r/Bannerlord

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

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

https://preview.redd.it/439z8jjboh2h1.png?width=800&format=png&auto=webp&s=38b3f3431097d7ee0906e800c90ea8b36806dd8f

Greetings, Warriors of Calradia!

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

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

https://youtu.be/IWviRtS7egs

[WS] SEABORNE VILLAGE RAIDS

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

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

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

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

[WS] INCREASED NAVAL ACTIVITY

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

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

[WS] NAVAL CAMPAIGN GAMEPLAY BALANCE & FEEL

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

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

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

[WS] NAVAL BATTLE MISSION

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

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

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

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

[WS] NEW CONTENT

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

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

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

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

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

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

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

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

[WS + BL] ARMY CHANGES

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

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

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

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

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

[WS + BL] DIPLOMACY

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

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

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

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

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

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

[WS + BL] HIDEOUTS

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

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

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

[WS + BL] BATTLES & SIEGES

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

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

All two-handed maces can also knock enemies down.

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

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

https://preview.redd.it/3vegeoypmh2h1.png?width=800&format=png&auto=webp&s=78dabae1dce86409dcc5c4d3bcc157d77c3d6034

Feel free to read the full patch notes for all the details HERE.

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u/Piconi_TaleWorlds — 11 hours ago

Are caravans worth it?

How much do caravans impact daily income? Is it worth spending the money to start one.

I’m using Aserai culture and traveling solo atm

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u/Infamous_Fault_7023 — 11 hours ago

Spent an in-game year saving enough money for a workshop, just to lose the workshop a few days later

Why didnt they have the workshops put on hold during war, instead of losing it forever?

I ran around for a year killing looters and playing tournaments, so I could have enough passive income to cover a decent party

Annnnnd that idea lasted a few in-game days.

I’m doing my first ever purely vanilla playthrough, and it is not great.

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u/FrakePlazagger — 17 hours ago

Executing the killer of your main char should not affect you at all

I was having a good day, winning battles left and right till I fucked up and lost one.

To my surprise, instead of the usual 'you are a prisoner now' screen I got the execution screen and unfortunately my head rolled off (donno the f that guy's problem was, I never executed anyone before, didn't even raid a single village)...

I took control of my loyal wife, captured the mf and executed his ass. Instantly, I lost my honorable trait...

Cmon, taking revenge on the killer of ur main char should really not affect you at all (like someone commented, it should increase your honor really...).

Also, I talked to other lords and they didn't even comment on what had happened.

It would have been great to see a few 'wow, so you have finally taken revenge on that king that killed your husband'. Nope, not a single mention of it. It wouldn't take too much for the devs to add a few lines here, it would help so much with the rp aspect.

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u/Horcsogg — 22 hours ago

I just paid to get left alone. Why am I not being left alone then?

This might be the most frustrating thing in Bannerlord. If I can't attack them for five days, then they shouldn't be able to either! So now I'm rebuilding my perfect party of only tier fives and sixes.

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u/Unlucky-Bus-3024 — 19 hours ago
▲ 4 r/Bannerlord+1 crossposts

Ideas for persuasion

Like most players, I really wish for more possibilities for influence politics in Bannerlord. I think there should be more possible ways to use persuasion instead of only asking out girl and convincing clans leaders to join. Here are my ideas:

  1. Convince by argument or money clan leaders to vote in favour of some new policy. Right now, until you are king, you cannot by pass policy which would benefit in loyalty, without reducing influence of others clans.

  2. Convince leaders in favour or oppose to proclamation of war. Like we are at war with some factions, so better not starting another one. Or not make war with factions which has already allied with two others.

  3. Convince lords to retreat to castle/town under siege. You could done that in Warband, so I think it should be possible in Bannerlord.

  4. Convince lords that you are the best candidate for new king.

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u/Cahir24Kenneth — 16 hours ago

How to get rid of wife

There is no way to divorce in game i take it? My wife is old senile and can't get pregnant anymore and i have my eyes on my younger brothers fertile wife (my brother died in battle few weeks back). She is 19 and good fit for me i think. I have 7 children but i plan to have more for good of the kindom since i am fragile and my best fighting days are over.

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u/Bubbly_Tooth — 1 day ago

I Swear, I Am Going To Behead This Mf

This is the fourth time that he has approached me and complained about my raiding.

He's pissing me off, I literally go into villages and cut down untrained civilians and he doesn't care but when I steal their stuff, then he gets angry.

u/Solenopsis00 — 1 day ago

Roguery Leveling Tricks

I find Roguery to be one of the best skills in the base game, right up there with Leadership, Charm, and Steward. In conjunction with good leadership and stewardship, it offers a pathway to a massive OP army -- dirt-cheap to operate & freely recruited bandit armies. The first 100 skill points yields perks that can give you 30% faster troop recruitment, 20% faster troop leveling, 20% cheaper wages, and 50% less food cost. Add another 50 skill points, and you can quickly walk up to 20+ stacks of bandits and insta-recruit them to pass off onto your companion parties to assemble free armies. Layer in Crossbow 250, and you can be doing T4 Forest Bandit / Raider armies for the total upkeep of T1 recruit armies, but I digress.

But it can be a pain to level roguery. 2XP per tier of bandit recruited or troop sold at the tavern, and some XP for using bandit troops in battles. Not exactly quick to level. And the larger gain pathways are risky (breaking lords out of prison, caravan attacks) or can tank your relations & traits (raiding).

Recently I found an early-game source of power-leveling; attacking villager parties. Join a kingdom as a mercenary at T1, and you can snipe enemy villager parties trying to head to nearby settlements to see their wares. You have to keep a small party, or else if they feel threatened by your power they will hide away in the village protected by the militia. But they are incredibly weak, worse than looters -- mostly unarmored with a bag of rocks and a scythe, risklessly dispatched on horse with a decent length polearm or a bow. No relationship loss for attacking villager parties.

The XP gain from wiping a villager party is quite large, around 500XP. But there is a caveat -- you have to attack them while they are in route TO a town with their goods to collect the roguery XP, if you wait until they are returning BACK to the village, no roguery XP for you (and also next to no loot). Not only do you get a good chunk of XP, you will also likely nab 1-3 sumpter horses or mules, a good source of pack animals if you are doing an iron-price run.

Anyone else know of any good roguery XP gain sources that aren't mentioned in the tooltips?

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u/Odd-Wheel5315 — 1 day ago

Will He Says This If You Haven't Pulled Your Weight?

Everyone's favorite character here, Derther, said that I would be missed if I chose to leave the mercenary contract and I just want to know if this is because I did a lot of things or if it's a normal dialogue.

u/Solenopsis00 — 1 day ago

Can I Change The Interior?

As You Know, Vlandia is known for it's knights, it's gallant lifestyle, it's nobility.

This does not look like a French war hero knight's place, it is something a Norse jarl would live in.

Stupid Derthert can't even give me a proper place, I am so going to kill him later in the game.

u/Solenopsis00 — 1 day ago

What happened to heavy cavalry?

Yesterday I tried some custom battles on 1.4.5 beta because I wanted to start a new playthrough and needed to test how banner knights do against archers; the results were very disappointing.

I did 200 vs 200 in a plain map (steppe) so no terrain advance for the archers but cavalry still loses even again the sturgian T5 archers so you can only guess what happens agains fiann champions.

The only melee cavalry left it's the aserai faris but not thanks to their melee skils but thanks to their damn javelins that kill half of the archers before even getting contact, they can erase even fians (without putting them in advanced formations, just loose formation).

I guess they nerfed heavy cavalry a little to much.

Also, I don't know why, I'm not seeing any wars between Vlandia and Battania and this has to be my fifth game on this version of the beta, they both seem to be more interested in fighting Nords

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u/Dragon6_ — 1 day ago

The Dance of Dragons (Heirs of the Dragon) Mod is ceasing development

u/Carnir — 1 day ago

Weird Crashing

Whenever I do a river battle it always crashes, even 1 ship vs 1 ship, anyone know why?

Edit info, I am on console not PC

reddit.com
u/nugs089 — 1 day ago

Killing your liege (prison break strat) patched ??

The title explains it all, I’ve been trying to have derthert by using the prison break strat for so long now, but all the guards now use blunt weapons instead of swords??? Does anyone know if I’m just getting really unlucky or is there some new strat I’m not aware of?

reddit.com

Tactics coming from warband?

I can not for the life of me figure out tactics for Vlandia. Im coming from warrant where I love playing and am quite good at the Rhodoks and the Swadians but for some reason I cant play the combination of the two. Also id rather not just charge with all of them same troops.

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u/zazer45f — 1 day ago