Author Topic: .894 Bug list  (Read 12738 times)

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Cymro

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.894 Bug list
« on: September 26, 2007, 05:20:55 pm »
0.894
-heroes equipped with a bow (including if they have ONLY a bow and no melee weapons) would obey the "infantry" commands and ignore the "archers" commands. This persist in all .89x
-Mount&&Blade is still shown on the installer
-Hero bug still persists
-When ordered to "charge" archers don't respond
-When playing in 1st person, and on a horse while staying still, the player can turn his head 360 degrees
-Duplicate Colon
-When you access your inventory in the battle map, any arrow quivers you are carrying automatically refill.
-Disbanding troops can cause crashes
-Increasing the 'damage interrupt attack threshold' doesn't work properly when hit by missiles or mounted.
-Map sizes seem capped at 50,000 vertices, previous versions were much higher
-damage_interrupt_attack_treshold does not work.  It worked in the versions before .894, but not in .894.
-Gauntlets clip through surcoat_over_mail







0.893
-None of the combat notification messages are displaying anymore - FIX: Start a new game
-Installer says "Mount&&Blade"
-Armor shaders are still not working when using directx 7 render method.
-Swadian Crossbowmen are the same level as Swadian Skirmishers
-When doing a battle, the ennemy will almost never charge. Instead he waits at his spawning point.
-banner INSIDE the castles not changed to player banner
-Hero bug remains












0.892
-Hero bug remains
-Lords still "respawn" unfairly when you defeat them
-If you bet on yourself and win, but then save and reload, you don't get the winnings
-Collision detection is a bit iffy. It appears that sometimes when you kill an enemy, the game still considers them to be standing at their last location, causing the player to stop as if an obstacle has been encountered, even if the corpse has been moved elsewhere.
-If an enemy castle surrenders to you, later when you try to siege other castles ("Besiege castle") it will go directly to the prisoner screen and the castle will be automatically taken
-Hero stats screen sometimes displays instead of the character portrait
-On the last siege of a castle, they surender immediatly
-Ragged Ragged Outfit
-The "Strange Sword" found in cached one of the cities has no visible blade.
-When an NPC is asked to leave the party, the party graphic doesn't always display (although the party number will appear over the 'invisible' party)
-Most castle doors don't reach the ground.
-Party morale is stuffed. It slowly deteriorates no matter what, it only refreshes when you look at the report. I've looked in the party menu and saw morale was 'very low', I clicked the report to see what was wrong and morale was 97... Has happened to me several times.
-If an enemy leader is at less than 100%, you get an assertion error
-Drop in renown and thus party size causes error when upgrading troops
-Tree lighting—while much of the vegetation is properly lighted, some of the trees and bushes are not.  They glow in the dark and are too bright even at some times in the day (particularly dusk).
-Couching seems to have problems with detection. It is possible to cause (and recieve) couched damage even though the enemy was nowhere near the lance point. Seems to affect all couched weapons.
-Castle taking—you must join a faction to take a castle.
-Fiefdom—if you join a faction before being offered a fief, you won't be offered one regardless of how high your renoun is.
-Ragdoll still has strange behaviour under certain conditions, such as insanely high bouncing, or 'ghost horse' riders of unending acceleration.
-Certain NPC's can be listed as the player enemy which seems strange, eg 'Townsman', 'Peasant woman' and so forth.
-The aiming reticule bug still exists. You aim at a guy's head in third person, go into third person and you're aiming at his chest.
-Mounted archers and mounted skirmisher do not obey commands properly
-heroes do not always obey archer command when eqiped with bow
-When telling archers to use blunt weapons inside a battle, the game crashes.
-In Jelkala, which is enemy territory in my game, I bribed my way into the dungeon. Upon entering the dungeon, my character changed from peasant/beggar garb to full battlefield armor and weaponry. I returned to beggar/peasant garb when I left the dungeon.






0.891
-Heroes still don't join battles immediately. See here
-Shield speed is now quite ridiculous (almost as if the character was flicking it up)
-Picking up a weapon cleans your character of all blood.
-Party size report gives the following: Leadership: +UNRECOGNIZED TOKEN
-Horse archers still draw hand weapons and attack when ordered to charge
-archers attack corpses
-shields.dds and missiles.dds and their respective materials are still using the agent shader instead of the iron shader and their  alphas are wrong. - Guspav has provided a fix
http://www.mbrepository.com/modules/PDdownloads/singlefile.php?cid=10&lid=518
-Still no access to the Zendar goods merchant.
-You still have to "take a walk" to get quests
-Archers still attack corpses  (so far only noted in the Arena)
- DX7 render doesn't allow gamma correction. Some graphics are also messed up when running with this render
- There seems to be a minor problem with the boundary conditions for weaponmaster.  When upgrading NPCs with no points in weaponmaster, some skills can only be trained to 60 and some can be trained to 61 (I have noticed this with polearm and crossbow).
-I recently defeated a group of steppe bandits, and one was available as a prisoner afterwards.  I captured him, and noticed as my party was traveling that my prisoners list contained (-1/1) steppe bandits.  The next time I visited a town I got an assertion error.  Ignoring the error let me continue playing as normal.
- Seems like one KO'd enemy goes missing at the end of battle
- Various scripts are pulling out nonsensical identifiers, for example being asked to deliever units of 'player_faction', or caravans heading to '156 Denars'.
-Archery on foot seems to have some sort of lag updating direction. If you aim with bow and then turn either left or right before release (to follow target for example) the arrow will not fly toward the crosshair but more to the side from where you were aiming. Noticed same thing with throwing on foot.
- Nord Veterans are the same level as Nord Champions (25)
- Rescued prisoners are reduced by 1 on the post battle screen
- Some scenes still require you to tab out rather than use a door
- Horses switch colours when their modifiers change, most noticable on the hunter. Probably caused because of the different model for the 'heavy', 'lame' and 'vanilla' versions
- Some people see checkered flags for their banners rather than the one chosen.
« Last Edit: November 02, 2007, 08:56:51 pm by Cymro »

macethump

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Re: .891 Bug list
« Reply #1 on: September 27, 2007, 04:38:23 pm »
Surpassing strangeness -
Only a few towns (Suno, for one) exist when I choose to walk the streets.  The people are there - some stationary (merchants and guards mostly), some walking, some out of the boundary - but no buildings or streets or chests or furniture.  Just rolling grassy fields forever.  Can't get merchant quests because I can't get to the merchant - he's always out of the boundary.  I haven't been able to get to any chests in any town, since there are no buildings in the towns with them.

I can get to the tavern throught the menu, but everything is wrong.  At night things are almost normal - lit interior, people where they should be, furniture in rooms (mostly).  In the daytime, the interior is very dark, most furniture is gone, and occupants are scattered all over the building.  I even ended up on the fourth floor of one (that you have to go up a ladder to get to).  Occassionally all the occupants will occupy the same space, in defiance of the laws of physics.  I have to dodge around this mass of humanity in hopes of facing the right one to talk to.  The entrance/exit is skyboxes, and there's no way out that way.  It is very Star Trek-like to stand in the doorway and see the moon and stars below you.
Holy fucking shit... I am agreeing with Macethump :shock:

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Morgoth2005

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Re: .891 Bug list
« Reply #2 on: September 27, 2007, 05:12:41 pm »
Some tracks say kingdom Hero Party...

When  entered my fief, I lsot some money...

The castle capture bug persists. (The one where, if you had a castle surrender to you once, then you can take them all...)
« Last Edit: September 27, 2007, 05:58:48 pm by Morgoth2005 »
Quote
Say you're out enforcing the will of our benevolent overlords, and the proletariat gets all uppity and starts disturbing communal harmony.  You have two choices:
A) Grab an M240B and write a symphony of blood in 7.62mm.  Afterwards, hippies whine, complain, and light a few candles.
B) Grab a ray gun, flip it to "crispy", and watch as the rabble writhe in pain.  Afterwards, hippies whine, complain, and light a few candles.

No matter what you do, you'll have a hippie problem.


bravesirknight

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Re: .892 Bug list
« Reply #3 on: September 27, 2007, 06:36:33 pm »
gameplay beef: Lords "respawn" unfairly when you defeat them. You kill all their men and then a couple game hours later they are walking around with double what they had when you killed them, fresh as a daisy. In my opinion they should be out of the game for days after a defeat.

cadaverescu

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Re: .892 Bug list
« Reply #4 on: September 27, 2007, 08:06:49 pm »
1 bug.
I atacked 70 to 30 and i was seriously understaffed on the battlefield .
2 bug (maybe slip)
the khergits no longer have any random party running around... I play khergit and in the area are only a few mountain bandits with no real power so i can not get a decent party from the rescued prisoners. Similar for all the regions except nord (they have suficient sea raiders party to be able to raise an army from them).
3. the shops are full of junk. I had to run around like crazy for 2 days only to get me a war bow wich is not cracked...
4. joining a party has does not let me draw some tribesman from the local vilages?
5. i can not atack cities.

Astarsis

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Re: .892 Bug list
« Reply #5 on: September 27, 2007, 08:13:19 pm »
gameplay beef: Lords "respawn" unfairly when you defeat them. You kill all their men and then a couple game hours later they are walking around with double what they had when you killed them, fresh as a daisy. In my opinion they should be out of the game for days after a defeat.


well, they escape the same way you do  :mrgreen:
they are heroes after all
and on top of that, they are noblemen
they were always caprured, well treated and ransomed
for a soldier to kill a nobleman was a crime punishible by death
even an enemy noblemen  :? unless you get special dispensation (i.e. different religion/faith)

but an injury system would be nice

bravesirknight

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Re: .892 Bug list
« Reply #6 on: September 27, 2007, 09:21:53 pm »
I'm noticing a random animation bug now. It does the start of an animation but doesn't finish it. for example when your men are cheering after battle the hands go to the top but then snap back to idle position... looks broken. I don't get this much but some people seem to get a it a lot

Freebird

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Re: .892 Bug list
« Reply #7 on: September 27, 2007, 09:38:05 pm »
I haven't noticed this anywhere, but ragdolls are causing ridiculous amounts of lag.
It's not my computer because I've still got the same settings as the last version and I could handle dozens of men dying with no problems. Now though, just one kill and the game just freezes up so bad I can't even move.

Uriens

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Re: .892 Bug list
« Reply #8 on: September 27, 2007, 09:49:05 pm »
Ok, this is what I managed to confirm fixed or not fixed for 0.892 version so far.

0.891 old bugs
-Heroes still don't join battles immediately. (confirmed to still exist)
-Shield speed is now quite ridiculous (almost as if the character was flicking it up) (didn't test with larger shields yet but starting one with speed 100 still seems uberfast)
-Party size report gives the following: Leadership: +UNRECOGNIZED TOKEN (confirmed to be fixed)
-Still no access to the Zendar goods merchant. (confirmed to still exists although it may be intentional)
- Seems like one KO'd enemy goes missing at the end of battle (confirmed to be fixed)
-Archery on foot seems to have some sort of lag updating direction. If you aim with bow and then turn either left or right before release (to follow target for example) the arrow will not fly toward the crosshair but more to the side from where you were aiming. Noticed same thing with throwing on foot. (confirmed to still exist)
- Horses switch colours when their modifiers change, most noticable on the hunter. Probably caused because of the different model for the 'heavy', 'lame' and 'vanilla' versions (confirmed to still exist)

stratusfear

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Re: .892 Bug list
« Reply #9 on: September 27, 2007, 11:28:28 pm »
-Ive noticed a bug in the training room where if you beat the opponent into a corner (Im not sure if its just one corner or all) you cant strike him even though your weapon clearly passes through, and he can still hit you. In order to solve, you have to back off and let him get right out of the corner. (never experienced this in any prior version)

-Shield blocking has no delay but im fairly sure thats been mentioned.


Astarsis

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Re: .892 Bug list
« Reply #10 on: September 28, 2007, 01:12:51 am »
partially fixed:

when we don't join factions and defend villagers, a negative reputation with a faction no longer prevent access to the city. (we get the "disguise" option)

however, I noticed even thought our relationship with that faction is negative we are not allowed to siege their castles

we still get access to their villages, but this seem ok, since relationship with the "culture" (i.e. peasants) is tracked separately from the one with the kingdom (i.e. the lords)

suggestion:

if an outlaw faction is intended, would be fun to raid treasury, weapon convoys, gold shipment (payment for garisons  :mrgreen: ) and to distribute the result to the poor

but so far, at least we can help the villager.
and since we keep access to the villages, we still get food and recruits

one thing worry me: as the reputation get worst, the game usually send guards after us right away...
and then we make it to the hills, not allowed in any way to infiltrate or make friends inside
this prevent access to things like horses, weapons, armors
but also to making money through caravans
and cut us from the merchant quest (and noble quests too)
prety sure even the evil sherif of nothingham can ask Robin hood for help to rescue a damsel in distress

I didn't check yet if we're alllowed to stop ur own Kingdom lords from raiding

shouldn't a trait system be setup like in Battle of Scicilly ?

I mean, raiding town non stop should affect morale negatively and turn the soldiers into psychopatic killers and greedy thieves, causing massive disciplinary problems: thievery, murder, and rape
(well, for those soldiers that didn't desert, those that left obviously have a moral standard)

our actions in the game should directly affect our traits

there are various ethics systems out there
one is "7 virtues vs 7 sins" - could add some depth and challenge to the game

-------------------------------------------------------------

I did a full retest of the heroes not showing up bug for.891

Native version, no tweak (you know how much I love my extra heroes  , I did without for the sake of proper testing)

Haven't had time to do it for .892 yet

If you got even one peasant, all 4 heroes show up immediately

If you got zero troops, no hero shows up immediately
then 2 of them show up on reinforcement phase, one at a time

I do not thing it is intended

That exact specific bug existed before and was fixed in .808
i.e. you can see it's not there at all by playing bands of warrior, or by doing my tweak

I believe the problem was the same as in the castle siege

It may be also that Armagan is hesitating how to balance the power of heroes
if you got first aid 10 and wound treatment 10 they heal nearly instantly
(as long as you are councious and inteligent enought to retreat)

I think a better way would be an injury system, at least for heroes
something like the last days, but better
like the heroes getting injured when struck a really bit hit
(in the last days it was when the player fell uncounscious, limits of the module system)

those injuries could take months to heal and force us to send him to a monastery or something
some couldn't heal: eyeloss, cripled arm or leg
It would force us to rely more on troops

Also, it would give a reason to add 30+ heroes in taverns !!! or even infinite numbers ... as they all get cripled 

Of course, think of the satisfaction of cripling your worst enemy ... or the dark knight himself

---------------------------------------------------

otherwise, with the villages recruitments, the game is a blast, allowing one more way to increase the challenge

----------------------------------------------------

question:

shouldn't we allow to defend caravans the same way we defend villages
not just from bandits but also from raiding parties
as robin hood, I'm not too fond of merchant
but I'm even less enthusiast about corrupt lords !

there is also the matter of breaking sieges, for both castles and towns by attacking the besieger camp

I think we should allowed to do it
why ? because there are innocent villagers inside those walls !
I don't mind them soldiers killing each others, as long as they keep the game to themselves  :mrgreen:
the less soldiers alive, the more happy the peasants

we also need a way to liberate towns from tyrany

but err... those are more like suggestion to make the "outlaw side" playable


sirgrigor

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Re: .892 Bug list
« Reply #11 on: September 28, 2007, 01:39:23 am »
I can get to the tavern throught the menu, but everything is wrong.  At night things are almost normal - lit interior, people where they should be, furniture in rooms (mostly).  In the daytime, the interior is very dark, most furniture is gone, and occupants are scattered all over the building.  I even ended up on the fourth floor of one (that you have to go up a ladder to get to).  Occassionally all the occupants will occupy the same space, in defiance of the laws of physics.  I have to dodge around this mass of humanity in hopes of facing the right one to talk to.  The entrance/exit is skyboxes, and there's no way out that way.  It is very Star Trek-like to stand in the doorway and see the moon and stars below you.


I've also noticed this in .892

sirgrigor

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Re: .892 Bug list
« Reply #12 on: September 28, 2007, 01:40:46 am »
Found another error.

I just took over a castle, the Nord one near Zendar.  After I won, I left the castle and then tried to go right back to it.  Then I got the crash to desktop bug.

Weird.

s/g

NED

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Re: .892 Bug list
« Reply #13 on: September 28, 2007, 02:47:18 am »
I had installed .890 and then yesterday .891, then .892 and now when I tried to launch it from desktop it told me there is an error with a .dll file and I needed to reinstall the game, I don't know if this is a fault from going from .891 to .892 but I just thought it might be something to note.

stratusfear

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Re: .892 Bug list
« Reply #14 on: September 28, 2007, 08:09:07 am »

shouldn't a trait system be setup like in Battle of Scicilly ?

I mean, raiding town non stop should affect morale negatively and turn the soldiers into psychopatic killers and greedy thieves, causing massive disciplinary problems: thievery, murder, and rape
(well, for those soldiers that didn't desert, those that left obviously have a moral standard)

our actions in the game should directly affect our traits



I really like this idea, all traits should have bonuses and some should have negative effects and some should have both. For example continually sieging castles and citys gives you a 'liberator' trait which could give you a 10% (forget name of reputation points) bonus to every battle. nice idea