You can no longer choose names for built ships in this patch, they get assigned a random name instead. I tried reverting to the live version and it fixed the issue.
Couple issues to report that might have already been mentioned:
Fairmarket's dungeon has a giant wall just past the door that prevents rescues.
Seagard's rescue scene places you inside a wall when you exit the dungeon, it is possible to get back to the lord in time, but rather clunky
Crossing's rescue scene places you in the river where you cannot possibly get back to the lord to save him.
Dreadfort's rescue scene places you in a separate courtyard where you cannot access the lord or the enemy soldiers.
Dreadfort's siege defense AI causes its defenders to abandon their starting points and all pour into the main gate. This makes archers rather useless and causes the fort to fall easily.
Aegon's force spawns twice, this appears to create duplicate lord parties, found 2 Aegons next to each other each with troops. This might fix itself once one of them is defeated, not sure.
Wights drop their armor, which is like super light weight platemail, not a big deal, but kinda silly and easily fixed.
King's Landing's "caught" scene when sneaking in spawns 4 of the soldiers in an area where you cannot reach and thus are forced to surrender.
Northern Sergeants and Western Billmen are not flagged to guarantee shields which makes them much weaker than their counterparts in other factions. (Easily fixed, but requires a new game so kinda sucky)
Feedback:
Overall this mod is amazingly awesome, really impressed with all the work put into capturing the world and making it come to life. I've played it longer and more fervently than pretty much every other mod I've tried.
The one fly in ointment is the events, I love the flavor they add, but please please get rid of the stat penalties. Changing all those to varying amounts of damage to the player would still make them hurt, but not force me to reload / export and fix my character. You just don't gain that many stat points in the game and every one is harder to get than the last so this is a massive penalty to have randomly thrown at you.
The seduction system appears to be broken for companions. I was able to attempt seduction options early on in the game getting some successes up to a point as I slowly raised my persuasion and charisma, but at some point (not entirely sure when) I became completely unable to access the list of options instead getting "I have no time for this play" or something similar. This now comes up for any companion I attempt it on, the only significant event that has happened recently was my group taking a mercenary contract for the first time, I waited for the contract to run out though and I still was unable to access the seduction menu.
I tried lowering my persuasion and charisma back to values which had access to the menu and that didn't work either, so something has changed and I'm not sure what. I am still able to access the menu with barmaids, and it seems to work fine with them.
EDIT:
Forgot I had a save from before I joined my first faction as a mercenary. Reloaded it and was able to seduce, joined the faction and seduction stopped working as described above.
Sounds like you'd be pretty happy with a bastard sword and shield combo. Use it one handed when archers are an issue, switch back to two when you're ready to cleave apart some infantry. As a footman it's important to be mindful of your encumbrance. The less weight you're carrying the faster you move, and speed is pretty integral to surviving on the ground.
I've worked with both light armor and mail and I won't say that there is a "target value", more just that you should try to make every pound count. If you're carrying around an extra weapon, but never using it I'd say ditch it. For armor it's all a matter of personal preference, if you've got plenty of friendly support though and you like to stay with your troops I'd say load yourself up since getting mobbed won't be much of an issue, but stray shots are always a pain. If you're going with little or no support, then stripping down to the bare essentials is rather important until you have enough athletics to compensate.
At a 5 athletics I was soloing village raids in the lamellar and chain getup with a total encumbrance just under 30. Speed is good, but there is a point where extra protection might outweigh the value of extra speed (basically once you're faster than your average joe).
The only thing I find particularly frustrating at the moment with AI archery is when they somehow manage to shoot an arrow through a tiny gap in a heated melee involving 6+ of their allies to get a headshot on me. I don't mind the amount of accuracy they have, just the insane amount of...
"Should" being the key word. I had an expensive book and a horse stolen from me once, when I managed to kill the buggers it seems they had burnt the book and apparently eaten the horse. I was just a wee bit upset to say the least.
On a lighter note, I once had my only sword stolen and having less than 10 denar at the time the only thing I could buy as a replacement was a tiny hand scythe. I killed 5 bandits with it, stole one of their axes in the middle of the fight, killed the other ten with that, and got my sword back to boot, most epic fight I've ever had
Has anyone ever tried doing a cattle drive quest for a town and driving the cattle to your village instead? Seems like it might be a sly way to get around the heavy costs normally associated with this quest, and if you don't lose the entire herd by doing it you might be able to still finish the town's quest too.
That'd be my only concern, I like a lot of the expanded version's additions, but I can't stomach the firearms personally, just from a conceptual point of view.
Just as a quick note, I did some testing over the weekend and knocking out/killing the outlaw doesn't matter, nor does the time of day, the reason I was avoiding the penalty was because I would generally tab out before it hit (Didn't realize it at the time).
I also noticed that in the initial quest briefing you learn that the outlaw is actually a native of the village he's hiding in, which makes it rather clear that all the villagers are covering for him. So it does make sense that you'd get a penalty regardless of how well intentioned you might be.
It might be nice if there was a similar "opt out" option for this quest like there is with the one for killing the merchant, maybe have the outlaw surrender when at low life and you could either carry out his sentence there and then or bring him back to the city to let him plead his case (would result in less of a monetary reward with the quest giver, but no rep loss with the village).
Yeah I always seem to end up with the forest bandits, ended up fighting another group last night with very limited success. Was the first time I've ever had a horse killed, I knew they could be crippled (which mine was), but I've never had one actually die before. Probably for the best though, that horse was leading a pretty miserable life working for me
What's a good target weight for a footman? Is it simply a matter of the lighter the better or is there a certain threshold where it doesn't make a big difference to gain or lose a few pounds?
I've been experimenting with a lightly armored one hander with no shield and lots of throwing knives. Pretty happy with the performance in the few fights I've had thus far, but river pirates are hardly a test of one's ability. I'm hoping to break my dependency on superior reach to win fights, but I've still got a long way to go from the look of things.
Well the village elders always refer to them as strangers so I'm guessing not, never the less I don't think many people would be pleased if you came onto their property hacked some guy they didn't know to pieces and left the corpse rotting in the sun for them to clean up, regardless of how bad a man he might have been.
I ran into this one last night with my level 3, turned into an all night ordeal. After several unsuccessful charges against the dug in bandits (it looked like d-day as the farmers just piled up at the foot of the hill under the machine-gun-esque bow fire), I would have given up, but I had a quest in that particular town unfortunately and letting the fugitive hide amongst the bandits didn't sit well with me.
So I started using the farmers as my own little army, and tried a variety of tactics, we avoided the main choke point by fording a river, managed to get into the town and right next to the bandits with only a small house separating us. I ordered a charge and carnage ensued, not a single farmer even reached the bandits despite having only ten feet at most to travel. Then I tried keeping the bandits at a distance, letting them pick away at my mob of farmers from far enough away where they were largely wasting arrows. Unfortunately when the bandits switched to melee there were so few farmers left that they just came in and slaughtered us. After several accidental one shots (I was now at an empty life bar every battle), I finally came up with a somewhat workable strategy.
Since the bandits weren't big on chasing us I moved my farmers as close as possible, hiding them behind a stone wall a short distance from the mob. Then I proceeded, for hours, to slowly exhaust their supply of arrows by jumping up from behind the wall just enough that they'd take a shot. After several miscalculated jumps that resulted in some rather painful haircuts via arrows, I finally got it down and one by one lured the bandits into my waiting mob of farmers where they were promptly turned into pitchfork-kabobs. It took the better part of the night, but with only 4 farmers remaining we finally managed to take out the last bandit and claim victory.
Then I stupidly went into the town, confronted the outlaw I had come to find despite not having healed at all, got one shotted and failed the quest. Good times
PS: Does anyone know if the outlaw comes back at all? I still have the quest despite the failure message, but the outlaw himself appears to be long gone.
I knocked out the outlaw rather than killing him when I got this quest and didn't lose any relationship with the village, might have been for some other reason, but it kinda made sense for it to work that way. Mind you I never got him as a prisoner, so the rest of the quest made it sound like I had still killed him. Maybe I dragged him out of the village and finished him off where it wouldn't make a mess on some villager's lawn