Bug Reporting HQ

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Bug Reporting Center of Nova Aetas


You have found the official thread to report all kinds of bugs:

- Bugs
- Game errors
- Glitches
- Language & grammatical errors
- CrashToDesktop (CTD)
- Exploits
- Freezes

Please keep in mind this is not a thread to discuss or debate about the modification.
If you want to report an issue, please look at the Fixed Issues list below, if you encountered a new issue, write detailed and tell what the bug is, where it occured and a possible solution.

Solutions
OPCODE -1 errors = These error's aren't harmful
RGL error = lower graphical settings or don't load scene
OPCODE 16 error = Update core game to v1.161+

Remember:

Save often, fill all save slots and before/after major events just as in every mod/game.

Changelog

v3.0.1
FIXED ISSUES
- Fixed armour not showing up in tournaments
- Fixed bug failed to see mesh banner_kingdom_m
- Docks added for towns, colonies and villages
- No longer rain in temples
- No longer missing legs for guildmembers
- Enhanced conditions to prevent error messages in battle
- No longer 35% chance to see temple in town, now permanent
- No longer unlimited prestige points through guild hall
- Lowered prestige gained through guild hall by 50
- Added throwable axes for Noregr Axe Throwers
- Fixed mesh barbuta_b not found
- Fixed all crusader/jihads troops costing same
- Fixed texture drachenburg_walls not found
- Fixed construction site appearing at Drachenburg.
- Fixed pic_soldier_world_map error
- Fixed error message missing faction ID when enlisting (Freelancer)
- Fixed missing pic in some Freelancer menus
- Fixed farm field one giving only seeds
- Changed crossbow animation to original one.
- Fixed blue hat missing
- Christian player owning Hierosolyma can now enter city as normal.
- Fixed Tochtepec, Toluca and Tlaxiaco being unreachable by land.
- Fixed armor glitch Master Templars (at distance) //Needs testing
- Extra operation added to prevent rain in indoor scenes
- Fixed bug in faction technological overview, tech not showing correctly.
- Fixed error message related to script_calculate_distance
- Fixed overview of ships not disappearing from player's party name

BALANCING / POLISHING
- Vaegir armour much better now (+10 def)
- Activated new musket animation
- Sharpened all face textures 2x


GRAPHICAL / PERFORMANCE


ADDED FEATURES
- Item modifiers (fine, exquisite, large bag) added for getting grain, timber and stone
- Uxkhal riddle added


BUGS


HARD BUGS


NO BUGS


CREDITS


v3.0
FIXED ISSUES
- Fixed & tested customising troops bug + added resetting to previous inventories.
- Player no longer refused to enter castle when being invited by king to join
- Fixed bug where king's joining offer did not pop-up, due to false player rank condition
- Fixed originally badly written script so rescuing prisoners worked only for original 6 factions
- Player no longer being refused by guards at feast when being invited.
- Fixed third party flaw so troops would fight with fists.
- Fixed AI problems at Samarra and Durquba castles.
- Fixed colony import lines text showing 1,000 Fl./wk instead of 500.
- Fixed & tested rescuing prisoner quest; talk to guard to buy prisoner's freedom now
- Fixed traits overview showing player as Tengriism follower while being atheist.
- Acztaoc towns no longer showing up when assessing prices
- Fixed seabattle glitch
- Fighting ashore no longer result in snowy landscape.
- Fixed feu2 texture not found
- Fixed Acztaoc village battle buggy spawn positions
- Attackers in villagers no longer spawn outside village (due to pathfinding problems)
- Fixed text glitch where Tyr becames a trickster god.
- Fixed prestige requirements showing incorrect numbers.
- Fixed player being father/mother-in-law of all lords without wife.
- Fixed annoying bug that redirects players to Zendar and prevents player's icon
from turning into ship.
- Correct amount of Florins given back upon selling resident now
- Fixed typo where store amounts of stone and tools are swapped at colony defences screen
- Fixed wrong redirection to construction menu after renaming finished castle.
- Improved Reyvadin siege AI pathfinding.
- No longer Swadian longbowmen and arquebusiers at start
- Fixed map glitches, temporary land disappearing by renewing map? (needs testing)
- Possibly fixed no prestige gain when having multiple traits (needs testing)
- Fixed and fully tested colony building errors / wrong replacement / deleting errors
- Colony walkers now walk from spawnpoint to spawnpoint.
- Fixed Rhodok Noble Cavalry not being listed as cavalry by default
- Ladies/lords other than king no longer stand on throne
- Fixed Sargoth throne strange falling through ceiling
- Possibly fixed Turguhns from disappearing? Needs testing.

BALANCING / POLISHING
- Greatly balanced enterprise net profits (600-1000 Fl./wk now)
- Colony food stock now limited to 650 (was 250)
- Changed overview of combat abilities to yellow
- Fixed needing 500 instead of 350 Florins for buying charter
- Redone code for selling ships, might fix odd bug where you can't sell
- Trippled amount of gallons of water per item
- Halved amount of parties of Cathars on map, but increased amount of deserters.
- Jungle effect now applies to New world battles as well (atmosphere)
- Corrected bullets weights
- No more 3x water consumption when player has court in desert or when player joined Sarranids/Khergits.
- Army traits no longer available for AI ladies
- New real acting cows for ancient ruins nearby Praven
- Chest added to farm
- Chest added to residents
- Tools now have 0,5% chance to break (was 1%)
- Reduced asking info from guildmaster and masterpiece creation costs by half
- Religion text added for companions
- Cathars no longer attacking player immediately upon paying for free passage
- Rebalanced funds needed for guildhall and minimum donation (1000 Fl. now)
- 50% price penalty when buying stuff in town with different belief.
- Renamed Arabian-like caravan to European-like trade convoy
- Tradegoods stock limited to 15 for colonies (sugar, tobacco, coffee, ...).
- Removed Gothic font from game
- No longer menu popping up upon colonists meeting player
- Colony siege system disabled until next version
- Added water to starting inventory

GRAPHICAL / PERFORMANCE


ADDED FEATURES
- Crusades & Jihads
* Crusade & Jihad camp
* Recruit troops, buy equipment at this camp
* AI armies will conquer Hiersolyma
* New Holy Land
* New street scenes for Hierosolyma

- Freelancer OSP added
- Enhanced Tournaments OSP added
- New sea travel system (whole ocean accessible)
- Total of 60 new Actaoc armour, helmets, boots and shields
- New outfits/faces for tribesmen
- Dozens of new heraldic horses for Agonic Order, Sarranids and Turguhns.
- Dozens of new scene props (paintings, furniture)
- New town of Aldurias added, this is the new ancient capital of the Calradic Empire
- Papal State added. This state controls the ancient capital
- Papacy will be restored upon a reconquest by Christian nation
- Papacy can also be restored by Christian player upon conquering Aldurias.
- Mithridian Empire added. Mix of Byzantine Empire & Gondor
- Find the Lady card game added for taverns
- New colonies & tradegoods (cacao, slaves, iron)
- Fog of War added for New World (pathfinding helps)
- Hundred of Crusader & Arabian armour, helmet and other sets added
- Completely redressed Sarranid troops

BUGS


HARD BUGS


NO BUGS
- You financially support lords in exile at your court
- Calradians cannot reach Kartand
- The passages in scenes are obsolete; don't use them.

CREDITS
- Yifeng_konjac - Aztec equipment
- Blood and Steel - Turguhn equipment (via Yifeng_konjac)
- Crusader: Way to Expiation team
- K700 - OSP: Eagle Eye
- Nords with Guns - Freelancer OSP
- AndyYa - [OSP] Three cards game
- WindyPlains - Tournament Play Enhancements OSP
- Fire_And_Blood / [OSP][WIP] Way of the Sea - water travel -


v2.01
FIXED ISSUES
- Fixed not being able to choose age after choosing for Judaism or Atheism
- You can recruit volunteers again from villages.
- Fixed wrong rental values for renting out Town Palace and Noble Great House
- Fixed wrong textures for Zendarian armour
- Fixed bug where player built castle and farm have horseman icon
- Fixed 'couldn't load /Textures/Zitta_bascinet_closedvisor.dds' error.
- Fixed white texture for Archer Armor
- Corrected warning 'You need to build more houses!'.
- Fixed carbines cannot reload on horseback
- Fixed "Battle won!" message in midst of battle
- Fixed some buffcoat belts having metallic shininess
- Fixed weird icons for player castle and farm and many icons not showing up
- No longer command, discipline and duelling traits for female ladies
- Fixed texture glitch at door of Temple of Minerva
- Fixed texture glitch at jungle trees

BALANCING / POLISHING
- Option added to Cathar dialogue to buy attack off (750 Fl. required)
- Edited 'Party has nothing to drink' to make it more showy
- Increased sight in night battles a bit

GRAPHICAL / PERFORMANCE


ADDED FEATURES
- New interior for Acztaoc towns and castles

BUGS
- Temporarily map glitches (black land, disappearing land)
- Customisable troops might re-uip their old gear together with new equipment on reload (might be fixed with manually reload).
- The passages in scenes are obsolete; don't use them.

NO BUGS
- Tournament swords are now from steel
- You financially support lords in exile at your court

CREDITS


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

SUGGESTIONS





© Quintillius - Nova Aetas


v2.0
FIXED ISSUES
- Fixed bug where giving gift of 10,000 goes from personal purse than from state's treasury
- No longer double god names for Nordic at religion choose
- No more 'wood sounds' for arena swords
- No longer able to climb up stairs in tournaments for both AI and player
- Typo: No longer need to buy chips instead of ships for travelling to New World at ingame FAQ
- Removed heavy arena plate armour for Rhodok Levy
- Added mail mittens for Mercenary Sword and Buckler men
- Random building in villages will now apply the native bonusses.
- No more war with Turguhn Horde before their arrival
- Fixed bug with some tournament helmets not showing up
- Fixed missing upgrade from Rhodok Sergeant to Rhodok Knight
- Fixed 'defend village against bandits' quest
- Fixed 'defend village against bandits' quest being the only one for villages
- Fixed bug where you are called wrongly in dialogues. Cause was creating a masterpiece
- Fixed dungeon passages so the quest 'rescue prisoner' works now
  * Other passages are still obsolete - do not use them!
- Added extra condition checks before redirecting to Zendar so walking on bridges
  shouldn't lead you to Zendar menu anymore
- Parties/player icon will sooner change to ship when leaving Zendar
- Fixed sea travel bug where player is directed to Zendar Menu
- Removed being redirected to Zendar after leaving New World
- Bridges no longer change to bandit icon (need testing)
- Fixed crash bug when entering castle hall of Agonic castles
- Victory options now only affect kingdoms instead of villagers and bandits
- Fixed Senuzgda castle hall scene
- Typo: Rodelero, instead of Rodeleros (plural form)
- Fixed various lady's dressing. They caused a ctd
- Fixed King's Purse not actually giving money to player
- Fixed some Turguhn troops being in the Archer group
- Fixed personal customisable troops being in the Archer group
- Cheat option for castle construction menu is now hidden
- Fixed castle construction bug where you can't add 1 unit
- Fixed bug on battlefield about 'opcode 1745'
- Added extra tweak to prevent lords from getting weird titles /need testing/
- Typo '... learned your to' instead of '...learned you to' at religion screen
- Fixed pressing E not working when reaching an Agonic beacon
- Fixed camp icon not showing up
- Removed leg armor of 10 points from normal cloth
- Fixed new factions/Calradic banners not showing up on armour and shields.
- Fixed selling values for residents being abnormally low
- Fixed random events with 0 Florins being stolen
- Enabled Kingdom Budget overview under reports menu
- Fixed personal royal court tutorial not showing up
- Fixed error when giving personal money to vassals for relationship improvement
- Corrected some lords not having a title assigned
- Turguhn and Noregr lords now have titles as well.
- Updated Zephilinox' deathcam OSP
- Extra condition added to prevent weird lord names
- Fixed siege scene of Ryibelet
- Fixed being unable to leave siege scene when player is dead and enemies are nearby
- No more boots in mosques and weapons in temples
- Fixed siege tower for Rivacheg
- Fixed some street scenes with weird props blocking the streets.
- Fixed Turguhn troops not wearing anything
- No longer lances, pikes or long spears in siege, village and naval battles.
- Fixed siege scene of Sharwa Castle

BALANCING / POLISHING
- Corrected weights of armour
- Better armour for Sword and Buckler men
- Lowered Prestige Points bonus for winning options at end of battle
- Looter and bandit armour now fit with headwear
- More shiny and heavy plate armour for lower troop tiers
- Recruitment period now shortened by every trainer skill point, but never fewer than 4 days.
- OSP: Overhauled morale and routing system which improves performance in battles greatly
- Becoming a vassal now makes you enter the Noble Class immediately
- Becoming vassal now requires you to be an Aristocrat
- Penalties from killing lords/kings now greatly reduced
- Penalties from killing lords/kings now only affect hit faction and allies for half impact
- When there are barracks in a village, you can recruit upgraded troop (footman/militia)
- Prestige points gained by cutting/harvesting/mining increased from 1 to 3
- Halved chance for AI to build stuff in towns and villages
- Halved chance for random events in towns and villages
- Lowered damage stats for Acztaoc weapons with about (3 - 7 points)
- Increased accuracy of all firearms with 5 points
- Increased damage done by coloured jousting lances
- Added option to castle construction menu to finish castle
- Increased sensivity of deathcam
- Gabions can be found more often in merchant inventories
- Chance of finding seeds upon harvesting wheat now
- Armour of Zendar troops revised
- Beards now visible when wearing morions
- It is much harder to reach higher noble titles now
- Lowered village salaries for owner
- Added time limit for receiving village salary (two weeks)
- Significantly increased Turguhn garrisons for centers
- 3 extra Swadian lords added for balance
- Added scutum shield for Calradic Centurions
- Moved chests and Sword of Harlaus II in Uxkhal
- Using new code compiler for better bug detection, performance and to save time
- Religious Strength renamed to Piety
- Relation loss with vassals is only -5 p/wk from -10 from now
- Doubled relation boosts for 'Send letter of Approval' and 'Grant privileges to lord'
- Money required to boost vassal relation now goes from kingdom treasury as supposed
- Mosts castle and tavern interiors have now white plastered walls and a wooden floor
- Most weapons, including spears and halberds are no longer being carried on back.
- Completely revised armour of armies
- Second ladder added to all Sarranid castles and towns
- New siege scenes for Narma, Tulgar, Khudan and Curaw
- Ergellon and Derchios castle scenes edited
- New siege scenes for Senuzgda and Almerra Castle
- Base morale reduced to 25 (was 50)

GRAPHICAL / PERFORMANCE
- Significantly improved overall graphical performance by making collision meshes quad-dominant.
  * Only affecting scenes with props / not battles
- Better graphics with bump mapping
- New loading screens
- New skyboxes for night
- Corrected late townhall scene
- Added collision meshes for some Mohtai statues (no longer walking through)
- Revised sea travel script for better performance
- New textures for native stones and bricks
- Fully improved Warband castle textures and Nova Aetas textures
- Improved GUI textures
- Better female faces + jewelry option added
- New Gothic font
- New banners texture
- Completely revised New World locations. Better jungle atmosphere now
- OSP: New faces and beards

ADDED FEATURES
- Renamed sacred sword to Zulfikar for Islamic religion
- Changed forest bandits to the creepy religious Cathars with black armour
- OSP: New dynamic troop tree overviews, listed under Reports menu
- OSP: Volley fire! For crossbowmen, archers and arquebusiers. Use numpad period to start/end volley fire
- Buying items in towns - not sharing your religion - are 25% more expensive now
- Completely new item looks for common goods, food, religion items, colony goods and more!
- Forced recruitment: you can force volunteers to follow you if nobody wants so, success depends on skills
- Added steel bolt type which causes heavy damage (also added to crossbowmen of kingdoms)
- Muskets and bullets now appear when first faction has developed new technology
- Pistols are in now!
- Formations and AI Mods by Motomataru
- 10 new Acztaoc items to be found in chests
- OSP: Campagin AI fixes and tweaks bringing more activity, fights and better decision making
- New map icons for ships. Large parties have a fleet.
- 2 new noble costumes
- 14 buffcoats added for 17th century troops
- 5 new armour items
- 33 new colonial hats, helmets, morions and caps
- 10 new 17th century boots
- 23 new 17th century weapons, including rapiers
- New infantry type for Zendar: 'Zendar Swordsman'
- 7 new music tracks for world map
- 9 new music tracks for battles
- 68 battle flags added
  * Unique flags per faction
  * 1 flag per 10 men in a division
  * Option to disable flags in battle
- Consumable beverages added
  * 4 new types beverage added (mead, rum, dirty & clean water and kumiss for Khergits/Turguhns)
  * Party requires beverages like food otherwise there is a morale loss
  * Beverages have twice as much capacity than food
  * Water is cheapest, but does lack capacity
  * In desert consumption of beverages is tripled (3x)
- Traits
  * 56 traits added, divided in 14 types with each its own icon.
  * You can gain traits by choosing options in dilemma's which will pop-up during your gameplay.
  * Kings, lords, companions and ladies have their own traits as well.
  * No longer randomly choosing a lord as vassal/mayor, look at their traits to see if they are capable.
  * Lords with administration skills bring in extra money and bad loyalty traits make them defect easier.
  * Marrying a beautiful lady makes you gain extra influence
- Colony Building
  * You can manually build structures.
  * Choose a building from the presentation to make it appear in the scene.
  * Use arrow keys to move it, home/end respectively to rotate and up/down to change height position.
  * You can select a nearby building and destroy it with backspace and delete keys respectively.
  * Use enter to memorize.
  * Advanced in-depth colony building system. Colonists require houses, food and materials.
  * You can import materials and food from the mainland in the Old World (expensive though).
  * You can besiege colonies and your colony can become besieged by an enemy and plundered.
  * If you add AI-mesh to your colony scene, you can choose to defend there. Otherwise battle scenes will appear at forts.
  * Events which can harm your colony such as bad harvest.
- New characters overview
  * Press V anywhere to bring up overview
  * Filter lords on kingdom or title
  * View traits of other lords
  * View other information
- New map icons for bandits, caravans and lords. Faction specific!
- Now a year is added every day for immersion. It slows down to 1 year p/wk after 1650 A.D. and
after 1695 it will use default calender.
- Merchants added who sell materials, firearms, special swords and relics in taverns.
- Added option to donate to town's treasury.
- Added option to reload customisable troops manually

BUGS
- Temporarily map glitches (black land, disappearing land)
- Customisable troops might re-uip their old gear together with new equipment on reload (might be fixed with manually reload).
- The passages in scenes are obsolete; don't use them.

NO BUGS
- Tournament swords are now from steel
- You financially support lords in exile at your court

CREDITS
A lot of thanks goes to:

QuitsAlbatross - castle & towns scenes + bug fixing
Willhelm - [OSP] Ultimate 17th Century Pack
Comrade Crimson - Sounds, speeches (Cathars) and music

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

SUGGESTIONS






© Quintillius - Nova Aetas



v1.4
FIXED ISSUES
- Choosing for Atheism no longer results in being redirected to menu
- Game breaking: fixed prestige points being given upon guild upgrade when player is not member
- Fixed messy scenes for Kingdom of Noregr
- Models missing for armour added
- Fixed opcode error 541 when talking to guildmember
- Typo: Guildmaster referring to player incorrectly fixed
- Fixed 10 Florins being subtracted from player instead of 25
- Sword of Harlaus II is now visible in hands
- Raided villages aren't fully upgraded any more when defending/attacking
- You can now swing with staffs, halberds and bills
- Defenders and attackers will now spawn correctly in the quest 'Defend village'
- Disabled family relations notes for player to hide family issues
I need to add a lady for every new lord ingame. Not going to do that...
- All greathelmets are now properly showing
- Zendar has now a (huge) garrison


BALANCING
- Two extra lords for Zendar
- Lowered AI fundraising for guildhall


ADDED FEATURES



BUGS:
- Map glitches in New World (land disappearing)
- Customisable troops might re-uip their old gear together with new equipment on reload.
- The passages in scenes are obsolete; don't use them.


NEED TO TEST









© Quintillius - Nova Aetas



v1.3
FIXED ISSUES
- Fixed bug in recruitment pool
- Fixed multiple options to donate 50,000 Florins to priest
- Building a farm now removes timber units as requested
- Fixed various empty dialogues with companions
- Fixed after buying charter, screen changes to encounter screen
- Fixed Agonic troop tree, so Knight of Christ and Ritterbruder are available
- Fixed bug: 'Construction Site being sieged'
- Player does not need to reintroduce himself to the Grandmaster anymore
- Agonic Recruits will wear shoes now
- Removed Voulge weapon for Agonic crossbowman and Sharpshooters
- Fixed siege scene of Ryibelet
- Fixed Hall of Lord scene of Senuzgda Castle
- Fixed Vaegir Boyar being in cavalry group instead of infantry
- Fixed siege scene of Hrus Castle
- Typo: 'Hallbruder' should be 'Halbbruder'
- Fixed not being able to add '1 unit of...' at Construction Site
- Fixed jungle scene nearby Fernandina
- Balance: mercenaries are expensiver now
- Changed name of Sultan Abdulhameh to Abdulhamid which is a more correct name
- No more being directed to Zendar town menu in New World
- Removed scabbard for King Harlaus II sword
- Added horse for mounted Vaegir Boyars
- Fixed sitting animation in thronerooms (common lord standing on throne)
- Removed morale scripts from sieges
- Fixed typo village statue costs 10,000 and not 1000 Florins
- Fixed important bug where AI lords do not recruit tech troops
- Fixed bug where player king invest only half amount needed in tech points
- Added missing archery/throwing skills for all archer/crossbow troops
- Every player kingdom troop will now have the right stats, proficiencies & skills
- Firearm skill enabled and added for troops
- No longer able to plant seeds unlimited in farms
- Fixed player being redirected to Zendar when sailing
- No longer zero troop wages for garrison in player castle
- Typo: 'Archducy' instead of 'Archduchy'
- Player is no longer owner of construction site at beginning, so all bugs with
construction site showing up, being attacked etc are fixed
- No longer able to enter lord's hall from street
- Fixed family relations and age for new lords
- Zendar has mixed Rhodok and Zendar troops now
- Vassals will now garrison their centers
- Renouncing oath no longer results in becoming king, unless you built a castle
- Zendar and Acztaoc lords can defect now
- Wife no longer stands on throne
- Improved AI-mesh for villages so defending/attacking AI should move better

BALANCING
- Balance: added javelins to Acztaoc warriors (and appropriate skill)
- Balanced renting revenues: ranging from 120-1800 (shack-palace) now
- Increased price per volunteer to 25 Florins
- Nerfed prestige bonus from renting/buying residents
- Nerfed selling priceas of colony goods + better balance

- Balance: Agonic Order:
  * More troops for parties
  * New castle: 'Waldemar Castle'
  * Tripled amount of lords
  * Bigger garrison for Drachenburg

- Balance: Zendar:
  * Doubled amount of lords
  * Bigger garrison for Zendar

- Balance:
  * Acztaoc Empire: doubled amount of lords
  * Turguhn Horde: tripled amount of lords
  * Acztaoc Empire: doubled amount of lords
  * Kindom of Swadia: 5 extra lords, better armour

- Balance: Removed 6 lords from Khergit Khanate to reflect their weakness and instability
- Balance: increased difficulty of all special swords to 25
- Balance: Rents from residents increased
- Balance: increased chance for kingdoms in reach new stage of tech
- Lowered damage of Shortened Spear a bit

ADDED FEATURES
- Completely revised starting options
- Kingdom of Noregr with own banner, troops and history
- 1% chance of finding gemstone when quarrying stone now
- New church model for street scene + able to walk behind church now
- Deathcam
- 48 new heraldic shields
- 14 new heraldic horses
- 48 new heraldic armour items
- 6 new knight helmets
- Many new scene props (chess, dice, books, bottles, pen & ink)
- More signs for streets
- New cloths for ladies
- Your vassals will now hire your customized kingdom troops
- Extended prisoner chat + killing Lords
- Guild
- Enhanced tournaments look

BUGS:
- Map glitches in New World (land disappearing)
- Customisable troops might re-uip their old gear together with new equipment on reload.


v1.2
FIXED ISSUES
- Fixed messy messages about kingdom upgraded to new tech level
- Less religious items in merchants inventories
- Sailing to New World from Zendar improved. Upon leaving from harbour,
you will spawn directly at the ocean to prevent annoying returns to Zendar
- Bridge battles no longer result in sea battles
- All glitches removed and fully optimized Vaegir street scenes
- Fixed dialogue where player thanks himself for giving gift to lord
- Lords and their parties will show same names now
- Fixed messy weekly report screen after building personal castle
- Balance: Acztaoc overall armour, hitpoints and weapons stats 2x stronger
- Error: 'Invalid opcode -214748364' fixed
- Fixed own religion in character screen not showing up correctly
- Now able to use swing attack with Bardiches
- New option added to stop technological investment
- Buying slaves now check how much gold you have
- Fixing not being able to visit multiple street scenes in owned towns
- Dungeons can be entered from street now
- Added tournament master for Zendar
- Added more options like 'Add 1 unit of ...' at construction site
- Removed items for levies/recruits to prevent weapon switches all time
- Fixed weekly kingdom budget not showing up upon pressing 'enter'
- Added spawn points for Acztaoc villages (loot & burn scene)
- Muskets appearing in shops now
- Firearms skill is now displayed in character screen
- Fixed lods of Churburg Armour being strange
- Now you can find atleast 2 gathering tools in every town
- Added leg armour to heavy plate armour types
- ? Fixed party disappearing on map at random times (need to be confirmed)?
- Balance: lowered rents gaining from residents with 53%.
- No longer being able to proclaim Calradic Empire multiple times
- You're completely free in chosing name of kingdom after proclaiming Calradic Empire, without any prefix
- Turguhn Horde will conquer east of Calradia at once, to prevent bugs
- Game will check for free room in inventory, before adding colony resources
- Game will check for free room in inventory upon farming, quarrying and woodcutting too
- Fixed messy scene of Ryibelet Castle
- Kartand will never be lost by Turguhns now
- Fixed crash upon entering hall of lord in Senuzgda
- Added female leader titles for female player
- Completely rebalanced armour and helmets to make stats matching their prices

ADDED FEATURES
- 2 types plate armour
- 3 helmets with plume
- Jackboots
- 6 types of brigandines
- New names, armour, weapons and faces for companions
- New companion: Aeric the Navigator


v1.1
- Error: 'Couldn't load "Textures/long_bow.dds' fixed.
- White mesh for bows fixed
- Fixed 'Visit local Church' being only option everywhere
- Exploit: renting out no longer gives you money immediately
- Added option to leave dialogue when donating to temple
- Woodcutter/Farmer/Miner tools now appearing in shops much more
- Removed blackened, ugly armour textures
- Language: 'civilization' replaced by 'civilisation'
- Donating to kingdom treasury now really adds gold
- Villages have correct entry points for quest 'Train peasants' now
- Less cattle parties on world map
- Fixed player owning random village at beginning
- Side Sword now visible in hands in melee
- Missing collision added for Vaegir white wall (no longer falling through walls Reyvadin)
- Bugs with priest dialogue fixed
- Added extra option to quit dialogue at giving donation
- Vaegir lords wearing suitable armour now
- No more reports of: colonies owned by 'March 24, 1423' lost due to...
- Gathering resources with common weapons no longer results in gaining points and timber, equip the right tool!
- Late Renaissance town hall no longer have weird wooden poles
- Capitals no longer get upgraded town hall
- No one of the Court of Nobles will appear naked =X
- Fixed player paying salaries for laborers even after construction of castle finished
- Character screen will tell you being atheist, if you are.
- Red Vaegir infantry armour has better stats now
- Steppe Iron Charger has correct hitpoints now
- Zendar lords will no longer defect to other kingdoms
- Errors related to 'script_party_get_ideal_size' fixed
- Fixed issue with some items not being wielded by player, but only used as scabbard
- Fixed recruiting infinite troops in recruitment slot B
- Game registers won't be restored every second now, only upon loading savegame
- Disabled musician's music in taverns
- Upon attacking/defending villages, the teams will spawn correctly now
- Upon cancelling recruiting soldiers in castles, towns, you will no longer lose money
- Player monarchs will see their names in dialogues as well now
- Defecting to Acztaoc Empire no longer happens
- Construction Site no longer displayed in list of player owned centers
- Setting King's Purse to zero, now actually does
- Boots given to Ritterbruder and Knight of Christ
- No longer Prestige Points substracted when not owning residents
- Agonic reinforcements now go home after a while
- Some tweaks for Turguhn Horde
- Fixed priest not spawning correctly in owned towns
- Fixed 'Kingdom failed to respond to provocations...' spamming all time
- Fixed missing siege scene of Ashinipaq
- Acztaoc Bowman now has bow
- Tweaked some axes to become twohanded
- Language: village walls description edited

No bugs

- Finding nervous man: he is present, if you have difficulties finding him, continue your search at the borders of the village. Most of times you can find him along the village walls (if village has walls).
- Tournament swords are now from steel
- You financially support lords in exile at your court

List of Current Issues

- Map glitches in New World (land disappearing)
- Customisable troops might re-uip their old gear together with new equipment on reload.
 
Just interested in knowing, the Fixed Issues I assume will be added in the next version. So I have two questions:
1: When do you expect it'll be uploaded?
2: Will it be save-game compatible? Mostly thinking about the Rents for Ayyiekibkeye (or whatever its name was). Would love to continue playing on this save if that's fixed, otherwise I'll probably have to wait.
 
Next update is certainly not savegame compatible. That is the reason a hotfix hasn't been uploaded yet.
I will release v1.1 instead, a version where all issues are fixed.
 
This was a though one, but I've got managed to fix that problem.



Has anyone seen the Turguhn invasion yet? Do they conquer all east of Calradia or only one castle?
 
Quintillius said:
This was a though one, but I've got managed to fix that problem.



Has anyone seen the Turguhn invasion yet? Do they conquer all east of Calradia or only one castle?

in my current play through of 60 days the Turguhn invasion has not captured a single castle or town, as far as i know they have pretty much died off. hope that's helpful  :smile:

p.s. loving the mod, thank you for the work you have put into this. it's amazing what you've been able to do 
 
When my faction besieges Dhirrim and the siege tower reaches the walls and the soldiers climb up on it they can't move all the way up, cause at the top there looks to be two planks in the way so you basically can't play the battle but have to wait outside the city till the others are finished. Not sure if the same goes for other cities as well.
 
ArcticAlien said:
Quintillius said:
This was a though one, but I've got managed to fix that problem.



Has anyone seen the Turguhn invasion yet? Do they conquer all east of Calradia or only one castle?

in my current play through of 60 days the Turguhn invasion has not captured a single castle or town, as far as i know they have pretty much died off. hope that's helpful  :smile:

p.s. loving the mod, thank you for the work you have put into this. it's amazing what you've been able to do
You'll meet them in 1,5 weeks.
 
A lot of the new items have some weird stats, they all seem to provide no leg armour whatsoever and the Khergit and Vaegir armour seems particularly weak, offering around 10 - 15 body protection only.

The Nordic troops are all wearing agonic armour.

The mercenary troop tree has a couple of issues as well. The Hired Blade has some random equipment and levels up into a "Mercenary Pikeman" who is significantly weaker and cannot level up any further.

The overhead/higher stab behaves a bit strangely. The animation itself is clearly a stab but all the polearms I have used so far do blunt damage with it. It also seems as if the weapon speed doesn't change the speed of the animation which means with slower weapons your character temporarily freezes in place after doing a much quicker than expected stab (try it out with a poleaxe or halberd to see what I mean). I also suspect that in that situation the weapon won't actually strike the enemy in the actual stabbing part of the animation, but damage will be dealt while the player character appears 'frozen'.
 
I can't use "building desk", tested with few "desks", there is no option to interact, so I can't build anything in my villages.
 
Zendar and Agonic Order declaring war on other nations, lords defecting to Aztecs.
 
charleyp said:
A lot of the new items have some weird stats, they all seem to provide no leg armour whatsoever and the Khergit and Vaegir armour seems particularly weak, offering around 10 - 15 body protection only.
Agreed. The red Vaegir infantry armour items are stronger now

The Nordic troops are all wearing agonic armour.
They wear armour with crosses. This type armour is not only for Agonic Order.

The mercenary troop tree has a couple of issues as well. The Hired Blade has some random equipment and levels up into a "Mercenary Pikeman" who is significantly weaker and cannot level up any further.
Strange. I will fix it.

The overhead/higher stab behaves a bit strangely. The animation itself is clearly a stab but all the polearms I have used so far do blunt damage with it. It also seems as if the weapon speed doesn't change the speed of the animation which means with slower weapons your character temporarily freezes in place after doing a much quicker than expected stab (try it out with a poleaxe or halberd to see what I mean). I also suspect that in that situation the weapon won't actually strike the enemy in the actual stabbing part of the animation, but damage will be dealt while the player character appears 'frozen'.
I know, it's what you get when adding OSP.

I can't use "building desk", tested with few "desks", there is no option to interact, so I can't build anything in my villages.
Try to 'look' at the sky, right above the desk.

Zendar and Agonic Order declaring war on other nations, lords defecting to Aztecs.
Why shouldn't they declare war? And which lords defect?
 
Oh, I tought they both were supposed to be "Neutral". I don't know why I had that idea, seemed reasonable :razz: Lords that are in a defeated faction (in my case, nords) defect to different factions, one of them being Aztecs.
 
I'm finding that village improvements are randomly building themselves, but without giving me any prestige rewards or applying any benefits to the village as far as I can tell.
 
I queued two Vaegir Archer in my personal castle (built from the construction site), and when they were done, I could infinitely spawn the second troop (as in the first slot was removed after recruiting, but the second is staying forever).
 
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