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
- Gameplay
- Performance
- Maps
- Balance
In this video, we take a look at some of the highlights of the recent e1.7.0 update and explain an important change to the save/load system that requires your attention!
As always, a text version can be found below.
INTRO Greetings warriors of Calradia!
e1.7.0 is now live, bringing many new and exciting updates that we’ll be taking a look at in this video.
But just before we get to that, we want to inform you of a change to the save and load system that will render old save files incompatible with future updates, unless you act now!
SAVE SYSTEM UPDATE e1.7.1 cleans up some of the underlying code for the save and load system but unfortunately, this means that you need to manually load each save in e1.7.0 and then save it again. After doing that you will be all set for future updates!
If you’re playing the game through Steam you’ll be able to do this at your own leisure by using the Betas feature, but if you’re playing the game through any other platform you’ll be unable to load older save files after the next update, so please heed the warning and take a moment to update any saves that you really care about.
BATTLE TERRAIN SYSTEM OK, and now on to the fun stuff! To start we have the Battle Terrain System that was first showcased in Development Update #7. Make sure to check out that video if you missed it the first time around to learn more about how the system works, but just to give you a quick rundown: we divided the world map into segments, with each segment having its own scene assigned to it. When entering a battle, the system looks at the position and direction of the parties on the world map and uses this to determine the spawn points in the scene. The scenes are modelled on the world map terrain, allowing you to plan ahead and use the terrain to your advantage when positioning for an encounter. There're 72 different battle scenes for you to check out in e1.7.0 with even more to come in future updates!
ORDER OF BATTLE As you head into battle, you will be met with another substantial update that was discussed previously in the Future Plans blog post (link in the description). Order of Battle is a new strategic phase that takes place before each battle that allows you to assign captains and troops to formations.
Using one or more filters, you can divide your troops into different formations by troop type, giving preference to Shield, Spear, Throwing and Heavy troops. After positioning your formations, you can issue them with a command for when the battle starts. Finally, newly added formation cards show the number of troops, type, ammo, and morale for each formation.
BATTLE MORALE SYSTEM During battle, you might notice some changes to the Morale system that aim to improve the overall battle gameplay experience, such as ranged kills now providing morale to allies, adjustments to morale damage from kills and fleeing agents, and agents regaining up to half of their initial morale in battles.
NO QUARTER If you do manage to completely break your opponent and send them into full retreat, you can now press your advantage by ordering your troops to chase down fleeing enemies. The troops that are less likely to catch up to the routing force will pause to celebrate their hard-earned victory while the
Source
Changelog.gg summarizes and formats this update. How we read updates.
