Version 0.772 Released!

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Also, I have collected a bug report for 0.75.
Most of these should be fixed in 0.751 if they do not break save game.

- Hakkon heavy footman and legionnaire are still marked as archers as default
- duplicating companion's gear
- Duels with troops in party don't seem to work
- Some of the lady's in the realm of falcon castle are bugged. They dont have family's and dont even introduce themselves correctly
- When you send your own caravan to person or settlement caravan will run away from your party or even target party
- Twilight Horse seems to the cause of the CTDs
 
Really like the economic changes...  they've opened up alternative strategies, and made the game more enjoyable (except for the complete dominance of dyeworks).  It's great to not be more prisoner oriented than a Desouk slaver!  I haven't been able to play enough the last couple weeks to explore the engineering changes, so no opinion there yet.

It would be nice if the Perisno troop tree and some of the more complex mercenary troop trees could be added to the troop tree view in Reports.  And it would be helpful if the Faction Relations report were brought up to date.  But those would be beyond the scope of an 0.751 update methinks.  Maybe for 0.8?

Thanks Zeph and Michadr - appreciate your time and care.  ...  Sleeeves
 
The Faction report will most likely be a 0.8 issue. I havn't touched the troop trees in what... 3 versions now? So the codes for that are kinda outdated, but If i have time I shall see what I can do about them in 0.8.
As zeph may have mentioned 0.751 will be strictly bug fixes.

Cheers
- Michadr
 
I agree with this as well.  One of the great things this mod had going for it was being able to build a party of upper echelon "elite" troops.  It made chasing down those parties with elite troops worthwhile, just in case you could capture or free really nice troops.

I haven't played since before these changes were made, so i don't know if it was done to all units or not.  But maybe this something that should be voted on, see what the people who love this mod think about the changes.

There are plenty of mods available with trash units galore.  Why not change it back to the way it was?


raz8020 said:
Leonion said:
So...
I started to play Perisno 0.75 and now I'm almost crying.
What happened to WPs?
Why do Assassins of Ral'Daiun have 160 1HWP instead of 500?
Where have all the top-tier troops gone? Why do most of them have less than 200 WPs instead of 300-500 like they used to?

One of the main reasons I loooooved playing Perisno 6.xx is that it was one of the very few modules (the only others I know are PoP, TLD, Floris and its successor A New Dawn) that maintained a high WP standard which made a really big difference between low-tier troops and high-tier troops and made a player have to try really hard to keep up with the best units in the game.
And now it's all gone....

Please please please please please tell me that this crappy noobish balance is not going to be transferred to 0.8....

I also liked the old 6.xx stats/skills/proficiencies. Apparently the only troops that have retained their high stats, are Red Immortals. Since the next release might not come to soon, you can modify the current version that you have. Backup your current troops.txt, download troops.txt from the 6.xx version, and replace the current one. Use morgh's editor -- Troop editor to find the old stats for the high tier, and special troops, and write them down. After that, replace the 6.xx version of troops.txt with the backed-up original file, and use morgh's editor to replace the stats/skills/profi. with the one's you wrote down. Keep in mind when tweaking skills, that they use the 3 skill points/1 str, agi point cap, and the previous stats were not limited by this!
 
Zephilinox said:

We're looking at developing 0.751 (save-game compatible), is there any more feedback on the changes from 0.75 that we should be aware of?
There were a lot of changes to the economy as well as to the engineering skill, how are you guys finding it?

Sleeeves said:
Cider said:
No it was the case, dyeworks is always the most profitable and expensive to buy.
In 0.74 (with GS patches, which could be the difference) ironworks, oil press and wine press were more profitable choices in some towns.  Really had to check them all before making a choice.

Dyeworks should be inferior to ironworks and oil presses in some cities (Kaikoth has cheap iron I think), but otherwise they should be the most profitable, hence the higher cost.

GS's patches for 0.74 are part of 0.75
raz8020 said:
Leonion said:
So...
I started to play Perisno 0.75 and now I'm almost crying.
What happened to WPs?
Why do Assassins of Ral'Daiun have 160 1HWP instead of 500?
Where have all the top-tier troops gone? Why do most of them have less than 200 WPs instead of 300-500 like they used to?

One of the main reasons I loooooved playing Perisno 6.xx is that it was one of the very few modules (the only others I know are PoP, TLD, Floris and its successor A New Dawn) that maintained a high WP standard which made a really big difference between low-tier troops and high-tier troops and made a player have to try really hard to keep up with the best units in the game.
And now it's all gone....

Please please please please please tell me that this crappy noobish balance is not going to be transferred to 0.8....

I also liked the old 6.xx stats/skills/proficiencies. Apparently the only troops that have retained their high stats, are Red Immortals. Since the next release might not come to soon, you can modify the current version that you have. Backup your current troops.txt, download troops.txt from the 6.xx version, and replace the current one. Use morgh's editor -- Troop editor to find the old stats for the high tier, and special troops, and write them down. After that, replace the 6.xx version of troops.txt with the backed-up original file, and use morgh's editor to replace the stats/skills/profi. with the one's you wrote down. Keep in mind when tweaking skills, that they use the 3 skill points/1 str, agi point cap, and the previous stats were not limited by this!

As far as I know troops aren't changing much in 0.8, the changes for troops happened in 0.73 when Silber balanced them all.

Well, the court bug for when you join a lord while holding a castle or city I posted before should be fixed as it can be seen as kinda game-breaking for some people.
 
One bug i noticed in my current .75 playthrough is that lords that the zann recruit from other kingdoms have the surname title of "countess". Otherwise the zann seem to function as a faction now compared to the previous version.
 
Don Leo said:
Chacnellor herfast, ask about changing domestic policy, then ask about culture
Only options are change domestic policy and view other domestic policies, nowhere is there anything about changing culture. I currently possess a town and two castles.
 
superfishy26 said:
Don Leo said:
Chacnellor herfast, ask about changing domestic policy, then ask about culture
Only options are change domestic policy and view other domestic policies, nowhere is there anything about changing culture. I currently possess a town and two castles.

You need to have your counselor be a hero. I'm getting pretty tired of people always asking about this, so I'll whip something up for 0.751 so this is more obvious.
Actually, I'm just going to go ahead and remove this limitation.
 
Honestly I think the best option is to just remove the limitation that differs between a hero minister and a non-hero minister. Make it a choice, not a requirement.
 
So I've been working on a fix for the Demon Marshall CTD... I go in-game on a save game someone provided for me, and It kinda lost save game compatibility. I am not sure if the horse caused this itself (it shouldn't have) but we have the warband engine to thank (Or some silly change by me  :facepalm:
Needless to say, I should have it fixed soon.

Also can someone sent me a savegame right before they meet the Marshall?
 
Michadr said:
So I've been working on a fix for the Demon Marshall CTD... I go in-game on a save game someone provided for me, and It kinda lost save game compatibility. I am not sure if the horse caused this itself (it shouldn't have) but we have the warband engine to thank (Or some silly change by me  :facepalm:
Needless to say, I should have it fixed soon.

Also can someone sent me a savegame right before they meet the Marshall?

Not sure if you still need this, but here is my savegame right before meeting Marshall Ialoch
(It's from MelsPerisno v0.75)

https://mega.nz/#!T40xhLLS!68oLpHawW4oy3Y8OVNkRaljpQOzLUbLWREdFTG5MaLI
 
Imrahil90 said:
Michadr said:
So I've been working on a fix for the Demon Marshall CTD... I go in-game on a save game someone provided for me, and It kinda lost save game compatibility. I am not sure if the horse caused this itself (it shouldn't have) but we have the warband engine to thank (Or some silly change by me  :facepalm:
Needless to say, I should have it fixed soon.

Also can someone sent me a savegame right before they meet the Marshall?

Not sure if you still need this, but here is my savegame right before meeting Marshall Ialoch
(It's from MelsPerisno v0.75)

https://mega.nz/#!T40xhLLS!68oLpHawW4oy3Y8OVNkRaljpQOzLUbLWREdFTG5MaLI
Erm... I do not directly work with MelsPerisno and there are some noticeable changes. I would need a savegame from Perisno, not Mels. Thanks anyway :smile:
 
Edit: Is there an ETA on the hotfix? i know you guys work on this during your free time, so please know its just out of curiosity if there is a set date. other than the demon dude, the game runs just fine.
 
1) Hotfix needs more than just Ioloch:

2) Weapons skills need tweaking in module_troops.py
        specifically some columns stay at skill 40 despite some but not all of those troops having primary or secondary weapons of that type.
        Example:  you would think you don't need crossbow skill for horse archers, unless there were... some with crossbows.
                        you expect cavalry to do fine with lance plus 1 hand sword+shield, but sometimes they get 2 hand sword
                          look at Zann for example
                          look at Maccedon or however its spelled
                          see elvarie cavalry
                          see elvarie rangers
                there are dozens of mismatched troops.  I adjusted the set of weapons skills up in general and made sure no line had skills weak for weapons they actually get, noticing some got strange weapons.  I tweaked the troops to look more like Mels' perisno in as much as I like that one but honestly the critique stands for Perisno .75 as well

  3) Perisno 75 needs to roll back:
          troop sorting
          adjust land owners rents to be a little less aggressive

  4)  adjust culture change to not be gimped if not using a player companion as chancellor

  5)  adjust management of city buildings to include Something Unusual's added building types
          (currently you need to visit the city to begin any of the new buildings  {blacksmith, guild house, caravan escort, bookstore, etc}

  6) edit Zann veteran archer to simply not list the red mail dress as gear; worse that its the first one in the list of various armors
  7) troop trees simply remove Perisno recruits from the other 6 cultures and troop trees will display.  That's a simple edit to troops

  :cool: there's a number of other things that can be done with troop trees but you'd break savegame by adding even a SINGLE global variable.  See Phosphor v20 r3 to see how other troop trees could look.  That was a fairly simple conversion from Silverstag, but it needed maybe 10 more variables to make it happy,
which is a broken save game.

  I'm sure there's more for the list...

  - GS
 
i understand you guys want to make the next updates to be save compatible for us, but at some point wouldnt i be better to just make sure you don't end up facing too many obstacles due to the limitations imposed?

i can only speak for myself when i say this of course, but i wouldn't mind having to start over a couple times, as long as i can import my character.

I'm kind of curios as to what the rest of the perisno players think about this save game compatible restriction.

Being able to continue a campaign.....or allowing the devs to have more freedom.....

what do you guys think?

Edit: Tyvm for the response GS!
 
Maybe a good solution for any mod in development, would be an updated save game editor! Just import the stuff (unchanged or slightly changed) from the previous saved game, to the newly created save in the updated version! This way you can resume (to some extent) your previous game in the updated version.
 
Sorry if i missed it from earlier posts, but what ended up happening to the Player Custom Household units? I was really pumped for that feature!
 
dev1621 said:
Sorry if i missed it from earlier posts, but what ended up happening to the Player Custom Household units? I was really pumped for that feature!
Included in version 0.8 when it get's released.
 
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