Patch Notes e1.2.1 & Beta Hotfix

正在查看此主题的用户

Hey, sorta out of context but I'm kinda lost around the forums...Can anyone explain to me in a brief, simple way, how to install updates properly? Or how the updates system works? I always have to re-download data for any version I opt in, and I don't know how to update the beta branch as well.
 
So can someone tell me. Is 1.3 worth it now, or stick with 1.2 for a new game which should last longer?
 
I am surprised a hotfix has been put out but it doesn't touch what is making the game unplayable.

Let me rephrase it. I wasn't expecting anything to come out on a saturday. But since they did work on a hotfix, I wonder why their priority is on balancing stuff when there's a huge bug like that ruining completely the whole experience. I am perplexed.
My guess would be that the fix for that problem isn't ready yet.
 
Looters can kill anything now when you simulate the battle / autoresolve it. Literally anything. It's impossible to start a new playthrough now, you will lose most of your troops just trying to grind 1 or 2 to level 3 or 4. And nobody in their right mind wants to fight 80 looter battles all day. Can you please hot fix your hotfix?
 
Hey, sorta out of context but I'm kinda lost around the forums...Can anyone explain to me in a brief, simple way, how to install updates properly? Or how the updates system works? I always have to re-download data for any version I opt in, and I don't know how to update the beta branch as well.
Go to your Steam library, right click Mount & Blade, Properties, Betas, click on the drop down menu, scroll to the bottom and select the most recent beta.
 
if its that easy why dont we get skill based matchmaking? @Callum just something that sorts players based on skill a bit

because it isn't easy. what you describe is just a leaderboard. skills based matchmaking isn't just sorting players based on skill. first of all you need to define "skill" in terms of the game. I imagine at least some game modes would need a different ranking and different definitions. since there can be different rankings you also need different places to hold and match.

Well after sorting players based on some definition of a skill now you also need to match them. That requires another approach since lets say very high ranked 7 people and very low ranked 8 people are searching for a game. For 6v6 what would you do? Should you wait more so they get equal skilled players or even out sides by giving each balanced players. How long should you wait before matching low and high ranked players? Also early access and constant patching can mess things up as well.

It isn't rocket science but it ain't simple either
 
because it isn't easy. what you describe is just a leaderboard. skills based matchmaking isn't just sorting players based on skill. first of all you need to define "skill" in terms of the game. I imagine at least some game modes would need a different ranking and different definitions. since there can be different rankings you also need different places to hold and match.

Well after sorting players based on some definition of a skill now you also need to match them. That requires another approach since lets say very high ranked 7 people and very low ranked 8 people are searching for a game. For 6v6 what would you do? Should you wait more so they get equal skilled players or even out sides by giving each balanced players. How long should you wait before matching low and high ranked players? Also early access and constant patching can mess things up as well.

It isn't rocket science but it ain't simple either
Because you arent making it simple. i would implement a simple elo system (based on wins/loses) and the longer the queue lasts the bigger the search range. You can test how long you want the duration to be. At first you put it to a low number and then increase it incrementally, to increase its efficency.

If people of the same skilll category are in opposite teams, the teams should be balanced by default theoretically. This isnt the best solution but its fast achievable and prevents players, especially new ones, to some extent from getting rekt and going 0/6/0.

edit: point gain per win or lose is the same for faster implementation, the elo could be just saved as a variable on each players profile like the kills/assists/deaths/wins are.
 
最后编辑:
This castle appears to be broken. It's walls appear in middle of nowhere and it causes trebs to not shoot enemy defence since they just focus the walls. Other castles i have sieged seem fine so maybe its just this castle ?

2HsDuVo.jpg
 
I am surprised a hotfix has been put out but it doesn't touch what is making the game unplayable.

Let me rephrase it. I wasn't expecting anything to come out on a saturday. But since they did work on a hotfix, I wonder why their priority is on balancing stuff when there's a huge bug like that ruining completely the whole experience. I am perplexed.

Try limiting your frame rate.
 
  • Some item consumption (fur, horse, sumpter horse) boosts town prosperity. This effect was decreased by a factor of 10. (+1 is now +0.1)
Does anyone have any data for this? I felt as though it was happening in the game but never got around to testing it and I don't know how to dig through the game files to look
 
Ok, so in this patch you made it so we cannot take loot from the Lords we are training in Lord needs a Tutor or Lady needs a Tutor quest. That is fair enough. I thought it odd we could loot those Lords. However, now we cannot change their weapon for training purpose. We also can't take his horse so he has to run and work athletics. This Lord is plump and needs a boots and utes run! In addition, there is a glaring error where the Lords that we are training are already well skilled. For example, Morcon of Vlandia has 120 in most melee disciplines. So our training options are now Smithing. Not sure this dude needs a Tutor if he is that skilled, his stats are higher than mine.

I created a thread for the Lord needs a Tutor skill issue here: https://forums.taleworlds.com/index.php?threads/lord-needs-a-tutor-quest.416288/
 
最后编辑:
Thank you for working so relentlessly to improve your game, even on a Saturday!!

Well done, and every little fix is greatly appreciated as it allows us to inch every so slowly towards our final goal!
 
Sturgia are still spawning in with the tear drop shields on their teir 4 and tier 5 infantry, its probably like a 50/50 if they will get a round shield or a tear drop.

However, this patch was sweet I was able to get rid of a bunch of mods because you fine folks fixed alot of the major issues I was having keep up the excellent work.
 
For me the fps increased a lot in 1.3, the stuttering from 1.2 is almost gone. Great work.
It's better for me too, until you get into a battle larger than 600 or so
Then it goes down to 1 fps, whereas before 1000 men battles ran smoothly for me.
 
Looters can kill anything now when you simulate the battle / autoresolve it. Literally anything. It's impossible to start a new playthrough now, you will lose most of your troops just trying to grind 1 or 2 to level 3 or 4. And nobody in their right mind wants to fight 80 looter battles all day. Can you please hot fix your hotfix?

Impossible? That is a bit dramatic. You have to fight battles vice auto resolve. All M&B games that I've played thus have a greater chance of losing good troops via auto resolve vice manually fighting.
 
I thought council of commons would be nerfed rather than prisoners for influence. Since you actually work to attain prisoners where as late game council of commons just floods in daily with no effort required.
Exactly. Gaining influence should be nerfed for late game. In early donating prisoners was really helpful to gain it.
 
后退
顶部 底部