Mount & Blade Bannerlord Early Access - Mainline 1.4.1 & Beta Branch 1.4.2 Patch Notes |
- Bannerlord Early Access - Mainline 1.4.1 & Beta Branch 1.4.2 Patch Notes
- The absolute state of my Steam Store recommendations after playing only Bannerlord for the past two months
- Easily the sexiest armor in the entire game
- When you created a kingdom.
- More proof that Derthert is an irredeemable sociopath
- There's a sea monster at the very southwest corner of the map
- patch e1.4.1 in 7 minutes for anyone who doesnt keep up wit beta
- I understand why very good armor is very rare, but there is one lacking element to solve this.
- We needed this fix!
- That must be the toughest 11 year old I have ever seen
- the blade texture on one of the two-handed swords does not properly align with the model, spilling in some unrelated item textures
- Musket Mod Guns, Rockets & Explosions
- Ummmm. Shit.
- Me trying to replicate the firepower of one Fian Champion as Empire
- Maximun Firepower
- Fought the absolutely laziest raider in a hideout
- Love killing a thousand enemies and then seeing I've automatically peaced out with the town owner
- Now do one with crossbows
- Controlling a free clan with territories is nice with the money and all, but it is getting annoying to be the only one to stock all the castle garrisons. Good thing I have my Legionnaire to help me.
- Anyone else miss the mallet head for polearms? :((((
- haHA
- 250 Khuzait Spearmen (Overhead formation) VS 600 Looters
- Skins now moddable
- Economy changed with the patch?
Bannerlord Early Access - Mainline 1.4.1 & Beta Branch 1.4.2 Patch Notes Posted: 04 Jun 2020 03:30 PM PDT Greetings, Peasants.CURRENT MAINLINE PATCH: e1.4.1CURRENT BETA BRANCH: e1.4.2Welcome 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: e1.4.1 SandboxCore: e1.4.1 Sandbox: e1.4.1 Storymode: e1.4.1 CustomBattle: e1.4.1 Initial ChangelogLatest Changes:-We changed price colouring to work according to world averages instead of default prices of items. If an item is 30% or more above the world average it is coloured red. If it is 20% or more below the item's world average price it is coloured green. -Fixed a bug that caused mercenaries to pay tributes or expenses to/for other mercenaries -Added a fix to remove duplicate kingdom stances that had already been saved. -Peace barter initialization parameters have been fixed -Town prices now model purchases made by caravans and other parties while determining supply and demand. -Fixed an issue where players who created kingdoms had to pay influence cost for decisions even when there were no other clans to overrule. Previous Beta Hotfixes:03/06/20 -Fixed the campaign map defender siege engine positions for the level 2 version of Medeni castle. This should resolve crashing for cases where the player initiates a siege against a level 2 version of the castle. -Fixed an issue that caused corrupted save files to crash the game on load screen. -Fixed an issue with the final perk of the 1-handed and 2-handed skills. -Fixed a bug that caused the diplomacy system to have multiple relations between kingdom pairs. This should alleviate some problems with short war and truce periods. -On average about 30% of towns and 50% of castles were experiencing issues with starvation. To improve this situation, settlements with less food now offer higher prices so caravans distribute food better. Village food production was also increased from 4/8/12 to 5/10/15 and consumption of beer in settlements now gives a bonus to food stores. Furthermore, garrisons grow to a lesser degree if a settlement has fewer or smaller villages. With these changes starvation was reduced to 10% of towns and 20% of castles - which mostly occurs in cases of hostile actions like raids and sieges. -Influence awards of some policies were adjusted to reduce influence inflation across kingdoms. -Effects of daily default projects for settlements were reduced. -Several minor fixes for AI war and peace declarations. 02/06/20 -Fixed an issue that blocked the AI from declaring wars normally. It is now no longer locked to the player entering the diplomacy screen. -Fixed a bug that allowed your faction to make peace without your vote. -AI should be more likely to declare peace if the war is taking a long time. 01/06/20 -Fixed an issue that caused several policies to be activated when the player is a mercenary and goes to the kingdom screen for the first time. -Disabled the "leave kingdom" button in the clan screen for player kings for the time being as it caused crashes after some time. -Reintroduced a minimum truce period of 20 days for AI kingdoms. -Fixed an issue that caused players to get stuck when they accepted a peace decision while in a siege event. 30/05/20 -Fixed an issue that caused AI rulers to miscalculate influence cost vs benefit when overriding a popular vote. -Fixed an issue that caused automated kingdom decisions for mercenary players. -The influence cost for the ruler to override the popular vote in a kingdom decision is now calculated differently. Players will be able to spend the decision's normal cost for up to 3 points of difference or "votes". They will have to spend the decision's max cost for any additional points of difference. (To elaborate further - the options associated with influence costs in a kingdom decision represent votes. So f.e. in a decision with the costs 10 / 40 / 100, choosing the 100 option amounts to 3 points or votes. If you are a king and want to overrule a popular vote that surpasses the alternative by 5 points / votes, your cost will amount to 100 (for the first 3 votes) plus another 2 x 100 (for the additional points of difference). 29/05/20 -Fixed a rare crash on the campaign map regarding village items. -Fixed a crash related to newly spawned caravans. -Fixed a crash that occurred when trying to talk with a companion while inside hideouts. -Fixed an issue with missing dialogues for supporting a kingdom in the main storyline after loading which blocked progression. -Fixed a client crash on crowded servers when the amount of created weapons in the environment exceeded a certain threshold. -Fixed a crash that occurred when kingdoms declare war while the "Company of Trouble" quest was active. -Fixed a rare crash that occurred when clicking done in the simulation battle result screen. -Fixed a rare crash that happened while talking to a companion. -Kingdom tributes are now paid daily rather than one-time. •Kingdom tribute payments are shared between clans as follows: •-Each regular clan has 1 share and ruling clan has 4 shares •-Every town adds 3 shares •-Each castle adds 1 share -Added a fix for the Player's King's Decision. -The AI now leaves less garrison to settlements with low prosperity. This should improve problems with starvation. -We spotted a 3x inflation for hearths over 15 game years. The daily hearth increase for villages was changed to 0.5 from 1. -Fixed some visual bugs on the Baravenos Encirclement and Xauna MP scenes. 22/05/20 -Fixed a crash that occurred after colliding with an entity while falling with a camel. -Fixed a rare crash that happened when an agent was blocking and the weapon state for that agent was not fully synced. -Fixed a rare crash that occurred when showing the battle results of simulated battles. -Fixed a crash that occurred when war was declared between a quest giver's and the player's kingdoms while the Company of Trouble quest is active. -Fixed a crash that occurred when talking to army members after a successful siege. -Fixed a crash that occurred while passing time on the campaign map. -Fixed a rare crash that happened when a specific caravan spawned for notables. -Fixed a bug that caused NPC parties to raid Tevea village very frequently. -Fixed a crash that occurred when Gang Leader Needs Weapons and Rival Gang Moving In quests were active at the same time. -Fixed a rare crash that occurred when ticking daily game events. 18/05/20 -Fixed a crash that occurred when fully completing skill focuses. -Fixed a crash that happened when an agent entity was changed in battle- -Fixed a crash during kingdom creation through clan screen. -Fixed a crash that occurred when Family Feud and Army of Poachers quest were active at the same time. BetaVersions Native: e1.4.2 SandboxCore: e1.4.2 Sandbox: e1.4.2 Storymode: e1.4.2 CustomBattle: e1.4.2 SingleplayerCrashes -Fixed a rare tournament crash. -Fixed a crash that occurred when a hero had reached the maximum number of perks & focus points. -Fixed a crash caused by upgrading settlement projects. -Fixed a crash which occurred after closing the Town Menu or Encyclopedia Screen. -Fixed a crash that occurred when the Army of Poachers and Family Feud quest villages were the same village. -Fixed a crash that occurred for the Chinese localisation. Save & Load -Save file compression was optimized by around 80%. -Increased the number of autosave files to 3. Localisation -Punctuation fixes and corrections for some texts. -Turkish translation updates. Art -Fixed some snow texture issues in Khuzait villages. -Various model/material and texture improvements for campaign map icons. UI -Clan Screen •Moved clan member role assignments from parties tab to members tab. Now players can assign roles to clan members, specific to parties that they're in. •Players can now rename their family members in the clan members tab. •Fiefs tab now shows Towns and Castles in different lists and contains bound settlements, notables in the settlements. •The Parties tab now lists the amounts of each troop type that a party currently has. •The Other tab now shows more detailed information about workshops owned. -Shift and Control modifiers now work with both left and right side keys in inventory and party screen. -Added missing One-Handed and Two-Handed perk icons. -Fixed Kingdom decision popup behaviour for rulers. -Fixed a bug that caused the likelihood percentage value next to the propose button to show incorrect values. -Fixed localisation issues in the Custom Battle screen. -Fixed some texts not updating to the correct language on language setting change. -Fixed execution popup visual error. -Fixed a UI problem where wanderers in enemy towns are shown as red. Character Development System -All polearm skill perks which are related to combat were re-implemented/fixed. -Fixed charm, leadership, trade & medicine perk bugs. -Implemented secondary effects of two-handed perks. -Implemented secondary effects of polearm perks. -Fixed a false effect of smithing perks. -Fixed issues with the one-handed & two-handed perks. Clan and Party -Minor faction leaders were gaining too much money and their expenses were very low and this was causing gold inflation. This was fixed. Kingdoms and Diplomacy -Fixed an issue with the behaviour of safe passage deals when the player is in a besieged settlement. Settlement Actions (Town, Village, Castle and Hideout) -Relation loss that occurs when a village is raided is no longer spammable and it is now proportional to the amount of damage caused to the village. Players will still lose a fixed (but reduced) relation amount with village notables and the owning clan's leader when they initiate a war by raiding the village during peacetime. Quests & Issues -New quest "Scout Enemy Garrison" added. -Balanced rewards and requirements of Artisan Overpriced Goods, Artisan Can't Sell Product at A Fair Price, Gang Leader Needs to Offload Stolen Goods, and Deliver the Herd Quests. -Landlord Needs Access to Village Commons •Quest design was changed. (Old active quests will be cancelled when a game is loaded.) -Family Feud Quest •Fixed a bug that occurred when the culprit (quest character) became a prisoner. •Added/Changed quest logs. -Army of Poachers Quest •Fixed a bug that caused the quest to be stuck if the player retreated from the poacher battle. -Lord/Lady Needs Tutor Quest •Fixed a bug that occurred if the player married a quest character. •Added new quest log. -Need help with Bandits Quest •Valid hideout distance and valid party radius values for were tweaked. Conversations & Encounters -Improvement for player look algorithm in conversation. -Added a conversation option with non-hostile vassals which are in an army without joining the faction that they are in. -Ensured that characters whom the player meets in a quest recognise the player later. Expands comments on game actions. -Townspeople and villagers should now comment on available issues and quests. Other -New Noble Weapons have been made and distributed amongst the fellow lords of Calradia. -Caravan Guards, Veteran Caravan Guards and Armed Traders have better stats now which will make attacking caravans a little bit harder. -Fixed an issue with agent orientation in hideout boss fight. -Skins xml is now moddable. -Fixed a bug where the player could take dead lords as prisoners. This should also fix dead heroes from spawning with new parties. -Developer console can be enabled now by pressing ALT + ~ MultiplayerGame Modes -Siege tower ramp sync was broken for players who connect to a server after the ramp opened. Server & Network -Fixed a rare crash on changing game type or region. -An issue causing crashes on MP login will now show a warning instead. We are still investigating this issue. -Added an in-game reporting system with detailed game and chat logs. You can report other players from scoreboard or recent games. -Fixed a visual glitch where the clients see their characters stuck in guard stance after getting stunned with a push back while defending. UI -Added defender and attacker icons to class loadout screen in siege mode. -Fixed inconsistent placement of scoreboard sides while the player is spectating. BothPerformance -Major GPU Buffer memory reduction and GPU performance improvements. -Fixed stuttering issues when a resource loaded during gameplay. -Reduced GPU memory usage of the Flora System. -Punctual light shadow rendering performance improvements. Animations -Fixed a bug that prevents the late attack direction selection (that is made after readying starts) if both attack and defend keys were pressed at the same time beforehand. This also caused clients to see wrong attack animations on their characters when the same case is generated. UI -Seperated the refresh rate option from the resolution and added aspect ratio values next to the resolutions. -Fixed some text calculation errors. Other -Shield physics bodies on back are corrected. -Crouching is prevented during an attack in order to prevent unwanted stance switches. -Singleplayer and multiplayer now use different version numbers. -Fixed issues about usernames with non-ASCII characters. Known Issues[link] [comments] | ||
Posted: 05 Jun 2020 12:14 AM PDT
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Easily the sexiest armor in the entire game Posted: 05 Jun 2020 01:38 AM PDT
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Posted: 04 Jun 2020 07:40 PM PDT
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More proof that Derthert is an irredeemable sociopath Posted: 04 Jun 2020 07:55 PM PDT
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There's a sea monster at the very southwest corner of the map Posted: 04 Jun 2020 09:11 PM PDT
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patch e1.4.1 in 7 minutes for anyone who doesnt keep up wit beta Posted: 05 Jun 2020 02:35 AM PDT
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I understand why very good armor is very rare, but there is one lacking element to solve this. Posted: 04 Jun 2020 06:45 PM PDT One of my favorite parts of With Fire and Sword was stuff was priced realistically. I was a peasant, of course I cannot afford some good armor. I was overjoyed when a companion had a 20+ cuirass. the armors in the shops were thousands of denars, and very very rarely a high tier armor would be for sale for 20k+ denars. But there was an out. You could commission armors for insane amounts of money. Hundreds of thousands of denars for very good armor and weapons. They took time and money to get. We have the custom weapons implemented very well (except for bows). But we need custom armor. I like that very good armor is hard to find. I do not like that it is impossible. And I don't want the solution to be that it is everywhere. Towns have smithies. We should be able to contract a smith to make armor. We can even go back and forth for special enhancements, like getting it custom fit for more time and money. Thoughts? [link] [comments] | ||
Posted: 04 Jun 2020 03:39 PM PDT
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That must be the toughest 11 year old I have ever seen Posted: 05 Jun 2020 10:11 AM PDT
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Posted: 05 Jun 2020 08:32 AM PDT
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Musket Mod Guns, Rockets & Explosions Posted: 05 Jun 2020 05:08 AM PDT
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Posted: 04 Jun 2020 06:37 PM PDT
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Me trying to replicate the firepower of one Fian Champion as Empire Posted: 04 Jun 2020 01:40 PM PDT
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Posted: 05 Jun 2020 06:12 AM PDT
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Fought the absolutely laziest raider in a hideout Posted: 05 Jun 2020 04:17 AM PDT
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Love killing a thousand enemies and then seeing I've automatically peaced out with the town owner Posted: 04 Jun 2020 09:12 PM PDT
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Posted: 04 Jun 2020 09:17 PM PDT
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Posted: 04 Jun 2020 07:15 PM PDT
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Anyone else miss the mallet head for polearms? :(((( Posted: 04 Jun 2020 07:30 PM PDT
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Posted: 04 Jun 2020 04:08 PM PDT
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250 Khuzait Spearmen (Overhead formation) VS 600 Looters Posted: 05 Jun 2020 03:13 AM PDT
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Posted: 05 Jun 2020 03:09 AM PDT Anyone else notice this in the patch note equivalent of the fine print? Haven't seen anyone talk about it yet so what do you think will be the first mod with these tools? As far as I know they're referencing skins.xml file [link] [comments] | ||
Economy changed with the patch? Posted: 05 Jun 2020 02:42 AM PDT So yesterday I had a daily cost of about 6k something, with incomes on about 4.5k so a daily loss of 1.5k which I guess is totally fine. Today, after the patch installed I have a daily cost of some 23k, while my income is about 7.6k, meaning I'm loosing some 15k daily (which I'm pretty sure I did no do yesterday). I only own 1 town and 2 castles with mediocre garrisons. :( [link] [comments] |
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