Fixed a crash that occurred after the intro video.
Fixed a crash that occurred after skipping a video.
Fixed a crash that occurred in settlement menus when the game language was set to something other than English.
Fixed a crash that occurred when bartering with looters.
Fixed a crash that occurred on Order of Battle initialisation if there was no previously saved OoB data.
Fixed a crash that occurred with Order of Battle auto-deploy while defending a siege.
Fixed a crash that occurred after talking to caravan parties.
Fixed a crash that occurred when the player forfeited a game of Tablut.
Fixed a crash that occurred when raiding a village.
Fixed a crash that occurred when the "Notable wants his/her daughter found" quest timed out while the player was a prisoner.
Fixed a crash that occurred when trying to open a conversation with a fellow army member while the army was close to a village.
Fixed a crash that occurred after collecting revenue from a village during the “Revenue Farming” quest.
Fixed a crash that occurred when trying to initiate a conversation with a notable in some villages.
Fixed a crash that occurred when spawning a tournament in a settlement.
Fixed a crash that occurred during an alley fight while having the “Rival Gang Moving In” quest active.
Fixed a crash that occurred when playing a board game with non-companion clan members (siblings, spouse, children etc.).
Fixed a crash that occurred when pressing start on the Order of Battle screen.
Fixed a crash that occurred when troops received extra XP from a kill due to being close to a formation captain.
Fixed a crash that occurred after making peace through decisions.
Fixed a crash that occurred after making peace with the defending side during a siege.
Fixed a crash that occurred when executing a hero during a map event.
Fixed a crash that occurred during the “Disrupt Supply Lines” quest when attempting to attack the quest party while wounded.
Fixed a crash that occurred at mission start due to a campaign time calculation error.
Fixed a crash that occurred on Order of Battle siege initialisation if the previous save data was from a non-siege encounter.
Fixed a crash that occurred when clearing a common area due to the owner of the area being killed.
Fixed a crash that occurred when turning in the “Revenue Farming” quest while the quest giver was in the player's army.
Fixed a crash that occurred after winning a board game in a tavern.
Fixed a crash that occurred when the "Exit to the main menu" escape menu button was clicked while in a mission.
Performance
Optimised siege script components.
Optimised animation systems, especially for scabbards and reins.
Optimised ranged siege weapon usage by AI.
Optimised core campaign logic and mechanics to improve general campaign performance and reduce AI decision spikes.
Optimised the overall memory usage of the game.
Optimised the loading of game menus.
Optimised the mass transfer of formations to prevent spikes.
Optimised UI-related memory usage in missions.
Optimised the reinforcements spawn system. Reinforcements now spawn one by one.
Fixed a memory leak that occurred during field battles.
Save & Load
Fixed a bug that caused the attacking option to disappear after loading a save file in the army encounter menu.
Localisation
Corrected and improved all implemented localisations.
Fixed a number of text errors.
Fixed a bug that prevented some encyclopedia texts from updating when changing languages.
Art
Added 5 new Cape pieces: Decorated Leather Harness, Caped Leather Harness, Decorated Leather Harness with Padding, Decorated Leather Harness over Scale, and Decorated Leather Harness over Mail.
Added 4 new Body Armor pieces: Mastercrafted Southern Scale Mail, Mastercrafted Southern Scale over Chain Hauberk, Mastercrafted Southern Scale over Chain Mail, and Tartan Toga.
Adjusted the human body models.
Fixed various minor and critical bugs related to town, castle and village scenes.
Fixed the incorrectly displayed campaign map tree LODs (date and olive farms).
Fixed a bug that caused settlements on the campaign map to glow at night during winter.
Animations
Improved the agent animation system to prevent synchronised animations on generic agents.
Fixed a bug that was preventing agents from looking at the player in taverns.
UI Changes
Added a sorting system to the quests screen. Quests can now be sorted by "Date Started", "Last Updated" and "Time Due". The latest "Sort By" selection is tracked and applied when re-opening the screen.
The latest inventory “Sort By” selection is now tracked between sessions.
Added an equipment set selector for encyclopedia troops.
Gained traits are now shown during character creation.
Added a "Skip all rounds" button to the tournament screen.
Added a "Recruit All" button to the "Recruit Prisoners" popup on the party screen.
Added a secondary map (circle) notification extension to accommodate longer texts.
Added a "Clear Selection" button to the troop selection popup in the game menu (hideout and keep fights troop selection).
Improved feedback for disabled actions in campaign screens (Clan screen, Kingdom screen etc.)
Improved the layout of the settlement overlay, quests screen, crosshair, town management, scoreboard, party screen and party nameplates.
Increased the maximum log amount from 100 to 250.
Custom battle now uses faction banners and colours in missions (previously random).
Added new UI elements to the encyclopedia troop trees to show perk requirements between troop upgrades.
Players can now leave custom battles at any time through the scoreboard.
The gamepad equipment controller can now also be accessed with a keyboard.
The hero tooltip is now displayed when hovering over the Heroes list items in the encyclopedia.
The custom battle army size now starts at 20% of the battle size by default.
Improved the layout of mission name markers.
The workshop limit is now displayed in the clan tier tooltip.
Fixes
Fixed a bug that caused item icons to be stretched when being dragged in the barter screen.
Fixed a bug that caused inconsistencies in the locking state of troops in the party screen.
Fixed a bug that caused crafting difficulty bar layout issues.
Fixed a bug that caused the preference extension to not work properly in Order of Battle.
Fixed a bug that caused the ammo bar on formation cards to be visible even if the formation didn’t have any ranged troops.
Fixed a bug that caused crossbow troops to not be affected by the formation sliders in Order of Battle.
Fixed a bug that prevented the cancel button from reverting changes in the banner editor.
Fixed a bug that caused ransom notifications to be shown while being held prisoner.
Fixed a bug that caused the game to report experience gain even though the Report Experience option was disabled.
Battles and Sieges
Added an option under the Gameplay tab that allows you to determine the order in which troops should spawn.
Default: Troops spawn according to their position in the roster.
High Level: High level troops will spawn first.
Low Level: Low level troops will spawn first.
Homogeneous: High and low level troops will spawn in equal ratios.
Fixed a bug that caused perk effects to accelerate projectiles in combat, causing incorrect AI ballistic computations.
Fixed a bug that caused the physics of undeployed ranged siege weapons to be active in siege missions.
Fixed a bug that caused the battle encounter menu to open when talking to a besieging neutral or ally army leader.
Fixed a bug that caused armies to siege a settlement even while having low cohesion.
Fixed a bug that caused the Order of Battle screen to open when the player had less than twenty troops and was engaging two parties at once.
Fixed a bug that prevented missions from ending when the active troops count was close to the mission troops limit.
Fixed a bug that caused the player character to move and break out of formation during the Order of Battle phase.
Fixed a bug that caused agents to take damage while falling off walls during the Order of Battle phase in siege missions.
Fixed a bug that caused enemy AI to fight less effectively in certain cavalry situations by not charging.
Fixed a bug that caused agents to get stuck on one another when using siege ladders with a gradual incline.
Fixed a bug that allowed now non-hostile settlements to continue to be besieged after leaving a kingdom.
Fixed a bug that caused mission agents to be invulnerable if the previous battle was exited before closing the Order of Battle screen.
Character Development System
Siege engine kills now award Engineering XP instead of Athletics and Throwing.
Total skill gained from trade profit will now be logged once instead of once per transaction.
Fixed a bug that caused the Preventive Medicine perk effect to work even when the player left an encounter without starting a battle.
Fixed a bug that caused the Parade perk to give a loyalty bonus to all settlements, not just the settlements controlled.
Fixed a bug that caused the Khuzait culture bonus “Recruiting and upgrading mounted troops is 10% cheaper.” not to apply to horse archers.
Fixed a bug that caused the Aserai culture bonus “10% less trade penalty.” to only apply to trade goods.
Fixed a bug that caused the Battanian culture bonus “10% slower build rate for town projects in settlements” to not be calculated correctly when the town had low loyalty.
Clan and Party
Improvements and fixes to Campaign Map AI:
Increased the weight of party priorities (Defensive, Neutral, Aggressive). Parties that have Defensive priority will try to defend settlements from raids/sieges and protect their territories. They will not join besieger/raider armies. Parties that have Aggressive priority will try to raid and siege settlements more often. They will not join defender/patrolling armies.
Parties are now more likely to raid/siege settlements that are near their territory. This was achieved by tweaking the distance score weight of the target settlement when deciding where to siege/raid.
Improved the campaign map AI to prevent party zigzag behaviour (being stuck between two objectives).
Parties that are trying to defend their settlements against besiegers will have a short term escort behaviour to a nearby stronger ally party that has the same defensive behaviour. This will make them engage the besiegers together instead of being stuck in a zigzag behaviour.
Added a threshold for changing the AI party objective. Parties will change their objectives less often if their current objective is logical.
Reworked the calculation for the location of parties on the campaign map, fixing various bugs that previously occurred, for example, parties from the other side of the world could join your battle or the same party could join an encounter twice.
Fixed a bug that caused some parties to get stuck on a bridge/building on the campaign map.
Implemented a new companion spawn behaviour that will try to equalise the available companions in the game. This fixes a bug that caused companions to be hard to find during late game (in-game time has to pass to equalise companions in older saves).
It is no longer possible to convert a companion to a noble if the companion is leading a caravan.
Armies
Improved AI food management:
Armies will now take villages into account when thinking of buying food if they are starving.
Army members will take other army members into account while buying food from settlements. They will not buy all of the available food in the settlement if there are other starving parties in the army.
Parties will give more priority to their food stocks if they have wounded troops.
Parties will now on average starve less amount of the time.
Fixed a bug that caused faction nobles to create armies during times of peace.
Kingdoms and Diplomacy
It is no longer possible to grant a fief that has an ongoing ownership vote.
Economy and Trade
Elite caravans are now created from culture-based troop templates (previously out of random good troops). The elite troop template that is used when creating an elite caravan corresponds to the culture of the settlement where the caravan is created. AI can also create elite caravans depending on the notable power.
Fixed a bug that caused caravans to give incorrect trade rumours.
Crafting
Updated the crafting material costs of some pieces.
Settlement Actions (Town, Village, Castle and Hideout)
It is now possible to ask tavern keepers about available companion candidates.
Bandit bosses in hideouts now start the fight with their weapons drawn.
Fixed a bug that caused the settlement tooltip to show the garrison as starving even though there was still food in the settlement.
Fixed a bug that caused the settlement tooltip to show two different values for the Governor section.
Fixed a bug that prevented the starvation effect from showing in the settlement tooltip.
Fixed a bug that caused heroes to stay in the keep after the town is taken by another kingdom.
Quests & Issues
Fixed a bug that caused the “Family Feud” quest character to teleport to an irrelevant settlement.
Fixed a bug that caused Imperial Troops to be generated as recruits instead of Headman’s Troops during the tutorial in Tevea.
Fixed a bug that caused Imperial Troops to be given as rescued prisoners instead of Headman's Troops after the fight with the raiders during the "Locate and Rescue Traveller" tutorial quest.
Fixed a bug that prevented the conversation with Radagos at the end of the last tutorial quest from opening.
Conversations & Encounters
Prisoner Interaction:
You can now interact with prisoners.
You can try to coax prisoners into defecting.
It is now possible to ask to talk to prisoners of other parties.
Fixes and improvements to dungeon guard dialogues.
Fixed a bug that caused the battle encounter menu to open when talking to a prisoner in a fellow army member’s party.
Some conversation options will now refresh after closing the party screen to comply with recent party and troop changes.
Fixed a bug that caused the bodies of expelled clan’s nobles and soldiers to become invisible during conversations.
Fixed a bug that prevented marriage through clan leaders after unsuccessful barters.
Fixed a bug that caused some dialogue options to not appear (for example, changing the workshop production type via a dialogue).
Added a field of view adjustment parameter to Photo mode.
Updated the equipment flag system for all characters in order to prevent equipment malfunctions of NPC characters.
Changed the banner colours of various bandit groups in order to prevent confusion with major faction banners.
Removed some console commands that could lead to a crash.
Multiplayer
Crashes
Fixed a crash that occurred while switching teams.
Fixed a crash that occurred when a player re-joined a game from which they were just kicked from, and other players initiated a poll to kick the player again.
Fixed a Captain mode server crash.
Fixed a crash that occurred when restarting Duel.
Fixed a server crash that occurred at launch.
Design and Balance
Reduced score gained from damaging enemy mounts.
Reduced the negative score impact of team damage on mounts.
Game Modes
Added a Ranking System:
All matchmaking games are now ranked.
Ranks:
Bronze 1, Bronze 2, Bronze 3
Silver 1, Silver 2, Silver 3
Gold 1, Gold 2, Gold 3
Sergeant
Captain
General
Conqueror
Players will be assigned a rank after 10 evaluation matches.
The number of points you gain or lose with each match depends on the average ratings of your team and the enemy team. If your team has a lower average rating than that of the opponent and you win, you gain more points compared to a game where the average ratings between the teams are more balanced. And if you lose against a higher average rating team, you lose fewer points.
Players are now able to reconnect to a game after a disconnect. Players that weren't part of the match from the start can't join and replace a disconnected player mid-match.
If you leave a ranked game, you can't queue for matchmaking games for a duration of time that increases every time you leave. You will also lose ranking points even if your team ends up winning.
If you leave the game while in the warm-up phase, the game gets cancelled and everyone is returned to the main menu. As a leaver, you carry the penalties already described above.
There are separate ranks for Captain and Skirmish.
Added new stats screens for each game mode.
Added the ability to randomise maps and factions for premade games.
Map Related
Resolved the physics problems with the gatehouse stairs in Tsagaan Castle.
Other - Miscellaneous
Epic SDK was updated to v1.14.1 to address login issues.
Applied the profanity filter to Bannerlord IDs.
Server & Network
Fixed some castle door synchronisation issues.
UI Changes
Bots in Captain mode now use their commander's sigil.
Improved the layout of the lobby screen and the scoreboard.
Added an "Are you sure" query on exit from the lobby screen.
Fixes
Fixed a bug that prevented video options from being saved correctly in the game Options.
Fixed a bug that prevented some perks from working correctly in Duel mode.
Fixed a bug that caused the player to get stuck in the options screen.
Both
Crashes
Fixed a crash that occurred after an AI agent mounted a horse.
Fixed a crash that occurred when an AI agent approached a mount.
Fixed a crash that occurred due to two agents spawning at the same location.
UI Changes
Updated the launcher icon.
Added some missing Korean and Japanese characters.
Added a timeout for screen resolution change in options.
Performance
Optimised the castle gate script.
Reduced RAM usage in flora heavy scenes.
Moved some human face generation steps to GPU to reduce loading times of some scenes.
Data of unused languages is no longer held in memory.
Fixed some spikes that were caused by resource loading in missions.
Animations
Reduced the number of times ragdolls get stuck in various places.
Reduced the exaggerated rider movement on camel trot animations.
Fixed a bug that prevented the character from blinking in the character creator.
Combat
Decreased the area damage of hand-thrown firepots.
Fixed a bug that caused AI agents to hesitate from attacking the enemy in melee combat.
Modding
For further explanation and additional information on the modding changes check the following thread: e1.7.2 Modding Adjustments.
InquiryData now supports expiration. This allows for the implementation of timed events, for example "Click yes in 10 seconds".
Replaced the "HeroDeveloper" field with the "IHeroDeveloper" interface. This allows modders to change HeroDeveloper of heroes with their own custom classes. As such, they can now change how skill/attribute/focus points work and how heroes gain levels.
Added the OnPartyInteraction function to the IMapEntity interface. This allows modders to use custom interaction with custom map objects.
Fixed a bug that prevented moved texture files from being moved again in the resource browser.
Fixed a bug that caused new Sprites to not override existing ones. Meaning if a sprite is loaded after a sprite with the same name, it wouldn't override the previous one. Because of this modders had to load their overriding sprites before Native or SandBox.
Fixed a crash that occurred when the "Army of Poachers" quest timed out while waiting in the quest village.
Fixed a crash that occurred upon completion of a stage of education.
Fixed a crash that occurred after caravan battles.
Fixed a crash that occurred after capturing a settlement that related to a bug that caused the player character to be duplicated.
Fixed a crash that occurred when peace was declared while a siege involving the player was active.
Fixed a crash that occurred when attempting to join a siege that was in the "Building Siege Camp" stage.
Fixed a crash that occurred when attempting to attack the quest party in the "Disrupt Supply Lines" quest while wounded.
Fixed a crash that occurred after getting into an alley fight with a gang leader that had an available quest.
Fixes
Fixed a bug that generated crafting orders from the player character.
Fixed a bug that made the player character disappear when loading some older save files.
Fixed a bug in the Kingdom screen that allowed the player to propose to expel the ruling clan.
Fixed a bug that caused battle encounters to be incorrectly initiated with an ally quest giver lord after turning in the "Conquest of Settlement" quest.
Fixed a freeze that occurred when the "Escort Merchant Caravan" quest caravan was defeated but the caravan was not destroyed and remained with 0 members.
Fixed a bug that caused the Esc menu to close when the game window lost focus (Alt-Tab).
Fixed a bug that caused settlements to rebel unintentionally.
Fixed a bug that allowed players to gain influence in the donation menu without actually donating any heroes.
Fixed a bug that made the old player party remain visible after selecting an heir when the previous player character had died in prison.
Fixed a bug that caused crafting orders to fail even though the requirements were met.
Fixed a bug that prevented the main storyline executions from happening if death was disabled in the game options.
Fixed a bug that caused crafting orders to be replaced when loading a save file.
Fixed a bug that made the player party disappear if the player was defeated in battle but released immediately after.
Fixed a bug that caused the encounter menu to open after making peace with a lord through dialogue.
Changes
It is no longer possible to kill the family feud quest character in mission.
Disabled playing board games with family members (this will be reintroduced in a future update).
e1.7.1 Beta
Singleplayer
Crashes
Fixed a crash that occurred when the "Army of Poachers" quest timed out while waiting in the quest village. (Also in e1.7.0 hotfix.)
Fixed a crash that occurred upon completion of a stage of education. (Also in e1.7.0 hotfix.)
Fixed a crash that occurred after capturing a settlement that related to a bug that caused the player character to be duplicated. (Also in e1.7.0 hotfix.)
Fixed a crash that occurred when peace was declared while a siege involving the player was active. (Also in e1.7.0 hotfix.)
Fixed a crash that occurred after caravan battles. (Also in e1.7.0 hotfix.)
Fixed a crash that occurred when turning in the "Revenue Farming" quest while the quest giver was in the player's army.
Fixed a crash that occurred after the tournament match was completed.
Fixed a crash that occurred when a village notable was removed.
Fixes
Fixed a bug that generated crafting orders from the player character. (Also in e1.7.0 hotfix.)
Fixed a bug in the Kingdom screen that allowed the player to propose to expel the ruling clan. (Also in e1.7.0 hotfix.)
Fixed a bug that caused battle encounters to be incorrectly initiated with an ally quest giver lord after turning in the "Conquest of Settlement" quest. (Also in e1.7.0 hotfix.)
Fixed a freeze that occurred when the "Escort Merchant Caravan" quest caravan was defeated but the caravan was not destroyed and remained with 0 members. (Also in e1.7.0 hotfix.)
Fixed a bug that caused the Esc menu to close when the game window lost focus (Alt-Tab). (Also in e1.7.0 hotfix.)
Fixed a bug that allowed players to gain influence in the donation menu without actually donating any heroes. (Also in e1.7.0 hotfix.)
Fixed a bug that made the old player party remain visible after selecting an heir when the previous player character had died in prison. (Also in e1.7.0 hotfix.)
Fixed a bug that caused crafting orders to fail even though the requirements were met. (Also in e1.7.0 hotfix.)
Fixed a bug that prevented the main storyline executions from happening if death was disabled in the game options. (Also in e1.7.0 hotfix.)
Fixed a bug that caused crafting orders to be replaced when loading a save file. (Also in e1.7.0 hotfix.)
Fixed a bug that caused the encounter menu to open after making peace with a lord through dialogue. (Also in e1.7.0 hotfix.)
Changes
It is no longer possible to kill the family feud quest character in mission. (Also in e1.7.0 hotfix.)
Disabled playing board games with family members (this will be reintroduced in a future update). (Also in e1.7.0 hotfix.)
Fixed a crash that occurred while attempting to loot during the "Disrupt Supply Lines" quest if another party had joined to help the raider party.
Fixed a crash that occurred when the dragon banner was offered to a kingdom leader that was in the same army as the player.
Fixed a crash that occurred when joining a siege against a rebelling settlement during the preparation phase.
Fixed a crash that occurred when a mounted agent was dismounted by an enemy attack.
Fixed a crash that occurred when executing a lord during an ongoing battle.
Fixed a crash that occurred when Galter was executed with death disabled.
Fixed a crash that occurred when the final raider party was defeated as part of the "Locate and Rescue Traveller" quest.
Fixed a crash that occurred when loading a game that was saved with the prison break menu open.
Fixed a crash that occurred just before entering a fight in a common area.
Fixed a crash that occurred when playing a board game with non-companion clan members (siblings, spouse, children, etc.)
Fixes
Fixed a bug that made heroes disappear when sent on an issue which was then cancelled.
Fixed a bug that prevented the player from proposing policies and annexing settlements from the Kingdom screen.
Fixed a bug that prevented certain actions from being used in the Kingdom and Clan screens while in an encounter.
Removed companion parties that were in a different kingdom's armies from old save files.
Removed empty parties that were stuck in the disband state in old save files.
Multiplayer
Crashes
Fixed a Captain mode server crash.
Fixes
Fixed a bug that caused clan match results not to be tracked.
Changes
Added a Death counter to the scoreboard.
e1.7.1 Beta
Singleplayer
Crashes
Fixed a crash that occurred while attempting to loot during the "Disrupt Supply Lines" quest if another party had joined to help the raider party. (Also in e1.7.0 hotfix)
Fixed a crash that occurred when the dragon banner was offered to a kingdom leader that was in the same army as the player. (Also in e1.7.0 hotfix)
Fixed a crash that occurred when joining a siege against a rebelling settlement during the preparation phase. (Also in e1.7.0 hotfix)
Fixed a crash that occurred when a mounted agent was dismounted by an enemy attack. (Also in e1.7.0 hotfix)
Fixed a crash that occurred when executing a lord during an ongoing battle. (Also in e1.7.0 hotfix)
Fixed a crash that occurred just before entering a fight in a common area. (Also in e1.7.0 hotfix)
Fixed a crash that occurred when playing a board game with non-companion clan members (siblings, spouse, children, etc.) (Also in e1.7.0 hotfix)
Fixes
Fixed a bug that made heroes disappear when sent on an issue which was then cancelled. Fixed an issue where players can't use certain actions in kingdom and clan screens while in an encounter. (Also in e1.7.0 hotfix)
Fixed a bug that prevented certain actions from being used in the Kingdom and Clan screens while in an encounter. (Also in e1.7.0 hotfix)
Fixed a bug that toggled castle rebellious state making them unable to recruit and spawn new recruitable troops in bounded villages.
Fixed the bug that made the main party disappear after the main hero was defeated but released right after the battle.
Multiplayer
Fixes
Fixed a bug that caused clan match results not to be tracked. (Also in e1.7.0 hotfix)
Changes
Added a Death counter to the scoreboard. (Also in e1.7.0 hotfix)
In this video, we take a look at some of the highlights of the recent e1.7.0 update and explain an important change to the save/load system that requires your attention!
As always, a text version can be found below.
INTRO Greetings warriors of Calradia!
e1.7.0 is now live, bringing many new and exciting updates that we’ll be taking a look at in this video.
But just before we get to that, we want to inform you of a change to the save and load system that will render old save files incompatible with future updates, unless you act now!
SAVE SYSTEM UPDATE e1.7.1 cleans up some of the underlying code for the save and load system but unfortunately, this means that you need to manually load each save in e1.7.0 and then save it again. After doing that you will be all set for future updates!
If you’re playing the game through Steam you’ll be able to do this at your own leisure by using the Betas feature, but if you’re playing the game through any other platform you’ll be unable to load older save files after the next update, so please heed the warning and take a moment to update any saves that you really care about.
BATTLE TERRAIN SYSTEM OK, and now on to the fun stuff! To start we have the Battle Terrain System that was first showcased in Development Update #7. Make sure to check out that video if you missed it the first time around to learn more about how the system works, but just to give you a quick rundown: we divided the world map into segments, with each segment having its own scene assigned to it. When entering a battle, the system looks at the position and direction of the parties on the world map and uses this to determine the spawn points in the scene. The scenes are modelled on the world map terrain, allowing you to plan ahead and use the terrain to your advantage when positioning for an encounter. There're 72 different battle scenes for you to check out in e1.7.0 with even more to come in future updates!
ORDER OF BATTLE As you head into battle, you will be met with another substantial update that was discussed previously in the Future Plans blog post (link in the description). Order of Battle is a new strategic phase that takes place before each battle that allows you to assign captains and troops to formations.
Using one or more filters, you can divide your troops into different formations by troop type, giving preference to Shield, Spear, Throwing and Heavy troops. After positioning your formations, you can issue them with a command for when the battle starts. Finally, newly added formation cards show the number of troops, type, ammo, and morale for each formation.
BATTLE MORALE SYSTEM During battle, you might notice some changes to the Morale system that aim to improve the overall battle gameplay experience, such as ranged kills now providing morale to allies, adjustments to morale damage from kills and fleeing agents, and agents regaining up to half of their initial morale in battles.
NO QUARTER If you do manage to completely break your opponent and send them into full retreat, you can now press your advantage by ordering your troops to chase down fleeing enemies. The troops that are less likely to catch up to the routing force will pause to celebrate their hard-earned victory while the faster troops set off in pursuit.
SIEGE IMPROVEMENTS Next up, we have some much-awaited updates to sieges!
Starting on the world map, we’ve increased the effectiveness of starvation as a siege tactic. Garrisons will no longer die from starvation, instead, they become wounded - and continue to consume food. You can see on the Siege UI exactly how much food is stored in the market and get a better idea of when starvation will kick in.
Moving on to siege missions, we have completely reworked the climbing of siege ladders and siege towers, fixing or otherwise improving many of the known issues. Finally, a number of AI behaviours were improved to make sieges more challenging and engaging.
CUSTOM BATTLE ARMY SIZE If you’d like to check out the siege updates without risking your Ironman save file, you could always make use of the increased unit count in Custom Battle that allows you to take up to 2000 units into battle in a more controlled environment. But just to clear up any possible misconception here, the maximum number of spawned troops is still governed by the Battle Size gameplay setting.
ARROW TIME If all that sounds a bit too hectic for you, you can make use of the Slow Down While Giving Orders setting that slows down game time by 75% while you are issuing orders. This setting is enabled by default, but you can always disable it from the Gameplay options if you prefer to command your troops in real-time.
HIDE BATTLE UI And if you want to go one step further and really challenge yourself, you could enable the new Hide Battle UI setting in the Gameplay options to remove UI elements inside battle missions, such as your character and mount health, shield durability, and balance of power bar.
PERKS If you like to take a more diplomatic approach to your affairs, you should definitely check out the reworked Charm skill perk tree. Most of the existing perks were completely replaced and secondary effects added.
Oh, and we also completed the partially implemented perks in the other skill trees and fixed all of the known bugged ones.
LOCALISATIONS For our international friends, e1.7.0 saw the arrival of French, Italian, Japanese, Korean, Polish, Brazilian Portuguese, Russian and Spanish text localisations, bringing the current total of supported languages to 11, with German also in the works and due to arrive in a future update!
MISCELLANEOUS Improvements were made to party AI, allowing parties to now run towards allied forces when fleeing from an enemy. Weaker parties will no longer seek to engage stronger parties, and lords will now consider troop desertion when hiring new recruits.
On the economy side of things, the overall prices of items were reduced, with higher tier items getting the biggest reductions.
A number of UI updates were added, including a CONTINUE button on the launcher that lets you jump straight into your latest save game, more prominent quest markers, party speeds added to party nameplates, icons to show if a weapon is braceable or couchable, improvements to the Save Games screen, and many more!
A setting was added that stops the game when the focus to the game window is lost (Alt-Tab). You can find this setting under Gameplay in the options menu.
Bastard swords can now be used single-handedly without a shield by using the alternative switch toggle while in two-handed mode.
And of course, it wouldn’t be a Development Update video without some good old fashion souls, so here are two new armours for you to add to your collection!
MULTIPLAYER Over in multiplayer, around 40 new items, including some high tier battle crowns, were added to the player customisation system.
Player profiles received a major overhaul, with changes to the Lobby screen and a new Profile page added in place of the old Social tab. Through this screen, you can see a more detailed breakdown of your player stats, access your badges, see your clan information, and access your Bannerlord friend features. You can even navigate to your friend’s and clan members’ profiles to check out their stats!
OUTRO And that’s just some of the many changes you can find in e1.7.0. We really hope you enjoyed the video and we’re looking forward to hearing your thoughts on the featured updates in the comment section below. Thanks for watching, and we hope to see you again next time!
Fixed a crash that affected save files with references to removed items.
Fixed a crash that occurred while trying to spawn a notable character in a village that the player is in.
Fixed a crash that occurred when attempting to create a party with a companion that had just been rescued from prison.
Fixed a crash that occurred upon load due to an issue with quest parties not being removed from the visual tracking system.
Fixed a crash that occurred when a teamless agent hit another agent in certain missions.
Fixed a crash that affected older save files with the "Disrupt Supply Lines" quest active.
Fixes
Fixed a save/load compatibility issue across different versions for Inventory locks, troop and prisoner locks, bookmarks, and various other UI elements.
Fixed an issue that caused the "Locate and Rescue Traveler" tutorial quest to become stuck.
Fixed the shooting behaviour of crossbowmen in circle and square formations.
Minor Order of Battle configuration save/load improvements.
Fixed an issue with the "Needs Help With Brigands" quest that caused other quest related party AI to be overridden.
Changes
Campaign behaviour saved data is now mapped by a moddable ID.
Disabled Clan & Kingdom Screen actions in encounters and sieges.
Multiplayer
Fixes
Fixed a bug that prevented options from being saved in the Lobby.
Added scoreboard info and fixed localisation issues in the Lobby Recent Games Tab.
e1.7.1 Beta
Singleplayer
Crashes
Fixed a crash that occurred upon load due to an issue with quest parties not being removed from the visual tracking system. (Also in e1.7.0 hotfix.)
Fixed a crash that affected save files with the "Revenue Farming" quest active.
Fixes
Fixed a save/load compatibility issue across different versions for Inventory locks, troop and prisoner locks, bookmarks, and various other UI elements. (Also in e1.7.0 hotfix.)
Fixed the shooting behaviour of crossbowmen in circle and square formations. (Also in e1.7.0 hotfix.)
Minor Order of Battle configuration save/load improvements. (Also in e1.7.0 hotfix.)
Fixed an issue with the "Needs Help With Brigands" quest that caused other quest related party AI to be overridden. (Also in e1.7.0 hotfix.)
Changes
Campaign behaviour saved data is now mapped by a moddable ID. (Also in e1.7.0 hotfix.)
Disabled Clan & Kingdom Screen actions in encounters and sieges. (Also in e1.7.0 hotfix.)
Multiplayer
Fixes
Fixed a bug that prevented options from being saved in the Lobby. (Also in e1.7.0 hotfix.)
Added scoreboard info and fixed localisation issues in the Lobby Recent Games Tab. (Also in e1.7.0 hotfix.)
Please be aware that in order for save files to be compatible with e1.7.1 and any later updates, you should first load your save file in the e1.7.0 version of the game and save it before updating to e1.7.1 or any later versions.
e1.7.0 is currently the live version of the game and we strongly advise that you take this opportunity to update any save files that you would like to continue playing in the future before updating to e1.7.1.
If you are playing the game on Steam, you will be able to access e1.7.0 at your own convenience by right clicking the game in your Steam Library > Properties… > Betas > Select e1.7.0 from the drop down list.
If you play the game through anywhere other than Steam then unfortunately you will be unable to load older saves in future versions and must take action now to preserve your save files.
Fixed a crash that occurred when a dead agent's missile killed another agent.
Fixed a crash that occurred after interacting with an object just before the hideout boss fight cinematic.
Fixed a crash that occurred upon death during a battle.
Fixed a crash that occurred on the campaign map due to a path optimisation bug.
Fixed a crash that occurred when exchanging prisoners in towns.
Fixed a crash that occurred after finishing the "Destroy Raiders" quest.
Fixed a crash that occurred when attempting to grant peerage to a companion while having no suitable fiefs to grant.
Fixed a crash that occurred when exiting scenes.
Fixed a crash that occurred when attempting to forfeit a board game.
Fixed a crash that occurred when interacting with a disbanding party.
Fixed a crash that occurred when attempting to use the transfer all command in the Inventory or Party screen while interacting with the transfer slider or while dragging an item.
Fixed a crash that occurred when changing languages during the "Rival Gang Moving In" quest fight.
Performance
Improved the performance of morale computations.
Improved the performance of the Character Creation, Inventory screen and Scoreboard.
Improved the random number generator and its performance.
Reworked the transfer operations in siege to work in sequence over several ticks instead of all at once to prevent spikes when the AI needs to do major changes in formations.
Optimised the code behind campaign behaviour to improve general game performance.
Optimised the code in relation to siege machines, formations and formation AI.
Optimised the code and fixed spikes in relation to the recruitment of lord parties.
Optimised the code and fixed spikes in relation to declarations of war.
Optimised the code in relation to mobile party and settlement cached variables.
Optimised the code in relation to the settlement visitation score calculations of all parties.
Fixed a memory leak that occurred when loading a save file with the player character in a faction.
Save & Load
Fixed a bug that prevented companions from spawning in settlements after loading a save.
Map info bar extended state is now tracked in the game save data.
Localisation
Added the following game localisations:
Español (Latin American), Français, Italiano, 日本語 , 한국어, Polskie, Pусский, and Português-Brasil.
You can select from these languages within the game options.
We're still working on the Deutsch localisation which will follow in the future!
Please report any localisation issues you run into here.
Added subtitles to the campaign intro for the supported languages.
General localisation improvements.
Chinese language updates.
Art
Added two new armours, Ornate Legionary Scale Mail and Decorated Legionary Mail.
Added ballista covers to various town and castle scenes.
Fixed minor bugs in various scenes.
Improved some materials and textures.
Campaign Map
Fixed a bug that caused some villages to burn without being raided.
Fixed a bug that caused snow to disappear from the campaign map for a short amount of time during winter.
Audio
Music intensity now increases slightly when a Charge order is given.
Added new animation sounds for civilian scenes.
Updated ambiences in keeps and taverns.
Fixed a bug that allowed tavern music to play when music was turned off in the settings.
UI Changes
Added a new Mission Name Marker system:
Changed mission name marker visuals (ALT key) from text to icons. The icon names become visible when centred on the screen.
Markers no longer overlap.
Increased the Custom Battle army size maximum to 1000 vs 1000.
Party movement speeds are now shown next to the party name.
Notables that support the player’s clan are now shown in the Clan Screen - Income tab.
Added a "CONTINUE" button to the launcher that loads the most recent save file.
Added a new game option "Hide Battle UI" to disable the mission UI.
Added icons and texts to weapon tooltips to show if the weapon is "Braceable" and/or "Couchable".
Improved the Save/Load screen visuals, added hero health percentage value to save games and expanded the Modules section.
Added a game option "Stop Game On Focus Lost" that stops the game when the focus to the game window is lost (Alt-Tab).
Added a label to the Kingdom screen - Diplomacy tab that shows how many days have passed since the start of a war.
Added an "Owned Caravans" line to character tooltips.
Added governor perk information of the inspected character to the governor selection tooltips.
Improved the visibility conditions of quest markers (blue & orange exclamation marks).
Enabled the Kingdom and Clan screens while blocking the actions within them while being held captive.
Improved the order of encyclopedia search results.
Added garrison information to the town management popup.
Added character death information to war logs.
Added building completed and levelled up alerts to the lower-left chat log.
Made it possible to cancel party creation for a clan member via the clan screen.
Fixes
Fixed a bug that caused quest related mobile party trackers to be removed after loading a save.
Fixed a bug that prevented saved game tuples from showing non-Latin characters if the file name included these characters while the game was set to a Latin character language.
Fixed a bug that prevented dungeon prisoners from being displayed in settlement tooltips.
Fixed a bug that caused the prisoner conformity value to be reset after transferring a prisoner.
Fixed a bug that caused the banner selection in character creation to not be applied in SandBox.
Fixed a bug that caused the party name and speed text to expand inwards to the 3D visual. The text now expands outwards, keeping the party visual visible.
Fixed a bug that caused a double-click on the campaign map to use the first double click location.
Fixed a bug that prevented a ransomer’s clan name from appearing on the captive's encyclopedia page.
Fixed a bug that caused exclamation marks to be missing from quest givers in some menus.
Fixed a bug that caused the tournament reward was added to the inventory notice to show up even if the winning companion was not in the player’s party.
Fixed a bug related to rebel clan leaders/members that caused incorrect text to be displayed in the encyclopedia
Fixed a bug that prevented trash item thumbnails from being displayed in the inventory.
Fixed a bug that caused the wrong location info to be shown in the Prisoners bar under the Kingdom - Diplomacy tab.
Fixed a bug that caused the wrong armour colours to be used during the tournament victory cheering animation on the scoreboard UI.
Battles and Sieges
Added a new Battle Terrain system:
The spawn positions and the facing directions of each side inside the field battle mission are now determined by the encounter position and direction on the campaign map.
Added 23 new battle scenes for the more recognisable regions. This increases the current total count to 72. We are looking to further expand the pool of available scenes over time.
Added a new Order of Battle system:
A new deployment screen has been added which appears before every battle mission with at least 20 troops on the player's side and if the encounter is not an offensive sally-out.
Players can divide troops into different formations by troop type, using percentage sliders.
Players can give preference to "Shield", "Spear", "Throwing" and "Heavy" troops in these formations with combinations of these filters (one or more filters can be enabled).
Players can assign captains to these formations if they're the encounter leader. They can assign themselves to an empty formation if they're not the encounter leader.
Players can give starting orders to these formations and place them before the battle starts.
Values (sliders, filters) set in the OoB are saved between encounters.
Formation cards in the order UI now include an explicit number of troops, their type, ammo bar, and morale.
Improved the Battle Morale system:
Agents will now slowly regain up to half of their initial morale in battles.
Ranged kills now provide morale to allies, just like melee kills.
Adjusted morale damage for different weapon types.
Fire ballista now deals more morale damage.
Morale damage from kills and fleeing agents have been adjusted for better gameplay.
Fixed a bug that caused morale penalties to ignore detachments of a formation when applied.
Increased the effectiveness of starvation as a siege tactic:
Garrisons will no longer die from starvation, instead, they become wounded - and continue to consume food.
The starvation penalty no longer uses (low) absolute numbers but percentages similar to mobile parties. Larger garrisoned forces will suffer more wounded troops due to starvation than smaller forces.
Towns now show the food stored in their market to correctly indicate the amount of food left in the town, giving a better idea of when starvation will begin.
Reworked the climbing of siege ladders and siege towers with ladders to fix issues such as:
Not climbing some ladders/using only one ladder.
The swarming and moshing at the base of three ladder siege towers.
Agents pushing each other and getting stuck in gaps between ladders in siege towers.
Re-pathfinding by going back down the ladders and out of the siege tower only to then come back up the ladders again.
AI agents having trouble climbing (attaching to) ladders due to not looking up at the ladders.
Missing and walking past ladders and similar.
Agents will now continue to raise the siege ladder even after taking damage.
Implemented various other Siege Mission improvements:
Attackers can no longer flee while they are using ladders and siege towers, or when they are on the castle walls. They'll fight to the death.
Increased the threshold for transferring troops around in siege (to reinforce defended positions with many losses) to reduce the small number of troops running from wall to wall too often.
Added additional pointers and logic to siege scenes to help defenders recognise attack directions correctly.
Fixed a bug that caused archer formations to swap places in sieges continuously.
Fixed a bug that caused siege towers to spawn invisible.
Improved the siege weapon reloading behaviour of AI agents that selects which agent will conduct the reloading.
Fixed a bug that caused defensive siege engines to appear in the siege mission that weren’t built on the campaign map.
Added a game option "Slow Down While Giving Orders" that slows the game down by 75% while the player is giving orders.
Allied units can now be issued commands while the enemy is retreating. When enemies start routing, around half of the units on the winning side start cheering (ally units that are least likely to reach the enemy units) while the rest continue to pursue the enemy. Any order from the player can cancel the cheering behaviour.
Fixed a bug that prevented the retreat/done button on the scoreboard from being used while close to a fleeing enemy.
Character Development System
Reworked the charm skill perk tree. Most of the existing charm skill perks were replaced with new ones. Charm skill perks now also have secondary effects.
Fixed the known bugged perks and completed the partially implemented perks.
The Artisan Smith perk now works for companions as well.
Random clan names are now generated for the player’s clan during character creation.
Clan and Party
Improved the algorithm that selects the companion's equipment after upgrading them to a noble.
Workshops are now inherited by the heir after the main hero dies.
Fixed a bug that caused companions to talk about similar problems in the party consecutively. There’s now a cooldown for each type of complaint.
Fixed a bug that caused companions to spawn without banners on their shields.
Fixed a bug that caused companions that were promoted to nobles to have children that are older than them.
Fixed a bug that caused separated companions to spawn in hostile settlements.
Fixed a bug that caused castles to stop recruiting despite being below the wage limit.
Fixed a bug that prevented family members from being able to join tournaments.
Lord parties are now more intelligent while recruiting troops to avoid troop desertion.
Fixed a bug that caused some parties to engage on the campaign map even though they were weaker than the party they were targeting.
Parties are now able to flee to nearby allied parties instead of escaping in the opposite direction of the enemy party that’s chasing them.
Fixed a bug that caused some parties on the campaign map to get stuck near buildings.
Fixed a bug that caused disbanding parties to get stuck on the campaign map.
Armies
NPCs in armies can no longer solve issues.
Armies will now take their cohesion into account when deciding to start a new siege/raid.
Kingdoms and Diplomacy
Fixed a bug that caused the relation penalty for executing members of minor/mercenary clans to multiply.
Fixed a bug that allowed enemies to attack the player after being released from captivity by paying a ransom.
Fixed a bug that allowed the player to join a siege after a safe passage agreement.
Economy and Trade
Reduced item prices overall. Items with higher tiers are reduced more.
Increased the selling trade penalty of high tier items progressively. The trading penalty when buying hasn't changed.
Fixed a bug that allowed a town's tax to become negative. The minimum value is now 0.
Crafting
Added "Crafting History" to the crafting screen. Players can now see and select the last 10 weapons that they've crafted in free mode.
A better explanation of why the crafting order has failed has been added to the crafted weapon popup.
The default/inefficient refining recipe is now hidden after the player unlocks the Charcoal Maker perk.
Fixed a bug that prevented the switching of characters while smithing after selecting a crafting order and switching to the refine/smelt options.
Quests & Issues
Added dragon banners and pieces to the Campaign mode which can be acquired by completing the storyline quests. (Not equippable for missions as of yet.)
Added missing exclamation marks for quest related heroes and locations.
Completing the "Army Needs Supplies" quest will now increase the food of the army.
Deliver Herd:
Updated the selected livestock.
Removed the partial delivery option.
Decreased the crime rating penalty from 30 to 20.
Updated the reward.
Needs Manual Laborers:
Decreased the quest time limit from 30 to 10.
Updated the maximum prisoner limit to a random number between 30 and 50.
Added new quest logs.
Removed the Headman power and relation loss.
Lady/Lord Needs a Tutor:
Fixed a bug that caused the quest hero to get stuck in the player clan if the quest giver died and the quest was cancelled.
Village Needs Grain Seeds:
Updated the success relation gains.
Updated the grain amount formula.
Revenue Farming:
Increased the duration for gathering all taxes per village.
Improved some texts and logs.
Instead of using a pop-up, the player now has to deliver the collected revenue to the quest giver noble or to one of the settlements that belong to them.
Updated all quest event consequences and conditions.
Quest event consequences will now be shown as notification.
Added two new quest events.
Merged some quest notifications into one notification.
Player has to have at least 20 healthy troops to start the revenue collection progress.
Disrupt Supply Lines:
Increased the number of settlements that caravans visit to 6.
The quest caravan now leaves the first town 5 days after the quest initiation.
Changed the quest caravan party model.
Changed the quest caravan party base speed to 4.
Rescue Your Family:
Last seen locations of the siblings are now updated after the quest is completed.
Radagos is now locked while entering the quest hideout.
Betting Fraud:
Decreased quest rewards.
Decreased the relationship bonus with the counter offer’s hero.
Fixed a bug that caused the "Landlord Needs Manual Laborers" quest to be impossible to successfully resolve.
Fixed a bug that caused the loading screen to freeze if the "Rival Gang" quest had been taken while having the "Train Troops" or "Rescue Your Family" quests active.
Fixed a bug that prevented the "Escort Merchant Caravan" quest's caravan trade rumours from updating.
Added a pop-up message that notifies the player to recruit more troops if needed while travelling during the "Locate and Rescue Traveller" quest.
Added a pop-up that explains the situation after the main party retreats into Radagos' Hideout during the tutorial.
The main hero is now healed to 50% of the maximum health after the main party is defeated or has retreated from Radagos' Hideout during the tutorial.
Fixed a bug that allowed the main hero to recruit prisoners during the tutorial.
Fixed a bug that caused some main storyline quests' remaining days to be set incorrectly.
Fixed a bug that displayed incorrect reasons for the player’s inability to accept a quest.
Fixed a bug that caused some quest initial dialogues to be empty.
Conversations & Encounters
Added the ability to create a new party or attach the companion to your own party via a conversation after rescuing a companion during battle.
Added additional beggar conversation lines.
Dialogue options are now listed across several pages instead of a long list (max 5 options on each page).
Fixed a bug that caused the player to answer their own questions in workshops.
Fixed a bug that caused dialogue to repeat over and over again after rescuing an imprisoned enemy noble.
Added a dialogue response that lets the player know if a courtship NPC becomes ineligible.
Other
Renamed Warlord Scale Armor to Scale Warlord Armor.
Renamed Footman Padded Coat to Padded Footman Coat.
Pluralised the names of bolt items.
Battanian Skirmisher, Battanian Veteran Skirmisher, and Battanian Wildling now use an axe, a shield and 2 sets of javelins.
Removed javelins from Battanian Oathsworn.
Aserai Mamluk no longer uses maces, instead, they exclusively use iron scimitars.
Replaced the helmets of Battanian Skirmisher and Veteran Skirmisher with one another.
Updated the Oathsworn weapon to now have a One-Handed Bearded Axe and added the Highland Throwing Axe.
The following shields are now of Khuzait culture: Tribal Steppe Shield, Round Steppe Shield, Wicker Square Shield, Wicker Square Tournament Shield, Reinforced Wicker Square Shield, and Wicker Shield.
Moved Militia troops to Tier 2 and Veteran Militia troops to Tier 3 slots.
Reduced Half Scaled Barding's armour value to 40 (from 76).
Reduced Scale Barding's armour value to 50 (from 125).
Heavy Quarrels now have +3 Piercing Damage and are assigned to the Imperial Sergeant Crossbowman.
Light Quarrels now have +1 Piercing Damage and are assigned to the Imperial Crossbowman.
Sturgian Archer now has a skill level of 100 Athletics (was 60), 50 Riding (was 100) and 25 Crossbow (was 15).
Varyag now has a skill level of 70 Athletics (was 60) and 40 Riding (was 70) and 30 Two-Handed (was 10).
Sturgian Otroki now has a skill level of 40 Athletics (was 20) and 20 Riding (was 40).
Varyag Veteran now has a skill level of 80 Riding (was 45), 35 Bow (was 45), 15 Crossbow (was 20) and 80 Throwing (was 100).
Added a new cheat "campaign.add_supporters_for_main_hero [Number]". This adds supporters to the main clan which are selected from existing notables that already support or don’t support other clans.
Added a new cheat "facegen.show_debug [0-1]". This enables all of the Build, Weight and Age sliders for body generation.
Added a new cheat “campaign.list_all_parties_and_armies_of_kingdom”. This shows every party and army of a faction on the campaign map.
Renamed the Horse, Sumpter Horse, and War Horse classes to Mount, Pack Mount, and War Mount respectively.
Updated the Imperial culture description.
Changed village names in Custom Battle to uppercase.
Fixed a bug that caused notables from incorrect cultures to spawn in some villages.
Fixed a bug that prevented the hideout boss' companions from cheering when the boss defeated the player during the duel.
Multiplayer
Crashes
Fixed a crash that occurred when a client joined an ongoing match.
Fixed a crash that occurred when players tried to rotate siege machines at the end of a match.
Fixed a crash that occurred when cosmetics were disabled.
Art
Character Customisation: Added around 40 new items, including some high tier battle crowns.
Added plural suffixes to multiplayer gloves.
Design & Balance
Introduced changes to the flag capture system (excluding Siege):
The closest player to the flag is still the one that dictates whose team is capturing the flag.
Enemies in the zone near the flag now slow down the capture speed. The more enemies there are, the slower the capture speed. This effect is mitigated if more allies join the fray.
The match doesn't end if there's an enemy in the zone near the flag even if the morale runs out. If there's an enemy on the final flag, the round continues until the enemy captures the final flag, the enemy is killed or the enemy steps out of the zone near the flag.
Map Related
Echerion: Fixed a wall LOD that was flickering from a distance.
Other - Miscellaneous
Updated the kick poll rules. All teammates must now agree to kick the target player in Skirmish and Captain modes.
UI Changes
Updated Player Profiles:
Reworked the player information shown on the Lobby screen.
A summary of important player data is displayed in this section.
The social tab has been reworked into a single Profile page.
The profile page includes Statistics, Badges, Clan, Bannerlord ID and more.
Friend and clan member profiles can be accessed from the friend list and clan roster.
Added a clan section to the friend panel to see the status of clan members.
Earned badges are now shown on the post-battle loot pop-up, together with the earned loot.
Added a game option "Report Shouts" that enables/disables other players' shout reports in the chat log.
Server filter options "Has Players", "Not Full" and "Has Password Protection" are now saved between game sessions.
Fixes
Fixed a bug that prevented perk selections from being updated in Duel, Team Deathmatch, and Siege.
Fixed a bug that prevented the end of round UI from displaying a Draw result.
Fixed layout issues with the player badge visuals.
Fixed a bug that caused the scoreboard to stay visible if the team selection came up while the scoreboard was enabled.
Fixed localisation bugs in the Customization tab.
Both
Crashes
Fixed a crash that occurred when attempting to take a firepot while kicking.
Art
Fixed a bug that caused snow particles to look like lines.
Fixed a bug that caused siege weapons to change direction when destroyed.
Audio
Added missing sounds for siege engines.
Updated castle gate breaking sounds.
Updated siege boulder impacts.
Fixed a bug that prevented many weapon impact sounds from triggering after a certain distance.
Fixed a bug that caused some siege engines to have a robotic sound.
Fixed a bug that prevented firepots from making a sound on some surfaces.
Fixed a bug that caused sounds to jump around in the 3D space.
Fixed many minor issues with ambient sounds.
UI Changes
Renamed Escape Menu to Pause Menu.
Fixes
The correct Mixed Formation shouts are now played when the player selects a mixed formation.
Fixed a bug that prevented the launcher process from closing correctly.
Fixed a bug that caused ballista to be unresponsive to gamepad inputs.
Fixed localisation issues in the options performance tab.
Fixed a bug that prevented CTRL+V from working with Build, Weight and Age values.
Performance
Fixed several spikes related to loading animations from the disk.
Fixed several spikes related to the animation system.
Improved the performance of the sound system.
Animations
Fixed an animation bug that occurred when the player pressed the Use button again while picking up a stone.
Fixed some technical issues with running animations.
Corrected the javelin equipping animation.
Combat
Bastard weapons can now be used as one-handers by using the alternative switch toggle while in two-handed mode. They still switch between one-handed and two-handed mode automatically by wielding/sheathing a shield.
Players are now able to zoom in while using ballista.
Reduced the damage of individual projectiles for siege engines that fire multiple projectiles.
Fixed a bug that caused ranged units to remain unequipped when the Hold Fire order was given.
Fixed a bug that prevented troops in shield wall formations from attacking the enemy.
Fixed a bug that caused ranged units in formations that encourage shield usage not to attack.
Modding
For further explanation and additional information on the modding changes check the following thread: e1.7.0 Modding Adjustments.
Added new dependency types in SubModule.xml & other improvements:
<DependedModule/> Node now supports the Optional attribute. If Optional is true, the launcher will only check if the Depended module is loaded before the current submodule. If Optional is false, the launcher will also check if the Depended module is enabled or not.
<ModulesToLoadAfterThis/> Node has been added. Modules given in this scope will be forced to load after the current submodule. Essentially an inverse dependence.
<IncompatibleModules/> Node has been added. If any module given in this scope exists and is enabled, the module defined in the node will be disabled. Doesn't depend on load order.
Syntax examples for <ModulesToLoadAfterThis/> and <IncompatibleModules/> have been added to the Native SubModule.xml. DependedModule-Optional syntax has been added to the rest of the SubModule.xmls.
Launcher sprite sheets are now located in the Modules/Native/LauncherGUI so that modders can overwrite or add new images for the launcher.
Cultural feats have been moved into CultureObject and are now loaded from XMLs. This allows for much easier replacing or adding of new culture-specific advantages/disadvantages.
Child, wanderer, notable, lord and rebel hero templates were moved into CultureObject and are now loaded from XMLs.
Mercenary troops for each culture can now be determined in XMLs.
Added a new XML (weapon_descriptions.xml) to make weapon descriptions moddable.
Removed the PartyBase.Leader, MobileParty.Leader variables. Moved the PartyLeader variable to the PartyComponent.
Added more informative errors and warnings for invalid/missing XMLs.
Made reload animations moddable. They now support up to 15 reload phases.
Fixed a bug that caused the covers_head flag and its usage on helmets to crash the game.
Added TickRequirement.TickParallel to provide a multithread tick mechanism for scripts. Can be used with OnTickParallel callback.
Added a custom base party speed set option for the custom party component.
Added custom harness and mount set options for the custom party component.
Added the AvoidHostileActions parameter option for custom party component which prevents the party from being hostile with the encountered party.
Fixed a crash that occurred in the editor when closing the scene.
Fixed a crash that occurred in the editor when trying to add the ladder spawner.
Added slope and height filters to the smoothen brush.
Added the ability to select the relevant path by selecting any of the path nodes in the editor.
Added a tool that checks the validity of destructible states of destructible components.
Reinforced the scene problem checking tool with new additions to the navigation mesh controls.
Fixed a bug that caused terrain nodes to only be visible from certain angles and distances on newly created terrains.
Fixed a bug that prevented the modification of newly created terrains.
Fixed a bug that caused the importer to create redundant mesh vertices.
Fixed the activation delay parameter of the particle system.
Throughout early access we have sought to retain save game compatibility. This patch is dedicated to cleaning up the related code parts - without jeopardizing your save games. Please read the notes below carefully. Also please note that the patch cannot include any content changes to facilitate this. Thank you for understanding.
Singleplayer
Save & Load
Updated save file system:
Please be aware that in order for save files to be compatible with e1.7.1 and any later updates, you should first load your save file in the e1.7.0 version of the game and save it before updating to e1.7.1 or any later versions.
e1.7.0 is currently the live version of the game and we strongly advise that you take this opportunity to update any save files that you would like to continue playing in the future before updating to e1.7.1.
If you are playing the game on Steam, you will be able to access e1.7.0 at your own convenience by right clicking the game in your Steam Library > Properties… > Betas > Select e1.7.0 from the drop down list.
If you play the game through anywhere other than Steam then unfortunately you will be unable to load older saves in future versions and must take action now to preserve your save files.
Fixed a bug that made the main party remain and be renamed to "unnamedMobileParty" after the player character died while the selected heir was a prisoner.
Fixed a bug that caused the game to freeze when forfeiting a game of Tablut.
e1.7.0 Beta
Singleplayer
Crashes
Fixed a crash that occurred after talking with a companion after loading an older save file.
Fixed a crash that occurred after a battle mission is ended while the "Disrupt Supply Lines" quest was active.
Fixed a crash that occurred when exiting a mission.
Fixed a crash that occurred when loading a save game with the "Prodigal Son" issue quest active during the common area fight with the gang leader stage of the quest.
Fixed a crash that occurred when closing the inventory, party screen, or character creation screens.
Fixed a crash that occurred when creating a new game after the campaign intro video.
Fixed a crash that occurred after trading with a caravan.
Fixed a crash that occurred when trying to initiate a conversation with village notable directly from the UI.
Fixed a crash occurred when bartering for peace during a siege.
Fixes
Fixed a bug that made the main party remain and be renamed to "unnamedMobileParty" after the player character died while the selected heir was a prisoner. (Also in 1.6.5 hotfix.)
Fixed a bug that caused the game to freeze when forfeiting a game of Tablut. (Also in 1.6.5 hotfix.)
Fixed an issue that prevented the smithing level slider from updating correctly.
Fixed a number of issues related to that 'Health Advice', 'Tribute', and 'Self Promoter' perks.
Fixed a bug that caused the "Family Feud" quest character to disappear.
Fixed a bug that caused party nameplates to remain on screen while while the party was off-camera.
Fixed an issue that prevented donated prisoners from being added to dungeons.
Changes
It is no longer possible to transfer quest characters to towns using the settlement companion transfer UI.