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Some minor adjustments in character creation.įixed an issue with AI retreating that caused performance problems in combat missions.įixed a minor bug with the Food Variety Morale Bonus. Player kingdoms should no longer declare war without player action.įixed a crash related to settlement production.įixed a crash that happens in scenes with water.įixed a rare crash that occurs during scene loading. This was fixed.įixed a rare crash that occurred when initializing the final phase of the main storyline for Imperial supporters.įixed a crash that occurred when choosing the "Try to get away" option in an encounter It could also create instability in the inventory. When a smelted item had a modifier, the wrong item could be removed from the inventory. Mercenary groups in taverns have increased in size (2x) and their average level has increased. This was causing big relation drops when a settlement was lost and which in turn caused clans to defect because of this loss in relation.Īn influence penalty has been added for if a settlement is lost (25 for a castle, 50 for a town).įixed a bug that prevented the player from receiving a relation benefit after helping a lord they had met previously.Ĭavalry advantage in simulations is reduced to 20% from 30% For example, for losing a castle with an estimated value of 600K, the lost relation was 30 previously, now it is 3. It was settlement value / 20K, now it is square root value of settlement value / 100K, (nearly 10x reduced). There was a relation penalty if a settlement was lost between the owner of that settlement and their king. Additionally, there were other mechanics using this value that were also affected negatively. This negatively affected all AI score calculation systems. If there was any hostile action to their fiefs their defence score grew significantly and they and they would go directly there to help. Owners now calculate their settlements' values more conservatively. Lords spawn with 10% of their party size filled instead of 25% There was no waiting time after captured lords were released they were spawning at the next daily tick, now they spawn at least 2 days later. Also, +1 militia effect per notable is removed. Also, NPC clan leaders now react faster to losing money and reduce their garrison sizes before going bankrupt.Ĭouncil of Commons policy effect was 1 influence per notable in the settlement, it is now 0.1 influence per notable. This was due to fortification taxes being too low, they have been increased by 25%. Some lords were losing all their money and then starving.
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You can test this by checking if newly created characters or other objects have their own appropriate encyclopedia pages instead of another character’s or object's page.įixed a rare crash that occurred when initialising the final phase of the main storyline for Imperial supporters.įixed a crash that occurred when choosing the "Try to get away" option in an encounter.įixed a Save & Load related crash that occurred when entering the training field with a companion. The fix does not recover broken beta save games, but it should resolve the issue for new games. It was also responsible for broken companions and encyclopedia problems. This created instability & possibly crashes. Below you will find the original changes included in the beta branch, our previous hotfixes to the beta branch as well as some additional changes that we have done since.įixed a beta exclusive issue where newly created characters and other objects could get mixed up with each other. Today, we are moving the current beta branch to our main Steam branch.