Singleplayer Changes Analysis for 1.5.0 Beta Patch (In Depth Look!) - Mount & Blade II: Bannerlord

Singleplayer Changes Analysis for 1.5.0 Beta Patch (In Depth Look!) - Mount & Blade II: Bannerlord

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Mount & Blade II: Bannerlord
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Quick Overlook of 1.5.0 Beta Patch (10 Min Video) - https://youtu.be/BdW0qf1PsPU
FULL SCRIPT:
Today we received the new 1.5.0 Beta and 1.4.3 move to live. The update is
4.6GB and its a big one.

This is yet another highly anticipated patch and it includes a lot of
singleplayer and multiplayer changes.

So this is the second video that will focus solely on singleplayer changes and the third video will focus on solely multiplayer changes. These videos will be longer and include more info than my original overlook video.

If you wish to see the short 10 min overlook video i made on this patch,
link will be down below - https://youtu.be/BdW0qf1PsPU

The link to the new beta patch will be down below - https://bit.ly/319IWOQ

So lets get into the changes:

- First we have some performance improvements in battles with small formation changes being implemented to fleeing enemies and ranged units. Also GPU performance improvements in towns having to do with shadows.

- Save files now do not include the Native folder, new saves will be formatted differently. I did some research and this should help saves and loads, but not by much, small change really.

- Visual bugs on doors of castles and armors were fixed and beards now do not stick through various armors.

- Three new hair types were added, pretty neat.

- Added another Sturgian light Armour and a Battanian chain mail Armour.

- Also a lot of other various small changes to cities, buildings and meshes,
on the screen right now if you want to pause.

Also before we continue, there are a lot of small bug fixes and crash fixes, if
they are significant, then i will mention them, but if you want to read each
single one, you can follow the link down below to the patch notes.

- Paths and roads were added, world map structures like towns, castles and
other small buildings were re-rendered and path finding was improved overall. Paths and roads have no bonus when you travel on them, but look good.

- Some villages productions were changed for balance and lore reasons, very vague change, but we will see what happens.

- New Map Mobile Trackers, you can now track your parties and armies on the map without being close. Zoom out on the world map and you can find huge banners of your armies, companion parties and caravans.

- Added Encyclopedia Favorites, you can now favorite encyclopedia items and they will be shown on the tops of their respective lists.

- New popup for when you enter hideouts for faster loading, similar to what we got with lords on the world map.

- Added a tool tip to show players who they will lose relations with if they
execute a lord.

- New game menu screens for keeps and arenas based on the culture of the
settlement.

- Custom battle numbers can now be entered directly instead of a slider.

- Huge formation changes were made:
First, you can now assign companions as captains and they will provide
perks for the formations they control during battles. To assign a companion
to a formation, you must do it in the party screen and talk to them about
their role. If the captain falls in battle or flees, another companion
in the same formation will take their place.

Troops with throwing weapons are now have their own skirmisher category,
no longer labeled as archers.

Horse archers will now maneuver better to not run straight into the enemy.

Archers will now move less and attack more.

Missile range logic was improved, archers will fire and not fidget back and
worth like this did.

AI will now stop and carry out a formation before moving forward. This is to
stop them from splitting up their army.

Choke points will now be used more.

AI now makes smarter decisions when it comes to formations, will not call
a shield wall if they do not have shield and so on. Also if they are facing
a lot of cavalry, they will play way more defensively.

Better formations are now formed, bigger circles, overall positioning fixes
were made. A single cavalry unit in a party wont ruin the rest of the units
positioning.

When shield wall is called, units with shields will move to the front of
units without shields.

- Aserai & overall character creation perks were slightly nerfed in terms of
weapons and armors you would receive by the options you picked.

The whole script was 7000+ Characters, youtubes limit is 5000 characters.
I posted the whole script in a google docs webpage, here is the link: https://docs.google.com/document/d/e/2PACX-1vTM2V8amZcAewbwvh6p8Bw0EPDgmOMmCCwJti5LetIBklnFvi58EX2cGfRJeRRVtwktEpRA17yVzQDi/pub

► Business Email - business.skam@gmail.com




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