Development Update #10: Battle Terrain System, Order of Battle and Siege Updates
Greetings warriors of Calradia!
In this video, we take a look at some of the highlights of the recent e1.7.0 update and explain an important change to the save/load system that requires your attention!
As always, a text version can be found below.
[previewyoutube="EB3U5SfzH2o;full"] INTRO Greetings warriors of Calradia!
e1.7.0 is now live, bringing many new and exciting updates that we’ll be taking a look at in this video.
But just before we get to that, we want to inform you of a change to the save and load system that will render old save files incompatible with future updates, unless you act now!
SAVE SYSTEM UPDATE e1.7.1 cleans up some of the underlying code for the save and load system but unfortunately, this means that you need to manually load each save in e1.7.0 and then save it again. After doing that you will be all set for future updates!
If you’re playing the game through Steam you’ll be able to do this at your own leisure by using the Betas feature, but if you’re playing the game through any other platform you’ll be unable to load older save files after the next update, so please heed the warning and take a moment to update any saves that you really care about.
BATTLE TERRAIN SYSTEM OK, and now on to the fun stuff! To start we have the Battle Terrain System that was first showcased in Development Update #7. Make sure to check out that video if you missed it the first time around to learn more about how the system works, but just to give you a quick rundown: we divided the world map into segments, with each segment having its own scene assigned to it. When entering a battle, the system looks at the position and direction of the parties on the world map and uses this to determine the spawn points in the scene. The scenes are modelled on the world map terrain, allowing you to plan ahead and use the terrain to your advantage when positioning for an encounter. There're 72 different battle scenes for you to check out in e1.7.0 with even more to come in future updates!
ORDER OF BATTLE As you head into battle, you will be met with another substantial update that was discussed previously in the Future Plans blog post (link in the description). Order of Battle is a new strategic phase that takes place before each battle that allows you to assign captains and troops to formations.
Using one or more filters, you can divide your troops into different formations by troop type, giving preference to Shield, Spear, Throwing and Heavy troops. After positioning your formations, you can issue them with a command for when the battle starts. Finally, newly added formation cards show the number of troops, type, ammo, and morale for each formation.
BATTLE MORALE SYSTEM During battle, you might notice some changes to the Morale system that aim to improve the overall battle gameplay experience, such as ranged kills now providing morale to allies, adjustments to morale damage from kills and fleeing agents, and agents regaining up to half of their initial morale in battles.
NO QUARTER If you do manage to completely break your opponent and send them into full retreat, you can now press your advantage by ordering your troops to chase down fleeing enemies. The troops that are less likely to catch up to the routing force will pause to celebrate their hard-earned victory while the faster troops set off in pursuit.
SIEGE IMPROVEMENTS Next up, we have some much-awaited updates to sieges!
Starting on the world map, we’ve increased the effectiveness of starvation as a siege tactic. Garrisons will no longer die from starvation, instead, they become wounded - and continue to consume food. You can see on the Siege UI exactly how much food is stored in the market and get a better idea of when starvation will kick in.
Moving on to siege missions, we have completely reworked the climbing of siege ladders and siege towers, fixing or otherwise improving many of the known issues. Finally, a number of AI behaviours were improved to make sieges more challenging and engaging.
CUSTOM BATTLE ARMY SIZE If you’d like to check out the siege updates without risking your Ironman save file, you could always make use of the increased unit count in Custom Battle that allows you to take up to 2000 units into battle in a more controlled environment. But just to clear up any possible misconception here, the maximum number of spawned troops is still governed by the Battle Size gameplay setting.
ARROW TIME If all that sounds a bit too hectic for you, you can make use of the Slow Down While Giving Orders setting that slows down game time by 75% while you are issuing orders. This setting is enabled by default, but you can always disable it from the Gameplay options if you prefer to command your troops in real-time.
HIDE BATTLE UI And if you want to go one step further and really challenge yourself, you could enable the new Hide Battle UI setting in the Gameplay options to remove UI elements inside battle missions, such as your character and mount health, shield durability, and balance of power bar.
PERKS If you like to take a more diplomatic approach to your affairs, you should definitely check out the reworked Charm skill perk tree. Most of the existing perks were completely replaced and secondary effects added.
Oh, and we also completed the partially implemented perks in the other skill trees and fixed all of the known bugged ones.
LOCALISATIONS For our international friends, e1.7.0 saw the arrival of French, Italian, Japanese, Korean, Polish, Brazilian Portuguese, Russian and Spanish text localisations, bringing the current total of supported languages to 11, with German also in the works and due to arrive in a future update!
MISCELLANEOUS Improvements were made to party AI, allowing parties to now run towards allied forces when fleeing from an enemy. Weaker parties will no longer seek to engage stronger parties, and lords will now consider troop desertion when hiring new recruits.
On the economy side of things, the overall prices of items were reduced, with higher tier items getting the biggest reductions.
A number of UI updates were added, including a CONTINUE button on the launcher that lets you jump straight into your latest save game, more prominent quest markers, party speeds added to party nameplates, icons to show if a weapon is braceable or couchable, improvements to the Save Games screen, and many more!
A setting was added that stops the game when the focus to the game window is lost (Alt-Tab). You can find this setting under Gameplay in the options menu.
Bastard swords can now be used single-handedly without a shield by using the alternative switch toggle while in two-handed mode.
And of course, it wouldn’t be a Development Update video without some good old fashion souls, so here are two new armours for you to add to your collection!
MULTIPLAYER Over in multiplayer, around 40 new items, including some high tier battle crowns, were added to the player customisation system.
Player profiles received a major overhaul, with changes to the Lobby screen and a new Profile page added in place of the old Social tab. Through this screen, you can see a more detailed breakdown of your player stats, access your badges, see your clan information, and access your Bannerlord friend features. You can even navigate to your friend’s and clan members’ profiles to check out their stats!
OUTRO And that’s just some of the many changes you can find in e1.7.0. We really hope you enjoyed the video and we’re looking forward to hearing your thoughts on the featured updates in the comment section below. Thanks for watching, and we hope to see you again next time!
Hotfix (e1.7.0) & Beta Hotfix (e1.7.1 - 13/01/22)
e1.7.0
Singleplayer
Crashes
Fixed a crash that affected save files with references to removed items.
Fixed a crash that occurred while trying to spawn a notable character in a village that the player is in.
Fixed a crash that occurred when attempting to create a party with a companion that had just been rescued from prison.
Fixed a crash that occurred upon load due to an issue with quest parties not being removed from the visual tracking system.
Fixed a crash that occurred when a teamless agent hit another agent in certain missions.
Fixed a crash that affected older save files with the "Disrupt Supply Lines" quest active.
Fixes
Fixed a save/load compatibility issue across different versions for Inventory locks, troop and prisoner locks, bookmarks, and various other UI elements.
Fixed an issue that caused the "Locate and Rescue Traveler" tutorial quest to become stuck.
Fixed the shooting behaviour of crossbowmen in circle and square formations.
Minor Order of Battle configuration save/load improvements.
Fixed an issue with the "Needs Help With Brigands" quest that caused other quest related party AI to be overridden.
Changes
Campaign behaviour saved data is now mapped by a moddable ID.
Disabled Clan & Kingdom Screen actions in encounters and sieges.
Multiplayer
Fixes
Fixed a bug that prevented options from being saved in the Lobby.
Added scoreboard info and fixed localisation issues in the Lobby Recent Games Tab.
e1.7.1 Beta
Singleplayer
Crashes
Fixed a crash that occurred upon load due to an issue with quest parties not being removed from the visual tracking system. (Also in e1.7.0 hotfix.)
Fixed a crash that affected save files with the "Revenue Farming" quest active.
Fixes
Fixed a save/load compatibility issue across different versions for Inventory locks, troop and prisoner locks, bookmarks, and various other UI elements. (Also in e1.7.0 hotfix.)
Fixed the shooting behaviour of crossbowmen in circle and square formations. (Also in e1.7.0 hotfix.)
Minor Order of Battle configuration save/load improvements. (Also in e1.7.0 hotfix.)
Fixed an issue with the "Needs Help With Brigands" quest that caused other quest related party AI to be overridden. (Also in e1.7.0 hotfix.)
Changes
Campaign behaviour saved data is now mapped by a moddable ID. (Also in e1.7.0 hotfix.)
Disabled Clan & Kingdom Screen actions in encounters and sieges. (Also in e1.7.0 hotfix.)
Multiplayer
Fixes
Fixed a bug that prevented options from being saved in the Lobby. (Also in e1.7.0 hotfix.)
Added scoreboard info and fixed localisation issues in the Lobby Recent Games Tab. (Also in e1.7.0 hotfix.)
Please be aware that in order for save files to be compatible with e1.7.1 and any later updates, you should first load your save file in the e1.7.0 version of the game and save it before updating to e1.7.1 or any later versions.
e1.7.0 is currently the live version of the game and we strongly advise that you take this opportunity to update any save files that you would like to continue playing in the future before updating to e1.7.1.
If you are playing the game on Steam, you will be able to access e1.7.0 at your own convenience by right clicking the game in your Steam Library > Properties… > Betas > Select e1.7.0 from the drop down list.
If you play the game through anywhere other than Steam then unfortunately you will be unable to load older saves in future versions and must take action now to preserve your save files.
Fixed a crash that occurred when a dead agent's missile killed another agent.
Fixed a crash that occurred after interacting with an object just before the hideout boss fight cinematic.
Fixed a crash that occurred upon death during a battle.
Fixed a crash that occurred on the campaign map due to a path optimisation bug.
Fixed a crash that occurred when exchanging prisoners in towns.
Fixed a crash that occurred after finishing the "Destroy Raiders" quest.
Fixed a crash that occurred when attempting to grant peerage to a companion while having no suitable fiefs to grant.
Fixed a crash that occurred when exiting scenes.
Fixed a crash that occurred when attempting to forfeit a board game.
Fixed a crash that occurred when interacting with a disbanding party.
Fixed a crash that occurred when attempting to use the transfer all command in the Inventory or Party screen while interacting with the transfer slider or while dragging an item.
Fixed a crash that occurred when changing languages during the "Rival Gang Moving In" quest fight.
Performance
Improved the performance of morale computations.
Improved the performance of the Character Creation, Inventory screen and Scoreboard.
Improved the random number generator and its performance.
Reworked the transfer operations in siege to work in sequence over several ticks instead of all at once to prevent spikes when the AI needs to do major changes in formations.
Optimised the code behind campaign behaviour to improve general game performance.
Optimised the code in relation to siege machines, formations and formation AI.
Optimised the code and fixed spikes in relation to the recruitment of lord parties.
Optimised the code and fixed spikes in relation to declarations of war.
Optimised the code in relation to mobile party and settlement cached variables.
Optimised the code in relation to the settlement visitation score calculations of all parties.
Fixed a memory leak that occurred when loading a save file with the player character in a faction.
Save & Load
Fixed a bug that prevented companions from spawning in settlements after loading a save.
Map info bar extended state is now tracked in the game save data.
Localisation
Added the following game localisations:
Español (Latin American), Français, Italiano, 日本語 , 한국어, Polskie, Pусский, and Português-Brasil.
You can select from these languages within the game options.
We're still working on the Deutsch localisation which will follow in the future!
Please report any localisation issues you run into here.
Added subtitles to the campaign intro for the supported languages.
General localisation improvements.
Chinese language updates.
Art
Added two new armours, Ornate Legionary Scale Mail and Decorated Legionary Mail.
Added ballista covers to various town and castle scenes.
Fixed minor bugs in various scenes.
Improved some materials and textures.
Campaign Map
Fixed a bug that caused some villages to burn without being raided.
Fixed a bug that caused snow to disappear from the campaign map for a short amount of time during winter.
Audio
Music intensity now increases slightly when a Charge order is given.
Added new animation sounds for civilian scenes.
Updated ambiences in keeps and taverns.
Fixed a bug that allowed tavern music to play when music was turned off in the settings.
UI Changes
Added a new Mission Name Marker system:
Changed mission name marker visuals (ALT key) from text to icons. The icon names become visible when centred on the screen.
Markers no longer overlap.
Increased the Custom Battle army size maximum to 1000 vs 1000.
Party movement speeds are now shown next to the party name.
Notables that support the player’s clan are now shown in the Clan Screen - Income tab.
Added a "CONTINUE" button to the launcher that loads the most recent save file.
Added a new game option "Hide Battle UI" to disable the mission UI.
Added icons and texts to weapon tooltips to show if the weapon is "Braceable" and/or "Couchable".
Improved the Save/Load screen visuals, added hero health percentage value to save games and expanded the Modules section.
Added a game option "Stop Game On Focus Lost" that stops the game when the focus to the game window is lost (Alt-Tab).
Added a label to the Kingdom screen - Diplomacy tab that shows how many days have passed since the start of a war.
Added an "Owned Caravans" line to character tooltips.
Added governor perk information of the inspected character to the governor selection tooltips.
Improved the visibility conditions of quest markers (blue & orange exclamation marks).
Enabled the Kingdom and Clan screens while blocking the actions within them while being held captive.
Improved the order of encyclopedia search results.
Added garrison information to the town management popup.
Added character death information to war logs.
Added building completed and levelled up alerts to the lower-left chat log.
Made it possible to cancel party creation for a clan member via the clan screen.
Fixes
Fixed a bug that caused quest related mobile party trackers to be removed after loading a save.
Fixed a bug that prevented saved game tuples from showing non-Latin characters if the file name included these characters while the game was set to a Latin character language.
Fixed a bug that prevented dungeon prisoners from being displayed in settlement tooltips.
Fixed a bug that caused the prisoner conformity value to be reset after transferring a prisoner.
Fixed a bug that caused the banner selection in character creation to not be applied in SandBox.
Fixed a bug that caused the party name and speed text to expand inwards to the 3D visual. The text now expands outwards, keeping the party visual visible.
Fixed a bug that caused a double-click on the campaign map to use the first double click location.
Fixed a bug that prevented a ransomer’s clan name from appearing on the captive's encyclopedia page.
Fixed a bug that caused exclamation marks to be missing from quest givers in some menus.
Fixed a bug that caused the tournament reward was added to the inventory notice to show up even if the winning companion was not in the player’s party.
Fixed a bug related to rebel clan leaders/members that caused incorrect text to be displayed in the encyclopedia
Fixed a bug that prevented trash item thumbnails from being displayed in the inventory.
Fixed a bug that caused the wrong location info to be shown in the Prisoners bar under the Kingdom - Diplomacy tab.
Fixed a bug that caused the wrong armour colours to be used during the tournament victory cheering animation on the scoreboard UI.
Battles and Sieges
Added a new Battle Terrain system:
The spawn positions and the facing directions of each side inside the field battle mission are now determined by the encounter position and direction on the campaign map.
Added 23 new battle scenes for the more recognisable regions. This increases the current total count to 72. We are looking to further expand the pool of available scenes over time.
Added a new Order of Battle system:
A new deployment screen has been added which appears before every battle mission with at least 20 troops on the player's side and if the encounter is not an offensive sally-out.
Players can divide troops into different formations by troop type, using percentage sliders.
Players can give preference to "Shield", "Spear", "Throwing" and "Heavy" troops in these formations with combinations of these filters (one or more filters can be enabled).
Players can assign captains to these formations if they're the encounter leader. They can assign themselves to an empty formation if they're not the encounter leader.
Players can give starting orders to these formations and place them before the battle starts.
Values (sliders, filters) set in the OoB are saved between encounters.
Formation cards in the order UI now include an explicit number of troops, their type, ammo bar, and morale.
Improved the Battle Morale system:
Agents will now slowly regain up to half of their initial morale in battles.
Ranged kills now provide morale to allies, just like melee kills.
Adjusted morale damage for different weapon types.
Fire ballista now deals more morale damage.
Morale damage from kills and fleeing agents have been adjusted for better gameplay.
Fixed a bug that caused morale penalties to ignore detachments of a formation when applied.
Increased the effectiveness of starvation as a siege tactic:
Garrisons will no longer die from starvation, instead, they become wounded - and continue to consume food.
The starvation penalty no longer uses (low) absolute numbers but percentages similar to mobile parties. Larger garrisoned forces will suffer more wounded troops due to starvation than smaller forces.
Towns now show the food stored in their market to correctly indicate the amount of food left in the town, giving a better idea of when starvation will begin.
Reworked the climbing of siege ladders and siege towers with ladders to fix issues such as:
Not climbing some ladders/using only one ladder.
The swarming and moshing at the base of three ladder siege towers.
Agents pushing each other and getting stuck in gaps between ladders in siege towers.
Re-pathfinding by going back down the ladders and out of the siege tower only to then come back up the ladders again.
AI agents having trouble climbing (attaching to) ladders due to not looking up at the ladders.
Missing and walking past ladders and similar.
Agents will now continue to raise the siege ladder even after taking damage.
Implemented various other Siege Mission improvements:
Attackers can no longer flee while they are using ladders and siege towers, or when they are on the castle walls. They'll fight to the death.
Increased the threshold for transferring troops around in siege (to reinforce defended positions with many losses) to reduce the small number of troops running from wall to wall too often.
Added additional pointers and logic to siege scenes to help defenders recognise attack directions correctly.
Fixed a bug that caused archer formations to swap places in sieges continuously.
Fixed a bug that caused siege towers to spawn invisible.
Improved the siege weapon reloading behaviour of AI agents that selects which agent will conduct the reloading.
Fixed a bug that caused defensive siege engines to appear in the siege mission that weren’t built on the campaign map.
Added a game option "Slow Down While Giving Orders" that slows the game down by 75% while the player is giving orders.
Allied units can now be issued commands while the enemy is retreating. When enemies start routing, around half of the units on the winning side start cheering (ally units that are least likely to reach the enemy units) while the rest continue to pursue the enemy. Any order from the player can cancel the cheering behaviour.
Fixed a bug that prevented the retreat/done button on the scoreboard from being used while close to a fleeing enemy.
Character Development System
Reworked the charm skill perk tree. Most of the existing charm skill perks were replaced with new ones. Charm skill perks now also have secondary effects.
Fixed the known bugged perks and completed the partially implemented perks.
The Artisan Smith perk now works for companions as well.
Random clan names are now generated for the player’s clan during character creation.
Clan and Party
Improved the algorithm that selects the companion's equipment after upgrading them to a noble.
Workshops are now inherited by the heir after the main hero dies.
Fixed a bug that caused companions to talk about similar problems in the party consecutively. There’s now a cooldown for each type of complaint.
Fixed a bug that caused companions to spawn without banners on their shields.
Fixed a bug that caused companions that were promoted to nobles to have children that are older than them.
Fixed a bug that caused separated companions to spawn in hostile settlements.
Fixed a bug that caused castles to stop recruiting despite being below the wage limit.
Fixed a bug that prevented family members from being able to join tournaments.
Lord parties are now more intelligent while recruiting troops to avoid troop desertion.
Fixed a bug that caused some parties to engage on the campaign map even though they were weaker than the party they were targeting.
Parties are now able to flee to nearby allied parties instead of escaping in the opposite direction of the enemy party that’s chasing them.
Fixed a bug that caused some parties on the campaign map to get stuck near buildings.
Fixed a bug that caused disbanding parties to get stuck on the campaign map.
Armies
NPCs in armies can no longer solve issues.
Armies will now take their cohesion into account when deciding to start a new siege/raid.
Kingdoms and Diplomacy
Fixed a bug that caused the relation penalty for executing members of minor/mercenary clans to multiply.
Fixed a bug that allowed enemies to attack the player after being released from captivity by paying a ransom.
Fixed a bug that allowed the player to join a siege after a safe passage agreement.
Economy and Trade
Reduced item prices overall. Items with higher tiers are reduced more.
Increased the selling trade penalty of high tier items progressively. The trading penalty when buying hasn't changed.
Fixed a bug that allowed a town's tax to become negative. The minimum value is now 0.
Crafting
Added "Crafting History" to the crafting screen. Players can now see and select the last 10 weapons that they've crafted in free mode.
A better explanation of why the crafting order has failed has been added to the crafted weapon popup.
The default/inefficient refining recipe is now hidden after the player unlocks the Charcoal Maker perk.
Fixed a bug that prevented the switching of characters while smithing after selecting a crafting order and switching to the refine/smelt options.
Quests & Issues
Added dragon banners and pieces to the Campaign mode which can be acquired by completing the storyline quests. (Not equippable for missions as of yet.)
Added missing exclamation marks for quest related heroes and locations.
Completing the "Army Needs Supplies" quest will now increase the food of the army.
Deliver Herd:
Updated the selected livestock.
Removed the partial delivery option.
Decreased the crime rating penalty from 30 to 20.
Updated the reward.
Needs Manual Laborers:
Decreased the quest time limit from 30 to 10.
Updated the maximum prisoner limit to a random number between 30 and 50.
Added new quest logs.
Removed the Headman power and relation loss.
Lady/Lord Needs a Tutor:
Fixed a bug that caused the quest hero to get stuck in the player clan if the quest giver died and the quest was cancelled.
Village Needs Grain Seeds:
Updated the success relation gains.
Updated the grain amount formula.
Revenue Farming:
Increased the duration for gathering all taxes per village.
Improved some texts and logs.
Instead of using a pop-up, the player now has to deliver the collected revenue to the quest giver noble or to one of the settlements that belong to them.
Updated all quest event consequences and conditions.
Quest event consequences will now be shown as notification.
Added two new quest events.
Merged some quest notifications into one notification.
Player has to have at least 20 healthy troops to start the revenue collection progress.
Disrupt Supply Lines:
Increased the number of settlements that caravans visit to 6.
The quest caravan now leaves the first town 5 days after the quest initiation.
Changed the quest caravan party model.
Changed the quest caravan party base speed to 4.
Rescue Your Family:
Last seen locations of the siblings are now updated after the quest is completed.
Radagos is now locked while entering the quest hideout.
Betting Fraud:
Decreased quest rewards.
Decreased the relationship bonus with the counter offer’s hero.
Fixed a bug that caused the "Landlord Needs Manual Laborers" quest to be impossible to successfully resolve.
Fixed a bug that caused the loading screen to freeze if the "Rival Gang" quest had been taken while having the "Train Troops" or "Rescue Your Family" quests active.
Fixed a bug that prevented the "Escort Merchant Caravan" quest's caravan trade rumours from updating.
Added a pop-up message that notifies the player to recruit more troops if needed while travelling during the "Locate and Rescue Traveller" quest.
Added a pop-up that explains the situation after the main party retreats into Radagos' Hideout during the tutorial.
The main hero is now healed to 50% of the maximum health after the main party is defeated or has retreated from Radagos' Hideout during the tutorial.
Fixed a bug that allowed the main hero to recruit prisoners during the tutorial.
Fixed a bug that caused some main storyline quests' remaining days to be set incorrectly.
Fixed a bug that displayed incorrect reasons for the player’s inability to accept a quest.
Fixed a bug that caused some quest initial dialogues to be empty.
Conversations & Encounters
Added the ability to create a new party or attach the companion to your own party via a conversation after rescuing a companion during battle.
Added additional beggar conversation lines.
Dialogue options are now listed across several pages instead of a long list (max 5 options on each page).
Fixed a bug that caused the player to answer their own questions in workshops.
Fixed a bug that caused dialogue to repeat over and over again after rescuing an imprisoned enemy noble.
Added a dialogue response that lets the player know if a courtship NPC becomes ineligible.
Other
Renamed Warlord Scale Armor to Scale Warlord Armor.
Renamed Footman Padded Coat to Padded Footman Coat.
Pluralised the names of bolt items.
Battanian Skirmisher, Battanian Veteran Skirmisher, and Battanian Wildling now use an axe, a shield and 2 sets of javelins.
Removed javelins from Battanian Oathsworn.
Aserai Mamluk no longer uses maces, instead, they exclusively use iron scimitars.
Replaced the helmets of Battanian Skirmisher and Veteran Skirmisher with one another.
Updated the Oathsworn weapon to now have a One-Handed Bearded Axe and added the Highland Throwing Axe.
The following shields are now of Khuzait culture: Tribal Steppe Shield, Round Steppe Shield, Wicker Square Shield, Wicker Square Tournament Shield, Reinforced Wicker Square Shield, and Wicker Shield.
Moved Militia troops to Tier 2 and Veteran Militia troops to Tier 3 slots.
Reduced Half Scaled Barding's armour value to 40 (from 76).
Reduced Scale Barding's armour value to 50 (from 125).
Heavy Quarrels now have +3 Piercing Damage and are assigned to the Imperial Sergeant Crossbowman.
Light Quarrels now have +1 Piercing Damage and are assigned to the Imperial Crossbowman.
Sturgian Archer now has a skill level of 100 Athletics (was 60), 50 Riding (was 100) and 25 Crossbow (was 15).
Varyag now has a skill level of 70 Athletics (was 60) and 40 Riding (was 70) and 30 Two-Handed (was 10).
Sturgian Otroki now has a skill level of 40 Athletics (was 20) and 20 Riding (was 40).
Varyag Veteran now has a skill level of 80 Riding (was 45), 35 Bow (was 45), 15 Crossbow (was 20) and 80 Throwing (was 100).
Added a new cheat "campaign.add_supporters_for_main_hero [Number]". This adds supporters to the main clan which are selected from existing notables that already support or don’t support other clans.
Added a new cheat "facegen.show_debug [0-1]". This enables all of the Build, Weight and Age sliders for body generation.
Added a new cheat “campaign.list_all_parties_and_armies_of_kingdom”. This shows every party and army of a faction on the campaign map.
Renamed the Horse, Sumpter Horse, and War Horse classes to Mount, Pack Mount, and War Mount respectively.
Updated the Imperial culture description.
Changed village names in Custom Battle to uppercase.
Fixed a bug that caused notables from incorrect cultures to spawn in some villages.
Fixed a bug that prevented the hideout boss' companions from cheering when the boss defeated the player during the duel.
Multiplayer
Crashes
Fixed a crash that occurred when a client joined an ongoing match.
Fixed a crash that occurred when players tried to rotate siege machines at the end of a match.
Fixed a crash that occurred when cosmetics were disabled.
Art
Character Customisation: Added around 40 new items, including some high tier battle crowns.
Added plural suffixes to multiplayer gloves.
Design & Balance
Introduced changes to the flag capture system (excluding Siege):
The closest player to the flag is still the one that dictates whose team is capturing the flag.
Enemies in the zone near the flag now slow down the capture speed. The more enemies there are, the slower the capture speed. This effect is mitigated if more allies join the fray.
The match doesn't end if there's an enemy in the zone near the flag even if the morale runs out. If there's an enemy on the final flag, the round continues until the enemy captures the final flag, the enemy is killed or the enemy steps out of the zone near the flag.
Map Related
Echerion: Fixed a wall LOD that was flickering from a distance.
Other - Miscellaneous
Updated the kick poll rules. All teammates must now agree to kick the target player in Skirmish and Captain modes.
UI Changes
Updated Player Profiles:
Reworked the player information shown on the Lobby screen.
A summary of important player data is displayed in this section.
The social tab has been reworked into a single Profile page.
The profile page includes Statistics, Badges, Clan, Bannerlord ID and more.
Friend and clan member profiles can be accessed from the friend list and clan roster.
Added a clan section to the friend panel to see the status of clan members.
Earned badges are now shown on the post-battle loot pop-up, together with the earned loot.
Added a game option "Report Shouts" that enables/disables other players' shout reports in the chat log.
Server filter options "Has Players", "Not Full" and "Has Password Protection" are now saved between game sessions.
Fixes
Fixed a bug that prevented perk selections from being updated in Duel, Team Deathmatch, and Siege.
Fixed a bug that prevented the end of round UI from displaying a Draw result.
Fixed layout issues with the player badge visuals.
Fixed a bug that caused the scoreboard to stay visible if the team selection came up while the scoreboard was enabled.
Fixed localisation bugs in the Customization tab.
Both
Crashes
Fixed a crash that occurred when attempting to take a firepot while kicking.
Art
Fixed a bug that caused snow particles to look like lines.
Fixed a bug that caused siege weapons to change direction when destroyed.
Audio
Added missing sounds for siege engines.
Updated castle gate breaking sounds.
Updated siege boulder impacts.
Fixed a bug that prevented many weapon impact sounds from triggering after a certain distance.
Fixed a bug that caused some siege engines to have a robotic sound.
Fixed a bug that prevented firepots from making a sound on some surfaces.
Fixed a bug that caused sounds to jump around in the 3D space.
Fixed many minor issues with ambient sounds.
UI Changes
Renamed Escape Menu to Pause Menu.
Fixes
The correct Mixed Formation shouts are now played when the player selects a mixed formation.
Fixed a bug that prevented the launcher process from closing correctly.
Fixed a bug that caused ballista to be unresponsive to gamepad inputs.
Fixed localisation issues in the options performance tab.
Fixed a bug that prevented CTRL+V from working with Build, Weight and Age values.
Performance
Fixed several spikes related to loading animations from the disk.
Fixed several spikes related to the animation system.
Improved the performance of the sound system.
Animations
Fixed an animation bug that occurred when the player pressed the Use button again while picking up a stone.
Fixed some technical issues with running animations.
Corrected the javelin equipping animation.
Combat
Bastard weapons can now be used as one-handers by using the alternative switch toggle while in two-handed mode. They still switch between one-handed and two-handed mode automatically by wielding/sheathing a shield.
Players are now able to zoom in while using ballista.
Reduced the damage of individual projectiles for siege engines that fire multiple projectiles.
Fixed a bug that caused ranged units to remain unequipped when the Hold Fire order was given.
Fixed a bug that prevented troops in shield wall formations from attacking the enemy.
Fixed a bug that caused ranged units in formations that encourage shield usage not to attack.
Modding
For further explanation and additional information on the modding changes check the following thread: e1.7.0 Modding Adjustments.
Added new dependency types in SubModule.xml & other improvements:
Node now supports the Optional attribute. If Optional is true, the launcher will only check if the Depended module is loaded before the current submodule. If Optional is false, the launcher will also check if the Depended module is enabled or not.
Node has been added. Modules given in this scope will be forced to load after the current submodule. Essentially an inverse dependence.
Node has been added. If any module given in this scope exists and is enabled, the module defined in the node will be disabled. Doesn't depend on load order.
Syntax examples for and have been added to the Native SubModule.xml. DependedModule-Optional syntax has been added to the rest of the SubModule.xmls.
Launcher sprite sheets are now located in the Modules/Native/LauncherGUI so that modders can overwrite or add new images for the launcher.
Cultural feats have been moved into CultureObject and are now loaded from XMLs. This allows for much easier replacing or adding of new culture-specific advantages/disadvantages.
Child, wanderer, notable, lord and rebel hero templates were moved into CultureObject and are now loaded from XMLs.
Mercenary troops for each culture can now be determined in XMLs.
Added a new XML (weapon_descriptions.xml) to make weapon descriptions moddable.
Removed the PartyBase.Leader, MobileParty.Leader variables. Moved the PartyLeader variable to the PartyComponent.
Added more informative errors and warnings for invalid/missing XMLs.
Made reload animations moddable. They now support up to 15 reload phases.
Fixed a bug that caused the covers_head flag and its usage on helmets to crash the game.
Added TickRequirement.TickParallel to provide a multithread tick mechanism for scripts. Can be used with OnTickParallel callback.
Added a custom base party speed set option for the custom party component.
Added custom harness and mount set options for the custom party component.
Added the AvoidHostileActions parameter option for custom party component which prevents the party from being hostile with the encountered party.
Fixed a crash that occurred in the editor when closing the scene.
Fixed a crash that occurred in the editor when trying to add the ladder spawner.
Added slope and height filters to the smoothen brush.
Added the ability to select the relevant path by selecting any of the path nodes in the editor.
Added a tool that checks the validity of destructible states of destructible components.
Reinforced the scene problem checking tool with new additions to the navigation mesh controls.
Fixed a bug that caused terrain nodes to only be visible from certain angles and distances on newly created terrains.
Fixed a bug that prevented the modification of newly created terrains.
Fixed a bug that caused the importer to create redundant mesh vertices.
Fixed the activation delay parameter of the particle system.
Throughout early access we have sought to retain save game compatibility. This patch is dedicated to cleaning up the related code parts - without jeopardizing your save games. Please read the notes below carefully. Also please note that the patch cannot include any content changes to facilitate this. Thank you for understanding.
Singleplayer
Save & Load
Updated save file system:
Please be aware that in order for save files to be compatible with e1.7.1 and any later updates, you should first load your save file in the e1.7.0 version of the game and save it before updating to e1.7.1 or any later versions.
e1.7.0 is currently the live version of the game and we strongly advise that you take this opportunity to update any save files that you would like to continue playing in the future before updating to e1.7.1.
If you are playing the game on Steam, you will be able to access e1.7.0 at your own convenience by right clicking the game in your Steam Library > Properties… > Betas > Select e1.7.0 from the drop down list.
If you play the game through anywhere other than Steam then unfortunately you will be unable to load older saves in future versions and must take action now to preserve your save files.
Fixed a bug that made the main party remain and be renamed to "unnamedMobileParty" after the player character died while the selected heir was a prisoner.
Fixed a bug that caused the game to freeze when forfeiting a game of Tablut.
e1.7.0 Beta
Singleplayer
Crashes
Fixed a crash that occurred after talking with a companion after loading an older save file.
Fixed a crash that occurred after a battle mission is ended while the "Disrupt Supply Lines" quest was active.
Fixed a crash that occurred when exiting a mission.
Fixed a crash that occurred when loading a save game with the "Prodigal Son" issue quest active during the common area fight with the gang leader stage of the quest.
Fixed a crash that occurred when closing the inventory, party screen, or character creation screens.
Fixed a crash that occurred when creating a new game after the campaign intro video.
Fixed a crash that occurred after trading with a caravan.
Fixed a crash that occurred when trying to initiate a conversation with village notable directly from the UI.
Fixed a crash occurred when bartering for peace during a siege.
Fixes
Fixed a bug that made the main party remain and be renamed to "unnamedMobileParty" after the player character died while the selected heir was a prisoner. (Also in 1.6.5 hotfix.)
Fixed a bug that caused the game to freeze when forfeiting a game of Tablut. (Also in 1.6.5 hotfix.)
Fixed an issue that prevented the smithing level slider from updating correctly.
Fixed a number of issues related to that 'Health Advice', 'Tribute', and 'Self Promoter' perks.
Fixed a bug that caused the "Family Feud" quest character to disappear.
Fixed a bug that caused party nameplates to remain on screen while while the party was off-camera.
Fixed an issue that prevented donated prisoners from being added to dungeons.
Changes
It is no longer possible to transfer quest characters to towns using the settlement companion transfer UI.
Fixed a crash that occurred when inviting a party that was involved in a siege to an army.
Fixed a crash that occurred if the player party consisted of companions alone.
Fixed a crash that occurred when making peace through a kingdom decision while in an encounter.
Fixed a crash that occurred when a companion fought in a common area.
Fixed a crash that occurred while generating the "Scout Enemy Garrison" quest.
Fixed a crash that occurred due to corrupt issue data when settlement ownership changed.
Fixed a crash that occurred when transferring prisoners.
Fixes
Fixed a bug that prevented emissaries from gaining charm experience after relation gain.
Fixed a bug that allowed the player to assign fugitive and recently released heroes as governors.
Changes
Chinese language updates.
Previous Beta Hotfixes:
24/11/21
Singleplayer
Crashes
Fixed a crash that occurred when joining a battle.
Fixed a crash that occurred when loading a save game that was created just before an alley fight.
Fixed a crash related to the lowest graphics settings preset.
Fixed a crash related to issue generation that occurred upon load.
Fixes
Fixed a DLSS issue that caused the screen to be partially rendered.
Fixed a menu bug with the tournament prize reroll.
Changes
A 15 days cooldown was added for tournaments in the same city.
Regular tournament prize values are scaled according to the number of nobles that participated in the tournament.
Modding
Tournament participants and prizes are now moddable.
12/11/21
Singleplayer
Crashes
Fixed a crash that occurred if the player navigated between the encyclopedia pages quickly.
Fixes
Fixed a bug that caused the finance panel in the clan management screen to block the party member selection.
Initial Beta Changelog:
Singleplayer
Crashes
Fixed a crash that occurred when talking to a newly assigned governor.
Fixed a crash that occurred when attempting to give a clan role to a governor.
Fixed a crash that occurred due to education notifications popping up endlessly.
Fixed a crash that occurred when becoming a vassal for the first time.
Fixed a crash that occurred when donating troops to a garrison.
Fixed a crash that occurred when the quest giver lost control of the quest settlement during the "Revenue Farming" quest.
Fixed a crash that occurred upon being taken prisoner while trying to sneak into a settlement during the "Gang Needs Recruits" quest.
Performance
Optimised the function that selects a random element from a list.
Optimised the function that calculates ideal garrison strength.
Optimised the function that calculates the score for a party's target behaviour.
Fixed numerous spike issues that occurred with menus and transitions.
Minor improvements to combat missions.
Minor improvements to the campaign map.
Save & Load
Fixed a bug that reset the hideout progress bar after loading a save file.
Fixed some save and load inconsistencies.
Localisation
German, Chinese & Turkish localisation improvements.
Minor text fixes and updates.
Art
Added 1 Aserai crown.
Added 2 Battanian armours (Battanian Long Tartan, Battanian Kilt over Tartan Trousers).
Visual improvements to troop portraits.
Added ballista cover models.
Added ballista covers to some Empire and Aserai scenes.
Civilian agents will no longer spawn in castle scenes.
Improvements to the Sturgia level 3 castle gatehouse prefab.
Fixed a bug with the Sturgia level 3 castle broken walls.
Fixed a bug that caused slower speeds when descending stairs.
Fixed a bug that created an invisible fence in some Sturgia villages.
Fixed a bug that caused equipment to disappear inside the training ground arenas.
Fixed a few incorrect barriers in the Empire level 2 keep battle scene.
Minor fixes to Empire and Aserai castle siege scenes.
UI Changes
Party role assignment improvements:
All roles and members are now shown separately.
The automatic assignment of party leaders to open roles within their party is now reflected in the UI.
The stack amount is now shown while crafting javelins in the crafting screen.
Added world map notifications that trigger when the player loses a trait.
Added pregnant icons to the encyclopedia and the clan page.
Hovering over names in conversations now opens a tooltip that includes the character's relation score with the player.
Added available quest names to character tooltips.
Encyclopedia next and previous pages are now navigable with the 'Q' and 'E' keys.
The scoreboard can now be closed with the 'Enter' key when the mission is over.
Added an option to disable the target lock feature.
Changed the map selection on the custom battle screen to a dropdown menu.
Fixes
Fixed a bug that allowed the manage army window to be opened when it shouldn't have been possible.
Fixed a bug that allowed some unequipable items to be equipped.
Fixed a bug that prevented some lords from appearing in the siege encounter overlay.
Fixed a bug that caused the unsaved and unapplicable changes warnings to remain unlocalised.
Fixed a bug that caused mobile party trackers to have no banner visuals.
Fixed a bug that caused the movement tutorial to show up in unrelated missions.
Fixed a bug that caused the "Recruit All" button to show the wrong keybind for gamepads.
Fixed a bug that caused an invalid food consumption value to be shown on the encounter overlay.
Fixed a bug that caused the photo mode exit key to show the wrong text.
Fixed a bug that caused the "Game Tips" navigation buttons to be enabled even if there was only one tip to show.
Fixed a bug that caused the equipment selection radial on gamepads to stay visible after the player died.
Fixed a bug that caused tracked troops and prisoners to affect each others' lock status.
Fixed a bug that caused the exclamation mark notification to show up on the quest log page button for no reason.
Battles and Sieges
Added troop selection to keep battles.
Fixed a bug that caused siege defenders to go to an incorrect defending position to meet the attacking ladders/towers in scenes with multiple offensive climbing spots.
AI units no longer stop using siege machines when they receive damage.
Clan and Party
Siblings will no longer be given the same name.
Fixed a bug that caused lords to get stuck in a companion's party.
Fixed a party role assignment bug.
Armies
Parties that haven’t yet linked up with the army will no longer affect cohesion change.
Kingdoms and Diplomacy
Players can now create a kingdom through dialogue with governors.
Fixed a bug that allowed imprisoned NPCs to be able to marry each other.
Fixed a bug that caused extremely high tributes to be paid when making peace.
Economy and Trade
Caravans are now transferred to the heir when the player character dies.
Fixed a bug that caused nobles to give away their prisoners for free in barters.
Fixed a bug that caused caravans to target settlements that were under siege at the time.
Crafting
Fixed a bug that prevented the crafting order relation effect from the 'Experienced Smith' perk from working when the order had been completed with a companion.
Fixed a bug that allowed hidden crafting pieces to be unlocked (they are there for save compatibility only).
Settlement Actions (Town, Village, Castle and Hideout)
Tournament Changes:
Tournaments are now auto-simulated after 15 days without player interaction.
The tournament winner will receive an elite reward (a reward that costs 5000 denars) if there are 4 or more nobles in the tournament (player included). The value of the reward scales with the number of nobles that participate in the tournament. If there are less than 4 nobles in the tournament, the winner will receive a random regular reward which costs between 1600 and 5000 denars.
If the winner is the player character or a clan member who is in the main party, the tournament prize will appear in the player's inventory. Otherwise, the value of the prize in denars will be given to the winner's clan.
Non-hero troop distribution has been changed to around 40% Tier 3 troops, 40% Tier 4 troops and 20% Tier 5 troops in both tournaments and practice fights. If there aren’t enough troops to hold this condition in the garrison, the remaining slots are filled with random Tier 3-5 troops.
Updated the tournament game menu text.
Fixed a bug that prevented relation increase with a settlement owner when donating prisoners.
Fixed a bug that prevented garrisons from increasing despite showing +X change per day in the tooltip.
Quests & Issues
Added a campaign.cancel_quest console command which can cancel quests.
Changed some quest related conversation dialogues to map conversations instead of mission conversations.
The "Scout Enemy Garrison" quest will no longer target settlements that are far away.
The "Fencing Stolen Goods" quest will now succeed if the player waits in the quest settlement until the quest times out.
Changed some variables in the "Art of the Trade" quest (making profits from it will now be easier).
Notables that the player character gains or loses relation with in the "Revenue Farming" quest will now remember the player character.
The target settlement in the "Prodigal Son" quest is now being tracked on the map.
Text improvements to the "Gang Needs Recruits" and "Lord Wants Rival Captured" quests.
Fixed a bug that caused the bandit party to wait near the settlement gate in the "Caravan Ambush" quest.
Fixed a bug that prevented relations from decreasing when the "Army Needs Supply" quest failed.
Fixed a bug that caused the companion that was resolving an issue to disappear if the quest giver had died.
Fixed a bug that timed out the "Eliminate Kingdom" quest.
Fixed a bug that caused Arzagos and Istiana to be moved to the keep after kingdom creation.
Increased the chance of capturing prisoners in the fight with raiders during the tutorial.
Fixed a bug that caused the player to spawn as a spectator if they retreated and tried to enter the battle again in the fight with raiders during the tutorial.
Conversations & Encounters
Added additional lines for surrender demands and comments from NPCs that had participated in tournaments with the player.
Fixed a bug that caused the kingdom creation dialogue option to appear even though the player had already created a kingdom.
Fixed minor errors in dialogues.
Other
Ira is now shorter and has a slightly smaller build.
Musicians in taverns no longer have the same faces.
Fixed a bug that caused the player's stash to be cleared.
Fixed a bug related to calculating troop upgrade targets for mercenaries.
Multiplayer
Map Related
Echerion
Adjusted 3 of the respawn positions (made the seaside's team timing advantage smaller for reaching the B flag).
Fixed physics problems with some ramps.
Adjusted lighting and added new details.
Improved performance by disabling hundreds of unused light probes and by removing some distant flora.
Added progressive badges for individual game mode kills and wins, hours played, and levels gained.
Improved the display of teammates' equipment by showing their equipment over their characters in the class selection screen.
Added two new options, "Enable Generic Avatars" and "Enable Generic Names" which replaces usernames and avatars with generic names and avatars.
Made changes to ensure that secondary team colours are more consistent.
Fixes
Fixed a bug that caused the clan matches button to be visible when clan matches were disabled.
Fixed a bug that prevented scoreboard player avatars from being shown in duel mode.
Fixed a bug that prevented team selection from working during class selection.
Fixed a bug that caused player equipment to not update correctly in duels.
Both
UI Changes
Added tab navigation to the options screen with Q and E keys.
Fixes
Fixed a bug that caused tooltips to stay visible on-screen.
Fixed a bug that caused the cursor to be visible while a video was playing (splash screen, campaign intro).
Performance
Improved multi-core CPU usage.
Improved performance of the on-demand animation loading system.
Combat
Increased the tendency of cavalry agents to couch lance.
Fixed a bug related to cavalry agents' aiming system that caused agents to aim at the wrong position.
Fixed a bug that was causing units in a shield wall formation to move their shields up and down constantly.
Fixed a bug that caused ranged units to switch to melee mode whenever they were placed near castle gates.
Fixed a bug that prevented certain weapon types from being wielded on spawn.
Other
Fixed a bug that caused the rotation of siege engines to revert to their default after being destroyed.
Modding
For further explanation and additional information on the modding changes check the following thread: e1.6.5 Modding Adjustments.
MapConversationTableau's atmosphere selection is now moddable. Modders can change the SandBoxViewSubModule.MapConversationDataProvider with SetMapConversationDataProvider and set their own custom atmospheres.
Modders can now add and remove additional Vec3 targets to mission namemarkers with AddGenericMarker and RemoveGenericMarker.
Encyclopedia Home page tabs (settlements, clans, kingdoms etc.) are now moddable.
The code that awards charm XP was moved from ChangeRelationAction.ApplyInternal to CharacterRelationCampaignBehavior.
Fixed an issue with modder-created WeaponUsageData instances not being included in the crafting templates.
Whether or not a hero can give out volunteers can now be changed with newly added VolunteerProductionModel.CanHaveRecruits.
Added OnAfterSessionStart event.
Removed characterobjects of removed heroes.
Errors with XMLs will now show an error with the faulty line and details (also in e1.6.4 latest changes).
Ensured that the HostileRelationship tag works.
Fixed some layers not being rendered on newly created terrains.
Fixed major memory leaks that occurred on every terrain edit operation.
Fixed a crash that occurred due to the morale interaction system when the last shot missile of a dead agent killed a target.
Fixed a crash that occurred when the player interacted with objects just before the boss fight cinematic in hideouts.
Fixed a crash that occurred when the player died during a battle.
Fixed a crash that occurred on the campaign map due to a path optimization bug.
Fixed a crash that occurred when exchanging prisoners in towns.
Fixed a crash that occurred after finishing the Destroy Raiders quest.
Fixed a crash that occurred when talking to a companion to promote them to a noble while having no suitable fiefs to grant.
Fixed a crash that occurred after closing any scene.
Fixed a crash that occurred when the player wanted to forfeit a board game.
Fixed a crash that occurred when encountering a party that is disbanding.
Fixed a crash that occurred in party and inventory screens when the player "transfered all" while using the transfer slider.
Fixed a crash that occurred when the player "transfered all" while dragging an item in party and inventory screens.
Fixed a crash that occurred when changing languages during the Rival Gang Moving In quest fight.
Performance
Improved performance of morale computations.
Improved performance of the Character Creation, Inventory screen and Scoreboard.
Improved the random number generator and its performance.
Reworked the transfer operations in siege to work in sequence over several ticks instead of all at once to prevent spikes when AI needs to do major changes in formations.
Optimized the code behind campaign behaviour which will affect the general game performance.
Optimized the code in relation to siege machines, formations and formation AI.
Optimized the code and fixed spikes in relation to the recruitment of lord parties.
Optimized the code and fixed spikes in relation to the war declaration.
Optimized the code in relation to the mobile party and settlement cached variables.
Optimized the code in relation to the settlement visitation score calculations of all parties.
Fixed a memory leak that occurred when loading a save where the main character is in a faction.
Save & Load
Fixed a bug that caused companions not to spawn in settlements after loading a save.
Map info bar extended state is now tracked in game save data.
Localisation
Added the following game localizations:
French, Italian, Japanese, Korean, Russian, Polish, Brazilian Portuguese and Latin American Spanish.
You should be able to select these languages within the game options.
We're still working on the German localization which will follow in the future.
Please report any game localization issues you run into here.
Added subtitles to the campaign intro for the supported languages.
General localisation improvements.
Chinese language updates.
Art
Added two new armors: Ornate Legionary Scale Mail and Decorated Legionary Mail.
Added ballista covers to various towns and castles.
Fixed minor bugs in various scenes.
Improved some materials and textures.
Campaign Map
Fixed a bug that caused some villages to burn even though they weren't raided.
Fixed a bug that caused the snow on the campaign map to disappear for a short amount of time during winter.
Audio
Music intensity now increases slightly when the charge order is given.
Added new animation sounds for civilian scenes.
Updated ambiences in keeps and taverns.
Fixed a bug that caused tavern music to play even when music is off in the settings.
UI Changes
Added the new Mission Name Marker system.
Changed mission name marker visuals (ALT key) from texts to icons. The names of these icons become visible when an icon is centered on the screen.
Markers also no longer overlap, to let players see what location/agent is where more clearly.
Changed the Custom Battle army size maximum from half of the current battle size option to a max battle size option. Meaning, if the Battle Size is Medium (400), both sides can now go up to 1000vs1000 from the previous 200vs200.
Movement speed of a party is now visible on the top of the party next to it’s name for easier comparison.
Notables that support the player’s clan are now shown in the Clan Screen - Income tab.
Added a "CONTINUE" button to the SP launcher tab which loads the most recent save on the disk automatically.
Added a new game option "Hide Battle UI" which disables the mission UI automatically for better immersion.
Added icons and texts to crafting, inventory and the general weapon tooltips to show if the weapon is "Bracable" and/or "Couchable".
Improved the Save/Load screen visuals, added hero health percentage value to save games and expanded the Modules section.
Added a game option "Stop Game On Focus Lost" that will stop the game when the focus to the game window is lost (ALT-TAB).
Added a label that shows how many days have passed since the start of the war to the Kingdom screen - Diplomacy tab.
Added a tooltip line that shows owned caravans of a hero (noble or notable).
Added governor perk information of the inspected hero to the governor selection tooltips.
Improved the visibility conditions of quest markers (blue & orange exclamation marks) for issues and the main story.
Instead of disabling the kingdom and clan screens completely, the actions themselves are now disabled while the player is captive.
Encyclopedia search results are now shown in a better order.
Added garrison information to the town management popup.
Added hero deaths information to the war logs.
Building completed and leveled up alerts were added to the lower left chat log.
Added a cancel option while creating a party for a clan member via the clan screen.
Fixes
Fixed a bug that caused quest related mobile party trackers to be removed after save-load.
Fixed a bug that prevented saved game tuples from showing non-latin characters if the file name included these characters while the game is in a latin character language.
Fixed a bug that prevented the display of dungeon prisoners in the settlement tooltip.
Fixed a bug that caused the prisoner conformity value to be reset after transferring a prisoner.
Fixed a bug that caused the banner selection in character creation to not be applied in SandBox.
Fixed a bug that caused the name and speed text to expand inwards to the 3D visual of a party. The text now expands outwards, keeping the party visual visible.
Fixed a bug that caused the double click on campaign map to use the first double click location for continuous double clicks.
Fixed a bug that caused the ransomer’s clan name to not appear on the captive's encyclopedia page.
Fixed a bug that caused the quest giver to not have exclamation marks in some menus.
Fixed a bug that caused the map notice (that says a tournament reward was added to the inventory) to show up even if the winning companion was not in the player’s party.
Fixed a bug that caused an incorrect text to display in the encyclopedia related to the rebel clan leaders/members.
Fixed a bug that caused the thumbnail of the thrash item in the inventory to not load up.
Fixed a bug that caused the wrong location info to be shown in the war prisoners bar under the kingdom diplomacy tab.
Fixed a bug that caused wrong armour colors to be used during the tournament victory cheering animation on the scoreboard UI.
Battles and Sieges
Added the new Battle Terrain system.
The spawn positions and the facing directions of the attacking and the defending side inside the field battle mission are now determined by the encounter position/direction on the campaign map.
Added 23 new battle scenes for the more recognizable regions. This increases the total count to 72. We are looking to further expand the pool of available scenes over time.
Added the new Order of Battle system.
A new deployment screen has been added which appears before every battle mission if the player's side of the encounter has at least 20 troops and the encounter is not a sally-out while the player is attacking.
Players can divide their troops by troop types into different formations, using percentage sliders.
Players can give preference to "Shield", "Spear", "Throwing" and "Heavy" troops in these formations with combinations of these filters (one or more filters can be enabled).
Players can assign captains to these formations if they're the encounter leader. They can assign themselves to an empty formation if they're not the encounter leader.
Players can give starting orders to these formations and place them before the battle starts.
Values (sliders, filters) set in the OoB are saved between encounters.
We've also improved the formation cards in the order UI. They now include an explicit number of troops with their types, ammo bar and morale of the formation.
Improved the Battle Morale system.
Agents will now slowly regain lost morale up to a half of their initial morale in battles.
Ranged kills now provide morale to the killer's allies just like melee kills.
Adjusted the morale damage for different weapon types.
Fire ballistas now deal more morale damage.
Morale damage from kills and fleeing agents has been adjusted for better gameplay.
Fixed a bug that caused morale penalties to ignore detachments of a formation when applied.
Increased the effectiveness of starvation as a siege tactic.
Garrison parties will now not die from starvation. They will instead become wounded - and continue to consume food.
The starvation penalty no longer uses (low) absolute numbers but percentages similar to mobile parties. Larger garrisoned forces will suffer more wounded troops due to starvation than smaller forces.
Towns now show the food stored in their market to correctly indicate the amount of food left in the towns, giving a better idea on when starvation will begin.
Reworked the climbing of siege ladders and siege towers with ladders which fixes issues such as:
Not climbing some ladders/using only one ladder.
The swarming and moshing at the base of three ladder siege towers.
Agents pushing each other and getting stuck into gaps between ladders in siege towers.
Re-pathfinding by going back down the ladders and out of the siege tower to then come back up the ladders again.
AI agents having trouble climbing (attaching to) ladders due to not looking up at the ladders.
Missing and walking past ladders and similar.
Agents will now continue to raise the siege ladder even after taking damage.
Implemented various other Siege Mission Improvements.
Attackers can no longer flee while they are using ladders, siege towers or when they are on the castle walls. They'll fight to death.
Increased the threshold for transferring troops around in siege (to reinforce defended positions with many losses) to reduce the small number of troops running from wall to wall too often.
In some siege scenes defenders weren't able to perceive enemy attack directions correctly and defend the correct walls. Added additional pointers and logic to siege scenes to help recognize attack directions correctly.
Fixed a bug that caused archer formations to swap places in sieges continuously.
Fixed a bug that caused siege towers to sometimes spawn invisible.
Improved the siege weapon reloading behaviour of AI agents that selects which agent will conduct the reloading.
Fixed a bug that caused defensive siege engines to appear in the siege mission that weren’t built on the campaign map.
Added a game option "Slow Down While Giving Orders" that slows the game down by 75% while the player is giving orders.
Players can now command allied units while the opposing team is retreating. When enemies start routing, around half of the units on the winning side start cheering (ally units that are least likely to reach the enemy units) while the rest continue to pursue the enemy. Any order from the player can cancel the cheering behaviour.
Fixed a bug that prevented players from using the retreat (or done) button on the scoreboard when they were close to a fleeing enemy troop.
Character Development System
Reworked the charm skill perk tree. Most of the existing charm skill perks were replaced with new ones. Charm skill perks now also have secondary effects.
Fixed the known bugged perks and completed the partially implemented perks.
Artisan Smith perk now works for companions as well.
Random clan names are now generated for the player’s clan during character creation.
Clan and Party
Improved the algorithm that selects the companion's equipment after upgrading them to a noble.
Workshops are now inherited by the heir after the main hero dies.
Fixed a bug that caused companions to talk about similar problems in the party consecutively. There’s now a cooldown for each type of complaint.
Fixed a bug that caused companions to spawn without banners on their shields.
Fixed a bug that caused companions that were promoted to nobles to have children that are older than them.
Fixed a bug that caused separated companions to spawn in hostile settlements.
Fixed a bug that caused castles to stop recruiting despite being below the wage limit.
Fixed a bug that prevented family members from being able to join tournaments.
Lord parties are now more intelligent while recruiting troops to avoid troop desertion.
Fixed a bug that caused some parties to engage on the campaign map even though they are weaker than the party they are targeting.
Parties will now be able to flee to their nearby allied parties instead of escaping into the opposite direction of the stronger enemy party that’s chasing them.
Fixed a bug that caused some parties on the campaign map to get stuck near buildings.
Fixed a bug that caused disbanding parties to get stuck on the campaign map.
Armies
NPCs in armies can no longer solve issues.
Armies will now take their cohesions into account when deciding to start a new siege/raid.
Kingdoms and Diplomacy
Fixed a bug that caused the relation penalty for executing members of the minor/mercenary clans to multiply.
Fixed a bug that allowed enemies to attack the player once released from captivity by paying a ransom.
Fixed a bug that allowed the player to join a siege after a safe passage agreement.
Economy and Trade
Reduced the overall item prices. Items with higher tiers are reduced more.
Increased the selling trade penalty of high tier items progressively. The trading penalty when buying hasn't changed.
Fixed a bug that caused the town's tax to become negative (the minimum value is now 0).
Crafting
Added "Crafting History" to the crafting screen. Players can now see and select the last 10 weapons that they've crafted in the crafting screen free mode.
A better explanation of why the crafting order has failed has been added to the crafted weapon popup.
The default/inefficient refining recipe is now hidden after the player unlocks the "Charcoal Maker" perk.
Fixed a bug that prevented the switching of characters while smithing after selecting a crafting order and switching to the refine/smelt options.
Quests & Issues
Added dragon banners and pieces to the Campaign mode which can be acquired by completing the storyline quests. (Not equippable for missions as of yet.)
Added missing exclamation marks for quest related heroes and location.
Completing the Army Needs Supplies quest will now increase the food of the army.
Deliver Herd quest:
Updated the selected livestock.
Removed the partial delivery option.
Decreased the crime rating penalty from 30 to 20.
Updated the reward.
Needs Manual Laborers quest:
Decreased the quest time limit from 30 to 10.
Updated the maximum prisoner limit to a random number between 30 and 50.
Added new quest logs.
Removed the Headman power and relation loss.
Lady/Lord Needs a Tutor quest:
Fixed a bug that caused the quest hero to get stuck in our clan if the quest giver died and the quest was canceled.
Village Needs Grain Seeds quest:
Updated the success relation gains.
Updated the grain amount formula.
Revenue Farming quest:
Increased the duration for gathering all taxes per village.
Improved some texts and logs.
Instead of using a pop-up, the player now has to deliver the collected revenue to the quest giver noble or to one of the settlements that belong to them.
Updated all the quest event consequences and conditions.
Quest event consequences will now be shown as notification.
Added two new quest events.
Merged some quest notifications into one notification.
Player has to have at least 20 healthy troops to start the revenue collection progress.
Disrupt Supply Lines quest:
Increased the number of settlements that caravans visit to 6.
The quest caravan now leaves the first town 5 days after the quest initiation.
Changed the quest caravan party model.
Changed the quest caravan party base speed to 4.
Rescue Your Family quest:
Last seen locations of the siblings are now updated after the quest gets completed.
Radagos is now locked while entering the quest's hideout.
Betting Fraud quest:
Decreased the quest’s rewards.
Decreased the relationship bonus with the counter offer’s offering hero.
Fixed a bug that caused the Landlord Needs Manual Laborers quest to be impossible to successfully resolve.
Fixed a bug that caused the loading screen to freeze if the Rival Gang quest had been taken while having Train Troops or Rescue Your Family quests active.
Fixed a bug that prevented the Escort Merchant Caravan quest's caravan trade rumors from updating.
Added a pop up message that notifies the player to recruit more troops if needed while traveling during the Locate and Rescue Traveller quest.
Added a pop up that explains the situation after the main party retreats in the Radagos' Hideout during tutorial phase.
The main hero is now healed to 50% of the maximum health after the main party is defeated or has retreated in the Radagos' Hideout during tutorial phase.
Fixed a bug that allowed the main hero to recruit prisoners during tutorial.
Fixed a bug that caused some main storyline quests' remaining days to be set wrong.
Fixes a bug that caused wrong reasons for the player’s inability to take a quest to be given.
Fixed a bug that caused some quest initial dialogues to be empty.
Conversations & Encounters
Added the ability to create a new party or attach the companion to your own party via a conversation after rescuing a companion during battle.
Added additional beggar conversation lines.
Dialogue options are now listed across several “pages” instead of a long list (max 5 options on each page).
Fixes a bug that caused the player to answer their own questions in workshops.
Fixed a bug that caused the dialogue to repeat over and over again after rescuing an imprisoned enemy noble.
Added a dialogue response which let’s the player know if a courtship NPC becomes ineligible.
Other
Renamed Warlord Scale Armor to Scale Warlord Armor.
Renamed Footman Padded Coat to Padded Footman Coat.
Changed the name of bolt items from singular to plural (Bolts).
Battanian skirmisher, Battanian veteran skirmisher and the Battanian wildling now use an axe, a shield and 2 sets of javelins.
Removed javelins from the Battanian Oathsworn.
The Aserai Mamluk no longer uses maces, instead they exclusively use iron scimitars.
Replaced helmets of the Battanian Skirmisher and Veteran Skirmisher with each other.
Updated the Oathsworn weapon to now have a One Handed Bearded Axe and added the Highland Throwing Axe.
The following shields are now of khuzait culture: Tribal Steppe Shield, Round Steppe Shield, Wicker Square Shield, Wicker Square Tournament Shield, Reinforced Wicker Square Shield and Wicker Shield.
Moved the Militia troops to Tier 2 and the Veteran Militia troops to Tier 3 slots.
Reduced Half Scaled Barding's armor value to 40 (from 76).
Reduced Scale Barding's armor value to 50 (from 125).
Heavy Quarrels now have +3 Piercing Damage and are assigned to the Imperial Sergeant Crossbowman.
Light Quarrels now have +1 Piercing Damage and are assigned to the Imperial Crossbowman.
Sturgian Archer now has a skill level of 100 Athletics (was 60), 50 Riding (was 100) and 25 Crossbow (was 15).
Varyag now has a skill level of 70 Athletics (was 60) and 40 Riding (was 70) and 30 Two Handed (was 10).
Sturgian Otroki now has a skill level of 40 Athletics (was 20) and 20 Riding (was 40).
Varyag Veteran now has a skill level of 80 Riding (was 45), 35 Bow (was 45), 15 Crossbow (was 20) and 80 Throwing (was 100).
Added a new cheat "campaign.add_supporters_for_main_hero [Number]". This adds supporters to the main clan which are selected from existing notables that already support or don’t support other clans.
Added a new cheat "facegen.show_debug [0-1]". This enables all of the Build, Weight and Age sliders for body generation.
Added a new cheat “campaign.list_all_parties_and_armies_of_kingdom”. This shows every party and army of a faction on the campaign map.
Renamed the Horse, Sumpter Horse and War Horse classes to Mount, Pack Mount and War Mount respectively.
Rewrote the Imperial culture description.
Changed village names in custom battle to uppercase.
Fixed a bug that caused notables from incorrect cultures to spawn in some villages.
Fixed a bug which caused the hideout boss' companions to not cheer when the boss defeated the player during the duel phase.
Multiplayer
Crashes
Fixed a crash that occurred when a client joined an ongoing multiplayer match.
Fixed a crash that occurred when players tried to rotate siege machines at the end of a match.
Fixed a crash that occurred when the cosmetics are disabled.
Art
Item Customization: Added around 40 new items, including some high tier battle crowns.
Added plural suffixes to multiplayer gloves.
Design & Balance
Introduced changes to the flag capture system (doesn't affect the Siege game mode):
The closest player to the flag is still the one that dictates whose team is capturing the flag.
Enemies in the zone near the flag now slow down the capture speed. The more enemies there are, the slower the capture speed. This effect is mitigated if more allies join the fray.
The match doesn't end if there's an enemy in the zone near the flag even if the morale runs out. If there's an enemy on the final flag, the round continues until the enemy captures the final flag, the enemy is killed or the enemy steps out of the zone near the flag.
Map Related
Echerion: Fixed a wall LOD that was flickering from a distance.
Other - Miscellaneous
Updated the kick poll rules. All teammates must now agree to kick the target player in Skirmish and Captain modes.
UI Changes
New Player Profiles
Reworked the player information in the Multiplayer Lobby. When you enter the lobby, you are now greeted with the new player profile information.
A summary of the important player data is displayed in that section.
The social tab has been reworked into a single Profile page.
The profile page includes Statistics, Badges, Clan, Bannerlord ID and more.
You can also view profile pages of your in-game friends and clan members by using the friends list and the clan roster pages.
Added a clan section to the friends panel to see the status of clan members.
Earned badges are now shown on the after-battle loot popup, together with the earned loot.
Added a game option "Report Shouts" that enables/disables other players' shout reports in the chat log.
Server filter options "Has Players", "Not Full" and "Has Password Protection" are now saved between game sessions.
Fixes
Fixed a bug that caused perk selections to not be updated in non Captain and Skirmish modes.
Fixed a bug that caused the "end of the round UI" to not display the "Draw" result.
Fixed layout issues with the player badge visuals.
Fixed a bug that caused the scoreboard to stay visible if the team selection came up while the scoreboard was enabled.
Fixed localization bugs in the Customization tab.
Both
Crashes
Fixed a crash that occurred when the player tried to take a fire pot while kicking.
Art
Fixed a bug that caused snow particles to look like lines.
Fixed a bug that caused siege weapons to change direction when destroyed.
Audio
Added missing sounds for siege engines.
Updated the castle gate break sounds.
Updated the siege boulder impacts.
Fixed a bug that caused many weapon impact sounds to not trigger after a certain distance.
Fixed a bug that caused some siege engines to have a robotic sound.
Fixed a bug that caused burning jars to not make a sound on some surfaces.
Fixed a bug that caused the player's sounds to jump around in the 3D space.
Fixed many minor issues with ambient sounds.
UI Changes
Renamed the "Escape Menu" to "Pause Menu".
Fixes
The correct "Mixed Formation" shouts are now played when the player selects a mixed formation.
Fixed a bug that caused the launcher process to not close correctly in some instances.
Fixed a bug that caused ballistas to not be responsive to gamepad inputs.
Fixed localization issues in the options performance tab.
Fixed a bug that caused CTRL+V to not work for Build, Weight and Age values even if they're shown to the player.
Performance
Fixed several spikes related to loading animations from the disk.
Fixed several spikes related to the animation system.
Improved performance of the sound system.
Animations
Fixed an animation bug that occurred when the player pressed the “Use” button again while picking up a stone.
Fixed some technical issues with running animations.
Corrected the javelin equipping animation.
Combat
Bastard weapons can now be used as one-handers by using the alternative switch toggle while they are in the two-handed mode. They still switch between one-handed and two-handed mode automatically by wielding/sheathing a shield.
Players are now able to zoom-in using ballista.
Reduced damage of individual projectiles for siege engines that fire multiple projectiles.
Fixed a bug that caused ranged units to remain unequipped when the “Hold your fire” order was given.
Fixed a bug that caused troops in the shield wall formation to not attack the enemy.
Fixed a bug that caused ranged units in formations that encourage shield usage not to attack.
Modding
For further explanation and additional information on the modding changes check the following thread: e1.7.0 Modding Adjustments.
Added new dependency types in SubModule.xml & other improvements.
Node now supports the Optional attribute. If Optional is true, the launcher will only check if the Depended module is loaded before the current submodule. If Optional is false, the launcher will also check if the Depended module is enabled or not.
Node has been added. Modules given in this scope will be forced to load after the current submodule. Essentially an inverse dependence.
Node has been added. If any module given in this scope exists and is enabled, the module defined in the node will be disabled. Doesn't depend on load order.
Syntax examples for and have been added to the Native SubModule.xml. DependedModule-Optional syntax has been added to the rest of the SubModule.xmls.
Launcher sprite sheets are now located in the Modules/Native/LauncherGUI so that modders can overwrite or add new images for the launcher.
Cultural feats have been moved into CultureObject and are now loaded from XMLs. This allows for much easier replacing or adding of new culture-specific advantages/disadvantages.
Child, wanderer, notable, lord and rebel hero templates were moved into CultureObject and are now loaded from XMLs.
Mercenary troops for each culture can now be determined in XMLs.
Added a new XML (weapon_descriptions.xml) to make weapon descriptions moddable.
Removed the PartyBase.Leader, MobileParty.Leader variables. Moved the PartyLeader variable to the PartyComponent.
Added more informative errors and warnings for invalid/missing XMLs.
Made reload animations moddable. They now support up to 15 reload phases.
Fixed a bug that caused the covers_head flag and its usage on helmets to crash the game.
Added TickRequirement.TickParallel to provide a multithread tick mechanism for scripts. Can be used with OnTickParallel callback.
Added a custom base party speed set option for the custom party component.
Added custom harness and mount set options for the custom party component.
Added the AvoidHostileActions parameter option for custom party component which prevents the party from being hostile with the encountered party.
Fixed a crash that occurred in the editor when closing the scene.
Fixed a crash that occurred in the editor when trying to add the ladder spawner.
Added slope and height filters to the smoothen brush.
Added the ability to select the relevant path by selecting any of the path nodes in the editor.
Added a tool that checks the validity of destructible states of destructible components.
Reinforced the scene problem checking tool with new additions to the navigation mesh controls.
Fixed a bug that caused terrain nodes to only be visible from certain angles and distances on newly
created terrains.
Fixed a bug that prevented the modification of newly created terrains.
Fixed a bug that caused the importer to create redundant mesh vertices.
Fixed the activation delay parameter of the particle system.
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