PrinceNaga
Veteran
Update: (08/21/13 11:09AM)
I am adding numerous reports throughout the forum, and am going to check out the Nexus comment section eventually today as well. I made a new section for 1.03v bugs regardless if they were prior versions.
Since DrTomas & kuakik make themselves known in the list via the usage of Red colored text andStrikethrough, I will make my check-offs in Blue colored text, if I discover in posts some bugs no longer occur within 1.03v.
Thank you!
-PrinceNaga
-----Thread Intentions-----:
To help out DrTomas and Kuakik, I have created this thread which is now stickied to help centralize our bug reports for 1.02v here, so it is one single place to sift through.
With numerous findings in the forum, I want to include everyone's contributions here into the OP to present an organized list that'll be updated daily since I have much free time on my hands. I am inserting reported problems from other threads as well, with the associated messages link, quotes, screenshots and videos in their posts to provide first-hand sources untouched. Since many threads and pages have discussions develop from their reported findings.
It is great numerous threads are created despite an official one available, such as suggestions and bug reports because they sometimes need an appeal to be noticed and separate to focus attention and discussion. They're valued also, and because of this many bugs have produced multiple discoverers, which are amply credited to.
And lastly, I will give credit to every bug report too so DrTomas doesn't have an excuse to not knight us peasantry. ;P
--------------End-------------
----------------1.02v Bugs----------------
1. Companion Duplication Glitch: wolfgary
2. Mongol Camp Incorrect Costs & Broken: Arszi Fixed. However the camp can take a while to travel to it's destination. That s intended.
http://forums.taleworlds.com/index.php/topic,282049.msg6715614.html#msg6715614
3. Archers "Transfer" into Infantry Pool During Siege: Demidekidasu fixed
4. Horse Archers Can't Perform Horse Archery: hayreddin, robindelang2, Drakken, Jason L, Arszi
5. Possible Crusader Ex-Village Bug: Divilly Probably pre-1.00 bug
6. AI Exhibits Behavior Of Backpedaling Archer's And Lord To Edge Of Battle: Batko
7. Siege AI involving Player's Is Broken; Stuck, Won't Use Bows, Pathfinding Due To Scenes: Drakken Not enough information on bad scenes (need screenshots and battlesize info). Attacking archers are not suppose to use bows and are forced to use melee (native mechanics). Making them use bows, can make other bots stuck as in 1.01.
8. Various Minor Bugs & Historical Mistakes: Mkhedari
9. Multiple Skin Bugs & Marakesh Scene Bug: RafaelCruz Not enough information on bad scene (need screenshots and battlesize info).
10. Freelancer Mod "Two Weeks Leave" Bug: Jason L Freelancer mechanics works as intended or wait till freelancer update.
11. Giving Back Fief's Prompts "Nevermind" Response Bug: Arszi, DerHerbst Fixed
12. Pisa Siege Scene Bugged: Federico Not enough information on bad scene (need screenshot).
13. Harlot Price Bugged, Plummeting To Elevating Player Renown Score (Credible Screenshot): Demidekidasu Fixed
14. Unusual Escape Bug Preventing Routing Soldiers Leaving Every Tenth' Battle: Arszi as far as I am aware, the routing mechanism is largely controled via the engine it self. So there's probably little I can do. Reinstalling full warband 1.158(whitout patches) can help, as patching has caused various bizzare and strange problems before.
15. Funded Crusades Crusader's Menace Their Own Papacy & Village Bug: Vendayn
(I'm Confused & Issue Seems Very Complicated -Naga)
16. Lost Battles Prevent "Press Tab" Feature, Won Battles Do Not: Bluehawk I bet this report is from othr version, i have never experianced it myself in 1.00+. However added an extra check to be safe.
17. Welsh Cyrmy (Cymru) & Papal Crusaders Break Peace Agreements By Unit Relation: stevehoos
18. Towns & Castles Deplete Half Their Garrison During Wartime Consistently, Breaking Games: stevehoos Fixed
(I've realized this to when it came to the Welsh, I believe it must be due to AI Marshaling Armies, or Lance Recruitment, but they're "invisible" so to speak till levied -Naga)
19. After "Train The Peasants" Quest, Village Razed Regardless Bug: Yarpen93
20. Tabbing Before "Battle Won" Text Reverts Manor Rescue To Defeat: PrinceNaga
21. Infinite Weekly Costs Bug Occurs In Numerous Places: minor reverence, or due WSE.
22. Companions Change Face On Certain Helmets:
23. Merchant Caravan Quest Doesn't Display Time Remaining Clock: Native YAY. Working as intended
(1 Screenshots)
24. Kept Fief After Returning From Crusade: Fixed
(2 Screenshots)
25. Settlement Guards Display As Enemies On Minimap: It's due game/quest mechanics. Not a bug
(5 Screenshots)
26. Settlements Are Losing Garrisons Due To Lack of Food Supply: Fixed
(5 Screenshots)
27. Curonian's and Jotvingian's share the same Banner: Working as intended
(2 Screenshots)
28. Isn't City Bandit Quest Disabled? Still Triggering: It is. It's due other mechanics - working as intended
(2 Screenshots)
29. Swedish Mountains Visual Errors:
(3 Screenshots)
30. Endless Pit & Ground Flickering Glitches: Some fixed, others are not - because it's a minor issiue and the time needed to fix it is too expensive.
(21 Screenshots)
31. Inaccessible Constantinople Prison & Flying Soldier Issue (Another Bug Report States): madmaximillian Constantinopole fixed, dunno about the flying soldiers.
I am adding numerous reports throughout the forum, and am going to check out the Nexus comment section eventually today as well. I made a new section for 1.03v bugs regardless if they were prior versions.
Since DrTomas & kuakik make themselves known in the list via the usage of Red colored text and
Thank you!
-PrinceNaga
-----Thread Intentions-----:
To help out DrTomas and Kuakik, I have created this thread which is now stickied to help centralize our bug reports for 1.02v here, so it is one single place to sift through.
With numerous findings in the forum, I want to include everyone's contributions here into the OP to present an organized list that'll be updated daily since I have much free time on my hands. I am inserting reported problems from other threads as well, with the associated messages link, quotes, screenshots and videos in their posts to provide first-hand sources untouched. Since many threads and pages have discussions develop from their reported findings.
It is great numerous threads are created despite an official one available, such as suggestions and bug reports because they sometimes need an appeal to be noticed and separate to focus attention and discussion. They're valued also, and because of this many bugs have produced multiple discoverers, which are amply credited to.
And lastly, I will give credit to every bug report too so DrTomas doesn't have an excuse to not knight us peasantry. ;P
--------------End-------------
----------------1.02v Bugs----------------
1. Companion Duplication Glitch: wolfgary
2. Mongol Camp Incorrect Costs & Broken: Arszi
Arszi said:Mongol camps are broken in many aspects:
1, They take more money, when you hire them, as they say.
2, Does not move to the vicinity of your fief.
3, They take the money, but does not return units.
Some scenes are bugged, the AI does weird things during siege.
http://forums.taleworlds.com/index.php/topic,282049.msg6715614.html#msg6715614
4. Horse Archers Can't Perform Horse Archery: hayreddin, robindelang2, Drakken, Jason L, Arszi
http://forums.taleworlds.com/index.php/topic,281860.msg6712785.html#msg6712785
http://forums.taleworlds.com/index.php/topic,281890.msg6713362.html#msg6713362
http://forums.taleworlds.com/index.php/topic,281890.msg6712909.html#msg6712909
http://forums.taleworlds.com/index.php/topic,281890.msg6713362.html#msg6713362
http://forums.taleworlds.com/index.php/topic,281890.msg6712909.html#msg6712909
Jason L. said:I already posted but since there is an apposite thread:
1) When one is serving as a soldier in a lords army and takes the "two weeks leave" if he returns earlier the quest of returning in duty in time fales et the end of two weeks and he receives a message for that . It doesn't appear to effect the game though (as far as I know).
2) the horse archers should ride around the enemy NOT clockwise but the other way to be able to shoot arrows as they can not shoot to their right . I noticed only some cavalarii so far, that where turning right and just couldn't use their bows ..
keep up with the good work...
Arszi said:Yes, I met with that one too. Some of the "horde" just cjanged direction at the middle of the map far before the enemy. Some of them turned left, some of them turned right, and the others went straight ahead.2) the horse archers should ride around the enemy NOT clockwise but the other way to be able to shoot arrows as they can not shoot to their right
5. Possible Crusader Ex-Village Bug: Divilly
6. AI Exhibits Behavior Of Backpedaling Archer's And Lord To Edge Of Battle: Batko
8. Various Minor Bugs & Historical Mistakes: Mkhedari
http://forums.taleworlds.com/index.php/topic,282157.msg6721670.html#msg6721670
Mkhedari said:Great idea, PrinceNaga! We need this. I'm just worried about pestering Doc Tomas. He's been trying to get out of modding. But if he does want to fix the bugs, then excellent!
Anyway, here's a list of issues for 1.02:
- The Rus' Litchina helmet still has messed-up textures.
- The Mongol bow turns into two bows when drawn:
I think that due to the new archery animation, the arrow nock sits a few inches away from the string, especially with the Mongol bow, so someone tried to make the Mongol bow draw further back. It's not visible in my poor screenshot, but the "inside" bow in the glitch is more strongly bent than the "outside" bow when drawn and its string is more angled.- This may have been intentional, but garrisons seem to be smaller now, so that towns and castles change hands constantly and whole factions are wiped out in days. The Welsh especially are always overrun almost immediately; it happens so quickly that there's no time to get enough renown to join and save them.
- Peasant rebellions are a load of fun, but in my game they always spawn right around Cairo regardless of where the peasants are from. Genoese, Irish, Mongols, Maghrebis, all spawn in Egypt. While this makes them easy to find and keeps them from getting exterminated before you can locate them, it's a bit odd.
- North African troops often spawn with African hands and helmets/heads to make them look black. But most Berbers look kinda white or Mediterranean, so it's confusing to see them being almost all black. Likewise, Kurdish mercs always have African faces and sometimes even Georgians do!
- The models for Cataphract armor and Byzantine Heavy Cavalry Armor are mixed up.
http://forums.taleworlds.com/index.php/topic,282157.msg6718747.html#msg6718747
Jason L. said:I already posted but since there is an apposite thread:
1) When one is serving as a soldier in a lords army and takes the "two weeks leave" if he returns earlier the quest of returning in duty in time fales et the end of two weeks and he receives a message for that . It doesn't appear to effect the game though (as far as I know).
2) the horse archers should ride around the enemy NOT clockwise but the other way to be able to shoot arrows as they can not shoot to their right . I noticed only some cavalarii so far, that where turning right and just couldn't use their bows ..
keep up with the good work...
http://forums.taleworlds.com/index.php/topic,282157.msg6719060.html#msg6719060
Arszi said:You can't give back fiefs. After your ruler asks which one, you automatically say "never mind".
DerHerbst said:Arszi said:You can't give back fiefs. After your ruler asks which one, you automatically say "never mind".
I've also encountered this +1
http://forums.taleworlds.com/index.php/topic,282157.msg6720917.html#msg6720917
Federico said:Pisa's siege scene is "bugged"
When you take the wall and go to the city center, you can't pass an arch, and even the enemy can't pass it.
But you can retreat and rejoin the assault until you kill them all
http://forums.taleworlds.com/index.php/topic,282157.msg6720937.html#msg6720937
Demidekidasu said:Something I forgot to mention...
When you talk to one of the prostitutes ("Madame") in a tavern and ask her to "please" your men, the price she quotes you is always a negative number and your cash balance doesn't change if you accept.
I think it might have something to do with renown. In 0.97b I noticed the value gradually decreasing over time as my renown grew and it eventually reached the point where it is now -200 or so.
Screenshot:
http://forums.taleworlds.com/index.php/topic,282157.msg6721115.html#msg6721115
Arszi said:During battle only one enemy soldier survived, and he tried to escape. He wasn't able to leave the battlefield, and started bunny jumping (more like the biotic charge in Mass Effect 2 and 3) at the border of the map. With every jump he jumped approximately ten meters into a direction. (Maybe the AI realized that can't escape at a coordinate, and began to search for another escape path, but failed again and again, because of the invisible wall didn't let him trough, despite is should have let him trough...) My soldiers weren't able to follow him, he "flew" too fast. After some time I managed to shot him down. I never saw this bug before.
Edit: I encountered this one many times now. From every 10 battles one ends with this. And the best: once two soldier started bunny jumping, into to center of the map, and they died by fall damage. I hope DrTomas implements some kind of exorcism mechanism, because these balt people are possessed by the Devil himself...
15. Funded Crusades Crusader's Menace Their Own Papacy & Village Bug: Vendayn
(I'm Confused & Issue Seems Very Complicated -Naga)
http://forums.taleworlds.com/index.php/topic,282157.msg6722621.html#msg6722621
Vendayn said:Ah, a bugs thread. This is copy pasted from my Papal States thread with some changes
Funding crusades and crusaders are rather buggy.
Funded them...they (the crusaders) attacked the papal states and a lot of the other factions around them. Not the cities, but just the caravans and chased after the lords...of the papal states..among other lords of other factions
Finally they (again, the crusaders) took over a castle, it auto went to me. But the village now belongs to no one, none of the papal lords even mention it and I can't do anything in the village.
http://forums.taleworlds.com/index.php/topic,282157.msg6722767.html#msg6722767
Bluehawk said:After losing a battle, I couldn't leave the scene because even after being told to "press tab" it would reply "can't flee, enemies nearby!" It's alright if you win, of course.
17. Welsh Cyrmy (Cymru) & Papal Crusaders Break Peace Agreements By Unit Relation: stevehoos
http://forums.taleworlds.com/index.php/topic,282157.msg6723114.html#msg6723114
stevehoos said:One thing I noticed is when I edited England's faction relation with the Welsh before beginning, the Welsh said they were not at war with the English, but the English said they were at war with the Welsh. So the cyrmy (or however you spell it) are part of the Welsh( not exclusively), but are always fighting the English making it impossible for a treaty to ever work at this time between the 2 factions. There is noting I can do in the editor to change that. Same thing is happening with the little crusader armies against the mamluks;. At the current time, unless you edit the mod, the Mamluks will not survive early as the crusaders and mongols eliminate them.I hope we are trying to get away from linear results, this is very much that. The only way to attempt a workable game right now is to edit some factions relations to have peace. But as soon as a war starts the garrisons lose more than half their troops and capitulate; they are filling up as they should be during times of peace, but depleting so rapidly during a war that they are easy targets. The Welsh garrison at Abberfraw starts out around 600-700 in peace with the English, then immediately dips below 350 at war time. The garrisons are being depleted (as a war starts) without any attacks on them taking place, within a matter of days, making the game play far too easy for attackers. Germany took Paris out in the first month because the French garrison had only 389 soldiers in it. The pace that things are happening at is out of control. Factions losing 2 cities within a week etc.
The release is flat out awesome, but there are some really crippling issues with balance. Wish we would have had more time to beta test this.
(I've realized this to when it came to the Welsh, I believe it must be due to AI Marshaling Armies, or Lance Recruitment, but they're "invisible" so to speak till levied -Naga)
http://forums.taleworlds.com/index.php/topic,282157.msg6723114.html#msg6723114
stevehoos said:One thing I noticed is when I edited England's faction relation with the Welsh before beginning, the Welsh said they were not at war with the English, but the English said they were at war with the Welsh. So the cyrmy (or however you spell it) are part of the Welsh( not exclusively), but are always fighting the English making it impossible for a treaty to ever work at this time between the 2 factions. There is noting I can do in the editor to change that. Same thing is happening with the little crusader armies against the mamluks;. At the current time, unless you edit the mod, the Mamluks will not survive early as the crusaders and mongols eliminate them. I hope we are trying to get away from linear results, this is very much that. The only way to attempt a workable game right now is to edit some factions relations to have peace. But as soon as a war starts the garrisons lose more than half their troops and capitulate; they are filling up as they should be during times of peace, but depleting so rapidly during a war that they are easy targets. The Welsh garrison at Abberfraw starts out around 600-700 in peace with the English, then immediately dips below 350 at war time. The garrisons are being depleted (as a war starts) without any attacks on them taking place, within a matter of days, making the game play far too easy for attackers. Germany took Paris out in the first month because the French garrison had only 389 soldiers in it. The pace that things are happening at is out of control. Factions losing 2 cities within a week etc.
The release is flat out awesome, but there are some really crippling issues with balance. Wish we would have had more time to beta test this.
19. After "Train The Peasants" Quest, Village Razed Regardless Bug: Yarpen93
http://forums.taleworlds.com/index.php/topic,282430.msg6722847.html#msg6722847
Yarpen93 said:Hi people, me again. I don't know if it's intended, but I'm doing the typical "train the peasants" mission, but after winning the battle the bandits loot my innocent village anyway (I reloaded 3 times). Soooo.... is it a bug or my servs are doomed?
Edit: Well, hell. It seems I must be really unlucky, reloaded once more and now the only one dead are those pesky bandits.
20. Tabbing Before "Battle Won" Text Reverts Manor Rescue To Defeat: PrinceNaga
Saving Manor Before "Battle Won" screen appears defaults the victory to a defeat, penalizing your relationships and damaging the Prosperity of the Manor as usual.
-My Battlesize is 306.
Screenshots:
I figured it important enough, but I'm not sure why the Manor battles always state: "Reinforcements have arrived". And, in my personal opinion,
I feel the distance between opposing forces is to small, there should be greater space so player's and AI have more time to strategize.
Checking to see if all enemies are dead:
The following screen:
Even after I won, Tabbing to early produced defeat for me, and the following consequences:
Map screen with log:
-My Battlesize is 306.
Screenshots:
I figured it important enough, but I'm not sure why the Manor battles always state: "Reinforcements have arrived". And, in my personal opinion,
I feel the distance between opposing forces is to small, there should be greater space so player's and AI have more time to strategize.
Checking to see if all enemies are dead:
The following screen:
Even after I won, Tabbing to early produced defeat for me, and the following consequences:
Map screen with log:
When I access the Party screen inside certain settlements, it balloons to over several
trillion, an interesting Bug lol. But yet never takes actual effect.
-My Battlesize is 306.
-Screenshots:
--Pula Castle:
--Strasburg Castle:
--2nd Test, I changed Battlesize back to Native 150, and Quickstarted.
To Note: I QuickStarted twice after I filled in Character points, and yielded
160 Senior Knights in doing so, and 40 Welsh Archers too. I am over the total amount
of soldiers I can field.
I tested Villages and a single Castle, and even Cheated for Interior in the Castle,
and the bug cropped up again, even inside, or outside, depending where I was standing and/or
most likely where the camera was facing. I am beginning to strongly believe these numerous
numbers displaying in the Party Weekly Costs is related to script code within the mod, in that
perhaps the script isn't being read correctly, it just throws those digits out there. I am
putting this theory forth because I've looked at the logs during testing curious of the SVN
Updates being done, and I've seen in all those files those endless streams of digits. Many grouped
up, without meaning, to me anyway...
Battlesize DOES NOT factor into this bug. Completely verified.
Facing my camera this way to find out if the bug occurs:
The Bug didn't pop-up:
Brought The Army in via Cheating to see if it influenced it, but it has no influence.
Now the Bug occured:
I have 22 screenshots of this ordeal, so I can state without further evidence that it is as such.
trillion, an interesting Bug lol. But yet never takes actual effect.
-My Battlesize is 306.
-Screenshots:
--Pula Castle:
--Strasburg Castle:
--2nd Test, I changed Battlesize back to Native 150, and Quickstarted.
To Note: I QuickStarted twice after I filled in Character points, and yielded
160 Senior Knights in doing so, and 40 Welsh Archers too. I am over the total amount
of soldiers I can field.
I tested Villages and a single Castle, and even Cheated for Interior in the Castle,
and the bug cropped up again, even inside, or outside, depending where I was standing and/or
most likely where the camera was facing. I am beginning to strongly believe these numerous
numbers displaying in the Party Weekly Costs is related to script code within the mod, in that
perhaps the script isn't being read correctly, it just throws those digits out there. I am
putting this theory forth because I've looked at the logs during testing curious of the SVN
Updates being done, and I've seen in all those files those endless streams of digits. Many grouped
up, without meaning, to me anyway...
Battlesize DOES NOT factor into this bug. Completely verified.
Facing my camera this way to find out if the bug occurs:
The Bug didn't pop-up:
Brought The Army in via Cheating to see if it influenced it, but it has no influence.
Now the Bug occured:
I have 22 screenshots of this ordeal, so I can state without further evidence that it is as such.
22. Companions Change Face On Certain Helmets:
Various Helmets are exchanging different facial depictions from that my Companions, but
when there is no helmet equipped they revert back to their original face. Also, some helmets
DO NOT produce this bug as well.
-My Battlesize is 306.
-Screenshots:
Original Face:
Changed Face:
when there is no helmet equipped they revert back to their original face. Also, some helmets
DO NOT produce this bug as well.
-My Battlesize is 306.
-Screenshots:
Original Face:
Changed Face:
Mkhedari said:-The Turkoman Hairstyle headpiece removes all facial hair.
(1 Screenshots)
(2 Screenshots)
I abuse the Crusader mechanic by occasionally using it to lower my Mercenary and Lance costs,
which is perhaps an issue itself, but doing so, after I came back to the Venezia Repubblica,
I still kept Jaffa which was given to me by the Holy Land. I'm not sure if this is a bug or not, because
I was simply granted the Fief due to not possessing one during my "vacation" with the CB Faction.
-My Battlesize is 306.
Screenshots:
Character Screen:
Got paid rent from both too:
which is perhaps an issue itself, but doing so, after I came back to the Venezia Repubblica,
I still kept Jaffa which was given to me by the Holy Land. I'm not sure if this is a bug or not, because
I was simply granted the Fief due to not possessing one during my "vacation" with the CB Faction.
-My Battlesize is 306.
Screenshots:
Character Screen:
Got paid rent from both too:
(5 Screenshots)
--Pula CY (Venice):
--Strasburg (Papal States):
It appears to me that ALL settlements are displaying this particular bug, as I see no further reason in
continuing to search out every single one perversely.
-My Battlesize is 306.
Screenshots:
Minimap 1.
Minimap 2.
Minimap 3.
Can't Hit Them.
They Don't React.
--Strasburg (Papal States):
It appears to me that ALL settlements are displaying this particular bug, as I see no further reason in
continuing to search out every single one perversely.
-My Battlesize is 306.
Screenshots:
Minimap 1.
Minimap 2.
Minimap 3.
Can't Hit Them.
They Don't React.
26. Settlements Are Losing Garrisons Due To Lack of Food Supply:
(5 Screenshots)
-My Battlesize is 150.
Screenshots:
Many members here have made remarks concerning Faction settlements garrisons dwindling steadily overtime to at least half their total size, and I believe I found out why. During my Quickstart session, the Debug initially displayed that Pamplona had lost meager amounts of troops due to attrition of every unit type garrisoned there.
1-2 Days later in the session, so many settlements incurred the bug that the Debug text box vanished on the Map screen, till I checked the Recent Messages log which could only save so much. Every Faction involved in war, each settlement of theirs lost dozens or multiple soldiers from each stack present, "due to attrition".
I assume DrTomas knows more about that, otherwise all I could suggest to alleviate this bug is simply fixing it by giving all settlements including Player's ones and their Supporter's, infinite food supply, or much greater portions to maintain the Siege mechanic.
I checked to make sure, since the Debug screen for Faction Relations is just to annoying, but Kingdom of Navarra was NOT at war with anyone, and yet its garrison lost some troops anyway. It appears however, that Faction's AT WAR are bleeding garrisons everywhere.
--Additionally, I discovered within Debug log that two Lord's could not pay the wages of their Party, leaving them at meager negatives in my analysis.
Lack Of Wages:
Numerous Attrition:
Numerous Attrition:
Numerous Attrition:
Screenshots:
Many members here have made remarks concerning Faction settlements garrisons dwindling steadily overtime to at least half their total size, and I believe I found out why. During my Quickstart session, the Debug initially displayed that Pamplona had lost meager amounts of troops due to attrition of every unit type garrisoned there.
1-2 Days later in the session, so many settlements incurred the bug that the Debug text box vanished on the Map screen, till I checked the Recent Messages log which could only save so much. Every Faction involved in war, each settlement of theirs lost dozens or multiple soldiers from each stack present, "due to attrition".
I assume DrTomas knows more about that, otherwise all I could suggest to alleviate this bug is simply fixing it by giving all settlements including Player's ones and their Supporter's, infinite food supply, or much greater portions to maintain the Siege mechanic.
I checked to make sure, since the Debug screen for Faction Relations is just to annoying, but Kingdom of Navarra was NOT at war with anyone, and yet its garrison lost some troops anyway. It appears however, that Faction's AT WAR are bleeding garrisons everywhere.
--Additionally, I discovered within Debug log that two Lord's could not pay the wages of their Party, leaving them at meager negatives in my analysis.
Lack Of Wages:
Numerous Attrition:
Numerous Attrition:
Numerous Attrition:
(2 Screenshots)
28. Isn't City Bandit Quest Disabled? Still Triggering:
(2 Screenshots)
29. Swedish Mountains Visual Errors:
(3 Screenshots)
Screenshots:
That great dark line with the tundra surrounding it must be some mountainry.
I had to lead around that in order to catch some bandit scum.
Although I did not test this area, since I was busy pushing Caravan goods (I know, laziness), but it appears to be similar to the un-elevated mountain above in SE Sweden.
That great dark line with the tundra surrounding it must be some mountainry.
I had to lead around that in order to catch some bandit scum.
Although I did not test this area, since I was busy pushing Caravan goods (I know, laziness), but it appears to be similar to the un-elevated mountain above in SE Sweden.
30. Endless Pit & Ground Flickering Glitches:
(21 Screenshots)
Screenshots:
I visited a Manor not of my ownership, and tested this vigorously.
1. Falling starts here:
2. Falling continues:
3. Grassland Popping Up In Seneschal Room:
4. Grassland Blocks Popping Up In Front Of Windows:
5. Falling Pit Here:
6. Just An Edge Up And Continuing:
7. Next Floor Pits On Edge of Platform:
8. More Pitfalling Next Level:
9. More Pitfalling Going Up Towards Roof, Rising Up To Dress:
10. More Pitfalling Near Roof:
11. Endless Falling On Tower Cement, This Side Of The Structure:
12. Surfing, or Parachuting, Here The Most:
13. Riding A Donkey Here:
14: More Falling:
15. All The Way To This Funny Roof Here:
16. More:
27. And More:
28. I fell through the roof after jumping on a lower structures roof:
29. Might as well show the grass glitching while I'm down here:
30. The Top and Right board sections flicker funnily, the wood stretching a bit across it or something:
I visited a Manor not of my ownership, and tested this vigorously.
1. Falling starts here:
2. Falling continues:
3. Grassland Popping Up In Seneschal Room:
4. Grassland Blocks Popping Up In Front Of Windows:
5. Falling Pit Here:
6. Just An Edge Up And Continuing:
7. Next Floor Pits On Edge of Platform:
8. More Pitfalling Next Level:
9. More Pitfalling Going Up Towards Roof, Rising Up To Dress:
10. More Pitfalling Near Roof:
11. Endless Falling On Tower Cement, This Side Of The Structure:
12. Surfing, or Parachuting, Here The Most:
13. Riding A Donkey Here:
14: More Falling:
15. All The Way To This Funny Roof Here:
16. More:
27. And More:
28. I fell through the roof after jumping on a lower structures roof:
29. Might as well show the grass glitching while I'm down here:
30. The Top and Right board sections flicker funnily, the wood stretching a bit across it or something:
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