What’s New

Mount & Blade II: Bannerlord

Games

A strategy/action RPG.

Latest · by TaleWorlds EntertainmentWebsite

Changelog

Patch Notes - WS v1.2.7 / BL v1.4.7

Added
  • Added manual ship selection for seaborne village raids
  • Hovering over a ship shows a tooltip with its owner
Changed
  • If you deploy your own troops without filling the fleet's full capacity, the remaining space will be filled with allied troops
  • Improved the save / load times on PS5
  • Made the banner layers unlimited in the banner reader
Fixed
  • Fixed a bug that caused boarding hooks to be disabled on places where they overlapped with ship upgrades containing shields
  • Fixed a bug that prevented "Hail to Gunnar's contract." option from appearing during the War Sails storyline
  • Fixed a crash that occurred due to a high memory usage on Xbox
  • Fixed a crash that occurred in kingdom and clan pages of the encyclopedia
  • Fixed a bug that caused formation targeting to incorrectly select formations that are behind the player character
  • Fixed a crash that occurred due to a null reference in AI behaviour code
  • Fixed a crash that occurred when attacking a raiding party on the campaign map
  • Fixed a crash that occurred after exiting a conversation
  • Fixed a crash that occurred in missions when you attempted to defend a village during a raid, while the village did not have any militia
  • Fixed a crash that occurred when mods re-added existing keys to save metadata
  • Fixed a crash that occurred during cloth simulation
  • Fixed a crash that occurred in battles due to memory ordering
  • Fixed a bug that caused visual glitches and could induce a crash during longer playing sessions on Xbox
  • Fixed a crash that occurred in Captain Mode when cavalry charged into a formation that braced spears/pikes
  • Fixed a bug which caused the .sack bulk shader cache file to massively increase in size when compiling shaders

Please note that there may be a delay between the download of the base game and the download of War Sails. If you launch the game prior to both of them being updated, you will crash. If you face this issue, please verify your game files.

The patch is now live on all platforms, including consoles. Please note that console updates may take a few hours to appear due to each platform’s release process.

War Sails v1.2.7

The following changes are specific to the War Sails expansion and are not part of the base game.

Changes

  • Added manual ship selection for seaborne village raids. You can now choose which ships to bring on a naval raid.

  • Hovering over a ship shows a tooltip with its owner, so you can tell at a glance which vessel belongs to which noble.

  • If you deploy your own troops without filling the fleet's full capacity, the remaining space will be filled with allied troops.

Fixes

  • Fixed a bug that caused boarding hooks to be disabled on places where they overlapped with ship upgrades containing shields.

  • Fixed a bug that prevented "Hail to Gunnar's contract." option from appearing during the War Sails storyline.

Crashes

  • Fixed a crash that occurred due to a high memory usage on Xbox.

  • Fixed a crash that occurred in kingdom and clan pages of the encyclopedia.

Bannerlord v1.4.7

The following changes are part of the base game and apply to the War Sails expansion as well.

Changes

  • Improved the save / load times on PS5.

Fixes

  • Fixed a bug that caused formation targeting to incorrectly select formations that are behind the player character.

Crashes

  • Fixed a crash that occurred due to a null reference in AI behaviour code.

  • Fixed a crash that occurred when attacking a raiding party on the campaign map.

  • Fixed a crash that occurred after exiting a conversation.

  • Fixed a crash that occurred in missions when you attempted to defend a village during a raid, while the village did not have any militia.

  • Fixed a crash that occurred when mods re-added existing keys to save metadata.

  • Fixed a crash that occurred during cloth simulation.

  • Fixed a crash that occurred in battles due to memory ordering.

  • Fixed a bug that caused visual glitches and could induce a crash during longer playing sessions on Xbox.

  • \ Fixed a crash that occurred in Captain Mode when cavalry charged into a formation that braced spears/pikes.

Modding

  • Fixed a bug which caused the .sack bulk shader cache file to massively increase in size when compiling shaders.

  • Made the banner layers unlimited in the banner reader.

Patch Notes - WS v1.2.6 / BL v1.4.6

Fixed
  • Fixed a bug that displayed the "Leave" option when you tried to help a village under raid
  • Fixed a bug that caused inconsistencies with ship icons on the scoreboard
  • Fixed a bug that allowed non-shallow draft ships to join naval raid simulations
  • Fixed a crash that occurred when starting coastal village raids
  • Fixed a crash that occurred due to excessive memory usage when opening the party and port screens together
  • Fixed a bug that caused the conversation to open again after having already interacted with the army
  • Fixed a bug that made Radagos' Raider troops too skilled
  • Fixed a crash that occurred when two armies are besieging the settlement while the player defends the siege
  • Fixed a crash that occurred upon starting an encounter during the tutorial
Security
  • Fixed an MP community server stability exploit by restricting map ID names to a-z, A-Z, 0-9, and _

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.

War Sails v1.2.6

The following changes are specific to the War Sails expansion and are not part of the base game.

Fixes

  • Fixed a bug that displayed the "Leave" option when you tried to help a village under raid.

  • Fixed a bug that caused inconsistencies with ship icons on the scoreboard.

  • Fixed a bug that allowed non-shallow draft ships to join naval raid simulations.

Crashes

  • Fixed a crash that occurred when starting coastal village raids.

  • Fixed a crash that occurred due to excessive memory usage when opening the party and port screens together.

Bannerlord v1.4.6

The following changes are part of the base game and apply to the War Sails expansion as well.

Fixes

  • Fixed a bug that caused the conversation to open again after having already interacted with the army.

  • Fixed a bug that made Radagos' Raider troops too skilled.

Crashes

  • Fixed a crash that occurred when two armies are besieging the settlement while the player defends the siege.

  • Fixed a crash that occurred upon starting an encounter during the tutorial.

  • \ Fixed an MP community server stability exploit. Please make sure to only use the following in your map ID names (for example, mp_skirmish_001):

  • a-z

  • A-Z

  • 0-9

  • _

Patch Notes - WS v1.2.5 / BL v1.4.5

Added
  • Fleet can now make port in coastal villages to trade, recruit troops, and resupply
  • Seaborne Village Raids allow players and nobles to strike coastal settlements directly from the sea or by navigating rivers
  • New amphibious raid scenes where ships land on beaches and shallow waters and warbands disembark to push inland
  • Naval battle missions now allow delegation of ship command to crew while player moves freely and fights
  • Battanian Barlinnger ship added for larger naval engagements with strong ranged combat capability
  • Nord Battle Knarr ship added to carry ballistae and large crew
  • Two new body armors added: Reinforced Mail Coat and Nordic Long Heavy Mail
  • Nine new Nord helmets added including Nordic Spectacle Helmet and Brass Vendel Helmet
  • Ten new armor variants added across War Sails and Bannerlord
  • First Mate naval party role added tied to Boatswain skill
  • Navigator naval party role added tied to Shipmaster skill
  • Three new Nord wanderer types introduced: Easterling, Boatswain, and Sea-Raider
Changed
  • AI nobles now actively seek out town and village port locations to harass player noble parties, convoys, and fishing ships during wartime
  • AI nobles now prefer naval travel over land for longer journeys
  • Experience gain for troops in naval encounters increased 50%
  • Party wages and food consumption reduced at sea
  • River travel speed increased 50% for parties
  • Naval battle victory conditions reworked to end when all ships on one side are sunk, burned, or critically undermanned rather than when every troop is defeated
  • Spawn distances, ship handling, and boarding mechanics refined for smoother naval engagements
  • Clan members can now hold up to two party roles at the same time

Greetings Warriors of Calradia,

War Sails v1.2.5 and Bannerlord v1.4.5 are now live on PC, with the console release planned for early June, once the release process for them concludes.

Join us in watching the video below as we walk through the key highlights included in this update. Prefer reading instead? You can find the full text breakdown further below.

\ SEABORNE VILLAGE RAIDS

Your fleet can now make port in coastal villages to trade, recruit troops, and resupply. This not only makes long-distance naval travel far more practical, but also introduces an entirely new Viking-era activity — the Seaborne Village Raids.

Naval raids expand both the strategic and immersive layers of the game. On the campaign map, they act as a new way to disrupt the enemy economy, allowing you and nobles to strike coastal settlements directly from the sea or by navigating rivers. Additionally, they contribute to a stronger naval presence among lords, making the sea feel more active and contested.

These raids are not just limited to the campaign layer. Once underway, they transition into the mission in one of the new amphibious raid scenes. Your ships approach from the sea or river, landing on beaches and in shallow waters. From there, your warband disembarks and pushes inland to meet defenders scrambling to respond.

Seaborne raids also introduce new strategic considerations. Fleet composition is now of greater importance as naval raids require shallow-draft ships. At the same time, attacking from the sea allows you to more easily evade responding enemy lords - opening up new tactical opportunities and challenges.

\ INCREASED NAVAL ACTIVITY

In addition, we expanded on AI nobles’ behavior to increase purposeful activity on the water. During wartime, enemies now actively seek out town and village port locations to harass your noble parties, convoys, and fishing ships. Combined with seaborne village raids, this should increase the number of naval travels and meaningful encounters between factions.

Further, we’ve re-balanced AI assessments so nobles are more inclined to prefer naval travel as opposed to land for longer journeys. Together with other changes like longer naval battles and increased view distance at sea, the amount of naval activity and engagements have increased quite a bit.

\ NAVAL CAMPAIGN GAMEPLAY BALANCE & FEEL

The naval campaign gameplay balance and feel were also things we wanted to revisit.

Naval combat is inherently costly, so we adjusted the risk–reward balance. Experience gain for troops in naval encounters is up 50% to better offset the losses that come with fighting on the water. Further, party wages and food consumption have both been reduced at sea.

Additionally, river travel has been made faster, with a 50% speed increase for parties, improving the utility of inland voyages.

\ NAVAL BATTLE MISSION

Naval battles have seen major improvements, aimed at creating a more fun and tighter experience.

You can now delegate command of your ship, letting your crew take the helm while you move freely and fight.

Further, we’ve refined spawn distances, ship handling, and boarding for smoother engagements.

Finally, victory conditions have been reworked with battles now ending when all ships on one side are out of action - meaning sunk, burned, or critically undermanned - rather than when every troop was defeated.

\ NEW CONTENT

On the content side, two new ships have been added to the War Sails roster, giving Northern factions more options for ranged-focused naval gameplay.

The Battanian Barlinnger was built to hold the line in larger naval engagements. Sharing traits with the Birlinn, it is slower and less responsive, but its broad deck and raised mid castle make archers and skirmishers especially deadly in ranged combat.

The Nord Battle Knarr, on the other hand, is an oversized and reinforced knarr built to carry ballistae as well as a large crew. When a longship won't do, the Battle Knarr steps in.

We've also added two new body armors - the Reinforced Mail Coat and the Nordic Long Heavy Mail, alongside 9 new Nord helmets such as the Nordic Spectacle Helmet and the Brass Vendel Helmet. Finally, there are ten new armor variants, with seven in War Sails and three in Bannerlord, including the Heavy Mastercrafted Northern Armor, Reinforced Huscarl Armor, and the Reinforced Wolf Head.

[WS + BL] NEW NAVAL PARTY ROLES & PARTY ROLE UPDATE

Beyond the battles themselves, crew management now comes with more options. We've added two new naval party roles: the First Mate, which is tied to the Boatswain skill, and the Navigator, tied to the Shipmaster skill.

To support these roles, three new Nord wanderer types have been introduced: the Easterling, the Boatswain, and the Sea-Raider - bringing the total to 11 new wanderers in War Sails.

And across both the expansion and the base game, clan members can now hold up to two party roles at the same time, reducing the pressure of companion limits.

[WS + BL] ARMY CHANGES

Moving on with changes that apply to both War Sails and Bannerlord - let's talk about armies.

The AI army creation system has been reworked. Armies now require a more sizable force before they can be formed; the influence threshold to create one has been doubled, and AI nobles are willing to spend more when doing so. These changes should result in fewer but stronger armies on the map.

Further, AI army formation and disbanding have been reworked to reduce ineffective defensive behavior. Armies no longer form or persist purely for defense and will disband if too weak to go on the offensive, giving nobles time to recover.

Individual nobles respond faster and more efficiently to threats, which leads to a greater number of successful settlement defenses, reduces rapid settlement ownership changes, and frees up parties for mid-sized engagements.

Finally, auto-resolved sieges now take twice as long, giving additional time for reinforcements.

[WS + BL] DIPLOMACY

Staying on the strategic layer, diplomacy has likewise seen significant changes.

On the war front, kingdoms without shared borders will no longer go to war and are more likely to seek peace when conflict stalls. This should reduce wars that exist only on paper.

Building on that, alliances and trade agreements have been expanded beyond their initial foundations. Their creation now better reflects the state of the world, taking into account factors like inter-faction marriages, existing diplomatic ties, and, particularly for alliances, owning settlements of another faction’s culture. This is especially interesting in the case of the Empire’s factions. Furthermore, breaking either of the agreements by declaring war incurs honor and relationship penalties.

Moving to alliances, specifically - they are now formed with improved reasoning, which puts a greater focus on surrounding threats. Further, they conclude with a Renewal prompt that gives kingdoms the chance to extend their partnership, while helping prevent immediate wars between former allies.

Responding to your ally also comes with additional consequences - refusing a Call to War damages the relationship, while accepting one strengthens it.

Finally, trade agreements are now limited to neighboring kingdoms and provide tangible, ongoing value. Caravans and naval convoys of trading partners generate gold with each settlement visit, which is then distributed daily among vassals.

[WS + BL] HIDEOUTS

Shifting to the covert side of things, hideouts have seen meaningful improvements to create a more challenging and responsive experience that rewards stealth.

In the stealth mission, you're no longer required to eliminate sentries before approaching the campfire - and reaching it without killing or alerting anyone earns you a Roguery experience bonus.

We also added a skill-based success chance when sending troops to clear a hideout. Finally, Assault and Stealth approaches offer distinct rewards - Stealth grants access to the hideout stash, while Assault doesn’t.

[WS + BL] BATTLES & SIEGES

Back on the battlefield, encounters should now feel less punishing, with the medicine skill scaling better to provide a higher likelihood of troops being wounded rather than killed.

Combat has received further iteration as well. Melee units should commit to attacks more reliably, spear troops have improved aiming against cavalry, and cavalry is better at timing and choosing swing directions.

All two-handed maces can also knock enemies down.

Finally, the default cavalry bonus in auto-resolve has been removed, reducing the disproportionate advantage of horse-heavy factions.

That covers the highlights for War Sails v1.2.5 and Bannerlord v1.4.5. Here’s an image to recap the important changes as well.

Initial Beta Changelog:

War Sails Beta v1.2.0

The following changes are specific to the War Sails expansion and are not part of the base game.

Clan and Party

Changes

  • Added a new AI party behavior for offensive naval patrols that seek to disrupt enemy forces and economy during war.

  • These target town and village "port" locations to harass Lord Parties, Convoys, and Fishing Ships.

  • This should contribute to lord sea presence, but, more importantly, to a greater number of naval engagements for lord parties.

  • Increased AI nobles’ willingness to travel by sea.

  • AI lords were overestimating how much damage they would take at sea. We adjusted that to make their calculations more reasonable.

  • This should make longer naval travel more acceptable to nobles.

  • Added New Naval Party Roles

  • Players can now assign First Mate (Boatswain skill) and Navigator (Shipmaster skill) roles.

  • Updated some perks to have First Mate and Navigator role-specific effects.

  • Added 3 new Nord wanderer types: "the Easterling", "the Boatswain", and "the Sea-Raider".

  • Mariner Skill Changes

  • Added Mariner skill to all Mariner troops.

  • Reworked how the Mariner skill affects combat performance during naval engagements.

  • In Campaign/Sandbox mode and naval battles, heroes now use their Mariner skill to reduce combat penalties when fighting on ships. A Mariner skill of 200 fully cancels these penalties, while heroes with 0 Mariner skill receive the full penalties.

  • Regular troops can only cancel these penalties if they have the “mariner” tag. Troops without this tag receive the full penalties during naval combat.

  • Adjusted how Mariner skill behaves in Custom Naval Battles.

  • All troops (including heroes) will cancel all Mariner penalties if their default Mariner skill is greater than 40.

  • Troops with a value below 40 receive the full penalties.

  • Adjusted how swimming duration scales with the Mariner skill.

  • Maximum Mariner skill now grants up to +20 seconds of additional swimming time, allowing experienced mariner troops to survive longer if they fall into the sea.

  • Fixed several agent stat calculation differences between Campaign/Sandbox and Custom Naval Battles. Both modes now use consistent calculations, with the exception of personal and captain perks, which are only applied in Campaign/Sandbox mode.

  • Improved AI party behavior by enabling pirate parties to surrender when their relative strength is significantly lower than the opposing force.

  • Increased experience gain for non-hero troops in naval encounters by 50%. This change applies to both missions and auto-resolution. It should help offset higher troop losses at sea.

  • Added a 40% View Distance penalty when the player party is inside a storm.

  • Increased the party View Distance at sea by 30%.

  • Reduced party wages while at sea.

  • Reduced food consumption while at sea.

  • Increased the river party naval speed by 50%.

  • Decreased the roaming range of fisher parties.

  • Adjusted the armor pieces used by Sea Hound troops so they are consistent with their tier.

Fixes

  • Fixed a bug that allowed parties to travel through the obstacles on the campaign map.

  • Fixed a bug that prevented players from entering the raft state when released from captivity at sea.

  • Fixed a bug that caused some naval parties to miscalculate enemy party strength and thus make ill-informed decisions whether to engage or flee.

  • Fixed a bug that caused the player’s ships to be left behind after dying at sea and choosing an heir, resulting in a single ship stranded at a settlement instead of being transferred to the new party.

  • Fixed a bug that prevented wanderers of Nord culture from spawning.

Naval Battles

Changes

  • Added a system to handle campaign naval battles that do not fully exhaust at least one of the sides. The previous system allowed the player or AI to defeat the enemy as a whole, even if they had more remaining ships & troops that did not fight in the initial battle. Both sides now disengage from the encounter and consider their next move.

  • Added the ability to delegate command of your ship.

  • Using the "Delegate command" order, the crew takes control of the ship while the player freely moves and acts on deck.

  • If the order is given while the player controls the ship, the control is automatically relieved. The order ends automatically if the player manually takes ship control, while disabling the order will stop the ship's movement.

  • Improved mission victory logic for naval battles.

  • Previously, all troops had to be down or in the water for a side to be defeated. A side is now considered defeated only when all of its ships are out of action (sunk, burnt, or critically undermanned). This doesn't apply to actively contested ship islands.

  • The mission will not conclude while a player-controlled agent is alive and not until at least 20 seconds have passed since the last player-controlled agent’s death.

  • Adjusted the way the spawning distance between teams is calculated in missions.

  • The distance between teams in naval battles is now determined by ship count rather than total crew capacity. This change should result in shorter distances for engagements between a few ships and greater distances for larger fleets.

  • Increased ship figurehead loot drop chances from defeated enemy nobles.

  • Defeating a Kingdom Leader: Increased from 50% to 60%.

  • Defeating a Clan Leader: Increased from 25% to 50%.

  • Defeating a Clan Member: Increased from 10% to 40%.

  • Added a boarding indicator to show which enemy ship is currently being boarded.

  • Added the ability to cancel an active boarding order by holding the boarding key on the targeted ship.

  • Added separating forces that apply when ships become tangled, helping them break apart.

  • Improved boarding bridge connections so that they are harder to break.

  • Made troop pathfinding improvements for moving on ships.

  • Ships that were given the targeted Engage order on an enemy ship remained inactive after clearing it and any other attached enemy ships. Now, they will automatically detach and find new enemies to attack.

  • Adjusted the speed threshold for oar-assisted turning to be more tolerant. Ships turn faster when using oars on both sides.

  • Reduced the fire damage of a missile that passes through a sail before hitting a target.

  • Adjusted ship ballista rotation and projectile type behavior so different ballista types feel more distinct.

  • Improved ballista direct control mode visibility by enabling movement of the ballista during reload.

  • Adjusted the ship ballista camera behavior so it automatically switches to a different camera view when the ballista is unmanned, making it clearer when the ballista is not being used by a troop.

  • Ranged accuracy of troops now decreases with the ships' movement.

  • Improved the efficiency of getting back onto the ship by enabling multiple troops to use climbing nets simultaneously.

  • Increased auto resolution time for naval encounters.

  • Increased mariner troop strength in naval battle simulations by 20%.

Fixes

  • Fixed a bug that prevented AI ships with the Engage order from connecting with and assisting allied ships during naval battles. Ships given the Engage order will now correctly update their boarding targets, throw hooks, and board enemy ships as intended, including when multiple allied ships are engaging the same target.

  • Fixed a bug that allowed the minimum troop count in Naval Custom Battle to go below the operable troop count, resulting in immediate battle end.

  • Fixed a bug that caused figurehead drop chances to be lower than intended.

  • Fixed a bug that caused the "Use oars at half power" command to trigger an incorrect number of oarsmen and improper ship steering behavior.

  • Fixed a bug that prevented troops from being assigned to oars during initial battle deployment.

  • Fixed a bug that caused collision issues inside Roundship and Dromon, causing units to get stuck.

  • Fixed a bug that caused ship reinforcements to continue spawning while a ship is burning.

  • Fixed a bug that caused burning sails to still apply wind forces.

  • Fixed a bug that caused the default player character camera to be reset to third person when relinquishing control of the ship.

  • Fixed a bug that caused troops to continue using ship interactables while they are in the water.

  • Fixed a bug that caused troops to collide with boarding bridges when swimming underneath.

  • Fixed a bug that caused troops to appear outside of a ship in Order of Battle, when switching ship selection.

War Sails Storyline

Changes

  • Added a tooltip for the reasons the dialogue option to set sail with Purig is disabled during the naval storyline.

  • Improved naval storyline progression clarity when Ostican is hostile to the player. Gunnar can now be accessed via town and port menus during the naval storyline, even if the player is at war with Ostican’s owner, ensuring the storyline can still be progressed without entering the settlement.

  • Improved proximity detection for notifications and music cues during the “Defeat the Sea Hounds” naval storyline mission, ensuring banner messages and audio events trigger reliably as ships move into range.

  • Increased food and gold given in naval storyline quests, to ensure reaching quest objectives with enough provision

Beta WS v1.2.1 / BL v1.4.1 - Seaborne Village Raids

Added
  • Seaborne village raids are now available, allowing players and AI nobles to launch and defend raids on coastal villages directly from the sea and rivers with amphibious raid scenes
  • Ability to make port in coastal villages to trade, recruit troops, and resupply without disembarking
  • Ability to disembark completely and leave ships in friendly and neutral villages to become a land party
  • Ability to set sail directly from villages without the embarking process if your fleet is already in the village
  • 16 newly introduced reworked seaborne village raid scenes
  • Level progress bar on the Character screen that shows current XP instead of skill points
  • Fore battlements added to Dromakion and Qalguk
Changed
  • Nord Berserker troop body armor increased from 14 to 20 for Berserker Cloak
  • Nord Berserker troops now use Berserker Reinforced Helmet instead of Berserker Helmet
  • Nord Berserker troops swords removed, leaving only axes with slightly improved damage
  • Repositioned several villages closer to the coastline and added drop-off points for new naval action opportunities
  • Attacker horse archers receive a 50% power penalty in seaborne village raid auto-battles
  • Defender archers receive a 10% power bonus in seaborne village raid auto-battles
Fixed
  • Bug that caused the Reinforced Berserker Helmet to have black textures
  • Bug that caused ships to sink below the wave surface level in naval battles
  • Bug that caused ship upgrade part costs to be calculated incorrectly
  • Bug that prevented controller dpad navigation from working for custom battle troop weight sliders
  • Bug that allowed disabled dropdown items to be selected with the controller click+dpad left/right shortcut
  • Crash that occurred when loading a save file with the War Sails expansion
  • Crash that occurred when lifting a blockade during a siege

Greetings Warriors of Calradia!

Seaborne Village Raids are now available in Beta! You and AI nobles can launch and defend raids on coastal villages directly from the sea and rivers, brought to life through new amphibious raid scenes. You can now also interact with coastal villages more fluidly by making port, trading, recruiting, and setting sail.

_Here’s how you can play the Beta via Steam right now: Open Steam, right-click Mount & Blade II: Bannerlord → Properties → Game Versions & Betas → Select “beta - Beta v1.4.1”.

Please note that there may be a delay between the download of the base game and the download of War Sails. If you launch the game prior to both of them being updated, you will crash. If you face this issue, please verify your game files._

War Sails Beta v1.2.1

Seaborne Village Raids

  • Campaign

  • Added the ability for both players and AI to raid or defend raids against coastal villages directly from the sea or rivers.

  • Initiating or helping against a raid requires 15 healthy troops and shallow draft ships.

  • Upon starting a raid, the village militia will decide whether to resist or let you raid based on the balance of power.

  • If the militia chooses to fight, a seaborne village raid mission is triggered. Winning the encounter allows looting to begin.

  • If the militia does not resist, looting begins immediately.

  • You can “Send troops” to the raid, but this limits the number of attacking soldiers per round to the deck size of the present shallow draft ships. The auto-battle has the following new bonuses.

  • Attacker horse archers receive a 50% power penalty.

  • Defender archers receive a 10% power bonus.

  • You can determine which troops will accompany you in the raid mission.

  • During the initial fight or the looting process, other parties may still intervene, leading to different missions depending on the situation.

  • Mission

  • Once the mission begins, your ships will sail toward pre-determined landing points along the shoreline or in shallow waters, depending on the terrain of the scene.

  • Upon landing, your troops will disembark automatically, at which point you can issue standard land-based commands. If no orders are given, they will charge forward and engage the defenders.

  • Defending forces will attempt to hold back the assault and prevent attackers from reaching the village. Melee units will secure key chokepoints, while ranged units take position on elevated ground, raining volleys down on the advancing enemy. Defenders do not have access to ships.

  • Reinforcements can arrive for the defenders during the mission, though this is less likely if only a small village militia is present. Attackers arriving by sea, however, will not receive reinforcements. If the assault fails but your attacking force still has sufficient ships and troops on the campaign map, you can attempt another raid.

  • These encounters take place in the 16 newly introduced reworked seaborne village raid scenes. We intend to further expand this pool.

  • Land raids on coastal villages will now also occur in these new scenes.

Settlement Actions (Town, Village, Castle and Hideout)

  • Naval Interactions with Coastal Villages

  • Added the ability to make port in villages. This allows you to trade, recruit troops, and resupply without disembarking.

  • You can also disembark completely and leave ships in friendly and neutral villages to become a land party.

  • Added the ability to set sail directly from villages without the embarking process.

  • This is only possible if your fleet is already in the village.

  • You can’t call your fleet to a village (only to Town ports).

  • You can’t make port or set sail from an enemy village unless it has been fully raided.

Campaign Map

  • Repositioned several villages closer to the coastline and added drop-off points, creating new opportunities for offensive naval actions.

Art

  • Added fore battlements to Dromakion and Qalguk.

  • Fixed a bug that caused the Reinforced Berserker Helmet to have black textures.

Naval Battles

  • Fixed a bug that caused ships to sink below the wave surface level.

Other

  • Improved Nord Bersekir troop:

  • Increased Berserker Cloak body armor from 14 to 20.

  • Replaced the Berserker Helmet they use with the Berserker Reinforced Helmet.

  • Removed swords from Nord Berserkir troops. This leaves them with axes that can be used one-handed or two-handed. The damage dealt by those axes has also been slightly improved.

  • Fixed a bug that caused ship upgrade part costs to be calculated incorrectly.

Crashes

  • Fixed a crash that occurred when loading a save file with the War Sails expansion.

  • Fixed a crash that occurred when lifting a blockade during a siege.

Bannerlord Beta v1.4.1

UI

  • Re-introduced the level progress bar on the Character screen. It now shows the current XP instead of skill points.

  • Fixed a bug that prevented controller dpad navigation from working for custom battle troop weight sliders.

  • Fixed a bug that allowed disabled dropdown items to be selected with the controller "click+dpad left/right" shortcut.

Other

  • Fixed a visual bug that caused army members to break the army formation while raiding a village on the map.

Crashes

  • Fixed a crash that occurred when closing a mission.

Dev Update & Beta WS v1.2.0 / BL v1.4.0

Greetings Warriors of Calradia,

The past year has been an exciting journey, marked by the release of War Sails, our expansion for Mount & Blade II: Bannerlord. Alongside it came substantial additions to the base game, such as alliances, trade agreements, stealth gameplay, deserters & patrols, random events, improved visuals, and more.

You have since given us a lot of feedback on both — what's working and what isn't. This update is aimed at a number of these topics. In addition to the regular patch notes, you will find a segment that discusses our current priorities, the goals of this patch, as well as some insight into what’s yet to come.

War Sails

Our immediate focus remains on the War Sails expansion. While many important issues were addressed by the initial patches, we still want to close gaps in the experience so that you can better enjoy naval combat and the strategic and role-playing opportunities of seafaring.

Lord Sea Presence, Naval Patrols & Seaborne Village Raids

The availability and variety of encounters at sea are key aspects in this regard. While pirates, convoys, and fishers are already plentiful, it is currently too difficult to consistently locate the fleets of nobles, who tend to offer larger, more challenging naval engagements.

Tweaks such as increasing the map viewing distance can help - but don’t address the broader issue. Simply put, our lords are not setting sail frequently enough, and when they do, it is often short-lived.

To improve upon this, today’s release includes AI score adjustments that increase the likelihood of longer nautical journeys and, more notably, a new offensive naval patrol behavior that lays the groundwork for lords to pursue some of their strategic goals entirely at sea.

For now, this means that they patrol enemy town and village ports to intercept fishers, convoys, and fleets. Based on initial observations, the change doesn’t just increase the naval presence of lords but also shifts their activity from primarily hunting pirates near their own coastline toward a more meaningful interaction with other factions.

During the beta period, we will expand on this by allowing naval parties to interact with coastal and river villages without disembarking. Lords will thus be able to resupply in more locations while avoiding pathfinding costs that may otherwise prevent them from continuing their journey at sea.

The bigger addition coming during the beta, however, are seaborne village raids. They will not only add to the lord sea presence and strategic naval activity but also offer an entirely new mission experience. Unlike land raids, attackers will approach the coast and disembark their ships as defenders scramble to mount a defense. To support this, we have created a range of new scenes for coastal villages. We intend to further expand this pool after the feature's release as well. On the campaign side, seaborne raids allow attackers to more easily evade responding lords and introduce a new consideration to fleet management, as they can only be conducted with shallow draft ships. Consequently, large ships with holds are not the answer to everything.

Content Variety, Gameplay Feel & Future Content Patches

Increasing the overall variety of content is another important goal for us. While the current update is focused on the addition of patrols and seaborne raids, new vessels, and greater item variety, we will still pursue further naval feature integration (such as the naval clan roles in this release) and feature additions to expand the range of possible naval gameplay in future content patches.

Alongside this, we will continue to improve the existing features and content of War Sails. This concerns broad topics such as the visuals of the new world map and faction balance, as well as many individual tweaks aimed at the fun factor of naval gameplay.

For missions, this currently entails creating a tighter, more consistent experience by resolving issues that unnecessarily prolong the engagement. You will already find many related changes in this release, and we look forward to further improving this aspect with your feedback.

On the campaign side, we are primarily concerned with improvements that enable naval gameplay earlier into the game, raise the benefits of seafaring, and ease the progression and recovery loop.

Base Game

Even with the work on War Sails ongoing, the base game is not standing still.

While the release of alliances and trade agreements significantly expanded the game’s diplomacy and addressed long-standing community requests, we are not quite done with them. Right now, these agreements don't reflect enough of what's happening in the world around them. This patch is looking to change that — making them responsive to more factors you can influence, better integrated with related mechanics, and shifting alliances away from a default everyone opts into toward something that responds to actual threats.

War, diplomacy’s well-known extension, is also under scrutiny. Both micro wars and prolonged inactive wars called for further action to ensure that conflicts impact the world in sensible, meaningful ways. To that end, we have taken several steps to ensure that kingdoms not only create sizable armies without overly depleting their pool of free parties but also apply them effectively.

As with the expansion, we are pursuing a range of individual tweaks to benefit our existing base game features. The stealth mission changes, for one, seek to make gameplay more challenging and responsive while rewarding players who remain undetected. Sending troops to clear a hideout, in turn, now takes into account related skills, which makes rogue-ish character development more valuable. The improvements to atmospheres, performance, and AI, on the other hand, serve the mission experience as a whole.

This kind of effort will continue in future versions as well. For instance, we want at least some random event effects to scale so that the mechanic remains relevant for longer into the game. And as trait development becomes firmly established, we will explore trait effects that are more meaningful and visible to players. Another aspect we are reviewing is party clan management, as we believe it still has significant potential to improve the quality of life for both Bannerlord and War Sails.

Naturally, we are also pursuing a number of ideas for new base game features, but we want to spend a bit more time before teasing them to you. Having said that, we do want to respond to multiplayer inquiries and reaffirm our commitment to the previously discussed spectator mode and captain mode formation targeting, as well as general multiplayer balance.

Thank you for your patience and continued support. Hope you enjoy the Beta - we’re looking forward to your feedback!

Below are the major highlights from this Beta patch (with Naval Village Raids coming to the Beta branch soon), and feel free to read the full notes for all the details.

Here’s how you can play the Beta via Steam right now: Open Steam, right-click Mount & Blade II: Bannerlord → Properties → Game Versions & Betas → Select “beta - Beta v1.4.0”.

_Have fun, and looking forward to your feedback - please share it with us on the official forums.

Please note that there may be a delay between the download of the base game and the download of War Sails. If you launch the game prior to both of them being updated, you will crash. If you face this issue, please verify your game files._

War Sails Beta v1.2.0

The following changes are specific to the War Sails expansion and are not part of the base game.

Clan and Party

Changes

  • Added a new AI party behavior for offensive naval patrols that seek to disrupt enemy forces and economy during war.

  • These target town and village "port" locations to harass Lord Parties, Convoys, and Fishing Ships.

  • This should contribute to lord sea presence, but, more importantly, to a greater number of naval engagements for lord parties.

  • Increased AI nobles’ willingness to travel by sea.

  • AI lords were overestimating how much damage they would take at sea. We adjusted that to make their calculations more reasonable.

  • This should make longer naval travel more acceptable to nobles.

  • Added New Naval Party Roles

  • Players can now assign First Mate (Boatswain skill) and Navigator (Shipmaster skill) roles.

  • Updated some perks to have First Mate and Navigator role-specific effects.

  • Added 3 new Nord wanderer types: "the Easterling", "the Boatswain", and "the Sea-Raider".

  • Mariner Skill Changes

  • Added Mariner skill to all Mariner troops.

  • Reworked how the Mariner skill affects combat performance during naval engagements.

  • In Campaign/Sandbox mode and naval battles, heroes now use their Mariner skill to reduce combat penalties when fighting on ships. A Mariner skill of 200 fully cancels these penalties, while heroes with 0 Mariner skill receive the full penalties.

  • Regular troops can only cancel these penalties if they have the “mariner” tag. Troops without this tag receive the full penalties during naval combat.

  • Adjusted how Mariner skill behaves in Custom Naval Battles.

  • All troops (including heroes) will cancel all Mariner penalties if their default Mariner skill is greater than 40.

  • Troops with a value below 40 receive the full penalties.

  • Adjusted how swimming duration scales with the Mariner skill.

  • Maximum Mariner skill now grants up to +20 seconds of additional swimming time, allowing experienced mariner troops to survive longer if they fall into the sea.

  • Fixed several agent stat calculation differences between Campaign/Sandbox and Custom Naval Battles. Both modes now use consistent calculations, with the exception of personal and captain perks, which are only applied in Campaign/Sandbox mode.

  • Improved AI party behavior by enabling pirate parties to surrender when their relative strength is significantly lower than the opposing force.

  • Increased experience gain for non-hero troops in naval encounters by 50%. This change applies to both missions and auto-resolution. It should help offset higher troop losses at sea.

  • Added a 40% View Distance penalty when the player party is inside a storm.

  • Increased the party View Distance at sea by 30%.

  • Reduced party wages while at sea.

  • Reduced food consumption while at sea.

  • Increased the river party naval speed by 50%.

  • Decreased the roaming range of fisher parties.

  • Adjusted the armor pieces used by Sea Hound troops so they are consistent with their tier.

Fixes

  • Fixed a bug that allowed parties to travel through the obstacles on the campaign map.

  • Fixed a bug that prevented players from entering the raft state when released from captivity at sea.

  • Fixed a bug that caused some naval parties to miscalculate enemy party strength and thus make ill-informed decisions whether to engage or flee.

  • Fixed a bug that caused the player’s ships to be left behind after dying at sea and choosing an heir, resulting in a single ship stranded at a settlement instead of being transferred to the new party.

  • Fixed a bug that prevented wanderers of Nord culture from spawning.

Naval Battles

Changes

  • Added a system to handle campaign naval battles that do not fully exhaust at least one of the sides. The previous system allowed the player or AI to defeat the enemy as a whole, even if they had more remaining ships & troops that did not fight in the initial battle. Both sides now disengage from the encounter and consider their next move.

  • Added the ability to delegate command of your ship.

  • Using the "Delegate command" order, the crew takes control of the ship while the player freely moves and acts on deck.

  • If the order is given while the player controls the ship, the control is automatically relieved. The order ends automatically if the player manually takes ship control, while disabling the order will stop the ship's movement.

  • Improved mission victory logic for naval battles.

  • Previously, all troops had to be down or in the water for a side to be defeated. A side is now considered defeated only when all of its ships are out of action (sunk, burnt, or critically undermanned). This doesn't apply to actively contested ship islands.

  • The mission will not conclude while a player-controlled agent is alive and not until at least 20 seconds have passed since the last player-controlled agent’s death.

  • Adjusted the way the spawning distance between teams is calculated in missions.

  • The distance between teams in naval battles is now determined by ship count rather than total crew capacity. This change should result in shorter distances for engagements between a few ships and greater distances for larger fleets.

  • Increased ship figurehead loot drop chances from defeated enemy nobles.

  • Defeating a Kingdom Leader: Increased from 50% to 60%.

  • Defeating a Clan Leader: Increased from 25% to 50%.

  • Defeating a Clan Member: Increased from 10% to 40%.

  • Added a boarding indicator to show which enemy ship is currently being boarded.

  • Added the ability to cancel an active boarding order by holding the boarding key on the targeted ship.

  • Added separating forces that apply when ships become tangled, helping them break apart.

  • Improved boarding bridge connections so that they are harder to break.

  • Made troop pathfinding improvements for moving on ships.

  • Ships that were given the targeted Engage order on an enemy ship remained inactive after clearing it and any other attached enemy ships. Now, they will automatically detach and find new enemies to attack.

  • Adjusted the speed threshold for oar-assisted turning to be more tolerant. Ships turn faster when using oars on both sides.

  • Reduced the fire damage of a missile that passes through a sail before hitting a target.

  • Adjusted ship ballista rotation and projectile type behavior so different ballista types feel more distinct.

  • Improved ballista direct control mode visibility by enabling movement of the ballista during reload.

  • Adjusted the ship ballista camera behavior so it automatically switches to a different camera view when the ballista is unmanned, making it clearer when the ballista is not being used by a troop.

  • Ranged accuracy of troops now decreases with the ships' movement.

  • Improved the efficiency of getting back onto the ship by enabling multiple troops to use climbing nets simultaneously.

  • Increased auto resolution time for naval encounters.

  • Increased mariner troop strength in naval battle simulations by 20%.

Fixes

  • Fixed a bug that prevented AI ships with the Engage order from connecting with and assisting allied ships during naval battles. Ships given the Engage order will now correctly update their boarding targets, throw hooks, and board enemy ships as intended, including when multiple allied ships are engaging the same target.

  • Fixed a bug that allowed the minimum troop count in Naval Custom Battle to go below the operable troop count, resulting in immediate battle end.

  • Fixed a bug that caused figurehead drop chances to be lower than intended.

  • Fixed a bug that caused the "Use oars at half power" command to trigger an incorrect number of oarsmen and improper ship steering behavior.

  • Fixed a bug that prevented troops from being assigned to oars during initial battle deployment.

  • Fixed a bug that caused collision issues inside Roundship and Dromon, causing units to get stuck.

  • Fixed a bug that caused ship reinforcements to continue spawning while a ship is burning.

  • Fixed a bug that caused burning sails to still apply wind forces.

  • Fixed a bug that caused the default player character camera to be reset to third person when relinquishing control of the ship.

  • Fixed a bug that caused troops to continue using ship interactables while they are in the water.

  • Fixed a bug that caused troops to collide with boarding bridges when swimming underneath.

  • Fixed a bug that caused troops to appear outside of a ship in Order of Battle, when switching ship selection.

War Sails Storyline

Changes

  • Added a tooltip for the reasons the dialogue option to set sail with Purig is disabled during the naval storyline.

  • Improved naval storyline progression clarity when Ostican is hostile to the player. Gunnar can now be accessed via town and port menus during the naval storyline, even if the player is at war with Ostican’s owner, ensuring the storyline can still be progressed without entering the settlement.

  • Improved proximity detection for notifications and music cues during the “Defeat the Sea Hounds” naval storyline mission, ensuring banner messages and audio events trigger reliably as ships move into range.

  • Increased food and gold given in naval storyline quests, to ensure reaching quest objectives with enough provisions.

  • Adjusted the main storyline Conspiracy quest settlement target selection to exclude island settlements that could cause navigation issues.

  • Changed Gunnar's home village to Lagshofn instead of Bjorenbyr.

  • Removed Sea Hounds' spears from the Naval Storyline Act 3 Quest 5 Escape phase.

Fixes

  • Fixed a bug that prevented the "Free the sea hounds' captives" from restarting after retreating from the mission.

  • Fixed a bug that allowed player inputs during the "Purig's ship is here" cutscene in "Free the sea hounds' captives" quest.

  • Fixed a bug that prevented the Sea Hounds from triggering an encounter in the “Defeat the Sea Hounds” quest if the player did not move their own ship.

  • Fixed a bug that caused repeating dialogues at the end of "Speak to the Sailors in Omor" and "Hunt Down Emira al Fahda" quests.

  • Fixed a bug that prevented horses from jumping during the "Speak to Sailors in Omor" quest.

  • Fixed a bug that caused rescued crew members to try using oars that were already in use during the naval storyline captivity mission, leading to broken rowing behavior when switching rowing power.

  • Fixed a bug that caused party visibility and settlement information around Ostican to not update correctly after the player was teleported there during the naval questline.

  • Fixed a bug that caused repeating dialogue in the conversation with Purig in the naval storyline quests.

  • Fixed a bug that allowed Nord settlements to be selected as a main storyline conspiracy quest target settlement.

  • Fi

Patch Notes - WS v1.1.2 / BL v1.3.14

Greetings Warriors of Calradia!

This update adds new voiceovers for Gunnar’s world map travel and fixes multiple progression, quest, and alliance-related issues. It also delivers broad stability improvements, resolving crashes across battles, quests, campaigns, and modded content.

Please note that there may be a delay between the download of the base game and the download of War Sails. If you launch the game prior to both of them being updated, you will crash. If you face this issue, please verify your game files.

Please also note that Console hotfixes arrive with a delay, as their release processes take a bit more time. Releasing to PC without waiting on this process allows us to gather data and feedback more quickly - benefiting all platforms.

War Sails v1.1.2

The following changes are specific to the War Sails expansion and are not part of the base game.

Changes

  • Added new voiceovers for Gunnar’s world map travel commentaries, covering events, quests, and locations encountered during the naval storyline.

Fixes

  • Fixed an issue where some naval storyline voice lines did not match their corresponding text.

  • Fixed a bug that prevented the additional 6 focus points from being applied in new campaigns.

  • Fixed a bug that caused the "Naval Wardenships" policy effects to apply to mercenary clans.

  • Fixed a bug that caused rescued siblings to be missing or have incorrect stats in naval playthroughs.

Crashes

  • Fixed a crash that occurred during battles due to a combat-related issue.

  • Fixed a crash that occurred during battles due to the physics simulation.

  • Fixed a crash that occurred during the transition to the boss fight in the "Free the Sea Hounds' Captives" quest.

  • Fixed a crash that occurred on the campaign map due to an issue in handling nearby pirate parties by the "Amnesties for Pirates" policy.

  • Fixed a crash that occurred when launching a siege attack after lifting the naval blockade.

  • Fixed a crash that occurred when the besiegers lost all their ships during a blockade battle.

Bannerlord v1.3.14

The following changes are part of the base game and apply to the War Sails expansion as well.

Fixes

  • Fixed a bug that caused shared wars not to apply in alliance calculations, which could prevent alliances from forming.

  • Fixed a bug that caused the player to be shown as the ruler of multiple kingdoms.

  • Fixed a bug that caused the quest update sound to play every time you killed an enemy in the hideout after the campfire was activated.

Crashes

  • Fixed a crash that occurred while loading battle scenes due to an issue with formation calculations.

  • Fixed a crash that occurred due to a multithreading issue in the rendering system.

  • Fixed a crash that occurred when exiting to the main menu during a conversation with a character who is removed from the location at the end of the dialogue.

  • Fixed a crash that occurred in battles due to many kill feed elements.

  • Fixed a crash that occurred on the weekly tick due to an issue with handling a dead hero.

  • Fixed a crash that occurred when a troop died while the order menu was open.

  • Fixed a crash that occurred during the conversation with the henchman after completing the "Rival Gang Moving In" quest.

  • Fixed a crash that occurred during the “Disrupt Supply Lines” quest due to improper target settlement selection compared to the quest party's navigation capabilities.

  • Fixed a crash that occurred when the player was taken prisoner with the "Escort Merchant Caravan" quest active.

  • Fixed a crash that occurred when the player was taken prisoner, and the captor party was defeated by a party that was at war with the player.

  • Fixed a crash that occurred when a minor clan that should be hostile to a kingdom incorrectly joined that kingdom.

  • Fixed a crash that occurred when an army left a siege.

  • \ Fixed a crash that occurred in mods using custom audio.

Patch Notes - WS v1.1.1 / BL v1.3.13

Greetings Warriors of Calradia!

Since the launch of War Sails, we’ve been closely following your feedback and rolling out a steady stream of hotfixes to improve the experience. Today, we’re releasing War Sails v1.1.1 alongside Bannerlord v1.3.13, both of which have already gone through the public Beta.

This update adds Nords to Land Custom Battles, makes sail rotation more responsive, and brings improvements to boarding bridge placement and stability. We’ve also continued refining the naval storyline and introduced Custom Encyclopedia pages for every ship, making it easier to explore and learn about the fleets of Calradia.

The base game also saw the reintroduction of the hideout assault option, as well as improvements to the lord’s hall battle.

On top of that, we’ve addressed a variety of crash and performance issues that many of you have reported. Your feedback has been invaluable in helping us prioritize and deliver these improvements.

Below, you’ll find the major highlights from the hotfixes released since launch, as well as the key changes included in today’s update. Thank you for your continued support, patience, and passion for War Sails and Bannerlord.

Please note that there may be a delay between the download of the base game and the download of War Sails. If you launch the game prior to both of them being updated, you will crash. If you face this issue, please verify your game files.

Please also note that Console hotfixes arrive with a delay, as their release processes take a bit more time. Releasing to PC without waiting on this process allows us to gather data and feedback more quickly - benefiting all platforms.

Initial Beta Changelog:
War Sails Beta v1.1.0

The following changes are specific to the War Sails expansion and are not part of the base game.

Custom Battle

  • Added Nord faction and troops to the land Custom Battle.

Naval Battles

  • Improved sail rotation responsiveness:

  • Sails now rotate more quickly in the correct direction based on the wind once opened.

  • Furling the sails during rotation is now smoother.

  • These changes should improve overall ship control responsiveness.

  • Improved naval boarding bridges and hook mechanics:

  • Bridge placement now better matches each ship’s shape, reducing cases where bridges connected at odd angles or caused unnatural positioning between ships.

  • Better connection spots are chosen during the hook-throwing stage, allowing bridges to form more cleanly.

  • Bridges automatically adjust in length based on where ships connect.

  • Your crew now automatically assists you when you start throwing hooks or cutting loose, removing the need to give manual orders for these actions.

  • Bridge connections are more stable and less likely to break unintentionally.

  • Improved attacker ship formation AI so they advance with sails kept open until halfway to their target, if the wind conditions allow them. (Defender AI is unchanged.)

  • Reduced incoming missile damage to the player by 60% while controlling the ship.

  • Adjusted air friction and projectile speed for ship ballistas, which should make long-range shots more effective.

  • Adjusted post-battle behavior so all troops (including the player) are unable to attack once the battle ends.

  • Fixed several ship control and interaction issues:

  • Increased the interaction area size for the Roundship control point.

  • Fixed a spawn point and control point intersection issue on the Cog.

  • Fixed the hand position for the control point on the Ghurab.

  • Fixed the hand position for the control point on the Lodya.

  • Fixed rope issues on the Dromakion.

  • Fixed a visibility tag issue on the Roundship ballista.

  • Fixed a bug that caused naval reinforcements to spawn in inaccessible positions due to ship movement, which could trap agents and prevent battles from ending.

  • Fixed a bug that caused agents to get stuck inside Ghurab’s interior due to a physics object, sometimes preventing battles from ending.

  • Fixed a bug that caused troops to get stuck on the sail mast holder of the Eastern Galley.

  • Fixed a bug that caused troops to wait for allies before climbing, preventing AI units from using climbing equipment quickly.

  • Fixed a bug that caused floating ship debris to get troops stuck instead of being pushed aside.

  • Fixed a bug that caused the player’s camera to get stuck when a ship ballista got destroyed while the player was using it.

  • Fixed a bug that caused troops to receive incorrect figurehead and other initial bonuses when ships and crews were rearranged in Order of Battle.

  • Fixed a bug that caused corpses to get stuck mid-air in certain edge cases during naval battles.

  • Fixed a bug that caused wave physics to reset during naval battles, resulting in ships briefly jumping unnaturally.

  • Fixed a bug that caused the player to be able to attempt capturing a ship even without fulfilling the requirements. This action is now disabled in these situations.

  • Fixed a bug that caused broken oars to still apply force and create visual particles such as water wakes.

Ships & Upgrades

  • Adjusted ship upgrades so that the pieces purchased for a specific ship can no longer be equipped on other ships.

Character Development System

  • Increased the Shipmaster skill experience rate multiplier from ×0.6 to ×1.4.

War Sails Storyline

  • “Free the Sea Hounds’ Captives” quest adjustments:

  • Enemy reinforcement ships in the end battle now start with an “Engage” order, preventing them from kiting and improving the flow of the final naval battle.

  • Removed the dromon ship’s ram (ramming is still possible but less effective).

  • Purig and his bodyguards now spawn with his crew but will not engage until the boss fight.

  • Increased wind speed during the large naval battle.

  • Added an objective marker and progress bar to the Defeat Purig’s crew objective.

  • Adjusted enemy ship spawn points in the final fight; they now spawn in two closer, better-grouped formations.

  • Allied ships are now allowed to attack Purig’s ship.

  • Updated upgrade pieces for mission ships.

  • Purig’s roundship now includes roof upgrades and additional visual elements.

  • Purig now wields a two-handed axe - which also means that he no longer uses a shield.

  • Added world map travel commentary from Gunnar for events, quests, and locations encountered during the naval storyline.

  • Adjusted naval storyline set-piece encounters so enemy party size and details are hidden on the world map. This better reflects the custom nature of the encounters.

  • Adjusted the camera to focus on the reinforcing enemy ship in the “Defeat the Sea Hounds” mission after capturing the first enemy ship.

  • Increased party speed of Vlandian Merchants in the “Set Sail and Escort Vlandian Merchants” quest.

  • Introduced consistent, custom sail patterns for storyline ships in “Defeat the Sea Hounds” and “Meet the Vlandian Merchants in Hvalvik” quests, ensuring that their sail visuals do not change between campaign and mission scenes.

  • “Free the Sea Hounds’ Captives” quest fixes:

  • Fixed a bug that caused the reinforcement AI ship’s orders to be disabled during the naval battle phase.

  • Fixed a bug that caused the second formation to appear empty during the large battle.

  • Fixed a bug that caused Gunnar not to hold the ship’s control point.

  • Fixed a bug that caused Gunnar not to remove his helmet when starting the quest from the second phase.

  • Fixed a bug that prevented sail colors from displaying during the mission.

  • Fixed a bug that caused mission dialog notifications to appear after returning to the campaign map.

  • Fixed a bug that caused the escape ship to have incorrect movement direction and speed during the escape phase.

  • Fixed bugs that caused visual glitches on all quest-related ships (such as ropes and barrels clipping or floating).

  • Fixed ship interior scene visual bugs.

  • Fixed a bug that caused the player to become stuck at sea when returning to Ostican after completing the “Free the Sea Hounds’ Captives” quest while Ostican was under siege.

  • Fixed a bug that caused the banner icon to show above Gunnar in the naval storyline alley fight.

  • Fixed a bug that caused AI ships to get stuck in a hook-throwing loop even after the player created distance from the target ship in the “Protect the Merchants” quest.

  • Fixed a bug that caused AI ships to sometimes get stranded on rocks or shoreline during naval storyline quests.

  • Fixed a bug that caused the ship to rotate during the “Save the crewmen” quest.

  • Fixed a bug that caused Left mouse click (RT/R2 on consoles) to give a move order instead of a charge order during the storyline end battle.

  • Fixed a bug that caused the player’s eavesdropping position to be incorrect in the naval storyline alley fight mission.

  • Fixed a bug that caused missing ship control point icons in the “Escort the Vlandian Merchants” naval storyline mission.

  • Fixed a bug that caused the player to win the “Escort the Vlandian Merchants” battle even if the Vlandian Merchants party was defeated during the fight.

  • Fixed a bug that caused a missing dialogue line from al-Fahda in “Hunt down Emira al-Fahda and the Corsairs”.

  • Fixed a bug that caused the encounter text to revert to a generic one after retreating in battle during the “Escort the Vlandian Merchants” quest.

  • Fixed a bug that caused party size information to be hidden for regular naval storyline battles.

  • Fixed a bug that prevented the leave button from working with gamepad controllers in storyline encounter menus.

  • Fixed a bug that caused stealth movement on ships to be treated as walking on water surfaces and had an unintended sound penalty.

  • Fixed a bug that caused the chain unshackle animation in the story questline to get stuck.

Audio

  • Added new voice lines for the naval storyline:

  • Implemented new voice-overs for the alley fight.

  • Added new boarding warnings and post-boss fights dialogue in “Hunt down Emira al-Fahda and the Corsairs” quest.

  • Added new Gunnar’s voice lines and default one-liners for Bjolgur and Lahar in “Capture the imperial merchant Crusas” quest.

  • Improved storyline soundscape by adding new ambient sounds and music throughout.

  • Improved ship ballista sounds, making them fuller and more powerful.

  • Improved voiceover pipeline so dialogue can be heard more clearly in loud situations.

  • Added new voice-overs for Corsairs.

  • Fixed a bug that caused some sounds not to play correctly during naval battles due to distance-based optimizations.

  • Fixed a bug that caused some voice lines not to be triggered.

Art

  • Added a passage from the town center to the port scene in Hargard.

  • Reduced the wave strength of water in some Nord scenes.

  • Fixed a bug that caused an incorrect grip position when blocking with some axes.

  • Fixed a bug that caused border prop visibility issues in Thronderlag Arena.

  • Fixed a bug that caused LOD issues with the walls of Nord towns.

Animations

  • Fixed a bug that caused incorrect sitting animations in tavern scenes, including female characters using faulty animations and musicians appearing to sit in mid-air.

Campaign Map

  • Reduced the Undermanned naval speed penalty by 60%. This change should make it easier to return to port after capturing additional ships.

  • Adjusted the size of naval party circle decals on the campaign map to better match ship scale, improving their visibility and preventing them from being obscured by ships.

UI

  • Added a new Ships encyclopedia page for naval gameplay, including ship lists, filters, and bookmarks.

  • On this page, you can see all the ships’ images, descriptions, stats, and available upgrade slots.

  • Added a “Mariner” filter to the Encyclopedia troop list.

  • War Sails storyline quests are now highlighted in blue in the Quests screen.

  • Naval Custom Battle sliders now show skeletal crew size, deck/maximum crew size, and reserve troops.

  • The focused ship’s name now appears at the bottom of the screen.

  • Adjusted ship capture visuals so the previous ship's icon switches to grey instead of red after capture of the new ship.

  • The “Control the Ship” text on the control point is adjusted to only show “\ to use”.

  • Ballista ammo is now always visible, even when not using the ballista (displayed with lower opacity).

  • Boarding orders now show “Board !” instead of “Attempt Boarding!”.

  • Added clear visuals and input prompts for Attempt Boarding and Stop Using the Ship near the ship-control UI.

  • Adjusted the layout of Formation cards in the naval Order of Battle.

  • Ship markers and scoreboard icons now become transparent for ships that have no troops onboard.

  • While holding “Alt”, ship icons for very close ships are now distance-adjusted for cleaner visibility.

  • The player-controlled ship’s own marker is not shown in naval missions.

  • Added Encyclopedia entries for the locations on the expanded War Sails map.

  • Improved oar state visibility while controlling a ship.

  • Fixed a bug that caused the banner icon to show above Gunnar in the naval storyline alley fight.

  • Fixed a bug that caused the anchor visual (player’s fleet location) to disappear after being released from captivity.

  • Fixed a bug that caused the “Defend Ship” order to remain highlighted in the order menu after giving a “Charge” order.

  • Fixed a bug that caused the troop names and “Control the Ship” text to be visible while the player is controlling a ship.

  • Fixed a bug that caused the Order of Battle phase to open even when the player had only one ship to deploy.

  • Fixed a bug that caused fleet weight information (current vs. maximum capacity) to display inaccurately.

  • Fixed a bug that caused players to have difficulty stopping control of the ship’s interactable objects.

Clan and Party

  • Fixed a bug that caused nobles’ parties to end up having too many ships.

  • Fixed a bug that caused parties to continuously embark and disembark while trying to defend a settlement.

  • Fixed a bug that caused patrol parties not to join the player's battles against bandits and looters.

  • Fixed a bug that caused the Sea Raider Boss not to be classified as a mariner troop.

Performance

  • Improved the CPU performance of naval battles by optimizing the general physics systems.

  • Improved memory usage in Hvalvik by converting a multi-part prefab into a single optimized piece.

  • Improved Ragdoll performance.

Crashes

  • Fixed a crash that occurred after the naval storyline alley fight.

  • Fixed a crash that occurred during the “Free the Sea Hounds’ Captives” quest when a cutscene was triggered before Purig’s ship had spawned.

  • Fixed a crash that occurred when exiting the “Free the Sea Hounds’ Captives” quest mission after the boss fight with Purig.

  • Fixed a crash that occurred if Gunnar dies during the boss fight with Purig.

  • Fixed a crash that occurred when spamming the F key during the transition between Gunnar and the sister’s conversation in the “Speak to Gunnar and Sister” quest.

  • Fixed a crash that occurred during naval battles, which was related to Sambuk ships.

  • Fixed a crash that occurred when ramming a ship.

  • Fixed a crash that occurred when a troop was climbing onto a sinking ship.

  • Fixed a crash that occurred when opening the fleet management menu via map shortcuts.

  • Fixed a crash that occurred in the campaign map due to fisher parties.

Bannerlord Beta v1.3.12

The following changes are part of the base game and apply to the War Sails expansion as well.

Singleplayer

Battles and Sieges

  • Hideout Improvements:

  • Reintroduced the hideout battle mission as the Assault option (available during the day), with Sneak In remaining the night option.

  • Assault requires at least 8 troops and allows up to 15 to join the battle.

  • Updated all hideout scenes to support the Assault option.

  • Reduced the minimum troop requirement for Sneak In from 25 to 20.

  • Lord’s Hall Battle Improvements:

  • Updated reinforcement logic: 5 attackers will now spawn at once, instead of 1.

  • Fixed a bug that prevented all available troops from being used in simulations, which could previously cause losing battles due to limited troop numbers and entire sieges being lost as a result.

  • Fixed a bug that caused attackers to lose Lord’s Hall battles (both mission and simulated) due to low morale, even when they still had troops remaining.

  • Fixed a bug that caused settlement advantages to be applied in Lord’s Hall battles.

  • Adjusted shield stats and pricing to better match their size and visuals:

  • Corrected shield weight values so they now properly reflect the shield’s physical size and model.

  • Rebalanced shield hit points to be consistent with their size and construction.

  • Updated shield tier and price formulas to account for the new stat distribution.

  • Most commonly used infantry shields received minor adjustments.

  • Increased the speed of throwing stones, resulting in more damage loss at range as well as less damage gained from speed bonus. Base damage further reduced from 15 to 10.

  • Huscarl’s spear changed to be braceable instead of couchable.

  • Fixed a bug that caused friendly troops to push and stutter when multiple formations were ordered to attack the same object (such as gates) during siege battles.

Audio

  • Improved the sounds of the main menu videos.

  • Fixed a bug that caused the slaughter button to play an incorrect sound in the inventory.

UI

[list

Patch Notes - WS v1.0.7 / BL v1.3.11

Greetings Warriors of Calradia!

A new patch is here, and it comes with naval storyline audio improvements and additions, the ability to report stuck cases, and further bug and crash fixes.

Please note that there may be a delay between the download of the base game and the download of War Sails. If you launch the game prior to both of them being updated, you will crash. If you face this issue, please verify your game files.

Please also note that Console hotfixes arrive with a delay, as their release processes take a bit more time. Releasing to PC without waiting on this process allows us to gather data and feedback more quickly - benefiting all platforms.

War Sails v1.0.7

The following changes are specific to the War Sails expansion and are not part of the base game.

Changes

  • Added new voice lines for the naval storyline:

  • Implemented new voice-overs for the alley fight.

  • Added new Gunnar’s voice lines and default one-liners for Bjolgur and Lahar in “Capture the imperial merchant Crusas” quest.

  • Improved voiceover pipeline so dialogue can be heard more clearly in loud situations.

  • Improved Ragdoll performance.

Fixes

  • Fixed a bug that caused the player to become stuck at sea when returning to Ostican after completing the “Free the Sea Hounds’ Captives” quest while Ostican was under siege.

  • Fixed a bug that caused naval reinforcements to spawn in inaccessible positions due to ship movement, which could trap agents and prevent battles from ending.

Crashes

  • Fixed a crash that occurred when exiting the “Free the Sea Hounds’ Captives” quest mission after the boss fight with Purig.

  • Fixed a crash that occurred if Gunnar dies during the boss fight with Purig.

  • Fixed a crash that occurred when opening the fleet management menu via map shortcuts.

  • Fixed a crash that occurred in the campaign map due to fisher parties.

  • Fixed a crash that occurred when accepting the “Smugglers” quest from a lord who was currently at sea.

Bannerlord v1.3.11

The following changes are part of the base game and apply to the War Sails expansion as well.

Changes

  • Improved the crash uploader to allow players to report cases where they become stuck in missions or quest progression (situations that previously couldn’t generate a report).

  • Localisation improvements for German.

Fixes

  • Fixed the bug that caused double conversation when a townsfolk is escorting the player to another NPC.

Crashes

  • Fixed a crash that occurred on the campaign map when a noble AI party attempted to defend a settlement after the attacking party had already been destroyed.

  • Fixed a crash that occurred when the besieging leader’s party had no healthy troops during a siege state change (such as being attacked by a friendly force or a sally-out).

  • Fixed a crash that occurred when forming an army.

Beta Patch Notes - WS v1.1.0 / BL v1.3.12

Greetings Warriors of Calradia

This Beta Patch is at Bannerlord version 1.3.12 because we have a pending live hotfix 1.3.11 that will be published before the beta moves to live.

War Sails v1.1.0

The following changes are specific to the War Sails expansion and are not part of the base game.

Custom Battle

  • Added Nord faction and troops to the land Custom Battle.

Naval Battles

  • Improved sail rotation responsiveness:

  • Sails now rotate more quickly in the correct direction based on the wind once opened.

  • Furling the sails during rotation is now smoother.

  • These changes should improve overall ship control responsiveness.

  • Improved naval boarding bridges and hook mechanics:

  • Bridge placement now better matches each ship’s shape, reducing cases where bridges connected at odd angles or caused unnatural positioning between ships.

  • Better connection spots are chosen during the hook-throwing stage, allowing bridges to form more cleanly.

  • Bridges automatically adjust in length based on where ships connect.

  • Your crew now automatically assists when throwing hooks or cutting loose, removing the need to give manual orders for these actions.

  • Bridge connections are more stable and less likely to break unintentionally.

  • Improved attacker ship formation AI so they advance with sails kept open until halfway to their target, if the wind conditions allow them. (Defender AI is unchanged.)

  • Adjusted ship capture visuals so the previous ship's icon switches to grey instead of red after capture of the new ship.

  • Reduced incoming missile damage to the player by 60% while controlling the ship.

  • Adjusted air friction and projectile speed for ship ballistas, which should make long-range shots more effective.

  • Adjusted post-battle behavior so all troops (including the player) are unable to attack once the battle ends.

  • Fixed several ship control and interaction issues:

  • Increased the interaction area size for the Roundship control point.

  • Fixed a spawn point and control point intersection issue on the Cog.

  • Fixed the hand position for the control point on the Ghurab.

  • Fixed the hand position for the control point on the Lodya.

  • Fixed rope issues on the Dromakion.

  • Fixed a visibility tag issue on the Roundship ballista.

  • Fixed a bug that caused naval reinforcements to spawn in inaccessible positions due to ship movement, which could trap agents and prevent battles from ending.

  • Fixed a bug that caused agents to get stuck inside Ghurab’s interior due to a physics object, sometimes preventing battles from ending.

  • Fixed a bug that caused troops to get stuck on the sail mast holder of the Eastern Galley.

  • Fixed a bug that caused troops to wait for allies before climbing, preventing AI units from using climbing equipment quickly.

  • Fixed a bug that caused floating ship debris to get troops stuck instead of being pushed aside.

  • Fixed a bug that caused the player’s camera to get stuck when a ship ballista got destroyed while the player was using it.

  • Fixed a bug that caused the game to freeze while a troop was climbing onto a sinking ship.

  • Fixed a bug that caused troops to receive incorrect figurehead and other initial bonuses when ships and crews were rearranged in Order of Battle.

  • Fixed a bug that caused corpses to get stuck mid-air in certain edge cases during naval battles.

  • Fixed a bug that caused wave physics to reset during naval battles, resulting in ships briefly jumping unnaturally.

  • Fixed a bug that caused the player to be able to attempt capturing a ship even without fulfilling the requirements. This action is now disabled in these situations.

  • Fixed a bug that caused broken oars to still apply force and create visual particles such as water wakes.

Ships & Upgrades

  • Adjusted ship upgrades so that the pieces purchased for a specific ship can no longer be equipped on other ships.

Battles and Sieges

  • Huscarl’s spear changed to be braceable instead of couchable.

Character Development System

  • Increased the Shipmaster skill experience rate multiplier from ×0.6 to ×1.4.

War Sails Storyline

  • “Free the Sea Hounds’ Captives” quest adjustments:

  • Enemy reinforcement ships in the end battle now start with an “Engage” order, preventing them from kiting and improving the flow of the final naval battle.

  • Removed the dromon ship’s ram (ramming is still possible but less effective).

  • Purig and his bodyguards now spawn with his crew but will not engage until the boss fight.

  • Increased wind speed during the large naval battle.

  • Added an objective marker and progress bar to the Defeat Purig’s crew objective.

  • Adjusted enemy ship spawn points in the final fight; they now spawn in two closer, better-grouped formations.

  • Allied ships are now allowed to attack Purig’s ship.

  • Updated upgrade pieces for mission ships.

  • Purig’s roundship now includes roof upgrades and additional visual elements.

  • Purig now wields a two-handed axe - which also means that he no longer uses a shield.

  • Added world map travel commentary from Gunnar for events, quests, and locations encountered during the naval storyline.

  • Adjusted naval storyline set-piece encounters so enemy party size and details are hidden on the world map. This better reflects the custom nature of the encounters.

  • Adjusted the camera to focus on the reinforcing enemy ship in the “Defeat the Sea Hounds” mission after capturing the first enemy ship.

  • Increased party speed of Vlandian Merchants in the “Set Sail and Escort Vlandian Merchants” quest.

  • Introduced consistent, custom sail patterns for storyline ships in “Defeat the Sea Hounds” and “Meet the Vlandian Merchants in Hvalvik” quests, ensuring that their sail visuals do not change between campaign and mission scenes.

  • “Free the Sea Hounds’ Captives” quest fixes:

  • Fixed a bug that caused the reinforcement AI ship’s orders to be disabled during the naval battle phase.

  • Fixed a bug that caused the second formation to appear empty during the large battle.

  • Fixed a bug that caused Gunnar not to hold the ship’s control point.

  • Fixed a bug that caused Gunnar not to remove his helmet when starting the quest from the second phase.

  • Fixed a bug that prevented sail colors from displaying during the mission.

  • Fixed a bug that caused mission dialog notifications to appear after returning to the campaign map.

  • Fixed a bug that caused the escape ship to have incorrect movement direction and speed during the escape phase.

  • Fixed bugs that caused visual glitches on all quest-related ships (such as ropes and barrels clipping or floating).

  • Fixed ship interior scene visual bugs.

  • Fixed a bug that caused the player to become stuck at sea when returning to Ostican after completing the “Free the Sea Hounds’ Captives” quest while Ostican was under siege.

  • Fixed a bug that caused the banner icon to show above Gunnar in the naval storyline alley fight.

  • Fixed a bug that caused AI ships to get stuck in a hook-throwing loop even after the player created distance from the target ship in the “Protect the Merchants” quest.

  • Fixed a bug that caused AI ships to sometimes get stranded on rocks or shoreline during naval storyline quests.

  • Fixed a bug that caused the ship to rotate during the “Save the crewmen” quest.

  • Fixed a bug that caused Left mouse click (RT/R2 on consoles) to give a move order instead of a charge order during the storyline end battle.

  • Fixed a bug that caused the player’s eavesdropping position to be incorrect in the naval storyline alley fight mission.

  • Fixed a bug that caused missing ship control point icons in the “Escort the Vlandian Merchants” naval storyline mission.

  • Fixed a bug that caused the player to win the “Escort the Vlandian Merchants” battle even if the Vlandian Merchants party was defeated during the fight.

  • Fixed a bug that caused a missing dialogue line from al-Fahda in “Hunt down Emira al-Fahda and the Corsairs”.

  • Fixed a bug that caused the encounter text to revert to a generic one after retreating in battle during the “Escort the Vlandian Merchants” quest.

  • Fixed a bug that caused party size information to be hidden for regular naval storyline battles.

  • Fixed a bug that prevented the leave button from working with gamepad controllers in storyline encounter menus.

  • Fixed a bug that caused stealth movement on ships to be treated as walking on water surfaces and had an unintended sound penalty.

  • Fixed a bug that caused the chain unshackle animation in the story questline to get stuck.

Audio

  • Added new voice lines for the naval storyline:

  • Implemented new voice-overs for the alley fight.

  • Added new boarding warnings and post-boss fights dialogue in “Hunt down Emira al-Fahda and the Corsairs” quest.

  • Added new Gunnar’s voice lines and default one-liners for Bjolgur and Lahar in “Capture the imperial merchant Crusas” quest.

  • Improved storyline soundscape by adding new ambient sounds and music throughout.

  • Improved ship ballista sounds, making them fuller and more powerful.

  • Improved voiceover pipeline so dialogue can be heard more clearly in loud situations.

  • Added new voice-overs for Corsairs.

  • Fixed a bug that caused some sounds not to play correctly during naval battles due to distance-based optimizations.

  • Fixed a bug that caused some voice lines not to be triggered.

Art

  • Added a passage from the town center to the port scene in Hargard.

  • Reduced the wave strength of water in some Nord scenes.

  • Fixed a bug that caused an incorrect grip position when blocking with some axes.

  • Fixed a bug that caused border prop visibility issues in Thronderlag Arena.

  • Fixed a bug that caused LOD issues with the walls of Nord towns.

Animations

  • Fixed a bug that caused incorrect sitting animations in tavern scenes, including female characters using faulty animations and musicians appearing to sit in mid-air.

Campaign Map

  • Reduced the Undermanned naval speed penalty by 60%. This change should make it easier to return to port after capturing additional ships.

  • Adjusted the size of naval party circle decals on the campaign map to better match ship scale, improving their visibility and preventing them from being obscured by ships.

UI

  • Added a new Ships encyclopedia page for naval gameplay, including ship lists, filters, and bookmarks.

  • On this page, you can see all the ships’ images, descriptions, stats, and available upgrade slots.

  • Added a “Mariner” filter to the Encyclopedia troop list.

  • War Sails storyline quests are now highlighted in blue in the Quests screen.

  • Naval Custom Battle sliders now show skeletal crew size, deck/maximum crew size, and reserve troops.

  • The focused ship’s name now appears at the bottom of the screen.

  • The “Control the Ship” text on the control point is adjusted to only show “\ to use”.

  • Ballista ammo is now always visible, even when not using the ballista (displayed with lower opacity).

  • Boarding orders now show “Board !” instead of “Attempt Boarding!”.

  • Added clear visuals and input prompts for Attempt Boarding and Stop Using the Ship near the ship-control UI.

  • Adjusted the layout of Formation cards in the naval Order of Battle.

  • Ship markers and scoreboard icons now become transparent for ships that have no troops onboard.

  • While holding “Alt”, ship icons for very close ships are now distance-adjusted for cleaner visibility.

  • The player-controlled ship’s own marker is not shown in naval missions.

  • Added Encyclopedia entries for the locations on the expanded War Sails map.

  • Improved oar state visibility while controlling a ship.

  • Fixed a bug that caused the banner icon to show above Gunnar in the naval storyline alley fight.

  • Fixed a bug that caused the anchor visual (player’s fleet location) to disappear after being released from captivity.

  • Fixed a bug that caused the “Defend Ship” order to remain highlighted in the order menu after giving a “Charge” order.

  • Fixed a bug that caused the troop names and “Control the Ship” text to be visible while the player is controlling a ship.

  • Fixed a bug that caused the Order of Battle phase to open even when the player had only one ship to deploy.

  • Fixed a bug that caused fleet weight information (current vs. maximum capacity) to display inaccurately.

  • Fixed a bug that caused players to have difficulty stopping control of the ship’s interactable objects.

Clan and Party

  • Fixed a bug that caused nobles’ parties to end up having too many ships.

  • Fixed a bug that caused parties to continuously embark and disembark while trying to defend a settlement.

  • Fixed a bug that caused patrol parties not to join the player's battles against bandits and looters.

  • Fixed a bug that caused the Sea Raider Boss not to be classified as a mariner troop.

Performance

  • Improved the CPU performance of naval battles by optimizing the general physics systems.

  • Improved memory usage in Hvalvik by converting a multi-part prefab into a single optimized piece.

  • Improved Ragdoll performance.

Crashes

  • Fixed a crash that occurred after the naval storyline alley fight.

  • Fixed a crash that occurred during the “Free the Sea Hounds’ Captives” quest when a cutscene was triggered before Purig’s ship had spawned.

  • Fixed a crash that occurred when exiting the “Free the Sea Hounds’ Captives” quest mission after the boss fight with Purig.

  • Fixed a crash that occurred if Gunnar dies during the boss fight with Purig.

  • Fixed a crash that occurred when spamming the F key during the transition between Gunnar and the sister’s conversation in the “Speak to Gunnar and Sister” quest.

  • Fixed a crash that occurred during naval battles, which was related to Sambuk ships.

  • Fixed a crash that occurred when ramming a ship.

  • Fixed a crash that occurred when opening the fleet management menu via map shortcuts.

  • Fixed a crash that occurred in the campaign map due to fisher parties.

Bannerlord v1.3.12

The following changes are part of the base game and apply to the War Sails expansion as well.

Singleplayer

Battles and Sieges

  • Hideout Improvements:

  • Reintroduced the hideout battle mission as the Assault option (available during the day), with Sneak In remaining the night option.

  • Assault requires at least 8 troops and allows up to 15 to join the battle.

  • Updated all hideout scenes to support the Assault option.

  • Reduced the minimum troop requirement for Sneak In from 25 to 20.

  • Lord’s Hall battle improvements:

  • Updated reinforcement logic: 5 attackers will now spawn at once, instead of 1.

  • Fixed a bug that prevented all available troops from being used in simulations, which could previously cause losing battles due to limited troop numbers and entire sieges being lost as a result.

  • Fixed a bug that caused attackers to lose Lord’s Hall battles (both mission and simulated) due to low morale, even when they still had troops remaining.

  • Fixed a bug that caused settlement advantages to be applied in Lord’s Hall battles.

  • Adjusted shield stats and pricing to better match their size and visuals:

  • Corrected shield weight values so they now properly reflect the shield’s physical size and model.

  • Rebalanced shield hit points to be consistent with their size and construction.

  • Updated shield tier and price formulas to account for the new stat distribution.

  • Most commonly used infantry shields received minor adjustments.

  • Increased the speed of throwing stones, this results in more damage loss at range as well as less damage gained from speed bonus. Base damage further reduced from 15 to 10.

  • Fixed a bug that caused friendly troops to push and stutter when multiple formations were ordered to attack the same object (such as gates) during siege battles.

  • Fixed a bug that caused the couching animation to blend too quickly; blending speed has been restored to its previous values, making couched-lance initiation slower again.

Audio

  • Improved the sounds of the main menu videos.

  • Fixed a bug that caused the slaughter button to play an incorrect sound in the inventory.

UI

  • Updated Stealth and Disguise UI in missions:

  • Adjusted the suspicion bar in town disguise missions, with a bar and an exclamation mark that will glow when the bar is full.

  • Added a white progress bar to hideout stealth missions to display the remaining time before failure.

  • Adjusted clan member lists in the Encyclopedia so that they are now sorted by age.

  • Improved visibility of the battle power comparison bars by adding a subtle highlight for dark color themes.

  • Updated the icons for the Barracks and Waterworks buildings in town management.

  • Added an option to toggle between formation distances and scale displays.

  • Enabled the inventory screen search bar.

  • Added the ability to scroll the credits.

  • Reverted the smithy Confirm hotkey from Space back to Enter (PC).

  • Re-enabled Order of Battle save/load functionality while in an army, with army-specific OOB saves now stored separately from non-army saves.

  • Restored upgrade and recruit shortcut buttons to the party screen pop-up menus.

  • Fixed a bug that caused the combat log to display “Engage” when issuing the “Charge” order.

  • Fixed a bug that caused random events to trigger when switching menus, which could induce incorrect calculations (giving players very large sums of denars instead of taking the correct amount

Patch Notes - WS v1.0.6 / BL v1.3.10

Greetings Warriors of Calradia!

On Thursday, we released a silent hotfix with several additions: improved OpenGL-related fixes, a fix that should allow offline play (War Sails), and a fix for a launcher crash that was caused by invalid render values.

Today’s patch comes with more tweaks to the naval storyline and further polish with bug and crash fixes.

Please note that there may be a delay between the download of the base game and the download of War Sails. If you launch the game prior to both of them being updated, you will crash. If you face this issue, please verify your game files.

Please also note that Console hotfixes arrive with a delay, as their release processes take a bit more time. Releasing to PC without waiting on this process allows us to gather data and feedback more quickly - benefiting all platforms.

War Sails v1.0.6

The following changes are specific to the War Sails expansion and are not part of the base game.

Fixes

  • Fixed a bug that caused the “Capture the Merchant Crusas” quest to get stuck in the dialogue with Crusas if you were on your second try for the quest (f.e. after leaving story mode by choice or after losing an encounter).

  • Fixed a bug that caused interactables on burning ships to remain usable.

  • Fixed a bug that caused certain weapons (axes and javelins) to display incorrect textures while holstered.

Crashes

  • Fixed a crash that occurred when launching the game or loading save files due to incorrect resource loading.

  • Fixed a crash that occurred when cutting loose during the end naval battle phase in the “Free the Sea Hounds’ Captives” quest.

  • Fixed a crash that occurred during a prison break in the Nord dungeon due to a spawn point issue.

  • Fixed a crash that occurred when the player focused on a ship control point after taking control of a friendly troop.

  • Fixed a crash that occurred when an AI party encountered the besiegers on land while a battle to break a blockade was ongoing.

Bannerlord v1.3.10

The following changes are part of the base game and apply to the War Sails expansion as well.

Changes

  • Improved clarity and sharpness of the Chinese localization font.

Fixes

  • Fixed a bug that caused hideout victories to only award bonus loot (such as trade goods) instead of granting it in addition to the regular battle loot.

  • Fixed a bug that caused certain scenes (f.e. arenas) to display blue textures.

Crashes

  • Fixed a crash that occurred when entering Tevea for the “Villagers in Need” quest while also having the “Notable Wants Daughter Found” quest targeting Tevea.

  • Fixed a crash that occurred on the campaign map when too many nameplates were visible at once.

Patch Notes - WS v1.0.5 / BL v1.3.9

Greetings Warriors of Calradia!

After a short breather, another round of improvements is here! Continuing with refinements to the naval storyline, added the ability to receive crash dumps for launcher-related issues, and further polishing with bug and crash fixes.

Please note that there may be a delay between the download of the base game and the download of War Sails. If you launch the game prior to both of them being updated, you will crash. If you face this issue, please verify your game files.

Please also note that Console hotfixes arrive with a delay, as their release processes take a bit more time. Releasing to PC without waiting on this process allows us to gather data and feedback more quickly - benefiting all platforms.

War Sails v1.0.5

The following changes are specific to the War Sails expansion and are not part of the base game.

Changes

  • Updated the “Visit” and “Talk” tooltips to display “Take a walk around the port and find Gunnar to talk to him.” instead of “This feature is disabled.” when the “Speak to Gunnar and Sister” quest is active.

Fixes

  • Fixed a bug that caused AI behavior issues during the escape phase of the final storyline quest.

  • Fixed a bug that caused troops in the player’s party to lose their experience when entering and exiting the naval storyline.

  • Fixed a bug that prevented troops from leaving the oars to use the hooks.

  • Fixed a bug that caused ship debris to spawn during the Naval Order of Battle phase.

Crashes

  • Fixed a crash that occurred when loading a save file created immediately after concluding the “Free the Sea Hounds’ Captives” quest mission.

  • Fixed a crash that occurred during land and naval battles related to the physics simulation.

Bannerlord v1.3.9

The following changes are part of the base game and apply to the War Sails expansion as well.

Changes

  • Players will now be able to send crash dumps for launcher-related crashes. This should help resolve launch issues sooner.

Fixes

  • We included a set of bug fixes that are meant to return your family to you (if you lost them after completing the naval storyline) and prevent them from disappearing in the first place.

  • As family members can be in a number of different states, your experience may vary a bit:

  • Family members like the younger brother and sister are disabled as long as their relevant quests are incomplete. This was already the case and wasn't changed.

  • If your sister was spawned before becoming an adult, this version should despawn her when you load your savegame. She should spawn again upon becoming an adult.

  • If you rescued your younger sister and she is an adult but she wasn't added to your clan, this version should add her to your clan and place her in a fugitive state when you load your savegame.

  • If the adult sister disappeared in prior versions, she should enter fugitive state upon loading the save in 1.3.9 (and newer). If it happened after you made her a governor, she should be immediately spawned and returned to that position.

  • Should another family member be missing (like the younger brother), the same rules apply.

  • Please note that "fugitive state" has a 30% chance to spawn the character daily. So if this applies to your case, the sibling/s should spawn after 3-4 days.

  • Fixed a bug that caused the Transfer Troops action not to work correctly.

Crashes

  • Fixed a crash that occurred when the leader of a siege leaves.

Patch Notes - WS v1.0.4 / BL v1.3.8

Greetings Warriors of Calradia!

We are now on a four-day streak! Cargo capacity is increased for all ship types, and lighting for darker atmospheres has been adjusted. Bow skills of Fian Champion and Khan’s Guard have been reduced, and we have made further tweaks to the naval storyline. Thank you all for your support and patience. We’re following your feedback and reports closely.

Please note that there may be a delay between the download of the base game and the download of War Sails. If you launch the game prior to both of them being updated, you will crash. If you face this issue, please verify your game files.

Please also note that Console hotfixes arrive with a delay, as their release processes take a bit more time. Releasing to PC without waiting on this process allows us to gather data and feedback more quickly - benefiting all platforms.

War Sails v1.0.4

The following changes are specific to the War Sails expansion and are not part of the base game.

Changes

  • Reduced enemy reinforcement ship count from 3 to 2 in the “Free the Sea Hounds’ Captives” quest.

  • Increased cargo capacity for all ship types.

  • Increased Trade Ship prices to better reflect their improved trade capacity.

  • Reduced the cargo capacity cost of pack animals to avoid overly penalizing trade gameplay and to reduce potential issues for AI nobles. Still subject to balancing efforts.

  • Vlandian and Sturgian mariner troops now use culture and tier-appropriate shields.

Fixes

  • Fixed a bug that caused the naval storyline alley-fight dialogue with Gunnar to trigger inside the port scene, which would cause a crash.

  • Fixed a bug that caused pirate parties to have too many ships.

  • Fixed a bug that caused ships from disbanded parties to be distributed incorrectly among clan parties.

  • Fixed a bug that caused inventory capacity tooltips to display incorrect weight values.

Bannerlord v1.3.8

The following changes are part of the base game and apply to the War Sails expansion as well.

Changes

  • Reduced the bow skills of Fian Champions and Khan's Guards. This reduction should have a more pronounced effect on naval combat (War Sails) than on land battles.

Fixes

  • Improved lighting for night and overcast atmospheres.

Crashes

  • Fixed a crash related to mounts that occurred while saving the game.

  • Fixed a crash related to expanded tooltips on the campaign map.

  • Fixed a crash that occurred when attempting to retreat from an army during a siege.

Patch Notes - WS v1.0.3 / BL v1.3.7

Greetings Warriors of Calradia!

Third day, third round of improvements! Boatswain XP is now earned through ship repairs, Shipmaster XP gains have been doubled, and friendly troop banners display correctly. We’ve also added more refinements to the naval storyline, and Xbox players will be able to exit the smithing screen with improved stability. Massive thanks for all your feedback, support, and patience.

Please note that there may be a delay between the download of the base game and the download of War Sails. If you launch the game prior to both of them being updated, you will crash. If you face this issue, please verify your game files.

Please also note that Console hotfixes arrive with a delay, as their release processes take a bit more time. Releasing to PC without waiting on this process allows us to gather data and feedback more quickly - benefiting all platforms.

War Sails v1.0.3

The following changes are specific to the War Sails expansion and are not part of the base game.

Changes

  • Added a warning and blocked launching the title if the versions of War Sails and Bannerlord are not compatible. This can occur after a patch release when there is a delay between the downloads. Launching the title with such a mismatch would cause a crash. You can verify file integrity to resolve this.

  • Repairing ships now grants Boatswain XP.

  • Doubled the Shipmaster XP gain for travelling on water.

  • Scouting XP is no longer given when travelling on water.

  • Slowed down the enemy ships in the final battle of Hunt Down Emira al-Fahda and the Corsair quest. Also decreased the consort ships' maneuverability to give players more time to try again after an unsuccessful ram.

  • Increased the turning arc of basic and fire ballistas on ships. They should now allow you to shoot at the “Floating Fortress” while still circling it in the storyline mission.

  • Increased the time allowed to return to the naval playable area during storyline missions from 10 to 30 seconds.

  • Improved GPU performance during the final Naval Storyline quest mission.

  • Changed the culture of several helmets used by the Nord troops to Nord, making them available in their towns.

Fixes

  • Improved the ability of troops to find the last remaining enemy units during naval battles.

  • Fixed a bug that caused all troops to have the same face in naval battles.

  • Fixed the ship connection errors that occurred during Quest 5 Phase 2.

  • Fixed a bug that prevented you from exiting the storyline from a hostile town.

  • "Amnesties For Pirates" kingdom policy fixes:

  • Fixed a bug that caused garrisons to be overflown with troops, bankrupting clans in the process.

  • Fixed a bug that prevented the 5% daily chance from working.

  • Instead of merging all members of the pirate party into the settlement's garrison, only some members (~25%) will join the garrison.

Crashes

  • Fixed a crash that occurred during the Speak To the Sailors in Omor quest (fireship) when the player died before ramming the enemy ship.

  • Fixed a crash that occurred on the campaign map due to siege blockades.

  • Fixed a crash that occurred during Quest 5 Phase 3.

  • Fixed a crash that occurred when electing the new ruler of Nords.

Bannerlord v1.3.7

The following changes are part of the base game and apply to the War Sails expansion as well.

Fixes

  • Fixed a bug that prevented friendly troops' banners from being displayed with DLSS on.

  • Fixed a bug that caused the selected formations to become deselected after every given order during deployment.

  • Fixed a bug that prevented players from launching the game via the Epic platform.

  • The Kick hotkey no longer disables mouse movement.

Crashes

  • Fixed a crash that occurred when exiting the smithing screen on Xbox.

  • Fixed a crash that occurred on the campaign map when a garrison decided to sally out but had no healthy troops.

  • Fixed a crash that occurred during stealth missions.

  • Fixed a crash that occurred when selecting the first option during the Water Supplies random event.

  • Fixed a crash that occurred when a column formation was following the player.

Patch Notes - WS v1.0.2 / BL v1.3.6

Greetings Warriors of Calradia!

Here’s our second round of improvements and fixes. Nord troops have been strengthened, and initial game loading times are now significantly faster. Thank you all for your continued support and patience.

Please note that there may be a delay between the download of the base game and the download of War Sails. If you launch the game prior to both of them being updated, you will crash. If you face this issue, please verify your game files.

War Sails v1.0.2

The following changes are specific to the War Sails expansion and are not part of the base game.

Changes

  • Improved the initial loading time of War Sails.

  • Troops

  • We increased the armor of high-tier Nord troops to enable them to fulfill their intended roles.

  • High-tier Nord armors have been buffed. This includes both body armor and shoulder pieces.

  • Nord Huscarls are now equipped with their intended armor.

  • Nord troops now use their intended helmets.

  • Nord troops also use gloves and vambraces in higher tiers.

  • Replaced high-tier longbows on lower-tier Nord archers with short bows.

  • Other

  • Added helmets to the northern marine troops who were missing them.

  • Nerfed Aserai mariner troops’ Bahriyyah's bow.

  • Nerfed Battanian mariner troops' javelins.

  • Further decreased the HP of Fahda's ship from 4800 to 3100.

Fixes

  • Fixed an unhandled case where the Vlandian Merchants are defeated in the mission, but the player wins the mission (in the "Escort the merchants" quest).

  • Fixed a bug that prevented seeing quest-related dialogues after a save is loaded during the "Speak to Gunnar and Sister" quest.

  • During the second phase of the "Defeat The Sea Hounds" quest mission, ship controls for the captured enemy ship would stop working if the player exited the direct control mode. This was fixed.

  • Fixed an issue that prevented ally ships from attacking Purig's ship and crew in the final storyline mission.

Crashes

  • Fixed a crash related to boarding in the second storyline mission. More specifically, this could occur after defeating the first sea hound ship, when making the choice about which ship to control in the dialogue with Gunnar.

  • Fixed a crash that occurred if you spammed F in conversation transition between Gunnar and your sister when the "Speak to Gunnar and Sister" quest was active.

  • Fixed a crash that occurred when trying to barter with your sister.

  • Fixed a crash that occurred when a lord party was trying to disembark.

Bannerlord v1.3.6

The following changes are part of the base game and apply to the War Sails expansion as well.

Fixes

  • Fixed a bug that caused troops to leave their party if given the retreat order during the mission.

Crashes

  • Fixed a crash that occurred in stealth missions.

  • Fixed a crash that occurred while dragging a corpse in stealth missions.

  • Fixed a crash that occurred when pressing the play button from the Epic platform.

Patch Notes - WS v1.0.1 / BL v1.3.5

Greetings Warriors of Calradia!

We’re thrilled to see so many of you exploring War Sails and returning to Bannerlord. Thank you for all the feedback so far — we’re monitoring your reports closely. Here’s the initial batch of fixes on the way.

War Sails v1.0.1

The following changes are specific to the War Sails expansion and are not part of the base game.

Changes

  • Reduced the speed and HP of Fahda's ship in the naval storyline (ramming mission).

Fixes

  • Fixed a bug that allowed parleys with towns to be initiated from sea or rivers - causing a crash.
Bannerlord v1.3.5

The following changes are part of the base game and apply to the War Sails expansion as well.

Fixes

  • Shifted a loading operation to after the initial window creation to prevent game unresponsiveness.

  • Fixed a build error to resolve launcher issues that some players experienced.

Crashes

  • Fixed a crash that occurred when ending a quick talk using the Space button on PC.

  • Fixed a crash that occurred when the target faction was eliminated during a peace vote.

  • Fixed a crash that occurred on the initial loading screen.

Beta Patch Notes v1.3.0

Beta v1.3.0

Greetings Warriors of Calradia!

The v1.3.0 base game update is now available in Public Beta.

This update brings a wide range of improvements across the game, from new features to refined gameplay systems and technical upgrades - all aimed at making your time in Calradia more engaging and rewarding.

Because this is a Beta, please note that:

  • Save game compatibility is not guaranteed.

  • You may encounter instability, crashes, or unfinished elements as we continue development.

This phase aims to stress-test the update at scale, gather performance data, and make sure everything is solid when v1.3 launches in full.

If you’d prefer to wait for the most polished version, stick to the Live branch and jump into v1.3 with the launch of War Sails. But if you’d like to be part of the journey, opt into the Beta branch via the Steam Betas system today and tell us what’s working - and what still needs work.

Thank you for sailing with us on this voyage!

Before jumping into the full patch notes, here's a quick recap of the many features being introduced.


Singleplayer

Art

Changes

  • Added a new main menu video for each culture - 6 in total.

  • Added 4 new armor pieces: Blackened Boots, Blackened Armor, Blackened Cape, and Blackened Hood. These have a high stealth factor.

  • Added 4 new shields: Sturgian - Druzhinnik Kite Shield, Reinforced Leaf-Point Kite Shield, Leaf-Point Kite Shield; and Vlandian - Angular Kite Shield.

  • Added 6 new sword scabbards for existing blades.

  • Scene Atmospheres

  • We moved away from an automated interpolation of atmospheres based on time of day and instead introduced a greater range of custom environments that are tailored to cover specific times.

  • We further fine-tuned atmosphere values in general and improved our skybox textures.

  • Added and improved existing global illumination for various towns, castles, and keeps.

Fixes

  • Minor fixes (including siege-related) across town, castle, and tavern scenes.

  • Minor clipping fixes for the Rural Headdress and Palatine Guard Helmet.

  • Minor fixes for Battania helmets.

  • Fixed a visual issue with the Arbalest crossbow handle texture.

  • Fixed a bug that allowed players to leave the training field mounted area on horseback.

Animations

Changes

  • Improved idle animations for guards.

  • Corrected party rotation visuals on the campaign map — parties in map events now face their opposing leader rather than the midpoint of the event.

  • Adjusted beggars’ animation speeds for smoother movement.

Fixes

  • Fixed a bug that caused some parties to play a running animation while stationary on the campaign map.

  • Fixed an issue where the battle animation would not play for a party raiding a village during a raid.

  • Fixed a bug where sitting beggars would not turn to face others while speaking.

  • Fixed a bug where a character seated on a throne could slide out of position when a conversation began.

  • Fixed a bug that caused idle animation issues for female companions in civilian scenes.

  • Fixed an animation bug that caused the barmaid to get stuck in the beer-pouring animation.

  • Fixed a bug that caused NPCs to sit or float in mid-air in civilian scenes.

Campaign Map

  • Fixed specular issues affecting the appearance of settlements on the world map.

Audio

Changes

  • Game music now ducks when the player gets near town musicians.

  • A new music track & sound set for stealth missions.

  • A new sound set for “The Retreat” ending.

  • New sound sets for Settlement Build, Recruit and Kingdom Decisions panels.

  • A new ambient sound set for Slow Motion/Order mode.

  • A new sound set for Formation Targeting.

  • A new sound for the Banner Bearer's movement.

  • A new sound for fast movement of the Campaign camera.

  • A new sound for hideout battles and raids on the Campaign map.

  • A new sound set for weather events on the Campaign map.

  • Added ambient village scene sounds to scenes that were missing them.

  • Optimized the footsteps to free up audio resources in crowded situations.

  • Balanced the in-game UI notification volumes.

  • Revised the bodyfall physics sounds.

  • Reworked the campaign ambients to have more consistency.

  • Improved the sound of campaign armies.

  • In-combat AI yelling behavior now reacts to close engagement and chasing situations.

  • The arena audience now better reacts to fights.

Fixes

  • Fixed a bug that caused the background music to stop when switching culture in the Character Creation screen.

  • Fixed a bug that caused some combat music to have the wrong transitions and mood jumps.

  • Fixed a bug that caused order and dialogue voiceovers to play on the Loading screen.

  • Fixed a bug that prevented the in-game Master Volume setting from impacting the intro sound.

  • Fixed a bug that caused the character’s voice type to reset every time the Character Creation screen was opened.

  • Fixed a bug that caused the wrong voice to be assigned to the character on the Character Creation screen.

UI

Changes

  • Implemented a new heir selection popup. The new popup presents information in a clearer, more visual format similar to the marriage popup, and shows the player’s relation to each candidate.

  • Improved the town management popup:

  • Pressing outside the Reserve popup now cancels instead of confirming.

  • Fixed a bug that caused the “Add to queue/Remove from queue” button to always display as “+”.

  • Added tooltips to the “Add/Remove” and “Set as active” buttons.

  • You can now reorder items on the right‑side queue via drag‑and‑drop, or click to manage an item directly.

  • Fixed a bug that caused minor visual flaws.

  • Added a visual for the banner‑bearer count on Order of Battle formation cards.

  • Added controller hotkeys to the Order of Battle screen.

  • Added “Culture” to hero tooltips in the Manage Town menu.

  • Added a tooltip to the Party Troop Wage icon.

  • Added additional warning menus for “Force Recruit” and “Force Goods” hostile actions to indicate that the action may cause war.

  • Added a tooltip warning of possible death when accepting corporal punishment.

  • Added an influence gain message to the log when donating prisoners.

  • In a hero's encyclopedia page, the friends/enemies lists have been shortened to 3 rows, and the overflow is now displayed via a tooltip.

  • The message log is now temporarily hidden (instead of cleared) when opening fullscreen menus, entering Photo Mode, or starting a conversation.

  • Made several improvements to the “Upgrade Troops” popup regarding horse requirements.

  • Disabled saves are now also selectable in the “Saved Campaigns” screen (they cannot be loaded).

  • Disabled quicksave‑related options when the save limit is reached and added a tooltip explaining why. Previously, a non‑specific error would appear.

  • In Custom Battle, the Siege Engine selection popup can now be exited without making a selection.

  • Clarified “Party Wage/Party Expenses” texts and refined clan tier bonus descriptions on the Clan screen.

  • Time now resumes to its previous state after a marriage offer is closed.

  • Made troop tiers more visible on the Manage Troops screen before hideout battles.

  • Moved the pregnancy icon on the Clan screen to be more visible.

  • Updated journal quest highlighting: clicking a quest now hides its highlight, while updated/new stages remain highlighted until clicked a second time.

  • Items plundered during raids are now grouped before being displayed.

  • Restructured the troop list in the in‑game encyclopedia into two main groups: Culture (regular faction troops) and Outlaw (bandits).

  • Improved encyclopedia search to include results with diacritics.

  • The “Transfer All” button when trading with a settlement now transfers goods only up to the settlement’s gold; pressing it again transfers the remaining goods.

  • The “Toggle Camera Follow Mode” button no longer appears in Photo Mode when visiting scenes like the Tavern.

  • Made unavailable items clearer to distinguish in the Crafting → Refine window.

Fixes

  • Fixed a bug that caused the “Undo/Redo” and “Reset/Reset All” buttons to not remember history values properly during character creation.

  • Fixed a bug in the Inventory screen that could cause prisoner conformities to reset when moved to Discard and back.

  • Fixed a bug in the Lord’s Hall fight where the “Done” button remained grayed out when the player did not have enough troops.

  • Fixed a bug where links that wrapped to a new line in a text box would lose their proper styling.

  • Fixed a bug that caused an old alley leader’s thumbnail to remain in the settlement menu bar after changing the leader.

  • Fixed a bug where the banner sigil was not displayed on shields in the Clan screen.

  • Fixed a bug where pausing the game with an active tutorial caused the tutorial to appear in front of the pause menu.

  • Fixed a bug that caused inconsistencies between militia/garrison information displayed in the Encyclopedia and in hover tooltips.

  • Fixed a bug that prevented the Encyclopedia from responding to gamepad navigation.

  • Fixed a bug that caused the “Kingdom has been destroyed” cutscene to display the wrong kingdom name.

  • Fixed a bug where the “Location” text in the Kingdom screen’s Armies tab displayed the current “Behavior” instead.

  • Fixed a bug that showed the wrong cutscene when the main hero executed their own sibling.

  • Fixed a bug in the Character Developer screen where a perk selection popup would not close when changing characters, instead moving to an incorrect position.

  • Fixed a bug that caused the troop percentage sliders to behave unpredictably in the Custom Battle menu.

  • Fixed a bug where opening the Kingdom screen via circle notifications caused it to remain permanently enabled.

  • Fixed a bug that caused no information to be shown when a raid ended because the village’s bound settlement joined the player’s kingdom.

  • Fixed a bug where the mouse cursor could trigger tooltips even when off-screen.

  • Fixed a bug that made the banner button in the Clan screen unclickable if a tutorial was active.

  • Fixed a bug in the Character Developer screen where “Unspent attribute points: 0” text was invisible.

  • Fixed a bug that caused banner effects to display twice in banner item tooltips.

  • Fixed a bug in the Inventory screen where horse weights were incorrectly included in the left roster’s capacity.

  • Fixed a bug where pressing in-cart army icons in the Army Management screen caused the X button state to change incorrectly.

  • Fixed a bug that caused alternative usage buttons in Inventory screen tooltips to appear unselected after selection.

  • Fixed a bug in the Kingdom screen’s Fiefs panel where a floating button with no text appeared when no fiefs were selected.

  • Edited the layout of certain screens and adjusted the orientation of some non-Latin alphabets to resolve alignment issues.

  • Fixed a bug that caused the prisoner donation tooltip to display repeatedly above a settlement.

  • Fixed a bug that caused banner inconsistencies in certain cases for settlements and mobile parties.

  • Fixed a bug that allowed kingdom decisions to be viewed when they should be disabled.

  • Fixed a bug that prevented the “Party Priority Change” dropdown in the Clan → Parties screen from being enabled.

  • Fixed a bug that caused highlights to be missing on recently completed quests.

  • Fixed a bug that caused the “Manage Army” button to display inconsistently between the map and Kingdom screens.

  • Fixed a bug that made the Members list slider in the Kingdom screen’s Clans tab unclickable.

  • Fixed a bug that caused the party speed tooltip to display incorrect values.

  • Fixed a bug where, if the player was not the leader of an ongoing siege and the leader’s party left, another party could appear twice in the overlay menu.

  • Fixed a bug that caused certain tooltips to overflow incorrectly into two lines.

  • Fixed a bug that caused parties to display incorrectly in the army overlay after creating an army.

  • Fixed a bug that caused individual army members to display inconsistent tooltip behaviors.

  • Fixed a bug where neutral troops appeared as attackers in the scoreboard during missions.

  • Fixed a bug in the Order of Battle screen where pressing Esc while dragging a hero could make the hero disappear.

  • Fixed a bug in the Order of Battle screen that prevented selected formations from being deselected when pressing Esc.

  • Fixed a bug that caused dialogue nameplates to misalign in ultrawide displays.

  • Fixed a bug that caused tooltips to appear in incorrect positions on ultrawide screens.

  • Fixed a bug where “Press to do 5/All” shortcuts in party/inventory item tooltips appeared invisible.

  • Fixed a bug in New Game/Campaign Options where some settings appeared available when they should be unavailable, and vice versa.

  • Fixed a bug that prevented raider parties in the tutorial from being tracked correctly.

  • Fixed a bug that prevented Encyclopedia search results from appearing when using an on-screen keyboard (Steam Big Picture, consoles, etc.).

  • Fixed a bug that prevented a notification banner from appearing when a new governor assigned by the player arrived.

  • Fixed a bug where zooming the camera with a controller immediately before entering a settlement broke focus.

  • Fixed a bug that prevented marriage notifications from appearing when a female family member married.

  • Fixed a bug that caused the workshop purchase tooltip to be misleading, showing only the lack of funds as a reason but failing to mention the workshop limit.

  • Fixed a bug that caused siege engine tooltips to remain on screen if the game was paused.

  • Fixed a bug that prevented the “Charge to the Gate” order icon from appearing during sieges.

  • Fixed a bug that displayed nobles in the village UI even after they had left.

  • Fixed a bug that caused on-screen notifications to persist with broken text when exiting a mission during an active notification.

Stealth & Disguise

  • Implemented the stealth system - used in prison breaks (from a dungeon) and hideouts.

  • Enemies detect the player through sight and sound, reacting to movement, noise, bodies, or their alarmed allies.

  • Their vision is influenced by

  • elevation — enemies see more clearly when looking down, but struggle to spot movement above them.

  • light exposure — shadows and night offer concealment while areas lit by torches make you stand out.

  • Natural hiding spots such as tall grass and dark corners provide concealment; crouching reduces visibility further.

  • Enemy alertness states: Neutral → Cautious → Searching → Fully Alarmed.

  • Added distraction mechanics with thrown objects and noise-making; some enemies resist being diverted.

  • Stealth attacks deal bonus damage to unaware targets with certain weapons allowing crouched melee and ranged strikes.

  • Players can drag bodies to conceal them and prevent raising alarms.

  • Your roguery skill will now also impact the damage dealt via stealth attacks as well as how fast you move and the noise you make while crouched.

  • Reworked the bandit hideout scenes and mission to accommodate stealth gameplay.

  • Instead of diving straight into the fight, you’ll need to clear out sentry camps surrounding the main hideout first. Once you’ve eliminated these outer threats, you’ll have the option to call for an all-out assault on the main camp, leading to the final boss fight.

  • Reworked dungeons and the prison break mission to accommodate stealth gameplay.

  • Breaking someone out won’t be as simple as waltzing in and cutting their shackles — you’ll now need to sneak your way in, locate the prisoner’s cell, and then escort them out without raising suspicion. You can’t fight your way in, but once you reach the cell, guards will start to sense that something is off and begin patrolling. At that point, you’ll have to decide—do you attempt a stealthy escape, or fight your way out?

  • 6 new dungeon scenes have been added designed for stealth gameplay.

  • Implemented a third equipment layout which will be utilized in stealth missions.

  • Certain armor pieces now modify your visibility and audibility, offering bonuses for stealth-oriented gear. This is indicated with a stealth bonus entry on the item tooltip.

  • Selected daggers now have an alternate backstabbing attack.

  • Daggers, certain swords, short bows, composite bows, light crossbows, and select throwing weapons will be usable in stealth missions.

  • The range of available weapons remains subject to change.

  • Added Bag of Rocks for creating distractions and diverting enemy attention.

  • Implemented the disguise system - used when sneaking into hostile towns.

  • The first infiltration of a town requires setting up a contact inside the settlement. The town mission, however, now has increased guard presence and surveillance, requiring you to disguise yourself and find the contact person within the mission.

  • Disguise relies on inconspicuity — suspicious actions such as running, drawing weapons, or hiding will raise guard suspicion. High suspicion triggers guard investigation. If you break line of sight, they eventually return to their posts.

  • Being identified blows your cover, placing all guards on full alert and initiating pursuit. Escape requires leaving the settlement and capture results in imprisonment.

  • If you establish a contact successfully, you can then explore the town in disguise, including in any future entries.

  • If you prefer the campaign menu, you may still use the skill roll option to sneak into the settlement each time — but only after you’ve established a contact there.

  • Implemented

Patch Notes v1.2.12

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.

Patch Notes v1.2.10

v1.2.10​

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

Singleplayer

Crashes

  • Fixed a crash that occurred in encyclopedia when switching between characters quickly.

  • Fixed a crash that occurred when assigning a commander to a formation during the Order of Battle phase.

  • Fixed a crash that occurred due to a multithread issue during siege and hideout missions.

  • Fixed a crash that occurred during a conversation with a freed prisoner if multiple prisoners had been saved from the enemy party.

  • Fixed a crash that occurred when assisting a settlement under siege while a peace vote was under way between the factions.

  • Fixed a crash that occurred during the destruction of cloth meshes.

  • Fixed a crash that occurred when trying to drag two objects at the same time (as a result of Alt+Tabbing).

  • Fixed a crash that occurred when refreshing texts.

  • Fixed a crash that occurred when refreshing map nameplates.

  • Fixed a crash that occurred when pressing the “Click to continue" button during the very first frame of a map conversation.

  • Fixed a crash that occurred when setting a hotkey in Options.

  • Fixed a crash that occurred when refreshing battle menus after a peace declaration.

  • Fixed a crash that occurred when entering a battle against bandits.

  • Fixed a crash that occurred when loading a save file that contained an item from a deleted crafting template.

  • Fixed a crash that occurred when using the “Manage Prisoners" game menu option in castles.

  • Fixed a crash that occurred when leaving a settlement while having the town management menu open.

  • Fixed a crash that occurred while hovering over highlightable rich texts.

  • Fixed a crash that occurred when a kingdom tried to make a decision related to an eliminated kingdom.

  • Fixed a crash that occurred when trying to “Sell All” on an equipped item.

  • Fixed a crash that occurred when declaring peace via the Kingdom screen and doing the Save & Load immediately after.

  • Fixed a crash that occurred when assigning a hero to a claimed alley.

  • Fixed a crash that occurred when loading a save file.

  • Fixed a crash that occurred when sieging a settlement as an army member.

  • Fixed a crash that occurred when joining an army through the conversation with the army leader inside a settlement.

  • Fixed a crash that occurred when starting a conversation via the “Visit” button.

  • Fixed a crash that occurred when visiting the target village during the “Snare The Wealthy” issue quest.

  • Fixed a crash that occurred when using the "Wound all enemies" cheat.

Fixes

  • Fixed a bug that caused donated troops and prisoners to stay in your party.

  • Fixed a bug that prevented certain crafting recipes from producing legendary items.

  • Fixed a bug that caused some clans to have heroes of other clans as their leaders in older saves.

  • Fixed a bug that caused parties to abandon their army when the army leader was inside a settlement under siege.

  • Fixed a bug that caused parties/armies to continue besiegeing the settlement even in the presence of a larger threat nearby or when that was otherwise no longer logical.

  • Fixed a bug that prevented the “Coming of age” notification from appearing.

  • Fixed a bug that prevented some companions from being listed on the party role selection list.

  • Fixed a bug that prevented the “Preventive Medicine” perk from healing you after performing some hostile actions against villages.

  • Fixed a bug that prevented the assigned governor from teleporting to the target settlement.

  • Fixed a bug that caused the brother and sister to spawn when they reached 18, even if they were not rescued.

  • Fixed a bug that caused the game to get stuck after finishing a siege while having an active “Lord Needs Horses” issue quest.

  • Fixed a bug that caused numeric input fields to be unresponsive to a certain digit, if that digit was the last remaining one and was previously erased.

  • Fixed a bug that prevented the "campaign.add_attribute_points_to_hero", “campaign.declare_peace”, and “campaign.declare_war” cheats from working correctly.

  • Fixed a bug that caused a defending army in a siege to disperse without a valid reason.

  • Fixed a bug that caused breakout mechanics calculations to use player army count instead of the player party count when the player is not the army leader.

Changes

  • Reduced the loading time on consoles.
Multiplayer

Crashes

  • Fixed a client crash that occurred when you switched sides.

Fixes

  • Fixed a bug that prevented the lobby screen friends list from being updated correctly.

  • Fixed a bug that caused taunts and cheers to still receive inputs when holding the cheer button even after the radial menu had been closed.

  • Siege Scene Fixes

  • Ayzar Stronghold

  • Fixed a bug that allowed you to use the right-side ballista while in cover behind the palisade.

  • Fixed a bug that allowed players to walk on top of a destroyed wall near the attackers’ spawn.

  • Fixed a bug that caused players to get stuck inside the wooden columns on some castle walls.

  • Castle of Fen Altai

  • Fixed a bug that allowed you to climb the big rocks on the right-side in order to back cap the G flag.

  • Fixed a bug that allowed players to walk on top of the well.

  • Fixed a bug that allowed players to reach the warehouse roof by jumping on the shelves.

  • Baravenos Encirclement

  • Fixed a bug that allowed players to walk into the castle windows.

  • Fixed a bug that allowed players to reach spawn and character selection locations.

  • Skala Landings

  • Fixed a bug that allowed players to walk through an inaccessible door.

  • Fixed a bug that caused players to get stuck on the castle walls.

  • TeamDeathMatch Scene Fixes

  • Tsagaan Castle

  • Fixed a bug that caused players to get stuck between a barrel.

  • Fixed a bug that allowed players to jump over barrels to reach inaccessible locations of the castle wall and roofs of certain buildings.

  • Fixed a bug that allowed players to jump and get stuck between the walls and props.

  • Fixed a bug that caused players to get stuck between carts and walls.

  • Fixed a bug that caused players to get stuck between the barrels and fences.

  • Fixed a bug that allowed players to walk on the castle walls via the props near them.

  • Fixed a bug that allowed players to walk through a scene prop.

  • Fixed a bug that allowed players to jump and bypass the map barrier near the edge of the map.

  • Fixed a bug that caused players to get stuck between the castle merlons.

  • Fixed a bug that allowed players to attack other players while inside of a tent (outside the castle).

  • Harbour of Ovsk

  • Fixed a bug that allowed players to walk on top of the roof of a building.

  • Nord Town

  • Fixed a bug that allowed you to fire your bow/crossbow from an unreachable spot inside a house.

  • Fixed a bug that caused players to fall in between the walls and the props.

  • Fixed a bug that allowed players to walk inside of an inaccessible building through a window.

  • Fixed a bug that caused horses to get stuck between the small planks located on the road.

  • Fixed a bug that allowed players to reach the top of the shelves and get stuck.

  • Skirmish Scene Fixes

  • Zendyar

  • Fixed a bug that allowed players to jump and walk through some cliffs.

  • Fixed a bug that caused players to drop through the map while on a mount.

  • Fixed a bug that caused players to walk unevenly over some props.

  • Fixed a bug that allowed players to walk on top of some rocks.

  • Xauna

  • Fixed a bug that allowed players to walk and climb the tower walls.

  • Trading Post

  • Fixed a bug that allowed players to drop down and walk on top of some walls.

  • Fixed a bug that allowed players to jump down and not take any damage on some locations.

  • Fixed a bug that caused stray mounts to get stuck and block the stairs on Flag B.

  • Fixed a bug that caused mounts to get stuck between stair walls while jumping.

  • Port at Omor

  • Removed an object located outside of the playable area that was causing a graphical glitch.

  • Fixed a bug that caused players to get stuck while jumping with a horse on some props.

  • Fixed a bug that prevented players from accessing the wooden walkway near the beach.

  • Fixed a bug that allowed players to walk near the camera location where classes are selected.

  • Town Outskirts

  • Fixed a bug that allowed players to jump and get stuck inside a wall.

  • Fixed a bug that allowed players to jump glitch through some prefabs on the map.