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Mount & Blade II: Bannerlord update 1.3.0 is available now on the beta branch. It is a large test build covering stealth missions, disguises, diplomacy, settlement management, combat AI, multiplayer, crashes, performance, and modding support.

Patch 1.3.0 is live in beta, so players can try the new systems before the stable release. The tradeoff is the usual beta warning: bugs, rough edges, and save compatibility issues are possible.
The stable release does not have an official date yet. Console players also cannot join the beta branch and will need to wait for the normal release.
The developers warned that saves may not be compatible with the beta build. If you want to test the update, make a separate campaign save instead of gambling with a long-running file. Calradia already has enough ways to ruin a plan.
The headline additions are stealth and disguise gameplay. Prison breaks and hideouts now use sight, sound, suspicion, alert states, body hiding, distractions, stealth-focused gear, and restricted mission equipment. Hostile towns also get disguise infiltration, contacts, guard suspicion, and consequences if the player is exposed.
The patch also adds slings, morale and retreat logic for battle simulations, deserter parties, patrol parties, random events, alliances, trade agreements, parley, supporter recruitment, caravan controls, revised settlement projects, many economy changes, and a wide set of AI improvements for armies, parties, formations, cavalry, ranged troops, shields, sieges, and pathfinding.
Below is a rewritten version of the source patch notes that keeps the actual section coverage and bullet detail while avoiding a straight copy of the original dump.
The update moves 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. The developers further fine-tuned atmosphere values in general and improved the skybox textures.
Pressing outside the Reserve popup now cancels instead of confirming. Resolved an issue where caused the “Add to queue/Remove from queue” button to always display as “+”.Introduced 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. Resolved an issue where caused minor visual flaws.
The singleplayer UI fix list covers character creation history buttons, inventory prisoner conformity resets, Lord's Hall fight completion, wrapped link styling, stale alley leader thumbnails, shield sigil display, tutorial pause layering, militia and garrison information mismatches, encyclopedia controller navigation, destroyed kingdom cutscene names, army location text, execution cutscenes, perk popups, Custom Battle sliders, Kingdom screen access, raid-end information, off-screen cursor tooltips, clan banner buttons, invisible attribute-point text, duplicate banner effects, inventory capacity with horses, army icon button states, alternate item-use buttons, empty fief buttons, non-Latin layout alignment, repeated prisoner donation tooltips, settlement and party banner inconsistencies, disabled kingdom decisions, party priority dropdowns, missing quest highlights, Manage Army button display, kingdom clan sliders, party speed tooltips, siege overlay duplicates, tooltip wrapping, army overlay display, army member tooltip behavior, neutral troops on scoreboards, Order of Battle Esc behavior, ultrawide dialogue nameplates, ultrawide tooltip placement, invisible party and inventory shortcuts, campaign option availability, tutorial raider tracking, encyclopedia search with on-screen keyboards, governor arrival notifications, controller focus after settlement entry, marriage notifications, workshop purchase explanations, paused siege engine tooltips, missing Charge to the Gate icons, village noble display, and broken persistent mission notifications.
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. Introduced 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 reduce raising alarms. Ythe 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. Redesigned 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. Redesigned 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 ythe way in, locate the prisoner’s cell, and then escort them out without raising suspicion. You can’t fight ythe 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 ythe way out? 6 new dungeon scenes have been added designed for stealth gameplay.
Certain armor pieces now modify ythe 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. Introduced Bag of Rocks for creating distractions and diverting enemy attention.
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 ythe 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.
The selected difficulty option (normal, veteran, challenging) affects the sight and hearing abilities of enemies in both gameplays.
They are used with a single hand, and can be used alongside shields.3 different types and ammos were added: Wool, Braided and Reinforced SlingsStone, Chiseled and Lead Sling Bullets Adjusted 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. Lowered the throwing stone range to a smaller value than slings.
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 fthe 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 casualties, 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 repeatedly.
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. Refined besieger AI to ensure at least one siege tower and one ram are built, with additional siege engines constructed as needed. Raised the Devastate and Show Mercy influence costs in the post-siege menu to reduce 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. Resolved an issue where prevented siege engines and weapons from being installed during sieges. Resolved an issue where caused the stash to disappear in a conquered town. Resolved a problem 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 besiegersResolved an issue where caused the player and allied parties in their army to enter a settlement twice after winning a siege. Resolved an issue where 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. Resolved an issue where 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.
Refined 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. Refined AI handling when moving toward enemies outside navigable areas. Refined 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. Resolved a problem where some agents waited too long to climb ladders due to incorrect scripted movement assignments. Resolved a problem causing agents to be teleported into the air when attempting to use siege ladders. Resolved an issue where 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. Resolved an issue where prevented attackers from opening castle gates from the inside in certain situations. Resolved an issue where prevented ranged troops from attacking castle gates when ordered to do so. Resolved a problem where attackers used both side siege engines while attacking via a single line. Resolved an issue where prevented agents from spawning at strategic positions such as castle walls or siege engines. Resolved a problem 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. Resolved a problem 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.
Refined the Reset Deployment button so it correctly reverts any arrangement orders given to formations. Refined agent fall prevention near edges during the deployment phase. Refined the boundary projection algorithm so troops are teleported correctly to the nearest deployment boundary when given orders outside it. Resolved an issue where 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. Resolved a problem where a newly created formation’s troops were placed incorrectly when their formation was teleported for the first time. Resolved a problem where formations loaded from a previously saved battle configuration became widened during deployment. Resolved an issue where caused siege weapons on the player’s side to remain unused by troops after auto-deployment.
Campaign.export_main_hero [filenamewithoutextension]: Exports main hero as a file to the Game Saves folder. Campaign.import_main_hero [filenamewithoutextension]: Imports a character from a file in the Game Saves folder. Campaign.export_hero [filenamewithoutextension] | [nameofhero]: 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.
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.
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.
You may now encounter up to 100 different events presented through pop-up menus as you play. These appear based on ythe actions , for example, entering a town or participating in a siege. Each event tells a different story and offers choices that can affect ythe character’s traits, skills, party, items, or gold.
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 Sturgia with existing suitable icons.
Lowered 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. Resolved an issue where 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. Resolved an issue where caused parties to attack stronger parties in certain scenarios. Resolved an issue where caused nearby non-lord parties to override other possible lord targets. Resolved an issue where prevented allied parties from joining nearby sally out events. Resolved an issue where caused parties called to an army to immediately leave a settlement even if it was under siege. Resolved a problem that caused some minor factions’ parties to become stuck on villages. Resolved an issue where allowed an unrelated party to join a battle while the player was already engaged.
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.
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.
The war and peace scoring pass focuses on three goals: reduce illogical war and peace declarations and tributeslimit the number of very short wars that are breaking the flow of the sandbox and the player experienceproperly 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. Introduced 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.
Caravans are incentivized to return to their home settlement as time passes.
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.
Raised the chance for caravans to return to their hometown after visiting several cities, so they now return more frequently. Raised 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.
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 ythe clan tier must be at least 3.
The update adds 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 ythe 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.
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.
From now on hideouts are attackable both day and 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 initiated. 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.
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%.Introduced 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.
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. Introduced 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. Resolved a problem where two numbers could overlap in some quests’ completion bars on the Quests screen. Resolved a problem 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. Resolved a problem where canceling a quest could incorrectly apply a negative relationship penalty with the quest giver.
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.
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.
Resolved a problem where no reward was given despite successful completion. Resolved an issue where prevented raids from counting toward the quest’s progress.
Fixed a bug where the caravan did not recruit troops when entering a settlement.
Fixed a bug related to settlement owner tracking.
Resolved an issue where caused hideouts to spawn on the wrong side.
Resolved an issue where allowed sending tier 1 troops despite restrictions.
Lowered the frequency of the Recruit Troop pop-up notification to every 4 hours.
Resolved an issue where canceled the quest when a raid began in any village.
Fixed a bug where the quest did not cancel when the player changed kingdoms.
Fixed a bug where a very distant hideout could be targeted.
Removed the incorrect release notification for quest targets after being taken prisoner.
The quest log now displays the reward upon completion with a companion.
The quest no longer fails if the player chooses not to attack the noble’s party and leaves.
In the quest, raiders are now marked with a blue quest icon. Resolved an issue where caused the battles to never end.
Fixed a bug where failing the quest did not apply a relationship penalty.
Fixed an exploit where players could craft more daggers than required and receive extra gold per dagger.
Fixed a bug where quest parties were not destroyed after completion.
Raised the occurrence rate of the issue quest.
Fixed a bug where the quest was not canceled after the quest giver’s army was disbanded.
Adjusted rewards and penalties for the quest.
The target rival hero in the quest is now marked with a blue quest icon.
Resolved a problem in the quest where it could give more gold than the sale price in the quest giver’s settlement.
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.
Fixed a bug where the quest did not fail if the player raided the quest village.
Quest henchmen are no longer listed in the encyclopedia and now have correct cultures.
Fixed a bug where a different name could appear after acceptance.
Fixed a missing notification.
Fixed a bug where donkeys, camels, and goods failed to appear during defense battles.
Fixed a bug in the Rival Gang Moving In quest where the game could get stuck after defeating the rival gang.
Resolved an issue where made the hideout infested by looters.
Resolved an issue where caused the deserter party to endlessly run from the player.
Resolved an issue where prevented the player from acquiring loot and troops after completing the quest.
Introduced the ability to delete corrupted save files. Resolved an issue where could cause crafted weapons to lose their properties after loading a save.
The singleplayer crash pass is broad. It covers item tooltip hovers, settlement overlay exits, save loading, party disbanding, board game exits, menus opening during encounters, older save files, dropped banners, hideout boss conversations, post-siege army detachment, controller keyboard requests without Steam, troop percentage changes after auto-deploy, javelin pickup edge cases, mercenary joins, eliminated-kingdom mercenary offers, menu closing, saving, town and tavern entries after army captures, allied army siege choices, low-troop sally outs, prisoner and freed lord conversations, army attacks on towns or castles, defender siege losses, empty hideout enemy sides, heir selection, cinematic notifications, notable guide requests, workshop purchases, daily ticks, fortification capture prisoner talks, alley clearing, sally out cleanup, encyclopedia garrison sorting, party screen drag-and-drop, lord persuasion, deleted tournament prizes, siege preparation, new campaign creation, auto-tracked settlements, peace during village raids, null on-screen keyboard results, destroyed bandit party calculations, peace during multi-faction sieges, clan encyclopedia hovers, leaving sieges, Caravan Ambush saves, Revenue Farming interruption by deserters, Rescue Family state problems, Army of Poachers battle starts, Rival Gang Moving In completion, canceled Smugglers caravan inventory access, older siege saves, and older quest party data.
Several quest-specific crashes were also addressed, including Caravan Ambush, Revenue Farming, Rescue Family, Army of Poachers, Rival Gang Moving In, Smugglers, and other quest battle cleanup cases.
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.
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.
Refined cavalry AI charging behavior and aiming skills, with additional refinements to their tournament combat behavior. Refined the behavithe of mounted troop AI when rotating toward their targets. Resolved an issue where prevented AI troops from mounting nearby available mounts.
Refined movement of mounted ranged AI troops to reduce excessive zig-zagging. Resolved a problem 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. Resolved a problem where the banner bearer of mounted ranged formations would charge the enemy alone; they now stay with their formation.
Overhauled troop AI to improve melee aiming and reduce stuttering. Adjusted melee combat AI target selection to reduce infantry from ignoring nearby mounted enemies. Resolved an issue where caused melee troops to keep excessive distance from mounted enemies, resulting in missed attacks.
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. Refined 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. Resolved a problem that caused spear bracer troops to have their weapon stutter when knocked by a mounted enemy. Resolved an issue where 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.
Refined 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. Refined AI friendly-fire avoidance, allowing higher firing rates from behind allied troops. Resolved an issue where caused ranged troops to keep moving when having their vision blocked by friendly troops.
Refined AI shield direction choice for troops with smaller shields, offering better protection against missiles. Resolved an issue where caused troops to defend against non-incoming missiles. Resolved an issue where caused certain troops (e.g., Battanian Mounted Skirmisher) to ignore incoming missiles.
Formation arrangements now appear more natural: lower-tier troops will form more loosely while higher-tier troops remain more aligned. Resolved an issue where prevented troops with the “Engage” order from rearranging their formations properly. Resolved an issue where caused troops to constantly change positions under the “Engage” order. Resolved an issue where caused the number of ranks in formations to change unexpectedly during arrangement changes. Resolved a problem where troops remained in a previous arrangement due to target charge orders not being canceled properly.
First-person camera no longer restricts the player more than third-person view while climbing ladders. Refined movement of both player and AI agents on stairs. Speed now depends on slope and movement direction, with minimal penalty when moving sideways. Refined collision avoidance of troops around trees. Refined AI pathfinding by further optimizing found paths. Resolved an issue where caused troops to attempt to pick up unreachable items. Resolved an issue where caused the player to perform an action or swap weapons when pressing a button as the weapon wheel opened. Resolved a problem 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.
Introduced 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. Introduced 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”.Introduced automatic cache rebuilding: if a cache is missing or invalid, the game now recreates it on first launch. Introduced a way for modders to mark valid and invalid terrain nodes on custom maps by overriding the PartyNavigationModel. Introduced the ability to store up to 10 RGL logs. In response to the community request by @poheniks. Mission Changes Introduced a new weapon flag that allows attacking while crouched - useful for firearm-focused mods. In response to the community request by @Lucon. Introduced 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. Introduced 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: AiWeaponFavorMultiplierMeleeAiWeaponFavorMultiplierRangedAiWeaponFavorMultiplierPolearm 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. Introduced support for handling entity callbacks of non-scripted entities via MeleeHitCallback. Resolved an issue where caused an exception when a weapon was removed from an agent upon impact. In response to the community request by @Kommissar here. Campaign Changes Introduced 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. Introduced 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. Introduced 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. Refined FactionManager moddability by refactoring the class, removing bandit faction checks, and moving related logic to DiplomacyModel. Introduced three overridable methods in DiplomacyModel: GetShallowDiplomaticStance, GetDefaultDiplomaticStance, and IsAtConstantWar. Introduced IFaction. FactionsAtWarWith for easier access to enemy factions. In response to the community request by @Spinozart1 here. Introduced 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. Introduced a new DefaultHeroAgentLocationModel to manage hero locations at settlements. Introduced 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). Raised the maximum hair type limit from 32 to 64. In response to the community request by @conleyc86 here. Adjusted MobileParty. RemoveParty() from public to internal to reduce misuse that could lead to crashes for modders. In response to the community request by Carter Drake on the Modding Discord. Introduced 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. Introduced a new VillageTradeModel to make TradeBoundDistanceLimit modifiable. In response to the community request by @Alexander Drakos, @svelok, @ClayBullet, and @NPC99 here. Introduced a new ShouldStayInKingdomUntil parameter to control when mercenaries and vassals can leave a kingdom. Introduced a new ability to add a crafting piece to a crafting template via XML. Introduced 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. Introduced 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. Introduced a new IsSettlementBusy event to settlements to indicate when they are used by issues or quests. Introduced a new CustomSettlementComponent for settlements. Introduced a couple of functions to PartySizeLimitModel to support clan tier effects. Introduced 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. Resolved an issue where caused troop XP variables to reset in various cases by refactoring the TroopRoster class algorithms. Resolved an issue where prevented defected kingdoms from being shown in the OnClanChangedKingdom event. Resolved an issue where prevented enums with the Flags attribute from loading correctly. Fixed a crash that occurred when a weightless equippable item was added. Modding Toolkit Introduced three new prefabs: crows, seagulls, and a lavender flower. Introduced extensive boundary checks to the scene editor. Resolved an issue where prevented changing an entity’s scale after setting it to 0 in the modding toolkit. Resolved an issue where prevented adding a vertex to an edge in the navmesh in the Scene Editor. Multiplayer Modding Introduced a new IsGameModeAllowChargeDamageOnFriendly on MissionMultiplayerGameModeBase for modding, allowing team bump damage for horses. In response to the community request by @takeoshigeru. Introduced a new OffhandWeaponDefendSpeedMultiplier (shield defend speed) to AgentDrivenProperties. In response to the community request by @takeoshigeru. Introduced a new CalculateRemainingMomentum in AgentApplyDamageModel for modding. In response to the community request by @takeoshigeru. Made GetScoreForKill in MissionMultiplayerGameModeBase moddable. In response to the community request by @takeoshigeru here. Adjusted the WarmupTimeLimit server option to WarmupTimeLimitInSeconds to allow more precise values. In response to the community request by @takeoshigeru 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. Raised the maximum friendly-fire server option limit from 100% to 2000%. In response to the community request by Tark on the Modding Discord. Resolved an issue where caused GetDefendCollisionResults to bypass StrikeMagnitudeCalculationModel, affecting moddability. In response to the community request by @takeoshigeru here.
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Contact SupportRanked guide to the strongest weapons in Windrose, from the Dragon's Breath blunderbuss to the Dueling Greatsword. Damage stats, bonus effects, scaling, and full crafting paths included.
Crafting recipes, Piastre costs, cannon counts, and faction variants for every ship in Windrose. Plan your fleet from rowboat to Frigate without wasting a single resource.
Assetto Corsa EVO update 0.6 adds Sebring International Raceway, six cars, suspension and collision improvements, MoTeC support, and self-hosted servers.