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  1. _DTG_

    Patch Notes v1.1.2

    I don't know what exactly happened that Taleworlds decided to isolate themselves completely. Like, there was a point in this game's development where they deliberately chose to stop communicating. I would say it was after release, before we had a lot of blogs coming and going, answers from Dev talking ideas with players, now they don't care anymore, that's why I say this game is over in terms of content unless they are deciding to surprise us with something.
    That's because we only know how to whine, we never express our gratitude.
    We keep talking about how terrible the game is and nothing more. This greatly demotivates the developers.
    We must understand that the game will never be perfect, it's simply impossible to achieve. This game is what it is, with all the pros and cons. There is no such thing like 'a perfect game'. All games have their own problems, some of them have more, some less.
    Personally, I play and enjoy the game, with buggy crafted weapons, unprofitable workshops, it's still very fun for me. Maybe because I'm a new to Mount and Blade games.
    I recently created my own kingdom and all other kingdoms became hostile to me. Still I have 6+ million denars earned as loot from countless battles. I have 171 enemy captive heroes who are being used as slaves for building up my town. The governor of the town has +95% boost of prison break prevention. :grin:
    I almost do not use mods and the game is still fun and absolutely playable for me. Who knows maybe after playing 2000-3000 more hours I too will become a hater. :grin:
  2. _DTG_

    Patch Notes v1.1.0

    well **** can confirm this is happening.


    seriolusly TW wtf...
    I reported this bug when it was in BETA. No reactions... :\
    The good thing about the bug is that the difficulty penalties also do not affect crafted weapons. :grin:
    So a smith with 0 skills and 275+ skills can craft same quality weapons.
  3. _DTG_

    Patch Notes v1.1.0

    not in my save.
    they die and they are not being replaced..
    as far as i can tell, the "smith" died and none came to replace it. nor is there a "coalbiter" that i know will have smithing too.
    Yesterday I started a new game in the Sandbox mode (patch 1.1.0), so far I as I noticed died companions are being replaced. Actually I went to Poros to hire "... the Ironeye" but could not find him at the tavern, because he was already dead. Then after a couple of (in-game) days I found another "... the Ironeye" with similar skills and I hired him.
    Maybe dead-companions are replaced only in new games (started in patch 1.1.0), for games that started prior 1.1.0 this does not work? Just a guess.
  4. _DTG_

    Beta Patch Notes v1.1.0

    Another bug detected.
    In 1.1.0 (unlike 1.0.3) when I smith weapons with active Experienced smith and Master smith perks, which adds with 5% chance to crafted weapons properties some extra values like +2 to swing speed, +3 to swing damage, +1 to handling etc. These enhancements persist only till next save/load game. Once I save game and load again there no more +2 to swing speed, +3 to swing damage, +1 to handling on my crafted weapons. I believe that the same is true for the crafted weapons penalties that happen when you craft a weapon without meeting its difficulty requirements. So any noob smith can craft weapon of any difficulty then just save and load game again, and there are no penalties on the crafted weapon properties, they disappear. Its like in Kazakhstan bazars, when I buy 1 kg nuts and come home and check weight there are less than 1 kg. maybe 800 g, same feeling with this game's Smithing feature. :\
    Also I crafted Two-handed Axe with length 142, after saving/loading game it length increased to 145, of course with degradation its swing speed.
    It looks like the OverrideData for crafted weapons is not saving properly.

    It seems to me that you don't have unit-tests for your projects.
    Why not to cover all critical features of the game with unit-tests so next time when you fix one bug you don't produce another one, at least for those features that worked fine.
  5. _DTG_

    Beta Patch Notes v1.1.0

    TW devs, another bug detected.
    When I block with my shield rocks thrown by Looters, my shield does not reflect/block the rocks. My character does not take damage, but rocks disappear and there is no sound of a rock hits shield nor blocking sound effect. In version 1.0.3 this mechanic works properly unlike in 1.1.0.
  6. _DTG_

    Beta Patch Notes v1.1.0

    Are we ever gonna get character switching like gta?
    There is mod called Player Switch or Player Switcher, just google it.
  7. _DTG_

    Beta Patch Notes v1.1.0

    Imho the profit of workshops should be tied to the prosperity of the town, but should never be in a "zero" profit state.
    Yeah more prosperity - more profit is good idea and very simple to implement.
    It seems to me that TW attempted to make workshops depend on in-game market conditions, but it's very complicated and hence more error prone, buggy.
    Fastest thing to fix the issue is just using doing [daily base income] multiplied by [town prosperity]. Yeah this will be less realistic, but at least would worked properly and less confusing.

    IMHO, for the most players - the economic aspect of the game is less important. People who much into economic stuff usually play Tycoon-style games.
  8. _DTG_

    Beta Patch Notes v1.1.0

    There is something wrong with the troops AI in battles. Yesterday I fought against looters: my character (mounted) + 6 asserai recruits (infantry) vs 19 looters. When battle just started I attacked looters alone (mounted) with Javelins, my infantry just stayed at their initial position. When I killed about 10-12 looters I ordered my troops to charge, they started advancing but suddenly stopped moving (were just standing), then I ordered them to attack again, but nothing has changed, only when one of the looters came closer to my infantry they resumed their advance. This happens randomly (not in every battle).
    TW devs, I think you have to double-check combat AI, do some intensive testing.

    Another bug that is actual for both versions 1.0.3 and BETA 1.1.0 is:
    In battles when you dismount your horse and mount again, your horse looses about 15-20% of its HP. This happens only once per battle, further dismounts/remounts do not affect the horse HP. I suspect that this bug is somehow related to the Riding skill perk, that gives +20% HP to mounts, but not sure (I might be wrong).
  9. _DTG_

    Beta Patch Notes v1.1.0

    Thanks. I've been playing a few hours and see the same thing. At day 77, 4 of the 9 Battanian wanderers are dead. I guess it's back to main. :sad:
    BTW, I noticed that the dead wanderers are being replaced by new wanderers. Not sure if they are in the same faction as the dead ones, but its better than nothing. :smile:
  10. _DTG_

    Beta Patch Notes v1.1.0

    If you're still playing beta, have you noticed that wanderers are disappearing at a high rate? I never remember losing wanderers before level 20 but with the betas I've tried they start dying right away and 20+% are gone by then. This is the last major beta issue for me. I'll probably try the latest patch now to see.
    Yeah, I can confirm this. My current playthrough at Day: 30, and already 4 wanderers are dead. I checked their profiles in the Encyclopedia, only records are "Last seen near ...", there are no info on how they died.
  11. _DTG_

    Beta Patch Notes v1.1.0

    Bug Report - Confused/Idle Looters.
    Today I started a new game (version BETA 1.1.0) and noticed strange behavior by Looters. Currently, I'm leveling up my character's Athletic skills, so every time I encounter Looters I get off the horse and throw Javelins on Looters (unmounted), when the Looters come closer to me I mount again and run away from them (mounted) a little further, then get off the horse and throw Javelins again and repeat this again and again until I run out of Javelins, and you know what? During these procedures when I repeatedly get on/off the horse, about half of Looters stop acting. They just get confused and stay do nothing and I can easily kill them. Another half those who are closer to me they keep running on my trying to kill (which is ok).
    Those Looters who stop acting they resume their action when I mount the horse again, with a little delay though. I have never seen this bug in version 1.0.3. This is something that came with BETA 1.1.0.
    I don't know if this bug happens with other enemies (See Raiders, Enemy Army). My character is too weak to fight them, so maybe this bug is valid for other AI groups.

    Ok here are steps to reproduce the bug:
    1) Start a new SandBox game.
    2) Encounter Looters your character must be mounted.
    3) At the middle distance from Looters dismount the horse.
    4) Attack Looters with Javelins.
    5) When Looters are too close mount the horse and run away.
    6) At middle distance dismount and attack Looters again (with Javelins).
    7) Repeat these and you most likely will catch the bug (Confused/Idle Looters).

    This happend to me several times in 2 hours game session.
    Update:
    It is enough to get off your horse in the battle with Looters. I just reproduced this bug again. At the beginning of battle I dismounted and 5 of 9 Looters just stopped moving, I killed other 4 active looters and those 5 frozen looters were just staying like nothing is happening just watching how their comrades die. Even if you attack them with Bow or Javelin they don't react. Only if you come close to them or mount your horse they resume moving/acting.

    Update 2:
    This bug is valid for Sea Riders too. 1 of 13 sea riders stopped acting once I dismounted my horse.

    Please fix this.
  12. _DTG_

    Beta Patch Notes v1.1.0

    If you're still playing beta, have you noticed that wanderers are disappearing at a high rate? I never remember losing wanderers before level 20 but with the betas I've tried they start dying right away and 20+% are gone by then. This is the last major beta issue for me. I'll probably try the latest patch now to see.
    No I have not dealt with wanderers yet in my fresh playthrough. But if I understood correctly from the patch notes, wanderers no longer teleport from town to town, hence they travel on their own feet and most likely killed by looters and bandits. This may explain why they disappear.
  13. _DTG_

    Beta Patch Notes v1.1.0

    Bug Report - Confused/Idle Looters.
    Today I started a new game (version BETA 1.1.0) and noticed strange behavior by Looters. Currently, I'm leveling up my character's Athletic skills, so every time I encounter Looters I get off the horse and throw Javelins on Looters (unmounted), when the Looters come closer to me I mount again and run away from them (mounted) a little further, then get off the horse and throw Javelins again and repeat this again and again until I run out of Javelins, and you know what? During these procedures when I repeatedly get on/off the horse, about half of Looters stop acting. They just get confused and stay do nothing and I can easily kill them. Another half those who are closer to me they keep running on my trying to kill (which is ok).
    Those Looters who stop acting they resume their action when I mount the horse again, with a little delay though. I have never seen this bug in version 1.0.3. This is something that came with BETA 1.1.0.
    I don't know if this bug happens with other enemies (See Raiders, Enemy Army). My character is too weak to fight them, so maybe this bug is valid for other AI groups.

    Ok here are steps to reproduce the bug:
    1) Start a new SandBox game.
    2) Encounter Looters your character must be mounted.
    3) At the middle distance from Looters dismount the horse.
    4) Attack Looters with Javelins.
    5) When Looters are too close mount the horse and run away.
    6) At middle distance dismount and attack Looters again (with Javelins).
    7) Repeat these and you most likely will catch the bug (Confused/Idle Looters).

    This happend to me several times in 2 hours game session.
  14. _DTG_

    Beta Patch Notes v1.1.0

    If you are playing native (unmodded), the answer is very likely yes.
    Thank you for the quick answer. Yes, I mostly play native (unmodded), sometimes I enable mods like "Character Manager" or "FamilyControl" to do some changes into my game and disable them quickly, since most of the time they are unnecessary. Also avoid mods that touch save game files.

    But how about the last athletic perk? I would not like my character remain with abnormally high amount of HP after 1.1.0 comes out. Is Max HP persisted value stored in the save file or it is runtime calculated value?
  15. _DTG_

    Beta Patch Notes v1.1.0

    Hey guys!
    Is it safe to start a new game (campaign or sandbox) in Beta 1.1.0 and then continue in 1.1.0 (final release)?
    Will it be possible to continue my game when final release of 1.1.0 patch will come out without any negative impact on my new game started in BETA? Or it is better to wait for final release of 1.1.0 and only then start a new game?

    BTW. is there any approximate release date of the final release of patch 1.1.0? How long should we wait for it? :smile:

    PS. I tried the beta patch (1.1.0), found a bug: the final perk in the Athletics skill gives too much Max Hit Points. In patch 1.0.3 it gives my character about 50 extra HP, but in beta 1.1.0 it gives 350 extra HP or so, overall 450 Max HP, my horse has 270 Max HP.
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