Author Topic: Developer Blog 18 - Napoleonic Wars Patch 1.104  (Read 78307 times)

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Offline Dekkers

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Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #195 on: August 01, 2013, 11:54:56 am »
^ that. Bloody stuns.
Dekkers has become the community's designated old man with alzheimers who sits in the corner reminiscing about simpler times, happier times... "The spins" he wails "do you remember the SPINS!!!"

Offline Vincenzo

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Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #196 on: August 01, 2013, 12:01:36 pm »
These stuns should not be any difirent from having any other attack blocked.

Please test throughly.

Offline Dekkers

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Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #197 on: August 01, 2013, 01:19:02 pm »
Upper or lower stuns, they are anoying as ****. How can you defeat a group if you stun after somebody blocked ur attack? :(
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Offline Vincenzo

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Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #198 on: August 01, 2013, 01:25:38 pm »
The stun when having your attack blocked is the same with all weapons in both native as Napoleonic Wars, what is suddenly the issue with it? has been like this for years.

Offline MazZ

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Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #199 on: August 01, 2013, 01:26:28 pm »
Upper or lower stuns, they are anoying as ****. How can you defeat a group if you stun after somebody blocked ur attack? :(

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

EDIT: nvm answer is above


Offline Riddlez

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Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #200 on: August 01, 2013, 01:54:20 pm »
O course there are 'Stuns'

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

Riddlez bets you cannot instantly attack him again.
Probably one of the very few old-timers here who hasn't been a regimental leader.

Offline MazZ

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Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #201 on: August 01, 2013, 02:28:09 pm »
O course there are 'Stuns'

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

Riddlez bets you cannot instantly attack him again.

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

Though as Vincenzo said, will have to test it a bit more to see if its really true, could be just my block being too slow.
« Last Edit: August 01, 2013, 02:30:13 pm by MazZ »


Offline Hadhod

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Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #202 on: August 01, 2013, 03:00:01 pm »
No your blocking is not too slow. It is just not possible. Like Vince already said that is a problem with the native polearm animations. It has the origin in TW and it cannot be fixed. As he said it was part of the game for ever so you might just be unnlucky in the recent past  :P

Offline Vincenzo

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Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #203 on: August 02, 2013, 02:19:54 pm »
Well it can be changed, the lenght could be edited and so forth.

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

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

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

I'm open for suggestions on that one.

This has been the same ever since native implemented this for spears for instance.. And ofcource for stabbing of swords etc.
« Last Edit: August 02, 2013, 02:37:45 pm by Vincenzo »

Offline MazZ

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Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #204 on: August 03, 2013, 01:22:31 am »
Hmm so this "attack_blocked_duration_thrust" timer also affects when you can do your next block?


Offline Vincenzo

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Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #205 on: August 03, 2013, 07:47:03 am »
Yes, during this time you cannot attack or block, it's basically to stop people for spamming.

Offline Burakkuada

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Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #206 on: August 03, 2013, 10:22:51 am »
Yes, during this time you cannot attack or block, it's basically to stop people for spamming.
Or making melee more slow?


Offline Vincenzo

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Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #207 on: August 03, 2013, 10:45:32 am »
It has been like this since forever in Native and MM and then NW,  Like I said nothing that would be new... but it could ofcource be wrong, though I dont think its smart changing it at this point late into the release.

Offline MazZ

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Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #208 on: August 03, 2013, 10:56:34 am »
It has been like this since forever in Native and MM and then NW,  Like I said nothing that would be new... but it could ofcource be wrong, though I dont think its smart changing it at this point late into the release.

You're right just leave it :P
Feels like I'm nitpicking anyway.


Offline Vincenzo

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Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #209 on: August 06, 2013, 03:29:55 pm »
Good news everyone, Warband 1.158 + Napoleonic Wars 1.104 is ready!

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


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

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


Non-steam patches;


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

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

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



Napoleonic Wars 1.104
What it's all about :)

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

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

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

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