Patch Notes e1.5.1

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Main
Versions
Native: e1.5.1
SandboxCore: e1.5.1
Sandbox: e1.5.1
Storymode: e1.5.1
CustomBattle: e1.5.1


Previous Beta Hotfixes:

04/09/20
  • Fixed a crash that happens after clearing Radagos' hideout.
  • Fixed a crash that occurred when leaving a kingdom using the Kingdom tab during a siege.
  • Fixed a rare crash that occurred when introducing self to a lord/notable.
  • Fixed an issue with companions or the spouse teleporting to other cities.
  • Fixed a crash that occurred on the clan screen.

02/09/20
  • Adjusted healing for heroes:
    • Base healing rate was increased from 5 to 8
    • Settlement healing bonus was decreased from 10 to 8
    • Bonus from medicine skill for heroes was increased from 0.1% to 0.5% of base healing per skill level.
  • Fixed a crash that happened when the meet with Arzagos/Istiana quest timed out.
  • Fixed a crash that could occur during battles.
  • Chinese localisation fixes.
  • War & Peace declarations were adjusted so that there are fewer short wars.
  • Tribute amounts were reduced by 33%.
  • Fixed an issue that caused dead clan members to be considered for marriage.

Initial Beta Changelog:
Singleplayer
Crashes
  • Two end of battle crashes were fixed.
  • Fixed an issue with dead agents dropping equipment that was causing the game to crash.
  • Fixed a crash that occurred after arena practice fights.
  • Fixed a crash that was caused by garrisons without a bound settlement.
  • Fixed a crash that occurred due to a dialogue condition in the main storyline.
  • Fixed a crash that was related to corporal punishment.
Save & Load
  • Added a notification that informs the player that the game was successfully quicksaved.
Localisation
  • Updated Chinese translations.
  • Turkish translation updates.
  • Minor text and punctuation fixes.
Art
  • Fixed a visual issue with an Aserai helmet
  • horse_harness_a, horse_harness_roman_b and horse_harness_saxon have been remastered. Brought to your service under the names Saddle of Aeneas, Fortuna's Choice and Celtic Frost.
  • Added new Battanian chainmail armour.
  • Fixed some clipping issues on civilian clothes.
  • Updated some spear fur guard meshes for better aesthetics and optimized crafting spear pieces for future updates.
  • Fixed a bug where arrows went through some solid pots instead of getting stuck.
  • improved on some of the Aserai and Vlandia village scenes.
Animations
  • Added new death animations for camel riders.
UI
Changes
  • Added missing troop tier and type icons to the new hideout troop selection popup.
  • The selected skill now stays the same when the current character is changed in character developer screen for easier comparison.
Fixes
  • Fixed a bug that caused a crash while preparing tooltips for villages in the town management popup.
  • Fixed some localisation bugs in the encyclopedia.
  • Fixed a bug that caused development stats for items to be visible in item tooltip (Culture, StringId).
  • Fixed a bug that caused the selected clan to change in the Kingdom clan tab after supporting a clan.
  • Fixed an issue in character naming that didn't allow for 1 character names in Asian languages.
  • Fixed an issue that caused the raid icon to become visible in village nameplates when there is a battle happening nearby.
Battles and Sieges
  • Not being able to defend against ranged attacks when the Auto option was selected for blocking direction has been fixed.
  • AI will be less cautious while they are besieging settlements so the player has a greater chance to experience defensive sieges by breaking into a castle or town. In previous versions, the AI was giving up the siege in most scenarios when the player joined the defenders because of changed power ratios. Because of this sieges will also be won more frequently by defenders compared to past versions.
Character Development System
  • We have removed some of the starting equipment that was too strong or too expensive. This will create a more even starting point for each selection.
  • Added 24 for combat-related perks for Riding. This completes the perks for this skill.
  • Added 6 new campaign-related throwing perk.
Clan and Party
  • Starving parties healthy troops will be wounded 50% slower.
Armies
  • AI changes its siege targets less frequently now so they lose less time while travelling from one target to another
  • Because of some bugs, weak factions were having problems in forming armies. Now they will form armies even if they are weak and they will not simply give up. In rare cases, some factions which have no settlements left will make comebacks by conquering a new settlement.
Kingdoms and Diplomacy
  • AI clans make their war/peace decisions more cleverly and take into account a broader range of situations. They generally do not want to face more than 1-2 enemies at the same time. So if they have lots of enemies they will try to make peace with some of them. This will reduce wiped out factions because in previous versions some factions were not giving logical decisions at diplomatic votings. Clans which have settlements that border the enemy will want peace more frequently. Similarly, they will not want wars in peace times. Rich kingdoms will not care about paying tribute as much as poor ones. If a faction has fewer men in garrisons or lord parties or if lots of settlements have food problems they will try to end the war with their recent enemies. There will be less snowballing due to all these changes because clans will try to act in the interest of their kingdom.
Settlement Actions (Town, Village, Castle and Hideout)
  • New "Barber" NPC added to the town centre of every town. For 100 denars, this NPC lets you decide on a new haircut. Depending on the culture of the town, these haircuts and beards can change.
Quests & Issues
  • Lord Needs Horses
    • Companions assigned for the alternative solution were not getting quest experience. This is fixed.
    • Added more detailed quest log entries for Lord Needs Horses quest.
    • Fixed an issue that caused the party encounter menu to pop up once the player finishes a conversation with the quest giver.
    • Minor faction leaders can no longer give Lord Needs Horses quest.
  • Landlord needs Manual Labor
    • Fixed a bug that allowed players to get infinite relation with the quest giver.
    • Fixed a bug that caused the counter offer NPC's dialogue to be wrong.
  • Defender and deserter parties spawned during Extortion by Deserters quest have their cultures set to the quest village's original culture.
  • Wrong usages of the gold transaction action were fixed in multiple parts of the code. This should fix wrong or missing logs.
  • Fixed a bug that causes dialogue counts to be wrong in Artisan Can't Sell Products quest.
  • Fixed a bug that prevents quest NPC's from sheathing their weapons after Family Feud quest fight.
  • Fixed duplicated persuasion dialogue text in Army of Poacher quest persuasion.
  • Fixed a bug that blocked quests from being completed with alternative (companion) solutions and made alternative solution companions disappear in some cases.
  • Fixed a bug that caused a Nearby Bandit Base quest to get stuck when players also had an active Needs Help With Bandits quest.
Conversations & Encounters
  • An issue with encounter side based logic was fixed. This caused the spawn points of heroes in hostile town and castle conversation missions to be reversed.
  • Fixed a bug that caused conversation buttons to become unresponsive after a bandit/looter party encounter.
Other
  • Tournaments will now use blunt weapons. Blunt weapons will make sure these events occur in a more friendly manner.
  • Fixed a bug that prevented removing corpses while ending a tournament round.
  • A new menu that notifies players about their situation has been added for cases where the village that they are staying in gets raided by someone else
  • Improvements for the automatic navmesh creation system were made
  • Fixed multiple encyclopedia log entries for 2 heroes meeting for the first time
  • Added a console command to disable day/night cycle.
  • Fixed a bug related to the atmosphere selection algorithm based on the location of the main map.

Multiplayer
Other - Miscellaneous
  • A player can from now on report the same player only 3 times per session.
UI
  • Added missing spear brace icons.

Both
Other
  • Couched lance and braced spear damages are reduced to a point where they are mainly effective with a high relative speed only.
  • First-person camera positioning is changed so that the clipping and being able to see the neck part of the body is significantly reduced.

Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/

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Hotfix 14/09/20
  • Fixed a trade screen related crash.
  • Fixed a crash that occurred when entering the smithy in any town.
  • Fixed a crash that occurred if the player kingdom made peace during a battle simulation.
  • Fixed a crash that occurred when a rider dismounted from their mount outside the map borders and their mount was damaged within a small time window.
  • Fixed a crash that occurred when changing the owner of an issue when the issue owner died.
  • Fixed a server-side crash that happened while cleaning up dynamic scene objects, such as dropped weapons.
  • Fixed a crash that happened when the player opened the journal screen with a tier 4 clan and with Neretze's Folly quest active.
  • Fixed a bug that made Radagos disappear from the tutorial.
  • Creating caravan for Lord Needs Tutor quest NPC is disabled.
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17/09/20
  • Prevented storyline related heroes from being able to be killed in battles during storyline quests.
  • Fixed an issue that prevented locations of characters being updated in a settlement that the player was in after a declaration of war or peace.
  • Fixed an issue that made players able to open conversations with prisoners without entering the castle.
  • Fixed an issue that caused the player and conversation partner to spawn in the enemy lords hall during a siege.
  • Fixed a crash that happened when entering a hideout.
  • Fixed a rare issue that caused villages to start raiding themselves without an enemy encounter.
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22/09/20
  • Fixed a crash that happened when the main hero tried to marry someone that was in the same AI-led army.
  • Fixed a crash that occurred when giving an order to a formation that was created with the F7 Transfer feature.
  • Fixed an issue related to the entry request when the player waited for some time in a castle settlement.
  • Fixed the issue for save games that have dead quest givers.
 
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Hello After patch 1.5.1 my single player saves not working anymore i cant load it when i load after 10 second it says module error and shut down pls help how can fix it i have 3500 days on saves if i cant load it anymore i have to delete this game cuz i cant play from start after all :sad:
 
Hello After patch 1.5.1 my single player saves not working anymore i cant load it when i load after 10 second it says module error and shut down pls help how can fix it i have 3500 days on saves if i cant load it anymore i have to delete this game cuz i cant play from start after all :sad:
This is wrong topic to ask technical help but since you already asked I will move a bit further and ask you some details.

Looks like it is a problem about mods. Which mods you were using? Did you remove any of them? Even if you not, a mod can be broken after the patch. Since TW changed template names, mods which modifies/adds npc/wanderer/troop/lord etc. are prone to be broken.
 
first of all sorry for the wrong topic i really don't know about mods I didn't change anything from the start I just running exe and playing that problem happened before patches too but after some crash, it fixed itself and I continued my saves but this time cant fix itself so what u mean i cant fix ?

( Türkçe de cevap verebilirsiniz )
 
first of all sorry for the wrong topic i really don't know about mods I didn't change anything from the start I just running exe and playing that problem happened before patches too but after some crash, it fixed itself and I continued my saves but this time cant fix itself so what u mean i cant fix ?

( Türkçe de cevap verebilirsiniz )
Looks like there is something weird right now. I just started I new campaign, saved it and now I can't load it. If there is non-mod related problem I'm sure more people will write tomorrow, we will see.

(Hocam öncelikle selam, sana yardımcı olmaya çalışırken ezbere yazdım aslında, 1.5.1. sonrası ben de yeni oyuna başlayım dedim eski saveleri silmiştim neyse girdim karakteri oluşturdum berber eklemişler ona gittim ona baktım saçı değiştirmeden geri çıktım sonra kaydedip ana menüye döndüm ve kaydettiği save'i tekrar yüklemeyi denedim, şaka gibi ama açamıyor.. bir gariplik var yani ve modlarla alakalı değil gibi öyle olsa yeni oyun başlatamazdım. Bekleyelim bakalım belki yarın başkaları da yazar aynı dertten muzdarip olan çıkarsa.)
 
Looks like there is something weird right now. I just started I new campaign, saved it and now I can't load it. If there is non-mod related problem I'm sure more people will write tomorrow, we will see.

(Hocam öncelikle selam, sana yardımcı olmaya çalışırken ezbere yazdım aslında, 1.5.1. sonrası ben de yeni oyuna başlayım dedim eski saveleri silmiştim neyse girdim karakteri oluşturdum berber eklemişler ona gittim ona baktım saçı değiştirmeden geri çıktım sonra kaydedip ana menüye döndüm ve kaydettiği save'i tekrar yüklemeyi denedim, şaka gibi ama açamıyor.. bir gariplik var yani ve modlarla alakalı değil gibi öyle olsa yeni oyun başlatamazdım. Bekleyelim bakalım belki yarın başkaları da yazar aynı dertten muzdarip olan çıkarsa.)

Ben oyuna girebiliyorum save açılıyor ama 10 saniye sonra atıyor oyundan dediğim gibi önceki patchlerde yaptı ama kendiliğinden düzeldi ben hiçbir mod flan kullanmıyourm oyuna nası basladıysam o bilmiyourm bile modları 3500 oyun günü oynadım herseyi fulledim sımdı yeniden baslanmaz 4 5 milyon dinar varken 3 5 kuruşla oynanmaz :grin: valla silerim ya
 
Ben oyuna girebiliyorum save açılıyor ama 10 saniye sonra atıyor oyundan dediğim gibi önceki patchlerde yaptı ama kendiliğinden düzeldi ben hiçbir mod flan kullanmıyourm oyuna nası basladıysam o bilmiyourm bile modları 3500 oyun günü oynadım herseyi fulledim sımdı yeniden baslanmaz 4 5 milyon dinar varken 3 5 kuruşla oynanmaz :grin: valla silerim ya
O da enteresan bir durum, save yükleyip de sonradan atma olayı, benim başıma böyle bişe önceden bi mod yüzünden gelmişti ama sen mod kullanmıyorsun, o yüzden bilemedim nedir, ne değildir.. Ama genel olarak şunları söyleyebilirim; 1.oyunun dosyalarını doğruladın mı Steam üzerinden, gerçi güncelleme alınca kendi yapması lazım ama yinede dene faydası olabilir, 2. o olmazsa kota sorunu yoksa sil baştan yükle derim. 3.yine olmazsa teknik destek kısmında konu açıp yardım iste, erken erişim oyunu olduğu için her türlü hata olabilir, sen şimdi silerim uğraşamam dersen o hata da öyle kalır bugun sana yarın başkasının başına gelir :smile: :razz:
 
Not being able to load newly saved game was my mistake, it is working now. Sorry for any inconvenience.

What was the problem? One of my own mods has many things incl a new culture. I realised the actual culture name and Culture.--- values in other mod files were not same. Anyway after the fix game successfully loaded aforomentioned save file.
 
O da enteresan bir durum, save yükleyip de sonradan atma olayı, benim başıma böyle bişe önceden bi mod yüzünden gelmişti ama sen mod kullanmıyorsun, o yüzden bilemedim nedir, ne değildir.. Ama genel olarak şunları söyleyebilirim; 1.oyunun dosyalarını doğruladın mı Steam üzerinden, gerçi güncelleme alınca kendi yapması lazım ama yinede dene faydası olabilir, 2. o olmazsa kota sorunu yoksa sil baştan yükle derim. 3.yine olmazsa teknik destek kısmında konu açıp yardım iste, erken erişim oyunu olduğu için her türlü hata olabilir, sen şimdi silerim uğraşamam dersen o hata da öyle kalır bugun sana yarın başkasının başına gelir :smile: :razz:
its fixed after i verify game files i dont know but somehow ( I just updated 1.5.1 1 hour ago ) there is 2.2.gb files was missing after that now i can play my save files back without crash sorry for disturbing ( Sağolasın kardeşim )
 
At zero renown at start, feels grindy to get to level 2 clan tier. Would like to see more earned for battles at this point.
 
Save game compatible? [Yes it is compatible]

Also, wondering when you will implement culture affixed gear in market, depending on which town you are in? Now, every town offer the exactly same stuff no matter where in the world you are.
 
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Great update ... in the first 10 days of the game, 6-7 noble NPCs of their villages were lost at once. The Western empire declared war twice, and a few days later it made peace ... I finished the game without finishing the first month. Is this how the new mechanics have been tested in beta? It seems that you should forget about bannerlord for a year and not launch it ...
 
Great update ... in the first 10 days of the game, 6-7 noble NPCs of their villages were lost at once. The Western empire declared war twice, and a few days later it made peace ... I finished the game without finishing the first month. Is this how the new mechanics have been tested in beta? It seems that you should forget about bannerlord for a year and not launch it ...

This is intended functionality. The notables being lost depends on their power. The power can be increased by taking care of issues for the notables. Issues that aren't addressed will lower the power of the notable by 1 each day the issue remains unsolved. So basically, doing the quests for the notables will get them to stay, while ones that have quests you ignore will eventually be lost. I can agree though it happens to quickly, and with the death as well. I don't really see the point in having notables that are going to be lost before the player can even interact with them at all.
 
At zero renown at start, feels grindy to get to level 2 clan tier. Would like to see more earned for battles at this point.
I don't mind the grind to level 2 too much. From 2 to 4 starts to feel a bit empty though, if you choose not become anyone's vassal and aim for an independent kingdom.
 
Up to 3 is fine for me, but damn the climb to 4 is rough
Yea that one can be tough if you're aiming for starting your own kingdom. You have to keep fighting tough battles to get it there, but if you pick good enough battles with odds against you, you can increase as much as 50 renown from 1 battle. It maxes at 50 I've found. You really have to be at war and fighting battles. You'll grind forever if you try to reach clan tier 4 by fighting bandits and solving issues.
 
Yea that one can be tough if you're aiming for starting your own kingdom. You have to keep fighting tough battles to get it there, but if you pick good enough battles with odds against you, you can increase as much as 50 renown from 1 battle. It maxes at 50 I've found. You really have to be at war and fighting battles. You'll grind forever if you try to reach clan tier 4 by fighting bandits and solving issues.
Yeah I often find this is the period where i start to take over the land i want to be my future kingdom (sorry sturgia). Its a hard balance to not snowball whatever faction you are vassalized under.
 
Yea that one can be tough if you're aiming for starting your own kingdom. You have to keep fighting tough battles to get it there, but if you pick good enough battles with odds against you, you can increase as much as 50 renown from 1 battle. It maxes at 50 I've found. You really have to be at war and fighting battles. You'll grind forever if you try to reach clan tier 4 by fighting bandits and solving issues.
I've tended to be opportunistic and go for a quick war to win a settlement that's changed hands and is poorly defended, but avoided ongoing wars. Should give that a try (and be less worried about losing my slowly accumulated forces waiting to be given to companions who can join an army, rather than wandering round as aimlessly as I am :wink:.
 
This is intended functionality. The notables being lost depends on their power. The power can be increased by taking care of issues for the notables. Issues that aren't addressed will lower the power of the notable by 1 each day the issue remains unsolved. So basically, doing the quests for the notables will get them to stay, while ones that have quests you ignore will eventually be lost. I can agree though it happens to quickly, and with the death as well. I don't really see the point in having notables that are going to be lost before the player can even interact with them at all.
I know that ... I just don't understand why people disappear in the first month of a new game ...
 
I know that ... I just don't understand why people disappear in the first month of a new game ...

Some start too old already that death is already stalking them, in the firsts months the same happened to me... then few months later or one year or two i don't recall, because i don't keep track on it. Another notables comes to life in villages and towns, I saw this happening twice on a Imperial vilage that for a moment had only one notable then later she had 2 to 3
 
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