Summary: Each point in Tactics multiplies simulation damage by 10%, instead of 0.1%
How to Reproduce: Make a character with mid-to-high tactics (100 is enough). Add 300 recruits to the party. Auto-resolve any battle and win
Have you used cheats and if so which:
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There have been some complaints from the community that the auto-resolve (i.e. "Send Troops") is broken recently.
I debugged through the code, and found out my troops inflict ~1500 damage per hit
Turns out, the method PartyBattleAdvantage in DefaultCombatSimulationModel produces a damage multiplier for the party, and instead of calculating a number like 1.3, it returns a number like 30. Same issue with DefaultPerks.Tactics.PreBattleManeuvers
On a macro scale, this means that as long as a lord has Tactics of at least ~40-50, every striking troop one-shots every struck troop regardless of troop tiers, devolving into a pure numbers game. With damage multiplier being off by two orders of magnitude, recruits and peasants still deal enough damage to one-shot anything, and vice-versa.
How to Reproduce: Make a character with mid-to-high tactics (100 is enough). Add 300 recruits to the party. Auto-resolve any battle and win
Have you used cheats and if so which:
Scene Name (if related):
Media (Screenshots & Video):
Computer Specs:
OS:
GPU:
GPU Driver Version:
CPU:
RAM:
Motherboard:
Storage Device (HDD/SSD):
There have been some complaints from the community that the auto-resolve (i.e. "Send Troops") is broken recently.
I debugged through the code, and found out my troops inflict ~1500 damage per hit
Turns out, the method PartyBattleAdvantage in DefaultCombatSimulationModel produces a damage multiplier for the party, and instead of calculating a number like 1.3, it returns a number like 30. Same issue with DefaultPerks.Tactics.PreBattleManeuvers
On a macro scale, this means that as long as a lord has Tactics of at least ~40-50, every striking troop one-shots every struck troop regardless of troop tiers, devolving into a pure numbers game. With damage multiplier being off by two orders of magnitude, recruits and peasants still deal enough damage to one-shot anything, and vice-versa.