Recent content by NordCat

  1. NordCat

    Beta Branch e1.1.0

    patchnotes-b-e1.1.0.png

    Greetings warriors of Calradia!

    Since the release of Bannerlord, we have shared a number of hotfix patches with you to address some of the most prevalent challenges that players were experiencing. At this point, we want to begin establishing a more structured patch process to better support content changes that bear a greater risk for your gameplay experience.

    For this purpose, we intend to introduce 2 additional branches to Steam. Aside from our public branch, which players will use by default, we will also offer opt-in alpha and beta branches.

    The beta branch will include content that has gone through our internal testing and will be exposed to public testers for at least one week. During this period, we will address discovered issues with hotfixes. Our goal is a weekly cycle where we push our internal version to the beta and the prior beta version to the main Steam build. However, if serious challenges arise, we may delay an update until those issues have been addressed.

    The alpha branch will include content that is untested. It is intended for players, modders and explorers that wish to be as close to development as possible - even at the cost of stability. Our goal is to update it daily with our latest development branch.

    Please be aware that opting into the alpha or beta branch may negatively impact your experience.

    You can find the patch notes for the beta branch below. We will publish the alpha branch at a later date.




    Versions
    Native: e1.1.0
    SandboxCore: e1.1.0
    Sandbox: e1.1.0
    Storymode: e1.1.0
    CustomBattle: e1.1.0


    Singleplayer

    Crashes

    • Fixed a rare formation AI exception.
    • Fixed a crash that occurred when a mount without a rider heard an arrow.
    • Fixed a crash that occurred at the end of the "Army of Poachers" quest when the AI tries to continue fighting.
    • Fixed a crash that happens when a campaign is started for the second time without exiting the game.
    • Fixed a crash that occurred when selecting the option to attack in the “Rival Gang Leader” quest after loading a game.
    • Fixed a crash that occurred when AI characters tried to barter prisoners.
    • Fixed a bug where talking to a companion in settlements during the main storyline would crash the game.
    • Fixed a crash in main storyline conspiracy phase.
    Performance
    • Ram and VRAM usage is reduced and many leaks are fixed.
    • Scene loading performance improvements.
    Localisation
    • Improvements, additions and corrections for Turkish and Simplified Chinese translations.
    Art
    • Added new armour "Northern Lamellar Shoulders".
    • Added new armour "Plated Helmet".
    • Assigned a banner to poachers and other neutral parties.
    • Overhauled all of the NPC faces to reduce asymmetry, tone down exaggerations and create culturally appropriate and appealing phenotypes.
    • Updated some of the lords and ladies faces for a more culturally appropriate look.
    • Updated nav meshes in “sea_bandit_a”, ”battle_terrain_p”, “battle_terrain_020”, “battle_terrain_029” and “battle_terrain_030”. This should resolve unwanted fights in water and improve fleeing behaviour in these scenes.
    • “Aserai_town_a” civilian scene related fixes.
    • “Aserai_town_b” civilian scene related fixes
    • “Empire_town_j” siege scene siege related fixes and seasonal improvements.
    • “Khuzait_town_004” siege related fixes and visual improvements.
    • “Aserai_castle_002” siege related fixes.
    • “Vlandia_castle_005a” siege related fixes.
    • “Sturgia_castle_003” siege related fixes.
    • “Khuzait_castle_002” siege related fixes.
    • Night atmosphere illumination amounts adjusted.
    • Visual fixes for battle scenes.
    • Winter season issues with steppe scenes have been fixed.
    • Winter related problems with the outer meshes are solved.
    • Low-poly tree meshes are now used in hideout prefabs.
    • Agent spawn positions in some scenes are fixed.
    • Fixed a season problem with Aserai's arena.
    • An issue with Battania arena spawn points being too close to each other is fixed.
    • Fixed some scene issues of Aserai Village.
    • Fixed merlon physics issues of Vlandian Castle parts.
    • Fixed some lighting issues of Empire Lords Hall.
    • Fixed physics issues of Battania Castle Wall.
    • Fixed UV issues of Sturgia Castle Gatehouse.
    • Fixed an error while opening the Forest Hideout scene.
    • Refined snowy atmospheres.
    • Beard intersecting helmet issues were fixed for
      • -western_plated_helmet
      • Empire_guarded_lord_helmet"
    • Nordic sloven armour's bones problem fixed.
    • Fixed clothing clipping issues.
    • Replaced some textures and meshes.
    • Updates on Hero Creation Stages:
      • Some clothes updates.
      • Poses overhaul.
      • Face animation.
      • Scene lighting.
      • Skin shader updates.
      • Specular texture channels updated.
      • Diffuse Texture updated.
      • Beard /tattoo material:
        • Alpha and colour updates.
    Campaign Map
    • Parties participating in an event are no longer moving, which fixes some footstep sound issues.
    Audio
    • Fixed that Campaign music could play many tracks in quick succession.
    UI
    • Implemented trade perks that relate to profit in inventory.
    • Minor UI tweaks and fixes in Crafting, Barter, Save/Load, Recruitment, Board Game, Siege screens.
    • "No Saddle" visuals in Inventory.
    • Removed helmets from hero portraits to see their faces more clearly.
    • Added Weight Carrying Mount and Speed Mount icons in inventory mount tooltip panel.
    • Fixed a spacing issue with 'ğ' character in Turkish localisation.
    • Fixed barter offer item visuals not being visible.
    • Enabled being able to give names with space and numbers in creation.
    • Fixed two hints showing up in inventory equipment slots.
    • Changed character developer traits from texts to icons.
    • Implemented a basic item tooltip, now players can see the basic stats of a tournament prize item.
    • Added a "Busy with an issue" or "Busy with a quest" or "Busy with a common area" notifications in Create a Party instead of just a "Busy" explanation.
    • Fixed attribute and focus point tooltips to reflect correct numbers.
    • Moved NumberOfCorpses and MaxSimultaneousSoundEventCount to performance options.
    • Implemented being able to sort/move modules in the launcher.
    • Renamed "Resume Game" to "Saved Games".
    • Added minor faction filter to clan page list page.
    • Added tooltips to map bar circle notifications.
    • Added new perk icons.
    • Fixed banner visual errors with some icons and banner icons not matching with the UI.
    Battles and Sieges
    • Simulated battles no longer give more XP than fought battles.
    • Added missing patrol spawn positions to forest hideout scenes. Forest hideout missions should now open normally.
    Combat AI
    • AI quality for NPCs is now determined by skill points in the current weapon's governing skill instead of overall character level.
    • A tactics bug related to the defensive ring that occurred when archers ran out of ammunition has been fixed.
    • An issue in caravan/villager battles that could potentially cause unexpected behaviour at agent processing level was corrected.
    • Cavalry not being able to hit enemies right next to them when they had swingable weapons and circling each other endlessly issue fixed.
    • Bodyguard troops could rarely stop moving when their commander died, this is now fixed.
    • Mounted agents can calculate enemy positions better and thus more accurately aim their thrust attacks.
    • Some agents couldn't move properly due to invisible scene AI barriers. This has been fixed.
    • Fixed some Sea Bandit AI issues.
    • Agents attack less often if the combat AI difficulty is set to normal.
    • Holding ready duration for attacks was added as a driven property and tied to melee combat skill in order to make easier/less able AI agents fight less relentlessly (i.e. they will wait for a while before releasing their attack).
    Character Development System
    • Level 1 characters now start with 120 skill points.
    • Reduced XP required to learn higher skill levels.
    • Troops can now upgrade more easily.
    • Reduced wanderers' skills outside their main area of expertise, making them easier to level up.
    • Made wanderer age correlate roughly with their skills.
    Kingdoms and Diplomacy
    • Fixed bug where fiefs were regarded to have a negative value in barters if the “Everything Has a Price” perk was enabled.
    • Fixed a rare bug where the AI proposed a kingdom decision on behalf of the player clan.
    Economy and Trade
    • Prices for armour were changed and high tier boots and gauntlets now cost more.
    • Range weapon prices have been re-adjusted.
    Quests & Issues
    • Reviewed about a third of the quest issues, improving dialogues and persuasion:
      • Major changes in particular to “Family Feud” and “Spy Party”.
    Other
    • Icons on banners and shields were not appearing. They are fixed now.
    • Updated "Imperial Legionary" equipment.
    • Minor updates to Sturgian troop tree equipment.
    • Added more variation to caravan master's equipment.
    • Added more variation to helmet drops from troops.
    • Various other fixes to troop trees and stats.
    • Armour values of various equipment have changed to better match their visuals and increase faction armour variety.
    • Armour values of mount bardings and harnesses were changed to match their visuals.
    • Riding a horse without a saddle now incurs 10% penalty to max horse speed and manoeuvring.
    • NPC agents carrying heavy items (apple baskets etc.) will no longer run (with items in hand) when the player asks them to take him/her to a particular agent.
    • Added an "Exposure Compensation" option that allows players to adjust the brightness levels of the visuals to their preference.
    • Fixed missing items for blacksmith characters in towns.
    • Some grammar mistakes and typos were fixed.
    • Fixes a bug that caused the player character to be invisible.
    • Fixed a bug that caused characters to spawn without any equipment.

    Multiplayer

    Animations

    • Fixed some wrong cavalry idle animations.
    • Fixed a rare condition in which client rider gets stuck in defence animation after a successful hit.
    Audio
    • Implemented a Voice Spamming Filter for multiplayer.
    Design & Balance
    • Damage interrupt threshold values are set as 5.
    • Headshot damage multiplier is increased from 1.7 to 2 for pierce damage.
    Map Related
    • Bug fixes for Harbour of Ovsk.
    • Bug fixes and improvements for Castle of Fen Altai.
      • Some spawn locations are re-adjusted for team balance. Atmosphere has changed.
      • Added particles to be formed when the breakable wall is damaged.
    Other - Miscellaneous
    • Slow-motion and pause cheats are disallowed during multiplayer matches.
    Performance
    • Decreased bandwidth usage of impact sounds.
    Server & Network
    • Server Improvements.

    Both - Singleplayer & Multiplayer

    Crash

    • If the AI is not holding a ranged weapon, it tries to find a ranged weapon in its equipment and uses this weapon to calculate attacking scores against distant enemies. During this weapon selection, some equipment was causing a crash. This was fixed.
    Performance
    • Improved the performance of the sound system.
    • Big improvements for the multi-core performance of the game.
    • We now select Maximum sound count according to your CPU's core count. You can increase this setting if you have a recent CPU. We've also added a new very low(64) option.
    • Some other minor performance improvements.
    Audio
    • UI sounds don't get cut by other UI events anymore.
    • Added "is missile" check to crafted weapons' impact sounds (like Throwing Axes).
    • Fixed Ballista reload sound phasing.
    • Minor changes in the hearable distance of loud sounds.
    • Fixed some Vlandian scenes opening up with an echo.
    Combat AI
    • Improved the calculation of ranged units for the enemy's future position.
    • Ranged units can target mounts or different enemy bones. Cases that caused errors during this calculation are fixed.
    • After issuing the "Hold Fire" command, the AI weapon selection gives less priority to ranged weapons that have a secondary melee mode.
    Other
    • Added an option to disable controller vibration.
    May I just ask what kind of features are going to be in the alpha, and when finding bugs or glitches related to the alpha and beta, should we report them through posts or some other way?
  2. NordCat

    What am I doing wrong?

    Not really. I worked out how to make a party, they dont help me with seiges though. They just wander off. I'm more concerned my game is bugged. It wants me to own an imperial city and I've already conquered 7.
    I told you that too. When making an army you select your parties. After that you have a tab that runs out and that is how long the party will stick to you! Its on the bottom right above your army. The speed of the timer runs based by the size of your army and how much food they have.
  3. NordCat

    What am I doing wrong?

    I've made some parties but can you get them to come and lay siege to a city with you? Now all I have is an autonomous army that wanders off on their own.
    I already told you this!
  4. NordCat

    What am I doing wrong?

    So, ideally you should execute prisoners and they'll stop sending armies at you? How do I split my companions to create new armies?
    You go to clan menu, in there you have make new party option, you can make three I think with your clan tier. You press new party and select a companion. You don't need to give him troops as he will find new ones for himself!
  5. NordCat

    What am I doing wrong?

    I can't edit my text because it keep's crashing anyways just in the first sentance '' will be one of your PRISONERS ''
  6. NordCat

    What am I doing wrong?

    I started out with a quest to talk to 10 NPC's and tbh just kinda got bored looking for them and started massacring bandits and trading. I can now retain 120 soldiers and I've captured 3 cities and 2 castles. The cities have huge armies in them and the only way I can bring a bit enough army to take over them is to massive over recruit which means most of my soldiers just desert. I have to bring about 400 troops to a city to invade it with roughly half that number when the seige finishes. Rams seem to work, balista and catapults explode almost as soon as they're built and seige towers dont appear to spawn on the map. My troops use rams to batter down the game, run into the killing zone inside and die trying to break down the 2nd gate with their bare hands. The nearest city to my cities now is so far its just painful killing the same NPC's over and over only to have them almost instantly respawn with a massive army and come harass me again.

    Does killing an NPC permanently remove them from the game? If I kill all the enemy lords would they stop insta respawning? Honestly, the game is just getting exhausting this way. Is there a better way?
    Okay I get what you're saying!
    First to address the question about killing NPC's. Once capturing a noble or let's say king they will be one of your . The only current way to stop them from bothering you is to execute them. If you go to your party, down to prisoners, and you will see a red button next to the noble where you can execute them. This has a good side of them not respawning. The bad sides are very bad ( -100 ) relation to his clan members and family and a bad relation to the faction too!
    Now to your question of how to get bigger armies! Let's start of if you're in a faction. After joining/creating a faction, you are granted access to the kingdom button. In the kingdom management tab you will see the '' armies '' subtab. In there you will see the armies of your faction ( armies are just many different parties that have gathered together, and they have a limited time of about ten to twenty days of staying together ). You will see the button create an army after pressing that you can invite other parties of the faction to join you. After selecting your friends, you will see them in the bottom right! If they're grayed out that means they're still arriving, hovering over their icon will tell you in how many hours/days they will arrive.
    By what it seems you're taking the route of creating your own kingdom. I haven't tried this so I don't know how you can get other nobles to join you, maybe like when in other factions you can negotiate about their royalty trying to speak them into your kingdom. The other way would be being that you are probably tier four, recruit 7 companions and create them their parties! This will lead to them creating their bigger parties and you can call up an army with them!
    I hope this helped with your question!
  7. NordCat

    Where are the ladies at?

    Check through their age and family. Older ones (usually 40+) have husbands, but they also have a daughter or 2.
    Will look into it!
  8. NordCat

    Suggestion: Senate meetings

    Agreed, there are much more important things to work on. But, in the long term, it would be great to add more events and things to do in peacetime. Organising a carnival/festival for your city would be a great way to gain opinion in a realistic way. And I always thought it was strange that jousts and 'kingdom only' tournaments (organised by the king for his lords) weren't in Warband.

    Hopefully, the diplomacy stuff is on the way. The border friction warnings, as well as truces, seem like a really vital thing that's missing at the moment.
    Yeah! I guess only time will tell ?
  9. NordCat

    Where are the ladies at?

    There are quite a few ladies, have you checked through the encyclopedia (N)? They're not like the ladies in Warband who sit on their ass all day; a lot of them are roaming the map leading their own troops.
    I didn't know that. I saw a couple but they are usually not able to get to know you as much, because they already have a noble as their husband.

    You have a split as you say there are two or 3 per faction of the classic warband ladies sat in castles as governors but there are also a ton of them leading armies in every faction (+they are better at fighting/leading armies)
    I guess I'm just too used to Warband haha. Thanks for the reply!
  10. NordCat

    [Question] Executions vs Snowball

    Some ~270 days have passed, Vlandia started to snowball. Sturgia is gone so is the Southern Empire. Aserai and Kuzait one city left each.
    I just found all the banner pieces, but I cannot join Battania because for some unknown reason I'm at war with Vlandia even thou I'm still a nobody and did not provoke them in any way.
    I have a decent 100 men strong army and I can capture lesser lords with relative ease. Since I'm at war with Vlandia, executing captured lords might slow down the Vlandian snowball. I say might because maybe the empty ranks of lords will be filled with more defecting lords from other nations...
    Thoughts?
    I like what you are saying! I currently hate the way you can slow down or influence '' at war '' factions. I tried many ways to fix this.
    The first was selling the noble/lord to a ransom broker, I got my money and after two in-game days I saw the exact same noble running around with a new stronger party.
    The second way I tried solving this was putting them in many, and I say many dungeons. And they magically escaped from a town dungeon, castle dungeon and even my own castle's dungeon.
    The third way was to keep them in my party as prisoners. Even though I only had about three nobles as my prisoners ( and them only ) they somehow escaped.
    And the fourth way to stop them, and the only way that actually kind of worked was executing them. There is a good side to this, and that is that they will no longer, ever bother you. The bad sides are that you become unmerciful and your honor decreases, apart from that when other people from his clan or family see you wondering about they will attack you.
    Now to your question, '' Will executing the lord/king of the faction stop the snowball? '', no it won't. And I am devastated. I executed the king of the Southern Empire, and after that with ease they just selected a new king and carried on.
    The next king is selected by this way ( at least what I encountered ): firstly by family ( if there are more people in his family they're selected by age ), then by his clan ( clan members a selected by random, at least what I saw ), and if you destroy their family and their clan what took me about let's say one hour, they just pick another clan.
    I believe that after killing the king, they should make a big hold on their war. Killing a king with no given relative should start an election for power, and if no relative or clan member exists start a whole civil war on who should rule ( even though that is the current Empire's situation, but you get it ).

    There you go, hope I helped ?
  11. NordCat

    Invoking War Methods

    You can't dial down the influence penalty and to be fair the influence penalty generally is too much ( apart from executing a member of a clan where you get -100 which is understandable ), but I believe they will change the penalties.
    Nobles don't let you fight them, or ( as in Warband ) let them duel you, but I believe that that is a feature coming soon. Just saying, a lot of features are missing from early-access and TaleWorlds have said that they are going to be adding them in when stable enough.
    The ways you can dial down the penalty after actually doing it are for example: doing a task for that person, after winning them in battle letting them go or helping them in battle.
  12. NordCat

    Immersion within the walls of your own town/castle

    I agree with you, but a feature that would be truly amazing when owning a town to me would be after let's say a battle with a big lord or noble of the enemy faction, you come in town on horseback with your army followed by the nobles you captures. Maybe even add a guillotine and execute the noble in front of your people.
  13. NordCat

    Where are the ladies at?

    I don't really play Mount and Blade for making a family, or finding a spouse, but it just bums me that there are maybe 2 ladies in an entire faction and all the castles are near enough empty all the time?! Do you guys relate?
  14. NordCat

    Suggestion: Senate meetings

    I love your ideas! But I don't believe TaleWorlds could make that happen tbh. They've got a lot of bugs and glitches to fix until full release, and they also have to test the other features soon to come.
    I agree with you on the peace time. I would really love to have more things to do when your faction is at peace with everyone ( and make the time between wars longer ), maybe add carnivals, wine tasting, jousting ect. to the towns, and what I would love is as in Warband, have a big letter come to me as a vassal telling me '' that a rumor is spreading of a border incident that could spark a war with... '', that way I could prepare an army at the borders and be more efficient at attacking. I always seem to be defensive in wars as they just come out of nowhere.
  15. NordCat

    SP - General Tavern suggestions

    I agree with you, I just didn't mean healing food. I mean't to buy the whole party a huge feast at a town and then after maybe resting for a day at the town heal everyone up. It would come in handy when having a huge army campaign.
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