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发表于 2020-5-8 05:13:03 来自手机 | 显示全部楼层 |阅读模式

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Patch Notes e1.3.0
上午4:52
Greetings warriors of Calradia!

Today, we are moving the current beta branch to our main Steam branch. Below you will find the original changes included in the beta branch, our previous hotfixes to the beta branch as well as some additional changes that we have done since.

Main
Versions
Native: e1.3.0
SandboxCore: e1.3.0
Sandbox: e1.3.0
Storymode: e1.3.0
CustomBattle: e1.3.0

Latest Changes:
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.
Initial Beta Changelog:
Singleplayer
Crashes
Fixed a rare crash that occurs when two player-related events on campaign map start at the same time.
Fixed a game freeze that happens when a party is persuaded in the middle of siege preparation
Fixed a crash where maxing out attributes and focus points crashes the game.
Performance
Significantly reduced the 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 props' LODs.
Fixed some meshes' 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
Glave attack animations added for camel riders on campaign map
Animation overhaul of initial character creation stages
Campaign Map
World Map GPU memory usage is reduced
UI
Fixed an exploit in inventory that used let the player take the equipment of heroes that came 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 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 killfeed, SP scoreboard
Fixed main party health tooltip formatting in map info bar
Made character developer screen more widescreen friendly
Added "Destroyed" and "Not Destroyed" filter options to clan list page in Encyclopedia
Add 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 maturity of agents during spawn 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 only 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 about an archer 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 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
Characters should be looking more like their ages. Tweaked age progression.
Clan and Party
Increased chance of pregnancy if number of children is 1 or 2
Hero Wages are no longer 0
Lord parties have more experienced troops and less 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 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 help of the army did not occur. This bug was fixed.
While visiting settlements 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 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 holster is activated on crafting was 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
Bug Fixes
Fixed a crash that occurred sometimes when player completed quest successfully.
Fixed a crash that occurred when player decides to leave settlement when caught by quest guards.
Fixed a bug that causes quest log progress to reset after Save&Load.
Fixed a notification bug when quest guards took 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 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 we had talked to before.
Conversations & Encounters
If the player is mounted, they will spawn a bit further from conversation character when using "Talk" button in settlement menu.
Disabled spawning with 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 had 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 on Captain spawn fixed.
Other - Miscellaneous
Added cooldown for players who have left the game more than allowed times in a given time frame. Currently players who left a matchmaker games 2 times in the last 3 hours will be blocked from matchmaking for 15 minutes. Note that we can change 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 MP HUD
Minor tweak and improvement in Matchmaking tab
Troop type icons on top, near player avatars, is now %35 bigger while in class selection screen
Fixed MP Character Customization Clothing Option not working.
Both
Crashes
Pressing ESC key on loading screen causing infinite loop on loading screen 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 stand idle animations added for camels.
Riders falling from horses can only block when close to standing.
Audio
Fixed an issue about sound devices getting 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 optimized some of the formation AI. These should reduce spikes occurring during the battles.
Ragdolls and dropped items performance improvements
Multi-Core performance improvements
Performance improvements for the 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
Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/


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Mount & Blade II: Bannerlord
28256
Beta Patch Notes e1.4.0
上午4:50
Greetings warriors of Calradia!

Below you will find the latest updates to the beta branch. We also want to take this opportunity to address a frequently asked question regarding save game compatibility on this branch. While we strive to achieve stability for the beta, we cannot guarantee it and want to stress that you are using this branch with a risk for both general enjoyment as well as save game compatibility. If you desire a more stable experience, please use our main branch. Similarly, if you are using mods, please be aware that updates carry a significant risk to break them and your savegames - regardless of the branch you are on.

Finally, we want to thank everybody who is partaking in testing the beta branches and helping us with creating a better game.

Beta
Versions
Native: e1.4.0
SandboxCore: e1.4.0
Sandbox: e1.4.0
Storymode: e1.4.0
CustomBattle: e1.4.0

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


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Mount & Blade II: Bannerlord
39227
Patch Notes e1.2.1 & Beta Hotfix
4月26日

Main
Versions
Native: e1.2.0
SandboxCore: e1.2.1
Sandbox: e1.2.1
Storymode: e1.2.1
CustomBattle: e1.2.1

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


Beta
Versions
Native: e1.3.0
SandboxCore: e1.3.0
Sandbox: e1.3.0
Storymode: e1.3.0
CustomBattle: e1.3.0

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


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YouTube
Twitch[www.twitch.tv]

Mount & Blade II: Bannerlord
5062,311
Patch Notes e1.2.0 & Beta e1.3.0
4月25日
Greetings warriors of Calradia!

Today, we are moving the current beta branch to our main Steam branch. Below you will find the original changes included in the beta branch, our previous hotfix to the beta branch as well as some additional changes that we have done since.

There is also an update to the beta branch. Patch notes for this can be found further below.


Main
Versions
Native: e1.2.0
SandboxCore: e1.2.0
Sandbox: e1.2.0
Storymode: e1.2.0
CustomBattle: e1.2.0

Latest Changes:
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.
Multiplayer 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
Previous Beta Hotfixes:
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.
Fixed a bug that caused extra guards to spawn when entering a lord’s hall more than once.
Better warning before crashing for systems with low memory available
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.
Towns were going bankrupt in one week. This problem was fixed.

Initial Beta Changelog:
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 in sieges to act unexpectedly and possibly cause crashes, if the player was aiding a side (being a separate ally team during the siege mission), was fixed.
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 unset 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 character 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 portrait when entering 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
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.
Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/


Beta
Versions
Native: e1.3.0
SandboxCore: e1.3.0
Sandbox: e1.3.0
Storymode: e1.3.0
CustomBattle: e1.3.0

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


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Mount & Blade II: Bannerlord
8503,463
Patch Notes e1.1.2 & Beta Hotfix
4月21日

Main
Versions
Native: e1.1.0
SandboxCore: e1.1.2
Sandbox: e1.1.2
Storymode: e1.1.2
CustomBattle: e1.1.2

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


Beta
Versions
Native: e1.2.0
SandboxCore: e1.2.0
Sandbox: e1.2.0
Storymode: e1.2.0
CustomBattle: e1.2.0

All changes mentioned above.
Fixed a bug that caused extra guards to spawn when entering a lord’s hall more than once.
Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/


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Mount & Blade II: Bannerlord
5452,251
Patch Notes e1.1.1 & Beta Hotfix
4月18日

Main
Versions
Native: e1.1.0
SandboxCore: e1.1.1
Sandbox: e1.1.1
Storymode: e1.1.1
CustomBattle: e1.1.1

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

Beta
Versions
Native: e1.2.0
SandboxCore: e1.2.0
Sandbox: e1.2.0
Storymode: e1.2.0
CustomBattle: e1.2.0

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


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Mount & Blade II: Bannerlord
5002,376
Beta Branch Patch Notes e1.2.0
4月17日
Versions
Native: e1.2.0
SandboxCore: e1.2.0
Sandbox: e1.2.0
Storymode: e1.2.0
CustomBattle: e1.2.0

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 in sieges to act unexpectedly and possibly cause crashes, if the player was aiding a side (being a separate ally team during the siege mission), was fixed.
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:
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.
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:
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.
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.
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:
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.
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:
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.
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
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.
Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/


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Mount & Blade II: Bannerlord
5222,951
Patch Notes e1.1.0
4月17日
Greetings warriors of Calradia!

Today, we are moving the current beta branch to our main Steam branch. Below you will find the original changes included in the beta branch, our previous hotfix to the beta branch as well as some additional changes that we have done since.

This will make it so that the public and beta branches are equal. We will likely update the beta branch in the near future.


Versions
Native: e1.1.0
SandboxCore: e1.1.0
Sandbox: e1.1.0
Storymode: e1.1.0
CustomBattle: e1.1.0

Latest Changes:
Multiplayer
Crashes
Fixed a rare crash at the beginning of a battle.
Fixed a rare crash that occurred when AI tries to find the missile range of a melee weapon.

Singleplayer
Crashes
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
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 save games 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.
Previous Beta Hotfix:
Reverted the weight and build changes of NPCs and troops, so that overweight characters are much less common. Kept the changes for special high-tier units such as Falxmen.
Character Skill Levels will no longer be automatically increased when a save game from a version before 1.1.0 is loaded.
Fixed a crash that occurred after taking prisoners in hideouts.
Fixed a crash that occurred when a character maxed-out their attributes and focus points.
Fixed the black particles bug.
Fixed some performance spikes that happened during missions.
Fixed a battle crash that was caused by a character having no culture.

Initial Beta Changelog:
Singleplayer
Crashes
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.
Performance
Ram and VRAM usage is reduced and many leaks are fixed.
Scene loading performance improvements.
Localisation
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 '' 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 and 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 - Miscellaneous
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.
Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/


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Mount & Blade II: Bannerlord
5752,867
Patch Notes e1.0.11 / Beta Hotfix
4月14日

Main Branch
Versions
Native: e1.0.0
SandboxCore: e1.0.11
Sandbox: e1.0.11
Storymode: e1.0.11
CustomBattle: e1.0.11

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

Beta Branch
Versions
Native: e1.1.0
SandboxCore: e1.1.0
Sandbox: e1.1.0
Storymode: e1.1.0
CustomBattle: e1.1.0

All fixes listed above.
Reverted the weight and build changes of NPCs and troops so that overweight characters are much less common. Kept the changes for special high-tier units such as Falxmen.
Character Skill Levels will no longer be automatically increased when a save game from a version before 1.1.0 is loaded.
Fixed a crash that occurred after taking prisoners in hideouts.
Fixed a crash that occurred when a character maxed-out their attributes and focus points.
Fixed the black particles bug.
Fixed some performance spikes that happened during missions.
Fixed a battle crash that was caused by a character having no culture.


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Mount & Blade II: Bannerlord
6793,093
Launch Discount Ends Tomorrow!
4月12日
Mount & Blade II: Bannerlord's launch discount will end tomorrow at 10 am PST. Don't miss out on your chance to get the game with up to 20% off!


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定期更新
来自:Mount & Blade II: Bannerlord
已发布
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Patch Notes e1.3.0


Greetings warriors of Calradia!

Today, we are moving the current beta branch to our main Steam branch. Below you will find the original changes included in the beta branch, our previous hotfixes to the beta branch as well as some additional changes that we have done since.

Main

Versions
Native: e1.3.0
SandboxCore: e1.3.0
Sandbox: e1.3.0
Storymode: e1.3.0
CustomBattle: e1.3.0

Latest Changes:

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.

Initial Beta Changelog:

Singleplayer

Crashes
Fixed a rare crash that occurs when two player-related events on campaign map start at the same time.
Fixed a game freeze that happens when a party is persuaded in the middle of siege preparation
Fixed a crash where maxing out attributes and focus points crashes the game.

Performance
Significantly reduced the 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 props' LODs.
Fixed some meshes' 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
Glave attack animations added for camel riders on campaign map
Animation overhaul of initial character creation stages

Campaign Map
World Map GPU memory usage is reduced

UI
Fixed an exploit in inventory that used let the player take the equipment of heroes that came 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 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 killfeed, SP scoreboard
Fixed main party health tooltip formatting in map info bar
Made character developer screen more widescreen friendly
Added "Destroyed" and "Not Destroyed" filter options to clan list page in Encyclopedia
Add 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 maturity of agents during spawn 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 only 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 about an archer 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 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
Characters should be looking more like their ages. Tweaked age progression.

Clan and Party
Increased chance of pregnancy if number of children is 1 or 2
Hero Wages are no longer 0
Lord parties have more experienced troops and less 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 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 help of the army did not occur. This bug was fixed.
While visiting settlements 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 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 holster is activated on crafting was 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
Bug Fixes
Fixed a crash that occurred sometimes when player completed quest successfully.
Fixed a crash that occurred when player decides to leave settlement when caught by quest guards.
Fixed a bug that causes quest log progress to reset after Save&Load.
Fixed a notification bug when quest guards took 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 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 we had talked to before.

Conversations & Encounters
If the player is mounted, they will spawn a bit further from conversation character when using "Talk" button in settlement menu.
Disabled spawning with 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 had 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 on Captain spawn fixed.

Other - Miscellaneous
Added cooldown for players who have left the game more than allowed times in a given time frame. Currently players who left a matchmaker games 2 times in the last 3 hours will be blocked from matchmaking for 15 minutes. Note that we can change 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 MP HUD
Minor tweak and improvement in Matchmaking tab
Troop type icons on top, near player avatars, is now %35 bigger while in class selection screen
Fixed MP Character Customization Clothing Option not working.

Both

Crashes
Pressing ESC key on loading screen causing infinite loop on loading screen 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 stand idle animations added for camels.
Riders falling from horses can only block when close to standing.

Audio
Fixed an issue about sound devices getting 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 optimized some of the formation AI. These should reduce spikes occurring during the battles.
Ragdolls and dropped items performance improvements
Multi-Core performance improvements
Performance improvements for the 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
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