Flying Squirrel Entertainment

Developer's Corner => News & Announcements => Topic started by: Vincenzo on January 17, 2018, 11:57:40 am

Title: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Vincenzo on January 17, 2018, 11:57:40 am
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Vincenzo on January 17, 2018, 12:11:31 pm
New server console commands:
commander_battle_rambo <value> #cb rambo 1 is on, 0 is off
commander_battle_no_spread <value>  # 0 is off, 1 is on.  disable line inf spread
limit_medic <value> #sets the limit for medic units in each team (0-100)
custom_maps_enabled <value> # 0-100  selects the number of custom maps that can be chosen from
admin_white_list_enabled <value> # only allow admins from the cd key id whitelist 1 is on, 0 is off
admin_white_list_key <value> # Any id entered here will be added to the white list for admins.
custom_command1  <value> # toggle welcome message on or off.  0 is off, 1 is on
custom_command2  <value> # toggle competitive score on or off.  0 is off, 1 is on.
custom_command3  <value> # set the no rambo range in commander battle. (0-100)
custom_command4  <value> # set the limit on the number of artillery trains available (0-100)
#custom_commands 5-10 are not used currently but modders can use them
set_disallow_ranged_weapons #sets if ranged weapons are allowed or not.  Note, this will only effect people who spawn after this is set. 0 is off, 1 is on. 

What also got added for dedicated servers is the ability to set the maximum FPS of the server higher from its default 120 FPS setting.
with the command:
set_server_fps_limit  #takes values 10-1000

Be carefull with this, it will create unnessisary high load on the server box, it is made for perhaps small clan competitive matches to have in theory slightly better server responsivness and physics acuracy... But the difirence will probably be neglectable.

New faction to add to your server rotation:
add_factions fac_rhine fac_rhine


how about the sideblock fixing, were the hitboxes the only change in order to 'reduce pokes', did u nullify unblockable cheat and what about the rumoured other anticheat measures?
Sideblock is fixed. and you have to test our edits on pokes. the unblockable is fixed too.
I'm sure we forgot to mention many things in the change log, we did so much.

Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Fwuffy on January 17, 2018, 12:13:22 pm
how about the sideblock fixing, were the hitboxes the only change in order to 'reduce pokes', did u nullify unblockable cheat and what about the rumoured other anticheat measures?
Sideblock is fixed. and you have to test our edits on pokes. the unblockable is fixed too.
I'm sure we forgot to mention many things in the change log, we did so much.
ty very much, will definitely test it out
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Ckne~ on January 17, 2018, 12:16:20 pm
To update our servers, just replace the existing files with the new ones?
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Vincenzo on January 17, 2018, 12:19:58 pm
To update our servers, just replace the existing files with the new ones?
yes.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Ambiguous on January 17, 2018, 12:29:21 pm
HYPE
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Lorucas on January 17, 2018, 12:36:45 pm
Nice! One more cuestion, are you thinking on add some new factions? ::)
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: SkyBier on January 17, 2018, 01:05:00 pm
an update for nw! no i can die in piece  :)
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: John Price on January 17, 2018, 01:05:29 pm
Warning to any server owners, you will lose your scripts (obviously) when you update so make sure you update those as well.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: TheQuickOne on January 17, 2018, 01:20:02 pm
Looks great! A big thank you to everyone who made this happen.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Hinkel on January 17, 2018, 01:21:50 pm

EDIT: Nvm... found it  :o 8)

And: Looks nice :)
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Marks on January 17, 2018, 01:32:28 pm
finally
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Shadow on January 17, 2018, 01:44:23 pm
finally

 :o :o :o

Looks good, everyone!  Thank you for your hard work. <3 :-*
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Malkolm R. Lind on January 17, 2018, 01:53:26 pm
Marvelous!
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Rastignac on January 17, 2018, 02:08:56 pm
Some very interesting and useful updates included BUT, I must say, a major disappointment about the new faction. We now have three germanic factions in NW, I feel Rheinbund doesn't really add anything to the game, compared to how much more refreshing could such addition be, had it been something REALLY new, whether Spain, Duchy of Warsaw or Italian States.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Dealen on January 17, 2018, 02:11:51 pm
Amazing Vince, this is so fantastic  8)
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Furrnox on January 17, 2018, 02:12:25 pm
Some very interesting and useful updates included BUT, I must say, a major disappointment about the new faction. We now have three germanic factions in NW, I feel Rheinbund doesn't really add anything to the game, compared to how much more refreshing could such addition be, had it been something REALLY new, whether Spain, Duchy of Warsaw or Italian States.
Well at least you can look like a rainbow on the battlefield with Rheinbund.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Rastignac on January 17, 2018, 02:17:57 pm
Some very interesting and useful updates included BUT, I must say, a major disappointment about the new faction. We now have three germanic factions in NW, I feel Rheinbund doesn't really add anything to the game, compared to how much more refreshing could such addition be, had it been something REALLY new, whether Spain, Duchy of Warsaw or Italian States.
Well at least you can look like a rainbow on the battlefield with Rheinbund.

Or like a strawberry-flavour candy, if you pick the lancer.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Gokiller on January 17, 2018, 02:23:30 pm
Well done lads.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Dark_Knight on January 17, 2018, 02:33:22 pm
much better than expected! Good work! :-*
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: BlackTemplar on January 17, 2018, 02:47:31 pm
very nice :)
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Eamon on January 17, 2018, 02:48:50 pm
Well done boys, keeping the drug addiction alive
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Harald Wulfstan on January 17, 2018, 03:27:02 pm
Was the bug with white boat fixed? When someone kicks person, sitting near steer, it dies with headshot.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Ottoman Empire on January 17, 2018, 03:40:34 pm
Great, you just added a third German faction instead of adding something different like Ottoman Empire.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Onii on January 17, 2018, 03:44:00 pm
Neat
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: cenzila on January 17, 2018, 03:47:34 pm
Well done chaps!
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Harald Wulfstan on January 17, 2018, 03:57:34 pm
Great, you just added a third German faction instead of adding something different like Ottoman Empire.
this is napoleonic wars
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Dark_Knight on January 17, 2018, 04:04:35 pm
Great, you just added a third German faction instead of adding something different like Ottoman Empire.
this is napoleonic wars
where are vivandieres then ?!
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Windflower on January 17, 2018, 04:17:29 pm
Can't wait to try out the new faction, gj with the update
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Younes9969 on January 17, 2018, 04:18:16 pm
- Why would you put a 2 second delay for sappers? u are killing the fun of spamming planks and making towers for people, could there be an option to put it to like 1 ms?
- The collisions from the Large cheveaux de frise made it so u can't even make a tower because when u place them they are placed infront of u.


The rest of the stuff are great, apart from the medic wich i think seems overpowered for now.

PS: please fix the sappers u are taking a big fun out of the game with this update when it comes to sappers
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Duuring on January 17, 2018, 04:22:54 pm
Well, this isn't minecraft, so no more plank-spamming sounds pretty good to me.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Younes9969 on January 17, 2018, 04:25:52 pm
Well, this isn't minecraft, so no more plank-spamming sounds pretty good to me.

scripts to disable planks exist in servers like minisiege if i remember correctly.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Zahari on January 17, 2018, 04:40:18 pm
Well Rhein faction looks pretty nice
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Wursti on January 17, 2018, 04:55:09 pm
Groupfight mode enables = rip xglitches

how am i gunna make kills now ;=;
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Freestyler on January 17, 2018, 05:07:54 pm
niceee
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Krowbar on January 17, 2018, 05:17:48 pm
Looks great. Good job!
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Lurvy on January 17, 2018, 05:27:08 pm
Love the update. The new maps are also very good.

Imagine what this game would have been if we got 1-2 of these every year  ::)
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Glenn on January 17, 2018, 05:32:25 pm
Oh yes, more regiments Skitty and Kuni can rename to.


Forreal tho, great update  ;D
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Sgt.Winters on January 17, 2018, 05:47:29 pm
Fantastic update
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Mohawky on January 17, 2018, 05:57:25 pm
Nice update - but you might want to warn mappers that it rewrites over their existing maps on download - I take regular backups - but I know some don't.

Also - did you implement the TNT disable per team that Vince promised? If so, how does it work.

Love the new props ! 


EDIT:  Ignore that - found it:  ("mm_disable_explosives", 0, "0", "0", []), #  If this prop is in the map, the sappers cannot place explosives. var1 = team limit; 0 = both, 1 = only team1, 2 = only team2


THANK YOU SO MUCH!
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Johny_Nawalony on January 17, 2018, 06:13:46 pm
Without the Bavarians France seems a bit empty, i think adding swiss infantry for them would be nice?
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: VetroG on January 17, 2018, 06:26:00 pm
Nice job guys  :)
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: AeroNinja on January 17, 2018, 06:27:15 pm
I'm sad about the new faction. But everyone would have different opinions about it. It's also not a major problem. I'm really happy about the melee. It feels more smooth and faster. Chambering became more fun. It's also interesting to see that artillery doesn't have infinite shots anymore. Would surely help in these bigger linebattles for maximum immersive realism. When I first started the game and saw EU 1 populated, it felt like the release date of the actual DLC.  ;D
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Adelon on January 17, 2018, 06:37:34 pm
Can you update the links of the warband installers? They are not working.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: airsoft31 on January 17, 2018, 06:45:39 pm
Nice work ,the new faction is amazing,but i don't understand one thing,why you waited until six years for make this update..
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Olafson on January 17, 2018, 07:06:13 pm
Can you update the links of the warband installers? They are not working.
We have updated the links with what Taleworlds gave us, but so far it seems like they have not yet uploaded their version. I am sorry. You will have to wait until they uploaded it.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: John Price on January 17, 2018, 07:31:51 pm
Bug found: Artillery Officers on Commander battle cannot always pickup rounds, you have to suicide, then it works with one of the arty guards.

This was playing on Prussia, haven't tried the other factions.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Sgt.Winters on January 17, 2018, 07:36:12 pm
Was melee made quicker by chance? I felt as if my duels were far more fast paced then they had been before the patch.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: John Price on January 17, 2018, 07:36:46 pm
Was melee made quicker by chance? I felt as if my duels were far more fast paced then they had been before the patch.
I agree with that, does feel quicker.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Vincenzo on January 17, 2018, 07:54:46 pm
Melee should feel smoother yes.

About the arty pick up issue.. please test more in more ways and we will look into it if you can reliablity recreate it.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: William on January 17, 2018, 08:23:48 pm
Thanks for the update, look forward to playing it.  :)
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: DaMonkey on January 17, 2018, 08:43:35 pm
Hello Olafson!
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Olafson on January 17, 2018, 08:45:48 pm
HI!
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: The Inventor on January 17, 2018, 08:48:34 pm
Why was the damage of pistols nerfed? they where always garbage in the first place.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on January 17, 2018, 10:01:40 pm
- Why would you put a 2 second delay for sappers? u are killing the fun of spamming planks and making towers for people, could there be an option to put it to like 1 ms?
- The collisions from the Large cheveaux de frise made it so u can't even make a tower because when u place them they are placed infront of u.


The rest of the stuff are great, apart from the medic wich i think seems overpowered for now.

PS: please fix the sappers u are taking a big fun out of the game with this update when it comes to sappers
you can edit it out if you dont like it in the scripts. 
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Locust on January 17, 2018, 10:07:25 pm
Good looks, thanks
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: TitaniumNation on January 17, 2018, 10:13:07 pm
It says plank cost was greatly reduced, but when I tested in game on a hosted server they cost 2 points instead of 1? Not sure if I missed something.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Grimsight on January 17, 2018, 10:14:51 pm
thanks dad
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on January 17, 2018, 10:40:19 pm
It says plank cost was greatly reduced, but when I tested in game on a hosted server they cost 2 points instead of 1? Not sure if I missed something.
Yea, that is a mistake.  the triangle anti cav thing are cheaper, planks cost 2 instead of one.    the planks that sappers use to use(old patch) are still in the game.   mappers can use them still.  they have more hit points if memory serves.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Rastignac on January 17, 2018, 10:44:03 pm
Why was the damage of pistols nerfed? they where always garbage in the first place.

+1

Pistols are fun feature in the game, but went largely out of use because they just aren't very effective. What's the point of nerfing a weapon that most players deem too weak to even use it when it's available? Its damage/accuracy should be increased, if anything.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Younes9969 on January 17, 2018, 10:44:09 pm
- Why would you put a 2 second delay for sappers? u are killing the fun of spamming planks and making towers for people, could there be an option to put it to like 1 ms?
- The collisions from the Large cheveaux de frise made it so u can't even make a tower because when u place them they are placed infront of u.


The rest of the stuff are great, apart from the medic wich i think seems overpowered for now.

PS: please fix the sappers u are taking a big fun out of the game with this update when it comes to sappers
you can edit it out if you dont like it in the scripts. 

The collisions from the cheveaux de frise can't be changed using scripts.. you would need to run another module just to change that collision barrier.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on January 17, 2018, 10:58:46 pm
Why was the damage of pistols nerfed? they where always garbage in the first place.

+1

Pistols are fun feature in the game, but went largely out of use because they just aren't very effective. What's the point of nerfing a weapon that most players deem too weak to even use it when it's available? Its damage/accuracy should be increased, if anything.
i found pistols to be the opposite in the old patch.  anything within 20 meters could be one shot fairly consistently if you hit.  Cav or their horses were one shot more often than not.  Add on to that being able to move and reload, and it was a little ridiculous.  You could just kite and get another shot or 2 off while being able to 1 shot them.(i am not talking about headshots which should 1 hit kill)  and don't forget the other weapons that make an officer pretty strong. 

anyways, feel free to change the damage/accuracy in the items file to where you think it should be. 
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Malkolm R. Lind on January 17, 2018, 11:16:22 pm
I seem to get quite massive ping spikes in the NW module. All the other modules seem to be fine.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: 14e_Tiberias on January 17, 2018, 11:19:06 pm
Melee should feel smoother yes.

About the arty pick up issue.. please test more in more ways and we will look into it if you can reliablity recreate it.

Actually for me it is the opposite, the melee feels heavy and it's really anoying. Can this feeling about the melee comes from the fact that the FPS of the servers are set to 120 FPS while i'm used to play 160 FPS ? that's what bobertini told me for the groupfighting server.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: The Inventor on January 17, 2018, 11:47:48 pm
Why was the damage of pistols nerfed? they where always garbage in the first place.

+1

Pistols are fun feature in the game, but went largely out of use because they just aren't very effective. What's the point of nerfing a weapon that most players deem too weak to even use it when it's available? Its damage/accuracy should be increased, if anything.
i found pistols to be the opposite in the old patch.  anything within 20 meters could be one shot fairly consistently if you hit.  Cav or their horses were one shot more often than not.  Add on to that being able to move and reload, and it was a little ridiculous.  You could just kite and get another shot or 2 off while being able to 1 shot them.(i am not talking about headshots which should 1 hit kill)  and don't forget the other weapons that make an officer pretty strong. 

anyways, feel free to change the damage/accuracy in the items file to where you think it should be.

Im sorry but I must disagree with that. Me and 90% of people would disagree with that statement. 'nuff said, its too inaccurate. I cannot hit a large target one foot away sometimes.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on January 18, 2018, 12:15:04 am
Why was the damage of pistols nerfed? they where always garbage in the first place.

+1

Pistols are fun feature in the game, but went largely out of use because they just aren't very effective. What's the point of nerfing a weapon that most players deem too weak to even use it when it's available? Its damage/accuracy should be increased, if anything.
i found pistols to be the opposite in the old patch.  anything within 20 meters could be one shot fairly consistently if you hit.  Cav or their horses were one shot more often than not.  Add on to that being able to move and reload, and it was a little ridiculous.  You could just kite and get another shot or 2 off while being able to 1 shot them.(i am not talking about headshots which should 1 hit kill)  and don't forget the other weapons that make an officer pretty strong. 

anyways, feel free to change the damage/accuracy in the items file to where you think it should be.

Im sorry but I must disagree with that. Me and 90% of people would disagree with that statement. 'nuff said, its too inaccurate. I cannot hit a large target one foot away sometimes.
That is fine.  It's subjective.  Which is why it is nice each server can balance the game the way they want. 

90%? no.  You don't know what 90% of the millions of people that played this game think. 

that can and does happen with any weapon.  I had my crosshair with nothing but enemy in it and still managed to miss numerous  times over the years.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Sleek on January 18, 2018, 12:21:37 am
whatever u did to melee ended up with shitty glances fix it or im calling the better business bureau
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Millander on January 18, 2018, 12:29:56 am
Nice! Great job FSE.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: tired on January 18, 2018, 01:43:51 am
Is there a list of just the new props and how they work? How does the teleporting doors work. I placed some, can't figure out how they teleport.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Mohawky on January 18, 2018, 02:00:22 am
Medic healing - can it work if friendly fire and friendly melee are off?  Both are off on our server for many reasons: bot commanders cant destroy defences through bot crowds, trolls kill player horses on same team, troll kicks ruin arty and reloaders and too easy to knock people off defences or heights.  Medics are cool - but must it depend on hitting the target to be healed?

Also sand bags - The new sandbags are much, much better though - thanks - but the prop doesn't seem to lie on the floor properly before being built , very difficult to judge where its going to build? And, on all my maps its now slightly angled (not horizontal) and floats above ground - I just corrected 7 maps and had to adjust 150+ of them. I have another 33 maps to go!  WTF?

There is a bug in using custom polls that repeats the last admin action made, in the chat again.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Tywin on January 18, 2018, 05:53:38 am
first of all:

bring back my dismounted swings on horseback. 0 reason to take them out. they just added another element to cavalry fighting.

2. dont nerf pistol.

or warband will be RUIEND
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Tywin on January 18, 2018, 06:38:27 am
so i just found out that you can be KNOCKED OFF your horse. this is  >:( ABSURD  >:(

i have no idea why such a change would happen in the first place. no need to ruin what has stayed the same since i bought the game in TWO-THOUSAND and TWELVE. pointless nerf that just makes cavalry less fun and ruins cavalry groupfighting. completely uncalled for.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Dipington on January 18, 2018, 06:52:29 am
If it's a random chance of getting knocked off your horse then it ruins cavalry, but if there's a way to avoid it, we can see about preventing it. Main question from me is, how do you get knocked off your horse?
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: SillyWilly on January 18, 2018, 06:59:11 am
I heard it was 15% chance to get knocked off if your person takes 20 points of damage or more. I do not understand why this was changed or added back in. I think it gives too much variability to cav. Say for example it was me as a hussar vs another good hussar and we wanted to fight and see who is better. This does a lot when it comes to skill vs skill. Especially if it's not just a friendly match, but a serious competition like much of EU has. That 15% of randomness can make or break it for teams or players in tournaments or leagues. I think it takes away more fun than it adds.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: ScreechingSeagull on January 18, 2018, 07:01:11 am
Initial thoughts regarding the sapper changes:

The new unconstructed props for the large chevaux and sandbags provide no context with regards to their width. This makes it harder to layout a fort (useful when working w/ other sappers) and increases the difficulty for newer players. Note that the new unconstructed fence prop DOES provide an indicator of its width.
Spoiler
(https://steamuserimages-a.akamaihd.net/ugc/934928498610264758/C8194FD152BE536F581B645CC78041800761AF69/)
[close]
When building a second layer of sandbags, the small visual prop of the sandbag does not indicate to me whether I am "overshooting" the distance or not. Under enemy fire and pressure, this frustration will be exasperated.
Spoiler
(https://steamuserimages-a.akamaihd.net/ugc/934928498610265469/2E13C258C3D63D4603B7364F0839E096A37662CF/)
[close]
I request that the unconstructed props for large chevaux and sandbags be updated to indicate the width of the constructed prop.

The hitbox to construct the fence, large chevaux and sandbag are now significantly reduced to the centre area. When under enemy fire, I will dance around while building to avoid fire. Limiting the hitbox area makes my behavior while building more predictable -> harder to sap and build defences for my team.
I request that the hitbox area for building to be restored to its pre-patch state.

The 2 second delay between placing props is obviously to prevent spamming. However, the implementation is not ideal. It returns the message "You cannot place this prop here". This message while factually correct, does not indicate to me whether I really can't place the prop here, or if it is just the time restriction.
Spoiler
(https://steamuserimages-a.akamaihd.net/ugc/934928498610265088/5FFEAC557F2C5E878CA3D9EFFF21A652B6D0631F/)
[close]
Planks have been nerfed in 3 ways in terms of: a doubling in cost (1bp -> 2bp), at least a halving in strength (2 sapper axe hits -> 1 sapper axe hits), and the time restriction. This is overkill, the first 2 nerfs are sufficient.

I would go as far to say that the modification to sapper props and planks in particular fixes the problem of sapper spam, and that the 2 second delay is too much of a handicap. I work my butt off to shave off every half-second I can when building to be as BP efficient, fast, and effective as possible. I see this 2 second delay hurting sappers more than spammers themselves.
I request that the 2 second delay be removed.

I see this patch as change for the good, but the sum of these frustrations and confusion raises the skill level required. I can cope and adjust my playstyle, but this significantly impacts new sappers trying to learn the craft of not dying and supporting the team as best as they can.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Furrnox on January 18, 2018, 07:05:25 am
I agree, you should probably spoiler those images though.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: ScreechingSeagull on January 18, 2018, 07:14:00 am
I agree, you should probably spoiler those images though.

Fixed, thanks for the reminder
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on January 18, 2018, 07:27:55 am
Initial thoughts regarding the sapper changes:

The new unconstructed props for the large chevaux and sandbags provide no context with regards to their width. This makes it harder to layout a fort (useful when working w/ other sappers) and increases the difficulty for newer players. Note that the new unconstructed fence prop DOES provide an indicator of its width.
Spoiler
(https://steamuserimages-a.akamaihd.net/ugc/934928498610264758/C8194FD152BE536F581B645CC78041800761AF69/)
[close]
When building a second layer of sandbags, the small visual prop of the sandbag does not indicate to me whether I am "overshooting" the distance or not. Under enemy fire and pressure, this frustration will be exasperated.
Spoiler
(https://steamuserimages-a.akamaihd.net/ugc/934928498610265469/2E13C258C3D63D4603B7364F0839E096A37662CF/)
[close]
I request that the unconstructed props for large chevaux and sandbags be updated to indicate the width of the constructed prop.

The hitbox to construct the fence, large chevaux and sandbag are now significantly reduced to the centre area. When under enemy fire, I will dance around while building to avoid fire. Limiting the hitbox area makes my behavior while building more predictable -> harder to sap and build defences for my team.
I request that the hitbox area for building to be restored to its pre-patch state.

The 2 second delay between placing props is obviously to prevent spamming. However, the implementation is not ideal. It returns the message "You cannot place this prop here". This message while factually correct, does not indicate to me whether I really can't place the prop here, or if it is just the time restriction.
Spoiler
(https://steamuserimages-a.akamaihd.net/ugc/934928498610265088/5FFEAC557F2C5E878CA3D9EFFF21A652B6D0631F/)
[close]
I would go as far to say that the modification to sapper props and planks in particular fixes the problem of sapper spam, and that the 2 second delay is too much of a handicap. I work my butt off to shave off every half-second I can when building to be as BP efficient, fast, and effective as possible. I see this 2 second delay hurting sappers more than spammers themselves.
I request that the 2 second delay be removed, OR
at the very least, for the failure message for the delay to be changed to "X seconds before you can place a prop" and for that message to be displayed in an orange colour to distinguish itself from the other error message.

i cant really comment on the first stuff. 

as for the message, i can look into seeing if we can have 2, one for the time, and one for the other error. 

im not going to say we are doing a hotfix as idk 100% if we will.(not my call)  certainly there are some things to fix. 

as for the time delay between planting stuff.  that will stay.  the time between planting stuff can be possibly adjusted.  anyways, i will point out, outside of planks, you can plant then build, which takes longer than the time to wait for you to be able to plant another con prop.   


so i just found out that you can be KNOCKED OFF your horse. this is  >:( ABSURD  >:(

i have no idea why such a change would happen in the first place. no need to ruin what has stayed the same since i bought the game in TWO-THOUSAND and TWELVE. pointless nerf that just makes cavalry less fun and ruins cavalry groupfighting. completely uncalled for.
it can be turned off in the admin panel. 

If it's a random chance of getting knocked off your horse then it ruins cavalry, but if there's a way to avoid it, we can see about preventing it. Main question from me is, how do you get knocked off your horse?
take a certain amount of damage and there is a chance you can get knocked off.    i don't recall off hand what the exact damage is needed for it to possibly trigger. 

I heard it was 15% chance to get knocked off if your person takes 20 points of damage or more. I do not understand why this was changed or added back in. I think it gives too much variability to cav. Say for example it was me as a hussar vs another good hussar and we wanted to fight and see who is better. This does a lot when it comes to skill vs skill. Especially if it's not just a friendly match, but a serious competition like much of EU has. That 15% of randomness can make or break it for teams or players in tournaments or leagues. I think it takes away more fun than it adds.
it can be turned off in the admin panel. 
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Dipington on January 18, 2018, 08:26:49 am
Then NA_Cav_GF is going to need to have that permanently disabled then
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on January 18, 2018, 09:07:36 am
Then NA_Cav_GF is going to need to have that permanently disabled then
that is fine, talk to the person running the server.

don't forget to disable ranged weapons.  means dragoons cant shoot. 
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: BlackFysh on January 18, 2018, 10:03:13 am
What gave rise to the idea that if a cavalryman was injured he had a chance to get knocked off of his horse?  In terms of game mechanics I think it is downright silly.  Cavalry are already a melee only unit in a game largely consisting of large lines of rifles.  Even on NA1, it is cancerous bullshit.  Why mess with cavalry mechanics that have been the same since 2012?  Was cavalry overpowered or something? I always got he impression that cavalry was on par with infantry pending skill. 
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: BrokenCrayon on January 18, 2018, 11:01:23 am
I understand you changed Manoeuvrability for Medium and Heavy horses, however has the lancer horse been changed in any way? Just doesn't feel the same to me.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on January 18, 2018, 11:25:45 am
I understand you changed Manoeuvrability for Medium and Heavy horses, however has the lancer horse been changed in any way? Just doesn't feel the same to me.
to my knowledge we didn't touch those lancer  horses.   

What gave rise to the idea that if a cavalryman was injured he had a chance to get knocked off of his horse?  In terms of game mechanics I think it is downright silly.  Cavalry are already a melee only unit in a game largely consisting of large lines of rifles.  Even on NA1, it is cancerous bullshit.  Why mess with cavalry mechanics that have been the same since 2012?  Was cavalry overpowered or something? I always got he impression that cavalry was on par with infantry pending skill. 
it was a mechanic that was in the game for many many years.  it just never worked.  It was fixed.  if you think it should of never been made in the first place, then that isn't a discussion i can have.(im not going to get into that anyways)  I wasn't around when they decided to make it.  However, i can say that leaving it and other stuff in the admin panel that never worked didn't make sense either.  Seeing as you can turn it off in the admin panel, its fine.   Server owners can decide what they want to have it at.(like 0)

i will decide if its a setting i want to keep on NA1, 2, 3 and 4 or not.  i will probably make a decision when i wake up tomorrow.   i want to sleep on it.

Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: jacoblee on January 18, 2018, 11:54:58 am
reads patch notes about old obselete game..


 and no fucks were given --------

now where is the game you promised us SIX FUCKING YEARS AGO?!
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Gokiller on January 18, 2018, 11:56:00 am
6 years ago? Not sure where you are on about matey!
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: jacoblee on January 18, 2018, 11:57:21 am
6 years ago? Not sure where you are on about matey!

they announced BCOF in late 2012

so it is 6 years, bae
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: John Price on January 18, 2018, 12:02:55 pm
Melee should feel smoother yes.

About the arty pick up issue.. please test more in more ways and we will look into it if you can reliablity recreate it.
Was able to recreate on Rheinbund, Prussia and Russia, only happened on average 2/5 times trying on each faction. Me and 2 of my NCO's were able to recreate it.

UK and FRA seemed to be fine. Although it may be a thing.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Gokiller on January 18, 2018, 12:33:08 pm
6 years ago? Not sure where you are on about matey!

they announced BCOF in late 2012

so it is 6 years, bae
Oeh, it has been that long. Time flies by.  :'(
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Maurice on January 18, 2018, 12:56:33 pm
I agree with Tiberias that melee now feels heavy. The game feels like I have V-Sync enabled and I actually had to check that the update hadn't reset my configuration, which it hadn't. I also do not play NW in windowed mode.

Also, while I'm mainly referring to the situation regarding the Groupfighting Server, some of the changes that were applied such as shooting scripts, welcome messages, anti-hacks, admin whitelisting and removing the message for cheating were already present on most NW servers that needed them. They were provided by players for free and made in their spare time. I think they should have some acknowledgement for the work they did whilst the FSE devs remained silent on patches and fixes for which the community has been asking for a few years now. Correct me if I'm wrong but I haven't seen any thanks from FSE to people providing scripts whilst the devs were dormant with regard to NW patching.

While I'm grateful that a lot of the issues have been addressed and repaired, so far it has created more problems than it has solved in terms of gameplay. The changes to melee right in the middle of NWFL, NWL and RGL is baffling to be honest. For someone like me with an upsetting amount of hours on NW, it will take some time to re-adjust.

Thanks for patch, but, no thanks :)
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: John Price on January 18, 2018, 01:00:02 pm
I completely agree, melee does feel very heavy now. Also poking seems to be worse than before? Before it felt more like Pokes were annoying just at the worst of timings, whereas now its always there?
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: BlackTemplar on January 18, 2018, 02:59:36 pm
I personally think it's way smoother and besides that, I hardly recognize any change

Dnno why u got the problems but it's not the failure of the patch I think :c
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Lilja Adolfsdóttir on January 18, 2018, 03:46:50 pm
If you have errormessages (and crashes) with conquestmode and Rheinbund as one team, download this file and put it into your own Napoleonic Wars Folder.

https://drive.google.com/open?id=1BLVeKI-MAfz8bQEcGdeUAtRqZUEMJxO_
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Sturk on January 18, 2018, 05:22:24 pm
i dont liek the melee
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: John Price on January 18, 2018, 05:33:38 pm
Found a problem.

Not sure if this is a problem with my server or what, but on Commander battle, no matter how large I set the bot Squad Size, it automatically resets it to the default of 20. Happens with all factions. This happened with anyone else?
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Knightmare on January 18, 2018, 05:34:02 pm
i dont liek the melee
Same, melee feels heavy now for some reason.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Maurice on January 18, 2018, 05:39:31 pm
I personally think it's way smoother and besides that, I hardly recognize any change

Dnno why u got the problems but it's not the failure of the patch I think :c

I'm not saying the patch has failed, but, it has been reported by multiple users that melee feels 'heavier' than it was before the patch.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Krowbar on January 18, 2018, 05:47:28 pm
Found a problem.

Not sure if this is a problem with my server or what, but on Commander battle, no matter how large I set the bot Squad Size, it automatically resets it to the default of 20. Happens with all factions. This happened with anyone else?
Same here
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Bob_The_Drunken_Villager on January 18, 2018, 06:15:13 pm
I agree with Tiberias that melee now feels heavy.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Vincenzo on January 18, 2018, 06:19:13 pm
Keep reporting any issues you might have with the patch but be very clear, reproducable things. and what you did, how and what results you get and expected.

We will release a bugfix patch within not too much time but we can only fix things people report. :)

Code fixes you could commit to SVN or send to me in PM perhaps.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Ottoman Empire on January 18, 2018, 06:58:26 pm
Great, you just added a third German faction instead of adding something different like Ottoman Empire.
this is napoleonic wars

Ottoman Empire defeated Napoleon in Egypt.

https://en.wikipedia.org/wiki/French_campaign_in_Egypt_and_Syria
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Bob_The_Drunken_Villager on January 18, 2018, 07:27:24 pm
Ottoman Empire defeated Napoleon in Egypt.

https://en.wikipedia.org/wiki/French_campaign_in_Egypt_and_Syria

Considering that most random generated maps are deserts... That might've made sense. xD
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: AeroNinja on January 18, 2018, 07:31:48 pm
I agree with Tiberias that melee now feels heavy.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: TheBoberton on January 18, 2018, 08:13:03 pm
What does that even mean?
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on January 18, 2018, 10:10:01 pm
Melee should feel smoother yes.

About the arty pick up issue.. please test more in more ways and we will look into it if you can reliablity recreate it.
Was able to recreate on Rheinbund, Prussia and Russia, only happened on average 2/5 times trying on each faction. Me and 2 of my NCO's were able to recreate it.

UK and FRA seemed to be fine. Although it may be a thing.
Hmmm i haven't had that issue so far while trying to recreate it with cannons on pruss, Ru, Fr, or RB.  Was it one or both kinds of arty?  Was the server laggy?   

There was an issue, in the past patches, where the game didn't quite keep up with the various arty processes.  meaning, when picking up ammo, loading the cannon, etc,.  you had to hold the action key down for a little longer before it would finish even if the bar was full or if it was off the screen.  this was especially the case in laggy servers and/or when you were receiving the arty officer buffs.  sometimes you would pick up the ammo before the bar popped up.

so basically, what i am saying is, are you able to recreate it after holding down the action key a few seconds more while being an arty commander?   i just want to make sure it isn't lag related. 
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: John Price on January 18, 2018, 10:14:05 pm
I actually did mention that to Caskie when he said he got the problem, he was the first one, then another, then I managed to get it. Can confirm that holding it for a few seconds didn't work. Remember this is just when you pick up the shots for a normal Cannon, didn't test the howitzer.

Also I still have to hold it for 2-3 seconds to perform the arty processes. I put it down to a laggy server though.

We tried it on 2 servers.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on January 18, 2018, 10:35:04 pm
I actually did mention that to Caskie when he said he got the problem, he was the first one, then another, then I managed to get it. Can confirm that holding it for a few seconds didn't work. Remember this is just when you pick up the shots for a normal Cannon, didn't test the howitzer.

Also I still have to hold it for 2-3 seconds to perform the arty processes. I put it down to a laggy server though.

We tried it on 2 servers.
Hmmm i'll talk to vince about it and  see what he says.   problem is i can't really simulate a laggy server on my end to try and recreate what people would experience on a live server.   ill see if i can find some busy CB servers.   
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: William on January 18, 2018, 11:26:22 pm
Just out of curiosity, will these issues be patched or this is the end of the road (again)?
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on January 18, 2018, 11:49:37 pm
Just out of curiosity, will these issues be patched or this is the end of the road (again)?
as vince said in this thread, we are doing a hotfix. 

if you know of any bugs, please post them, and how to recreate them.   if you fixed any bugs, feel free to give them to Vince.  the more help we get, the faster and better the hotfix will be. 
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: SillyWilly on January 19, 2018, 12:39:49 am
Thank you for letting the knockback on cav be disabled by server. However, i would also recommend removing it on an official server like NA1 as well. My reasoning is because it is too RNG based. Which means, random number generator. Its an acronym given to things in games that replace skill with a certain degree of randomness. Before, if a full health cav player met another full health cav player in battle on NA1, it was something really spectacular and fun to look forward to. I always enjoyed finding either you Thunder or Xethos or other PLG in battle and having a nice fair fight and we see who comes out on top. But with a degree of randomness introduced, it is not all entirely skill based. Because we cannot account and play around something that relies on chance. Devs, take what you will from what i say, but, i hope you understand what my point is here.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on January 19, 2018, 01:03:08 am
Thank you for letting the knockback on cav be disabled by server. However, i would also recommend removing it on an official server like NA1 as well. My reasoning is because it is too RNG based. Which means, random number generator. Its an acronym given to things in games that replace skill with a certain degree of randomness. Before, if a full health cav player met another full health cav player in battle on NA1, it was something really spectacular and fun to look forward to. I always enjoyed finding either you Thunder or Xethos or other PLG in battle and having a nice fair fight and we see who comes out on top. But with a degree of randomness introduced, it is not all entirely skill based. Because we cannot account and play around something that relies on chance. Devs, take what you will from what i say, but, i hope you understand what my point is here.
i disabled it when i got on NW earlier today for the official NA servers. 
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: lonedoge on January 19, 2018, 01:52:26 am
everyone tanks alot more when someone slays they get a kill when you suicide you dont get a death (on competitive score mode havent tested on other modes) there seems to be alot more pokes

thats everything i have to say thanks!!!!
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Mohawky on January 19, 2018, 03:51:51 am
Is it possible to disable bots being able to cap the flag in siege mode?

Oh - and thanks for the different textured ground squares / rectangles - they are making mapping so much easier. Can I suggest another?  Ice.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Tywin on January 19, 2018, 06:10:05 am
I believe this is a minor bug in the troop selection screen:

When a unit is limited to a certain % of players, like cavalry on NA1, the unit button is grayed out when no more players can choose that unit.

Previously, when more players joined a team and allowed for more cavalry units to be played, the unit button would update to being selectable. After the patch, the unit button only updates after switching to a different tab like Infantry or Specialists and going back to cavalry.

This is minor but it would be nice if it could changed to how it was before.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on January 19, 2018, 09:19:27 am
Is it possible to disable bots being able to cap the flag in siege mode?

Oh - and thanks for the different textured ground squares / rectangles - they are making mapping so much easier. Can I suggest another?  Ice.
I believe the game looks for all human agents near the flag, not just players.  you might be able to change it to only human players?

i would say that is probably better left to any one server to decide if they want or not rather than us changing it on all servers in a hotfix. 

I believe this is a minor bug in the troop selection screen:

When a unit is limited to a certain % of players, like cavalry on NA1, the unit button is grayed out when no more players can choose that unit.

Previously, when more players joined a team and allowed for more cavalry units to be played, the unit button would update to being selectable. After the patch, the unit button only updates after switching to a different tab like Infantry or Specialists and going back to cavalry.

This is minor but it would be nice if it could changed to how it was before.
something weird is happening to the class limits and the unit selection screen.  it is on the list of things to look at. 
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Sturk on January 19, 2018, 12:50:36 pm
so when do we fix this melee
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: John Price on January 19, 2018, 12:54:44 pm
Its either fix it to closer to what it was and fix the stupid poking situation.

Or

Every server uses Faster instead.

Faster = Old Medium
Current Medium = Old Slower

and we still get a fix for the fact that at perfect ranges, we still poke 60-75% of the stabs we make. This should be the priority, the only reason the EU competitive community still survived all this time was because of that melee.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Maurice on January 19, 2018, 02:10:55 pm
Its either fix it to closer to what it was and fix the stupid poking situation.

Or

Every server uses Faster instead.

Faster = Old Medium
Current Medium = Old Slower

and we still get a fix for the fact that at perfect ranges, we still poke 60-75% of the stabs we make. This should be the priority, the only reason the EU competitive community still survived all this time was because of that melee.

I'd say the increased amount of pokes proves that the melee is slower. Obviously people have different opinions on this but I'm sticking to my view of it being slower and feeling like V-Sync is on.

I'm trying to persuade Bob to change Groupfighting Server speed settings to faster, although, people have told me that I still move very fast to the point of where they can't see what I'm doing (without God Mode on) so I'm not sure how fair this would be.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: John Price on January 19, 2018, 02:29:06 pm
You're a speed demon!
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Wursti on January 19, 2018, 02:32:23 pm
There seems to be some bug with the deaths on the scoreboard (Slashs deaths in this case) :P

Spoiler
(https://i.gyazo.com/ec8f83bb686fd85df3f8bf08a24e046b.png)
[close]
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: John Price on January 19, 2018, 02:36:51 pm
There seems to be some bug with the deaths on the scoreboard (Slashs deaths in this case) :P

Spoiler
(https://i.gyazo.com/ec8f83bb686fd85df3f8bf08a24e046b.png)
[close]
Yeah thats just a bug with the patch and the score mode.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Akhilleus on January 19, 2018, 03:39:40 pm
so when do we fix this melee

with this new update holdfast melee > nw melee congrats to update team
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Marks on January 19, 2018, 04:06:28 pm
so when do we fix this melee

with this new update holdfast melee > nw melee congrats to update team

jeez you guys are pathetic
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: VetroG on January 19, 2018, 04:28:40 pm
so when do we fix this melee

with this new update holdfast melee > nw melee congrats to update team

jeez you guys are pathetic
Glances are the only problem imo I get like 5-8 in one duel but everything else is okay.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Marks on January 19, 2018, 04:42:45 pm
so when do we fix this melee

with this new update holdfast melee > nw melee congrats to update team

jeez you guys are pathetic
Glances are the only problem imo I get like 5-8 in one duel but everything else is okay.

Ill agree that glances are a bit weird (ive had issues myself) but saying the melee is completely broken is just bit over the top lul
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Sleek on January 19, 2018, 04:53:11 pm
Its either fix it to closer to what it was and fix the stupid poking situation.

Or

Every server uses Faster instead.

Faster = Old Medium
Current Medium = Old Slower

and we still get a fix for the fact that at perfect ranges, we still poke 60-75% of the stabs we make. This should be the priority, the only reason the EU competitive community still survived all this time was because of that melee.

I'd say the increased amount of pokes proves that the melee is slower. Obviously people have different opinions on this but I'm sticking to my view of it being slower and feeling like V-Sync is on.

I'm trying to persuade Bob to change Groupfighting Server speed settings to faster, although, people have told me that I still move very fast to the point of where they can't see what I'm doing (without God Mode on) so I'm not sure how fair this would be.

Na gf is on fastest, it does not help the amount of poles or glances that we get now
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Maurice on January 19, 2018, 04:56:45 pm
Its either fix it to closer to what it was and fix the stupid poking situation.

Or

Every server uses Faster instead.

Faster = Old Medium
Current Medium = Old Slower

and we still get a fix for the fact that at perfect ranges, we still poke 60-75% of the stabs we make. This should be the priority, the only reason the EU competitive community still survived all this time was because of that melee.

I'd say the increased amount of pokes proves that the melee is slower. Obviously people have different opinions on this but I'm sticking to my view of it being slower and feeling like V-Sync is on.

I'm trying to persuade Bob to change Groupfighting Server speed settings to faster, although, people have told me that I still move very fast to the point of where they can't see what I'm doing (without God Mode on) so I'm not sure how fair this would be.

Na gf is on fastest, it does not help the amount of poles or glances that we get now

Should have been more clear. I don't mean to say that increasing the melee speed will reduce the amount of pokes, but it may help to make the animations faster for preparing stabs etc.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Lurvy on January 19, 2018, 04:58:28 pm
Melee feels good right now. Only see glances when people try to attack standing right on-top of you. If anything, this fixed melee.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Wursti on January 19, 2018, 05:49:00 pm
wtf is ur problem just cuz u got worse with this patch?

im totally fine with this melee so dont be too dramatic and say its holdfast melee wtf just get used to it

ofc it feels faster but u played on like 1fps before in comparism to the "new" performance
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Mohawky on January 19, 2018, 05:51:12 pm
Is it possible to disable bots being able to cap the flag in siege mode?

Oh - and thanks for the different textured ground squares / rectangles - they are making mapping so much easier. Can I suggest another?  Ice.
I believe the game looks for all human agents near the flag, not just players.  you might be able to change it to only human players?

i would say that is probably better left to any one server to decide if they want or not rather than us changing it on all servers in a hotfix. 


I think you might have misunderstood?  Bots could not cap the flag before the update - they can now - this is something that was done in the update and seriously skews the gameplay on vs bots siege server such as ours - what I'm asking is - can it be disabled (what you have done) or changed back? and how?
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Maurice on January 19, 2018, 05:56:57 pm
wtf is ur problem just cuz u got worse with this patch?

im totally fine with this melee so dont be too dramatic and say its holdfast melee wtf just get used to it

ofc it feels faster but u played on like 1fps before in comparism to the "new" performance

Who are you talking to?
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Wursti on January 19, 2018, 05:58:10 pm
wtf is ur problem just cuz u got worse with this patch?

im totally fine with this melee so dont be too dramatic and say its holdfast melee wtf just get used to it

ofc it feels faster but u played on like 1fps before in comparism to the "new" performance

Who are you talking to?

idk i just wanted to share my salty opinion with this community
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Mohawky on January 19, 2018, 06:00:56 pm
Ottoman Empire defeated Napoleon in Egypt.

https://en.wikipedia.org/wiki/French_campaign_in_Egypt_and_Syria

Considering that most random generated maps are deserts... That might've made sense. xD

Whilst any new faction is a good step forward, and the new one was easy to achieve with simple re-colourings mostly of existing uniform parts, it would make more sense if any future factions are considered to do something new - the war of 1812 USA, with native American allies would really please the USA audience, and i'd also cast another vote for the Ottomans - something different, yet in period and very colourful.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Windflower on January 19, 2018, 06:04:34 pm
smh Rheinbund is the faction that was implemented into the game and if you don't like it too bad. They aren't changing, removing, or adding another faction. The only thing that's left for the LAST NW UPDATE is a simple bugfix.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: AeroNinja on January 19, 2018, 06:05:35 pm
I have seen different fonts in the game but mine stayed the same?
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Mohawky on January 19, 2018, 06:17:24 pm
smh Rheinbund is the faction that was implemented into the game and if you don't like it too bad. They aren't changing, removing, or adding another faction. The only thing that's left for the LAST NW UPDATE is a simple bugfix.

I'm talking about further updates, NOT THIS ONE
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Windflower on January 19, 2018, 06:26:19 pm
smh Rheinbund is the faction that was implemented into the game and if you don't like it too bad. They aren't changing, removing, or adding another faction. The only thing that's left for the LAST NW UPDATE is a simple bugfix.

I'm talking about further updates, NOT THIS ONE
What do you not get about this being theLAST NW UPDATE
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Mohawky on January 19, 2018, 06:50:46 pm
smh Rheinbund is the faction that was implemented into the game and if you don't like it too bad. They aren't changing, removing, or adding another faction. The only thing that's left for the LAST NW UPDATE is a simple bugfix.

I'm talking about further updates, NOT THIS ONE
What do you not get about this being theLAST NW UPDATE

Ah you meant FINAL NW UPDATE  - wanker
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Windflower on January 19, 2018, 06:57:54 pm
Spoiler
smh Rheinbund is the faction that was implemented into the game and if you don't like it too bad. They aren't changing, removing, or adding another faction. The only thing that's left for the LAST NW UPDATE is a simple bugfix.

I'm talking about further updates, NOT THIS ONE
What do you not get about this being theLAST NW UPDATE

Ah you meant FINAL NW UPDATE  - wanker
[close]
This is off-topic now but the words final and last aren't very different from each at all. They are actually very similar. In fact, you would even call it a synonym!
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Duuring on January 19, 2018, 06:58:12 pm
the war of 1812 USA, with native American allies would really please the USA audience, and i'd also cast another vote for the Ottomans - something different, yet in period and very colourful.

The game is about the Napoleonic wars. The Americans nor the Ottomans were in that conflict.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Mohawky on January 19, 2018, 07:10:37 pm
the war of 1812 USA, with native American allies would really please the USA audience, and i'd also cast another vote for the Ottomans - something different, yet in period and very colourful.

The game is about the Napoleonic wars. The Americans nor the Ottomans were in that conflict.

Splitting hairs

https://www.fsegames.eu/forum/index.php?topic=4567.0

And your statement about not having the ottomans because NW is about NW wars and they were not in it, is absolute nonsense when the DLC has desert and arab style props in abundance and has just put in a new map called "Battle of the Pyramids"! and a pyramid prop?  Where were they used then ?  Moscow?
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: DayBoul on January 19, 2018, 07:49:53 pm
Ok so I just played 1 hour on NW with the new update and here is what I've noticed :

-Melee definetly feels slower, which I personnaly find really uncomfortable.
-I poke twice as much, and sometimes for no apparant reason.
-Now I have 60-90Fps on the Groupfighting_Server, on which I could easily go up to 200Fps before the update. I don't really understand that sudden change, since you guys apparently didn't modify anything as far as graphics are concerned. (Did I missread?  ???)


So yeah, I don't know exactly what you've done to the melee, but as the humble competitive player I am, I strongly recommend going back to the old NW melee.

In fact, I don't understand why you changed anything at all about the melee.
I mean, did anyone complain about it ? As far as I know, I'm pretty sure the vast majority of the community was satisfied with it.


Don't get me wrong, all the rest is great and all (Godmode is hilarious), but if the melee remains unchanged, well I don't think there's a point continuing playing the game.  :)

Just throwing in my 2 cents
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Windflower on January 19, 2018, 07:56:57 pm
I think the melee will take a used to get used to, especially for older + competitive players. But overall the update makes the melee more smooth and fluid imo. It's for the greater good.

Spoiler
(https://i.imgur.com/oFeYNpD.gif)
[close]
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Malkolm R. Lind on January 19, 2018, 09:33:07 pm
In the German translation of the game, the name of the Rhine Confederation seems to be misplaced:
https://i.imgur.com/a/oI09K
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Mohawky on January 19, 2018, 09:44:09 pm
Has something changed with doors?  Its almost impossible to open most of the doors on our 42 maps now?  Whats happened?


This is really odd - on my machine in test - in game - all the doors and gates open fine - but in game on server sometimes the doors can be opened and then suddenly they cant? Really don't know whats happening there.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: ScreechingSeagull on January 19, 2018, 10:14:14 pm
Time Restriction:
as for the time delay between planting stuff.  that will stay.  the time between planting stuff can be possibly adjusted.  anyways, i will point out, outside of planks, you can plant then build, which takes longer than the time to wait for you to be able to plant another con prop.
Why would I want to place-place instead of place-build?
I am trying to build a second layer of sandbags. It is lopsided/misplaced. I move slightly to try again (all happening in less than 1 second). Likewise if a chevaux, fence, etc is not placed well and I do not have the time to destroy that misplaced prop. The team and I are under fire, we need that cover ASAP.

The time restriction b/w placing props we can agree to disagree on. But in terms of balancing/play-testing it, I believe it would take a disproportionate amt of dev time to get right. It should left to the servers to set as an option on their menu. That option should be granular to 2 decimal points (ex: 2.52s) because its such a short time-frame.

I would like context in the form of a countdown timer visible to sapper on the time-delay. It will at least let sappers time when to expose ourselves to fire and place a prop. If Build(fail), wait(dodge bullets), Build is here to stay, we need a heads up.

For the error message, there are 3 cases I'd like to see covered: BLUE - Time delay, RED - Unable to place prop, BLUE - Time delay AND RED - Unable to place prop
Different colours are appreciated, so an instanteous glance will let us know. We don't have the luxury of slowly reading (every second counts). Colours I chose were arbitrary, but just to indicate how they should be colour-coded.

Sapper Props:
The new sapper props cause bigger problems than the ones they fix.

The small build hitbox impedes teamwork; making it harder for 2+ sappers to build the same object. Under enemy fire, you can realistically only build from one side, halving the "space" you can stand in to build.

One could argue the smaller hitbox means it's harder to destroy, but that's also a hindrance. Sappers make mistakes, and if we can, we will destroy/harvest BP from misplaced props. The small hitbox makes it difficult to hit, more likely resulting in damaging the preexisting defences. The same goes for large chevaux, to stack 2-3 at a gate (standard siege practice).

I had mentioned previously that the small hitbox forces sappers into a certain area, which is great for the opposing team. The point about the lack of visual context regarding the constructed prop's width and whether I have placed it properly still remain. The new props blend in too well to the point that distinguishing where it is placed and to build is difficult.
Spoiler
Hard to reach if team is huddled behind for cover, let alone work with another sapper to rush-build.
Hard to distinguish the second prop is, harder to fix mistakes and easier to accidentally hit sandbag

(https://steamuserimages-a.akamaihd.net/ugc/934928498614517970/B3591DC153C3D64756F12DB2D70DAD14E42FEF5F/)
[close]
The new constructed sandbag prop is too tall. 2 stacked sandbags (standard fort construction) restricts line of sight. It is also uneven at the top, stacking on the two taller parts results in an even taller sandbag wall and a hole.
Spoiler
Line of Sight blocked (when built "properly")
(https://steamuserimages-a.akamaihd.net/ugc/934928498614514707/4152C4E7734F267CCB78F6A9458803C7DB7F4189/)
(https://steamuserimages-a.akamaihd.net/ugc/934928498614515060/6C56AE7D4541269C17A3E26EB2CB2D2BEBB317AB/)
[close]
Spoiler
Hole in sandbags, even taller and no Line of Sight
(https://steamuserimages-a.akamaihd.net/ugc/934928498614516267/D0EFB26DE5643FF39090DBF954C947CD6B4408B7/)
[close]
Therefore, it is difficult to layer sandbags. Unless placed just right, it is usually too tall, slanted badly, or has a hole in it. In battle, the team is huddled behind the sandbags, and most likely blocking that intended build spot in the centre. I'd go as far to say sandbags are as finicky to place as planks are.
Spoiler
Hard to place, not useful in a fort
(https://steamuserimages-a.akamaihd.net/ugc/934928498614516713/8B4BF714F22F773A4D14B8C7311651EE37ABAF73/)
[close]
At the present state, the new sapper props are user-hostile (however unintentional it may be). These seem like nitpicks, but small issues (these new props especially) build up into big issues for what is the bread and butter of sapping. I feel like I don't have control, and that I'm fighting the game every step of the way.

I've been trying to think of how to fix these new props, but restoring the hitbox also means having a consistent visible model and physical presence. The current props are unfixable without significant dev time and iteration through user playtesting. If the time restriction and plank changes stay to prevent sapper spam, restore the pre-patch props.

I really appreciate all that your team has done in supporting an "old" game, and that you have to balance.

I don't want to ask for hotfix #2 because the props haven't been properly fixed. To sum up: let the servers balance time restriction, add ingame indicators for that restriction, keep the plank fixes, and restore the pre-patch props.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on January 19, 2018, 10:24:26 pm
Is it possible to disable bots being able to cap the flag in siege mode?

Oh - and thanks for the different textured ground squares / rectangles - they are making mapping so much easier. Can I suggest another?  Ice.
I believe the game looks for all human agents near the flag, not just players.  you might be able to change it to only human players?

i would say that is probably better left to any one server to decide if they want or not rather than us changing it on all servers in a hotfix. 


I think you might have misunderstood?  Bots could not cap the flag before the update - they can now - this is something that was done in the update and seriously skews the gameplay on vs bots siege server such as ours - what I'm asking is - can it be disabled (what you have done) or changed back? and how?
ah.   I didn't change that code personally.   I would say it's possible.  Just do what I said above.  Have it only search for players and not count each bot near by.  Or go look at the code from the old.patch and try to bring it over if it was like that before.  I'm not at my comp right now so I can't look at the code.  i never really played on the various bot siege servers.   
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on January 19, 2018, 11:22:14 pm
Time Restriction:
as for the time delay between planting stuff.  that will stay.  the time between planting stuff can be possibly adjusted.  anyways, i will point out, outside of planks, you can plant then build, which takes longer than the time to wait for you to be able to plant another con prop.
Why would I want to place-place instead of place-build?
I am trying to build a second layer of sandbags. It is lopsided/misplaced. I move slightly to try again (all happening in less than 1 second). Likewise if a chevaux, fence, etc is not placed well and I do not have the time to destroy that misplaced prop. The team and I are under fire, we need that cover ASAP.

The time restriction b/w placing props we can agree to disagree on. But in terms of balancing/play-testing it, I believe it would take a disproportionate amt of dev time to get right. It should left to the servers to set as an option on their menu. That option should be granular to 2 decimal points (ex: 2.52s) because its such a short time-frame.

I would like context in the form of a countdown timer visible to sapper on the time-delay. It will at least let sappers time when to expose ourselves to fire and place a prop. If Build(fail), wait(dodge bullets), Build is here to stay, we need a heads up.

For the error message, there are 3 cases I'd like to see covered: BLUE - Time delay, RED - Unable to place prop, BLUE - Time delay AND BLUE - Unable to place prop
Different colours are appreciated, so an instanteous glance will let us know. We don't have the luxury of slowly reading (every second counts). Colours I chose were arbitrary, but just to indicate how they should be colour-coded.

I really appreciate all that your team has done in supporting an "old" game, and that you have to balance.

I don't want to ask for hotfix #2 because the props haven't been properly fixed. To sum up: let the servers balance time restriction, add ingame indicators for that restriction, keep the plank fixes, and restore the pre-patch props.
i cant speak on the changes of the actual props themselves, as i wasn't the one that changed them.   


as for the other stuff.  it will take far more time to add in some sort of option for the servers to change regarding how long you have to wait before you can build than tweaking the time.  tbh  i am not really seeing the need to add that option either.   The time was lowered to 1 second.  From what i seen, you can plant props fairly quickly with it.   I added a 2nd error message for when you are trying to plant too quickly.  These are from yesterday.   There isn't much of a point in writing you have to wait .2 seconds to plant a prop.  by the time you look and read the message, you could plant another prop.   

Spoiler
(https://steamuserimages-a.akamaihd.net/ugc/941684138095719158/8B9F66B8E0E7B7BF42350922FFE1227BF599F678/)
[close]

Spoiler
(https://steamuserimages-a.akamaihd.net/ugc/941684138095719327/26B420F9E73359B5CD5A724D3AD0D0F79140C125/)
[close]

i am not really seeing a need to color code it either.  Even if you don't read the entire message, one is distinctly longer than the other.  So just out of the corner of your eye you will know which message it is. 
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Duuring on January 19, 2018, 11:32:19 pm
the war of 1812 USA, with native American allies would really please the USA audience, and i'd also cast another vote for the Ottomans - something different, yet in period and very colourful.

The game is about the Napoleonic wars. The Americans nor the Ottomans were in that conflict.

Splitting hairs

https://www.fsegames.eu/forum/index.php?topic=4567.0

There's an 1812 mod, yes, just like there's a Spanish Civil war mod or a WW1 mod.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Tywin on January 20, 2018, 12:04:33 am
I think the glitch that allowed for up-attacking with lances on horseback should stay. This also allowed for some special swings to be done with swords on horseback that otherwise were not possible. These swings could be used as a strategic tactic in certain situations, although they were not overpowered in any way. I feel that fixing this harmless bug only served to remove an additional feature from cavalry gameplay that made the game more entertaining.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Mohawky on January 20, 2018, 01:54:39 am
We are seeing a lot of players getting stuck on the Hougomont walls when they jump over them, where they never got stuck before. This is particularly bad in corners where two wall from that model set have been used to make a right-angled corner.

And doors are still very bugged.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on January 20, 2018, 02:00:43 am
Found a problem.

Not sure if this is a problem with my server or what, but on Commander battle, no matter how large I set the bot Squad Size, it automatically resets it to the default of 20. Happens with all factions. This happened with anyone else?
hmmm i am not having that issue from what i seen.  are you able to reproduce it?   
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: John Price on January 20, 2018, 02:12:20 am
Found a problem.

Not sure if this is a problem with my server or what, but on Commander battle, no matter how large I set the bot Squad Size, it automatically resets it to the default of 20. Happens with all factions. This happened with anyone else?
hmmm i am not having that issue from what i seen.  are you able to reproduce it?   

Found a problem.

Not sure if this is a problem with my server or what, but on Commander battle, no matter how large I set the bot Squad Size, it automatically resets it to the default of 20. Happens with all factions. This happened with anyone else?
Same here
I mean, do I need to? :D

Yeah it happens everytime. Also I was running a groupfight tonight and had this pop up again:

Spoiler
(https://steamuserimages-a.akamaihd.net/ugc/941684138096255854/92E77E4B3EA168F3251F3A6A289285EA7C0A7D98/)
[close]

That was when I check and uncheck "Competitive Score Mode" in an attempt to reset the map. This happened before and after a server restart. Only way to work around it was do click Start Map instead of unchecking, resetting then checking again.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on January 20, 2018, 02:43:27 am
Found a problem.

Not sure if this is a problem with my server or what, but on Commander battle, no matter how large I set the bot Squad Size, it automatically resets it to the default of 20. Happens with all factions. This happened with anyone else?
hmmm i am not having that issue from what i seen.  are you able to reproduce it?   
I mean, do I need to? :D

Yeah it happens everytime. Also I was running a groupfight tonight and had this pop up again:

Spoiler
(https://steamuserimages-a.akamaihd.net/ugc/941684138096255854/92E77E4B3EA168F3251F3A6A289285EA7C0A7D98/)
[close]

That was when I check and uncheck "Competitive Score Mode" in an attempt to reset the map. This happened before and after a server restart. Only way to work around it was do click Start Map instead of unchecking, resetting then checking again.
for the bolded part -   Well, in order to find out what is wrong and needs fixed, i need to be able to recreate it to see exactly where things went wrong.   yes, some things are quick and easy to find and fix, other stuff is not.(especially those inconsistent bugs that dont happen 100% of the time)  Which is why the more info the better.   server settings, pop, # of admins, game mode, anything of note going on, etc,.   anything that may be of help.  The less time i have to spend hunting for how to do a bug and the more time fixing it the better.  that is why we ask for ways to replicate it.   
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: SillyWilly on January 20, 2018, 07:53:38 am
There is a small typo in this update. The faction title "Rhinebund" should read as "Rhinebutt" i hope this gets fixed soon! It breaks my immersion...
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: MaxLam on January 20, 2018, 01:50:57 pm
Time Restriction:
as for the time delay between planting stuff.  that will stay.  the time between planting stuff can be possibly adjusted.  anyways, i will point out, outside of planks, you can plant then build, which takes longer than the time to wait for you to be able to plant another con prop.
Why would I want to place-place instead of place-build?
I am trying to build a second layer of sandbags. It is lopsided/misplaced. I move slightly to try again (all happening in less than 1 second). Likewise if a chevaux, fence, etc is not placed well and I do not have the time to destroy that misplaced prop. The team and I are under fire, we need that cover ASAP.

The time restriction b/w placing props we can agree to disagree on. But in terms of balancing/play-testing it, I believe it would take a disproportionate amt of dev time to get right. It should left to the servers to set as an option on their menu. That option should be granular to 2 decimal points (ex: 2.52s) because its such a short time-frame.

I would like context in the form of a countdown timer visible to sapper on the time-delay. It will at least let sappers time when to expose ourselves to fire and place a prop. If Build(fail), wait(dodge bullets), Build is here to stay, we need a heads up.

For the error message, there are 3 cases I'd like to see covered: BLUE - Time delay, RED - Unable to place prop, BLUE - Time delay AND RED - Unable to place prop
Different colours are appreciated, so an instanteous glance will let us know. We don't have the luxury of slowly reading (every second counts). Colours I chose were arbitrary, but just to indicate how they should be colour-coded.

Sapper Props:
The new sapper props cause bigger problems than the ones they fix.

The small build hitbox impedes teamwork; making it harder for 2+ sappers to build the same object. Under enemy fire, you can realistically only build from one side, halving the "space" you can stand in to build.

One could argue the smaller hitbox means it's harder to destroy, but that's also a hindrance. Sappers make mistakes, and if we can, we will destroy/harvest BP from misplaced props. The small hitbox makes it difficult to hit, more likely resulting in damaging the preexisting defences. The same goes for large chevaux, to stack 2-3 at a gate (standard siege practice).

I had mentioned previously that the small hitbox forces sappers into a certain area, which is great for the opposing team. The point about the lack of visual context regarding the constructed prop's width and whether I have placed it properly still remain. The new props blend in too well to the point that distinguishing where it is placed and to build is difficult.
Spoiler
Hard to reach if team is huddled behind for cover, let alone work with another sapper to rush-build.
Hard to distinguish the second prop is, harder to fix mistakes and easier to accidentally hit sandbag

(https://steamuserimages-a.akamaihd.net/ugc/934928498614517970/B3591DC153C3D64756F12DB2D70DAD14E42FEF5F/)
[close]
The new constructed sandbag prop is too tall. 2 stacked sandbags (standard fort construction) restricts line of sight. It is also uneven at the top, stacking on the two taller parts results in an even taller sandbag wall and a hole.
Spoiler
Line of Sight blocked (when built "properly")
(https://steamuserimages-a.akamaihd.net/ugc/934928498614514707/4152C4E7734F267CCB78F6A9458803C7DB7F4189/)
(https://steamuserimages-a.akamaihd.net/ugc/934928498614515060/6C56AE7D4541269C17A3E26EB2CB2D2BEBB317AB/)
[close]
Spoiler
Hole in sandbags, even taller and no Line of Sight
(https://steamuserimages-a.akamaihd.net/ugc/934928498614516267/D0EFB26DE5643FF39090DBF954C947CD6B4408B7/)
[close]
Therefore, it is difficult to layer sandbags. Unless placed just right, it is usually too tall, slanted badly, or has a hole in it. In battle, the team is huddled behind the sandbags, and most likely blocking that intended build spot in the centre. I'd go as far to say sandbags are as finicky to place as planks are.
Spoiler
Hard to place, not useful in a fort
(https://steamuserimages-a.akamaihd.net/ugc/934928498614516713/8B4BF714F22F773A4D14B8C7311651EE37ABAF73/)
[close]
At the present state, the new sapper props are user-hostile (however unintentional it may be). These seem like nitpicks, but small issues (these new props especially) build up into big issues for what is the bread and butter of sapping. I feel like I don't have control, and that I'm fighting the game every step of the way.

I've been trying to think of how to fix these new props, but restoring the hitbox also means having a consistent visible model and physical presence. The current props are unfixable without significant dev time and iteration through user playtesting. If the time restriction and plank changes stay to prevent sapper spam, restore the pre-patch props.

I really appreciate all that your team has done in supporting an "old" game, and that you have to balance.

I don't want to ask for hotfix #2 because the props haven't been properly fixed. To sum up: let the servers balance time restriction, add ingame indicators for that restriction, keep the plank fixes, and restore the pre-patch props.

Small hitboxes:
The reason for the small hitbox is that big hitboxes allowed players to build big stacks of props, creating ramps over walls in siege mode, which is the game mode in which sappers are the most useful. It seems that you don't play siege at all as you haven't noticed that this major problem was fixed. The fact that sappers have to hit a smaller area seems to be a very secondary problem in comparison. The rest is a matter of skill, it's really not hard to tell how the sandbags will be built.

I must also add that an unbuilt sandbag at 90% is now a viable defense, so it can server to add another layer of sandbags on top of others.

Having fixed the spamming and glitching issues, server owners can now safely increase the number of buildpoints.

Built timer:
If you have a problem with a 2 seconds timer then you were probably spamming build stuff. I don't see how this can be a problem in any way. Moreover, considering that most servers have a very low amount of buildpoints, you must have been stealing quite a lot of buildpoints.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Edwin on January 20, 2018, 07:10:36 pm
Arty guards appear to have 30 polearms and 2 Ironflesh, as opposed to 130 polearms and the ironflesh of a standard ranker.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: AeroNinja on January 20, 2018, 07:35:41 pm
Can we have the melee back from pre-patch? I mean everything that is added is nice just the melee didn't need any change.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Olafson on January 20, 2018, 07:53:11 pm
We did not change anything but for the lenght of some weapons and the stats of some cavalry dudes.

Whatever you are noticing is either not there and you just imagine it, or it is something caused by Taleworlds latest .exe
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Wursti on January 20, 2018, 08:08:59 pm
We did not change anything but for the lenght of some weapons and the stats of some cavalry dudes.

Whatever you are noticing is either not there and you just imagine it, or it is something caused by Taleworlds latest .exe

i think that its the new performance that makes the melee feel faster/slower (atleast for that part)

Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Olafson on January 20, 2018, 08:42:29 pm
I am not really sure how to test any of this to track down what it is (If it is anything)
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on January 20, 2018, 10:39:31 pm
Arty guards appear to have 30 polearms and 2 Ironflesh, as opposed to 130 polearms and the ironflesh of a standard ranker.
they should have the same stats as regular arty rankerz.  It is the price they pay for spawning with a gun while still being able to use artillery.  Giving them line inf stats while being able to use the arty would be too strong.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Edwin on January 21, 2018, 01:34:44 pm
Arty guards appear to have 30 polearms and 2 Ironflesh, as opposed to 130 polearms and the ironflesh of a standard ranker.
they should have the same stats as regular arty rankerz.  It is the price they pay for spawning with a gun while still being able to use artillery.  Giving them line inf stats while being able to use the arty would be too strong.

I suppose the stats make sense now, I wasn't aware they could actually operate artillery. Thanks for clearing that up!
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Walko on January 21, 2018, 08:51:26 pm
Nw getting an update? What lmao
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Walko on January 21, 2018, 08:51:59 pm
4299 is a gross number
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Duuring on January 21, 2018, 09:34:42 pm
Holy shit it's Walko.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: ScreechingSeagull on January 21, 2018, 09:50:51 pm
as for the other stuff.  it will take far more time to add in some sort of option for the servers to change regarding how long you have to wait before you can build than tweaking the time. tbh  i am not really seeing the need to add that option either.   The time was lowered to 1 second.  From what i seen, you can plant props fairly quickly with it.   I added a 2nd error message for when you are trying to plant too quickly.  These are from yesterday.   There isn't much of a point in writing you have to wait .2 seconds to plant a prop.  by the time you look and read the message, you could plant another prop.)

Thanks for revisiting and tweaking the value for the restriction.
The countdown is a moot point if the time is negligible, it looks good.

i am not really seeing a need to color code it either.  Even if you don't read the entire message, one is distinctly longer than the other.  So just out of the corner of your eye you will know which message it is.)

This looks great and easily distinguishable. However, there is still an edge-case that both errors are in effect. We'd get a time error, followed by an unplaceable error. Instead of cycling through 2 errors, it would be appreciated if it both messages showed. That way we only endure 1 error at the minimum, and can move on instead of staying still and failing attempts.

Note: I've re-arranged some quoted sentences to better respond to your points.
If you have a problem with a 2 seconds timer then you were probably spamming build stuff. I don't see how this can be a problem in any way. Moreover, considering that most servers have a very low amount of buildpoints, you must have been stealing quite a lot of buildpoints.
Having fixed the spamming and glitching issues, server owners can now safely increase the number of buildpoints.

I'd already addressed why the 2 second timer matters. The most "spam" I do is quickly correcting my position to place another prop (especially in sieges while under fire from the fortified defenders). I harvest BP from the misplaced/unbuilt props later.
I know how it feels to have no BP because of spammers, I don't use more than my share. My goal is always to be more BP efficient, to do more with less. Being more efficient -> less building to do.

The reason for the small hitbox is that big hitboxes allowed players to build big stacks of props, creating ramps over walls in siege mode, which is the game mode in which sappers are the most useful. It seems that you don't play siege at all as you haven't noticed that this major problem was fixed. The fact that sappers have to hit a smaller area seems to be a very secondary problem in comparison.

I did notice this problem was fixed, and said something along the lines of "the changes cause bigger problems than they fix". I learned most of my sapping from playing sieges. Sappers are very useful in sieges, but just as useful in normal battles.

The rest is a matter of skill, it's really not hard to tell how the sandbags will be built.
I must also add that an unbuilt sandbag at 90% is now a viable defense, so it can server to add another layer of sandbags on top of others.

It is not BP efficient to have unbuilt sandbags. Sandbags are significantly more useful built. Can you elaborate, because I'm baffled at that.

"Properly" built sandbag.
Spoiler
Too tall, blocking line-of-sight.
(https://steamuserimages-a.akamaihd.net/ugc/934928806634846006/05E9CF7A875409AFF7C5FC2423676840984CD55C/)
(https://steamuserimages-a.akamaihd.net/ugc/934928806634845755/AE2E1A5D8F92013ECA3ECB5DC75B749D009EB965/)
[close]

Build on the left or right?
Spoiler
Even taller/completely obscuring line of sight.
(https://steamuserimages-a.akamaihd.net/ugc/934928806634845240/4CD7A01650ABF56D1A103DCD490F401328DC145A/)
(https://steamuserimages-a.akamaihd.net/ugc/934928806634844936/558B93DEE4407D2BFA5109EC54C65D11AC7185BC/)
This is so fancy it even comes with a window you can get shot through!
(https://steamuserimages-a.akamaihd.net/ugc/934928498614516267/D0EFB26DE5643FF39090DBF954C947CD6B4408B7/)
[close]

Build slightly offcentre?
Spoiler
It's slanted and useless.
(https://steamuserimages-a.akamaihd.net/ugc/934928806634866411/7E8604ECC100F819C40A76240CD8BFC3FC5845C7/)
[close]

Players are huddled and blocking that intended spot: Do I kick them out of the way? Do I ask in chat to move?
Spoiler
What a waste of time; a negligible issue pre-patch made into a problem.
I could build at that opening instead, nope, slanted.
(https://steamuserimages-a.akamaihd.net/ugc/934928806634843218/84B143C86EF7733956BDC7222AAADFF8B62444F0/)
[close]

Where did it go?
Spoiler
Turns out I overshot the distance. I can barely notice this. I can't even fix this without getting in harms way.
(https://steamuserimages-a.akamaihd.net/ugc/934928806634878839/CF3C7D5BE886B046C1C48F67D2CFA8170F78ACA0/)
(https://steamuserimages-a.akamaihd.net/ugc/934928806634879120/FBC5324975F494DDDE5C23E7D33DD03516E1E004/)
[close]

Why can't I easily re-harvest that misplaced prop from behind cover like pre-patch let me do?
Even if I follow the instructions completely, and do nothing wrong in the most ideal circumstance, the new sandbags are flawed.

Bug-fixes are great.
Balances to gameplay are great.
Better integrating the time restriction is great.
Arbitrary and Illogical behavior is not.

The implementation of that bug-fix is fundamentally flawed because breaks tenets of game design. From a simple glance, the old sapper props gave an unmistakable expectations for the result. Two sandbags used to consistently and predictably provide useful defensive value. Props had the same width as the constructed one. When a prop was misplaced, you knew right away. You could fix it without much fear of damaging surrounding props.
Spoiler
(https://steamuserimages-a.akamaihd.net/ugc/934928806634844041/026819D9527A79C3396A8CE541F9B3BF31B8AB5F/)
[close]
Post-patch: the props are harder to distinguish, even hiding from you (overshot sandbag). They defy a player's reasonable expectation.

Teamwork is how teams succeed, how volleys/pikewalls succeed, how games are won. Making it harder for sappers to work together is inconsistent with the game. Removing visual context introduces guess-timation, increasing the chance of misplacing a prop (too far apart, and causing a hole in the barricade line). Reducing the hitbox making it much harder to build together, harder to rush-build fences.
Spoiler
(https://steamuserimages-a.akamaihd.net/ugc/934928806634846303/6A66E74F8EAF3173B514132DDE9416813432749E/)
[close]

That hitbox size all makes the difference between life or death; whether the cav charge bowls over your team, or it is halted by a fence. The small hitbox restricts positioning if you want to build. It lets opponents snipe you easier.

Every miss on the small hitbox/mis-swing of the axe is time not building.
Every second matters (in sieges especially). They might sound miniscule, but slightest mistake means you're dead; causing a long walk back to the front or waiting to respawn. Time that sappers aren't supporting the team.

Sandbags are too high? Visual inconsistency is confusing? Teamwork is hindered? You're just not good enough and unskilled.

Core sapper gameplay is not a "very secondary problem in comparison". Placing and building props is what sapping is! Calling it a "matter of skill" is a lazy excuse to dismiss the real and significant implications that disproportionately handicap sappers who are trying to build "normally".

Expecting sappers to cope with these changes; to be practically perfect with our swings and placement (under heavy fire) is unreasonable.

I agree that glitches are a problem, but implementing poorly designed props is not the answer. Those two goals should not be mutually exclusive of the other in an ideal setting. I would be more than happy to help the devs make props that BOTH remain intuitive/practical AND fix the glitch. However, there probably won't be more hotfixes to iterate and properly fix the flawed new props, which is why I want the pre-patch props to be restored.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Olafson on January 21, 2018, 10:05:41 pm
I have already voted for changing sapper props back to what they were.
I actually do not know why they were changed from the props I made several years ago.
I did not make or approve this change. I actually believe that it is kinda silly, a half chevaux defrise not only looks stupid, it is also extremly difficult to guess where I am going to build...
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: MaxLam on January 21, 2018, 11:12:42 pm
If a half cheval de frise "looks stupid", then what does a bridge made of 100 unbuilt chevaux de frise looks like? The way props were made had always been a problem, causing great imbalance in sieges. When I used to play as a sapper on 33rd siege, I could completely break a map with a few props put on the right place. You only needed 3 planks and a sandbag and you got a high ramp that could get you over a wall, or even an invisible wall. Players could spam chevaux-de-frise and build a flying bridge where there should be none. As a consequence the servers had to limit the number of buildpoints. On 33rd siege it was set to 50, which was ridiculously low for 200 players and would completely ruin the sapper experience. If it was put at a high level as it was on Minisiege, players would just build enormous ramps with stacks of unbuilt sandbags. When the unbuilt sandbags were modified and the planks removed, they would make ramps with the bugged unbuilt gabion combined with the unbuilt sandbags, and this ramp could go very high. It was ruining many maps. Something that wouldn't happen on battles.

Regarding deathmatch like Tropical paradise, trolls would also build big stacks of props that would eventually fly in the air and remain there as no one could break the props. No buildpoints would remain after the troll had made his work.

Now this problem is fixed, and sappers can still build things. They were nerfed and that's a good thing. I don't see any good reason to go back to the old props. And I believe that most players are satisfied with the new system. Of course those who liked to exploit glitches are not pleased.


Here, a compilation of the stupid stuff that could be done with the old props:

https://www.youtube.com/watch?v=0yo8bskYTg4


Also you can build straight sandbags walls without gaps:

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimageupload.co.uk%2Fimages%2F2018%2F01%2F21%2Fskill.png&hash=7abb8d0709d1305f62070a6f4b8edada)

That might be the difference between skill and no skill, and after less than a week of training, I guess that anyone can reach this level.  ::)
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Furrnox on January 22, 2018, 12:04:27 am
4299 is a gross number

I feel you man, I've been there.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: lonedoge on January 22, 2018, 01:03:14 am
umm i think this might be a problem


https://steamuserimages-a.akamaihd.net/ugc/932676970232508456/EE033D7A4C13B5CA6CC14E4AF967F255D56DEF4B/
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Lilja Adolfsdóttir on January 22, 2018, 01:55:41 am
Found a problem.

Not sure if this is a problem with my server or what, but on Commander battle, no matter how large I set the bot Squad Size, it automatically resets it to the default of 20. Happens with all factions. This happened with anyone else?
hmmm i am not having that issue from what i seen.  are you able to reproduce it?   
I mean, do I need to? :D

Yeah it happens everytime. Also I was running a groupfight tonight and had this pop up again:

Spoiler
(https://steamuserimages-a.akamaihd.net/ugc/941684138096255854/92E77E4B3EA168F3251F3A6A289285EA7C0A7D98/)
[close]

That was when I check and uncheck "Competitive Score Mode" in an attempt to reset the map. This happened before and after a server restart. Only way to work around it was do click Start Map instead of unchecking, resetting then checking again.
for the bolded part -   Well, in order to find out what is wrong and needs fixed, i need to be able to recreate it to see exactly where things went wrong.   yes, some things are quick and easy to find and fix, other stuff is not.(especially those inconsistent bugs that dont happen 100% of the time)  Which is why the more info the better.   server settings, pop, # of admins, game mode, anything of note going on, etc,.   anything that may be of help.  The less time i have to spend hunting for how to do a bug and the more time fixing it the better.  that is why we ask for ways to replicate it.
This will most likely just be a simple presentation bug. Make sure to set all overlay-variables that are used in a presentation (here the adminpanel) to -1 first, if they are not used everytime the presentation is opened (like the rambodistance). Most presentations do that at top of the presentation, however in the adminpanel it is done all over the presentation, so easy to miss some out.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on January 22, 2018, 02:07:37 am
Found a problem.

Not sure if this is a problem with my server or what, but on Commander battle, no matter how large I set the bot Squad Size, it automatically resets it to the default of 20. Happens with all factions. This happened with anyone else?
hmmm i am not having that issue from what i seen.  are you able to reproduce it?   
I mean, do I need to? :D

Yeah it happens everytime. Also I was running a groupfight tonight and had this pop up again:

Spoiler
(https://steamuserimages-a.akamaihd.net/ugc/941684138096255854/92E77E4B3EA168F3251F3A6A289285EA7C0A7D98/)
[close]

That was when I check and uncheck "Competitive Score Mode" in an attempt to reset the map. This happened before and after a server restart. Only way to work around it was do click Start Map instead of unchecking, resetting then checking again.
for the bolded part -   Well, in order to find out what is wrong and needs fixed, i need to be able to recreate it to see exactly where things went wrong.   yes, some things are quick and easy to find and fix, other stuff is not.(especially those inconsistent bugs that dont happen 100% of the time)  Which is why the more info the better.   server settings, pop, # of admins, game mode, anything of note going on, etc,.   anything that may be of help.  The less time i have to spend hunting for how to do a bug and the more time fixing it the better.  that is why we ask for ways to replicate it.
This will most likely just be a simple presentation bug. Make sure to set all overlay-variables that are used in a presentation (here the adminpanel) to -1 first, if they are not used everytime the presentation is opened (like the rambodistance). Most presentations do that at top of the presentation, however in the adminpanel it is done all over the presentation, so easy to miss some out.
I wouldn't be suprised if it was something as simple as that.  we had 3-4 different people changing one thing or another in that file.  it's possible someone forgot something, or between the tweaking/redoing something depending on what we wanted out of a certain feature that something was forgotten.(like changing the # of custom maps)

i think i am the only one around right now to look at some of this stuff.  it is on my to do list. 
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: ScreechingSeagull on January 22, 2018, 02:38:17 am
I think that's all I have to say about the new props without repeating myself.
Moving on to random/minor observations:

The warning message on the Rhinebund explosive crates are in French. Shouldn't it be in German? I haven't done any research on whether France supplied the Rhinebund w/ gunpowder, or if the German states themselves produced their own. Is this based on history, is it an oversight? Just out of pure curiosity.

The plank changes are welcome, but there's an annoyance when I try to fix something, and break a plank I didn't mean to. Could the strength be set to withstand 1 sapper axe hit? It just needs to survive by a miniscule amount, so I can nurse it back to life with repairs. It's frustrating having to go back and replace that plank.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Lilja Adolfsdóttir on January 22, 2018, 04:07:06 am
Spoiler
Found a problem.

Not sure if this is a problem with my server or what, but on Commander battle, no matter how large I set the bot Squad Size, it automatically resets it to the default of 20. Happens with all factions. This happened with anyone else?
hmmm i am not having that issue from what i seen.  are you able to reproduce it?   
I mean, do I need to? :D

Yeah it happens everytime. Also I was running a groupfight tonight and had this pop up again:

Spoiler
(https://steamuserimages-a.akamaihd.net/ugc/941684138096255854/92E77E4B3EA168F3251F3A6A289285EA7C0A7D98/)
[close]

That was when I check and uncheck "Competitive Score Mode" in an attempt to reset the map. This happened before and after a server restart. Only way to work around it was do click Start Map instead of unchecking, resetting then checking again.
for the bolded part -   Well, in order to find out what is wrong and needs fixed, i need to be able to recreate it to see exactly where things went wrong.   yes, some things are quick and easy to find and fix, other stuff is not.(especially those inconsistent bugs that dont happen 100% of the time)  Which is why the more info the better.   server settings, pop, # of admins, game mode, anything of note going on, etc,.   anything that may be of help.  The less time i have to spend hunting for how to do a bug and the more time fixing it the better.  that is why we ask for ways to replicate it.
This will most likely just be a simple presentation bug. Make sure to set all overlay-variables that are used in a presentation (here the adminpanel) to -1 first, if they are not used everytime the presentation is opened (like the rambodistance). Most presentations do that at top of the presentation, however in the adminpanel it is done all over the presentation, so easy to miss some out.
[close]
I wouldn't be suprised if it was something as simple as that.  we had 3-4 different people changing one thing or another in that file.  it's possible someone forgot something, or between the tweaking/redoing something depending on what we wanted out of a certain feature that something was forgotten.(like changing the # of custom maps)

i think i am the only one around right now to look at some of this stuff.  it is on my to do list.
Some were not set to -1 at all and some were set to -1, but only inside a block, that was already conditioned:
g_presentation_obj_admin_panel_3
g_presentation_obj_admin_panel_4
g_presentation_obj_admin_panel_79
g_presentation_obj_admin_panel_54
g_presentation_obj_admin_panel_55
g_presentation_obj_admin_panel_max_teamkills_before_kick

Also all the classlimiting-overlay-variables are not set to -1 since forever (so an old issue). As they were almost last to be created, and not many were checked after them in the event_state_change-trigger, it probably never ever triggered a bug (maybe even not possible, as there were not so many hideable buttons like now). However, it was a pain for modders, if they added stuff in the end of the code (which is just logical). You then search your own new code for a few hours^^
Now with all the new hidden options, it would be adviseable to set them to -1 aswell (or just move them completly to the end in the on_load and event_state_change-trigger, probably nobody writing a new mod changing the Adminpanel anyway).

You dont have to go through the whole presentation and add all of the variables to the needed positions, just add it at the top, like in most other presentations.
Code
(assign, "$g_presentation_obj_admin_panel_3", -1),
(assign, "$g_presentation_obj_admin_panel_4", -1),
(assign, "$g_presentation_obj_admin_panel_79", -1),
(assign, "$g_presentation_obj_admin_panel_54", -1),
(assign, "$g_presentation_obj_admin_panel_55", -1),
(assign, "$g_presentation_obj_admin_panel_max_teamkills_before_kick", -1),

#classlimiting vars
(assign, "$g_presentation_obj_admin_panel_58", -1),
(assign, "$g_presentation_obj_admin_panel_44", -1),
(assign, "$g_presentation_obj_admin_panel_45", -1),
(assign, "$g_presentation_obj_admin_panel_59", -1),
(assign, "$g_presentation_obj_admin_panel_46", -1),
(assign, "$g_presentation_obj_admin_panel_60", -1),
(assign, "$g_presentation_obj_admin_panel_61", -1),
(assign, "$g_presentation_obj_admin_panel_62", -1),
(assign, "$g_presentation_obj_admin_panel_63", -1),
(assign, "$g_presentation_obj_admin_panel_64", -1),
(assign, "$g_presentation_obj_admin_panel_67", -1),
(assign, "$g_presentation_obj_admin_panel_65", -1),
(assign, "$g_presentation_obj_admin_panel_80", -1),
(assign, "$g_presentation_obj_admin_panel_66", -1),
(assign, "$g_presentation_obj_admin_panel_74", -1),
(assign, "$g_presentation_obj_admin_panel_47", -1),
(assign, "$g_presentation_obj_admin_panel_48", -1),
(assign, "$g_presentation_obj_admin_panel_49", -1),
(assign, "$g_presentation_obj_admin_panel_50", -1),
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Mohawky on January 22, 2018, 07:37:50 am
Ok, I have a problem with a map caused post patch and I have no idea why.

This is our "Trench War" map from our server:
Spoiler
(https://i.imgur.com/Y9pxoOF.jpg)
[close]

It doesn't have, and never has had, any trees on it.

But since the patch, I now have 2 phantom trees appearing on it:

Spoiler
(https://i.imgur.com/E5iwCQI.jpg)

(https://i.imgur.com/TTfqWRn.jpg)
[close]

These trees just don't exist apart from visually, they are not models, they don't appear on the map editor list at all for the map, they have no collision and can be walked through by bots and players alike. They just suddenly appeared post patch.

Whats going on here?



- thunder added spoilers to pics
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on January 22, 2018, 08:44:48 am
Ok, I have a problem with a map caused post patch and I have no idea why.

This is our "Trench War" map from our server:

Spoiler
(https://i.imgur.com/Y9pxoOF.jpg)
[close]

It doesn't have, and never has had, any trees on it.

But since the patch, I now have 2 phantom trees appearing on it:

Spoiler
(https://i.imgur.com/E5iwCQI.jpg)

(https://i.imgur.com/TTfqWRn.jpg)
[close]

These trees just don't exist apart from visually, they are not models, they don't appear on the map editor list at all for the map, they have no collision and can be walked through by bots and players alike. They just suddenly appeared post patch.

Whats going on here?
heh, tbh idk.    might be an exe issue.  there are a few of those already.  i'll add it to the list and ask vince when he is back.


Some were not set to -1 at all and some were set to -1, but only inside a block, that was already conditioned:
g_presentation_obj_admin_panel_3
g_presentation_obj_admin_panel_4
g_presentation_obj_admin_panel_79
g_presentation_obj_admin_panel_54
g_presentation_obj_admin_panel_55
g_presentation_obj_admin_panel_max_teamkills_before_kick

Also all the classlimiting-overlay-variables are not set to -1 since forever (so an old issue). As they were almost last to be created, and not many were checked after them in the event_state_change-trigger, it probably never ever triggered a bug (maybe even not possible, as there were not so many hideable buttons like now). However, it was a pain for modders, if they added stuff in the end of the code (which is just logical). You then search your own new code for a few hours^^
Now with all the new hidden options, it would be adviseable to set them to -1 aswell (or just move them completly to the end in the on_load and event_state_change-trigger, probably nobody writing a new mod changing the Adminpanel anyway).

You dont have to go through the whole presentation and add all of the variables to the needed positions, just add it at the top, like in most other presentations.
Code
(assign, "$g_presentation_obj_admin_panel_3, -1),
(assign, "$g_presentation_obj_admin_panel_4, -1),
(assign, "$g_presentation_obj_admin_panel_79, -1),
(assign, "$g_presentation_obj_admin_panel_54, -1),
(assign, "$g_presentation_obj_admin_panel_55, -1),
(assign, "$g_presentation_obj_admin_panel_max_teamkills_before_kick, -1),

#classlimiting vars
(assign, "$g_presentation_obj_admin_panel_58, -1),
(assign, "$g_presentation_obj_admin_panel_44, -1),
(assign, "$g_presentation_obj_admin_panel_45, -1),
(assign, "$g_presentation_obj_admin_panel_59, -1),
(assign, "$g_presentation_obj_admin_panel_46, -1),
(assign, "$g_presentation_obj_admin_panel_60, -1),
(assign, "$g_presentation_obj_admin_panel_61, -1),
(assign, "$g_presentation_obj_admin_panel_62, -1),
(assign, "$g_presentation_obj_admin_panel_63, -1),
(assign, "$g_presentation_obj_admin_panel_64, -1),
(assign, "$g_presentation_obj_admin_panel_67, -1),
(assign, "$g_presentation_obj_admin_panel_65, -1),
(assign, "$g_presentation_obj_admin_panel_80, -1),
(assign, "$g_presentation_obj_admin_panel_66, -1),
(assign, "$g_presentation_obj_admin_panel_74, -1),
(assign, "$g_presentation_obj_admin_panel_47, -1),
(assign, "$g_presentation_obj_admin_panel_48, -1),
(assign, "$g_presentation_obj_admin_panel_49, -1),
(assign, "$g_presentation_obj_admin_panel_50, -1),
yea, i'll probably be spending a lot of time jumping around the present file the next few days.   thanks for the help though. always appreciated.   i really don't like the present file compared to the MT and scripts file.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Olafson on January 22, 2018, 08:47:51 am
If a half cheval de frise "looks stupid", then what does a bridge made of 100 unbuilt chevaux de frise looks like? The way props were made had always been a problem, causing great imbalance in sieges. When I used to play as a sapper on 33rd siege, I could completely break a map with a few props put on the right place. You only needed 3 planks and a sandbag and you got a high ramp that could get you over a wall, or even an invisible wall. Players could spam chevaux-de-frise and build a flying bridge where there should be none. As a consequence the servers had to limit the number of buildpoints. On 33rd siege it was set to 50, which was ridiculously low for 200 players and would completely ruin the sapper experience. If it was put at a high level as it was on Minisiege, players would just build enormous ramps with stacks of unbuilt sandbags. When the unbuilt sandbags were modified and the planks removed, they would make ramps with the bugged unbuilt gabion combined with the unbuilt sandbags, and this ramp could go very high. It was ruining many maps. Something that wouldn't happen on battles.

Regarding deathmatch like Tropical paradise, trolls would also build big stacks of props that would eventually fly in the air and remain there as no one could break the props. No buildpoints would remain after the troll had made his work.

Now this problem is fixed, and sappers can still build things. They were nerfed and that's a good thing. I don't see any good reason to go back to the old props. And I believe that most players are satisfied with the new system. Of course those who liked to exploit glitches are not pleased.


Here, a compilation of the stupid stuff that could be done with the old props:

https://www.youtube.com/watch?v=0yo8bskYTg4


Also you can build straight sandbags walls without gaps:

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimageupload.co.uk%2Fimages%2F2018%2F01%2F21%2Fskill.png&hash=7abb8d0709d1305f62070a6f4b8edada)

That might be the difference between skill and no skill, and after less than a week of training, I guess that anyone can reach this level.  ::)

I believe that we fixed the issue with being able to build towers/bridges out of these props, so the  old props will not cause any issues.
I will obviously not revert back if this issue is not fixed.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Mohawky on January 22, 2018, 10:00:28 am
Seem to be having a bit of a problem with the new teleport doors - they work fine in teleporting, but the teleported player spawn almost on top of the (vertical door) door - which means there is a distinct bump with the wall the door is attached to when the player arrives, and in 1 out of 5 teleports the player arrives inside the building the door is attached to - on the wrong side.


Request:
Is it possible to have a Variance 2 on the teleport props that limits the classes that can use them?  For example  1 = Only cav class can use the prop (without horses obviously)  2 = Only Infantry   etc   
This would be very useful to us for teleporting cav players to stables (on our server players spawn without horses and spawn them at stables - to prevent cav spawns in areas they cant get out of, and trolls blocking doors with horses) and areas where we want them to initiate charges from, but we don't want other classes to access these areas.


Plus is there a team assigned number for them like doors to limit which team can use them?

Also linking two teleport doors to each other makes a two way system of travel - is there a way to link a teleport door to another door prop that does not provide a teleport back to origin?  Or a variance of some sort to set that? Departure door > Arrival Door
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on January 22, 2018, 10:05:08 am
Seem to be having a bit of a problem with the new teleport doors - they work fine in teleporting, but the teleported player spawn almost on top of the (vertical door) door - which means there is a distinct bump with the wall the door is attached to when the player arrives, and in 1 out of 5 teleports the player arrives inside the building the door is attached to - on the wrong side.
i'll add it to the list to be looked into.   i believe vince made them but if i get time, ill see what he was wanting to get out of them, how they work, and if there is anything i can do to improve them. 
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Mohawky on January 22, 2018, 10:13:54 am
Seem to be having a bit of a problem with the new teleport doors - they work fine in teleporting, but the teleported player spawn almost on top of the (vertical door) door - which means there is a distinct bump with the wall the door is attached to when the player arrives, and in 1 out of 5 teleports the player arrives inside the building the door is attached to - on the wrong side.
i'll add it to the list to be looked into.   i believe vince made them but if i get time, ill see what he was wanting to get out of them, how they work, and if there is anything i can do to improve them.

One of the things I'm also finding with that prop is that they are also very thin (depth) so positioning of door on building has to be so precise that its hit and miss if teleport door is outside buildings collision, and if its inside by a fraction door does not work. I'm having to increase the depth of the door so it sinks into the wall by at least double its normal depth.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: MaxLam on January 22, 2018, 03:22:05 pm
That can't be fixed and there is no need to. Just use a set of 4 teleport doors instead of two, minimize the second set so that it's invisible, i.e. inside objects or under the ground, and players will spawn exactly where you need them to spawn.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Dokletian on January 22, 2018, 05:34:45 pm
When it comes to cavalry, it really seems like you need as twice as many hits to kill a hussar and especially a heavy. It‘s almost impossible to kill a heavy horse when you‘re dismounted.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Bob_The_Drunken_Villager on January 22, 2018, 09:11:53 pm
When it comes to cavalry, it really seems like you need as twice as many hits to kill a hussar and especially a heavy. It‘s almost impossible to kill a heavy horse when you‘re dismounted.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Mohawky on January 22, 2018, 11:32:02 pm
That can't be fixed and there is no need to. Just use a set of 4 teleport doors instead of two, minimize the second set so that it's invisible, i.e. inside objects or under the ground, and players will spawn exactly where you need them to spawn.

Cant be fixed?  The Vertical door prop is badly coded - it spawns the player who teleported on the exact axis spot of the door - where it would "swing" if it was a real door that opened - this means the player has a good chance of spawning inside the building its attached to. The horizontal door prop works fine.  And why would you expect the user to go to the trouble of using 4 props and all that added effort just to use a prop that's broken in the first place?

Even when an invisible one is placed underground, it still shows the "Open Door" and allows players to use it. Some props do conceal it, but not that many.

Ive corrected my maps now, and have them all working but its a inept system that could have been so much simpler.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Mohawky on January 23, 2018, 09:22:55 am
Sand bags - while I love the look of the new model - the removal of the ones that used to stick out at the bottom is just great, maps using them look so much better, but in play they are just awful.

I must have watched 50 or 60 sappers now trying to use them, some very experienced and skilled, some noobs. ALL of them have problems with them. They just cant be built in straight lines, or in layers. And the proximity of any other prop tends to make them spawn at odd slanted angles into the air. Sandbag walls end up a complete mess.

Plus, they are too tall, and too extended at the bottom ends compared to the tops. Its completely hit and miss whether a player can jump sandbags now and that breaks a fundamental game priniciple of a prop always behaving the same way as a player expects it to.

This isn't just a matter of players getting experienced with using the new prop - its a matter of the prop itself being badly designed and poorly executed.  Love the look, hate the gameplay problems it causes.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Mohawky on January 23, 2018, 02:11:11 pm
I know you probably don't want to add any more props, but the ground rectangles you added with different textures on them are proving to be really useful. Could I beg you to please add the following too?

stone wall 9
ground_village
fort_stones
fort_ground
fort_debris
logs
RooftilesSlate0045_3_S
RooftilesCeramicOld0087_2_S
RooftilesCeramicOld0019_2_S
stucco_6
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on January 23, 2018, 02:12:30 pm
I know you probably don't want to add any more props, but the ground rectangles you added with different textures on them are proving to be really useful. Could I beg you to please add the following too?

stone wall 9
ground_village
fort_stones
fort_ground
fort_debris
logs
RooftilesSlate0045_3_S
RooftilesCeramicOld0087_2_S
RooftilesCeramicOld0019_2_S
stucco_6
i'll stick on the list of things to ask vince about when he is back.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: AeroNinja on January 23, 2018, 03:05:20 pm
I don't know what happened to the melee. But it is really fucked up now. Melee is the only fun part of this game and now this is also destroyed. G fuckin G.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on January 23, 2018, 03:06:36 pm
for those interested in the TP doors.

how does this look for the vertical door.(this is the only one i changed)

https://www.youtube.com/watch?v=WEQP7sKpTf4

if you like it, i can upload the text file and the code here.   basically just using similar code to how TP works for players, where it doesn't put you on/inside them, but a few feet away. 

anyways, it is time for bed, so i will read the responses when i wake up.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: MaxLam on January 23, 2018, 03:24:51 pm
Plus, they are too tall, and too extended at the bottom ends compared to the tops. Its completely hit and miss whether a player can jump sandbags now and that breaks a fundamental game priniciple of a prop always behaving the same way as a player expects it to.
The sides were not changed at all. The only thing that was changed is the small gap at the top, and the collision meshes now correspond to what the mesh looks like, which wasn't the case before. So that's exactly the contrary, now the collision mesh corresponds to what you actually see. It's just that you spent so much time playing with the old ones that those glitches seemed "natural" to you.

The sandbags are not taller per se, it's just that they don't glitch in the ground anymore. I understand that the small gap at the top makes it harder to build straight lines of sandbags, although that's not impossible. If that's the main problem it could be removed I guess.

However removing the other modifications would be a big mistake. Indeed, as I said already, I could build a big ramp with only 2 planks and one built sandbag because of the rectangular geometry. And we do not want that.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Mohawky on January 23, 2018, 04:01:37 pm
for those interested in the TP doors.

how does this look for the vertical door.(this is the only one i changed)


if you like it, i can upload the text file and the code here.   basically just using similar code to how TP works for players, where it doesn't put you on/inside them, but a few feet away. 

anyways, it is time for bed, so i will read the responses when i wake up.

That looks great to me - Cheers !
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Mohawky on January 23, 2018, 07:47:43 pm
Plus, they are too tall, and too extended at the bottom ends compared to the tops. Its completely hit and miss whether a player can jump sandbags now and that breaks a fundamental game priniciple of a prop always behaving the same way as a player expects it to.
The sides were not changed at all. The only thing that was changed is the small gap at the top, and the collision meshes now correspond to what the mesh looks like, which wasn't the case before. So that's exactly the contrary, now the collision mesh corresponds to what you actually see. It's just that you spent so much time playing with the old ones that those glitches seemed "natural" to you.

The sandbags are not taller per se, it's just that they don't glitch in the ground anymore. I understand that the small gap at the top makes it harder to build straight lines of sandbags, although that's not impossible. If that's the main problem it could be removed I guess.

However removing the other modifications would be a big mistake. Indeed, as I said already, I could build a big ramp with only 2 planks and one built sandbag because of the rectangular geometry. And we do not want that.

Weve had earthworks and planks disabled for a long time. With this update we left them on to see if they would still cause problems. Earthworks did very well, no glitching, no problems until we got to a map with a tunnel, and then they were used to glitch the exit from it. Planks are much improved and make very little difference to games other than sappers using them to plan out defences, like a ground blueprint. We will probably disable earthworks and leave planks on.
The kind of tower and ramp building you describe we don't have, simply because we don't allow it.

Cheveaux and spikes I don't see a problem with.

Whatever the cause sandbags are just not right and could do with some adjustment I think. Something like this would be much more user friendly. It would be easy to place and layer and its ends would butt up against each other easily to form walls:

(https://i.imgur.com/sXbtVPa.jpg)

But if you do change could the new version not exceed the dimensions of the current new prop - I don't want to have to adjust 5,000 sand bags again  :  )  Height wise - they should be at the right height for players to jump easily without getting stuck on top of them when in 1 layer.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Wursti on January 23, 2018, 08:01:31 pm
I don't know what happened to the melee. But it is really fucked up now. Melee is the only fun part of this game and now this is also destroyed. G fuckin G.

its fine if there wouldnt be like 10x more pokes than before and it seems like ppl got 2x their HP i alrdy tanked 6-7 hits once (only 1 or 2 of them soft hits)
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Edwin on January 23, 2018, 09:05:45 pm
In all honesty sapper does need to be revised. In the heat of battle the new sandbags are an absolute nightmare to get built in time due to their awkward placing, made worse further still by the fact that the enemy can easily shoot over one sandbag and a second layer is required to provide sufficient cover - something which is now borderline impossible and looks wonky/unrealistic once actually pulled off.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: ScreechingSeagull on January 23, 2018, 09:29:17 pm
In terms of making some sapper props more viable:

Small cheveux are great now: reducing their cost to 2 BP, and maintaining 4 hits to build means they're very effective in very limited situations (doorways, etc). Two thumbs up from me.

Gabions I would like to see also become more competitive. They're somewhat useful around cannons, but I find (sandbags, small chev, etc) more useful. The current cost of 3 BP is good, it should be more expensive than small chev since it also has bullet protection. Could the hits to build be lowered from 8 -> 4-5? It would be more consistent (small props are cheaper, faster, but smaller surface area).

Before, there were almost always something else more cost-effective to build than ^. Making them more competitive gives us more viable options.

The planks I think have suffered a bit too much. If there's something close to a plank that I want to fix/destroy, I usually end up breaking the plank.

I know there's the everpresent problem of spamming/trolling, but on the other end, there's also griefers (albeit a much smaller problem). Planks have always been finicky to place and they have a mind of their own. They're fixed now so they can't be glitched.

Seeing them as weak as a window, and getting shredded at the slightest touch is incredibly frustrating. Planks were very useful covering up mistakes, linking fence segments. I would like their strength increased to around 1-1/2 full sapper axe hits.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on January 23, 2018, 11:42:41 pm
here is the code i modified this morning.

Code
check_common_teleport_door_trigger = (ti_on_scene_prop_use,
  [
    (store_trigger_param_1, ":agent_id"),
    (store_trigger_param_2, ":instance_id"),

    (try_begin),
      (agent_is_active,":agent_id"),
      (agent_is_alive,":agent_id"),
      (prop_instance_is_valid,":instance_id"),
     
      (this_or_next|multiplayer_is_server),
      (neg|game_in_multiplayer_mode),
   
      (prop_instance_get_variation_id, ":teleport_id", ":instance_id"),

      (assign,":found_dest_instance_id", -1),
      (try_for_range,":door_type","spr_door_teleport_vertical","spr_door_teleport_props_end"),
        (try_for_prop_instances, ":cur_instance_id", ":door_type", somt_object),
          (eq,":found_dest_instance_id", -1), # not found yet.
          (neq, ":cur_instance_id", ":instance_id"),
         
          (prop_instance_get_variation_id, ":dest_teleport_id", ":cur_instance_id"),
          (eq, ":teleport_id", ":dest_teleport_id"),
         
          (assign, ":found_dest_instance_id", ":cur_instance_id"),
        (try_end),
      (try_end),

      (try_begin),
        (prop_instance_is_valid,":found_dest_instance_id"),
       
        (prop_instance_get_position, pos1, ":found_dest_instance_id"),
        (try_begin),
          (prop_instance_get_scene_prop_kind, ":door_kind", ":found_dest_instance_id"),
          (eq, ":door_kind", "spr_door_teleport_vertical"),
          (position_move_y, pos1, -150),
          (position_move_x, pos1, -50),
          (agent_set_position, ":agent_id", pos1),
        (else_try),
          (agent_set_position, ":agent_id", pos1),
        (try_end),
      (try_end),
  (try_end),
  ])

if you don't care about the code, here is the txt file.  let me know how it works out.   be sure to make sure your maps are made with the new tp changes in mind. 
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Mohawky on January 24, 2018, 01:09:43 am
here is the code i modified this morning.

Code
check_common_teleport_door_trigger = (ti_on_scene_prop_use,
  [
    (store_trigger_param_1, ":agent_id"),
    (store_trigger_param_2, ":instance_id"),

    (try_begin),
      (agent_is_active,":agent_id"),
      (agent_is_alive,":agent_id"),
      (prop_instance_is_valid,":instance_id"),
     
      (this_or_next|multiplayer_is_server),
      (neg|game_in_multiplayer_mode),
   
      (prop_instance_get_variation_id, ":teleport_id", ":instance_id"),

      (assign,":found_dest_instance_id", -1),
      (try_for_range,":door_type","spr_door_teleport_vertical","spr_door_teleport_props_end"),
        (try_for_prop_instances, ":cur_instance_id", ":door_type", somt_object),
          (eq,":found_dest_instance_id", -1), # not found yet.
          (neq, ":cur_instance_id", ":instance_id"),
         
          (prop_instance_get_variation_id, ":dest_teleport_id", ":cur_instance_id"),
          (eq, ":teleport_id", ":dest_teleport_id"),
         
          (assign, ":found_dest_instance_id", ":cur_instance_id"),
        (try_end),
      (try_end),

      (try_begin),
        (prop_instance_is_valid,":found_dest_instance_id"),
       
        (prop_instance_get_position, pos1, ":found_dest_instance_id"),
        (try_begin),
          (prop_instance_get_scene_prop_kind, ":door_kind", ":found_dest_instance_id"),
          (eq, ":door_kind", "spr_door_teleport_vertical"),
          (position_move_y, pos1, -150),
          (position_move_x, pos1, -50),
          (agent_set_position, ":agent_id", pos1),
        (else_try),
          (agent_set_position, ":agent_id", pos1),
        (try_end),
      (try_end),
  (try_end),
  ])

if you don't care about the code, here is the txt file.  let me know how it works out.   be sure to make sure your maps are made with the new tp changes in mind.


Thanks very much, appreciated!  We will try it out and let you know.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on January 24, 2018, 10:06:22 am
managed to code this in last night.(map selection button)   seems to be working fine.  will have to do more tests, and maybe work on the code a bit more.  hopefully all goes well and it can be stuck in the hotfix.  you can use both the arrows like you use to or the other button.

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(https://steamuserimages-a.akamaihd.net/ugc/941684532082712464/C8B2223A84CDCC68BD34560CA45BD45050C59176/)
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still have other things to work on in the present file,  and maybe a better player list panel when slaying, kicking, etc,.   
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: MaxLam on January 24, 2018, 03:32:07 pm
Plus, they are too tall, and too extended at the bottom ends compared to the tops. Its completely hit and miss whether a player can jump sandbags now and that breaks a fundamental game priniciple of a prop always behaving the same way as a player expects it to.
The sides were not changed at all. The only thing that was changed is the small gap at the top, and the collision meshes now correspond to what the mesh looks like, which wasn't the case before. So that's exactly the contrary, now the collision mesh corresponds to what you actually see. It's just that you spent so much time playing with the old ones that those glitches seemed "natural" to you.

The sandbags are not taller per se, it's just that they don't glitch in the ground anymore. I understand that the small gap at the top makes it harder to build straight lines of sandbags, although that's not impossible. If that's the main problem it could be removed I guess.

However removing the other modifications would be a big mistake. Indeed, as I said already, I could build a big ramp with only 2 planks and one built sandbag because of the rectangular geometry. And we do not want that.

Weve had earthworks and planks disabled for a long time. With this update we left them on to see if they would still cause problems. Earthworks did very well, no glitching, no problems until we got to a map with a tunnel, and then they were used to glitch the exit from it. Planks are much improved and make very little difference to games other than sappers using them to plan out defences, like a ground blueprint. We will probably disable earthworks and leave planks on.
The kind of tower and ramp building you describe we don't have, simply because we don't allow it.

Cheveaux and spikes I don't see a problem with.

Whatever the cause sandbags are just not right and could do with some adjustment I think. Something like this would be much more user friendly. It would be easy to place and layer and its ends would butt up against each other easily to form walls:

(https://i.imgur.com/sXbtVPa.jpg)

But if you do change could the new version not exceed the dimensions of the current new prop - I don't want to have to adjust 5,000 sand bags again  :  )  Height wise - they should be at the right height for players to jump easily without getting stuck on top of them when in 1 layer.
The problem with earthmounds can be fixed by adding an invisible wall on the ground. Sappers won't be able to dig.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Mohawky on January 25, 2018, 06:47:02 am
Plus, they are too tall, and too extended at the bottom ends compared to the tops. Its completely hit and miss whether a player can jump sandbags now and that breaks a fundamental game priniciple of a prop always behaving the same way as a player expects it to.
The sides were not changed at all. The only thing that was changed is the small gap at the top, and the collision meshes now correspond to what the mesh looks like, which wasn't the case before. So that's exactly the contrary, now the collision mesh corresponds to what you actually see. It's just that you spent so much time playing with the old ones that those glitches seemed "natural" to you.

The sandbags are not taller per se, it's just that they don't glitch in the ground anymore. I understand that the small gap at the top makes it harder to build straight lines of sandbags, although that's not impossible. If that's the main problem it could be removed I guess.

However removing the other modifications would be a big mistake. Indeed, as I said already, I could build a big ramp with only 2 planks and one built sandbag because of the rectangular geometry. And we do not want that.

Weve had earthworks and planks disabled for a long time. With this update we left them on to see if they would still cause problems. Earthworks did very well, no glitching, no problems until we got to a map with a tunnel, and then they were used to glitch the exit from it. Planks are much improved and make very little difference to games other than sappers using them to plan out defences, like a ground blueprint. We will probably disable earthworks and leave planks on.
The kind of tower and ramp building you describe we don't have, simply because we don't allow it.

Cheveaux and spikes I don't see a problem with.

Whatever the cause sandbags are just not right and could do with some adjustment I think. Something like this would be much more user friendly. It would be easy to place and layer and its ends would butt up against each other easily to form walls:

But if you do change could the new version not exceed the dimensions of the current new prop - I don't want to have to adjust 5,000 sand bags again  :  )  Height wise - they should be at the right height for players to jump easily without getting stuck on top of them when in 1 layer.
The problem with earthmounds can be fixed by adding an invisible wall on the ground. Sappers won't be able to dig.

Its a nice idea, but the ground where the tunnel exits isn't regular, its like a dished bowl, so flat surfaced barriers wouldn't work there. I could always rework the exit somewhat.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Mohawky on January 25, 2018, 06:56:14 am
managed to code this in last night.(map selection button)   seems to be working fine.  will have to do more tests, and maybe work on the code a bit more.  hopefully all goes well and it can be stuck in the hotfix.  you can use both the arrows like you use to or the other button.

Spoiler
(https://steamuserimages-a.akamaihd.net/ugc/941684532082712464/C8B2223A84CDCC68BD34560CA45BD45050C59176/)
[close]

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(https://steamuserimages-a.akamaihd.net/ugc/941684532082712600/02FEBACE415F009882D9591553E7DCCEC25AB4D8/)
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still have other things to work on in the present file,  and maybe a better player list panel when slaying, kicking, etc,.


That's nice. With 100 custom maps clicking through them was getting a bit tedious. A better admin panel list page would also be good too - the options we use the most - swap player, kick player etc have all been moved into "More Admin Tools" which means two clicks now to get to the option you need. Its a bit cumbersome. Any chance of it all on one page - maybe double columned?
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on January 25, 2018, 07:55:24 am
managed to code this in last night.(map selection button)   seems to be working fine.  will have to do more tests, and maybe work on the code a bit more.  hopefully all goes well and it can be stuck in the hotfix.  you can use both the arrows like you use to or the other button.

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still have other things to work on in the present file,  and maybe a better player list panel when slaying, kicking, etc,.


That's nice. With 100 custom maps clicking through them was getting a bit tedious. A better admin panel list page would also be good too - the options we use the most - swap player, kick player etc have all been moved into "More Admin Tools" which means two clicks now to get to the option you need. Its a bit cumbersome. Any chance of it all on one page - maybe double columned?
indeed, we wanted to have a better map selection thing in the patch, but ran out of time.  same for changing the slay, kick, stuff for finding players.

as for moving stuff around.  eh, it will have to be something i talk to Vince about. 
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Olafson on January 25, 2018, 08:59:22 am
Please remember that it is just going to be a "hot"fix.
I am not going to accept adding any new features or spending to much time on it. We need to work on other stuff that is more important.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Noorwegian on January 25, 2018, 03:52:07 pm
We need to work on other stuff that is more important.

Such as BCoF beta
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Edwin on January 25, 2018, 04:09:55 pm
The light infantry officer unit has 2 Ironflesh and 1 Powerstrike, where as normal officers, and almost all units in the game, have at least 3 Ironflesh and 3 Powerstrike; I believe this is an oversight that needs to be corrected. There is no increase in crossbow skill for the officer, for the record (and I'm not saying he should have, but at least correct the mistake in his core attributes).
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Olafson on January 25, 2018, 07:39:24 pm
Noted. Thanks.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Zebaad on January 25, 2018, 09:07:29 pm
Found a bug when using royale props: used royale_spawn_ammo Var1-1 & Var2-100 spawned infantry muskets will check for any more bugs now:
Tested with Var1-1 & Var2-90 spawned inf musket
Var1-0 & Var2-100 Spawned musket ammo which was not added to inventory

Lastly, tested by placing ontop of pontoons over water, muskets were spawned where ammo should be still, however item kinds of ammo was spawned underwater below the pontoon- not usable.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: danangleland on January 25, 2018, 11:31:35 pm
Without reading the title, I was mildly excited to see the first blog in over 2 years, but then bemused to see that it had nothing at all to do with Battle Cry of Freedom. I had heard about the NW patch a few days ago but assumed it was done by Taleworlds; I was under the impression that Flying Squirrel were long since done and dusted with working on NW- now it seems part of the tiny team has been working on a nearly 6 year old DLC for another game, and posts the info about it under the guise of being a blog in the same series as the previous 27 blogs which were all about BCoF. It is bad enough to learn that the very few members not working on Holdfast or some other venture were not all working on BCoF, but could you not have posted this NW update info in the NW section? It's like a bad joke putting it here, a kick in the teeth. It's not as if the NW part of the forum isn't regularly visited; the patch wouldn't have gone unnoticed there.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: TheBoberton on January 26, 2018, 01:23:03 am
Dev blogs 5, 17, and 18 are about NW. It's not as if this section has been something exclusively reserved for news on the development of BCoF, but rather as a place for all development news for all FSE projects.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on January 26, 2018, 01:28:23 am
The light infantry officer unit has 2 Ironflesh and 1 Powerstrike, where as normal officers, and almost all units in the game, have at least 3 Ironflesh and 3 Powerstrike; I believe this is an oversight that needs to be corrected. There is no increase in crossbow skill for the officer, for the record (and I'm not saying he should have, but at least correct the mistake in his core attributes).
hmmm i see they share the same stats as regular lights in terms of power strike, iron flesh, etc.   but their melee, shooting, etc are similar to other officers.  similar story for rifles.

ill change the #s to be the same as other infantry officers. 

Found a bug when using royale props: used royale_spawn_ammo Var1-1 & Var2-100 spawned infantry muskets will check for any more bugs now:
Tested with Var1-1 & Var2-90 spawned inf musket
Var1-0 & Var2-100 Spawned musket ammo which was not added to inventory

Lastly, tested by placing ontop of pontoons over water, muskets were spawned where ammo should be still, however item kinds of ammo was spawned underwater below the pontoon- not usable.
i'll add it to the list.   

Without reading the title, I was mildly excited to see the first blog in over 2 years, but then bemused to see that it had nothing at all to do with Battle Cry of Freedom. I had heard about the NW patch a few days ago but assumed it was done by Taleworlds; I was under the impression that Flying Squirrel were long since done and dusted with working on NW- now it seems part of the tiny team has been working on a nearly 6 year old DLC for another game, and posts the info about it under the guise of being a blog in the same series as the previous 27 blogs which were all about BCoF. It is bad enough to learn that the very few members not working on Holdfast or some other venture were not all working on BCoF, but could you not have posted this NW update info in the NW section? It's like a bad joke putting it here, a kick in the teeth. It's not as if the NW part of the forum isn't regularly visited; the patch wouldn't have gone unnoticed there.
you do realize that there have been blogs in this section before regarding NW right?   and this is where they post all their blogs for everyone to see right?  There are a lot of errors in your post.   a lot of false assumptions. 


if you want to criticize FSE for lack of info on how BCoF is going or lack of blogs made, that is fine.  you could at least put a little effort in before making a post like this though.

and do note, i am not a dev.   
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: danangleland on January 26, 2018, 09:29:36 pm
Dev blogs 5, 17, and 18 are about NW. It's not as if this section has been something exclusively reserved for news on the development of BCoF, but rather as a place for all development news for all FSE projects.

Whoops  :-[ Sorry about that, I was unaware of it. Not sure how I missed that; I've probably not read every single blog but I thought I had looked at most of them, seems I was wrong. Still, it is disappointing not to have heard anything about BCoF in over 2 years.

@ Thunderstormer: I apologise for getting my facts wrong about the purpose of this sub forum, and evidently I was wrong to believe that they had finished with NW.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Mohawky on January 28, 2018, 04:01:43 pm
A little update on sandbag problems - having witnessed lots of games now, - bots and players can simply walk over them if they approach from a 45 degree angle and contact the edge that's sloped at end, if this is not perfectly aligned with the next in a sandbag wall. For us this means that sandbag defences against bot hordes are mostly useless unless the attack comes from head on.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on February 06, 2018, 08:38:44 am

There is a bug in using custom polls that repeats the last admin action made, in the chat again.
i haven't seen this myself yet.  is there a way to easily replicate it?
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Sethja8 on February 07, 2018, 03:16:59 am
(https://i.imgur.com/a6M2ZkY.png)
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Sean123fs on February 07, 2018, 03:17:28 am
Nice meme Seth +rep
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: DaMonkey on February 08, 2018, 05:48:20 am
I'm not sure how Xethos will react to becoming a meme.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Zebaad on February 09, 2018, 12:10:26 pm
Anyone know what was meant by the new feature to apply custom names to flags? I noticed a new prop was added relating to this, but not been able to decipher it yet (nor can I recall the prop name).
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Caesim on February 09, 2018, 01:57:33 pm
Anyone know what was meant by the new feature to apply custom names to flags? I noticed a new prop was added relating to this, but not been able to decipher it yet (nor can I recall the prop name).

spr_headquarters_base_flag_names sets the names for the flags that spawn on entry points 64 and 65. These are the team base flags. "Var No" sets the name for entry point 64 and "Var2 No" sets the name for entry point 65.

The names for other flags are defined in their "Var No".

For example to use str_custom_flag_name_6 set the number to 6. After that you can edit the strings file to set the string to something you want and the server will use that. You can even add more strings before str_custom_flag_names_end if needed.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Coldstreamer on February 09, 2018, 03:50:07 pm
Anyone think there will be a new update in 6 years now?  ;)  took 6 years for this one..  (btw that's just a joke.. I don't actually mean it.. ....... or do I?)..
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Dazzer on February 09, 2018, 04:06:54 pm
Anyone think there will be a new update in 6 years now?  ;)  took 6 years for this one..  (btw that's just a joke.. I don't actually mean it.. ....... or do I?)..
they didnt work on it for 6 years
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Zebaad on February 09, 2018, 04:19:26 pm
Anyone know what was meant by the new feature to apply custom names to flags? I noticed a new prop was added relating to this, but not been able to decipher it yet (nor can I recall the prop name).

spr_headquarters_base_flag_names sets the names for the flags that spawn on entry points 64 and 65. These are the team base flags. "Var No" sets the name for entry point 64 and "Var2 No" sets the name for entry point 65.

The names for other flags are defined in their "Var No".

For example to use str_custom_flag_name_6 set the number to 6. After that you can edit the strings file to set the string to something you want and the server will use that. You can even add more strings before str_custom_flag_names_end if needed.
Can I just check- are you saying that the heaquaters can be named anything, they use the same string system i.e. str_custom_flag_name_6, or use a number, i.e. 6 in order to get the name to appear? I'm going to test this all now anyhow but would be worth getting it in writing for other scene creators ^. Cheers man

Cancel that ^
you use just numbers for headquaters and var1 of the additional flags. The names of which defined within the strings.txt file on your server (by default "Custom Flag X"). Thanks man

OK, new additional question XD how do I implement custom names into strings.txt?
I tried formatting "str_custom_flag_name_1 Custom_Flag_1" to "str_custom_flag_name_1 Testing", both client side and server side however the result when hosting local server was "Custom_Flag_1" and when server side it was a random name.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Caesim on February 09, 2018, 06:35:47 pm
The flag name selection logic is broken atm. Will be fixed in the hotfix.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Tywin on February 10, 2018, 12:14:22 am
After playing with the patch for a few weeks I can say that falling off horses when hit is objectively the worst feature of the game. It is nonsensical, glitchy, and absurd. Devs might as well add a % chance to smash through blocks with every melee hit. There was 0 reason to add this to the game and it has only made it sillier and less fun.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on February 10, 2018, 12:33:39 am
Anyone think there will be a new update in 6 years now?  ;)  took 6 years for this one..  (btw that's just a joke.. I don't actually mean it.. ....... or do I?)..
they didnt work on it for 6 years
yep, this patch was only started in August.  The server side patch was done in Nov.(which was basically just me working, with some help from others and Vince)The client side patch was about a month and a half, not counting the holidays. 

After playing with the patch for a few weeks I can say that falling off horses when hit is objectively the worst feature of the game. It is nonsensical, glitchy, and absurd. Devs might as well add a % chance to smash through blocks with every melee hit. There was 0 reason to add this to the game and it has only made it sillier and less fun.
it was already in the game.

the default value for it will be 0 in the hotfix.  servers will have to turn it on rather than it being a default thing.  i made that change a few weeks ago. 
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: tired on February 11, 2018, 03:48:03 pm
I think the falling off horses is cool personally. But I see how people are used to it by now, so I set in events to 0%. But in public servers I keep it at the 15%
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: DaMonkey on February 12, 2018, 10:37:55 pm
In my opinion it's not the best for things like linebattles, since if RNG decides you fall off your horse you're unlikely to get it back, and since there's no reliable way to furnish a new horse even if you don't die you're less than useful to the team afterwards.

The feature itself is neat.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Vincenzo on February 13, 2018, 10:47:43 am
Hey guys.

I'm back from my holiday in Thailand so I have time to fix all the issues you guys are having.

After some research on my part, I know why melee can feel different compared to last patch, Taleworlds changed some things how melee input is handled by the server to fix a often reported bug.

The bug in question was that sometimes on your screen you are blocking for instance up or down, whilst on the server and other people's screens you are blocking in another direction, for instance to the side.
To fix this bug, Taleworlds changed the timings a bit so the server allows the client a bit more time to change his direction.

As a result things might seem a bit more delayed if you have a very low ping, if you have a higher or fluctuating ping, things will be much smoother for you. in any case, things don't react the same as before the patch, and so on.

So the solution is simple. your free to leave your opinions on it.

Should we revert this change, bringing back the sideblock bug, or should we keep things as they are now?

I think in general you guys probably already just got used to it, but your free to say your opinion.
Discuss what you want about it here and vote on it.

We might not do what the poll gives as a result, and make our own decision, but it can give some kind of indication.

The poll is here:
https://www.fsegames.eu/forum/index.php?topic=38084.0
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: extremereg101 on February 15, 2018, 04:08:21 am
A common glitch or oversight used by cavalry players is the rearing their horse through the Ctrl + J hotkey. The result is an instantaneous stoppage of their horse in 0.0 seconds, no matter how fast the horse is moving. This is often used by players to instantly stop while moving to surprise their opponent and attack them, and is also often used by dragoons to stop and reload quickly. Not only does this defy the laws of physics and would be plainly impossible, but it would also launch the rider several meters into the air and possibly kill him or send him unconscious due to g-forces. The result is people bypassing the necessity to decelerate and instead going from 40mph to 0mph in zero seconds. The Ctrl + J hotkey was probably only thought of by the developers as an easter-egg type feature to be used for show, but they made the unfortunate oversight of not disabling its use while moving.

The simple solution is to disable Ctrl+J-ing while moving.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on February 20, 2018, 06:40:31 pm
control J isn't being removed.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: extremereg101 on February 21, 2018, 10:48:56 pm
yeah that's not what i suggested

grow up
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on February 21, 2018, 11:10:42 pm
yeah that's not what i suggested
it is more or less what you wanted.  You only wanted it to be used when you are sitting still.  we aren't changing it.   

grow up and get over it. 
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Dealen on February 22, 2018, 12:32:43 am
This is great
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Lilja Adolfsdóttir on February 22, 2018, 12:57:02 pm
yeah that's not what i suggested

grow up
I agree with extremereg101, that Thunderstormer should grow up.
He has a valid point and explained it well.
I am fine with the mechanic how it is (nothing more beautiful than a prepared stop with dragoons in formation close to the enemy), and I see that you are not able to change it, but it doesnt change, that extremereg101 expressed a valid opinion.

I guess the main issue are people using small cheats to surpass the "complicated" key combination to do the sudden stop, to gain advantages in close combat, but that is nothing that could be changed anyway.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on February 22, 2018, 02:47:15 pm
yeah that's not what i suggested

grow up
I agree with extremereg101, that Thunderstormer should grow up.
He has a valid point and explained it well.
I am fine with the mechanic how it is (nothing more beautiful than a prepared stop with dragoons in formation close to the enemy), and I see that you are not able to change it, but it doesnt change, that extremereg101 expressed a valid opinion.

I guess the main issue are people using small cheats to surpass the "complicated" key combination to do the sudden stop, to gain advantages in close combat, but that is nothing that could be changed anyway.
thanks for the laugh.  he can insult me(which was snipped) and make a troll post else where. 

control J isn't being touched.  simple as that.  he made his point, i understood his points, it isn't being removed or effectively removed by making it useless.(which is basically what he wanted)  the decision was made at one of our meetings to leave it as is.    If he doesn't agree with it, that is fine. I have no problem with that.   That doesn't excuse insulting me or making a 2nd pointless troll post which was removed.(the 2nd post is what got them warned)  is that behavior you support?

i know what people can do with control J.  i have seen people try to use it just to back fire in their face.  compared to the other devs, i did play a lot and still do play this game.  My main focus when playing over the years was, as you guessed it, cav.  I can say I wasn't too bad at cav either.  Anybody that has been around the NA cav scene for the last 4-5 years will know who i am and the impact i had in shaping it.  I'm not some noob who didn't understand what he was getting at. 
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: extremereg101 on February 22, 2018, 06:02:00 pm
I was merely being considerate, as clearly the new patch was insistent on removing everything fun/unrealistic/unintended from the game (sapper stacking, cheering, eye-stabbing, voice spamming, etc) and going by that philosophy Ctrl+Jing while moving should also be removed. I see we like to be picky on what does and does not get fixed. Oh well, no need to explain yourself, I see that's bit much for you.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Dan the Seagull Chef on February 22, 2018, 10:37:48 pm
Any reason why tiered admin powers/levels wasn't included in the update?
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Vincenzo on February 22, 2018, 10:47:45 pm
Any reason why tiered admin powers/levels wasn't included in the update?
Your free to commit it to svn if you made it.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on February 23, 2018, 12:50:01 am
Any reason why tiered admin powers/levels wasn't included in the update?
if you are referring to admins being able to ban admins, then that will be in the hotfix.   you will have to go into the file and enable the code, and put your IDs in.   if you are referring to what i did with LB admins on NA1, then that will have to be something your do on your own.  its not too complicated to do.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Dan the Seagull Chef on February 23, 2018, 01:00:01 am
Any reason why tiered admin powers/levels wasn't included in the update?
if you are referring to admins being able to ban admins, then that will be in the hotfix.   you will have to go into the file and enable the code, and put your IDs in.   if you are referring to what i did with LB admins on NA1, then that will have to be something your do on your own.  its not too complicated to do.
i know it's not that hard, I did it once already lel. I was just wondering why you did just include it with the whitelist? They're not that different tbh
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on February 23, 2018, 02:11:23 am
Any reason why tiered admin powers/levels wasn't included in the update?
if you are referring to admins being able to ban admins, then that will be in the hotfix.   you will have to go into the file and enable the code, and put your IDs in.   if you are referring to what i did with LB admins on NA1, then that will have to be something your do on your own.  its not too complicated to do.
i know it's not that hard, I did it once already lel. I was just wondering why you did just include it with the whitelist? They're not that different tbh
I think you mean didn't so i will post with that in mind. 

there were some things that i made before the last patch was a thing, and i decided to bring them over into the patch.  Revive, spawn and god mode are the main 3.  Things like medics were something i wanted added, but my old system for that was meh.(probably OP tbf)  especially when you can do it a lot better with a full patch, and not a server side only thing.   Vince worked on that stuff though. 

there were a bunch of other minor stuff that most people had on their servers.  aka welcome messages and logging teamwounding and teamkilling.  those 2 changed numerous times as what we wanted out of them changed.(multiple people worked on them at one time or another)  i added round and map changes to the logs.   plus all the other random fixes i made like healing a player heals their horse or refilling ammo gives them ammo if they have none.       some of the stuff i didn't bring over because i didn't feel it was worth it, or i just forgot.  most of the code i brought over from the old patch had to be redone by me, because when i originally made it years ago, i really sucked at coding and wasn't that well done.(my old revive code was just awful. complete garbage even tho it worked)    i still have plenty to learn, but i think the code i did for the current patch runs better, looks better, and makes the game better compared to my old code.  i did a lot of other stuff, but the above are the main stuff i wanted in and put in. 


anyways, back to the stuff at hand.  it is probably possible to try and tie in the whitelist with the ability for admins to ban admins or to find other ways to tier the admins.  it wouldn't be something that can be done quickly and would require a bunch of changes to the existing admin stuff.  i believe the hotfix is done or very close to be, so i don't think it would be worth redoing it at this point.(plus what defines each tier would be debatable)  my code for banning admins is good enough for now.  most servers will be modifying their files so going up and enabling and changing the IDs would be quick and easy.

something i did add that anyone that has played on NA1 over the years knows about is the automatic friendly fire toggle.   You can leave it off, and FF will stay whatever the server has it set to like usual.  or you can change the time you want it to automatically turn on.  So lets say after 30 seconds in the round, FF will turn on and when the round ends, it will turn off.   When the round ends, map is reset, or the time is under said timer(say 30 seconds) FF will turn off until the time has passed.   This cut down the work load for NA1 admins by like 90%.  Alt tab teamkills were a thing of the past.  Not being able to mass teamkill/wound at the start of the round.  and at the end of the round, no more having to deal with people teamkilling.  some servers may not care about teamkilling at rounds end, and that is fine.  NA1 doesn't allow it.  If you really want people to teamkill at rounds end, you can modify the MT or find other ways to get around it. 

This is also nice at events.  Prevents people from teamkilling or teamwounding.  Tired of admins reseting or you having to revive/heal because someone decided it would be fun to attack someone else in spawn?   Well, this should stop that stuff too. 

GF servers would be able to make use of it as well. 
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Dan the Seagull Chef on February 23, 2018, 02:13:53 am
Any reason why tiered admin powers/levels wasn't included in the update?
if you are referring to admins being able to ban admins, then that will be in the hotfix.   you will have to go into the file and enable the code, and put your IDs in.   if you are referring to what i did with LB admins on NA1, then that will have to be something your do on your own.  its not too complicated to do.
i know it's not that hard, I did it once already lel. I was just wondering why you did just include it with the whitelist? They're not that different tbh
I think you mean didn't so i will post with that in mind. 

there were some things that i made before the last patch was a thing, and i decided to bring them over into the patch.  Revive, spawn and god mode are the main 3.  Things like medics were something i wanted added, but my old system for that was meh.(probably OP tbf)  especially when you can do it a lot better with a full patch, and not a server side only thing.   Vince worked on that stuff though. 

there were a bunch of other minor stuff that most people had on their servers.  aka welcome messages and logging teamwounding and teamkilling.  those 2 changed numerous times as what we wanted out of them changed.(multiple people worked on them at one time or another)  i added round and map changes to the logs.   plus all the other random fixes i made like healing a player heals their horse or refilling ammo gives them ammo if they have none.       some of the stuff i didn't bring over because i didn't feel it was worth it, or i just forgot.  most of the code i brought over from the old patch had to be redone by me, because when i originally made it years ago, i really sucked at coding and wasn't that well done.(my old revive code was just awful. complete garbage even tho it worked)    i still have plenty to learn, but i think the code i did for the current patch runs better, looks better, and makes the game better compared to my old code.  i did a lot of other stuff, but the above are the main stuff i wanted in and put in. 


anyways, back to the stuff at hand.  it is probably possible to try and tie in the whitelist with the ability for admins to ban admins or to find other ways to tier the admins.  it wouldn't be something that can be done quickly and would require a bunch of changes to the existing admin stuff.  i believe the hotfix is done or very close to be, so i don't think it would be worth redoing it at this point.(plus what defines each tier would be debatable)  my code for banning admins is good enough for now.  most servers will be modifying their files so going up and enabling and changing the IDs would be quick and easy.

something i did add that anyone that has played on NA1 over the years knows about is the automatic friendly fire toggle.   You can leave it off, and FF will stay whatever the server has it set to like usual.  or you can change the time you want it to automatically turn on.  So lets say after 30 seconds in the round, FF will turn on and when the round ends, it will turn off.   When the round ends, map is reset, or the time is under said timer(say 30 seconds) FF will turn off until the time has passed.   This cut down the work load for NA1 admins by like 90%.  Alt tab teamkills were a thing of the past.  Not being able to mass teamkill/wound at the start of the round.  and at the end of the round, no more having to deal with people teamkilling.  some servers may not care about teamkilling at rounds end, and that is fine.  NA1 doesn't allow it.  If you really want people to teamkill at rounds end, you can modify the MT or find other ways to get around it. 

This is also nice at events.  Prevents people from teamkilling or teamwounding.  Tired of admins reseting or you having to revive/heal because someone decided it would be fun to attack someone else in spawn?   Well, this should stop that stuff too. 

GF servers would be able to make use of it as well.
That makes sense, thanks for answering
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: ScreechingSeagull on February 28, 2018, 11:03:41 am
Observations after a month of playing and testing:

Is there a reason why some sappers have the short sword, and other nations don't? If there's no major reason, I'd like to see it consistent (all have, or all don't).

The trapezoid shape makes it incredibly hard to line up sandbag sections without holes. Changing from the rectangular shape gives us two choices: build closer together (reducing surface area of cover) or accept the gaps (compromised defence). One flat surface at the top would appreciated, without the V and raised sides.

For whatever changes the sandbags get:
Could you test building a wall of sandbags (lets say 4 wide and 2 high) on a slight slope? Does it leave holes? Is it easy or finicky to build?

The small hitbox is by far the worst part of sapping. I've tried my hardest to adapt to it, but it's just so infuriating. If I had a bitcoin everytime someone got in the way, or a horse smacked me, I'd be richer than Bill Gates. It does make it harder for 2+ sappers to rush build. Please, please restore the hitbox sizes.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: John Price on February 28, 2018, 11:28:21 am
If its historically accurate, the side weapons that the Sappers used for each nation, might as well keep it that way. I dont think anyone reaaaally cares that much about it being the same across each nation if thats the case. Not like you dont try to pick up a sword as a sapper no matter what nation it is.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Edwin on February 28, 2018, 11:00:38 pm
Gentlemen please - the devs are currently hard at work patching the CTRL + J exploit, we must not overload them with additional trivial work.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: pete99 on March 01, 2018, 12:25:20 pm
How do you make the custom scene props visible to clients on your server?
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: JonnyReb on March 02, 2018, 10:44:23 pm
<iframe src="https://www.fsegames.eu/devblog28embed.html" width="100%" height="10700" ></iframe>

Masquerading this a patch to another game as a update. Oh flying squirrel you roguish bastards
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Edwin on March 27, 2018, 11:37:58 pm
So I played a few games on Tropical Paradise today as sapper and was almost instantly reminded of why this update was so - simply put - shit in regards to the sapper "fixes".

Zero room for creativity, no prop stacking, and planks being reduced to little more than decorations with no real function. It's sad really, but just another nail in the coffin I suppose.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: danangleland on April 15, 2018, 09:43:46 pm
I virtually never play sapper so cannot comment on that side of things, but I played for about two hours today for the first time in months and really enjoyed it. This was partly due to a well populated siege server with revamped maps, but also because of nice little surprises (because it is ages since I read the changelog) like healing and performance being better, the latter allowing musican and officer etc. bonuses to be active on large servers without it lagging badly.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Gatts on April 21, 2018, 07:08:55 pm
FSE stealing BettyTheBomber's scripts? Nice one lol

https://www.youtube.com/watch?v=QFgC6Bz1qlw
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: AeroNinja on April 22, 2018, 03:08:29 pm
Betty was already living in the future. All hail Betty.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Edwin on April 23, 2018, 07:51:18 pm
awww bae  :-*   :-* :-*

Do something interesting betty, or fade back into irrelevancy 
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: King_George on July 04, 2018, 10:10:26 pm
So how do teleporting doors work?
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Gatts on July 04, 2018, 11:40:29 pm
How can I edit welcome message?
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Thunderstormer on July 05, 2018, 07:19:28 am
How can I edit welcome message?
strings file.
Title: Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
Post by: Mack on July 09, 2018, 12:05:59 am
Awesome!!  :)