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

Development Update #12: Weather System, Formation Targeting and Warehouses


Greetings warriors of Calradia!

In this development update, we have a look at some of the post-release highlights that were introduced in the current live version 1.1.0 as well as our recent Steam Beta version 1.2.0.

The text version can be found below.


ART


NEW BATTLE TERRAINS [v1.2.0]


To start, let’s jump right into our new scene additions. We have introduced an additional six battle terrains, bringing the total to 76 unique battle scenes. They are accessible at the following locations: West of Revyl, southwest of Quyaz, three terrains northeast of Razih, and one around the town of Odohk.

NEW HIDEOUT SCENES [v1.2.0]


Similarly, bandit hideouts now come in greater variety with 4 new scenes that span desert, forest, seaside, and mountain environments.

NEW ARMOR PIECES [v1.1.0]


To help you clear out those hideouts with ease - we also added 3 new armor pieces - Ornate Scale Armor, Khan's Coat of Plates, and Khan's Plated Bracers.


CAMPAIGN MAP


WEATHER & WEATHER EFFECTS [v1.2.0]


We have introduced rain and snow weather effects to both world map and missions. These occur depending on the season of a specific region. Consequently, the grounds become wet or snowy and this lingers for a period even after the precipitation is gone.

This not only enhances the overall atmosphere of the game but adds a lot of variety to the map and all of the scenes.

But that’s not all. Wet or snowy grounds noticeably decrease mounted infantry and cavalry party speed bonuses. They also double the siege preparation time. As a result, winter campaigns should now prove to be more challenging.

Moving on to the missions, wet or snowy grounds reduce the maximum speed and acceleration of mounts. And finally, if it happens to be actively raining or snowing, that reduces the speed of arrows and bolts, resulting in reduced damage and accuracy of archers and crossbowmen.


AUDIO


NEW VOICEOVERS [v1.1.0]


Joining the already present Vlandian, Battanian, and Empire voiceovers, you can now experience distinctive voices when interacting with individuals of the Aserai, Khuzait, and Sturgian heritage.

SIEGE ENGINE SOUNDS [v1.2.0]


Siege engine sounds have also been revamped, so let me quiet down while you listen to the trebuchets and mangonels rain terror on those defenders.


UI


FOG OF WAR [v1.1.0]


In version 1.1.0, we introduced a fog of war mechanic to our encyclopedia. This meant that information was no longer universally available, but would require you to meet characters or scout settlements to see their critical information.

FOG OF WAR IMPROVEMENTS [v1.2.0]


Our recent Beta builds upon this foundation by introducing new methods of unveiling the masked details.

Taking into account community feedback, we have added the ability to pay the tavern keeper to learn more about a settlement's clan.

At the same time, we have also integrated existing features with the system. Asking the tavern keeper about companions, receiving a marriage offer from another clan, or asking a lord about eligible bachelors now all unlocks the information of these characters in the encyclopedia.

Marriage offers, in particular, also benefit from a new screen that does the occasion greater justice.


BATTLES AND SIEGES


SALLY OUT AMBUSH [v1.1.0]


“Sally Out Ambush” missions have been added. Sharpen your blades, wear your best armor, mount your steed, and rush out of the settlement under siege with your cavalry - ambushing the attackers and destroying their siege engines in the process. But take note of time, for as the enemy realizes what is happening, they’ll send reinforcements to protect their siege towers and other equipment.

PUSHABLE SIEGE LADDERS [v1.2.0]


Siege ladders can now be pushed off the walls in both Singleplayer and Multiplayer even if there are troops on the ladder already. Picture this: you’re in the middle of a violent siege, eager to jump the walls, and just as you’re about to ascend, the defenders push the ladder back with a few of your comrades-in-arms falling to their demise. A shocking scene that must have been fairly common in medieval sieges.

MELEE COMBAT AI [v1.2.0]


We reworked the melee AI to make agents fight less recklessly and increase the duration of combat. The changes include a decrease of attack frequency, always blocking when within enemy strike range, and a faster target reevaluation when hit by another enemy.

Troops now also detect the risk of becoming surrounded and attempt to escape such situations.

Finally, additional logic has been added to preemptively raise the shield when running towards an enemy that’s preparing to shoot a projectile at them.

RANGED COMBAT AI [v1.2.0]


Ranged units were not ignored either. They no longer approach the enemy unnecessarily during a charge. Instead, they get in range and open fire until they run out of munition. They also reposition if their view is obstructed by a friendly agent or a tree.

TARGETING SYSTEM [v1.2.0]


The overall targeting system was refined to improve situations where agents would prioritize the player despite having better targets. This benefits melee, mounted, and ranged troops.

CAVALRY COMBAT AI [v1.2.0]


Cavalry AI likewise saw changes to its aiming and movement systems. Mounted troops now try to attack the body part that yields the most damage, consider their weapon reach to pick an attack direction, and have a greater tendency to couch lances.

All of these result in increased accuracy against still targets, reduced movement quirkiness, and better effectiveness during a full charge.

FORMATION TARGETING [v1.2.0]


And to help you unleash your own strategic brilliance, we added Formation Targeting.

Using Charge or Engage orders, you can now choose between general attacks and prioritizing a specific enemy formation as a target. This is done by simply looking at enemy formations and issuing the order when their icon is highlighted.

The Charge order has your units individually rush towards the fight. The Engage order, on the other hand, will see your troops advance towards the enemy in an orderly formation. Ranged units will also seek to keep their distance until they have spent their ammunition.

For now, this feature will offer you a host of new tactical choices in Singleplayer - but we intend to explore it for Multiplayer in the future as well.

AUTO BATTLE CALCULATIONS [v1.2.0]


Auto battle calculations have likewise been revisited. Mission and terrain types provide positive and negative effects for attackers and defenders.

For example, an attacking horse archer on flat terrain now has a large bonus. But if you throw him into the forest, it turns into a significant penalty. Defending archers do great in a siege while attacking ones receive a penalty and so on.

In addition, the number and tier of perks with a Captain effect that an army or party leader has, now also impacts the bonus given to all of the troops under their command.


KINGDOMS AND DIPLOMACY


KINGDOM DESTRUCTION [v1.2.0]


Kingdoms that lose all of their fiefs no longer linger until all of their nobles are killed or defect. Instead, they are destroyed. The kingdom’s clans will become independent, inheriting its diplomatic stances. Over time, they will join available kingdoms or wither away if they fail to do so for more than four weeks.


ECONOMY AND TRADE


WAREHOUSES [v1.2.0]


Workshops received an upgrade! Warehouses enable you to provide your workshops with raw resources to use in their production cycle. They also allow you to collect processed goods from them.

This creates a new gameplay loop for all you traders out there. You can buy cheap raw materials, bring them to your workshop and sell the processed products to a settlement where you can sell them for a high profit.

You can manage your Warehouses through the Clan screen, determining which inputs should be used and which outputs should be stored.


SETTLEMENT ACTIONS


ALLEYS [v1.1.0]


Have you always wanted to take over an alley and set up a crime gang? Well, now you can. Alleys can be found in towns where gang leaders hold control of common areas.

After clearing out the thugs that occupy it, you can assign a suitable rogue companion to gather gold and bandit recruits. However, this will also generate crime rating.

Mind you, this is not a “Set it and forget it” venture - your alley is not immune to trouble and can be attacked by neighboring gang leaders. So make sure to leave some troops and help them defend it when the time comes.


MULTIPLAYER


TAUNTS [v1.2.0]


Prepare yourself for some Multiplayer mayhem because we’ve added a feature that’s bound to spice up your experience. Taunts!

Do you want to express your gratitude for a GG duel? Bow gracefully like a noble knight! Feeling a little sassy? Crumble to the floor in disappointment. Want to admit defeat? Surrender to the master on the other side of the screen.

You can acquire a total of 32 different animations with Loot but only 6 can be equipped at once via the Armory.

SCENE DOWNLOADER [v1.2.0]


The Dedicated Custom Server Helper module has been merged into the base game - allowing you to download scenes from dedicated servers by default.


CONSOLES


BIRTH AND AGING [v1.2.0]


Switching to Consoles - The “Birth and Aging” settings will be available with version 1.2.0 on consoles too.

CONSOLE CHEATS [v1.2.0]


We’ve also added 15 different cheats. They can be enabled through the Campaign Options or by holding the Left Bumper, Right Trigger, and D-Pad Down. Please note that you will disable achievements by enabling cheats.

GAMEPAD SUPPORT [v1.2.0]


Console gamepad support has been extended with a variety of additional haptic feedback such as new vibrations during Combat and Campaign.

PS5 & DualSense
Using PlayStation 5 and a DualSense controller you can also feel the tightness of the bowstring when releasing an arrow due to the added support for adaptive triggers.

We have added a new option that allows you to aim and control your attack direction with the integrated gyroscope by rotating the controller.

PS5 & PS4
Available also on the PlayStation 4 gamepad - sounds of impacts, horse riding and more come directly from the controller speaker - getting you more immersed in the gameplay.

PS4 TO PS5 SAVES [v1.2.0]


PS4 saves can now be migrated to PS5. First, download the save data through the cloud or import it via a USB. Then use the “Transfer PS4 Save” Main Menu option to use the PS4 save.


MODDING CHANGES


On the topic of modding - We continue to collaborate closely with our amazing modding community, assisting where we can. You can find a link to the many modding-related changes in the description down below.


OUTRO


Thank you for powering through this chunky development update video with us. We hope that you enjoy the new changes. Links to the full patch notes can be found in the video description and, as always, we invite you to share your feedback with us in the comments section down below. See you in the next one!

Beta Patch Notes v1.2.0


Beta v1.2.0



Unfortunately, the character/word limit on Steam Announcement posts isn't enough to allow us to share the patch notes in their entirety with you here. Instead, on this occasion, we have to ask that you head on over to our website or forums where you can read the Beta v1.2.0 changelog in full.

We apologize for the inconvenience and hope that you enjoy the many changes that the patch brings!

Beta Patch Notes v1.2.0 - Website Beta Patch Notes v1.2.0 - Forums

Patch Notes v1.1.5


v1.1.5



Singleplayer



Crashes

  • Fixed a crash that occurred when an agent executed a bash attack while holding a banner.
  • Fixed a crash that occurred when a banner bearer agent spawned as a reinforcement.
  • Fixed a crash that occurred when entering a siege with siege engines in reserve.


Fixes

  • Fixed a bug that caused the Tactics skill effects not to be displayed with correct values on the Character screen.


Multiplayer



Crashes

  • Fixed a dedicated server crash that more frequently occurred with Linux server files.


Fixes

  • Fixed a bug that caused the player to get disconnected from the lobby when their party was disbanded during the game search.

Patch Notes v1.1.4


v1.1.4



Singleplayer



Crashes

  • Fixed a crash that occurred during missions when an agent didn’t have a right-handed weapon equipped.
  • Fixed a crash that occurred due to the mission camera not being initialized correctly during a mission start.
  • Fixed a crash that occurred during a battle when the followed agent’s camera wasn’t set.


Fixes

  • Fixed a bug that caused the riding perk "Shepherd" to reduce speed from herding instead of increasing it.
  • Fixed a bug that caused an endless conversation with a noble party.
  • Fixed a bug that caused all troops to inflict more damage than intended, resulting in incorrect auto-battle results.


Multiplayer



Fixes

  • Improved lobby server stability.
  • Fixed a bug that caused connection issues for longer-running official custom servers.
  • Fixed a bug that caused the “get_jump_action failed” log to be spammed in the custom server console.


Modding



  • [MP] Updated the voice chat system to match the flexible number of Skirmish players (to prevent crashes with more than 6 vs 6 matches).

    • This should also resolve the custom server crash that occurred when the player distribution in a Skirmish match temporarily shifted to, for example, 5 vs 7 (due to a player switching to the opposing team before the player who lost connection reconnected to the match).


Patch Notes v1.1.3


v1.1.3



Singleplayer



Crashes

  • Fixed a crash that occurred due to corrupt save data when making peace with minor factions.
  • Fixed a crash that occurred when transferring troops between formations with banners.


Fixes

  • Fixed a bug that caused vassals to randomly disappear after they had been promoted from a companion position.


Multiplayer



Crashes

  • [Custom Server] Fixed a server crash that occurred due to a modded client.


Fixes

  • Fixed a bug that allowed players to use the teenage human body.


Changes

  • [Custom Server] Adjusted the limit for the RoundTimeLimit server option to 60-3600 seconds.
  • [Custom Server] Increased the maximum number of servers you can host concurrently via your server token from 5 to 50.

Patch Notes v1.1.2


v1.1.2



Singleplayer



Crashes

  • Fixed a crash that occurred when an army dispersed due to a related clan leaving their kingdom.
  • Fixed a crash that occurred when a party left an ongoing encounter.
  • Fixed a crash that occurred during the “Heir coming of age” cutscene.
  • Fixed a crash that occurred when leaving the kingdom.


Fixes

  • Fixed a performance issue that occurred due to dead wanderers occupying space in the encyclopedia for too long.
  • Fixed a bug that caused the player to get stuck in the game menu after sallying out against an enemy they had just made peace barter with.
  • Fixed a bug that caused the encounter menu to open after deciding to leave a siege.
  • Fixed a bug in the party screen that allowed the player to change the leader of their own party while creating a new party for a companion.
  • Fixed a bug that caused relationship loss when rescuing an ally from an enemy.


Multiplayer



Crashes

  • [Custom Server] Fixed a server crash that occurred when more than 6 players joined a team during a skirmish match.
  • [Custom Server] Fixed a server crash that occurred after 10 matches.


Fixes

  • Fixed a bug that caused scoreboard text strings to not gray out according to the status of the player (alive, dead,...).


Modding



  • Removed the relationships limit for kingdom objects in Kingdoms.xsd.

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Patch Notes v1.1.1


v1.1.1



Singleplayer



Crashes

  • Fixed a crash that occurred when ending missions.
  • Fixed a crash that occurred after occupying an alley.
  • Fixed a crash that occurred while loading a saved game.


Modding



  • Fixed a crash that occurred when generating terrain.
  • Fixed a crash that occurred when auto-generating the navmesh using the "Generate Grids" button.

Patch Notes v1.1.0


Latest Changes



Singleplayer


Crashes

  • Fixed a crash that occurred when clearing a rival alley in a civilian mission while there was an alley attack event ongoing.
  • Fixed a crash that occurred when the player initiated an alley fight right after clearing and occupying one.
  • Fixed a crash that occurred while loading the game.
  • Fixed a crash that occurred when the player sallied out while besiegers were under attack by a friendly party.
  • Fixed a crash that occurred on the crafting screen when using the confirm shortcut.
  • Fixed a crash that occurred while the player was in an army and peace was declared.
  • Fixed a crash that occurred on the banner editor screen if the player had a heraldic armour equipped.
  • Fixed a crash that occurred if a party had no leader starting a siege.
  • Fixed a crash that occurred due to a bug related with notables not being in a settlement.
  • Fixed a crash that occurred due to a bug related with the scene empire_village_h.
  • Fixed a crash that occurred while saving the game.
  • Fixed a crash that occurred when clearing a rival alley in a civilian mission while an alley attack event was ongoing.
  • Fixed a crash that occurred when the player encountered a settlement under siege by an allied army.
  • Fixed a crash that occurred when leaving an alley empty and claiming another alley.
  • Fixed a crash that occurred while playing animations with certain blend values.


Fixes

  • Fixed a bug that caused the athletics perk "Mighty Blow" to reward more hit points than intended.
  • Fixed a bug that caused Radagos to disappear in the hideout tutorial quest.
  • Fixed a bug that caused the siege engines in the Order of Battle UI to be interactable.
  • Fixed a bug that caused the heroes to not appear in the commander pool during the Order of Battle phase if their assigned formations were removed.
  • Fixed a bug that prevented companions from being assigned during the Order of Battle phase.
  • Fixed a bug that caused formation weight and troop count display issues during the Order of Battle phase.
  • Fixed a bug that prevented shortcuts from appearing after selecting orders during the Order of Battle phase.
  • Fixed a bug that caused the act of selecting siege engines during the Order of Battle phase to also issue orders.
  • Fixed a bug that caused heroes to not appear correctly in the Order of Battle's hero assignment pool.
  • Fixed a set of bugs that prevented renown and influence from being gained in battles.
  • Fixed a bug that prevented the leading parties from showing up on the sally out battle menu.
  • Fixed a bug that caused the scroll bar handle to be smaller than intended.
  • Fixed a bug that caused troops that were replaced with banner bearers to be counted as routed troops.
  • Fixed a bug that caused heroes' names to only display titles in non-English languages.
  • Fixed a bug that prevented agents from throwing boulders at the enemy in the gatehouse.
  • Fixed a bug that allowed the player to enter the lord’s hall fight without selecting all of the required troops.
  • Fixed a bug that caused troops to spawn in buildings in Pen Cannoc.
  • Fixed a bug that caused armours to not take banner tableaus in missions.
  • Fixed a bug that caused a slow-motion animation and recurring sounds to play during mounted training.
  • Fixed a bug that caused the weight of crafted items to double when loading a saved game.
  • Fixed a bug that caused the player to get wounded in simulation battles.
  • Fixed memory leaks that occurred after a new sandbox/campaign game or when loading an old one.
  • Fixed stability issues that occurred during longer gameplay sessions.
  • Chinese localization fix.
  • [PS5 & Xbox Series S/X] Fixed a bug that prevented sounds from playing in combat after a while.


Changes

  • Added support for armour piece banners in the save load screen. This will cause your save character to not appear until you save again.
  • Re-enabled the campaign.multiply_campaign_speed cheat but capped its maximum value to 15 and changed its name to set_campaign_speed_multiplier.


Multiplayer


Crashes

  • Fixed a client-side crash that occurred when someone picked up a weapon from a corpse.
  • Fixed a server crash that occurred due to a wrong state calculation for missile position sending.


Fixes

  • Fixed a bug that prevented players from logging into the lobby.
  • Fixed a bug that caused the Khuzait Conscript perk to reduce damage by 50% instead of 5%.


Changes

  • Added logging improvements.


Modding



  • Fixed the Items.xsd to again allow the addition of multiple weapon components to an item.


Initial Beta Changelog



Singleplayer


Crashes

  • Fixed a crash that occurred when equipping an incorrectly specified banner item called campaign_banner_small.
  • Fixed a crash that occurred during siege due to an AI formation not being positioned correctly.
  • Fixed a crash that occurred when many units died simultaneously.
  • Fixed a crash that occurred due to the AI general being assigned before the Order of Battle phase.
  • Fixed a crash that occurred during the keep battle due to reinforcement deployment planning not being done correctly.
  • Fixed a crash that occurred during siege when the defenders opened the gates to meet the attackers.
  • Fixed a crash that occurred during the Order of Battle phase when a mounted companion was assigned to lead an empty formation and then ordered to dismount.
  • Fixed a crash that occurred when changing the governor of a town.
  • Fixed a crash that occurred after selecting an heir.
  • Fixed a crash that occurred after disbanding an army from the Kingdom screen.
  • Fixed a crash that occurred due to the unintended ability to enter settlements under siege.
  • Fixed a crash that occurred when dying from fall damage inside a castle keep.
  • Fixed a crash that occurred after completing a battle.
  • Fixed a crash that occurred when trying to enter the keep after a siege battle.
  • Fixed a crash that occurred when entering a town while being taken captive.
  • Fixed a crash that occurred when trying to engage a party that had no troops.
  • Fixed a crash that occurred in the save/load menu.
  • Fixed a crash that occurred when sallying out from a neutral settlement that is under siege.
  • Fixed a crash that occurred in the siege menu.
  • Fixed a crash that occurred when taking the Spy Party quest from a hero in an army.
  • Fixed a crash that occurred when assigning captains to formations during combat.
  • Fixed a crash that occurred when player characters changed while leading an army.
  • Fixed a crash that occurred when a player assisted a lord in battle while having an active vassalage offer from that lord.
  • Fixed a crash that occurred when a clan left its kingdom.
  • Fixed a crash that occurred in the board game, Seega, when the player or the opponent won by forming a barrier.
  • Fixed a crash that occurred when a besieger party or an army encountered a settlement.
  • Fixed a crash that occurred when additional parties from different factions joined a siege as attackers and the diplomatic state of any attacker faction and besieger faction changed.
  • Fixed a crash that occurred when a non-attached army member joined a map event while being attached to the army at the same time.
  • Fixed a crash that occurred after completing the Army of Poachers quest with persuasion.
  • Fixed a crash that occurred when switching menus during an ongoing encounter.
  • Fixed a crash that occurred due to the Merchant Caravan quest caravan joining a siege.
  • Fixed a crash that occurred while starting a new campaign or loading an existing one. (This may resolve crashes even after complete cleanup/reinstalling for some players.)
  • Fixed a crash that occurred because of bandit parties.
  • Fixed a crash that occurred while loading the game due to party visuals.
  • Fixed a crash that occurred when a besieger party was destroyed.
  • Fixed a crash that occurred when attempting to leave a faction while being in an army with the faction leader.
  • Fixed a crash that occurred when loading a save while a voiceover file was still playing.
  • Fixed a crash that occurred when clicking on a marriage offer notification.
  • Fixed a crash that occurred when a hero that had been sent to solve an issue was wounded in the process.
  • Fixed a crash that occurred when making peace during a siege.
  • Fixed a crash that occurred during the main storyline when the conspiracy was activated.
  • Fixed a crash that occurred if a decision was cancelled before the voting stage started.
  • Fixed a crash that occurred when selecting a leader after the ruler clan of a faction was eliminated.
  • Fixed a console-specific crash that occurred when there was an empty tooltip on the Clan or Kingdom screens.


Save & Load

  • Optimised the save system to reduce the total size of the save file.
  • Save file sizes now increase linearly. (They used to double over time.)
  • Reduced the save time.
  • Fixed a bug with older save files that have clans with no leaders.


Localisation

  • Minor text fixes and localisation updates.


Art

  • Added a new Empire plate vest armour.
  • Added a new Khuzait heavy armour.
  • Added three scenes to the custom battle (Sanala, Ataconia Castle and Mecalovea Castle).
  • Arena spectator characters are now normal agents with new animations instead of meshes.
  • Male characters can now wear female clothing without clipping issues.
  • Added a horse trader to the Khuzait town (b) scene.
  • Improved various materials.
  • Sturgia town (g) siege layer improvements.
  • Vlandia castle (c) siege layer improvements.
  • Empire town (l) siege layer improvements.
  • Fixed a bug that caused siege tower orientation to be broken in some locations of Empire town (f).
  • Fixed a bug that caused ballista covers to appear on mangonels at Varnovapol.
  • Fixed a bug that caused agents to fall through and get stuck in walls at Epicrotea.
  • Fixed a bug that caused troops to spawn in buildings at Varcheg.
  • Minor scene fixes to Jaculan.
  • Fixed a bug that caused gaps to appear between the handle and the blade of crafted weapons.
  • Fixed a bug that caused the Old Fur Coat to have missing textures.


Achievements

  • Fixed bugs related to the "What have the Romans ever done for us", “This is our land” and “Explorer” achievements.


Audio

  • Added missing voiceovers for Aserai, Khuzait and Sturgia.
  • Fixed a bug that caused the campaign map music to continue in hideout battles.


UI
Changes

  • Party Screen Troop Sorting:

    • Players can now sort both rosters in the party screen by troop Type, Name, Count and Tier.
    • The last selected sort type is remembered and applied on every party screen initialisation.
    • By default, heroes are grouped together at the top of the roster.
    • This change also includes a troop-type rundown added to the party screen. Players now can see how many Infantry, Archers, Cavalry and Horse Archers they have at a glance.
  • Implemented a Fog of War feature for heroes:

    • Players now need to meet heroes to unlock some of their critical information.
    • Skills, traits, family, and owned settlements information are hidden until you meet that hero.
    • This change affects tooltips, portraits and information shown in the encyclopaedia.
  • Added new tutorials to help new players:

    • Upgrading troops, choosing perks, distributing attribute and focus points, getting companions, ransoming prisoners, civilian equipment, party speed, army cohesion, creating an army, order of battle, crafting and crafting orders, banner item in the inventory, crime, assigning roles in the clan screen, and raiding villages.
    • Improved some of the existing tutorial trigger conditions and texts.
  • Added a tooltip to the disabled "Leave kingdom" button in the Kingdom screen while in an army.
  • Improved rotation in the character creation and weapon smithy screens for gamepads.
  • Added the ability to open the encyclopaedia from the upgrade and recruit pop-ups in the Party screen.
  • Added a new map event icon on settlement nameplates to show the sally out stage.

Fixes

  • Fixed a bug that caused banner effects to show incorrect values in tooltips.
  • Fixed a bug that caused the "tournament active" icon to stay on the settlement nameplate after a tournament was cancelled.
  • Fixed a bug that caused the scoreboard to open with the TAB key while in photo mode.
  • Fixed a bug that caused formation indicators to show incorrect positions after issuing an order in Order of Battle.
  • Fixed a bug that caused the Order of Battle screen to work incorrectly after starting the battle while the order UI was active.
  • Fixed a bug which hindered the ability to view a troop's encyclopaedia page from the upgrade pop-up of the Party page.


Battles and Sieges

  • Implemented the sally out ambush mission. Players can now initiate this mission to destroy the besieger AI's siege engines.
  • Added banner effects to Custom Battle. Custom Battle commanders will now have default banners.
  • Newly spawned reinforcement troops will now prioritise empty formations if they cannot find a suitable formation that matches their troop class. When this happens the empty formation will auto-switch to AI control (delegate order).
  • Defender agents in most scenes would be too late to meet enemies attacking over ladders or towers due to their waiting position being too far away. Logic was added to anticipate the enemy being close to attacking to compensate for this situation.
  • The attacking side in sieges now uses only one of the available lanes if their numbers are too few.
  • Logic was added to make nearby formations take control of siege weapons in the event that they are closer than the reinforcements from the initial formation.
  • Improved party AI calculations for siege scores for settlements that had a besieger and got attacked by a party.
  • Added improvements to prevent troops from falling from castle walls due to overcrowding when teleporting during the Order of Battle phase.
  • Fixed a bug that caused square and circle formation previews to be displayed incorrectly.
  • Fixed a bug that caused reinforcement troops to spawn on top of their formations when they could not find a valid spawn position. They will now spawn on deployment positions specified in the scene.
  • Fixed a bug that caused troop transfers between formations that were applied due to a previously saved battle configuration, triggering player order animation and sound effects.
  • Fixed a bug that prevented captains from spawning with their formations when a previously saved battle configuration was loaded during deployment.
  • Fixed a bug that caused formation deployment positions to be placed on positions without an underlying navmesh.
  • Fixed various bugs with the Order of Battle deployment phase when more than two forces participated in battle.
  • Fixed a bug that caused the Charge order to teleport all troops to a single position during the Order of Battle phase. Formations that are given a Charge order will now stay put and will charge the enemy once the mission starts.
  • Fixed a bug that caused the attacker AI in siege to stall due to a failed transfer operation.
  • Fixed a bug that caused the attacking large formations to hesitate when deciding to attack enemies or control the walls in siege.
  • Fixed a bug that caused range units in a circle formation to position themselves outside of the protected centre.
  • Fixed a bug that caused ranged units to moonwalk towards siege engines while being locked onto a distant target.
  • Fixed a bug that caused defending agents on top of walls to try climbing down the ladders to fight attackers and occasionally fall off.
  • Fixed a bug that caused the defending side not to counterattack even after most of the enemy started fleeing.
  • Fixed a bug that caused attacking agents to get stuck and walk into walls when issuing a Charge order in sieges.
  • Fixed a bug that caused agents to move incorrectly due to the navigation mesh used for the breached state of walls remaining active.
  • Fixed a bug that caused ranged formations to move too close to the enemy when skirmishing before stopping to shoot.
  • Fixed a bug that caused the enemy assault potential with a siege tower to be calculated incorrectly.
  • Fixed a bug that caused AI-controlled ranged siege engines to target enemy engines that had already been destroyed.
  • Fixed a bug that caused AI agents to immediately return to their formation position after walking up to and opening the siege tower.
  • Fixed a bug that caused AI archers to attempt to use positions with no cover (merlons were destroyed).
  • Fixed a bug that prevented some mounted agents from accelerating to gallop.


Character Development System

  • Added a new settlement near Lageta named "The Retreat" in which the player can approach a new NPC "The Hermit" and decide to retire from their current campaign either moving on with one of their heirs or concluding their journey completely.
  • Added a new window where players can see their progress through their campaign at the end of it, presenting many statistics such as their kill count, play time, number of troops recruited etc. Players can reach this window; when their clan is destroyed, they decide to retire or when they complete the main storyline.
  • Perk Overhaul
    • All perk descriptions have been rewritten to improve clarity.
    • Some perks saw improvements to functionality and some had minor tweaks for balance and clarity (Swift Strike, Fleet of Foot, Arrow Deflection, Keep at Bay, Drills, Merry Men, Well Prepared, Throwing Competitions, Strong Arms, Tactical Mastery, Fleet Footed, Forgivable Grievances, Make a Difference, Lead by Example, Trusted Commander, Talent Magnet, Forced Labor, Metallurgist).
    • 15+ perks saw name changes.
    • Trade tree saw bigger changes:
      • Reordered some perk effects to make it so that the early game benefiting perks can be unlocked earlier.
      • Changed the primary perk effect of the “Silver Tongue” perk.
      • Skill descriptions have been rewritten for clarity.
      • Changed how the “effect type” is shown on the perk description tooltip.
    • Changed the description of the Partners in Crime perk.
  • Fixed a bug that prevented XP gains during multiple mission fights.
  • Fixed a bug that caused crime rating to be applied incorrectly in some cases.


Clan and Party

  • Redesigned and reimplemented Alley mechanics. Players are now able to claim alleys after clearing them. They can do so by assigning a clan member who has suitable traits and roguery skills.
    • Player-owned alleys provide gold and bandit troops for the player but also generate some crime rating.
    • Alleys will be attacked by neighbouring gang leaders, and players must respond to those attacks to keep the alley.
  • Fixed a bug that prevented wanderers from spawning until the next game load after dismissing a companion.
  • Fixed a bug that caused parties to go in and out of a village if they were willing to stay in the village, causing their visuals to be enabled and disabled, making them non-interactable.
  • Fixed a bug that caused the wage limit to be unlimited after setting it to 2000 in the Clan screen.
  • Fixed a bug that teleported governors to multiple settlements.


Armies

  • Reworked the village raid system. Instead of rewarding just through the inventory and recruitment pool of the village, village raids now primarily rely on the amount of hearth damage done to the village during the raid.

    • Rewards come in three categories - Denar, various everyday goods and the main production of the village.
    • The combined value of the loot is usually higher than f.e. attacking caravans but the weight can be rather high - especially while raiding villages that produce low-value but a high volume of goods like hardwood and grain. Raiding for commercial gain as such requires returning to towns to sell the loot more often. Alternatively, the player can do it for strategic reasons, forgoing the income.
    • Increased the recovery time for villages.
    • Forcing supplies and recruits are now also based on village hearths.
    • After being forced to give supplies or recruits a village will generate less loot through raiding for a while.
    • If a raid is completed successfully, it no longer gives the disorganised state. That only happens if you leave mid-raid.
  • Added troop selection to keep battles. (For modding: You can now initialise battle simulation with selected troops.)
  • Rebalanced renown and influence bonuses for multiple battle missions (when multiple missions are opened for that battle).
  • The player's army will now disband when there is no other party in the army except the player.
  • Factions will not create armies if they don't have any enemy that has at least one settlement.
  • The game will now pause and a menu text and menu button conditions will refresh after the siege leader party leaves the map event.
  • Fixed an exploit that allowed player army leaders to leave besieged settlements without consequences by disbanding their army.
  • The AI of parties that are targeting a siege event will be reset when the siege event ends. This fixes the double siege event problem in the same settlement.
  • Fixed a bug that caused army influence to be -2000000.
  • Fixed a bug that disabled siege menu buttons due to the player not being recognised as the siege leader.
  • Fixed a menu text bug that occurred when a higher-ranking lord joined the player's siege event.
  • Fixed a bug that caused the player’s siege to advance to the keep battle even if the player retreated in the mission.
  • Fixed a bug that gave prisoners to militia parties after sallying out which caused some prisoner heroes to not be found in settlements.
  • Fixed a bug that prevented attackers from reconsidering multiple siege battle missions after they fled from the battle mission when the player was defending.
  • Fixed an issue with influence cost calculations of siege aftermath options.


Kingdoms and Diplomacy

  • Fixed a bug that allowed minor factions to join a kingdom with which they should always be at war with (by design).


Economy and Trade

  • Fixed a bug that caused hero tooltips to show incorrect workshop ownership.


Settlement Actions (Town, Village, Castle and Hideout)

  • Changed the wanderer life cycle. Players can now find at least 1 of each wanderer type in the world at all times.
  • Fixed a bug that allowed a clan member to be invited to play a board game in an incorrect location.
  • Fixed a bug that caused the player party to be ejected from their current settlement due to an unrelated peace between other factions.


Quests & Issues

  • Added exclamation marks to "Spy Among Us" and "Inn and Out" quest menu buttons and agents.
  • Updated the consequences of criminal actions towards the quest giver's clan's villages. This now causes a 5 relationship penalty with the quest giver and a 50 experience penalty to the honor trait.
  • Lord needs Tutor success consequences changes:

    • Players will gain 25 relation with the quest giver instead of 15.
    • Players will gain 15 relation with the pupil hero.
    • Players will gain 5 renown.
  • Headman Needs Grain timeout consequences changes:

    • 5 relation penalty with the quest giver.
    • 3 relation penalty with other notables in the quest village.
    • Changed the issue frequency to rare from common.
  • Escort Merchant Caravan

    • Updated the caravan destroyed by the main hero quest log text.
    • Changed the attacking quest caravan consequences:

      • 10 relationship penalty with the quest giver.
      • 10 power penalty to the quest giver.
      • 80 honor experience to the main hero.
      • 20 prosperity penalty to the quest giver's settlement.
    • Updated the cancel by war quest log text.
    • Fixed a bug that caused tracks from bandit parties to be removed immediately.
    • Changed the timeout consequences:

      • 5 power penalty to the quest giver.
      • 5 relation penalty with the quest giver.
      • 20 honor experience penalty to the main hero.
      • 20 prosperity penalty to the quest giver's settlement.
  • Train Troops

    • Added a success log for an alternative solution.
    • The game now pauses when the decision pop-up is opened to complete the quest.
    • Fixed the bug that prevented troop counts in the quest log from being updated.
  • Village Needs Grain

    • The issue now only appears in villages whose type is "Wheat Farm".
    • Changed the issue frequency to rare from common.
    • Added a relation penalty with other notables in the issue village if the quest fails.
  • Escort Merchant Caravan

    • Updated the war declaration against the quest giver’s kingdom consequences.
    • Various quest log updates.
    • Fixed a bug that caused the quest bandit party to be immediately untracked.
  • Improved the quest progress updates for the Headman Needs Grain Seeds quest.
  • Fixed a bug that caused guards to spawn behind the gate during the Gang Leader Needs Weapons quest at Syronea.
  • Fixed issues that occurred during the main storyline when the player became the leader of an existing faction.
  • Fixed a bug that caused a quest to be incorrectly cancelled upon the conquest of a settlement.
  • Fixed a bug that caused an incorrect journal log to appear during the Art of the Trade quest.
  • Fixed a bug that caused the Conquest of a Settlement quest to not reward a correct amount of gold.
  • Fixed a bug that caused the Family Feud quest dialogue to get stuck in a loop.
  • Fixed a few inconsistencies for the required troop tiers of alternative solutions.
  • Fixed minor issues with a variety of quests.


Conversations & Encounters

  • Made various improvements to conversations by reviewing and reassigning poses & expressions based on the animation content introduced in recent patches. These were also used in updated default poses for NPC encyclopaedia entries.
  • Fixed a missing text in bandit encounter conversations.


Other

  • Added crowns to the starting rulers.
  • Added a concept page for crime and caravans.
  • Updated the length stats of all mounts to highlight the characteristics of different breeds.
  • Rebalanced shoulder armour pieces and weapons used in tournaments.
  • Increased the base settlement prisoner limit to 60 from 30 and bonus from each wall level to 30 from 10.
  • Fixed various horse behaviour problems encountered during the mounted training tutorial.
  • Fixed a bug that prevented players from restarting a particular section (like melee training) of the training field tutorial.
  • Fixed a bug that caused shields to enlarge after being dropped.
  • Fixed a bug that caused banners to be incorrectly shown in some settlements.
  • Fixed a bug that duplicated heroes in missions if the main agent changed locations through doors.
  • Fixed a bug that prevented the last-seen info from being updated correctly.
  • Fixed a bug that caused notables to stand on a chair at Lycaron.
  • Fixed a bug that caused no recruits to spawn in Tevea when starting a new game.


Multiplayer


Crashes

  • Fixed a network-related crash that occurred when an agent position was outside of network limits.
  • Fixed a crash that occurred during the intermission due to long map names.
  • Fixed a bug that caused a crash on custom servers if they didn't have the "MultiplayerForcedAvatars" folder created.


Design & Balance

  • Lances can no longer be used to knockdown/dismount players.
  • Increased all javelin weights by 25% and decreased melee damages by 20% (except for Captain mode). This also results in a slight decrease in throwing damage.


Performance

  • Improved database performance of the lobby server.


Server & Network

  • Linux server files & hosting a server on Linux are now available (since v1.0.3).
  • Improved the custom server join performance.
  • Fixed a bug that prevented players from joining a custom server after getting kicked due to inactivity.


UI
Fixes

  • Fixed various text areas where some characters would show up as squares (killfeed, server names etc.).
  • Fixed a bug that caused the gold label in the lobby to not be updated correctly after a match.
  • Fixed a bug that caused the report player button to be disabled incorrectly.
  • Fixed a bug that caused cosmetic items to get sorted incorrectly in the Armory tab in Lobby.
  • Fixed a bug that caused the intermission screen to not work properly in some instances.


Both


Crashes

  • Fixed a crash that occurred in relation to reversed animations' sampling.
  • Fixed a crash that occurred when an agent died while using a machine.
  • Fixed a crash that occurred in relation to item attack usages (especially if using mods).


Audio

  • Fixed a bug that prevented water collision sounds from working.
  • Fixed a bug that caused the mangonel reloading sound loop.


Performance

  • Several performance improvements were made for both battles and the campaign map.
  • Fixed finalisation order of mission behaviours to prevent certain memory leaks.


Animations

  • Improved computations of physical forces for ragdoll when an agent dies with an instant ragdoll kill.


Combat

  • Polearms (including javelins) with a length of 1.2 metres or less, no longer make mounts rear.
  • Fixed a bug that caused weapon attacks that were blocked by a shield to be considered a shield strike.
  • Fixed a bug that caused the inflicted damage to not be set when an alternative attack (kick or shield bash) was blocked by a shield.


Other

  • Fixed a bug that caused the incorrect highlighting of objects when DLSS was enabled.
  • Fixed a bug that allowed players to swivel the camera into their own heads.
  • Fixed a bug that caused achievements on Epic Games to not work after some time.


Modding



  • Improved scene checker code (editor) to detect various spawn path placement issues.
  • Separated the map camera implementation from the map screen code.
  • A new attribute is_moving was added to the monster usage system. It allows specifying different actions in moving or stationary situations.
  • Enabled the ability to give banner tableaus to armour pieces. It works the same way as for shields, banner bearer items etc.
  • Fixed a bug that caused issues with asset importing if there were two modules with the same ID.
  • Fixed a bug that caused SpCultures default XML to throw warnings when it has no defined cultures.
  • Animation clips can now be searched by their flags in the resource viewer.
  • Increased the ModifiedDamage compression info limits from 500 to 2000 and clamped the out-of-limit damage numbers to the min/max values.
  • AddGameMenu and GetGameMenu are now public.
  • Game menu options can now work with related objects.
  • Fixed a crash that occurred if the main hero spoke with a hero that did not have any conversation lines. They now say a default conversation line instead.

Beta Patch Notes v1.1.0


Beta v1.1.0



Singleplayer



Crashes

  • Fixed a crash that occurred when equipping an incorrectly specified banner item called campaign_banner_small.
  • Fixed a siege crash that was caused by an AI formation not being positioned correctly.
  • Fixed a crash that occurred when many units died simultaneously (possibly with the kill-all cheat)
  • Fixed a crash that was caused by an AI general being assigned before the Order of Battle phase.
  • Fixed a keep battle crash that occurred when reinforcement deployment planning was done incorrectly.
  • Fixed a siege crash that occurred when the defenders would open the gates to meet the attackers.
  • Fixed a crash that occurred during the Order of Battle phase when a mounted companion was assigned to lead an empty formation and then ordered to dismount.
  • Fixed a crash that occurred when changing the governor of a town.
  • Fixed a crash that occurred after selecting an heir.
  • Fixed a crash that occurred after disbanding an army from the Kingdom screen.
  • Fixed an issue that allowed settlements to be entered while under siege, causing crashes.
  • Fixed a crash that occurred when dying from fall damage inside a castle keep.
  • Fixed a crash that occurred after completing a battle.
  • Fixed a crash that occurred when trying to enter the keep after a siege battle.
  • Fixed a crash that occurred when entering a town while being taken captive.
  • Fixed a crash that occurred when trying to engage a party that had no troops.
  • Fixed a console-specific crash that occurred when there was an empty tooltip on the Clan or Kingdom screens.
  • Fixed a crash that occurred in the save/load menu.
  • Fixed a crash that occurred when sallying out from a neutral settlement that is under siege.
  • Fixed a crash that occurred in the siege menu.
  • Fixed a crash that occurred when taking the Spy Party quest from a hero in an army.
  • Fixed a crash that occurred when assigning captains to formations during combat.
  • Fixed a crash that occurred when player characters changed while leading an army.
  • Fixed a crash that occurred when a player assisted a lord in battle while having an active vassalage offer from that lord.
  • Fixed a crash that occurred when a clan left its kingdom.
  • Fixed a crash that occurred in the board game, Seega, when the player or the opponent won by forming a barrier.
  • Fixed a crash that occurred when a besieger party or army encountered a settlement.
  • Improved party AI calculations for siege scores for settlements that had a besieger and got attacked by a party.
  • Fixed a crash that occurred when additional parties from different factions joined a siege as attackers and the diplomatic state of any attacker faction and besieger faction changed.
  • Fixed a crash that occurred when a non-attached army member joined a map event while being attached to the army at the same time.
  • Fixed a crash that occurred after completing the Army of Poachers quest with persuasion.
  • Fixed a crash that was caused by switching menus while there was an ongoing encounter.
  • Fixed a crash that was caused by the Merchant Caravan quest caravan joining a siege.
  • Fixed a crash that occurred while starting a new campaign or loading an existing one. (This may resolve crashes even after complete cleanup/reinstalling for some players.)
  • Fixed a crash that occurred because of bandit parties.
  • Fixed a party visuals-related crash that occurred while loading the game.
  • Fixed a crash that occurred when a besieger party was destroyed.
  • Fixed a crash that occurred when attempting to leave a faction while being in an army with the faction leader.
  • Fixed a crash that occurred when attempting to load a save while a voiceover file was still playing.
  • Fixed a crash that occurred when clicking on a marriage offer notification.
  • Fixed a crash that occurred when a hero that had been sent to solve an issue was wounded in the process.
  • Fixed a crash that occurred when making peace during a siege.
  • Fixed a crash in the main storyline that occurred when the conspiracy was activated.


Save & Load

  • Optimised the save system to reduce the total size of the save file.
  • Save file sizes now increase linearly. (They used to double over time.)
  • Minor improvement to save time.
  • Fixed an issue for old save files that have clans with no leaders.


Localisation

  • Minor text fixes and localisation updates.


Art

  • Added a horse trader to the Khuzait town (b) scene.
  • Sturgia town (g) siege layer improvements.
  • Vlandia castle (c) siege layer improvements.
  • Empire town (l) siege layer improvements.
  • Fixed an issue that caused siege tower orientation to be broken in some locations of Empire town (f).
  • Three scenes: Sanala, Ataconia Castle and Mecalovea Castle were added to custom battle scenes.
  • Updated arena spectator characters. They are now normal agents instead of meshes and they have new animations.
  • Improved various materials.
  • Added new Empire plate vest armour
  • Added new Khuzait heavy armour
  • Fixed a bug that contributed to problems with gaps between the handle and blade of crafted weapons.
  • Fixed the issue of ballista covers appearing on mangonels at Varnovapol.
  • Fixed an issue that caused agents to fall through and get stuck in walls at Epicrotea.
  • Minor scene fixes to Jaculan.
  • Fixed an issue that caused troops to spawn in buildings at Varcheg.
  • Fixed missing textures of Old Fur Coat.
  • Male characters can now wear female clothing without clipping issues.


Achievements

  • Fixed issues with the "What have the Romans ever done for us", “This is our land” and “Explorer” achievements.


Audio

  • Fixed a bug that caused the campaign map music to continue on into hideout battles.
  • Added missing voiceovers for Aserai, Khuzait and Sturgia.


UI
Changes

  • Party Screen Troop Sorting:

    • Players can now sort both rosters in the party screen by troop Type, Name, Count and Tier.
    • The last selected sort type is remembered and applied on every party screen initialisation.
    • By default, heroes are grouped together at the top of the roster.
    • This change also includes a troop-type rundown added to the party screen. Players now can see how many Infantry, Archers, Cavalry and Horse Archers they have at a glance.

  • Implemented a Fog of War feature for heroes:

    • Players now need to meet heroes to unlock some of their critical information.
    • Skills, traits, family, and owned settlements information are hidden until you meet that hero.
    • This change affects tooltips, portraits and information shown in the encyclopaedia.

  • Added new tutorials to help new players:

    • Includes tutorials for upgrading troops, choosing perks, distributing attribute and focus points, getting companions, ransoming prisoners, civilian equipment, party speed, army cohesion, creating an army, order of battle, crafting and crafting orders, banner item in the inventory, crime, assigning roles in the clan screen, and raiding villages.
    • Also improved some of the existing tutorial trigger conditions and texts.

  • Added a tooltip to the disabled "leave kingdom" button in the Kingdom screen while in an army.
  • Improved rotation in the character creation and weapon smithy screens for gamepads.
  • Added the ability to open the encyclopaedia from the upgrade and recruit pop-ups in the Party screen.
  • Added a new map event icon on settlement nameplates to show the sally out stage.

Fixes

  • Fixed a bug that caused banner effects to show incorrect values in tooltips.
  • Fixed a bug that caused the "tournament active" icon to stay on the settlement nameplate after a tournament was cancelled.
  • Fixed a bug that caused the scoreboard to open with the TAB key while in photo mode.
  • Fixed a bug that could lead to a crash if a decision was cancelled before the voting stage started.
  • Fixed a bug that caused formation indicators to show incorrect positions after issuing an order in Order of Battle.
  • Fixed a bug that caused the Order of Battle screen to work incorrectly after starting the battle while the order UI was active.


Battles and Sieges

  • Fixed preview issues with square and circle formations.
  • Improvements to prevent troops from falling from castle walls due to overcrowding when teleporting during the Order of Battle phase.
  • Fixed an issue that caused reinforcement troops to spawn on top of their formations when they could not find a valid spawn position. They'll now spawn on deployment positions specified in the scene.
  • Fixed troop transfers between formations that were applied due to a previously saved battle configuration triggering player order animation and sound effects.
  • Fixed an issue that prevented captains from spawning with their formations when a previously saved battle configuration was loaded during deployment.
  • Fixed an issue which caused formation deployment positions to be placed on positions without an underlying navmesh.
  • Fixed various issues with the Order of Battle deployment phase when more than two forces participate in a battle.
  • Fixed an issue with the charge order teleporting all troops to a single position during the Order of Battle phase. Formations that are given a charge order will now stay put and will charge the enemy once the mission starts.
  • Fixed a problem that could cause attacker AI in siege to stall due to a failed transfer operation.
  • Logic was added to make nearby formations take control of siege weapons in the event that they are closer than the reinforcements from the initial formation.
  • Fixed an issue with large formations that caused siege attacker AI to hesitate when deciding to attack enemies or control the walls.
  • Fixed an issue with the circle formation that caused range units to position themselves outside of the protected centre.
  • Fixed an issue that caused ranged units to moonwalk towards siege engines while being locked onto a distant target.
  • Fixed an issue that caused defending agents on top of walls to try climbing down ladders to fight attackers and occasionally fall off due to this.
  • Fixed a bug in power calculation that caused panicked and fleeing agents to be omitted from the calculation as if they never existed. This caused the defending side to not recognise that they were winning because of the calculation error and as a result, they would not counterattack even after most of the enemy started fleeing.
  • Fixed an issue with the charge order in sieges that would cause agents to get stuck and walk into walls when no path to the enemy existed. This was due to a bug that prevented the charge order from being correctly modified to raise ladders, and break or open gates.
  • Fixed an issue with some scenes where the navigation mesh used for the breached state of walls would remain active, causing agents to move incorrectly.
  • Fixed a bug in fetching the missile range of individual agents that caused ranged formations that were attempting to skirmish to move too close to the enemy before stopping to shoot.
  • Fixed an AI calculation error caused by siege towers that had finished their movement being omitted from calculations to estimate the enemy assault potential from the side it approached from.
  • Fixed an issue that caused AI-controlled ranged siege engines to target enemy engines that had already been destroyed.
  • Fixed an issue that caused AI agents to immediately return to their formation position after walking up to and opening the siege tower.
  • Fixed an issue that caused AI archer to attempt to use positions with no cover (merlons were destroyed).
  • Newly spawned reinforcement troops will now prioritise empty formations if they cannot find a suitable formation that matches their troop class. When this happens the empty formation will auto-switch to AI control (delegate order).
  • Defender agents in most scenes would be too late to meet enemies attacking over ladders or towers due to their waiting position being too far away. Logic was added to anticipate the enemy being close to attacking to compensate for this situation.
  • The attacking side in sieges now uses only one of the available lanes if their numbers are too few.
  • Added banner effects to Custom Battle. Custom Battle commanders will now have default banners.
  • Implemented the sally out ambush mission. Players can now initiate this mission to destroy the besieger AI's siege engines.


Character Development System

  • Added a new settlement near Lageta named "The Retreat" in which the player can approach a new NPC "The Hermit" and decide to retire from their current campaign either moving on with one of their heirs or concluding their journey completely.
  • Added a new window where players can see their progress through their campaign at the end of it, presenting many stats such as their kill count, play time, number of troops recruited etc. Players can reach this window; when their clan is destroyed, they decide to retire or when they complete the main storyline.
  • Changed the description of the Partners in Crime perk as it could be misleading.
  • Perk Overhaul

    • All perk descriptions have been rewritten to improve clarity.
    • Some perks saw improvements to functionality and some had minor tweaks for balance and clarity(Swift Strike, Fleet of Foot, Arrow Deflection, Keep at Bay, Drills, Merry Men, Well Prepared, Throwing Competitions, Strong Arms, Tactical Mastery, Fleet Footed, Forgivable Grievances, Make a Difference, Lead by Example, Trusted Commander, Talent Magnet, Forced Labor, Metallurgist).
    • 15+ perks saw name changes.
    • Trade tree saw bigger changes:

      • Reordered some perk effects to make it so that the early game benefiting perks can be unlocked earlier.
      • Changed the primary perk effect of the “Silver Tongue” perk.
      • Skill descriptions have been rewritten for clarity.
      • Changed how the “effect type” is shown on the perk description tooltip.


Clan and Party

  • Fixed a bug that prevented wanderers from spawning until the next game load after dismissing a companion.
  • Fixed a problem that was causing some parties to go in and out to a village if they are willing to stay in the village, causing their visual to be enabled and disabled and making them non-interactable.
  • Fixed a bug that was causing the wage limit to be unlimited after setting it to 2000 in the Clan screen.
  • Fixed a bug that teleported governors to multiple settlements.
  • Alley mechanics have been redesigned and reimplemented. From now on, players will be able to claim alleys after they clear one. They can do so by assigning a clan member who has suitable traits and roguery skills.

    • Player-owned alleys will provide gold and bandit troops for the player but also generate some crime rating.
    • Alleys will be attacked by neighbouring gang leaders, and players will have to respond to those attacks in order to keep the alley.


Armies

  • Fixed an exploit that allowed player army leaders to leave besieged settlements without consequences by disbanding their army.
  • The AI of parties that are targeting a siege event will be reset when the siege event ends. This fixes the double siege event problem in the same settlement.
  • Fixed a bug that was causing army influence to be -2000000 :)
  • Fixed a bug that could disable siege menu buttons due to the player not being recognised as the siege leader.
  • Fixed a menu text bug that occurred when a higher rank lord joined the player's siege event.
  • Fixed a bug that was causing the player’s siege to advance to the keep battle even if the player retreated in the mission.
  • Fixed a bug that gave prisoners to militia parties after sallying out which caused some prisoner heroes to not be found in settlements.
  • Fixed a bug that prevented attackers from reconsidering multiple siege battle missions after they fled from the battle mission when the player was defending.
  • The game will now pause and a menu text and menu button conditions will refresh after the siege leader party leaves the map event.
  • Fixed an issue with influence cost calculations of siege aftermath options.
  • The player's army will now disband when there is no other party in the army except the player.
  • Factions will not create armies if they don't have any enemy that has at least one settlement.
  • Renown and influence bonuses were rebalanced for multiple battle missions. (Multiple battle missions means when the battle size and wave count for the battle is low and the battle size is higher than those--multiple missions are opened for that battle.)
  • Troop selection was added for keep battles.
  • (For modding: You can now initialise battle simulation with selected troops.)
  • The village raid system has been reworked. Instead of rewarding just through the inventory and recruitment pool of the village, village raids now primarily rely on the amount of hearth damage done to the village during the raid.

    • Rewards come in three categories - Denar which makes a small part of the loot, various everyday goods and the main production of the village.
    • The combined value of the loot is usually higher than f.e. attacking caravans but the weight can be rather high - especially while raiding villages that produce low-value but a high volume of goods like hardwood and grain. We wanted to increase the viability of raiding but if done for commercial gain we want players to return to towns to sell loot off. This way, players can either raid a village, maybe two, and leave the front lines to make money, or choose to go on a raiding spree for strategic reasons and forgo the income.
    • Recovery time for villages has also increased.
    • Forcing supplies and recruits are now also based on village hearths.
    • After being forced to give supplies or recruits a village will generate less loot through raiding for a while as villagers are alert.
    • If a raid is completed successfully, it does not give a disorganised state anymore. You only become disorganised when you leave mid-raid.


Kingdoms and Diplomacy

  • Fixed an issue that allowed minor factions to join a kingdom that it should always be at war with (by design).
  • Fixed an issue with leader selection after the ruler clan of a faction was eliminated.


Economy and Trade

  • Fixed an issue with hero tooltips showing incorrect workshop ownership.


Settlement Actions (Town, Village, Castle and Hideout)

  • Fixed a bug where a clan member could be invited to play a board game in an incorrect location.
  • Fixed a bug that caused the player party to be ejected from their current settlement due to an unrelated peace between other factions.
  • Wanderer life cycle was changed. Players can now find at least 1 of each wanderer type in the world at all times.


Quests & Issues

  • Fixed a bug where no recruits would spawn in Tevea when starting a new game.
  • Fixed a bug that incorrectly cancelled a quest upon the conquest of a settlement.
  • Fixed a bug where you would get an incorrect journal log while doing the "Art of the Trade" quest.
  • Fixed a bug where the “Conquest of a Settlement” quest wouldn't reward the correct amount of gold.
  • Fixed minor issues with a variety of quests.
  • Added exclamation marks to "Spy Among Us" and "Inn and Out" quest menu buttons and agents.
  • Fixed a couple of inconsistencies for the required troop tiers of alternative solutions.
  • Fixed a bug that caused the "Family Feud" quest dialogue to get stuck in a loop.
  • Lord needs Tutor quest success consequences are changed.

    • Players will gain 25 relation with the quest giver instead of 15.
    • Players will gain 15 relation with the pupil hero.
    • Players will gain 5 renown.

  • Consequences for criminal actions towards the quest giver's clan's villages updated. This now causes -5 relationship penalty with quest giver, -50 experience penalty to Honor trait.
  • Timeout consequences of Headman Needs Grain quest updated:

    • 5 relation penalty with the quest giver
    • -3 relation penalty with the other notables in the quest village
    • Issue frequency changed to rare from common.

  • Escort Merchant Caravan quest changes:

    • Caravan destroyed by main hero quest log text updated.
    • Attacking quest caravan consequences changed:

      • 10 relationship penalty with quest giver
      • 10 power penalty to quest giver
      • 80 Honor experience to main hero
      • 20 prosperity penalty to quest giver's settlement

    • Cancel by war quest log text updated.
    • Fixed a bug that caused tracks from bandit parties to be removed immediately.
    • Timeout consequences changed:

      • 5 power penalty to quest giver
      • 5 relation penalty with quest giver
      • 20 Honor experience penalty to main hero
      • 20 prosperity penalty to quest giver's settlement

  • Train troops issue/quest updates:

    • Success log added for alternative solution.
    • Game pauses now when the decision pop-up is opened to complete the quest.

  • Village needs grain issue/quest fixes & changes.

    • The issue now only appears in villages whose type is "Wheat Farm".
    • Issue frequency changed to rare from common.
    • Relation penalty added with other notables in the issue village if the quest fails.

  • Escort Merchant Caravan issue/quest changes.

    • Various quest log updates.
    • Fixed a bug that caused the quest bandit party to be immediately untracked.
    • War declaration against quest giver's kingdom consequences updated.

  • Improved the quest progress updates for the Headman Needs Grain Seeds quest.
  • Fixed the bug that prevents updating troop count in the "Train Troops" quest log.
  • Fixed an issue that caused guards to spawn behind the gate on Gang Leader Needs Weapons quest at Syronea.
  • Fixed issues in the main storyline that occurred when the player became the leader of an existing faction.


Conversations & Encounters

  • Fixed a missing text in bandit encounter conversations.
  • Made various improvements to conversations by reviewing and reassigning poses & expressions based on the animation content introduced in recent patches.

    • These were also used in updated default poses for NPC encyclopedia entries.


Other

  • Updated length stats of all mounts to highlight the characteristics of different breeds.
  • Fixed a bug that prevented some mounted agents from accelerating to gallop.
  • Rebalanced some shoulder armour pieces and weapons used in single-player tournaments.
  • Crowns were added to the starting rulers.
  • Some shoulder armour pieces and weapons used in single player tournaments were rebalanced.
  • Fixed behaviour problems for the mounted training field horse.
  • Fixed an issue that could prevent players from restarting a particular section (like melee training) of the training field tutorial.
  • Fixed a bug that caused shields to sometimes become huge in size after being dropped.
  • Fixed cases where crime rating was applied incorrectly.
  • Increased base settlement prisoner limit to 60 from 30 and bonus from each wall level to 30 from 10.
  • Fixed an issue where banners were not properly shown in some settlements
  • Fixed a bug that duplicated heroes in missions if the main agent changed locations through doors.
  • Fixed a bug that could prevent the last seen info from being updated properly.
  • Added concept page for crime and caravans
  • Fixed an issue causing notables to stand on a chair at Lycaron.



Multiplayer



Crashes

  • Fixed a network-related crash that occurred when an agent position was outside of network limits.
  • Fixed a crash that happened during the intermission due to long map names.


Design & Balance

  • Lances in Multiplayer can no longer be used to knockdown/dismount players.
  • All Javelin weights are increased by 25% and melee damages are decreased by 20% (except for Captain mode).
  • As a result of these changes, you can expect a slight decrease in throwing damage too.


Performance

  • Increased database performance for lobby server.


Server & Network

  • Fixed a bug that prevented players from joining a custom server after getting kicked due to inactivity.
  • Increased custom server join performance.
  • Linux server files are available (since 1.0.3)


UI
Fixes

  • Fixed various text areas where some characters would show up as squares (killfeed, server names etc.).
  • Fixed a bug that caused the gold label in the lobby to not be updated correctly after a match.
  • Fixed a bug that caused the report player button to be disabled incorrectly.
  • Fixed a bug that caused cosmetic items to get sorted incorrectly in the Armory tab in Lobby.
  • Fixed a bug that caused the intermission screen to not work properly in some instances.
  • Fixed a bug that caused a crash on custom servers if they didn't have "MultiplayerForcedAvatars" folder created.
  • Fixed a bug which hindered the ability to view a troop's encyclopaedia page from the upgrade pop-up of the Party page.



Both



Crashes

  • Fixed a crash related to reversed animations' sampling.
  • Fixed a crash that occurred when an agent died while using a machine.
  • Fixed a bug related to item attack usages, which was causing the game (especially if it was modded) to crash.


Optimisation

  • Fixed finalisation order of mission behaviours to prevent certain memory leaks.


Audio

  • Fixed problems with water collision sounds.
  • Fixed an issue with the mangonel reloading sound loop.


Performance

  • Several performance improvements were made for both battles and the campaign map.


Animations

  • Improved computations of physical forces for ragdoll when an agent dies with an instant ragdoll kill.


Combat

  • Fixed an issue that caused weapon attacks that were blocked by a shield to be considered a shield strike.
  • Fixed a bug that caused inflicted damage to not be set when an alternative attack (kick or shield bash) was blocked by a shield.
  • Polearms (including javelins) with a length of 1.2 meters or less, no longer make mounts rear.


Other

  • Fixed a bug that caused the incorrect highlighting of objects when DLSS was enabled.
  • Fixed a bug that allowed players to swivel the camera into their own heads.
  • Fixed a bug that caused achievements on Epic Games to not work after some time.



Modding



  • Improved scene checker code (editor side) in order to detect various spawn path placement problems.
  • The map camera implementation was separated from the map screen code for easier modding.
  • A new attribute is_moving was added to the monster usage system. It allows specifying different actions in moving or stationary situations.
  • Enabled the ability to give banner tableaus to armor pieces. This change adds native support for armor pieces to have banner textures. It works the same way as shields, banner bearer items etc.
  • Fixed a bug that caused issues with asset importing if there were two modules with the same id.
  • Fixed SpCultures default xml to throw warnings when it has no cultures defined.
  • Animation clips can now be searched by their flags in the resource viewer.
  • Increased the ModifiedDamage compression info limits from 500 to 2000 and clamped the out of limit damage numbers to the min/max values
  • AddGameMenu and GetGameMenu are now public
  • game menu options can work with related objects.
  • Fixed a crash that happens if the main hero talks with a hero that does not have any proper conversation lines. Now he/she says a default conversation line if proper dialog lines were not added.