In this update6
Full notes
Full Mount & Blade II: Bannerlord update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Greetings warriors of Calradia!
What changed
- Compatibility
- Balance
- Fixes
- Gameplay
- Maps
- Performance
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: e1.4.1 SandboxCore: e1.4.1 Sandbox: e1.4.1 Storymode: e1.4.1 CustomBattle: e1.4.1
Latest Changes:
We changed price colouring to work according to world averages instead of default prices of items. If an item is 30% or more above the world average it is coloured red. If it is 20% or more below the item's world average price it is coloured green.
Fixed a bug that caused mercenaries to pay tributes or expenses to/for other mercenaries
Added a fix to remove duplicate kingdom stances that had already been saved.
Peace barter initialization parameters have been fixed
Town prices now model purchases made by caravans and other parties while determining supply and demand.
Fixed an issue where players who created kingdoms had to pay influence cost for decisions even when there were no other clans to overrule.
Previous Beta Hotfixes:
03/06/20
Fixed the campaign map defender siege engine positions for the level 2 version of Medeni castle. This should resolve crashing for cases where the player initiates a siege against a level 2 version of the castle.
Fixed an issue that caused corrupted save files to crash the game on load screen.
Fixed an issue with the final perk of the 1-handed and 2-handed skills.
Fixed a bug that caused the diplomacy system to have multiple relations between kingdom pairs. This should alleviate some problems with short war and truce periods.
On average about 30% of towns and 50% of castles were experiencing issues with starvation. To improve this situation, settlements with less food now offer higher prices so caravans distribute food better. Village food production was also increased from 4/8/12 to 5/10/15 and consumption of beer in settlements now gives a bonus to food stores. Furthermore, garrisons grow to a lesser degree if a settlement has fewer or smaller villages. With these changes starvation was reduced to 10% of towns and 20% of castles - which mostly occurs in cases of hostile actions like raids and sieges.
Influence awards of some policies were adjusted to reduce influence inflation across kingdoms.
Effects of daily default projects for settlements were reduced.
Several minor fixes for AI war and peace declarations.
02/06/20
Fixed an issue that blocked the AI from declaring wars normally. It is now no longer locked to the player entering the diplomacy screen.
Fixed a bug that allowed your faction to make peace without your vote.
AI should be more likely to declare peace if the war is taking a long time.
01/06/20
Fixed an issue that caused several policies to be activated when the player is a mercenary and goes to the kingdom screen for the first time.
Disabled the "leave kingdom" button in the clan screen for player kings for the time being as it caused crashes after some time.
Reintroduced a minimum truce period of 20 days for AI kingdoms.
Fixed an issue that caused players to get stuck when they accepted a peace decision while in a siege event.
30/05/20
Fixed an issue that caused AI rulers to miscalculate influence cost vs benefit when overriding a popular vote.
Fixed an issue that caused automated kingdom decisions for mercenary players.
The
Source
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