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Thread: blood and burning update 21-4-15

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  1. #1

    Default blood and burning update 21-4-15

    Originally posted by Will on the official forums

    Hey all,
    We’ve been listening to your thoughts on the Blood & Burning pack, so we’ve spent the last few weeks re-engineering it for greater impact (yes, that does mean buckets more claret). This hotfix is live now.

    There’s a bunch of changes which we hope you’ll like, in particular the much wider range of combat animations which result in copious spillage. Blood decals now appear on all terrain types and they stick around longer, too. You can find the full list of improvements below.

    Incidentally, you may notice some subtle changes to the mod manager in the ATTILA Launcher. This is because we’re preparing the ground for the release of the ATTILA Assembly Kit. It’s still in the oven but it’s nearly done, so stay tuned for imminent news!

    Here’s what the Blood & Burning update includes:

    • Added blood effects to over 140 more death and wounding animations.
    • With graphics settings above performance/low, decapitations are now more frequent during battles.
    • Improved blood effects in battles, made blood more visible and in some instances, spurts last longer.
    • Added 14 more decapitation/dismemberment animations in battles.
    • Blood will now spurt from the correct location when agents are killed on the Campaign map.
    • Blood will now show on top of snow.
    • Improved framerate when the camera is close to burning people on the battlefield.
    • Increased the amount of vomiting when an army is suffering from sea sickness or plague.
    • Greater frequency of gory animated event pictures.
    • Blood decals will now remain longer on units and on the ground during battles.
    • Improved blood effects from decapitation and dismemberment on the Campaign map after limbs/heads are severed.
    • Units with seasickness on transport ships will now vomit.
    • Units will no longer play two death animations in some cases when set alight by flaming arrows on the Battlefield.
    • Fixed a couple of instances where units’ weapons changed while they vomited.


    Other improvements:

    • Local Network/LAN mode on Mac connectivity has been improved.
    • Zooming into the family tree while selecting a target for a political intrigue no longer lets the player select invalid targets.
    • Removed precursor weapons from Germanic Levy and Mercenary Saxon Spears.
    • Fixed a rare save game crash on Mac versions.
    • Improved shadows on the Campaign map on Mac.
    • Fixed a rare crash in the End Turn cycle during Campaigns on Mac.

  2. #2
    Karnil Vark Khaitan's Avatar Praepositus
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    Default Re: blood and burning update 21-4-15

    Quote Originally Posted by von stoker View Post
    Incidentally, you may notice some subtle changes to the mod manager in the ATTILA Launcher. This is because we’re preparing the ground for the release of the ATTILA Assembly Kit. It’s still in the oven but it’s nearly done, so stay tuned for imminent news!
    That is the best news ^^

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  3. #3
    GussieFinkNottle's Avatar Domesticus
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    Default Re: blood and burning update 21-4-15

    That's all to the good, let's hope they add the vomit animation to civilians in plague-ridden towns.
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  4. #4
    Darios's Avatar Ex Oriente Lux
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    Default Re: blood and burning update 21-4-15

    Hmmm, not a bad update, though I would hope that this is not the only thing that CA has been working on over the past month.

    To be fair though, now that they're communicating with us again maybe it means that something big (No offense but I'm not interested in the Assembly Kit) is around the corner. Attila still has significant Ai issues and huge holes (unless you're campaigning in NW Europe) that almost make the game unplayable.
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  5. #5

    Default Re: blood and burning update 21-4-15

    good news indeed, seems CA hasn't shut all doors to constructive criticism
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  6. #6
    MasterBigAb's Avatar Valar Morghulis
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    Default Re: blood and burning update 21-4-15

    Good news, I also hope for some CAI updates soonish though

  7. #7

    Default Re: blood and burning update 21-4-15

    Cool, do we need to wait for mod updates after this patch?
    Cant wait to see the slaughter. (that is impacted on my FPS too )

  8. #8

    Default Re: blood and burning update 21-4-15

    I really appreciate effort from CA side, but I dont like it so much. Now almost every animation is finished by head decapitation, even with spear. Im really wondering how anybody can decapitated head by spear. What do you think about that?

  9. #9

    Default Re: blood and burning update 21-4-15

    Quote Originally Posted by Winco_SVK View Post
    I really appreciate effort from CA side, but I dont like it so much. Now almost every animation is finished by head decapitation, even with spear. Im really wondering how anybody can decapitated head by spear. What do you think about that?
    I agree. I noticed an overabundance of decapitations. I never used the Shogun 2 blood mod because I found it a bit over the top. I'll probably not use the Attila one until a modder comes up with a toned down version. See, this is what happens when CA listens to whiners. (joke Sheldon)

  10. #10

    Default Re: blood and burning update 21-4-15

    It is better for them to announce new patch and DLC or FLC with more playable factions.
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  11. #11
    GussieFinkNottle's Avatar Domesticus
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    Default Re: blood and burning update 21-4-15

    Having tried it, I absolutely love the longer lasting decals. Excellent progress.
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  12. #12
    Påsan's Avatar Hva i helvete?
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    Default Re: blood and burning update 21-4-15


  13. #13

    Default Re: blood and burning update 21-4-15

    It looks a lot better but all of a sudden I've got 20 FPS when it was 40 before. Coincidence ?? Are others finding a marked drop in performance after this hotfix ??
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  14. #14
    M2TWRocks's Avatar Domesticus
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    Default Re: blood and burning update 21-4-15

    More vomit =

    I love these improvements.

  15. #15
    Ballacraine's Avatar Domesticus
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    Default Re: blood and burning update 21-4-15

    Too far towards the japanese OOT blood & gore effects for me.

    I hope it can be toned back to more realistic levels.

    In faecorum semper, solum profundum variat.

  16. #16
    Humble Warrior's Avatar Vicarius Provinciae
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    Default Re: blood and burning update 21-4-15

    Quote Originally Posted by Ballacraine View Post
    Too far towards the japanese OOT blood & gore effects for me.

    I hope it can be toned back to more realistic levels.

    This is why we need a `light, medium and heavy` setting. The original way was could`ve been `light` maybe and this version could have been `heavy`.

    Make optional levels for blood, CA. Make all happy.

  17. #17
    Ballacraine's Avatar Domesticus
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    Default Re: blood and burning update 21-4-15

    Quote Originally Posted by Humble Warrior View Post
    This is why we need a `light, medium and heavy` setting. The original way was could`ve been `light` maybe and this version could have been `heavy`.

    Make optional levels for blood, CA. Make all happy.

    Yeah, that gets my vote.

    In faecorum semper, solum profundum variat.

  18. #18

    Default Re: blood and burning update 21-4-15

    with this update the decapitations are too frequent and repetitive,there are few combat animations and are very repetitive,this must be corrected.
    it seems that with the latest updates,the graphic quality and variety of animations are down.
    another thing that has not convinced me of attila from the beginning are the faces of the warriors seem strange and unrealistic.
    currently rome II has better graphics and more realistic in some aspects and greater combat choreography and animations.
    hopefully that CA in a update patch fix the bugs and add graphical improvements and more variety and realism in combat animations.
    Last edited by Anibal at portas; April 27, 2015 at 10:40 AM.

  19. #19
    M2TWRocks's Avatar Domesticus
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    Default Re: blood and burning update 21-4-15

    I love it over the top. Raaargh! Head's rolling everywhere. If you really want to see the full effect, set up a custom battle with 2-handed ax-men or falxmen and charge them into the back of an engaged unit. Heads just popping off left and right, rolling under all the action. My wife kept coming in this morning wondering why I was laughing so hard before work.

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