Patch Notes v1.0.3

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Callum

Community Lead
patchnotes-v103.png

v1.0.3​

Latest Changes:​

Singleplayer​

Crashes
  • Fixed a crash that occurred on screens with thumbnails.

Multiplayer​

Crashes
  • Fixed a dedicated server crash that occurred due to data corruption in relation to corpse creation.

Initial Beta Changelog:​

Singleplayer​

Crashes
  • Fixed a crash that occurred due to the AI general formation not being positioned correctly at the beginning of siege battles.
  • Fixed a crash that occurred due to the animation system.
  • Fixed a crash that occurred after battles.
  • Fixed a crash that occurred due to being able to enter towns during a siege.
  • Fixed a crash that occurred due to a modding-related bug even after completely removing all mods / reinstalling the game.
  • Fixed a crash that occurred when the player was navigating through inventory, encyclopedia or party screen.
  • Fixed a crash that occurred when using mods that had dot characters in their module name.
  • Fixed a crash that occurred on PS5 due to a memory issue.

Fixes
  • Fixed a memory leak that occurred when returning to the main menu.
  • [PS] Fixed a bug that caused a save to get corrupted when overwriting save files. Old saves might still be corrupted when overwriting (this includes auto-save), so make sure to create a new save file (choose "save as") for any existing saves that you want to safeguard.
  • [PS] Fixed a bug that prevented the deletion of corrupted save files.
  • [PS4] Reduced the save file limit from 32 to 16 to allow for larger files without corruption.
    • If you have more than 16 save files, this will not delete your files. It will only prevent you from creating new files until you are below 16 again. You can overwrite all existing files.

Changes
  • Siege Engine Changes
    • Decreased the minimum firing range of all mangonels, allowing them to shoot closer targets. This also makes higher walls not so detrimental for defending mangonels.
    • Regular mangonels with multiple projectiles
      • Increased the number of projectiles.
      • Decreased the single-hit damage of each stone.
      • Decreased the damage area of each projectile.
      • Regular mangonels are still effective against troops but no longer overshadow their fire mangonel counterparts.
    • Fire mangonels
      • Slightly increased the area of effect.
      • Increased the damage reduction towards the edges of the hit area.
      • Increased the hit damage of a projectile.
      • It’s harder to hit enemy engines or formations with them in comparison to the regular mangonel but the payout is much better. Not every unit hit by the fire mangonel will die due to the increased damage reduction towards the edges of the hit area.
    • AI targeting behaviour of mangonels
      • Mangonels now prioritize the battering ram and siege towers when choosing a target. Afterwards, they try to attack clumps of enemies.
      • Fire mangonels now primarily target enemy troops.
    • Trebuchets
      • Increased the number of projectiles.
      • Decreased the single-hit damage of each stone.
      • Decreased the damage area of each projectile.
      • We are working on further improvements to them.
    • Battering rams and siege towers
      • Increased the hit points of battering rams and siege towers (to compensate for the decreased mangonel minimum range).
    • AI behaviour of ranged siege engines
      • The AI now properly leads targets.
      • Improved the overall accuracy calculation, resulting in fewer over or undershooting.
      • Adjusted the target boxes of siege towers. Defending mangonels can now target them when they are closer.
  • Troop AI Changes
    • Attacking archers now use line formation spacing instead of tight formation spacing when taking positions.
    • Defending troops now start on walls as the siege begins.

Multiplayer​

Crashes
  • Fixed a crash that occurred due to shield inverse kinematics not being fully synchronized with the server.
  • Fixed a server crash that occurred on crowded servers when picking up an item from the ground.
 
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dlss bug is it fixed?It's been two months.

 

sar2202

Recruit
will there be any changes to the order of battle in the future? i think that the idea of using sliders is not too bad, but it doesnt work properly. All the "divisions" i create end up being a mix of the soldiers i want there and the ones i dont, even though i use the heavy armour or throwing weapons button to separate them.
will banners be buffed? they dont do much now, itd be cool if at least the tier 3 banners would have a h
eavier impact than they do now
 

Ananda_The_Destroyer

Grandmaster Knight
My favorite thing is that defenders only build catapults now, it's not in the patch notes but it saves campaign time of leaving and re-starting siege to make them build catapult instead of ballista.
 

Axxoy

Sergeant
My favorite thing is that defenders only build catapults now, it's not in the patch notes but it saves campaign time of leaving and re-starting siege to make them build catapult instead of ballista.
I noticed that too and its incredibly stupid. Well for one we as the defenders should decide what to build but its too complex for TW to implement ig.
 

Veemoth

Regular
Where is the marshal?
where is the feast?
where is all the feature??
your game is empty and you want we vote for you??
let us laugh!!!!
many player laugh of you!!!
the only thing you have do since the out of your game that : Fix the bugg,fix the bugg and fix the bugg.
that a real deception for many player!!!!
then i ask you the question do you will add some feature or you go let your game empty???
Because trully you not deserve our vote!!!!!!
oh i know some licker will vote for you
and if you should can explain to us the player what you wish to do with your empty game and what will be you do for deserved our vote????
i imagine that a waste of time again to try to talk with you!!

9b64.png
 

Takazul

Regular
dlss bug is it fixed?It's been two months.

Just so you know. I've gotten a response on this. They said it's next patch. Link: https://forums.taleworlds.com/index.php?threads/blue-ghost-pony.456220/
 

sentinel329

Sergeant
My favorite thing is that defenders only build catapults now, it's not in the patch notes but it saves campaign time of leaving and re-starting siege to make them build catapult instead of ballista.
Doesn't matter; they've made rams too tanky now. If you don't manage a direct hit with every single volley, you'll never kill it before it reaches the gate. It's the same old story: fix one problem only to introduce another.
 

Ananda_The_Destroyer

Grandmaster Knight
Doesn't matter; they've made rams too tanky now. If you don't manage a direct hit with every single volley, you'll never kill it before it reaches the gate. It's the same old story: fix one problem only to introduce another.
No no, I am the one doing the sieging, I want them to make catapults because it's KO only, takes longer for them to make and longer to fire, it saves me material and campaign time if they have catapult instead of ballista. Defensive siege? Worthless, just kill them in the field or take 5 fiefs while they struggle to take 1.
 

Brano

Sergeant at Arms
Still unplayable for me. Issue that had started with 1.0.2 persists. Game will not even launch the launcher 🤷🏻‍♂️
 

flashn00b

Sergeant at Arms
Considering the lack of balance patch for multiplayer since release, I think this confirms what I already know: All the balancing issues are intentional design decisions, from Sturgia and Aserai's struggles against heavy armor, to archers being OP to the point where this game may as well be a late 2000's shooter, to Empire being just straight up unplayable.

So i guess it's time for me to say it loud, and proud...

FOR THE CROSS, AND LIIIIIOOOONNN!!!!!
 

five bucks

Knight at Arms
How far away is the day where we see a patch from TW... that actually tackles the serious issues that are making the game unfun and repetitive to play?

If one day we all woke up and saw TW drop this https://forums.taleworlds.com/index.php?threads/patch-notes-v1-0-4.456489/ I think it would instantly fix a lot of frustration towards the game from the playerbase.

It feels like these serious problems are just constantly being ignored patch after patch. There's been no substantial improvements to the longstanding gameplay issues since 1.0.9 pre-release back in October last year! And that isn't for lack of problems that need fixing!
 
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