Beta Patch Notes e1.9.0

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Caravans are just very basic and have practically no input/gameplay besides a 15k or a 22k button to generate money to offset the party wages; it's not really a feature. No freedom to create some 200party-stack caravan for ****s and giggles, have them trade/filter select goods only, trade to certain towns/factions/regions only, create 20 caravans, etc...all for the sake of 'balancing' the world economy they forced themselves into which limits any player choice.
 
Yeah I’ve barely ever used caravans. It would be great if you could have them buy certain products and sell them at certain towns to support your workshops.
 
so setting balanced, offensive and defensive is too much also in kingdom screen?
Honestly I'm surprised it skirted by. :iamamoron:

Seriously though it would be great to be able have some control in this game, but you know what their motto is.
 
It would be good if we could set our clan parties to a "trade" stance in addition to defensive/balanced/offensive so that the parties would act similar to caravans with the option of us inspecting their troops. The trade-off to having a caravan-party rather than investing in a caravan is being limited to 3 caravan-parties (4 if we have the leadership lvl250 perk) and they would maybe move slower than an average caravan and therefore less profitability but more safety and functionality? Honestly I'm kinda struggling to think of many downsides. They also wouldn't benefit from Trade lvl175 perk insurance plans, but since they wouldn't require any set up costs, it's not really a downside. Maybe caravans have reduced unit costs?
 
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It would be good if we had any input at all. Why did they develop it in a way where the player has no choice/freedom - whether we can choose to abuse the meta/mechanics or to test different/weird playthroughs (would be fun to create a 200-stacked caravan just to see it crawl from town to town but barely make profits; or make it composed of only looters in the party).
 
Beta Hotfix (e1.9.0 - 13/10/22)

Singleplayer​


Crashes
  • Fixed a crash that occurred when a party tried to encounter an ongoing siege.
  • Fixed a crash that occurred during the Merchant Needs Help With Outlaws quest completion.
  • Fixed a crash that occurred when successfully helping a party raid a village.
  • Fixed a crash that occurred when trying to delete a save file.
  • Fixed a crash that occurred when trying to create a new game.

Fixes
  • Assigned the correct new scene to the Omor town.
  • Fixed a bug that prevented AI marriages.
  • Fixed a bug that prevented the disorganized state visual on party nameplates from appearing.
  • Fixed a bug that prevented crafting item property sliders from showing green/red change values.
  • Fixed a bug that caused the crafting screen to behave incorrectly while the player was naming a crafted weapon.
 
@Dejan I don't see any reductions on tournament Rewards or battle loot, so i guess is working as intented or do you plan to revisit it in the future?
 
Fixes
  • Assigned the correct new scene to the Omor town.
  • Fixed a bug that prevented AI marriages.
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@Dejan There are still the critical bugs of wanderers not spawning and companions "leaving" (the game registering them as if they vanished without a trace) after relations become too low.
 
As far as I can tell, them leaving from relations getting low isn't a bug, but it does sound like it's coming out of nowhere when they don't complain beforehand since most things you can do to lower their relation have them coming to you and complaining about your actions, so the dots are easier to connect.
 
+1 to the caravans avoiding enemy territory. The "insurance policy" or whatever the Perk is called for them is pretty meh. Insurance is to make you whole, not give you a pittance for it. And you also have to decide between that and the workshop payout - I wish those were something you could buy into like a Kingdom Policy or another trade-oriented option instead of a damn perk slot wasted on it.
 
As far as I can tell, them leaving from relations getting low isn't a bug, but it does sound like it's coming out of nowhere when they don't complain beforehand since most things you can do to lower their relation have them coming to you and complaining about your actions, so the dots are easier to connect.
Yeah it's probably part of a feature (hopefully making companions more "human" by making them actually preferer and dislike on other companions based on either RNG or traits, and them telling us of their life experiences when we're near a settlement related to them personally) they're intending to add sometime in the near future. The actual problem is if you for example devastate or show mercy to a settlement and your companion doesn't like it, and you're under a certain relationship threshold they immediately go poof to never be seen again. I'm not sure if this affects family members as well.
 
Yeah it's probably part of a feature (hopefully making companions more "human" by making them actually preferer and dislike on other companions based on either RNG or traits, and them telling us of their life experiences when we're near a settlement related to them personally) they're intending to add sometime in the near future. The actual problem is if you for example devastate or show mercy to a settlement and your companion doesn't like it, and you're under a certain relationship threshold they immediately go poof to never be seen again. I'm not sure if this affects family members as well.
They immediately go poof ?
 
I wonder, did devastating/showing mercy affect the relation of companion party leaders back in 1.8? I actually haven't played in a while, so I wouldn't know.

Whatever the case, companions with less than -10 relations leaving you is intended, but does this mean you could lower your relations with family members in the clan too if you have them as party leaders and devastate/show mercy?
 
Not that it matters overmuch (since all the keeps are the same, and there is no reason to visit them) but the Keep in Omor has the dungeons soundtrack on ambient loop so you're treated to the bloodcurdling screams of the torture victims as you walk around.
 
Beta Hotfix (e1.9.0 - 13/10/22)

Singleplayer​


Crashes
  • Fixed a crash that occurred when a party tried to encounter an ongoing siege.
  • Fixed a crash that occurred during the Merchant Needs Help With Outlaws quest completion.
  • Fixed a crash that occurred when successfully helping a party raid a village.
  • Fixed a crash that occurred when trying to delete a save file.
  • Fixed a crash that occurred when trying to create a new game.

Fixes
  • Assigned the correct new scene to the Omor town.
  • Fixed a bug that prevented AI marriages.
  • Fixed a bug that prevented the disorganized state visual on party nameplates from appearing.
  • Fixed a bug that prevented crafting item property sliders from showing green/red change values.
  • Fixed a bug that caused the crafting screen to behave incorrectly while the player was naming a crafted weapon.

Wow nice hotfix. Wonder where ya'll would be without us reporting bugs and crashes for you 2 weeks out from launch.
 
Beta Hotfix (e1.9.0 - 13/10/22)

Singleplayer​


Crashes
  • Fixed a crash that occurred when a party tried to encounter an ongoing siege.
  • Fixed a crash that occurred during the Merchant Needs Help With Outlaws quest completion.
  • Fixed a crash that occurred when successfully helping a party raid a village.
  • Fixed a crash that occurred when trying to delete a save file.
  • Fixed a crash that occurred when trying to create a new game.

Fixes
  • Assigned the correct new scene to the Omor town.
  • Fixed a bug that prevented AI marriages.
  • Fixed a bug that prevented the disorganized state visual on party nameplates from appearing.
  • Fixed a bug that prevented crafting item property sliders from showing green/red change values.
  • Fixed a bug that caused the crafting screen to behave incorrectly while the player was naming a crafted weapon.
@Dejan It would be great if Tier 7 would be unlocked again.
Also, all banners as parts of polearms do not change colors to the owner's colors.
There are also two duplicate banners.

Is it possible to increase the maintenance costs of noble units so that they cost more than regular units of the same Tier?

Is it possible to add in the next update the possibility of increasing the amount of Tier from 6 (by default 7 but blocked at the moment) to, for example, 10?

Greetings
 
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