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1.4.0 Client Release - Printable Version

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1.4.0 Client Release - Kip - 05-12-2016

1.4.0 Client Release  

Contents
  • Reload gear button
  • Friendly fire handling
  • Player report overhaul
  • Map updates
  • Miscellaneous
Reload gear button

The character screen has a new button - Reload.  Pressing the reload button causes your gear in-game to update with whatever you have equipped on the website.  No more having to rejoin or die to update your gear!  (Note: You do still need to respawn the items.  This makes sure you have the most up to date set of gear when you do.)

Friendly fire handling

The friendly fire hits are now handled by a custom system instead of the default Warband system.  This gives us better control over the damage reflected (now 10% of your health each hit) and lets us do some other interesting things.

Player report overhaul

The player report option now asks why you are reporting the player and lets you add more information.  When you submit the report, our admin team gets a notification with the player and server information as well as the reasons you provided.  No need to tab out to ask for an admin.

Map updates

No patch would be complete without a few map fixes...
  • Dills and Hills
  • Fortress Under Siege
  • Graubergen
  • Handes Retreat
  • Hypers Castle
  • Hypers Hell
  • King of the Hill
  • Kings Castleyard
  • Lake Town
  • Medieval Fields
  • Mountain Outpost
  • Offshore
  • Royal Observatory
  • Senuzgda Cavern
  • Swadian City
  • Swadian Folly
  • Swadian Mines
  • Swadian Night Raid
  • Swadian Outskirts
  • Swadian Overgrown
  • Swadian Village
  • The First Defence
  • The Forgotten Bay
We also have two new maps for standard rotation...
  • Nordic Village
  • Swadian Lighthouse
Miscellaneous
  • The Spear's overhead attack now deals pierce damage.
  • The Heavy Sallet's writing has been is supposed to have been erased. (Seems this is coming in the next bug fix.)
  • Mappers have a new scene prop - projectile_box_barrier.
  • Unnecessary menu items (single player items for instance) have been hidden in other languages as they have been in English.
  • Game modes are set differently in the configs.  One of the up-shots of this is the server list displays the actual game mode instead of the map twice.
  • One or two texture optimizations.
  • Again, many behind the scenes changes to the code which, if done properly, will never be noticed in-game.

Note: If you try to join a server without updating, your game will crash.

Enjoy!
- The NI Team


RE: 1.4.0 Client Release - Kip - 05-12-2016

Quick note: The servers will probably go up and down a couple times to get the configs lined up. I'll post once this is done.

Edit 1: The EU servers should be all set now.
Edit 2: The NA servers should be all set now.


RE: 1.4.0 Client Release - Looter - 05-12-2016

https://youtu.be/8inB7FAPHc4






RE: 1.4.0 Client Release - theRooZ - 05-12-2016

Oh yeah !!


RE: 1.4.0 Client Release - Kriegstofu - 06-12-2016

this 10% is a bit high. lets say someone walks in front of shooting archers either by trolling or just by accident and gets you killed as you dont remark your health dropping due to focusing at aiming/shooting

Also makes it way harder to shoot in a group when there are greedy/newbie players that just want to score a kill and walk in front of all other ranged just to get the kill. (for example swadian folly where, if not all stand back at the wall,which almost never happens, such a self kill could happen fairly fast.

also servers seem to let nords win in midgame


RE: 1.4.0 Client Release - Kip - 06-12-2016

(06-12-2016, 12:52 AM)Kriegstofu Wrote: this 10% is a bit high. lets say someone walks in front of shooting archers either by trolling or just by accident and gets you killed as you dont remark your health dropping due to focusing at aiming/shooting

Also makes it way harder to shoot in a group when there are greedy/newbie players that just want to score a kill and walk in front of all other ranged just to get the kill. (for example swadian folly where, if not all stand back at the wall,which almost never happens, such a self kill could happen fairly fast.

also servers seem to let nords win in midgame

10% is less damage than used to be dealt under the old system. Before, it was calculated based on how much damage you would have inflicted on the friendly so using your example of newbies with lower gear, the new system is far less punishing than the old one. We'll keep an eye on things and if problems arise, we will consider adjusting the amount.


RE: 1.4.0 Client Release - glaive - 06-12-2016

People might have reported this already but there is a glitch regarding assassins and wraiths. If anyone is killed by an assassin or wraith, on ragnarok mode at least, the game says that the nords have won and resets the map as if everyone had died. Our run had odin as the last alive and when we tomed and a wraith killed somebody, the game reset as if all 10+ other players had died and wiped.


RE: 1.4.0 Client Release - manson123abc - 06-12-2016

Fix game please, the respawn is messed up and keep getting sync errors. If one of your teammates get killed by an enemy game ends.


RE: 1.4.0 Client Release - LordChaos - 06-12-2016

Cavalry map " battle for Praven" spawns a player and server crashes.

(Tab = leaving game, no interactions possible, only chat avaible is the T and Y).

It seems deathmatch maps are wrong set as I see the "Great Hall" and "Swadian Town" as the current maps for both DM servers.


RE: 1.4.0 Client Release - Eyleen - 06-12-2016

Saw theres a new update, came back from my break, played one round, had a giggle, went back on my break.

I really love the mapchanges, amazing work with those, but there are so many bugs now. Rounds randomly ending just because someone in your team dies is just entirely broken. We made it to wave 6 rag with 4 players, 3 of them died and while I was still alive it just changed the map because apparently we lost.

Setting friendly fire to a flat 10% seems like an awful idea, slashers are most likely going to suffer from that the most, further weakening shieldwall play. I always thought of armor for shielders to primarily serve the purpose of minimizing team damage for slashers, who poorly aim their swings. With decently geared up shielders, teamhitting them deals almost no damage, making slashing a lot safer, until you get onehit by literally any bot that has crush through of course, lol, just craft more walls and get rid of inf already Big Grin
I would suggest lowering it to 1%, or maybe 2% at most, because quite frankly, whats the point of having teamdamage enabled anyway? I get it on competitive PvP matches, but in NI it just seems slightly pointless.

Anyway, keep up the great work, and thanks for yet another interesting update. Smile