Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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wiz12268 Nov 30, 2022 @ 3:03am
Same old same old I guess.
1.68 GB 'update' breaks the game for most people. But the 'update' amounts to bug fixes that werent really an issue for a lot of people. Why are a handful of bugfixes 1.68 GB anyway? And since the list of stuff they actually did compared to the list of things they were supposed to do I expect more game breaking 'updates' forthcoming in the nearish future. It was a good run though almost a week of being able to play before they crewed it up.

Thing about this one however is I WAS able to load old saves (that had only Steam workshop mods).

BUT I was UNABLE to start a new campaign. Have tried several times always crash on trying to load the game.


I have a couple immediately after character creation games (both campaign and sandbox) and those all seem to load with the same exact mods I am trying to create a new game with.
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Showing 1-15 of 83 comments
Maty743 Nov 30, 2022 @ 3:09am 
Extremely frustrating as someone working on mod project. At least space them out so we're not having try fix stuff every week or so
Rhapsody Nov 30, 2022 @ 3:14am 
Same old game development. Damned if you patch, damned if you don't patch.

Originally posted by wiz12268:
Why are a handful of bugfixes 1.68 GB anyway?

Try reading the patch notes to find out.
Ruffio Nov 30, 2022 @ 3:52am 
Originally posted by Maty743:
Extremely frustrating as someone working on mod project. At least space them out so we're not having try fix stuff every week or so

Or just complete your project fixed at a certain version, and then update to latest version once the projection nearing completion? Like sane people would do.
wiz12268 Nov 30, 2022 @ 4:05am 
Originally posted by Rhapsody:
Same old game development. Damned if you patch, damned if you don't patch.

Originally posted by wiz12268:
Why are a handful of bugfixes 1.68 GB anyway?

Try reading the patch notes to find out.

I Did. If they had done everything that was listed as INITIAL beta change log it would have been 30 GB I suppose?


Latest Changes:

Singleplayer

Crashes
Fixed a crash that occurred when an agent dropped its weapons upon death.
Fixed a combat-related crash.
Fixed a crash that occurred when peace was made during a siege.
Fixed a crash that occurred when switching menus during an encounter.
Fixed a crash that occurred due to a bugged map event where one side had no party.
Fixed a crash that occurred during the sergeant score calculation when clanless bandit heroes participated in battles.


Fixes
Fixed the incorrect criteria for unlocking the Entrepreneur, Explorer and Supreme Emperor achievements.
Fixed a session bug that caused achievement unlocks to not be processed.
Fixed a bug that caused attackers in sieges to loop between the remaining defenders and the initial conquered wall section without attacking anyone.


Multiplayer

Crashes
Fixed a server crash related to objective and kill rewards.


Fixes
Reduced the time needed to join a crowded server.



Initial Beta Changelog:

Singleplayer

Crashes
Fixed a crash that occurred when ending a conversation.
Fixed a crash that occurred when a player encountered a party that was very close to a settlement's gate.
Fixed a crash that occurred if the main hero became a prisoner while a clan member was solving an issue.
Fixed a crash that occurred on the encyclopedia screen due to a GPU memory-related issue.
Fixed a crash that occurred when an agent was killed while it was switching weapons.
Fixed a crash that occurred during the lord's keep battle when troops spawned in.
Fixed a crash that occurred during the AI opponent’s turn in Tablut.


Localisation
Fixed minor text and translation-related bugs.


Art
Added a new town scene (Sanala).


Animations
Improved conversation animations with lords and notables. That includes male and female poses, more alternatives for different moods and improved facial animations.
Improved lip synchronization face shapes, resulting in a better match between voice and facial animations.


Campaign Map
Fixed a bug that prevented some settlements from being accessible with the gamepad.


UI
Fixed a bug that caused the marriage offer notification to disappear.
Fixed a bug that caused the scoreboard to stay visible even when no longer relevant.
Fixed a bug that caused B/Circle controller buttons to not work consistently in game menus after sneaking inside towns.
Fixed a bug that caused LB/L1 and RB/R1 controller buttons to switch tabs in the clan screen while the "create a party" popup was open.
Fixed a bug that prevented the game from pausing when losing focus during a loading screen.


Battles and Sieges
Fixed a bug that prevented some lances with banners from being couched.
Fixed a bug that prevented the equipment control view from being displayed during keep battles.
Fixed a bug that altered the menu text when attacked while raiding a village.


Armies
Fixed a bug that allowed for infinite influence to be gained by donating troops to companion parties within the same army.


Kingdoms and Diplomacy
Adjusted the war desire calculations of factions to better match the expected war durations.


Quests & Issues
Fixed a bug that caused the Family Feud quest dialogue to be stuck in a loop.
Fixed a bug that prevented the completed main storyline quests from being displayed in the quest log.


Other
Fixed a bug that caused Vlandian Vanguard troops to spawn without shields.
Assigned names to the battle terrains used in Custom Battle.


Multiplayer

Crashes
Fixed a server crash that occurred when an agent passed out of the map boundary.


Other - Miscellaneous
Dedicated Custom Server Helper Changes
Made the helper module a “MultiplayerOptional” module to allow servers and clients to enable it freely without hindering the ability to join servers.
Added the ability to re-download existing maps.
Added a warning marker to easily see which existing scenes may not be compatible with their server counterpart.
The helper module now opens the “Download Panel” menu automatically if the scene compatibility check fails for a helper module-enabled server.
Strengthened and modified the helper web panel authentication to invalidate existing credentials when the AdminPassword is changed.
Added client-side checks that prevent players from joining servers for which they do not have a compatible scene file.
Fixed a bug that prevented the player from joining password-protected servers due to the server selection disappearing.
Fixed a bug that allowed for map downloading with no maps selected on the “Download Panel” menu.


Server & Network
Fixed a bug that caused custom game invites to be ignored when the player was in the queue.


UI
Fixed a bug that caused the “Open Download Panel” menu item to be listed even for servers without the helper module loaded.


Both

UI
Updated the Voice Language option tab description and removed the Voice Language option from multiplayer options.
Fixed a bug that prevented item visuals from being shown until the mouse hovered over the item.


Performance
Optimised memory usage.


Other
Fixed a bug that prevented the “Ride it Like You Stole It” and “SwordBearer” achievements from being unlocked.
Fixed a bug that caused dust particles to be stretched across the screen.


Modding
Added a new module category "MultiplayerOptional" for tool-oriented modules. Servers and clients will by default be compatible if their mismatching modules are limited to optional ones.
Added a new launch argument for server hosts to disable optional modules on their server (dedicatedcustomserverDontAllowOptionalModules).
Modified the xscene file format to optionally allow for versioning of scene files which grants more reliability when checking client-server compatibility. The new attributes are supported on the scene editor options.
Fixed a bug that caused non-official modules to have their unspecified 4th version segment default to values incompatible between server and client.
Fixed a crash that occurred on launcher start if the launcher couldn't find a module's SubModule.xml file.
Fixed a bug that caused a MpClassDivisions.xml merging issue, when the new XML had conditional effects.
wiz12268 Nov 30, 2022 @ 4:11am 
Originally posted by Ruffio:
Originally posted by Maty743:
Extremely frustrating as someone working on mod project. At least space them out so we're not having try fix stuff every week or so

Or just complete your project fixed at a certain version, and then update to latest version once the projection nearing completion? Like sane people would do.

That isnt possible either since they (TW) continuously change the version.

If modders abandon this game then it isnt even worth playing. End of story.

Taleworlds throwing "released" label on this mess and then doing the exact same things they did in beta isnt doing anyone any good. But their game was horribly broken on a base level they continue to have to find/fix bugs they ignored or missed for two years. Game has been out for a month basically. This is labeled version 1.0.2. How many other intermediate 'versions' have there been in the past 30 days or so?

What version will they be on by Jan 1 2023?
Snowieken Nov 30, 2022 @ 4:20am 
Originally posted by wiz12268:
What version will they be on by Jan 1 2023?
The more pressing question is, how many whiny threads we'll get by Jan 1 2023 about this?

Playing with mods is a choice. If an update breaks your game, revert back to an older version and everyone's happy. It's easily done by going to the game's properties.

There is absolutely no valid reason to not update a game, just because it would break mods.
Last edited by Snowieken; Nov 30, 2022 @ 4:20am
Gogginski Nov 30, 2022 @ 4:25am 
The very first bandits I come across in the game have square bracketed (variable) errors in their text. What a scam. Back to the deluge!
KcirtapYmer Nov 30, 2022 @ 4:27am 
Originally posted by Snowieken:
Originally posted by wiz12268:
What version will they be on by Jan 1 2023?
The more pressing question is, how many whiny threads we'll get by Jan 1 2023 about this?

Playing with mods is a choice. If an update breaks your game, revert back to an older version and everyone's happy. It's easily done by going to the game's properties.

There is absolutely no valid reason to not update a game, just because it would break mods.

lol don't read too it's easy kid
Snowieken Nov 30, 2022 @ 4:30am 
Originally posted by Gogginski:
The very first bandits I come across in the game have square bracketed (variable) errors in their text. What a scam. Back to the deluge!
It either means a mod is currently messing up, or a previous mod has broken some game files and you need to repair/reinstall. Because I don't have that error and if it was a common one after the last update, people would be reporting it way more.
Muh macht die Kuh Nov 30, 2022 @ 4:30am 
breaks the game for most people? did you made a survey?
What actually breaks sicne the patch?
Ruffio Nov 30, 2022 @ 4:31am 
Originally posted by wiz12268:
Originally posted by Ruffio:

Or just complete your project fixed at a certain version, and then update to latest version once the projection nearing completion? Like sane people would do.

That isnt possible either since they (TW) continuously change the version.

So basically what you are saying is that TW should never update their game because it would make it impossible to make mods for it? C'mon.. get real please.

If you working on a bigger mod project then create the mod for a fixed version before update to the latest would be the sane way to do it. Not keep go back and update and update and update as you go along.
Snowieken Nov 30, 2022 @ 4:37am 
Originally posted by Ymer:
lol don't read too it's easy kid
So is using punctuation, dad.

And if you don't want a reply, don't write threads. I was commenting on having three threads about the same topic in one hour, where I explained three times that this problem is easily fixed by going to Properties and selecting a previous version, one where your preferred mods still work.
Gogginski Nov 30, 2022 @ 4:51am 
2
Originally posted by Snowieken:
Originally posted by Gogginski:
The very first bandits I come across in the game have square bracketed (variable) errors in their text. What a scam. Back to the deluge!
It either means a mod is currently messing up, or a previous mod has broken some game files and you need to repair/reinstall. Because I don't have that error and if it was a common one after the last update, people would be reporting it way more.

No mods bruh. I am a huge MW fan going back a decade. In all my years of gaming, I have never really engaged with the community. But I'm pissed.

I know what good looks like. And this developer is not currently good. Consider the progress they made in beta from a project mgmt perspective.

Bought game in beta, put hundreds of hours into it, then decided to wait for release. Come back and it's objectively worse than when I left.

I put in a bunch of time on a new game yesterday, bugs and crashes abounds, only to wake up this morning and be told that my save is no longer valid. LOL gaslit.

I know inflation is running rampant in Turkey but dang fam, ya'll operating on dollars anyway. I am left with the feeling that this project is being milked ad infinitum and as a result progress is minimal by design.
Snowieken Nov 30, 2022 @ 4:54am 
Sounds like a problem on your end, maybe you need to reinstall. I never have this kind of problems, and I'm actually playing with a few mods since the workshop is out. Also same play-through since full release, so the few minor patches we had didn't break anything for me.
Last edited by Snowieken; Nov 30, 2022 @ 4:55am
Originally posted by Gogginski:
Originally posted by Snowieken:
It either means a mod is currently messing up, or a previous mod has broken some game files and you need to repair/reinstall. Because I don't have that error and if it was a common one after the last update, people would be reporting it way more.

No mods bruh. I am a huge MW fan going back a decade. In all my years of gaming, I have never really engaged with the community. But I'm pissed.

I know what good looks like. And this developer is not currently good. Consider the progress they made in beta from a project mgmt perspective.

Bought game in beta, put hundreds of hours into it, then decided to wait for release. Come back and it's objectively worse than when I left.

I put in a bunch of time on a new game yesterday, bugs and crashes abounds, only to wake up this morning and be told that my save is no longer valid. LOL gaslit.

I know inflation is running rampant in Turkey but dang fam, ya'll operating on dollars anyway. I am left with the feeling that this project is being milked ad infinitum and as a result progress is minimal by design.


you can't just put "objectively" infront of an opinion bruh
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Date Posted: Nov 30, 2022 @ 3:03am
Posts: 83