-Fixed bug that caused slow movement in certain buildings and with certain scene props.
-Updated fonts.dss file to support the Latvian language characters.FTFY.
-Changed netcode to fix a bug where animations would sometimes fail to load.
http://forums.taleworlds.com/index.php?topic=253533.0that Link is to the Beta of this patchErhh this was half a year ago?
My bad, post was updated. Nice :)
-Fixed animation error with pikes.
Does this mean no face hug stabbing?
Dafuq. Is this for real?They do more than the c-rpg devs it seems :mrgreen:
Edit: Lol, it is. They still fix shit for warband? xD
-Reduced cap on turn speed in multiplayer.Reduced the cap, so an increase in turn speed?
-Fixed animation error with pikes.watwatwatwatwatwat
Does this mean no face hug stabbing?I am sceptical about this.
-Changed netcode to fix a bug where animations would sometimes fail to load.
WSE2 still uses 1.143 afaik. Cmp didn't want don't change to 1.15x before so don't get your hopes up. 1.15x introduced crouch support. That's why other mods have it I suppose.So don't download the patch?
So don't download the patch?
You should be able to patch without breaking anything, but the changes won't apply to cRPG except for the font fix (although some of them are already present in WSE2).
changes won't apply to cRPG except for the font fixI approve of the priorities.
(click to show/hide)
Which ones?
-Fixed a visual error with attacks that are cancelled mid air.
-Fixed bug that caused slow movement in certain buildings and with certain scene props.
-Changed netcode to fix a bug where animations would sometimes fail to load.
Those things? Just curious.
Isn't that only visible for you? I mean I though everyone else just sees your attack as usual.
-Reduced cap on turn speed in multiplayer.
-Fixed animation error with pikes.Pike bracing related, and we don't have pike bracing.
-Fixed bug with shadows.What bug?
-Fixed bug that caused slow movement in certain buildings and with certain scene props.I think this was already fixed in cRPG a long time ago, but it's easy to port if it wasn't.
-Fixed a visual error with attacks that are cancelled mid air.What's wrong with that?
-Adjusted the way attack cancelling is handled while jumping.
-Bug fixed where throwing axe and throwing knife models would show on shields with the wrong rotations.Already fixed in WSE2.
-Changed netcode to fix a bug where animations would sometimes fail to load.I'm quite sure this is about a bug introduced in a Warband version that we never used.
-Reduced cap on turn speed in multiplayer.Balance changes, not bug fixes. We don't port balance from Native.
-All spears can now rear horses.
Balance changes, not bug fixes. We don't port balance from Native.
So it seems like you got the bases covered, but why dont you import balance from native? All spears rearing would make sense... :? As would the turn speed.
We could also bring back Native weapon model-length mismatches, I'm sure everybody loves ghost reach.Not sure people would notice, given that I still frequently see people complain about 'ghost reach'. Never mind the fact that this was fixed in cRPG ages ago.
Quote from: Elindor on Today at 16:35:44
-Bug fixed where throwing axe and throwing knife models would show on shields with the wrong rotations.
Already fixed in WSE2.
-Fixed bug that caused slow movement in certain buildings and with certain scene props.
Those are the only 3 I think should be (or would be) necessary to apply. Some of the other ones would severely change the game (like a spear being able to rear a horse, or uncapping turn speed when swinging).
Yes I'm pretty sure it's just on my client side that the animation is incorrectly shown. I'm sure that other people see it as an attack. It's basically like the server missed the data that I right clicked, but my client side still thinks I'm blocking.
Pike bracing related, and we don't have pike bracing.
What bug?
I think this was already fixed in cRPG a long time ago, but it's easy to port if it wasn't.
What's wrong with that?
Already fixed in WSE2.
I'm quite sure this is about a bug introduced in a Warband version that we never used.
Balance changes, not bug fixes. We don't port balance from Native.
Balance changes, not bug fixes. We don't port balance from Native.
We could also bring back Native weapon model-length mismatches, I'm sure everybody loves ghost reach.
Well yeah, but they kind of forced that on to us (hardcoded). If the item balancers are OK with it I can easily restore the old behavior.
So is everyone fine with darts in alt mode rearing horses? I would use a minimum length of 100 or so instead.
So is everyone fine with darts in alt mode rearing horses?Lol, I wanna try it in Native, never thought about that before.
It's pretty hard to hit like that without glancing since the damage is so weak. I really think its a non-issue.You can actually rear a horse even with glanced attack.
So is everyone fine with darts in alt mode rearing horses? I would use a minimum length of 100 or so instead.If somebody manages to stab a charging horse with a dart in alt mode, not only should it rear the cav, but it should also automatically give the attacker the title of 'complete badass'.
more horserearing? It should be the other way around. Like:Did you actually try to be a horse? Peasants poking some sticks at you are fucking scary.
-Fixed spears , horses do not rear any more when poked by a peasant with a pointy stick.
-Fixed , horses can now push over or past a peasant standing infront or next to it.
So is everyone fine with darts in alt mode rearing horses? I would use a minimum length of 100 or so instead.
what is this rearing of horses, sounds sexy :wink:
Pike bracing related, and we don't have pike bracing.Moving slower in some building still exists in cRPG
What bug?
I think this was already fixed in cRPG a long time ago, but it's easy to port if it wasn't.
What's wrong with that?
Already fixed in WSE2.
I'm quite sure this is about a bug introduced in a Warband version that we never used.
Balance changes, not bug fixes. We don't port balance from Native.
So is everyone fine with darts in alt mode rearing horses? I would use a minimum length of 100 or so instead.
-Fixed a visual error with attacks that are cancelled mid air.What's wrong with that?
-Adjusted the way attack cancelling is handled while jumping.
So is everyone fine with darts in alt mode rearing horses? I would use a minimum length of 100 or so instead.How can darts stop horses? they use 1h anim and i dont think they are considered spears (at least in crpg)