About the Game
Mount & Blade II: Bannerlord is TaleWorlds' long-awaited sequel to Warband — a medieval sandbox RPG-strategy hybrid where you start as a literal nobody and end up either ruling Calradia or dying in a ditch trying. You build a character, recruit a band, take contracts, marry into noble families, declare independence, get crushed by a coalition war, and start again. The campaign is genuinely emergent.
The combat model is what made Mount & Blade a cult classic — directional swings, shield walls, formation orders, mounted combat where the horse is a weapon. Bannerlord adds proper smithing, a complex economy, and battles that scale to thousands of soldiers depending on your hardware. Workshop mod support is in (Sword & Sorcery, Bannerlord Online, hundreds of total conversions).
Released as OFME (Online-Fix Mod Edition), so the captain mode and skirmish multiplayer work between cracked clients via the relay — no TaleWorlds account required. Build 21128576. 90 GB installed (the install is huge because of model assets and texture caches). Mods can be loaded from the standard Modules folder.
Screenshots
10 imagesVersion Information
Steam Patch Notes
Official update history
[img src="{STEAM_CLAN_IMAGE}/26623866/f35d451927a4feccdee4db628f986d23fa392ba8.png"]
[p align="justify"]Greetings Warriors of Calradia,
Our last content patch focused on the sandbox simulation. It made diplomacy more responsive and encouraged our lords to pursue meaningful wars, create larger armies, go to sea, harass convoys and raid villages. It also included the new seaborne raid, additional ships and equipment as well as many tweaks to gameplay, visuals and performance.
Today’s beta release puts more emphasis on player activities. The segment prior to the patch notes discusses our motivations for some of these changes.
While seafaring offers new opportunities for merchants and warriors alike, it requires substantial progress to not only acquire a ship, but also hire a crew that can fend for themselves. This is sensible from a balance perspective, but gates much of the naval content. We wanted to improve upon this without deeply changing the early game that many players enjoy.
The most direct solution the beta introduces is - additional player choice. At the beginning of every Sandbox game, you will be able to choose if you want to enter Calradia with a ship to your name or play the regular game start.
However, even if you opt for the latter, the patch includes a number of changes that should make progression both smoother and more flexible. For one, we added the ferry feature so that smaller player parties can reach (and escape) areas of the map that would otherwise be hard or impossible to get to without a ship. Given player feedback, we also increased land and sea travel speeds by 15% so that you will generally be faster to progress (and recover).
Once you do have a vessel of your own, you will find the pirate spawns adjusted to include smaller parties that you can engage earlier into the game. Similarly, part of the reason for why we introduced naval random events as well as the battle sites and wreckage system is to offer players more experiences that don’t require a strong fleet. Having said that, they should increase the variety of naval gameplay regardless of progression and allow players to organically witness more of what is happening in the world.
The mooring feature, in turn, opens up additional options for aspiring captains as their fleet grows. You will be able to store instead of sell ships that you cannot effectively crew yet. You also won’t need to risk your entire fleet in every naval battle. Instead, you can specialize and only bring what fits your current play style - be that trading, raiding or naval combat.
Finally, we added port points to coastal castles. While more locations to embark and disembark should make sea travel more accessible in general, the larger motivation is offering additional opportunities for armies to clash at sea. Given that most army encounters occur around sieges, naval blockades on castles will contribute to that.
While the beta includes other changes such as improved map visuals, better naval party decision making, storyline tweaks and the ability for players to cut boarding ropes in missions, our focus with this patch is on naval content access, progress and variety. Especially the variety and frequency of what you can experience at sea will remain an important topic for War Sails going forward.
[p align="justify"]Base Game
As we explored starting with a ship for War Sails, it quickly became clear that this was also an opportunity for the base game. Not the ship, mind you, but advanced starting options.
These are split into three categories - each with their own goals.
The player start options allow experienced players to access later game content more quickly and begin a game with a particular character role (such as king, vassal or merchant). For new players, this will also serve as an additional form of progression since you need to unlock most of the roles in regular gameplay before you can start with them.
The campaign scenarios, on the other hand, are always available. Their primary purpose is to increase replayability through the introduction of tailored but partially randomized world states. What would happen if the Empire remained united? What if you entered Calradia with only two warring factions remaining? What if you threw the dice on the state of the world? The campaign scenarios allow you to find out.
Modifiers are the final piece of the puzzle. They take aim at specific game mechanics that can deeply affect the experience such as recruit generation or travel speeds. Players who do not enjoy the default settings or just want to try something different will now have alternatives.
As you will be able to combine settings from these categories, the advanced starting options should offer quite a bit of content variety. They also integrate the Fast Mode directly into the game rather than the launcher, which will make it accessible on consoles as well. Please note that all of these are set when starting a Sandbox game and cannot be changed later.
The rest of this patch is less about where you begin and more about what you can see as you are playing.
Battle sites and wreckages are one example of this. Their fundamental goal is to add visibility to battles that take place in the world outside of the player's immediate vision range. Instead of simply happening with players none the wiser, they now leave behind a temporary battle site that you can come across. You can also investigate it for further information and potential rewards. We believe that this will be a good addition to the organic worldbuilding and storytelling of our sandbox.
Visibility or recognizable gameplay impact is also an important aspect for two topics that are frequently raised in the community - traits and relations.
While they already influence AI in kingdom decisions and military actions (siege, raid, battle) among other things, it can be difficult to discern their role given the competition with other factors - and each other. For example, a valorous lord is less discouraged by a garrison’s power but may still not pursue a siege due to positive relations with the settlement owner - as long as there are more attractive, alternative targets.
With that said, there are options to make traits and relations more apparent and impactful to the player’s own activity. The present patch seeks to do this with the introduction of trait effects and blood feuds.
As the name suggests, trait effects tie a number of effects to your current character traits. These were designed to support gameplay that is aligned with each side of a trait’s spectrum. So whether you are merciful or cruel, you will have effects that suit the role you are playing. And while this is more oriented towards the player’s character development, AI lords do have traits and will benefit from them as well.
Blood feuds, on the other hand, are primarily concerned with relations. If you execute a clan member of another clan, they will begin doing the same to your clan until relations recover or blood money is paid. Notably, AI clans can start a blood feud as well and execute one of your clan members, including you, if you have sufficiently negative relations (currently -50). So you may want to check who you are fighting - or at least ensure that your heir hasn’t already been captured.
Finally, we took a look at the (offensive, defensive, balanced) player clan party stances. Much like traits, the active stance influenced the party behavior scores, but did not guarantee specific outcomes. To give players a more reliable way to manage their clan, we decided to shift away from the score influence and towards hard, observable rules for the most common pain points. You will now be able to directly allow or prohibit joining armies, raiding villages, donating troops and having a fleet (for War Sails).
Naturally, the patch also includes changes that go beyond these themes such as additional battle terrains, passive experience gains for lords and companions as well as a substantial rework of reinforcement spawns in battles.
As we enter this beta period, we look forward to further improving these and other aspects with your feedback. We also want to note that this version’s live release will include captain mode formation targeting, spectator mode improvements and a range of balance adjustments for our multiplayer community. Once we have made a bit more progress, we will also share another update for what the future holds.
Hope you enjoy the Beta - we’re looking forward to your feedback!
[img src="{STEAM_CLAN_IMAGE}/26623866/2e788efe7593079df5ad3a7fee75a098ef9fe5c1.png"]
[p align="justify"]Here’s how you can play the Beta via Steam right now: Open Steam, right-click Mount & Blade II: Bannerlord → Properties → Game Versions & Betas → Select “beta - Beta v1.5.0”.[p align="justify"]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 v1.3.0
The following changes are specific to the War Sails expansion and are not part of the base game.
Settlement Actions (Town, Village, Castle and Hideout)
Added Mooring to Town Ports
In neutral or allied towns, you can now moor your ships and configure your fleet composition without selling or sending to clan. You can moor at multiple ports without a ship limit. Your existing moored ports will become inaccessible if the town owner is at war with you, and become accessible again once they are no longer hostile.
Added a ferry system that enables you to travel between some coastal villages without owning ships
To use a ferry, you must be in a coastal village (including the hostile ones), not be in an army, have a party size of no more than 50 troops, and carry enough gold to cover the fare. The fare depends on your party size and the hostility of both the departure and destination settlements, with the hostile village ferry charging more. The destination is preset for each coastal village and is visible in the village menu.
Added the ability to embark and disembark at coastal castles, and extended the siege blockade feature to coastal castles as well.
Fixed a bug that caused the lost battle simulation of Seaborne Village Raid to be considered as a win if the simulation is started right after losing the Seaborne Village Raid mission battle.
Fixed a bug that caused position errors of the player's party after setting sail, preventing the party from entering settlements.
Random Events
Added 39 naval random events. These appear based on your actions at sea. Each event tells a different story and offers choices that can affect your character’s traits, skills, party, items, or gold.
Character Development System
Changed how you gain the Boatswain skill experience. It is no longer gained when your ships take damage. Instead, you can develop the Boatswain skill by maintaining high party morale while at sea.
Increased the amount of Boatswain experience gained from repairing ships.
Added missing naval skills (Mariner, Boatswain, Shipmaster) to faction leader skill templates.
Reduced most non-governor perks' effects by 50% when used in naval battles (perks that are not in the Mariner, Boatswain, or Shipmaster category and those that adjust numeric values).
Made Boatswain - Streamlined Operations, Shipwrights Insight, Smooth Operator, and Accuracy Training perks' FirstMate role effects Captain effects.
Made Boatswain - Shipwrights Insight's primary effect a personal effect, which now only applies when the hero who has the perk uses a ballista on a ship.
Nord nobles now have beards and facial scars more often to make them appear more rugged.
Fixed a bug that prevented the Mariner - Forceful perk from applying its secondary effect properly.
Campaign Map
Improved terrain features and visuals of the world map.
Reduced visible grid lines on the world map.
Switched a terrain scene near Makeb with a more suitable one.
Fixed a bug that prevented parts of the world map from applying the correct weather based on the campaign time, leading to campaign map and mission scenes having inconsistent weather.
Fixed a bug that caused incorrect pathfinding on the campaign map.
Fixed a bug that caused battle missions to trigger a scene with a winter setting when started under the storm on the campaign map.
Naval Battles
Ship attachment ropes can now be hit by the player and destroyed to prevent bridges from being formed.
Additionally, attachment rope physics have been overhauled and made more realistic.
Relaxed the skeletal crew restriction for ship placement during the OoB phase. You can now deploy ships that have fewer troops than the skeletal crew number. The UI will alert you that such ships will underperform in battle.
Improved deployment zone planning for naval battles. Ship spacing is now dynamically adjusted based on deployment width, with a maximum gap of 20 meters that scales down for wider formations in river battles (e.g., 13 meters for 8 dromons). River battles now use a fixed deployment zone depth with 50-meter front and back margins, while sea battles continue to extend the zone toward mission boundaries.
Fixed a bug that caused ship collisions to have numerous camera shakes or deal damage more than once.
Fixed a bug that caused retreated ships to be displayed as destroyed in the mission scoreboard.
Fixed a bug that prevented ships from being displayed in the scoreboard during a custom battle seaborne village raid.
Fixed a bug that prevented troops from boarding the enemy ship in some scenarios.
Fixed a bug that allowed players to place troop formations in unintended areas during Seaborne and Village raid missions in OoB.
Fixed a bug that allowed the naval battle to start even with undermanned ships deployed.
Fixed a bug that prevented crew members from taking control of the ship when delegating command of the vessel.
Clan and Party
Improved AI noble party decision-making when encountering pirates at sea. Parties now consider their active task and proximity to friendly or enemy settlements before deciding whether to engage, reducing unnecessary interruptions and helping them stay focused on their current objectives. Parties traveling by sea near enemy settlements or parties performing Offensive Patrol tasks will now no longer engage pirate parties unless those pirates are already engaged with a friendly (own faction, alliance, or trade agreement) party.
Added smaller pirate parties to increase early game accessibility of naval encounters.
Fixed a bug that allowed the player to set sail from hostile villages.
Fixed a bug that caused naval patrols to have trouble navigating curved rivers.
Fixed a bug that caused nobles to be embarking to their ships for 30+ hours, during which they couldn't be interacted with.
Fixed a bug that caused parties without a ship to try defending a raided village from the water.
Ships & Upgrades
Improved the descriptions of ship upgrades.
Added a new animation pose to the captain point of the Ghurab ship.
Fixed a bug that prevented the "Reinforced Battlements with Improved Rudder" ship upgrade from appearing visually.
Fixed a bug that prevented the top two parts of cloth on the Square Sails (level 3) from being affected by wind physics.
Fixed a bug that prevented colors from showing on ship sails and rooftops.
Fixed a bug that caused different LODs to change ship roof color.
UI
Changed the mariner icon visibility check when upgrading troops. It no longer looks at whether the current mariner is a mariner, but whether the upgraded version of the troop is a mariner.
Improved the ordering of scoreboard ships to show the player's ships first, in their formation orders (1->8).
Updated draft type in the Fleet Menu to include naval raid ability.
Updated some ship thumbnails.
Removed the + ship buttons from custom battle Seaborne Village Raids beyond the 3 ships.
Fixed a bug that allowed you to open other screens while the Manage Fleet screen was open.
Quests & Issues
Made a pass over the early and mid War Sails storyline to reduce difficulty in certain missions:
Adjusted enemy weapons in the alley fight and the ship escape to deal less damage.
Increased the duration of Gunnar's invulnerability after he is rescued following the in-mission cinematic of the alley fight.
Increased the allied ship's troop count to 14 in Escort the Vlandian Merchants.
Increased the fireship's health in Break Out of Omor Estuary so that it is much harder to sink before reaching the target ship.
Increased the second ship's maximum health and maximum fire health in Break Out of Omor Estuary.
Added an Alt-key highlight to the throwable axe barrels on the escape ship in Free the Sea Hounds' Captives, making them easier to find during the escape phase.
Updated the equipment and skills of the Vlandian Merchant, Sea Hound Recruit, and Sea Hound Thug troops.
Fixed a bug that prevented the first enemy ship from firing its ballista in Break Out of Omor Estuary.
Added postures and animations to characters in the naval storyline dialogues.
Fixed a bug that caused enemy troops to spawn inside water during the Army of Poachers quest in some villages.
Fixed a bug that prevented the player from correctly starting at the ship helm when choosing to control the captured ship during the Defeat the Sea Hounds mission.
Audio
Fixed a bug that caused Sturgian Victory music to be played instead of Nord when winning an encounter.
Fixed a bug that caused the Battle music to disappear during the finale of the Naval Storyline missions.
Fixed a bug that caused all naval battles to end with the Battanian Victory music. They now end with your faction's Victory music or the music of the troops' dominant culture.
Animations
Fixed a bug that caused banner animation issues during the Seaborne Village Raid on the world map.
Other
Made 14 armour pieces appear in Nord town shops instead of Sturgia.
Troop adjustments:
Updated Skolderbrotva troops and their leaders with Nord culture items.
Updated Sea Raider troops' equipment with Nord culture items.
Fixed a bug that allowed some Nord female dresses to be equipped by male characters.
Crashes
Fixed a crash that occurred when entering a Scourge of the Seas quest due to other unrelated quests. They're now cancelled.
Fixed a crash that occurred when the player lost the battle in Seaborne Village Raid mission but won it in the battle simulation afterwards.
Fixed a crash that occurred when the player used cheats to kill their character during War Sails storyline missions.
Bannerlord Beta v1.5.0
The following changes are part of the base game and apply to the War Sails expansion as well.
Advanced Starting Options (ASO)
Campaign Scenarios - Choose a starting scenario to shape Calradia. ASO uses it as a guideline, randomizes the campaign state, and lets you share the result through the Seed system.
Default: Calradia as you know it.
United Empire: The civil war has ended, and your chosen imperial faction has reunited the Calradian Empire.
Invasion: Faction of your choosing expanded aggressively and is now ruling most of Calradia.
Last Stand: Faction of your choosing is on the brink of destruction and has a single town left, where they will make their last stand.
2 Faction War: Every faction but the two factions of your choosing has been eliminated, Calradia is divided into two and is at war.
\ Nord Invasion: The Nords have arrived to Calradia and started an aggressive campaign. They have expanded south and are looking for more.
Player Starts - Choose a player start to shape your journey. Each start works with any Campaign Scenario and is randomized through the Seed system. Some player starts must be unlocked: reach King, Vassal, or Mercenary rank, or create your first caravan to unlock Trader. Loading existing saves with fulfilled conditions also unlocks the relevant starts.
Default: Default sandbox player start.
King: Your character starts as a Ruler of a faction of your choice.
Vassal: Start as a vassal of a faction of your choice.
Mercenary: Start as a small clan in mercenary service of a faction of your choice.
Trader: Start as a trader with a workshop and a caravan to your name in a random town.
Outlaw: Start as an outlaw that’s wanted by all the factions in Calradia.
Beggar: Start with nothing but the ragged clothes on your back.
\ Fleet Admiral: Start as a vassal of a faction of your choice, with a force at sea.
\ Merchant Venturer: Start as a merchant venturer on sea with trade ships, a set up convoy and a workshop in a random town.
Modifiers - Apply multiple modifiers alongside any Campaign Scenario and Player Start.
Bandit Surge: Increases bandit party sizes globally, with huge ones occasionally.
Civil Unrest: Increases rebellion chances globally.
Recruit Shortage: Decreases the recruit generation of notables significantly.
Swift Travel: Increases the travel speed globally on both land and sea.
\ Personal Vessel: Start with a small trading ship to your name.
Seed system - Seeds randomize campaign generation, player-start details, and other sandbox elements. You can share your seed and ASO options with a friend to recreate the same sandbox, or just your seed for partial parity.
Fast Mode has been moved to ASO, is no longer a separate Module, and is intended to become available on Consoles through this as well.
Battle Sites & Wreckages
After battles on land or sea, battle sites and wreckages can now appear on the campaign map, marking where the fight took place. These can be investigated for loot, survivors, or other findings by you or looter and pirate parties, which are drawn to them.
Battle Sites & Wreckages come in three sizes. Larger ones require more time and troops to investigate, but offer greater potential rewards.
Small battles can leave Skirmish Sites and Wreckages.
Medium battles can leave Battlegrounds and Battle Wreckages.
Large battles can leave Battle Aftermaths which are named after the nearest settlement.
Investigating a Battle Site / Wreckage may yield all of the following which scale with the site size:
Wounded surviving troops that can be recruited into your party. The number of troops recovered also depends on the highest Medicine skill among your party’s heroes, and grants Medicine XP to that hero.
Denars.
Trade goods & scavenged valuables. The former also provide Roguery XP when looted.
A map revealing a nearby bandit hideout.
How fast you search a site is also impacted by your Roguery skill and party size.
Battle Sites and Wreckages eventually disappear, with Aftermaths being converted into Battle Remains - sticking around on the campaign map for longer even after being investigated.
Character Development System
New Effects for Personality Traits
Each now usually provides two positive and one negative effects.
Calculating
Calculating → Cerebral
+10% / +20% Workshop income
+10% / +20% Siege engine construction speed
Starting relation with notables you meet for the first time: −3 / −6
Impulsive → Hotheaded (negative side)
+5% / +10% Charge damage for troops under your command
+10% / +20% Combat starting morale
Disorganized state after losing a fight lasts +50% / +100% longer
Generosity
Generous → Munificent
+25% / +50% additional mercenaries
+10% / +20% Party morale gain rate
+10% Food consumption
Closefisted → Tightfisted (negative side)
+10% / +20% Town project effectiveness
−5% / −10% Troop wages
−1 party morale per day (both tiers)
Honor
Honest → Honorable
+10% / +20% Relationship gain rate
+10% / +20% Settlement loyalty gain rate
Crime rating decays 40% / 80% slower
Devious → Deceitful (negative side)
Crime rating rises 40% / 80% slower when you commit crimes
Recruiting bandits/prisoners costs 15% / 25% less morale penalty
+5% / +10% Amplified relation swings (gains AND losses) with clan leaders
Mercy
Merciful → Compassionate
+25% / +50% Chance to capture prisoners instead of killing them
+5% / +10% Village hearth growth rate
0% / −20% Gold when ransoming captured lords
−20% / −40% Gold when ransoming captured troops
Cruel → Sadistic (negative side)
+20% / +40% Raid loot yield
−20% / −40% Rebellion chance
−25% / −50% Chance to capture prisoners (you kill more instead)
Valor
Daring → Fearless
+10% / +20% Resistance to morale loss from battle losses
+10% / +20% Renown gained after battles
−5% / −10% HP recovery per day
Cautious → Very Cautious (negative side)
−10% / −20% Personnel casualties during siege simulations
−25% / −50% Prisoners under your command/governorship escape less often
Siege preparation takes 30% / 60% longer
Hovering over characters in the encyclopedia now shows a tooltip showing their traits and effects.
Added trait change information to the tooltips of siege aftermath options.
Rebalanced the personality traits of rogue/bandit-type wanderers. Most lost Mercy and Generosity, being replaced with Calculating, Honor, and Valor. Cowardly/bandit characters are now Cautious, and dishonorable wanderers are Devious.
Your character now also gains Leadership experience while maintaining high morale.
Nobles, player companions, and wanderers now gain XP daily based on their focus points.
Reintroduced the "Character Leveled Up" indicator to the character development screen.
Stealth items are now also passed to the heir upon main character's death.
Made children visually resemble their parents even more by reducing static body-property randomization.
Fixed a bug that caused Auto Allocate Clan Member Perks to select the perks even when the option is off.
Fixed a bug that prevented dismount, knockdown, and knockback-related combat perks (ShowOfStrength, HardKnock, KeepAtBay, Skewer, Braced, HammerBolts, KnockOff) from applying their perk effect correctly.
Blood Feuds
Blood Feuds make executions more consequential. You can start a feud with a clan by executing one of their members.
Executing a noble already affects your Honor and Mercy traits, as well as relations with their clan, faction, and friendly clans. Executing dishonorable nobles carries fewer negative consequences.
AI clans can also start a Blood Feud by executing one of your clan members. This may occur when relations are low (at least -50), and is influenced by the captor’s Mercy trait.
Once a Blood Feud begins:
Your clan members toss a coin on whether to execute captured members of the rival clan when given the opportunity.
The AI clan member will always choose to execute the player if given the opportunity.
Each day, AI captors become increasingly likely to execute your clan members, reaching a guaranteed chance on day 10. If they enter a settlement, they instead hand over the prisoner for execution 8 days later.
No ransom offers between the feuding clans are allowed.
Blood Feud Resolution:
Blood Feuds can be settled through Ransom Brokers. Only executed family members are counted: if you lost or tied the feud, it ends only for a small commission; if you executed more, you must pay compensation. Relations between both clans are then set to -50.
Blood Feuds also end if the relations between the feuding clans reach 0.
Blood Feuds block the following with the rival clan: defections, faction membership and invitations if they come from a ruling clan, as well as safe-passage agreements.
Clan and Party
Clan Party Controls
Replaced party stances with behavior toggles.
Party stances did not have a reliable, recognizable gameplay impact outside of preventing raids in the defensive stance.
The new behavioral toggles can enable/disable:
Raiding villages
Donating troops to garrisons
Joining other armies
\ Owning a naval fleet
Added the clan party recovery system, which holds the party slot for defeated clan parties and spawns the party with the same configuration from a safe location.
\ Additionally, if the clan party is defeated on land, their ships will be returned to them upon respawning.
Removed the finance screen from the Clan tab.
\\ Increased the naval and land party speeds by 15%.
Improved positioning of world map party visuals during battles by placing them closer to the center of the battle in an arc formation.
Fixed a bug that prevented the automatic addition of troops to companions that were promoted to vassals.
Fixed a bug that caused the changing party leader UI to open the clan screen without displaying the party leader change prompt.
Art
Added 4 new battle terrains to locations in the image.
[img src="{STEAM_CLAN_IMAGE}/26623866/4103f51fdd27a58347ae8ee154f55bfee16598b6.png"]
Added the corresponding Seaborne Village Raid scenes to Land Custom Battle.
Improved rendering performance of the main menu videos.
Fixed some collision issues with walls in Omor.
Fixed a bug that prevented Dagby, Ykerslund, and Amycon's village scenes from triggering correct mission scenes.
Fixed a bug that prevented the intended starting stealth equipment from appearing in the inventory.
Battles and Sieges
Reinforcement Deployment
Improved reinforcement deployment positions. Reinforcements spawn on one of the invisible scene paths, with the initial path determined by the parties' world map positions. The reinforcement path selection algorithm avoids spawning units too close to enemies. It now prioritizes the two neighboring paths that are radially closest to the initial path. This keeps reinforcements closer to their expected approach direction and prevents cases where they arrive from a wildly different side of the scene.
Fixed a bug that caused reinforcements to arrive near the middle of the reinforcement path, instead of near the beginning or the end of the path.
Caravan Equipment Deployment Improvements
Fixed a bug in caravan encounters that caused caravan equipment to be placed on an incorrect position. It is now placed at the very end of the path, close to the initial spawn area of the caravan troops.
Even though caravan equipment may now spawn at mission start, its associated tactical position is added after OOB deployment is completed, and the TeamAI tactic of the caravan team is reset. This prevents the troops assigned to protect the caravan from teleporting during OOB deployment and overlapping with the caravan. Instead, they spawn in front of the caravan and then move to protect it.
Reduced the friendly bump attacks made by troops in a shield wall by improving combat collisions.
Improved the troop placement in the column arrangement. Units now try to form a column first before following the unit in front of them. This should prevent a bug that caused some agents to get stuck in the column.
Improved the aiming of AI troops while using the ballista.
Fixed a bug that caused AI agents holding position to ignore a lone attacker harassing them. They can now break off in small squads to pursue and counter-attack the attacker, whether it's the player or a stray enemy, until the attacker is dealt with or retreats back toward their allies.
Fixed a bug that caused an automatic win when sallying out after a successful ambush battle in siege.
Fixed a bug that prevented bastard swords from being used as two-handers.
Fixed a bug that prevented troop positions from being restored when the Reset Deployment button was used in the Order of Battle screen.
Fixed a bug that caused troops with raised shields to turn their backs to incoming ranged attacks.
Fixed a bug that prevented ranged units with an Engage order from attacking due to continuous back-and-forth movement.
Fixed a bug that caused mangonels and trebuchets to consistently miss their targets under certain configurations.
UI
Added a new popup that shows hero portraits and information in a larger and more detailed manner when selecting Party Roles.
Adjusted the Stealth Tutorial conversation text and trigger conditions so that it is clearer that the mission can be started only during the night.
Newly unlocked crafting pieces now stay highlighted until hovering across them with a mouse instead of requiring just the closure of the crafting screen.
Changed the army's food tooltip to bring it closer to the party's food tooltip. Also added the daily food change.
Changed the default tab behaviour in Clan and Kingdom screens. Opening those screens now shows the tabs that were accessed last.
The max party size is now shown to the player when choosing a party leader for a new or existing clan party.
Added a tooltip to the "Resolve Decision" button in the Fiefs tab to inform the player that they can't interact with it during a siege.
Added D-Pad navigation to the search bar in the inventory screen.
Separated the kingdom and clan leader filters in the Encyclopedia Heroes page.
Tweaked the encyclopedia filters for clans and kingdoms.
Removed the text "Distance to army" shown in an army member's pop up once they joined the army.
Fixed a bug that caused locked sliders in custom battle to visually remain at zero after finishing a battle.
Fixed a formatting bug with tribute texts in the Kingdom tab.
Fixed a bug that caused siege engine icons to appear in front of the OoB deployment layer.
Fixed a bug that prevented the game menu from appearing after returning to the world map from a siege.
Fixed a text bug with the "Confirm" button in the barter screen.
Fixed a bug that caused the same alley name to be displayed twice inside the tooltip of notables in a settlement.
Fixed a bug that caused the formation icon to continuously jump between last two remaining troops in the formation.
Fixed a bug that prevented "None" (default) crafting pieces from being correctly placed at the beginning of the pieces grid.
Fixed a bug that caused the prisoner to be released when selecting the "Forget It" option in the execution prompt.
Kingdoms and Diplomacy
Fixed a bug in relation to consequences of hostile actions against villages. Previously, any hostile action carried a risk of starting a war. Now, war is triggered only if the village resists and the player chooses to attack. If the village does not resist, the action increases only the player’s crime rating.
Fixed a bug that allowed kingdoms to persist without any fiefs when a non-leader clan owned all the fiefs and defected from the kingdom.
Fixed a bug that allowed a party to join an encounter where both sides were enemies, which caused a never-ending war.
Settlement Actions (Town, Village, Castle and Hideout)
Removed the loyalty penalty for assigning a governor whose culture differs from the settlement’s culture.
Fixed a bug that caused your character to "die in battle" while waiting in a town.
Fixed a bug that caused your companions to behave as village workers when visiting villages.
Fixed a bug that prevented the auto recruitment in towns from working correctly.
Fixed a bug that caused the tavern keeper to suggest the same companion for different skill types repeatedly.
Fixed a bug that caused an agent to stand near the main hero if their target point was occupied by the main hero, for example, a throne.
Quests & Issues
Radagos and Galter are now only visible in the Encyclopedia during their related quests.
Conspiracy parties created by the main storyline conspiracy quests are now shown as part of a conspiracy clan instead of bandit factions.
Fixed a bug that prevented the target hideout from being revealed to the player during the Conspiracy Base of Operations quest.
Fixed a bug that caused another conspiracy quest to start right after finishing one.
Fixed a bug that prevented the gold looting of raider parties in quests: Escort Merchant Caravan, Set Sail and Escort The Fortune Seekers, Destroy Raiders, Caravan Ambush, Extortion by Deserters, Company of Trouble.
Fixed a bug that caused low frequency of the Escort Merchant Caravan quest.
Fixed a bug that gave the "Long live the Empire!" achievement once the "Defeat the conspiracy" quest was cancelled or failed.
Fixed a bug that prevented quest giver notables' power from decreasing upon failing Need Manual Laborers, Army of Poachers, Village Needs Draught and Notable Wants Daughter Found quests.
Fixed a bug that caused Village Needs Draught Animals quest to fail instead of cancel if the village hearth is not within the correct range.
Fixed a bug that caused the Army of Poachers quest to fail instead of cancel when the village is raided by an AI party.
Fixed a bug that prevented bandit parties from being created one by one during each town visit after defeating the first bandit party during the Escort Merchant Caravan quest.
Fixed a misleading tooltip shown when trying to present a Dragon Banner to a kingdom leader.
Fixed a bug that caused troops given to the player temporarily for a quest to stay permanently.
Crafting
Increased the cut and pierce damage values of Decorated Warsword Blade, Decorated Short Warsword Blade and Decorated Long Warsword Blade crafting pieces.
Reduced the cut and pierce damage values of Bent Razor Head and Exceptional Eastern Glaive crafting pieces.
Audio
Fixed a bug that caused campaign sounds to persist after certain actions, like pressing ESC and continuing.
Fixed a bug that prevented battle music from being played when storming the enemy keep.
Other
Improved the accuracy of heroes' locations in the Encyclopedia.
Added clearer hints such as “Hero in a party while imprisoned” or “Hero's party at sea while imprisoned”
Switched the crossbows used by Sword Sister and Veteran Sword Sister.
Changed Besiegers' Blues random event's third option to increase morale by 20 instead of decreasing it by 20.
Improved the bow and arrows used by Khuzait Khan's Guard.
Replaced the Sturgian Druzhinnik Champion's horse with a Noble Horse.
Increased One Handed skill and decreased Two Handed skill of Vlandian Pikeman.
Adjusted the shields of militia equipment sets to improve the balance.
Made Empire-culture shields available in shops.
Adjusted the shield used by the Corsair Chief.
Fixed a bug that caused Aserai Mamluke Regular to spawn with an extra spear.
Fixed a bug that allowed the town population to consume felt as food.
Fixed a bug that prevented Townsmen battle equipment from containing weapons.
Crashes
Fixed a crash that occurred when rendering images in texts of some languages.
Fixed a crash that occurred when a party disbanded and player tried to select a new leader.
Fixed a crash that occurred when entering a battle where all troops of a certain formation class were set to arrive as reinforcements rather than spawning immediately.
Fixed a crash that occurred due to incorrect soundtrack loading.
Fixed a crash that occurred when starting the Sally Out battle mission.
Fixed a crash that occurred when starting another fight against villagers after finishing a previous one.
Fixed a crash that occurred due to texture cache cleanup when closing the game.
Fixed a crash that occurred while loading a siege mission, due to an error in thread timing.
Fixed a bug that caused an infinite loading screen if a query popup opened during it.
Multiplayer
Game Modes
Added formation targeting to the Captain mode. Captains can now issue targeted charge orders to all formations (infantry, ranged, cavalry).
Other - Miscellaneous
Fixed a bug that caused the mangonel reload animation to reset when stepping back from assisting in the reload.
Fixed a bug that prevented the synchronization of destructible elements, preventing players that joined the battle late from seeing the broken meshes.
UI
Made minor adjustments to the placement of damage texts, health bars, kill feed,... to minimize overlap.
Fixed a bug that prevented long usernames from appearing fully in the kill feed.
Fixed a bug that caused the voice chat icon to be shown to spectators.
Crashes
Fixed a crash that occurred when adding or removing a friend on PlayStation.
Modding
Weapon flags are no longer read as true when their value is given as false.
In response to the community report here - https://forums.taleworlds.com/index.php?threads/weaponcomponent-weaponflags-not-respecting-xml-values.466772/
Added the ability to enable or disable navigation faces with their indices.
In response to the community request here - https://forums.taleworlds.com/index.php?threads/more-pathfinding-options-for-mobileparty.452701/#post-9892440
Added a new "Modding Animation Resources" module which, when enabled, corrects the animations of dogs and cats.
Added support for defining stealth equipment for heroes other than the player from .xml files.
In response to the community request by Sly.
OnDeploymentFinished is now a mission object and mission behavior callback that is called for all mission types after the initial troop spawn.
If you have a custom deployment mission controller behavior (which you add to the Mission as a behavior) and which extends from the DeploymentMissionController abstract class, then you need to call Mission.OnDeploymentFinished(); when you finish spawning the initial troops and when the deployment phase is completed.
If you don't have a deployment mission controller behavior and if you just have a custom mission controller (which controls the mission flow), then you need to call Mission.OnInitialSpawnCompleted(BattleSide) during or after mission loading is finished. It could be in "AfterMissionLoadingFinished()" or within "OnMissionTick()".
Both pathways notify the mission that all initial troops and deployable entities are spawned. So the mission sends notification messages to all mission objects and behaviors to initialize themselves accordingly.
Map event-specific checks (e.g. IsFieldBattle and IsSallyOut) have been extracted into separate classes derived from MapEventComponent.
This enables modders to implement custom map events by creating their own MapEventComponent classes and attaching them to map events.
Fixed a bug that caused overridden skill values to be wrong for a skill template given characters.
Fixed a crash that occurred in the multiplayer lobby when using a mod that utilized mpclassdivision.xml merging.
In response to the community report here - https://forums.taleworlds.com/index.php?threads/mpclassdivision-xml-merge-bug-for-mods.469098/
Fixed a crash that occurred in the material editor when the assigned texture name contained uppercase letters.
In response to the community report here - https://forums.taleworlds.com/index.php?threads/1-3-2-material-editor-crash.469210/
[img src="{STEAM_CLAN_IMAGE}/26623866/e2c23830bfddc010ad8b975124a0265473683fea.png"]
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.
[img src="{STEAM_CLAN_IMAGE}/26623866/c2ef26e6282b7bd47074123bc0e844e88cda9d62.png"]
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
_
[img src="{STEAM_CLAN_IMAGE}/26623866/ae4547794a440d4a95550b460a93456b0edadd34.png"]
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.
[img src="{STEAM_CLAN_IMAGE}/26623866/6d1cb22a7e0ea27c443443d6ec3be9b5341258d5.png"]
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.
[img src="{STEAM_CLAN_IMAGE}/26623866/0ca070f7af95d8db9c475fc1070083b0395ea347.png"]
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 <SHIP NAME>!” 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 away from them).
Fixed a bug that caused gamepad navigation to scroll to the top when equipping an item with the equip button.
Fixed a bug that allowed accessing photo mode in situations where camera movement was not allowed.
Character Development System
Added a condition in character creation that disables Ironman mode if the save limit has been reached.
Kingdoms and Diplomacy
Fixed a bug that caused the kingdom decision screen to show relation changes even when none would occur.
Fixed a bug that caused invalid ruler clan data to be saved for the player’s former kingdom when abdicating due to a UI issue. Affected saves should now load with correct data.
Quests & Issues
Fixed a bug that caused quest markers of one army member noble to apply to all noble members of the army.
Fixed a bug that caused the player to be addressed with the wrong name during quests.
Conversations & Encounters
Fixed a bug that caused players to receive double gold when selling prisoners to the ransom broker via dialogue.
Fixed a bug that caused party visuals to be hidden during hostile map dialogue.
Save & Load
Fixed a bug that disabled the “Save” and “Save & Exit” options in Ironman mode when the save limit was reached.
Localisation
Localisation improvements for German.
Performance
Improved campaign map performance by reducing memory allocation and usage, resulting in fewer frame spikes and smoother gameplay.
Improved memory usage during mission scenes and battles:
Campaign map banners and flags will now unload during missions and reload afterward.
Optimized the unused weapon details.
Optimized troop face variation while maintaining variety among troops.
Crashes
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).
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 related to mount harnesses.
Multiplayer
Changes
Changed the “Always Show Friendly Troop Banner Indicators” setting to include a “Multiplayer Only” option, which is now the default.
Updated the multiplayer intermission map selection to use a scrollable grid instead of a scrollable list.
Fixes
Fixed a bug that caused the crossbow aim to slide sideways during reloads in first-person view.
Fixed a bug that caused the “Buy Sigil” pop-up’s shield to display inverted colors.
Crashes
Fixed a crash that occurred when mounts died underwater.
Modding
Fixes
Fixed a bug that caused the flag from IsUniqueItem to be unavailable.
[img src="{STEAM_CLAN_IMAGE}/26623866/345e32b7cd8f1fefaa8701d922638216be286acc.png"]
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.
[img src="{STEAM_CLAN_IMAGE}/26623866/95d9cee6e78e33e00496da5a2627cc7919e081f7.png"]
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.
[img src="{STEAM_CLAN_IMAGE}/26623866/3e08b51d05600522e887ea1e725ee9fd9ae0958d.png"]
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.
[img src="{STEAM_CLAN_IMAGE}/26623866/0098e1eb105571465b15b43d8c634f300286ece9.png"]
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.
[img src="{STEAM_CLAN_IMAGE}/26623866/3088404efb2e26cdd6c7d784d629a936366aab89.png"]
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.
[img src="{STEAM_CLAN_IMAGE}/26623866/9dacd15b9063f0000490ff36abb541c9e7ec816c.png"]
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.
Current Release
Build 24573425
Uploaded Aug 12, 2026
Additional Files
DLC Unlockers (Legit Owners)
1 file · For legitimate game owners
System Requirements
How to Install
bin\Win64_Shipping_Client\Bannerlord.Native.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
7A07A3A8
8e339cedbe504821d4f8e28b3bdd35dbf492808b96381bceb12262da8a026d3b
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