Patch Notes e1.8.0

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Fixed a server crash that occurred when picking up weapons from the ground.
Fixed a server crash that occurred when attacking a siege tower while being on top of it.
Fixed a server crash that occurred at the start of a new round in Captain mode.

Are any of these responsible for the consistent crashes every 1 to 3 games?
@Callum
 
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The settlement values are still bugged. That is Marunath getting 572 MILLION settlement value for Battania cause Battania doesn't have any fiefs and still considers Marunath the faction middle settlement.
I explained in full detail how this bug happens and exact location of the code. I made a bug report where support confirmed you are aware. And it could be fixed easily temporarily by clamping distance value to minimum when faction doesn't have any fiefs or something similar.
Yet you guys decided to just lower daily defection considerations and score when it is a player kingdom. Sorry but this is just sweeping it under the rug.
Is there a chance this is in part intententional because the Battanians dont hold any fiefs. So that the kingdom attempts to reform around its starting / ancestral lands. Trying to recapture Marunath first. Assuming this settlement value is called upon in some capacity as far as picking siege targets.

Also @TW I understand why this bandaid fix for defections has been chosen while you guys come up with some deeper reworking of the system.
but why does it take 9 whole weeks to put a bandaid on?
 
it works with lances only. and no, it does not have a place in multiplayer because you get stabbed in the back a lot on TDM.
This is the most ridiculous implementation they could have come up with. Would have loved to see the mechanic for Inf with proper spears (no short spears/pilas), pikes or billhooks, so you would at least sometimes get the chance to take the control from cav, which is very tedious at times right now since you have only the options to kill the horse or the rider to do so.

Btw I don‘t think TDM should be considered for balance changes in general because imo the mode is the most chaotic and braindead available.
 
Is there a chance this is in part intententional because the Battanians dont hold any fiefs. So that the kingdom attempts to reform around its starting / ancestral lands. Trying to recapture Marunath first. Assuming this settlement value is called upon in some capacity as far as picking siege targets.

Also @TW I understand why this bandaid fix for defections has been chosen while you guys come up with some deeper reworking of the system.
but why does it take 9 whole weeks to put a bandaid on?

It can't be intentional (or I really hope it wasn't) because the highest settlement values in normal situations are around 12-15 million. This is 40 times that value. And when this bug happens nothing in the game, no other factor, is stopping that clan from defecting. It happens because Marunath's faction isn't Battania but for Battania it is still the faction middle settlement. When Battania holds Marunath, it gets only around 10 million value even if it is faction middle settlement.
 
When 1.8.0 come out from beta, we will finally have Steam Workshop?
Much more important than the mp peoples cry about.
Check the title of this thread, 1.8.0 is now main branch.
Looks like theyre adding steam achievements, judging by steamdb. Update must be getting closer, im hoping itll include the workshop
Not so close apparenlty... 👇
Moving beta to live is disconnected from releasing a new beta. You should not expect a new beta for some time still.
 
I think there is something wrong with the enfeoffment mechanism. It's too bad to calculate only according to whether there is territory or not and the location of the new fief from one's own territory. No matter how much effort one has made for a city or is not qualified to participate in the election, this greatly affects the game experience.

Therefore, I suggest that the main siege attackers should also be included in the list of candidates, and some compensation should be given if they don't get the fief.
 
I'm torn between wanting them to fix it and not wanting them to spend time fixing old versions. I know the mods I need won't be updated for a few weeks at best.

I don't understand why this update has caused all previous versions to stop working though, that has never happened before.
yea that is what's confusing me aswell. even deleted everything with a complete reinstall and tried going back to 1.7.0. but nothing works :/
 
yea that is what's confusing me aswell. even deleted everything with a complete reinstall and tried going back to 1.7.0. but nothing works :/
I did the same, don't get it.
This is what it says in the "rgl_log":
[12:28:02.417] #kernelbase.pdb@{713377517893107A468BA79817276952} (1): 0:280396
#clr.pdb@{4062B44F2B924DFD8694C322DE0A3612} (2): 0:304493
#clr.pdb@{4062B44F2B924DFD8694C322DE0A3612} (2): 0:310260
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
#clr.pdb@{4062B44F2B924DFD8694C322DE0A3612} (2): 0:8734
#TaleWorlds.Native.pdb@{F073411E04C544B9BE56D5DCCB3F77C5} (1): 0:5159205
#TaleWorlds.Native.pdb@{F073411E04C544B9BE56D5DCCB3F77C5} (1): 0:1522192
#TaleWorlds.Native.pdb@{F073411E04C544B9BE56D5DCCB3F77C5} (1): 0:3519457
#TaleWorlds.Native.pdb@{F073411E04C544B9BE56D5DCCB3F77C5} (1): 0:2083409
#TaleWorlds.Native.pdb@{F073411E04C544B9BE56D5DCCB3F77C5} (1): 0:2083208
#TaleWorlds.Native.pdb@{F073411E04C544B9BE56D5DCCB3F77C5} (1): 0:2086999
#ucrtbase.pdb@{D2AA260C8E49E2C7E9863A55E3BA5C9A} (1): 0:158732
#kernel32.pdb@{520E6F3CB4A726036083E2DDE3568642} (1): 0:87264
#ntdll.pdb@{BA74DD9244E1F932750B8B75BF7BD318} (1): 0:18523
-----------------------------------------------
#TaleWorlds.DotNet.AutoGenerated.pdb@{0E7861E435DD474F929E9D3AE05FEA84} (1): 100663315:0
#TaleWorlds.Localization.pdb@{35DEB5409658445E9EAE4351E3BD2B70} (1): 100663352:75
#TaleWorlds.Localization.pdb@{35DEB5409658445E9EAE4351E3BD2B70} (1): 100663341:220
#TaleWorlds.MountAndBlade.pdb@{7F0854B559314A7EB7C9AF77849E0F2E} (1): 100671636:71
#TaleWorlds.MountAndBlade.pdb@{7F0854B559314A7EB7C9AF77849E0F2E} (1): 100669330:25
#TaleWorlds.DotNet.pdb@{FC4996FD0AE54176A6F73125F81C2220} (1): 100663434:39
 
Moving beta to live is disconnected from releasing a new beta. You should not expect a new beta for some time still.
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So until the end of Gamescom, nothing at all... it would be early September (plausible :lol:).
Finishing the console demo is much more pressing, isn't it? :iamamoron:

it works with lances only. and no, it does not have a place in multiplayer because you get stabbed in the back a lot on TDM.
It's funny how something that was talked about in 2020 is now showing up.


While it's true that in SP this type of knockdown may fit well in some form, in MP I don't rule it out outright, however it should be extremely targeted and assigned to a particular weapon of a particular unit (infantry only) via a particular weapon perk just like the pike and bracing mode works.
 
Really? I don't see how it works now, but it doesn't seem to!
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TW is trying to make the workshops income more dynamic, connected with the world production and demand.
Maybe you could try to change the type of production and see if you do get better results.
Some players seem to do well, others like you are struggling...
 
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