Hello,
Please post bug reports about version 0.901 in this thread. If you can be specific about the bug details, how it was triggered, what the specific error message was- if any, how to reproduce it (if possible), etc, it will be all the more useful.
Many thanks in advance for reporting the bugs and problems. Your feedback is so helpful for us.
Buglist:
1. Opening the command interface, going directly to another screen (tested with the options & character screens) then attempting to open the command interface again causes the game to crash with a generic exception error. Looks like it's fine if you close the interface prior to opening the other screen.
2. Garrisoned troops are still counted in the party total, and take up slots despite being in a castle. The party total will display the number of troops the player owns, but the garrisoned troops won't be listed in the troop list.
3. Skill information and similar on the character screen is hopelessly outdated
4. Some of the map bridges still 'flooded' and impassable
5. Seems to be a bug with recruitment (seen it mainly at villagers) where the volunteers will be the player. Accepting them as recruits fills their slots in the party screen, but nobody will appear in battle and similar. These invisible troops seem to permanently take up their slots, even after the player has been captured.
6. Caravans pause on the map for no reason. In fact the whole pursuit / attack routines for enemy parties seem to be screwed up.
7. Still problems with the values being pulled for village names and the like. Also seems to effect the loyalty level and similar.
8. Village Elders seem to enjoy stripping off to celebrate your victory against occupying bandits. Either that, or the bandits are stealing his clothes before they leave.
9. Problem with updates on stocks. For example, you can buy more cattle than a village owns as the number of cattle doesn't appear to update until the end of the conversation. As long as you go back to purchase cattle you can repeatedly request the maximum amount available.
10. Loaning an NPC Hero as part of a quest can result in you losing that hero forever if the troop slot is filled before you take him back into the party.
11. Some quests, most notably the cattle driving quests, don't check where you're being offered the quest before selecting a destination. Guildmasters sometimes request you drive cattle to their own town.
12. Diplomatic changes etc aren't being tracked in the game log, for example if Swadia changes to peace with the Nords, it will still display as being at War in the log.
13. Lords appear to be happy to attack their fellow Lords and Caravans of their own nation. They'll even lay siege and raid their own settlements. May be restricted to the Vaegir and Rhodock factions.
14. Pathing problems on the map. Sometimes parties will get stuck in certain areas, other times they'll wander round in circles.
15. LOD issues with invisible or untextured models persist.
16. Attacking bandits holding a village - reinforcements don't spawn for the player's side. This might be intentional, but it seems unreasonably difficult to win when the player's army is replaced by farmers and casualties caused in one attempt don't carry over to subsequent attempts.
17. Pathfinding regarding siege ladders is somewhat questionable. AI troops will sometimes get stuck at the top of the ladder. Also, AI will sometimes walk over the side of the wall or ramparts.
18. Spawning issues - sometimes (mainly in town and village scenes) enemy troops will spawn outside the map area, or else behind walls and similar which are unreachable for the player.
19. Quests all seem to start at the same date in the log, regardless of the date the quest was actually given.
20. Persuasion book is commented out in simple_triggers.py. If it's the same in the game then this means the player will derive no benefit from said book.
Possible issues / RFE's :
There seems to be no check on the diplomatic status of the factions, especially when starting a game. It might be an idea to guarantee at least one war simply to give the player something to do.
Completing quests for a faction NPC only affects your influence with the noble/village or quest giver and doesn't alter your relationship with the faction as a whole. Apart from assisting a faction in combat, it seems impossible to influence your relations prior to joining a faction. Might be an idea to have some relationship change kicked back to the faction relations. It seems silly that I can be best friends with the King, yet at zero (or even negative) relations with his nation ....