Beta Patch Notes e1.4.2

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If you have tier-1 soldier group consist of 10 men you were getting 30xp in old calculation. Now you get 2xp per soldier means that in total you get 20xp for your tier-1 group. So xp gains did not changed much for tier-1 groups. If you have 20 men in one group you get 40xp for that group which is more than previous implementation. Any one perk does not supposed to train your troops by itself only. We have hundreds of perks and any of them cannot be so powerfull. You will also go into battles time to time if you have this perk probably about 15% xp gains will applied by this perk to your 1-2-3 tier soldiers and 85% will gained by battles. We cannot make effect of one perk equal to battle rewards.

These perks are only side effect. We will add more. If you collect several of them you can upgrade your soldiers easily without battles.
ahh so the more men you have in the group, the more exp they will ALL share, makes sense
 
What happens when your army got wiped or the AI army got wiped?

Your army got wiped: Start from zero, run from town/village to town/village again to recruit troops
AI: Spawns automatically with some higher tier troops and some low level troops for free at all (which is fine!)
I laid out just how quick it is to get your party back after a loss a couple pages ago, here. It's probably much faster than the npcs generally take to upgrade their troops to an equivalent standard, no looter grinding required. The AI only get roughly 10-20 troops for free after losing; you can get 10-20 mid-tier mercenaries from a single town.

Also in next version this formula will be modified to 3 + level / 2. I changed this yesterday to reduce AI passive xp advantage because they can get same perks too like player.
Good to know, thanks!
 
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I saw that many visual bugs are not fixed yet, EVEN these bugs are from the start of the game. I'll put some pics down so u can see what I am talking about. Hope that the devs see those pics and take attitude.
1. The floating dead body that stays from the last battle in tournaments.


2. The ugly visual bug from wrist armour.
 
Well I might be a minority but I have zero interest in any "passive xp" especially for the troops in your army, they spend their time moving on the campaign map and carrying your goods why should this increase their proficiency in their fighting skills ? Also promoting units give them better equipement and you don't pay much for that, I like to think they mostly get their stuff while looting the defeated ennemies and you just give them a little extra.

However as it has been said before I 100% agree for better Xp for garrison/training camps units that spend their days training and not just idling (since they eat food from the castle/city and we also pay for their wages might as well make them work for it) or a facility to train actively with our troops to give them XP.
For me it would also makes sense for the player to inject money into his low tier troops to "kickstart" them like paying for a shield and better armor for your recruits so you can get some T2 faster instead of just F1F3 your recruits against looters (even if I don't mind it personnaly but I can understand why people might find it frustrating after a while).
This would also create an easily manageable gold sink for late game.

However this should be limited, higher tier units requires real fighting experience to improve beyond T3, your T4-T5T-6 should be earned with blood and sweat and their loss should always be a pain and meaningful.
 
Well I might be a minority but I have zero interest in any "passive xp" especially for the troops in your army, they spend their time moving on the campaign map and carrying your goods why should this increase their proficiency in their fighting skills ? Also promoting units give them better equipement and you don't pay much for that, I like to think they mostly get their stuff while looting the defeated ennemies and you just give them a little extra.

However as it has been said before I 100% agree for better Xp for garrison/training camps units that spend their days training and not just idling (since they eat food from the castle/city and we also pay for their wages might as well make them work for it) or a facility to train actively with our troops to give them XP.
For me it would also makes sense for the player to inject money into his low tier troops to "kickstart" them like paying for a shield and better armor for your recruits so you can get some T2 faster instead of just F1F3 your recruits against looters (even if I don't mind it personnaly but I can understand why people might find it frustrating after a while).
This would also create an easily manageable gold sink for late game.

However this should be limited, higher tier units requires real fighting experience to improve beyond T3, your T4-T5T-6 should be earned with blood and sweat and their loss should always be a pain and meaningful.
Completely agree. No army would run into combat with farmers carrying a sword. They'd have at minimum shielded spearmen even if they were levies. Lords should have the ability to pump gold to go to T2 or T3 in addition to looter grinding. Active training in the form of mock battles would provide much entertainment and fighting experience for the player in addition to easing the mindless looter grind.
 
BTW, are you having issues with Kings still getting all conquered fiefs for himself? Problem is that the King always gets support from other people, so I cannot spend more than 100 influence to vote myself and then It is not enough. After getting 4 towns and 4 castles, I really do not get people support the King to still get more fiefs, It is insane.
 
BTW, are you having issues with Kings still getting all conquered fiefs for himself? Problem is that the King always gets support from other people, so I cannot spend more than 100 influence to vote myself and then It is not enough. After getting 4 towns and 4 castles, I really do not get people support the King to still get more fiefs, It is insane.

100% yes. In my playthrough (1.4.1, but I suspect the ruleset is the same on this issue), Raganvad has been grabbing every single fief. He can always max-bid (100), and always gets Fafen to back him for another 20. No one can ever take a fief off him, unless a fiefless clan has just joined - in which case 'support for the newbie' ensures they get something before ruler greed takes over again. Of course, the more fiefs they get in this manner, the more trivially they can max-bid for every subsequent fief through the impact of Forums, Serfdom, etc.
 
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Yes thanks for explanation. If one perk will help player to train troops that fast why player will make quests to get relation with notables?
I'm not going to do that anyways because if I decide to kill all the lords later they'll hate me anyway. Forced recruitment is much better.
I think I like the idea of having leadership skill increase the effect of the perks, but I also think there should be more higher level perks to further increase this and make it very powerful. Don't get me wrong, I pile up hundreds of top tier troops just fine. My gripe is more how petty and unrewarding the perks and entire leveling system feels. I could take the whole map with my level 1 char. I want to feel I'm building a strong character and gaining useful abilities.
And of course I don't want to fight anymore looter after first week of game, ever..... although I've circumvented that in several underhanded ways to load up on good troops. But it's for my less creative friends also want to not fight looters anymore.
 
So is the economy being completely broke intended? Or were you trying to fix something here. Because prices seem to be the same across the cities and even the kingdoms. With workshops now nerfed into useless status and Caravans bugged, are we suppose to turn to smithcoin for actual profit? I can sell Javelins for some 100k where as I was perfectly content for the 5k I was making manually trading and being a merchant, but now if I want to have any type of high tier army I'm almost forced to constantly raid or smith.
 
I don’t think the problem is with the perk, per se, but more with the lack of options to train the low tier units. The garrison option as someone told earlier is a good way to do it, I would also include another group inside the garrison responsible of doing a patrol around the village. This group would receive more XP than the garrison but would also suffer the risk of being overwhelm by a large group of looters and die. Hire a instructor to train the cadets for money is also another way you could implement this. There is a lot of ways to solve this problem without changing the perk.

Another point is that the AI Lords only do war right now, with more contest for them to do, like fest, this necessity of building a army fast would be lessen.
 
最后编辑:
I laid out just how quick it is to get your party back after a loss a couple pages ago, here. It's probably much faster than the npcs generally take to upgrade their troops to an equivalent standard, no looter grinding required. The AI only get roughly 10-20 troops for free after losing; you can get 10-20 mid-tier mercenaries from a single town.


Good to know, thanks!
Yes, but not everyone likes to play that way. I don´t like to recruit everything can get. I usually only recruit troops from max. 2 different kingdoms, no mercs either.
 
So is the economy being completely broke intended? Or were you trying to fix something here. Because prices seem to be the same across the cities and even the kingdoms. With workshops now nerfed into useless status and Caravans bugged, are we suppose to turn to smithcoin for actual profit? I can sell Javelins for some 100k where as I was perfectly content for the 5k I was making manually trading and being a merchant, but now if I want to have any type of high tier army I'm almost forced to constantly raid or smith.

Ok this will be checked in next days to see if there is a problem.
 
Yes, but not everyone likes to play that way. I don´t like to recruit everything can get. I usually only recruit troops from max. 2 different kingdoms, no mercs either.
Fair enough, everyone has their own playstyle. Recruits are still easy enough to aquire from a single faction if you so desire, I just mixed two factions in the test for the sake of expediency. You really only need 20-30 archers to pull that strategy off, just enough to force the enemy to engage you and soften up their troops before they reach your recruits, and mercenaries are perfect for that role (almost like it was designed that way). If you don't like using mercenaries, and won't mix troops from other factions, I can see why you might feel like grinding looters is your only option.

For the record, I'm in generally in favor of some passive xp gain, as long as it's in moderation. It really isn't needed if you use all/most of the avenues made available for recruiting and training as intended though. I rarely touch looters after the early game anymore and it's made the game flow much, much better without having to sacrifice anything.
 
Yes thanks for explanation. If one perk will help player to train troops that fast why player will make quests to get relation with notables? (when you have high relationship more slots are opened at recruitment window and at least slots there are generally higher tier troops) Why spend 2x money on mercenaries? Just be level 25 at leadership and get that perk. Any unbalanced OP feature makes other features useless.

Quests to rise relations with notables is fine, except there is only 4-5 of them worth doing currently and same quest type always given by same notable, at least "Extortion from Deserters" behave like this. "Family feud" and "Landlord require access..." never worth doing, because they hurt your relations with other notables and "Train troops..." make layer chase looters since it's only secure way to promote borrowed troops. "Deliver herd" is fine early game, but later on it's interfere too much with other things player must do, "Bandidt camp near..." very rare, even with hideouts close to villages. So, "Extortion from Deserters" and "Daughter found" it is, plus sometimes it's hideout or herd delivery. City quests are all bad, except "Army of Poachers" and maybe "Escort caravan" early in campaign. Noble quests is bad, except "Spy" and "Tutor" ones.

Mercenaries is fine, except "Armed trader" ones. Remove them for good or make upgradable line from them resulting in high quality troop.Anyway, there is not enough mercenaries in whole kingdoms to help with party building.
 
Decided to torture myself and played for a few hours, what I noticed additionally to things mentioned here is that AI when doing sieges sometimes goes into a loop where he is building siege equipment that is destroyed by the enemy castle in 2sec and then he continues building new siege equipments that are also destroyed endlessly until starvation.
 
@mexxico thank you for your communications.

While you're looking into the economy/trade issues, I'd like to bring one thing to your attention: That is that the "Whole seller" perk was working but broke some time ago. The prices of the items in your inventory would be colored red/green to indicate whether you would sell at a loss/profit. This was somehow broken about 2 months ago. Whatever broke it might also have broken the "Appraiser" perk. I am not sure whether the discount is working.

Having this fixed would go a long way to making Trade a more enjoyable strategy and I would think it would be "low hanging fruit" since it was once working.

There is a documented issue here.

Also, for clarification, there was a second issue related to this perk even when it was working and that is that the trade history was lost between game loads. I believe there was an attempt to address this at around the time it broke so maybe the big is related.

Also, as I noted in that problem thread, it may be intentionally a play on words, or it may be just an English as a second language thing but the correct term for this would be "Wholesaler". :smile:

Thanks again.
 
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