Beta Patch Notes v1.2.0-v1.2.6

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I tested 1.2, wool weavery are making almost nothing now. I showed it on my stream. They killed another shop. As for the bug reports, I have been doing this for almost 3 years. I started around 1.3 and have been very active with almost 2300 messages in the forums in that time span. Duh, Sadshogun, mexxico, they all know what I've done and while maybe not productive, I think from time to time besides kissing their butt, I can vent and be frustrated unless the "recruit" thinks that is not allowed.
Guess I should make something else instead...
Also noticed NPCs are dumb first few seconds of tournament, really bugs me.
 
Working As Intended™
@Deckland this is what I've been doing for 3 years, hundreds of times, and you??

Once the known multiplayer, console and compliance issues have been resolved, translations are completed and issues identified during beta have been fixed.
Do you know why the "time forward" command was removed from command console, that made caravan and workshop testing so much easier to do
 
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Yeah, the new targeting system is ****. Why would I want to advance with my archers?

TaleWorlds really cant do anything right at this point
 
Você sabe por que o comando "time forward" foi removido do console de comando, o que tornou os testes de caravana e oficina muito mais fáceis de fazer
I'm subscribed to your YouTube channel, the Brazilian one... They told me they didn't intend to bring the cheats to consoles and they did, I can't understand them but overall the game has improved a lot, you have to be patient. 👍
 
Combat
  • Pushable Siege Ladders
    • Siege ladders can now be pushed back even with agents climbing on them. This can be done by the player or an AI agent until the climbers reach a certain height.
    • The action of pushing the ladder back can be canceled by attacking the pushing agent.
  • Reworked the Melee Combat AI
    • AI troops now fight less recklessly which, on average, increases the duration of combat. This was achieved by decreasing the attack frequency (especially when fighting multiple enemies), making the agents always block when within enemy strike range (when they are not attacking themselves), and through faster target reevaluation when hit by another enemy.
    • Agents now also detect the risk of becoming surrounded by multiple enemies and attempt to escape such situations.
    • Agents now preemptively raise their shields when moving towards enemy units that are preparing to shoot a projectile at them.
    • Fixed various minor bugs in melee AI behavior.
  • Improved Ranged AI and the Targeting System
    • Ranged agents no longer keep approaching the enemy during a Charge order. Instead, they get in range and open fire until the target itself gets close enough for melee.
    • Ranged agents also reposition if their view gets obstructed by a friendly troop or a tree.
    • The overall targeting system was refined to improve situations where AI agents would prioritize the player despite having more optimal targets near them. This benefits melee, ranged, and mounted troops.
    • Reduced the number of cases where agents tried to attack an enemy behind an obstacle.
    • Fixed a bug that caused horse archers to switch between melee and ranged weapons when given the “Engage” order with enemy formations far away.
  • Improved the Cavalry AI’s Aiming and Movement Systems
    • Agents now take into account their weapon’s reach when determining the attacking direction as well as try to attack the body part that would yield the most damage.
      • This also fixes a bug that caused agents to miss their target, even if it was stationary.
    • Refined the movement decision-making process, resulting in the agents’ increased tendency to couch lances, which in turn increases their effectiveness during a charge.
      • This also fixes a bug that caused two cavalry agents to circle each other indefinitely without attacking.
  • Improved AI agent positioning, fixing various related issues.
  • Fixed a bug that caused ranged AI agents to keep their distance from the enemy even if undesired.
  • Fixed a bug that prevented AI agents from picking up boulders.
  • Fixed a bug that caused AI agents to try and pick up unreachable items (for example, a weapon lying under a siege tower).
  • Fixed a bug that prevented horse archers from switching back to their bows after once using a melee weapon.
After playing the new beta version for a few minutes i can confirm there is a huge improvement on how small battles play(have not tested a large battle yet). The formations are working again and the AI takes a lot more care and not just charge without consideration. The targeting system works well, my only problem is targeting formations that are too close, can be annoying if you are on foot. Archers still get kind of close before shooting when on advance, but this version is a huge step foward. Now i hope the campain AI gets this kind of improvements on next versions.
 
I'm subscribed to your YouTube channel, the Brazilian one... They told me they didn't intend to bring the cheats to consoles and they did, I can't understand them but overall the game has improved a lot, you have to be patient. 👍
Is this after the 3 years of EA or the 6+ months now in full release? I think most here ran out of patience long ago. This patch was good to address a couple of the elements going back 3+years ago; but still a lot of things need fixing/'meat' behind it.
Ie. it's great having nicer dagger holsters - how about making them even a bit practically useful? WB, they had purpose sneaking/getting away in towns, but that's just a menu button now in BL.
 
My game crashes when I try to start custom battle or benchmark, however actual campaign battles work for me. Obviously verified files.
 
Need a hotfix for it. And also for overloud commands and battle shouts. These two hit the experience the most right now.
 
Need a hotfix for it. And also for overloud commands and battle shouts. These two hit the experience the most right now.
Unfortunately we will either get a hotfix today or not until next week, because the holidays in Turkey start tomorrow. And I doubt that we will be getting a hotfix today, since not only has it only been 2 workdays since the patch, it's also very likely that many employees took the monday-tuesday off to go somewhere for the holidays and the office is mostly empty.
 
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Hope they hotfix companions roles atleast.

You are forced to play full int character. Is totally game breaking and should be easy to fix.
 
Is the update on GOG already? I have had some trouble trying to figure out the updates on GOG (does anyone else have that problem?)
 
no, from my early testing workshops are in an even worse spot. I have tried to talk to TW about shops for almost 2 years to fix them but they either don't care or want my help. Shops are trash and have been obliterated by TW. Why they don't care is beyond me. Ever since 1.8 they have gotten worse and worse. But when you're a company that is too stubborn or proud to ask for help from someone that specializes in them for over 2 years, that tells you how bad it is. Especially wool weavery, smithy and wood shops are a mess and I would avoid them at all costs. Why is it after almost 2 years @Duh_TaleWorlds @SadShogun you guys still don't want any help from someone that has spent hundreds of hours just testing shops. Why leave in broken mechanics instead of doing something about it? We are out of early access right and should be moving forward, and not backwards.....
Ay ay, the Bannerlord Shop Specialist, where did you study for it?
 
@Dejan @Duh_TaleWorlds

I don't have rain/snow on campaign map or in battle for v1.2 beta. I started a new campaign and verified files.
No mods, campaign mode, graphics all on max. I'm almost 100 days ingame. Is this normal?

I do see clouds on campaign map but that's it. I'll try to find out if some graphic settings enable this bug.
 
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