Beta Patch Notes e1.5.0

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Mine too, just as stated earlier by some, after you choose the faction, the character doesnt appear, and everything is stuck?

I reinstalled the game, and still the same problem?
nah, i press the "campaign" button then it crashes "the application faced a problem [...]"
 
@blackeagle1405 @Barzocaur Did either of you have Community Fixes Mod prior to this? I'm having the same issue as you 2, and i am wondering if that's the culprit. I deleted all files as well as docs folder, did an uninstall and am trying a full reinstall now to check into it.
 
Mine too, just as stated earlier by some, after you choose the faction, the character doesnt appear, and everything is stuck?

I reinstalled the game, and still the same problem?
Here what i did to fix it, once you hit the character screen go back. It will seem like its frozen but it will just take several minutes and then it will actually go back to the faction screen, select your faction again and then once your move forward your character should appear. @bunions

I have not reinstalled or verified files, but i also do not play with mods.
 
Here what i did to fix it, once you hit the character screen go back. It will seem like its frozen but it will just take several minutes and then it will actually go back to the faction screen, select your faction again and then once your move forward your character should appear. @Barzocaur @bunions
the problem is i dont get to the character screen
 
  • Archer formations moved around too much making AI armies far less effective than they could be, a lot of logic added to make them more stable.
  • Army approaching enemy army to get in missile range logic overhauled to make it more effective and stable.

This is still not fixed :sad:, just tested in 3-4 battles in 1.5.0 and AI is still making a pretty bad use of archers as you can see in this video:



Plus the AI uses shield wall formation a bit late IMO when units are too close to the enemy, and I have not seen shielded units trying to go to first ranks as mentioned in patch notes. Please keep working on this, especially on AI making better use of archers.
 
I have not yet had a chance to test the changes in the MP; however people within my circle of trust are satisfied. It remains to be polished but it is a big step forward.

What little I have tried on the SP.
I like the change made to match the proportions of the avatars on the campaign map. I like the incorporation of the roads (they could be a little more visible or could be paved).
I like the relocation of a number of settlements; now interesting bottlenecks may have formed. Pending relocation of Sargoth definitely right?

I've been playing around a bit with the formations and I can sense a certain improvement (I have to try more).

In general, very good work, Taleworlds. This is a good patch.

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The bad:

This new model of armor is terribly bad.:

37evZ.jpg


A totally flat modeling, without research process and without applied passion; it seems done in an afternoon.
Here I leave you feedback in the form of an illustrative image:

DgnH7.jpg


(@MArdA TaleWorlds I'm tagging you so you can please get this to the right person; I know you will)

This cuirass does look like something you'd find in warband, it's not quite at the same level as the assets in Bannerlord. That said, I could't be happier they are making more and more armors from late antiquity. I would pay to get attic, gallic and early ridge helmets on this game, as well as some central grip oval shields for the imperials. My first modding effort after getting tools would be to remove all that horrible medieval norman crap the vlandians use... and I need some cool roman and germanic armors to replace it with.
 
So if my companions have an accidental (on purpose) death will this help new ones spawn? This could be good for getting rid of all the dead wait wanderers and getting one with level-able stats.
However death also increases the value of all of them, since the ones used as extra parties may be killed off frequently.
 
As Piconi said i also love the "celtification" of Battania introducing lorica hamata and i love the concept behind that model. The problem it's the 3d finishing touched, too many flaws in it. Too crude model for being published...
 
So if my companions have an accidental (on purpose) death will this help new ones spawn? This could be good for getting rid of all the dead wait wanderers and getting one with level-able stats.
However death also increases the value of all of them, since the ones used as extra parties may be killed off frequently.
Companions have been continually spawning every couple of seasons (don't know the exact time frame for new ones to spawn) for awhile now, you just have to play long enough for them to spawn. My past play through on 1.4.X beta i started with only 1 trader in the world and ended up with 5 over time. I would guess you still need to wait for them to spawn naturally and they might not be generated on the death of another.
 
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This is still not fixed :sad:, just tested in 3-4 battles in 1.5.0 and AI is still making a pretty bad use of archers as you can see in this video:



Plus the AI uses shield wall formation a bit late IMO when units are too close to the enemy, and I have not seen shielded units trying to go to first ranks as mentioned in patch notes. Please keep working on this, especially on AI making better use of archers.

Perhaps it was just a place holder.
 
and I have not seen shielded units trying to go to first ranks as mentioned in patch notes.
Me neither, but my army is kind of small, like 35-40 troops. Thought this would be the issue?!

But with this small army, (had like 15 shielded guys and 5 unshielded) they just form a line when I use shieldwall.

BTW, Sturgia also gets steamrolled in my campaign as always :sad: . And I´m in the early game.

Khuzait, Vlandia and South Empire are by far the strongest factions. Aserai is fine too, but they aren´t involved in much wars anyway right now.

It´s like Khuzait >>> South Empire = Vlandia >>>>>> North Empire >>> Battania >>>>> Western Empire >>>>>> Sturgia at the moment.

I wasn´t involved at all, not even playing as a merc, just doing my stuff (Quest, bandits camps, bandit parties).

Something needs to be to done to get the balance right, Sturgia needs something, but of course it´s just one campaign at all in the early game, maybe I´m just unlucky.
 
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Me neither, but my army is kind of small, like 35-40 troops. Thought this would be the issue?!

But with this small army, (had like 15 shielded guys and 5 unshielded) they just form a line when I use shieldwall.

BTW, Sturgia also gets steamrolled in my campaign as always :sad: . And I´m in th early game.
I still need to test myself, but from Dabos video at 1:43 to 1:48 you can see the AI army move into a shield wall formation and the shields went to the front. Do you think this could be a player army issue or do you think its overall?
 
I am seeing an issue with maximum party size. I noticed it made an increase in size when I was about halfway to clan level 1. Not sure if that is intended. Worse, later in the game at clan level 1, max party size decreased from about 70 down to 49 and now troops are deserting.

EDIT: I went back and looked at my saves and it looks like the reduction in maximum army size may have been caused by sending out a caravan. That's all I did between the two points. I can repeat this issue from my save, even at a different town.
 
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I am seeing an issue with maximum party size. I noticed it made an increase in size when I was about halfway to clan level 1. Not sure if that is intended. Worse, later in the game at clan level 1, max party size decreased from about 70 down to 49 and now troops are deserting.

EDIT: I went back and looked at my saves and it looks like the reduction in maximum army size may have been caused by sending out a caravan. That's all I did between the two points. I can repeat this issue from my save, even at a different town.
Just curious you said you got an increase and then a decrease, did you get a companion around the time of the increase and then send that specific companion out with the caravan? It could be that the party is using that companions stats for quartermaster which is why you got the increase and when they leave you go back down. Check it out please
 
I still need to test myself, but from Dabos video at 1:43 to 1:48 you can see the AI army move into a shield wall formation and the shields went to the front. Do you think this could be a player army issue or do you think its overall?
Can´t tell yet. I´ve just fought small battles right now and haven´t watched the AI.

But I thought, that even with a small army, that my 10 shielded guys would go into the frontline and the 5 unshielded ones into the backline if I use shieldwall (as an example).

That´s not working for me right now. They´re just forming a line but get close to each other if I order the shieldwall.

I thought it should even work with like 5 troops, let´s say 3 shielded and 2 unshielded, than if I order shieldwall I expected it to look like this:

XXX
YY

But it looks like:

XYXXY

Still this update is a huge improvement to 1.4.3, I hope TW will now get all the perk trees working with next one.
 
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