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Mount & Blade 2: Bannerlord gets hefty update as Beta moves to Public branch

Published: 19:15, 17 April 2020
TaleWorlds Entertainment
Armies clashing in Mount & Blade 2: Bannerlord
A roaming Gewalthaufen of testers hungry for work.

As promised, Mount & Blade 2: Bannerlord got its public branch on Steam, and the split brings a hefty update that addresses some crashing, a number of issues in diplomacy, economy and trade, and more.

Mind you, regular users shouldn't even notice, as they'll go on playing on the public branch as the final destination for tested and polished Mount & Blade 2: Bannerlord updates. Those who feel up for more experimentation can opt for the other ones. 

As usual, TaleWorlds attacked a bunch of singleplayer crashing issues, like when defecting a lord through barter, or walking on the map after establishing your Bannerlord empire. 

Some players noticed incorrect skill levels upon loading their earlier Mount & Blade 2: Bannerlord games, but the dev stomped that out along with a few other minor loading issues.

Mount & Blade 2: Bannerlord's lords, or more precisely their handling of money, continue to be a source of headaches for TaleWorlds, and so the update makes them more likely to fill up their ranks.

Executions can now cost you relations and have other consequences, of which the players will be notified. 

Mount & Blade 2: Bannerlord's mercenaries can now be fired, and players will choose how to pay the remaining dues. How you continue from there could cost you the contract and relations with the leader. 

TaleWorlds Entertainment Looters in Mount & Blade 2: Bannerlord So you keep saying, over and over, and over, and over again...

The full e1.1.0 patch notes are as follows:



  • 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.



  • 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 its 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.
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