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  1. Resolved BUG: AI formations do not work because of weapon collision code dysfunction

    Hey man, dunno if you saw my comment and wrote this or found out yourself, but I talked about this in the exact same way in my mod's comments, check it out: https://www.nexusmods.com/mountandblade2bannerlord/mods/495?tab=posts . This problem is quite a big one in my opinion and doesn't look too hard to solve for Taleworlds (then again I'm not a developer so what would I know if it's hard or not).

    Thanks a lot for posting this man!
    All credit to you Jack - actually, I had taken note of this bug in my 'tester book' a few weeks back, but didn't know enough about it to provide useful info to the developers. I read your post yesterday on the Nexus, made a few tests and concluded you were absolutely right.
  2. Resolved BUG: AI formations do not work because of weapon collision code dysfunction

    Summary: Currently and since release, AI formations are not effective in combat because troops' weapons consistently collide with their allies behind them. This is not intended design, and we have identified the culprit code. It is only a matter for your developers to trace and debug its...
  3. Resolved Bug: Weapon bash faulty in Beta 1.2

    Summary: Weapon bash no longer works reliably. Works only 1/5 times. Definitely only happened in 1.2 Beta. This is not urgent but will need fixing before 1.2 beta goes to multiplayer. Replicate: Join a tournament or melee fight and try bashing someone 5 or so times. Many times it will go...
  4. Resolved Huge XP Gain on Beta Update

    Nothing changed, I take a companion he has a massive XP excess... same as before...sigh.

    Started a new campaign and it seems to be fixed..guess just can't play on current saves.
    So I tried loading my pre-beta save and there is still some excess EXP. Though it is much less. I'm seeing give or take 5~20 level increases, rather than increases of around 80~200. Anyone else have observations?
  5. Resolved Huge XP Gain on Beta Update

    With all other actual game breaking bugs you write this stupid post
    OP identified a bug and reported it and he should have. And I confirmed that it happened to some other people as well. And luckily because it was seen by the developers and they've tried to fix it in the latest patch. The beta build corrupted save files. Anyway, there are no 'stupid' bug reports, only abusers who don't know the forum rules.
  6. Resolved Huge XP Gain on Beta Update

    Can you tell us the exact name of the mod you have used please?
    Sure: Character Export Import Link: https://www.nexusmods.com/mountandblade2bannerlord/mods/16?tab=posts

    Performing this fix is easy. The mod creates import and export buttons in the encyclopaedia. Load your pre-patch save (before running around or doing anything) and press the export button. Then shift+click the import button, and voila! Do this for your whole party, which you can right-click on the party screen.
    PS: Be double sure that you Shift+Click the import button, otherwise it will not solve the problem.
  7. Resolved Huge XP Gain on Beta Update

    I think I understand the problem now.

    You get an EXP based on a multiplier. If your skill level is low and your focus points high you get heaps of EXP (e.g. 10x). Slow progression allowed our old saves to accumulate lots of EXP, because our multipliers were high and stayed high for a long time, which would not have been possible if had we been levelling up.

    In a new game it is not possible to keep an exp multiplier that high for that long, because you progressively get closer to the skill cap. That's why you won't hit 399 skill in a new game without serious cheating.

    The fix here is for the developers to shave off existing saves' excess EXP ( for example in Carabus' screenshot we could set exp to 2686). Personally I'll just tweak with my save file and shave off enough EXP to bring my party to its balanced place where it was before the beta patch.
    Edit: this was easy with character import/export mod on the nexus. Just requires two clicks to export and import your stats while ignoring exp (if you're wondering how to do that, shift-click the import button)
  8. Resolved Huge XP Gain on Beta Update

    They reduced the EXP requirement for all skills. It makes sense it levels up at once now. Its not gamebreaking, i think it is to Equalize what skills you would have gotten if you got the exp requirement reduction.
    It's an interesting thought, but how can we rationalise the screenshot above where athletics for a companion rises 111 skill points to level 294? Or my friend whose swordman companion went up to the skill cap in two-hander. It is impossible to find any vanilla companions with that kind of skill, so it is clearly cheating. My scout showed the same thing; skill rose above the learning limit in excess of 100; clearly consistent with a bug an not balanced progression.

    This would be okay if there was an option to reset all the companions in taverns so we could get rid of the glitchy ones and acquire fresh ones. Alas there's not.

    Edit:Upon further inspection, I think you might be right.But clearly the patch is raising skill levels and not adding the EXP. It should add the exp ontop of the current level, which for our already-high characters should make a very small difference. Still, not gamebreaking, as you say.

    Edit: continued testing the old save. Skill levels have gone from~200 that companions started with to extremely high levels ~340, which to my knowledge should not even be possible? It seems very much like a bug. I would have never attained that during normal play.
  9. Resolved Huge XP Gain on Beta Update

    Can confirm for myself and my friend having the same problem. Clearly gamebreaking, so for now we'll be waiting until the next beta patch and playing on a temporary new game to continue testing.

    Edit: Can confirm that companion skills are still balanced in a new game. It looks like the beta conflicts with existing saves.
  10. Need More Info Minor: Crafted dagger graphical artefacts

    Summary: Crafted daggers in player model look stretched and pulled (resembling a large kitchen knife) How to Reproduce: Create a new campaign and craft a basic dagger. Then equip the dagger and walk in a town or join a battle. Version: 1.0.10 Computer Specs: Confirmed in multiple different...
  11. Resolved Council of Commons Policy breaks politics system

    Summary: Council of Commons policy gives an extreme amount of influence, causing the kingdom to quickly conquer the whole campaign map. How to Reproduce: Be in a faction which has the Council of Commons policy active. More information: I don't think this works as intended. This ''seemingly...
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