Beta Patch Notes v1.1.0

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mhavoc

Recruit
I've started a few playthroughs on 1.1.0 and have had a recurring issue with and without using mods. At some point an army of faction I'm currently playing will either lose a siege defence or a multi-army siege offence and I get notifications that lords of my faction will be imprisoned by my own faction. I ended up with -100 relations with all of them. I'm not 100% sure what is happening as I'm usually on other side of map when this happens. Had this happen in both sandbox and story mode.

Currently playing Southern Empire/Sandbox and it happened. Previously Battania. Addtitionally, not getting Renown or Influence while in armies or when helping or being helped by other lords/ladies as has been discussed by Flesson and Ananda. They are listed in post battle screen, but renown doesn't actually increase on clan screen or influence on respective screens/panels.

Hopefully my minor input adds something to knowledge base. Probably not.
 

five bucks

Knight at Arms
I've started a few playthroughs on 1.1.0 and have had a recurring issue with and without using mods. At some point an army of faction I'm currently playing will either lose a siege defence or a multi-army siege offence and I get notifications that lords of my faction will be imprisoned by my own faction.
I've seen this happen before the hotfix. "Lucon was imprisoned by the Northern Empire" in the middle of a siege that he was defending against Khuzaits.
 

AstroCat

Recruit
I've started a fresh playthroughs on 1.1.0. My ability icon next to my name is registering when I have perks instead. And when you get your brother in the beginning he has my perk points on his screen, and I have his on mine. It's all jumbled up.

Known bugs? Any way to fix?

I'm super new to the game.
 

fragonard

Grandmaster Knight
WB
I've started a fresh playthroughs on 1.1.0. My ability icon next to my name is registering when I have perks instead. And when you get your brother in the beginning he has my perk points on his screen, and I have his on mine. It's all jumbled up.

Known bugs? Any way to fix?

I'm super new to the game.
Lots of bugs in the beta. Devs are aware and working on it. Stay with the main for the next week or so.
 

Ben121

Recruit

patchnotes-b-v110.png

Beta v1.1.0​

Singleplayer​

Crashes
  • Fixed a crash that occurred when equipping an incorrectly specified banner item called campaign_banner_small.
  • Fixed a siege crash that was caused by an AI formation not being positioned correctly.
  • Fixed a crash that occurred when many units died simultaneously (possibly with the kill-all cheat)
  • Fixed a crash that was caused by an AI general being assigned before the Order of Battle phase.
  • Fixed a keep battle crash that occurred when reinforcement deployment planning was done incorrectly.
  • Fixed a siege crash that occurred when the defenders would open the gates to meet the attackers.
  • Fixed a crash that occurred during the Order of Battle phase when a mounted companion was assigned to lead an empty formation and then ordered to dismount.
  • Fixed a crash that occurred when changing the governor of a town.
  • Fixed a crash that occurred after selecting an heir.
  • Fixed a crash that occurred after disbanding an army from the Kingdom screen.
  • Fixed an issue that allowed settlements to be entered while under siege, causing crashes.
  • Fixed a crash that occurred when dying from fall damage inside a castle keep.
  • Fixed a crash that occurred after completing a battle.
  • Fixed a crash that occurred when trying to enter the keep after a siege battle.
  • Fixed a crash that occurred when entering a town while being taken captive.
  • Fixed a crash that occurred when trying to engage a party that had no troops.
  • Fixed a console-specific crash that occurred when there was an empty tooltip on the Clan or Kingdom screens.
  • Fixed a crash that occurred in the save/load menu.
  • Fixed a crash that occurred when sallying out from a neutral settlement that is under siege.
  • Fixed a crash that occurred in the siege menu.
  • Fixed a crash that occurred when taking the Spy Party quest from a hero in an army.
  • Fixed a crash that occurred when assigning captains to formations during combat.
  • Fixed a crash that occurred when player characters changed while leading an army.
  • Fixed a crash that occurred when a player assisted a lord in battle while having an active vassalage offer from that lord.
  • Fixed a crash that occurred when a clan left its kingdom.
  • Fixed a crash that occurred in the board game, Seega, when the player or the opponent won by forming a barrier.
  • Fixed a crash that occurred when a besieger party or army encountered a settlement.
  • Improved party AI calculations for siege scores for settlements that had a besieger and got attacked by a party.
  • Fixed a crash that occurred when additional parties from different factions joined a siege as attackers and the diplomatic state of any attacker faction and besieger faction changed.
  • Fixed a crash that occurred when a non-attached army member joined a map event while being attached to the army at the same time.
  • Fixed a crash that occurred after completing the Army of Poachers quest with persuasion.
  • Fixed a crash that was caused by switching menus while there was an ongoing encounter.
  • Fixed a crash that was caused by the Merchant Caravan quest caravan joining a siege.
  • Fixed a crash that occurred while starting a new campaign or loading an existing one. (This may resolve crashes even after complete cleanup/reinstalling for some players.)
  • Fixed a crash that occurred because of bandit parties.
  • Fixed a party visuals-related crash that occurred while loading the game.
  • Fixed a crash that occurred when a besieger party was destroyed.
  • Fixed a crash that occurred when attempting to leave a faction while being in an army with the faction leader.
  • Fixed a crash that occurred when attempting to load a save while a voiceover file was still playing.
  • Fixed a crash that occurred when clicking on a marriage offer notification.
  • Fixed a crash that occurred when a hero that had been sent to solve an issue was wounded in the process.
  • Fixed a crash that occurred when making peace during a siege.
  • Fixed a crash in the main storyline that occurred when the conspiracy was activated.

Save & Load
  • Optimised the save system to reduce the total size of the save file.
  • Save file sizes now increase linearly. (They used to double over time.)
  • Minor improvement to save time.
  • Fixed an issue for old save files that have clans with no leaders.

Localisation
  • Minor text fixes and localisation updates.

Art
  • Added a horse trader to the Khuzait town (b) scene.
  • Sturgia town (g) siege layer improvements.
  • Vlandia castle (c) siege layer improvements.
  • Empire town (l) siege layer improvements.
  • Fixed an issue that caused siege tower orientation to be broken in some locations of Empire town (f).
  • Three scenes: Sanala, Ataconia Castle and Mecalovea Castle were added to custom battle scenes.
  • Updated arena spectator characters. They are now normal agents instead of meshes and they have new animations.
  • Improved various materials.
  • Added new Empire plate vest armour
  • Added new Khuzait heavy armour
  • Fixed a bug that contributed to problems with gaps between the handle and blade of crafted weapons.
  • Fixed the issue of ballista covers appearing on mangonels at Varnovapol.
  • Fixed an issue that caused agents to fall through and get stuck in walls at Epicrotea.
  • Minor scene fixes to Jaculan.
  • Fixed an issue that caused troops to spawn in buildings at Varcheg.
  • Fixed missing textures of Old Fur Coat.
  • Male characters can now wear female clothing without clipping issues.

Achievements
  • Fixed issues with the "What have the Romans ever done for us", “This is our land” and “Explorer” achievements.

Audio
  • Fixed a bug that caused the campaign map music to continue on into hideout battles.
  • Added missing voiceovers for Aserai, Khuzait and Sturgia.

UI
Changes
  • Party Screen Troop Sorting:
    • Players can now sort both rosters in the party screen by troop Type, Name, Count and Tier.
    • The last selected sort type is remembered and applied on every party screen initialisation.
    • By default, heroes are grouped together at the top of the roster.
    • This change also includes a troop-type rundown added to the party screen. Players now can see how many Infantry, Archers, Cavalry and Horse Archers they have at a glance.
  • Implemented a Fog of War feature for heroes:
    • Players now need to meet heroes to unlock some of their critical information.
    • Skills, traits, family, and owned settlements information are hidden until you meet that hero.
    • This change affects tooltips, portraits and information shown in the encyclopaedia.
  • Added new tutorials to help new players:
    • Includes tutorials for upgrading troops, choosing perks, distributing attribute and focus points, getting companions, ransoming prisoners, civilian equipment, party speed, army cohesion, creating an army, order of battle, crafting and crafting orders, banner item in the inventory, crime, assigning roles in the clan screen, and raiding villages.
    • Also improved some of the existing tutorial trigger conditions and texts.
  • Added a tooltip to the disabled "leave kingdom" button in the Kingdom screen while in an army.
  • Improved rotation in the character creation and weapon smithy screens for gamepads.
  • Added the ability to open the encyclopaedia from the upgrade and recruit pop-ups in the Party screen.
  • Added a new map event icon on settlement nameplates to show the sally out stage.
Fixes
  • Fixed a bug that caused banner effects to show incorrect values in tooltips.
  • Fixed a bug that caused the "tournament active" icon to stay on the settlement nameplate after a tournament was cancelled.
  • Fixed a bug that caused the scoreboard to open with the TAB key while in photo mode.
  • Fixed a bug that could lead to a crash if a decision was cancelled before the voting stage started.
  • Fixed a bug that caused formation indicators to show incorrect positions after issuing an order in Order of Battle.
  • Fixed a bug that caused the Order of Battle screen to work incorrectly after starting the battle while the order UI was active.

Battles and Sieges
  • Fixed preview issues with square and circle formations.
  • Improvements to prevent troops from falling from castle walls due to overcrowding when teleporting during the Order of Battle phase.
  • Fixed an issue that caused reinforcement troops to spawn on top of their formations when they could not find a valid spawn position. They'll now spawn on deployment positions specified in the scene.
  • Fixed troop transfers between formations that were applied due to a previously saved battle configuration triggering player order animation and sound effects.
  • Fixed an issue that prevented captains from spawning with their formations when a previously saved battle configuration was loaded during deployment.
  • Fixed an issue which caused formation deployment positions to be placed on positions without an underlying navmesh.
  • Fixed various issues with the Order of Battle deployment phase when more than two forces participate in a battle.
  • Fixed an issue with the charge order teleporting all troops to a single position during the Order of Battle phase. Formations that are given a charge order will now stay put and will charge the enemy once the mission starts.
  • Fixed a problem that could cause attacker AI in siege to stall due to a failed transfer operation.
  • Logic was added to make nearby formations take control of siege weapons in the event that they are closer than the reinforcements from the initial formation.
  • Fixed an issue with large formations that caused siege attacker AI to hesitate when deciding to attack enemies or control the walls.
  • Fixed an issue with the circle formation that caused range units to position themselves outside of the protected centre.
  • Fixed an issue that caused ranged units to moonwalk towards siege engines while being locked onto a distant target.
  • Fixed an issue that caused defending agents on top of walls to try climbing down ladders to fight attackers and occasionally fall off due to this.
  • Fixed a bug in power calculation that caused panicked and fleeing agents to be omitted from the calculation as if they never existed. This caused the defending side to not recognise that they were winning because of the calculation error and as a result, they would not counterattack even after most of the enemy started fleeing.
  • Fixed an issue with the charge order in sieges that would cause agents to get stuck and walk into walls when no path to the enemy existed. This was due to a bug that prevented the charge order from being correctly modified to raise ladders, and break or open gates.
  • Fixed an issue with some scenes where the navigation mesh used for the breached state of walls would remain active, causing agents to move incorrectly.
  • Fixed a bug in fetching the missile range of individual agents that caused ranged formations that were attempting to skirmish to move too close to the enemy before stopping to shoot.
  • Fixed an AI calculation error caused by siege towers that had finished their movement being omitted from calculations to estimate the enemy assault potential from the side it approached from.
  • Fixed an issue that caused AI-controlled ranged siege engines to target enemy engines that had already been destroyed.
  • Fixed an issue that caused AI agents to immediately return to their formation position after walking up to and opening the siege tower.
  • Fixed an issue that caused AI archer to attempt to use positions with no cover (merlons were destroyed).
  • Newly spawned reinforcement troops will now prioritise empty formations if they cannot find a suitable formation that matches their troop class. When this happens the empty formation will auto-switch to AI control (delegate order).
  • Defender agents in most scenes would be too late to meet enemies attacking over ladders or towers due to their waiting position being too far away. Logic was added to anticipate the enemy being close to attacking to compensate for this situation.
  • The attacking side in sieges now uses only one of the available lanes if their numbers are too few.
  • Added banner effects to Custom Battle. Custom Battle commanders will now have default banners.
  • Implemented the sally out ambush mission. Players can now initiate this mission to destroy the besieger AI's siege engines.

Character Development System
  • Added a new settlement near Lageta named "The Retreat" in which the player can approach a new NPC "The Hermit" and decide to retire from their current campaign either moving on with one of their heirs or concluding their journey completely.
  • Added a new window where players can see their progress through their campaign at the end of it, presenting many stats such as their kill count, play time, number of troops recruited etc. Players can reach this window; when their clan is destroyed, they decide to retire or when they complete the main storyline.
  • Changed the description of the Partners in Crime perk as it could be misleading.
  • Perk Overhaul
    • All perk descriptions have been rewritten to improve clarity.
    • Some perks saw improvements to functionality and some had minor tweaks for balance and clarity(Swift Strike, Fleet of Foot, Arrow Deflection, Keep at Bay, Drills, Merry Men, Well Prepared, Throwing Competitions, Strong Arms, Tactical Mastery, Fleet Footed, Forgivable Grievances, Make a Difference, Lead by Example, Trusted Commander, Talent Magnet, Forced Labor, Metallurgist).
    • 15+ perks saw name changes.
    • Trade tree saw bigger changes:
      • Reordered some perk effects to make it so that the early game benefiting perks can be unlocked earlier.
      • Changed the primary perk effect of the “Silver Tongue” perk.
      • Skill descriptions have been rewritten for clarity.
      • Changed how the “effect type” is shown on the perk description tooltip.
  • Fixed a bug that prevented XP gains during multiple mission fights.

Clan and Party
  • Fixed a bug that prevented wanderers from spawning until the next game load after dismissing a companion.
  • Fixed a problem that was causing some parties to go in and out to a village if they are willing to stay in the village, causing their visual to be enabled and disabled and making them non-interactable.
  • Fixed a bug that was causing the wage limit to be unlimited after setting it to 2000 in the Clan screen.
  • Fixed a bug that teleported governors to multiple settlements.
  • Alley mechanics have been redesigned and reimplemented. From now on, players will be able to claim alleys after they clear one. They can do so by assigning a clan member who has suitable traits and roguery skills.
    • Player-owned alleys will provide gold and bandit troops for the player but also generate some crime rating.
    • Alleys will be attacked by neighbouring gang leaders, and players will have to respond to those attacks in order to keep the alley.

Armies
  • Fixed an exploit that allowed player army leaders to leave besieged settlements without consequences by disbanding their army.
  • The AI of parties that are targeting a siege event will be reset when the siege event ends. This fixes the double siege event problem in the same settlement.
  • Fixed a bug that was causing army influence to be -2000000 :smile:
  • Fixed a bug that could disable siege menu buttons due to the player not being recognised as the siege leader.
  • Fixed a menu text bug that occurred when a higher rank lord joined the player's siege event.
  • Fixed a bug that was causing the player’s siege to advance to the keep battle even if the player retreated in the mission.
  • Fixed a bug that gave prisoners to militia parties after sallying out which caused some prisoner heroes to not be found in settlements.
  • Fixed a bug that prevented attackers from reconsidering multiple siege battle missions after they fled from the battle mission when the player was defending.
  • The game will now pause and a menu text and menu button conditions will refresh after the siege leader party leaves the map event.
  • Fixed an issue with influence cost calculations of siege aftermath options.
  • The player's army will now disband when there is no other party in the army except the player.
  • Factions will not create armies if they don't have any enemy that has at least one settlement.
  • Renown and influence bonuses were rebalanced for multiple battle missions. (Multiple battle missions means when the battle size and wave count for the battle is low and the battle size is higher than those--multiple missions are opened for that battle.)
  • Troop selection was added for keep battles.
  • (For modding: You can now initialise battle simulation with selected troops.)
  • The village raid system has been reworked. Instead of rewarding just through the inventory and recruitment pool of the village, village raids now primarily rely on the amount of hearth damage done to the village during the raid.
    • Rewards come in three categories - Denar which makes a small part of the loot, various everyday goods and the main production of the village.
    • The combined value of the loot is usually higher than f.e. attacking caravans but the weight can be rather high - especially while raiding villages that produce low-value but a high volume of goods like hardwood and grain. We wanted to increase the viability of raiding but if done for commercial gain we want players to return to towns to sell loot off. This way, players can either raid a village, maybe two, and leave the front lines to make money, or choose to go on a raiding spree for strategic reasons and forgo the income.
    • Recovery time for villages has also increased.
    • Forcing supplies and recruits are now also based on village hearths.
    • After being forced to give supplies or recruits a village will generate less loot through raiding for a while as villagers are alert.
    • If a raid is completed successfully, it does not give a disorganised state anymore. You only become disorganised when you leave mid-raid.

Kingdoms and Diplomacy
  • Fixed an issue that allowed minor factions to join a kingdom that it should always be at war with (by design).
  • Fixed an issue with leader selection after the ruler clan of a faction was eliminated.

Economy and Trade
  • Fixed an issue with hero tooltips showing incorrect workshop ownership.

Settlement Actions (Town, Village, Castle and Hideout)
  • Fixed a bug where a clan member could be invited to play a board game in an incorrect location.
  • Fixed a bug that caused the player party to be ejected from their current settlement due to an unrelated peace between other factions.
  • Wanderer life cycle was changed. Players can now find at least 1 of each wanderer type in the world at all times.

Quests & Issues
  • Fixed a bug where no recruits would spawn in Tevea when starting a new game.
  • Fixed a bug that incorrectly cancelled a quest upon the conquest of a settlement.
  • Fixed a bug where you would get an incorrect journal log while doing the "Art of the Trade" quest.
  • Fixed a bug where the “Conquest of a Settlement” quest wouldn't reward the correct amount of gold.
  • Fixed minor issues with a variety of quests.
  • Added exclamation marks to "Spy Among Us" and "Inn and Out" quest menu buttons and agents.
  • Fixed a couple of inconsistencies for the required troop tiers of alternative solutions.
  • Fixed a bug that caused the "Family Feud" quest dialogue to get stuck in a loop.
  • Lord needs Tutor quest success consequences are changed.
    • Players will gain 25 relation with the quest giver instead of 15.
    • Players will gain 15 relation with the pupil hero.
    • Players will gain 5 renown.
  • Consequences for criminal actions towards the quest giver's clan's villages updated. This now causes -5 relationship penalty with quest giver, -50 experience penalty to Honor trait.
  • Timeout consequences of Headman Needs Grain quest updated:
    • 5 relation penalty with the quest giver
    • -3 relation penalty with the other notables in the quest village
    • Issue frequency changed to rare from common.
  • Escort Merchant Caravan quest changes:
    • Caravan destroyed by main hero quest log text updated.
    • Attacking quest caravan consequences changed:
      • 10 relationship penalty with quest giver
      • 10 power penalty to quest giver
      • 80 Honor experience to main hero
      • 20 prosperity penalty to quest giver's settlement
    • Cancel by war quest log text updated.
    • Fixed a bug that caused tracks from bandit parties to be removed immediately.
    • Timeout consequences changed:
      • 5 power penalty to quest giver
      • 5 relation penalty with quest giver
      • 20 Honor experience penalty to main hero
      • 20 prosperity penalty to quest giver's settlement
  • Train troops issue/quest updates:
    • Success log added for alternative solution.
    • Game pauses now when the decision pop-up is opened to complete the quest.
  • Village needs grain issue/quest fixes & changes.
    • The issue now only appears in villages whose type is "Wheat Farm".
    • Issue frequency changed to rare from common.
    • Relation penalty added with other notables in the issue village if the quest fails.
  • Escort Merchant Caravan issue/quest changes.
    • Various quest log updates.
    • Fixed a bug that caused the quest bandit party to be immediately untracked.
    • War declaration against quest giver's kingdom consequences updated.
  • Improved the quest progress updates for the Headman Needs Grain Seeds quest.
  • Fixed the bug that prevents updating troop count in the "Train Troops" quest log.
  • Fixed an issue that caused guards to spawn behind the gate on Gang Leader Needs Weapons quest at Syronea.
  • Fixed issues in the main storyline that occurred when the player became the leader of an existing faction.

Conversations & Encounters
  • Fixed a missing text in bandit encounter conversations.
  • Made various improvements to conversations by reviewing and reassigning poses & expressions based on the animation content introduced in recent patches.
    • These were also used in updated default poses for NPC encyclopedia entries.

Other
  • Updated length stats of all mounts to highlight the characteristics of different breeds.
  • Fixed a bug that prevented some mounted agents from accelerating to gallop.
  • Rebalanced some shoulder armour pieces and weapons used in single-player tournaments.
  • Crowns were added to the starting rulers.
  • Some shoulder armour pieces and weapons used in single player tournaments were rebalanced.
  • Fixed behaviour problems for the mounted training field horse.
  • Fixed an issue that could prevent players from restarting a particular section (like melee training) of the training field tutorial.
  • Fixed a bug that caused shields to sometimes become huge in size after being dropped.
  • Fixed cases where crime rating was applied incorrectly.
  • Increased base settlement prisoner limit to 60 from 30 and bonus from each wall level to 30 from 10.
  • Fixed an issue where banners were not properly shown in some settlements
  • Fixed a bug that duplicated heroes in missions if the main agent changed locations through doors.
  • Fixed a bug that could prevent the last seen info from being updated properly.
  • Added concept page for crime and caravans
  • Fixed an issue causing notables to stand on a chair at Lycaron.

Multiplayer​

Crashes
  • Fixed a network-related crash that occurred when an agent position was outside of network limits.
  • Fixed a crash that happened during the intermission due to long map names.

Design & Balance
  • Lances in Multiplayer can no longer be used to knockdown/dismount players.
  • All Javelin weights are increased by 25% and melee damages are decreased by 20% (except for Captain mode).
  • As a result of these changes, you can expect a slight decrease in throwing damage too.

Performance
  • Increased database performance for lobby server.

Server & Network
  • Fixed a bug that prevented players from joining a custom server after getting kicked due to inactivity.
  • Increased custom server join performance.
  • Linux server files are available (since 1.0.3)

UI
Fixes
  • Fixed various text areas where some characters would show up as squares (killfeed, server names etc.).
  • Fixed a bug that caused the gold label in the lobby to not be updated correctly after a match.
  • Fixed a bug that caused the report player button to be disabled incorrectly.
  • Fixed a bug that caused cosmetic items to get sorted incorrectly in the Armory tab in Lobby.
  • Fixed a bug that caused the intermission screen to not work properly in some instances.
  • Fixed a bug that caused a crash on custom servers if they didn't have "MultiplayerForcedAvatars" folder created.
  • Fixed a bug which hindered the ability to view a troop's encyclopaedia page from the upgrade pop-up of the Party page.

Both​

Crashes
  • Fixed a crash related to reversed animations' sampling.
  • Fixed a crash that occurred when an agent died while using a machine.
  • Fixed a bug related to item attack usages, which was causing the game (especially if it was modded) to crash.

Optimisation
  • Fixed finalisation order of mission behaviours to prevent certain memory leaks.

Audio
  • Fixed problems with water collision sounds.
  • Fixed an issue with the mangonel reloading sound loop.

Performance
  • Several performance improvements were made for both battles and the campaign map.

Animations
  • Improved computations of physical forces for ragdoll when an agent dies with an instant ragdoll kill.

Combat
  • Fixed an issue that caused weapon attacks that were blocked by a shield to be considered a shield strike.
  • Fixed a bug that caused inflicted damage to not be set when an alternative attack (kick or shield bash) was blocked by a shield.
  • Polearms (including javelins) with a length of 1.2 meters or less, no longer make mounts rear.

Other
  • Fixed a bug that caused the incorrect highlighting of objects when DLSS was enabled.
  • Fixed a bug that allowed players to swivel the camera into their own heads.
  • Fixed a bug that caused achievements on Epic Games to not work after some time.

Modding​

  • Improved scene checker code (editor side) in order to detect various spawn path placement problems.
  • The map camera implementation was separated from the map screen code for easier modding.
  • A new attribute is_moving was added to the monster usage system. It allows specifying different actions in moving or stationary situations.
  • Enabled the ability to give banner tableaus to armor pieces. This change adds native support for armor pieces to have banner textures. It works the same way as shields, banner bearer items etc.
  • Fixed a bug that caused issues with asset importing if there were two modules with the same id.
  • Fixed SpCultures default xml to throw warnings when it has no cultures defined.
  • Animation clips can now be searched by their flags in the resource viewer.
  • Increased the ModifiedDamage compression info limits from 500 to 2000 and clamped the out of limit damage numbers to the min/max values
  • AddGameMenu and GetGameMenu are now public
  • game menu options can work with related objects.
  • Fixed a crash that happens if the main hero talks with a hero that does not have any proper conversation lines. Now he/she says a default conversation line if proper dialog lines were not added.
So is this patch out now for console players?
 

Duh_TaleWorlds

Developer
After the stream today we discovered a major bug in not gaining renown or influence when you assist or the Ai assists you in battle along with other issues @Duh_TaleWorlds @Dejan
Cheers for this report once again. We will fix it.

I also think that we figured out @fragonard 's report. He was a defender, while I was an attacker. The bug happens only for defenders (when the bandits attack you).

Also damn @Kleidophoros being online <.<
 

Ananda_The_Destroyer

Grandmaster Knight
I also think that we figured out @fragonard 's report. He was a defender, while I was an attacker. The bug happens only for defenders (when the bandits attack you).
That makes sense! When I tested it and failed to get renown I was alone so always the defender. When I got renown in a later game I had recruited troops and was the attacker.
 

Nerevar

Recruit
M&BWBWF&SNWVC
We haven't experienced this in our internal tests, so my speculation is that it may be a combination of some changes that may create such an impression
  • Wanderers update (aka despawn/respawn or kill/resurrect) with a 20% daily chance for it to occur once. So every 5 days 1 wanderer dies. The dead wanderers are not displayed in the encyclopedia. The main purpose of this is to ensure a useful distribution of wanderers in the world.
  • The game moves 4 wanderers / day. (This isn't new.)
  • The enyclopedia now hides information for unmet characters.
Hi! I'm playing the latest version of 1.1.0 and the died(retired) wanderers are still displayed in the encyclopedia

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And there is also an issue that not only wanderers can disappear, but notables too. Seems like they are also part of the list which game looks at when that "20% daily chance to retire someone" happens. But they at least do not explicitly listed in the encyclopedia when they are alive and so they do not stay there upon disappearance

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madnessario

Knight at Arms
And there is also an issue that not only wanderers can disappear, but notables too. Seems like they are also part of the list which game looks at when that "20% daily chance to retire someone" happens. But they at least do not explicitly listed in the encyclopedia when they are alive and so they do not stay there upon disappearance

If i remember correctly, notables can disappear/become lost if their power falls under a threshold (100 I think). They should be replaced after some time.
 

Ananda_The_Destroyer

Grandmaster Knight
I notice campaign bother's starting skills are different, notably lower steward skill. Not that this is bad per say, but I wonder if it's the same for everyone or if maybe your choices effect him too?
 
Wondering if Escort Merchant Caverns Quests can be tweaked / overhauled a bit in terms of the enemy type and loot? This is one of the most abundant quests in the game, but is painfully unfun, because the bandits you fight (regardless of what type/location you fight them - i.e. sea raiders vs mountain), all seemingly drop the same loot - every time. Therefore, there's no satisfaction or sense of reward (outside of the denars), because it feels too repetitive.
 
We haven't experienced this in our internal tests, so my speculation is that it may be a combination of some changes that may create such an impression
  • Wanderers update (aka despawn/respawn or kill/resurrect) with a 20% daily chance for it to occur once. So every 5 days 1 wanderer dies. The dead wanderers are not displayed in the encyclopedia. The main purpose of this is to ensure a useful distribution of wanderers in the world.
  • The game moves 4 wanderers / day. (This isn't new.)
  • The enyclopedia now hides information for unmet characters.
@Ananda_The_Destroyer
I also saw your video on renown issues. Unfortunately, I have not been able to reproduce the issue myself after the latest hotfix. Tried with a new game, save game, cheats, no cheats, looters and other bandits. If you gained any additional insight on why it may be occurring for you, please let me know.

Dead Wanderers are absolutely still showing in the encyclopedia (fyi).
 

Nerevar

Recruit
M&BWBWF&SNWVC
If i remember correctly, notables can disappear/become lost if their power falls under a threshold (100 I think). They should be replaced after some time.
Seems like you are right, after loading my save several times, I noticed that the notables which are disappearing are always the same in the given time period.

I notice campaign bother's starting skills are different, notably lower steward skill. Not that this is bad per say, but I wonder if it's the same for everyone or if maybe your choices effect him too?
TBH it's a great change, since your brother is no longer a "free real estate" and you do not feel that you are losing a very developed clan member by not playing the Campaign.
Wasn't that always the case? Dead heroes will still be in the encyclopedia. Need to filter on Alive.
I think that heroes are not dying as often, as wanderers will do when this new feature will finally be fixed. Because if they will remain in the encyclopedia after they leave, it will mean that every 5 in-game days you will get one more useless record there, and so they will pile up pretty quick and take a lot of space in a lengthy plays.
 

Anthropoid

Sergeant Knight at Arms
After many years of playing no Taleworld's titles, I have come back to purchase and play Bannerlord. Steams says I'm up to 283 hours. After several restarts I've settled into a playthrough which I hope to stick with for the long haul, and perhaps conquer the map from the Campaign start (Bannerlord difficulty, Ironman mode, 1.1 version). I've seen very few "bugs," and overall the game is a fantastic expansion on the M&B series. I've had only two CTDs. I have yet to do much in the way of sieging or large field battles though, so I have not seen the full range of situations the game can offer. There are of course areas which are a bit barebones, but that is not what I'm posting about. What I am going to focus on here are very basic design issues, largely having to do with UI and UX which IMO should be demarcated as vitally important simply because they will please almost everyone, annoy almost no one and extend the play time of many who are "hard-core" players who spend hundreds of hours playing. I have not explored any mods yet, and I hope to finish the game at least once completely vanilla before modding the game. IMO, the features I will note here should be part of the vanilla game, even if they are already available from mods.

1. Capacity to instruct EXACTLY which soldier goes into each formation. Having precise control over soldier types would be nice, but to be honest, just giving us a list of EVERY soldier in a force and the ability to select, multi-select, rubber band, drag-and-drop them into the formation shouldn't be asking that much. This is 2023, and this sort of UI technology was already well established 15 or 20 years ago. The current "coarse" system you have may be fine for NPC forces, but the player needs to have COMPLETE CONTROL.

2. Features in the Smithy pane which allow actions which presently might take 20 or 40 mouse clicks to be completed in only two to four mouse-clicks. Again: 15 to 20 year old standards for UI/UX. It is understandable that this was not put on top priority previously, but at this point, you have players complaining about stuff like this, and effectively eschewing certain aspects of game play or even eschewing playing the game entirely (and even worse, going into communities to derogate the game) simply because of little annoyances like having to click hundreds of times when the app could provide an "All" or an "Until Exhausted" or an "Ctrl + Left Mouse" to do in increments of 10 and a "Shift + Left Mouse" to do in increments of 100 . . .

3. Much more control over parties that are led by NPCs in one's clan. "Defensive/Offensive/Neutral" feels like filler, and there seems to be almost zero benefit to allocating troops to an NPC clan member in a second party. Even calling them to an army seems to be questionable based on some commenters.
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Those to me are the things that stick out as "most annoying" after 283 hours of vanilla play. There are quite a few other "Quality of Life" changes, as well as some basic game design changes that I would like to see. But those tend to be less serious, or else more matters of opinion. If the above issues are implemented as "additional options" to current UX (and don't break any existing features or functionalities) then I don't see how you can go wrong to address these issues.

I will however, include a link to a Steam Discussion I started called "Little Things that Annoy" which lists these things among others, and has a few respondents (so you can see, it isn't just me).

On the whole: great game! Well done TaleWorlds!
 

XXXJunior

Recruit
I've been enjoying the game on the PS5 since launch and i'm glad you guys are still updating it. A question though, any idea on when the 1.1 patch will come to the PS5? I'm aware it's already on PC.
 

manduran

Recruit
Just as a heads up for the wanderes issue, on top of the rapid dying...
In two fresh starts I experienced two weird things:
1. I got a companion who was lvl 12, but totally unskilled, meaning you were able to distribute alle the points like with your brother. As ist was the only one, I tend to see that as a bug (?)
2. In zhe othe fresh game I stumbled over an empire the Scholar. Just that he was lvl 14 (usually lvl 10) had 71 in medicine and then every skill in vigor AND control had tqo focus points and a good amount of skill... a wannabe shieldmaiden? As the vast majority of the wanderers were pretty much as they were pre patch, I would consider this as a bug as well (?)

Aside of that, once issues are fixed, this is an awesome patch. I am so looking fwd to starting a new campaign on 1.1. :smile:
 
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