Community Announcements - Captain Lust [TaleWorlds]
Hello all!

We're pushing out an update to fix some of the issues you've been encountering in Invasion.

However, do note that most of these are server-side and so you'll need to wait until the server hosts update their files until you get the full benefit!

Our (almost day 1) patch notes:

-Shields now recover HP along with players at the end of each wave
-Reduced "it's almost harvesting season" sound frequency
-Fix for knockdown mace hitting mounted enemies and causing visual error
-Enemies captured with team change dart no longer visible in drop assignment UI
-Fixed potential crash causing issue on servers in Invasion mode
-All dropped items are now useable by all troops
-Invulnerable helmet is now more protective (but still not actually invulnerable)
-Disarming throwing axe can no longer by turned into an instakill knife
-Additional fixes
Community Announcements - Captain Lust [TaleWorlds]


New Multiplayer Mode: "INVASION"

  • Co-op mode that lets you fight waves of AI opponents with your friends!
  • Notable characters from single player feature and fight alongside as both friends and foes
  • Choose your companions and assign them classes to survive the waves of enemies
  • Enemies drop random items with special features, including armour that restores your health and a bow that fires javelins!
  • Defeat multiple waves and work your way past enemy lords to kill the king at multiple difficulty levels!

After a few days in beta, our previously announced brand-new free game mode for Warband, "Invasion" is out! Once your game updates, you can dive right into the action and try it out for yourself. This is a first release, so while it should run smoothly, there's a chance you'll encounter one or two issues - we'll keep an eye on things and release patches if and when necessary!

Enjoy the new mode, and be sure to let us know what you think. This mode was developed as a partial, small thanks for all the hours invested and great feedback we've had on Warband over the years.
Community Announcements - Captain Lust [TaleWorlds]
After a while in beta, Viking Conquest's latest iteration is now playable for all!

Changelog 2.028
Changes since 2.025

- update and fix various texts
- update Spanish localization
- fix duplicate husband bug
- fix documentation for siege restrictions
- prevent player from gaining kingdom in story mode
- fix battle presentation for dog exclusion, player team (unrecognized troops bug)
- limit items in lords' halls (no more "sneaking" visible weapons with second outfit)
- initialize hunt globals correctly
- add looted hofs to recovery trigger
- refine faction identification for dialogs
- apply quest generation shutoff to "no tasks"
- apply seax exclusion to all rob prisoner dialogs
- add default to torturer dialog
- fix farmstead cattle
- allow Ashdown battle restart from mid-quest save
- bind bottom of relation boost in case somehow goes negative
- clean up post-quest locales (Sven's Hideout, Ashdown destroyed, and Boar Grove)
- avoid operations on null item or to null inventory
- fix scope, div-by-zero problems in script_battle_political_consequence
- fix capture of ships problem with autoresolve
- prohibit unusable landing points at map border
- disable companion political complaints, which are completely wrong
- attach Tref Meguaidd East to Caer Meguaidd
- fix misnamed variable (MP)
- strip practice weapons on ESC from Doccinga tutorial
- remove stray dog dialog from Doccinga tutorial
- remove dead code

2015 BINARIES
- 40 odd fixed scenes
Community Announcements - Captain Lust [TaleWorlds]
Hey all!

Autumn means sales and for a limited time, we're knocking 70% off the price of all our titles on the TaleWorlds Store (comes with a Steam key and directly supports us!) and Steam.


Community Announcements - Captain Lust [TaleWorlds]
- have player refuge always be in player supporters' faction
- apply player kingdom color to refuge, landed ships, quarters
- add player kingdom color change function to camp menu
- ensure NPC in party does not become adventurer
- overhaul duel system, mainly to set opponent properly
- deactivate player kingdom properly, using the script for that (NPCs on mission and prime minister now return)
- fix mission trigger time and make mission reports the priority
- have npc_mission_seek_recognition embassy_results include the other three logical outcomes
- drop missions that have no dialog in case a companion somehow ends up with one
- override prisoner escape chance properly
- rewrite auto-defect trigger
- add cultural considerations to new faction pick
- prevent random event losses for raiding villages during siege when not actually doing so
- remove lovers' system that was making all ladies adulteresses
- use correct title strings for Scots/Irish and fix other inconsistencies and omissions
- fix ask peace dialog
- fix ambiguity in player/faction relations (removes ability to threaten own kingdom's caravans)
- add Mod ID string
- place sound controls in mission templates to make sure loop tracks are killed
- add ambiance to lair interiors
- fix refuge chest
- fix logic of child count dialogs
- fix bard improve relations with lady
- fix behavior of rescued lords
- fix behavior of ambiance neutrals during jailbreak
- fix "hole" in recruit permission dialog when already have it
- move recruit permission update from triggers to script
- player loses permission to recruit in center that gets new owner
- fix fiefs string for lord select for fief
- remove player picture from refuge menu
- fix troop training management
- unset g_encountered_party when it is removed (invalid party bug)
- add proper conditions to Hadrian Wall dialog and kill experience reward exploit
- fix tutorial message for Roman Baths ruins
- adjust pricing formulas (attempt to prevent changes from buying/selling same article)
- disable some monastery options when learning to read (early exit exploit)
- disable scouts (and their loss) at sea
- shut down random events at sea
- exclude non-normal villages from lute search (quest was blocked when village inaccessible)
- allow slaughter of non-quest cattle after cattle delivered
- correct standard bearer report on Camp Menu
- allow only one town recruiting run from whatever menu (recruit picking exploit)
- clean up event_triggered dialogs, particularly for returning party members
- check spiral death cam is finished before attempting to leave scene
- attempt to eliminate sometime corruption of refuge text
- make immersive default ship names
- reinitialize item info (wiped out in someone's save game by unknown cause)
- fix craftsmen names
- test slot_faction_political_issue properly (has two default values, which rendered the system inoperative half the time)
- fix debug message producing false commander mismatches
- fix and improve mutiny duel trigger
- add backstop at automenu trigger to ensure campaign death after mutiny duel loss

FACTION RESTORATION
- process just one faction at a time
- adjust rate of restorations to about 1/month at end of game
- produce no more than one "Possible Rebellion" message (if no rebellion), and have it escalate with number of walled centers
- remove player-based all-or-nothing phaseout
- make lord defection dependent on current king relation
- make sure faction leader joins resurgent faction
- avoid giving money to undefined troop
- fix the growth of the rebellion, include adventurers
- bring in supporting lords if rebellion threatened (to avoid stranding them if faction is destroyed AGAIN)
- avoid auto-war with player

FAST-TRACKED DURING BETA
- fix dog interference with army orders (order ALL bug)
- fix hire refuge armorer
- allow visit village leader at night from menu
- prohibit battle panel by down player (leading to crazy camera)

BINARIES
- Viking banner textures (fix some white backgrounds)
- scn_caravanatacada.sco
- scn_castle_37_exterior.sco
Community Announcements - Captain Lust [TaleWorlds]
2.023 Patch for Viking Conquest Reforged Edition is now live!





Along with the mod, we are releasing the source code for modders to use, along with addition assets. Links and terms of use for these, can be found over on the Viking Conquest Downloads Page.

For the server hosters and non-Steam users, you can get the latest version from the Viking Conquest Downloads Page.


Changelog 2.023


Fix rescue slave from village scene
Fix port attack stutter
Remove testing trigger
Fix duplicate ship getting renamed
Add more landing points for faster Norse invasions
Rearrange adventurers' AI trigger to avoid unnecessary AI interruptions (bouncing around at sea)
Change all ti_on_hit to FIRST test if inflicted agent is active (battle red text)
Return to "update all notes" for faction relation changes
Fix suspected critical constant for alliance system
Add check for bad party to script_party_set_ai_state (red text)
Fix wrong dialog option for Trainer in player's refuge.
Fix and document missing prisoners.
Fix refuge dialogs.
Fix refuge training. Limit it to produce only up to L3 troops and have it stop automatically.
Allow refuge items to be refreshed. Have them be from the player culture.
Include attachments when inflicting damage to party from siege event.
Avoid problems by prohibiting companions from being captured by player.
Fix quest dialogs, results.
Update game notes regarding shield taunt.
Take dead player's troops out of scripted mode (frozen skirmishers).
Show when player is mercenary on character report.
Track and test for last town to pay siege tribute (to avoid paying again).
Avoid spawning recruitable dog during village quests.
Move troops and ships from demolished camp.
Alter price adjustment formulas to avoid player from making money just by buying/selling a single item over and over again.
Add script_encounter_calculate_fit to "Charge Villagers" so player gets full party.
Restructure torture dialogs.
Except bandit lairs from icon changes.
Routed parties get ship icons.
Marchoc's polearm skill fixed.
Siege tributes posibilities balanced.
Now you can named only 7 ships, the rest will be random names.
Community Announcements - Captain Lust [TaleWorlds]
# Fixes

- Fixed some scene problems.
- Fixed quest not being cancelled when faction is destroyed.
- Fixed being able to access the storage chest in any town.
- Fixed endless pilgrims.
- Fixed issue with wedding scene.
- Fixed Berserker shield size.
- Fixed deterioration in Kingdom Relation.
- Fixed mistakes in Ancient Troop names.
- Fixed Wrong Text for Readingum
- Fixed young faces on old npcs.
- Fixed Player Dopplegangers.
- Other minor fixes.

# New

- By popular demand, the dog is immortal now.

# Balance

- Bandits party strength tuned.
- Faction relations rebalanced.
- Cirren Ceaster Siege reworked.
- Siege Simulation Kill Ratios adjusted.
Community Announcements - Captain Lust [TaleWorlds]
Hey all!

The small update was just a change to add support for Simplified and Traditional Chinese to Viking Conquest Reforged Edition!

If that interests you, great! If not, nothing to worry about :)

Have a nice day!

The Team
Community Announcements - Captain Lust [TaleWorlds]
# Fixes
- Fixed some scene problems.
- Fixed script errors.
- Fixed levy issue with map banner.
- Fixed feast quest issue.
- Fixed maps getting frozen during coastal assaults.
- Fixed issues in Spanish translation.
- Fixed Picts not using crossbows.
- Battle of Aescesdum loop fixed.
- Fixed Ambush not being an option when player is wounded.
- Chain mail visual issue fixed.
- Banner visual issues fixed.
- No Trigger dialogue fixed.
- Ath Mor scene fixed.
- Fixed Douar fleet being accessible from land.
- Fixed Companions being nerfed.
- Fixed some minor siege issues.
- Fixed Solveig losing all her clothes.
- Other minor fixes.
Hello all!

This patch includes a number of fixes, along with some minor new features and balance changes.

Changelog 2.012

# New
- Chests added to a lot of hall scenes.
- Changed bandit leader to sea captain for viking parties.
- Colne Ceaster scene.

# Balance
- Adjusted amount of money from bandit lairs.
- Prosperity recovery.
- Gore probability adjusted.
- No player kingdom possible during storyline.
- Improved performance on world map.
- No permanent death in Farmland and Troll's Bridge.
- Reduce minimum number of troops required to raid (now 20).
Sep 7, 2015
Community Announcements - Captain Lust [TaleWorlds]
Hey all!

Don't worry about the small update. It just fixes the crashing problem some were experiencing when closing the launcher.

Happy blading!
...

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