Patch Notes e1.2.1 & Beta Hotfix

正在查看此主题的用户

Man, some of you guys are unreal.

You complain about a few days passing without a patch. TW releases a patch, you still find something to complain about.

You complain that TW doesn't communicate. When they have something to say and post it, you complain that they didn't post outside of this forum where anyone can find the information anyway.

I literally created an account to tell some of you to give these guys a friggin' break already. In a month they've made more updates to this game than most developers do in a year. If the development pace isn't good enough for you, find something else to do for awhile and come back to it later.

I agree with you there on the people's attitudes, they need to show some more respect and common courtesy. But it doesn't take away the fact that Callum is indeed posting these changes within a huge ass thread, so people have to comb for the update notes. Respectfully, that is bad practice. Why should the players dig into a huge thread to find important information like that? It should be stickied on top as its own thread, or as others have mentioned, there can be a hotfix thread with comment disabled for @Callum to continously post hotfix patch notes.
 
There is an easy fix. Add the logic that they will stay in settlement until they have enough unit. An universal way to replenish their party is to hire mercenaries. Simply tune the mercenary generation mechanism to deliver desirable waiting period. I would think a system like the one for trading goods will fit perfectly, as those guys are literally selling their swords.

There are situations that their being stuck at 0 troop is reasonable. Say a clan has no money or fief. It should seek other opportunities like switching to other kingdoms or being downgraded to a mercenary minor clan for income (clan without fief may simply be treated equally as minor clans)! Some logic can be added to make clans on the verge of such crisis acting much more conservatively, so we don't have all clans slipping into misery due to constant warfare without player intervention.
It is reasonable if those 200 troops are all mercenaries. That is what should happen after a defeat. Mercenaries are meaningless throughout native MnB. They were actually major player in war historically, and we learn from Warband mods (say PoP and 1257) that nice mercenary system brings a lot of fun.

Good thinking, +1 on that.
 
I agree with you there on the people's attitudes, they need to show some more respect and common courtesy. But it doesn't take away the fact that Callum is indeed posting these changes within a huge ass thread, so people have to comb for the update notes. Respectfully, that is bad practice. Why should the players dig into a huge thread to find important information like that? It should be stickied on top as its own thread, or as others have mentioned, there can be a hotfix thread with comment disabled for @Callum to continously post hotfix patch notes.

Where are the patch notes? I can't find them?
 
Using mods like 'become king on day 1' to make things easier until you get bored just so you can have an excuse to say that this game needs to be needlessly difficult and challenging is not how things work dabos, the point is to make this enjoyable for everyone not just for a select few who are into mindless grind and 'realism' difficulty like you.



And why do you even download a mod that instantly wins you the game anyway? Not even normal players use that, only a turbo noob would need that kind of mod. Surely you're not stupid enough to use that mod just to give you ideas for posting your short drama story, I bet you think it's also a funny thing to do as well.
The funniest thing is that he complains about it being too hard, and then downloads a mod that starts off with the game beaten...
 
We just put out another hotfix to the beta branch. Part of this hotfix is to test a fix for a critical bug that is currently preventing us from moving the beta branch to main and releasing our next beta update.

  • Fixed an issue where newly created characters and other objects could get mixed up with each other. This created instability & possibly crashes. It was also responsible for broken companions and encyclopedia problems. The fix does not recover broken beta save games, but it should resolve the issue for new games. You can test this by checking if newly created characters or other objects have their own appropriate encyclopedia pages instead of another character’s or object's page.
  • Fixed a rare crash that occurred when initialising the final phase of the main storyline for Imperial supporters.
  • Fixed a crash that occurred when choosing the "Try to get away" option in an encounter.
  • Fixed a Save & Load related crash that occurred when entering the training field with a companion.
  • Some lords were losing all their money and then starving. This was due to fortification taxes being too low, they have been increased by 25%. Also, NPC clan leaders now react faster to losing money and reduce their garrison sizes before going bankrupt.
  • Council of Commons policy effect was 1 influence per notable in the settlement, it is now 0.1 influence per notable. Also, +1 militia effect per notable is removed.
  • There was no waiting time after captured lords were released; they were spawning at the next daily tick, now they spawn at least 2 days later.
  • Lords spawn with 10% of their party size filled instead of 25%
  • Owners now calculate their settlements' values more conservatively. If there was any hostile action to their fiefs their defence score grew significantly and they and they would go directly there to help. This negatively affected all AI score calculation systems. Additionally, there were other mechanics using this value that were also affected negatively.
  • There was a relation penalty if a settlement was lost between the owner of that settlement and their king. It was settlement value / 20K, now it is square root value of settlement value / 100K, (nearly 10x reduced). For example, for losing a castle with an estimated value of 600K, the lost relation was 30 previously, now it is 3. This was causing big relation drops when a settlement was lost and which in turn caused clans to defect because of this loss in relation.
  • An influence penalty has been added for if a settlement is lost (25 for a castle, 50 for a town).
  • Fixed a bug that prevented the player from receiving a relation benefit after helping a lord they had met previously.
  • Cavalry advantage in simulations is reduced to 20% from 30%
  • Mercenary groups in taverns have increased in size (2x) and their average level has increased.
  • When a smelted item had a modifier, the wrong item could be removed from the inventory. It could also create instability in the inventory. This was fixed.
This sounds very good, thank you all so much for your communication with the community and the hard work from all of you!
Is there any possibility we could have any sort of answer for these questions:
- Any rough ETA for when missing diplomacy/kingdom management mechanics are being implemented?
- Any rough ETA for when AI Siege pathing issues will be solved?
- Any rough ETA for when/if there will be any overarching balance done for all the equipment in the game? Thinking about massive weight differences in equipment where it doesn't make any sense, one example being Decorated Northern Hauberk weighing like 10kg more than the Northern Hauberk, when the defense gains on the Decorated one is only +2 body +2 legs? Things like that.

To add to that last part: In my opinion the rising weight of equipment should indeed be exponential in order to give Athlethics value. So the weight difference between the top three best helmets in the game would be much larger than the weight difference between the 10th,11th and 12th best helmets in the game.
This would incentivize three approaches to selecting armour: Focusing on Athlethics and deeming the cost of both money and weight on highest tier equipment to be worth it, only focusing on Athlethics to a certain point and staying below a certain weight level, or deciding to not focus on Athlethics at all and shift focus elsewhere while using low weight equipment in order to stay mobile.
Giving the players these kinds of meaningful choices is a good thing.
 
最后编辑:
NPC should spawn with 0 troops, just like the player,
They will be constantly pwnd by Looters and other rabble. Have you tried to create a party with your companion and giving him 0 troops, so he spawned alone on the map? As soon as he left you, Looters beat the s**t out of him cause he head 0 troops.

I beg my pardon for an offtopic, but will the new faces be redesigned in some way? They look very weird right now, and do not correspond to the previous versions of characters' faces.
 
I beg my pardon for an offtopic, but will the new faces be redesigned in some way? They look very weird right now, and do not correspond to the previous versions of characters' faces.
I think it's a bug that they're aware of. Some of them look completely unrealistic and alien.
 
They will be constantly pwnd by Looters and other rabble. Have you tried to create a party with your companion and giving him 0 troops, so he spawned alone on the map? As soon as he left you, Looters beat the s**t out of him cause he head 0 troops.
Well I kind of agree with the others now, that the AI needs to use their CPU brain and sit tight for a few days if his army is < than average looters army in the area. But that's meddling with the AI behaviour, 10% is a fast yet not that fair workaround.
 
I agree with you there on the people's attitudes, they need to show some more respect and common courtesy. But it doesn't take away the fact that Callum is indeed posting these changes within a huge ass thread, so people have to comb for the update notes. Respectfully, that is bad practice. Why should the players dig into a huge thread to find important information like that? It should be stickied on top as its own thread, or as others have mentioned, there can be a hotfix thread with comment disabled for @Callum to continously post hotfix patch notes.
There is limited real estate for sticky threads, so some threads would quickly fall out of view if there are rapid hotfixes. Also, if comments are disabled for each new post then where do people go to discuss the changes, and who decides which post is the main one? Posting it all in one thread allows the conversation to stay centralized. Currently Callum and/or Duh_TaleWorlds have been updating the OP with each new hotfix as well as posting the changes in the comments. If you are looking for the patch notes all you have to do is check the top post. The only thing I think could be done slightly better is to sort and separate the newest additions to the OP by date.
 
Already noted this two days ago. Will deal soon.

Thanks for very detailed feedback. I will examine. Give him some time and he will find a balance point finally (90%).

New game started today after patch:

https://wetransfer.com/downloads/b3...2632ea2e103b207c649cc90620200506203608/f15ead

Aldric went to banckrupt after day 80. Tomorrow I will test if Godun from Sturgia still has the same issues, I have detected that these two lords usually suffer a lot. Thanks you very much!
 
I also can`t start the game since todays patch. When I start from Steam it crashes before I even get to the menu, where I can enable/disable the mods.
Going back to 1.2.1 didn`t help, but reinstalling did.
 
I know those of us with modded games aren't owed anything, but can we get the 1.3.0 and 1.3.1 on different steam beta branches, like how previous patches are? Currently we can't opt out.

Basically I can't start the game now. I imagine a number of mods are damaged. I know they are stable on 1.3.0 though.
 
There is limited real estate for sticky threads, so some threads would quickly fall out of view if there are rapid hotfixes. Also, if comments are disabled for each new post then where do people go to discuss the changes, and who decides which post is the main one? Posting it all in one thread allows the conversation to stay centralized. Currently Callum and/or Duh_TaleWorlds have been updating the OP with each new hotfix as well as posting the changes in the comments. If you are looking for the patch notes all you have to do is check the top post. The only thing I think could be done slightly better is to sort and separate the newest additions to the OP by date.

Fair points. Though regarding the real estates, I didn't mean for every hot fix to become it's own thread. More like one thread for all the hotfixes. They can just post each hotfix as a comment in that general hotfix thread. True with the comments disabled not having a discussion place. I think they can open a separate thread not stickied for each hotfix discussion.

Although you make valid points, I still feel like that does not mean the current system is a good one, it does however provides valid points that what I suggested might not be the optimal system either.
 
Anyone else crashing when about to start a new campaign ? Right after you create your character.
It's propably a mod , trying to figure out which one is to blame , till then i'll turn them off...
Damn , i'll make sure i copy my character next time , everything is resetted again.........
 
Though regarding the real estates, I didn't mean for every hot fix to become it's own thread. More like one thread for all the hotfixes. They can just post each hotfix as a comment in that general hotfix thread.
True! I slightly misread your comment.

This thread kind of already serves that purpose though, as they are updating the OP with every new hotfix (it's also titled '& Beta Hotfix'). If they separated the hotfixes by date then people might not miss that fact so often haha.

Maybe for the next patch thread Callum should reserve the first comment spot as a place for all the hotfixes, like you said. That would allow people to have an easier time finding the most recent changes. I'll defer to Callum's judgement.
 
最后编辑:
If your crashing after starting a new campaign it will be mods... I still can not see why guys play the Bata and add Mods if you want to do that then stay on the live 1.2 ... The Bata is here for those of us that want to test it and give good feed back to TW so they can fix and get 1.3 to live. then you can add mods .. man this is hard work seeing everyone go on like this it takes me back to school days and that was in the 70s
 
后退
顶部 底部