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Thread: New update Steel & Statecraft

  1. #1
    Daruwind's Avatar Citizen
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    Default New update Steel & Statecraft

    We got blogpost about upcoming new update for next week:
    https://www.totalwar.com/blog/the-st...tecraft-update

    Last week we gave you a brief taster of what’s coming up next for A Total War Saga: Thrones of Britannia and today we’re ready to share a few more highlights from the forthcoming Steel & Statecraft update.

    Estates Overhaul

    Spoiler Alert, click show to read: 


    The purpose of Estates was to add challenges in managing a kingdom where each noble is playing the game of intrigue, looking to grab more power and land for themselves. However, the system didn’t have as much impact as we’d have liked, which is why Estates have received a rework to better represent a king granting land to his more important lords, thus ensuring their devotion to the crown. With the power of land ownership comes a responsibility for the owner to properly tend to his holdings – each Estate will offer a positive effect if given to the proper lord, or a negative one if the noble is not suited to presiding over such lands.
    The nobles in turn do not sit idly, hoping for deeds to fall in their lap. The Estate Desire traits, which characters previously gained, have been replaced with requests, directed towards the crown in the form of missions. Every so often a lord in your faction will ask to be granted Estates, offering a reward in return. But if you deem the noble ineligible or sense malicious intent, and you ignore their request, their loyalty will start to waiver.
    We’ve added more weight to managing your Estates, and to help with that we’ve reorganized the Estates interface. Each lord will list the effects that they provide from Estates they own. Moving Estates around has been made easier – clicking on an Estate will grant it to the selected character on the left. Beware, however, of dealing with Estates that are not in the king’s possession – nobles are quite attached to their lands and will rarely part with them without repercussions.

    Traits

    Spoiler Alert, click show to read: 


    Traits depict the story of each character; their upbringing, their personality and the events that have occurred in their lifetime. Sifting through each character’s history can be cumbersome, which is why we’ve stacked traits into groups. Each trait group is now represented by a banner, with all effects of the traits within listed underneath. Clicking on a banner will list all traits within that group, giving a detailed account of the noble’s qualities.
    As mentioned previously, each trait group will list how it affects a character’s Estates. The group with the most traits will be marked with a large yellow icon, showing the lord’s dominant characteristics and what effects they grant to the noble’s land ownership.

    Recruitment Revamp

    Spoiler Alert, click show to read: 


    Recruitment in Thrones of Britannia is chance based, similar to the way in which mercenaries worked in previous titles. While it’s an interesting challenge to build armies with imperfect composition and size, it has downsides too, such as elite units appearing scarcely, and losing your painstakingly assembled army can be a devastating blow to your campaign.
    We’ve replaced this chance-based system with cooldowns. When a unit type is recruited, there’s now a set number of turns before another becomes available. This retains the sense of choice limitation, but rewards planning and removes the random punishment of not having enough units simply because they didn’t appear in the recruitment pool.
    The time it takes to build a full army can be lengthy, so recruitment events have been added, granting a quick supply of units to help with defending territories, or adding a helpful push to your conquering.
    Buildings, technologies and faction mechanics have all received new effects to improve the recruitment times of units. We’ve also eased the unlock requirements of military technologies, to make meaningful choices in army management more accessible.

    Book of Traits (Trait Browser)

    Spoiler Alert, click show to read: 



    With the added importance of character traits, we believe there is more purpose to managing your characters, seeking their best development. All traits present in the game are now listed in the Book of Traits along with the condition of their acquisition.
    The details of a trait will be locked until the player acquires that trait for the first time. (We still want players to experiment and discover traits on their own, but unlocked trait information will now be readily available).
    The Book of Traits is persistent between campaigns, allowing players to hunt for a specific trait in a later playthrough.

    Buildings and Settlement Maps


    Villages are getting a second, alternative building path straight from level 2. This should give players the opportunity to fine-tune their economy through minor settlements. The existing paths are vastly unchanged (safe for some minor balance tweaks) for an easier transition.
    We’ve also created some new buildings that will feature on all settlement maps (both major ones and villages).

    • Viking Gatehouse
    • Viking Long Hall
    • Viking Turf-roof Hall
    • Viking Drinking Hall
    • Viking House 1
    • Viking House 2
    • Viking House 3
    • Viking House 4
    • Anglo-Saxon Chieftains House
    • Anglo-Saxon Great Hall (under construction)


    Spoiler Alert, click show to read: 







    New Major Settlement Maps

    Since siege battles in Thrones of Britannia have been popular, we’re making two brand new settlement maps, one based on Bebbanburg Castle, and the other on The Rock of Cashel.

    • Map 1 – based on Bebbanburg Castle (used in-game for Bebbanburg and Eidenburg)
    • Map 2 – based on Rock of Cashel (used in-game for Caisil and Grianán Aileach)


    Spoiler Alert, click show to read: 




    Mod Support

    Last but by no means least, we’ve made a couple of changes to help out Modders. Most notably, the Recruitment window can now accommodate any number of custom units (with a scroll-bar). Also retail pack files now contain exported binaries for all basic UI components, in addition to the already existing composite templates.

    And That’s Not All…

    The update features improvements to lots of other areas of the game, including updates to battle AI, performance optimisations, visual improvements, UI enhancements and more. Look out for the patch notes next week to see a full list of improvements, updates and fixes.
    Last edited by ♔Greek Strategos♔; December 18, 2018 at 04:50 AM. Reason: Spoilers added.
    DMR: (R2) (Attila) (ToB) (Wh1/2) (3K) (Troy)

  2. #2

    Default Re: New update Steel & Statecraft

    GOD DAMN IT CA! All these changes are good, BUT THEN YOU HAD TO GO MESS WITH RECRUITMENT! Sigh. 2 steps forward 1 step back... I honestly prefer the current version of how recruitment works, it makes it far riskier to have an army defeated or crippled. But I haven't tried the new system yet, so who knows, maybe I'd prefer it to the older one.

    A posh raider fellow wuz 'ere~

  3. #3
    Daruwind's Avatar Citizen
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    Default Re: New update Steel & Statecraft

    I´m probably too sleepy but can anybody translate lower quote for me? Does it mean we can make changes to UI in Ak and rebuild the UI files or what?
    Also retail pack files now contain exported binaries for all basic UI components, in addition to the already existing composite templates.
    Anyway. Patch looks great! I´m curious to try it out. Oh guys, those Christmas...
    DMR: (R2) (Attila) (ToB) (Wh1/2) (3K) (Troy)

  4. #4

    Default Re: New update Steel & Statecraft

    It means you can create scripted UI mods using (a fair deal of work/lua knowledge) and those templates. Search the Warhammer II workshop for UI Modding Framework to see what I mean.

  5. #5
    Daruwind's Avatar Citizen
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    Default Re: New update Steel & Statecraft

    Quote Originally Posted by DrunkFlamingo View Post
    It means you can create scripted UI mods using (a fair deal of work/lua knowledge) and those templates. Search the Warhammer II workshop for UI Modding Framework to see what I mean.
    Aaaah! Thanks for explanation. It sounded familiar. However then it probably won´t help me with my UI modding. :-)
    Last edited by Daruwind; December 13, 2018 at 02:22 PM.
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  6. #6
    Anna_Gein's Avatar Primicerius
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    Default Re: New update Steel & Statecraft

    I am glad they are supporting ToB despite the poor release.

    Does anybody know if CA plans to add Variant Editor to the ToB modding tool pack as with Rome 2 and Atilla Assembly Kits ?

  7. #7
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: New update Steel & Statecraft

    @Daruwind
    Thanks for the updated news buddy

    Quote Originally Posted by Anna_Gein View Post
    I am glad they are supporting ToB despite the poor release.

    Does anybody know if CA plans to add Variant Editor to the ToB modding tool pack as with Rome 2 and Atilla Assembly Kits ?
    I could check it later today and ask around. But not sure if I could reveal it, if it's under NDA then certainly not.
    Last edited by ♔Greek Strategos♔; December 18, 2018 at 04:43 AM.

  8. #8
    Daruwind's Avatar Citizen
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    Default Re: New update Steel & Statecraft

    Blogpost with patchnotes:
    https://www.totalwar.com/blog/the-st...Aypk9NkTNgCCcQ

    Important Notes

    “No save games were harmed in the making of this patch!”

    Feel free to start a new campaign or pick up one of your saved games, it won’t break with the patch. However, please make sure you don’t have any mods enabled, otherwise compatibility cannot be guaranteed.

    Mac and Linux
    The Steel and Statecraft Update has been deployed today for PC. The update is also being developed by Feral Interactive for the Mac and Linux versions of the game. We’ll update you on the deployment date for that as soon as it’s confirmed.

    Estates Overhaul

    Spoiler Alert, click show to read: 


    The purpose of Estates was to add challenges in managing a kingdom where each noble is playing the game of intrigue, looking to grab more power and land for themselves. However, the system didn’t have as much impact as we’d have liked, which is why Estates have received a rework to better represent a king granting land to his more important lords, thus ensuring their devotion to the crown. With the power of land ownership comes a responsibility for the owner to properly tend to his holdings – each Estate will offer a positive effect if given to the proper lord, or a negative one if the noble is not suited to presiding over such lands.

    The nobles in turn do not sit idly, hoping for deeds to fall in their lap. The Estate Desire traits, which characters previously gained, have been replaced with requests, directed towards the crown in the form of missions. Every so often a lord in your faction will ask to be granted Estates, offering a reward in return. But if you deem the noble ineligible or sense malicious intent, and you ignore their request, their loyalty will start to waiver.
    We’ve added more weight to managing your Estates, and to help with that we’ve reorganized the Estates interface. Each lord will list the effects that they provide from Estates they own. Moving Estates around has been made easier – clicking on an Estate will grant it to the selected character on the left. Beware, however, of dealing with Estates that are not in the king’s possession – nobles are quite attached to their lands and will rarely part with them without repercussions.

    Traits
    Spoiler Alert, click show to read: 


    Traits depict the story of each character; their upbringing, their personality and the events that have occurred in their lifetime. Sifting through each character’s history can be cumbersome, which is why we’ve stacked traits into groups. Each trait group is now represented by a banner, with all effects of the traits within listed underneath. Clicking on a banner will list all traits within that group, giving a detailed account of the noble’s qualities.
    As mentioned previously, each trait group will list how it affects a character’s Estates. The group with the most traits will be marked with a large yellow icon, showing the lord’s dominant characteristics and what effects they grant to the noble’s land ownership.

    Recruitment Revamp

    Spoiler Alert, click show to read: 


    Recruitment in Thrones of Britannia is chance based, similar to the way in which mercenaries worked in previous titles. While it’s an interesting challenge to build armies with imperfect composition and size, it has downsides too, such as elite units appearing scarcely, and losing your painstakingly assembled army can be a devastating blow to your campaign.
    We’ve replaced this chance-based system with cooldowns. When a unit type is recruited, there’s now a set number of turns before another becomes available. This retains the sense of choice limitation, but rewards planning and removes the random punishment of not having enough units simply because they didn’t appear in the recruitment pool.
    The time it takes to build a full army can be lengthy, so recruitment events have been added, granting a quick supply of units to help with defending territories, or adding a helpful push to your conquering.
    Buildings, technologies and faction mechanics have all received new effects to improve the recruitment times of units. We’ve also eased the unlock requirements of military technologies, to make meaningful choices in army management more accessible.


    General patch notes

    Spoiler Alert, click show to read: 


    Politics


    Political Difficulty Slider

    • For more challenge or to avoid meddling in politics too much, players now have the option to adjust the political difficulty of the game (separately from Campaign and Battle difficulty).

    Secure Loyalty Tweaks

    • We’ve rebalanced the existing secure loyalty dilemmas and added a few new ones.
    • The system will now take into account the political power (Influence and Loyalty) of the target character and give the player an appropriate set of choices.
    • ‘Torture’ is no longer the go-to way to express appreciation to highly loyal, long-time battle-brethren!

    Buildings
    Alternative Building Paths

    • Players now have the option to specialise their villages in one of two directions.
    • All village buildings have been updated to branch out right at the beginning (level 2) rather than at their last level. The old building paths have been left unchanged (save for some balance tweaks), to make it easier for existing players.
    • New building icons have been added to represent buildings with dual sources of income (e.g. CHURCH/COMMERCE).

    Balance Changes

    • The effects of certain buildings have been tweaked to make each building a viable choice.
    • Church Crafts building now grant a bonus to income from LEAD villages.
    • Church Crafts now grants income (CHURCH), instead of modifying it.
    • Round Tower has been buffed to have half the maintenance cost and twice the buff to income (CHURCH).
    • Bullaun’s public order buff has been doubled.


    Book of Traits (Trait Browser)
    Spoiler Alert, click show to read: 



    • With the added importance of character traits, we believe there is more purpose to managing your characters, seeking their best development. All traits present in the game are now listed in the Book of Traits along with the condition of their acquisition.
    • The details of a trait will be locked until the player acquires that trait for the first time. (We still want players to experiment and discover traits on their own, but unlocked trait information will now be readily available)
    • The Book of Traits is persistent between campaigns, allowing players to hunt for a specific trait in a later playthrough.



    Environment

    Spoiler Alert, click show to read: 


    New Major Settlement Maps


    • Map 1 – based on Bebbanburg Castle (used in-game for Bebbanburg and Eidenburg)
    • Map 2 – based on Rock of Cashel (used in-game for Caisil and Grianán Aileach)





    New Viking and Anglo-Saxon Buildings
    Spoiler Alert, click show to read: 


    • All settlement maps (both major ones and villages) have been updated to include new buildings.
    • Viking Gatehouse
    • Viking Long Hall
    • Viking Turf-roof Hall
    • Viking Drinking Hall
    • Viking House 1
    • Viking House 2
    • Viking House 3
    • Viking House 4
    • Anglo-Saxon Chieftains House
    • Anglo-Saxon Great Hall (under construction)





    Various Updates
    Spoiler Alert, click show to read: 
    Texture Updates

    • Old roman fortifications now have unique textures that properly represents the building materials and techniques used for their construction and repairs.

    Battle

    General Attributes in Custom Battles


    • Players can now increase the attributes of their general (Command and Zeal) in custom battles. This costs army funds, not unlike experience upgrades of units.
    • The general’s ability is now chosen from a drop-down menu.
    • This addresses the issue of bodyguard units being too small in size and weak (in Thrones of Britannia bodyguard unit-size scales with Command).

    Battle AI Improvements

    • Defending AI in sieges improved to respond better to attackers.
    • Improved unit selection and prioritization on walls to favour missile units when fortified position is not under threat.
    • Improved unit allocation to threatened sections of walls and breaches to favour heavy infantry.
    • Updated siege equipment and wall gap pathfinding.

    Performance Optimization

    • Improved the general performance in battles, especially during
    • Unit ‘stutter’ decreased significantly.


    Visual Enhancements


    • Added ocean shader foam and edge
    • Added (optional) vignette and film grain post processing effects
    • Added (optional) god ray effects

    UI Improvements

    Governors and Estates


    • This window has been redesigned to make it easier to use. Simply select a character and then the Estate/province you want them to have.

    Notifications

    • The notification system UI has been redesigned to improve its readability and ease of use.
    • The notifications are now located at the bottom right corner and can be ‘snoozed’, hiding them completely until they are needed again.

    Miscellaneous

    • There’s now a large faction emblem present on the screen which opens the ‘Faction’ window. (similar to how it works in Rome 2). The old Faction button now simply redirects to the ‘Family Tree’ tab.
    • All missions now have a ‘Zoom to location’ functionality, giving players a more detailed information about the target.
    • The art element used for armies on the campaign map has been tweaked slightly to make armies a bit easier to distinguish from settlements.
    • Players can now choose to minimize the window with an overlay option that appears when the Space key is pressed, so it doesn’t block their view on the battlefield.
    • During battles, there’s now an alert when the model count of the general’s bodyguard unit falls below 40% (which makes the general himself vulnerable).
    • Shield Castle now properly articulates that units in this stance tire at reduced rate.

    Mod Support

    • The Recruitment window can now accommodate any number of custom units (with a scroll-bar).
    • Retail pack files now contain exported binaries for all basic UI components, in addition to the already existing composite templates.


    Other Changes

    Spoiler Alert, click show to read: 

    Inactive Achievements


    • Fixed certain achievements that become unobtainable with the Allegiance Update.

    Stone of Destiny Missions

    • Rewards increased significantly. It now provides more money, more supplies and faction leader Influence.

    Other Fixes

    • The unit cards of Northumbrian Mailed Thegns and Northumbrian Thegns have been swapped around.
    • Fixed an UI issue where the game didn’t properly display the name of the selected map in the custom battle lobby.
    • Fixed various UI issues with window priority which resulted in soft lock.
    • Adjustments have been made to the scripted declarations of war from the AI. We’ve balanced the weight of the different factors that lead to a war, so that it is more contextual and relevant to the current state of the campaign.
    • Fixed Hadrian wall ‘holes’ in some of the wall components.
    • Fixed several issues with misalignment of houses, fences, and gates in battle maps.
    • All missions now properly specify their target.
    • Fixed a UI issue with the Food bar not displaying its effect properly.
    • Fixed issues with Decrees not applying their effects properly.
    • Fixed an issue where the adoption of faction leaders caused their family tree to merge with the player’s.
    • Fixed an issue with the main menu disappearing after leaving a multiplayer lobby.
    • Fixed a crash related to the disbanding of armies and replacing a general.

    Last edited by ♔Greek Strategos♔; December 18, 2018 at 06:51 AM. Reason: Fixed format-Spoilers added.
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  9. #9
    Daruwind's Avatar Citizen
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    Default Re: New update Steel & Statecraft

    Nice preview video:

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  10. #10

    Default Re: New update Steel & Statecraft

    Quote Originally Posted by ♔Greek Strategos♔ View Post
    @Daruwind
    Thanks for the updated news buddy



    I could check it later today and ask around. But not sure if I could reveal it, if it's under NDA then certainly not.
    Wait, but I thought ToB already had a variant editor? Did they remove it?

  11. #11
    Malcolm's Avatar Miles
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    Default Re: New update Steel & Statecraft

    Quote Originally Posted by Daruwind View Post
    I´m probably too sleepy but can anybody translate lower quote for me? Does it mean we can make changes to UI in Ak and rebuild the UI files or what?


    Anyway. Patch looks great! I´m curious to try it out. Oh guys, those Christmas...
    I presume that the changes in this update don't fix the problem people were having with the UI when they unlocked non-playable factions? Where the UI was hovering over the buttons on the top of the screen?

  12. #12

    Default Re: New update Steel & Statecraft

    Quote Originally Posted by Malcolm View Post
    I presume that the changes in this update don't fix the problem people were having with the UI when they unlocked non-playable factions? Where the UI was hovering over the buttons on the top of the screen?
    I can confirm that this is fixed.

    Quote Originally Posted by DrunkFlamingo View Post
    I can confirm that this is fixed.
    *misread slightly, this is now *fixable* but not fixed by default. You have to use script to just assign the culture mechanics and then the bar will go away.
    Last edited by ♔Greek Strategos♔; January 16, 2019 at 07:44 AM. Reason: Merged posts.

  13. #13

    Default Re: New update Steel & Statecraft

    This game.

    Not even 10$ of content. With practically 0 modding, while the hell would any of you waste your time with this? I understand if you love this time period, I do, but this is so stripped of active player features. Wanna trade, let us do that for you.
    Last edited by stevehoos; December 27, 2018 at 08:31 PM.
    Shogun 2, no thanks I will stick with Kingdoms SS.

  14. #14

    Default Re: New update Steel & Statecraft

    I used to liberate factions and make vassals out of them, but after the update this is essentially impossible. Even with 50k gold added to the proposition they refuse to pledge allegiance or join my wars. Is it just me?

  15. #15
    Daruwind's Avatar Citizen
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    Default Re: New update Steel & Statecraft

    Update to the update:

    https://www.totalwar.com/blog/the-st...te-patch-notes
    Update 14/1/2019

    Today, we deployed a patch to fix a couple of issues that had been identified after release of the Steel & Statecraft Update for Thrones of Britannia.
    Here’s a list of the fixes:

    • Traits that are gained and lost within the same turn (due to dynamic pair groups cancelling one another out) are no longer displayed in the UI event log.
    • The technology Melee Specialists for Viking Sea Kings now applies its effect as intended.
    • The political dilemma Oh look! A butterfly! Isn’t that glorious? choices have been balanced (from +1 Loyalty to -1 Loyalty)
    • In the God’s Will dilemma, appeasing the church now increases the hiring cost of units instead of lowering it.
    • Fixed an issue which prevented players with legacy save games from recruiting technology-unlocked units after the Steel & Statecraft Update.
    • Fixed an issue which made the Mycel Haeben Here and Legendary General achievements harder to obtain than intended.
    • Fixed a UI issue with the preview of the new battle maps.
    • Fixed a crash related to annexing factions with Gaelic Kingdoms.
    • Fixed a crash related to armies sallying out of certain settlements.
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  16. #16
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: New update Steel & Statecraft

    It seems the CA started to care about the players. I'm very happy with the new changes, the ToB is better now.

  17. #17
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: New update Steel & Statecraft

    Quote Originally Posted by Daruwind View Post
    Νice! The crashes specifically were quite tedious for some users.
    Last edited by ♔Greek Strategos♔; January 16, 2019 at 08:11 AM.

  18. #18

    Default Re: New update Steel & Statecraft

    Getting into ToB for the first time after Steel and Statecraft and I find it to be one of my favorite Total War titles. I know it was rough at the start, but the game currently is a lot of fun. I’ll give CA credit, they have shown the ability to salvage some bad releases through patches after launch.


    Sent from my iPhone using Tapatalk

  19. #19
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: New update Steel & Statecraft

    Interesting info on Loyalty in the Thrones: https://steamcommunity.com/app/71210...31705668881215

    Spoiler Alert, click show to read: 
    Mile pro Libertate:
    It's not a modified range for a roll or something, but totally ordinal, and it is deterministic.

    If a character's Loyalty is zero *at the start of the turn subsequent to the turn in which the value went to zero*, he will rebel, and he will rebel with *100% certainty*.

    In other words, a character can be at Loyalty of only +1 for an entire game, and never rebel: anything above zero ensures he does not rebel; reaching zero guarantees he will rebel, provided he spends one player turn, and the subsequent AI turn phase, at zero.

    Another thing to keep in mind is that all rebellions, insurgencies and emergent factions spawning are handled during the AI turn phase.

    This means that if a character only drops to zero during the AI phase, and during the prior player turn he was at +1 or greater, he will not be in rebellion on the player's new turn. In such case, the player would have to fail to address the zero loyalty during the new turn, and then the character will rebel during the next AI phase.

    PS: The red coloring and ring icon that appears at +2 and +1 Loyalty is only to draw the player's attention to the low Loyalty, and does not indicate any maluses coming into effect or anything. Again, technically anything greater than zero = safe...although I wouldn't recommend running your faction with a ton of only +1 generals, because of contingencies

    All this said, low Loyalty does seem to increase the odds of spawning certain dilemma events, but these events need not be bad. For example, I had a guy at low loyalty and had done some intrigue stuff with him earlier to raise it; a few turns later an event happened where he 'wanted to prove his true allegiances' and he got +2 bonus to Loyalty without me having to do anything except hit the "Accept his declaration" button that appeared
    Last edited by Jurand of Cracow; January 22, 2019 at 01:40 AM.

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