Enter the land of Euros! Home to kings, knights, and sorcerers! A land wrought of great tales of heroism, of underhanded treachery, of ceaseless bloodshed, and powers which defy belief! War fractures the land, as the dead stir and rise from their graves, Armageddon is at hand! But in such times as these heroes are born, from the clash of blades and the shedding of blood, paths are forged from the fires of war and turmoil!

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A patch with some new content! Don't forget to read the patch notes! * Not Save Game Compatible

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Age of Sword & Sorcery Beta 3.1 PATCH
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Guest
Guest - - 688,985 comments

I dont know how to install these pacthes. I have both main version and this. I extracted the folders into modules but idk the rest

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moonunitiiv
moonunitiiv - - 48 comments

Did you make a folder named age of sword and sorcery for them? you can't just leave the loose files in the modules folder

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gesaffs
gesaffs - - 225 comments

did you fix the menu bug of the mages guild? there was/is a dialogue which cannot be answered and forces the user to exit the game with alt+f4. I believe it is the guy standing near the glowing planetoid / arcane ball

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ssd21345
ssd21345 - - 172 comments

to dev: it is when u ask enchanter what is spellstones and runestones
and no, press tab cannot exit

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SilverWolf012345
SilverWolf012345 - - 195 comments

Hello. Just to report this, I've encountered a bug with some of the Huntsman's guild quests. The game often crashes upon loading the scene and reputation within the guild is reset to 0 upon loading the last save.

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henito
henito - - 160 comments

i find this too

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TetroXer
TetroXer - - 14 comments

Yo there'is a few problems in dyplomacy, when you're King Or Queen of Kingdoom you can't make war with other Kingdooms, Accept their peace reguest, truce is 6 days.
When you make deffensive pact with one of Kingdooms you don't see them like that in list of relations with other King doom under ,,note, option where are all factions lords etc. And you can't make your own troops for Kingdoom bcs in one of options if you click on her you can't back from this. have a nice day

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Guest
Guest - - 688,985 comments

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Guest
Guest - - 688,985 comments

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Guest
Guest - - 688,985 comments

Plz add a guide for the mod when I try to join the mayes guild it says I am not powerful enf

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henito
henito - - 160 comments

This you need 250 arcane power, and even with that have a bug that you join the mages guild, but cant acess the quests from.

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Vonagall
Vonagall - - 14 comments

Why the map and all the things are blue and shining on my game? Nothing is visible.

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Guest
Guest - - 688,985 comments

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JJSwords
JJSwords - - 3 comments

The only way I got this to actually run properly without removing the option to launch the module, was to install both the main mod and the patch through Vortex, going into the modules section, then copying everything, minus the "managed by vortex" thing, from the patch into the main mod's files, then it actually applied.

Second thing: Even after joining the Mages, I can't seem to interact with any of the crystals, or the bounty board. And without joining the mages, carrying any spells or a spell book, or any staves, solely being Plane Touched, I am still barred from entering the Daggers fighting pit, because they claim I'm a spell-user. I don't see any other reason then being a plane touched or having the proficiency too high because I've upgraded everything in unison, but not actively using or knowing any spells should offset that in my opinion.

Third: All Independent troops auto-assign to the archers/ranged/etc/second troop group on joining the party, which seems odd, considering by default they seem armed and armored towards being inf. and cav. besides the bowmen and such. You can obviously manually re-assign them, but I personally find that both tedious and odd.

Fourth: Enchantments seem to break if you go into a combat carrying multiple, visually. For instance, one time entering a walking area, my flame and venomous swords both used the visual appearance of the curse effect, while the frost actually used it's own. Then roughly the same thing happened again with flame in place of curse. I thought I'd mention it, and suggest that the Dark weapons should be allowed to be enchanted as well, at least with curse and flame, if not venom. And perhaps making curse a less purple and more blackish-grayish dull light then the holy equivalent. I'd also suggest a vampiric or life-steal based enchantment that acts similarly to the spell (prolonged use resulting in honor drops) with a red effect could be interesting (EDIT: Holy ****, did one of my ideas actually get made a thing? I just found a vampiric sword, with basically what I meant for visuals, and health steal, to the point I left a combat I played smart with a bit extra health then base max. It's amazing.), and Holy/curse doing more/less damage to undead and vice versa to the living, respectively only makes sense.

Fifth: We need the cheat menu options back if we manually enable it, "find an item" in particular. Arming custom troops as I want is difficult when it's a tossup of even finding the right item via a town shop, and then it's likely I'll find a weaker version then I'd prefer, which can make bothering with trying to actually build a tree more annoying then anything else. The renown and money button from the old Dev mode was good, too, but I can see how it needed to go (I had a cap of about 10000 some units after a few clicks, so if it comes back at all, I can see nerfing it drastically) EDIT: Ignore that. Found the clever way it's implemented.

Sixth: We need more main armor sets with a focus on black for their aesthetic. Most that have them already are lighter then makes sense to put them on a tier 5 infantry, and the one that isn't, I've only seen on the fiery knights via the troop tree, and never in a usable situation. Heraldric shields and armor would also be helpful for designing, and they already exist easily enough in base Warband.
Another idea would be "enchantment" based helmets to give heroes, captains, etc, to give them the effects of wearing a decent helmet, but not visibly apply one, for the sheer fantasy aspect of heroes running around helmetless and not dying to an arrow or bullet in the forehead. Another mod did that as well, I forget which, but it was possibly Pendor or Persino.

More banners, also some with a lean towards a black aesthetic, for the player to use would also be helpful in conjunction with the latter.

Seventh: Low honor Plane Touched having, or having the option to use, red eyes in place of blue would be interesting, or simply having skins with red eyes and darker hair options could be as good, regardless of honor score.

Eighth: Vampires. Just... Just vampires. There's already undead, vampires as a usable or playable thing would be amazing.

None of these, past trying to help people get the patch running, should be treated as demands or anything greater, just suggestions. It's a good mod, even if working with the custom units is taxing for the reasons above, I'm just suggesting what I think would improve on it's already existent aspects.

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