over 1 year
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TaleWorlds Entertainment
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0s | Greetings warriors of Calradia! In this development update, we will have |
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4s | a look at some of the post-release highlights that were introduced in the current live version 1.1.0 |
10s | as well as our recent Steam Beta version 1.2.0. To start, let’s jump right into our new scene |
16s | additions. We have introduced an additional six battle terrains, bringing the total to |
22s | 76 unique battle scenes. They are accessible at the following locations: West of Revyl, |
29s | southwest of Quyaz, three terrains northeast of Razih, and one around the town of Odohk. |
36s | Similarly, bandit hideouts now come in greater variety with 4 new scenes that span desert, |
42s | forest, seaside, and mountain environments. To help you clear out those hideouts with |
49s | ease - we also added 3 new armor pieces - Ornate Scale Armor, |
53s | Khan's Coat of Plates, and Khan's Plated Bracers. We have introduced rain and snow weather effects |
59s | to both world map and missions. These occur depending on the season of a specific region. |
65s | Consequently, the grounds become wet or snowy and this lingers for a period even |
71s | after the precipitation is gone. This not only enhances the overall |
75s | atmosphere of the game but adds a lot of variety to the map and all of the scenes. |
80s | But that’s not all. Wet or snowy grounds noticeably decrease mounted infantry and |
85s | cavalry party speed bonuses. They also double the siege preparation time. As a result, winter |
91s | campaigns should now prove to be more challenging. Moving on to the missions, wet or snowy grounds |
98s | reduce the maximum speed and acceleration of mounts. And finally, if it happens to be actively |
105s | raining or snowing, that reduces the speed of arrows and bolts, resulting in reduced damage |
111s | and accuracy of archers and crossbowmen. Joining the already present Vlandian, |
116s | Battanian, and Empire voiceovers, you can now experience distinctive voices |
121s | when interacting with individuals of the Aserai, Khuzait, and Sturgian heritage. |
127s | Siege engine sounds have also been revamped, so let me quiet |
131s | down while you listen to the trebuchets and mangonels rain terror on those defenders. |
148s | In version 1.1.0, we introduced a fog of war mechanic to our encyclopedia. This meant that |
155s | information was no longer universally available, but would require you to meet characters or scout |
160s | settlements to see their critical information. Our recent Beta builds upon this foundation |
166s | by introducing new methods of unveiling the masked details. |
170s | Taking into account community feedback, we have added the ability to pay the tavern |
175s | keeper to learn more about a settlement's clan. At the same time, we have also integrated existing |
181s | features with the system. Asking the tavern keeper about companions, receiving a marriage offer from |
187s | another clan, or asking a lord about eligible bachelors now all unlocks the information of |
193s | these characters in the encyclopedia. Marriage offers, in particular, |
197s | also benefit from a new screen that does the occasion greater justice. |
201s | “Sally Out Ambush” missions have been added. Sharpen your blades, wear your best armor, |
207s | mount your steed, and rush out of the settlement under siege with your cavalry - ambushing the |
213s | attackers and destroying their siege engines in the process. But take note of time, |
218s | for as the enemy realizes what is happening, they’ll send reinforcements to protect their |
223s | siege towers and other equipment. Siege ladders can now be pushed off |
227s | the walls in both Singleplayer and Multiplayer even if there are troops on the ladder already. |
234s | Picture this: you’re in the middle of a violent siege, eager to jump the walls, and just as you’re |
239s | about to ascend, the defenders push the ladder back with a few of your comrades-in-arms falling |
245s | to their demise. A shocking scene that must have been fairly common in medieval sieges. |
250s | We reworked the melee AI to make agents fight less recklessly and increase the duration of |
256s | combat. The changes include a decrease of attack frequency, always blocking |
261s | when within enemy strike range, and a faster target reevaluation when hit by another enemy. |
267s | Troops now also detect the risk of becoming surrounded and attempt to escape such situations. |
273s | Finally, additional logic has been added to preemptively raise the shield when running |
278s | towards an enemy that’s preparing to shoot a projectile at them. |
281s | Ranged units were not ignored either. They no longer approach the enemy unnecessarily |
287s | during a charge. Instead, they get in range and open fire until they run out of |
293s | munition. They also reposition if their view is obstructed by a friendly agent or a tree. |
298s | The overall targeting system was refined to improve situations where agents would prioritize |
305s | the player despite having better targets. This benefits melee, mounted, and ranged troops. |
311s | Cavalry AI likewise saw changes to its aiming and movement systems. Mounted troops now try |
317s | to attack the body part that yields the most damage, consider their weapon reach |
322s | to pick an attack direction, and have a greater tendency to couch lances. |
326s | All of these result in increased accuracy against still targets, reduced movement quirkiness, |
332s | and better effectiveness during a full charge. And to help you unleash your own strategic |
339s | brilliance, we added Formation Targeting. Using Charge or Engage orders, you can now |
344s | choose between general attacks and prioritizing a specific enemy formation as a target. This is |
351s | done by simply looking at enemy formations and issuing the order when their icon is highlighted. |
356s | The Charge order has your units individually rush towards the fight. The Engage order, |
362s | on the other hand, will see your troops advance towards the enemy in an orderly formation. Ranged |
368s | units will also seek to keep their distance until they have spent their ammunition. |
373s | For now, this feature will offer you a host of new tactical choices |
377s | in Singleplayer - but we intend to explore it for Multiplayer in the future as well. |
382s | Auto battle calculations have likewise been revisited. Mission and terrain |
387s | types provide positive and negative effects for attackers and defenders. |
392s | For example, an attacking horse archer on flat terrain now has a large bonus. But if you throw |
400s | him into the forest, it turns into a significant penalty. Defending archers do great in a siege |
406s | while attacking ones receive a penalty and so on. In addition, the number and tier of perks with a |
413s | Captain effect that an army or party leader has, now also impacts the bonus given to |
420s | all of the troops under their command. Kingdoms that lose all of their fiefs |
424s | no longer linger until all of their nobles are killed or defect. Instead, they are destroyed. |
430s | The kingdom’s clans will become independent, inheriting its diplomatic stances. Over time, |
437s | they will join available kingdoms or wither away if they fail to do so for more than four weeks. |
442s | Workshops received an upgrade! Warehouses enable you to provide your workshops with raw resources |
449s | to use in their production cycle. They also allow you to collect processed goods from them. |
454s | This creates a new gameplay loop for all you traders out there. You can buy cheap |
459s | raw materials, bring them to your workshop and sell the processed products to a settlement |
465s | where you can sell them for a high profit. You can manage your Warehouses through the |
470s | Clan screen, determining which inputs should be used and which outputs should be stored. |
476s | Have you always wanted to take over an alley and set up a crime gang? Well, |
480s | now you can. Alleys can be found in towns where gang leaders hold control of common areas. |
486s | After clearing out the thugs that occupy it, you can assign a suitable rogue companion to |
492s | gather gold and bandit recruits. However, this will also generate crime rating. |
497s | Mind you, this is not a “Set it and forget it” venture - your alley is not immune |
502s | to trouble and can be attacked by neighboring gang leaders. So make |
507s | sure to leave some troops and help them defend it when the time comes. |
518s | Prepare yourself for some Multiplayer mayhem because we’ve added a feature that’s |
523s | bound to spice up your experience. Taunts! Do you want to express your gratitude for |
528s | a GG duel? Bow gracefully like a noble knight! Feeling a little sassy? Crumble to the floor in |
535s | disappointment. Want to admit defeat? Surrender to the master on the other side of the screen. |
542s | You can acquire a total of 32 different animations with Loot |
546s | but only 6 can be equipped at once via the Armory. |
552s | The Dedicated Custom Server Helper module has been merged into the base |
557s | game - allowing you to download scenes from dedicated servers by default. |
561s | Switching to Consoles - The “Birth and Aging” settings will be available |
566s | with version 1.2.0 on consoles too. We’ve also added 15 different cheats. |
572s | They can be enabled through the Campaign Options or by holding the Left Bumper, Right Trigger, |
578s | and D-Pad Down. Please note that you will disable achievements by enabling cheats. |
583s | Console gamepad support has been extended with a variety of additional haptic feedback such |
590s | as new vibrations during Combat and Campaign. Using PlayStation 5 and a DualSense controller |
597s | you can also feel the tightness of the bowstring when releasing an arrow due |
601s | to the added support for adaptive triggers. We have added a new option that allows you to |
607s | aim and control your attack direction with the integrated gyroscope by rotating the controller. |
614s | Available also on the PlayStation 4 gamepad - sounds of impacts, horse riding and more |
621s | come directly from the controller speaker - getting you more immersed in the gameplay. |
625s | PS4 saves can now be migrated to PS5. First, download the save data through the cloud or |
632s | import it via a USB. Then use the “Transfer PS4 Save” Main Menu option to use the PS4 save. |
638s | On the topic of modding - We continue to collaborate closely with our amazing |
643s | modding community, assisting where we can. You can find a link to the many modding-related |
649s | changes in the description down below. Thank you for powering through this chunky |
654s | development update video with us. We hope that you enjoy the new changes. Links to |
659s | the full patch notes can be found in the video description and, as always, we invite you to |
664s | share your feedback with us in the comments section down below. See you in the next one! |