Beta Patch Notes e1.8.0

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I would guess so you don't prefer a lot of lower tier troops over less number of higher tier ones just to level up medicine fast.
I mean, in my world, patching up a guy spilling his guts after being cut open by falx is the same dificulty/mess regardless his "T" rank 🤭
 
I mean, in my world, patching up a guy spilling his guts after being cut open by falx is the same dificulty/mess regardless his "T" rank 🤭
Yeah... don't want to be rude here but this game never really claimed being a real life simulator...
Giving more xp for being able to maintain alive high tier troop is another kind of logic, from another world...
 
It´s of course in no way realistic but it makes sense. It´s also not realistic to marry a women to answer a few questions with a random chance or that a few rocks will kill a kngiht in heavy armor so....
 
Hotfix 22/07/22

Singleplayer​

[...]

Fixes
  • Fixed a bug that prevented AI noble parties from leaving hero prisoners in settlements.
  • Fixed a bug that caused the main hero to be included in battle simulations.
  • Fixed a bug that caused companions that have been left in a settlement by the player to move to another settlement.
  • Fixed a bug that allowed the player to support clans and increase their influence through the kingdom menu while in a siege.
  • Fixed a bug that caused the Escort Merchant Caravan quest's caravan to disappear if the main party attacked them.
  • Fixed a bug that allowed the player to smelt items using keyboard shortcuts even when they are out of stamina.
  • Fixed a bug that allowed the player to take parties into the army using shortcut keys without any cost.
  • Fixed a bug that triggered Scout experience gains even when not moving.
  • Fixed a bug that caused the weight and build of characters to not be used correctly. Characters will now have a more diverse weight and build distribution.
  • Fixed a bug that caused too many Radagos' raider parties to spawn in the Radagos' hideout.
  • Fixed a bug that caused troops to starve faster when having a higher Medicine skill level.
  • Fixed a bug that caused an incorrect outcome message to be displayed when a new policy was accepted against the wishes of the council.
  • Fixed a bug that caused parties that are in the player's army to not buy food and starve.

[...]
Hey, just wanted to let you know, that it seems you missed one fix in the lineup. I just tested, and the map decal issue when a mod is loaded before Native seems to be gone (at least it's gone using only Harmony and ButterLib.
This was noted in the 1.7.2 update back in June, however it wasn't for 1.8.0, and the issue persisted in the beta until now, so you might want to add that into the changelog as people might not realize it's gone, resulting in them not wanting to move forward from 1.7.2 and potentially getting annoyed like I've seen on the Steam discussion as well.

In any case, thanks for the patch (I've been waiting specifically for this bugfix for a while), and for clarifying some other questions earlier!
 
I am still gathering all the reports from my video, but, TW it seems you really dropped the ball with testing of this hotfix. I count 3 really bad bugs created by the hotfix and no where near done with comments. In battles the sun is so bright you can't see anything, I hope you didn't just turn the beta branch from game breaking issues to unplayable issues for the weekend
 
Hey, just wanted to let you know, that it seems you missed one fix in the lineup. I just tested, and the map decal issue when a mod is loaded before Native seems to be gone (at least it's gone using only Harmony and ButterLib.
This was noted in the 1.7.2 update back in June, however it wasn't for 1.8.0, and the issue persisted in the beta until now, so you might want to add that into the changelog as people might not realize it's gone, resulting in them not wanting to move forward from 1.7.2 and potentially getting annoyed like I've seen on the Steam discussion as well.
It was indeed part of the patch, thanks for the heads up. Didn't mention it due to a mix-up. Added it to the notes.
 
thank you so much, I live stream the mod twice a week and so happy to get it fixed so fast, You Da Man
any word on donating items to increase bandit strength, notice it didnt work, or am I missing something?
Cheers for using my mod in one of your playthrough :smile: You doing a great job with your videos btw 🤗
Giving away items feature is working fine. It is just the displayed value that is not refreshing right after donating, happens only after leaving the menu.
But it is not really the place for this so just PM me anytime, or post any questions/comments/suggestions on Nexus.
 
Let me give my story on vassal defection, I was at day 1100, 6 companion clans, 5 AI vassals, so 11 clans. We has 1 fief, I had 1 town. Was max relation with everyone. Money was amazing as I had over 10 million and gave some to clans so they could put in the guild stash. And after 250 days, making it day 1350, I did nothing to help anyone, no one would leave me. Do I think the code was changed, yes I do. However, after I released my "why vassals leave you" video which stated money is the key, I have run 3 separate tests and I can't get anyone to leave me. If anyone else has ideas on what I missed, let me know since I am trying to test. I will even take save files so test. But to this point I cant get anyone to leave my crummy kingdom.
 
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