Every day I don't go to bed until I see today's patch. I like this new tradition!
I have a campaign that was started on patch 1.0.3, do I need to create a new one to see full effect of the changes or can I continue?
If you're at war with a faction that another faction isn't at war with, they don't want you to be part of their kingdom. Unless the kingdom you're at war with is very weak. Then they won't care.I still do not understand... Could you please give me some example? For example, if I am a mercenary in service of Vlanida and Vlandia is almost wiped out by the Empire, I can now join the Empire instead of fighting for Vlandia to the end? Did I get that right?
Versions
Native: e1.0.0
SandboxCore: e1.0.5
Sandbox: e1.0.5
Storymode: e1.0.5
CustomBattle: e1.0.5
- Another fix for Aserai's basic troop.
- Fixed a bug that prevented the main party from starving if the tutorial is skipped.
- Fixed a bug with conversations with Imperial and anti-Imperial mentors after the 2nd phase of the Main Storyline.
- Players will now be able to join a kingdom if they are at war with a faction that has been weakened almost to the point of destruction.
- Terrain performance fix for low configs.
- Fixed an error for the settlement recruit notification.
- Fixed formation size showing 0 in multiplayer lobby Armory.
- Fixed a rare crash that happens when ordering your troops to raid a settlement.
- Simplified Chinese text improvements.
- Fixed a crash related to archer weapon behaviour.
- Positive and negative relation effects were not applied if players spent their influence on other candidates during voting. This was a bug and it is now fixed. Now, spending 50/100/300 influence increases your relation by 8/20/60 with a candidate.
- Snowball effect developments: clans now no longer want to defect to kingdoms which captured their settlements earlier in a campaign. AI defection calculation now cares about relations much more and new ways to lose relations have been added. If a party besieges a settlement, the army leader will lose relation with the settlement owner. Also, after a successful siege, there is a secondary relation loss between both the settlement owner and the aggressor’s faction leader.
- NPC lords will now be more selective when targeting distant settlements for hostile actions.
- Fixed a crash that happened when logging in to multiplayer.
- Fixed a crash that occurred after successfully defending a castle during a siege.
I just want to ask on the past patch 1.0.4. it said it ''reintroduced'' 200 items? What are these items?
Versions
Native: e1.0.0
SandboxCore: e1.0.5
Sandbox: e1.0.5
Storymode: e1.0.5
CustomBattle: e1.0.5
- Another fix for Aserai's basic troop.
- Fixed a bug that prevented the main party from starving if the tutorial is skipped.
- Fixed a bug with conversations with Imperial and anti-Imperial mentors after the 2nd phase of the Main Storyline.
- Players will now be able to join a kingdom if they are at war with a faction that has been weakened almost to the point of destruction.
- Terrain performance fix for low configs.
- Fixed an error for the settlement recruit notification.
- Fixed formation size showing 0 in multiplayer lobby Armory.
- Fixed a rare crash that happens when ordering your troops to raid a settlement.
- Simplified Chinese text improvements.
- Fixed a crash related to archer weapon behaviour.
- Positive and negative relation effects were not applied if players spent their influence on other candidates during voting. This was a bug and it is now fixed. Now, spending 50/100/300 influence increases your relation by 8/20/60 with a candidate.
- Snowball effect developments: clans now no longer want to defect to kingdoms which captured their settlements earlier in a campaign. AI defection calculation now cares about relations much more and new ways to lose relations have been added. If a party besieges a settlement, the army leader will lose relation with the settlement owner. Also, after a successful siege, there is a secondary relation loss between both the settlement owner and the aggressor’s faction leader.
- NPC lords will now be more selective when targeting distant settlements for hostile actions.
- Fixed a crash that happened when logging in to multiplayer.
- Fixed a crash that occurred after successfully defending a castle during a siege.
Since that update i got black blocks all over my display in battle.The only things that are fully visible even in the black blocks are the hairs and beards. On the world map its still ok. I guess that is being fixed quick. Still thanks for the update! Great that you are working on the snowball problem.
Agree. Thanks for the constant update and fixesI know I've been pretty critical on the forums but you're doing a great job with the constant patches.
Well done!
That's a good one (if it works). I had one point where an Empire vassal joined vlandia when they took an empire city, and then switched back to empire when the empire took Sargot. Too much defection.
- Snowball effect developments: clans now no longer want to defect to kingdoms which captured their settlements earlier in a campaign. AI defection calculation now cares about relations much more and new ways to lose relations have been added. If a party besieges a settlement, the army leader will lose relation with the settlement owner. Also, after a successful siege, there is a secondary relation loss between both the settlement owner and the aggressor’s faction leader.
Probably the ones marked as MP only, like most of the heavy armors, crossbows and other high tier stuffI just want to ask on the past patch 1.0.4. it said it ''reintroduced'' 200 items? What are these items?