Van-d-all
Erudite
Anyone knows what do those yellow square icons mean under a village or hideout?
Anyone knows what do those yellow square icons mean under a village or hideout?
This seems right. Just noticed tiny flags when faction units enter town, and coin symbols for caravans.Anyone knows what do those yellow square icons mean under a village or hideout?
I'm pretty sure these signify a troop/militia unit. When a group of villagers goes towards the nearest city to sell their stuff and then return home, such an icon appears as soon as they enter the village. Same with hideouts, icons appear and disappear as soon as a group of bandits enters or leaves.
I decided to compile a list of all the cut content, future content, or legacy content I've found in the files. I say all three because we have no way to know what exactly of this is going to be in. Even if a feature is confirmed in, this code could be deleted and started from scratch. Others almost certainly seem in, like certain factions TW decided would be too complicated to add.
I have categorized them into the type of content it pertains to as best as I could, and also tried to reference which files you can find these if you care to look. This list is not at all definitive, and is only from a surface look at the game's XML files, the deeper C# code and graphics files likely have a lot more that's not in here, and there's certainly going to be some things I've missed.
LARP!Really? The whole map gets conquered while you fight looters, and that's fun for you? What are you even supposed to do at that point?
If you can maintain the speed you need to catch parties, get a bunch of recruits and order them to attack without you when you see smaller bands. The auto-resolve is pretty generous and I feel like there's a higher chance for your guys to level up when the battle is simulated and not actually played.Is anyone else having trouble putting together a decent party? I can't keep troops alive long enough to reach the higher tiers, even just grinding trash mobs.
I'll remain optimistic about it. I first played M&B back when it only had Vaegirs and Swadians as factions, and throughout the years TW proved that it can handle early access model well (or at least that it used to), including adding whole mechanics to an existing game. I figure I'll grab it once it happens to be 25% off - this should give TW enough time to fiddle with parameters/ uncomment/ add enough stuff for Bannerlod to be a solid game.
I'll remain optimistic about it. I first played M&B back when it only had Vaegirs and Swadians as factions, and throughout the years TW proved that it can handle early access model well (or at least that it used to), including adding whole mechanics to an existing game. I figure I'll grab it once it happens to be 25% off - this should give TW enough time to fiddle with parameters/ uncomment/ add enough stuff for Bannerlod to be a solid game.
Good point. I recall playing the earliest builds of M&B too, thinking wow, this is total garbage, and being amazed years later when the real game shaped up pretty decent.
Years and years and years later....
What if we put a beta in a beta?Dudes we can check new patch in beta tab on steam
Is there a changelog somewhere?Dudes we can check new patch in beta tab on steam
Their main purpose is for players to practice their fighting skills in this game. If you force players to spend days healing after every practice fight you just promote savescumming.I would guess the logic was that practice fights have no downside while real battles have you lose troops, hp and you can be captured.Practice fight so you can improve getting better, not sure why there has to be XP involved in this. Keep seeing this all over. Stats don't seem to have that much of an impact anymore, it's your skill that determines if you die or survive.
Same could be said for normal fights too, but ...RPG, you know?
Should we also have the npc in the arena tell our character "you can participate in practice fights, so that the person controlling you can improve their button pushing skills".
That's a good point, but practice fights could have diminishing returns/reduced xp, like in "real life". Got the TournamentXP mod, set practice fights to 30% xp and they do feel like training that isn't really worth doing after a while. Imo practice should not kill you, but it should lower your hp and force you to heal.
Patch Notes e1.0.4
Versions
Native: e1.0.0
SandboxCore: e1.0.4
Sandbox: e1.0.4
Storymode: e1.0.4
CustomBattle: e1.0.4
Multiplayer Crashes
Singleplayer Crashes
- Fixed a rare bug that caused clients to crash in multiplayer when a specific combat network message is received in the wrong order.
Performance
- Rare exception during siege fixed.
- Fixed a crash that occurred while traveling on the campaign map.
- Fixed a crash that happened after closing the banner editor.
- Fixed a crash related to a villager opening a dialog right after an enemy lord encounters the player during a raid village action.
- Fixed a crash while moving troops in the party screen.
- Fixed a crash while exiting the campaign map.
- Fixed a crash while dragging 0 item count tuples in inventory.
- Fixed a bug which caused a crash when breaking into an allied settlement under a siege.
- Fixed a crash concerning battle log entries when talking to a winning faction's non-hero character if the player was on the defeated side
- Fixed a crash that occurred just before the fight with the hideout boss after the hideout has been cleaned up.
- Fixed a crash that occurred when a player vs NPC board game is over.
- Fixed a crash that occurred when attacking a settlement after being interrupted by a party in the siege preparation stage.
- Fixed a crash related to targeting routing mounted agents.
- Fixed a crash that occurred when loading the game after successfully collecting weapons as the gang leader requested in the Gang Leader Needs Weapon quest.
- Fixed a rare crash that happens in character creation when choosing an option.
- Fixed a rare crash that happens when caravan payments are processed.
Save & Load
- Fixed an optimisation issue with NPC pathfinding which led to a huge performance loss, especially in siege scenes.
- Fixed a memory leak issue.
Battles and Sieges
- Further stability tweaks for save and load.
Combat AI
- Fixed a bug that opened a siege battle instead of field battle when attacking a besieger party.
Clan and Party
- Night debuffs, visibility limitation and extra aim error of ranged units have been removed. <---- But why though? I thought this was pretty cool.
Kingdoms and Diplomacy
- Fixed the open hands issue in the banner editor.
- After some time during a campaign, some lords were remaining without troops in their party because of financial problems and constantly being harassed by bandits. Lords now manage their finances more effectively and take troops from garrisons if they are at risk of going bankrupt. This was one reason for the snowball effect in the campaign, with kingdoms being eliminated too easily.
- Minor fixes have been made regarding pregnancies.
- Fixed an issue that caused player clan members to get stuck in a settlement.
Crafting
- Fixed an issue with defensive battles after a safe passage barter had been made.
Issues & Quests
- Fixed an issue that prevented axes from being craftable at the smithy.
Other
- Fixed a bug with the AI trying to attack at the end of Army of Poachers quest.
- More than 200 items reintroduced to the game.
- Armor values and prices overhauled.
- Production of weapons and armors in towns tweaked.
- Aserai’s basic troop was Aserai Tribesman, however, it should be Aserai Recruit. This is fixed.
:fabulouslyoptmistic: that this will beAfter some time during a campaign, some lords were remaining without troops in their party because of financial problems and constantly being harassed by bandits. Lords now manage their finances more effectively and take troops from garrisons if they are at risk of going bankrupt. This was one reason for the snowball effect in the campaign, with kingdoms being eliminated too easily.
Crossbows are now 45k
- Armor values and prices overhauled.