Flying Squirrel Entertainment

Developer's Corner => News & Announcements => Topic started by: Olafson on July 24, 2013, 06:25:55 pm

Title: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Olafson on July 24, 2013, 06:25:55 pm
Hello all!

First off we would like to apologise for the lack of recent updates. Although it looks ominous when we go quiet it tends to mean our faces are inches away from our screens furiously beavering away bringing BCoF and the newest Napoleonic Wars Patch to life. Anyway we stopped to begin our yearly consumption of carbon based nutrients and realised we had neglected our followers.Prepare to be pleased!




We have a few things to show you today, but to begin we would like to include a couple of rather dashing warriors for your viewing pleasure. Ladies (and gentlemen), feast your optical lenses on our new range of soldiers! Featuring the awesome 1st KGL Hussars, leading the frontal charges and seducing anything with two, four or eight legs!




And for those with a taste for the infantry, enjoy our latest addition to the French army, arriving from Bavaria, it’s the 2. Linien Infanterie Kronprinz Bayern!




While giving you all of these nice new units to brutalise your friends with is pretty fantastic enough, we decided to take a few steps over the awesome line and give you some more. On top of these new units, here is a sneak peak of some of the new ships and boats we have added into the game, and to go along with our new naval scenery. In addition you now also get to roam the sea in fitting outfits with the new Naval Troops for the United Kingdom and France.


British

All aboard the HMS Neptune!
- Sailor: Keep her afloat, board the enemy, and finish off the Gin!
- Marine: 1st Battalion Royal Marines
- Post-Captain: Command your boat to swift victory on the high seas!


French

Watch out for the Intrepide!
- Sailor, show those scurvy ridden British scum how to handle the seas!
- Marine, 24e Bataillon des Equipages.
- Capitaine de Vaisseau, Intrepide.




And because that is not enough, we made a couple of new maps, including two brand new Naval Siege maps.





And for those of you who like the good old Feature list, here it is:

New Features
- Added the following new British units; Sailor, Marine and Post Captain.
- Added the following new British units; First Kings German Legion Hussars.
- Added the following new French units; Sailor, Marine and Post Captain.
- Added the following new French units; 2nd Kronprinz Bavarian Infantry.
- Added pirate voices for the British sailors.
- Added a new big Frigate ship scene prop.
- Added a new sailable Sloop.
- Added a new sailable Rowboat.
- Added a new sailable Rowboat with 1 mast.
- Added a new sailable Rowboat with 2 masts.
- Added a new sailable Cannonboat (Can not fire)
- Added a new sailable Rocketboat (Can not fire)
- Added a lot of exciting new maps and map fixes.

New Maps
Battle
- Ambush
- Saint’s Isle
- Forest Palisade
- Sjotofta
- Naval Battle

Siege
- Fort al Hafya
- Fort de Chartres
- Citadelle Napoleon (Naval)
- Charge to the Rhine
- Siege of Toulon (Naval)
- Fort George
- Fort Bashir
- Fort Nylas
- Fort Brochet

General Changes
- When a unit dies that carries a shovel in his backpack, it will always be dropped on the floor so people can pick it up and use it to remove earthworks that might be in the way.
- When a unit dies that carries a Ramrod in his backpack, it will always be dropped on the floor so people can pick it up and use it.
- Added a extra caption to Internal Admin chat, so you can tell them apart.

Balance Changes
- Reduced the length of the cavalry swords a bit, they had ghostly long range.
- Made all artillery less accurate on long range to balance the powerfull destruction force.
- Reduced the range an explosion would have by 30%, to balance the extremely powerful howitzers and mortars.
- Made cannonballs lose more force on ground hit and bounce less to make them less unstoppable.
- Made pistols some more accurate, it will now really hit within the player visible circle, to balance them, the reload is now slightly slower though.
- Decreased the damage the rifle in melee would inflict, they were more powerful than most real melee weapons
- Increased the Rifle Melee swing animation speed.
- Reduced the health of all medium and heavy horses to balance their classes.
- Made the armor points of the british cavalry helmets to be on par with other factions helmets.
- Removed the blunderbuss from the selection for russian dragoon cavalry they were too powerfull for that class.
- Boats respawn much faster now.
- Changed several maps to make them more balanced.

Bug Fixes
- Fixed a bug with some rocks uses in maps that were not having a collision mesh which allowed people to hide in.
- Fixed all collision meshes for trees, should now not block bullets on wrong places, and some trees were walk through, now not anymore.
- Fixed collision mesh for the sandbags which will now block bullets on the right places and not in thin air.
- Fixed collision mesh of the couch so it won't block bullets in thin air.
- Fixed that when you switch your weapon to melee you would walk slower.
- Fixed all cases that some ranks and some units were running faster or slower than others.
- Fixed several bugged collision meshes.
- Fixed several bugs on maps.
- Fixed a bug in the admin panel that it sometimes selected the wrong player, or does not work at all when clicking a player.
- Fixed a bug that allowed the prussian guard drummer to ride horses.
- Fixed a glitch that allowed you to teleport into a building by playing a piano from it’s backside.
- Fixed an exploit that allowed you to play two tunes at once as a musician.
- Fixed a bug in siege that some doors are reversed, can be walked through when closed and so on.
- ze_treasure prop will now always give out pirate hats to the user.
- Fixed a bug that spawned birds randomly on all custom maps.

Spoiler
Client patch: (Needs 1.000 installed!)
www.fsegames.eu/mb_warband_napoleonic_wars_upgrade_1000_to_1103.exe

Client full installer:
www.fsegames.eu/mb_warband_napoleonic_wars_setup_1103.exe

Module system:
www.fsegames.eu/mb_warband_napoleonic_wars_source_1103.zip

Dedicated server files:
www.fsegames.eu/mb_warband_napoleonic_wars_dedicated_1157_nw_1103.zip

[close]
Thats all folks, rejoin us next time for more news from the battlefield!
Flying Squirrel Enterainment




Good news everyone, Warband 1.158 + Napoleonic Wars 1.104 is ready!

Steam will auto update, around this evening, so you guys that use steam sadly have to wait till steam updates their servers!


Balance Changes
- Tweaked the accuracy of the british and austrian light dragoons to make them more balanced with the other dragoon classes.
- Changed several maps to make them more balanced.

Bug Fixes
- Fixed a bug with commander battles, that did not allow anyone to spawn.
- Fixed a client side crash that happened often when joining a busy server.
- Fixed a melee exploit, that worked through switching a musket between melee and fire mode rapidly.
- Fixed a exploit that allowed a player to instantly reload a weapon that has recently been picked up from the ground.
- Fixed a lot of small map errors and glitches, and battle spawnpoints that were outside of the map border.
- Fixed a lot of small troop skill problems, like some troops were able to ride horses whilst their not supposed to, or could run faster than troops of the same class.


Non-steam patches;


Mount & Blade: Warband 1.158
Napoleonic Wars needs the latest version of Warband installed!

Client Patch:
http://download2.taleworlds.com/mb_warband_upgrade_1100_to_1158.exe

Client Full installer:
http://download2.taleworlds.com/mb_warband_setup_1158.exe



Napoleonic Wars 1.104
What it's all about :)

Client patch: (Needs 1.000 or higher installed!)
www.fsegames.eu/mb_warband_napoleonic_wars_upgrade_1000_to_1104.exe

Client full installer:
www.fsegames.eu/mb_warband_napoleonic_wars_setup_1104.exe

Module system:
www.fsegames.eu/mb_warband_napoleonic_wars_source_1104.zip

Dedicated server files:
www.fsegames.eu/mb_warband_napoleonic_wars_dedicated_1158_nw_1104.zip
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Wismar on July 24, 2013, 06:28:29 pm
Finally!
Heja Sverige

Ok, some serious critics coming:
1.Why did you make all the classes equally fast? Light is called light for a reason.
2. The Blunderbuss is useless, why not buff it?
3. No fix bayonet?
4. Why make the reload time longer for the pistols? It's not like it's going to outclass the infantry musket anyway.
5. Did you have to nerf the rifle butt? Now rifles are even more useless in melee. Couldn't you atleast buff the "butter" knife (sword bayonet) so there was a reason to use it?
6. I see no reason to nerf the accuracy of the cannons, I have never been in a game where the arty dominates.


Other than that the patch looks nice.
Really looking forward to exploring all the naval stuff and seeing how it's going to play out in events.
This also opens new spaces for modders to fill out.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Skyz on July 24, 2013, 06:29:27 pm
The Client Patch download will not work for me :/

Horrah!
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Croken on July 24, 2013, 06:32:47 pm
Brilliant work, really enjoying it so far.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Onii on July 24, 2013, 06:37:45 pm
Woo ^^
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Orcaryo on July 24, 2013, 06:38:36 pm
At long last, the patch is here! :)
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Crusader on July 24, 2013, 06:39:50 pm
Smexy shit
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Cooper on July 24, 2013, 06:45:49 pm
Very nice Work!  :D
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Karth on July 24, 2013, 06:47:56 pm
Great Patch !  :D
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Dekkers on July 24, 2013, 06:47:59 pm
Don't tell me I just saw Gokiller as model on the pictures above. I am so much sexier of the two of us. *Ugh*
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Menelaos on July 24, 2013, 06:50:36 pm
Would you guys happen to have any BCOF updates in the future? It's been a while.

Nice job with the addition of more units and ships, you guys really went over the top with this patch.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: InfamousBeats on July 24, 2013, 06:56:16 pm
Approved.

Spoiler
loving some of the simple, but great changes. Like the ramrod and the admin chat thingies (apologies for my technical language)

Also awesome looking skins, can't wait to start recolouring and mix-and-matching :)
[close]
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Croken on July 24, 2013, 06:57:05 pm
Me and a couple of my friends are experiencing game crashes as soon as we enter a server, any help?
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Olafson on July 24, 2013, 06:57:28 pm
Would you guys happen to have any BCOF updates in the future? It's been a while.

Nice job with the addition of more units and ships, you guys really went over the top with this patch.

BCOF update will follow soon.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Shine on July 24, 2013, 06:57:52 pm
Hooray! Very nice work FSE!
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Croken on July 24, 2013, 06:58:59 pm
Me and a couple of my friends are experiencing game crashes as soon as we enter a server, any help?
Please note that none of us have experienced these crashes before the patch.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: M4nkey on July 24, 2013, 06:59:22 pm
You've made me a very happy Bavarian ;D
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: ZeroSkilled on July 24, 2013, 07:02:14 pm
Sweet patch!

Was really needed in this community.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: William on July 24, 2013, 07:12:39 pm
Just wanted to say awesome work FSE, I love the game so much and it's great that you guys keep updating it and fixing some of the issues. Can't wait for Battle Cry of Freedom when it comes out because I know it will be amazing.  ;D
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: DoctorWarband on July 24, 2013, 07:13:17 pm
Great work!
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Lt_Cohler on July 24, 2013, 07:27:17 pm
Hell YES!!!
Bavarian infantry... that´s awesome!!!
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: tacticalretreat on July 24, 2013, 07:28:32 pm
This has made my day
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Millander on July 24, 2013, 07:30:00 pm
hella swag
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Gizmo on July 24, 2013, 07:33:07 pm
Why would sailors of the Royal Navy have pirate voices ?
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Refleax on July 24, 2013, 07:36:49 pm
We have also introduced two brand new servers, one for battle (FSE_Official_EU_1) and one for siege (FSE_Official_EU_2).

Enjoy the patch lads!
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: William on July 24, 2013, 07:38:33 pm
We have also introduced two brand new servers, one for battle (FSE_Official_EU_1) and one for siege (FSE_Official_EU_2).

Enjoy the patch lads!

What about the North Americans?  :'(
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Millander on July 24, 2013, 07:40:32 pm
Yeah fuck america!
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Valdor on July 24, 2013, 07:41:06 pm
Awesome patch you guys! Thanks a lot! :D

Is there going to be cannons on the ships in a later patch?
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: gator on July 24, 2013, 07:43:34 pm
Hurrah, I hope this brings lots of peopel to the servers this wknd.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Millander on July 24, 2013, 07:44:15 pm
also how do you update your server?
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: William on July 24, 2013, 07:44:51 pm
Hurrah, I hope this brings lots of peopel to the servers this wknd.

With the Steam sale the servers ought to be packed for a while.

I'll put Millander's quote so they can see:
also how do you update your server?
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Japan on July 24, 2013, 07:49:52 pm
There is an object in Columbia Farm.
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1274.photobucket.com%2Falbums%2Fy422%2Fkuromori0%2Fmb57_zps69ce93ba.jpg&hash=74e0b335e2e42b76b5c99e7db74740f422ab3033)
[close]
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1274.photobucket.com%2Falbums%2Fy422%2Fkuromori0%2Fmb56_zps2ef6b8ae.jpg&hash=dceab1e40be937b966c38ce86d1ec7025e8d3b1f)
[close]
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Orcaryo on July 24, 2013, 08:04:39 pm
For some reason I cant download anything, it says that I dont have MB installed. Is it an automatic update on steam or some something? Help  :'(
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Jelly on July 24, 2013, 08:15:03 pm
Is that a...British...Hussar?!
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Kaise on July 24, 2013, 08:20:43 pm
i've been waiting so long for brit hussars :o
awesome :D!!!
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: The Nutty Pig on July 24, 2013, 08:34:58 pm
'weekly'
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Fallout on July 24, 2013, 08:38:47 pm
Finally!
Heja Sverige

Ok, some serious critics coming:
1.Why did you make all the classes equally fast? Light is called light for a reason.
2. The Blunderbuss is useless, why not buff it?
3. No fix bayonet?
4. Why make the reload time longer for the pistols? It's not like it's going to outclass the infantry musket anyway.
5. Did you have to nerf the rifle butt? Now rifles are even more useless in melee. Couldn't you atleast buff the "butter" knife (sword bayonet) so there was a reason to use it?
6. I see no reason to nerf the accuracy of the cannons, I have never been in a game where the arty dominates.


Other than that the patch looks nice.
Really looking forward to exploring all the naval stuff and seeing how it's going to play out in events.
This also opens new spaces for modders to fill out.
Shuuuuush let us enjoy number 3 for as long as possible ;)
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Refleax on July 24, 2013, 08:44:46 pm
Hurrah, I hope this brings lots of peopel to the servers this wknd.

With the Steam sale the servers ought to be packed for a while.

I'll put Millander's quote so they can see:
also how do you update your server?

If people cannot join your server, simply try opening your module.ini text file located in the Napoleonic Wars module folder and make sure that the module version is equal to 1103 as shown below.

Quote
# Module versioning
module_version = 1103 # can be used for multiplayer and single player (saved game) module versioning
compatible_module_version = 1103 # can be used for multiplayer module versioning


Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Japan on July 24, 2013, 08:50:06 pm
Another thing to report.Those Austrian Grenzers can mount up on horses.
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1274.photobucket.com%2Falbums%2Fy422%2Fkuromori0%2Fmb60_zpsfaf9287a.jpg&hash=4d36889cc10c3a9adf252b9d5993e3f96c052524)
[close]
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1274.photobucket.com%2Falbums%2Fy422%2Fkuromori0%2Fmb58_zps8d5f91b2.jpg&hash=52a57615a59cf5ab85d7c473a6c468123409757f)
[close]
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Moskito on July 24, 2013, 08:50:14 pm
Nicely done FSE :)
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: William on July 24, 2013, 08:51:55 pm
Another thing to report.Those Austrian Grenzers can mount up on horses.
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1274.photobucket.com%2Falbums%2Fy422%2Fkuromori0%2Fmb60_zpsfaf9287a.jpg&hash=4d36889cc10c3a9adf252b9d5993e3f96c052524)
[close]
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1274.photobucket.com%2Falbums%2Fy422%2Fkuromori0%2Fmb58_zps8d5f91b2.jpg&hash=52a57615a59cf5ab85d7c473a6c468123409757f)
[close]

Just when I thought musketoon cavalry was done on NA_1...
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Japan on July 24, 2013, 09:00:02 pm
Finally!
Heja Sverige

Ok, some serious critics coming:
1.Why did you make all the classes equally fast? Light is called light for a reason.
2. The Blunderbuss is useless, why not buff it?
3. No fix bayonet?
4. Why make the reload time longer for the pistols? It's not like it's going to outclass the infantry musket anyway.
5. Did you have to nerf the rifle butt? Now rifles are even more useless in melee. Couldn't you atleast buff the "butter" knife (sword bayonet) so there was a reason to use it?
6. I see no reason to nerf the accuracy of the cannons, I have never been in a game where the arty dominates.


Other than that the patch looks nice.
Really looking forward to exploring all the naval stuff and seeing how it's going to play out in events.
This also opens new spaces for modders to fill out.
3.I don't see the point of it.Lower the accuracy even more then it is now when bayonet is equip.Then making it the same accuracy then it was before the the unfix bayonets.
4.You can't really tell the difference to be honest. They probably took out about 2 or 3 points off reloading speed.(Have not check it coding wise)
5.The bayonet is still the same strength as it was before.Still kills in about 3-4 slices.So use it.
6.I heard people say that it really didn't affect it.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Fallout on July 24, 2013, 09:03:14 pm
Kickass update, you ceased to piss off people this time FSE. *Cough* Last years update *Cough*
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Burakkuada on July 24, 2013, 09:07:24 pm
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fassets.diylol.com%2Fhfs%2Fcc0%2F611%2F141%2Fresized%2Fpraise-the-lord-meme-generator-praise-the-lord-5d7260.jpg&hash=3ba1a56e009840abca3f1ac40168b1cda31d8133)
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Samuel on July 24, 2013, 09:17:41 pm
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fassets.diylol.com%2Fhfs%2Fcc0%2F611%2F141%2Fresized%2Fpraise-the-lord-meme-generator-praise-the-lord-5d7260.jpg&hash=3ba1a56e009840abca3f1ac40168b1cda31d8133)

^^ Indeed
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Burakkuada on July 24, 2013, 09:26:01 pm
Also I crash now and then when I join a server? Anyone else getting this?
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: William on July 24, 2013, 09:27:33 pm
Also I crash now and then when I join a server? Anyone else getting this?

Someone else had the same problem, forgot his name, earlier in the thread I believe.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Japan on July 24, 2013, 09:27:40 pm
Also I crash now and then when I join a server? Anyone else getting this?
A lot of people have been getting that. Although I just restarted it(the game) and join a server and it fix it.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Wismar on July 24, 2013, 09:32:23 pm
1.Why did you make all the classes equally fast? Light is called light for a reason.
2. The Blunderbuss is useless, why not buff it?
3. No fix bayonet?
4. Why make the reload time longer for the pistols? It's not like it's going to outclass the infantry musket anyway.
5. Did you have to nerf the rifle butt? Now rifles are even more useless in melee. Couldn't you atleast buff the "butter" knife (sword bayonet) so there was a reason to use it?
6. I see no reason to nerf the accuracy of the cannons, I have never been in a game where the arty dominates.


Other than that the patch looks nice.
Really looking forward to exploring all the naval stuff and seeing how it's going to play out in events.
This also opens new spaces for modders to fill out.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Onii on July 24, 2013, 09:33:31 pm
No need to repeat yourself...
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: dooomninja on July 24, 2013, 09:35:44 pm
5. Did you have to nerf the rifle butt? Now rifles are even more useless in melee. Couldn't you atleast buff the "butter" knife (sword bayonet) so there was a reason to use it?
5.The bayonet is still the same strength as it was before.Still kills in about 3-4 slices.So use it.

if anything i have found melee kills with rifle butt easier as they have to be quicker to block and the damage difference isn't really noticeable though i haven't done any proper practice only a few random fights vs randoms, i would like to see if fights vs swords are possible now (as opposed to almost uncountable spam)

though i would prefer if the rifle knife was as good as the inf one. but i'm not too worried i prefer the butt anyway
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: MazZ on July 24, 2013, 09:35:53 pm
Also I crash now and then when I join a server? Anyone else getting this?

Yes, quite a few of our regiment have that, including me from time to time.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Croken on July 24, 2013, 09:40:11 pm
Also I crash now and then when I join a server? Anyone else getting this?

Someone else had the same problem, forgot his name, earlier in the thread I believe.
Yeah, that was me.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: dooomninja on July 24, 2013, 09:42:15 pm
5. Did you have to nerf the rifle butt? Now rifles are even more useless in melee. Couldn't you atleast buff the "butter" knife (sword bayonet) so there was a reason to use it?
5.The bayonet is still the same strength as it was before.Still kills in about 3-4 slices.So use it.

if anything i have found melee kills with rifle butt easier as they have to be quicker to block and the damage difference isn't really noticeable though i haven't done any proper practice only a few random fights vs randoms, i would like to see if fights vs swords are possible now (as opposed to almost uncountable spam)


Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Japan on July 24, 2013, 09:42:49 pm
Spoiler
5. Did you have to nerf the rifle butt? Now rifles are even more useless in melee. Couldn't you atleast buff the "butter" knife (sword bayonet) so there was a reason to use it?
5.The bayonet is still the same strength as it was before.Still kills in about 3-4 slices.So use it.

if anything i have found melee kills with rifle butt easier as they have to be quicker to block and the damage difference isn't really noticeable though i haven't done any proper practice only a few random fights vs randoms, i would like to see if fights vs swords are possible now (as opposed to almost uncountable spam)

though i would prefer if the rifle knife was as good as the inf one. but i'm not too worried i prefer the butt anyway
[close]
Actually the rifle is still the same attack.It is not nerf at all.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: joer5835 on July 24, 2013, 09:44:00 pm
I noticed allot of the custom made skins on the forums do not work with the new patch.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: dooomninja on July 24, 2013, 09:45:04 pm
Spoiler
[snip]
[close]
[/spoiler]
Actually the rifle is still the same attack.It is not nerf at all.
[/quote]
- Decreased the damage the rifle in melee would inflict, they were more powerful than most real melee weapons
- Increased the Rifle Melee swing animation speed.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Japan on July 24, 2013, 09:50:30 pm
The damage of the rifle do is 22(Same thing I believe before the patch), and I can still kill people with 3 hits. Most admins in NA 1 agree to this.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Wismar on July 24, 2013, 09:51:21 pm
I noticed allot of the custom made skins on the forums do not work with the new patch.
Oh jeez...
I have pretty much replaced half of the skins with custom skins.
And didn't back up,
This is going to be a pain...
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: dooomninja on July 24, 2013, 10:00:09 pm
The damage of the rifle do is 22(Same thing I believe before the patch), and I can still kill people with 3 hits. Most admins in NA 1 agree to this.

it was 24b damage but i agree the change isn't noticeable
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: kpetschulat on July 24, 2013, 10:41:48 pm
Why would sailors of the Royal Navy have pirate voices ?

Yeah, this bothered me in the patch beta, and now it really annoys me that they kept them. I suggested they add pirate voices for anyone who looted the pirate treasure, not the Royal Navy. I was also expecting to see something about BCoF with this dev-blog update.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Newkirk on July 24, 2013, 10:47:06 pm
Why would sailors of the Royal Navy have pirate voices ?

Yeah, this bothered me in the patch beta, and now it really annoys me that they kept them. I suggested they add pirate voices for anyone who looted the pirate treasure, not the Royal Navy. I was also expecting to see something about BCoF with this dev-blog update.
I agree the royal navy should not have the pirate voices, although other than that the patch sounds great, can't wait to get home and try it.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Wismar on July 24, 2013, 10:50:20 pm
Why would sailors of the Royal Navy have pirate voices ?

Yeah, this bothered me in the patch beta, and now it really annoys me that they kept them. I suggested they add pirate voices for anyone who looted the pirate treasure, not the Royal Navy. I was also expecting to see something about BCoF with this dev-blog update.
You can change it yourself.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: McEwan on July 24, 2013, 10:52:13 pm
Technically only the lower ranking and higher officers were employed by the Royal Navy. The regular sailors were really only citizens employed by the ship they were serving on. Who knows? Maybe they were pirates, among the gutter-rats of British cities.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: kpetschulat on July 24, 2013, 10:52:43 pm
Not a single know-how. Nor, do I care enough, or am even going to play the Royal Marines enough, to honestly change it. I'm just saying it bugged me. Got me all sorts'a hot and bothered.

Technically only the lower ranking and higher officers were employed by the Royal Navy. The regular sailors were really only citizens employed by the ship they were serving on. Who knows? Maybe they were pirates, among the gutter-rats of British cities.

Still, in no way, were these basic sailor "recruits" Pirates. They may have had a slang way of talking, but they didn't sound like the stereotypical pirates you now hear in NW.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Fallout on July 24, 2013, 11:01:48 pm
Guys chill xD Jeez ya'll be acting like it's a big deal!
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Olafson on July 24, 2013, 11:11:14 pm
Please keep in mind that you also have to install the newest Warband patch, before playing NW. You might experience crashes without updating Warband.

Besides that, some Servers might have the wrong/old server files, but changed their version number to 1103 to run. If you did that with your server, please use this simple fix to prevent crashes and bugs:

1.) Copy your Client NW folder, delete the sound, music and texture folder.
2.) Copy the remaining folders and files, and paste them into the Dedicated Server File folder.
3.) Click on "Replace All", setup your Server as usual and everything should work without problems.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: munky-wunky on July 24, 2013, 11:12:15 pm
yay very cool! i cant wait to try out the new maps!
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Joseph Graham on July 24, 2013, 11:14:01 pm
If you could add the ability to disable sailors but not marines in-game that'd be great; it's a pain in the ass for groupfighting servers that don't allow them.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Wismar on July 24, 2013, 11:24:02 pm
If you could add the ability to disable sailors but not marines in-game that'd be great; it's a pain in the ass for groupfighting servers that don't allow them.
Why would you not allow them? People ussually allow russian patizanis.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Joseph Graham on July 24, 2013, 11:24:56 pm
Spoiler
If you could add the ability to disable sailors but not marines in-game that'd be great; it's a pain in the ass for groupfighting servers that don't allow them.
Why would you not allow them? People ussually allow russian patizanis.
[close]

We don't allow partisani either, so it makes little sense. We actually removed Russia from the rotation entirely.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Desert Thunda on July 24, 2013, 11:39:00 pm
MM Map + Boat = Profit  :P
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Dekkers on July 24, 2013, 11:57:06 pm
Is it just me, or does a stab do more damage now? I finnaly killed in 1 or somethimes 2 stabs, instead of 4.... I hope it's an actual change and not just luck! :p
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: kpetschulat on July 24, 2013, 11:57:58 pm
I have realized that too, actually. I tend to always get a one or two stab kill now, not stab someone three or more times.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Dekkers on July 24, 2013, 11:58:39 pm
Best fix ever. Well done!

Sad news, the boat maps don't work. The amount of trolls... people get kicked off etc. and it's to hard for admins to overlook :/
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Karth on July 25, 2013, 12:09:55 am
^Agreed... I just wanted to see how the maps were, next thing I know over 150 players on the server, very hard to look at trolls, but still quite fun playing =D some glitches like being able to push people while they are crouched and boat is moving, horses floating on water.., will post any more if I remember =p
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Rival Ze GOD on July 25, 2013, 12:10:52 am
Falling off the back of the boat......4 rounds in a row.....
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: The Norseman on July 25, 2013, 12:13:35 am
Was double X-ing removed? Please fix that in the next mini patch if you havent already!
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Chosen1 on July 25, 2013, 12:21:46 am
fix'd
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Wismar on July 25, 2013, 12:27:28 am
Best fix ever. Well done!

Sad news, the boat maps don't work. The amount of trolls... people get kicked off etc. and it's to hard for admins to overlook :/
It will probably calm down over time.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Fallout on July 25, 2013, 01:15:14 am
It does seem as if double x'ing was effected "unintentionally" by all the balancing changes as the animation has increased in length.  Though Vincenzo says they did not change anything. Officially.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: AlekoTheGreek on July 25, 2013, 01:20:45 am
So....what about those gunboats and rocket boats, i saw their models and they were really interesting ideas ;), are they going to actually fire something in future updates?
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Mr. Kochi on July 25, 2013, 02:28:33 am
I'm loving this already.

Now, good gentlemen, I want to see pirate regiments going about!

Off to fix my long list of skins. Ta-ta!
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: King Of Sicilia on July 25, 2013, 04:21:22 am
The servers wont work im getting a 404 error.  :(  :(  :o
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Vader on July 25, 2013, 04:59:03 am
Theres a ship named after me :D HMS Neptune -[63e] NepTune
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Gokiller on July 25, 2013, 05:52:51 am
Was double X-ing removed? Please fix that in the next mini patch if you havent already!

I don't think it was fixable.

Best fix ever. Well done!

Sad news, the boat maps don't work. The amount of trolls... people get kicked off etc. and it's to hard for admins to overlook :/

We have experienced this, and we warned people for it. 200 people is to much for the Naval Map. And if you want to play it properly, the server population needs to be below/around the number 150.

So....what about those gunboats and rocket boats, i saw their models and they were really interesting ideas ;), are they going to actually fire something in future updates?

So far I am aware they won't do any future updates, i'm not sure if they will do a hotfix for some bugs like the onces Japan showed. But I doubt they will add any new features.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Rogov on July 25, 2013, 07:19:13 am
You sly dogs... KGL Hussars and Bavarian Infantry? Way to make my evening!

Oh, and boats are cool too I guess... ;D
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Death by EMP on July 25, 2013, 07:31:31 am
Also I crash now and then when I join a server? Anyone else getting this?
Yep, been doing it all day. Good thing I didn't stay up for this, crashed for a good 18 hours when I got home (: Hopefully I find a fix.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Paul on July 25, 2013, 09:19:14 am
Two questions... Where can I find the Rocket/Cannon boat and has the Sloop damage been increased as in the other post... It still only takes two admin rocket launcher hits to sink.
Edit: Make it 3, the boats still go through each other... Was that fixed?
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Venom on July 25, 2013, 10:12:11 am
nice work:)
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Cara on July 25, 2013, 10:28:51 am
Awesome, good work  ;)
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: GoblinOverlord on July 25, 2013, 10:58:54 am
Bavaria!!!!! I love you guys!!!! :D :D
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Burakkuada on July 25, 2013, 11:40:44 am
You guys should really add pirate music to the classical music list like these:

 
He's A Pirate
[youtube]http://www.youtube.com/watch?v=EWPJrSSXtww[/youtube]
[close]

 
Some Of Them
[youtube]http://www.youtube.com/watch?v=gl4C55Lf9NY[/youtube]
[close]
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Death by EMP on July 25, 2013, 11:55:37 am
That is copyrighted and not fitting. Rejenorst has some great pirate music, but he took down his website so I don't have any samples.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Burakkuada on July 25, 2013, 12:16:36 pm
Question: Are the big ships sinkable?
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Mr. Kochi on July 25, 2013, 12:30:06 pm
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.freelanceadvisor.co.uk%2Fwp-content%2Fuploads%2F2010%2F09%2FHello-I-wish-to-register-a-complaint1.jpg&hash=372456c1f4551b651409147bec9da98c7c6139f6)

I wish to register a complaint.


The aiming animation on the Royal Marine looks awful from the back. The crossed bands derp all over the place:

Spoiler
(https://dl.dropboxusercontent.com/u/19421115/Warband%20Textures/Bug.png)
[close]
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Furrnox on July 25, 2013, 01:16:41 pm
Cool patch yo.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Paronomasia12 on July 25, 2013, 01:17:45 pm
Apart from the fact that I think having Ship Crew available on EVERY map (Ardennes especially) kind of ruins the immersion, this patch is welcomed highly.

LET THE CHAOS COMMENCE
Spoiler
http://www.youtube.com/watch?v=t2zfbvzeBuA
[close]
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Docm30 on July 25, 2013, 02:08:29 pm
I know this is unlikely to be changed, but I have to point a few things out.

Firstly, the colour of the Bavarian uniforms is completely wrong. You've given them late 19th century 'cornflower' blue. It was much darker, as I will illustrate with a few pictures of surviving uniforms and contemporary prints.

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F8127%2F9j6n.jpg&hash=17d8dae84691fa1801fa8a322f0cba3555c32bfd)
[close]

Secondly, the officer is wrong for the time period; the sashes were abolished in 1812 and replaced with gorgets. Seems odd to include the pre-1812 uniform with the rest of the post-1812 French uniforms.

The last thing, though not really a mistake, is that I think it's a bit odd to make the officer a full colonel (Oberst). You could have multiple colonels running around as it is.

Otherwise, nice work.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Death by EMP on July 25, 2013, 02:15:14 pm
I know this is unlikely to be changed, but I have to point a few things out.

Firstly, the colour of the Bavarian uniforms is completely wrong. You've given them late 19th century 'cornflower' blue. It was much darker, as I will illustrate with a few pictures of surviving uniforms and contemporary prints.

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F8127%2F9j6n.jpg&hash=17d8dae84691fa1801fa8a322f0cba3555c32bfd)
[close]

Secondly, the officer is wrong for the time period; the sashes were abolished in 1812 and replaced with gorgets. Seems odd to include the pre-1812 uniform with the rest of the post-1812 French uniforms.

The last thing, though not really a mistake, is that I think it's a bit odd to make the officer a full colonel (Oberst). You could have multiple colonels running around as it is.

Otherwise, nice work.
Well researched.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: PrideofNi on July 25, 2013, 02:25:38 pm
Can someone let me know the stats of the marines and Balverian units? To me, their turning speed is a bit faster than normal units. (which = complete wreckage)
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Death by EMP on July 25, 2013, 02:33:06 pm
Can someone let me know the stats of the marines and Balverian units? To me, their turning speed is a bit faster than normal units. (which = complete wreckage)
I think they are identical to line infantry
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: AeroNinja on July 25, 2013, 02:34:42 pm
Now Napoleonic wars is best 18th century game that there is. Maybe even overall the best pc game. :P
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: The Norseman on July 25, 2013, 02:35:11 pm
You could just use Mesh2Mesh Milkway3d to watch the stats ye nub.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Maroon on July 25, 2013, 02:41:53 pm
Question: Are the big ships sinkable?

Yep, that they are. Was on a ship with 25ish people on it yesterday eve, and it got shot down. :(
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Croken on July 25, 2013, 02:47:52 pm
Well, I'm still crashing unfortunately. Never crashed before the patch as previously mentioned. Any help/ideas?
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: The Norseman on July 25, 2013, 02:48:25 pm
Didnt we just get a PM with some files we had to download? Or was that for server hosters only?
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Hadhod on July 25, 2013, 02:51:09 pm
That files were for the server hosters only. They were somehow messed up before, which could be a reason for the crashes.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Sicarius on July 25, 2013, 05:02:53 pm
People, I think this patch completely destroyed the commander battle gamemode. The gamemode is heavily bugged and unplayable!
Everytime someone in the server spawns they get automaticly kicked for cheating. It also takes ages to spawn and then that happens!

I'm not sure if this happens to everyone but me and a couple friends of mine are experiencing this horrific bug.
R.I.P Commander Battle
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Maroon on July 25, 2013, 05:17:51 pm
If I were to try out mapping a bit, would it be possible for me to attach stuff to the movable sloop? Like those little rail-cannons, or a ladder?
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Olafson on July 25, 2013, 05:20:20 pm
People, I think this patch completely destroyed the commander battle gamemode. The gamemode is heavily bugged and unplayable!
Everytime someone in the server spawns they get automaticly kicked for cheating. It also takes ages to spawn and then that happens!

I'm not sure if this happens to everyone but me and a couple friends of mine are experiencing this horrific bug.
R.I.P Commander Battle

Update your servers with this new files:

Dedicated server files:
www.fsegames.eu/mb_warband_napoleonic_wars_dedicated_1157_nw_1103.zip

If I were to try out mapping a bit, would it be possible for me to attach stuff to the movable sloop? Like those little rail-cannons, or a ladder?

No, not unless you code it.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Maroon on July 25, 2013, 05:23:37 pm
Aw, damnit. :(
Isn't it possible for you guys to add a version of the ship with maybe 2 or 3 of those little cannons? I've seen Vincenzo's post from a long time ago in which he explained why big ships with many guns won't work, but couldn't it be possible with just a few small cannons?
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: dooomninja on July 25, 2013, 05:23:42 pm
If I were to try out mapping a bit, would it be possible for me to attach stuff to the movable sloop? Like those little rail-cannons, or a ladder?
short answer no

long answer. yes but when the ship moves the object won't
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: King Of Sicilia on July 25, 2013, 05:34:44 pm
There are no servers up.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Maximus_Lucinuis on July 25, 2013, 06:56:22 pm
I don't suppose you edited the tutorial to show how the heck to use a ship?
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: William on July 25, 2013, 07:08:51 pm
I don't suppose you edited the tutorial to show how the heck to use a ship?

Go to the back of the boat, search for "take control" then use the Arrow keys [right of words, left of number pad, yeah, those things]
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Rival Ze GOD on July 25, 2013, 07:17:06 pm
The Tree bridge in the map Slovenien Village throws you off to the right into the canyon.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Brock on July 25, 2013, 07:34:06 pm
.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: William on July 25, 2013, 07:34:50 pm
Now I can't stab with out poking, and there are axe spammers everywhere.

They just want to "axe" you a question.  :P
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Brock on July 25, 2013, 07:42:05 pm
.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: The Norseman on July 25, 2013, 10:39:47 pm
I dont know if this is just because I have been on vacation, but the melee seems like absolute shit. I just hope they havent fucked up again making the melee easier. Game also crashes A LOT. Please fix that. Anyone else feel like they made the melee even shittier than it was? I mean at first before any patches it was great. Then it became ok, and then gradually developed to absolute shit.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Burakkuada on July 25, 2013, 10:48:09 pm
I dont know if this is just because I have been on vacation, but the melee seems like absolute shit. I just hope they havent fucked up again making the melee easier. Game also crashes A LOT. Please fix that. Anyone else feel like they made the melee even shittier than it was? I mean at first before any patches it was great. Then it became ok, and then gradually developed to absolute shit.
Maybe you're just getting crappier at melee? ;)

When Vince gets back he'll probably help speed up the bug fixes ::)

Spoiler
Just kiddin' Chris! Luv u bby :-*
[close]
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: The Norseman on July 25, 2013, 10:54:22 pm
Well Ive spoken to like 10 other people and they all say the melee is slower. Make it faster please, dont ruin the game again.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: kpetschulat on July 25, 2013, 10:57:49 pm
Well Ive spoken to like 10 other people and they all say the melee is slower. Make it faster please, dont ruin the game again.

Trust me, it is. I think it sucks even more now. I wish they'd just revert it to what it was before they changed it the first time.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: The Norseman on July 25, 2013, 11:05:27 pm
Yeah I agree. They make the melee worse and worse every patch.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Onii on July 25, 2013, 11:18:54 pm
I sucked at melee already so haven't noticed anything ::)
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Hadhod on July 25, 2013, 11:20:30 pm
Melee is okay. Not much worse than before. I personally experienced much fewer pokes. But my ping has somehow increased on nearly all servers.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Fallout on July 25, 2013, 11:22:38 pm
Guys I had a talk with Vincenzo about the melee over steam and he states that nothing was officially done to change anything.  Although I do believe that due to all the balancing changes that the melee was unintentionally affected. Or you can go conspiracy theory on it and say that Vincenzo is doing what he wants to the melee like last year and is staying away from publicly announcing it to stray away from bad rep.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Hadhod on July 25, 2013, 11:25:45 pm
Would be nice if we could get a detailed changelog about what was actually changed (regarding the stats of Units, movement speed, turning speed, etc).
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: dooomninja on July 25, 2013, 11:58:11 pm
having looked though both change logs the only thing i can see (remember there was a warband patch too) is in the taleworld one

Quote
-Reduced cap on turn speed in multiplayer.

 do you think this may have had the effect on melee?

also this is taleworld side to don't moan at FSE about it
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: kpetschulat on July 26, 2013, 12:08:51 am
having looked though both change logs the only thing i can see (remember there was a warband patch too) is in t+he t+aleworl one

Quote
-Reduced cap on turn speed in multiplayer.

 do you think this may have had the effect on melee?

also this is taleworld side to don't mane at FSE about it

Actually, I think this is possible. NW and Native seem to share similar base files, according to my friend.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Crayon on July 26, 2013, 12:51:54 am
Commander battles seem to be buggered. There are only a handful of servers now and they are empty, pre-patch there were plenty of busy CB servers. I even checked to see if there were lots still running the old patch but no, there aren't.

I feel something has buggered them and so they are not working properly.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: SeanBeansShako on July 26, 2013, 01:12:39 am
Well Ive spoken to like 10 other people and they all say the melee is slower. Make it faster please, dont ruin the game again.

When will you people learn, melee combat in Warband in general is a turd due to the engine. No matter how many times you will polish the thing it'll still be a shiny piece of poop and not the thing you ever thought it was.

This community will complain about the melee no matter what change is done because they have unreasonably high expectations and the biggest pair of rose tinted glasses ever.

Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Olafson on July 26, 2013, 01:46:55 am
Quote
New Features
- Added the following new British units; Sailor, Marine and Post Captain.
- Added the following new British units; First Kings German Legion Hussars.
- Added the following new French units; Sailor, Marine and Post Captain.
- Added the following new French units; 2nd Kronprinz Bavarian Infantry.
- Added pirate voices for the British sailors.
- Added a new big Frigate ship scene prop.
- Added a new sailable Sloop.
- Added a new sailable Rowboat.
- Added a new sailable Rowboat with 1 mast.
- Added a new sailable Rowboat with 2 masts.
- Added a new sailable Cannonboat (Can not fire)
- Added a new sailable Rocketboat (Can not fire)
- Added a lot of exciting new maps and map fixes.

New Maps
Battle
- Ambush
- Saint’s Isle
- Forest Palisade
- Sjotofta
- Naval Battle

Siege
- Fort al Hafya
- Fort de Chartres
- Citadelle Napoleon (Naval)
- Charge to the Rhine
- Siege of Toulon (Naval)
- Fort George
- Fort Bashir
- Fort Nylas
- Fort Brochet

General Changes
- When a unit dies that carries a shovel in his backpack, it will always be dropped on the floor so people can pick it up and use it to remove earthworks that might be in the way.
- When a unit dies that carries a Ramrod in his backpack, it will always be dropped on the floor so people can pick it up and use it.
- Added a extra caption to Internal Admin chat, so you can tell them apart.

Balance Changes
- Reduced the length of the cavalry swords a bit, they had ghostly long range.
- Made all artillery less accurate on long range to balance the powerfull destruction force.
- Reduced the range an explosion would have by 30%, to balance the extremely powerful howitzers and mortars.
- Made cannonballs lose more force on ground hit and bounce less to make them less unstoppable.
- Made pistols some more accurate, it will now really hit within the player visible circle, to balance them, the reload is now slightly slower though.
- Decreased the damage the rifle in melee would inflict, they were more powerful than most real melee weapons
- Increased the Rifle Melee swing animation speed.
- Reduced the health of all medium and heavy horses to balance their classes.
- Made the armor points of the british cavalry helmets to be on par with other factions helmets.
- Removed the blunderbuss from the selection for russian dragoon cavalry they were too powerfull for that class.
- Boats respawn much faster now.
- Changed several maps to make them more balanced.

Bug Fixes
- Fixed a bug with some rocks uses in maps that were not having a collision mesh which allowed people to hide in.
- Fixed all collision meshes for trees, should now not block bullets on wrong places, and some trees were walk through, now not anymore.
- Fixed collision mesh for the sandbags which will now block bullets on the right places and not in thin air.
- Fixed collision mesh of the couch so it won't block bullets in thin air.
- Fixed that when you switch your weapon to melee you would walk slower.
- Fixed all cases that some ranks and some units were running faster or slower than others.
- Fixed several bugged collision meshes.
- Fixed several bugs on maps.
- Fixed a bug in the admin panel that it sometimes selected the wrong player, or does not work at all when clicking a player.
- Fixed a bug that allowed the prussian guard drummer to ride horses.
- Fixed a glitch that allowed you to teleport into a building by playing a piano from it’s backside.
- Fixed an exploit that allowed you to play two tunes at once as a musician.
- Fixed a bug in siege that some doors are reversed, can be walked through when closed and so on.
- ze_treasure prop will now always give out pirate hats to the user.
- Fixed a bug that spawned birds randomly on all custom maps.

This is the exact changelog. We did not change a single thing that is not on that list.
We are working on fixing the crashes, but unless people update their Servers, there is nothing we can do for now. We are all at holidays at the moment, meaning that we can not properly test it. At the moment we think that the bugs and crashes are caused due to the bugged Server Files which we fixed today. If this is not the problem, (will see that in a day or two, when everyone updated their Servers) keep in mind that it might still take about a week to fix (due to us being on holidays)
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: The Norseman on July 26, 2013, 01:55:31 am
Well Ive spoken to like 10 other people and they all say the melee is slower. Make it faster please, dont ruin the game again.

When will you people learn, melee combat in Warband in general is a turd due to the engine. No matter how many times you will polish the thing it'll still be a shiny piece of poop and not the thing you ever thought it was.

This community will complain about the melee no matter what change is done because they have unreasonably high expectations and the biggest pair of rose tinted glasses ever.



You dont know what I am talking about.

When they first released NW the melee was perfect, then they made it worse. If they could make the melee just a tad bit faster I think everyone would be happy.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: McEwan on July 26, 2013, 02:44:54 am
You dont know what I am talking about.

When they first released NW the melee was perfect, then they made it worse. If they could make the melee just a tad bit faster I think everyone would be happy.
You have to remember that one of the goals for FSE was to make NW a game players of many skill levels could play and enjoy the presence of a melee system that is not too difficult to learn and use. If FSE made the melee as fast as they possibly could while keeping it playable, there would be but a select group of veterans who could use the system to full enjoyment. So, sorry you find the system to be below average, but I'm afraid you'll have to live with the possibility that a new player could beat you in melee.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Vincenzo on July 26, 2013, 07:57:04 am
If you crash make sure your files are not corrupt due to old mods.

Verify integrity of the local game cache on steam.

if you are using non-steam, re install Warband 1.157 and NW 1.103 from scratch.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: The Norseman on July 26, 2013, 08:36:59 am
Well before the last patch I never saw a single complaint about the melee being too fast. What I would see were even the biggest noobs saying that the melee is too slow to enjoy. Now instead of being able to take out 15-20 we can do maximum 5, and even less if some of them are Ok players... Im just wondering if you did indeed change something(or taleworlds) to affect the melee-speed.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Vincenzo on July 26, 2013, 09:05:29 am
We did not change melee speed or anything at all, if taleworlds did in-engine then its not my fault... please check if native is changed in the same way.

Looking at the Warband change log, also nothing like this was changed...
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: The Norseman on July 26, 2013, 11:06:37 am
-Reduced cap on turn speed in multiplayer.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Croken on July 26, 2013, 11:35:50 am
If you crash make sure your files are not corrupt due to old mods.

Verify integrity of the local game cache on steam.

if you are using non-steam, re install Warband 1.157 and NW 1.103 from scratch.
Verifying integrity of the local game cache seemed to work for me, haven't crashed at all today.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: dooomninja on July 26, 2013, 12:53:05 pm
-Reduced cap on turn speed in multiplayer.

and that was TW not FSE so moan at them instead

i have to say one thing i observed in a LD yesterday was was melee seemed to be more groups attacking not individuals spinning like tops all the time, though this was only one LB. has anyone else seen fighting becoming more group based (which i presume was what TW was aiming for)
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Burakkuada on July 26, 2013, 01:42:11 pm
Could you make it so you can board the big ships from little ships? It's too limited...


Also it would be nice if you added something like throw able ropes that are attached to the boat or ladders on the boats so you can actually board ships...

Luv yah :-*
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Crayon on July 26, 2013, 02:12:05 pm
Could you make it so you can board the big ships from little ships? It's too limited...


Also it would be nice if you added something like throw able ropes that are attached to the boat or ladders on the boats so you can actually board ships...

Luv yah :-*

This would be splendid.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: MR_Cheath on July 26, 2013, 03:50:47 pm
Three times horray!
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Oposum on July 26, 2013, 04:24:23 pm
having looked though both change logs the only thing i can see (remember there was a warband patch too) is in the taleworl one

Quote
-Reduced cap on turn speed in multiplayer.

 do you think this may have had the effect on melee?

also this is taleworld side to don't mane at FSE about it

Actually, I think this is possible. NW and Native seem to share similar base files, according to my friend.


You realize that reduced turning cap  means you can turn faster than before (in native) although NW turning speed should have stayed the same? I can't really see how would ability to turn around faster screw up melee. Also, NW and native share the same engine (and all it's bugs, of course), since NW is pretty much high-quality mod with price tag on it ;)
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: dooomninja on July 26, 2013, 04:42:09 pm
having looked though both change logs the only thing i can see (remember there was a warband patch too) is in the taleworl one

Quote
-Reduced cap on turn speed in multiplayer.

 do you think this may have had the effect on melee?

also this is taleworld side to don't mane at FSE about it

Actually, I think this is possible. NW and Native seem to share similar base files, according to my friend.


You realize that reduced turning cap  means you can turn faster than before (in native) although NW turning speed should have stayed the same? I can't really see how would ability to turn around faster screw up melee. Also, NW and native share the same engine (and all it's bugs, of course), since NW is pretty much high-quality mod with price tag on it ;)

well i would have thought reducing a cap would mean it got lower i.e. it would kick in at a lower speed

wouldn't it depend on where the change is, so if it isn't in the module part it would affect both. also wasn't that something everyone moaned about after the switch from MM (that TW reduced turn speed)

though of course i don't know much about  coding so i might be completely wrong  :-[
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Burakkuada on July 26, 2013, 04:44:41 pm
Could you make the cannon holes for the cannons on the bottom deck for the stationary big ships bigger? You can't see out of the holes when firing :(
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Dom13WorstNW on July 26, 2013, 05:38:14 pm
the melee is slower .  I Cant SpamSpin2Win No More  :'(
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Mr. Kochi on July 26, 2013, 05:40:50 pm
For some odd reason I only crash when entering NA1 (mainly), or any of the other official servers. The others work fine for me...


Also, small rant... How come the bloody schooners take two cannon balls and sink?
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Fallout on July 26, 2013, 08:13:01 pm
We did not change melee speed or anything at all, if taleworlds did in-engine then its not my fault... please check if native is changed in the same way.

Looking at the Warband change log, also nothing like this was changed...
Words straight from the horses mouth. Listen to him.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Completenoob on July 26, 2013, 08:43:55 pm
1.Why did you make all the classes equally fast? Light is called light for a reason.

I just tested this out few times with French light infantry class and grognard class. Grognard took 13.9 seconds to run from point A to point B (two specific trees in the map), and light infantry took around 10.2 seconds. Asking few friends to join and play bit of deathmatch and none of us really noticed any major difference in infantry melee combat, and I still could definitely outrun other inf with my light inf. Say whatever you will from anecdotes, but I none of them complained about drastic (infantry) melee changes by muscle memory or how things worked in practice. Now of course if the same behaviour is greatly different on servers - which I have not tried out yet - I would suspect there's probably problems on the server's end. Not being too tech-savvy how M&B engine works, I wonder if some of it was caused by running new client on older server or server had not patched both M&B and NW properly.

Edit: Just to add few cents, the reduction of howitzer and mortar explosion range sounds bit weird. I though the biggest problem was how you have basically modern MBT targeting computer-like accuracy than the explosion itself, so instead of sniping that tower with 30 dudes for neat kill you just have to snipe harder rather than target the general area - and maybe alter centre of the target every few shots. Unless of course long range accuracy reduction also applies for them, but that sounds bit redundant IMHO.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Newkirk on July 26, 2013, 09:19:01 pm
Curious, are we going to see boats and ships in BCoF like in NW?
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Burakkuada on July 26, 2013, 09:44:51 pm
Curious, are we going to see boats and ships in BCoF like in NW?
Did they have naval fights in the civil war? ???
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Newkirk on July 26, 2013, 09:53:37 pm
Curious, are we going to see boats and ships in BCoF like in NW?
Did they have naval fights in the civil war? ???
Not many naval battles, considering the Confederacy had little to no navy short of blockade runners, but there occasions when the two navies squared off in small skirmishes, nothing major. Most of the Union navy was devoted to the naval blockade of the South or controlling the Mississippi river. The Confederate navy, oh wait, yeah, lol.

Still would be nice to see it in-game though.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Hinkel on July 27, 2013, 12:10:39 am
Curious, are we going to see boats and ships in BCoF like in NW?
Did they have naval fights in the civil war? ???

There were many naval battles in the civil war.
Also, the first navy battle between 2 iron clads in the history, together with the first submarine action, which sunk a battle ship!

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.bobholland-artist.com%2FMerchant2%2Fgraphics%2F00000001%2FTHE_CSS_VIRGINIA_AND_THE_USS_MONITOR600.jpg&hash=16dea644eaaba319fc5c012e02e0c3b263e60f18)
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: DanyEle on July 27, 2013, 12:31:48 am
A little request from the modders out here: where can we download the new Module System?
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Maroon on July 27, 2013, 01:16:55 am
A little request from the modders out here: where can we download the new Module System?

https://www.fsegames.eu/mb_warband_napoleonic_wars_source_1103.zip

From the OP. ;)
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Who- on July 27, 2013, 08:57:05 am
Whats this we still have horribly broken melee? Imagine that.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Fallout on July 27, 2013, 12:42:48 pm
Whats this we still have horribly broken melee? Imagine that.
We did not change melee speed or anything at all, if taleworlds did in-engine then its not my fault... please check if native is changed in the same way.

Looking at the Warband change log, also nothing like this was changed...
Words straight from the horses mouth. Listen to him.
Please get off the bandwagon and have an individual thought for yourself.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Maroon on July 27, 2013, 01:45:12 pm
We did not change melee speed or anything at all, if taleworlds did in-engine then its not my fault... please check if native is changed in the same way.

Looking at the Warband change log, also nothing like this was changed...
Words straight from the horses mouth. Listen to him.

Luckily, this is so individual and thought through.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: joer5835 on July 27, 2013, 03:08:09 pm
I'm not quite pleased with what they did. They added sailors, yes thats all nice but they have no purpose.

The marines on the other hand are a welcome addition, they should have made a full marine unit with musicians, flags and officers.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: MR_Cheath on July 27, 2013, 03:40:22 pm
is it possible to repair the ships?
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Burakkuada on July 27, 2013, 03:48:27 pm
is it possible to repair the ships?
That's a spiffin' idea! Sappers are basically useless on naval so why not make it so they can repair the massive ships...? And maybe make it so the ships lose a little health when shot by a musket...?
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Newkirk on July 27, 2013, 04:25:09 pm
is it possible to repair the ships?
That's a spiffin' idea! Sappers are basically useless on naval so why not make it so they can repair the massive ships...? And maybe make it so the ships lose a little health when shot by a musket...?
I can see it now.

"We'll send her to the bottom! Company, PRESENT."
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Feldmarschall_Ben on July 27, 2013, 05:12:06 pm
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F882988795996903190%2F085D97B672927314AAE3238DAA16FAE39C063966%2F&hash=32b99e9b111d1ced0ea2c2237fdb3e73441d74fe)
[close]

Very enjoyable!
But please look over the hitboxes again. I mean you cannot even shoot trough or around a rope at the front for example. Also maybe it should be easier to get into the small ship on the back. Furthermore, have you thought about the possibility to get onto the mast, that would also be intersting.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Burakkuada on July 27, 2013, 06:17:52 pm
USE SPOILERS BEN PLLLEEASSE  :'(
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: SeanBeansShako on July 27, 2013, 08:03:42 pm
There should be some way that if your actually sailing the boat you are fixed to the model so the other people bouncing around in front of you don't knock you off.

Also, the sail of the slightly bigger rowboat really obscures the view and might need tweaking a bit to the side.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Fallout on July 27, 2013, 10:37:34 pm
We did not change melee speed or anything at all, if taleworlds did in-engine then its not my fault... please check if native is changed in the same way.

Looking at the Warband change log, also nothing like this was changed...
Words straight from the horses mouth. Listen to him.

Luckily, this is so individual and thought through.
What I said was a fact, and what he said was just what everyone else is saying.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Mr. Kochi on July 29, 2013, 09:07:34 pm
I say, I haven't really done much map experimentation ingame, but is there a sail-able frigate or the biggest ship you can move around's the schooner?

Also, I found this nice little concept art of the frog marines:

Spoiler
xD
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffc04.deviantart.net%2Ffs71%2Ff%2F2012%2F215%2F8%2F4%2F44eme_bataillon_de_flottille_caricature_by_rai_che-d59mphz.jpg&hash=2c2398c105446372beacb392a69cbbcf95fa5cb8)
[close]
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: King Of Sicilia on July 30, 2013, 02:35:40 pm
hey it says i cant join any servers becuase i have 1.153 and it is running 1.157 anf i used the full installer :P any suggestions?
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Vincenzo on July 31, 2013, 10:53:16 am
I just arrived back home from holiday,

By all means report all the bugs in the suggestions forum here:
https://www.fsegames.eu/forum/index.php?board=30.0

Without any detailed reports I cannot fix anything.



If you are crashing
Make sure that your drivers are up to date, you already tried to re-install Warband  1.157 + Napoleonic Wars 1.003 from scratch and apply no mods;
Warband: http://download.taleworlds.com/mb_warband_setup_1157.exe
Napoleonic Wars: https://www.fsegames.eu/mb_warband_napoleonic_wars_setup_1103.exe

If you use steam, try verifying the game cache;
1. Right mousebutton on "Mount & Blade: Warband" In your steam Library.
2. Click on Properties.
3. Click on the "Local Files" Tab.
4. Click on "Verify Integrity of Game Cache"


Reporting problems
When you crash, please give me as much information as possible!
When did it happened?
What were you doing?
What server?
What map?
Error messages and other details that windows shows. (make screenshots!)

Log file
Post a RGL_log.txt after the crash!.
You can find it in the Mount & Blade Warband main directory.
Post the contents in a spoliler!

System Info
For general information on your system, Please post a Direct X Diag;
1. click on "START"
2. click "run"
3. type in "dxdiag" and click "OK"
4. check through the tabs and perform all tests
5. click "Save all Information..." and save the text file to a location of your choice.
6. Post the contents in a spoliler
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Millander on July 31, 2013, 12:01:18 pm
thats all fine and dandy but when Will Mount and Musket : Austria come out?
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Vincenzo on July 31, 2013, 12:02:27 pm
It's already released!
http://store.steampowered.com/app/48705
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Hadhod on July 31, 2013, 02:14:43 pm
olololo  ;D
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: alexander6377 on July 31, 2013, 03:17:32 pm
The Newest patch for Nw Has been crashing alot for ppl. i think it's cuz when you join a game and you start selcting you'r team it just crashs and when you have a windows 8 Pc you have to log of you'r Pc. And you can't find the games as fast as you could in the other patch.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Riddlez on July 31, 2013, 05:03:35 pm
The Newest patch for Nw Has been crashing alot for ppl. i think it's cuz when you join a game and you start selcting you'r team it just crashs and when you have a windows 8 Pc you have to log of you'r Pc. And you can't find the games as fast as you could in the other patch.

After Riddlez successfully de-coded your reply, Riddlez found it didn't make sense.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Menelaos on July 31, 2013, 07:31:30 pm
Alright, typically it's when you first enter a game, the loading part of entering a game is the most important and fragile piece. Making any mouse movements or trying to select something early can pre-emptively set it off or it can be completely random. I believe it's because of some sort of texture loading error that occurs that wasn't present before. I've noticed that the updated servers either remove or drastically reduce this possibility. Still, the game is extremely unstable; crashing and opening the steam overlay can break the game because of how fragile it is to break if you dare alt tab. The only sort of error you get is either an immediate shutdown to desktop or a black screen that just has the windows "Warband has stopped working" message.

Hopefully it helps, sorry I can't provide any in-depth information due to the little knowledge we know about why it does this.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Dom13WorstNW on July 31, 2013, 08:33:48 pm
I usually crash in the first seconds of joining the server. Whenever I click on a team to join I crash.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Burakkuada on July 31, 2013, 09:28:37 pm
Basically...


(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1119.photobucket.com%2Falbums%2Fk621%2FJohnosuper%2Flol2.gif&hash=9e45ade31f2c9442f991589f9122ffeaac264eb7)
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Riddlez on July 31, 2013, 09:43:01 pm
Basically...


(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1119.photobucket.com%2Falbums%2Fk621%2FJohnosuper%2Flol2.gif&hash=9e45ade31f2c9442f991589f9122ffeaac264eb7)

Hear, hear
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Vincenzo on July 31, 2013, 10:00:03 pm
The good news is that after a day of testing I finally reproduced the crash whilst joining one of our servers, The bad news is that It is most definatly caused by something Taleworlds changed in the engine for Warband patch 1.157....

I have send the gathered information off to them and they will look into it.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Riddlez on July 31, 2013, 10:01:36 pm
The good news is that after a day of testing I finally reproduced the crash whilst joining one of our servers, The bad news is that It is most definatly caused by something Taleworlds changed in the engine for Warband patch 1.157....

I have send the gathered information off to them and they will look into it.

In their own time, of course...
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Vincenzo on July 31, 2013, 10:11:12 pm
I will try to force them to fix it with some less time than usual.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Fallout on July 31, 2013, 10:23:45 pm
*cough* hate when people who don't even play the game make major changes that make no sense and effect the people who do play the game *cough* Taleworlds *cough*
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Docm30 on August 01, 2013, 12:24:31 am
What makes you so sure the changes "make no sense"?
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Fallout on August 01, 2013, 12:34:51 am
Changing turn speed on multiplayer? That affected the melee for sure there was no need for that change to be made, therefore it makes no sense.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Dekkers on August 01, 2013, 01:10:42 am
Uhh. There were requests for changed melee, and so it is not ''useless'. Besides, I love the melee changes!
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Docm30 on August 01, 2013, 01:14:43 am
You think the multiplayer turning speed is causing the game to crash?
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Fallout on August 01, 2013, 02:14:07 am
Uhh. There were requests for changed melee, and so it is not ''useless'. Besides, I love the melee changes!
Those requests must've missed me because the North American Community at least has hated all melee changes as of yet, including the one of last year. I do feel like FSE and Taleworlds listen to The EU side of the community more than the NA community
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Vincenzo on August 01, 2013, 08:11:55 am
Changing turn speed on multiplayer? That affected the melee for sure there was no need for that change to be made, therefore it makes no sense.

The turn speed change only affected native, it is a module.ini setting they added which is by default disabled... (enabled in native)

Uhh. There were requests for changed melee, and so it is not ''useless'. Besides, I love the melee changes!
Those requests must've missed me because the North American Community at least has hated all melee changes as of yet, including the one of last year. I do feel like FSE and Taleworlds listen to The EU side of the community more than the NA community
We did not change anything about the melee, except the things mentioned, very small stat changes.
We listen to the whole community, not just to a certain region..
I do not understand the constant complaints about melee, the only change we made 6 months ago is adding a small delay on raising the musket above your head, that's all.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Rejenorst on August 01, 2013, 09:54:15 am
Might be worth looking into the server settings for melee speed and whether or not it got reset? I think servers can change the speed to normal, fast and slow or something right?
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Vincenzo on August 01, 2013, 10:14:40 am
Melee  speed should be set to medium at all times.


Good news everyone!

Taleworlds found what is causing the crash.

When you join a server and someone is reloading, you get a "is reloading" message from the server, but in some cases you do not have the Weapon he is holding received yet from the server, which is causing the crash.
It was introduced because of a bugfix taleworlds did for the reload animation speed when switching from melee to firingmode.

Taleworlds will fix this bug in the binary and prepare for a 1.158 patch release.

I will keep you updated.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Rejenorst on August 01, 2013, 10:28:58 am
Exellent!
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: MazZ on August 01, 2013, 11:49:17 am
Uhh. There were requests for changed melee, and so it is not ''useless'. Besides, I love the melee changes!
Those requests must've missed me because the North American Community at least has hated all melee changes as of yet, including the one of last year. I do feel like FSE and Taleworlds listen to The EU side of the community more than the NA community

Quite a thing to say "the whole NA community" hates the melee changes, you represent them or something?
As far as I know everyone has access to all the "public" discussion threads on the forum so you can't really say that annyone is left out.

There is one change I truely hate about the melee that was in a patch a while ago and that is the sort of stun you get when somone blocks your upstab, I know I keep bringing this up but it still feels like you get stunned after somone blocks your upstab. (Could also be incompetent me, but I doubt it)
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Dekkers on August 01, 2013, 11:54:56 am
^ that. Bloody stuns.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Vincenzo on August 01, 2013, 12:01:36 pm
These stuns should not be any difirent from having any other attack blocked.

Please test throughly.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Dekkers on August 01, 2013, 01:19:02 pm
Upper or lower stuns, they are anoying as ****. How can you defeat a group if you stun after somebody blocked ur attack? :(
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Vincenzo on August 01, 2013, 01:25:38 pm
The stun when having your attack blocked is the same with all weapons in both native as Napoleonic Wars, what is suddenly the issue with it? has been like this for years.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: MazZ on August 01, 2013, 01:26:28 pm
Upper or lower stuns, they are anoying as ****. How can you defeat a group if you stun after somebody blocked ur attack? :(

I do wonder though, does native also has these stuns or have they been added for more "realism"

EDIT: nvm answer is above
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Riddlez on August 01, 2013, 01:54:20 pm
O course there are 'Stuns'

Should Riddlez bash a sword in a full-on strength forehand slash against you blocking sideways with a musket?

Riddlez bets you cannot instantly attack him again.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: MazZ on August 01, 2013, 02:28:09 pm
O course there are 'Stuns'

Should Riddlez bash a sword in a full-on strength forehand slash against you blocking sideways with a musket?

Riddlez bets you cannot instantly attack him again.

Actually i was talking from a defensive point of view, sometimes when you attack with upstab and get "blockstunned" you do not have enough time to block the opponents downstab attack.

Though as Vincenzo said, will have to test it a bit more to see if its really true, could be just my block being too slow.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Hadhod on August 01, 2013, 03:00:01 pm
No your blocking is not too slow. It is just not possible. Like Vince already said that is a problem with the native polearm animations. It has the origin in TW and it cannot be fixed. As he said it was part of the game for ever so you might just be unnlucky in the recent past  :P
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Vincenzo on August 02, 2013, 02:19:54 pm
Well it can be changed, the lenght could be edited and so forth.

The value used right now is the value from native, the same value for all weapons and all forms of having any direction blocked.

Basically if you attack, your attack gets blocked, you have a small delay.

The duration is: (seconds)
attack_blocked_duration = 0.3 (any weapon like swords, small muskets etc, with their side and upper swings have this duration)
attack_blocked_duration_thrust = attack_blocked_duration + 0.3  (so double normal, only for thrusting attacks (bayonet up and down attacks, lances, sword stabs, musket butt thrusts, and so on. )

I'm open for suggestions on that one.

This has been the same ever since native implemented this for spears for instance.. And ofcource for stabbing of swords etc.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: MazZ on August 03, 2013, 01:22:31 am
Hmm so this "attack_blocked_duration_thrust" timer also affects when you can do your next block?
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Vincenzo on August 03, 2013, 07:47:03 am
Yes, during this time you cannot attack or block, it's basically to stop people for spamming.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Burakkuada on August 03, 2013, 10:22:51 am
Yes, during this time you cannot attack or block, it's basically to stop people for spamming.
Or making melee more slow?
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Vincenzo on August 03, 2013, 10:45:32 am
It has been like this since forever in Native and MM and then NW,  Like I said nothing that would be new... but it could ofcource be wrong, though I dont think its smart changing it at this point late into the release.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: MazZ on August 03, 2013, 10:56:34 am
It has been like this since forever in Native and MM and then NW,  Like I said nothing that would be new... but it could ofcource be wrong, though I dont think its smart changing it at this point late into the release.

You're right just leave it :P
Feels like I'm nitpicking anyway.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Vincenzo on August 06, 2013, 03:29:55 pm
Good news everyone, Warband 1.158 + Napoleonic Wars 1.104 is ready!

Steam will auto update, around this evening, so you guys that use steam sadly have to wait till steam updates their servers!


Balance Changes
- Tweaked the accuracy of the british and austrian light dragoons to make them more balanced with the other dragoon classes.
- Changed several maps to make them more balanced.

Bug Fixes
- Fixed a bug with commander battles, that did not allow anyone to spawn.
- Fixed a client side crash that happened often when joining a busy server.
- Fixed a melee exploit, that worked through switching a musket between melee and fire mode rapidly.
- Fixed a exploit that allowed a player to instantly reload a weapon that has recently been picked up from the ground.
- Fixed a lot of small map errors and glitches, and battle spawnpoints that were outside of the map border.
- Fixed a lot of small troop skill problems, like some troops were able to ride horses whilst their not supposed to, or could run faster than troops of the same class.


Non-steam patches;


Mount & Blade: Warband 1.158
Napoleonic Wars needs the latest version of Warband installed!

Client Patch:
http://download2.taleworlds.com/mb_warband_upgrade_1100_to_1158.exe

Client Full installer:
http://download2.taleworlds.com/mb_warband_setup_1158.exe



Napoleonic Wars 1.104
What it's all about :)

Client patch: (Needs 1.000 or higher installed!)
www.fsegames.eu/mb_warband_napoleonic_wars_upgrade_1000_to_1104.exe

Client full installer:
www.fsegames.eu/mb_warband_napoleonic_wars_setup_1104.exe

Module system:
www.fsegames.eu/mb_warband_napoleonic_wars_source_1104.zip

Dedicated server files:
www.fsegames.eu/mb_warband_napoleonic_wars_dedicated_1158_nw_1104.zip
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Onii on August 06, 2013, 03:37:25 pm
Good news everyone, Warband 1.158 + Napoleonic Wars 1.104 is ready!

Steam will auto update, around this evening, so you guys that use steam sadly have to wait till steam updates their servers!


Balance Changes
- Tweaked the accuracy of the british and austrian light dragoons to make them more balanced with the other dragoon classes.
- Changed several maps to make them more balanced.

Bug Fixes
- Fixed a bug with commander battles, that did not allow anyone to spawn.
- Fixed a client side crash that happened often when joining a busy server.
- Fixed a melee exploit, that worked through switching a musket between melee and fire mode rapidly.
- Fixed a exploit that allowed a player to instantly reload a weapon that has recently been picked up from the ground.
- Fixed a lot of small map errors and glitches, and battle spawnpoints that were outside of the map border.
- Fixed a lot of small troop skill problems, like some troops were able to ride horses whilst their not supposed to, or could run faster than troops of the same class.


Non-steam patches;


Mount & Blade: Warband 1.158
Napoleonic Wars needs the latest version of Warband installed!

Client Patch:
http://download2.taleworlds.com/mb_warband_upgrade_1100_to_1158.exe

Client Full installer:
http://download2.taleworlds.com/mb_warband_setup_1158.exe



Napoleonic Wars 1.104
What it's all about :)

Client patch: (Needs 1.000 or higher installed!)
www.fsegames.eu/mb_warband_napoleonic_wars_upgrade_1000_to_1104.exe

Client full installer:
www.fsegames.eu/mb_warband_napoleonic_wars_setup_1104.exe

Module system:
www.fsegames.eu/mb_warband_napoleonic_wars_source_1104.zip

Dedicated server files:
www.fsegames.eu/mb_warband_napoleonic_wars_dedicated_1158_nw_1104.zip

You can download it right now here or wait for it to be available on our Website and Steam in a few hours.
._.

Atleast its here...
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Death by EMP on August 06, 2013, 03:42:00 pm
Good news everyone, Warband 1.158 + Napoleonic Wars 1.104 is ready!

Steam will auto update, around this evening, so you guys that use steam sadly have to wait till steam updates their servers!


Balance Changes
- Tweaked the accuracy of the british and austrian light dragoons to make them more balanced with the other dragoon classes.
- Changed several maps to make them more balanced.

Bug Fixes
- Fixed a bug with commander battles, that did not allow anyone to spawn.
- Fixed a client side crash that happened often when joining a busy server.
- Fixed a melee exploit, that worked through switching a musket between melee and fire mode rapidly.
- Fixed a exploit that allowed a player to instantly reload a weapon that has recently been picked up from the ground.
- Fixed a lot of small map errors and glitches, and battle spawnpoints that were outside of the map border.
- Fixed a lot of small troop skill problems, like some troops were able to ride horses whilst their not supposed to, or could run faster than troops of the same class.


Non-steam patches;


Mount & Blade: Warband 1.158
Napoleonic Wars needs the latest version of Warband installed!

Client Patch:
http://download2.taleworlds.com/mb_warband_upgrade_1100_to_1158.exe

Client Full installer:
http://download2.taleworlds.com/mb_warband_setup_1158.exe



Napoleonic Wars 1.104
What it's all about :)

Client patch: (Needs 1.000 or higher installed!)
www.fsegames.eu/mb_warband_napoleonic_wars_upgrade_1000_to_1104.exe

Client full installer:
www.fsegames.eu/mb_warband_napoleonic_wars_setup_1104.exe

Module system:
www.fsegames.eu/mb_warband_napoleonic_wars_source_1104.zip

Dedicated server files:
www.fsegames.eu/mb_warband_napoleonic_wars_dedicated_1158_nw_1104.zip
Special thanks to Crunch for being a sport and helping rid of the double x glitch  :P

This is good though.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Gurkha on August 06, 2013, 04:01:48 pm
Good news everyone, Warband 1.158 + Napoleonic Wars 1.104 is ready!

Steam will auto update, around this evening, so you guys that use steam sadly have to wait till steam updates their servers!


Balance Changes
- Tweaked the accuracy of the british and austrian light dragoons to make them more balanced with the other dragoon classes.
- Changed several maps to make them more balanced.

Bug Fixes
- Fixed a bug with commander battles, that did not allow anyone to spawn.
- Fixed a client side crash that happened often when joining a busy server.
- Fixed a melee exploit, that worked through switching a musket between melee and fire mode rapidly.
- Fixed a exploit that allowed a player to instantly reload a weapon that has recently been picked up from the ground.
- Fixed a lot of small map errors and glitches, and battle spawnpoints that were outside of the map border.
- Fixed a lot of small troop skill problems, like some troops were able to ride horses whilst their not supposed to, or could run faster than troops of the same class.


Non-steam patches;


Mount & Blade: Warband 1.158
Napoleonic Wars needs the latest version of Warband installed!

Client Patch:
http://download2.taleworlds.com/mb_warband_upgrade_1100_to_1158.exe

Client Full installer:
http://download2.taleworlds.com/mb_warband_setup_1158.exe



Napoleonic Wars 1.104
What it's all about :)

Client patch: (Needs 1.000 or higher installed!)
www.fsegames.eu/mb_warband_napoleonic_wars_upgrade_1000_to_1104.exe

Client full installer:
www.fsegames.eu/mb_warband_napoleonic_wars_setup_1104.exe

Module system:
www.fsegames.eu/mb_warband_napoleonic_wars_source_1104.zip

Dedicated server files:
www.fsegames.eu/mb_warband_napoleonic_wars_dedicated_1158_nw_1104.zip

Could we get into detail of what balance changes have been made to the maps?  ::)
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Fallout on August 06, 2013, 04:03:28 pm
Pfft "melee exploit." It's just like the jump crouch from half life, wasn't meant to be in the game but makes it that much more unique and interesting. Don't see valve taking that out hmm
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Vincenzo on August 06, 2013, 04:07:39 pm
We are not valve.

I rather have no weird exploits allowing people to gain a advantage especially against new players with glitchy buggy melee exploits.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Fallout on August 06, 2013, 04:17:10 pm
I'm afraid this is something we can't agree on, you're the same person who nerfed the melee speed because it was "too hard" for newer players so I'm afraid we will never agree when it comes to melee. If it was my choice I wouldn't have even nerfed the melee a year ago, that's the exact same thing if you made native melee slow.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Furrnox on August 06, 2013, 04:26:30 pm
Nice work vince and crew with the new patch :D
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Crayon on August 06, 2013, 04:30:49 pm
Jolly good.

Commander battle tonight
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
Post by: Oakenshield on August 06, 2013, 04:38:11 pm
Good news everyone, Warband 1.158 + Napoleonic Wars 1.104 is ready!

Steam will auto update, around this evening, so you guys that use steam sadly have to wait till steam updates their servers!


Balance Changes
- Tweaked the accuracy of the british and austrian light dragoons to make them more balanced with the other dragoon classes.
- Changed several maps to make them more balanced.

Bug Fixes
- Fixed a bug with commander battles, that did not allow anyone to spawn.
- Fixed a client side crash that happened often when joining a busy server.
- Fixed a melee exploit, that worked through switching a musket between melee and fire mode rapidly.
- Fixed a exploit that allowed a player to instantly reload a weapon that has recently been picked up from the ground.
- Fixed a lot of small map errors and glitches, and battle spawnpoints that were outside of the map border.
- Fixed a lot of small troop skill problems, like some troops were able to ride horses whilst their not supposed to, or could run faster than troops of the same class.


Non-steam patches;


Mount & Blade: Warband 1.158
Napoleonic Wars needs the latest version of Warband installed!

Client Patch:
http://download2.taleworlds.com/mb_warband_upgrade_1100_to_1158.exe

Client Full installer:
http://download2.taleworlds.com/mb_warband_setup_1158.exe



Napoleonic Wars 1.104
What it's all about :)

Client patch: (Needs 1.000 or higher installed!)
www.fsegames.eu/mb_warband_napoleonic_wars_upgrade_1000_to_1104.exe

Client full installer:
www.fsegames.eu/mb_warband_napoleonic_wars_setup_1104.exe

Module system:
www.fsegames.eu/mb_warband_napoleonic_wars_source_1104.zip

Dedicated server files:
www.fsegames.eu/mb_warband_napoleonic_wars_dedicated_1158_nw_1104.zip

Ah I guess thats why i can't connect to any servers  :P
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Shine on August 06, 2013, 04:41:02 pm
Nice job Vince!
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: SeanBeansShako on August 06, 2013, 04:48:36 pm
I'm afraid we will never agree when it comes to melee.

And this is pretty much why most melee discussion about this DLC is hot air. Everyone thinks their own idea of the perfect melee system is better than the other persons perfect idea for a melee system.

Mount and Blade was never really designed for multiplayer at all. The engine is a clunky indie thing that just feels different for every person. Let it go guys. Melee will always be terrible. Quit obsessing over it and enjoy the rest of the game.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: kpetschulat on August 06, 2013, 05:07:31 pm
I'm afraid we will never agree when it comes to melee.

And this is pretty much why most melee discussion about this DLC is hot air. Everyone thinks their own idea of the perfect melee system is better than the other persons perfect idea for a melee system.

Mount and Blade was never really designed for multiplayer at all. The engine is a clunky indie thing that just feels different for every person. Let it go guys. Melee will always be terrible. Quit obsessing over it and enjoy the rest of the game.

Finally, someone with a fucking brain who's not a damn melee zombie.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Fallout on August 06, 2013, 05:28:16 pm
Not once have I insulted someone else's opinion on the matter, would appreciate if you didn't either. But just saying melee is half the game and I really enjoyed it with all of my NA buds a year ago, we all miss it and that's about it.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Onii on August 06, 2013, 06:00:42 pm
And the steam update is here. Behold!
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: AeroNinja on August 06, 2013, 06:24:01 pm
And the steam update is here. Behold!
I didnt got him :(
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Gokiller on August 06, 2013, 07:08:18 pm
Glad to hear that everything got fixed. :) Good work FSE!
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Hadhod on August 06, 2013, 07:14:44 pm
Removed double X, now that is good news :D
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Sleek on August 06, 2013, 07:23:32 pm
Boo, no double X.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Death by EMP on August 06, 2013, 08:38:10 pm
Those of you who disagree with the removal of double x, I recorded a video for Vince and crew demonstrating it, and he showed it to Taleworlds, and they discussed how to remove. Considering developers of not only NW, but Native Warband as well agreed it was an exploit and not a fair melee maneuver, your complaints will probably have no effect. So instead of storming the breach with comments of unrest, you might as well calm down, and get used to melee without using an exploit, because I assure you, assuming the patch has entirely fixed it, the double x exploit is not coming back.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Olafson on August 06, 2013, 08:55:33 pm
What is this double x anyway?
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: kpetschulat on August 06, 2013, 08:59:04 pm
What is this double x anyway?

I don't know either. I'm unsure if I ever saw it, or had it done against me. Crunch, could you post your video here so we can see what this double x exploit was?
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Fallout on August 06, 2013, 09:01:20 pm
Something that people yelled "exploit exploit!" At because they didn't know how to counter it, in the competitive melee world it made melee extremely interesting and those who claim it's unblock able or that you can't see the animation honestly have not played the game. I have nearly 1,000 hours all attributed to NW.  The double x is when you hold your bayonet up and you tap x twice so the bayonet goes down smoothly and quicker then if you feinted. People, don't remove things you don't understand just because you can't beat them. Next thing you know they're going to take out chambers.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Death by EMP on August 06, 2013, 09:05:52 pm
However, it was basically a feint where you swapped attack modes in the middle of a melee attack and it would like a feint, but as soon as you swapped back to melee, it would continue your attack, so basically it was a feint without actually prolonging your attack. I explained it more in depth to Vince, but am too lazy to type it all out again. My video showed just the basis of it, however I did not have anyone at the time to use it against, and I am not exactly sure how to do it perfectly everytime, so the video had some flaws, but I managed to pull it off three times, once in beginning, once in center, and once at end. I'm not good at it because I never use it, so my feint wasn't entirely obvious, but many people do it much better and would be able to show you better, my video was just a visual example for Vince.

http://www.twitch.tv/death_by_emp/c/2679138

Edit: Just seen Fallout's post, replying now.

Oh, and I believe the way it was patched was by adding a delay to weapon mode swap.

Before any of you complain about me poorly doing it in the video, Vince was aware I was not very familiar of how to do it, however I was not the only person informing him of it, many EU players also gave him examples.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Death by EMP on August 06, 2013, 09:12:41 pm
Something that people yelled "exploit exploit!" At because they didn't know how to counter it, in the competitive melee world it made melee extremely interesting and those who claim it's unblock able or that you can't see the animation honestly have not played the game. I have nearly 1,000 hours all attributed to NW.  The double x is when you hold your bayonet up and you tap x twice so the bayonet goes down smoothly and quicker then if you feinted. People, don't remove things you don't understand just because you can't beat them. Next thing you know they're going to take out chambers.
Okay, so I have played the Mount and Blade series since the very beginning, and have nearly 3k hours throughout the entire series. That means nothing however, because the double x exploit is not an exploit because it was hard to counter, but because it was never meant to be in the game. Saying it spiced up the game is like saying saper glitching a tower up to the rooftops in Arabian Harbor makes the game more interesting. It's an exploit but opens to new areas of the map, making it more interesting, right? People who complain about it call it an exploit because they can't counter it, right?
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Fallout on August 06, 2013, 10:04:55 pm
Personally I've never experienced that (glitching on Arabian harbor) because on official servers that i play on. (NW_Official_Na1) sappers are regulated with wasting build points and everything by admins. The double x however is different in that respect as it IS counterable, just like a chamber.  You can chamber a chamber back and forth all day. And I have a feeling that people who can't chamber a chamber say the game is broken an that chambering is an exploit, when it's just their own personal skill holding them back, I.E the double x.  People didn't know how to counter it so they deemed it an exploit and a cheat. When if they would sit and understand it for the melee awhile before yelling exploit they would realize it's counterable and that it is in no way an "exploit" worth fixing and that is does make the melee more interesting.  You've officially dumbed down melee twice now. One more "fix" and I'm throwing NW in the garbage. :/
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: MazZ on August 06, 2013, 10:23:47 pm
Double x was an exploit -> good riddance I say!

It's not because something is counterable that it's not an exploit.
For example jump stab can also be seen as somekind of exploit, but is also very easily counterable.

Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Fallout on August 06, 2013, 10:45:38 pm
Well the jump stab is for fun and giggles, but the reason I'm so peeved is because the double x spiced up the competitive melee world.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Japan on August 06, 2013, 10:57:44 pm
Ehh double x seems to be cheating to me. Since it shows not animation of holding the attack direction of where you are attacking,and another good thing is no more musketoon cav!(Those Grenzers acted like them when they had the chance.)
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Death by EMP on August 06, 2013, 11:02:55 pm
Ehh double x seems to be cheating to me. Since it shows not animation of holding the attack direction of where you are attacking,and another good thing is no more musketoon cav!(Those Grenzers acted like them when they had the chance.)
Coming from you I would expect you to say double x is all luck.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Gokiller on August 06, 2013, 11:05:32 pm
Well the jump stab is for fun and giggles, but the reason I'm so peeved is because the double x spiced up the competitive melee world.

It did not. There is a reason why they didn't allowed it on the EU Groupfighting server of the 91st. Where (I may say) some of the most competitive players of NW regularly play. - Also all the melee tournaments didn't allow it.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Fallout on August 06, 2013, 11:13:52 pm
The North American Community is different than the European community and I can say it did indeed make it more exciting. This community is split with Europeans and North Americans. And NA players can vouch for me, they are allowed to double double x in tournaments and it's allowed in group fighting servers.  I have always felt the European community has had more say and or Blind bias when it comes to these issues. And even though they deny it, I do feel as if Vincenzo will listen to the European community more over the North American one.   The past has so far proved that.  All players so far that have agreed with the patch have been Europeans, ask any North American and they will disagree with this patch and the Europeans opinion.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Gokiller on August 06, 2013, 11:17:39 pm
The North American Community is different than the European community and I can say it did indeed make it more exciting. This community is split with Europeans and North Americans. And NA players can vouch for me, they are allowed to double double x in tournaments and it's allowed in group fighting servers.  I have always felt the European community has had more say and or Blind bias when it comes to these issues. And even though they deny it, I do feel as if Vincenzo will listen to the European community more over the North American one.   The past has so far proved that.  All players so far that have agreed with the patch have been Europeans, ask any North American and they will disagree with this patch and the Europeans opinion.

Where were the americans to defend the "exploit"?  I never saw a thread about it, neither do I think anyone went to the dev's saying it is lovely and they should keep it out.

If it really was so succesfull as you say. I'm sure we would have had a discussion before it was removed/fixed.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: kpetschulat on August 06, 2013, 11:24:24 pm
... ask any North American and they will disagree with this patch and the Europeans opinion.

Idk if you're talking about North American born players, or players living somewhere in North America... but, I enjoy this patch. So, ya' shouldn't group us all together to help prove your "point." Just deal with it. Double X is out, it's not coming back. Game over. End o' story. Just drop it, man. And, if you care so much about this silly Double X maneuver, make a thread about it, as Gokiller said.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Fallout on August 06, 2013, 11:29:01 pm
And this is where the bias begins, I've had discussions with Vincenzo about the melee before the took out the double x. And my local North American friends have often got in arguments with Vincenzo over steam. I do feel as if he does choose to ignore the north Ameircan communities opinion because of all the Europeans backing him up and telling him to do what the North Americans don't want.  You don't hear about it because Vincenzo ignores the complaints of the North Americans and that's honestly a fact, if he did acknowledge any complaints on the North American side he wouldn't have nerfed the melee a year ago. Please, ask any North American and many will have the same opinion as I do.  Yet ask a European and they will disagree.  I would but honestly there's no point anymore, this is the last I'll say of this. And I am talking about European born people.
*excuse my typos I am on a phone*
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: MazZ on August 06, 2013, 11:50:14 pm
Plz stop saying European community has more to say than the NA community, hell plz stop splitting the community in two.
As far as I'm concerned both parties allways had and have an equal saying in what changes are to be or have been made.

Vincenzo himself saw double x as an exploit unbiased by annyone else's opinion.

Well I would say it is a form of exploiting a bug... I dont want new players to be outsmarted with buggyness from ramming your weapon type button a lot.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Death by EMP on August 07, 2013, 12:09:17 am
Implying I'm from Europe. Lol, I'm American as it gets. I'm surprised Pets didn't even mention that.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: kpetschulat on August 07, 2013, 12:20:05 am
I'm surprised Pets didn't even mention that.

Not sure what you mean...
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Menelaos on August 07, 2013, 12:20:41 am
So since I'm American, my opinion regarding a melee technique is polarized automatically?
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Bramif on August 07, 2013, 12:31:59 am
So since I'm American, my opinion regarding a melee technique is polarized automatically?
Ofcourse what did you expect? Freedom of speech?
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Pinball Wizard on August 07, 2013, 12:58:13 am
And this is where the bias begins, I've had discussions with Vincenzo about the melee before the took out the double x. And my local North American friends have often got in arguments with Vincenzo over steam. I do feel as if he does choose to ignore the north Ameircan communities opinion because of all the Europeans backing him up and telling him to do what the North Americans don't want.  You don't hear about it because Vincenzo ignores the complaints of the North Americans and that's honestly a fact, if he did acknowledge any complaints on the North American side he wouldn't have nerfed the melee a year ago. Please, ask any North American and many will have the same opinion as I do.  Yet ask a European and they will disagree.  I would but honestly there's no point anymore, this is the last I'll say of this. And I am talking about European born people.
*excuse my typos I am on a phone*
Wow you're whiny. And wrong and paranoid. What does the average European player have against the North American community to the point of "telling him to do what the North Americans don't want"? Also, why would a game developer choose to ignore probably around 50% percent of the community? I think you and a couple of your friends who can only get kills through the exploit of the double X are the only ones being described as North Americans in this. And I certainly do not have the same opinion as you. 
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Fallout on August 07, 2013, 01:26:15 am
Typical, please don't twist my words and bend them. I am speaking my opinion and like I've said, the double x made melee more interesting. I've never insulted anybody, so it'd be nice if you would stop getting all down to the insults. I've played this game for over a year and what I said was my observation. And Menelaos that's not what I'm saying at all, like I said I'm done with the discussion. It's my opinion and I've never insulted anyone once. Ya'll be cray xD
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Olafson on August 07, 2013, 01:51:58 am
Bla bla bla. In the end, it is as it is.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Death by EMP on August 07, 2013, 01:52:25 am
I'm surprised Pets didn't even mention that.

Not sure what you mean...
You just went along with him saying it was only Europeans who shared that opinion knowing well that I am American.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: kpetschulat on August 07, 2013, 02:38:53 am
That's not at all what I meant. Idk how you got that from what I said.  :o
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Death by EMP on August 07, 2013, 02:47:45 am
That's not at all what I meant. Idk how you got that from what I said.  :o
nvm  ::)
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Death by EMP on August 07, 2013, 12:16:39 pm
I made a video just for you guys.

https://www.fsegames.eu/forum/index.php?topic=7737.0
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Coconut on August 07, 2013, 03:55:45 pm
When you drop a musket that is on the 2nd or 3rd step of reloading it resets back to the beginning of the 1st step... Was this really the only way to prevent the instant reloading glitch? T_T

Also I enjoyed double x in NW, because I have fought against so many people that use it that it doesn't catch me off guard and it actually puts me at an advantage if some person who thinks he's "pro" goes at me spamming these double x feints. Double X is mainly based on catching someone off guard with it that doesn't expect you to do it. After dying to someone in a duel 2-3 times that uses double x  you can easily counter it.

But this was deemed and "exploit" by FSE because everyday pubbers would never expect it and would fall for the simple trick just like how spinning was removed from MM to NW. Just way of dumbing NW melee down to make it more beginner(noob) friendly.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: The Norseman on August 07, 2013, 04:08:12 pm
Its an abuse. Glad they changed it.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Coconut on August 07, 2013, 04:28:07 pm
First of all its not an exploit because it can be easily countered. Second this quote from Vince shows that whenever things are removed from the melee system it is always to dumb it down and make it so there cannot be "elitist pigs that take out new people within 0.1 second."

Spoiler
I joined a MM game 1 month before release for the first time since 6 months,  I found a complete broken melee system, people spinning like mad, holding down-block constantly and generally being elitist pigs that take out new people within 0.1 second.

Something had to be done, spinning removed to stop the people from being some weird ninja
[close]

Some people might think that double x and old MM spinning was a broken melee system and even exploitation but I think that a form of complex yet deep and engaging melee where new fighting styles and skills are invented each day.

Alot of people will buy BCoF because of the historical period or the uniforms and ect... But in the end most of our time in the actual game will be in either shooting or melee combat. If the melee system in BCoF is dull to the point where a new player can easily defeat a seasoned veteran then this is not a game that I would put in countless hours honing my melee skills when there is no big payoff in the end in terms of skill.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: dooomninja on August 07, 2013, 04:51:41 pm
Quote
An exploit (from the verb to exploit, in the meaning of using something to one’s own advantage) is a piece of software, a chunk of data, or sequence of commands that takes advantage of a bug, glitch or vulnerability in order to cause unintended or unanticipated behaviour to occur on computer software, hardware, or something electronic (usually computerised).

the definition of an exploit doesn't mention how powerful it is, just that it isn't what is intended. the devs didn't intend for it to happen, so it's an exploit

don't get me wrong i like how challenging the melee can be, but it shouldn't be so hard that it drives people away.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Fallout on August 07, 2013, 04:54:44 pm
Coconut, you're my new best friend.  I've been arguing this point yet nobody has agreed.  Add me on steam I need to rant to somebody lol [3eVolt] Fallout. Vincenzo just lost all credibility with that quote you caught of him saying MM melee was broken, MM melee is the most fun I've had in a Game ever.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: MazZ on August 07, 2013, 05:00:40 pm
Deep and engaging melee

Oh yes spamming the x button whilst making weird annimations is so deep and engaging!

Spoiler
Sarcasm
[close]

To be honest I don't see why all the drama, it's not like double x was a keyfeature of melee.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Fallout on August 07, 2013, 05:05:40 pm
I feel like anyone who complains about the double x are the whiners who can't counter it.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Death by EMP on August 07, 2013, 05:09:22 pm
I feel like people who complain about the removal of double x are the whiners who can't adopt their style to something new.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Riddlez on August 07, 2013, 05:10:38 pm
Bla bla bla. In the end, it is as it is.

You,sir, made the most sense in this entire thread.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Coconut on August 07, 2013, 05:16:41 pm
Coconut, you're my new best friend.  I've been arguing this point yet nobody has agreed.  Add me on steam I need to rant to somebody lol [3eVolt] Fallout. Vincenzo just lost all credibility with that quote you caught of him saying MM melee was broken, MM melee is the most fun I've had in a Game ever.
MM was fun however compared to NW it makes my eyes bleed when I load it up again. Also this has been argued for over a year now and they are not going to change anything that has been changed from MM to NW melee related so don't waste your breath.

Deep and engaging melee

Oh yes spamming the x button whilst making weird annimations is so deep and engaging!

Spoiler
Sarcasm
[close]
If double X was a win button I would have used it much much more. I enjoyed figuring out ways to counter Double x'ing and even figuring out ways to counter someone who was countering my double x. It was confusing yet I enjoyed it because of the challenge.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: The Norseman on August 07, 2013, 05:45:25 pm
Ugh, the only reason YOU think you are good with doublexing is because no one else are abusing the bug but you. That is why it is banned in most servers, it makes the animation disappear for many people so YES it is an abuse. If you say otherwise then you are just ignorant.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Fallout on August 07, 2013, 05:54:12 pm
It's is NOT banned on North American servers. And it does NOT make the animation disappear. I've had nearly 1,000 hours of Napoleonic Wars alone and I can tell straight from experiences in competitive melee tournaments that the animation does NOT disappear.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Japan on August 07, 2013, 05:57:37 pm
It's is NOT banned on North American servers. And it does NOT make the animation disappear. I've had nearly 1,000 hours of Napoleonic Wars alone and I can tell straight from experiences in competitive melee tournaments that the animation does NOT disappear.
Ehh depending on your ping, how many people are in the server, and how good the server is.It makes it look like the animation is gone.Which mean that all you see is  him preparing to attack up then suddenly halfway attacking down when you notice it.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Sleek on August 07, 2013, 06:03:44 pm
Much to your amazement, a lot of the NA melee community uses it, but not all as either people think it is an exploit or don't know what it is, and if they think it's an exploit, then they are entitled to that opinion. But you saying that it is banned on most servers is false, as all populated NA groupfighting/duel servers allow it because it is a part of many peoples melee styles. You can see the switch at the last second and can counter it, but it is somewhat difficult, but that doesn't mean it's impossible to block or chamber. Please don't call others ignorant, as it doesn't solve anything. Also, you saying that all servers disallow double-x us like saying that all servers use medium melee speed, which also is also untrue as you do not go on NA servers to groupfighr where they have the melee spotted set at fastest and not medium. Don't make accusations that you can't back up.

Also, I'm in my phone so there will be spelling mistakes. This message is directed towards Norseman as I can't quote on my old ass phone.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Vincenzo on August 07, 2013, 06:18:20 pm
We do not only listen to the EU community, hell this was reported mostly by NA people, and most of all, I do not care who reports bugs or what nation their from, I care about fixing bugs.

This exploit is, an exploit... the weapon type switch is meant to switch a weapon to either melee or fire mode, not to make animations half-way through an attack appear differently..

We have not dumbed down melee as much as possible to annoy the pro's, the melee is hardly dumbed down, and works very well right now..


MM melee was just silly, all people had to do to block an attack is holding the down block or attack whilst turning 360 degrees in 0.2 seconds, there is no way you can convince me that was better..
the upper stab added 100% more killable option and made it more challenging for the pros.


In either case, nothing is going to be changed anymore, were too far into the release to change anything drastically...
And in my opinion, and this one is shared by many prominent figures in this community, the current system works well.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: kpetschulat on August 07, 2013, 06:22:01 pm
I've honestly never heard of this double-x thing until it was brought up in the patch notes and people started bitching about it. I don't know why all of you, supporters and non-supports, can't just drop the God damn subject. Vince said it's gone, and it's going to stay gone.

What the fuck are you guys expecting now? For it to magically reappear in another patch, if one is even made? Don't mistake my attitude for anger, I'm just sick of this back and forth garbage over double-x which was so easy to block and counter. For fucks sake, I'm one of the better players in the community, and I don't need this stupid double-x "exploit/glitch/bug/style" to be it.

Sorry, but it's just a stupid subject, in my opinion. Many of you will disagree, especially the avid users of the double-x.

Also, on the subject of NA and EU respectively, stop this fucking community split NA vs. EU shit. It's not helping. Accusing each other of abusing or caressing the will of admins and developers doesn't help us at all. We're one big community, leave it at that. NW is slowly dieing out, and of all fucking times, the NA vs. EU tension has never been higher. We're still climbing to the top of this duel of continents or some shit, whatever you want to call it.

We do not only listen to the EU community, hell this was reported mostly by NA people, and most of all, I do not care who reports bugs or what nation their from, I care about fixing bugs.

This is what people fail to understand. And, this was my point above.

We have not dumbed down melee as much as possible to annoy the pro's, the melee is hardly dumbed down, and works very well right now..

MM melee was just silly, all people had to do to block an attack is holding the down block or attack whilst turning 360 degrees in 0.2 seconds, there is no way you can convince me that was better..
the upper stab added 100% more killable option and made it more challenging for the pros.


In either case, nothing is going to be changed anymore, were too far into the release to change anything drastically...
And in my opinion, and this one is shared by many prominent figures in this community, the current system works well.

I agree with Vince here. I loved Mount and Musket as much as the next guy, and was playing since MMPrussia. But, seriously. After coming to NW, and going back to MM for the lulz, how in the world can you people say that MM melee was so great? It was the most buggy, glitched, overrated garbage in any Warband mod I have played. I personally feel that NW is a massive improvement from MM, all around. Good melee, excellent quality uniforms, great mechanics, wonderful map, the ability to play on Dx9 without crashes... I just fail to see how people prefer the "MM Melee" now. I can barely play MM in melee, and once again, I was one of the better NA players.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Fallout on August 07, 2013, 06:49:45 pm
I'm afraid that the people who disagree with Vincenzo are just yelling at a wall. Vincenzo is the one writing on the paper, the people who would rather cry and yell exploit then try and actually understand what they're talking about are the paper suppliers and the people who actually understand the "exploit" are the people staring at the paper with nothing.

Dumb auto correct
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Coconut on August 07, 2013, 06:52:22 pm
I didn't bring up MM to say that MM>NW in melee. My point was that when MM transitioned to NW they nerfed spinning, and when I say nerf they almost but completely made it useless in melee. They got rid or at least severely damaged a play-style. Now double x which I know a lot of peoples play styles are dependent on double x or at least use some aspect of it is now gone. Melee should not be just attack, block attack block attack block. Each fighter should have their own unique play-style and I want to recognize someone I know from my regiment from the way they fight.  What is next removal of chambering or kicking? I don't want to see NW reduced to two people dueling with no uniqueness to their fighting style. My point is with spinning and xx removed two play-styles have been destroyed and I am disappointed. Now all the playstyles that are left are feinters, chamberers, kickers and holders and frankly that is not enough.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: The Norseman on August 07, 2013, 06:54:02 pm
What is done is done. I for one am happy. Didnt know spinning was removed though, I just saw one guy spin and take out 6 people so there must be something left. :) Im satisfied with the current system.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: kpetschulat on August 07, 2013, 07:04:40 pm
I didn't bring up MM to say that MM>NW in melee. My point was that when MM transitioned to NW they nerfed spinning, and when I say nerf they almost but completely made it useless in melee. They got rid or at least severely damaged a play-style. Now double x which I know a lot of peoples play styles are dependent on double x or at least use some aspect of it is now gone. Melee should not be just attack, block attack block attack block. Each fighter should have their own unique play-style and I want to recognize someone I know from my regiment from the way they fight.  What is next removal of chambering or kicking? I don't want to see NW reduced to two people dueling with no uniqueness to their fighting style. My point is with spinning and xx removed two play-styles have been destroyed and I am disappointed. Now all the playstyles that are left are feinters, chamberers, kickers and holders and frankly that is not enough.

I love it how you guys keep on going on about what's going to get removed next. NOTHING IS GOING TO GET REMOVED NEXT. The double-x, according to a vast majority of the community, was an exploit, and Vincenzo did his job and listened to the community. He fixed an exploit that caused new players to not want to play and were leaving. Stop using the "what's next" argument. It's not going to work. Chambering and kicking are key parts of melee now, and ALWAYS have been. THe double-x and spinning shit wasn't needed to be a good melee player. I rarely used spinning, and I never knew of double-x, yet I managed to take down many players, even some greats, without the use of those two. All I do is block, kick, chamber, attack. I don't need anything, nor have I ever. In MM, the only thing I used was the jump-crouch-attack. That worked wonders, but guess what? It was an exploit too. It wasn't supposed to be there. That's why it was utterly removed, and the WFaS system of crouching was implemented into NW. It's a cleaner way of crouching.

Again, let's all drop this shit about double-x, move on, play the game, have fun... And, if not having double-x exploit to make you feel pro is gone, don't play. Save us the trouble of having to deal with you babies that use exploits to win in melee. You bitch and moan when you die, "my attack didn't work/lag/how did he kill me?" It's obvious, it was apparently easy to counter, and they killed you.

Idk, maybe some of us are not making ourselves clear, nor is Vincenzo when he says there will be no return of the double-x, etc. etc. etc., including no future patch for NW that is going to change NW melee drastically.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Coconut on August 07, 2013, 07:10:50 pm
Idk, maybe some of us are not making ourselves clear, nor is Vincenzo when he says there will be no return of the double-x, etc. etc. etc., including no future patch for NW that is going to change NW melee drastically.
NW melee has been changed twice drastically already. Once in beta when Hekko got FSE to implement aiming with the up attacks, they were locked into place back then. And second with the speed decrease on the up attack decreasing it by .15 seconds I believe? I don't see why FSE would not change the melee if they thought it was for the better for the entire community including pros, newbies, EU, NA, AU and everyone else not that it should matter where you come from or what your skill level is.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Fallout on August 07, 2013, 07:15:39 pm
I am just afraid for Napoleonic wars melee, I've had talks with my friends previously and chamfering and kicks aren't supposed to be allowed for melee, and if my memory serves me right if il not please correct me, but Vincenzo never intended for kicks and chambering to even happen.  I do know his stance on chambering is similar to double x'ing. But for now I will keep shut and play the game. Just please, stop changing the game. It's FINE.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Vincenzo on August 07, 2013, 07:26:54 pm
Idk, maybe some of us are not making ourselves clear, nor is Vincenzo when he says there will be no return of the double-x, etc. etc. etc., including no future patch for NW that is going to change NW melee drastically.
NW melee has been changed twice drastically already. Once in beta when Hekko got FSE to implement aiming with the up attacks, they were locked into place back then. And second with the speed decrease on the up attack decreasing it by .15 seconds I believe? I don't see why FSE would not change the melee if they thought it was for the better for the entire community including pros, newbies, EU, NA, AU and everyone else not that it should matter where you come from or what your skill level is.
The small changes we did to melee since release were all for the better, the up attack was changed to make it a bit more realistic, it takes 0.15 seconds longer to raise the weapon above your head, which makes it look a lot more realistically (try raising a musket above your head in real life). Naming this DRASTICAL is just silly.
It was changed for the better for the entire community, any region, and not to annoy you.

I am just afraid for Napoleonic wars melee, I've had talks with my friends previously and chamfering and kicks aren't supposed to be allowed for melee, and if my memory serves me right if il not please correct me, but Vincenzo never intended for kicks and chambering to even happen.  I do know his stance on chambering is similar to double x'ing. But for now I will keep shut and play the game. Just please, stop changing the game. It's FINE.
Wuuuuuut?  :o

Ofcource chambers and kicks are intended for melee...   ???
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: MaHuD on August 07, 2013, 07:38:23 pm
To all of you that claim to have played this for XXXXXXXXXXXX thousand hours and in addition claim that the double X was not an exploit: shut up will ya.

This bug / exploit  is originating from native and has been around for a very long time, if you haven't even detected or noticed that the animation was not displayed properly then quite frankly; you lack the intelligence to even be allowed to have an opinion.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Coconut on August 07, 2013, 07:54:51 pm
To all of you that claim to have played this for XXXXXXXXXXXX thousand hours and in addition claim that the double X was not an exploit: shut up will ya.

This bug / exploit  is originating from native and has been around for a very long time, if you haven't even detected or noticed that the animation was not displayed properly then quite frankly; you lack the intelligence to even be allowed to have an opinion.
Everyone knows that, and everyone knows that argument against xx as well. However I welcome this exploit as a part of the game and I recognize that it is not some overpowered exploit that is a win button. A lot of video games have exploits that are recognized in their competitive fields.

For example in the game GunZ: The Duel which is a melee/shooting game there is Fighting styles that revolve around exploits in the game engine. Here is a link to the wiki of a style called K-Style http://gunz.wikia.com/wiki/K-Style
This style involves jumping and dashing in a very complicated key motion that takes hours of practice to get down. The article says that approximately 45% of the Gunz players know how to execute a double butterfly. So that is 45% of the playerbase knows how to do a complicated exploit that makes them deal damage faster. If I recall a double butterfly was a way to deal two sword slashes in the time 1 regular one could be done by doing a series of weapon switches and dashes.

I don't see why double x should be removed from NW as it wasn't an overpowered attack that made you god. It was a fancy feint that only kills people that don't expect it. It was a completely legitimate fighting style that added depth to the melee in NW.


EDIT:
A quote from the article as well
While K-Styling has become a widely accepted mode of playing, it has often come under attack as being exploitative of glitches (a true statement) and thus against the rules or morally unacceptable. It is also worth noting that in the incipient months after the release of GunZ, developers did in fact "fix" K-Style in an extremely unpopular patch. However, seeing the reaction this provoked, the patch was rescinded and K-Style was left intact.

As you can see the Devs removed a popular exploit, people got pissed and complained and then they brought it back because it was an unpopular patch. The K-Style required a lot of practice to get down the muscle memory of the key combinations but with enough time and practice everyone could do it. EVERYONE CAN DO XX as well in NW and its not even some overpowered style compared to K-Style in this GunZ game.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Riddlez on August 07, 2013, 08:25:20 pm
It's not as if FSE or Taleworlds are oing to change it back, so why all the bitching:

This is one of those typical things where the best way of going about it is:

Shrug, be disappointed, but for the sake of the mental stability of the people here: Shut up about it.

You're allowed to be disappointed, but please keep it to yourself, or just admit it's a shame.
The community has had enough bitching of late, let's not get ample more.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: DrByeBYe on August 07, 2013, 08:35:57 pm
#DoubleX4lyfe
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Millander on August 07, 2013, 09:00:01 pm
As somebody who owns a Musket and bayonet I tried to DoubleX in my backyard. It does not work.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Desert Thunda on August 07, 2013, 09:01:24 pm
Shooting.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Death by EMP on August 07, 2013, 09:13:54 pm
As somebody who owns a Musket and bayonet I tried to DoubleX in my backyard. It does not work.
You would have to dislocate half the joints in your arms to pull off the normal bayonet attacks lol.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: SeanBeansShako on August 07, 2013, 09:33:53 pm
Or the musket will fly out of your hands/stab yourself with your own bayonet.

Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Hadhod on August 07, 2013, 09:41:11 pm
I am just afraid for Napoleonic wars melee, I've had talks with my friends previously and chamfering and kicks aren't supposed to be allowed for melee, and if my memory serves me right if il not please correct me, but Vincenzo never intended for kicks and chambering to even happen.  I do know his stance on chambering is similar to double x'ing. But for now I will keep shut and play the game. Just please, stop changing the game. It's FINE.

Sorry mate but that is just hilarious. That are Warband's Native functions for melee. Their only function is melee.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: kpetschulat on August 07, 2013, 10:07:59 pm
As somebody who owns a Musket and bayonet I tried to DoubleX in my backyard. It does not work.

This has been your Words of Wisdom update, brought to you by Millander and the 21e.  ::)
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Duuring on August 07, 2013, 10:15:04 pm
As somebody who owns a Musket and bayonet I tried to DoubleX in my backyard. It does not work.

It's a Percussion and it's rifled. That's not a proper musket.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: MaHuD on August 07, 2013, 10:16:52 pm
I am just afraid for Napoleonic wars melee, I've had talks with my friends previously and chamfering and kicks aren't supposed to be allowed for melee, and if my memory serves me right if il not please correct me, but Vincenzo never intended for kicks and chambering to even happen.  I do know his stance on chambering is similar to double x'ing. But for now I will keep shut and play the game. Just please, stop changing the game. It's FINE.

Sorry mate but that is just hilarious. That are Warband's Native functions for melee. Their only function is melee.
Chambering and kicking were purposely added.
Feinting on the other hand is a bug/exploit that got turned into a feature.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Fallout on August 07, 2013, 10:52:31 pm
As somebody who owns a Musket and bayonet I tried to DoubleX in my backyard. It does not work.
I got two friends and we tried to chamber back in forth in our backyard, it didn't work either.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Desert Thunda on August 07, 2013, 10:55:56 pm
I guess now is the time for shooting to become supreme.

all this QQ
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Riddlez on August 07, 2013, 11:09:55 pm
As somebody who owns a Musket and bayonet I tried to DoubleX in my backyard. It does not work.

You don't have an X key.

Nub.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: dooomninja on August 07, 2013, 11:30:53 pm
I guess now is the time for shooting to become supreme.
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2F24.media.tumblr.com%2F5290acd4afb5a7b67d45e6ef9ea389a4%2Ftumblr_mp8g18xbw31r0tytoo1_500.gif&hash=1174c0a713056e2a5db2b9debe5f4cfe3a65d6d3)
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Duuring on August 07, 2013, 11:58:11 pm
I guess now is the time for shooting to become supreme.
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2F24.media.tumblr.com%2F5290acd4afb5a7b67d45e6ef9ea389a4%2Ftumblr_mp8g18xbw31r0tytoo1_500.gif&hash=1174c0a713056e2a5db2b9debe5f4cfe3a65d6d3)
[close]

Excellent use of that GIF.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Gokiller on August 08, 2013, 12:13:04 am
As somebody who owns a Musket and bayonet I tried to DoubleX in my backyard. It does not work.
I got two friends and we tried to chamber back in forth in our backyard, it didn't work either.

You most likely didn't do it the right way.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Fallout on August 08, 2013, 03:50:05 am
Enjoy le noobs, may your voice be heard, but without the insults and hate please. Just let the numbers speak for themselves.
Spoiler
https://www.fsegames.eu/forum/index.php?topic=7752.0
[close]
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: MazZ on August 08, 2013, 12:08:15 pm
K-Style in Gunz

The K-style was a hand/keyboard killer xD
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: MackCW on August 09, 2013, 05:01:20 am
As somebody who owns a Musket and bayonet I tried to DoubleX in my backyard. It does not work.

 ;D
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: The Norseman on August 09, 2013, 06:22:34 am
Enjoy le noobs, may your voice be heard, but without the insults and hate please. Just let the numbers speak for themselves.
Spoiler
https://www.fsegames.eu/forum/index.php?topic=7752.0
[close]
the numbers Are not correct. People Are assuming you mean earlier patches where as of those who wanted the old melee back, only half meant they want xx back. I also enjoyed the earlier melee, but Im also glad they removed the xx glitch. Just stating my opinion. And we once had a poll about the same thing long ago where 400-500 wanted the old melee back and only 50-60 wanted the new and nothing was done, which means nothing is going to happen when you barely have more yes than no in the poll (which cant be completely trusted)
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Fallout on August 09, 2013, 06:27:53 am
I understand what you mean, but there's no pleasing everyone :P That's why I wanted to people to post their opinion in my thread as well. The poll was as fair as I could make it, while taking out bias and trying to get all opinions out there as a poll.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Completenoob on August 09, 2013, 03:16:39 pm
First of all its not an exploit because it can be easily countered. Second this quote from Vince shows that whenever things are removed from the melee system it is always to dumb it down and make it so there cannot be "elitist pigs that take out new people within 0.1 second."

Spoiler
I joined a MM game 1 month before release for the first time since 6 months,  I found a complete broken melee system, people spinning like mad, holding down-block constantly and generally being elitist pigs that take out new people within 0.1 second.

Something had to be done, spinning removed to stop the people from being some weird ninja
[close]

Some people might think that double x and old MM spinning was a broken melee system and even exploitation but I think that a form of complex yet deep and engaging melee where new fighting styles and skills are invented each day.

Alot of people will buy BCoF because of the historical period or the uniforms and ect... But in the end most of our time in the actual game will be in either shooting or melee combat. If the melee system in BCoF is dull to the point where a new player can easily defeat a seasoned veteran then this is not a game that I would put in countless hours honing my melee skills when there is no big payoff in the end in terms of skill.

I have better explanation for that.

Spinning around like the tasmanian devil on crack is not exactly realistic nor falls within the possibility what man could do. Not even high speed flat stall can rival spinning madness you would otherwise see. Of course, how much realism-oriented NW and M&M really tries to be (and Battle Cry of Freedom) in the end and one can always note things need some kind of balance is one thing, but speaking on purely subjective behalf, I kind of liked NW had slightly more realistic approach overall. I admit this is quite noobish and unpopular opinion, but overall this reminds me of Ken Fighter 4, and how it turned into Super Yun\Yan Fighter 4 instead. Or back when 4.10 patch was released to IL-2 over the years and they got rid of absolute limits for G-forces and modified heat management to reflect reality slightly more instead of exploiting full WEP throttle all the time for eternity before it would reach overheating. Most veterans of online IL-2 flight squadrons said the game was ruined because well, they might have to reconsider their tactics and pay more attention to similar throttle and pitch settings as it would be relevant IRL. Oh, and that you can no longer pull off instant fighter-esque 180 degrees with heavy bomber on full bomb load just like that without destroying the fuselage in pieces.

(Vaguely of course, since IL-2 of course has its share of stuff that is kind of ignored or very abstracted.)

Since I am being a prick today I shall continue it on bit more subjective behalf, so feel free to call me the worst kind of noobish non-scrub there is, the demand for greatly authentic game which is arbitrarily balanced for the sake of balance feels extremely silly. NW is already quite a compromise, but since neither shooting or melee is completely pointless based on warfare which was primarily dominated by... shooting, if we fastforward years ahead to depiction of a conflict which was even more pewpew focused than before having arbitrary nerf of guns for the sake of keeping chivalric bayonet duels which last for ten minutes is IMHO, pretty stupid. It's no different from having game based in the 1940s - or hey, how about Vietnam which is all about bayonet combat. No doubt it happened here and there, but it's beyond arbitrary. At least Falklands would have the justification bayonet charge succeeded, but we could say that really boils down to calling judgment depending on the situation. I dare to say that might be even true in BCoF, as even if melee would be treated as second-class citizen there is no reason not to include it and make it at least functional, if rare.

This really just boils down to the preference between arbitrary balance, functional balance and realism. There is no such thing as perfection and realism can be said to be quite subjective - just saying this to be extra extra redundant - but if all else fails, nothing prevents from the community from creating so-called promod. WolfET had one (and damm that game was awful compared to RTCW MP), some CoD games have one and so on. Say whatever you want of the mentioned games but they all had genuine competitive community which is not really that different from mindset of linebattles and regiments in functional sense.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Riddlez on August 09, 2013, 04:01:06 pm
To refer to a reply of Duuring:

Melee in neither NW nor MM is histirically accurate, you wouldn't see a spread out field, with people 1v1ing each other.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Death by EMP on August 09, 2013, 04:26:59 pm
Obviously it is unrealistic. Hitting a cavalry man riding at full speed with your bayonet while not being braced for it whatsoever would rip your fucking arms off.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Joseph Graham on August 09, 2013, 04:29:09 pm
To be honest, I'd much rather see Battle renamed to Skirmish, as that's effectively what it is. I might have to look into hosting a skirmish event, making some custom maps centered around mountain passes and narrow valleys and the like.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Coconut on August 10, 2013, 07:33:08 am
To refer to a reply of Duuring:

Melee in neither NW nor MM is histirically accurate, you wouldn't see a spread out field, with people 1v1ing each other.
If you want to talk about realism, everytime I see a regiment form a square in a linebattle. The Cav just jumps into it and kills everyone. Realism.(Sarcasm)
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Jake on August 10, 2013, 06:25:18 pm
Mmhm verry tasty 8)
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Hans Maul on September 20, 2013, 09:55:12 am
Thats was the bettest patch EVER
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Cara on September 20, 2013, 12:29:06 pm
Thats was the bettest patch EVER

 ::)
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: samthekeen on September 20, 2013, 01:08:39 pm
The patch is quite poor in my eyes, i didnt really see anything wrong with the game to begin with. Now i can't melee as good because downspam is now over powered and it is easier to block chambers, feels like i have to change my techniques. The game also crashes more frequently for me.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Newkirk on September 20, 2013, 06:52:48 pm
The patch is quite poor in my eyes, i didnt really see anything wrong with the game to begin with. Now i can't melee as good because downspam is now over powered and it is easier to block chambers, feels like i have to change my techniques. The game also crashes more frequently for me.

The downstab and the upstab are coded the exact same, there's nothing different about them except for the fact that an upstab takes slightly longer to prepare, but it's been like that for a year now.
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: Carson on October 31, 2013, 12:04:36 pm
Hope the next one comes soon!
Title: Re: Developer Blog 18 - Napoleonic Wars Patch 1.104
Post by: William on October 31, 2013, 01:18:14 pm
Hope the next one comes soon!
The next one won't come, they are finished with NW.  :(

Edit: As of the 11th of Jan, 2018, a patch came out megaLUL