classic eb effortpost
Mount And Blade 2: Bannerlord Patch 1.6
Multiplayer
If you disagree with absolutely any of this tell me why, especially if you are a dev.
I might do another patch notes post later that is faction specific and really break down the perks to see how we can make them better and more fun.
Mount And Blade 2: Bannerlord Patch 1.6
Multiplayer
- General
- Fixes
- Javelin duplication has been fixed
- Updated wall collision will now lead to dismounted cavalry consistently landing against the wall rather than merging with the wall hitbox and becoming unhittable until they have stood up.
- Through an act of godly premonition achieved by meditating on the issue for 18 months, we have figured out how stairs work. Units and horses will now be able to go up stairs by holding W without randomly getting caught on the floor texture. We actually just turned all of the stairs hitboxes into 45° ramps, but that sounds less cool.
- Matchmaking servers will now correctly grab whoever is in queue and sort them onto teams based on MMR. Low population MM lobbies will no longer be stuck in 3v3 despite 4+ people sitting in queue waiting to join an active match.
- Content
- We have hired new map editors and sat them behind chairs. The pace of new maps for TDM, Siege, Skirmish and Captain will now exceed 1 to 2 new maps every 7 months. (The last skirmish map was added in August...Even worse, the last TDM Map was added in October)
- The closed betas for Gamemodes that have been discussed since launch such as Duel and Battle will begin shortly. Signup here.
- Added Badges for the winners of NABB1, BEAST1,2,3(?) and Captains League, as it makes no sense to have this elaborate badge system and then use it on 3 unique badges all for the same event.
- Added new banners and colors for the clan system.
- Balance
- General
- Throwing Spears and similar single entity stack projectiles have been removed from Multiplayer, as they clash with our teams vision of skill based combat, along with creating unfun combat scenarios and RNG dependent cavalry matchups. All instances of these perks have been replaced with a class equivalent perk depending on the role of the class.
- The kicking hitbox has been adjusted so that taller character no longer have a distinct advantage over smaller characters. The kick will now be projected from a set spot that is consistent among all player models, and has been lowered slightly to allow more counterplay by means of jumping and dodging.
- Fall damage has been tweaked so that the equivalent to jumping off the top of the slide as an 8 year old will no longer cause crippling damage to the player character.
- Vertical jump height has been slightly tweaked in proportion to the class athletics skill. The change will be much more noticeable for classes such as shock troops with high athletics than lower athletics classes.
- Melee turncap has been adjusted so that turning with a weapon readied is slightly slower, where as turning with a block or shield up is slightly faster. This will help infantry react to their surroundings defensively without creating an overly spammable or hitbox abuse dependent combat experience.
- Cavalry
- Analyzing the metadata of multiple tournaments, along with the feedback from the community, has created the undisputable conclusion that cavalry is overpowered in its intended role as a pick-power class. The below changes will attempt to provide counterplay to cavalrys exceptionable mobility and killing potential while still maintaining the enjoyment of the class.
- The main source of cavalrys overall dominance has been their ability to get out of situations essentially for free despite making mistakes of the same caliber that would kill the other classes. As a result, we have decided that the best way to make high level cavalry play require better mechanical skill and actual thought would be to limit the ability of the class to escape situations where it should be punished. This will be accomplished by limiting the effectiveness of doubletap s and w by 50% or more, making it much harder for cavalry to instantly stop or instantly zoom off in situations where they should be taking damage. Additionally, certain perks were giving cavalry unparalleled mobility and were essentially straight upgrades to the other perks available rather than sidegrades. The Agile Horse perks have been replaced with actual sidegrades. These are the most important and impactful changes in the entire patch and should result in cavalry still being fun to play while finally being fun to play against.
- Infantry
- Increased the invisible hitbox on all shields while blocking in order to create a more fair matchup against archers and infantry throwing weapons. Without the invisible hitbox, many infantry classes have very little protection against projectiles and even certain melee swings, which led to an extremely unfun and inconsistent experience as certain classes. As a dev team we had rather players be overprotected than underprotected by shields, as getting hit when you feel like you shouldn't have creates a frustrating, inconsistent, and confusing player experience.
- The light default shields have been returned to Skirmish, Siege and TDM shock infantry in order to make them playable in these modes. We honestly have no idea why we removed them in the first place.
- Archery
- Crossbows
- Added a much more audible click sound when a crossbow is loaded, alerting nearby enemies even around corners.
- Adjusted the animation timing of when the crossbow bolt is released in order to make point blank shots less viable and more risky.
- Bows
- In response to shields becoming better at blocking projectiles, certain bows have been made more accurate and less RNG dependent. This will drastically increase the skill ceiling of the class and make it more about hitting targets rather than kiting and shooting at extremely close range.
- Crossbows
- General
- Captain Mode
- We are paying Ling* $17 an hour to email us balance changes because it seems like he knows what hes talking about.
- Because we are intelligent people who understand the basics of game design, Lings captain balance changes are completely separate from the balance changes to the pvp gamemodes. Trying to make both modes work with the exact same perks would be completely impossible and we would never do that.
- Fixes
If you disagree with absolutely any of this tell me why, especially if you are a dev.
I might do another patch notes post later that is faction specific and really break down the perks to see how we can make them better and more fun.