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Beta Patch Notes v1.2.0-v1.2.5

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Fixes
  • Fixed a bug that caused the Circle Formation arrangement drawn and shown in the order UI to be executed incorrectly, preventing tighter Circle Formation with more inwards depth/ranks.
The positioning of troops seems to be working for both circle and square formation, but in circle they block in whatever direction they are facing, while in square they keep switching between correct and wrong facing direction.
 
troops still not getting placed into garisson by companion party leaders? Ucan was saying it would be fixed and marked the report as being fixed. i dont see any in the notes.

Bug report
 
troops still not getting placed into garisson by companion party leaders? Ucan was saying it would be fixed and marked the report as being fixed. i dont see any in the notes.
It should already be in since the Beta v1.2.2
  • Fixed a bug that prevented attacker parties from donating troops and prisoners to a newly conquered settlement.
EDIT: Upon further inspection, this previous fix seems to apply to non-clan party leaders. I will inquire about your case.
EDIT 2: When this is happening, are you by any chance in a kingdom, your own formed one, joined another, or is your clan independent?
 
@Piconi @Duh_TaleWorlds Tournaments and Infantry vs Infantry AI saw a marked improvement with this hotfix, so good job on that. Square formation also felt more useful now that the formation is tight by default, but it's hard to tell with how the melee infantry currently is.

The state of Melee Infantry vs Cavalry & the state of Melee Cavalry vs foot troops is still unacceptable. They're the same as they've been since 1.2.0, both are too passive, they focus too much on blocking rather than attacking, and cavalry still misses their attacks quite often. Both of them are terrible ever since 1.2 released. This patch still isn't ready for a live release. Hopefully you can forward these issues and they get fixed. I repeat, this patch is definitely not ready to be put on live.
 
Its now impossible to craft legendary level 2h axe. I think this
  • "Legendary" items can only be crafted from crafting parts with a combined average tier of 4.5 and higher.
  • "Masterwork" items can only be crafted from crafting parts with a combined average tier of 3.5 and higher.
works for items with 4 crafting slots. if there are 3 or less the absent item part is considered tier 1?
 
my legendary 2h axes turned to thrash items. about 50 attempts to craft one with 306-307 smithing got maybe 20 masterwork, not one legendary.
p.s. all parts tier V
 
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That is being investigated as a separate issue.
any idea why the block chance of the AI was "massively" increased. This effects combat, for example after failing a bunch I ran a test. a Khuzait bandit base, I had myself and 9 tier 3 aserai footman vs their boss and 6 bandits, I turned the dmg received for me and friendly units to very easy, the lowest and we wiped 3 times against the boss, with all settings on the easiest, does that sound right?
 
my legendary 2h axes turned to thrash items. about 50 attempts to craft one with 306-307 smithing got maybe 20 masterwork, not one legendary.
p.s. all parts tier V
Lol. Not a fan of this change to the legendary, masterwork and fine modifier status within smithing. Does this mean you can no longer find "legendary" low level weapons like legendary pitchforks from loot? since a pitchfork is obviously not crafted with tier 5 parts.
 
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now my masterwork 2h axes turned to thrash items. I dont get it...
I wonder if the level 250 smithing perks work now, they are supposed to boost thrust or swing damage but they applied no additional effects unless it was just updated in 1.2.3. At least the blade lengths don't change anymore...
 
BetaHotfix1.2.3.png

Beta v1.2.3 (04/08/23)​

Singleplayer​

Crashes
  • Fixed a crash that occurred randomly while entering missions.
  • Fixed a crash that occurred when quitting during the Order of Battle phase.
  • Fixed a crash that occurred when loading a save that contained crafting orders which used deleted crafting pieces.
  • Fixed a crash that occurred in old saves due to the kingdom destruction mechanic.
  • Fixed a crash that occurred when loading older saves.
  • Fixed a crash that occurred when the "Need help with outlaws" quest was active.
  • Fixed a crash that occurred when entering a hideout while having the game language set to Chinese.
Fixes
  • Fixed a bug that caused agents to stand still and not interact with the environment and enemy agents at the beginning of missions.
  • Fixed a bug that caused the agents` melee combat ability to be significantly reduced and thus not be able to defend themselves properly due to their inability to correctly identify if they are within the opponents' attack range.
  • Fixed a bug that caused the Circle Formation arrangement drawn and shown in the order UI to be executed incorrectly, preventing tighter Circle Formation with more inwards depth/ranks.
  • Fixed a bug that caused agents to randomly change blocking direction during melee fights.
  • Fixed a bug that caused notables and governors to leave their settlements.
  • Fixed a bug that caused disbanded parties to join armies instead of disbanding.
  • Fixed a bug that caused dialogue errors due to the usage of misplaced and duplicate animation tags.
  • Fixed a bug that caused the castle owner's name to change in the menu when entering another noble's encyclopedia entry.
  • Fixed a bug that caused the last seen entry to be broken in the Russian language.
  • Fixed a bug that caused bandit prisoners to vanish if you chose to fight them but they surrendered.
  • Fixed a bug that caused tavern keepers to suggest characters without appropriate skills when asked about caravan leader candidates.
  • Fixed a bug that caused the "Mounted Archery" perk to remove the "can't be used on horseback" icon from items in the inventory UI.
  • Fixed a bug that caused dialogue to be stuck for "Purchase Stolen Goods" and "Lord Wants Rival Captured" quests.
  • Fixed a bug that caused the rival gang henchman to be recruitable after the fight in the "Rival Gang Moving In" quest.
  • Fixed a bug that caused all companions to have the quest target markers in the mission.
  • Fixed a bug that caused the Ironman mode to not affect the game.
  • Fixed a bug that caused the party speed change to appear positive instead of negative in the popup when recruiting troops.
  • Fixed a bug that caused the barter offer bar to not be filled properly.
  • Fixed a bug that caused the same popup query to appear more than once.
  • Fixed a bug that caused multiple conversations to be initiated between the player party and the enemy parties if they were all in the same location.
  • Fixed a bug that caused the enemy parties to encounter the player party again after the enemy agents fled from the battle mission.
  • Fixed a bug that caused duplicate notifications when the player abdicated the throne
  • Fixed a bug that caused crafted item weight and handling parameters to be displayed incorrectly on the crafting popup screen.
  • Fixed a bug that caused heroes to be assigned to the wrong formations.
  • Fixed a bug that caused the "Experienced Smith" perk to give an incorrect chance boost for crafting a "Fine" quality item.
  • Fixed a bug that caused the banner-bearing agents to spawn without a one-handed weapon equipped.
  • Fixed a bug that caused rain to pass through roofs.
Changes
  • Changed "Legendary" and "Masterwork" crafting requirements:
    • "Legendary" items can only be crafted from crafting parts with a combined average tier of 4.5 and higher.
    • "Masterwork" items can only be crafted from crafting parts with a combined average tier of 3.5 and higher.
    • Slightly increased crafting chances for "Fine", "Masterwork", and "Legendary" items if the crafting difficulty requirements are met.
    • Lowered the "Master Smith" perk effect to 7.5% chance to craft a "Masterwork" quality.
  • Breaking out from siege will now always be available instead of being available only for the commander of the siege.
    • If the player is in an army upon breaking out from a siege, the player will lose relations with the army leader and army members.
  • Reduced spacing of troops in the Square Formation to improve its effectiveness against cavalry charges.
  • Agents that follow another agent now consider their target's velocity and decide to run instead of walking more often.
  • Mounted and on-foot captains are now by default auto-assigned to mounted and on-foot formations, respectively. They can still be manually switched to any formation.
  • It is now required to confirm unsaved changes in the party screen before starting a conversation with a companion.
  • Bandits that are inside a nearby hideout will now be counted as quest progress for the "Landowner Needs Help with Brigands" quest.
  • Changed the Arcor`s weapons in Custom Battle.
  • Removed references of obsolete kingdom policies.
  • Improved and fixed various translations.

Multiplayer​

Crashes
  • Fixed a client crash that occurred while joining the Siege mode.
  • Fixed a client crash that occurred when saving or loading taunts.
Fixes
  • Fixed a bug that caused miscalculations of gained/lost MMR after ranked games.
  • Fixed a bug that caused unintended colors to be used for morale stars.
  • Fixed a bug that caused the morale arrow to not have an animation.
  • Fixed a bug that caused the player to be stuck on the "Please Wait" screen when logging out and in quickly.
  • Fixed a bug that caused some Taunts to not play the correct preview animations.
  • Fixed a bug that allowed a non-leader party member to cancel the matchmaking queue.
  • Fixed a bug that prevented items from being unequipped in the armoury.
  • Fixed a bug that blocked the player movement input when opening the Taunt radial menu.
  • Fixed a bug that caused the loadout screen to be locked if dying while having the Taunt radial menu open.
Changes
  • Players that have a throwable weapon can now block with a shield without getting staggered. Trying to throw the weapon will, however, still stagger you.
  • Increased the stagger arc for archers, making it easier to be triggered.
  • Added a tooltip to the Taunt radial menu explaining why specific Taunts cannot be used.
  • Added previous default cheers as free Taunts.

Both​

Fixes
  • Fixed a bug that caused combat shouts to be unusually loud and their volume unchangeable.
Changes
  • Increased the animation speed of pushing the ladders.
  • Changed the threshold value which determines if the ladder is pushable when there are troops climbing on it (according to the ladder length) - giving players and AI more time to push the ladders.

Modding​

  • Fixed a crash that occurred on modded scenes due to a limit on the number of entities used.
I hope this fixes the AI behavior :smile:
I'm off to test it.
 
yes, my crafted heavy bardishes turn into thrash items now, after each game restart. that one was fine (quality), so i guess modifier isnt the case. some scythe i crafed after remained, so not all new weapons get thrashed.
still, unability to craft legendary axe (bardiche) looks like an issue worth testing
 
any idea why the block chance of the AI was "massively" increased. This effects combat, for example after failing a bunch I ran a test. a Khuzait bandit base, I had myself and 9 tier 3 aserai footman vs their boss and 6 bandits, I turned the dmg received for me and friendly units to very easy, the lowest and we wiped 3 times against the boss, with all settings on the easiest, does that sound right?
Oh no… Finally we have a decent AI now for melee combats and people start complaining because “it is too hard”. C’mon… I am having 0 issues and the game is still pretty much doable in the hardest difficulty, even against dudes with +200 weapon skill (even when I am a mediocre player).



(The video was in hardest difficulty settings, I was trying to find the difficulty setting in the last part of the video but I was not able to find it xD).

Devs, please ignore people complaining about the AI blocks too much, it is finally competitive. If for some reason you want to nerf the AI, just add a difficulty setting for making the AI dumber for those players who want to wreck the AI easily. Please do not nerf the AI.

Here you have another video where my tier3 troops cleared the hideout without by themselves.

 
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i much prefer the new blocking behavior, i was playing 1.1.5 while waiting for voice bug to be fixed and realized while competing in tournaments that the AI would often just let you hit them 4 times consecutively because they would try to beat you to the swing, that doesn't happen anymore.

there is something new that should be addressed and that's how melee infantry who have throwable weapons will stop right before the two lines clash and just stand there waiting to use their javelins. this means that your infantry who dont have ranged weapons will be outnumbered in the mosh pit.
 
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