Solved Fixed Issues & Crashes / Patch Note Compilation

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MArdA TaleWorlds

Localization
Community Support
M&BWBWF&SNWVC
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Last Update: 12/06/2020 - Version: e1.4.2 Beta​
Fixed Issues & Crashes / Patch Note Compilation


Release Day Hotfix
30/03/2020

Patch Notes e1.0.1
31/03/2020

Patch Notes e1.0.2
01/04/2020

Patch Notes e1.0.3
02/04/2020

Patch Notes e1.0.4
03/04/2020

Patch Notes e1.0.5
04/04/2020

Hotfix
05/04/20

Patch Notes e1.0.6
06/04/20

Patch Notes e1.0.7
07/04/20

Patch Notes e1.0.8
08/04/20

Patch Notes e1.0.9
09/04/20

Patch Notes e1.0.10
10/04/20

Beta Branch e1.1.0
11/04/20

Patch Notes e1.0.11 / Beta Hotfix
13/04/20

Patch Notes e1.1.0
16/04/20

Beta Branch e1.2.0
16/04/20

Patch Notes e1.1.1 & Beta Hotfix
17/04/20

Patch Notes e1.1.2 & Beta Hotfix
20/04/20

Patch Notes e1.2.0 & Beta e1.3.0
20/04/20

Patch Notes e1.2.1 & Beta Hotfix
25/04/20

Beta Patch Notes e1.4.0
25/04/20

Patch Notes e1.3.0
07/05/20

Patch Notes e1.3.1 & Beta Hotfix
07/05/20

Beta Patch Notes e1.4.1
14/05/20

Patch Notes e1.4.0
14/05/20

Hotfix e1.4.0
21/05/20
Hotfix e1.4.0
28/05/20

Patch Notes e1.4.2
05/06/20

Hotfix (e1.4.1 - 05/06/20) & Beta Hotfix

Hotfix (e1.4.1 - 05/06/20) & Beta Hotfix

Hotfix (e1.4.1 - 09/06/20) & Beta Hotfix

Hotfix (e1.4.1 - 11/06/20) & Beta Hotfix

Hotfix (e1.4.1 - 01/07/20)
 
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MArdA TaleWorlds

Localization
Community Support
M&BWBWF&SNWVC
Best answers
2
Singleplayer
Fixed a crash caused by a missing animation used in hideout missions.
Fixed a crash which happens when you do a resize to a Exclusive Full Screen with an integrated GPU.
Fixed a crash while exiting the banner editor.
Fixed a crash while parsing texts.
Fixed problems with Chinese localization.
Multiplayer
Fixed a crash that sometimes happens when a Team Deathmatch match ends.
Singleplayer
Fixed a crash caused by timeout for the Army of Poachers quest.
Fixed a crash that occurred when failing Army of Poachers quest without fighting.
Fixed a crash caused by the Gang Leader Needs Weapons daily issue creation.
Fixed a crash caused by the Bounty Hunters quest success and fail consequences.
Fixed a rare crash that occurred when talking to common area thugs.
Fixed a crash that occurred when talking with village notables to get a quest.
Fixed a rare conversation freeze when following an NPC to find a quest hero.
Fixed a crash that occurred after clearing the Rival Gang quest.
Fixed a crash that occurred when helping an allied party that is besieging a settlement.
Fixed a crash that occurred when helping an allied party that is getting attacked while besieging enemy settlement.
Fixed a rare crash that crashes caused by AI clans joining kingdoms as mercenaries.
Fixed a crash with the quest Lord needs Garrison Troops that occurred for some Vlandian castles.
Fixed a rare crash that occurred when talking to people (townsman, townswomen, child, infant) in towns and villages.
Fixed a crash that occurred when running out of stamina while crafting charcoal.
Fixed a crash caused by the Rival Gang quest. If this quest was done before, there is a chance save files are already broken. Future errors regarding this are fixed with this change.
Fixed some of the crashes after launcher or scene entry.
Fixed the crash when the player changes options to low or very low.
Fixed the issue with the Crash Uploader not sending data.
Fixed the crash while entering custom battle.
Fixed the crash that is AI-related.
Multiplayer
Fixed a rare crash on multiplayer team selection screen opening.
Fix errors and crashes after changing language in multiplayer
Singleplayer
AI:

AI siege tactic's default weapons have changed.
Fixed an AI calculation error on aiming ranged weapons against mounted enemies.
Clan and Party:
Clan tier maximum party size bonus formula has changed.
Conversations & Encounters:
Fixed a rare conversation freeze when following an NPC to find a quest hero.
Fixed a problem that locked the player in a conversation after asking a villager to take you to a character.
Crafting:
Some weapon parts' crafting material costs were fixed.
Economy and Trade:
Capped daily workshop income at 200.
Game Design and Game Balance:
Corrected the weapons of some ranged units.
Some troops that were using noble tier weapons received more appropriate equipment.
Some minor equipment changes for Aserai, Battania and Khuzait troops.
Added new weapons:
Southern Small Axe (Tier 2); Small Bited Axe (Tier 2); Northern Battle Axe (Tier 3); Large Franziska Axe (Tier 3)
Northern Broad Axe (2h) (Tier 3); Broad Falchion (Tier 3); Southern Broad Kaskara (2h) (Tier4)
Light Shishear Mace (Tier 4); Eastern Steel Mace (Tier 4)
Increased damage of Hooked Falchion Blade; Increased damage of Calradic Mace Head.
Replaced the Tzkurion Axe Head Piece; Falchion Sword Blade (Different mesh, less damage);
Fine Steel Long Kaskara Blade (is now thinner); Name of Khuzait Sword 2 changed to Eastern Straight Sabre
Kingdoms and Diplomacy:
Unintended consequences for clans that leave their kingdoms have been removed.
Players will now be able to make peace with minor faction lords through barter, saving them from a soft-lock to join kingdoms.
Localization:
Some Turkish translation corrections and typo fixes.
Various localization fixes. Some texts are only in English due to lacking localization tags. Now they can be updated by translators and will be added to the game very soon.
Other - Miscellaneous:
Some variable texts were not shown correctly. Some of them are fixed, more will be fixed in upcoming patches.
Settlement Actions (Town, Village, Castle and Hideout):
Fixed the infinite loading at some scenes.
UI:
Fix launcher not being visible for some users.
Singleplayer
Battles and Sieges[/B]:
Sally out probability decreased.
Character Development System:
Fixed a bug where using ransom all prisoners button do not give roguery XP.
Removed ransoming prisoners' trade skill gain.
Decreased ransoming prisoners' roguery skill gain by 40%.
Changed the Strong Smith perk description to Controlled Smith.
Clan and Party:
Fixed a bug which companions were unable to use after sending them to fix an issue.
Defection amounts of clans decreased.
Crafting:
Hero crafting stamina is saved now. loading does not restore stamina.
Economy and Trade:
Exploit at smithy and wood workshop is fixed.
Kingdoms and Diplomacy:
Players that are at war with minor factions will now be able to join kingdoms even if the kingdom is not at war with that minor faction.
Fixed the bug where war state with factions that have been destroyed was not being cleared.
Quests & Issues:
Added notifications to certain parts of the Main Storyline.
In a rare case, the player can not receive the 3rd banner piece fixed.
Party initialization in Radagos' Hideout is changed to a more safe version.
Fixed quest NPC remains in the player's clan at the end of the Family Feud quest bug.
Fixed quest NPC remains in the player's clan at the end of the Lord Needs Tutor quest bug.
Settlement Actions (Town, Village, Castle and Hideout):
The starving effect is halved for garrisons at fortifications.
+1 base daily militia for villages removed.
If we have some troops outside of the hideout, we are not taken as a prisoner anymore when we lose the encounter.
Multiplayer
Server & Network:

A bug which was preventing some players (especially Windows 7 users) from logging into the lobby has been fixed. There may be further issues in this regard. We are investigating the matter.
Fix encyclopedia faction "Part of" crash on creating a player faction.
Fixed the issue of Localized text manager crash on an invalid source file.
Some of the crashes from older saves are fixed and these saves can be used again. (especially caused by fencing stolen goods & rival gang leader quests)
Fixed a crash that occurs in some towns when we try to take a walk.
Fixed a crash that occurs during a conversation with various characters.
Fixed a crash that occurred after activating Fencing Stolen Goods quest.
Fixed a crash when creating a new hero. Mainly happened when opening a new campaign or having a baby.
Fixed a crash that occurred when Headman Needs Grain issue time out.
Fixed a crash that occurred when player clan gained renown and the player character is a prisoner.
Fixed a crash that occurred when a quest time out in Quest Manager.
Fixed a crash caused by initiating peace barter with heroes that do not have parties has been fixed.
Fixed a crash that occurred when the player-created his/her own kingdom and once the conspiracy progress quest started.
Fixed a crash that occurred when selecting "You're breaking the law." option when Family Feud quests active.
Fixed a crash that occurred when LordWantsRivalCapturedIssueQuest Quest Giver becomes a prisoner.
Fixed a crash that occurred when trying to force village notables to give supplies/recruits.
Fixed a crash that occurred when a game that is saved during ExtortionByDeserters quest is loaded.
Fixed a possible crash that might occur if the player loads a game which was saved during the following quests: Merchant needs help with looters, Escort merchant caravan, Locate and rescue traveller (tutorial quest), Travel to Village (tutorial quest), Istianas banner piece, Arzagos banner piece.
Fixed a crash that crash related to successfully making peace through barter has been fixed.
Fixed a crash that occurs during a conversation with various characters.
Fixed a crash that occurs sometimes after a siege battle. (after dying in siege battle, after going to defend in a siege, after try to exit from a siege etc.)
Fixed a crash that occurred when the player tried to select & sell the prisoners.
Singleplayer
Fixed a critical issue that corrupted save files after a certain number of saves.
Rare exception during siege fixed.
Fixed a crash that occurred while traveling on the campaign map.
Fixed a crash that happened after closing the banner editor.
Fixed a crash related to a villager opening a dialog right after an enemy lord encounters the player during a raid village action.
Fixed a crash while moving troops in the party screen.
Fixed a crash while exiting the campaign map.
Fixed a crash while dragging 0 item count tuples in inventory.
Fixed a bug which caused a crash when breaking into an allied settlement under a siege.
Fixed a crash concerning battle log entries when talking to a winning faction's non-hero character if the player was on the defeated side
Fixed a crash that occurred just before the fight with the hideout boss after the hideout has been cleaned up.
Fixed a crash that occurred when a player vs NPC board game is over.
Fixed a crash that occurred when attacking a settlement after being interrupted by a party in the siege preparation stage.
Fixed a crash related to targeting routing mounted agents.
Fixed a crash that occurred when loading the game after successfully collecting weapons as the gang leader requested in the Gang Leader Needs Weapon quest.
Fixed a rare crash that happens in character creation when choosing an option.
Fixed a rare crash that happens when caravan payments are processed.
Multiplayer
Fixed a rare bug that caused clients to crash in multiplayer when a specific combat network message is received in the wrong order.
Singleplayer
Performance

Fixed an optimisation issue with NPC pathfinding which led to a huge performance loss, especially in siege scenes.
Fixed a memory leak issue.
Save & Load
Further stability tweaks for save and load.
Battles and Sieges
Fixed a bug that opened a siege battle instead of field battle when attacking a besieger party.
Combat AI
Night debuffs, visibility limitation and extra aim error of ranged units have been removed.
Clan and Party
Fixed the open hands issue in the banner editor.
After some time during a campaign, some lords were remaining without troops in their party because of financial problems and constantly being harassed by bandits. Lords now manage their finances more effectively and take troops from garrisons if they are at risk of going bankrupt. This was one reason for the snowball effect in the campaign, with kingdoms being eliminated too easily.
Minor fixes have been made regarding pregnancies.
Fixed an issue that caused player clan members to get stuck in a settlement.
Kingdoms and Diplomacy
Fixed an issue with defensive battles after a safe passage barter had been made.
Crafting
Fixed an issue that prevented axes from being craftable at the smithy.
Issues & Quests
Fixed a bug with the AI trying to attack at the end of Army of Poachers quest.
Other
More than 200 items reintroduced to the game.
Armor values and prices overhauled.
Production of weapons and armors in towns tweaked.
Aserai’s basic troop was Aserai Tribesman, however, it should be Aserai Recruit. This is fixed.
Singleplayer
Performance

Terrain performance fix for low configs.
Localization
Simplified Chinese text improvements.
UI
Fixed an error for the settlement recruit notification.
Campaign AI
NPC lords will now be more selective when targeting distant settlements for hostile actions.
Kingdoms and Diplomacy
Players will now be able to join a kingdom if they are at war with a faction that has been weakened almost to the point of destruction.
Positive and negative relation effects were not applied if players spent their influence on other candidates during voting. This was a bug and it is now fixed. Now, spending 50/100/300 influence increases your relation by 8/20/60 with a candidate.
Snowball effect developments: clans now no longer want to defect to kingdoms which captured their settlements earlier in a campaign. AI defection calculation now cares about relations much more and new ways to lose relations have been added. If a party besieges a settlement, the army leader will lose relation with the settlement owner. Also, after a successful siege, there is a secondary relation loss between both the settlement owner and the aggressor’s faction leader.
Quests & Issues
Fixed a bug that prevented the main party from starving if the tutorial is skipped.
Fixed a bug with conversations with Imperial and anti-Imperial mentors after the 2nd phase of the Main Storyline.
Game Design and Game Balance
Another fix for Aserai's basic troop.
Fixed a rare crash that happens when ordering your troops to raid a settlement.
Fixed a crash related to archer weapon behaviour.
Fixed a crash that occurred after successfully defending a castle during a siege.
Multiplayer
UI

Fixed formation size showing 0 in multiplayer lobby Armory.
Fixed a crash that happened when logging in to multiplayer.
Singleplayer
Reverted a fix for a crash related to archer weapon behaviour in battles and sieges that caused even more crashes. This issue will be handled with a safer procedure later.
Singleplayer
Fixed a crash that occurred while loading a scene.
Fixed a crash related to player executions.
Stability Improvements to the menu logic.
A rare “Army of Poachers” quest crash bug has been fixed.
A very rare crash related to “Gang Leader Needs Weapon” quest is fixed.
The game now gives clearer warnings in the event of a crash caused by missing Windows 7 updates.
Players who have issues launching the game can now use Bannerlord.Native.exe as an alternative solution.
Performance
Fixed one of the performance spike issues on the campaign.
Character Development System
Fixed “Leadership Disciplinarian”, “Trade Caravanmaster” and “Charm Parade” perks.
Added combat skill experience gain for tournaments and practice fights.
Added charm skill experience for successful barters.
Increased experience gain from successful romance and defection persuasions.
Quests & Issues
Fixed a bug that locked the main storyline phase to weaken or unify the empire when the success conditions were met before the player got the quest.
Other
“Bushwackers” now use a mix of short and long bows (previously 100% longbows).
Lowered the tier of longbows for "Freebooters".
Reduced the accuracy of stones.
Decreased the damages of crossbows.
Fixed the length of the "Fine Steel Kaskara Blade".
Slightly reduced the speed of tournament horses (to make them more manoeuvrable).
Fixed the holster of the "Falx Blade".
The "Voulge" is no longer couchable.
Renamed the "Western Short Spear" to "Western Long Spear".
Changed the name of a Tier 2 spear that was named “Knight’s Lance” to “Western Short Spear”.
Multiplayer
Multiplayer blood particle crash fix.
Singleplayer
Fixed a crash relating to the player’s party failing to disband after the player was caught trying to sneak into a settlement.
Fixed a crash that occurred when the player laid siege to a settlement and the owner defected to an allied/neutral kingdom.
Fixed a crash that sometimes occurred when the player pressed the “Exit to Main Menu” button.
Fixed a crash that sometimes happened upon the completion of the “Weaken/Unify Empire” quest.
Fixed a crash that occurred when leaving a scene after activating the “Overpriced Raw Materials” quest.
Fixed a rare crash that occurred when leaving a scene after choosing to solve a quest with the lord solution.
Character Development System
Rebalanced two trade perks that increased the selling price of items by 5%. They now reduce trade penalties by 5% instead.
Balanced combat experience gain for tournaments and practice fights.
Battles and Sieges
Plunderable gold from each lord after a battle is capped to 10K.
Kingdoms and Diplomacy
Clans that own a settlement will no longer be able to join a kingdom as a mercenary.
Reduced the drop rate of horses as loot by 65%.
Lords with an excess of 100k denars now act as if they have 100k when purchasing horses for their party.
Fixed the bug where individual lords or armies would keep attacking the player after agreeing on a safe passage or a peace barter.
Clan and Party
Fixed a bug which caused only Sturgian companions to be spawned and hireable in taverns.
Quests & Issues
Fixed a rare bug in the main storyline conspiracy phase.
Settlement Actions (Town, Village, Castle and Hideout)
Tournament maximum bet amount is reduced to 150 from 300 and odds for the player are now reducing after each tournament win. Max odds are increased to 3 from 2.
Tournament prizes pool now includes all items (weapons, armour, and horses only) which have a value between 250-2000 (average 500).
Other
Khuzait Heavy Lancers skills are recalibrated to their initial level.
Multiplayer
Fixed a crash that occurred while entering a multiplayer game.
Fixed a rare crash that happened when parsing a player's nickname for the death card.
Singleplayer
Fixed a crash that happens mainly when exiting the game or leaving a scene.
A crash that occurred when making peace with lords in an army through barter has been fixed.
Fixed a crash that occurred when trying to execute a prisoner.
Solved some memory leak issues related to loading a game and entering a scene.
An infinite loading issue that occurred when the player was leading an army and attempted to defend a castle was resolved.
Fixed an infinite loading screen bug while starting a battle as an army.
Save & Load
Loaded games now start in a paused state.
Battles and Sieges
Fixed a menu bug that appeared when the defender side of a siege sallied out.
Clan and Party
Fixed a bug that allowed players to repeatedly create and destroy new parties after reaching each clan tier to take the starting troops of the new party into their own. Player created parties now start with just 1 hero.
In rare cases, a lord’s party was spawning at the centre of a settlement and was unable to move. This is now fixed.
Kingdoms and Diplomacy
Fixed a bug where ending your mercenary contract with a kingdom resulted in a loss of relationship with the lords of the kingdom.
Kingdoms at war with powerful enemies will now offer higher payments for mercenaries. In addition to this, the ruler's economical situation is important too while determining payment. With this change, mercenary factions will now generally prefer to take a contract from factions which have powerful enemies and rich rulers.
Mercenaries are less likely to join kingdoms immediately and will instead wait for a decent offer. With these additions, there is a bigger difference between payments offered by different kingdoms to mercenaries (changes between 30-300 denars per influence).
Players can now hire mercenary factions to their own kingdoms via dialogue (using the same formula as above).
Quests & Issues
Dialogue screen now returns to normal conversation after discussing the “Battle of Pendraic” with related nobles instead of closing.
Fixed a bug that showed some issue quests’ days remaining as a negative value.
Fixed a bug that caused some quests to fail immediately when activated.
Conversations & Encounters
Fixed a conversation bug that caused the conversation to get stuck after returning to the menu while the persuasion conversation is still active.
Fixed a bug that caused prisoners to smile. :smile:
Other
Made the splash screen intro when launching the game skippable.
Fixed the age of “Watchman” troops.
Fixed an exploit where hitting a shield in a town gave combat XP.
When we entered a scene, the clothing colours of our clan members are now the same as our clan colours.
Singleplayer
Fixed a minor crash in the main storyline.
Fixed a crash that occurred upon completion of the “Lord Needs Garrison Troops” quest.
Fixed a crash that occurred upon completion of the “Gang Leader Needs Weapons” quest.
Fixed a problem with fading out agents without fading out their mounts. This especially affected quests and when you equipped your companions with mounts.
Performance
VRAM leak fix for the Party screen.
User Interface
Fixed a bug which applied changes without deducting funds from the player when switching screens from the bottom left menu.
Clan and Party
Lords and minor faction party leaders will now visit settlements to trade if they are carrying a lot of loot (especially after successful battles and raids).
Kingdoms and Diplomacy
Ending mercenary contract with a kingdom through dialogue will no longer result in a relationship loss.
Economy and Trade
Fixed a bug where bartering items with lords that were staying in settlements was not possible.
Made some economical management improvements to clan leaders’ finances over an extended period to try and reduce the chances of them becoming too rich or too poor.
Quests & Issues
Sending the culprit from the “Family Feud” quest as an alternative solution to an issue is now blocked.
Conversations & Encounters
Bandits will now surrender more easily if their opponent is vastly stronger than them.
Other
Simplified Chinese translation improvements.
Singleplayer
Fixed a rare crash that occurred when players created their own kingdom in the main storyline.
Fixed a crash with the text management system.
Fixed a rare crash that happens when attacking a besieged settlement after an external interruption to the world map siege occurred.
Fixed a rare crash that happens when attacking hideouts after leaving during the attack and returning to the preparation.
Fixed a bug that made the “Escort Merchant Caravan” quest's remaining days an unreasonable number.
Fixed a bug that occurred when determining opposition kingdoms in the main storyline.
Fixed a cloth simulation issue which reduced FPS in big battles.
Fixed a flickering issue with flag marker UI elements.
Singleplayer
Fixed a rare formation AI exception.
Fixed a crash that occurred when a mount without a rider heard an arrow.
Fixed a crash that occurred at the end of the "Army of Poachers" quest when the AI tries to continue fighting.
Fixed a crash that happens when a campaign is started for the second time without exiting the game.
Fixed a crash that occurred when selecting the option to attack in the “Rival Gang Leader” quest after loading a game.
Fixed a crash that occurred when AI characters tried to barter prisoners.
Fixed a bug where talking to a companion in settlements during the main storyline would crash the game.
Fixed a crash in main storyline conspiracy phase.
Both - Singleplayer & Multiplayer
If the AI is not holding a ranged weapon, it tries to find a ranged weapon in its equipment and uses this weapon to calculate attacking scores against distant enemies. During this weapon selection, some equipment was causing a crash. This was fixed.
Singleplayer
Fixed the bug that caused main storyline quests in later stages to terminate after 10 years.
Fixed a bug that caused marriage offers in barter that included the same hero more than once with different spouse candidates.
Fixed an issue with overpaying in barter.
Fixed a crash that occurred when daily gold changed.
Fixed a crash that occurred sometimes while ticking campaign map periodic events.
 
Last edited:

MArdA TaleWorlds

Localization
Community Support
M&BWBWF&SNWVC
Best answers
2
Singleplayer
Fixed a crash that occurred when the player successfully defected a lord through barter.
Fixed a crash that happens when the player character was walking on the campaign map after creating their own kingdom.
Fixed a crash caused by villager parties that don't have healthy troops.
Fixed a crash that occurs on the campaign map due to a problem with tournament renown gain.
Fixed a rare crash with AI thinking behavior in the “Need access to village commons” quest.
Fixed a rare crash that occurred due to log entries when a player battle ended.
Fixed a crash that occurred when attacking caravans without a leader.
Fixed a crash that occurred when a clan leader died and the selected heir was a lord that had recently been released or escaped from captivity.
Save & Load[/B]
Prevented the main storyline epilogue pop-up from reappearing every time the game was loaded.
Fixed a save system backwards compatibility problem with saving primitive data types.
Game now loads skill levels correctly from savegames created with versions prior to 1.1.0
Campaign Map
Added a middle layer for nameplate visibility on the campaign map. We now have a stage where players can see both towns names and castle names
Battles and Sieges
If a player’s fortification is besieged, they are warned by a text that appears in the top center of their screen. (Beforehand it only happened when the assault was already underway. Now we have 2 warnings - one when the siege begins and one when the assault starts.)
Clan and Party
If a player’s clan party is attacked, they are now informed with a center top notification.
The recruiting frequency of lords who are in a good financial situation was increased. They will now try to fill their party limits more frequently.
Fixed a bug that caused the consumption of more than 1 horse when we upgraded a troop to a mounted soldier while having several types of horses in our inventory.
Kingdoms and Diplomacy
Executions now also cause negative relations with honorable lords (if the executed is honorable too) and negative relations with friends of the executed. Additionally, we added further notifications for these consequences.
Mercenary minor factions no longer join kingdoms they are at war with.
Players can now fire mercenary factions they hired previously via dialogue. Players are asked to pay an appropriate wage per remaining influence. (Normally, we convert 20% of their earned influence to wage per day.) If the player rejects payment, they lose relations with the mercenary clan leader and the contract is cancelled.
Player’s mercenary payment per influence was stable after they entered a kingdom. Now it is refreshed every 30 days.
In some cases after a kingdom had been eliminated, the lords continued to spawn in a map location that is not reachable (near Rhesos Castle). They now spawn at a random settlement gate of their culture.
Economy and Trade
Caravans are now seen as more valuable targets by bandits and minor factions, which means that they will be attacked more. This will increase the number of battles that involve caravans. Previously, caravans were a nearly totally safe investment. Now bandits and minor faction lords sometimes attack caravans even if they are a bit stronger.
The pottery shop was very profitable - by creating 2 pieces of pottery (80 denars each) from one clay (20 denars) and doing this 4 times a day. Now one clay produces 1 pottery and pottery demand is halved to make its0 price more stable.
Other
Fixed the age of the player's brother.
Further fixes for NPC weight and build parameters as well as some NPC age fixes.
Performance
Ram and VRAM usage is reduced and many leaks are fixed.
Scene loading performance improvements.
Localization
Improvements, additions and corrections for Turkish and Simplified Chinese translations.
Art
Added new armour "Northern Lamellar Shoulders".
Added new armour "Plated Helmet".
Assigned a banner to poachers and other neutral parties.
Overhauled all of the NPC faces to reduce asymmetry, tone down exaggerations and create culturally appropriate and appealing phenotypes.
Updated some of the lords and ladies faces for a more culturally appropriate look.
Updated nav meshes in “sea_bandit_a”, ”battle_terrain_p”, “battle_terrain_020”, “battle_terrain_029” and “battle_terrain_030”. This should resolve unwanted fights in water and improve fleeing behavior in these scenes.
“Aserai_town_a” civilian scene related fixes.
“Aserai_town_b” civilian scene related fixes
“Empire_town_j” siege scene siege related fixes and seasonal improvements.
“Khuzait_town_004” siege related fixes and visual improvements.
“Aserai_castle_002” siege related fixes.
“Vlandia_castle_005a” siege related fixes.
“Sturgia_castle_003” siege related fixes.
“Khuzait_castle_002” siege related fixes.
Night atmosphere illumination amounts adjusted.
Visual fixes for battle scenes.
Winter season issues with steppe scenes have been fixed.
Winter related problems with the outer meshes are solved.
Low-poly tree meshes are now used in hideout prefabs.
Agent spawn positions in some scenes are fixed.
Fixed a season problem with Aserai's arena.
Issue with Battania arena spawn points being too close to each other is fixed.
Fixed some scene issues of Aserai Village.
Fixed merlon physics issues of Vlandian Castle parts.
Fixed some lighting issues of Empire Lords Hall.
Fixed physics issues of Battania Castle Wall.
Fixed UV issues of Sturgia Castle Gatehouse.
Fixed an error while opening the Forest Hideout scene.
Refined snowy atmospheres.
Beard intersecting helmet issues were fixed for
western_plated_helmet
Empire_guarded_lord_helmet"
Nordic sloven armour's bones problem fixed.
Fixed clothing clipping issues.
Replaced some textures and meshes.
Updates on Hero Creation Stages:
Some clothes updates.
Poses overhaul.
Face animation.
Scene lighting.
Skin shader updates.
Specular texture channels updated.
Diffuse Texture updated.
Beard /tattoo material:
Alpha and colour updates.
Campaign Map
Parties participating in an event are no longer moving, which fixes some footstep sound issues.
Audio
Fixed that Campaign music could play many tracks in a quick succession.
UI
Implemented trade perks that relate to profit in inventory.
Minor UI tweaks and fixes in Crafting, Barter, Save/Load, Recruitment, Board Game, Siege screens.
"No Saddle"" visuals in Inventory.
Removed helmets from hero portraits to see their faces more clearly.
Added Weight Carrying Mount and Speed Mount icons in inventory mount tooltip panel.
Fixed spacing issue with 'ğ' character in Turkish localisation.
Fixed barter offer item visuals not being visible.
Enabled being able to give names with space and numbers in creation.
Fixed two hints showing up in inventory equipment slots.
Changed character developer traits from texts to icons.
Implemented a basic item tooltip, now players can see the basic stats of a tournament prize item.
Added "Busy with an issue" or "Busy with a quest" or "Busy with a common area" in Create a Party instead of just a "Busy" explanation.
Fixed attribute and focus point tooltips to reflect correct numbers.
Moved NumberOfCorpses and MaxSimultaneousSoundEventCount to performance options.
Implemented being able to sort/move modules in the launcher.
Renamed "Resume Game" to "Saved Games".
Added minor faction filter to clan page list page.
Added tooltips to map bar circle notifications.
Added new perk icons.
Fixed banner visual errors with some icons and banner icons not matching with the UI.
Battles & Sieges
Simulated battles no longer give more XP than fought battles.
Added missing patrol spawn positions to forest hideout scenes. Forest hideout missions should now open normally.
Combat AI
AI quality for NPCs is now determined by skill points in the current weapon's governing skill instead of overall character level.
A tactics bug related to the defensive ring that occurred when archers ran out of ammunition has been fixed.
An issue in caravan/villager battles that could potentially cause unexpected behavior at agent processing level was corrected.
Cavalry not being able to hit enemies right next to them when they had swingable weapons and circling each other endlessly issue fixed.
Bodyguard troops could rarely stop moving when their commander died, this is now fixed.
Mounted agents can calculate enemy positions better and thus more accurately aim their thrust attacks.
Some agents couldn't move properly due to invisible scene AI barriers. This has been fixed.
Fixed some Sea Bandit AI issues.
Agents attack less often if the combat AI difficulty is set to normal.
Holding ready duration for attacks was added as a driven property and tied to melee combat skill in order to make easier/less able AI agents fight less relentlessly (i.e. they will wait for a while before releasing their attack).
Character Development System
Level 1 characters now start with 120 skill points.
Reduced XP required to learn higher skill levels.
Troops can now upgrade more easily.
Reduced wanderers' skills outside their main area of expertise, making them easier to level up.
Made wanderer age correlate roughly with their skills.
Kingdoms and Diplomacy
Fixed bug where fiefs were regarded to have a negative value in barters if the “Everything Has a Price” perk was enabled.
Fixed a rare bug where the AI proposed a kingdom decision on behalf of the player clan.
Economy and Trade
Prices for armour were changed and high tier boots and gauntlets now cost more.
Range weapon prices have been re-adjusted.
Quests & Issues
Reviewed about a third of the quest issues, improving dialogues and persuasion:
Major changes in particular to “Family Feud” and “Spy Party”.
Other
Icons on banners and shields were not appearing. They are fixed now.
Updated "Imperial Legionary"" equipment.
Minor updates to Sturgian troop tree equipment.
Added more variation to caravan master's equipment.
Added more variation to helmet drops from troops.
Various other fixes to troop trees and stats.
Armor values of various equipment have changed to better match their visuals and increase faction armor variety.
Armor values of mount bardings and harnesses were changed to match their visuals.
Riding a horse without a saddle now incurs 10% penalty to max horse speed and maneuvering.
NPC agents carrying heavy items (apple baskets etc.) will no longer run (with items in hand) when the player asks them to take him/her to a particular agent.
Added an "Exposure Compensation" option that allows players to adjust the brightness levels of the visuals to their preference.
Fixed missing items for blacksmith characters in towns.
Some grammar mistakes and typos were fixed.
Fixes a bug that caused the player character to be invisible.
Fixed a bug that caused characters to spawn without any equipment.
Multiplayer
Animations
Fixed some wrong cavalry idle animations.
Fixed a rare condition in which client rider gets stuck in defense animation after a successful hit.
Audio
Implemented a Voice Spamming Filter for multiplayer.
Design & Balance
Damage interrupt threshold values are set as 5.
Headshot damage multiplier is increased from 1.7 to 2 for pierce damage.
Map Related
Bug fixes for Harbour of Ovsk.
Bug fixes and improvements for Castle of Fen Altai.
Some spawn locations are re-adjusted for team balance. Atmosphere has changed.
Added particles to be formed when the breakable wall is damaged.
Other
Slow motion and pause cheats are disallowed during multiplayer matches.
Performance
Decreased bandwidth usage of impact sounds.
Server & Network
Server Improvements.
Both - Singleplayer & Multiplayer
Crash
If the AI is not holding a ranged weapon, it tries to find a ranged weapon in its equipment and uses this weapon to calculate attacking scores against distant enemies. During this weapon selection some equipment was causing a crash. This was fixed.
Performance
Improved the performance of the sound system.
Big improvements for the multi-core performance of the game.
We now select Maximum sound count according to your CPU's core count. You can increase this setting if you have a recent CPU. We've also added a new very low(64) option.
Some other minor performance improvements.
Audio
UI sounds don't get cut by other UI events anymore.
Added "is missile" check to crafted weapons' impact sounds (like Throwing Axes).
Fixed Ballista reload sound phasing.
Minor changes in hearable distance of loud sounds.
Fixed some Vlandian scenes opening up with an echo.
Combat AI
Improved the calculation of ranged units for the enemy's future position.
Ranged units can target mounts or different enemy bones. Cases that caused errors during this calculation are fixed.
After issuing the "Hold Fire" command, the AI weapon selection gives less priority to ranged weapons that have a secondary melee mode.
Other
Added an option to disable controller vibration.
Singleplayer
Crashes
A crash that was caused by accessing the rider of a mount while the mount was changed was fixed.
Fixed a crash occurred when executing prisoner heroes.
Performance
VRAM usage was reduced by solving some memory leaks in the UI.
Fixed some of the spikes in missions.
Minor GPU memory usage reduction for the world map.
Save & Load
Skill Level is preserved when loading old version savegames.
Localisation
Added Traditional Chinese.
Some grammar mistakes are corrected and some typos fixed.
Improvements, additions and corrections for Turkish and Simplified Chinese translations.
Art
Fleeing points for AI were added to battle terrains.
Fixed misplaced textures and added better-looking elements to the shop stands.
Fixed some visual issues in one of the aserai villages.
Fixed Vlandian Vanguard shield banner issue.
Fixed certain visual glitches that appear when rendering blood on flora.
Added three new items for crafting - one scabbard for swords and two blades for spears.
Fixed some problems on crafting items.
UI
Fixed a bug where map notifications were sometimes lost without being shown to the player.
Battles and Sieges
When looting enemies, it is now possible for the system to provide an item with a modifier if the default value of the item is too low or too high.
Missiles can now pass through between siege ladders' steps.
Fixed that corpses and thrown boulders were not being erased after the entity below them was destroyed.
Combat AI
A critical bug that caused AI pathfinding to almost always reset its path when moving from static to dynamic navmeshes and vice versa, which caused performance issues and agents not being able to climb siege towers correctly, was fixed
Incorrect ordering of mission behaviours caused a team's general to be deselected at the “choosing formation to lead” stage of army sieges. This was fixed.
AI that should've attacked the inner gate after breaking the outer gate with the ram in a siege tried to run into the castle over ladders because they chose the reverse side of the gate to stand and wait for reinforcing those that attacked the gate due to a bug. This was fixed.
Fixed a bug that occurred especially when armies were far away from each other and caused agents to run towards the enemy when given the order to retreat.
Removed unnecessary pathfinding calls by the AI that caused performance issues especially in sieges without impact on the decisions they were trying to make.
Character Development System
Changed Skill XP increase formula to 10 + skill level.
Fixed an issue in char creation where switching to female from male and back would reset all beard and other male-only properties.
Clan and Party
Companions now come with cheap items with modifiers, so they are easier to recruit.
Economy and Trade
Higher tier armours are now produced in towns and can sometimes be found in the marketplace.
Crafting
Fixed a bug where crafted items could have different stats then shown during creation.
Fixed a bug where crafted items lost changes to stats when loaded from a savegame.
Settlement Actions (Town, Village, Castle and Hideout)
Boosting construction now adds 50 construction rather than x2 construction speed
Fixed an issue with asking companions to look for themselves or asking villagers to look for our companions near us.
Fixed a bug that made the settlement project's completion time negative.
Quests & Issues
Family Feud quest related fixes/improvements:
Bugs
Fixed a bug that causes quest dialogues to disappear after Save&Load.
Fixed a bug that causes a quest NPC to not spawn in the target village.
Improvements
Added/Changed some dialogue texts.
Added/Changed some log entries.
If the player dismisses the quest NPC from their party, the quest will fail.
The Spy Among Us (The Spy Party) quest related fixes/improvements:
General
Quest title is changed to "The Spy Among Us"
From now on, players can activate the quest even if the quest giver is inside an army.
Fixes
Fixed a bug that changes face keys of spy candidates.
Fixed a bug that causes the UI health bar to show wrong values for the player when duelling with the spy.
Fixed a bug that causes spy candidates to disappear when saving & loading the game inside the involved settlement.
Improvements
The spy will scale up according to the player's skills.
Added better battle equipment for the spy.
Added/Changed some dialogue texts.
The randomization parameter for townspeople to give player clues was adjusted to prevent problematic situations.
Added visual trackers for the spy candidates (Default: "Alt" key).
Issue duration was changed from 35 days to 5 days.
Lord Needs A Tutor quest related fixes/improvements:
Fixes
Fixed a bug that caused the quest NPC to disappear after the player was taken as a prisoner.
Fixed a bug that causes the quest giver and the quest NPC to be the same person.
Improvements
Added/Changed some log entries.
If the player and the quest NPC are somehow separated, the player will be able to track and find the quest NPC via the quest log and can thus continue progressing the quest.
Lord Wants Rival Captured quest related fixes/improvements:
Fixes
Fixed a bug that causes the quest to get stuck if the quest giver has no fiefs.
Fixed a bug that causes duplicate/empty log entries.
Improvements
Added a dialogue option that allows the player to deliver the target NPC to the quest giver.
Minor fixes for Headman Needs Grain issue.
Further issue quest dialogue improvements.
Persuasion parameters fixed in Army of Poachers, Family Feud and other quests.
Other
Overhauled equipment of minor factions to better fit their characteristics.
When we entered a town scene for the second time, guards were missing. This was fixed.
Fixed the colour of the player's companion portraits when we enter a hostile settlement
Made the player's brother a bit younger.
Fixed a bug that caused prisoners to become governors.
Multiplayer
Audio
Added notification shouts to certain events (like the distant shout when someone captures a flag).
Server & Network
Fixed issues related to requesting to join a custom game that is ending.
Fixed issues caused by multiple party members requesting to join a game at the same time.
Fixed some rare cases of disconnections from the Lobby.
Both Singleplayer & Multiplayer
Performance

Major CPU performance improvements on both field and siege battles.
Minor performance improvements on multi-core usage.
Art
Fixed beards protruding from helmets.
Audio
Minor improvement on sounds playing delayed on slower HDDs.
Audio performance improvements for older CPUs.
Removed clicks and pops from boulder impact sounds.
Some volume changes for ambient sounds.
Singleplayer
Lower chance of crashing the game while trying to load a save file with a mismatched version.
Fixed the crash that occurred after the player sends the Family Feud Issue Quest's companion to another Issue's alternative solution.
Caravans start selling prisoners they captured.
AI combat effectiveness has been increased.
Singleplayer
All changes mentioned above.
Better warning before crashing for systems with low memory available
Towns were going bankrupt in one week. This problem was fixed.
Singleplayer
AI is more likely to block when equipped with a shield. Common troops now generally have higher weapon skills.
Fixed a crash that occurred when the player was a faction ruler and ended a contract with a mercenary or minor faction and refused to settle their debt.
Pregnancy chance has been lowered.
An AI bug that reduced performance is fixed.
Agents no longer block ally attacks in the shield wall formation.
Multiplayer client crash fixed.
Singleplayer
All changes mentioned above.
Fixed a bug that caused extra guards to spawn when entering a lord’s hall more than once.
Multiplayer
Crashes
Fixed several bugs that caused the player state to be incorrect. Those are some of the issues that prevented players from logging in.
Fixed a crash on clients that happened while joining a crowded server (Siege).
Secured a code on the dedicated servers to possibly prevent a crash when a weapon is dropped from an agent (Siege).
Fixed a rare server crash.
Design & Balance
Troop Balance
Battania
Clan Warrior Troop Count Increased 20 > 21
Savage Troop Count Increased 17 > 18
Wildling Troop Count Increased 16 > 17
Mounted Warrior Armor Increased 8 > 16
Mounted Warrior Troop Count Increased 9 > 16
Oathsworn Armor Increased 40 > 43
Empire
Courser Price Increased 130 > 140
Palatine Guard Menavlion Perk equips correct Menavlion now.
Recruit Speed Increased 78 > 80
Vlandia
Sergeant Armor Decreased 41 > 37
Knight Price Increased 180 > 190
Sturgia
Brigand Speed Increased 75 > 79
Varyag Price Increased 140 > 150
Berserker Armor Decreased 15 > 6
Berserker Troop Count Decreased 18 > 17
Raider Troop Count Increased 7 > 9
Druzhinnik Price Increased 170 > 180
Aserai
Skirmisher Speed Increased 78 > 80
Weapon Balance
Menavlion Length Decreased 200 > 179
Menavlion Damage Decreased 147 > 129
Heavy Menavlion Damage Decreased 177 > 166
Long Menavlion Damage Decreased 149 > 137
Singleplayer
Crashes
Fixed a rare crash that occurred when two player-related events on the campaign map started at the same time.
Fixed a game freeze that happened when a party is persuaded in the middle of siege preparation.
Fixed an issue where maxing out attributes and focus points crashed the game.
Performance
Significantly reduced scene loading times.
Performance improvements for battles.
Localisation
Improvements, additions and corrections for some texts.
Turkish localisation updates.
Art
3 new menu backgrounds added.
Added AI flee points in villages.
Updated some prop LODs.
Fixed some mesh physics problems.
Fixed some issues in the Empire tavern scene.
Fixed LOD issues in the forest hideout scene.
Fixed clipping issues on various clothes.
Animations
Glaive attack animations added for camel riders on the campaign map.
Animation overhaul of initial character creation stages.
Campaign Map
World Map GPU memory usage reduced.
UI
Fixed an exploit in inventory that let the player take the equipment of heroes that joined the party for a quest.
Fixed an error while closing the game with ALT-F4.
Minor fixes and tweaks in scene notification popup, character developer.
Fixed a bug that caused the game to freeze while changing compared item stats with ALT when there is no available item to compare in the inventory.
Fixed placement of perks, full learning rate and current skill vertical indicators in character developer.
Fixed speed mount icon being shown for non-mountable animals.
Minor performance improvement for SP kill-feed and SP scoreboard.
Fixed main party health tooltip formatting in the map info bar.
Made the character developer screen more widescreen friendly.
Added Destroyed and Not Destroyed filter options to the clan list page in the encyclopedia.
Added Alive/Dead status filter options to encyclopedia hero list page.
Destroyed clans' banners now show up less saturated in encyclopedia pages.
Loaded modules panel in Saved Games is now scrollable.
Battles and Sieges
Increased effect of number advantage in simulation battles.
Siege assault battles now last longer in simulation.
Increased effect of wall quality in siege assault simulations.
Battle missions check the maturity of agents during spawning and increase age if required.
Fixed a problem that caused AI to fall from walls at the siege tower attachment position.
During sally outs, garrisons now consider all enemy power outside of the settlement, not just parties which are in the same faction with the siege camp leader.
Combat AI
Fixed a bug that occurred when either side was too weak in a siege. In cases like this, the more powerful side would sometimes try to charge without any path over the walls causing them to walk into walls.
Fixed a rare problem with archers checking if they can see an enemy using colliders, which could cause them to face the wrong direction.
Character Development System
Increased effect of trade skill on trade penalty to 0.4% per skill point.
Decreased the bonus of Artisan Community and Great Investor perks.
Implemented and fixed cultural feats in character creation.
Increased adolescence options for the Battanian culture from 4 to 6 in character creation.
Fixed a bug where talking with the tutorial headman gave a large amount of charm experience.
Tweaked age progression. Characters should be looking more like their age.
Clan and Party
Increased chance of pregnancy if the number of children is 1 or 2.
Hero Wages are no longer 0.
Lord parties have more experienced troops and fewer recruits. They also use their party size limit as much as possible.
Parties do not recruit prisoners of defeated parties if they are at their party size limit. This was causing some AI parties to lose their better troops because of desertion.
Garrison sizes are increased a bit due to the better economical management of clan leaders.
The escape chance of prisoners is reduced by 25% when they are in mobile parties. It is reduced by 50% if they are at the player's settlement.
The clan leaders’ financial situation has an effect on raiding probability now, so poor clans want to raid more.
“Donate troops” and “Inspect troops” options were disabled for caravan, villager and militia parties.
Armies
Armies with little food now return to settlements more frequently rather than continuing their hostile plans and losing troops due to starvation.
Parties and armies with a high wounded ratio now prefer resting in settlements more frequently to heal their troops.
Sometimes army member parties were attacking parties more powerful than them assuming their army would help, however, they were not attached to the army leader yet and assistance from the army did not occur. This bug was fixed.
While heading to a settlement, NPC parties sometimes also visit other settlements they are passing nearby on their way. This results in better recruitment.
If caravans have lots of wounded troops they also wait longer in towns to recover.
When an army visits a fortification, the player - as an army follower - can open the settlement menu with the enter settlement option.
Economy and Trade
Players can now sell goods to caravans at a reduced price.
Caravans are now created with sumpter horses.
Player trade with owned caravans was disabled due to balance concerns.
The player now has a secondary option while creating a caravan - setting it up with a higher number of better troops. However, caravan forming costs are 1.5x in this scenario.
Crafting
The weapon becoming invisible when showing the holster is activated on crafting is fixed.
Settlement Actions (Town, Village, Castle and Hideout)
Spawn probability of mercenary troops at taverns was increased from 33% to 50%.
Quests & Issues
Fixed minor problems with Headman Needs to Deliver a Herd Quest.
Fixed minor problems and made some design changes on Notable Wants Daughter Found Quest.
Gang Leader Needs Weapon quest bug fixes and improvements
Fixes
Fixed a crash that occurred when the player completed the quest successfully.
Fixed a crash that occurred when the player decided to leave the settlement when caught by quest guards.
Fixed a bug that caused the quest log progress to reset after Save & Load.
Fixed a notification bug when quest guards took the player's weapons.
Improvements
Reward gold formula is changed.
Alternative (companion) solution duration formula is changed.
Required trade/roguery skill for companion formula is changed.
Requested weapon amount formula is changed.
Stealing weapon chance for quest guards formula is changed.
From now on, quest guards will stop the player more often.
Quest giver will no longer request crossbows.
Fixed a problem that caused the conversation to become stuck when the player clicks the dialogue option "About the task you gave me" to the “Captured by Bounty Hunters” quest giver after saving and loading.
Fixed the "Investigate 'Neretzes' Folly" quest progression regression bug that happened when a noble died that the player had talked to before.
Conversations & Encounters
If the player is mounted, they will spawn a bit further from a conversation character when using the "Talk" button in the settlement menu.
Disabled spawning with a horse in map conversation missions (encounters) to prevent seeing horse ears and horse harness.
Fixed a bug that caused some conversation agents to stay focused on the player even after the conversation ends.
Fix the waiting for nightfall bar resetting problem in hideouts when the player opens up a menu.
Other
Shield hitpoint values had been rebalanced based on their tier and material used.
Peasants can no longer be upgraded into Watchmen directly.
Stats of some faction army troops have been fixed and rebalanced in order to maintain faction balance.
Tournaments will now have exclusive, weaker and easier to break shields.
Our storyline brother now wears cheaper armour so players are less likely to strip him for his gear.
All Sturgian faction troops now use round shields. They also use shields that are more fitting to their level and abilities.
Fixed a bug that caused players who continued the game from old save files to be unable to starve.
Multiplayer
Game Modes
The reason for losing sometimes not showing up in Captain mode is fixed.
Troop face randomisation in Captain mode spawn is fixed.
Other - Miscellaneous
Added a cooldown for players who have left the game more than the allowed times in a given time frame. Currently, players who left matchmaker games 2 times in the last 3 hours will be blocked from matchmaking for 15 minutes. Note: these values anytime without requiring a patch if necessary or if we encounter issues.
Server & Network
Factions for matchmaker games are now evenly distributed.
Fixed a crash while entering a multiplayer team deathmatch.
Official custom games now require anti-cheat.
UI
Added server status visual system in HUD.
Minor tweaks and improvements to the Matchmaking tab.
Troop type icons on top (near player avatars) is now 35% bigger while in the class selection screen.
Fixed character customisation clothing option not working.
Both
Crashes
Pressing ESC key on the loading screen causing an infinite loop is fixed.
Art
Lighting adjustments.
Fixed parallax problems on some of the stone meshes.
Animations
New hand shield active defend animations.
Defend hand shield direction angles are polished.
Removed blend durations for some of the rider fall animations.
New idle animations added for camels.
Riders falling from horses can only block when close to standing.
Audio
Fixed an issue with sound devices being disabled in config files.
UI
Added crosshair outlines to improve crosshair visibility.
Added a new "Vertical Aim Correction" option to gameplay options.
Added a new "ForceVSync in menus" option to video options.
Combat AI
Cavalry had a hard time adjusting their rotation in melee and especially when two AI agents fought each other they could loop around each other, major improvements have been made regarding this issue.
Performance
Many HDD spike issues were fixed.
Reduced memory allocations during battles and optimised some of the formation AI. These should reduce spikes occurring during battles.
Ragdolls and dropped items performance improvements.
Multi-Core performance improvements.
Performance improvements for trail effects.
Other
Boulders can now knock agents down.
Fixed scale change of thrown boulders' after they stop.
Horses can no longer climb on ladders.
Corpses now receive additional blood along with their surroundings.
The multiplayer matchmaker now prioritises pairing parties of 6 players with other parties of 6 players. If a party of 6 people cannot be placed in a match for 3 minutes, they are paired with other parties.
Fixed an issue that caused getting stuck in conversation after a barter.
Fixed a crash that occurred when there was no opponent anti-imperial kingdom left during the initialisation of the conspiracy phase of the main storyline.
Beta Hotfix
All fixes mentioned above.
Influence gain per troop donated to an allied garrison (same kingdom, different clan) was decreased by 60%.
The bug that caused besieged settlements to sally out even though they were weaker than attackers was fixed.
Some item consumption (fur, horse, sumpter horse) boosts town prosperity. This effect was decreased by a factor of 10. (+1 is now +0.1)
Prosperity bonus of the aqueduct was halved.
Starving effect of missing foods for the garrisons was decreased.
Fixed a bug that caused problems with recruiting prisoners from defeated parties.
Fixed stationary villager parties and caravans for new games. We will continue to work on existing savegames.
Fixed an issue with AI retreating that caused performance problems in combat missions.
Fixed a minor bug with the Food Variety Morale Bonus. Having maximum variety should no longer default to a low bonus.
Fixed a crash that happens in scenes with water.
Fixed a rare crash that occurs during scene loading.
Some minor adjustments in character creation.
Player kingdoms should no longer declare war without player action.
Fixed a crash related to settlement production.
Fixed a rare crash in asset loading system.
At least 25 days of truce time after peace.
Making peace cost was increased by 50% (if there is a payment).
Breaking into a besieged fortification cost (lost men) reduced by 25%.
Kingdoms which have lots of recent enemies want to make peace more to reduce their number of enemies.
Similarly, they do not easily declare new wars when they already have 1-2 wars.
Sometimes peace was declared right after a war declaration. This should be much rarer now.
If one faction lost its strength in a big battle, several kingdoms were declaring war on that faction within a short period of time. This was improved a bit. War/peace declarations do not only use current strength but also potential strength.
The militia number formulas were changed and they were increased by 50%.
 
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Singleplayer
Crashes

Fixed a Save & Load crash related to one-handed perks.
Fixed a crash due to an empty dll name appearing on call stack frame.
Fixed a crash due to missing frame info when capturing a call stack.
Fixed a crash that occurred sometimes when trying to load a game when quests were active.
Fixed a crash that occurred when selecting some troops for a custom battle.
Save & Load
Players now gain trade XP correctly after Save & Load.
Localisation
Fixed some item name translation errors.
Punctuation fixes for some texts.
Additional Chinese translations and translation fixes.
Turkish localisation updates.
Art
Fixed some AI's navigation mesh and season issues with Battanian villages.
Fixed some visual issues, level's mesh problems, AI's navigation mesh problems, and season issues with Sturgian villages.
UI
Implemented new map event visuals system. Now map events (Raids, Sieges and Battles) will be shown on the UI compared to 3D icons on the map. This will improve the visibility of map events.
Improvements to crafting screen with high yield item tuples.
Fixed an error that showed different relation values in conversations compared to the said hero's encyclopedia page.
Fixed a text error in kingdom decision popup.
Fixed a text error in party tooltip.
Battles and Sieges
Fixed mission camera still being updated when the player opens up the escape menu during hideout boss fight cinematic transition.
Character Development System
Changed the implementation of 15 one-handed skill perks that are related with combat.
Companions will now gain trade XP if they are leading a caravan.
Clan and Party
Added a new map notification for when the player receives a new settlement.
Armies
When tracking an army, the tracking information will now be for the whole army rather than just the leader party.
Kingdoms and Diplomacy
Influence gain reduced to 1/20 for donating prisoners to a dungeon.
Council of Commons policy effect changed so that it now grants 0.5 influence per each supporter of the clan who lives in the clan's kingdom.
Settlement Actions (Town, Village, Castle and Hideout)
Changed the effects of some settlement projects.
Some Settlement Projects Now take longer to finish.
Reserve now adds a fixed bonus to construction rather than doubling it.
Town Management Window now shows changes to stats correctly according to the selected project and reserve.
Fixed a bug that allowed players to join a neutral army from settlement UI.
Quests General
Implemented the new quest "Army Needs Supplies".
Fixed a bug that causes log entries to show wrong information about alternative (companion) solution troop counts.
Fixed a bug that causes alternative (companion) solution troops and companions to disappear.
Fixed a bug that caused quests to disappear.
Players will not be able to transfer wounded troops to fulfil quest conditions.
Instead of closing the dialogue, quest dialogue options will return to the character’s main dialogue options.

Gang Leader Needs Weapons Quest
Fixed a crash that occurred when the player completes the quest successfully.
Fixed a bug that blocks players from solving the quest with the alternative (companion) solution.
Fixed a bug that resets the player's quest progress after Save & Load.
Changed/Added some quest dialogues.
Army of Poachers Quest

Fixed a bug that caused double gold and leather rewards.
Alternative (companion) solution troop requirements were changed.
Alternative (companion) solution duration was changed.
Quest reward formula was changed.
The party size formula for the Poacher's Party was changed.
Changed/Added some quest dialogues.
Alternative (companion) solution will require at least tier 2 troops.
Player will gain 1 renown after completing the quest through successful persuasion.
Equipped item sets for the Poacher character were changed.

Lord Needs Garrison Troops Quest
Required troop count formula was changed.
Required troops were changed.
Changed/Added some quest dialogues.
Lord Wants Rival Captured Quest

Changed/Added some quest dialogues.
Company of Trouble Quest

Players will not be able to activate the quest if they do not have enough space in their party for the quest troops.
Company of trouble troops were changed.
Players will not be able to persuade noncombatant nobles, the quest giver’s clan members and people who are in the quest giver’s settlement to take the troops.
Persuasion gold demand formula was changed.
The formula for the number of items that are stolen per day was changed.

Nearby Bandit Base Quest
Added some tooltips to explain needed skill values for the alternative (companion) solution.
Lord/Lady Needs Tutor Quest

Fixed a bug that caused the quest to get stuck after a certain level of experience gain.
Fixed a bug that caused missing dialogue options when talking with the pupil for a second time.
Pupil lords will have lower skill points to begin with.
The target skill point gain was decreased from 60 to 30.
Some quest giver conditions were updated.

Family Feud Quest
Fixed a bug that caused quest NPCs to stay in the player clan after quest completion.
Fixed a bug that caused duplicate/wrong quest logs.
Changed/Added some quest logs.
The quest will be cancelled (not failed) if the target village is raided.
The quest will be cancelled if the quest giver’s village is raided while the player has not spoken to the culprit yet.

Train Troops Quest
Players will not be able to activate the quest if they do not have enough space in their party for the quest troops.

Landlord Needs Access to Village Commons Quest
The required troop count for the alternative (companion) solution was changed.
The duration for the alternative (companion) solution was changed.
The alternative (companion) solution will require at least tier 2 troops.

Artisans can't sell Product Quest
Fixed a text variable bug.

Conversations & Encounters
Not being able to attack after talking to lords/ladies about the main story was fixed.
Increased variation in NPC greetings and farewells.
Added some minor variation in wanderer hiring dialogues.
Other
Fixed bug in which Neretzes's son is assassinated before game start.

Multiplayer
Map Related

mp_tdm_map_004 visual and gameplay improvements. (Scene name changed to ''mp_tdm_map_004a''. Formerly NordTown.)

Both
Performance

Memory fragmentation improvements.
Better multi-core usage for animation sampling system.
Multi-threading optimisations on cloth simulation.
Art
Visuals of bushes improved.
Set all shield rotations according to new defend animations.
Animations
Mounted two-handed overswing attacks were cutting through the mount. Now, the animation ends sooner.
Combat AI
AI troops can fill up from dropped quivers now.
Other
Printing area of effect damage to the combat log problem fixed.
Fixed an issue with crush-through.
Fixed a beta exclusive issue where newly created characters and other objects could get mixed up with each other. This created instability & possibly crashes. It was also responsible for broken companions and encyclopedia problems. The fix does not recover broken beta save games, but it should resolve the issue for new games. You can test this by checking if newly created characters or other objects have their own appropriate encyclopedia pages instead of another character’s or object's page.
Fixed a rare crash that occurred when initialising the final phase of the main storyline for Imperial supporters.
Fixed a crash that occurred when choosing the "Try to get away" option in an encounter.
Fixed a Save & Load related crash that occurred when entering the training field with a companion.
Some lords were losing all their money and then starving. This was due to fortification taxes being too low, they have been increased by 25%. Also, NPC clan leaders now react faster to losing money and reduce their garrison sizes before going bankrupt.
Council of Commons policy effect was 1 influence per notable in the settlement, it is now 0.1 influence per notable. Also, +1 militia effect per notable is removed.
There was no waiting time after captured lords were released; they were spawning at the next daily tick, now they spawn at least 2 days later.
Lords spawn with 10% of their party size filled instead of 25%
Owners now calculate their settlements' values more conservatively. If there was any hostile action to their fiefs their defence score grew significantly and they and they would go directly there to help. This negatively affected all AI score calculation systems. Additionally, there were other mechanics using this value that were also affected negatively.
There was a relation penalty if a settlement was lost between the owner of that settlement and their king. It was settlement value / 20K, now it is square root value of settlement value / 100K, (nearly 10x reduced). For example, for losing a castle with an estimated value of 600K, the lost relation was 30 previously, now it is 3. This was causing big relation drops when a settlement was lost and which in turn caused clans to defect because of this loss in relation.
An influence penalty has been added for if a settlement is lost (25 for a castle, 50 for a town).
Fixed a bug that prevented the player from receiving a relation benefit after helping a lord they had met previously.
Cavalry advantage in simulations is reduced to 20% from 30%
Mercenary groups in taverns have increased in size (2x) and their average level has increased.
When a smelted item had a modifier, the wrong item could be removed from the inventory. It could also create instability in the inventory. This was fixed.
Fixed a rare crash that occurred when initializing the final phase of the main storyline for Imperial supporters.
Fixed a crash that occurred when choosing the "Try to get away" option in an encounter
Previous Beta Hotfixes:
Player kingdoms should no longer declare war without player action.
Fixed a crash related to settlement production.
Fixed a crash that happens in scenes with water.
Fixed a rare crash that occurs during scene loading.
Some minor adjustments in character creation.
Fixed an issue with AI retreating that caused performance problems in combat missions.
Fixed a minor bug with the Food Variety Morale Bonus. Having maximum variety should no longer default to a low bonus.
Influence gain per troop donated to an allied garrison (same kingdom, different clan) was decreased by 60%.
The bug that caused besieged settlements to sally out even though they were weaker than attackers was fixed.
Some item consumption (fur, horse, sumpter horse) boosts town prosperity. This effect was decreased by a factor of 10. (+1 is now +0.1)
Prosperity bonus of the aqueduct was halved.
Starving effect of missing foods for the garrisons was decreased.
Fixed a bug that caused problems with recruiting prisoners from defeated parties.
Fixed stationary villager parties and caravans for new games. We will continue to work on savegames.
Singleplayer
Crashes

Fixed a crash that occurs on the campaign map at different times.
Fixed a rare crash for encounter menus.
Fixed a rare crash when entering a tournament.
Fixed a rare crash that occurred when trying to activate the Army of Poachers quest.
Fixed a crash that occurred after Save & Load when the player is inside the training field with a companion.
Fixed a rare crash that occurred when trying to talk with army members that are inside an army that the player is leading.
Fixed a bug that leads to a crash in the Army of Poachers quest if the player retreats from the quest battle.Fixed a crash which could happen during scene entry or exit.Fixed a rare crash with the main storyline.Fixed a crash that could happen when prisoners were transferred to bandit parties through barter.
Performance
Increased performance / disabled auto-saving game on exiting the game.
Save & Load
Added functionality to update party and map event positions to support save games in cases where the main map has changed.
Additional Chinese translations and translation fixes.
Turkish translation updates.
Art
Fixed some chairs inside Khuzait level 2 keep.
Added new dynamic barriers for AI and indestructible merlons to Empire castle, Sturgeon town and Vlandian city.
New keep and village banners for factions have been added.
Some beards have been retouched and cleaned, LODs added.
Added 2 new Sturgian armours.
Updated some Aserai civil clothes textures.
Fixed a cloth simulation mesh bug.
Khans Guard cloth simulation tweaked.
Lancer Armour cloth simulation tweaked.
Fixed AI spawn points and some season issues on Battanian villages.
Fixed some navigation mesh issues on Sturgian villages.
Fixed visual issues on various prefab meshes such as village houses, stairs,etc .
Fixed holster physics.
The scene of Pen Cannoc has been changed according to the city's location on the map.
Some interior scenes were corrected in accordance with the culture and level of the settlements.
Fixed skinning problem (or visual glitches) on one of the civilian dresses.
Added 5 new battania shields.
Animations
Added new main map attack animation.
Audio
Added three new music tracks for the campaign mode.
Minor updates for existing campaign mode tracks.
UI
Changes
User Interface for Sandbox Kingdom creation
A new shortcut, "Left Ctrl" (like Left Shift) has been added to affect the entire stack with the action (e.g Transfer, Upgrade etc.)
Added new images for map notification circles, settlement owner changed and siege underway.
Barter auto offer button will turn green if the current status of the barter is acceptable.
"Army Created" map notification inspection and Kingdom army "show on map" button now will directly focus on the army, if that army is currently visible on the map, instead of showing the army's target.
Fixes
Now non-traded item prices in inventory are updated correctly. i.e. If the player sold a horse, only that horse's price would be updated but the market price for the same category horses would also change but not show. This didn't result in any miscalculation of the total cost of the transaction, it was purely visual and it's now fixed.
Fixed character visual blocking the selection for perks over 275 skill level in character developer in some aspect ratios.
Fixed perks vertical and horizontal placements in character developer in non 16:9 aspect ratios.
Fixed vertical placement of the game menu in non 16:9 aspect ratios.
Fixed map event tooltips showing wrong colours for the map event sides.
Fixed a bug that caused map event icons being shown below the map
Fixed a bug that caused kingdom decision map notification item not getting removed after leaving a kingdom
Battles and Sieges
Auto Calculation Improvements
Troop formation spawn positions did not match formation movement targets at the beginning of missions. This was fixed.
Players can now give formation arrangement orders (shield wall, etc.) at the beginning of missions. Such orders will now override the default stop order.
Due to a bug in hideouts, the empty formations in the player's team were not under the player's control and therefore, when troops were transferred, they couldn't be controlled anymore. This was fixed.
The main agent and other lords now preserve their level of detail when they die in a mission.
Combat AI
In certain siege scenes, troops would start running between two siege towers instead of climbing. This issue was resolved and major improvements were made about the problems in pathfinding over siege towers and climbing ladders (especially ladders of siege towers).
Increased distance between friendly troops. This improves the spacing inside combat and reduces friendly troops hindering themselves
Character Development System
Major changes and fixes have been made for two-handed skill perks.
Added secondary effects of one-handed perks.
Fixed charm, leadership, trade & medicine perk bugs.
Fixed a problem where it was not possible to select newly changed perks in older save files.
Fixed a perk exploit that caused huge troop experience gain.
Clan and Party
Added 160+ ladies and a few young male lords to the clans.
Fixed a bug where the player's banner was not visible before clan tier 2.
Heroes can now marry after age 45.
NPC parties now also visit neutral towns and villages to recruit and buy food.
Armies
Disabled defection behaviour for NPCs that are in armies.
Kingdoms and Diplomacy
Implemented War and Peace Kingdom Decisions that are accessible from the Kingdom Diplomacy Screen. Kingdom Decisions now show support for all types of decisions.
Implemented Sandbox Kingdom Creation, which is possible through the clan screen and not dependent on the main storyline. Players need to have at least 1 settlement and a tier 4 clan. Then players can select their kingdom's culture (consisting of their settlements' culture or their own clan's culture), select their initial policies (up to 4) and, finally, select the name for their new Kingdom.
Fixed a bug where traits and skills did not affect persuasion chances.
Fixed a bug where safe passages that were previously agreed upon were not working as intended after the game was loaded.
Settlement Actions (Town, Village, Castle and Hideout)
Fixed a bug that caused a "Capture the Enemy" menu button to be activated after raiding a village.
When we request a meeting from the outside of a castle or settlement, every noble will now be on the list of accessible characters.
Players can now recruit mercenaries from the tavern menu.
Quests & Issues
Implemented a new quest. Lord parties will ask the player to bring horses (or camels) when they don't have enough mounts for their troops on foot.
Adjusted the Extortion By Deserters Quest difficulty. The settlement defender party spawned during Extortion By Deserters quest now uses the default militia template of the settlement's culture. The Deserter party will no longer disappear when the Extortion By Deserters Quest ends but rather becomes a regular bandit party. Added new notifications to the Extortion By Deserters quest to make it easier for the player to complete the quest.
Fixed the face key of the Spy Among Us quest character "Confident Contender".
Fixed a bug with the Rival Gang Leader quest where the troop selection screen for the companion solution was populated with prisoners only.
Fixed a bug that caused players to get stuck in dialogues of main storyline quests.
Conversations & Encounters
Fixed a rare bug that caused an infinite dialogue loop after barter.
Fixed a bug that caused resetting the amount of gold that is carried in a caravan after a trade.
Fixed a few minor issues in the Rival Gang Leader quest.
Other
Armours and armour types on faction troops have been redistributed in order to improve unit balance based on tiers.
Shields were redistributed for faction troops based on their new hit points and values. New Battanian shields have been added to the Battanian Faction Troops. Some units doing too well or too poorly on playtests have been slightly optimized stat-wise.
Fixed a bug that sometimes allowed the camera to clip into walls in khuzait dungeons.
An NPC was added to the ranged tutorial area.
Fixed a bug that causes some thrones to be unusable.
Fixed a bug that causes some child NPC's to fly.
When a hideout is cleared, the surrounding bandit parties get new ai so the probability of reinfesting the same hideout decreases.
Uncovered and fixed an extremely rare bug where the game would tick while it was paused.
Multiplayer
Map Related

“Tsagaan Castle” new TDM map which has a Khuzait theme.
"Baravenos Encirclement (Siege):
Rearranged defender spawn positions to avoid them being locked out. Removed a side gate/entrance. Added a destructible gate in front of the last flag.
Overhauled the right side of the castle. The Tunnel entrance is now more obvious and changed the way to get up to the top wall from the siege tower.
Visual improvements (also changed the season to spring); Many performance improvements
Xauna (Skirmish):
Completely overhauled the main building. Overall simplified the layout and spawn areas. Added more cover to the middle part of the map.
Server & Network
Added match history to social tab. Players can look through information about their 10 last played games. This information includes winner, score, factions, map, game type and players in the match. This feature is completely client-side so deleting your game files might cause you to lose your match history.
Improved Friends panel. Added in-game friends feature that allows you to add other players as friends in the game. You can add players from your recent games as friends.
UI
Changes
Implemented a new loading screen for Multiplayer. Now while the game is loading, players will be able to see the game mode, map's name and a summary of the game mode while in the loading screen.
Fixes
Fixed estimated video memory usage bar not being visible in MP options in some cases.
Fixed couchable usage icon in MP
Both
Crashes

Fixed a rare crash in big battles.
Fixed a rare crash related to asset loading.
Performance
Major CPU performance improvements in the UI system. (Especially on multi-core machines)
Fixed a rare file read issue which could cause the game to try to allocate billions of bytes to memory.
Improved multi-core usage of the game.
Physics performance improvements - especially in siege scenes.
Improved garbage collection and fragmentation.
The majority of the managed garbage collector spikes during big battles were eliminated
Optimized the rendering of corpses.
Art
Due to frame stutters, some particles were skewing unrealistically (e.g. dust particles generated by horses). This was fixed.
Animations
Added New rider idle animations.
New stand idles added for camel and its rider.
Added new damage reaction animations for camels.
Battles & Sieges
Fixed a problem related to corpses hanging in the air.
Combat AI
Enabled charging agents to move together in formation. Both cavalry and infantry troops in formation now tend to stay in line while charging at the enemy. Cavalry formations will try to regroup before charging back, if the formation is intact.
UI
Changes
Improved Asian language text parsers. Now line breaks will be consistent with the language's line break rules.
Gauntlet text parser now supports the zero-width-space character
Fixes
Fixed dependency sorting of modules in the launcher.
Fixed text input areas not showing characters in the correct language font, making every character show-up as question marks.
Other
Fixed a visual glitch on clients where the lance is flipped like a javelin when the alternative usage is toggled soon after a couched lance collision happens.
Fixed rendering of some shields that appeared white.
Added spark particles for parry and chamber blocks.
Latest Changes:
Chinese localisation improvements
Fixed a problem where it was not possible to select newly changed perks in older save files.
Pila, Jagged Throwing Spear and Triangular Throwing Spear are throwable again
Increased siege warmup time from 3 to 15 minutes
Decreased minimum players required for siege from 60 down to 40
Lobby server-side improvements
Troop Balance changes:
-Aserai
--Beduin
Troop count increased by 1 (10)
--Skirmisher
Troop count increased by 1 (17)
-Battania
--Clan Warrior
Troop count increased by 1 (22)
--Wildling
Troop count increased by 1 (1:cool:
--Ranger
Replaced Bastard Sword with Highland Two-Handed Sword
--Mounter Warrior
Troop count increased by 1 (11)
-Empire
--Menavlion Infantry
Troop count decreased by 1 (16)
Hit Points reduced by 5 (100)
--Courser
Replaced Menavlion with Cavalry Menavlion
Swing Speed 83 to 73
Damage 129 to 118
-Khuzait
--Rabble
Mace length got increased
Length 58 to 67
Swing Speed 95 to 91
Damage 37 to 39
--Nomad
Troop count increased by 1 (11)
--Mounted Archer
Cost reduced by 10 (150)
Spear Perk replaced by Stronger Arrows Perk
-Sturgia
--Berserker
Troop count decreased by 1 (16)
--Varyag
Movement Speed decreased by 1 (77)
Armor decreased by 1 (39)
Large Round Shield is now the Default Shield
Replaced Stronger Shield Perk with Lighter Shield Perk which equips the Light Round Shield
Large Round Shield weight increased to 4
Troop count decreased by 1 (15)
--Hunter
Replaced LongSword perk with Strong Arrows Perk
Swapped Strong Arrows Perk and Shield Perk
-Vlandia
--Peasant Levy
Troop count reduced by 2 (23)
Pitchfork can not be used One-Handed any more.
Fixed a crash that occurred after colliding with an entity while falling with a camel.
Fixed a rare crash that happened when an agent was blocking and the weapon state for that agent was not fully synced.
Fixed a rare crash that occurred when showing the battle results of simulated battles.
Fixed a crash that occurred when war was declared between a quest giver's and the player's kingdoms while the Company of Trouble quest is active.
Fixed a crash that occurred when talking to army members after a successful siege.
Fixed a rare crash on the campaign map regarding village items.
Fixed a crash related to newly spawned caravans.
Fixed a crash that occurred when trying to talk with a companion while inside hideouts.
Fixed an issue with missing dialogues for supporting a kingdom in the main storyline after loading which blocked progression.
Fixed a client crash on crowded servers when the amount of created weapons in the environment exceeded a certain threshold.
 
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04/06/20
We changed price colouring to work according to world averages instead of default prices of items. If an item is 30% or more above the world average it is coloured red. If it is 20% or more below the item's world average price it is coloured green.
Fixed a bug that caused mercenaries to pay tributes or expenses to/for other mercenaries
Added a fix to remove duplicate kingdom stances that had already been saved.
Peace barter initialization parameters have been fixed
Town prices now model purchases made by caravans and other parties while determining supply and demand.
Fixed an issue where players who created kingdoms had to pay influence cost for decisions even when there were no other clans to overrule.
03/06/20
Fixed the campaign map defender siege engine positions for the level 2 version of Medeni castle. This should resolve crashing for cases where the player initiates a siege against a level 2 version of the castle.
Fixed an issue that caused corrupted save files to crash the game on load screen.
Fixed an issue with the final perk of the 1-handed and 2-handed skills.
Fixed a bug that caused the diplomacy system to have multiple relations between kingdom pairs. This should alleviate some problems with short war and truce periods.
On average about 30% of towns and 50% of castles were experiencing issues with starvation. To improve this situation, settlements with less food now offer higher prices so caravans distribute food better. Village food production was also increased from 4/8/12 to 5/10/15 and consumption of beer in settlements now gives a bonus to food stores. Furthermore, garrisons grow to a lesser degree if a settlement has fewer or smaller villages. With these changes starvation was reduced to 10% of towns and 20% of castles - which mostly occurs in cases of hostile actions like raids and sieges.
Influence awards of some policies were adjusted to reduce influence inflation across kingdoms.
Effects of daily default projects for settlements were reduced.
Several minor fixes for AI war and peace declarations.
02/06/20
Fixed an issue that blocked the AI from declaring wars normally. It is now no longer locked to the player entering the diplomacy screen.
Fixed a bug that allowed your faction to make peace without your vote.
AI should be more likely to declare peace if the war is taking a long time.
01/06/20
Fixed an issue that caused several policies to be activated when the player is a mercenary and goes to the kingdom screen for the first time.
Disabled the "leave kingdom" button in the clan screen for player kings for the time being as it caused crashes after some time.
Reintroduced a minimum truce period of 20 days for AI kingdoms.
Fixed an issue that caused players to get stuck when they accepted a peace decision while in a siege event.
30/05/20
Fixed an issue that caused AI rulers to miscalculate influence cost vs benefit when overriding a popular vote.
Fixed an issue that caused automated kingdom decisions for mercenary players.
The influence cost for the ruler to override the popular vote in a kingdom decision is now calculated differently. Players will be able to spend the decision's normal cost for up to 3 points of difference or "votes". They will have to spend the decision's max cost for any additional points of difference. (To elaborate further - the options associated with influence costs in a kingdom decision represent votes. So f.e. in a decision with the costs 10 / 40 / 100, choosing the 100 option amounts to 3 points or votes. If you are a king and want to overrule a popular vote that surpasses the alternative by 5 points / votes, your cost will amount to 100 (for the first 3 votes) plus another 2 x 100 (for the additional points of difference).
29/05/20
Fixed a rare crash on the campaign map regarding village items.
Fixed a crash related to newly spawned caravans.
Fixed a crash that occurred when trying to talk with a companion while inside hideouts.
Fixed an issue with missing dialogues for supporting a kingdom in the main storyline after loading which blocked progression.
Fixed a client crash on crowded servers when the amount of created weapons in the environment exceeded a certain threshold.
Fixed a crash that occurred when kingdoms declare war while the "Company of Trouble" quest was active.
Fixed a rare crash that occurred when clicking done in the simulation battle result screen.
Fixed a rare crash that happened while talking to a companion.
Kingdom tributes are now paid daily rather than one-time.
Kingdom tribute payments are shared between clans as follows:
Each regular clan has 1 share and ruling clan has 4 shares
Every town adds 3 shares
Each castle adds 1 share
Added a fix for the Player's King's Decision.
The AI now leaves less garrison to settlements with low prosperity. This should improve problems with starvation.
We spotted a 3x inflation for hearths over 15 game years. The daily hearth increase for villages was changed to 0.5 from 1.
Fixed some visual bugs on the Baravenos Encirclement and Xauna MP scenes.
22/05/20
Fixed a crash that occurred after colliding with an entity while falling with a camel.
Fixed a rare crash that happened when an agent was blocking and the weapon state for that agent was not fully synced.
Fixed a rare crash that occurred when showing the battle results of simulated battles.
Fixed a crash that occurred when war was declared between a quest giver's and the player's kingdoms while the Company of Trouble quest is active.
Fixed a crash that occurred when talking to army members after a successful siege.
Fixed a crash that occurred while passing time on the campaign map.
Fixed a rare crash that happened when a specific caravan spawned for notables.
Fixed a bug that caused NPC parties to raid Tevea village very frequently.
Fixed a crash that occurred when Gang Leader Needs Weapons and Rival Gang Moving In quests were active at the same time.
Fixed a rare crash that occurred when ticking daily game events.
18/05/20
Fixed a crash that occurred when fully completing skill focuses.
Fixed a crash that happened when an agent entity was changed in battle-
Fixed a crash during kingdom creation through clan screen.
Fixed a crash that occurred when Family Feud and Army of Poachers quest were active at the same time.
Singleplayer
Crashes
Fixed a rare tournament crash.
Fixed a crash that occurred when a hero had reached the maximum number of perks & focus points.
Fixed a crash caused by upgrading settlement projects.
Fixed a crash which occurred after closing the Town Menu or Encyclopedia Screen.
Fixed a crash that occurred when the Army of Poachers and Family Feud quest villages were the same village.
Fixed a crash that occurred for the Chinese localisation.
Save & Load
Save file compression was optimized by around 80%.
Increased the number of autosave files to 3.
Localisation
Punctuation fixes and corrections for some texts.
Turkish translation updates.
Art
Fixed some snow texture issues in Khuzait villages.
Various model/material and texture improvements for campaign map icons.
UI
Clan Screen
Moved clan member role assignments from parties tab to members tab. Now players can assign roles to clan members, specific to parties that they're in.
Players can now rename their family members in the clan members tab.
Fiefs tab now shows Towns and Castles in different lists and contains bound settlements, notables in the settlements.
The Parties tab now lists the amounts of each troop type that a party currently has.
The Other tab now shows more detailed information about workshops owned.
Shift and Control modifiers now work with both left and right side keys in inventory and party screen.
Added missing One-Handed and Two-Handed perk icons.
Fixed Kingdom decision popup behaviour for rulers.
Fixed a bug that caused the likelihood percentage value next to the propose button to show incorrect values.
Fixed localisation issues in the Custom Battle screen.
Fixed some texts not updating to the correct language on language setting change.
Fixed execution popup visual error.
Fixed a UI problem where wanderers in enemy towns are shown as red.
Character Development System
All polearm skill perks which are related to combat were re-implemented/fixed.
Fixed charm, leadership, trade & medicine perk bugs.
Implemented secondary effects of two-handed perks.
Implemented secondary effects of polearm perks.
Fixed a false effect of smithing perks.
Fixed issues with the one-handed & two-handed perks.
Clan and Party
Minor faction leaders were gaining too much money and their expenses were very low and this was causing gold inflation. This was fixed.
Kingdoms and Diplomacy
Fixed an issue with the behaviour of safe passage deals when the player is in a besieged settlement.
Settlement Actions (Town, Village, Castle and Hideout)
Relation loss that occurs when a village is raided is no longer spammable and it is now proportional to the amount of damage caused to the village. Players will still lose a fixed (but reduced) relation amount with village notables and the owning clan's leader when they initiate a war by raiding the village during peacetime.
Quests & Issues
New quest "Scout Enemy Garrison" added.
Balanced rewards and requirements of Artisan Overpriced Goods, Artisan Can't Sell Product at A Fair Price, Gang Leader Needs to Offload Stolen Goods, and Deliver the Herd Quests.
Landlord Needs Access to Village Commons
Quest design was changed. (Old active quests will be cancelled when a game is loaded.)
Family Feud Quest
Fixed a bug that occurred when the culprit (quest character) became a prisoner.
Added/Changed quest logs.
Army of Poachers Quest
Fixed a bug that caused the quest to be stuck if the player retreated from the poacher battle.
Lord/Lady Needs Tutor Quest
Fixed a bug that occurred if the player married a quest character.
Added new quest log.
Need help with Bandits Quest
Valid hideout distance and valid party radius values for were tweaked.
Conversations & Encounters
Improvement for player look algorithm in conversation.
Added a conversation option with non-hostile vassals which are in an army without joining the faction that they are in.
Ensured that characters whom the player meets in a quest recognise the player later. Expands comments on game actions.
Townspeople and villagers should now comment on available issues and quests.
Other
New Noble Weapons have been made and distributed amongst the fellow lords of Calradia.
Caravan Guards, Veteran Caravan Guards and Armed Traders have better stats now which will make attacking caravans a little bit harder.
Fixed an issue with agent orientation in hideout boss fight.
Skins xml is now moddable.
Fixed a bug where the player could take dead lords as prisoners. This should also fix dead heroes from spawning with new parties.
Developer console can be enabled now by pressing ALT + ~
Multiplayer
Game Modes
Siege tower ramp sync was broken for players who connect to a server after the ramp opened.
Server & Network
Fixed a rare crash on changing game type or region.
An issue causing crashes on MP login will now show a warning instead. We are still investigating this issue.
Added an in-game reporting system with detailed game and chat logs. You can report other players from scoreboard or recent games.
Fixed a visual glitch where the clients see their characters stuck in guard stance after getting stunned with a push back while defending.
UI
Added defender and attacker icons to class loadout screen in siege mode.
Fixed inconsistent placement of scoreboard sides while the player is spectating.
Both
Performance
Major GPU Buffer memory reduction and GPU performance improvements.
Fixed stuttering issues when a resource loaded during gameplay.
Reduced GPU memory usage of the Flora System.
Punctual light shadow rendering performance improvements.
Animations
Fixed a bug that prevents the late attack direction selection (that is made after readying starts) if both attack and defend keys were pressed at the same time beforehand. This also caused clients to see wrong attack animations on their characters when the same case is generated.
UI
Separated the refresh rate option from the resolution and added aspect ratio values next to the resolutions.
Fixed some text calculation errors.
Other
Shield physics bodies on back are corrected.
Crouching is prevented during an attack in order to prevent unwanted stance switches.
Singleplayer and multiplayer now use different version numbers.
Fixed issues about usernames with non-ASCII characters.
Added Team Deathmatch Loading Screens.
Siege warm-up time decreased to 6 mins.
Players can now add friends from the in-game scoreboard.
Fixed a crash that occurred in the story tutorial.
Fixed a crash that occurred in custom battle.
Beta Hotfix:
All fixes above.
Fixed an issue that caused a crash when the player participated in war and peace decisions.
Fixed a crash that could occur during the daily tick.
Xauna scene fixes
Fixed barriers around:
The outside of the map
The outside of many buildings and fenced areas
Fixed a server-side crash that occurred when players were walking/being pushed to walls and stairs.
Beta Hotfix:
All fixes listed above.
Three perks (chink in the armor, show of strength and generous rations) were causing negative troop prices. This is fixed.
Fixed an issue that caused players to become stuck in the defection persuasion conversation.
Fixed a crash that occurred when Needs Help with Looter quest ended.
Fixed an issue that caused automated kingdom decisions for player mercenaries.
Fixed an issue with combat tips and raise the meek perks relating to a miscalculated passive XP gain.
Fixed and balanced an inflation issue with item prices.
A bug that caused conversations to freeze was fixed.
Fixed a crash that occurred when the player clicked on encyclopedia avatars.
Beta Hotfix:
All fixes above.
A crash caused by a stillborn child was resolved.
A problem with being unable to name a twin has been fixed.
You can now add multiplayer friends through their Bannerlord ID.
Added in-game username system called Bannerlord ID. You can choose a username for yourself under the Social tab. Players are given a random username on login if they don't have one. Usernames should be between 5-30 characters and only letters are allowed.
Minor serverside improvements.
Fixed a bug that caused 6-player parties to be removed from the Siege pool if they haven't been on queue for 3 minutes.
Fixed Custom Games not having auto team balance.
Fixed barriers to prevent players go out of bounds or phase into objects (like walls, boxes etc.).
Fixed a bug that makes the player able to speak to a notable with "request a meeting with someone" menu button.
Fixed a crash that occurred when asking tavern keeper for available quests.
Fixed a bug caused specific games to be created twice.
Fixed an error that caused the player to be able to propose war/peace decisions while being under a mercenary contract.
Minor bugfix with Kingdom Decision system.
 
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