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- New Content
- Team Deathmatch overhaul:
- New mechanic: Earn gold for kills and assists.
- Players start with 140 gold.
- Gain 120 gold on respawn.
- Gold Gain:
- First ranged kill grants 10 gold.
- First melee kill grants 10 gold.
- First assist grants 10 gold.
- Second assist grants 20 gold.
- Third assist grants 30 gold.
- 5 kills grants 20 gold.
- 10 kills grants 30 gold.
- Killing +50 gold troop grants 10 gold.
- New win condition: Teams gain the cost of killed enemy troops as score points. The team that reaches 5000 points first wins. Team kills and self kills cause negative score.
- Faster spawns.
- General Changes
- Gameplay Changes:
- AI Overhaul:
- Order-Fighting Defensiveness Relation:
- Agent AI fighting defensiveness is now affected by the order they are given as a formation. This defensiveness is not about whether to stand ground or actively engage but more about how likely the agent is to attack vs. parry and similar personal combat decisions.
- Movement orders other than charge will increase defensiveness. Arrangement orders: shield wall, circle and square will increase defensiveness as well. The effect is cumulative.
- Engaging in Melee vs Proceeding to Order Position for Infantry:
- Infantry troops were very likely to ignore or rather keep going while very half-heartedly fighting enemies that blocked their path when given a new position to go to. They will now be more likely to engage in melee if the enemy is between themselves and where they are ordered to go to. They will still be likely to try to proceed to their order position as soon as the enemy moves out of the way or is eliminated.
- Cavalry Joining in the Fray:
- Mounted troops would always try to put a distance between themselves, gain momentum and charge at enemies when fighting. Now under certain conditions, they are allowed to engage in melee without disengaging.
- If their target is also mounted and they are being chased or they have lost speed they may engage in melee.
- They will not perform this behaviour against infantry unless the enemy infantry is at the location where they are ordered to hold (through a move order or during a follow order where they are where they need to be). In this case, instead of moving away from their position to gain momentum and come back with a charge, they will stand and fight. This can be used to order a mounted formation to go where an enemy formation is and have them engage and stand and fight after the initial charge. If the same group were ordered to charge they would constantly try to charge back and forth instead of staying in melee.
- AI units’ targeting decisions have been made more logical.
- Units using polearms are now aiming to the horses of the cavalry units when attacking. Their attack timings while using polearms are also improved.
- Shield usage for AI has been made more effective.
- Formations can now charge, fire from distance and go to positions without breaking the shield wall formation.
- Agents now behave more logically when switching their weapons.
- Ranged troops (bow, crossbow and throwing weapons) are now spending less time on aiming. The positioning when aiming these weapons also improved.
- Polearm thrusts now have an increased collision period (now deal damage towards the end of the animation.)
- Speed bonus for thrust and swing damage has been improved:
- This will make thrust damages less extreme.
- Improvements to kicks and bashes:
- Bashes now push your opponent further away.
- Kicks now stun your opponent for a longer period.
- Backwards movement speed has been increased.
- The characters riding skill now properly affects the horses’ manoeuvrability and top speed.
- This should also fix the leaning issues horses had.
- Air friction for projectiles has been adjusted.
- Defending while crouching without moving has been allowed.
- When teams are numerically unbalanced, players on the deficient team are given extra gold in Skirmish and extra troops in Captain as compensation.
- Damage taken from behind if there is a shield on the back is halved (shield collision has some issue right now so this might not work all the time.)
- Increased the stun animation duration when bumping into ranged weapon carriers.
- Audio Changes:
- Added true surround mode. If you have surround speakers/headphone, you can benefit from this option. Please note: you have to restart the game if you change this or Sound Device options. This will be fixed in future releases.
- Map Changes:
- Imperial Villa:
- Added some new ambient sounds.
- Fixed some barriers.
- User Interface Changes:
- Lobby UI revamped:
- Changed the icon for logging out in Lobby
- Moved custom game server list under the ‘Play’ tab (previously Matchmaking).
- Changed the visual design of the entries in the personal feed.
- Added "Gold earned" entries to personal feed for TDM.
- Added gold amount to HUD, below the health bars, for game modes that use gold.
- Added score based horizontal bars for the game over condition at the top.
- Moved damage taken number from right of the health bar to the left of it for easier viewing.
- Performance Changes
- Minor GPU performance improvements.
- Cloth simulation has been re-enabled for most of the meshes.
- Troop / Faction / Equipment Balancing
- Equipment Balance Changes:
- Major changes to weapon balance:
- All Swords (Short, Long, Cavalry, Bastard, Two Handed) now deal more damage with thrust attacks.
- All two handed weapons are now faster.
- Spears Types now have more consistent lengths
- The western short spear is now a pitch fork.
- The Tabar is now longer and more comparable to other 2H axes
- Changed the appearance of the Northern Wood Splitters Axe
- Shield health and armor have been increased (the health and armor of a shield now better fits its appearance).
- Increased the Javelins and Plumbatas powerlevel in comparison to the Jereed.
- Throwing weapons overall perform different with the new patch
- Troop Balance Changes:
- Fixed an issue regarding Khuzait Heavy Lancer unit’s Riding Skill.
- Bug Fixes
- Gameplay Fixes:
- Chain attacks not being predicted on clients correctly has been fixed.
- Fixed an issue regarding equipping shields with secondary weapons for some of the units.
- Fixed the issue that causes spawning as male characters even when selecting female in Team Deathmatch.
- Fixed an issue that enabled swings from two-handed weapons to damage enemies located behind the players.
- Fixed a bug that caused bouncing on some swing attacks which should have landed.
- Fixed a bug that allowed players to change their heights by changing parameters in DLL's. Thanks to Younes123 for alerting us about this!
- User Interface Fixes:
- Fixed the issue that makes agent circles not showing banners when joining a server after the game has started.
- Fixed damage taken visuals not showing up.
- Fixed headshot indicator not working properly.
- Fixed the issue that caused a wrong troop count to be shown on the order screen in Captain mode.
- Audio Fixes:
- Fixed: Surround spatialization is not working, some sounds could play in the wrong volume and direction.
- Performance Fixes:
- Fixed some of the stuttering that can happen after the first loading of the mission.
- Fixed the micro spike & stutter issues when using borderless fullscreen. Now, the game is as smooth as in exclusive fullscreen (to play without micro stutters, there should not be another window that occludes any part of the borderless fullscreen on the same monitor).
- Fixed ‘crashes & black screen hangings & not maximising’ happening when changing between display modes at runtime (fullscreen - borderless - windowed).
- Fixed a bug that causes old stuck-arrows to be longer when connecting to a server mid-game.
- Fixed an issue that lets players assign a key to more than one action on key bindings.
- Fixed a crash while removing ragdoll corpses.
- Known Issues
- In dual monitor setups, switching between monitors while in fullscreen mode is not working.
- Restart is mandatory if you change Sound Output or Sound Device options, otherwise sound system will crash. This will be changed in the future.
- Horse footstep sounds can be quirky at times.
- Arrow pass-by sounds are not working.
- There’s no occlusion for sounds behind walls.
- The Pitchfork can be held in one hand with shields.
- Some troops floating on top of their horses on the troop selection screen.
- If a player reconnects to the place of a player who disconnected, their name will be displayed as the disconnected player’s name.
- Compass icon in the spectator screen disappears after some time.
- Dead horses on the floor sometimes stutter/get stuck in a loop.
- Troop armour variations for Sturgia are still WIP (Captain mode).
- Aserai troops don't have armour variations yet (Captain mode).
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