So bandits who want to upgrade is FAKE news ?
So bandits who want to upgrade is FAKE news ?
Tried that, didn't work. Transferred all my upgradable bandits to city garrison, went off captured some more same bandits, went back to city, transferred city garrison bandits back to army, tried to upgrade bandits - NO GO ! same stupid message appears.Take the original stack out of your party (give it to a clan member, put in garrison, whatever). Get a new bandit, get an upgrade availabe with him, then go back and put your original stack in your party.
Someone from TW should check the Aserai Mamalukes and Master archers. I don't think this is normal...
4 (edit 27) Mamalukes killed 131 units
Tried that, didn't work. Transferred all my upgradable bandits to city garrison, went off captured some more same bandits, went back to city, transferred city garrison bandits back to army, tried to upgrade bandits - NO GO ! same stupid message appears.
Please fix.
you skipped a step, after getting new bandits, level them first, then once you level them, then your old stack will unlockTried that, didn't work. Transferred all my upgradable bandits to city garrison, went off captured some more same bandits, went back to city, transferred city garrison bandits back to army, tried to upgrade bandits - NO GO ! same stupid message appears.
Please fix.
Just confirmed, the combat death bug is still there. This is sad, wanting players to play in EA but making so many game breaking bugs and mechanics and doesn't bother to fix or reply.
Going to add here something which I have wrote in a SP sub forum thread for more visibility, concerning the Archers/Crossbowmen and shock infantry units performance in singleplayer:
Archers are already pretty OP in my view, and this is the thing, I remember that Mexxico said that after giving the AI some small cheats for passively training troops, recruits average is 30-40% now in most of AI parties. If we sum archers and two hander troops, most of AI parties have >50% unshielded units by design.
The problem is that archers are currently balanced keeping in mind a rock paper or scissors system for captain mode where high tier shielded units are able to defend properly against archers, while shock infantry can make use of map to keep safe against archers, or make some team play to advance behind shielded infantry, if not they get wrecked by archers in seconds. The good thing is that if shock infantry gets used properly, it wrecked shielded units. This system is nice in captain mode but it is pretty bad for SP. it is simply not possible to keep all the army protected if most of units are unshielded, so the poor AI has not much to do against this.
Having said that, maybe recruits should get shields or who knows, but the current system does not work at all in singleplayer and something has to change.
Someone from TW should check the Aserai Mamalukes and Master archers. I don't think this is normal...
4 (edit 27) Mamalukes killed 131 units
Some of the heaviest crossbows are capable of penetrating shields
there is a bug that turned aging and death on in the small ?wednesday? patchI don't remember if I clicked something wrong in the beginning of my new 1.55 campaign but I already lost a couple of compagnions and then my little sister was killed in battle! ! ! I have to say that I was shocked.... I even thought about executing all the prisoners of that battle which I didn't and I never do normally....
Do we have more details of when shield penetration takes place? Is it only for the top tier xbow units or is it at a specific damage level? Finally is the damage done by a penetrating bolt reduced or full impact? Currious as this changes a great deal for shield wall formations depending on the answers.
Here is your Answer....
<!-- #region Tier 5 -->
<Item id="crossbow_f" name="{=TBW9E2ao}Bound Crossbow" body_name="bo_cross_bow_heavy" mesh="crossbow_f" culture="Culture.neutral_culture" weight="2.0" appearance="0.8" difficulty="70" Type="Crossbow" AmmoOffset="0.0, 0.02131, 0.22975" item_holsters="crossbow_back:bow_hip:mace_right_hip:bow_hip_2" holster_position_shift="0.02,0,-0.4">
<ItemComponent>
<Weapon weapon_class="Crossbow" ammo_class="Bolt" ammo_limit="1" thrust_speed="95" speed_rating="63" missile_speed="97" weapon_length="90" accuracy="100" thrust_damage="100" thrust_damage_type="Pierce" item_usage="crossbow" physics_material="wood_weapon" center_of_mass="0,0,0.4" item_modifier_group="crossbow">
<WeaponFlags RangedWeapon="true" HasString="true" CantReloadOnHorseback="true" CanPenetrateShield="true" NotUsableWithOneHand="true" TwoHandIdleOnMount="true" />
</Weapon>
</ItemComponent>
<Flags />
</Item>
<!-- #endregion -->
So actually Bound Crossbows can penetrate Shields, but they are the only ones atm
Here is your Answer....
<!-- #region Tier 5 -->
<Item id="crossbow_f" name="{=TBW9E2ao}Bound Crossbow" body_name="bo_cross_bow_heavy" mesh="crossbow_f" culture="Culture.neutral_culture" weight="2.0" appearance="0.8" difficulty="70" Type="Crossbow" AmmoOffset="0.0, 0.02131, 0.22975" item_holsters="crossbow_back:bow_hip:mace_right_hip:bow_hip_2" holster_position_shift="0.02,0,-0.4">
<ItemComponent>
<Weapon weapon_class="Crossbow" ammo_class="Bolt" ammo_limit="1" thrust_speed="95" speed_rating="63" missile_speed="97" weapon_length="90" accuracy="100" thrust_damage="100" thrust_damage_type="Pierce" item_usage="crossbow" physics_material="wood_weapon" center_of_mass="0,0,0.4" item_modifier_group="crossbow">
<WeaponFlags RangedWeapon="true" HasString="true" CantReloadOnHorseback="true" CanPenetrateShield="true" NotUsableWithOneHand="true" TwoHandIdleOnMount="true" />
</Weapon>
</ItemComponent>
<Flags />
</Item>
<!-- #endregion -->
So actually Bound Crossbows can penetrate Shields, but they are the only ones atm
A moment ago i found this Method "MissileHitCallback, if you are interested you can check it on your own.Oh thanks for this. Do you know if it is able to penetrate every shield or only the worse shields?
I am going to remove this to check if it is the cause because sharpshooters are now OP. I remember that crossbowmen have been always pretty good balanced until we got 1.5.5.
Thank you very much for looking at the code for us! Looks like there is no damage reduction for it going through a shield either if I am reading it right.
Here is your Answer....
<!-- #region Tier 5 -->
<Item id="crossbow_f" name="{=TBW9E2ao}Bound Crossbow" body_name="bo_cross_bow_heavy" mesh="crossbow_f" culture="Culture.neutral_culture" weight="2.0" appearance="0.8" difficulty="70" Type="Crossbow" AmmoOffset="0.0, 0.02131, 0.22975" item_holsters="crossbow_back:bow_hip:mace_right_hip:bow_hip_2" holster_position_shift="0.02,0,-0.4">
<ItemComponent>
<Weapon weapon_class="Crossbow" ammo_class="Bolt" ammo_limit="1" thrust_speed="95" speed_rating="63" missile_speed="97" weapon_length="90" accuracy="100" thrust_damage="100" thrust_damage_type="Pierce" item_usage="crossbow" physics_material="wood_weapon" center_of_mass="0,0,0.4" item_modifier_group="crossbow">
<WeaponFlags RangedWeapon="true" HasString="true" CantReloadOnHorseback="true" CanPenetrateShield="true" NotUsableWithOneHand="true" TwoHandIdleOnMount="true" />
</Weapon>
</ItemComponent>
<Flags />
</Item>
<!-- #endregion -->
So actually Bound Crossbows can penetrate Shields, but they are the only ones atm