Mount & Blade Bannerlord Early Access - Mainline 1.4.0 & Beta Branch 1.4.1 Patch Notes |
- Bannerlord Early Access - Mainline 1.4.0 & Beta Branch 1.4.1 Patch Notes
- Painted the Sturgian Druzhinnik with oils, probably one of my favorite looking unit in the game.
- TaleWorlds, give me the ability to throw feasts and seduce attending daughters CK2-style, or this dog's going to receive some very heavy petting. FROM ME AXE.
- This speech from a live stream is inspiring!
- I didn't know about the change so I got my butt kicked by smaller army than mine, that was humbling experience.
- After me starting a new campaign with the latest patch, some NPCs became children. Is it caused by any mod? Please help :(
- Rhagaea's Granddaughter is now Empress
- Separatism mod is insane and feels like I'm playing a total war in real-time
- When You Just Have To Jump RIGHT Into A Fight
- Accidentally sat on a log before facing the bandit boss (sorry for the shit phone quality)
- Short Guide: How to Participate in Defensive Siege Battles
- So that's bull***t
- Bannerlord modding tools confirmed in future updates; what are you looking forward to mod-wise? I'm definitely looking forward to a full Napoleonic War conversion mod, new map, new units, etc. seeing that Warband had L'aigle but was disappointed it wasn't finished
- They decided to dance during a tournament
- Best imperial armour in the game, Rhagaea approves
- That old porcupine Warband feeling
- Am I Calradia's first Billionaire?
- Whatever TW saids, they are still applying censorship in East Asia
- Roleplay ideas for Bannerlord
- I hope tournaments get fleshed out more.
- Really digging the Aserai castles and landscapes.
- Ustokol Castle is Unsiegable
- I finally did it. I was too star struck by the victory screen to think about capturing an image, but it happened! Thousands of in game days, heartbreak and betrayal. I'm finally ready for Bannerlord!
- Hear me out: Restore the Banner/Kingdom quest, and change that intro
Bannerlord Early Access - Mainline 1.4.0 & Beta Branch 1.4.1 Patch Notes Posted: 14 May 2020 01:50 PM PDT Greetings, Peasants.CURRENT MAINLINE PATCH: e1.4.0CURRENT BETA BRANCH: e1.4.1Welcome to the patch thread, we make these threads to save us another pin space for other things. Taleworlds forum bug reporting threadMount and Blade DiscordLink to wiki - Previous patches and threads insideMainVersions Native: e1.4.0 SandboxCore: e1.4.0 Sandbox: e1.4.0 Storymode: e1.4.0 CustomBattle: e1.4.0 Latest Changes:-Chinese localisation improvements -Fixed a problem where it was not possible to select newly changed perks in older save files. -Pila, Jagged Throwing Spear and Triangular Throwing Spear are throwable again -Increased siege warmup time from 3 to 15 minutes -Decreased minimum players required for siege from 60 down to 40 -Lobby server-side improvements Troop Balance changes: -Aserai
Troop count increased by 1 (10)
Troop count increased by 1 (17) -Battania
Troop count increased by 1 (22)
Troop count increased by 1 (18)
Replaced Bastard Sword with Highland Two-Handed Sword
Troop count increased by 1 (11) -Empire
Troop count decreased by 1 (16) Hit Points reduced by 5 (100)
Replaced Menavlion with Cavalry Menavlion Swing Speed 83 to 73 Damage 129 to 118 -Khuzait
Mace length got increased Length 58 to 67 Swing Speed 95 to 91 Damage 37 to 39
Troop count increased by 1 (11)
Cost reduced by 10 (150) Spear Perk replaced by Stronger Arrows Perk -Sturgia
Troop count decreased by 1 (16)
Movement Speed decreased by 1 (77) Armor decreased by 1 (39) Large Round Shield is now the Default Shield Replaced Stronger Shield Perk with Lighter Shield Perk which equips the Light Round Shield Large Round Shield weight increased to 4 Troop count decreased by 1 (15)
Replaced LongSword perk with Strong Arrows Perk Swapped Strong Arrows Perk and Shield Perk -Vlandia
Troop count reduced by 2 (23) Pitchfork can not be used One-Handed any more. Previous Beta Hotfixes-Fixed a crash that occurred when trying to purchase a workshop. -Fixed a bug that causes duplicate dialogue options to appear in some dialogues. -Fixed the bonus for the castle "castellan's office" settlement project. -Some lords which have a risk of going below critical money limits will stop paying wages and suffer the morale penalty only. This way they will at least keep enough money to buy food and avoid starvation. Their troops will still desert eventually if their morale drops too low. -In some cases, siege map events were stopping in the middle and the besieger party was returning to owned settlements to buy food. They will now continue the map event. -In some minor cases, armies were going to faraway towns when they ran out of food. This was fixed. The distance will be the most important factor in such cases. -Fixed a bug that prevented excessive settlement militia from decreasing. -Fixed a crash that occurred sometimes when trying to complete Gang Leader Needs Weapons quest through dialogue. Initial Beta ChangelogBetaVersions Native: e1.4.1 SandboxCore: e1.4.1 Sandbox: e1.4.1 Storymode: e1.4.1 CustomBattle: e1.4.1 SingleplayerCrashes -Fixed a crash that occurs on the campaign map at different times. -Fixed a rare crash for encounter menus. -Fixed a rare crash when entering a tournament. -Fixed a rare crash that occurred when trying to activate the Army of Poachers quest. -Fixed a crash that occurred after Save & Load when the player is inside the training field with a companion. -Fixed a rare crash that occurred when trying to talk with army members that are inside an army that the player is leading. -Fixed a bug that leads to a crash in the Army of Poachers quest if the player retreats from the quest battle. -Fixed a crash which could happen during scene entry or exit. -Fixed a rare crash with the main storyline. -Fixed a crash that could happen when prisoners were transferred to bandit parties through barter. Performance -Increased performance / disabled auto-saving game on exiting the game. Save & Load -Added functionality to update party and map event positions to support save games in cases where the main map has changed. Localisation -Additional Chinese translations and translation fixes. -Turkish translation updates. Art -Fixed some chairs inside Khuzait level 2 keep. -Added new dynamic barriers for AI and indestructible merlons to Empire castle, Sturgeon town and Vlandian city. -New keep and village banners for factions have been added. -Some beards have been retouched and cleaned, LODs added. -Added 2 new Sturgian armours. -Updated some Aserai civil clothes textures. -Fixed a cloth simulation mesh bug. -Khans Guard cloth simulation tweaked. -Lancer Armour cloth simulation tweaked. -Fixed AI spawn points and some season issues on Battanian villages. -Fixed some navigation mesh issues on Sturgian villages. -Fixed visual issues on various prefab meshes such as village houses, stairs,etc . -Fixed holster physics. -The scene of Pen Cannoc has been changed according to the city's location on the map. -Some interior scenes were corrected in accordance with the culture and level of the settlements. -Fixed skinning problem (or visual glitches) on one of the civilian dresses. -Added 5 new battania shields. Animations -Added new main map attack animation. Audio -Added three new music tracks for the campaign mode. -Minor updates for existing campaign mode tracks. UI -Changes
-Fixes
Battles and Sieges -Auto Calculation Improvements -Troop formation spawn positions did not match formation movement targets at the beginning of missions. This was fixed. -Players can now give formation arrangement orders (shield wall, etc.) at the beginning of missions. Such orders will now override the default stop order. -Due to a bug in hideouts, the empty formations in the player's team were not under the player's control and therefore, when troops were transferred, they couldn't be controlled anymore. This was fixed. -The main agent and other lords now preserve their level of detail when they die in a mission. Combat AI -In certain siege scenes, troops would start running between two siege towers instead of climbing. This issue was resolved and major improvements were made about the problems in pathfinding over siege towers and climbing ladders (especially ladders of siege towers). -Increased distance between friendly troops. This improves the spacing inside combat and reduces friendly troops hindering themselves Character Development System -Major changes and fixes have been made for two-handed skill perks. -Added secondary effects of one-handed perks. -Fixed charm, leadership, trade & medicine perk bugs. -Fixed a problem where it was not possible to select newly changed perks in older save files. -Fixed a perk exploit that caused huge troop experience gain. Clan and Party -Added 160+ ladies and a few young male lords to the clans. -Fixed a bug where the player's banner was not visible before clan tier 2. -Heroes can now marry after age 45. -NPC parties now also visit neutral towns and villages to recruit and buy food. Armies -Disabled defection behaviour for NPCs that are in armies. Kingdoms and Diplomacy -Implemented War and Peace Kingdom Decisions that are accessible from the Kingdom Diplomacy Screen. Kingdom Decisions now show support for all types of decisions. -Implemented Sandbox Kingdom Creation, which is possible through the clan screen and not dependent on the main storyline. Players need to have at least 1 settlement and a tier 4 clan. Then players can select their kingdom's culture (consisting of their settlements' culture or their own clan's culture), select their initial policies (up to 4) and, finally, select the name for their new Kingdom. -Fixed a bug where traits and skills did not affect persuasion chances. -Fixed a bug where safe passages that were previously agreed upon were not working as intended after the game was loaded. Settlement Actions (Town, Village, Castle and Hideout) -Fixed a bug that caused a "Capture the Enemy" menu button to be activated after raiding a village. -When we request a meeting from the outside of a castle or settlement, every noble will now be on the list of accessible characters. -Players can now recruit mercenaries from the tavern menu. Quests & Issues -Implemented a new quest. Lord parties will ask the player to bring horses (or camels) when they don't have enough mounts for their troops on foot. -Adjusted the Extortion By Deserters Quest difficulty. The settlement defender party spawned during Extortion By Deserters quest now uses the default militia template of the settlement's culture. The Deserter party will no longer disappear when the Extortion By Deserters Quest ends but rather becomes a regular bandit party. Added new notifications to the Extortion By Deserters quest to make it easier for the player to complete the quest. -Fixed the face key of the Spy Among Us quest character "Confident Contender". -Fixed a bug with the Rival Gang Leader quest where the troop selection screen for the companion solution was populated with prisoners only. -Fixed a bug that caused players to get stuck in dialogues of main storyline quests. Conversations & Encounters -Fixed a rare bug that caused an infinite dialogue loop after barter. -Fixed a bug that caused resetting the amount of gold that is carried in a caravan after a trade. -Fixed a few minor issues in the Rival Gang Leader quest. Other -Armours and armour types on faction troops have been redistributed in order to improve unit balance based on tiers. -Shields were redistributed for faction troops based on their new hit points and values. New Battanian shields have been added to the Battanian Faction Troops. Some units doing too well or too poorly on playtests have been slightly optimized stat-wise. -Fixed a bug that sometimes allowed the camera to clip into walls in khuzait dungeons. -An NPC was added to the ranged tutorial area. -Fixed a bug that causes some thrones to be unusable. -Fixed a bug that causes some child NPC's to fly. -When a hideout is cleared, the surrounding bandit parties get new ai so the probability of reinfesting the same hideout decreases. -Uncovered and fixed an extremely rare bug where the game would tick while it was paused. MultiplayerMap Related -"Tsagaan Castle" new TDM map which has a Khuzait theme. -"Baravenos Encirclement (Siege):
-Xauna (Skirmish):
Server & Network -Added match history to social tab. Players can look through information about their 10 last played games. This information includes winner, score, factions, map, game type and players in the match. This feature is completely client-side so deleting your game files might cause you to lose your match history. -Improved Friends panel. Added in-game friends feature that allows you to add other players as friends in the game. You can add players from your recent games as friends. UI -Changes
-Fixes
BothCrashes -Fixed a rare crash in big battles. -Fixed a rare crash related to asset loading. Performance -Major CPU performance improvements in the UI system. (Especially on multi-core machines) -Fixed a rare file read issue which could cause the game to try to allocate billions of bytes to memory. -Improved multi-core usage of the game. -Physics performance improvements - especially in siege scenes. -Improved garbage collection and fragmentation. -The majority of the managed garbage collector spikes during big battles were eliminated -Optimized the rendering of corpses. Art -Due to frame stutters, some particles were skewing unrealistically (e.g. dust particles generated by horses). This was fixed. Animations -Added New rider idle animations. -New stand idles added for camel and its rider. -Added new damage reaction animations for camels. Battles & Sieges -Fixed a problem related to corpses hanging in the air. Combat AI -Enabled charging agents to move together in formation. Both cavalry and infantry troops in formation now tend to stay in line while charging at the enemy. Cavalry formations will try to regroup before charging back, if the formation is intact. UI -Changes
-Fixes
Other -Fixed a visual glitch on clients where the lance is flipped like a javelin when the alternative usage is toggled soon after a couched lance collision happens. -Fixed rendering of some shields that appeared white. -Added spark particles for parry and chamber blocks. Known Issues[link] [comments] | ||
Painted the Sturgian Druzhinnik with oils, probably one of my favorite looking unit in the game. Posted: 17 May 2020 07:08 AM PDT
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Posted: 17 May 2020 05:51 AM PDT
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This speech from a live stream is inspiring! Posted: 16 May 2020 04:39 PM PDT
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Posted: 16 May 2020 01:06 PM PDT
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Posted: 17 May 2020 12:21 AM PDT
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Rhagaea's Granddaughter is now Empress Posted: 16 May 2020 04:06 PM PDT
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Separatism mod is insane and feels like I'm playing a total war in real-time Posted: 17 May 2020 04:44 AM PDT
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When You Just Have To Jump RIGHT Into A Fight Posted: 17 May 2020 06:05 AM PDT
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Accidentally sat on a log before facing the bandit boss (sorry for the shit phone quality) Posted: 17 May 2020 01:25 AM PDT
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Short Guide: How to Participate in Defensive Siege Battles Posted: 17 May 2020 07:06 AM PDT Defensive sieges were one of the best parts about Warband but these are very hard to come across in Bannerlord. Currently (as of 1.3 and 1.4), the AI only attacks a castle when they have an extreme advantage, which means that if you manage to get into the castle before the AI begins it's siege, you're going to lose the battle. I have managed to participate in lot's of fun defensive battles using this method. It is recommended that you have a fief of your own before you start which you can put your elite troops (or all your troops) into. This is because this method relies on sneaking into the castle/town which causes troop losses, so you don't want to be losing high tier troops because of this.
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Posted: 16 May 2020 02:40 PM PDT
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Posted: 17 May 2020 07:09 AM PDT | ||
They decided to dance during a tournament Posted: 17 May 2020 02:33 AM PDT
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Best imperial armour in the game, Rhagaea approves Posted: 17 May 2020 08:44 AM PDT
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That old porcupine Warband feeling Posted: 16 May 2020 11:50 PM PDT
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Am I Calradia's first Billionaire? Posted: 16 May 2020 03:15 PM PDT
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Whatever TW saids, they are still applying censorship in East Asia Posted: 17 May 2020 12:00 AM PDT
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Posted: 17 May 2020 04:54 AM PDT Hi guys and girls. I have some playthrough ideas for those who love bannerlord but bored on their campaign, I play vanilla but any mode can be used. If u have any other ideas, post it to comments. I would love to hear and play them. All we can do is roleplay like this until story mods are created. Sorry for bad english :( Caesar Campaign Classical campaign that most of us did already. Create your own imperial faction and conquer the world. *Only imperial soldiers+hastati,principles,triarii soldier line is allowed on army.* Don't forget to simp rhagaea when she joins your empire. Leadership+steward+charm are recommended for this playthrough. Game ends when you conquer Calradia. William Wallace Campaign You are a battanian commoner, who decided to take revenge for the loss of a loved one. Only battanian soldiers are allowed in army. You can't use any other armor than battanian armor. *You must execute every single vlandian lord u captured.* You must join Battanians, you can't form your own kingdom. Being a two handed, bowman+athletics,smithing is recommended for this playthrough. Game ends when you conquer all Vlandia or when you die. Rhodok Campaign You are the roots of future Kingdom of Rhodoks. Your clan name must be 'dey Rhodok'. And i prefer name Graveth for yourself (all hail great king of rhodok). Firstly join Vlandia as vassal, then after some time establish your own kingdom with dragon banner. *Only vlandian sergeants+vlandian sharpshooters are allowed in your army.* You can't execute any vlandian lord. Simp silvind for a better future. Game ends when you conquer 'Jaculan, Galend, Sargot(our dear Veluca), Talivel Castle, Hongard Castle'. The Holy Grail Campaign Lord Arthur is looking forward to establish an independent England with his knights. Imperial puppet Derthert is too soft-hearted for this. He heard that the Holy Grail will be awarded to king that united all the Brittania. Firstly become a vassal of Vlandia then form your own 'United Kingdom'. I prefer 'dey Angle' clan name. *Only mounted vlandian knights are allowed in army, including your companions.* You must release all the Vlandian lords after fights. You must conquer all of the vanilla Vlandian lands+Battanian lands. Lands of other regions even tho they are conquered by Vlandians or Battanians are not your concern. *Marunath must be last city you siege.* Game ends when Arthur finds Holy Grail at 'Marunath'. A New Home Campaign The nomads of the Asian steppes are trying to find fertile lands to settle and become farmers after thousand years battle at far east. You can either form your own Sultanate of Rum or join Khuzaits. Suggested clan names are 'Oghuz, Avshar, Seljuk' Only Khuzait units are allowed in army. No marriage allowed with other factions. No chopping heads. Conquer all vanilla Imperial Lands to finish the game. Raise of Northmen Vlandians will learn that history repeats itself. They summoned mercenaries from the North lands after they saw how strong sea raiders are. Start game as a Sturgian culture. Choose your own Viking name. Join Vlandia as mercenary after you gain some power. Never join other factions. *Only Sturgian infantry and archers except Ulfhednar and sea raiders allowed in army.* You can't take any mounted units in your army. After years of fighting alongside Vlandia, form 'Kingdom of Nords'. Game ends when you conquer 'Ostican, Revolt, Car Benseth, Varcheg, Revyl and all surrounding castles. [link] [comments] | ||
I hope tournaments get fleshed out more. Posted: 17 May 2020 03:13 AM PDT Imo tournaments get so boring so fast. I really only join them to get some money and decent gear in the beginning. Other than that they are meh. I would very much like if they added different types of tournaments. For example, they could have horse races, target shooting with bows, lance accuracy on horseback, etc... hell they could even have a capture the flag type tournament mode. My only problem with Bannerlord this far is lack of variety. There needs to be more things to do. [link] [comments] | ||
Really digging the Aserai castles and landscapes. Posted: 16 May 2020 06:55 PM PDT
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Posted: 17 May 2020 09:15 AM PDT
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Posted: 16 May 2020 06:52 PM PDT
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Hear me out: Restore the Banner/Kingdom quest, and change that intro Posted: 17 May 2020 08:06 AM PDT I am a full advocate for Bannerlord being a sandbox, as the M&B titles before it. However, TaleWorlds have a little bit of a main quest in Bannerlord and it is a shame to change it and/or remove it in my opinion.
Long Post Alert Here is how I would treat the opening of the game:
1: Remove the missing kids thing. I think I am about 20 years into my game right now, those kids would have grown up and made families by now. To be frank, I really don't give a guano about them. But, that opening quest does work as a combat tutorial, so I feel it should be kept, but change the circumstances for it. I feel it would work much better if you and your little group were Bounty Hunters hired by a Lord to track down bandits that totally ransacked several villages under the Lords rule. As a combat character it makes sense, hired for your prowess in battles. As a support/trader character it also make sense, not only are you keeping the Bounty Hunters supplied, but you are gathering information in your travels, going from village to village, making relations and gathering rumours on the whereabouts of these brigands. The quest would work out as it does now, and once you capture the bandit leader, your group disbands leaving you to make your way in the world, with a few thousand denars you earned from the bounty. No Brother, no missing kids, no ties. Use it as the combat tutorial.
2: Reinstate the Banner Quest but treat it as a social tutorial. While my Banner Quest bugged out as it went over the 10 year limit, I feel to get rid of it fully is a shame. It allows you to explore the world and meet all the Leaders and Lords of the various Factions. It really is a great introduction to the people themselves, and their cultures. Now, the main bane for this quest is that it is/was the only way to start a Kingdom. I don't agree. It was the only way to make a legitimate kingdom, but you could still make one. As a vassal you could acquire a fief and then leave the kingdom via the menu, stealing the settlements. Yes, the Faction you steal them from will declare war, but this will pass and if you can hold out you have then a Kingdom. Also, if you manage to powerlevel your Trade Skill to the point were you can buy fiefs, do so and then ask your Leader to leave. As you bought them and not handed them there should be no bad blood, and you have yourself a kingdom.
I think a major issue with the Banner Quest is that it is treated as a major, over arching storyline, and it isn't. Its a quick introduction to the Factions. If you focused on meeting each Leader. meeting the NPCs that want the banner, and then retrieving the pieces from the Bandit Camps, you could do it within a game time month. Easy-peasy. You don't need a massive army, you don't need a OP character. It's a fetch quest with a couple of small scale fights. That's it. The Bandit Camps offer a slight challenge, but it is otherwise a breeze. Keeping the Banner Quest as is/as it was but making it clear that it is just a quick intro quest to found your own kingdom legitimately I feel would ease any quibbles people have about the quest. If it was an epic, multi part slog with massive battles then I would agree, but it isn't. Get the Banner, get a Kingdom, job done.
Make it clear that the Banner Quest is 1: short and 2: optional should ease any issues. I had no idea I had a 10 year time limit, no where was that mentioned, and I missed out on that storyline on my current character, and would need to make a second playthrough to see it, assuming the quest still exists.
So yes, long post, but what are your thoughts. Would this work for you? What changes would you make? [link] [comments] |
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