Version 1.150 - 1.151 - 1.152 - 1.153 - 1.154

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fascistfromhell 说:
Yeah, I got that. Just found weird, it's not very common to see this kind of mistake at the Steam store.

oh really,

reminds me of one of their special offers.

railworks3-160off.jpg

they didn't honor it  :cry:
 
Just managed to install 1.151 on Steam. Keep restarting until it starts downloading. Unfortunately I have no time to test the fixes as I have to study for *MIDTERMS*

Have fun all. Live long and prosper.
Peace out...
 
Patch notes are on the TW frontpage

Common:

    Lots of new operations, flags and trigger types have been added for the benefit of modders.
    New parameters have been added to module.ini for modders, including new order system usage and crouching.
    Support for game controllers has been improved.
    Troop AI for selecting alternative weapon mode has been added.
    Troop AI blunt weapon usage has been fixed.
    Troop AI for distant targeting has been fixed.
    Core resource files and shader files have been made modifiable.
    Face generator system now supports multiple meshes to apply deforms.
    Volume and priority have been balanced for sounds.
    Playing sounds from hard drive option has been added for module system.
    Memory usage for resources and navigation meshes have been reduced.
    Several crash-to-desktop bug fixes.
    Minor translation fixes.
    Various other bug fixes.

Single Player:

    Good productions for towns have been rearranged.
    Bug fix at Lady of the Lake achievement.
    Effect of village raids on prosperity has been increased. To balance that, village prosperity increases faster now.
    Merchant inventory update has been made less random.
    Probability of lords defecting from a faction with very few centers has been increased.
    Number of cattle at villages has been revised.

Multiplayer:

    Khergit troop stats have been rebalanced to make them more viable.
    Maximum number of players in a multiplayer match has been changed to 200.
    Usernames in multiplayer games can now have special characters.
    Random rain and fog amounts have been removed in multiplayer. All players now see the same weather.
    In multiplayer server filtering, “Compatible with version” checkbox has been renamed as “Compatible with module” and now it checks for both module and its version.
    Network data priority values have been updated.
 
Here's a good one: Encountered a belligerent drunk. The game is supposed to put your bow away when the tavern keeper tells you to (which is in itself idiotic, btw), but now it doesn't. So now it goes "no shooting!", tavern fight for a fraction of a second, "no shooting!", tavern fight for a fraction of a second, "no shooting!", etc.
 
Sound problem aside, another problem is that the archers won't shoot during single-player battles. They simply turn their back and ignore the battle. I've taken a screenshot regarding the issue. If this can be fixed it would be great because without crossbowmen, my army isn't worth a damn.

Ss: http://cloud.steampowered.com/ugc/540673343450172271/10E3DDE45408A1656DBD846245263327242D062E/

As you can see, only two of the archers are shooting. Sometimes none of them shoot. It's random, and really annoying.
 
What happened to devolpers posting about patches, it seems they are silent and just released it. Armagan usto post all the patch notes and **** but there all just silent.
 
Ringwraith #5 说:
Here's a good one: Encountered a belligerent drunk. The game is supposed to put your bow away when the tavern keeper tells you to (which is in itself idiotic, btw), but now it doesn't. So now it goes "no shooting!", tavern fight for a fraction of a second, "no shooting!", tavern fight for a fraction of a second, "no shooting!", etc.

It's been around for ages. Yes, it's a really big **** up, that they haven't fixed it with this patch.
 
Odd, that's the first time I encountered it.

The introductory quest given to you by the Merchant is also acting weird. My party is 12 strong, me and 11 companions (no regular troops), but the Merchant tells me I only have 5 and that that's not enough.

M&B also crashes a lot now when I alt-tab out of it or try to restore it after alt-tabbing out.

So yeah. This patch is a really big ****-up as far as I can tell. Good job, TW. *slow clap*
 
Ringwraith #5 说:
Odd, that's the first time I encountered it.
Definitely experienced that one in the Tavern before for a while. *shrug*

Ringwraith #5 说:
M&B also crashes a lot now when I alt-tab out of it or try to restore it after alt-tabbing out.
Been experiencing that since 1.142/3; if you Alt-Enter to windowed mode, then alt-tab out and back and then Alt-Enter back to full screen, it doesn't crash. Annoying, but that's what I've been doing for our near-year on 1.142/3.

Caba`drin 说:
Rallix 说:
I wish to ask:

Is the singleplayer bug where a lord's party will spawn despite his faction having no lands, solved?
No clue. The changelog doesn't say and it is hard to tell without the module system.

The primary script they changed to add this as they did last time has 4 additional lines in it in 1.150...
...so, there's hope.
I've looked into this now that the module system is out:
Caba`drin 说:
As to this--I'd give a qualified "yes".
1) Kings can no longer respawn if the faction has no lands.
2) Lords can still respawn if their faction has no lands, but they have a 100% chance of defecting to a new kingdom when they are next checked for defection after they their respawn.
3) Within 2 days from being defeated, a lord respawns (as it always has been). A given lord is checked every 72-hours or so to see if they should defect (as it always has been)
4) So, within 5 days of a defeat and escape a lord in a faction with no fiefs should defect to a new faction, rather than the possibly interminable, largely randomized way it ran in all previous versions.
5) During those up to 5 days, they will be a party of 1 roaming the map without any meaningful AI--like they did in 1.142/3--but there's a definite end in sight to their wandering.
 
Ringwraith #5 说:
Here's a good one: Encountered a belligerent drunk. The game is supposed to put your bow away when the tavern keeper tells you to (which is in itself idiotic, btw), but now it doesn't. So now it goes "no shooting!", tavern fight for a fraction of a second, "no shooting!", tavern fight for a fraction of a second, "no shooting!", etc.

Ugh, it really is idiotic. Why the developers felt the need to capture one isolated incident of realism (you can't shoot in a tavern brawl! don't be stupid! *proceeds to have sieges with only one ladder with troops marching slowly upwards single-file*) I'll never know.
 
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