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Patch NotesMount & Blade II: Bannerlord1.3.7

Mount & Blade II: Bannerlord 1.3.7 Patch Notes (11th November 2026)

Mount & Blade II: Bannerlord 1.3.7 introduces naval features, Advanced Starting Options, and updated personality traits.

Nathan Lees44 min read
Mount & Blade II: Bannerlord ships sailing near coastal villages
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War Sails v1.3.7 and Bannerlord v1.5.7 are now live on PC. The update allows players to begin Sandbox campaigns with a small trading ship through the new Advanced Starting Options. A ferry system enables travel between certain coastal villages without owning a vessel, provided parties have fewer than fifty troops and carry the appropriate fare. Smaller pirate parties now spawn to give new captains encounters they can successfully take on. Read the official notes on Steam.

Boarding is now more interactive and has a counter. Attachment ropes can be hit and destroyed by the player before the enemy's bridge forms. Rope physics have been overhauled. The random event system now includes 39 new events for naval interactions, with choices that can affect character traits, skills, party, items, or gold. Port points have been added to coastal castles, and the siege blockade feature has been extended to them.

Advanced Starting Options are a set of choices made when beginning a Sandbox campaign, split into Campaign Scenarios, Player Starts, and Modifiers. Scenarios include starting with a United Empire or a more or less randomized Calradia, while Player Starts include King, Mercenary clan, and Outlaw. Modifiers can be stacked on top of any combination to inflate bandit parties, raise rebellion chances, reduce recruits generation, and increase travel speed on land and sea. Every campaign uses a seed to randomize its details, which can be shared to recreate the same Calradia. Fast Mode now lives inside Advanced Starting Options rather than as a separate module.

Each personality trait now carries effects, usually two positive and one negative. Merciful and Compassionate characters capture more prisoners instead of killing them and increase village hearth growth rate, but receive less gold when ransoming captured lords and troops. Cruel and Sadistic characters gain more loot from raiding and decrease rebellion chance, but kill more prisoners instead of capturing them in battle. Executing a member of another clan can start a blood feud. Once a feud is running, the AI will always execute you and your kin given the chance. Clan party controls have replaced broader party stances with direct toggles for raiding villages, donating troops to garrisons, and joining other armies.

Captain Mode gains formation targeting, allowing captains to issue targeted charge orders to infantry, ranged, and cavalry formations. Streamer mode adds new displays, camera controls, and other tweaks while spectating. Four new battle terrains have been added: two south of Ortysia, one southeast of Quyaz, and one south of Baltakhand. Battle Sites and Wreckages appear on the campaign map where battles took place. Roguery skill and party size determine how quickly you search them.

Full Patch Notes

▲ Buff▼ Nerf✓ Fix◆ Tweak

Greetings, Warriors of Calradia!

War Sails v1.3.7 and Bannerlord v1.5.7 are now live on PC, with the console release planned 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.

GETTING OUT TO SEA

Owning a fleet has always demanded substantial progress - ships of your own, and crews that man them. We wanted to keep that intact while opening up more ways to access naval content earlier.

The first is the ability to begin your Sandbox with a small trading ship through the new Advanced Starting Options. We’ll talk about those in a minute.

Next, we have the ferry. You can now travel between certain coastal villages without owning a single ship. You'll need to be in a coastal village, out of an army, with less than fifty troops, and carrying the fare, which scales with your party size and the hostility of both ends of the trip.

And for when you're just starting out, we've made the waters a little more approachable as well. Smaller pirate parties now spawn to give new captains encounters they can successfully take on.

Then, as you move on to building up a fleet, you have more flexibility in deciding which ships to take with you. You can now moor ships rather than selling them or sending them to your clan, and sail out only with the fleet that suits what you're doing - be that trading, raiding, or a straight fight.

Finally, we've added port points to coastal castles and extended the siege blockade feature to them, which should provide more opportunities for fleets to clash at sea.

Of course, not every event at sea needs to end in a battle that requires a strong fleet to enjoy it.

We've taken the random-event system already familiar from land gameplay and brought it to naval interactions, with 39 new events for you to discover on the water.

Each one tells its own short story and puts a choice in front of you - and those choices can affect your character's traits, skills, party, items, or gold.

And for when a naval encounter does turn into a fight, we’ve made boarding more interactive too. It now has a counter.

Attachment ropes can be hit and destroyed by the player, denying the enemy their bridge before it ever forms. Rope physics have been overhauled as well, and behave more realistically.

ADVANCED STARTING OPTIONS

So that covers some of the ways we expanded the early naval experience. But War Sails isn’t the only place where we’ve added more choice at the start of the game.

The same idea extends to Bannerlord through Advanced Starting options - a set of choices made when you begin a Sandbox campaign, split into three categories.

Campaign Scenarios shape the world itself. Imagine starting with a United Empire, a faction holding most of the map, a kingdom on the brink of destruction, two factions left standing, a more or less randomized Calradia, and with War Sails, Nords that have expanded south beyond their former borders.

Player Starts shape your own position instead. Begin as a King, a Vassal, a Mercenary clan under contract, an established Trader, an Outlaw wanted across Calradia, or a Beggar with nothing but rags. In War Sails, you can start as a vassal with a fleet, or a merchant with trade ships and a convoy.

Then there are Modifiers, which can be stacked on top of any combination. Inflate bandit parties, raise rebellion chances, reduce recruits generation, and increase travel speed on land and sea.

Put those three categories together, and you can create some very different starting conditions. Every campaign uses a seed to randomize its details, which you can share with a friend to recreate the same Calradia.

And Fast Mode now lives inside ASO rather than as a separate module - which is also how we brought it to consoles.

BATTLE SITES & WRECKAGES

Once you’ve chosen how your Sandbox begins, you will now come across Battle Sites and Wreckages. They appear on the campaign map where battles took place, and can be investigated by you - or by the looters and pirates that are drawn to them.

Bigger sites take more time and troops to search, but the rewards scale with them. You might turn up with wounded survivors to recruit, along with denars, trade goods, and scavenged valuables that grant Roguery experience, or a map to a nearby bandit hideout. Your Roguery skill and party size determine how quickly you search.

PERSONALITY TRAIT EFFECTS

Moving to traits - they have always influenced AI behaviour, but their impact was difficult to see. Each personality trait now carries effects - usually two positive and one negative.

For example, Merciful and Compassionate characters capture more prisoners instead of killing them, increase village hearth growth rate, but receive less gold when ransoming captured lords and troops.

On the flip side of the Mercy coin, Cruel and Sadistic characters gain more loot from raiding, decrease rebellion chance, but kill more prisoners instead of capturing them in battle.

Every trait works this way, across Calculating, Generosity, Honor, Mercy and Valor, and AI lords benefit from theirs as well.

BLOOD FEUDS

Executions now also reach further than a relation hit. Executing a member of another clan can start a blood feud - and it cuts both ways, as an AI clan can start one with you when relations are low enough.

Once a feud is running, your clan members toss a coin on whether to execute captured rivals. The AI doesn't - given the chance, they will always execute you and your kin. Each day a captor holds one of your clan members, execution becomes more likely.

Fortunately, feuds don't have to last forever. They can be settled through Ransom Brokers or if relations climb back to zero.

CLAN PARTY CONTROLS

We've also added finer control over clan party behavior, no longer relying on broader party stances. Those have been replaced by direct toggles. Rather than influencing a behaviour score, you can now directly allow or prohibit raiding villages, donating troops to garrisons, joining other armies, and - in War Sails - owning a fleet.

NEW CONTENT

On the content side, four new battle terrains have been added to the following locations: 2 south of Ortysia, one southeast of Quyaz, and one south of Baltakhand.

MULTIPLAYER

For our multiplayer community, Captain Mode gains formation targeting with captains now having the ability to issue targeted charge orders to infantry, ranged, and cavalry formations alike.

This version also brings the Streamer mode which adds new displays, camera controls, and other tweaks while spectating.

That covers the highlights for War Sails v1.3.7 and Bannerlord v1.5.7. Here’s an image to recap the important changes as well.


Initial Beta Changelog:

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.
    • 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.
    • Randomized Calradia: Randomizes the starting state of Calradia to the degree of your choosing.
    • 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% / 0% 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.
    • 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

  • Added the ability to enable or disable navigation faces with their indices.
  • 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.
  • Fixed a crash that occurred in the material editor when the assigned texture name contained uppercase letters.

    Beta Hotfixes:

    War Sails Beta v1.3.1 (21/08/26)

    The following changes are specific to the War Sails expansion and are not part of the base game.

    • Shipmaster XP gains have been adjusted to improve progression across the early, mid, and late game:
    • Increased the base multiplier for higher base XP gain.
    • Adjusted Shipmaster XP gain from sea travel so it now scales with the number of ships in noble parties, including the player's.
    • Added bonus Shipmaster XP for traveling as part of a fleet.
    • Added bonus Shipmaster XP for commanding a fleet.
  • Fixed a bug that caused some mariner troops to be missing the mariner skill.

    Bannerlord Beta v1.5.1 (21/08/26)

    The following changes are part of the base game and apply to the War Sails expansion as well.

    • Improved Random Events visuals:
    • Reworked the outcome panel so each possible result is now shown as a clear bulleted list instead of a single block of text.
    • Grouped each outcome with its probability, so it's easier to read what can happen at each chance.
    • Updated the layout so choices and their consequences are connected more clearly.
  • The launcher now renders using DirectX 11 instead of OpenGL. This change is aimed at resolving cases where the launcher failed to open on outdated/Intel drivers, and where it started on the wrong screen because OpenGL couldn't pick the correct GPU-monitor pair.
  • Reverted Khuzait Khan's Guard to their previous bow and arrow equipment.
  • Fixed a bug that prevented Slings and Sling ammo from having modifiers.
  • Fixed a bug that caused gamepad navigation to remain in the background layer during the ESRB notice in some cases.
  • Fixed a bug that caused gamepad input key visuals to not appear during the initial brightness/exposure calibration.
  • Fixed a crash that occurred when the "engage" order was active for any player formation as the last enemy troop died
  • Fixed a crash that occurred when clicking on a party portrait in your army after a siege battle.
  • Fixed a crash that occurred when attacking quest parties during the "Locate And Rescue Travellers" quest.
  • Reduced the shield cover area for mounted troops in multiplayer.
  • Reduced the speed bonus for mounted thrust attacks in multiplayer.

    War Sails Beta v1.3.2 (27/08/26)

    The following changes are specific to the War Sails expansion and are not part of the base game.

    • Updated the ferry menu background illustration.
    • Optimized memory usage for Port Scenes and Naval Missions.
    • Fixed a bug that caused convoy parties to wait on land during the disbanding process.
    • Fixed a bug that prevented some friendly ships from reaching their target, instead of boarding the nearest enemy ship in the "Capture the imperial merchant Crusas" mission.

    Bannerlord Beta v1.5.2 (27/08/26)

    The following changes are part of the base game and apply to the War Sails expansion as well.

    • Updated the text for hostile actions against villages and their outcomes.
    • Fixed a bug that caused besieging troops in certain scenes to move to the gate instead of distributing among the siege towers when the ram was destroyed.
    • Fixed a bug that caused AI parties to engage the player individually instead of waiting to attack together, due to miscalculating the encounter radius that would otherwise include the surrounding allied parties in the encounter.
    • Fixed a bug that caused the player party to become stuck with no input after joining, or traveling to join, an ongoing battle that ended with the enemy army or party being destroyed.
    • Fixed a bug that caused some camera views to appear stretched on ultrawide displays.
    • Fixed a bug that caused the "Buy Products" village menu option to disappear instead of being disabled and showing a tooltip.
    • Fixed a bug that caused rain to appear inside interior keep scenes when they were entered via the Talk option.
    • Fixed a bug that caused the war declaration notification to show when the conspiracy clan was created during the main storyline.
    • Fixed a bug that caused red exclamation icons to show next to the official modules.
    • Fixed a bug that prevented the save/load screen search bar from functioning correctly.
    • Fixed a bug that caused modded world maps to get stuck while loading.
    • Localization fixes for Italian, Polish, and Russian.
    • Fixed a crash that occurred during missions due to a broken reference on agents.
    • Fixed a crash that occurred after the loot screen of an interrupted siege.
    • Fixed a crash that occurred when launching the game due to old mod shader cache files from previous versions.
    • Added a new Streamer Mode to Clan Matches and all Custom Server modes.
    • The Streamer mode adds a Streamer Overlay (which also applies to Spectator mode) with new displays - player stats, perks, and equipment.
    • It also adds new camera controls and team-sided player lists, making it easier for viewers to follow player actions.
    • Players are now highlighted for spectators, even when they are behind obstacles (also applies to Spectator mode).
  • Added a new "Watch Game" option for custom servers, allowing players to spectate matches without taking up a player slot. Spectators need to be enabled via the server config (a new line - EnableSpectators true), and the Streamer overlay via a separate line (StreamerModeEnabled true).
  • Optionally, you can also set a password which will then be required to enter the server as a spectator or streamer (a new line - SpectatorPassword ).
  • Spectator Mode (works on Official & Unofficial Custom Servers) Changes:
    • No visible details -> Visible Player info and stats for both teams.
    • Names not shown while on Freecam -> Press Alt for both team player names.
    • Available Freecam -> Freecam with all details.
  • Death Cam (works with every game mode) Changes:
    • POV locked cam for both teams -> for your team only.
    • Visible HP details for friendly team on locked cam -> Visible Player Info and stats for your team only.
    • Names not shown while on Freecam -> Press Alt for friendly team player names.
  • Reverted the changes from Beta v1.5.1 regarding the shield cover area for mounted troops in multiplayer.
  • Adjusted the speed bonus changes from Beta v1.5.1 regarding mounted thrust attacks so that it reduces damage from the speed bonus rather than reducing the speed bonus itself.
  • Added a config option for modders to disable the "Deletion of locally compiled shader cache" when used mod list changes. The option is "keep_shader_cache_on_module_change". It can be added to the engine_config.txt or changed via the in-game terminal "config.keep_shader_cache_on_module_change 1".
  • Added SceneEditData of a stealth-ready Hideout - mountain_hideout_002_sv.
    • In response to a community request by Cozur.
  • Added SceneEditData of a river Seaborne Village Raid - aserai_village_m_navalraid.
    • In response to a community request by Kazet.
  • Fixed a bug that caused the NestedPrefabs folder to be deleted when the "Publish Module" function was used.
    • In response to the report by Jarl.
  • Fixed a bug that prevented the editor's ship scripts from registering ship information from modules other than NavalDLC.

    War Sails Beta v1.3.3 (15/09/26)

    The following changes are specific to the War Sails expansion and are not part of the base game.

    • Added a banner indicator to the ships of parties involved in a seaborne village raid on the world map.
    • Updated the Skolderbrotva Warrior equipment sets with two-handed axes.
    • Updated the Nord character creation parent models to use a Nord helmet with the relevant background choices.
    • Improved textures and NavMesh on the world map - walkable paths through the mountains around Vostrum are now more visible, the coastline near Razih is now passable, along with various minor improvements across the map.
    • Fixed a bug that caused AI naval parties to not flee from, and ignore the player's stronger party.
    • Fixed a bug that prevented defender parties from attacking the besieger by engaging their naval blockades.
    • Fixed a bug that caused ferries to get stuck when the destination village gets raided after the ferry leaves its departure village.
    • Fixed a bug that caused the "Chain to Oars" perk to result in overmanned penalty.
    • Fixed a bug that caused the "Your fleet has arrived" notification to appear after the player used the "Wait here for some time" option in town, once the fleet waiting menu was closed.

    Bannerlord Beta v1.5.3 (15/09/26)

    The following changes are part of the base game and apply to the War Sails expansion as well.

    • Adjusted the Honor trait effects:
    • Devious → Deceitful
    • Reduced the crime rate gain from -50%/-100% to -40%/-80%.
  • Removed the unlocking conditions from Trader and Merchant Venturer (War Sails) starts in Advanced Starting Options.
  • Improved internal systems to better diagnose GPU-related crashes.
  • Improved the age-based character appearances in the character creation screen.
  • Improved localization for ship names in Italian, Polish, and Russian.
  • Improved the order screen so formation cards now display formation morale, similarly to how it's shown on the scoreboard.
  • Improved the right stick radial selection UX. Selected orders can now be deselected by releasing the right stick and holding it briefly, and stick movements are now shown more clearly on screen.
  • Fixed a bug that prevented confirming an order with R2/RT from clearing the current order selection.
  • Fixed a bug that caused a formation too close to the camera to be selected in formation targeting, even without being aimed at directly.
  • Fixed a bug that prevented selecting the "Sneak In" Hideout option during the night-to-morning transition.
  • Fixed a bug that caused parties that should otherwise be visible to become invisible, and vice versa.
  • Fixed a bug that caused the player head portrait to flicker.
  • Fixed a bug that caused the player head portrait to remain visible when entering a settlement while zoomed out.
  • Fixed a bug that caused the Ballista camera to get distorted after zooming in.
  • Fixed a crash that occurred when clicking "Done" on the loot screen after helping an ongoing allied siege assault.
  • Fixed a crash that occurred when selecting the "Send Troops" option to clear a hideout while leading an army.
  • Fixed a crash that occurred when confirming a background selection with the keyboard while the mouse button was still held down during character creation.
  • Fixed a crash that occurred during cloth simulation.
  • Fixed a crash that occurred when entering the Character Screen during missions such as hideouts or the Arena.
  • Fixed a crash that occurred when the besiegers lifted a siege during an ongoing blockade battle, after a relieving force joined the blockade battle.
  • Fixed a crash that occurred when opening the encyclopedia on modded playthroughs.
  • Updated the thumbnail and display name of "Osric's Bay" siege map.
  • Fixed a bug that caused client-server synchronization issues due to the meshes of destructible objects not disappearing.
  • Fixed a bug that prevented the friend notification icon from disappearing after you accept/decline it.
  • These notes are abridged — read the complete changelog at the official source linked above.

    Sources

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    Written by

    Nathan Lees

    Gaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.

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