ЭПИЧЕСКОЕ ОБНОВЛЕНИЕ В MOUNT AND BLADE 2: BANNERLORD ● ОБЗОР-ПАТЧНОУТ , СИСТЕМА КЛАНА, НОВОСТИ

👉 - Канал о модах на английском ✅Обзор патча : ✅Купить игру со скидкой: 👀Все прохождения: ❤️Говорящий донат: 😎VIP подписка: 👑СПОНСОРЫ: Red Lion Stillwut Schneider 📢Группа ВК: 🔊Твич: ✔️Куратор Steam: 🔔Заказ рекламы: #bannerlord, #taleworlds, #mountandblade Added a new Sturgian light armour. Added 3 new hair types. Added new Battanian chain mail armour. Helmets with wrong beard-covering tag fixed. Lords and Ladies facekeys revised for Sturgia. Changes New Campaign Map Mobile Party Trackers: Now players can see and track(keep inside their screen) mobile parties of their clans and armies of their kingdom on the campaign map, while they’re not in the spotting range. Encyclopedia Favourites: Now players can favourite encyclopedia items so these favourited items will be shown at the top of their respective lists. New Hideout Troop Management Screen: New popup for hideout troop management before hideout battles that will decrease deadtime waiting for the party screen to load. Players can now input numbers directly in Custom Battle sliders (army size, troop type percentage). Added a tooltip to the execution notification (“Execute Him/Her“ button) to show the player, who they’ll lose relation with. Added new Game Menu images for each cultures’ settlement keep and arena menus. Added automatic captain assignment to formations without a captain. To use this feature, assign a formation to a companion from the party screen. Once a battle starts the first companion/hero that is assigned to a formation is picked as the captain of the formation (this also works for AI parties). Captains provide formation-wide perk bonuses to their troops. If a captain dies or flees, the next living companion/hero (if there are any) within the same formation is picked as the new captain. “Formation AI and Tactics overhaul“ Troops with throwing weapons now have their own skirmisher category, they are no longer used as archers by the AI (which caused various problems). Horse archer formation behaviours improved to make them protect themselves and pull back better and not to get stuck between enemies. Archer formations moved around too much making AI armies far less effective than they could be, a lot of logic added to make them more stable. Army approaching enemy army to get in missile range logic overhauled to make it more effective and stable. AI now stops and lets its formations form up before continuing moving when it changes their arrangement such as to and from shield wall. AI Formations now recognise if most of their units have shields or not and accordingly chooses loose arrangement under missile fire instead of shield wall if they don’t have shields. Chokepoints in battlefields are now used facing either side if it is appropriate. Various errors with the defensive ring tactic fixed, calculations improved, large circles are now being properly formed, square arrangement in the middle improved. Enemy army composition having more cavalry now confers a tactical advantage to defensiveness as attacking cavalry armies is more difficult. Single cavalry unit in a formation no longer messes up formation unit intervals and unit diameters which used to cause formations to stand with gaps regardless of arrangement. When a mixed unit formation is given a shield wall arrangement order, units with shields will move to the front ranks, switching places with soldiers without shields. Some character creation choices were giving strong and expensive mid-tier armours. This is no longer the case. Added 13 combat-related Athletics perks. Added 10 campaign-related archery perks. Added 8 campaign-related crossbow perks. Characters’ skills are generated from their traits when the character comes of age. New Issue Quest “Inn and Out“ added. Implemented the new Caravan Ambush quest. Two new skirmish maps: Name: Echerion Theme: Main visual features: Imperial City, Canals, Sea Side. The map is set in a grand imperial city, with canals running through the two contrasting districts, which serve as starting points for both teams. Players will fight for the main square with its construction sites, the city’s pottery workshop and the elevated grand plaza. Name: Port at Omor Theme: Main theme is a fishing and trading village at the outskirts of an old and established city. While one team starts from the channel that divides the city from the village, the othe
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