**Active Progress List** /--Planning the next release--

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Computica

Grandmaster Knight
M&BWBWF&S
Bug Fixes
*3.91b2
-Fixed a bug where villages were spawning recruits even when there was no population.
-Away Lords caused exp. bug. Fixed that and the way they spawned on the map.

*3.91b2f1
-Fixed issue with not being able to retreat in-battle.

*3.91b2f2
-Peace notification menus are now turned off for other factions if the show diplomatic message switch is disabled now.
-Thopica's town scene is fixed
-Horses won't rear when attacked by a thrust positioned spear unless actual bonus damage is applied
-Sulves's village scene is now a snow scene
-Arbalest shoots much faster, has a speed increase, and does more damage
-Fixed Estin, Panto Castle, & Uskeild scenes to snow

*3.91b3
-Prevented village icons from becoming the wrong icon type after being looted.
-Troops will only surrender only if they have been hurt. Enemy troops with full HP don't surrender.
-Troops that surrender get correctly added as prisoners after battle.
-All outlaw troops are now in the outlaw faction instead of there related kingdom faction.
-All building improvements are revised and checked for mistakes. Checked Building Descriptions too.
-Castle Chapels rise the faith of its castles bound village local faith.
-Faith system was revised and fixed. Faith should properly grow now.
-Chapel upgrade system was wrong. The result upgraded no Nobles.
-AI fief Improvement scripts were fixed.
-Surrender on off switch was referenced incorrectly in the options menu.
-More money per week for Armor/Weapon/Horse Stores.
-Fixed scene for Alporna Village.
-Slightly increased building difficulty for improvements.

*3.91b3f1
-Fixed Building Improvements Question Dialog
-Reworded "You are building..." to "The inhabitants are building..." and "The Troops stationed here are" for castle construction.
-Note: Population effects building time while amount of soldiers garrisoned at castles effect building time.

*3.91b4 -> 3.92
-Rebalanced Foil & Estoc
-Top-tier Conquistadors receive Estoc
-Base exp. given to garrisoned AI troops is way too high. Rebalanced to make the game more enjoyable.
-I increased the number of hidden bandit caves from 5 to 12.
-AI Hiring rounds for the Barracks, Stable, & Practice Range was just +1 for any instead of 1 for each.
-AI Hiring Rounds are for improvements add to a random instead of being a fixed number.
-Fixed Dialog when hiring troops from other lords. One check was blocking everything.
-Made hiring troops from Garrisoned lords easier to do.
-I had the effects of serfdom backwards in some scripts.
-Enemy and Allied parties that are in a Castle or Town can no longer leave to help fight unless they are part of the player faction.
-Fixed the Tavern Traveler dialog when asking about companions.
-^Increased the amount of times to ask to two a day.
-Fixed a small code mishap during field battles
-Made it harder for troops to surrender.
-Fixed Faction Defeated Triggers
-King Titles Fixed
-Fixed several pieces of Spouse Dialog
-Enabled Regiments to reinforce a garrison again. This time they will be no longer hidden but shown in the garrison.
-Increased Map Travel Speed
-Write important info to log Ex: Last known Companion Location, List of Towns with Tournaments
-Adjusted Hoof Dust to prevent lag but still look nice.
-Cut the time of gun smoke by half.
-MAP SPEED FIXED
-Legion Troop horses rebalanced. (Before they were more like living tanks. They could use more tweaking)
-Village Stratana Scene replaced
-Newer bows were made a bit stronger and received a small price increase.
-Fixed Firearm selection for companion auto-looting
-Completed Economy (1 of 3) [At least 3 trade routes are automatically set for each town.]
-Completed Economy (2 of 3) [Economy Goods automatically are set for each town & Village.]
-Optimized many auxiliary textures
-Limited the amount of prisoners minor parties on the world map can have.
-Reduced the size per player level of outlaw parties
-Made it even easier to hire troops from lords
-You can hire troops from lords when there on the field.
-The Impacts of Winning & Losing a In-battle duel are much more effective.
-Horse Weaknesses apply for tournament matches.
-Fixed the new sun textures
-Made Samurai/Ronin Armors and Weapons buy able.
-Made some blocked Legion Equipment buy able.

*3.92f2
-Send all prisoners dialog fixed.
-Buying troops from a lord has been fixed.
-Lords will no longer re-spawn in another faction's fief and attack an enemy when there faction is defeated.
-Temporary fix for Heraldic Warhorse(s) crashing the game.
-Translation errors have been fixed.

*3.92f3
-Fixed the "warhorse_b" in battle crashing.
-Chinese Translation Fix (by m1943)

*3.93b1
-Prevented 1-on-1 Duel mix matching.

*Future 3.93b1
(Currently Pending)
-Rewrite Regiment Code
-Fix any of the revamped population management systems if broken or bugged.
-Revised Faith Troop Equipment (Needs a major overhaul)
-Normalize music with Native music levels.
-Major Re-balance of all Melee Weapons.
-Minor Re-balance of all Ranged Weapons.
-Major Re-balance of all Armors.
-Minor Re-balance of all Horses.
-Fix spelling mistakes.



Added/Experimental Features
*3.91b2
-In-battle enemy surrendering. (Gives you the option to let your enemies surrender during battle. They won't be prisoners unless they are using a blunt weapon. Upon surrender you don't receive exp.)
-In-battle surrendering can be turned on/off
-In-battle surrendering has been made a bit more difficult to trigger
-Amount of arrows/bolts/bullets have been increased
-ZER Horse speeds were too fast, maneuvering was too high, and health a bit low|Rebalanced ZER Horses.

*3.91b3
-Added Shift/Zoom functionality to death camera to speed up movement.
-Attack and Defend buttons now make the death camera go up and down.
-Added new grunt and war cries sounds for females.
-When denying surrender you gain 1 point of morale for each troop that would have surrendered.
-When denying surrender your troops get a small health boost.
-Infestation is now open to all bandits depending on area. Not just looters, mountain, & forest Bandits. This also means bandits of the type will spawn from those infested villages.
-You are warned when your centers are infested by bandits if a message post is built.
-Bandits can now mix merge there parties into mixed types. On Hard Campaign AI they will also combine with looters. A On/Off switch was made to toggle this feature.
-Chance of infestation depends on its faction's diplomatic Serfdom.
-Increased number of Kingdom Colors you may choose from. (Ask me to implement more and I won't respond to you.)  :razz:
-Temple type buildings that are built in towns now automatically upgrade Garrisoned Top Tier Nobles to Zealots based on that town's local Faith and that town's bound village('s) local Faith.
-AI Lords now build buildings and pay money for them just like the player does.
-All improvements that give renown, increase health, population, faith(Player Faction), and income are beneficial to lords now.
-If AI Lord has a fief with a Barracks, Practice Range, or Stable built this will increase the amount of times they can hire troops by 1 each every 24 hours making these buildings very useful. Because of this the game will be much harder if a lord owns a fief with all 3 of these buildings built.
-If AI Lords have a fief with a Blacksmith built the cost of hiring troops at that fief are cut in half for them. Because of this the game will be much harder if a blacksmith is built for an AI lord.
-If AI Lord has a fief with a Barracks, Practice Range, or Stable built this will increase the amount of total experience (3000[Normal], 4500[Hard], 1500[Easy]) that is given to troops at that fief by 250 for each improvement built. If all 3 are built the owner of that fief will have higher level troops garrisoned.
-Village Elders can now be individually told to stop reinforcing player fiefs and vice versa.
-The Village Elder, Guild master, and Prison Guards (Castle) can now be asked which improvements does that current fief have.

*3.91b4 -> 3.92
-Updated and fixed the formats of many textures
-Bump & Specular maps were added/re-made to many textures
-During Battle the transparent map will show up by pressing the "M" Key.
-Total Duels between Lords/Kings & Companions is now listed in the Report Menu.
-In-Battle Dueling System  :twisted:
-Allies Can Duel For You (In-Battle Dueling System)
-In-Battle Chatter (In-Battle Dueling)
-Companion Level Scaling
-Number of available mercenaries is based on town population and player level. (Tavern)
-Number of available peasants is based on towns surrounding bound villages collective population. (Tavern)
-Revised the 'Buy troops from lord dialog' *again* this time it works much better than before.  :grin:
-Increased the max amount you can burrow from a lord at one time to 50,000 denars.
-Better Prisoner Management (1 of 3) [Tell Prison Guard to send all prisoners in party to fief garrison.]
-Arena Rewards are now based on town population and prosperity
-Villages can't send reinforcements if infested with bandits.
-The Culture of all fiefs change to that of the faction that took it.
-Castle & Town garrison max is based on town population and bound village population for castles.
-Revised Textures using proper shaders.
-Dual Barrel Musket
-Completed Economy (3 of 3) [Snow fiefs have there own economic demands, before there was just Urban, Rural, & Desert Demands for certain goods.]
-Improved several auxiliary textures

*3.93b1
-Made a 'cleaner' mountain map texture.
-You can now exchange troops as Marshall when in AI factions.

*???
-Technical Limb Damage System
-New Map Textures for Plains, Mountains, Snow, & Distant Terrain
-More Reflective and Improved Map Ocean Texture
-More Male Face Textures
-More Skyboxes
-Added even better desert texture
-Added even more skyboxes

(Currently Pending)
-Village garrison management.
-Manually or automatically recruit troops from town population.
-Reworked Auto-Recruiting from Villages
-Recruit from Town Population
-New Court Staff member: "Commander"
-New Village Building(s)???
-Village & Town Donations
-New Relation Gaining System
-All outlaw types have there own unique tiers.
-Formations (Custom System based on PBOD & Form Ranks)
-Nobles arrive weekly instead of daily. (Undecided)
-Male Lord's ask female player for hand in marriage.
-In-Battle Chatter (Arena)
-In-Battle Chatter (Field Battle)
-In-Battle Chatter (Siege)
-In-Battle Chatter (Friendly Duel)
-New Firearms
-Some Extra Swords
-Better Prisoner Management (2 of 3)
-Better Prisoner Management (3 of 3)
-Companion Management List
-Spouse (Wife) Goes grocery shopping
-Serpent Host Mercenary Tier Revision
-Population Migration
-Population Purging
-Voice/Vocal Support for Battles
-New sound effects for just about everything.
-Replace native music & add new music music
-Add new options to hunt down troop quest.
-Improve tournaments.
-Capital City System? (Main Court)
-Nobles Organize in separate pool other than the garrison?
-Technical/Tactical/Hardcore Damage System?
-New Damage Distribution System?
-New Flora

*Experimental Additions
-Research & Technology [Experimental]
-Towns/Castle/Church/Village Fiefs [Experimental]
-New Fief Upgrades [Experimental]
-Evolving Fiefs [Experimental]
-Evolving Military [Experimental]
-Religion & Culture System [Experimental]
-Detailed Population [Experimental]
-Population Class System [Experimental]



What To Test For
*3.91b2
-Make sure the In-battle surrendering feature works in all battle scenarios. It took me two days to develop this script so it should be working perfectly
-I haven't tested it in sieges or in anywhere else other than randomized battlefields
-Make sure there are no away lords on the map before you hire them
-Make sure exp. bug doesn't happen
-Make sure you don't receive the minister quest bug

*3.91b3
-Test out Bows & Arrows as they now do cutting damage.
-Check for any new bugs created by any of the new beta 3 features.
-Keep looking for broken scenes if any.
-make sure the new camp options work correctly.
-Make sure the new dialog works.
-Test out the new death cam functions.
-Make sure buildings are being built by AI lords and your Vassals.
-Try out the hard difficulty to see how hard it is and vice versa for easy difficulty. (Campaign AI)
-Check to see if bandits are mixing there party types. On hard they mix party types with looters.

*???
-Let me know if you like the new map textures -> High | Low


Known Bugs
*3.92f1
-Kingdoms Lords don't know when there kingdoms are defeated. [Fixed 3.93b1]
-All Prisoner send dialog is broken. [Fixed 3.93b1]
-When buying troops you can buy the lord as a companion. [Fixed 3.93b1]
-Fix throwing weapon mesh positions.
 

Computica

Grandmaster Knight
M&BWBWF&S
Hopefully fix the exp bug which I have yet to run into. It also should fix the issue with you finding yourself guarding the front gate of the castle in the towns. I also fixed some random events. I'll be doing experimental changes and features next. Oh some scenes should be fixed like Kengfalls. On the next beta I'll make sure to enable cheat mode as default.

EDIT:
These patches are builds of my current W.I.P. so in a way your testing with me.
 

Notsure

Sergeant Knight at Arms
thank you for posting , i also happen to have the exp bug and its the only thing really killing the immersion for me .Il be testing asap hopefully fixes the duplicate of me i keep seeing as a deserter owning big parties ^^
 

polydamas

Sergeant
It seems to have a problem loading an item set file

Starting new log file.
Version:  1.143

-- OS: Microsoft Windows 7  Service Pack 1 (build 7601), 64-bit
-- RAM: Available physical RAM: 2306MB/4027MB
-- CPU: Intel(R) Core(TM)2 Quad  CPU  Q9300  @ 2.50GHz (GenuineIntel)
- L2 cache size: 3072K
- CPU Features: FPU MMX SSE SSE2 SSE3 SSSE3 EST HTT
- Number of CPUs: 4 ( Speed: ~2491MHz / ~2491MHz / ~2491MHz / ~2491MHz )

-- GPU:
- D3D9 Adapter: 0 / Driver: nvd3dum.dll / Description: NVIDIA GeForce 9800 GT
- Texture Memory: 2254 ( Available Texture Memory: 2237 )


Processing Ini File {
Module_name =  SOD_Warlords_TC3900
Num Hints =  12
Setting Map Min X =  -317.000000
Setting Map Max X =  317.000000
Setting Map Min Y =  -317.000000
Setting Map Max Y =  317.000000
Setting Time Multiplier =  0.250000
Setting Seeing Range Multiplier =  9.000000
Setting Track Spotting Multiplier =  0.900000
Setting player_wounded_treshold =  5.000000
Setting hero_wounded_treshold =  15.000000
Setting Skill Prisoner Management Bonus =  15
Setting Skill Leadership Bonus =  10
Setting Base Companion Limit =  20
Setting player_xp_multiplier =  2.000000
Setting hero_xp_multiplier =  2.500000
Setting regulars_xp_multiplier =  3.000000
Setting damage_interrupt_attack_treshold =  3.000000
Setting damage_interrupt_attack_treshold_mp =  1.000000
Setting armor_soak_factor_against_cut =  0.800000
Setting armor_soak_factor_against_pierce =  0.650000
Setting armor_soak_factor_against_blunt =  0.500000
Setting armor_reduction_factor_against_cut =  1.000000
Setting armor_reduction_factor_against_pierce =  0.500000
Setting armor_reduction_factor_against_blunt =  0.750000
Setting horse_charge_damage_multiplier =  1.000000
Setting couched_lance_damage_multiplier =  0.700000
Setting fall_damage_multiplier =  1.000000
Setting shield_penetration_offset =  20.000000
Setting shield_penetration_factor =  3.000000
Setting missile_damage_speed_power =  1.900000
Setting melee_damage_speed_power =  2.000000
Setting multiplayer_walk_enabled =  0
Scan Module Textures =  1
Scan Module Sounds =  1
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Loading Module Resource  SOD_Item_Sets
ERROR: Unable to open file: Modules\Sword of Damocles Warlords\Resource\SOD_Item_Sets.brf
 

Computica

Grandmaster Knight
M&BWBWF&S
Poly, make sure you installed this over version 3.88 or 3.89 full and up.

EDIT:
I don't like the fact that when I tell regiments to reinforce a garrison they are there but hidden from the garrison menu. I'll find a way to change that.

Update:
I haven't had the exp. bug yet (47 in-game days) anyone else?

Update 2:
Fixed a bug where villages were spawning recruits even when there was no population.
 

polydamas

Sergeant
Computica said:
Poly, make sure you installed this over version 3.88 or 3.89 full and up.

EDIT:
I don't like the fact that when I tell regiments to reinforce a garrison they are there but hidden from the garrison menu. I'll find a way to change that.

Update:
I haven't had the exp. bug yet (47 in-game days) anyone else?

Update 2:
Fixed a bug where villages were spawning recruits even when there was no population.

:cool:

I might have forgotten to do that
 

Notsure

Sergeant Knight at Arms
Ive just had the exp bug but didint have edit mode on so il try to recreate it and post the details.

Starting new log file.
Version:  1.143

-- OS: Microsoft Windows XP Professional Service Pack 3 (build 2600)
-- RAM: Available physical RAM: 1023MB/1024MB
-- CPU: Intel(R) Core(TM)2 Duo CPU    E7500  @ 2.93GHz (GenuineIntel)
- L2 cache size: 3072K
- CPU Features: FPU MMX SSE SSE2 SSE3 SSSE3 EST HTT
- Number of CPUs: 2 ( Speed: ~2926MHz / ~2926MHz )

-- GPU:
- D3D9 Adapter: 0 / Driver: nvd3dum.dll / Description: NVIDIA GeForce GTX 460
- Texture Memory: 2529 ( Available Texture Memory: 2483 )


Processing Ini File {
Module_name =  SOD_Warlords_TC3900
Num Hints =  12
Setting Map Min X =  -317.000000
Setting Map Max X =  317.000000
Setting Map Min Y =  -317.000000
Setting Map Max Y =  317.000000
Setting Time Multiplier =  0.250000
Setting Seeing Range Multiplier =  9.000000
Setting Track Spotting Multiplier =  0.900000
Setting player_wounded_treshold =  5.000000
Setting hero_wounded_treshold =  15.000000
Setting Skill Prisoner Management Bonus =  15
Setting Skill Leadership Bonus =  10
Setting Base Companion Limit =  20
Setting player_xp_multiplier =  2.000000
Setting hero_xp_multiplier =  2.500000
Setting regulars_xp_multiplier =  3.000000
Setting damage_interrupt_attack_treshold =  3.000000
Setting damage_interrupt_attack_treshold_mp =  1.000000
Setting armor_soak_factor_against_cut =  0.800000
Setting armor_soak_factor_against_pierce =  0.650000
Setting armor_soak_factor_against_blunt =  0.500000
Setting armor_reduction_factor_against_cut =  1.000000
Setting armor_reduction_factor_against_pierce =  0.500000
Setting armor_reduction_factor_against_blunt =  0.750000
Setting horse_charge_damage_multiplier =  1.000000
Setting couched_lance_damage_multiplier =  0.700000
Setting fall_damage_multiplier =  1.000000
Setting shield_penetration_offset =  20.000000
Setting shield_penetration_factor =  3.000000
Setting missile_damage_speed_power =  1.900000
Setting melee_damage_speed_power =  2.000000
Setting multiplayer_walk_enabled =  0
Scan Module Textures =  1
Scan Module Sounds =  1
Loading Resource  test
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} //Processing Ini File Finished
Loading Music...
Loading Textures...
Finished Loading Textures...
L8 Format is  supported
WARNING: UNABLE TO MAP GAME PRESENTATION CODE:  prsnt_game_start
WARNING: UNABLE TO MAP GAME PRESENTATION CODE:  prsnt_game_escape
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_check_party_sees_party
Loading Module...
Loading item kinds...
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Loading mission templates...
Loading party templates...
loading time:  44418
Finished All...
Loading tracks
load_map_data complete.
Init_map complete.
init_meta_mission complete.
map mesh built.
get_ideal_sun_color.
get_ideal_fog_color.
1890 parties added.
launch complete.
DEBUG -- Doing political calculations for Jarl Irya
DEBUG -- Jarl Irya backs Jarl Aedin:I chose the most valiant of our nobles, whom I trust, and whose name is not currently tainted by controversy.
DEBUG -- Prosperity: 99
Do political consequences for dw victory over Polisia
Log entry 41: type 10
Center: Polisia
Lord: Condottiero Gist
Entry points for scene 1 : 0 1 2 4 6 8 10 3 5 7 9 11 15 13 12 14 16 17 19 21 23 25 18 20 22 24 26 27 28 29 30 31
Total entry points for scene 1 : 32
DEBUG -- Polisia awarded to dw
Polisia has been awarded to dw of the Player Faction
DEBUG -- Hoil awarded to dw
Hoil has been awarded to dw of the Player Faction
DEBUG -- Teit awarded to dw
Teit has been awarded to dw of the Player Faction
Renown change of 40 reduced to 40, because of high existing renown
You gained 40 renown.
No Faction inflicts 40 damage on Republic of Marina, raising total inflicted to 40
War damage lowers dw's controversy by 13 to 0
DEBUG -- Prosperity: 96
DEBUG -- Prosperity: 96
DEBUG -- dw produces a faction strategy for Player Faction
No center found to attack
No center found to defend
No center found to defend
DEBUG -- Count Klargus produces a faction strategy for Kingdom of Swadia
Best offensive target Isslor has value level of 12
No center found to defend
No center found to defend
DEBUG -- Boyar Khavel produces a faction strategy for Kingdom of Vaegirs
Best offensive target Vesynn has value level of 14
No center found to defend
No center found to defend
DEBUG -- Urubay Noyan produces a faction strategy for Khergit Khanate
Best offensive target Tonsulim has value level of 13
No center found to defend
No center found to defend
DEBUG -- Jarl Ragnar produces a faction strategy for Kingdom of Nords
No center found to attack
No center found to defend
No center found to defend
DEBUG -- Count Graveth produces a faction strategy for Kingdom of Rhodoks
No center found to attack
No center found to defend
No center found to defend
DEBUG -- Emir Hakim produces a faction strategy for Sarranid Sultanate
No center found to attack
No center found to defend
No center found to defend
DEBUG -- Centurion Bronx Otais produces a faction strategy for Imperial Legion
No center found to attack
No center found to defend
No center found to defend
DEBUG -- Paladin Benar produces a faction strategy for Antarian Empire
No center found to attack
No center found to defend
No center found to defend
DEBUG -- Condottiero Rotler produces a faction strategy for Republic of Marina
No center found to attack
No center found to defend
No center found to defend
DEBUG -- Magnate Tonotto produces a faction strategy for Kingdom of Aden
No center found to attack
No center found to defend
No center found to defend
DEBUG -- High Chief Ieleba produces a faction strategy for Villianese Duchy
No center found to attack
No center found to defend
No center found to defend
DEBUG -- High Dvor Isolde III produces a faction strategy for Zerrikanian Sultanate
No center found to attack
No center found to defend
No center found to defend
  Tulug Noyan's Party of Khergit Khanate recruits -1 Khergit Tribesman in Soaldara
  Nasugei Noyan's Party of Khergit Khanate recruits -1 Khergit Tribesman in Aughashdar
  Akadan Noyan's Party of Khergit Khanate recruits -1 Khergit Tribesman in Lillinos
  Jarl Marayirr's Party of Kingdom of Nords recruits -1 Nord Recruit in Mosad
  Count Matheas's Party of Kingdom of Rhodoks recruits 0 Rhodok Crossbowman in Grimm Haven
  Emir Lakhem's Party of Sarranid Sultanate recruits -1 Sarranid Recruit in Uceria
  Condottiero Ruodphotma's Party of Republic of Marina recruits -1 Marinian Recruit in Hooper
  Condottiero Anatus's Party of Republic of Marina recruits -1 Marinian Recruit in Tant
  Magnate Vanno's Party of Kingdom of Aden recruits -1 Adenian Regular Infantry in Adche
  High Chief Heradels's Party of Villianese Duchy recruits -1 Villianese Regular Infantry in Oughryn
  High Dvor Gelwige's Party of Zerrikanian Sultanate recruits -1 Zerrikanian Recruit in Riaheld
Do political consequences for Sea Raiders victory over Village Farmers
Log entry 42: type 3
DEBUG -- Calculating sortie for Caldisa Castle strength of 732 vs 491 enemies
Small bands of enemies spotted near <p=247>Caldisa Castle</>.
Entry points for scene 1769 : 0 1 2 4 6 8 10 3 5 7 9 11 15 13 12 14 16 17 19 21 23 25 18 20 22 24 26 27 28 29 30 31
Total entry points for scene 1769 : 32
DEBUG : Effective relation = 1
Reputation type: martial
DEBUG -- Talk context: 2
DEBUG -- Time since last talk: 53
Comment found: I see that you carry a nobleman's banner, but I do not recognize the device. No matter -- a brave man's home is all the world, or so they say!
Intrigue test: Troop party is active
Intrigue test: Troop party is not in battle
Intrigue test: Troop is not prisoner
Intrigue test: Troop is nearby
Persuasion * 2 + lord reputation modifier + relation less than 10)
Do political consequences for Centurion Mercury's Party victory over Tundra Bandits
DEBUG -- Prosperity: 96
Entry points for scene 212 : 0 22 21 20 18 16 17 25 26 27 24 23 19 8 7 6 31 30 29 28
Total entry points for scene 212 : 20
DEBUG : Effective relation = 1
DEBUG -- Talk context: 1
DEBUG -- Time since last talk: 15
DEBUG -- Prosperity: 96
Entry points for scene 212 : 0 22 21 20 18 16 17 25 26 27 24 23 19 8 7 6 31 30 29 28
Total entry points for scene 212 : 20
DEBUG : Effective relation = 1
DEBUG -- Talk context: 1
DEBUG -- Time since last talk: 53
DEBUG -- Prosperity: 96
DEBUG -- Doing political calculations for Jarl Olaf
DEBUG -- Jarl Olaf backs Jarl Rayeck:I chose the most valiant of our nobles, whom I trust, and whose name is not currently tainted by controversy.
Do political consequences for Count Nealcha's Party victory over Looters
Do political consequences for Kingdom of Aden War Party victory over Mountain Bandits
Do political consequences for Paladin Lesimond's Party victory over Deserters
DEBUG -- Doing political calculations for Jarl Reamald
DEBUG -- Jarl Reamald backs Jarl Turya:I chose the most valiant of our nobles, whom I trust, and whose name is not currently tainted by controversy.
Distance between Reinforcements from Chitai and Sciona Castle: 0
Do political consequences for Manhunters victory over Looters
DEBUG -- Calculating sortie for Segiatis strength of 1111 vs 845 enemies
Enemy patrols spotted near <p=74>Segiatis</>.
DEBUG -- Doing political calculations for Jarl Turya
DEBUG -- Jarl Turya backs Jarl Turya:I chose the most valiant of our nobles, whom I trust, and whose name is not currently tainted by controversy.
Prosperity: 86
Checking volunteer availability script
Center relation at least zero
Relation/faction conditions met
Prosperity: 86
Checking volunteer availability script
Center relation at least zero
Relation/faction conditions met
Prosperity: 86
Checking volunteer availability script
Center relation at least zero
Relation/faction conditions met
Prosperity: 86
Checking volunteer availability script
Center relation at least zero
Relation/faction conditions met
Do political consequences for Mountain Bandits victory over Village Farmers
Log entry 43: type 3
Do political consequences for Village Farmers victory over Deserters
DEBUG -- Doing political calculations for Jarl Gundur
DEBUG -- Jarl Gundur backs Jarl Turya:I chose the most valiant of our nobles, whom I trust, and whose name is not currently tainted by controversy.
DEBUG - Nyama The Hidden faction changed from slot troop change to faction
DEBUG - Nyama The Hidden faction changed in normal faction change
<trp=761>Lady Nyama</> has switched from <fac=3>The Mainland</> to <fac=29>dw's Kingdom</>.
DEBUG -- Calculating sortie for Windoc Castle strength of 905 vs 2654 enemies
Significant group of enemies spotted near <p=129>Windoc Castle</>.


  Sanjar Noyan's Party of Khergit Khanate recruits 2 Khergit Tribesman in Crehat
  Count Rafarch's Party of Kingdom of Swadia recruits 0 Swadian Militia in Lerawril
  Ulusamai Noyan's Party of Khergit Khanate recruits 1 Khergit Tribesman in Nultia
  Count Matheas's Party of Kingdom of Rhodoks recruits -1 Rhodok Crossbowman in Grimm Haven
  Count Kurnias's Party of Kingdom of Rhodoks recruits 1 Rhodok Trained Crossbowman in Suny
  Condottiero Basiove's Party of Republic of Marina recruits 1 Marinian Regular Infantry in Polyfang
  High Dvor Gicola's Party of Zerrikanian Sultanate recruits 0 Zerrikanian Dvor Archer in Lodenale
DEBUG -- Doing political calculations for Jarl Harald
DEBUG -- Jarl Harald backs Jarl Rayeck:I chose the most valiant of our nobles, whom I trust, and whose name is not currently tainted by controversy.

  Sanjar Noyan's Party of Khergit Khanate recruits -1 Khergit Tribesman in Crehat
  Count Rafarch's Party of Kingdom of Swadia recruits -1 Swadian Militia in Lerawril
  Ulusamai Noyan's Party of Khergit Khanate recruits -1 Khergit Tribesman in Nultia
  Count Kurnias's Party of Kingdom of Rhodoks recruits -1 Rhodok Trained Crossbowman in Suny
  Emir Raddoun's Party of Sarranid Sultanate recruits 2 Sarranid Footman in Sanguine
  Condottiero Basiove's Party of Republic of Marina recruits -1 Marinian Regular Infantry in Polyfang
  High Dvor Gicola's Party of Zerrikanian Sultanate recruits -1 Zerrikanian Dvor Archer in Lodenale
DEBUG -- Prosperity: 96
Entry points for scene 212 : 0 22 21 20 18 16 17 25 26 27 24 23 19 8 7 6 31 30 29 28
Total entry points for scene 212 : 20
DEBUG : Effective relation = 29
DEBUG -- Talk context: 1
DEBUG -- Time since last talk: 55
DEBUG : Effective relation = 1
DEBUG -- Talk context: 1
DEBUG -- Time since last talk: 2
DEBUG : Effective relation = 1
DEBUG -- Talk context: 1
DEBUG -- Time since last talk: 2
DEBUG -- Teit awarded to Lady Nyama
Teit has been awarded to Lady Nyama of the dw's Kingdom
Log entry 44: type 22
Center: Teit
Troop: Lady Nyama
Your relation with <trp=761>Lady Nyama</> has increased from 26 to 36.
Log entry 45: type 20
Center: Teit
Troop: Lady Nyama
Lord: Lady Nyama
DEBUG : Effective relation = 1
DEBUG -- Talk context: 1
DEBUG -- Time since last talk: 55
DEBUG : Effective relation = 1
DEBUG -- Talk context: 1
DEBUG -- Time since last talk: 55
5000 denars added to treasury.
DEBUG : Effective relation = 1
DEBUG -- Talk context: 1
DEBUG -- Time since last talk: 0
1010 denars removed from treasury.
DEBUG -- Prosperity: 96
DEBUG -- Prosperity: 96
3200 denars removed from treasury.
You gain honour.
Your relation with <p=499>Teit</> has improved.
Your party loses 5 morale.
<trp=675>Condottiero Freinberid</> of <fac=38>Republic of Marina</> has been taken prisoner by <fac=35>Sarranid Sultanate</>.
Your relation with <p=83>Polisia</> has improved.
<trp=664>Condottiero Symone</> of <fac=38>Republic of Marina</> was defeated in battle but managed to escape.
<trp=547>Brula Noyan</> of <fac=32>Khergit Khanate</> has been taken prisoner by <fac=36>Imperial Legion</>.
Your relation with <p=83>Polisia</> has improved.
510 denars added to treasury.
Your troops expect payment in 6 days
<fac=32>Khergit Khanate</> and <fac=33>Kingdom of Nords</> have concluded a non aggression pact with each other.
Entry points for scene 308 : 24 23 22 21 20 19 18 17 16 9 0
Total entry points for scene 308 : 11
<trp=634>Centurion Faunus</> of <fac=36>Imperial Legion</> has been taken prisoner by <fac=41>Zerrikanian Sultanate</>.
The village of <p=514>Oununda</> has been looted by Condottiero Anatus's Party.
<trp=640>Centurion Victorius</> of <fac=36>Imperial Legion</> was defeated in battle but managed to escape.
Your relation with <p=83>Polisia</> has improved.
The village of <p=444>Lledraqua</> has been looted by Centurion Velious's Party.
Your relation with <p=83>Polisia</> has improved.
60 denars removed from treasury.
Your constable upgraded 5 Swadian Peasant to Swadian Recruit in Polisia
<trp=674>Condottiero Anatus</> of <fac=38>Republic of Marina</> has been taken prisoner by <fac=40>Villianese Duchy</>.
Your troops expect payment in 5 days
The village of <p=470>Jiashrek</> has been looted by High Dvor Xamudo's Party.
The village of <p=492>Eito</> has been looted by Condottiero Aricus's Party.
Entry points for scene 212 : 0 22 21 20 18 16 17 25 26 27 24 23 19 8 7 6 31 30 29 28
Total entry points for scene 212 : 20
2000 denars added to treasury.
Tax rate for Hoil: low
The village of <p=520>Scapoose</> has been looted by Emir Biliya's Party.
Entry points for scene 1769 : 0 1 2 4 6 8 10 3 5 7 9 11 15 13 12 14 16 17 19 21 23 25 18 20 22 24 26 27 28 29 30 31
Total entry points for scene 1769 : 32
Entry points for scene 212 : 0 22 21 20 18 16 17 25 26 27 24 23 19 8 7 6 31 30 29 28
Total entry points for scene 212 : 20
Entry points for scene 308 : 24 23 22 21 20 19 18 17 16 9 0
Total entry points for scene 308 : 11
<p=74>Segiatis</> has been besieged by <trp=555>Urubay Noyan</> of <fac=32>Khergit Khanate</>.
Entry points for scene 1540 : 0 1 3 9 10 11 12 45 32 33 34 35 36 37 38 39 2 4
Total entry points for scene 1540 : 18
Your relation with <p=495>Hoil</> has improved.
Quest log has been updated...
The village of <p=304>Alversgrove</> has been looted by Jarl Harald's Party.
<trp=611>Emir Lakhem</> of <fac=35>Sarranid Sultanate</> has been taken prisoner by <fac=38>Republic of Marina</>.
Your relation with <p=83>Polisia</> has improved.
Entry points for scene 212 : 0 22 21 20 18 16 17 25 26 27 24 23 19 8 7 6 31 30 29 28
Total entry points for scene 212 : 20
2000 denars added to treasury.
2400 denars removed from treasury.
<trp=635>Centurion Romulus</> of <fac=36>Imperial Legion</> was defeated in battle but managed to escape.
<trp=548>Imirza Noyan</> of <fac=32>Khergit Khanate</> has been taken prisoner by <fac=36>Imperial Legion</>.
Your relation with <p=83>Polisia</> has improved.
Entry points for scene 1769 : 0 1 2 4 6 8 10 3 5 7 9 11 15 13 12 14 16 17 19 21 23 25 18 20 22 24 26 27 28 29 30 31
Total entry points for scene 1769 : 32
Entry points for scene 1769 : 0 1 2 4 6 8 10 3 5 7 9 11 15 13 12 14 16 17 19 21 23 25 18 20 22 24 26 27 28 29 30 31
Total entry points for scene 1769 : 32
Quest log has been updated...
Entry points for scene 1 : 0 1 2 4 6 8 10 3 5 7 9 11 15 13 12 14 16 17 19 21 23 25 18 20 22 24 26 27 28 29 30 31
Total entry points for scene 1 : 32
Your relation with <trp=672>Condottiero Richan</> has increased from 0 to 1.
Your relation with <trp=664>Condottiero Symone</> has increased from 0 to 1.
Quest log has been updated...
Your relation with <trp=664>Condottiero Symone</> has increased from 1 to 2.
<trp=681>Condottiero Sodode</> of <fac=38>Republic of Marina</> was defeated in battle but managed to escape.
50 denars removed from treasury.
Your constable upgraded 4 Swadian Peasant to Swadian Recruit in Polisia
<trp=638>Centurion Adeodatus</> of <fac=36>Imperial Legion</> has been taken prisoner by <fac=32>Khergit Khanate</>.
<p=52>Applegrove</> has been besieged by <trp=526>Boyar Khavel</> of <fac=31>Kingdom of Vaegirs</>.
<p=28>Kentwich</> has been besieged by <trp=567>Jarl Turya</> of <fac=33>Kingdom of Nords</>.
<trp=669>Condottiero Galtz</> of <fac=38>Republic of Marina</> has been taken prisoner by <fac=35>Sarranid Sultanate</>.
<p=495>Hoil</> has grown by 14 villagers to 179
Entry points for scene 1678 : 0 1 3 11 33 34 37 38 32 45 35 36 39 9 10 12 2 4
Total entry points for scene 1678 : 18
Your relation with <p=633>Awosas</> has deteriorated.
Your troops expect payment in 4 days
Entry points for scene 1 : 0 1 2 4 6 8 10 3 5 7 9 11 15 13 12 14 16 17 19 21 23 25 18 20 22 24 26 27 28 29 30 31
Total entry points for scene 1 : 32
You gain honour.
Your relation with <trp=664>Condottiero Symone</> has increased from 2 to 3.
Quest log has been updated...
Your relation with <trp=664>Condottiero Symone</> has increased from 3 to 4.
The village of <p=588>Atyph</> has been looted by Centurion Liber's Party.
<p=37>Baylyn</> has been besieged by <trp=503>Count Klargus</> of <fac=30>Kingdom of Swadia</>.
<p=86>Wexloch</> has been besieged by <trp=604>Emir Hamezan</> of <fac=35>Sarranid Sultanate</>.
The village of <p=450>Tonsulim</> has been looted by Alagur Noyan's Party.
<p=83>Polisia</> has grown in population by 14 to 3000 total
<trp=610>Emir Dhiyul</> of <fac=35>Sarranid Sultanate</> was defeated in battle but managed to escape.
Entry points for scene 1766 : 0 1 2 4 6 8 10 3 5 7 9 11 15 13 12 14 16 17 19 21 23 25 18 20 22 24 26 27 28 29 30 31
Total entry points for scene 1766 : 32
Renown value for this battle is 1.
Battle Advantage = 4.
Entry points for scene 3 :
Total entry points for scene 3 : 0
Battle won! Press tab key to leave...
You gained 1 renown.
Your party gains 4 morale.
Your relation with <p=83>Polisia</> has improved.
Your relation with <p=83>Polisia</> has improved.
<trp=518>Count Devlian</> of <fac=30>Kingdom of Swadia</> was defeated in battle but managed to escape.
60 denars removed from treasury.
Your constable upgraded 5 Swadian Recruit to Swadian Militia in Polisia
<trp=737>High Dvor Zelada</> of <fac=41>Zerrikanian Sultanate</> was defeated in battle but managed to escape.
The village of <p=306>Zyrzyn</> has been looted by Magnate Papino's Party.
Your troops expect payment in 3 days
The village of <p=515>Manafesta</> has been looted by Emir Hiwan's Party.
The village of <p=566>Clatskanie</> has been looted by Condottiero Sicans's Party.
The village of <p=568>Adche</> has been looted by Jarl Harald's Party.
The village of <p=364>Blessblade</> has been looted by Paladin Ololicho's Party.
Entry points for scene 1546 : 0 1 11 9 38 37 36 35 34 33 39 32 10 12 45 3 2 4
Total entry points for scene 1546 : 18
The village of <p=443>Figarler</> has been looted by Alagur Noyan's Party.
A recruiter has brought 50 recruits to <p=83>Polisia</>.
Your relation with <p=83>Polisia</> has improved.
Khergit Khanate have taken Segiatis from Imperial Legion.
<trp=557>Tansugai Noyan</> of <fac=32>Khergit Khanate</> has been taken prisoner by <fac=36>Imperial Legion</>.
The village of <p=525>Tant</> has been looted by Emir Biliya's Party.
<trp=658>Paladin Ololicho</> of <fac=37>Antarian Empire</> was defeated in battle but managed to escape.
Your relation with <p=83>Polisia</> has improved.
<trp=672>Condottiero Richan</> of <fac=38>Republic of Marina</> was defeated in battle but managed to escape.
<trp=522>Count Montewar</> of <fac=30>Kingdom of Swadia</> was defeated in battle but managed to escape.
50 denars removed from treasury.
Your constable upgraded 4 Swadian Recruit to Swadian Militia in Polisia
<trp=663>Condottiero Vynce</> of <fac=38>Republic of Marina</> has been taken prisoner by <fac=35>Sarranid Sultanate</>.
Your relation with <p=501>Ikaly</> has deteriorated.
Your troops expect payment in 2 days
The village of <p=308>Cordal</> has been looted by Jarl Harald's Party.
The village of <p=574>Mosad</> has been looted by Magnate Papino's Party.
Entry points for scene 1769 : 0 1 2 4 6 8 10 3 5 7 9 11 15 13 12 14 16 17 19 21 23 25 18 20 22 24 26 27 28 29 30 31
Total entry points for scene 1769 : 32
The village of <p=446>Aughashdar</> has been looted by Centurion Hilarious's Party.
Renown value for this battle is 2.
Battle Advantage = 7.
Entry points for scene 6 :
Total entry points for scene 6 : 0
You have been knocked out by the enemy. Watch your men continue the fight without you or press Tab to retreat.
Battle won! Press tab key to leave...
You gained 2 renown.
Your relation with <fac=38>Republic of Marina</> has increased from 0 to 2.
Your relation with <trp=664>Condottiero Symone</> has increased from 4 to 7.
Entry points for scene 1769 : 0 1 2 4 6 8 10 3 5 7 9 11 15 13 12 14 16 17 19 21 23 25 18 20 22 24 26 27 28 29 30 31
Total entry points for scene 1769 : 32
Entry points for scene 1769 : 0 1 2 4 6 8 10 3 5 7 9 11 15 13 12 14 16 17 19 21 23 25 18 20 22 24 26 27 28 29 30 31
Total entry points for scene 1769 : 32
Your relation with <trp=664>Condottiero Symone</> has increased from 7 to 9.

Saving Game... Creating new savegame file... Saving header... Saving game state... Closing new save game file... Starting checksum control... Performing checksum control... Savegame checksum control succeeded...
Backing up old file name... Removing old backup file. Renaming old savegame to backup file. Renaming new savegame file. Savegame succeded...

Frame# : 95192
Saving options...  OK!
Exiting network manager...  OK!
Deleting resources...  OK!
Exiting physics manager...  OK!

num rt_material : <c: r  9 > / <c: y 24 >

Render Target Format Usages:
A8R8G8B8 :  17 ( 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1  )
A8 :  6 ( 1 1 1 1 1 1  )
A16B16G16R16 :  8 ( 1 1 1 1 0 0 0 0  )
D24X8 :  1 ( 0  )
D16 :  3 ( 1 0 0  )
R16F :  1 ( 1  )
A16B16G16R16F :  2 ( 0 0 <c: r + 1 >  )

Dumping resource usage information:
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Closing log file... 

Running the game in compatibility mode for xp while im on seven 64 bit if it makes any difference.
 

Daedelus_McGee

Sergeant at Arms
M&BWB
Funky savegame antics:
1. Running a saved game from 3.90 with Nizar as minister caused the minister to be renamed "kingdom heroes including player begin". The first conversation with the minister indicated that he was incompetent and should be replaced, which I did.  Then all the companion names went into the pot, were stirred up, and reassigned.  Equipment and skills stayed the same, but names went wonky, and I still have Borcha named "kingdom heroes including player begin". 

2. Treasury zeroed out and that lost three recruiters, no big, but worth noting. 
 

Computica

Grandmaster Knight
M&BWBWF&S
I'm sorry Daedelus. I should have mentioned it wasn't save compatible. I'm sure I moved some strings around.

EDIT:
I actually added a new hero.
 

Daedelus_McGee

Sergeant at Arms
M&BWB
Computica said:
I'm sorry Daedelus. I should have mentioned it wasn't save compatible. I'm sure I moved some strings around.
EDIT:
I actually added a new hero.
I actually got some testing done with the broken save.  It appears that hired (small, medium, large, best) patrols are being spawned with zero troops.  This was true of 3.90 as well. When I talked to the empty patrol to tell it to garrison a castle (because there wasn't a "go away" option) a culture correct elite troop answered.

It would be handy for testing if we could modify companions directly instead of have to build them with a lot of CTRL-X work.  Restarting from scratch every revision is a pain I could do without.  Feel free to pull the functionality before the final releases, but getting to the meaty part of kingdom management testing without serious companions is a struggle.
 

Computica

Grandmaster Knight
M&BWBWF&S
Aye, it would be best not to use a broken save when testing or oddities like what you mentioned happen. In the next beta I'll enable cheat mode by default. I'll also add a an optional file to disable the cheat mode which you can still use on the same save.
 

LibSpit

Knight
Is the download file now the b2.exe or is it the b1.exe. Basically is it the most up to date one or do I need to look else where for it or???? :smile:
 
Computica said:
I'm sorry Daedelus. I should have mentioned it wasn't save compatible. I'm sure I moved some strings around.

EDIT:
I actually added a new hero.

Don't forget how the name got changed, because I see a possible benefit there. If you can change a name permanently by accident, you can assign titles permanently on purpose.
 
I don't know how but I've managed to go 100 game day's without the exp. bug. All i did differently was instead of realistic mode I opted for saving at will so i could just reload after the bug, and i imported a lvl 20 character at the start. Also I noticed the bug Deadalus found about the reinforcements with 0 men on the map, but when i talked to them every party had a copy of my companion Jeremus the surgeon talking to me even though he was already in my party (these parties will crash the game if something attacks them) :???:
 

Daedelus_McGee

Sergeant at Arms
M&BWB
Computica said:
Aye, it would be best not to use a broken save when testing or oddities like what you mentioned happen. In the next beta I'll enable cheat mode by default. I'll also add a an optional file to disable the cheat mode which you can still use on the same save.
That would be very helpful.  I do feel like a schmuck for cheating, for about 15 seconds and then I get busy testing the mod. I am trying a variation now where I start with just the heroes and dash about with a small personal army to tone down the bandit inflation at the beginning.  I want to see if having large regiments and a small main force makes the bandit creation algorithm to wonky.
 

LibSpit

Knight
I think I have a bug.

I added 3 Black Army Assaulters to a garrison and when i returnede it said "Black Army Assaulters (0)"??
 
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