Flying Squirrel Entertainment

Developer's Corner => News & Announcements => Topic started by: Olafson on May 14, 2013, 08:51:51 pm

Title: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Olafson on May 14, 2013, 08:51:51 pm
Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!


Hello and welcome back to our Developer Blog. Today due to an imminent release, we have an announcement to make about Napoleonic Wars!



As some of you may have noticed, the new Napoleonic Wars patch is currently in Beta and is now available on Steam. The purpose of this beta is to kill any bugs that may appear, and to balance out all the new maps so we can have a perfect final release. So do not hesitate to post your feedback!

Flying Squirrel Entertainment has also decided to now provide an official 200 player Siege server (FSE_Official_EU_2), and an official 200 player Battle server (FSE_Official_EU_1). Both servers will run all the new maps, and most of the old maps. Any suggestions with regards to the map rotations being used on our servers are highly appreciated!

To learn more about the Patch, please read our Fifth Developer Blog where we go into a little more detail.
But for those of you who don’t like to read all that much, here is a condensed version of the feature list:

New Features
- Added the following new British units; Sailor, Marine and Post Captain.
- Added the following new French units; Sailor, Marine and Post Captain.
- Added pirate voices for the british ship crew.
- Added a new big Frigate ship scene prop.
- Added a lot of exciting new maps and map fixes.

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

Siege
- Fort al Hafya
- Fort de Chartres
- Citadelle Napoleon
- Charge to the Rhine
- Siege of Toulon
- 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.
- 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
- 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.

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 colision 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 colisionmesh 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 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.

Join the Public Beta!
To activate the Beta please follow these simple steps:

Steam
Activation code: beta
1.) Open up your steam library. Find Mount & Blade Warband, then right click the game to bring up a list of options. Select the “Properties” tab.
2.) Now you see a small popup, along the top there are several tabs, slide your gaze along until you find the one titled “BETAS”.
3.) Then type in the activation code "beta", press “check code” then ok. Steam will then automatically start the installation after a few moments.

Non Steam
Client patch: (Needs 1.000 installed!)
www.flyingsquirrelent.eu/mb_warband_napoleonic_wars_upgrade_1000_to_1100.exe

Thanks for reading.
Flying Squirrel Entertainment

Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gokiller on May 14, 2013, 08:55:43 pm
FINNALY i'm in :D
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: TORN on May 14, 2013, 08:56:07 pm
YES
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yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes 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yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes  yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes 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I look fabulous
Spoiler
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Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: cheeseypants on May 14, 2013, 08:56:43 pm
YES!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: The Nutty Pig on May 14, 2013, 09:02:09 pm
YES THANKGOD!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Connzcdf on May 14, 2013, 09:03:13 pm
Cool.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Menelaos on May 14, 2013, 09:04:15 pm
About time, I'll give you my report in this post when I edit it.

Thoughts

Quote
- Decreased the damage the rifle in melee would inflict, they were more powerful than most real melee weapons
This is not good at all, the side weapon varies and is mostly shit. Rifle butt spamming takes 2-3 hits just like a regular bayonet would.

Quote
- 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.
Howitzers are hardly a threat with their low blast radius, the only time they're good is in sieges which is ridiculous anyway. Cannons definitely did need a nerf and I'm going to look more into it.

I have not tested it myself but from comments, the cannon nerf is too heavy. I support a longer reload time instead for both instead of merging them. As mentioned howitzers and mortars are only OP in sieges, which shouldn't have them anyway. Cannons can remain pinpoint accurate if the load time was increased.

Currently sailors are the most overplayed unit, they're basically what people are calling the gay partizani for UK and FR. If the sailors were to have better weaponry and a few variants of a cloth shirt. It would fix that problem and make them an irregular class instead.

I agree with fixing the skirmisher NCO, it's a shit class to play because it's accuracy is worse than line and the bonus is slight. I think giving them some shooting would make them playable.


Maps
- Fort de Chartres - This map is nicely designed and holds some great features, however the walls are imbalanced. Lone wall segments are 3 walls deep, each wall having 4-3 shots to take it down makes it impossible to breach when some of the bastions of 8 wall segments deep. The three cannons do a suitable job but the 3 rockets are overkill, which I did not see British attacking. Alongside overkill with rockets, the defending team get 4 howitzers with their 4 cannons. It should be reduced to 1 since mortars in siege are overpowered to start with.

- Ambush - Excellent map overall in regards to balance in particular, I'm excited to see it with 200 players. The lack of cover for a massive amount of people in a small space can lead to some good sapper teamwork.

- Saint’s Isle - No problem here, overall fun and balanced map. Kill me for saying this but since the map is small could we see a boat placed on the island near the forest as a flanking tool on the lighthouse team.

- Forest Palisade - Good map, no problems whatsoever other than pre-made cavalry spikes. If destroyed they give 30~ build points, but other maps have objects and suffer no problems since the buildpoint gaining is unknown mostly.

- Sjotofta - Good map, the ship is a great addition to an old classic. However the ship may become a camping spot. Thumps up regardless.

- Fort George - Decent 84e map, I would suggest removing 2 of the 6 attacking cannons or limit the ship count for attacks to 1.

- Fort al Hafya - Very nostalgic map, however imbalanced. For attackers remove 2 of the 6 cannons, and move the rockets closer up. Defenders do need more than the two mortars. The amount of large artillery will simply ruin the game in 100+ player situations. Spawns are messed up for attacks and defenders.



More to come.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Wismar on May 14, 2013, 09:04:40 pm
NICE!
Maybe add a blunderbuss since it's a naval update?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Betaknight on May 14, 2013, 09:06:12 pm
Damn, I got scared when I did the beta thing. I thought I hacked or something. But the Beta was there all the time xD No wonder I had sailors and captain. Thought I did that xDDDD
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: TORN on May 14, 2013, 09:06:39 pm
nvm it's goood :)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Betaknight on May 14, 2013, 09:07:26 pm
You Forgot Olafson. You need to click play for an insta update!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Onii on May 14, 2013, 09:08:30 pm
Whoop Whoop
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Nipplestockings on May 14, 2013, 09:09:17 pm
Exciting!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: The Nutty Pig on May 14, 2013, 09:10:15 pm
THANK YOU LORD
(https://i.imgur.com/hOy0KRa.png)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on May 14, 2013, 09:10:30 pm
THANKYOU  :-* :-* :-* :-* :-*
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Refleax on May 14, 2013, 09:11:51 pm
Enjoy!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Potterr on May 14, 2013, 09:15:08 pm
Any predicted final release date?

Haven't tried it out yet, but sounds great.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: PrideofNi on May 14, 2013, 09:16:25 pm
Any predicted final release date?

Haven't tried it out yet, but sounds great.
A week according to Lust.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gunny on May 14, 2013, 09:18:43 pm
Please also fix the roof bug with the Russian buildings (where you can get on the roof via the railing of the stairs)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Eazy-E on May 14, 2013, 09:24:24 pm
Yeeeeeeeeeeeeeeeeeeeeeeeeeeeeeees! Thank you  :-*
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Suede on May 14, 2013, 09:25:00 pm
Quote
- Citadelle Napoleon
 - Charge to the Rhine
 - Siege of Toulon
 - Fort George
 - Fort Nylas
 - Fort Brochet
These are maps from 84e siege?So, now they're official?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Skates on May 14, 2013, 09:30:40 pm
Sounds good.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: DaveTheBrave on May 14, 2013, 09:34:39 pm
Thanks you!! Next step is full patch and after that Battle Cry of Freedom :D
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Aldemar on May 14, 2013, 09:38:22 pm
Quote
- Citadelle Napoleon
 - Charge to the Rhine
 - Siege of Toulon
 - Fort George
 - Fort Nylas
 - Fort Brochet
These are maps from 84e siege?So, now they're official?

Yes they are ;)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Crusader on May 14, 2013, 09:41:01 pm
Any predicted final release date?

Haven't tried it out yet, but sounds great.
A week according to Lust.

Lust said about a week back in Novemeber, i will see what i can drag out of him on TS haha
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Henk on May 14, 2013, 09:44:21 pm
i have mount and blade not on steam and i download the patch. how can i remove it aigan so i can play the old servers ?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: FrithBiscuit on May 14, 2013, 09:44:53 pm
Now I can play a naked man whilst firing a cannon. My life is complete.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: James Grant on May 14, 2013, 09:55:41 pm
Yet Russia still have a useless extra lancer unit and Britain still lacks the Hussars. I really don't understand, it has no heavy cavalry which can stand against currassier's or light cavalry which can stand against Hussars?

Where is the sense in this?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: TheZach_Attack on May 14, 2013, 09:57:36 pm
Yus!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on May 14, 2013, 09:59:03 pm
I would have loved to see another ship and also navy units of the other factions ;).

I like the 84e maps, but for me they are out-played already :(. I do love the other new siege maps though! And bringing back MM maps! BRILLIANT! I really went laughing like a little girl when I saw those!!!

But yea, more could have been added, but I guess it is beta and I am happy enough we finaly get new stuff!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Thundersnow on May 14, 2013, 10:02:32 pm
Quote
Non-Steam Version:
Client patch: (Needs 1.000 installed!)
www.flyingsquirrelent.eu/mb_warband_napoleonic_wars_upgrade_1000_to_1100.exe

What...uh....do I need to roll back the version we've all been using down to 1000 or can I just install this on top of the version we've all been using? 

And when will the official NA and EU servers switch over to this new version?


Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: BSM 'Shut up' Williams on May 14, 2013, 10:07:00 pm
It won't let me download it says Beta is available but its not downloading? Help?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Betaknight on May 14, 2013, 10:07:45 pm
It won't let me download it says Beta is available but its not downloading? Help?
Click play
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: BSM 'Shut up' Williams on May 14, 2013, 10:08:31 pm
It won't let me download it says Beta is available but its not downloading? Help?
Click play

The normal mod selection screen shows up.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Vincenzo on May 14, 2013, 10:14:12 pm
Quote
Non-Steam Version:
Client patch: (Needs 1.000 installed!)
www.flyingsquirrelent.eu/mb_warband_napoleonic_wars_upgrade_1000_to_1100.exe

What...uh....do I need to roll back the version we've all been using down to 1000 or can I just install this on top of the version we've all been using? 

And when will the official NA and EU servers switch over to this new version?
Just need minimum 1.000 or higher.

For the beta there are two EU servers, more we won't offer due to monitoring and capacity problems...


Quote
- Citadelle Napoleon
 - Charge to the Rhine
 - Siege of Toulon
 - Fort George
 - Fort Nylas
 - Fort Brochet
These are maps from 84e siege?So, now they're official?
Yes.


i have mount and blade not on steam and i download the patch. how can i remove it aigan so i can play the old servers ?
For non steam, Download the old patch and install it over it:
http://download.taleworlds.com/mb_warband_napoleonic_wars_upgrade_1000_to_1006.exe

Or if you have steam, select the beta tab and select "Opt-out beta"


Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: BSM 'Shut up' Williams on May 14, 2013, 10:15:12 pm
It won't let me download it says Beta is available but its not downloading? Help?

The normal mod selection screen shows up.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gaius Marius on May 14, 2013, 10:17:28 pm
I downloaded it but when I join the official server it says I'm running the older version?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Feldmarschall_Ben on May 14, 2013, 10:17:40 pm
Excellent. Bravo.
Good job ;D
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Vincenzo on May 14, 2013, 10:18:57 pm
Enable server filter, and select "compatible with module" To see the beta servers.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gaius Marius on May 14, 2013, 10:19:53 pm
Enable server filter, and select "compatible with module" To see the beta servers.
Lovely, thanks for your help!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dom13WorstNW on May 14, 2013, 10:24:23 pm
I need help I did the steam thing and when I try to join a server it wont let me (and yes I have compatible with module on)

It says I have the wrong version  :-\ :'(
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Emperor Napoleon on May 14, 2013, 10:24:37 pm
-
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Vincenzo on May 14, 2013, 10:25:17 pm
I need help I did the steam thing and when I try to join a server it wont let me (and yes I have compatible with module on)

It says I have the wrong version  :-\ :'(

Make sure you selected the beta from the drop down in the beta tab in steam.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dom13WorstNW on May 14, 2013, 10:26:22 pm
I need help I did the steam thing and when I try to join a server it wont let me (and yes I have compatible with module on)

It says I have the wrong version  :-\ :'(

Make sure you selected the beta from the drop down in the beta tab in steam.

I did  :-\
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Emperor Napoleon on May 14, 2013, 10:27:42 pm
No more servers for me....
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Skipper on May 14, 2013, 10:28:51 pm
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1279.photobucket.com%2Falbums%2Fy532%2Faceskipper1%2FFINALLY_zps6bfdbe68.png&hash=43776a07e7f925427c56dd5c34c3e15212035808)

Woo Hoo, finally!  ;D
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: James Grant on May 14, 2013, 10:29:54 pm
Well done, now half of the community won't be able to go to events or anything beyond two servers.

Forgive my anger but surely there is a way for people to revert to 1.0.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: The Nutty Pig on May 14, 2013, 10:31:26 pm
Well done, now half of the community won't be able to go to events or anything beyond two servers.

Forgive my anger but surely there is a way for people to revert to 1.0.
Yes it is really easy, go to properties, betas and switch back to NONE - Opt out of all beta programs
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: James Grant on May 14, 2013, 10:31:56 pm
Well done, now half of the community won't be able to go to events or anything beyond two servers.

Forgive my anger but surely there is a way for people to revert to 1.0.
Yes it is really easy, go to properties, betas and switch back to NONE - Opt out of all beta programs

And that will revert the changes?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dom13WorstNW on May 14, 2013, 10:34:59 pm
Doesn't work But oh well  :( :P :'(
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gustav on May 14, 2013, 10:35:10 pm
Guys, you are the only ones who make me reach the top so quickly, my underwear is wet :P
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Matim on May 14, 2013, 10:35:29 pm
YEAH, NERF HEAVY CAV, LET THE HUSSARS RULE ON GF AND BATTLES!

INFANTRY NOOB QQ'ERS FTW!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: kpetschulat on May 14, 2013, 10:36:09 pm
Awesome! Downloading now, and will post my feedback here...

Feedback:

Spoiler
Quote
- Added pirate voices for the british ship crew.

Terrible. It's the most annoying shit in NW. This should only be for people who are wearing pirate hats, please.

Quote
- Removed the blunderbuss from the selection for russian dragoon cavalry they were too powerfull for that class.

Awesome! Now, we don't have to worry about the dillweed panzie Russian 'Skatoon Dragoons.

Quote
- Decreased the damage the rifle in melee would inflict, they were more powerful than most real melee weapons.

Not the best idea. You nerfed a weapon that Riflemen rely on. The sword is alright, but the rifle was better. I tested this new melee, and i didn't do shit to people, even though i hit them almost 5 times.

Quote
- 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.

Tested this. This is a great change. Finally, these pistols can hit someone more than 5 feet away.

Quote
- Reduced the length of the cavalry swords a bit, they had ghostly long range.

Tested this. This is good, and bad. It's good, because now people, including myself, won't rage at getting hit 2 feet outside the range of the cavalry sabres. It also promotes flanking for cavalry regiments and players. However, it's bad because now cavalry need to get really close to even have a chance to hit, and that is suicide.
[close]

That's all I have to say right now. Will do more testing when I get back from errands later.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Skipper on May 14, 2013, 10:37:54 pm
I hate my download speed, it was 30 seconds, 5 minutes ago, and has been going up ever since in time left D:
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Probito on May 14, 2013, 10:39:06 pm
I have the reloading bug again (reloading very quick, but nothing happened).
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Posh on May 14, 2013, 10:42:33 pm
I have the reloading bug again (reloading very quick, but nothing happened).
Same, happens after i do melee
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Skipper on May 14, 2013, 10:44:02 pm
DDDDDDDDDDDDDDDOOOOOOOOOOOOOOOOONNNNNNNNNNNNNEEEEEEEEEEEE!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: TheZach_Attack on May 14, 2013, 10:49:27 pm
Doesn't work But oh well  :( :P :'(
Same bruh.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: James Grant on May 14, 2013, 10:53:16 pm
Well I've made a back-up module just in case, but after inputting beta it still isn't offering any thing else in the beta tab drop down menu. Perhaps my steam is bugged.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Cop on May 14, 2013, 10:55:23 pm
I'm very glad to see the bug fixes.

Good job and I thank you for it!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: TORN on May 14, 2013, 10:58:39 pm
Well I've made a back-up module just in case, but after inputting beta it still isn't offering any thing else in the beta tab drop down menu. Perhaps my steam is bugged.
had the same thing.
But then i realised my superb belgian internet downloaded it in less than 10 seconds.
Just open the game. You'll see it is there.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Ronan6793 on May 14, 2013, 11:05:53 pm
So the British Captain was nice looking
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F846953284661605214%2F7115C363AABC1C56D8507990AFD569A4C10C79F1%2F&hash=a54977fb46c50a4a755dd83e9d9c6f27f607f6ce)

But... I like green :)
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F846953284661598688%2F113437CB132A8D71B4B5B52927241BA7C8C0FDF9%2F&hash=04ee6adfebfa2b1878352da28650a5cd5ff2ada1)
[close]
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Orcaryo on May 14, 2013, 11:35:55 pm
At long last, wonder when the ship battles will come up between regs.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dom13WorstNW on May 14, 2013, 11:55:02 pm
 ;D ;D ;D ;D   It works now  :D
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Ronan6793 on May 14, 2013, 11:56:39 pm
So I have not changed the French units is this beta but I found this.
the weird bit is that this is apparently for the Voltigeurs
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1152.photobucket.com%2Falbums%2Fp492%2FRonan6793%2FUntitled_zps81206415.png&hash=76684c2b8c36e045c224cb43c15126a1a313e43d)
[close]
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: TheZach_Attack on May 14, 2013, 11:58:08 pm
-Removed the blunderbuss from the selection for russian dragoon cavalry they were too powerfull for that class.

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi330.photobucket.com%2Falbums%2Fl434%2FZachVitale69%2Fjoker.gif&hash=21ebedd107af316ba45f3f9a3cc934b5b8e3dd33)
[close]

Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Vincenzo on May 15, 2013, 12:06:47 am
So I have not changed the French units is this beta but I found this.
the weird bit is that this is apparently for the Voltigeurs
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1152.photobucket.com%2Falbums%2Fp492%2FRonan6793%2FUntitled_zps81206415.png&hash=76684c2b8c36e045c224cb43c15126a1a313e43d)
[close]

This is the result of a mod you did for sure, this is the files as released:
Spoiler
(https://dl.dropboxusercontent.com/u/11240073/shako.png)
[close]


If you experience any problems, wrong units, white units what not, make sure you don't have certain mods still installed that bug out!
Go to Steam> Right mouse button on the game > properties > Local files > Verify local game cache.

The new beta patch is obviously not compatible with any current mods, they need to be updated.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: CHARLES111MAC on May 15, 2013, 12:13:45 am
Thank you fse now Britain can rules the waves ;)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Thvle on May 15, 2013, 12:16:43 am
Please add to patch the option for fix and unfix bayonet! :)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Neon on May 15, 2013, 12:24:29 am
If only the ships are drivable :/

Or are they?  ???

Edit: Even though this is a nice patch. I wouldn't get it right now while its in beta. I want to play on servers :P
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Millander on May 15, 2013, 12:33:39 am
The 21e wil have our NA siege server on this.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: kpetschulat on May 15, 2013, 12:34:53 am
The 21e wil have our NA siege server on this.

Awesome. I was just about to come here and say, "The lack of a NA server makes it hard for me to test the melee changes."
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Spearing on May 15, 2013, 12:35:33 am
I cannot stress enough the importance of making the list of players (the panel that comes up when you're looking to ban someone/kick someone) alphabetized. So instead, I'll just put it here in large, bright lettering, hoping that SOMEONE finally notices it and puts it into action. PLEASE release this with the patch as well, for the love of god and all that is holy/alcoholic.


MAKE THE PLAYER BAN/KICK LIST PANEL ALPHABETIZED FOR THE LOVE OF GOD AND ALL THAT IS HOLY/ALCOHOLIC.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Menelaos on May 15, 2013, 12:42:18 am
Why do you care if it's alphabetic? It's perfectly fine in team/enemy and for kills/deaths. It would be HARDER, to find regiment peeps with it.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gurkha on May 15, 2013, 12:43:19 am
I cannot stress enough the importance of making the list of players (the panel that comes up when you're looking to ban someone/kick someone) alphabetized. So instead, I'll just put it here in large, bright lettering, hoping that SOMEONE finally notices it and puts it into action. PLEASE release this with the patch as well, for the love of god and all that is holy/alcoholic.


MAKE THE PLAYER BAN/KICK LIST PANEL ALPHABETIZED FOR THE LOVE OF GOD AND ALL THAT IS HOLY/ALCOHOLIC.

+1

My friend MrSt3fan made a thread about possible minor admin changes. Some really good suggestions there, it would be great if they could be implemented.

Spoiler
Hi,

I am not sure if this is the right topic but I'll post it here anyways.
I am admin on several servers, one of them being the 84e_NW_Siege, this server is usually very crouded (usually 150+ people), which makes it hard to properly admin in the current situation. There are 2 things I would like to change:

- There's 2 admin chats, U and I, U is for talking to the people on the server, and I is for talking to the other admins currently on the server. However, there is no difference between U and I, which causes stuff you want to say in the private admin chat (I), to be said in the public admin chat (U), which can be really annoying. Therefore, I would love that the developers make a kind of distinction between them. This can be easily done by changing the name of the chat. If you press U, instead of (Admin chat), you can make it (Public Admin Chat), and you can change I to (Private Admin Chat). This is an easy solution and it removes all the confusion between the 2 chats.

- Also, a problem I encounter whenever I am admining on the 84e_NW_Siege server, is that when there is 200 people in the server, and you try to slay someone it is really hard to find someone's name, an easy solution for this could be to put the names in the *Slay Player*, *Kick Player* (and the other lists) in alphabetical order, making it really easy to find someone and slay, kick or perhaps even ban him.

Let me hear what you think of these solutions, and I hope they will be implemented in the game !

MrSt3fan

Suggestion from other players

MyNickName - Add in a player search when you are slaying / banning
Cruor_Volt - Different colors being used to report another team's teamkills, for example to a different shade of green, so it will stand out.
Cruor_Volt - For admins to be able to see what players occupy certain troll-sensitive classes, like sappers, in case someone wastes all the buildpoints and the only sapper is nowhere to be found (Make a list of classes such as the sapper, and put the name of who occupies the certain class (sapper in this case) behind it so whenever you have to slay the sapper you don't have to search the entire map, to see who the sapper is)

https://www.fsegames.eu/forum/index.php?topic=2918.msg86172#msg86172
[close]
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Slayer on May 15, 2013, 12:46:13 am
Nerfing the rifles in melee is definitively bad. I can say as an experienced skirmisher it was hard enough to use them against bayonets/swords (many skirms pick up bayonets instead as soon as possible) from before, and this will be the total destruction of it. Besides, getting a large riflebuttstock smashed in the face would in fact kill a person :/

Edit: While on the topic of rifles, the up attack of a rifle is just completely broken and useless. It's slow, deals hardly any damage, the animation is broken and the hitbox is just weird.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: kpetschulat on May 15, 2013, 12:47:14 am
Besides, getting a large riflebuttstock smashed in the face would in fact kill a person :/

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimg836.imageshack.us%2Fimg836%2F9845%2Ftruestorybro.png&hash=0e12bd2b44522f96169f814510508146c83b95e4)
I made my own version!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: MaHuD on May 15, 2013, 12:48:40 am
Rather have a filter in the admin panels where you can type part of the name, and then it only shows people with that part in their name.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Treble on May 15, 2013, 12:54:59 am
Shweeeeeeet
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Rowaan on May 15, 2013, 12:58:17 am
While I only got about half an hour to play on it before I had to go, what I did play was bloody brilliant. Despite what some people may say, the pirate voices for the british ship crew are fantastic!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: zac on May 15, 2013, 01:07:59 am
The ships are good, but really no difference to the ship models created by the South Korean/Australian NW community, and ours where 3-4 deckers..... :)

British Marines are great




hehehe
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: William on May 15, 2013, 01:22:45 am
Truely wonderful, no more musketoons for dragoons, damn that was annoying in public servers. Thanks FSE, can't wait for Battle Cry of Freedom.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Arsenal_Warband on May 15, 2013, 01:35:57 am
if i dont run warband on steam how do i do this?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: zac on May 15, 2013, 01:44:56 am
if i dont run warband on steam how do i do this?


Non Steam
 Client patch: (Needs 1.000 installed!)
 www.flyingsquirrelent.eu/mb_warband_napoleonic_wars_upgrade_1000_to_1100.exe
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Arsenal_Warband on May 15, 2013, 01:49:45 am
@zac then what?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Angry_Piper on May 15, 2013, 02:10:17 am
Nice new units, but why nerf rifle butt damage? it already had a short range and took 3-4 hits for a kill and now after testing I seem to be hitting people all day and no damage  :( love the new marines though.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Arsenal_Warband on May 15, 2013, 02:17:01 am
I CANT JOIN SERVERS BECUASE I HAVE NON-STEAM VERSION???
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: SeanBeansShako on May 15, 2013, 03:25:32 am
I think the Marines and Officers shouldn't have the pirate voices, as they do get grating pretty fast. I do wish there was more Admin filter changes and a few other things with this patch.

I also disagree with the 2nd rifle butt nerf as it wasn't that bad and not really needed. Everything else is alright. New maps look nice.

Kinda of annoying though waiting to see if events will all go beta patch now.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Roy on May 15, 2013, 03:54:51 am
This update was a disappointment
Nothing actually added
You all repackaged the 84e maps for everyone, added 1 ship static prop, and Pirates or as I like to say: Gay Partizans.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: zac on May 15, 2013, 04:04:22 am
GAY PARTZANS!!!! 8)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: regwilliam on May 15, 2013, 05:00:24 am
1. this patch hurts cav that is good
2. ships battles
3.new maps 
all is all good work keep it up we aint done with NW till battle cry of freedom come out dont forget that
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Holland on May 15, 2013, 06:01:53 am
"- Added pirate voices for the british ship crew."

Ohh lawdy
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Nicos on May 15, 2013, 08:06:13 am
Great!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Rejenorst on May 15, 2013, 08:09:03 am
This update was a disappointment
Nothing actually added
You all repackaged the 84e maps for everyone, added 1 ship static prop, and Pirates or as I like to say: Gay Partizans.

That's because its a patch and not an expansion/DLC.

I know people have high hopes for additional content but I doubt that is really feasible in the short term when most of their resources are concentrated on BCOF. Also there's a limit to how much you can add resource wise and how far you can go without the source code (which wasn't given by TW).

I think the Marines and Officers shouldn't have the pirate voices, as they do get grating pretty fast.

Would be good to limit it to the half naked lads since marines and officers tended to be highly disciplined.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Nicos on May 15, 2013, 08:47:23 am
If i updated to beta how i can get back on the old patch?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Onii on May 15, 2013, 08:49:07 am
On steam or non-steam?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Maniacal on May 15, 2013, 08:56:33 am
Quote
Reduced the health of all medium and heavy horses to balance their classes.
How was this even a balance issue? Medium horses barely seemed to have anymore health than light horses and heavy horses often died from one hit enough as it is.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Nicos on May 15, 2013, 08:57:03 am
On steam or non-steam?
Steam
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Shortshorts on May 15, 2013, 09:02:08 am
- Reduced the length of the cavalry swords a bit, they had ghostly long range.
I can agree upon the fact that the heavy cavalry sword was silly when used on the ground, but I never had the experience that it was too much on horseback. In a fight between hussars and heavy cav I never saw the heavy cav as being better, to the contrary, they where usually quite easily countered due to their lack of speed. Lancers are another story, what they need is their attack speed slowed, as of now a lancer who knows what he is doing has no reason to ever get killed in melee, their lance is simply too spammable.
- Made all artillery less accurate on long range to balance the powerful destruction force.
Remove the reticule instead.
- Reduced the range an explosion would have by 30%, to balance the extremely powerful howitzers and mortars.
No point, the howitzers are hard enough to use as it is in linebattles, so on top of having inferior ranged capacity to the regular cannons you also want it to have an even smaller explosion? Why? It's hardly as overpowered as you claim, no need for a nerf IMO. Mortars sure, but not howitzers.
- Made cannonballs lose more force on ground hit and bounce less to make them less unstoppable.
Haven't tested, but I still feel that the best way to nerf it would be to remove the reticule.
- 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.
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fladygeekgirl.files.wordpress.com%2F2012%2F01%2F1352309-huzzah1_super1.jpg&hash=c6f11c7c65ff8aa4515bf370d8c912d87d1a59ff)
[close]
- Decreased the damage the rifle in melee would inflict, they were more powerful than most real melee weapons
Que? I can understand nerfing the Russian and Austrian cav muskets, those things have senseless range and speed, but the regular rifles? They are more powerful than what exactly, butterknifes? It sounded like insanity when we heard about it 5 months ago, and you certainly didn't disappoint. One on one a rifleman will only beat an opponent armed with a bayonet if he's simply better than him, the bayonet can spam faster, has more range and damage. Explain to me what you're actually trying to put it in line with.
- Reduced the health of all medium and heavy horses to balance their classes.
So, why wouldn't I want to play as a hussar now? They already dominated the other(excluding lancers, class of their own) cavalry classes one on one, in groupfighting and was more or less equally good at dealing with infantry. Why the change?
- Made the armor points of the british cavalry helmets to be on par with other factions helmets.
Step in the right direction, now give them hussars and the world will rejoice.
- Removed the blunderbuss from the selection for russian dragoon cavalry they were too powerfull for that class.
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.northdevonhealth.nhs.uk%2Fnew%2Fwp-content%2Fuploads%2F2010%2F09%2FUser-satisfaction.jpg&hash=0c351782b594da37feac4597e63f663e583d7580)
[close]

End notes/desires: By the grace of glorious alcohol make the admin ban/kick/slay/etc. options list people in alphabetical order.
Make the officer smallswords completely useless, because that would be reasonable given your thinking behind the rifle butts being too good. They are more powerful than most "real" melee weapons, right?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Onii on May 15, 2013, 09:07:07 am
On steam or non-steam?
Steam
Then go under the part where you changed it to beta and switch back.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Nicos on May 15, 2013, 09:10:22 am
On steam or non-steam?
Steam
Then go under the part where you changed it to beta and switch back.
ok ty
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: MaHuD on May 15, 2013, 09:18:00 am
This update was a disappointment
Nothing actually added
You all repackaged the 84e maps for everyone, added 1 ship static prop, and Pirates or as I like to say: Gay Partizans.
How is that different from what was told that would be in the patch?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Tali on May 15, 2013, 09:19:50 am
Once again you have "nerfed" artillery, albeit in the wrong direction. It now requires more luck then skill, especially at longer ranges, to land hits with the 12 Pounder. As if the randomness wasnt enough last turn around. There is so many ways you could balance artillery to require more skill, instead of requring luck.

As shorty said, removing the retcicle would be a good idea, as you'll have to use earlier shots for reference. Hitting will be harder, but will be more rewarding once you get those 5+ hits.

Other then that, you have pretty much cemented the role of the hussar as the superior cavalry class now. Shorter range and less hitpoints for other mounted classes, which wasn't needed at all, will just further increase the advantage that Hussars have in Cavalry Vs Cavalry fights.

What incentive is there to go the class which can now only be described as "Beached Wale Class" over the faster, more agile Hussars.

In a Cavalry fights, the most important factor is speed and agility, or movement speed and turning speed. With these, you will dominate the fight and you can decide when to attack, meaning that you have the option to only attack when it benefits you. Range ( As in light cavalry sabre -> Heavy Cavalry sabre) and hitpoints have a very small effect on the outcome.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Davout on May 15, 2013, 09:32:18 am
:)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: MaHuD on May 15, 2013, 09:42:19 am
I was only able to use the 12 pounder on one map so far, which didn't really allow me to check up on the increased randomness much, but the bouncing was reduced to 1 or 2 bounces at most. Which is IMO pretty good as that means it will take more skill to hit. (have to aim dead on, and not just "roughly" "there")

Tali, how would you increase the skill of using the artillery? Since you mentioned there are "so many ways" but didn't actually mention any supposed fix :P

I am worried about the Howitzer, since it's way harder to use than the 12-pounder, has limited range, seemed to be more random already and now has an even lower explosive range? I haven't been able to test it yet on the beta patch though.

Rifle melee damage decrease looks fine to me, prior to patch they insta-killed horses which was a wee bit strange since cav is supposed to be their counter.

The immobilised cannons look way stronger now, being able to turn all around and doesn't seem very random when shooting.

Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Tali on May 15, 2013, 09:45:42 am
Tali, how would you increase the skill of using the artillery? Since you mentioned there are "so many ways" but didn't actually mention any supposed fix :P

Oh, but I did. :)

As shorty said, removing the retcicle would be a good idea, as you'll have to use earlier shots for reference. Hitting will be harder, but will be more rewarding once you get those 5+ hits.

Other then this, you could increase the reload time for 12 pounders. I'm not saying they are not to strong, I'm just saying making them random is a bad way to go. I mean, compared to how fast firing cannons were back then, the NW cannons are similiar to machine guns.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: zac on May 15, 2013, 09:52:14 am
the only issue i have is those damn pirate voices,,im sure a british naval officer would sound like that....
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: MaHuD on May 15, 2013, 10:27:09 am
Tali, how would you increase the skill of using the artillery? Since you mentioned there are "so many ways" but didn't actually mention any supposed fix :P

Oh, but I did. :)

As shorty said, removing the retcicle would be a good idea, as you'll have to use earlier shots for reference. Hitting will be harder, but will be more rewarding once you get those 5+ hits.

Other then this, you could increase the reload time for 12 pounders. I'm not saying they are not to strong, I'm just saying making them random is a bad way to go. I mean, compared to how fast firing cannons were back then, the NW cannons are similiar to machine guns.
Ah sorry, I didn't count removing the reticule because IMO it won't help at all. People will just put stickers on their screen or have an overlay which will only give cheaters an advantage.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: The Norseman on May 15, 2013, 10:36:47 am
Ehrm might be a noobie question, but how do I remove the beta so I can play my other mods? :P

Nvm, I tried removing the beta in the beta tab, but it didnt work until I restarted steam!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: zac on May 15, 2013, 10:43:01 am
hm so u can remove it... :)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: MrTiki on May 15, 2013, 12:02:40 pm
All of the changes seem to be for the better (considerably so for most of them) in helping to keep it balanced and fun to play.

Thank you to the Dev team!



- Fixed a bug in the admin panel that it sometimes selected the wrong player, or does not work at all when clicking a player.

Nice! The beacon feature will finally love me! ;D
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Oposum on May 15, 2013, 12:26:42 pm
While you're fixing teleport bugs, it's possible to teleport thru walls while using rocket launcher. If you set it up while looking at the wall, they will be placed inside it and after you reload it, you can start aiming for the other side of the wall which teleports you right thru it.

Turning arty into something more luck-based is step in the wrong direction, keeping 100% accuracy while returning to MM style of aiming (not being fixed to where the cannon is pointing at) would make them far more skill based.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: MaHuD on May 15, 2013, 01:05:29 pm
After spending 10 minutes trying to hit a gigantic fortress with a cannon from a frigate, I have given up and massively dislike the arty changes. Cannonballs just go straight down to the bottom of the ocean and sometimes just dissapear outright. Not even my spyglass allowed me to find these "cannonballs".

@ Oposum, that would be good yeah. Though I would also like it then if you have one guy aiming and another guy igniting/firing, so you need to have more coordination.

Also, since you made sappers drop their spades. I hope that you will do the same for ramrods. It's annoying in LBs where there is limited spaces to loose your ramrod. Of course you can drop it on the floor but there is chances it will get nicked / despawned. And it sucks in melee nowadays. Doesn't stop horses, hardly does any damage.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Blobmania on May 15, 2013, 01:32:35 pm
Turning arty into something more luck-based is step in the wrong direction, keeping 100% accuracy while returning to MM style of aiming (not being fixed to where the cannon is pointing at) would make them far more skill based.

Cannons weren't 100% accurate, though. They had a fairly high degree of inaccuracy at long ranges due to windage jut as Muskets did.

I agree that switching to the MM style of aiming would improve matters, but I think that artillery still need to maintain some level of inaccuracy. It can totally destroy the balance of a linebattle when a whole regiment can be taken out in one or two cannon shots - something that would never happen if we were playing to-scale. Sure, in public play it might make cannons slightly underpowered, but that's down to the compromise between LB balance and public play balance. It's difficult to tailor them to two very different game styles.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Rejenorst on May 15, 2013, 01:39:02 pm
Do we need the TW beta patch? I am looking for it has someone got a link?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Blobmania on May 15, 2013, 01:40:20 pm
You don't need the TW beta patch AFAIK. It may help though, I was playing yesterday (without TW beta) and got a few red errors on the profile selection screen, but in-game it worked fine.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Menelaos on May 15, 2013, 01:41:18 pm
I updated my first post, going to add another comment now.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Aldemar on May 15, 2013, 02:13:23 pm
Turning arty into something more luck-based is step in the wrong direction, keeping 100% accuracy while returning to MM style of aiming (not being fixed to where the cannon is pointing at) would make them far more skill based.

Cannons weren't 100% accurate, though. They had a fairly high degree of inaccuracy at long ranges due to windage jut as Muskets did.

I agree that switching to the MM style of aiming would improve matters, but I think that artillery still need to maintain some level of inaccuracy. It can totally destroy the balance of a linebattle when a whole regiment can be taken out in one or two cannon shots - something that would never happen if we were playing to-scale. Sure, in public play it might make cannons slightly underpowered, but that's down to the compromise between LB balance and public play balance. It's difficult to tailor them to two very different game styles.

a good arty man can shoot there where he wants, so the changes are good ;)

http://www.youtube.com/watch?v=brK_p-ppaBo

remember this
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: TheSamuraiOfNapoleon on May 15, 2013, 02:40:53 pm
YAY :DD
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Tali on May 15, 2013, 03:02:34 pm
Turning arty into something more luck-based is step in the wrong direction, keeping 100% accuracy while returning to MM style of aiming (not being fixed to where the cannon is pointing at) would make them far more skill based.

Cannons weren't 100% accurate, though. They had a fairly high degree of inaccuracy at long ranges due to windage jut as Muskets did.

I agree that switching to the MM style of aiming would improve matters, but I think that artillery still need to maintain some level of inaccuracy. It can totally destroy the balance of a linebattle when a whole regiment can be taken out in one or two cannon shots - something that would never happen if we were playing to-scale. Sure, in public play it might make cannons slightly underpowered, but that's down to the compromise between LB balance and public play balance. It's difficult to tailor them to two very different game styles.

And lines werent made out of 15 guys running around in a very flexible formation.

Historical lines were large, cumbersome and slow. It didnt matter that the artillery was inaccurate, it would still hit some part of the line.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: MaHuD on May 15, 2013, 03:04:24 pm
Turning arty into something more luck-based is step in the wrong direction, keeping 100% accuracy while returning to MM style of aiming (not being fixed to where the cannon is pointing at) would make them far more skill based.

Cannons weren't 100% accurate, though. They had a fairly high degree of inaccuracy at long ranges due to windage jut as Muskets did.

I agree that switching to the MM style of aiming would improve matters, but I think that artillery still need to maintain some level of inaccuracy. It can totally destroy the balance of a linebattle when a whole regiment can be taken out in one or two cannon shots - something that would never happen if we were playing to-scale. Sure, in public play it might make cannons slightly underpowered, but that's down to the compromise between LB balance and public play balance. It's difficult to tailor them to two very different game styles.
A degree of randomness is good, but it's no fun if it's going to be just like shooting with muskets.

Those arty-kills-whole-line shots are usually not the artillery guy being good but the line being bad. (extremely bad positioning, lack of awareness of artillery etc.)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: BSM 'Shut up' Williams on May 15, 2013, 03:07:32 pm
I need help I did the steam thing and when I try to join a server it wont let me (and yes I have compatible with module on)

It says I have the wrong version  :-\ :'(

Make sure you selected the beta from the drop down in the beta tab in steam.

Okay then thanks, by the way if I was to revert back, will I have all my stuff I mean skin-wise will all my skins be there or do I install them again?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Vincenzo on May 15, 2013, 03:08:19 pm
Cannons always had a randomness of between 0 and 40 cm per second variance to the left/right/top/bottom

It now is random per shot between 0 and 60 cm per second.


I cannot stress enough the importance of making the list of players (the panel that comes up when you're looking to ban someone/kick someone) alphabetized. So instead, I'll just put it here in large, bright lettering, hoping that SOMEONE finally notices it and puts it into action. PLEASE release this with the patch as well, for the love of god and all that is holy/alcoholic.


MAKE THE PLAYER BAN/KICK LIST PANEL ALPHABETIZED FOR THE LOVE OF GOD AND ALL THAT IS HOLY/ALCOHOLIC.

Rather have a filter in the admin panels where you can type part of the name, and then it only shows people with that part in their name.
Yeeaah I love that stuff buut too bad!

I begged, whined, cried and more for ages, but Taleworlds will simply not do it.
The engine does  not support any form of string (text) comparison, manipulation, searching, processing or anything of that sort.. :'(
Simply put, engine does not support anything to make this possible, and Taleworlds does not want to make it possible in the engine.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: BSM 'Shut up' Williams on May 15, 2013, 03:11:28 pm
If I was to revert back, will I have all my stuff I mean skin-wise will all my skins be there or do I install them again?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Onii on May 15, 2013, 03:15:14 pm
Pretty sure you would still have them but they might've bugged out (I did the same yesterday :p)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Oposum on May 15, 2013, 03:21:01 pm

Cannons weren't 100% accurate, though. They had a fairly high degree of inaccuracy at long ranges due to windage jut as Muskets did.

I agree that switching to the MM style of aiming would improve matters, but I think that artillery still need to maintain some level of inaccuracy. It can totally destroy the balance of a linebattle when a whole regiment can be taken out in one or two cannon shots - something that would never happen if we were playing to-scale. Sure, in public play it might make cannons slightly underpowered, but that's down to the compromise between LB balance and public play balance. It's difficult to tailor them to two very different game styles.

I'm fine with small amounts of randomness, but increasing it to resemble musket-like accuracy will turn them into new rockets.


Ship men do ridiculous amounts of bounces with anything 1 handed, even normal officers get crapload of whiffs against bare-chested shipmen. Of course, I could be imagining things, but did anyone else notice it?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: BSM 'Shut up' Williams on May 15, 2013, 03:36:32 pm
If I was to revert back, will I have all my stuff I mean skin-wise will all my skins be there or do I install them again?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Onii on May 15, 2013, 03:43:10 pm
If I was to revert back, will I have all my stuff I mean skin-wise will all my skins be there or do I install them again?
Pretty sure you would still have them but they might've bugged out (I did the same yesterday :p)
:p
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Slayer on May 15, 2013, 03:50:32 pm
Rifle melee damage decrease looks fine to me, prior to patch they insta-killed horses which was a wee bit strange since cav is supposed to be their counter.

It might look fine to you but it is certainly NOT. In the previous patch it was nerfed from being able to kill light horses if they rode at you with full speed to being able to kill shit all. It's slower than bayonets and swords in melee, you can only consider the two sideswings to be somewhat effective and it does less damage than a bayonet. Nerfing the damage of it even further creates nothing but even more problems for skirmishers than they had before.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Vincenzo on May 15, 2013, 03:54:48 pm
I would advice against anyone trying to host a beta server!

First of all you don't have the new beta server dedicated executable, which creates bugs and incompatibility with the beta client executables.
Secondly, I can't monitor the server performance and errorslog and thus can't fix any problems that might arise.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: jordan de bretagne on May 15, 2013, 03:56:05 pm
Edit: Its ok, sorry
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gamer on May 15, 2013, 04:02:20 pm
I can understand cav being nerfed, everyone was complaining about it. But I have never heard anyone complain about the damage of rifles melee being OP... being someone who uses the rifle almost every event I am extremely lucky if I kill a guy in 2 or 3 swings, with a bayonet or a cav sword I'm extremely unlucky if I don't kill someone in one swing. Reducing the damage no mater how much is the wrong thing to do and do be quite honest I don't see how this came about. If this was done to balancing then I have absolutely no clue what the hell balanced is any more.

@MaHud, prior to the patch it would be extremely strange if I even managed to get a swing at a horse if I could reach it, or even swing before I get bumped or killed. Even if I did get to hit the horse with my rifle then it would take over 3 hits on average to kill any type of horse, of course a heavy horse it would take a lot more.

So with the rifle being shockingly bad, what am I going to use instead? The butterknife? Hell no, that thing is so short and useless I think it needs to be nerfed as well. So in conclusion, good luck to any skirmisher who doesn't pick up a bayonet and defeat the point of a skirmisher's accuracy bonus.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: MaHuD on May 15, 2013, 04:19:40 pm
@Vince,

I geuss it is only possible for WSE then?

Rifle melee damage decrease looks fine to me, prior to patch they insta-killed horses which was a wee bit strange since cav is supposed to be their counter.

It might look fine to you but it is certainly NOT. In the previous patch it was nerfed from being able to kill light horses if they rode at you with full speed to being able to kill shit all. It's slower than bayonets and swords in melee, you can only consider the two sideswings to be somewhat effective and it does less damage than a bayonet. Nerfing the damage of it even further creates nothing but even more problems for skirmishers than they had before.

I played a few rounds as rifle last night, but there was no cav so I could not test it. The power of the rifle is also though that the animations are far more prone to abusing. But in any case, I will make sure to try and fight with a rifle vs horses to see how much it changed in my opinion. :)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: James Clark on May 15, 2013, 04:45:50 pm
Oh, some good news! Will try it. :D
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Wickaman on May 15, 2013, 05:57:43 pm
Sorry, but I really, REALLY think artillery needs to be left alone. It seems to have become more of an aesthetic, rather than an actual, useful tool on the battlefield. Players are comfortable with the risk that artillery present, and that's what adds to the tension. Now if someone spots a cannon aiming at their line, it's completely irrelevant, as that cannonball will likely go spinning out of control in completely the wrong direction anyway!

I've already heard people in regiments saying they'll be leaving their artillery divisions because of this. Nerf of howitzer explosion range? Okay, maybe. Completely scrapping any kind of artillery useability? Please for the love of God, no. >.<   
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Vincenzo on May 15, 2013, 06:11:30 pm
Have you actually played around with it before going all beserk on a patch note?

the range of the howitzer was reduced by 20 cm,  from 3 meters explosion range to 2.8, also the random drift of cannon ammo went from random 0-40 cm per second to 0-60 cm per second, hardly a extreme increase as you portray.

In any case, In the next beta update ill slap it to 0-50 and see if that is fine.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: ExTa on May 15, 2013, 07:16:11 pm
Yay !
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: MaHuD on May 15, 2013, 07:19:39 pm
Sorry, but I really, REALLY think artillery needs to be left alone. It seems to have become more of an aesthetic, rather than an actual, useful tool on the battlefield. Players are comfortable with the risk that artillery present, and that's what adds to the tension. Now if someone spots a cannon aiming at their line, it's completely irrelevant, as that cannonball will likely go spinning out of control in completely the wrong direction anyway!

I've already heard people in regiments saying they'll be leaving their artillery divisions because of this. Nerf of howitzer explosion range? Okay, maybe. Completely scrapping any kind of artillery useability? Please for the love of God, no. >.<
Artillery was in all fairness very strong. And as an artilleryman, I can support some of the changes made to Artillery. (the bouncing for instance)
On the other hand I dislike the increased randomness, however it did say in the patch preview a while ago that the devs intended to make a single artillery piece less powerful so that more would be included in an event. Which IMO only adds to the atmosphere.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Warder on May 15, 2013, 07:27:06 pm
Well DevTeam in my opinion this is a bit pathetic. After 3 months of waiting for new patch u gave us only shitty heavy cav(Well, on normal NW heavy cav is just good unit against Inf, medium versus hussars, and shitty against lancers. On beta, they suck everywhere.) and some Pistoletovs(Russian naked pirates). I feel like 2 years ago when TW was changing the game after every singiel patch, now you are doing the same. 

Screen from beta:
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fsphotos-a.ak.fbcdn.net%2Fhphotos-ak-ash3%2F602595_154765354670321_1291477227_n.jpg&hash=fed06fe27222bfccddb09f9a59b29ba60b30741c)
[close]
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Tjav on May 15, 2013, 07:28:36 pm
well, i have been playing artillery since the mod came out, both as in actual Regiment/Detachment or invite and even in public play, nerfing the accuracy is still if you ask me the wrong way to go, as you already said the cannons arent 100% accurate atm, but at long ranges where artillery is supposed to make regiments think of their battleground, we do now not have anything to say, if we aim at a line that is standing with their side to us, we use the fact that they messed up to get kills, i dont see any problems if all lines would be facing in our direction( more to shoot at) but to actually help poorly placed lines isnt that good, i like the idea the others came with that you should actually need atleast 2 ppl to fire a cannon, 1 aimer and 1 actual person to light the fuse. ofcourse im concerned about the rifle lower dmg but that just makes us want to either scavenge the battlefield for weapons, or just run like hell whenever possible (would be a pain in the arse in LB's) apart from that i actually think all the changes are really nice, i would give heavy cav some more slashing dmg tho or make them keep the longer swords so the hussars wont be the kings on the battlefield. sorry if my grammar sucks but i am just trying to pull things in the direction i think would benefit this wonderfull mod the most, also the blunderbuss thing, if you remove them from the dragoons, buff them a little since the only other ppl able to use them is now grenzers and partizani(and that is ofcourse random drop) just a little tiny buff so that they could actually make a change for a grenz in trouble
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Warder on May 15, 2013, 07:32:55 pm
would give heavy cav some more slashing dmg tho or make them keep the longer swords so the hussars wont be the kings on the battlefield.


Indeed, now you are going to change history of true Napoleonic Wars, when cuirassiers were the best cav soldiers, not hussars. Its pathetic that now light cav will destroy easily heavy cav.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Wigster600 on May 15, 2013, 07:39:37 pm
I'm not trying to be mean, but this patch was rather disappointing...   :-[
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Crayon on May 15, 2013, 07:40:05 pm
The only things I dislike about the patch are the Heavy Cav weakening and the less accurate Arty.

The cav change has not been for the better, it has simply made hussars the best cav and removed the "terror" element of facing heavies which everyone loved.  The arty change has too severely lowered its capability.

ALSO:

Make Rifle Sergeants have the same accuracy as the rifle rankers, this has always bugged me. There is no reason they should have less accuracy.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gokiller on May 15, 2013, 07:49:25 pm
Christ people... Stop saying it's "dissapointing" rather give usefull feedback so they can do something with it! Don't forget that this is the beta version and they can still change things! This aint the final version!

If you only say stuff like "it's sooo dissapointingggg" then obviously nothing will improve or get better.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Warder on May 15, 2013, 07:51:20 pm
Okey so imo DevTeam should come back to old great cuirassiers. If fast hussars will be "Kings of bf" the best cav with that speed, it would be pathetic. Maybe now Cuirassiers, are strong, but remember that inf have time to prepare against them...:P
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Maniacal on May 15, 2013, 07:52:30 pm
I like the changes to artillery.

Still bewildered by the changes to horse health.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: pliplix on May 15, 2013, 07:56:00 pm
http://cloud-2.steampowered.com/ugc/1081140742731473270/A4B40183C6C75B50AC4D1F375C8154E0995DF80E/

I can't see the construction point on french version
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Tjav on May 15, 2013, 08:02:31 pm
Christ people... Stop saying it's "dissapointing" rather give usefull feedback so they can do something with it! Don't forget that this is the beta version and they can still change things! This aint the final version!

If you only say stuff like "it's sooo dissapointingggg" then obviously nothing will improve or get better.

gokiller i just tried to
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Wigster600 on May 15, 2013, 08:03:33 pm
Christ people... Stop saying it's "dissapointing" rather give usefull feedback so they can do something with it! Don't forget that this is the beta version and they can still change things! This aint the final version!

If you only say stuff like "it's sooo dissapointingggg" then obviously nothing will improve or get better.
It took 6 months to come out, they could've done something with it then and this was claimed to be the last patch to nw once the beta was over.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on May 15, 2013, 08:08:02 pm
It could be me, but if I am not wrong they were done earlier, but they waited for release? But in the end, the tips i'd give are the following;

-Add smaller detailed stuff, such as banners/new swords etc.
-Add more maps never played before, but I heard that's already a WIP;
-Add maybe one, or two new ships;
-Add marines for every nation, so that people won't just take 2 factions because of their extra troops;


Possibly, but most likely being ignored:

-Add side troops of factions not being used. Example, Brittain could have a Dutch regiment, as they fought together at waterloo. (Just an idea)

And that's it for now :P
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gokiller on May 15, 2013, 08:25:45 pm
Christ people... Stop saying it's "dissapointing" rather give usefull feedback so they can do something with it! Don't forget that this is the beta version and they can still change things! This aint the final version!

If you only say stuff like "it's sooo dissapointingggg" then obviously nothing will improve or get better.
It took 6 months to come out, they could've done something with it then and this was claimed to be the last patch to nw once the beta was over.

1. That was due Taleworlds
2. In that meanwhile they couldn't do much because they obviously can't know if something really improved or got worse. Because once again they had to wait for Taleworlds to do anything.

And if this is the last patch for NW, what about you think of some constructive feedback on the current patch? ;) Now you still can.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Vincenzo on May 15, 2013, 08:28:27 pm
The heavy horse health was lowered from 135 HP to 115 HP,  the medium from 110 to 100 HP.   light horses still have 80 HP.

The reasons behind the change was that due to the high HP numbers, a lot more bounces happened with weapons against those heavy horses..
For the next beta release to compensate them a bit, I gave the heavy cavalry guys 20% more health (not the horses, the player), maybe that will buff them a bit... in theory some more heavy cav sword damage could be added too? thoughts?


The rifle slap damage went from 24 to 20 points of damage, ill put it to 22 next beta and see how that is, i will also give the rifle slightly more melee speed next beta, and see if that balances them out for our skirmishers.

Also in the next beta we will see sailors with artillery skills and equipment, might be nice to play too!, these sailors will be the only ones with the pirate voices then... marines and captain won't anymore.


Cannon equipment like lighters and ramrods will also be dropped like the spades from the next beta on.

Keep posting feedback (but keep it constructive please!)

Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Betaknight on May 15, 2013, 08:30:20 pm
Christ people... Stop saying it's "dissapointing" rather give usefull feedback so they can do something with it! Don't forget that this is the beta version and they can still change things! This aint the final version!

If you only say stuff like "it's sooo dissapointingggg" then obviously nothing will improve or get better.
It took 6 months to come out, they could've done something with it then and this was claimed to be the last patch to nw once the beta was over.

1. That was due Taleworlds
2. In that meanwhile they couldn't do much because they obviously can't know if something really improved or got worse. Because once again they had to wait for Taleworlds to do anything.

And if this is the last patch for NW, what about you think of some constructive feedback on the current patch? ;) Now you still can.
Completely agree.
And 3. It's in BETA. It's still not an official patch. So they can still fix this. As said before screaming dissapointing, won't help at all. I mean are they supposed to read your mind? Post here what you think needs changing, the right way, no just saying sword doesn't need nerfing. We are smarter then that.

And you see that? He answers. You see? Just giving constructive feedback changes things.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: LeCalum on May 15, 2013, 08:45:03 pm
Kiss me, Olaf.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: PrideofNi on May 15, 2013, 08:45:13 pm
I hate to go on about melee but it is what keeps the normal community at the game. With bayonets there are a lot of pokes and stuns. When I say a lot, I mean, a lot. Is there any plans on trying to address this issue? It does make for some real bullshit moments when in melee, also chamber blocking. Pure russling moves.

I do agree with reduced heavy cav sword. It was a bit silly. However heavy cav riders increased armour/HP would balance that out for Heavy cav to continue to have some kind of strength.

In regards to arty, I would really like to see what was originally wanted, pure teamwork to do anything with it. MaHuD's idea would be really interesting. I would reduce the reload speed though, it does seem to me to be rather quick for a cannon.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: SeanBeansShako on May 15, 2013, 09:16:40 pm
Same here, to me artillery is perfectly fine and does the job. If it isn't broke don't fix it. Because if you do, you waste development time for actually putting in new content or fixing things that are broken or imbalanced.

And stop asking for the Artillery reticule to be taken away you fun haters.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Nipplestockings on May 15, 2013, 09:19:46 pm
Same here, to me artillery is perfectly fine and does the job. If it isn't broke don't fix it. Because if you do, you waste development time for actually putting in new content or fixing things that are broken or imbalanced.

And stop asking for the Artillery reticule to be taken away you fun haters.

What do you mean "If it aint broke don't fix it"? If you don't personally agree with people who do think there is a problem with it then it's not broken because you say so?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Burakkuada on May 15, 2013, 09:36:22 pm
Bug:
I'm not if bug or not but anyoo, the boats run out very fast and you're normally waiting 3 minutes for another boat.

<3
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Menelaos on May 15, 2013, 09:41:43 pm
Quote
The rifle slap damage went from 24 to 20 points of damage, ill put it to 22 next beta and see how that is, i will also give the rifle slightly more melee speed next beta, and see if that balances them out for our skirmishers.
If I could suggest to increase the damage to 26, but lower the speed and make it more realistic based. As in you get hit harder and it's not a spam based weapon as it is now.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Warder on May 15, 2013, 09:51:29 pm
The heavy horse health was lowered from 135 HP to 115 HP,  the medium from 110 to 100 HP.   light horses still have 80 HP.

I think that if you would lowered light horses hp to 65-70 it should be fine. Any great french light cav commander like Lasalle did not live to 35 years of age :o But on NW hussars are more like F-16 than light cav :x
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Pender on May 15, 2013, 09:57:11 pm
The heavy horse health was lowered from 135 HP to 115 HP,  the medium from 110 to 100 HP.   light horses still have 80 HP.

The reasons behind the change was that due to the high HP numbers, a lot more bounces happened with weapons against those heavy horses..
For the next beta release to compensate them a bit, I gave the heavy cavalry guys 20% more health (not the horses, the player), maybe that will buff them a bit... in theory some more heavy cav sword damage could be added too? thoughts?


i agree with the heavy Cav sword damage to be added higher.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Crayon on May 15, 2013, 09:57:33 pm
Spoiler
For the next beta release to compensate them a bit, I gave the heavy cavalry guys 20% more health (not the horses, the player), maybe that will buff them a bit... in theory some more heavy cav sword damage could be added too? thoughts?


The rifle slap damage went from 24 to 20 points of damage, ill put it to 22 next beta and see how that is, i will also give the rifle slightly more melee speed next beta, and see if that balances them out for our skirmishers.

Also in the next beta we will see sailors with artillery skills and equipment, might be nice to play too!, these sailors will be the only ones with the pirate voices then... marines and captain won't anymore.


Cannon equipment like lighters and ramrods will also be dropped like the spades from the next beta on.

Keep posting feedback (but keep it constructive please!)
[close]

Sounds great.  8) 

How about the rifle sergeants having their accuracy brought up to the same as rifle rankers? I can't see why they should be less accurate.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Sceep on May 15, 2013, 10:23:57 pm
Hello

I really like the new units. Is a special yell for the french sailors planned too?^^

btw. unfortunately 60th_Lt_Menelaos temp banned me for an accidently provoked teamkill i said "sorry" for. (FSE_EU_Beta2)
I really dont wanna complain or flame and stuff because of the 30 mins ban. i only want to say that this is obviously a misconception.
Iam not a troll u can check the serverlogs to checking it ;).

Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Nipplestockings on May 15, 2013, 10:25:29 pm
The heavy horse health was lowered from 135 HP to 115 HP,  the medium from 110 to 100 HP.   light horses still have 80 HP.

I think that if you would lowered light horses hp to 65-70 it should be fine. Any great french light cav commander like Lasalle did not live to 35 years of age :o But on NW hussars are more like F-16 than light cav :x

No. Just no. If you've ever played as light cav you'd know they're very, very weak already. The reason hussars in NW are able to stay alive is because they've figured out how to stay out of the way until the right time and then to come in and kill everyone from behind, which is how it should be done. If you're hit even once you're as good as dead. There's no point in lowering health even further when you die in one hit from most things anyway.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Thvle on May 15, 2013, 10:42:43 pm
I can not fix the problems of the game as weapons through walls, or climbing the stairs ... super slow going without animation? etc etc
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Peppers on May 15, 2013, 10:45:39 pm
The heavy horse health was lowered from 135 HP to 115 HP,  the medium from 110 to 100 HP.   light horses still have 80 HP.

I think that if you would lowered light horses hp to 65-70 it should be fine. Any great french light cav commander like Lasalle did not live to 35 years of age :o But on NW hussars are more like F-16 than light cav :x

No. Just no. If you've ever played as light cav you'd know they're very, very weak already. The reason hussars in NW are able to stay alive is because they've figured out how to stay out of the way until the right time and then to come in and kill everyone from behind, which is how it should be done. If you're hit even once you're as good as dead. There's no point in lowering health even further when you die in one hit from most things anyway.
+1'd also, dont increase the heavy cav swords damage they are fine mostly 1 hit everything (depending) keep it the way it is.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Thunderstormer on May 15, 2013, 10:54:16 pm
The heavy horse health was lowered from 135 HP to 115 HP,  the medium from 110 to 100 HP.   light horses still have 80 HP.

I think that if you would lowered light horses hp to 65-70 it should be fine. Any great french light cav commander like Lasalle did not live to 35 years of age :o But on NW hussars are more like F-16 than light cav :x

No. Just no. If you've ever played as light cav you'd know they're very, very weak already. The reason hussars in NW are able to stay alive is because they've figured out how to stay out of the way until the right time and then to come in and kill everyone from behind, which is how it should be done. If you're hit even once you're as good as dead. There's no point in lowering health even further when you die in one hit from most things anyway.

This is true^^  Been playing as hussar since July and they are the weakest unit when it comes to taking hits.  Pretty much scratch the horse and it falls over dead.

Musketoon Dragoons are gone so that is a plus.

Shovel dropping with now the ramrod and lighter dropping is a plus

I agree with Mene on the rifles.  Leave them the same damage or so but make them less spammable.

Heavy cav changes could be good, will have to see.  I wouldn't touch the sword honestly.  It is pretty much a one hit kill already.

I don't know if I like the new pistols.  I like the accuracy change but the damage is slightly high.  I see a lot of people getting one hit killed.  the reason I bring this up is a musket takes 16? to reload while a pistol takes 10? or so.  basically you have a weapon that is accurate, 1 hit kill for the most part, reload on the move, and a quicker reload.  I need to do more testing on this but the last thing I want to see is pistol spam after the final patch is released.

Would be nice if you fixed the roof glitches.

There was also a reload bug from what I hear but I dont know how to do it.  I'll get someone to post it here.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on May 15, 2013, 10:54:59 pm
I dont even understand that there is so much difference in those machines. uhm, horses
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Menelaos on May 15, 2013, 11:04:36 pm
Currently reviewing maps on my OP post.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Sandford on May 15, 2013, 11:10:02 pm
I don't know if anyone mentioned it yet, but there is a reload "glitch", or bug. Basically, while on the beta server, I saw someone begin to reload, switch to melee, back to shooting, and reload again. This somehow sped up the reload from what it is supposed to be, to faster then the pistol, maybe two seconds or so before one can shoot again. This is just something I would like to see fixed, after only a half hour of play time on the beta server.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Slayer on May 16, 2013, 12:02:13 am
The rifle slap damage went from 24 to 20 points of damage, ill put it to 22 next beta and see how that is, i will also give the rifle slightly more melee speed next beta, and see if that balances them out for our skirmishers.

That works fine. If you could look into the up attack animation and it's ineffectiveness for the rifles too that would be great.

Quote
The rifle slap damage went from 24 to 20 points of damage, ill put it to 22 next beta and see how that is, i will also give the rifle slightly more melee speed next beta, and see if that balances them out for our skirmishers.
If I could suggest to increase the damage to 26, but lower the speed and make it more realistic based. As in you get hit harder and it's not a spam based weapon as it is now.

Anyone who knows how to block sideways can easily kill someone using the rifle seeing as the up attack is broken and down attack is too slow to actually be effective.

I don't know if anyone mentioned it yet, but there is a reload "glitch", or bug. Basically, while on the beta server, I saw someone begin to reload, switch to melee, back to shooting, and reload again. This somehow sped up the reload from what it is supposed to be, to faster then the pistol, maybe two seconds or so before one can shoot again. This is just something I would like to see fixed, after only a half hour of play time on the beta server.

I believe it's just the animation that speeds up, but the actual reload remains the same. Atleast that's how it's been the few times I've experienced it.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Nipplestockings on May 16, 2013, 12:16:00 am
I don't know if anyone mentioned it yet, but there is a reload "glitch", or bug. Basically, while on the beta server, I saw someone begin to reload, switch to melee, back to shooting, and reload again. This somehow sped up the reload from what it is supposed to be, to faster then the pistol, maybe two seconds or so before one can shoot again. This is just something I would like to see fixed, after only a half hour of play time on the beta server.

I noticed that too. I wasn't able to shoot any sooner though so I guess it only speeds up the animation like Slayer said.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Refleax on May 16, 2013, 01:56:03 am
Currently reviewing maps on my OP post.

Thanks for your valued input Menelaos!

I don't know if anyone mentioned it yet, but there is a reload "glitch", or bug. Basically, while on the beta server, I saw someone begin to reload, switch to melee, back to shooting, and reload again. This somehow sped up the reload from what it is supposed to be, to faster then the pistol, maybe two seconds or so before one can shoot again. This is just something I would like to see fixed, after only a half hour of play time on the beta server.

I noticed that too. I wasn't able to shoot any sooner though so I guess it only speeds up the animation like Slayer said.

The reloading bug was made known to us some time this morning. Should you find any other bugs please feel free to report them, we’ll be very grateful if you do.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Rejenorst on May 16, 2013, 04:32:22 am
Hello

I really like the new units. Is a special yell for the french sailors planned too?^^

Probably not no, the English pirate voices were donated for a bit of fun late into patch development. They will also be limited to the half naked crewmen class next patch.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: OGNValjean on May 16, 2013, 04:52:12 am
Finally I got the Shorter Cav Swords! They were a bitch in Foot Melee, the ghostly range made it impossible to wipe out groups of enemies by simply passing through them! I much prefer dealing with a challenge!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: PrinceTotalwar on May 16, 2013, 05:23:07 am
YES THANK YOU SO MUCH
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: BSM 'Shut up' Williams on May 16, 2013, 08:52:52 am
I found out a trick to use the Napoleonic wars patch test and still have your Normal NW without messing up the files,

All you gotta do is copy and paste the NW Module then update NW with the new patch and rename the copied one to (I named it to this)      Napoleonic Wars V1.1 Beta Test          and renamed the          Napoleonic Wars - Copy                 to Napoleonic Wars.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Wigster600 on May 16, 2013, 10:51:45 am
THE TEXT IS GETTING LARGER!  AAAAAAAH!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gokiller on May 16, 2013, 11:13:51 am
Hello

I really like the new units. Is a special yell for the french sailors planned too?^^

btw. unfortunately 60th_Lt_Menelaos temp banned me for an accidently provoked teamkill i said "sorry" for. (FSE_EU_Beta2)
I really dont wanna complain or flame and stuff because of the 30 mins ban. i only want to say that this is obviously a misconception.
Iam not a troll u can check the serverlogs to checking it ;).

The ban was a bit to much seeing the situation. Though seeing it was indeed only temp it shouldn't be such of a big deal. ;)

Keep playing, and keep providing feedback! :D
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Lt_Cohler on May 16, 2013, 12:05:00 pm
Hi guys,
when I want to go on a server it say that I need the version 1.156.
Where can I find it??

Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Oposum on May 16, 2013, 12:22:33 pm
While new siege maps look interesting, they're godawful. I realize most map makers try to make their forts ridiculously big, but making run from attacker spawn to the flag last around 4 minutes is pretty bad (especially considering rounds take 20 minutes).
This ridiculously big maps have a side-effect of making attackers just shoot it out with defenders (since noone enjoys spending bigger part of his playing time running) and leads to the usual dull gameplay most of the NW siege servers have.
Also, on siege beta server random plains are in map rotation.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: kpetschulat on May 16, 2013, 01:21:30 pm
While new siege maps look interesting, they're godawful. I realize most map makers try to make their forts ridiculously big, but making run from attacker spawn to the flag last around 4 minutes is pretty bad (especially considering rounds take 20 minutes).
This ridiculously big maps have a side-effect of making attackers just shoot it out with defenders (since noone enjoys spending bigger part of his playing time running) and leads to the usual dull gameplay most of the NW siege servers have.
Also, on siege beta server random plains are in map rotation.

I have to agree. Idr the names of the maps, but 3 of them had a ridiculous travel time to the fortress for attackers. It's really unnecessary.

Edit: One of the is called Fort Chatres (or something similar), another is called Fort Napoleon. I can't remember the last one, I'll have to play to find out.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: MaHuD on May 16, 2013, 03:46:38 pm
Hi guys,
when I want to go on a server it say that I need the version 1.156.
Where can I find it??
At the first post of this topic.


Quote
Join the Public Beta!
 To activate the Beta please follow these simple steps:

Steam
 Activation code: beta
 1.) Open up your steam library. Find Mount & Blade Warband, then right click the game to bring up a list of options. Select the “Properties” tab.
 2.) Now you see a small popup, along the top there are several tabs, slide your gaze along until you find the one titled “BETAS”.
 3.) Then type in the activation code "beta", press “check code” then ok. Steam will then automatically start the installation after a few moments.

Non Steam
Client patch: (Needs 1.000 installed!)
www.flyingsquirrelent.eu/mb_warband_napoleonic_wars_upgrade_1000_to_1100.exe

 Thanks for reading.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Hadhod on May 16, 2013, 04:16:30 pm
Sorry if it has been asked already, but cba'ed to go through all that 12 pages.

Is the update to the beta redoable? Or are you stuck with it when you install it. As I'd like to try it out but some of our events still run on the old version.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Onii on May 16, 2013, 04:17:57 pm
You're on the steam version right?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gokiller on May 16, 2013, 04:22:11 pm
Sorry if it has been asked already, but cba'ed to go through all that 12 pages.

Is the update to the beta redoable? Or are you stuck with it when you install it. As I'd like to try it out but some of our events still run on the old version.

You disable it the same way you enable it. :)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Matim on May 16, 2013, 04:34:34 pm
The heavy horse health was lowered from 135 HP to 115 HP,  the medium from 110 to 100 HP.   light horses still have 80 HP.

I think that if you would lowered light horses hp to 65-70 it should be fine. Any great french light cav commander like Lasalle did not live to 35 years of age :o But on NW hussars are more like F-16 than light cav :x

No. Just no. If you've ever played as light cav you'd know they're very, very weak already. The reason hussars in NW are able to stay alive is because they've figured out how to stay out of the way until the right time and then to come in and kill everyone from behind, which is how it should be done. If you're hit even once you're as good as dead. There's no point in lowering health even further when you die in one hit from most things anyway.

If you can judge unit by plaing it once, I look up to you.

And I tell you, ask any officer from "normal" hussar regiment if they are underpowerd. Personally, I recommend Nicolas.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Millander on May 16, 2013, 05:08:42 pm
Are the marines and sailers only playable on certian maps or  no?

I dont really want to see sailers running around fighting prussian guards on strangelands
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: PrideofNi on May 16, 2013, 05:15:16 pm
I do! lol I want to play them in a linebattle on random plains. YAR YAR
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Vincenzo on May 16, 2013, 06:43:59 pm
The ship crews are available in any map...

If you don't want them to spoil your historical battles, then, dont allow them to be used in your own ran events.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Crayon on May 16, 2013, 07:03:31 pm
The ship crews are available in any map...

If you don't want them to spoil your historical battles, then, dont allow them to be used in your own ran events.

If seamen are getting arty capability should they not be limited like artymen usually are? I mean, will this be possible in admin options? And, any chance of a random shirt version to break up the naked berserker ratio?

Also, (annoying thing) can rifle sergeants have their accuracy brought up to the same as rifle rankers? It makes no sense for them to have less.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: MASTERKILL666A on May 16, 2013, 07:28:40 pm
I think, it's bad to make Artillery weaker and less accurate. Sometimes, I miss the aiming system of mm_russia3. There you needed skill to control a cannon  ;D
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Wigster600 on May 16, 2013, 07:44:20 pm
I think, it's bad to make Artillery weaker and less accurate. Sometimes, I miss the aiming system of mm_russia3. There you needed skill to control a cannon  ;D
+1
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Newkirk on May 16, 2013, 08:39:21 pm
One thing I noticed while playing as the French sailor, that when I got the small sword, it was just floating along behind me, not attached to my belt, just floating behind me.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: dooomninja on May 16, 2013, 11:57:30 pm
Also, (annoying thing) can rifle sergeants have their accuracy brought up to the same as rifle rankers? It makes no sense for them to have less.

rifle sergeants are the rifle equivalent of Ensign who only get a sword and a massive "here i am arty" sign, at least sergeants get rifles, though it would be awesome for them to get volley guns i highly doubt that is going to happen :-\ thigh i think they should have the same PA as rankers as all other Ensign do.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Nipplestockings on May 17, 2013, 01:12:26 am
The beta messes with mods that are entirely separate from NW. I had a save going in Floris and after I opted in and out of the beta it said the save was incompatible, and when I opted back into the beta it was compatible again, which tells me that when I played with it while I was still opted into the beta it locked it into that. Is there anything I can do to fix this or something the devs can do to make it so this won't happen?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gokiller on May 17, 2013, 01:15:52 am
Somehow I couldn't play PW when the beta was on, because i had a newer version of warband. Pretty weird I thought indeed also that only the Napoleonic Wars module would be influenced.

But yeh it does sound logic that once you play with the beta on, that it saves on that. However don't listen to me, I could easily be wrong. :P
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Betaknight on May 17, 2013, 01:43:37 am
When i opted in (long time ago) i also had the problem, apperantly warband has some new little upgrades or nw also configures parts of the warband engine and folders, thus i believe that is why you have a different version.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: tacticalretreat on May 17, 2013, 02:00:01 am
so with the cav sword having less reach....how much smaller are we talking here? I know there is an 'invisible length', is it only getting rid of that? of physically making the sword smaller in all classes?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Vincenzo on May 17, 2013, 07:02:41 am
The beta messes with mods that are entirely separate from NW. I had a save going in Floris and after I opted in and out of the beta it said the save was incompatible, and when I opted back into the beta it was compatible again, which tells me that when I played with it while I was still opted into the beta it locked it into that. Is there anything I can do to fix this or something the devs can do to make it so this won't happen?

If you get the beta on steam, you also get the 1.156 version of warband, that taleworlds developed, that might cause native to overwrite stuff.

so with the cav sword having less reach....how much smaller are we talking here? I know there is an 'invisible length', is it only getting rid of that? of physically making the sword smaller in all classes?
a few centimeter, like 3 till 5 depending what sword... its just the hit-range, not the model length that is changed, to remove the ghostly hittable range.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Theophilos on May 17, 2013, 07:21:38 am
Dear developers,

There has been a terrible (I would say) bug in commander battles in napoleonic wars.

Dragoons seem to very often, when told to use melee weapons, simply switch to the butt of their gun. The problem with this is the butt of the gun cannot be used while on horseback, and is very weak compared to the sword regardless. This happens when dismounted as well. I cannot tell the reasons it is done, sometimes they do it when I tell them to charge, sometimes when enemies get close.

But I really hope that, if this is the last patch, this can be fixed. Perhaps remove the ability for DRAGOON bots to switch between melee and range method with their gun, forcing them to use the sword for melee or shoot for range.

Again, I am not sure how exactly to fix the problem, but I complained once before in a nother thread and they said to delete the code which allows switching to melee method for cavalry musket. perhaps it would work if it is done for bots as used in commander battles. (think they assumed i was playing with just bots single player)


Please fix this problem with the dragoon bots in any way, it has caused me such frustration and ruins much of the fun in commander battles for me as dragoons.

should have asked olafson about it when i saw him on the beta server
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Theophilos on May 17, 2013, 07:32:47 am
also, is the swords the same as before the buff then? or less? or still longer than before the last buff to their length?

Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Vincenzo on May 17, 2013, 08:52:48 am
Dear developers,

There has been a terrible (I would say) bug in commander battles in napoleonic wars.

Dragoons seem to very often, when told to use melee weapons, simply switch to the butt of their gun. The problem with this is the butt of the gun cannot be used while on horseback, and is very weak compared to the sword regardless. This happens when dismounted as well. I cannot tell the reasons it is done, sometimes they do it when I tell them to charge, sometimes when enemies get close.

But I really hope that, if this is the last patch, this can be fixed. Perhaps remove the ability for DRAGOON bots to switch between melee and range method with their gun, forcing them to use the sword for melee or shoot for range.

Again, I am not sure how exactly to fix the problem, but I complained once before in a nother thread and they said to delete the code which allows switching to melee method for cavalry musket. perhaps it would work if it is done for bots as used in commander battles. (think they assumed i was playing with just bots single player)


Please fix this problem with the dragoon bots in any way, it has caused me such frustration and ruins much of the fun in commander battles for me as dragoons.

should have asked olafson about it when i saw him on the beta server
Fixed in next beta.

also, is the swords the same as before the buff then? or less? or still longer than before the last buff to their length?


inbetween last patch buff and before that.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Theophilos on May 17, 2013, 08:55:01 am

Fixed in next beta.

Very good! Thank you very much!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Refleax on May 17, 2013, 11:21:36 am
Tonight we'll be hosting a stress test which is crucial for us to make sure that everything is stable by release!

For more information please take a look at the below thread.

NW Public Beta Stress Test - 17th May 8:15 PM (GMT+2) (https://www.fsegames.eu/forum/index.php?topic=5472.msg180548#msg180548)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Crayon on May 17, 2013, 12:43:54 pm
Repeated, for i don't think its been seen....

Rifle sergeants, for the love of jebus:
Can they have the same accuracy as the rifle rankers? They should not have less accuracy.

And will sailors be limited, as the artymen are, because the sailors are to gain arty capability, will it be possible to limit them?

On a side note:
The fixing of the dragoons for commander battles is brilliant news.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Wigster600 on May 17, 2013, 12:45:55 pm
If you're fixing the dragoons, can you fix that all the lancers spawn with actual lances instead of most of them with only swords and the rest with lances & swords?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: i put my pants on on May 17, 2013, 01:04:24 pm
Please add some austraillian servers we have a lot of player contribution and its just sad when you have stabbed the other guy for a minute and turns out i was dead the whole time -_-
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Onii on May 17, 2013, 01:05:50 pm
You would have to ask LCC about that since they take care of the AUS servers :)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: tacticalretreat on May 17, 2013, 01:15:33 pm

so with the cav sword having less reach....how much smaller are we talking here? I know there is an 'invisible length', is it only getting rid of that? of physically making the sword smaller in all classes?
a few centimeter, like 3 till 5 depending what sword... its just the hit-range, not the model length that is changed, to remove the ghostly hittable range.

Thanks for the reply vince  ;) good to hear.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Maroon on May 17, 2013, 01:19:58 pm
Although I heven't played the Beta yet, so I don't know the complete impact of the current change, I think that lowering the range of the heavy cav sword isn't the best of ideas, so I have a suggestion regarding that.
The reason I'd like to see this is that heavy cav should be able to charge infantry right in the face, and, as of now (without beta), the sword is exactly the right range to outrange a musket, but only when you really use the very tip of your blade.
And I still do not understand why you guys don't take away the Russian Cossacks, and give UK it's much needed hussars. If you get rid of the Cossacks, you won't have any 'too many units' memory issues.

Other than that, brilliant job on the fixes and changes!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Rejenorst on May 17, 2013, 02:33:53 pm
Please add some austraillian servers we have a lot of player contribution and its just sad when you have stabbed the other guy for a minute and turns out i was dead the whole time -_-

There's Official_Aus_1, Official_Aus_2 (hosted by LCC) and then there's the ANH servers.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on May 17, 2013, 02:35:39 pm
I was just thinking. Uhm, the Dutch Nations Cup Team, winners of the tournament of 2012 I beleave were given Beta to this as reward? But uhm, everyone got it now. I just wonder, is there anything we will still get from that tournament that we won a year ago.

I know I've mentioned this many times before but I never got a clear answer.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Angry_Piper on May 17, 2013, 03:06:05 pm
Personally I cannot understand why anyone is complaining about the changes to either cav or arty. After playing artillery in a few line battles recently it is incredibly easy, point shoot and voila tons of kills. As for cavalry I may be biased since I am a rifleman but those swords seem to hit you no matter where you are, in front of the horse behind it jumping to the side you still get 1 hit and now with the rifle butt nerfs the cav needs to be made weaker or we have no chance. I understand they are our counter but a good rifleman should at least have a chance of surviving.

Also where did the idea that rifle butt is spam able come froM? Swords and bayonets are spam able, even cavalry muskets are but you try spamming with a rifle and unless your fighting a brain dead hedgehog then you will get stuck by a bays real quick.

Other than that really looking forward to release of this patch after testing it on beta the new units are really nice
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: TheSamuraiOfNapoleon on May 17, 2013, 03:18:10 pm
It's EU tho D:
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Nipplestockings on May 17, 2013, 03:27:51 pm
Could you guys change something about the sailor sword to make it more balanced? As it is now it swings very slowly and doesn't do very much damage, so it's kind of useless. Combine that with the slow turning speed of your character and you can't really engage in melee with someone who has a bayonet or even another sword. And considering the sailor only gets a pistol his sword should be a little better to compensate for it.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Menelaos on May 17, 2013, 03:34:50 pm
I agree with fixing the skirmisher NCO, it's a shit class to play because it's accuracy is worse than line and the bonus is slight. I think giving them some shooting would make them playable.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gokiller on May 17, 2013, 03:44:33 pm
I was just thinking. Uhm, the Dutch Nations Cup Team, winners of the tournament of 2012 I beleave were given Beta to this as reward? But uhm, everyone got it now. I just wonder, is there anything we will still get from that tournament that we won a year ago.

I know I've mentioned this many times before but I never got a clear answer.

You derp that was for Blobs project not this ffs.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Vincenzo on May 17, 2013, 03:52:03 pm
I agree with fixing the skirmisher NCO, it's a shit class to play because it's accuracy is worse than line and the bonus is slight. I think giving them some shooting would make them playable.
I suppose the reason behind it was that their able to give certain bonuses, might be mistaken..
I can give them the same skillset as rankers though, since they carry no flag.


Could you guys change something about the sailor sword to make it more balanced? As it is now it swings very slowly and doesn't do very much damage, so it's kind of useless. Combine that with the slow turning speed of your character and you can't really engage in melee with someone who has a bayonet or even another sword. And considering the sailor only gets a pistol his sword should be a little better to compensate for it.
What sword exactly?, they have loads.


If you're fixing the dragoons, can you fix that all the lancers spawn with actual lances instead of most of them with only swords and the rest with lances & swords?
They actually do all spawn with a lance, but because of the warband AI, they randomly don't/do use them, I can't change this and taleworlds finds it impossible to fix. sorry.


Although I heven't played the Beta yet, so I don't know the complete impact of the current change, I think that lowering the range of the heavy cav sword isn't the best of ideas, so I have a suggestion regarding that.
  • Fix the model of the heavy cav sword, so that it actually is 3cm longer than it is now, to take away the 'ghost' range of the sword.
  • To balance the length of the sword, slightly decrease the damage done. (36c to 35 or 34)
  • Either slightly increase horse speed and manueverability, or revert the health decrease
The reason I'd like to see this is that heavy cav should be able to charge infantry right in the face, and, as of now (without beta), the sword is exactly the right range to outrange a musket, but only when you really use the very tip of your blade.
And I still do not understand why you guys don't take away the Russian Cossacks, and give UK it's much needed hussars. If you get rid of the Cossacks, you won't have any 'too many units' memory issues.

Other than that, brilliant job on the fixes and changes!
The sword model is accurate length... it would look silly if its longer, to balance the swords, lowering the length as we did actually reduced the damage it can do on the tip... I have yet to see too much problems with this..... Maybe play a bit more guys and give me proper feedback then speculating on a change-log.. :P


About the new units, It is not only a case of memory issues making new regiments, the actual making of uniforms is also a time costly business, which we will not invest into Napoleonic Wars at this time, we have to move on towards our new project, Battle Cry of Freedom....
You can't expect that a year after release of a 10 dollar DLC, mind you, mostly sold for 2.50 or less to add so much content.
Maybe you are expecting a bit too much of it?, For instance 60 dollar games don't even patch much after 3 months since release, and won't add as much new content as we do..
Hell in call of duty you pay 15 dollar for a two new maps DLC.... ;)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Nipplestockings on May 17, 2013, 04:11:39 pm
Quote
What sword exactly?, they have loads.

I didn't know they had more than one. Do they all work the same way though?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Crayon on May 17, 2013, 04:12:50 pm
I agree with fixing the skirmisher NCO, it's a shit class to play because it's accuracy is worse than line and the bonus is slight. I think giving them some shooting would make them playable.
I can give them the same skillset as rankers...since they carry no flag.

SPLENDID!
;D


Now.

MORE PEOPLE DOWNLOAD AND TRY THE BETA.
The damn servers are near empty, yet this thread is bulging.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Slayer on May 17, 2013, 04:53:57 pm
While on the topic of rifles, the up attack of a rifle is just completely broken and useless. It's slow, deals hardly any damage, the animation is broken and the hitbox is just weird.

Do you think this could be fixed? As it stands anyone trying to use it in a fight asks to be killed.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Matim on May 17, 2013, 04:56:43 pm
Quote
MORE PEOPLE DOWNLOAD AND TRY THE BETA.
The damn servers are near empty, yet this thread is bulging.

Beta sucks. Don't change anything in cavalry, exept the "ghost range".
Hating off
Quote
You can't expect that a year after release of a 10 dollar DLC, mind you, mostly sold for 2.50 or less to add so much content.
Maybe you are expecting a bit too much of it?, For instance 60 dollar games don't even patch much after 3 months since release, and won't add as much new content as we do..

I don't know what we can hope for in BCoF then
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gokiller on May 17, 2013, 05:05:51 pm
Quote
MORE PEOPLE DOWNLOAD AND TRY THE BETA.
The damn servers are near empty, yet this thread is bulging.

Beta sucks. Don't change anything in cavalry, exept the "ghost range".

 >:( Get used to it stop the dam complaining...
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Crayon on May 17, 2013, 06:00:18 pm
Beta sucks. Don't change anything in cavalry, exept the "ghost range".

I disagree, a beta is an ongoing thing.

These were great beta additions:

Marines, Seamen.
Frigates
Maps.
Sappers drop shovels when killed.
Pistol accuracy increased, can now actually hit people.
Removing musketoons from Russian dragoons.
Ghost range removed.

I did not like the attempt to balance  to heavy cav and arty, but these changes are being addressed in the imminent update

These soon to be updates to the beta will be most welcome to me:

Functioning Dragoons in Commander Battles
Arty crews will drop ramrod when killed.
Seamen will be able to operate cannons.
Bringing all rifle sergeants up to the same accuracy as rifle rankers
Re-balancing Heavy Cav and Arty to make them more effective again.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Nipplestockings on May 17, 2013, 07:02:22 pm
Quote
MORE PEOPLE DOWNLOAD AND TRY THE BETA.
The damn servers are near empty, yet this thread is bulging.

Beta sucks. Don't change anything in cavalry, exept the "ghost range".

 >:( Get used to it stop the dam complaining...

Actually since it's a beta we dont have to get used to it because betas are used to figure out what to change later on
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Betaknight on May 17, 2013, 07:08:33 pm
Hmmm... If you dont play then how will they know thy made a good patch?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gokiller on May 17, 2013, 08:20:08 pm
Quote
MORE PEOPLE DOWNLOAD AND TRY THE BETA.
The damn servers are near empty, yet this thread is bulging.

Beta sucks. Don't change anything in cavalry, exept the "ghost range".

 >:( Get used to it stop the dam complaining...

Actually since it's a beta we dont have to get used to it because betas are used to figure out what to change later on

Obviously.... :/ Though if people only complain and don't put usefull feedback it will remain the same and then you got to get used to it. Afterall this beta thing could just take only one week.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Nipplestockings on May 17, 2013, 08:29:08 pm
Quote
MORE PEOPLE DOWNLOAD AND TRY THE BETA.
The damn servers are near empty, yet this thread is bulging.

Beta sucks. Don't change anything in cavalry, exept the "ghost range".

 >:( Get used to it stop the dam complaining...

Actually since it's a beta we dont have to get used to it because betas are used to figure out what to change later on

Obviously.... :/ Though if people only complain and don't put usefull feedback it will remain the same and then you got to get used to it. Afterall this beta thing could just take only one week.

Complaining is useful feedback since it tells the developers what they are not doing right. Of course complaining and not suggesting anything is bad, but the person you were replying to did in fact suggest somethng - "Don't change anything in cavalry, except the ghost range". If enough people don't like the cavalry changes then the developers will know that they shouldn't do that.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gokiller on May 17, 2013, 08:52:19 pm
"Beta sucks"

Good feedback. Nothing really to be said more about it. I made my point.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Nipplestockings on May 17, 2013, 08:59:45 pm
"Beta sucks"

Good feedback. Nothing really to be said more about it. I made my point.

He posted a second sentence too.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gokiller on May 17, 2013, 09:17:17 pm
"Beta sucks"

Good feedback. Nothing really to be said more about it. I made my point.

He posted a second sentence too.

What wasn't good feedback either. So gg next subject!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Wigster600 on May 17, 2013, 09:30:19 pm
Anal Fissures, do you have them?  :P
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Maroon on May 17, 2013, 09:38:20 pm
Although I haven't played the Beta yet, so I don't know the complete impact of the current change, I think that lowering the range of the heavy cav sword isn't the best of ideas, so I have a suggestion regarding that.
  • Fix the model of the heavy cav sword, so that it actually is 3cm longer than it is now, to take away the 'ghost' range of the sword.
  • To balance the length of the sword, slightly decrease the damage done. (36c to 35 or 34)
  • Either slightly increase horse speed and manueverability, or revert the health decrease
The reason I'd like to see this is that heavy cav should be able to charge infantry right in the face, and, as of now (without beta), the sword is exactly the right range to outrange a musket, but only when you really use the very tip of your blade.
And I still do not understand why you guys don't take away the Russian Cossacks, and give UK it's much needed hussars. If you get rid of the Cossacks, you won't have any 'too many units' memory issues.

Other than that, brilliant job on the fixes and changes!
The sword model is accurate length... it would look silly if its longer, to balance the swords, lowering the length as we did actually reduced the damage it can do on the tip... I have yet to see too much problems with this..... Maybe play a bit more guys and give me proper feedback then speculating on a change-log.. :P

My main point is that I'm afraid that with the current changes, the heavy cavalry will lose even more of it's unique features, which are heavy armored and heavy hitting cavalry. Now, I know the changes are slight, but I still feel like it's a step in the wrong direction.


Quote
About the new units, It is not only a case of memory issues making new regiments, the actual making of uniforms is also a time costly business, which we will not invest into Napoleonic Wars at this time, we have to move on towards our new project, Battle Cry of Freedom....
You can't expect that a year after release of a 10 dollar DLC, mind you, mostly sold for 2.50 or less to add so much content.
Maybe you are expecting a bit too much of it?, For instance 60 dollar games don't even patch much after 3 months since release, and won't add as much new content as we do..
Hell in call of duty you pay 15 dollar for a two new maps DLC.... ;)

Considering that I myself have a bit of experience with modeling and texturing, I understand it is hard to create a new texture for a new unit. However, I do not agree with your reasoning that we're expecting too much. If you wish to call it a DLC (which it technically is), I think it's a rather unique one. Rather than adding to an original game, you guys took a game, and created a total conversion of it, with it's own playerbase. Therefore, in reality it would come closer to a game than a DLC. Also, following your reasoning, indie games (which cost between 10-30 euros mostly) would almost never patch, which isn't quite the case.

Also, seeing the skill of the texturers on this forum, wouldn't it be a nice idea to have like a texturing contest between them? Whoever can create the best texture for a British Hussar unit, gets to have his texture in the game!

I do hope you will consider adding this new unit, because I think it will greatly add on the game.
Thanks for hearing me out!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: MASTERKILL666A on May 17, 2013, 10:22:37 pm
The British sailor has a very awesome battle-cry (Pirate voice), but if you type commands (1: F1 ) he got the normal British voice. Don't know is it a bug, or is it planed?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Nipplestockings on May 17, 2013, 10:39:50 pm
The British sailor has a very awesome battle-cry (Pirate voice), but if you type commands (1: F1 ) he got the normal British voice. Don't know is it a bug, or is it planed?

I asked this earlier. They did it on purpose, they're not planning on adding pirate voice commands.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Rejenorst on May 18, 2013, 02:37:22 am
Pirate voice commands haven't been planned, and only a few battlecries were made. This will further be limited to the ship crew rankers next patch.
Spoiler
Although I haven't played the Beta yet, so I don't know the complete impact of the current change, I think that lowering the range of the heavy cav sword isn't the best of ideas, so I have a suggestion regarding that.
  • Fix the model of the heavy cav sword, so that it actually is 3cm longer than it is now, to take away the 'ghost' range of the sword.
  • To balance the length of the sword, slightly decrease the damage done. (36c to 35 or 34)
  • Either slightly increase horse speed and manueverability, or revert the health decrease
The reason I'd like to see this is that heavy cav should be able to charge infantry right in the face, and, as of now (without beta), the sword is exactly the right range to outrange a musket, but only when you really use the very tip of your blade.
And I still do not understand why you guys don't take away the Russian Cossacks, and give UK it's much needed hussars. If you get rid of the Cossacks, you won't have any 'too many units' memory issues.

Other than that, brilliant job on the fixes and changes!
The sword model is accurate length... it would look silly if its longer, to balance the swords, lowering the length as we did actually reduced the damage it can do on the tip... I have yet to see too much problems with this..... Maybe play a bit more guys and give me proper feedback then speculating on a change-log.. :P

My main point is that I'm afraid that with the current changes, the heavy cavalry will lose even more of it's unique features, which are heavy armored and heavy hitting cavalry. Now, I know the changes are slight, but I still feel like it's a step in the wrong direction.
[close]


I think a lot of people dislike it when the class they probably play the most gets a bit of a nerf. I am an infantry man myself (used to be cavalryman until I found the wild delights of a bayonet) and I suppose I would dislike someone messing with my bayonet.

However during gameplay on the Aussie servers the ghostly range of heavy cav swords has been quite noticeable and made it difficult for opponents to judge the safe distance from said cav sword. This ghostly range obviously made it extremely dangerous for hussars to attack heavy cav and while that's a good thing I believe the addition of hit points to the heavy cavalry man should help out in balancing the issue, especially given that the sword range hasn't been nerfed that much either. The ghost range was also a major complaint with the release of the last patch so there was enough reason for FSE to act upon it.

The problem is that every time a patch is released and some balancing is done; half the community will love it because they've been asking for it and the other half will be vehemently against it because it either affects their playing style/favorite class, balancing preferences or it interferes with what they've gotten used to so far.


Quote
MORE PEOPLE DOWNLOAD AND TRY THE BETA.
The damn servers are near empty, yet this thread is bulging.

Beta sucks. Don't change anything in cavalry, exept the "ghost range".
Hating off

With that attitude I am unsure why FSE even bothers to release patches tbh.
Spoiler
Quote
About the new units, It is not only a case of memory issues making new regiments, the actual making of uniforms is also a time costly business, which we will not invest into Napoleonic Wars at this time, we have to move on towards our new project, Battle Cry of Freedom....
You can't expect that a year after release of a 10 dollar DLC, mind you, mostly sold for 2.50 or less to add so much content.
Maybe you are expecting a bit too much of it?, For instance 60 dollar games don't even patch much after 3 months since release, and won't add as much new content as we do..
Hell in call of duty you pay 15 dollar for a two new maps DLC.... ;)

Considering that I myself have a bit of experience with modeling and texturing, I understand it is hard to create a new texture for a new unit. However, I do not agree with your reasoning that we're expecting too much. If you wish to call it a DLC (which it technically is), I think it's a rather unique one. Rather than adding to an original game, you guys took a game, and created a total conversion of it, with it's own playerbase. Therefore, in reality it would come closer to a game than a DLC. Also, following your reasoning, indie games (which cost between 10-30 euros mostly) would almost never patch, which isn't quite the case.

Also, seeing the skill of the texturers on this forum, wouldn't it be a nice idea to have like a texturing contest between them? Whoever can create the best texture for a British Hussar unit, gets to have his texture in the game!

I do hope you will consider adding this new unit, because I think it will greatly add on the game.
Thanks for hearing me out!
[close]
The price unfortunately doesn't come close to a game and rather is more priced as a DLC. A company can't live off the pleasure of its customers alone, it does need to put bread on the table and of the 10 dollars of the actual game FSE only received around 2.5 per sale after Paradox and TW got their share. While its not a rule that low budget games don't consistently/constantly release patches, the exception doesn't make for a rule in itself.

But putting that aside; the limitations here are also resource orientated in that the warband engine can only handle so many textures on the load before you have to start telling windows XP users to alter their boot ini to use /3GB. That would result in more pissed off customers and a huge spam load of bug fix messages about crashes to desktop.


Quote
You can't expect that a year after release of a 10 dollar DLC, mind you, mostly sold for 2.50 or less to add so much content.
Maybe you are expecting a bit too much of it?, For instance 60 dollar games don't even patch much after 3 months since release, and won't add as much new content as we do..

I don't know what we can hope for in BCoF then

Given that there probably won't be a publisher or a company withholding the source code of its engine to take a share of the profits? More cash for development time. As to your own expectations I don't think anyone knows what exactly you want given your limited one liners. Basically according to you FSE should not have messed with cavalry. So by this logic and given your indifference to the other changes it would have been better they hadn't released a patch at all.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Angry_Piper on May 18, 2013, 03:41:49 am
I am still very concerned about rifle mele now, it's not even that the damage is off but I don't seem to be able to hit anything... I swing and where it should hit I just get a soft thud sound as if I had swung it at a wall or a tree and it doesn't damage my opponent. Also being a rifle regiment I got 6 of the 95th on a beta server to test this. It took 10 swings to kill an AFK guy... Mainly because of this hitting glitch where only a few swings seemed to hit. Even so it took roughly 4 up swings to kill the guy. I am pretty worried since rifles were pretty much already the worst mele weapon in the game. Even cannon lighters are faster. Also cavalry muskets which have a longer range and a faster swing don't seem to have been affected.

Has anyone else experienced this hit issue? I can deal with the damage loss but the not hitting means that attacks are not interrupted by the short stun which will make thigs really hard  :(
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Rejenorst on May 18, 2013, 08:21:23 am
This was one of the original rifle butt topic complaints just for reference:
http://forums.taleworlds.com/index.php/topic,227731.0.html

Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Jelly on May 18, 2013, 10:02:25 am
I am still very concerned about rifle mele now, it's not even that the damage is off but I don't seem to be able to hit anything... I swing and where it should hit I just get a soft thud sound as if I had swung it at a wall or a tree and it doesn't damage my opponent. Also being a rifle regiment I got 6 of the 95th on a beta server to test this. It took 10 swings to kill an AFK guy... Mainly because of this hitting glitch where only a few swings seemed to hit. Even so it took roughly 4 up swings to kill the guy. I am pretty worried since rifles were pretty much already the worst mele weapon in the game. Even cannon lighters are faster. Also cavalry muskets which have a longer range and a faster swing don't seem to have been affected.

Has anyone else experienced this hit issue? I can deal with the damage loss but the not hitting means that attacks are not interrupted by the short stun which will make thigs really hard  :(
It's because everyone is upset by the 95th in melee!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: dooomninja on May 18, 2013, 11:07:13 am
I am still very concerned about rifle mele now, it's not even that the damage is off but I don't seem to be able to hit anything... I swing and where it should hit I just get a soft thud sound as if I had swung it at a wall or a tree and it doesn't damage my opponent. Also being a rifle regiment I got 6 of the 95th on a beta server to test this. It took 10 swings to kill an AFK guy... Mainly because of this hitting glitch where only a few swings seemed to hit. Even so it took roughly 4 up swings to kill the guy. I am pretty worried since rifles were pretty much already the worst mele weapon in the game. Even cannon lighters are faster. Also cavalry muskets which have a longer range and a faster swing don't seem to have been affected.

Has anyone else experienced this hit issue? I can deal with the damage loss but the not hitting means that attacks are not interrupted by the short stun which will make thigs really hard  :(
It's because everyone is upset by the 95th in melee!

it's the fists of fury ;)

people complain about rifles being spammable, when thats because thats the only way you can kill someone if you have to hit them 3+ times. if FSE want to stop rifle spam don't make them do less damage make them slower as then it would be harder to stun lock someone with one, though i don't think they even need that as you can block between the rifle hits anyway. if you want to stop any weapon from being spammed look at the bayonet, if you're outnumbered with one of them all you have to do is keep attacking and you'll get kills, sure one on one is harder, but i know i've charged a line as a skerm and killed two and got several more hits just because i had a a bayo if i tried that with a rifle but i would be dead almost instantly. don't get me wrong i know why the made bayos so powerful (poison ;) ), and i don't really want them nerfed but rifles don't need to be nerfed either they are hard enough to use already. if you want to compare it to the sword bayo the sword bayo is a good deal faster and does cut damage do the hits to kill; is about the same and it will kill quicker you just HAVE to face hug, so in my experience the sword bayo and rifle are pretty balanced in melee so it lets people take their preference rather than having to use one.
/rant
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Cooper on May 18, 2013, 12:24:54 pm
Quote from: maroon
Also, seeing the skill of the texturers on this forum, wouldn't it be a nice idea to have like a texturing contest between them? Whoever can create the best texture for a British Hussar unit, gets to have his texture in the game!

I do hope you will consider adding this new unit, because I think it will greatly add on the game.
Thanks for hearing me out!

I like this idea! Also I think it has a few hussar uniforms somewhere in the forum.
From my point of view (in my position in leading a hussar regiment), I can say that we hate every time, then we are forced to play British cav. And not only we, I know that also some heavy cav regiments don't like to play on the British side. It is hard to say it this way, but in my opinion, British cav isn't really useful compare to the other factions' cav. I would recommend it highly if you change your mind and do something for the balance of this wonderful game.
Thanks for reading,
Cooper
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gamer on May 18, 2013, 12:53:37 pm
Has anyone else experienced this hit issue? I can deal with the damage loss but the not hitting means that attacks are not interrupted by the short stun which will make thigs really hard  :(

Yup, had a lot of problems actually hitting people, with many bouncing off, and even if they do hit they do next to nothing. So far I have only gotten one or two kills with a rifle because it takes up to 5 or 6 or even 7 hits to kill someone, and with the fact it keeps bouncing off that means I gotta swing like 15 times to kill someone...

This was one of the original rifle butt topic complaints just for reference:
http://forums.taleworlds.com/index.php/topic,227731.0.html

The people complaining to me seem as if they never actually play with one enough to make a complete judgement. Me being in a rifle detachment and using rifles as the main source of melee, I have never ever one hit a cav with a rifle, even when a cav is standing still it takes about 3 hits or more to kill a light horse (before beta). If the horse is moving at you, well you are screwed anyway as if you hit them it does nothing and they will still swing their sword and kill you. Well either I'm really shit with a rifle or they do not know what they are on about.

My suggestion; either keep it how it was before the beta, or even increase the damage, it does not need a speed increase as it is fine the way it was, but in terms of damage then it does need to be kept the same before the beta or increase it, as decreasing it just seems suicidal to me as the butter knife is also just as bad or even worse. Either make the rifle worth using or give us a completely new melee weapon which actually has a chance of killing someone before they one hit kill you.

Hell, why not add a feature to attach a bayonet to each rifle like the UK had in MM. Would all be balanced then and no one can complain about rifles melee being OP.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Slayer on May 18, 2013, 01:08:27 pm
Has anyone else experienced this hit issue? I can deal with the damage loss but the not hitting means that attacks are not interrupted by the short stun which will make thigs really hard  :(

Yup, had a lot of problems actually hitting people, with many bouncing off, and even if they do hit they do next to nothing. So far I have only gotten one or two kills with a rifle because it takes up to 5 or 6 or even 7 hits to kill someone, and with the fact it keeps bouncing off that means I gotta swing like 15 times to kill someone...

This was one of the original rifle butt topic complaints just for reference:
http://forums.taleworlds.com/index.php/topic,227731.0.html

The people complaining to me seem as if they never actually play with one enough to make a complete judgement. Me being in a rifle detachment and using rifles as the main source of melee, I have never ever one hit a cav with a rifle, even when a cav is standing still it takes about 3 hits or more to kill a light horse (before beta). If the horse is moving at you, well you are screwed anyway as if you hit them it does nothing and they will still swing their sword and kill you. Well either I'm really shit with a rifle or they do not know what they are on about.

My suggestion; either keep it how it was before the beta, or even increase the damage, it does not need a speed increase as it is fine the way it was, but in terms of damage then it does need to be kept the same before the beta or increase it, as decreasing it just seems suicidal to me as the butter knife is also just as bad or even worse. Either make the rifle worth using or give us a completely new melee weapon which actually has a chance of killing someone before they one hit kill you.

Hell, why not add a feature to attach a bayonet to each rifle like the UK had in MM. Would all be balanced then and no one can complain about rifles melee being OP.

This and for the love of God,

While on the topic of rifles, the up attack of a rifle is just completely broken and useless. It's slow, deals hardly any damage, the animation is broken and the hitbox is just weird.

this.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Burakkuada on May 18, 2013, 02:40:42 pm
First off, I understand that it's just a beta.

First impressions and suggestions:
   -The "pirates" should have their own melee weapons, I mean who's ever heard of a pirate plundering and murdering with a wooden fork? Maybe such weapons as pistols and sickles would greatly improve the beta.
   -The "marines" are just... ugh; they made me cringe with their simplicity and all around 'un-uniqueness', maybe they should be able to do special things that normal infantry can't do like swimming. This goes for the "pirates" too, when in water you did have to double tap space bar to turn on swimming mode.
   -The boats: the massive corvettes are simply b-e-a-utiful and are my favourite aspect of the beta, but they can't move; of course I understand the time and almost impossibility of programming them to be able to move so I suggest, please improve the looks of the small boats. I mean I could live with their uglyness in NW but seeing them in a supposed "naval" beta then their realism and detail should be improved.
   -Admirals: On land you have commanders such as Napoleon, why don't you have admirals on sea then? They would do the exact same thing as commanders just... they're admirals. People such as Wellington.
   -Pirate Nation: I'm not too sure if this idea would completely work but here goes; seeing as you wouldn't have pirates working with England and France then they should, logically, have their own nation. In that notion they'd have the same type of units just with different costumes and a bit of difference, such as they'd only have a partisani-like unit and maybe a militia-type unit where you can choose from a selection of 'pirate-like' weapons.

That's all I have for now, keep plundering me hearties.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Burakkuada on May 18, 2013, 03:12:47 pm
 never mind if you're just going to be a douche about it.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Nipplestockings on May 18, 2013, 04:31:38 pm
Just to add... Can this post get some [spoilers] going because there's alot of text in here... .

You can add spoilers to your posts yourself...
and

Quote
The "marines" are just... ugh; they made me cringe with their simplicity and all around 'un-uniqueness', maybe they should be able to do special things that normal infantry can't do like swimming. This goes for the "pirates" too, when in water you did have to double tap space bar to turn on swimming mode.
Swimming isn't supported by the Warband engine.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Rejenorst on May 18, 2013, 04:35:29 pm
The people complaining to me seem as if they never actually play with one enough to make a complete judgement.

If I had a dollar every time someone said that about an opinion they disagreed with :P


Quote
My suggestion; either keep it how it was before the beta, or even increase the damage, it does not need a speed increase as it is fine the way it was, but in terms of damage then it does need to be kept the same before the beta or increase it, as decreasing it just seems suicidal to me as the butter knife is also just as bad or even worse. Either make the rifle worth using or give us a completely new melee weapon which actually has a chance of killing someone before they one hit kill you.

Hell, why not add a feature to attach a bayonet to each rifle like the UK had in MM. Would all be balanced then and no one can complain about rifles melee being OP.

Its a fair enough suggestion, Personally I don't mind as I rarely play riflemen tbh. I live for the bayonet. While I can understand however that riflers would like to maintain the option of a decent melee, the riflemen are pretty much snipers and shouldn't even be getting into the mess of melee. Obviously there's very often little choice given cavalry or ambushes etc I am just typing my thoughts loudly.

Edit: While on the topic of rifles, the up attack of a rifle is just completely broken and useless. It's slow, deals hardly any damage, the animation is broken and the hitbox is just weird.

In the current patch? I've been thwacked on the head many a time by an audacious rifle meleer. Its true that it take on average around 5 hits or so but I have been killed in under 4 on a few occasions and that upper hand thwack; does anyone know whether it can knock you to the ground? That would certainly give me a new respect for the rifleman. 
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Betaknight on May 18, 2013, 04:39:57 pm
On the last comment: I would think so yes. I mean imagen a log hittinh ya on the head. Wouldn't your head like crack or even fall to the floor? I would say the upper attack should be the most powerful rifle attack. Not the swings...
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Blobmania on May 18, 2013, 04:50:43 pm
Has it occurred to anyone that Riflemen might not actually be meant to be good in melee? After all, they're a skirmisher unit without bayonets (but with increased accuracy to make up for that). If you're posting here expecting them to be on-par with line infantry in close combat situations then you're probably not using the class properly.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: SeanBeansShako on May 18, 2013, 04:53:06 pm
Counter point, what is the point of having a rifle butt attack that does barely any damage at all? adding it was a waste of resources and tweaking it even more a waste of time and resources.

Personally in my own opinion, on release of the DLC everything was mostly fine and only needed a few tweaks. Sadly those tweaks turned into overhauls and things snow balled from there.

In retrospect in a perfect world it would have just been easier to have thrown in a server side option to decide the damage and speed of some weapons and let the server owners sort it out.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Furnardan on May 18, 2013, 05:25:51 pm
Whatever the case, I don't think we should give riflemen the advantage of having both awesome skirmisher/sniper abilities and a hammer of Thor potential.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: McEwan on May 18, 2013, 05:29:05 pm
+1'd also, dont increase the heavy cav swords damage they are fine mostly 1 hit everything (depending) keep it the way it is.
I share the opinion that the heavy cav sword really shouldn't have increased damage. If used correctly, they are more often than not a one-hit kill, on horseback and on foot. Heavy cavalry swords were pretty devastating, but we're not looking for lightsabers here.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gamer on May 18, 2013, 05:43:19 pm
To quote from the OP:

Balance Changes

- Decreased the damage the rifle in melee would inflict, they were more powerful than most real melee weapons


So, I look at it under the heading of "Balance Changes", so either put it under a new heading as making something more "historically accurate" is not balancing. But if it was reduced for balancing, and I'm assuming it was as a minority was complaining about it being OP and one hitting stuff (which I lol at personally and so will other people who play rifleman every day).

So if it was done for accuracy reasons, then surely that defeats the point of a fun game, as being a skirmisher in a game I really don't want to run every time I see an enemy up close and delay a round until the timer runs out running away as I'm the only guy left and cant melee for shit.

Obviously an OP weapon such as the rifle in melee would need to be nerfed as it is unfair on the cav with their swords and line infantry with bayonets. I guess that is called balancing. Obviously if you have played with a rifle in melee before the patch you would see that it was infact so OP that it took a few hits to kill someone. So tell me why does it need to be changed if it just makes it completely unbalanced. Obviously a skirmisher is meant to used for shooting, but obviously you have to go into melee at some point, so why make it as such that they have no chance of killing people unless they are actually retarded and don't know how to change to melee mode and click the mouse?

Looking back at the thread made a year ago, all I see are people complaining who don't actually play as a rifleman. Also the fact that at least 50% disagreed to nerf them makes me think why would you change it when it is; 1) there is a split view, and 2) when no one actually complains about it in the game. Since the start of NW not once have I seen in game people complaining about the rifle being OP.

Before the change, it was fair, people with a rifle had a chance at killing a dismounted cav or a person with a bayonet, now however they have absolutely no chance of killing any. Why change it in the first place? The rifle was "no hammer of Thor potential" and I honestly can't see why people see the rifle in such a way. The animations of the up attack need working on as well, as it doesn't look too great, also it can't hit team mates unless your friend is behind you :)

Either change it to make it balanced, or don't change it at all. As right now, it is so unbalanced I have lost track of what the word actually means any more.

P.S. While you are at it, please nerf the sword skrims carry as it is also OP. ty. 

Also @ Blob, if people wanted it to be on-par with a bayonet, then of course that would be pretty stupid. However I'm sure most people don't want it to be on-par with a bayonet or the cav sword, they want it to at least stand a chance of killing someone in melee, which to me seems reasonable, not quite sure about all the people that want easy kills in melee though...  Is it me or does no one actually play the game? I really can't see how people think that reducing the melee damage of the rifle is called balancing.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Rejenorst on May 18, 2013, 06:35:43 pm
So, I look at it under the heading of "Balance Changes", so either put it under a new heading as making something more "historically accurate" is not balancing. But if it was reduced for balancing, and I'm assuming it was as a minority was complaining about it being OP and one hitting stuff (which I lol at personally and so will other people who play rifleman every day).

You don't really need to play as the class every day in order to offer criticism about its implementation, especially if your constantly at the receiving/butt end of the class ^_^ As I said before, it tends to be the people that love the class the most that end up being opposed to any nerfs/balances which at times makes it difficult to judge whether the individual is being objective or not.

The thread I posted was merely one that was posted ages ago, I am not prepared to search through all of the last few patch bitch-fests lol but it gives you an idea I guess where some of them where coming from.

My view is that the rifle butt probably didn't need any major balancing as it usually takes a few hits to knock me down with it while I only need 1 - 3 bayonet strikes. However like Blob mentioned; the idea of the class was to make melee a very unattractive proposition in exchange for accuracy. Currently I see riflemen putting up quite a damn good fight against bayoneted men with very limited hesitation because the amount of bounces that occur with a bayonet during spin melee generally results in the rifleman getting quite a few good side swings in.

That being said, it still requires good melee skill to wield effectively.

Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Nipplestockings on May 18, 2013, 06:41:35 pm
Quote
That being said, it still requires good melee skill to wield effectively.

Yes, and the people who were complaining about rifle swings being too OP were the ones who did not have the skill to counter them effectively. It's really not unfair at all, you just need to get used to blocking sideswings. Play some native maybe to get practice?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Rejenorst on May 18, 2013, 06:51:07 pm
Yes, and the people who were complaining about rifle swings being too OP were the ones who did not have the skill to counter them effectively.

Again... if I had a dollar every-time someone said "everyone who said X has no skillz"  :p

Different strokes for different folks. Its hard to judge, personally I find that if you give the rifle to a man with decent skill he will lack no advantage given that the rifle can swing four ways while the bayonet can only stab 2 ways. This makes it a bit easier to get the upper-hand of your opponent and while skill does play a major role, its easier to confuse your opponent if he has to expect you to attack from more than 2 directions.

Now I can't remember if the rifle can actually knock you over or not. If it can then I wouldn't disagree with the reduction in damage. If it can't knock you over then I'd say there's no need to reduce damage.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Angry_Piper on May 18, 2013, 06:55:43 pm
Whatever the case, I don't think we should give riflemen the advantage of having both awesome skirmisher/sniper abilities and a hammer of Thor potential.
we have got no where near a hammer of thor potential all we are asking for is that it stays where it is right now! as is if a rifleman picks up a bayo it is less likely to 1 hit than when being used by line, which makes sense, and the rifle butt takes 3-4 swings so a decent player has a good chance.
Has it occurred to anyone that Riflemen might not actually be meant to be good in melee? After all, they're a skirmisher unit without bayonets (but with increased accuracy to make up for that). If you're posting here expecting them to be on-par with line infantry in close combat situations then you're probably not using the class properly.


we do not expect them to be on par, but it is next to impossible to avoid mele all together and a good skirm should have a chance not just have to immediately pick up a bayo in case of mele which basically takes away the only advantage they have and also defeats the purpose of them being rifles. The fact is that at the moment rifle mele seems balanced the new changes have a) bugged it so hits don't register b) made it very hard for us to get a kill in mele at all. 5-10 hits to kill someone is a bit excessive surely, when virtually ever other weapon you come up against is 1-2 hits? excluding small arms and butterknives but even they are probably more effective since they hit consistently
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gamer on May 18, 2013, 06:59:39 pm
Currently I see riflemen putting up quite a damn good fight against bayoneted men with very limited hesitation because the amount of bounces that occur with a bayonet during spin melee generally results in the rifleman getting quite a few good side swings in.

And do these people kill with the rifle? To me "putting up a good fight" or "getting a few good side swings in" is not enough, with a few side swings or hits you should be able to kill the person. I don't go into melee with a rifle with the intentions of putting up a fight or getting a few hits in, I want them to die so I don't die and can carry on with the round alive instead of spectating. All I really want is the bloody melee to be kept the same for god sake. Why is it so hard to get the idea that it is not fun to get hits and not kill a bloody thing in melee when they can kill you in 1 or 2 hits when you hit them 4 or 5 times. A game is meant to be fun and when it becomes complete bullshit when you can't actually do anything in melee then I start to lose faith in people's idea of balancing.

And also yes of course you don't have to play as the class to realise how shit the melee was, people complaining obviously don't understand how to fight against a sword, so why haven't they been nerfed to the same level as a rifle? The rifle out of all the 3 main melee weapons have the worst damage, so already they were at a disadvantage, so why change it to be more useless than it was?

TL;DR, Keep it as it was or if you really want to encourage skirms to shoot, get rid of their ability to melee entirely.

Now I can't remember if the rifle can actually knock you over or not. If it can then I wouldn't disagree with the reduction in damage. If it can't knock you over then I'd say there's no need to reduce damage.

Nope, they do not knock people over.

Also Angry_Piper pretty much sums it all up.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Slayer on May 18, 2013, 07:10:32 pm
Its hard to judge, personally I find that if you give the rifle to a man with decent skill he will lack no advantage given that the rifle can swing four ways while the bayonet can only stab 2 ways.

...

Now I can't remember if the rifle can actually knock you over or not.

Again, I've said several times and anyone who has actually used a rifle will agree that two of those four attacks are useless (the downattack can sometimes work if you catch someone totally by surprise) in a fight. As for the knockdown, no, rifles can't knock persons down.

Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Rejenorst on May 18, 2013, 07:21:32 pm
Spoiler
And do these people kill with the rifle? To me "putting up a good fight" or "getting a few good side swings in" is not enough,

Yes I've see quite a few kills a rifle butt, in fact I've been pummeled to death on a few occasions in duels and have just managed to get the upper hand on a few occasions. Now I am not the best at melee but I am certainly not the worst either I was like 16th - 18th on the LCC stats list for the Australian servers for a while (haven't checked it in a bit).


Quote
with a few side swings or hits you should be able to kill the person. I don't go into melee with a rifle with the intentions of putting up a fight or getting a few hits in, I want them to die so I don't die and can carry on with the round alive instead of spectating.

I know that's what you want, hell everyone wants that but using that logic would suggest a wanton for a 1 kill bommyknocker of a rifle whose sole intent is to entice everyone to play for all of the perks and none of the cons.

Quote
All I really want is the bloody melee to be kept the same for god sake. Why is it so hard to get the idea that it is not fun to get hits and not kill a bloody thing in melee when they can kill you in 1 or 2 hits when you hit them 4 or 5 times. A game is meant to be fun and when it becomes complete bullshit when you can't actually do anything in melee then I start to lose faith in people's idea of balancing.

Yes a game is meant to be fun but the whole idea of balancing is to make it fun for everyone and not just you and other rifle users.

Quote
And also yes of course you don't have to play as the class to realise how shit the melee was, people complaining obviously don't understand how to fight against a sword, so why haven't they been nerfed to the same level as a rifle? The rifle out of all the 3 main melee weapons have the worst damage, so already they were at a disadvantage, so why change it to be more useless than it was?

Most likely to force or encourage its users to stay out of melee and use it an absolute last resort. The way the class was intended.

Quote
TL;DR, Keep it as it was or if you really want to encourage skirms to shoot, get rid of their ability to melee entirely.

Well you can always hit people from behind and/or if they're already wounded thus increasing the potential for a 1 hit kill.
Otherwise you should technically be staying behind friendly lines under the protection of friendly units.

Quote
Nope, they do not knock people over.

In which case I am not bothered by it tbh but I can understand the goal of making rifle melee a chore to force the class to retreat or not commit to melee unless absolutely necessary. As it stands now I have been seeing people just shoot the rifle men whenever possible because they're dangerous at range and not exactly harmless or a pushover at close range unless you really know what your doing.


Again, I've said several times and anyone who has actually used a rifle will agree that two of those four attacks are useless (the downattack can sometimes work if you catch someone totally by surprise) in a fight. As for the knockdown, no, rifles can't knock persons down.

I've had my head knocked in from overhead attacks from Rifles enough times to take what your saying with a grain of salt, not to mention the fact that I am reluctant to take a single opinion as factual given the inevitable tirade of contrary opinions that follow. I've seen skilled riflemen use the upper attack and the thrust to great effect. It may not be a one hit kill affair if you've got a full health bar but it certainly left an impression and the rifleman was able to follow through with good foot work and follow up side/up or even thrust. D:

Afaik the rifleman is also the fastest infantry class on foot so he has the most accurate weapon. This makes for good footwork against slower classes.

 
[close]
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Crayon on May 18, 2013, 07:21:56 pm
Vincenzo has aLready said he is going to boost the rifle melee up a little again for next update so that it will be between the current and the beta in terms of melee whack.

Quote from: Vincenzo link=topic=5423.msg179857#msg179857

The rifle slap damage went from 24 to 20 points of damage, ill put it to 22 next beta and see how that is, i will also give the rifle slightly more melee speed next beta, and see if that balances them out for our skirmishers.

Rightly so imo.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Rejenorst on May 18, 2013, 07:26:48 pm
Fair enough I suppose. I would have found it interesting to see if people would stop playing rifleman all the time and actually cycle through some of the classes a bit. Not that it matters.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Burakkuada on May 18, 2013, 07:27:20 pm
It makes giggle at how deep into argument you guys got about rifles ;D

Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Blobmania on May 18, 2013, 07:28:26 pm
If you want to be competitive in melee, then play a melee class. If you want to be competitive at long-ranged shooting, play an accurate class. The "Rifleman" class is designed to be competent in ranged combat only. If you're getting into situations in which you feel forced to pick up a bayonet then you're either getting too close to the combat, or you're not running away fast enough.

The whole point of having multiple classes in a game is that they are co-dependent upon each other for survival. As a rifle class it is your job to kill enemies at a longer range, therefore protecting the line infantry who can then protect you (the riflemen) against any enemy melee units in the area. This game isn't meant to be played as a lone ranger - if you're on an official server as a rifleman, then stick close to some line infantry for melee protection and hang back when it comes to close-quarters fighting. The rifleman class isn't meant to be competent in melee, so you need to actively avoid melee combat if you want to survive.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Rejenorst on May 18, 2013, 07:30:03 pm
^ This.

It makes giggle at how deep into argument you guys got about rifles ;D

Yeah but better to have the discussion now and logged then to have more people getting upset later because there was a) no discussion and b) no action taken before its to late.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gamer on May 18, 2013, 07:49:11 pm
I honestly really don't see why it needed to be changed or even considered changing if people complaining on the forums actually played the game as both on the receiving end and playing as the rifle. To me it seems as it was fair enough before they decided to change. And if you are saying that it is intended for skirms not to get into melee then you obviously do not play in line battles. You will always have to get into melee as either you are the last left, or you have to hold a hill etc etc. If you are on the receiving end of getting beaten by a rifle and complain it is too good, then I really think you should try and fight with the rifle and see for yourself how unfair it is (as you are either too bad at the game in melee or do not know how to block). I really do not see why we needed a change in the first place, and now that is has changed I see a lot more complaining than there was before...

Also do you guys actually play as skirms in a Line Battle? I would suggest you try it out if you haven't it may change your opinion on how to play the skirms "the correct way". Fuck if you really want skirms to shoot and not engage into melee give it the same accuracy as a sniper rifle for god sake.

Fair enough I suppose. I would have found it interesting to see if people would stop playing rifleman all the time and actually cycle through some of the classes a bit. Not that it matters.

I have played with every single class in a line battle before, and I must say that the only people with worse melee than the skirms is the Arty, but of couse they are actually meant to shoot a cannon and not go round shooting or engage in melee. Also if I want to go into melee then I will pick up a bayonet or a sword as the rifles are shit anyway. So the fact it is already really crap and you guys want to make it even worse just seems like everyone has lost their common sense.

All we want is for it not to change for the worse, why is it so hard? Skirms with rifles were always at a disadvantage if they went into melee, they never ever one hit kill and people who complain just can't deal with them. We don't want it to be as good as a bayonet or a sword, we just want to have a chance of killing people with out it taking 10 hits or 5 people to do it. Just keep it as it was.... it really is that simple.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Rejenorst on May 18, 2013, 08:13:12 pm
Will you calm down already?
From what you've described, if the melee is already that shit then it won't matter if it gets even shittier, and no I don't suggest making it so but I'll be damned if we don't at least assess the value of each person's argument rather than just taking one person's argument as biblical truth because they assume that their opinion is the only one that counts. I tend to see that far to often. 

As for Skirmishers in line battles, they tend to keep their distance from enemy infantry and even then I've seen a regiment of skirmishers do serious damage to a friendly infantry regiment in melee (they didn't win the melee but there were only 2-3 friendlies left after out of around 12 that actually made it up the hill).


All we want is for it not to change for the worse, why is it so hard? Skirms with rifles were always at a disadvantage if they went into melee, they never ever one hit kill and people who complain just can't deal with them. We don't want it to be as good as a bayonet or a sword, we just want to have a chance of killing people with out it taking 10 hits or 5 people to do it. Just keep it as it was.... it really is that simple.

Its not that hard but like I said I am reluctant to just accept a few arguments against since there's just as many argument for on the basis of what an individual thinks without testing the merits of the argument. Because while its not that hard to please you its damn near impossible to please everyone.

So any discussion that helps in that regard I would consider productive.




Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Nipplestockings on May 18, 2013, 08:32:33 pm
Just saying in a beta the FSE staff shouldn't be defending their actions as if you've already made your final decision about it. You guys should be taking into account what the community wants even if it doesn't work exactly with your original vision. If a lot of people want it then you should change it to something like what they want instead of being stubborn and going against people. And anyway like you just said yourself, it's better to accommodate people now then to resist them and face trouble later down the line when it'll be harder to change things.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Angry_Piper on May 18, 2013, 08:46:18 pm
ok, I think I have posted enough about the rifles but the main feeling here is that this is meant to discourage us from mele that we are meant to depend on others. I have lead plenty of linebattles as a skirmisher commander and the fact is that a lot of the time friendly lines will not be prepared to stick around you all the time, and if we stay by them the whole time then we don't get the good shots that we need to be effective. Yes there is a balance, I always try and keep the 95th within running distance of a line but sometimes it just doesn't work particularly when the other commanders are not feeling cooperative/ are down right dumb. Also you cant shoot everyone, if a 20 man line charged us we have 15 shots, lets say all of them hit we are left to deal with 5 guys with bayonets which 1 hit kill, now for a fact we wont kill all of them so lets say we hit 10 so 10 vs 15, 10 1 hit bayonets vs 15 5 hit rifles who don't train for mele, then we are screwed

and with the changes to running speed we no longer run faster so we cannot retreat. Also retreating tends to result in a volley to the back/ an endless chase around the map which isn't really fun for anyone. All I am asking is that you give us a chance, as it is we can defend ourselves in mele yet I have very rarely seen a rifle regiment beat either cav or line at mele. Dismounted cav for example 1 guy can tear through a whole rifle reg just by sword spamming, we need to get close and swarm and all he does is spam with damn fast cav sword.

Just give us a chance, at the very least fix the hitting issue so that we can actually make the 10 hits it takes to kill people now.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gamer on May 18, 2013, 09:19:17 pm
Calm down? In no way am I mad or angry at anyone, I'm just expressing my opinions and around 30-40 people in the skirm detachment in the 77y.

I'm not forcing you to take my word like the law, I'm just backing up the number of other people in the game and on this forum.

Also I'm pretty sure more people agree that reducing damage of the rifle is wrong.

All we are asking for is for skirms to at least have a chance in melee regardless of historical accuracy or what the devs want the things to be like, because I'm afraid skirms want to be able to stand a chance in melee as well.


I feel like I have said what I wanted to say and I hope that the next beta update will make rifle melee bearable. After all, it is a beta, so change it and then people will give more feedback, obviously it may take some time but after all, it may make most people happy.

Thanks at least for taking the time to read what I have to say.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Blobmania on May 18, 2013, 09:21:54 pm
Spoiler
Just saying in a beta the FSE staff shouldn't be defending their actions as if you've already made your final decision about it. You guys should be taking into account what the community wants even if it doesn't work exactly with your original vision. If a lot of people want it then you should change it to something like what they want instead of being stubborn and going against people. And anyway like you just said yourself, it's better to accommodate people now then to resist them and face trouble later down the line when it'll be harder to change things.
[close]

We're not developers - we're commenting as community members giving input on the patch, just like everyone else is. Whilst we may know a little more about what goes on behind-the-scenes (Rejenorst in particular, being in charge of the voice acting), we're not the ones developing the Beta. The Dev team will make their own decisions about what to change, we're just exercising our privilege of input the same as everyone else.

@Angry_Piper

Well, it's a shame that regiment leaders don't work together enough for the Skirmisher class to reach its full potential in line battles, but that's a community issue and not a development one. You can't demand a class gets better stats just because people aren't using it right, or aren't co-operating properly in line battles. The whole point of a line battle is to promote teamwork between regiments - as a lone rifle regiment you can't take out a full line in a straight up fight because you're weak in melee. Fair enough. But you don't seem to realise that that line regiment is also meant to be able to do some damage to you in melee - which is what they are there for. From the example you've given, you're leading us to believe that it should be normal for a rifle regiment to take out a full line regiment with minimal casualties. They deserve to be able to kill you as much as you deserve to be able to kill them - you just need to adapt your strategy to encourage the latter.

All we are asking for is for skirms to at least have a chance in melee regardless of historical accuracy or what the devs want the things to be like, because I'm afraid skirms want to be able to stand a chance in melee as well.

The whole point of them being skirmishers is that they're meant to suck at melee and be strong at range. They are. Play the class properly.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gamer on May 18, 2013, 09:34:35 pm
Play the class properly?

I'm sorry, but skirms sometimes have to go into melee. I'm not sure if you actually lead skirms in LB's but like Angry_Piper said, sometimes your team may not be the best and while you are getting charged by a line, friendly lines may sit there and not get into melee. Therefore skirms must have A CHANCE of killing people in melee. At the moment (pre beta) we do have a chance, generally losing a lot of men but at least we kill some of theirs. But in the beta we don't, we would probably get  one or two kills and all 15 of us die.

I'm sorry but to me you seem to be defending a decision in a beta test like it is going to happen and should happen because you want skirms to behave in a way that you would like it to be. People who play as skirms want to be able to defend themselves when they are forced into melee.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Blobmania on May 18, 2013, 09:44:19 pm
Play the class properly?

I'm sorry, but skirms sometimes have to go into melee. I'm not sure if you actually lead skirms in LB's but like Angry_Piper said, sometimes your team may not be the best and while you are getting charged by a line, friendly lines may sit there and not get into melee. Therefore skirms must have A CHANCE of killing people in melee. At the moment (pre beta) we do have a chance, generally losing a lot of men but at least we kill some of theirs. But in the beta we don't, we would probably get  one or two kills and all 15 of us die.

I'm sorry but to me you seem to be defending a decision in a beta test like it is going to happen and should happen because you want skirms to behave in a way that you would like it to be. People who play as skirms want to be able to defend themselves when they are forced into melee.

Why do you have to have "A Chance" in melee. It's not your job to get into melee combat - if you get into a situation where you're unsupported by Line Infantry, then that's either your team's fault or your fault. Run the hell away and find some friendlies. Stop demanding that the game is balanced in your favour just because you occasionally get stuck with team-mates who don't co-operate. I have actually commanded skirmishers occasionally in Line Battles (albeit not recently), and I personally found that hanging around a friendly line (or even communicating personally with the commanders of that line, so they hang around you) works absolutely fine. Just because your LB allies don't help you when you need it doesn't mean the game is unbalanced, it means you need some new team-mates.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gamer on May 18, 2013, 09:46:38 pm
Well why don't we just remove a skirmishers ability to melee?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Blobmania on May 18, 2013, 09:50:15 pm
Well why don't we just remove a skirmishers ability to melee?

Because then people would complain that it's unrealistic for Skirmishers to magically be unable to grab their rifle barrel and wave it around like a nutjob. Skirmishers can still block just as well as any other unit, so all you're really complaining about is their lack of value as some sort of super-awesome shock trooper in melee - which isn't what they are here for in the first place.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Crayon on May 18, 2013, 09:51:27 pm
You are wasting your time arguing on this, as I posted before:

Vincenzo has aLready said he is going to boost the rifle melee up a little again for next update so that it will be between the current and the beta in terms of melee whack.

Quote from: Vincenzo link=topic=5423.msg179857#msg179857

The rifle slap damage went from 24 to 20 points of damage, ill put it to 22 next beta and see how that is, i will also give the rifle slightly more melee speed next beta, and see if that balances them out for our skirmishers.


So they ARE going to be boosted up a little again.
You may as well wait and see what that is like rather than continuing to argue over something that will very soon be irrelevant because it is being changed anyway.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gamer on May 18, 2013, 09:59:08 pm
When did I complain about skirms not being as good/better than a bayonet or sword?

I understand your point of a skirmisher meant to be used as a long range unit, but why shouldn't they be able to kill someone in melee? All I am complaining about is the fact that you nerf something that was shit in the first place and which no one really complains about. I just want it to be like it was, did you think that they were some "sort of super-awesome shock trooper in melee" before the beta?


And @Crayon, I know it is going to be "increased", but why should it be decreased in the first place? Really makes no sense to me. I'm just trying to get my point across that 1) the decrease was absolutely unnecessary and 2) why do people not want skirms to have a chance in melee?

P.S. Thank god I haven't said anything about rifle v cav yet....


Also on the subject of shock troopers...

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1247.photobucket.com%2Falbums%2Fgg625%2FCombatTramp%2Feh_zpsfe6abb11.jpg&hash=991b4efa85e0471b5ea83c995b3db389ed6f681b)
[close]

Is that how you see it as Blobmania?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Slayer on May 18, 2013, 10:17:41 pm
Well why don't we just remove a skirmishers ability to melee?

Because then people would complain that it's unrealistic for Skirmishers to magically be unable to grab their rifle barrel and wave it around like a nutjob. Skirmishers can still block just as well as any other unit, so all you're really complaining about is their lack of value as some sort of super-awesome shock trooper in melee - which isn't what they are here for in the first place.

Spoiler
LEARN TO READ BEFORE YOU FUCKING REPLY!
[close]

We're not asking for skirms to be shock troopers in melee, WE'RE ASKING FOR THEM TO BE OKAY IN MELEE LIKE THEY WERE PRE-BETA. The only thing we want is for the rifle to be the way it was and for the up attack to be fixed, BECAUSE IT REALLY ISN'T WORKING THE WAY IT SHOULD. You really should try to play with the rifle before you comment on how it is, because when I read what you write about it and how it functions I can obviously tell you are just a massive retard or lying about it.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Oposum on May 18, 2013, 10:47:56 pm
Rifles were never any good in melee - 2 of 4 attack directions are useless - overhead strike looks ridiculous and it's always slower than bayonet stab while rifle stab is even slower with the added benefit of doing almost no damage.
However, side attacks are spammable due to 2 handed animation and most of the bayo users have horrible footing which makes it easy to get 3 hits in a row without having to block. Still, experienced players won't allow you to spam them and bayonet will scratch-kill anything that's not line infantry or armored cavalry.

On the other hand, cavalry muskets are beyond ridiculous, their long range is increased even further by 2 handed anims (cav musket swing is only tiny amount shorter than bayonet stab). Their length and speed gives them really really big angular velocity, meaning that you can spam bayonet guys at cav muskets optimal length. Coupled with "abusing" the 2h polearm stab anims and low turning speeds, it's a can of spam waiting to be unleashed on the unwary.

I think that rifle melee nerf should be just slapping the unbalanced tag on the weapon rather than lowering its already low damage.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Theophilos on May 18, 2013, 10:56:23 pm
Although I heven't played the Beta yet, so I don't know the complete impact of the current change, I think that lowering the range of the heavy cav sword isn't the best of ideas, so I have a suggestion regarding that.
  • Fix the model of the heavy cav sword, so that it actually is 3cm longer than it is now, to take away the 'ghost' range of the sword.
  • To balance the length of the sword, slightly decrease the damage done. (36c to 35 or 34)
  • Either slightly increase horse speed and manueverability, or revert the health decrease
The reason I'd like to see this is that heavy cav should be able to charge infantry right in the face, and, as of now (without beta), the sword is exactly the right range to outrange a musket, but only when you really use the very tip of your blade.
And I still do not understand why you guys don't take away the Russian Cossacks, and give UK it's much needed hussars. If you get rid of the Cossacks, you won't have any 'too many units' memory issues.

Other than that, brilliant job on the fixes and changes!

I hope they would never take away the cossacks, that makes no sense they were very important part of the russian military (and also history and culture), much more so than the newly added lancers in each perspective.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: dooomninja on May 19, 2013, 12:49:14 am
We're not asking for skirms to be shock troopers in melee, WE'RE ASKING FOR THEM TO BE OKAY IN MELEE LIKE THEY WERE PRE-BETA. The only thing we want is for the rifle to be the way it was and for the up attack to be fixed, BECAUSE IT REALLY ISN'T WORKING THE WAY IT SHOULD.

i have to disagree we don't want them to be ok we want the to just be poor rather than utterly worthless.

and on what Oposum said you don't need to be experienced to stop a rifle spamming you to death all you need to do is learn to side block
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Rejenorst on May 19, 2013, 03:47:41 am
Just saying in a beta the FSE staff shouldn't be defending their actions as if you've already made your final decision about it. You guys should be taking into account what the community wants even if it doesn't work exactly with your original vision. If a lot of people want it then you should change it to something like what they want instead of being stubborn and going against people. And anyway like you just said yourself, it's better to accommodate people now then to resist them and face trouble later down the line when it'll be harder to change things.

The decision seems to have already been made to put rifles back the way they were before the beta. The problem is that the only time people actually come in here to give their input is when their annoyed at something or disagree with a particular change. And usually people get annoyed or disagree with a particular change when its way to late to change it. Now everyone has a chance to give input but like I have said before FSE have tended to act on the opinions of a few far to quickly to the detriment of others and themselves. Hence its best to have the discussion especially in the usual absence of those who made the complaints in the first place.

Spoiler
Calm down? In no way am I mad or angry at anyone, I'm just expressing my opinions and around 30-40 people in the skirm detachment in the 77y.

I'm not forcing you to take my word like the law, I'm just backing up the number of other people in the game and on this forum.

Also I'm pretty sure more people agree that reducing damage of the rifle is wrong.

All we are asking for is for skirms to at least have a chance in melee regardless of historical accuracy or what the devs want the things to be like, because I'm afraid skirms want to be able to stand a chance in melee as well.


I feel like I have said what I wanted to say and I hope that the next beta update will make rifle melee bearable. After all, it is a beta, so change it and then people will give more feedback, obviously it may take some time but after all, it may make most people happy.

Thanks at least for taking the time to read what I have to say.
[close]

No problems and my apologies. Its just I see such impassioned language like "for god's sake" etc so its hard to tell, without the person in front of you, whether they're shouting at you or not. For my part I like to test people's views to make sure FSE is making the right decisions. Personally I have no problem with skirms being kept as they were before beta. Its just I feel some of the observations made are contrary to my own experience ie: such as 2 of the skirmisher attack swings being useless etc.

Anyway man cheers for the feedback and apologies if I made it a bit frustrating for you to give you feedback unimpeded D:
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Jorvasker on May 19, 2013, 08:37:43 am
Its pretty good I love all the new maps gives new maps Cop can use for his siege event lol...also from what I saw I didn't see any bugs :)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: The Norseman on May 19, 2013, 10:04:22 am
I dont mind making the skirms worse, or the cav, especially cav, as long as you keep the infantry the way it is, or better, I am happy. :D
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Cirry on May 19, 2013, 10:49:49 am
I like the cav sword range reduction, even when you dodged an incoming cav man you still got killed from time to time.

Also the HP reduction on horses, now riflemen can consider shooting at the heavy horses instead of the rider.
They took 2 to 3 shots otherwise resulting in very few dead horses and a lot of dead skirms.
I know cav is supposed to be good vs skirms and it should be that way.
But please don't nerf rifle damage again because even now if skirms manage to dehorse charging cav they would just say "lol" and charge and kill a few guys before dying.

The nerfing of rifle melee capabilities to a "defensive tool" only will most likely just result in defensive static skirms. Moving up from hill to hill to get better shots will get a lot more risky and less worth the hassle. I can hear the "omg fucking hillcampers" already.

Also less charging the arty then I guess :(


Just my 2 cents
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Angry_Piper on May 19, 2013, 11:28:36 am
I was just on the beta servers and I am not sure whether you put rifle mele back where it was or just to 22 but it seems reasonable now. Hits are registering and it takes 3-5 hits to kill people (more for heavy cav) which seems fine to me.

Thank You for listening to our arguments and feedback.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gamer on May 19, 2013, 11:54:30 am
Anyway man cheers for the feedback and apologies if I made it a bit frustrating for you to give you feedback unimpeded D:

Haha no problem, was more frustrated about the rifle melee than angry. But thanks for listening to me anyways :)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Malakith on May 19, 2013, 12:42:17 pm

The decision seems to have already been made to put rifles back the way they were before the beta. The problem is that the only time people actually come in here to give their input is when their annoyed at something or disagree with a particular change. And usually people get annoyed or disagree with a particular change when its way to late to change it. Now everyone has a chance to give input but like I have said before FSE have tended to act on the opinions of a few far to quickly to the detriment of others and themselves. Hence its best to have the discussion especially in the usual absence of those who made the complaints in the first place.

With reference to the bold part of the quote.
Usually people are not psychic enough to know what changes you are going to put out until you have done them.  By deploying this beta you have done it "properly" for once, up until this it has been "Hey guys we will be sending out a new NW patch" *WHAM* "Oh what? You dont like some of the changes we put in yet told you nothing about beforehand?"

Or are you expecting everyone to list every feature of the game and score on a scale of 1-10 whether they liked it or not as a pre-emptive strike as to what you may or may not have been changing.


But anyway, hopefully lessons are learnt for BCoF with the need for beta patch deployments if you expect to get useful levels of feedback on proposed changes.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Rejenorst on May 19, 2013, 01:55:16 pm
Originally most of the changes in betas resulted in pressure from the community to do so (ie: they weren't changes that came out of nowhere or at least rarely), the problem is, as you state that many people didn't see it coming because they were not even aware it was a point of discussion or didn't care to participate in the forum discussions to begin with. What your saying though actually makes a lot of sense Malakith which I wish had been taken a step further at the time (ie: having a board up that states the planned changes for the beta so that people could discuss well in advance). Kind wondering why never thought of it D:

Those that end up being happy with the changes blissfully dissapear into the woodwork until WHAM lol.
That's kinda what I observed during the melee changes. Man the community was split in half on that issue.

Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on May 19, 2013, 01:55:58 pm
Btw, I was just wondering. Is there a limit on pokes? If so, is it possible to make it so that you have it less often? If there is a good reason for how it is now, please tell me!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Thvle on May 19, 2013, 06:35:24 pm
And nobody answered me that I said about the bugs in the game, the weapons through walls, which is super slow to climb stairs, and so infinite game bugs?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on May 19, 2013, 06:40:52 pm
And nobody answered me that I said about the bugs in the game, the weapons through walls, which is super slow to climb stairs, and so infinite game bugs?

The stairs aren't a bug. It depends on the angle you put them, a small angle and you will move up slow, a wide angle and you will go up faster.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Thvle on May 19, 2013, 06:42:46 pm
And nobody answered me that I said about the bugs in the game, the weapons through walls, which is super slow to climb stairs, and so infinite game bugs?

The stairs aren't a bug. It depends on the angle you put them, a small angle and you will move up slow, a wide angle and you will go up faster.

Will you be a joke right? If you often climb the stairs without animation, and when you climb a mountain to one millimeter to millimeter? no animation either ... etc.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on May 19, 2013, 06:45:41 pm
And nobody answered me that I said about the bugs in the game, the weapons through walls, which is super slow to climb stairs, and so infinite game bugs?

The stairs aren't a bug. It depends on the angle you put them, a small angle and you will move up slow, a wide angle and you will go up faster.

Will you be a joke right? If you often climb the stairs without animation, and when you climb a mountain to one millimeter to millimeter? no animation either ... etc.

I am not kidding, I make maps so I play around with ladders quite often, and if you have to go up higher you go slower, and if you move a bit forward instead of upwards, you go faster. As I said.

I think, from what he said. It would be cool if you can't climb hills, and that you actually get an animation for ladders.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Thvle on May 19, 2013, 06:49:00 pm
As I say, you should correct that, what animations, crossing arms when you jump that is not an instant stopped and jump and walk with ease, etc..
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: DrTaco on May 19, 2013, 07:26:14 pm
I'm not sure why you guys are arguing about rifle melee - it's balanced now. I can now use my fists just as effectively to fight the ballerinas with bayonets.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Olafson on May 19, 2013, 07:34:27 pm
Warband is physics based. Steep ladders/stairs/hill will obviously be harder to climb up than not so steep ladders/stairs/hills.
Weapons through walls? Infinite game bugs? Please explain more.


Anyway, we noted the rifle melee change discussion and we will see what we can do about it. We will keep you updated. Thanks for your feedback, please keep it going.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Punishment on May 19, 2013, 08:13:17 pm
If you are going to take away any chance we had in melee, please compensate with making our legs run faster then normal line infantry.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Vincenzo on May 19, 2013, 08:22:13 pm
I was just on the beta servers and I am not sure whether you put rifle mele back where it was or just to 22 but it seems reasonable now. Hits are registering and it takes 3-5 hits to kill people (more for heavy cav) which seems fine to me.

Thank You for listening to our arguments and feedback.

nothing yet was changed since the beta release...
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Crayon on May 20, 2013, 11:02:29 pm
I was just on the beta servers and I am not sure whether you put rifle mele back where it was or just to 22 but it seems reasonable now. Hits are registering and it takes 3-5 hits to kill people (more for heavy cav) which seems fine to me.

Thank You for listening to our arguments and feedback.

nothing yet was changed since the beta release...

Is the beta testing to be an ongoing thing for a while, as in update/test/update/test/update etc?

Or is it set for a release after next update?

Either is good for me, just curious as to when it will be on the servers.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gokiller on May 21, 2013, 11:09:37 am
I believe they update it, atleast they update the maps constantly for sure fixing bugs etc making them fun to play. Not to hard etc (for example the siege maps)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on May 21, 2013, 06:51:04 pm
Btw. Just an idea, but I think it would be cool to allow servers to lock 3rd person or 1st person. So you can have 1st person events, just by locking it with the administration pannel! ;D
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Menelaos on May 21, 2013, 06:51:39 pm
No
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: SeanBeansShako on May 21, 2013, 06:54:17 pm
That is a bad idea.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on May 21, 2013, 07:00:16 pm
How is it a bad idea? Arguments please, nubs...

I mean. I've seen people wanting to organise 1st person events, but now you can cheat it so damn easily. And in the end, it is only an extra!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: TORN on May 21, 2013, 07:00:33 pm
Btw. Just an idea, but I think it would be cool to allow servers to lock 3rd person or 1st person. So you can have 1st person events, just by locking it with the administration pannel! ;D
oh lord.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Eazy-E on May 21, 2013, 07:03:09 pm
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2F1.bp.blogspot.com%2F-JIwcyj7u67g%2FTo0SKmKHzDI%2FAAAAAAAAAJU%2FumS6kbPJCY0%2Fs1600%2Flead-balloon.jpg&hash=2d42a1bc400fdd0b33dd5d209677d5f0acd49218)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on May 21, 2013, 07:03:46 pm
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2F1.bp.blogspot.com%2F-JIwcyj7u67g%2FTo0SKmKHzDI%2FAAAAAAAAAJU%2FumS6kbPJCY0%2Fs1600%2Flead-balloon.jpg&hash=2d42a1bc400fdd0b33dd5d209677d5f0acd49218)

What is that? ;p
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Eazy-E on May 21, 2013, 07:06:51 pm
It's a lead balloon.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Connzcdf on May 21, 2013, 07:16:21 pm
It's a lead balloon.
That would ruin so many kids birthday... :-\
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Crayon on May 21, 2013, 09:59:44 pm
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2F1.bp.blogspot.com%2F-JIwcyj7u67g%2FTo0SKmKHzDI%2FAAAAAAAAAJU%2FumS6kbPJCY0%2Fs1600%2Flead-balloon.jpg&hash=2d42a1bc400fdd0b33dd5d209677d5f0acd49218)


 :D
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Wismar on May 21, 2013, 10:25:45 pm
Btw. Just an idea, but I think it would be cool to allow servers to lock 3rd person or 1st person. So you can have 1st person events, just by locking it with the administration pannel! ;D
That would mess up my gameplay style so much
 since I shoot in 1st person and do melee in 3rd.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on May 21, 2013, 10:39:43 pm
Btw. Just an idea, but I think it would be cool to allow servers to lock 3rd person or 1st person. So you can have 1st person events, just by locking it with the administration pannel! ;D
That would mess up my gameplay style so much
 since I shoot in 1st person and do melee in 3rd.
 

Ive been trying to explain that it could be an addon for realism events and maybe public server if wished. So eu1 and gf etc. can stay but.you have an EXTRA option ;)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: TheBoberton on May 22, 2013, 02:22:53 am
The problem is that, despite what most think, being stuck in first person is rather unrealistic, as it completely cuts off your peripheral vision. I dunno about you, but I can see more than the 70 some-odd degrees directly in front of me. On top of that, we have the ability to 'sense' things around us via our other senses. While it may sound realistic to be limited to first person alone, it would actually remove an element of such. (This is part of the reason why melee is so much harder in first person, as you can't see the environment around you, or often the guy you're fighting.)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: kpetschulat on May 22, 2013, 02:50:24 am
You can use your ~ key to look around. You have a 360 peripheral, you just have to use it. But, I do agree with Boberton that it's extremely unrealistic in the sense of the lack of awareness and senses.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Carl Lapin on May 25, 2013, 05:36:27 am
When will the official patch be released?

Are the ships movable now on the beta? If not will they be on the official release? Please please make them movable and add so you can board enemy ships with ropes :D.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Blobmania on May 25, 2013, 10:22:41 am
Are the ships movable now on the beta? If not will they be on the official release? Please please make them movable and add so you can board enemy ships with ropes :D.

No, they're not, and AFAIK they won't be. The game engine struggles to support so many moving objects, with such a complicated collision mesh.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: kpetschulat on May 25, 2013, 12:42:43 pm
I have a suggestion, it's not hard at all to make this happen.

In commander battle, when a player chooses to bring a company of artillery, he is accompanied by artillery guard artillerists. Now, I was wondering, and would like to suggest, is it possible to do the same thing for every other gamemode? There will be four options when choosing artillery...

Ranker: Ramrod, Cannon Lighter, Side-Sabre,
Guard: Musket, Ramrod,
Sergeant: Artillery Horse, Artillery Option, Cannon Lighter, Side-Sabre, also a suggestion to add a Ramrod,
Officer: Telescopic Sight, Cannon Lighter, Officer Sword.

Is this fairly easy to implement? If you can add Marines to two factions, you should be able to add an artillerist guard to the artillery for each faction as well.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: SeanBeansShako on May 25, 2013, 04:24:55 pm
I've got a brief suggestion too, Officers are really hard to identify in line battles. Could you maybe give their banner icon a golden halo? sort of like your soldiers in single player Warband?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: cosmosEX on May 26, 2013, 07:30:05 am
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F595878779018787922%2FC0FD7AAF53529962621A73A6B4DCD62284B84922%2F&hash=6818101d2a7f4aa913111eada98f2d87c8968629)
[close]

hmm, obviously people can walk through all these cannons...
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: cosmosEX on May 26, 2013, 09:10:29 am
Another thing I'd like to mention is, no matter which kind of firearm (inf musket, cav musket, rifle, except for pistol) a rifleman uses, the crosshair will remain the same when he's moving as when he's still.

Here shows the crosshair while walking rightward
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F595878779019744300%2F6DB449352364DAA6A12B3CFBFC2B7873FC6C6126%2F&hash=d24c404795f3e8265985b1087fff978e3be58967)
[close]
and the crosshair while he's still
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F595878779019744941%2FB588D312CBA237F10C1090B627A71763B8963D58%2F&hash=cd7e7360cd3372dd8abec1718d0c19b14210d42b)
[close]

Would it be considered a bug or specialty as rifleman?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Maroon on May 26, 2013, 12:42:07 pm
Another thing I'd like to mention is, no matter which kind of firearm (inf musket, cav musket, rifle, except for pistol) a rifleman uses, the crosshair will remain the same when he's moving as when he's still.

Here shows the crosshair while walking rightward
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F595878779019744300%2F6DB449352364DAA6A12B3CFBFC2B7873FC6C6126%2F&hash=d24c404795f3e8265985b1087fff978e3be58967)
[close]
and the crosshair while he's still
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F595878779019744941%2FB588D312CBA237F10C1090B627A71763B8963D58%2F&hash=cd7e7360cd3372dd8abec1718d0c19b14210d42b)
[close]

Would it be considered a bug or specialty as rifleman?

That's because of the hightened crossbow (firearm) proficiency the rifleman gets. After a certain level, the crosshair no longer expands when you walk (while using a crossbow/firearm with less than 100 accuracy, which counts for all NW weapons).
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Crayon on May 26, 2013, 05:36:37 pm
Is the updated beta coming out soon?  :o
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Furrnox on May 26, 2013, 11:10:38 pm
Can't wait for the next Dev blog :)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: cosmosEX on May 27, 2013, 12:02:10 am

That's because of the hightened crossbow (firearm) proficiency the rifleman gets. After a certain level, the crosshair no longer expands when you walk (while using a crossbow/firearm with less than 100 accuracy, which counts for all NW weapons).

Ahh, great. Thanks for the clarification.

Also, I notice that ppl may get catapulted through the air when they are hit by the bullets. Is that a new feature in beta version?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: HappyBanana on May 27, 2013, 06:20:31 pm
here is a Piraty, island capture thingy kinda map, With the new props! ±P loving the ships!
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F576737662598958164%2F0D5EC02BB4078E374499A190B5E11E4C1DBEF962%2F&hash=7250f60c2f8fbd5fea423f07ff45f4b7c14b1845)
[close]
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Crayon on May 29, 2013, 02:24:08 am
All quiet on the patch front.  :-\
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Vorposten on May 29, 2013, 08:27:16 am
I have a suggestion, it's not hard at all to make this happen.

In commander battle, when a player chooses to bring a company of artillery, he is accompanied by artillery guard artillerists. Now, I was wondering, and would like to suggest, is it possible to do the same thing for every other gamemode? There will be four options when choosing artillery...

Ranker: Ramrod, Cannon Lighter, Side-Sabre,
Guard: Musket, Ramrod,
Sergeant: Artillery Horse, Artillery Option, Cannon Lighter, Side-Sabre, also a suggestion to add a Ramrod,
Officer: Telescopic Sight, Cannon Lighter, Officer Sword.

Is this fairly easy to implement? If you can add Marines to two factions, you should be able to add an artillerist guard to the artillery for each faction as well.

I also like this idea.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: William on May 29, 2013, 04:23:15 pm
I have a suggestion, it's not hard at all to make this happen.

In commander battle, when a player chooses to bring a company of artillery, he is accompanied by artillery guard artillerists. Now, I was wondering, and would like to suggest, is it possible to do the same thing for every other gamemode? There will be four options when choosing artillery...

Ranker: Ramrod, Cannon Lighter, Side-Sabre,
Guard: Musket, Ramrod,
Sergeant: Artillery Horse, Artillery Option, Cannon Lighter, Side-Sabre, also a suggestion to add a Ramrod,
Officer: Telescopic Sight, Cannon Lighter, Officer Sword.

Is this fairly easy to implement? If you can add Marines to two factions, you should be able to add an artillerist guard to the artillery for each faction as well.

I also like this idea.

I as well, I feel that guards would make it a lot easier in linebattles instead of having "arty guards" and I feel the artillery seargeant needs a ramrod.
Spoiler
Back right you can see a musket =)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2F5%2F5c%2FGuard_Foot_Artillery_1808.jpeg&hash=00f5e27022d1e23f8391f9911cffcc8d60a3b51d)
[close]
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Coconut on May 30, 2013, 01:58:34 pm
No
Yes.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: MazZ on May 30, 2013, 03:18:07 pm
I've got a brief suggestion too, Officers are really hard to identify in line battles. Could you maybe give their banner icon a golden halo? sort of like your soldiers in single player Warband?

Jup, that would be pretty handy indeed!
In the beginning of a many regiments vs many regiments linebattle, its allways like:

Soldiers: "hey commander where are you ?"
Commander replies: "I am over here"
Soldiers reply: "Where is here?"

Don't know how the devs can pull this off though.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Matim on May 30, 2013, 05:01:55 pm
Let's write some feedback then.
1. Magical hussar's back-stab while chasing cuirassier (Or any other cav), which kills immediately. Armour doesn't provide any protection.
2. Horse lag after dodging another horse, or any other object. C-Rpg devs are trying to do sth about that (I think)
3. Back to balance. I don't know, if you think that heavy cav is too awesome against inf, then maybe give moar speed bonus, or increase bayonet's dmg. We love cav balance as it was in 1.006
4. Lancers. If you think they are not OP, then don't change anything and see if any better cav regiment will want to play fair 1vs1's against them. My ideas are : only couched attack, drop after swiching weapon, medium horses, much slower stab, etc. choose whatever you want.
5. Bodies like in c-rpg. (Still an object, till touching ground). Would love that with horses.
Ah, and 6. Friendly bumping. It's totally unrealistic as it is now.

Spoiler
"We can't fulfil your wishes, cuz we would have to do some scripting. The game costs only 10$ and you shouldn't expect too much"
-Then don't ask about feedback again
[close]

@MazZ: Tell the officers to use another banner
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: MASTERKILL666A on May 30, 2013, 08:25:35 pm
Spoiler
I have a suggestion, it's not hard at all to make this happen.

In commander battle, when a player chooses to bring a company of artillery, he is accompanied by artillery guard artillerists. Now, I was wondering, and would like to suggest, is it possible to do the same thing for every other gamemode? There will be four options when choosing artillery...

Ranker: Ramrod, Cannon Lighter, Side-Sabre,
Guard: Musket, Ramrod,
Sergeant: Artillery Horse, Artillery Option, Cannon Lighter, Side-Sabre, also a suggestion to add a Ramrod,
Officer: Telescopic Sight, Cannon Lighter, Officer Sword.

Is this fairly easy to implement? If you can add Marines to two factions, you should be able to add an artillerist guard to the artillery for each faction as well.

I also like this idea.

I as well, I feel that guards would make it a lot easier in linebattles instead of having "arty guards" and I feel the artillery seargeant needs a ramrod.
Spoiler
Back right you can see a musket =)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2F5%2F5c%2FGuard_Foot_Artillery_1808.jpeg&hash=00f5e27022d1e23f8391f9911cffcc8d60a3b51d)
[close]
[close]

I think It are a very good suggestions. As a Commander of an artillery-regiment I know, that it is very hard that the Arty Sargent has no reload. A ramload for the Arty Sergeant would make it easier to organize the troops at the moment. It would be epic if the Servant could pick the railroad from the cannon (there is still a ramload at the cannon). It would be epic if you have to clean the cannon after 15 shoots (then you need more men and you balance the advantage of the new ramload for the team). The guard would be epic. At the moment the Arty-Regs need to choose different troops for their guards. That works, but a own guard class would look better on the battlefield.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: flyersfan314 on May 31, 2013, 08:08:10 am
If I update can I go back?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Onii on May 31, 2013, 08:20:18 am
Steam or no steam?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: flyersfan314 on May 31, 2013, 08:28:07 am
steam
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Onii on May 31, 2013, 08:40:45 am
The place where you changed to the beta, go there and change it back.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: The Norseman on May 31, 2013, 06:58:52 pm
Quote
4. Lancers. If you think they are not OP, then don't change anything and see if any better cav regiment will want to play fair 1vs1's against them. My ideas are : only couched attack, drop after swiching weapon, medium horses, much slower stab, etc. choose whatever you want.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on May 31, 2013, 07:00:41 pm
 About cav, somethimes I think the horses are bit... weird. The medium horse is actually just fine, but the heavy one is ''to heavy'' in my opinion and the light horse is ''to flexible''. Would be cool if that is changed a little bit, but ofcourse I think there should be a little bit difference.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Wigster600 on May 31, 2013, 07:34:53 pm
I know it's kind of off-topic, but Warbutons bread creates crumbs like fuck, can't eat this sandwhich without my trousers looking like they have stale drops of semen on them.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: kpetschulat on May 31, 2013, 07:36:45 pm
I know it's kind of off-topic, but Warbutons bread creates crumbs like fuck, can't eat this sandwhich without my trousers looking like they have stale drops of semen on them.

Uhm, what?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Crayon on May 31, 2013, 09:12:04 pm
Quote
4. Lancers. If you think they are not OP, then don't change anything and see if any better cav regiment will want to play fair 1vs1's against them. My ideas are : only couched attack, drop after swiching weapon, medium horses, much slower stab, etc. choose whatever you want.

I  disagree entirely. 

Lancers are supposed to be good against other cav, that is their thing. The lance range gives them an advantage in a charge, and a disadvantage when not at speed. Making them not good against cav makes them effectively pointless as a unit type.

The only thing I'd like to see changed with lancers is that if they switch from lance to sword they would auto drop the lance.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Nipplestockings on May 31, 2013, 09:15:59 pm
Quote
4. Lancers. If you think they are not OP, then don't change anything and see if any better cav regiment will want to play fair 1vs1's against them. My ideas are : only couched attack, drop after swiching weapon, medium horses, much slower stab, etc. choose whatever you want.

I  disagree entirely. 

Lancers are supposed to be good against cav, that is their thing. Making them not good against cav makes them effectively pointless as a unit type.

The only thing I'd like to see changed with lancers is that if they switch from lance to sword they would auto drop the lance.

I don't have as much of a problem with them against cav as I do with them against infantry. Their lances have too long of a range and their hitboxes are strange so that it can look like they didn't hit you even if they did.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: The Norseman on May 31, 2013, 10:14:12 pm
Quote
4. Lancers. If you think they are not OP, then don't change anything and see if any better cav regiment will want to play fair 1vs1's against them. My ideas are : only couched attack, drop after swiching weapon, medium horses, much slower stab, etc. choose whatever you want.

I  disagree entirely. 

Lancers are supposed to be good against other cav, that is their thing. The lance range gives them an advantage in a charge, and a disadvantage when not at speed. Making them not good against cav makes them effectively pointless as a unit type.

The only thing I'd like to see changed with lancers is that if they switch from lance to sword they would auto drop the lance.

That is not disagreeing entirely, now is it? The main thing I want changed is that they drop their lances once switching to swords.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Crayon on May 31, 2013, 11:14:57 pm
Quote
4. Lancers. If you think they are not OP, then don't change anything and see if any better cav regiment will want to play fair 1vs1's against them. My ideas are : only couched attack, drop after swiching weapon, medium horses, much slower stab, etc. choose whatever you want.

I  disagree entirely. 

Lancers are supposed to be good against other cav, that is their thing. The lance range gives them an advantage in a charge, and a disadvantage when not at speed. Making them not good against cav makes them effectively pointless as a unit type.

The only thing I'd like to see changed with lancers is that if they switch from lance to sword they would auto drop the lance.

That is not disagreeing entirely, now is it? The main thing I want changed is that they drop their lances once switching to swords.

Then I disagree partially.

Damn your eyes sir!

 ;)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Maroon on June 01, 2013, 01:05:16 pm
Quote
4. Lancers. If you think they are not OP, then don't change anything and see if any better cav regiment will want to play fair 1vs1's against them. My ideas are : only couched attack, drop after swiching weapon, medium horses, much slower stab, etc. choose whatever you want.

I  disagree entirely. 

Lancers are supposed to be good against other cav, that is their thing. The lance range gives them an advantage in a charge, and a disadvantage when not at speed. Making them not good against cav makes them effectively pointless as a unit type.

The only thing I'd like to see changed with lancers is that if they switch from lance to sword they would auto drop the lance.

And I disagree with your partial disagreement. As it stands now, lances have all the advantages against cav and infantry. This is because, in native, where the lancing system comes from, the only way to counter a couch-lance is with a shield, and since shields aren't in NW, and the lance is just about the longest weapon in game (not counting partisan pikes), it is rather, here it comes, OP. I agree with Matim's ideas, I rather like them.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Rejenorst on June 01, 2013, 01:30:35 pm
Lol let us disagree to disagree :D

Not often you see disagreement to disagree :)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Cooper on June 01, 2013, 04:18:57 pm
Spoiler
Quote
4. Lancers. If you think they are not OP, then don't change anything and see if any better cav regiment will want to play fair 1vs1's against them. My ideas are : only couched attack, drop after swiching weapon, medium horses, much slower stab, etc. choose whatever you want.

I  disagree entirely. 

Lancers are supposed to be good against other cav, that is their thing. The lance range gives them an advantage in a charge, and a disadvantage when not at speed. Making them not good against cav makes them effectively pointless as a unit type.

The only thing I'd like to see changed with lancers is that if they switch from lance to sword they would auto drop the lance.

And I disagree with your partial disagreement. As it stands now, lances have all the advantages against cav and infantry. This is because, in native, where the lancing system comes from, the only way to counter a couch-lance is with a shield, and since shields aren't in NW, and the lance is just about the longest weapon in game (not counting partisan pikes), it is rather, here it comes, OP. I agree with Matim's ideas, I rather like them.
[close]

I have to agree too. It's just the point that the fast and strong stab of a lance is very unrealistic and op, although the soldier move it with just on arm.
In my opinion the lance should be slower and have a chance to break if the enemy was hit or he blocked. Btw if you do this it would be useful if the lancers horse get a bit more lifeforce, to be able to fight with his sword.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: kpetschulat on June 01, 2013, 04:20:41 pm
Lancers are glass-cannons, as the MMO communities word it. Very powerful attack, very weak defense. They die quickly to balance their damage output.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Cooper on June 01, 2013, 04:29:19 pm
I have nothing to say against the damage. Just the speed combined with the range is op. I do not say that I can not deal with it, but what about 15 noobs with lancers and 15 noobs with any other cav class fight against the other group. Which group do you think will win? I say the lancers. They are to strong, although they are also pretty easy to use.

btw they are no one hits, so in my opinion not glass made.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Newkirk on June 01, 2013, 07:34:34 pm
If I could make one suggestion, what this game really needs is a built in training map that a server hoster doesn't have to separately download. There was a pretty nice one in MMrussia, but there was never one implemented into Napoleonic Wars. I think that would help a lot of regiments out considering many don't know the first thing about adding custom maps.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on June 01, 2013, 10:15:51 pm
While playing on groupfighting I was actually just in time taking a screenshot of a weird situation:

Please explain - Names etc. not shown!
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg845%2F2825%2Fgamefail.png&hash=bff71f16b53a6b3b5ee235ee51d1381ed932b7ea)
[close]

Could it be possible this is just bad luck? Or that there is actually something wrong with the hit box?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Blobmania on June 02, 2013, 12:48:25 pm
Dead users have no collision mesh - the user ahead of you appears to be dying, hence why the attack went through.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on June 02, 2013, 12:52:52 pm
Dead users have no collision mesh - the user ahead of you appears to be dying, hence why the attack went through.

Well that is the funny thing. He didn't die. And in overal it's not a huge bug or so, but I was just wondering if this could be fixed. :)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Blobmania on June 02, 2013, 01:00:01 pm
He looks like he's displaying the death animation?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on June 02, 2013, 02:00:42 pm
He looks like he's displaying the death animation?

Exactly! But if you look at the left bottom, there is me being killed, some admin chat ish. But you don't see any signs of the other guy being killed. I can send the original picture if you want.


Edit:

Beside the thing I mentioned before I noticed that Blood and Iron had this really cool moving while in melee mod thing where it goes just slow enough to actually form a formation. Maybe that would be cool to add aswell?
Now it is hard to walk in a line while walking forward :(

(I don't think that is stealing though?)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Joker on June 04, 2013, 06:54:35 pm
By Odin's Beard, please add the ability for Bear/Accessory combos! Imagine the possibilities!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: MazZ on June 04, 2013, 07:10:33 pm
By Jezus' cross, are there still a lot of changes that need to be done to the beta before it can be released?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gokiller on June 04, 2013, 10:16:57 pm
By Jezus' cross, are there still a lot of changes that need to be done to the beta before it can be released?

Ask taleworlds.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Crayon on June 05, 2013, 12:04:35 am
This is so damned ridiculous. Month after month promises for release, no info then no goddamn patch.
Tw need a good slapping around the earhole... the earhole I say!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Matim on June 05, 2013, 08:24:45 am
What the patch is worth if it destroyes the balance?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: The Norseman on June 05, 2013, 11:45:32 am
Just want to remind everyoneabout this before you finish up the patch. :) Make the lancers weaker! or atleast make em drop their lances once drawing their swords.

Spoiler
Quote
4. Lancers. If you think they are not OP, then don't change anything and see if any better cav regiment will want to play fair 1vs1's against them. My ideas are : only couched attack, drop after swiching weapon, medium horses, much slower stab, etc. choose whatever you want.


The only thing I'd like to see changed with lancers is that if they switch from lance to sword they would auto drop the lance.

And I disagree with your partial disagreement. As it stands now, lances have all the advantages against cav and infantry. This is because, in native, where the lancing system comes from, the only way to counter a couch-lance is with a shield, and since shields aren't in NW, and the lance is just about the longest weapon in game (not counting partisan pikes), it is rather, here it comes, OP. I agree with Matim's ideas, I rather like them.
[close]

I have to agree too. It's just the point that the fast and strong stab of a lance is very unrealistic and op, although the soldier move it with just on arm.
In my opinion the lance should be slower and have a chance to break if the enemy was hit or he blocked. Btw if you do this it would be useful if the lancers horse get a bit more lifeforce, to be able to fight with his sword.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Crayon on June 05, 2013, 12:04:07 pm
Do nothing to Lancers, they are fine, they are supposed to have advantages against cav in a charge. The force drop lance when switching to sword would be welcome though as it's plain silly being able to stuff it away it your pocket. This would make the class more interesting to use as you are forced to use your judgement.

These things will be very welcome to me:
Functioning Dragoons in Commander Battles
Arty crews will drop ramrod when killed.
Seamen will be able to operate cannons.
Bringing all rifle sergeants up to the same accuracy as rifle rankers.
Functioning pistols
MARINES and ships
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: The Norseman on June 05, 2013, 12:23:59 pm
Yet again you say: Do nothing to Lancers and then: The force drop lance when switching to sword would be welcome though

I dont think that is "nothing" :P Making the lancers drop their lance when switching to sword is something I think the majority of us agree on.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: PrideofNi on June 05, 2013, 01:40:14 pm
Why would you change lancers? There purpose is to be effective against other cav.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: The Norseman on June 05, 2013, 01:48:18 pm
Silence Pride!  "lancers were vulnerable against other cavalry, as the lance proved a clumsy and ineffective weapon. Only the first impact made a great effect, but after the initial charge the lancers were told to drop their lances and commense the fight using their sabres" according to historian Alessandro Barbero. Take Dat. Also we dont have shields so couched lanced are god damn OP.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Blobmania on June 05, 2013, 01:49:31 pm
coughed lanced are god damn OP.

Give them some Calpol and I'm sure they'll recover.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Cthulhu on June 05, 2013, 02:15:04 pm
couched lanced are god damn OP.
You do realize that you can both dodge a couched lance easily and/or easily out range it with a bayonet. or if you are talking about cav v cav you just dodge it and kill him (or, god forbid, use teamwork)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: The Norseman on June 05, 2013, 02:22:21 pm
Not always, not without either being run over, which again leads you vulnerable for other cav or inf to take you out, unless the lancer player really really sucks he will be able to atleast knock you over. It is idiotic having to jump out of its reach all of the time and unless the lancer player never have tried the class before he can easily outrange the infantry.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: kpetschulat on June 05, 2013, 03:30:47 pm
I have a suggestion, it's not hard at all to make this happen.

In commander battle, when a player chooses to bring a company of artillery, he is accompanied by artillery guard artillerists. Now, I was wondering, and would like to suggest, is it possible to do the same thing for every other gamemode? There will be four options when choosing artillery...

Ranker: Ramrod, Cannon Lighter, Side-Sabre,
Guard: Musket, Ramrod,
Sergeant: Artillery Horse, Artillery Option, Cannon Lighter, Side-Sabre, also a suggestion to add a Ramrod,
Officer: Telescopic Sight, Cannon Lighter, Officer Sword.

Is this fairly easy to implement? If you can add Marines to two factions, you should be able to add an artillerist guard to the artillery for each faction as well.

The addition of a new unit to the artillery per each faction is simply copy and paste, and replace the sabre briquet or cannon lighter with a musket. It also will not lag the game any further, since it's adding one new unit to each faction, for a total of eleven new units with this new patch. (My count includes the new marine units and the artillerist guards.)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: MazZ on June 06, 2013, 11:00:26 am
Nah arty people don't need a guard unit, if you really want guards, get a regiment to protect you ...

But, the ability to also have a ramrod as arty train would be pretty handy indeed.
As of right now especially in public servers it's relying on teamwork, and there is soooo much teamwork on public server servers it's amazing... :/

I've seen a lot of people go arty train then suicide and respawn as ranker because they don't start with a ramrod.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: dooomninja on June 06, 2013, 04:06:02 pm
4. Lancers. If you think they are not OP, then don't change anything and see if any better cav regiment will want to play fair 1vs1's against them. My ideas are : only couched attack, drop after swiching weapon, medium horses, much slower stab, etc. choose whatever you want.
how about nerfing the standard damage (non crouched) down a bit say to around 25p (which is around the damage from the native lances) it would mean lancers can use the normal attack but they would need a good hit to kill or they use the crouch attack which is much more likely to kill but they lose the ranged advantage and can only attack forward with it
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Jelly on June 08, 2013, 10:01:16 am
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2F1.bp.blogspot.com%2F-JIwcyj7u67g%2FTo0SKmKHzDI%2FAAAAAAAAAJU%2FumS6kbPJCY0%2Fs1600%2Flead-balloon.jpg&hash=2d42a1bc400fdd0b33dd5d209677d5f0acd49218)
It looks like a nipple.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on June 09, 2013, 02:21:26 pm
Somebody please explain.
At the 2v2 tournament two guys trolled by having the same name. I am pretty sure you will automaticly be kicked then.

Spoiler
(https://photos-1.dropbox.com/t/0/AABog2_CZH6OLwzAT65t7yCDU8fByFEvNTxkqUDPksZ9fQ/12/180994105/jpeg/32x32/3/1370782800/0/2/2013-06-08_00024.jpg/OCE5Iw55AaqJHiO-ZA3lwIU6rbkgnV-fnGXMhGTpoYM?size=1024x768)
[close]
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: William on June 09, 2013, 05:18:58 pm
Somebody please explain.
At the 2v2 tournament two guys trolled by having the same name. I am pretty sure you will automaticly be kicked then.

Spoiler
(https://photos-1.dropbox.com/t/0/AABog2_CZH6OLwzAT65t7yCDU8fByFEvNTxkqUDPksZ9fQ/12/180994105/jpeg/32x32/3/1370782800/0/2/2013-06-08_00024.jpg/OCE5Iw55AaqJHiO-ZA3lwIU6rbkgnV-fnGXMhGTpoYM?size=1024x768)
[close]

Broken link I'm afraid.  :-\
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on June 09, 2013, 05:20:31 pm
Somebody please explain.
At the 2v2 tournament two guys trolled by having the same name. I am pretty sure you will automaticly be kicked then.

Spoiler
(https://photos-1.dropbox.com/t/0/AABog2_CZH6OLwzAT65t7yCDU8fByFEvNTxkqUDPksZ9fQ/12/180994105/jpeg/32x32/3/1370782800/0/2/2013-06-08_00024.jpg/OCE5Iw55AaqJHiO-ZA3lwIU6rbkgnV-fnGXMhGTpoYM?size=1024x768)
[close]

Broken link I'm afraid.  :-\

Works fine for me?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: MazZ on June 09, 2013, 06:07:33 pm
Works fine for me?

nope its an error 404 :(
I can see however that it is dropbox related, maybe its not checked as public share or something ?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Maroon on June 09, 2013, 09:52:42 pm
Your picture isn't showing for me, mate. dunno if it is for others.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Jelly on June 09, 2013, 09:58:00 pm
I can see it,
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Desert Thunda on June 11, 2013, 11:35:37 am
If lancers are  "OP", what is so hard about just running out of the lances reach? What is so hard about just running infront of the horse and get bumped instead of lanced? Lancers are insanely easy to kill since they have a rather weak stat with the sword. Why not just shoot him? Why not hide behind an object? or better, leave it if he doesn't see you?

Waiting for the answers. I hope its not "Lance is too long" shit, because you can easily run away or what has been said above.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on June 11, 2013, 01:50:35 pm
I think it's just the horse.

I have M&B Cavalry, I think it could use a ''realism'' patch. :)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Onii on June 11, 2013, 02:10:13 pm
My Dev Blog bones are starting to tickle again e.e
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on June 11, 2013, 02:25:17 pm
What is it? :P
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Onii on June 11, 2013, 02:56:47 pm
Being way to impationent for the next one o.o
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on June 11, 2013, 03:29:04 pm
Being way to impationent for the next one o.o

Ooh yea, same here
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: dooomninja on June 11, 2013, 04:39:43 pm
If lancers are  "OP",
1) what is so hard about just running out of the lances reach?
2) What is so hard about just running infront of the horse and get bumped instead of lanced?
3) Lancers are insanely easy to kill since they have a rather weak stat with the sword.
4) Why not just shoot him?
5) Why not hide behind an object?
6) or better, leave it if he doesn't see you?
ordered for easy reply
1) they have horses i don't
2) a competent lancer would ram then stab you, or a different one would follow up
3) if you can dismount them yes they are, i'm not worried about the sword though...
4) 1 shot vs a rapidly moving and evading target, i could 1v1 but they don't always give you the chance
5) if you can get to one...
6) that might work if you spend the entire battle hiding or if they are all blind

a lot of what you are suggesting works for a 1v1 but in LB they would be of little help as they will team up on you. i agree they aren't as bad as some people suggest but i still feel there stab damage is a little too high, thats why i suggested just lowering it but a bit which shouldn't nerf them too much
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Desert Thunda on June 11, 2013, 04:41:40 pm
If lancers are  "OP",
1) what is so hard about just running out of the lances reach?
2) What is so hard about just running infront of the horse and get bumped instead of lanced?
3) Lancers are insanely easy to kill since they have a rather weak stat with the sword.
4) Why not just shoot him?
5) Why not hide behind an object?
6) or better, leave it if he doesn't see you?
ordered for easy reply
1) they have horses i don't
2) a competent lancer would ram then stab you, or a different one would follow up
3) if you can dismount them yes they are, i'm not worried about the sword though...
4) 1 shot vs a rapidly moving and evading target, i could 1v1 but they don't always give you the chance
5) if you can get to one...
6) that might work if you spend the entire battle hiding or if they are all blind

a lot of what you are suggesting works for a 1v1 but in LB they would be of little help as they will team up on you. i agree they aren't as bad as some people suggest but i still feel there stab damage is a little too high, thats why i suggested just lowering it but a bit which shouldn't nerf them too much

To be honest, they are from my experiences in 1 vs 1 :)

But if you nerf them, how effective will they be? ;)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Maroon on June 11, 2013, 05:26:46 pm
My concerns about lancers being "OP" were mostly from a cavalry perspective, but I think they are in a position where they can easily decimate both cav and infantry (especially rifles, but so can normal cav). Against cavalry:
1) Lances can outreach your sword (logically);
2) Lances can stab your horse, and there is absolutely nothing you can do about it (can't block it, or evade it, if you're heavy cav, as they are faster);
3) Lances can couch you when they've stabbed your horse to pieces, as it is very hard to outreach a couched lance with a sword.
The only way to get rid of a lancer (especially an experienced one) is to work together with either infantry or another cav guy, in which one cav guy rears up his horse, and your partner takes the lancer out while he stands still. In nearly every other situation, the lancer wins.
Which is why I feel the lance should be nerfed, like (for example) having to drop the lance if you want to switch to your sword, or having the lance break after a stab, or only being able to couch.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gamer on June 12, 2013, 09:04:52 pm
Any chance we can have barricades back? I miss training hours on end trying to get the perfect triangle.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Hammerstout on June 12, 2013, 09:07:27 pm
Any chance we can have barricades back? I miss training hours on end trying to get the perfect triangle.
Yes please.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: kpetschulat on June 12, 2013, 09:08:14 pm
What barricades?  ???
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Newkirk on June 12, 2013, 09:22:50 pm
Back when every skirmisher just carried a large chevaux de frise in his back pocket everywhere he went. Those were the days.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: kpetschulat on June 12, 2013, 09:44:57 pm
Oh, those. The Good ol' MM days.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Desert Thunda on June 13, 2013, 10:09:21 am
Any chance we can have barricades back? I miss training hours on end trying to get the perfect triangle.

Yes please  ;D
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: MackCW on June 13, 2013, 04:19:38 pm
If lancers are  "OP", what is so hard about just running out of the lances reach? What is so hard about just running infront of the horse and get bumped instead of lanced? Lancers are insanely easy to kill since they have a rather weak stat with the sword. Why not just shoot him? Why not hide behind an object? or better, leave it if he doesn't see you?

Waiting for the answers. I hope its not "Lance is too long" shit, because you can easily run away or what has been said above.

Thank God someone said it.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: MagicTeatowel on June 13, 2013, 05:43:37 pm
I am considering, starting a "Ship's Company" for the new patch. It will be a interesting twist on the regimental system of the community. I hope to be seeing ship vs. ship battle's in the future :D. (If only you could drive the ship's ;)) But the patch looks great  :)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on June 13, 2013, 05:44:19 pm
I am considering, starting a "Ship's Company" for the new patch. It will be a interesting twist on the regimental system of the community. I hope to be seeing ship vs. ship battle's in the future :D. (If only you could drive the ship's ;)) But the patch looks great  :)

Well, you can't drive them ;). But they could make a boarding map though
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: MagicTeatowel on June 13, 2013, 05:49:22 pm
Yeah, I am considering "boarding battle" styled events, With sailors on the guns and marines dispatching boarding parties. Trying to take each others boats being the main goal. But we need a ship to go against, *cough* someone else make a ships company *cough*
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Heavy_Bob on June 14, 2013, 08:08:33 am
Another fine victory to the dev team!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: MagicTeatowel on June 14, 2013, 07:11:07 pm
You should add a "Royal Navy" and "French Navy" banners to the game :D
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Duuring on June 16, 2013, 02:32:44 pm
You should add a "Royal Navy" and "French Navy" banners to the game :D

Lucky we don't have the French Royal navy in the game, as they used a completely white flag. That would have given some confusion.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Mike_Oxhard on June 20, 2013, 05:23:01 am
Hello,

         Just one thing I noticed, while being here, since I got my India Pattern Brown Bess, the standard Musket used in the British Army at the time, I've never been able to unsee the fact that the Bayonet on the British Brown bess ingame is wrong.  It was just on the right, horizontal I guess is a decent word.  Basically right in the middle On the right side of the barrel.  Otherwise, you guys did a great job with the musket and it looks perfect.  Pretty much just like mine.  That is the only thing about your game that bugs me.  Don't get me wrong, you guys have an awesome game, I just love History so... Yeah, I'm a pain in the ass about it.  I don't know if the other ones are off either,  but every Napoleonic Brown Bess I've ever seen, including my own, has had it in the position I describe.  I'm just being nit picky because I am, and if it is something you can't fix or would just rather put the time to other projects I understand,  there is plenty of other stuff you guys could be doing.  When I do re-enactments in your game I like it to be precise is all.

Thank you for your time,
                                      Tom
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: The Norseman on June 20, 2013, 12:33:51 pm
If lancers are  "OP", what is so hard about just running out of the lances reach? What is so hard about just running infront of the horse and get bumped instead of lanced? Lancers are insanely easy to kill since they have a rather weak stat with the sword. Why not just shoot him? Why not hide behind an object? or better, leave it if he doesn't see you?

Waiting for the answers. I hope its not "Lance is too long" shit, because you can easily run away or what has been said above.

Thank God someone said it.

Ugh, Listen, I hope EVERYONE CAN READ ENGLISH. What I am saying is, unless you have fucking 0.1 IQ you can EASILY take out 10 people without any problem whatsoever. What kind of moron runs straight at the enemy? All you have to do is run behind people when they are in melee or have fired a shot and stab them in the back, and even if the enemy turns around and tries to stab you, they wont make it because the lance is way longer, and YES that is the only damn arguement I need. It is not "shit" it is the truth. If you are in melee you cant just run away because then the lancer can just run you down and the other people close to you will kill you. Lancers are OP, easy as that, and if you wont realize it then I feel sorry for you guys! Having the lancers drop their lance once switching to sword is atleast something that should be done for sure.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on June 20, 2013, 12:34:42 pm
Spoiler
If lancers are  "OP", what is so hard about just running out of the lances reach? What is so hard about just running infront of the horse and get bumped instead of lanced? Lancers are insanely easy to kill since they have a rather weak stat with the sword. Why not just shoot him? Why not hide behind an object? or better, leave it if he doesn't see you?

Waiting for the answers. I hope its not "Lance is too long" shit, because you can easily run away or what has been said above.

Thank God someone said it.

Ugh, Listen, I hope EVERYONE CAN READ ENGLISH. What I am saying is, unless you have fucking 0.1 IQ you can EASILY take out 10 people without any problem whatsoever. What kind of moron runs straight at the enemy? All you have to do is run behind people when they are in melee or have fired a shot and stab them in the back, and even if the enemy turns around and tries to stab you, they wont make it because the lance is way longer, and YES that is the only damn arguement I need. It is not "shit" it is the truth. If you are in melee you can just run away because then the lancer can just run you down and the other people close to you will kill you. Lancers are OP, easy as that, and if you wont realize it then I feel sorry for you guys!
[close]

Agreed
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: zac on June 20, 2013, 12:54:17 pm
Hello,

         Just one thing I noticed, while being here, since I got my India Pattern Brown Bess, the standard Musket used in the British Army at the time, I've never been able to unsee the fact that the Bayonet on the British Brown bess ingame is wrong.  It was just on the right, horizontal I guess is a decent word.  Basically right in the middle On the right side of the barrel.  Otherwise, you guys did a great job with the musket and it looks perfect.  Pretty much just like mine.  That is the only thing about your game that bugs me.  Don't get me wrong, you guys have an awesome game, I just love History so... Yeah, I'm a pain in the ass about it.  I don't know if the other ones are off either,  but every Napoleonic Brown Bess I've ever seen, including my own, has had it in the position I describe.  I'm just being nit picky because I am, and if it is something you can't fix or would just rather put the time to other projects I understand,  there is plenty of other stuff you guys could be doing.  When I do re-enactments in your game I like it to be precise is all.

Thank you for your time,
                                      Tom

agreed
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Aegal on June 27, 2013, 09:14:37 pm
Can you at least keep your FSE servers updated to even test. Thanks I guess.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Audiate on June 27, 2013, 09:16:41 pm
Can you at least keep your FSE servers updated to even test. Thanks I guess.

 That's an extremely melancholy way to ask...
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Aegal on June 27, 2013, 09:18:20 pm
There was no question mark, so asking is out of the question.

;)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Duuring on June 28, 2013, 11:13:15 am

Ugh, Listen, I hope EVERYONE CAN READ ENGLISH. What I am saying is, unless you have fucking 0.1 IQ you can EASILY take out 10 people without any problem whatsoever. What kind of moron runs straight at the enemy? All you have to do is run behind people when they are in melee or have fired a shot and stab them in the back, and even if the enemy turns around and tries to stab you, they wont make it because the lance is way longer, and YES that is the only damn arguement I need. It is not "shit" it is the truth. If you are in melee you cant just run away because then the lancer can just run you down and the other people close to you will kill you. Lancers are OP, easy as that, and if you wont realize it then I feel sorry for you guys! Having the lancers drop their lance once switching to sword is atleast something that should be done for sure.

You can replace the word 'lancer' with hussar in the entire text. I find it much harder to run away from a sabre-armed cavarlyman then a lancer, because lancers have only one way of attacking. Block down and you are pretty much safe. If the couch you can easily avoid the attack. Sabres have different swings, and more importantly, you are still in sabre's reach if you are bumped (and thus lose your block). If a lancer does that you are already 'under' the lance.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: The Norseman on June 28, 2013, 12:06:52 pm

Ugh, Listen, I hope EVERYONE CAN READ ENGLISH. What I am saying is, unless you have fucking 0.1 IQ you can EASILY take out 10 people without any problem whatsoever. What kind of moron runs straight at the enemy? All you have to do is run behind people when they are in melee or have fired a shot and stab them in the back, and even if the enemy turns around and tries to stab you, they wont make it because the lance is way longer, and YES that is the only damn arguement I need. It is not "shit" it is the truth. If you are in melee you cant just run away because then the lancer can just run you down and the other people close to you will kill you. Lancers are OP, easy as that, and if you wont realize it then I feel sorry for you guys! Having the lancers drop their lance once switching to sword is atleast something that should be done for sure.

You can replace the word 'lancer' with hussar in the entire text. I find it much harder to run away from a sabre-armed cavarlyman then a lancer, because lancers have only one way of attacking. Block down and you are pretty much safe. If the couch you can easily avoid the attack. Sabres have different swings, and more importantly, you are still in sabre's reach if you are bumped (and thus lose your block). If a lancer does that you are already 'under' the lance.

Hussars are way easier to kill though because they dont have a 3 metre long lance to hit you with. Just stab them once and they are dead. If the Hussar is a good player just feint one or two times and he will fall for it most times. This cant be used on lancer, unless, and I say again, the lancer has an IQ below 40. If you first are bumped then you deserve to die!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Japan on June 28, 2013, 01:14:54 pm

Ugh, Listen, I hope EVERYONE CAN READ ENGLISH. What I am saying is, unless you have fucking 0.1 IQ you can EASILY take out 10 people without any problem whatsoever. What kind of moron runs straight at the enemy? All you have to do is run behind people when they are in melee or have fired a shot and stab them in the back, and even if the enemy turns around and tries to stab you, they wont make it because the lance is way longer, and YES that is the only damn arguement I need. It is not "shit" it is the truth. If you are in melee you cant just run away because then the lancer can just run you down and the other people close to you will kill you. Lancers are OP, easy as that, and if you wont realize it then I feel sorry for you guys! Having the lancers drop their lance once switching to sword is atleast something that should be done for sure.

You can replace the word 'lancer' with hussar in the entire text. I find it much harder to run away from a sabre-armed cavarlyman then a lancer, because lancers have only one way of attacking. Block down and you are pretty much safe. If the couch you can easily avoid the attack. Sabres have different swings, and more importantly, you are still in sabre's reach if you are bumped (and thus lose your block). If a lancer does that you are already 'under' the lance.

Hussars are way easier to kill though because they dont have a 3 metre long lance to hit you with. Just stab them once and they are dead. If the Hussar is a good player just feint one or two times and he will fall for it most times. This cant be used on lancer, unless, and I say again, the lancer has an IQ below 40. If you first are bumped then you deserve to die!

Lancers op. Obviously you never heard the 9y taking down 15 lancers down with four arty guards. Plus hussars don't like to attack straight up. They attack when you have your back turn.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: The Norseman on June 28, 2013, 06:42:18 pm
Well then, that says something about their opponents, now does it not.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Japan on June 28, 2013, 06:48:28 pm
Well then, that says something about their opponents, now does it not.
True the regiment of lancers are a little below average, but the thing that the artyguards did was block down and the lances where useless. When they tried to couche their lance they dodge by jumping or moving out of the way.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Cooper on June 29, 2013, 12:52:38 am
Well then, that says something about their opponents, now does it not.
True the regiment of lancers are a little below average, but the thing that the artyguards did was block down and the lances where useless. When they tried to couche their lance they dodge by jumping or moving out of the way.

This example is, from my point of view, useless. We should talk about opponents who are equal in skill and ping.
What I'm trying to say with these words:
This lancers must be some hard noobs or they had the worst ping what I have ever seen.
Some reasons why lancers can easily beat inf: You can't block two lances (or some other weapons) from two different directions at the same time... Or you can't block a lance while you are being bumped by a horse.
Also the lance have a longer range than the ramrod or the bayonet, so the guards shouldn't able to make a proper attack.

Lancers are op. Against cavalry and against infantry as well.
If you see a lancer loosing against one of the other classes, so you can expect, that he and his enemy are not equal in skill or in ping. (Or he just failed in this moment  ;D )
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Japan on June 29, 2013, 12:58:45 am
Spoiler
Well then, that says something about their opponents, now does it not.
True the regiment of lancers are a little below average, but the thing that the artyguards did was block down and the lances where useless. When they tried to couche their lance they dodge by jumping or moving out of the way.

This example is, from my point of view, useless. We should talk about opponents who are equal in skill and ping.
What I'm trying to say with these words:
This lancers must be some hard noobs or they had the worst ping what I have ever seen.
Some reasons why lancers can easily beat inf: You can't block two lances (or some other weapons) from two different directions at the same time... Or you can't block a lance while you are being bumped by a horse.
Also the lance have a longer range than the ramrod or the bayonet, so the guards shouldn't able to make a proper attack.

Lancers are op. Against cavalry and against infantry as well.
If you see a lancer loosing against one of the other classes, so you can expect, that he and his enemy are not equal in skill or in ping. (Or he just failed in this moment  ;D )
[close]
I am guessing you over read the part that they are below average. The server was fine. Ping was fine. And I was part of the group(Also I am one the best cavalry in NA) There was literally nothing you could do in the situation besides couch(which was dangerous because bayonet out reaches lance during this stage) or pull out sword and bump them(which was also dangerous).You want to know how they won? Because they block down(also they are good at melee as well). They were not idiots trying to out reach a lance like must people do.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Cooper on June 29, 2013, 01:49:33 am
As lancer you should have more chances to beat inf as with any other cavalry type.
I can't understand how you loose against them(and I'm not a noob..  ;D), because every men on the ground has a moment when he don't look on some of the riders.
Hmm, what now comes to my mind: What about just luck? I never heard of a situation like this before :)
Also, as I said before, with hussars or heavy cav, the situation won't be changed. From my point of view, this don't proof, that lancers are not op.

If you  send some equal skilled cavalry groups (one with lancers, one with any other type) against some infantry... eventually both groups will not survive this, but if they are all relative new players, who have 5 hours ingame  (or something), the lancers will have an easier job as the other cav. That is the power of the range.  :(
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: The Norseman on June 29, 2013, 09:51:33 am
I think if you sent 4 skilled lancers in you could take out an entire regiment of 15 or more people, provided that the regiment of infantry has used its bullets because face it lancers wont do a head on charge.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Cooper on June 29, 2013, 11:46:55 am
I think if you sent 4 skilled lancers in you could take out an entire regiment of 15 or more people, provided that the regiment of infantry has used its bullets because face it lancers wont do a head on charge.

Agreed  :)
This is another example for what I was  trying to explain.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Tali on June 29, 2013, 03:31:49 pm
I think if you sent 4 skilled lancers in you could take out an entire regiment of 15 or more people, provided that the regiment of infantry has used its bullets because face it lancers wont do a head on charge.

The only scenario when this is plausible is if the infantry regiment is made up players who never played the game prior. It's laughable to think that such a scenario could happen under normal circumstances.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Maroon on June 29, 2013, 06:32:57 pm
I think if you sent 4 skilled lancers in you could take out an entire regiment of 15 or more people, provided that the regiment of infantry has used its bullets because face it lancers wont do a head on charge.

The only scenario when this is plausible is if the infantry regiment is made up players who never played the game prior. It's laughable to think that such a scenario could happen under normal circumstances.

I've taken out entire regiments of around 15 players with just 2 cavalry players (granted, only happened twice). How? One dismounts, lures a few away from the main group in melee, the mounted guy comes up from behind, kills one, while the other is startled because a cav guy just came in from behind him, so he's finished off by the dismounted. Repeat, win.
With 4 lancers, that would be even easier. One or two dismount(s), attack the enemy with swords, other two come from behind while couching, or one comes in while the other keeps the rest of the regiment at bay. If you can keep this up, you can easily kill 20+ players with just 4 lances, even a moderately experienced regiment.
Also, it's been 6 weeks since the last version. An update, please?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Japan on June 29, 2013, 07:46:10 pm
Spoiler
I think if you sent 4 skilled lancers in you could take out an entire regiment of 15 or more people, provided that the regiment of infantry has used its bullets because face it lancers wont do a head on charge.

The only scenario when this is plausible is if the infantry regiment is made up players who never played the game prior. It's laughable to think that such a scenario could happen under normal circumstances.

I've taken out entire regiments of around 15 players with just 2 cavalry players (granted, only happened twice). How? One dismounts, lures a few away from the main group in melee, the mounted guy comes up from behind, kills one, while the other is startled because a cav guy just came in from behind him, so he's finished off by the dismounted. Repeat, win.
With 4 lancers, that would be even easier. One or two dismount(s), attack the enemy with swords, other two come from behind while couching, or one comes in while the other keeps the rest of the regiment at bay. If you can keep this up, you can easily kill 20+ players with just 4 lances, even a moderately experienced regiment.
Also, it's been 6 weeks since the last version. An update, please?
[close]
You guys are thinking too situational stuff that actually rarely happens and even to further the claim you guys are keep adding the best cavalry in the situation. Obviously the lancers and other cavalry are gonna be win when facing moderate players. But what if they were facing good players. None of them will even go out to get the dismounted in Maroon situation, and if they were moderate players that were the line infantry I am certain more then three would go out and kill the dismount with maybe one coming back.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: The Norseman on June 29, 2013, 08:16:08 pm
I think if you sent 4 skilled lancers in you could take out an entire regiment of 15 or more people, provided that the regiment of infantry has used its bullets because face it lancers wont do a head on charge.

The only scenario when this is plausible is if the infantry regiment is made up players who never played the game prior. It's laughable to think that such a scenario could happen under normal circumstances.

If you let me and 3 other people who I know go lancer I am 100% sure that we could take out a moderate regiment, which is ridicolous, but hey, thats lancers for you.

Quote
or pull out sword and bump them(which was also dangerous)

But the only method you would need anyways. They cant spam attack when 15 people are running over them and hitting with lances and swords, sorry just not possible. I believe it happened but I mean seriously, I dont want to be rude to this lancer regiment but if you were fifteen against 4 infantry and lost they must be absolute and I mean absolute crap at this game, or have ridicolous lagg or a terrible commander.

Quote
You guys are thinking too situational stuff that actually rarely happens and even to further the claim you guys are keep adding the best cavalry in the situation. Obviously the lancers and other cavalry are gonna be win when facing moderate players. But what if they were facing good players. None of them will even go out to get the dismounted in Maroon situation, and if they were moderate players that were the line infantry I am certain more then three would go out and kill the dismount with maybe one coming back.

You too are thinking too situantional as well. I think you are not understanding my intentions, I dont want to make the lancer crap. I want them to atleast have the lancer drop the lance when switching to sword.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Tali on June 29, 2013, 09:52:23 pm
Yeah, Norse, repeating what you said wont bring the discussion any further.

If the terrain is moderatly flat, with no obstacles what so ever, if the infantry have run out of ammunition, if they have no coherent teamwork whatsoever, and if the infantry players have no experience, then yes, 4 lancers can probably kill them all. However, give me 3 skilled bayonet-meleers and I can probably achieve the same thing in the same situation.

If, however, there is obstacles (Trees, rocks etc), if the infantry have ammo left, and if the infantry have even the smallest amount of coherent teamwork, and if they have even the slightest experience, you wont manage to kill 15 of them. Lancers are so easy to counter, it is insane.

The "problem" is that people face lancers the way they face other melee threats - bayonets. Using a bayonet agaisnt a lancer is, in most instances, as stupid as using a butterknife against a heavy cavalry Sabre. The lancer has the melee-range, the speed and the maneuverability. Dont try to match him in any of those areas, and you'll be fine.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: The Norseman on June 29, 2013, 10:38:40 pm
Yeah I would write a long reply to counter all that, but I know I am right, even though I might sound like a super dick saying so, so I wont write a long reply. Making the lancers drop their lance when switching to sword is a fair request imo. I was never intending to mean lancers in a linebattle, I was speaking of official servers where teamwork is non-existant. There is a reason why I can get 60 kills with lancers and only 40 kills as infantry in the public server with the same time limit.

Ill just explain it shortly.

Quote
If the terrain is moderatly flat

Ugh, ofcourse the terrain will be moderately flat, unless the lancer commander is f*cking horrible charging up a hill.

Quote
with no obstacles what so ever

Ofcourse it will be no obstacles. A lancer regiment would never attack a garissoned place unless the IQ is beneath 60.

Quote
if the infantry have run out of ammunition

Read what I wrote again. A lancer regiment would never go head on with a regiment which has bullets, that is just stupid.

Quote
if they have no coherent teamwork whatsoever, and if the infantry players have no experience

I have seen people who have a decent teamwork(yes it was good, even though many of them were killed, because lancers ARE op) and good experience get killed by lancers.

All this scenarios you are setting forward as something "ridicolous" and "rare incidents" are completely normal and the only scenarios where the lancers would attack.

Quote
If, however, there is obstacles (Trees, rocks etc), if the infantry have ammo left,

Ugh only stupid commanders would have their men charge in such incidents.

Quote
Lancers are so easy to counter, it is insane.

That depends on the situation and you know it very well.


Quote
The "problem" is that people face lancers the way they face other melee threats - bayonets. Using a bayonet agaisnt a lancer is, in most instances, as stupid as using a butterknife against a heavy cavalry Sabre. The lancer has the melee-range, the speed and the maneuverability. Dont try to match him in any of those areas, and you'll be fine.

So just block until time runs out, cool. And dont tell me just have someone reload because you would not have time to do that with lancers circling you.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Tali on June 29, 2013, 11:46:44 pm
but I know I am right
I have well over a hundred hours as a lancer in line battles over my time in MM/NW,during which we regurarely fought alot of the communities more skilled regiments, so I think I can speak with some authority on the matter, and whilst it could happen that we would wipe out a single line from time to time, these results were only achieved when the enemy were playing stupid, as in leaving the formation (and getting stabbed in the back by a circling lancer), trying to stab at us(And failing to realize we have the range, and thus they die), or just general lack of teamwork. (Such as covering the guy reloading.)

If a line of infantry would wipe out another line of infantry due to the line being wiped out not being able to play the game properly, would they be overpowered?

The beloved part about lancers is that so people know how to combat them, and thus getting high score counts is quite easy. Once you run into a Infantryman who knows his part of the melee, or a semi-skilled hussar, you will find that calling lancers overpowered is ridiculous.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: The Norseman on June 30, 2013, 12:18:29 am
Quote
I have well over a hundred hours as a lancer in line battles over my time in MM/NW,during which we regurarely fought alot of the communities more skilled regiments, so I think I can speak with some authority on the matter, and whilst it could happen that we would wipe out a single line from time to time, these results were only achieved when the enemy were playing stupid, as in leaving the formation (and getting stabbed in the back by a circling lancer), trying to stab at us(And failing to realize we have the range, and thus they die), or just general lack of teamwork. (Such as covering the guy reloading.)

Just proves my point. The reason why you kill them is because they are overrun and lets face it they cant block all the battle so they try to attack and when they do the lance outreaches them. There will ALWAYS be someone not paying attention in every regiment no matter how good. Then as they get fewer and fewer and more and more desperate to stop camping with blocks they will have to charge out and then be killed, provided that the lancers suck.

Quote
If a line of infantry would wipe out another line of infantry due to the line being wiped out not being able to play the game properly, would they be overpowered?

Ofcourse not. That is an entirely different thing. There both of them have the same equal standing and units. Lancers and Infantry are COMPLETELY different from line and line.

Quote
The beloved part about lancers is that so people know how to combat them, and thus getting high score counts is quite easy. Once you run into a Infantryman who knows his part of the melee, or a semi-skilled hussar, you will find that calling lancers overpowered is ridiculous.

It is not ridicolous at all. If the lancer is killed by the hussar it must mean he either had bad luck or sucks. Just stab the hussar horse and run away, rinse and repeat. If the infantryman knows his part of the melee he might win, but only if the lancer is much below average. 1V1 is a different case, there it is easier for the lancer still, but it depends on how long time the lancer is willing to spend to harass.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Thvle on June 30, 2013, 12:33:39 am
Please, devs, add the bayonet fix / unfix!

One thing: in taleworls forums have said that next week will draw a patch for warband ... for when will this version of NW?

Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Tali on June 30, 2013, 12:40:47 am
I suppose we'll just have to agree to disagreeing, and accept we wont change eachother's minds.

However, this statement
Spoiler
Just stab the hussar horse and run away, rinse and repeat.
[close]
is false, as you completely leave the superior speed of the hussar out of the equation. Nontheless, it's getting to late for keyboard rantings.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gokiller on June 30, 2013, 03:18:24 am
Please, devs, add the bayonet fix / unfix!

One thing: in taleworls forums have said that next week will draw a patch for warband ... for when will this version of NW?



With the Warband patch should come the NW patch. However they might have said that they would have finished it by next week. But I wouldn't but your hope to high... They could easily delay it again for a couple of weeks.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: The Norseman on June 30, 2013, 11:33:05 am
Agree to disagree it is then.

Quote
Please, devs, add the bayonet fix / unfix!

One thing: in taleworls forums have said that next week will draw a patch for warband ... for when will this version of NW?

The patch has been in work for a long time, or atleast I hope they are working on it and not just delaying. :P
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on June 30, 2013, 02:11:11 pm
Agree to disagree it is then.

Quote
Please, devs, add the bayonet fix / unfix!

One thing: in taleworls forums have said that next week will draw a patch for warband ... for when will this version of NW?

The patch has been in work for a long time, or atleast I hope they are working on it and not just delaying. :P

But... I think... that... with fix bayonet stuff... there will be... more shooting!!! :O No!!!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Thvle on June 30, 2013, 04:14:54 pm
Agree to disagree it is then.

Quote
Please, devs, add the bayonet fix / unfix!

One thing: in taleworls forums have said that next week will draw a patch for warband ... for when will this version of NW?

The patch has been in work for a long time, or atleast I hope they are working on it and not just delaying. :P

But... I think... that... with fix bayonet stuff... there will be... more shooting!!! :O No!!!

With no bayonet, increase accuracy a little bit, but not enough to be shooting all the time ... muskets had little accuracy.

I said because being able to put bayonet, and remove, giving more play and fun.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Duuring on July 01, 2013, 06:32:25 pm
People seem to forget the fact that classes are supposed to have strong and weak points. They aren't suppose to be equal, it takes away gameplay aspects.

Lancers may seem to have a huge advantage with their lance, but it really isn't. All you need to do is block down, which you can consider a major disadvantage for the lancer.
"But they can ride you over and destroy your block!"
Yes, and so can any cavalryman. And lancers can't ride you over and stab you in one go because the lance is too long for that.

Personally I love being lancer from time to time because people always decide to be a noob and try to stab me. That's not Lancer OP - It's people stupidity, and easy meat for any lancer.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: TORN on July 01, 2013, 07:28:14 pm
Most lancers are stupid too. They mostly don't realise the lenght of their lance. So they charge infantry like they are hussars or dragoons.
Giving me an easy chance to stab the horse and kill 'em
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Duuring on July 02, 2013, 01:45:32 am
The advantage is the lance is indeed its longer reach. Then people say he is OP because he uses that advantage. What, you want them to draw sabre and fight like a hussar with lesser stats?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: TORN on July 02, 2013, 01:49:04 am
Duuring pls, maek game fair pl0x
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Oposum on July 02, 2013, 09:19:59 am
And lancers can't ride you over and stab you in one go because the lance is too long for that.

You can bump-stab people with lance, just it takes 3-5 bump-stabs to kill someone so it's not really used.

Lancers are at serious disadvantage in 1 vs 1, mostly because 1 attack direction is just screaming for someone to chamber you, and you can't do crap against aware infantry man.

On pub games, lancers are OP since it's easy to circle around and pick off stragglers which don't have a bullet ready, but that mostly has to do with low skill levels and lack of situational awareness in pub games, rather than lancers being inherently OP. If you don't get shot down, heavy cavalry is even more ridiculous (outreaching bayonets, then tanking hits while dismounted, all the while slashing with your 1 hit kill sword which on swing has 10 range less than bayo, or outreaches it on stabs  ;))

Anyway, if lancers were to be nerfed, just dropping their riding skill a point or two will result with them being much easier targets.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Hadhod on July 03, 2013, 01:07:09 pm
Just form a square and deal with them :P
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: TORN on July 03, 2013, 01:32:47 pm
I've actually experienced that squares are ineffective against lancers.

Even the swagalicious squares of the 92nd  ;)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on July 03, 2013, 01:34:21 pm
I've actually experienced that squares are ineffective against lancers.

Even the swagalicious squares of the 92nd  ;)

But it seems like regiments use squares as pikes. But I am quite sure squares are mostly for the shooting. So that if cav walks around it that almost every man in the square can fire a deadly shot. I think it depends on the people using the square how effective it is. (You also have people saying: ''form square'' and then the nubs form a blob. That makes it even easier for cav... lol)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: TORN on July 03, 2013, 01:35:58 pm
Ah the blob. That can be a very effective move you know.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on July 03, 2013, 01:38:01 pm
Ah the blob. That can be a very effective move you know.

Mhh, before I joined the 91st I always was invite with Lionhearts cav regiment. Everytime we charged, the enemy formed a blob. People didn't know their place and they couldn't fire good shots, we just moved around and inside it and we smashed them like meat. (https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffarm5.static.flickr.com%2F4083%2F4967228772_5b97b3026f.jpg&hash=020814e435c42cea4b40f6b5eb7ca1554689baf3)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: TORN on July 03, 2013, 01:39:47 pm
Those regiments were then complete
Spoiler
nubs
[close]

I've always known how to handle in a blob. But it might be just me.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on July 03, 2013, 01:40:24 pm
To end this.

*Starts whispering*: 'Quite allot of regiments are nubs' :P
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Hadhod on July 03, 2013, 07:07:36 pm
I've actually experienced that squares are ineffective against lancers.

Even the swagalicious squares of the 92nd  ;)

Well there are rarely any events I remember where we got killed by the cav while being in a square, the only time that happens is, when we do the fun round against 70 cav. :D

But yeah I see your point, they may seem in effective, but if done right (and I believe we do it quite good :P )it helps reducing the amount of losses tremendously.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: TORN on July 03, 2013, 08:56:18 pm
I've actually experienced that squares are ineffective against lancers.

Even the swagalicious squares of the 92nd  ;)

Well there are rarely any events I remember where we got killed by the cav while being in a square, the only time that happens is, when we do the fun round against 70 cav. :D

But yeah I see your point, they may seem in effective, but if done right (and I believe we do it quite good :P )it helps reducing the amount of losses tremendously.
Indeed the only weak spots are the corners if everybody has fired their musket and is conviently reloading their musket
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: kpetschulat on July 12, 2013, 12:19:15 am
Guess what? Patch incoming!!! :D

The 1.157 patch beta build is live on Steam now. Non steam version and server updates will come in the morning tomorrow (around 10 hours from now).

Contains a fix for the new NW patch.

The athletics of ranged troops are all just one below what they originally were. No further equipment changes. You can check it all out by opting into the beta patch on steam by entering the password "beta".

If there are no problems with the build, we'll be releasing it on Monday or Tuesday of next week.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Wismar on July 12, 2013, 12:33:54 am
Uhm, Isn't that stuff we already knew...
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Thvle on July 12, 2013, 02:51:29 am
Wow nice the new unit for France, the Bavarian unit.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Davout on July 12, 2013, 03:04:43 am
Wow nice the new unit for France, the Bavarian unit.
huh?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Thvle on July 12, 2013, 03:40:44 am
Go to Steam, and select "Beta 1.157". Then, create a game and see that the French have a new unit.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Paul on July 12, 2013, 08:37:57 am
I just tried the beta and it is amazing! Now I know why it took so long  ;D
A movable sloop, the naval units and another new unit each for UK and France (KGL Hussars & Some Bavarian unit)
I honestly never would of guess you'd make the movable ship and new units but you did  :D

Now for the problems and  suggestions.
1. The Large Movable sloop/brig sinks in 1 cannon hit, I presume it's using the damage value from the smaller boats, so that needs fixing.
2. With the new small ships I have noticed being pushed off randomly.
3. In countless game modes like TDM on the Naval battle Map you spawn in the water.
And my suggestions are:
1. Put a couple swivel guns on the sloop
2.Make a few more naval battle maps with various styles. My first idea is a Frigate vs Frigate setting. I know the frigate doesn't move But make it a boarding scene, Load both with cannons place em close to eachother. To board you will need to put down a boarding plank and run across (Im sure you can quickly model, texture and code it to do that, sorta like a ladder). The ships don't need to be too close, but close enough for a decent 3 or so metre plank and to be able to fire broadsides at each other.
And for another map idea I have is a 2 sloops vs a stationary frigate. Again deck out the Frigate with guns, get one team to spawn evenly on either of the two Sloops and those two sloops will board the frigate. You guys can probably think of a better way to board the Frigate from the low Sloop maybe a 'F' Action thingy on the wall to 'climb' and teleport up.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Rejenorst on July 12, 2013, 08:58:56 am
Oh nice there's moveable sloops?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Paul on July 12, 2013, 09:02:17 am
Yes, here's a pic.
Also warning, massive image  :-\
Spoiler
(https://steamcommunity.com/sharedfiles/filedetails/?id=159438648)
[close]
Edit: And the image wont display for me :/ Right click the little document thing and select open in new tab.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Vorposten on July 12, 2013, 09:15:13 am
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud.steampowered.com%2Fugc%2F1117174702784543289%2FD6C711E779C53AC932E868F2EFD1B3CC7A5B054B%2F1024x640.resizedimage&hash=37366c9f1e8eed7e7f5840899d6224b9937ee5c6)

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F1117174702784562254%2F325D2F2DB1966D1CD010A9DB89AE1562D4138B6C%2F1024x640.resizedimage&hash=d2970b345ed65fedebce4611db35f7d298195dbf)
[close]

And finally some navy artillery (but in Sailor outfit  :-\)  ;D

Well done, fse.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gokiller on July 12, 2013, 09:18:31 am
that's lovely. Now they better be releasing this next week. And not wait another half year for the release...
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dom13WorstNW on July 12, 2013, 10:19:47 am
that's lovely. Now they better be releasing this next week. And not wait another half year for the release...

Lol we have suffered so long  :'( :'(
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Paul on July 12, 2013, 12:41:19 pm
It'd be nice if there were a server up :( Cos hosting your own server never works for me.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Onii on July 12, 2013, 01:35:29 pm
What a great thing to wake up to ^^
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Suede on July 12, 2013, 02:29:35 pm
Anyone from FSE, could you give us changelog?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Thvle on July 12, 2013, 02:33:42 pm
How to test the new mode of ships?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Paul on July 12, 2013, 03:22:02 pm
Host your own server, set it to battle,  find the 'Naval battle' map and play.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Onii on July 12, 2013, 03:56:24 pm
And the beta servers are up :)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on July 12, 2013, 03:57:36 pm
Aye Pirates!!! Arrrr!! Dekkbeard is how they will call me!

Sadly I forgot how to play the Beta. xD

EDit: Nvm.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: [91st] Official on July 12, 2013, 04:05:21 pm
Finally, Hussars for United Kingdom.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on July 12, 2013, 04:07:00 pm
Btw.

Why aren't there marines for Prussia, Russia and Austria? :)


Very nice that the ships move tho! Can't wait!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: kpetschulat on July 12, 2013, 05:34:25 pm
Those nations did not use Marines as much as the UK and France. And, especially not in the way the UK and France used them, which was as infantry.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on July 12, 2013, 05:41:28 pm
Those nations did not use Marines as much as the UK and France. And, especially not in the way the UK and France used them, which was as infantry.

But this isn't about how much, it's about balancing the faction. Nobody wants to play Russia, Prussia or Austria now. :)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: kpetschulat on July 12, 2013, 05:50:53 pm
Oh, so all the Prussian, Russian, and Austrian regiments don't want to play as Prussia, Russia, or Austria?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Suede on July 12, 2013, 05:52:59 pm
Will the link for non-steam version be available?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on July 12, 2013, 06:11:17 pm
Oh, so all the Prussian, Russian, and Austrian regiments don't want to play as Prussia, Russia, or Austria?

Wow... Are you not smart enough to think of 2 things.

First of al. Less regiments will make regiments with those factions.
Secondly. Pubbers won't play as them.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gokiller on July 12, 2013, 06:23:55 pm
Oh, so all the Prussian, Russian, and Austrian regiments don't want to play as Prussia, Russia, or Austria?

Wow... Are you not smart enough to think of 2 things.

First of al. Less regiments will make regiments with those factions.
Secondly. Pubbers won't play as them.

That still doesn't counter his statement.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: William on July 12, 2013, 06:44:11 pm
Here is my question, when will they release this!  :-\
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: dooomninja on July 12, 2013, 06:48:29 pm
Those nations did not use Marines as much as the UK and France. And, especially not in the way the UK and France used them, which was as infantry.

But this isn't about how much, it's about balancing the faction. Nobody wants to play Russia, Prussia or Austria now. :)

why? they will only have one less line to choose from (2 for france) and a partizani like unit and with Russia and Austria having the own unique units the only thing may be less people playing as Prussia but tba there isn't any advantage once the novelty wears off pubbers will go back to picking faction based on server population and regiments won't really change much, there won't be any special rules for them
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Crayon on July 12, 2013, 06:56:17 pm
Can't see any servers.

Wait, yes I can. They are just empty
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Onii on July 12, 2013, 07:01:56 pm
Here is my question, when will they release this!  :-\
Taleworld have said Monday or Tuesday next week.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: The Norseman on July 12, 2013, 07:20:06 pm
OOOO Goki VS Dekkers. Shitz bout to go down! I GOT YO BACK DEKKERS!

I would argue against kpteschulat, AND WIN in the end, but I know we would just go on and on and on with counter arguements. So Pls. I GOT YO BACK DEKKERS ANYTIME!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on July 12, 2013, 07:39:48 pm
OOOO Goki VS Dekkers. Shitz bout to go down! I GOT YO BACK DEKKERS!

I would argue against kpteschulat, AND WIN in the end, but I know we would just go on and on and on with counter arguements. So Pls. I GOT YO BACK DEKKERS ANYTIME!

Hehehe, that is good :p.

But the reason I think people will dislike those factions is because there isn't anything new.

Brittain has Sailors and the 1st Hussars and France has the German-ish regiment and sailors. So people want to play as the new classes and make regiments with those factions (Using the new units) and the pubbers will play the factions (Use the new classes, and I think sailor will be used, allot). This isn't about 'regiments won't play their factions anymore'. It's about future regiments. And the amount of regiments playing as Austria, Prussia or Russia is already on its minimal.

So my point is. If you add stuff to every faction, people will or might get interested in playing them again.
And there is an easy example. Did anyone notice the amount of people that made a marine regiment after they saw the marines? And now that the ships move, I think there will be more marine regiments in the future.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Thvle on July 12, 2013, 08:11:46 pm
Please, devs, add fix/unfix bayonet!! :D
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Wigster600 on July 12, 2013, 08:13:22 pm
Please, devs, add fix/unfix bayonet!! :D
They wont, due to high levels of "cannot be arsed".
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gokiller on July 12, 2013, 09:17:16 pm
Please, devs, add fix/unfix bayonet!! :D
They wont, due to high levels of "cannot be arsed".

Or a better one, "it is work that is not required to have a proper gameplay" and seeing they are working on another game they shouldn't have any reason to add it. I mean christ people I would be dam happy that they added those smaller sloops and the bigger one. I bet no one saw those coming same as the bavarian unit!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Furrnox on July 12, 2013, 11:36:54 pm
This have probably been said before but why the heavy nerf on arty? I mean I think arty is fine as it is. I don't ever think I have thought during a linebattle that the arty is op (other then when people like Attila controls it :P )
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Vincenzo on July 13, 2013, 01:40:42 am
There is no heavy nerf at all, play it.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: kpetschulat on July 13, 2013, 01:43:26 am
There is no heavy nerf at all, play it.

+1

Aside from a slight decrease to accuracy (For cannons) and a slightly less explosive radius (howitzers and mortars), artillery is still very much the same.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Thvle on July 13, 2013, 01:54:33 am
The set / remove the bayonet, and when you were with the bayonet, change the animation as the mod "Blood and Iron" would be two new features impressive.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Furrnox on July 13, 2013, 02:18:05 am
There is no heavy nerf at all, play it.
I can't there's no servers -_-
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Paul on July 13, 2013, 02:53:10 am
There is, but no players  :-\
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: kpetschulat on July 13, 2013, 02:54:55 am
TaleWorlds pulled the servers for patch/update release in a few days. They're finalizing everything. It's official that the update will be coming by next week.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Furrnox on July 13, 2013, 03:50:08 am
All and all a really nice patch I must say :3
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Rejenorst on July 13, 2013, 04:18:37 am
TaleWorlds pulled the servers for patch/update release in a few days. They're finalizing everything. It's official that the update will be coming by next week.


Sweet :)

Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Paul on July 15, 2013, 05:04:28 am
Back on to my suggestions, now that I've played the again.. For the time being till I think of more, ontop of the frigate and boarding it from the sloop, there needs to be a way to board the sloop by the row boats  ;D I've tested all possible ways of getting up but can't. I would of thought it was possible, so some way onto it please.
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1323.photobucket.com%2Falbums%2Fu597%2F1stPion_Paul%2F2013-07-15_00001_zpsa3bd43f1.jpg&hash=7528eda00879863b6366d4ddaf124df63b43d2a3)
[close]
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Crayon on July 16, 2013, 02:38:35 pm
Hey paul, upload some more pics of the new ships please.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gokiller on July 16, 2013, 05:10:52 pm
Hey paul, upload some more pics of the new ships please.


Why don't you just look them up yourself? Lol
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: kpetschulat on July 16, 2013, 05:18:52 pm
Hey paul, upload some more pics of the new ships please.


Why don't you just look them up yourself? Lol

Yes, because there is a vast array of NW patch beta screenshots.  :P
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Matthew on July 16, 2013, 05:20:20 pm
I think he means turn on the beta and go have a look yourself.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: kpetschulat on July 16, 2013, 05:24:42 pm
I know. I was just joking.  :-\
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Suede on July 16, 2013, 07:22:14 pm
Maybe he doesn't have NW on Steam :-\
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: kpetschulat on July 16, 2013, 07:27:14 pm
Maybe he doesn't have NW on Steam :-\

Actually, if this is the case, he'll need to go to TaleWorlds and apply for beta. Non-Steam Warband has a beta patch download, and you need to apply for it.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Thvle on July 16, 2013, 07:29:57 pm
To see if the Warband patch comes out today, and therefore the official 1.1 patch NW.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: kpetschulat on July 16, 2013, 07:34:20 pm
Well, the patch is supposed to be today, so we'll see.  ;)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Cooper on July 16, 2013, 08:49:31 pm
hmh... I expect midnight if it comes out today.  ;D
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Crayon on July 16, 2013, 09:07:31 pm
yes  I have the non steam version. There is no non steam beta for this new one that I can see.

As to it coming out today, we can but hope.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Paul on July 17, 2013, 08:05:43 am
Well, if you go back a couple pages you'll see the new sloop I posted with my suggestions and fixes :)
Edit: Oh and I forgot, but just remembered after seeing the change log... Austrian Grenadier Drummers I think can ride horses too, or maybe I'm wrong, but you don't mention it.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: MazZ on July 17, 2013, 09:03:38 am
Have linebattles allready been played on the beta? Just to see what the improvements are and if they are actually good for linebattles...

As for bugfix there is one thing I really like to see fixed, not sure if annyone else noticed but there is like somekind of upstab stun. Sometimes when a player blocks your upstab, you can't block his next attack. Could be deliberate but it is annoying as hell :(
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Paul on July 17, 2013, 09:09:28 am
None of the changes really effected stuff for 'line battles'.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Cooper on July 17, 2013, 09:18:19 am
None of the changes really effected stuff for 'line battles'.

They do.For example the new hussar unit makes the organizing easier if the cav is a hussar regiment and want to play as hussars.  ;)

Have linebattles allready been played on the beta? Just to see what the improvements are and if they are actually good for linebattles...

As for bugfix there is one thing I really like to see fixed, not sure if annyone else noticed but there is like somekind of upstab stun. Sometimes when a player blocks you upstab, you can't block his next attack. Could be deliberate but it is annoying as hell :(
I think this isn't a bug. It's a native thing.  :-\ You are  a bit paralysed after a heavy attack that you blocked. As heavier the weapon as higher is the chance to get such a situation.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: MazZ on July 17, 2013, 09:19:25 am
None of the changes really effected stuff for 'line battles'.

Arty and horses have been nerfed which affects linebattles, also maybe some performance bugs are introduced. (who knows)

Just saying would be worthwile to test it to avoid being sorry later. (hell it's their last patch, everything should be tested ! :P)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: zac on July 17, 2013, 09:23:44 am
Waiting for the update ;)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Vorposten on July 17, 2013, 09:33:25 am
I think they have to fix some stuff and will update it to NW patch 1.103  ;) They need some feedback from us.  ;D
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Paul on July 17, 2013, 09:39:15 am
One the point about the arty, a few pages earlier Vincenzo said they were only slightly nerfed, so it's not that big of a deal..
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: zac on July 17, 2013, 09:40:10 am
Also, while the bavarians speek german :) the KGL now speak english.....
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Paul on July 17, 2013, 10:15:08 am
Was it on purpose?  :o
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: zac on July 17, 2013, 10:16:01 am
Hope not,,because i liked it the way it was... :(  cant wait for the 10thRM to finally play as marines.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Paul on July 17, 2013, 10:26:11 am
The 1st battalion though  ;D
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: zac on July 17, 2013, 10:28:59 am
Only when the RM where used on Land, 1st Btn 2nd Btc,,but all gear the same ;)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Paul on July 18, 2013, 08:31:14 am
Well, the patch hasn't come out yet. So I really hope they're implementing feedback they have received.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gokiller on July 18, 2013, 02:11:18 pm
Well Lust say's the patch can be released today or tomorrow lol.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Cara on July 18, 2013, 02:24:50 pm
Well Lust say's the patch can be released today or tomorrow lol.

 :o

Can't wait
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gokiller on July 18, 2013, 02:28:31 pm
Don't have your hopes to high up though, last time they promised a day the patch wasn't released :p
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Cara on July 18, 2013, 02:36:54 pm
I know ^^ but this time we saw the work in the beta etc...
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gokiller on July 18, 2013, 02:38:08 pm
Well I mean Lust who said that the patch would be released either last monday or tuesday. :p
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Thvle on July 18, 2013, 03:05:00 pm
Do you think that the official version 1.1 will have some new news? Regarding changes to # 1, and the new unit bavarian in France, for example.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: kpetschulat on July 19, 2013, 02:48:54 pm
Well everyone, it's official.

Today we're releasing the links on the forums for both the Warband and the NW patch. Uploading right now.

The official release will be on monday morning to ensure that if anything goes wrong, we'll be able to deal with it quickly. It also has the benefit of avoiding interference with tournaments or weekend events like the Vikingr one. Also this weekend will give people a chance to port admin mods etc. since we're releasing the MS and everyone should be prepared for when the patch kicks in. We'll try to give an exact time for that before monday, in order to minimise downtime.

The patch has been unofficially released for non-Steam Warband and NW version. Steam versions of the patches will be released come Monday.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Thvle on July 19, 2013, 03:52:05 pm
Well everyone, it's official.

Today we're releasing the links on the forums for both the Warband and the NW patch. Uploading right now.

The official release will be on monday morning to ensure that if anything goes wrong, we'll be able to deal with it quickly. It also has the benefit of avoiding interference with tournaments or weekend events like the Vikingr one. Also this weekend will give people a chance to port admin mods etc. since we're releasing the MS and everyone should be prepared for when the patch kicks in. We'll try to give an exact time for that before monday, in order to minimise downtime.

The patch has been unofficially released for non-Steam Warband and NW version. Steam versions of the patches will be released come Monday.

Still no. A throughout the day (today)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Furrnox on July 19, 2013, 04:44:40 pm
Does anyone know if a new newsletter is coming or not?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: kpetschulat on July 19, 2013, 04:47:03 pm
Yes. It's coming with the NW patch. It's going to be a big one, or at least it should be, since there has been so much time in between.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Furrnox on July 19, 2013, 04:48:42 pm
Yes. It's coming with the NW patch. It's going to be a big one, or at least it should be, since there has been so much time in between.
Sweet might make me donate then :P
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Thvle on July 19, 2013, 04:59:43 pm
Yes. It's coming with the NW patch. It's going to be a big one, or at least it should be, since there has been so much time in between.
Sweet might make me donate then :P

The avatar is... Arnold? hahah  ;D
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Suede on July 19, 2013, 06:22:32 pm
pre-released
http://forums.taleworlds.com/index.php/topic,280170.0.html

Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Thvle on July 19, 2013, 06:27:48 pm
This link is faster than Taleworlds servers!

https://www.fsegames.eu/mb_warband_napoleonic_wars_setup_1102.exe
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gokiller on July 19, 2013, 06:31:06 pm
I'll just wait till monday with the steam release. I doubt they will update the official servers anyway till Monday.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Thvle on July 19, 2013, 06:32:44 pm
I'll just wait till monday with the steam release. I doubt they will update the official servers anyway till Monday.

The offcial servers not, but... yes the unnoficial :D
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gokiller on July 19, 2013, 06:34:14 pm
I'll just wait till monday with the steam release. I doubt they will update the official servers anyway till Monday.

The offcial servers not, but... yes the unnoficial :D

And the official servers are the only servers I play somewhat on. ;)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Paul on July 20, 2013, 02:15:08 am
So.. They didn't fix the boat damage or add anything else as you see here,  "This will be the same as the patch released on Monday, provided there are no issues."
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Crayon on July 20, 2013, 03:55:46 am
Lord Vincenzo or Olafson!

I see that the Rifle Sergeants have been brought up to the same accuracy as the rifle rankers as promised.

There is one problem, the British 95th Sergeants have been left out and still have the old terrible accuracy. The other factions are fine.

I hope this can be fixed before the patch goes official!

Cheers.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Newkirk on July 20, 2013, 03:58:48 am
Lord Vincenzo or Olafson!

I see that the Rifle Sergeants have been brought up to the same accuracy as the rifle rankers as promised.

There is one problem, the British 95th Sergeants have been left out and still have the old terrible accuracy. The other factions are fine.

I hope this can be fixed before the patch goes official!

Cheers.
+1
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Paul on July 20, 2013, 07:12:02 am
Wouldn't it be great if there were Sergeant classes for all line with pikes...
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Menelaos on July 20, 2013, 09:27:25 am
It's been asked and declined, I really doubt it.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Joseph Graham on July 20, 2013, 10:22:49 am
It'd be better if they removed Rocket Artillery. Useless class anyway.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Burakkuada on July 20, 2013, 10:31:56 am

It'd be better if they removed Rocket Artillery. Useless class anyway.

[youtube]http://www.youtube.com/watch?v=umDr0mPuyQc[/youtube]
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gokiller on July 20, 2013, 10:48:03 am
It'd be better if they removed Rocket Artillery. Useless class anyway.

that's a joke right?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Suede on July 20, 2013, 10:59:29 am
Are any of new movable ships present on some old map, like instead of boats?
And, those two ships, with large cannon and two rockets, they can't fire from it, right?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Crayon on July 20, 2013, 03:50:02 pm
Lord Vincenzo or Olafson!

I see that the Rifle Sergeants have been brought up to the same accuracy as the rifle rankers as promised.

There is one problem, the British 95th Sergeants have been left out and still have the old terrible accuracy. The other factions are fine.

I hope this can be fixed before the patch goes official!

Cheers.

Just going to quote myself to increase the chances of this being noticed.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gokiller on July 20, 2013, 04:44:08 pm
Spoiler
Lord Vincenzo or Olafson!

I see that the Rifle Sergeants have been brought up to the same accuracy as the rifle rankers as promised.

There is one problem, the British 95th Sergeants have been left out and still have the old terrible accuracy. The other factions are fine.

I hope this can be fixed before the patch goes official!

Cheers.

Just going to quote myself to increase the chances of this being noticed.
[close]

If you really want them to notice it, you might just want to send a PM to Olafson or any other developer. I believe that Vince is on holiday.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Crayon on July 20, 2013, 05:03:37 pm
Spoiler
Lord Vincenzo or Olafson!

I see that the Rifle Sergeants have been brought up to the same accuracy as the rifle rankers as promised.

There is one problem, the British 95th Sergeants have been left out and still have the old terrible accuracy. The other factions are fine.

I hope this can be fixed before the patch goes official!

Cheers.

Just going to quote myself to increase the chances of this being noticed.
[close]
If you really want them to notice it, you might just want to send a PM to Olafson or any other developer. I believe that Vince is on holiday.

AH. Ok.
Done.

Here's some pics of the new units for those who haven't seen them:
New boats, Royal Marine:
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F5582%2Feu3b.jpg&hash=5bc9a80457ad12d5cf7872f423d8726b47c8bfb9) (http://imageshack.us/photo/my-images/21/eu3b.jpg/)

KGL Hussar (UK)
Uploaded with ImageShack.us (http://imageshack.us)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimg594.imageshack.us%2Fimg594%2F9902%2Fgbxb.jpg&hash=a5c27e9a8a24d030b71212e58250aaad165d72f3) (http://imageshack.us/photo/my-images/594/gbxb.jpg/)

New Controllable Sloop
Uploaded with ImageShack.us (http://imageshack.us)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimg571.imageshack.us%2Fimg571%2F2894%2Fc298.jpg&hash=d1b35147734dbbb3905738510bd17d606fd3b816) (http://imageshack.us/photo/my-images/571/c298.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

Bavarian Infantry (France)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimg571.imageshack.us%2Fimg571%2F8236%2Fu9ce.jpg&hash=52806d1d67fbda44fe207239bf233f80e74536bc) (http://imageshack.us/photo/my-images/571/u9ce.jpg/)


Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Burakkuada on July 20, 2013, 05:09:01 pm
Tbh, all of the new units expect the English hussars are quite ugly...
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: joer5835 on July 20, 2013, 05:14:42 pm
dear god, dem graphics
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Onii on July 20, 2013, 05:16:24 pm
Tbh, all of the new units expect the English hussars are quite ugly...
I quite like the bavarians :3
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Crayon on July 20, 2013, 05:21:22 pm
dear god, dem graphics

Have them low for the vast commander battles.

Should have turned them up again for the pics...  :o

Tbh, all of the new units expect the English hussars are quite ugly...

I think they look quite splendid (graphics permitting)


Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on July 20, 2013, 05:21:55 pm
I love the British Hussars o_O
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Burakkuada on July 20, 2013, 05:22:54 pm
I love the British Hussars o_O
Me too <3
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: William on July 20, 2013, 06:18:10 pm
Controllable ships, me gusta, all we need are broadsides and grappling hooks  :D
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Joseph Graham on July 20, 2013, 06:21:34 pm
The new patch of NW is the worth thing I've ever see, the ships are ridiculous ( no cannons -even if there are crew ship artillery units-, no collisions ( the boats go straight through the other ))

^ This doesn't bode well.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Cooper on July 20, 2013, 09:21:39 pm
I love the British Hussars o_O

Me too  :-* :-*
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Pilophas on July 20, 2013, 10:14:48 pm
Really nice that there are Husars for GB now  :D
Sadly Steam doesn't give me the opinion to take part in the beta...
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Onii on July 20, 2013, 10:41:14 pm
All you have to do is type beta in the code type field :)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gokiller on July 20, 2013, 10:49:43 pm
The new patch of NW is the worth thing I've ever see, the ships are ridiculous ( no cannons -even if there are crew ship artillery units-, no collisions ( the boats go straight through the other ))

^ This doesn't bode well.

The guy is just a QQer, nothing more. He seems to have some issues.  ::)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Crayon on July 21, 2013, 04:51:29 pm
The new patch of NW is the worth thing I've ever see, the ships are ridiculous ( no cannons -even if there are crew ship artillery units-, no collisions ( the boats go straight through the other ))

^ This doesn't bode well.

The guy is just a QQer, nothing more. He seems to have some issues.  ::)

What the blazes is a QQer? :o
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on July 21, 2013, 05:01:47 pm
The new patch of NW is the worth thing I've ever see, the ships are ridiculous ( no cannons -even if there are crew ship artillery units-, no collisions ( the boats go straight through the other ))

^ This doesn't bode well.

The guy is just a QQer, nothing more. He seems to have some issues.  ::)

What the blazes is a QQer? :o

QQ = Cry  so QQ'er = Cryer = Somebody that cry's / whines allot :P
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Crayon on July 21, 2013, 11:32:11 pm
Spoiler
The new patch of NW is the worth thing I've ever see, the ships are ridiculous ( no cannons -even if there are crew ship artillery units-, no collisions ( the boats go straight through the other ))

^ This doesn't bode well.

The guy is just a QQer, nothing more. He seems to have some issues.  ::)

What the blazes is a QQer? :o

QQ = Cry  so QQ'er = Cryer = Somebody that cry's / whines allot :P
[close]

Ahh.
 ;D
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: SeanBeansShako on July 22, 2013, 12:51:24 am
I'd like to thank FSE for giving the British Hussars at last.

Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dom13WorstNW on July 22, 2013, 02:21:47 am
I'd like to thank FSE for giving the British Hussars at last.
+10  :)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: kpetschulat on July 22, 2013, 01:37:33 pm
For the current update, we're looking at the issue of this overlay operation. This could delay the release of the patch depending on where the error lies exactly.
OK we've looked at the issue regarding the presentation operations. The patch will be delayed until that is resolved and the release will be at some point during this week.

Sorry for the delay and thanks to those who reported issues and helped us to address the problem quickly.

Another delay, lads. Possibility it will still be released this week.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Furrnox on July 22, 2013, 01:48:34 pm
God dammit Taleworlds :(
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: zac on July 22, 2013, 01:50:53 pm
Damn,,and we just finished updating all the MOV Australian servers :/
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Vincenzo on July 22, 2013, 02:25:05 pm
Since I'm back from my holiday for 1 day to take care of some business I fixed a few things the guys reported here and other places and made a 1.103 version.

Fixed boat collisions, and health of the big ship... could not reproduce the KGL talking english they talk german for me?
also fixed some commander battle problems with sailors and marines... I think its good to release.

I'm uploading it and will leave it to Olafson to actually release it. since I'm going back to my holiday.

Have a good summer guys.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: zac on July 22, 2013, 02:30:17 pm
KGl now speaker German ;) must have been a bug with me,Anyway thanks for all the hard work and have fun, u deserve it ;)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Thvle on July 22, 2013, 03:24:18 pm
? I do not understand ... I when I played with UK, I have seen many times  infantry  speaks German ... :S
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Dekkers on July 22, 2013, 03:28:12 pm
Because the 5th KGL is a German regiment? Idk
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Desert Thunda on July 22, 2013, 03:43:51 pm
Because the 5th KGL is a German regiment? Idk

I bet their Chinese  ::)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Newkirk on July 22, 2013, 04:19:31 pm
Since I'm on vacation I don't know if the UK rifle sergeant s accuracy unadvertised, but if not please do fix it! Hearts will be broken if not. :(
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: kpetschulat on July 22, 2013, 06:05:48 pm
Just ant to put this back here...

I have a suggestion, it's not hard at all to make this happen.

In commander battle, when a player chooses to bring a company of artillery, he is accompanied by artillery guard artillerists. Now, I was wondering, and would like to suggest, is it possible to do the same thing for every other gamemode? There will be four options when choosing artillery...

Ranker: Ramrod, Cannon Lighter, Side-Sabre,
Guard: Musket, Ramrod,
Sergeant: Artillery Horse, Artillery Option, Cannon Lighter, Side-Sabre, also a suggestion to add a Ramrod,
Officer: Telescopic Sight, Cannon Lighter, Officer Sword.

Is this fairly easy to implement? If you can add Marines to two factions, you should be able to add an artillerist guard to the artillery for each faction as well.

The addition of a new unit to the artillery per each faction is simply copy and paste, and replace the sabre briquet or cannon lighter with a musket. It also will not lag the game any further, since it's adding one new unit to each faction, for a total of eleven new units with this new patch. (My count includes the new marine units and the artillerist guards.)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gurkha on July 22, 2013, 07:33:02 pm
When is the patch coming out?  ???
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: fireboy on July 22, 2013, 07:45:09 pm
When is the patch coming out?  ???


Whenever Olafson feels like i guess.



Since I'm back from my holiday for 1 day to take care of some business I fixed a few things the guys reported here and other places and made a 1.103 version.

Fixed boat collisions, and health of the big ship... could not reproduce the KGL talking english they talk german for me?
also fixed some commander battle problems with sailors and marines... I think its good to release.

I'm uploading it and will leave it to Olafson to actually release it. since I'm going back to my holiday.

Have a good summer guys.

Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Gokiller on July 22, 2013, 08:02:07 pm
I can be wrong here, but I think Vince only means that Olafson can release that "forward version" with the fixes Vince made just like they did on talewords. I have doubts that he can release the steam version, seeing I believe that's all done through taleworlds as well. (once again, could be wrong here).
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Cara on July 22, 2013, 08:14:13 pm
Taleswords again and again  :(
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Vincenzo on July 22, 2013, 08:52:27 pm
The rifle sarge is fixed yes...

We won't add more units with ramrods, though people will always drop ramrods now, even if they are not holding them in their hands.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Burakkuada on July 22, 2013, 10:32:15 pm
I can't wait for the patch, sounds great ;D

One question though, will boats be controlled by one person?

Thanks Vince and thanks to the FSE team, take your time. Better if it were to come out later without having to update than a pre-mature release ending with confusion and failure...

Have a nice holiday Vince ;)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: fireboy on July 22, 2013, 10:35:31 pm
I can be wrong here, but I think Vince only means that Olafson can release that "forward version" with the fixes Vince made just like they did on talewords. I have doubts that he can release the steam version, seeing I believe that's all done through taleworlds as well. (once again, could be wrong here).


Yeah my bad i misread what Vince posted.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: William on July 22, 2013, 10:46:53 pm
The rifle sarge is fixed yes...

We won't add more units with ramrods, though people will always drop ramrods now, even if they are not holding them in their hands.

 :D :D :D :D :D :D :D
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: SeanBeansShako on July 23, 2013, 01:12:25 am
Can we get the patch notes ASAP in this thread?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Crayon on July 23, 2013, 03:19:34 am
All good stuff.

Cheers Vincey.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Furrnox on July 23, 2013, 03:20:55 am
Can we get the patch notes ASAP in this thread?
That would be cool yeah :D
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Menelaos on July 23, 2013, 05:31:31 pm
Sorry for the delay on the release. It will likely come tomorrow once we've straightened out a problem with Native. The server files will come out then as well.

Patch is bound to be very soon.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Crayon on July 23, 2013, 05:58:07 pm
A Changelog before release would be swell.

Can we have it Lord Vincenzo/Olafson?   ;)

Also: I remember reading that the Dragoons melee bug would be fixed for Commander Battles (at the minute they will switch to musket butts in melee after a while, making them very dead very quick), is it in the patch?
I couldn't test it with the Beta as there were no Commander Servers.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: MazZ on July 23, 2013, 06:24:07 pm
I gues this applies :)

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg51%2F5057%2F6f30.jpg&hash=a1e80e7945b2f7371c6b06ba728416390963ab3e)
[close]
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Desert Thunda on July 23, 2013, 06:25:28 pm
A Changelog before release would be swell.

Can we have it Lord Vincenzo/Olafson?   ;)

Also: I remember reading that the Dragoons melee bug would be fixed for Commander Battles (at the minute they will switch to musket butts in melee after a while, making them very dead very quick), is it in the patch?
I couldn't test it with the Beta as there were no Commander Servers.

Go to host a game and than put on Commander Battle than go to melee with them and than see if they change to swords or not.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Menelaos on July 23, 2013, 07:45:31 pm
A Changelog before release would be swell.

Can we have it Lord Vincenzo/Olafson?   ;)

Also: I remember reading that the Dragoons melee bug would be fixed for Commander Battles (at the minute they will switch to musket butts in melee after a while, making them very dead very quick), is it in the patch?
I couldn't test it with the Beta as there were no Commander Servers.

Taleworlds will be publishing it, since it's their game.. I'll post it when everything is released here.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Crayon on July 23, 2013, 09:38:46 pm
A Changelog before release would be swell.

Can we have it Lord Vincenzo/Olafson?   ;)

Also: I remember reading that the Dragoons melee bug would be fixed for Commander Battles (at the minute they will switch to musket butts in melee after a while, making them very dead very quick), is it in the patch?
I couldn't test it with the Beta as there were no Commander Servers.

Go to host a game and than put on Commander Battle than go to melee with them and than see if they change to swords or not.

I'm non steam and I've already switched back. Not installing/uninstalling again.

Perhaps a steam user here could do it (just tick it in steam I hear) and report back, like a true born hero?
Title: Patch Update
Post by: Menelaos on July 24, 2013, 12:26:34 am
Update for you!

The server files have been added now.

Aiming for a 1200 - 1400 BST release on the main page and steam. It's a little late notice but it's something to help smooth the transition for those running servers etc.
Title: Re: Patch Update
Post by: caseofinsanity on July 24, 2013, 12:36:23 am
Update for you!

The server files have been added now.

Aiming for a 1200 - 1400 BST release on the main page and steam. It's a little late notice but it's something to help smooth the transition for those running servers etc.

Where are the server files and the source codes for the latest version?
Really need to get them updated ASAP before the event that I organised tonight :<
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Menelaos on July 24, 2013, 12:40:02 am
For an NA event for tonight, you will not need them. It's going to be released after it most likely.

http://forums.taleworlds.com/index.php/topic,280170.0.html
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Thvle on July 24, 2013, 02:22:46 pm
The final changelog for this new patch is:

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.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Crayon on July 24, 2013, 02:36:24 pm
The WB patch is up for DL on main TW site: http://www.taleworlds.com/main.aspx?dir=download.aspx?type=2

Just waiting for the NW now.

 8)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: zac on July 24, 2013, 02:46:25 pm
My Warband on steam juts downloaded something ;)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Desert Thunda on July 24, 2013, 02:47:50 pm
Yep it s out  8)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Cooper on July 24, 2013, 02:54:36 pm
Finally!  ;D
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Agovich on July 24, 2013, 03:00:44 pm
NW patch for non-Steam users given?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Friedrich on July 24, 2013, 03:01:08 pm
Any official approvals (by TW or FSE)?

NW patch for non-Steam users given?
This
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Crayon on July 24, 2013, 03:06:45 pm
NW patch for non-Steam users given?

http://www.taleworlds.com/main.aspx?dir=download.aspx?type=5

Second dl server was farrr quicker for me.


 8)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: cenzila on July 24, 2013, 03:15:36 pm
On The note of servers

The servers will remain under the new FSE_Official... names for the time being, yet all ban-lists and such will be moved over!
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: SeanBeansShako on July 24, 2013, 03:52:06 pm
I am liking the look of the Bavarians fighting under the French and the Hussars. Both are nice surprises. Good work Admiral.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Killington on July 24, 2013, 05:28:32 pm
Those bavarians, so awesome....   ;D :D
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: DarthJezus on July 24, 2013, 06:17:17 pm
I have the Steam version and it wasn't updated, I tried exiting Steam and logging back in but nothing ever downloaded.
Quote
2.) Now you see a small popup, along the top there are several tabs, slide your gaze along until you find the one titled “BETAS”.
Also, I don't see the "BETAS" tab in my game's properties so I don't really know what to do.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Killington on July 24, 2013, 07:13:56 pm
DarthJesus I had the same issue. I reinstalled warband and it now works :)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Sparrow1617 on July 25, 2013, 07:05:40 pm
Terrible patch... I was expecting much more from the naval side of things!

New ships should be destructible, and the new sailable schooner does not have gun ports, and the gun ports on the frigate is not scaled correctly... If guns are scaled to fit gun ports, there is no way to see the target. Why is the Frigate not sailable?

Where is the waves and the wind? and the sea spray? Sailors should be able to rig the sails for movement of the ship, we need marines up in the crow's nest, and we need the ship rolling over the waves! It's all so... unrealistic... Beautiful ship models though, but unrealistic!

I would have expected a ship that could be operated by a whole crew... Sailors to rig the sails for the appropriate wind, captains blaring orders to crew members and turning these lifeless beasts into a war machine, gunners loading and running out guns on the gun decks giving devastating broadsides to enemy ships and crew, Marine sharpshooters up in the crow's nest picking of enemy officers on deck. Grappling hooks for boarding animations. Multiple deck levels for bigger ships, and more ship models: Sloops, Schooners, Brigs, Frigates, Ship of the line etc...

Come on guys, the idea is there, but not quite there yet give our beloved Napoleonic wars something new and exciting! The new naval battles are extremely popular, but I fear it ain't going to last long... PLEASE be the first descent age of sail game!!!  :'(

Nice work on the new land units though! Very well done
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Wigster600 on July 25, 2013, 07:12:17 pm
Terrible patch... I was expecting much more from the naval side of things!

New ships should be destructible, and the new sailable schooner does not have gun ports, and the gun ports on the frigate is not scaled correctly... If guns are scaled to fit gun ports, there is no way to see the target. Why is the Frigate not sailable?

Where is the waves and the wind? and the sea spray? Sailors should be able to rig the sails for movement of the ship, we need marines up in the crow's nest, and we need the ship rolling over the waves! It's all so... unrealistic... Beautiful ship models though, but unrealistic!

I would have expected a ship that could be operated by a whole crew... Sailors to rig the sails for the appropriate wind, captains blaring orders to crew members and turning these lifeless beasts into a war machine, gunners loading and running out guns on the gun decks giving devastating broadsides to enemy ships and crew, Marine sharpshooters up in the crow's nest picking of enemy officers on deck. Grappling hooks for boarding animations. Multiple deck levels for bigger ships, and more ship models: Sloops, Schooners, Brigs, Frigates, Ship of the line etc...

Come on guys, the idea is there, but not quite there yet give our beloved Napoleonic wars something new and exciting! The new naval battles are extremely popular, but I fear it ain't going to last long... PLEASE be the first descent age of sail game!!!  :'(

Nice work on the new land units though! Very well done
Coding something like that for warband would be awesome but would take decades.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: William on July 25, 2013, 07:15:40 pm
Terrible patch... I was expecting much more from the naval side of things!

New ships should be destructible, and the new sailable schooner does not have gun ports, and the gun ports on the frigate is not scaled correctly... If guns are scaled to fit gun ports, there is no way to see the target. Why is the Frigate not sailable?

Where is the waves and the wind? and the sea spray? Sailors should be able to rig the sails for movement of the ship, we need marines up in the crow's nest, and we need the ship rolling over the waves! It's all so... unrealistic... Beautiful ship models though, but unrealistic!

I would have expected a ship that could be operated by a whole crew... Sailors to rig the sails for the appropriate wind, captains blaring orders to crew members and turning these lifeless beasts into a war machine, gunners loading and running out guns on the gun decks giving devastating broadsides to enemy ships and crew, Marine sharpshooters up in the crow's nest picking of enemy officers on deck. Grappling hooks for boarding animations. Multiple deck levels for bigger ships, and more ship models: Sloops, Schooners, Brigs, Frigates, Ship of the line etc...

Come on guys, the idea is there, but not quite there yet give our beloved Napoleonic wars something new and exciting! The new naval battles are extremely popular, but I fear it ain't going to last long... PLEASE be the first descent age of sail game!!!  :'(

Nice work on the new land units though! Very well done

And you are an expert-MLG-Supreme coder who can do this?
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Killington on July 25, 2013, 07:21:45 pm
Terrible patch... I was expecting much more from the naval side of things!

New ships should be destructible, and the new sailable schooner does not have gun ports, and the gun ports on the frigate is not scaled correctly... If guns are scaled to fit gun ports, there is no way to see the target. Why is the Frigate not sailable?

Where is the waves and the wind? and the sea spray? Sailors should be able to rig the sails for movement of the ship, we need marines up in the crow's nest, and we need the ship rolling over the waves! It's all so... unrealistic... Beautiful ship models though, but unrealistic!

I would have expected a ship that could be operated by a whole crew... Sailors to rig the sails for the appropriate wind, captains blaring orders to crew members and turning these lifeless beasts into a war machine, gunners loading and running out guns on the gun decks giving devastating broadsides to enemy ships and crew, Marine sharpshooters up in the crow's nest picking of enemy officers on deck. Grappling hooks for boarding animations. Multiple deck levels for bigger ships, and more ship models: Sloops, Schooners, Brigs, Frigates, Ship of the line etc...

Come on guys, the idea is there, but not quite there yet give our beloved Napoleonic wars something new and exciting! The new naval battles are extremely popular, but I fear it ain't going to last long... PLEASE be the first descent age of sail game!!!  :'(

Nice work on the new land units though! Very well done

As great as that would be, most of it is impossible with the Mount and Blade engine. Be thankful that we got what we got, cool boats, rebalancing and some cool units. The team has to focus on BCoF now, this is the last update for NW and it's pretty damn fine.
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Samurai134 on July 26, 2013, 04:13:37 am
Cool!!  ::) ::) ::) 8) 8) 8) ??? ??? ??? ;D ;D :D :D :D :) :) :) ;) ;)
Title: Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Post by: Sparrow1617 on July 31, 2013, 09:21:32 am
Terrible patch... I was expecting much more from the naval side of things!

New ships should be destructible, and the new sailable schooner does not have gun ports, and the gun ports on the frigate is not scaled correctly... If guns are scaled to fit gun ports, there is no way to see the target. Why is the Frigate not sailable?

Where is the waves and the wind? and the sea spray? Sailors should be able to rig the sails for movement of the ship, we need marines up in the crow's nest, and we need the ship rolling over the waves! It's all so... unrealistic... Beautiful ship models though, but unrealistic!

I would have expected a ship that could be operated by a whole crew... Sailors to rig the sails for the appropriate wind, captains blaring orders to crew members and turning these lifeless beasts into a war machine, gunners loading and running out guns on the gun decks giving devastating broadsides to enemy ships and crew, Marine sharpshooters up in the crow's nest picking of enemy officers on deck. Grappling hooks for boarding animations. Multiple deck levels for bigger ships, and more ship models: Sloops, Schooners, Brigs, Frigates, Ship of the line etc...

Come on guys, the idea is there, but not quite there yet give our beloved Napoleonic wars something new and exciting! The new naval battles are extremely popular, but I fear it ain't going to last long... PLEASE be the first descent age of sail game!!!  :'(

Nice work on the new land units though! Very well done

As great as that would be, most of it is impossible with the Mount and Blade engine. Be thankful that we got what we got, cool boats, rebalancing and some cool units. The team has to focus on BCoF now, this is the last update for NW and it's pretty damn fine.

True what you are saying about the engine, however this engine could handle cannons on the ships, without too much coding. Hell I think a modder would be able to do that. Look at this: http://m.pcgamer.com/2012/07/02/carribbean-is-a-pirate-rpg-from-the-makers-of-mount-blades-expansion this shows that in fact it is possible, maybe not all of what I mentioned but most of it to give the new naval system a bit more life. Anyway it still stays one of my favourite games, gg on that!