He might be starting over to test the critical bug that has been addressed. Also, some of changes like the cavalry bonus nerf and lords not losing massive relation when losing fiefs might actually impact mid/late game as they will hopefully help against steamrolls.
 
I guess because the patch was just released today?
There have been patches between this one and the 25th and they haven't bothered to post those notes either, but they did post them here. Normally the notes would be out along with the patch as well, so I'm wondering if they're not going to bother posting them to steam anymore.
 
Still cannot play. Game still crashes when i launch from launcher. Going on a full week since this started happening now. It would be nice if i could play the game i paid for. It worked fine until the last hotfix last week and ever since then i have not been able to play.
 
There have been patches between this one and the 25th and they haven't bothered to post those notes either, but they did post them here. Normally the notes would be out along with the patch as well, so I'm wondering if they're not going to bother posting them to steam anymore.

They don´t. They are not good in communications, most of their comments are buried in some random threads in this forum. Seems to be too much work to post them in one stickied post or steam.

But to be fair, those are minor changes, won´t change the gameplay much at all, so who cares :wink: .

They also claimed the siege towers were fixed (not only using one ladder), in 3 out of 10 cases they are, but the issues still is there, but who cares.

Still 11 months left for the full release, maybe they fix the perks in 6 months? Usually devs could do more than some modders, but it´s TW.

Maybe we get any new feature in 3 months? Who knows? Better fix those minor issues not the real ones.
 
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Hi, why haven't you guys put these patch notes up on steam since the 25th?

We didn't want to spam people on Steam with the announcement system with these updates just being hotfixes to the opt-in beta version. We are working on releasing an update to the main version soon which will be announced on Steam when it is ready.
 
i agree, AI lords should be spawned with a small escort, but definitely shouldn't be too big either. I think 10% for a 100ish men party is pretty good. At least it's certainly a huge improvement from 25%. We need to keep in mind that while the AI lords should be treated similar to the player, it cannot be the exact same treatment, as AI lords aren't players. We can for example ride around in specific paths that avoid bandits carefully, but the AI lords aren't as smart, so they ought to be given a small handicap, but nothing too extreme.
Perhaps,
but as I said, spawning inside a fief largely fixes all of those issues + gives the player time to enjoy a victory, which in turn, changes the actuality of a war scenario. I dont think 20 lords should respawn with 10%, maybe 5% if you really want to give something.

Anyways. As you state, 10 is better than 25%
 
We didn't want to spam people on Steam with the announcement system with these updates just being hotfixes to the opt-in beta version. We are working on releasing an update to the main version soon which will be announced on Steam when it is ready.

Also you didn´t want to spam your own forum in the stickied thread in the first post? So we have to search for your names to get those "changes"?

Your "real" update won´t have any new stuff compared to the hotfix or will it? I bet it won´t...

When can we expect a real major update, like real new features (giving a fief to a vassal for example when I already own it)? Not just juggling with some numbers.

Why can modders do this but not the devs?
 
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Would it be logical to make battles more meaningful by increasing the time to spawn troops in towns/fiefs? I am not sure what it is currently, but it feels like 250 villagers breed recruits almost as fast as Taleworlds released patches the first two weeks after release. Perhaps losing would mean more if it took more time/effort to rebuild? Or does that contribute to snowballing? Or maybe it does, but snowballing should be handled with rebels and civil wars?
That is the best thread ı have seen. Please TW thinks about this !!!
 
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