Version .955 Changes

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Preface: If you choose to post bugs in this thread, please ALSO post them in the bug forum.

1) Fog now shows up on the map!
2) You keep your companions when you are taken prisoner.
3) .954 inventory error text bugs gone, and you can see messages in battle.
 
I tested the companions staying after captured... I went to the tavern enlisted a hero and went and surrendered to a party of enemies... after several days of being held captive there I was with my faithful follower, in tow.
 
Well that sucks..

I also think having to rescue them from dungeons would be cool.. In any case they should not remain with the player after capture, or at the very least have that be an option that effects your difficulty rating.

I think it would be great if they kind of got scattered. Some may be prisoners in other war parties, some may need rescuing from dungeons (they would need a fun little mini-game for dungeon rescue that didn't require being at war with the faction who holds them, it could be really fun but it should also be very challenging), and some would be found in taverns having managed to escape on their own.
 
SantasHelper 说:
3. don't know if it's just me, but the sea raiders are not even scary anymore. Was their fighting skills nerfed or something ?
In general I had the impression every battle is easier than it used to be. And it's very easy to confuse the enemy. I thought they had fixed that back in .904. Anyhow, in general I find battles much easier. As if the AI had been nerfed. It's funny because upon .950 initial release, it seemed the thoughest AI ever released, even simple looters posed a challenge (not much, but they could hit you)

did you check if your dificulty? It went back to default when I upgraded.
 
...

First you guys complain about companions leaving, now you complain about companions staying... Make up your mind!

Also @Santa, you're sure about the economy? I'm pretty sure you can make a profit buying velvet in Jelkala and selling it in Reyvadin. Haven't tried out .955 yet though.
 
OK, I actually lost a battle and still lost my companions... so at least you can still lose your companions albiet briefly, but finding them is much easier because a traveler can tell you the whereabouts of all your companions... even before they are hired, for small sum (but that isn't new to .955)
 
Dryvus 说:
Saber Cherry 说:
1) Fog now shows up on the map!

The world map???
swasta 说:
fog of war in addition to existing skill?

Let me clarify.  When it is foggy in combat, it is also foggy on the world map.  No 'fog of war'.

Note that I have particles turned off for performance reasons, so maybe it is actually rain or snow or something, but it looks like fog to me :smile:  Just wait a while, and it will show up.  I love weather effects on maps!


As for companions leaving/staying:

I had 8 companions, and when I was captured by a Lord, I eventually got away with 6 companions.  Aleyan and Firentis skipped off together, for some reason, and I found them both in the inn of the nearest friendly city.  Neat, huh?
 
Somehow I think the way they behave has to do with their tier - as in, all lower tier troops seem to be like that, even your own if you don't give them any commands; and still if you give them commands they are slower and sloppier to take them (issuing a "stand closer" to a bunch of Rhodok tribemen and doing the same to a group of trained spearmen has a mostly different result it seems). Also what I've noticed is that they seem to exhibit the same combat tactics as a group led by a lord when you cut the lord down as they're marching in formation towards your position - as soon as he goes down his troops seem to go in every direction.
 
idomi 说:
Somehow I think the way they behave has to do with their tier - as in, all lower tier troops seem to be like that, even your own if you don't give them any commands; and still if you give them commands they are slower and sloppier to take them (issuing a "stand closer" to a bunch of Rhodok tribemen and doing the same to a group of trained spearmen has a mostly different result it seems). Also what I've noticed is that they seem to exhibit the same combat tactics as a group led by a lord when you cut the lord down as they're marching in formation towards your position - as soon as he goes down his troops seem to go in every direction.

That would be great!

Also SantasHelper, I haven't noticed anything about the game being easier, are you sure your not just showing off?

My armies keep getting slaughtered, the AI behaves as it did before, my compagnions get owned except for the ones with the best gear and horse, the Ai uses their shield properly to prevent being shot down by my 40% archer army When I charge my cavalry they group and mob my cavalry, and they seem pretty well able to take out my infantry protecting my archers, whereas my archers are Vaegir, my Infantry are 50% Swadian and 50% Rodhok and my cavalry are Swadian. I still lose far too many troops during battles, I have the best Archers, the best cavalry and good infantry but I'm not owning like I expected I would and I'm forced to take on parties 1/4 my party size to minimize casualties especially since surgery has become so weak
 
You know what each party needs? A proxy leader to tell them what to do. If you noticed, in lord battles they line up perfectly, because the lord is issuing commands. It's usually 'advance ten paces' until they get into a certain range, then they charge. During this advancing ten paces, you can pretty much dance inside their battle line without them paying attention to you. Anyway, groups of bandits and such need a constant 'follow me' command put on them, centered on one of the bandits. So that they follow that one guy. When he comes into contact with an enemy, he orders a charge. If the enemy is gone, he orders a follow me and goes to the next enemy.
 
SantasHelper 说:
1. economy heavilly broken.  even at trade 4 you can't make a profit.
I completely disagree. Making money is still easy, the highest trade skill in my party is 3 and I still made ~25,000 denars in a short space of time this evening.
 
Zalson 说:
Fog has always existed on the world map. Unfortunately, it's not one of those things you notice.
I'm absolutely, positively certain that it hasn't.
 
Fei Dao 说:
...

First you guys complain about companions leaving, now you complain about companions staying... Make up your mind!

Who is "you guys"? I never complained about companions leaving. Some people complained about that but I never thought the dev team would listen to them.. I hope the dev team doesn't start listening to the players who want things easier. I feel this way about virtually every aspect of the game.. If something is to be made easier then it should be optional because a great many players enjoy a challenge.

Now that it seems that companion retention after capture is somewhat random, well that is better than them all just staying with you. But I still think it would be best to have some fun challenges to get them back. Going around to all the taverns was no real challenge anyway, but it was better than having them just always stay with the player even after being captured.

I guess they have tried to make a compromise between the players who don't want them to leave or want them to go to a central location for easier recovery, and the players who want even more of a challenge then just having them leave.. For the players who want more of a penalty to being captured this is not much of a compromise.. Now some might leave and go to a more centralized location and others will just stay with the player. So this "compromise" is 100% catering to those who wanted easier.

I think it is a waste of a wonderful opportunity to add more depth to the game by adding some involving rescue scenarios to get your companions back.


Edit: almost forgot..
@ SantasHelper

You may try lowering the battle size.. 200 is pretty high and having so many troops may be causing their AI to geek out and behave erratically. What you describe sounds like just the sort of behavior that could be caused by having too many units trying to calculate too many things all at the same time.

The other possibility is that the dev team may be in the process of making the AI much better, choosing more appropriate targets, switching to more appropriate weapons for a given situation, using the terrain more effectively, etc. etc.. Maybe they just have yet to iron out all the kinks in the greatly improved AI they are developing, thus the erratic and indecisive behavior you describe.

Finaly it could be a combination of both. An improved AI with kinks that still need working out combined with too many troops being calculated simultaneously causing both issues to become far more noticeable.
 
I think I have actually -- I've noticed that on occasion the world map would seem a tad hazy or out of focus -- I had always assumed that meant I was looking at the screen for far too long.
 
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