We added the option to submit your completed game score to an online Blimps scoreboard whenever you finish the game. Your completed game score is calculated using this formula: Game Time(Hours*60+Minutes) - Game Tasks. The lower your score, the better. We also renovated the Eagle Eye Customs and Immigration Busted Room. Minor bug fixes and improvements. We hope you enjoy the game. Thanks for playing!
[Version 1.12.0] - Major graphical improvements and technical optimisations for all maps - Complete Reactor map redesign - Two and Four player maps have been merged - Automatic weapon fire rate is no longer affected by poor latency - Player and Bot spawn points are now random - Players now explode on death - 4 Player matches are now default for all maps - Players now take damage if they wait too long inside the spawn rooms - Added "Pigeon Mode" Extra Option - Added Smoke Beam - Added Slam Jump Ability - Added Dash Pads that grant an additional dash for the round - Extra Settings no longer make games private - Improved Bot behaviour > Improved overall pathfinding & behaviour > Bots now maintain different distances dependent on weapon type > Bots now utilise Gunslinger ability > Bots now recognise the Player's Invisibility - Added Crosshair hitmarker and sound - Added bullet lock-on for most weapon types > Auto - 0.15 lock > Burst - 0.2 lock > Semi-Auto - 0.3 lock > Single - 0.35 lock > Shotgun - 0.2 lock - Added window Resolution Settings - Added FoV slider - Added Credits - Added successful stun indicator - Increased all secondary damage (*2) - Increased Laser Beam lock-on radius - Increased all Secondary damage radius - Increased Sonic Beam force (200 -> 250) - Increased Stun Beam duration (0.75 -> 0.8) - Increased overall weapon viewmodel kickback - Increased Shotgun Pellet count (5 -> 6) - Increased PPSH damage (3 -> 4) - Increased E-SMG damage (2 -> 3) - Decreased E-SMG ammo count (24 -> 18) - Decreased E-Shotgun damage (5 -> 4) - Decreased Spas-12 damage (4 -> 3) - Removed Explosive Beam lock-on - Removed Short Circuit Status Effect - Improved player board UI - Main Menu UI improvements - Remastered Main Menu soundtrack - Status effects now have descriptions - Round Results simplified - Overall performance improvements - Shotgun Crosshair now has a dot to help aim secondaries - Toughness no longer allows 0 damage - Disconnect button now permanently enabled - Hitting player arms now deals the same damage as torso - Fixed bug resulting in players not being able to reconnect correctly - Fixed certain stuck-spots and OOB exploits - Fixed missing texture on Rocket Silo - Fixed exploit allowing players to shoot faster than the intended fire rate - Fixed bug resulting in Damage Indicator disappearing too quick - Fixed bug resulting in Automatic weapons stopping when missing a shot - Fixed bug resulting in certain achievements becoming unattainable - Fixed bug allowing players to occasionally shoot while dead - Fixed bug resulting in game window launching in a huge resolution - Fixed bug preventing Windowed Borderless - Fixed bug allowing player weapons to be seen through walls - Fixed bug preventing the pause menu opening while dead - Fixed viewmodel clipping into walls after using Invisibility visual bug
In this video, we take a look at some of the highlights of the recent e1.7.0 update and explain an important change to the save/load system that requires your attention!
As always, a text version can be found below.
INTRO Greetings warriors of Calradia!
e1.7.0 is now live, bringing many new and exciting updates that we’ll be taking a look at in this video.
But just before we get to that, we want to inform you of a change to the save and load system that will render old save files incompatible with future updates, unless you act now!
SAVE SYSTEM UPDATE e1.7.1 cleans up some of the underlying code for the save and load system but unfortunately, this means that you need to manually load each save in e1.7.0 and then save it again. After doing that you will be all set for future updates!
If you’re playing the game through Steam you’ll be able to do this at your own leisure by using the Betas feature, but if you’re playing the game through any other platform you’ll be unable to load older save files after the next update, so please heed the warning and take a moment to update any saves that you really care about.
BATTLE TERRAIN SYSTEM OK, and now on to the fun stuff! To start we have the Battle Terrain System that was first showcased in Development Update #7. Make sure to check out that video if you missed it the first time around to learn more about how the system works, but just to give you a quick rundown: we divided the world map into segments, with each segment having its own scene assigned to it. When entering a battle, the system looks at the position and direction of the parties on the world map and uses this to determine the spawn points in the scene. The scenes are modelled on the world map terrain, allowing you to plan ahead and use the terrain to your advantage when positioning for an encounter. There're 72 different battle scenes for you to check out in e1.7.0 with even more to come in future updates!
ORDER OF BATTLE As you head into battle, you will be met with another substantial update that was discussed previously in the Future Plans blog post (link in the description). Order of Battle is a new strategic phase that takes place before each battle that allows you to assign captains and troops to formations.
Using one or more filters, you can divide your troops into different formations by troop type, giving preference to Shield, Spear, Throwing and Heavy troops. After positioning your formations, you can issue them with a command for when the battle starts. Finally, newly added formation cards show the number of troops, type, ammo, and morale for each formation.
BATTLE MORALE SYSTEM During battle, you might notice some changes to the Morale system that aim to improve the overall battle gameplay experience, such as ranged kills now providing morale to allies, adjustments to morale damage from kills and fleeing agents, and agents regaining up to half of their initial morale in battles.
NO QUARTER If you do manage to completely break your opponent and send them into full retreat, you can now press your advantage by ordering your troops to chase down fleeing enemies. The troops that are less likely to catch up to the routing force will pause to celebrate their hard-earned victory while the faster troops set off in pursuit.
SIEGE IMPROVEMENTS Next up, we have some much-awaited updates to sieges!
Starting on the world map, we’ve increased the effectiveness of starvation as a siege tactic. Garrisons will no longer die from starvation, instead, they become wounded - and continue to consume food. You can see on the Siege UI exactly how much food is stored in the market and get a better idea of when starvation will kick in.
Moving on to siege missions, we have completely reworked the climbing of siege ladders and siege towers, fixing or otherwise improving many of the known issues. Finally, a number of AI behaviours were improved to make sieges more challenging and engaging.
CUSTOM BATTLE ARMY SIZE If you’d like to check out the siege updates without risking your Ironman save file, you could always make use of the increased unit count in Custom Battle that allows you to take up to 2000 units into battle in a more controlled environment. But just to clear up any possible misconception here, the maximum number of spawned troops is still governed by the Battle Size gameplay setting.
ARROW TIME If all that sounds a bit too hectic for you, you can make use of the Slow Down While Giving Orders setting that slows down game time by 75% while you are issuing orders. This setting is enabled by default, but you can always disable it from the Gameplay options if you prefer to command your troops in real-time.
HIDE BATTLE UI And if you want to go one step further and really challenge yourself, you could enable the new Hide Battle UI setting in the Gameplay options to remove UI elements inside battle missions, such as your character and mount health, shield durability, and balance of power bar.
PERKS If you like to take a more diplomatic approach to your affairs, you should definitely check out the reworked Charm skill perk tree. Most of the existing perks were completely replaced and secondary effects added.
Oh, and we also completed the partially implemented perks in the other skill trees and fixed all of the known bugged ones.
LOCALISATIONS For our international friends, e1.7.0 saw the arrival of French, Italian, Japanese, Korean, Polish, Brazilian Portuguese, Russian and Spanish text localisations, bringing the current total of supported languages to 11, with German also in the works and due to arrive in a future update!
MISCELLANEOUS Improvements were made to party AI, allowing parties to now run towards allied forces when fleeing from an enemy. Weaker parties will no longer seek to engage stronger parties, and lords will now consider troop desertion when hiring new recruits.
On the economy side of things, the overall prices of items were reduced, with higher tier items getting the biggest reductions.
A number of UI updates were added, including a CONTINUE button on the launcher that lets you jump straight into your latest save game, more prominent quest markers, party speeds added to party nameplates, icons to show if a weapon is braceable or couchable, improvements to the Save Games screen, and many more!
A setting was added that stops the game when the focus to the game window is lost (Alt-Tab). You can find this setting under Gameplay in the options menu.
Bastard swords can now be used single-handedly without a shield by using the alternative switch toggle while in two-handed mode.
And of course, it wouldn’t be a Development Update video without some good old fashion souls, so here are two new armours for you to add to your collection!
MULTIPLAYER Over in multiplayer, around 40 new items, including some high tier battle crowns, were added to the player customisation system.
Player profiles received a major overhaul, with changes to the Lobby screen and a new Profile page added in place of the old Social tab. Through this screen, you can see a more detailed breakdown of your player stats, access your badges, see your clan information, and access your Bannerlord friend features. You can even navigate to your friend’s and clan members’ profiles to check out their stats!
OUTRO And that’s just some of the many changes you can find in e1.7.0. We really hope you enjoyed the video and we’re looking forward to hearing your thoughts on the featured updates in the comment section below. Thanks for watching, and we hope to see you again next time!
While we work on background tasks, please enjoy this week's fixes & features:
Trains now select unoccupied platform in train station instead of taking the closest one
Fixed leftover issue with road building performance
Added a back button in the main menu when you click on "new game" (I guess this was overdue :)
Added Romanian translation (thanks community translators!)
Also, this year we want to delve more into the challenges of creating a human city on a faraway planet. Here is a first sneak peek for you (work in progress, not finished yet):
Hello all, I've just put a new version up today, here are the main features:
Mirror View Options
This is what ive been working on most this past couple of weeks and I am pretty pleased with the result. If you go to the options menu > mirror view. You have some settings there that will affect what appears on your computer screen (but not what you see on your headset). Its worth noting that having something different rendering can affect performance a bit, so if it feels slow, switch it off if not needed, or reduce quality a bit.
POV FOV - increase the field of view when in POV view
POV Stabilize - smooth out the wobbling you see when watching VR footage
Mirror Mode - Choose between: POV, Mixed, Moving, Side view, Behind View, Enemy POV, Static, Mixed will switch between the mode, hopefully showing on screen something that will resemble a fight scene out of a movie (your mileage may vary)
Mini POV - show the stabilized POV camera at the bottom left of the screen while other modes are showing in the main view
(See the video at the bottom of the post)
A note with this: If you press the spectate button while a non POV view is showing, then the mirror camera will move to line up with your own and zoom in a bit - I did this so that if you want to talk to camera or do some cool pose or something, then you know that the "viewer" will be seeing something similar to you.
Its not perfect yet (sometimes goes behind a wall, the zoomed in spectate cam button still seems to be a bit wobbly) but I think its pretty fun and I wanted to get it out there - I will continue to work on it
Realism Mode
Some people expressed a desire to have a way to do some more realistic martial arts fights without special moves etc. So I have added "Realism Mode" to the special modes on the main menu. It has:
No special move
No slow motion
Less effects e.g. no stars flying round their head when dazed. You will still get hit effects
Minimal UI - no healthbars, combo text etc flying about
Other Changes
Special move positions now a bit more forgiving
Healing wine nerfed a bit
Fixed a glitch on the Pimax and some WMR headsets that sometimes turned you round 180 degrees
Extra options for custom mode (switch U to minimal, switch off slow mo)
Few other small things
Tried to do a thing to make your character mouth move when you talk, but I don't think its working - let me know if you see it
I've got some vive trackers that I hope to experiment with over the weekend (should be fun), and next week I hope to try and add a left handed mode and try a few other things that I mentioned in my last post + things that players have suggested.
I hope you like the new changes! and have a great weekend - Ben
Features: - Added tether glyph. - Added harden tether glyph. - Added transfer mana tether glyph. - Added tether disconnect glyph. - Added friendly spellshot of different staff glyph. - Added a shooting dummy in the home area. - Added wizard explosions so now you can explode yourself and your clones. - Entering matchmaking now closes the window and shows time searching for match allowing you to continue playing in the home area. Changes: - Increased spellshot minimum size. - Modified homing and nearby glyph behavior to work properly when no filter glyph is chosen. - Modified glyph helper window text format. Bug fixes: - Fixed the crash which occurred when starting the game with Steam closed. - Fixed the crash which occurred when a Steam user had no profile picture set. - Fixed the corner pillars exploit where players could force themselves in the pillars.