Feedback Patch 4.164b

  • Please post your feedback to the newest patch 4.164b here.


    Important: Please try out the new years per round (2 and 3) and give some feedback about their stability in MP as well as if there are ballancing issues.

  • Just feedback on what I've tested so far:

    The naming mechanism seems to work but I haven't been able to see if it has a long-term impact in any way (e.g. whether or not other dynasties will buy directly from shops with changed names, etc.). Basically I can just say that the name does definitely change.

    I haven't been able to to test the 2,3,4 year in multiplayer. Obviously the 1 year is still working fine.

    Another reoccurring bug is that occasionally during a council meeting all possible measures appear at the bottom of the screen. This isn't new but it's still there, so figured I'd mention it again.

    Two more issues not directly related to this patch:

    The plague has not happened at all in two multiplayer games I've played, each lasting at least 50 years. I'll allow for this being a product of "luck," though. I will continue to play and see what happens.

    Most importantly, enemy dynasties are still blowing their liquid assets immediately, and I think in the process making it nearly impossible for them to buy titles and apply for offices. Somehow their spending needs to be modified so that they save at least a certain percentage no matter what.

    Anyway, I'll try to convince my wife to start a new multiplayer game so I can test the other year options.

  • Decided it would be time to register and help out a game I love..



    Anyways, as for the testing on this.


    I started a game last night after downloading the 4.164b patch, and everything seemed to work fine for a while.


    Some of the text is still buggy, but after a restart of the game it worked fine.
    I also got a weird bug at the "Start Game" screen, where I couldn't select the year number (1,2,3,4) and all I got was two brackets next to eachother (][)


    House naming works fine, no problems at all with it.


    The actual gameplay seemed to be doing fine, although the one year makes the game quite unbalanced, I was making a ridiculous amount of money, and had around 350k after 4 or 5 days. One thing I did notice about the one year setting was that my child was getting a bug with the apprenticeship. She would apply for an apprenticeship, and the next day it gave me the same message again, saying that I need to apply for an apprenticeship. After I clicked the same option again, it told me that my child interrupted the apprenticeship, and it wouldn't go away until I clicked cancel.


    Around the year 1412 I stopped playing, with no real major issues, except that people seem to not be running for offices anymore at all, except lease master and executioner.


    When I loaded the game up today, I tried to load the game from 1412, and just CTD about 15 times trying different things, now I'm going for a reinstall and another game test.



    Map I used was Castrum Novarasium.

  • I was referring to the brackets where the yearly option is supposed to be. You saw the SS, there's brackets where some of the options should be when you quit a game and try to restart it with this latest beta patch.

  • I would like to post that "Building renaming" DOESN'T work in multilayer. The problem is that every player can change buildings but those aren't spread to the other players. (even after reload, and after auto-save).


    For instance, when game crashes, host gives his saves around, and now players can only see host's own changes, but not their personal changes.


    On the other hand, game years work perfect! Except that it changes game-play drastically, especially concerning xp/level gaining.


    Additional slots are fixed also.


    So much of the current patch feedback. I will post my experiences about bugs and fixes in separate new thread.

  • Maybe because we use hamachi? Some protocols are blocked/ignored?
    On the other hand, We used 2 years per turn... I'll troubleshoot this much as I can then.


    On the other hand, I forgot to mention a bug about years-turn, for instance, when playing Vienna map, with maxed out dynasties, no matter what you set (especially 1y/turn) its always 4 years per turn. BUT that is fixed if you put lower AI dynasties in-game.

  • I would like to post that "Building renaming" DOESN'T work in multilayer. The problem is that every player can change buildings but those aren't spread to the other players. (even after reload, and after auto-save).


    For instance, when game crashes, host gives his saves around, and now players can only see host's own changes, but not their personal changes.



    Same here.


    @ Commissar, we use Tunngle for our MP, and it works well.. ~120 Ping with an 1k DSL-line on one side.

  • I'm not sure if this is new to this patch or an ongoing bug, as I've only recently started playing.

    I get a lot of "valid path" feedback from my characters. This usually happens in the doorway of my houses.

    Sometimes it's just an employee, and I just fire them. Sometimes, it's my main character, and I have to load from a previous save. (Really a pain, as I hadn't been using multiple saves per game, and I don't remember to save often.)

    But just as frequently, and really a complete downer, is when this bug happens to one of my offspring. They're just skipping along through town, and they stop. I can't move them, of course, and they can't go to school.

  • Many such instances occur, and you can fix them, for your dynasty, is to order them to "follow me".


    But I noticed the bigger the map, the more protocols CPU needs to do, the more bugs are frequent and more such "stuttering" and "stopping" happen.


    I also have a similar very game braking bug, Cart bug where they revolve around their axis in huge numbers... But I explained that in separate thread that I created.

  • "stuck npcs"

    I get a lot of mercenaries and robbers who get 'stuck' in some ai state that doesn't permit me to issue any commands to them. seems somehow related to combat occurring while they are setting up for 'toll'/'robbery' duty - maybe.

    towns issuing forth gobs of equipped, respawning guards is pretty lame. the town should be furnishing guards from the armory and hiring them. if a player manages to get the manpower necessary to dominate the militia, then that's what the player manages to do.

    mining gems is still the most profitable effort/hour activity possible. maybe make gems come as a rare bonus to mining gold, or something - anything. The current 'easy win' is still to take over a mine at any cost and mine gems. competitive strategies would be good to see, too.

    all of a players military troops, or at least the mercenaries should have all the military options that thugs have (escort/patrol)

    rather than annoyingly detailed trade routes for carts, it would be super useful to be able to build warehouses that are the first-source for our own businesses, that are supplied by setting numeric 'stock levels' of specific resources. (I.e. 100 iron), and also buy-prices that will allow npcs to sell to them, and that would have upgrades like the OLD warehouses (speed bonus to horses, etc.)

    npcs go apeshit and stand outside churches en masse trying to pray. not sure why this happens, but it's annoying.

    would like to see the limitation lifted on 'worker' and 'same dynasty worker' for marriage. late game it can quickly become nearly impossible to find able females without hiring/firing to create unemployed npcs, which is lame as hell.

    need a way to assign ownership of businesses to specific NPCs (like the house 'assign owner" action). late game you end up with junk owned by the wrong npcs

    shift-clicking on a building should select that building's npc's.

    military npcs need to be a LOT smarter about defense. they need to prioritize targets in a much better order :

    1) enemies attacking one of the three player characters
    2) enemies attacking another player npc
    3) closest enemy

    if enemies are NOT in striking range they should NOT run off to engage them.

    what happened to ranged weapons? am I just missing them? The guild 1 had crossbows/pistols. My character seems to most obviously have a slot for a holdout pistol, but I've never seen one, or seen it mentioned.

    more to come as I think of it

  • sgallaty: Great stuff in your post. I just wanted to let you know that personal pistols are indeed available for purchase at the armory. I do wish you could manufacture them, though. Making crossbows at the joinery sure would be nice too. Could you imagine a nice line of crossbow-armed thugs standing behind your first line in support? That'd be awesome.

  • First line? :lol:There is no need for "first line", as your PC is the only attacked char after committing a murder in front of guards. OTOH, I agree - it would be rocking to see a line of 16 crossbowmen thugs nailing every guard/bailiff down before he/she reaches my char. Right now I can kill everyone even at central square of the city without fear of getting beaten by guards, effectively finishing the game on hardest difficulty against 15 dynasties in 17 turns (gonna play again and reduce this time to 15 turns or less ;) ). Still, atm I have to drink mead non-stop by "cooldown" because of damage done to me - my thugs with axes aren't fast enough to protect me from dozens of guards...

  • "stuck npcs"
    npcs go apeshit and stand outside churches en masse trying to pray. not sure why this happens, but it's annoying.


    There is regular AI routing of praying, 2 times a day (~9 morning,~9 evening), but that is also randomized conserning many factors, so some people dont even pray (not so zealous), or some come at "odd" times.


    "stuck npcs"
    would like to see the limitation lifted on 'worker' and 'same dynasty worker' for marriage. late game it can quickly become nearly impossible to find able females without hiring/firing to create unemployed npcs, which is lame as hell.


    Maybe limitation on "Different city" and "last member of a dynasty" should be unblocked. But even that, together with worker-block would make game very problematic (more exploitative). For instance, screwing up with other dynasty's production, pretty effectively. But on the other hand, at courting OWN workers, should at least introduce some "check" if the worker is willing, that would be fair.


    "stuck npcs"
    need a way to assign ownership of businesses to specific NPCs (like the house 'assign owner" action). late game you end up with junk owned by the wrong npcs


    I noticed that bug too, some building are unable to transfer ownership which is MAJOR game-breaker.

  • Hi Nirvana.

    I played the Hansa map.

    Here are my notes:

    1. Church business > when sermon is given by a character and he/she gives a praise to someone, the sermon progress bar (blue) becomes 0 and the character starts the sermon from beginning. So if she performs the sermon for like 2 hours from the total 4, and praises someone, she continues for another 4 hours from the praise, so total length of sermon comes to 6, 7, 8 hours.
    That does not happen with the priests/employees giving the sermon. They praise and the sermon continues normally.

    2. The change in names works ok, both for house and business, as far as I tried it.

    3. The turns for 1 year and 4 year work ok. I have not tried the 2 and 3.

    4. Getting married in a monastery > if the character is a woman, the question directed to her by the monk starts with the male AI character and says "will you take him as a wife", though she is the one who responds. It's rather odd :) That happenned from the beginning in the Renaissance, in all versions. On the other hand when the main character is a man, then the question directed to the woman AI character is ok.

    5. Chairman/Chairwoman thing > When the city becomes a capital, the leader is called Chairman/Chairwoman of the Hanseatic League, however that is ONLY until you save a game. Then if you load the saved game, then it is King/Queen again. That happens with the Quicksave too. I'm not sure about the autosave, because once the game is saved, afterwards the autosave saves it as King/Queen.
    If you don't load the game and you keep playing, then the Chairman/Chairwoman thing remains for many terms. Once you exit the game though, it is lost.

    That's all for now. I'll let you know if I see more.

    Thank you :)

    P.S. When entering the town hall during a voting session, even when characters are not participating and are not in the town hall, in the lower part of the screen appear in a line > all the functions of the character.