Beta Patch Notes v1.2.0-v1.2.6

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So there are some the AI improvements in 1.2.5 works in tournaments only, which makes even low tier troops perform better, right?
No, there are general combat AI score calculation changes. Tournament participants in later rounds just receive an additional bonus to their score.

To my understanding, this is not a direct AI improvement either. The score determines how well a character performs (how quickly & accurately they block, how often they feint, etc.) - changing it changes their performance, but not the underlying system.
 
Decided to dive back in a few hours since release to test state of game. Whatever changes were made to blocking are tuned way too much or bugged; or at least the difference between a T1 doing it vs a T6 is negligible.
Tournaments, the only difficulty this patch added is testing the player's patience; it's not meaningful winning. It's just adding another 5 minutes and that amount of mouse-clicking to the same fight mechanic.

What exactly is being tweaked that's making them 'smarter' (besides it sounding akin to just adding 'quantum' in scifi films)? And is there any way a player can overcome or puzzle out to make them feel 'skilled' in game?

1v1s, good couple minutes of me and T6 troop just exchanging swing/blocks ad nauseum. Seemed completely random if/when a attack did finally manage to get through after the 30th swing, before having to do another 20/30/40+ exchanges to land the next; no way to figure out what caused it. This applies to lower tiers as well.
Only way to speed that up is adding kicks or using the walls to cheese the AI; that can't be the intended design. We might as well just have them not block and just give them 100k hp 'difficulty'.

Spear on horseback vs 2 remaining units on foot, another ridiculously tedious fight that requires cheesing the AI to beat or just simply trampling them to death; again that can't be the intended design.
Sometimes I wonder whether TaleWorlds even has a game designer position, or they all are just a bunch of random software developers who don't even play video games.

Damage sponge enemies are not fun. Anyone who played any amount of action games knows that. So why on Earth TW decide to move their combat system in this direction?

This company never ceases to surprise me.
 
No, there are general combat AI score calculation changes. Tournament participants in later rounds just receive an additional bonus to their score.

To my understanding, this is not a direct AI improvement either. The score determines how well a character performs (how quickly & accurately they block, how often they feint, etc.) - changing it changes their performance, but not the underlying system.
Thanks for your clarification.
 
Do i understand correctly that, according to Tales #4, the 1.2.5 is a bit delayed and wont be coming out in november... aka tday or tomorrow?
 
You have the agency, just your agency is over how you develop your character. I find tournaments more fun now because it's not just some low effort, risk free cash cow early on anylonger.
What agency is involved when your weapons are randomized (to a degree) in tournaments? Skills only develop through usage, and you have only an A or B option perk to pick, which is not really an 'option' in most cases, especially in the context for tournaments; it's practically linear.
Yes, tournaments can't be abused easily now, it was a cash cow due to how they implemented the reward system and how match making worked (there was a mod at one point that tried to create different 'tiered' tournaments which made sense). At the same time, when it does eventually get back to being as 'easy' as before, rewards are as meaningful as chasing that group of 10 looters beyond clan tier 1 in game.
I did notice something strange with the tournament though. When you loaded out with a bow, even with good skills. It would take several arrows to down someone, even with head shoots.
I did notice that as well. Then again, tournaments are still stupid how everyone has different armor, it's a lazy way to guarantee the higher tiered troops make it to the end rounds; opposed to actually making the AI 'smarter' so it actually feels like skills vs 'pay to win'.
 
Started a new campaign yesterday, and God almighty, that "X needs help with brigands quest" is just AWFUL. Who thought that making the "marked" bandit groups run away from the party was a good idea?

@Duh_TaleWorlds , I implore you, please, pay attention to this matter. This quest is now just really awful and gets insta skipped whenever I see it. I tried doing it during the early game and I went bankrupt while I was trying to chase TWO groups of bandits. They go out of quest zone before I manage to catch them, if someone thinks it's a "challenge" - it's not. Could you, fellas, revert the quest to what it was before, i.e. when bandit groups, who entered the quest zone, didn't run away from the player party? Seriously, with this "change", was it intentional or not, it's just minus one quest of the very few we have.

P.S. Also, please, fix clone children....
 
Yes and given the reports regarding battle stability and AI "over-performance" that's the right choice to me.
Are there any plans to address the issues raised in this thread, or should we expect them to be a part of future bannerlord patches?

 
Started a new campaign yesterday, and God almighty, that "X needs help with brigands quest" is just AWFUL. Who thought that making the "marked" bandit groups run away from the party was a good idea?

@Duh_TaleWorlds , I implore you, please, pay attention to this matter. This quest is now just really awful and gets insta skipped whenever I see it. I tried doing it during the early game and I went bankrupt while I was trying to chase TWO groups of bandits. They go out of quest zone before I manage to catch them, if someone thinks it's a "challenge" - it's not. Could you, fellas, revert the quest to what it was before, i.e. when bandit groups, who entered the quest zone, didn't run away from the player party? Seriously, with this "change", was it intentional or not, it's just minus one quest of the very few we have.

P.S. Also, please, fix clone children....
i usually get this quest when there is hideout nearby, coz when u clear the hideout it automatically done, avoid this if you try to chase bandit with lots of infantry in party, hope this help
 
i usually get this quest when there is hideout nearby, coz when u clear the hideout it automatically done, avoid this if you try to chase bandit with lots of infantry in party, hope this help
I tried clearing out the hideout in the previous campaign, and it counted me as "1 of 5 parties eliminated"...
 
To be honest they could provide console players with previous content that's already patched. Instead they keep adding more and more stuff that'll be filled with new bugs.
 
Started a new campaign yesterday, and God almighty, that "X needs help with brigands quest" is just AWFUL. Who thought that making the "marked" bandit groups run away from the party was a good idea?

@Duh_TaleWorlds , I implore you, please, pay attention to this matter. This quest is now just really awful and gets insta skipped whenever I see it. I tried doing it during the early game and I went bankrupt while I was trying to chase TWO groups of bandits. They go out of quest zone before I manage to catch them, if someone thinks it's a "challenge" - it's not. Could you, fellas, revert the quest to what it was before, i.e. when bandit groups, who entered the quest zone, didn't run away from the player party? Seriously, with this "change", was it intentional or not, it's just minus one quest of the very few we have.

P.S. Also, please, fix clone children....
It's even worse in the late game, where you have to clear out 8 groups to complete the quest, but only 6 groups ever spawn...
 
To be honest they could provide console players with previous content that's already patched. Instead they keep adding more and more stuff that'll be filled with new bugs.

1.2.5 fixed a bunch of stuff for the 1.2.x branch, but it also introduced some new issues. So to just give you 1.2.4 would also mean give you a version that had issues too,
 
Started a new campaign yesterday, and God almighty, that "X needs help with brigands quest" is just AWFUL. Who thought that making the "marked" bandit groups run away from the party was a good idea?

@Duh_TaleWorlds , I implore you, please, pay attention to this matter. This quest is now just really awful and gets insta skipped whenever I see it. I tried doing it during the early game and I went bankrupt while I was trying to chase TWO groups of bandits. They go out of quest zone before I manage to catch them, if someone thinks it's a "challenge" - it's not. Could you, fellas, revert the quest to what it was before, i.e. when bandit groups, who entered the quest zone, didn't run away from the player party? Seriously, with this "change", was it intentional or not, it's just minus one quest of the very few we have.

P.S. Also, please, fix clone children....
Yes, this bug/change is extremely annoying, please fix it! Also please bring back the random chance to encounter enemies during the caravan escort quest, it becomes too samey when you're guaranteed to encounter a bandit ambush for each town the caravan will be visiting.
 
Yes, this bug/change is extremely annoying, please fix it! Also please bring back the random chance to encounter enemies during the caravan escort quest, it becomes too samey when you're guaranteed to encounter a bandit ambush for each town the caravan will be visiting.
+1. I second both of these issues
 
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