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.
Fixed a problem where it was not possible to select newly changed perks in older save files.
Pila, Jagged Throwing Spear and Triangular Throwing Spear are throwable again
Increased siege warmup time from 3 to 15 minutes
Decreased minimum players required for siege from 60 down to 40
Lobby server-side improvements
Troop Balance changes:
Aserai
Beduin
Troop count increased by 1 (10)
Skirmisher
Troop count increased by 1 (17)
Battania
Clan Warrior
Troop count increased by 1 (22)
Wildling
Troop count increased by 1 (18)
Ranger
Replaced Bastard Sword with Highland Two-Handed Sword
Mounter Warrior
Troop count increased by 1 (11)
Empire
Menavlion Infantry
Troop count decreased by 1 (16)
Hit Points reduced by 5 (100)
Courser
Replaced Menavlion with Cavalry Menavlion
Swing Speed 83 to 73
Damage 129 to 118
Khuzait
Rabble
Mace length got increased
Length 58 to 67
Swing Speed 95 to 91
Damage 37 to 39
Nomad
Troop count increased by 1 (11)
Mounted Archer
Cost reduced by 10 (150)
Spear Perk replaced by Stronger Arrows Perk
Sturgia
Berserker
Troop count decreased by 1 (16)
Varyag
Movement Speed decreased by 1 (77)
Armor decreased by 1 (39)
Large Round Shield is now the Default Shield
Replaced Stronger Shield Perk with Lighter Shield Perk which equips the Light Round Shield
Large Round Shield weight increased to 4
Troop count decreased by 1 (15)
Hunter
Replaced LongSword perk with Strong Arrows Perk
Swapped Strong Arrows Perk and Shield Perk
Vlandia
Peasant Levy
Troop count reduced by 2 (23)
Pitchfork can not be used One-Handed any more.
Previous Beta Hotfixes:
Fixed a crash that occurred when trying to purchase a workshop.
Fixed a bug that causes duplicate dialogue options to appear in some dialogues.
Fixed the bonus for the castle “castellan's office” settlement project.
Some lords which have a risk of going below critical money limits will stop paying wages and suffer the morale penalty only. This way they will at least keep enough money to buy food and avoid starvation. Their troops will still desert eventually if their morale drops too low.
In some cases, siege map events were stopping in the middle and the besieger party was returning to owned settlements to buy food. They will now continue the map event.
In some minor cases, armies were going to faraway towns when they ran out of food. This was fixed. The distance will be the most important factor in such cases.
Fixed a bug that prevented excessive settlement militia from decreasing.
Fixed a crash that occurred sometimes when trying to complete Gang Leader Needs Weapons quest through dialogue.
Initial Beta Changelog:
Singleplayer
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 to 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 the 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.
Multiplayer
Map Related
mp_tdm_map_004 visual and gameplay improvements. (Scene name changed to ''mp_tdm_map_004a''. Formerly NordTown.)
Both
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 a crash that occurs on the campaign map at different times.
Fixed a rare crash for encounter menus.
Fixed a rare crash when entering a tournament.
Fixed a rare crash that occurred when trying to activate the Army of Poachers quest.
Fixed a crash that occurred after Save & Load when the player is inside the training field with a companion.
Fixed a rare crash that occurred when trying to talk with army members that are inside an army that the player is leading.
Fixed a bug that leads to a crash in the Army of Poachers quest if the player retreats from the quest battle.
Fixed a crash which could happen during scene entry or exit.
Fixed a rare crash with the main storyline.
Fixed a crash that could happen when prisoners were transferred to bandit parties through barter.
Performance
Increased performance / disabled auto-saving game on exiting the game.
Save & Load
Added functionality to update party and map event positions to support save games in cases where the main map has changed.
Localisation
Additional Chinese translations and translation fixes.
Turkish translation updates.
Art
Fixed some chairs inside Khuzait level 2 keep.
Added new dynamic barriers for AI and indestructible merlons to Empire castle, Sturgeon town and Vlandian city.
New keep and village banners for factions have been added.
Some beards have been retouched and cleaned, LODs added.
Added 2 new Sturgian armours.
Updated some Aserai civil clothes textures.
Fixed a cloth simulation mesh bug.
Khans Guard cloth simulation tweaked.
Lancer Armour cloth simulation tweaked.
Fixed AI spawn points and some season issues on Battanian villages.
Fixed some navigation mesh issues on Sturgian villages.
Fixed visual issues on various prefab meshes such as village houses, stairs,etc .
Fixed holster physics.
The scene of Pen Cannoc has been changed according to the city's location on the map.
Some interior scenes were corrected in accordance with the culture and level of the settlements.
Fixed skinning problem (or visual glitches) on one of the civilian dresses.
Added 5 new battania shields.
Animations
Added new main map attack animation.
Audio
Added three new music tracks for the campaign mode.
Minor updates for existing campaign mode tracks.
UI
Changes
User Interface for Sandbox Kingdom creation
A new shortcut, "Left Ctrl" (like Left Shift) has been added to affect the entire stack with the action (e.g Transfer, Upgrade etc.)
Added new images for map notification circles, settlement owner changed and siege underway.
Barter auto offer button will turn green if the current status of the barter is acceptable.
"Army Created" map notification inspection and Kingdom army "show on map" button now will directly focus on the army, if that army is currently visible on the map, instead of showing the army's target.
Fixes
Now non-traded item prices in inventory are updated correctly. i.e. If the player sold a horse, only that horse's price would be updated but the market price for the same category horses would also change but not show. This didn't result in any miscalculation of the total cost of the transaction, it was purely visual and it's now fixed.
Fixed character visual blocking the selection for perks over 275 skill level in character developer in some aspect ratios.
Fixed perks vertical and horizontal placements in character developer in non 16:9 aspect ratios.
Fixed vertical placement of the game menu in non 16:9 aspect ratios.
Fixed map event tooltips showing wrong colours for the map event sides.
Fixed a bug that caused map event icons being shown below the map
Fixed a bug that caused kingdom decision map notification item not getting removed after leaving a kingdom
Battles and Sieges
Auto Calculation Improvements
Troop formation spawn positions did not match formation movement targets at the beginning of missions. This was fixed.
Players can now give formation arrangement orders (shield wall, etc.) at the beginning of missions. Such orders will now override the default stop order.
Due to a bug in hideouts, the empty formations in the player's team were not under the player's control and therefore, when troops were transferred, they couldn't be controlled anymore. This was fixed.
The main agent and other lords now preserve their level of detail when they die in a mission.
Combat AI
In certain siege scenes, troops would start running between two siege towers instead of climbing. This issue was resolved and major improvements were made about the problems in pathfinding over siege towers and climbing ladders (especially ladders of siege towers).
Increased distance between friendly troops. This improves the spacing inside combat and reduces friendly troops hindering themselves
Character Development System
Major changes and fixes have been made for two-handed skill perks.
Added secondary effects of one-handed perks.
Fixed charm, leadership, trade & medicine perk bugs.
Fixed a problem where it was not possible to select newly changed perks in older save files.
Fixed a perk exploit that caused huge troop experience gain.
Clan and Party
Added 160+ ladies and a few young male lords to the clans.
Fixed a bug where the player's banner was not visible before clan tier 2.
Heroes can now marry after age 45.
NPC parties now also visit neutral towns and villages to recruit and buy food.
Armies
Disabled defection behaviour for NPCs that are in armies.
Kingdoms and Diplomacy
Implemented War and Peace Kingdom Decisions that are accessible from the Kingdom Diplomacy Screen. Kingdom Decisions now show support for all types of decisions.
Implemented Sandbox Kingdom Creation, which is possible through the clan screen and not dependent on the main storyline. Players need to have at least 1 settlement and a tier 4 clan. Then players can select their kingdom's culture (consisting of their settlements' culture or their own clan's culture), select their initial policies (up to 4) and, finally, select the name for their new Kingdom.
Fixed a bug where traits and skills did not affect persuasion chances.
Fixed a bug where safe passages that were previously agreed upon were not working as intended after the game was loaded.
Settlement Actions (Town, Village, Castle and Hideout)
Fixed a bug that caused a "Capture the Enemy" menu button to be activated after raiding a village.
When we request a meeting from the outside of a castle or settlement, every noble will now be on the list of accessible characters.
Players can now recruit mercenaries from the tavern menu.
Quests & Issues
Implemented a new quest. Lord parties will ask the player to bring horses (or camels) when they don't have enough mounts for their troops on foot.
Adjusted the Extortion By Deserters Quest difficulty. The settlement defender party spawned during Extortion By Deserters quest now uses the default militia template of the settlement's culture. The Deserter party will no longer disappear when the Extortion By Deserters Quest ends but rather becomes a regular bandit party. Added new notifications to the Extortion By Deserters quest to make it easier for the player to complete the quest.
Fixed the face key of the Spy Among Us quest character "Confident Contender".
Fixed a bug with the Rival Gang Leader quest where the troop selection screen for the companion solution was populated with prisoners only.
Fixed a bug that caused players to get stuck in dialogues of main storyline quests.
Conversations & Encounters
Fixed a rare bug that caused an infinite dialogue loop after barter.
Fixed a bug that caused resetting the amount of gold that is carried in a caravan after a trade.
Fixed a few minor issues in the Rival Gang Leader quest.
Other
Armours and armour types on faction troops have been redistributed in order to improve unit balance based on tiers.
Shields were redistributed for faction troops based on their new hit points and values. New Battanian shields have been added to the Battanian Faction Troops. Some units doing too well or too poorly on playtests have been slightly optimized stat-wise.
Fixed a bug that sometimes allowed the camera to clip into walls in khuzait dungeons.
An NPC was added to the ranged tutorial area.
Fixed a bug that causes some thrones to be unusable.
Fixed a bug that causes some child NPC's to fly.
When a hideout is cleared, the surrounding bandit parties get new ai so the probability of reinfesting the same hideout decreases.
Uncovered and fixed an extremely rare bug where the game would tick while it was paused.
Multiplayer
Map Related
“Tsagaan Castle” new TDM map which has a Khuzait theme.
"Baravenos Encirclement (Siege):
Rearranged defender spawn positions to avoid them being locked out. Removed a side gate/entrance. Added a destructible gate in front of the last flag.
Overhauled the right side of the castle. The Tunnel entrance is now more obvious and changed the way to get up to the top wall from the siege tower.
Visual improvements (also changed the season to spring); Many performance improvements
Xauna (Skirmish):
Completely overhauled the main building. Overall simplified the layout and spawn areas. Added more cover to the middle part of the map.
Server & Network
Added match history to social tab. Players can look through information about their 10 last played games. This information includes winner, score, factions, map, game type and players in the match. This feature is completely client-side so deleting your game files might cause you to lose your match history.
Improved Friends panel. Added in-game friends feature that allows you to add other players as friends in the game. You can add players from your recent games as friends.
UI
Changes
Implemented a new loading screen for Multiplayer. Now while the game is loading, players will be able to see the game mode, map's name and a summary of the game mode while in the loading screen.
Fixes
Fixed estimated video memory usage bar not being visible in MP options in some cases.
Fixed couchable usage icon in MP
Both
Crashes
Fixed a rare crash in big battles.
Fixed a rare crash related to asset loading.
Performance
Major CPU performance improvements in the UI system. (Especially on multi-core machines)
Fixed a rare file read issue which could cause the game to try to allocate billions of bytes to memory.
Improved multi-core usage of the game.
Physics performance improvements - especially in siege scenes.
Improved garbage collection and fragmentation.
The majority of the managed garbage collector spikes during big battles were eliminated
Optimized the rendering of corpses.
Art
Due to frame stutters, some particles were skewing unrealistically (e.g. dust particles generated by horses). This was fixed.
Animations
Added New rider idle animations.
New stand idles added for camel and its rider.
Added new damage reaction animations for camels.
Battles & Sieges
Fixed a problem related to corpses hanging in the air.
Combat AI
Enabled charging agents to move together in formation. Both cavalry and infantry troops in formation now tend to stay in line while charging at the enemy. Cavalry formations will try to regroup before charging back, if the formation is intact.
UI
Changes
Improved Asian language text parsers. Now line breaks will be consistent with the language's line break rules.
Gauntlet text parser now supports the zero-width-space character
Fixes
Fixed dependency sorting of modules in the launcher.
Fixed text input areas not showing characters in the correct language font, making every character show-up as question marks.
Other
Fixed a visual glitch on clients where the lance is flipped like a javelin when the alternative usage is toggled soon after a couched lance collision happens.
Fixed rendering of some shields that appeared white.
Added spark particles for parry and chamber blocks.
Fixed a crash on multiplayer that occurs while joining an ongoing server.
Fixed a crash on multiplayer that occurs on the clientside when a crowded server is run for a long time.
Fixed a crash on multiplayer servers when a physical object goes beyond the limits of the scene.
An issue that caused players to get repeating punishments for leaving has been fixed. Note that we disabled punishments as soon as we realized the issue.
Leaving before the Warm-up phase ends will not be counted for leave punishments until clients become stable enough. This also helps with crashes on load.
Players who experience a server crash before Lobby servers detect the crash will not be counted as leaving the game and will suffer no punishment.
An issue preventing the Siege game mode to open with less than 120 players has been fixed.
Introducing Global Mute. Muted players will not be able to send messages in the game.
Fixed a crash that occurred when trying to purchase a workshop.
Fixed a bug that causes duplicate dialogue options to appear in some dialogues.
Fixed the bonus for the castle “castellan's office” settlement project.
Some lords which have a risk of going below critical money limits will stop paying wages and suffer the morale penalty only. This way they will at least keep enough money to buy food and avoid starvation. Their troops will still desert eventually if their morale drops too low.
In some cases siege map events were stopping in the middle and the besieger party was returning to owned settlements to buy food. They will now continue the map event.
In some minor cases, armies were going to faraway towns when they ran out of food. This was fixed. The distance will be the most important factor in such cases.
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.
Fixed a beta exclusive issue where newly created characters and other objects could get mixed up with each other. This created instability & possibly crashes. It was also responsible for broken companions and encyclopedia problems. The fix does not recover broken beta save games, but it should resolve the issue for new games. You can test this by checking if newly created characters or other objects have their own appropriate encyclopedia pages instead of another character’s or object's page.
Fixed a rare crash that occurred when initialising the final phase of the main storyline for Imperial supporters.
Fixed a crash that occurred when choosing the "Try to get away" option in an encounter.
Fixed a Save & Load related crash that occurred when entering the training field with a companion.
Some lords were losing all their money and then starving. This was due to fortification taxes being too low, they have been increased by 25%. Also, NPC clan leaders now react faster to losing money and reduce their garrison sizes before going bankrupt.
Council of Commons policy effect was 1 influence per notable in the settlement, it is now 0.1 influence per notable. Also, +1 militia effect per notable is removed.
There was no waiting time after captured lords were released; they were spawning at the next daily tick, now they spawn at least 2 days later.
Lords spawn with 10% of their party size filled instead of 25%
Owners now calculate their settlements' values more conservatively. If there was any hostile action to their fiefs their defence score grew significantly and they and they would go directly there to help. This negatively affected all AI score calculation systems. Additionally, there were other mechanics using this value that were also affected negatively.
There was a relation penalty if a settlement was lost between the owner of that settlement and their king. It was settlement value / 20K, now it is square root value of settlement value / 100K, (nearly 10x reduced). For example, for losing a castle with an estimated value of 600K, the lost relation was 30 previously, now it is 3. This was causing big relation drops when a settlement was lost and which in turn caused clans to defect because of this loss in relation.
An influence penalty has been added for if a settlement is lost (25 for a castle, 50 for a town).
Fixed a bug that prevented the player from receiving a relation benefit after helping a lord they had met previously.
Cavalry advantage in simulations is reduced to 20% from 30%
Mercenary groups in taverns have increased in size (2x) and their average level has increased.
When a smelted item had a modifier, the wrong item could be removed from the inventory. It could also create instability in the inventory. This was fixed.
Fixed a rare crash that occurred when initializing the final phase of the main storyline for Imperial supporters.
Fixed a crash that occurred when choosing the "Try to get away" option in an encounter
Previous Beta Hotfixes:
Player kingdoms should no longer declare war without player action.
Fixed a crash related to settlement production.
Fixed a crash that happens in scenes with water.
Fixed a rare crash that occurs during scene loading.
Some minor adjustments in character creation.
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.
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 savegames.
Initial Beta Changelog:
Singleplayer
Crashes
Fixed a rare crash that occurs when two player-related events on campaign map start at the same time.
Fixed a game freeze that happens when a party is persuaded in the middle of siege preparation
Fixed a crash where maxing out attributes and focus points crashes the game.
Performance
Significantly reduced the 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 props' LODs.
Fixed some meshes' 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
Glave attack animations added for camel riders on campaign map
Animation overhaul of initial character creation stages
Campaign Map
World Map GPU memory usage is reduced
UI
Fixed an exploit in inventory that used let the player take the equipment of heroes that came 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 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 killfeed, SP scoreboard
Fixed main party health tooltip formatting in map info bar
Made character developer screen more widescreen friendly
Added "Destroyed" and "Not Destroyed" filter options to clan list page in Encyclopedia
Add 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 maturity of agents during spawn 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 only 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 about an archer 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 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
Characters should be looking more like their ages. Tweaked age progression.
Clan and Party
Increased chance of pregnancy if number of children is 1 or 2
Hero Wages are no longer 0
Lord parties have more experienced troops and less 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 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 help of the army did not occur. This bug was fixed.
While visiting settlements 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 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 holster is activated on crafting was 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
Bug Fixes
Fixed a crash that occurred sometimes when player completed quest successfully.
Fixed a crash that occurred when player decides to leave settlement when caught by quest guards.
Fixed a bug that causes quest log progress to reset after Save&Load.
Fixed a notification bug when quest guards took 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 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 we had talked to before.
Conversations & Encounters
If the player is mounted, they will spawn a bit further from conversation character when using "Talk" button in settlement menu.
Disabled spawning with 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 had 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.
Multiplayer
Game Modes
The reason for losing sometimes not showing up in Captain mode is fixed.
Troop face randomisation on Captain spawn fixed.
Other - Miscellaneous
Added cooldown for players who have left the game more than allowed times in a given time frame. Currently players who left a matchmaker games 2 times in the last 3 hours will be blocked from matchmaking for 15 minutes. Note that we can change 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 MP HUD
Minor tweak and improvement in Matchmaking tab
Troop type icons on top, near player avatars, is now %35 bigger while in class selection screen
Fixed MP Character Customization Clothing Option not working.
Both
Crashes
Pressing ESC key on loading screen causing infinite loop on loading screen 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 stand idle animations added for camels.
Riders falling from horses can only block when close to standing.
Audio
Fixed an issue about sound devices getting 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 optimized some of the formation AI. These should reduce spikes occurring during the battles.
Ragdolls and dropped items performance improvements
Multi-Core performance improvements
Performance improvements for the 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
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.
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.
Multiplayer
Map Related
mp_tdm_map_004 visual and gameplay improvements. (Scene name changed to ''mp_tdm_map_004a''. Formerly NordTown.)
Both
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.
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.
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.
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.
Initial Beta Changelog:
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 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.
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.
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.
Multiplayer
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.
Both
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.
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.
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.