Patch Notes e1.0.8

正在查看此主题的用户

I notice in your list of known issues the low XP gain isn't listed. Is the slow XP grind we have currently in fact where the devs want it to be?
 
"Players can now hire mercenary factions to their own kingdoms via dialogue (using the same formula as above). "

I thought we were unable to form our own kingdoms right now in the EA?
You have to complete the main quest
 
Cool! Will this apply to mercenary contracts the player can take from a lord too?
And if, for example, they offer me 200g, then their economic status changes, will my payout be fixed at 200 no matter what happens later or can that payout value fluctuate (e.g. 150 after a battle, 300 after another battle etc)?

Good question. For now it is fixed for player involved ones. For npcs it is changing and if drops much npcs end their mercenary contract.
 
"Players can now hire mercenary factions to their own kingdoms via dialogue (using the same formula as above). "

I thought we were unable to form our own kingdoms right now in the EA?
'Your kingdom' meaning the kingdom you've become a vassal of.
 
giphy.gif
 
Would you look at that. Now we're even paying mercenaries to stop the snowballing. Great job, TW!
 
"Players can now hire mercenary factions to their own kingdoms via dialogue (using the same formula as above). "

I thought we were unable to form our own kingdoms right now in the EA?
It's possible but not advised because it can bug out and all the features aren't added yet.
 
Please fix the children... we have baby armies that never growing. And when you enter your settlement nobody recognizes you
 
Please add the rest of the armors soon. Its still bugged I believe. No sgt or knight armor. No fiann armor etc. I didn't notice it in "known bugs" previously.

+1

Surely this isn't a difficult fix? :unsure:
 
Fixed a bug that allowed players to repeatedly create and destroy new parties after reaching each clan tier to take the starting troops of the new party into their own. Player created parties now start with just 1 hero.

This is why we can't have nice things!!!
 
patchnotes-e1.0.8.png


Versions
Native: e1.0.0
SandboxCore: e1.0.8
Sandbox: e1.0.8
Storymode: e1.0.8
CustomBattle: e1.0.8


Crashes
  • Fixed a crash that happens mainly when exiting the game or leaving a scene.
  • A crash that occurred when making peace with lords in an army through barter has been fixed.
  • Fixed a crash that occurred when trying to execute a prisoner.
  • Solved some memory leak issues related to loading a game and entering a scene.
  • An infinite loading issue that occurred when the player was leading an army and attempted to defend a castle was resolved.
  • Fixed an infinite loading screen bug while starting a battle as an army.
Save & Load
  • Loaded games now start in a paused state.
Battles and Sieges
  • Fixed a menu bug that appeared when the defender side of a siege sallied out.
Clan and Party
  • Fixed a bug that allowed players to repeatedly create and destroy new parties after reaching each clan tier to take the starting troops of the new party into their own. Player created parties now start with just 1 hero.
  • In rare cases, a lord’s party was spawning at the centre of a settlement and was unable to move. This is now fixed.
Kingdoms and Diplomacy
  • Fixed a bug where ending your mercenary contract with a kingdom resulted in a loss of relationship with the lords of the kingdom.
  • Kingdoms at war with powerful enemies will now offer higher payments for mercenaries. In addition to this, the ruler's economical situation is important too while determining payment. With this change, mercenary factions will now generally prefer to take a contract from factions which have powerful enemies and rich rulers.
  • Mercenaries are less likely to join kingdoms immediately and will instead wait for a decent offer. With these additions, there is a bigger difference between payments offered by different kingdoms to mercenaries (changes between 30-300 denars per influence).
  • Players can now hire mercenary factions to their own kingdoms via dialogue (using the same formula as above).
Quests & Issues
  • Dialogue screen now returns to normal conversation after discussing the “Battle of Pendraic” with related nobles instead of closing.
  • Fixed a bug that showed some issue quests’ days remaining as a negative value.
  • Fixed a bug that caused some quests to fail immediately when activated.
Conversations & Encounters
  • Fixed a conversation bug that caused the conversation to get stuck after returning to the menu while the persuasion conversation is still active.
  • Fixed a bug that caused prisoners to smile. :smile:
Other
  • Made the splash screen intro when launching the game skippable.
  • Fixed the age of “Watchman” troops.
  • Fixed an exploit where hitting a shield in a town gave combat XP.
  • When we entered a scene, the clothing colours of our clan members are now the same as our clan colours.
Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/
Thank you! I really like this specific patch because it added much value across the board. Keep it coming, great Devs!
 
+1

Surely this isn't a difficult fix? :unsure:

Hmm i think it's related to clan tier and renown. On Clan tier 4 and high renown I'm sometimes seeing top tier vladian armors in shops. It's not like they show always and plenty. It's more like single body armor very rarely but it happens. Maybe more tweaking on chance for them to spawn.
 
"Players can now hire mercenary factions to their own kingdoms via dialogue (using the same formula as above). "

I thought we were unable to form our own kingdoms right now in the EA?
Haha. Well, you thought wrong my man/woman/person!
 
后退
顶部 底部