Sandbox Mode, Prison Break & More in e1.5.9 Beta 3.6GB Patch (Review) - Mount & Blade II: Bannerlord
Devs Show Confirmed 1.5.10 Changes - https://youtu.be/PhCW3BC6jWI
SCRIPT:
Today we received the new 1.5.9 Beta and 1.5.8 move to live. This patch is 3.66 GB and some good changes.
The link to the new beta patch will be down below - https://bit.ly/2PRf0nA
In this video i will go over all the important changes. The minor changes and fixes will be on the screen as the video goes on and you can pause the video to see the changes or follow the link in the description for more information on the new beta.
So lets get into the changes:
Singleplayer First:
- First we have singleplayer crash fixes, they are on the screen right now if you wish to check them out.
- Next text has been redone in almost all areas in game and is now thicker and stands out more.
- Added two new items 'Decorated Thick Tunic' & 'Reinforced Neck Guard'
- Inventory animation refactoring has been completed. Characters no longer reset their animations when a new item is equipped.
- The party screen now shows influence, horse and morale change on top of gold change. Influence gain shows up while donating troops, horse change shows up while upgrading troops, and morale change shows up while recruiting prisoners. Players are now able to see exactly how much currency they will gain or lose when they close the screen with the 'Done' button.
- We've implemented a new system for UI screen initialization and execution. This change improves performance and memory usage.
- Added a colour switcher button to the Banner Editor. This button will swap
the current sigil colours with the background colours.
- Added a new 'Issue Solved by Hero' notification to settlement events
(notifications above the settlement nameplates) to inform the player about
actions that AI lords are taking when entering a settlement.
- Added a warning (red text colour change) to map info bar party size label.
It will now turn red if the main party is currently over the party limit.
- Added ransom broker to the mission name markers (ALT key in tavern scenes).
- Added map notifications for gained traits.
- Now here are some minor bug fixes to the UI, pause if you need to.
- Killing a lord on the battlefield no longer triggers relation penalties.
- Spectator/ghost camera mode in missions now considers scrolling through more important characters first, such as generals, lords, companions etc.
- Parties with a high wounded ratio now visit settlements more often to
reduce the risk of being caught by enemies.
- Fixed prosperity bug and pillaging bug that would cause wrong amounts of prosperity to be lost and AI choosing the wrong options when given the choice of pillaging.
- Sandbox mode has been added to the game:
Weight and build sliders have been added to both sandbox and campaign mode.
Sandbox mode allows players to choose a starting age group.
Sandbox starting positions on the world map are determined by the selected character culture.
I will be doing a sandbox playthrough starting today, stay tuned!
- 'Pick Them off the Walls' and 'Make Them Pay' Tactic perks have been implemented.
- Crafting stamina and stamina recovery rate now scales with the 'Smithing' skill.
- 'Leadership' skill effect on morale has been decreased to 0.1 morale per
leadership level.
- Now there is a couple perks that have been changed, they are on the screen right now if you wish to pause.
- Dungeon prisoners are now barterable along with prisoners in the party.
- Added Prison Break:
Players can break into enemy settlements to rescue clan and family members, vassals, friendly and neutral lords.
After approaching a guard with a bribe to let you into the dungeons, the prison break mission will begin. The sum of the bribe depends on the ransom value of the prisoner, security of the settlement and 'Roguery' skill of the player.
In order to break out the prisoner successfully, both you and the prisoner must defeat all the guards within the dungeon without getting knocked out. Higher security & wall level will make the break out harder by having more guards stand in the way of you and your escape.
Should the prisoner get knocked out in the escape, you’ll have to fight your way out alone to save yourself. Leaving the prisoner behind could result in him dying on the dungeon floor or being locked up behind bars again.
Should you get knocked out during the escape you’ll become a prisoner, or
even worse, die.
Rest of the Script is on google docs because i reached the character limit on youtube, link to full script - https://docs.google.com/document/d/e/2PACX-1vRaVILnA9J1yXVXObEFRmp45ezZ9QkA_ErPpJn0RNOuQmHW3BwMWxFgtyBfTZlWfLXAH9Ohy7h-PjFI/pub
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