Beta Patch Notes v1.2.0-v1.2.6

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Nice changes, good to see!

  • Optimized performance of the ranged agents’ aiming routine.
I hope that this change will fix this issue we had in 1.1.6.

A few AI agents having the aim at 70 players were making the server lag:
I will test if this change improves performance in the same situation in 1.2.5. 👌
  • Only the following weapons now have the ability to dismount players:
    • All two-handed axes (including alternative usage axes)
    • All two-handed maces
    • Glaive (heavy and normal) and Longer Menavlion
That means that the pikes and lances don't dismount ?
EDIT: oh it seams that the answer is yes... I wounder what's the justification.
 
Fixes
  • Fixed a bug that caused the player's family to always have a different hair color than the player.
since when this a bug? hahaha

The problem with clones is the lack of diversity inside the own family, not everybody looks the same when genes combine

Seriously, this patch was a disappointment @Duh_TaleWorlds by the time you guys took to do stuff, unless there's more than it's written here
 
"
  • Updated the matchmaking rules to support populating existing games to full capacity during the warmup phase."

    Can you please make the game continue to be filled even after the warm-up phase, like in the past.
    And make the mm work for random skirmish. Going queue with bro stacked in a party and finding a game... Now its not possible... The Matchmaking doesnt find any games...
 
I'm still wondering about whether or not Aserai and Sturgia will have more blunt weapons. From the last several games I've played, both factions will often get flattened by Vlandia due to a noticeable inability to deal with enemies with higher armor ratings
 
Seems there is something wrong with chance to die for your character - played 2 so far and each blow that took me under 0hp killed me. First one was straight headshot from fish harpoon, second was neck shot from bow.
 
ncreased the weapon inaccuracy multiplier from 40% to 1500% which will significantly widen the crosshair.

This is a typo right? Value change can't be that extreme
It's not a typo, the effect of that multiplier is very small. 40% translates into a few pixels essentially. The new value should now provide an actually noticeable weapon inaccuracy.
 
I found a brand new bug: The names of newly crafted weapons change after saving and loading a game. The second weapon you crafted gets the name assigned to the first weapon you crafted, the third the name of the second, and so on. This happens whether or not you use the default name or write a custom one.

On the plus side, the bug that turned crafted maces and axes into trash items after reloading is gone.
 
BetaHotfix1.2.5.png

Beta v1.2.5 (23/11/23)​

Singleplayer​

Crashes
  • Fixed a crash that occurred due to the new notable workshop owner selection algorithm.
  • Fixed a crash that occurred due to a deleted crafting template.
  • Fixed a crash that occurred when receiving vassal offers from eliminated kingdoms.
  • Fixed a crash that occurred during the “Rival Gang Leader” issue quest.
  • Fixed a crash that occurred when speaking to a noble on the world map about sending a companion to resolve their "Lord Needs Horses" issue quest.
  • Fixed a crash that occurred during the conversation with the pupil in the “Lord Needs Tutor” issue quest.
  • Fixed a crash that occurred when assigning a companion to an issue quest.
  • Fixed a crash that occurred when ending a map event due to destroyed kingdoms.
  • Fixed a crash that occurred while updating the siege engines on the world map after a mission.
  • Fixed a crash that occurred when moving troop sliders during the Order of Battle phase.
  • Fixed a crash that occurred due to troops teleporting to positions that had no proper navmesh set.
  • Fixed a crash that occurred when rearranging mods in the launcher.
  • Fixed a crash that occurred when using "campaign.declare_peace" and "campaign.declare_war" cheats in the clan screen.
Fixes
  • Fixed a bug that caused the player's family to always have a different hair color than the player.
  • Fixed a bug that prevented parties from attacking the enemy besiegers when the player sallied out from the settlement.
  • Fixed a bug that caused prisoners to disappear from the settlement overlay menu after leaving the dungeon.
  • Fixed a bug that caused crafted items to turn into trash.
  • Fixed a bug that prevented the player from choosing younger siblings as heirs.
  • Fixed a bug that caused the party size to be shown differently during party creation on the Clan tab and the Party screen.
  • Fixed a bug that caused a wrong distribution of attribute points when spawning a new wanderer.
  • Fixed a bug that caused a companion release notification to be displayed even though no peace was declared between the minor and player factions.
  • Fixed a bug that caused a kingdom to pay millions in tribute to reach peace.
  • Fixed a bug that caused the quest caravan to select a new destination after a battle during the Escort Caravan issue quest.
  • Fixed a bug that prevented parties from being disbanded.
  • Fixed a bug that caused the crafting order maker to be unsatisfied even with a sufficient quality crafted item.
  • Fixed a bug that caused discrepancies in items’ stats when comparing items crafted in Free Build mode and those made as a crafting order.
  • Fixed a bug that caused nobles to always die when knocked out during the prison break.
  • Fixed a bug that caused troops to attack from both siege lanes even when their numbers weren’t sufficient.
  • Fixed a bug that caused the culprit to be sent to a settlement during the “Family Feud” issue quest if you got defeated by a party.
  • Fixed a bug that caused the name of a conversation partner to be unclickable.
  • Fixed a bug that prevented the caravan party from disbanding if its target city was under siege.
  • Fixed a bug that caused under-construction siege engines to be broken on the campaign map instead of those that were broken in the siege ambush mission.
  • Fixed a bug that caused defender troops to teleport outside the castle when the initial battle tactic was applied by the AI during the Order of Battle phase.
  • Fixed a bug that caused attacker troops to teleport to castle gates and siege ladders when the initial battle tactic was applied by the AI during the Order of Battle phase.
  • Fixed a bug that prevented troops from detaching from their formations to siege engines and archer positions when the mission started.
  • Fixed a bug that caused floating precision errors when troops teleported right on top of the deployment boundary by improving related checks.
  • Fixed a bug that caused the story mode heroes to initially have zero or wrong skills.
Changes
  • Settlement Garrison Balance Adjustments
    • Improved the army AI garrison donation formula. Parties will now donate troops to newly conquered towns and castles based on their strength ratio in the army. This will result in newly conquered settlements having more garrison troops.
    • Newly conquered settlements will now instantly get militia based on the Daily Militia Expected Change with a minimum number of 30 units.
    • Reduced the settlement defender simulation advantage by 30%.
    • Improved the settlement tooltip to show the correct values of the army and party troop counts.
  • Troop AI Improvements
    • Troops and characters with higher fighting skill levels now fight notably better than lower-level troops. This was achieved by expanding the available AI’s ability range in order to better map the AI troops’ given fighting skills to the AI fighting level used by the troops.
    • Fights will therefore become more challenging during the final rounds of tournaments, making winning them meaningfully more difficult.
  • The siege engine redeployment process will now take some time like the initial construction (shorter).
  • Added a version check that prevents loading of saves that were made with newer versions of the game.
  • The “Prodigal Son” issue quest now gets canceled if you join a new faction that is at war with the quest giver’s faction.
  • Optimized performance of the ranged agents’ aiming routine.
  • Reduced memory usage in bigger scenes.

Multiplayer​

Dedicated Custom Server files for Beta have been made available on Steam. Happy testing!

Crashes
  • Fixed a server crash that occurred at the end of the match.
  • Fixed a client crash that occurred after failing to connect to a custom server.
Fixes
  • Fixed a bug that prevented damage speed bonuses from being correctly calculated.
  • Fixed a bug that prevented some perk effects from being applied.
  • Fixed the incorrect reload speed value of "Replenished" and weapon damage bonus of "Strong Arm" perks according to their descriptions.
  • Fixed a bug that prevented the map version on the Map Downloader popup from being correctly displayed, leading to false warnings.
  • Fixed a bug that corrupted the terrain visuals when re-downloading a scene with the Map Downloader.
  • Fixed a bug that caused spectators to be listed as team members on the HUD.
Changes
  • Increased dismount resistances of cavalry classes:
    • Light Cavalry: Increased from 50 to 75
    • Heavy Cavalry: Increased from 70 to 85
    • Horse Archers: Increased from 70 to 80
  • Only the following weapons now have the ability to dismount players:
    • All two-handed axes (including alternative usage axes)
    • All two-handed maces
    • Glaive (heavy and normal) and Longer Menavlion
  • Swapped the Sturgia Heavy Cavalry (Druzhinnik) "Long Axe and Shield" perk with "Unbreakable". The new perk features are:
    • Stronger shield
    • 15% Melee and Ranged damage reduction
  • Imperial Heavy Axe:
    • Decreased damage from 88 to 82
    • Decreased length from 82 to 69 (reverted v1.2.4 change)
  • Updated the matchmaking rules to support populating existing games to full capacity during the warmup phase.
  • Added the ability to mark custom servers as favorites.
  • Added the ability to set tickrate for dedicated custom servers using the "/tickrate" command line argument or the "set_server_tickrate" console command.
  • Players now need to download all missing maps being played on the server via the Map Downloader before joining.

Both​

Fixes
  • Fixed a bug that allowed you to cancel the reload animation for bows and throwing weapons.
Changes
  • Introduced further ranged weapon penalties to non-mounted troops when riding. If a troop has 0 riding skill, the below penalties will apply. These are then reduced and eventually removed when a troop reaches 100 or above riding skill.
    • Increased reload speed penalty and weapon readying speed penalty from 20% to 30%.
    • Increased the time needed to achieve maximum accuracy by increasing the penalty from 20% to 30%.
    • Increased the weapon inaccuracy multiplier from 40% to 1500% which will significantly widen the crosshair.
  • Increased the animation speed of getting up after being dismounted. You can now also start blocking at an earlier point while getting up.
  • Updated various localizations and conducted minor text fixes.

Modding​

  • Fixed a crash that occurred on the resource browser.
  • World Map Moddability
    • Removed the hardcoded texture (main_map_snow_flowmap) previously required for Dynamic Campaign (weather) Effects (located in the Terrain Property Browser) on the world map. It is now selected from the editor as a regular texture. Modders now no longer have to use the asset override mechanism (by having the same flowmap texture name as the native flowmap texture) to add a snow layer to the world map - instead, it's recommended that you use your own texture with a different name and select it in your custom world map scene.
    • Fixed a bug that prevented modded campaign maps from using high-resolution heightmaps. A low-resolution main_map_physics_heightmap texture is not required for campaign heightmaps and custom worldmaps can now be used without the Aurelian’s MapFix mod if saved as Main_map (as opposed to modded_main_map).
    • Fixed a bug that prevented world map floras from appearing. Previously, you had to enter and exit a mission scene to force the flora to appear.
    • Added modding support for the world map dynamic atmosphere.
    • Added modding support for color grade grid for the world map.
    • Added modding support for the battle scene index grid for the world map.
    • Added visualization sliders to the editor for easier tweaking of the world map snow map.
    • Added a console option to reduce framerate when the editor is not focused.
    • Improved layer editing and visualization in the Editor.
    • Overall bug fixes.
  • Assertions will now be shown in the Editor Console once inside the "Editor Mode".
  • Added bulk shader compilation for mods. It's accessible via the “Compile Shaders” checkbox while publishing the module using the “Publish Module” functionality in the editor. It allows you to compile & ship the unique material shaders in your modules. This prevents long initial mod loading times.
  • Added the ability to define and use your own decals.
  • Fixed a bug that prevented texture move operations.
Nice, I'm guessing 1.2 will go live next week then if all seems good
 
It seems that a bug that was introduced in 1.2.0 is going to be sent to the live version if Taleworlds doesn't fix it quick. This one is pretty enjoying for players how likes to micromanage in sieges or just play ambushes (sally out missions).

Here is a video in which I show the issue in 1.2.5 VS in 1.1.6:


In 1.1.6 we can order to our troops to interact with a door to open it for us. In 1.2.5, we can't.
In 1.1.6 we can order to our troops to attack siege weapons. In 1.2.5 we sometimes can but not without troubles.
In 1.1.6 we can order to our troops to attack doors. In 1.2.5, we can't.

This bug causes:
- some tactics to be undoable in sieges. Like attacking the gate with troops instead of battering rams, or sallying out during an undergoing siege battle to destroy the battering ram, siege towers or ranged siege weapons.
- very annoying ambushes (sally out missions), in which the player can't easily choose which siege weapon his army should attack.
 
Last edited:
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