Fixed a crash that occurred when clearing a rival alley in a civilian mission while there was an alley attack event ongoing.
Fixed a crash that occurred when the player initiated an alley fight right after clearing and occupying one.
Fixed a crash that occurred while loading the game.
Fixed a crash that occurred when the player sallied out while besiegers were under attack by a friendly party.
Fixed a crash that occurred on the crafting screen when using the confirm shortcut.
Fixed a crash that occurred while the player was in an army and peace was declared.
Fixed a crash that occurred on the banner editor screen if the player had a heraldic armour equipped.
Fixed a crash that occurred if a party had no leader starting a siege.
Fixed a crash that occurred due to a bug related with notables not being in a settlement.
Fixed a crash that occurred due to a bug related with the scene empire_village_h.
Fixed a crash that occurred while saving the game.
Fixed a crash that occurred when clearing a rival alley in a civilian mission while an alley attack event was ongoing.
Fixed a crash that occurred when the player encountered a settlement under siege by an allied army.
Fixed a crash that occurred when leaving an alley empty and claiming another alley.
Fixed a crash that occurred while playing animations with certain blend values.
Fixes
Fixed a bug that caused the athletics perk "Mighty Blow" to reward more hit points than intended.
Fixed a bug that caused Radagos to disappear in the hideout tutorial quest.
Fixed a bug that caused the siege engines in the Order of Battle UI to be interactable.
Fixed a bug that caused the heroes to not appear in the commander pool during the Order of Battle phase if their assigned formations were removed.
Fixed a bug that prevented companions from being assigned during the Order of Battle phase.
Fixed a bug that caused formation weight and troop count display issues during the Order of Battle phase.
Fixed a bug that prevented shortcuts from appearing after selecting orders during the Order of Battle phase.
Fixed a bug that caused the act of selecting siege engines during the Order of Battle phase to also issue orders.
Fixed a bug that caused heroes to not appear correctly in the Order of Battle's hero assignment pool.
Fixed a set of bugs that prevented renown and influence from being gained in battles.
Fixed a bug that prevented the leading parties from showing up on the sally out battle menu.
Fixed a bug that caused the scroll bar handle to be smaller than intended.
Fixed a bug that caused troops that were replaced with banner bearers to be counted as routed troops.
Fixed a bug that caused heroes' names to only display titles in non-English languages.
Fixed a bug that prevented agents from throwing boulders at the enemy in the gatehouse.
Fixed a bug that allowed the player to enter the lord’s hall fight without selecting all of the required troops.
Fixed a bug that caused troops to spawn in buildings in Pen Cannoc.
Fixed a bug that caused armours to not take banner tableaus in missions.
Fixed a bug that caused a slow-motion animation and recurring sounds to play during mounted training.
Fixed a bug that caused the weight of crafted items to double when loading a saved game.
Fixed a bug that caused the player to get wounded in simulation battles.
Fixed memory leaks that occurred after a new sandbox/campaign game or when loading an old one.
Fixed stability issues that occurred during longer gameplay sessions.
Chinese localization fix.
[PS5 & Xbox Series S/X] Fixed a bug that prevented sounds from playing in combat after a while.
Changes
Added support for armour piece banners in the save load screen. This will cause your save character to not appear until you save again.
Re-enabled the campaign.multiply_campaign_speed cheat but capped its maximum value to 15 and changed its name to set_campaign_speed_multiplier.
Multiplayer
Crashes
Fixed a client-side crash that occurred when someone picked up a weapon from a corpse.
Fixed a server crash that occurred due to a wrong state calculation for missile position sending.
Fixes
Fixed a bug that prevented players from logging into the lobby.
Fixed a bug that caused the Khuzait Conscript perk to reduce damage by 50% instead of 5%.
Changes
Added logging improvements.
Modding
Fixed the Items.xsd to again allow the addition of multiple weapon components to an item.
Initial Beta Changelog
Singleplayer
Crashes
Fixed a crash that occurred when equipping an incorrectly specified banner item called campaign_banner_small.
Fixed a crash that occurred during siege due to an AI formation not being positioned correctly.
Fixed a crash that occurred when many units died simultaneously.
Fixed a crash that occurred due to the AI general being assigned before the Order of Battle phase.
Fixed a crash that occurred during the keep battle due to reinforcement deployment planning not being done correctly.
Fixed a crash that occurred during siege when the defenders opened the gates to meet the attackers.
Fixed a crash that occurred during the Order of Battle phase when a mounted companion was assigned to lead an empty formation and then ordered to dismount.
Fixed a crash that occurred when changing the governor of a town.
Fixed a crash that occurred after selecting an heir.
Fixed a crash that occurred after disbanding an army from the Kingdom screen.
Fixed a crash that occurred due to the unintended ability to enter settlements under siege.
Fixed a crash that occurred when dying from fall damage inside a castle keep.
Fixed a crash that occurred after completing a battle.
Fixed a crash that occurred when trying to enter the keep after a siege battle.
Fixed a crash that occurred when entering a town while being taken captive.
Fixed a crash that occurred when trying to engage a party that had no troops.
Fixed a crash that occurred in the save/load menu.
Fixed a crash that occurred when sallying out from a neutral settlement that is under siege.
Fixed a crash that occurred in the siege menu.
Fixed a crash that occurred when taking the Spy Party quest from a hero in an army.
Fixed a crash that occurred when assigning captains to formations during combat.
Fixed a crash that occurred when player characters changed while leading an army.
Fixed a crash that occurred when a player assisted a lord in battle while having an active vassalage offer from that lord.
Fixed a crash that occurred when a clan left its kingdom.
Fixed a crash that occurred in the board game, Seega, when the player or the opponent won by forming a barrier.
Fixed a crash that occurred when a besieger party or an army encountered a settlement.
Fixed a crash that occurred when additional parties from different factions joined a siege as attackers and the diplomatic state of any attacker faction and besieger faction changed.
Fixed a crash that occurred when a non-attached army member joined a map event while being attached to the army at the same time.
Fixed a crash that occurred after completing the Army of Poachers quest with persuasion.
Fixed a crash that occurred when switching menus during an ongoing encounter.
Fixed a crash that occurred due to the Merchant Caravan quest caravan joining a siege.
Fixed a crash that occurred while starting a new campaign or loading an existing one. (This may resolve crashes even after complete cleanup/reinstalling for some players.)
Fixed a crash that occurred because of bandit parties.
Fixed a crash that occurred while loading the game due to party visuals.
Fixed a crash that occurred when a besieger party was destroyed.
Fixed a crash that occurred when attempting to leave a faction while being in an army with the faction leader.
Fixed a crash that occurred when loading a save while a voiceover file was still playing.
Fixed a crash that occurred when clicking on a marriage offer notification.
Fixed a crash that occurred when a hero that had been sent to solve an issue was wounded in the process.
Fixed a crash that occurred when making peace during a siege.
Fixed a crash that occurred during the main storyline when the conspiracy was activated.
Fixed a crash that occurred if a decision was cancelled before the voting stage started.
Fixed a crash that occurred when selecting a leader after the ruler clan of a faction was eliminated.
Fixed a console-specific crash that occurred when there was an empty tooltip on the Clan or Kingdom screens.
Save & Load
Optimised the save system to reduce the total size of the save file.
Save file sizes now increase linearly. (They used to double over time.)
Reduced the save time.
Fixed a bug with older save files that have clans with no leaders.
Localisation
Minor text fixes and localisation updates.
Art
Added a new Empire plate vest armour.
Added a new Khuzait heavy armour.
Added three scenes to the custom battle (Sanala, Ataconia Castle and Mecalovea Castle).
Arena spectator characters are now normal agents with new animations instead of meshes.
Male characters can now wear female clothing without clipping issues.
Added a horse trader to the Khuzait town (b) scene.
Improved various materials.
Sturgia town (g) siege layer improvements.
Vlandia castle (c) siege layer improvements.
Empire town (l) siege layer improvements.
Fixed a bug that caused siege tower orientation to be broken in some locations of Empire town (f).
Fixed a bug that caused ballista covers to appear on mangonels at Varnovapol.
Fixed a bug that caused agents to fall through and get stuck in walls at Epicrotea.
Fixed a bug that caused troops to spawn in buildings at Varcheg.
Minor scene fixes to Jaculan.
Fixed a bug that caused gaps to appear between the handle and the blade of crafted weapons.
Fixed a bug that caused the Old Fur Coat to have missing textures.
Achievements
Fixed bugs related to the "What have the Romans ever done for us", “This is our land” and “Explorer” achievements.
Audio
Added missing voiceovers for Aserai, Khuzait and Sturgia.
Fixed a bug that caused the campaign map music to continue in hideout battles.
UI Changes
Party Screen Troop Sorting:
Players can now sort both rosters in the party screen by troop Type, Name, Count and Tier.
The last selected sort type is remembered and applied on every party screen initialisation.
By default, heroes are grouped together at the top of the roster.
This change also includes a troop-type rundown added to the party screen. Players now can see how many Infantry, Archers, Cavalry and Horse Archers they have at a glance.
Implemented a Fog of War feature for heroes:
Players now need to meet heroes to unlock some of their critical information.
Skills, traits, family, and owned settlements information are hidden until you meet that hero.
This change affects tooltips, portraits and information shown in the encyclopaedia.
Added new tutorials to help new players:
Upgrading troops, choosing perks, distributing attribute and focus points, getting companions, ransoming prisoners, civilian equipment, party speed, army cohesion, creating an army, order of battle, crafting and crafting orders, banner item in the inventory, crime, assigning roles in the clan screen, and raiding villages.
Improved some of the existing tutorial trigger conditions and texts.
Added a tooltip to the disabled "Leave kingdom" button in the Kingdom screen while in an army.
Improved rotation in the character creation and weapon smithy screens for gamepads.
Added the ability to open the encyclopaedia from the upgrade and recruit pop-ups in the Party screen.
Added a new map event icon on settlement nameplates to show the sally out stage.
Fixes
Fixed a bug that caused banner effects to show incorrect values in tooltips.
Fixed a bug that caused the "tournament active" icon to stay on the settlement nameplate after a tournament was cancelled.
Fixed a bug that caused the scoreboard to open with the TAB key while in photo mode.
Fixed a bug that caused formation indicators to show incorrect positions after issuing an order in Order of Battle.
Fixed a bug that caused the Order of Battle screen to work incorrectly after starting the battle while the order UI was active.
Fixed a bug which hindered the ability to view a troop's encyclopaedia page from the upgrade pop-up of the Party page.
Battles and Sieges
Implemented the sally out ambush mission. Players can now initiate this mission to destroy the besieger AI's siege engines.
Added banner effects to Custom Battle. Custom Battle commanders will now have default banners.
Newly spawned reinforcement troops will now prioritise empty formations if they cannot find a suitable formation that matches their troop class. When this happens the empty formation will auto-switch to AI control (delegate order).
Defender agents in most scenes would be too late to meet enemies attacking over ladders or towers due to their waiting position being too far away. Logic was added to anticipate the enemy being close to attacking to compensate for this situation.
The attacking side in sieges now uses only one of the available lanes if their numbers are too few.
Logic was added to make nearby formations take control of siege weapons in the event that they are closer than the reinforcements from the initial formation.
Improved party AI calculations for siege scores for settlements that had a besieger and got attacked by a party.
Added improvements to prevent troops from falling from castle walls due to overcrowding when teleporting during the Order of Battle phase.
Fixed a bug that caused square and circle formation previews to be displayed incorrectly.
Fixed a bug that caused reinforcement troops to spawn on top of their formations when they could not find a valid spawn position. They will now spawn on deployment positions specified in the scene.
Fixed a bug that caused troop transfers between formations that were applied due to a previously saved battle configuration, triggering player order animation and sound effects.
Fixed a bug that prevented captains from spawning with their formations when a previously saved battle configuration was loaded during deployment.
Fixed a bug that caused formation deployment positions to be placed on positions without an underlying navmesh.
Fixed various bugs with the Order of Battle deployment phase when more than two forces participated in battle.
Fixed a bug that caused the Charge order to teleport all troops to a single position during the Order of Battle phase. Formations that are given a Charge order will now stay put and will charge the enemy once the mission starts.
Fixed a bug that caused the attacker AI in siege to stall due to a failed transfer operation.
Fixed a bug that caused the attacking large formations to hesitate when deciding to attack enemies or control the walls in siege.
Fixed a bug that caused range units in a circle formation to position themselves outside of the protected centre.
Fixed a bug that caused ranged units to moonwalk towards siege engines while being locked onto a distant target.
Fixed a bug that caused defending agents on top of walls to try climbing down the ladders to fight attackers and occasionally fall off.
Fixed a bug that caused the defending side not to counterattack even after most of the enemy started fleeing.
Fixed a bug that caused attacking agents to get stuck and walk into walls when issuing a Charge order in sieges.
Fixed a bug that caused agents to move incorrectly due to the navigation mesh used for the breached state of walls remaining active.
Fixed a bug that caused ranged formations to move too close to the enemy when skirmishing before stopping to shoot.
Fixed a bug that caused the enemy assault potential with a siege tower to be calculated incorrectly.
Fixed a bug that caused AI-controlled ranged siege engines to target enemy engines that had already been destroyed.
Fixed a bug that caused AI agents to immediately return to their formation position after walking up to and opening the siege tower.
Fixed a bug that caused AI archers to attempt to use positions with no cover (merlons were destroyed).
Fixed a bug that prevented some mounted agents from accelerating to gallop.
Character Development System
Added a new settlement near Lageta named "The Retreat" in which the player can approach a new NPC "The Hermit" and decide to retire from their current campaign either moving on with one of their heirs or concluding their journey completely.
Added a new window where players can see their progress through their campaign at the end of it, presenting many statistics such as their kill count, play time, number of troops recruited etc. Players can reach this window; when their clan is destroyed, they decide to retire or when they complete the main storyline.
Perk Overhaul
All perk descriptions have been rewritten to improve clarity.
Some perks saw improvements to functionality and some had minor tweaks for balance and clarity (Swift Strike, Fleet of Foot, Arrow Deflection, Keep at Bay, Drills, Merry Men, Well Prepared, Throwing Competitions, Strong Arms, Tactical Mastery, Fleet Footed, Forgivable Grievances, Make a Difference, Lead by Example, Trusted Commander, Talent Magnet, Forced Labor, Metallurgist).
15+ perks saw name changes.
Trade tree saw bigger changes:
Reordered some perk effects to make it so that the early game benefiting perks can be unlocked earlier.
Changed the primary perk effect of the “Silver Tongue” perk.
Skill descriptions have been rewritten for clarity.
Changed how the “effect type” is shown on the perk description tooltip.
Changed the description of the Partners in Crime perk.
Fixed a bug that prevented XP gains during multiple mission fights.
Fixed a bug that caused crime rating to be applied incorrectly in some cases.
Clan and Party
Redesigned and reimplemented Alley mechanics. Players are now able to claim alleys after clearing them. They can do so by assigning a clan member who has suitable traits and roguery skills.
Player-owned alleys provide gold and bandit troops for the player but also generate some crime rating.
Alleys will be attacked by neighbouring gang leaders, and players must respond to those attacks to keep the alley.
Fixed a bug that prevented wanderers from spawning until the next game load after dismissing a companion.
Fixed a bug that caused parties to go in and out of a village if they were willing to stay in the village, causing their visuals to be enabled and disabled, making them non-interactable.
Fixed a bug that caused the wage limit to be unlimited after setting it to 2000 in the Clan screen.
Fixed a bug that teleported governors to multiple settlements.
Armies
Reworked the village raid system. Instead of rewarding just through the inventory and recruitment pool of the village, village raids now primarily rely on the amount of hearth damage done to the village during the raid.
Rewards come in three categories - Denar, various everyday goods and the main production of the village.
The combined value of the loot is usually higher than f.e. attacking caravans but the weight can be rather high - especially while raiding villages that produce low-value but a high volume of goods like hardwood and grain. Raiding for commercial gain as such requires returning to towns to sell the loot more often. Alternatively, the player can do it for strategic reasons, forgoing the income.
Increased the recovery time for villages.
Forcing supplies and recruits are now also based on village hearths.
After being forced to give supplies or recruits a village will generate less loot through raiding for a while.
If a raid is completed successfully, it no longer gives the disorganised state. That only happens if you leave mid-raid.
Added troop selection to keep battles. (For modding: You can now initialise battle simulation with selected troops.)
Rebalanced renown and influence bonuses for multiple battle missions (when multiple missions are opened for that battle).
The player's army will now disband when there is no other party in the army except the player.
Factions will not create armies if they don't have any enemy that has at least one settlement.
The game will now pause and a menu text and menu button conditions will refresh after the siege leader party leaves the map event.
Fixed an exploit that allowed player army leaders to leave besieged settlements without consequences by disbanding their army.
The AI of parties that are targeting a siege event will be reset when the siege event ends. This fixes the double siege event problem in the same settlement.
Fixed a bug that caused army influence to be -2000000.
Fixed a bug that disabled siege menu buttons due to the player not being recognised as the siege leader.
Fixed a menu text bug that occurred when a higher-ranking lord joined the player's siege event.
Fixed a bug that caused the player’s siege to advance to the keep battle even if the player retreated in the mission.
Fixed a bug that gave prisoners to militia parties after sallying out which caused some prisoner heroes to not be found in settlements.
Fixed a bug that prevented attackers from reconsidering multiple siege battle missions after they fled from the battle mission when the player was defending.
Fixed an issue with influence cost calculations of siege aftermath options.
Kingdoms and Diplomacy
Fixed a bug that allowed minor factions to join a kingdom with which they should always be at war with (by design).
Economy and Trade
Fixed a bug that caused hero tooltips to show incorrect workshop ownership.
Settlement Actions (Town, Village, Castle and Hideout)
Changed the wanderer life cycle. Players can now find at least 1 of each wanderer type in the world at all times.
Fixed a bug that allowed a clan member to be invited to play a board game in an incorrect location.
Fixed a bug that caused the player party to be ejected from their current settlement due to an unrelated peace between other factions.
Quests & Issues
Added exclamation marks to "Spy Among Us" and "Inn and Out" quest menu buttons and agents.
Updated the consequences of criminal actions towards the quest giver's clan's villages. This now causes a 5 relationship penalty with the quest giver and a 50 experience penalty to the honor trait.
Lord needs Tutor success consequences changes:
Players will gain 25 relation with the quest giver instead of 15.
Players will gain 15 relation with the pupil hero.
Players will gain 5 renown.
Headman Needs Grain timeout consequences changes:
5 relation penalty with the quest giver.
3 relation penalty with other notables in the quest village.
Changed the issue frequency to rare from common.
Escort Merchant Caravan
Updated the caravan destroyed by the main hero quest log text.
Changed the attacking quest caravan consequences:
10 relationship penalty with the quest giver.
10 power penalty to the quest giver.
80 honor experience to the main hero.
20 prosperity penalty to the quest giver's settlement.
Updated the cancel by war quest log text.
Fixed a bug that caused tracks from bandit parties to be removed immediately.
Changed the timeout consequences:
5 power penalty to the quest giver.
5 relation penalty with the quest giver.
20 honor experience penalty to the main hero.
20 prosperity penalty to the quest giver's settlement.
Train Troops
Added a success log for an alternative solution.
The game now pauses when the decision pop-up is opened to complete the quest.
Fixed the bug that prevented troop counts in the quest log from being updated.
Village Needs Grain
The issue now only appears in villages whose type is "Wheat Farm".
Changed the issue frequency to rare from common.
Added a relation penalty with other notables in the issue village if the quest fails.
Escort Merchant Caravan
Updated the war declaration against the quest giver’s kingdom consequences.
Various quest log updates.
Fixed a bug that caused the quest bandit party to be immediately untracked.
Improved the quest progress updates for the Headman Needs Grain Seeds quest.
Fixed a bug that caused guards to spawn behind the gate during the Gang Leader Needs Weapons quest at Syronea.
Fixed issues that occurred during the main storyline when the player became the leader of an existing faction.
Fixed a bug that caused a quest to be incorrectly cancelled upon the conquest of a settlement.
Fixed a bug that caused an incorrect journal log to appear during the Art of the Trade quest.
Fixed a bug that caused the Conquest of a Settlement quest to not reward a correct amount of gold.
Fixed a bug that caused the Family Feud quest dialogue to get stuck in a loop.
Fixed a few inconsistencies for the required troop tiers of alternative solutions.
Fixed minor issues with a variety of quests.
Conversations & Encounters
Made various improvements to conversations by reviewing and reassigning poses & expressions based on the animation content introduced in recent patches. These were also used in updated default poses for NPC encyclopaedia entries.
Fixed a missing text in bandit encounter conversations.
Other
Added crowns to the starting rulers.
Added a concept page for crime and caravans.
Updated the length stats of all mounts to highlight the characteristics of different breeds.
Rebalanced shoulder armour pieces and weapons used in tournaments.
Increased the base settlement prisoner limit to 60 from 30 and bonus from each wall level to 30 from 10.
Fixed various horse behaviour problems encountered during the mounted training tutorial.
Fixed a bug that prevented players from restarting a particular section (like melee training) of the training field tutorial.
Fixed a bug that caused shields to enlarge after being dropped.
Fixed a bug that caused banners to be incorrectly shown in some settlements.
Fixed a bug that duplicated heroes in missions if the main agent changed locations through doors.
Fixed a bug that prevented the last-seen info from being updated correctly.
Fixed a bug that caused notables to stand on a chair at Lycaron.
Fixed a bug that caused no recruits to spawn in Tevea when starting a new game.
Multiplayer
Crashes
Fixed a network-related crash that occurred when an agent position was outside of network limits.
Fixed a crash that occurred during the intermission due to long map names.
Fixed a bug that caused a crash on custom servers if they didn't have the "MultiplayerForcedAvatars" folder created.
Design & Balance
Lances can no longer be used to knockdown/dismount players.
Increased all javelin weights by 25% and decreased melee damages by 20% (except for Captain mode). This also results in a slight decrease in throwing damage.
Performance
Improved database performance of the lobby server.
Server & Network
Linux server files & hosting a server on Linux are now available (since v1.0.3).
Improved the custom server join performance.
Fixed a bug that prevented players from joining a custom server after getting kicked due to inactivity.
UI Fixes
Fixed various text areas where some characters would show up as squares (killfeed, server names etc.).
Fixed a bug that caused the gold label in the lobby to not be updated correctly after a match.
Fixed a bug that caused the report player button to be disabled incorrectly.
Fixed a bug that caused cosmetic items to get sorted incorrectly in the Armory tab in Lobby.
Fixed a bug that caused the intermission screen to not work properly in some instances.
Both
Crashes
Fixed a crash that occurred in relation to reversed animations' sampling.
Fixed a crash that occurred when an agent died while using a machine.
Fixed a crash that occurred in relation to item attack usages (especially if using mods).
Audio
Fixed a bug that prevented water collision sounds from working.
Fixed a bug that caused the mangonel reloading sound loop.
Performance
Several performance improvements were made for both battles and the campaign map.
Fixed finalisation order of mission behaviours to prevent certain memory leaks.
Animations
Improved computations of physical forces for ragdoll when an agent dies with an instant ragdoll kill.
Combat
Polearms (including javelins) with a length of 1.2 metres or less, no longer make mounts rear.
Fixed a bug that caused weapon attacks that were blocked by a shield to be considered a shield strike.
Fixed a bug that caused the inflicted damage to not be set when an alternative attack (kick or shield bash) was blocked by a shield.
Other
Fixed a bug that caused the incorrect highlighting of objects when DLSS was enabled.
Fixed a bug that allowed players to swivel the camera into their own heads.
Fixed a bug that caused achievements on Epic Games to not work after some time.
Modding
Improved scene checker code (editor) to detect various spawn path placement issues.
Separated the map camera implementation from the map screen code.
A new attribute is_moving was added to the monster usage system. It allows specifying different actions in moving or stationary situations.
Enabled the ability to give banner tableaus to armour pieces. It works the same way as for shields, banner bearer items etc.
Fixed a bug that caused issues with asset importing if there were two modules with the same ID.
Fixed a bug that caused SpCultures default XML to throw warnings when it has no defined cultures.
Animation clips can now be searched by their flags in the resource viewer.
Increased the ModifiedDamage compression info limits from 500 to 2000 and clamped the out-of-limit damage numbers to the min/max values.
AddGameMenu and GetGameMenu are now public.
Game menu options can now work with related objects.
Fixed a crash that occurred if the main hero spoke with a hero that did not have any conversation lines. They now say a default conversation line instead.
Fixed a crash that occurred when equipping an incorrectly specified banner item called campaign_banner_small.
Fixed a siege crash that was caused by an AI formation not being positioned correctly.
Fixed a crash that occurred when many units died simultaneously (possibly with the kill-all cheat)
Fixed a crash that was caused by an AI general being assigned before the Order of Battle phase.
Fixed a keep battle crash that occurred when reinforcement deployment planning was done incorrectly.
Fixed a siege crash that occurred when the defenders would open the gates to meet the attackers.
Fixed a crash that occurred during the Order of Battle phase when a mounted companion was assigned to lead an empty formation and then ordered to dismount.
Fixed a crash that occurred when changing the governor of a town.
Fixed a crash that occurred after selecting an heir.
Fixed a crash that occurred after disbanding an army from the Kingdom screen.
Fixed an issue that allowed settlements to be entered while under siege, causing crashes.
Fixed a crash that occurred when dying from fall damage inside a castle keep.
Fixed a crash that occurred after completing a battle.
Fixed a crash that occurred when trying to enter the keep after a siege battle.
Fixed a crash that occurred when entering a town while being taken captive.
Fixed a crash that occurred when trying to engage a party that had no troops.
Fixed a console-specific crash that occurred when there was an empty tooltip on the Clan or Kingdom screens.
Fixed a crash that occurred in the save/load menu.
Fixed a crash that occurred when sallying out from a neutral settlement that is under siege.
Fixed a crash that occurred in the siege menu.
Fixed a crash that occurred when taking the Spy Party quest from a hero in an army.
Fixed a crash that occurred when assigning captains to formations during combat.
Fixed a crash that occurred when player characters changed while leading an army.
Fixed a crash that occurred when a player assisted a lord in battle while having an active vassalage offer from that lord.
Fixed a crash that occurred when a clan left its kingdom.
Fixed a crash that occurred in the board game, Seega, when the player or the opponent won by forming a barrier.
Fixed a crash that occurred when a besieger party or army encountered a settlement.
Improved party AI calculations for siege scores for settlements that had a besieger and got attacked by a party.
Fixed a crash that occurred when additional parties from different factions joined a siege as attackers and the diplomatic state of any attacker faction and besieger faction changed.
Fixed a crash that occurred when a non-attached army member joined a map event while being attached to the army at the same time.
Fixed a crash that occurred after completing the Army of Poachers quest with persuasion.
Fixed a crash that was caused by switching menus while there was an ongoing encounter.
Fixed a crash that was caused by the Merchant Caravan quest caravan joining a siege.
Fixed a crash that occurred while starting a new campaign or loading an existing one. (This may resolve crashes even after complete cleanup/reinstalling for some players.)
Fixed a crash that occurred because of bandit parties.
Fixed a party visuals-related crash that occurred while loading the game.
Fixed a crash that occurred when a besieger party was destroyed.
Fixed a crash that occurred when attempting to leave a faction while being in an army with the faction leader.
Fixed a crash that occurred when attempting to load a save while a voiceover file was still playing.
Fixed a crash that occurred when clicking on a marriage offer notification.
Fixed a crash that occurred when a hero that had been sent to solve an issue was wounded in the process.
Fixed a crash that occurred when making peace during a siege.
Fixed a crash in the main storyline that occurred when the conspiracy was activated.
Save & Load
Optimised the save system to reduce the total size of the save file.
Save file sizes now increase linearly. (They used to double over time.)
Minor improvement to save time.
Fixed an issue for old save files that have clans with no leaders.
Localisation
Minor text fixes and localisation updates.
Art
Added a horse trader to the Khuzait town (b) scene.
Sturgia town (g) siege layer improvements.
Vlandia castle (c) siege layer improvements.
Empire town (l) siege layer improvements.
Fixed an issue that caused siege tower orientation to be broken in some locations of Empire town (f).
Three scenes: Sanala, Ataconia Castle and Mecalovea Castle were added to custom battle scenes.
Updated arena spectator characters. They are now normal agents instead of meshes and they have new animations.
Improved various materials.
Added new Empire plate vest armour
Added new Khuzait heavy armour
Fixed a bug that contributed to problems with gaps between the handle and blade of crafted weapons.
Fixed the issue of ballista covers appearing on mangonels at Varnovapol.
Fixed an issue that caused agents to fall through and get stuck in walls at Epicrotea.
Minor scene fixes to Jaculan.
Fixed an issue that caused troops to spawn in buildings at Varcheg.
Fixed missing textures of Old Fur Coat.
Male characters can now wear female clothing without clipping issues.
Achievements
Fixed issues with the "What have the Romans ever done for us", “This is our land” and “Explorer” achievements.
Audio
Fixed a bug that caused the campaign map music to continue on into hideout battles.
Added missing voiceovers for Aserai, Khuzait and Sturgia.
UI Changes
Party Screen Troop Sorting:
Players can now sort both rosters in the party screen by troop Type, Name, Count and Tier.
The last selected sort type is remembered and applied on every party screen initialisation.
By default, heroes are grouped together at the top of the roster.
This change also includes a troop-type rundown added to the party screen. Players now can see how many Infantry, Archers, Cavalry and Horse Archers they have at a glance.
Implemented a Fog of War feature for heroes:
Players now need to meet heroes to unlock some of their critical information.
Skills, traits, family, and owned settlements information are hidden until you meet that hero.
This change affects tooltips, portraits and information shown in the encyclopaedia.
Added new tutorials to help new players:
Includes tutorials for upgrading troops, choosing perks, distributing attribute and focus points, getting companions, ransoming prisoners, civilian equipment, party speed, army cohesion, creating an army, order of battle, crafting and crafting orders, banner item in the inventory, crime, assigning roles in the clan screen, and raiding villages.
Also improved some of the existing tutorial trigger conditions and texts.
Added a tooltip to the disabled "leave kingdom" button in the Kingdom screen while in an army.
Improved rotation in the character creation and weapon smithy screens for gamepads.
Added the ability to open the encyclopaedia from the upgrade and recruit pop-ups in the Party screen.
Added a new map event icon on settlement nameplates to show the sally out stage.
Fixes
Fixed a bug that caused banner effects to show incorrect values in tooltips.
Fixed a bug that caused the "tournament active" icon to stay on the settlement nameplate after a tournament was cancelled.
Fixed a bug that caused the scoreboard to open with the TAB key while in photo mode.
Fixed a bug that could lead to a crash if a decision was cancelled before the voting stage started.
Fixed a bug that caused formation indicators to show incorrect positions after issuing an order in Order of Battle.
Fixed a bug that caused the Order of Battle screen to work incorrectly after starting the battle while the order UI was active.
Battles and Sieges
Fixed preview issues with square and circle formations.
Improvements to prevent troops from falling from castle walls due to overcrowding when teleporting during the Order of Battle phase.
Fixed an issue that caused reinforcement troops to spawn on top of their formations when they could not find a valid spawn position. They'll now spawn on deployment positions specified in the scene.
Fixed troop transfers between formations that were applied due to a previously saved battle configuration triggering player order animation and sound effects.
Fixed an issue that prevented captains from spawning with their formations when a previously saved battle configuration was loaded during deployment.
Fixed an issue which caused formation deployment positions to be placed on positions without an underlying navmesh.
Fixed various issues with the Order of Battle deployment phase when more than two forces participate in a battle.
Fixed an issue with the charge order teleporting all troops to a single position during the Order of Battle phase. Formations that are given a charge order will now stay put and will charge the enemy once the mission starts.
Fixed a problem that could cause attacker AI in siege to stall due to a failed transfer operation.
Logic was added to make nearby formations take control of siege weapons in the event that they are closer than the reinforcements from the initial formation.
Fixed an issue with large formations that caused siege attacker AI to hesitate when deciding to attack enemies or control the walls.
Fixed an issue with the circle formation that caused range units to position themselves outside of the protected centre.
Fixed an issue that caused ranged units to moonwalk towards siege engines while being locked onto a distant target.
Fixed an issue that caused defending agents on top of walls to try climbing down ladders to fight attackers and occasionally fall off due to this.
Fixed a bug in power calculation that caused panicked and fleeing agents to be omitted from the calculation as if they never existed. This caused the defending side to not recognise that they were winning because of the calculation error and as a result, they would not counterattack even after most of the enemy started fleeing.
Fixed an issue with the charge order in sieges that would cause agents to get stuck and walk into walls when no path to the enemy existed. This was due to a bug that prevented the charge order from being correctly modified to raise ladders, and break or open gates.
Fixed an issue with some scenes where the navigation mesh used for the breached state of walls would remain active, causing agents to move incorrectly.
Fixed a bug in fetching the missile range of individual agents that caused ranged formations that were attempting to skirmish to move too close to the enemy before stopping to shoot.
Fixed an AI calculation error caused by siege towers that had finished their movement being omitted from calculations to estimate the enemy assault potential from the side it approached from.
Fixed an issue that caused AI-controlled ranged siege engines to target enemy engines that had already been destroyed.
Fixed an issue that caused AI agents to immediately return to their formation position after walking up to and opening the siege tower.
Fixed an issue that caused AI archer to attempt to use positions with no cover (merlons were destroyed).
Newly spawned reinforcement troops will now prioritise empty formations if they cannot find a suitable formation that matches their troop class. When this happens the empty formation will auto-switch to AI control (delegate order).
Defender agents in most scenes would be too late to meet enemies attacking over ladders or towers due to their waiting position being too far away. Logic was added to anticipate the enemy being close to attacking to compensate for this situation.
The attacking side in sieges now uses only one of the available lanes if their numbers are too few.
Added banner effects to Custom Battle. Custom Battle commanders will now have default banners.
Implemented the sally out ambush mission. Players can now initiate this mission to destroy the besieger AI's siege engines.
Character Development System
Added a new settlement near Lageta named "The Retreat" in which the player can approach a new NPC "The Hermit" and decide to retire from their current campaign either moving on with one of their heirs or concluding their journey completely.
Added a new window where players can see their progress through their campaign at the end of it, presenting many stats such as their kill count, play time, number of troops recruited etc. Players can reach this window; when their clan is destroyed, they decide to retire or when they complete the main storyline.
Changed the description of the Partners in Crime perk as it could be misleading.
Perk Overhaul
All perk descriptions have been rewritten to improve clarity.
Some perks saw improvements to functionality and some had minor tweaks for balance and clarity(Swift Strike, Fleet of Foot, Arrow Deflection, Keep at Bay, Drills, Merry Men, Well Prepared, Throwing Competitions, Strong Arms, Tactical Mastery, Fleet Footed, Forgivable Grievances, Make a Difference, Lead by Example, Trusted Commander, Talent Magnet, Forced Labor, Metallurgist).
15+ perks saw name changes.
Trade tree saw bigger changes:
Reordered some perk effects to make it so that the early game benefiting perks can be unlocked earlier.
Changed the primary perk effect of the “Silver Tongue” perk.
Skill descriptions have been rewritten for clarity.
Changed how the “effect type” is shown on the perk description tooltip.
Fixed a bug that prevented XP gains during multiple mission fights.
Clan and Party
Fixed a bug that prevented wanderers from spawning until the next game load after dismissing a companion.
Fixed a problem that was causing some parties to go in and out to a village if they are willing to stay in the village, causing their visual to be enabled and disabled and making them non-interactable.
Fixed a bug that was causing the wage limit to be unlimited after setting it to 2000 in the Clan screen.
Fixed a bug that teleported governors to multiple settlements.
Alley mechanics have been redesigned and reimplemented. From now on, players will be able to claim alleys after they clear one. They can do so by assigning a clan member who has suitable traits and roguery skills.
Player-owned alleys will provide gold and bandit troops for the player but also generate some crime rating.
Alleys will be attacked by neighbouring gang leaders, and players will have to respond to those attacks in order to keep the alley.
Armies
Fixed an exploit that allowed player army leaders to leave besieged settlements without consequences by disbanding their army.
The AI of parties that are targeting a siege event will be reset when the siege event ends. This fixes the double siege event problem in the same settlement.
Fixed a bug that was causing army influence to be -2000000 :)
Fixed a bug that could disable siege menu buttons due to the player not being recognised as the siege leader.
Fixed a menu text bug that occurred when a higher rank lord joined the player's siege event.
Fixed a bug that was causing the player’s siege to advance to the keep battle even if the player retreated in the mission.
Fixed a bug that gave prisoners to militia parties after sallying out which caused some prisoner heroes to not be found in settlements.
Fixed a bug that prevented attackers from reconsidering multiple siege battle missions after they fled from the battle mission when the player was defending.
The game will now pause and a menu text and menu button conditions will refresh after the siege leader party leaves the map event.
Fixed an issue with influence cost calculations of siege aftermath options.
The player's army will now disband when there is no other party in the army except the player.
Factions will not create armies if they don't have any enemy that has at least one settlement.
Renown and influence bonuses were rebalanced for multiple battle missions. (Multiple battle missions means when the battle size and wave count for the battle is low and the battle size is higher than those--multiple missions are opened for that battle.)
Troop selection was added for keep battles.
(For modding: You can now initialise battle simulation with selected troops.)
The village raid system has been reworked. Instead of rewarding just through the inventory and recruitment pool of the village, village raids now primarily rely on the amount of hearth damage done to the village during the raid.
Rewards come in three categories - Denar which makes a small part of the loot, various everyday goods and the main production of the village.
The combined value of the loot is usually higher than f.e. attacking caravans but the weight can be rather high - especially while raiding villages that produce low-value but a high volume of goods like hardwood and grain. We wanted to increase the viability of raiding but if done for commercial gain we want players to return to towns to sell loot off. This way, players can either raid a village, maybe two, and leave the front lines to make money, or choose to go on a raiding spree for strategic reasons and forgo the income.
Recovery time for villages has also increased.
Forcing supplies and recruits are now also based on village hearths.
After being forced to give supplies or recruits a village will generate less loot through raiding for a while as villagers are alert.
If a raid is completed successfully, it does not give a disorganised state anymore. You only become disorganised when you leave mid-raid.
Kingdoms and Diplomacy
Fixed an issue that allowed minor factions to join a kingdom that it should always be at war with (by design).
Fixed an issue with leader selection after the ruler clan of a faction was eliminated.
Economy and Trade
Fixed an issue with hero tooltips showing incorrect workshop ownership.
Settlement Actions (Town, Village, Castle and Hideout)
Fixed a bug where a clan member could be invited to play a board game in an incorrect location.
Fixed a bug that caused the player party to be ejected from their current settlement due to an unrelated peace between other factions.
Wanderer life cycle was changed. Players can now find at least 1 of each wanderer type in the world at all times.
Quests & Issues
Fixed a bug where no recruits would spawn in Tevea when starting a new game.
Fixed a bug that incorrectly cancelled a quest upon the conquest of a settlement.
Fixed a bug where you would get an incorrect journal log while doing the "Art of the Trade" quest.
Fixed a bug where the “Conquest of a Settlement” quest wouldn't reward the correct amount of gold.
Fixed minor issues with a variety of quests.
Added exclamation marks to "Spy Among Us" and "Inn and Out" quest menu buttons and agents.
Fixed a couple of inconsistencies for the required troop tiers of alternative solutions.
Fixed a bug that caused the "Family Feud" quest dialogue to get stuck in a loop.
Lord needs Tutor quest success consequences are changed.
Players will gain 25 relation with the quest giver instead of 15.
Players will gain 15 relation with the pupil hero.
Players will gain 5 renown.
Consequences for criminal actions towards the quest giver's clan's villages updated. This now causes -5 relationship penalty with quest giver, -50 experience penalty to Honor trait.
Timeout consequences of Headman Needs Grain quest updated:
5 relation penalty with the quest giver
-3 relation penalty with the other notables in the quest village
Issue frequency changed to rare from common.
Escort Merchant Caravan quest changes:
Caravan destroyed by main hero quest log text updated.
Attacking quest caravan consequences changed:
10 relationship penalty with quest giver
10 power penalty to quest giver
80 Honor experience to main hero
20 prosperity penalty to quest giver's settlement
Cancel by war quest log text updated.
Fixed a bug that caused tracks from bandit parties to be removed immediately.
Timeout consequences changed:
5 power penalty to quest giver
5 relation penalty with quest giver
20 Honor experience penalty to main hero
20 prosperity penalty to quest giver's settlement
Train troops issue/quest updates:
Success log added for alternative solution.
Game pauses now when the decision pop-up is opened to complete the quest.
Village needs grain issue/quest fixes & changes.
The issue now only appears in villages whose type is "Wheat Farm".
Issue frequency changed to rare from common.
Relation penalty added with other notables in the issue village if the quest fails.
Escort Merchant Caravan issue/quest changes.
Various quest log updates.
Fixed a bug that caused the quest bandit party to be immediately untracked.
War declaration against quest giver's kingdom consequences updated.
Improved the quest progress updates for the Headman Needs Grain Seeds quest.
Fixed the bug that prevents updating troop count in the "Train Troops" quest log.
Fixed an issue that caused guards to spawn behind the gate on Gang Leader Needs Weapons quest at Syronea.
Fixed issues in the main storyline that occurred when the player became the leader of an existing faction.
Conversations & Encounters
Fixed a missing text in bandit encounter conversations.
Made various improvements to conversations by reviewing and reassigning poses & expressions based on the animation content introduced in recent patches.
These were also used in updated default poses for NPC encyclopedia entries.
Other
Updated length stats of all mounts to highlight the characteristics of different breeds.
Fixed a bug that prevented some mounted agents from accelerating to gallop.
Rebalanced some shoulder armour pieces and weapons used in single-player tournaments.
Crowns were added to the starting rulers.
Some shoulder armour pieces and weapons used in single player tournaments were rebalanced.
Fixed behaviour problems for the mounted training field horse.
Fixed an issue that could prevent players from restarting a particular section (like melee training) of the training field tutorial.
Fixed a bug that caused shields to sometimes become huge in size after being dropped.
Fixed cases where crime rating was applied incorrectly.
Increased base settlement prisoner limit to 60 from 30 and bonus from each wall level to 30 from 10.
Fixed an issue where banners were not properly shown in some settlements
Fixed a bug that duplicated heroes in missions if the main agent changed locations through doors.
Fixed a bug that could prevent the last seen info from being updated properly.
Added concept page for crime and caravans
Fixed an issue causing notables to stand on a chair at Lycaron.
Multiplayer
Crashes
Fixed a network-related crash that occurred when an agent position was outside of network limits.
Fixed a crash that happened during the intermission due to long map names.
Design & Balance
Lances in Multiplayer can no longer be used to knockdown/dismount players.
All Javelin weights are increased by 25% and melee damages are decreased by 20% (except for Captain mode).
As a result of these changes, you can expect a slight decrease in throwing damage too.
Performance
Increased database performance for lobby server.
Server & Network
Fixed a bug that prevented players from joining a custom server after getting kicked due to inactivity.
Increased custom server join performance.
Linux server files are available (since 1.0.3)
UI Fixes
Fixed various text areas where some characters would show up as squares (killfeed, server names etc.).
Fixed a bug that caused the gold label in the lobby to not be updated correctly after a match.
Fixed a bug that caused the report player button to be disabled incorrectly.
Fixed a bug that caused cosmetic items to get sorted incorrectly in the Armory tab in Lobby.
Fixed a bug that caused the intermission screen to not work properly in some instances.
Fixed a bug that caused a crash on custom servers if they didn't have "MultiplayerForcedAvatars" folder created.
Fixed a bug which hindered the ability to view a troop's encyclopaedia page from the upgrade pop-up of the Party page.
Both
Crashes
Fixed a crash related to reversed animations' sampling.
Fixed a crash that occurred when an agent died while using a machine.
Fixed a bug related to item attack usages, which was causing the game (especially if it was modded) to crash.
Optimisation
Fixed finalisation order of mission behaviours to prevent certain memory leaks.
Audio
Fixed problems with water collision sounds.
Fixed an issue with the mangonel reloading sound loop.
Performance
Several performance improvements were made for both battles and the campaign map.
Animations
Improved computations of physical forces for ragdoll when an agent dies with an instant ragdoll kill.
Combat
Fixed an issue that caused weapon attacks that were blocked by a shield to be considered a shield strike.
Fixed a bug that caused inflicted damage to not be set when an alternative attack (kick or shield bash) was blocked by a shield.
Polearms (including javelins) with a length of 1.2 meters or less, no longer make mounts rear.
Other
Fixed a bug that caused the incorrect highlighting of objects when DLSS was enabled.
Fixed a bug that allowed players to swivel the camera into their own heads.
Fixed a bug that caused achievements on Epic Games to not work after some time.
Modding
Improved scene checker code (editor side) in order to detect various spawn path placement problems.
The map camera implementation was separated from the map screen code for easier modding.
A new attribute is_moving was added to the monster usage system. It allows specifying different actions in moving or stationary situations.
Enabled the ability to give banner tableaus to armor pieces. This change adds native support for armor pieces to have banner textures. It works the same way as shields, banner bearer items etc.
Fixed a bug that caused issues with asset importing if there were two modules with the same id.
Fixed SpCultures default xml to throw warnings when it has no cultures defined.
Animation clips can now be searched by their flags in the resource viewer.
Increased the ModifiedDamage compression info limits from 500 to 2000 and clamped the out of limit damage numbers to the min/max values
AddGameMenu and GetGameMenu are now public
game menu options can work with related objects.
Fixed a crash that happens if the main hero talks with a hero that does not have any proper conversation lines. Now he/she says a default conversation line if proper dialog lines were not added.
Fixed a crash that occurred on screens with thumbnails.
Multiplayer
Crashes
Fixed a dedicated server crash that occurred due to data corruption in relation to corpse creation.
Initial Beta Changelog:
Singleplayer
Crashes
Fixed a crash that occurred due to the AI general formation not being positioned correctly at the beginning of siege battles.
Fixed a crash that occurred due to the animation system.
Fixed a crash that occurred after battles.
Fixed a crash that occurred due to being able to enter towns during a siege.
Fixed a crash that occurred due to a modding-related bug even after completely removing all mods / reinstalling the game.
Fixed a crash that occurred when the player was navigating through inventory, encyclopedia or party screen.
Fixed a crash that occurred when using mods that had dot characters in their module name.
Fixed a crash that occurred on PS5 due to a memory issue.
Fixes
Fixed a memory leak that occurred when returning to the main menu.
[PS] Fixed a bug that caused a save to get corrupted when overwriting save files. Old saves might still be corrupted when overwriting (this includes auto-save), so make sure to create a new save file (choose "save as") for any existing saves that you want to safeguard.
[PS] Fixed a bug that prevented the deletion of corrupted save files.
[PS4] Reduced the save file limit from 32 to 16 to allow for larger files without corruption.
If you have more than 16 save files, this will not delete your files. It will only prevent you from creating new files until you are below 16 again. You can overwrite all existing files.
Changes
Siege Engine Changes
Decreased the minimum firing range of all mangonels, allowing them to shoot closer targets. This also makes higher walls not so detrimental for defending mangonels.
Regular mangonels with multiple projectiles
Increased the number of projectiles.
Decreased the single-hit damage of each stone.
Decreased the damage area of each projectile.
Regular mangonels are still effective against troops but no longer overshadow their fire mangonel counterparts.
Fire mangonels
Slightly increased the area of effect.
Increased the damage reduction towards the edges of the hit area.
Increased the hit damage of a projectile.
It’s harder to hit enemy engines or formations with them in comparison to the regular mangonel but the payout is much better. Not every unit hit by the fire mangonel will die due to the increased damage reduction towards the edges of the hit area.
AI targeting behaviour of mangonels
Mangonels now prioritize the battering ram and siege towers when choosing a target. Afterwards, they try to attack clumps of enemies.
Fire mangonels now primarily target enemy troops.
Trebuchets
Increased the number of projectiles.
Decreased the single-hit damage of each stone.
Decreased the damage area of each projectile.
We are working on further improvements to them.
Battering rams and siege towers
Increased the hit points of battering rams and siege towers (to compensate for the decreased mangonel minimum range).
AI behaviour of ranged siege engines
The AI now properly leads targets.
Improved the overall accuracy calculation, resulting in fewer over or undershooting.
Adjusted the target boxes of siege towers. Defending mangonels can now target them when they are closer.
Troop AI Changes
Attacking archers now use line formation spacing instead of tight formation spacing when taking positions.
Defending troops now start on walls as the siege begins.
Multiplayer
Crashes
Fixed a crash that occurred due to shield inverse kinematics not being fully synchronized with the server.
Fixed a server crash that occurred on crowded servers when picking up an item from the ground.
Fixed a crash that occurred due to the AI general formation not being positioned correctly at the beginning of siege battles.
Fixed a crash that occurred due to the animation system.
Fixed a crash that occurred after battles.
Fixed a crash that occurred due to being able to enter towns during a siege.
Fixed a crash that occurred due to a modding-related bug even after completely removing all mods / reinstalling the game.
Fixed a crash that occurred when the player was navigating through inventory, encyclopedia or party screen.
Fixed a crash that occurred when using mods that had dot characters in their module name.
Fixed a crash that occurred on PS5 due to a memory issue.
Fixes
Fixed a memory leak that occurred when returning to the main menu.
[PS] Fixed a bug that caused a save to get corrupted when overwriting save files.
[PS] Fixed a bug that prevented the deletion of corrupted save files.
[PS4] Reduced the save file limit from 32 to 16 to allow for larger files without corruption.
If you have more than 16 save files, this will not delete your files. It will only prevent you from creating new files until you are below 16 again. You can overwrite all existing files.
Changes
Siege Engine Changes
Decreased the minimum firing range of all mangonels, allowing them to shoot closer targets. This also makes higher walls not so detrimental for defending mangonels.
Regular mangonels with multiple projectiles
Increased the number of projectiles.
Decreased the single-hit damage of each stone.
Decreased the damage area of each projectile.
Regular mangonels are still effective against troops but no longer overshadow their fire mangonel counterparts.
Fire mangonels
Slightly increased the area of effect.
Increased the damage reduction towards the edges of the hit area.
Increased the hit damage of a projectile.
It’s harder to hit enemy engines or formations with them in comparison to the regular mangonel but the payout is much better. Not every unit hit by the fire mangonel will die due to the increased damage reduction towards the edges of the hit area.
AI targeting behaviour of mangonels
Mangonels now prioritize the battering ram and siege towers when choosing a target. Afterwards, they try to attack clumps of enemies.
Fire mangonels now primarily target enemy troops.
Trebuchets
Increased the number of projectiles.
Decreased the single-hit damage of each stone.
Decreased the damage area of each projectile.
We are working on further improvements to them.
Battering rams and siege towers
Increased the hit points of battering rams and siege towers (to compensate for the decreased mangonel minimum range).
AI behaviour of ranged siege engines
The AI now properly leads targets.
Improved the overall accuracy calculation, resulting in fewer over or undershooting.
Adjusted the target boxes of siege towers. Defending mangonels can now target them when they are closer.
Troop AI Changes
Attacking archers now use line formation spacing instead of tight formation spacing when taking positions.
Defending troops now start on walls as the siege begins.
Multiplayer
Crashes
Fixed a crash that occurred due to shield inverse kinematics not being fully synchronized with the server.
Fixed a server crash that occurred on crowded servers when picking up an item from the ground.
With the holidays approaching fast, don't miss your chance to get Bannerlord at a massive 30% discount! You can also pick up all previous Mount & Blade titles with 75% off up until the 5th of January.
We wish you a wonderful Christmas and a happy holiday season!
Mount & Blade II: Bannerlord has been nominated for the Most Innovative Gameplay Steam Award of 2022 thanks to all of your votes so far!
Alongside the games Teardown, Stray, Neon White and Dome Keeper we're now in the final stage of the voting process for this category. You can view all of the nominees and cast your vote until January 3rd at 9 AM Pacific time here:
We are happy to announce the release of Mount & Blade II: Bannerlord’s Digital Companion as well as its Digital Deluxe Edition, which consists of both the game and the new application.
The Companion includes a beautifully illustrated and voiced story journal, which explores the world of Calradia from a new perspective. Inspired by Marco Polo’s and Ibn Battuta’s travel books, it follows the journey of Asoios across Calradia, a scribe tasked by Istiana with travelling the lands and reporting his observations to her.
A hand-drawn map of the game world with many little details and a selection of concept art for every culture will allow for your own exploration as well. Coupled with pictures of the development & developers, these offer a glance behind the scenes of the creative process that brought forth the acclaimed and long-anticipated sequel to Warband.
Finally, the application includes a collection of the game’s music that you can listen to while exploring the content. In celebration of our recent launch and as a thank you for your support throughout the early access, we are gifting the Companion to everyone that has purchased the game on PC up until this time.
Going forward, the Companion will be available for $9.99 /€9.99 and the Digital Deluxe edition for $59.99 /€59.99 - though there will be a launch discount of 30% on PC and 20% on consoles during the holiday season (until January 5th).
On Steam and GoG, owners will be able to select the Companion from within the game’s launcher. If you purchase it on Epic, Windows Store or consoles, it will appear as a separate application in your library.
The Digital Companion texts are fully localized to all the languages available in the game.
We hope that you will enjoy our (slightly premature) Christmas present and are looking forward to seeing you in our next development update!
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.