Beta Patch Notes v1.2.0-v1.2.6

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We have made the following clarification to the Beta v1.2.5 patch notes:
That sounds like making them artificially stronger due to rounds in tournament, rather than having a strength depending on their stat, which should be the logical way.
Please don't mess up the internal logic, the ability of a NPC should be ONLY based on its stat, NOT on some weird "we're at the third round so this lucky peasant should be stronger than the champion we had the bad luck to encounter at the first round".

Going farther in tournament should be harder just because the weaker participants are progressively weeded out, NOT because of some weird magic making people stronger each round.
No, there are general combat AI score calculation changes. Tournament participants in later rounds just receive an additional bonus to their score.

To my understanding, this is not a direct AI improvement either. The score determines how well a character performs (how quickly & accurately they block, how often they feint, etc.) - changing it changes their performance, but not the underlying system.
This is an absolutely ABYSMAL idea.
Please, seriously, there is enough bug to fixes without adding absurd modifications. I can't believe someone wasted time implementing this nonsense rather than the metric tons of actual improvements still waiting...
 
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These 4 biggest issues turn a potentially challenging, thought-provoking, fun game... into a boring grindfest that feels like a painful chore to complete.

Are Taleworlds totally tonedeaf to these issues? How can they play their own game, look at these core systems not working, and say "yep that looks right"... For 2+ years?

As it stands, enthusiasm for Bannerlord has largely died off because Taleworlds forgot to make the game not a frustrating experience to play.

Yep. The good news is the bottom 3 have mods, but I agree that they should be resolved in the base game. The last one though, will require a major change in how the AI votes.

Personally I would add to the list, a lack of end game content, such as more in depth kingdom management and diplomacy. Late game is war and that's about it. There needs to be more and perhaps even late game questing.
 
That sounds like making them artificially stronger due to rounds in tournament, rather than having a strength depending on their stat, which should be the logical way.
Please don't mess up the internal logic, the ability of a NPC should be ONLY based on its stat, NOT on some weird "we're at the third round so this lucky peasant should be stronger than the champion we had the bad luck to encounter at the first round".

Going farther in tournament should be harder just because the weaker participants are progressively weeded out, NOT because of some weird magic making people stronger each round.

This is an absolutely ABYSMAL idea.
Please, seriously, there is enough bug to fixes without adding absurd modifications. I can't believe someone wasted time implementing this nonsense rather than the metric tons of actual improvements still waiting...
+1 for every word in this
 
Allow us to marry everyone
Allow us to send letters
Allow us to change how voting works
Allow us to join mercs
Slight tweak to your suggestion about marrying( only widowed King/Queen request to marry player. But everything else spot on. If they’d at least attempt to fit it in is a w to me.
 
patchnotes-v126.png

Beta v1.2.6 (30/11/23)​

Singleplayer​

Crashes
  • Fixed a crash that occurred during the battle due to a bug in the range calculation of units.

Fixes
  • Fixed a bug that enabled low-level troops to block a number of consecutive attacks from different directions.
  • Fixed a bug that caused the game to freeze after pressing the Auto-Deploy button during the Order of Battle phase.
  • Fixed a bug that prevented you from targeting castle gates, siege engines, and alike with an attack order.
  • Fixed a bug that caused crafted item’s names to reset after loading a save.
  • Fixed a bug that prevented some option names and values from being updated after changing the language in the Options screen.

Multiplayer​

Fixes
  • Fixed a bug that caused perks that provide a speed bonus to attacks to scale the final damage too high.
  • Fixed a bug that prevented you from joining the server even after downloading the map (with a revision parameter).

Changes
  • Implemented the in-game admin panel & admin features for dedicated servers.
    • The in-game admin panel provides an easy way to organize and moderate events. It comes with the following options:
      • Require mission restart: Game Type, Map, Attacker & Defender Culture, Minimum Score to Win Duel, Number of Rounds, Map Time Limit, Round Time Limit, Warmup Time Limit, Maximum Number of Players
      • Have immediate effect: Welcome Message, Team Balance Threshold, Friendly Damages, Class Limits (Allow, Disallow)
      • Others: End Warmup, Mute/Unmute Player, Kick Player, Ban Player
    • The admin features are only available to those who enter the server as an admin by providing the admin password (right-click on the server and then "Join as Admin"). You can then access the admin panel via the Escape menu.
      • The "AdminPassword" can be set from the server config.
    • Added an admin announcements system that pushes out text to everyone on the server. Admins can utilize it by typing the following into chat:
      • /ab [text] - Admin Broadcast - Displays the announcement in the middle of the screen as well as in chat alongside a sound notification.
      • /ac [text] - Admin Chat - Displays the announcement in chat.
    • Implemented a new configuration option to support the admin panel. The "add_map_to_usable_maps [MapName] [GameType],[GameType]" allows you to specify which maps should be made available in the admin panel for which game types.
      • For example: "add_map_to_usable_maps mp_siege_map_005 Siege,Skirmish"
    • Visit the updated Hosting a Custom Server modding documentation page to learn more.
 
patchnotes-v126.png

Beta v1.2.6 (30/11/23)​

Singleplayer​

Crashes
  • Fixed a crash that occurred during the battle due to a bug in the range calculation of units.

Fixes
  • Fixed a bug that enabled low-level troops to block a number of consecutive attacks from different directions.
  • Fixed a bug that caused the game to freeze after pressing the Auto-Deploy button during the Order of Battle phase.
  • Fixed a bug that prevented you from targeting castle gates, siege engines, and alike with an attack order.
  • Fixed a bug that caused crafted item’s names to reset after loading a save.
  • Fixed a bug that prevented some option names and values from being updated after changing the language in the Options screen.

Multiplayer​

Fixes
  • Fixed a bug that caused perks that provide a speed bonus to attacks to scale the final damage too high.
  • Fixed a bug that prevented you from joining the server even after downloading the map (with a revision parameter).

Changes
  • Implemented the in-game admin panel & admin features for dedicated servers.
    • The in-game admin panel provides an easy way to organize and moderate events. It comes with the following options:
      • Require mission restart: Game Type, Map, Attacker & Defender Culture, Minimum Score to Win Duel, Number of Rounds, Map Time Limit, Round Time Limit, Warmup Time Limit, Maximum Number of Players
      • Have immediate effect: Welcome Message, Team Balance Threshold, Friendly Damages, Class Limits (Allow, Disallow)
      • Others: End Warmup, Mute/Unmute Player, Kick Player, Ban Player
    • The admin features are only available to those who enter the server as an admin by providing the admin password (right-click on the server and then "Join as Admin"). You can then access the admin panel via the Escape menu.
      • The "AdminPassword" can be set from the server config.
    • Added an admin announcements system that pushes out text to everyone on the server. Admins can utilize it by typing the following into chat:
      • /ab [text] - Admin Broadcast - Displays the announcement in the middle of the screen as well as in chat alongside a sound notification.
      • /ac [text] - Admin Chat - Displays the announcement in chat.
    • Implemented a new configuration option to support the admin panel. The "add_map_to_usable_maps [MapName] [GameType],[GameType]" allows you to specify which maps should be made available in the admin panel for which game types.
      • For example: "add_map_to_usable_maps mp_siege_map_005 Siege,Skirmish"
    • Visit the updated Hosting a Custom Server modding documentation page to learn more.
Small update Hope 1.3 is big :smile:
 
patchnotes-v126.png

Beta v1.2.6 (30/11/23)​

Singleplayer​

Crashes
  • Fixed a crash that occurred during the battle due to a bug in the range calculation of units.

Fixes
  • Fixed a bug that enabled low-level troops to block a number of consecutive attacks from different directions.
  • Fixed a bug that caused the game to freeze after pressing the Auto-Deploy button during the Order of Battle phase.
  • Fixed a bug that prevented you from targeting castle gates, siege engines, and alike with an attack order.
  • Fixed a bug that caused crafted item’s names to reset after loading a save.
  • Fixed a bug that prevented some option names and values from being updated after changing the language in the Options screen.

Multiplayer​

Fixes
  • Fixed a bug that caused perks that provide a speed bonus to attacks to scale the final damage too high.
  • Fixed a bug that prevented you from joining the server even after downloading the map (with a revision parameter).

Changes
  • Implemented the in-game admin panel & admin features for dedicated servers.
    • The in-game admin panel provides an easy way to organize and moderate events. It comes with the following options:
      • Require mission restart: Game Type, Map, Attacker & Defender Culture, Minimum Score to Win Duel, Number of Rounds, Map Time Limit, Round Time Limit, Warmup Time Limit, Maximum Number of Players
      • Have immediate effect: Welcome Message, Team Balance Threshold, Friendly Damages, Class Limits (Allow, Disallow)
      • Others: End Warmup, Mute/Unmute Player, Kick Player, Ban Player
    • The admin features are only available to those who enter the server as an admin by providing the admin password (right-click on the server and then "Join as Admin"). You can then access the admin panel via the Escape menu.
      • The "AdminPassword" can be set from the server config.
    • Added an admin announcements system that pushes out text to everyone on the server. Admins can utilize it by typing the following into chat:
      • /ab [text] - Admin Broadcast - Displays the announcement in the middle of the screen as well as in chat alongside a sound notification.
      • /ac [text] - Admin Chat - Displays the announcement in chat.
    • Implemented a new configuration option to support the admin panel. The "add_map_to_usable_maps [MapName] [GameType],[GameType]" allows you to specify which maps should be made available in the admin panel for which game types.
      • For example: "add_map_to_usable_maps mp_siege_map_005 Siege,Skirmish"
    • Visit the updated Hosting a Custom Server modding documentation page to learn more.
Dayum, didn't expect a new incremental patch until 1.2 went live. Hopefully low tier unit blocking is more bearable now

Has the Horse Archer accuracy penalty been decreased? Everyone was saying that the low tier HAs were obnoxiously bad.
 
patchnotes-v126.png

Beta v1.2.6 (30/11/23)​

Singleplayer​

Crashes
  • Fixed a crash that occurred during the battle due to a bug in the range calculation of units.

Fixes
  • Fixed a bug that enabled low-level troops to block a number of consecutive attacks from different directions.
  • Fixed a bug that caused the game to freeze after pressing the Auto-Deploy button during the Order of Battle phase.
  • Fixed a bug that prevented you from targeting castle gates, siege engines, and alike with an attack order.
  • Fixed a bug that caused crafted item’s names to reset after loading a save.
  • Fixed a bug that prevented some option names and values from being updated after changing the language in the Options screen.

Multiplayer​

Fixes
  • Fixed a bug that caused perks that provide a speed bonus to attacks to scale the final damage too high.
  • Fixed a bug that prevented you from joining the server even after downloading the map (with a revision parameter).

Changes
  • Implemented the in-game admin panel & admin features for dedicated servers.
    • The in-game admin panel provides an easy way to organize and moderate events. It comes with the following options:
      • Require mission restart: Game Type, Map, Attacker & Defender Culture, Minimum Score to Win Duel, Number of Rounds, Map Time Limit, Round Time Limit, Warmup Time Limit, Maximum Number of Players
      • Have immediate effect: Welcome Message, Team Balance Threshold, Friendly Damages, Class Limits (Allow, Disallow)
      • Others: End Warmup, Mute/Unmute Player, Kick Player, Ban Player
    • The admin features are only available to those who enter the server as an admin by providing the admin password (right-click on the server and then "Join as Admin"). You can then access the admin panel via the Escape menu.
      • The "AdminPassword" can be set from the server config.
    • Added an admin announcements system that pushes out text to everyone on the server. Admins can utilize it by typing the following into chat:
      • /ab [text] - Admin Broadcast - Displays the announcement in the middle of the screen as well as in chat alongside a sound notification.
      • /ac [text] - Admin Chat - Displays the announcement in chat.
    • Implemented a new configuration option to support the admin panel. The "add_map_to_usable_maps [MapName] [GameType],[GameType]" allows you to specify which maps should be made available in the admin panel for which game types.
      • For example: "add_map_to_usable_maps mp_siege_map_005 Siege,Skirmish"
    • Visit the updated Hosting a Custom Server modding documentation page to learn more.
A large step for MP :smile:
 
Dear devs, do will we ever get fixes and improvements for the graphic? At the moment there are many aspects to improve like the lighting with missing and broken shadows and shaders that don't use pbr shading.
 
  • Fixed a bug that prevented you from targeting castle gates, siege engines, and alike with an attack order.
Oh yeah ! Just tested it, works GREAT ! What a nice feeling to report a bug and see it fixed the week after 😲
I'm going to start reporting bugs more often 👀
 
The purpose of the beta is to support development. It does so by allowing us to collect feedback on much less stable and performant builds that do not offer save game continuity. Similarly, we can respond to such reports with a faster turnaround for these reasons and because we do not have to prepare, test, and optimize each build across a range of platforms. Even if the Steam beta version appears stable and performant to you - it does not mean that the build achieves this across all platforms. As long as more significant changes are still taking place, such platform-specific optimization efforts can easily be invalidated - which would further increase overall release times as the same work would need to be done several times.


As the scope of v1.2.5 grew larger than expected - we postponed our release. Most of our fellow forum members want to see more communication and we have been working on that - including patch release estimates.
and for that we thank you
 
Tiny new bug: when you complete a crafting order you get a message saying the crafted item was added to your inventory, even though it actually goes to the client.
 
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