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you wait for him/her to remain in a castle and then talk to him/her in the main hall to challenge him/her to the duel.
you won't get that option if he/she is in the field.
 
dynasyhan said:
you wait for him/her to remain in a castle and then talk to him/her in the main hall to challenge him/her to the duel.
you won't get that option if he/she is in the field.
Thanks I'll try it out.
 
the Dark knight faction some members have like 800 prisoners with them in the field, idk know it it is bug but looks like  :lol:
 
I've experienced a CTD when playing the game in battle sequences. I get a message referencing a skeleton and an animation (3 digits), apparently, said skeleton is trying to attempt an animation it's not supposed to. I think that's the problem anyway. I am using a different action.txt (98.6 kb) and prior to applying the latest patch I didn't have any problems, no crashes whatsoever.  I could send you the action.txt, maybe you could see what's wrong with it? I'm still a noob, so I regress..
 
when i first stared up this mod i noticed some people that wernt bald before are bald and they still are even after restarting, and sometimes when talking to people it looks like we are in a building.
 
urugamer said:
the Dark knight faction some members have like 800 prisoners with them in the field, idk know it it is bug but looks like  :lol:

That's actually kind of funny.

It's most likely because the Dark Knights don't start with territory, so they have no place to put their prisoners.
 
Hey Guys,

Firstly just downloaded the mod and LOVING it so far (haven't played M&B:W for ever).

Several bugs that I've noticed so far. Please forgive me if they have been reported, but 20 pages is a lot to go through.

  • Was given a quest to save a Miller's Wife from some bandits, once I paid the ransom and added the wife to my party my numbers went from 16 to 22 (although only 17 where listed). It's nothing serious, once I had returned her went back down to 16.
  • Currently have 17 members in my party, am allowed 72, yet I keep getting a message that says I cannot take anymore members when talking to mercenaries in the taverns.
  • Guild Master - I asked him if he had a job for me to which I was asked to hunt down some sea-raiders who attacked travelers who where on their way to "Braydon" (my Character's name), instead of Khudin etc.

Looking forward to more features in the future!

EDIT:

I have also noticed that the Trainer number on the Character screen is 0 and red
 
Winddancer said:
The last one, the red 0 on the trainer skill is due to enabled brutality mode!

Thanks for the response.

Unfortunately I've stopped playing the mod due to it not being updated that option :sad:
 
I've run into a problem with the download, weirdly enough.

I download it, everything goes fine.  Then I go to unzip it, and 7zip says that it's not a valid archive.
I've tried downloading it again, same thing.  I'm on my third download, we'll see if it works.

Edit:
That time didn't work either.
 
Mr. Wonder said:
I've run into a problem with the download, weirdly enough.

I download it, everything goes fine.  Then I go to unzip it, and 7zip says that it's not a valid archive.
I've tried downloading it again, same thing.  I'm on my third download, we'll see if it works.

Edit:
That time didn't work either.

I'm having the same problem. I've downloaded it twice.
 
Paltmull said:
Mr. Wonder said:
I've run into a problem with the download, weirdly enough.

I download it, everything goes fine.  Then I go to unzip it, and 7zip says that it's not a valid archive.
I've tried downloading it again, same thing.  I'm on my third download, we'll see if it works.

Edit:
That time didn't work either.

I'm having the same problem. I've downloaded it twice.
I'm having the same problem downloading the newest 608? BETA version. I have done it around 4-5 times, each time it got to around two minutes and it seamed to skip the last part of the download! I tried downloading yesterday (May 30). PLEASE HELP!!!
 
I started a game playing this mod with Dark Knight invasion disabled. However, I've gotten to the point in the game where I'm considering enabling it.

Everywhere I looked in these forums, it sounds like I should be able to do so from the camp settings menu. However, I do not see an option to do so.

Screenshots of my camp settings menu:

NEcampmenupart1.jpg


NEcampmenupart2.jpg


I tried searching the forum for other people with the exact same problem, and this is the only thread I found:

http://forums.taleworlds.com/index.php/topic,270697.msg6475027.html

No fix was offered, so as far as I can tell, it's a bug.

Second problem:

My character is level 24. Which means it should be impossible for me to enable brutality mode, right, as it can't be enabled above level 3?

Yet for some reason I can enable it.

My character:

NEcharacteroverlevel3.jpg


Clearly past level 3. But I can still enable it:

NEBrutalityincorrectlyenabled.jpg


This was all-done on an up-to-date version of Warband from Steam.

Note that I used TweakMB to make cattle herds accompany me instead of running away, but I doubt that would cause bugs like this, especially since someone else had the same issue in the first case.

If there's any fix for the first problem, please tell me, as I'm unwilling to restart the game when I'm this far along just for that invasion.
 
quite odd, i just loaded up my game and had the option in camp menu
mb12.jpg

i'm level 37 on day 292 i don't know why i am able to enable them now and your not.

are you running version .608B?
what version of warband are you running?
 
The game is up-to-date according to Steam, so I should be running whatever the newest version of Warband is. I'm not sure how to look up the version number, if you need me to actually look it up.

Yes, it's .608b.

In your game, did you choose to disable the Dark Knight Invasion during character creation? Because I think that's the cause of the problem. The invasion option in the menu seems to appear just fine when it's enabled at the start.
 
The new lances AKA Knight's Lance etc.... their use/ability does not match their stats (when compared to other items with similar/same stats).
They are too short and feel oddly quick/bouncy.
 
Hi guys! I've been playing this mod quite intensively for some time now (day 690 something in the game :grin:). Overall, the mod is great and makes a great game even more interesting. I think my the time I've spent playing kind of tells about that.

However, I've noticed some issues in the mod and decided to list them here, in case you will be still launching another version of this mod sometime in the future. Don't know if some of these originate from the vanilla warband, but anyway, here goes:

My native Warband version: 1.154
Version of native expansion: 0.608b

Fatal (requires you to load an earlier save):
Sometimes your companions never return from diplomatic quests:
- Has happened twice now when asking for a truce. At first I thought it was because right after I sent my companion on his trip, the faction in question offered a truce to me and I replied 'yes'. However, it happened soon afterwards for no apparent reason.

Disturbing (limits gameplay options):

Combat ending problems:
- Morale checks bug the combat if you die and the fight is "close". Everyone's morale was failing and your troops and enemy troops just stood on different sides of the map.
- Even if the morale checks are off, you are able to end the combat only by retreating, if you yourself have fallen.
- If you fail to take a town in the last map (the fight inside the castle), the game gets stuck. You can choose to retreat but it does nothing. Happened only once in Praven, though.

Scant drink problem with feasts:
- Reported this to another topic, also. Amount and diversity are always scant. Someone also reported that when you actually host a feast, your lords get bugged on the map, as well.

If you have "lords can demand fiefs from the player" on, lords joining your faction immediately demand for a castle or more.
- Don't know if this is intentional or not. If it is, it doesn't make any sense. I haven't even accepted their pledge, yet, and they demand for something like Wercheg for their loyalty :smile:

A lady gives a quest to undermine some liege's authority by dueling him:
- I got this quest but I was unable to complete it, because there was no such option when talking to the one I was supposed to duel. When I got this, the lady also asked me to duel Jarl Sanjar (aka Sanjar the Great Khan), though the faction leader was Ragnar.

Random hideout bug:
- Looting screen never appeared in a steppe bandit hideout. After that the hideout just remained there and if you go there, it gives the message you always get after clearing them. I think that it gave some kind of party id error when I went there afterwards.

Other:

Strange conversation with dark knight lords:
- When you try to persuade them to join you and ask for their relation with their current liege, their answer is [liege]. Also, when you finally ask them to pledge allegiance, their answer doesn't make sense (Something about backing your claims).

Exiled lord relation constantly deteriorating and he keeps sending assassins:
- I got to a bad track with Emir Tilimsal while doing Sarranid claimant quest. He got exiled sometime afterwards, but keeps sending assassins after me. I don't mind free gems, but still it's probably a bug :smile:

Random troop id (simple trigger?) errors on map and when taking a castle sometimes. This didn't cause any visible problems, though.

The amount of troops on map doesn't always match with that on the party screen or when taking prisoners / hiring rescued prisoners.


Balancing issues:

I think that the difference between elite and peasant troop trees is a bit too wide. In the end game you can basically have normal lords for breakfast without losing any men and the only ones giving you even a hint of challenge are the dark knight lords and faction leaders.
- Not sure how this could be addressed, maybe better gear for standard lords and making it possible for them to gain levels? Especially if some kind of experience penalty for losing a battle was introduced, I think this would make things rather interesting in late game (those lords who've had success would be tough while others not that much).

Dark knight troops are also a bit overpowered imo. Not that their invasion couldn't be countered (most of their lords defecting almost immediately helped it along, maybe they shouldn't?), but afterwards the few dark knight lords remaining in the world kind of stand out too much. Also, if you manage to stack up some dark knight troops by recruiting prisoners and rescuing them, they just hack everything to pieces.

Dark knight lords have renown of 0. Not that it affects the gameplay much, it's just strange :smile: It affects the ransom amounts, though.

Sarranids and khergits seriously suck in comparison to other factions. Especially sarranids, khergit elites are at least of some use.
- In vanilla Warband I think sarranids had the 2nd best cavalry and mamlukes were something you wanted in your army. Now, their best cavalry rides around with cloth armor. Cataphracts, really?
- From generalist factions I think Rhodoks are still okay. Their cavalry is a joke, and their infantry isn't as good as with Nords but you still have to stay sharp when fighting them.
 
Well, it seems like reporting here was like going to dentist. I loaded a saved game where I had not sent Erevan to offer truce, yet. I figured I can do without Bahestur who had been gone for like 6 weeks in game time then. Shortly after, Bahestur came back so the bug somehow fixed itself or something triggered it :smile: Rhodoks declared war on me, might have been that.

And I also take back what I said about Rhodoks being okay. I just met Lord Kastor on the field 1 on 1 and didn't suffer any casualties, he didn't have arbalestiers and I had pretty good army, though, but still.
 
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