Feb 4, 2021
Dust to the End - ZJOY GAME
Base Value Adjustment
· Increased the power value of power room
· Increased the safety value of room connection
· Reduced the power consumption of some rooms
· Adjusted the cost of building materials for Residences and Solitary Cells
· Added the display of the profit percentage of Trading room
· Fixed the left UI

Adjusted
· Adjusted the heavy machine gun skill, greatly increasing the damage

Added
· Added non-combatant and combatant tips


Fixed
· Fixed the unlimited refresh of green equipment in black market
· Fixed the bug that when removed trading room ,the automatic sell is still on
· Fixed the bug that the vehicle disappears after being put into the garage
· Fixed the bug that some bases could not be compatible with the new version
Feb 4, 2021
Mount & Blade II: Bannerlord - Callum

Main e1.5.7

Latest Changes:

Singleplayer
  • Fixed a bug that caused trees to disappear at short viewing distance on the campaign map.
  • Fixed a bug that enabled eliminated clans to propose kingdom decisions.
  • 'Preventive Medicine' perk now works after successful hideout assaults.
  • Fixed a bug that caused the 'Famous Commander' perk secondary bonus to not work for recruits and mercenaries.
  • Fixed a bug that caused the education focus point rewards to not be applied to the child.
  • Fixed education notifications triggering in games with ageing disabled.
  • Removed non-civilian weaponry from civilian starting equipment sets.
  • Removed skill templates that override already present character skills.
  • Fixed and implemented perks in Steward, Roguery, Tactics and Trade.
  • Fixed a bug that changed disbanding parties' names to 'unnamedParty'.
  • Fixed a crash that occurred on load when a disbanding party remained in an army.
  • Fixed a bug that caused the Sturgian Female Nobles to fight in battles without their armour.

Multiplayer
  • Fixed a bug that caused the game to end with the wrong side winning when a player killed an enemy in overtime.
Combat Changes
  • Increased damage multiplier for ‘Bonus Damage to Shields’ effect on weapons (all axes and some 2-handed weapons).
  • Captain Mode: Bonus Damage to Shields multiplier increased from no bonus damage (1x) to 1.25x
  • All other Modes: Bonus Damage to Shields multiplier increased from 2x to 2.5x
  • Slightly increased base accuracy for Mounted Archery.
Equipment Changes
  • New Shields:
    • Bronze Reinforced Highland Large Shield
      • Hit Points: 90
      • Armour: 5
      • Weight: 1.2
    • Iron Reinforced Highland Large Shield
      • Hit Points: 140
      • Armour: 5
      • Weight: 2
    • Leather Bound Kite Shield
      • Hit Points: 80
      • Armour: 5
      • Weight: 1.2
    • Worn Kite Shield
      • Hit Points: 80
      • Armour: 5
      • Weight: 1.2
  • New Bow:
    • Guard’s Bow
      • Accuracy: 95
      • Damage: 63
      • Speed: 80
  • Crossbow damages decreased:
    • Light Crossbow Damage decreased from 65 to 60.
    • Crossbow Damage decreased from 78 to 72.
    • Arbalest Damage decreased from 90 to 85.
  • Menavlion damages decreased:
    • Menavlion damage decreased from 120 to 109.
    • Long Menavlion damage decreased from 125 to 118.
    • Heavy Menavlion damage decreased from 158 to 151.
    • Cavalry Menavlion damage decreased from 118 to 110.
  • Highland Twohanded Woodcutter's Axe damage decreased from 95 to 84.
  • Eastern Heavy Mace damage increased from 59 to 69.
  • Eastern Infantry Club damage increased from 39 to 43.
  • Imperial Heavy Axe swing speed decreased from 98 to 93.
  • Throwing Weapon Damages increased:
    • Javelin damage increased from 34 to 40.
    • Imperial Javelin damage increased from 45 to 50.
    • Light Javelin damage increased from 25 to 27.
    • Francesca damage increased from 44 to 51.
    • Highland Javelin damage increased from 46 to 51.
    • Northern Fish Harpoon damage increased from 33 to 38.
    • Reinforced Northern Fish Harpoon damage increased from 49 to 55.
    • Jereed damage increased from 52 to 55.
    • Southern Throwing Axe damage increased from 49 to 55.
    • Northern Throwing Axe increased from 34 to 40.
  • Desert Oval Shield:
    • Hitpoints decreased from 160 to 100.
    • Armour decreased from 15 to 5.
    • Weight decreased from 3.2 to 1.2.
  • Decorated Oval Shield:
    • Hitpoints increased from 125 to 140.
    • Armour increased from 10 to 15.
    • Weight decreased from 4.7 to 3.
  • Footman's Wicker Shield
    • Hitpoints increased from 190 to 230
    • Armour increased from 12 to 15

Troop Changes
  • All Skirmishers:
    • Improved acceleration when running.
    • Slightly improved Combat Movement Speed.
    • Captain Mode: Increased Ranged AI level.
  • All Shock Troops:
    • Removed default Small Heater Shield.
  • All Archers:
    • Captain Mode: Increased Ranged AI level.
  • All Cavalries:
    • Decreased health for all horses by 20.
    • Decreased armour for cavalry:
      • -4 for light cavalry
      • -8 for heavy cavalry
    • Increased troop counts for captain mode:
      • +2 for light cavalry
      • +1 for heavy cavalry
  • Aserai
    • Tribal Warrior:
      • Larger Shield perk now equips Decorated Oval Shield instead of Desert Oval Shield.
    • Skirmisher:
      • Starts with default Desert Oval Shield.
      • Default two 4-stack Javelins have been merged into one 8-stack Javelin.
      • The two 3-stack Jereed granted by Better Javelins Perk have been merged into one 6-stack Jereed.
      • Light Shield Perk is changed to Jereed Perk, grants additional Jereed.
      • Large Shield Perk is changed to Stronger Shield Perk, grants Decorated Oval Shield.
    • Beduin:
      • Decreased Barding armour value from 4 to 0.
      • Increased troop count from 10 to 13.
      • Desert Horse health decreased from 200 to 180.
      • Nahasan health decreased from 200 to 180.
      • Husnphree health decreased from 280 to 260.
    • Mamluke:
      • Decreased barding armour value from 25 to 17.
      • Increased troop count from 7 to 8.
      • Decreased Improved Barding Perk armour value from 42 to 34.
      • Barb Horse health decreased from 235 to 215.
      • Tough Nahasan health decreased from 230 to 210.
      • Agile Barb Horse health decreased from 230 to 210.
  • Battania
    • Wildling:
      • Starts with default Bronze Reinforced Highland Large Shield instead of Highland Scout's Shield.
      • Large Shield Perk is changed to Stronger Shield Perk, grants Iron Reinforced Highland Large Shield.
    • Savage:
      • Improved acceleration when running.
    • Oathbound:
      • Armour increased from 43 to 46.
      • Combat Speed decreased from 0.9 to 0.8.
    • Mounted Warrior:
      • Decreased barding armour from 8 to 3.
      • Increased troop count from 11 to 13.
      • Decreased improved barding Perk armour from 29 to 21.
      • Dale Pony health decreased from 215 to 195.
      • Agile Dale Pony health decreased from 215 to 195.
      • Fell Pony health decreased from 260 to 240.
  • Empire
    • Recruit:
      • Starts with default Leather Bound Kite Shield.
      • Small Shield Perk is changed to Stronger Shield Perk, grants Light Oaken Kite Shield.
    • Legionary:
      • Armour increased from 41 to 44.
      • Combat Speed increased from 0.7 to 0.8.
      • Running Speed increased from 78 to 79.
    • Palatine Guard:
      • Crossbow Perk is changed to Light Crossbow Perk.
    • Courser:
      • Decreased barding armour from 4 to 0.
      • Increased troop count from 9 to 11.
      • Courser health decreased from 220 to 200.
      • Midlands Palfrey health decreased from 220 to 200.
      • Danustica Horse decreased from 220 to 200.
    • Cataphract:
      • Decreased barding armour from 43 to 35.
      • Increased troop count from 7 to 8.
      • Imperial Warhorse health decreased from 265 to 245.
      • War Courser health decreased from 250 to 230.
      • Imperial Charger health decreased from 255 to 235.
  • Khuzait
    • Rabble:
      • Improved acceleration when running.
    • Spear Infantry:
      • Armour increased from 23 to 28.
      • Combat Speed increased from 0.8 to 0.9.
      • Slightly improved acceleration when running.
    • Steppe Bow:
      • Stronger Bow Perk grants Recurve Bow instead of Short Bow.
    • Khan’s Guard:
      • Faster Bow Perk is changed to Stronger Bow Perk, grants Guard’s Bow.
    • Nomad:
      • Decreased barding armour from 4 to 0.
      • Increased troop count from 10 to 13.
      • Steppe Horse health decreased from 190 to 170.
      • Tarpan health decreased from 190 to 170.
      • Steppe Charger health decreased from 190 to 170.
    • Mounted Archer:
      • Decreased barding armour from 4 to 0.
      • Increased troop count from 9 to 11.
      • Steppe Saddle Horse health decreased from 200 to 180.
      • Steppe Tough Horse health decreased from 225 to 205.
    • Lancer:
      • Decreased barding armour from 40 to 32.
      • Increased troop count from 7 to 8.
      • Steppe Warhorse health decreased from 220 to 200.
      • Makeb Horse health decreased from 265 to 245.
  • Sturgia
    • Brigand:
      • Starts with default Worn Kite Shield instead of Northern Kite Shield.
    • Berserker:
      • Improved acceleration when running.
    • Varyag:
      • Armour increased from 39 to 42.
      • Running Speed increased from 78 to 79.
    • Hunter:
      • Two-Handed Axe Perk changed to Long Sword Perk, grants Northern Sword.
    • Raider:
      • Decreased barding armour from 15 to 8
      • Increased troop count from 9 to 11
      • Trotter health decreased from 210 to 190
      • Tyal Horse health decreased from 250 to 230
    • Druzhinnik:
      • Decreased barding armour from 20 to 18
      • Increased troop count from 7 to 8.
      • Decreased improved barding Perk armour from 44 to 36.
      • Sturgian Hunter health decreased from 245 to 225.
      • Tougher Tyal Horse health decreased from 270 to 250.
  • Vlandia
    • Peasant Levy:
      • Improved acceleration when running.
    • Sergeant:
      • Armor increased from 37 to 40.
      • Running Speed increased from 78 to 79.
    • Arbelist:
      • Troop Count increased from 15 to 16.
    • Sharpshooter:
      • Troop Count increased from 10 to 11.
    • Vanguard:
      • Decreased barding armour from 4 to 0.
      • Increased troop count from 9 to 11.
      • Decreased improved barding Perk armour from 30 to 22.
      • Saddle Horse health decreased from 220 to 200.
      • Hunter health decreased from 220 to 200.
      • Jaculan Horse health decreased from 220 to 200.
    • Knight:
      • Decreased barding armour from 44 to 36.
      • Increased troop count from 7 to 8.
      • Charger health decreased from 230 to 210.
      • Faster Charger health decreased from 230 to 210.
      • Brawler health decreased from 270 to 250.

Previous Beta Hotfixes:

21/01/21
Singleplayer
  • Fixed a crash related to trade penalties that were occurring when engaging looters.
  • Fixed the Duelist perk secondary effect, rewarding 300 renown for tournaments.
  • Fixed the issue with the sorting feature not working as intended.

Multiplayer

Combat Changes
  • All non-throwable spears can now be braced.
Troop Changes
  • Aserai
    • Skirmisher
      • Troop Count value increased from 18 to 19.
    • Tribal Warrior
      • Troop Count value increased from 22 to 23.
    • Guard
      • Troop Count value decreased from 16 to 15.
    • Archer
      • Troop Count value increased from 15 to 17.
  • Battania
    • Savage
      • Troop Count value decreased from 18 to 16.
  • Empire
    • Menavlion Infantry
      • Troop Count value decreased from 16 to 15.
    • Archer Militia
      • Troop Count value increased from 15 to 16.
  • Khuzait
    • Steppe Bow
      • Troop Count value increased from 15 to 17.
  • Vlandia
    • Voulgier
      • Troop Count value decreased from 17 to 16.

18/01/21
Singleplayer
  • Fixed a crash that occurred when an uninitialised inverse kinematics data was accessed for human characters.
  • Fixed a crash that occurred after the declaration of war in the 'Spy Among Us' quest.
  • Fixed bugged Athletics, Riding, Throwing, Polearm and One-Handed perks.
  • Fixed an issue with siege icons on settlement nameplates not working correctly. Siege icons will now disappear correctly after a siege on the Campaign map. Also, added the missing siege icon for the preparation phase.
  • Fixed discrepancies towards body armour weights.
  • Fixed an issue that granted clan influence from dead clan members with the Immortal Charm perk.
  • Fixed misspelt settlement names on the campaign map.
  • Fixed an issue that led to uninitialised temporary parties that could hold nobles prisoner to exist longer than intended.
  • Fixed an issue that prevented melee combat effects (knockback, knockdown, dismount) from working properly.
  • Disabled the ability for riders to rear their mount when it is already rearing due to a collision or from taking damage.
  • Fixed an issue with the heir menu not opening if the main hero dies while laying siege.
  • Added one-click orders to F4 through F9 keys. Players can now give:
    • F4 - Toggle Fire
    • F5 - Toggle Mount
    • F6 - Toggle AI
    • F7 - Face Direction
    • F8 - Shield Wall
    • F9 - Line Formation orders

Multiplayer
  • Fixed a UI crash that occurred when logging in or out.
  • Fixed various spots that let troops fall through in the Ebereth Hillfort Captain Mode map.
  • Fixed a couple of map related bugs on Captain mode maps Druimmor Forest and Cliffs of Akkalat.
  • Disabled the ability for riders to rear their mount when it is already rearing due to a collision or from taking damage.
Combat Changes
  • Spears used on foot now deal damage earlier.
  • Thrust attacks now hit for perfect damage earlier.
Weapon Changes
  • New Weapon:
    • Highland Noble Two-Handed Sword (Fian)
      • Swing Speed: 91
      • Damage: 99
      • Length: 105
    • Empire Polearm (Palatine Guard)
      • Swing Speed: 76
      • Damage: 103
      • Length: 163
  • Aserai Mace Swing Speed value decreased from 94 to 89.
  • Aserai Heavy Mace Swing Speed value decreased from 87 to 86.
  • Southern Pike (Aserai):
    • Thrust Speed value increased from 89 to 91.
    • Damage value increased from 39 to 44.
  • Battania Mace Swing Speed value decreased from 97 to 91.
  • Highland Two-Handed Sword (Fian):
    • Swing Speed value decreased from 96 to 88.
    • Damage value decreased from 103 to 93.
  • Highland Pike (Battania)
    • Thrust Speed value increased from 88 to 89.
    • Damage value increased from 36 to 40.
  • Empire Mace Swing Speed value decreased from 92 to 87.
  • Empire Heavy Mace Swing Speed value decreased from 88 to 87.
  • Khuzait Heavy Mace Swing Speed value decreased from 88 to 87.
  • Eastern Pike (Khuzait)
    • Thrust Speed value increased from 89 to 91.
    • Damage value increased from 38 to 42.
  • Sturgia Mace Swing Speed value decreased from 92 to 88.
  • Vlandian Mace Swing Speed value decreased from 96 to 91.
  • Awl Pike (Vlandia)
    • Thrust Speed value increased from 91 to 92.
    • Damage value increased from 37 to 41.
  • Light Crossbow Damage value decreased from 70 to 65.
  • Crossbow Damage value decreased from 85 to 78.
  • Arbalest Damage value decreased from 95 to 90.
Troop Changes
  • Aserai
    • Skirmisher
      • Speed value increased from 82 to 83.
      • Troop Count increased from 17 to 18.
    • Tribal Warrior
      • Speed value increased from 78 to 79.
      • Troop Count increased from 21 to 22.
  • Battania
    • Clan Warrior
      • Speed value increased from 81 to 82.
    • Savage
      • Speed value increased from 83 to 84.
    • Wildling
      • Speed value increased from 82 to 83.
    • Fian
      • Replaced Falx Perk with Better Sword Perk. Grants Highland Noble Two-Handed Sword.
  • Empire
    • Recruit
      • Speed value increased from 82 to 83.
    • Legionary
      • Speed value increased from 77 to 78.
    • Palatine Guard
      • Replaced Menavlion Perk with Polearm Perk. Grants Empire Polearm.
  • Khuzait
    • Rabble
      • Speed value increased from 80 to 81.
    • Spear Infantry
      • Speed value increased from 78 to 79.
  • Sturgia
    • Warrior
      • Speed value increased from 78 to 79.
      • Troop Count decreased from 20 to 19.
    • Brigand
      • Speed value increased from 82 to 83.
    • Berserker
      • Speed value increased from 82 to 83.
      • Troop Count decreased from 17 to 16.
    • Varyag
      • Speed value increased from 77 to 78.
  • Vlandia
    • Peasant Levy
      • Speed value increased from 81 to 82.
    • Sergeant
      • Speed value increased from 77 to 78.

Initial Beta Changelog:

Singleplayer

Crashes
  • Fixed a crash that occurred after Tacteos was rescued in the tutorial phase.
  • Fixed a crash that occurred when entering some Empire villages.
  • Fixed a crash that occurred during scene load due to the navigation mesh.
  • Fixed a crash that occurred while recruiting a mercenary company from a neutral army.
  • Fixed a crash that occurred after attacking caravans or villagers as a mercenary.
  • Fixed a crash related to the press and hold function while picking up items with the 'F' key.
  • Fixed a bug that caused the game to crash during barter.
  • Fixed a crash that occurred when a companion was solving the 'Help With Outlaws' quest.

Performance
  • Fixed the rendering of snow on some places of the world map.
  • Fixed a memory leak which occurred after entering a field battle.
  • Optimised memory allocations to reduce frame drops on the world map.
  • Campaign performance improvements.

Save & Load
  • Reduced save time.
  • Save game optimisation.

Localisation
  • Minor text fixes.
  • Turkish language updates.
  • Chinese language updates.

Art
  • Added two new Sturgian light armours.
  • Added a new Battanian scale armour.
  • Visual improvements to two swamp and one highland battle terrain.
  • Visual improvements to some Battanian houses.
  • Fixed various armour and helmet clipping issues.
  • Visual improvements to Vlandia arena models.
  • Visual improvements to various interior building models.
  • Fixed a bug that caused too many beggar agents to spawn.
  • Civilian navmesh fixes for vlandia_castle_005a.
  • Improved player clan member spawning locations in settlements.
  • Various village improvements.
  • Improvements on some materials and textures.

Animations
  • Fixed a bug that caused agents to walk unusually fast in some cases.

UI
Changes
  • Map conversations now support voice lines.
  • Improved the information shown in the Kingdom/Fiefs tab.
  • Text input queries now autofocus on the input automatically.
  • Moved estimated GPU memory usage to the right side for better presentation.
  • Added keyboard/gamepad shortcuts to custom battle and save/load screens.
  • Separated Performance options into different categories to better represent these options.
  • The overall quality option is now at the top.
  • Added colours to troop portraits in the party screen.
  • Parties joining an army will no longer lose trackers that they had before joining the army.
  • Face generation tabs can now be navigated with shortcuts.
  • Added a tooltip to heir selection popup to better inform the player about the possible heroes' skills and attributes before selecting an heir.
Fixes
  • Fixed search results in the encyclopaedia search not showing up after certain characters.
  • Fixed a bug that prevented the transfer of hero prisoners on some party screens.
  • Fixed a bug that caused the immediate escape of donated prisoners.
  • Fixed an overlapping issue in crafting smithing hero selection.
  • Fixed a visual bug that caused game menu item text to go out of bounds.
  • Fixed a visual bug that caused the completed check mark to not show on the quest screen.
  • Fixed a visual bug that caused governor name text to show up incorrectly on town management.
  • Fixed a bug that caused a visual element to not show up on the quests screen.
  • Fixed a bug that caused the 'You're leaving loot behind' warning to show up in caravan trade inventory screens.
  • Fixed a bug that caused the wall level icon to not show up on the settlement overlay.
  • Fixed inconsistent hero portraits in the Town Management governor selection.
  • Fixed a bug that caused wrong usage names to show up in Crafting/Smithing.
  • Fixed a bug that caused the main hero to not be selected as default in the Character Development screen after an heir takes over.
  • Fixed some text problems that occurred when inspecting a dead lord's encyclopaedia page.
  • Fixed Battanian cultural bonus text.

Battles and Sieges
  • World map preparation phase of sieges is now 33% longer.
  • The 'being wounded' chance has been reduced by 10% for non-hero troops in all battles when knocked out.
  • Fixed an issue with horse archers being spawned too close to each other.
  • Fixed a bug that caused siege ladders to stand in the air when raised.
  • Fixed an issue that prevented wounded troops with low morale from deserting.

Character Development System
  • Implemented 31 engineering campaign perk effects.
  • The passive XP given by perks 'Raise the meek' and 'Combat tips' was reduced.
  • Force villager parties, caravans and villages to give goods now gives Roguery XP.
  • Attacking caravans and villager parties now awards Roguery XP correctly.
  • Fixed a bug that caused trade skill gains when discarding items.
  • Fixed a bug that caused player traits to disappear.
  • Fixed XP gain from friendly fire.
  • Fixed several bugs in Scouting, Steward, Trade, Tactics and Roguery perks.
  • Fixed some issues related to Medicine, Leadership, Crossbow and Two-Handed skill campaign effects.

Clan and Party
  • Players can now educate their clan's children through six different education stages. These stages will trigger at the age of 2, 5, 8, 11, 14 and 16. Each stage will present different options that improve the child's skills and attributes. Stages are accessible via the right-side circle notifications.
  • NPC parties upgrade troops more effectively now and are more likely to try and reach cavalry troops if they have a lower cavalry to infantry/ranged ratio.
  • XP needed to upgrade higher tier troops was slightly increased.
  • Fixed a bug that allowed the main hero to take a disbanding party to their army.
  • Fixed a bug that prevented the player from assigning their spouse as a governor and seeing their equipment.
  • Fixed some issues related to clan member location details in the clan tab.
  • Fixed incorrect income calculations on the clan screen.
  • Fixed a bug that allowed companions to die with death disabled.
  • Fixed a bug that prevented castle governors from gaining steward experience.
  • Fixed a bug with the kingdom eligible tier showing as less than the actual value.

Armies
  • Fixed a bug that caused parties in an army to recruit from raided villages.

Kingdoms and Diplomacy
  • Increased the duration of wars.
  • Reduced the aggressiveness of weakened kingdoms.
  • Relations between lords now also affect their target selections. If a player has good relations with a lord, that lord will be less likely to initiate hostile actions against the player’s settlements. This applies to AI heroes as well, not just the player.
  • The maximum speed bonus from having cavalry within the party has been reduced to 40% from 60%.
  • Rebel clan heroes are now unable to marry and give birth to children while they are still rebels.
  • 'Grazer Rights' default policy of Khuzaits was changed from +1 loyalty & +1 militia to +0.5 loyalty & -0.25 hearth.
  • Fixed an issue with inverted minor faction banner colours.
  • Rebalanced clan tiers to make a bell curve between tier 3 and tier 4.
  • Fixed some bugs related to character relations after a rebellion started.

Economy and Trade
  • Fixed a bug that reduced workshop profits.
  • Fixed a bug that caused Security to affect settlement taxes unintentionally.
  • Fixed an issue with player crafted items piling up in towns.
  • Fixed a bug that prevented castles from getting the tax bonus from 'Toll Collector'.

Settlement Actions (Town, Village, Castle and Hideout)
  • Balanced the starting power of notables: 20% are now powerful (200+) while 60% are influential (100-200).
  • The probability of NPC parties raiding villages has been slightly reduced.
  • The Castellan Office project now gives 10-20-30% wage reduction for garrisoned troops.
  • Gold gained in arena practice is now updated correctly.
  • Fixed a bug that gave tournament weapons as tournament prizes.
  • Fixed a bug that caused governors to be missing in their governed city.
  • Fixed a bug that caused the player to get stuck between siege and campaign mode after clicking 'Continue siege preparations'.
  • Fixed a bug where Empire Construction bonus wasn't applied due to governors.

Quests & Issues
  • Fixed a bug that caused some quests to give multiple rewards.
  • Fixed a bug that increased the criminal rating with a neutral clan after the 'Disrupt Supply Lines' quest caravan had been attacked by the main hero.
  • Fixed a bug that started a war with a neutral clan after the 'Disrupt Supply Lines' quest caravan had been attacked by the main hero.
  • Fixed an issue with 'Escort Merchant Caravan' not failing when the main hero took their gold or goods.
  • 'Caravan Ambush' quest raider characters will now be counted as bandits in 'Landowner Needs Manual Laborers' quest.
  • Fixed a bug that caused trained troops to be in the player's party even though the player sent them back to the quest giver.
  • Fixed the 'Art of the Trade' quest dialogue bug that overrode other quest dialogue.
  • Fixed the 'Lord Wants Rival Captured' quest battle bug that occurred when the quest target NPC was in the army.
  • Fixed some inventory related problems in the 'Gang Leader Needs Weapons' quest.
  • Fixed a bug that caused the 'Deliver the Herd' quest to be both cancelled and failed when the quest target NPC died.
  • Fixed the relation gain problem in the 'Lord Needs Tutor' quest.

Conversations & Encounters
  • Made some improvements to conversation spawn points when quick talking.
    • From now on, if the conversation character has a workshop and is inside their workshop, the player and the conversation character will spawn inside of it. If the conversation character is inside a common area, the player and the conversation character will spawn near the common area. Please note that some scenes still don't have the required spawn points and will be getting them with upcoming patches.
  • Fixed a dialogue loop problem when talking to a ransom broker in the tavern.
  • Resolved an issue with low tier troops showing up in conversations.

Other
  • Fixed a bug that caused Empire lords to show up to battles without their helmets.
  • Custom Battle Heroes now share the same stats.
  • Removed an extra body armour from the Khuzait Lancer template.
  • Fixed the wording on items 'Cataphracht Mace', 'Ironrimmed Kite Shield', and 'Two-Handed Cleaver'.
  • The game will now retain the time flow state while switching between the UI and the campaign map.
  • Bow values have been recalibrated in order to optimise gameplay for the recent archery changes.
  • Removed the clipping capes from 'Sapling', 'Sprout', and 'Vlandian Caravan Master' units.
  • Fixed a visual bug on character portrait in the encyclopaedia.
  • Rearranged the order of voiced lines in the XML doc so that we can verify that all voice groups have sufficient lines.
  • Added encyclopaedia entries for towns.

Multiplayer
Art
  • Made some slight spawn and visual adjustments to Baravenos Encirclement.
  • Resolved some physics problems in Tsagaan Castle.

Other - Miscellaneous
  • Fixed a bug that caused the matchmaker to prioritise players who were in the queue the shortest amount of time instead of the longest.

Server & Network
  • Added a new server region: Western North America. Renamed North America region to Eastern North America.

UI
Changes
  • Players can now see the clan leaderboards even when they're not in a clan.
  • Rankings in the player's clan are now visible next to the player avatars in the lobby.
  • Added the ability to copy the BannerlordID from the Lobby/Profile tab.
  • Lots of small visual tweaks.
Fixes
  • Fixed the 'auto-mute' text being visible when a player reports another player in the lobby.
  • Fixed a visual bug in the Armory scene.

Both
Crashes
  • Fixed a crash that occurred when the game was closing.

Art
  • The transparency of distant trees has been improved.

Audio
  • The game volume is now lowered when the game window isn’t in focus. Some important notifications in the multiplayer mode have been excluded from this change.

Performance
  • CPU Memory usage reductions for terrain.
  • Siege performance increased.
  • Reduced memory usage during scene loading.

Animations
  • Fixed hand position issues with some swords.
  • Fixed hand position issues with some two-handed axes when the player made an upper block.

Combat
  • Increased couch lance damage. Made it more dependent on the weight of the weapon, rather than the mount speed.
  • Slightly decreased fall damage.
  • Fixed an issue where AI would in certain cases ignore the player if the player had a ranged weapon in their hands.
  • Fixed an issue with crossbows getting stuck between the reloading and shooting phase.
  • Adjusted horse archer AI to make them switch to melee weapons at close range.

Other
  • Fixed a visual bug which caused some characters' skin colour to change at a distance.
  • Fixed the blurred textures at the bottom of the screen.

Modding
  • Added a label system to scenes for better error handling. The start mission button now runs error checks before running the scene.
  • Fixed a visual bug which caused some assets to be invisible on high-resolution screenshots.
  • Fixed a visual bug which caused meshes to disappear when the entity parent is changed.
  • Refactor: The way 'Equipment', 'Equipment Template', 'Skill Template' and 'Body Properties Template' are added to an NPCCharacter and an MPCharacter has been changed.
  • Spline road generation tool added to the editor.
  • GI bake levels can now be copied into other levels.
  • Fixed a crash which occurred when the terrain paint layer order was changed.
  • To prevent future crashes related to mods that have characters in them without a defined culture, we made it as a required field.
  • Fixed the save button crash of the cloth editor.
  • Fixed the edge deletion crash of the navigation mesh.
  • Fixed a crash caused by giving the trebuchet script to an incompatible game entity.

Known Issues:
https://forums.taleworlds.com/index.php?threads/known-issues.401168/
Mount & Blade II: Bannerlord - Callum

Beta e1.5.8

Singleplayer

Crashes
  • Fixed a crash that occurred at scene load.
  • Fixed a crash that occurred when an uninitialised inverse kinematics data was accessed for human characters.
  • Fixed a crash that occurred when pasting a crafting weapon in the smithy.
  • Fixed a crash that occurred when pressing 'transfer all' in the inventory.
  • Fixed a crash that occurred when initiating a campaign map encounter.
  • Fixed a crash that occurred due to invalid items in towns.
  • Fixed a crash that occurred when marrying your daughter to a hero.
  • Fixed a crash that occurred after clicking the 'you are my prisoner now' dialogue option while raiding a caravan.
  • Fixed a crash that occurred when creating a new rebel clan.
  • Fixed a crash that occurred when immediately sieging a settlement after leaving the training field.
  • Fixed a crash that occurred while initialising the last phase of the main storyline.
  • Fixed a crash that occurred when the barter amount was 0.
  • Fixed a crash that occurred while loading a saved game after taking the 'Lord Wants Garrison Troops' quest.
  • Fixed a crash that occurred due to uninitialised parties in some old saves.
  • Fixed a crash that occurred when a mission ended.
  • Fixed a crash that occurred during battles.
  • Fixed a crash that occurred after finishing quests that create special quest bandit parties.
  • Fixed a crash that occurred in sieges when the player died while controlling a formation which had previously been AI-controlled and the formation was attempting to retake a position.

Performance
  • Improved campaign map loading performance.
  • Optimised memory allocations to reduce frame drops on the world map.
  • Optimised performance and memory usage in the animation system.
  • Fixed some trade screen related memory leaks.
  • Improved army deployment performance for field battles.

Localisation
  • Chinese language updates.
  • Turkish language updates.
  • Minor text fixes.

Art
  • Added 9 Battanian helmets.
  • Removed shoulder armours that caused clipping issues on Sapling, Sprout and Vlandian Caravan Master units.
  • Body armour weights have been recalibrated according to armour types and armour values.
  • Armours no longer have adjectives which define their origin, e.g Southern, Northern, etc.
  • Made a number of visual improvements on various architectural prop models.
  • Fixed an issue that caused the player character to have their fists open on the campaign map.

Animations
  • Added three cheering animation variations. Different cheering animations will now play depending on the result of the battle.

Campaign Map
  • Campaign map mouse right-click and middle-click behaviour has been changed to hide the cursor and keep it at the same location.
  • Improved visibility of the 3D gamepad cursor on the campaign map when zoomed out.
  • Improved Vlandia settlement models and textures.

UI
Changes
  • Added a new casualty report option for non-hero troop kills/deaths.
  • Added a new option, Track Attacked Settlements, that automatically tracks settlements in the player's faction that are under attack. The 'Only Leader' option only tracks these settlements if the player is the leader of the faction.
  • Added a 'Lock Item' button to smelting items in the Smithy along with a warning if the player tries to smelt a locked weapon.
  • Inventory items of the same type are now arranged by their value when sorted by 'Type'. Same value items are sorted alphabetically.
  • Added a 'Continue Campaign' button to the main menu that loads the latest save game.
  • The player party now shows at the top of the scoreboard in battles.
  • Siege event icons on settlement nameplates are now visible during the bombardment phase.
  • Governor assignments in the Clan screen will now take place when the screen is closed to prevent unwanted teleportations of clan members.
  • Added a confirmation query to the game options on 'Cancel' if any changes have been made.
  • Improved the readability of generic inquiry popups.
  • Added a failed quest icon to the quests screen.
  • Added an escape menu to the character creation stages.
  • Removed the 'Enable Map Notifications' option since some notifications aren’t dismissible and are required for progression.
Fixes
  • Fixed a visual bug that caused the stone icon to show up incorrectly on the equipment selection radial.
  • Fixed a configuration bug that caused some options to be set incorrectly.
  • Removed 'Shops in Settlement' text from the Town Management screen if the settlement is a castle.
  • Fixed an issue with smelting items being sorted differently when a weapon was smelted.
  • Fixed some inconsistencies with hero portrait and conversation equipment.
  • Fixed a bug that caused wanderers' locations to appear incorrectly in the encyclopedia.
  • Removed incomplete language options from the game menu.
  • Fixed an issue with siege icons failing to disappear when loading the game.
  • Fixed an issue with the combat log which caused extra damage from skills & effects to be reported incorrectly.

Battles and Sieges
  • Added Pillaging: Players and AI can now choose to 'Devastate', 'Pillage' or 'Show Mercy' to settlements that have been successfully sieged.
    • 'Devastate' and 'Pillage' can damage the prosperity and projects of a settlement, as well as, diminish the power of notables in towns. Naturally, the previous settlement owner won’t be too happy about the destruction of their former home. However, the participants of the siege will see their coffers and party morale rise. Still, lords and ladies may or may not approve of the action depending on their traits.
    • 'Show Mercy' allows the winners to take over the settlement without causing too much harm to it or its inhabitants. While this is expected for settlements of one’s own faction culture, showing mercy to foreign settlements will cause unrest among the troops. Just as with the other choices, some nobles will approve or disapprove of the action.
  • Improved the battle formations spawn system. Formations will now spawn within one of the four flanks during open field battles (from front to back order):
    • Center Flank: Skirmishers, Heavy Infantry, Infantry
    • Rear Flank: Ranged Units, Civilian Units
    • Left Flank: Heavy Cavalry, Cavalry,
    • Right Flank: Horse Archers, Light Cavalry.
  • Players can now assign different troop stacks to different formations to change flanks and deployment order.
  • Fixed an issue with siege weapon auto-deployment that caused some ranged siege weapons and special archer positions to be left unused.
  • Fixed a siege issue that caused attacking troops to run into walls until they routed after primary siege engines (towers and ram) were destroyed on all lanes.
  • Formation AI siege behaviour scoring has been revised significantly, allowing all AI formations to attack or pull back when the situation demands it.
  • Fixed a condition that caused incorrect calculation for formation AI behaviour selection.
  • Fixed an issue that prevented AI troops from selecting the correct weapon due to the distance of the enemy through nav mesh.
  • Fixed an issue that mixed up the positions of the crossbow holster and bolt when spawning in scenes.
  • Fixed various deployment spawn errors.

Character Development System
  • Added all of the remaining combat-related engineering perks (10 in total).
  • Fixed various perk problems with Athletics, Riding, Throwing, Polearm and One-Handed skill trees.
  • 'Pick Them of the Walls' and 'Make Them Pay' perks have been implemented.
  • Fixed a bug that caused security-related perks to give negative security to settlements.
  • Minor bug fixes to Medicine and Leadership skills.
  • Fixed the 'Duelist' perk secondary effect which rewarded the player with 300 renown for winning a tournament.
  • Fixed a bug that caused the player to get free 'Charm' skill.

Clan and Party
  • Fixed a bug that prevented family members from being assigned to increase relations in a settlement.
  • Fixed an issue with the player's siblings being shown as naked and in the wrong education stage.
  • Fixed a bug that prevented players from being able to donate prisoners.
  • Fixed a bug that allowed the player to take troops from other non-clan parties.
  • Fixed a bug that prevented the heir menu from opening if the main hero died while sieging.

Armies
  • Improved a calculation to make AI parties more decisive when engaging enemy parties on the world map.

Kingdoms and Diplomacy
  • When a settlement's diplomatic state is changed (because of a change of owner, or a new war or peace declaration), all hostile parties that are inside will now leave the settlement. All hostile heroes without parties will be taken prisoner. All non-hostile heroes will be released.
  • Mercenaries will now leave a kingdom if they do not get paid for several days because the kingdom is bankrupt.
  • Kingdoms experiencing financial difficulties will now recruit minor factions less.
  • War/peace AI has been improved so that clans make more logical war/peace declarations. The importance of distance between kingdoms has been increased for these decisions. Kingdoms further apart tend to avoid war/peace/tribute deals between each other in most cases.
  • Fixed a bug that prevented failed rebellion clans from being destroyed after 30 days.
  • Fixed a bug that caused rebellion clan leaders to have the 'King' title in their name.
  • Initial position selection for dynamically created kingdoms has been improved.
  • Fixed a bug related to all player kingdom prisoners being bartered with the player automatically which lead to faulty notifications.
  • Fixed a bug that caused a lord to barter all of his gold for the player's daughter.

Economy and Trade
  • Changed the outcome from slaughtering horses from 4 meat and 2 hides to 3 meat.
  • Added plural forms of trade items, e.g. 'Tyal horses' and 'amphorae of oil'.

Crafting
  • Fixed a bug during the loading phase that resulted in crafted items appearing in tournaments and not being removed from towns.

Settlement Actions (Town, Village, Castle and Hideout)
  • 200+ power headman notables now provide elite troops.
  • Fixed an issue that caused artisans to constantly lose power.
  • Notables at villages which are bounded by a castle now gain more power each day compared to others.
  • Fixed several bugs related to board games.
  • Fixed a bug that showed a recruitment label on lords even if they didn’t recruit at a settlement.

Quests & Issues
  • The deserter party in 'Extortion by Deserters' quest will no longer lose members due to starvation.
  • Some dialogues have been updated related to the 'Art of The Trade' quest.
  • Fixed a minor agent spawn rotation problem while spawning guard agents in the 'Gang Leader Needs Weapons' quest.
  • Reenabled the 'Spy Among Us' quest.
  • Fixed a bug that caused an incorrect quest log to be shown in 'Overpriced Goods and Art of The Trade' quest.
  • Fixed a problem that prevented Issues from being completed with modified items such as 'Lame Desert Horse'.
  • Fixed the 'hideout spotted' log of the 'Conspiracy Base of Operations' quest.
  • Fixed a bug that set the relationship with the tutorial village's headman to -99 when the tutorial was finished.
  • Fixed a bug that prevented quest troops from the 'Train Troops' issue from entering hideouts.

Conversations & Encounters
  • Fixed the position of the player when speaking with the advanced melee trainer.
  • Fixed incorrect text showing when ransoming enemy lords.
  • Fixed a problem that caused the conversation to become stuck while talking to the ransom broker in a tavern.
  • Fixed camera issues when opening a conversation with a companion through the party screen.
  • Fixed a bug that prevented conversation hero guards from spawning in 'parley' and 'request a meeting with someone' conversation missions.

Other
  • XP needed to upgrade to tier 4 and tier 5 troops has been slightly increased.
  • Passive XP for troops in NPC clans has been slightly reduced.
  • Fixed an issue with mercenaries and minor faction troops having the wrong skill templates.
  • Haramis now upgrades into Veteran Farises.
  • Sea Raider Chief's athletics and riding skill values have been swapped.
  • Barbers no longer carry weapons.
  • Corrected the clearing of missiles attached to corpses while clearing the scenes, especially in tournaments.
  • Fixed a bug that caused heroes with a child to have another child in quick succession.
  • Fixed a bug that caused dead heroes to be shown in the characters location list.
  • Fixed an issue that led to uninitialised temporary parties to exist longer than intended, causing nobles to remain as prisoners indefinitely.

Multiplayer

Design & Balance
  • Changed the defender morale effect when the attacker has the Keep flag from '6 / sec' to '[number of flags captured] / sec'.

Map Related
  • Echerion: Physics improvements and critical fixes. Smoothed out the corner at flag B.
  • Xauna: Some visual fixes, physics improvements and winter fixes.
  • Baravenos Encirclement: Improvements to one of the side tower ladders and its surroundings. Fixed a problem with horses getting stuck at flag G.

Other - Miscellaneous
  • Clan Leaders can now appoint up to 3 Clan Officers. Clan officers can do everything the Clan Leader can other than appoint/demote other Clan Officers or delete the Clan.
  • Replaced the number of people waiting in the queue with an average wait time.
  • Added bell sounds to skirmish to indicate when morale is low.

Performance
  • Fixed an issue that caused stuttering when going through an open gate.

Server & Network
  • Fixed a crash that occurred when logging in.

Both

Audio
  • Added an option under 'Audio > Sound in Background' to lower the game volume while the game is out of focus.

UI
Changes
  • Added 'Enable Death Icon' option.
Fixes
  • Fixed a bug prevented chat from working with the Numpad enter key.
  • Fixed an issue with incorrect damage amounts being shown in the combat log.

Performance
  • Improved the performance of siege battles.
  • CPU memory usage has been reduced.

Combat
  • Improved cavalry calculations to take velocity into consideration when switching to two-handed polearm weapons.
  • Mounted agents will no longer needlessly change weapons when moving short distances or rotating their mounts.
  • Agents will no longer throw their last throwing weapon if they have no other melee weapon.
  • Revised weapon score calculation to:
    • Make agents choose between multiple polearms more effectively.
    • Take enemy armour into account when selecting a weapon.
    • Improve weapon reach consideration.
  • Attacking and blocking with a game controller is now working correctly with all possible options.
  • Missile trails have been moved to the sticking point of the missiles in order to show the throwing axes and knives projection correctly.
  • Bastard swords and axes now work like polearms with shields (forced two-handed without a shield and forced one-handed with a shield, no longer requiring the pressing of the X button).

Other
  • Fixed a bug that caused the 'Refresh Rate' option to be reset to the lowest option in fullscreen mode.

Modding
  • Added path duplication and fixed some bugs related to path and barrier renaming.
  • Fixed a bug that caused an error when the 'Show Entity Physics' option was selected on the visibility window.
  • Fixed a bug that caused an error when deleting a path point.
  • Fixed a bug that caused a crash when the 'Calculate Ambient Occlusion' button was clicked on the vertex paint menu.
  • Fixed a visual bug that caused selected meshes to be invisible in the vertex painting mode.
  • Added CTRL+TAB shortcut for switching between the last selected debug rendering mode and 'Shaded' mode.
  • A small warning icon has been added to thumbnails in the resource browser to indicate the ones that have issues.
  • Fixed an issue that caused the texture editor to show textures too bright.
  • Performed a refactor to make special parties use special components according to their status. E.g. bandit parties will use bandit party components, caravan parties will have caravan party components, etc.

Known Issues:
https://forums.taleworlds.com/index.php?threads/known-issues.401168/
Cat's Menace - cgcfss
We are sorry.
There are some minor problems with the publication, we hope to solve them soon and the game will appear.
ːsteamfacepalmː
Wanted Raccoon - Wanted Raccoon
Hello guys!

We would like to share with you a short video from the game!

This is the process of training the Raccoon. Our hero has to fight with people, so he needs to gain skills and agility, as well as learn how to use various devices in order to win the fight against his enemies.
The player can use plants to hide. But you should keep in mind that the level of noise emitted by the raccoon will increase too, just like in real life. So, the raccoon might be noticed.
While the raccoon is still in its box, it`s invisible to opponents. Also, he can hide in trash cans, cupboards, drawers and other suitable items

And we also renewed our discord! Here`s the link https://discord.gg/RRGSj4Xb86  


Eternal Return - GM_Goddess
This update will go live on February 5th at 12:00 AM per local server time.

One of the biggest challenges when creating a global game is trying to satisfy the whole crowd. It's a difficult task, but with your voice, it's not impossible. From support tickets to in-game reports, we take into consideration every player's feedback when making changes to the game.

We've read your feedback about the server rotation schedule, and we're aware of issues such as time zone differences and long queue times. To address this, we have decided to open only Ranked Solo mode for the following time zones and servers:

  • Ohio: Open 24/7
  • Hong Kong: 6 PM - 12 AM HKT
  • Sao Paulo: 6 PM - 12 AM BRT
  • Frankfurt: 4 PM - 10 PM CET

We will do our best to get things running as smoothly as possible and to continually create an exciting game.
DEEMO -Reborn- - easonchen
DEEMO -Reborn- New DLC Added!

🎵 Brand-New DLC "PrimePack IV"

Contains 2 song packs: GreatestHits_Vol.1 and GreatestHits_Vol.2
Includes the following 10 songs:

🔹Revival
🔹Oceanus
🔹Lifill
🔹LILI
🔹Wish upon a shooting star
🔹AngelFalse
🔹Farewell Waltz
🔹Toys Etude
🔹Like Asian Spirit
🔹Infinite Puzzle


🎵 Brand-New DLC "Taiko no Tatsujin Collaboration Collection"

Includes the following 5 songs

🔹3piece-JazzParty!
🔹凛
🔹懐中庭園を持つ少女 by はるなば feat.石黒千尋
🔹No Gravity
🔹冬竜 ~Toryu~



DLC Discount!! Don't miss out!
Availability: Release Date ~ 2/11/2021

※ Before purchasing, please check STEAM for the exact price.
Deep Rock Galactic - Soren - Captain of Ghost Ship
Hello Miners!

It’s the first Update of 2021, and we got some spicy stuff for you! This time we got two entirely new Planetary Regions for you to explore - the mysterious wonders of the AZURE WEALD, and the thorn-infested hell of HOLLOW BOUGH. Update 33 also includes all-new Mactera variations and several new strains of horrible Glyphid Dreadnought mutations. And then of course there’s the usual slew of other goodies - read more below for the full picture!

With Love,
The Ghost Ship Crew




--- PATCH NOTES ---

NEW BIOME: AZURE WEALD



The Azure Weald is a chilly place, every bit as hostile as the rest of Hoxxes IV - but still, we cannot deny it is oddly beautiful. Dazzling, bioluminescent clusters of lichen light up the darkness, illuminating this fertile and overgrown Region in flickering neon colors. Don't let that lull you into a false sense of security, however - the Azure Weald brings to mind the deep jungle, in all its splendor and horror - and much like its terrestrial counterparts, it is absolutely not out to make friends. Kill or be killed - that is the law in this place.


NEW BIOME: HOLLOW BOUGH



Hollow Bough is a biological oddity that has the Science Department scratching their heads - this entire region of the planet is dominated by colossal, organic conglomerations resembling the inside of hollow trees. However, these structures are under attack by an invasive species of voracious vine-like plants, as much a threat to us as the planet itself. We recommend traversing these environs with extreme caution. The deep, dark folds of wood and bark house much more than a first glance let on.


NEW MILESTONES

New Biomes means new Milestones - one set for Azure Weald and one for Hollow Bough.


MISSION OVERHAUL: ELIMINATION

It’s Dawn of the Dread down there! Multiple reports have come in from teams finding Dreadnought Cocoons that are further progressed in their metamorphosis than previously encountered. While there are no external markers on the cocoons to show that they are different, the things waiting patiently inside certainly are. So far two confirmed Dreadnought variants have been encountered - but disturbing as this is, R&D ensures us that we are fortunate to have found them now and not later when the metamorphosis might be closer to completion.



DREADNOUGHT HIVEGUARD
Completely covered in unbreakable armor, this variant of the Dreadnought is immune to all damage, exposing it’s vulnerable areas only briefly while enraged. To make matters worse, the Hiveguard can call reinforcements to aid it in battle, hence the name. The Glyphid Sentinels that answer this battlecall are unlike any we have ever seen. We have no idea where they are coming from but they are both fast and tough. R&D recommends engaging the Dreadnought Hiveguard with great caution and a lot of ammunition.



DREADNOUGHT ARBALEST AND LACERATOR
Question: What’s worse than one Glyphid Dreadnought? Answer: Two Glyphid Dreadnoughts. It would appear that a Cocooned Dreadnought can split in two during metamorphosis. The two monsters - the Arbalest and Lacerator - are both quite different from the original and from each other, displaying wholly unique behaviors. They would be bad enough on their own, but together they pose an immense threat - able to attack from multiple directions and varying ranges at once, while also displaying extreme mobility. Luckily, their shells are softer than that of a regular Dreadnought, allowing damage to pass through from any angle. R&D insists that this apparent weakness is only due to the untimely opening of the cocoon.


MISSION OVERHAUL: SALVAGE

LOCATING MINE M.U.L.E. LEGS
It’s been a bit of a rollercoaster, but we have finally fixed the issues with locating all the legs needed to fix the Mini M.U.L.E.s. We’ve taken this opportunity to also tweak the gameplay around it to better match our original vision. Now you can interact with a broken M.U.L.E. to download the locations of its missing legs to your terrain scanner. No more searching high and low for that last leg.

CONNECT FUEL CELLS TO DROP POD
Update 32 came with a bunch of new tech that we were more than happy to add to existing missions. Exactly how the fuel made it from the fuel cells to the drop pod has always been a bit of a mystery, but not any more! Now in just a few easy steps you can connect a fuel-line between the two, similar to how you build pipelines in the On Site Refining mission.


MISSION OVERHAUL: POINT EXTRACTION

After the release of Update 32 with its shiny new machines, the old Minehead really began to show its age. We decided it was time a model update, to make it match the raised standard. We hope you like it.


NEW ENEMIES



MACTERA TRI-JAW
A new type of Mactera has been spotted in the depths. More cautious than its brethren, the Tri-Jaw tends to hang further back while delivering a triple barrage of projectiles. Make no mistake, it is a deadly thing, and should be exterminated with extreme prejudice.

MACTERA BRUNDLE
Reports have been coming in of an armoured Mactera variant spotted flying in the swarm. These tough cookies can survive many attacks that would outright kill their more fragile cousins and they keep their vulnerable abdomens covered most of the time.

DEEPTORA BOUGH WASP
A distant cousin of the Deeptora has been spotted living in the folds and nooks of the Hollow Bough. Like their sand-dwelling cousins, the Bough Wasps are extremely territorial and will swarm any intruder that stray too close to their nest.

STABBER VINE
Hollow Bough is full of creepy stuff but none is as dangerous as the Stabber Vine. Plant or animal, the jury is still out on this one - regardless, it is very aggressive and persistent in its assault. Any dwarf foolish enough to stray too close will be repeatedly attacked by its stabbing vines. Keep your eyes peeled for the tell-tale spike on the end of it, as most of its body is difficult to distinguish from the overall mass of otherwise relatively harmless red vines that infest the area.


NEW JUKEBOX CONTENT



Some content creators have experienced copyright claims from music in the jukebox. So far we have tried to spot fix the problem by removing tunes that caused this problem, but now we have a better solution. We have produced 8 new “safe” tracks which are the only ones you will hear when you tick off STREAMER MODE: DISABLE COPYRIGHTED JUKEBOX MUSIC in the option menu. Those 8 tunes are of course also available to everyone in the “normal” Jukebox. This solution has also enabled us to bring back previously removed tunes.

Furthermore we have added a bunch of new dance moves. So it’s time to kill it on the dance floor!


STEAM AWARD AWARD HELMET



In celebration of our Steam Award nomination and our amazing community that made it possible, we would like to present to you a fancy new helmet: The Bolted Marauder. Just because you deserve it!


OVERHAUL OF MINERAL TRADE

The Mineral Trade menu was deemed ready for an update by Management. It’s now more intuitive than ever and juicy new Daily Deals have been added. Once per day, you can now benefit from an extra good deal (as in, not so bad deal!)l.


M.U.L.E. DOCKING

Some long overdue polish on the docking of the M.U.L.E. is finally here. No more jittery flapping about, Molly now has her own spot on the Drop Pod with a fancy electro-magnetic crane for loading and unloading.


SAVE DORETTA



Since almost the first test of the Escort Mission on our experimental branch players have been requesting for a way to save Doretta. It’s something many here at GSG have wanted as well and we are happy to announce that you no longer have to leave Doretta all alone in the dark. While it is not viable to return the bulk of the Drilldozer back to the Space Rig, kind dwarves can now grab Doretta’s head and carry it with them to the escape pod.

Just don’t expect any rewards or praise for doing so - Management couldn't care less!



GLYPHID DREADNOUGHT TWEAKS
Along the new Dreadnoughts, we also paid a visit to the original Dreadnought and tweaked it up a bit.
  • Dreadnought is now more aggressive and can now shoot two fireballs in a row when under 50% HP
  • Increased the Dreadnought's armor HP across all hazard levels but especially for Hazard Level 4 and 5 and made the Dreadnought's armor regrow after taking less damage
  • How soon the Dreadnought's armour regrows now scales with hazard for solo games just as it does for multiplayer
  • Extended the time before the dread regrows it's shield on lower hazards
  • Increased the Dreadnoughts base health across all hazard levels but especially for haz 4 and 5
  • The Dreadnought is now more aggressive in multiplayer games
  • Increased OG Dreadnought's movement speed, especially for higher hazards
  • Made the Dreadnought's speed scale properly in solo games across the different hazard levels
  • Increased the range of the Dreadnought's Trembling Stomp AoE attack, extended the duration of the attack's warning phase and improved the visibility of the warning
  • Made the Dreadnought occasionally perform it's Trembling Stomp AoE Attack after being frozen
  • The Dreadnought now unfreezes at a higher temp but gets there just as fast, making it harder to quickly freeze him twice in a row
  • Expanded the splash range of the dreadnoughts Swarm Bladder projectile
  • The Dreadnought is now invulnerable for the few seconds while it's armor regrows
  • In multiplayer games, when only one player is left alive the Dread will occasionally stop to roar(similar to how it does in solo games) giving the last player a slightly better chance to revive or resupply, etc.
  • "Sticky Flame Slowdown" mod no longer slows the Dreadnought down to a crawl, it's still effective just not as extreme
  • Decreased carve size of the Dread's fireball
  • Fixed the Dreadnought damaging itself with some of it's attacks



WEAPON BALANCING NOTE

Our focus has been wholly on the new Biomes and Enemies for this Update, so there has been basically no tweaking of weapons or gear done at all.

COMMUNITY REQUESTS

[COMMUNITY REQUEST] You can now select audio output source and input source separately in-game
[COMMUNITY REQUEST] Games with Friends can now be sorted in the Server List



MISC.
  • Increased Escort Duty mission payout
  • Added XP to Oilshale
  • Added blood splatter on terrain when killing Lootbugs
  • Decreased Egghunt mission payout slightly
  • Decreased the damage of the Glyphid Acid Spitter against Doretta
  • Decreased the amount of Nitra in Deep Dives by 15%
  • Rearranged the order of the Server List so friend's games always appear at the top
  • Added a tooltip that allows you to open Steam community profiles by right-clicking servers on the Server List
  • Added the ability to change to the resolution of other monitors with higher resolution than primary one, in windowed mode on Steam
  • Added an 'Appear Offline' option to the Privacy options that hides your game from your friends on the Server List on Steam
  • Tweaked the entrance/exit tunnels of the Drilldozer to look nicer
  • Scout's T5 modifications that trigger on kill, now only trigger when killing enemies.
  • Optimized the performance of Machine Events
  • Squashed a bug that prevented from playing death animation properly
  • Squashed a bug that sometimes prevented turrets from firing by abusing the range
  • Squashed a bug that caused the laserpointer of the Zipline Launcher to become stuck when other weapons were equipped
  • Squashed a bug that allowed the Gunner to purchase the "Tank Division" beard in the store for free. (It is acquired by forging Matrix Cores)
  • Squashed a bug in the Deep Dive difficulty settings concerning the spawning of Glyphid Oppressors
  • Squashed a bug that caused uncharged Experimental Plasma Charger projectiles to fire diagonally when firing in quick succession
  • Squashed a bug that caused the pathfinder collision of the Heartstone to be offset in Escort Duty
  • Squashed a bug that enabled you to squeeze one of your chins through the Gloomstalker armors. Too powerful.
  • Squashed a bug that sometimes caused frozen Glyphid Exploders to detonate twice
  • Squashed a bug that enabled the Dreadnought to rotate during its rage animation in solo missions
  • Squashed a bug that caused boss health bars to be squished to the side after the Ommoran Heartstone fight
  • Squashed a bug that caused the beer license upgrade sound to play five times instead of one
  • Squashed a bug that caused weakpoint hits to not be reflected in the healthbar when hit by certain weapons
  • Squashed a bug that granted infinite oxygen on Low Oxygen missions if the player reentered the Drop Pod
  • Squashed a bug that enabled the barrel spawner in the Space Rig to spit out more barrels than necessary. Budget cuts.
  • Squashed a bug that caused the Ommoran Beamers to sometimes keep firing after being destroyed
  • Squashed a bug that caused the 'Claimable Perk Points' notification to not show
  • Squashed a bug that caused the Doretta's tank treads to block line of sight of Macteras when they are trying to shoot at Doretta
  • Squashed a text error in the Heightened Sense perk description
  • Squashed a sound issue with the BRT-7 when emptying the weapon with less rounds than a full burst
  • Squashed a bug with a bunch of old caves not behaving correctly causing tunnel generation to fail
  • Squashed a bug that prevented the Ommoran Heartstone from updating correctly for clients
  • Squashed a bug that enabled the Turret EM Discharge overclock for the "Stubby" Voltaic SMG to damage the L.U.R.E.
  • Squashed a UI text scaling issue for Drop Pod screen
  • Squashed a bug where the magazine of the Deepcore GK2 had a visible shadow in first person
  • Added colliders to the Medbay Drones in the Space Rig
  • Squashed a bug that caused the fuel canister UI to not be synced correctly when late joining during the fuel stage of Escort Duty missions
  • Squashed a bug that caused enemies to try to attack the Drilldozer while it is inside the garage
  • Squashed a bug where changing to fullscreen mode from windowed mode, would sometimes make the cursor stuck in the lower half bottom of the screen
  • Squashed a bug that caused Deep Dive title to not correctly display in several Asian languages
  • Minor Space Rig material and model tweaks
  • Squashed a bug that prevented zooming in/out on the Terrain Scanner to work if cycle item up/down had been rebounded to another key
  • Squashed a bug that caused players to sometimes clip through the Escape Pod and fail the mission on take-off



PATCH NOTES FROM EXPERIMENTAL BRANCH
Experimental Build 49155
Experimental Build 49228
Experimental Build 49269
Experimental Build 49335
Experimental Build 49436
Experimental Build 49487
Experimental Build 49617

KNOWN ISSUES
  • Issues with players teleporting in and out of droppod when landing
  • Cargo Crates and Lost Satchel cannot be claimed by clients after host claims them (no fix yet)
  • Ground-based melee enemies have become extra effective at hurting Doretta (no fix yet)
  • Enemies have trouble carving tunnels to the player
  • Issue with Tattoos and Skin Colors (will be fixed in Hotfix 1)
  • Full Face helmet from Dawn of the Dread DLC not showing neck (will be fixed in Hotfix 1)
  • Mactera Bomber continues live behaviour after death (will be fixed in Hotfix 1)
  • Sometimes when jumping onto a Cave Angel you can get pushed outside the world.
Satisfactory - Uzu
Hi Pioneers!

How’s it going everybody, we are still working on a lot of stuff but here are some more fixes for now, including the very highly requested fix for the conveyor belts not carrying off momentum.

As always, if you’re experiencing issues with this patch in specific or the Engine Upgrade in general please let us know in our QA site at https://questions.satisfactorygame.com/ We will read your posts every day.

See you soon, thanks for playing our game <3

BUG FIXES
  • Fixed vehicles getting launched in the air when exiting them as Client
  • Fixed Jumping off Conveyor Belts not properly carrying momentum
  • Changed Sliding so it works more consistently with different frame rates

LOCALISATION
  • Added support for Extended Latin, Cyrillic, Greek, Chinese, Japanese, and Korean characters in train station names
Rune Knights - Aeromir
Fix for bows rerolling damage
...