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Uscito il primo grande aggiornamento per Mount & Blade 2: Bannerlord

Inviato: domenica 12 aprile 2020, 16:40
da Konrad_Curze
Immagine
Nella giornata di oggi è stata rilasciato, in stato di Beta su Steam , il primo aggiornamento generale di Mount & Blade 2; Bannerlord.
Tale aggiornamento, oltre a includere tutti i aggiornamenti minori fino ad ora usciti, mira a migliorare le prestazioni del gioco, a ridurre il numero di crash e numerosi bug fix.
Sono state inoltre riviste un terzo delle missioni del gioco, soprattutto a lato di Dialoghi, oltre a numerosi bilanciamenti delle truppe a al loro aumento di livello.
Qui di seguito l'enorme changelog:

Codice: Seleziona tutto

 
Singleplayer

[b]Crashes[/b]
[list]
[*]Fixed a rare formation AI exception.
[*]Fixed a crash that occurred when a mount without a rider heard an arrow.
[*]Fixed a crash that occurred at the end of the "Army of Poachers" quest when the AI tries to continue fighting.
[*]Fixed a crash that happens when a campaign is started for the second time without exiting the game.
[*]Fixed a crash that occurred when selecting the option to attack in the “Rival Gang Leader” quest after loading a game.
[*]Fixed a crash that occurred when AI characters tried to barter prisoners.
[*]Fixed a bug where talking to a companion in settlements during the main storyline would crash the game.
[*]Fixed a crash in main storyline conspiracy phase.
[/list]

[b]Performance[/b]
[list]
[*]Ram and VRAM usage is reduced and many leaks are fixed.
[*]Scene loading performance improvements.
[/list]

[b]Localisation[/b]
[list]
[*]Improvements, additions and corrections for Turkish and Simplified Chinese translations.
[/list]

[b]Art[/b]
[list]
[*]Added new armour "Northern Lamellar Shoulders".
[*]Added new armour "Plated Helmet".
[*]Assigned a banner to poachers and other neutral parties.
[*]Overhauled all of the NPC faces to reduce asymmetry, tone down exaggerations and create culturally appropriate and appealing phenotypes.
[*]Updated some of the lords and ladies faces for a more culturally appropriate look.
[*]Updated nav meshes in “sea_bandit_a”, ”battle_terrain_p”, “battle_terrain_020”, “battle_terrain_029” and “battle_terrain_030”. This should resolve unwanted fights in water and improve fleeing behaviour in these scenes.
[*]“Aserai_town_a” civilian scene related fixes.
[*]“Aserai_town_b” civilian scene related fixes
[*]“Empire_town_j” siege scene siege related fixes and seasonal improvements.
[*]“Khuzait_town_004” siege related fixes and visual improvements.
[*]“Aserai_castle_002” siege related fixes.
[*]“Vlandia_castle_005a” siege related fixes.
[*]“Sturgia_castle_003” siege related fixes.
[*]“Khuzait_castle_002” siege related fixes.
[*]Night atmosphere illumination amounts adjusted.
[*]Visual fixes for battle scenes.
[*]Winter season issues with steppe scenes have been fixed.
[*]Winter related problems with the outer meshes are solved.
[*]Low-poly tree meshes are now used in hideout prefabs.
[*]Agent spawn positions in some scenes are fixed.
[*]Fixed a season problem with Aserai's arena.
[*]An issue with Battania arena spawn points being too close to each other is fixed.
[*]Fixed some scene issues of Aserai Village.
[*]Fixed merlon physics issues of Vlandian Castle parts.
[*]Fixed some lighting issues of Empire Lords Hall.
[*]Fixed physics issues of Battania Castle Wall.
[*]Fixed UV issues of Sturgia Castle Gatehouse.
[*]Fixed an error while opening the Forest Hideout scene.
[*]Refined snowy atmospheres.
[*]Beard intersecting helmet issues were fixed for:
[list]
[*]-western_plated_helmet
[*]Empire_guarded_lord_helmet"
[/list]
[*]Nordic sloven armour's bones problem fixed.
[*]Fixed clothing clipping issues.
[*]Replaced some textures and meshes.
[*]Updates on Hero Creation Stages:
[list]
[*]Some clothes updates.
[*]Poses overhaul.
[*]Face animation.
[*]Scene lighting.
[*]Skin shader updates.
[*]Specular texture channels updated.
[*]Diffuse Texture updated.
[*]Beard /tattoo material:
[*]Alpha and colour updates.
[/list]
[/list]

[b]Campaign Map[/b]
[list]
[*]Parties participating in an event are no longer moving, which fixes some footstep sound issues.
[/list]

[b]Audio[/b]
[list]
[*]Fixed that Campaign music could play many tracks in quick succession.
[/list]

[b]UI[/b]
[list]
[*]Implemented trade perks that relate to profit in inventory.
[*]Minor UI tweaks and fixes in Crafting, Barter, Save/Load, Recruitment, Board Game, Siege screens.
[*]"No Saddle" visuals in Inventory.
[*]Removed helmets from hero portraits to see their faces more clearly.
[*]Added Weight Carrying Mount and Speed Mount icons in inventory mount tooltip panel.
[*]Fixed a spacing issue with 'ğ' character in Turkish localisation.
[*]Fixed barter offer item visuals not being visible.
[*]Enabled being able to give names with space and numbers in creation.
[*]Fixed two hints showing up in inventory equipment slots.
[*]Changed character developer traits from texts to icons.
[*]Implemented a basic item tooltip, now players can see the basic stats of a tournament prize item.
[*]Added a "Busy with an issue" or "Busy with a quest" or "Busy with a common area" notifications in Create a Party instead of just a "Busy" explanation.
[*]Fixed attribute and focus point tooltips to reflect correct numbers.
[*]Moved NumberOfCorpses and MaxSimultaneousSoundEventCount to performance options.
[*]Implemented being able to sort/move modules in the launcher.
[*]Renamed "Resume Game" to "Saved Games".
[*]Added minor faction filter to clan page list page.
[*]Added tooltips to map bar circle notifications.
[*]Added new perk icons.
[*]Fixed banner visual errors with some icons and banner icons not matching with the UI.
[/list]

[b]Battles and Sieges[/b]
[list]
[*]Simulated battles no longer give more XP than fought battles.
[*]Added missing patrol spawn positions to forest hideout scenes. Forest hideout missions should now open normally.
[/list]

[b]Combat AI[/b]
[list]
[*]AI quality for NPCs is now determined by skill points in the current weapon's governing skill instead of overall character level.
[*]A tactics bug related to the defensive ring that occurred when archers ran out of ammunition has been fixed.
[*]An issue in caravan/villager battles that could potentially cause unexpected behaviour at agent processing level was corrected.
[*]Cavalry not being able to hit enemies right next to them when they had swingable weapons and circling each other endlessly issue fixed.
[*]Bodyguard troops could rarely stop moving when their commander died, this is now fixed.
[*]Mounted agents can calculate enemy positions better and thus more accurately aim their thrust attacks.
[*]Some agents couldn't move properly due to invisible scene AI barriers. This has been fixed.
[*]Fixed some Sea Bandit AI issues.
[*]Agents attack less often if the combat AI difficulty is set to normal.
[*]Holding ready duration for attacks was added as a driven property and tied to melee combat skill in order to make easier/less able AI agents fight less relentlessly (i.e. they will wait for a while before releasing their attack).
[/list]

[b]Character Development System[/b]
[list]
[*]Level 1 characters now start with 120 skill points.
[*]Reduced XP required to learn higher skill levels.
[*]Troops can now upgrade more easily.
[*]Reduced wanderers' skills outside their main area of expertise, making them easier to level up.
[*]Made wanderer age correlate roughly with their skills.
[/list]

[b]Kingdoms and Diplomacy[/b]
[list]
[*]Fixed bug where fiefs were regarded to have a negative value in barters if the “Everything Has a Price” perk was enabled.
[*]Fixed a rare bug where the AI proposed a kingdom decision on behalf of the player clan.
[/list]

[b]Economy and Trade[/b]
[list]
[*]Prices for armour were changed and high tier boots and gauntlets now cost more.
[*]Range weapon prices have been re-adjusted.
[/list]

[b]Quests & Issues[/b]
[list]

[*]Reviewed about a third of the quest issues, improving dialogues and persuasion:
[list]
[*]Major changes in particular to “Family Feud” and “Spy Party”.
[/list]
[/list]

[b]Other[/b]
[list]
[*]Icons on banners and shields were not appearing. They are fixed now.
[*]Updated "Imperial Legionary" equipment.
[*]Minor updates to Sturgian troop tree equipment.
[*]Added more variation to caravan master's equipment.
[*]Added more variation to helmet drops from troops.
[*]Various other fixes to troop trees and stats.
[*]Armour values of various equipment have changed to better match their visuals and increase faction armour variety.
[*]Armour values of mount bardings and harnesses were changed to match their visuals.
[*]Riding a horse without a saddle now incurs 10% penalty to max horse speed and manoeuvring.
[*]NPC agents carrying heavy items (apple baskets etc.) will no longer run (with items in hand) when the player asks them to take him/her to a particular agent.
[*]Added an "Exposure Compensation" option that allows players to adjust the brightness levels of the visuals to their preference.
[*]Fixed missing items for blacksmith characters in towns.
[*]Some grammar mistakes and typos were fixed.
[*]Fixes a bug that caused the player character to be invisible.
[*]Fixed a bug that caused characters to spawn without any equipment.
[/list]


Multiplayer

[b]Animations[/b]
[list]

[*]Fixed some wrong cavalry idle animations.
[*]Fixed a rare condition in which client rider gets stuck in defence animation after a successful hit.
[/list]

[b]Audio[/b]
[list]
[*]Implemented a Voice Spamming Filter for multiplayer.
[/list]

[b]Design & Balance[/b]
[list]
[*]Damage interrupt threshold values are set as 5.
[*]Headshot damage multiplier is increased from 1.7 to 2 for pierce damage.
[/list]

[b]Map Related[/b]
[list]
[*]Bug fixes for Harbour of Ovsk.
[*]Bug fixes and improvements for Castle of Fen Altai.
[list]
[*]Some spawn locations are re-adjusted for team balance. Atmosphere has changed.
[*]Added particles to be formed when the breakable wall is damaged.
[/list]
[/list]

[b]Other - Miscellaneous[/b]
[list]
[*]Slow-motion and pause cheats are disallowed during multiplayer matches.
[/list]

[b]Performance[/b]
[list]
[*]Decreased bandwidth usage of impact sounds.
[/list]

[b]Server & Network[/b]
[list]
[*]Server Improvements.
[/list]


Both - Singleplayer & Multiplayer

[b]Crash[/b]
[list]
[*]If the AI is not holding a ranged weapon, it tries to find a ranged weapon in its equipment and uses this weapon to calculate attacking scores against distant enemies. During this weapon selection, some equipment was causing a crash. This was fixed.
[/list]

[b]Performance[/b]
[list]
[*]Improved the performance of the sound system.
[*]Big improvements for the multi-core performance of the game.
[*]We now select Maximum sound count according to your CPU's core count. You can increase this setting if you have a recent CPU. We've also added a new very low(64) option.
[*]Some other minor performance improvements.
[/list]

[b]Audio[/b]
[list]
[*]UI sounds don't get cut by other UI events anymore.
[*]Added "is missile" check to crafted weapons' impact sounds (like Throwing Axes).
[*]Fixed Ballista reload sound phasing.
[*]Minor changes in the hearable distance of loud sounds.
[*]Fixed some Vlandian scenes opening up with an echo.
[/list]

[b]Combat AI[/b]
[list]
[*]Improved the calculation of ranged units for the enemy's future position.
[*]Ranged units can target mounts or different enemy bones. Cases that caused errors during this calculation are fixed.
[*]After issuing the "Hold Fire" command, the AI weapon selection gives less priority to ranged weapons that have a secondary melee mode.
[/list]

[b]Other[/b]
[list]
[*]Added an option to disable controller vibration.
[/list]