MU Legend - idlezeal


Greetings, Legends!

We have heard of your comments and feedback about the game and its current state. We have shared some news and plans about updates and upcoming content on our last developer blog. We have added the change to the weapon enchantment system last July 30, 2020. But unfortunately, we have yet to implement other features that were planned. We assure our developers are preparing something for you soon. Please stay tuned for future announcements and updates.

Thank you for your relentless support for MU Legend Global.

You can send your feedback through our game support by checking this link:
https://vfun.valofe.com/customer/support...

You can join the official Discord channel and discuss with the moderators about the game:
https://discord.gg/6JJU7RA

Best Regards,
MU Legend Global Team
Oct 19, 2020
Mount & Blade II: Bannerlord - Callum


Main e1.5.3

Previous Beta Hotfixes:

13/10/20
  • Added missing loading screens for Multiplayer maps.

Initial Beta Changelog:

Singleplayer
Crashes
  • Fixed a crash that occurred when entering a smithy in any town.
  • Fixed a crash that occurred in the inventory while moving items with the drag function.
  • Fixed a crash that occurred when players conquered one of the Scout Enemy Garrison Quest Settlements while having the quest active.
  • Fixed a crash that occurred when leaving a kingdom during a siege event.
  • Fixed a crash that happened when players tried to become a vassal while they were in an army.
  • Fixed a hideout crash that occurred when players attacked an empty hideout. It should no longer be possible to attack empty hideouts now.
  • Fixed a crash that occurred when peace was declared during simulations.
  • Fixed a crash that occurred due to the main storyline mentor characters dying.
  • Fixed a crash that occurred after the rival gang leader quest mission.
  • Fixed a crash that occurred after marriage barter if the marriage partner was in an army.
  • Fixed a crash that occurred in the “Find hideout” main storyline quest.
  • Fixed a crash that occurred when the player died.
  • Fixed a crash that occurred in some save files when attacking a neutral party and starting a war with their faction.
  • Fixed crashes/bugs that occurred when a non-player hero died in battle and bugs related to his/her disbanding party.
  • Fixed a crash that occurred during passive usage of weapons (couch lancing & spear bracing).
  • Fixed a crash that occurred due to the brother character not appearing after save & load.

Save & Load
  • Fixed the issue "Could Not Create Save data" for players with Unicode PC username.
  • All deleted/removed/changed items from .xml's will become "Trash" items. (Some old saves that used crafting were crashing because they tried to load deleted items. This should be resolved now.)

Localisation
  • Minor text fixes and localisation updates.
  • Chinese localisation updates.
  • Simplified Chinese translation file row fix.

Art
  • Improvements on khuzait_village_b and khuzait_village_c.
  • Various visual bug fixes on some scenes.
  • Added new workshop wall scene props.
  • Updated cloth patterns and some mesh details for two Battanian chainmail armours.
  • Improvements on several Empire building models.

UI
  • Fixed an issue in the army management screen that occurred while closing the popup if the player's influence was below 0.
  • Fixed a bug that caused the nameplate of the main party to not appear when starting a new campaign.

Battles and Sieges
  • Fixed a bug which crashed the game when the player transferred troops to custom formations in battle and then gave formation orders.
  • A minor position calculation error in the formation AI was fixed.
  • Cavalry aiming had some errors on hills, which resulted in cavalry not hitting the enemy at all. This was fixed.
  • Fixed attacker's formation and boundary issues on sturgia_town_b.
  • Fixed certain weapons that were stuck to dead agents and were randomly disappearing.
  • Fixed an issue with death cam in battles.

Character Development System
  • Added 18 combat-related archery skill perks. This completes the archery skill perk tree.
  • Added 19 combat-related crossbow skill perks. This completes the crossbow skill perk tree.
  • Added stewardship experience gain for heroes that have been assigned as governors.
  • Opening Face Generator screen with 'V' is re-enabled in the main map. But the hair and beard options are limited to a few simple ones. For haircuts, the Barber NPC can be visited at any town centre.
  • Fixed a bug that caused a change of the epic perk under Smithing.

Clan and Party
  • Fixed a bug that allowed marriage to be proposed for dead heroes.
  • Fixed a bug that caused newly assigned governors to not to appear in the settlement menu.

Kingdoms and Diplomacy
  • Fixed a bug that caused prisoners to become neutral yet remain captive in some situations after the AI that besieged a castle that held the prisoners made peace with the owner.

Settlement Actions (Town, Village, Castle and Hideout)
  • Fixed a bug that caused settlement tooltips to display the number of ransomed prisoners incorrectly.
  • Fixed a bug that caused the wrong menu to appear after the player selected an aggressive action in the conversation with an army member.

Quests & Issues
  • New quest "The Art of the Trade" added.
  • New quest “Lady's Knight Out” added.
  • Fixed a bug that led to the bandit party in a caravan ambush quest to stay stationary after a battle.
  • Disabled chance of dying for Radagos and brother. Added a 30 years time limit to the first phase of the storyline.
  • Fixed a bug where Radagos' hideout could not be created properly.
  • Fixed issues that caused Radagos to be dead in his hideout or other bandit bosses to appear.
  • Fixed a bug that caused the player's death to cancel the Neretzes' Folly quest.
  • Added scaling influence costs for the Lord Solutions of the quests “Lady's Knight Out”, “Overpriced Raw Materials” and “Extortion by a Robber Knight”.
  • “Nearby Bandit Base” quest can now be taken only from villages.
  • Some text and dialogue improvements for "Army Needs Supplies" quest.
  • If a player is waiting inside the “Army of Poachers” quest settlement, the quest menu will be opened automatically when poachers arrive at the village.
  • Fixed a bug that caused the “Deliver the Herd” quest to become impossible to complete.

Conversations & Encounters
  • Added a few new dialogues and comments for guards and other NPCs.
  • If a player is waiting in a village and the village gets raided by someone, the player will be directed to an encounter menu which allows them to join the raid - either by helping the village or helping the attackers.

Other
  • There was a visual bug showing butter in inventories as unavailable while players were within settlements. Butter is once again allowed within cities.
  • Steppe Marauders and Raiders are now assigned as Horse Archers.
  • Rhomphalias now use "Bent Razor Head" as their blade.
  • Khan's Guard units now have an additional set of arrows instead of their one-handed mace.
  • Ridged Short Gladius Blade (Battania_blade_2) can not be used as a two-handed sword anymore. The blade itself was too short as the name implies.
  • Blunt Arrows have issues with inconsistent damage. It won’t be possible to purchase them for the time being.
  • Infantry can now dismount mounted enemies with hooked guarded spears. Battanian Oathsworn and Picked Warrior are the troops with this feature. Spear Guards with Dismount feature are: Double Huge Hooks With Fur Covering, Double Hooks, Weighted Long Thorns, Singular Hook Wing, Double Hook Wings and Double Thorn Wings.
  • You can now use new heroes for custom battles. Heroes with couch lances, longbows and more are available for your custom battles.
  • Disabled wounded character animations in inappropriate situations.
  • Added cheat commands to change settlement loyalty, security, militia and prosperity.
  • When entering a village, your companions now use battle outfits instead of civilian outfits.
  • Fixed a bug which made hideouts belong to the player faction.
  • Improved crash logging for the dump system.
  • Fixed a bug that caused some settlements' security value to be NaN.
  • Lords hall character agent spawning algorithm improvements. The settlement's owner will spawn on the throne but if the kingdom's ruler is inside the settlement, the ruler will override it.

Multiplayer
Design & Balance
  • Fixed a bug where inaccuracy for shooting/throwing wasn’t applied on horseback.
  • Reduced the maximum inaccuracy for throwing weapons.
  • Adjusted the movement inaccuracy for archers and made it more consistent between MP and SP.

Map Related
  • Port at Omor:
    • Visual improvements all around.
    • The atmosphere was changed because it was hard to see Aserai troops on the scene.
    • Bug fixes for physics issues and problems with getting stuck.
  • Echerion:
    • Blocked the gallery (but not stairs) of flag C.
    • Added railings to stairs at C to indicate where they can be jumped off from.
    • Made stairs faster to traverse for cavalry and infantry.
    • Some small detail work.
  • Baravenos Encirclement:
    • Added a new breach to the G flag.
    • Overhauled the G Flag.
    • Moved a lot of defender spawns.
    • Added some new destructible wooden structures.
    • Made some of the current structures destructible.
    • Adjustments to lighting.
    • Some detail work (replaced old trees, improved terrain for low settings, physics fixes etc.).

Other - Miscellaneous
  • Fixed some troops appearing too old.
  • Auto team selection button will put the player into the team with a low amount of players.

Both
Crashes
  • Fixed a crash that occurred after changing the graphics settings.

Animations
  • Missing camel rider falling animations added.

Combat
  • Fixed a bug that caused battering rams to not deliver damage.
  • Fixed a bug that stopped range indicators on siege weapons from moving.

Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/
Mount & Blade II: Bannerlord - Callum


Beta e1.5.4

Singleplayer
Crashes
  • Fixed a bug which crashed the game when the player attempted to pick up an item just before and during the hideout boss cinematic. Item interaction is now disabled during cinematics.
  • Fixed a bug which prevented heavy infantry, skirmisher, heavy cavalry and light cavalry formations from spawning correctly in certain missions. This could cause crashes.
  • Fixed a problem which crashed the game when the player transferred troops from one formation to an empty one and then gave a formation order.
  • Fixed a crash that occurred while dragging-dropping items in the inventory.
  • Fixed a crash that occurred when a player failed at romance bartering.
  • Fixed a crash that occurred when an army leader died.
  • Fixed a crash that occurred when forming caravans.
  • Fixed a crash that occurred when clicking "take a walk around" after loading, if the save file was created while waiting in a village.
  • Fixed a crash that occurred when the player bartered with bandits for safe passage.
  • Fixed a crash that occurred when creating a kingdom.
  • Fixed a crash that occurred with battle simulations.
  • Fixed a crash that occurred when involved kingdoms made peace during a simulation.
  • Fixed a crash that occurred when the main hero tried to marry someone within the same AI-led party.
  • Fixed a crash that occurred when the player loaded a save file that was taken in the tutorial village menu in the tutorial phase.
  • Fixed a crash that occurred when the main hero died with an active quest.
  • Fixed a bug that made companions transport to another city while they were in the main hero's party. Also fixed a crash that occurred when the main hero clicked on the clan tab while the previously mentioned bug occurred.
  • Fixed a crash that occurred while opening the Smithy in towns.
  • Fixed some crashes and bugs that occurred when a nonplayer hero died in battle.

Performance
  • Loading core assets separately to speed-up first meaningful render during game launch.
  • Fixed CPU spikes on the campaign map caused by the distance checking algorithm.
  • Various CPU memory leaks were removed.

Save & Load
  • Clans are saved now. Clans added to XML will not be added to games that have already started and will only be available in new games. Deleting a clan from an XML will not affect save games.
  • Save game files are now categorized by their game in the UI.

Art
  • 5 new empire villages added.
  • Various improvements on castle gates for better AI behaviours.
  • Improvements to empire_town_j_siege's navigation mesh for better AI behaviours.
  • There was a minor visual bug in Aserai parley scenes, about the flags getting into the walls. That bug was fixed on all the levels.
  • Improvements to workshop scene props scaling.
  • Visual improvements to Khuzait villages.
  • Visual improvements on Vlandia keep model.
  • Added rein rope simulation to chain_horse_harness.
  • Northern light harness and Imperial riding harness were replaced with newer versions.
  • Fixed visual issues on Sturgia and Khuzait keep banners.
  • Improvements on some of the Empire villages:
    • Empire_village_f, empire_village_g, empire_village_h, empire_village_i, empire_village_j
  • Fixed a visual issue on the board game.
  • Fixed stair physics and some visual issues on one of the Empire towers.
  • Fixed the player falling into emptiness issue in Empire dungeons.
  • Fixed prison bars visibility issue in Vlandian dungeons.
  • Fixed a bug that prevented smooth grass LOD transition.
  • Improved quality of tree billboard rendering.
  • Some GI updates were made to the empire_town_j_siege.
  • Updated and enriched flora on the Tsagaan castle scene. Fixed barrier bugs and some physics issues which were preventing fall damage.
  • Added a new male voice set.
  • Added additional colours for skin, hair and eyes to the character creation screen. Various improvements on the textures and blendshapes. Also added bushy eyebrows.

UI
Changes:
  • Town Quick Talks:
    • Players can now talk to notables in town centres, companions in taverns, and lords in keeps through the map conversation screen without a loading screen by using the "Quick Talk" button.
  • Crafting screen changes
    • New visuals for the crafting final stage pop-up.
    • Stamina bars for smithing heroes so that players can see the stamina without hovering over each hero.
    • A "Civilian" icon will be shown if the crafted weapon is also usable in the civilian equipment set.
  • Added a new icon to the inventory that shows the current hero's skills on hover.
  • Added sorting to SP scoreboards and now heroes are shown at the top of their party lists.
  • Added an option to swap character and mount places in the inventory for a more focused view of the equipped mount.
  • Now if a locked item is removed from the inventory, it won't lose it's lock status when that item is added back to the inventory until the player removes the lock themselves.
  • Added "Enable Tutorials" and "Reset Tutorials" controls to the campaign options window.
  • Added new Scouting and Tactics perk icons.
  • Added a dropdown for hero selection to inventory (similar to character developer).
  • Added a quest icon to army nameplates if a lord in that army has a quest.
  • Removed the "over the limit" warning if the player didn't make any changes in the party screen.
  • Added hero's health and wounded information to hideout troop management window.
  • Now query pop-ups can be closed with Enter or Escape key.
  • Added wage of the party and tooltips to troop icons in the clan/parties tab.
  • Added a confirmation query to "Disband Army" in Kingdom/Armies tab.
Fixes:
  • Fixed the damage amount for throwing weapons showing incorrect values in some cases.
  • Fixed the rotations of items in the inventory preview window.
  • Fixed an issue that caused the army management window to close improperly.
  • Fixed an issue in the hideout troop management window that caused troop counts to go negative.
  • Fixed an issue that caused modifiers of items to be removed on party screen reset.
  • Fixed an issue that caused the "Leave Members" button to be enabled while the player was in the tutorial stage.
  • Fixed an issue in the crafting screen that caused smithing heroes to overflow out of bounds.
  • Fixed an issue in the crafting screen that caused the order of smelting items to reset after smelting.
  • Fixed an error in the item preview window that caused reins of a saddle to not be added.
  • Fixed an error in the crafting screen that caused refinement recipes to not update on smithing hero change.
  • Fixed an error in the conversation screen that caused wrong relation values to be shown.
  • Fixed and improved encounter overlay food and morale values and tooltips.
  • Fixed an error in the conversation screen that caused encounter parties to overflow out of bounds in some cases.

Battles and Sieges
  • A bug in the tactical AI that caused a defending army to become indecisive between different tactical positions and go back and forth was fixed.
  • Fixed some unintended behaviour of the battering ram that could stop it from delivering damage among other things.
  • Fixed a bug that caused players to spawn as spectators in battles.

Character Development System
  • Added 31 combat-related primary and secondary throwing perk effects to the game. This should complete all throwing perks in the current design.
  • Added 25 campaign side Roguery perks.
  • Added 31 campaign side Tactics perks.
  • Added 40 campaign side Scouting perks.
  • Added 38 campaign side Steward perks.
  • Added 33 campaign side Trade perks.
  • Fixed the following riding combat perks:
    • Mounted Warrior: Secondary effect was accidentally set as party leader effect. This is correctly set as a captain effect now.
    • Horse Archer: Corrected the perk explanation text.
    • Sagittarius: Fixed a problem which accidentally reduced ranged accuracy when it should increase it.
  • Fixed an issue that caused players to start the campaign with 0 renown regardless of what was chosen in character creation.
  • Fixed a problem with the epic perk of smithing which changed into another perk after save and load process.
  • Fixed the levelling up of scouting skills of non-player party leaders.
  • Fixed the levelling up of heroes when they didn't level up without their skill level up.

Clan and Party
  • Clans will respawn their parties based on settlement location data rather than saved coordinates to avoid situations where data loss during loading could lead to parties glitching into the geometry of settlements. This change f.e. prevents enemy lords from spawning inside settlements and blocking the settlement’s gate.
  • Healing skill did not affect the healing speed for larger armies. Instead of scaling healing rate with army size, it now scales better with medicine skill. This change should make the medicine skill more meaningful.
    • Changed healing for regulars from 0.2 + 0.2 x WoundedCount to a fixed 5 base heal.
    • Changed settlement healing for regulars from 8 to 10 settlement base healing.
    • Changed the skill bonus for healing regulars from 0.1% per skill level to 1% per skill level.
  • Increased the lower boundary of the herd speed penalty players receive, if you have a high amount of animals in relation to your party size.
  • Fixed some issues with the disbanding of dead non-player heroes' parties.

Armies
  • Fixed a bug that caused NPC lords to calculate influence values wrong while thinking about creating an army.

Kingdoms and Diplomacy
  • Added new clans.
  • Fixed an issue that caused nobles to oppose some decisions they had proposed after some time.
  • Fixed a bug that led to dead clan leaders being awarded fiefs through kingdom decisions.
  • Fixed a bug that prevented minor faction leaders from being replaced once they were dead.

Settlement Actions (Town, Village, Castle and Hideout)
  • Fixed a bug that forced players into the request entry menu of a castle when they stopped waiting there.
  • Fixed a bug that enabled players to request a meeting at settlements with lords in their army.
  • Artisans now offer troops like other notables.
  • Stashes were added to player-owned castles.
  • Fixed a bug that prevented the location character list of a settlement to not refresh after prisoners in the settlement were changed.
  • The same access rules will be applied to all player clan members in a settlement. If a player doesn't have access to the lord’s hall, their clan members (family members, companions) will spawn in the tavern. Once access is gained, all clan members will appear in the lord’s hall.
  • To fix some potential bugs after releasing/donating prisoners to settlements, a code refactor was made for the party screen.
  • Fixed a bug that caused the request meeting button to be greyed out even if there are nobles inside.
  • Fixed a problem with having negative or more than 100% disguise probability values when the player wants to sneak into a town.
  • Fixed a bug that caused the Land Tax policy tooltip to display incorrect numbers.
  • Fixed a bug that led to notable supports not being updated during the game.

Quests & Issues
  • The “Prodigal Son” issue quest has been implemented.
  • The "Village Needs Draught Animals" issue quest has been implemented.
  • “Lord Needs Horses” quest will now cancel correctly if the quest giver is imprisoned.
  • Fixed an issue with the "Inn & Out" quest that caused it to not provide any rewards to players even when the quest was completed successfully.
  • Players will be able to sell poachers characters to progress in the “Manual Laborers” quest.
  • Some dialogue updates were made to the “Company Of Trouble” quest.
  • The “Needs Help With Outlaws” quest will fail if a raid starts in the quest settlement or war breaks out between the player and the quest giver's faction.
  • Quest NPC skills for “The Spy Among Us” quest were updated. NPC's will have higher skill values and they will scale according to quest difficulty.
  • The “Needs Access to Village Commons” quest will cancel if a raid starts in the target settlement. Players are now allowed to simulate the quest battle.
  • Improvements & fixes related to “Notable Wants Daughter Found” quest:
    • Rogue characters and their equipment are changed.
    • New dialogues and new ending added to the quest if a raid starts in the village that the rogue and the daughter escaped from.
    • New pop-ups are added when entering the quest villages based on the village status.
    • The quest will be cancelled if war breaks out between the player's and the quest giver's faction.
    • Fixed a bug that caused quest pop-ups to appear multiple times.
  • Improvements & fixes related to “Manual Laborers” quest:
    • Added a prisoner transfer limit (random between 50-80). Players won't be able to trade unlimited prisoners.
    • New dialogues were added to the quest.
  • Improvements & fixes related to “Escort Caravan” quest:
    • Every time the quest caravan exits a town, the caravan leader notifies the player about where the caravan is going.
    • Bandit parties are divided into 3 levels. Each wave will appear based on chance when the caravan exits a settlement.
    • Bandits will not spawn in front of the town gate.
    • Quest time limit added.
    • Fixed a bug that decreases the caravan party's speed too much after winning a hard fight.
    • Some dialogues are updated. Now the quest giver gives the info about the reward amount.
  • Improvements & fixes related to the “Family Feud” quest:
    • New dialogues were added after the quest fight.
    • Agent behaviours were improved after the fight.
    • Fixed a crash that occurred when the player opened a conversation with the target notable via the Quick Talk button.
    • Fixed some camera-related bugs while multiple conversations were active.
  • Fixed a bug that caused the ”Train Troops” quest to be cancelled if the borrowed troops are selected for Rival Gang quest battle.
  • Fixed a bug that causes players to get double quest rewards after completing a quest with an alternative solution.
  • Alternative solution companion reward experiences are tweaked in all quests.
  • Improved main storyline kingdom creation quest logs.
  • Fixed a bug that caused the quest parties in “Caravan Ambush” quest to remain still after battle.
  • Fixed a bug related to the "Caravan Ambush" quest that caused caravans to get stuck in towns.
  • Fixed a bug that caused the player to be stuck in the tutorial when the player loaded an autosave that was taken in battle with Radagos.
  • Fixed the bug that let Story Mode heroes die in battles.
  • Fixed a bug that made Radagos disappear on Tutorial Phase.

Conversations & Encounters
  • After trading with a caravan, the player now returns to the greeting dialogue instead of the map screen.
  • Fixed a bug that allowed players to open conversations with prisoners without entering a settlement.
  • Fixed a bug that caused the army menu to open after talking to an army member and initiating combat through dialogue. Instead of the army menu, the encounter menu will open.
  • Fixed a bug that froze the game when quick talk dialogue and Rescue Family quest Radagos dialogue conflicted.
  • Many of the conversations that were using the old mission system were changed to the new quicker conversation system.
  • Added clan leader noble titles in dialogue boxes.
  • Ensured player's children have met the player to avoid an awkward conversation.
  • Expanded post-battle comments for army battles where the player was a participant.
  • Added new comments to frequently encountered conversations.
  • Fixed the bug that caused some nobles to talk like the main hero's brother.

Other
  • Fixed some troops appearing older than they should.
  • One of the Battanian companion templates was using armour that was too high tier. It now uses a weaker one.
  • Body armours with arm, leg covers now provide more armour to those parts. Armour pieces have been rebalanced and recalibrated. Most troops now use different armour pieces that are balanced for their tier and troop type.
  • Some behaviour of advanced training melee NPCs has been fixed.
  • Tournament participants don't spawn near other participants anymore.
  • Added notifications for prisoners who escape from our settlements or our party.
  • An issue with the taskbar icon of the game was fixed.
  • Troops belonging to a faction will use faction colours instead of civilian colours in civilian scenes.
  • Players can use ALT + LMB to escort a party.
  • Added encyclopedia entries for imperial factions.
  • Fixed typos, gave lords and minor faction heroes a minimum riding skill of 100 to make sure they can ride assigned horses.
  • Fixed a bug that caused villager parties to go to a castle or town while disbanding.
  • Removed a shield from Tacteos that was unsuitable for his character.

Multiplayer
Design & Balance
  • Crush Through:
    • Increased crush through energy threshold.
    • Made it slightly easier to crush through with 2h maces in relation to the energy threshold change.

Game Modes
  • Destroying siege equipment granting gold during warmup is fixed.

Map Related
  • Druimmor Forest was fixed in terms of barriers, exploits and visual bugs. Proper barriers have been applied on cliffs and roofs. Also, there are some fixes made in Ruins of Jawwali, which includes having matching rock and cliff textures, fixing the barriers around unused areas and fixing the navmesh problems.
  • Physics problems like getting stuck in the wooden columns and visual bugs are solved in the skirmish scenes Trading Post and Town Outskirts. Many exploitable situations are eliminated.
  • Fixed many possible causes for crashes in Baravenos Encirclement.

Other - Miscellaneous
  • Fixed a condition where the rider's animation state gets broken when the mount gets killed while the rider is mounting
  • Player was not losing any score on suicides, fixed.
  • The number of missiles in quivers while selecting a character fixed.

Server & Network
  • Clan game creator no longer crashes upon returning to the lobby.

UI
  • Added dead teammate indicators.
  • Added sorting to MP clans tab.
  • Now party member names will be shown in a different colour in the 'ALT' behaviour in MP battles.
  • Small tweaks and improvements.

Both
UI
  • Added UI Scale control.
  • Changed the "Show Banners On Friendly Troops" option into a slider that controls the opacity of these banners.
  • Added a new (or old depending on how you look at it) Warband style 3 part crosshair.
  • "Finalize Chat" key is now re-bindable.
  • Separated general kill-feed (top right) and personal feed (centre middle) controls in the options.
  • Gauntlet memory and performance improvements.
  • Fixed some layout issues that appeared in panels that come out of frame.

Performance
  • Significant performance improvements for the animation system. This will benefit situations with lots of animations such as battles and very populated town scenes.

Animations
  • Idle and standing animations of agents now always start from the beginning instead of a random location, for both better visual effects and optimisation.

Combat
  • Chasing agents followed the same path, which caused them to move in a line. Now they spread out a little bit, which looks more natural.
  • Agents surround enemy agents and choose a position based on the weapon length of the enemy. If the enemy had a longer weapon like a spear, the surrounding agents moved a bit far from the enemy. Now they compare the enemy's weapon length with their weapon length and move closer if the enemy's weapon is longer.
  • Cavalry:
    • Reduced the angle of possible rear ups.
    • Increased rearing damage threshold a tiny bit.
    • Braced spears can now also rear-up cavalry.

Other
  • Fixed, when someone mounts a horse that is running away, the horse becomes unattackable beyond map borders.

Modding
  • A new cheat "reserve_houses_in_settlement" that activates all houses in a settlement has been added for testing purposes. The cheat reserves and adds 1 dummy NPC to all houses in the settlement that the player is currently in - making them easily accessible. The reserved tag for the houses is not cleared after saving, so use the cheat with caution.
  • Welding multiple navigation mesh vertex pairs enabled.
  • Level names for the scenes can now be renamed from the Scene Editor.
  • Some formation orders that were omitted from public namespace were added for use in mods.
  • Improved moddability of the UI assets, now UI assets are separated into modules so mods can either add new assets or overwrite existing ones.
  • Improved sprite sheet generator performance.

Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/
Oct 19, 2020
Clea 2 - InvertMouse


Hey gang! How are you all going? Hope you enjoyed the Steam Autumn Festival. I for one added some new games to my wishlist. Also, I finished Doom Eternal on Ultra Nightmare over the weekend! Felt so good after hours of training. Still feeling like a champ ːcleasunniesː.

Bonus costume:

In case you missed it, here is a bonus autumn costume for Florine:



https://steamcommunity.com/sharedfiles/filedetails/?id=2250231306

Hopefully one of several more to come!

Patch:

Also, an update just went up for Clea 2's demo. Some fixes:

- When an enemy is in a room with a painting while you are in a different one, sometimes, the orbs system will break. You cannot drop an orb, pick up an orb, or the wrong orb is displayed. Hard to catch because of the timing required. So glad I spotted and fixed it yesterday.

- When you and an enemy move into the same area at the same time, your character will spawn far too close to the back wall. Again, a hard to catch timing bug. Thankfully, no more! For your interest, this came up only in Clea 2, because with the sequel, I had to revise the code to cater for some of the new complexities. Hope you will love the hell out of what awaits in the full game.

Chaos/Chaos+ changes:

Okay, now for something more fun. Have you finished Clea 2's demo? Snuck by Mei to activate that portal? How about Chaos Mode, or even Chaos+? Oh, you have? If so, you may want to try again. In Chaos and Chaos+, you may find a new, unpleasant surprise has been added ːcleachaosː.

Just like with Clea 1, in this sequel, depending on which difficulty you choose, I want to provide more than just faster enemies. Especially on Chaos and Chaos+, there should be re-shuffles, brand new surprises. Keep those adventures exciting throughout the game's lifespan. Full confession, though. This time, it is harder. See, the enemies and maps have increased in complexity. When I add just a touch more, it becomes "too much". Even to me as the creator, it feels unfair. Fortunately, a solution came up during my recent commute, so I will be making some fun tweaks over the coming days. Clea is a horror series, yet it should also be fun. Damn fun.

Best of all, I have more updates planned, so please look forward to them. This demo build is an early access of sorts. You can see Clea 2 evolve along in these coming months.

Thank you friends ːcleahappyː!
Oct 19, 2020
World Process - INDIECN
1.初始版图变化
将移除合并一些面积小,密度过大的地区,方便识别和点击
游戏不再采用基于真实的地缘政治版图,而是基于游戏性需要的区块设计,按地理,经济,文化等因素划分(类似《瘟疫公司》里的那种设计)
版图仍然是会因为玩家操作动态变化的,但不会出现难以识别与点击的小区域了

2.存档格式修改
地区数据改用二进制存储,读写效率更高
注意:由于存档格式,初始版图与地区数据的修改,旧的存档已不可用,如有不想开新档的玩家务必在玩完旧档后再进行更新!

3.增加了地图图标缩放可选项, 自动减速可选项
地图上的项目与事件图标可以不再跟随镜头缩放;
当UFO,陨石等灾难事件出现时游戏自动减到一倍数,结束后会自动恢复

4.简化操作
a.多选卡片使用
现在能选择多张卡片一起使用了,选择了的卡片图标会列在卡堆上方
b.双击卡片能快速使用
双击能快速使用选择了的卡片(包括多选),系统会自动选择最需要或最适合或随机的地区使用这张卡片

5.为避免与玩家操作冲突,开启AI模式(挂机模式)后,玩家不再可以使用卡牌

6.增加了新的卡牌类型——人物卡,以及相关的事件与消息
人物卡增加了游戏的策略,帮助玩家完成自己想要的世界,人物卡需要在游戏中收集相应的卡片点数,购买后才会出现
【激进的改革者】:可以激进化理念卡片
【保守的思想家】:可以消除激进化
【伟大领袖】:消除卡片负面效果,改善地区关系
【疯狂的领导】:卡片负面效果加倍,恶化地区关系
【天才研究员】:超前研究不会失败,研究科技更容易成功
【邪恶研究员】:触发利用科技或工程作恶的事件
【语言学家】:能与外星人沟通
【气候学家】:能提前召开气候会议
【天才工程师】:太空项目更容易成功
【实用型发明家】:将科技成果转化成经济收益
【没用的发明家】:娱乐
【死神】:随机移除地区的一个人物
人物卡的详细效果这里不做深入介绍了,游戏中自行体会

7.部分项目的基本成功概率降低,耗时加长

8.每次太空项目现在要在发射和完成时各进行一次判定,都完成才算最终成功,火箭发射阶段会有成功或失败的动画

9.增加了神州飞船作为宇宙帆船的前置工程,人工生物圈为神州飞船的前置工程

10.新的工程:【太空炮】,完成太空项目以及陨石出现时有几率能获得
对目标太小的小型陨石无效,拥核地区才能建设,有几率能把超级陨石击成碎小陨石,拥有的太空炮的地区合计军力等级越高几率越高效果也越好(合计10级有100%的概率成功)

11.智械危机出现后,会有人类与人造人之间的战争事件决定胜负,拥有机械军团的地区军力等级会因为失去机械军团暂时降一级, 若能胜利则会有事件恢复

12.完成【超级生化武器】后,病毒事件会有小概率出现仅次于“外星病毒”的“超级病毒”

13.智库报告现在能看到前5名

14.气候危机出现后的气候会议改为间隔两年出现,而不是每年出现,达成协议的概率会显示出来

15.经济衰退现在会消减生产力等级,经济衰退会影响周围地区,经济实力强大的地区出现经济衰退,全球可能会发生连锁效应的经济衰退

16.成为外星人大战或机器人大战的战场的地区属性也会衰减

17.部分文本与数值计算方法进行了修改
GRAVEN - 1C_David


In a plague, where does the rot go? To the Lice Slough, where even vermin turn up their nose in despair of the stench. Festering death, and twitching rigor mortis await.

Don't forget to add GRAVEN to your Steam Wishlist!
https://store.steampowered.com/app/1371690/GRAVEN/
Oct 19, 2020
Race Condition - per
Trying out different lighting settings. Here's the sunset look - long shadows and hazy skies.







Underwater Wars - Cpt. Adamov
Hi everyone!
Dynamic Lab Studio is in touch. My name is Valery and I am an indie computer game developer. I want to present to you my first major game, which has been in development for almost a year and is nearing completion. This is a tactical turn-based strategy game Underwater Wars. The plot tells about the world after a global cataclysm, where the remnants of humanity are forced to fight for survival and resources every day. When it seems that it could not be worse, a chain of mysterious events occurs that can lead to both the complete extinction of people and their revival. The gameplay is a turn-based battles of submarines in the scenery of a flooded planet.
If you like science fiction, underwater world, submarines and dynamic turn-based battles, then this is the game for you.
Thank you for attention. Follow the news.

Cepheus Protocol - Halcyon Winds
New Doctrines update coming by the 30th!



Infected Spawn counts have been increased with this update


Dont forget about our Official AmA on Halloween check it out here
https://steamcommunity.com/games/979640/announcements/detail/2867062153648512410

Patch Notes - 0.7.68 Population System adjustments and Increased Horde sizes
  • New starting population is 6 (Keep reading)
  • Each CP post will increase population by 2x to a maximum of 42 (This will be expanded with the open world update to 80)
  • Started on improving unit card tech for dynamically querying size, for drag-resizing to use a bit later (just need to fix the actual wrapbox to recognize the size difference now)
  • Engineer VO adjusted and new dialogue added
  • Fixed up some more logic to make the cards able to 'dynamically expand' for a garrison display widget while still calculating size correctly for wrapbox size queries as well as spacing between themselves within a wrapbox
  • Re-added click and drag for the group card widget: it now will detect how 'wide' the drag is and 'snap' to that number of columns (up to a maximum of 20 columns for a single group, for now)
  • Updated unit cards to be 'gold' if the unit is max level
  • Replaced the command widget
  • Moved the pause button and area marker button down to the bottom left (and did a little cleanup in GIMP on them)
  • Updated the ROE and minimap legend buttons at the top left to be the new top left button style, too
  • Fixed a bug with newly-purchased units 'breaking' the column-setup for the group window widgets (until you 'moved' the window or interacted with it in a similar way again)
  • Added a 'stopgap' fix to a 'column issue' in the Master when an array is 're-assigned' to the unit window (via new person being added, or CTRL+key pressed to set group)
  • Started on improving the ROE widget to be font-scalable
  • Set up font scaling for mouse following widgets, tutorial widget, ROE widget, and the top-right population display
  • Added an extra set of checks to spawning a tower:
  • No go if the potential node is in distress mode (i.e. has been spawning units for awhile due to player intrusion), no go
  • No go if the potential node has hurt pods (i.e. player has recently been there and damaged one of them. This doesn't mean pods 'without max health,' but recently injured and the player hasn't left that area yet).
  • Added a 'Group Switch' window to the Unit Group Widget:
  • Right click the group number to open it.
    Select another number to 'trade' groups (and widgets, and hotkeys) with that number.
    It auto-closes after a few seconds of not being hovered.
    Has a hovertip that lists out the hotkey (if it has a hotkey)
  • Fixed some widgets having 'focusable' buttons (which messes up keyboard controls)
  • Added logic to boost infected health the later the game goes (i.e. more days, more infected health!)
  • Boosted spawn rates (both horde+defense spawning):
  • GameState's spawn limits boosted to allow this
  • Boosted the 'lerp distance' logic for units coming out of spawn pods, to reduce 'chokepoint' results from so many infected spawning now
  • Added unit capacity max alteration:
  • A little animation will play at the top right when your capacity shifts
    Improved group card window 'mouse resizing'
  • Window will now stick with the desired width, even if it doesn't have enough cards to fill it
  • Window will now stick with the desired height, but expand the height if more cards come in that require more height to fit
  • If you use the 'column' buttons at the top right of a window, it will go back to the old behavior of 'snapping' to minimize empty space
  • Added an externalized 'refill ammo' button (Hotkey N)

Cepheus Protocol AMA/Showcase

Work on our other maps have started officially in the last week and we hope to have more to share in the coming weeks! Keep in mind a LOT of our week this week into the Little bird and doctrine updates so make sure to check out our dev-update channel on discord to see the daily updates we do!

If you missed our AmA you can watch it here!

https://www.youtube.com/watch?v=ZznhKn8hPU4

Cepheus Protocol Novelization is now available on Steam Store!
https://store.steampowered.com/app/1387390/Cepheus_Protocol_Novelization

Cepheus Protocol Novelization is also available on our website! Buy it here!

Keep in mind this book takes place before, during and a bit after Pandemic mode and follows dozens of characters around the events of CP. It will hint to our year 2 content(So spoilers if you analyze it close enough). Its not for the faint of heart (Very violent deaths and all that). You can pick it up for $3.99 now!

It will also be available on the Steam Store as an DLC on October 1st if you prefer to get it there! Just keep in mind on our website we make 99% of the sale the rest goes to PayPal

Feel free to use the #💬lore-questions on our Discord to discuss the ramifications of what the book brings to the universe and how it will affect the game as we start to work in story elements presented in the novel

Stage 2 Chelsey WIP


Animation Revamp

Ever since we heard some feedback regarding the stiffness of our units/animations we have been hard at work finding a solution. We are now working on implementing a better RIG and Animation Blueprint to give us even more control including starting to utilize a Mocap suit to really make these animations shine as we work towards 1.0. Here's a quick preview of what we have in store for you folks in the coming weeks via a total animation revamp.

https://www.youtube.com/watch?v=uqpNGvAZJ8k&feature=youtu.be

Until next time, good luck in Treasure Island!
NARAKA: BLADEPOINT - *****xjpmkt1

Dear players!
1. From our development team:
We’ve been talking to everyone across our growing community on Twitter for a while and we’re happy that we’re finally able to announce that players can join us and try out NARAKA: BLADEPOINT in the closed beta next month!

2. Closed Beta schedule:
North America — the beta starts on the 3rd of November and the servers will stay open until November 9th.

For more information:
Website: https://www.narakathegame.com/
Twitter: https://twitter.com/NARAKATHEGAME
Discord: https://discord.gg/narakabladepoint


3. How to get a closed beta key
Apply for a beta key on our website and keep an eye on our Discord for key giveaways!

*Please be aware, if you’re outside of North America, we’re happy for you to take keys but your gameplay experience may differ from those in that region (i.e. You may suffer with some lag and high latency issues during the game).

...