Mount & Blade Bannerlord Early Access - Mainline 1.5.4 & Beta Branch 1.5.5 Patch Notes |
- Bannerlord Early Access - Mainline 1.5.4 & Beta Branch 1.5.5 Patch Notes
- Still Life of the Sapper City.
- I’m gonna get you!
- I swear it's always the same looter
- Preaching in style.
- This is going to be a hard battle
- I devoted my life to help the Empire. And it turned right into what I fought against.
- I get attacked
- Militia units - their upgrades and garrisoning
- Best Historical Modpacks I should try for Warband
- I just installed the Explorer Alpha mod along with WSE for 1.174 and for some reason all of my steam installed mods won’t show up on the WSE executable or the M & B Executable. Any way to fix this?
- AWOIAF question
- Sieges still crashing As of 11/20/2020
- Movement speed nerf.
- Weird bug - All Grain villages show Cow as the primary production.
- WHY is my party suddenly so slow?
- Step 1: Line up in view of artillery. Step 2: Perish (NW)
- My brothers bugged! (1.5.5 - New Campaign)
- Help! Can't play Multiplayer 1.5.5 Beta
- Weird Glitch
- Any way to get old unit control back?
- The Swing King's Drunken rampage comes to an end | A Mount and Blade 2 fight sequence
- Sturgian Otroki?
Bannerlord Early Access - Mainline 1.5.4 & Beta Branch 1.5.5 Patch Notes Posted: 19 Nov 2020 09:55 AM PST Greetings, Peasants.CURRENT MAINLINE PATCH: e1.5.4CURRENT BETA BRANCH: 1.5.5Welcome 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 insideMainMain e1.5.4 Previous Beta Hotfixes:03/11/20Fixed the issue of some faction troops looking older and plump. Fixed a crash that occurred in certain cases during a crush through. Fixed a crash that occurred when loading a save file that has the issue target hero who had already died. Fixed the issue of showing companions twice in the clan page. Fixed a crash that occurred when a player tried to raid a neutral village while being a mercenary and the villagers didn't resist. 22/10/20Fixed the issue of baby siblings' names appearing on the inventory menu. Fixed the issue of broken perk icon placements for the 300 level perks. Fixed the issue where locking items in the trade screen prevented the "Take All/Buy All" feature from working as intended. Fixed the issue of health bar of non-heroes being shown on the hideout troop management screen. Replaced the gloves of the Oathsworn troop of Battania as a temporary fix until the model morphing issue is fixed. Fixed the issue of the white background texture being shown in the perk trees. Fixed a crash that occurred when pressing "Exit to Main Menu" option while a conversation was active. Fixed the issue of siege engines building too fast which was caused by the Sweatshop perk of Steward skill. Initial Beta ChangelogBetaBeta e1.5.5 SingleplayerCrashesFixed a crash related to formation AI. Fixed a quest issue that caused the game to crash on loading. Fixed two crashes that occurred after the player cleared an alley. Fixed a crash that occurred when performing hostile actions against neutral villages while serving a kingdom as mercenary. Fixed a crash related to initial kingdom hero spawn points that occurred when loading the game. Fixed a crash that occurred when pressing the exit to the main menu button while a conversation was active. Fixed a bug that crashed the game after gaining XP when the player was already at the maximum level. Fixed a crash which appeared after changing an option in the options menu. Fixed a crash that happened when the "Fight against the conspiracy" quest timed out. Fixed a crash that happened when Radagos was executed in the "Rescue Family" quest. Fixed a crash that occurred when entering the same village over and over again. Fixed a crash that occurred after offering a truce during barter. PerformanceFixed a bug that caused performance drops on the world map after sounds were cut. Save & LoadAutosave interval duration was increased. It now autosaves after leaving settlement and ending encounters. A notification will be displayed after saving the game successfully. Daily gold changes occurred multiple times in different loaded games for some saved games. This was fixed. Now the daily gold change occurs only once in a day. LocalisationText additions, spell checks and punctuation fixes. Chinese localisation fixes. ArtNavmesh IDs changed for better AI behaviours in front of castle gates. Visual improvements on Khuzait, Vlandian and Empire villages:
Physics problems on some castle walls and rooves are solved in Tsagaan Castle. In order to have a better balance between ranged and melee troops, high ground areas and their connections between each other were reduced in number in Tsagaan Castle. Assigned alpha versions parallax to materials with parallax. Visual improvements on Battania Keep and gatehouse models. Improvements to the existing campaign maps icons. Added new cradle model. UIChangesAdded autosave interval control to the Campaign Options panel. Added Married/Not Married filters to the encyclopedia hero list page. Added explanation tooltip to the tax value in Town Management. Now, the equip button in the inventory will replace the same type of weapon (if there is one equipped). Army overlay can now show more than 18 parties in the army. Barter offered item amount is now an editable text area. Players can now load save games with double click on the saved game tuple. FixesFixed long party names overlapping weight values in the inventory screen. Fixed a bug that caused UI to disappear after inspecting a companion's troops while talking. Fixed minor visual issues in the tournament prize panel. Fixed a bug that showed swapped values for "Casualties Inflicted" for a diplomacy war item. Fixed a bug in the army nameplate that caused an issue icon to be visible even though the lord with the issue hasn't joined the army yet. Battles and SiegesAdded -20% damage and weapon speed/reload penalty for using weapons while mounted. This is lowered by the Riding skill and reaches zero penalty at 100. The effect only applies to troops and characters in singleplayer mode. Some mechanical weapons (such as crossbows) are exempt from the damage penalty. Heroes will no longer receive medicine skill experience for teamkills in battles. Some archery points in siege scenes were not being removed as expected when certain objects like walls and broken versions of walls were swapped around causing archer agents trying to go to undesirable positions. Fixed/added more functionality to add on deploy/remove on deploy properties. Moving in formation speed limits were not applied properly, they have been fixed and speeds were reduced overall, This is especially noticeable in shield wall, circle and square arrangements. When troops with ranged weapons were given the charge order they didn't approach the enemy if there was a friend in the way. This was fixed. Moving sideways to try to see enemies past friends was also added, making giving the charge order without telling troops to hold fire much more effective. Due to an error in updating the target agent after their target was killed and they moved back a few steps, ranged troops tended to face away from the enemy. This was fixed. Fixed a bug that caused formations to fidget about when trying to hold a defensive position. Implemented a new system that calculates troop power based on context. Removed cavalry troop simulation bonuses for sieges. Light crossbows are reloadable on horseback now. Some of the heaviest crossbows are capable of penetrating shields. Character Development SystemAdded 10 more combat-related tactics perks to the game. This finalizes the current tactics skill tree. Added and balanced 32 medicine perk effects on the campaign side. Fixed the speed bonus for siege engine construction of the Sweatshop perk in the Steward skill. Instead of a flat bonus of 20, it is now 20%. Fixed a bug that causes troops to appear as very old or young. Fixed a bug that caused children to show up in the inventory screen as selectable. Fixed a bug that caused the player to heal immediately just by waiting on the map. Clan and PartyBandit parties which were close to a hideout were attacking other stronger parties because they assumed that parties inside the hideout would help them. However, that is not the case. They will no longer make this assumption. Fixed a bug that leaves the main hero's spouse in the main party in a fugitive state. Enabled AI marriages to occur over time. Gave most clans enough adult members to lead the minimum number of parties. Added children to some clans to ensure better long-term continuity. More changes will follow. ArmiesFix a bug that allowed lords in the player's army to recruit from raided villages. Kingdoms and DiplomacyFixed a bug that caused dead heroes to participate in kingdom decisions. Fixed a bug that led to mercenary clans defecting as vassals to other kingdoms during the main storyline. Fixed an issue that stopped kingdom decisions from properly resolving when the player joined the kingdom as a mercenary. Economy and TradeFixed a bug that prevents the effects of daily settlement projects. Fixed an issue that caused caravan speeds to drop to 1-2 speed because they were buying too many animals. Now, caravans do not buy more animals than their herd limit. If they have more animals than the limit, they sell excess animals when they enter a town. Fixed a problem with tanneries not making any profit and closing all over the world in the long term. All workshops are a bit more profitable now. CraftingMissing/Invalid damage type strings were fixed. Fixed an issue with some crafted two-handed weapon blades not disappearing from the character's back after drawing the weapon. Fixed a bug that caused the wrong tooltip and description to show at the smelting and refining screen. Settlement Actions (Town, Village, Castle and Hideout)Players are no longer able to form caravans while in disguise. Players are no longer able to buy workshops while in disguise. Players can no longer heal by entering and leaving the training field. Quests & IssuesQuest battle AI aggressiveness improvements. (Quest NPCs will be more defensive in combat based on their skills.) Fixed a bug that caused some quest rewards to be floating-point numbers. Quest difficulties will now scale according to player progress even while the quest is ongoing. Crime rating will only be gained after the rejection of the counter-offer in the quest "Can't Sell Product at a Fair Price". Decreased relationship reward for the quest "Overpriced Raw Materials" from 10 to 5. Fixed an issue with the quest "Needs Grain Seeds" not giving relationship rewards or penalties. Fixed a bug that causes some conversations to not trigger in Manual Laborer Quest. Fixed a bug that caused a companion to join the quest duel in the "Notable Wants Daughter Found" quest. Prosperity penalty and bonus for Army of Poachers quest are changed from +-100 to +-30. Fixed a bug that causes the "Escort Caravan" quest ambush party size to be 0 in some situations. Fixed a bug that made the tutorial village headmen disappear. Conversations & EncountersFixed a bug that causes ransom broker's initial dialogue to be empty. Fixed a bug that opened prisoner conversation missions in a hideout with the lord's hall background scene. Villagers and guards should change their dialogues if the player is lord of their settlement or faction ruler. Fixed a bug that caused lords to comment on raids on their settlements as if the player had been responsible. OtherBasic units will no longer use polearm type of weapons as they were getting too good at stopping cavalry charges. Removed the out of place shield from Tacteos' back. Some Aserai notables and peasants were wearing out of place armour. This was fixed. Changed a few tournament loadout matchups for Battania and Aserai. Fights between all ranged units and ranged versus two-handers are less likely to happen. Changed armours and shields of Caravan Guards of Sturgia, Vlandia and Empire. Added player spouse death notification. Fixed a bug that causes some dancers and beggars to spawn very young. Added an option to enable/disable birth, ageing and death in the campaign. With this option enabled no new hero will be born and no one will die in the game. Item Modifiers Update:
Lame Horse feature was implemented:
Players can now forfeit board games on the enemy's turn. Improved the replacement of invalid or deleted items with trash items. This may help some corrupted saves and should make it less likely for corruptions of this nature to occur. MultiplayerPlease Note: Multiplayer servers will be opened for the beta branch to enable you to test the changes below. They will open tomorrow (Friday) around 11 am UTC and will remain open over the weekend. Design & BalanceCombatBows, Crossbows and all Throwing Weapons' readying/aiming duration and patterns are now related to weapon speed (aiming used to be standard for all ranged weapons). -The faster the weapon is, the faster it readies up, the smaller the initial crosshair, the faster it gets accurate and the longer it holds max accuracy. -Minor adjustments will be made after reviewing performance. New Perk for bows and crossbows: -Faster Release - Grants faster-travelling projectiles to increase the effective range of Bows and Crossbows. Does not increase the damage value. Weapon and Equipment ChangesNew Weapon: Battanian Throwing Axe
New Weapon: Aserai Throwing Axe
New Weapon: Battanian Bastard Sword
New Weapon: Vlandian Bastard Sword
New Weapon: Western Bastard Sword
New Weapon: Fast Hunting Bow
New Weapon: Light Javelin
Slightly increased damage of all Lances. Javelin
Jareed
Northern Fish Harpoon
Reinforced Northern Fish Harpoon
Imperial Javelins
Short Bow
Hunting Longbow
Recurve Bow
Superior Bow
Fast Short Bow
Strong Recurve Bow
Yeow Long Bow
Arbalest
Vlandian Throwing Axe
Sturgia Throwing Axe
Khuzait Eastern Lance
Knight Heavy Horseman's Kite Shield
Clan Warrior Targe
Northern Round Shield
Bastard Axe
Troop ChangesAll Shock Troops
AseraiSkirmisher
Tribal Warrior
Guard
Archer
Veteran
Beduin
BattaniaClan Warrior
Skirmisher
Wildling
Savage
Oathsworn
Ranger
Fian
EmpireRecruit
Menavlion Infantry
Legionary
Archer Militia
Palatine Guard
Courser
KhuzaitSpear Infantry
Steppe Bow
Khan's Guard
Nomad
SturgiaBrigand
Berserker
Varyag
Hunter
Raider
VlandiaVoulgier
Sergeant
Arbelist
Sharpshooter
Fixed Clan Warrior troops spawning with the wrong default sword. Fixed couch lance bouncing at lower speeds. Other - MiscellaneousFixed an issue where options in the Friends list would not change when our role within the group (leader to member or vice versa) changed. Fixed Oathsworn gloves visually glitching. Clans can now be created with 2 players. Server & NetworkRandom players can no longer join premade games after a player disconnects. UIChangesSwapped places of Play and Armory tabs to centre the Play tab. Reporting a player automatically mutes them for you after a report. FixesMinor visuals fixes in the lobby custom game tab. BothUIChangesMission Order Radial:
UI now supports other language characters that are not included in the selected game language:
PerformanceOptimisation made for agent spawning, improving the initialisation of battles and reinforcement phases. Optimisations made on inverse kinematics by reducing unnecessary usage in the animation system, slightly improving the overall performance. CombatFixed a scenario for crush through where the attacker could deal full damage to the opponent. Troop movement speeds when moving in arrangement had been reduced noticeably in the previous update, according to feedback and testing, this reduction has been made less severe for line arrangement. ModdingFixes for crashes when using road_instance script for river sculpting. Check for errors functionality in editor also checks the physics objects of the mesh bended entities. A new functionality added to the editor for re-baking the selected GI probes. Known Issues[link] [comments] | ||
Still Life of the Sapper City. Posted: 20 Nov 2020 06:48 AM PST
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Posted: 19 Nov 2020 03:18 PM PST
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I swear it's always the same looter Posted: 19 Nov 2020 11:23 AM PST
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Posted: 20 Nov 2020 04:14 AM PST
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This is going to be a hard battle Posted: 20 Nov 2020 08:09 AM PST
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I devoted my life to help the Empire. And it turned right into what I fought against. Posted: 20 Nov 2020 06:21 AM PST Disclaimer: I'm not complaining here, just a note on how expectations of an idealist get onwed by reality. IRL the outcome might be just the same. I'm 55 now, and the fever I've recently got probably won't leave me. My death is only a matter of a few weeks now. And as my wife didn't produce any children, I guess I have no worthy heir to fight for my cause. So, what have I, and the realm achieved? Back in my 30s joined th Senate in it's fight for the Empire I held dear. I hoped that the Imperials would be more willing to retain a centralised state than the barbarians. How musch wrong I was... Well, we've conquered all of Calradia, at least, and one would suppose that the Empire is now in it's Golden Age because of it... But our realm has enacted surfdom, feudal inheritance and decentralizational laws granting even more power to nobility, especially to the peers. Instead of fighting feudal tendencies, it made them the basis of it's new constitution. As I watch the old bureaucracy disintegrating and being replaced by feudals ruling former provinces as their own estates, free peasants being made property and inept Emperors from Neretzes effectively inhereting throne despite Senate talking of Republican values, I feel, that even though I've made a fortune for myself and can benefit from this corrupt system, I can only curse myself for giving the Dragon Banner to this filthy puppet of selfish oligarchs. I should've understood this isn't going to end well. My hopes to change an existing faction was stupid. Now it's too late to try and stage a rebellion which would be outnumbered 20 times. I was stupid. I doomed this land. It turned into hell, and I did nothing to prevent this. [link] [comments] | ||
Posted: 20 Nov 2020 09:44 AM PST Hello so I did a quest for this dude in which I have to provoke a war with the vaegirs and now they all attack me on sight. So I am wondering when will I be able to go into their lands again (If ever) This has been resolved thank you, [link] [comments] | ||
Militia units - their upgrades and garrisoning Posted: 20 Nov 2020 06:43 AM PST This probably was already discussed countless times - but maybe not, so let's try anyway In current build, if you by any means procure militia units, you're screwed. You can't upgrade them and if you put them into garrison, they qualify as regular troops, rather than stock of militia defending town/castle, meaning they are on your payroll. Wouldn't it be great if militia units, when put into garrison, would automatically join the militia stack, rather than garrison? Or if you had an option to upgrade them into equal level "regular" troops of their factions (so militia spearmen turn into tier 3 infantry and militia archers into tier 3 range units)? Or if you could simply upgrade regular militia to veteran, even if they would be disqualified from joining militia stack in town/castle (since that would be a massive exploit to add 30-40 veterans to your militia). Really, ANY of those three would make those units work, rather than being something you simply ransom first given chance or discard the moment your proper army heals and you no longer need prisoner guarding troops. It's especially annoying when you're leading an army and parties in it start to get filled with militia unit after each capture of settlement, until half of the army is filled with militia and AI doesn't see anything wrong with it. If there is a mod for any of this, I'm all ears. [link] [comments] | ||
Best Historical Modpacks I should try for Warband Posted: 20 Nov 2020 08:02 AM PST I love history as I'm sure many of you do also and I was wondering what mod packs you felt played best or felt like a actual dlc for the game. [link] [comments] | ||
Posted: 20 Nov 2020 09:48 AM PST | ||
Posted: 20 Nov 2020 09:34 AM PST Does anyone know how to obtain the Karstark heavy Armor the Karstark spearmen wear? [link] [comments] | ||
Sieges still crashing As of 11/20/2020 Posted: 20 Nov 2020 09:32 AM PST Like the game obviously a few things could be better with the game but overall enjoyable experience whenever i try to siege solo though game crashes and it gets frustrating very quick wasn't the first time [link] [comments] | ||
Posted: 20 Nov 2020 05:18 AM PST Did they nerf movement speed in the new update? . I noticed i was above 5 movement speed before the patch now im down to 3.1 and can't even catch looters. [link] [comments] | ||
Weird bug - All Grain villages show Cow as the primary production. Posted: 20 Nov 2020 10:56 AM PST
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WHY is my party suddenly so slow? Posted: 20 Nov 2020 02:10 AM PST Hi all! Just wanted to check in and see if others are having the same experience? Just got on to play after this latest patch and my party, which is usually flying by at 5.4-5.8 speed, is now suddenly 2.5. I'm wondering if this is a bug or feature in the new patch? I have literally hundreds on horses in my inventory, I have 60 cavalry out of about 150 total soldiers. I've tried everything and no matter what my speed stays at 2.5. I've tried selling all my trade goods, I've tried selling all my prisoners, Im not over the soldier, prisoner or inventory limit at all. It's really frustrating because the game is pretty much unplayable at a constant 2.5 speed since I cant catch anyone nor escape. My 150 party with 250+ horses in inventory, 60/150 cavalry couldn't even catch up with 45 looters....there's no way that can be correct. [link] [comments] | ||
Step 1: Line up in view of artillery. Step 2: Perish (NW) Posted: 19 Nov 2020 07:46 PM PST
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My brothers bugged! (1.5.5 - New Campaign) Posted: 20 Nov 2020 05:13 AM PST Started a new campaign and for some reason I can't access my brother's inventory (won't show up as a character in inventory screen) even though he's in the party. No big deal I said. I'm just gonna hit clan tier 2 and form a party->disband->and pick him back up in my party, that should fix it... NOPE! Apparently he doesn't even register as a valid party leader. I can see him in the character screen and access his perks, I can designate his role in clan management so he's not completely bugged. Tried re-loading, re-starting the game, nothing... I think I might try and let some bandits capture me so I can test if he unbuggs when I re-add him to the party afterwards, but I don't want to lose ALL my stuff so that's not an ideal solution. Is there a console command that might work to remove him from the party? Am I the only one experiencing these problems? EDIT: Getting separated and rejoining didn't solve the issue... I also checked and he was accessible at the start of the campaign, which means he got bugged when I freed him from the bandits. [link] [comments] | ||
Help! Can't play Multiplayer 1.5.5 Beta Posted: 20 Nov 2020 07:38 AM PST It clearly says in the patch notes, multiplayer beta servers will open in 11 AM UTC. Yet when I start multiplayer, it loads, but then a window pops up and says i cant log in. I tried refreshing and starting again and cant seem to fix this [link] [comments] | ||
Posted: 20 Nov 2020 06:57 AM PST my party icon on the map is on fire. has anyone else seen this? [link] [comments] | ||
Any way to get old unit control back? Posted: 20 Nov 2020 06:29 AM PST Talking about the F-Key Menu to control Units. The new radial menu is so bad imo. The old one would let me go back with escape, now I have to hit F9 instead? How am I gonna do that lol thats just so bad [link] [comments] | ||
The Swing King's Drunken rampage comes to an end | A Mount and Blade 2 fight sequence Posted: 20 Nov 2020 02:15 AM PST
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Posted: 20 Nov 2020 01:33 AM PST This may be a stupid question, but I've been playing Bannerlord, and I noticed that you can upgrade Sea Raiders into Varyag Veterans, and eventually Sturgian Druzhinniks. Looking separately at the Varyag/Druzhinnik troop tree in the in game encyclopedia, the base unit for them is a tier 2 unit called the Sturgian Otroki. Is it possible to actually legitimately acquire this Otroki unit? If so, where do I go about finding them? Or is it something that hasn't been implemented yet, and the only legitimate means to acquire Varyag/Druzhinnik units is by capturing and converting Sea Raiders? Any help/additional information would be super helpful. Thanks guys [link] [comments] |
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