Beta Patch Notes v1.2.0-v1.2.6

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This is so wrong!

You cite two arranged examples, in addition, two studios which have a little more than 400 people, that's 4 times more than Taleworlds ("only" around 100)!

Only in France, there are 1,200 video game companies. Even counting only the biggest studios in the world (>200 employees), it is completely false to say that all these studios open their patches in beta and announce their plans. Generally we know about the patch when it comes out.

Since you like examples, do you know what EA Sports responded to its customers recently about a serious jersey bug? "we're looking at it and we'll release it when it's ready." It's normal ! Work in a developer profession and you will understand.

Uhm, there is also that.. Paradox Interactive, is like 7 game studios spread over six countries. , not one independent one. Larian expanded like crazy with several groups around the world as well, even remaining a independent studio though. Neither of them make games that is even in the same gate as Bannerlord.

A funny note.... Daily peak numbers for Bannerlord on steam rival the ones of Starfield a year after it came out of early access. Bethseda still got some 250 devs working on Starfield (down from around 450). 7 years to make and a budget fo 400m USD...
 
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Comments like this would incentivize me as the developer to relase on Nov 30, 11:59 pm as well as giving me an incentive not to continue to put any effort into this game.
I'd be fine with that, but we all know the rife levels of mismanagement present from the very inception of the project won't allow for it.

To spite release at the last available second, you'd have to have organizational clarity, focus, and competence.

As for incentive, they already have our money, they "released" a pretty lackluster and flawed product already. What makes you think they will ever achieve anything satisfactory long term - the evidence? Unless you already find the current game satisfactory, which says more about you than them at this point.
 
I'd be fine with that, but we all know the rife levels of mismanagement present from the very inception of the project won't allow for it.

To spite release at the last available second, you'd have to have organizational clarity, focus, and competence.

As for incentive, they already have our money, they "released" a pretty lackluster and flawed product already. What makes you think they will ever achieve anything satisfactory long term - the evidence? Unless you already find the current game satisfactory, which says more about you than them at this point.

Just talking points, or do you got acutal examples to show too? I mean you seem to give the expression you have a lot of inside knowledge on what going on inside Taleworlds?
 
Just talking points, or do you got acutal examples to show too? I mean you seem to give the expression you have a lot of inside knowledge on what going on inside Taleworlds?
I have no more idea of what goes on inside Taleworlds than any other forum regular.

As for actual examples what more do you need? Have you not witnessed the glacial pace which the company works at? The need for multiple refactoring of the code base? The seeming inability to maintain quality control from beta to beta constantly reintroducing bugs? The utter lack of urgency to meet any timelines excepting the rush to release a console version because more $? The utterly half assed implementation of oh so many of the games systems?

I'm sure there are many fine individuals in the company, but to my mind it's glaringly obvious they are mismanaged.

I mean there is that old chestnut of a saying: "Don't ascribe to malice what can be explained by incompetence." So apply that as you will, I suppose. I prefer to give the benefit of the doubt, and not ascribe incompetence on the devs side. I choose to think the problems are more organizational.

To top it off (Again speaking without insider knowledge) the most plausible explanation for their current snail's pace is the fact they are working on a new title with a bare bones crew dedicated to Bannerlord. Of course I could be very wrong about this point, but with the stellar track record of communication from them, we are left with little but time to speculate.

Am I taking crazy pills?
 
I have no more idea of what goes on inside Taleworlds than any other forum regular.

As for actual examples what more do you need? Have you not witnessed the glacial pace which the company works at? The need for multiple refactoring of the code base? The seeming inability to maintain quality control from beta to beta constantly reintroducing bugs? The utter lack of urgency to meet any timelines excepting the rush to release a console version because more $? The utterly half assed implementation of oh so many of the games systems?

I'm sure there are many fine individuals in the company, but to my mind it's glaringly obvious they are mismanaged.

I mean there is that old chestnut of a saying: "Don't ascribe to malice what can be explained by incompetence." So apply that as you will, I suppose. I prefer to give the benefit of the doubt, and not ascribe incompetence on the devs side. I choose to think the problems are more organizational.

To top it off (Again speaking without insider knowledge) the most plausible explanation for their current snail's pace is the fact they are working on a new title with a bare bones crew dedicated to Bannerlord. Of course I could be very wrong about this point, but with the stellar track record of communication from them, we are left with little but time to speculate.

Am I taking crazy pills?

By your take, no game studio would ever start work on a new game after they release one? Refactoring the code is not something unique to Bannerlord or TW. How many times do you think Bethseda refactored the code for their creation engine? Speaking of which, they cut down the people working on Starfield from some 450 to 250 post release.

Release a game on console is just sound business. Be happy the game wasn't primary developed for console and then ported to PC, of which pc users suffers quite a lot by these days.
 
By your take, no game studio would ever start work on a new game after they release one? Refactoring the code is not something unique to Bannerlord or TW. How many times do you think Bethseda refactored the code for their creation engine? Speaking of which, they cut down the people working on Starfield from some 450 to 250 post release.

Release a game on console is just sound business. Be happy the game wasn't primary developed for console and then ported to PC, of which pc users suffers quite a lot by these days.
Wow you sure told me.
 
I wasn't out to "tell" you anything. Just gave an example.
No, you were out to defend Taleworlds by trying to nitpick selected parts of my argument, instead of addressing it as a whole and the picture it paints.

Trying to convince someone who wont engage in good faith is pretty pointless... hence my sarcastic remark.
 
I'd be fine with that, but we all know the rife levels of mismanagement present from the very inception of the project won't allow for it.

To spite release at the last available second, you'd have to have organizational clarity, focus, and competence.

As for incentive, they already have our money, they "released" a pretty lackluster and flawed product already. What makes you think they will ever achieve anything satisfactory long term - the evidence? Unless you already find the current game satisfactory, which says more about you than them at this point.
These types of comments are not helpful at all. I don't mean yours, I mean the original comment I replied to. Your second sentence is quite funny, nice one :smile:.
 
I dont know why everybody is so hyped about an update. Its simply done when its done. You can already play the game, why do you need 1.25 so badly? Sure, updates are cool, but its not the worlds ending when a small beta patch needs a few more weeks of work before its ready.
Console players mate
 
If I had been Taleworlds, seeing the reactions, honestly there would never have been a road plan for 2023.

Honestly seeing so much malice and anger over free content is completely mind-blowing for me.
To be fair I only bought this game because it had cheats for console. However, the video released in June by TW was misleading at best, a lie at worst.
 
Maybe i'm the minority here, but to be a little more positive could be helpful ? Yes, they're slow. Yes, maybe the comunication could be better. And yes, it's legitimate to be a little bit frustrated. But they're working on it, they're adding new content ( it's probably the biggest update since the official release ). It's all for the good, isn't it ?
 
BetaHotfix1.2.5.png

Beta v1.2.5 (23/11/23)​

Singleplayer​

Crashes
  • Fixed a crash that occurred due to the new notable workshop owner selection algorithm.
  • Fixed a crash that occurred due to a deleted crafting template.
  • Fixed a crash that occurred when receiving vassal offers from eliminated kingdoms.
  • Fixed a crash that occurred during the “Rival Gang Leader” issue quest.
  • Fixed a crash that occurred when speaking to a noble on the world map about sending a companion to resolve their "Lord Needs Horses" issue quest.
  • Fixed a crash that occurred during the conversation with the pupil in the “Lord Needs Tutor” issue quest.
  • Fixed a crash that occurred when assigning a companion to an issue quest.
  • Fixed a crash that occurred when ending a map event due to destroyed kingdoms.
  • Fixed a crash that occurred while updating the siege engines on the world map after a mission.
  • Fixed a crash that occurred when moving troop sliders during the Order of Battle phase.
  • Fixed a crash that occurred due to troops teleporting to positions that had no proper navmesh set.
  • Fixed a crash that occurred when rearranging mods in the launcher.
  • Fixed a crash that occurred when using "campaign.declare_peace" and "campaign.declare_war" cheats in the clan screen.
Fixes
  • Fixed a bug that caused the player's family to always have a different hair color than the player.
  • Fixed a bug that prevented parties from attacking the enemy besiegers when the player sallied out from the settlement.
  • Fixed a bug that caused prisoners to disappear from the settlement overlay menu after leaving the dungeon.
  • Fixed a bug that caused crafted items to turn into trash.
  • Fixed a bug that prevented the player from choosing younger siblings as heirs.
  • Fixed a bug that prevented the "Coming of Age" notification and cutscene from appearing for initial siblings.
  • Fixed a bug that caused the party size to be shown differently during party creation on the Clan tab and the Party screen.
  • Fixed a bug that caused a wrong distribution of attribute points when spawning a new wanderer.
  • Fixed a bug that caused a companion release notification to be displayed even though no peace was declared between the minor and player factions.
  • Fixed a bug that caused a kingdom to pay millions in tribute to reach peace.
  • Fixed a bug that caused the quest caravan to select a new destination after a battle during the Escort Caravan issue quest.
  • Fixed a bug that prevented parties from being disbanded.
  • Fixed a bug that caused the crafting order maker to be unsatisfied even with a sufficient quality crafted item.
  • Fixed a bug that caused discrepancies in items’ stats when comparing items crafted in Free Build mode and those made as a crafting order.
  • Fixed a bug that caused nobles to always die when knocked out during the prison break.
  • Fixed a bug that caused troops to attack from both siege lanes even when their numbers weren’t sufficient.
  • Fixed a bug that caused the culprit to be sent to a settlement during the “Family Feud” issue quest if you got defeated by a party.
  • Fixed a bug that caused the name of a conversation partner to be unclickable.
  • Fixed a bug that prevented the caravan party from disbanding if its target city was under siege.
  • Fixed a bug that caused under-construction siege engines to be broken on the campaign map instead of those that were broken in the siege ambush mission.
  • Fixed a bug that caused defender troops to teleport outside the castle when the initial battle tactic was applied by the AI during the Order of Battle phase.
  • Fixed a bug that caused attacker troops to teleport to castle gates and siege ladders when the initial battle tactic was applied by the AI during the Order of Battle phase.
  • Fixed a bug that prevented troops from detaching from their formations to siege engines and archer positions when the mission started.
  • Fixed a bug that caused floating precision errors when troops teleported right on top of the deployment boundary by improving related checks.
  • Fixed a bug that caused the story mode heroes to initially have zero or wrong skills.
Changes
  • Settlement Garrison Balance Adjustments
    • Improved the army AI garrison donation formula. Parties will now donate troops to newly conquered towns and castles based on their strength ratio in the army. This will result in newly conquered settlements having more garrison troops.
    • Newly conquered settlements will now instantly get militia based on the Daily Militia Expected Change with a minimum number of 30 units.
    • Reduced the settlement defender simulation advantage by 30%.
    • Improved the settlement tooltip to show the correct values of the army and party troop counts.
  • Troop AI Improvements
    • Troops and characters with higher fighting skill levels now fight notably better than lower-level troops. This was achieved by expanding the available AI’s ability range in order to better map the AI troops’ given fighting skills to the AI fighting level used by the troops.
    • AI tournament participants now become progressively better at fighting by making smarter decisions in noninitial rounds. Fights will therefore become increasingly more challenging as the rounds progress, making winning them meaningfully more difficult.
  • The siege engine redeployment process will now take some time like the initial construction (shorter).
  • Added a version check that prevents loading of saves that were made with newer versions of the game.
  • The “Prodigal Son” issue quest now gets canceled if you join a new faction that is at war with the quest giver’s faction.
  • Optimized performance of the ranged agents’ aiming routine.
  • Reduced memory usage in bigger scenes.

Multiplayer​

Dedicated Custom Server files for Beta have been made available on Steam. Happy testing!

Crashes
  • Fixed a server crash that occurred at the end of the match.
  • Fixed a client crash that occurred after failing to connect to a custom server.
Fixes
  • Fixed a bug that prevented damage speed bonuses from being correctly calculated.
  • Fixed a bug that prevented some perk effects from being applied.
  • Fixed the incorrect reload speed value of "Replenished" and weapon damage bonus of "Strong Arm" perks according to their descriptions.
  • Fixed a bug that prevented the map version on the Map Downloader popup from being correctly displayed, leading to false warnings.
  • Fixed a bug that corrupted the terrain visuals when re-downloading a scene with the Map Downloader.
  • Fixed a bug that caused spectators to be listed as team members on the HUD.
Changes
  • Increased dismount resistances of cavalry classes:
    • Light Cavalry: Increased from 50 to 75
    • Heavy Cavalry: Increased from 70 to 85
    • Horse Archers: Increased from 70 to 80
  • Only the following weapons now have the ability to dismount players:
    • All two-handed axes (including alternative usage axes)
    • All two-handed maces
    • Glaive (heavy and normal) and Longer Menavlion
  • Swapped the Sturgia Heavy Cavalry (Druzhinnik) "Long Axe and Shield" perk with "Unbreakable". The new perk features are:
    • Stronger shield
    • 15% Melee and Ranged damage reduction
  • Imperial Heavy Axe:
    • Decreased damage from 88 to 82
    • Decreased length from 82 to 69 (reverted v1.2.4 change)
  • Updated the matchmaking rules to support populating existing games to full capacity during the warmup phase.
  • Added the ability to mark custom servers as favorites.
  • Added the ability to set tickrate for dedicated custom servers using the "/tickrate" command line argument or the "set_server_tickrate" console command.
  • Players now need to download all missing maps being played on the server via the Map Downloader before joining.

Both​

Fixes
  • Fixed a bug that allowed you to cancel the reload animation for bows and throwing weapons.
Changes
  • Introduced further ranged weapon penalties to non-mounted troops when riding. If a troop has 0 riding skill, the below penalties will apply. These are then reduced and eventually removed when a troop reaches 100 or above riding skill.
    • Increased reload speed penalty and weapon readying speed penalty from 20% to 30%.
    • Increased the time needed to achieve maximum accuracy by increasing the penalty from 20% to 30%.
    • Increased the weapon inaccuracy multiplier from 40% to 1500% which will significantly widen the crosshair.
  • Increased the animation speed of getting up after being dismounted. You can now also start blocking at an earlier point while getting up.
  • Updated various localizations and conducted minor text fixes.

Modding​

  • Fixed a crash that occurred on the resource browser.
  • World Map Moddability
    • Removed the hardcoded texture (main_map_snow_flowmap) previously required for Dynamic Campaign (weather) Effects (located in the Terrain Property Browser) on the world map. It is now selected from the editor as a regular texture. Modders now no longer have to use the asset override mechanism (by having the same flowmap texture name as the native flowmap texture) to add a snow layer to the world map - instead, it's recommended that you use your own texture with a different name and select it in your custom world map scene.
    • Fixed a bug that prevented modded campaign maps from using high-resolution heightmaps. A low-resolution main_map_physics_heightmap texture is not required for campaign heightmaps and custom worldmaps can now be used without the Aurelian’s MapFix mod if saved as Main_map (as opposed to modded_main_map).
    • Fixed a bug that prevented world map floras from appearing. Previously, you had to enter and exit a mission scene to force the flora to appear.
    • Added modding support for the world map dynamic atmosphere.
    • Added modding support for color grade grid for the world map.
    • Added modding support for the battle scene index grid for the world map.
    • Added visualization sliders to the editor for easier tweaking of the world map snow map.
    • Added a console option to reduce framerate when the editor is not focused.
    • Improved layer editing and visualization in the Editor.
    • Overall bug fixes.
  • Assertions will now be shown in the Editor Console once inside the "Editor Mode".
  • Added bulk shader compilation for mods. It's accessible via the “Compile Shaders” checkbox while publishing the module using the “Publish Module” functionality in the editor. It allows you to compile & ship the unique material shaders in your modules. This prevents long initial mod loading times.
  • Added the ability to define and use your own decals.
  • Fixed a bug that prevented texture move operations.
 
BetaHotfix1.2.5.png

Beta v1.2.5 (23/11/23)​

Singleplayer​

Crashes
  • Fixed a crash that occurred due to the new notable workshop owner selection algorithm.
  • Fixed a crash that occurred due to a deleted crafting template.
  • Fixed a crash that occurred when receiving vassal offers from eliminated kingdoms.
  • Fixed a crash that occurred during the “Rival Gang Leader” issue quest.
  • Fixed a crash that occurred when speaking to a noble on the world map about sending a companion to resolve their "Lord Needs Horses" issue quest.
  • Fixed a crash that occurred during the conversation with the pupil in the “Lord Needs Tutor” issue quest.
  • Fixed a crash that occurred when assigning a companion to an issue quest.
  • Fixed a crash that occurred when ending a map event due to destroyed kingdoms.
  • Fixed a crash that occurred while updating the siege engines on the world map after a mission.
  • Fixed a crash that occurred when moving troop sliders during the Order of Battle phase.
  • Fixed a crash that occurred due to troops teleporting to positions that had no proper navmesh set.
  • Fixed a crash that occurred when rearranging mods in the launcher.
  • Fixed a crash that occurred when using "campaign.declare_peace" and "campaign.declare_war" cheats in the clan screen.
Fixes
  • Fixed a bug that caused the player's family to always have a different hair color than the player.
  • Fixed a bug that prevented parties from attacking the enemy besiegers when the player sallied out from the settlement.
  • Fixed a bug that caused prisoners to disappear from the settlement overlay menu after leaving the dungeon.
  • Fixed a bug that caused crafted items to turn into trash.
  • Fixed a bug that prevented the player from choosing younger siblings as heirs.
  • Fixed a bug that caused the party size to be shown differently during party creation on the Clan tab and the Party screen.
  • Fixed a bug that caused a wrong distribution of attribute points when spawning a new wanderer.
  • Fixed a bug that caused a companion release notification to be displayed even though no peace was declared between the minor and player factions.
  • Fixed a bug that caused a kingdom to pay millions in tribute to reach peace.
  • Fixed a bug that caused the quest caravan to select a new destination after a battle during the Escort Caravan issue quest.
  • Fixed a bug that prevented parties from being disbanded.
  • Fixed a bug that caused the crafting order maker to be unsatisfied even with a sufficient quality crafted item.
  • Fixed a bug that caused discrepancies in items’ stats when comparing items crafted in Free Build mode and those made as a crafting order.
  • Fixed a bug that caused nobles to always die when knocked out during the prison break.
  • Fixed a bug that caused troops to attack from both siege lanes even when their numbers weren’t sufficient.
  • Fixed a bug that caused the culprit to be sent to a settlement during the “Family Feud” issue quest if you got defeated by a party.
  • Fixed a bug that caused the name of a conversation partner to be unclickable.
  • Fixed a bug that prevented the caravan party from disbanding if its target city was under siege.
  • Fixed a bug that caused under-construction siege engines to be broken on the campaign map instead of those that were broken in the siege ambush mission.
  • Fixed a bug that caused defender troops to teleport outside the castle when the initial battle tactic was applied by the AI during the Order of Battle phase.
  • Fixed a bug that caused attacker troops to teleport to castle gates and siege ladders when the initial battle tactic was applied by the AI during the Order of Battle phase.
  • Fixed a bug that prevented troops from detaching from their formations to siege engines and archer positions when the mission started.
  • Fixed a bug that caused floating precision errors when troops teleported right on top of the deployment boundary by improving related checks.
  • Fixed a bug that caused the story mode heroes to initially have zero or wrong skills.
Changes
  • Settlement Garrison Balance Adjustments
    • Improved the army AI garrison donation formula. Parties will now donate troops to newly conquered towns and castles based on their strength ratio in the army. This will result in newly conquered settlements having more garrison troops.
    • Newly conquered settlements will now instantly get militia based on the Daily Militia Expected Change with a minimum number of 30 units.
    • Reduced the settlement defender simulation advantage by 30%.
    • Improved the settlement tooltip to show the correct values of the army and party troop counts.
  • Troop AI Improvements
    • Troops and characters with higher fighting skill levels now fight notably better than lower-level troops. This was achieved by expanding the available AI’s ability range in order to better map the AI troops’ given fighting skills to the AI fighting level used by the troops.
    • Fights will therefore become more challenging during the final rounds of tournaments, making winning them meaningfully more difficult.
  • The siege engine redeployment process will now take some time like the initial construction (shorter).
  • Added a version check that prevents loading of saves that were made with newer versions of the game.
  • The “Prodigal Son” issue quest now gets canceled if you join a new faction that is at war with the quest giver’s faction.
  • Optimized performance of the ranged agents’ aiming routine.
  • Reduced memory usage in bigger scenes.

Multiplayer​

Dedicated Custom Server files for Beta have been made available on Steam. Happy testing!

Crashes
  • Fixed a server crash that occurred at the end of the match.
  • Fixed a client crash that occurred after failing to connect to a custom server.
Fixes
  • Fixed a bug that prevented damage speed bonuses from being correctly calculated.
  • Fixed a bug that prevented some perk effects from being applied.
  • Fixed the incorrect reload speed value of "Replenished" and weapon damage bonus of "Strong Arm" perks according to their descriptions.
  • Fixed a bug that prevented the map version on the Map Downloader popup from being correctly displayed, leading to false warnings.
  • Fixed a bug that corrupted the terrain visuals when re-downloading a scene with the Map Downloader.
  • Fixed a bug that caused spectators to be listed as team members on the HUD.
Changes
  • Increased dismount resistances of cavalry classes:
    • Light Cavalry: Increased from 50 to 75
    • Heavy Cavalry: Increased from 70 to 85
    • Horse Archers: Increased from 70 to 80
  • Only the following weapons now have the ability to dismount players:
    • All two-handed axes (including alternative usage axes)
    • All two-handed maces
    • Glaive (heavy and normal) and Longer Menavlion
  • Swapped the Sturgia Heavy Cavalry (Druzhinnik) "Long Axe and Shield" perk with "Unbreakable". The new perk features are:
    • Stronger shield
    • 15% Melee and Ranged damage reduction
  • Imperial Heavy Axe:
    • Decreased damage from 88 to 82
    • Decreased length from 82 to 69 (reverted v1.2.4 change)
  • Updated the matchmaking rules to support populating existing games to full capacity during the warmup phase.
  • Added the ability to mark custom servers as favorites.
  • Added the ability to set tickrate for dedicated custom servers using the "/tickrate" command line argument or the "set_server_tickrate" console command.
  • Players now need to download all missing maps being played on the server via the Map Downloader before joining.

Both​

Fixes
  • Fixed being able to cancel reload animation for bows and throwing weapons.
Changes
  • Introduced further ranged weapon penalties to non-mounted troops when riding. If a troop has 0 riding skill, the below penalties will apply. These are then reduced and eventually removed when a troop reaches 100 or above riding skill.
    • Increased reload speed penalty and weapon readying speed penalty from 20% to 30%.
    • Increased the time needed to achieve maximum accuracy by increasing the penalty from 20% to 30%.
    • Increased the weapon inaccuracy multiplier from 40% to 1500% which will significantly widen the crosshair.
  • Increased the animation speed of getting up after being dismounted. You can now also start blocking at an earlier point while getting up.
  • Updated various localizations and conducted minor text fixes.

Modding​

  • Fixed a crash that occurred on the resource browser.
  • World Map Moddability
    • Removed the hardcoded texture (main_map_snow_flowmap) previously required for Dynamic Campaign (weather) Effects (located in the Terrain Property Browser) on the world map. It is now selected from the editor as a regular texture. Modders now no longer have to use the asset override mechanism (by having the same flowmap texture name as the native flowmap texture) to add a snow layer to the world map - instead, it's recommended that you use your own texture with a different name and select it in your custom world map scene.
    • Fixed a bug that prevented modded campaign maps from using high-resolution heightmaps. A low-resolution main_map_physics_heightmap texture is not required for campaign heightmaps and custom worldmaps can now be used without the Aurelian’s MapFix mod if saved as Main_map (as opposed to modded_main_map).
    • Fixed a bug that prevented world map floras from appearing. Previously, you had to enter and exit a mission scene to force the flora to appear.
    • Added modding support for the world map dynamic atmosphere.
    • Added modding support for color grade grid for the world map.
    • Added modding support for the battle scene index grid for the world map.
    • Added visualization sliders to the editor for easier tweaking of the world map snow map.
    • Added a console option to reduce framerate when the editor is not focused.
    • Improved layer editing and visualization in the Editor.
    • Overall bug fixes.
  • Assertions will now be shown in the Editor Console once inside the "Editor Mode".
  • Added bulk shader compilation for mods. It's accessible via the “Compile Shaders” checkbox while publishing the module using the “Publish Module” functionality in the editor. It allows you to compile & ship the unique material shaders in your modules. This prevents long initial mod loading times.
  • Added the ability to define and use your own decals.
  • Fixed a bug that prevented texture move operations.
Update !!!!
 
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