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.

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◆ TweakGreetings, 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.
NAVAL RANDOM EVENTS
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.
NAVAL BATTLES
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.
- 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.
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.
Naval Battles
- 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.
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.
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.
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.
- 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.
- 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.
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.
- 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.
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
- +5% / +10% Charge damage for troops under your command
- +10% / +20% Combat starting morale
- Disorganized state after losing a fight lasts +50% / +100% longer
- Generous → Munificent
- +25% / +50% additional mercenaries
- +10% / +20% Party morale gain rate
- +10% Food consumption
- +10% / +20% Town project effectiveness
- −5% / −10% Troop wages
- −1 party morale per day (both tiers)
- Honest → Honorable
- +10% / +20% Relationship gain rate
- +10% / +20% Settlement loyalty gain rate
- Crime rating decays 40% / 80% slower
- 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
- 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
- +20% / +40% Raid loot yield
- −20% / −40% Rebellion chance
- −25% / −50% Chance to capture prisoners (you kill more instead)
- Daring → Fearless
- +10% / +20% Resistance to morale loss from battle losses
- +10% / +20% Renown gained after battles
- −5% / −10% HP recovery per day
- −10% / −20% Personnel casualties during siege simulations
- −25% / −50% Prisoners under your command/governorship escape less often
- Siege preparation takes 30% / 60% longer
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.
- 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 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.
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
- Additionally, if the clan party is defeated on land, their ships will be returned to them upon respawning.
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.
- 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.
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”
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
- Weapon flags are no longer read as true when their value is given as false.
- In response to the community report here - https://forums.taleworlds.com/index.php?threads/weaponcomponent-weaponflags-not-respecting-xml-values.466772/
- In response to the community request here - https://forums.taleworlds.com/index.php?threads/more-pathfinding-options-for-mobileparty.452701/#post-9892440
- In response to the community request by Sly.
- 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.
- This enables modders to implement custom map events by creating their own MapEventComponent classes and attaching them to map events.
- In response to the community report here - https://forums.taleworlds.com/index.php?threads/mpclassdivision-xml-merge-bug-for-mods.469098/
- In response to the community report here - https://forums.taleworlds.com/index.php?threads/1-3-2-material-editor-crash.469210/
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.
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.
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).
- 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.
- 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.
- In response to a community request by Cozur.
- In response to a community request by Kazet.
- In response to the report by Jarl.
- In response to the bug report by HyperCharge here - https://forums.taleworlds.com/index.php?threads/warsails-modding-kit-doesnt-load-customized-mission_ships-xml.470997/
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%.
These notes are abridged — read the complete changelog at the official source linked above.
Sources
Stay on top of every update — find all the latest patch notes and gaming news at XP Gained. Join our Discord for live patch note alerts and discussion.
Written by
Nathan LeesGaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.
Related Posts

Mount & Blade II: Bannerlord Patch Notes - WS v1.2.5 (21st May 2026)
Seaborne village raids, a reworked army AI system, and sweeping diplomacy changes land in War Sails v1.2.5 and Bannerlord v1.4.5 today on PC.

Hit the Level Cap? Dragon's Dogma 2 Hard Mode Is Real
Capcom has confirmed a hard mode is in development for Dragon's Dogma 2, designed to challenge players who've hit or are approaching the level cap. The news dropped alongside a trove of details about the Dark Arisen expansion.

Stupid Never Dies Locks In October Launch with Sega
GPTRACK50's debut action RPG has a date, a price, and a co-publishing deal with Sega. It's landing right in the middle of October's brutal release window.