cRPG

cRPG => Announcements => Topic started by: RD_Professor on December 28, 2017, 12:11:34 pm

Title: 0.5.1.9 (well, almost) Christmas Miracles, more fixes
Post by: RD_Professor on December 28, 2017, 12:11:34 pm
Thanks to a Christmas miracle, I managed to finally fix all the issues plaguing adding in any items, just in time to add snowballs and Santa hats to cRPG for the holidays. So, thankfully now all the nasty business caused in 0.5.1.2 and 0.5.1.3 has been put to rest. I've also heard that Santa came by and gave all the good players out there a holiday present, a generous one at that. made more generous by my incompetence Although I haven't yet released them, we have another batch of items ready to add into the mod. Given their unique nature (South American items), the super-elite dev/admin team will discuss whether they are appropriate to add into the mod. Worry not, even if they are deemed not worthy, there are still some items from Vikingr that I plan to add as well. By the end of the year, we'll have a few more items to play around with.

The big topic lately has been ranged, especially xbows, how it is overpowered, etc, etc, etc. It turns out that the rather large damage done was the result of incorrect game values for WSE2. So, you should all notice Armor Soak(ing up melee player's tears), which has been increased. This will correspond to greater survivability of players from all forms of damage. However, please note that the current values are not here to stay. They are the values that it should have been at, and will need to be tested/reviewed to further improve balance. Also, it turns out that other variables as well, such as fall damage, and horse charge damage were incorrect, so those were changed as well.

Alright, that's enough news for now. Here's the patchnotes:

0.5.1.8 (still)
What was planned:
-Fix issues with adding items (done)
-Happy hour
-Small siege tower
-Ladder bugs
-Balancing stuff (progress made)

Plans for future
People are indeed working on the bugs with small siege tower and ladders. Now that items can again be added, and the issues behind balancing have been found, I can focus back onto this, and hopefully us code monkeys can get a solution by next week
Similarly, I'll also look into fixing happy hour, and I'll also be looking into changing the current multiplier system. As of now, it is horrendous for new players to get any XP on battle. Given that it will take me time to (elegantly) mash the multiplier system together with the old XP barn system (another thing I intend to bring back), for now I will just improve the multiplier system.
Of course, balance is still going to need a lot of work. It's hard to know how it is right now, but in time, with testing and feedback, we can figure out what needs to happen next to provide better balance.

As a side note, for those who may be confused, balance does not mean nerfing a class into the ground, or buffing a class to unfair levels.

A strat reset is planned sometime in the future. Although I have heard of growing calls for one to happen immediately, I'd like to hold off for a bit longer. Considering that an average cRPG player is drowning in gold, it might be prudent to couple this strat reset with some form of a wipe to gold. The subject of a wipe has been a testy topic, but as far as I can tell, wiping (not all, but some amount) of gold is a better place to start. I'm still not sure whether I want to do this, so it'll take some time to mull it over. But, the strat reset will be no later than say, February. that means no later than 11:59 PST on February 28th. It'll probably be earlier
Also, to combat the current state of gold, I'll be reducing gold gains. I attempted this on DTV, but oddly enough my code was rejected and ignored by the engine. Additionally, the Iron Bank of Calradia is aware of this problem, and as a countermeasure will begin the biweekly (or weekly) auction of a heirloom point soonTM.

Lastly, this past week, we had an explosion in player count, hitting 500+, even over 600 online players, throughout each day. I'm frankly shocked (in a good way), and am so happy to see the mod doing well once again. It's been a bit of a bumpy road for the past while, but things are looking up now. Thanks for bearing with my incompetence and sticking it out. I'm learning, I swear.
Title: Re: 0.5.1.9 (well, almost) Christmas Miracles, more fixes
Post by: RD_Professor on December 28, 2017, 12:44:23 pm
Oh, forgot to mention it in patchnotes, but the names of some items has been fixed. For example, I learned that Greem is not a color, so Green Brigandine over Mail and Plate is correctly named now.
Title: Re: 0.5.1.9 (well, almost) Christmas Miracles, more fixes
Post by: Yuang on December 28, 2017, 12:47:41 pm
Thanks a lot, hard work!
Title: Re: 0.5.1.9 (well, almost) Christmas Miracles, more fixes
Post by: Larvae on December 28, 2017, 12:55:58 pm
Awesome,nice to have u in dev team :)
Title: Re: 0.5.1.9 (well, almost) Christmas Miracles, more fixes
Post by: Kalitorian on December 28, 2017, 01:41:26 pm
Thanks for your dedication, keep up the good work!
Title: Re: 0.5.1.9 (well, almost) Christmas Miracles, more fixes
Post by: Varadin on December 28, 2017, 01:53:23 pm
we are back boys
Title: Re: 0.5.1.9 (well, almost) Christmas Miracles, more fixes
Post by: pogosan on December 28, 2017, 04:06:30 pm
Title: Re: 0.5.1.9 (well, almost) Christmas Miracles, more fixes
Post by: oguz on December 28, 2017, 04:32:31 pm
thank you guys for ruin my life again.
Title: Re: 0.5.1.9 (well, almost) Christmas Miracles, more fixes
Post by: Novamere on December 28, 2017, 05:06:22 pm
Professor I hate everybody But I think I like you so good job!
Title: Re: 0.5.1.9 (well, almost) Christmas Miracles, more fixes
Post by: Pandemona on December 28, 2017, 06:12:13 pm
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GG indeed.
Title: Re: 0.5.1.9 (well, almost) Christmas Miracles, more fixes
Post by: Novamere on December 28, 2017, 06:35:10 pm
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GG indeed.

WTF 435k xp where?
Title: Re: 0.5.1.9 (well, almost) Christmas Miracles, more fixes
Post by: Pandemona on December 28, 2017, 06:38:15 pm
WTF 435k xp where?

DTV last wave.
Title: Re: 0.5.1.9 (well, almost) Christmas Miracles, more fixes
Post by: Novamere on December 28, 2017, 06:39:24 pm
DTV last wave.

Jesus fuck thats alot of XP and shit gold
Title: Re: 0.5.1.9 (well, almost) Christmas Miracles, more fixes
Post by: Pandemona on December 28, 2017, 06:40:05 pm
Jesus fuck thats alot of XP and shit gold

Yep.
Title: Re: 0.5.1.9 (well, almost) Christmas Miracles, more fixes
Post by: Richyy on December 28, 2017, 07:43:59 pm
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GG indeed.

good job!
Title: Re: 0.5.1.9 (well, almost) Christmas Miracles, more fixes
Post by: Asheram on December 28, 2017, 08:17:06 pm
code monkeys
GJ
Professor Larrity's got back.
Title: Re: 0.5.1.9 (well, almost) Christmas Miracles, more fixes
Post by: Nehvar on December 28, 2017, 09:25:14 pm
I have a few possible bugs to report regarding the awesome new-ish narfy armors.


**Finger Gauntlets -- items_kinds has this as leather_gauntlet_newL when the mesh name is leather_gauntlet_new_L.  Also, the hands of these gloves appear rather small in-game.  Not sure why...they don't appear that small in the brf.

**Leather Greaves -- The mesh (narf_leather_boots) is stretched to the point of chicken legs.  Thankfully you kept a copy of the previous version in the brf so I've been fixing it on my end since the change.  I imagine that wasn't your intent though.

**Red Brigandine over Aketon -- This seems like it should be using the version you have in your brf (narf_brigandine_red), like the rest of Narf's brigandine armors, but is still using Raylin's version (new_brigandine_red).

**Blue Brigandine over Aketon -- The Barabans_items.brf lists a material name "brigandine_blue" that was already defined in narfs_men_at_arms_pack.brf and used by the Blue Brigandine in your brf.  They share a diffuse map but have different bump and specular maps.


The last thing is not a bug but a selfish gripe.  The difficulty of brigandine over mail seems high (16).  When compared to other armors in that range, like the plated hauberk over aketon (also 16) and the knight armors (14), it seems like it should be more of a 15.  In fact a couple other armors in that area seem off as well but who cares about those lesser peasant armors.


And finally...don't forget to take a break and have a beer once in a while.
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Title: Re: 0.5.1.9 (well, almost) Christmas Miracles, more fixes
Post by: Asheram on December 28, 2017, 09:41:58 pm
And finally...don't forget to take a break and have a beer once in a while.
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Need a Table to set that mug on?
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sry dont know how to make this pic smaller.
Title: Re: 0.5.1.9 (well, almost) Christmas Miracles, more fixes
Post by: Pandemona on December 28, 2017, 11:27:57 pm
Considering that an average cRPG player is drowning in gold, it might be prudent to couple this strat reset with some form of a wipe to gold. The subject of a wipe has been a testy topic, but as far as I can tell, wiping (not all, but some amount) of gold is a better place to start. I'm still not sure whether I want to do this, so it'll take some time to mull it over.
Also, to combat the current state of gold, I'll be reducing gold gains. I attempted this on DTV, but oddly enough my code was rejected and ignored by the engine. Additionally, the Iron Bank of Calradia is aware of this problem, and as a countermeasure will begin the biweekly (or weekly) auction of a heirloom point soonTM.

How about you implement shop respecs to make it easier for us to get rid of our unnecessary gold ?

It would be great for those who want to try over 9000 builds within a day, also it might mean lesser retirements because most people will no longer need to retire and change their builds, therefore lesser loompoints around which will probably increase loompoint prices therefore reduce the amount of gold players have.
Title: Re: 0.5.1.9 (well, almost) Christmas Miracles, more fixes
Post by: WarLord on December 28, 2017, 11:37:40 pm
Someone openend a thread about this in the bug section already: Some characters lost their title with the latest patches/changes.

I for example had two Veterans, and while one of them (still alevel 33 char) lost the title, the other one (level 30) still has it. So for me it seems like a bug/unwanted thing.

Please give the lost titels back or, if it's wanted that way, delete all the old titles, because right now it doesn't make any sense.  :D
Title: Re: 0.5.1.9 (well, almost) Christmas Miracles, more fixes
Post by: Pandemona on December 28, 2017, 11:51:52 pm
How about you implement shop respecs to make it easier for us to get rid of our unnecessary gold ?

It would be great for those who want to try over 9000 builds within a day, also it might mean lesser retirements because most people will no longer need to retire and change their builds, therefore lesser loompoints around which will probably increase loompoint prices therefore reduce the amount of gold players have.

For example, i just realised that i've made a mistake with my build and put 3 to shield instead of 2. So please allow me to pay for it with my gold rather than my time. If you want you can make it more valuable as you get to higher levels as well.

So if you are worried about people changing their builds before strategus battles to have the class advantage, it will cost them so much that it will not be a viable way.
Title: Re: 0.5.1.9 (well, almost) Christmas Miracles, more fixes
Post by: Asheram on December 29, 2017, 03:14:16 am
nothing wrong with the multiplier system unless you plan to make it better as the bannerstack is what cuts new players off a bit more because of autobalnce which switches you alot if not on a stack but I have seen it come out in the wash being on teams with a multi and teams without throughout
Title: Re: 0.5.1.9 (well, almost) Christmas Miracles, more fixes
Post by: RD_Professor on December 29, 2017, 04:24:42 am
Would appreciate if you could peek at possibility of running a scene editor with cRPG module. It crashes on launch when cRPG module is loaded via Warband launcher.
I managed to do that at some point, I think I had to run it without WSE2 for that to work. The mapper guys probably know better than me about that
Title: Re: 0.5.1.9 (well, almost) Christmas Miracles, more fixes
Post by: pogosan on December 29, 2017, 07:23:33 pm
Title: Re: 0.5.1.9 (well, almost) Christmas Miracles, more fixes
Post by: suyu on December 30, 2017, 09:08:33 am
Thanks
Title: Re: 0.5.1.9 (well, almost) Christmas Miracles, more fixes
Post by: XyNox on December 30, 2017, 09:29:45 pm
Am i crazy or did the sheperd's axe get -2 speed and -2 pierce with the last patch ?
Title: Re: 0.5.1.9 (well, almost) Christmas Miracles, more fixes
Post by: RD_Professor on December 30, 2017, 09:54:02 pm
Am i crazy or did the sheperd's axe get -2 speed and -2 pierce with the last patch ?
Yes, it did. I'll post changelog sometime today.
Title: Re: 0.5.1.9 (well, almost) Christmas Miracles, more fixes
Post by: Corsair831 on January 01, 2018, 10:45:57 pm
sounds great! :)

i don't see buff board shields anywhere though :'(

#boardshields2018  :D  :lol:
Title: Re: 0.5.1.9 (well, almost) Christmas Miracles, more fixes
Post by: Daniisme on January 02, 2018, 12:30:48 am
Explain happy hour please Oo?