TaleWorlds Entertainment released two updates at once: beta version 1.5.0 for the base game and patch 1.3.0 for the naval expansion War Sails. While the DLC received mostly balance changes, the base game has become a completely different sandbox. The most severe change is the blood feud system. Executing a lord is no longer a routine event, but a risk of triggering a vendetta. Drop your clan relations to -50, and the AI will begin executing your captives, including family members. The probability of execution reaches 100% on the tenth day of captivity. The only way to end the war is by ransoming or restoring your reputation—there are no other options. Diplomacy and promotions are completely blocked. Evidence that the developers have decided to push the mechanics to the limit is that every day of delay increases the chance of losing a hero.
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Campaign Settings: Scenarios, Roles, and Modifiers for Any Run
Along with the revenge mechanics, the starting system has been reworked. Pre-made scenarios—a united Empire, two factions, the last stronghold, or a northern invasion—create radically different political landscapes. Character roles have also been expanded: king, vassal, mercenary, merchant with a caravan, beggar, or an outcast hunted by all rulers. Some roles require unlocking through gameplay. Global modifiers (surge in banditry, recruitment shortages, unrest) and seed generation for world exchange—all this provides ample scope for experimentation. Quick mode is now integrated into the sandbox settings—on consoles, you no longer have to search for it separately.
Characters, experience, and the map—the little things that change everything
Character traits have been redesigned: each axis provides two pluses and one minus. Prudence—income from workshops and the speed of siege weapons, but cold starting relations with the nobility. Cruelty—robbing brings more, but you capture prisoners less often. A pleasant bonus for rulers—the penalty for being a governor of a foreign culture has been removed. Companions and lords now gain passive experience every day, and high morale boosts leadership. Battle and shipwreck sites of three scales have been added to the global map—they can find gold, valuables, log maps, and rescue the wounded. Caring for survivors grants medical experience, creating signs of life even in dead zones.
Artificial Intelligence is no longer helpless
The tactical AI has been completely rewritten. Squads no longer stand under fire—they send out groups to suppress. The reinforcement algorithm eliminates the sudden appearance of an enemy from the opposite flank. This improves on the old model in every way. Clan armies are now managed using strict controls: you can prohibit vassals from plundering, transferring units to garrisons, joining other armies, or owning a fleet. Automatic regeneration of defeated units at safe points has been added, and movement speed on land and water has increased by 15%, significantly accelerating the game’s pace.

War Sails: Sea, Ferries, and Boarding Ropes
The naval expansion now features an instant start with a merchant ship, ferry services for units of up to 50 units, and a mooring station for ships in ports—no need to sell your fleet or risk all your ships in a single battle. The gameplay features 39 random events with multiple choices, landing and blockading coastal castles, and the ability to cut enemy boarding ropes—there’s now a deeper set of options.
When can we expect the final release?
Beta 1.5.0 is now available on Steam via the branch selection in the properties. The final release will bring new captain commands in multiplayer, observer improvements, and balance. There’s no exact date yet, but the developers promise it will be released in the coming weeks.
