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Mount & Blade II: Bannerlord News

Beta Patch Notes e1.4.0



Greetings warriors of Calradia!

Below you will find the latest updates to the beta branch. We also want to take this opportunity to address a frequently asked question regarding save game compatibility on this branch. While we strive to achieve stability for the beta, we cannot guarantee it and want to stress that you are using this branch with a risk for both general enjoyment as well as save game compatibility. If you desire a more stable experience, please use our main branch. Similarly, if you are using mods, please be aware that updates carry a significant risk to break them and your savegames - regardless of the branch you are on.

Finally, we want to thank everybody who is partaking in testing the beta branches and helping us with creating a better game.

Beta
Versions
Native: e1.4.0
SandboxCore: e1.4.0
Sandbox: e1.4.0
Storymode: e1.4.0
CustomBattle: e1.4.0

[h2]Singleplayer[/h2]
Crashes
  • Fixed a Save & Load crash related to one-handed perks.
  • Fixed a crash due to an empty dll name appearing on call stack frame.
  • Fixed a crash due to missing frame info when capturing a call stack.
  • Fixed a crash that occurred sometimes when trying to load a game when quests were active.
  • Fixed a crash that occurred when selecting some troops for a custom battle.
Save & Load
  • Players now gain trade XP correctly after Save & Load.
Localisation
  • Fixed some item name translation errors.
  • Punctuation fixes for some texts.
  • Additional Chinese translations and translation fixes.
  • Turkish localisation updates.
Art
  • Fixed some AI's navigation mesh and season issues with Battanian villages.
  • Fixed some visual issues, level's mesh problems, AI's navigation mesh problems, and season issues with Sturgian villages.
UI
  • Implemented new map event visuals system. Now map events (Raids, Sieges and Battles) will be shown on the UI compared to 3D icons on the map. This will improve the visibility of map events.
  • Improvements to crafting screen with high yield item tuples.
  • Fixed an error that showed different relation values in conversations compared to the said hero's encyclopedia page.
  • Fixed a text error in kingdom decision popup.
  • Fixed a text error in party tooltip.
Battles and Sieges
  • Fixed mission camera still being updated when the player opens up the escape menu during hideout boss fight cinematic transition.
Character Development System
  • Changed the implementation of 15 one-handed skill perks that are related with combat.
  • Companions will now gain trade XP if they are leading a caravan.
Clan and Party
  • Added a new map notification for when the player receives a new settlement.
Armies
  • When tracking an army, the tracking information will now be for the whole army rather than just the leader party.
Kingdoms and Diplomacy
  • Influence gain reduced to 1/20 for donating prisoners to a dungeon.
  • Council of Commons policy effect changed so that it now grants 0.5 influence per each supporter of the clan who lives in the clan's kingdom.
Settlement Actions (Town, Village, Castle and Hideout)
  • Changed the effects of some settlement projects.
  • Some Settlement Projects Now take longer to finish.
  • Reserve now adds a fixed bonus to construction rather than doubling it.
  • Town Management Window now shows changes to stats correctly according to the selected project and reserve.
  • Fixed a bug that allowed players to join a neutral army from settlement UI.
General
  • Implemented the new quest "Army Needs Supplies".
  • Fixed a bug that causes log entries to show wrong information about alternative (companion) solution troop counts.
  • Fixed a bug that causes alternative (companion) solution troops and companions to disappear.
  • Fixed a bug that caused quests to disappear.
  • Players will not be able to transfer wounded troops to fulfil quest conditions.
  • Instead of closing the dialogue, quest dialogue options will return to the character’s main dialogue options.
Gang Leader Needs Weapons Quest
  • Fixed a crash that occurred when the player completes the quest successfully.
  • Fixed a bug that blocks players from solving the quest with the alternative (companion) solution.
  • Fixed a bug that resets player's quest progress after Save & Load.
  • Changed/Added some quest dialogues.
Army of Poachers Quest
  • Fixed a bug that caused double gold and leather rewards.
  • Alternative (companion) solution troop requirements were changed.
  • Alternative (companion) solution duration was changed.
  • Quest reward formula was changed.
  • The party size formula for the Poacher's Party was changed.
  • Changed/Added some quest dialogues.
  • Alternative (companion) solution will require at least tier 2 troops.
  • Player will gain 1 renown after completing the quest through successful persuasion.
  • Equipped item sets for the Poacher character were changed.
Lord Needs Garrison Troops Quest
  • Required troop count formula was changed.
  • Required troops were changed.
  • Changed/Added some quest dialogues.
Lord Wants Rival Captured Quest
  • Changed/Added some quest dialogues.
Company of Trouble Quest
  • Players will not be able to activate the quest if they do not have enough space in their party for the quest troops.
  • Company of trouble troops were changed.
  • Players will not be able to persuade noncombatant nobles, the quest giver’s clan members and people who are in the quest giver’s settlement to take the troops.
  • Persuasion gold demand formula was changed.
  • The formula for the number of items that are stolen per day was changed.
Nearby Bandit Base Quest
  • Added some tooltips to explain needed skill values for the alternative (companion) solution.
Lord/Lady Needs Tutor Quest
  • Fixed a bug that caused the quest to get stuck after a certain level of experience gain.
  • Fixed a bug that caused missing dialogue options when talking with the pupil for a second time.
  • Pupil lords will have lower skill points to begin with.
  • The target skill point gain was decreased from 60 to 30.
  • Some quest giver conditions were updated.
Family Feud Quest
  • Fixed a bug that caused quest NPCs to stay in the player clan after quest completion.
  • Fixed a bug that caused duplicate/wrong quest logs.
  • Changed/Added some quest logs.
  • The quest will be cancelled (not failed) if the target village is raided.
  • The quest will be cancelled if the quest giver’s village is raided while the player has not spoken to the culprit yet.
Train Troops Quest
  • Players will not be able to activate the quest if they do not have enough space in their party for the quest troops.
Landlord Needs Access to Village Commons Quest
  • The required troop count for the alternative (companion) solution was changed.
  • The duration for the alternative (companion) solution was changed.
  • The alternative (companion) solution will require at least tier 2 troops.
Artisans can't sell Product Quest
  • Fixed a text variable bug.
Conversations & Encounters
  • Not being able to attack after talking to lords/ladies about the main story was fixed.
  • Increased variation in NPC greetings and farewells.
  • Added some minor variation in wanderer hiring dialogues.
Other
  • Fixed bug in which Neretzes's son is assassinated before game start.

[h2]Multiplayer[/h2]
Map Related
  • mp_tdm_map_004 visual and gameplay improvements. (Scene name changed to ''mp_tdm_map_004a''. Formerly NordTown.)

[h2]Both[/h2]
Performance
  • Memory fragmentation improvements.
  • Better multi-core usage for animation sampling system.
  • Multi-threading optimisations on cloth simulation.
Art
  • Visuals of bushes improved.
  • Set all shield rotations according to new defend animations.
Animations
  • Mounted two-handed overswing attacks were cutting through the mount. Now, the animation ends sooner.
Combat AI
  • AI troops can fill up from dropped quivers now.
Other
  • Printing area of effect damage to the combat log problem fixed.
  • Fixed an issue with crush-through.
Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/


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Patch Notes e1.2.1 Beta Hotfix



Main
Versions
Native: e1.2.0
SandboxCore: e1.2.1
Sandbox: e1.2.1
Storymode: e1.2.1
CustomBattle: e1.2.1

  • The multiplayer matchmaker now prioritises pairing parties of 6 players with other parties of 6 players. If a party of 6 people cannot be placed in a match for 3 minutes, they are paired with other parties.
Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/


Beta
Versions
Native: e1.3.0
SandboxCore: e1.3.0
Sandbox: e1.3.0
Storymode: e1.3.0
CustomBattle: e1.3.0

  • Influence gain per troop donated to an allied garrison (same kingdom, different clan) was decreased by 60%.
  • The bug that caused besieged settlements to sally out even though they were weaker than attackers was fixed.
  • Some item consumption (fur, horse, sumpter horse) boosts town prosperity. This effect was decreased by a factor of 10. (+1 is now +0.1)
  • Prosperity bonus of the aqueduct was halved.
  • Starving effect of missing foods for the garrisons was decreased.
  • Fixed a bug that caused problems with recruiting prisoners from defeated parties.
  • Fixed stationary villager parties and caravans for new games. We will continue to work on existing savegames.
  • Fixed an issue with AI retreating that caused performance problems in combat missions.
  • Fixed a minor bug with the Food Variety Morale Bonus. Having maximum variety should no longer default to a low bonus.
  • Fixed a crash that happens in scenes with water.
  • Fixed a rare crash that occurs during scene loading.
  • Some minor adjustments in character creation.
  • Player kingdoms should no longer declare war without player action.
  • Fixed a crash related to settlement production.
Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/


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Patch Notes e1.2.0 Beta e1.3.0



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 hotfix to the beta branch as well as some additional changes that we have done since.

There is also an update to the beta branch. Patch notes for this can be found further below.


Main
Versions
Native: e1.2.0
SandboxCore: e1.2.0
Sandbox: e1.2.0
Storymode: e1.2.0
CustomBattle: e1.2.0

[h2]Latest Changes:[/h2]
Multiplayer Crashes
  • Fixed several bugs that caused the player state to be incorrect. Those are some of the issues that prevented players from logging in.
  • Fixed a crash on clients that happened while joining a crowded server (Siege).
  • Secured a code on the dedicated servers to possibly prevent a crash when a weapon is dropped from an agent (Siege).
  • Fixed a rare server crash.
Multiplayer Design & Balance
  • Troop Balance
    • Battania
      • Clan Warrior Troop Count Increased 20 > 21
      • Savage Troop Count Increased 17 > 18
      • Wildling Troop Count Increased 16 > 17
      • Mounted Warrior Armor Increased 8 > 16
      • Mounted Warrior Troop Count Increased 9 > 16
      • Oathsworn Armor Increased 40 > 43
    • Empire
      • Courser Price Increased 130 > 140
      • Palatine Guard Menavlion Perk equips correct Menavlion now.
      • Recruit Speed Increased 78 > 80
    • Vlandia
      • Sergeant Armor Decreased 41 > 37
      • Knight Price Increased 180 > 190
    • Sturgia
      • Brigand Speed Increased 75 > 79
      • Varyag Price Increased 140 > 150
      • Berserker Armor Decreased 15 > 6
      • Berserker Troop Count Decreased 18 > 17
      • Raider Troop Count Increased 7 > 9
      • Druzhinnik Price Increased 170 > 180
    • Aserai
      • Skirmisher Speed Increased 78 > 80
  • Weapon Balance
    • Menavlion Length Decreased 200 > 179
    • Menavlion Damage Decreased 147 > 129
    • Heavy Menavlion Damage Decreased 177 > 166
    • Long Menavlion Damage Decreased 149 > 137

[h2]Previous Beta Hotfixes:[/h2]
  • AI is more likely to block when equipped with a shield. Common troops now generally have higher weapon skills.
  • Fixed a crash that occurred when the player was a faction ruler and ended a contract with a mercenary or minor faction and refused to settle their debt.
  • Pregnancy chance has been lowered.
  • An AI bug that reduced performance is fixed.
  • Agents no longer block ally attacks in the shield wall formation.
  • Multiplayer client crash fixed.
  • Fixed a bug that caused extra guards to spawn when entering a lord’s hall more than once.
  • Better warning before crashing for systems with low memory available
  • Lower chance of crashing the game while trying to load a save file with a mismatched version.
  • Fixed the crash that occurred after the player sends the Family Feud Issue Quest's companion to another Issue's alternative solution.
  • Caravans start selling prisoners they captured.
  • AI combat effectiveness has been increased.
  • Towns were going bankrupt in one week. This problem was fixed.


[h2]Initial Beta Changelog:[/h2]
[h3]Singleplayer[/h3]
Crashes
  • A crash that was caused by accessing the rider of a mount while the mount was changed was fixed.
  • Fixed a crash occurred when executing prisoner heroes.
Performance
  • VRAM usage was reduced by solving some memory leaks in the UI.
  • Fixed some of the spikes in missions.
  • Minor GPU memory usage reduction for the world map.
Save & Load
  • Skill Level is preserved when loading old version savegames.
Localisation
  • Added traditional Chinese.
  • Some grammar mistakes are corrected and some typos fixed.
  • Improvements, additions and corrections for Turkish and Simplified Chinese translations.
Art
  • Fleeing points for AI were added to battle terrains.
  • Fixed misplaced textures and added better-looking elements to the shop stands.
  • Fixed some visual issues in one of the Aserai villages.
  • Fixed Vlandian Vanguard shield banner issue
  • Fixed certain visual glitches that appear when rendering blood on flora.
  • Added three new items for crafting - one scabbard for swords and two blades for spears.
  • Fixed some problems on crafting items.
UI
  • Fixed a bug where map notifications were sometimes lost without being shown to the player.
Battles and Sieges
  • When looting enemies, it is now possible for the system to provide an item with a modifier if the default value of the item is too low or too high.
  • Missiles can now pass through between siege ladders' steps.
  • Fixed that corpses and thrown boulders were not being erased after the entity below them was destroyed.
Combat AI
  • A critical bug that caused AI in sieges to act unexpectedly and possibly cause crashes, if the player was aiding a side (being a separate ally team during the siege mission), was fixed.
  • A critical bug that caused AI pathfinding to almost always reset its path when moving from static to dynamic navmeshes and vice versa, which caused performance issues and agents not being able to climb siege towers correctly, was fixed.
  • Incorrect ordering of mission behaviours caused a team's general to be unset at the “choosing formation to lead” stage of army sieges. This was fixed.
  • AI that should've attacked the inner gate after breaking the outer gate with the ram in a siege tried to run into the castle over ladders because they chose the reverse side of the gate to stand and wait for reinforcing those that attacked the gate due to a bug. This was fixed.
  • Fixed a bug that occurred especially when armies were far away from each other and caused agents to run towards the enemy when given the order to retreat.
  • Removed unnecessary pathfinding calls by the AI that caused performance issues especially in sieges without impact on the decisions they were trying to make.
Character Development System
  • Changed Skill XP increase formula to 10 + skill level.
  • Fixed an issue in character creation where switching to female from male and back would reset all beard and other male-only properties.
Clan and Party
  • Companions now come with cheap items with modifiers, so they are easier to recruit.
Economy and Trade
  • Higher tier armours are now produced in towns and can sometimes be found in the marketplace.
Crafting
  • Fixed a bug where crafted items could have different stats then shown during creation.
  • Fixed a bug where crafted items lost changes to stats when loaded from a savegame.
Settlement Actions (Town, Village, Castle and Hideout)
  • Boosting construction now adds 50 construction rather than x2 construction speed
  • Fixed an issue with asking companions to look for themselves or asking villagers to look for our companions near us.
  • Fixed a bug that made the settlement project's completion time negative.


Quests & Issues
  • Family Feud quest related fixes/improvements
    • Bugs
      • Fixed a bug that causes quest dialogues to disappear after Save&Load.
      • Fixed a bug that causes a quest NPC to not spawn in the target village.
    • Improvements
      • Added/Changed some dialogue texts.
      • Added/Changed some log entries.
      • If the player dismisses the quest NPC from their party, the quest will fail.
  • The Spy Among Us (The Spy Party) quest related fixes/improvements
    • General
      • Quest title is changed to "The Spy Among Us"
      • From now on, players can activate the quest even if the quest giver is inside an army.
    • Fixes
      • Fixed a bug that changes face keys of spy candidates.
      • Fixed a bug that causes the UI health bar to show wrong values for the player when duelling with the spy.
      • Fixed a bug that causes spy candidates to disappear when saving & loading the game inside the involved settlement.
    • Improvements
      • The spy will scale up according to the player's skills.
      • Added better battle equipment for the spy.
      • Added/Changed some dialogue texts.
      • The randomization parameter for townspeople to give player clues was adjusted to prevent problematic situations.
      • Added visual trackers for the spy candidates (Default: "Alt" key).
      • Issue duration was changed from 35 days to 5 days.
  • Lord Needs A Tutor quest related fixes/improvements
    • Fixes
      • Fixed a bug that caused the quest NPC to disappear after the player was taken as a prisoner.
      • Fixed a bug that causes the quest giver and the quest NPC to be the same person.
    • Improvements
      • Added/Changed some log entries.
      • If the player and the quest NPC are somehow separated, the player will be able to track and find the quest NPC via the quest log and can thus continue progressing the quest.
  • Lord Wants Rival Captured quest related fixes/improvements
    • Fixes
      • Fixed a bug that causes the quest to get stuck if the quest giver has no fiefs.
      • Fixed a bug that causes duplicate/empty log entries.
    • Improvements
      • Added a dialogue option that allows the player to deliver the target NPC to the quest giver.
  • Minor fixes for Headman Needs Grain issue.
  • Further issue quest dialogue improvements.
  • Persuasion parameters fixed in Army of Poachers, Family Feud and other quests.
Other
  • Overhauled equipment of minor factions to better fit their characteristics.
  • When we entered a town scene for the second time, guards were missing. This was fixed.
  • Fixed the colour of the player's companion portrait when entering a hostile settlement
  • Made the player's brother a bit younger.
  • Fixed a bug that caused prisoners to become governors.

[h3]Multiplayer[/h3]
Audio
  • Added notification shouts to certain events (like the distant shout when someone captures a flag).
Server & Network
  • Fixed issues related to requesting to join a custom game that is ending.
  • Fixed issues caused by multiple party members requesting to join a game at the same time.
  • Fixed some rare cases of disconnections from the Lobby.

[h3]Both[/h3]
Performance
  • Major CPU performance improvements on both field and siege battles.
  • Minor performance improvements on multi-core usage.
Art
  • Fixed beards protruding from helmets.
Audio
  • Minor improvement on sounds playing delayed on slower HDDs.
  • Audio performance improvements for older CPUs.
  • Removed clicks and pops from boulder impact sounds.
  • Some volume changes for ambient sounds.
Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/


Beta
Versions
Native: e1.3.0
SandboxCore: e1.3.0
Sandbox: e1.3.0
Storymode: e1.3.0
CustomBattle: e1.3.0

[h3]Singleplayer[/h3]
Crashes
  • Fixed a rare crash that occurred when two player-related events on the campaign map started at the same time.
  • Fixed a game freeze that happened when a party is persuaded in the middle of siege preparation.
  • Fixed an issue where maxing out attributes and focus points crashed the game.
Performance
  • Significantly reduced scene loading times.
  • Performance improvements for battles.
Localisation
  • Improvements, additions and corrections for some texts.
  • Turkish localisation updates.
Art
  • 3 new menu backgrounds added.
  • Added AI flee points in villages.
  • Updated some prop LODs.
  • Fixed some mesh physics problems.
  • Fixed some issues in the Empire tavern scene.
  • Fixed LOD issues in the forest hideout scene.
  • Fixed clipping issues on various clothes.
Animations
  • Glaive attack animations added for camel riders on the campaign map.
  • Animation overhaul of initial character creation stages.
Campaign Map
  • World Map GPU memory usage reduced.
UI
  • Fixed an exploit in inventory that let the player take the equipment of heroes that joined the party for a quest.
  • Fixed an error while closing the game with ALT-F4.
  • Minor fixes and tweaks in scene notification popup, character developer.
  • Fixed a bug that caused the game to freeze while changing compared item stats with ALT when there is no available item to compare in the inventory.
  • Fixed placement of perks, full learning rate and current skill vertical indicators in character developer.
  • Fixed speed mount icon being shown for non-mountable animals.
  • Minor performance improvement for SP kill-feed and SP scoreboard.
  • Fixed main party health tooltip formatting in the map info bar.
  • Made the character developer screen more widescreen friendly.
  • Added Destroyed and Not Destroyed filter options to the clan list page in the encyclopedia.
  • Added Alive/Dead status filter options to encyclopedia hero list page.
  • Destroyed clans' banners now show up less saturated in encyclopedia pages.
  • Loaded modules panel in Saved Games is now scrollable.
Battles and Sieges
  • Increased effect of number advantage in simulation battles.
  • Siege assault battles now last longer in simulation.
  • Increased effect of wall quality in siege assault simulations.
  • Battle missions check the maturity of agents during spawning and increase age if required.
  • Fixed a problem that caused AI to fall from walls at the siege tower attachment position.
  • During sally outs, garrisons now consider all enemy power outside of the settlement, not just parties which are in the same faction with the siege camp leader.
Combat AI
  • Fixed a bug that occurred when either side was too weak in a siege. In cases like this, the more powerful side would sometimes try to charge without any path over the walls causing them to walk into walls.
  • Fixed a rare problem with archers checking if they can see an enemy using colliders, which could cause them to face the wrong direction.
Character Development System
  • Increased effect of trade skill on trade penalty to 0.4% per skill point.
  • Decreased the bonus of Artisan Community and Great Investor perks.
  • Implemented and fixed cultural feats in character creation.
  • Increased adolescence options for the Battanian culture from 4 to 6 in character creation.
  • Fixed a bug where talking with the tutorial headman gave a large amount of charm experience.
  • Tweaked age progression. Characters should be looking more like their age.
Clan and Party
  • Increased chance of pregnancy if the number of children is 1 or 2.
  • Hero Wages are no longer 0.
  • Lord parties have more experienced troops and fewer recruits. They also use their party size limit as much as possible.
  • Parties do not recruit prisoners of defeated parties if they are at their party size limit. This was causing some AI parties to lose their better troops because of desertion.
  • Garrison sizes are increased a bit due to the better economical management of clan leaders.
  • The escape chance of prisoners is reduced by 25% when they are in mobile parties. It is reduced by 50% if they are at the player's settlement.
  • The clan leaders’ financial situation has an effect on raiding probability now, so poor clans want to raid more.
  • “Donate troops” and “Inspect troops” options were disabled for caravan, villager and militia parties.
Armies
  • Armies with little food now return to settlements more frequently rather than continuing their hostile plans and losing troops due to starvation.
  • Parties and armies with a high wounded ratio now prefer resting in settlements more frequently to heal their troops.
  • Sometimes army member parties were attacking parties more powerful than them assuming their army would help, however, they were not attached to the army leader yet and assistance from the army did not occur. This bug was fixed.
  • While heading to a settlement, NPC parties sometimes also visit other settlements they are passing nearby on their way. This results in better recruitment.
  • If caravans have lots of wounded troops they also wait longer in towns to recover.
  • When an army visits a fortification, the player - as an army follower - can open the settlement menu with the enter settlement option.
Economy and Trade
  • Players can now sell goods to caravans at a reduced price.
  • Caravans are now created with sumpter horses.
  • Player trade with owned caravans was disabled due to balance concerns.
  • The player now has a secondary option while creating a caravan - setting it up with a higher number of better troops. However, caravan forming costs are 1.5x in this scenario.
Crafting
  • The weapon becoming invisible when showing the holster is activated on crafting is fixed.
Settlement Actions (Town, Village, Castle and Hideout)
  • Spawn probability of mercenary troops at taverns was increased from 33% to 50%.


Quests & Issues
  • Fixed minor problems with Headman Needs to Deliver a Herd Quest.
  • Fixed minor problems and made some design changes on Notable Wants Daughter Found Quest.
  • Gang Leader Needs Weapon quest bug fixes and improvements
    • Fixes
      • Fixed a crash that occurred when the player completed the quest successfully.
      • Fixed a crash that occurred when the player decided to leave the settlement when caught by quest guards.
      • Fixed a bug that caused the quest log progress to reset after Save & Load.
      • Fixed a notification bug when quest guards took the player's weapons.
    • Improvements
      • Reward gold formula is changed.
      • Alternative (companion) solution duration formula is changed.
      • Required trade/roguery skill for companion formula is changed.
      • Requested weapon amount formula is changed.
      • Stealing weapon chance for quest guards formula is changed.
      • From now on, quest guards will stop the player more often.
      • Quest giver will no longer request crossbows.
  • Fixed a problem that caused the conversation to become stuck when the player clicks the dialogue option "About the task you gave me" to the “Captured by Bounty Hunters” quest giver after saving and loading.
  • Fixed the "Investigate 'Neretzes' Folly" quest progression regression bug that happened when a noble died that the player had talked to before.
Conversations & Encounters
  • If the player is mounted, they will spawn a bit further from a conversation character when using the "Talk" button in the settlement menu.
  • Disabled spawning with a horse in map conversation missions (encounters) to prevent seeing horse ears and horse harness.
  • Fixed a bug that caused some conversation agents to stay focused on the player even after the conversation ends.
  • Fix the waiting for nightfall bar resetting problem in hideouts when the player opens up a menu.
Other
  • Shield hitpoint values had been rebalanced based on their tier and material used.
  • Peasants can no longer be upgraded into Watchmen directly.
  • Stats of some faction army troops have been fixed and rebalanced in order to maintain faction balance.
  • Tournaments will now have exclusive, weaker and easier to break shields.
  • Our storyline brother now wears cheaper armour so players are less likely to strip him for his gear.
  • All Sturgian faction troops now use round shields. They also use shields that are more fitting to their level and abilities.
  • Fixed a bug that caused players who continued the game from old save files to be unable to starve.

[h3]Multiplayer[/h3]
Game Modes
  • The reason for losing sometimes not showing up in Captain mode is fixed.
  • Troop face randomisation in Captain mode spawn is fixed.
Other - Miscellaneous
  • Added a cooldown for players who have left the game more than the allowed times in a given time frame. Currently, players who left matchmaker games 2 times in the last 3 hours will be blocked from matchmaking for 15 minutes. Note: these values anytime without requiring a patch if necessary or if we encounter issues.
Server & Network
  • Factions for matchmaker games are now evenly distributed.
  • Fixed a crash while entering a multiplayer team deathmatch.
  • Official custom games now require anti-cheat.
UI
  • Added server status visual system in HUD.
  • Minor tweaks and improvements to the Matchmaking tab.
  • Troop type icons on top (near player avatars) is now 35% bigger while in the class selection screen.
  • Fixed character customisation clothing option not working.

[h3]Both[/h3]
Crashes
  • Pressing ESC key on the loading screen causing an infinite loop is fixed.
Art
  • Lighting adjustments.
  • Fixed parallax problems on some of the stone meshes.
Animations
  • New hand shield active defend animations.
  • Defend hand shield direction angles are polished.
  • Removed blend durations for some of the rider fall animations.
  • New idle animations added for camels.
  • Riders falling from horses can only block when close to standing.
Audio
  • Fixed an issue with sound devices being disabled in config files.
UI
  • Added crosshair outlines to improve crosshair visibility.
  • Added a new "Vertical Aim Correction" option to gameplay options.
  • Added a new "ForceVSync in menus" option to video options.
Combat AI
  • Cavalry had a hard time adjusting their rotation in melee and especially when two AI agents fought each other they could loop around each other, major improvements have been made regarding this issue.
Performance
  • Many HDD spike issues were fixed.
  • Reduced memory allocations during battles and optimised some of the formation AI. These should reduce spikes occurring during battles.
  • Ragdolls and dropped items performance improvements.
  • Multi-Core performance improvements.
  • Performance improvements for trail effects.
Other
  • Boulders can now knock agents down.
  • Fixed scale change of thrown boulders' after they stop.
  • Horses can no longer climb on ladders.
  • Corpses now receive additional blood along with their surroundings.
Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/


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Patch Notes e1.1.2 Beta Hotfix



Main
Versions
Native: e1.1.0
SandboxCore: e1.1.2
Sandbox: e1.1.2
Storymode: e1.1.2
CustomBattle: e1.1.2

  • AI is more likely to block when equipped with a shield. Common troops now generally have higher weapon skills.
  • Fixed a crash that occurred when the player was a faction ruler and ended a contract with a mercenary or minor faction and refused to settle their debt.
  • Pregnancy chance has been lowered.
  • An AI bug that reduced performance is fixed.
  • Agents no longer block ally attacks in the shield wall formation.
  • Multiplayer client crash fixed.
Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/


Beta
Versions
Native: e1.2.0
SandboxCore: e1.2.0
Sandbox: e1.2.0
Storymode: e1.2.0
CustomBattle: e1.2.0

  • All changes mentioned above.
  • Fixed a bug that caused extra guards to spawn when entering a lord’s hall more than once.
Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/


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Patch Notes e1.1.1 Beta Hotfix

Main
Versions
Native: e1.1.0
SandboxCore: e1.1.1
Sandbox: e1.1.1
Storymode: e1.1.1
CustomBattle: e1.1.1

  • Lower chance of crashing the game while trying to load a save file with a mismatched version.
  • Fixed the crash that occurred after the player sends the Family Feud Issue Quest's companion to another Issue's alternative solution.
  • Caravans start selling prisoners they captured.
  • AI combat effectiveness has been increased.
Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/

Beta
Versions
Native: e1.2.0
SandboxCore: e1.2.0
Sandbox: e1.2.0
Storymode: e1.2.0
CustomBattle: e1.2.0

  • All changes mentioned above.
  • Better warning before crashing for systems with low memory available
  • Towns were going bankrupt in one week. This problem was fixed.
Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/


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