Mount & Blade II: Bannerlord - Callum


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

Singleplayer
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 deselected 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 char 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:
    • 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.
    • 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:
    • 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.
    • 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.
    • 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:
    • 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.
      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:
    • 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.
    • 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 portraits when we enter a hostile settlement
  • Made the player's brother a bit younger.
  • Fixed a bug that caused prisoners to become governors.
Multiplayer
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.
Both
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/



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Apr 16, 2020
Mount & Blade II: Bannerlord - Callum


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.

This will make it so that the public and beta branches are equal. We will likely update the beta branch in the near future.


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

Latest Changes:
Multiplayer
Crashes
  • Fixed a rare crash at the beginning of a battle.
  • Fixed a rare crash that occurred when AI tries to find the missile range of a melee weapon.

Singleplayer
Crashes
  • Fixed a crash that occurred when the player successfully defected a lord through barter.
  • Fixed a crash that happens when the player character was walking on the campaign map after creating their own kingdom.
  • Fixed a crash caused by villager parties that don't have healthy troops.
  • Fixed a crash that occurs on the campaign map due to a problem with tournament renown gain.
  • Fixed a rare crash with AI thinking behavior in the “Need access to village commons” quest.
  • Fixed a rare crash that occurred due to log entries when a player battle ended.
  • Fixed a crash that occurred when attacking caravans without a leader.
  • Fixed a crash that occurred when a clan leader died and the selected heir was a lord that had recently been released or escaped from captivity.
Save & Load
  • Prevented the main storyline epilogue pop-up from reappearing every time the game was loaded.
  • Fixed a save system backwards compatibility problem with saving primitive data types.
  • Game now loads skill levels correctly from save games created with versions prior to 1.1.0
Campaign Map
  • Added a middle layer for nameplate visibility on the campaign map. We now have a stage where players can see both towns names and castle names.
Battles and Sieges
  • If a player’s fortification is besieged, they are warned by a text that appears in the top center of their screen. (Beforehand it only happened when the assault was already underway. Now we have 2 warnings - one when the siege begins and one when the assault starts.)
Clan and Party
  • If a player’s clan party is attacked, they are now informed with a center top notification.
  • The recruiting frequency of lords who are in a good financial situation was increased. They will now try to fill their party limits more frequently.
  • Fixed a bug that caused the consumption of more than 1 horse when we upgraded a troop to a mounted soldier while having several types of horses in our inventory.
Kingdoms and Diplomacy
  • Executions now also cause negative relations with honorable lords (if the executed is honorable too) and negative relations with friends of the executed. Additionally, we added further notifications for these consequences.
  • Mercenary minor factions no longer join kingdoms they are at war with.
  • Players can now fire mercenary factions they hired previously via dialogue. Players are asked to pay an appropriate wage per remaining influence. (Normally, we convert 20% of their earned influence to wage per day.) If the player rejects payment, they lose relations with the mercenary clan leader and the contract is cancelled.
  • Player’s mercenary payment per influence was stable after they entered a kingdom. Now it is refreshed every 30 days.
  • In some cases after a kingdom had been eliminated, the lords continued to spawn in a map location that is not reachable (near Rhesos Castle). They now spawn at a random settlement gate of their culture.
Economy and Trade
  • Caravans are now seen as more valuable targets by bandits and minor factions, which means that they will be attacked more. This will increase the number of battles that involve caravans. Previously, caravans were a nearly totally safe investment. Now bandits and minor faction lords sometimes attack caravans even if they are a bit stronger.
  • The pottery shop was very profitable - by creating 2 pieces of pottery (80 denars each) from one clay (20 denars) and doing this 4 times a day. Now one clay produces 1 pottery and pottery demand is halved to make its0 price more stable.
Other
  • Fixed the age of the player's brother.
  • Further fixes for NPC weight and build parameters as well as some NPC age fixes.
Previous Beta Hotfix:
  • Reverted the weight and build changes of NPCs and troops, so that overweight characters are much less common. Kept the changes for special high-tier units such as Falxmen.
  • Character Skill Levels will no longer be automatically increased when a save game from a version before 1.1.0 is loaded.
  • Fixed a crash that occurred after taking prisoners in hideouts.
  • Fixed a crash that occurred when a character maxed-out their attributes and focus points.
  • Fixed the black particles bug.
  • Fixed some performance spikes that happened during missions.
  • Fixed a battle crash that was caused by a character having no culture.

Initial Beta Changelog:
Singleplayer
Crashes
  • Fixed a rare formation AI exception.
  • Fixed a crash that occurred when a mount without a rider heard an arrow.
  • Fixed a crash that occurred at the end of the "Army of Poachers" quest when the AI tries to continue fighting.
  • Fixed a crash that happens when a campaign is started for the second time without exiting the game.
  • Fixed a crash that occurred when selecting the option to attack in the “Rival Gang Leader” quest after loading a game.
  • Fixed a crash that occurred when AI characters tried to barter prisoners.
  • Fixed a bug where talking to a companion in settlements during the main storyline would crash the game.
  • Fixed a crash in main storyline conspiracy phase.
Performance
  • Ram and VRAM usage is reduced and many leaks are fixed.
  • Scene loading performance improvements.
Localisation
  • Improvements, additions and corrections for Turkish and Simplified Chinese translations.
Art
  • Added new armour "Northern Lamellar Shoulders".
  • Added new armour "Plated Helmet".
  • Assigned a banner to poachers and other neutral parties.
  • Overhauled all of the NPC faces to reduce asymmetry, tone down exaggerations and create culturally appropriate and appealing phenotypes.
  • Updated some of the lords and ladies faces for a more culturally appropriate look.
  • Updated nav meshes in “sea_bandit_a”, ”battle_terrain_p”, “battle_terrain_020”, “battle_terrain_029” and “battle_terrain_030”. This should resolve unwanted fights in water and improve fleeing behavior in these scenes.
  • “Aserai_town_a” civilian scene related fixes.
  • “Aserai_town_b” civilian scene related fixes
  • “Empire_town_j” siege scene siege related fixes and seasonal improvements.
  • “Khuzait_town_004” siege related fixes and visual improvements.
  • “Aserai_castle_002” siege related fixes.
  • “Vlandia_castle_005a” siege related fixes.
  • “Sturgia_castle_003” siege related fixes.
  • “Khuzait_castle_002” siege related fixes.
  • Night atmosphere illumination amounts adjusted.
  • Visual fixes for battle scenes.
  • Winter season issues with steppe scenes have been fixed.
  • Winter related problems with the outer meshes are solved.
  • Low-poly tree meshes are now used in hideout prefabs.
  • Agent spawn positions in some scenes are fixed.
  • Fixed a season problem with Aserai's arena.
  • Issue with Battania arena spawn points being too close to each other is fixed.
  • Fixed some scene issues of Aserai Village.
  • Fixed merlon physics issues of Vlandian Castle parts.
  • Fixed some lighting issues of Empire Lords Hall.
  • Fixed physics issues of Battania Castle Wall.
  • Fixed UV issues of Sturgia Castle Gatehouse.
  • Fixed an error while opening the Forest Hideout scene.
  • Refined snowy atmospheres.
  • Beard intersecting helmet issues were fixed for
    • western_plated_helmet
    • Empire_guarded_lord_helmet"
  • Nordic sloven armour's bones problem fixed.
  • Fixed clothing clipping issues.
  • Replaced some textures and meshes.
  • Updates on Hero Creation Stages:
    • Some clothes updates.
    • Poses overhaul.
    • Face animation.
    • Scene lighting.
    • Skin shader updates.
    • Specular texture channels updated.
    • Diffuse Texture updated.
    • Beard /tattoo material:
      • Alpha and colour updates.
Campaign Map
  • Parties participating in an event are no longer moving, which fixes some footstep sound issues.
Audio
  • Fixed that Campaign music could play many tracks in a quick succession.
UI
  • Implemented trade perks that relate to profit in inventory.
  • Minor UI tweaks and fixes in Crafting, Barter, Save/Load, Recruitment, Board Game, Siege screens.
  • "No Saddle"" visuals in Inventory.
  • Removed helmets from hero portraits to see their faces more clearly.
  • Added Weight Carrying Mount and Speed Mount icons in inventory mount tooltip panel.
  • Fixed spacing issue with 'ğ' character in Turkish localisation.
  • Fixed barter offer item visuals not being visible.
  • Enabled being able to give names with space and numbers in creation.
  • Fixed two hints showing up in inventory equipment slots.
  • Changed character developer traits from texts to icons.
  • Implemented a basic item tooltip, now players can see the basic stats of a tournament prize item.
  • Added "Busy with an issue" or "Busy with a quest" or "Busy with a common area" in Create a Party instead of just a "Busy" explanation.
  • Fixed attribute and focus point tooltips to reflect correct numbers.
  • Moved NumberOfCorpses and MaxSimultaneousSoundEventCount to performance options.
  • Implemented being able to sort/move modules in the launcher.
  • Renamed "Resume Game" to "Saved Games".
  • Added minor faction filter to clan page list page.
  • Added tooltips to map bar circle notifications.
  • Added new perk icons.
  • Fixed banner visual errors with some icons and banner icons not matching with the UI.
Battles and Sieges
  • Simulated battles no longer give more XP than fought battles.
  • Added missing patrol spawn positions to forest hideout scenes. Forest hideout missions should now open normally.
Combat AI
  • AI quality for NPCs is now determined by skill points in the current weapon's governing skill instead of overall character level.
  • A tactics bug related to the defensive ring that occurred when archers ran out of ammunition has been fixed.
  • An issue in caravan/villager battles that could potentially cause unexpected behavior at agent processing level was corrected.
  • Cavalry not being able to hit enemies right next to them when they had swingable weapons and circling each other endlessly issue fixed.
  • Bodyguard troops could rarely stop moving when their commander died, this is now fixed.
  • Mounted agents can calculate enemy positions better and thus more accurately aim their thrust attacks.
  • Some agents couldn't move properly due to invisible scene AI barriers. This has been fixed.
  • Fixed some Sea Bandit AI issues.
  • Agents attack less often if the combat AI difficulty is set to normal.
  • Holding ready duration for attacks was added as a driven property and tied to melee combat skill in order to make easier/less able AI agents fight less relentlessly (i.e. they will wait for a while before releasing their attack).
Character Development System
  • Level 1 characters now start with 120 skill points.
  • Reduced XP required to learn higher skill levels.
  • Troops can now upgrade more easily.
  • Reduced wanderers' skills outside their main area of expertise, making them easier to level up.
  • Made wanderer age correlate roughly with their skills.
Kingdoms and Diplomacy
  • Fixed bug where fiefs were regarded to have a negative value in barters if the “Everything Has a Price” perk was enabled.
  • Fixed a rare bug where the AI proposed a kingdom decision on behalf of the player clan.
Economy and Trade
  • Prices for armour were changed and high tier boots and gauntlets now cost more.
  • Range weapon prices have been re-adjusted.
Quests & Issues
  • Reviewed about a third of the quest issues, improving dialogues and persuasion:
  • Major changes in particular to “Family Feud” and “Spy Party”.
Other
  • Icons on banners and shields were not appearing. They are fixed now.
  • Updated "Imperial Legionary"" equipment.
  • Minor updates to Sturgian troop tree equipment.
  • Added more variation to caravan master's equipment.
  • Added more variation to helmet drops from troops.
  • Various other fixes to troop trees and stats.
  • Armor values of various equipment have changed to better match their visuals and increase faction armor variety.
  • Armor values of mount bardings and harnesses were changed to match their visuals.
  • Riding a horse without a saddle now incurs 10% penalty to max horse speed and maneuvering.
  • NPC agents carrying heavy items (apple baskets etc.) will no longer run (with items in hand) when the player asks them to take him/her to a particular agent.
  • Added an "Exposure Compensation" option that allows players to adjust the brightness levels of the visuals to their preference.
  • Fixed missing items for blacksmith characters in towns.
  • Some grammar mistakes and typos were fixed.
  • Fixes a bug that caused the player character to be invisible.
  • Fixed a bug that caused characters to spawn without any equipment.
Multiplayer
Animations
  • Fixed some wrong cavalry idle animations.
  • Fixed a rare condition in which client rider gets stuck in defense animation after a successful hit.
Audio
  • Implemented a Voice Spamming Filter for multiplayer.
Design & Balance
  • Damage interrupt threshold values are set as 5.
  • Headshot damage multiplier is increased from 1.7 to 2 for pierce damage.
Map Related
  • Bug fixes for Harbour of Ovsk.
  • Bug fixes and improvements for Castle of Fen Altai.
  • Some spawn locations are re-adjusted for team balance. Atmosphere has changed.
  • Added particles to be formed when the breakable wall is damaged.
Other - Miscellaneous
  • Slow motion and pause cheats are disallowed during multiplayer matches.
Performance
  • Decreased bandwidth usage of impact sounds.
Server & Network
  • Server Improvements.
Both - Singleplayer & Multiplayer
Crash
  • If the AI is not holding a ranged weapon, it tries to find a ranged weapon in its equipment and uses this weapon to calculate attacking scores against distant enemies. During this weapon selection some equipment was causing a crash. This was fixed.
Performance
  • Improved the performance of the sound system.
  • Big improvements for the multi-core performance of the game.
  • We now select Maximum sound count according to your CPU's core count. You can increase this setting if you have a recent CPU. We've also added a new very low(64) option.
  • Some other minor performance improvements.
Audio
  • UI sounds don't get cut by other UI events anymore.
  • Added "is missile"" check to crafted weapons' impact sounds (like Throwing Axes).
  • Fixed Ballista reload sound phasing.
  • Minor changes in hearable distance of loud sounds.
  • Fixed some Vlandian scenes opening up with an echo.
Combat AI
  • Improved the calculation of ranged units for the enemy's future position.
  • Ranged units can target mounts or different enemy bones. Cases that caused errors during this calculation are fixed.
  • After issuing the "Hold Fire" command, the AI weapon selection gives less priority to ranged weapons that have a secondary melee mode.
Other
  • Added an option to disable controller vibration.
Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/



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Mount & Blade II: Bannerlord - contact@rockpapershotgun.com (Sin Vega)

I’ve been fairly critical of Mount & Blade II: Bannerlord. I even went far enough to say I couldn’t yet recommend it outright, but maybe I haven’t made it clear that there are a lot of things about it I love.

For example…

(more…)

Mount & Blade II: Bannerlord - contact@rockpapershotgun.com (Dave Irwin)

Mount And Blade 2 Bannerlord siege

To get your own settlements in Mount And Blade 2 Bannerlord, the most direct way will be to lay siege to a town or castle. Doing so is extremely risky without having ample supplies and a high enough skill point rating in engineering, and that’s not counting other armies interfering in your plans.

(more…)

Mount & Blade II: Bannerlord - contact@rockpapershotgun.com (Dave Irwin)

mount and blade 2 bannerlord marriageThere comes a time in Mount And Blade 2 Bannerlord where you must think about the next generation. In order to bring new life into the world, you need to seduce a partner. Luckily, this is one of the few things in the game that isn’t especially complicated to achieve once you know how.

(more…)

Mount & Blade II: Bannerlord - Callum


Main Branch
Versions
Native: e1.0.0
SandboxCore: e1.0.11
Sandbox: e1.0.11
Storymode: e1.0.11
CustomBattle: e1.0.11

  • Fixed the bug that caused main storyline quests in later stages to terminate after 10 years.
  • Fixed a bug that caused marriage offers in barter that included the same hero more than once with different spouse candidates.
  • Fixed an issue with overpaying in barter.
  • Fixed a crash that occurred when daily gold changed.
  • Fixed a crash that occurred sometimes while ticking campaign map periodic events.
Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/

Beta Branch
Versions
Native: e1.1.0
SandboxCore: e1.1.0
Sandbox: e1.1.0
Storymode: e1.1.0
CustomBattle: e1.1.0

  • All fixes listed above.
  • Reverted the weight and build changes of NPCs and troops so that overweight characters are much less common. Kept the changes for special high-tier units such as Falxmen.
  • Character Skill Levels will no longer be automatically increased when a save game from a version before 1.1.0 is loaded.
  • Fixed a crash that occurred after taking prisoners in hideouts.
  • Fixed a crash that occurred when a character maxed-out their attributes and focus points.
  • Fixed the black particles bug.
  • Fixed some performance spikes that happened during missions.
  • Fixed a battle crash that was caused by a character having no culture.



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Mount & Blade II: Bannerlord - contact@rockpapershotgun.com (Natalie Clayton)

For weeks, Mount & Blade II: Bannerlord‘s biggest threat hasn’t been some rival army, amassing its forces. No, it’s been the nature of the game itself – crashing and crumbling and splintering apart, bringing feudal campaigns to a frustratingly abrupt close. This weekend, developers TaleWorlds decided to strengthen Bannerlord’s defences against this existential threat with two new test

(more…)

Mount & Blade II: Bannerlord - Callum


Mount & Blade II: Bannerlord's launch discount will end tomorrow at 10 am PST. Don't miss out on your chance to get the game with up to 20% off!



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Apr 11, 2020
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

Since the release of Bannerlord, we have shared a number of hotfix patches with you to address some of the most prevalent challenges that players were experiencing. At this point, we want to begin establishing a more structured patch process to better support content changes that bear a greater risk for your gameplay experience.

For this purpose, we intend to introduce 2 additional branches to Steam. Aside from our public branch, which players will use by default, we will also offer opt-in alpha and beta branches.

The beta branch will include content that has gone through our internal testing and will be exposed to public testers for at least one week. During this period, we will address discovered issues with hotfixes. Our goal is a weekly cycle where we push our internal version to the beta and the prior beta version to the main Steam build. However, if serious challenges arise, we may delay an update until those issues have been addressed.

The alpha branch will include content that is untested. It is intended for players, modders and explorers that wish to be as close to development as possible - even at the cost of stability. Our goal is to update it daily with our latest development branch.

Please be aware that opting into the alpha or beta branch may negatively impact your experience.

You can find the patch notes for the beta branch below. We will publish the alpha branch at a later date.


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

Singleplayer

Crashes
  • Fixed a rare formation AI exception.
  • Fixed a crash that occurred when a mount without a rider heard an arrow.
  • Fixed a crash that occurred at the end of the "Army of Poachers" quest when the AI tries to continue fighting.
  • Fixed a crash that happens when a campaign is started for the second time without exiting the game.
  • Fixed a crash that occurred when selecting the option to attack in the “Rival Gang Leader” quest after loading a game.
  • Fixed a crash that occurred when AI characters tried to barter prisoners.
  • Fixed a bug where talking to a companion in settlements during the main storyline would crash the game.
  • Fixed a crash in main storyline conspiracy phase.
Performance
  • Ram and VRAM usage is reduced and many leaks are fixed.
  • Scene loading performance improvements.
Localisation
  • Improvements, additions and corrections for Turkish and Simplified Chinese translations.
Art
  • Added new armour "Northern Lamellar Shoulders".
  • Added new armour "Plated Helmet".
  • Assigned a banner to poachers and other neutral parties.
  • Overhauled all of the NPC faces to reduce asymmetry, tone down exaggerations and create culturally appropriate and appealing phenotypes.
  • Updated some of the lords and ladies faces for a more culturally appropriate look.
  • Updated nav meshes in “sea_bandit_a”, ”battle_terrain_p”, “battle_terrain_020”, “battle_terrain_029” and “battle_terrain_030”. This should resolve unwanted fights in water and improve fleeing behaviour in these scenes.
  • “Aserai_town_a” civilian scene related fixes.
  • “Aserai_town_b” civilian scene related fixes
  • “Empire_town_j” siege scene siege related fixes and seasonal improvements.
  • “Khuzait_town_004” siege related fixes and visual improvements.
  • “Aserai_castle_002” siege related fixes.
  • “Vlandia_castle_005a” siege related fixes.
  • “Sturgia_castle_003” siege related fixes.
  • “Khuzait_castle_002” siege related fixes.
  • Night atmosphere illumination amounts adjusted.
  • Visual fixes for battle scenes.
  • Winter season issues with steppe scenes have been fixed.
  • Winter related problems with the outer meshes are solved.
  • Low-poly tree meshes are now used in hideout prefabs.
  • Agent spawn positions in some scenes are fixed.
  • Fixed a season problem with Aserai's arena.
  • An issue with Battania arena spawn points being too close to each other is fixed.
  • Fixed some scene issues of Aserai Village.
  • Fixed merlon physics issues of Vlandian Castle parts.
  • Fixed some lighting issues of Empire Lords Hall.
  • Fixed physics issues of Battania Castle Wall.
  • Fixed UV issues of Sturgia Castle Gatehouse.
  • Fixed an error while opening the Forest Hideout scene.
  • Refined snowy atmospheres.
  • Beard intersecting helmet issues were fixed for:
    • -western_plated_helmet
    • Empire_guarded_lord_helmet"
  • Nordic sloven armour's bones problem fixed.
  • Fixed clothing clipping issues.
  • Replaced some textures and meshes.
  • Updates on Hero Creation Stages:
    • Some clothes updates.
    • Poses overhaul.
    • Face animation.
    • Scene lighting.
    • Skin shader updates.
    • Specular texture channels updated.
    • Diffuse Texture updated.
    • Beard /tattoo material:
    • Alpha and colour updates.
Campaign Map
  • Parties participating in an event are no longer moving, which fixes some footstep sound issues.
Audio
  • Fixed that Campaign music could play many tracks in quick succession.
UI
  • Implemented trade perks that relate to profit in inventory.
  • Minor UI tweaks and fixes in Crafting, Barter, Save/Load, Recruitment, Board Game, Siege screens.
  • "No Saddle" visuals in Inventory.
  • Removed helmets from hero portraits to see their faces more clearly.
  • Added Weight Carrying Mount and Speed Mount icons in inventory mount tooltip panel.
  • Fixed a spacing issue with 'ğ' character in Turkish localisation.
  • Fixed barter offer item visuals not being visible.
  • Enabled being able to give names with space and numbers in creation.
  • Fixed two hints showing up in inventory equipment slots.
  • Changed character developer traits from texts to icons.
  • Implemented a basic item tooltip, now players can see the basic stats of a tournament prize item.
  • Added a "Busy with an issue" or "Busy with a quest" or "Busy with a common area" notifications in Create a Party instead of just a "Busy" explanation.
  • Fixed attribute and focus point tooltips to reflect correct numbers.
  • Moved NumberOfCorpses and MaxSimultaneousSoundEventCount to performance options.
  • Implemented being able to sort/move modules in the launcher.
  • Renamed "Resume Game" to "Saved Games".
  • Added minor faction filter to clan page list page.
  • Added tooltips to map bar circle notifications.
  • Added new perk icons.
  • Fixed banner visual errors with some icons and banner icons not matching with the UI.
Battles and Sieges
  • Simulated battles no longer give more XP than fought battles.
  • Added missing patrol spawn positions to forest hideout scenes. Forest hideout missions should now open normally.
Combat AI
  • AI quality for NPCs is now determined by skill points in the current weapon's governing skill instead of overall character level.
  • A tactics bug related to the defensive ring that occurred when archers ran out of ammunition has been fixed.
  • An issue in caravan/villager battles that could potentially cause unexpected behaviour at agent processing level was corrected.
  • Cavalry not being able to hit enemies right next to them when they had swingable weapons and circling each other endlessly issue fixed.
  • Bodyguard troops could rarely stop moving when their commander died, this is now fixed.
  • Mounted agents can calculate enemy positions better and thus more accurately aim their thrust attacks.
  • Some agents couldn't move properly due to invisible scene AI barriers. This has been fixed.
  • Fixed some Sea Bandit AI issues.
  • Agents attack less often if the combat AI difficulty is set to normal.
  • Holding ready duration for attacks was added as a driven property and tied to melee combat skill in order to make easier/less able AI agents fight less relentlessly (i.e. they will wait for a while before releasing their attack).
Character Development System
  • Level 1 characters now start with 120 skill points.
  • Reduced XP required to learn higher skill levels.
  • Troops can now upgrade more easily.
  • Reduced wanderers' skills outside their main area of expertise, making them easier to level up.
  • Made wanderer age correlate roughly with their skills.
Kingdoms and Diplomacy
  • Fixed bug where fiefs were regarded to have a negative value in barters if the “Everything Has a Price” perk was enabled.
  • Fixed a rare bug where the AI proposed a kingdom decision on behalf of the player clan.
Economy and Trade
  • Prices for armour were changed and high tier boots and gauntlets now cost more.
  • Range weapon prices have been re-adjusted.
Quests & Issues
  • Reviewed about a third of the quest issues, improving dialogues and persuasion:
    • Major changes in particular to “Family Feud” and “Spy Party”.
Other
  • Icons on banners and shields were not appearing. They are fixed now.
  • Updated "Imperial Legionary" equipment.
  • Minor updates to Sturgian troop tree equipment.
  • Added more variation to caravan master's equipment.
  • Added more variation to helmet drops from troops.
  • Various other fixes to troop trees and stats.
  • Armour values of various equipment have changed to better match their visuals and increase faction armour variety.
  • Armour values of mount bardings and harnesses were changed to match their visuals.
  • Riding a horse without a saddle now incurs 10% penalty to max horse speed and manoeuvring.
  • NPC agents carrying heavy items (apple baskets etc.) will no longer run (with items in hand) when the player asks them to take him/her to a particular agent.
  • Added an "Exposure Compensation" option that allows players to adjust the brightness levels of the visuals to their preference.
  • Fixed missing items for blacksmith characters in towns.
  • Some grammar mistakes and typos were fixed.
  • Fixes a bug that caused the player character to be invisible.
  • Fixed a bug that caused characters to spawn without any equipment.

Multiplayer

Animations
  • Fixed some wrong cavalry idle animations.
  • Fixed a rare condition in which client rider gets stuck in defence animation after a successful hit.
Audio
  • Implemented a Voice Spamming Filter for multiplayer.
Design & Balance
  • Damage interrupt threshold values are set as 5.
  • Headshot damage multiplier is increased from 1.7 to 2 for pierce damage.
Map Related
  • Bug fixes for Harbour of Ovsk.
  • Bug fixes and improvements for Castle of Fen Altai.
    • Some spawn locations are re-adjusted for team balance. Atmosphere has changed.
    • Added particles to be formed when the breakable wall is damaged.
Other - Miscellaneous
  • Slow-motion and pause cheats are disallowed during multiplayer matches.
Performance
  • Decreased bandwidth usage of impact sounds.
Server & Network
  • Server Improvements.

Both - Singleplayer & Multiplayer

Crash
  • If the AI is not holding a ranged weapon, it tries to find a ranged weapon in its equipment and uses this weapon to calculate attacking scores against distant enemies. During this weapon selection, some equipment was causing a crash. This was fixed.
Performance
  • Improved the performance of the sound system.
  • Big improvements for the multi-core performance of the game.
  • We now select Maximum sound count according to your CPU's core count. You can increase this setting if you have a recent CPU. We've also added a new very low(64) option.
  • Some other minor performance improvements.
Audio
  • UI sounds don't get cut by other UI events anymore.
  • Added "is missile" check to crafted weapons' impact sounds (like Throwing Axes).
  • Fixed Ballista reload sound phasing.
  • Minor changes in the hearable distance of loud sounds.
  • Fixed some Vlandian scenes opening up with an echo.
Combat AI
  • Improved the calculation of ranged units for the enemy's future position.
  • Ranged units can target mounts or different enemy bones. Cases that caused errors during this calculation are fixed.
  • After issuing the "Hold Fire" command, the AI weapon selection gives less priority to ranged weapons that have a secondary melee mode.
Other
  • Added an option to disable controller vibration.



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Apr 10, 2020
Mount & Blade II: Bannerlord - Callum


Versions
Native: e1.0.0
SandboxCore: e1.0.10
Sandbox: e1.0.10
Storymode: e1.0.10
CustomBattle: e1.0.10

  • Fixed a rare crash that occurred when players created their own kingdom in the main storyline.
  • Fixed a crash with the text management system.
  • Fixed a rare crash that happens when attacking a besieged settlement after an external interruption to the world map siege occurred.
  • Fixed a rare crash that happens when attacking hideouts after leaving during the attack and returning to the preparation.
  • Fixed a bug that made the “Escort Merchant Caravan” quest's remaining days an unreasonable number.
  • Fixed a bug that occurred when determining opposition kingdoms in the main storyline.
  • Fixed a cloth simulation issue which reduced FPS in big battles.
  • Fixed a flickering issue with flag marker UI elements.

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



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