widespreadPANIC 说:
Funny, I implied beta was 2 years ago, as if I was asinine enough to assume that you assumed these given events could of occurred during beta, which was, as I had you imply, 2 years ago, herp a derp. The fact is, I knew you had no idea of if, or when, your claim of chambering couched lances was "patched," or not, and that you were just talking ****. but kthx newayz
Confirmed for "i rly dnt know wtf i'm talking about, i just enjoy to blindly discredit people with baseless skepticism"
Remember folks, if Master Trader Marnid hasn't seen it in all his glory, it's never been done.
widespreadPANIC 说:
Look at me, I'm such a troll, herpderp Mad Dawg needs to get his clan members on a leash!
You're an idiot. Chambering couched lances was entirely possible without any ridiculous jump-spin-thrust shenanigans during the beta. It is no longer possible to chamber block a couched lance in this way. This is what I've told you. The change logs don't reflect this because TaleWorlds did not keep 100% accurate logs. Don't try and discredit me by blaming an impossibility on my supposed incompetence. How many change logs do I need to quote for you to realize that TaleWorlds never listed every single change?
[quote author=.650]Version 0.650 changes:
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It is now possible to stop attacks by parrying or blocking. Quickly pressing and releasing the right mouse button will trigger a parry, whereas holding it down will activate a block. Parrying at the right time will cause the attacker to be stunned longer giving the defender a longer window for a counter-attack. Parrying with a shield will also cause less damage to the shield. Currently, there is no seperate animation for parrying but it is still functional.
Chambering animation will also defend against a particular attack direction for a brief period:
Chamber right -> Defends against opponent's left to right attack.
Chamber left -> Defends against opponent's right to left attack.
Chamber overswing -> Defends against opponent's thrust attack.
Chamber thrust -> Defends against opponent's overswing attack.
Characters now use special running animations when ther upper-body is forced to rotate sideways because they are doing a particular attack animation.
Characters now go into "sprint" mode and run faster if you do not attack or defend for two seconds.
Some attack animations have been sped-up
Removed restriction on attack direction for horseback weapon thrusts.
Weapons now cause less damage when they connect to the target further down the shaft.
Couched lancing does less damage and kicks in at a higher speed.
Horses are now more likely to rear up when they are hit by spear thrusts.
Long axes can now be used as polearm by pressing the x key.
Welcome message added to admin panel options.
Game admins can now modify gold bonuses.
Many other fixes.[/quote]
[quote author=0.660]Version 0.660 changes:
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Order System changed to a two-stage system. A menu is shown on screen to help remember orders.
Identical thrown weapon stacks are now clustered together when you switch to next weapon.
Kick is now bound to a key
Many new weapons to various factions including war cleavers, long hafted maces, etc...
Forward speed is reduced for a while after being blocked/blocking.
Ranged troops are staggered when another troop bumps into them.
Attacks at the beginning/end of their arc get more stun.
Attacks now collide with the environment.
New troop morale system for single player.
Many other fixes and improvements.[/quote]
[quote author=0.670]Version 0.670 changes:
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The game now uses Havok for Character physics.
Random plains maps are now less hilly.
Kick is now affected by friendly fire options.
random desert and desert forest scenes are added.
Kick now works on slopes correctly.
Block stun made more selective. Overheads and chambered attacks are much more likely to cause it.
New cue sound when defender is block-stunned.
Changed defense system so that blocks are started instantly again.
Left mouse clicks are now buffered even if attack cannot be started immediately.
You can no longer order bots to hold position close to the map edge. (They'll leave a distance of 15m.)
Weapons do not collide with the environment at the beginning and end of a swing.
use_secure_connection option is added to rgl_config.txt
In multiplayer, if the selected server runs another module, the game will automatically switch to it.
Friendly fire options are added for both dedicated server and admin panel.
Melee friendly fire is now effective against horses.
Mute player option is added
Unnecessary packet flooding is removed (during server search)
Event timeouts are added
Friendly fire options can now be set as ratios
Event priorities and timeouts are organized (lower bandwidth consumption)
Game keys are reorganized
New vertex buffer management system;
Many other fixes and improvements.[/quote]
[quote author=0.671]Version 0.671 changes:
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Removed left-click buffering during stuns which could be causing lag issues.
Changed sound event sending method to fix latency issues.
Horse collision fix for the new havok physics module.
Some other bug-fixes[/quote]
[quote author=.701]Version 0.701 changes:
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Fixed bug where the game couldn't join a server and reported "incorrect serial key" even though it was correct.
Fixed bug where closer sounds were cut off instead of further ones.
New config param to turn off texture load-on-demand system.
Fixes to Sarranid equipment problems.
Many other bug fixes.[/quote]
[quote author=0.711]Version 0.711 changes:
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Fixed bug where the game client crashed if a rider's horse was killed at full gallop.
Long axes are now polearms by default
Some minor tweaks and bug fixes.[/quote]
[quote author=0.720]Version 0.720 changes:
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Some graphics problems have been fixed. The game's performance on some systems is now much better.
Couched lancing is now disturbed by the turning of the horse.
Height and default position of third person camera re-adjusted.
Added "Turn Camera with Horse in First Person" option to the game options.
Ranged troops are now stunned when bumped only if they are readying ther weapons.
The game now starts up faster due to optimized searchng of resources.
Many other fixes and improvements.[/quote]
Should I keep going? I've got every single one since day 1 of closed beta. TaleWorlds does not document all changes, but I can say with certainty that "normal" chamberblocking of lances was entirely possible and was patched out. I won't accept three word-of-mouth accounts as definitive proof, and anyone with half a brain wouldn't either.
By the way, if you think you're clever by saying "well you can't believe what we say so we don't have to believe what you say," know that this is irrelevant considering what I've stated can be shown to be true. You can no longer normally chamberblock a lance, and if you think you couldn't to begin with that doesn't matter as it has no bearing on your argument and is inconsequential now. I won't waste time debating what I know to be true with a troll.
Get some hard evidence of your jump-spin-chamber shenanigans and I'll believe it and apologize for doubting you, but until I see it you're just another troll.