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    Mount & Blade Bannerlord Early Access - Mainline 1.5.7 & Beta Branch 1.5.8 Patch Notes

    Mount & Blade Bannerlord Early Access - Mainline 1.5.7 & Beta Branch 1.5.8 Patch Notes


    Bannerlord Early Access - Mainline 1.5.7 & Beta Branch 1.5.8 Patch Notes

    Posted: 04 Feb 2021 04:31 AM PST

    Greetings, Peasants.

    CURRENT MAINLINE PATCH: e1.5.7

    CURRENT BETA BRANCH: 1.5.8

    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


    Main e.1.5.7

    Latest Changes:

    Singleplayer

    Fixed a bug that caused trees to disappear at short viewing distance on the campaign map.

    Fixed a bug that enabled eliminated clans to propose kingdom decisions.

    'Preventive Medicine' perk now works after successful hideout assaults.

    Fixed a bug that caused the 'Famous Commander' perk secondary bonus to not work for recruits and mercenaries.

    Fixed a bug that caused the education focus point rewards to not be applied to the child.

    Fixed education notifications triggering in games with ageing disabled.

    Removed non-civilian weaponry from civilian starting equipment sets.

    Removed skill templates that override already present character skills.

    Fixed and implemented perks in Steward, Roguery, Tactics and Trade.

    Fixed a bug that changed disbanding parties' names to 'unnamedParty'.

    Fixed a crash that occurred on load when a disbanding party remained in an army.

    Fixed a bug that caused the Sturgian Female Nobles to fight in battles without their armour.

    Multiplayer

    Fixed a bug that caused the game to end with the wrong side winning when a player killed an enemy in overtime.

    Combat Changes

    Increased damage multiplier for 'Bonus Damage to Shields' effect on weapons (all axes and some 2-handed weapons).

    Captain Mode: Bonus Damage to Shields multiplier increased from no bonus damage (1x) to 1.25x

    All other Modes: Bonus Damage to Shields multiplier increased from 2x to 2.5x

    Slightly increased base accuracy for Mounted Archery.

    Equipment Changes

    New Shields:

    Bronze Reinforced Highland Large Shield

    Hit Points: 90

    Armour: 5

    Weight: 1.2

    Iron Reinforced Highland Large Shield

    Hit Points: 140

    Armour: 5

    Weight: 2

    Leather Bound Kite Shield

    Hit Points: 80

    Armour: 5

    Weight: 1.2

    Worn Kite Shield

    Hit Points: 80

    Armour: 5

    Weight: 1.2

    New Bow:

    Guard's Bow

    Accuracy: 95

    Damage: 63

    Speed: 80

    Crossbow damages decreased:

    Light Crossbow Damage decreased from 65 to 60.

    Crossbow Damage decreased from 78 to 72.

    Arbalest Damage decreased from 90 to 85.

    Menavlion damages decreased:

    Menavlion damage decreased from 120 to 109.

    Long Menavlion damage decreased from 125 to 118.

    Heavy Menavlion damage decreased from 158 to 151.

    Cavalry Menavlion damage decreased from 118 to 110.

    Highland Twohanded Woodcutter's Axe damage decreased from 95 to 84.

    Eastern Heavy Mace damage increased from 59 to 69.

    Eastern Infantry Club damage increased from 39 to 43.

    Imperial Heavy Axe swing speed decreased from 98 to 93.

    Throwing Weapon Damages increased:

    Javelin damage increased from 34 to 40.

    Imperial Javelin damage increased from 45 to 50.

    Light Javelin damage increased from 25 to 27.

    Francesca damage increased from 44 to 51.

    Highland Javelin damage increased from 46 to 51.

    Northern Fish Harpoon damage increased from 33 to 38.

    Reinforced Northern Fish Harpoon damage increased from 49 to 55.

    Jereed damage increased from 52 to 55.

    Southern Throwing Axe damage increased from 49 to 55.

    Northern Throwing Axe increased from 34 to 40.

    Desert Oval Shield:

    Hitpoints decreased from 160 to 100.

    Armour decreased from 15 to 5.

    Weight decreased from 3.2 to 1.2.

    Decorated Oval Shield:

    Hitpoints increased from 125 to 140.

    Armour increased from 10 to 15.

    Weight decreased from 4.7 to 3.

    Footman's Wicker Shield

    Hitpoints increased from 190 to 230

    Armour increased from 12 to 15

    Troop Changes

    All Skirmishers:

    Improved acceleration when running.

    Slightly improved Combat Movement Speed.

    Captain Mode: Increased Ranged AI level.

    All Shock Troops:

    Removed default Small Heater Shield.

    All Archers:

    Captain Mode: Increased Ranged AI level.

    All Cavalries:

    Decreased health for all horses by 20.

    Decreased armour for cavalry:

    -4 for light cavalry

    -8 for heavy cavalry

    Increased troop counts for captain mode:

    +2 for light cavalry

    +1 for heavy cavalry

    Aserai

    Tribal Warrior:

    Larger Shield perk now equips Decorated Oval Shield instead of Desert Oval Shield.

    Skirmisher:

    Starts with default Desert Oval Shield.

    Default two 4-stack Javelins have been merged into one 8-stack Javelin.

    The two 3-stack Jereed granted by Better Javelins Perk have been merged into one 6-stack Jereed.

    Light Shield Perk is changed to Jereed Perk, grants additional Jereed.

    Large Shield Perk is changed to Stronger Shield Perk, grants Decorated Oval Shield.

    Beduin:

    Decreased Barding armour value from 4 to 0.

    Increased troop count from 10 to 13.

    Desert Horse health decreased from 200 to 180.

    Nahasan health decreased from 200 to 180.

    Husnphree health decreased from 280 to 260.

    Mamluke:

    Decreased barding armour value from 25 to 17.

    Increased troop count from 7 to 8.

    Decreased Improved Barding Perk armour value from 42 to 34.

    Barb Horse health decreased from 235 to 215.

    Tough Nahasan health decreased from 230 to 210.

    Agile Barb Horse health decreased from 230 to 210.

    Battania

    Wildling:

    Starts with default Bronze Reinforced Highland Large Shield instead of Highland Scout's Shield.

    Large Shield Perk is changed to Stronger Shield Perk, grants Iron Reinforced Highland Large Shield.

    Savage:

    Improved acceleration when running.

    Oathbound:

    Armour increased from 43 to 46.

    Combat Speed decreased from 0.9 to 0.8.

    Mounted Warrior:

    Decreased barding armour from 8 to 3.

    Increased troop count from 11 to 13.

    Decreased improved barding Perk armour from 29 to 21.

    Dale Pony health decreased from 215 to 195.

    Agile Dale Pony health decreased from 215 to 195.

    Fell Pony health decreased from 260 to 240.

    Empire

    Recruit:

    Starts with default Leather Bound Kite Shield.

    Small Shield Perk is changed to Stronger Shield Perk, grants Light Oaken Kite Shield.

    Legionary:

    Armour increased from 41 to 44.

    Combat Speed increased from 0.7 to 0.8.

    Running Speed increased from 78 to 79.

    Palatine Guard:

    Crossbow Perk is changed to Light Crossbow Perk.

    Courser:

    Decreased barding armour from 4 to 0.

    Increased troop count from 9 to 11.

    Courser health decreased from 220 to 200.

    Midlands Palfrey health decreased from 220 to 200.

    Danustica Horse decreased from 220 to 200.

    Cataphract:

    Decreased barding armour from 43 to 35.

    Increased troop count from 7 to 8.

    Imperial Warhorse health decreased from 265 to 245.

    War Courser health decreased from 250 to 230.

    Imperial Charger health decreased from 255 to 235.

    Khuzait

    Rabble:

    Improved acceleration when running.

    Spear Infantry:

    Armour increased from 23 to 28.

    Combat Speed increased from 0.8 to 0.9.

    Slightly improved acceleration when running.

    Steppe Bow:

    Stronger Bow Perk grants Recurve Bow instead of Short Bow.

    Khan's Guard:

    Faster Bow Perk is changed to Stronger Bow Perk, grants Guard's Bow.

    Nomad:

    Decreased barding armour from 4 to 0.

    Increased troop count from 10 to 13.

    Steppe Horse health decreased from 190 to 170.

    Tarpan health decreased from 190 to 170.

    Steppe Charger health decreased from 190 to 170.

    Mounted Archer:

    Decreased barding armour from 4 to 0.

    Increased troop count from 9 to 11.

    Steppe Saddle Horse health decreased from 200 to 180.

    Steppe Tough Horse health decreased from 225 to 205.

    Lancer:

    Decreased barding armour from 40 to 32.

    Increased troop count from 7 to 8.

    Steppe Warhorse health decreased from 220 to 200.

    Makeb Horse health decreased from 265 to 245.

    Sturgia

    Brigand:

    Starts with default Worn Kite Shield instead of Northern Kite Shield.

    Berserker:

    Improved acceleration when running.

    Varyag:

    Armour increased from 39 to 42.

    Running Speed increased from 78 to 79.

    Hunter:

    Two-Handed Axe Perk changed to Long Sword Perk, grants Northern Sword.

    Raider:

    Decreased barding armour from 15 to 8

    Increased troop count from 9 to 11

    Trotter health decreased from 210 to 190

    Tyal Horse health decreased from 250 to 230

    Druzhinnik:

    Decreased barding armour from 20 to 18

    Increased troop count from 7 to 8.

    Decreased improved barding Perk armour from 44 to 36.

    Sturgian Hunter health decreased from 245 to 225.

    Tougher Tyal Horse health decreased from 270 to 250.

    Vlandia

    Peasant Levy:

    Improved acceleration when running.

    ####Sergeant:

    Armor increased from 37 to 40.

    Running Speed increased from 78 to 79.

    Arbelist:

    Troop Count increased from 15 to 16.

    Sharpshooter:

    Troop Count increased from 10 to 11.

    Vanguard:

    Decreased barding armour from 4 to 0.

    Increased troop count from 9 to 11.

    Decreased improved barding Perk armour from 30 to 22.

    Saddle Horse health decreased from 220 to 200.

    Hunter health decreased from 220 to 200.

    Jaculan Horse health decreased from 220 to 200.

    Knight:

    Decreased barding armour from 44 to 36.

    Increased troop count from 7 to 8.

    Charger health decreased from 230 to 210.

    Faster Charger health decreased from 230 to 210.

    Brawler health decreased from 270 to 250.

    Previous Beta Hotfixes:

    21/01/21

    Singleplayer

    Fixed a crash related to trade penalties that were occurring when engaging looters.

    Fixed the Duelist perk secondary effect, rewarding 300 renown for tournaments.

    Fixed the issue with the sorting feature not working as intended.

    Multiplayer

    Combat Changes

    All non-throwable spears can now be braced.

    Troop Changes

    Aserai

    Skirmisher

    Troop Count value increased from 18 to 19.

    Tribal Warrior

    Troop Count value increased from 22 to 23.

    Guard

    Troop Count value decreased from 16 to 15.

    Archer

    Troop Count value increased from 15 to 17.

    Battania

    Savage

    Troop Count value decreased from 18 to 16.

    Empire

    Menavlion Infantry

    Troop Count value decreased from 16 to 15.

    Archer Militia

    Troop Count value increased from 15 to 16.

    Khuzait

    Steppe Bow

    Troop Count value increased from 15 to 17.

    Vlandia

    Voulgier

    Troop Count value decreased from 17 to 16.

    18/01/21

    Singleplayer

    Fixed a crash that occurred when an uninitialised inverse kinematics data was accessed for human characters.

    Fixed a crash that occurred after the declaration of war in the 'Spy Among Us' quest.

    Fixed bugged Athletics, Riding, Throwing, Polearm and One-Handed perks.

    Fixed an issue with siege icons on settlement nameplates not working correctly. Siege icons will now disappear correctly after a siege on the Campaign map. Also, added the missing siege icon for the preparation phase.

    Fixed discrepancies towards body armour weights.

    Fixed an issue that granted clan influence from dead clan members with the Immortal Charm perk.

    Fixed misspelt settlement names on the campaign map.

    Fixed an issue that led to uninitialised temporary parties that could hold nobles prisoner to exist longer than intended.

    Fixed an issue that prevented melee combat effects (knockback, knockdown, dismount) from working properly.

    Disabled the ability for riders to rear their mount when it is already rearing due to a collision or from taking damage.

    Fixed an issue with the heir menu not opening if the main hero dies while laying siege.

    Added one-click orders to F4 through F9 keys. Players can now give:

    F4 - Toggle Fire

    F5 - Toggle Mount

    F6 - Toggle AI

    F7 - Face Direction

    F8 - Shield Wall

    F9 - Line Formation orders

    Multiplayer

    Fixed a UI crash that occurred when logging in or out.

    Fixed various spots that let troops fall through in the Ebereth Hillfort Captain Mode map.

    Fixed a couple of map related bugs on Captain mode maps Druimmor Forest and Cliffs of Akkalat.

    Disabled the ability for riders to rear their mount when it is already rearing due to a collision or from taking damage.

    Combat Changes

    Spears used on foot now deal damage earlier.

    Thrust attacks now hit for perfect damage earlier.

    Weapon Changes

    New Weapon:

    Highland Noble Two-Handed Sword (Fian)

    Swing Speed: 91

    Damage: 99

    Length: 105

    Empire Polearm (Palatine Guard)

    Swing Speed: 76

    Damage: 103

    Length: 163

    Aserai Mace Swing Speed value decreased from 94 to 89.

    Aserai Heavy Mace Swing Speed value decreased from 87 to 86.

    Southern Pike (Aserai):

    Thrust Speed value increased from 89 to 91.

    Damage value increased from 39 to 44.

    Battania Mace Swing Speed value decreased from 97 to 91.

    Highland Two-Handed Sword (Fian):

    Swing Speed value decreased from 96 to 88.

    Damage value decreased from 103 to 93.

    Highland Pike (Battania)

    Thrust Speed value increased from 88 to 89.

    Damage value increased from 36 to 40.

    Empire Mace Swing Speed value decreased from 92 to 87.

    Empire Heavy Mace Swing Speed value decreased from 88 to 87.

    Khuzait Heavy Mace Swing Speed value decreased from 88 to 87.

    Eastern Pike (Khuzait)

    Thrust Speed value increased from 89 to 91.

    Damage value increased from 38 to 42.

    Sturgia Mace Swing Speed value decreased from 92 to 88.

    Vlandian Mace Swing Speed value decreased from 96 to 91.

    Awl Pike (Vlandia)

    Thrust Speed value increased from 91 to 92.

    Damage value increased from 37 to 41.

    Light Crossbow Damage value decreased from 70 to 65.

    Crossbow Damage value decreased from 85 to 78.

    Arbalest Damage value decreased from 95 to 90.

    Troop Changes

    Aserai

    Skirmisher

    Speed value increased from 82 to 83.

    Troop Count increased from 17 to 18.

    Tribal Warrior

    Speed value increased from 78 to 79.

    Troop Count increased from 21 to 22.

    Battania

    Clan Warrior

    Speed value increased from 81 to 82.

    Savage

    Speed value increased from 83 to 84.

    Wildling

    Speed value increased from 82 to 83.

    Fian

    Replaced Falx Perk with Better Sword Perk. Grants Highland Noble Two-Handed Sword.

    Empire

    Recruit

    Speed value increased from 82 to 83.

    Legionary

    Speed value increased from 77 to 78.

    Palatine Guard

    Replaced Menavlion Perk with Polearm Perk. Grants Empire Polearm.

    Khuzait

    Rabble

    Speed value increased from 80 to 81.

    Spear Infantry

    Speed value increased from 78 to 79.

    Sturgia

    Warrior

    Speed value increased from 78 to 79.

    Troop Count decreased from 20 to 19.

    Brigand

    Speed value increased from 82 to 83.

    Berserker

    Speed value increased from 82 to 83.

    Troop Count decreased from 17 to 16.

    Varyag

    Speed value increased from 77 to 78.

    Vlandia

    Peasant Levy

    Speed value increased from 81 to 82.

    Sergeant

    Speed value increased from 77 to 78.

    Initial Beta Patch Notes


    Beta e1.5.8

    Latest Changes:

    Singleplayer

    Crashes

    Fixed a crash that occurred at scene load.

    Fixed a crash that occurred when an uninitialised inverse kinematics data was accessed for human characters.

    Fixed a crash that occurred when pasting a crafting weapon in the smithy.

    Fixed a crash that occurred when pressing 'transfer all' in the inventory.

    Fixed a crash that occurred when initiating a campaign map encounter.

    Fixed a crash that occurred due to invalid items in towns.

    Fixed a crash that occurred when marrying your daughter to a hero.

    Fixed a crash that occurred after clicking the 'you are my prisoner now' dialogue option while raiding a caravan.

    Fixed a crash that occurred when creating a new rebel clan.

    Fixed a crash that occurred when immediately sieging a settlement after leaving the training field.

    Fixed a crash that occurred while initialising the last phase of the main storyline.

    Fixed a crash that occurred when the barter amount was 0.

    Fixed a crash that occurred while loading a saved game after taking the 'Lord Wants Garrison Troops' quest.

    Fixed a crash that occurred due to uninitialised parties in some old saves.

    Fixed a crash that occurred when a mission ended.

    Fixed a crash that occurred during battles.

    Fixed a crash that occurred after finishing quests that create special quest bandit parties.

    Fixed a crash that occurred in sieges when the player died while controlling a formation which had previously been AI-controlled and the formation was attempting to retake a position.

    Performance

    Improved campaign map loading performance.

    Optimised memory allocations to reduce frame drops on the world map.

    Optimised performance and memory usage in the animation system.

    Fixed some trade screen related memory leaks.

    Improved army deployment performance for field battles.

    Localisation

    Chinese language updates.

    Turkish language updates.

    Minor text fixes.

    Art

    Added 9 Battanian helmets.

    Removed shoulder armours that caused clipping issues on Sapling, Sprout and Vlandian Caravan Master units.

    Body armour weights have been recalibrated according to armour types and armour values.

    Armours no longer have adjectives which define their origin, e.g Southern, Northern, etc.

    Made a number of visual improvements on various architectural prop models.

    Fixed an issue that caused the player character to have their fists open on the campaign map.

    Animations

    Added three cheering animation variations. Different cheering animations will now play depending on the result of the battle.

    Campaign Map

    Campaign map mouse right-click and middle-click behaviour has been changed to hide the cursor and keep it at the same location.

    Improved visibility of the 3D gamepad cursor on the campaign map when zoomed out.

    Improved Vlandia settlement models and textures.

    UI

    Changes

    Added a new casualty report option for non-hero troop kills/deaths.

    Added a new option, Track Attacked Settlements, that automatically tracks settlements in the player's faction that are under attack. The 'Only Leader' option only tracks these settlements if the player is the leader of the faction.

    Added a 'Lock Item' button to smelting items in the Smithy along with a warning if the player tries to smelt a locked weapon.

    Inventory items of the same type are now arranged by their value when sorted by 'Type'. Same value items are sorted alphabetically.

    Added a 'Continue Campaign' button to the main menu that loads the latest save game.

    The player party now shows at the top of the scoreboard in battles.

    Siege event icons on settlement nameplates are now visible during the bombardment phase.

    Governor assignments in the Clan screen will now take place when the screen is closed to prevent unwanted teleportations of clan members.

    Added a confirmation query to the game options on 'Cancel' if any changes have been made.

    Improved the readability of generic inquiry popups.

    Added a failed quest icon to the quests screen.

    Added an escape menu to the character creation stages.

    Removed the 'Enable Map Notifications' option since some notifications aren't dismissible and are required for progression.

    Fixes

    Fixed a visual bug that caused the stone icon to show up incorrectly on the equipment selection radial.

    Fixed a configuration bug that caused some options to be set incorrectly.

    Removed 'Shops in Settlement' text from the Town Management screen if the settlement is a castle.

    Fixed an issue with smelting items being sorted differently when a weapon was smelted.

    Fixed some inconsistencies with hero portrait and conversation equipment.

    Fixed a bug that caused wanderers' locations to appear incorrectly in the encyclopedia.

    Removed incomplete language options from the game menu.

    Fixed an issue with siege icons failing to disappear when loading the game.

    Fixed an issue with the combat log which caused extra damage from skills & effects to be reported incorrectly.

    Battles and Sieges

    Added Pillaging: Players and AI can now choose to 'Devastate', 'Pillage' or 'Show Mercy' to settlements that have been successfully sieged.

    'Devastate' and 'Pillage' can damage the prosperity and projects of a settlement, as well as, diminish the power of notables in towns. Naturally, the previous settlement owner won't be too happy about the destruction of their former home. However, the participants of the siege will see their coffers and party morale rise. Still, lords and ladies may or may not approve of the action depending on their traits.

    'Show Mercy' allows the winners to take over the settlement without causing too much harm to it or its inhabitants. While this is expected for settlements of one's own faction culture, showing mercy to foreign settlements with cause unrest among the troops. Just as with the other choices, some nobles will approve or disapprove of the action.

    Improved the battle formations spawn system. Formations will now spawn within one of the four flanks during open field battles (from front to back order):

    Center Flank: Skirmishers, Heavy Infantry, Infantry

    Rear Flank: Ranged Units, Civilian Units

    Left Flank: Heavy Cavalry, Cavalry,

    Right Flank: Horse Archers, Light Cavalry.

    Players can now assign different troop stacks to different formations to change flanks and deployment order.

    Fixed an issue with siege weapon auto-deployment that caused some ranged siege weapons and special archer positions to be left unused.

    Fixed a siege issue that caused attacking troops to run into walls until they routed after primary siege engines (towers and ram) were destroyed on all lanes.

    Formation AI siege behaviour scoring has been revised significantly, allowing all AI formations to attack or pull back when the situation demands it.

    Fixed a condition that caused incorrect calculation for formation AI behaviour selection.

    Fixed an issue that prevented AI troops from selecting the correct weapon due to the distance of the enemy through nav mesh.

    Fixed an issue that mixed up the positions of the crossbow holster and bolt when spawning in scenes.

    Fixed various deployment spawn errors.

    Character Development System

    Added all of the remaining combat-related engineering perks (10 in total).

    Fixed various perk problems with Athletics, Riding, Throwing, Polearm and One-Handed skill trees.

    'Pick Them of the Walls' and 'Make Them Pay' perks have been implemented.

    Fixed a bug that caused security-related perks to give negative security to settlements.

    Minor bug fixes to Medicine and Leadership skills.

    Fixed the 'Duelist' perk secondary effect which rewarded the player with 300 renown for winning a tournament.

    Fixed a bug that caused the player to get free 'Charm' skill.

    Clan and Party

    Fixed a bug that prevented family members from being assigned to increase relations in a settlement.

    Fixed an issue with the player's siblings being shown as naked and in the wrong education stage.

    Fixed a bug that prevented players from being able to donate prisoners.

    Fixed a bug that allowed the player to take troops from other non-clan parties.

    Fixed a bug that prevented the heir menu from opening if the main hero died while sieging.

    Armies

    Improved a calculation to make AI parties more decisive when engaging enemy parties on the world map.

    Kingdoms and Diplomacy

    When a settlement's diplomatic state is changed (because of a change of owner, or a new war or peace declaration), all hostile parties that are inside will now leave the settlement. All hostile heroes without parties will be taken prisoner. All non-hostile heroes will be released.

    Mercenaries will now leave a kingdom if they do not get paid for several days because the kingdom is bankrupt.

    Kingdoms experiencing financial difficulties will now recruit minor factions less.

    War/peace AI has been improved so that clans make more logical war/peace declarations. The importance of distance between kingdoms has been increased for these decisions. Kingdoms further apart tend to avoid war/peace/tribute deals between each other in most cases.

    Fixed a bug that prevented failed rebellion clans from being destroyed after 30 days.

    Fixed a bug that caused rebellion clan leaders to have the 'King' title in their name.

    Initial position selection for dynamically created kingdoms has been improved.

    Fixed a bug related to all player kingdom prisoners being bartered with the player automatically which lead to faulty notifications.

    Fixed a bug that caused a lord to barter all of his gold for the player's daughter.

    Economy and Trade

    Changed the outcome from slaughtering horses from 4 meat and 2 hides to 3 meat.

    Added plural forms of trade items, e.g. 'Tyal horses' and 'amphorae of oil'.

    Crafting

    Fixed a bug during the loading phase that resulted in crafted items appearing in tournaments and not being removed from towns.

    Settlement Actions (Town, Village, Castle and Hideout)

    200+ power headman notables now provide elite troops.

    Fixed an issue that caused artisans to constantly lose power.

    Notables at villages which are bounded by a castle now gain more power each day compared to others.

    Fixed several bugs related to board games.

    Fixed a bug that showed a recruitment label on lords even if they didn't recruit at a settlement.

    Quests & Issues

    The deserter party in 'Extortion by Deserters' quest will no longer lose members due to starvation.

    Some dialogues have been updated related to the 'Art of The Trade' quest.

    Fixed a minor agent spawn rotation problem while spawning guard agents in the 'Gang Leader Needs Weapons' quest.

    Reenabled the 'Spy Among Us' quest.

    Fixed a bug that caused an incorrect quest log to be shown in 'Overpriced Goods and Art of The Trade' quest.

    Fixed a problem that prevented Issues from being completed with modified items such as 'Lame Desert Horse'.

    Fixed the 'hideout spotted' log of the 'Conspiracy Base of Operations' quest.

    Fixed a bug that set the relationship with the tutorial village's headman to -99 when the tutorial was finished.

    Fixed a bug that prevented quest troops from the 'Train Troops' issue from entering hideouts.

    Conversations & Encounters

    Fixed the position of the player when speaking with the advanced melee trainer.

    Fixed incorrect text showing when ransoming enemy lords.

    Fixed a problem that caused the conversation to become stuck while talking to the ransom broker in a tavern.

    Fixed camera issues when opening a conversation with a companion through the party screen.

    Fixed a bug that prevented conversation hero guards from spawning in 'parley' and 'request a meeting with someone' conversation missions.

    Other

    XP needed to upgrade to tier 4 and tier 5 troops has been slightly increased.

    Passive XP for troops in NPC clans has been slightly reduced.

    Fixed an issue with mercenaries and minor faction troops having the wrong skill templates.

    Haramis now upgrades into Veteran Farises.

    Sea Raider Chief's athletics and riding skill values have been swapped.

    Barbers no longer carry weapons.

    Corrected the clearing of missiles attached to corpses while clearing the scenes, especially in tournaments.

    Fixed a bug that caused heroes with a child to have another child in quick succession.

    Fixed a bug that caused dead heroes to be shown in the characters location list.

    Fixed an issue that led to uninitialised temporary parties to exist longer than intended, causing nobles to remain as prisoners indefinitely.

    Multiplayer

    Design & Balance

    Changed the defender morale effect when the attacker has the Keep flag from '6 / sec' to '[number of flags captured] / sec'.

    Map Related

    Echerion: Physics improvements and critical fixes. Smoothed out the corner at flag B.

    Xauna: Some visual fixes, physics improvements and winter fixes.

    Baravenos Encirclement: Improvements to one of the side tower ladders and its surroundings. Fixed a problem with horses getting stuck at flag G.

    Other - Miscellaneous

    Clan Leaders can now appoint up to 3 Clan Officers. Clan officers can do everything the Clan Leader can other than appoint/demote other Clan Officers or delete the Clan.

    Replaced the number of people waiting in the queue with an average wait time.

    Added bell sounds to skirmish to indicate when morale is low.

    Performance

    Fixed an issue that caused stuttering when going through an open gate.

    Server & Network

    Fixed a crash that occurred when logging in.

    Both

    Audio

    Added an option under 'Audio > Sound in Background' to lower the game volume while the game is out of focus.

    UI

    Changes

    Added 'Enable Death Icon' option.

    Fixes

    Fixed a bug prevented chat from working with the Numpad enter key.

    Fixed an issue with incorrect damage amounts being shown in the combat log.

    Performance

    Improved the performance of siege battles.

    CPU memory usage has been reduced.

    Combat

    Improved cavalry calculations to take velocity into consideration when switching to two-handed polearm weapons.

    Mounted agents will no longer needlessly change weapons when moving short distances or rotating their mounts.

    Agents will no longer throw their last throwing weapon if they have no other melee weapon.

    Revised weapon score calculation to:

    Make agents choose between multiple polearms more effectively.

    Take enemy armour into account when selecting a weapon.

    Improve weapon reach consideration.

    Attacking and blocking with a game controller is now working correctly with all possible options.

    Missile trails have been moved to the sticking point of the missiles in order to show the throwing axes and knives projection correctly.

    Bastard swords and axes now work like polearms with shields (forced two-handed without a shield and forced one-handed with a shield, no longer requiring the pressing of the X button).

    Other

    Fixed a bug that caused the 'Refresh Rate' option to be reset to the lowest option in fullscreen mode.

    Modding

    Added path duplication and fixed some bugs related to path and barrier renaming.

    Fixed a bug that caused an error when the 'Show Entity Physics' option was selected on the visibility window.

    Fixed a bug that caused an error when deleting a path point.

    Fixed a bug that caused a crash when the 'Calculate Ambient Occlusion' button was clicked on the vertex paint menu.

    Fixed a visual bug that caused selected meshes to be invisible in the vertex painting mode.

    Added CTRL+TAB shortcut for switching between the last selected debug rendering mode and 'Shaded' mode.

    A small warning icon has been added to thumbnails in the resource browser to indicate the ones that have issues.

    Fixed an issue that caused the texture editor to show textures too bright.

    Performed a refactor to make special parties use special components according to their status. E.g. bandit parties will use bandit party components, caravan parties will have caravan party components, etc.

    Known Issues


    submitted by /u/Arthanias
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    To win a multiplayer 5v1

    Posted: 04 Feb 2021 07:01 AM PST

    Right in the face...

    Posted: 03 Feb 2021 10:36 AM PST

    Annual Ymira Post

    Posted: 04 Feb 2021 07:29 AM PST

    A Harsh Siege During Winter.

    Posted: 03 Feb 2021 08:46 PM PST

    Beta 1.5.8 "We improved performance by not loading things"

    Posted: 04 Feb 2021 09:14 AM PST

    With all the buzz around Amazon's LOTR, I thought I'd repost this! Enjoy! (M&B DUB)

    Posted: 04 Feb 2021 09:25 AM PST

    Very aggressive spam/chamber footwork

    Posted: 04 Feb 2021 09:13 AM PST

    Battle of Garontor, Summer 17, 1086

    Posted: 03 Feb 2021 04:23 PM PST

    Best swadia I’ve ever seen in a game. I started as rhodoks and we’ve been fighting the sarranids for all 150 days, meanwhile swadia nearly removed the nords. They also took curaw and shariz a month after the screencap

    Posted: 03 Feb 2021 04:44 PM PST

    1st Bannerlord Line Battle event!

    Posted: 04 Feb 2021 06:22 AM PST

    Would it be possible to conquer all of calradia using only 1 nation's troops and what do you think would be the best nation to do this with in both games [Bannerlord&Warband]

    Posted: 04 Feb 2021 08:17 AM PST

    Forward ever, backward never.

    Posted: 04 Feb 2021 07:36 AM PST

    all my troops (except companions) changed to baby in latest update...

    Posted: 04 Feb 2021 09:43 AM PST

    A Bad Way to Die

    Posted: 03 Feb 2021 06:01 PM PST

    Mount and Blade: Warband on PS4

    Posted: 04 Feb 2021 08:13 AM PST

    Hello! Would you say this game is active on its multiplayer side on PS4? The game is on sale on the PS STORE for quite the bargain, hence my question. Thank you all!

    submitted by /u/RuiSa166
    [link] [comments]

    Confused on How to Make My Own Kingdom Bannerlord

    Posted: 04 Feb 2021 06:07 AM PST

    I have reached Clan Tier 3 and completed the Folly quest, but I know that once I declare my own Kingdom, the Khuzaits will just delcare war on me because I have a town that is technically theirs. Is there a better way to go about this so I don't just get steamrolled by the AI Genghis?

    Should I wait until I am like Clan Tier 5 with a few more fiefs and more money? I got Liena making babies for me so should I wait till they grown up to start?

    submitted by /u/Roman71
    [link] [comments]

    Destroying a Faction

    Posted: 03 Feb 2021 11:51 PM PST

    I'm trying to destroy vlandia and battania for a while now. I took all their castles and city's killed their leaders till the leader clan was gone but they still running around and raiding my shit. Any Tipps? Is it even possible to destroy a faction?

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

    Clan tier 5 by spring 1089 is the best I've done, what are the best ways you've found to farm renown quickly?

    Posted: 04 Feb 2021 05:13 AM PST

    So I've been strategizing ways to reach clan tier 5 quickly as possible. I've found that 1089 is the fastest I've been able to do it. Here are the different strategies I've tried. I play with everything on the hardest difficulty, except for recruiting I leave one notch down.

    1. The best so far is to grind trade till I get the perk that gives +1 renown for every caravan. Bonus if I can reach the 175 perk that gives 5000 gold when caravans die, because switching sides all the time, that is going to happen frequently. Once I reach that I become a mercenary, regularly going wherever the most fighting is. I like to get the charm perk too that gives 20% more renown from battles as soon as I can. I've tried reaching the similar perk in the leadership tree by that point, but without being in a kingdom to lead armies, i never have. The fighting, combined with daily renown from caravans can net quite a bit.
    2. Doing a raider build and declaring war on everything, including minor factions. The trader route won't work for this, because they'd be getting killed all the time. I haven't managed to get this quite up to par with a 1089 run, usually a year or two behind. I think that if I kept my troop count low to increase renown gain I could decrease the time but haven't tried it yet.
    3. Straight fighting/joining an existing kingdom. Haven't had much success with this at all getting fast tier 5 times. Periods of peace really hamper my ability to get renown. I don't see it ever being faster than mercenary.

    What are the strategies you guys use to get renown quickly? What is the fastest you've done it by? I'm hoping someone is using some strategies I haven't thought of.

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

    My best battle so far: 124(me) vs 268(them). I’m glad I got a map with high ground

    Posted: 03 Feb 2021 10:54 AM PST

    [FLORES] Any way to reduce the gear all types of bandits have?

    Posted: 04 Feb 2021 03:58 AM PST

    Okay so. Bandits are ridiculously op. My 31 man army of mostly militia with a few higher tier units (had like 6 medium level cav too, playing as swadia) was absolutely annihilated by 25 forest bandits. I killed at least 7 of them myself with my lower end gear. After the engagement they still had around 10 troops left. Other times I have beaten them, I suffer heavy losses, I loot them and I'm like. Oh. My. God. THAT SWORD DOES 42 DMG, or THAT ARMOUR GIVES 39 BODY ARMOUR WTF IS THIS. No wonder I get wrecked by them, they have better gear than I do.

    Any way to reduce the quality of gear they have?. I'm fine with their numbers, I'll just take out their camps. But it's their equipment that makes me wanna throw my monitor out the window

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

    The AI commanders try to be too active for the AI troops

    Posted: 03 Feb 2021 10:03 PM PST

    Let's look at how the AI armies handle archers. Constantly skirmishing to the point they barely get to fire. It makes a lot more sense to pick a position, allow archers to fire, even taking minor losses, then skirmishing after a few major volleys. The AI commanders skirmish their archers to the point I take 0 causalities. Horse archers send the AI into a panicked mode where none of their tactical decisions make sense.

    Infantry is almost as bad. I have a simple formula for virtually every battle. My infantry in shield wall in front, my archers spread out, my cav harassing the enemy. The enemy infantry will charge my infantry while engaging with my cav to the point they get 0 kills. Their guys are turning all directions getting annihilated by archers and throwing weapons and they completely collapse on the infantry charge. This is on realistic mode for everything.

    The enemy cav has the exact same attack plan every battle. Horse archers harrass, rather get annihilated by my cav. Their melee cav waits in reserve to while I annihilated their horse archers, then charges to stop me harassing their army. They need to send the melee cav out also, it's pointless to send their horse archers to their deaths.

    Loving my campaign just wanted to vent about shitty AI commanders.

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

    Bannelord mods, I need help. Can't select mods on launcher

    Posted: 04 Feb 2021 12:48 AM PST

    Hello, I know a lot of people already asked this but I can't find any solution. I have couple of mods that I want to play with:
    Iron Arm of Vlandia (troop overhaul)
    Sturgian Duality (troop overhaul)
    Khuzait horsemasters (troop overhaul)
    Nicer looking projectiles
    Woods of Battania (troop overhaul)

    The problem is that I can't select any mods in launcher, yes I have unblocked them. I tried installing ModLib, Harmony, ButterLib and Uiextender but either I didnt install them correctly but I can activate them but they dont eallow to activate all others

    If anyone has a solution I would be very pleased.

    Thank you.

    submitted by /u/Xdavinus
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    New beta is out 1.5.8

    Posted: 04 Feb 2021 04:23 AM PST

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