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Mount & Blade II: Bannerlord

Zanzoken

Arcane
Joined
Dec 16, 2014
Messages
4,064
Patch Notes e1.4.0
patchnotes-e1.4.0.png

Main
Versions
Native: e1.4.0
SandboxCore: e1.4.0
Sandbox: e1.4.0
Storymode: e1.4.0
CustomBattle: e1.4.0

Greetings warriors of Calradia!

Today, we are moving the current beta branch to our main Steam branch. Below you will find the original changes included in the beta branch, our previous hotfixes to the beta branch as well as some additional changes that we have done since.


Latest Changes:
  • Chinese localisation improvements
  • Fixed a problem where it was not possible to select newly changed perks in older save files.
  • Pila, Jagged Throwing Spear and Triangular Throwing Spear are throwable again
  • Increased siege warmup time from 3 to 15 minutes
  • Decreased minimum players required for siege from 60 down to 40
  • Lobby server-side improvements
  • Troop Balance changes:
    • Aserai
      • Beduin
        • Troop count increased by 1 (10)
      • Skirmisher
        • Troop count increased by 1 (17)
    • Battania
      • Clan Warrior
        • Troop count increased by 1 (22)
      • Wildling
        • Troop count increased by 1 (18)
      • Ranger
        • Replaced Bastard Sword with Highland Two-Handed Sword
        • Mounter Warrior
        • Troop count increased by 1 (11)
    • Empire
      • Menavlion Infantry
        • Troop count decreased by 1 (16)
        • Hit Points reduced by 5 (100)
      • Courser
        • Replaced Menavlion with Cavalry Menavlion
          • Swing Speed 83 to 73
          • Damage 129 to 118
    • Khuzait
      • Rabble
        • Mace length got increased
          • Length 58 to 67
          • Swing Speed 95 to 91
          • Damage 37 to 39
      • Nomad
        • Troop count increased by 1 (11)
      • Mounted Archer
        • Cost reduced by 10 (150)
        • Spear Perk replaced by Stronger Arrows Perk
    • Sturgia
      • Berserker
        • Troop count decreased by 1 (16)
      • Varyag
        • Movement Speed decreased by 1 (77)
        • Armor decreased by 1 (39)
        • Large Round Shield is now the Default Shield
        • Replaced Stronger Shield Perk with Lighter Shield Perk which equips the Light Round Shield
        • Large Round Shield weight increased to 4
        • Troop count decreased by 1 (15)
      • Hunter
        • Replaced LongSword perk with Strong Arrows Perk
        • Swapped Strong Arrows Perk and Shield Perk
    • Vlandia
      • Peasant Levy
        • Troop count reduced by 2 (23)
        • Pitchfork can not be used One-Handed any more.


Previous Beta Hotfixes:
  • Fixed a crash that occurred when trying to purchase a workshop.
  • Fixed a bug that causes duplicate dialogue options to appear in some dialogues.
  • Fixed the bonus for the castle “castellan's office” settlement project.
  • Some lords which have a risk of going below critical money limits will stop paying wages and suffer the morale penalty only. This way they will at least keep enough money to buy food and avoid starvation. Their troops will still desert eventually if their morale drops too low.
  • In some cases, siege map events were stopping in the middle and the besieger party was returning to owned settlements to buy food. They will now continue the map event.
  • In some minor cases, armies were going to faraway towns when they ran out of food. This was fixed. The distance will be the most important factor in such cases.
  • Fixed a bug that prevented excessive settlement militia from decreasing.
  • Fixed a crash that occurred sometimes when trying to complete Gang Leader Needs Weapons quest through dialogue.
Initial Beta Changelog:


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 to 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 the 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
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/
 

Andnjord

Arcane
Joined
Aug 22, 2012
Messages
3,516
Location
The Eye of Terror
Serious incline in the beta branch too by the way:
Just some examples
  • Implemented War and Peace Kingdom Decisions that are accessible from the Kingdom Diplomacy Screen. Kingdom Decisions now show support for all types of decisions.
  • Implemented Sandbox Kingdom Creation, which is possible through the clan screen and not dependent on the main storyline. Players need to have at least 1 settlement and a tier 4 clan. Then players can select their kingdom's culture (consisting of their settlements' culture or their own clan's culture), select their initial policies (up to 4) and, finally, select the name for their new Kingdom.
  • In certain siege scenes, troops would start running between two siege towers instead of climbing. This issue was resolved and major improvements were made about the problems in pathfinding over siege towers and climbing ladders (especially ladders of siege towers).
  • Increased distance between friendly troops. This improves the spacing inside combat and reduces friendly troops hindering themselves

  • Enabled charging agents to move together in formation. Both cavalry and infantry troops in formation now tend to stay in line while charging at the enemy. Cavalry formations will try to regroup before charging back, if the formation is intact.
 

Andnjord

Arcane
Joined
Aug 22, 2012
Messages
3,516
Location
The Eye of Terror
Yeah, that one is awesome too. Currently you were pretty much limited to one suitable lady per kingdom or even none for the Battanians (Caladog's daughter is potentially awesome but she's too young at game start).
 

Fedora Master

STOP POSTING
Patron
Edgy
Joined
Jun 28, 2017
Messages
31,874
  • Some beards have been retouched and cleaned, LODs added.
  • A new shortcut, "Left Ctrl" (like Left Shift) has been added to affect the entire stack with the action (e.g Transfer, Upgrade etc.)
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
This game's notable relations system really needs a lot of work. There's very little you can do to improve relations now with villagers except to wait for a quest or random looters vs villager stack.
This is way too impractical. Can we not just make a generous donation just to gain access to more/higher tier recruits?
I'm seeing a lot of established nobles running around just recruiting everyone because they obviously start with higher relations, so yeah once again - you want to cripple the players at the start - I get it. But why not create opportunities for a 'fun' gold sink? A lot of players are amassing wealth without even trying so why not just make influence purchasable with a large donation to the ruler of a kingdom?

They can also add Charm / Stewardship / Roguery affect how much money you gotta pay to increase relations points.
And all those small bandits stacks should be recruitable with Roguery - instead of having insane stack size to intimidate them why not give them a paid offer to join? I'd pay to get quick stacks massed for a quick reinforcement vs enemies. Because at the moment with nerfed influence gains, players are just at the mercy of Allied AI stacks responding correctly to threats until he banked a lot of influence for a big push forward. Hell, I stockpiled 5000 cheap grains, pack horses n mules for a long future campaign, but seeing how most armies just don't go for the right objective just frustrates me to no end.

This just seems like a lot of feature creep coming out but without the 'interlocking' system , the world just doesn't seem alive.
And let me just state, I can ignore ALL OF THE ABOVE improvements if they actually made army command easier to set up.
Goddamn, I just want to separate archers into 2-3 stacks for better positioning but it's just not happening due to UI hell.
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
Oh yeah, I realized the recruitment difficulty does not apply to your companions' parties.
The dev realized if the companions had to grind reputation, they probably would not get any meaningful number of recruits from the villages.
So feel free to lead them in an army to a village and transfer their recruits straight to you.
 

Zariusz

Liturgist
Joined
Nov 13, 2019
Messages
2,058
Location
Civitas Schinesghe

IDtenT

Menace to sobriety!
Patron
Joined
Jan 21, 2012
Messages
14,738
Location
South Africa; My pronouns are: Banal/Shit/Boring
Divinity: Original Sin

U-8D8

Savant
Joined
May 2, 2018
Messages
168
I know the Lord of the Rings mod that's in development is actually planning on having Mumakil, and to size at that. As much as it sounds like empty hype, something of that scale has already been done.

Just up the charge damage, lower the speed, give it a unique model and some animations and that'd be a damn fine implementation of one.
 

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