Mount & Blade II: Bannerlord - Callum


Main

Versions
Native: e1.4.1
SandboxCore: e1.4.1
Sandbox: e1.4.1
Storymode: e1.4.1
CustomBattle: e1.4.1

  • You can now add multiplayer friends through their Bannerlord ID.
    • Added in-game username system called Bannerlord ID. You can choose a username for yourself under the Social tab. Players are given a random username on login if they don't have one. Usernames should be between 5-30 characters and only letters are allowed.
  • Minor serverside improvements.
  • Fixed a bug that caused 6-player parties to be removed from the Siege pool if they haven't been on queue for 3 minutes.
  • Fixed Custom Games not having auto team balance.
  • Fixed barriers to prevent players go out of bounds or phase into objects (like walls, boxes etc.).
  • Fixed a bug that makes the player able to speak to a notable with "request a meeting with someone" menu button.
  • Fixed a crash that occurred when asking tavern keeper for available quests.
  • Fixed a bug caused specific games to be created twice.
  • Fixed an error that caused the player to be able to propose war/peace decisions while being under a mercenary contract.
  • Minor bugfix with Kingdom Decision system.

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



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Mount & Blade II: Bannerlord - contact@rockpapershotgun.com (Matt Bassil)

Mount & Blade 2: Bannerlord has only been around for a few months, but that’s plenty of time for modders to have a good tinker. We’ve already been blessed with a bounty of minor Bannerlord mods: there are hundreds of ways to tweak, alter and optimise your experience, and the option to turn your character into a sword-swinging, death-dealing toddler is not to be sniffed at. But this is just a taste of what’s to come. After all, Mount and Blade is famous not for tweaks but for immense overhaul mods that completely transform the game, transporting us to our favourite fictional worlds and historical periods. There’s every reason to expect great things from its sequel: whereas Warband’s modders had to make do with a system not designed to be altered, Bannerlord is being built from the ground up with modding in mind.

The biggest mods are some way off, however. Modding a game that’s in early access is a bit like trying to ice a cake before its baked, and Bannerlord’s fans don’t even have a spatula – by which, of course, I mean official modding tools – to work with. Without these tools, not due until the game’s full release, there’s no easy way to access Bannerlord’s internal scripting language and make changes. In spite of this, many have decided to roll up their sleeves and just get started – tools be damned.

(more…)

Jun 18, 2020
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

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!
Mount & Blade II: Bannerlord - Callum


Main

Versions

Native: e1.4.1
SandboxCore: e1.4.1
Sandbox: e1.4.1
Storymode: e1.4.1
CustomBattle: e1.4.1

  • A bug that caused conversations to freeze was fixed.
  • Fixed a crash that occurred when the player clicked on encyclopedia avatars.

Known Issues

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


Beta

Versions

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

  • All fixes above.
  • A crash caused by a stillborn child was resolved.
  • A problem with being unable to name a twin has been fixed.

Known Issues

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





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Mount & Blade II: Bannerlord - contact@rockpapershotgun.com (Nic Reuben)

Much like every other person with a Steam account and a penchant for penetrating plate armour with pikes and pillaging poor pig farmers, I’ve spent a good portion of the last few weeks with mammoth medieval moshpitter Mount & Blade II: Bannerlord. I’ve besieged castles, sired heirs, and sniped horses. But recently, I’ve been wanting a bit more from the experience. Enraptured by the possibility of meeting new and interesting people to stab, I strapped on my platemail and saddled up until my wanderings led me to the Bannerlord Roleplay project, and its director, ‘Flavberg’.

“If a player decides they want to play a priest character, they can write up a character sheet for this character, go on the server, and speak to the local church to join their parish,” says Flavburg, giving an example. “They can start preaching the word of God, help and feed the poor, or they can become corrupt and demand indulgences from criminals. There is no limit to people’s imagination.”

(more…)

Mount & Blade II: Bannerlord - Callum


Main

Versions

Native: e1.4.1
SandboxCore: e1.4.1
Sandbox: e1.4.1
Storymode: e1.4.1
CustomBattle: e1.4.1

  • Fixed a crash that could occur during the daily tick.
  • Xauna scene fixes
    • Fixed barriers around:
      • The outside of the map
      • The outside of many buildings and fenced areas

  • Fixed a server-side crash that occurred when players were walking/being pushed to walls and stairs.

Known Issues

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


Beta

Versions

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

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

Known Issues

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





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Mount & Blade II: Bannerlord - Callum



Main

Versions

Native: e1.4.1
SandboxCore: e1.4.1
Sandbox: e1.4.1
Storymode: e1.4.1
CustomBattle: e1.4.1

  • Added Team Deathmatch Loading Screens.
  • Siege warm-up time decreased to 6 mins.
  • Players can now add friends from the in-game scoreboard.
  • Fixed a crash that occurred in the story tutorial.
  • Fixed a crash that occurred in custom battle.

Known Issues

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


Beta

Versions

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

  • All fixes above.
  • Fixed an issue that caused a crash when the player participated in war and peace decisions.

Known Issues

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





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Jun 4, 2020
Mount & Blade II: Bannerlord - Callum



Greetings warriors of Calradia!

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

Main

Versions

Native: e1.4.1
SandboxCore: e1.4.1
Sandbox: e1.4.1
Storymode: e1.4.1
CustomBattle: e1.4.1

Latest Changes:
  • 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.

Known Issues

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





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Mount & Blade II: Bannerlord - Callum



Greetings warriors of Calradia!

You can find the latest updates to the beta branch below.

Beta
Versions

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

Singleplayer

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

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

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

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

UI
  • Clan Screen
    • Moved clan member role assignments from parties tab to members tab. Now players can assign roles to clan members, specific to parties that they're in.
    • Players can now rename their family members in the clan members tab.
    • Fiefs tab now shows Towns and Castles in different lists and contains bound settlements, notables in the settlements.
    • The Parties tab now lists the amounts of each troop type that a party currently has.
    • The Other tab now shows more detailed information about workshops owned.

  • Shift and Control modifiers now work with both left and right side keys in inventory and party screen.
  • Added missing One-Handed and Two-Handed perk icons.
  • Fixed Kingdom decision popup behaviour for rulers.
  • Fixed a bug that caused the likelihood percentage value next to the propose button to show incorrect values.
  • Fixed localisation issues in the Custom Battle screen.
  • Fixed some texts not updating to the correct language on language setting change.
  • Fixed execution popup visual error.
  • Fixed a UI problem where wanderers in enemy towns are shown as red.

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

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

Kingdoms and Diplomacy
  • Fixed an issue with the behaviour of safe passage deals when the player is in a besieged settlement.

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

Quests & Issues
  • New quest "Scout Enemy Garrison" added.
  • Balanced rewards and requirements of Artisan Overpriced Goods, Artisan Can't Sell Product at A Fair Price, Gang Leader Needs to Offload Stolen Goods, and Deliver the Herd Quests.
  • Landlord Needs Access to Village Commons
    • Quest design was changed. (Old active quests will be cancelled when a game is loaded.)

  • Family Feud Quest
    • Fixed a bug that occurred when the culprit (quest character) became a prisoner.
    • Added/Changed quest logs.

  • Army of Poachers Quest
    • Fixed a bug that caused the quest to be stuck if the player retreated from the poacher battle.

  • Lord/Lady Needs Tutor Quest
    • Fixed a bug that occurred if the player married a quest character.
    • Added new quest log.

  • Need help with Bandits Quest
    • Valid hideout distance and valid party radius values for were tweaked.

Conversations & Encounters
  • Improvement for player look algorithm in conversation.
  • Added a conversation option with non-hostile vassals which are in an army without joining the faction that they are in.
  • Ensured that characters whom the player meets in a quest recognise the player later. Expands comments on game actions.
  • Townspeople and villagers should now comment on available issues and quests.
Other
  • New Noble Weapons have been made and distributed amongst the fellow lords of Calradia.
  • Caravan Guards, Veteran Caravan Guards and Armed Traders have better stats now which will make attacking caravans a little bit harder.
  • Fixed an issue with agent orientation in hideout boss fight.
  • Skins xml is now moddable.
  • Fixed a bug where the player could take dead lords as prisoners. This should also fix dead heroes from spawning with new parties.
  • Developer console can be enabled now by pressing ALT + ~

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.
  • Reduced GPU memory usage of the Flora System.
  • Punctual light shadow rendering performance improvements.

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

UI
  • 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.

Known Issues

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





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

Brendan:

Infantry! Ready your shields! Okay, move to– hang on. Sin, why is your shield not readied? We are trying to play the multiplayer in Mount & Blade 2: Bannerlord, so we can pass a substantial sneer or cheer in its direction, and you have not even readied your shield. It is wholly unreadied. Explain yourself!

Sin: …what?

(more…)

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