It is that time of year again, Gamescom is upon us and we are back to show off some more Mount & Blade II: Bannerlord! However, this year things are markedly different and, unfortunately, we are unable to head out to Cologne and meet with you in person as we had initially hoped.
But, even if we’ve had to drop the portcullis, we still want to reach out to you all to share in this annual event in the TaleWorlds calendar. And so, we have dispatched couriers to our friends overseas and made plans to host a special online event that will take place from Thursday to Sunday!
During the event, participants will be able to compete in a number of daily competitions to win an Intel Core i7 8700K CPU, courtesy of our friends at Intel. These daily events will consist of character portrait competitions and a number of performance-based multiplayer challenges. Additionally, participants will be able to claim and compete for a selection of multiplayer badges during the event. Details about these competitions and information on how to claim the badges can be found in the Gamescom Schedule below and in the Gamescom 2020 FAQ on our website.
On Saturday, we will be hosting a developer and community play session which will give you a chance to play alongside and against members of the TaleWorlds team in a variety of different game modes!
Finally, we will be hosting a Developer Workshop on Friday afternoon to discuss some of the modding tools that we hope to release in the near future. So, if you are interested in learning more about modding in Bannerlord, make sure to make a note of that on your calendar!
For those of you that will be unable to attend the event, have no fear as we will be hosting a number of live streams, featuring special guest hosts, ESO, and HandOfBlood, who will present the streams in both English and German respectively. These streams will cover both singleplayer and multiplayer gameplay, with members of the TaleWorlds team making appearances throughout to discuss various aspects of the game.
But wait, there’s more! Our friends from the Call to Arms group will be celebrating their 4th anniversary this week and, as such, we wanted to thank them for their dedication and hard work in organising and hosting regular multiplayer events for the Mount & Blade community. In recognition of their efforts, we have named a time-limited badge in their honour that will be available throughout the 4-day event. You can find more details on how to join and take part in their events that will be taking place this week over on their Discord server: https://discord.gg/qz9NAwA
SCHEDULE
We look forward to seeing you all over the weekend and wish you the best of luck in the competitions taking place throughout the event. Thank you for reading, and remember: stay safe and keep out of melee range!
Fixed a crash that occurred when joining a kingdom as a vassal while being employed as a mercenary for the same kingdom.
Fixed a crash that occurred when Lord Wants Rival Captured quest was cancelled by a declaration of war.
Fixed a bug that caused the total issue count to be less and less over time.
Added meshes for the Highland Mail Shirt and Highland Mail Shoulders.
Clan game map selection list now consists of up-to-date maps.
Fixed an issue with white textures.
Fixed a Save & Load crash related to settlements that do not have an owner.
Fixed a bug that caused notables (mainly village notables) to disappear after some time.
Fixed a bug that caused a settlement ownership kingdom decision to trigger for enemy settlements if they were reclaimed before the vote took place.
Players can now only enter empty settlements if they are owned by their faction: the gate will now be down for enemy settlements, even if they don't have a garrison.
Fixed a bug with neutral heroes trying to create parties.
Fixed a bug in the loading order which led to instability after loading. This should resolve issues with "ghost" armies.
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 crash that occurred when entering a settlement.
Fixed a crash that occurred while distributing loot after battle.
Fixed a game freezing issue related to sound stutters.
Fixed an issue with party troops changing to 0 after battles.
Reduced the rate of casualties when a party is starving.
Changes made to the campaign AI party logic to change target less during the preparation of sieges.
12/08/20
Fixed a crash that occurred when entering a settlement that you own.
Fixed an issue with the assault option not showing in some instances when joining an ongoing siege.
Fixed a crash that occurred when entering a newly captured city with an army.
Parties led by companions are now able to join armies.
Fixed a crash when the AI army leader lifted a siege.
Fixed an error while loading modules on game startup that caused a crash.
Fixed a crash that occurred with newborn NPC having no civilian or battle equipment set.
Fixed a crash that occurred when the player completed an arena practice fight after loading the game while the arena menu was active.
Fixed a crash where a minor faction and a bandit party attacked an enemy faction and the player decided to help it.
11/08/20
Fixed a crash that occurred when talking to a minor faction party during the main storyline.
Tier 4 troop wages are decreased by 1 gold and Tier 5 wages decreased by 3 gold.
Fixed a crash that occurred when attempting to perform an action while at a settlement with an army.
Fixed a bug that tagged garrisons as mobile parties which caused prison escape chances to be calculated incorrectly.
Fixed a crash the occurred while creating settlement notifications for caravan transactions.
06/08/20
Fixed a bug that caused wounded animations to not play while talking to an imprisoned lord.
Fixed a bug where the player party was erroneously called to an AI army that caused it to automatically move towards the army's position.
Fixed a bug that prevented some nobles from spawning in new games.
Fixed an issue where nobles without party were not going another settlement to join tournaments. Fixed a bug where family members stop being eligible for leading parties.
Notables' power ratings were stabilising at 100 after some time, this is fixed and balanced.
Default trade penalty (buy-sell price difference from average) is reduced to 8% from 10%.
30/07/20
Imperial Sergeant Crossbowmen got their swords back.
Fixed an issue related with automatic block direction option in which ranged attacks forced the player to stop holding their shield up.
AI now needs to build more siege equipment before launching an assault. If attackers start a siege assault without any equipment or with only one ram/siege tower, the settlement will have a better advantage compared to previously.
Siege preparation is now 33% longer.
Item prices differentiate more among settlements so merchant players & caravans can make better profits.
Fixed a crash that occurred if the player left an army while at a settlement.
Fixed a bug that caused problems with health regeneration.
Adjusted some village productions. Visual adjustments will follow shortly.
29/07/20
Fixed a bug that caused garrison wages to be excessive for a short period of time upon taking control of a settlement.
Prevented a crash when upgrading troops in Manage Troops screen before attacking a hideout.
Fixed a crash that occurred when recruiting surrendering bandits in a conversation.
Fixed a crash that occurred when clicking on death notifications.
Fixed a crash in Skirmish.
Fixed a bug that allowed players to mount a horse that was despawning.
Localisation fixes.
Initial Beta Changelog:
Singleplayer
Crashes
Fixed a crash that happened upon leaving villages.
Fixed a crash that occurred when entering some of the hideouts.
Fixed a bug that caused the game to crash when the main hero's troops retreated while the main hero was wounded in Radagos' Hideout.
Fixed a crash that happened when the rogue hero is killed in Notable Wants Daughter Found Quest.
Fixed a crash that happened when the main hero was executed because of crime rating.
Fixed a crash that occurred when a player successfully persuaded a hero to join his/her kingdom while sieging the related hero's settlement.
Fixed a crash that occurred when asking tavern keepers for available issues.
Fixed a crash which happened on exiting the game.
Fixed a crash that happened when the game could not parse a bad translation text.
Fixed a problem that caused crashes while ticking on the campaign map.
Fixed a crash that occurred during marriage barter.
Fixed a crash that happened at the start of the conspiracy quest.
Performance
Reduced memory usage of large settlement scenes by optimizing the memory footprint of game entities.
General CPU memory usage improvements for missions/scenes. For one of our currently most demanding scenes (Balgrad), which is very crowded, this meant a reduction of 100-150mb.
UI memory usage was reduced on the campaign map. UI binding system performance improvements were made.
Optimized weapon mesh loading behaviour for campaign party icons in order to prevent FPS drop spikes.
Sword parts have been optimized for better performance during crafting.
Save & Load
Fixed a bug that caused troop formations to reset after saving and loading the game.
Fixed a bug that caused settlement characters to not to spawn after Saving and loading while waiting in a settlement.
Fixed a bug that skips the first clan income after loading the game.
Localisation
Chinese localisation improvements
Punctuation fixes, spelling corrections and other localisation updates
Art
Navmesh edits for better ai movement in the bazaar area of aserait_town_c.
Navmesh edits for better ai movement on ladders for sturgia_castle_003.
Improvements on empire keep models and scenes.
Added new ultra-short afro hair
Fixed some visuals issues in weapon crafting pieces.
Sestadeim Castle now has a castle scene.
Added new Sturgian armour set; Northern Lamellar Vest / Northern Short Lamellar Vest
Fixed a physics issue with falling down and getting stuck near some of the walls
Visual quality and performance improvements on trees.
Army member icons now make a movement animation while relocating during events, instead of floating.
World Map icon textures/models/materials were improved.
UI
Changes
New conversation screen on the campaign map
This will allow players to open conversations on the campaign map with other parties much faster and without a loading screen.
Implemented cheering
Players can now cheer with the key “O”. A click will play the first cheer animation whereas holding “O” will open a cheer wheel with 4 animations in place. This is a feature in progress and will be implemented for MP with more features in future patches.
Custom Battle Improvements
Now the "Select a Map" text disappears on editable area focus and all maps are visible on dropdown upon area selection
Now siege machines slots are selected by default so players can start siege maps right away with pre-selected siege engines
Wall state options are now "Solid", "Single Breached" and "Dual Breached" instead of the previous "100", "50" and "0"
Some minor text changes and bug fixes
Now equipment of units in the encyclopedia is inspectable by hovering over their respective icons in their encyclopedia page.
Added map event (Battle and Raid) sound events.
The legend of the SP Scoreboard is always visible now for easier reading. Legend header will still be visible after the legend header is scrolled out of frame.
Right side circle map notifications will open their respective screens with the featured item selected by default. e.g clicking on the newborn notification will open the clan screen with the newborn hero selected by default.
The culture of a settlement can now be viewed on the settlement's encyclopedia page.
Updated Thamaskene steel image in crafting
Fixes
Fixed the hyperlink in the name of the conversed character in the conversation screen.
Fixed a vertical placement error in the campaign options popup
Fixed a bug that caused babies and children to have visuals in Encyclopedia and Clan screen
Encyclopedia page for children no longer shows enemies/allies
Battles and Sieges
Adjustments to the hideout encounter.
The player now has 2 options to enter a hideout. Either simply charging in, which will select his highest level troops for the mission, or to manage his roster from a party screen.
Bandit counts in the mission were balanced.
Bandits that do not fight in the duel can be taken as prisoners.
An auto-blocking option was added for single player.
Character Development System
Added a new system for XP sharing, where after a battle a portion of upgrade XP earned by troops will be distributed to the rest of the party.
Character levels now 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.
Some of the calculations of perks were wrong because primary and secondary increment types were not divided. This was fixed.
Skill effects were not applied to non-hero agents. This was fixed.
Added 10 new athletics perks for the campaign side and prepared the UI for the combat/mission perks.
Added 7 new riding perks for the campaign side and prepared the UI for the combat/mission perks.
Fixed bugs for the perks Confidence and Public Talker.
Fixed a bug with the wholesaler and appraiser perks. Profits should now be marked.
Clan and Party
Adjust clan members to make sure each clan has a number of combatants appropriate to its tier (at least 1 combatant for tiers 1 and 2, 2 for 3 and 4, 3 for 5 and 6). Combatants are characters that are reasonably skilled for leading parties, etc.
Fixed an issue that prevented the player from naming one of their children if they had twins.
Parties that fled from players in the mission battle should now also try to escape from the main party on the campaign map.
Fixed an issue with marrying a hero with a party that caused the spouse to be stuck in a neutral party. The hero should now be added to the player clan while the other clan’s party will disband.
Fixed a bug that enabled players to create parties with heroes that are on the run from their captors.
Cultural home settlements are properly assigned at the beginning of the game. The general home settlement selection algorithm was improved. The (non-party) hero wandering algorithm was also improved.
Fixed a bug that caused home settlements to not update upon marriage
Fixed a bug that caused some home settlements to be set wrong if a family member was in a different clan
Skill and trait generation for children was improved. Problems with excessively low or high skilled offspring should be resolved.
Face and body properties selection for children was improved.
Fixed an issue that caused children to be born in the wrong settlement.
Armies
Fixed a bug that allowed mercenaries to create armies.
Kingdoms and Diplomacy
Adjustments to the War and Peace evaluations.
Fixed a bug that caused the player party to be teleported after a successful siege barter.
It is now more difficult for lords to defect: Even when they have no settlements, lords will typically not defect if they have a good amount of money. This means that the money they have affects their desire for defection. The player now also gains relation after a lord joins his kingdom via the defection barter and the defecting lord loses relation with his old king as well.
Fixed and enabled the succession kingdom decision that triggers on royal death for the player and AI.
Fixed a bug that led context dependent barterables to have no effect.
Fixed a bug that caused a wrong dialogue variable to appear while trying to convince an enemy lord to join the player’s faction.
Fixed a bug that caused the voting system to ignore player participation in some decisions.
Sturgian default party template strength increased to better match with other factions.
Added a notification for resolved kingdom decisions that the player didn’t vote in.
Fixed a bug that caused diplomatic stances to be removed for a kingdom when one of its clans was removed.
Fixed a bug that caused heroes that are in related kingdoms settlements to not to be captured or released after peace or war declaration.
Reduced the duratıon of the no-attack/safe passage barter.
Fixed an issue with persuasion that caused failures to trigger instead of critical failures.
The king’s chances of being a candidate for and winning ownership of a newly captured settlement were reduced a bit.
Economy and Trade
Fixed a bug that caused a mismatch between town project bonus descriptions and their actual effect on the town.
Settlement Actions (Town, Village, Castle and Hideout)
Some raid logs were added twice. This was fixed and raid logs are more informative now.
Quests & Issues
Added the new quest LandLord needs Manual Laborers
A new main storyline quest named "Rescue Your Family" was added to the game.
Extortion by Deserter Updates & Fixes
The chance for the deserter party to be spawned too far away from the player (because of path blockers like mountains, rivers etc.) was significantly reduced.
The prosperity reward for finishing the quest successfully will now be applied correctly to the village's town or castle.
The journal will now correctly show the number of troops sent for the companion solution assuming the player has chosen this option.
The player can no longer pick troops below Tier 2 when forming the party for the companion solution.
Fixed a bug which let the player take this quest when the player faction was at war with the quest giver's faction.
Encyclopedia page now correctly displays the quest giver's entry if the player right clicks on the quest giver's party icon.
Quest giver's defence party can no longer be controlled by the player. They will join the ambush battle to defeat deserters but they will be under the command of the quest giver.
Fixed a number of dialogue texts.
Gang Leader Needs Weapons Updates & Fixes
Players will no longer be able to get the quest if they are the owner of the quest settlement.
Fixed a bug that allowed players to try persuasion multiple times with Save & Load.
Training for Retainers Issue Quest Updates
Reward gold amount increased.
Required skill minimum amounts increased for the alternative solution.
Required troop count for alternative solution adjusted.
Return duration for alternative solution increased.
Issue/Quest time limit increased.
Issue's prosperity effect no longer exists.
5 relation and 10 power added to the issue owner as a reward for the alternative solution.
Borrowed troop count in quest adjusted.
Once the player clan becomes enemies with the quest giver's kingdom, quest cancels.
Quest success does not affect the issue settlement's militia anymore.
Keeping all of the borrowed troops decreases the main hero's honour by 10.
Issue/Quest conditions adjusted
Required grain amount was increased for the Headman Needs Grain Seed quest.
Fixed a bug that caused a wrong dialogue option to appear while talking to the quest giver NPC in the Needs Help with Looters quest.
Players can no longer persuade child nobles in the Company of Trouble quest.
Fixed a bug that caused the Family Feud quest NPC to change clans.
Fixed a problem with Lord Needs Horses quest which caused the battle encounter menu to pop up once the player completed the quest through dialogue.
Minor Faction Heros will no longer give Lord Needs Horses quest.
Fixed a bug that causes target quest NPC to be duplicated in Lady/Lord Wants Rival Captured quest.
Destroying Looter parties will also be counted as quest progress in Needs Help With Brigands quest.
Fixed a bug that changed the location of Radagos' hideout to another hideout.
Conversations & Encounters
Fixed a bug that caused the lord’s hall guards to act like hireable mercenaries.
Fixed a bug that caused ally party heroes to act like enemies when the player encounters an enemy and tries to talk to the allied army member.
Fixed a bug that allowed players to talk to notables via the "Request a meeting with someone" button.
Fixed a bug when calculating the difficulty of a persuasion option.
Fixed a bug that caused the wrong encyclopedia page to open upon clicking the name of the conversed character in conversation
Fixed a bug that caused dialogue problems when the player asked an NPC to find another NPC in tavern missions.
Fixed an issue that caused players to get stuck in conversations when they tried to talk to wanderers in settlements that were owned by the player’s map faction.
Other Troop Updates & Fixes
Faction Troops now use a greater variety of weaponry.
Mercenary Cavalry Units now uses spears.
Mercenary units now possess proper skill points and are in correct unit groups
Mercenary Guard and Mercenary Cavalry have slightly better weaponry.
Sturgian Brigand, Hardened Brigand and Horse Raider units now also have spears.
Basic Level 6 Units of Factions units now have a chance to carry and use Tier 2 weapons.
Battanian Oathsworn now use javelins.
Battanian Scouts changed their horses to Battanian Ones.
Aserai Mameluke Regular and Aserai Youth now count as Cavalry units.
Mameluke Heavy Cavalry now uses a different bow.
Aserai Tribal Horsemen now have javelins.
Khuzait Torguuds now carry swords in addition to their original weaponry.
Khuzait Darkhan units carry better javelins.
Khan's Guards now also carry one-handed maces.
Khuzait Spear Infantry now uses Throwable Spears.
Levy Crossbowmen now counts as a ranged unit (as they should).
Fixed a bug that caused a notification that tells the player their relation with themselves decreased.
Fixed a bug that caused settlement healing effects to not work.
Fixed a bug that caused lords not to move when they were asked for a board game.
Fixed a bug that stopped lords from moving when they were asked for a board game.
Characters would not properly show their age / look younger in missions. This was fixed.
Fixed an issue that caused crashes in tournaments for mods that added new cultures to the game.
Fixed a bug that prevented child nobles from spawning in the lord’s hall.
Fixed a bug that caused child heroes to be added to tournaments as participants.
Hideouts will no longer give the settlement healing boost to parties.
Fixed a bug that caused wanderers to spawn in the same position in taverns.
Fixed a bug that causes some horses to have the same colours.
Editor UX cleanup for modding tools
Asset override systems for the modding tools
Modding support for sound system.
Internal Refactoring and code cleanup.
Multiplayer
Art
Added better barriers to some points that go outside of the map for mp_tdm_map_001.
Animation
Fixed a common issue of seeing lances in the couched state in clients although it is already pulled up.
Design & Balance
Voulge chain attack speed reduced.
Vlandia Knight - Bastard Axe one-handed use fixed.
Crush throughs are more likely to happen with 2handed maces
Crush throughs with couched lances don't happen in multiplayer
Game Modes
Siege servers now stop accepting players after a morale threshold. Also fixed changing stats of players when a game ends while they were loading. This happened rarely on Siege servers.
Other - Miscellaneous
Matchmaker now balances teams after arranging a match.
Factions and maps are now distributed uniformly between game types instead of globally.
You can now leave MP games without punishment if you haven't spawned during the game.
Fixed an issue causing starting gold not to be 120 when joining the spectator team before a combatant team
Server & Network
Fixed a bug that caused an infinite wait screen when trying to join an ending custom game.
Fixed a condition where a player can start a kick action without letting other clients be notified, thus making it invisible to other clients.
Fixed many cases of disconnects from Lobby. Failed actions will now be reverted and an information text regarding those will be shown on the chat screen.
Fixed an issue causing the visual count on quivers sometimes not updating on clients.
Fixed custom servers waiting abnormally long after ending normally.
Fixed a client crash at the Lobby
Fixed a crash in mp matches with the aserai faction active
Both
Crash
Fixed a crash that occurs during mission loading.
Performance
Cloth simulation now uses fewer CPU resources.
Animations
Removed given velocities to riders falling backwards from mounts which causes an unnatural movement.
Fixed wrong movement animations on users while rotating a siege machine.
Shield hit inverse kinematics improvement.
Replaced placeholder animations with motion-capture animations for death by fire/explosion.
Replaced placeholder animations with motion-capture animations for death by arrow/back direction/shoulder & back.
Combat
Fixed a flaw in the weapon-wielding logic that allowed wielding weapons while mounted that are supposed to be disallowed.
Active combat actions of an agent no longer get locked while giving an order or using an object/machine.
Third-person camera height formula is adjusted so that the character covers less space on the screen when the camera is very close to it, allowing a better view while fighting.
Two-handed weapons can now crush through a block on overswing attacks.
Crush through was printing two different damages, it's fixed.
Other
Implemented the first-person camera movement behaviour while mounted option, which actually did not change anything before.
Fixed a bug where some throwable weapons disappear after the attached agent dies.
Fixed visual issues on the male version of Northern Visored Cap.
Fixed getting teleported into the void on Empire Tavern scenes issue.
Improvements on some Aserai Villages.
Helmets with wrong beard-covering tag fixed.
Lords and Ladies facekeys revised for Sturgia.
Animations
Fixed many of the agent movement errors near wall and stair intersections.
Campaign Map
Fixed a bug which caused the raid particles to be invisible after a campaign save game was loaded.
Improved geometry in world map, improved texture detail, paths and roads are added, fixed various visual problems with settlements, improved pathfinding. Aserai lands are re-rendered. slight changes in settlements placements for balance reasons. Change in some village productions for balance and lore reasons.
UI
Changes
New Campaign Map Mobile Party Trackers:
Now players can see and track(keep inside their screen) mobile parties of their clans and armies of their kingdom on the campaign map, while they're not in the spotting range.
Encyclopedia Favourites:
Now players can favourite encyclopedia items so these favourited items will be shown at the top of their respective lists.
New Hideout Troop Management Screen:
New popup for hideout troop management before hideout battles that will decrease deadtime waiting for the party screen to load.
Players can now input numbers directly in Custom Battle sliders (army size, troop type percentage).
Added a tooltip to the execution notification ("Execute Him/Her" button) to show the player, who they'll lose relation with.
Added new Game Menu images for each cultures' settlement keep and arena menus.
Fixes
Fixed an issue that caused the inventory screen to close when the item preview popup is open. Now ESC closes the preview first.
Fixed a bug that caused the governor selection panel to go out of bounds in some cases in town management popup.
Fixed a bug that caused prisoners in party screen to show up with the main party's banner.
Battles and Sieges
Added automatic captain assignment to formations without a captain.
To use this feature, assign a formation to a companion from the party screen.
Once a battle starts the first companion/hero that is assigned to a formation is picked as the captain of the formation (this also works for AI parties).
Captains provide formation-wide perk bonuses to their troops.
If a captain dies or flees, the next living companion/hero (if there are any) within the same formation is picked as the new captain.
"Formation AI and Tactics overhaul"
Troops with throwing weapons now have their own skirmisher category, they are no longer used as archers by the AI (which caused various problems).
Horse archer formation behaviours improved to make them protect themselves and pull back better and not to get stuck between enemies.
Archer formations moved around too much making AI armies far less effective than they could be, a lot of logic added to make them more stable.
Army approaching enemy army to get in missile range logic overhauled to make it more effective and stable.
AI now stops and lets its formations form up before continuing moving when it changes their arrangement such as to and from shield wall.
AI Formations now recognise if most of their units have shields or not and accordingly chooses loose arrangement under missile fire instead of shield wall if they don't have shields.
Chokepoints in battlefields are now used facing either side if it is appropriate.
Various errors with the defensive ring tactic fixed, calculations improved, large circles are now being properly formed, square arrangement in the middle improved.
Enemy army composition having more cavalry now confers a tactical advantage to defensiveness as attacking cavalry armies is more difficult.
Single cavalry unit in a formation no longer messes up formation unit intervals and unit diameters which used to cause formations to stand with gaps regardless of arrangement.
When a mixed unit formation is given a shield wall arrangement order, units with shields will move to the front ranks, switching places with soldiers without shields.
Agents who stopped retreating because their side won the battle were causing glitchy continuous playing of running away shout sounds is fixed.
Fixed friendly fire notification on the combat log.
Character Development System
Aserai "Joined the Skirmishers" character creation option now grants relatively cheaper javelins.
Some character creation choices were giving strong and expensive mid-tier armours. This is no longer the case.
Added 13 combat-related Athletics perks.
Added 10 campaign-related archery perks.
Added 8 campaign-related crossbow perks.
Characters' skills are generated from their traits when the character comes of age.
Clan and Party
Some nobles were not spawning in a new game and nobles without a party were not going to another settlement to join tournaments. These issues are fixed now.
Fixed a bug where fugitive family members could not be selected as a party leader.
Fixed problems related to death.
Companions teleported to a settlement of their culture when disbanded. They will now be teleported to a closer neutral or ally settlement if there are any nearby.
AI Lords' traits determine the equipment template allocated to their offsprings during coming-of-age. Only a few templates are now assigned - there will be more variation in the future.
Kingdoms and Diplomacy
Fixed the party size effect of Noble Retinues policy.
Passive influence gains are tweaked further for balance. Some policies have increased penalties to match their positive effects.
A miscalculation bug in Bailiff policy is fixed.
Fixed a bug that caused minor factions to join kingdoms as vassals instead of mercenaries.
Fixed a calculation error in kingdom tributes that lead to unintended tribute values.
Settlement Actions (Town, Village, Castle and Hideout)
If a player is inside a fortification and if that fortification's map faction declares war on that player, a new menu will be shown to inform the player that they escaped from the fortification. If a player gains a crime rating in a mission and it leads to war, they will also see the menu after the mission ends, if they are not disguised.
When players entered settlements sometimes it was auto-recruiting from notables. This was fixed.
Quests & Issues
New Issue Quest "Inn and Out" added.
Implemented the new Caravan Ambush quest.
Balanced deserter and defender party sizes for Extortion by deserters quest. Added extra quest requirements.
Fixed a bug that caused quest NPCs to not holster their weapons after the Family feud quest fight.
Village issues will now affect the bound settlement's properties (Loyalty, Security etc.).
Improvements were made to the issue and quest generation algorithm.
Some improvements about conspiracy progression.
Conversations & Encounters
Fixed a bug that caused wounded animations to not play while talking to an imprisoned lord.
Fixed a bug that caused the third-person camera to get stuck when players talked to an NPC from the UI.
Fixed siege parley dialogues. The trigger did not recognise that a parley was in process.
Other
Engraved Backsword can now be thrusted.
Stats of Expert Forester units have been fixed.
Seaxes can now be used with civilian equipment.
Battania Veteran Falxman unit has stats that benefit his weapon of choice now.
Aserai rural notables and peasant units no longer come with heavy armour.
Militia Equipment has been balanced and changed. Veteran militia units now use weaker armour and weaponry.
Fixed a bug that causes NPCs to remain hostile after player retreats from alley fight.
Fixed a bug that caused the wife/husband of the player to appear multiple times in missions.
Bandit parties' prisoners are recruitable now.
Minor refactor about recruitment and mercenaries
Fixed a tick problem which also causes skipping daily income in some cases.
Fixed an issue for the editor build deploy.
Editor problems about editing AI hint objects fixed.
Editor build deploy improvements.
Multiplayer
Crash
Fixed a crash that happened when a player picked up an item from the ground while it was fading out.
Art
Map Fixes:
Fixed walking through from window to the roof with camel issue in Nord Town TDM map.
Improved visibility in both interiors and ability to see outside from inside and vice versa in Trading Post Skirmish map.
Fixed various positions for Trading Post and Town Outskirts Skirmish maps that allowed players to reach out of bound areas.
Some physics improvements to Xauna Skirmish Map.
Two new skirmish maps:
Name: Echerion Theme: Main visual features: Imperial City, Canals, Sea Side. The map is set in a grand imperial city, with canals running through the two contrasting districts, which serve as starting points for both teams. Players will fight for the main square with its construction sites, the city's pottery workshop and the elevated grand plaza.
Name: Port at Omor Theme: Main theme is a fishing and trading village at the outskirts of an old and established city. While one team starts from the channel that divides the city from the village, the other team starts at the opposite end of the village. Players will battle amongst trade yards, shipyards, warehouses, taverns, and statues left behind by old inhabitants of the land.
Combat Changes Melee Combat:
Defend speed has been increased drastically. (So blocking is a lot more responsive now.)
Ready speed has been increased. (So your weapon goes faster into the attack position.)
Release speed has been decreased. (So your weapon swing/thrusts is slower now.)
Quick attacks now skip more processes of the animation. (Removes some of the delay at the start of quick attacks.)
Adjusted the crush through formula:
It will be easier to crush through with high force weapons now.
Made it so that Two-Handed Mace crush through way more consistently than other types.
Couch lance attacks can now crush through blocks. (Singleplayer Only)
Made defender stuns longer when being struck/hit.
Made defender stuns less dependent on weapon weights.
Removed stance bonuses to stuns.
Made attacker stuns shorter after blocked attacks.
Made attacker stuns shorter on bounces/glances.
Made attacker stuns shorter for swings + thrusts.
Hitting with a weapon now slows it down more, especially for thrusts.
Made it slightly easier to chamber block. (More changes to come since its still quite hard.)
Decreased the damage thresholds for pierce, cut and blunt attacks:
Meaning attacks will not bounce/glance as easily.
Made them consistent between the damage types.
Modified the damage curve for swing attacks:
Swings will now deal damage more consistently.
Swings will now deal damage earlier into their collision period.
Note that the collision periods for all attacks have been updated (moved further back), check below.
Collision period adjustments (the time frame of attack animations that can collide / deal damage):
One-Handed Left Swings collision starts slightly later.
One-Handed Right Swings collision starts slightly later.
One-Handed Lance Thrusts collision starts later.
Two-Handed Left Swings collision starts slightly later.
Two-Handed Right Swings collision starts slightly later.
Polearm Right Swings collision starts earlier.
Polearm Left Swings collision starts earlier.
Polearms Thrusts damage starts later (collision stays the same).
Ranged Combat:
When defending (blocking with a shield) with a weapon in throwing mode in hand, you now also get bumped when enemies come close to you. (This is to make it risky to play for kick throws (but keeps it possible). Earlier it only happened when readying your throwing weapons.
Decreased accuracy of throwing weapons when released instantly.
Decreased accuracy of throwing weapons when held for a long time. (Similar to bows.)
Slightly increased the release time of throwing weapons.
Made bows a bit less accurate when released instantly (This won't affect AI too much. Will make it harder (but not impossible) for players to hit feet or around shields.)
Multiplayer Only:
Made bows inaccurate earlier when drawn out for a time. (This will make it make the window of perfect accuracy smaller. Early Accuracy will be slightly better if the bow was readied before.)
Made bows more inaccurate when moving.
Other Combat Changes
Made kick animation longer. (Gives the opponent more time to react. Also slightly reduced the stun.)
Increased collision resistance (makes it harder to push people):
Increased maximum collision resistance (when moving slow).
The collision resistance when standing still stayed the same.
This will also make it harder to push through formations of AI.
Made Equip animations longer:
This will increase the equip times slightly when changing weapons.
Doesn't affect sheathing weapons.
Movement
Decreased movement speed during combat. (Will make it harder to move in and out of duels)
Increased maximum sprint speed.
Increased the time needed to reach 100% sprint speed.
Slightly increased when running backwards.
Slightly increased the time needed to accelerate out of combat speed.
Made it easier to turn with horses.
Mounted Combat + Movement
Couch lance engage animation is slightly longer now.
Couch lance angle to right side has been decreased.
Lowered speed and angle requirement for mounts to trigger the “hit object” animation.
Horses now rear up when riding into objects to hard.
Increased speed requirement for horses to charge characters. (This will make it harder to bump run over characters. There will be more bumps than run overs now. This will require better infantry coordination to take advantage of cavalry charges.)
Decreased the damage threshold for being able to rear mounts.
Mounts can now be reared from a wider angle by spears.
Multiplayer Only:
Classes with lower riding skill will now perform worse on horseback (less manoeuvrability and less speed).
Other
Increased Fall Damage.
Fixed an issue when a picked-up weapon is dropped for the second time gets spawned far away from its original position.
Skirmish
Changed Max Gold to 380.
Weapon Changes
Adjusted all weapons in relation to new Combat Parameters. (Weapons will be fine-tuned if required as we monitor their performance.)
Slightly increased damage of Battania Axe.
Reduced damage of Vlandia Pickaxe.
Slightly reduced damage of Sturgia Axe.
Slightly increased damage of Pikes.
All Lance's damage increased to adjust for the new Couch Lance formula and price changes.
Sling:
Increased Stack size is changed to 20.
Increased Missile Speed from 40 to 45.
Javelin damage reduced.
Sturgia Harpoon damage reduced.
Billhook damage reduced.
Sturgia Throwing Axe stack count is reduced from 4 to 3.
Troop Changes
All Skirmishers and Shock Troop are slightly faster.
All Heavy Infantry start with a lighter, weaker tall shield.
All Horses hit points increased by 20.
All Heavy Cavalry and Barding perks armour reduced by 5.
All Shock Troops start with a small, and very weak shield. (Only planned for Skirmish for now. We will make adjustments after certain AI issues are fixed.)
Aserai
Skirmisher
Price is increased from 100 to 120.
Range Javelin perk is changed to Axe perk.
Lighter Shield Weight value is changed from 3 to 2.
Better Javelin perk stack count is reduced from 6 to 4.
Tribal Warrior
Price is reduced from 120 to 100.
Default armour value is reduced from 19 to 14.
Heavy Mace perk is changed to Mace perk.
Guard
Added Default Small Weak Shield (20 HP, Skirmish only).
Sword perk is changed to Heavy Mace perk.
Veteran
Price is increased from 150 to 160.
Beduin
Move Speed value is increased from 74 to 77.
Mamluke
Price is changed to 200.
Battania
Wildling
Extra Javelin perk stack count is reduced from 7 to 6.
Savage
Added Default Small Weak Shield (20 HP, Skirmish only).
Hit Points value is increased from 100 to 110.
Oathsworn
Price is changed to 160.
Lighter Shield perk is changed to Improved Armor perk.
Range Javelins perk is changed to Stronger Shield perk.
Strong Javelins perk is changed to Javelins perk.
Spear perk is changed to Long Spear perk.
Bastard Sword perk is changed to Heavy Mace perk.
Clan Warrior
Spear perk is changed to Pike perk.
Mounted Warrior
Move Speed value is increased from 75 to 78.
Empire
Menavlion Infantry
Added Default Small Weak Shield (20 HP, Skirmish only).
Hit Points value is increased from 100 to 110.
Pilum perk stack count is reduced from 2 to 1.
Legionary
Price is changed to 160.
Lighter Shield perk is changed to Stronger Shield perk.
Spear perk is changed to Long Spear perk.
Move Speed value is increased from 76 to 77.
Pilum perk stack count is reduced from 2 to 1.
Palatine Guard
Price is increased from 150 to 160.
Courser
Move Speed value is increased from 73 to 76.
Cataphract
Price is changed to 200.
Default Horse Maneuver value is reduced from 64 to 62.
Agile Horse perk Charge Damage value is reduced from 12 to 10. And the perks additional HP value is decreased from 40 to 25.
Khuzait
Spear Infantry
Price is changed to 130.
Short Spear perk is changed to Spear perk.
Move Speed value is increased from 76 to 77.
Throwing Spear perk stack count is reduced from 2 to 1.
Added default weapon, Shortsword.
Steppe Bow
Fast Arrows perk is changed to Strong Arrows perk.
Nomad
Default Horse Maneuver value is increased from 60 to 64, Speed value is increased from 37 to 39 and HP value is increased from -30 to -20.
Tougher Horse perk Charge Damage value is reduced from 8 to 6. And the perks additional HP value is increased from 25 to 40.
Charger Horse perk additional HP value is decreased from 15 to 0.
Short Spear perk is changed to Spear perk.
Move Speed value is increased from 74 to 76.
Lancer
Price is changed to 200.
Default Horse additional HP value is decreased from 25 to 0.
Tougher Horse perk additional HP value is decreased from 38 to 45.
Swapped Glaive and Tougher Horse perks. Glaive Perk now replaces Lance.
Mounted Archer
Default Arrow count is increased from 25 to 32,
Extra Arrows perk increased from 40 to 50.
Default Horse Speed value is increased from 37 to 39, Maneuver is increased from 60 to 64 and additional HP value is increased from -30 to -20.
Faster Horse perk Speed value is increased from 40 to 41.
Tougher Horse perk Speed value is increased from 37 to 38, and additional HP value is increased from 0 to 5.
Sturgia
Berserker
Added Default Small Weak Shield (20 HP, Skirmish only).
Varyag
Price is changed to 160.
Lighter Shield perk is changed to Mace perk.
Spear perk is changed to Long Spear perk.
Javelins perk is changed to Stronger Shield perk.
Hunter
Armour value is increased from 6 to 10.
Raider
Move Speed value is increased from 73 to 76.
Druzhinnik
Price is changed to 200.
Default Horse Charge Damage value is reduced from 11 to 8.
Tougher Horse perk additional HP is increased from 43 to 50.
Vlandia
Peasant Levy
Move Speed value is increased from 79 to 81.
Price is reduced from 90 to 80.
Removed Bonus Damage to Shields from Sickle and Pickaxe.
Voulgier
Added Default Small Weak Shield (20 HP, Skirmish only).
Armour value is increased from 10 to 16.
Sergeant
Price is changed to 160.
Spear perk is changed to Long Spear perk.
Javelins perk is changed to Stronger Shield perk.
Sharpshooter
Price is increased from 140 to 160.
Vanguard
Agile Horse perk Maneuver value is increased from 68 to 70, Speed value increased from 45 to 47.
Move Speed value is increased from 73 to 77.
Knight
Price is changed to 200
Default Horse Speed value is increased from 40 to 41, additional HP value is reduced from 35 to 10.
Javelin perk is changed to Heavy Lance perk.
Game Modes
Siege Mode Improvements: Alongside many stability improvements, we are also adding objective-based gold gaining to Siege game mode. In addition to defeating enemies to gain gold, players will be able to gain gold by helping their team complete objectives. Attackers will gain extra gold for pushing the siege engines, breaking down doors and siege engines and breaching walls. While defenders gain gold by destroying siege engines and weapons. Each player will be compensated for their total contribution when the objective is achieved.
New Features
Clan System: Players now can create a clan with their party. Six player party is needed to create a clan. Players can create their clan from the Clan tab in the lobby with the “Create a Clan” button. This button then opens a popup. In this popup, the party leader can decide on the name, tag, faction and sigil of the clan. The name and the tag can be decided only once and it has to be unique, but the faction and the sigil can be changed any time by the leader of that clan. Upon pressing the create button, every other member of the party gets notified asking them if they want to join the clan. If all of them agree, a new clan is created.
A clan can have a description and many announcements. These can be found on the clan’s home page. The clan leader can set a description for the clan. This description can be used to tell what that clan is all about. The leader can also post announcements or news for the entire clan. When members of the clan visit the clan tab in the lobby, they can get informed about the latest news and announcements about the clan.
Clan Matches: A party of six players all belonging to the same clan can create a game by selecting game type, map and factions. Other parties that satisfy the same conditions can see a list consisting of these games and select one to join. If the creator party accepts this join request, a server is allocated for them and they duke it out. After the match, winner teams clan gets 1 win, loser teams clan gets 1 loss added to their clan stats.
Clan Roster: In this page, members of the clan can see all the players that are in the same clan as them. They can then invite their clanmates to their party, add other clan members as friends and if they are the leader of the clan, they can also kick members from the clan or make them the new leader.
Clan Leaderboard: A score is calculated for each clan using their win and loss numbers. Then they are sorted based on this score. Any player belonging to a clan can visit the Leaderboard page in the clan tab to see the rankings of all clans in the game. As we improve the Clan System, a Rating system will be added to more accurately reflect clan strength and other types of Leaderboards will be introduced for Clans and their members.
Spear Bracing: Only possible with lances and pikes. Pressing ‘X’ key once while stopped, activates the bracing. Attacking, defending, crouching, jumping and running actions cancels the bracing. Players can only walk slowly while bracing is active. Please note that the damage values are still yet to be balanced.
UI
Added some explanatory hints in the MP lobby.
Fixed an error at the context menu in the Recent Games tab.
Non-leader members of parties can now suggest their friends to their party leaders to be invited.
Announcement About Beta Servers
Beta servers do not share any data with Live servers. Which means no data will be transferred from Live to Beta or Beta to Live.
US, EU and EA will get all the usual servers and services.
There will be a single server on Oceania to allow players to test new combat changes.
Beta servers connect to a testing server and because of that Lobby servers will not use SSL connection.
Clans that are created WILL be carried over to main!
Both
Audio
Various walking sound problems are fixed.
UI
Added a confirmation popup for character creation reset and reset all buttons.
"ShowCursor" key for scoreboards is now bindable.
Performance
Fixed many of the runtime spikes and invisible mesh issues by preloading the shaders.
Significantly improved performance of flora rendering.
Animations
Beautified animations related to mounting/dismounting horses, and falling from horses by blending the animations between switches and considering the scale differences of the horses.
Adjusted parameters of rotating in place animations, and made them slightly better.
Better shield hit inverse kinematics solving.
Falling animation problem when kicked down from high ground fixed.
Combat
Horses will now panic and run away properly when they are hit in battles.
The best accuracy moment of ranged weapons was moved further back, making quick shots a bit more inaccurate.
Other
Better shield hit Inverse Kinematics solving.
Falling animation problem when kicked down from high ground fixed.
Various walking sound problems were fixed.
Fixed some dark atmosphere issues with the dense snowy atmosphere set.
In this development update video, we take a look at the first batch of modding tools that we hope to share towards the end of this month, as well as some upcoming changes to the game.
We hope you enjoy the video! And for those that prefer to read: the script can be found below.
Greetings warriors of Calradia!
In this development update, we’ll be taking a look at some recent and upcoming changes to the game, as well as the first batch of modding tools that we hope to share towards the end of this month!
So, grab yourself a cup of tea, sit back, relax, and enjoy the video.
SCENE EDITOR Let’s start by taking a look at the Scene Editor and some of its many tools.
The Scene Editor is used by our level designers to create and edit all of the game’s scenes, including the world map.
The Terrain Select and Terrain Elevation tools allow modders to create terrains of various sizes and sculpt their geometry. With this menu, users can also export height and material maps or import new ones to the scene.
With the Paint Terrain Layer tool, modders can then paint the terrain with various textures like desert sands, lush grass, or cobblestones. This tool can also be used to generate forests and farmlands with ease.
Meanwhile, the Add Flora tool is much more controlled and is well suited for detail work, such as placing various rocks and vegetation.
Add Entities allows modders to access the entire prefab pool of Bannerlord, as well as any new ones they have added to the game. These entities can then be manipulated in many ways, from simple rotation and scale changes to modifying their texture or colour, changing their physics properties, or adding sound, light and particle effects, as well as scripts.
The Atmosphere Editor allows modders to select from a number of preset atmospheres, or create new ones.
Finally, the Global Illumination tool bakes precomputed lighting values onto the scene to simulate realistic lighting conditions.
Alongside the Scene Editor, we’ll be sharing a number of other modding tools.
MESH EDITOR The mesh editor allows modders to import and export meshes and adjust some of their properties.
MATERIAL EDITOR The material editor allows modders to create and define materials and their properties.
TEXTURE EDITOR The texture editor allows modders to import and export textures and adjust some of their properties.
PARTICLE EDITOR The particle editor is a fairly comprehensive tool that enables the creation and editing of particle effects using many inbuilt features.
CLOTH EDITOR The cloth editor allows modders to define cloth simulation values for meshes.
MODEL VIEWER Finally, the model viewer allows modders to review meshes, skins and animations while allowing for multiple assets to be loaded together.
We’ll be sharing some basic documentation for these tools alongside their release. We intend to expand this over time.
Before we move on to take a look at the game, we would like to take a moment to thank our modding tools test group for their feedback and support in bringing these tools to release.
So with modding tools out of the way, let’s move on to take a look at those game updates.
AUTOBLOCK By setting the block direction to auto in the options menu, players will no longer need to choose a direction using the keyboard or mouse to block enemy attacks in singleplayer. Players will still need to press the block key for the system to try to find the closest threat, which in turn will automatically choose the correct block direction for the incoming attack.
FORMATION AI OVERHAUL A huge number of Formation AI changes, fixes, and improvements have been made, so many that we can’t cover them all in this video. To summarise, players should expect a much more efficient Formation AI that employs tactics more accurately and that reacts and fights more effectively in field battles. All of these changes will be fully explained in the relevant patch notes.
SPEAR BRACING Spear bracing is a new passive stance for any unit wielding an eligible two-handed polearm. A braced polearm damages anything that comes into contact with it above a certain speed, using a similar damage formula to couched lancing. Currently, spear bracing is enabled in multiplayer only.
HOOKED SPEAR AND DISMOUNT ANIMATIONS Hooked spears enable infantry to dismount riders with successful thrust attacks. Currently, this mechanic is only available in singleplayer, but we do hope to introduce it to multiplayer after it’s been thoroughly tested.
NEW STURGIAN ARMOURS Two new Lamellar chest armours have been added to the Sturgian item pool. Both pieces are based on medieval Slavic armour designs and are adorned with brass fittings to give a unique visual style and flair.
NEW STURGIAN SHIELDS Alongside the new armours, three new Sturgian round shields have also been introduced to the game. These large, round, wooden shields feature an iron boss at the centre and take their influence from shields of the Viking age.
We hope you enjoyed the video and we look forward to reading your feedback in the comments section below.
Thank you for watching and we hope to see you again next time!