Development Update #12: Weather System, Formation Targeting and Warehouses

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Greetings warriors of Calradia!

In this development update, we have a look at some of the post-release highlights that were introduced in the current live version 1.1.0 as well as our recent Steam Beta version 1.2.0.

The text version can be found below.



ART​

NEW BATTLE TERRAINS [v1.2.0]​

To start, let’s jump right into our new scene additions. We have introduced an additional six battle terrains, bringing the total to 76 unique battle scenes. They are accessible at the following locations: West of Revyl, southwest of Quyaz, three terrains northeast of Razih, and one around the town of Odohk.

NEW HIDEOUT SCENES [v1.2.0]​

Similarly, bandit hideouts now come in greater variety with 4 new scenes that span desert, forest, seaside, and mountain environments.

NEW ARMOR PIECES [v1.1.0]​

To help you clear out those hideouts with ease - we also added 3 new armor pieces - Ornate Scale Armor, Khan's Coat of Plates, and Khan's Plated Bracers.


CAMPAIGN MAP​

WEATHER & WEATHER EFFECTS [v1.2.0]​

We have introduced rain and snow weather effects to both world map and missions. These occur depending on the season of a specific region. Consequently, the grounds become wet or snowy and this lingers for a period even after the precipitation is gone.

This not only enhances the overall atmosphere of the game but adds a lot of variety to the map and all of the scenes.

But that’s not all. Wet or snowy grounds noticeably decrease mounted infantry and cavalry party speed bonuses. They also double the siege preparation time. As a result, winter campaigns should now prove to be more challenging.

Moving on to the missions, wet or snowy grounds reduce the maximum speed and acceleration of mounts. And finally, if it happens to be actively raining or snowing, that reduces the speed of arrows and bolts, resulting in reduced damage and accuracy of archers and crossbowmen.


AUDIO​

NEW VOICEOVERS [v1.1.0]​

Joining the already present Vlandian, Battanian, and Empire voiceovers, you can now experience distinctive voices when interacting with individuals of the Aserai, Khuzait, and Sturgian heritage.

SIEGE ENGINE SOUNDS [v1.2.0]​

Siege engine sounds have also been revamped, so let me quiet down while you listen to the trebuchets and mangonels rain terror on those defenders.


UI​

FOG OF WAR [v1.1.0]​

In version 1.1.0, we introduced a fog of war mechanic to our encyclopedia. This meant that information was no longer universally available, but would require you to meet characters or scout settlements to see their critical information.

FOG OF WAR IMPROVEMENTS [v1.2.0]​

Our recent Beta builds upon this foundation by introducing new methods of unveiling the masked details.

Taking into account community feedback, we have added the ability to pay the tavern keeper to learn more about a settlement's clan.

At the same time, we have also integrated existing features with the system. Asking the tavern keeper about companions, receiving a marriage offer from another clan, or asking a lord about eligible bachelors now all unlocks the information of these characters in the encyclopedia.

Marriage offers, in particular, also benefit from a new screen that does the occasion greater justice.


BATTLES AND SIEGES​

SALLY OUT AMBUSH [v1.1.0]​

“Sally Out Ambush” missions have been added. Sharpen your blades, wear your best armor, mount your steed, and rush out of the settlement under siege with your cavalry - ambushing the attackers and destroying their siege engines in the process. But take note of time, for as the enemy realizes what is happening, they’ll send reinforcements to protect their siege towers and other equipment.

PUSHABLE SIEGE LADDERS [v1.2.0]​

Siege ladders can now be pushed off the walls in both Singleplayer and Multiplayer even if there are troops on the ladder already. Picture this: you’re in the middle of a violent siege, eager to jump the walls, and just as you’re about to ascend, the defenders push the ladder back with a few of your comrades-in-arms falling to their demise. A shocking scene that must have been fairly common in medieval sieges.

MELEE COMBAT AI [v1.2.0]​

We reworked the melee AI to make agents fight less recklessly and increase the duration of combat. The changes include a decrease of attack frequency, always blocking when within enemy strike range, and a faster target reevaluation when hit by another enemy.

Troops now also detect the risk of becoming surrounded and attempt to escape such situations.

Finally, additional logic has been added to preemptively raise the shield when running towards an enemy that’s preparing to shoot a projectile at them.

RANGED COMBAT AI [v1.2.0]​

Ranged units were not ignored either. They no longer approach the enemy unnecessarily during a charge. Instead, they get in range and open fire until they run out of munition. They also reposition if their view is obstructed by a friendly agent or a tree.

TARGETING SYSTEM [v1.2.0]​

The overall targeting system was refined to improve situations where agents would prioritize the player despite having better targets. This benefits melee, mounted, and ranged troops.

CAVALRY COMBAT AI [v1.2.0]​

Cavalry AI likewise saw changes to its aiming and movement systems. Mounted troops now try to attack the body part that yields the most damage, consider their weapon reach to pick an attack direction, and have a greater tendency to couch lances.

All of these result in increased accuracy against still targets, reduced movement quirkiness, and better effectiveness during a full charge.

FORMATION TARGETING [v1.2.0]​

And to help you unleash your own strategic brilliance, we added Formation Targeting.

Using Charge or Engage orders, you can now choose between general attacks and prioritizing a specific enemy formation as a target. This is done by simply looking at enemy formations and issuing the order when their icon is highlighted.

The Charge order has your units individually rush towards the fight. The Engage order, on the other hand, will see your troops advance towards the enemy in an orderly formation. Ranged units will also seek to keep their distance until they have spent their ammunition.

For now, this feature will offer you a host of new tactical choices in Singleplayer - but we intend to explore it for Multiplayer in the future as well.

AUTO BATTLE CALCULATIONS [v1.2.0]​

Auto battle calculations have likewise been revisited. Mission and terrain types provide positive and negative effects for attackers and defenders.

For example, an attacking horse archer on flat terrain now has a large bonus. But if you throw him into the forest, it turns into a significant penalty. Defending archers do great in a siege while attacking ones receive a penalty and so on.

In addition, the number and tier of perks with a Captain effect that an army or party leader has, now also impacts the bonus given to all of the troops under their command.


KINGDOMS AND DIPLOMACY​

KINGDOM DESTRUCTION [v1.2.0]​

Kingdoms that lose all of their fiefs no longer linger until all of their nobles are killed or defect. Instead, they are destroyed. The kingdom’s clans will become independent, inheriting its diplomatic stances. Over time, they will join available kingdoms or wither away if they fail to do so for more than four weeks.


ECONOMY AND TRADE​

WAREHOUSES [v1.2.0]​

Workshops received an upgrade! Warehouses enable you to provide your workshops with raw resources to use in their production cycle. They also allow you to collect processed goods from them.

This creates a new gameplay loop for all you traders out there. You can buy cheap raw materials, bring them to your workshop and sell the processed products to a settlement where you can sell them for a high profit.

You can manage your Warehouses through the Clan screen, determining which inputs should be used and which outputs should be stored.


SETTLEMENT ACTIONS​

ALLEYS [v1.1.0]​

Have you always wanted to take over an alley and set up a crime gang? Well, now you can. Alleys can be found in towns where gang leaders hold control of common areas.

After clearing out the thugs that occupy it, you can assign a suitable rogue companion to gather gold and bandit recruits. However, this will also generate crime rating.

Mind you, this is not a “Set it and forget it” venture - your alley is not immune to trouble and can be attacked by neighboring gang leaders. So make sure to leave some troops and help them defend it when the time comes.


MULTIPLAYER​

TAUNTS [v1.2.0]​

Prepare yourself for some Multiplayer mayhem because we’ve added a feature that’s bound to spice up your experience. Taunts!

Do you want to express your gratitude for a GG duel? Bow gracefully like a noble knight! Feeling a little sassy? Crumble to the floor in disappointment. Want to admit defeat? Surrender to the master on the other side of the screen.

You can acquire a total of 32 different animations with Loot but only 6 can be equipped at once via the Armory.

SCENE DOWNLOADER [v1.2.0]​

The Dedicated Custom Server Helper module has been merged into the base game - allowing you to download scenes from dedicated servers by default.


CONSOLES​

BIRTH AND AGING [v1.2.0]​

Switching to Consoles - The “Birth and Aging” settings will be available with version 1.2.0 on consoles too.

CONSOLE CHEATS [v1.2.0]​

We’ve also added 15 different cheats. They can be enabled through the Campaign Options or by holding the Left Bumper, Right Trigger, and D-Pad Down. Please note that you will disable achievements by enabling cheats.

GAMEPAD SUPPORT [v1.2.0]​

Console gamepad support has been extended with a variety of additional haptic feedback such as new vibrations during Combat and Campaign.

PS5 & DualSense
Using PlayStation 5 and a DualSense controller you can also feel the tightness of the bowstring when releasing an arrow due to the added support for adaptive triggers.

We have added a new option that allows you to aim and control your attack direction with the integrated gyroscope by rotating the controller.

PS5 & PS4
Available also on the PlayStation 4 gamepad - sounds of impacts, horse riding and more come directly from the controller speaker - getting you more immersed in the gameplay.

PS4 TO PS5 SAVES [v1.2.0]​

PS4 saves can now be migrated to PS5. First, download the save data through the cloud or import it via a USB. Then use the “Transfer PS4 Save” Main Menu option to use the PS4 save.


MODDING CHANGES​

On the topic of modding - We continue to collaborate closely with our amazing modding community, assisting where we can. You can find a link to the many modding-related changes in the description down below.


OUTRO​

Thank you for powering through this chunky development update video with us. We hope that you enjoy the new changes. Links to the full patch notes can be found in the video description and, as always, we invite you to share your feedback with us in the comments section down below. See you in the next one!
 


Greetings warriors of Calradia!

In this development update, we have a look at some of the post-release highlights that were introduced in the current live version 1.1.0 as well as our recent Steam Beta version 1.2.0.

The text version can be found below.



ART​

NEW BATTLE TERRAINS [v1.2.0]​

To start, let’s jump right into our new scene additions. We have introduced an additional six battle terrains, bringing the total to 76 unique battle scenes. They are accessible at the following locations: West of Revyl, southwest of Quyaz, three terrains northeast of Razih, and one around the town of Odohk.

NEW HIDEOUT SCENES [v1.2.0]​

Similarly, bandit hideouts now come in greater variety with 4 new scenes that span desert, forest, seaside, and mountain environments.

NEW ARMOR PIECES [v1.1.0]​

To help you clear out those hideouts with ease - we also added 3 new armor pieces - Ornate Scale Armor, Khan's Coat of Plates, and Khan's Plated Bracers.


CAMPAIGN MAP​

WEATHER & WEATHER EFFECTS [v1.2.0]​

We have introduced rain and snow weather effects to both world map and missions. These occur depending on the season of a specific region. Consequently, the grounds become wet or snowy and this lingers for a period even after the precipitation is gone.

This not only enhances the overall atmosphere of the game but adds a lot of variety to the map and all of the scenes.

But that’s not all. Wet or snowy grounds noticeably decrease mounted infantry and cavalry party speed bonuses. They also double the siege preparation time. As a result, winter campaigns should now prove to be more challenging.

Moving on to the missions, wet or snowy grounds reduce the maximum speed and acceleration of mounts. And finally, if it happens to be actively raining or snowing, that reduces the speed of arrows and bolts, resulting in reduced damage and accuracy of archers and crossbowmen.


AUDIO​

NEW VOICEOVERS [v1.1.0]​

Joining the already present Vlandian, Battanian, and Empire voiceovers, you can now experience distinctive voices when interacting with individuals of the Aserai, Khuzait, and Sturgian heritage.

SIEGE ENGINE SOUNDS [v1.2.0]​

Siege engine sounds have also been revamped, so let me quiet down while you listen to the trebuchets and mangonels rain terror on those defenders.


UI​

FOG OF WAR [v1.1.0]​

In version 1.1.0, we introduced a fog of war mechanic to our encyclopedia. This meant that information was no longer universally available, but would require you to meet characters or scout settlements to see their critical information.

FOG OF WAR IMPROVEMENTS [v1.2.0]​

Our recent Beta builds upon this foundation by introducing new methods of unveiling the masked details.

Taking into account community feedback, we have added the ability to pay the tavern keeper to learn more about a settlement's clan.

At the same time, we have also integrated existing features with the system. Asking the tavern keeper about companions, receiving a marriage offer from another clan, or asking a lord about eligible bachelors now all unlocks the information of these characters in the encyclopedia.

Marriage offers, in particular, also benefit from a new screen that does the occasion greater justice.


BATTLES AND SIEGES​

SALLY OUT AMBUSH [v1.1.0]​

“Sally Out Ambush” missions have been added. Sharpen your blades, wear your best armor, mount your steed, and rush out of the settlement under siege with your cavalry - ambushing the attackers and destroying their siege engines in the process. But take note of time, for as the enemy realizes what is happening, they’ll send reinforcements to protect their siege towers and other equipment.

PUSHABLE SIEGE LADDERS [v1.2.0]​

Siege ladders can now be pushed off the walls in both Singleplayer and Multiplayer even if there are troops on the ladder already. Picture this: you’re in the middle of a violent siege, eager to jump the walls, and just as you’re about to ascend, the defenders push the ladder back with a few of your comrades-in-arms falling to their demise. A shocking scene that must have been fairly common in medieval sieges.

MELEE COMBAT AI [v1.2.0]​

We reworked the melee AI to make agents fight less recklessly and increase the duration of combat. The changes include a decrease of attack frequency, always blocking when within enemy strike range, and a faster target reevaluation when hit by another enemy.

Troops now also detect the risk of becoming surrounded and attempt to escape such situations.

Finally, additional logic has been added to preemptively raise the shield when running towards an enemy that’s preparing to shoot a projectile at them.

RANGED COMBAT AI [v1.2.0]​

Ranged units were not ignored either. They no longer approach the enemy unnecessarily during a charge. Instead, they get in range and open fire until they run out of munition. They also reposition if their view is obstructed by a friendly agent or a tree.

TARGETING SYSTEM [v1.2.0]​

The overall targeting system was refined to improve situations where agents would prioritize the player despite having better targets. This benefits melee, mounted, and ranged troops.

CAVALRY COMBAT AI [v1.2.0]​

Cavalry AI likewise saw changes to its aiming and movement systems. Mounted troops now try to attack the body part that yields the most damage, consider their weapon reach to pick an attack direction, and have a greater tendency to couch lances.

All of these result in increased accuracy against still targets, reduced movement quirkiness, and better effectiveness during a full charge.

FORMATION TARGETING [v1.2.0]​

And to help you unleash your own strategic brilliance, we added Formation Targeting.

Using Charge or Engage orders, you can now choose between general attacks and prioritizing a specific enemy formation as a target. This is done by simply looking at enemy formations and issuing the order when their icon is highlighted.

The Charge order has your units individually rush towards the fight. The Engage order, on the other hand, will see your troops advance towards the enemy in an orderly formation. Ranged units will also seek to keep their distance until they have spent their ammunition.

For now, this feature will offer you a host of new tactical choices in Singleplayer - but we intend to explore it for Multiplayer in the future as well.

AUTO BATTLE CALCULATIONS [v1.2.0]​

Auto battle calculations have likewise been revisited. Mission and terrain types provide positive and negative effects for attackers and defenders.

For example, an attacking horse archer on flat terrain now has a large bonus. But if you throw him into the forest, it turns into a significant penalty. Defending archers do great in a siege while attacking ones receive a penalty and so on.

In addition, the number and tier of perks with a Captain effect that an army or party leader has, now also impacts the bonus given to all of the troops under their command.


KINGDOMS AND DIPLOMACY​

KINGDOM DESTRUCTION [v1.2.0]​

Kingdoms that lose all of their fiefs no longer linger until all of their nobles are killed or defect. Instead, they are destroyed. The kingdom’s clans will become independent, inheriting its diplomatic stances. Over time, they will join available kingdoms or wither away if they fail to do so for more than four weeks.


ECONOMY AND TRADE​

WAREHOUSES [v1.2.0]​

Workshops received an upgrade! Warehouses enable you to provide your workshops with raw resources to use in their production cycle. They also allow you to collect processed goods from them.

This creates a new gameplay loop for all you traders out there. You can buy cheap raw materials, bring them to your workshop and sell the processed products to a settlement where you can sell them for a high profit.

You can manage your Warehouses through the Clan screen, determining which inputs should be used and which outputs should be stored.


SETTLEMENT ACTIONS​

ALLEYS [v1.1.0]​

Have you always wanted to take over an alley and set up a crime gang? Well, now you can. Alleys can be found in towns where gang leaders hold control of common areas.

After clearing out the thugs that occupy it, you can assign a suitable rogue companion to gather gold and bandit recruits. However, this will also generate crime rating.

Mind you, this is not a “Set it and forget it” venture - your alley is not immune to trouble and can be attacked by neighboring gang leaders. So make sure to leave some troops and help them defend it when the time comes.


MULTIPLAYER​

TAUNTS [v1.2.0]​

Prepare yourself for some Multiplayer mayhem because we’ve added a feature that’s bound to spice up your experience. Taunts!

Do you want to express your gratitude for a GG duel? Bow gracefully like a noble knight! Feeling a little sassy? Crumble to the floor in disappointment. Want to admit defeat? Surrender to the master on the other side of the screen.

You can acquire a total of 32 different animations with Loot but only 6 can be equipped at once via the Armory.

SCENE DOWNLOADER [v1.2.0]​

The Dedicated Custom Server Helper module has been merged into the base game - allowing you to download scenes from dedicated servers by default.


CONSOLES​

BIRTH AND AGING [v1.2.0]​

Switching to Consoles - The “Birth and Aging” settings will be available with version 1.2.0 on consoles too.

CONSOLE CHEATS [v1.2.0]​

We’ve also added 15 different cheats. They can be enabled through the Campaign Options or by holding the Left Bumper, Right Trigger, and D-Pad Down. Please note that you will disable achievements by enabling cheats.

GAMEPAD SUPPORT [v1.2.0]​

Console gamepad support has been extended with a variety of additional haptic feedback such as new vibrations during Combat and Campaign.

PS5 & DualSense
Using PlayStation 5 and a DualSense controller you can also feel the tightness of the bowstring when releasing an arrow due to the added support for adaptive triggers.

We have added a new option that allows you to aim and control your attack direction with the integrated gyroscope by rotating the controller.

PS5 & PS4
Available also on the PlayStation 4 gamepad - sounds of impacts, horse riding and more come directly from the controller speaker - getting you more immersed in the gameplay.

PS4 TO PS5 SAVES [v1.2.0]​

PS4 saves can now be migrated to PS5. First, download the save data through the cloud or import it via a USB. Then use the “Transfer PS4 Save” Main Menu option to use the PS4 save.


MODDING CHANGES​

On the topic of modding - We continue to collaborate closely with our amazing modding community, assisting where we can. You can find a link to the many modding-related changes in the description down below.


OUTRO​

Thank you for powering through this chunky development update video with us. We hope that you enjoy the new changes. Links to the full patch notes can be found in the video description and, as always, we invite you to share your feedback with us in the comments section down below. See you in the next one!

You know, maybe instead of adding new crap you fix the garbage that is the base game first. Disgusting.
 
You know, maybe instead of adding new crap you fix the garbage that is the base game first. Disgusting.
Rain was something that was already in the game, they just fixed it. Warehouses is something that was already in Warband and helps make the broken economic system a bit better. The additions were good.
 
Rain was something that was already in the game, they just fixed it. Warehouses is something that was already in Warband and helps make the broken economic system a bit better. The additions were good.
um yeah except with the new maps my game is crashing when it wasn't before. Its apparent to me that there are a lot of dev apologists, defenders etc who are either blind, deaf or stupid... possibly all 3.
 
um yeah except with the new maps my game is crashing when it wasn't before. Its apparent to me that there are a lot of dev apologists, defenders etc who are either blind, deaf or stupid... possibly all 3.
I am certainly not a dev apologist, I've been criticising TW's failures for 2 years. What I am doing is pointing out facts: that these features are not expanding the scope of the game unnecessarily, but instead fixing existing features so that they work properly. It is not smart to criticise them for that.
 
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You know, maybe instead of adding new crap you fix the garbage that is the base game first. Disgusting.
how constructive of a message, it will clearly help with the development of the game and the communication from the devs
 
how constructive of a message, it will clearly help with the development of the game and the communication from the devs
right because they have done so much with the constructive messages. The AI is still incredibly stupid. In Tournaments archers will continue to shoot at people no where near them while a melee is attacking them, and that has been that way for 3 FING years. Stupidity. That you can't order your troops to attack specific troops in armies you are fighting is incredibly stupid. Was that constructive enough for you?
 
right because they have done so much with the constructive messages. The AI is still incredibly stupid. In Tournaments archers will continue to shoot at people no where near them while a melee is attacking them, and that has been that way for 3 FING years. Stupidity. That you can't order your troops to attack specific troops in armies you are fighting is incredibly stupid. Was that constructive enough for you?
So since being constructive didn't work being insulting will ? that's a peculiar mindset
 
So since being constructive didn't work being insulting will ? that's a peculiar mindset
and dev butt kissing helps? There are so many dev butt kissers on these forums that if butt kissing worked the game would be perfect by now. I am being real and if idiots want to keep acting like the game is so great and the devs have fixed so many problems you keep right on going.
 
and dev butt kissing helps? There are so many dev butt kissers on these forums that if butt kissing worked the game would be perfect by now. I am being real and if idiots want to keep acting like the game is so great and the devs have fixed so many problems you keep right on going.
There has been plenty of dev bashing in this forum, it seems we are not using the same one... the only times I have seen positive replies was for the 1.8 and 1.2 releases. It didn't change anything either, you're just making the place more toxic, as if it wasn't toxic enough
 
@Dejan
Are there any plans to have a built-in mod download feature for Bannerlord multiplayer? Basically just the now integrated map download feature, but instead it downloads a module and puts it in your module folder, and then restarts your game with that module? Such a feature would be greatly appreciated.
 
um yeah except with the new maps my game is crashing when it wasn't before. Its apparent to me that there are a lot of dev apologists, defenders etc who are either blind, deaf or stupid... possibly all 3.
Brother we've been making suggestions and criticizing the game since 2016 please shut up, we've all been in the "I hate taleworlds" stage and grew out of it
 
@Dejan
Are there any plans to have a built-in mod download feature for Bannerlord multiplayer? Basically just the now integrated map download feature, but instead it downloads a module and puts it in your module folder, and then restarts your game with that module? Such a feature would be greatly appreciated.
Hi, no we don't have any plans for that. For MP mods especially, I would advise you to use the Steam Workshop, encouraging players to subscribe. That way, whenever you update the mod, they'll always download the latest version.
 
Hi, no we don't have any plans for that. For MP mods especially, I would advise you to use the Steam Workshop, encouraging players to subscribe. That way, whenever you update the mod, they'll always download the latest version.
Alright, thanks for your response.

I'm coming from the perspective of ease of access mostly. Right now if a mod is updated, steam will automatically download the update and the server you play on might not be updated for a while, and so you can't play. There's also the access issue of people, particularly new players, who load the game up, which takes a little while(a bit longer on hard drives vs. ssd's), and the only populated server might be a modded server (this is common in my smaller community), and they click join, and are told they don't have the right modules, and then have to close the game, and manually find the module on the steam workshop, and subscribe and so on. The rigmarole of jumping through a bunch of hoops is almost certainly driving players away (I've seen comments of people who later joined our community who were surprised that anything happened in multiplayer Bannerlord because they always saw the servers as being dead).
Being able to download the requisite server files of the correct mod version, having them installed automatically, and automatically restarting the game, and potentially automatically joining the server, all through the ingame functions without having to deal with the whole steam workshop and mod versions and the like, would almost certainly help player numbers and consequently player retention. Which is more of a problem for my community/region than others, I'm guessing. Here, there isn't really casual daily players. Outside of two weekly 45 minute events, the servers are empty.

I don't know how much this will change the current culture regarding Bannerlord multiplayer, which...isn't great at the moment. But I'm guessing streamlining server access will improve things a bit, and so I'd like it in the game. Food for thought.
 
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