TaleWorlds Entertainment rolled out a new update for Mount & Blade 2: Bannerlord, polishing trade and pricing visibility, fixing crashes and a bunch more.
Mount & Blade 2: Bannerlord switched to the public and beta branch model in order to streamline development. This allowed the team to keep pushing out minor changes and updates to the beta branch without disrupting regular players.
The model also allows for more comprehensive updates to the public branch of Mount & Blade 2: Bannerlord, and last night's e1.4.1 update is one such example. Before we move on though - TaleWorlds reminded that if the update breaks your saves and/or favourite mods, you can always roll the version back. You can find the instructions in the video below.
So, in-game prices will now be coloured in relation to global pricing rather than individual worth, which should help Mount & Blade 2: Bannerlord players pick out potentially lucrative trade opportunities sitting in their inventory.
Town prices will take into account supply and demand before setting prices, and the change is likely to make Mount & Blade 2: Bannerlord's trade more consistent throughout the game. The update also prevents having to pay influence cost for decisions that nobody's left to overrule.
We cherry-picked the most notable updates for the sake of brevity, but if you're keen on sifting through all the tweaks and minor changes, you can find them on Mount & Blade 2: Bannerlord's Steam page .
- 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.
- 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.
- 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.
- 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 influence cost for the ruler to override the popular vote in a kingdom decision is now calculated differently. Players will be able to spend the decision's normal cost for up to 3 points of difference or "votes". They will have to spend the decision's max cost for any additional points of difference. (To elaborate further - the options associated with influence costs in a kingdom decision represent votes. So f.e. in a decision with the costs 10 / 40 / 100, choosing the 100 option amounts to 3 points or votes. If you are a king and want to overrule a popular vote that surpasses the alternative by 5 points / votes, your cost will amount to 100 (for the first 3 votes) plus another 2 x 100 (for the additional points of difference).
- Fixed a rare crash on the campaign map regarding village items.
- Fixed a crash related to newly spawned caravans.
- Fixed a crash that occurred when trying to talk with a companion while inside hideouts.
- Fixed an issue with missing dialogues for supporting a kingdom in the main storyline after loading which blocked progression.
- Fixed a client crash on crowded servers when the amount of created weapons in the environment exceeded a certain threshold.
- Fixed a crash that occurred when kingdoms declare war while the "Company of Trouble" quest was active.
- Fixed a rare crash that occurred when clicking done in the simulation battle result screen.
- Fixed a rare crash that happened while talking to a companion.
- Kingdom tributes are now paid daily rather than one-time.
- Kingdom tribute payments are shared between clans as follows:
- Each regular clan has 1 share and ruling clan has 4 shares
- Every town adds 3 shares
- Each castle adds 1 share
- Added a fix for the Player's King's Decision.
- The AI now leaves less garrison to settlements with low prosperity. This should improve problems with starvation.
- We spotted a 3x inflation for hearths over 15 game years. The daily hearth increase for villages was changed to 0.5 from 1.
- Fixed some visual bugs on the Baravenos Encirclement and Xauna MP scenes.
- Fixed a crash that occurred after colliding with an entity while falling with a camel.
- Fixed a rare crash that happened when an agent was blocking and the weapon state for that agent was not fully synced.
- Fixed a rare crash that occurred when showing the battle results of simulated battles.
- Fixed a crash that occurred when war was declared between a quest giver's and the player's kingdoms while the Company of Trouble quest is active.
- Fixed a crash that occurred when talking to army members after a successful siege.
- Fixed a crash that occurred while passing time on the campaign map.
- Fixed a rare crash that happened when a specific caravan spawned for notables.
- Fixed a bug that caused NPC parties to raid Tevea village very frequently.
- Fixed a crash that occurred when Gang Leader Needs Weapons and Rival Gang Moving In quests were active at the same time.
- Fixed a rare crash that occurred when ticking daily game events.
- Fixed a crash that occurred when fully completing skill focuses.
- Fixed a crash that happened when an agent entity was changed in battle-
- Fixed a crash during kingdom creation through clan screen.
- Fixed a crash that occurred when Family Feud and Army of Poachers quest were active at the same time.