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No, this breaks smithing for you and the rest of the 'immersion' fanbois who lack the imagination to overlook it.
It doesn't break smithing for me because I can just ignore it. Or just not fart around with the blade and handle lengths.
Filed under WGASA because there are a lot more things this game needs than fixing a little gap in a blade.
Important things like feasts and the glaring lack of pirates.
Awesome. You managed to make 0 sense and contradict yourself in one post....
The point of playing a video game is to escape reality and enjoy something else. If i have to use my imagination to overlook issues i can use said imagination and play something inside my head and don't need to play game in the first place.
It does break smithing the same way a game about tanks would break the gameplay if the turret of the tank is not attached to said tank but floats 2 feet above the rest of the vehicle.
For the smithing glitch you call people immersion fanbois yet argue about a feature that serves no purpose other than immersion "feasts" and the glaring lack of pirates (not sure what that even means)
If the glitching smithing parts are something immersion fanbois have to accept according to you. Then you following your own logic has to accept that "feasts" is something you have to ignore or you being in the same boat as the "immersion fanbois"
It's been a thing since at least 1.7, the posts on TW forum about it go back many months. I think it has gotten worse since official release, though. Or more noticeable at least.
You articulated better than I did, since the TaleWorlds lapdogs police here removed my reply. But yes, exactly this right here.
And bear in mind, I left a positive review of this game and LOVE this game, but if criticism is deserved, it's deserved. And in this case it absolutely is.
Yeah that's exactly what triggers the bug--increasing the blade size. You know, the thing that actually makes the blades you craft potentially better than the ones you can buy or find?
I love this game, but it is incredible that Taleworlds somehow did not fix this problem that's been a thing for literal months leading up to full release.
I haven't had any crashes yet in 1.0, outside of some mods that didn't update their dependencies.