1.6.10?We will return to it once 1.6.10 is released, since it is supposed to happen soon and since 1.5.10 seems to have constant updates. So once 1.5.10 is stable "stable" and 1.6.10 is out (which might require huge overhaul).
Sorry. I meant 1.6.0. Just updated it.1.6.10?
You mean like 1.6.0 or like actually 1.6.10? Because I'd say with the current rate of progress, 1.6.10 is... Uh... Yea.
I couldn't possibly survive 5 minutes without RBM in 1.6.0. The useless armour, the slow ass weapons, the unrealistic damage NPCs deal when I'm literally in full plate, and not being able to use two handers as one handed with a shield sounds like a nightmare.
Nvm, I see you responded to my previous message on Nexus.Oh and btw, the bows and crossbows are a tad... Too inaccurate. At least that's what it feels like. I mean, the arrow drop off is difficult enough to deal with as is, but with the accuracy is pretty much making archery a bigger pain in the arse than it needs to be. Maybe you could adjust it a bit or something? Thanks!
I don't know what you did exactly but shieldwalls became so much better, they can actually hold their ground for a very good time now and i've seen troops attacking when the opportunity arose and returning to block in the formation when under pressure, amazing update man!
- AI module: Improved melee formations in field battles. Soldiers in formations will behave more like people, they will poke each other, attack and retreat instead of attacking like robots. Phalanx, pikewall, shieldwall is more viable, battles are longer.
According to our tests with all the modules 500 legionaries vs 500 legionaries went from 2.5 minutes (some 1.5 minutes in vanilla) to 10 minutes. And few dozen good men can hold hordes of looters or other low tier units now.I don't know what you did exactly but shieldwalls became so much better, they can actually hold their ground for a very good time now and i've seen troops attacking when the opportunity arose and returning to block in the formation when under pressure, amazing update man!
Exactly as they should be, i made a few tests here, shieldwall was the absolutely worse tactics before (maybe only circle was worse than it) but now they were able to hold heir ground against other shieldwalls, charging enemies and even managed to hold for like 6-8 minutes against an army of the same size with only two-handed weapons (which would massacrate them in seconds in vanilla)... just wowAccording to our tests with all the modules 500 legionaries vs 500 legionaries went from 2.5 minutes (some 1.5 minutes in vanilla) to 10 minutes. And few dozen good men can hold hordes of looters or other low tier units now.
There is a limit to what we can do with cav AI. We can make them to stick together more in melee, this is obviously bad for charging and kinda does not make any sense. We can make them scatter (they mostly do this when they fight other cav), which makes sense but is kinda annoying. Or we can do something in between. So we made light cav do the scaterring and heavy cav do the behaviour in between.Hi, just wondering if there's future plans for changes to the cavalry AI?
As it stands (1.6.2, latest nexus files as of this post), Infantry AI is feeling really good. They're so much better at fighting within their formations compared to vanilla, it feels like a real battle. Cavalry though, they very quickly lose their formations after the initial charge (normally at an enemy cavalry formation on the same flank), and turns into a scattered clusterfook of horse riders all over the map.
So yeah, are there plans for Cavalry AI? Or any thoughts on it to share? Personally, I think the cavalry AI should have a greater emphases on regrouping & re-charging as a formation, instead of the scattered fighting that happens most battles.
Keep up the good work, I can't go back to vanilla after using RBM for a while now.