We were very excited back in April, when we announced the second iteration of the Bannerlord Creative Competition, with the first one bringing many modders and creators together to turn in their submissions.
We were amazed by the quality of creations and the variety of ideas brought to the table back then, and that hasn’t changed with the second iteration. We’re thrilled to report that many modders answered the call. After a thorough evaluation conducted by our developers, we’re now pleased to be sharing the winners of the Bannerlord Creative Competition 2!
It brought new challenges for the participants in the form of three contents - designing hideout scenes, producing royal melee weapon sets and making a comic set in the Dark Ages of Calradia.
Scene Design Contest - Hideouts
Scene designers were invited to create a hideout, a sanctuary for thieving bandits who prey on the innocent that pass through the surrounding lands. The hideout mission is only reachable during the night - which is something the contest participants had to keep in mind while designing their submissions.
Our judges were attentive to the composition of the scene props, the quality of the ground texture and painting work, terrain realism, how well the scene plays out in a hideout mission and the use of new and fresh concepts while designing the look and setting of the scene.
3rd Place
Without further ado, let’s begin with the Scene Design Contest’s third place, achieved by Athaelas for their scene Abandoned Mine.
Abandoned Mine by Athaelas
The name suits the scene very well! We feel that the linear layout combined with ample torches to guide the player creates for an effortless bandit cleaning of the hideout. The location of the player spawn sets a great tone for the rest of the scene. It keeps the player entertained through unique touches such as the remnants of the mine, a great crane location that overlooks the hideout and the tree full of pottery and bags - which it seems like was used for target practice by the Steppe Bandits.
2nd Place
Moving on, let’s take a look at the scene that won second place, the Battanian Burial Mound created by Klassix. Placed in the middle of a swamp, surrounded by deep forests, the player finds himself combating the formidable Forest Bandits.
Battanian Burial Mound by Klassix
This scene captures the artistic style of Battania very well, making great use of the lights and fog to guide the player through the swamps. The great placement of invisible barriers prevent the player from wandering into unintended areas while keeping sufficient movement freedom. The AI troops can seamlessly move to every corner of the scene with the help of the well made navigation mesh.
The hideout boss fight unfolds in the tumb, which is very thoroughly detailed through a smart re-usage of assets in creative ways, not to mention the crack in the ceiling which fills the room with moonlight. The overall atmosphere of the scene feels fantastic, making this for a great second place!
1st Place
And the winner’s cup goes to Levente and their scene Valeria Lookout! It’s most impressive when eying it for the first time, utilising a vertical layout to bring uniqueness to both the gameplay and visuals of the scene.
Valeria Lookout by Levente
The impressive backdrop gives a sense of scale, with the homesteads and castle seen in the distance. The mission can be approached via two different paths without skipping any of the bandit locations and not having to backtrack which is quite impressive.
It was great to see that a lot of work went into the details and placement of assets, bringing the scene to life. For example, the manually created shooting star in the sky, the flying birds and the gaps above the caves.
Oh yeah, did we mention the cave system? After fighting your way through the narrow paths, you find yourself in an open cave full of Mountain Bandits that can’t wait to throw you over the ledge. And this is where we get to the final boss fight which just happens to have one of the best views of the lands in the background. An awesome location to wrap up the hideout!
Other Winners
OldVlandiaTown by ErdemliYns
Urban Hideout by Sheepbitter
Smuggler's Descent by dbwuh
Ruined Castle Hideout by ImToni
Brigands Keep by Ceftadzime
Shipwreck Cove by Kazet
Ruins of Erandel by Shishya
Scene Pack
You can check out all of the winners as well as other entries on our forums, where you can also download the scenes and enjoy them during your next playthrough.
3D Art Contest - Melee Weapons Set
Next up, we have the 3D art contest. Participants were invited to create a royal melee weapon set, worthy of being used in battle by the highest of nobles.
Each weapon in Bannerlord is composed of multiple crafting pieces which are spread across a number of categories, allowing for the creation of hundreds of thousands of different weapons. As such, their submission had to be implemented correctly, so that it fits with the existing crafting pieces and works with the crafting system. We evaluated each submission carefully and paid close attention to the visual appeal of the weapon set, the use of new and original concepts, the sensible usage of triangle counts, texture map sizes and how compatible the weapons are with the native crafting pieces and system.
Our judges had a very tough job picking the winners. The submitted weapon sets were nothing short of amazing and we do need to reiterate just how close these submissions came on the scoreboard.
3rd Place
Beginning with the third place, let’s have a look at the Ramsay’s Royal Set, created by Ramsay2710. It consists of a two handed sword, a one handed sword, a two handed polearm and a dagger.
Ramsay’s Royal Set by Ramsay2710
We feel that these weapons look elegant with well-made topology. The sword breaker, for example, looks mighty deadly! Some further improvements could be done to the textures but we couldn’t help to notice the details engraved on the polearm blade and the sword handles, all of which make this set suitable for a noble’s weaponry.
2nd Place
Moving on to second place, we have the Four Corners of Earth, made by Swordsman. The set consists of four two handed swords, each bringing its unique characteristics to the table.
Four Corners of Earth by Swordsman
All of the swords are connected by one common theme, the pattern welded steel used for the sword blades - and yet, they all look very much different. The flowing specular changes on the surface of the blades look especially satisfying.
The submission as a whole is further improved by the original holsters used for the specific blades, utilizing different materials for each. These swords are also very compatible with our crafting system and pieces, making this set for a great second place!
1st Place
And for this contest’s first spot, we have the Royal Armoury Set, made by MajorRoyMcCalluster. It consists of a two handed polearm, a spear, a dagger and a one handed mace.
Royal Armoury Set by MajorRoyMcCalluster
The attention to detail displayed in this submission was awesome to observe. The intricate engravings present on most weapon parts, combined with some golden colour give a profound regal feeling and would make any noble pick these up at the blacksmith!
The topology, sensible usage of polygons and the beautifully baked textures all stood out to us when evaluating the set. Overall, a very well-rounded submission that hit the bullseye in staying compatible with the theme of the contest.
Other Winners
Urkhun's Legacy by Dawa
Guedin Royal Set by Guedin
Swords of Nations by Vood
Aserai Royal Weapons by John_M
Dunlending Chieftain's Elite Set by KEYforce
ochlaigan`s battle set by cycy
Smashing Lioness by Agyra
Weapons Pack
You can again check out all of the submissions in detail on our forums as well as download the weapons and use them in your game.
2D Art Contest - Comic
Finally, we challenged artists to create a short comic set in the Dark Ages of Calradia. We would certainly like to thank them for the giggles that followed these entries and congratulate them on the awesome art!
We’ll be reaching out to all of the winners to arrange the delivery of your well-earned goodies so please make sure to stay available in the following days! Thank you to our friends at Intel for providing the prizes!
Our appreciation goes to everyone that participated in the contest and we feel blessed to have such a dedicated modding community. We look forward to exploring similar competitions with you in the future!
Fixed a crash that occurred when an agent dropped its weapons upon death.
Fixed a combat-related crash.
Fixed a crash that occurred when peace was made during a siege.
Fixed a crash that occurred when switching menus during an encounter.
Fixed a crash that occurred due to a bugged map event where one side had no party.
Fixed a crash that occurred during the sergeant score calculation when clanless bandit heroes participated in battles.
Fixes
Fixed the incorrect criteria for unlocking the Entrepreneur, Explorer and Supreme Emperor achievements.
Fixed a session bug that caused achievement unlocks to not be processed.
Fixed a bug that caused attackers in sieges to loop between the remaining defenders and the initial conquered wall section without attacking anyone.
Multiplayer
Crashes
Fixed a server crash related to objective and kill rewards.
Fixes
Reduced the time needed to join a crowded server.
Initial Beta Changelog:
Singleplayer
Crashes
Fixed a crash that occurred when ending a conversation.
Fixed a crash that occurred when a player encountered a party that was very close to a settlement's gate.
Fixed a crash that occurred if the main hero became a prisoner while a clan member was solving an issue.
Fixed a crash that occurred on the encyclopedia screen due to a GPU memory-related issue.
Fixed a crash that occurred when an agent was killed while it was switching weapons.
Fixed a crash that occurred during the lord's keep battle when troops spawned in.
Fixed a crash that occurred during the AI opponent’s turn in Tablut.
Localisation
Fixed minor text and translation-related bugs.
Art
Added a new town scene (Sanala).
Animations
Improved conversation animations with lords and notables. That includes male and female poses, more alternatives for different moods and improved facial animations.
Improved lip synchronization face shapes, resulting in a better match between voice and facial animations.
Campaign Map
Fixed a bug that prevented some settlements from being accessible with the gamepad.
UI
Fixed a bug that caused the marriage offer notification to disappear.
Fixed a bug that caused the scoreboard to stay visible even when no longer relevant.
Fixed a bug that caused B/Circle controller buttons to not work consistently in game menus after sneaking inside towns.
Fixed a bug that caused LB/L1 and RB/R1 controller buttons to switch tabs in the clan screen while the "create a party" popup was open.
Fixed a bug that prevented the game from pausing when losing focus during a loading screen.
Battles and Sieges
Fixed a bug that prevented some lances with banners from being couched.
Fixed a bug that prevented the equipment control view from being displayed during keep battles.
Fixed a bug that altered the menu text when attacked while raiding a village.
Armies
Fixed a bug that allowed for infinite influence to be gained by donating troops to companion parties within the same army.
Kingdoms and Diplomacy
Adjusted the war desire calculations of factions to better match the expected war durations.
Quests & Issues
Fixed a bug that caused the Family Feud quest dialogue to be stuck in a loop.
Fixed a bug that prevented the completed main storyline quests from being displayed in the quest log.
Other
Fixed a bug that caused Vlandian Vanguard troops to spawn without shields.
Assigned names to the battle terrains used in Custom Battle.
Multiplayer
Crashes
Fixed a server crash that occurred when an agent passed out of the map boundary.
Other - Miscellaneous
Dedicated Custom Server Helper Changes
Made the helper module a “MultiplayerOptional” module to allow servers and clients to enable it freely without hindering the ability to join servers.
Added the ability to re-download existing maps.
Added a warning marker to easily see which existing scenes may not be compatible with their server counterpart.
The helper module now opens the “Download Panel” menu automatically if the scene compatibility check fails for a helper module-enabled server.
Strengthened and modified the helper web panel authentication to invalidate existing credentials when the AdminPassword is changed.
Added client-side checks that prevent players from joining servers for which they do not have a compatible scene file.
Fixed a bug that prevented the player from joining password-protected servers due to the server selection disappearing.
Fixed a bug that allowed for map downloading with no maps selected on the “Download Panel” menu.
Server & Network
Fixed a bug that caused custom game invites to be ignored when the player was in the queue.
UI
Fixed a bug that caused the “Open Download Panel” menu item to be listed even for servers without the helper module loaded.
Both
UI
Updated the Voice Language option tab description and removed the Voice Language option from multiplayer options.
Fixed a bug that prevented item visuals from being shown until the mouse hovered over the item.
Performance
Optimised memory usage.
Other
Fixed a bug that prevented the “Ride it Like You Stole It” and “SwordBearer” achievements from being unlocked.
Fixed a bug that caused dust particles to be stretched across the screen.
Modding
Added a new module category "MultiplayerOptional" for tool-oriented modules. Servers and clients will by default be compatible if their mismatching modules are limited to optional ones.
Added a new launch argument for server hosts to disable optional modules on their server (dedicatedcustomserverDontAllowOptionalModules).
Modified the xscene file format to optionally allow for versioning of scene files which grants more reliability when checking client-server compatibility. The new attributes are supported on the scene editor options.
Fixed a bug that caused non-official modules to have their unspecified 4th version segment default to values incompatible between server and client.
Fixed a crash that occurred on launcher start if the launcher couldn't find a module's SubModule.xml file.
Fixed a bug that caused a MpClassDivisions.xml merging issue, when the new XML had conditional effects.
Fixed a crash that occurred when ending a conversation.
Fixed a crash that occurred when a player encountered a party that was very close to a settlement's gate.
Fixed a crash that occurred if the main hero became a prisoner while a clan member was solving an issue.
Fixed a crash that occurred on the encyclopedia screen due to a GPU memory-related issue.
Fixed a crash that occurred when an agent was killed while it was switching weapons.
Fixed a crash that occurred during the lord's keep battle when troops spawned in.
Fixed a crash that occurred during the AI opponent’s turn in Tablut.
Localisation
Fixed minor text and translation-related bugs.
Art
Added a new town scene (Sanala).
Animations
Improved conversation animations with lords and notables. That includes male and female poses, more alternatives for different moods and improved face animations.
Improved lip synchronization face shapes, resulting in a better match between voice and face animations.
Campaign Map
Fixed a bug that prevented some settlements from being accessible with the gamepad.
UI
Fixed a bug that caused the marriage offer notification to disappear.
Fixed a bug that caused the scoreboard to stay visible even when no longer relevant.
Fixed a bug that caused B/Circle buttons to not work consistently in game menus after sneaking inside towns.
Fixed a bug that caused LB/L1 and RB/R1 keys to switch tabs in the clan screen while the "create a party" popup was open.
Fixed a bug that caused the gameplay to not stop when losing game focus during the loading screen.
Battles and Sieges
Fixed a bug that prevented the lances with newly added banners from being couchable.
Fixed a bug that caused the equipment control view to not come up during a lords hall fight.
Fixed a bug that caused the menu text to be wrong when a player got attacked while raiding a village.
Armies
Fixed a bug that allowed for infinite influence to be gained by donating troops to companion parties located in the player’s army.
Kingdoms and Diplomacy
Adjusted the war desire calculations of factions to better match the expected war durations, preventing rapidly making peace after a war was declared.
Quests & Issues
Fixed a bug that caused the Family Feud quest dialogue to be stuck in a loop.
Fixed a bug that prevented the completed main storyline quests from being displayed in the quest log.
Other
Fixed a bug that caused Vlandian Vanguard troops to spawn without shields.
Assigned appropriate names to battle terrains used in Custom Battle.
Multiplayer
Crashes
Fixed a server crash that occurred when an agent passed the boundaries of the map.
Other - Miscellaneous
Dedicated Custom Server Helper Changes
Made the helper module a “MultiplayerOptional” module to allow servers and clients to enable it freely without hindering the ability to join servers.
Added the ability to re-download existing maps.
Added a warning marker to easily see which existing scenes may not be compatible with their server counterpart.
The helper module now opens the “Download Panel” menu automatically if the scene compatibility check fails for a helper module-enabled server.
Strengthened and modified the helper web panel authentication to invalidate existing credentials when the AdminPassword is changed.
Added client-side checks that prevent players from joining servers for which they do not have a compatible scene file.
Fixed a bug that prevented the player from joining password-protected servers due to the server selection disappearing.
Fixed a bug that allowed for map downloading with no maps selected on the “Download Panel” menu.
Server & Network
Fixed a bug that caused custom game invites to be ignored when the player was in the queue.
UI
Fixed a bug that caused the “Open Download Panel” menu item to be listed even for servers without the helper module loaded.
Both
UI
Updated the Voice Language option tab description. Deleted the Voice Language option from multiplayer options.
Fixed a bug that caused selected item visuals to not be shown until the mouse hovered over the item.
Performance
Optimized memory usage.
Other
Fixed a bug that prevented the “Ride it Like You Stole It” achievement from being unlocked.
Fixed a bug that prevented the “SwordBearer” achievement from being unlocked.
Fixed a bug that caused dust particles to get skewed/stretched across the screen.
Modding
Added a new module category "MultiplayerOptional" for tool-oriented modules. Servers and clients will by default be compatible if their mismatching modules are limited to optional ones.
Added a new launch argument for server hosts to disable optional modules on their server (dedicatedcustomserverDontAllowOptionalModules).
Modified the xscene file format to optionally allow for versioning of scene files which grants more reliability when checking client-server compatibility. The new attributes are supported on the scene editor options.
Fixed a bug that caused non-official modules to have their unspecified 4th version segment default to values incompatible between server and client.
Fixed a crash that occurred on launcher start if the launcher couldn't find a module's SubModule.xml file.
Fixed a bug that caused a MpClassDivisions.xml merging issue, when the new XML had conditional effects.
Fixed a crash that occurred after bandit battles near towns.
Fixed a crash that occurred when accepting a mercenary offer while having an active quest whose quest's giver is an enemy of the mercenary.
Fixed a crash that occurred when the “Lord Needs Tutor” quest was ready to be completed while the main hero was a prisoner.
Fixed a crash that occurred when disbanding an army.
Fixed a crash that occurred while opening photo mode during partial installation.
Fixed a crash that occurred during the lord’s hall fight when you created multiple attacking siege engines and chose to attack with one of them still being built.
Fixed a crash that occurred while using Custom Battle due to a battle terrain.
Fixed a crash that occurred due to expired tracks.
Fixed a crash that occurred when opening a party's encyclopedia page when the party was leaderless.
Fixed a crash that occurred when entering or exiting scenes.
Fixed a crash that occurred when loading a save file from an older game version with an active siege in Sanala, Razih or Charas.
Fixed a crash that occurred when accepting a marriage offer after the tutorial phase, with the offer being initially proposed during it.
Fixed a crash that occurred during the “Lord Needs Horses” quest.
Fixes
Fixed a bug that prevented new companions from spawning until reloading the game.
Fixed a bug that prevented the Dragon Banner from being equippable in inventory.
Changes
Temporarily switched the scene used for the Danustica town.
Multiplayer
Crashes
Fixed a server crash that occurred during the intermission when voting for maps or factions.
Fixed a server crash that occurred when a high number of agents were active in the mission.
Fixed a number of other server and client-related crashes.
Fixes
Improved performance and fixed bugs in relation to the database.
Improved lobby server stability.
Fixed a number of server and client-side bugs related with ragdolls and dropped items.
Fixed a bug that prevented the “Enable Generic Avatars” and “Enable Generic Names” options from being applied until logging out or starting a battle.
Fixed a bug that caused the spectator camera to move to the edge of a scene.
Both
Crashes
Fixed a crash that occurred due to AI agents' cache records.
Fixes
Fixed a bug that prevented hotkeys from being re-assignable. This will reset all keybindings.
Modding
Improved the “Publish Module” feature. Publishing to the source module location is no longer possible.
We’re thrilled to announce the official release of Mount & Blade II: Bannerlord on PC and consoles (PS4, PS5, Xbox One, Xbox Series S, Xbox Series X)!
Bannerlord first set off on its journey back in 2012 when it was announced some two years after the launch of its predecessor Warband. And while the company was much smaller in these times of yonder, from the start, everyone poured their hearts and souls into creating a medieval sandbox that would offer players many hours of joy.
We’re immensely proud of the whole team - past and present - that worked together on the title and will continue to do so into the future as we develop the features and changes mentioned in our Release Plans post.
We’re just as much grateful to our community that supported us throughout the early access period, providing feedback and suggestions that indubitably helped us create a better game. It was a pleasure to meet you at events like Gamescom and PAX over the past years, joining in what we all care about - the games we make and the people playing them.
The last few weeks were exciting, not just because they were leading up to release, but because they saw the arrival of eagerly awaited features like custom servers, multiplayer modding, and the steam workshop. It should come as no surprise that our talented community of content creators and event organizers wasted little time putting these to good use. Many mods are now available at the click of a button while multiplayer events are pushing past boundaries - with the most recent one this Saturday peaking at over 500 players on a single server.
Keep an eye on this board if you would like to participate in some of the upcoming tournaments & events.
Those of you following our steam beta news (or even playing it) already know that we have been working on additional content updates to accompany the launch. With today’s release, we are sharing these - and some extras - with everyone. You can find all the details in the patch notes below. You can also watch our latest development update video that recaps some of the recent changes.
Finally, we would just like to once again thank everyone that has accompanied us during the early access as well as everyone that is going to join us for the next part of the journey. Whether you are new to the franchise or an experienced veteran, we hope that you will enjoy Bannerlord.
v1.0.0
Latest Changes:
Singleplayer
Crashes
Fixed a crash that occurred during the “Unify the Empire” quest when a settlement's owner was changed.
Fixed a crash that occurred when starting a siege.
Fixed a crash that occurred due to a party being created in an old quest.
Fixed a crash that occurred when a story-mode character was healed.
Fixed a crash that occurred when attacking a siege camp.
Fixed a crash that occurred when an allied army took a settlement with the player.
Fixed a crash that occurred during the “Lord Wants Rival Captured” quest when the player delivered the prisoner.
Fixed a crash that occurred after a battle.
Fixed a crash that occurred when talking to a villager party.
Fixes
Fixed a bug that caused the removal of the player's banner item when the character creation screen was opened.
Fixed a bug that caused the player companion’s parties to roam around the campaign map instead of performing hostile actions.
Changes
Introduced voice-over content for the main storyline and greeting dialogues. In the future, all cultures will have unique voices. (Please note that Xbox and Windows Store build do not yet have voice overs. However, we're working towards enabling them on all platforms as soon as possible.)
Slightly decreased loot amount gained during the early game.
Increased the loot variety during the mid/late game.
Decreased the positive modifiers' price multipliers.
Multiplayer
Fixes
Improved lobby server performance.
Changes
Added the ping column to the custom server list.
Disabled family sharing for multiplayer.
Reset all of the rankings (early access statistics remain).
Disabled Early Access badges.
Both
Changes
Added the following Steam-related features:
8 emoticons
6 profile backgrounds
6 trading cards
A 5-level badge
1 foil badge
Added 50 achievements (please note that these are not yet available on GOG but we will be working towards enabling them on all platforms as soon as possible).
Modding
Added the following multiplayer scene edit data to the Modding Kit:
Siege : sturgia - mp_siege_map_003
Skirmish: vlandia - mp_skirmish_map_002f
Captain: battania - mp_sergeant_map_008
TDM: sturgia - mp_tdm_map_001
Battle: vlandia - mp_battle_map_002
Duel: battania - mp_duel_mode_map_004
Fixed a launcher crash that occurred if SubModule.xml was published in the wrong directory for mods.
Previous Beta Hotfixes:
13/10/22
Singleplayer
Crashes
Fixed a crash that occurred when a party tried to encounter an ongoing siege.
Fixed a crash that occurred during the Merchant Needs Help With Outlaws quest completion.
Fixed a crash that occurred when successfully helping a party raid a village.
Fixed a crash that occurred when trying to delete a save file.
Fixed a crash that occurred when trying to create a new game.
Fixes
Assigned the correct new scene to the Omor town.
Fixed a bug that prevented AI marriages.
Fixed a bug that prevented the disorganized state visual on party nameplates from appearing.
Fixed a bug that prevented crafting item property sliders from showing green/red change values.
Fixed a bug that caused the crafting screen to behave incorrectly while the player was naming a crafted weapon.
Initial Beta Changelog:
Singleplayer
Crashes
Fixed a crash that occurred when the player gave an order to a newly created formation during the Order of Battle phase.
Fixed a crash that occurred while loading due to crafted items.
Fixed a crash that occurred while loading a save that was made during a village raid.
Fixed a crash that occurred while calculating the distance for an invalid position.
Fixed a crash that occurred after the Army of Poachers' quest battle.
Fixed a crash that occurred after persuading the Army of Poachers quest party.
Fixed a crash that occurred when disbanding an army.
Fixed a crash that occurred when declaring war while waiting in a settlement with an army.
Fixed a crash that occurred when leaving a town or a castle after a peace barter as an independent clan.
Fixed a crash that occurred when discharging a companion that was at the time a leader of a disbanding clan party.
Fixed a crash that occurred if Galter was healed during the Rescue Your Family quest.
Fixed a crash that occurred when losing the battle against mercenaries of the Company of Trouble quest.
Fixed a crash that occurred after the lord’s hall keep battle ended.
Fixed a crash that occurred if the trade-bound village didn’t exist.
Fixed a crash that occurred when trying to talk to a prisoner of another noble.
Fixed a crash that occurred while waiting in a settlement.
Fixed a crash that occurred when activating the Notable Wants Daughter Found quest while having a high scouting skill.
Fixed a crash that occurred if the main party was defeated in Radagos' hideout.
Performance
Improved campaign map performance.
Fixed a bug that caused campaign map performance issues for players with a high scouting skill level.
Fixed a memory leak related to the campaign atmosphere.
Added 10 new town scenes (Qasira, Razih, Hubyari, Dunglanys, Makeb, Akkalat Tyal, Omor, Revyl, Varcheg and Ocs Hall).
Added 2 new empire castle scenes (which can be found in various locations, for example, Chanopsis Castle and Corenia Castle).
Added 2 new hideout scenes (mountain and seaside).
Added 19 different cloth/fur pieces (spear banners) to existing polearms.
Fixed a bug that caused cloth meshes to be rendered as random polygons.
Fixed a bug that caused riders in the pledge cutscenes to not be mounted on horses properly.
Fixed various graphical bugs related to cutscenes.
Fixed bugs on various scenes.
Campaign Map
Improved the campaign map visuals and the campaign map atmosphere.
Conducted small balance and village production changes to match the recent economy changes.
UI Changes
Added two new cinematic outros for completing the storyline quests.
Added a visual representation of the "Disorganized" state in party nameplates and added the duration of this state to the mobile party tooltip.
Enabled right-click to open the encyclopedia page in Gather Army popup for party leaders which allows players to see their traits before calling them to their army.
Added a new "Manage Troops" action to the army overlay popup for parties that are in the same clan as the player.
Improved NPC feedback on crafting order requirements.
Added new encyclopedia tutorials.
Changed cutscene notification texts from present perfect ("On DATE, XXX has done this") to past tense ("On DATE, XXX did this").
Merged the “encountering a settlement under siege” and the “encountering a besieging party” menus into one.
Fixes
Fixed a bug with the army management overlay that enabled players to converse with party leaders that were too far away.
Fixed a bug with the party screen that caused the upgrade and recruit popups to open with shortcuts even when they're disabled.
Fixed a bug with the education screen that caused the child's armor to be shown in incorrect colors.
Fixed a bug that caused the game to get stuck during loading if an encyclopedia page was opened right before going into a mission.
Fixed a bug that caused the game to freeze on the inventory screen.
Fixed a bug that caused banners on settlement nameplates to not get updated in some instances.
Fixed a bug that caused unequippable items to have the "Equip" button shown in their inventory tuples.
Fixed a bug that caused the support button on the kingdom screen to be disabled incorrectly.
Fixed a bug that allowed players to craft weapons even if none of their characters had enough crafting stamina.
Fixed a bug that allowed players to invite parties to their army even if they didn't have enough influence.
Fixed a bug that caused the "You're leaving free loot behind" warning to show up in incorrect cases.
Fixed a bug that caused localization issues related to the custom battle and the leave battle inquiry.
Fixed a bug that caused scaling issues related to the character creation and face generation screens.
Fixed a bug that caused order texts to appear as incomplete in missions.
Fixed a bug that prevented the kingdom peace offer from working correctly when clicking on the notification.
Fixed a visual bug that caused the campaign map to be visible during screen transitions.
Battles and Sieges
Added Banners and the Banner Bearers feature.
Banners are equipable items for heroes that can provide various combat bonuses to the hero’s formation. They are accessible and equipable through the new inventory item slot (both for the player character and clan members).
Players can obtain banners as rewards for accomplishing various in-game tasks, defeating enemy nobles, clearing hideouts or reaching certain campaign milestones.
AI nobles can equip and use banners.
AI nobles can use tier 1 banners.
AI clan leaders can use tier 2 banners.
AI faction leaders can use tier 3 banners.
The player character and the player’s clan members can equip all tiers.
A total of 45 banners with different tiers and different effects have been added.
Banner Bearers
Banner bearers are special troops that can carry a banner on the battlefield and provide various bonuses to the other troops in their formation. Each formation can have a banner bearer promoted from regular troops by assigning banner-equipped heroes to the formation during the Order of Battle phase..
In case of a banner bearer's death, their banner will stick to the ground at a 60-degree angle. Another troop in the same formation within a certain radius will take up the banner and continue to fight (cavalry included).
The player can pick up any banner of its allied troops and provide a bonus for the formation of that banner.
If a battle mission is not resolved because of the battle size and wave count, the game now returns to the encounter menu. If there is a huge strength difference between the sides, even if there are remaining troops on both sides, the battle auto-resolves.
Added an option to set the number of reinforcement waves (can be set to 3, 4, 5 or unlimited). The default option is "Unlimited".
Increased the variety of items gained through loot.
The disorganized state penalty no longer applies to parties with less than 10 troops.
Improved the reinforcement spawn system. New troops now no longer spawn if all the allied troops are retreating.
Reinforcement troops are now assigned to their best matching formations (infantry, ranged, cavalry and ranged cavalry). If there are multiple best-matching formations, the one with the lowest number of troops is selected.
Fixed a bug which displaced and rotated the player during the Order of Battle phase.
Fixed a bug which caused troops not to charge after the Order of Battle phase even though they were given a charge order during it.
Fixed a bug which caused the AI general not to retreat while all of his troops were retreating.
Fixed a bug that caused commanders to not behave as intended due to unset commander behaviors.
Fixed a bug that caused formations to teleport during the Order of Battle phase if they didn’t have valid order positions.
Fixed a bug that prevented new units assigned (via the reinforcement system or transfer) to a formation with the “Retreat” movement order from retreating. Similarly, retreating units (due to an order, not due to panic) transferred to a formation with a non-retreat movement order now correctly adopt that new order.
Fixed a bug that prevented field and siege battles from ending.
Retreating during an offensive siege now removes the battering ram and siege towers.
Hit points of siege equipment between the campaign map and mission now get synchronized. If you retreat during an offensive siege where your equipment was damaged, it will remain damaged on the campaign map.
Improved the reorganization system to make the formation movements more sensible when a siege engine approaching the walls is destroyed.
Fixed a bug that caused the Engage order to spawn defender troops outside the castle walls.
Fixed a bug that caused defender troops to spawn outside the castle walls when selecting multiple formations and giving them an order.
Fixed a bug that caused AI attackers to use siege weapons in a siege even when their numbers are too low.
Fixed a bug that prevented the attackers from opening the castle gate from the inside after wiping out defenders that just closed them.
Fixed a bug that prevented correct order icons from showing and formations from being ordered to follow siege weapons during deployment.
Fixed a bug that prevented mounted troops from correctly attacking siege weapons.
Fixed a bug that caused formation agents to not use siege towers or rams.
Fixed a bug that caused defending troops that were standing on the walls in sieges to get hit by attacking archers due to incorrect shield usage.
Fixed a bug that caused the troops to misdirect their melee attacks on entities like siege rams.
Fixed a bug that caused a field battle scene to open instead of a siege scene when the player was defending the settlement from besiegers.
Fixed a bug that allowed the player to enter a besieged ally settlement without sacrificing troops.
Character Development System
Changed the Artisan Smith perk role to Party Leader.
Reduced the Efficient Campaigner secondary perk bonus to 15%.
Reduced the Master of Warcraft primary perk bonus to 15%.
Increased the Price of loyalty skill limit to 250.
Fixed a bug that triggered Riding/Athletics skill experience gains even when not moving on the campaign map.
Fixed a bug that caused death-related functions to not work as intended when disabling birth and aging options. For example, notables not disappearing at low power, rebels not being lost after the rebellion is over and executions not working.
Clan and Party
The food variety morale penalty no longer applies if the party is starving.
Increased the base prisoner limit for dungeons.
Added an encyclopedia log for destroyed clans.
Fixed a bug that caused more than 500 influence to be required when promoting a companion to a noble.
Fixed a bug that caused minor faction parties to target the same village over and over again and get stuck in the process.
Fixed a bug that caused underage siblings of the main hero to spawn in.
Fixed a bug that prevented the player from expelling a companion during the “after-battle rescue” conversation.
Fixed a bug that caused companions that have been left in a settlement by the player to move to another settlement.
Fixed a bug that duplicated the dead main hero's equipment after heir selection.
Fixed a bug that prevented AI noble parties from leaving hero prisoners in settlements.
Armies
Kingdoms now count rebellions as a threat and form armies even if their only enemy is a rebel clan.
Kingdoms and Diplomacy
Reduced the likelihood of defections from the player and AI kingdoms.
Fixed a bug that prevented the Citizenship kingdom policy from working as intended.
Economy and Trade
Added new horse types and changed horse stats:
Added 2 sumpter, 1 neutral and 7 war horses (1 for each faction and 1 neutral).
Added a new horse category called “Noble Mount”.
Updated mount and war mount names.
Increased the maximum horse tier from 3 to 6 and improved the horse tier distribution.
Updated the horse price calculation formula to reflect the horse stats to horse prices ratio more meaningfully.
Increased the pack camel’s base price value from 140 to 220 and carry weight from 100 to 150.
Updated all of the mounts' riding stats to highlight the characteristics of different horses.
Increased the charge damage of all mounts.
Decreased the difficulty stats of all mounts.
Modified items can now be found in shops as well.
Revamped the Item modifier system to increase the amount of positively modified items.
You are still more likely to find negatively modified items from battle loot.
You are more likely to find non-modified and positively modified items in shops.
Fixed a bug that caused caravans to give trading tips from the same town.
Crafting
Fixed a bug that caused the newly unlocked indicator to not show up after unlocking a new crafting piece.
Settlement Actions (Town, Village, Castle and Hideout)
Replaced the old tavern mercenaries with three new mercenary troop trees (Western Mercenaries, Eastern Mercenaries and Sword Sisters). Increased the mercenary daily wages by 50%. Perks that reduce mercenary wages now directly do so instead of reducing a fraction based on the number of mercenaries in the party.
You can now see the hire mercenary menu option in taverns even when you don't have enough denars to hire the mercenaries.
Fixed a bug that caused the prisoner to spawn in an unreachable place during the Prison Break mission.
Fixed a bug that allowed notables to join tournaments.
Fixed a bug that caused prisoners located in the main clan’s settlements to be sold randomly even when the prisoner count was below the prison size limit.
Fixed a bug that prevented the player from making a move while playing MuTorere in the Thractorae Castle.
Fixed a bug that prevented the spawning of selected troops in hideouts and lord’s hall fights if the unit spawn prioritization setting was not set to default.
Quests & Issues
Revised the main storyline quest conversations and logs.
Troops sent to solve quests alongside companions now receive their total wage for the duration of the quest upfront.
Tracks are now removed after the Escort Merchant Caravan quest is completed.
Fixed a bug that caused the Transfer All button to not work correctly on the Landlord needs Manual Laborers quest troop transfer screen.
Adjusted the Deliver the Herd quest spawn conditions.
Fixed a bug that caused the required troops amount on the party screen to change while selecting troops to send them to solve an issue.
Fixed a bug that enabled the conspiracy troops to be taken as prisoners.
Fixed a bug that prevented certain quest failure effects for Overpriced Raw Materials, Captured by Bounty Hunters, Village Needs Tools, Notable Wants Daughter Found, Spy Party, Prodigal Son, Family Feud and Needs Help With Brigands quests from coming into effect.
Fixed a bug that prevented a successful persuasion during the Noble Revolt quest.
Fixed a bug with a main storyline conversation which caused the supported sides to be switched in the dialogue text.
Fixed a bug that prevented the Caravan ambush quest failure from taking place on war declaration.
Conversations & Encounters
Updated the conditions to join a map event. To engage in an ongoing map event, all parties on one side should be non-hostile, and all parties on the other side should be hostile. For example, enemy armies in close proximity will no longer aid you against bandits.
Fixed a bug that caused a warning to be displayed explaining that you're leaving loot behind even though all the loot had already been taken.
Fixed a bug that prevented the villagers from trying to bribe the player or from surrendering when outnumbered.
Fixed a bug that made notables wear different equipment sets in different conversation scenarios.
Other
Looter no longer uses the Blacksmith Hammer.
Vlandia Militia Veteran Archer now uses an Arbalest.
Boar Champion now uses a Hickory Crossbow.
Vlandian Levy Crossbowman, Boar Veteran and Boar Novice now use a Heavy Crossbow.
Slightly adjusted the light crossbow prices.
Empire Caravan Guards are now horse archers with light crossbows. They now have 110 crossbow skill (was 15).
Vlandian Caravan Guard now has 60 crossbow skill (was 15).
The following weapons are now light crossbows: "Simple Crossbow", "Light Crossbow", "Fine Crossbow".
Changed the Heavy Crossbow statistics (missile speed is now 80, accuracy is now 96, thrust damage is now 82).
Changed a description related to Vlandian ranged infantry weapons.
You can now unlock all crafting pieces via the console with “Campaign.unlock_all_crafting_pieces”.
Fixed a bug that prevented the “add_building_level” cheat from working for some building types.
Multiplayer
Crashes
Fixed a client crash that occurred when selecting a team while the battle was ending.
Fixed a client crash that occurred when changing the language while spectating a player.
Fixed a client crash that occurred when quitting a game.
Fixed a crash that occurred when someone joined a server.
Art
Fixed a bug that caused item preview cloth physics to be glitchy in inventory and customization.
Animations
Fixed an animation bug that occurred when a chain attack got blocked or it bounced.
Design & Balance
Fixed a bug that affected the Javelins throwing speed and accuracy.
Other - Miscellaneous
Fixed a bug that caused the player to have the wrong name/info in the lobby.
Server & Network
Increased lobby server speed on login.
Increased the theoretical limit for concurrent players on a custom server to around 1000.
Fixed a bug that caused the player to be disconnected from the lobby.
UI
Fixed a bug that caused duplicated perks to appear on the Empire Legionary perk list.
Fixed a bug that caused wrong K/D/A statistics to be displayed on the Recent Games window.
Both
Crashes
Fixed a crash that occurred due to animation loading.
Art
Adjusted the algorithm responsible for resizing the helmets to correctly fit the different head shapes, removing the bug that caused helmets to be too large.
Horses now generate the correct dust when traversing on grass terrain.
Fixed a bug that caused blood decals to trigger blue-tinted visual glitches on flora.
UI Changes
Added an option to enable/disable the chat box in SP or MP.
Disabled the voice and teeth animations during randomization in the face generation screen.
Added 2 missing characters to the Korean font.
Added the Game Version number in-game. It is visible on the main menu and the options screen.
Fixes
Fixed a bug that caused the "Reset" and "Reset All" buttons to not function properly in character creation.
Performance
Performance improvements related to agent movement sounds.
Fixed many memory leaks.
Reduced the general memory usage of the game.
Animations
Added new idle animations for the mounts without riders.
Combat
Overhauled the AI movement system through a range of physics adjustments, better situational understanding, and manners (waiting on the allies ahead) and by implementing a partial, 360-degree input for the AI. This notably improves issues with troop congestion (jittering), helps the AI deal with difficult terrain and avoid siege engines.
Increased the distance between agents standing in formation.
Improved the melee fight behavior of ranged agents. They will no longer ignore nearby enemies.
Improved the cavalry troops' couch lance behavior, making them more inclined to use it.
Making a mount rear is now possible only by attacking it from the front.
Fixed a bug that prevented crossbow troops from reloading their weapons.
Fixed a bug that prevented mounted archers from facing the enemy while holding ground on their formation positions.
Fixed a bug that caused mounted crossbowmen to get stuck when running out of ammo.
Other
Reduced the patch sizes of future patches.
Fixed a bug that caused large chunks of the screen to become black when enabling one of the resolution scaling options.
Modding
For further explanation and additional information on the modding changes check the following thread: e1.9.0 Modding Adjustments.
Changed Official node in SubModule.xml to ModuleType that has possible values of "Official", "OfficialOptional" and "Community". The default value is “Community”.
Increased the number of bones defined in monsters.xml to extend modding support of the animation system.
Hero.SetSkillValue() function is now public. Modders can now directly change the hero skill value.
Added a "Quick Save Scene" option to the editor.
Decreased the road generation minimum width value to 0.1 meters.
The volunteer upgrade tier cap is now calculated from a model, allowing modders to change the value to their needs.
Unsealed and removed internals from some combat-related classes and methods.
Removed the unused GameMenuSelectionBehavior.
Fixed a visual bug in relation to tree_far trees.
Fixed a crash that occurred on load if an issue behavior had been removed from the game.
Added 10 new town scenes (Qasira, Razih, Hubyari, Dunglanys, Makeb, Akkalat Tyal, Omor, Revyl, Varcheg and Ocs Hall).
Added 2 new empire castle scenes (which can be found in various locations, for example, Chanopsis Castle and Corenia Castle).
Added 2 new hideout scenes (mountain and seaside).
Added 19 different cloth/fur pieces (spear banners) to existing polearms.
Fixed a bug that caused cloth meshes to be rendered as random polygons.
Fixed a bug that caused riders in the pledge cutscenes to not be mounted on horses properly.
Fixed various graphical bugs related to cutscenes.
Fixed bugs on various scenes.
Campaign Map
Improved the campaign map visuals and the campaign map atmosphere.
Conducted small balance and village production changes to match the recent economy changes.
UI Changes
Added two new cinematic outros for completing the storyline quests.
Added a visual representation of the "Disorganized" state in party nameplates and added the duration of this state to the mobile party tooltip.
Enabled right-click to open the encyclopedia page in Gather Army popup for party leaders which allows players to see their traits before calling them to their army.
Added a new "Manage Troops" action to the army overlay popup for parties that are in the same clan as the player.
Improved NPC feedback on crafting order requirements.
Added new encyclopedia tutorials.
Changed cutscene notification texts from present perfect ("On DATE, XXX has done this") to past tense ("On DATE, XXX did this").
Merged the “encountering a settlement under siege” and the “encountering a besieging party” menus into one.
Fixes
Fixed a bug with the army management overlay that enabled players to converse with party leaders that were too far away.
Fixed a bug with the party screen that caused the upgrade and recruit popups to open with shortcuts even when they're disabled.
Fixed a bug with the education screen that caused the child's armor to be shown in incorrect colors.
Fixed a bug that caused the game to get stuck during loading if an encyclopedia page was opened right before going into a mission.
Fixed a bug that caused the game to freeze on the inventory screen.
Fixed a bug that caused banners on settlement nameplates to not get updated in some instances.
Fixed a bug that caused unequippable items to have the "Equip" button shown in their inventory tuples.
Fixed a bug that caused the support button on the kingdom screen to be disabled incorrectly.
Fixed a bug that allowed players to craft weapons even if none of their characters had enough crafting stamina.
Fixed a bug that allowed players to invite parties to their army even if they didn't have enough influence.
Fixed a bug that caused the "You're leaving free loot behind" warning to show up in incorrect cases.
Fixed a bug that caused localization issues related to the custom battle and the leave battle inquiry.
Fixed a bug that caused scaling issues related to the character creation and face generation screens.
Fixed a bug that caused order texts to appear as incomplete in missions.
Fixed a bug that prevented the kingdom peace offer from working correctly when clicking on the notification.
Fixed a visual bug that caused the campaign map to be visible during screen transitions.
Battles and Sieges
Added Banners and the Banner Bearers feature.
Banners are equipable items for heroes that can provide various combat bonuses to the hero’s formation. They are accessible and equipable through the new inventory item slot (both for the player character and clan members).
Players can obtain banners as rewards for accomplishing various in-game tasks, defeating enemy nobles, clearing hideouts or reaching certain campaign milestones.
AI nobles can equip and use banners.
AI nobles can use tier 1 banners.
AI clan leaders can use tier 2 banners.
AI faction leaders can use tier 3 banners.
The player character and the player’s clan members can equip all tiers.
A total of 45 banners with different tiers and different effects have been added.
Banner Bearers
Banner bearers are special troops that can carry a banner on the battlefield and provide various bonuses to the other troops in their formation. Each formation can have a banner bearer promoted from regular troops by assigning banner-equipped heroes to the formation during the Order of Battle phase..
In case of a banner bearer's death, their banner will stick to the ground at a 60-degree angle. Another troop in the same formation within a certain radius will take up the banner and continue to fight (cavalry included).
The player can pick up any banner of its allied troops and provide a bonus for the formation of that banner.
If a battle mission is not resolved because of the battle size and wave count, the game now returns to the encounter menu. If there is a huge strength difference between the sides, even if there are remaining troops on both sides, the battle auto-resolves.
Added an option to set the number of reinforcement waves (can be set to 3, 4, 5 or unlimited). The default option is "Unlimited".
Increased the variety of items gained through loot.
The disorganized state penalty no longer applies to parties with less than 10 troops.
Improved the reinforcement spawn system. New troops now no longer spawn if all the allied troops are retreating.
Reinforcement troops are now assigned to their best matching formations (infantry, ranged, cavalry and ranged cavalry). If there are multiple best-matching formations, the one with the lowest number of troops is selected.
Fixed a bug which displaced and rotated the player during the Order of Battle phase.
Fixed a bug which caused troops not to charge after the Order of Battle phase even though they were given a charge order during it.
Fixed a bug which caused the AI general not to retreat while all of his troops were retreating.
Fixed a bug that caused commanders to not behave as intended due to unset commander behaviors.
Fixed a bug that caused formations to teleport during the Order of Battle phase if they didn’t have valid order positions.
Fixed a bug that prevented new units assigned (via the reinforcement system or transfer) to a formation with the “Retreat” movement order from retreating. Similarly, retreating units (due to an order, not due to panic) transferred to a formation with a non-retreat movement order now correctly adopt that new order.
Fixed a bug that prevented field and siege battles from ending.
Retreating during an offensive siege now removes the battering ram and siege towers.
Hit points of siege equipment between the campaign map and mission now get synchronized. If you retreat during an offensive siege where your equipment was damaged, it will remain damaged on the campaign map.
Improved the reorganization system to make the formation movements more sensible when a siege engine approaching the walls is destroyed.
Fixed a bug that caused the Engage order to spawn defender troops outside the castle walls.
Fixed a bug that caused defender troops to spawn outside the castle walls when selecting multiple formations and giving them an order.
Fixed a bug that caused AI attackers to use siege weapons in a siege even when their numbers are too low.
Fixed a bug that prevented the attackers from opening the castle gate from the inside after wiping out defenders that just closed them.
Fixed a bug that prevented correct order icons from showing and formations from being ordered to follow siege weapons during deployment.
Fixed a bug that prevented mounted troops from correctly attacking siege weapons.
Fixed a bug that caused formation agents to not use siege towers or rams.
Fixed a bug that caused defending troops that were standing on the walls in sieges to get hit by attacking archers due to incorrect shield usage.
Fixed a bug that caused the troops to misdirect their melee attacks on entities like siege rams.
Fixed a bug that caused a field battle scene to open instead of a siege scene when the player was defending the settlement from besiegers.
Fixed a bug that allowed the player to enter a besieged ally settlement without sacrificing troops.
Character Development System
Changed the Artisan Smith perk role to Party Leader.
Reduced the Efficient Campaigner secondary perk bonus to 15%.
Reduced the Master of Warcraft primary perk bonus to 15%.
Increased the Price of loyalty skill limit to 250.
Fixed a bug that triggered Riding/Athletics skill experience gains even when not moving on the campaign map.
Fixed a bug that caused death-related functions to not work as intended when disabling birth and aging options. For example, notables not disappearing at low power, rebels not being lost after the rebellion is over and executions not working.
Clan and Party
The food variety morale penalty no longer applies if the party is starving.
Increased the base prisoner limit for dungeons.
Added an encyclopedia log for destroyed clans.
Fixed a bug that caused more than 500 influence to be required when promoting a companion to a noble.
Fixed a bug that caused minor faction parties to target the same village over and over again and get stuck in the process.
Fixed a bug that caused underage siblings of the main hero to spawn in.
Fixed a bug that prevented the player from expelling a companion during the “after-battle rescue” conversation.
Fixed a bug that caused companions that have been left in a settlement by the player to move to another settlement.
Fixed a bug that duplicated the dead main hero's equipment after heir selection.
Fixed a bug that prevented AI noble parties from leaving hero prisoners in settlements.
Armies
Kingdoms now count rebellions as a threat and form armies even if their only enemy is a rebel clan.
Kingdoms and Diplomacy
Reduced the likelihood of defections from the player and AI kingdoms.
Fixed a bug that prevented the Citizenship kingdom policy from working as intended.
Economy and Trade
Added new horse types and changed horse stats:
Added 2 sumpter, 1 neutral and 7 war horses (1 for each faction and 1 neutral).
Added a new horse category called “Noble Mount”.
Updated mount and war mount names.
Increased the maximum horse tier from 3 to 6 and improved the horse tier distribution.
Updated the horse price calculation formula to reflect the horse stats to horse prices ratio more meaningfully.
Increased the pack camel’s base price value from 140 to 220 and carry weight from 100 to 150.
Updated all of the mounts' riding stats to highlight the characteristics of different horses.
Increased the charge damage of all mounts.
Decreased the difficulty stats of all mounts.
Modified items can now be found in shops as well.
Revamped the Item modifier system to increase the amount of positively modified items.
You are still more likely to find negatively modified items from battle loot.
You are more likely to find non-modified and positively modified items in shops.
Fixed a bug that caused caravans to give trading tips from the same town.
Crafting
Fixed a bug that caused the newly unlocked indicator to not show up after unlocking a new crafting piece.
Settlement Actions (Town, Village, Castle and Hideout)
Replaced the old tavern mercenaries with three new mercenary troop trees (Western Mercenaries, Eastern Mercenaries and Sword Sisters). Increased the mercenary daily wages by 50%. Perks that reduce mercenary wages now directly do so instead of reducing a fraction based on the number of mercenaries in the party.
You can now see the hire mercenary menu option in taverns even when you don't have enough denars to hire the mercenaries.
Fixed a bug that caused the prisoner to spawn in an unreachable place during the Prison Break mission.
Fixed a bug that allowed notables to join tournaments.
Fixed a bug that caused prisoners located in the main clan’s settlements to be sold randomly even when the prisoner count was below the prison size limit.
Fixed a bug that prevented the player from making a move while playing MuTorere in the Thractorae Castle.
Fixed a bug that prevented the spawning of selected troops in hideouts and lord’s hall fights if the unit spawn prioritization setting was not set to default.
Quests & Issues
Revised the main storyline quest conversations and logs.
Troops sent to solve quests alongside companions now receive their total wage for the duration of the quest upfront.
Tracks are now removed after the Escort Merchant Caravan quest is completed.
Fixed a bug that caused the Transfer All button to not work correctly on the Landlord needs Manual Laborers quest troop transfer screen.
Adjusted the Deliver the Herd quest spawn conditions.
Fixed a bug that caused the required troops amount on the party screen to change while selecting troops to send them to solve an issue.
Fixed a bug that enabled the conspiracy troops to be taken as prisoners.
Fixed a bug that prevented certain quest failure effects for Overpriced Raw Materials, Captured by Bounty Hunters, Village Needs Tools, Notable Wants Daughter Found, Spy Party, Prodigal Son, Family Feud and Needs Help With Brigands quests from coming into effect.
Fixed a bug that prevented a successful persuasion during the Noble Revolt quest.
Fixed a bug with a main storyline conversation which caused the supported sides to be switched in the dialogue text.
Fixed a bug that prevented the Caravan ambush quest failure from taking place on war declaration.
Conversations & Encounters
Updated the conditions to join a map event. To engage in an ongoing map event, all parties on one side should be non-hostile, and all parties on the other side should be hostile. For example, enemy armies in close proximity will no longer aid you against bandits.
Fixed a bug that caused a warning to be displayed explaining that you're leaving loot behind even though all the loot had already been taken.
Fixed a bug that prevented the villagers from trying to bribe the player or from surrendering when outnumbered.
Fixed a bug that made notables wear different equipment sets in different conversation scenarios.
Other
Looter no longer uses the Blacksmith Hammer.
Vlandia Militia Veteran Archer now uses an Arbalest.
Boar Champion now uses a Hickory Crossbow.
Vlandian Levy Crossbowman, Boar Veteran and Boar Novice now use a Heavy Crossbow.
Slightly adjusted the light crossbow prices.
Empire Caravan Guards are now horse archers with light crossbows. They now have 110 crossbow skill (was 15).
Vlandian Caravan Guard now has 60 crossbow skill (was 15).
The following weapons are now light crossbows: "Simple Crossbow", "Light Crossbow", "Fine Crossbow".
Changed the Heavy Crossbow statistics (missile speed is now 80, accuracy is now 96, thrust damage is now 82).
Changed a description related to Vlandian ranged infantry weapons.
You can now unlock all crafting pieces via the console with “Campaign.unlock_all_crafting_pieces”.
Fixed a bug that prevented the “add_building_level” cheat from working for some building types.
Multiplayer
Multiplayer servers will be made available for a limited time for the beta version of the game, starting tomorrow.
Crashes
Fixed a client crash that occurred when selecting a team while the battle was ending.
Fixed a client crash that occurred when changing the language while spectating a player.
Fixed a client crash that occurred when quitting a game.
Fixed a crash that occurred when someone joined a server.
Art
Fixed a bug that caused item preview cloth physics to be glitchy in inventory and customization.
Animations
Fixed an animation bug that occurred when a chain attack got blocked or it bounced.
Design & Balance
Fixed a bug that affected the Javelins throwing speed and accuracy.
Other - Miscellaneous
Fixed a bug that caused the player to have the wrong name/info in the lobby.
Server & Network
Increased lobby server speed on login.
Increased the theoretical limit for concurrent players on a custom server to around 1000.
Fixed a bug that caused the player to be disconnected from the lobby.
UI
Fixed a bug that caused duplicated perks to appear on the Empire Legionary perk list.
Fixed a bug that caused wrong K/D/A statistics to be displayed on the Recent Games window.
Both
Crashes
Fixed a crash that occurred due to animation loading.
Art
Adjusted the algorithm responsible for resizing the helmets to correctly fit the different head shapes, removing the bug that caused helmets to be too large.
Horses now generate the correct dust when traversing on grass terrain.
Fixed a bug that caused blood decals to trigger blue-tinted visual glitches on flora.
UI Changes
Added an option to enable/disable the chat box in SP or MP.
Disabled the voice and teeth animations during randomization in the face generation screen.
Added 2 missing characters to the Korean font.
Added the Game Version number in-game. It is visible on the main menu and the options screen.
Fixes
Fixed a bug that caused the "Reset" and "Reset All" buttons to not function properly in character creation.
Performance
Performance improvements related to agent movement sounds.
Fixed many memory leaks.
Reduced the general memory usage of the game.
Animations
Added new idle animations for the mounts without riders.
Combat
Overhauled the AI movement system through a range of physics adjustments, better situational understanding, and manners (waiting on the allies ahead) and by implementing a partial, 360-degree input for the AI. This notably improves issues with troop congestion (jittering), helps the AI deal with difficult terrain and avoid siege engines.
Increased the distance between agents standing in formation.
Improved the melee fight behavior of ranged agents. They will no longer ignore nearby enemies.
Improved the cavalry troops' couch lance behavior, making them more inclined to use it.
Making a mount rear is now possible only by attacking it from the front.
Fixed a bug that prevented crossbow troops from reloading their weapons.
Fixed a bug that prevented mounted archers from facing the enemy while holding ground on their formation positions.
Fixed a bug that caused mounted crossbowmen to get stuck when running out of ammo.
Other
Reduced the patch sizes of future patches.
Fixed a bug that caused large chunks of the screen to become black when enabling one of the resolution scaling options.
Modding
For further explanation and additional information on the modding changes check the following thread: e1.9.0 Modding Adjustments.
Changed Official node in SubModule.xml to ModuleType that has possible values of "Official", "OfficialOptional" and "Community". The default value is “Community”.
Increased the number of bones defined in monsters.xml to extend modding support of the animation system.
Hero.SetSkillValue() function is now public. Modders can now directly change the hero skill value.
Added a "Quick Save Scene" option to the editor.
Decreased the road generation minimum width value to 0.1 meters.
The volunteer upgrade tier cap is now calculated from a model, allowing modders to change the value to their needs.
Unsealed and removed internals from some combat-related classes and methods.
Removed the unused GameMenuSelectionBehavior.
Fixed a visual bug in relation to tree_far trees.
Fixed a crash that occurred on load if an issue behavior had been removed from the game.
August and September have been exciting months - Mount & Blade II: Bannerlord finally got its release date (October 25th), pre-orders opened for consoles and many of you came to say Hi at Gamescom and Pax.
Gamescom2022
And while it is a major milestone for the game to come to consoles, our announcement made it clear that this won’t be the end of the journey. This is what we want to talk to you about today.
Road to Release
As the release date approaches, we are preparing a number of additional updates that many of you have been eagerly anticipating.
For one, we really cannot leave our lords and ladies without a banner any longer. You may have already seen how they look in the recent demo footage, but, just in case, we have attached a screenshot below.
Banner formations
The banners in the game will be equippable items that players and AI heroes can use to benefit the formations they lead in battle. Alongside them we will also be introducing new crafting pieces with cloth attachments. These won’t just allow players to create weapons with an extra bit of flair - they will add to the overall visual experience as troops are reequipped to carry them as well.
And while these changes will spice up our existing scenes, we have also been hard at work on new ones. Soon each of our 53 towns will be unique and the pool for castles, battle terrains and smaller locations like hideouts will also continue to be expanded. Of course, the world map will see further improvements as well.
To add onto this, we are finalizing a fundamental overhaul of the agent AI movement system, which helps NPCs deal with difficult terrain (like in sieges) and notably improves issues with congestion. It does so through a range of physics adjustments, better situational understanding and manners (waiting on the allies ahead) and by shifting away from a binary, cardinal input and towards a partial, 360 degree one - think keyboard vs controller. Naturally, you, the player, will still be able to play with either.
Siege tower assault
Now, looks and movement are important - but so is audio. Accordingly, we are quite happy to say that AI characters will soon receive the first iteration of voice overs for storyline dialogues and greetings. Conversations in general will also benefit from a range of new and updated facial expressions.
Beyond these, the recently shared custom servers, battle mode and multiplayer modding will continue to receive support. Much like them, the steam workshop is also being tested with a number of our community members. Thanks to that, it should become available to you in the near future.
Multiplayer battle event on a custom server
Finally, many of you have asked about achievements - they as well as steam trading cards, backgrounds and emoticons are scheduled to arrive with the game’s release.
Post-Release
By this time all of the above should be in your hands and we look forward to your thoughts on these additions. Naturally, we are also quite excited to learn how you like the game on consoles.
Our intention at this point is to continue making improvements based on your feedback. Having said that, there are already plans for a number of specific features and tweaks that we can discuss with you now.
To begin with, we return to a classic - early in development we explored a prototype of the player not just clearing but taking over common areas from criminals. This will be coming to the game. It will work similarly to other enterprises (like workshops and caravans) that provide players with a passive income but will also have its own twist. As they are not exactly legal ventures, you will need to deal with our crime system. Yet it’s not all bad - operating from the shadows will allow you to keep going in hostile environments and, coupled with further encyclopedia “fog of war” updates, allow you to retain access to information you would otherwise not have.
In addition to this, you will see the introduction of more specialized combat options. For one, players are going to be able to sally out and launch a surprise attack on besiegers in order to destroy their siege engines. This will take place in the existing siege locations but follow a separate set of rules.
The regular siege assault, in turn, won’t be ignored either. We are working on a range of balance changes to tip the scales more in favor of siege towers and rams. For example, pushing ladders off the walls will be possible even when there are enemies climbing them - in Singleplayer and Multiplayer.
Falling off the siege ladder
Naturally, there will also be various tweaks to other systems - whether that is the ability to target enemy formations, which has been requested by our captain mode community in particular, or the ability to place companions in specific formations in the “Order of Battle”.
And should your character grow too old and tired to continue the fight, a new location will allow them to hand over the reins to the next generation - or put an end to the clan. Whether a game over occurs due to a conscious choice like this, old age or ill tidings, it deserves a bit of ceremony. To a good degree, the ingame cutscenes and cinematics provide that. Yet wouldn’t it be nice to look back at what you achieved over the years? This is where game over statistics will come in - tracking your every step (or at least some of them) and providing a tally when your game ends or you finish the storyline.
Game over statistics
In a similar vein, content creators are going to be able to make records of their adventures using our replay editor. While our focus has been with the game, the editor still saw progress and will likely be shared as part of the modding tools in the coming months.
Replay editor
Overall, there are many more ideas that we are keen to explore as part of our regular developments. Some of these are smaller topics like balance tweaks to our auto-battle-resolution, companion variety, raiding, settlement projects or multiplayer classes and modes. Others concern improvements to control schemes and haptic feedback, modding tools, multiplayer taunts and maps, diplomacy decision making, the clan-kingdom lifecycle, the mission atmosphere and weather system, as well as a variety of quality of life changes such as party member sorting. And yet others will be more involved such as the claimant quest and the multiplayer spectator mode.
To address the elephant in the room, and some of the questions that came with it, we are certainly also open to DLCs as they are a great way to provide you with additional content that does not fit into the base game’s scope. Having said that, it will be some time before we release any DLC, it will be a gradual shift in development and it will not be mutually exclusive as the base game will also continue to receive updates.
As a testament to that - there is no particular DLC that we want to announce right now. However, we are observing and discussing many of the topics that you are passionate about.
In this regard, we also want to express our heartfelt gratitude to everyone that has supported us throughout the early access period. The game has come a long way and it wouldn’t have been possible without you and your passion for Mount&Blade.
We look forward to taking the next steps of this journey with you - as well as anyone that may join us on the way.