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Mount & Blade II: Bannerlord News

Development Update #1: UI and Multiplayer



Hello everyone, we hope you will enjoy this new format. A text version of the video script has been appended to the post for those of you that prefer to read. Have a great weekend and stay out of melee range!

[previewyoutube][/previewyoutube]

INTRO
Greetings warriors of Calradia, and welcome to our new format development update!

Previously, we discussed the game almost exclusively through written text - often covering a single theme or topic. Now we want to take a broader approach and explore additional avenues to keep you updated with what’s going on with the development of the game.

We think that this video format will allow us to showcase a range of upcoming changes that we hope you will enjoy.

Today, we will be taking a look at some recent and upcoming changes to the user interface, user experience, and multiplayer.

We invite you to sit back, relax, and enjoy the video!

NEW CONVERSATION SCREEN
A new conversation screen has been added that removes the need to load an entire scene to initiate a dialogue. Instead, the game now chooses from a selection of backdrops and opens a conversation screen directly on the campaign map. This change significantly improves the flow of the campaign gameplay for both peaceful interactions and combat.

HIDEOUT MISSION TROOP SELECTION
Previously, a random selection of troops was automatically selected when attempting to clear a hideout. Players can still charge in, but they now also have an option to fully customize their roster.

PLAYER EMOTES
A number of cosmetic emotes have been added to the game to allow players to celebrate their victories alongside their troops. Players are able to press the “O” key to play the default animation or hold the key to be presented with a selection wheel. Currently, this change is only present in single-player, however, we do intend to expand this to multiplayer at a later date.

COMBAT TESTING
For the past month or so we have been working alongside a small but diverse group of players to refine many aspects of multiplayer combat and balancing.

The aim of the group has been to streamline the feedback process by having community members and game developers play alongside each other in organised tests. To aid us in this process, we developed a tool that allows us to push combat parameter changes directly to clients through the server they are connected to, without needing to relaunch the game or reconnect to the server.

Over time, a selection of multiplayer clans were invited to the tests so that we could watch organised teams face off against each other to see what kind of strategies and tactics they were using, and in some cases abusing, to win.

These tests have led to many changes to combat parameters, troops, perks, and equipment, but we want to be clear that adjusting classes and combat parameters is an ongoing process and no changes are final.

BANNERLORD ID SYSTEM
The Bannerlord ID system allows players to choose a unique username for themselves independent of the platform they play the game from. This means that players on both Steam and Epic Games Store can add each other as friends and play alongside each other in the same party.

CLAN SYSTEM
The clan system enables a full party of players to create their own clan within the game via the new clan tab on the lobby screen. While creating the clan, the party leader can choose the clan name, tag, sigil, and faction. Once the clan is created, each member of the party will receive a pop-up asking if they would like to join the clan.

The clan homepage includes a description area for use by the clan leader and an announcements section for communicating with clan members. The roster screen allows players to invite fellow clan members to a party, invite new members to the clan using the Bannerlord ID system, or hand control of the clan over to another member.

The clan leaderboard tracks the wins and losses of each clan in the game. We hope to expand this at a later date alongside a ranking system.

Finally, a full party of clan members can search for a clan match by selecting the game mode, map, and factions. Other parties that satisfy the same conditions can see a list consisting of these games and select one to join. If the creator party accepts this join request, a server is allocated for both teams to play on and the match begins.

SIEGE MODE IMPROVEMENTS
Alongside many stability improvements, a new objective-based gold system has been introduced to the Siege game mode. In addition to defeating enemies and assisting teammates, attackers can gain gold by pushing siege engines, breaking down doors and breaching walls. Meanwhile, defenders can gain gold by destroying siege engines. Each player is rewarded for their total contribution when the objective is complete.

REPORT SYSTEM
A report system has been introduced for players to report troublesome users in-game. Logs from each game will be stored and linked to reports for internal review. Reporting other players is as simple as clicking a button and writing a short description of the incident.

NEW SKIRMISH MAPS
Two new maps have been added to the Skirmish map pool.

The Imperial city of Echerion features canals that separate its two contrasting districts, each of which serves as spawn points for the teams. Players will fight to control the main square, a pottery workshop, and an elevated grand plaza.

The Port at Omor is a fishing village that sits on the outskirts of an old and established trading city. While one team starts across the channel that separates the village from the city, the other team spawns at the backend of the village. Players will battle among trade yards, shipyards, warehouses, and taverns.

OUTRO
If you have any feedback you would like to share regarding these changes, or about the video itself, please leave a reply in the comments section below.

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



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Beta Hotfix (e1.4.3 - 30/07/20)



[h3]Beta[/h3]
Versions
Native: e1.4.3
SandboxCore: e1.4.3
Sandbox: e1.4.3
Storymode: e1.4.3
CustomBattle: e1.4.3

  • Imperial Sergeant Crossbowmen got their swords back.
  • Fixed an issue related with automatic block direction option in which ranged attacks forced the player to stop holding their shield up.
  • AI now needs to build more siege equipment before launching an assault. If attackers start a siege assault without any equipment or with only one ram/siege tower, the settlement will have a better advantage compared to previously.
  • Siege preparation is now 33% longer.
  • Item prices differentiate more among settlements so merchant players & caravans can make better profits.
  • Fixed a crash that occurred if the player left an army while at a settlement.
  • Fixed a bug that caused problems with health regeneration.
  • Adjusted some village productions. Visual adjustments will follow shortly.
Known Issues https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/


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Beta Hotfix (e1.4.3 - 29/07/20)



[h3]Beta[/h3]
Versions
Native: e1.4.3
SandboxCore: e1.4.3
Sandbox: e1.4.3
Storymode: e1.4.3
CustomBattle: e1.4.3

  • Fixed a bug that caused garrison wages to be excessive for a short period of time upon taking control of a settlement.
  • Prevented a crash when upgrading troops in Manage Troops screen before attacking a hideout.
  • Fixed a crash that occurred when recruiting surrendering bandits in a conversation.
  • Fixed a crash that occurred when clicking on death notifications.
  • Fixed a crash in Skirmish.
  • Fixed a bug that allowed players to mount a horse that was despawning.
  • Localisation fixes.


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


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Hotfix (e1.4.2 - 28/07/20)



Main
Versions
Native: e1.4.2
SandboxCore: e1.4.2
Sandbox: e1.4.2
Storymode: e1.4.2
CustomBattle: e1.4.2

  • Fixed a bug that caused garrison wages to be excessive for a short period of time upon taking control of a settlement.
  • Fixed a bug that caused sieges and raids to automatically succeed for the attackers.
  • Fixed a crash in Skirmish.
  • Fixed a bug that allowed players to mount a horse that was despawning.
Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/


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Patch Notes e1.4.2



Greetings warriors of Calradia!

Today, we are moving the current beta branch to our main Steam branch. Below you will find the original changes included in the beta branch, our previous hotfixes to the beta branch as well as some additional changes that we have done since.

[h3]Main[/h3]
Versions
Native: e1.4.2
SandboxCore: e1.4.2
Sandbox: e1.4.2
Storymode: e1.4.2
CustomBattle: e1.4.2


Latest Changes:


  • Fixed a crash related to annexation decisions initiated by the AI.
  • Fixed a crash related to kingdom strength calculations.
  • Some localisation related fixes.
  • Fixed a bug that prevented leave punishments from applying to parties.
  • VAC banned players will now see a different login error.
  • Fixed a possible cause of player names not being shown on Bannerlord friend list. Please report to us if you still encounter this issue.
  • Bannerlord friend list will now be loaded upon login.
  • Fixed a Captain mode bug that prevented additional armour perks from applying to AI troops.


Previous Beta Hotfixes:


11/06/20
  • A crash caused by a stillborn child was resolved.
  • A problem with being unable to name a twin has been fixed.


09/06/20
  • Three perks (chink in the armor, show of strength and generous rations) were causing negative troop prices. This is fixed.
  • Fixed an issue that caused players to become stuck in the defection persuasion conversation.
  • Fixed a crash that occurred when Needs Help with Looter quest ended.
  • Fixed an issue that caused automated kingdom decisions for player mercenaries.
  • Fixed an issue with combat tips and raise the meek perks relating to a miscalculated passive XP gain.
  • Fixed and balanced an inflation issue with item prices.


05/06/20
  • Fixed an issue that caused a crash when the player participated in war and peace decisions.


Initial Beta Changelog:


[h2]Singleplayer[/h2]
Crashes
  • Fixed a rare tournament crash.
  • Fixed a crash that occurred when a hero had reached the maximum number of perks & focus points.
  • Fixed a crash caused by upgrading settlement projects.
  • Fixed a crash which occurred after closing the Town Menu or Encyclopedia Screen.
  • Fixed a crash that occurred when the Army of Poachers and Family Feud quest villages were the same village.
  • Fixed a crash that occurred for the Chinese localisation.


Save & Load
  • Save file compression was optimized by around 80%.
  • Increased the number of autosave files to 3.


Localisation
  • Punctuation fixes and corrections for some texts.
  • Turkish translation updates.


Art
  • Fixed some snow texture issues in Khuzait villages.
  • Various model/material and texture improvements for campaign map icons.


UI
  • Clan Screen
    • Moved clan member role assignments from parties tab to members tab. Now players can assign roles to clan members, specific to parties that they're in.
    • Players can now rename their family members in the clan members tab.
    • Fiefs tab now shows Towns and Castles in different lists and contains bound settlements, notables in the settlements.
    • The Parties tab now lists the amounts of each troop type that a party currently has.
    • The Other tab now shows more detailed information about workshops owned.
  • Shift and Control modifiers now work with both left and right side keys in inventory and party screen.
  • Added missing One-Handed and Two-Handed perk icons.
  • Fixed Kingdom decision popup behaviour for rulers.
  • Fixed a bug that caused the likelihood percentage value next to the propose button to show incorrect values.
  • Fixed localisation issues in the Custom Battle screen.
  • Fixed some texts not updating to the correct language on language setting change.
  • Fixed execution popup visual error.
  • Fixed a UI problem where wanderers in enemy towns are shown as red.


Character Development System
  • All polearm skill perks which are related to combat were re-implemented/fixed.
  • Fixed charm, leadership, trade & medicine perk bugs.
  • Implemented secondary effects of two-handed perks.
  • Implemented secondary effects of polearm perks.
  • Fixed a false effect of smithing perks.
  • Fixed issues with the one-handed & two-handed perks.


Clan and Party
  • Minor faction leaders were gaining too much money and their expenses were very low and this was causing gold inflation. This was fixed.


Kingdoms and Diplomacy
  • Fixed an issue with the behaviour of safe passage deals when the player is in a besieged settlement.
  • Settlement Actions (Town, Village, Castle and Hideout)
  • Relation loss that occurs when a village is raided is no longer spammable and it is now proportional to the amount of damage caused to the village. Players will still lose a fixed (but reduced) relation amount with village notables and the owning clan's leader when they initiate a war by raiding the village during peacetime.


Quests & Issues
  • New quest "Scout Enemy Garrison" added.
  • Balanced rewards and requirements of Artisan Overpriced Goods, Artisan Can't Sell Product at A Fair Price, Gang Leader Needs to Offload Stolen Goods, and Deliver the Herd Quests.
  • Landlord Needs Access to Village Commons
    • Quest design was changed. (Old active quests will be cancelled when a game is loaded.)
  • Family Feud Quest
    • Fixed a bug that occurred when the culprit (quest character) became a prisoner.
    • Added/Changed quest logs.
  • Army of Poachers Quest
    • Fixed a bug that caused the quest to be stuck if the player retreated from the poacher battle.
  • Lord/Lady Needs Tutor Quest
    • Fixed a bug that occurred if the player married a quest character.
    • Added new quest log.
  • Need help with Bandits Quest
    • Valid hideout distance and valid party radius values for were tweaked.


Conversations & Encounters
  • Improvement for player look algorithm in conversation.
  • Added a conversation option with non-hostile vassals which are in an army without joining the faction that they are in.
  • Ensured that characters whom the player meets in a quest recognise the player later. Expands comments on game actions.
  • Townspeople and villagers should now comment on available issues and quests.


Other
  • New Noble Weapons have been made and distributed amongst the fellow lords of Calradia.
  • Caravan Guards, Veteran Caravan Guards and Armed Traders have better stats now which will make attacking caravans a little bit harder.
  • Fixed an issue with agent orientation in hideout boss fight.
  • Skins xml is now moddable.
  • Fixed a bug where the player could take dead lords as prisoners. This should also fix dead heroes from spawning with new parties.
  • Developer console can be enabled now by pressing ALT + ~


[h2]Multiplayer[/h2]
Game Modes
  • Siege tower ramp sync was broken for players who connect to a server after the ramp opened.


Server & Network
  • Fixed a rare crash on changing game type or region.
  • An issue causing crashes on MP login will now show a warning instead. We are still investigating this issue.
  • Added an in-game reporting system with detailed game and chat logs. You can report other players from scoreboard or recent games.
  • Fixed a visual glitch where the clients see their characters stuck in guard stance after getting stunned with a push back while defending.


UI
  • Added defender and attacker icons to class loadout screen in siege mode.
  • Fixed inconsistent placement of scoreboard sides while the player is spectating.


[h2]Both[/h2]
Performance
  • Major GPU Buffer memory reduction and GPU performance improvements.
  • Fixed stuttering issues when a resource loaded during gameplay.
  • Reduced GPU memory usage of the Flora System.
  • Punctual light shadow rendering performance improvements.


Animations
  • Fixed a bug that prevents the late attack direction selection (that is made after readying starts) if both attack and defend keys were pressed at the same time beforehand. This also caused clients to see wrong attack animations on their characters when the same case is generated.


UI
  • Separated the refresh rate option from the resolution and added aspect ratio values next to the resolutions.
  • Fixed some text calculation errors.


Other
  • Shield physics bodies on back are corrected.
  • Crouching is prevented during an attack in order to prevent unwanted stance switches.
  • Singleplayer and multiplayer now use different version numbers.
  • Fixed issues about usernames with non-ASCII characters.


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


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