Beta Patch Notes e1.6.3

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The Devs are talking to us again :grin:
Please stay in touch <3 We love you and we wish you good luck with all the pesky bugs!
It is refreshing to see active communication regardless of the current situation :smile:
 
The heroes have ~2% death probability. (This is 0 medicine, with 100 medicine it is reduced to 1% and with 200 medicine it's below 0.6%. So having a good surgeon in your party really benefits if you're fighting a lot.) Another effect of the patch is that now the medicine is way more effective in changing death probabilities (e.g. you can achieve 50% reduction with 0 to 100 medicine) (Modified by a 30% wounded penalty, meaning in simulated battles it's about ~30% lower.)

A difference between the player-involved battles can be required to adjust the value. We try to find a way where the number of deaths the player witnesses is not significant but also, it's not so frequent that it creates problems for the sandbox. As always these numbers are tested through long simulations (without the player) taking into account the number of adults etc left. Currently, it's closer to the maximum. Depending on the feedback we will tweak the values.

A situation where the death probability is higher for the player-involved battle and player-related characters(companions and clans) can have two "lives", in their first death it is prompted to the player that the character is deeply wounded and have some sort of debuff (and then dying, if the character dies while deeply wounded". I believe some of our players also had a similar suggestion.

Because we tried to keep it as high as possible for you to witness the deaths of great lords but I believe the randomness can take away from the experience if someone you invested your campaign time in just dies by some random simulation battle in the far corner of the map. Even with the complex multiple lives (or progressive death chance as @AndrewArt suggest, how can we "rest" our companions and lords when other than actively keeping them in our party. Not a nice way to interact with our companions or clan members)

Armor is a nice suggestion and gives them another purpose in the game, I will discuss the survival effect of armor in the game with the team. (However, this would also reduce the probability of death for lords as well, making them a bit meaningless, because other than the player everyone who's killable in the battle is a lord.)

On the second note, we're working on a system to reduce the generation gap between the active members and populate the clans with more balanced populations, with that change, I believe the clan's health will not falter.

Thank you for your feedback.
Thanks for your detailed explanation.
 
You guys are pre-maturely complaining about the 2% bot death. You should actually finish a new campaign and see how it goes. Most players will eventually decapitate every one anyways when they figure out they can't order vassals around or give themselves more fiefs, or make vassals take care of thier's or do anything useful whatsoever.
Agree with that. I have not finished a campaign yet though because at a moment it becomes a loop : taking and retaking same places, no real kingdom strategy and common effort to achieve a goal. Things do not seem to advance.
The game requires coordination with our IA partners to achieve something, sometime... and there is none at the moment.

About the 2%, it's a probability, so sometimes, I have plenty of battles with no deaths, and sometimes, it's a tragedy each battle ! :smile:
 
I like the 2% chance. I want it to be "kind of a big deal" when someone dies i don't want that to happen in every battle like it used to.
 
I like the 2% chance. I want it to be "kind of a big deal" when someone dies i don't want that to happen in every battle like it used to.
Same, 10% was too much but 2% seems about perfect for that shock effect from time to time when someone you know dies, other random lords dying here and there from time to time is no problem at all if the dynastic system can repopulate clans in a good rate for them to not die out.
 
Have you tried deleting engine_config file under "Documents\Mount and Blade II Bannerlord\Configs" ? If you haven't, can you report if it helped or not?
Well, I don't know why, but when I came back to test your suggestion, my game started in Windowed mode and with resolution 1280x720 (I haven't changed or deleted anything). When I returned the video settings back to preferable ones, the bug seems to disappear.

@MArdA TaleWorlds , I'm not sure if it is worth creating a new topic, so I can report the bug here: I don't know about other people, but I'm getting crashes when I try opening the quest journal.

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The heroes have ~2% death probability. (This is 0 medicine, with 100 medicine it is reduced to 1% and with 200 medicine it's below 0.6%. So having a good surgeon in your party really benefits if you're fighting a lot.) Another effect of the patch is that now the medicine is way more effective in changing death probabilities (e.g. you can achieve 50% reduction with 0 to 100 medicine) (Modified by a 30% wounded penalty, meaning in simulated battles it's about ~30% lower.)

A difference between the player-involved battles can be required to adjust the value. We try to find a way where the number of deaths the player witnesses is not significant but also, it's not so frequent that it creates problems for the sandbox. As always these numbers are tested through long simulations (without the player) taking into account the number of adults etc left. Currently, it's closer to the maximum. Depending on the feedback we will tweak the values.

A situation where the death probability is higher for the player-involved battle and player-related characters(companions and clans) can have two "lives", in their first death it is prompted to the player that the character is deeply wounded and have some sort of debuff (and then dying, if the character dies while deeply wounded". I believe some of our players also had a similar suggestion.

Because we tried to keep it as high as possible for you to witness the deaths of great lords but I believe the randomness can take away from the experience if someone you invested your campaign time in just dies by some random simulation battle in the far corner of the map. Even with the complex multiple lives (or progressive death chance as @AndrewArt suggest, how can we "rest" our companions and lords when other than actively keeping them in our party. Not a nice way to interact with our companions or clan members)

Armor is a nice suggestion and gives them another purpose in the game, I will discuss the survival effect of armor in the game with the team. (However, this would also reduce the probability of death for lords as well, making them a bit meaningless, because other than the player everyone who's killable in the battle is a lord.)

On the second note, we're working on a system to reduce the generation gap between the active members and populate the clans with more balanced populations, with that change, I believe the clan's health will not falter.

Thank you for your feedback.

This is a fantastic bit of info. Thanks for detailing it all. Great to see how medicine is evolving.
 
When TW finally gets around to fixing armour and autoresolve so noble/higher tier units are less likely to be downed in both real and simulated battles, that should reduce death rates too, so it's good if they balance it to be slightly too high.
 
patchnotes-b-e1.6.3.png

Beta e1.6.3​

Singleplayer​

Crashes
  • Fixed a crash that occurred after creating a random clan with a console command.
  • Fixed a crash that occurred during tournaments.
  • Fixed a crash that occurred when a conspiracy caravan party entered a settlement.
  • Fixed a crash that occurred when a disbanding party entered a settlement.
  • Fixed a crash that occurred when determining deserted troops for oversized parties.
  • Fixed a crash that occurred when a player killed an agent in civilian missions.
  • Fixed a crash that occurred when the Revenue Farming quest was canceled when the quest-related menu was open.
  • Fixed a crash that occurred due to party influence cost calculations.
  • Fixed a crash that occurred while handling pending kingdom decisions.

Performance
  • Campaign memory optimizations.
  • Campaign behavior event optimization.
  • Optimizations to the field getter functions in CharacterObject class.
  • Memory usage improvements in custom battle.
  • Minor UI-related improvements in memory usage.

Save & Load
  • Fixed a bug that caused the game version to be different between clicking "Continue Campaign" and loading the save manually.

Localisation
  • Russian and Polish language localization improvements.
  • Other general localization improvements.
  • Chinese language updates.
  • Turkish language updates.
  • Minor text updates and typo fixes.
  • Fixed localization issues of Village Needs Draught Animals quest journal logs.

Art
  • Added an ornate battle crown for Aserai lords.
  • Fixed a bug that caused the campaign character's head to have a white contour.
  • Fixed a bug that caused some NPC faces to be black when viewed from distance.
  • Minor fixes to some Khuzait, Empire & Sturgia castle scenes.
  • Minor fixes to some Vlandia, Khuzait & Sturgia town scenes.
  • Siege tower and siege ladder placement fixes to an Empire town scene.
  • Sound improvements to some Empire castle scenes.

Animations
  • Fixed a bug that caused the melee trainer walking animation to become weird in some cases.
  • Fixed a bug that caused some parties to not play fighting animations during an event on the campaign map.
  • Fixed a bug that caused all agents to play the same animation during a conversation.

UI
Changes
  • Improved the receive/pay tribute visuals in the kingdom diplomacy tab.
  • Moved the initial banner selection and clan naming to the character creation in SandBox mode.
  • Added new tavern game menu images for all main cultures.
  • The least expensive horses are now used first while upgrading troops.
  • Mobile party tracker states are now saved between sessions.
  • Added kill notification interface to town mission for gang and quest-related tasks.
  • Added panel opening animations to the rest of the fullscreen screens.
  • General improvements to banner visuals.
Fixes
  • Fixed a bug that caused only two upgrade targets to be shown in the upgrade popup even when it should have been more.
  • Fixed a bug that caused some texts to overlap on tooltips.
  • Fixed a bug that caused holding left or right arrow keys to not move the cursor automatically.
  • Fixed a bug that caused tracked settlement nameplates to flicker in some instances.
  • Fixed a bug that caused an incorrect army size value to be displayed in a custom battle.
  • Fixed inconsistencies in equipment used by hero portraits in the settlement overlay.
  • Fixed a bug that caused the swapping action in the inventory, unequipping the replaced weapon.
  • Fixed the village hearth and town prosperity tooltips formatting issue.
  • Fixed a bug that caused settlement quest icons to be displayed wrong.

Battles and Sieges
  • Introduced death of the NPCs in simulation battles.
  • Decreased the chance of death caused by battle wounds in missions for all heroes except the player (the chance is the same in both missions and simulations).
  • The player is from now on able to attack disbanding parties.
  • Fixed AI aiming for ranged siege weapons.
  • In cases where “show mercy” is the only siege aftermath option, relation penalties will no longer apply.
  • When the player aborted raising the siege ladder at the last possible moment and the siege ladder went beyond the exact vertical position and went closer to the walls, it fell to the ground again even though it should have landed against the walls. This has been fixed.

Character Development System
  • Decreased the chance of dying of old age for all heroes except the player.
  • Improved the way attribute and focus points are distributed for the AI.
  • Fixed inconsistencies in character creation adolescence phase with the smith family.

Clan and Party
  • Fixed a bug that caused clan roles to be deleted after the assignment.

Kingdoms and Diplomacy
  • Fixed a bug that caused the dialogue to be stuck when proposing a marriage alliance for yourself.
  • Fixed a bug that caused clans to propose to annex wrong settlements.

Economy and Trade
  • Fixed a bug that caused item tiers to be wrongly calculated. This bug also prevented workshops from producing lowest tier and highest tier items.

Settlement Actions (Town, Village, Castle and Hideout)
  • Increased the relation gain from emissaries to 5 from 3.
  • Decreased the emissaries' relation gain chance.
  • From now on, an emissary will be able to gain relation only once per day with either a noble or a notable.
  • Since forcing a village to give supplies and forcing notables to give recruits options are intentional events, nearby parties will no longer join their map events.
  • Fixed a visual bug that caused prisoners in a castle to be displayed on the lord's hall overlay instead of the dungeon.
  • Fixed a bug that caused trade rumors in taverns to be incomplete.
  • Fixed a bug that caused some prisoners to be transferred to garrison and militia which caused them to disappear from the settlement prisoner donate/manage screens.

Quests & Issues
  • Added a new quest named "Betting Fraud". Quest summary: A gang leader offers you a deal to fix 5 tournaments and share the profit from the bet winnings.
  • Our clan members will no longer be able to give the following quests. If a quest giver becomes our clan member during an active quest, the quest will be canceled.
    • Lady's Knight Out
    • Company of Trouble
    • Lord Needs A Tutor
    • Prodigal Son
  • The player can no longer take the following quests if their clan owns the settlement. If the player becomes the owner of the settlement during the quest, the quest will be canceled with a suitable log.
    • Rival Gang Moving In
    • Gang Leader Needs Weapons
  • Fixed a bug that caused some text to be missing during the Prodigal Son quest.
  • Fixed a bug that caused the Lord Needs Tutor quest log to be shown as a notification instead of a log.
  • Fixed a bug that prevented the relation bonus from being given at the end of the "Village Needs Grain" quest.
  • Fixed a bug that caused the banner icons above the troops to disappear after switching teams during the Rival Gang Moving In quest.
  • Fixed a bug that caused the Destroy Conspiracy Raiders quest to fail when attacking a party that wasn't related to the quest.

Conversations & Encounters
  • Replaced old pose codes with new ones in conversations and did some minor dialogue fixes.

Other
  • Updated the weight value of Furred Noble Lancer Helmet with Neckguard to 3.6 kg.
  • Pila is now named Pilum (since Pilum is a single-piece item).
  • Fixed a bug that caused all heroes to disappear in the encyclopedia.

Multiplayer​

Art
  • Increased the speed at which the corpses are being cleared on duel mode.

Design & Balance
  • Fixed a bug that caused a team to win the match in which they were ahead in score even though they had all left the server before that.
  • Changed the gold costs of some troops for team deathmatch and siege modes.

Game Modes
  • Reworked the scoring system on all game modes (except duel).
  • Fixed a bug that prevented player troops from charging after the player disconnected on captain mode.

Other - Miscellaneous
  • Added cheering and shouting features that will allow players to quickly communicate with other players.
  • Fixed a bug that caused the mangonel projectiles to remain mid-air in some cases after warm-up.

UI
Fixes
  • Fixed a crash that occurred on language change while in the lobby.
  • Fixed a text alignment issue in the MP killfeed.
  • Fixed a bug that caused AI kills to not have a banner on MP killfeed.
  • Fixed a bug that caused some flags to be added more than once to the marker overlay (ALT).
  • Fixed a bug that caused the "Draw" match results to not work in TDM matches.
  • Fixed a bug that caused control points and score UI to show up even when they weren’t relevant.

Both​

Art
  • Fixed a bug that caused snow and rain to enter enclosed spaces.
  • Young adults will no longer have grey hair.

Audio
  • Fixed sound starvation on the highest Sound Channel setting.
  • Fixed many going-silent issues on ambient and movement sounds.
  • Fixed some ambient buss leaking into reverb zones.

UI
Changes
  • Added a "Legacy" option for order layout type.
  • Minor improvements to the camera placement in facegen.
  • Added support for simplified and traditional Chinese separation in video subtitles.
Fixes
  • Fixed a bug that caused option descriptions to disappear after changing the language in the options screen.
  • Localization fixes.

Combat
  • Added a camera positioning cue for when the player switches to couched lance mode on horseback.
  • Mounted movement now supports controllers better.
  • Double-tap acceleration and slowing down for mounted movement's agility is now related to the weight of the mount.
  • Fixed cases in which shields were not working against melee attacks when the left-hand collision capsule was partially outside of the shield’s physics body.
  • Ballista will now fire in the exact same direction if the player doesn't move the cursor during the reload process.

Modding​

  • For further explanation and additional information on the modding changes check the following thread: e1.6.3 Modding Adjustments
  • Heightmap selection dialogue now remembers the last used folder.
  • Added a warning to catch duplicate removals of entities.
  • Animations now support switching the item on the right hand to the left, and back. The appropriate flag for this is "switch_item_between_hands" which can be set in the editor. The addition of "hand_switch_data" to the animation is then also required to be set in the editor.
  • Damage Particles are now moddable. A new GameModel named DamageParticleModel has been added. By creating and using a new model class inherited from DamageParticleModel and overriding needed functions modders can choose damage particles very precisely according to collision properties.
  • banner_icons.xml is now moddable. Modders can include their own banner_icons.xml in their modules under "{MODULE_NAME}/ModuleData/banner_icons.xml". Sigils, backgrounds and colours defined in these XMLs will extend the native banner icons.
  • Added editor visuals that show ranged siege weapon trajectories.
  • Languages are now moddable. Modders can now change options for all languages by providing their own options file. (see Native/ModuleData/Languages/[ID]/[id]_options.xml).
  • Moved occupation field to the Hero class from CharacterObject class, making occupations moddable.
  • Made character creation modder friendly.
    • CharacterCreationStages are now moddable. Modders can decide explicitly which stage types should be included and in what order in CharacterCreationContentBase. They can use their own stage types.
    • Fixed a few bugs that could crash the game when new cultures are used in character creation.
    • Exposed CharacterCreation.CharacterCreationMenus to modders.
    • Most functions', fields' enums' protection levels in StoryModeCharacterCreationContent and SandboxCharacterCreationContent have been changed to protected from private.
  • Fixed a crash that occurred while sieging settlements with custom cultures.
  • Fixed a crash that occurred if the submodule.xml had a comment in it.

Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues.401168/
I'm staying with 1.6.0 until the game releases.
 
A situation where the death probability is higher for the player-involved battle and player-related characters
Please no, or at least make it a toggle option.

In a sandbox simulation game like this, treating the player differently is immersion breaking and "gamey". The player and AI should be treated the same as much as possible in the simulation "rules" of the sandbox world, or it just leads to the player feeling that the world revolves around them instead of them being part of the world. It also creates "gamey" situations were a player acts based on the unnatural mechanics applied just to them and not the A.I - for example they might not get involved in as many battles because they know that if they're in it, there's more chance of death.
 
A situation where the death probability is higher for the player-involved battle and player-related characters(companions and clans) can have two "lives", in their first death it is prompted to the player that the character is deeply wounded and have some sort of debuff (and then dying, if the character dies while deeply wounded". I believe some of our players also had a similar suggestion.


Thank you for your feedback.
two lives? **** no, i want meaningful deaths, to the player and to the campaign, i wanna see lucon falls conquering his final battle to unify the empire, i want to see my wife or one of my brothers in arms die in front of me, two lives sucks, rise up the death probability to 3% or even 4%

stories of war, love and death has been telled since the early days and some of them are poetry(the iliad) taking out something like death from the game just because some pity players dont want so see their companions die is taking away a good story telling element from the game imo
 
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Nice job guys, game spawned with 0 Battania companions 2 times in a row, and the 3rd time I got 2 with the stupid ass Mongol haircuts. How hard can it be to have a new campaign spawn with at least 5 companions from your character's culture and actually look like they are from your culture as well. I'm getting tired of creating new characters to only be disappointed by a lame ass RnG system where it don't need to be.

Let the player pick the following:

-Home settlement (where you start by and your home town)
-Look of parents and brother (campaign)
-Number of starting companions (or just give each culture 5 starting companions)
-Horse color (if we can’t buy the color we want at least let us select it)

Barber - Allow the player to edit our family and companions and give all of the hair and beard options. Currently it is a useless feature.


I do like the improvements where you select your banner and name before getting to the campaign map. (nice job!)

but Playerland? ... Why don't you guys just add a default clan name instead that is dependent on the culture you pick? or better yet add a clan name generator like you have first names? Playerland it pretty useless for a default clan name.


FFVYEYL.jpg
 
There's such a thing as over-saturating new players with settings choices (and it starts to mess with balance feedback when everyone is running different versions of the game), so I'd lean towards the other option you said, 5 starting companions for each culture.
I pray to God that one day Bannerlord will be as good as VC was. Just imagine the sped up timeline with dynasty dynamics with all the features of VC. What a dream
Yes, hopefully some fine team of modders recreates VC's setting and good features in Bannerlord 1:1, added to Bannerlord's vanilla mechanics that would be an amazing experience.
Based on statements Armagan has made in the past, TW could also possibly make a naval DLC.
 
Yes, 5 companions per culture would be very nice. I've gotten used to checking companions immediately after char creation and restarting if I don't get at least a few of what I need. Annoying but manageable.
 
Agree with the previous posts about familly members not looking the same culture as our character.

And about the Lord's death in battle, I just started a new campaign, and at day 12, I have already seen at least 3 lords dying. Maybe the rate of dying is a bit high, isn't it?
They were Anat (khuzait), Carfyd (battania), and a minor clan leader.

See you.
 
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