Patch Notes e1.5.4

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Yes, you are right, I also mentioned same thing and already said armor amounts are low. I did many many tests with different armor amounts, and "low" was my conclusion in simple words. :smile: However, to me %35 is not enough. You need thousands to be invincible, this seems like not relevant but, it clearly shows us sky is the limit when it comes to armor.

There are 4 types of armor in game; head, body, arm, legs. I think, most heavily armored unit should have 155 for body and 100-155 for other types. And it should scale down to 30 for lowest protection armor like fur coats, 5-10 for non-protecting clothing and finally zero for naked. (While doing that, considering the materials -as you said- should be required of course.)

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Edit: If devs implement such thing and change armor amounts, there will be other people to complain about how long are the battles and how overpowered are some units. This is a double-edged knife, you can't make everyone happy. At this point, mods take command to make more people happy with the game they are playing.

With that +35% I have been quite conservative :lol: ; with those values you mention it would be a perfect scenario for me.
 
Hotfix 25/11/20
  • Fixed an issue with mounted crossbows being unable to reload while standing still.
  • Fixed a crash that occurred on the multiplayer siege map: Baravenos Encirclement.
  • Fixed an issue with dead teammate indicator opacity and them not going away.
  • Fixed the issue of having 100 relations with the village notable in Tevea at the start of the game.
  • Fixed a crash that occurred when taking a quest from a noble.
  • Fixed an issue that prevented the 'Draught Animal' quest from being completed.
  • Fixed the issue of Jawwal Clan skin colour not being according to the initial design.
  • Fixed a crash that occurred when accepting 'Kidnapped Daughter' quest from Tyl of Kvol.
  • Fixed the issue with the 'Art of the Trade' quest overriding other open quest dialogues.
  • Added missing modding tools fixes that were not included in the previous patch.
  • Fixed a crash that occurred due to the Beast Whisperer perk in Scouting skill.
  • Fixed an issue that allowed the player to invite their siblings to their party even though they had not come of age yet.
  • Fixed an issue that prevented the player from choosing their children as their heir.
  • Fixed an issue that allowed cities to host tournaments during sieges.
  • Fixed an issue that prevented caravans from carrying sheep, cows and hogs in some towns.
  • Players and their parties are now counted as 50% weaker to besiegers. They will give up much less with this change.
  • Fixed the issue with the wrong primary production text being shown on village tooltips. Now, the most produced item in that village is the primary production.
  • Slaughtering sheep, cows, and hogs now also gives hide.
  • Fixed an issue that caused settlement claimant decisions to be cancelled and re-proposed indefinitely.
 
Hotfix 27/11/20
  • Fixed an issue that caused the escort caravan quest to fail when the main hero helps the quest caravan in question.
  • Fixed a crash that occurred when pressing quick talk with a notable in a settlement.
 
Save game files are now categorized by their game in the UI.
Apparently this change makes savegames save some data they haven't been saving before, for example if you use any mods that change banners, once loaded, are now being saved to the savegame, and even after disabling the mod, banners still stay saved because of this, as savegame itself is being changed for some reason.

Can this please be looked into by someone so that it doesen't have this behaviour, as it didn't in 1.5.3 ? This change doesen't save any loading time, but breaks other things.
 
I can't access my brother's inventory in this build. I want to upgrade his armor and weapons, but can't do anything with his gear. This sucks big time and I hope is just a bug.
 
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Hotfix 04/12/20
  • Fixed a crash that occurred on game close.
  • Fixed an issue that prevented the spouse of the main hero from being a governor in some loaded campaigns.
  • Fixed an issue with the Escort Merchant Caravan quest not being marked as failed when the gold or goods were taken.
  • Fixed an issue that showed the wrong companion names for clan roles in dialogues with our companions.
  • Fixed an issue that caused companions to teleport when they were going to travel to a settlement.
  • Player crafted items are no longer being given as tournament prizes.
  • Vlandian Footman's athleticism skill has improved.
 
Just letting you all know, when playing Rescue Your Family quest if you clear hideout and talk with your brother and if you SAVE game before pressing Continue to talk with Radagos, then this save game will have a corrupted quest. If you load this save game the quest will stay in your journal but hideout and your siblings will be nowhere in world. So, be patient, talk with that guy and save later.
 
Hotfix 04/12/20
  • Fixed a crash that occurred on game close.
  • Fixed an issue that prevented the spouse of the main hero from being a governor in some loaded campaigns.
  • Fixed an issue with the Escort Merchant Caravan quest not being marked as failed when the gold or goods were taken.
  • Fixed an issue that showed the wrong companion names for clan roles in dialogues with our companions.
  • Fixed an issue that caused companions to teleport when they were going to travel to a settlement.
  • Player crafted items are no longer being given as tournament prizes.
  • Vlandian Footman's athleticism skill has improved.

Did you miss some stuff out? This update is 1.2gb, seems a lot for just those fixes.
 
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Perhaps some preparation for the next update so they can test some background stuff that they will need in the future
 
Hotfix 15/12/20
  • Fixed a crash that occurred when the main hero rescued Tacteos in the tutorial.
  • Fixed an issue with companions' beards not showing in the army menu.
  • Fixed an issue that caused lame horses to prevent the Lord Needs Horses quest from completing.
  • Fixed incorrect income calculations on the clan screen.
  • Fixed an issue with some male Vlandian lords that were dressed in female outfits.
 
Has anyone else noticed cavalry randomly splitting into other groups in battle?

For example, on the party screen I've put my cavalry units in what I consider to be their appropriate groups, a few in 'Heavy Cavalry' (group VIII), others in the 'Light Cavalry'(group VII), and the rest in 'Cavalry'(group III). At the beginning of a battle and whenever I give them movement orders they all just get mixed up, troops randomly splitting from one group to join another and vice versa, as though the AI is trying to make two equally sized groups. It messes up my whole set up.

Does anybody else experience this?
 
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