Beta Patch Notes v1.2.0-v1.2.6

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You have the agency, just your agency is over how you develop your character. I find tournaments more fun now because it's not just some low effort, risk free cash cow early on anylonger.
What agency is involved when your weapons are randomized (to a degree) in tournaments? Skills only develop through usage, and you have only an A or B option perk to pick, which is not really an 'option' in most cases, especially in the context for tournaments; it's practically linear.
Yes, tournaments can't be abused easily now, it was a cash cow due to how they implemented the reward system and how match making worked (there was a mod at one point that tried to create different 'tiered' tournaments which made sense). At the same time, when it does eventually get back to being as 'easy' as before, rewards are as meaningful as chasing that group of 10 looters beyond clan tier 1 in game.
I did notice something strange with the tournament though. When you loaded out with a bow, even with good skills. It would take several arrows to down someone, even with head shoots.
I did notice that as well. Then again, tournaments are still stupid how everyone has different armor, it's a lazy way to guarantee the higher tiered troops make it to the end rounds; opposed to actually making the AI 'smarter' so it actually feels like skills vs 'pay to win'.
 
Started a new campaign yesterday, and God almighty, that "X needs help with brigands quest" is just AWFUL. Who thought that making the "marked" bandit groups run away from the party was a good idea?

@Duh_TaleWorlds , I implore you, please, pay attention to this matter. This quest is now just really awful and gets insta skipped whenever I see it. I tried doing it during the early game and I went bankrupt while I was trying to chase TWO groups of bandits. They go out of quest zone before I manage to catch them, if someone thinks it's a "challenge" - it's not. Could you, fellas, revert the quest to what it was before, i.e. when bandit groups, who entered the quest zone, didn't run away from the player party? Seriously, with this "change", was it intentional or not, it's just minus one quest of the very few we have.

P.S. Also, please, fix clone children....
 
Yes and given the reports regarding battle stability and AI "over-performance" that's the right choice to me.
Are there any plans to address the issues raised in this thread, or should we expect them to be a part of future bannerlord patches?

 
Started a new campaign yesterday, and God almighty, that "X needs help with brigands quest" is just AWFUL. Who thought that making the "marked" bandit groups run away from the party was a good idea?

@Duh_TaleWorlds , I implore you, please, pay attention to this matter. This quest is now just really awful and gets insta skipped whenever I see it. I tried doing it during the early game and I went bankrupt while I was trying to chase TWO groups of bandits. They go out of quest zone before I manage to catch them, if someone thinks it's a "challenge" - it's not. Could you, fellas, revert the quest to what it was before, i.e. when bandit groups, who entered the quest zone, didn't run away from the player party? Seriously, with this "change", was it intentional or not, it's just minus one quest of the very few we have.

P.S. Also, please, fix clone children....
i usually get this quest when there is hideout nearby, coz when u clear the hideout it automatically done, avoid this if you try to chase bandit with lots of infantry in party, hope this help
 
i usually get this quest when there is hideout nearby, coz when u clear the hideout it automatically done, avoid this if you try to chase bandit with lots of infantry in party, hope this help
I tried clearing out the hideout in the previous campaign, and it counted me as "1 of 5 parties eliminated"...
 
To be honest they could provide console players with previous content that's already patched. Instead they keep adding more and more stuff that'll be filled with new bugs.
 
Started a new campaign yesterday, and God almighty, that "X needs help with brigands quest" is just AWFUL. Who thought that making the "marked" bandit groups run away from the party was a good idea?

@Duh_TaleWorlds , I implore you, please, pay attention to this matter. This quest is now just really awful and gets insta skipped whenever I see it. I tried doing it during the early game and I went bankrupt while I was trying to chase TWO groups of bandits. They go out of quest zone before I manage to catch them, if someone thinks it's a "challenge" - it's not. Could you, fellas, revert the quest to what it was before, i.e. when bandit groups, who entered the quest zone, didn't run away from the player party? Seriously, with this "change", was it intentional or not, it's just minus one quest of the very few we have.

P.S. Also, please, fix clone children....
It's even worse in the late game, where you have to clear out 8 groups to complete the quest, but only 6 groups ever spawn...
 
To be honest they could provide console players with previous content that's already patched. Instead they keep adding more and more stuff that'll be filled with new bugs.

1.2.5 fixed a bunch of stuff for the 1.2.x branch, but it also introduced some new issues. So to just give you 1.2.4 would also mean give you a version that had issues too,
 
Started a new campaign yesterday, and God almighty, that "X needs help with brigands quest" is just AWFUL. Who thought that making the "marked" bandit groups run away from the party was a good idea?

@Duh_TaleWorlds , I implore you, please, pay attention to this matter. This quest is now just really awful and gets insta skipped whenever I see it. I tried doing it during the early game and I went bankrupt while I was trying to chase TWO groups of bandits. They go out of quest zone before I manage to catch them, if someone thinks it's a "challenge" - it's not. Could you, fellas, revert the quest to what it was before, i.e. when bandit groups, who entered the quest zone, didn't run away from the player party? Seriously, with this "change", was it intentional or not, it's just minus one quest of the very few we have.

P.S. Also, please, fix clone children....
Yes, this bug/change is extremely annoying, please fix it! Also please bring back the random chance to encounter enemies during the caravan escort quest, it becomes too samey when you're guaranteed to encounter a bandit ambush for each town the caravan will be visiting.
 
Yes, this bug/change is extremely annoying, please fix it! Also please bring back the random chance to encounter enemies during the caravan escort quest, it becomes too samey when you're guaranteed to encounter a bandit ambush for each town the caravan will be visiting.
+1. I second both of these issues
 
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.
 
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