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Mount & Blade II: Bannerlord News

Hotfix (e1.6.1) & Beta Hotfix (e1.6.2 - 26/08/21)


[h3]e1.6.1[/h3]

[h2]Singleplayer[/h2]

Crashes
  • Fixed a crash that occurred when the player selected an heir that was at the time staying in a settlement.
  • Fixed a crash that occurred while closing the inventory screen.
  • Fixed a crash that occurred due to army management influence cost calculations.
  • Fixed a crash that occurred when a party entered a settlement.
  • Fixed a crash that occurred during the Destroy Raiders conspiracy quest on map event finalization.
  • Disabled a number of lord's hall scenes as they were causing crashes.


Fixes
  • Fixed a bug that prevented the renaming of crafted weapons.
  • Fixed an alignment issue for the name input area in the weapon crafted popup.


[h2]Multiplayer[/h2]

Crashes
  • Fixed a crash that occurred when a mount killed an agent in multiplayer matches.
  • Fixed a crash that occurred when joining the duel server at the end of a duel match.


Fixes
  • Fixed a bug that caused the "Gold granting perks" to work during warmup.
  • Fixed a bug that caused the kick voting in multiplayer matchmaking to not work as intended.

[h2]Both[/h2]

Crashes
  • Fixed a crash that occurred when a block action that didn't have a guard action following it was made.
  • Fixed a crash that occurred when an attack action that didn't have a guard action following it was made.


[h3]e1.6.2 Beta[/h3]

[h2]Singleplayer[/h2]

Crashes
  • Fixed a crash that occurred when the player selected an heir that was at the time staying in a settlement. (Also in 1.6.1 hotfix).
  • Fixed a crash that occurred while closing the inventory screen. (Also in 1.6.1 hotfix).
  • Fixed a crash that occurred when a party entered a settlement. (Also in 1.6.1 hotfix).
  • Disabled a number of lord's hall scenes as they were causing crashes. (Also in 1.6.1 hotfix).
  • Fixed a crash that occurred during the Destroy Raiders conspiracy quest on map event finalization. (Also in 1.6.1 hotfix).
  • Fixed a crash that occurred due to rebellions in settlements with certain cultures.
  • Fixed a crash that occurred towards the end of battles.
  • Fixed a crash that occurred when entering certain scenes.


Fixes
  • Fixed a bug that prevented the renaming of crafted weapons. (Also in 1.6.1 hotfix).
  • Fixed an alignment issue for the name input area in the weapon crafted popup. (Also in 1.6.1 hotfix).
  • Fixed a bug that caused most parties to have low gold and become poor after a couple of game years.
  • Fixed an error that occurred when compiling shaders.


[h2]Multiplayer[/h2]

Fixes
  • Fixed a bug that caused the "Gold granting perks" to work during warmup. (Also in 1.6.1 hotfix).


[h2]Both[/h2]

Crashes
  • Fixed a crash that occurred when a block action that didn't have a guard action following it was made. (Also in 1.6.1 hotfix).
  • Fixed a crash that occurred when an attack action that didn't have a guard action following it was made. (Also in 1.6.1 hotfix).



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

Patch Notes e1.6.1


[h3]e1.6.1[/h3]

Latest Changes:


[h2]Singleplayer[/h2]

Crashes
  • Fixed a crash that occurred when encountering a party that was already on the way to join the player's army.
  • Fixed a crash that occurred when the last remaining lord/lady was executed.
  • Fixed a crash that occurred if the selected heir was in a caravan party.
  • Fixed a crash that occurred when an attack without a guard action was made.


Fixes
  • Fixed a bug that caused disabled storyline heroes to spawn.
  • Fixed a bug that caused the troops that join the rival gang leader quest fight to be removed from the player’s party.
  • Fixed a bug that prevented the relation bonus from being given upon the successful completion of the Headman Needs Grain quest.
  • Fixed a bug that caused most clans to become poor after some time.


Changes
  • Made further adjustments to the attribute and focus point distribution of NPC heroes. This should address cases where most points went into one attribute or skill as well as cases where skills were in excess of the learning limit.
  • Localization improvements.


[h2]Multiplayer[/h2]

Fixes
  • Fixed a bug that caused incorrect points to be displayed in the duel mode in some cases.


Previous Beta Hotfixes:


09/08/21
[h2]Singleplayer[/h2]

Crashes
  • Fixed a crash that occurred when trying to declare war against minor factions. (Also in e1.6.0 hotfix).
  • Fixed a modding-related bug with the upgrade troops popup showing just the first two upgrade targets of a character on the troop tree instead of all of them.


Fixes
  • Fixed a bug that caused some noble parties to recruit and disband troops in a loop.
  • Fixed a bug that caused garrison troops to desert and auto recruit troops in player-owned settlements. (Also in e1.6.0 hotfix).


Changes
  • Peace offers will be automatically accepted if the player is contracted as a mercenary.
  • Some demand adjustments have been made to default items to improve trading.
  • Changed the primary production type of some villages.



[h2]Multiplayer[/h2]

Fixes
  • Server-side stability fixes. (Also in e1.6.0 hotfix).
  • Fixed a bug that showed the wrong arena preference after changing troops in Duel mode. (Also in e1.6.0 hotfix).
  • Fixed a bug related to the profanity checker. (Also in e1.6.0 hotfix).


Changes
  • Throwable spears can no longer be thrown from horseback. (Also in e1.6.0 hotfix).
  • Server time limit made visible in Duel mode. (Also in e1.6.0 hotfix).
  • Faction voting is now available in Duel mode. (Also in e1.6.0 hotfix).
  • Arena preference is assigned automatically based on the selected class in Duel mode unless the player changes their arena preference using a flag. (Also in e1.6.0 hotfix).
  • The win/loss icon has been removed for Duel mode in match history.


Initial Beta Changelog:


[h2]Singleplayer[/h2]

Crashes
  • Fixed a crash that occurred when determining the leader party of a siege when pillaging.
  • Fixed a crash that occurred after completing a crafting order for a noble that is in a party.
  • Fixed a crash that occurred when selecting "leave it to others" during sally out missions.
  • Fixed a crash that occurred when a caravan received items with modifiers.
  • Fixed a crash that occurred when fading out agents (mostly seen during tournaments).
  • Fixed a crash that occurred during large battles.
  • Fixed a crash caused by a raider party that was not removed during the “Destroy Raiders” quest.
  • Fixed a crash caused by the “Rival Gang Moving In” quest while loading to the waiting to join the fight state.
  • Fixed a crash that occurred when calculating inventory stats of a party with corrupt inventory data while loading a save.
  • Fixed a crash that occurred after the “Disrupt Supply Lines” quest.
  • Fixed a crash that occurred when attempting a prison break.
  • Fixed a crash that occurred when encountering a “Noble Revolt” quest party.
  • Fixed a crash that occurred when using drag and drop in the equip item panel.
  • Fixed a crash that occurred when removing a prisoner hero with the slider and then trying to execute the prisoner.
  • Fixed a crash that occurred when opening the inventory screen while having many companions in the party.
  • Fixed a crash that occurred after losing the battle against town guards in the “Gang Leader Needs Weapons” quest.
  • Fixed a crash that occurred due to some notables having null as their current settlement.
  • Fixed a crash that occurred when opening the quest menu that was caused by empty log entries.
  • Fixed a crash that occurred after the player selected an heir from their own party.


Performance
  • Optimisations to the campaign map party icon loading, reducing spikes.
  • Improved thumbnail render performance.
  • Additional minor UI memory improvements.
  • Dead notables and wanderers are now removed from object manager after 7 game days.


Save & Load
  • Fixed party name error when loading an old save for non-English languages.


Localisation
  • Various text improvements, fixes and grammar corrections.
  • Turkish language updates and fixes.
  • Chinese language updates.
  • Added translation support for French, Portuguese, Russian, Italian and Spanish for translators.
  • Reworked German post-processor.


Art
  • Added new musical instruments: Bodhran, cornu, dombra, oud, flute, hurdy-gurdy, vielle, kemane, harp, khomus, nay.
  • Added crowns for Battania, Northern Empire and Western Empire.
  • Added a splash screen to the initial loading screen.
  • Added more variety to facekeys and banners to solve duplication issues.
  • Added 11 new villages (also added to settlements.xml and custom battle scenes.xml):
    • empire_village_001 (Dyopalis)
    • empire_village_005 (Vealos)
    • empire_village_006 (Tevea)
    • empire_village_009 (Aeoria)
    • empire_village_011 (Gaos)
    • khuzait_village_g (Tismil)
    • khuzait_village_h (Usek)
    • vlandia_village_d (Halisvust)
    • vlandia_village_e (Etirfurd)
    • vlandia_village_f (Hongard)
    • vlandia_village_h (Palisont)
  • Minor scene fixes to Empire, Aserai, Vlandia and Khuzait towns and castles.
  • Sound improvements to Empire, Aserai, Vlandia, Khuzait, Battania and Sturgia town and castle scenes.
  • Performance and visual improvements to Sturgia level 3 castle models.
  • Improvements to some materials and textures.
  • Fixed an issue with snow not being properly rendered in some scenes.


Animations
  • A feature that reads the positions of the joints was disabled for hogs and chickens as it was causing problems.


Audio
  • Added sounds for civilian animations.
  • Fixed phasing errors in distant combat sounds.
  • Minor improvements to settlement ambients.
  • Intro video sound is now a bit less startling.


UI
Changes
  • Encyclopedia now saves the scroll position so when players go back to a list it will continue from where it left off.
  • Encyclopedia pages now have Next and Previous buttons that change the page to the next item on the list.
  • The 5x and entire stack modifiers now work on the barter screen.
  • Heroes in the encyclopedia now have different idle animations to reflect their traits (similar to conversation idle animations).
  • The affected relations tooltip when executing a prisoner can now show all relations by using the ALT key.
  • Added explanatory tooltips to the recruit and upgrade popup buttons.
  • The inventory transaction history tooltip now hides new entries after 40 items.
  • The troop selection popup in custom battle now shows the type and tier of the troop.
  • Most of the input texts now show the key icon instead of the name of the key.
  • Added a "Faster Camera" key to photo mode.
  • The town management reserve slider now moves in increments of 100.
  • The tournament winner screen now shows the winner's banner.
  • Discard donation values are now comparable in the inventory screen.
  • Improved readability of some of the key icons.

Fixes
  • Fixed some inconsistencies with the quest available icon.
  • Fixed a bug that caused the player to show up as one of the bodyguards when talking to a hero in the main party.
  • Fixed a bug that caused workshop detail information to be missing from the clan income tab.
  • Fixed some tooltips and texts not reflecting re-bound keybindings.
  • Fixed a bug that prevented the player from changing weapons with a gamepad in practice fights.
  • Fixed some localisation issues in the crafting screen.
  • Fixed a bug that caused the encounter overlay to show swapped banners for encounter sides.
  • Fixed the entire stack modifier not working with the slaughter action in the inventory.
  • Fixed some layout issues with the character developer perk selection bar and inventory tooltip.
  • Fixed some text issues when a word didn’t have any spaces in it. They're now separated to the next line.
  • Fixed the name given in the character creation getting reset if the player goes back some stages in the character creation.
  • Fixed an issue with the order flag staying visible when a conversation started while the order UI was active.
  • Fixed an issue with the encyclopedia not updating when the main character's name changed.


Battles & Sieges
  • Fixed an issue that stopped agents from switching to melee even if they were close to the enemy.
  • Fixed a bug that caused ranged troops to turn their back while switching to a melee weapon in close-quarter fights.
  • Troops will no longer lose morale if a retreat is ordered by the player and then cancelled.
  • Fixed a bug that caused a sudden FPS drop after the attacker side retreated in siege battles.
  • Improved the formula for calculating pillaging effects.
  • Fixed the mismatch between values in the tooltip for pillaging options and the values in the menu after pillaging actions.
  • Added Keep Battles:
    • AI Defenders that escaped to the keep during the siege will put up a fight inside of it now.
    • The fights will take place in the settlement’s keep after the main siege has been won by the attacking player party.
    • Defenders will hold and fall back to chokepoints, while waves of attackers charge into the keep.
  • Fixed a bug that caused some parties to enter hostile settlements freely, causing them to appear as defenders of the settlement.
  • Fixed a bug that prevented militia from joining sieges, even if the loyalty in the settlement was high.
  • Fixed a bug that caused some parties to get stuck in an endless battle.
  • Fixed the positioning of bounced back missiles so that they no longer spawn on the far side of the scene when they hit an object with a script (mainly castle walls).
  • Fixed a bug that prevented troops from responding to enemies when they were using machines.
  • Fixed an issue that caused troops to not use ladders in certain situations.
  • Fixed an issue that caused troops to not break the interior castle gate in certain situations.
  • Reduced friendly fire incidents from attacker siege engines.


Character Development System
  • Reworked attribute selection for AI.
  • Player weight and build will not change more than 30%.
  • Fixed a bug that caused the character age to not update when selecting the starting age and going back to previous character creation screens.


Clan and Party
  • Changed ransom offer notification texts to improve clarity.
  • Fixed a bug that caused ransom offers to not disappear after donating the prisoner.
  • Fixed a bug that made the main party unusable if the main hero died while disguised and imprisoned, and the selected heir was in the main party.
  • Fixed a bug that prevented the party from disbanding when the main hero got executed and they were the last member of the main party.
  • Fixed a bug that teleported the main hero's husband/wife to a random settlement from the main party.
  • Fixed a bug that caused the player's fiancé(e) to marry someone else a few days after they had agreed to marry the player.
  • Fixed a bug that prevented the player from selecting a clan member as a candidate when offering a hand in marriage, even though they should have been selectable.
  • Fixed a bug that occurred when cancelling a marriage barter; the proposed clan members couldn't be selected again when offering a hand for marriage.
  • Added wording for the niece, nephew, and grandchildren of the player character.
  • Fixed a bug that allowed imprisoned companions to be able to govern settlements.
  • Improved some party AI-related decisions. AI parties will think about what they do after some predefined events such as settlement owner change, clan change, and war and peace declarations.
  • Fixed a bug that caused the player's capturer party to be invisible.
  • Fixed a bug that caused relations to not increase after freeing someone from an enemy party.
  • The lame horse feature is now limited to the player's horse only.
  • The first hero on the party screen is now the one that is brought into missions.


Army Gameplay
  • Fixed a bug that caused the army behaviour text to not update even if the army behaviour had changed in the army idle menu.


Kingdoms and Diplomacy
  • Peace and War declarations will now show the reasoning behind them in the kingdom decision screen.
  • Enemy factions can now send peace offers to the player’s faction. The player can see these offers on the right part of the screen via notifications. If the player is the leader of the faction they can accept or decline these offers. If the player is a vassal then the offer is considered through the voting feature.
  • Fixed an inconsistency with influence costs when proposing settlement annexation decisions.
  • Fixed a bug that caused kingdoms with only one clan to trigger a claimant decision when capturing a settlement.
  • Fixed a bug that caused some minor faction clans to be destroyed after their leader's death.
  • Fixed a bug that caused faction variables to be empty in the menu that informs the player about the recent peace declaration.


Economy and Trade
  • Workshops can now produce faction-neutral items.
  • Fixed a bug that caused artisan workshops to replace other workshops.


Crafting
  • Fixed a bug that created an order for the main hero.
  • Updated Experienced Smith and Steel Maker 3 secondary effects:
    • Experienced Smith - Successful crafting orders give 2 relationships with notables.
    • Steel Maker 3 - Successful crafting orders give 4 relationships with lords.
  • Updated the formula that determines the required Research Point Experience for unlocking a new part.


Settlement Actions (Town, Village, Castle and Hideout)
  • Prison Break improvements:
    • The Prisoner now has 2 states (follow and stay) that can be toggled by interacting with them.
    • Added a new text to show that there are no prisoners after scouting the keep.
    • Removed polearms from prison guards.
  • Notables now provide elite troops instantly instead of first creating a basic troop and then upgrading it to an elite troop.
  • Fixed a rounding error that affected the calculation of gold cut due to low security and low loyalty.
  • Fixed a bug that allowed the player to redo village hostile actions (force notables to give recruits, force people to give supplies) after save & load. These actions now have a cooldown.
  • Fixed a bug that caused some battle simulations to last forever while helping a friendly village.
  • Fixed a bug that caused some generic NPC characters (board game host, tavern keeper, musicians) to be doubled when the player sneaked into the enemy city.
  • The “Sneak Into Town” formula has been rebalanced to prioritise Roguery more than Renown.
  • Fixed a calculation error while giving bonus experience to garrison troops.
  • Fixed a bug that caused ransoming prisoners in the tavern menu to give fewer denars than stated.
  • Fixed a bug that caused the "Donate prisoner" button to disappear after siege battles.
  • Fixed a bug that caused the progress bar to stop after loading a save while attacking a hideout.
  • Fixed a bug that caused construction speed to decrease when loyalty increased.
  • Fixed a bug that allowed the player to bet on board games infinitely at the same town using save & load.
  • Fixed a bug that caused the board game host NPC to be missing after entering and exiting the tavern.


Quests & Issues
  • Implemented a new quest, "Revenue Farming". Quest Summary: A lord is looking for someone to collect rents that are owed to them.
  • Improvements to the issue/quest spawn algorithm.
  • Updated the main storyline time limits. The 10 years time limit for the first phase has been increased to 20. The 30 years overall time limit has been removed.
  • Radagos now gets full health after the tutorial is over.
  • Fixed a bug that prevented quest progress in "Destroy Raiders" from being updated when the bandits surrendered to the player.
  • Fixed a bug that prevented the notables from spawning in the mission during the "Rival Gang" quest.
  • Fixed a bug that prevented the "Raid Enemy Territory" quest from being cancelled when leaving the kingdom.
  • Fixed a bug that triggered a war on a neutral faction after completing the "Conspiracy Caravan" quest.
  • Fixed a bug that generated dialogue with the quest giver more than once.
  • Fixed a bug that generated conspiracy quests after the start of the third phase of the main story.
  • Fixed a bug that caused an exclamation mark to appear on the ransom broker, even though there was no quest.
  • Fixed a bug that caused all quest-related dialogues to be overridden by the "Raid Enemy Territory" quest dialogues.
  • Fixed a bug that caused the quest party leader's dialogue to be generic bandit dialogue during the "Notable Needs Access to Village Commons" quest.


Conversations & Encounters
  • Fixed friendly parties starting an encounter due to their targeted party not updating correctly.
  • Fixed a dialogue bug with hostile prisoner lords after they were captured in a siege.
  • Workshops can now be bought from notables through dialogue.
  • Fixed a bug that caused the player to join an encounter with their brother after talking to the brother from the army menu.
  • Fixed minor text errors: capitalisation of trade goods, grammar related to the numbers of loads needed in quests, and text variables not appearing in encyclopedia entries.


Other
  • Battanian Peasants no longer wear the Townsman Luxury Coat.
  • Improved the variety of armours and outfits on Noble Characters.
  • Fixed an issue with Aserai Townswomen wearing Desert Helmets.
  • Khuzait Horse Archer now uses the Heavy Recurve Bow.
  • Khuzait Raider now uses the Simple Short Bow.
  • Fixed an issue with Eleduran wearing the wrong outfit.
  • Sturgian Spearman Heavy Spearman now uses Chainmail Long Sleeve.
  • Changed Cavalry Lamellar Armor’s culture to Aserai.
  • Removed 6 leg armour from Light Lamellar Armor (since it has no leg parts).
  • Renamed Infantryman Mail over Stripped Leather to Infantryman Mail over Striped Leather.
  • Fixed an issue with the headpieces of two-handed polearms being turned in the opposite direction.
  • Fixed an issue with some facekeys that caused a pregnancy-like belly.
  • Added a "Toggle Characters" option to Photo Mode.
  • Fixed a bug that prevented Marauder bandits from being recruitable.



[h2]Multiplayer[/h2]

Crashes
  • Fixed a crash that occurred after picking a faction in duel mode.
  • Fixed a crash that occurred when switching to spectator.
  • Fixed a server-wide client-side crash that occurred after switching between maps during a custom game.


Design & Balance
Equipment Changes
  • Throwing Weapon Adjustments:
    • Removed ‘Bonus Damage to Shields’ from all non-axe throwing weapons.
    • Throwing Spears can not be picked up from corpses.
    • Increased the accuracy of all bows equipped on AI troops in Captain mode.
    • Increased throwing weapon stack counts for AI Troops in Captain mode from 3 to 5 and 6 to 10.
  • Khuzait Heavy Mace damage decreased from 69 to 62.
  • Khuzait Heavy Glaive damage decreased from 171 to 115.
  • Spatha damage increased from 64 to 72.
  • Kite Shield (Voulgier) weight decreased from 5 to 2.
  • Weight of Stronger Shields used by Heavy Infantry decreased to around 2.
  • Armour of Stronger Shields used by Heavy Infantry increased by 5.
  • HP of Stronger Shields used by Heavy Infantry increased by 20.
  • Two-handed Maces are now slightly faster.
    • Northern Two-Handed Hammer swing speed increased from 69 to 74.
    • Highland Spiked Mace swing speed increased from 69 to 72.
  • Menavlion Changes:
    • Longer Menavlion deals less swing damage and more thrust damage.
    • Heavy Menavlion deals less damage but can crush through.
  • Pikes Changes:
    • Awl Pike damaged increased from 41 to 47
    • Highland Pike thrust speed increased from 89 to 91
    • Highland Pike damage increased from 40 to 47
    • Eastern Pike damage increased from 42 to 48
    • Southern Pike thrust speed increased from 91 to 92
    • Southern Pike damage increased from 44 to 47
  • Arrow/Bolt Count Adjustments:
    • Regular and Strong Arrows count is set to 35
    • Extra Arrows count is set to 50 (Only used in Captain mode)
    • Regular and Strong Bolts count is set to 25
    • Extra Bolts count is set to 40 (Only used in Captain mode)
  • Bastard Weapons are slightly longer but slower, especially in one-handed mode.

Troop Changes
  • Changed the second slot perks of all troops to be Combo Perks:
    • Combo perks grant equipment and have passive bonuses on the troop.
    • Captain mode troops use their own perks.
  • Slightly increased acceleration of all non-ranged troops.
  • All Heavy Infantry movement speed increased to 80.
  • All Heavy Infantry armour decreased by 2 (except Spear Infantry).
  • All Shock Troops hit points set to 100.
  • Skirmishers deal 10% more damage with Throwing Weapons.

Empire
  • Recruit:
    • Pilum now replaces the default Javelins (Non-Captain modes).
    • Swapped first and second slot perks.
  • Legionary:
    • Replaced Bastard Sword Perk with Better Sword Perk in Captain mode.
  • Cataphract:
    • Now has a shield by default.
    • Armour decreased from 45 to 40.
    • Added Improved Armor Perk instead of Bastard Axe Perk.

Battania
  • Clan Warrior:
    • Replaced default Long Sword with Short Sword.
    • Replaced Axe Perk with Long Sword Perk.
  • Wildling:
    • Throwing Spear now replaces the default Javelins (Non-Captain modes).
    • Increased default and Strong Shield size.
    • Replaced Axe Perk with Club Perk.
  • Oathsworn:
    • Replaced Bastard Sword Perk with Better Sword Perk in Captain mode.

Khuzait
  • Lancer:
    • Now has a shield by default.

Sturgia
  • Brigand:
    • Throwing Spear now replaces the default Javelins (Non-Captain modes).
    • Replaced default Northern Axe with Northern Woodsplitter Axe.
    • Replaced Heavy Axe Perk with Sword Perk.
  • Varyag:
    • Replaced Bastard Axe Perk with Better Sword Perk in Captain mode.

Vlandia
  • Voulgier:
    • Reordered perks in the first slot.
  • Sergeant:
    • Replaced Bastard Sword Perk with Better Sword Perk in Captain Mode.
  • Arbelist:
    • Replaced Axe Perk with Faster Release Perk.
    • Replaced Mace Perk with Small Shield Perk.


Map Related
  • Solved GI, physics and stuck point issues with Tsagaan Castle.


Other - Miscellaneous
  • Fixed an issue with the main menu music continuing in multiplayer loading screens.


Server & Network
  • Fixed walk/run state discrepancies under certain conditions between the client and the server.
  • Reduced falling hard/soft state discrepancies between the client and the server.


UI
Changes
  • The scoreboard now toggles like the singleplayer scoreboard.

Fixes
  • Fixed a bug that kicked players for inactivity after intermission voting.
  • Fixed a bug that caused the muted icon to not show next to muted players on the scoreboard.



[h2]Both[/h2]

Crashes
  • Fixed a crash related to sound occlusion.


Performance
  • Fixed some minor memory leaks.


Animations
  • Adjusted horse fall animations for gameplay.


Combat
  • Reworked kick: Added new animations and increased the penalty for missing a kick.
  • Being able to kick immediately after falling hard from some height is no longer possible.
  • Being able to switch between weapons during an attack release is no longer possible.
  • Ready attack and defend animation durations are no longer bound to poses of the animations. Instead, they are now calculated from a data table, with more consistent values. This should make attacking and defending more predictable.
  • Stun Changes:
    • Defender stuns are lowered, by reducing the impact of weapon weight. Reduced the momentum factor that gets calculated from the attackers and defenders weapons physical attributes (weight) so defender stuns are reduced. Effectively, the length of the stuns is affected less by weapon weights.
    • Heavy Attacks deal more defender stun and damage. Heavy attacks now deal around 15% more stun to defenders. They also deal slightly more damage now.
    • Active blocks cause attacker stun based on defender weapon weight. Similar to how the attacking weapon causes more Defender stun.
  • Couch Lance changes:
    • Reduced mount turning speed while the rider is couching.
    • Made a small adjustment to the camera (zooms in slightly).
  • Slightly reduced Archer turning speed while aiming.
  • Reduced the length of infantry knockdown animations.
  • Adjusted the timings of when dismounted cavalry are able to use their shields when getting up.
  • Horse Head and Neck damage modifiers for Pierce decreased from 2x to 1.2x.
  • Decreased the equip speed of crossbows by 25%.


Other
  • Increased the camera reset speed for when the view character key is released.
  • Eliminated visual errors with the knees of tall riders.



[h2]Modding[/h2]
  • Added a warning to catch navmesh problems on steep surfaces.
  • Animation clips can now be filtered in the resource browser.
  • Campaign map size is no longer hardcoded, it is now set from the map scene.
  • Harness' “covers_head” flag now works for helmets as well.
  • Fixed a bug where CampaignGameStarter object was reinitialized. Now, Behaviors and models will be added to CampaignGameStarter at MBSubModuleBase.InitializeGameStarter so that other modules can add/remove other campaign behaviours before they are initialized.
  • Made further changes to access modifiers. You can learn more about this: HERE
  • Added a console command (crafting.reload_pieces {MODULE_NAME} {XML_NAME}) for modders to be able to reload crafting pieces XML of their choosing without needing to restart the game.
  • Fixed a bug that caused modded sounds to be played as 2D sounds even though they were marked 3D.
  • Better automatic navigation mesh generation for open field battles.
  • Improved moddability of the keybinds. Modders can now introduce auxiliary key categories.
  • Party screen now supports more than 2 upgrade targets.
  • Added a script that moves any object from point A to point B without any help from agents.
  • XSLT files are now working even if there is no XML file with the same name.
  • Moved "Owner" variable from "PartyBase" to "PartyComponent" as getter function.
  • Moved "HomeSettlement" variable from "PartyBase" to "PartyComponent" as getter function.
  • A new interface called "IMapEntity" has been added to support custom interactable entities on the map.


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

Beta Patch Notes e1.6.2


[h3]Beta e1.6.2[/h3]

[h2]Singleplayer[/h2]

Crashes
  • Fixed a crash that occurred during scene loading.
  • Fixed a crash that occurred when loading older save files.
  • Fixed a crash that occurred while calculating party influence cost.
  • Fixed a crash that occurred while loading a save that had the Rival Gang Moving In issue active.
  • Fixed a crash that occurred after abdicating leadership of a kingdom while the kingdom had just mercenary clans.
  • Fixed a crash that occurred during large battles.
  • Fixed a crash that occurred during the Rival Gang Moving In issue.
  • Fixed a crash that occurred when loading a save file with incorrect mapfaction data of storyline heroes.
  • Fixed a crash that occurred when declaring war on minor factions through dialogue.
  • Fixed a crash that occurred when pillaging a settlement after a siege.


Performance
  • Made various combat performance optimizations.


Localisation
  • Localization improvements.
  • Turkish & Chinese language updates.
  • Minor text fixes and updates.


Art
  • Added two new Battanian armours.
  • Added a new Aserai armour.
  • Added a Khuzait ornate battle crown.
  • Added cloth physics to some of the saddle reins (Rugged Saddle, Rugged Beduin Saddle, Rugged Fur Saddle).
  • Fixed some clipping issues on Reinforced Suede Armor.
  • Sound improvements for Aserai, Vlandia, Empire & Sturgia scenes.
  • Minor fixes to various scenes from all factions.
  • Fixed the incorrectly used scene for the tutorial village.
  • Fixed collision problems with some battania dungeon models and the scene.
  • Fixed a navmesh issue on the second level Empire keep.
  • Improvements for various materials and textures.


Animations
  • Fixed some child animation related bugs.
  • Fixed a bug that caused some agent animations to not blend completely on mission start.


Campaign Map
  • Village level masks now update correctly as the village hearth value changes. A village mask changes the display of the village on the campaign map by adding buildings and production resources as the village hearth value grows. Previously, it only changed after raids or loading the game.
  • Fixed a bug that caused some lord parties to get stuck on the world map.


Audio
  • Prevented civilian ambiences from leaking into battle scenes.
  • Added idle animation sounds for soldiers.
  • Improved screen audio during character creation.


UI
Changes
  • Clan party member role assignment tooltip now shows the explicit effects that the hero will have on the party.
  • Added "Wealth" comparison to the Clan encyclopedia list page.
  • Added "Press ALT to compare with: {ITEM}" explanation tooltip to the inventory to show this ability to the player.
  • When looting, the left side inventory is now by default sorted by value.
  • Added a display of factions that the current selected faction is in war with to the kingdom diplomacy tab.
  • Added a Battle Size option step(800) between 600 and 1000.
  • Map rotation (Q,E) keys are now bindable.
  • Improvements to the pillaging menu options and menus for better UX and narrative.
  • Removed the notable power decreasing effect text from the pillaging effects for castles.

Fixes
  • Form Fitting Armor perk's effect is now correctly shown in the inventory.
  • Localization layout fixes.
  • Fixed a bug that prevented the hero thumbnail from disappearing when taking them from dungeon to party.
  • Fixed a bug that caused option descriptions to not show up after a language change in the options screen.


Battles and Sieges
  • The bracing feature has been enabled for spears with handles with 230 base length and above.


Clan and Party
  • Fixed a bug that caused garrison troops to desert and auto recruit troops in player-owned settlements.
  • Fixed a bug that caused lord parties to recruit and disband troops in a loop.


Armies
  • Fixed a bug that caused lords in the player’s army to vanish after losing a siege battle simulation.


Kingdoms and Diplomacy
  • Introduced the ability to make peace with rebel clans that rebelled against other factions through dialogue. Diplomacy between the player clan and other clans has been made consistent across different clan types.
  • Changed the minor faction hero spawn chance from 10% per week to 10% per day.
  • Fixed a bug that allowed the minor faction clans to continuously spawn new heroes even after being eliminated.


Crafting
  • Northern Grip Wood Two Handed is now a tier 3 piece and requires 1 Wrought Iron and 1 Hardwood for crafting.


Settlement Actions (Town, Village, Castle and Hideout)
  • Fixed a bug that caused construction speed to decrease as loyalty increases.
  • Fixed a bug that prevented the bribery dialogue with the lord’s hall guards from appearing.
  • Fixed a bug that prevented the influence bonus from getting added after donating a prisoner.
  • Fixed a bug that caused the player to receive influence after selling prisoners to a ransom broker.


Quests & Issues
  • Removed the hard conditions that prevented the player from sending a companion to resolve an issue. Instead, the companion skill in relation to the issue skill requirements will determine the success chance. 
  • Added more “reason” dialogues to explain why the player can't take a quest.
  • Changed the quest NPC health in the Notable Wants Daughter Found quest.
  • Little sister and little brother now spawn in the mentioned settlement after the "Rescue Your Family" quest is over.
  • Elder brother is now available for creating a party after he is rescued.
  • Main hero's elder brother's equipment now resets after the tutorial is over.
  • Decreased the probability of Disrupt Supply Lines quest caravan to select a friendly settlement as a target.
  • Improvements/changes to quest logs to make them consistent with the new alternative solution fail probability feature.
  • Fixed a bug that caused the Captured by Bounty Hunters quest to not fail even when the player had lost the duel fight.
  • Fixed a bug that caused the Destroy Raiders issue parties to keep spawning if they weren’t defeated by the player.
  • Fixed a bug that caused the settlement names to be missing in the description text of the Scout Enemy Garrisons quest on the quest tooltip.
  • Fixed a bug that caused the Destroy Raider quest parties to ignore the player party when the player was in a settlement with a small party.
  • Fixed a bug that kept generating conspiracy quests after a conspiracy had been activated.
  • Fixed a bug that prevented the relation bonus from being given when an issue had been solved via an alternative solution.


Conversations & Encounters
  • Various improvements to conversations as well as encyclopedia and notifications texts.
  • Improved facial expressions and their use in conversations.
  • Fixed a bug that caused the army conversation menu to use a temporary background.
  • Fixed a bug that caused some NPC items to disappear after a conversation.


Other
  • Swapped stats of Legionary Studded Harness and Legionary Reinforced Studded Harness.
  • It is now possible to do thrust attacks using the "Highland Decorated Blade" part and the “Highland Broadsword” sword.
  • Improved the speed of "Crossbow" from 35 to 55.


[h2]Multiplayer[/h2]

Crashes
  • Fixed a crash that occurred when a mount killed an agent in multiplayer matches.


Map Related
  • Changed the layout and gameplay of the Streets of Syllianon scene.


Other - Miscellaneous
  • Implemented the level progression & customization system. You’ll now be awarded Loot for playing multiplayer games. This Loot can then be used to unlock various cosmetic items which change the appearance of your character & troops.


Server & Network
  • Fixed a bug that caused incorrect remaining time to be displayed in the intermission screen.


UI
Fixes
  • Various visual bug fixes for Duel mode.


[h2]Both[/h2]

UI
Changes
  • The chatlog window is now resizable.


Performance
  • Performance improvements to combat physics.
  • Reduced the CPU memory usage of the game.
  • Audio performance improvements.
  • Minor UI performance improvements.


Combat
  • Kicks can now be interrupted by damage.
  • The ghost camera can now pass under obstacles like bridges, tents etc.
  • Extended the combat AI so that agents are able to use spear bracing.


[h2]Modding[/h2]
  • Made adjustments so that custom classes that inherit from LogEntry, Issue, Quest or InformationData should now be much less likely to break a save game when the mod is removed.
  • Fixed a problem that caused rebellions in settlements with a custom culture (introduced by a mod) to crash the game.
  • Did preliminary work to allow modders to add to existing banner icon groups and introduce whole new groups with BannerManager.LoadBannerIcons(string xmlPath).
  • MissionGauntletNameMarker (ALT key name markers in settlements etc.) is now more moddable as you’re able to add/remove new agent targets.
  • Added horizontal scrolling to troop trees in the encyclopedia (if it's required).
  • Added spritesheet config to indicate that the spritesheet category should be loaded by default.
  • Minor faction hero templates are now added through XML and stored in the Clan object directly. The minor faction hero spawn chance and hero limit values are now also moddable.
  • Troops can now have individual upgrade costs and XP reward for killing.
  • In the editor, progress bars were added to the “Navigation Mesh Auto Generation”, “Navigation Mesh Grid Generation”, “NavMesh Debug Mark Elevation Problem Faces” and “Remove Unreachable Faces” features.


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

Future Plans



Greeting warriors of Calradia!

With the recent release of e1.6.0 and well over a hundred game updates under our belt since the start of early access, we figured it’s about time that we discussed some of the progress made since our previous blog post back in April before turning our attention to some of the future plans for the game. Oh, and fair warning, this is a bit of a big one so you might want to grab yourself a drink and make yourself comfortable before reading on!

Sieges keep on improving!

Over the past few months, dozens of new scenes, items, animations, icons, artwork, and sounds have been added to the game, greatly expanding the options and experiences available to you while journeying through Calradia. Additionally, several new features and systems were introduced, presenting you with fresh challenges while giving you greater control over key aspects of the game.

Some of the additions could be considered to be a bit more substantial, such as; Crafting Orders, which provides more purpose and meaning to the extensive weapon crafting system by allowing you to explore a new career path within the sandbox; Keep Battles, which expand sieges with the addition of climactic battles in the heart of besieged castles; Party and Kingdom War Stances, which allow you to assign orders to subordinate parties to dictate their approach towards hostilities; and Duel, a new multiplayer game mode that pits you against other players in single combat.

Meanwhile, other impactful, but perhaps a bit more subtle, additions were made, including; unique rewards when joining a kingdom for the first time; ransom offers for prisoners; revised cultural bonuses; more difficulty options, including an Ironman mode which restricts your playthrough to a single save file; new quests; the ability to abdicate a throne; various quality of life and UI updates, such as the overhaul of the Kingdom Wars tab and the introduction of an event log; Encyclopedia and Party screen tweaks; AI combat improvements; settlement production icons; and the ability to pick and choose specific troops in custom battles.

Explore a new career path with Crafting Orders!

Of course, none of this will be news to you if you have been following the development of the game from the patch notes or Development Update videos, so let’s move on to discuss some of our plans moving forward!

[h3]gamescom[/h3]
Usually, around this time of the year, we’d be sharing our plans for gamescom with you. However, with the ongoing Covid-19 pandemic making meeting you in person in Cologne this year all but impossible, we have decided to forgo participating in gamescom related activities this time around, including the online event. Instead, we feel that our time would be best spent keeping our heads down and focussing entirely on the development of the game, without any additional distractions.

[h3]Returning to the Studio[/h3]
With most of our employees now having received their second vaccine shot, we have started to make plans for a phased return to the studio. Naturally, the health and well-being of our team are of utmost importance to our decision making and we will be taking many safety measures. This, combined with the many new faces that have joined the team since we started working remotely makes planning the seating arrangements a little trickier, but we want to assure you that, just as at the start of the pandemic, we are well prepared for this transition and work will continue on the game unabated.

Face off against other players in single combat in multiplayer Duel mode

[h2]Singleplayer[/h2]
Switching the topic back to the game, in the short to medium term we intend to focus on the following priorities for singleplayer. However, please be aware that this is not an exhaustive list and you should expect a few additional surprises in addition to the planned features outlined below!

[h3]Battle Terrain System[/h3]
The battle terrain system was initially announced in Development Update #7 and it was great to see the positive feedback that it received! The feature will provide a more strategic and unique experience for each and every battle by associating specific scenes with campaign map regions rather than terrain types, while also taking into account party positioning and orientation within the region to influence the initial battle setup.

Since the announcement, we have continued to work on the system and have notably increased the pool of field battle scenes to better support it. However, due to the sheer scale of this feature and the amount of work required, you can expect to see updates to this through the addition of new scenes long after it is made available to you.

Choose your battle(field)s wisely with the Battle Terrain System

[h3]Granting of Peerage to Companions[/h3]
While adventuring through Calradia, it is almost guaranteed that you will pick up a companion or two to accompany you on your journey. These characters can fight alongside you in battle, or assist you with crafting, questing, or governing your fiefs. They may also be assigned to lead caravans or clan parties to earn you additional coin or influence. As your campaign progresses and the bonds between you and your followers develop, we feel that it’s only appropriate that you should be able to reward them for their loyalty and service by elevating them to the ranks of the nobility, if you so choose of course!

[h3]Order of Battle[/h3]
While the Mount & Blade series has always emphasised fighting alongside and commanding your troops from within the thick of the battle, nothing speaks against establishing some order before you clash with your enemies!

This feature will allow you to assign troops and heroes to formations, as well as, give them orders and position them during the deployment phase for both battles and sieges.

Prepare for battle with the Order of Battle deployment phase

[h3]Banner Bearers[/h3]
Alongside Order of Battle, we are working on the Banner Bearer feature, which will allow heroes to bring their banners to battle and have them carried by soldiers within their formation. Not only will this make battles more colourful and visually diverse, but there will also be gameplay effects for the soldiers marching under each banner.

[h3]Party Templates[/h3]
Another means to increase the variety of encounters and make AI party leaders feel more distinct are party templates. Currently, party leaders pursue largely the same “effective” template through their recruitment and upgrading of troops. We will explore and implement a greater number of templates that may be assigned to AI party leaders based on their cultural and character traits.

[h3]Cut Scenes[/h3]
The sandbox simulation includes many significant life events, ranging from the death of a comrade to witnessing the birth of your child. Whether these are ill or good tidings, they are currently communicated quite abstractly. As such, we intend to give them more life and improve overall immersion by introducing several cut scene notifications, similar to the existing execution animation.

Commemorate significant life events with cut scenes

Looking a bit further ahead, we will continue to make progress in many other key areas of the sandbox, with some of our longer-term priorities being:

[h3]Sally Out Mission[/h3]
Sieges in Bannerlord are quite dynamic events that can play out in a number of different ways, with one outcome being defenders sallying out to break the siege. Currently, the game will initiate a standard field battle for these encounters, which can be a little immersion breaking and isn’t truly befitting of the event. In the future, we want the sally out action to have its own dedicated mission that plays out on the relevant siege scene, making these unique events a bit more special. Forth Eorlingas!

[h3]Scenes[/h3]
As always, and as our recent patch notes can attest to, work continues on adding a variety of new scenes to the game. In addition to Towns, our current focus is on creating scenes for the Battle Terrain System. Naturally, you should also expect to see improvements and updates to existing scenes, as well as, the addition of some new, more specific scenes.

Unique Town scenes for you to explore and conquer!

[h3]Claimant Quests[/h3]
The setting of Mount & Blade II: Bannerlord is one of turmoil, with the Emperor murdered and the Calradic Empire heading towards civil war. It should come as no surprise that such times of change provide opportunities to actors that would otherwise have stayed in the shadows. They may just need the right hero to help them press their claim...

[h3]Vocalisation[/h3]
Yup, you heard that right! A portion of the dialogues in Bannerlord will be voiced in English. This will focus on areas that you are likely to experience often or in a meaningful way, such as greetings and conversations from the main storyline.

[h3]Other[/h3]
Of course, we will also be working on maintaining, balancing and improving all of the existing singleplayer features and content. This is including further AI fixes and improvements, for sieges in particular, as well as, a continued effort to improve performance across the board. This extends to the polishing of any newly introduced content, such as War & Peace reasons, and balancing existing mechanics like Birth & Death rates, skill experience gains, and armour effectiveness. It also covers the addition of smaller mechanics, like an AI death chance in simulation battles, an option to respec perks, and the ability to retire the active main character.

Furthermore, we will continue to expand content such as issue quests, music and sounds, animations, models (including crafting pieces), artwork, and so forth.

https://cdn.taleworlds.com/upload/news/futureplans.aug21.07.mp3
Sturgia Tavern, by Ensemble Galatia

[h2]Multiplayer [/h2]
Moving on to the multiplayer side of the game, these are our current priorities for the short to medium term. However, just as with the singleplayer plans outlined above, this is not an all-encompassing list!

[h3]Ranked Matchmaking[/h3]
The matchmaking system will allow you to play the game in a more competitive setting and be assigned ranks based on your performances in both Skirmish and Captain game modes. This system will be much stricter than the current match finding system when it comes to pairing evenly matched opponents against one another, allowing you to test your skills against other players on a more even footing.

[h3]Progression System and Skins[/h3]
The progression system will reward you simply for playing the game! You will be able to use your hard-earned points to unlock skins for your troops and sigils for your profile. Eventually, this will be expanded with further customisation systems that will reward you for your multiplayer engagements and escapades!

Show off more than just your combat prowess with multiplayer skins!

[h3]Voice Chat[/h3]
A rudimentary version of voice chat was already introduced to Skirmish mode quite recently, however, we would be the first ones to admit that it is a little lacking. We intend to improve this over time by giving you more options and control over the voice chat system, allowing you to communicate with your teammates more easily and effectively.

[h3]Cheer and Shout Systems[/h3]
Voice chat isn’t really for everyone, and it certainly doesn’t help when it comes to taunting your opponents! Thankfully, this is something that we have already taken into consideration with the Cheer and Shout systems. Cheers will allow you to express yourself to your opponents and teammates through a number of different animations and sounds. Meanwhile, Shouts will open up another method of communication with your teammates through a variety of combined audio and text commands, allowing you to suggest where to attack and defend more quickly and efficiently, and all without waking up everyone in the house!

Cheers and Shouts provide new ways for you to communicate in multiplayer

[h3]MVP System[/h3]
Of course, it is all well and good discussing the ways that we intend to improve teamwork and communication in multiplayer, but that doesn’t mean that there shouldn’t be a bit of healthy competition within the team either right?! With the introduction of the Most Valuable Player (MVP) system, the best performing player in each round will receive an MVP award which will be displayed for all to see and admire, giving you that extra little incentive to push yourself to try and outperform your teammates.

[h3]End of Match Screen[/h3]
Similarly, a new end of match screen is in the works which will give a more detailed summary of each game, including awards for players that achieve impressive feats during a match or otherwise excel in different areas of combat and the game mode.

[h3]Flag Capture Improvements[/h3]
The flag capture system will be reworked to take away some of the emphasis from the flags. This will be achieved by having nearby enemies slow down the rate at which flags can be captured, with the aim of promoting a more free and open fight around the flag without needing to constantly hug the flag pole. This change also aims to ensure that rounds will no longer end while a fight is taking place under a flag, switching the focus in those moments from the flag to the combat.

[h3]Other[/h3]
Alongside the more major updates outlined above, work will continue on improving all other aspects of multiplayer, including; an overhaul of the score calculation system to better account for damage dealt and objectives achieved; a rework of the entire scoreboard; the addition of multiple projectile mangonels to Siege, as well as, ballista aiming and performance improvements; a new single life game mode; general gameplay improvements to each game mode; new badges to track your accomplishments; updates and changes to perks; and a host of new maps.

Additionally, we will continue to work with our community combat testing group to further balance and refine the finer details of the combat and character class systems. More details on this will be shared in the next Development Update video, so make sure to give our YouTube channel a follow to ensure you don’t miss out on that!

Finally, later down the line (and possibly after the full release of the game), we intend to share custom server files to allow you to host your own multiplayer game servers.

Multiplayer perks have been overhauled and expanded giving you more tactical choices

[h2]Both[/h2]
Of course, not all of the game’s features and systems are restricted to just singleplayer or multiplayer, and so, here’s just some of our plans for specific updates that will affect the entire game:

[h3]Battle Ambient Sound System[/h3]
The Battle Ambient Sound System will group and merge distant battle sounds to single sound events, reducing sound-related calculations by up to 70%. This means that even low-end machines will be able to hear the distant roars and clashes of crowded battlefields without giving up on performance. The system will also allow us to sculpt more refined distant sounds in the future, so hurray for high-end too!

To further improve sounds, we are also working on transitioning to Quad Ambiences. Quad Ambiences will provide a depth of directionality to our ambient beds without adversely impacting performance, meaning that you should be able to tell which way you are facing even with your eyes closed. And as a pleasant side effect, it also means that ambients will sound much better on 5.1/7.1 surround sound systems too!

[h3]Language Support[/h3]
We are pleased to announce that localisation of the game is ongoing for English, Turkish, Simplified Chinese, Brazilian-Portuguese, German, French, Italian, Japanese, Korean, Polish, Russian, and Spanish.

Additionally, together with our partners, we have been working on not just direct translations, but also on building a system that can support the game’s dynamic texts that have variable characters, objects, genders and grammatical contexts.

[h3]Modding Support [/h3]
Modding support continues to be a key priority for us, with many recent changes made in direct response to the feedback from our modding community. We intend to continue fully supporting modding through improvements and additions to our existing modding tools, alongside new, and more detailed documentation and guides over on the Bannerlord Modding Documentation website. We can also confirm that Steam Workshop is planned as a future update meaning that you will be able to access and share mods with ease.

Bring your ideas to life with the Mount & Blade II: Bannerlord - Modding Kit

Whew! So that was quite a lot to get through, but it still leaves a couple of big questions unanswered. Mainly, when will the game be fully released, and on what platforms? Well, we want to be up-front at this point by saying that early access will continue on into next year, with our current estimate for the full release being Q2 2022. We are fairly confident that we will hit that target, however, if we feel the game still isn’t ready at that point, then we will delay the release. As for platforms, we can confirm that the game will be coming to consoles, however, we are unable to share any further details on this just yet.

And finally, we just want to take a moment to thank you for your continued support. Whether it’s through backing the game in early access, sending crash dumps and creating bug reports, sharing feedback over on our forums, or even just taking the time to read this post, we truly, truly appreciate it. Thank you!

Hotfix (e1.6.0) & Beta Hotfix (e1.6.1 - 09/08/21)


[h3]e1.6.0[/h3]

[h2]Singleplayer[/h2]

Crashes
  • Fixed a crash that occurred when loading a save due to storyline heroes not having the correct faction data.
  • Fixed a crash that occurred when trying to declare war against minor factions.


Fixes
  • Fixed the barter cooldown from resetting after saving and loading the game.
  • Fixed a bug that caused garrison troops to desert and auto recruit troops in player-owned settlements.
  • Fixed class buttons overflowing the panel in weapon class selection in the smithy.
  • Fixed a crafting bug that prevented crafted weapons from being renamed.



[h2]Multiplayer[/h2]

Crashes
  • Fixed a crash that occurred when entering the lobby if the username contained special characters.


Fixes
  • Server-side stability fixes.
  • Fixed a bug that showed the wrong arena preference after changing troops in Duel mode.
  • Fixed a bug related to the profanity checker.


Changes
  • Throwable spears can no longer be thrown from horseback.
  • Server time limit made visible in Duel mode.
  • Faction voting is now available in Duel mode.
  • Arena preference is assigned automatically based on the selected class in Duel mode unless the player changes their arena preference using a flag.
  • The win/loss icon has been removed for Duel mode in match history.



[h3]e1.6.1 Beta[/h3]

[h2]Singleplayer[/h2]

Crashes
  • Fixed a crash that occurred when trying to declare war against minor factions. (Also in e1.6.0 hotfix).
  • Fixed a modding-related bug with the upgrade troops popup showing just the first two upgrade targets of a character on the troop tree instead of all of them.


Fixes
  • Fixed a bug that caused some noble parties to recruit and disband troops in a loop.
  • Fixed a bug that caused garrison troops to desert and auto recruit troops in player-owned settlements. (Also in e1.6.0 hotfix).


Changes
  • Peace offers will be automatically accepted if the player is contracted as a mercenary.
  • Some demand adjustments have been made to default items to improve trading.
  • Changed the primary production type of some villages.



[h2]Multiplayer[/h2]

Fixes
  • Server-side stability fixes. (Also in e1.6.0 hotfix).
  • Fixed a bug that showed the wrong arena preference after changing troops in Duel mode. (Also in e1.6.0 hotfix).
  • Fixed a bug related to the profanity checker. (Also in e1.6.0 hotfix).


Changes
  • Throwable spears can no longer be thrown from horseback. (Also in e1.6.0 hotfix).
  • Server time limit made visible in Duel mode. (Also in e1.6.0 hotfix).
  • Faction voting is now available in Duel mode. (Also in e1.6.0 hotfix).
  • Arena preference is assigned automatically based on the selected class in Duel mode unless the player changes their arena preference using a flag. (Also in e1.6.0 hotfix).
  • The win/loss icon has been removed for Duel mode in match history.



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