Author Topic: Open betas for the next patch (3.2 is out)  (Read 163554 times)

Offline sharkbait459

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Re: Open betas for the next patch (3.2 is out)
« Reply #120 on: October 09, 2012, 09:47:22 AM »
Just two small bugs that I have noticed so far. First of all, I really doubt that the unit was meant to be name Beorning Tolltacker instead of Beorning Tolltaker. Second, your currency upkeep on the party screen shows the name of the faction you most recently obtained resource points with. For example, if my company of dwarves first arrives in Rohan and I complete a simple mission for them, on the party screen it will show that I have, for example, 110 pts. (Rohan) and that my upkeep is 3672 pts. (Rohan) when in actuality my upkeep is 99% Erebor and 1% Dale.(due to Faniul) I don't know if you can change that, and the more I think about the less likely it seems, but I feel I should report it anyway.

I think we could change it, but to do that would make the text so small it would be unreadable.
« Last Edit: October 17, 2012, 12:42:51 PM by CppCoder »

Offline cowsaresomething

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Re: Open betas for the next patch (3.2 is out)
« Reply #121 on: October 10, 2012, 09:38:09 AM »
For the moral system, is it possible to only have a certain class (infantry, cavalry, archers) of soldiers rout instead of the whole or part of the army?

For example, if the cavalry is getting mauled and the infantry is rebuffing any attacks, the cavalry is likely to hightail it out of there and the infantry will stay put.

Possible, but would require a major reworking of the already buggy morale system, which I kinda don't want to do.
« Last Edit: October 17, 2012, 12:43:50 PM by CppCoder »
One can simply walk into Mordor.  The true trouble lies in the walking out.

Offline Ettore53

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Re: Open betas for the next patch (3.2 is out)
« Reply #122 on: October 11, 2012, 06:27:06 AM »
 I read  some time ago (Cpp Coder mail of 21\9\2012)  that it  is time for a new patch.... and I should  like to begin a new game I should like to know if  new patch is near (if possible) as it is no sense to begin a game and then  to text it without all new implementations.

I would say go ahead and start your next game, it'll probably be sometime in late November when I upload the next patch.
« Last Edit: October 17, 2012, 12:35:05 PM by CppCoder »

Offline neuromant

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Re: Open betas for the next patch (3.2 is out)
« Reply #123 on: October 11, 2012, 06:34:34 AM »
Hello,

1) not sure if specific for 3.2, maybe it is around since longer. I accepted a quest from Barondor, to rescue 15 prisoners, and the poor guy died on me, in the Pelennor Fields. The quest has not been canceled, though, and I am afraid I will fail badly at it anyway. Would it be possible to check once in a while if the quest giver is still among us ? Or, more awesome, adding an option to complete the quest while going to the funeral mound, adding a trait or something ?
I was thinking about this sometime ago. Next time I do some work on TLD I'll add a check to see if the quest giver is still alive.

2) A comment on the battle morale system. I know that if I have issues with it, I can turn it down, and this is what I end up doing. But for me it is a wonderful thing that just need some polish (or at least a better explanation on how it works).
It seems to me that when I am outnumbered (so battle advantage to -1 or something), my troops will start to flee. Even thought they are averagely experienced gondorian soldiers facing a rag tag of wild goblins. Is it only the numerics that count in deciding to flee, or the level of soldiers is also taken into account ? How does the morale of the group affect it ? Maybe I have missed the documentation, in that case please just link to something.
Overall level of your army affects the morale too. Could you tell me what your army size vs. theirs was?
Hum, I had something around 45 troops, of mixed levels, but skewed towards lower. Maybe a dozen of third tier troops, 20 second tier and some newbies. But in front was only wild goblins, 60 of them. When I ended the battle, only roughly ten of my troops and myself defeated the whole thing (thanks archers...), while the rest ran away. So I ended up with 9 troops or something at the end of the battle.
Also, the fact that I killed a lot of enemies, despite showing the message 'your bravery bolster the morale of your troops', did not seem to stop the running away.

Hmm... That's strange. Gondorians should be more brave than that. Seems like a big problem I need to fix. Thanks.

3) I proposed an idea quite a while ago, but I think at that time there were no coder left around. So now that we have The Last Coder, I might try my chance again:
there is a wonderful small addition to Mount and Blade, the command cursor minimod
http://forums.taleworlds.com/index.php?topic=63370.0
that greeeatly enhance the playability on the battle field. Now, leading your horses on the charge, you can still order your archers to form a line on this hill, up there, while never going there ! And ask your infantery to advance on the front, while you are flanking these damn uruks.
For the sieges, I understand it would conflict with the system in place, but would still be appreciated. Any way, hope you fancy the idea !
It might be possible, no promises though.
Great, thanks for considering it, fingers crossed !

Best
« Last Edit: October 17, 2012, 12:36:58 PM by CppCoder »

Offline FleshyStarfish

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Re: Open betas for the next patch (3.2 is out)
« Reply #124 on: October 12, 2012, 01:46:53 AM »
Hello,

3) I proposed an idea quite a while ago, but I think at that time there were no coder left around. So now that we have The Last Coder, I might try my chance again:
there is a wonderful small addition to Mount and Blade, the command cursor minimod
http://forums.taleworlds.com/index.php?topic=63370.0
that greeeatly enhance the playability on the battle field. Now, leading your horses on the charge, you can still order your archers to form a line on this hill, up there, while never going there ! And ask your infantery to advance on the front, while you are flanking these damn uruks.
For the sieges, I understand it would conflict with the system in place, but would still be appreciated. Any way, hope you fancy the idea !

Best

Have you tried hitting backspace?

FS
hay wud up guys u shud mak a mod about lyk stuff i dunno wut but it wuld b kool lyk mabe gangstas were u start ur gang n fite mofos huh
http://forums.taleworlds.net/index.php/topic,50345.msg1300951.html#msg130

Offline Mr. Uruk

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Re: Open betas for the next patch (3.2 is out)
« Reply #125 on: October 12, 2012, 02:28:37 AM »
On all of my campaigns in 3.2 so far the 'caravan' quest is bugged. When asked to escort a caravan everything works normally until the part where the caravan is supposed to enter said town, I've trie waiting in and around town to no avail. The other quests similar to this are working fine such as 'escort slaves'

Offline makou

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Re: Open betas for the next patch (3.2 is out)
« Reply #126 on: October 12, 2012, 04:28:30 AM »
Mr Uruk,

This quest is different from the slaves one :

Once you're near the destination city, you must "talk" with the caravan : they will then enter the city and the quest will be completed.

Offline neuromant

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Re: Open betas for the next patch (3.2 is out)
« Reply #127 on: October 12, 2012, 08:34:38 AM »

Have you tried hitting backspace?

FS

Yep, and this is one of the most clunky interface I ever had the privilege to set my eyes upon. Randomly, your mouse will point out to the side of the screen when you load it, making your character spin around itself. You also can not block anymore - not so nice when you advance under heavy fire. So to set up your troops under this interface is such a pain, and take so much away from the action, that I would rather walk the whole way to set up points myself.

This mod basically consist in aim for a point on the field, and set the position by hitting a key. This is by the way rather realistic in my book, I can imagine being able to shout on the battlefield some rudimentary command, say, take that hill, or whatever, without looking to some sort of weird blank map. Of course, this can be discussed, and maybe without flags, such kind of positioning was not possible, but hey, it adds so much to the possibility of tactics in this game !

So I can return you the question: have you tried this very simple mod ? I would bet my lembas bread you did not yet ;)

Best

Offline Mr. Uruk

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Re: Open betas for the next patch (3.2 is out)
« Reply #128 on: October 12, 2012, 08:39:49 AM »
Next time I get the quest I will try that. I thought I had before. Will report back.

Offline cowsaresomething

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Re: Open betas for the next patch (3.2 is out)
« Reply #129 on: October 14, 2012, 08:52:43 AM »
In this patch has the Orc-Hiring Bonus been removed from warg riders?  I know that in 3.15 warg riders had the bonus.
Yes, MV disabled it for mounted orcs.
« Last Edit: October 16, 2012, 04:50:58 AM by CppCoder »
One can simply walk into Mordor.  The true trouble lies in the walking out.

Offline ramzith

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Re: Open betas for the next patch (3.2 is out)
« Reply #130 on: October 16, 2012, 01:20:04 PM »
I've encountered  a bug with routed enemies. After a battle in which some of the enemies routed, a party of 1000+ routed enemies appeared out of nowhere. It contains soldiers from all around the map (mordor, dunledings, khan, pirates, isengard, etc).
This happened to me twice with maximum parties set at 700.

I think I've resolved that in the upcoming patch. That bug is caused when the parties don't spawn, so the list of routed enemies isn't cleared, and the continually add up.

Glad to help.

Another thing, I just realized that when the Nazguls sweeps in, the text say "Your mount is scared of the troll", and when there's a troll near by it says "Theres a nazgul around the battlefield".

Hmm... Doesn't happen in dev version. Maybe the current patch has a incorrectly updated file. Should be fixed in next version.
« Last Edit: October 17, 2012, 12:40:10 PM by CppCoder »

Offline FleshyStarfish

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Re: Open betas for the next patch (3.2 is out)
« Reply #131 on: October 17, 2012, 06:58:46 AM »
I've encountered  a bug with routed enemies. After a battle in which some of the enemies routed, a party of 1000+ routed enemies appeared out of nowhere. It contains soldiers from all around the map (mordor, dunledings, khan, pirates, isengard, etc).
This happened to me twice with maximum parties set at 700.

I think I've resolved that in the upcoming patch. That bug is caused when the parties don't spawn, so the list of routed enemies isn't cleared, and the continually add up.

Glad to help.

Another thing, I just realized that when the Nazguls sweeps in, the text say "Your mount is scared of the troll", and when there's a troll near by it says "Theres a nazgul around the battlefield".

This is a great way to get some cash.

Only until I update the patch. ;)

FS

Edit: Very cool!  I'm waiting for that update.  Will the Legions and the Last Stand Party from Isengard be included?  Will there also be a Last Stand Party from Morannen (one that includes Sauron maybe)?

FS


Yes and Yes. Morannon doesn't have a guardian party.
« Last Edit: October 18, 2012, 03:15:42 PM by CppCoder »
hay wud up guys u shud mak a mod about lyk stuff i dunno wut but it wuld b kool lyk mabe gangstas were u start ur gang n fite mofos huh
http://forums.taleworlds.net/index.php/topic,50345.msg1300951.html#msg130

Offline Vooodooo

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Re: Open betas for the next patch (3.2 is out)
« Reply #132 on: October 23, 2012, 03:30:10 AM »
Hi,
The new version is awesome, besides, I haven't encountered any corrupted saves.
Just a few questions
1. I choose Gondor and now all enemy has been defeated (including Mordor) except for Isengard. Its strength now stays at around 600+ and Rohan just don't besiege this final settlement... The siege requirement now is 4000. I have played this game twice using different fraction, each time Isengard seem to be non-besiegable...Do I need to hit it even harder?
Isengard is slightly bugged. It's is supposed to spawn a guardian party, but it doesn't. In dev version it should be fixed.

2. I tried to camp in front of Isengard to draw its troops out. It seems its strength only drops <100 every time I defeat a party. However, if I draw the enemy to a Rohan party, enemy strength drops significantly. I just find this interesting.
That's probably for AI balancing.

3. Some of the quests become very hard to accomplish as the game progress. For example, rescuing friendly prisoners (as we are winning, there's no one I can rescue) and eliminate enemy scout/war/supply party (too specific, and they just don't appear at all).
I'll see if I can tweak this so they stop coming for high leveled players.

Thank you.

Thank you! ;)
« Last Edit: October 23, 2012, 12:04:42 PM by CppCoder »

Offline screech909

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Re: Open betas for the next patch (3.2 is out)
« Reply #133 on: October 23, 2012, 04:42:48 PM »
I think the morale system is a great idea...but i have noticed a few flaws or things i think downplay it a bit...like an enemy retreating before you engage in battle such as lets say 100 vs 50 troops the 50 troops retreat before battle starts and continue to do so each engagement...also   (optional) certain troops like elves and dwarves and uruk-kai should be less inclined to retreat...could u fix the immediate retreating with a delay of some sort to let one reach the enemy before they disappear...cause i like the morale system except for that...also that would help reduce the amount of fleeing troops on the map...which can be another problem

oh and great game with tons of potential to be the best ever...although it is in my book for m&b

Thanks, I appreciate feedback on the morale system. :) I'm still tweaking values and trying to make it a bit more playable.
« Last Edit: October 23, 2012, 05:19:08 PM by CppCoder »

Offline Historix

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Re: Open betas for the next patch (3.2 is out)
« Reply #134 on: October 26, 2012, 05:59:33 PM »
Is 3,2 less buggy than previous version? You stated that it is not for curious players, but if it's more stable i'll dowload it.

I would say it's probably a bit more stable.
« Last Edit: October 27, 2012, 12:54:52 PM by CppCoder »