Beta Patch Notes e1.4.2

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I tried the new Bannerpage mod 2.0 and could not do it. It's a brilliant mod.
Even slingshot animations...:party:


Main features.

  • Underground & Undercover Ops - build hideouts and hidden bases. Employ shady characters and play as Ali Baba and the forty thieves or go further and organize your private underground operation.
  • The King and The Beggar - allows player to choose from wide variety of campaign start options, all the way from the major Calradian faction leader, independent ruler, peasant rebellion leader, bandit leader ,.., all the way down to the barefooted and penniless beggar.
  • Ludus Calradius - main Arena in Calradia, compete against the best in following categories: jousting, roman gladiators, historical gladiators, or just watch the best fight each other and bet,
  • 20+ New Quests - Talk to the guild master, lords, ladies and village elders to receive these quests. Also, there is a quest given by each faction leader which is rewarded with a unique new weapon with skill bonuses. Talk to a king/queen when you reach level 10 to receive these quests. Be warned that these quests provide fairly stiff challenges
  • Diplomacy 4.3 - Kingdom Management
  • PBOD Pre-Battle Orders & Deployment v.0.92.5 ( + all later non WSE updates added) - tactical options, important battle mechanics fixes, new commands and formations
  • Freelancer 1.6 (all known bugs fixed) - serve under any Lord as common soldier
  • Custom Commander (v.1397, some parts rewritten for better fit), level up your Companions faster by controlling them during battles, let AI control your character
  • Custom Troops (Player's Kingdom, carefully added/balanced item pools)
  • Tournament Play Enhancements 1.5 (expanded and factionized)
  • Duel Kit (rewritten code - added many new features) - Duel any Lord (improved AI)
  • Jousting (in Ludus or ask Swadian lord to duel)
  • Hunting (all across Calradia) - collect your trophies and make lucrative sale
  • New Recruitment System - 8 different ways (as realistic as it gets)
  • Camp Entrenchment (has meaning now - armies need to rest to remain fresh and maintain map speed)
  • Sea Trade, Sea faring and Sea Battles
  • Bridge Battles
  • Customizable Sparring Matches (separate from dueling)
  • Investment/Bank system Landowners/Moneylenders
  • Dark knight invasion (fully implemented, optional - player's choice)
  • Enslaving villagers - put them to work in Salt mine, make gold
  • Enhanced Trade (Trade Ledger, trade goods item modifiers, new commodities, new trade goods from hunting, sea trade)
  • Executing lords - as one of the outcomes of sending them to trial
User Interface

  • New reports (20+ neat reports, such as troop trees and all items list, dueling stats, Companions Overseer, Relation reports etc.)
  • In game manuals (explanation of main new features under "Game concepts" menu)
  • Extended Camp Action Menus - lot of new actions (Party Book-chest, Trade Ledger etc.)
  • Extensive settings - you can customize almost everything to suit your liking
  • HD campaign map and new icons (animals, lords, bandits, pine tree, castles, towns)
  • Custom Lord Notes (add your note on any lord)
  • Added controls, crouch, whistle for horse, spear bracing, deploy tower shield, shield bash etc. (check and redefine controls in-game)
  • Mouse death cam - Numpad death cam was replaced with mouse+arrow keys death cam
  • New Character Creation Screen
  • Expanded location UI notes (villages, towns)
  • Optional automated functions Auto-sell /Auto-buy / Auto-loot menus
  • Extended item descriptions
  • Book Library - Books are shared, Companions can learn too

Artificial Intelligence


  • Tweaked old and added new AI meshes (arenas and sieges)
  • Improved NPC Hero fighting AI - for a real Dueling challenge

Troops, skins and RPG elements


  • Extended Nobility Titles (Faction specific)
  • Dynamic Nobility Titles (they change in time depending on the Lord's current allegiance and holdings)
  • All faction troops - completely visually re-imagined, overhauled and now more distinctive but vanilla stats completely kept
  • 2 new fully lore integrated NPC companions Tin & Sven (with all dialogues and relationships)
  • Katrin is useful companion now - All Companions with Native Inventory Management skill over 2 got those points deducted and redistributed, Katrin benefited the most (Trade skill 5) , Rolf will now always recruit Sarranid troops
  • Medieval History inspired Mercenary Trees
  • 36 Different Carefully designed Mercenary Troops
  • Awol Historical Mercenary Parties who behave as bandits (Brigands, Routiers and Catalan Company)
  • Medieval History inspired Bandit Trees (all Native Bandits now come in 3 tiers)
  • 24 different Bandit Units
  • Medieval History inspired Faction Guards / Elite Troops (2x per faction) - recruit-able in towns
  • 10 Dark Knights Units in a special troop tree
  • 20 Dark Knights Nobles led by their Queen (by default they don't invade)
  • All New Banners - recognizable faction characteristics design, history inspired
  • Unique Combat and Civil outfits for each Lord (Factionized)
  • Lords wear Cloaks in Faction Colors or Heraldic Cloaks
  • Unique weapon and armor sets for each Lord to complement new dueling mod (Factionized)
  • Dynamic Outfits for Ladies loosely based on their character (Factionized)
  • New Faces (Factionized - Racial) - carefully chosen combo of multiple facepacks
  • Unique Faces (Factionized) - many characters got hand made redesign like Ragnar (image attached)
  • No double Faces - all young ladies have different face, some are beauties some are not
  • Top-tier-troop can be promoted to a Hero (after they have many, many battles survived)
  • New Npcs in taverns with many unique roles (Pro Recruiters, Black Market Merchants, Trainers ...)
  • Wife can become Party member and ride with you (fixed, now she never goes nuts)
  • Wife can be dressed (equipped) as companion buy her luxury dresses (or arm her)
  • 4 NPC gang leaders - with Gang Management options - Hidden Base staff

Scenes and scene props:


  • New Castles (all are completely different now and architecture has faction characteristics, roughly matched map icons)
  • Improved Siege scenes (AI movement tested and tweaked)
  • Optimized and Polished Landscapes Mod (carefully scene by scene added - bugfixed, all lods created for faster loading - better FPS)
  • Random Scene Generation - rewritten Flora_kinds.py - used Polished Landscapes Mod flora as base
  • Polished Buildings Mod (all Swadian and Vaegir towns completely overhauled)
  • 54 different Skyboxes, moving Sun, time clock
  • New Terrain Borders designed to work with New Expanded horizons
  • Expanded horizons, added in multiple layers and shaders applied to create right illusion
  • Arena Overhaul Mod ( + new objects added, + new and tweaked AI meshes)
  • 3 Completely new Arenas (Suno as Calradia's Tournaments Capital, Narra and Halmar designed to accommodate horseback fights better)
  • Training Fields Mod
  • All coastal villages now have beach
  • New Flora (added more variety Sarranid lands)
  • New AI meshes
  • Salt mine - (leave and rent out your slaves there or buy cheapest salt in the Realm)
  • Live Taverns - musicians, people drinking, bartender new dialogues, new important Npcs
  • Moving watermills and windmills
  • Ludus Calradius with lot of new interiors and exteriors

Music - Completely overhauled and expanded:


  • SRing ambient sound tracks mod (Campaign map, town, village)
  • Battle music - multiple factions specific tracks
  • Duel music - multiple factions specific tracks
  • Castle music - multiple factions specific tracks
  • Bandit culture - different bandits have different sets of battle music (with variations), meaning totally different tracks will now play when you face sea-riders compared to what will be played when
  • 100+ new carefully chosen copyright free or rights received tracks
  • BannerPage main music theme: Celtic Music - Warrior - composed by Filip Lackovic
  • Lady meetings have music background
  • Added ambient sounds in Hunting scenes
  • Added ambient sounds in Walk around scenes

Sounds:


  • More metal sound Mod
  • Sounds of Suffering Mod
  • Added new sounds, expanded repetitive palettes

New animations:


  • All carefully chosen and tested to either improve functionality or immersion or both
  • Decapitation - when large cutting damage is applied on someones neck
  • Polearm Bracing
  • Shield Bash
  • Slingshot - perfected sling (not staff sling) set of animations
  • 1H Spear - considerably improved shield and spear animations
  • 1H and 2H overhead spear animation
  • 1H greatsword horseback thrust
  • thrown weapon ALT animation sets
  • Throw Grenade
  • Crouch animations
  • Throw Boleadora (Bola)
  • Throw gladiator net
  • Pike standing, walking and runing animations,
  • New Death and Stand animations,
  • Crossbow reload animation (crossbowman is more protected during reload)
  • Tavern animations


Uncut - 1 vs many with only sling, shield and spear




1969 Items:


  • New Books (Companions can now learn too, Party Book chest)
  • Merchant's Trade Ledger (keeps logs on trade changes, based on your past inquires and transactions)
  • Treasure chests revived (samurai sets back AND 25+ new hidden treasure chests added, over 70 unique items, FIND them!)
  • Factionized Shops (to aquire some things you will have to travel)
  • Carefully Balanced Item Modifiers, price and shop spawn probability
  • Improved Trade Goods (now have item modifiers too)
  • Armorer and Weaponsmith can repair items
  • Horse Merchant can make horse timid (-1 riding skill requirement)
  • Bugfixed Native items (wrong textures swapped and correct shaders applied)
  • Retxtured Native items and brought back to life
  • Hundreds if not thousands of new/tweaked textures to develop visual identities and to make everything blend together well
  • Ale, Wine, Date-fruit are food and give morale bonuses now
  • Lumber is a new commodity
  • Crowns - get Crown with leadership bonus when becoming a faction leader
  • Quest Items give skill bonuses

New Mounts (carefully designed both visually and stat wise)


  • Historically and geographically inspired 13 x Horse Breeds
  • 18 different 3D mount models - factionized according to historical breeds
  • In more than 200 variants, different/realistic skins and coats/ barded & caparisoned
  • Added Meek (+3 speed) to horse item modifiers
  • Bactrian and Dromedary Camels (horses fear camels, some breeds don't)
  • War Elephants, Asian and African (horses fear elephants)

New Weapons, Shields, Armor


  • Thoughtfully added to fit within preset max and min values, aim to add functional variety
  • No meaningless doubles or OPs
  • Slings - come with new weapon proficiency
  • Medieval grenades (Naft and Greek Fire)
  • Flaming/explosive arrows
  • NO firearms
  • Heraldic deployable pavise (Tower shield)
  • Many, many new heraldic items (most of them are dirty and sun bleached though :smile:
  • Chu Ko Nu - semi automatic crossbow
  • Boleadora thrown blunt weapon (gladiator net uses same mechanic)

Minor features and Tweaks


  • New buildings:

  1. Blacksmith - refills defender's ammo supply (player included) every minute during a defensive siege and weapons are repairable
  2. University - build it to increase and spread knowledge in your name. Increases your renown and improves town's relation standing every week
  3. Guild Hall - build it to please the merchant community and engage in trade enterprises. increases the town prosperity every week
  4. Palisade - a simple wooden wall around the village that helps protect from enemies. The time that it takes enemies to loot the village is now increases by 25%.
  5. Granary - increases village prosperity

  • NPC lords build improvements
  • Begging as beggar in towns - start from the very bottom is possible
  • Working hard as a farmer in villages
  • Bribing and Extortion of village elders
  • Prostitution in Swadian and Rhodok towns
  • Recruiting Farmers and Peasant woman (if in role of Rebellion Leader)
  • Recruiting Bandits (through Hidden Base and underground staff menus)
  • Killing regular troops or throwing them in chains
  • Killing regular prisoners or recruiting them as per your choice
  • Multiple ways of selling / renting out prisoners
  • Always choose side when joining battles (fixed)
  • Shield Bash depends on shield skill and shield weight, to shield bash you need at least shield 1
  • Hero escape probability is now based on party Tracking skill, higher skill lower chance
  • Party Looting skill level has now direct impact on raid loot amount
  • Player and Companions Battle Kills Counter - Post Battle Screen
  • Reduced Lord's defecting probability
  • Random events
  • Companion Bodyguards/Escorts
  • New dialogue options with the shop owners, tavern keepers, village elders and arena masters.
  • More mercenaries in taverns
  • New Npcs in taverns (spec item traders, trainers, recruiters etc.)
  • Kings will give the player a gift when they pledge
  • Equip Player's Faction Lord via dialogue menu
  • Companion export/import function added
  • Player can now besiege fiefs with neutral relation standing
  • Village raids can be aborted
  • Towns & villages prosperity tuned | fief income/rents changes [to make defending it worth]
  • Bonus for player and AI troop size in relative to title and holdings
  • The player can end his mercenary contract by speaking to liege
  • Removed the impossibility to get a quest from an village elder
  • The player can now always ask the guild master for a new quest
  • Increased renown required to become a vassal
  • All Castle/Towns Garrisons now get small amount of elite unit reinforcements
  • The player can change the color of his faction via action menu
  • Change banner anytime
  • Added ability to walk around without the cheat menu enabled
  • Added option to change your party's name
  • Added option to change your kingdom's color and name (many colors in palette)
  • Blood Enhancement Tweaks
  • Get renown for killing a Hart (male deer with large horns- antlers)
  • Native Quest and Dialogue Bugfixes
  • AND MANY, MANY MORE
 
As much as there is still a ways to go with Bannerlord; the physics and graphical improvements are just too good for me to give up now. I guess with Warband; I got used to the idea that it was the latest version of M&B so I could forgive it... but I couldn't go back now.
 
As much as there is still a ways to go with Bannerlord; the physics and graphical improvements are just too good for me to give up now.
Same. Luckily that there are mods to fix most critical parts of the game so it's somehow playable.
 
I am having a lot of fun playing multiplayer tdms. Every time I die or I kill somebody, I laugh man. My girlfriend seriously thinks I'm loosing it. Its genuinely fun.
 
I did the same thing- went back to play modded Warband and I couldn't handle the potato kludge. No question they have risen the bar in terms of presentation, both eye candy and the UI. I'd still like to seem this fix some quirks but, overall, it is a much better UX. Just not a lot of depth.
 
I've surfed these forums for months now, but never made an account myself...upon reading your comment I had to make one and reply.

Yes. I tried playing modded warband and it still looked aweful...

As good as warband and its mechanics are for its time, it just doesen't hold up to todays standards. Bannerlord doesen't look ultra realistic or something, but its graphics can be very beautiful nonetheless and the mechanics (even though unfinished) are incomparable to any other game; in theorie even way better than Warbands.
 
Google translation from the Turkish forum:
Let me save you from the burden.
We always want to send the most stable branch we have internally. But because of the code refactor, there are lots of unintended bugs and crashes. We won't send the branch before we fixed those. The testing phase now takes longer than before. We will release the branch when it passes the tests and gets an OK from the team. This was always the case but the release of the patch postponed a lot because we were focusing on the code refactor. We don't want to approximate time range because it builds expectations.
 
So in Your opinion „approximate time range builds expectations” but you have forgotten that we have already paid (chicken feed but its not the point) for this „game” few months ago.

So just tell us here, in Your humble opinion - do we have any right to have some expectations after letting you earn or just not?
 
Looks like they are preparing a new patch. Just 30 mins ago they moved something to the local section acording to steam DB so it Looks like testing is finished or atleast they want it no longer in the testing branches^^
 
Looks like they are preparing a new patch. Just 30 mins ago they moved something to the local section acording to steam DB so it Looks like testing is finished or atleast they want it no longer in the testing branches^^

Yes. local content gets updated first before a patch. At least it seems to have. Let's see :smile:
 
Let me save you from the burden.
We always want to send the most stable branch we have internally. But because of the code refactor, there are lots of unintended bugs and crashes. We won't send the branch before we fixed those. The testing phase now takes longer than before. We will release the branch when it passes the tests and gets an OK from the team. This was always the case but the release of the patch postponed a lot because we were focusing on the code refactor. We don't want to approximate time range because it builds expectations.

Thanks. I was just looking around to see if we had any updates from staff on a potential release. It's natural that a large refactor leads to bugs and I would not be surprised if there are several hotfixes when we test it at scale. Do you have any general comment on what might be in the release and how the testing is going?
 
Unfortunately, I only rarely participate in the testing phase and even if i do it is mostly MP stuff. No idea, sorries!
 
So in Your opinion „approximate time range builds expectations” but you have forgotten that we have already paid (chicken feed but its not the point) for this „game” few months ago.

So just tell us here, in Your humble opinion - do we have any right to have some expectations after letting you earn or just not?
You paid for early access, meaning access to an early unstable and still under construction game. You did not pay for a right to know when updates will be, as realistically TW doesn't even know until its ready. You have no right to anything other the current early access product and access to the finished product when it is done. As long as TW is working on the product, they owe you nothing more. Giving us estimates is TW being generous, not a requirement of them.
 
Well.....
If I read correctly...

He stated refactoring phase is done...

Unfortunately a lot of messy bugs seem to have erupted now, which obviously they want to clear before a go ahead

So no patch because of refactor? I don't think so….

Good luck guys finding most of the bugs :wink:
 
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