Bug Reports and Player Feedback

Users who are viewing this thread

Please report all bugs found in Native Expansion Warband here, after reading the bug submission guidelines.

=== Bug submission guidelines ===
Before you submit a bug, please check the following and answer the questions below

1) First check if the bug is already listed in the known bugs list below
2) Please make sure you are using the latest BETA revision, not an experimental, old or self-modified revision.
3) Verify the bug is not actually a game feature. Check the official Download page and read the features.
4) Verify the bug happens more than once!
5) Provide us a path with how to reproduce the bug. What exact steps can you take to make the bug happen?
6) What other mods do you have installed on top of NE?
7) Did you make any changes to NE?

Please provide screenshots and a save game for any bug you report! This is critical to allow us to confirm and fix bugs efficiently.  If you need hosting for a savegame, go here.  If you need hosting for screenshots, make an account here.

You can find savegames on your computer at C:\Users\(your name)\Documents\Mount&Blade Warband Savegames.

=== Known bugs ===
Defeated faction scouts/patrols are set to Player's faction.
Tournament teammates sometimes attack player
Lords changing factions take their fiefs with them
Cities can have 2 Messenger Posts
Morale & Fleeing system conflict - troops stand around at battle end thinking it's over
Elite Rebellion quest has no time limit
Ladies defecting to DK army show up as male
Wedding quest has no option but fail or murder innocents
Caravans don't check to see if you're already escorting a caravan, causing some bizarre overwriting of quests
When player agrees to escort a caravan, he gets a quest. When he agrees to escort another caravan, he gets the same quest which overwrites first. Apparently dialog to suggest caravan escort services needs additional check that player is not escorting a caravan already.
Peasant woman quest is broken, with lords requesting invalid or wrong troops
Merc units are often nude or missing equipment
Vaegir bowman are missing bows
Butsecarls and some other nord units stop fighting when they exhaust their missile weapons
Dark Knights are naked when in taverns/town


=== Unconfirmed bugs ===
When complaining about fiefs, lords will sometimes reference troops instead.
When speaking about family members, lords will sometimes erroneously state they have no relation to their family members.

PLEASE DO *NOT* USE THIS THREAD TO DISCUSS BUGS, ONLY TO REPORT THEM!
We will occasionally prune this thread to remove old bug reports, once they've been fixed.
 
Ballacraine said:
Using the recently uploaded Beta:

Things are going very nicely.

Just a couple of things I have come across

Bent Hunting Bow & Cracked Short Bow both show a damage value of -1c

First time I have ever seen a healing bow...Now I have two at once!

Balla.  :mrgreen:

That's probably just an artifact of the item modifier system. You get a bow with a low damage range potential, and then you get a really bad negative modifier, and now it's in the negatives. The damage is skill modifier by your still and arrows used, so it could still potentially damage 'something'.  But I've found those low-end bows to be pretty worthless anyway.  I'll add this as a note in the rebalancing.
 
Ballacraine said:
I think I got another one.

Quest from Elder Graveth (Rhodok Ruler) to crush potential Elite Rebellion hasn't got a time limit on it.

Balla.  :cool:

Noted.

Ballacraine said:
I visited the Elder of Ehlerdah after running off marauding bandits.
One of the conversation options was asking him to start a fire on the edge of the village.
I selected it & the conversation went that I wanted them to draw out the castle guards so that I could free a prisoner.

I had not undertaken a 'Free Prisoner' quest.

in regards to the fire dialog, looking at the code, that might be intentional - it seems one of the conditions for the fire dialog to appear is that the center said village is bound to have *any* NPC Lord imprisoned inside; an active quest isn't needed. That might have been intentional, to allow you to more easily jailbreak anyone without having to trigger a quest first . As long as we can validate there is at least 1 lord imprisoned in the castle or city that village is bound to, I think we'll call that "by design".

 
It's native code, inside module_dialogs.py:

Code:
  [anyone|plyr,"village_elder_talk",
  [
    (party_get_slot, ":bound_center", "$current_town", slot_village_bound_center),

    (assign, ":num_heroes_in_dungeon", 0),
    (assign, ":num_heroes_given_parole", 0),

    (party_get_num_prisoner_stacks, ":num_stacks", ":bound_center"),
    (try_for_range, ":i_stack", 0, ":num_stacks"),
      (party_prisoner_stack_get_troop_id, ":stack_troop",":bound_center",":i_stack"),
      (troop_is_hero, ":stack_troop"),
      (try_begin),
        (call_script, "script_cf_prisoner_offered_parole", ":stack_troop"),
        (party_add_members, "p_temp_party_2", ":stack_troop", 1),
        (val_add, ":num_heroes_given_parole", 1),
      (else_try),
        (party_add_members, "p_temp_party", ":stack_troop", 1),
        (val_add, ":num_heroes_in_dungeon", 1),
      (try_end),
    (try_end),

    (ge, ":num_heroes_in_dungeon", 1),
  ],
   "I need you to set a large fire on the outskirts of this village.", "village_elder_ask_set_fire",[]],

The logic flow appears (I admit I am not the best at reading the mod system's code) to do:

1) Get a list of all the soldiers in prison in the center that owns the village
2) Iterate through the list and see if any of them is a hero (any lord type / unkillable)
3) If they are, see if they've already been offered release and disregard them
4) If they haven't, increment ':num_heroes_in_dungeon'
5) If :num_heroes_in_dungeon is greater than 1, allow the player to ask for the Elder to set a fire. No quest precondition is required here.

We COULD first check for an active quest, but I think in its current state it is OK, as it certainly offers a different level of tactics, such as antagonizing another faction without actually going to war with them, by releasing all the enemy lords they imprison.
 
Here is an odd one & it is repeatable for me.

I am taking part in a big seige at Dhirim.
We have taken the walls & streets & are in the small inner keep.

If I get KOed at this point & click 'Yes' to retreat, nothing happens.
If I zoom out I see, I am not in a Castle at all but in deep space & the inner keep is presumably a space ship!  :shock:
(The room is 360 degrees surrounded by the night sky).

Balla.  :???:
 
Ballacraine said:
Using the recently uploaded Beta:

Things are going very nicely.

Just a couple of things I have come across

Bent Hunting Bow & Cracked Short Bow both show a damage value of -1c

First time I have ever seen a healing bow...Now I have two at once!

Balla.  :mrgreen:

FWIW with .602b, the damage thresholds of the Hunting and Short bow have been raised slightly and they've both been changed to piercing type. You probably won't see negative values anymore, but even if you do, remember the damage of your arrows is added onto the bow's damage.

But don't expect to do much damage with a cracked short bow anyway  :eek:
 
You can't move the Death Cam in a siege, so far I've only died in assaults but I assume it also affects defense.
 
I found a minor bugg when i was talking with my husband in m&b "It is well known that iam disappointed that high jarl ragnar of sargoth received the fief of prison guard, which shueld have gone to me."

It was Jarl Gearth in the kingdom of north's dialog
 
flaxus said:
I found a minor bugg when i was talking with my husband in m&b "It is well known that iam disappointed that high jarl ragnar of sargoth received the fief of prison guard, which shueld have gone to me."

It was Jarl Gearth in the kingdom of north's dialog
This is currently an unconfirmed bug.
When complaining about fiefs, lords will sometimes reference troops instead.
Mind providing a savegame so we can confirm it?
 
ThunderClaw said:
flaxus said:
I found a minor bugg when i was talking with my husband in m&b "It is well known that iam disappointed that high jarl ragnar of sargoth received the fief of prison guard, which shueld have gone to me."

It was Jarl Gearth in the kingdom of north's dialog
This is currently an unconfirmed bug.
When complaining about fiefs, lords will sometimes reference troops instead.
Mind providing a savegame so we can confirm it?

the same thing has happened to me before as well, if it happens again I'll be sure to provide a savegame.
 
I hope this isn't a repeat of anything listed somewhere else, If it is I can't seem to find it through search or google. I just started a game in Beta im at day 145 and all the sudden food has no morale value at all. I ran into this in the Regular Native expansion as well. Is this supposed to happen or is this a glitch anyone else has run into?Because it makes campaigning really difficult. Im hoping someone has an explination for this. Thanks
 
Wulf de Marley said:
I hope this isn't a repeat of anything listed somewhere else, If it is I can't seem to find it through search or google. I just started a game in Beta im at day 145 and all the sudden food has no morale value at all. I ran into this in the Regular Native expansion as well. Is this supposed to happen or is this a glitch anyone else has run into?Because it makes campaigning really difficult. Im hoping someone has an explination for this. Thanks

now that's really bizarre  - which beta are you using, and can you provide a savegame? Did you modify anything yourself? Did you start with a fresh game, or was this continued from .586 or earlier? Have you modified anything in any way? Are you using other mods?
 
I did not modify anything.I started with a fresh game. This has happend in Regular Native expansion and the beta. As for which beta? um is there more then 1? I thought.586 was the only one? the only other mod is the siege pack. Anyway this has happend With BOTH beta and normal.So I think it is something to do with savegames. Also no i can't provide a savegame I deleted it since it was unplayable when food provides no morale you can't really play the game the way it was intended to be played. I also noticed that at times your character facial features change to bald and no facial hair sometimes this happens at the same time others it doesn't.
 
The beta is .603b.  .586 is the current stable release.

I have a hunch you patched the game to 1.143 and were still playing on .586.  .586 was written to work with 1.134.  The beta works with 1.143, but there were a few little changes between Warband versions that makes weird junk like this possible.

Again, providing a savegame will help us confirm what's going on.  Read the top post for details on where to find your savegames and how to upload them.
 
Maybe not exactly bugs but..

1) When you get knocked out in battle BEFORE you managed to give the "charge" order, your soldiers will do nothing. They will either just hold position as you told them and get slaughtered or "follow you" which is basically the same.

2) I offered a caravan to escort them to Uxkhal for money, then I did the same to another one that was right behind it. I figured that would be easy money 2 for 1. However when we arrived only one of them paid.
 
Riddermark said:
1) When you get knocked out in battle BEFORE you managed to give the "charge" order, your soldiers will do nothing. They will either just hold position as you told them and get slaughtered or "follow you" which is basically the same.
Can you no longer issue orders while KOed?  Sorry, I tend to play an extremely conservative game and haven't been KOed in an awfully long time.  I didn't even realize this until I read your report, actually.

2) I offered a caravan to escort them to Uxkhal for money, then I did the same to another one that was right behind it. I figured that would be easy money 2 for 1. However when we arrived only one of them paid.
Not quite following.  Do you have a savegame for this one?
 
ThunderClaw said:
2) I offered a caravan to escort them to Uxkhal for money, then I did the same to another one that was right behind it. I figured that would be easy money 2 for 1. However when we arrived only one of them paid.
Not quite following.  Do you have a savegame for this one?
No need for a savegame here. When player agrees to escort a caravan, he gets a quest. When he agrees to escort another caravan, he gets the same quest which overwrites first. Apparently dialog to suggest caravan escort services needs additional check that player is not escorting a caravan already.
 
Riddermark said:
Maybe not exactly bugs but..

1) When you get knocked out in battle BEFORE you managed to give the "charge" order, your soldiers will do nothing. They will either just hold position as you told them and get slaughtered or "follow you" which is basically the same.

2) I offered a caravan to escort them to Uxkhal for money, then I did the same to another one that was right behind it. I figured that would be easy money 2 for 1. However when we arrived only one of them paid.

1) Yes, I have noticed that one. It is frustrating. I suppose if you look like you are about to go down, better to issue the orders quick!  :mrgreen:

2) I wouldn't think that was a bug. You were only 'contracted' to escort the one caravan.  ( Lav posted above whilst I was answering.  :smile: )

Balla.  :cool:
 
Back
Top Bottom