Beta Branch Patch Notes e1.2.0

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Allow us to simulate looter/low tier fights without casualties again, it was a great farming method. Or allow it via perk on Tactics.

Perks overall need beter options... the ones from two handed outmatch drasticly one handed or polearm, same with bow on top of crossbow one. Could say the same about some, that are way worse than Trade(before patch, not sure now) and Leadership.

Perhaps consider this 2 things! @Callum
 
I really dont get it, how hard it is to fix simple perks like +3 arrows? Seriously? Thats really hilarious that they are playing around with caravans but cant fix those small and simple things. Half of the perks, especially low tier do not work. You're just leveling up to click empty buttons in skill list.
 
I'm finally able to see new armors in towns. Have checked a few Aserai, several Vlandian and 1 imperial city and saw new armours in all except the imperial one.

The new armours were high-end but also mid-level.
 
Siegetowers are not working... Just sieged a city and still they use 1 ladder if they use ladders on towers at all.
 
It's not going good for me tho, when i play in my old save game it's working
but when i try to start new game it just crash,
anyone else got the same thing ? or my game is broken ?
 
This looks like good changes.

Two bugs I have encountered:
I have several companions that are stuck in a battle against several nobles that won't end. One side of the battle has zero people not wounded but it wont end. When I try to join the attack, it leaves the side bar blank instead of lead the attack, and it won't let me escape so I have to reload a previous save.

Also, I don't know why but diplomacy is way off. Every 5 days my kingdom (which is just me and one companion because the others are stuck) declares war on someone random. It's make that save unplayable since more than half of my army is stuck and I am at war constantly with everyone. This could be a result of the every growing noble battle that includes 4 factions including my own.
 
Please fix the auto resolve... an army of 200 with all t5/6 getting casualties against 10 naked looters throwing stones... come on... why do I have to waste time and take part on a fight like this to avoid losing my precious high tier units.... it was already ridicolous before when they would get knocked out, but now it's beyond belief.
 
Obviously TaleWorlds are folowing their path and their plans until the game is leaving EA. They just implement changes that are meant ready for testing, they have Public game and a Closed Internal game, it may seem like they dont care and dont communicate but thats because they have their internal people testing it as well. Those unseen changes might be hardcoded changes and core structure of engine tweaks made to make basis of the game which can influence future updates. We don't know all of this because they dont communicate and we are angry at them because of people can't make assumptions how they work.
 
Obviously TaleWorlds are folowing their path and their plans until the game is leaving EA. They just implement changes that are meant ready for testing, they have Public game and a Closed Internal game, it may seem like they dont care and dont communicate but thats because they have their internal people testing it as well. Those unseen changes might be hardcoded changes and core structure of engine tweaks made to make basis of the game which can influence future updates. We don't know all of this because they dont communicate and we are angry at them because of people can't make assumptions how they work.
yes i agree , we spend our time in feedback but without a official answer to us .
+1
 
Speaking of skill perks, would be nice if we could have a little [not working] sign for all the perks that are currently not working in game.
 
Is it just me or hideouts are easier now? I recently destroyed 4 that were around 52 bandits and after update they were like 15 bandits inside?
 
patchnotes-b-e1.2.0.png


Versions
Native: e1.2.0
SandboxCore: e1.2.0
Sandbox: e1.2.0
Storymode: e1.2.0
CustomBattle: e1.2.0


Singleplayer
Crashes
  • A crash that was caused by accessing the rider of a mount while the mount was changed was fixed.
  • Fixed a crash occurred when executing prisoner heroes.
Performance
  • VRAM usage was reduced by solving some memory leaks in the UI.
  • Fixed some of the spikes in missions.
  • Minor GPU memory usage reduction for the world map.
Save & Load
  • Skill Level is preserved when loading old version savegames.
Localisation
  • Added traditional Chinese.
  • Some grammar mistakes are corrected and some typos fixed.
  • Improvements, additions and corrections for Turkish and Simplified Chinese translations.
Art
  • Fleeing points for AI were added to battle terrains.
  • Fixed misplaced textures and added better-looking elements to the shop stands.
  • Fixed some visual issues in one of the aserai villages.
  • Fixed Vlandian Vanguard shield banner issue.
  • Fixed certain visual glitches that appear when rendering blood on flora.
  • Added three new items for crafting - one scabbard for swords and two blades for spears.
  • Fixed some problems on crafting items.
UI
  • Fixed a bug where map notifications were sometimes lost without being shown to the player.
Battles and Sieges
  • When looting enemies, it is now possible for the system to provide an item with a modifier if the default value of the item is too low or too high.
  • Missiles can now pass through between siege ladders' steps.
  • Fixed that corpses and thrown boulders were not being erased after the entity below them was destroyed.
Combat AI
  • A critical bug that caused AI in sieges to act unexpectedly and possibly cause crashes, if the player was aiding a side (being a separate ally team during the siege mission), was fixed.
  • A critical bug that caused AI pathfinding to almost always reset its path when moving from static to dynamic navmeshes and vice versa, which caused performance issues and agents not being able to climb siege towers correctly, was fixed
  • Incorrect ordering of mission behaviours caused a team's general to be deselected at the “choosing formation to lead” stage of army sieges. This was fixed.
  • AI that should've attacked the inner gate after breaking the outer gate with the ram in a siege tried to run into the castle over ladders because they chose the reverse side of the gate to stand and wait for reinforcing those that attacked the gate due to a bug. This was fixed.
  • Fixed a bug that occurred especially when armies were far away from each other and caused agents to run towards the enemy when given the order to retreat.
  • Removed unnecessary pathfinding calls by the AI that caused performance issues especially in sieges without impact on the decisions they were trying to make.
Character Development System
  • Changed Skill XP increase formula to 10 + skill level.
  • Fixed an issue in char creation where switching to female from male and back would reset all beard and other male-only properties.
Clan and Party
  • Companions now come with cheap items with modifiers, so they are easier to recruit.
Economy and Trade
  • Higher tier armours are now produced in towns and can sometimes be found in the marketplace.
Crafting
  • Fixed a bug where crafted items could have different stats then shown during creation.
  • Fixed a bug where crafted items lost changes to stats when loaded from a savegame.
Settlement Actions (Town, Village, Castle and Hideout)
  • Boosting construction now adds 50 construction rather than x2 construction speed
  • Fixed an issue with asking companions to look for themselves or asking villagers to look for our companions near us.
  • Fixed a bug that made the settlement project's completion time negative.
Quests & Issues
  • Family Feud quest related fixes/improvements.
    • Bugs
      • Fixed a bug that causes quest dialogues to disappear after Save & Load.
      • Fixed a bug that causes a quest NPC to not spawn in the target village.
    • Improvements
      • Added/Changed some dialogue texts.
      • Added/Changed some log entries.
      • If the player dismisses the quest NPC from their party, the quest will fail.
  • The Spy Among Us (The Spy Party) quest related fixes/improvements.
    • General
      • Quest title is changed to "The Spy Among Us"
        From now on, players can activate the quest even if the quest giver is inside an army.
    • Fixes
      • Fixed a bug that changes face keys of spy candidates.
      • Fixed a bug that causes the UI health bar to show wrong values for the player when duelling with the spy.
      • Fixed a bug that causes spy candidates to disappear when saving & loading the game inside the involved settlement.
    • Improvements
      • The spy will scale up according to the player's skills.
      • Added better battle equipment for the spy.
      • Added/Changed some dialogue texts.
      • The randomization parameter for townspeople to give player clues was adjusted to prevent problematic situations.
      • Added visual trackers for the spy candidates (Default: "Alt" key).
      • Issue duration was changed from 35 days to 5 days.
  • Lord Needs A Tutor quest related fixes/improvements.
    • Fixes
      • Fixed a bug that caused the quest NPC to disappear after the player was taken as a prisoner.
      • Fixed a bug that causes the quest giver and the quest NPC to be the same person.
    • Improvements
      • Added/Changed some log entries.
      • If the player and the quest NPC are somehow separated, the player will be able to track and find the quest NPC via the quest log and can thus continue progressing the quest.
  • Lord Wants Rival Captured quest related fixes/improvements.
    • Fixes
      • Fixed a bug that causes the quest to get stuck if the quest giver has no fiefs.
      • Fixed a bug that causes duplicate/empty log entries.
    • Improvements
      • Added a dialogue option that allows the player to deliver the target NPC to the quest giver.
  • Minor fixes for Headman Needs Grain issue.
  • Further issue quest dialogue improvements.
  • Persuasion parameters fixed in Army of Poachers, Family Feud and other quests.
Other
  • Overhauled equipment of minor factions to better fit their characteristics.
  • When we entered a town scene for the second time, guards were missing. This was fixed.
  • Fixed the colour of the player's companion portraits when we enter a hostile settlement
  • Made the player's brother a bit younger.
  • Fixed a bug that caused prisoners to become governors.
Multiplayer
Audio
  • Added notification shouts to certain events (like the distant shout when someone captures a flag).
Server & Network
  • Fixed issues related to requesting to join a custom game that is ending.
  • Fixed issues caused by multiple party members requesting to join a game at the same time.
  • Fixed some rare cases of disconnections from the Lobby.
Both
Performance
  • Major CPU performance improvements on both field and siege battles.
  • Minor performance improvements on multi-core usage.
Art
  • Fixed beards protruding from helmets.
Audio
  • Minor improvement on sounds playing delayed on slower HDDs.
  • Audio performance improvements for older CPUs.
  • Removed clicks and pops from boulder impact sounds.
  • Some volume changes for ambient sounds.
Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/

Any updates on when all perks will be operational? I want to use "one step ahead" ?
 
I hope it as good as it sounds, great job TW.

It is. Not a single lag spike in that patch so far.

Previously I had to periodically watch low-resolution slideshows on sieges and frequent second-long freezes during field battles were the norm.

Using Intel i7-3770, by the way. The old work horse is still kicking.
 
Yup def noticed the dumbing down of AI. Ranged units now seem unable to hit cav units at all, and cavs just charge straight into infantry instead of skirmishing with enemy cavs first. We're back to Warband era AI, but if we wanted that we could of just played warband instead of paying $50 for Bannerlord.

That said cudos to Tworld devs for working under mounting (no pun intended) pressure to pump out daily updates. All the updates up to 1.1 have been amazing and each update brought new quality of life improvement. Bannerlord is well worth a buy
 
Great patch! I love the economy fixes! There needed to be some nerfs to income from Caravans and Workshops especially! Now people will actually have to think ahead :smile:
 
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