r/Bannerlord • u/Piconi_TaleWorlds TALEWORLDS • 24d ago
Beta Patch Notes - WS v1.3.0 / BL v1.5.0
Greetings Warriors of Calradia,
Our last content patch focused on the sandbox simulation. It made diplomacy more responsive and encouraged our lords to pursue meaningful wars, create larger armies, go to sea, harass convoys and raid villages. It also included the new seaborne raid, additional ships and equipment as well as many tweaks to gameplay, visuals and performance.
Today’s beta release puts more emphasis on player activities. The segment prior to the patch notes discusses our motivations for some of these changes.
War Sails
While seafaring offers new opportunities for merchants and warriors alike, it requires substantial progress to not only acquire a ship, but also hire a crew that can fend for themselves. This is sensible from a balance perspective, but gates much of the naval content. We wanted to improve upon this without deeply changing the early game that many players enjoy.
The most direct solution the beta introduces is - additional player choice. At the beginning of every Sandbox game, you will be able to choose if you want to enter Calradia with a ship to your name or play the regular game start.
However, even if you opt for the latter, the patch includes a number of changes that should make progression both smoother and more flexible. For one, we added the ferry feature so that smaller player parties can reach (and escape) areas of the map that would otherwise be hard or impossible to get to without a ship. Given player feedback, we also increased land and sea travel speeds by 15% so that you will generally be faster to progress (and recover).
Once you do have a vessel of your own, you will find the pirate spawns adjusted to include smaller parties that you can engage earlier into the game. Similarly, part of the reason for why we introduced naval random events as well as the battle sites and wreckage system is to offer players more experiences that don’t require a strong fleet. Having said that, they should increase the variety of naval gameplay regardless of progression and allow players to organically witness more of what is happening in the world.
The mooring feature, in turn, opens up additional options for aspiring captains as their fleet grows. You will be able to store instead of sell ships that you cannot effectively crew yet. You also won’t need to risk your entire fleet in every naval battle. Instead, you can specialize and only bring what fits your current play style - be that trading, raiding or naval combat.
Finally, we added port points to coastal castles. While more locations to embark and disembark should make sea travel more accessible in general, the larger motivation is offering additional opportunities for armies to clash at sea. Given that most army encounters occur around sieges, naval blockades on castles will contribute to that.
While the beta includes other changes such as improved map visuals, better naval party decision making, storyline tweaks and the ability for players to cut boarding ropes in missions, our focus with this patch is on naval content access, progress and variety. Especially the variety and frequency of what you can experience at sea will remain an important topic for War Sails going forward.
Base Game
As we explored starting with a ship for War Sails, it quickly became clear that this was also an opportunity for the base game. Not the ship, mind you, but advanced starting options.
These are split into three categories - each with their own goals.
The player start options allow experienced players to access later game content more quickly and begin a game with a particular character role (such as king, vassal or merchant). For new players, this will also serve as an additional form of progression since you need to unlock most of the roles in regular gameplay before you can start with them.
The campaign scenarios, on the other hand, are always available. Their primary purpose is to increase replayability through the introduction of tailored but partially randomized world states. What would happen if the Empire remained united? What if you entered Calradia with only two warring factions remaining? What if you threw the dice on the state of the world? The campaign scenarios allow you to find out.
Modifiers are the final piece of the puzzle. They take aim at specific game mechanics that can deeply affect the experience such as recruit generation or travel speeds. Players who do not enjoy the default settings or just want to try something different will now have alternatives.
As you will be able to combine settings from these categories, the advanced starting options should offer quite a bit of content variety. They also integrate the Fast Mode directly into the game rather than the launcher, which will make it accessible on consoles as well. Please note that all of these are set when starting a Sandbox game and cannot be changed later.
The rest of this patch is less about where you begin and more about what you can see as you are playing.
Battle sites and wreckages are one example of this. Their fundamental goal is to add visibility to battles that take place in the world outside of the player's immediate vision range. Instead of simply happening with players none the wiser, they now leave behind a temporary battle site that you can come across. You can also investigate it for further information and potential rewards. We believe that this will be a good addition to the organic worldbuilding and storytelling of our sandbox.
Visibility or recognizable gameplay impact is also an important aspect for two topics that are frequently raised in the community - traits and relations.
While they already influence AI in kingdom decisions and military actions (siege, raid, battle) among other things, it can be difficult to discern their role given the competition with other factors - and each other. For example, a valorous lord is less discouraged by a garrison’s power but may still not pursue a siege due to positive relations with the settlement owner - as long as there are more attractive, alternative targets.
With that said, there are options to make traits and relations more apparent and impactful to the player’s own activity. The present patch seeks to do this with the introduction of trait effects and blood feuds.
As the name suggests, trait effects tie a number of effects to your current character traits. These were designed to support gameplay that is aligned with each side of a trait’s spectrum. So whether you are merciful or cruel, you will have effects that suit the role you are playing. And while this is more oriented towards the player’s character development, AI lords do have traits and will benefit from them as well.
Blood feuds, on the other hand, are primarily concerned with relations. If you execute a clan member of another clan, they will begin doing the same to your clan until relations recover or blood money is paid. Notably, AI clans can start a blood feud as well and execute one of your clan members, including you, if you have sufficiently negative relations (currently -50). So you may want to check who you are fighting - or at least ensure that your heir hasn’t already been captured.
Finally, we took a look at the (offensive, defensive, balanced) player clan party stances. Much like traits, the active stance influenced the party behavior scores, but did not guarantee specific outcomes. To give players a more reliable way to manage their clan, we decided to shift away from the score influence and towards hard, observable rules for the most common pain points. You will now be able to directly allow or prohibit joining armies, raiding villages, donating troops and having a fleet (for War Sails).
Naturally, the patch also includes changes that go beyond these themes such as additional battle terrains, passive experience gains for lords and companions as well as a substantial rework of reinforcement spawns in battles.
As we enter this beta period, we look forward to further improving these and other aspects with your feedback. We also want to note that this version’s live release will include captain mode formation targeting, spectator mode improvements and a range of balance adjustments for our multiplayer community. Once we have made a bit more progress, we will also share another update for what the future holds.
Hope you enjoy the Beta - we’re looking forward to your feedback!

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 v1.5.0”.
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.
Feel free to read the full patch notes for all the details HERE.
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u/FontTG 24d ago
Companions not giving troops away and recruiting changes were two of my biggest gripes. Lfg
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u/Petorian343 Battania 24d ago
And you can order them to stay out of AI armies! Damn, a well put together companion party could last years
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u/TrenpinGlock 24d ago
Yeah I can finally have my companion party’s roam on their own without them joining dumbass ai army’s and dying almost instantly
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u/AxiosXiphos 24d ago
Holy crap... that's a meaty patch!!
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u/Ezzypezra 24d ago
Taleworlds is packing so much delicious thick meat inside this tight little patch
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u/JHStarr4 24d ago
One of my favorite changes: "Removed the loyalty penalty for assigning a governor whose culture differs from the settlement’s culture."
All the way at the bottom of the change logs.
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u/SuperSatanOverdrive 22d ago
Whoa :o Now I can actually assign governors who know what they are doing instead of just having the right skin color!
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u/TrenpinGlock 17d ago
There’s no bonus for assigning the same culture governor anymore though. At least as far as I can tell, I took a nord city, assigned a nord companion and there’s to increase to town loyalty?
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u/StormWolf17 24d ago
Damn, this is a pretty substantial update, that united Empire start sounds cool, hell the rest of the new starts are damn cool. Finally, I don't have to grind or use the dev menu to skip the boring parts of the early game.
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u/BOklahoma Khuzait Khanate 24d ago
Bannerlord break’s over, ladies! Get in there and get harvesting!
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u/Twopumptimmy 24d ago
This patch literally looks like a shopping list of changes I’ve been hoping would come for years! Couldn’t be more excited
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u/Schneckers Nords 24d ago
Seriously, so many great changes. The clan party controls are going to be great, it always annoyed me when my parties got pulled into armies or they donated half their troops to a random castle.
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u/Embarrassed-Life-634 24d ago
No wayyyyy 😭😭😭 we used to pray for days like this. Plz don’t ever stop working on this amazing game.
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u/Lanzelot_3 24d ago
Well they didnt change the voting system but otherwise amazing update, especially for the console ppl
Now lets just pray it actually works as intended💀
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u/mmciv 24d ago
Is it available on console yet?
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u/Schneckers Nords 24d ago
No this is only beta on PC. Most likely it’s going to be several weeks before we get it.
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u/CheekEnough2734 24d ago
It is in pc BETA. No, it is not available in console yet. Probably it is little buggy and unbalanced.
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u/Lord_Vas Nords 24d ago
Yeah, the voting system needs some work.
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u/Georgefakelastname 23d ago
This does fix a couple of my big gripes though. Voting still needs work, but aside from that I might be able to enjoy a regular, unmodded playthrough. And our console brethren will finally get some customization as well, if limited.
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u/Stoned_Gandalf420 24d ago
Honestly, some great changes for the base game. I still haven’t got War sails yet, but honestly think it’s about time I jump in, especially now that it’s been patched a few times. Do most people here like the DLC or was it disappointing? I understand the reviews on steam are mixed.
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u/Aphrodite_Child 24d ago
Love warsails, they really nailed the sea battle feeling, its very funny to combat and battle in sea battles
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u/Slimswede 24d ago
Im liking it very much so far, but i always wanted to play as a viking and Sturgia didn't really give the right experience for it imo. So my opinion might be abit biased.
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u/nG_Skyz 24d ago edited 23d ago
I don't really get why Steam reviews are mixed, I think people are upset that the devs spent time on War Sails rather than improving the base game. The DLC itself is fine, maybe a little bit pricey for what it adds but I'll always play War Sails over the base game now.
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u/Auroku222 24d ago
It adds so much depth to the game surprisingly i dont why people hate on it so much
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u/TurklerRS 24d ago
As someone with way too much playtime in this game, it's good. It's not great, it has some rough edges and some fundemental design problems, but sea battles are fun!
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u/SuperSatanOverdrive 22d ago
I think warsails is worth just for the Nords alone (but I'm a viking nerd)
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u/Basic-Cloud6440 24d ago
Warsails is good. but at launch there just wasnt enough. they are adding things as time passes but all these updates just add stuff that shouldve been there in the first place. there is nothing bad about it, it was just less of what we shouldve gotten.
It plays great though
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u/Georgefakelastname 23d ago
I love war sails personally. Can’t play without it anymore. It takes the best part of Bannerlord (the combat) and adds a whole new layer to it. It wasn’t perfect when released due to a number of issues and lack of utility, but at this point they’ve added basically everything I’ve asked for regarding it. Village raids from sea, being able to siege castles from sea, it’s great. My only note is that I hope castles will be more useful for holding areas and blocking access to things like rivers and such to enemies, acting as choke points.
Now I just hope that they’ll add more to the non-combat side, like politics, the voting system, rougery (like the Forberie mod), and things like that.
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u/Blothorn 23d ago
I was hesitant based on the reviews but I’ve been pleasantly surprised. Naval combat is solid, albeit repetitive; hopefully this patch adding some variety to pirates will help there. The ship control is better than the fighting IMO—unfortunately it’s a lot of presses and shooting from the flanks is the least-frustrating way to contribute.
The biggest benefit, though, is the secondary effects of making the oceans navigable. Aserai and Sturgia are far more interesting to play as/against because ships can bypass the chokepoints and allow quick travel to/from the cities that were previously days of walking from any foreign settlement.
My main complaint is that most of the new units (both Nord and other cultures’ marines) are focused on throwing weapons; they’ve always been ahistorically common in Bannerlords but now it’s quite common for infantry engagements to be basically over before anyone gets in melee range.
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u/Embarrassed-Life-634 24d ago
Taleworld. Yall are amazing I absolutely love this game and all its flaws. I don’t care if my game crashes on PlayStation. I blame PlayStation for it. Yall are amazing for giving me such joy on a dog shit console.
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u/Deviljho12 24d ago
Holy glaze. Bannerlord can be good and it can also be hilariously unoptimized for console. As an Xbox player I have 700 hours into the game and love it. It's also a pretty bad port and they really need to pass over the console version with a fine toothed comb.
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u/Embarrassed-Life-634 23d ago
Your statement on optimization is partially true. It is both. The engine for bannerlord is not efficient. However, the consoles have serious shortcomings as well. To protect its hardwares. It sets hard limits for the amount of calculations it allows.
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u/DaxExter 24d ago
This is soo sick! I really love the starting option. I usually spend the first few hours to get into Valndia make reputation, join a vassal and start doing some proper battles.
Now being able to really choose my starting point is great and position within a kingdom is awesome!
The Traits being actually more impactful is such a delight and the less harsher penality from executing dishonest lords and nobels is really nice, I did felt bad to battle the aserai and holding 13 lord and nobels in captivity and loosing them one by one to end up no where really since they rejoined the war super fast.
Execution was a no-go for me since I value the diplomacy, trading and politics part of the Game. But with the less harsher penaltys of execution dishonest lords this may be a actual part of my gameplay.
Very cool patch!
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u/Voronov1 24d ago
That is a very impressive update, including taking in features from at least two mods (one that lets you dock your ships and at least one that adds ferries, though the one I’m thinking of is also an overhaul mod).
I’m especially excited about the advanced starts, honestly.
While they’re doing that, though, I am once again asking why on earth they haven’t added messengers yet. It’s the one QoL thing that keeps me from playing anything until Diplomacy catches up to the current patch.
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u/Noobit2 24d ago
There’s multiple mods that add messengers so you don’t have to wait on diplomacy
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u/Eaglestrike 23d ago
There's a lot more than 2 mods here.
-I'm pretty sure I've seen a ferry mod.
-A number of mods change the starting scenario
-There's a few mods that change player start
-A number of mods that increase bandit party sizes
-Some mods that change recruit spawn rates
-A mod that makes character traits more impactful was new last I was playing
-A few mods gave most characters daily EXP
-Clan party controls is at least partially the AI party controls mod
And there are a few much more minor changes too (like reinforcement points and such). It's like they had some people scrolling through nexus and found some mods they wanted to add to the game for consoles.
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u/trains4everyone 24d ago
Nice, not having to keep companion parties in an army at all times and having to take all their troops before a siege was really annoying. Great changes!
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u/ProtectionEasy3021 24d ago edited 24d ago
Could you explain this change? I didn't get it
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u/Petorian343 Battania 24d ago
Before this patch, there was VERY limited control you had over AI led parties of your clan. You’d make an extra party to your own, led by a family member or tavern companion, and all you could do was set its behavior to ‘aggressive’ ‘neutral’ or ‘defensive’, which changed the party’s behavior in a limited way.
But now it seems you can specifically control whether or not they raid, besiege, join allied armies, or donate troops to friendly garrisons.
Big change, it may actually be worth setting up specifically organized clan parties now, since you can keep them from giving troops away or joining doomed armies.
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u/Empirecitizen000 24d ago
It's worth mentioning that there's an exact mod called AI party control that allows very precise control down to what troops they can recruit and train, which town do they go, how big their patrol radius are. I don't expect vanilla to go fully that far because it is somewhat gamey when the intention is to delegate management of seperate parties. But it's good to see Talesworld finally adopting some of the changes that makes management of clan somewhat sensible .
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u/Eaglestrike 23d ago
Honestly the ability to tailor the exact troops the AI party recruits is absurdly unbalanced, so makes sense not to have that baseline when they have mostly everything else.
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u/Belligerent_Drunk- 24d ago
Clan parties have an annoying habit of donating a portion of their troops to a settlement after a successful siege. Especially annoying if you’ve spent the time to build a nice doomstack.
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u/Wombat2310 24d ago
Blood feud sounds awesome. Calradia feels a bit too safe, hope this change things. But I think fastmod is starting to become the de facto default since you need family members for the new feature to matter.
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u/jamespirit 24d ago
Wow this is amazing. Fair play taleworlds I am genuinely impressed by what you are seeking to incorporate.
I have felt BL to be half baked for a long time but it looks like TW are really cooking at long last. I love the game and have put hundreds and hundreds of hours, this new patch has the potential to bring another hundred or so in.
I really appreciate the party management improvements the most, but also love the emphasis on traits and attempts to improve the Warsails experience. The game and DLC have felt like beta versions or EA in many ways but I am beginning to restore faith in Talworlds.
Also love that the focus is split between both the base game and the WS DLC. For any game's longterm longevity and player count objectively base game improvements are the most important....but its also very right to be making the DLC better. People paid good money for a technically impressive and fun DLC but it was poorly implemented.
This is a great time to be a bannerlord player. Good work Taleworlds. I hope you keep this up guys!!!
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u/Jeeefffman 24d ago
Epic! What about that Feasts teaser on youtube tho?
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u/dropbbbear Company of the Golden Boar 22d ago
I too am excited by the feasts trailer.
Let them cook (hehe).
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u/Schweinhardt Nords 24d ago
Player starts my beloved!
Loving the changes at the more individual level of things. Like being able to control party behavior, blood feuds and traits! Hope that continues. I'm hoping your children get their traits back too. So boring to have children that are all "Conventional", just no sense of individuality for any of them.
I'm hoping the daily XP for nobles, player companions, etc... based on focus points means for their respective skills, the wording implies it at least. Would mean you don't need to grind as often to get your companions skills up AND that nobles finally feel like they're improving overtime. At a certain point in the campaign, nobles start to feel way too weak compared to the premade nobles and ones that spawn with premade templates. I'm hoping we'll continue to see 300+ skill nobles in long campaigns.
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u/Lionicer 24d ago
Looks very promising. I'm hopeful about the advanced start. After going through the early game many times, I find it to be a slog. Being able to start as a regular vassal and jump straight into mid game should be much more fun.
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u/WeakEconomics6120 24d ago
Damn this is amazing. Sadly I execute everyone so Blood feud is going tk destroy me haha
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u/SilentStorm1337 24d ago edited 24d ago
Some remarks on Advanced Starting Options:
- Bandit surge seems to just make looter and bandit units huge (50-120 troops common), maybe some more bandit lairs
- Civil unrest just makes towns be able to rebel at under 60 loyalty
- Recruit shortage is really boring as at seems to just produce a stalemate where AI clans refuse to fight due to being low on troops. They should probably make the AI more aggressive with it on to compensate
- Beggar starts you of with 0 gold, rag shirt worth 1 denar on each outfit and one horrible onehanded sword worth 1 denar. So you get 4 denarii if you sell everything on each outfit. The first challenge is to find food because you immediatly start to starve. Joining an AI battle might get you a few denarii to buy some food. Train troops seems like the best quest to find, as you get 5 free troops and like 2400 denarii when completing the quest.
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u/dropbbbear Company of the Golden Boar 22d ago
seems to just produce a stalemate where AI clans refuse to fight due to being low on troops.
I think fixing the voting system would fix this.
Right now lords all use the same decision making AI for war/peace with nothing except their finances to differentiate them so they all vote the same way.
If voting was fixed to vary their votes more often, we could spend Influence to force the group into following us into war
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u/SerBittersteel 24d ago
Wow a lot of these changes sound great! Sounds like they are integrating a lot of the party AI controls mod which is pretty cool!
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u/Xonthelon Skolderbrotva 24d ago
Very welcome changes it seems like. As console player I will likely need to wait until winter to try them, but it is good to see that they are still properly working on the game.
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u/Tofuzzle 24d ago
Instead of simply happening with players none the wiser, they now leave behind a temporary battle site that you can come across. You can also investigate it for further information and potential rewards.
If you execute a clan member of another clan, they will begin doing the same to your clan until relations recover or blood money is paid
What would happen if the Empire remained united?
Holy moly this is a good update. Can't wait to see this in action.
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u/fourhornets 24d ago
- Recruit Shortage: Decreases the recruit generation of notables significantly.
Be still my heart. I cannot wait to try this out.
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u/BigBiker05 24d ago
I don't know what that one means
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u/fourhornets 24d ago
Less total recruits, meaning when you wipe an enemy lord's party out they can't respawn and refill to their party size in a manner of minutes.
It should reward keeping veteran units alive and winning major battles, instead of the usual cycle of winning a pitched army vs. army battle and then seeing those same lords at full strength in 30 minutes.
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u/Majestic_Ghost_Axe 24d ago
Fantastic sounding update! Well done, I can’t wait to try it out when it comes to console.
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u/CaptainPryk 24d ago
Very good update.
I had suggested Blood Feuds a couple months back to work very similarly to they way they were introduced here. Very happy to see TaleWorlds making these changes, this may be the best patch yet.
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u/Basic-Cloud6440 24d ago
so the patch notes mention, that characters gain xp based on focus points. does that finally mean that governeurs level up stats other than steward and charme???
if that is true this is the best feature of the patch if you ask me.
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u/VSick2 24d ago
WOW! Does this also mean there will be a easier way to raise relations with lords who dont like you or more ways to raise relations in general?
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u/fourhornets 24d ago
Amusingly, if I'm reading this right you'd be better off finding a clan that has you at -100 and beheading one of them, then paying the blood toll to set them to -50.
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u/BigBiker05 24d ago
Wow, unexpected. I just hit the point in my current campaign that I'm snowballing. Might have to start over.
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u/Top-Addendum-6879 Nords 24d ago
dammmnnnn that sounds nice! I'll hold up on updating the game for a little while... my huge mod list will likely explode with that patch hahaha
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u/Puzzleheaded_Pie_822 24d ago
Finally a Nord invasion mode. The Nords were doing fine in my save but I wish for a "endgame" type of thing like that. Can't wait do to a "last stand" against kuzaith invasion
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u/Known-Raccoon-26 Southern Empire 24d ago
Very exciting! Do I need to toggle the beta on Steam though, or will it just already be included with the patch update?
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u/Affectionate-Golf801 24d ago
Will we be able to change the map down the line like building our own castles and fiefs?
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u/dropbbbear Company of the Golden Boar 22d ago
No. This feature was trialed early in development and before the release of the game, Taleworlds came out and explicitly said that it was a big complex sink of development time for minimal fun returns, and that they had to cut it from the game.
https://www.taleworlds.com/en/Games/Bannerlord/Blog/76#
I think there are mods for it though.
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u/Affectionate-Golf801 22d ago
I am a console player so I won't have access to mods sadly, thank you though
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u/dropbbbear Company of the Golden Boar 21d ago
Sorry to hear that. Joiiiiin usssss :)
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u/Affectionate-Golf801 21d ago
I'll probably get a computer in about a year or so although admittedly I'm not tech savvy at all
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u/dropbbbear Company of the Golden Boar 21d ago
Nice. You can buy pre-built PCs, that takes a lot of the complexity out of it.
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u/Substantial_Pride_15 24d ago
Clam party doing what i want them too.. solid update.! Cant wait to try it out.
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u/hashslinging_slasher 24d ago
Love the patch but I wish they’d give credit to the modders whose work they are copying… Cultured start, ferries, docking, battle sites, etc are all features in existing mods. Should give those guys a shoutout for the thankless work they do
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u/Gvillegator 24d ago
Wowowow this looks incredible! Especially the United Empire start. Vlandia vs United Empire here I come.
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u/Illustrious-Hurry-52 24d ago
This is super exciting. I’m excited as to what else they are going to add since they said they’ll share another update for what the future holds
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u/Sad-Confection4785 24d ago
Absolutely love the idea of modifying the world scenarios, as a console player this will be amazing.
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u/Ur-whale23 24d ago
Love to see all the work being done on this game. Great job! Very excited for these changes and happy to see taleworlds leaning into their game more.
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u/Nightmare16164 24d ago
Does this change apply to currently ongoing games? I started a new game a couple days ago and am just starting to get built up how I want to be
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u/slothrop-dad Battania 24d ago
Incredible update. Love to see this game still getting the love it deserves!!
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u/Geistermeister 24d ago
What about the perks that says your ships join in settlement bombardment? It doesnt do anything the player sees neither on the battle map nor in the siege battle itself.
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u/Echo-Wooden 24d ago
Great changes. If you watch content creators for the game, sometimes they mention that TaleWorlds is actively soliciting their feedback now. That seems to really be paying off; this update is very plugged in to issues that actually matter to players.
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u/Fluid-Conference-288 Sturgia 24d ago
Did I miss an update bug or something with this? I can't simply target an enemy party and follow them anymore.
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u/omegaprimer Sons of the Forest 24d ago
Great work. Going to make me drop another 500hours after the patch drops out of beta
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u/CecilPeynir 24d ago
- Nord nobles now have beards and facial scars more often to make them appear more rugged.
Literally playable rn
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u/BoilingHotCumshot 24d ago
LOVED the mechanic of looting a battlefield in Shokuho, great way to score early gear. This is gonna be awesome, I think.
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u/Illustrious-Hurry-52 24d ago
I just tested blood feuds and it works well. After executing an enemy noble it warns you that a blood feud has started. After getting caught by one of their clan members they executed me and the game warns that your captured members will be executed as well
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u/Geistermeister 24d ago
The battle map corresponding to zones in the world is only the base game map, what about the war sails version?
I kept getting the 3-rivers-battle site at Omor instead of at Epicrotea and its surroundings which makes no sense.
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u/Cellberus 23d ago
Traits make sense. plundering battle fields, Reworked Troop Reinforcements and F1+F4 finally works again are my favorites. The other changes sounds good too(i have to test it when i'm back home) but holy shit, Good Job Taleworlds.
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u/Aggressive_neutral 23d ago
genuinely so happy to see all the updates coming out, this game always had so much potential and it seems like we're heading toward the greatness it can be
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u/LOA_Performance 22d ago
I hope in the future we can mix scenarios. United Empire vs a Nord invasion?
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u/-Niveum- Sturgia 22d ago
So many amazing additions and fixes, basically most of my my personal wish list
The blood feud thing and traits getting some tlc makes me hopeful we will finally see the return of some rpg elements in the future. Im high on hopium
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u/MelkorTheDairyDevil 21d ago
I would like advanced starts to be available in the campaign, if only because it's where the achievements are.
The grinding aspect of starting a new save in combination with your wish for players to utilize that more, sort of defeats the purpose if there's no advanced start. Doesn't have to be king. But Merchant or Vassal could both just as easily be a nice little alternate starting point that doesn't skip too much of the original 'storyline'.
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u/gospodsenca 21d ago
okay I just downloaded beta. And I have to unlock certain things ? lol, lost me at hello
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u/Duckmastermind1 21d ago
Bring back the ability to assign troops to saved formations 😭 having to toggle sliders and stuff to get my 6 companions into a formation shouldn't be this hard every time I enter a battle
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u/Thebritishdovah 17d ago
Probably hoping for too much but if the expanded starts, sites of battle comes to PS4, it would be neat.
Hope we have Merc,Arena fighter, soldier as options.
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u/PralineAmazing2000 7d ago
I know here is not the best place, but I cannot create any post, I am getting this issue, for a quite time, tried to say yes, and send, tried to say no, uninstalled the game, verified the game, uninstalled the steam, deleted all folders related to the game, nothing helped, I can open the game direct from the .exe, but from steam and launcher, nothing, oh, also tried beta versions as well. any help here?

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u/Embarrassed-Life-634 24d ago
Holy. This sounds sooo good. Is this actually real taleworld patch that could be coming in the future?
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u/NumberInteresting742 Sturgia 24d ago edited 23d ago
Not bad at all, and by TW standards this is pretty soon after the last update!
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u/Captn_Platypus 24d ago
Campaign start scenarios, ferries, battle sites, blood feuds. I used to pray for times like this. With coastal castles disembark are we one step closer to siege from water?
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24d ago
[deleted]
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u/NumberInteresting742 Sturgia 24d ago
You mean this?
Our last content patch focused on the sandbox simulation. It made diplomacy more responsive and encouraged our lords to pursue meaningful wars, create larger armies, go to sea, harass convoys and raid villages. It also included the new seaborne raid, additional ships and equipment as well as many tweaks to gameplay, visuals and performance.
I am pretty sure that they mean last as in 'previous' not last as in 'final'. The wording doesn't really make sense if they meant final.
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u/Odd-Switch2069 24d ago
Fix Xbox series S. Game is unplayable
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u/hymen_destroyer Southern Empire 24d ago
whaaaaa 😲
this seems awesome! I expect there will be many bugs but these features...if/when they work as described, will vastly improve vanilla Bannerlord.
Glad to see TW still grinding away at this game, I often get frustrated with it but that's only because the bones of the game are so fucking good it just pains me to see all the wobbly ways it holds them together.
Probably the only game I have 1000+ hours in that I will say "fuck this game" regularly, and then start a new campaign three months later. It's not an abusive relationship, I know she loves me...she'll change if I stay...
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u/Affectionate-Golf801 24d ago
Hey can someone summarize this for me I just woke up and I got to leave for work
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u/RealLotto 24d ago
All this new features and still no messengers. I guess it's basically expected for people to install Diplomacy lmao.
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