Mount & Blade II: Bannerlord Patch e1.1.0 Live
-
Category: News ArchiveHits: 991
Roughly a week ago, TaleWorlds Entertainment created a separate beta branch for their early access sandbox RPG Mount & Blade II: Bannerlord in order to safely test new features before implementing them in the main game. By the looks of it, the experiment was successful, as the first big beta update is now a part of the main game (with a quick hotfix on top of it), and a new beta update is currently being tested.
The latest official e1.1.0 update fixes numerous bugs and crashes, adds some minor quality of life features, and rebalances a whole lot of stuff, including experience gain and caravan security. The complete patch notes are quite extensive, so here are just the latest changes:
Latest Changes:
Multiplayer
CrashesSingleplayer
- 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.
CrashesSave & Load
- 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.
Campaign Map
- 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
Battles and Sieges
- 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.
Clan and Party
- 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.)
Kingdoms and Diplomacy
- 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.
Economy and Trade
- 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.
Other
- 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.
- Fixed the age of the player's brother.
- Further fixes for NPC weight and build parameters as well as some NPC age fixes.