Fixed an issue with dead agents dropping equipment that was causing the game to crash.
Fixed a crash that occurred after arena practice fights.
Fixed a crash that was caused by garrisons without a bound settlement.
Fixed a crash that occurred due to a dialogue condition in the main storyline.
Fixed a crash that was related to corporal punishment.
Save & Load
Added a notification that informs the player that the game was successfully quicksaved.
Localisation
Updated Chinese translations.
Turkish translation updates.
Minor text and punctuation fixes.
Art
Fixed a visual issue with an Aserai Helmet
horse_harness_a, horse_harness_roman_b and horse_harness_saxon have been remastered. Brought to your service under the names Saddle of Aeneas, Fortuna's Choice and Celtic Frost.
Added new Battanian chainmail armour.
Fixed some clipping issues on civilian clothes.
Updated some spear fur guard meshes for better aesthetics and optimized crafting spear pieces for future updates.
Fixed a bug where arrows went through some solid pots instead of getting stuck.
improved on some of the Aserai and Vlandia village scenes.
Animations
Added new death animations for camel riders.
UI Changes
Added missing troop tier and type icons to the new hideout troop selection popup
The selected skill now stays the same when the current character is changed in character developer screen for easier comparison
Fixes
Fixed a bug that caused a crash while preparing tooltip for villages in the town management popup.
Fixed some localization bugs in the encyclopedia.
Fixed a bug that caused development stats for items to be visible in item tooltip (Culture, StringId).
Fixed a bug that caused selected clan to change in Kingdom clan tab after supporting a clan.
Fixed an issue in character naming that didn't allow for 1 character names in Asian languages.
Fixed an issue that caused the raid icon to become visible in village nameplates when there is a battle happening nearby.
Battles and Sieges
Not being able to defend against ranged attacks when the Auto option was selected for blocking direction has been fixed.
AI will be less cautious while they are besieging settlements so the player has a greater chance to experience defensive sieges by breaking into a castle or town. In previous versions, the AI was giving up the siege in most scenarios when the player joined the defenders because of changed power ratios. Because of this sieges will also be won more frequently by defenders compared to past versions.
Character Development System
We have removed some of the starting equipment that was too strong or too expensive. This will create a more even starting point for each selection.
Added 24 for combat-related perks for Riding. This completes the perks for this skill.
Added 6 new campaign-related throwing perk.
Clan and Party
Starving parties healthy troops will be wounded 50% slower
Armies
AI changes its siege targets less frequently now so they lose less time while travelling from one target to another
Because of some bugs, weak factions were having problems in forming armies. Now they will form armies even if they are weak and they will not simply give up. In rare cases, some factions which have no settlements left will make comebacks by conquering a new settlement.
Kingdoms and Diplomacy
AI clans make their war/peace decisions more cleverly and take into account a broader range of situations. They generally do not want to face more than 1-2 enemies at the same time. So if they have lots of enemies they will try to make peace with some of them. This will reduce wiped out factions because in previous versions some factions were not giving logical decisions at diplomatic votings. Clans which have settlements that border the enemy will want peace more frequently. Similarly, they will not want wars in peace times. Rich kingdoms will not care about paying tribute as much as poor ones. If a faction has fewer men in garrisons or lord parties or if lots of settlements have food problems they will try to end the war with their recent enemies. There will be less snowballing due to all these changes because clans will try to act in the interest of their kingdom.
Settlement Actions (Town, Village, Castle and Hideout)
New "Barber" NPC added to the town centre of every town. For 100 denars, this NPC lets you decide on a new haircut. Depending on the culture of the town, these haircuts and beards can change.
Quests & Issues
Lord Needs Horses
Companions assigned for the alternative solution were not getting quest experience. This is fixed.
Added more detailed quest log entries for Lord Needs Horses quest.
Fixed an issue that caused the party encounter menu to pop up once the player finishes a conversation with the quest giver.
Minor faction leaders can no longer give Lord Needs Horses quest.
Landlord needs Manual Labor
Fixed a bug that allowed players to get infinite relation with the quest giver.
Fixed a bug that caused the counter offer NPC's dialogue to be wrong.
Defender and deserter parties spawned during Extortion by Deserters quest have their cultures set to the quest village's original culture.
Wrong usages of the gold transaction action were fixed in multiple parts of the code. This should fix wrong or missing logs.
Fixed a bug that causes dialogue counts to be wrong in Artisan Can't Sell Products quest.
Fixed a bug that prevents quest NPC's from sheathing their weapons after Family Feud quest fight.
Fixed duplicated persuasion dialogue text in Army of Poacher quest persuasion.
Fixed a bug that blocked quests from being completed with alternative (companion) solutions and made alternative solution companions disappear in some cases.
Fixed a bug that caused a Nearby Bandit Base quest to get stuck when players also had an active Needs Help With Bandits quest.
Conversations & Encounters
An issue with encounter side based logic was fixed. This caused the spawn points of heroes in hostile town and castle conversation missions to be reversed.
Fixed a bug that caused conversation buttons to become unresponsive after a bandit/looter party encounter.
Other
Tournaments will now use blunt weapons. Blunt weapons will make sure these events occur in a more friendly manner.
Fixed a bug that prevented removing corpses while ending a tournament round.
A new menu that notifies players about their situation has been added for cases where the village that they are staying in gets raided by someone else
Improvements for the automatic navmesh creation system were made
Fixed multiple encyclopedia log entries for 2 heroes meeting for the first time
Added a console command to disable day/night cycle.
Fixed a bug related to the atmosphere selection algorithm based on the location of the main map.
Multiplayer
Other - Miscellaneous
A player can from now on report the same player only 3 times per session.
UI
Added missing spear brace icons.
Both
Other
Couched lance and braced spear damages are reduced to a point where they are mainly effective with a high relative speed only.
First-person camera positioning is changed so that the clipping and being able to see the neck part of the body is significantly reduced.
Reverted some save and load-related changes that were causing issues with non-Latin characters.
Gamescom related preparations.
Fixed a load-related issue with the movement tutorial.
Previous Beta Hotfixes:
26/08/20
Leaving a faction while in an army is now fixed.
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.
24/08/20
Fixed a crash that occurred while creating village issues.
Fixed an issue that caused the scene snow calculation to be misaligned with the campaign map.
Fixed a crash that occurred when talking to a companion after clearing an alley.
Fixed the swing speed of the Battania Axe.
Fixed a crash that occurred when an army sieges a settlement.
Fixed a crash that happened when the player tried to open the encyclopedia page for "Radagos' Raider.
Fixed a crash that occurred during tournament missions.
Clan tags are not added to player names that already have that tag.
Players can now see the clan leaderboard when they are creating clan games.
Fixed an issue that caused the player to be unable to end battles when enemies were fleeing.
Fixed Vlandia and Empire Heavy Infantry default shields.
Changed Voulgier two-handed Sword Perk to Sword and Shield Perk.
Slightly lowered Voulgier armour.
21/08/20
Clan names with white-spaces in them are now correctly validated.
Fixed a crash occurs when Chaikand is under siege.
Fixed a crash on load screen when there is a corrupt save.
Fixed a crash that occurred while fistfighting in TDM games.
20/08/20
Fixed the missing shader issues. This will fix the long loading screens and eventual freeze and/or crash after it.
Fixed a bug that caused a crash while preparing tooltips for villages in the town management popup.
Fixed the issue with the matchmaker that forced everyone to play on EU servers for a while. Sorry for the inconvenience!
Fixed a bug that caused expand tooltip [ALT] key to not work properly.
Fixed an issue that caused Left Mouse Click to be assigned whenever the player tried to rebind a key.
Fixed an issue with the unverified dll caution popup.
The create a premade game button is now enabled correctly.
Various world map navigation mesh errors have been fixed.
Added the missing loading images of the two new skirmish maps.
Added a deleted Battanian armour and shoulder piece.
Fixed the issue with being able to equip the billhook as a one-handed weapon.
Whitespaces can now be used in clan names.
UI fixes for the clan tab on the multiplayer Lobby.
Fixes and improvements to formation AI behaviours.
Chinese localisation fixes.
Fixed the issue of randomly disconnecting from the lobby while playing multiplayer.
Initial Beta Changelog:
Singleplayer
Crashes
Fixed a crash that could occur at the end of battles due to a missing check in a 'formation AI' behaviour.
Fixed a bug that caused Manual Laborers quest to crash.
Fixed a crash that occurred when annexation decisions were proposed by AI clans.
Performance
Improved performance of retreat and flee behaviour of battle formations.
Optimized AI ranged and melee target selection for performance and spike reduction.
GPU performance improvements for towns - Make shadow occlusion queries great again!
Save & Load
Refactored the save/load file paths so they won't include the Native folder.
Fixed a bug that caused Siege Battle to continue in Lords Hall if players exited to the main menu while climbing a ladder during a siege mission.
Fixed an issue that caused wrong prisoner numbers to be displayed in the load screen.
Art
Fixed navigation mesh issue in Mazhadan Castle.
Keep and arena menu images have been updated.
Fixed a few bugged siege ladders that prevented climbing.
Fixed castle gates physics issues.
Fixed clipping issues on some of the gloves.
Fixed visual glitches on some of the armours.
Added a new Sturgian light armour.
Improvements on Empire wall brick textures.
Improved Empire Dungeon and some garden meshes.
Fixed some parallax issues on Empire Buildings.
Fixed trader missing issues in Vlandia cities.
Fixed walkable area problem in some scenes.
Crafting Axe Pieces have been optimised for future updates.
Made some improvements (f.e. adding dynamic barriers and indestructible merlons) on the following scenes:
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
Added objective-based gold gaining to Siege game mode.
New Features
Clan System
Clan Matches
Clan Roster
Clan Leaderboard
Spear Bracing
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.
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.
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.