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    Mount & Blade Bannerlord Early Access - Beta Branch 1.4.0 Patch Notes

    Mount & Blade Bannerlord Early Access - Beta Branch 1.4.0 Patch Notes


    Bannerlord Early Access - Beta Branch 1.4.0 Patch Notes

    Posted: 07 May 2020 01:03 PM PDT

    Greetings, Peasants.

    CURRENT MAINLINE PATCH: e1.3.0

    CURRENT BETA BRANCH: e1.4.0

    Welcome to the patch thread, we make these threads to save us another pin space for other things.

    Taleworlds forum bug reporting thread

    Mount and Blade Discord

    Link to wiki - Previous patches and threads inside

    Mainline Patch Notes

    Versions

    Native: e1.3.0

    SandboxCore: e1.3.0

    Sandbox: e1.3.0

    Storymode: e1.3.0

    CustomBattle: e1.3.0

    Latest Changes:

    -Fixed a beta exclusive issue where newly created characters and other objects could get mixed up with each other. This created instability & possibly crashes. It was also responsible for broken companions and encyclopedia problems. The fix does not recover broken beta save games, but it should resolve the issue for new games. You can test this by checking if newly created characters or other objects have their own appropriate encyclopedia pages instead of another character's or object's page.

    -Fixed a rare crash that occurred when initialising the final phase of the main storyline for Imperial supporters.

    -Fixed a crash that occurred when choosing the "Try to get away" option in an encounter.

    -Fixed a Save & Load related crash that occurred when entering the training field with a companion.

    -Some lords were losing all their money and then starving. This was due to fortification taxes being too low, they have been increased by 25%. Also, NPC clan leaders now react faster to losing money and reduce their garrison sizes before going bankrupt.

    -Council of Commons policy effect was 1 influence per notable in the settlement, it is now 0.1 influence per notable. Also, +1 militia effect per notable is removed.

    -There was no waiting time after captured lords were released; they were spawning at the next daily tick, now they spawn at least 2 days later.

    -Lords spawn with 10% of their party size filled instead of 25%

    -Owners now calculate their settlements' values more conservatively. If there was any hostile action to their fiefs their defence score grew significantly and they and they would go directly there to help. This negatively affected all AI score calculation systems. Additionally, there were other mechanics using this value that were also affected negatively.

    -There was a relation penalty if a settlement was lost between the owner of that settlement and their king. It was settlement value / 20K, now it is square root value of settlement value / 100K, (nearly 10x reduced). For example, for losing a castle with an estimated value of 600K, the lost relation was 30 previously, now it is 3. This was causing big relation drops when a settlement was lost and which in turn caused clans to defect because of this loss in relation.

    -An influence penalty has been added for if a settlement is lost (25 for a castle, 50 for a town).

    -Fixed a bug that prevented the player from receiving a relation benefit after helping a lord they had met previously.

    -Cavalry advantage in simulations is reduced to 20% from 30%

    -Mercenary groups in taverns have increased in size (2x) and their average level has increased.

    -When a smelted item had a modifier, the wrong item could be removed from the inventory. It could also create instability in the inventory. This was fixed.

    -Fixed a rare crash that occurred when initializing the final phase of the main storyline for Imperial supporters.

    -Fixed a crash that occurred when choosing the "Try to get away" option in an encounter

    Previous Beta Hotfixes:

    -Player kingdoms should no longer declare war without player action.

    -Fixed a crash related to settlement production.

    -Fixed a crash that happens in scenes with water.

    -Fixed a rare crash that occurs during scene loading.

    -Some minor adjustments in character creation.

    -Fixed an issue with AI retreating that caused performance problems in combat missions.

    -Fixed a minor bug with the Food Variety Morale Bonus. Having maximum variety should no longer default to a low bonus.

    -Influence gain per troop donated to an allied garrison (same kingdom, different clan) was decreased by 60%.

    -The bug that caused besieged settlements to sally out even though they were weaker than attackers was fixed.

    -Some item consumption (fur, horse, sumpter horse) boosts town prosperity. This effect was decreased by a factor of 10. (+1 is now +0.1)

    -Prosperity bonus of the aqueduct was halved.

    -Starving effect of missing foods for the garrisons was decreased.

    -Fixed a bug that caused problems with recruiting prisoners from defeated parties.

    -Fixed stationary villager parties and caravans for new games. We will continue to work on savegames.

    Initial Beta Changelog:

    Singleplayer

    Crashes

    -Fixed a rare crash that occurs when two player-related events on campaign map start at the same time.

    -Fixed a game freeze that happens when a party is persuaded in the middle of siege preparation

    -Fixed a crash where maxing out attributes and focus points crashes the game.

    Performance

    -Significantly reduced the scene loading times

    -Performance improvements for battles

    Localisation

    -Improvements, additions and corrections for some texts.

    -Turkish localization updates.

    Art

    -3 new menu backgrounds added.

    -Added AI flee points in villages

    -Updated some props' LODs

    -Fixed some meshes' physics problems

    -Fixed some issues in the empire tavern scene

    -Fixed LOD issues in the forest hideout scene

    -Fixed clipping issues on various clothes

    Animations

    -Glave attack animations added for camel riders on the campaign map

    -Animation overhaul of initial character creation stages

    Campaign Map

    -World Map GPU memory usage is reduced

    UI

    -Fixed an exploit in inventory that used let the player take the equipment of heroes that came for a quest

    -Fixed an error while closing the game with ALT-F4

    -Minor fixes and tweaks in scene notification popup, character developer

    -Fixed a bug that caused the game to freeze while changing compared item stats with ALT when there is no available item to compare, in inventory

    -Fixed placement of perks, full learning rate and current skill vertical indicators in character developer

    -Fixed speed mount icon being shown for non-mountable animals

    -Minor performance improvement for SP kill-feed, SP scoreboard

    -Fixed main party health tooltip formatting in the map info bar

    -Made character developer screen more widescreen friendly

    -Added "Destroyed" and "Not Destroyed" filter options to clan list page in Encyclopedia

    -Add Alive/Dead status filter options to encyclopedia hero list page

    -Destroyed clans' banners now show up less saturated in encyclopedia pages

    -Loaded modules panel in Saved Games is now scrollable

    Battles and Sieges

    -Increased effect of number advantage in simulation battles

    -Siege assault battles now last longer in simulation

    -Increased effect of wall quality in siege assault simulations

    -Battle missions check the maturity of agents during spawn and increase age if required.

    -Fixed a problem that caused AI to fall from walls at the siege tower attachment position.

    -During sally outs, garrisons now consider all enemy power outside of the settlement not only parties which are in the same faction with the siege camp leader.

    Combat AI

    -Fixed a bug that occurred when either side was too weak in a siege. In cases like this, the more powerful side would sometimes try to charge without any path over the walls causing them to walk into walls.

    -Fixed a rare problem about an archer checking if they can see an enemy using colliders, which could cause them to face the wrong direction.

    Character Development System

    -Increased effect of trade skill on trade penalty to 0.4% per skill point

    -Decreased bonus of Artisan Community and Great Investor perks

    -Implemented and fixed cultural feats in character creation.

    -Increased adolescence options for the Battanian culture from 4 to 6 in character creation.

    -Fixed a bug where talking with the tutorial headman gave a large amount of charm experience

    -Characters should be looking more like their ages. Tweaked age progression.

    Clan and Part

    -Increased chance of pregnancy if the number of children is 1 or 2

    -Hero Wages are no longer 0

    -Lord parties have more experienced troops and fewer recruits. They also use their party size limit as much as possible.

    -Parties do not recruit prisoners of defeated parties if they are at their party size limit. This was causing some AI parties to lose their better troops because of desertion.

    -Garrison sizes are increased a bit due to better economical management of clan leaders.

    -The escape chance of prisoners is reduced by 25% when they are in mobile parties. It is reduced by 50% if they are at the player's settlement.

    -The clan leaders' financial situation has an effect on raiding probability now. So poor clans want to raid more.

    -"Donate troops" and "Inspect troops" options were disabled for caravan, villager and militia parties.

    Armies

    -Armies with little food now return to settlements more frequently rather than continuing their hostile plans and losing troops due to starvation.

    -Parties and armies with a high wounded ratio now prefer resting in settlements more frequently to heal their troops.

    -Sometimes army member parties were attacking parties more powerful than them assuming their army would help, however, they were not attached to the army leader yet and help of the army did not occur. This bug was fixed.

    -While visiting settlements NPC parties sometimes also visit other settlements they are passing nearby on their way. This results in better recruitment.

    -If caravans have lots of wounded troops they also wait longer in towns to recover.

    -When an army visits a fortification, the player - as an army follower - can open the settlement menu with the enter settlement option.

    Economy and Trade

    -Players now sell goods to caravans at a reduced price.

    -Caravans are now created with sumpter horses.

    -Player trade with owned caravans was disabled due to balance concerns.

    -The player now has a secondary option while creating a caravan - setting it up with a higher number of better troops. However, caravan forming costs are 1.5x in this scenario.

    Crafting

    -The weapon becoming invisible when showing holster is activated on crafting was fixed.

    Settlement Actions (Town, Village, Castle and Hideout)

    -Spawn probability of mercenary troops at taverns was increased from 33% to 50%.

    Quests & Issues

    -Fixed minor problems with Headman Needs to Deliver a Herd Quest

    -Fixed minor problems and made some design changes on Notable Wants Daughter Found Quest

    Gang Leader Needs Weapon quest bug fixes and improvements

    -Bug Fixes

    Fixed a crash that occurred sometimes when player completed quest successfully. Fixed a crash that occurred when player decides to leave settlement when caught by quest guards. Fixed a bug that causes quest log progress to reset after Save&Load. Fixed a notification bug when quest guards took player's weapons. 

    -Improvements

    Reward gold formula is changed. Alternative (Companion) solution duration formula is changed. Required trade/roguery skill for companion formula is changed. Requested weapon amount formula is changed. Stealing weapon chance for quest guards formula is changed. From now on, quest guards will stop player more often. Quest giver will no longer request crossbows. 

    -Fixed a problem that caused the conversation to become stuck when the player clicks the dialogue option "About the task you gave me" to the "Captured by Bounty Hunters" quest giver after saving and loading.

    -Fixed the "Investigate 'Neretzes' Folly" quest progression regression bug that happened when a noble died that we had talked to before.

    Conversations & Encounters

    -If the player is mounted, they will spawn a bit further from conversation character when using "Talk" button in settlement menu.

    -Disabled spawning with horse in map conversation missions (encounters) to prevent seeing horse ears and horse harness.

    -Fixed a bug that caused some conversation agents to stay focused on the player even after the conversation ends.

    -Fix the waiting for nightfall bar resetting problem in hideouts when the player opens up a menu.

    Other

    -Shield hitpoint values had been rebalanced based on their tier and material used.

    -Peasants can no longer be upgraded into Watchmen directly.

    -Stats of some faction army troops had been fixed and rebalanced in order to maintain faction balance.

    -Tournaments will now have exclusive, weaker and easier to break shields.

    -Our storyline brother now wears cheaper armour so players are less likely to strip him for his gear.

    -All Sturgian faction troops now use round shields. They also use shields that are more fitting to their level and abilities.

    -Fixed a bug that caused players who continued the game from old save files to be unable to starve.

    Multiplayer

    Game Modes

    -The reason for losing sometimes not showing up in Captain mode is fixed.

    -Troop face randomisation in Captain spawn fixed.

    Other - Miscellaneous

    -Added cooldown for players who have left the game more than allowed times in a given time frame. Currently, players who left matchmaker games 2 times in the last 3 hours will be blocked from matchmaking for 15 minutes. Note that we can change these values anytime without requiring a patch if necessary or if we encounter issues.

    Server & Network

    -Factions for matchmaker games are now evenly distributed

    -Fixed a crash while entering a multiplayer team deathmatch

    -Official custom games now require anti-cheat.

    UI

    -Added server status visual system in MP HUD

    -Minor tweak and improvement in Matchmaking tab

    -Troop type icons on top, near player avatars, is now %35 bigger while in class selection screen

    -Fixed MP Character Customization Clothing Option not working.

    Both

    Crashes

    -Pressing ESC key on loading screen causing infinite loop on loading screen fixed.

    Art

    -Lighting adjustments

    -fixed parallax problems on some of the stone meshes

    Animations

    -New hand shield active defend animations.

    -Defend hand shield direction angles are polished.

    -Removed blend durations for some of the rider fall animations.

    -New stand idle animations added for camels.

    -Riders falling from horses can only block when close to standing.

    Audio

    -Fixed an issue about sound devices getting disabled in config files.

    UI

    -Added Crosshair Outlines to improve crosshair visibility

    -Added a new "Vertical Aim Correction" option to Gameplay Options

    -Added a new "ForceVSync in menus" option to Video Options

    Combat AI

    -Cavalry had a hard time adjusting their rotation in melee and especially when two AI agents fought each other they could loop around each other, major improvements have been made regarding this issue.

    Performance

    -Many HDD spike issues were fixed

    -Reduced memory allocations during battles, and optimized some of the formation AI. These should reduce spikes occurring during the battles.

    -Ragdolls and dropped items performance improvements

    -Multi-Core performance improvements

    -Performance improvements for the trail effects

    Other

    -Boulders can now knock agents down.

    -Fixed scale change of thrown boulders' after they stop.

    -Horses can no longer climb on ladders.

    -Corpses now receive additional blood along with their surroundings

    Beta Branch Patch Notes

    Versions: Native: e1.4.0

    SandboxCore: e1.4.0

    Sandbox: e1.4.0

    Storymode: e1.4.0

    CustomBattle: e1.4.0

    Singleplayer

    Crashes

    -Fixed a Save & Load crash related to one-handed perks.

    -Fixed a crash due to an empty dll name appearing on call stack frame.

    -Fixed a crash due to missing frame info when capturing a call stack.

    -Fixed a crash that occurred sometimes when trying to load a game when quests were active.

    -Fixed a crash that occurred when selecting some troops for a custom battle.

    Save & Load

    -Players now gain trade XP correctly after Save & Load.

    Localisation

    -Fixed some item name translation errors.

    -Punctuation fixes for some texts.

    -Additional Chinese translations and translation fixes.

    -Turkish localisation updates.

    Art

    -Fixed some AI's navigation mesh and season issues with Battanian villages.

    -Fixed some visual issues, level's mesh problems, AI's navigation mesh problems, and season issues with Sturgian villages.

    UI

    -Implemented new map event visuals system. Now map events (Raids, Sieges and Battles) will be shown on the UI compared to 3D icons on the map. This will improve the visibility of map events.

    -Improvements to crafting screen with high yield item tuples.

    -Fixed an error that showed different relation values in conversations compared to the said hero's encyclopedia page.

    -Fixed a text error in kingdom decision popup.

    -Fixed a text error in party tooltip.

    Battles and Sieges

    -Fixed mission camera still being updated when the player opens up the escape menu during hideout boss fight cinematic transition.

    Character Development System

    -Changed the implementation of 15 one-handed skill perks that are related with combat.

    -Companions will now gain trade XP if they are leading a caravan.

    Clan and Party

    -Added a new map notification for when the player receives a new settlement.

    Armies

    -When tracking an army, the tracking information will now be for the whole army rather than just the leader party.

    Kingdoms and Diplomacy

    -Influence gain reduced to 1/20 for donating prisoners to a dungeon.

    -Council of Commons policy effect changed so that it now grants 0.5 influence per each supporter of the clan who lives in the clan's kingdom.

    Settlement Actions (Town, Village, Castle and Hideout)

    -Changed the effects of some settlement projects.

    -Some Settlement Projects Now take longer to finish.

    -Reserve now adds a fixed bonus to construction rather than doubling it.

    -Town Management Window now shows changes to stats correctly according to the selected project and reserve.

    -Fixed a bug that allowed players to join a neutral army from settlement UI.

    General

    -Implemented the new quest "Army Needs Supplies".

    -Fixed a bug that causes log entries to show wrong information about alternative (companion) solution troop counts.

    -Fixed a bug that causes alternative (companion) solution troops and companions to disappear.

    -Fixed a bug that caused quests to disappear.

    -Players will not be able to transfer wounded troops to fulfil quest conditions.

    -Instead of closing the dialogue, quest dialogue options will return to the character's main dialogue options.

    Gang Leader Needs Weapons Quest

    -Fixed a crash that occurred when the player completes the quest successfully.

    -Fixed a bug that blocks players from solving the quest with the alternative (companion) solution.

    -Fixed a bug that resets player's quest progress after Save & Load.

    -Changed/Added some quest dialogues.

    Army of Poachers Quest

    -Fixed a bug that caused double gold and leather rewards.

    -Alternative (companion) solution troop requirements were changed.

    -Alternative (companion) solution duration was changed.

    -Quest reward formula was changed.

    -The party size formula for the Poacher's Party was changed.

    -Changed/Added some quest dialogues.

    -Alternative (companion) solution will require at least tier 2 troops.

    -Player will gain 1 renown after completing the quest through successful persuasion.

    -Equipped item sets for the Poacher character were changed.

    Lord Needs Garrison Troops Quest

    -Required troop count formula was changed.

    -Required troops were changed.

    -Changed/Added some quest dialogues.

    Lord Wants Rival Captured Quest

    -Changed/Added some quest dialogues.

    Company of Trouble Quest

    -Players will not be able to activate the quest if they do not have enough space in their party for the quest troops.

    -Company of trouble troops were changed.

    -Players will not be able to persuade noncombatant nobles, the quest giver's clan members and people who are in the quest giver's settlement to take the troops.

    -Persuasion gold demand formula was changed.

    -The formula for the number of items that are stolen per day was changed.

    Nearby Bandit Base Quest

    -Added some tooltips to explain needed skill values for the alternative (companion) solution.

    Lord/Lady Needs Tutor Quest

    -Fixed a bug that caused the quest to get stuck after a certain level of experience gain.

    -Fixed a bug that caused missing dialogue options when talking with the pupil for a second time.

    -Pupil lords will have lower skill points to begin with.

    -The target skill point gain was decreased from 60 to 30.

    -Some quest giver conditions were updated.

    Family Feud Quest

    -Fixed a bug that caused quest NPCs to stay in the player clan after quest completion.

    -Fixed a bug that caused duplicate/wrong quest logs.

    -Changed/Added some quest logs.

    -The quest will be cancelled (not failed) if the target village is raided.

    -The quest will be cancelled if the quest giver's village is raided while the player has not spoken to the culprit yet.

    Train Troops Quest

    -Players will not be able to activate the quest if they do not have enough space in their party for the quest troops.

    Landlord Needs Access to Village Commons Quest

    -The required troop count for the alternative (companion) solution was changed.

    -The duration for the alternative (companion) solution was changed.

    -The alternative (companion) solution will require at least tier 2 troops.

    Artisans can't sell Product Quest

    -Fixed a text variable bug.

    Conversations & Encounters

    -Not being able to attack after talking to lords/ladies about the main story was fixed.

    -Increased variation in NPC greetings and farewells.

    -Added some minor variation in wanderer hiring dialogues.

    Other

    -Fixed bug in which Neretzes's son is assassinated before game start.

    Multiplayer

    Map Related

    -mp_tdm_map_004 visual and gameplay improvements. (Scene name changed to ''mp_tdm_map_004a''. Formerly NordTown.)

    Both

    Performance

    -Memory fragmentation improvements.

    -Better multi-core usage for animation sampling system.

    -Multi-threading optimisations on cloth simulation.

    Art

    -Visuals of bushes improved.

    -Set all shield rotations according to new defend animations.

    Animations

    -Mounted two-handed overswing attacks were cutting through the mount. Now, the animation ends sooner.

    Combat AI

    -AI troops can fill up from dropped quivers now.

    Other

    -Printing area of effect damage to the combat log problem fixed.

    -Fixed an issue with crush-through.

    Known Issues

    submitted by /u/Arthanias
    [link] [comments]

    Samurai in Bannerlord

    Posted: 08 May 2020 02:52 AM PDT

    Sorry but it had to be said.

    Posted: 07 May 2020 07:05 PM PDT

    Rhagaea gonna actually look 40

    Posted: 08 May 2020 04:05 AM PDT

    The last thing your elite troops see before sending them into auto-resolve against Looters. (Sound)

    Posted: 08 May 2020 09:10 AM PDT

    Under the Banner(My contest entry,hope i'm not late to the party)

    Posted: 08 May 2020 07:12 AM PDT

    I've got no proof but I'm sure this is happening with the devs...

    Posted: 08 May 2020 06:12 AM PDT

    I'm new to M&B. Thought I was going to hate it after playing Mordhau for 1500 hours. I need help.

    Posted: 08 May 2020 04:44 AM PDT

    I'm doing my part. Are you?

    Posted: 07 May 2020 07:59 PM PDT

    Attacked my own army and my own wife...

    Posted: 08 May 2020 07:25 AM PDT

    Am i the only one who'd love to also have such massive shieldwalls in Bannerlord?

    Posted: 07 May 2020 12:06 PM PDT

    i dont think this was intended. early game 1.4.0 beta

    Posted: 08 May 2020 01:01 AM PDT

    Bannerlord coming to consoles "later down the road".

    Posted: 08 May 2020 06:04 AM PDT

    Ok that's pretty strong

    Posted: 07 May 2020 10:16 PM PDT

    When you haven't done an update in a while and want it to look like you've been busy...

    Posted: 08 May 2020 01:09 AM PDT

    And fuck these 5 looters in particular

    Posted: 08 May 2020 02:27 AM PDT

    Possible Bannerlord Persistent world server???

    Posted: 08 May 2020 01:44 AM PDT

    When 50 looters think they can take your 25 Vlandian Sergeants and 15 Sharpshooters

    Posted: 08 May 2020 03:54 AM PDT

    No one told me this could happen :(

    Posted: 07 May 2020 04:28 PM PDT

    BREAKING* NEWS: Taleworlds introduces Vanilla Polygamy in 1.4 Beta

    Posted: 08 May 2020 05:15 AM PDT

    Something Doesn't Seem Right Here... Hrm... Can't Quite Put My Finger On It

    Posted: 08 May 2020 07:50 AM PDT

    The series of unlikely events that lead to me owning my first city:

    Posted: 07 May 2020 10:38 PM PDT

    • Be me; a humble vassal of Rhaghea's empire.
    • Southern Empire is winning the civil war by a landslide, end up getting a small castle in the northeast on the Khuzait / Sturgian border.
    • Faction keeps going to war in the west, I spend a lot of time away from home and all the new fiefs end up going to other lords.
    • Meanwhile, the Khergit clan end up rebelling against the Khuzait and splintering into their own faction.
    • Southern Empire declares war on Khergits for some reason.
    • Khuzaits are right next door to my fief so I save up some influence to form a small army and siege one of their castles.
    • Khergit leader, Mesui, attacks me with an equally sized army.
    • My army has the cavalry disadvantage and loses, I am taken prisoner but in the chaos of the battle Mesui is slain.
    • Mesui's son becomes the new clan leader, makes peace with the khuzaits and is absorbed back into the kingdom.
    • With its internal disputes settled, the Khuzait declare war on the Southern Empire the same day I'm released from prison.
    • "oh shit my castle is right on the border"
    • Race back to my castle and start forming a new warband.
    • Rhagea passes by leading a huge army, over 800 men.
    • I see a chance for glory and sally forth with my entire garrison to join her army.
    • We conquer the city of Makeb and I'm nominated to claim the new fief.
    • Spend all my remaining influence to sway the vote in my favor.
    • It actually fucking works.
    • Proud owner of my first ever city in Bannerlord \o/

    Just goes to show the kind of emergent stories that can happen in mount & blade. Of course this series of events wouldn't have been possible in vanilla, specifically I'm using a mod that makes powerful clans who hate their faction leader splinter into their own faction, and another mod that adds a 5% chance that any hero who dies in battle dies for real.

    Separatism: https://www.nexusmods.com/mountandblade2bannerlord/mods/968

    Heroes Must Die: https://www.nexusmods.com/mountandblade2bannerlord/mods/1164

    submitted by /u/Lazuli42
    [link] [comments]

    It may not be Thursday, but look who I found

    Posted: 07 May 2020 10:03 PM PDT

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