Posted June 19, 2017
high rated
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[Part 5 of 8]
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Expeditions: Viking has probably changed
[CHANGELOG UPDATED]
(Continued from last post)
[Part 5 of 8]
-------------
Expeditions: Viking has probably changed
[CHANGELOG UPDATED]
(Continued from last post)
Other changes
- Added icon tooltips to the Tinkering menu
- Injuries now deteriorate in combat with a probability based on how long the character has been incapacitated - characters can never die outright in combat, however
- Injuries now deteriorate during camping as well, and we've added some UI logic for this to work - fatally injured characters can die when you make camp if left untreated
- Increased injury penalties
- Tweaked injury settings to allow groin and chest punctures and eye trauma
- Reduced the Armour-smithing level of every blacksmith in the game by 1
- Made the faction reputation number show up even when your faction reputation is Neutral
- Added a menu option for disabling reflection probes so you don't have to mess with the config
- Made the farmer in Skerninge and his wife lie on the ground to match the description text
- Added thrall deco characters to the homestead depending on how many Slaves you have (up to about a dozen)
- Added a Medium reputation increase if you complete the Rats quest peacefully
- Reflection probes will now automatically be disabled the first time you launch the game on an Intel videocard, and you'll get a pop-up about it - you can manually re-enable them afterwards if you'll risk it
- Tweaked the morale changes in the initial conversation with Maban so they're more intuitive
Bug fixes
Stability and performance
- Fixed one more set of crashes related to loading characters into the scene
- Fixed the unreproducible issue some players had reported where the game would crash at the end of camping and potentially at the end of a fight
- Added check so corrupted fog of war files do not prevent loading scenes
- Made some optimisation in the level loading
Quest logic
- Fixed the Ab Urbe Condita side quest hanging around in your quest log even if you choose an outcome for Chester that causes Fabian Quintus to leave, so you can't complete it anymore
- Fixed a bug whereby Myrddin would not spawn in the stone circle if you entered his cave instead of bringing Cillian directly to him after the rescue
- Fixed a spot where you could get stuck after the battle for Yngilwood
- Fixed a bug where you could start the Snakes Among the Trees or Lost Hunting Party side quests during the Battle of Yngilwood if you hadn't started them previously
- Fixed the fight at the entrance to Jelling potentially repeating with no enemies if you leave the town through the hidden tunnel and then attempt to re-enter it from outside
- Fixed an issue where Grainne would sometimes appear inside Caustantin's hall after the wedding when she wasn't supposed to
- Fixed a bug whereby you could no longer free the Yngilwood Scout's loved one in the York Dungeon if you chose not to do so the first time you were given the option
- Added a fade-out if you sentence Geirmundr in Orkney to the blood eagle, during which he'll be despawned
- Fixed the non-interactive parts of Geirmundr's "camp" in Orkney also highlighting along with the interactive parts
- Skallagrimr and the other thegns will now disappear from Steinn's house once you complete the first of the Viking ending quests
- Received and implemented the Russian and French versions of a single branch of conversation with Hulda that had been missed in the original localisations for those two languages
- Fixed the higher difficulty-related completion achievements not unlocking the lower levels
- Fixed being able to interact with the haystack behind Erlingr's farm after the fight if you already set fire to it once
- Fixed the fire in Erlingr's farmhouse persisting forever (it now stops once the quest is closed)
- Fixed most of the dead characters who were supposed to show up as ghosts in Grimnir's Helheimr dream not showing up
- Fixed Olbjørn and Grimkell's character spawners creating a very long delay in loading the goodbye scene in Skjern if they were killed on Holmgang Island
- Fixed Maucolyn not being set as immortal if you encounter him at the village after raiding the monastery, which could result in you speaking to a very clearly dead man
- Fixed Conall mac Taidg's death variable not being set, causing some narrative inconsistencies
- Fixed an error when teleporting the player party to waypoints in conversations which showed up if you lost the fight against Maucolyn in front of the village
- Fixed a bug whereby if you set an ambush for Osred's men in The Mercian Connection and leave any of them alive, the fight in front of the Roman tower wouldn't begin
- Osred's spy token will now be removed from your inventory when you show it to a scout in Yngilwood
- Changed the logic in Torfinn's tree conversations a bit to make the quest more robust
- Reduced the trigger radius on the sewer tunnel conversation in Chester to be what it's supposed to be
Skills and items
- Fixed a bug that was causing characters to play their incapacitation barks at entirely the wrong times during combat
- Fixed the highest rank ability of each skill not displaying its action type in its tooltip
- Fixed several issues with the implementation of Gungnir's special property - the weapon will now damage enemies in the two hexes in front of you, three if you're using Extend
- Fixed an issue where pre-damaged looted items would be using the current Salvage value to calculate tiers rather than the undamaged one
- Resistances are now capped at 100% in the UI
- Fixed Adrenaline Junkie applying its bonus as soon as a character is at less than max health, instead of only when they drop below 20% as described
- Fixed the missing icon for the British silver cross talisman types
- Replaced an old hack to prevent non-Vikings from getting the Dane-Axe skill with a more general solution that checks the nationality condition for all skills before assigning them (this will also prevent non-Vikings from buying Galder, which they cannot use anyway)
- Removed the track quest input from all contexts except Default (which will stop it showing up in the other sections of the input bindings)
- Fixed the Amulet of Macha not getting its special property correctly (this fix is not retroactive, if you already picked up the Amulet of Macha, it will remain useless - however you can give yourself a new, working amulet with the console command giveitem party Talisman_Macha)
- Fixed a 10-second pause caused by a timeout if a Parrying character is Stunned and subsequently attacked; all immobilisation now cancels Parrying as well as Hypnotised, Interrupting, Panicked, and Ready
- You can no longer parry attacks from weapons with reach from 2 or more tiles away
- Fixed missing sound effects on the Parrying animations
- You can no longer trigger an execution with any weapon type other than a sword
- Fixed a pretty unlikely combat timeout that would happen if Condemned characters took fire damage
- Fixed the Tactical Move button being selectable even if no attack action was possible
- Fixed Stunned animation not being reset if a character is defeated while that animation is playing
- Fixed the wolf mothers' Nuzzle ability placing the wolf inside the incapacitated wolf's tile instead of adjacent to it
- Fixed wrong health displayed in the UI when using Nuzzle or Revive
- Fixed the Sacrament ability tripling ally resistances instead of doubling it as intended
Other fixes
- Fixed certain music tracks being controlled by the main volume slider instead of the music slider
- Fixed the input system overwriting user settings with the defaults in some situations
- Removed Crouch Control from the input settings
- Fixed non-lethal attacks being able to proc critical hits
- Fixed certain blacksmiths being set up with a higher armour-smithing rating than is actually possible, which broke the UI
- Fixed bug where an occupied campsite would be marked as captured when entering the campsite but then reloading the previous saved file without even playing through the fight
- Fixed an issue where tinkering items in camping might not be loaded properly by the save system
- Fixed a missing line of subtitles in the intro cinematic in English and English (Norse Names)
- Fixed the player's ship reverting to the default sail colours in Orkney
- A loading screen will now be displayed while loading the main menu after the credits
- Fixed dead follower pop-up appearing during loading screens if you made a save after a follower had died in the scene and then loaded that save
- Fixed a typo "a dirty flash" (should have been flask) in Røskva's first romance conversation
- Fixed a typo in the to-do list reminder for unassigned shifts
- Nefja and Ketill can no longer die from injuries in Denmark
- Fixed switch weapon button being greyed out after an attack of opportunity on the selected character
- Fixed the localisation ID for homestead upgrades not being retrieved correctly for upgrades that only have 1 branch
- Removed an erroneously placed trash pile in Skerninge which was unlootable and would disappear when you looted another trash pile next to it
- Removed a lootable barrel from inside a house in Perth
- Added ability icons for the wolf abilities so they don't show up as white squares when you look at wolves with the character info panel, and added explanatory tooltips for them as well
- Fixed a weird-looking tree in the Britain forest menhir campsite
(Full changelog)- Added icon tooltips to the Tinkering menu
- Injuries now deteriorate in combat with a probability based on how long the character has been incapacitated - characters can never die outright in combat, however
- Injuries now deteriorate during camping as well, and we've added some UI logic for this to work - fatally injured characters can die when you make camp if left untreated
- Increased injury penalties
- Tweaked injury settings to allow groin and chest punctures and eye trauma
- Reduced the Armour-smithing level of every blacksmith in the game by 1
- Made the faction reputation number show up even when your faction reputation is Neutral
- Added a menu option for disabling reflection probes so you don't have to mess with the config
- Made the farmer in Skerninge and his wife lie on the ground to match the description text
- Added thrall deco characters to the homestead depending on how many Slaves you have (up to about a dozen)
- Added a Medium reputation increase if you complete the Rats quest peacefully
- Reflection probes will now automatically be disabled the first time you launch the game on an Intel videocard, and you'll get a pop-up about it - you can manually re-enable them afterwards if you'll risk it
- Tweaked the morale changes in the initial conversation with Maban so they're more intuitive
Bug fixes
Stability and performance
- Fixed one more set of crashes related to loading characters into the scene
- Fixed the unreproducible issue some players had reported where the game would crash at the end of camping and potentially at the end of a fight
- Added check so corrupted fog of war files do not prevent loading scenes
- Made some optimisation in the level loading
Quest logic
- Fixed the Ab Urbe Condita side quest hanging around in your quest log even if you choose an outcome for Chester that causes Fabian Quintus to leave, so you can't complete it anymore
- Fixed a bug whereby Myrddin would not spawn in the stone circle if you entered his cave instead of bringing Cillian directly to him after the rescue
- Fixed a spot where you could get stuck after the battle for Yngilwood
- Fixed a bug where you could start the Snakes Among the Trees or Lost Hunting Party side quests during the Battle of Yngilwood if you hadn't started them previously
- Fixed the fight at the entrance to Jelling potentially repeating with no enemies if you leave the town through the hidden tunnel and then attempt to re-enter it from outside
- Fixed an issue where Grainne would sometimes appear inside Caustantin's hall after the wedding when she wasn't supposed to
- Fixed a bug whereby you could no longer free the Yngilwood Scout's loved one in the York Dungeon if you chose not to do so the first time you were given the option
- Added a fade-out if you sentence Geirmundr in Orkney to the blood eagle, during which he'll be despawned
- Fixed the non-interactive parts of Geirmundr's "camp" in Orkney also highlighting along with the interactive parts
- Skallagrimr and the other thegns will now disappear from Steinn's house once you complete the first of the Viking ending quests
- Received and implemented the Russian and French versions of a single branch of conversation with Hulda that had been missed in the original localisations for those two languages
- Fixed the higher difficulty-related completion achievements not unlocking the lower levels
- Fixed being able to interact with the haystack behind Erlingr's farm after the fight if you already set fire to it once
- Fixed the fire in Erlingr's farmhouse persisting forever (it now stops once the quest is closed)
- Fixed most of the dead characters who were supposed to show up as ghosts in Grimnir's Helheimr dream not showing up
- Fixed Olbjørn and Grimkell's character spawners creating a very long delay in loading the goodbye scene in Skjern if they were killed on Holmgang Island
- Fixed Maucolyn not being set as immortal if you encounter him at the village after raiding the monastery, which could result in you speaking to a very clearly dead man
- Fixed Conall mac Taidg's death variable not being set, causing some narrative inconsistencies
- Fixed an error when teleporting the player party to waypoints in conversations which showed up if you lost the fight against Maucolyn in front of the village
- Fixed a bug whereby if you set an ambush for Osred's men in The Mercian Connection and leave any of them alive, the fight in front of the Roman tower wouldn't begin
- Osred's spy token will now be removed from your inventory when you show it to a scout in Yngilwood
- Changed the logic in Torfinn's tree conversations a bit to make the quest more robust
- Reduced the trigger radius on the sewer tunnel conversation in Chester to be what it's supposed to be
Skills and items
- Fixed a bug that was causing characters to play their incapacitation barks at entirely the wrong times during combat
- Fixed the highest rank ability of each skill not displaying its action type in its tooltip
- Fixed several issues with the implementation of Gungnir's special property - the weapon will now damage enemies in the two hexes in front of you, three if you're using Extend
- Fixed an issue where pre-damaged looted items would be using the current Salvage value to calculate tiers rather than the undamaged one
- Resistances are now capped at 100% in the UI
- Fixed Adrenaline Junkie applying its bonus as soon as a character is at less than max health, instead of only when they drop below 20% as described
- Fixed the missing icon for the British silver cross talisman types
- Replaced an old hack to prevent non-Vikings from getting the Dane-Axe skill with a more general solution that checks the nationality condition for all skills before assigning them (this will also prevent non-Vikings from buying Galder, which they cannot use anyway)
- Removed the track quest input from all contexts except Default (which will stop it showing up in the other sections of the input bindings)
- Fixed the Amulet of Macha not getting its special property correctly (this fix is not retroactive, if you already picked up the Amulet of Macha, it will remain useless - however you can give yourself a new, working amulet with the console command giveitem party Talisman_Macha)
- Fixed a 10-second pause caused by a timeout if a Parrying character is Stunned and subsequently attacked; all immobilisation now cancels Parrying as well as Hypnotised, Interrupting, Panicked, and Ready
- You can no longer parry attacks from weapons with reach from 2 or more tiles away
- Fixed missing sound effects on the Parrying animations
- You can no longer trigger an execution with any weapon type other than a sword
- Fixed a pretty unlikely combat timeout that would happen if Condemned characters took fire damage
- Fixed the Tactical Move button being selectable even if no attack action was possible
- Fixed Stunned animation not being reset if a character is defeated while that animation is playing
- Fixed the wolf mothers' Nuzzle ability placing the wolf inside the incapacitated wolf's tile instead of adjacent to it
- Fixed wrong health displayed in the UI when using Nuzzle or Revive
- Fixed the Sacrament ability tripling ally resistances instead of doubling it as intended
Other fixes
- Fixed certain music tracks being controlled by the main volume slider instead of the music slider
- Fixed the input system overwriting user settings with the defaults in some situations
- Removed Crouch Control from the input settings
- Fixed non-lethal attacks being able to proc critical hits
- Fixed certain blacksmiths being set up with a higher armour-smithing rating than is actually possible, which broke the UI
- Fixed bug where an occupied campsite would be marked as captured when entering the campsite but then reloading the previous saved file without even playing through the fight
- Fixed an issue where tinkering items in camping might not be loaded properly by the save system
- Fixed a missing line of subtitles in the intro cinematic in English and English (Norse Names)
- Fixed the player's ship reverting to the default sail colours in Orkney
- A loading screen will now be displayed while loading the main menu after the credits
- Fixed dead follower pop-up appearing during loading screens if you made a save after a follower had died in the scene and then loaded that save
- Fixed a typo "a dirty flash" (should have been flask) in Røskva's first romance conversation
- Fixed a typo in the to-do list reminder for unassigned shifts
- Nefja and Ketill can no longer die from injuries in Denmark
- Fixed switch weapon button being greyed out after an attack of opportunity on the selected character
- Fixed the localisation ID for homestead upgrades not being retrieved correctly for upgrades that only have 1 branch
- Removed an erroneously placed trash pile in Skerninge which was unlootable and would disappear when you looted another trash pile next to it
- Removed a lootable barrel from inside a house in Perth
- Added ability icons for the wolf abilities so they don't show up as white squares when you look at wolves with the character info panel, and added explanatory tooltips for them as well
- Fixed a weird-looking tree in the Britain forest menhir campsite
Post edited June 19, 2017 by muntdefems