cRPG

cRPG => General Discussion => Topic started by: the real god emperor on July 24, 2013, 03:22:44 pm

Title: Warband 1.157
Post by: the real god emperor on July 24, 2013, 03:22:44 pm
New patch fellahs , i think some features are effecting cRPG aswell, e.g. : now all spears are rearing horses!

-Rebalanced in-game economy to encourage a range of propserity among towns (previously most towns became rich or very rich).
-Fixed bug with 'auto_select_weapon_mode' occurring too frequently.
-Fixed a visual error with attacks that are cancelled mid air.
-Fixed animation error with pikes.
-Fixed bug with shadows.
-Added new operations for modders and modified/fixed some existing operations.
-Fixed bug that caused slow movement in certain buildings and with certain scene props.
-Adjusted the way attack cancelling is handled while jumping.
-Added more options to module.ini.
-Bug fixed where throwing axe and throwing knife models would show on shields with the wrong rotations.
-Increased maximum number of different party member and prisoner stacks from 32 to 256.
-Changed netcode to fix a bug where animations would sometimes fail to load.
-Rebalanced Khergit multiplayer troops and added 'Khergit Infantry' class.
-Adjusted price of certain items in multiplayer based on faction (certain items now cost different amounts of gold depending on faction).
-Rebalanced several items to create proper price/quality progression balance in multiplayer.
-Other minor bug fixes.
-Adjusted equipment of Vaegir troops for balance.
-Adjusted stats of ranged troops for balance.
-Shortened string of server messages.
-Reduced cap on turn speed in multiplayer.
-All spears can now rear horses.
-Singleplayer fixes.
-Updated fonts.dss file to support the Lithuanian language characters.
Title: Re: Warband 1.157
Post by: Fips on July 24, 2013, 03:29:26 pm
Dafuq. Is this for real?

Edit: Lol, it is. They still fix shit for warband? xD
Title: Re: Warband 1.157
Post by: FrugFrug on July 24, 2013, 03:31:26 pm

-Fixed bug that caused slow movement in certain buildings and with certain scene props.


Huzzah!
Title: Re: Warband 1.157
Post by: [ptx] on July 24, 2013, 03:32:57 pm
-Updated fonts.dss file to support the Latvian language characters.
FTFY.

O jā.
Title: Re: Warband 1.157
Post by: korppis on July 24, 2013, 03:38:51 pm
-Changed netcode to fix a bug where animations would sometimes fail to load.

Woohoo, a fix for invisible strikes?
Title: Re: Warband 1.157
Post by: Lannistark on July 24, 2013, 03:40:25 pm
http://forums.taleworlds.com/index.php?topic=253533.0

Erhh this was half a year ago?

My bad, post was updated. Nice  :)
Title: Re: Warband 1.157
Post by: Strudog on July 24, 2013, 03:41:45 pm
http://forums.taleworlds.com/index.php?topic=253533.0

Erhh this was half a year ago?

My bad, post was updated. Nice  :)
that Link is to the Beta of this patch

i think they full released it now, or am i wrong?


-Fixed animation error with pikes.


Does this mean no face hug stabbing?
Title: Re: Warband 1.157
Post by: the real god emperor on July 24, 2013, 03:45:18 pm
Does this mean no face hug stabbing?

i hope so
Title: Re: Warband 1.157
Post by: Boerenlater on July 24, 2013, 03:45:59 pm
Dafuq. Is this for real?

Edit: Lol, it is. They still fix shit for warband? xD
They do more than the c-rpg devs it seems :mrgreen:
(click to show/hide)
Title: Re: Warband 1.157
Post by: Lannistark on July 24, 2013, 03:50:26 pm
They gonna remove facehug stab? lol what is going to happen to Nditions and all those narcisist stab whirlwind feint-o-maniacs. Just block left then.
Title: Re: Warband 1.157
Post by: Teeth on July 24, 2013, 04:12:13 pm
-Reduced cap on turn speed in multiplayer.
Reduced the cap, so an increase in turn speed?

-Fixed animation error with pikes.
watwatwatwatwatwat
Title: Re: Warband 1.157
Post by: [ptx] on July 24, 2013, 04:13:35 pm
Does this mean no face hug stabbing?
I am sceptical about this.
Title: Re: Warband 1.157
Post by: Christo on July 24, 2013, 04:17:39 pm
-Changed netcode to fix a bug where animations would sometimes fail to load.

One of the interesting ones.
Title: Re: Warband 1.157
Post by: Paul on July 24, 2013, 04:22:46 pm
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.
Title: Re: Warband 1.157
Post by: Gravoth_iii on July 24, 2013, 04:24:04 pm
Oh shit, what is this.. will this affect crpg? :o will invisible attacks be fixed? :O
Title: Re: Warband 1.157
Post by: Boerenlater on July 24, 2013, 04:29:21 pm
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?
Title: Re: Warband 1.157
Post by: the real god emperor on July 24, 2013, 04:32:14 pm
So don't download the patch?

No, when you press Play cRPG , launcher avoids all patches after 1.143 , so doesnt matter if you download it or not
Title: Re: Warband 1.157
Post by: Paul on July 24, 2013, 04:35:07 pm
You can patch if you want I think. The cRPG launcher handles which client is used and it has the old one ready.
Title: Re: Warband 1.157
Post by: cmp on July 24, 2013, 04:50:36 pm
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).
Title: Re: Warband 1.157
Post by: Elindor on July 24, 2013, 04:50:44 pm
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).

So, we're not gonna implement these things into cRPG?
Title: Re: Warband 1.157
Post by: cmp on July 24, 2013, 04:56:38 pm
Which ones?
Title: Re: Warband 1.157
Post by: [ptx] on July 24, 2013, 04:57:10 pm
changes won't apply to cRPG except for the font fix
I approve of the priorities.
Title: Re: Warband 1.157
Post by: CrazyCracka420 on July 24, 2013, 05:11:32 pm
It is cool that they are still updating and improving Warband. 

-Increased maximum number of different party member and prisoner stacks from 32 to 256.

This will be a nice change for me in single player, I would routinely run into the problem where I had too many troop types and couldn't have any more people in my party.

-Changed netcode to fix a bug where animations would sometimes fail to load.

This would be nice if we could get it into c-rpg.  It usually only happens when a lot of stuff is going on (aka the server is processing a lot of data at once).  I usually only see it in strat battles.  But I can swing, and then try to block mid swing (shows me blocking), but then my swing still carries through and hits the enemy.  I mean it's nice that I thought I was blocking and hit the enemy, but it also means I was vulnerable and didn't realize it.
Title: Re: Warband 1.157
Post by: Macropus on July 24, 2013, 05:14:18 pm
(click to show/hide)

Some changes are really sweet, would be nice to have it implemented in crpg.

"-Rebalanced Khergit multiplayer troops and added 'Khergit Infantry' class" - hope this will make Khergits more popular.
Title: Re: Warband 1.157
Post by: cmp on July 24, 2013, 05:17:38 pm
(click to show/hide)

I think it's completely unrelated from what he described (AFAIK it fixes an issue introduced by 1.15x which we never had).
Title: Re: Warband 1.157
Post by: Malaclypse on July 24, 2013, 05:30:44 pm
All Spears rearing would be nice to have back.
Title: Re: Warband 1.157
Post by: Elindor on July 24, 2013, 05:35:44 pm

-Fixed a visual error with attacks that are cancelled mid air.
-Fixed animation error with pikes.

-Fixed bug with shadows.
-Fixed bug that caused slow movement in certain buildings and with certain scene props.
-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.
-Changed netcode to fix a bug where animations would sometimes fail to load.
-Reduced cap on turn speed in multiplayer.
-All spears can now rear horses.

Those things? Just curious.

[EDITED - bold are the ones I think are important]
Title: Re: Warband 1.157
Post by: Prpavi on July 24, 2013, 05:47:16 pm
Which ones?


-Changed netcode to fix a bug where animations would sometimes fail to load
-Fixed a visual error with attacks that are cancelled mid air.

This ones pls, I've been having problems with disappearing animations for years now.
Title: Re: Warband 1.157
Post by: CrazyCracka420 on July 24, 2013, 05:55:45 pm

-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.

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).

Quote from: Marcopus
Isn't that only visible for you? I mean I though everyone else just sees your attack as usual.

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.
Title: Re: Warband 1.157
Post by: Kafein on July 24, 2013, 06:25:53 pm
That's what I call fucking support.
Title: Re: Warband 1.157
Post by: Kaoklai on July 24, 2013, 06:27:29 pm
-Reduced cap on turn speed in multiplayer.

Meanwhile cRPG is still stuck with the awful turnspeed nerf.  At least Taleworlds seems to get that 5 minute long, who-gets-bored-first melee isn't the way to go.  A hopeful sign for Bannerlord (if it doesn't turn out to be vaporware). 

Title: Re: Warband 1.157
Post by: cmp on July 24, 2013, 06:35:29 pm
-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.
-Adjusted the way attack cancelling is handled while jumping.
What's wrong with that?

-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.
-All spears can now rear horses.
Balance changes, not bug fixes. We don't port balance from Native.
Title: Re: Warband 1.157
Post by: Warborn304 on July 24, 2013, 06:37:37 pm
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.
Title: Re: Warband 1.157
Post by: cmp on July 24, 2013, 06:39:40 pm
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.

Why on earth would we import balance from Native? This is cRPG, not Native with persistence.
Title: Re: Warband 1.157
Post by: Paul on July 24, 2013, 06:43:52 pm
We can bring back Native archery for a bit though.
Title: Re: Warband 1.157
Post by: cmp on July 24, 2013, 06:44:38 pm
We could also bring back Native weapon model-length mismatches, I'm sure everybody loves ghost reach.
Title: Re: Warband 1.157
Post by: CrazyCracka420 on July 24, 2013, 06:56:19 pm
Come to think of it, I can't recall any surfaces on any battle maps or strategus sieges that slow you down when you run on them (like castle walls used to do). 

Also, it would be ridiculous to import Native balance changes to crpg...for obvious reasons.  Kaoklai I don't think crpg encounters ever last "5 minutes" (obviously you are exaggerating for effect).  Nor do I think most engagements even last 30 seconds on the battlefield.  I'd wager most of the engagements I'm a part of last between 10-20 seconds. 

Trying to 1v1 another person in a vacuum (which does happen on the battle server from time to time) can certainly take an extended period of time for two relatively decent players, before one dies.  But I don't mind it, they usually seem like good fights.

Having lightning quick animations (fast melee speed) or helicopter spinning while you swing really hurts people with high ping (70+, let alone people trying to play across the pond with 150 ping), and doesn't really do much to increase melee skill for the lower ping players.  It's been probably over a year since I've seen a battle round end in a stalemate because neither person could get the killing blow.
Title: Re: Warband 1.157
Post by: cmp on July 24, 2013, 06:57:34 pm
It's not like they buffed turn speed either, they just reverted the 1.15x nerf (don't know if fully or partially).
Title: Re: Warband 1.157
Post by: Vodner on July 24, 2013, 06:57:43 pm
I do wish that the regular spear still reared cav in cRPG. I'm also happy that they reverted the turn speed reduction, since that means it's far less likely they are going to add something similar to Bannerlord. I still feel like a largely unrestricted turn rate makes for better gameplay, although what we have now is better than the initial flat reduction.

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.

e:
They need to add an FoV slider to the vanilla client. It's incredibly hard to go from having a 90 degree FoV, back to whatever the default is. When I play Native I keep constantly missing 1h overheads and messing up my footwork due to it. I can still block, which is funny because the combination of scrub-level footwork and decent blocking gets me accused of autoblocking every now and then.
Title: Re: Warband 1.157
Post by: Vermilion on July 24, 2013, 07:02:52 pm
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.

I'm sure this isn't fixed for walls/fences/ground etc

Any chance that could also get fixed? Looks stupid having throwing knifes sticking handle first into a wall.  :D
Title: Re: Warband 1.157
Post by: Tore on July 24, 2013, 07:13:38 pm
-Fixed bug that caused slow movement in certain buildings and with certain scene props.

YES  :mrgreen:
Title: Re: Warband 1.157
Post by: Elindor on July 24, 2013, 07:57:19 pm
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.

I agree, only some of them I think cRPG needs, was just  curious how cmp and company were thinking of handling this stuff.

Which, cmp already answered.
Title: Re: Warband 1.157
Post by: Elindor on July 24, 2013, 07:58:24 pm
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.

Thanks cmp, was just looking to see what your take on all this was.

If the scene prop movement speed reduction bug is still in please port from native, that thing was super annoying...although I can't remember now if it's still in cRPG or not....that's a good question.
Title: Re: Warband 1.157
Post by: Malaclypse on July 24, 2013, 08:43:51 pm
Balance changes, not bug fixes. We don't port balance from Native.

But the reason the shorter spear polearms originally lost rearing abilities was because of the Native change, not because of any intentional balancing of the cRPG team, at least that's what you told me.
Title: Re: Warband 1.157
Post by: cmp on July 24, 2013, 08:47:08 pm
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.
Title: Re: Warband 1.157
Post by: Miwiw on July 24, 2013, 09:24:38 pm
We could also bring back Native weapon model-length mismatches, I'm sure everybody loves ghost reach.

I enjoyed that some days ago on a native server. I wondered the whole time why I got hit. I mean I'm far from being the best player but usually I'm able to judge lengths. ^^

I just updated warband over steam.. Let's see :)
Title: Re: Warband 1.157
Post by: Jarold on July 24, 2013, 09:31:50 pm
I think the bug is still in this mod with the slow movement speed. Also why is my Warband not updating to 1.157 then?! ( STEAM )


EDIT : Also thought this one was pretty interesting "-Bug fixed where throwing axe and throwing knife models would show on shields with the wrong rotations."
Title: Re: Warband 1.157
Post by: Paul on July 24, 2013, 09:46:53 pm
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.
Title: Re: Warband 1.157
Post by: MURDERTRON on July 24, 2013, 09:48:28 pm
So is everyone fine with darts in alt mode rearing horses? I would use a minimum length of 100 or so instead.

It's pretty hard to hit like that without glancing since the damage is so weak.  I really think its a non-issue.
Title: Re: Warband 1.157
Post by: Macropus on July 24, 2013, 09:51:07 pm
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.
Title: Re: Warband 1.157
Post by: Torost on July 24, 2013, 09:57:30 pm
more horserearing? It should be the other way around. Like:

-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.
Title: Re: Warband 1.157
Post by: Vodner on July 24, 2013, 10:01:20 pm
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'.
Title: Re: Warband 1.157
Post by: Macropus on July 24, 2013, 10:02:50 pm
more horserearing? It should be the other way around. Like:

-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.
Did you actually try to be a horse? Peasants poking some sticks at you are fucking scary.
Title: Re: Warband 1.157
Post by: cmp on July 24, 2013, 10:11:07 pm
So is everyone fine with darts in alt mode rearing horses? I would use a minimum length of 100 or so instead.

Guess that's a good example of why we don't "import" Native balance.
Title: Re: Warband 1.157
Post by: Prpavi on July 24, 2013, 10:21:16 pm
what is this rearing of horses, sounds sexy  :wink:
Title: Re: Warband 1.157
Post by: CrazyCracka420 on July 24, 2013, 10:32:33 pm
what is this rearing of horses, sounds sexy  :wink:

http://en.wikipedia.org/wiki/Rearing_%28horse%29
Title: Re: Warband 1.157
Post by: Guray on July 25, 2013, 12:47:04 am
-Rebalanced Khergit multiplayer troops and added 'Khergit Infantry' class.
Title: Re: Warband 1.157
Post by: Guray on July 25, 2013, 01:01:09 am
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.
Moving slower in some building still exists in cRPG
Title: Re: Warband 1.157
Post by: Lt_Anders on July 25, 2013, 03:08:21 am
So is everyone fine with darts in alt mode rearing horses? I would use a minimum length of 100 or so instead.

I'm fine with that!

If you did decide to change the length to a lower value, probably want around 115 or so. Halfswording on the GREAT swords would then rear horses. It'd also make like 95% of polearms anti cav rather than just the upper teir type ones.
Title: Re: Warband 1.157
Post by: _Sebastian_ on July 25, 2013, 01:55:12 pm
-Fixed a visual error with attacks that are cancelled mid air.
-Adjusted the way attack cancelling is handled while jumping.
What's wrong with that?

These fixes are related to the new added(1.150) ini entry "disable_attack_while_jumping" and the issues only occoured on dedicated servers.
Its nice to see that taleworlds is fixing bugs which I reported a year ago...  8-)
Title: Re: Warband 1.157
Post by: JackieChan on July 26, 2013, 06:39:09 pm
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)