2 days ago - Piconi - Direct link


The patch has been released on PC and will follow to other platforms once the remaining obstacles have been resolved.

Singleplayer
Crashes
  • Fixed a crash that occurred when parties entered a settlement to exchange troops.
  • Fixed a crash that occurred when the player rescued an imprisoned companion and gave them to a new party, while having a custom filter on the Party screen.
  • Fixed a crash that occurred when riderless mounts tried to find a retreat position.
  • Fixed a crash that occurred due to a deprecated policy being referenced in map notifications.
  • Fixed a crash that occurred when assigning traits to teen heroes.
  • Fixed a crash that occurred when talking to someone through the Clan screen while being in a settlement.
  • Fixed a crash that occurred when trying to attack the besieger party after accepting a peace offer from that same enemy faction.
  • Fixed a crash that occurred when a raid of a village that had no notables finished.
  • Fixed a crash that occurred when a settlement claimant decision was canceled.
  • Fixed a crash that occurred when entering missions or the campaign map.
  • Fixed a crash that occurred when ending the mercenary contract through dialogue.
Fixes
  • Fixed a bug that prevented the player from leaving a siege after making peace with the enemy as an independent clan.
  • Fixed a bug that caused party roles to be reset after the Rival Gang Leader quest battle.
  • Fixed a bug that caused the town’s security to increase on success rather than decrease (and the other way around) during the Bounty Hunter quest.
  • Fixed a bug that caused the courtship to end due to the player being in an army.
Changes
  • Certain Aserai helmets that were previously unavailable in shops have been made accessible.
Multiplayer
Crashes
  • Fixed a crash that occurred when exiting the lobby as the News items were loading.
Fixes
  • Fixed a bug that prevented the player from speeding its mount up after dying and taking control of another unit in Captain mode.
  • Fixed a bug that prevented the LogOutputPath launch argument from working for Dedicated Servers - now replaced with LocalOutputDir.
Changes
  • A multiplayer refactor that represents a deeper technical change towards a more scalable infrastructure has gone Live over a week ago. We expect it to provide greater flexibility in the backend development, help with our long-term server support, and resolve several issues with services not scaling appropriately during heavy load - i.e. it should help with lobby connectivity during a sudden increase in player numbers during f.e. an event.





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