7 new maps, Ranked and Battle mode, hundreds of balance changes

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Hey everyone!

We have been hard at work to bring you some cool new content and balance changes with the upcoming patch 1.7.2.!
All this is coming with 3 scenes for battle, one new scene for captain and 3 more for skirmish. Additionally there have been hundreds of adjustments to weapon and class balance, quite a few new perks and troop count adjustments for captain. Unfortunately we were unable to get the patch out this week before the holidays so you will have to wait a little longer before you get your hands on the update.

I’m making this post now because today is my last day at Taleworlds. Sadly this means I won't witness the release of the Patch as a Taleworlds employee but instead, just like you, as a community member. More detailed information about the patch will follow on its launch.

Scene Changes​

Winter versions of TDM, Siege and Skirmish scenes have been removed from the offical map pool

-mLUl.png

Pendaric (Captain)
  • Wide open captain mode map
  • Features the remnants of a battlefield in the center
  • Flanked by fortified camps and hills
6J49g.png

Zendyar (Skirmish)
  • Snowy skirmish map
  • Set in the ruins of an old fortress
  • Some risky improvised routes between the flags
QHw0j.png

Urikskalaar (Skirmish)
  • Skirmish map of an border village
  • Set on a border village between khuzait and sturgia
  • This village features 2 contrasting sides, connected by a dam and paths
KlNFT.png

Sharis (Skirmish)
  • Mirrored skirmish map set in an aserai town
  • A big market, nested in between the grand buildings on one side and an arena on the other
  • This scene is meant as a decider map for tournaments, by keeping angles/timings/advantage the same for both sides
giqb9.jpg

Cypegos Blockade (Battle)
  • Sally out to break the blockade of Cypegos
  • Features wide fields, clearings and an old castle ruin, marked by a long and unsuccessful siege
  • Quite a grand scene meant for big battles
bbj_1.jpg

Osrac Insurrection (Battle)
  • Urban battlefield in the streets of Osrac
  • Streets that lead to bigger plazas. Roofed gutter that leads into an elevated position between the houses
  • Smaller scene meant for smaller battles
KUH_b.jpg

Skolder Hideout (Battle)
  • Grand northern landscape, home to bandits and anything that has fur thick enough
  • A dried out river splits the scene in two, flanked from rocky cliff and fields. Features a castle on an island in the middle
  • Grand scene meant for big battles

Ayzar Stronghold
  • Moved B flag closer to the attacker siege tower and added some barricades around it
  • Removed ladder on the former B flag
  • Added a new gate in front of flag E + F
  • Reduced some gate and barricade hitpoints
  • Moved battering ram closer
  • Adjusted one of the attacker ballista that allowed users to hide behind a wooden ramp
  • Adjusted a few spawn positions
Baraveneos (winter version)
  • Fixed torches
Echerion
  • Fixed some soil areas, playing stone sound
Xauna
  • Fixed a barrier allowing players to jump on the B roof
  • Fixed some soil areas, playing stone sound

General Changes​

Score
  • Horse damage score is now valued at 35% instead of 50%
  • Team damage score is now valued at -150% instead of -200%
Helmets
  • Fixed many Beard and Hair coverage issues
Customization
  • Increased every single captain mode troops, armor variety
  • Battania
    • 4 new body armors
  • Empire
    • 2 new body armors
    • 4 new shoulder pieces
  • Aserai
    • 1 new body armor

Combat Changes​

  • The radius for getting stunned when aiming with your ranged weapon has been increased
  • Javelins can not be used as melee weapons anymore
    • Does not apply to throwing spears
  • Increased the missile speed of throwing spears
  • Troops in captain mode now automatically follow their captain if:
    • If their captain has left the formation behind
    • Their movement command is too far away

Class Changes​


CSpRx.png

  • Increased TDM and Siege mode costs of all archer classes
  • Bows
    • Decreased short/recurve/composite bow damage
    • Increased longbow accuracy
rtM7C.png

  • Aserai Skirmisher cost 120 -> 130 (for skirmish)
  • Throwing
    • Increased Throwing Spear damage
    • Removed melee mode of all javelins

cRjd7.png

  • Reduced impact of “Melee Expert” and similar perks
    • Grants less damage bonus now
  • Changes to Weapon perks
    • Removed extra armor from Mace Specialist perks
    • Introduced many new weapon perks or variations
  • Buffed or changed many “Improved Armor” perks
    • Introducing variants like “Padded Armor”, ”Berserker Skin” and more
Melee Weapons:
  • Maces
    • Normalized damages between different maces
    • Many maces damages reduced
  • Many changes to existing swords, axes and two handed weapons
  • Fixed an issue that some axes didn't deal extra damage to shields
Armor:
  • Normalized and often decreased armor
    • Affecting heavy infantry, heavy archers and heavy cavalry

Captain​

So captain mode is suffering from heavy infantry rushes and their huge dominance at the moment. While this is not necessarily a bad thing (let's remember the archer spam meta at the start of EA), support troops are very rarely used atm and not fun to use. Especially if they are used as mobile spawn points for rambo cavalry.

Gameplay the main change to that was the introduction of a new system that forces troops to follow their captain if they are far away, and/or if their order is far away. This is to prevent captains spamming orders that are very far away to keep their troops away, but also counters frustration if you order your troops to move somewhere close to you, but they suddenly start following you if they are too far away. Also this system keeps in mind if your troops are mounted and if they are charging or not and acts more lenient according to that.

Balance wise the overall armor changes will help skirmishers and archers out quite a bit, also the troop count changes will play a role. Same goes for faction balance hopefully. (Helping poor Empire out). Shock troops will get a “medium infantry” perk, making them a viable option for fast moving infantry with shields, that act as a counter weight for archer spams.

Still there is work to do and more changes coming to captain mode. We are actively working on improvements for the skirmisher and cavalry AI.

Also I hope you enjoy the new map Pendaric for captain mode. It's much more open, so doesn't funnel action in channels that much and therefore requires a more thorough development /approaching phase and collaboration of your team.

Troop Changes​

Maces are nerfed, not only the actual weapons received nerfs (and were more normalized between factions) but also the environment around them changed. Some armors have been reduced, while swords and axes have been buffed. The idea is to make armor a little bit more important again, by reducing the frequency of maces, so more swords / axes are being used and also having new and different improved armor perks.
Shoutout to the mace hater perk for the Varyag, that reduces blunt damage by 33%.

Shortbows and composite bows deal less damage now, while longbows got a little bit more accurate. Also archers can get “bumped” with their bow out, from a wider radius now. Flick shots will still be possible but more risky now.

And now for skirmishers, the ability to use short javelins as melee weapons has been removed. Throwing spears are not affected by this and have actually been buffed in some regards.

Battle Mode Changes​

So many of you have already played Battle mode, which was hosted on some of the community custom servers in 1.7.1. This is was before the official release of the mode, but I will still include the changes coming to it with this patch, so you can see what changed to your “preview” experience.

First of all the costs of many troops will be changed exclusively for Battle mode. Cavalry and Archer have been increased, while some infantry classes will be cheaper.

This comes with some quite impactful changes to the economy that are aimed to reduce gold retention, especially for the winning team. Also the last flag will now spawn a little bit earlier and have much more impact on morale, basically taking the role of “master of the field” like in the warband version of Battle mode. Also some bugs have been fixed, for example were the gold rewards for assists and kills not calculated correctly.

Also lets not forget that this mode comes with 3 new maps, which have also seen small improvements with 1.7.2.

Full Changelog​

All Perk, Class and Weapon Changes​

Bows​

Short Bow
  • Damage 50 → 48
Nomad Short Bow
  • Damage 47 → 45
Fast Short Bow
  • Damage 50 -> 48
Lowland Longbow
  • Accuracy 92 -> 95
Hunting Longbow
  • Accuracy 90 -> 94
Superior Bow
  • Damage 47 -> 45
Recurve Bow
  • Damage 52 -> 50
Imperial Recurve Bow
  • Damage 53 -> 51
Long Bow
  • Accuracy 95 -> 96
  • Damage 58 -> 59
Composite Bow
  • Damage 61 -> 59
Woodland Longbow
  • Damage 70 -> 67
Tribesmen Longbow
  • Damage 67 -> 65
Yeow Long Bow
  • Damage 70 -> 67

Vlandia​

Peasant Tools
  • Metal Pitchfork
    • Speed 84 -> 86
    • Damage 30 -> 35
  • Shovel
    • Speed 64 -> 69
    • Damage 36 -> 41
  • Hay Sickle
    • Speed 62 -> 66
    • Damage 57 -> 70
  • Scythe
    • Speed 71 -> 74
    • Damage 71 -> 73
  • Pitchfork
    • Speed 86 -> 89
    • Damage 21 -> 26
Long Sword
  • Sergeant and Sharpshooter default
  • Voulgier and Arbelist perk
  • Swing Speed 90 -> 92
  • Swing Damage 66 -> 68
  • Thrust Speed 91 -> 93
  • Thrust Damage 40 -> 42
  • Length 102 -> 108

Peasant​

  • Armor 5 -> 7
  • TDM and Siege Cost 80 -> 90
  • Hammer
    • Swing Speed 95 -> 96
    • Length 65 -> 68
    • Damage 42 -> 41
  • Pickaxe
    • Damage type: cut -> pierce
    • Damage 62 -> 58
  • Peasant Tools
    • Weapons buffeed across the board
    • Check above
  • Looter
    • Doesnt grant gold for assists
    • Gold with kill +10
  • Looted Shields (captain, duel)
    • Former “Athletic” perk
    • Grants a random shield of varying grades

Voulgier​

  • TDM and Siege Cost 140 -> 130
  • Billhook
    • Swing Speed 79 -> 82
    • Swing Damage 127 -> ~122
    • Length 141 -> 138
  • Medium Infantry
    • Former “Sword + Shield” perk
    • Now also grants western spear (except for Captain mode)
    • Grants +2 troops (Captain mode only)

Sergeant​

  • Armor 45 -> 42
  • Reinforced Armor
    • Former “Improved armor” perk
    • Armor 9 -> 13
  • Mace
    • Former “Mace Specialist” perk
    • Doesnt grant extra armor anymore
    • Mace Damage 48 -> 43
  • Two Handed Sword
    • Now grants +5% movement speed
    • Damage 93 -> 101
    • Length 120 -> 121
    • Speed 96 -> 94
    • Thrust speed 93 -> 94
  • Melee Expert
    • Melee damage +15% -> +10%
  • Shieldwall (captain only)
    • Shield armor 5 -> 20

Arbelist​

  • Siege and TDM cost 120 -> 140
  • Captain troop count 16 -> 17
  • Vlandian Short Sword (default)
    • Swing Damage 52 -> 55

Sharpshooter​

  • Armor 24 -> 21
  • Siege and TDM cost 160 -> 180
  • Captain troop count 11 -> 12

Vanguard​

  • Captain troop count 11 -> 12
  • Extra Chainmail
    • Former “Improved armor” perk
    • Armor +9 -> +4
    • Pierce Damage taken -20%
  • Half Barding
    • Extra armor +17 -> +20

Knight​

  • Reinforced Armor
    • Former “Improved armor” perk
    • Armor +9 -> +13
  • Guardian
    • Damage taken from ranged weapon -25% -> -33%
    • Mount Damage taken from ranged weapon 25% -> -33%
  • Lancer
    • Speed damage bonus 33% -> 15%
  • Generous Lord
    • Removed +10% swing speed

Empire​

Recruit​

  • Captain troop count 20 -> 21
  • Shieldwall
    • Damage from ranged weapons -20% -> -30%
  • Pila
    • Damage 28 -> 30

Menavlion infantry​

  • Captain troop count 15 -> 16
  • Armor Padding
    • Damage taken from blunt weapon -20% -> -40%
    • Removed -10% damage taken from melee attacks

Legionary​

  • Captain troop count 16 -> 17
  • Replaced default shield
    • Different shape
    • Hitpoints 130 -> 150
    • Weight 3.2kg -> 2.2kg
  • Mace
    • Former “Mace Specialist” perk
    • Removed +4 extra armor
    • Damage 50 -> 47
  • Plated Armor
    • Former “Improved armor” perk
    • Armor 9 -> 10
    • Damage taken from cut weapon -20% (-10% for Captain mode only)
  • Melee Expert
    • Melee damage +15% -> 10%

Archer Militia​

  • Siege and TDM cost 110 -> 120
  • Captain troop count 16 -> 17

Palatine Guard​

  • Captain troop count 11 -> 12
  • Armor 26 -> 23
  • Siege and TDM cost 160 -> 170
  • Sword and Shield
    • Grants bigger and better shield
  • Bullseye
    • Damage Dealt +5% -> +15% (Captain mode only)

Courser​

  • Captain troop count 11 -> 12
  • Extra Chainmail
    • Former “Improved armor” perk
    • Armor +9 -> +4
    • Pierce Damage taken -20%

Cataphract​

  • Spear Head
    • Damage 44 -> 46
  • Reinforced Armor
    • Former “Improved armor” perk
    • Armor 9 -> 13
  • Captain troops were using a Cavalry Mace instead of the Paramerion

Khuzait​

Khuzait Heavy Mace
  • Spear Infantry and Khans Guard perk
  • Speed 87 -> 88
  • Damage 62 -> 49
  • Length 78 -> 81

Rabble​

  • Captain troop count 25 -> 23
  • Has a shield by default now
    • From “Village Militia” perk
  • Village Militia
    • Damage taken -10% -> -15% (5% for captain)
    • Grants throwing stones
  • Looter
    • Gold per kill +20 -> +10 (For Battle, Siege, TDM)
    • Removed +10 gold for assist

Spear Infantry​

  • Armor 28 -> 25
  • Steppe Infantry
    • Movement speed +5% -> +7% (removed in captain mode)
    • Melee damage +10% -> +5%
  • Big Game Hunter
    • Speed 90 -> 87
    • Damage 28 -> 34

Steppe Bow​

  • Siege and TDM cost 110 -> 120

Khans Guard​

  • Captain troop count 11 -> 12
  • Armor 38 -> 31
  • Siege and TDM cost 160 -> 170
  • +7% movement speed
  • Removed -25% on penalty when aiming while moving

Nomad​

  • Siege and TDM cost 200 -> 180

Lancer​

  • Armor 30 -> 34

Aserai​

Tribal Warrior​

  • Captain troop count 23 -> 20
  • Armor 17 -> 15
  • Mace
    • Speed 88 -> 92
    • Damage 53 -> 46
  • Tribesman
    • Melee damage dealt +10% ->+ 5%

Skirmisher​

  • Cost 120 -> 130 (for Skirmish and Battle)

Guard​

  • Bardiche
    • Damage 153 -> 126
  • Medium Infantry (captain mode only)
    • Replaces “Two Handed Sword” perk
    • Grants a long sword and shield
    • Grants +2 troops

Archer​

  • Siege and TDM cost 110 -> 120
  • Default weapon
    • Replaced Aserai Mace with Flyssa
  • Pin Cushion (captain only)
    • Damage Taken from missiles -20% -> -35%

Veteran​

  • Captain troop count 11 -> 12
  • Armor 26 ->23
  • Siege and TDM cost 150 -> 160
  • Reinforced Armor
    • Former “Improved armor” perk
    • Armor +9 -> +13

Jawwal​

  • Captain troop count 13 -> 12
  • Mounted Skirmish (captain only)
    • Javelin stack size 3 -> 6

Mamluke​

  • Armor 32 -> 34

Sturgia​

Raider Axe
  • Warrior and Brigand perk
  • Hunter default axe
  • Damage 70 -> 75
Sturgian Sword
  • Warrior, Brigand and Varyag perk
  • Swing Speed 92 -> 93
  • Swing Damage 68 -> 71
  • Thrust Damage 41 -> 40
  • Length 102 -> 104

Warrior​

  • Armor 15 -> 17
  • Default weapon:
    • Replaces Woodsplitter Axe
    • Sturgian Short Sword
      • Swing Speed 97 -> 98
      • Swing Damage 53 ->59
      • Thrust Speed 92 -> 93
      • Length 85 -> 90
  • Long Sword
    • Changed description and icon
    • Removed in captain mode
  • Combined Arms (captain mode only)
    • Grants a random sword, axe or mace
    • For the troops and captain
  • Raider Axe
    • Former “Better Axe” perk
    • Changed description and icon
  • Warrior
    • Replaces “Athletic” perk
    • Grants +10% melee damage

Brigand​

  • Woodsplitter Axe (default)
    • Speed 92 -> 93
    • Damage 57 -> 64
  • Sword and Shield
    • Former “Sword” perk
    • Grants bigger shield
    • Grants Sturgian Sword
  • Axe and Shield
    • Former “Shield Perk”
    • Grants Raider Axe
  • Ash throwing spear
    • Thrust Speed 90 -> 87
    • Damage 26 -> 29

Varyag​

  • Armor 40 -> 42
  • Raider Heavy Axe
    • Speed 87 -> 91
    • Length 91 -> 93
  • Noble Axe
    • Speed 88 -> 93
  • Light Round Shield (default)
    • Durability 165 -> 190
  • Padded Armor
    • Former “Improved armor” perk
    • Armor +9 -> +10
    • Damage taken from blunt weapon -33%
  • Feller
    • Cut damage with melee weapons 20% -> 17%
  • Brawny
    • Speed bonus damage with melee weapons 30% -> 35%

Berserker​

  • Berserker Skin
    • Former “Improved armor” perk
    • Armor +9 -> +7
    • Damage taken from blunt weapon -30%

Hunter​

  • Captain troop count 15 -> 16
  • Siege and TDM cost 120 -> 130

Raider​

  • Captain troop count 11 -> 12
  • Spearhead
    • Missile damage taken -20% -> -30%

Druzhinnik​

Battania​

Battanian Short Sword
  • Clan Warrior and Wildling default
  • Swing Speed 97 -> 98
  • Swing Damage 58 -> 60
  • Thrust Speed 90 -> 92
  • Length 81 -> 84

Savage​

  • Rhomphaia
    • Swing Speed 88 -> 91
    • Swing Damage 106 -> 113
  • Hammer
    • Swing Speed 69 -> 75
    • Swing Damage 112 -> 97
  • Blood Rage
    • +7% Damage per 20 Hitpoints lost (+5% for captain mode)
    • -7% Damage Taken from Melee Attacks per 20 Hitpoints lost (-5% for captain mode)
  • Thick Skin
    • Removed -20% Cut damage taken
    • -30% Blunt Damage taken (-20% for captain)

Wildling​

  • Ash throwing spear
    • Thrust Speed 90 -> 87
    • Damage 26 -> 29

Oathsworn​

  • Armor 44 -> 40
  • Reinforced Armor
    • Former “Improved armor” perk
    • Armor 9 -> 13
  • Mace
    • Former “Mace Specialist” perk
    • Doesnt grant extra armor anymore
    • Swing Speed 87 -> 90
    • Swing Damage 56 -> 47
  • Axe
    • Swing Damage 71 -> 75
  • Brawny
    • Speed bonus damage with melee weapons 30% -> 35%
  • Melee Expert
    • Melee damage +15% -> 10%

Ranger​

  • Captain troop count 15 -> 16
  • Siege and TDM cost 120 -> 130

Fiann​

  • Captain troop count 11 -> 12
  • Siege and TDM cost 160 -> 170

Mounted Warrior​

  • Half Barding
    • Extra armor +14 -> +17
  • Cured Leather Armor
    • Former “Improved armor” perk
    • Armor +9 -> +4
    • Pierce Damage taken -20%

Battlemode Changelog​

Gamemode Changes
  • Fixed an issue with Gold Gain on kills + assists
    • It was granting much less gold than it should
  • Early flags now have slightly more impact on morale
  • Last Flag now spawns earlier
  • Last Flag has more impact on morale
  • Default Gold 110 -> 120
  • Reduced carry over gold from 130 -> 110
  • Reduced staying alive bonus from 40 -> 20
  • Fixed many minor issues on the scenes
  • Known Issues:
    • Invisible trees remain in some places
Troops
Vlandia
  • Sergeant
    • 160 -> 150
  • Arbelist
    • 120 -> 130
  • Sharpshooter
    • 160 -> 180
  • Vanguard
    • 140 -> 150
Empire
  • Legionary
    • 150 -> 140
  • Archer Militia
    • 110 -> 130
  • Palatine Guard
    • 160 -> 180
  • Courser
    • 140 -> 150
Khuzait
  • Steppe Bow
    • 110 -> 130
  • Khan's Guard
    • 160 -> 180
  • Nomad
    • 130 -> 140
  • Mounted Archer
    • 150 -> 160
Aserai
  • Archer
    • 110 -> 130
  • Veteran
    • 150 -> 170
  • Jawwal
    • 140 -> 150
Sturgia
  • Varyag
    • 160 -> 150
  • Hunter
    • 120 -> 140
  • Raider
    • 140 -> 150
Battania
  • Oathbound
    • 160 -> 150
  • Ranger
    • 120 -> 130
  • Fiann
    • 160 -> 180
  • Mounted Warrior
    • 150 -> 170

Leaving Taleworlds​

As mentioned above, this is my last week at Taleworlds. This is not a sudden decision I made, but I was planning to move fully back into my home country for a while now and have made my decision transparent with the company a while ago. I stuck around for a while longer, actually to be able to deliver this patch and introduce the new multiplayer designer badbuckle, who is a great and talkative guy, to the multiplayer design part of Bannerlord.

It has been nearly 5 years since I joined Taleworlds, and 11 years since I started playing M&B. Go and check my post history for cringe (german) drama from years ago, it's even better with the official developer tag my posts have (as long as I still have it here in the forums haha).
I love the M&B game(s), the community and my colleagues so it certainly wasn't an easy step for me, leaving all this behind. But it wasn't a step I am taking out of frustration.

I am actually very hopeful for the future of multiplayer and I will definitely stick around the community, play in tournaments and continue to make scenes. It's exciting to see custom servers, ranked mode and so much new content coming in. I worked on those 7 new maps quite a bit and like I said, I plan to contribute to the community (maybe in mod teams) in my free time in the future, since making scenes for M&B has been a part of my life for more than 10 years now.

Although this forum might not be known for its heartly and welcoming culture, I still enjoyed the many discussions I had here. And even if you don't believe me, I was happy about the feedback you have provided here and how it helped decisions I made regarding balance and scenes.

I will definitely stick around and continue answering game related questions, just not from an official taleworlds perspective anymore.

Anyway, I genuinely enjoyed working with/for all of you and will definitely see you on the battlefield!

Cheers!
NIN3/Paul
 
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Love your work NIN3, you've done a good job of holding the multiplayer scene together, and providing hope for the future of the game no matter how antagonizing we can be. Keen to see the new patch, and hope you do well in your future endeavours.
 
Any chance they can just chuck all the new maps and existing skirmish maps into TDM and call it a day? If spawning is an issue then it's already bad on the existing maps and ya'll keep ignoring it so might as well just give the TDM server some variety.

That said best of luck NIN3, another one of the good guys at Taleworlds leaving.
 
Why you even did a balance patch. Now this new guy probably going to make new one that has some fresh Vision in it soon.

Lets start with small test that will show if future is bright or ****ed up.

@badbuckle do you like dota 2 ?
 
I feel so regret that taleworlds lost a good multiplayer developer, NIN3 has always been a great source of developer updates for me in the community, he really knows what multiplayer players want.
Hopefully we'll continue to have such good developers for multiplayer in the future:cry:
 
Outstanding changes for captain mode! The day of the Rambo has come to an end at long last and I couldn't be more excited. Really looking forward to playing on Pendaric it looks absolutely fantastic. :smile:
 

Combat Changes​

  • The radius for getting stunned when aiming with your ranged weapon has been increased
Farewell NIN3! ?

On the above, I think this is fine but the weapon switch still feels incredibly clunky when getting stunned and I really think the game should still register the input.
 
Thank you so much Nin3! You've improved the game a lot in just a couple of months and was the only developer answering community's questions. Wish you the best.
 
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