Patch 1.126 log

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massimolippi 说:
GerDeathstar 说:
TaleWorlds 说:
Mount&Blade: Warband most recent stable version is 1.126. Please use one of the links below to download it (~555 MBytes).

WHAT? A 555 MB patch? Oh God give me the changelog and I shalln't stop fapping..!

555 MB is the whole game not the patch :cool:
555 MB is all the patches together.  The entire game is a lot bigger than that.
 
Our custom server is waiting a while before updating. HOWEVER I just tested and a patched game can still play on 1.125 servers. So it wasn't a life changing patch to begin with.
 
  • Reinforcement cost for lord now depend on difficulty
  • Darts are now set as ranged_weapons_begin (you can't use them or javelins in tavern fights now)
  • Couple of dialog spelling fixes
  • In certain cases assigned fiefs no longer gets free reinforcements (they're assigned in menu instead)
  • Autocalc now has "minimum strength calculation" to deal more accurately with battles on smaller scales
  • You can't collect taxes from infested villages
  • You must be same faction as owner of castle to manage garrison
  • You can rest for free in castles and towns with unassigned lords
  • You can no longer assess prices in hostile towns (so no sneaking in and resting)
  • Rebels will switch titles upon pretender quest completion
  • nomad_cap_b (the one with funny flaps) and steppe_cap both get +3 head armor. Also, leather_steppe_cap_c now has the same mesh as steppe_cap
  • All items from hammer to warhammer, and spiked club to iron mace now have knockdown capabilities
  • Great Bardiche now in shops, Voulge, Long & Great Long Bardiches no longer carried like axes on back
  • Double-sided lance now has no penalty with shield, slash (25 cut), reduced weight (4.0), speed boost (95) and length fix (12:cool:
  • Bec-de-Corbin (Warhammer) now carried like staff
  • Khergit War Helmet (the one with a red stripe) changed to an unused newer and similar model, marked as merchandise along with Khergit Cavalry Helmet (cost 333 instead of 433 now), and Khergit Guard Helmet (40 head armor now from 36)
  • Probably fixed hanging round end glitches
  • Tundra bandit map icon changed to axeman instead of horseman
  • Faction reinforcement template composition changed massively
  • New Swadian houses
  • Khergits get modified hats, steppe armor instead of leather vest in multiplayer
  • Probably fixed auto-battle crashes between empty parties
  • Auto-battle base upgrade xp reduced from 1500-4500 to 200, no longer affected by difficulty for player faction
  • Prevents shifting of wedding NPCs (groom, bride, dad, bishop) from their pre-set position
  • Raw leather is now raw material for leatherworks
  • Fishing fleet set for Kulum instead of Tebandra
  • NPC ideal party size changed - Marshal gets extra 20, so does every castle owned, player's level has more effect (multiplier of 1+level/80 instead of 1+level/90)
  • Prisoner rescue quests only offered if giver's faction is at war with captor (so indicted family members usually cannot be targets)
  • Tavernkeepers will no longer find quests from imprisoned lords
  • Marshal NPC will get an extra 1000 income per week, king bonus income reduced to 1000 from 1500
  • Initial kingdom hero party upgrade amount depends on difficulty
  • Looting villages reduce NPC owner's wealth, resets taxes and tariffs to 0
  • NPCs won't "do business" in centers being besieged or raided/looted, i.e. court ladies, collect rent, look for volunteers
  • Battle AI won't go try to go to high ground 20 meters near map edge
  • Duelling romantic rival quest cancelled when player is married
  • Lords with low party strength will collect rents if below 1800 wealth (otherwise not enough wealth to reinforce party), ignoring player orders, feasts, etc.
  • NPC marshal acceptance ratings changed (~40% will not join on medium diff.)
  • Center sieging decision power ratio altered, villages no longer get 1.5 more priority (now all centers do)
  • Reduced kingdom army actions if at peace
  • Report to Army quest fixed
  • Merchants now sell items based on original faction, not current faction
  • Swadian Man-at-Arms now level 21; Khergit veteran horse archers get steppe instead of saddle horses, +1 riding, power draw, ironflesh, and cavalry helmet instead of steppe cap; lancers get spiked instead of winged mace, one-handed war axes instead of spear, and hafted blades instead of bow&arrow, splinted leather greaves and scale gauntlets, +1 riding, +3 power strike+ironflesh, +30 weapon proficiency;Khergit castle/prison guard get khergit leather boots; Rhodok sergeants are now level 25; Rhodok Veteran Crossbowmen reintroduced; Mamlukes are level 27; Manhunter tree altered
  • New display_debug_message also writes to rgl_log
I heard somewhere it was not save game compatible but I do not know why it wouldn't be all the others were.
 
Wow that log looks like awesome sauce :smile: Just saying. Downloading now... I hope the changes to priority AI etc like it said go through well. I'd be quite happy if my stupid marshal would stop raiding everything and actually go for a siege :smile:. And the boost for Khergits is welcome, and hopefully interesting. I wonder what these veteran crossbowmen will be like... hmmm :X :smile:.

Also, the merchant fix is nice. I'm rebel and I've conquered some Swadian/Rhodok cities, and I can't buy chargers in them anymore, and since I'm at war with the remaining cities... i've had to relegate some companions to war horses because I keep getting my chargers killed :razz:.
 
Crossbow Joe 说:
  • Reinforcement cost for lord now depend on difficulty
  • Darts are now set as ranged_weapons_begin (you can't use them or javelins in tavern fights now)
  • Couple of dialog spelling fixes
  • In certain cases assigned fiefs no longer gets free reinforcements (they're assigned in menu instead)
  • Autocalc now has "minimum strength calculation" to deal more accurately with battles on smaller scales
  • You can't collect taxes from infested villages
  • You must be same faction as owner of castle to manage garrison
  • You can rest for free in castles and towns with unassigned lords
  • You can no longer assess prices in hostile towns (so no sneaking in and resting)
  • Rebels will switch titles upon pretender quest completion
  • nomad_cap_b (the one with funny flaps) and steppe_cap both get +3 head armor. Also, leather_steppe_cap_c now has the same mesh as steppe_cap
  • All items from hammer to warhammer, and spiked club to iron mace now have knockdown capabilities
  • Great Bardiche now in shops, Voulge, Long & Great Long Bardiches no longer carried like axes on back
  • Double-sided lance now has no penalty with shield, slash (25 cut), reduced weight (4.0), speed boost (95) and length fix (12:cool:
  • Bec-de-Corbin (Warhammer) now carried like staff
  • Khergit War Helmet (the one with a red stripe) changed to an unused newer and similar model, marked as merchandise along with Khergit Cavalry Helmet (cost 333 instead of 433 now), and Khergit Guard Helmet (40 head armor now from 36)
  • Probably fixed hanging round end glitches
  • Tundra bandit map icon changed to axeman instead of horseman
  • Faction reinforcement template composition changed massively
  • New Swadian houses
  • Khergits get modified hats, steppe armor instead of leather vest in multiplayer
  • Probably fixed auto-battle crashes between empty parties
  • Auto-battle base upgrade xp reduced from 1500-4500 to 200, no longer affected by difficulty for player faction
  • Prevents shifting of wedding NPCs (groom, bride, dad, bishop) from their pre-set position
  • Raw leather is now raw material for leatherworks
  • Fishing fleet set for Kulum instead of Tebandra
  • NPC ideal party size changed - Marshal gets extra 20, so does every castle owned, player's level has more effect (multiplier of 1+level/80 instead of 1+level/90)
  • Prisoner rescue quests only offered if giver's faction is at war with captor (so indicted family members usually cannot be targets)
  • Tavernkeepers will no longer find quests from imprisoned lords
  • Marshal NPC will get an extra 1000 income per week, king bonus income reduced to 1000 from 1500
  • Initial kingdom hero party upgrade amount depends on difficulty
  • Looting villages reduce NPC owner's wealth, resets taxes and tariffs to 0
  • NPCs won't "do business" in centers being besieged or raided/looted, i.e. court ladies, collect rent, look for volunteers
  • Battle AI won't go try to go to high ground 20 meters near map edge
  • Duelling romantic rival quest cancelled when player is married
  • Lords with low party strength will collect rents if below 1800 wealth (otherwise not enough wealth to reinforce party), ignoring player orders, feasts, etc.
  • NPC marshal acceptance ratings changed (~40% will not join on medium diff.)
  • Center sieging decision power ratio altered, villages no longer get 1.5 more priority (now all centers do)
  • Reduced kingdom army actions if at peace
  • Report to Army quest fixed
  • Merchants now sell items based on original faction, not current faction
  • Swadian Man-at-Arms now level 21; Khergit veteran horse archers get steppe instead of saddle horses, +1 riding, power draw, ironflesh, and cavalry helmet instead of steppe cap; lancers get spiked instead of winged mace, one-handed war axes instead of spear, and hafted blades instead of bow&arrow, splinted leather greaves and scale gauntlets, +1 riding, +3 power strike+ironflesh, +30 weapon proficiency;Khergit castle/prison guard get khergit leather boots; Rhodok sergeants are now level 25; Rhodok Veteran Crossbowmen reintroduced; Mamlukes are level 27; Manhunter tree altered
  • New display_debug_message also writes to rgl_log
Is that a changelog? Where did you find that?
 
i've checked some of them out, and his log seems pretty accurate... So I assume they all are :smile:. For a 0.001 version change, it seems to have made a lot of improvements/fixes :smile:.
 
http://forums.taleworlds.com/index.php?topic=106688.555
Someone posted it here I don't know how they got it but that's where I got it. As for the pole arms bug no one has said anything about it so I grimly assume they have not addressed it.
 
Crossbow Joe 说:
http://forums.taleworlds.com/index.php?topic=106688.555
Someone posted it here I don't know how they got it but that's where I got it. As for the pole arms bug no one has said anything about it so I grimly assume they have not addressed it.

Wrong, at least in SP. The new Lancers have proper polearm animations now. They rock now in open fields.
 
F-Boisier 说:
Crossbow Joe 说:
http://forums.taleworlds.com/index.php?topic=106688.555
Someone posted it here I don't know how they got it but that's where I got it. As for the pole arms bug no one has said anything about it so I grimly assume they have not addressed it.

Wrong, at least in SP. The new Lancers have proper polearm animations now. They rock now in open fields.

:shock:

HURRY UP STEAM!!!
 
The official changelog !

Features and Gameplay:

    * NEW! Gameplay features have been added, now players have the ability to build production houses that produce valuable goods such as iron, wine, velvet and more.  The building of production houses is accessible through guild masters in towns.  Also players may visit these newly modeled scenes via the town menu.
    * New Swadian houses have been added to major Swadian towns.
    * New, AI Behavior enables more realistic AI lord behaviors, such as AI lords collecting taxes.
    * Campaign difficulty has been rebalanced, hard mode is now even more challenging with AI lords recruiting troops faster.
    * Economy parameters such as taxes from fiefs and raiding outcomes, have been balanced.
    * The Khergit faction has been given some much needed love and as a result has had their troops and items rebalanced.
    * Khergits get modified hats and steppe armor instead of leather vests in multi-player.
    * Man-hunters and high tier slaver troops have been given an overhaul and have top tier troops equal to other top tier army troops.
    * Weapons that cannot be used to block can now do feint attacks.
    * All items from hammers to warhammers and spiked clubs to iron maces now have knockdown capabilities.

Technical:

    * New flags for items are added and new operations are defined to give more freedom to modders.
    * Out of memory errors while rendering are now handled more properly.
    * Fixed a bug that caused AI lords to have too many high level troops.
    * Several bug fixes to the level editor.
    * Lots of other bug fixes and some healthy re-balancing/improvements in both single and multi-player modes.
 
Swadian Man at Arms 说:
    * New flags for items are added and new operations are defined to give more freedom to modders.
This one right here grabbed my interest.  I wonder what that means exactly?

I've got a mod in the works myself, but I'm holding off getting too far into the coding while these patches are coming out.  Problem is not sure how long that wait will be now.  Starting to think I should just go for it anyway...
 
mobotium 说:
HURRY UP STEAM!!!
Yeah I'm starting to wish I hadn't bought my copy via Steam.  I'd done that just because most of my game purchases these days are via that system and I sort of like how it works -- except for slackness when it comes to patches and even games that don't work as advertised.

Next time I'm buying direct from the guys at TaleWorlds. :smile:
 
You can always download the version from here and use the steam key to activate it. Though if it's activated via Steam already you probably won't even need to do that.
 
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