
Steam news
Full Steam announcements and update articles for this title.
Please note that there may be a delay between the download of the base game and the download of War Sails. If you launch the game prior to both of them being updated, you will crash. If you face this issue, please verify your game files.
The patch is now live on all platforms, including consoles. Please note that console updates may take a few hours to appear due to each platform’s release process.
The following changes are specific to the War Sails expansion and are not part of the base game.
Changes
Added manual ship selection for seaborne village raids. You can now choose which ships to bring on a naval raid.
Hovering over a ship shows a tooltip with its owner, so you can tell at a glance which vessel belongs to which noble.
If you deploy your own troops without filling the fleet's full capacity, the remaining space will be filled with allied troops.
Fixes
Fixed a bug that caused boarding hooks to be disabled on places where they overlapped with ship upgrades containing shields.
Fixed a bug that prevented "Hail to Gunnar's contract." option from appearing during the War Sails storyline.
Crashes
Fixed a crash that occurred due to a high memory usage on Xbox.
Fixed a crash that occurred in kingdom and clan pages of the encyclopedia.
The following changes are part of the base game and apply to the War Sails expansion as well.
Changes
Improved the save / load times on PS5.
Fixes
Fixed a bug that caused formation targeting to incorrectly select formations that are behind the player character.
Crashes
Fixed a crash that occurred due to a null reference in AI behaviour code.
Fixed a crash that occurred when attacking a raiding party on the campaign map.
Fixed a crash that occurred after exiting a conversation.
Fixed a crash that occurred in missions when you attempted to defend a village during a raid, while the village did not have any militia.
Fixed a crash that occurred when mods re-added existing keys to save metadata.
Fixed a crash that occurred during cloth simulation.
Fixed a crash that occurred in battles due to memory ordering.
Fixed a bug that caused visual glitches and could induce a crash during longer playing sessions on Xbox.
\ Fixed a crash that occurred in Captain Mode when cavalry charged into a formation that braced spears/pikes.
Modding
Fixed a bug which caused the .sack bulk shader cache file to massively increase in size when compiling shaders.
Made the banner layers unlimited in the banner reader.
Greetings Warriors of Calradia!
We’re back with the #CommunityTales where we feature the incredible creations from you, the Mount & Blade community!
Before we jump in, we wanted to address something many of you have been asking about: the War Sails Modding Kit. The Kit will enable modders to create and expand upon the War Sails experience with new ships, scenes, mechanics, and other content built specifically for the expansion.
We're excited to share that we've recently entered the Closed Beta phase of the War Sails Modding Kit, with a number of community modders already participating. Their feedback has been invaluable as we work through the final hurdles before making the Kit available to the broader modding community.
A huge thank you to everyone taking part in the beta, as well as to all of you for your continued enthusiasm and support.
Without further ado, let’s jump right in!
Battanian Trophy Husband by ManOfJelly147
Butter Lords by Artistic-Agent6049
Mountain and The Forest by Scoten87
Raiding the Aserai by Prado
Rise of the Rhodoks by JarlSnow907
A mod that adds the Rhodoks as a fully playable culture. Character backgrounds, unique armor, and weapons are all added to reflect the culture. Pikes and crossbows are reworked, and a new Rhodok ship - a modified Lodya. Also included are seven new wanderers, two mercenary companies, over 40 equipment pieces, new load screens, a main menu cinematic, and a handpicked music playlist.
Titles by kes369
Adds a feudal title system to Calradia, giving rulers and prominent nobles ranks like Baron, Count, Duke, and King based on the fiefs they hold. Castles, towns, or a mix determine each lord's standing, with cultural and gender variants for every faction plus map icons that let you spot powerful nobles at a glance.
Respec Player by Shinno
A mod that lets you reset your attributes (vigor, endurance, and the rest) and all focus points for both your player character and your companions. The ReSpec cost scales with your level but can be adjusted in the config file. You can access the ReSpec menu within the menu of any friendly town.
I Can't Believe This Is Bannerlord by Nord Horizons
PIRATES ONLY Playthrough in Bannerlord! by Mr.Chicken Bannerlord
The REAL Stat That Wins Every Battle By Bill Wavey
The Bannerlord Development Hub has extended the submission deadline for their community map-making competition.
The new submission deadline: 15th of August, 2026.
The submissions will be made open-source and may be used in other events hosted by the multiplayer community.
For all details on how to join, the contest rules, as well as the prizes for the winners, head over here.
The Calradic Campaign team is organizing their 85th Bannerlord Multiplayer event. Join up for some hack & slash on Saturday, July 4th, at 4:00pm EDT on their Calradic_Campaign server using their Module.
If you would like a quick overview of the CC events, check out this video - What is the Calradic Campaign?
You can check all the details, including how to join, in one of the highlighted posts on their Subreddit.
The Bretonnie Roleplay Events are highly immersive weekly multiplayer community events organized by the Le Royaume de Bretonnie \ clan. Their next Sunday event is on the 28th of June at 20:30 CET.
These recurring events focus on strict formation and roleplaying rules in an effort to re-create massive medieval battles with more than 500 players on the server at once. The story continuously unfolds and is impacted by the results of the battle events and roleplay scenarios. This narrative is further supported by the Mod Pack, which contains custom maps and items.
It is required to participate with or as part of a clan to join the event, so if you’re already in one - sign up with your clan here. Still searching for a clan? Then make your way to the Clans board and find your new home!
If you would like to suggest content for the next #CommunityTales, make sure to tag @Mount_and_Blade on X or @mountandblade on Facebook with the #CommunityTales. Alternatively, you can reach out on our forums to Piconi or Dejan.
Summer brings warm weather, sandy beaches, and massive discounts! Don't miss your chance to get War Sails 30% off and Bannerlord 60% off! You can also pick up all previous Mount & Blade titles with a 75% discount.
Please note that there may be a delay between the download of the base game and the download of War Sails. If you launch the game prior to both of them being updated, you will crash. If you face this issue, please verify your game files.
The following changes are specific to the War Sails expansion and are not part of the base game.
Fixes
Fixed a bug that displayed the "Leave" option when you tried to help a village under raid.
Fixed a bug that caused inconsistencies with ship icons on the scoreboard.
Fixed a bug that allowed non-shallow draft ships to join naval raid simulations.
Crashes
Fixed a crash that occurred when starting coastal village raids.
Fixed a crash that occurred due to excessive memory usage when opening the party and port screens together.
The following changes are part of the base game and apply to the War Sails expansion as well.
Fixes
Fixed a bug that caused the conversation to open again after having already interacted with the army.
Fixed a bug that made Radagos' Raider troops too skilled.
Crashes
Fixed a crash that occurred when two armies are besieging the settlement while the player defends the siege.
Fixed a crash that occurred upon starting an encounter during the tutorial.
\ Fixed an MP community server stability exploit. Please make sure to only use the following in your map ID names (for example, mp_skirmish_001):
a-z
A-Z
0-9
_
Greetings Warriors of Calradia,
War Sails v1.2.5 and Bannerlord v1.4.5 are now live on PC, with the console release planned for early June, once the release process for them concludes.
Join us in watching the video below as we walk through the key highlights included in this update. Prefer reading instead? You can find the full text breakdown further below.
Your fleet can now make port in coastal villages to trade, recruit troops, and resupply. This not only makes long-distance naval travel far more practical, but also introduces an entirely new Viking-era activity — the Seaborne Village Raids.
Naval raids expand both the strategic and immersive layers of the game. On the campaign map, they act as a new way to disrupt the enemy economy, allowing you and nobles to strike coastal settlements directly from the sea or by navigating rivers. Additionally, they contribute to a stronger naval presence among lords, making the sea feel more active and contested.
These raids are not just limited to the campaign layer. Once underway, they transition into the mission in one of the new amphibious raid scenes. Your ships approach from the sea or river, landing on beaches and in shallow waters. From there, your warband disembarks and pushes inland to meet defenders scrambling to respond.
Seaborne raids also introduce new strategic considerations. Fleet composition is now of greater importance as naval raids require shallow-draft ships. At the same time, attacking from the sea allows you to more easily evade responding enemy lords - opening up new tactical opportunities and challenges.
In addition, we expanded on AI nobles’ behavior to increase purposeful activity on the water. During wartime, enemies now actively seek out town and village port locations to harass your noble parties, convoys, and fishing ships. Combined with seaborne village raids, this should increase the number of naval travels and meaningful encounters between factions.
Further, we’ve re-balanced AI assessments so nobles are more inclined to prefer naval travel as opposed to land for longer journeys. Together with other changes like longer naval battles and increased view distance at sea, the amount of naval activity and engagements have increased quite a bit.
The naval campaign gameplay balance and feel were also things we wanted to revisit.
Naval combat is inherently costly, so we adjusted the risk–reward balance. Experience gain for troops in naval encounters is up 50% to better offset the losses that come with fighting on the water. Further, party wages and food consumption have both been reduced at sea.
Additionally, river travel has been made faster, with a 50% speed increase for parties, improving the utility of inland voyages.
Naval battles have seen major improvements, aimed at creating a more fun and tighter experience.
You can now delegate command of your ship, letting your crew take the helm while you move freely and fight.
Further, we’ve refined spawn distances, ship handling, and boarding for smoother engagements.
Finally, victory conditions have been reworked with battles now ending when all ships on one side are out of action - meaning sunk, burned, or critically undermanned - rather than when every troop was defeated.
On the content side, two new ships have been added to the War Sails roster, giving Northern factions more options for ranged-focused naval gameplay.
The Battanian Barlinnger was built to hold the line in larger naval engagements. Sharing traits with the Birlinn, it is slower and less responsive, but its broad deck and raised mid castle make archers and skirmishers especially deadly in ranged combat.
The Nord Battle Knarr, on the other hand, is an oversized and reinforced knarr built to carry ballistae as well as a large crew. When a longship won't do, the Battle Knarr steps in.
We've also added two new body armors - the Reinforced Mail Coat and the Nordic Long Heavy Mail, alongside 9 new Nord helmets such as the Nordic Spectacle Helmet and the Brass Vendel Helmet. Finally, there are ten new armor variants, with seven in War Sails and three in Bannerlord, including the Heavy Mastercrafted Northern Armor, Reinforced Huscarl Armor, and the Reinforced Wolf Head.
Beyond the battles themselves, crew management now comes with more options. We've added two new naval party roles: the First Mate, which is tied to the Boatswain skill, and the Navigator, tied to the Shipmaster skill.
To support these roles, three new Nord wanderer types have been introduced: the Easterling, the Boatswain, and the Sea-Raider - bringing the total to 11 new wanderers in War Sails.
And across both the expansion and the base game, clan members can now hold up to two party roles at the same time, reducing the pressure of companion limits.
Moving on with changes that apply to both War Sails and Bannerlord - let's talk about armies.
The AI army creation system has been reworked. Armies now require a more sizable force before they can be formed; the influence threshold to create one has been doubled, and AI nobles are willing to spend more when doing so. These changes should result in fewer but stronger armies on the map.
Further, AI army formation and disbanding have been reworked to reduce ineffective defensive behavior. Armies no longer form or persist purely for defense and will disband if too weak to go on the offensive, giving nobles time to recover.
Individual nobles respond faster and more efficiently to threats, which leads to a greater number of successful settlement defenses, reduces rapid settlement ownership changes, and frees up parties for mid-sized engagements.
Finally, auto-resolved sieges now take twice as long, giving additional time for reinforcements.
Staying on the strategic layer, diplomacy has likewise seen significant changes.
On the war front, kingdoms without shared borders will no longer go to war and are more likely to seek peace when conflict stalls. This should reduce wars that exist only on paper.
Building on that, alliances and trade agreements have been expanded beyond their initial foundations. Their creation now better reflects the state of the world, taking into account factors like inter-faction marriages, existing diplomatic ties, and, particularly for alliances, owning settlements of another faction’s culture. This is especially interesting in the case of the Empire’s factions. Furthermore, breaking either of the agreements by declaring war incurs honor and relationship penalties.
Moving to alliances, specifically - they are now formed with improved reasoning, which puts a greater focus on surrounding threats. Further, they conclude with a Renewal prompt that gives kingdoms the chance to extend their partnership, while helping prevent immediate wars between former allies.
Responding to your ally also comes with additional consequences - refusing a Call to War damages the relationship, while accepting one strengthens it.
Finally, trade agreements are now limited to neighboring kingdoms and provide tangible, ongoing value. Caravans and naval convoys of trading partners generate gold with each settlement visit, which is then distributed daily among vassals.
Shifting to the covert side of things, hideouts have seen meaningful improvements to create a more challenging and responsive experience that rewards stealth.
In the stealth mission, you're no longer required to eliminate sentries before approaching the campfire - and reaching it without killing or alerting anyone earns you a Roguery experience bonus.
We also added a skill-based success chance when sending troops to clear a hideout. Finally, Assault and Stealth approaches offer distinct rewards - Stealth grants access to the hideout stash, while Assault doesn’t.
Back on the battlefield, encounters should now feel less punishing, with the medicine skill scaling better to provide a higher likelihood of troops being wounded rather than killed.
Combat has received further iteration as well. Melee units should commit to attacks more reliably, spear troops have improved aiming against cavalry, and cavalry is better at timing and choosing swing directions.
All two-handed maces can also knock enemies down.
Finally, the default cavalry bonus in auto-resolve has been removed, reducing the disproportionate advantage of horse-heavy factions.
That covers the highlights for War Sails v1.2.5 and Bannerlord v1.4.5. Here’s an image to recap the important changes as well.
The following changes are specific to the War Sails expansion and are not part of the base game.
Clan and Party
Changes
Added a new AI party behavior for offensive naval patrols that seek to disrupt enemy forces and economy during war.
These target town and village "port" locations to harass Lord Parties, Convoys, and Fishing Ships.
This should contribute to lord sea presence, but, more importantly, to a greater number of naval engagements for lord parties.
Increased AI nobles’ willingness to travel by sea.
AI lords were overestimating how much damage they would take at sea. We adjusted that to make their calculations more reasonable.
This should make longer naval travel more acceptable to nobles.
Added New Naval Party Roles
Players can now assign First Mate (Boatswain skill) and Navigator (Shipmaster skill) roles.
Updated some perks to have First Mate and Navigator role-specific effects.
Added 3 new Nord wanderer types: "the Easterling", "the Boatswain", and "the Sea-Raider".
Mariner Skill Changes
Added Mariner skill to all Mariner troops.
Reworked how the Mariner skill affects combat performance during naval engagements.
In Campaign/Sandbox mode and naval battles, heroes now use their Mariner skill to reduce combat penalties when fighting on ships. A Mariner skill of 200 fully cancels these penalties, while heroes with 0 Mariner skill receive the full penalties.
Regular troops can only cancel these penalties if they have the “mariner” tag. Troops without this tag receive the full penalties during naval combat.
Adjusted how Mariner skill behaves in Custom Naval Battles.
All troops (including heroes) will cancel all Mariner penalties if their default Mariner skill is greater than 40.
Troops with a value below 40 receive the full penalties.
Adjusted how swimming duration scales with the Mariner skill.
Maximum Mariner skill now grants up to +20 seconds of additional swimming time, allowing experienced mariner troops to survive longer if they fall into the sea.
Fixed several agent stat calculation differences between Campaign/Sandbox and Custom Naval Battles. Both modes now use consistent calculations, with the exception of personal and captain perks, which are only applied in Campaign/Sandbox mode.
Improved AI party behavior by enabling pirate parties to surrender when their relative strength is significantly lower than the opposing force.
Increased experience gain for non-hero troops in naval encounters by 50%. This change applies to both missions and auto-resolution. It should help offset higher troop losses at sea.
Added a 40% View Distance penalty when the player party is inside a storm.
Increased the party View Distance at sea by 30%.
Reduced party wages while at sea.
Reduced food consumption while at sea.
Increased the river party naval speed by 50%.
Decreased the roaming range of fisher parties.
Adjusted the armor pieces used by Sea Hound troops so they are consistent with their tier.
Fixes
Fixed a bug that allowed parties to travel through the obstacles on the campaign map.
Fixed a bug that prevented players from entering the raft state when released from captivity at sea.
Fixed a bug that caused some naval parties to miscalculate enemy party strength and thus make ill-informed decisions whether to engage or flee.
Fixed a bug that caused the player’s ships to be left behind after dying at sea and choosing an heir, resulting in a single ship stranded at a settlement instead of being transferred to the new party.
Fixed a bug that prevented wanderers of Nord culture from spawning.
Naval Battles
Changes
Added a system to handle campaign naval battles that do not fully exhaust at least one of the sides. The previous system allowed the player or AI to defeat the enemy as a whole, even if they had more remaining ships & troops that did not fight in the initial battle. Both sides now disengage from the encounter and consider their next move.
Added the ability to delegate command of your ship.
Using the "Delegate command" order, the crew takes control of the ship while the player freely moves and acts on deck.
If the order is given while the player controls the ship, the control is automatically relieved. The order ends automatically if the player manually takes ship control, while disabling the order will stop the ship's movement.
Improved mission victory logic for naval battles.
Previously, all troops had to be down or in the water for a side to be defeated. A side is now considered defeated only when all of its ships are out of action (sunk, burnt, or critically undermanned). This doesn't apply to actively contested ship islands.
The mission will not conclude while a player-controlled agent is alive and not until at least 20 seconds have passed since the last player-controlled agent’s death.
Adjusted the way the spawning distance between teams is calculated in missions.
The distance between teams in naval battles is now determined by ship count rather than total crew capacity. This change should result in shorter distances for engagements between a few ships and greater distances for larger fleets.
Increased ship figurehead loot drop chances from defeated enemy nobles.
Defeating a Kingdom Leader: Increased from 50% to 60%.
Defeating a Clan Leader: Increased from 25% to 50%.
Defeating a Clan Member: Increased from 10% to 40%.
Added a boarding indicator to show which enemy ship is currently being boarded.
Added the ability to cancel an active boarding order by holding the boarding key on the targeted ship.
Added separating forces that apply when ships become tangled, helping them break apart.
Improved boarding bridge connections so that they are harder to break.
Made troop pathfinding improvements for moving on ships.
Ships that were given the targeted Engage order on an enemy ship remained inactive after clearing it and any other attached enemy ships. Now, they will automatically detach and find new enemies to attack.
Adjusted the speed threshold for oar-assisted turning to be more tolerant. Ships turn faster when using oars on both sides.
Reduced the fire damage of a missile that passes through a sail before hitting a target.
Adjusted ship ballista rotation and projectile type behavior so different ballista types feel more distinct.
Improved ballista direct control mode visibility by enabling movement of the ballista during reload.
Adjusted the ship ballista camera behavior so it automatically switches to a different camera view when the ballista is unmanned, making it clearer when the ballista is not being used by a troop.
Ranged accuracy of troops now decreases with the ships' movement.
Improved the efficiency of getting back onto the ship by enabling multiple troops to use climbing nets simultaneously.
Increased auto resolution time for naval encounters.
Increased mariner troop strength in naval battle simulations by 20%.
Fixes
Fixed a bug that prevented AI ships with the Engage order from connecting with and assisting allied ships during naval battles. Ships given the Engage order will now correctly update their boarding targets, throw hooks, and board enemy ships as intended, including when multiple allied ships are engaging the same target.
Fixed a bug that allowed the minimum troop count in Naval Custom Battle to go below the operable troop count, resulting in immediate battle end.
Fixed a bug that caused figurehead drop chances to be lower than intended.
Fixed a bug that caused the "Use oars at half power" command to trigger an incorrect number of oarsmen and improper ship steering behavior.
Fixed a bug that prevented troops from being assigned to oars during initial battle deployment.
Fixed a bug that caused collision issues inside Roundship and Dromon, causing units to get stuck.
Fixed a bug that caused ship reinforcements to continue spawning while a ship is burning.
Fixed a bug that caused burning sails to still apply wind forces.
Fixed a bug that caused the default player character camera to be reset to third person when relinquishing control of the ship.
Fixed a bug that caused troops to continue using ship interactables while they are in the water.
Fixed a bug that caused troops to collide with boarding bridges when swimming underneath.
Fixed a bug that caused troops to appear outside of a ship in Order of Battle, when switching ship selection.
War Sails Storyline
Changes
Added a tooltip for the reasons the dialogue option to set sail with Purig is disabled during the naval storyline.
Improved naval storyline progression clarity when Ostican is hostile to the player. Gunnar can now be accessed via town and port menus during the naval storyline, even if the player is at war with Ostican’s owner, ensuring the storyline can still be progressed without entering the settlement.
Improved proximity detection for notifications and music cues during the “Defeat the Sea Hounds” naval storyline mission, ensuring banner messages and audio events trigger reliably as ships move into range.
Increased food and gold given in naval storyline quests, to ensure reaching quest objectives with enough provisions.
Adjusted the main storyline Conspiracy quest settlement target selection to exclude island settlements that could cause navigation issues.
Changed Gunnar's home village to Lagshofn instead of Bjorenbyr.
Removed Sea Hounds' spears from the Naval Storyline Act 3 Quest 5 Escape phase.
Fixes
Fixed a bug that prevented the "Free the sea hounds' captives" from restarting after retreating from the mission.
Fixed a bug that allowed player inputs during the "Purig's ship is here" cutscene in "Free the sea hounds' captives" quest.
Fixed a bug that prevented the Sea Hounds from triggering an encounter in the “Defeat the Sea Hounds” quest if the player did not move their own ship.
Fixed a bug that caused repeating dialogues at the end of "Speak to the Sailors in Omor" and "Hunt Down Emira al Fahda" quests.
Fixed a bug that prevented horses from jumping during the "Speak to Sailors in Omor" quest.
Fixed a bug that caused rescued crew members to try using oars that were already in use during the naval storyline captivity mission, leading to broken rowing behavior when switching rowing power.
Fixed a bug that caused party visibility and settlement information around Ostican to not update correctly after the player was teleported there during the naval questline.
Fixed a bug that caused repeating dialogue in the conversation with Purig in the naval storyline quests.
Fixed a bug that allowed Nord settlements to be selected as a main storyline conspiracy quest target settlement.
Fixed a bug that caused capitalization errors during the naval storyline.
Art
Added two new ships:
Battanian Barlinnger - To hold the line in larger naval engagements, the Battanians built the Barlinnger. Sharing characteristics with the Birlinn, the Barlinnger is slower and more cumbersome. However, its broad deck and raised mid castle make archers and skirmishers deadly in ranged engagements. This ship was also favoured by the Vlandians for the same reason.
Nord Battle Knarr - Though Nords and Sturgians favour quick boarding engagements, they know the value of naval artillery. Since regular longships lack the stability and space to mount ballistae, they used the Battle Knarr. These oversized and reinforced Knarr, can accommodate ballistae as well as a large crew.
Added two new body armors and assigned them to troops:
Reinforced Mail Coat: Nord Marksman, Nord Shield Biters
Nordic Long Heavy Mail: Nord Hearthguard, Nord Warfang, Nord Marauder
Added new variants of armor pieces and distributed them to Nord troops.
Reinforced Northern Mail Mittens
Chainmail Shoulder Guards
Reinforced Wolf Head
Heavy Mastercrafted Northern Armor
Reinforced Huscarl Armor
Wolf Pelt Cape
Mariner Gambeson
Added the unique town scene back for Omor.
Added floating debris when ships hit and scrape against each other.
Added a new railing lantern model to suitable ships.
Added new port prefabs on the world map.
Increased the walkable area of the Aft on Sambuk.
Updated some of the loading screens and encounter artworks.
Updated Walrus Tusk and Whale Oil item models.
Fixed a bug that caused improper bridge floor spots in Hardgard.
Fixed a bug that prevented interaction with the tavern door in Lycaron.
Fixed a bug that caused the Nord kingdom's banner to duplicate when the ruling clan changed.
Fixed a bug that caused color LOD issues on ship roofs.
Fixed a bug that caused issues with naval army visuals if the army leader had no more ships left.
Fixed a bug that caused some ships to appear submerged on the campaign map during a blockade.
Campaign Map
Reworked rivers to improve mesh generation and eliminate floating or overflowing water. This should prevent ships from appearing submerged.
Improved overall visual coherence, including flora adjustments, new decals, and better settlement positioning.
Improved environmental simulations, including wind behavior, river flow directions, and snow coverage.
Polished river to sea intersections.
Fixed numerous navigation mesh issues, particularly along coasts and rivers, reducing cases where parties could become stuck while embarking or disembarking.
Fixed a bug that prevented storm clouds from casting shadows below them.
Fixed a bug that caused the outer mesh intersection to be blurry.
UI
Changes
Added different map icons for different shipyard levels.
Added a new UI icon for the "Stop controlling the ship" button indicator.
Added a warning tooltip to equipped ship upgrade slots in the fleet management screen when interaction is unavailable (for example, when not in a port or when the ship is damaged).
Added ballista ammo count visuals when directly controlling ship ballistas.
Added log messages for fire damage during naval battles.
Added ship control hotkeys to the Options - Keybindings menu.
Made drowning and fall damage to now display both at the center of the screen and next to the health bar.
Removed the ship control description text while the player is not allowed to control or capture a ship.
Fixes
Fixed a bug that caused some tooltips to briefly appear on the top-left corner of the screen.
Fixed a bug that prevented the “Charge” order from being highlighted in naval battles, despite being active.
Fixed a bug that prevented entering higher crew counts in the naval Order of Battle.
Fixed a bug that prevented the name of the player's sister from showing in her encyclopedia description.
Fixed a bug that caused incorrect menu text when encountering a besieged settlement where both sides are neutral to the player.
Fixed a bug that caused missing speed effects from refreshing in the party speed on the hover tooltip.
Fixed a bug that caused the "Take" button to show incorrect text in the ship loot screen after naval battles.
Fixed a bug that caused the land encounter menu background to show when the player joined an ongoing naval battle.
Fixed a bug that caused troops' and prisoners' ordering to be broken after transferring the latter in the Party screen.
Fixed a bug that prevented you from scrolling up and down with the right analog stick in encyclopedia.
Animations
Added additional rowing animations.
Improved rudder usage animations.
Fixed a bug that caused oarsmen to change their rowing animation frequently, causing them to flicker.
Fixed a bug that caused oarsmen to fail to return to their designated seats, despite still performing the rowing animation, while the ship was moving at high speed.
Fixed a bug that caused musicians in Vlandian shipyards to have improper animations.
Fixed a bug that caused combat animations to carry over to a conversation screen if initiated closely before the conversation.
Character Development System
Added a Trade skill bonus to the Corsair Traders background option in character creation.
Decreased the "Popular Captain" perk effect regarding ship combat deck size from 10% to 5% and made it a Party Leader effect instead of a Captain effect.
Renamed the perk "Nimble Surge" to "Favorable Tide".
Renamed the perk "Crown on the Sail" to "Fair Winds".
Fixed a bug that caused Mariner skill gain during naval storyline from non-naval gameplay and friendly fire.
Fixed a bug that caused naval battles to reward Tactics instead of Mariner experience.
Audio
Fixed a bug that caused audio errors and incorrect voice-over playback for Purig due to mismatched dialogue data.
Fixed a bug that caused voice-over issues in the naval storyline, including missing audio playback, incorrect line splits, and lip-sync problems.
Fixed a bug that caused excessive drowning sounds in the background during the fireship set-piece in the naval storyline.
Settlement Actions (Town, Village, Castle and Hideout)
Updated and reordered icons in town and port menus for clearer navigation.
Moved “Take a walk around” to be above “Leave” and “Wait” in campaign menus.
“Call Fleet” no longer appears if your fleet is already present.
“Call Fleet” now opens a dedicated sub-menu instead of triggering immediately.
Increased Hvalvik’s starting wall level to 3.
Fixed a bug that caused Townswoman to be shown as Townsman in port scenes.
Other
Added encyclopedia text for Gunnar, Purig, Lahar, Fahda, Bjolgur, and Crusas.
Replaced placeholder text for ship descriptions in the encyclopedia.
Corrected the name of “Berserker Reinforced Cloak” to “Berserker Reinforced Helmet”.
Adjusted the weight values of some body armors.
Fixed Nord Axe Warrior equipment sets.
Fixed a bug that caused shipwright NPCs to exit the port scenes.
Fixed a bug that caused shipwright NPCs to have combat equipment in Port scenes.
Fixed a bug that caused the two-handed axe to be held incorrectly when swinging from a horse.
Save & Load
Added ship ownership information to the Saved Campaigns screen.
Fixed a bug that caused character portraits to be missing or incorrect for sandbox saves in the save/load screen.
Localisation
Improved localisation across all languages.
Performance
Fixed a bug that caused corpses to be rendered more than once in naval battles.
Fixed a bug that caused water reflection issues in Performance Mode on consoles.
Crashes
Fixed a crash that occurred in Naval Custom Battle when clicking the "Ready" button during Order of Battle.
Fixed a crash that occurred when controlling a ship ballista with no ammo left.
Fixed a crash that occurred due to the naval battle scoreboard being triggered during a land battle.
Fixed a crash that occurred when the "kill agent" cheat was used during the naval storyline alley fight.
Fixed a crash that occurred in naval battles due to idle animation issues.
Fixed a crash that occurred when lifting your blockade during a siege.
Fixed a crash that occurred when the player died during the transition to the big fight in the "Free the sea hounds' captives" quest.
Fixed a crash that occurred due to a deployment-related issue during the loading for a "Defeat The Sea Hounds" quest battle.
Fixed a crash that occurred due to ragdoll movement in naval battles.
Fixed a crash that occurred due to ships not finding correct navmesh paths on some occasions.
The following changes are part of the base game and apply to the War Sails expansion as well.
Armies
Reworked the AI army creation system.
Added a minimum army size requirement based on the overall mobile military strength of the kingdom. Kingdoms with more noble parties will now form proportionally larger armies than smaller kingdoms.
This minimum army size calculation does not include mercenary clans, allowing larger kingdoms or those employing multiple mercenary clans to still form additional armies in the late game.
Increased the minimum influence required for AI clans to create an army from 50 to 100.
Increased the amount of influence AI nobles are willing to spend when forming an army.
These changes should result in fewer but stronger armies on average. They are also intended to facilitate more free parties that don't join armies.
Reworked the AI army formation / disbanding logic regarding defensive activities.
Removed defensive activities as a valid condition for both creating and maintaining an army. Armies will still move to defend settlements, but if they are not strong enough to besiege enemy settlements, they will now disband after two days.
This should reduce situations where armies move from one failed defensive attempt to another, gradually losing their strength and effectiveness. It is also intended to give individual nobles from the disbanded army more time to recover.
Since individual nobles respond to enemy offensive and defensive actions (such as sieges and raids) faster than armies and recover their losses and food supplies more efficiently, there should now be more successful settlement defenses. This should reduce the constant change of ownership of border settlements.
It is meant to also result in more noble parties remaining active on both sides to harass and engage enemy forces, leading to more noble encounters and an increased number of mid-sized targets for the player.
Your army will now be disbanded if you kick out all the army members.
Fixed a bug that caused armies to get stuck in the gathering phase and stop moving after an encounter while going to the gathering location.
Kingdoms and Diplomacy
Changes
Improved AI war and peace decision-making by removing the second-degree neighbor exposure from diplomatic considerations. Kingdoms that do not share direct neighboring settlements will no longer declare war on each other and are more likely to declare peace, which should help reduce the occurrence of prolonged inactive wars.
Revised Alliance Mechanics
Added an alliance renewal decision. Once an alliance ends, whether through cancellation or completion, both parties are immediately prompted to decide whether to renew it. This should lead to more consistent diplomatic behavior between kingdoms, as they won't consider other diplomatic options like war declarations until the alliance renewal has been resolved.
Improved the reasoning behind forming alliances, making kingdoms more responsive to surrounding threats.
Alliance considerations are now influenced by additional factors:
Inter-ruler clan and ruler-to-any clan marriages (the latter matter less)
Owning settlements of another faction’s culture is now treated as hostile occupation by their original owners. This is especially impactful for the Empire factions, making them less likely to ally with one another.
Being in a trade agreement with each other
Added a penalty to alliance scoring for kingdoms that attempt to form a new alliance while already bound by one, making second alliances less likely. This should prevent too large coalitions when a threat is not too powerful.
Added honor and relationship penalties for declaring war on an allied kingdom. This applies to the player if they initiate hostilities or propose a war decision against an ally, provided that these actions result in war.
Call To War
Added penalties for denying a Call to War from an ally, decreasing the relationship between the ruler of the denying kingdom and the ruler of the calling kingdom.
Added a bonus for accepting a Call to War from an ally, increasing the relationship between the leaders of the calling and accepting factions.
Improved the interaction between alliance and Call to War durations, ensuring that if a Call to War lasts longer than the alliance itself, its duration extends the alliance to prevent it from ending mid-conflict.
Improved diplomatic commitment behavior so that kingdoms called to war by an ally will not consider peace offers for that war until the Call to War duration has ended.
Improved how alliance conditions are displayed in the proposal tooltip, with clearer explanations when the player is unable to propose an alliance.
Revised Trade Agreement Mechanics
Trade agreements can now only be formed between neighboring kingdoms. Kingdoms without shared borders will no longer consider trade agreements. Additionally, kingdoms with only port towns can no longer form trade agreements with kingdoms that lack port access (War Sails).
Trade agreement considerations are now influenced by additional factors:
Inter-ruler clan and ruler-to-any clan marriages (the latter matter less)
Prosperity of kingdoms
Security of towns
Being allied to each other
Adjusted relationship and exposure considerations, making trade agreements more likely between allied kingdoms and kingdoms that share larger borders.
Added honor and relationship penalties upon breaking a trade agreement by declaring war on a partner. Trade partners are now less likely to declare war on each other.
Improved trade agreements to generate ongoing economic benefits for kingdoms. Caravans (and naval convoys in War Sails) now generate gold for the owning kingdom on each settlement visit, with the income distributed daily among vassals and clearly shown in the Kingdom Diplomacy screen.
Adjusted how initial relationships between AI nobles and notables are generated to create a more natural and varied distribution. Relationships are now less clustered around neutral values, with traits playing a stronger role in shaping positive and negative opinions. This results in clearer rivalries, stronger friendships, and more meaningful relationship-based decisions. Additionally, we increased the threshold for considering another hero an enemy to -50.
Adjusted starting relationship calculations between faction leaders to check for clashing traits.
Adjusted the support level display for kingdom decisions in the Diplomacy screen to use descriptive levels (Low, Slight, Good, Strong) instead of percentages.
Adjusted war progress value normalization so that one side is always displayed as 0, (e.g. 60-0 scale instead of 80-20).
Added an option to abstain when voting on kingdom decisions as the ruler, preventing forced support for opposing outcomes when lacking sufficient influence.
Added a blue highlight to settlements and parties belonging to kingdoms allied with the player’s kingdom.
Fixes
Fixed a bug that caused tribute values in the Diplomacy screen to be displayed as negative (e.g. Tribute Paid: 8000 | -8000). Tribute values are now correctly displayed (e.g. 8000 | 0).
Fixed a bug that prevented effects from applying to certain kingdom policies. The affected policies are Effects of Crown Duty, Imperial Towns, Lawspeakers, Royal Privilege, Castle Charters, and Royal Commissions.
Fixed a bug that caused incorrect tax calculations for the "War Tax" and "Debasement of the Currency" policies.
Fixed a bug that allowed alliance and trade agreements to be finalized with the player’s kingdom even when the other side did not support it.
Fixed a bug that caused the player to pay influence when the peace notification was ignored or closed.
Fixed a bug that caused a declaration of war notification to trigger when a clan is successfully convinced to defect to the player's kingdom.
Stealth & Disguise
Adjusted stealth visibility, awareness, and detection behaviors for improved consistency and balance.
Refined agent vision cones and uphill visibility behavior.
Improved reactions to corpses and alarmed agents.
Reduced handheld torch impact on visibility.
Adjusted cautiousness indicator behavior.
Improved detection responsiveness at close range.
Adjusted sneak attack effectiveness for throwing knives.
Improved the Stealth Tutorial clarity and flow with minor scene adjustments.
Improved the stealth system by making hiding in the shrubs consistent across different character builds.
If you are spotted during the prison break mission, you need to eliminate the guards soon or fail the mission. Added a countdown to now clearly illustrate that.
Added the ability to trade in hostile towns after setting up contact, if the Smuggler Connection perk is active in the Roguery skill.
You can no longer access the Port while in disguise.
Fixed a bug that prevented larger character builds from hiding in bushes during the Stealth Tutorial.
Fixed a bug that caused the player to remain hidden in shrubs while holding a torch.
Fixed a bug that prevented alert indicators from being visible through walls during stealth missions.
Fixed a bug that caused the stealth mission fail counter to remain on the screen even after it was no longer applicable.
Fixed a bug that caused the player’s stealth equipment to use banner colors in the inventory screen instead of the darkened version.
Fixed a bug that caused player alley members to spawn and fight against the player as town guards during disguise missions.
Fixed a bug that caused musicians’ instruments to be missing when the player was disguised inside taverns.
Hideouts
Hideout Stealth Mission
Improved the Hideout stealth mission by removing the requirement to eliminate sentries before interacting with the campfire. Players can now trigger the fight phase regardless of sentry kills.
Implemented a roguery XP bonus after reaching the hideout campfire without killing or alerting the sentries.
Made improvements to all hideout scenes to accommodate the new mission rules.
Removed sentry indicators when pressing ALT during hideout stealth missions.
Improved the Hideout mission clarity by removing the alarm state bars once the open battle is triggered.
Added objective trackers during stealth and assault hideout missions.
The campfire highlight now gets disabled after it is used.
Fixed a bug that allowed the player to sit on chairs during hideout stealth missions.
Fixed a bug that prevented the deletion of the stealth fail counter.
Fixed a bug that allowed the player to use the campfire during the hideout sneak-in mission while an enemy was alerted.
Hideouts
Added a success chance when sending troops to clear a hideout. The chance is influenced by Tactics and Roguery skills. On success, the hideout is cleared, but no loot nor XP is gained.
Clearing a hideout using the Assault option now grants only loot obtained from defeated enemy troops (battle loot only).
Clearing a hideout using the Stealth option now grants additional loot (hideout stash/trade goods).
Increased the number of bandit troops in Hideout Assault scenes to 20-29 and adjusted the scenes accordingly.
Hideouts now have a different icon that indicates the number of bandit parties in them.
Disabled the campfire highlight in the hideout assault mission.
Fixed a bug that caused the Stealth option to reduce the loot when clearing hideouts."
Fixed a bug that caused incorrect troops to spawn using player troop selection when launching a Hideout assault.
Fixed a bug that prevented troops from gaining XP in hideouts.
Fixed a bug that caused only one bandit troop type to spawn in hideouts.
Art
Added new variants of armor pieces and distributed them to various troops.
Wrapped Mail Mittens
Mail Mittens with Bronze Plate
Mail Mittens with Plate Guard
Made further improvements to the land scenes' atmospheres.
Added new night atmosphere variations.
Refined lighting balance, reduced excessive sun flare, and softened harsh cloud shadows.
Fixed overly dark enclosed areas.
Added the female versions of Long Leather Vest and Nordic Luxury Tunic meshes.
Improved LODs for certain axe heads.
Repositioned the defender's siege weapons in Car Banseth to prevent friendly fire.
Fixed a bug that caused beards to clip with certain helmet types.
Fixed a bug that caused LOD issues, making some objects disappear at very short distances.
Fixed a bug that caused improper ground textures and a terrain spike in the Vostrum town scene.
Fixed a bug that prevented you from interacting with the doors in Tyal.
Fixed a bug that caused sigils to flicker on campaign siege camp banners.
Battles and Sieges
Changes
Reverted survival chance changes (made with BL v1.3.3) for all battles involving the player - now making troops more likely to be wounded instead of killed.
Blunt damage probability is again 30% for player battles instead of 10%.
Casualty survival chance is again +0.01% per Medicine level instead of +0.0025%.
Effect “Your medicine skill partially applies to enemy casualties, increasing potential prisoners” of the perk “Doctor’s Oath” is again 1% instead of 0.1%.
Doubled the duration of auto-resolved sieges.
This gives defending parties more time to reinforce them.
Adjusted the way the spawning distance between teams is calculated in missions.
The distance between teams in land battles now depends entirely on the count of initially deployed troops, as opposed to including reinforcements. This should, on average, reduce the approach times, leading to earlier combat action.
Improved deployment logic for land and naval battles (War Sails). When there are multiple teams on the same side (allies), they should now be positioned along valid spawn paths, undeployable zones are properly respected, and reinforcement behavior has been improved.
Removed the default cavalry bonus from auto-resolve battles in an effort to balance horse-dominant factions’ power. Terrain-specific effects still apply.
Improved ranged siege weapon AI target selection by factoring in terrain and line-of-sight. Ranged siege weapons should no longer fire at targets obstructed by terrain, walls, or other objects, and will more accurately select valid targets they can realistically hit in sieges and naval battles (War Sails).
Added knockdown functionality to all two-handed maces and adjusted their stats accordingly.
Updated the encounter texts for breaking in or out of settlements to display the party member with the highest Tactics skill who devises the plan.
Increased the reach of bash attacks with one-handed weapons to match the reach of bash attacks with two-handed weapons.
Fixes
Fixed a bug that caused a besieging army to be fully defeated after retreating from a siege mission, allowing the player to imprison all remaining troops and acquire all the loot.
Fixed a bug that caused besiegers to continue their assaults immediately after retreating from a mission instead of rethinking their position, healing their wounded, rebuilding siege equipment, or lifting the siege if needed.
Fixed a bug that prevented pikemen in mixed-troop formations from bracing due to standing behind shielded troops. If a formation has troops capable of bracing and is under cavalry charge attack, those units will now move to the front of the formation to brace.
Fixed a bug that prevented the player from capturing all wounded troops as prisoners after a battle.
Fixed a bug that prevented selected formation banners from being highlighted correctly during battles.
Fixed a bug that caused formations without troops to be included in deployment.
Fixed a bug that caused certain formations to continue moving during the Order of Battle phase.
Fixed a bug that prevented the player from being deployed and moving with the assigned formation during the Order of Battle screen.
Fixed a bug that prevented the Auto Deploy button from distributing units correctly during the Siege Order of Battle phase.
Fixed a bug that caused captains to stay in the wrong positions after being assigned to a formation during Order of Battle.
Fixed a bug that caused troops to spawn in the wrong formations during the Order of Battle screen.
Fixed a bug that caused reinforcement formations to face an incorrect direction during deployment.
Fixed a bug that caused post-battle influence gain notification to trigger even if there was no influence gained.
Fixed a bug that caused AI to overevaluate the surrounding allied party strengths and get a penalty to the besieging score.
Fixed a bug that caused siege defender parties to engage the player without waiting for other defender parties, and start an encounter when they were weaker than the player.
Fixed a bug that caused siege defenders to have unlimited ammo when ambushing the besiegers.
Fixed a bug that prevented garrison morale from resetting after capturing a settlement.
Fixed a bug that caused issues with column formation retreat.
Fixed a bug that caused issues with the column formation siege ladder and siege tower usage.
Fixed a bug that caused troop types that spawn in battle to be incorrectly homogenous. Troop types should now spawn proportionally to their ratio in the party.
Fixed a bug that caused AI agents to switch targets when the targeted agent was the player and had jumped.
Clan and Party
Changes
Campaign map party visibility is now affected by party size and terrain. Larger parties and armies can now be spotted from farther away, while smaller parties like bandits and villagers must get closer before becoming visible. Parties moving through forests are also harder to detect than those in open terrain.
Improved party role management by allowing each clan member to hold up to two party roles at the same time, reducing pressure oncn companion limits. Role assignment and dialogue options have been updated accordingly.
Reduced the initial clan tiers of several Vlandian clans while raising the starting tiers for select Battanian clans.
The "Tell your men to ignore the superstitions of villagers, and press on." choice in the "Cries in the Mist" random event now grants points towards Calculating, Daring and Closefisted traits, decreases party morale and has a chance of injuring multiple troops.
Updated player sibling generation so they can get any hairstyle from the player's culture.
Fixes
Fixed a bug that caused player clan parties to donate troops to garrisons when visiting a settlement. They should now donate troops only after conquering the settlement via siege.
Fixed a bug that prevented the "Hand in the Strongbox" random event from displaying the town name.
Fixed a bug that caused a party morale reduction in the "Honor the Slain Foe" random event, instead of increasing it.
Fixed a bug that caused AI nobles to recruit low-tier bandits.
Fixed a bug that caused your troops to receive experience when donating items to your companions.
Fixed a bug that prevented parties from being clickable when they are very close to a settlement.
Fixed a bug that prevented the Auto Allocate Clan Member Perks option from working for the older brother.
Fixed a bug that caused defeated nobles and companions to spawn in foreign settlements.
Fixed a bug that caused impassable areas on the campaign map to be accessible using alternative movement keys.
Fixed a bug that caused patrol parties to get stuck at certain map positions.
UI
Changes
Added a new Gameplay - Campaign option that allows players to customize how double-clicking affects campaign map time controls. Players can now choose between the default behavior, an alternative mode that toggles between Play and Fast Forward, or disabling double-click time control entirely.
Added a cross icon to the town management screen to speed up the process of removing items from the queue.
Added zoom in/out functionality to the item inspection popup.
Added a warning pop-up when cancelling changes via the exit hotkey in the inventory, party, and fleet (War Sails) management screens.
Revised order formation selection controls for gamepad use; restored options such as selecting a single formation without manually deselecting others, while retaining the new additions, with the ability to mix and match selected formations.
Made the "+" and "-" icons in the party and inventory screens more consistent.
Improved visual quality of icons on the campaign map and on perks.
Removed the extra tooltips for faster perk selection.
Updated the tooltips in areas such as the character screen, smithy, leaving heroes at settlements, and town management.
Improved the lighting in the item inspection pop-up.
Adjusted color highlights for the battle scoreboard; enemies will be shown with a red highlight, while the player's side will be shown with a green one.
Expanded the "Hide Battle UI" option to additionally hide crosshair, name markers, and ship control UI (War Sails).
Improved clarity of the inventory item tooltips by hiding the item modifier information.
Made skill info to now be displayed as a single paragraph instead of separate buttons, allowing you to see all the information at once.
Changed a line in the Food tooltip text from "Inside Production" to "Local Farmlands".
Fixed a bug that caused workshops to be in running state in the workshops tab even if the workshop is "Halted".
Fixed a bug that caused the UI to display incorrect information about the cost of changing a workshop’s production type.
Fixes
Fixed a bug that caused faction banners to turn black during a Parley.
Fixed a bug that caused the “There isn't any unit under command” message to appear twice when issuing an order.
Fixed a bug that caused army members to show up twice in the encounter screen.
Fixed a bug that prevented the cancel action from working correctly when using the "Let me inspect your equipment" option.
Fixed a bug that caused incorrect appearance of the quest exclamation mark when the hero tracked by the quest is a prisoner in the player's party.
Fixed a bug that caused parents to be incorrectly displayed in the encyclopedia.
Fixed a bug that caused arrow damage info to be shown using an incorrect text format.
Fixed a bug that prevented the Siege engine deployment UI from being fully visible when zoomed in during the bombardment phase of the siege on the campaign map.
Fixed a bug that prevented the "Create Army" button from being greyed out when the player already has an army.
Fixed a bug that prevented the character button from blinking during the "Choosing Skill Focus" Tutorial.
Fixed a bug that caused Order of Battle sliders to reset to 0 when the mouse cursor left the slider area while dragging.
Fixed a bug that caused the “Enemy Clans Destroyed” statistic on the Game Over screen to display incorrect values.
Fixed a bug that caused incorrect alley log entries in the encyclopedia at game start.
Fixed a bug that caused settlement information (such as quests and occupants) to remain visible to the player even after moving far away from the settlement.
Fixed a bug that caused drag and drop positions to be dependent on where the target widget is grabbed from (e.g. hero widget in OoB).
Fixed a bug that prevented Workshop Finance elements from being updated when workshop changes were made.
Fixed a bug that caused the "This Action Will Start a War" tooltip to appear on the encounter menu options even when already in war.
Settlement Actions (Town, Village, Castle and Hideout)
Players can no longer recruit from or trade with villages belonging to factions they are at war with.
Increased wall repair speed for towns and castles.
Fixed a bug that prevented cancelling a boardgame request with a noble before the boardgame started.
Fixed a bug that caused musicians' instruments to disappear when trying to have a conversation with them inside taverns.
Character Development System
Fixed a bug that prevented some perks from applying to couches and braces.
Fixed a bug that prevented skill XP gain from random events if the learning rate of the skill was less than x1.
Fixed a bug that prevented the "Effort for the People" perk effect from applying when the "Send troops to clear" option was used for a hideout.
Crafting
Made all Two-Handed Nord crafting pieces usable as One-Handed.
Reduced smelting outputs for Highland Dagger, Tribesman Throwing Daggers, Wooden Hammer, and Pitchfork.
Enabled Jambiya Blade and Dark Jambiya Blade usage with civilian clothing.
Adjusted the stats of Long Steel Mace Handle and Long Steel Bottomed Mace Handle.
Quests & Issues
Fixed a bug that prevented quest progress from being shown after loading a save file during the "Unify the Empire" quest.
Fixed a bug that prevented you from interacting with Arzagos' doors in Car Banseth and Dunglanys.
Fixed a bug that caused the conversation with the player's brother to play both during and after Galter's execution.
Fixed a bug that caused no gold to be awarded when turning in bandit prisoners for the “Landowner Needs Manual Laborers” quest.
Fixed a bug that caused incorrect troop count requirements for the hideout objective in the “Establish Your Clan” quest.
Fixed a bug that caused parties to be able to capture conspiracy troops during the main storyline quests.
Fixed a bug that caused the quest logs for “Village Needs Draught Animals,” “Headman Needs Grain Seeds,” and “Rival Gang Moving In” quests to be displayed incorrectly.
Fixed a bug in the “Headman Needs Grain Seeds” quest that allowed Tier 1 troops to be sent with a companion despite the minimum required troop tier being 2.
Fixed a bug that caused the “Extortion by Deserters” quest to trigger a field battle instead of the village raid mission.
Fixed a bug that prevented the “Lord Needs Garrison Troops” quest log from updating the acquired troop count after recruiting the required troops.
Fixed a bug that prevented the gold requirement from being displayed in the dialogue for the “In and Out” quest.
Fixed a bug that prevented troops who died during the mission battle in the “Rival Gang Moving In” quest from being removed from the player’s party.
Conversations & Encounters
Reordered dialogue options when talking to defeated nobles. The option "You are my prisoner now" should always be at the top.
Fixed a bug that caused horses to become temporarily unresponsive after ending a conversation.
Fixed a bug that caused items that NPCs are holding in settlement scenes to disappear after starting a conversation with them.
Fixed a bug that caused some characters to display wrong colors on their outfits.
Animations
Fixed a bug that caused incorrect sitting on the barber's chair.
Fixed a bug that caused idle animation issues for female companions in civilian scenes.
Fixed a bug that caused animation issues when mounting a horse while it was underwater.
Other
Adjusted the weights of certain daggers.
Adjusted the various stats of Work Horse, Sumpter Horse, Pureblood, and Storm Chargers to bring them on par with other horses in their respective tiers.
Renamed “Padded Leather Cape” to “Padded Leather Cap”.
Renamed the two-handed mace “Sledgehammer” to “Maul”.
Updated the armor values of the Ornate Cap and marked it as a civilian item.
Updated weapon data by adding missing cultures and item modifiers, and resolving duplicated or incorrect weapon names.
Fixed a bug that prevented the Blackened armour set from being available in shops.
Fixed a bug that caused misspelling of the Majestic Iron Boots.
Fixed a bug that caused duplicate and wrong names of certain items.
Save & Load
Added marks to the save games to show if achievements are enabled or disabled.
Fixed a bug that caused heroes in older savegames to sometimes appear with equipment not matching their gender.
Performance
Improved the performance of the target point finding of fleeing parties.
Improved memory allocation during the Order of Battle phase.
Fixed a bug that caused FPS to drop when the Engage order was given during a siege mission.
Crashes
Fixed a crash that occurred at launch due to a missing text file in game folders.
Fixed a crash that occurred when an army player helped another army’s siege while the player was not the army leader.
Fixed a crash that occurred when an agent routed from a battle.
Fixed a crash that occurred if a required official module was disabled via manual xml/config edits. Upon opening the launcher, the required official modules will now be automatically set to enabled.
Fixed a crash that occurred during a siege with multiple attacking factions when a peace event was triggered between one of the attackers and the defending faction.
Fixed a crash that occurred in some battle scenes due to spawn path issues.
Fixed a crash that occurred when resetting the changes in the character creation and the barbershop.
Fixed a crash that occurred randomly when trying to save the game.
Fixed a crash that occurred when trying to equip a female outfit as a male.
Fixed a crash that occurred during formation updates in siege missions.
Fixed a crash that occurred during battles due to an issue when a noble dies.
Fixed a crash that occurred when a companion was assigned to resolve a town issue while simultaneously being targeted by another companion’s gathering action.
Fixed a crash that occurred when a player's clan party fulfilled the requirements for forming an army while the player was imprisoned.
Fixed a crash that occurred when a lord party was trying to defend a village from a hostile lord.
Fixed a crash that occurred during sally out missions due to the error with assigning an ally team when there was none.
Fixed a crash that occurred when a party was destroyed due to peace being declared.
Fixed a crash that occurred in the launcher due to graphics drivers.
Fixed a crash that occurred when leaving a kingdom while the "Smugglers" quest is active.
Fixed a crash that occurred due to a quest party from the "Gang Leader Needs Weapons" quest not being removed after finishing the quest.
Fixed a crash that occurred while convincing an enemy noble to defect during the “The Conquest of the Settlement” quest.
Fixes a crash that occurred after speaking with Deserter Parties related to the Extortion by Deserters quest.
Combat
Fixed a bug that caused thrust attacks to have weapon trails.
Fixed a bug that caused stance desynchronisation when moving sideways.
UI
Fixed a bug that prevented dropped weapons from being highlighted.
Fixed a bug that caused visual glitches on the end-of-match rank and XP progress bar.
Fixed a bug that caused the generic avatar images to have the wrong colors.
Crashes
Fixed a crash that occurred when loading a Multiplayer Siege scene with mangonels.
Fixed a crash that occurred when adding a new friend on PlayStation.
Combat
Changes
Improved AI attack timing and targeting behavior. All melee units now commit to attacks more reliably and face their targets correctly. Spear infantry can better challenge mounted units by aiming more effectively, and cavalry is timing and choosing swing directions better.
Increased the reach of bash attacks with one-handed weapons to match the reach of bash attacks with two-handed weapons.
Disabled staggering of the archers readying their weapons when approached by mounts.
Reduced the accuracy penalty for throwing weapons when moving in the direction of the throw.
Improved AI throwing weapon usage while moving. AI troops will now use throwing weapons while running instead of slowing to a walk, aligning with the increased throwing accuracy when moving toward the aimed direction.
Made sling accuracy dependent on the throwing skill.
Added shaky camera in the vicinity of missile shots with area of effect damage.
Added logs to help us identify a crash related to missing UI resources.
Fixes
Fixed a bug that prevented mounted ranged attacks if the player mounted while crouched.
Fixed a bug that caused crouch movement speed to increase when performing fast attacks while crouched.
Art
Rebalanced the wind speed in 174 scenes. Previously, many scenes had no wind strength, while some had too much. This caused the scenes’ flora to behave unnaturally.
UI
Added a warning to the launcher that notifies you if a required driver is missing.
Added the ability to swap keybindings in the options menu.
Added keybinding conflict information to show which actions share the same keys.
Added remaining PC input key visuals.
Enabled saving keybinding changes on consoles when using a keyboard.
Improved the Enable Touchpad Mouse option on PlayStation controllers to works mid-game and apply immediately.
Fixed a bug that prevented some keybinding changes from being saved when changed from the main menu.
Fixed a bug that caused in-mission keybindings and Options - Keybindings to go out of sync when a controller was connected or disconnected mid-game.
Fixed a bug that caused some input key visuals to not update when changing keybindings during gameplay.
Fixed a bug that caused Xbox button icons to appear on PC when using a PlayStation controller.
Fixed a bug that caused PC key texts and visuals to appear on consoles when the gamepad was disconnected.
Fixed a bug that prevented the "Reset to Defaults" button from resetting values for some gameplay options.
Audio
Fixed a bug that prevented 5.1 surround sound from working.
Fixed a bug that caused troop responses to orders to always be in predominantly male voices. The responses to orders are now correctly based on the gender ratio of the troops in the formations.
Performance
Optimized and polished the Screen Space Reflection algorithm, and added a new configuration option allowing players to choose between Low and High presets. The Low preset offers improved performance with old visuals, while the High preset provides better visual quality with no performance improvements.
Reverted mission water rendering to the “legacy” system for all Native scenes (in War Sails for all scenes without naval combat).
Improved the performance of the quad system maintenance.
Improved performance and reduced disk usage through a comprehensive optimization pass of all FMOD project assets.
Expanded FMOD sound modding support, enabling modders to create their own sound events in FMOD Studio and replace existing game sound events.
Added a sample FMOD project under modding_resources\\FMOD Sample Project\\FMODModdingProjectExample. It requires FMOD 2.02.x. The project includes the mixing structure, which should be followed to have full performance benefits.
Added 4 new modding documentation pages to cover Audio Modding - Audio Modding with FMOD Studio, Event Setup, Scene Audio, and Audio Systems & Optimization.
Added a new modding documentation page to cover the new XML merging system introduced with BL v1.3 - Merging Module XML Files with Native.
Added a pop-up warning on game launch to notify players of mod-related conflicts and identify which mod is causing the issue.
Added the no_slim XML attribute to hand armors to prevent using the slim version of body armors.
Suggested by xenoargh here.
Horse armors can now be colored via the UseTeamColor tag. Horse armors now use the correct team colors in missions, the inventory screen, and the save-load screen.
Reported by Litauen here.
The item_holsters.xml file can now be merged with XSLT or our engine's merge algorithm.
Suggested by Empire96, KingKilo, Ulfkarl here.
Re-added FontAtlas.exe to the Modding Toolkit (used when creating custom fonts).
Reported by \ Thyrell on the modding discord.
Improved the OverrideBrush feature for UI Brushes. Now the overrides stack on top of each other (depending on the mod load order).
Suggested by Artem.
Added VerticalSpaced layout to UI ListPanels.
Fixed a bug that caused the UI ListPanel vertical layouts to be incorrectly reversed. VerticalTopToBottom and VerticalBottomToTop should now act as intended.
Fixed a bug that prevented player mouse input from working when setting a custom camera using MissionScreen.CustomCamera.
Fixed a bug that caused terrain spikes to appear after saving a scene in the editor.
Reported by Litauen here and Espeiron, Lord Eastwood, Jojoba, Savo, Hart, Bullero, and others on the modding discord.
Fixed a bug that caused the spritesheet generator to potentially corrupt some game files if War Sails was installed.
Reported by Litauen here.
Fixed a crash that occurred when modding managed_core_parameters.
Reported by Ulfkarl here.
Fixed a crash that occurred when a faulty water material was selected.
Reported by Reginald.
Fixed a crash that occurred when starting the GI baking process.
Reported by LizardWizard420 here, Reginald and Bullero.
The following native issues were also discussed by the modding community:
Reverted mission water rendering to the “legacy” system for all Native scenes (in War Sails for all scenes without naval combat). However, the “legacy” system also received shader and material changes. Water rendering type also has no impact on the ability to swim or not. Your modded non-naval scenes should, by default, utilize the “legacy” system.
Reported by Snorri, Reynauld, and Litauen here.
Fixed a bug that caused LOD issues, making some objects disappear at very short distances.
Seaborne Village Raids
Campaign
Added the ability for both players and AI to raid or defend raids against coastal villages directly from the sea or rivers.
Initiating or helping against a raid requires 15 healthy troops and shallow draft ships.
Upon starting a raid, the village militia will decide whether to resist or let you raid based on the balance of power.
If the militia chooses to fight, a seaborne village raid mission is triggered. Winning the encounter allows looting to begin.
If the militia does not resist, looting begins immediately.
You can “Send troops” to the raid, but this limits the number of attacking soldiers per round to the deck size of the present shallow draft ships. The auto-battle has the following new bonuses.
Attacker horse archers receive a 50% power penalty.
Defender archers receive a 10% power bonus.
You can determine which troops will accompany you in the raid mission.
During the initial fight or the looting process, other parties may still intervene, leading to different missions depending on the situation.
Mission
Once the mission begins, your ships will sail toward pre-determined landing points along the shoreline or in shallow waters, depending on the terrain of the scene.
Upon landing, your troops will disembark automatically, at which point you can issue standard land-based commands. If no orders are given, they will charge forward and engage the defenders.
Defending forces will attempt to hold back the assault and prevent attackers from reaching the village. Melee units will secure key chokepoints, while ranged units take position on elevated ground, raining volleys down on the advancing enemy. Defenders do not have access to ships.
Reinforcements can arrive for the defenders during the mission, though this is less likely if only a small village militia is present. Attackers arriving by sea, however, will not receive reinforcements. If the assault fails but your attacking force still has sufficient ships and troops on the campaign map, you can attempt another raid.
These encounters take place in the 16 newly introduced reworked seaborne village raid scenes. We intend to further expand this pool.
Land raids on coastal villages will now also occur in these new scenes.
Settlement Actions (Town, Village, Castle and Hideout)
Naval Interactions with Coastal Villages
Added the ability to make port in villages. This allows you to trade, recruit troops, and resupply without disembarking.
You can also disembark completely and leave ships in friendly and neutral villages to become a land party.
Added the ability to set sail directly from villages without the embarking process.
This is only possible if your fleet is already in the village.
You can’t call your fleet to a village (only to Town ports).
You can’t make port or set sail from an enemy village unless it has been fully raided.
Campaign Map
Repositioned several villages closer to the coastline and added drop-off points, creating new opportunities for offensive naval actions.
Art
Added fore battlements to Dromakion and Qalguk.
Fixed a bug that caused the Reinforced Berserker Helmet to have black textures.
Naval Battles
Fixed a bug that caused ships to sink below the wave surface level.
Other
Improved Nord Bersekir troop:
Increased Berserker Cloak body armor from 14 to 20.
Replaced the Berserker Helmet they use with the Berserker Reinforced Helmet.
Removed swords from Nord Berserkir troops. This leaves them with axes that can be used one-handed or two-handed. The damage dealt by those axes has also been slightly improved.
Fixed a bug that caused ship upgrade part costs to be calculated incorrectly.
Crashes
Fixed a crash that occurred when loading a save file with the War Sails expansion.
Fixed a crash that occurred when lifting a blockade during a siege.
UI
Re-introduced the level progress bar on the Character screen. It now shows the current XP instead of skill points.
Fixed a bug that prevented controller dpad navigation from working for custom battle troop weight sliders.
Fixed a bug that allowed disabled dropdown items to be selected with the controller "click+dpad left/right" shortcut.
Other
Fixed a visual bug that caused army members to break the army formation while raiding a village on the map.
Crashes
Fixed a crash that occurred when closing a mission.
Fixed a crash that occurred when attacking hideouts.
Changes
Added 9 new Nord helmets to the game and distributed them across Nord troop equipment sets.
New helmets added: Ornate Vendel Helmet, Vendel Noble Helmet, Brass Vendel Helmet, Nordic Spectacle Helmet, Nordic Spectacle Helm over Padded, Nordic Nasal Helm over Mail, Nordic Nasal Helmet, Nordic Iron Helm over Mail, and Nordic Iron Helmet.
Assigned to the following troops: Nord Sky-Gods Chosen, Nord Shield Biters, Nord Hearthguard, Nord Warfang, Nord Marauder, Nord Marksman, Nord Freeman Archer, Nord War-Proven, Nord Spear Warrior, and Nord Axe Warrior.
Updated the names of seaborne village raid scenes in Custom Battle.
Fixes
Fixed a bug that removed port icons from villages when they were looted.
Crashes
Fixed a crash that occurred when trying to capture a ship.
Fixed a crash that occurred when AI parties navally targeted villages without port during an ongoing raid.
Fixed a crash that occurred during the seaborne raid when the defender had more formations than ship count.
Fixes
Fixed a bug that caused the encounter menu to appear again after closing it and allowing time to pass.
Fixed a bug that caused hand animation issues related to helmets that fully cover heads.
Crashes
Fixed a crash that occurred when a call to war agreement was formed immediately after two kingdoms the player is not part of established an alliance.
Fixed a crash that occurred during the launcher rendering process.
Changes
The player can now start a seaborne village raid mission as an army leader.
The ship selection picks the best ships from all participating parties.
The selected player troops are spawned first, and any remaining deck capacity is filled by the allied troops.
The same logic now also applies to multiple raiding parties taking part in a raid without being in an army.
Seaborne village raid simulations no longer pull all available troops into the calculation.
The number of troops included in the simulation is now based on the deck crew capacity of the participating shallow ships, with troops selected by priority that is controlled with Unit Spawn Prioritization in the game options.
Fixes
Fixed a bug that caused ranged units in seaborne village raid missions not to react to nearby enemies.
Crashes
Fixed a crash that occurred when retreating during a seaborne village raid simulation.
Changes
Adjusted Army Formation Logic
Armies now require a minimum total strength of 1000 before they can be formed, and around 30% of a faction's parties will always remain available outside of any army.
Kingdoms should now form multiple armies when their party pool supports it, while still keeping enough mobile forces available for defense against raids and sieges.
This replaces the previous system introduced with BL v1.4.0 that penalized armies based on faction-wide army count, which was indirectly pushing factions toward maintaining only a single army at a time.
Units in tight formations, such as shield wall, now briefly step out of position to land their attack and return to formation afterward, allowing them to engage opponents more effectively.
Fixes
Heroes & Equipment
When a kingdom's ruler hero changes, the new ruler now automatically switches into ruler-tier equipment, and the previous ruler reverts to standard lord equipment.
Companions who are promoted to lord status are now properly assigned culture-appropriate lord equipment (both battle and civilian sets).
Married couples and their children now display correct cultural equipment in marriage cutscenes and aging events.
Fixed numerous inconsistencies in equipment assignment for nobles, kingdom rulers, children, and teenagers.
Fixed a bug that caused some male heroes to wear female clothes and some nobles to spawn without weapons.
Fixed a bug that prevented heroes coming of age, reaching teen age, or being born from receiving the correct equipment set (including the "naked"/default-equipment appearance bug).
Fixed a bug that caused heirs and newly-promoted clan leaders to wear the wrong culture or fallback equipment.
Fixed a bug that caused the stealth outfit to swap with the battle outfit when trading during a disguise mission.
Crashes
Fixed a crash that occurred during a siege with multiple attacking factions when a peace event was triggered between one of the attackers and the defending faction.
You can now test your scene directly in the Scene Editor by using the “Start Mission” or “Start Mission As” buttons. These launch the SimpleMountedPlayer mission.
The mission first attempts to spawn the player at an entity tagged with “spawnpoint_player_test”. If no such entity exists, it falls back to “spawnpoint_player”. If neither tag is present, the player will spawn at the scene’s zero point.
You can search for existing suitable tagged entities by using the search function and entering “t:spawnpoint_player_test” or “t:spawnpoint_player”.
Disabled the HideoutAmbush mission as it was causing a crash.
Fixed a bug that caused weapons with modded crafting parts to appear invisible.
Modding & API Changes
Reduced the prices of light ships and trade ships (Corbita) to improve early-game accessibility. Made minor price adjustments to some other ship types based on their stats and overall balance.
Fixed a crash that occurred when capturing a ship.
\ Fixed a bug that prevented the bottom-right orange ammo bar from being visible in Captain mode.
Fixed a crash that occurred in the editor when a script that used XML data was added to an entity.
Replaced Mariner perk "Brute Force" secondary effect:
Removed +50% melee knockback dealt by crew.
Added +20% more loot from naval raids.
Renamed the Mariner perk "Forceful" to "Shield Breaker" and replaced its secondary effect:
Removed +30% shield hitpoints.
Added +25% naval raid speed.
Fixed various ship landing issues and tactical positions of defenders in several seaborne village raid scenes.
Fixed a bug that prevented ranged troops from advancing towards the enemy in seaborne village raids.
Fixed a bug that allowed you to join a raid during the looting phase.
Fixed a crash that occurred when helping raiders against a village.
Fixed a crash that occurred when dying in stealth missions.
Fixed a crash that occurred when rendering images in texts due to corrupt localization strings.
Fixed a crash that occurred when inspecting quest journal logs in German, Polish and Russian.
Fixed a bug that caused several helmet clipping issues in Multiplayer.
Added a reporting system to the module shader compilation. This will help us understand why the shader cache size has increased in some mods with the War Sails Update. The file will be named "shader_compile_report.log", saved in the same folder as the .sacx bulk shader cache file (Modules/Module/Shaders/D3D11/).
Fixed a bug that prevented the no_watchdog flag from working with the game's launcher (or via Steam).
Greetings Warriors of Calradia! Seaborne Village Raids are now available in Beta! You and AI nobles can launch and defend raids on coastal villages directly from the sea and rivers, brought to life through new amphibious raid scenes. You can now also interact with coastal villages more fluidly by making port, trading, recruiting, and setting sail. Here’s how you can play the Beta via Steam right now: Open Steam, right-click Mount & Blade II: Bannerlord → Properties → Game Versions & Betas → Select “beta - Beta v1.4.1”. Please note that there may be a delay between the download of the base game and the download of War Sails. If you launch the game prior to both of them being updated, you will crash. If you face this issue, please verify your game files.
Seaborne Village Raids
Campaign
Added the ability for both players and AI to raid or defend raids against coastal villages directly from the sea or rivers.
Initiating or helping against a raid requires 15 healthy troops and shallow draft ships.
Upon starting a raid, the village militia will decide whether to resist or let you raid based on the balance of power.
If the militia chooses to fight, a seaborne village raid mission is triggered. Winning the encounter allows looting to begin.
If the militia does not resist, looting begins immediately.
You can “Send troops” to the raid, but this limits the number of attacking soldiers per round to the deck size of the present shallow draft ships. The auto-battle has the following new bonuses.
Attacker horse archers receive a 50% power penalty.
Defender archers receive a 10% power bonus.
You can determine which troops will accompany you in the raid mission.
During the initial fight or the looting process, other parties may still intervene, leading to different missions depending on the situation.
Mission
Once the mission begins, your ships will sail toward pre-determined landing points along the shoreline or in shallow waters, depending on the terrain of the scene.
Upon landing, your troops will disembark automatically, at which point you can issue standard land-based commands. If no orders are given, they will charge forward and engage the defenders.
Defending forces will attempt to hold back the assault and prevent attackers from reaching the village. Melee units will secure key chokepoints, while ranged units take position on elevated ground, raining volleys down on the advancing enemy. Defenders do not have access to ships.
Reinforcements can arrive for the defenders during the mission, though this is less likely if only a small village militia is present. Attackers arriving by sea, however, will not receive reinforcements. If the assault fails but your attacking force still has sufficient ships and troops on the campaign map, you can attempt another raid.
These encounters take place in the 16 newly introduced reworked seaborne village raid scenes. We intend to further expand this pool.
Land raids on coastal villages will now also occur in these new scenes.
Settlement Actions (Town, Village, Castle and Hideout)
Naval Interactions with Coastal Villages
Added the ability to make port in villages. This allows you to trade, recruit troops, and resupply without disembarking.
You can also disembark completely and leave ships in friendly and neutral villages to become a land party.
Added the ability to set sail directly from villages without the embarking process.
This is only possible if your fleet is already in the village.
You can’t call your fleet to a village (only to Town ports).
You can’t make port or set sail from an enemy village unless it has been fully raided.
Campaign Map
Repositioned several villages closer to the coastline and added drop-off points, creating new opportunities for offensive naval actions.
Art
Added fore battlements to Dromakion and Qalguk.
Fixed a bug that caused the Reinforced Berserker Helmet to have black textures.
Naval Battles
Fixed a bug that caused ships to sink below the wave surface level.
Other
Improved Nord Bersekir troop:
Increased Berserker Cloak body armor from 14 to 20.
Replaced the Berserker Helmet they use with the Berserker Reinforced Helmet.
Removed swords from Nord Berserkir troops. This leaves them with axes that can be used one-handed or two-handed. The damage dealt by those axes has also been slightly improved.
Fixed a bug that caused ship upgrade part costs to be calculated incorrectly.
Crashes
Fixed a crash that occurred when loading a save file with the War Sails expansion.
Fixed a crash that occurred when lifting a blockade during a siege.
UI
Re-introduced the level progress bar on the Character screen. It now shows the current XP instead of skill points.
Fixed a bug that prevented controller dpad navigation from working for custom battle troop weight sliders.
Fixed a bug that allowed disabled dropdown items to be selected with the controller "click+dpad left/right" shortcut.
Other
Fixed a visual bug that caused army members to break the army formation while raiding a village on the map.
Crashes
Fixed a crash that occurred when closing a mission.
Steam Medieval Fest is here, so don't miss your chance to get War Sails at a 20% discount, and Bannerlord at a massive 50% discount! You can also pick up all previous Mount & Blade titles with 75% off.
Greetings Warriors of Calradia! We’re back with the #CommunityTales where we feature the incredible creations from you, the Mount & Blade community! We hope you’ve been enjoying the recently released Beta WS v1.2.0 / BL v1.4.0. Be sure to check out the linked post for full patch notes (if you haven’t yet), along with details on our current priorities, the goals behind the upcoming patch, and some insight into what’s yet to come. As always, we’re keeping a close eye on your feedback across all platforms. Thank you for taking the time to share it with us. And stay tuned, as Seaborne Village Raids are on the horizon. Without further ado, let’s jump right in!
Set Sail by PA克白
Monchug Khan by Miralay
Sunset by raé
Fly into the battle by Gandalf The Wizard
WarSails 275 BC by YASSIR99S
This is an overhaul that transports War Sails’ Calradia to the ancient world, reimagining all existing kingdoms with ancient historical cultures. There are new factions, settlements, equipment, and troop trees, while looters, bandits, and mercenaries have likewise been reworked to match the setting.
Ludus Nova by Bloc
Buy a gladiator school in Imperial cities, convert prisoners into trained gladiators, manage their fight schedules, training pace, and more, along with earning denars. A prestige system unlocks special events from nobles, while expansion visibly changes your school's scene as it grows. Push your gladiators too hard, and it may trigger an uprising, or if you get captured, you can end up in the arena as a gladiator yourself.
Horde Kingdom by Enrico
Proclaim a nomadic kingdom without owning settlements. Instead of waiting to capture a fief, you can proclaim your kingdom through a companion and conduct raids on towns, sacking them for wealth and damage without having to claim them. Some basic conditions for forming a kingdom still need to be met, but this mod opens up a nomadic playstyle for those who desire it.
Bannerlord Beta v1.4 Launch by Boklahoma
Bannerlord Version 1.4 (Beta) by Tactical Enlightenment
Ça y est? On a la version Ultime de Bannerlord? By CaptainFRACAS
This Bannerlord Update Changes Everything by SiegeTactics
One of our Multiplayer community Discord servers - Bannerlord Development Hub - is back with its second community map-making competition, this time raising the stakes considerably. Following their skirmish map-making contest, they have now teamed up with Coronas Ibéricas (CI) to launch a Battle Scene Competition with a 500€ prize pool, focused on large-scale multiplayer battle scenes for events of up to 500 players. Community-run initiatives like this are a great chance for creative players to dive into the mapping scene and leave their mark on Bannerlord's multiplayer landscape! The submissions will be made open-source and may be used in other events hosted by the multiplayer community.
Submission Deadline: 14th of June, 2026.
Winners will be announced at the end of June.
For details on how to join, the contest rules, as well as the prizes for the winners, head over here.
The Bannerlord Native League is entering its ninth iteration. The divisions are already scheduling their matches, and we`re very excited to see the teams from all divisions that will come on top this time around! BNL#9 has 20 more teams than the previous tournament, bringing the total number of teams to a whopping 78! For those unfamiliar with BNL, it is a community skirmish tournament where teams are split into divisions - with multiple teams in each division. Usually, one match is played per week against the other teams. This leads to some epic competitive fights with teams on similar footing, with more skilled players in higher divisions!
Join their Discord to keep up with the tournament and any related streams.
The Calradic Campaign team is organizing their 80th Bannerlord Multiplayer event - “The Need for Neretzes”. Join up for some hack & slash on Saturday, April 18th, at 4:00pm EDT on their Calradic_Campaign server using their Module. If you would like a quick overview of the CC events, check out this video - What is the Calradic Campaign? You can check all the details, including how to join, on their Reddit page.
The Bretonnie Roleplay Events are highly immersive weekly multiplayer community events organized by the Le Royaume de Bretonnie \ clan. Their next Sunday event is on the 19th of April at 20:30 CET. These recurring events focus on strict formation and roleplaying rules in an effort to re-create massive medieval battles with more than 500 players on the server at once. The story continuously unfolds and is impacted by the results of the battle events and roleplay scenarios. This narrative is further supported by the Mod Pack, which contains custom maps and items. It is required to participate with or as part of a clan to join the event, so if you’re already in one - sign up with your clan here. Still searching for a clan? Then make your way to the Clans board and find your new home!
If you would like to suggest content for the next #CommunityTales, make sure to tag @Mount_and_Blade on X or @mountandblade on Facebook with the #CommunityTales. Alternatively, you can reach out on our forums to Piconi or Dejan.
Greetings Warriors of Calradia, The past year has been an exciting journey, marked by the release of War Sails, our expansion for Mount & Blade II: Bannerlord. Alongside it came substantial additions to the base game, such as alliances, trade agreements, stealth gameplay, deserters & patrols, random events, improved visuals, and more. You have since given us a lot of feedback on both — what's working and what isn't. This update is aimed at a number of these topics. In addition to the regular patch notes, you will find a segment that discusses our current priorities, the goals of this patch, as well as some insight into what’s yet to come.
Below are the major highlights from this Beta patch (with Naval Village Raids coming to the Beta branch soon), and feel free to read the full notes for all the details.
Here’s how you can play the Beta via Steam right now: Open Steam, right-click Mount & Blade II: Bannerlord → Properties → Game Versions & Betas → Select “beta - Beta v1.4.0”.
Have fun, and looking forward to your feedback - please share it with us on the official forums. Please note that there may be a delay between the download of the base game and the download of War Sails. If you launch the game prior to both of them being updated, you will crash. If you face this issue, please verify your game files.
The following changes are specific to the War Sails expansion and are not part of the base game.
Clan and Party
Changes
Added a new AI party behavior for offensive naval patrols that seek to disrupt enemy forces and economy during war.
These target town and village "port" locations to harass Lord Parties, Convoys, and Fishing Ships.
This should contribute to lord sea presence, but, more importantly, to a greater number of naval engagements for lord parties.
Increased AI nobles’ willingness to travel by sea.
AI lords were overestimating how much damage they would take at sea. We adjusted that to make their calculations more reasonable.
This should make longer naval travel more acceptable to nobles.
Added New Naval Party Roles
Players can now assign First Mate (Boatswain skill) and Navigator (Shipmaster skill) roles.
Updated some perks to have First Mate and Navigator role-specific effects.
Added 3 new Nord wanderer types: "the Easterling", "the Boatswain", and "the Sea-Raider".
Mariner Skill Changes
Added Mariner skill to all Mariner troops.
Reworked how the Mariner skill affects combat performance during naval engagements.
In Campaign/Sandbox mode and naval battles, heroes now use their Mariner skill to reduce combat penalties when fighting on ships. A Mariner skill of 200 fully cancels these penalties, while heroes with 0 Mariner skill receive the full penalties.
Regular troops can only cancel these penalties if they have the “mariner” tag. Troops without this tag receive the full penalties during naval combat.
Adjusted how Mariner skill behaves in Custom Naval Battles.
All troops (including heroes) will cancel all Mariner penalties if their default Mariner skill is greater than 40.
Troops with a value below 40 receive the full penalties.
Adjusted how swimming duration scales with the Mariner skill.
Maximum Mariner skill now grants up to +20 seconds of additional swimming time, allowing experienced mariner troops to survive longer if they fall into the sea.
Fixed several agent stat calculation differences between Campaign/Sandbox and Custom Naval Battles. Both modes now use consistent calculations, with the exception of personal and captain perks, which are only applied in Campaign/Sandbox mode.
Improved AI party behavior by enabling pirate parties to surrender when their relative strength is significantly lower than the opposing force.
Increased experience gain for non-hero troops in naval encounters by 50%. This change applies to both missions and auto-resolution. It should help offset higher troop losses at sea.
Added a 40% View Distance penalty when the player party is inside a storm.
Increased the party View Distance at sea by 30%.
Reduced party wages while at sea.
Reduced food consumption while at sea.
Increased the river party naval speed by 50%.
Decreased the roaming range of fisher parties.
Adjusted the armor pieces used by Sea Hound troops so they are consistent with their tier.
Fixes
Fixed a bug that allowed parties to travel through the obstacles on the campaign map.
Fixed a bug that prevented players from entering the raft state when released from captivity at sea.
Fixed a bug that caused some naval parties to miscalculate enemy party strength and thus make ill-informed decisions whether to engage or flee.
Fixed a bug that caused the player’s ships to be left behind after dying at sea and choosing an heir, resulting in a single ship stranded at a settlement instead of being transferred to the new party.
Fixed a bug that prevented wanderers of Nord culture from spawning.
Naval Battles
Changes
Added a system to handle campaign naval battles that do not fully exhaust at least one of the sides. The previous system allowed the player or AI to defeat the enemy as a whole, even if they had more remaining ships & troops that did not fight in the initial battle. Both sides now disengage from the encounter and consider their next move.
Added the ability to delegate command of your ship.
Using the "Delegate command" order, the crew takes control of the ship while the player freely moves and acts on deck.
If the order is given while the player controls the ship, the control is automatically relieved. The order ends automatically if the player manually takes ship control, while disabling the order will stop the ship's movement.
Improved mission victory logic for naval battles.
Previously, all troops had to be down or in the water for a side to be defeated. A side is now considered defeated only when all of its ships are out of action (sunk, burnt, or critically undermanned). This doesn't apply to actively contested ship islands.
The mission will not conclude while a player-controlled agent is alive and not until at least 20 seconds have passed since the last player-controlled agent’s death.
Adjusted the way the spawning distance between teams is calculated in missions.
The distance between teams in naval battles is now determined by ship count rather than total crew capacity. This change should result in shorter distances for engagements between a few ships and greater distances for larger fleets.
Increased ship figurehead loot drop chances from defeated enemy nobles.
Defeating a Kingdom Leader: Increased from 50% to 60%.
Defeating a Clan Leader: Increased from 25% to 50%.
Defeating a Clan Member: Increased from 10% to 40%.
Added a boarding indicator to show which enemy ship is currently being boarded.
Added the ability to cancel an active boarding order by holding the boarding key on the targeted ship.
Added separating forces that apply when ships become tangled, helping them break apart.
Improved boarding bridge connections so that they are harder to break.
Made troop pathfinding improvements for moving on ships.
Ships that were given the targeted Engage order on an enemy ship remained inactive after clearing it and any other attached enemy ships. Now, they will automatically detach and find new enemies to attack.
Adjusted the speed threshold for oar-assisted turning to be more tolerant. Ships turn faster when using oars on both sides.
Reduced the fire damage of a missile that passes through a sail before hitting a target.
Adjusted ship ballista rotation and projectile type behavior so different ballista types feel more distinct.
Improved ballista direct control mode visibility by enabling movement of the ballista during reload.
Adjusted the ship ballista camera behavior so it automatically switches to a different camera view when the ballista is unmanned, making it clearer when the ballista is not being used by a troop.
Ranged accuracy of troops now decreases with the ships' movement.
Improved the efficiency of getting back onto the ship by enabling multiple troops to use climbing nets simultaneously.
Increased auto resolution time for naval encounters.
Increased mariner troop strength in naval battle simulations by 20%.
Fixes
Fixed a bug that prevented AI ships with the Engage order from connecting with and assisting allied ships during naval battles. Ships given the Engage order will now correctly update their boarding targets, throw hooks, and board enemy ships as intended, including when multiple allied ships are engaging the same target.
Fixed a bug that allowed the minimum troop count in Naval Custom Battle to go below the operable troop count, resulting in immediate battle end.
Fixed a bug that caused figurehead drop chances to be lower than intended.
Fixed a bug that caused the "Use oars at half power" command to trigger an incorrect number of oarsmen and improper ship steering behavior.
Fixed a bug that prevented troops from being assigned to oars during initial battle deployment.
Fixed a bug that caused collision issues inside Roundship and Dromon, causing units to get stuck.
Fixed a bug that caused ship reinforcements to continue spawning while a ship is burning.
Fixed a bug that caused burning sails to still apply wind forces.
Fixed a bug that caused the default player character camera to be reset to third person when relinquishing control of the ship.
Fixed a bug that caused troops to continue using ship interactables while they are in the water.
Fixed a bug that caused troops to collide with boarding bridges when swimming underneath.
Fixed a bug that caused troops to appear outside of a ship in Order of Battle, when switching ship selection.
War Sails Storyline
Changes
Added a tooltip for the reasons the dialogue option to set sail with Purig is disabled during the naval storyline.
Improved naval storyline progression clarity when Ostican is hostile to the player. Gunnar can now be accessed via town and port menus during the naval storyline, even if the player is at war with Ostican’s owner, ensuring the storyline can still be progressed without entering the settlement.
Improved proximity detection for notifications and music cues during the “Defeat the Sea Hounds” naval storyline mission, ensuring banner messages and audio events trigger reliably as ships move into range.
Increased food and gold given in naval storyline quests, to ensure reaching quest objectives with enough provisions.
Adjusted the main storyline Conspiracy quest settlement target selection to exclude island settlements that could cause navigation issues.
Changed Gunnar's home village to Lagshofn instead of Bjorenbyr.
Removed Sea Hounds' spears from the Naval Storyline Act 3 Quest 5 Escape phase.
Fixes
Fixed a bug that prevented the "Free the sea hounds' captives" from restarting after retreating from the mission.
Fixed a bug that allowed player inputs during the "Purig's ship is here" cutscene in "Free the sea hounds' captives" quest.
Fixed a bug that prevented the Sea Hounds from triggering an encounter in the “Defeat the Sea Hounds” quest if the player did not move their own ship.
Fixed a bug that caused repeating dialogues at the end of "Speak to the Sailors in Omor" and "Hunt Down Emira al Fahda" quests.
Fixed a bug that prevented horses from jumping during the "Speak to Sailors in Omor" quest.
Fixed a bug that caused rescued crew members to try using oars that were already in use during the naval storyline captivity mission, leading to broken rowing behavior when switching rowing power.
Fixed a bug that caused party visibility and settlement information around Ostican to not update correctly after the player was teleported there during the naval questline.
Fixed a bug that caused repeating dialogue in the conversation with Purig in the naval storyline quests.
Fixed a bug that allowed Nord settlements to be selected as a main storyline conspiracy quest target settlement.
Fixed a bug that caused capitalization errors during the naval storyline.
Art
Added two new ships:
Battanian Barlinnger - To hold the line in larger naval engagements, the Battanians built the Barlinnger. Sharing characteristics with the Birlinn, the Barlinnger is slower and more cumbersome. However, its broad deck and raised mid castle make archers and skirmishers deadly in ranged engagements. This ship was also favoured by the Vlandians for the same reason.
Nord Battle Knarr - Though Nords and Sturgians favour quick boarding engagements, they know the value of naval artillery. Since regular longships lack the stability and space to mount ballistae, they used the Battle Knarr. These oversized and reinforced Knarr, can accommodate ballistae as well as a large crew.
Added two new body armors and assigned them to troops:
Reinforced Mail Coat: Nord Marksman, Nord Shield Biters
Nordic Long Heavy Mail: Nord Hearthguard, Nord Warfang, Nord Marauder
Added new variants of armor pieces and distributed them to Nord troops.
Reinforced Northern Mail Mittens
Chainmail Shoulder Guards
Reinforced Wolf Head
Heavy Mastercrafted Northern Armor
Reinforced Huscarl Armor
Wolf Pelt Cape
Mariner Gambeson
Added the unique town scene back for Omor.
Added floating debris when ships hit and scrape against each other.
Added a new railing lantern model to suitable ships.
Added new port prefabs on the world map.
Increased the walkable area of the Aft on Sambuk.
Updated some of the loading screens and encounter artworks.
Updated Walrus Tusk and Whale Oil item models.
Fixed a bug that caused improper bridge floor spots in Hardgard.
Fixed a bug that prevented interaction with the tavern door in Lycaron.
Fixed a bug that caused the Nord kingdom's banner to duplicate when the ruling clan changed.
Fixed a bug that caused color LOD issues on ship roofs.
Fixed a bug that caused issues with naval army visuals if the army leader had no more ships left.
Fixed a bug that caused some ships to appear submerged on the campaign map during a blockade.
Campaign Map
Reworked rivers to improve mesh generation and eliminate floating or overflowing water. This should prevent ships from appearing submerged.
Improved overall visual coherence, including flora adjustments, new decals, and better settlement positioning.
Improved environmental simulations, including wind behavior, river flow directions, and snow coverage.
Polished river to sea intersections.
Fixed numerous navigation mesh issues, particularly along coasts and rivers, reducing cases where parties could become stuck while embarking or disembarking.
Fixed a bug that prevented storm clouds from casting shadows below them.
Fixed a bug that caused the outer mesh intersection to be blurry.
UI
Changes
Added different map icons for different shipyard levels.
Added a new UI icon for the "Stop controlling the ship" button indicator.
Added a warning tooltip to equipped ship upgrade slots in the fleet management screen when interaction is unavailable (for example, when not in a port or when the ship is damaged).
Added ballista ammo count visuals when directly controlling ship ballistas.
Added log messages for fire damage during naval battles.
Added ship control hotkeys to the Options - Keybindings menu.
Made drowning and fall damage to now display both at the center of the screen and next to the health bar.
Removed the ship control description text while the player is not allowed to control or capture a ship.
Fixes
Fixed a bug that caused some tooltips to briefly appear on the top-left corner of the screen.
Fixed a bug that prevented the “Charge” order from being highlighted in naval battles, despite being active.
Fixed a bug that prevented entering higher crew counts in the naval Order of Battle.
Fixed a bug that prevented the name of the player's sister from showing in her encyclopedia description.
Fixed a bug that caused incorrect menu text when encountering a besieged settlement where both sides are neutral to the player.
Fixed a bug that caused missing speed effects from refreshing in the party speed on the hover tooltip.
Fixed a bug that caused the "Take" button to show incorrect text in the ship loot screen after naval battles.
Fixed a bug that caused the land encounter menu background to show when the player joined an ongoing naval battle.
Fixed a bug that caused troops' and prisoners' ordering to be broken after transferring the latter in the Party screen.
Fixed a bug that prevented you from scrolling up and down with the right analog stick in encyclopedia.
Animations
Added additional rowing animations.
Improved rudder usage animations.
Fixed a bug that caused oarsmen to change their rowing animation frequently, causing them to flicker.
Fixed a bug that caused oarsmen to fail to return to their designated seats, despite still performing the rowing animation, while the ship was moving at high speed.
Fixed a bug that caused musicians in Vlandian shipyards to have improper animations.
Fixed a bug that caused combat animations to carry over to a conversation screen if initiated closely before the conversation.
Character Development System
Added a Trade skill bonus to the Corsair Traders background option in character creation.
Decreased the "Popular Captain" perk effect regarding ship combat deck size from 10% to 5% and made it a Party Leader effect instead of a Captain effect.
Renamed the perk "Nimble Surge" to "Favorable Tide".
Renamed the perk "Crown on the Sail" to "Fair Winds".
Fixed a bug that caused Mariner skill gain during naval storyline from non-naval gameplay and friendly fire.
Fixed a bug that caused naval battles to reward Tactics instead of Mariner experience.
Audio
Fixed a bug that caused audio errors and incorrect voice-over playback for Purig due to mismatched dialogue data.
Fixed a bug that caused voice-over issues in the naval storyline, including missing audio playback, incorrect line splits, and lip-sync problems.
Fixed a bug that caused excessive drowning sounds in the background during the fireship set-piece in the naval storyline.
Settlement Actions (Town, Village, Castle and Hideout)
Updated and reordered icons in town and port menus for clearer navigation.
Moved “Take a walk around” to be above “Leave” and “Wait” in campaign menus.
“Call Fleet” no longer appears if your fleet is already present.
“Call Fleet” now opens a dedicated sub-menu instead of triggering immediately.
Increased Hvalvik’s starting wall level to 3.
Fixed a bug that caused Townswoman to be shown as Townsman in port scenes.
Other
Added encyclopedia text for Gunnar, Purig, Lahar, Fahda, Bjolgur, and Crusas.
Replaced placeholder text for ship descriptions in the encyclopedia.
Corrected the name of “Berserker Reinforced Cloak” to “Berserker Reinforced Helmet”.
Adjusted the weight values of some body armors.
Fixed Nord Axe Warrior equipment sets.
Fixed a bug that caused shipwright NPCs to exit the port scenes.
Fixed a bug that caused shipwright NPCs to have combat equipment in Port scenes.
Fixed a bug that caused the two-handed axe to be held incorrectly when swinging from a horse.
Save & Load
Added ship ownership information to the Saved Campaigns screen.
Fixed a bug that caused character portraits to be missing or incorrect for sandbox saves in the save/load screen.
Localisation
Improved localisation across all languages.
Performance
Fixed a bug that caused corpses to be rendered more than once in naval battles.
Fixed a bug that caused water reflection issues in Performance Mode on consoles.
Crashes
Fixed a crash that occurred in Naval Custom Battle when clicking the "Ready" button during Order of Battle.
Fixed a crash that occurred when controlling a ship ballista with no ammo left.
Fixed a crash that occurred due to the naval battle scoreboard being triggered during a land battle.
Fixed a crash that occurred when the "kill agent" cheat was used during the naval storyline alley fight.
Fixed a crash that occurred in naval battles due to idle animation issues.
Fixed a crash that occurred when lifting your blockade during a siege.
Fixed a crash that occurred when the player died during the transition to the big fight in the "Free the sea hounds' captives" quest.
Fixed a crash that occurred due to a deployment-related issue during the loading for a "Defeat The Sea Hounds" quest battle.
Fixed a crash that occurred due to ragdoll movement in naval battles.
Fixed a crash that occurred due to ships not finding correct navmesh paths on some occasions.
The following changes are part of the base game and apply to the War Sails expansion as well.
Armies
Reworked the AI army creation system.
Added a minimum army size requirement based on the overall mobile military strength of the kingdom. Kingdoms with more noble parties will now form proportionally larger armies than smaller kingdoms.
This minimum army size calculation does not include mercenary clans, allowing larger kingdoms or those employing multiple mercenary clans to still form additional armies in the late game.
Increased the minimum influence required for AI clans to create an army from 50 to 100.
Increased the amount of influence AI nobles are willing to spend when forming an army.
These changes should result in fewer but stronger armies on average. They are also intended to facilitate more free parties that don't join armies.
Reworked the AI army formation / disbanding logic regarding defensive activities.
Removed defensive activities as a valid condition for both creating and maintaining an army. Armies will still move to defend settlements, but if they are not strong enough to besiege enemy settlements, they will now disband after two days.
This should reduce situations where armies move from one failed defensive attempt to another, gradually losing their strength and effectiveness. It is also intended to give individual nobles from the disbanded army more time to recover.
Since individual nobles respond to enemy offensive and defensive actions (such as sieges and raids) faster than armies and recover their losses and food supplies more efficiently, there should now be more successful settlement defenses. This should reduce the constant change of ownership of border settlements.
It is meant to also result in more noble parties remaining active on both sides to harass and engage enemy forces, leading to more noble encounters and an increased number of mid-sized targets for the player.
Your army will now be disbanded if you kick out all the army members.
Fixed a bug that caused armies to get stuck in the gathering phase and stop moving after an encounter while going to the gathering location.
Kingdoms and Diplomacy
Changes
Improved AI war and peace decision-making by removing the second-degree neighbor exposure from diplomatic considerations. Kingdoms that do not share direct neighboring settlements will no longer declare war on each other and are more likely to declare peace, which should help reduce the occurrence of prolonged inactive wars.
Revised Alliance Mechanics
Added an alliance renewal decision. Once an alliance ends, whether through cancellation or completion, both parties are immediately prompted to decide whether to renew it. This should lead to more consistent diplomatic behavior between kingdoms, as they won't consider other diplomatic options like war declarations until the alliance renewal has been resolved.
Improved the reasoning behind forming alliances, making kingdoms more responsive to surrounding threats.
Alliance considerations are now influenced by additional factors:
Inter-ruler clan and ruler-to-any clan marriages (the latter matter less)
Owning settlements of another faction’s culture is now treated as hostile occupation by their original owners. This is especially impactful for the Empire factions, making them less likely to ally with one another.
Being in a trade agreement with each other
Added a penalty to alliance scoring for kingdoms that attempt to form a new alliance while already bound by one, making second alliances less likely. This should prevent too large coalitions when a threat is not too powerful.
Added honor and relationship penalties for declaring war on an allied kingdom. This applies to the player if they initiate hostilities or propose a war decision against an ally, provided that these actions result in war.
Call To War
Added penalties for denying a Call to War from an ally, decreasing the relationship between the ruler of the denying kingdom and the ruler of the calling kingdom.
Added a bonus for accepting a Call to War from an ally, increasing the relationship between the leaders of the calling and accepting factions.
Improved the interaction between alliance and Call to War durations, ensuring that if a Call to War lasts longer than the alliance itself, its duration extends the alliance to prevent it from ending mid-conflict.
Improved diplomatic commitment behavior so that kingdoms called to war by an ally will not consider peace offers for that war until the Call to War duration has ended.
Improved how alliance conditions are displayed in the proposal tooltip, with clearer explanations when the player is unable to propose an alliance.
Revised Trade Agreement Mechanics
Trade agreements can now only be formed between neighboring kingdoms. Kingdoms without shared borders will no longer consider trade agreements. Additionally, kingdoms with only port towns can no longer form trade agreements with kingdoms that lack port access (War Sails).
Trade agreement considerations are now influenced by additional factors:
Inter-ruler clan and ruler-to-any clan marriages (the latter matter less)
Prosperity of kingdoms
Security of towns
Being allied to each other
Adjusted relationship and exposure considerations, making trade agreements more likely between allied kingdoms and kingdoms that share larger borders.
Added honor and relationship penalties upon breaking a trade agreement by declaring war on a partner. Trade partners are now less likely to declare war on each other.
Improved trade agreements to generate ongoing economic benefits for kingdoms. Caravans (and naval convoys in War Sails) now generate gold for the owning kingdom on each settlement visit, with the income distributed daily among vassals and clearly shown in the Kingdom Diplomacy screen.
Adjusted how initial relationships between AI nobles and notables are generated to create a more natural and varied distribution. Relationships are now less clustered around neutral values, with traits playing a stronger role in shaping positive and negative opinions. This results in clearer rivalries, stronger friendships, and more meaningful relationship-based decisions. Additionally, we increased the threshold for considering another hero an enemy to -50.
Adjusted starting relationship calculations between faction leaders to check for clashing traits.
Adjusted the support level display for kingdom decisions in the Diplomacy screen to use descriptive levels (Low, Slight, Good, Strong) instead of percentages.
Adjusted war progress value normalization so that one side is always displayed as 0, (e.g. 60-0 scale instead of 80-20).
Added an option to abstain when voting on kingdom decisions as the ruler, preventing forced support for opposing outcomes when lacking sufficient influence.
Added a blue highlight to settlements and parties belonging to kingdoms allied with the player’s kingdom.
Fixes
Fixed a bug that caused tribute values in the Diplomacy screen to be displayed as negative (e.g. Tribute Paid: 8000 | -8000). Tribute values are now correctly displayed (e.g. 8000 | 0).
Fixed a bug that prevented effects from applying to certain kingdom policies. The affected policies are Effects of Crown Duty, Imperial Towns, Lawspeakers, Royal Privilege, Castle Charters, and Royal Commissions.
Fixed a bug that caused incorrect tax calculations for the "War Tax" and "Debasement of the Currency" policies.
Fixed a bug that allowed alliance and trade agreements to be finalized with the player’s kingdom even when the other side did not support it.
Fixed a bug that caused the player to pay influence when the peace notification was ignored or closed.
Fixed a bug that caused a declaration of war notification to trigger when a clan is successfully convinced to defect to the player's kingdom.
Stealth & Disguise
Adjusted stealth visibility, awareness, and detection behaviors for improved consistency and balance.
Refined agent vision cones and uphill visibility behavior.
Improved reactions to corpses and alarmed agents.
Reduced handheld torch impact on visibility.
Adjusted cautiousness indicator behavior.
Improved detection responsiveness at close range.
Adjusted sneak attack effectiveness for throwing knives.
Improved the Stealth Tutorial clarity and flow with minor scene adjustments.
Improved the stealth system by making hiding in the shrubs consistent across different character builds.
If you are spotted during the prison break mission, you need to eliminate the guards soon or fail the mission. Added a countdown to now clearly illustrate that.
Added the ability to trade in hostile towns after setting up contact, if the Smuggler Connection perk is active in the Roguery skill.
You can no longer access the Port while in disguise.
Fixed a bug that prevented larger character builds from hiding in bushes during the Stealth Tutorial.
Fixed a bug that caused the player to remain hidden in shrubs while holding a torch.
Fixed a bug that prevented alert indicators from being visible through walls during stealth missions.
Fixed a bug that caused the stealth mission fail counter to remain on the screen even after it was no longer applicable.
Fixed a bug that caused the player’s stealth equipment to use banner colors in the inventory screen instead of the darkened version.
Fixed a bug that caused player alley members to spawn and fight against the player as town guards during disguise missions.
Fixed a bug that caused musicians’ instruments to be missing when the player was disguised inside taverns.
Hideouts
Hideout Stealth Mission
Improved the Hideout stealth mission by removing the requirement to eliminate sentries before interacting with the campfire. Players can now trigger the fight phase regardless of sentry kills.
Implemented a roguery XP bonus after reaching the hideout campfire without killing or alerting the sentries.
Made improvements to all hideout scenes to accommodate the new mission rules.
Removed sentry indicators when pressing ALT during hideout stealth missions.
Improved the Hideout mission clarity by removing the alarm state bars once the open battle is triggered.
Added objective trackers during stealth and assault hideout missions.
The campfire highlight now gets disabled after it is used.
Fixed a bug that allowed the player to sit on chairs during hideout stealth missions.
Fixed a bug that prevented the deletion of the stealth fail counter.
Fixed a bug that allowed the player to use the campfire during the hideout sneak-in mission while an enemy was alerted.
Hideouts
Added a success chance when sending troops to clear a hideout. The chance is influenced by Tactics and Roguery skills. On success, the hideout is cleared, but no loot nor XP is gained.
Clearing a hideout using the Assault option now grants only loot obtained from defeated enemy troops (battle loot only).
Clearing a hideout using the Stealth option now grants additional loot (hideout stash/trade goods).
Increased the number of bandit troops in Hideout Assault scenes to 20-29 and adjusted the scenes accordingly.
Hideouts now have a different icon that indicates the number of bandit parties in them.
Disabled the campfire highlight in the hideout assault mission.
Fixed a bug that caused the Stealth option to reduce the loot when clearing hideouts."
Fixed a bug that caused incorrect troops to spawn using player troop selection when launching a Hideout assault.
Fixed a bug that prevented troops from gaining XP in hideouts.
Fixed a bug that caused only one bandit troop type to spawn in hideouts.
Art
Added new variants of armor pieces and distributed them to various troops.
Wrapped Mail Mittens
Mail Mittens with Bronze Plate
Mail Mittens with Plate Guard
Made further improvements to the land scenes' atmospheres.
Added new night atmosphere variations.
Refined lighting balance, reduced excessive sun flare, and softened harsh cloud shadows.
Fixed overly dark enclosed areas.
Added the female versions of Long Leather Vest and Nordic Luxury Tunic meshes.
Improved LODs for certain axe heads.
Repositioned the defender's siege weapons in Car Banseth to prevent friendly fire.
Fixed a bug that caused beards to clip with certain helmet types.
Fixed a bug that caused LOD issues, making some objects disappear at very short distances.
Fixed a bug that caused improper ground textures and a terrain spike in the Vostrum town scene.
Fixed a bug that prevented you from interacting with the doors in Tyal.
Fixed a bug that caused sigils to flicker on campaign siege camp banners.
Battles and Sieges
Changes
Reverted survival chance changes (made with BL v1.3.3) for all battles involving the player - now making troops more likely to be wounded instead of killed.
Blunt damage probability is again 30% for player battles instead of 10%.
Casualty survival chance is again +0.01% per Medicine level instead of +0.0025%.
Effect “Your medicine skill partially applies to enemy casualties, increasing potential prisoners” of the perk “Doctor’s Oath” is again 1% instead of 0.1%.
Doubled the duration of auto-resolved sieges.
This gives defending parties more time to reinforce them.
Adjusted the way the spawning distance between teams is calculated in missions.
The distance between teams in land battles now depends entirely on the count of initially deployed troops, as opposed to including reinforcements. This should, on average, reduce the approach times, leading to earlier combat action.
Improved deployment logic for land and naval battles (War Sails). When there are multiple teams on the same side (allies), they should now be positioned along valid spawn paths, undeployable zones are properly respected, and reinforcement behavior has been improved.
Removed the default cavalry bonus from auto-resolve battles in an effort to balance horse-dominant factions’ power. Terrain-specific effects still apply.
Improved ranged siege weapon AI target selection by factoring in terrain and line-of-sight. Ranged siege weapons should no longer fire at targets obstructed by terrain, walls, or other objects, and will more accurately select valid targets they can realistically hit in sieges and naval battles (War Sails).
Added knockdown functionality to all two-handed maces and adjusted their stats accordingly.
Updated the encounter texts for breaking in or out of settlements to display the party member with the highest Tactics skill who devises the plan.
Increased the reach of bash attacks with one-handed weapons to match the reach of bash attacks with two-handed weapons.
Fixes
Fixed a bug that caused a besieging army to be fully defeated after retreating from a siege mission, allowing the player to imprison all remaining troops and acquire all the loot.
Fixed a bug that caused besiegers to continue their assaults immediately after retreating from a mission instead of rethinking their position, healing their wounded, rebuilding siege equipment, or lifting the siege if needed.
Fixed a bug that prevented pikemen in mixed-troop formations from bracing due to standing behind shielded troops. If a formation has troops capable of bracing and is under cavalry charge attack, those units will now move to the front of the formation to brace.
Fixed a bug that prevented the player from capturing all wounded troops as prisoners after a battle.
Fixed a bug that prevented selected formation banners from being highlighted correctly during battles.
Fixed a bug that caused formations without troops to be included in deployment.
Fixed a bug that caused certain formations to continue moving during the Order of Battle phase.
Fixed a bug that prevented the player from being deployed and moving with the assigned formation during the Order of Battle screen.
Fixed a bug that prevented the Auto Deploy button from distributing units correctly during the Siege Order of Battle phase.
Fixed a bug that caused captains to stay in the wrong positions after being assigned to a formation during Order of Battle.
Fixed a bug that caused troops to spawn in the wrong formations during the Order of Battle screen.
Fixed a bug that caused reinforcement formations to face an incorrect direction during deployment.
Fixed a bug that caused post-battle influence gain notification to trigger even if there was no influence gained.
Fixed a bug that caused AI to overevaluate the surrounding allied party strengths and get a penalty to the besieging score.
Fixed a bug that caused siege defender parties to engage the player without waiting for other defender parties, and start an encounter when they were weaker than the player.
Fixed a bug that caused siege defenders to have unlimited ammo when ambushing the besiegers.
Fixed a bug that prevented garrison morale from resetting after capturing a settlement.
Fixed a bug that caused issues with column formation retreat.
Fixed a bug that caused issues with the column formation siege ladder and siege tower usage.
Fixed a bug that caused troop types that spawn in battle to be incorrectly homogenous. Troop types should now spawn proportionally to their ratio in the party.
Fixed a bug that caused AI agents to switch targets when the targeted agent was the player and had jumped.
Clan and Party
Changes
Campaign map party visibility is now affected by party size and terrain. Larger parties and armies can now be spotted from farther away, while smaller parties like bandits and villagers must get closer before becoming visible. Parties moving through forests are also harder to detect than those in open terrain.
Improved party role management by allowing each clan member to hold up to two party roles at the same time, reducing pressure oncn companion limits. Role assignment and dialogue options have been updated accordingly.
Reduced the initial clan tiers of several Vlandian clans while raising the starting tiers for select Battanian clans.
The "Tell your men to ignore the superstitions of villagers, and press on." choice in the "Cries in the Mist" random event now grants points towards Calculating, Daring and Closefisted traits, decreases party morale and has a chance of injuring multiple troops.
Updated player sibling generation so they can get any hairstyle from the player's culture.
Fixes
Fixed a bug that caused player clan parties to donate troops to garrisons when visiting a settlement. They should now donate troops only after conquering the settlement via siege.
Fixed a bug that prevented the "Hand in the Strongbox" random event from displaying the town name.
Fixed a bug that caused a party morale reduction in the "Honor the Slain Foe" random event, instead of increasing it.
Fixed a bug that caused AI nobles to recruit low-tier bandits.
Fixed a bug that caused your troops to receive experience when donating items to your companions.
Fixed a bug that prevented parties from being clickable when they are very close to a settlement.
Fixed a bug that prevented the Auto Allocate Clan Member Perks option from working for the older brother.
Fixed a bug that caused defeated nobles and companions to spawn in foreign settlements.
Fixed a bug that caused impassable areas on the campaign map to be accessible using alternative movement keys.
Fixed a bug that caused patrol parties to get stuck at certain map positions.
UI
Changes
Added a new Gameplay - Campaign option that allows players to customize how double-clicking affects campaign map time controls. Players can now choose between the default behavior, an alternative mode that toggles between Play and Fast Forward, or disabling double-click time control entirely.
Added a cross icon to the town management screen to speed up the process of removing items from the queue.
Added zoom in/out functionality to the item inspection popup.
Added a warning pop-up when cancelling changes via the exit hotkey in the inventory, party, and fleet (War Sails) management screens.
Revised order formation selection controls for gamepad use; restored options such as selecting a single formation without manually deselecting others, while retaining the new additions, with the ability to mix and match selected formations.
Made the "+" and "-" icons in the party and inventory screens more consistent.
Improved visual quality of icons on the campaign map and on perks.
Removed the extra tooltips for faster perk selection.
Updated the tooltips in areas such as the character screen, smithy, leaving heroes at settlements, and town management.
Improved the lighting in the item inspection pop-up.
Adjusted color highlights for the battle scoreboard; enemies will be shown with a red highlight, while the player's side will be shown with a green one.
Expanded the "Hide Battle UI" option to additionally hide crosshair, name markers, and ship control UI (War Sails).
Improved clarity of the inventory item tooltips by hiding the item modifier information.
Made skill info to now be displayed as a single paragraph instead of separate buttons, allowing you to see all the information at once.
Changed a line in the Food tooltip text from "Inside Production" to "Local Farmlands".
Fixed a bug that caused workshops to be in running state in the workshops tab even if the workshop is "Halted".
Fixed a bug that caused the UI to display incorrect information about the cost of changing a workshop’s production type.
Fixes
Fixed a bug that caused faction banners to turn black during a Parley.
Fixed a bug that caused the “There isn't any unit under command” message to appear twice when issuing an order.
Fixed a bug that caused army members to show up twice in the encounter screen.
Fixed a bug that prevented the cancel action from working correctly when using the "Let me inspect your equipment" option.
Fixed a bug that caused incorrect appearance of the quest exclamation mark when the hero tracked by the quest is a prisoner in the player's party.
Fixed a bug that caused parents to be incorrectly displayed in the encyclopedia.
Fixed a bug that caused arrow damage info to be shown using an incorrect text format.
Fixed a bug that prevented the Siege engine deployment UI from being fully visible when zoomed in during the bombardment phase of the siege on the campaign map.
Fixed a bug that prevented the "Create Army" button from being greyed out when the player already has an army.
Fixed a bug that prevented the character button from blinking during the "Choosing Skill Focus" Tutorial.
Fixed a bug that caused Order of Battle sliders to reset to 0 when the mouse cursor left the slider area while dragging.
Fixed a bug that caused the “Enemy Clans Destroyed” statistic on the Game Over screen to display incorrect values.
Fixed a bug that caused incorrect alley log entries in the encyclopedia at game start.
Fixed a bug that caused settlement information (such as quests and occupants) to remain visible to the player even after moving far away from the settlement.
Fixed a bug that caused drag and drop positions to be dependent on where the target widget is grabbed from (e.g. hero widget in OoB).
Fixed a bug that prevented Workshop Finance elements from being updated when workshop changes were made.
Fixed a bug that caused the "This Action Will Start a War" tooltip to appear on the encounter menu options even when already in war.
Settlement Actions (Town, Village, Castle and Hideout)
Players can no longer recruit from or trade with villages belonging to factions they are at war with.
Increased wall repair speed for towns and castles.
Fixed a bug that prevented cancelling a boardgame request with a noble before the boardgame started.
Fixed a bug that caused musicians' instruments to disappear when trying to have a conversation with them inside taverns.
Character Development System
Fixed a bug that prevented some perks from applying to couches and braces.
Fixed a bug that prevented skill XP gain from random events if the learning rate of the skill was less than x1.
Fixed a bug that prevented the "Effort for the People" perk effect from applying when the "Send troops to clear" option was used for a hideout.
Crafting
Made all Two-Handed Nord crafting pieces usable as One-Handed.
Reduced smelting outputs for Highland Dagger, Tribesman Throwing Daggers, Wooden Hammer, and Pitchfork.
Enabled Jambiya Blade and Dark Jambiya Blade usage with civilian clothing.
Adjusted the stats of Long Steel Mace Handle and Long Steel Bottomed Mace Handle.
Quests & Issues
Fixed a bug that prevented quest progress from being shown after loading a save file during the "Unify the Empire" quest.
Fixed a bug that prevented you from interacting with Arzagos' doors in Car Banseth and Dunglanys.
Fixed a bug that caused the conversation with the player's brother to play both during and after Galter's execution.
Fixed a bug that caused no gold to be awarded when turning in bandit prisoners for the “Landowner Needs Manual Laborers” quest.
Fixed a bug that caused incorrect troop count requirements for the hideout objective in the “Establish Your Clan” quest.
Fixed a bug that caused parties to be able to capture conspiracy troops during the main storyline quests.
Fixed a bug that caused the quest logs for “Village Needs Draught Animals,” “Headman Needs Grain Seeds,” and “Rival Gang Moving In” quests to be displayed incorrectly.
Fixed a bug in the “Headman Needs Grain Seeds” quest that allowed Tier 1 troops to be sent with a companion despite the minimum required troop tier being 2.
Fixed a bug that caused the “Extortion by Deserters” quest to trigger a field battle instead of the village raid mission.
Fixed a bug that prevented the “Lord Needs Garrison Troops” quest log from updating the acquired troop count after recruiting the required troops.
Fixed a bug that prevented the gold requirement from being displayed in the dialogue for the “In and Out” quest.
Fixed a bug that prevented troops who died during the mission battle in the “Rival Gang Moving In” quest from being removed from the player’s party.
Conversations & Encounters
Reordered dialogue options when talking to defeated nobles. The option "You are my prisoner now" should always be at the top.
Fixed a bug that caused horses to become temporarily unresponsive after ending a conversation.
Fixed a bug that caused items that NPCs are holding in settlement scenes to disappear after starting a conversation with them.
Fixed a bug that caused some characters to display wrong colors on their outfits.
Animations
Fixed a bug that caused incorrect sitting on the barber's chair.
Fixed a bug that caused idle animation issues for female companions in civilian scenes.
Fixed a bug that caused animation issues when mounting a horse while it was underwater.
Other
Adjusted the weights of certain daggers.
Adjusted the various stats of Work Horse, Sumpter Horse, Pureblood, and Storm Chargers to bring them on par with other horses in their respective tiers.
Renamed “Padded Leather Cape” to “Padded Leather Cap”.
Renamed the two-handed mace “Sledgehammer” to “Maul”.
Updated the armor values of the Ornate Cap and marked it as a civilian item.
Updated weapon data by adding missing cultures and item modifiers, and resolving duplicated or incorrect weapon names.
Fixed a bug that prevented the Blackened armour set from being available in shops.
Fixed a bug that caused misspelling of the Majestic Iron Boots.
Fixed a bug that caused duplicate and wrong names of certain items.
Save & Load
Added marks to the save games to show if achievements are enabled or disabled.
Fixed a bug that caused heroes in older savegames to sometimes appear with equipment not matching their gender.
Performance
Improved the performance of the target point finding of fleeing parties.
Improved memory allocation during the Order of Battle phase.
Fixed a bug that caused FPS to drop when the Engage order was given during a siege mission.
Crashes
Fixed a crash that occurred at launch due to a missing text file in game folders.
Fixed a crash that occurred when an army player helped another army’s siege while the player was not the army leader.
Fixed a crash that occurred when an agent routed from a battle.
Fixed a crash that occurred if a required official module was disabled via manual xml/config edits. Upon opening the launcher, the required official modules will now be automatically set to enabled.
Fixed a crash that occurred during a siege with multiple attacking factions when a peace event was triggered between one of the attackers and the defending faction.
Fixed a crash that occurred in some battle scenes due to spawn path issues.
Fixed a crash that occurred when resetting the changes in the character creation and the barbershop.
Fixed a crash that occurred randomly when trying to save the game.
Fixed a crash that occurred when trying to equip a female outfit as a male.
Fixed a crash that occurred during formation updates in siege missions.
Fixed a crash that occurred during battles due to an issue when a noble dies.
Fixed a crash that occurred when a companion was assigned to resolve a town issue while simultaneously being targeted by another companion’s gathering action.
Fixed a crash that occurred when a player's clan party fulfilled the requirements for forming an army while the player was imprisoned.
Fixed a crash that occurred when a lord party was trying to defend a village from a hostile lord.
Fixed a crash that occurred during sally out missions due to the error with assigning an ally team when there was none.
Fixed a crash that occurred when a party was destroyed due to peace being declared.
Fixed a crash that occurred in the launcher due to graphics drivers.
Fixed a crash that occurred when leaving a kingdom while the "Smugglers" quest is active.
Fixed a crash that occurred due to a quest party from the "Gang Leader Needs Weapons" quest not being removed after finishing the quest.
Fixed a crash that occurred while convincing an enemy noble to defect during the “The Conquest of the Settlement” quest.
Fixes a crash that occurred after speaking with Deserter Parties related to the Extortion by Deserters quest.
Combat
Fixed a bug that caused thrust attacks to have weapon trails.
Fixed a bug that caused stance desynchronisation when moving sideways.
UI
Fixed a bug that prevented dropped weapons from being highlighted.
Fixed a bug that caused visual glitches on the end-of-match rank and XP progress bar.
Fixed a bug that caused the generic avatar images to have the wrong colors.
Crashes
Fixed a crash that occurred when loading a Multiplayer Siege scene with mangonels.
Fixed a crash that occurred when adding a new friend on PlayStation.
Combat
Changes
Improved AI attack timing and targeting behavior. All melee units now commit to attacks more reliably and face their targets correctly. Spear infantry can better challenge mounted units by aiming more effectively, and cavalry is timing and choosing swing directions better.
Increased the reach of bash attacks with one-handed weapons to match the reach of bash attacks with two-handed weapons.
Disabled staggering of the archers readying their weapons when approached by mounts.
Reduced the accuracy penalty for throwing weapons when moving in the direction of the throw.
Improved AI throwing weapon usage while moving. AI troops will now use throwing weapons while running instead of slowing to a walk, aligning with the increased throwing accuracy when moving toward the aimed direction.
Made sling accuracy dependent on the throwing skill.
Added shaky camera in the vicinity of missile shots with area of effect damage.
Fixes
Fixed a bug that prevented mounted ranged attacks if the player mounted while crouched.
Fixed a bug that caused crouch movement speed to increase when performing fast attacks while crouched.
Art
Rebalanced the wind speed in 174 scenes. Previously, many scenes had no wind strength, while some had too much. This caused the scenes’ flora to behave unnaturally.
UI
Added a warning to the launcher that notifies you if a required driver is missing.
Added the ability to swap keybindings in the options menu.
Added keybinding conflict information to show which actions share the same keys.
Added remaining PC input key visuals.
Enabled saving keybinding changes on consoles when using a keyboard.
Improved the Enable Touchpad Mouse option on PlayStation controllers to works mid-game and apply immediately.
Fixed a bug that prevented some keybinding changes from being saved when changed from the main menu.
Fixed a bug that caused in-mission keybindings and Options - Keybindings to go out of sync when a controller was connected or disconnected mid-game.
Fixed a bug that caused some input key visuals to not update when changing keybindings during gameplay.
Fixed a bug that caused Xbox button icons to appear on PC when using a PlayStation controller.
Fixed a bug that caused PC key texts and visuals to appear on consoles when the gamepad was disconnected.
Fixed a bug that prevented the "Reset to Defaults" button from resetting values for some gameplay options.
Audio
Fixed a bug that prevented 5.1 surround sound from working.
Fixed a bug that caused troop responses to orders to always be in predominantly male voices. The responses to orders are now correctly based on the gender ratio of the troops in the formations.
Performance
Optimized and polished the Screen Space Reflection algorithm, and added a new configuration option allowing players to choose between Low and High presets. The Low preset offers improved performance with old visuals, while the High preset provides better visual quality with no performance improvements.
Reverted mission water rendering to the “legacy” system for all Native scenes (in War Sails for all scenes without naval combat).
Improved the performance of the quad system maintenance.
Improved performance and reduced disk usage through a comprehensive optimization pass of all FMOD project assets.
Expanded FMOD sound modding support, enabling modders to create their own sound events in FMOD Studio and replace existing game sound events.
Added a sample FMOD project under modding_resources\\FMOD Sample Project\\FMODModdingProjectExample. It requires FMOD 2.02.x. The project includes the mixing structure, which should be followed to have full performance benefits.
Added 4 new modding documentation pages to cover Audio Modding - Audio Modding with FMOD Studio, Event Setup, Scene Audio, and Audio Systems & Optimization.
Added a new modding documentation page to cover the new XML merging system introduced with BL v1.3 - Merging Module XML Files with Native.
Added a pop-up warning on game launch to notify players of mod-related conflicts and identify which mod is causing the issue.
Added the no_slim XML attribute to hand armors to prevent using the slim version of body armors.
Suggested by xenoargh here.
Horse armors can now be colored via the UseTeamColor tag. Horse armors now use the correct team colors in missions, the inventory screen, and the save-load screen.
Reported by Litauen here.
The item_holsters.xml file can now be merged with XSLT or our engine's merge algorithm.
Suggested by Empire96, KingKilo, Ulfkarl here.
Re-added FontAtlas.exe to the Modding Toolkit (used when creating custom fonts).
Reported by \ Thyrell on the modding discord.
Improved the OverrideBrush feature for UI Brushes. Now the overrides stack on top of each other (depending on the mod load order).
Suggested by Artem.
Added VerticalSpaced layout to UI ListPanels.
Fixed a bug that caused the UI ListPanel vertical layouts to be incorrectly reversed. VerticalTopToBottom and VerticalBottomToTop should now act as intended.
Fixed a bug that prevented player mouse input from working when setting a custom camera using MissionScreen.CustomCamera.
Fixed a bug that caused terrain spikes to appear after saving a scene in the editor.
Reported by Litauen here and Espeiron, Lord Eastwood, Jojoba, Savo, Hart, Bullero, and others on the modding discord.
Fixed a bug that caused the spritesheet generator to potentially corrupt some game files if War Sails was installed.
Reported by Litauen here.
Fixed a crash that occurred when modding managed_core_parameters.
Reported by Ulfkarl here.
Fixed a crash that occurred when a faulty water material was selected.
Reported by Reginald.
Fixed a crash that occurred when starting the GI baking process.
Reported by LizardWizard420 here, Reginald and Bullero.
The following native issues were also discussed by the modding community:
Reverted mission water rendering to the “legacy” system for all Native scenes (in War Sails for all scenes without naval combat). However, the “legacy” system also received shader and material changes. Water rendering type also has no impact on the ability to swim or not. Your modded non-naval scenes should, by default, utilize the “legacy” system.
Reported by Snorri, Reynauld, and Litauen here.
Fixed a bug that caused LOD issues, making some objects disappear at very short distances.
With spring around the corner, don't miss your chance to get War Sails at a 20% discount, and Bannerlord at a massive 50% discount! You can also pick up all previous Mount & Blade titles with 75% off.
Greetings Warriors of Calradia!
This update adds new voiceovers for Gunnar’s world map travel and fixes multiple progression, quest, and alliance-related issues. It also delivers broad stability improvements, resolving crashes across battles, quests, campaigns, and modded content.
Please note that there may be a delay between the download of the base game and the download of War Sails. If you launch the game prior to both of them being updated, you will crash. If you face this issue, please verify your game files.
Please also note that Console hotfixes arrive with a delay, as their release processes take a bit more time. Releasing to PC without waiting on this process allows us to gather data and feedback more quickly - benefiting all platforms.
The following changes are specific to the War Sails expansion and are not part of the base game.
Changes
Added new voiceovers for Gunnar’s world map travel commentaries, covering events, quests, and locations encountered during the naval storyline.
Fixes
Fixed an issue where some naval storyline voice lines did not match their corresponding text.
Fixed a bug that prevented the additional 6 focus points from being applied in new campaigns.
Fixed a bug that caused the "Naval Wardenships" policy effects to apply to mercenary clans.
Fixed a bug that caused rescued siblings to be missing or have incorrect stats in naval playthroughs.
Crashes
Fixed a crash that occurred during battles due to a combat-related issue.
Fixed a crash that occurred during battles due to the physics simulation.
Fixed a crash that occurred during the transition to the boss fight in the "Free the Sea Hounds' Captives" quest.
Fixed a crash that occurred on the campaign map due to an issue in handling nearby pirate parties by the "Amnesties for Pirates" policy.
Fixed a crash that occurred when launching a siege attack after lifting the naval blockade.
Fixed a crash that occurred when the besiegers lost all their ships during a blockade battle.
The following changes are part of the base game and apply to the War Sails expansion as well.
Fixes
Fixed a bug that caused shared wars not to apply in alliance calculations, which could prevent alliances from forming.
Fixed a bug that caused the player to be shown as the ruler of multiple kingdoms.
Fixed a bug that caused the quest update sound to play every time you killed an enemy in the hideout after the campfire was activated.
Crashes
Fixed a crash that occurred while loading battle scenes due to an issue with formation calculations.
Fixed a crash that occurred due to a multithreading issue in the rendering system.
Fixed a crash that occurred when exiting to the main menu during a conversation with a character who is removed from the location at the end of the dialogue.
Fixed a crash that occurred in battles due to many kill feed elements.
Fixed a crash that occurred on the weekly tick due to an issue with handling a dead hero.
Fixed a crash that occurred when a troop died while the order menu was open.
Fixed a crash that occurred during the conversation with the henchman after completing the "Rival Gang Moving In" quest.
Fixed a crash that occurred during the “Disrupt Supply Lines” quest due to improper target settlement selection compared to the quest party's navigation capabilities.
Fixed a crash that occurred when the player was taken prisoner with the "Escort Merchant Caravan" quest active.
Fixed a crash that occurred when the player was taken prisoner, and the captor party was defeated by a party that was at war with the player.
Fixed a crash that occurred when a minor clan that should be hostile to a kingdom incorrectly joined that kingdom.
Fixed a crash that occurred when an army left a siege.
\ Fixed a crash that occurred in mods using custom audio.
Greetings Warriors of Calradia!
Since the launch of War Sails, we’ve been closely following your feedback and rolling out a steady stream of hotfixes to improve the experience. Today, we’re releasing War Sails v1.1.1 alongside Bannerlord v1.3.13, both of which have already gone through the public Beta.
This update adds Nords to Land Custom Battles, makes sail rotation more responsive, and brings improvements to boarding bridge placement and stability. We’ve also continued refining the naval storyline and introduced Custom Encyclopedia pages for every ship, making it easier to explore and learn about the fleets of Calradia.
The base game also saw the reintroduction of the hideout assault option, as well as improvements to the lord’s hall battle.
On top of that, we’ve addressed a variety of crash and performance issues that many of you have reported. Your feedback has been invaluable in helping us prioritize and deliver these improvements.
Below, you’ll find the major highlights from the hotfixes released since launch, as well as the key changes included in today’s update. Thank you for your continued support, patience, and passion for War Sails and Bannerlord.
Please note that there may be a delay between the download of the base game and the download of War Sails. If you launch the game prior to both of them being updated, you will crash. If you face this issue, please verify your game files.
Please also note that Console hotfixes arrive with a delay, as their release processes take a bit more time. Releasing to PC without waiting on this process allows us to gather data and feedback more quickly - benefiting all platforms.
The following changes are specific to the War Sails expansion and are not part of the base game.
Custom Battle
Added Nord faction and troops to the land Custom Battle.
Naval Battles
Improved sail rotation responsiveness:
Sails now rotate more quickly in the correct direction based on the wind once opened.
Furling the sails during rotation is now smoother.
These changes should improve overall ship control responsiveness.
Improved naval boarding bridges and hook mechanics:
Bridge placement now better matches each ship’s shape, reducing cases where bridges connected at odd angles or caused unnatural positioning between ships.
Better connection spots are chosen during the hook-throwing stage, allowing bridges to form more cleanly.
Bridges automatically adjust in length based on where ships connect.
Your crew now automatically assists you when you start throwing hooks or cutting loose, removing the need to give manual orders for these actions.
Bridge connections are more stable and less likely to break unintentionally.
Improved attacker ship formation AI so they advance with sails kept open until halfway to their target, if the wind conditions allow them. (Defender AI is unchanged.)
Reduced incoming missile damage to the player by 60% while controlling the ship.
Adjusted air friction and projectile speed for ship ballistas, which should make long-range shots more effective.
Adjusted post-battle behavior so all troops (including the player) are unable to attack once the battle ends.
Fixed several ship control and interaction issues:
Increased the interaction area size for the Roundship control point.
Fixed a spawn point and control point intersection issue on the Cog.
Fixed the hand position for the control point on the Ghurab.
Fixed the hand position for the control point on the Lodya.
Fixed rope issues on the Dromakion.
Fixed a visibility tag issue on the Roundship ballista.
Fixed a bug that caused naval reinforcements to spawn in inaccessible positions due to ship movement, which could trap agents and prevent battles from ending.
Fixed a bug that caused agents to get stuck inside Ghurab’s interior due to a physics object, sometimes preventing battles from ending.
Fixed a bug that caused troops to get stuck on the sail mast holder of the Eastern Galley.
Fixed a bug that caused troops to wait for allies before climbing, preventing AI units from using climbing equipment quickly.
Fixed a bug that caused floating ship debris to get troops stuck instead of being pushed aside.
Fixed a bug that caused the player’s camera to get stuck when a ship ballista got destroyed while the player was using it.
Fixed a bug that caused troops to receive incorrect figurehead and other initial bonuses when ships and crews were rearranged in Order of Battle.
Fixed a bug that caused corpses to get stuck mid-air in certain edge cases during naval battles.
Fixed a bug that caused wave physics to reset during naval battles, resulting in ships briefly jumping unnaturally.
Fixed a bug that caused the player to be able to attempt capturing a ship even without fulfilling the requirements. This action is now disabled in these situations.
Fixed a bug that caused broken oars to still apply force and create visual particles such as water wakes.
Ships & Upgrades
Adjusted ship upgrades so that the pieces purchased for a specific ship can no longer be equipped on other ships.
Character Development System
Increased the Shipmaster skill experience rate multiplier from ×0.6 to ×1.4.
War Sails Storyline
“Free the Sea Hounds’ Captives” quest adjustments:
Enemy reinforcement ships in the end battle now start with an “Engage” order, preventing them from kiting and improving the flow of the final naval battle.
Removed the dromon ship’s ram (ramming is still possible but less effective).
Purig and his bodyguards now spawn with his crew but will not engage until the boss fight.
Increased wind speed during the large naval battle.
Added an objective marker and progress bar to the “Defeat Purig’s crew” objective.
Adjusted enemy ship spawn points in the final fight; they now spawn in two closer, better-grouped formations.
Allied ships are now allowed to attack Purig’s ship.
Updated upgrade pieces for mission ships.
Purig’s roundship now includes roof upgrades and additional visual elements.
Purig now wields a two-handed axe - which also means that he no longer uses a shield.
Added world map travel commentary from Gunnar for events, quests, and locations encountered during the naval storyline.
Adjusted naval storyline set-piece encounters so enemy party size and details are hidden on the world map. This better reflects the custom nature of the encounters.
Adjusted the camera to focus on the reinforcing enemy ship in the “Defeat the Sea Hounds” mission after capturing the first enemy ship.
Increased party speed of Vlandian Merchants in the “Set Sail and Escort Vlandian Merchants” quest.
Introduced consistent, custom sail patterns for storyline ships in “Defeat the Sea Hounds” and “Meet the Vlandian Merchants in Hvalvik” quests, ensuring that their sail visuals do not change between campaign and mission scenes.
“Free the Sea Hounds’ Captives” quest fixes:
Fixed a bug that caused the reinforcement AI ship’s orders to be disabled during the naval battle phase.
Fixed a bug that caused the second formation to appear empty during the large battle.
Fixed a bug that caused Gunnar not to hold the ship’s control point.
Fixed a bug that caused Gunnar not to remove his helmet when starting the quest from the second phase.
Fixed a bug that prevented sail colors from displaying during the mission.
Fixed a bug that caused mission dialog notifications to appear after returning to the campaign map.
Fixed a bug that caused the escape ship to have incorrect movement direction and speed during the escape phase.
Fixed bugs that caused visual glitches on all quest-related ships (such as ropes and barrels clipping or floating).
Fixed ship interior scene visual bugs.
Fixed a bug that caused the player to become stuck at sea when returning to Ostican after completing the “Free the Sea Hounds’ Captives” quest while Ostican was under siege.
Fixed a bug that caused the banner icon to show above Gunnar in the naval storyline alley fight.
Fixed a bug that caused AI ships to get stuck in a hook-throwing loop even after the player created distance from the target ship in the “Protect the Merchants” quest.
Fixed a bug that caused AI ships to sometimes get stranded on rocks or shoreline during naval storyline quests.
Fixed a bug that caused the ship to rotate during the “Save the crewmen” quest.
Fixed a bug that caused Left mouse click (RT/R2 on consoles) to give a move order instead of a charge order during the storyline end battle.
Fixed a bug that caused the player’s eavesdropping position to be incorrect in the naval storyline alley fight mission.
Fixed a bug that caused missing ship control point icons in the “Escort the Vlandian Merchants” naval storyline mission.
Fixed a bug that caused the player to win the “Escort the Vlandian Merchants” battle even if the Vlandian Merchants party was defeated during the fight.
Fixed a bug that caused a missing dialogue line from al-Fahda in “Hunt down Emira al-Fahda and the Corsairs”.
Fixed a bug that caused the encounter text to revert to a generic one after retreating in battle during the “Escort the Vlandian Merchants” quest.
Fixed a bug that caused party size information to be hidden for regular naval storyline battles.
Fixed a bug that prevented the leave button from working with gamepad controllers in storyline encounter menus.
Fixed a bug that caused stealth movement on ships to be treated as walking on water surfaces and had an unintended sound penalty.
Fixed a bug that caused the chain unshackle animation in the story questline to get stuck.
Audio
Added new voice lines for the naval storyline:
Implemented new voice-overs for the alley fight.
Added new boarding warnings and post-boss fights dialogue in “Hunt down Emira al-Fahda and the Corsairs” quest.
Added new Gunnar’s voice lines and default one-liners for Bjolgur and Lahar in “Capture the imperial merchant Crusas” quest.
Improved storyline soundscape by adding new ambient sounds and music throughout.
Improved ship ballista sounds, making them fuller and more powerful.
Improved voiceover pipeline so dialogue can be heard more clearly in loud situations.
Added new voice-overs for Corsairs.
Fixed a bug that caused some sounds not to play correctly during naval battles due to distance-based optimizations.
Fixed a bug that caused some voice lines not to be triggered.
Art
Added a passage from the town center to the port scene in Hargard.
Reduced the wave strength of water in some Nord scenes.
Fixed a bug that caused an incorrect grip position when blocking with some axes.
Fixed a bug that caused border prop visibility issues in Thronderlag Arena.
Fixed a bug that caused LOD issues with the walls of Nord towns.
Animations
Fixed a bug that caused incorrect sitting animations in tavern scenes, including female characters using faulty animations and musicians appearing to sit in mid-air.
Campaign Map
Reduced the Undermanned naval speed penalty by 60%. This change should make it easier to return to port after capturing additional ships.
Adjusted the size of naval party circle decals on the campaign map to better match ship scale, improving their visibility and preventing them from being obscured by ships.
UI
Added a new Ships encyclopedia page for naval gameplay, including ship lists, filters, and bookmarks.
On this page, you can see all the ships’ images, descriptions, stats, and available upgrade slots.
Added a “Mariner” filter to the Encyclopedia troop list.
War Sails storyline quests are now highlighted in blue in the Quests screen.
Naval Custom Battle sliders now show skeletal crew size, deck/maximum crew size, and reserve troops.
The focused ship’s name now appears at the bottom of the screen.
Adjusted ship capture visuals so the previous ship's icon switches to grey instead of red after capture of the new ship.
The “Control the Ship” text on the control point is adjusted to only show “\ to use”.
Ballista ammo is now always visible, even when not using the ballista (displayed with lower opacity).
Boarding orders now show “Board !” instead of “Attempt Boarding!”.
Added clear visuals and input prompts for Attempt Boarding and Stop Using the Ship near the ship-control UI.
Adjusted the layout of Formation cards in the naval Order of Battle.
Ship markers and scoreboard icons now become transparent for ships that have no troops onboard.
While holding “Alt”, ship icons for very close ships are now distance-adjusted for cleaner visibility.
The player-controlled ship’s own marker is not shown in naval missions.
Added Encyclopedia entries for the locations on the expanded War Sails map.
Improved oar state visibility while controlling a ship.
Fixed a bug that caused the banner icon to show above Gunnar in the naval storyline alley fight.
Fixed a bug that caused the anchor visual (player’s fleet location) to disappear after being released from captivity.
Fixed a bug that caused the “Defend Ship” order to remain highlighted in the order menu after giving a “Charge” order.
Fixed a bug that caused the troop names and “Control the Ship” text to be visible while the player is controlling a ship.
Fixed a bug that caused the Order of Battle phase to open even when the player had only one ship to deploy.
Fixed a bug that caused fleet weight information (current vs. maximum capacity) to display inaccurately.
Fixed a bug that caused players to have difficulty stopping control of the ship’s interactable objects.
Clan and Party
Fixed a bug that caused nobles’ parties to end up having too many ships.
Fixed a bug that caused parties to continuously embark and disembark while trying to defend a settlement.
Fixed a bug that caused patrol parties not to join the player's battles against bandits and looters.
Fixed a bug that caused the Sea Raider Boss not to be classified as a mariner troop.
Performance
Improved the CPU performance of naval battles by optimizing the general physics systems.
Improved memory usage in Hvalvik by converting a multi-part prefab into a single optimized piece.
Improved Ragdoll performance.
Crashes
Fixed a crash that occurred after the naval storyline alley fight.
Fixed a crash that occurred during the “Free the Sea Hounds’ Captives” quest when a cutscene was triggered before Purig’s ship had spawned.
Fixed a crash that occurred when exiting the “Free the Sea Hounds’ Captives” quest mission after the boss fight with Purig.
Fixed a crash that occurred if Gunnar dies during the boss fight with Purig.
Fixed a crash that occurred when spamming the F key during the transition between Gunnar and the sister’s conversation in the “Speak to Gunnar and Sister” quest.
Fixed a crash that occurred during naval battles, which was related to Sambuk ships.
Fixed a crash that occurred when ramming a ship.
Fixed a crash that occurred when a troop was climbing onto a sinking ship.
Fixed a crash that occurred when opening the fleet management menu via map shortcuts.
Fixed a crash that occurred in the campaign map due to fisher parties.
The following changes are part of the base game and apply to the War Sails expansion as well.
Battles and Sieges
Hideout Improvements:
Reintroduced the hideout battle mission as the Assault option (available during the day), with Sneak In remaining the night option.
Assault requires at least 8 troops and allows up to 15 to join the battle.
Updated all hideout scenes to support the Assault option.
Reduced the minimum troop requirement for Sneak In from 25 to 20.
Lord’s Hall Battle Improvements:
Updated reinforcement logic: 5 attackers will now spawn at once, instead of 1.
Fixed a bug that prevented all available troops from being used in simulations, which could previously cause losing battles due to limited troop numbers and entire sieges being lost as a result.
Fixed a bug that caused attackers to lose Lord’s Hall battles (both mission and simulated) due to low morale, even when they still had troops remaining.
Fixed a bug that caused settlement advantages to be applied in Lord’s Hall battles.
Adjusted shield stats and pricing to better match their size and visuals:
Corrected shield weight values so they now properly reflect the shield’s physical size and model.
Rebalanced shield hit points to be consistent with their size and construction.
Updated shield tier and price formulas to account for the new stat distribution.
Most commonly used infantry shields received minor adjustments.
Increased the speed of throwing stones, resulting in more damage loss at range as well as less damage gained from speed bonus. Base damage further reduced from 15 to 10.
Huscarl’s spear changed to be braceable instead of couchable.
Fixed a bug that caused friendly troops to push and stutter when multiple formations were ordered to attack the same object (such as gates) during siege battles.
Audio
Improved the sounds of the main menu videos.
Fixed a bug that caused the slaughter button to play an incorrect sound in the inventory.
UI
Updated Stealth and Disguise UI in missions:
Adjusted the suspicion bar in town disguise missions, with a bar and an exclamation mark that will glow when the bar is full.
Added a white progress bar to hideout stealth missions to display the remaining time before failure.
Adjusted clan member lists in the Encyclopedia so that they are now sorted by age.
Improved visibility of the battle power comparison bars by adding a subtle highlight for dark color themes.
Updated the icons for the Barracks and Waterworks buildings in town management.
Added an option to toggle between formation distances and scale displays.
Enabled the inventory screen search bar.
Added the ability to scroll the credits.
Reverted the smithy Confirm hotkey from Space back to Enter (PC).
Re-enabled Order of Battle save/load functionality while in an army, with army-specific OOB saves now stored separately from non-army saves.
Restored upgrade and recruit shortcut buttons to the party screen pop-up menus.
Fixed a bug that caused the combat log to display “Engage” when issuing the “Charge” order.
Fixed a bug that caused random events to trigger when switching menus, which could induce incorrect calculations (giving players very large sums of denars instead of taking the correct amount away from them).
Fixed a bug that caused gamepad navigation to scroll to the top when equipping an item with the equip button.
Fixed a bug that allowed accessing photo mode in situations where camera movement was not allowed.
Character Development System
Added a condition in character creation that disables Ironman mode if the save limit has been reached.
Kingdoms and Diplomacy
Fixed a bug that caused the kingdom decision screen to show relation changes even when none would occur.
Fixed a bug that caused invalid ruler clan data to be saved for the player’s former kingdom when abdicating due to a UI issue. Affected saves should now load with correct data.
Quests & Issues
Fixed a bug that caused quest markers of one army member noble to apply to all noble members of the army.
Fixed a bug that caused the player to be addressed with the wrong name during quests.
Conversations & Encounters
Fixed a bug that caused players to receive double gold when selling prisoners to the ransom broker via dialogue.
Fixed a bug that caused party visuals to be hidden during hostile map dialogue.
Save & Load
Fixed a bug that disabled the “Save” and “Save & Exit” options in Ironman mode when the save limit was reached.
Localisation
Localisation improvements for German.
Performance
Improved campaign map performance by reducing memory allocation and usage, resulting in fewer frame spikes and smoother gameplay.
Improved memory usage during mission scenes and battles:
Campaign map banners and flags will now unload during missions and reload afterward.
Optimized the unused weapon details.
Optimized troop face variation while maintaining variety among troops.
Crashes
Improved the crash uploader to allow players to report cases where they become stuck in missions or quest progression (situations that previously couldn’t generate a report).
Fixed a crash that occurred on the campaign map when a noble AI party attempted to defend a settlement after the attacking party had already been destroyed.
Fixed a crash that occurred when the besieging leader’s party had no healthy troops during a siege state change (such as being attacked by a friendly force or a sally-out).
Fixed a crash related to mount harnesses.
Changes
Changed the “Always Show Friendly Troop Banner Indicators” setting to include a “Multiplayer Only” option, which is now the default.
Updated the multiplayer intermission map selection to use a scrollable grid instead of a scrollable list.
Fixes
Fixed a bug that caused the couching animation to blend too quickly; blending speed has been restored to its previous values, making couched-lance initiation slower again.
Fixed a bug that caused the crossbow aim to slide sideways during reloads in first-person view.
Fixed a bug that caused the “Buy Sigil” pop-up’s shield to display inverted colors.
Crashes
Fixed a crash that occurred when mounts died underwater.
Fixes
Fixed a bug that caused the flag from IsUniqueItem to be unavailable.
The following changes are specific to the War Sails expansion and are not part of the base game.
Changes
Added an option to ransom the player’s sister by speaking with Gunnar after completing the “Defeat the Sea Hounds” quest. The ransom costs 10,000 denars, and the sister returns after approximately three weeks. This concludes the War Sails questline without playing the remaining missions.
Improved several naval storyline texts for clarity and consistency, including menu labels, tooltips, and dialogue lines. This includes clearer wording for postponing the story, adjusted restart options in set-piece encounters after checkpoints, gender-neutral dialogues, and an updated “Set Sail” warning tooltip when the player does not own any ships.
Adjusted the naval storyline so the final conversation now triggers immediately after the end battle, instead of after completing the “Return to Ostican” quest and visiting Gunnar at the port.
Added auto-save checkpoints during the naval storyline before set-piece battles. This functionality will still be disabled if autosaving is turned off in game options.
Adjusted the final battle of the “Speak to the Sailors in Omor” quest by increasing the player ship’s durability and reducing ballista damage taken while controlling the ship.
Improved the final battle in the “Hunt Down Emira al-Fahda and the Corsairs” quest so that being knocked out after sinking Emira al-Fahda’s ship no longer immediately fails the battle, allowing the outcome to be decided by the remaining fight.
Reduced the length of naval storyline quests by removing the following encounters:
Second generic Sea Hounds encounter from “Escort the Vlandian Merchants” quest.
Generic Corsair encounters from “Hunt Down Emira al-Fahda” and “Capture the Merchant Crusas” quests."
Added new voice lines and notifications for the "Speak to the sailors in Omor" quest.
Updated the player-controlled ballista in the "floating fortress" naval battle of “Capture the Merchant Crusas” quests to Heavy Stone Ballista. This should make it easier to cycle while aiming and simpler to see the projectile.
Added 6 additional focus points to all heroes in new games and existing savegames. (Added with a hotfix on 24/12/25)
Adjusted the ramming impact point requirements to make higher-quality rams easier and more consistent.
Naval blockades now begin as soon as a siege starts, rather than after siege preparations are completed.
Improved Skirmish order behavior for ships by reducing unnecessary turning as a reaction to the enemy turning and improved positioning by having ships maneuver more consistently alongside enemy ships.
Adjusted the skills of Nord Berserkir:
Increased Two Handed from 80 to 140.
Reduced Polarm from 100 to 40.
Equipped Nord Ulfhedinn with better armor versions of the same armor pieces:
Increased the armor values of their Wolf Pelt Cape version from 6 / 3 to 15 / 6.
Increased the armor values of their Wolf Head version from 16 to 48.
These versions with increased armor values will not be available on the market and will only be used by the troops.
Adjusted the skills of Aserai Convoy Guard:
Increased Athletics from 40 to 110.
Increased the armor value of Berserker Helmet from 22 to 42.
Increased the armor value of Berserker Reinforced Cloak from 34 to 54.
Fixes
Fixed a bug that caused ship mangonels to attack the player’s ship during a cutscene in the “Capture the imperial merchant Crusas” quest.
Fixed a bug that caused AI troops to have a harder time getting on and crossing the rope bridges during boarding due to a navmesh issue.
Fixed a bug that caused the ballista camera to switch to a different ship's ballista during Order of Battle.
Crashes
Fixed a crash that occurred due to a sound-related issue when starting the “Speak to the sailors in Omor” quest from a checkpoint.
Fixed a crash that occurred when the player attempted to retreat during the final battle of the “Escort the Vlandian Merchants” quest.
The following changes are part of the base game and apply to the War Sails expansion as well.
Changes
Expanded "How To Learn" descriptions on some of the skills. (Added with a hotfix on 24/12/25)
Adjusted the skills of Lake Rat Recruit:
Increased Athletics from 20 to 45.
Increased One Handed from 40 to 60.
Increased Two Handed from 40 to 60.
Increased Polearm from 40 to 60.
Increased Crossbow from 20 to 30.
Increased Throwing from 15 to 30.
Adjusted the skills of Lake Rat Veteran:
Increased Riding from 30 to 40.
Increased One Handed from 30 to 40.
Increased Two Handed from 40 to 80.
Increased Polearm from 70 to 80.
Adjusted the skills of Lake Rat Wrecker:
Increased Athletics from 55 to 105.
Increased Riding from 30 to 60.
Increased One Handed from 100 to 120.
Increased Polearm from 110 to 120.
Increased Bow from 45 to 60.
Increased Crossbow from 15 to 20.
Increased Throwing from 110 to 120.
Adjusted the skills of Skolder Recruit:
Increased Athletics from 20 to 45.
Increased One Handed from 40 to 60.
Increased Polearm from 40 to 60.
Increased Throwing from 40 to 60.
Adjusted the skills of Skolder Warrior Broda:
Increased Athletics from 40 to 60.
Increased One Handed from 70 to 80.
Increased Two Handed from 40 to 80.
Reduced Polearm from 70 to 40.
Adjusted the skills of Skolder Veteran Broda:
Increased Athletics from 60 to 75.
Reduced One Handed from 110 to 100.
Increased Two Handed from 60 to 100.
Reduced Polearm from 110 to 50.
Increased Bow from 40 to 50.
Localization improvements in all languages except English.
Fixes
Fixed a bug that caused the call-to-war to result in the player’s kingdom being paid for calling an ally to war when the ally's relative strength was low.
Fixed a bug that prevented the Governor effect from the "Battlements" perk from working.
Fixed a bug that caused shielded ranged units to hesitate when switching to melee combat equipment at close range.
Fixed a bug that caused caravan and convoy troops to have incorrect stats.
Crashes
Fixed a crash that occurred when the player got knocked out during a siege battle and then waited in Fast Forward mode.
Fixed a crash that occurred when opening the Saved Campaigns screen or clicking on a saved game within it.
Fixed a crash that occurred when a formation using a column arrangement was following the player unit.
Crashes
Fixed a crash that occurred on Multiplayer servers due to corpse synchronization and weapon visibility issues.
Greetings Warriors of Calradia!
A new patch is here, and it comes with naval storyline audio improvements and additions, the ability to report stuck cases, and further bug and crash fixes.
Please note that there may be a delay between the download of the base game and the download of War Sails. If you launch the game prior to both of them being updated, you will crash. If you face this issue, please verify your game files.
Please also note that Console hotfixes arrive with a delay, as their release processes take a bit more time. Releasing to PC without waiting on this process allows us to gather data and feedback more quickly - benefiting all platforms.
The following changes are specific to the War Sails expansion and are not part of the base game.
Changes
Added new voice lines for the naval storyline:
Implemented new voice-overs for the alley fight.
Added new Gunnar’s voice lines and default one-liners for Bjolgur and Lahar in “Capture the imperial merchant Crusas” quest.
Improved voiceover pipeline so dialogue can be heard more clearly in loud situations.
Improved Ragdoll performance.
Fixes
Fixed a bug that caused the player to become stuck at sea when returning to Ostican after completing the “Free the Sea Hounds’ Captives” quest while Ostican was under siege.
Fixed a bug that caused naval reinforcements to spawn in inaccessible positions due to ship movement, which could trap agents and prevent battles from ending.
Crashes
Fixed a crash that occurred when exiting the “Free the Sea Hounds’ Captives” quest mission after the boss fight with Purig.
Fixed a crash that occurred if Gunnar dies during the boss fight with Purig.
Fixed a crash that occurred when opening the fleet management menu via map shortcuts.
Fixed a crash that occurred in the campaign map due to fisher parties.
Fixed a crash that occurred when accepting the “Smugglers” quest from a lord who was currently at sea.
The following changes are part of the base game and apply to the War Sails expansion as well.
Changes
Improved the crash uploader to allow players to report cases where they become stuck in missions or quest progression (situations that previously couldn’t generate a report).
Localisation improvements for German.
Fixes
Fixed the bug that caused double conversation when a townsfolk is escorting the player to another NPC.
Crashes
Fixed a crash that occurred on the campaign map when a noble AI party attempted to defend a settlement after the attacking party had already been destroyed.
Fixed a crash that occurred when the besieging leader’s party had no healthy troops during a siege state change (such as being attacked by a friendly force or a sally-out).
Fixed a crash that occurred when forming an army.
Greetings Warriors of Calradia This Beta Patch is at Bannerlord version 1.3.12 because we have a pending live hotfix 1.3.11 that will be published before the beta moves to live.
The following changes are specific to the War Sails expansion and are not part of the base game.
Custom Battle
Added Nord faction and troops to the land Custom Battle.
Naval Battles
Improved sail rotation responsiveness:
Sails now rotate more quickly in the correct direction based on the wind once opened.
Furling the sails during rotation is now smoother.
These changes should improve overall ship control responsiveness.
Improved naval boarding bridges and hook mechanics:
Bridge placement now better matches each ship’s shape, reducing cases where bridges connected at odd angles or caused unnatural positioning between ships.
Better connection spots are chosen during the hook-throwing stage, allowing bridges to form more cleanly.
Bridges automatically adjust in length based on where ships connect.
Your crew now automatically assists when throwing hooks or cutting loose, removing the need to give manual orders for these actions.
Bridge connections are more stable and less likely to break unintentionally.
Improved attacker ship formation AI so they advance with sails kept open until halfway to their target, if the wind conditions allow them. (Defender AI is unchanged.)
Adjusted ship capture visuals so the previous ship's icon switches to grey instead of red after capture of the new ship.
Reduced incoming missile damage to the player by 60% while controlling the ship.
Adjusted air friction and projectile speed for ship ballistas, which should make long-range shots more effective.
Adjusted post-battle behavior so all troops (including the player) are unable to attack once the battle ends.
Fixed several ship control and interaction issues:
Increased the interaction area size for the Roundship control point.
Fixed a spawn point and control point intersection issue on the Cog.
Fixed the hand position for the control point on the Ghurab.
Fixed the hand position for the control point on the Lodya.
Fixed rope issues on the Dromakion.
Fixed a visibility tag issue on the Roundship ballista.
Fixed a bug that caused naval reinforcements to spawn in inaccessible positions due to ship movement, which could trap agents and prevent battles from ending.
Fixed a bug that caused agents to get stuck inside Ghurab’s interior due to a physics object, sometimes preventing battles from ending.
Fixed a bug that caused troops to get stuck on the sail mast holder of the Eastern Galley.
Fixed a bug that caused troops to wait for allies before climbing, preventing AI units from using climbing equipment quickly.
Fixed a bug that caused floating ship debris to get troops stuck instead of being pushed aside.
Fixed a bug that caused the player’s camera to get stuck when a ship ballista got destroyed while the player was using it.
Fixed a bug that caused the game to freeze while a troop was climbing onto a sinking ship.
Fixed a bug that caused troops to receive incorrect figurehead and other initial bonuses when ships and crews were rearranged in Order of Battle.
Fixed a bug that caused corpses to get stuck mid-air in certain edge cases during naval battles.
Fixed a bug that caused wave physics to reset during naval battles, resulting in ships briefly jumping unnaturally.
Fixed a bug that caused the player to be able to attempt capturing a ship even without fulfilling the requirements. This action is now disabled in these situations.
Fixed a bug that caused broken oars to still apply force and create visual particles such as water wakes.
Ships & Upgrades
Adjusted ship upgrades so that the pieces purchased for a specific ship can no longer be equipped on other ships.
Battles and Sieges
Huscarl’s spear changed to be braceable instead of couchable.
Character Development System
Increased the Shipmaster skill experience rate multiplier from ×0.6 to ×1.4.
War Sails Storyline
“Free the Sea Hounds’ Captives” quest adjustments:
Enemy reinforcement ships in the end battle now start with an “Engage” order, preventing them from kiting and improving the flow of the final naval battle.
Removed the dromon ship’s ram (ramming is still possible but less effective).
Purig and his bodyguards now spawn with his crew but will not engage until the boss fight.
Increased wind speed during the large naval battle.
Added an objective marker and progress bar to the “Defeat Purig’s crew” objective.
Adjusted enemy ship spawn points in the final fight; they now spawn in two closer, better-grouped formations.
Allied ships are now allowed to attack Purig’s ship.
Updated upgrade pieces for mission ships.
Purig’s roundship now includes roof upgrades and additional visual elements.
Purig now wields a two-handed axe - which also means that he no longer uses a shield.
Added world map travel commentary from Gunnar for events, quests, and locations encountered during the naval storyline.
Adjusted naval storyline set-piece encounters so enemy party size and details are hidden on the world map. This better reflects the custom nature of the encounters.
Adjusted the camera to focus on the reinforcing enemy ship in the “Defeat the Sea Hounds” mission after capturing the first enemy ship.
Increased party speed of Vlandian Merchants in the “Set Sail and Escort Vlandian Merchants” quest.
Introduced consistent, custom sail patterns for storyline ships in “Defeat the Sea Hounds” and “Meet the Vlandian Merchants in Hvalvik” quests, ensuring that their sail visuals do not change between campaign and mission scenes.
“Free the Sea Hounds’ Captives” quest fixes:
Fixed a bug that caused the reinforcement AI ship’s orders to be disabled during the naval battle phase.
Fixed a bug that caused the second formation to appear empty during the large battle.
Fixed a bug that caused Gunnar not to hold the ship’s control point.
Fixed a bug that caused Gunnar not to remove his helmet when starting the quest from the second phase.
Fixed a bug that prevented sail colors from displaying during the mission.
Fixed a bug that caused mission dialog notifications to appear after returning to the campaign map.
Fixed a bug that caused the escape ship to have incorrect movement direction and speed during the escape phase.
Fixed bugs that caused visual glitches on all quest-related ships (such as ropes and barrels clipping or floating).
Fixed ship interior scene visual bugs.
Fixed a bug that caused the player to become stuck at sea when returning to Ostican after completing the “Free the Sea Hounds’ Captives” quest while Ostican was under siege.
Fixed a bug that caused the banner icon to show above Gunnar in the naval storyline alley fight.
Fixed a bug that caused AI ships to get stuck in a hook-throwing loop even after the player created distance from the target ship in the “Protect the Merchants” quest.
Fixed a bug that caused AI ships to sometimes get stranded on rocks or shoreline during naval storyline quests.
Fixed a bug that caused the ship to rotate during the “Save the crewmen” quest.
Fixed a bug that caused Left mouse click (RT/R2 on consoles) to give a move order instead of a charge order during the storyline end battle.
Fixed a bug that caused the player’s eavesdropping position to be incorrect in the naval storyline alley fight mission.
Fixed a bug that caused missing ship control point icons in the “Escort the Vlandian Merchants” naval storyline mission.
Fixed a bug that caused the player to win the “Escort the Vlandian Merchants” battle even if the Vlandian Merchants party was defeated during the fight.
Fixed a bug that caused a missing dialogue line from al-Fahda in “Hunt down Emira al-Fahda and the Corsairs”.
Fixed a bug that caused the encounter text to revert to a generic one after retreating in battle during the “Escort the Vlandian Merchants” quest.
Fixed a bug that caused party size information to be hidden for regular naval storyline battles.
Fixed a bug that prevented the leave button from working with gamepad controllers in storyline encounter menus.
Fixed a bug that caused stealth movement on ships to be treated as walking on water surfaces and had an unintended sound penalty.
Fixed a bug that caused the chain unshackle animation in the story questline to get stuck.
Audio
Added new voice lines for the naval storyline:
Implemented new voice-overs for the alley fight.
Added new boarding warnings and post-boss fights dialogue in “Hunt down Emira al-Fahda and the Corsairs” quest.
Added new Gunnar’s voice lines and default one-liners for Bjolgur and Lahar in “Capture the imperial merchant Crusas” quest.
Improved storyline soundscape by adding new ambient sounds and music throughout.
Improved ship ballista sounds, making them fuller and more powerful.
Improved voiceover pipeline so dialogue can be heard more clearly in loud situations.
Added new voice-overs for Corsairs.
Fixed a bug that caused some sounds not to play correctly during naval battles due to distance-based optimizations.
Fixed a bug that caused some voice lines not to be triggered.
Art
Added a passage from the town center to the port scene in Hargard.
Reduced the wave strength of water in some Nord scenes.
Fixed a bug that caused an incorrect grip position when blocking with some axes.
Fixed a bug that caused border prop visibility issues in Thronderlag Arena.
Fixed a bug that caused LOD issues with the walls of Nord towns.
Animations
Fixed a bug that caused incorrect sitting animations in tavern scenes, including female characters using faulty animations and musicians appearing to sit in mid-air.
Campaign Map
Reduced the Undermanned naval speed penalty by 60%. This change should make it easier to return to port after capturing additional ships.
Adjusted the size of naval party circle decals on the campaign map to better match ship scale, improving their visibility and preventing them from being obscured by ships.
UI
Added a new Ships encyclopedia page for naval gameplay, including ship lists, filters, and bookmarks.
On this page, you can see all the ships’ images, descriptions, stats, and available upgrade slots.
Added a “Mariner” filter to the Encyclopedia troop list.
War Sails storyline quests are now highlighted in blue in the Quests screen.
Naval Custom Battle sliders now show skeletal crew size, deck/maximum crew size, and reserve troops.
The focused ship’s name now appears at the bottom of the screen.
The “Control the Ship” text on the control point is adjusted to only show “\ to use”.
Ballista ammo is now always visible, even when not using the ballista (displayed with lower opacity).
Boarding orders now show “Board !” instead of “Attempt Boarding!”.
Added clear visuals and input prompts for Attempt Boarding and Stop Using the Ship near the ship-control UI.
Adjusted the layout of Formation cards in the naval Order of Battle.
Ship markers and scoreboard icons now become transparent for ships that have no troops onboard.
While holding “Alt”, ship icons for very close ships are now distance-adjusted for cleaner visibility.
The player-controlled ship’s own marker is not shown in naval missions.
Added Encyclopedia entries for the locations on the expanded War Sails map.
Improved oar state visibility while controlling a ship.
Fixed a bug that caused the banner icon to show above Gunnar in the naval storyline alley fight.
Fixed a bug that caused the anchor visual (player’s fleet location) to disappear after being released from captivity.
Fixed a bug that caused the “Defend Ship” order to remain highlighted in the order menu after giving a “Charge” order.
Fixed a bug that caused the troop names and “Control the Ship” text to be visible while the player is controlling a ship.
Fixed a bug that caused the Order of Battle phase to open even when the player had only one ship to deploy.
Fixed a bug that caused fleet weight information (current vs. maximum capacity) to display inaccurately.
Fixed a bug that caused players to have difficulty stopping control of the ship’s interactable objects.
Clan and Party
Fixed a bug that caused nobles’ parties to end up having too many ships.
Fixed a bug that caused parties to continuously embark and disembark while trying to defend a settlement.
Fixed a bug that caused patrol parties not to join the player's battles against bandits and looters.
Fixed a bug that caused the Sea Raider Boss not to be classified as a mariner troop.
Performance
Improved the CPU performance of naval battles by optimizing the general physics systems.
Improved memory usage in Hvalvik by converting a multi-part prefab into a single optimized piece.
Improved Ragdoll performance.
Crashes
Fixed a crash that occurred after the naval storyline alley fight.
Fixed a crash that occurred during the “Free the Sea Hounds’ Captives” quest when a cutscene was triggered before Purig’s ship had spawned.
Fixed a crash that occurred when exiting the “Free the Sea Hounds’ Captives” quest mission after the boss fight with Purig.
Fixed a crash that occurred if Gunnar dies during the boss fight with Purig.
Fixed a crash that occurred when spamming the F key during the transition between Gunnar and the sister’s conversation in the “Speak to Gunnar and Sister” quest.
Fixed a crash that occurred during naval battles, which was related to Sambuk ships.
Fixed a crash that occurred when ramming a ship.
Fixed a crash that occurred when opening the fleet management menu via map shortcuts.
Fixed a crash that occurred in the campaign map due to fisher parties.
The following changes are part of the base game and apply to the War Sails expansion as well.
Battles and Sieges
Hideout Improvements:
Reintroduced the hideout battle mission as the Assault option (available during the day), with Sneak In remaining the night option.
Assault requires at least 8 troops and allows up to 15 to join the battle.
Updated all hideout scenes to support the Assault option.
Reduced the minimum troop requirement for Sneak In from 25 to 20.
Lord’s Hall battle improvements:
Updated reinforcement logic: 5 attackers will now spawn at once, instead of 1.
Fixed a bug that prevented all available troops from being used in simulations, which could previously cause losing battles due to limited troop numbers and entire sieges being lost as a result.
Fixed a bug that caused attackers to lose Lord’s Hall battles (both mission and simulated) due to low morale, even when they still had troops remaining.
Fixed a bug that caused settlement advantages to be applied in Lord’s Hall battles.
Adjusted shield stats and pricing to better match their size and visuals:
Corrected shield weight values so they now properly reflect the shield’s physical size and model.
Rebalanced shield hit points to be consistent with their size and construction.
Updated shield tier and price formulas to account for the new stat distribution.
Most commonly used infantry shields received minor adjustments.
Increased the speed of throwing stones, this results in more damage loss at range as well as less damage gained from speed bonus. Base damage further reduced from 15 to 10.
Fixed a bug that caused friendly troops to push and stutter when multiple formations were ordered to attack the same object (such as gates) during siege battles.
Fixed a bug that caused the couching animation to blend too quickly; blending speed has been restored to its previous values, making couched-lance initiation slower again.
Audio
Improved the sounds of the main menu videos.
Fixed a bug that caused the slaughter button to play an incorrect sound in the inventory.
UI
Updated Stealth and Disguise UI in missions:
Adjusted the suspicion bar in town disguise missions, with a bar and an exclamation mark that will glow when the bar is full.
Added a white progress bar to hideout stealth missions to display the remaining time before failure.
Adjusted clan member lists in the Encyclopedia so that they are now sorted by age.
Improved visibility of the battle power comparison bars by adding a subtle highlight for dark color themes.
Updated the icons for the Barracks and Waterworks buildings in town management.
Added an option to toggle between formation distances and scale displays.
Enabled the inventory screen search bar.
Added the ability to scroll the credits.
Reverted the smithy Confirm hotkey from Space back to Enter (PC).
Re-enabled Order of Battle save/load functionality while in an army, with army-specific OOB saves now stored separately from non-army saves.
Restored upgrade and recruit shortcut buttons to the party screen pop-up menus.
Fixed a bug that caused the combat log to display “Engage” when issuing the “Charge” order.
Fixed a bug that caused random events to trigger when switching menus, which could induce incorrect calculations (giving players very large sums of denars instead of taking the correct amount away from them).
Fixed a bug that caused gamepad navigation to scroll to the top when equipping an item with the equip button.
Fixed a bug that allowed accessing photo mode in situations where camera movement was not allowed.
Character Development System
Added a condition in character creation that disables Ironman mode if the save limit has been reached.
Kingdoms and Diplomacy
Fixed a bug that caused the kingdom decision screen to show relation changes even when none would occur.
Fixed a bug that caused invalid ruler clan data to be saved for the player’s former kingdom when abdicating due to a UI issue. Affected saves should now load with correct data.
Quests & Issues
Fixed a bug that caused quest markers of one army member noble to apply to all noble members of the army.
Fixed a bug that caused the player to be addressed with the wrong name during quests.
Conversations & Encounters
Fixed a bug that caused players to receive double gold when selling prisoners to the ransom broker via dialogue.
Fixed a bug that caused party visuals to be hidden during hostile map dialogue.
Save & Load
Fixed a bug that disabled the “Save” and “Save & Exit” options in Ironman mode when the save limit was reached.
Localisation
Localisation improvements for German.
Performance
Improved campaign map performance by reducing memory allocation and usage, resulting in fewer frame spikes and smoother gameplay.
Improved memory usage during mission scenes and battles:
Campaign map banners and flags will now unload during missions and reload afterward.
Optimized the unused weapon details.
Optimized troop face variation while maintaining variety among troops.
Crashes
Improved the crash uploader to allow players to report cases where they become stuck in missions or quest progression (situations that previously couldn’t generate a report).
Fixed a crash that occurred on the campaign map when a noble AI party attempted to defend a settlement after the attacking party had already been destroyed.
Fixed a crash that occurred when the besieging leader’s party had no healthy troops during a siege state change (such as being attacked by a friendly force or a sally-out).
Fixed a crash related to mount harnesses.
Changes
Changed the “Always Show Friendly Troop Banner Indicators” setting to include a “Multiplayer Only” option, which is now the default.
Updated the multiplayer intermission map selection to use a scrollable grid instead of a scrollable list.
Fixes
Fixed a bug that caused the crossbow aim to slide sideways during reloads in first-person view.
Fixed a bug that caused the “Buy Sigil” pop-up’s shield to display inverted colors.
Crashes
Fixed a crash that occurred when mounts died underwater.
Fixes
Fixed a bug that caused the flag from IsUniqueItem to be unavailable.
Greetings Warriors of Calradia!
On Thursday, we released a silent hotfix with several additions: improved OpenGL-related fixes, a fix that should allow offline play (War Sails), and a fix for a launcher crash that was caused by invalid render values.
Today’s patch comes with more tweaks to the naval storyline and further polish with bug and crash fixes.
Please note that there may be a delay between the download of the base game and the download of War Sails. If you launch the game prior to both of them being updated, you will crash. If you face this issue, please verify your game files.
Please also note that Console hotfixes arrive with a delay, as their release processes take a bit more time. Releasing to PC without waiting on this process allows us to gather data and feedback more quickly - benefiting all platforms.
The following changes are specific to the War Sails expansion and are not part of the base game.
Fixes
Fixed a bug that caused the “Capture the Merchant Crusas” quest to get stuck in the dialogue with Crusas if you were on your second try for the quest (f.e. after leaving story mode by choice or after losing an encounter).
Fixed a bug that caused interactables on burning ships to remain usable.
Fixed a bug that caused certain weapons (axes and javelins) to display incorrect textures while holstered.
Crashes
Fixed a crash that occurred when launching the game or loading save files due to incorrect resource loading.
Fixed a crash that occurred when cutting loose during the end naval battle phase in the “Free the Sea Hounds’ Captives” quest.
Fixed a crash that occurred during a prison break in the Nord dungeon due to a spawn point issue.
Fixed a crash that occurred when the player focused on a ship control point after taking control of a friendly troop.
Fixed a crash that occurred when an AI party encountered the besiegers on land while a battle to break a blockade was ongoing.
The following changes are part of the base game and apply to the War Sails expansion as well.
Changes
Improved clarity and sharpness of the Chinese localization font.
Fixes
Fixed a bug that caused hideout victories to only award bonus loot (such as trade goods) instead of granting it in addition to the regular battle loot.
Fixed a bug that caused certain scenes (f.e. arenas) to display blue textures.
Crashes
Fixed a crash that occurred when entering Tevea for the “Villagers in Need” quest while also having the “Notable Wants Daughter Found” quest targeting Tevea.
Fixed a crash that occurred on the campaign map when too many nameplates were visible at once.
Greetings Warriors of Calradia!
After a short breather, another round of improvements is here! Continuing with refinements to the naval storyline, added the ability to receive crash dumps for launcher-related issues, and further polishing with bug and crash fixes.
Please note that there may be a delay between the download of the base game and the download of War Sails. If you launch the game prior to both of them being updated, you will crash. If you face this issue, please verify your game files.
Please also note that Console hotfixes arrive with a delay, as their release processes take a bit more time. Releasing to PC without waiting on this process allows us to gather data and feedback more quickly - benefiting all platforms.
The following changes are specific to the War Sails expansion and are not part of the base game.
Changes
Updated the “Visit” and “Talk” tooltips to display “Take a walk around the port and find Gunnar to talk to him.” instead of “This feature is disabled.” when the “Speak to Gunnar and Sister” quest is active.
Fixes
Fixed a bug that caused AI behavior issues during the escape phase of the final storyline quest.
Fixed a bug that caused troops in the player’s party to lose their experience when entering and exiting the naval storyline.
Fixed a bug that prevented troops from leaving the oars to use the hooks.
Fixed a bug that caused ship debris to spawn during the Naval Order of Battle phase.
Crashes
Fixed a crash that occurred when loading a save file created immediately after concluding the “Free the Sea Hounds’ Captives” quest mission.
Fixed a crash that occurred during land and naval battles related to the physics simulation.
The following changes are part of the base game and apply to the War Sails expansion as well.
Changes
Players will now be able to send crash dumps for launcher-related crashes. This should help resolve launch issues sooner.
Fixes
We included a set of bug fixes that are meant to return your family to you (if you lost them after completing the naval storyline) and prevent them from disappearing in the first place.
As family members can be in a number of different states, your experience may vary a bit:
Family members like the younger brother and sister are disabled as long as their relevant quests are incomplete. This was already the case and wasn't changed.
If your sister was spawned before becoming an adult, this version should despawn her when you load your savegame. She should spawn again upon becoming an adult.
If you rescued your younger sister and she is an adult but she wasn't added to your clan, this version should add her to your clan and place her in a fugitive state when you load your savegame.
If the adult sister disappeared in prior versions, she should enter fugitive state upon loading the save in 1.3.9 (and newer). If it happened after you made her a governor, she should be immediately spawned and returned to that position.
Should another family member be missing (like the younger brother), the same rules apply.
Please note that "fugitive state" has a 30% chance to spawn the character daily. So if this applies to your case, the sibling/s should spawn after 3-4 days.
Fixed a bug that caused the Transfer Troops action not to work correctly.
Crashes
Fixed a crash that occurred when the leader of a siege leaves.
Greetings Warriors of Calradia!
We are now on a four-day streak! Cargo capacity is increased for all ship types, and lighting for darker atmospheres has been adjusted. Bow skills of Fian Champion and Khan’s Guard have been reduced, and we have made further tweaks to the naval storyline. Thank you all for your support and patience. We’re following your feedback and reports closely.
Please note that there may be a delay between the download of the base game and the download of War Sails. If you launch the game prior to both of them being updated, you will crash. If you face this issue, please verify your game files.
Please also note that Console hotfixes arrive with a delay, as their release processes take a bit more time. Releasing to PC without waiting on this process allows us to gather data and feedback more quickly - benefiting all platforms.
The following changes are specific to the War Sails expansion and are not part of the base game.
Changes
Reduced enemy reinforcement ship count from 3 to 2 in the “Free the Sea Hounds’ Captives” quest.
Increased cargo capacity for all ship types.
Increased Trade Ship prices to better reflect their improved trade capacity.
Reduced the cargo capacity cost of pack animals to avoid overly penalizing trade gameplay and to reduce potential issues for AI nobles. Still subject to balancing efforts.
Vlandian and Sturgian mariner troops now use culture and tier-appropriate shields.
Fixes
Fixed a bug that caused the naval storyline alley-fight dialogue with Gunnar to trigger inside the port scene, which would cause a crash.
Fixed a bug that caused pirate parties to have too many ships.
Fixed a bug that caused ships from disbanded parties to be distributed incorrectly among clan parties.
Fixed a bug that caused inventory capacity tooltips to display incorrect weight values.
The following changes are part of the base game and apply to the War Sails expansion as well.
Changes
Reduced the bow skills of Fian Champions and Khan's Guards. This reduction should have a more pronounced effect on naval combat (War Sails) than on land battles.
Fixes
Improved lighting for night and overcast atmospheres.
Crashes
Fixed a crash related to mounts that occurred while saving the game.
Fixed a crash related to expanded tooltips on the campaign map.
Fixed a crash that occurred when attempting to retreat from an army during a siege.
Greetings Warriors of Calradia!
Third day, third round of improvements! Boatswain XP is now earned through ship repairs, Shipmaster XP gains have been doubled, and friendly troop banners display correctly. We’ve also added more refinements to the naval storyline, and Xbox players will be able to exit the smithing screen with improved stability. Massive thanks for all your feedback, support, and patience.
Please note that there may be a delay between the download of the base game and the download of War Sails. If you launch the game prior to both of them being updated, you will crash. If you face this issue, please verify your game files.
Please also note that Console hotfixes arrive with a delay, as their release processes take a bit more time. Releasing to PC without waiting on this process allows us to gather data and feedback more quickly - benefiting all platforms.
The following changes are specific to the War Sails expansion and are not part of the base game.
Changes
Added a warning and blocked launching the title if the versions of War Sails and Bannerlord are not compatible. This can occur after a patch release when there is a delay between the downloads. Launching the title with such a mismatch would cause a crash. You can verify file integrity to resolve this.
Repairing ships now grants Boatswain XP.
Doubled the Shipmaster XP gain for travelling on water.
Scouting XP is no longer given when travelling on water.
Slowed down the enemy ships in the final battle of Hunt Down Emira al-Fahda and the Corsair quest. Also decreased the consort ships' maneuverability to give players more time to try again after an unsuccessful ram.
Increased the turning arc of basic and fire ballistas on ships. They should now allow you to shoot at the “Floating Fortress” while still circling it in the storyline mission.
Increased the time allowed to return to the naval playable area during storyline missions from 10 to 30 seconds.
Improved GPU performance during the final Naval Storyline quest mission.
Changed the culture of several helmets used by the Nord troops to Nord, making them available in their towns.
Fixes
Improved the ability of troops to find the last remaining enemy units during naval battles.
Fixed a bug that caused all troops to have the same face in naval battles.
Fixed the ship connection errors that occurred during Quest 5 Phase 2.
Fixed a bug that prevented you from exiting the storyline from a hostile town.
"Amnesties For Pirates" kingdom policy fixes:
Fixed a bug that caused garrisons to be overflown with troops, bankrupting clans in the process.
Fixed a bug that prevented the 5% daily chance from working.
Instead of merging all members of the pirate party into the settlement's garrison, only some members (~25%) will join the garrison.
Crashes
Fixed a crash that occurred during the Speak To the Sailors in Omor quest (fireship) when the player died before ramming the enemy ship.
Fixed a crash that occurred on the campaign map due to siege blockades.
Fixed a crash that occurred during Quest 5 Phase 3.
Fixed a crash that occurred when electing the new ruler of Nords.
The following changes are part of the base game and apply to the War Sails expansion as well.
Fixes
Fixed a bug that prevented friendly troops' banners from being displayed with DLSS on.
Fixed a bug that caused the selected formations to become deselected after every given order during deployment.
Fixed a bug that prevented players from launching the game via the Epic platform.
The Kick hotkey no longer disables mouse movement.
Crashes
Fixed a crash that occurred when exiting the smithing screen on Xbox.
Fixed a crash that occurred on the campaign map when a garrison decided to sally out but had no healthy troops.
Fixed a crash that occurred during stealth missions.
Fixed a crash that occurred when selecting the first option during the Water Supplies random event.
Fixed a crash that occurred when a column formation was following the player.
Greetings Warriors of Calradia!
Here’s our second round of improvements and fixes. Nord troops have been strengthened, and initial game loading times are now significantly faster. Thank you all for your continued support and patience.
Please note that there may be a delay between the download of the base game and the download of War Sails. If you launch the game prior to both of them being updated, you will crash. If you face this issue, please verify your game files.
The following changes are specific to the War Sails expansion and are not part of the base game.
Changes
Improved the initial loading time of War Sails.
Troops
We increased the armor of high-tier Nord troops to enable them to fulfill their intended roles.
High-tier Nord armors have been buffed. This includes both body armor and shoulder pieces.
Nord Huscarls are now equipped with their intended armor.
Nord troops now use their intended helmets.
Nord troops also use gloves and vambraces in higher tiers.
Replaced high-tier longbows on lower-tier Nord archers with short bows.
Other
Added helmets to the northern marine troops who were missing them.
Nerfed Aserai mariner troops’ Bahriyyah's bow.
Nerfed Battanian mariner troops' javelins.
Further decreased the HP of Fahda's ship from 4800 to 3100.
Fixes
Fixed an unhandled case where the Vlandian Merchants are defeated in the mission, but the player wins the mission (in the "Escort the merchants" quest).
Fixed a bug that prevented seeing quest-related dialogues after a save is loaded during the "Speak to Gunnar and Sister" quest.
During the second phase of the "Defeat The Sea Hounds" quest mission, ship controls for the captured enemy ship would stop working if the player exited the direct control mode. This was fixed.
Fixed an issue that prevented ally ships from attacking Purig's ship and crew in the final storyline mission.
Crashes
Fixed a crash related to boarding in the second storyline mission. More specifically, this could occur after defeating the first sea hound ship, when making the choice about which ship to control in the dialogue with Gunnar.
Fixed a crash that occurred if you spammed F in conversation transition between Gunnar and your sister when the "Speak to Gunnar and Sister" quest was active.
Fixed a crash that occurred when trying to barter with your sister.
Fixed a crash that occurred when a lord party was trying to disembark.
The following changes are part of the base game and apply to the War Sails expansion as well.
Fixes
Fixed a bug that caused troops to leave their party if given the retreat order during the mission.
Crashes
Fixed a crash that occurred in stealth missions.
Fixed a crash that occurred while dragging a corpse in stealth missions.
Fixed a crash that occurred when pressing the play button from the Epic platform.
Greetings Warriors of Calradia!
We’re thrilled to see so many of you exploring War Sails and returning to Bannerlord. Thank you for all the feedback so far — we’re monitoring your reports closely. Here’s the initial batch of fixes on the way.
The following changes are specific to the War Sails expansion and are not part of the base game.
Changes
Reduced the speed and HP of Fahda's ship in the naval storyline (ramming mission).
Fixes
Fixed a bug that allowed parleys with towns to be initiated from sea or rivers - causing a crash.
The following changes are part of the base game and apply to the War Sails expansion as well.
Fixes
Shifted a loading operation to after the initial window creation to prevent game unresponsiveness.
Fixed a build error to resolve launcher issues that some players experienced.
Crashes
Fixed a crash that occurred when ending a quick talk using the Space button on PC.
Fixed a crash that occurred when the target faction was eliminated during a peace vote.
Fixed a crash that occurred on the initial loading screen.
Greetings Warriors of Calradia! We’re thrilled to announce the official release of War Sails - the naval expansion for Mount & Blade II: Bannerlord! It’s available now on PC and Consoles (PlayStation 5, Xbox Series X|S).
To celebrate the launch, War Sails will be 10% off on all platforms for the first two weeks. Bannerlord is also joining the celebration with a 50% discount on select platforms.
Join us in watching the War Sails Launch Trailer!
With War Sails, we’re bringing full naval warfare to Bannerlord for the first time. You’ll be able to command your own ships, lead fleets across the seas, and take part in large-scale naval battles as part of your campaign. War Sails is a single-player expansion that plugs directly into the base game: new region & faction, new naval battles, and a lot of ways to get into trouble on the water. The Nords & the Northern Kingdom War Sails adds a new Viking-inspired faction: the Nords, based in the northern region. You’ll travel through jagged coasts, taiga forests, and frozen fjords, visiting scattered settlements that feel almost like ships rising from the sea. There, you can trade, recruit warriors, work with Nord clans, or try to challenge their power yourself. The Nords Naval Battles We’ve built a naval system inspired by historical medieval sea battles. You’ll command ships that are affected by wind and waves, decide when to ram, when to board, and when to keep your distance. You can seize opportunities by boarding already engaged ships, prepare for an incoming attack by creating a floating fortress, or take a risk to tie down several enemies at once - giving your allies an edge elsewhere. You may also ram an enemy ship to sink it - or at least throw men off board, shatter oars, and compromise buoyancy. Well-placed arrows and ballista fire can also ignite and destroy enemy sails and ships, forcing crews to abandon their stations. Burning Sails And Ships A Larger World to Sail Calradia now extends to the north, including a settled island, coastal routes, and open sea. Weather plays a bigger role at sea: storms and currents can speed you up or grind you down. Riding the wind can make journeys faster, but attrition will punish long, poorly prepared expeditions. Naval trade, piracy, and the Nord presence all feed back into the campaign. New trade goods, ship production, and coastal routes give certain towns a chance to grow rich - if they can survive raids and naval invasions. Sieges can also involve the sea now: to fully cut off a coastal settlement, you’ll need a fleet to blockade it and stop supplies and reinforcements from slipping through. New Northern Region And Island Building and Growing Your Fleet War Sails adds 20 ships: 15 warships, 4 trade ships, and a civilian fishing vessel, all based on historical designs with their own handling and roles. You can:
Equip ships with siege engines, cargo holds, upgraded sails, rams, and more
Capture enemy ships and figureheads in battle
Acquire vessels from shipyards that build and stock ships based on their town’s culture and development
Ramming Custom Naval Battles If you just want to jump straight into fighting, you can set up custom naval battles. Pick your hero, factions, fleet compositions, ships (with randomized upgrades), crew setups, and then choose the wind, season, and time of day on River, Coastal, or Open Sea maps – no campaign required. New Skills, Items & Troops We’ve expanded the character system with Nord-themed hairstyles, beards, and tattoos, as well as three new nautical skills focused on navigation, tactics, and stewardship at sea. There are also new weapons and gear – spears, swords, axes, shields, and armor – along with mariner troop branches that perform better in naval combat. You’ll also meet new companions with seafaring backgrounds.
Naval Battle Getting Started: War Sails Questline If you’d like a guided introduction, there’s a new questline that takes you from your first steps on deck to commanding a small fleet. Through cinematics, scripted missions, and familiar Mount & Blade gameplay, you’ll learn the basics of ship control, then take the fight to a pirate confederacy alongside your newfound allies. Audio & Music We’ve added new Mediterranean and Nordic-inspired tracks and updated the soundscape for life at sea: winds, waves, creaking hulls, and the chaos of boarding actions and ship-to-ship combat.
Alongside War Sails, we’re also bringing the base game Patch v1.3.4 to all players and platforms. Some of you have already played the patch during our Beta phase and provided immensely valuable feedback. This allowed us to further balance and refine the experience for which we’re truly grateful. Here are the major highlights you’ll find in v1.3.4… Alliances & Trade Agreements Common enemies bring kingdoms closer to forming alliances, which encourages them to stand together against each other’s foes, while trade agreements incentivize caravan traffic between partner kingdoms. Reworked War, Peace & Tribute Decision Scoring Each conflict is now evaluated through a refined war progress score, resulting in more logical declarations and outcomes, while reducing the number of short wars. Stealth & Disguise Stealth and Disguise mechanics now power prison breaks, new hideout scenes, and hostile town infiltrations. Guards react to light, sound, and movement while you sneak, create distractions, eliminate targets quietly, and hide bodies. Disguise lets you scout and operate in hostile towns, though suspicious actions will quickly raise an alarm.
Stealth Kill Fast Mode Fast Mode is a new optional module that can be selected from the launcher on PC. It speeds up the passage of time: years are shorter, characters age faster, while skill progression and population turnover are tuned to match, making multi-generation dynasties and succession easier to experience in a single playthrough. Deserters & Patrol Parties War now has additional consequences. After battles, fleeing survivors may regroup into tougher roaming bands, especially in war-torn regions. Towns can counter this by building Guard Houses, which produce patrol parties that protect villages, fight bandits, and assist nearby battles. Random Events These short moments of decision break up long journeys with brief and immersive stories that affect your traits, skills, party, items, or gold.
Random Events Parley with Enemy This feature lets you start conversations with nobles inside enemy settlements from a safe distance, without immediately risking a full battle. Movement Control over Caravans Through dialogue, you can change a caravan’s home town and instruct it to avoid specific kingdoms. Caravans were also adjusted to focus on maximizing trade amounts, value, and profits. Reworked Army & Party AI Armies and parties now keep a closer eye on their strength, wounded troops, and food when choosing targets or deciding whether to press on, pull back, or disband, which cuts down on detrimental marches and makes their actions more calculated. Reworked Settlement Projects We reworked settlement projects to balance impactful and situational projects, while introducing new options that give the player finer control over how they develop and manage their fief. Recruiting Notables as Supporters You can now recruit notables as supporters via dialogue. With enough relation and a one-time payment, they’ll back your clan, generating daily influence and shifting loyalty in your favor, but if relations drop too low, they can withdraw that support. New Weapon – Slings We also expanded the arsenal. Slings offer a fast ranged option with multiple ammo types, giving both you and certain troops a new way to pressure enemies at range.
Sling Post-Knockout Troop Takeover You can now take direct control of another troop after getting knocked out in battles and sieges. Less spectating, more raiding! Crouched Ranged Attacks & Reloading You can fire and reload while crouching with short bows, light crossbows, throwing knives, and throwing rocks, letting you stay low behind cover or move more naturally during both stealth missions and regular battles. Overhauled Spear Bracing Spearmen will now fight with their spears more often, switching to swords when close combat makes it the better choice. Spear bracing has been reworked with smoother animations and improved aiming. AI also targets the riders more accurately while bracing, making properly timed spear walls far better at stopping cavalry that tries to push through.
Spear Bracing Improved Melee, Ranged & Cavalry AI Melee, ranged, and cavalry AI troops received improvements to targeting and movement. Cavalry charges and tracks targets in a more refined way, horse archers move with less zig-zagging and stay with their formations more. Melee troops now aim better and don’t shy away from mounted enemies. Ranged units lead projectiles at moving targets more effectively, better avoid friendly fire, and hold position once they are in good range. New Main Menu Videos, Armour Pieces, Weapons, Shields, Scabbards & Holsters New main menu videos were introduced for each culture, and several new armour pieces and equipment sets were added, including items that support stealth gameplay. Sturgia in particular received new shields and cultural bonuses, while newly added scabbards and holsters polish the overall look of troops.
Main Menu Videos Overhauled Mission Atmospheres We fine-tuned atmosphere visuals with updated lighting and improved skybox textures. Towns, castles, and other scenes now have a greater range of custom environments tailored to cover specific times of day, together with improved global illumination. New Music & Sounds To further improve the immersion, we introduced new music and ambient sounds to support stealth missions, as well as broader audio additions. Import/Export Hero Cheats If you like to tweak your campaigns, new Import and Export options let you edit hero equipment, skills, attributes, gold, and appearance through save files and bring those changes back into the game. Expanded Modding Capabilities We expanded modding support with a wide range of new options. We added FMOD audio event support, made atmospheres and campaign time moddable, and introduced new ways to influence AI and mission behaviour through agent and weapon settings. We also added better support for custom world maps and a new XML Editor. Many of these improvements were inspired by feedback from our modding community.
XML Editor Whether you’re diving into the v1.3.4 update or setting sail with War Sails, we truly hope you enjoy what we’ve been building. Your support, your feedback, and your passion continue to shape this game. Thank you for being part of this journey with us.
Join us in watching the War Sails Live Streams on our Store Page!
Greetings Warriors of Calradia!
Today, we’re excited to share a new look at War Sails, the upcoming major expansion for Mount & Blade II: Bannerlord.
In this new gameplay showcase, you’ll witness an intense nighttime river battle between the Khuzaits and the Nords. Expect burning sails and ships, clashing hulls, and a close-quarters naval brawl that highlights the scale, chaos, and atmosphere of War Sails.
The War Sails expansion will be arriving on PC and Consoles (PS5, Xbox Series X|S) on the 26th of November, 2025!
Wishlist now to stay updated and be ready to set sail on launch day!
Greetings Warriors of Calradia! Less than 2 weeks to go before War Sails launches across PC and Consoles (PlayStation 5, Xbox Series X|S) - on the 26th of November, 2025! Following the Gameplay Showcase, we’ve rounded up your most asked questions and tackled them below. If your question isn’t covered here, reply below and we’ll tackle follow-ups in the comments. Wishlist now to stay updated and be ready to set sail on launch day!
We’re aiming to release the expansion on all platforms at 9:00 CET / 3:00 AM EST / 12:00 AM PST.
You will be able to find the system requirements on the Steam Store page. Note that they will likely still change leading up to the release, as we determine the profiles based on the latest tests.
It won't be on Game Pass at or around release. It's not yet determined if it will come to Game Pass in the future.
No.
Our current PC development build sits at ~33GB. While this may change slightly as we prepare for launch, we expect it to remain close to that size. Console builds run a little smaller, and download sizes may vary depending on platform compression and packaging.
War Sails won’t be Steam Deck verified at launch, but you’ll still be able to play on it on Day 1 - just like any other Steam game. Mount & Blade II: Bannerlord has a “Playable” status on Steam Deck.
Yes - War Sails will be 10% off on all platforms for the first 2 weeks to celebrate the launch.
It will be arriving on the Xbox PC app on Windows as well.
Yes. We’ll be partnering with many of the content creators you already know to kick things off on release day. More details on this will follow.
Ship prices will range from 12.000 denars for light ships to 150.000 denars for heavy hulls, depending on any existing upgrades applied to the ship at the time of purchase. Certain perks can also reduce the final purchase price. These are subject to change based on ongoing balancing efforts.
No.
Troops won’t desert due to low morale at sea (until you reach and spend time on land again), but will get wounded if there’s not enough food.
Yes, your character can swim without a time limit. Other troops, however, have limited endurance in the water based on their tier, whether they have a mariner background, and how heavily they're armoured. If their ship sinks or they end up overboard, they'll try to swim to the nearest friendly vessel and climb aboard - assuming they reach it in time.
You won’t lose the battle - it’ll still count as a victory. However, since your original ship is gone, you’ll find yourself without a vessel once the mission ends. Unless you then capture an enemy ship in the loot screen, your party will be left rafting toward the nearest shore.
There are no ship reinforcements during the battle — only the eight deployed ships participate. However, some vessels can reinforce their own decks with additional troops if their maximum crew size exceeds their deck capacity.
Yes - operating the ballista in naval battles will increase your Engineering skill, just like in sieges. It will also contribute to levelling the new Mariner skill.
Yes.
Yes, you’ll be able to conjure some epic-looking ships by giving yourself any hull you want and unlocking any figurehead you like.
Yes! Following your feedback from a previous community Q&A, we’ve decided to add naval custom battles — and they’ll be available from day one! The custom battle setup will let you choose factions, select ships, randomize upgrades, pick troop types and numbers, and more.
Greetings Warriors of Calradia!
We’re thrilled to announce that War Sails will be arriving on PC and consoles (PS5, Xbox Series X|S) on the 26th of November, 2025! The expansion will be available for $24.99 USD / €24.99.
Watch the Gameplay Showcase to see War Sails’ naval battles come to life.
Wishlist now to stay updated and be ready to set sail on launch day!
War Sails turns waters into battlefields. Wind, oars and the naval readiness of your crew are essential, and the ship you bring to a fight only becomes dangerous if you handle it well. This blog focuses on the naval combat experience: how you steer, how boarding works, how rams land, and how a battle moves from opening volleys to the clash on the ropes and planks.
Before the fight begins, the Order of Battle phase allows you to organize your forces — just as you would on land. In naval engagements, however, each formation represents a single ship and its crew. Here, you’ll select your flagship, the vessel you’ll personally helm, while assigning the remaining ships to companions or allied nobles.
The number of ships armies can deploy in an engagement is determined by their members' perks, with each side being able to launch up to eight ships. If your fleet includes more than that, you can review the roster and decide which ships to bring into the fray. For those who prefer a quicker start, you can also choose Auto-Deploy and immediately set sail against the enemy.
Order of Battle
Once the battle begins, you take direct control of your ship from the helm. Smaller vessels are steered by hand at the rudder, while larger ones demand authority from the quarterdeck, where you guide your crew through the stormy waves.
Ship Control Points: Smaller ships, Bigger ships
The opening moments of a sea battle are all about feeling the wind and setting your approach. Your sails impact both your speed and maneuverability — unfurl them to harness the wind’s strength and build momentum, or furl them when you need sharper handling with oars.
Your wind dial shows the wind’s direction relative to your ship: green marks a favorable angle, while red warns that your sails will fight against the wind instead of working with it. Each rig type behaves differently. Square sails catch a smaller wind coverage but deliver powerful bursts of speed when aligned. Lateen sails offer broader coverage, letting you carry pace across wider directions, while hybrid rigs balance the strengths of both. Hybrid sail rigs have one unique advantage — you can choose to furl the square sail while keeping the lateen one unfurled, giving you a wider coverage but stripping you of some power in the process.
Wind dial, left to right: Square, Lateen, Hybrid
When the wind falters, oarsmen become your lifeline. Rowing serves as a secondary means of thrust in naval battles, letting ships move even when the sails hang still. Oars can be used directly by the player as well, and the troops will retract them when ships draw alongside to prevent shearing against nearby hulls. While regular hull contact won’t harm them, a direct ram strike can — oars caught near the impact may snap under the force.
If you align a strong sail rig with a favorable wind angle and build speed, oars add little once you’re already moving fast — and knowing that may be crucial. Every man on a rowing bench is one less bow on deck.
You can issue three levels of rowing commands:
Stop using oars – benches are empty, and every crewman is ready to fight.
Use oars at half power – half the benches are manned, giving steady thrust while keeping some hands free for combat.
Use oars at full power – every bench is filled, maximizing speed but leaving fewer fighters on deck.
With oars, you can maneuver without wind, pivot on the spot, or even row in reverse.
Oar Power Commands
Each ship functions as its own formation, following your orders. While you helm one vessel directly, you can still orchestrate the wider fight — not by directing allied soldiers but selecting their ships to issue formation orders: move, follow, skirmish, engage, or target a specific enemy. Should you choose to delegate command, AI captains can skirmish if they hold missile superiority, support pressured allies, avoid collisions, or close in to ram and board when the moment is right.
Moving on from those first moments, most battles open at range. If your ship carries a ballista, you can take control of it from the helm. Line up your shot and depending on the ballista type — unleash bolts, stones or fire pots before proceeding with your next maneuver. And should you find yourself away from the helm, you can operate the weapon directly — much like in siege battles.
Archers and javelin throwers trade volleys across the waves, drawing from nearby supply crates to keep the pressure going longer. With braziers, those volleys turn into raining flames — fire arrows that can burn sails and set hulls ablaze. A ship with its sails burned is left without one of its main drives.
Ballista Exchange
As the distance closes, other methods of destruction come into play. Effective ramming is only available to ships equipped for it, but when used on a battered ship, it can decide the battle in a single strike. Angle, speed, ship weight, and impact point all shape the damage dealt — the perfect hit comes from a fast, perpendicular collision into the enemy’s midsection. Nose-to-nose clashes do little, but a clean side impact can crush hull planks, kill nearby crew outright, or send soldiers sprawling across the deck. On a perfect strike, the shock can shake the entire ship and the troops’ morale.
Ramming
The above-mentioned ship weight is a double-edged trait in naval combat. Heavier hulls take more time to get moving and to turn, but they ram harder and overcome bigger waves with more stability. You’ll feel the difference between the ship classes: a heavy one cuts through stormy waters that a light hull struggles with.
Hulls also break where they’re struck. Damage isn’t abstract — a ship partially sinks from the wounded side. If a ship’s Hit Points get depleted, it sinks completely. In case a fire takes hold, the crew will abandon their stations and tools, helpless until the ship succumbs to the flames. And the scars of battle remain: without repairs, ships carry their wounds into the next fight.
Ship Sinking
When the distance closes and the moment comes to board, give the command. You and your crew can throw grappling hooks toward the enemy ship — a single connection is enough to draw the two hulls together and form a rope bridge. Multiple hooks hasten the pull and allow more bridges to form for the assault. Once connected, you can direct your crew’s stance: Defend, Follow, Charge, or Hold/Fire at Will.
As the clash intensifies, clusters of chained ships often form — islands of locked hulls where crews fight across decks and rope bridges. If your ship is connected indirectly through another, your Charge order will send troops surging forward across every link in the chain to reach the enemy. But if the fight turns against you, you can return to the control point and command your crew to cut the bridges loose — or cut them yourself. Choosing the right moment to do this is important — any troops standing on the bridge when it is cut loose will fall into the water, including your own.
Boarding
Units won’t slip from a bridge mid-fight unless it’s cut, but the player can fall or jump off. Even then, all is not lost — you can swim, dive, and climb back aboard using the climbing nets every ship carries. Troops, however, can only swim for a limited time. Their endurance depends on tier, mariner background, and armor weight — once spent, they begin to take damage and will eventually drown. When a ship sinks, its surviving crew will attempt to swim toward the nearest friendly deck, struggling for safety before the sea claims them.
Swimming & Climbing
Commandeering an enemy ship mid-battle is also possible — abandon your initial hull, clear the enemy deck, seize the rudder, and continue the fight aboard the new ship. This can prove invaluable when your own ship is too damaged to continue the fight or lacks upgrades such as a ram or ballista that could help turn the tide of battle.
Fresh troops keep the fight alive, and this is where reinforcements come into play. Each ship manages its own reinforcements, determined by its individual attributes.
A ship’s Deck Capacity defines how many troops can be on deck and fighting at once. Most vessels have matching Maximum and Deck Capacity, but some ships carry more crew than can stand topside. These extra soldiers remain below deck, waiting to take the place of the fallen. As casualties rise, they spawn to reinforce the fight and keep the deck manned. If a ship’s morale breaks, those reinforcements stop coming, even if the hull is still afloat.
Victory can be secured by destroying every enemy ship (even if survivors remain in the water) or by eliminating all enemy troops, whichever comes first.
You and your allies may be able to claim defeated ships as prizes, adding them to your fleet. Your skills and perks — along with the condition of the captured hulls — determine which vessels you can take and which must be left to the depths.
We’re thrilled to be nearing the launch of War Sails, and we can’t wait to set sail alongside you. Wishlist it now, follow our social channels for developer updates, and prepare to hoist your sails when the winds of release arrive.
Greetings Warriors of Calradia!
As Calradia’s coastlines open to trade, raiding, and full-scale naval warfare, it’s time to step aboard and take a closer look at the ships you’ll command in War Sails. This developer blog will dive into the variety of vessels, their design inspiration, their performance on the high seas — and how you can customize them to suit your own strategy.
Ships in War Sails fall into three core classes — Light, Medium, and Heavy — each tuned for a different role in naval engagements.
Light ships are affordable and tend to excel in acceleration as well as maneuverability — making them the choice for flank attack. However, their lower crew capacity and hit points make them easy targets when caught off guard. Their smaller size also makes them less stable in rough weather and results in fewer potential upgrades.
Medium ships strike a balance between price, durability, deck capacity, and upgrade potential. They are versatile and able to adapt to a range of roles without specializing in any one area.
Heavy ships are built for staying power. Wide decks, large crew capacity, thick hulls, and a wealth of upgrades to pick from allow them to dominate in prolonged engagements — though all of this comes at a hefty price in denars. Their larger size tends to make them less responsive when changing direction, but enables them to power through rough seas in the heat of battle. Alongside these, some ships carry the Trade designation, a secondary characteristic that applies to vessels built for commerce and logistics rather than combat. Trade ships differ from warships in several key ways: they carry fewer troops, offer more inventory space, and require smaller skeletal crews to operate, making them the preferred choice for merchant convoys.
Trade Cog
A ship’s performance at sea is also shaped by its sail geometry, which governs how it handles under varying wind conditions. Square sails offer quick acceleration and perform well in calm winds, but struggle against the wind. Lateen sails catch wind from more directions, enabling higher peak speeds and better versatility, though they result in slower acceleration and lower responsiveness. Hybrid rigs blend both types for steadier control in changing winds. A ship’s sail type is fixed to its design and can’t be swapped, but sail upgrades improve performance within those limits.
Rig type, left to right: Square, Lateen, Hybrid
Ships in War Sails are inspired by real-world vessels that match the cultures of Calradia. From square-sailed cogs and roundships in the west to lateen-rigged galleys and sailboats in the east, each ship draws inspiration from historical designs. Every faction fields at least one unique ship reflecting its identity, while drawing the rest of its fleet from shared regional pools — bringing the total to 20 unique ships. However, not all factions have access to every ship class. For instance, the Empire employs vessels across all sizes, while the Nords use light and medium ships geared for boarding. Access to these ships depends not just on location, but also on infrastructure. Ports must be upgraded via settlement projects. A low-level shipyard might offer only a few light ships, while higher levels unlock medium and heavy ships, with more vessels for sale. The Empire’s navy is the most well-rounded in Calradia. Their fleet includes the Liburna, a medium vessel with a compact hull and sharp contours, built to withstand hits and even deliver ramming strikes. The Dromon, their heavy flagship, is a broad, high-decked vessel with hybrid sails and tall sides, evoking the form of historical dromons. It’s designed to serve as a command ship, with ample space for crew and inventory, offering endurance and control in large-scale engagements.
Liburna and Dromon
Aserai ships combine sleek sailboat hulls with galley-like decks. Their heavy vessel, the Ghurab, features a lean frame with high decks and a sharply rising bow, relying primarily on sail power for speed while offering modest oar support for repositioning. Though slower to accelerate, its latten sails allow for higher speed with excellent wind coverage.
Ghurab
Battania draws from riverine and woodland traditions, producing vessels reflecting this. Inspired by the real-world birlinn, a ship used in medieval Scotland. The Battanian Birlinn is a light, square-sailed ship with a narrow hull and modest height, designed for speed and agility in calmer waters. Its open deck layout supports ranged combat well, though limited crew capacity makes it more vulnerable to boarding and less effective in longer engagements.
Birlinn
The Khuzait bring their nomadic speed and skirmishing tradition to the sea with ships like the Qalguk. This heavy flagship has a wide, long hull equipped with lateen sails. Its high speed, paired with solid deck space and archer positions, makes it ideal for long-range pressure. However, like most lateen-rigged ships, it suffers from lower acceleration and lacks strong oar support.
Qalguk
Sturgia’s ships focus on strength, oar power, and cold-water resilience. Their heavy ship, the Lodya, blends the structure of a galley with the profile of a longship — featuring a long hull and open deck that emphasizes deck capacity. It is built for pushing through volleys and closing the distance for decisive boarding actions. It boasts strong oar power while retaining decent sail capability.
Lodya
Vlandian fleets draw inspiration from the sturdy cargo vessels of northern Europe. Their heavy ship, the Roundship, features a tall, boxy hull with elevated decks — ideal for ranged support. It has modest oar power but makes up for it with strong defensive structures and commanding lines of sight. With its height and layered platforms, it resembles a floating fortress.
Roundship
The Nords field longships built for decisive, close-quarters combat. Their flagship, the Drakkar, is a medium, open-decked vessel with a narrow, elongated hull and pronounced prow — designed for acceleration. It relies heavily on powerful oars and boarding. While its exposed design offers little protection against missiles, its aggressive profile and fast acceleration allow it to close the gap fast, overwhelm the enemy with numbers, and claim the deck before arrows become a concern.
Drakkar
Pulling into port is where a bare hull becomes your ship. It starts with a name — a single word or phrase that marks the vessel as your own, setting the tone for every voyage to come. But naming is only the beginning. From there, the real tinkering begins. Ships come with a variety of upgrade slots, such as the aft, hull, sides, sails, and more — though not every vessel supports them all. Dromons, for example, can be fully decked out, while smaller hulls omit those parts that don’t fit. Most upgrades progress through tiers, steadily enhancing performance: some improve troop melee damage, add quivers for archers, expand cargo space, or boost seaworthiness. A select few provide meaningful branching choices — parts that alter how a ship performs in specific situations. Ships with a fore slot, for example, can mount a ballista for added ranged power. Alternatively, they can be fitted with a battlement — a fortified platform that increases crew capacity, adds weight, and boosts durability, ideal for vessels heading into the thick of close-quarters boarding.
Balista vs Battlements
The sides are another key area of customization. You can install rows of shields to protect your deck crew during ranged exchanges, or equip braziers instead — sacrificing defense for fire arrows that can threaten enemy sails.
And like other upgrades, even decorative elements can carry weight in combat. Figureheads blend visual flair with tactical value, similar to banners on land. A Khuzait ship may sail with a horse prow that improves its travel speed, while an Aserai vessel might be seen with a hawk or viper for better ranged precision or faster ballista reloads. Some figureheads improve the attached ship’s crew battle morale, others enhance ramming or boost throwing weapon damage — giving you the freedom to match form and function across your fleet.
Figureheads
Ship upgrades also require matching port levels, and can differ from culture to culture. For example, you might choose to acquire a Dromon from the Empire region, but you will need to make your way to a Battanian port in order to install boarding weapon upgrades. And that wraps up another War Sails developer blog! Drop any questions you might have in the comments below, and join us on our socials where we continue to share development updates. Also, if you havent yet - make sure to wishlist the War Sails expansion on Steam.
Greetings Warriors of Calradia!
The v1.3.0 base game update is now available in Public Beta.
This update brings a wide range of improvements across the game, from new features to refined gameplay systems and technical upgrades - all aimed at making your time in Calradia more engaging and rewarding.
Because this is a Beta, please note that:
Save game compatibility is not guaranteed.
You may encounter instability, crashes, or unfinished elements as we continue development.
This phase aims to stress-test the update at scale, gather performance data, and make sure everything is solid when v1.3 launches in full.
If you’d prefer to wait for the most polished version, stick to the Live branch and jump into v1.3 with the launch of War Sails. But if you’d like to be part of the journey, opt into the Beta branch via the Steam Betas system today and tell us what’s working - and what still needs work.
Thank you for sailing with us on this voyage!
Before jumping into the full patch notes, here's a quick recap of the many features being introduced.
Art
Changes
Added a new main menu video for each culture - 6 in total.
Added 4 new armor pieces: Blackened Boots, Blackened Armor, Blackened Cape, and Blackened Hood. These have a high stealth factor.
Added 4 new shields: Sturgian - Druzhinnik Kite Shield, Reinforced Leaf-Point Kite Shield, Leaf-Point Kite Shield; and Vlandian - Angular Kite Shield.
Added 6 new sword scabbards for existing blades.
Scene Atmospheres
We moved away from an automated interpolation of atmospheres based on time of day and instead introduced a greater range of custom environments that are tailored to cover specific times.
We further fine-tuned atmosphere values in general and improved our skybox textures.
Added and improved existing global illumination for various towns, castles, and keeps.
Fixes
Minor fixes (including siege-related) across town, castle, and tavern scenes.
Minor clipping fixes for the Rural Headdress and Palatine Guard Helmet.
Minor fixes for Battania helmets.
Fixed a visual issue with the Arbalest crossbow handle texture.
Fixed a bug that allowed players to leave the training field mounted area on horseback.
Animations
Changes
Improved idle animations for guards.
Corrected party rotation visuals on the campaign map — parties in map events now face their opposing leader rather than the midpoint of the event.
Adjusted beggars’ animation speeds for smoother movement.
Fixes
Fixed a bug that caused some parties to play a running animation while stationary on the campaign map.
Fixed an issue where the battle animation would not play for a party raiding a village during a raid.
Fixed a bug where sitting beggars would not turn to face others while speaking.
Fixed a bug where a character seated on a throne could slide out of position when a conversation began.
Fixed a bug that caused idle animation issues for female companions in civilian scenes.
Fixed an animation bug that caused the barmaid to get stuck in the beer-pouring animation.
Fixed a bug that caused NPCs to sit or float in mid-air in civilian scenes.
Campaign Map
Fixed specular issues affecting the appearance of settlements on the world map.
Audio
Changes
Game music now ducks when the player gets near town musicians.
A new music track & sound set for stealth missions.
A new sound set for “The Retreat” ending.
New sound sets for Settlement Build, Recruit and Kingdom Decisions panels.
A new ambient sound set for Slow Motion/Order mode.
A new sound set for Formation Targeting.
A new sound for the Banner Bearer's movement.
A new sound for fast movement of the Campaign camera.
A new sound for hideout battles and raids on the Campaign map.
A new sound set for weather events on the Campaign map.
Added ambient village scene sounds to scenes that were missing them.
Optimized the footsteps to free up audio resources in crowded situations.
Balanced the in-game UI notification volumes.
Revised the bodyfall physics sounds.
Reworked the campaign ambients to have more consistency.
Improved the sound of campaign armies.
In-combat AI yelling behavior now reacts to close engagement and chasing situations.
The arena audience now better reacts to fights.
Fixes
Fixed a bug that caused the background music to stop when switching culture in the Character Creation screen.
Fixed a bug that caused some combat music to have the wrong transitions and mood jumps.
Fixed a bug that caused order and dialogue voiceovers to play on the Loading screen.
Fixed a bug that prevented the in-game Master Volume setting from impacting the intro sound.
Fixed a bug that caused the character’s voice type to reset every time the Character Creation screen was opened.
Fixed a bug that caused the wrong voice to be assigned to the character on the Character Creation screen.
UI
Changes
Implemented a new heir selection popup. The new popup presents information in a clearer, more visual format similar to the marriage popup, and shows the player’s relation to each candidate.
Improved the town management popup:
Pressing outside the Reserve popup now cancels instead of confirming.
Fixed a bug that caused the “Add to queue/Remove from queue” button to always display as “+”.
Added tooltips to the “Add/Remove” and “Set as active” buttons.
You can now reorder items on the right‑side queue via drag‑and‑drop, or click to manage an item directly.
Fixed a bug that caused minor visual flaws.
Added a visual for the banner‑bearer count on Order of Battle formation cards.
Added controller hotkeys to the Order of Battle screen.
Added “Culture” to hero tooltips in the Manage Town menu.
Added a tooltip to the Party Troop Wage icon.
Added additional warning menus for “Force Recruit” and “Force Goods” hostile actions to indicate that the action may cause war.
Added a tooltip warning of possible death when accepting corporal punishment.
Added an influence gain message to the log when donating prisoners.
In a hero's encyclopedia page, the friends/enemies lists have been shortened to 3 rows, and the overflow is now displayed via a tooltip.
The message log is now temporarily hidden (instead of cleared) when opening fullscreen menus, entering Photo Mode, or starting a conversation.
Made several improvements to the “Upgrade Troops” popup regarding horse requirements.
Disabled saves are now also selectable in the “Saved Campaigns” screen (they cannot be loaded).
Disabled quicksave‑related options when the save limit is reached and added a tooltip explaining why. Previously, a non‑specific error would appear.
In Custom Battle, the Siege Engine selection popup can now be exited without making a selection.
Clarified “Party Wage/Party Expenses” texts and refined clan tier bonus descriptions on the Clan screen.
Time now resumes to its previous state after a marriage offer is closed.
Made troop tiers more visible on the Manage Troops screen before hideout battles.
Moved the pregnancy icon on the Clan screen to be more visible.
Updated journal quest highlighting: clicking a quest now hides its highlight, while updated/new stages remain highlighted until clicked a second time.
Items plundered during raids are now grouped before being displayed.
Restructured the troop list in the in‑game encyclopedia into two main groups: Culture (regular faction troops) and Outlaw (bandits).
Improved encyclopedia search to include results with diacritics.
The “Transfer All” button when trading with a settlement now transfers goods only up to the settlement’s gold; pressing it again transfers the remaining goods.
The “Toggle Camera Follow Mode” button no longer appears in Photo Mode when visiting scenes like the Tavern.
Made unavailable items clearer to distinguish in the Crafting → Refine window.
Fixes
Fixed a bug that caused the “Undo/Redo” and “Reset/Reset All” buttons to not remember history values properly during character creation.
Fixed a bug in the Inventory screen that could cause prisoner conformities to reset when moved to Discard and back.
Fixed a bug in the Lord’s Hall fight where the “Done” button remained grayed out when the player did not have enough troops.
Fixed a bug where links that wrapped to a new line in a text box would lose their proper styling.
Fixed a bug that caused an old alley leader’s thumbnail to remain in the settlement menu bar after changing the leader.
Fixed a bug where the banner sigil was not displayed on shields in the Clan screen.
Fixed a bug where pausing the game with an active tutorial caused the tutorial to appear in front of the pause menu.
Fixed a bug that caused inconsistencies between militia/garrison information displayed in the Encyclopedia and in hover tooltips.
Fixed a bug that prevented the Encyclopedia from responding to gamepad navigation.
Fixed a bug that caused the “Kingdom has been destroyed” cutscene to display the wrong kingdom name.
Fixed a bug where the “Location” text in the Kingdom screen’s Armies tab displayed the current “Behavior” instead.
Fixed a bug that showed the wrong cutscene when the main hero executed their own sibling.
Fixed a bug in the Character Developer screen where a perk selection popup would not close when changing characters, instead moving to an incorrect position.
Fixed a bug that caused the troop percentage sliders to behave unpredictably in the Custom Battle menu.
Fixed a bug where opening the Kingdom screen via circle notifications caused it to remain permanently enabled.
Fixed a bug that caused no information to be shown when a raid ended because the village’s bound settlement joined the player’s kingdom.
Fixed a bug where the mouse cursor could trigger tooltips even when off-screen.
Fixed a bug that made the banner button in the Clan screen unclickable if a tutorial was active.
Fixed a bug in the Character Developer screen where “Unspent attribute points: 0” text was invisible.
Fixed a bug that caused banner effects to display twice in banner item tooltips.
Fixed a bug in the Inventory screen where horse weights were incorrectly included in the left roster’s capacity.
Fixed a bug where pressing in-cart army icons in the Army Management screen caused the X button state to change incorrectly.
Fixed a bug that caused alternative usage buttons in Inventory screen tooltips to appear unselected after selection.
Fixed a bug in the Kingdom screen’s Fiefs panel where a floating button with no text appeared when no fiefs were selected.
Edited the layout of certain screens and adjusted the orientation of some non-Latin alphabets to resolve alignment issues.
Fixed a bug that caused the prisoner donation tooltip to display repeatedly above a settlement.
Fixed a bug that caused banner inconsistencies in certain cases for settlements and mobile parties.
Fixed a bug that allowed kingdom decisions to be viewed when they should be disabled.
Fixed a bug that prevented the “Party Priority Change” dropdown in the Clan → Parties screen from being enabled.
Fixed a bug that caused highlights to be missing on recently completed quests.
Fixed a bug that caused the “Manage Army” button to display inconsistently between the map and Kingdom screens.
Fixed a bug that made the Members list slider in the Kingdom screen’s Clans tab unclickable.
Fixed a bug that caused the party speed tooltip to display incorrect values.
Fixed a bug where, if the player was not the leader of an ongoing siege and the leader’s party left, another party could appear twice in the overlay menu.
Fixed a bug that caused certain tooltips to overflow incorrectly into two lines.
Fixed a bug that caused parties to display incorrectly in the army overlay after creating an army.
Fixed a bug that caused individual army members to display inconsistent tooltip behaviors.
Fixed a bug where neutral troops appeared as attackers in the scoreboard during missions.
Fixed a bug in the Order of Battle screen where pressing Esc while dragging a hero could make the hero disappear.
Fixed a bug in the Order of Battle screen that prevented selected formations from being deselected when pressing Esc.
Fixed a bug that caused dialogue nameplates to misalign in ultrawide displays.
Fixed a bug that caused tooltips to appear in incorrect positions on ultrawide screens.
Fixed a bug where “Press to do 5/All” shortcuts in party/inventory item tooltips appeared invisible.
Fixed a bug in New Game/Campaign Options where some settings appeared available when they should be unavailable, and vice versa.
Fixed a bug that prevented raider parties in the tutorial from being tracked correctly.
Fixed a bug that prevented Encyclopedia search results from appearing when using an on-screen keyboard (Steam Big Picture, consoles, etc.).
Fixed a bug that prevented a notification banner from appearing when a new governor assigned by the player arrived.
Fixed a bug where zooming the camera with a controller immediately before entering a settlement broke focus.
Fixed a bug that prevented marriage notifications from appearing when a female family member married.
Fixed a bug that caused the workshop purchase tooltip to be misleading, showing only the lack of funds as a reason but failing to mention the workshop limit.
Fixed a bug that caused siege engine tooltips to remain on screen if the game was paused.
Fixed a bug that prevented the “Charge to the Gate” order icon from appearing during sieges.
Fixed a bug that displayed nobles in the village UI even after they had left.
Fixed a bug that caused on-screen notifications to persist with broken text when exiting a mission during an active notification.
Stealth & Disguise
Implemented the stealth system - used in prison breaks (from a dungeon) and hideouts.
Enemies detect the player through sight and sound, reacting to movement, noise, bodies, or their alarmed allies.
Their vision is influenced by
elevation — enemies see more clearly when looking down, but struggle to spot movement above them.
light exposure — shadows and night offer concealment while areas lit by torches make you stand out.
Natural hiding spots such as tall grass and dark corners provide concealment; crouching reduces visibility further.
Enemy alertness states: Neutral → Cautious → Searching → Fully Alarmed.
Added distraction mechanics with thrown objects and noise-making; some enemies resist being diverted.
Stealth attacks deal bonus damage to unaware targets with certain weapons allowing crouched melee and ranged strikes.
Players can drag bodies to conceal them and prevent raising alarms.
Your roguery skill will now also impact the damage dealt via stealth attacks as well as how fast you move and the noise you make while crouched.
Reworked the bandit hideout scenes and mission to accommodate stealth gameplay.
Instead of diving straight into the fight, you’ll need to clear out sentry camps surrounding the main hideout first. Once you’ve eliminated these outer threats, you’ll have the option to call for an all-out assault on the main camp, leading to the final boss fight.
Reworked dungeons and the prison break mission to accommodate stealth gameplay.
Breaking someone out won’t be as simple as waltzing in and cutting their shackles — you’ll now need to sneak your way in, locate the prisoner’s cell, and then escort them out without raising suspicion. You can’t fight your way in, but once you reach the cell, guards will start to sense that something is off and begin patrolling. At that point, you’ll have to decide—do you attempt a stealthy escape, or fight your way out?
6 new dungeon scenes have been added designed for stealth gameplay.
Implemented a third equipment layout which will be utilized in stealth missions.
Certain armor pieces now modify your visibility and audibility, offering bonuses for stealth-oriented gear. This is indicated with a stealth bonus entry on the item tooltip.
Selected daggers now have an alternate backstabbing attack.
Daggers, certain swords, short bows, composite bows, light crossbows, and select throwing weapons will be usable in stealth missions.
The range of available weapons remains subject to change.
Added Bag of Rocks for creating distractions and diverting enemy attention.
Implemented the disguise system - used when sneaking into hostile towns.
The first infiltration of a town requires setting up a contact inside the settlement. The town mission, however, now has increased guard presence and surveillance, requiring you to disguise yourself and find the contact person within the mission.
Disguise relies on inconspicuity — suspicious actions such as running, drawing weapons, or hiding will raise guard suspicion. High suspicion triggers guard investigation. If you break line of sight, they eventually return to their posts.
Being identified blows your cover, placing all guards on full alert and initiating pursuit. Escape requires leaving the settlement and capture results in imprisonment.
If you establish a contact successfully, you can then explore the town in disguise, including in any future entries.
If you prefer the campaign menu, you may still use the skill roll option to sneak into the settlement each time — but only after you’ve established a contact there.
Implemented a tutorial quest for stealth that is added at the end of the campaign tutorial (also when skipping).
Added a new difficulty option for stealth and disguise.
The selected difficulty option (normal, veteran, challenging) affects the sight and hearing abilities of enemies in both gameplays.
Battles and Sieges
Introduced a new ranged weapon with a high force of impact and great range - Slings.
They are used with a single hand, and can be used alongside shields.
3 different types and ammos were added:
Wool, Braided and Reinforced Slings
Stone, Chiseled and Lead Sling Bullets
Changed the "Throwing Competitions" perk to "Slinging Competitions” which now enables head armor penetration with sling weapons (personal effect). It also gives +1 militia recruitment in the governed settlement (governor effect).
Sling weapons were given to Looters, Mountain Bandits, Desert Bandits, Empire, Aserai, Battania Villagers, and Hidden Hand Troops.
Reduced the throwing stone range to a smaller value than slings.
Added morale & retreat to battle & siege simulations.
Lord parties now lose morale after losing rounds in simulations when they suffer heavier casualties than their opponents.
When a side loses too many rounds in a simulation, it may attempt to retreat. During the retreat phase, the opponent continues to strike for four additional rounds. If the retreat succeeds, the side escapes the battle with its remaining troops.
When a side’s morale reaches 0, it automatically loses the battle.
Parties above 50 morale are less likely to take casualities, while parties below 50 morale are less likely to inflict casualties.
This allows a small party of elite troops to stand against a numerous but less trained force and come out on top if their party morale was high. Players (and AI) can thus preserve their high tier troops by keeping their party morale up.
Parties without a leader (such as looters and other bandits) do not retreat to avoid having to hunt them down repeteadly.
Campaign/Sandbox
Improved besieger AI to ensure at least one siege tower and one ram are built, with additional siege engines constructed as needed.
Increased the Devastate and Show Mercy influence costs in the post-siege menu to prevent them from being unrealistically low.
The player now gets kicked out of the siege if they choose not to participate in the parent army’s attack.
Fixed a bug with siege commitment scores that caused parties to abandon sieges after starting them.
Fixed a bug causing caravan parties to leave their settlements while under siege.
Fixed a bug that prevented siege engines and weapons from being installed during sieges.
Fixed a bug that caused the stash to disappear in a conquered town.
Fixed an issue where the player could become siege commander (and take all loot, including the settlement) when joining a siege started by another faction.
Fixed the “0-troop” continuing siege bug after a failed sally out. The settlement will now correctly be taken by the besiegers
Fixed a bug that caused the player and allied parties in their army to enter a settlement twice after winning a siege.
Fixed a bug that allowed the player to enter a settlement instead of joining the battle when there was an active sally out.
Fixed incorrect battle reward calculations when a settlement was captured during an active sally out.
Fixed a commitment score calculation issue for sieging that caused parties to sometimes abandon the siege after starting it.
Fixed a bug that caused incorrect menu text to appear when an enemy army encountered the player during a siege, while the settlement garrison sallied out against the player.
Siege Mission
Removed the defender advantage factor from siege battles. Troop count ratios for attackers and defenders now reflect only the actual party troop counts on the campaign map. Previously, defenders could spawn up to 1.5x more troops than attackers in equal-troop sieges.
Improved the aiming behavior of boulder-throwing agents in gatehouses. They now drop boulders through murder holes instead of onto the floor.
AI troops now position and aim more effectively when attacking targets such as castle gates and siege machines.
Improved AI handling when moving toward enemies outside navigable areas.
Improved ladder queue behavior so agents now respond to new orders instead of staying locked in their scripted position.
Fixed various movement issues around siege engines and barricades, including ladder-related problems.
Fixed an issue where some agents waited too long to climb ladders due to incorrect scripted movement assignments.
Fixed an issue causing agents to be teleported into the air when attempting to use siege ladders.
Fixed a bug that caused AI troops to stop moving while climbing stairs.
Fixed a ladder-climbing behavior issue where troops would climb down one siege tower ladder only to climb up another on the same tower.
Agents no longer rotate excessively while attacking siege machines with melee weapons.
Fixed a bug that prevented attackers from opening castle gates from the inside in certain situations.
Fixed a bug that prevented ranged troops from attacking castle gates when ordered to do so.
Fixed an issue where attackers used both side siege engines while attacking via a single line.
Fixed a bug that prevented agents from spawning at strategic positions such as castle walls or siege engines.
Fixed an issue where attack orders on siege weapons were not registered if the order flag was placed on non-navigable terrain.
Fixed a bug where agents falling from siege towers could end up beyond the terrain boundaries.
Fixed an issue where defender formations abandoned castle walls when siege tower gates were dropped.
Fixed a bug causing agents to spawn outside deployment boundaries.
Fixed several AI pathfinding issues.
Order of Battle Phase
Improved the Reset Deployment button so it correctly reverts any arrangement orders given to formations.
Improved agent fall prevention near edges during the deployment phase.
Improved the boundary projection algorithm so troops are teleported correctly to the nearest deployment boundary when given orders outside it.
Fixed a bug that caused player formations to be incorrectly placed when joining an encounter as a third party (e.g., caravan battles).
Fixed a bug where the warning icon failed to appear when moving the cursor outside the deployment boundaries.
Fixed an issue where a newly created formation’s troops were placed incorrectly when their formation was teleported for the first time.
Fixed an issue where formations loaded from a previously saved battle configuration became widened during deployment.
Fixed a bug that caused siege weapons on the player’s side to remain unused by troops after auto-deployment.
Fixed a bug that caused pack mules to immediately flee from battle during caravan missions.
Fixed an issue where companions could spawn with a different banner color than the player’s.
Fixed a bug that caused the player’s troops to spawn inside the castle during sally out ambush missions.
Fixed an issue in ambush missions where some reinforcements on the player’s side remained inactive until ordered.
Character Development System
Changes
Added Import/Export hero cheats.
Campaign.export_main_hero \: Exports main hero as a file to the Game Saves folder.
Campaign.import_main_hero \: Imports a character from a file in the Game Saves folder.
Campaign.export_hero \ | \: Exports a hero as a file to the Game Saves folder.
The files can be edited manually once inside the Game Saves folder.
The import/export actions concern equipment, perks, skills, attributes, traits, unspent focus and attribute points, body(age, build, weight, race, face), name, culture, gold.
Clarified the descriptions of the following perks: Rapid Development, Tradeyard Foreman, Show Of Strength, Braced, Keep At Bay, HardKnock, HammerBolts, StoutDefender and Knock Off.
The Empire cultural bonus that reduces garrison wages by 20% is now applied based on the culture of the settlement’s owner instead of the settlement’s own culture.
Updated adolescence option texts in character creation.
Fixes
Fixed a bug that caused settlement perk effects of governors to not work in castles.
Fixed a bug where the Leader of Masses perk applied its bonus to all troops regardless of whether the party had the perk.
Fixed a bug that caused the Moral Leader and Natural Leader perk effects to not apply correctly during persuasion.
Fixed an issue that allowed focus points to exceed 5 during child education.
Fixed a bug that prevented crime rating from increasing when taking bribes from villagers or caravans.
Fixed a bug that prevented the player from gaining Roguery XP when looting animals during village raids.
Fixed a bug that prevented the player from gaining Trade XP from player-owned workshops.
Fixed a bug where executing devious lords incorrectly reduced the honor trait and applied improper relation changes. Executing devious lords now no longer affects honor, and the negative relation penalty is smaller than when executing an honorable lord.
Clan and Party
Added a new bandit faction called “Deserters”.
Deserter parties can be created after lord battles and roam around nearby villages. As a consequence, they will proliferate in war-torn regions but remain rare during peace time.
As these parties are made up of trained soldiers rather than bandits and looters, they can be a bit more of a challenge. They can also merge when certain conditions are met, creating larger and stronger forces that can threaten even clan parties.
Added a new party type called “Patrol Parties”.
One patrol party is automatically generated in towns when the “Guard House” settlement project is built. Each Guard House level then enables the party to field stronger troops. Patrol parties do not incur wages.
While a Patrol Party is active, it provides a security bonus to the town.
Patrol Parties patrol their bound town and its bound villages, favoring hunting bandits and helping villages under raid.
If a patrol party has suffered losses, it can return to town for reinforcements. If it is defeated, it takes some time to create another one.
Added Random Events.
You may now encounter up to 100 different events presented through pop-up menus as you play. These appear based on your actions — for example, entering a town or participating in a siege. Each event tells a different story and offers choices that can affect your character’s traits, skills, party, items, or gold.
Added the ability to edit party and caravan leading clan members' equipment and inventory through dialogue.
Tweaked certain aspects of Sturgia to make them more distinct & in-line with their historical inspirations.
The first Sturgian culture bonus has been changed from “Recruiting and upgrading infantry troops is 25% cheaper.” to “Village grain production is increased by 10%.”
The second Sturgian culture bonus has been changed from “Armies lose 20% less daily cohesion.” to “Armies are gathered with 50% less influence.”.
Round shields have been removed from Sturgia troops, nobles, and tournament equipment. They have been replaced by 3 new shields (mentioned under Art). Kite shields have also been distributed among Vlandia, Empire, and Sturgia.
Removed certain Nord-inspired weapons and head armors from Sturgian troops.
Replaced certain Nord-inspired banner sigils used by Strugia with existing suitable icons.
Wanderers now spawn younger. In addition, the age at which they leave the game due to aging has been increased, allowing them to remain in the game longer.
Prisoner heroes and troops are now healed over time. Prisoner heroes’ health is capped at 20%, and one prisoner troop recovers daily.
Party food consumption will now always be at minimum 0.01.
Noble and companion parties from factions or clans without settlements (such as minor factions) will now patrol around towns, castles, and villages they are neutral with. Combined with increased enemy detection for patrolling parties, this makes it more difficult for bandit parties to roam and pillage freely near settlements.
Party AI Movement Improvements & Fixes
Reduced the campaign map movement speed of all parties by 20%. As a result, the “Cavalry” and “Footmen on horses” campaign speed bonuses now also provide a smaller boost.
Adjusted party evasion behavior so that faster parties will circle around stronger enemies to reach their target location instead of fleeing in the opposite direction.
Parties will no longer try to flee to a settlement if the party they are fleeing from is also in that settlement.
Parties will now flee to a suitable point instead of trying to flee to a settlement if the party they are avoiding is static (in a map event, in a siege, etc.).
Modified engagement behavior so parties no longer target enemies unless they have higher movement speed and are within engagement radius.
Parties are now more likely to visit those settlements with sufficient food supplies when they need to replenish.
Parties now require at least 6 days of food to begin patrolling.
Parties will no longer have an immediate contributing factor to visit a settlement simply because some troops are wounded — this now only occurs if wounded troops exceed 20% of the party.
Adjusted the wounded score for visiting settlements so parties will not wait for 100% wounded recovery.
Fixed a bug that caused parties to flee from weaker enemies instead of the most powerful nearby enemy.
Fixed a flee behavior bug that caused some parties to stand still.
Fixed a bug in the party visit score calculation for garrison support, which caused parties to avoid settlements if they could not take troops from the garrison.
Fixed a bug that caused parties to attack stronger parties in certain scenarios.
Fixed a bug that caused nearby non-lord parties to override other possible lord targets.
Fixed a bug that prevented allied parties from joining nearby sally out events.
Fixed a bug that caused parties called to an army to immediately leave a settlement even if it was under siege.
Fixed an issue that caused some minor factions’ parties to become stuck on villages.
Fixed a bug that allowed an unrelated party to join a battle while the player was already engaged.
Removed main hero’s parents in Sandbox mode.
Fixed a bug that spawned the main hero's parents alive in Campaign mode.
Fixed a bug that prevented the player from selecting the main hero’s sister as an heir.
Fixed several bugs that caused troop XP progress to reset, such as when opening the party screen or transferring troops.
Fixed an issue where courtship failure displayed incorrect text while in an army.
Fixed a bug that caused grown-up heroes to have negative skill points.
Fixed a bug that caused AI parties to lose almost all their members after their leader died.
Fixed inconsistencies in the home settlements of the player’s siblings immediately after character creation.
Fixed a bug that removed alleys from the main hero after an heir was selected.
Fixed a bug that teleported the hero to a target settlement or party while they were a prisoner.
Fixed a bug that caused the player to pay wages for family members when they were part of their party.
Fixed a bug that caused party wages to become a profit instead of a cost when using cheats.
Fixed a bug that caused a new ruler’s clan to retain the player’s clan banner after the player left their own kingdom.
Fixed a bug that caused enemies to refuse to release imprisoned companions after the player left the kingdom.
Armies
Changes
Overall, there are a lot of improvements on both the army and party level to make their actions less self destructive and more deliberate and consistent. These changes intend to avoid suicidal attacks of small armies against targets they can not best as well as a better overall readiness in individual lord parties so they can provide a more robust defense.
Armies will now disband if their average party size ratio drops below 40%.
Increased the maximum influence AI can spend when creating an army, resulting in larger and more effective armies.
Reduced influence costs for AI armies when boosting cohesion and adjusted influence decay to make large armies more sustainable.
Adjusted the strength ratio required for attacking a settlement. Armies now only target settlements they can realistically capture or take with heavy losses.
Improved army cooperation through code changes, allowing armies to support each other more effectively during campaigns.
Armies that have lost troops and fallen below the strength needed to capture settlements now disband after a period of inactivity, allowing them to reform later as stronger forces.
Non-attached army members now ignore bandits while traveling to join their armies, enabling them to reach their destination without delay.
Corrected strength calculations for sieges. Army strength is now measured as besiegers in siege battles rather than as attackers in field battles.
Army assembly points are now placed near the closest enemy town or castle instead of enemy villages.
Increased the minimum food required for AI parties to join an army from 3 to 12 days.
Disabled army raiding and raid defense features to prevent armies from wasting time on raids and ensure focus on strategic offensive and defensive objectives.
Armies now ignore enemy parties (not armies) that are weaker than half their strength.
Armies will no longer attempt to siege settlements already under siege if the attackers have a 5x strength advantage.
Armies will not form if they don't have at least 12 days of food.
Fixes
Fixed an issue that caused armies to wait indefinitely during assembly. Armies now depart if 90% of the called parties gather within 3 days, or if 75% arrive after 3 days. After this point, the requirement decreases by 1% per hour.
Fixed a bug that caused the army leader’s visit score to include the wounded score of unattached members.
Fixed a bug that caused only the army leader to buy food when entering a settlement.
Fixed an exploit that allowed players to gain influence by inviting their own clan members to their army without paying cohesion upkeep. Clan members no longer generate influence for the army leader.
Fixed a bug that prevented the “Leave Army” option from appearing while raiding a village as an army member.
Fixed a bug that caused enemy armies to help the player raid a village when the player was an army member.
Fixed a bug that caused army members to leave when defending in a siege.
Fixed a bug that caused army members to remain marked as disorganized indefinitely in the army menu.
Fixed a bug that prevented non attached army member parties from leaving tracks on the campaign map.
Kingdoms and Diplomacy
Changes
Added Alliances
Depending on relations between rulers, shared or separate wars, existing tribute payments, ruler traits, and other factors, kingdoms can now decide to form an alliance through a kingdom decision.
Alliances are between 2 kingdoms. Every kingdom can have 2 alliances.
Alliances end after 1 in-game year (84 game days) or when one ally declares war on the other.
The duration is extended when there is an ongoing Call to War obligation.
Forming an alliance cancels any existing tribute payments between the kingdoms.
Allied kingdoms are less likely to declare war on each other and more likely to wage war against their ally’s enemies.
Kingdoms can request that their allies join their wars through Call to War agreements, which may include a gold payment to secure support.
This kingdom decision automatically occurs when an alliance is created and the members have an unshared war or when a new war begins for one of the allies.
It cannot be requested again during the war - but allies are incentivized to join the war themselves.
Players can call the ally to war through dialogue - but have to pay the required gold themselves in this case.
A kingdom that accepts a Call to War is bound to the conflict for a minimum of two in-game seasons (42 game days), after which it may return to its own diplomatic course.
Added Trade Agreements
Depending on relations between kings, between clans and the opposing king, and on the number of bordering settlements, kingdoms can decide to improve trade relations through a kingdom decision.
Once a trade agreement is signed, the likelihood of caravans visiting the other kingdom is increased.
If war is declared, the trade agreement is immediately broken.
Kingdoms can hold up to two trade agreements at the same time.
Each trade agreement lasts for one in-game year.
It becomes harder for kingdoms to sign a new agreement after a recent war.
Reworked War, Peace & Tribute Decision Scoring
We had 3 primary goals in mind:
prevent illogical war and peace declarations and tributes
limit the number of very short wars that are breaking the flow of the sandbox and the player experience
properly assess the current state of wars and use that to affect the peace decisions.
Kingdoms will now choose opponents more wisely, avoiding wars against overwhelmingly stronger factions. They will also be more resilient and less eager to declare peace once they are at war. This will result in fewer but more impactful wars.
Added a more precise war effort system in which successful sieges, raids, and casualties determine which side holds the upper hand. This system carries greater weight in how kingdoms decide when to offer or accept peace - and should stop losing kingdoms from demanding and winning kingdoms from paying tributes. It should also enable kingdoms to focus their peace pursuit on the wars that they are losing.
White Peace treaties, where no tribute is exchanged, will also take war efforts into account.
Fixes
Fixed a bug that caused clans from a destroyed kingdom to be removed from the game prematurely.
Fixed a bug that caused peace proposal notifications to appear repeatedly.
Fixed a bug that prevented successful raids from appearing on the kingdom’s diplomacy screen.
Economy and Trade
Changes
Added a new dialogue to player-owned caravans, which allows players to change the caravan’s home settlement and restrict trade with settlements of specific kingdoms.
Caravans are incentivized to return to their home settlement as time passes.
Added two new trade goods.
Felt has been added and is produced by Wool Weavery workshops.
Planks have been added and are now produced by Wood Workshops instead of tools.
Increased the town trade commission rates by 5x to rebalance tariff income. This diversification of town income sources means you will now need to more carefully consider trade routes and town projects to achieve decent income. On average, a third of a town’s income may arise from tariffs.
Increased village taxes by 30%, town and castle taxes by 130% to support the larger AI garrisons, strengthen clan wealth, and improve player income.
Increased village hearth recovery rates (from 0.6 to 4.0 for poor villages, and from 0.2 to 1.2 for medium-wealth villages) to allow settlements to recover more quickly from raids.
Grain and fish can now substitute for each other in town consumption at a 90% rate. This means that if towns run short on grain, they will spend most of their grain budget on fish instead, ensuring a steadier food supply and reducing the risk of shortages.
Caravan Behaviour Changes
Increased the chance for caravans to return to their hometown after visiting several cities, so they now return more frequently.
Increased caravan trade volume; beyond small sales, they can now conduct larger bulk transactions.
Together, these changes slow the distribution of local goods to distant markets and allow players to engage in more profitable trade.
Changed the production output of 15 villages to improve the game’s economy.
Workshops in rebellious towns (loyalty < 25) will no longer produce items but will still incur workshop expenses. Added a tooltip to display that in the Clan - Workshops screen.
Improved the AI notable workshop type selection algorithm so notables are less likely to open workshops that compete with existing ones in the same town.
Fixes
Fixed a bug that prevented looted and quest items from being marked as having “good or bad prices” with the necessary trade perks.
Fixed an issue that caused average prices to be displayed incorrectly.
Fixed a rare bug that caused workshops to have no owner.
Fixed an issue in older saves where some workshops had deceased owners.
Fixed a bug that allowed trading settlements with minor faction heroes.
Crafting
The most recent crafting hero is now restored when opening the Smithy.
Made unavailable items clearer to distinguish in the Crafting → Refine window.
Fixed an issue where the crafting screen displayed invalid damage types for invalid weapon usages.
Fixed clipping and offset issues for crafting pieces.
Settlement Actions (Town, Village, Castle and Hideout)
Changes
Added the Parley feature.
You can now start a parley with enemy-held settlements that have a noble inside from a distance by holding Left-ALT, and Left-Mouse-Clicking on the settlement. You can then select who you wish to speak to from the present nobles.
The target settlement must be within line of sight, and your clan tier must be at least 3.
Town & Castle Project Changes
We added new and modified existing town projects to improve the balance between projects with impactful effects and those with limited or situational effects. This should allow for better control over the management of your fief. For all the details, check out the forum thread.
All settlement projects and their levels across the world have been updated. Settlements now also start the game with a military, economic, or balanced focus.
Added a dialogue option to recruit notables as supporters.
To gain a notable’s support, the player must achieve sufficient relations with them and provide a one time payment.
Notable Supporters are an existing mechanic in the game, which previously automatically happened when clans met certain conditions.
A supported clan receives daily influence for every supporter. They also receive a loyalty bonus if the notable is one of their owned towns - and reduce loyalty if they are in a town that is owned by an enemy of their supported clan.
If relations with a supporter drop too low, the notable may withdraw their support.
Reworked certain bandit hideout mechanics.
From now on hideouts are attackable both day&night time. If you attack hideouts in daytime, you get a penalty for stealth since you are more visible in the daylight.
Needed troop count for entering a hideout is updated. The minimum needed troop count is 25 and maximum is 40 (+1 if ""Small Unit Tactics"" perk is enabled).
“Send troops" option has also been added for hideouts. The clearing hideout process is completed after 6 hours once ititiated. After that the main party gets regular rewards as clearing the hideout via mission but neither the main hero nor troops get any experience in this case.
Updated the minimum needed troop count to initiate the mission to 25 with maximum at 40 (+1 if "Small Unit Tactics" perk is enabled).
From now on, the main party gets some additional trade good items as loot.
Increased the number of effects that boost the veterancy rate — the chance for militia troops in governed settlements to spawn as veteran militia.
The Battanian cultural bonus now increases the veterancy rate by 20%.
The Drills, Citizen Militia, and Seven Veterans perks each now increase the veterancy rate by 10%.
Added a new kingdom policy, Land Grants for Veterans, which increases the veterancy rate by 10% and reduces village tax by 5%.
As well as the town project changes mentioned above.
Increased the number of Militia spawned after successful sieges.
AI nobles now check a settlement’s food and wage conditions before donating troops to prevent garrisoned units from dying unnecessarily. They also cannot donate troops if the town or castle already has more than 750 or 500 units, respectively.
Civilian agents now avoid each other more effectively.
Fixes
Fixed a bug that caused the companion to spawn far away from the taken over alley.
Fixed a bug that caused civilians to get stuck if they strayed from their intended path.
Fixed a bug where hideouts remained visible on the map after being cleared.
Fixed a bug that allowed players to abandon the same alley twice.
Fixed an exploit that allowed players to recruit troops from alleys without clearing them first.
Fixed a bug that allowed players to visit the keep without bribing the guards.
Fixed an issue where the tavern keeper in a rebel-controlled town had no dialogue option to ask about companions.
Fixed a bug that could cause influence gains to be miscalculated when donating troops.
Fixed an issue where the bribe condition was not displayed when the player lacked enough gold when speaking to a keep or dungeon guard.
Fixed a bug that allowed the player to occupy two alleys by clearing the first one and initiating a fight in the second one without leaving the mission.
Fixed a bug that caused some hideouts to become oversized, preventing new hideouts from appearing on the map.
Fixed an issue where raid messages were sometimes not shown, and corrected some raid messages displaying incorrect text.
Fixed a bug that allowed players to ask tavern keepers for information about themselves.
Fixed a bug that allowed players to leave companions in villages.
Fixed a bug that caused relations with notables to improve after taking over their alley.
Quests & Issues
General
Updated the “Recruit Troops” and “Purchase Grain” tutorial quests so menu options are unlocked in sequence: recruit troops first, then purchase grain, with both options locked initially and enabled only after their respective quests are completed.
Players can no longer activate the “Lord Needs Tutor” and “Family Feud” quests if at their companion limit. These quests now also get canceled if the companion limit becomes insufficient.
Added a requirement of 25 healthy troops for the “Associates Captured by Bounty Hunters” and “Bandit Base Near Settlement” quests.
Fixed a bug preventing hideouts from being spotted in “Dragon Banner Piece” quests.
Fixed a bug where the “Talk to the Headman” tutorial could appear in the wrong village.
Fixed an issue where two numbers could overlap in some quests’ completion bars on the Quests screen.
Fixed an issue where the red exclamation mark for quest updates could remain even without updates.
Fixed a bug where quest logs were not updated when quests were canceled due to the player’s death or retirement.
Fixed an issue where canceling a quest could incorrectly apply a negative relationship penalty with the quest giver.
Scout Enemy Garrisons
Upon successfully completing the quest, players are now informed via log entry that scouting reports were sent to the quest giver.
Fixed a bug where very distant enemy cities could be targeted.
Fixed a bug where the same settlement could be counted twice if scouted and captured.
Revenue Farming
The quest can no longer be taken if the player is the king of the quest giver.
Fixed a missing quest log entry.
Fixed a bug where notable relationships could increase instead of decrease.
Raid Enemy Territory
Fixed an issue where no reward was given despite successful completion.
Fixed a bug that prevented raids from counting toward the quest’s progress.
Escort the Caravan
Fixed a bug where the caravan did not recruit troops when entering a settlement.
Unify the Empire
Fixed a bug related to settlement owner tracking.
Base of Operations Discovered
Fixed a bug that caused hideouts to spawn on the wrong side.
Bounty Hunters
Fixed a bug that allowed sending tier 1 troops despite restrictions.
Locate and Rescue Traveller
Reduced the frequency of the Recruit Troop pop-up notification to every 4 hours.
Headman Needs Grain
Fixed a bug that canceled the quest when a raid began in any village.
Smugglers
Fixed a bug where the quest did not cancel when the player changed kingdoms.
Associates Captured by Bounty Hunters
Fixed a bug where a very distant hideout could be targeted.
Family Feud
Removed the incorrect release notification for quest targets after being taken prisoner.
Spy Among Us
The quest log now displays the reward upon completion with a companion.
Lesser Noble Revolt
The quest no longer fails if the player chooses not to attack the noble’s party and leaves.
Caravan Ambush
In the quest, raiders are now marked with a blue quest icon.
Fixed a bug that caused the battles to never end.
Company of Trouble
Fixed a bug where failing the quest did not apply a relationship penalty.
Special Weapon Order
Fixed an exploit where players could craft more daggers than required and receive extra gold per dagger.
Landlord Needs Access to the Commons
Fixed a bug where quest parties were not destroyed after completion.
Headman Needs Grain
Increased the occurrence rate of the issue quest.
Army Needs Supplies
Fixed a bug where the quest was not canceled after the quest giver’s army was disbanded.
Artisan Can't Sell Products
Adjusted rewards and penalties for the quest.
Lord Wants Rival Captured
The target rival hero in the quest is now marked with a blue quest icon.
Overpriced Raw Materials
Fixed an issue in the quest where it could give more gold than the sale price in the quest giver’s settlement.
Landlord Needs Manual Laborers
The quest now features a progress bar for delivered prisoners and total ransom value in the trading page. The quest log also updates when the requested number is met.
Nearby Bandit Base
Fixed a bug where the quest did not fail if the player raided the quest village.
Rival Gang Moving In
Quest henchmen are no longer listed in the encyclopedia and now have correct cultures.
Notable Wants Daughter
Fixed a bug where a different name could appear after acceptance.
Snare the Wealthy
Fixed a missing notification.
Escort Caravan Quest
Fixed a bug where donkeys, camels, and goods failed to appear during defense battles.
Rival Gang Moving In
Fixed a bug in the Rival Gang Moving In quest where the game could get stuck after defeating the rival gang.
Rescue Your Family
Fixed a bug that made the hideout infested by looters.
Extortion by Deserters
Fixed a bug that caused the deserter party to endlessly run from the player.
Army of Poachers
Fixed a bug that prevented the player from acquiring loot and troops after completing the quest.
Conversations & Encounters
Changes
Added new dialogue options with villager and caravan parties that let you start a battle even if they surrender.
Added tooltips showing the consequences of choices in villager and caravan dialogues.
Disabled talking to party members during encounters (battles, conversations, etc.).
Fixes
Fixed a bug that prevented villager, caravan, and bandit parties from surrendering when overwhelmed.
Fixed a bug that caused NPCs to forget prior conversations and introduce themselves again.
Fixed an issue where Mountain Bandit dialogue appeared empty.
Fixed an issue where siege conversations showed normal options instead of siege-related options.
Fixed a bug that caused agents to loop the turn-back animation when a conversation started behind them.
Fixed a bug that caused the agent following the player to move in circles after speaking with an NPC.
Fixed a bug that showed incorrect dialogue options when speaking to villager parties after taking hostile actions against them.
Fixed the simulation context tooltip on Send Troops showing incorrect information when loading a save during an encounter.
Fixed a bug that displayed incorrect text during marriage persuasion.
Fixed a bug where relations did not increase after releasing a prisoner via dialogue.
Save & Load
Added the ability to delete corrupted save files.
Fixed a bug that could cause crafted weapons to lose their properties after loading a save.
Localisation
Localisation improvements for Turkish.
Minor localisation improvements for English.
Other
Changes
Defined hair, beard, and tattoo variations for all NPCs generated with random facekeys based on faction (including minor factions and bandits). For example, Battanians more often have moustaches, while Empire and Vlandia men tend toward clean-shaven, shorter styles.
Organized campaign player cheats: standardized names, removed unnecessary entries, and added precondition checks. Also added the “campaign.add_building_level” and “kill_hero” cheats.
Party leader heroes now appear in the encyclopedia wearing their battle outfits.
Grandchildren now appear on a hero’s encyclopedia page.
Disabled agent and object interactions while in Photo Mode.
Added helmets to equipment sets for ladies who lacked them.
Vlandian Pikeman now uses the Pike instead of the Fine Pike.
Renamed the stat label from “Length” to “Weapon Reach.”
Updated minor factions’ and bandit factions’ banner colors to match their cultures.
Fixes
Fixed training field targets incorrectly changing color as if hit during Mounted Archer training when the player was unmounted.
Fixed incorrect statistics being shown after a game ends.
Fixed a bug that caused all arena spectators to spawn in white clothing.
Fixed a visual bug where musicians used irrelevant instruments or had none while a track was playing.
Fixed a bug that allowed two NPCs to sit on the same chair simultaneously.
Fixed the “Best Served Cold” achievement not unlocking.
Fixed encyclopedia descriptions: the player is now properly identified as a ruler when applicable, and dead heroes no longer display incorrect text.
Fixed a bug that caused nobles to equip gear intended for the opposite sex.
Fixed the “CanPenetrateShield” icon displaying on Bound and Heavy Crossbows.
Performance
Improved memory usage and performance in regards to localisations.
Fixed a bug that caused certain deployment initializations to run more than necessary, leading to performance drops and occasional spawn issues.
Crashes
Fixed a crash that occurred when hovering over item cost properties.
Fixed a crash that occurred when exiting a settlement while hovering over numerical values in the settlement overlay.
Fixed a crash that occurred after loading a save due to a party attempting to travel to a training field.
Fixed a crash that occurred when disbanding a party.
Fixed a crash that occurred when the player exited during a board game.
Fixed a crash that occurred when opening a screen (such as Quests) at the exact frame an encounter started.
Fixed a crash that occurred when loading older save files.
Fixed a crash that occurred when an agent attempted to take a banner dropped on the ground.
Fixed a crash that occurred when a hideout boss conversation started.
Fixed a crash that occurred after a siege due to the player party being detached from its army.
Fixed a crash that occurred when a controller was active while Steam was not running and the on‑screen keyboard was requested.
Fixed a crash that occurred when adjusting troop percentages after using the Auto‑Deploy button.
Fixed a crash that occurred when a hero whose only ranged weapon was a non‑stackable javelin picked up a javelin from the ground while holding a melee weapon.
Fixed a crash that occurred when joining a kingdom as a mercenary.
Fixed a crash that occurred when receiving a mercenary offer from an eliminated kingdom.
Fixed a crash that occurred when closing certain menus.
Fixed a crash that occurred when saving the game.
Fixed a crash that occurred when entering a town center, tavern, or arena after capturing a settlement as an army member.
Fixed a crash that occurred when an allied army started a siege battle and the player chose not to join; the player is now removed from the siege event in this case.
Fixed a crash that occurred when attempting to sally out while the attacker party was engaged in another map event and had a low troop count.
Fixed a crash that occurred during conversations with freed lords, captured lords, and prisoners.
Fixed a crash that occurred when the player party attacked a town or castle while in an army.
Fixed a crash that occurred when losing a siege as a defender and the player died in battle.
Fixed a crash that occurred when a hideout mission’s enemy side was empty due to bandit faction elimination.
Fixed a crash that occurred during heir selection when the selected heir was part of the main party.
Fixed a crash that occurred when initializing cinematic notifications.
Fixed a crash that occurred when starting a conversation with a notable already flagged by another NPC guide request.
Fixed a crash that occurred some time after purchasing a new workshop.
Fixed a crash that occurred during the daily tick.
Fixed a crash that occurred when talking to a prisoner hero in the player’s party immediately after capturing a fortification.
Fixed a crash that occurred after clearing an alley.
Fixed a crash that occurred after defeating a Sally Out event by joining from outside to help the besiegers.
Fixed a crash that occurred when sorting settlements with the garrison filter enabled in the encyclopedia.
Fixed a crash that occurred in the party screen when dragging and dropping a troop which is already in the target roster’s second-last slot.
Fixed a crash that occurred after successfully persuading a lord to join the player’s faction.
Fixed a crash that occurred when an item also designated as a tournament prize was deleted.
Fixed a crash that occurred during siege preparation.
Fixed a crash that occurred when creating a new campaign
Fixed a crash that occurred due to the auto‑track settlements feature.
Fixed a crash that occurred when a peace declaration happened during a village raid.
Fixed a crash that occurred due to the on‑screen keyboard returned null on closing.
Fixed a crash that occurred due to calculations involving destroyed bandit parties.
Fixed a crash that occurred after a peace event during a siege involving multiple factions.
Fixed a crash that occurred when hovering over the leader of the player’s clan on the encyclopedia page.
Fixed a crash that occurred when leaving a siege on the campaign map.
Fixed a crash that occurred when saving or loading during a Caravan Ambush quest while the encounter menu was open.
Fixed a crash that occurred during the Revenue Farming quest if revenue collection was cut short by an Extortion by Deserters bandit party.
Fixed a crash that occurred when the "Rescue Family" quest was started while the main hero was not in a settlement.
Fixed a crash that occurred when the “Army of Poachers” quest battle started.
Fixed a crash that occurred after defeating the rival gang in the “Rival Gang Moving In” quest.
Fixed a crash that occurred when selecting the inventory option during a conversation with the Smugglers quest caravan if the quest had been canceled.
Fixed a crash that occurred after certain quest battles.
Fixes a crash that occurred at the end of a campaign siege while the player wasn’t the siege leader.
Fixed a crash that occurred on older saves in the siege menu.
Fixed a crash that occurred on older saves due to quest parties.
Art
Fixed a bug in Tsagaan Castle that enabled an exploit.
Fixed a bug at Ayzar Stronghold that allowed players to climb a cliff.
Design & Balance
Changed mirrored-faction voting: a mirror match now triggers only if at least 70% of votes select the same faction.
Server & Network
Server now waits for reconnection if a player disconnects during warmup, instead of canceling the game immediately.
Dedicated Servers
The map voting screen at the end of matches now supports horizontal scrolling for custom servers with more than 6 maps.
Fixed a bug where the custom server web panel allowed logins with an empty password when AdminPassword was not set.
Fixed the "disable_map_voting" config to work as intended — it now selects a random map from the automated battle pool.
UI
Changes
Added new weapon icons to the armory that display weapon effects.
Added UI checks to prevent spamming server list refresh requests.
Reflected friendly-fire damage is now shown in the combat log and next to the health bar, like any other damage source.
The server list now remembers both the last sorted-by field and the sort order.
Improved visibility of the current game type selection on the MP Lobby page and Leaderboard pop-up.
Fixes
Fixed an issue where the defender team always used the secondary color set.
Fixed mismatched clan and culture banner colors in the lobby clan overview.
Fixed a bug that caused non-Latin characters to not display in a player’s name while spectating.
Fixed an issue where some multiplayer lobby texts did not refresh after changing the language from the MP Options menu.
Fixed a bug that made the multiplayer scoreboard slider unclickable.
Fixed a bug where the “Filter by favorites” option was not saved in the MP server browser.
Fixed a bug that prevented the “Friendly Troops Banner Opacity" setting from taking effect on teammates.
Fixed a bug that prevented a notification on the Friends List button when receiving a Bannerlord friend request from a Steam friend.
Other - Miscellaneous
Fixed a bug that allowed players to rejoin a matchmaking game they’d been kicked from.
Fixed a bug that prevented the Pointing taunt from being used while a bow was equipped.
Fixed a bug that caused the “Banned Until” and “Ban Reason” texts to be empty in non-English languages.
Fixed a bug that prevented cheering agents from moving.
Crashes
Fixed a crash that occurred in Captain Mode when the player died immediately after taking control of an AI agent.
Fixed a crash that occurred at the end of Captain Mode matches.
Fixed a crash that occurred due to party invites on PlayStation.
Fixed a crash that occurred in the multiplayer lobby on Steam clients.
Fixed a crash related to multiplayer voice chat.
Art
Added 9 new holsters for all shortbows and corrected physical issues with other holsters.
Fixed a bug that caused terrain textures to appear tiled at a distance.
Audio
Changes
Replaced selected ambients with Quad-Surround versions.
Reworked ambient sounds on many scenes.
Reworked siege related destruction events to have more consistent distancing.
Reworked all gamepad vibrations to reflect in-game actions better.
Revised the camel vocalisations - Humphrey will be angrier now :).
Fixes
Fixed a bug that prevented debris from making sounds during sieges.
Fixed a bug that prevented the end-of-battle scoreboard from playing a sound.
UI
Changes
Added a new option to show agent head banners only while holding the Show Indicators key.
Added the ability to toggle walk mode when using a controller.
Added an ability to close the keybind popup by pressing the already-selected keybind.
Made agent banners slightly smaller and decreased their opacity when close to the camera.
The launcher will now scale with the screen resolution, staying at the same visible size.
Fixes
Made minor fixes and improvements to text input boxes:
Fixed a bug where Ctrl+Del worked the same as Ctrl+Backspace instead of acting properly.
Fixed a bug where typing or deleting while dragging over text behaved unpredictably.
Fixed a bug where pressing and releasing the left mouse button in the same frame, while text was selected, failed to reset the selection as expected.
Fixed a bug with editable text boxes that could place the cursor on the wrong side of a letter, shift the visible text to the right after reselecting, or reset the text shift to 0 on arrow-key press even when the cursor was centered.
Fixed a bug where Ctrl+A in text boxes did not select all text.
Fixed a bug with console text inputs where the first input was not registered.
Fixed a bug that caused shortcuts to be invisible and buttons to remain enlarged in the Order menu.
Fixed a bug that disabled D-pad navigation when a DualShock 4/DualSense controller detected a touch on the touchpad while the touchpad mouse option was disabled.
Animations
Changes
Removed female-specific movement animations; all characters now use the same movement set.
Improved the shield-movement animation by refining its motion and the direction the shield faces.
Updated the rider’s couched-lance grip to align with historical references. This is largely cosmetic but may slightly affect combat due to the change in passive shield stance.
Fixes
Fixed a bug that prevented the player's stand/crouch stance from being restored after actions such as climbing a ladder.
Fixed a bug that caused agents to stagger after successfully pushing a ladder with a fork; the animation now plays only when pushback fails.
Fixed a bug that caused camel idle animations to not play properly.
Fixed a bug where alternative weapon mode-switch animations did not play correctly for some weapon types.
Fixed a bug that caused a leg animation glitch when frequently changing direction.
Fixed a bug where the character did not hold the reins when using the Horse Light Harness.
Fixed a bug that caused the wrong animation to play when an agent was hit by an arrow.
Combat
Players can now fire and reload while crouching with short bows, light crossbows, and throwing weapons.
Mounted AI
Improved cavalry AI charging behavior and aiming skills, with additional refinements to their tournament combat behavior.
Improved the behaviour of mounted troop AI when rotating toward their targets.
Fixed a bug that prevented AI troops from mounting nearby available mounts.
Mounted Ranged AI
Improved movement of mounted ranged AI troops to reduce excessive zig-zagging.
Fixed an issue where the target points given to horse archers were overly randomized. They now attempt to use the first valid target point directly when possible. Their turning behavior has also been refined: softer turns when circling inside, harder turns when moving outward.
Fixed an issue where the banner bearer of mounted ranged formations would charge the enemy alone; they now stay with their formation.
Melee AI
Overhauled troop AI to improve melee aiming and reduce stuttering.
Adjusted melee combat AI target selection to prevent infantry from ignoring nearby mounted enemies.
Fixed a bug that caused melee troops to keep excessive distance from mounted enemies, resulting in missed attacks.
Spear-related Improvements
Spear bracing animation now blends between two states instead of switching, offering more freedom while aiming. This increases the effectiveness of spear bracing, making cavalry charges deadlier.
Improved spear bracing targeting for AI. Instead of always aiming at the chest or head, AI can now also target the rider’s abdomen with vertical randomization, preventing horses from bypassing.
Fixed an issue that caused spear bracer troops to have their weapon stutter when knocked by a mounted enemy.
Fixed a bug that caused spearmen to immediately switch to their swords at the start of battles. They will now correctly hold their spears unless switching to swords is advantageous during close combat.
Ranged Troop AI
Improved the accuracy of ranged troops against moving targets.
Ranged AI troops will no longer continue advancing toward enemies once they are within effective range when under a “Targeting” order.
Improved AI friendly-fire avoidance, allowing higher firing rates from behind allied troops.
Fixed a bug that caused ranged troops to keep moving when having their vision blocked by friendly troops.
Shield AI
Improved AI shield direction choice for troops with smaller shields, offering better protection against missiles.
Fixed a bug that caused troops to defend against non-incoming missiles.
Fixed a bug that caused certain troops (e.g., Battanian Mounted Skirmisher) to ignore incoming missiles.
Formation AI
Formation arrangements now appear more natural: lower-tier troops will form more loosely while higher-tier troops remain more aligned.
Fixed a bug that prevented troops with the “Engage” order from rearranging their formations properly.
Fixed a bug that caused troops to constantly change positions under the “Engage” order.
Fixed a bug that caused the number of ranks in formations to change unexpectedly during arrangement changes.
Fixed an issue where troops remained in a previous arrangement due to target charge orders not being canceled properly.
Other
First-person camera no longer restricts the player more than third-person view while climbing ladders.
Improved movement of both player and AI agents on stairs. Speed now depends on slope and movement direction, with minimal penalty when moving sideways.
Improved collision avoidance of troops around trees.
Improved AI pathfinding by further optimizing found paths.
Fixed a bug that caused troops to attempt to pick up unreachable items.
Fixed a bug that caused the player to perform an action or swap weapons when pressing a button as the weapon wheel opened.
Fixed an issue where longer weapons could collide with forward facing shields even when attacking directly from behind. Attacks from behind will no longer be blocked in this way.
Other
Fixed an issue that caused the controller to keep vibrating even when playing with mouse and keyboard.
Improved animal behavior for wandering.
Performance
Optimized visibility checks for ranged AI units to improve performance.
Crashes
Fixed a crash that occurred when using the Column formation.
Fixed a crash that occurred when the launcher failed to close properly.
Fixed a crash that occurred when a UI button was activated by a mouse click and its hotkey in the same frame.
Added audio modding support for FMOD Banks and Events.
Engine Changes
Added a functionality that makes interpolated atmosphere moddable. Modders can override any interpolated atmosphere used on the world map and in missions by placing their files in Module\\Atmospheres\\Interpolated, which will override the base game version. Important: missions fetch only a slice of the selected atmosphere set (not fully dynamic). For example, Aserai towns and villages use semicloudy_aserai.xml.
This also fixes a bug reported by hunharibo where assigning a custom culture to a town and “Taking a walk through that town” caused a crash.
Added save/load compatibility for campaign map changes.
Party positions, map event & siege positions, and party AI targets now adjust appropriately on load if a campaign map change is detected.
Fixed a crash that occurred when loading saves created on a different version of a (modded) campaign map; such saves now load without crashing on the default campaign map.
Distance Cache data now loads from all active modules (static map info such as settlement data, neighbours, and land ratios used by mobile party AI). This helps with overall campaign map performance.
Modders can create a navigation cache for their custom map through the SettlementPositionScript component in the editor - by clicking on the “ComputeAndSaveSettlementDistanceCache” button. The file gets generated under ModuleData\\DistanceCaches and is named “settlements_distance_cache_Default.bin”.
Added automatic cache rebuilding: if a cache is missing or invalid, the game now recreates it on first launch.
Added a way for modders to mark valid and invalid terrain nodes on custom maps by overriding the PartyNavigationModel.
Added the ability to store up to 10 RGL logs.
In response to the community request by poheniks.
Mission Changes
Added a new weapon flag that allows attacking while crouched - hurray for mods with guns!
In response to the community request by Lucon.
Added a new capability for modders to alter AI behavior via the agent component system. To use it, create a class that inherits AgentComponent, override OnAIInputSet (AI inputs are passed by reference and invoked each tick after the AI makes its decision), then add the component to the agent.
In response to the community request on the Modding Discord by Kemo III.
Agents can now continue running to their target (instead of slowing to a walk when close) if the NeverSlowDown flag is set.
In response to the community request by Gotha.
Added new parameters to weapon selection in the AgentDrivenProperties class to support modding. These allow modders to adjust troop weapon choice behavior by influencing whether AI troops prefer melee, ranged, or polearm weapons in specific situations:
AiWeaponFavorMultiplierMelee
AiWeaponFavorMultiplierRanged
AiWeaponFavorMultiplierPolearm
In response to the community request by order_without_power.
Provided more control over StaticBodyProperties for modders.
In response to the community request by RandyOglestein.
Added support for handling entity callbacks of non-scripted entities via MeleeHitCallback.
Fixed a bug that caused an exception when a weapon was removed from an agent upon impact.
In response to the community request by Kommissar here.
Campaign Changes
Added a new general XML merging algorithm. Modules can now add new elements to the XMLs or change attributes during merge using unique attributes and XSD-driven metadata.
Added missing XSD files (e.g., soln_skins.xsd).
Documented unique attributes for each element in existing XSD files and formatted them.
Modding documentation covering this new XML merging system will be released at a later point.
Introduced a new approach for creating classes that inherit GameModel, enforcing use of the base model rather than inheriting base-model implementations, without breaking mod support.
Added a new capability for MBObjectManager to create objects from an XML node and type name.
Made CampaignTime variables such as CampaignStartTime moddable through CampaignTimeModel. Previously hardcoded, CampaignTime is now exposed as a model with every parameter accessible, allowing modders to override values such as the number and length of days and weeks.
In response to the community request by MitchPTI here.
Improved FactionManager moddability by refactoring the class, removing bandit faction checks, and moving related logic to DiplomacyModel.
Added three overridable methods in DiplomacyModel: GetShallowDiplomaticStance, GetDefaultDiplomaticStance, and IsAtConstantWar.
Added IFaction.FactionsAtWarWith for easier access to enemy factions.
In response to the community request by Spinozart1 here.
Added a new ability to set the starting level of buildings in a settlement via settlements.xml. Since all building types must be added to a town or castle, any building without a specified level in settlements.xml is automatically added with its starting level.
Added a new DefaultHeroAgentLocationModel to manage hero locations at settlements.
Added a new GetPartyStrength function that accepts parameters to compute a party’s “virtual” strength under specified conditions (e.g., calculating its land-attacker strength while the party is currently flying).
Increased the maximum hair type limit from 32 to 64.
In response to the community request by conleyc86 here.
Changed MobileParty.RemoveParty() from public to internal to prevent misuse that could lead to crashes for modders.
In response to the community request by Carter Drake on the Modding Discord.
Added automatic registration of texts defined in ModuleData/global_strings.xml to the global text manager. Existing GameText variations can now be overridden.
In response to the community request by Vombora on the Modding Discord.
Added a new VillageTradeModel to make TradeBoundDistanceLimit modifiable.
In response to the community request by Alexander Drakos, svelok, ClayBullet, and NPC99 here.
Added a new ShouldStayInKingdomUntil parameter to control when mercenaries and vassals can leave a kingdom.
Added a new ability to add a crafting piece to a crafting template via XML.
Added new callbacks in CraftedDataView — OnWeaponMeshBuilt, OnHolsterMeshBuilt, and OnHolsterMeshWithWeaponBuilt — allowing modders to modify crafted weapon meshes after they are built.
In response to the community request by fedeita here.
Added an option to override Tier levels of uncraftable items (e.g., quivers, bolts, bows, crossbows, armor pieces, shields) via their dedicated XMLs.
Made managed_core_parameters moddable.
In response to the community request by KingKilo here.
Made the TradeBound setter public.
In response to the community request by Midnightknight here.
Enabled character skills to have multiple character attributes.
Added a new IsSettlementBusy event to settlements to indicate when they are used by issues or quests.
Added a new CustomSettlementComponent for settlements.
Added a couple of functions to PartySizeLimitModel to support clan tier effects.
Added a new GetModel function to CampaignGameStarter to ease model creation and moddability.
Moved the equipment ID used for brides in the marriage scene notification to culture XMLs.
Moved SetCustomName from MobileParty to PartyBase, enabling settlements to have custom names.
Replaced the CalculateHighCourageProbability function with GetSurrenderChance for surrender and bribe calculations of villager, caravan, and bandit parties.
Replaced character creation occupations with objects instead of enums, making the process of defining occupations easier.
Updated MapScreen.cs to work with IInteractablePoint instead of PartyBase.
Updated kingdom IsBanditFaction and IsOutlaw decisions to derive from the ruling clan’s IsBanditFaction and IsOutlaw checks.
Renamed IMapEntity to IInteractablePoint.
Split the Clan.Lords property into AliveLords and DeadLords.
Refactored mobile party creation functions in clan-related code paths.
Refactored the character creation base system.
Refactored the HeroCreator class and updated function names for clarity; moved default assumptions to HeroCreatorModel.
Refactored party creation and renamed custom party component creation functions.
Refactored the building effect system to use increment types (Add / AddFactor) and updated all effect value calculations to use ExplainedNumber for consistent results.
Removed companion templates from the culture XSD.
Removed the hardcoded CultureCode enum for cultures. CultureCode is no longer required to add a new culture.
Removed the RetirementSettlementComponent.
Removed TextObject.Empty, and replaced uses with IsEmpty() and a new TextObject.GetEmpty().
Removed traits affecting the skills of the characters, and assigned skill templates to characters instead of removed traits.
Fixed a bug that caused troop XP variables to reset in various cases by refactoring the TroopRoster class algorithms.
Fixed a bug that prevented defected kingdoms from being shown in the OnClanChangedKingdom event.
Fixed a bug that prevented enums with the Flags attribute from loading correctly.
Fixed a crash that occurred when a weightless equippable item was added.
Modding Toolkit
Added three new prefabs: crows, seagulls, and a lavender flower.
Added extensive boundary checks to the scene editor.
Fixed a bug that prevented changing an entity’s scale after setting it to 0 in the modding toolkit.
Fixed a bug that prevented adding a vertex to an edge in the navmesh in the Scene Editor.
Multiplayer Modding
Added a new IsGameModeAllowChargeDamageOnFriendly on MissionMultiplayerGameModeBase for modding, allowing team bump damage for horses.
In response to the community request by Takeo.
Added a new OffhandWeaponDefendSpeedMultiplier (shield defend speed) to AgentDrivenProperties.
In response to the community request by Takeo.
Added a new CalculateRemainingMomentum in AgentApplyDamageModel for modding.
In response to the community request by Takeo.
Made GetScoreForKill in MissionMultiplayerGameModeBase moddable.
In response to the community request by Takeo here.
Changed the WarmupTimeLimit server option to WarmupTimeLimitInSeconds to allow more precise values.
In response to the community request by Takeo here.
Made DecideWeaponCollisionReaction moddable, allowing behaviors where weapons don’t get stuck on a player and can, for example, cleave.
In response to the community request by Gotha.
Increased the maximum friendly-fire server option limit from 100% to 2000%.
In response to the community request by Tark on the Modding Discord.
Fixed a bug that caused GetDefendCollisionResults to bypass StrikeMagnitudeCalculationModel, affecting moddability.
In response to the community request by Takeo here.
Greetings Warriors of Calradia! Our “Setting Sail” dev blog revealed the expanded Calradia coming with War Sails as well as the new campaign gameplay mechanics — and your questions quickly followed. Below you’ll find answers to some of the most common ones since our last Q&A.
Got something else you’re curious about? Drop your questions below — we’ll be picking some for the next Q&A!
There will be two separate world maps - the existing one for the base game and the new one for War Sails. The latter will contain changes relevant to naval gameplay and the new Nord faction discussed in our last blog.
No, bridges won’t disrupt your naval voyage.
Four towns and ten castles, though the exact number of castles may still change slightly as we balance the experience.
The harsh environment of the North makes it harder to produce surplus grain, leaving the Nords to rely more on fish. Several villages across the map also had their production changed to accommodate the new Warlus Ivory and Whale Oil trade goods, as well as to boost fish yields, bringing them on par with grain as another staple food source of Calradia. All of these will introduce new trade opportunities in combination with naval voyages.
They will no longer be there in the War Sails map.
To open the seas, some land also had to give way. Two major crossings — once narrow land bridges — have been removed. The southern corridor between Quyaz and Ortysia, and the northern pass linking Omor to Varnovapol. This allows for travel into two massive bodies of water, which would otherwise be blocked off.
Each party is responsible for acquiring and maintaining its own ships. However, armies may set sail even if not all linked-up parties have ships, as long as some parties in the army have them. Additionally, a low ship vs troop ratio penalizes the army’s campaign movement speed.
Shipless parties “on route” to join the army try to link up on land or move to the last known army embarking position if the army is already naval. Once the army disembarks, they attempt to link up via land again. Parties in this limbo state also take care of their urgent needs, like acquiring food or avoiding significant threats.
The army creation menu contains information about which summonable parties have ships — allowing you to make informed decisions that impact your army’s effectiveness on waterways.
Yes, it includes both cavalry and horse archers. This system benefits factions like the Nords, who rely more on mariner troops, while limiting cavalry-heavy factions like the Khuzaits. The AI follows the same restrictions as the player.
The Boatswain skill will reduce the negative effects, though the storms themselves aren’t predictable. These dynamic weather events will move across the sea and deal damage to ships caught in them. Players will be able to spot storms forming thanks to visual cues like dark clouds and thunder during a brief buildup phase. While you can’t forecast their paths, careful navigation and good ship stats can help you pass through safely or avoid them entirely.
You need to be at the port yourself — ships can only be summoned to the port you're currently in.
Arrival time depends on distance, but it's shorter than regular travel time. Certain perks can reduce it even further.
No, ships will automatically leave the port when the town changes hands, regardless of who owns them. However, they will not be interactable — you will need to visit another port to summon them.
They take place in coastal waters for seaside towns, and river battles are triggered for riverside towns.
For each journey, the AI will weigh a land-only route against one that uses waterways. It will compare their travel time — which is impacted by many factors like equipped ships, mounts, troop counts, inventory weight, etc. It will then estimate the damage the water route would inflict on the vessels. If the ships’ current condition (plus a safety margin for unforeseen trouble) can withstand that wear, the party will choose the route that includes water; otherwise, it will stay on land.
AI nobles aim to maintain enough ships to transport their party efficiently, with many factors taken into account. When evaluating a suitable party ship composition, they will target to have a capacity that comfortably exceeds the maximum party troop size to allow for flexibility (like taking prisoners or losing a ship). On the other hand, they will avoid compositions with too large of a skeletal crew — to prevent movement speed penalties. They also prefer balanced ship compositions with light, medium, and heavy ships, and those that align with their own culture. For example, a large party might get one of each ship type before acquiring a fourth one, while smaller ones may field just one or two. In practice, this means AI parties favor type variety and slightly overcompensate to stay mobile, though they’re also mindful not to significantly impact their clan’s treasury with their ship purchases.
War Sails makes use of several systems and improvements that benefit from the performance and capabilities of newer hardware. Focusing on current-generation platforms allows us to make design decisions that lead to a better overall experience across all platforms.
Yes — tariff income has been significantly rebalanced to diversify town income sources. Previously, tariffs made up only a tiny fraction of a town’s income (around 2%), but they will now contribute about 30% on average and can reach over 60% in trade-heavy towns like Danustica. This change will encourage players to consider trade routes and town specializations more carefully, making settlement management and project choices more meaningful.
We’ve experimented with newer .NET versions, and plan to continue during less busy periods.
Yes.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Mount & Blade II: Bannerlord, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Mount & Blade II: Bannerlord statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.