With some semblance of normality slowly beginning to return to the world, we wanted to take the time to reach out to you to talk about Bannerlord’s early access journey so far by discussing some of the changes and improvements to the game before moving on to touch on some of our plans for the future.
Rather ironically, and even though it’s been a challenge, working from home seems to have brought our team closer together. Development of the game has continued unabated with around 78 patches and fixes in total being released since the game’s launch, eleven weeks ago.
The main focus of these patches has been aimed at stability and performance improvements and, with the help of the detailed bug reports from our community, we are pleased to say that we have fixed over 200 crash-related bugs to date. Performance has also improved a lot, with massively reduced loading times and increased frame rates across the board, especially in battles. The majority of the performance spikes are fixed and the resource usage of some tasks are reduced. Better balanced resource usage of parallel tasks has led to increased multi-core performance and much smoother gameplay. Additionally, we introduced multiple autosave slots and drastically reduced save file sizes to enable cloud saves, to further reduce the chances of players running into save-breaking bugs.
We will continue to work our hardest on resolving the remaining issues as fast as we possibly can so please continue to forward those bug reports as we really can’t stress just how useful they are to us!
We optimised resource usage of archer visibility computation and target selection, improving performance in archer heavy battles.
To help in the ongoing battle against bugs, we introduced a separate beta branch that players can opt-in to if they would like to test upcoming updates and changes to the game. This approach gives us the best of both worlds: players looking for a more stable experience can stay in the main branch; meanwhile, in the beta branch we can test new features and changes a bit sooner.
This patching process is something that we have used quite extensively as of late, with many new updates coming that have expanded on game mechanics and introduced new content. We have implemented a number of missing perks, added several new soundtracks to our existing comprehensive music library and introduced new weapons, armours, shields and crafting pieces. Additionally, new scenes have been added to both singleplayer and multiplayer. Also, while adding new quests to the game, all existing quests were overhauled and most problems and issues that could cause you to become stuck were fixed.
New armours and weapons are added along with different tiers and build qualities to existing ones.
One important update was Kingdom Creation, which allows players to forge their own path in Calradia in true sandbox fashion by giving them the ability to create their own kingdom outside of the main storyline.
Alongside this came updates to Kingdom Politics which incorporated diplomatic choices previously handled on the faction level into the kingdom decision system that sees clans vote based on their own interests. The decision for peace was further adjusted to include tributes and truce periods. This change has put a much greater emphasis on the internal politics and power struggles between the clans of each faction when major decisions are made and offered players a legitimate avenue to achieve war and peace when serving as vassals rather than ruling as kings.
You are now able to create your own kingdom without doing the main quest. You'll need to own a castle or city and your clan must be tier 4.
And of course, these patches haven’t been limited to new content and bug fixes. Large parts of the game have been reworked and rebalanced: item inflation is no longer out of control; it is less likely that troops and garrisons will starve (sieging and raiding will typically still do the trick though!); auto-battle calculations have been improved so that outcomes better reflect army sizes; clan management has been expanded, allowing you to assign roles to clan members, specific to parties that they're in; many item models and cloth simulations have been improved; war and peace decisions make more sense and prolonged wars are much less likely; troops are now much better at maintaining their formations when moving and engaging with enemies; cavalry groups will re-form before charging again and now perform much better in melee combat; targeting for ranged and mounted AI units has been improved; an update to campaign AI for clans, parties and armies that improved how the AI manages its finances and prioritises its actions and targets; and many, many more.
Similarly, we have worked on refining aspects of the user experience, including the user interface, sound and text, to create a more immersive game that is intuitive and easy to interact with. Specifically, we have tried to improve how information is presented to players with better information on party compositions and settlements, an improved clan management screen, reworked price colours that reflect global averages, and an update to the barter screen to show if the current status of the barter is acceptable. Likewise, dialogues and texts have been improved for townspeople discussing issues in the local area and for companion backstories, among other things.
It’s easier to see your current affairs in the updated diplomacy screen. Also, we added a “Propose” option where you can start a vote to declare war or offer peace.
So, that brings us to where we are at right now, but what about our plans moving forward? Well, we are currently working on quite a large code refactor that should make for an improvement to the underlying code of the game in the long run, but unfortunately, it is taking quite a bit of our attention right now. However, with that being said, work on the next updates to the main and beta branches are underway and we hope to release those very soon!
For singleplayer, our focus for the immediate future is still very much on stability and performance. But that’s not to say that we aren’t still working on other aspects of the game: perks continue being completely overhauled and work progresses on new scenes, quests and AI improvements. Additionally, improvements to kingdom politics and voting that will give players more options and control are in the works, along with additional ways to use companions and clan members, including assigning them as formation leaders. Also, an incoming update is planned where character levels will depend on raw experience collected from skills rather than skill level increases. Overall this should make it easier to focus on a particular set of skills. We also plan to make improvements to the Crafting system which will change how you progress and gain experience so that it is less grindy and will reward creativity to a greater degree. Additional main storyline quests will also be implemented in the near future. These will include the quest to rescue your family as well as quests where you will work against the conspiracy. Finally, more dynamic quests that are generated in response to world events will continue to be introduced.
With multiplayer, we are currently readjusting and refining combat parameters while rebalancing stats, equipment and perks. Additionally, the player report tool is currently in beta and we hope to send that to the main branch soon to help players deal with problematic users.
Finally, we hope to be able to start releasing some modding tools with limited documentation in the near future.
We haven’t forgotten our bachelor lords. We added 160+ ladies to the game to improve population sustainability via marriage and birth.
Our efforts to date are just a small part of what is to come as we look forward to working alongside you in creating a game that we can all enjoy for many years. Stay safe out there and remember to keep out of melee range!
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.
We changed price colouring to work according to world averages instead of default prices of items. If an item is 30% or more above the world average it is coloured red. If it is 20% or more below the item's world average price it is coloured green.
Fixed a bug that caused mercenaries to pay tributes or expenses to/for other mercenaries
Added a fix to remove duplicate kingdom stances that had already been saved.
Peace barter initialization parameters have been fixed
Town prices now model purchases made by caravans and other parties while determining supply and demand.
Fixed an issue where players who created kingdoms had to pay influence cost for decisions even when there were no other clans to overrule.
Previous Beta Hotfixes:
03/06/20
Fixed the campaign map defender siege engine positions for the level 2 version of Medeni castle. This should resolve crashing for cases where the player initiates a siege against a level 2 version of the castle.
Fixed an issue that caused corrupted save files to crash the game on load screen.
Fixed an issue with the final perk of the 1-handed and 2-handed skills.
Fixed a bug that caused the diplomacy system to have multiple relations between kingdom pairs. This should alleviate some problems with short war and truce periods.
On average about 30% of towns and 50% of castles were experiencing issues with starvation. To improve this situation, settlements with less food now offer higher prices so caravans distribute food better. Village food production was also increased from 4/8/12 to 5/10/15 and consumption of beer in settlements now gives a bonus to food stores. Furthermore, garrisons grow to a lesser degree if a settlement has fewer or smaller villages. With these changes starvation was reduced to 10% of towns and 20% of castles - which mostly occurs in cases of hostile actions like raids and sieges.
Influence awards of some policies were adjusted to reduce influence inflation across kingdoms.
Effects of daily default projects for settlements were reduced.
Several minor fixes for AI war and peace declarations.
02/06/20
Fixed an issue that blocked the AI from declaring wars normally. It is now no longer locked to the player entering the diplomacy screen.
Fixed a bug that allowed your faction to make peace without your vote.
AI should be more likely to declare peace if the war is taking a long time.
01/06/20
Fixed an issue that caused several policies to be activated when the player is a mercenary and goes to the kingdom screen for the first time.
Disabled the "leave kingdom" button in the clan screen for player kings for the time being as it caused crashes after some time.
Reintroduced a minimum truce period of 20 days for AI kingdoms.
Fixed an issue that caused players to get stuck when they accepted a peace decision while in a siege event.
30/05/20
Fixed an issue that caused AI rulers to miscalculate influence cost vs benefit when overriding a popular vote.
Fixed an issue that caused automated kingdom decisions for mercenary players.
The influence cost for the ruler to override the popular vote in a kingdom decision is now calculated differently. Players will be able to spend the decision's normal cost for up to 3 points of difference or "votes". They will have to spend the decision's max cost for any additional points of difference. (To elaborate further - the options associated with influence costs in a kingdom decision represent votes. So f.e. in a decision with the costs 10 / 40 / 100, choosing the 100 option amounts to 3 points or votes. If you are a king and want to overrule a popular vote that surpasses the alternative by 5 points / votes, your cost will amount to 100 (for the first 3 votes) plus another 2 x 100 (for the additional points of difference).
29/05/20
Fixed a rare crash on the campaign map regarding village items.
Fixed a crash related to newly spawned caravans.
Fixed a crash that occurred when trying to talk with a companion while inside hideouts.
Fixed an issue with missing dialogues for supporting a kingdom in the main storyline after loading which blocked progression.
Fixed a client crash on crowded servers when the amount of created weapons in the environment exceeded a certain threshold.
Fixed a crash that occurred when kingdoms declare war while the "Company of Trouble" quest was active.
Fixed a rare crash that occurred when clicking done in the simulation battle result screen.
Fixed a rare crash that happened while talking to a companion.
Kingdom tributes are now paid daily rather than one-time.
Kingdom tribute payments are shared between clans as follows:
Each regular clan has 1 share and ruling clan has 4 shares
Every town adds 3 shares
Each castle adds 1 share
Added a fix for the Player's King's Decision.
The AI now leaves less garrison to settlements with low prosperity. This should improve problems with starvation.
We spotted a 3x inflation for hearths over 15 game years. The daily hearth increase for villages was changed to 0.5 from 1.
Fixed some visual bugs on the Baravenos Encirclement and Xauna MP scenes.
22/05/20
Fixed a crash that occurred after colliding with an entity while falling with a camel.
Fixed a rare crash that happened when an agent was blocking and the weapon state for that agent was not fully synced.
Fixed a rare crash that occurred when showing the battle results of simulated battles.
Fixed a crash that occurred when war was declared between a quest giver's and the player's kingdoms while the Company of Trouble quest is active.
Fixed a crash that occurred when talking to army members after a successful siege.
Fixed a crash that occurred while passing time on the campaign map.
Fixed a rare crash that happened when a specific caravan spawned for notables.
Fixed a bug that caused NPC parties to raid Tevea village very frequently.
Fixed a crash that occurred when Gang Leader Needs Weapons and Rival Gang Moving In quests were active at the same time.
Fixed a rare crash that occurred when ticking daily game events.
18/05/20
Fixed a crash that occurred when fully completing skill focuses.
Fixed a crash that happened when an agent entity was changed in battle-
Fixed a crash during kingdom creation through clan screen.
Fixed a crash that occurred when Family Feud and Army of Poachers quest were active at the same time.
Initial Beta Changelog:
Singleplayer
Crashes
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 an Empire castle, Sturgeon town and Vandian 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 Armor 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 shown. 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 colors 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 the 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 loops 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 play tests 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
Optimised 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 that occurred when a hero had reached the maximum number of perks & focus points.
Fixed a crash caused by upgrading settlement projects.
Fixed a crash which occurred after closing the Town Menu or Encyclopedia Screen.
Fixed a crash that occurred when the Army of Poachers and Family Feud quest villages were the same village.
Fixed a crash that occurred for the Chinese localisation.
Save & Load
Save file compression was optimized by around 80%.
Increased the number of autosave files to 3.
Localisation
Punctuation fixes and corrections for some texts.
Turkish translation updates.
Art
Fixed some snow texture issues in Khuzait villages.
Various model/material and texture improvements for campaign map icons.
UI
Clan Screen
Moved clan member role assignments from parties tab to members tab. Now players can assign roles to clan members, specific to parties that they're in.
Players can now rename their family members in the clan members tab.
Fiefs tab now shows Towns and Castles in different lists and contains bound settlements, notables in the settlements.
The Parties tab now lists the amounts of each troop type that a party currently has.
The Other tab now shows more detailed information about workshops owned.
Shift and Control modifiers now work with both left and right side keys in inventory and party screen.
Added missing One-Handed and Two-Handed perk icons.
Fixed Kingdom decision popup behaviour for rulers.
Fixed a bug that caused the likelihood percentage value next to the propose button to show incorrect values.
Fixed localisation issues in the Custom Battle screen.
Fixed some texts not updating to the correct language on language setting change.
Fixed execution popup visual error.
Fixed a UI problem where wanderers in enemy towns are shown as red.
Character Development System
All polearm skill perks which are related to combat were re-implemented/fixed.
Fixed charm, leadership, trade & medicine perk bugs.
Implemented secondary effects of two-handed perks.
Implemented secondary effects of polearm perks.
Fixed a false effect of smithing perks.
Fixed issues with the one-handed & two-handed perks.
Clan and Party
Minor faction leaders were gaining too much money and their expenses were very low and this was causing gold inflation. This was fixed.
Kingdoms and Diplomacy
Fixed an issue with the behaviour of safe passage deals when the player is in a besieged settlement.
Settlement Actions (Town, Village, Castle and Hideout)
Relation loss that occurs when a village is raided is no longer spammable and it is now proportional to the amount of damage caused to the village. Players will still lose a fixed (but reduced) relation amount with village notables and the owning clan's leader when they initiate a war by raiding the village during peacetime.
Quests & Issues
New quest "Scout Enemy Garrison" added.
Balanced rewards and requirements of Artisan Overpriced Goods, Artisan Can't Sell Product at A Fair Price, Gang Leader Needs to Offload Stolen Goods, and Deliver the Herd Quests.
Landlord Needs Access to Village Commons
Quest design was changed. (Old active quests will be cancelled when a game is loaded.)
Family Feud Quest
Fixed a bug that occurred when the culprit (quest character) became a prisoner.
Added/Changed quest logs.
Army of Poachers Quest
Fixed a bug that caused the quest to be stuck if the player retreated from the poacher battle.
Lord/Lady Needs Tutor Quest
Fixed a bug that occurred if the player married a quest character.
Added new quest log.
Need help with Bandits Quest
Valid hideout distance and valid party radius values for were tweaked.
Conversations & Encounters
Improvement for player look algorithm in conversation.
Added a conversation option with non-hostile vassals which are in an army without joining the faction that they are in.
Ensured that characters whom the player meets in a quest recognise the player later. Expands comments on game actions.
Townspeople and villagers should now comment on available issues and quests.
Other
New Noble Weapons have been made and distributed amongst the fellow lords of Calradia.
Caravan Guards, Veteran Caravan Guards and Armed Traders have better stats now which will make attacking caravans a little bit harder.
Fixed an issue with agent orientation in hideout boss fight.
Skins xml is now moddable.
Fixed a bug where the player could take dead lords as prisoners. This should also fix dead heroes from spawning with new parties.
Developer console can be enabled now by pressing ALT + ~
Multiplayer
Game Modes
Siege tower ramp sync was broken for players who connect to a server after the ramp opened.
Server & Network
Fixed a rare crash on changing game type or region.
An issue causing crashes on MP login will now show a warning instead. We are still investigating this issue.
Added an in-game reporting system with detailed game and chat logs. You can report other players from scoreboard or recent games.
Fixed a visual glitch where the clients see their characters stuck in guard stance after getting stunned with a push back while defending.
UI
Added defender and attacker icons to class loadout screen in siege mode.
Fixed inconsistent placement of scoreboard sides while the player is spectating.
Both
Performance
Major GPU Buffer memory reduction and GPU performance improvements.
Fixed stuttering issues when a resource loaded during gameplay.
Fixed a bug that prevents the late attack direction selection (that is made after readying starts) if both attack and defend keys were pressed at the same time beforehand. This also caused clients to see wrong attack animations on their characters when the same case is generated.
UI
Seperated the refresh rate option from the resolution and added aspect ratio values next to the resolutions.
Fixed some text calculation errors.
Other
Shield physics bodies on back are corrected.
Crouching is prevented during an attack in order to prevent unwanted stance switches.
Singleplayer and multiplayer now use different version numbers.
Fixed issues about usernames with non-ASCII characters.
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.