v0.710 extended changelog

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jrawlings

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This thread is to flesh out all of the changes not mentioned in armagan's changelog:

armagan said:
Hi All,

Version 0.710 is finally out. I was planning to make this version compatible with older savegames but unfortunately I screwed up at some point, so you will need to restart your game if you install this version. Anyway, I hope the new features will at least make up for that a bit:
  • Fixes to AI, NPCs can dismount when they can not get to the enemy on horseback
  • Fixed glitch with hand and glove models.
  • Shields now have speed rating, and it takes a moment for blocking to become effective.
  • Made hitbox slightly smaller.
  • Blood!!! :twisted:
    (To disable blood, edit the configuration script and remove the line with the "enable_blood" directive)
  • Added option to control Attack direction by mouse movement.
  • Added option to control Defend direction by mouse movement.
  • 64-bit Windows support.
  • Each point of intelligence gives one skill point again.
  • Other small bug-fixes

There are also quite a few changes to the module system. I'll post those in a seperate thread in the mod discussion forum.

I want to thank everyone who contributed to the new version, all the forum members for their suggestions, feedback and support, the wonderful mod authors and the mod tools developers, and our dear site admins. Thank you all for making the development of this game so much fun.

Now, without further ado, here are the download links
Full Installer:
http://www.taleworlds.com/download/mountandblade_0710_setup.exe

Upgrade patch:
http://www.taleworlds.com/download/mountandblade_0710_upgrade.exe

1. Four-ways Inn got changed, less buildings

2. Salt mine got a stone column building

3. You enter Four-ways and Salt mine on your horse. If you dismount then tab to leave, you DO NOT lose your horse.

4. Not sure on this, but there seems to be some improvements to pathing around mountains on the map. Hitting one dead on (e.g. perpendicular) still results in getting stalled, but going around the mountain works better than before. I am basing this off of starting at Zendar and clicking on the salt mine. I actually went around the mountain!

5. Dhorak Keep. some folks have reported that it has changed. To be honest, the last time I was there was version 0.632, so I cannot comment. Suffice it to say, though, it looks great. If you haven't been there in a while, check it out!
 
4) THe king's room in Sargoth looks like it's at the top of the tower.
5) THere are a few more scattered pieces of decor in the rooms of traders.
 
New hood as well.

Dhorak Keep is pretty cool. I went up on the battlements, it'd be awesome to fend off attackers from there.
 
there's also a small passage through the tower of the battlement in dhorak keep.
weapon speeds seem a bit higher (could be me)

edit: Archer ai seems upgraded, they shoot alot faster, and back up if someone's already engaged in melee combat and pick him off from a distance. They form a line now when firing, and get around friendly troops to hit their target.

edit2: Shield handles are better quality, some retexturing's done also.
Further the new dynamic lighting looks great.
 
jrawlings said:
4. Not sure on this, but there seems to be some improvements to pathing around mountains on the map. Hitting one dead on (e.g. perpendicular) still results in getting stalled, but going around the mountain works better than before. I am basing this off of starting at Zendar and clicking on the salt mine. I actually went around the mountain!

Yes, the map pathfinding is definitely improved. Try this: north of Zendar, click on a spot on the other side of the river. The AI will actually properly go down around the river! Nice. At one point it turned and ran directly into the river, but immediately turned back around and continued around it. Works for me. :-)

Here's another addition I noticed: new props for use in edit mode in the game. All of the new stuff at Dhorak Keep is actually usable in edit mode, instead of based off of a static mesh. Cool.
 
Yep, the round tower, square towers, buildings and such can all be added using edit mode in the game. So, new props. Rather good ones too, I must say. :)
 
Someone who plays lots of new characters might want to check this one out, but I think armagan tweaked starting stats/skills a bit. For some reason, I felt like my squire coming out of the gate had more attributes and skills than before.
 
You can now use swords and such for thrusting on horseback, even when moving. And I'm not sure if this has been said before, but the prices for equipment with positive modifiers are freaky.
 
I don't really have any way to confirm this, but I think the hit points for horses have been increased. I think it used to be around fifty and I could count on two or three good hits to bring the horse down. Now it appears that the hit points are over sixty. I like this change a lot since now I will be far more willing to spend massive amounts of cash on a good horse.
 
hitting in the right direction is gonna take a hell of a lot of practice with the new mouse movement feature.
 
:D Horses have (semi) idle movements! Such as moving there heads, slightly, and swaying, and moving their tails! (This only happens when you stop, and only for a few seconds)
I can't beleive no one has mentioned this yet (I apologise if anyone did)...But it's so cool! It feels like horses actually have a soul now :)

There's also a -lot- of bugs, and ingame crashing - but i'm sure that Armagan will fix that =)

Hooray for blood :lol: There needs to be more! :twisted:
 
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