Patch Notes e1.0.5

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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?

I have the same question.. I started yesterday, when I load my game it says has different modules. We have to start a new game to see all changes or we can continue with our old campaign?
 
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?
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.
Also - since an earlier patch - they don't care if you're at war with a minor faction they're not at war with either.

You'll still be kicked out of a kingdom if you e.g. raid another powerful kingdom's village without them being at war.
 
While snowballing is an issue, I think that it is currently way too difficult to gain relation with people that aren't in your faction, so making you lose so much relation from taking over settlements is going to make the game way, way, way too hard to actually get any relation with anyone. Taking into consideration the fact that when you leave a faction and make your own you'll lose a ton of relation straight off the bat with the previous one, and there's no real way of increasing it again without constantly fighting lords in order to gain back 1 or 2 at a time, by showing mercy and releasing them instead of taking them prisoner. On top of that, you lose so much relation that you cannot even do quests for lords to gain back the relation you've lost. There seems to be many more ways of losing relation than there are gaining it, even if you do a goody-two-shoes playthrough. How are you meant to get clans to join you if they all hate you for minute things and you can't get any relation back with them? Additionally, why wouldn't some clans that value strength want to defect to a stronger kingdom and join the winning side? The whole relation system is very unbalanced at the moment in my opinion. I love the game and appreciate all the work you've done and are continuing to do. I just want to see it prosper!
 
Man, y'all are devoted! As much as we appreciate your weekend work, enjoy your Sunday tomorrow; I'm sure everyone at TW could use a relaxing day at home, haha.
 
patchnotes-e1.0.5.png


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.


PLEASE PLEASE PLEASE fix the Disciplinarian Perk so I can use once I have recruited bandits into my army so I can then upgrade them to the regular path... Thank you so very much... Great job btw keep up the excellent job your doing.

HaZaH!
 
patchnotes-e1.0.5.png


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?
 
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.

I had encountered that in my first battle in a new campaign. I haven't seen it happen again though.
 
Really appreciate all the work you guys are putting in getting these hotfixes out.

Any update on a fix for Charm not leveling up?
 
Any update on the System.Reflection crash that I've been getting since release? I've still not even been able to get onto the main menu.
 
  • 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.
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.
 
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