Mount & Blade II: Bannerlord cover
Mount & Blade II: Bannerlord screenshot
PC PS4 XONE PS5 Series X Steam Gog Epic
Genre: Role-playing (RPG), Simulator, Strategy, Tactical, Adventure

Mount & Blade II: Bannerlord

Beta Patch Notes e1.5.5


Beta e1.5.5


Singleplayer


Crashes
  • Fixed a crash related to formation AI.
  • Fixed a quest issue that caused the game to crash on loading.
  • Fixed two crashes that occurred after the player cleared an alley.
  • Fixed a crash that occurred when performing hostile actions against neutral villages while serving a kingdom as mercenary.
  • Fixed a crash related to initial kingdom hero spawn points that occurred when loading the game.
  • Fixed a crash that occurred when pressing the exit to the main menu button while a conversation was active.
  • Fixed a bug that crashed the game after gaining XP when the player was already at the maximum level.
  • Fixed a crash which appeared after changing an option in the options menu.
  • Fixed a crash that happened when the "Fight against the conspiracy" quest timed out.
  • Fixed a crash that happened when Radagos was executed in the “Rescue Family” quest.
  • Fixed a crash that occurred when entering the same village over and over again.
  • Fixed a crash that occurred after offering a truce during barter.


Performance
  • Fixed a bug that caused performance drops on the world map after sounds were cut.


Save & Load
  • Autosave interval duration was increased. It now autosaves after leaving settlement and ending encounters.
  • A notification will be displayed after saving the game successfully.
  • Daily gold changes occurred multiple times in different loaded games for some saved games. This was fixed. Now the daily gold change occurs only once in a day.


Localisation
  • Text additions, spell checks and punctuation fixes.
  • Chinese localisation fixes.


Art
  • Navmesh IDs changed for better AI behaviours in front of castle gates.
  • Visual improvements on Khuzait, Vlandian and Empire villages:
    • khuzait_village_f
    • Empire_village_o
    • vlandia_village_j

  • Physics problems on some castle walls and rooves are solved in Tsagaan Castle.
  • In order to have a better balance between ranged and melee troops, high ground areas and their connections between each other were reduced in number in Tsagaan Castle.
  • Assigned alpha versions parallax to materials with parallax.
  • Visual improvements on Battania Keep and gatehouse models.
  • Improvements to the existing campaign maps icons.
  • Added new cradle model.


UI
Changes
  • Added autosave interval control to the Campaign Options panel.
  • Added Married/Not Married filters to the encyclopedia hero list page.
  • Added explanation tooltip to the tax value in Town Management.
  • Now, the equip button in the inventory will replace the same type of weapon (if there is one equipped).
  • Army overlay can now show more than 18 parties in the army.
  • Barter offered item amount is now an editable text area.
  • Players can now load save games with double click on the saved game tuple.

Fixes
  • Fixed long party names overlapping weight values in the inventory screen.
  • Fixed a bug that caused UI to disappear after inspecting a companion's troops while talking.
  • Fixed minor visual issues in the tournament prize panel.
  • Fixed a bug that showed swapped values for "Casualties Inflicted" for a diplomacy war item.
  • Fixed a bug in the army nameplate that caused an issue icon to be visible even though the lord with the issue hasn't joined the army yet.


Battles and Sieges
  • Added -20% damage and weapon speed/reload penalty for using weapons while mounted. This is lowered by the Riding skill and reaches zero penalty at 100. The effect only applies to troops and characters in singleplayer mode. Some mechanical weapons (such as crossbows) are exempt from the damage penalty.
  • Heroes will no longer receive medicine skill experience for teamkills in battles.
  • Some archery points in siege scenes were not being removed as expected when certain objects like walls and broken versions of walls were swapped around causing archer agents trying to go to undesirable positions. Fixed/added more functionality to add on deploy/remove on deploy properties.
  • Moving in formation speed limits were not applied properly, they have been fixed and speeds were reduced overall, This is especially noticeable in shield wall, circle and square arrangements.
  • When troops with ranged weapons were given the charge order they didn't approach the enemy if there was a friend in the way. This was fixed. Moving sideways to try to see enemies past friends was also added, making giving the charge order without telling troops to hold fire much more effective.
  • Due to an error in updating the target agent after their target was killed and they moved back a few steps, ranged troops tended to face away from the enemy. This was fixed.
  • Fixed a bug that caused formations to fidget about when trying to hold a defensive position.
  • Implemented a new system that calculates troop power based on context. Removed cavalry troop simulation bonuses for sieges.
  • Light crossbows are reloadable on horseback now. Some of the heaviest crossbows are capable of penetrating shields.


Character Development System
  • Added 10 more combat-related tactics perks to the game. This finalizes the current tactics skill tree.
  • Added and balanced 32 medicine perk effects on the campaign side.
  • Fixed the speed bonus for siege engine construction of the Sweatshop perk in the Steward skill. Instead of a flat bonus of 20, it is now 20%.
  • Fixed a bug that causes troops to appear as very old or young.
  • Fixed a bug that caused children to show up in the inventory screen as selectable.
  • Fixed a bug that caused the player to heal immediately just by waiting on the map.


Clan and Party
  • Bandit parties which were close to a hideout were attacking other stronger parties because they assumed that parties inside the hideout would help them. However, that is not the case. They will no longer make this assumption.
  • Fixed a bug that leaves the main hero's spouse in the main party in a fugitive state.
  • Enabled AI marriages to occur over time.
  • Gave most clans enough adult members to lead the minimum number of parties. Added children to some clans to ensure better long-term continuity. More changes will follow.


Armies
  • Fix a bug that allowed lords in the player's army to recruit from raided villages.


Kingdoms and Diplomacy
  • Fixed a bug that caused dead heroes to participate in kingdom decisions.
  • Fixed a bug that led to mercenary clans defecting as vassals to other kingdoms during the main storyline.
  • Fixed an issue that stopped kingdom decisions from properly resolving when the player joined the kingdom as a mercenary.


Economy and Trade
  • Fixed a bug that prevents the effects of daily settlement projects.
  • Fixed an issue that caused caravan speeds to drop to 1-2 speed because they were buying too many animals. Now, caravans do not buy more animals than their herd limit. If they have more animals than the limit, they sell excess animals when they enter a town.
  • Fixed a problem with tanneries not making any profit and closing all over the world in the long term.
  • All workshops are a bit more profitable now.


Crafting
  • Missing/Invalid damage type strings were fixed.
  • Fixed an issue with some crafted two-handed weapon blades not disappearing from the character’s back after drawing the weapon.
  • Fixed a bug that caused the wrong tooltip and description to show at the smelting and refining screen.


Settlement Actions (Town, Village, Castle and Hideout)
  • Players are no longer able to form caravans while in disguise.
  • Players are no longer able to buy workshops while in disguise.
  • Players can no longer heal by entering and leaving the training field.


Quests & Issues
  • Quest battle AI aggressiveness improvements. (Quest NPCs will be more defensive in combat based on their skills.)
  • Fixed a bug that caused some quest rewards to be floating-point numbers.
  • Quest difficulties will now scale according to player progress even while the quest is ongoing.
  • Crime rating will only be gained after the rejection of the counter-offer in the quest "Can't Sell Product at a Fair Price".
  • Decreased relationship reward for the quest "Overpriced Raw Materials" from 10 to 5.
  • Fixed an issue with the quest "Needs Grain Seeds" not giving relationship rewards or penalties.
  • Fixed a bug that causes some conversations to not trigger in Manual Laborer Quest.
  • Fixed a bug that caused a companion to join the quest duel in the “Notable Wants Daughter Found” quest.
  • Prosperity penalty and bonus for Army of Poachers quest are changed from +-100 to +-30.
  • Fixed a bug that causes the “Escort Caravan” quest ambush party size to be 0 in some situations.
  • Fixed a bug that made the tutorial village headmen disappear.


Conversations & Encounters
  • Fixed a bug that causes ransom broker's initial dialogue to be empty.
  • Fixed a bug that opened prisoner conversation missions in a hideout with the lord’s hall background scene.
  • Villagers and guards should change their dialogues if the player is lord of their settlement or faction ruler. Fixed a bug that caused lords to comment on raids on their settlements as if the player had been responsible.


Other
  • Basic units will no longer use polearm type of weapons as they were getting too good at stopping cavalry charges.
  • Removed the out of place shield from Tacteos' back.
  • Some Aserai notables and peasants were wearing out of place armour. This was fixed.
  • Changed a few tournament loadout matchups for Battania and Aserai. Fights between all ranged units and ranged versus two-handers are less likely to happen.
  • Changed armours and shields of Caravan Guards of Sturgia, Vlandia and Empire.
  • Added player spouse death notification.
  • Fixed a bug that causes some dancers and beggars to spawn very young.
  • Added an option to enable/disable birth, ageing and death in the campaign. With this option enabled no new hero will be born and no one will die in the game.
  • Item Modifiers Update:
    • While modifiers worked mostly as intended for armours, they did not work correctly for weapons(stats of weapons were not affected by them), that's fixed.
    • Not all items had the correct modifiers associated with them, that's fixed.
    • Modifiers now affect stack count correctly("large bag of..." works).

  • Lame Horse feature was implemented:
    • When your horse "goes down" in a mission there is a chance that it will get the Lame modifier, which will affect the stats of it.

  • Players can now forfeit board games on the enemy’s turn.
  • Improved the replacement of invalid or deleted items with trash items. This may help some corrupted saves and should make it less likely for corruptions of this nature to occur.


Multiplayer



Please Note: Multiplayer servers will be opened for the beta branch to enable you to test the changes below. They will open tomorrow (Friday) around 11 am UTC and will remain open over the weekend.

Design & Balance
Combat
  • Bows, Crossbows and all Throwing Weapons' readying/aiming duration and patterns are now related to weapon speed (aiming used to be standard for all ranged weapons).
    • The faster the weapon is, the faster it readies up, the smaller the initial crosshair, the faster it gets accurate and the longer it holds max accuracy.
    • Minor adjustments will be made after reviewing performance.

  • New Perk for bows and crossbows:
    • Faster Release - Grants faster-travelling projectiles to increase the effective range of Bows and Crossbows. Does not increase the damage value.

  • Crush Through is only possible with Battanian Two-Handed Mace and Sturgian Two-Handed Hammer. Both weapons' swing speed and damage have been adjusted.


Weapon and Equipment Changes

  • New Weapon: Battanian Throwing Axe
    • Similar to other throwing axes

  • New Weapon: Aserai Throwing Axe
    • Deals more damage, Stack count 2

  • New Weapon: Battanian Bastard Sword
    • Can be used two-handed

  • New Weapon: Vlandian Bastard Sword
    • Can be used two-handed

  • New Weapon: Western Bastard Sword
    • Can be used two-handed

  • New Weapon: Fast Hunting Bow
    • A very fast bow with low damage

  • New Weapon: Light Javelin
    • A javelin with lower damage

  • Slightly increased damage of all Lances.
  • Javelin
    • Stack count increased from 3 to 4
    • Extra Javelin Stack size increased from 6 to 8
    • Damage is decreased from 46 to 34

  • Jareed
    • Stack count increased from 2 to 3
    • Damage is decreased from 65 to 52

  • Northern Fish Harpoon
    • Extra Harpoon Stack count increased from 7 to 8
    • Damage is decreased from 44 to 33

  • Reinforced Northern Fish Harpoon
    • Stack count decreased from 4 to 3
    • Damage is decreased from 60 to 49

  • Imperial Javelins
    • Stack count decreased from 4 to 3
    • Damage decreased from 56 to 45

  • Short Bow
    • Accuracy decreased from 91 to 84
    • Damage decreased from 49 to 46

  • Hunting Longbow
    • Accuracy increased from 90 to 96
    • Damage increased from 54 to 60

  • Recurve Bow
    • Damage decreased from 56 to 50

  • Superior Bow
    • Accuracy decreased from 90 to 72
    • Damage decreased from 56 to 32

  • Fast Short Bow
    • Accuracy decreased from 89 to 82
    • Damage decreased from 47 to 34

  • Strong Recurve Bow
    • Damage decreased from 62 to 61

  • Yeow Long Bow
    • Accuracy Increased from 97 to 98
    • Damage increased from 70 to 73

  • Arbalest
    • Damage increased from 95 to 100

  • Vlandian Throwing Axe
    • Damage is decreased from 113 to 34

  • Sturgia Throwing Axe
    • Damage is decreased from 90 to 34

  • Khuzait Eastern Lance
    • Length is increased from 189 to 196

  • Knight Heavy Horseman's Kite Shield
    • Hitpoints increased from 105 to 130

  • Clan Warrior Targe
    • Armour is increased from 5 to 8.
    • Hitpoints increased from 100 to 130

  • Northern Round Shield
    • Armour is increased from 5 to 10
    • Hitpoints increased from 105 to 135
    • Weight increased from 3.3 to 4.5

  • Bastard Axe
    • Swing speed increased from 71 to 87
    • Damage increased from 65 to 95

Troop Changes
  • All Shock Troops
    • Combat Movement Speed modifier is decreased from 1.0 to 0.9

  • Aserai
    • Skirmisher
      • Spear perk is changed to Pike perk.

    • Tribal Warrior
      • Mace perk is changed to Long Sword perk.
      • Javelins perk is changed to Mace perk.
      • Spear perk is changed to Long Spear perk.

    • Guard
      • Javelin perk is changed to Light Javelin perk.
      • Mace perk is changed to Throwing Axe perk.

    • Archer
      • Sword perk is changed to Faster Bow perk.
      • Axe perk is changed to Better Fletching perk.
      • Spear perk is changed to Sword perk.
      • Troop Count is increased from 14 to 15
      • Speed is decreased from 75 to 74

    • Veteran
      • Armour is decreased from 32 to 26.
      • Speed is decreased from 75 to 74.
      • Troop Count is increased from 10 to 11

    • Beduin
      • Swapped Camel and Cavalry Sword perks.

  • Battania
    • Clan Warrior
      • Throwing Spear perk is changed to Spear perk.

    • Wildling
      • Larger Shield perk grants Light Oval Shield instead of Heavy Oval Shield.

    • Savage
      • Javelin perk is changed to Light Javelin perk.

    • Oathsworn
      • Heavy Mace perk is changed to Bastard Sword perk.
      • Javelin perk is changed to Heavy Mace perk.

    • Ranger
      • Two-Handed Axe perk is changed to Faster Bow perk.
      • Two-Handed Sword perk is changed to Two-Handed Axe perk.
      • Spear perk is changed to Throwing Axes perk.
      • Troop Count is increased from 14 to 15.
      • Speed is decreased from 75 to 74.

    • Fian
      • Falx perk is changed to Better Fletching perk.
      • Faster Arrows perk is changed to Falx perk.
      • Troop Count is increased from 9 to 11.
      • Speed is decreased from 74 to 73.
      • Armour is decreased from 29 to 24.

  • Empire
    • Recruit
      • Extra Javelins perk is changed to Pilum perk.
      • Axe perk is changed to Extra Javelins perk.

    • Menavlion Infantry
      • Javelin Perk is changed to Light Javelin perk.

    • Legionary
      • Mace perk is changed to Bastard Sword perk.
      • Pilum perk is changed to Mace perk.

    • Archer Militia
      • Light Crossbow perk is changed to Stronger Bow perk
      • Strong Arrows perk is changed to Better Fletching perk
      • Mace perk is changed to Stronger Arrows perk
      • Spear perk is changed to Extra Arrows perk
      • Axe perk now replaces default Sword.
      • Troop Count is increased from 14 to 15
      • Speed is decreased from 75 to 74
      • Cost is decreased from 120 to 110.

    • Palatine Guard
      • Menavlion perk now replaces the default Sword when picked.
      • Faster Bow perk is changed to Crossbow perk.
      • Extra Arrows perk is changed to Small Shield perk.
      • Strong Arrows perk is changed to Mace perk.
      • Mace replaces default Sword when picked.
      • Troop count is increased from 9 to 11.
      • Speed is decreased from 75 to 74.
      • Armour is decreased from 32 to 26.

    • Courser
      • Throwing Spear perk stack count decreased from 2 to 1.

  • Khuzait
    • Spear Infantry
      • Move Speed value is increased from 77 to 78.
      • Default Spear is changed to Long Spear
      • Long Spear perk is changed to Long Sword perk.
      • Stronger Shield perk is changed to Heavy Mace perk.
      • Long Sword perk is changed to Pike perk.
      • Heavy Mace perk is changed to Stronger Shield perk.

    • Steppe Bow
      • Short Sword perk is changed to Better Fletching perk.
      • Short Spear perk is changed to Short Sword perk.
      • Troop Count is increased from 14 to 15.
      • Speed is decreased from 75 to 74.

    • Khan’s Guard
      • Default sword Ild is changed to Heavy Ild
      • Troop Count is increased from 9 to 11.
      • Speed is decreased from 74 to 73.

    • Nomad
      • Move Speed value is increased from 76 to 79.
      • Armour is increased from 14 to 19.
      • Default Spear is changed to Long Spear
      • Long Spear perk is changed to Lance Perk
      • Cavalry Mace perk is changed to Improved Armor perk.

  • Sturgia
    • Brigand
      • Short Spear perk is changed to Throwing Spear perk.

    • Berserker
      • Javelin perk is changed to Light Javelin perk.

    • Varyag
      • Mace perk is changed to Bastard Axe perk.
      • Throwing Axes perk is changed to Mace perk.

    • Hunter
      • Shield perk is changed to Faster Bow perk.
      • Fast Arrows perk is changed to Shield perk.
      • Shield perk now grants Northern Round Shield instead of Northern Cavalry Kite Shield.
      • Troop Count is increased from 14 to 15.
      • Speed is decreased from 75 to 74.

    • Raider
      • Fixed Raider troops spawning with wrong barding.
      • Throwing Spear perk stack count decreased from 2 to 1.

  • Vlandia
    • Voulgier
      • Javelin perk is changed to Light Javelin perk.

    • Sergeant
      • Mace perk is changed to Bastard Sword perk.
      • Franceskas perk is changed to Mace perk.

    • Arbelist
      • Faster Bolts perk is changed to Small Shield perk.
      • Troop Count is increased from 14 to 15.
      • Speed is decreased from 75 to 74.
      • Cost is increased from 110 to 120.

    • Sharpshooter
      • Faster Sword perk is changed to Better Fletching perk.
      • Pike perk is changed to Strong Bolts perk.
      • Troop Count is increased from 9 to 10
      • Speed is decreased from 74 to 73

  • Fixed Clan Warrior troops spawning with the wrong default sword.
  • Fixed couch lance bouncing at lower speeds.


Other - Miscellaneous
  • Fixed an issue where options in the Friends list would not change when our role within the group (leader to member or vice versa) changed.
  • Fixed Oathsworn gloves visually glitching.
  • Clans can now be created with 2 players.


Server & Network
  • Random players can no longer join premade games after a player disconnects.


UI
Changes
  • Swapped places of Play and Armory tabs to centre the Play tab.
  • Reporting a player automatically mutes them for you after a report.

Fixes
  • Minor visuals fixes in the lobby custom game tab.


Both


UI
Changes

  • Mission Order Radial:
    • The order UI has been changed and now has radial buttons. This is implemented mostly for gamepad usability since previously, that UI implementation was unusable with gamepads. Because of this, some orders had to be moved. F1 and F2 orders are unaffected but F3-F7 orders are now under a list, F3 (like F1 and F2). We're open to feedback about this change. So let us know what you think!

  • UI now supports other language characters that are not included in the selected game language:
    • Previously characters in other languages would show up as block characters. e.g if your game language was English and someone typed in Japanese in the MP chat, the English player would see those characters as block characters. Now they show up as the correct characters.


Performance
  • Optimisation made for agent spawning, improving the initialisation of battles and reinforcement phases.
  • Optimisations made on inverse kinematics by reducing unnecessary usage in the animation system, slightly improving the overall performance.


Combat
  • Fixed a scenario for crush through where the attacker could deal full damage to the opponent.
  • Troop movement speeds when moving in arrangement had been reduced noticeably in the previous update, according to feedback and testing, this reduction has been made less severe for line arrangement.


AI
  • Improved aiming and decision-making process of Archer AI.
  • Improved AI behaviour while charging when they have throwing weapons equipped.


Modding
  • Fixes for crashes when using road_instance script for river sculpting.
  • Check for errors functionality in editor also checks the physics objects of the mesh bended entities.
  • A new functionality added to the editor for re-baking the selected GI probes.


Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/

Hotfix (e1.5.3) & Beta Hotfix (e1.5.4 - 03/11/20)



Main e1.5.3



  • Fixed the issue in the multiplayer lobby UI where the "suggest" button didn't get updated to the "invite" button properly when the player had been promoted to the party leader.
  • Fixed a crash that occurred when the players reached the maximum character level.
  • Fixed a crash that occurred when the player finished fighting on the Seonon Waterfront.
  • Fixed the issue of companions being able to upgrade bandit troops to regular troops without the "Disciplinarian" skill.
  • Fixed a number of multiplayer crashes.

Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/

Beta e1.5.4



  • All 1.5.3 fixes above.
  • Fixed the issue of some faction troops looking older and plump.
  • Fixed a crash that occurred in certain cases during a crush through.
  • Fixed a crash that occurred when loading a save file that has the issue target hero who had already died.
  • Fixed the issue of showing companions twice in the clan page.
  • Fixed a crash that occurred when a player tried to raid a neutral village while being a mercenary and the villagers didn't resist.

Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/

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Development Update #5: Ranged Combat Update



Greetings warriors of Calradia!

In this Development Update video, we take a look at the upcoming changes to ranged combat. And as always, a text version can be found below for those of you that prefer to read.

[previewyoutube="jlnQCoohD3o;full"]
Greetings warriors of Calradia, and welcome to development update #5!

By now, you should already know the format, so let’s jump straight into the video!

RANGED COMBAT UPDATE


A substantial change to ranged combat is in the works that aims to present you with a more meaningful choice when selecting a ranged weapon by making each of them more distinct from one another.

Currently, all ranged weapons share the same aiming system, with the initial crosshair and accuracy timings being the same across the board. With this update, each weapon will have its own unique aiming curve. For example, short bows will reach their maximum accuracy faster and be able to hold their aim for longer, while longbows will take more time to reach their maximum accuracy and have a shorter window for aiming, but will deal higher single-shot damage.

This change applies to all ranged weapons, including bows, crossbows and throwing weapons, giving each weapon a unique feeling in this subtle but impactful update to ranged gameplay.

EDUCATION


Education is a feature that will allow you to interact with and shape your offspring and other young clan members as they reach certain ages throughout their childhood. This will present you with a number of choices similar to your own character creation for each progression stage, giving you much more control over how your clan develops over time.

MANGONEL PROJECTILES


An update to mangonels is on its way that will bring them closer to their historical anti-infantry routes by giving you the option to fling multiple smaller projectiles towards the enemy instead of a single boulder.

LAME HORSES


A horse! A horse! my kingdom for a horse!

Horses that fall in combat can now be crippled or even killed outright, with lame horses that go on to fall in future battles being permanently downed. So be sure to look after your four-legged friend or be prepared to meet the same fate as King Richard III.

RADIAL ORDER MENU


A new radial order menu is being worked on to make the game more accessible for those of you who are playing with game controllers. This menu is still a work in progress and we are very much open to feedback on it so please make sure to let us know what you think!

PRISONER RECRUITMENT


A change to prisoner recruitment is on the horizon that aims to bring some balance to the feature and add a little depth by making recruitment slightly more difficult. With the change, recruiting prisoners will incur a morale penalty for your party. However, we do also plan to add perks that will make recruitment easier and that will reduce the morale penalty.

FOLLOW COMMAND


We recently added a new way to follow parties on the world map to make things a little less tedious when performing certain tasks. To do this, you simply need to hold down the Left Alt key and click on the party that you want to follow.

BATTANIAN CHAINMAIL


Finally, we have a new Battanian armour on its way. This armour features a decorative bronze disk and tartan shawl over a sturdy chainmail vest.

OUTRO


And that’s it for development update #5! Please make sure to leave a reply in the comment section below to let us know what you think of the changes.

Thanks for watching, and we hope to see you again next time!

Hotfix (e1.5.3) & Beta Hotfix (e1.5.4 - 22/10/20)



Main e1.5.3



  • Fixed the issue of parties without any healthy soldiers existing on the campaign map after battles if an army leader died in a battle.
  • Fixed the issue of Clan Warrior troop of Battania having the wrong default sword in Captain Mode.
  • Fixed Couch Lance bouncing on certain occasions.
  • Fixed an asset packaging issue that caused UI icons to show up in the wrong places.
  • Fixed a crash that occurred when a player joined a siege server that had an already broken siege tower.
  • Missing main map edit data has been re-added to the modding tools.

Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/

Beta e1.5.4



  • All 1.5.3 fixes above.
  • Fixed the issue of baby siblings' names appearing on the inventory menu.
  • Fixed the issue of broken perk icon placements for the 300 level perks.
  • Fixed the issue where locking items in the trade screen prevented the "Take All/Buy All" feature from working as intended.
  • Fixed the issue of health bar of non-heroes being shown on the hideout troop management screen.
  • Replaced the gloves of the Oathsworn troop of Battania as a temporary fix until the model morphing issue is fixed.
  • Fixed the issue of the white background texture being shown in the perk trees.
  • Fixed a crash that occurred when pressing "Exit to Main Menu" option while a conversation was active.
  • Fixed the issue of siege engines building too fast which was caused by the Sweatshop perk of Steward skill.

Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/

Patch Notes e1.5.3



Main e1.5.3



Previous Beta Hotfixes:



13/10/20
  • Added missing loading screens for Multiplayer maps.


Initial Beta Changelog:



Singleplayer


Crashes
  • Fixed a crash that occurred when entering a smithy in any town.
  • Fixed a crash that occurred in the inventory while moving items with the drag function.
  • Fixed a crash that occurred when players conquered one of the Scout Enemy Garrison Quest Settlements while having the quest active.
  • Fixed a crash that occurred when leaving a kingdom during a siege event.
  • Fixed a crash that happened when players tried to become a vassal while they were in an army.
  • Fixed a hideout crash that occurred when players attacked an empty hideout. It should no longer be possible to attack empty hideouts now.
  • Fixed a crash that occurred when peace was declared during simulations.
  • Fixed a crash that occurred due to the main storyline mentor characters dying.
  • Fixed a crash that occurred after the rival gang leader quest mission.
  • Fixed a crash that occurred after marriage barter if the marriage partner was in an army.
  • Fixed a crash that occurred in the “Find hideout” main storyline quest.
  • Fixed a crash that occurred when the player died.
  • Fixed a crash that occurred in some save files when attacking a neutral party and starting a war with their faction.
  • Fixed crashes/bugs that occurred when a non-player hero died in battle and bugs related to his/her disbanding party.
  • Fixed a crash that occurred during passive usage of weapons (couch lancing & spear bracing).
  • Fixed a crash that occurred due to the brother character not appearing after save & load.


Save & Load
  • Fixed the issue "Could Not Create Save data" for players with Unicode PC username.
  • All deleted/removed/changed items from .xml's will become "Trash" items. (Some old saves that used crafting were crashing because they tried to load deleted items. This should be resolved now.)


Localisation
  • Minor text fixes and localisation updates.
  • Chinese localisation updates.
  • Simplified Chinese translation file row fix.


Art
  • Improvements on khuzait_village_b and khuzait_village_c.
  • Various visual bug fixes on some scenes.
  • Added new workshop wall scene props.
  • Updated cloth patterns and some mesh details for two Battanian chainmail armours.
  • Improvements on several Empire building models.


UI
  • Fixed an issue in the army management screen that occurred while closing the popup if the player's influence was below 0.
  • Fixed a bug that caused the nameplate of the main party to not appear when starting a new campaign.


Battles and Sieges
  • Fixed a bug which crashed the game when the player transferred troops to custom formations in battle and then gave formation orders.
  • A minor position calculation error in the formation AI was fixed.
  • Cavalry aiming had some errors on hills, which resulted in cavalry not hitting the enemy at all. This was fixed.
  • Fixed attacker's formation and boundary issues on sturgia_town_b.
  • Fixed certain weapons that were stuck to dead agents and were randomly disappearing.
  • Fixed an issue with death cam in battles.


Character Development System
  • Added 18 combat-related archery skill perks. This completes the archery skill perk tree.
  • Added 19 combat-related crossbow skill perks. This completes the crossbow skill perk tree.
  • Added stewardship experience gain for heroes that have been assigned as governors.
  • Opening Face Generator screen with 'V' is re-enabled in the main map. But the hair and beard options are limited to a few simple ones. For haircuts, the Barber NPC can be visited at any town centre.
  • Fixed a bug that caused a change of the epic perk under Smithing.


Clan and Party
  • Fixed a bug that allowed marriage to be proposed for dead heroes.
  • Fixed a bug that caused newly assigned governors to not to appear in the settlement menu.


Kingdoms and Diplomacy
  • Fixed a bug that caused prisoners to become neutral yet remain captive in some situations after the AI that besieged a castle that held the prisoners made peace with the owner.


Settlement Actions (Town, Village, Castle and Hideout)
  • Fixed a bug that caused settlement tooltips to display the number of ransomed prisoners incorrectly.
  • Fixed a bug that caused the wrong menu to appear after the player selected an aggressive action in the conversation with an army member.


Quests & Issues
  • New quest "The Art of the Trade" added.
  • New quest “Lady's Knight Out” added.
  • Fixed a bug that led to the bandit party in a caravan ambush quest to stay stationary after a battle.
  • Disabled chance of dying for Radagos and brother. Added a 30 years time limit to the first phase of the storyline.
  • Fixed a bug where Radagos' hideout could not be created properly.
  • Fixed issues that caused Radagos to be dead in his hideout or other bandit bosses to appear.
  • Fixed a bug that caused the player's death to cancel the Neretzes' Folly quest.
  • Added scaling influence costs for the Lord Solutions of the quests “Lady's Knight Out”, “Overpriced Raw Materials” and “Extortion by a Robber Knight”.
  • “Nearby Bandit Base” quest can now be taken only from villages.
  • Some text and dialogue improvements for "Army Needs Supplies" quest.
  • If a player is waiting inside the “Army of Poachers” quest settlement, the quest menu will be opened automatically when poachers arrive at the village.
  • Fixed a bug that caused the “Deliver the Herd” quest to become impossible to complete.


Conversations & Encounters
  • Added a few new dialogues and comments for guards and other NPCs.
  • If a player is waiting in a village and the village gets raided by someone, the player will be directed to an encounter menu which allows them to join the raid - either by helping the village or helping the attackers.


Other
  • There was a visual bug showing butter in inventories as unavailable while players were within settlements. Butter is once again allowed within cities.
  • Steppe Marauders and Raiders are now assigned as Horse Archers.
  • Rhomphalias now use "Bent Razor Head" as their blade.
  • Khan's Guard units now have an additional set of arrows instead of their one-handed mace.
  • Ridged Short Gladius Blade (Battania_blade_2) can not be used as a two-handed sword anymore. The blade itself was too short as the name implies.
  • Blunt Arrows have issues with inconsistent damage. It won’t be possible to purchase them for the time being.
  • Infantry can now dismount mounted enemies with hooked guarded spears. Battanian Oathsworn and Picked Warrior are the troops with this feature. Spear Guards with Dismount feature are: Double Huge Hooks With Fur Covering, Double Hooks, Weighted Long Thorns, Singular Hook Wing, Double Hook Wings and Double Thorn Wings.
  • You can now use new heroes for custom battles. Heroes with couch lances, longbows and more are available for your custom battles.
  • Disabled wounded character animations in inappropriate situations.
  • Added cheat commands to change settlement loyalty, security, militia and prosperity.
  • When entering a village, your companions now use battle outfits instead of civilian outfits.
  • Fixed a bug which made hideouts belong to the player faction.
  • Improved crash logging for the dump system.
  • Fixed a bug that caused some settlements' security value to be NaN.
  • Lords hall character agent spawning algorithm improvements. The settlement's owner will spawn on the throne but if the kingdom's ruler is inside the settlement, the ruler will override it.


Multiplayer


Design & Balance
  • Fixed a bug where inaccuracy for shooting/throwing wasn’t applied on horseback.
  • Reduced the maximum inaccuracy for throwing weapons.
  • Adjusted the movement inaccuracy for archers and made it more consistent between MP and SP.


Map Related

  • Port at Omor:
    • Visual improvements all around.
    • The atmosphere was changed because it was hard to see Aserai troops on the scene.
    • Bug fixes for physics issues and problems with getting stuck.

  • Echerion:
    • Blocked the gallery (but not stairs) of flag C.
    • Added railings to stairs at C to indicate where they can be jumped off from.
    • Made stairs faster to traverse for cavalry and infantry.
    • Some small detail work.

  • Baravenos Encirclement:
    • Added a new breach to the G flag.
    • Overhauled the G Flag.
    • Moved a lot of defender spawns.
    • Added some new destructible wooden structures.
    • Made some of the current structures destructible.
    • Adjustments to lighting.
    • Some detail work (replaced old trees, improved terrain for low settings, physics fixes etc.).


Other - Miscellaneous
  • Fixed some troops appearing too old.
  • Auto team selection button will put the player into the team with a low amount of players.


Both


Crashes
  • Fixed a crash that occurred after changing the graphics settings.


Animations
  • Missing camel rider falling animations added.


Combat
  • Fixed a bug that caused battering rams to not deliver damage.
  • Fixed a bug that stopped range indicators on siege weapons from moving.


Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/

Beta Patch Notes e1.5.4



Beta e1.5.4



Singleplayer


Crashes
  • Fixed a bug which crashed the game when the player attempted to pick up an item just before and during the hideout boss cinematic. Item interaction is now disabled during cinematics.
  • Fixed a bug which prevented heavy infantry, skirmisher, heavy cavalry and light cavalry formations from spawning correctly in certain missions. This could cause crashes.
  • Fixed a problem which crashed the game when the player transferred troops from one formation to an empty one and then gave a formation order.
  • Fixed a crash that occurred while dragging-dropping items in the inventory.
  • Fixed a crash that occurred when a player failed at romance bartering.
  • Fixed a crash that occurred when an army leader died.
  • Fixed a crash that occurred when forming caravans.
  • Fixed a crash that occurred when clicking "take a walk around" after loading, if the save file was created while waiting in a village.
  • Fixed a crash that occurred when the player bartered with bandits for safe passage.
  • Fixed a crash that occurred when creating a kingdom.
  • Fixed a crash that occurred with battle simulations.
  • Fixed a crash that occurred when involved kingdoms made peace during a simulation.
  • Fixed a crash that occurred when the main hero tried to marry someone within the same AI-led party.
  • Fixed a crash that occurred when the player loaded a save file that was taken in the tutorial village menu in the tutorial phase.
  • Fixed a crash that occurred when the main hero died with an active quest.
  • Fixed a bug that made companions transport to another city while they were in the main hero's party. Also fixed a crash that occurred when the main hero clicked on the clan tab while the previously mentioned bug occurred.
  • Fixed a crash that occurred while opening the Smithy in towns.
  • Fixed some crashes and bugs that occurred when a nonplayer hero died in battle.


Performance
  • Loading core assets separately to speed-up first meaningful render during game launch.
  • Fixed CPU spikes on the campaign map caused by the distance checking algorithm.
  • Various CPU memory leaks were removed.


Save & Load
  • Clans are saved now. Clans added to XML will not be added to games that have already started and will only be available in new games. Deleting a clan from an XML will not affect save games.
  • Save game files are now categorized by their game in the UI.


Art
  • 5 new empire villages added.
  • Various improvements on castle gates for better AI behaviours.
  • Improvements to empire_town_j_siege's navigation mesh for better AI behaviours.
  • There was a minor visual bug in Aserai parley scenes, about the flags getting into the walls. That bug was fixed on all the levels.
  • Improvements to workshop scene props scaling.
  • Visual improvements to Khuzait villages.
  • Visual improvements on Vlandia keep model.
  • Added rein rope simulation to chain_horse_harness.
  • Northern light harness and Imperial riding harness were replaced with newer versions.
  • Fixed visual issues on Sturgia and Khuzait keep banners.
  • Improvements on some of the Empire villages:
    • Empire_village_f, empire_village_g, empire_village_h, empire_village_i, empire_village_j

  • Fixed a visual issue on the board game.
  • Fixed stair physics and some visual issues on one of the Empire towers.
  • Fixed the player falling into emptiness issue in Empire dungeons.
  • Fixed prison bars visibility issue in Vlandian dungeons.
  • Fixed a bug that prevented smooth grass LOD transition.
  • Improved quality of tree billboard rendering.
  • Some GI updates were made to the empire_town_j_siege.
  • Updated and enriched flora on the Tsagaan castle scene. Fixed barrier bugs and some physics issues which were preventing fall damage.
  • Added a new male voice set.
  • Added additional colours for skin, hair and eyes to the character creation screen. Various improvements on the textures and blendshapes. Also added bushy eyebrows.


UI
Changes:
  • Town Quick Talks:

    • Players can now talk to notables in town centres, companions in taverns, and lords in keeps through the map conversation screen without a loading screen by using the "Quick Talk" button.

  • Crafting screen changes
    • New visuals for the crafting final stage pop-up.
    • Stamina bars for smithing heroes so that players can see the stamina without hovering over each hero.
    • A "Civilian" icon will be shown if the crafted weapon is also usable in the civilian equipment set.

  • Added a new icon to the inventory that shows the current hero's skills on hover.
  • Added sorting to SP scoreboards and now heroes are shown at the top of their party lists.
  • Added an option to swap character and mount places in the inventory for a more focused view of the equipped mount.
  • Now if a locked item is removed from the inventory, it won't lose it's lock status when that item is added back to the inventory until the player removes the lock themselves.
  • Added "Enable Tutorials" and "Reset Tutorials" controls to the campaign options window.
  • Added new Scouting and Tactics perk icons.
  • Added a dropdown for hero selection to inventory (similar to character developer).
  • Added a quest icon to army nameplates if a lord in that army has a quest.
  • Removed the "over the limit" warning if the player didn't make any changes in the party screen.
  • Added hero's health and wounded information to hideout troop management window.
  • Now query pop-ups can be closed with Enter or Escape key.
  • Added wage of the party and tooltips to troop icons in the clan/parties tab.
  • Added a confirmation query to "Disband Army" in Kingdom/Armies tab.

Fixes:
  • Fixed the damage amount for throwing weapons showing incorrect values in some cases.
  • Fixed the rotations of items in the inventory preview window.
  • Fixed an issue that caused the army management window to close improperly.
  • Fixed an issue in the hideout troop management window that caused troop counts to go negative.
  • Fixed an issue that caused modifiers of items to be removed on party screen reset.
  • Fixed an issue that caused the "Leave Members" button to be enabled while the player was in the tutorial stage.
  • Fixed an issue in the crafting screen that caused smithing heroes to overflow out of bounds.
  • Fixed an issue in the crafting screen that caused the order of smelting items to reset after smelting.
  • Fixed an error in the item preview window that caused reins of a saddle to not be added.
  • Fixed an error in the crafting screen that caused refinement recipes to not update on smithing hero change.
  • Fixed an error in the conversation screen that caused wrong relation values to be shown.
  • Fixed and improved encounter overlay food and morale values and tooltips.
  • Fixed an error in the conversation screen that caused encounter parties to overflow out of bounds in some cases.


Battles and Sieges
  • A bug in the tactical AI that caused a defending army to become indecisive between different tactical positions and go back and forth was fixed.
  • Fixed some unintended behaviour of the battering ram that could stop it from delivering damage among other things.
  • Fixed a bug that caused players to spawn as spectators in battles.


Character Development System
  • Added 31 combat-related primary and secondary throwing perk effects to the game. This should complete all throwing perks in the current design.
  • Added 25 campaign side Roguery perks.
  • Added 31 campaign side Tactics perks.
  • Added 40 campaign side Scouting perks.
  • Added 38 campaign side Steward perks.
  • Added 33 campaign side Trade perks.
  • Fixed the following riding combat perks:
    • Mounted Warrior: Secondary effect was accidentally set as party leader effect. This is correctly set as a captain effect now.
    • Horse Archer: Corrected the perk explanation text.
    • Sagittarius: Fixed a problem which accidentally reduced ranged accuracy when it should increase it.

  • Fixed an issue that caused players to start the campaign with 0 renown regardless of what was chosen in character creation.
  • Fixed a problem with the epic perk of smithing which changed into another perk after save and load process.
  • Fixed the levelling up of scouting skills of non-player party leaders.
  • Fixed the levelling up of heroes when they didn't level up without their skill level up.


Clan and Party
  • Clans will respawn their parties based on settlement location data rather than saved coordinates to avoid situations where data loss during loading could lead to parties glitching into the geometry of settlements. This change f.e. prevents enemy lords from spawning inside settlements and blocking the settlement’s gate.
  • Healing skill did not affect the healing speed for larger armies. Instead of scaling healing rate with army size, it now scales better with medicine skill. This change should make the medicine skill more meaningful.
    • Changed healing for regulars from 0.2 + 0.2 x WoundedCount to a fixed 5 base heal.
    • Changed settlement healing for regulars from 8 to 10 settlement base healing.
    • Changed the skill bonus for healing regulars from 0.1% per skill level to 1% per skill level.

  • Increased the lower boundary of the herd speed penalty players receive, if you have a high amount of animals in relation to your party size.
  • Fixed some issues with the disbanding of dead non-player heroes' parties.


Armies
  • Fixed a bug that caused NPC lords to calculate influence values wrong while thinking about creating an army.


Kingdoms and Diplomacy
  • Added new clans.
  • Fixed an issue that caused nobles to oppose some decisions they had proposed after some time.
  • Fixed a bug that led to dead clan leaders being awarded fiefs through kingdom decisions.
  • Fixed a bug that prevented minor faction leaders from being replaced once they were dead.


Settlement Actions (Town, Village, Castle and Hideout)
  • Fixed a bug that forced players into the request entry menu of a castle when they stopped waiting there.
  • Fixed a bug that enabled players to request a meeting at settlements with lords in their army.
  • Artisans now offer troops like other notables.
  • Stashes were added to player-owned castles.
  • Fixed a bug that prevented the location character list of a settlement to not refresh after prisoners in the settlement were changed.
  • The same access rules will be applied to all player clan members in a settlement. If a player doesn't have access to the lord’s hall, their clan members (family members, companions) will spawn in the tavern. Once access is gained, all clan members will appear in the lord’s hall.
  • To fix some potential bugs after releasing/donating prisoners to settlements, a code refactor was made for the party screen.
  • Fixed a bug that caused the request meeting button to be greyed out even if there are nobles inside.
  • Fixed a problem with having negative or more than 100% disguise probability values when the player wants to sneak into a town.
  • Fixed a bug that caused the Land Tax policy tooltip to display incorrect numbers.
  • Fixed a bug that led to notable supports not being updated during the game.


Quests & Issues
  • The “Prodigal Son” issue quest has been implemented.
  • The "Village Needs Draught Animals" issue quest has been implemented.
  • “Lord Needs Horses” quest will now cancel correctly if the quest giver is imprisoned.
  • Fixed an issue with the "Inn & Out" quest that caused it to not provide any rewards to players even when the quest was completed successfully.
  • Players will be able to sell poachers characters to progress in the “Manual Laborers” quest.
  • Some dialogue updates were made to the “Company Of Trouble” quest.
  • The “Needs Help With Outlaws” quest will fail if a raid starts in the quest settlement or war breaks out between the player and the quest giver's faction.
  • Quest NPC skills for “The Spy Among Us” quest were updated. NPC's will have higher skill values and they will scale according to quest difficulty.
  • The “Needs Access to Village Commons” quest will cancel if a raid starts in the target settlement. Players are now allowed to simulate the quest battle.
  • Improvements & fixes related to “Notable Wants Daughter Found” quest:
    • Rogue characters and their equipment are changed.
    • New dialogues and new ending added to the quest if a raid starts in the village that the rogue and the daughter escaped from.
    • New pop-ups are added when entering the quest villages based on the village status.
    • The quest will be cancelled if war breaks out between the player's and the quest giver's faction.
    • Fixed a bug that caused quest pop-ups to appear multiple times.

  • Improvements & fixes related to “Manual Laborers” quest:
    • Added a prisoner transfer limit (random between 50-80). Players won't be able to trade unlimited prisoners.
    • New dialogues were added to the quest.

  • Improvements & fixes related to “Escort Caravan” quest:
    • Every time the quest caravan exits a town, the caravan leader notifies the player about where the caravan is going.
    • Bandit parties are divided into 3 levels. Each wave will appear based on chance when the caravan exits a settlement.
    • Bandits will not spawn in front of the town gate.
    • Quest time limit added.
    • Fixed a bug that decreases the caravan party's speed too much after winning a hard fight.
    • Some dialogues are updated. Now the quest giver gives the info about the reward amount.

  • Improvements & fixes related to the “Family Feud” quest:
    • New dialogues were added after the quest fight.
    • Agent behaviours were improved after the fight.
    • Fixed a crash that occurred when the player opened a conversation with the target notable via the Quick Talk button.
    • Fixed some camera-related bugs while multiple conversations were active.

  • Fixed a bug that caused the ”Train Troops” quest to be cancelled if the borrowed troops are selected for Rival Gang quest battle.
  • Fixed a bug that causes players to get double quest rewards after completing a quest with an alternative solution.
  • Alternative solution companion reward experiences are tweaked in all quests.
  • Improved main storyline kingdom creation quest logs.
  • Fixed a bug that caused the quest parties in “Caravan Ambush” quest to remain still after battle.
  • Fixed a bug related to the "Caravan Ambush" quest that caused caravans to get stuck in towns.
  • Fixed a bug that caused the player to be stuck in the tutorial when the player loaded an autosave that was taken in battle with Radagos.
  • Fixed the bug that let Story Mode heroes die in battles.
  • Fixed a bug that made Radagos disappear on Tutorial Phase.


Conversations & Encounters
  • After trading with a caravan, the player now returns to the greeting dialogue instead of the map screen.
  • Fixed a bug that allowed players to open conversations with prisoners without entering a settlement.
  • Fixed a bug that caused the army menu to open after talking to an army member and initiating combat through dialogue. Instead of the army menu, the encounter menu will open.
  • Fixed a bug that froze the game when quick talk dialogue and Rescue Family quest Radagos dialogue conflicted.
  • Many of the conversations that were using the old mission system were changed to the new quicker conversation system.
  • Added clan leader noble titles in dialogue boxes.
  • Ensured player's children have met the player to avoid an awkward conversation.
  • Expanded post-battle comments for army battles where the player was a participant.
  • Added new comments to frequently encountered conversations.
  • Fixed the bug that caused some nobles to talk like the main hero's brother.


Other
  • Fixed some troops appearing older than they should.
  • One of the Battanian companion templates was using armour that was too high tier. It now uses a weaker one.
  • Body armours with arm, leg covers now provide more armour to those parts. Armour pieces have been rebalanced and recalibrated. Most troops now use different armour pieces that are balanced for their tier and troop type.
  • Some behaviour of advanced training melee NPCs has been fixed.
  • Tournament participants don't spawn near other participants anymore.
  • Added notifications for prisoners who escape from our settlements or our party.
  • An issue with the taskbar icon of the game was fixed.
  • Troops belonging to a faction will use faction colours instead of civilian colours in civilian scenes.
  • Players can use ALT + LMB to escort a party.
  • Added encyclopedia entries for imperial factions.
  • Fixed typos, gave lords and minor faction heroes a minimum riding skill of 100 to make sure they can ride assigned horses.
  • Fixed a bug that caused villager parties to go to a castle or town while disbanding.
  • Removed a shield from Tacteos that was unsuitable for his character.


Multiplayer


Design & Balance
  • Crush Through:
    • Increased crush through energy threshold.
    • Made it slightly easier to crush through with 2h maces in relation to the energy threshold change.


Game Modes
  • Destroying siege equipment granting gold during warmup is fixed.


Map Related
  • Druimmor Forest was fixed in terms of barriers, exploits and visual bugs. Proper barriers have been applied on cliffs and roofs. Also, there are some fixes made in Ruins of Jawwali, which includes having matching rock and cliff textures, fixing the barriers around unused areas and fixing the navmesh problems.
  • Physics problems like getting stuck in the wooden columns and visual bugs are solved in the skirmish scenes Trading Post and Town Outskirts. Many exploitable situations are eliminated.
  • Fixed many possible causes for crashes in Baravenos Encirclement.


Other - Miscellaneous
  • Fixed a condition where the rider's animation state gets broken when the mount gets killed while the rider is mounting
  • Player was not losing any score on suicides, fixed.
  • The number of missiles in quivers while selecting a character fixed.


Server & Network
  • Clan game creator no longer crashes upon returning to the lobby.


UI
  • Added dead teammate indicators.
  • Added sorting to MP clans tab.
  • Now party member names will be shown in a different colour in the 'ALT' behaviour in MP battles.
  • Small tweaks and improvements.


Both


UI
  • Added UI Scale control.
  • Changed the "Show Banners On Friendly Troops" option into a slider that controls the opacity of these banners.
  • Added a new (or old depending on how you look at it) Warband style 3 part crosshair.
  • "Finalize Chat" key is now re-bindable.
  • Separated general kill-feed (top right) and personal feed (centre middle) controls in the options.
  • Gauntlet memory and performance improvements.
  • Fixed some layout issues that appeared in panels that come out of frame.


Performance
  • Significant performance improvements for the animation system. This will benefit situations with lots of animations such as battles and very populated town scenes.


Animations
  • Idle and standing animations of agents now always start from the beginning instead of a random location, for both better visual effects and optimisation.


Combat
  • Chasing agents followed the same path, which caused them to move in a line. Now they spread out a little bit, which looks more natural.
  • Agents surround enemy agents and choose a position based on the weapon length of the enemy. If the enemy had a longer weapon like a spear, the surrounding agents moved a bit far from the enemy. Now they compare the enemy's weapon length with their weapon length and move closer if the enemy's weapon is longer.
  • Cavalry:
    • Reduced the angle of possible rear ups.
    • Increased rearing damage threshold a tiny bit.
    • Braced spears can now also rear-up cavalry.


Other
  • Fixed, when someone mounts a horse that is running away, the horse becomes unattackable beyond map borders.


Modding
  • A new cheat "reserve_houses_in_settlement" that activates all houses in a settlement has been added for testing purposes. The cheat reserves and adds 1 dummy NPC to all houses in the settlement that the player is currently in - making them easily accessible. The reserved tag for the houses is not cleared after saving, so use the cheat with caution.
  • Welding multiple navigation mesh vertex pairs enabled.
  • Level names for the scenes can now be renamed from the Scene Editor.
  • Some formation orders that were omitted from public namespace were added for use in mods.
  • Improved moddability of the UI assets, now UI assets are separated into modules so mods can either add new assets or overwrite existing ones.
  • Improved sprite sheet generator performance.


Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/

Bannerlord Creative Competition



Greetings warriors of Calradia!

By now, you’ve probably heard that we recently shared the first batch of modding tools. We are really excited by the initial reaction and blown away by many of the amazing creations that have already been shared on our modding forums and the community modding Discord!

To celebrate this key milestone, and to show our appreciation of the creative talent within our community that has long supported our games, we’ve decided to host an event with some pretty substantial prizes up for grabs thanks to our friends at Intel!



First up, we have a Scene Design Contest where entrants will need to create a village scene using the Scene Editor tools in the Mount & Blade II: Bannerlord - Modding Kit. Now, we know that this might sound like a bit of a daunting task, so we went ahead and prepared a Scene Design Contest FAQ detailing all of the information you need on how to access the tools all the way through to submitting your scene, including a handy checklist for ensuring your scene contains all of the relevant elements. When the contest ends, all of the submissions will then be released publicly to be used by our modding community for inclusion in various Mount & Blade II: Bannerlord modifications.

Scene Design Contest Prizes:
1st Place - BANNERLORD CUSTOM PC by Intel®
2nd Place - Intel® NUC 9 Extreme Kit
3rd Place - Intel® Core™ i7-8700K Processor


Next, we have a 2D Art Contest where entrants will need to submit an original piece of Bannerlord themed 2D art. All kinds of works will be accepted, be it a painting, a hand-drawn sketch, or digital art, so please feel free to get involved using whichever format works best for you! Details on how to enter the competition can be found in the 2D Art Contest FAQ.

2D Art Contest Prizes:
1st Place - Intel® NUC 9 Extreme Kit
2nd Place - Intel® Core™ i7-8700K Processor
3rd Place - Mount & Blade II Custom Razer Gigantus V2 Large Mouse Pad


And finally, if scening or drawing isn’t for you, we have a Screenshot Contest where entrants are challenged to share a single screenshot alongside a caption describing the event. For this contest, we want entrants to imagine themselves as a war reporter and capture an iconic moment from their adventures. Details on the rules and requirements can be found in the Screenshot Contest FAQ.

Screenshot Contest Prizes:
10x Mount & Blade II Custom Razer Gigantus V2 Large Mouse Mat


Entries for each contest are open from now up until 26th February 2021, 23:59 UTC+3, with the winners being announced shortly after.

We look forward to seeing what you all come up with and wish you the best of luck!

Development Update #4: Perks and Maps



Greetings warriors of Calradia!

In this video, we take a look at the progress we are making with perks, before taking a look at some of the new maps and UI changes that will arrive in upcoming beta patches. We hope you enjoy the video, and for those that prefer to read, a text version is available below.

[previewyoutube="B93woaH2Bbo;full"]

INTRO


Greetings warriors of Calradia and welcome to Development Update #4!

In this video, we’ll be taking a look at the progress we’ve been making on perks before having a quick peek at some of the new maps that are being added to the game.

MODDING TOOLS BETA


But before we move on to look at the upcoming changes to the game, we just want to remind you all that we recently released the first batch of modding tools alongside some documentation to get you up to speed. Currently, you will need to own the game on Steam in order to access this beta version of the tools. This is something we hope to rectify in the future by making the tools available to everyone who owns the game, regardless of where they bought it. To access the tools, you need to head to your Steam library, select Tools from the filter, and search for Mount & Blade II: Bannerlord - Modding Kit. You will need to ensure that you have the game installed alongside the tools and that the version numbers match between the two for the tools to work. Then, you can simply launch the modding kit and press CTRL+E at the main menu to open the editor.

To keep up to date with the latest announcements regarding the tools, or to leave feedback or seek assistance, we encourage you to head on over to our modding forums or to join the modding Discord. Links can be found in the description below.

https://forums.taleworlds.com/index.php?pages/modding/
https://discord.com/invite/ykFVJGQ

PERKS


Perks have been a work in progress for quite some time now, to the point that community member Gregorio246 made a useful website for checking which perks are implemented and working in-game.

https://www.bannerlordperks.com

Thankfully, this is something that we’ve made great progress on as of late, with many skill trees now almost fully implemented, and the remaining few being actively worked on. You can expect to see Crossbow, Throwing, Trade, and Scouting completed very soon, with others to follow shortly after.

NEW EMPIRE VILLAGES


Another part of the game that we are starting to make progress on is singleplayer scenes, with 5 new Empire village maps being added to the game, bringing some additional variety to the world. Scening will be an ongoing long-term process, so you should expect to see new scenes added to the game over time, and well on into the distant future.

SAVE CATEGORIES


A new structure for organising save files has been added to the game. This new structure groups saves from the same playthrough under a single header, making your save files easier to navigate.

TOWN QUICK-TALK


A quick talk button has been added to the town menu, allowing you to talk to settlement notables without needing to load the entire scene. This works in the same way as conversations on the world map and massively reduces dead time.

CLASSIC CROSSHAIR


A three-part crosshair has been added to the game allowing ranged veterans of the series to use something a little more familiar when hunting their prey.

CRAFTING POP-UP


The weapon crafting pop-up has been reworked to display a weapon’s stats more clearly, as well as to show which weapons are classed as civilian, meaning that they can be used in town scenes.

CAPTAIN MAPS


And finally, two new maps are almost ready to be added to the multiplayer Captain mode map pool.

The Cliffs of Akkalat is a map from the early days of the multiplayer beta that has been reworked and made ready to reintroduce to the game. This map pitches players against each other amongst canyons and over steppes, with a wide front line that gives plenty of opportunities for flanking and intercepting manoeuvres.

Ebereth Hillfort is a walled settlement in the Battanian highlands. Both teams start outside of the walls and will have to push to secure valuable positions within the settlement. The map’s close quarters approach lends itself to ambushes and crossfires, while the asymmetrical layout will demand that teams constantly have to adjust their tactics.

OUTRO


And that’s it for development update #4! Please be aware that most of these changes are not currently on the live branch just yet, and will be arriving in upcoming beta patches.

Make sure to leave a reply in the comment section below to let us know what you think, and as always, thank you for watching and we hope to see you again next time!

Hotfix (e1.5.2 - 09/10/20)



Main e1.5.2



  • Fixed a crash that occurred when a save file loaded on village menu and tried to enter the mission in tutorial phase.
  • Fixed a bug that caused villager parties to go to a castle or town while disbanding.
  • Fixed a bug that caused some nobles to talk like the main hero's brother.
  • Fixed the not being able to log in issue which was related to BattlEye.