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  1. Adijazz1706

    ? Alpha & Beta Branches Feedback

    The original post keeps getting updated after patches, so it's not quite dead.
    Yeah but this thread used to have a lot of issues reported and hasnt had any of the big issues in 1.4.1 hotfix like everlasting war reported
  2. Adijazz1706

    ? Alpha & Beta Branches Feedback

    Getting pinned killed this thread, quite ironic :razz:
  3. Adijazz1706

    Beta Patch Notes e1.4.1

    Time for a new game to test :grin:
  4. Adijazz1706

    Beta Patch Notes e1.4.1

    Another hotfix on the way, heres hoping its more stable than the earlier ones :smile:
  5. Adijazz1706

    Beta Patch Notes e1.4.1

    Thank you for the hotfix, but please hotfix the Weapon skills issue , lords with 270+ skills attack like anime characters and can't be beat without cheats. This is an issue that's been known instantly ever since you released the two handed perk patch, it's been well documented and mentioned many times and seems like a simple fix by tweaking some numbers, even if it isn't please work on it, tournaments are frustrating enough in the early game without the anime gods attacking at mach 2 speeds.

    Yup, figthing Lords in tournaments is like going against Goku from DBZ. My Shield was destroyed in like 1 min
  6. Adijazz1706

    Beta Patch Notes e1.4.1

    Theres obviously been a major change in War/Peace in the beta, I've never seen a kingdom fight 3 or more wars in 1.4.0 and even 2 wars are rare so idk what happened, maybe a new system was introduced
  7. Adijazz1706

    Beta Patch Notes e1.4.1

    Some activity on steamdb, TW working weekends?
  8. Adijazz1706

    Beta Patch Notes e1.4.1

    Hey folks, we just shared a hotfix for the beta branch. It includes the previous fixes to the live branch:
    • Fixed a rare crash on the campaign map regarding village items.
    • Fixed a crash related to newly spawned caravans.
    • Fixed a crash that occurred when trying to talk with a companion while inside hideouts.
    • Fixed an issue with missing dialogues for supporting a kingdom in the main storyline after loading which blocked progression.
    • Fixed a client crash on crowded servers when the amount of created weapons in the environment exceeded a certain threshold.
    As well as
    • Fixed a crash that occurred when kingdoms declare war while the "Company of Trouble" quest was active.
    • Fixed a rare crash that occurred when clicking done in the simulation battle result screen.
    • Fixed a rare crash that happened while talking to a companion.
    • Kingdom tributes are now paid daily rather than one-time.
      • Kingdom tribute payments are shared between clans as follows:
        • Each regular clan has 1 share and ruling clan has 4 shares
        • Every town adds 3 shares
        • Each castle adds 1 share
    • Added a fix for the Player's King's Decision.
    • The AI now leaves less garrison to settlements with low prosperity. This should improve problems with starvation.
    • We spotted a 3x inflation for hearths over 15 game years. The daily hearth increase for villages was changed to 0.5 from 1.
    • Fixed some visual bugs on the Baravenos Encirclement and Xauna MP scenes.
    Please note that we will continue to evaluate and adjust war & peace balance. We very much welcome feedback on this topic.
    Cool to see an update just before the weekend, I have a question though. What is tribute and how do I get it? Peace :smile:
  9. Adijazz1706

    Beta Patch Notes e1.4.1

    If TW take 1 thing from a mod, take Fast Dialogue!! It saves approx 10-15% of my time and should have been in the game at the start
  10. Adijazz1706

    Beta Patch Notes e1.4.1

    As always in the middle of a thread (1.4.0), also on in the OP now.

    So thats stable, wheres our beta warfix!! :sad:
  11. Adijazz1706

    Beta Patch Notes e1.4.1

    Hotfix 28/05/20

    • Fixed a rare crash on the campaign map regarding village items.
    • Fixed a crash related to newly spawned caravans.
    • Fixed a crash that occurred when trying to talk with a companion while inside hideouts.
    • Fixed an issue with missing dialogues for supporting a kingdom in the main storyline after loading which blocked progression.
    • Fixed a client crash on crowded servers when the amount of created weapons in the environment exceeded a certain threshold.
    [/QUOTE
    WHere
    Hotfix 28/05/20

    • Fixed a rare crash on the campaign map regarding village items.
    • Fixed a crash related to newly spawned caravans.
    • Fixed a crash that occurred when trying to talk with a companion while inside hideouts.
    • Fixed an issue with missing dialogues for supporting a kingdom in the main storyline after loading which blocked progression.
    • Fixed a client crash on crowded servers when the amount of created weapons in the environment exceeded a certain threshold.

    Whered u get patchnotes?
  12. Adijazz1706

    Beta Patch Notes e1.4.1

    internal test taken out… hmmm
    maybe maybe maybe
    1.4.0 is in the red now, new stable 1.4.1 to replace it? :unsure:
  13. Adijazz1706

    Beta Patch Notes e1.4.1

    Damn, I thought a new beta version would be coming :sad:
    Probably not, would be no reason to tinker with 1.4.0 if stable 1.4.1 was dropping
  14. Adijazz1706

    Beta Patch Notes e1.4.1

    Beta Hotfix coming ???
  15. Adijazz1706

    Beta Patch Notes e1.4.1

    just an internal test..
    lets wait next thursday :iamamoron:
    Boom, 1.4.0 updated :O
  16. Adijazz1706

    Beta Patch Notes e1.4.1

    The internal alpha changes are usually followed by a hotfix or patch so :party::party::party:
  17. Adijazz1706

    Beta Patch Notes e1.4.1

    Patch on the way, some changes on steamdb :grin:
  18. Adijazz1706

    Is having a bigger character purely cosmetic?

    Longer reach vs providing a bigger target, I usually stick with midgets for an archer or cav playthrough and giant for a infantry one
  19. Adijazz1706

    Observations from an old hand

    I played my first version of Mount&Blade (0.623) in May 2005, and was hooked. I was one of the initial crowd that spent huge amounts of time both playing the game, and coming up with suggestions and arguing over other's suggestions in the forums.

    Mount&blade was a very different game back then. The basic core of the game - foot and mounted group combat - has always been solid, but there existed little else besides that. Endgame play consisted of fighting 100+ party size Vaegir or Swadian war parties, which took a while because the game would only allow 28 troops at a time on the battlefield. Each town was just a menu, and every NPC inhabited the same drab brick hall. Lords were just quest dispensers and would never leave their halls. There were no external town scenes, no castles, no sieges, no becoming lord or king.

    With so much potential and so little content beyond fighting, the early M&B community whipped themselves up in a bit of a frenzy imagining all the things that could be done with the game. It was quite intense at times (I once mentioned here I had a dream about an upcoming patch, and I kid you not, someone asked me for a detailed description of what the dream contained, such was the desperation for new information). Endless debates raged over how sieges could possibly be implemented (or managing a town or kingdom, for that matter). The early crop of mods explored many of these ideas, mods like Battle for Sicily and the Lombard Leagues, the latter of which I was quite heavily involved with.

    After so much time imagining this stuff, it's fair to say that everyone had their own headcanon about 'what it would be like' when the game was in its finished state.

    So when playing Bannerlord for the first time, I've deliberately approached it from the perspective of me 15 years ago. It's been interesting to see which parts of my headcanon match the final product.

    So what is my overall impression? Pretty good, not great.

    First of all, the game is gorgeous. It may not be as refined as a triple-A game laboured upon by a team of 200 artists, but it's very pretty all the same. The key for me is verisimilitude, the feeling you're inhabiting a real world with real people walking about. The first time I visited Car Banseth during the winter I walked around with my mouth agape for like, 30 minutes. And the scale. When we first got explorable towns (in 0.730 IIRC), they generally consisted of a gatehouse, half a dozen houses and a keep. These new scenes are massive! They also look really cool. Scenes feel wonderfully populated now with animated characters as opposed to the creepy standing staring mannequins in the original M&B taverns.

    It's pleasing to see that many of the things I suggested long ago have found their way into the game. This thread from 6 years ago contains a few. I'm glad to see there's no hard limits on the number of troops you can lead, and that inventory space depends on the number of mules you have, not on some weird "inventory management" skill.

    The skill system, while hard to get your head around initially and by no means perfect, is light years ahead of what we had previously. I think .632 was the last time I played completely without cheats in M&B. I'd always edit my character stats to have max leadership, prisoner management, inventory management etc because the game was too tedious otherwise. Because the only decent source of xp was from killing enemies, you had to be a badass to level up in a reasonable time, and to be a badass you had to invest precious levels into your increasingly-irrelevant personal combat strength. Now you can continue to improve just by doing stuff. And it's never too late to learn something new.

    The area I've been most disappointed in so far is to do with the game ecology and fief management. Yes we have a real economy and actions have consequences and there's politics, but it's all been implemented in the least interesting way. There's something about the impersonal menu-driven nature of it all, combined with the constant defections, declarations of war, village burnings, complete army annihilations and subsequent rapid respawnings and so forth - all driven by menu buttons rather than actual dialogue - that just makes me not care about any of it. I understand that back in the old days the dialogue-heavy aspects of both the original game and mods were simply a limitation of what could be done with the engine, but nevertheless I really miss the presence of actual conversation. It's a shame that the city and village scenes are all so beautifully crafted, yet there is little reason to see any of that when visiting a town.

    I have a fief that I don't visit. It has a prosperity of 3000 and I don't know if that's good or bad. It seems to run itself just fine. I have no idea what it is that prosperity, loyalty or security actually do - the game doesn't communicate it, and I never seem to be put into any position where I have to worry about it. When the game has underlying complexity that the player is supposed to pay attention to, it needs to somehow be communicated to the player.

    I understand that not many of my criticisms are new - I see a lot of posts complaining of the constant total war, for instance. I am confident that a lot of the problems with the economy and balancing and so forth will be sorted out in one way or another through various patches and mods. From what I've seen so far, Bannerlord looks to be a platform for a really good game, it's just about uncovering the really good game inside.
    Yeah there were like 2 towns in total, Zendar and Tihr (I guess), along with just a general emptiness about the world. The idea though was what spawned it and sustained it and thats what has got us this far and hopefully will keep us going much farther. I just hope we don't have to rely on mods to get depth like in Warband
  20. Adijazz1706

    Almost two months into EA. Satisfied?

    there's a serious lack of reliable video game reviewers, the main reason being that most professional reviewers lack the formation and knowledge to review games, they just say whatever they want with little to no understanding of what they are criticizing. Blame the internet for that, now any basement dweller can become a reviewer with the same level of education of an amoeba, add to that the bribes the AAA industry does (but no one admits) to reviewer websites, and boom, you've got a main-stream fake-news industry built upon another industry, that's basically the reason.

    I've seen games much worse than Dragon Age 2, for instance, and DA2 was the only AAA video game in history to receive such a blunt backlash from reviewers (I mean that game was awful, truly one of the worse, but then we have Fallout 76, which's 10x worse and got a pat in the head by reviewers for no logical reason other than possible shady bribes). Another contributing factor to fake reviews is that most of the snowflake generation has emotional reasoning with any products they use or consume, so if you criticize it, even being right, you as a reviewer will get a massive backlash from those vermin, and you won't ever be able to build your reputation properly. Hence why there are no reliable reviewers anywhere to be found, if there are, they are basically unknown to most. The Gaming Industry should organize itself to create a Critics Association, but doing so is of no interest of the AAA bulk which year after year worsens their releases, the video-game quality is on a free-fall and they like that because it is being more lucrative. Instead of hiring good people, they can hire bulks of average to bad teams and just do anything with some well established franchise/brand and cash in on it with ease.

    TW is a company in growth, they are no AAA and do not fit those, but they have some weird and unorthodox policies which have impacted their quality output for this EA and are the main reason behind the "delay". BL can be incredible yet, but it'll take time, they could still give up on doing so at any point in the future though. The reason why BL isn't on the Great to Epic level right now are in fact those unorthodox practices.
    Dunkey did 2 game critics videos that highlight these points very well. Metacritic have tons of games with userscore <5.5 and critic scores 8.5 and above which just show how large the disconnect is
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