Now<very close<Closer<soon<coming soon<NeverGermanic Celt said:pax7788 said:Give me the definition of "close", please!!!
It's closer than soon I think
Now<very close<Closer<soon<coming soon<NeverGermanic Celt said:pax7788 said:Give me the definition of "close", please!!!
It's closer than soon I think
they use to spawn with a "Goidelic Noble Long Sword", a shield, knife and javelinsGandalff2498 said:the Pictish Champions (the highest level for Pictish infantry) seem to only have a dagger and a shield,
Check your chronicle (story), when starting as a king,
MickeyHokkaido said:Do you think you guys could go over unit/troop stats and item stats? There's a lot of units that flat out don't work well for any role in the game right now. Archers and cavalry in particular have a difficult time performing their role on the battlefield because of sub-par stats and equipment. Additionally, whatever system is used to determine flanking bonus damage seems to be functioning rather arbitrarily. Sometimes I directly hit a target in the back, but the bonus doesn't show up. Other times, I get the bonus when the attack clearly seems to hit the front or side of the target? Beyond that, I think you need to adjust the stats on the 1h/2h axes in order to make them more viable. Many of them have something like +1 damage compared to similar 1h only weapons.
Right now, there's very little advantage that you actually get by circling cavalry and archers behind an enemy infantry mob. If I move cavalry behind the enemy infantry in the current build, they might score some hits with javelins if I position them perfectly and make them hold fire until the right time, but if I then tell them to charge into the enemy formation, they just kind of rush in, MAYBE get in one attack, then get annihilated. Since I know you're not going to be doing any A.I. tweaks, can we at least equip cavalry and archers with equipment that the A.I. might use better and bump up the power-draw stats or proficiencies?
The roles of both cavalry and archers aren't the roles of late medieval ages of europe. They are more a support unit than a force on their own. This means, you shouldn't use the cavalry as late French heavy charger cavalry and you shouldn't use archers as late British longbows. In any case the problem with cavalry when they dismount is being fixed.MickeyHokkaido said:Do you think you guys could go over unit/troop stats and item stats? There's a lot of units that flat out don't work well for any role in the game right now. Archers and cavalry in particular have a difficult time performing their role on the battlefield because of sub-par stats and equipment.
...
Right now, there's very little advantage that you actually get by circling cavalry and archers behind an enemy infantry mob. If I move cavalry behind the enemy infantry in the current build, they might score some hits with javelins if I position them perfectly and make them hold fire until the right time, but if I then tell them to charge into the enemy formation, they just kind of rush in, MAYBE get in one attack, then get annihilated. Since I know you're not going to be doing any A.I. tweaks, can we at least equip cavalry and archers with equipment that the A.I. might use better and bump up the power-draw stats or proficiencies?
We will take a look.Additionally, whatever system is used to determine flanking bonus damage seems to be functioning rather arbitrarily. Sometimes I directly hit a target in the back, but the bonus doesn't show up. Other times, I get the bonus when the attack clearly seems to hit the front or side of the target?
Sorry but I think you are wrong. Speaking all the time about base values without modifiers(imods) of each kind of axe All the 2h axes (that were included because players request) are much stronger than a normal 1h axe. There are only some (6) of 1h that get close to a 2h axe and only 1 (that will be nerfed thanks to your comment) that is at the same level.Beyond that, I think you need to adjust the stats on the 1h/2h axes in order to make them more viable. Many of them have something like +1 damage compared to similar 1h only weapons.
MickeyHokkaido said:flanking bonus damage seems to be functioning rather arbitrarily.
GreagoirtheCelt said:is it too late to download reforged?
CeltiberoCaesar said:Hi MickeyHokkaido,MickeyHokkaido said:Do you think you guys could go over unit/troop stats and item stats? There's a lot of units that flat out don't work well for any role in the game right now. Archers and cavalry in particular have a difficult time performing their role on the battlefield because of sub-par stats and equipment. Additionally, whatever system is used to determine flanking bonus damage seems to be functioning rather arbitrarily. Sometimes I directly hit a target in the back, but the bonus doesn't show up. Other times, I get the bonus when the attack clearly seems to hit the front or side of the target? Beyond that, I think you need to adjust the stats on the 1h/2h axes in order to make them more viable. Many of them have something like +1 damage compared to similar 1h only weapons.
Right now, there's very little advantage that you actually get by circling cavalry and archers behind an enemy infantry mob. If I move cavalry behind the enemy infantry in the current build, they might score some hits with javelins if I position them perfectly and make them hold fire until the right time, but if I then tell them to charge into the enemy formation, they just kind of rush in, MAYBE get in one attack, then get annihilated. Since I know you're not going to be doing any A.I. tweaks, can we at least equip cavalry and archers with equipment that the A.I. might use better and bump up the power-draw stats or proficiencies?
The roles of both cavalry and archers aren't the roles of late medieval ages of europe. They are more a support unit than a force on their own. This means, you shouldn't use the cavalry as late French heavy charger cavalry and you shouldn't use archers as late British longbows. In any case the problem with cavalry when they dismount is being fixed.MickeyHokkaido said:Do you think you guys could go over unit/troop stats and item stats? There's a lot of units that flat out don't work well for any role in the game right now. Archers and cavalry in particular have a difficult time performing their role on the battlefield because of sub-par stats and equipment.
...
Right now, there's very little advantage that you actually get by circling cavalry and archers behind an enemy infantry mob. If I move cavalry behind the enemy infantry in the current build, they might score some hits with javelins if I position them perfectly and make them hold fire until the right time, but if I then tell them to charge into the enemy formation, they just kind of rush in, MAYBE get in one attack, then get annihilated. Since I know you're not going to be doing any A.I. tweaks, can we at least equip cavalry and archers with equipment that the A.I. might use better and bump up the power-draw stats or proficiencies?
We will take a look.Additionally, whatever system is used to determine flanking bonus damage seems to be functioning rather arbitrarily. Sometimes I directly hit a target in the back, but the bonus doesn't show up. Other times, I get the bonus when the attack clearly seems to hit the front or side of the target?
Sorry but I think you are wrong. Speaking all the time about base values without modifiers(imods) of each kind of axe All the 2h axes (that were included because players request) are much stronger than a normal 1h axe. There are only some (6) of 1h that get close to a 2h axe and only 1 (that will be nerfed thanks to your comment) that is at the same level.Beyond that, I think you need to adjust the stats on the 1h/2h axes in order to make them more viable. Many of them have something like +1 damage compared to similar 1h only weapons.
MickeyHokkaido said:Alright, nerfing the outlier axe seems like that should fix that a bit. As for cavalry and archers being weaker for the time-period, that's true and that's good, but I guess my issue is this: They were still utilized. They must have had some purpose to them. Right now, there's just no reason for the player army to use archers. I just think a general boost to the 'power draw' ability in many archers would give them a purpose - damaging shields and killing enemy skirmishers with slings/thrown weapons. As it is now, archer units don't have any advantages over slingers or skirmishers. Cavalry are a little more useful, you can take a few and flank the enemy and toss javelins with a little micromanagement, but they really are far from ideal. I don't expect them to be anywhere near the level of a medieval knight, I just think that perhaps they could benefit more from 1h weapons instead of spears so that the A.I. Additionally, I feel a general improvement to their 'power-throw' stat would give players a clearer picture of how to utilize them. Thanks for the response!
They make use of swords and other weapons once they need them.I just think that perhaps they could benefit more from 1h weapons instead of spears so that the A.I
Thank you BLitzKrieg,BlitzKrieg-BoB said:Heh, I found a little bug in the game with the ferry transport near Ynis Mon.
If you have too big an army it will mention that it can't ferry a marshal and his whole army or something like that right?
Well at the ferry near Ynis Mon you are actually close enough to interact with the ferry station on the opposite side of the water and get a free transport by just selecting that one.
Yeah if you start off as a king you are automatically a marshal and it wont let you pay for transport regardless of how many troops you have.CeltiberoCaesar said:Thank you BLitzKrieg,BlitzKrieg-BoB said:Heh, I found a little bug in the game with the ferry transport near Ynis Mon.
If you have too big an army it will mention that it can't ferry a marshal and his whole army or something like that right?
Well at the ferry near Ynis Mon you are actually close enough to interact with the ferry station on the opposite side of the water and get a free transport by just selecting that one.
We will take a look. Remember we have a support subforums with an issues thread. http://forums.taleworlds.com/index.php/topic,334284.0.html
Captain Lust said:Another patch for Reforged Edition! We're really excited about this expansion and now that it seems mostly stable we will be looking to release this Friday, so stay tuned...
For now here is the changelog for the latest beta update:
--------------------------------------------------
FIXES:
-Minor bugfixes and resolved scene errors for both singleplayer and multiplayer
-Fixed Siege problem - reduction in morale when player has money
-Fixed entry points in Lundewic
-Fixed problem with flying troops in some sea battles
-Fixed messenger system issues
-Fixed outer terrain problem in snowy scenes
-Fixed problem with some christian villages that showed as pagan
-MP: Fixed bot control problem
-MP: Fixed spawning on land in fjord and island scenes
ADDITIONS
-Expanded player cultures and default formations according player choice in character creation
-Added info about battlefield keys in notes page
-Added order flags
-Added advice to player upon discovering adulterous spouse
-MP: Added poll option to change game mode for players
BALANCE:
-Quest rewards
-Ship capture rate after victory
-Frisian recruit rate
-Berserker uncontrollable rate
-Monastery raid looting
-MP: Unit and item costs in Warlords mode
------------------------------------------