The thing is, at least personally, and I would be surprised if there aren't others like that too, I have my doubt that what you consider "not a bug, but a gameplay mechanic that is likely to see changes in the future" is even the thing this bug report was about. Not ONCE have I seen a single dev response clearly acknowledging the actual mechanic/bug this report been about from the start. Specially since it really really baffles me how you can not consider this a bug, if you are indeed talking about the right thing. So could I at least ask you(or another dev) to clearly spell out what is the mechanic you think is being talked about here, that you consider "undesirable, so will likely see changes in the future, but is not a bug per say"?As Duh noted in another thread, this game mechanic will likely see further changes but it's not considered as a bug per se (rather, a gameplay mechanic that needs some more tweaking) - that's why this thread is marked as resolved.
By MArdA completely misunderstanding what we are talking about initially, and quite frankly I am still in doubt, whether he or anyone actually understood the issue, everything I see on this issue aside from MArdA's very obvious misunderstanding on the first page of this topic, have been vague, and as such at this point I sadly am just hoping they fix this by accident when changing something elseHow is this a "Resolved" issue?
Yes it still is an issue, and yeah sadly I have the exact impression you said there, and at this point my best hope is that they accidently fix it when doing something else... which is kinda sad... and is the main reason I am not playing the game ATM either.Didn't put my hands on 1.5.10 yet but... This topic is quite entertaining.
Is this still a thing? Cause if it is, I'm not even bothering installing 1.5.10.
MArdA, you do realize people are talking about orders UI not showing up and NOT what you're talking about (half army cheering - which was the feature even before 1.5.10)? You do realize it promotes F1>F3 tactic, right? Cause if you order your people to chase before enemies start fleeing, they keep chasing. If you don't issue the order in time, half of your units will keep executing last orders they received, while the other half cheers.
Gadheras mentioned another issue, which is rather critical - hunting down brigands. Yesterday I had to hunt 8 groups. I use small groups of enemies like that to train my specific formations which need leveling up. Sometimes they start fleeing when you kill less than half of them. So unless you just ordered your people to chase BEFORE they start fleeing, you're screwed and you have to go catch the remaining enemies on the campaign map. Then you kill one and they start fleeing again. And the process repeats. Do you get it? I'm 99% convinced it's not a design choice.
MArdA, the fact that you're confused about it after so many replies makes me think you're not familiar with the game at all and you're just a middle man between two groups that know the game. You need to know the game to understand the issue and to pass it to game devs.
As been said multiple times in the thread, this had NOTHING to do with the cheering, but is a 1.5.10 bug where the entire orders interface is non-accessible after the enemies start to fleeI am still on 1.5.9 and confused.
What do you guys mean? I am sure that 50% cheering/50% chasing "feature" existed in the game way BEFORE 1.5.10 beta.
Or does your order menu disappear upon enemy retreat?
It is indeed a 1.5.10 bug (I still refuse to believe this is a deliberate design decision, even if that is what MArdA said, pretty sure he still never understood what the issue is really about)I didn't mentioned that part because i wasn't 100% certain, but i just went to my game and tested it.
I can command/order all the time even when there is 0 enemies i can still issue commands... but im on e.1.5.9 main branch and not on the 1.5.10 Beta, so i can't say if anything happened to that part in specific. Hope i cleared my viewpoint.
But none of that is what this topic is about not the other long one where he did reply and also misunderstood. The issue is that we don't even can't even bring up the order interface to attempt to give orders to our units after the enemy start cheering. So if you don't already have cavalry at least set to charge BEFORE the enemy start to flee, we got practically 0 chance to chase any units down, other than what you can do yourself personallyI kinda agree with you to an extent, and it's kinda annoying at the start if you are not on a horse or you have a bow., but it's also true that no 100% of the units stay cheering, true i haven't counted but there is a % of units that it will still try to catch the fleeing enemies.
There is a situation there, what is strange is with the Cavalry, there is a % of the cav that seems to be affected with this cheering but since they are on top of the horse the horse will still chase the enemy while the guy on top is just cheering.... so in that aspect sure something is wrong. I would say we should have an option or something alike.
The problem is what is the alternative to this right? because if everyone goes you won't see any cheering, unless (maybe) at the end when all of them have fled/died. Another one is everybody goes cheering and after X seconds the battle will end, and everybody manages to run away. Also somewhat like you said if we order to Attack they should go and not just a certain % of units.
Ahh yeah validating files did fix it at least in Jalmarys for me.The QA team informed me that they were unable to reproduce this issue in the most recent version of the game. Have you tried validating the game files? Also, have you installed a mod before? If you were not able to remove them properly, it might be causing this as well.
If you think so... though I highly doubt it, as been said multiple time, ones the enemy starts fleeing, we, as in the player, is completely unable to bring up the orders interface to even attempt to give orders to our units, meaning they are stuck in whatever order that had before the enemy started fleeing, and as such there will be practically 0 chance to catch any fleeing enemies if you didn't happen to have preferably at least your cav formations on charge order before the enemy started fleeing.It is not something related to the QA team. Forwarded the topic to the Design team.
But somewhere along the line the information being forwarded were the wrong one, as this is not about the thing you talk about in reply #4. This is about orders not even being available to the player once the enemy starts fleeing (as in the interface with the icons for the orders are not even showing up when you press any F or number keys, like it would normally. And that to me and obviously everyone else posting in the thread seems like a clear bug. This means that if you do not have a charge order set to at least your mounted formations BEFORE the enemy starts fleeing, you can forget any hope of actually killing any enemy fleeing other than what you can catch yourself personally.You can open a thread regarding this on the suggestion board. I am just forwarding information that is forwarded to me.
I seriously hope that work for or at least will come to SP too, was so looking forward to that when I saw the ranged update blog, would be a HUGE let down imo if it only applies in MPDoes this mean
1.The ranged combat changes are for mp only
2.The ranged combat changes are for both modes
3.The ranged combat changes are for mp for now and will be implemented to sp later
I just checked the development update #5 video and in there the changes shown to the ranged combat are running on singleplayer so the changes should be for both. Would be pretty baffling if they aren't. Please confirm devs
But it IS under the MP section of the patch notesThat is for SP too at least usually or it would be put into MP only so it should apply to SP aswell