Beta Patch Notes e1.4.2

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Whole Seller doesn't work in 1.4.2 (colour coding on the right hand side), it is only the average price markers on the left of the trade screen that show up. Agree with a great many others that switching this back on shouldn't be difficult as this was "fixed" several patches ago and would be a great help to both casual and more "career" trader playthroughs alike. Now how much did i pay for those olives i bought 20 minutes ago?
I;ve been telling them that since they broke it about 4-6 weeks ago, they said they know about it, I guess just not a priority
 
OK I did more testing and it appears that if you have companions 75-100 trade or more, the profits do rise which if they wants they want it is very smart. I will need to run some tests on under 15 capped to see the difference, workshops are ok. the 2 biggest problems are 1) Towns not consuming much food so supply stocks up big time and 2) AI target castles way more than towns now so it also contributes to food stockpiles. \
In conclusion I think things are ok but as I've said before, just need a few "tweaks", I will post profits from companions with under 15 trade and over 75 trade in general discussion to show importance of it.
 
The mid/late game economy is fine. It really is. The early game is a struggle as it should be. This fresh 1.42 playthrough has been my most enjoyable. I like to be challenged. I like to feel like I accomplished something. I think after this hotfix everything feels close to where it should be.

It sounds like some people just dont want to worry about money and just play. Maybe they can have an economy difficulty setting for those that dont want to micromanage things. But for people who like it tough going for a while, I think they are close to nailing the economy.
 
I've brought it up a number of times and the indication is that it is being worked on- that's for, what, around six weeks, or more, now?
Same. I mention it a lot of times and I feel like no one care about it. This trade perk is not working!!!!
 
1. Install Allegiance overhaul and you can set how often NPC”s would leave/join kingdoms.
2 & 5. Install Diplomacy Fixes and make war/peace sensible again by adjusting all aformentioned factors and duration of war/peace/alliance
3. Install Community Patch, they have updated it yesterday and it has already implemented almost all of perks

Mods are awesome :smile:

I actually did! I was curious, lol. The modded campaign is already feeling a lot better, although I haven't started a kingdom yet so can't comment on the late game. This confirms to me that the platform itself is very promising; just needs a lot more work on implementing complete systems, mechanics, and balancing.

Saying that, I prefer to focus on the unmodded game and will probably revert to it again next significant patch. I would like to see the unmodded game reach a state where we can get a decent playthrough without having to use mods.


Everyone - everyone - in these forums is already playing the savescum game and never losing their full army. Not trying to call people out for doing so, but definitely calling attention to the absurdity of it. It shouldn't be difficult to build up your fortune quickly with savescum. I question why devs are even trying to balance around it, rather than focusing their time on implementing the game's core features (e.g. perks, diplomacy), and maybe balancing once that's all done. More generally, I'd orientate the game in a direction where the simulation feels fair enough that an ironman playthrough (no save/reload option, single savefile that overwrites on autosave constantly) would eventually* become the proper way to have an exciting, challenging playthrough.

Same here. I'm really looking forward to being able to run a single-save ironman playthrough with no save/reload option. Having to suffer the setbacks without savescumming is going to provide the most interesting and challenging experience by far.

I fear it is some way off though; a lot more needs to be done before we are able to play like this.


It really does blow my mind that so far the devs have made it so difficult to have multiple playthroughs start to finish. How are we supposed to test the fullness of the game when it feels like the game will never end due to obtuse and flawed mechanics?

Don't get me wrong, this is quickly becoming a favorite game of mine. Each point of yours is a crucial thing for the devs to address. It's been a position of mine for some time now that rather than having the lord/prisoner/faction turnover rate at absurdly high rates, they should be rare events to add twists to the campaign. I like how you put it. It's homogenized the armies of different factions and has essentially spoiled the uniqueness of each culture in battle. Right now the rate which lords come and go makes it impossible--truly impossible--to build a kingdom that is lasting without save scumming. Personally, I use a single mod, and it helps factions hang onto their constituents based on honor, which I think should play a role in that decision.

Some of the issues are balance issues, and these ought to be relatively easy to solve. Trade, smithing, etc.

Other issues are to do with the mechanics, and could require a complete re-work. For example; prisoners escaping so often. It seems such a simple thing to fix, yet taking lords off the map for extended periods will not only cripple that faction (spelling doom), but lead to a snowball effect with regard to the victor. There may be no way to balance this - the mechanics might have to be fundamentally changed.

If I was the devs then I'd basically be doing the following:

1) Fix crashes and game-breaking bugs.

2) Implement all systems and review mechanics based on testing, and focus on overhauling systems and re-working mechanics that seem unlikely to be viable long-term.

3) Then when all systems/mechanics are functional and practically viable, start balancing everything.

I suspect we are somewhere between stage 1 and 2 at the moment (given some systems like diplomacy haven't been properly implemented), so getting a playable campaign from start to finish is probably going to take a while. We should cut the devs some slack here as focussing on the wrong priorities now will not be in anyone's best interests, least of all ours (like Sidrath said).


[Incidentally, for players who wish to start multiple campaigns, but who got attached to the visual appearance of their main character, we can go into the character editor of an existing campaign while having a text file open. Ctrl-C in the character editor, then Ctrl-V into the text file (and save it). When starting a new campaign do the reverse and paste the character info into the character editor.

Kinda pathetic I know, but at least we can run multiple campaigns without having to set up the visuals on our character each time (assuming players don't want to edit a new character of course.)]
 
1) Towns not consuming much food so supply stocks up big time and 2) AI target castles way more than towns now so it also contributes to food stockpiles.
Aaaaaaaaaaaah no Devs don't do anything messing with food consumption unless you FIRST add another feature for the player to keep Garrisons fed!
It's finally reasonable to use your garrisons once you have orchards/gardens.
Just give caravans more profits form other stufff.
Also more cool stuff to trade!
 
The mid/late game economy is fine. It really is. The early game is a struggle as it should be. This fresh 1.42 playthrough has been my most enjoyable. I like to be challenged. I like to feel like I accomplished something. I think after this hotfix everything feels close to where it should be.

It sounds like some people just dont want to worry about money and just play. Maybe they can have an economy difficulty setting for those that dont want to micromanage things. But for people who like it tough going for a while, I think they are close to nailing the economy.
Yep i can say this is the most fun i have had yet. at first with the last patch i was hit big time with -4000 money each go. but now changing some things around its getting better each day i was getting 0 for workshops but now between 40 to 350 a day it gos up and down and thats how it ment to be..So i think TW are doing it right we are getting there.
 
The mid/late game economy is fine. It really is. The early game is a struggle as it should be. This fresh 1.42 playthrough has been my most enjoyable. I like to be challenged. I like to feel like I accomplished something. I think after this hotfix everything feels close to where it should be.

It sounds like some people just dont want to worry about money and just play. Maybe they can have an economy difficulty setting for those that dont want to micromanage things. But for people who like it tough going for a while, I think they are close to nailing the economy.
Very good point. Some how altering economy in a setting is a great idea, however, with so far behind they are in fixing things I doubt they would ever get around to it.
As I've said, look at the known issues page, it's a mile long and getting longer. I would love for them to take a week or 2 and just hammer out those problems, it's time for a "polish" on the game since it's been out a while before we add more "accessories"----good analogy???
 
Aaaaaaaaaaaah no Devs don't do anything messing with food consumption unless you FIRST add another feature for the player to keep Garrisons fed!
It's finally reasonable to use your garrisons once you have orchards/gardens.
Just give caravans more profits form other stufff.
Also more cool stuff to trade!
I can totally live with that. completely reasonable solution
 
Yep i can say this is the most fun i have had yet. at first with the last patch i was hit big time with -4000 money each go. but now changing some things around its getting better each day i was getting 0 for workshops but now between 40 to 350 a day it gos up and down and thats how it ment to be..So i think TW are doing it right we are getting there.
Are you saying that the economy stabilizes as you get further or that the balance of the economy starts to feel better as you go on? I'm not sure what I'm doing wrong but I'm still in the early game so maybe I need to be patient.
 
Yep i can say this is the most fun i have had yet. at first with the last patch i was hit big time with -4000 money each go. but now changing some things around its getting better each day i was getting 0 for workshops but now between 40 to 350 a day it gos up and down and thats how it ment to be..So i think TW are doing it right we are getting there.
Hear hear. My 1.4.2 playthrough has been great as well. No cheesing the economic with smithing, just playing the game how it' meant to be played and having a ball.
 
I don't know if it's been reported here yet, but I've been experiencing issues with loot.

Sometimes after battle, my loot screen will lag and then no loot will appear. This means you miss out on loot whenever this happens and can be annoying.
 
Are you saying that the economy stabilizes as you get further or that the balance of the economy starts to feel better as you go on? I'm not sure what I'm doing wrong but I'm still in the early game so maybe I need to be patient.
yes in my game thats the way it has happened. .
 
I don't know if it's been reported here yet, but I've been experiencing issues with loot.

Sometimes after battle, my loot screen will lag and then no loot will appear. This means you miss out on loot whenever this happens and can be annoying.
I have not seen this yet but will keep an eye out for it.Thanks.
 
i dont think so
<a href="https://www.bilder-upload.eu/bild-291f85-1592446486.jpg.html" target="_blank"><img src="https://www.bilder-upload.eu/thumb/291f85-1592446486.jpg" border="1" </a>
the 99 k i have is only because there is constant fighting
look at the 2 castles i have
even they are a moneysink and most of the troops there are only the ones the others dropped of there when taking the castle
caravan is doing fine on this picture but there are also days when income is zero
4 workshops, 3 brewery and 1 olive press is a bit low
should be double imo

if there comes peace im broke relatv soon because looters cant provide this amount of money

oh running 3 parties with 260 troops combined and not fully upgraded
 
i dont think so
<a href="https://www.bilder-upload.eu/bild-291f85-1592446486.jpg.html" target="_blank"><img src="https://www.bilder-upload.eu/thumb/291f85-1592446486.jpg" border="1" </a>
the 99 k i have is only because there is constant fighting
look at the 2 castles i have
even they are a moneysink and most of the troops there are only the ones the others dropped of there when taking the castle
caravan is doing fine on this picture but there are also days when income is zero
4 workshops, 3 brewery and 1 olive press is a bit low
should be double imo

if there comes peace im broke relatv soon because looters cant provide this amount of money

oh running 3 parties with 260 troops combined and not fully upgraded
This is to so with very low Prosperity in the castles , i had this happen after the last 2 patches. with the faction Aserai ..there Policies were bad and put all my prosperity down in castles .. anyway after some time i got them back up and now is all fine...TW have been told of this.
 
Can we expect a new update this week? I´m about to start a new campaign, but will wait if there comes a update in the next couple of days.
 
They sometimes release on Thurday and there is some activity on Steamdb right now. I'd wait a few hours at least.
 
I'm waiting to start a new campaign too. Game gets boring past 600+ days. Hopefully this update will finally have some new content (lol)
 
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