Beta Patch Notes e1.5.8

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So sister chose engineering now, is this random or by designed or does something effect it? This is her first education choice to pop up. In old no-skill versions I make her a steward.


Appears to give me an option to add a 6th FP to engineering, will it just waste it or will it do something?

The other options are kinda crappy, if she's the engineer she can't do any of the other stuff offered...

this is absolutly random. for testing i reloaded. one time she got 6 int, next time 1. TW seem to like their random stuff. Coinflip ftw
 
this is absolutly random. for testing i reloaded. one time she got 6 int, next time 1. TW seem to like their random stuff. Coinflip ftw
I'm gonna re-load a few times I guess.... I want to choose every thing and I don't like the education system so far. I guess it's okay if you start from baby, butI would rather it be more precise.

EDIT: Or NOT because after re-loading once it wouldn't trigger anymore, which is a problem that was in 1.5.7 at first and was supposed to be patched out allready.
 
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Why did they remove the ability to press X and switch between one-handed and two-handed on hybrid weapons? If you wanted to make it so you default to two-handed when you don't have your shield equipped, I get it. Forcing the AI to only use a bastard sword as two-handed, I'd get it. Removing it completely for the player seems unnecessary and is just limiting our choice. Not a fan, please put it back in!
 
No rebellions in my game either, gotta take a town the old fashioned way! It's okay I need more horses anyways!
I've noticed in person peace offering prices for lone clan seem to fluctuate again, form low prices to mid, like in earlier versions. It's strange because that was just changed to make thep layer pay much more in1.5.6 and I think it was good change. If I can just negotiate with korte for peace for 5k whenever I want, I'm gonna gonna own 1/2 the map..... somewhat sooner.
 
Issues coming back in beta, much worse performance there... It seems that they have some sort of dirty "work in progress" repository branch, that is beta, then they have clean release branch, to which they cherry pick files, hence they work much better. Idk if that's good practice, but for me it makes diagnosing issues at least 4x harder. But it's their way I guess.
 
Hmmm. dunno if its a bug, but im currently clan lvl 1, not a vassal (yet), and my caravan doesnt show up in the clan menu under caravans. it gives me some profit, i can see where the character is travelling, but i dont get any trade experiance from it, nor does it show up on the clan tab. and on the map world as well...
 
Anyone else try the pillage, devastate. show mercy yet? I don't know if it's missing some zeros on the gold but it looks like it's 100 or160. That's a very silly amount for the effects unless it's actually 100K.

I guess maybe if it were the factions powerful home fiefs then knocking down the power of notables would be a mean thing to do, but it's 50%.... so would you never get to just sink them bellow zero so they GTFO? It would just be less good troops.

I guess I should have saved and loaded and tried incase there was more to it. I don't want to hurt Onira though, no point and it's a good starting home.
Also, if it rebelled I think it would just join the khuzait since they're at war with my clan so..... idduno I don't know if this mechanic does enough interesting things lol.
 
Anyone else try the pillage, devastate. show mercy yet? I don't know if it's missing some zeros on the gold but it looks like it's 100 or160. That's a very silly amount for the effects unless it's actually 100K.

I guess maybe if it were the factions powerful home fiefs then knocking down the power of notables would be a mean thing to do, but it's 50%.... so would you never get to just sink them bellow zero so they GTFO? It would just be less good troops.

I guess I should have saved and loaded and tried incase there was more to it. I don't want to hurt Onira though, no point and it's a good starting home.
Also, if it rebelled I think it would just join the khuzait since they're at war with my clan so..... idduno I don't know if this mechanic does enough interesting things lol.

Confirmed error in the calculation, thread in SP.
 
So i was walking around Omor and north west of the city where the vast tundra is located i saw ALOT of sea raider parties naturally i started fighting them and got rich in no time. Now i really like this because i dont have to farm silly little looter parties, but i have a huntch this is either a bug or some really awesome RNG with the bandit hideouts.

You guys ran in to the hordes of sea raiders in this location or some similar situation with bandit hordes in different areas ? I think this is awesome there should be these hordes of bandits roaming the steppes and deserts with the corresponding bandit types of course.
 
You consistently re-introduce issues that have been fixed in other branches. Whatever you guys are doing for revision control, it's a mess.

Honestly, this just has to be a troll at this point. Disappearing mouse pointers, missing textures, images not loading, missing heros, world is so completely overrun with bandits settlements can't seem to produce troops. What the **** does the QA team do? Seriously? Play this abomination for an hour and you will see this stuff.

I'm looking forward to the grand finale on the EA anniversary. I don't know how this could be topped but I'm they'll find a way.
 
You consistently re-introduce issues that have been fixed in other branches. Whatever you guys are doing for revision control, it's a mess.

Honestly, this just has to be a troll at this point. Disappearing mouse pointers, missing textures, images not loading, missing heros, world is so completely overrun with bandits settlements can't seem to produce troops. What the **** does the QA team do? Seriously? Play this abomination for an hour and you will see this stuff.

I'm looking forward to the grand finale on the EA anniversary. I don't know how this could be topped but I'm they'll find a way.
Yep, this is kind a sad.

Also, what's sad is that there are just a few new features (that mods had for MONTHS, rebellions lol, try Separation mod, more features and works well)) that have been created for the game in almost a YEAR.

In patch notes we mostly see Troop armor + 5, Troop weapon -5, Horse Archer +10 and it goes in circles, on one patch they nerf, in next they buff and bug fixes are mostly for stuff they broke lol.

Kind a want them to leave this game alone so that modders can fix it up and we can have a stable experience.
 
Bandits spawing like a mad :shock::shock::shock:

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You consistently re-introduce issues that have been fixed in other branches. Whatever you guys are doing for revision control, it's a mess.

Honestly, this just has to be a troll at this point. Disappearing mouse pointers, missing textures, images not loading, missing heros, world is so completely overrun with bandits settlements can't seem to produce troops. What the **** does the QA team do? Seriously? Play this abomination for an hour and you will see this stuff.

I'm looking forward to the grand finale on the EA anniversary. I don't know how this could be topped but I'm they'll find a way.
My understanding is that most of their developers and coders are not gamers themselves because of an extremely limited "gaming culture" in Turkey, resulting in most of their employees having absolutely no idea what a "video game" even is. This is just a rumour I heard, I have no idea if it's true or not. But it could potentially explain why they have extremely limited manpower to do quality control testing.

They should open positions to hire from Western countries IF the above is true, to get some employees with gaming experience into the company.
 

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Beta e1.5.8​


Singleplayer​

Crashes
  • Fixed a crash that occurred at scene load.
  • Fixed a crash that occurred when an uninitialised inverse kinematics data was accessed for human characters.
  • Fixed a crash that occurred when pasting a crafting weapon in the smithy.
  • Fixed a crash that occurred when pressing 'transfer all' in the inventory.
  • Fixed a crash that occurred when initiating a campaign map encounter.
  • Fixed a crash that occurred due to invalid items in towns.
  • Fixed a crash that occurred when marrying your daughter to a hero.
  • Fixed a crash that occurred after clicking the 'you are my prisoner now' dialogue option while raiding a caravan.
  • Fixed a crash that occurred when creating a new rebel clan.
  • Fixed a crash that occurred when immediately sieging a settlement after leaving the training field.
  • Fixed a crash that occurred while initialising the last phase of the main storyline.
  • Fixed a crash that occurred when the barter amount was 0.
  • Fixed a crash that occurred while loading a saved game after taking the 'Lord Wants Garrison Troops' quest.
  • Fixed a crash that occurred due to uninitialised parties in some old saves.
  • Fixed a crash that occurred when a mission ended.
  • Fixed a crash that occurred during battles.
  • Fixed a crash that occurred after finishing quests that create special quest bandit parties.
  • Fixed a crash that occurred in sieges when the player died while controlling a formation which had previously been AI-controlled and the formation was attempting to retake a position.

Performance
  • Improved campaign map loading performance.
  • Optimised memory allocations to reduce frame drops on the world map.
  • Optimised performance and memory usage in the animation system.
  • Fixed some trade screen related memory leaks.
  • Improved army deployment performance for field battles.

Localisation
  • Chinese language updates.
  • Turkish language updates.
  • Minor text fixes.

Art
  • Added 9 Battanian helmets.
  • Removed shoulder armours that caused clipping issues on Sapling, Sprout and Vlandian Caravan Master units.
  • Body armour weights have been recalibrated according to armour types and armour values.
  • Armours no longer have adjectives which define their origin, e.g Southern, Northern, etc.
  • Made a number of visual improvements on various architectural prop models.
  • Fixed an issue that caused the player character to have their fists open on the campaign map.

Animations
  • Added three cheering animation variations. Different cheering animations will now play depending on the result of the battle.

Campaign Map
  • Campaign map mouse right-click and middle-click behaviour has been changed to hide the cursor and keep it at the same location.
  • Improved visibility of the 3D gamepad cursor on the campaign map when zoomed out.
  • Improved Vlandia settlement models and textures.

UI
Changes
  • Added a new casualty report option for non-hero troop kills/deaths.
  • Added a new option, Track Attacked Settlements, that automatically tracks settlements in the player's faction that are under attack. The 'Only Leader' option only tracks these settlements if the player is the leader of the faction.
  • Added a 'Lock Item' button to smelting items in the Smithy along with a warning if the player tries to smelt a locked weapon.
  • Inventory items of the same type are now arranged by their value when sorted by 'Type'. Same value items are sorted alphabetically.
  • Added a 'Continue Campaign' button to the main menu that loads the latest save game.
  • The player party now shows at the top of the scoreboard in battles.
  • Siege event icons on settlement nameplates are now visible during the bombardment phase.
  • Governor assignments in the Clan screen will now take place when the screen is closed to prevent unwanted teleportations of clan members.
  • Added a confirmation query to the game options on 'Cancel' if any changes have been made.
  • Improved the readability of generic inquiry popups.
  • Added a failed quest icon to the quests screen.
  • Added an escape menu to the character creation stages.
  • Removed the 'Enable Map Notifications' option since some notifications aren’t dismissible and are required for progression.
Fixes
  • Fixed a visual bug that caused the stone icon to show up incorrectly on the equipment selection radial.
  • Fixed a configuration bug that caused some options to be set incorrectly.
  • Removed 'Shops in Settlement' text from the Town Management screen if the settlement is a castle.
  • Fixed an issue with smelting items being sorted differently when a weapon was smelted.
  • Fixed some inconsistencies with hero portrait and conversation equipment.
  • Fixed a bug that caused wanderers' locations to appear incorrectly in the encyclopedia.
  • Removed incomplete language options from the game menu.
  • Fixed an issue with siege icons failing to disappear when loading the game.
  • Fixed an issue with the combat log which caused extra damage from skills & effects to be reported incorrectly.

Battles and Sieges
  • Added Pillaging: Players and AI can now choose to 'Devastate', 'Pillage' or 'Show Mercy' to settlements that have been successfully sieged.
    • 'Devastate' and 'Pillage' can damage the prosperity and projects of a settlement, as well as, diminish the power of notables in towns. Naturally, the previous settlement owner won’t be too happy about the destruction of their former home. However, the participants of the siege will see their coffers and party morale rise. Still, lords and ladies may or may not approve of the action depending on their traits.
    • 'Show Mercy' allows the winners to take over the settlement without causing too much harm to it or its inhabitants. While this is expected for settlements of one’s own faction culture, showing mercy to foreign settlements will cause unrest among the troops. Just as with the other choices, some nobles will approve or disapprove of the action.
  • Improved the battle formations spawn system. Formations will now spawn within one of the four flanks during open field battles (from front to back order):
    • Center Flank: Skirmishers, Heavy Infantry, Infantry
    • Rear Flank: Ranged Units, Civilian Units
    • Left Flank: Heavy Cavalry, Cavalry,
    • Right Flank: Horse Archers, Light Cavalry.
  • Players can now assign different troop stacks to different formations to change flanks and deployment order.
  • Fixed an issue with siege weapon auto-deployment that caused some ranged siege weapons and special archer positions to be left unused.
  • Fixed a siege issue that caused attacking troops to run into walls until they routed after primary siege engines (towers and ram) were destroyed on all lanes.
  • Formation AI siege behaviour scoring has been revised significantly, allowing all AI formations to attack or pull back when the situation demands it.
  • Fixed a condition that caused incorrect calculation for formation AI behaviour selection.
  • Fixed an issue that prevented AI troops from selecting the correct weapon due to the distance of the enemy through nav mesh.
  • Fixed an issue that mixed up the positions of the crossbow holster and bolt when spawning in scenes.
  • Fixed various deployment spawn errors.

Character Development System
  • Added all of the remaining combat-related engineering perks (10 in total).
  • Fixed various perk problems with Athletics, Riding, Throwing, Polearm and One-Handed skill trees.
  • 'Pick Them of the Walls' and 'Make Them Pay' perks have been implemented.
  • Fixed a bug that caused security-related perks to give negative security to settlements.
  • Minor bug fixes to Medicine and Leadership skills.
  • Fixed the 'Duelist' perk secondary effect which rewarded the player with 300 renown for winning a tournament.
  • Fixed a bug that caused the player to get free 'Charm' skill.

Clan and Party
  • Fixed a bug that prevented family members from being assigned to increase relations in a settlement.
  • Fixed an issue with the player's siblings being shown as naked and in the wrong education stage.
  • Fixed a bug that prevented players from being able to donate prisoners.
  • Fixed a bug that allowed the player to take troops from other non-clan parties.
  • Fixed a bug that prevented the heir menu from opening if the main hero died while sieging.

Armies
  • Improved a calculation to make AI parties more decisive when engaging enemy parties on the world map.

Kingdoms and Diplomacy
  • When a settlement's diplomatic state is changed (because of a change of owner, or a new war or peace declaration), all hostile parties that are inside will now leave the settlement. All hostile heroes without parties will be taken prisoner. All non-hostile heroes will be released.
  • Mercenaries will now leave a kingdom if they do not get paid for several days because the kingdom is bankrupt.
  • Kingdoms experiencing financial difficulties will now recruit minor factions less.
  • War/peace AI has been improved so that clans make more logical war/peace declarations. The importance of distance between kingdoms has been increased for these decisions. Kingdoms further apart tend to avoid war/peace/tribute deals between each other in most cases.
  • Fixed a bug that prevented failed rebellion clans from being destroyed after 30 days.
  • Fixed a bug that caused rebellion clan leaders to have the 'King' title in their name.
  • Initial position selection for dynamically created kingdoms has been improved.
  • Fixed a bug related to all player kingdom prisoners being bartered with the player automatically which lead to faulty notifications.
  • Fixed a bug that caused a lord to barter all of his gold for the player's daughter.

Economy and Trade
  • Changed the outcome from slaughtering horses from 4 meat and 2 hides to 3 meat.
  • Added plural forms of trade items, e.g. 'Tyal horses' and 'amphorae of oil'.

Crafting
  • Fixed a bug during the loading phase that resulted in crafted items appearing in tournaments and not being removed from towns.

Settlement Actions (Town, Village, Castle and Hideout)
  • 200+ power headman notables now provide elite troops.
  • Fixed an issue that caused artisans to constantly lose power.
  • Notables at villages which are bounded by a castle now gain more power each day compared to others.
  • Fixed several bugs related to board games.
  • Fixed a bug that showed a recruitment label on lords even if they didn’t recruit at a settlement.

Quests & Issues
  • The deserter party in 'Extortion by Deserters' quest will no longer lose members due to starvation.
  • Some dialogues have been updated related to the 'Art of The Trade' quest.
  • Fixed a minor agent spawn rotation problem while spawning guard agents in the 'Gang Leader Needs Weapons' quest.
  • Reenabled the 'Spy Among Us' quest.
  • Fixed a bug that caused an incorrect quest log to be shown in 'Overpriced Goods and Art of The Trade' quest.
  • Fixed a problem that prevented Issues from being completed with modified items such as 'Lame Desert Horse'.
  • Fixed the 'hideout spotted' log of the 'Conspiracy Base of Operations' quest.
  • Fixed a bug that set the relationship with the tutorial village's headman to -99 when the tutorial was finished.
  • Fixed a bug that prevented quest troops from the 'Train Troops' issue from entering hideouts.

Conversations & Encounters
  • Fixed the position of the player when speaking with the advanced melee trainer.
  • Fixed incorrect text showing when ransoming enemy lords.
  • Fixed a problem that caused the conversation to become stuck while talking to the ransom broker in a tavern.
  • Fixed camera issues when opening a conversation with a companion through the party screen.
  • Fixed a bug that prevented conversation hero guards from spawning in 'parley' and 'request a meeting with someone' conversation missions.

Other
  • XP needed to upgrade to tier 4 and tier 5 troops has been slightly increased.
  • Passive XP for troops in NPC clans has been slightly reduced.
  • Fixed an issue with mercenaries and minor faction troops having the wrong skill templates.
  • Haramis now upgrades into Veteran Farises.
  • Sea Raider Chief's athletics and riding skill values have been swapped.
  • Barbers no longer carry weapons.
  • Corrected the clearing of missiles attached to corpses while clearing the scenes, especially in tournaments.
  • Fixed a bug that caused heroes with a child to have another child in quick succession.
  • Fixed a bug that caused dead heroes to be shown in the characters location list.
  • Fixed an issue that led to uninitialised temporary parties to exist longer than intended, causing nobles to remain as prisoners indefinitely.

Multiplayer​

Design & Balance
  • Changed the defender morale effect when the attacker has the Keep flag from '6 / sec' to '[number of flags captured] / sec'.

Map Related
  • Echerion: Physics improvements and critical fixes. Smoothed out the corner at flag B.
  • Xauna: Some visual fixes, physics improvements and winter fixes.
  • Baravenos Encirclement: Improvements to one of the side tower ladders and its surroundings. Fixed a problem with horses getting stuck at flag G.

Other - Miscellaneous
  • Clan Leaders can now appoint up to 3 Clan Officers. Clan officers can do everything the Clan Leader can other than appoint/demote other Clan Officers or delete the Clan.
  • Replaced the number of people waiting in the queue with an average wait time.
  • Added bell sounds to skirmish to indicate when morale is low.

Performance
  • Fixed an issue that caused stuttering when going through an open gate.

Server & Network
  • Fixed a crash that occurred when logging in.

Both​

Audio
  • Added an option under 'Audio > Sound in Background' to lower the game volume while the game is out of focus.

UI
Changes
  • Added 'Enable Death Icon' option.
Fixes
  • Fixed a bug prevented chat from working with the Numpad enter key.
  • Fixed an issue with incorrect damage amounts being shown in the combat log.

Performance
  • Improved the performance of siege battles.
  • CPU memory usage has been reduced.

Combat
  • Improved cavalry calculations to take velocity into consideration when switching to two-handed polearm weapons.
  • Mounted agents will no longer needlessly change weapons when moving short distances or rotating their mounts.
  • Agents will no longer throw their last throwing weapon if they have no other melee weapon.
  • Revised weapon score calculation to:
    • Make agents choose between multiple polearms more effectively.
    • Take enemy armour into account when selecting a weapon.
    • Improve weapon reach consideration.
  • Attacking and blocking with a game controller is now working correctly with all possible options.
  • Missile trails have been moved to the sticking point of the missiles in order to show the throwing axes and knives projection correctly.
  • Bastard swords and axes now work like polearms with shields (forced two-handed without a shield and forced one-handed with a shield, no longer requiring the pressing of the X button).

Other
  • Fixed a bug that caused the 'Refresh Rate' option to be reset to the lowest option in fullscreen mode.

Modding​

  • Added path duplication and fixed some bugs related to path and barrier renaming.
  • Fixed a bug that caused an error when the 'Show Entity Physics' option was selected on the visibility window.
  • Fixed a bug that caused an error when deleting a path point.
  • Fixed a bug that caused a crash when the 'Calculate Ambient Occlusion' button was clicked on the vertex paint menu.
  • Fixed a visual bug that caused selected meshes to be invisible in the vertex painting mode.
  • Added CTRL+TAB shortcut for switching between the last selected debug rendering mode and 'Shaded' mode.
  • A small warning icon has been added to thumbnails in the resource browser to indicate the ones that have issues.
  • Fixed an issue that caused the texture editor to show textures too bright.
  • Performed a refactor to make special parties use special components according to their status. E.g. bandit parties will use bandit party components, caravan parties will have caravan party components, etc.

Known Issues:
https://forums.taleworlds.com/index.php?threads/known-issues.401168/

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Beta Hotfix (e1.5.8 - 05/02/21)
  • Fixed a bug that caused the cursor to permanently disappear on the campaign map.
thanks for the update man
 
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