Bug Reports & Known Issues [v2.53]

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Just wanted to pop in and rehash some of my complaints in hopes they get some attention for 2.54.

Entrenchments Reinforcement glitch - It's reversed.
Entrechment on sieges does not afford Ranged ammo restock while it is done on regular field entrenchment.I see you've
Retreat/Exit Tab issue for entrenchment.
Already tackled that siege reinforce ment issue.... THANK YOU GO.... oooppps i mean CABA!!!!
Looting for bandit battles is far more valueable than Faction Troop battles.... This is more of a illogical scenario than a glitch.
As a mercenary you can't raid/pillage a Castle... another illogical situation.

That's all i got.... Thank You  :mrgreen:
 
Hey Guys,

I've noticed that I am receiving money from land that the bought and then sold in the Towns/Cities. I bought land in Rayvardin and sold it after a period of time but as said am still receiving money for lands I don't having, it is also happening in Khudan.

Will let you know if I find anything else out of the ordinary

Schmidy
 
Hey there, i haven't read the whole thread (29 pages are a little intimidating) but i just started playing with the Floris Expanded Mod installed and i noticed that this brings back (i think) an old native bug. All the villages, castes and Towns are just poor as hell.  I remember this from the native version a while back, which then got fixed in a patch.

Just to... well, confirm this is not just due to wars, i enabled cheats, founded my own kingdom, made peace with everyone and just waited if they will eventually recover - i waited about a whole ingame year, and they are still just switching between poor and very poor.

While this is not 100% gamebreaking, i find it very frustrating. Has anyone else encountered this? Or maybe know how i can get around this?

Also, sorry if this was already posted, like i said, i didn't read the whole thread since it's incredibly long!
 
not sure if bug or working as intended

the bonus from special troops like surgeons, monks etc. is not applied if you have the relevant skill to 10 in the party:

I have Jeremus with surgery 9 and myself with surgery 5 plus 1 surgeon resulting in the party skill of 9 + 3
(+3 is due to myself giving +2 because of my skill lvl of 5 and the surgeon giving another +1 most likely)

But when i increase Jeremus skill to 10 I get this party skill: 10 + 2
(so here the surgeon bonus just vanishes, it is the same when i remove the surgeon from the party)

if the bonus of the special troops is applied like that (not counting when you reach 10 in a skill) it makes them far less usefull for the endgame part of a given map unfortunately, if this is intended rather then just an oversight because a max skill of 10+7 (compared to the native 10+4) would be too good, then consider reducing the skill effect e.g. surgery from 4 to 3 to compensate for it, I absolutely love the specialist troop concept and I'd like it to remain a tactical decision if I take 10 surgeons etc or rather 10 more shock troops into a given battle


btw I am playing Gameplay version v2.50 (or 2.51 not sure) with gameplay patch v1 and warband 1.43 but I didnt find anything about this in the thread so I just assume it is still the same in 2.53, if not sorry to waste your time
 
Slyve said:
Hey there, i haven't read the whole thread (29 pages are a little intimidating) but i just started playing with the Floris Expanded Mod installed and i noticed that this brings back (i think) an old native bug. All the villages, castes and Towns are just poor as hell.  I remember this from the native version a while back, which then got fixed in a patch.

Just to... well, confirm this is not just due to wars, i enabled cheats, founded my own kingdom, made peace with everyone and just waited if they will eventually recover - i waited about a whole ingame year, and they are still just switching between poor and very poor.
I don't have this problem. In fact, almost all of the villages in my kingdom are at least average (most of them are rich or very rich). I have a few patrols that help prevent farmers from getting harassed, which helps. I also make sure to build a mill in all of them before handing them off to a vassal (if at all, since I don't trust the AI's maintenance of villages lol).

Make sure they aren't being overtaxed. Low or Very Low tax rate should help them out lots, and will also improve your relation with them. You'll still earn good money from them at Low tax rate, and rich villages actually benefit their market town's prosperity, which of course comes back to the town's lord. You should only ever keep taxes at Normal or higher when you're desperately in need of funds, which shouldn't happen if you maintain your kingdom properly and earn extra from your own actions of course.

Also make sure they aren't currently infested by bandits. If they were looted before, do some quests for them. Grain and cattle quests have an immediate effect on their prosperity.
 
Caba`drin said:
DucK said:
I have just reinstalled the floris mod pack and my character keeps spinning around in circles lol. It doesn't do it constantly it will just randomly start and i have to pause the game and let it sit for a few minutes then it will start to work again. My native game doesn't have this problem and I also have tried a second keyboard and get the same results. And I have also tried making a new game and its still the same.So any suggestions would be helpful.
This is in-battle? You might check your Mod Options->Key configure settings to be sure they don't conflict with your movement keys, etc, if you have remapped them.

If not, then the mod does nothing with how the game handles input...so I don't know how it could cause this.
Do you have a gamepad installed/connected on your computer?  If so, try disconnecting it and seeing if the problem goes away.  1.150 added support for gamepads in warband and I know for at least one other person that caused their character to always be running forward (as they had a gamepad hooked up) after updating.

HeinzGurke said:
2. Feast won't stop itself

I have also trouble with holding a feast as a king.
Once i started the feast it will last forever, waited 10 days (I assume it should last 5 days at max !?).
Only way to stop it, was to start a campaign as marshal.

When I googled for it, i found that this bug was in the native game but the posts where all from the year 2010.
So I'm not sure if it is even related to the mod pack.
Yeah, likely a Native bug, and one that isn't particularly high on my "track this down" list given the easy work-around. Maybe it is on Windy's?
I had planned on making this one go away, yes.  I have not gotten around to it quite yet though.

HeinzGurke said:
Yeah it not this big of an issue.
By the way, what is Windys  :shock: ... sorry not a native english speaker and google didn't help either.
I forgot the apostrophe on Windy's. Windy is short for Windyplains, one of our other developers.
:cool:
 
Kara42 said:
not sure if bug or working as intended

the bonus from special troops like surgeons, monks etc. is not applied if you have the relevant skill to 10 in the party:

I have Jeremus with surgery 9 and myself with surgery 5 plus 1 surgeon resulting in the party skill of 9 + 3
(+3 is due to myself giving +2 because of my skill lvl of 5 and the surgeon giving another +1 most likely)

But when i increase Jeremus skill to 10 I get this party skill: 10 + 2
(so here the surgeon bonus just vanishes, it is the same when i remove the surgeon from the party)

if the bonus of the special troops is applied like that (not counting when you reach 10 in a skill) it makes them far less usefull for the endgame part of a given map unfortunately, if this is intended rather then just an oversight because a max skill of 10+7 (compared to the native 10+4) would be too good, then consider reducing the skill effect e.g. surgery from 4 to 3 to compensate for it, I absolutely love the specialist troop concept and I'd like it to remain a tactical decision if I take 10 surgeons etc or rather 10 more shock troops into a given battle


btw I am playing Gameplay version v2.50 (or 2.51 not sure) with gameplay patch v1 and warband 1.43 but I didnt find anything about this in the thread so I just assume it is still the same in 2.53, if not sorry to waste your time
That is how the stat troops work, unfortunately and I don't know of a way to get around that off-the-top.
Stat troops work by adding skill points to the highest skilled hero troop in the party and then the player's bonus gets add in to give the party score. It works this way because we can tap into an individual troop's skill level, but we cannot tap into the calculation of a party's skill level...and an individual troop's level is capped at 10 (and the party's at 14 after the player bonus).

Bankoleva said:
Just wanted to pop in and rehash some of my complaints in hopes they get some attention for 2.54.

Entrenchments Reinforcement glitch - It's reversed.
Entrechment on sieges does not afford Ranged ammo restock while it is done on regular field entrenchment.I see you've
Retreat/Exit Tab issue for entrenchment.
Already tackled that siege reinforce ment issue.... THANK YOU GO.... oooppps i mean CABA!!!!
Looting for bandit battles is far more valueable than Faction Troop battles.... This is more of a illogical scenario than a glitch.
As a mercenary you can't raid/pillage a Castle... another illogical situation.

That's all i got.... Thank You  :mrgreen:
Thanks for the reminders, I hadn't got all the way back through the thread yet (working my way backwards through obvious or 'terrible' things at the moment). Will be sure to address the entrenchment issues presently.

EDIT - tentative fixes in place for the entrenchment reinforcement and ammo bugs.
Do you have a 2.53 save where you're entrenched and you know things are bugged that I might use to test?

Also, to clarify: the need to have a Tab is for if the attacking AI stalls? Because if that is fixed, it seems appropriate that you cannot retreat from Entrenchment, right?



Caba`drin said:
DemonicD3 said:
I'm playing on the latest version, 2.53 I believe. I was being a mercenary for a lord (which is awesome btw) and worked my way up to the ranks. However during this the lord lost his town. After awhile he deflected and I am currently bugged out. Once he deflected I failed the mercenary quest but my guy is still in his party. I cannot move or interect, when I click on the map it zooms back to spot where the lord deflected which from playing the game awhile means the game thinks that is where my character is but as stated my character is still in that lords party.

I am not entirely sure how to fix this problem, I do not wish to make a new game I am wondering if there is a fix to this bug or if it will sort it self out after awhile like if that lord loses a battle I can get unstuck again. Any help would be appreciated if not atleast the bug is reported despite the pain in the ass its going to be to restart the game from scratch.
I'm not aware of a work-around for this but it is my top priority for feature fixing for the forthcoming 2.54 patch.
Done.

ApHavoc642 said:
Floris Expanded - 2.53

Not really a bug - more of a minor spelling issue. I just noticed this on some items in the market that maybe misspelled and kept track of them. Found the ID numbers on Morgh's editor.

Item 302 - Red_Lamellar_Warhorser (Warhorse)
Item 525 - Shepperd_Crook (Shepherd)
Item 981 - Padded_Leather_Peasant_Outpit (Outfit)
Item 1231 - Vaergir_Brown_Dress (Vaegir)
Item 1522 - Khergit_Cavalery_Helmet (Cavalry)

That's all. Great job on the mod as always.
Done.


Dudley said:
A couple minor syntax errors I've noticed as well; when in Personal Reports --> Character Reports menu, there's a line that says:
Character Reports Menu said:
"You right to rule is X."
...which is simply missing the "r."

Also, I picked up the Floris companion a while back and finally just picked up Firentis a night or two ago. When Firentis speaks to the player after a battle praising Floris as a worthy man and friend, he says something regarding heaven or the heavens. It's the first word of a sentence, but both the H and E are capitalized in the word. So, it reads "HEaven(s)."
Done.

wildyracing said:
Another little thing: when viewing "mod options" in the Camp menu and you browse to the "tournament quests", you seem to not being able to read all the description for it on the right side - there is a vertical slider, but you can not access it. The moment you move your mouse away from the "tournament quests" to reach it, the info goes away.
Made mouse-over tooltip area taller.


Dudley said:
Warband 1.153; Floris Extended 2.53

During my feast, anytime you talk to a Lord and it raises your relations by the +1, when the dialogue window pops up they say, "I lift a [their respective name] to your health, [player name]. You are most gracious to host us on this occasion. Now, what is it?"

Obviously, they're saying their own names in place of a "cup of wine." Should you speak to someone attending the feast and your relations stay the same and don't raise +1, for example when talking to someone twice in a row, they'll correctly say "cup of wine" in place of their own names.
Done.

AkuArmoton said:
I'm having an issue with Freelancer stuff. Reporting here though cause it came with the Floris pack I loaded from nexus. I'm using 1.153/2.53 expanded. I only got stomach to read first 10 pages so sorry if this is already reported  :roll:.

Had freeze in 2 separate games when trying to return to duty, both with Harlaus but I guess it's same with others too. It opens dialog with Harlaus and when pressed the option for returning game freezes. Program is running (according to Windows) but the game does nothing. And we were beaten and captured both times, never went personal leave so can't say if that option has same issue.
Fixed.

MrMalkav said:
upon clicking courtship report:

SCRIPT ERROR ON OPCODE 921: Invalid Overlay ID: 15; LINE NO: 115:
At Presentation prsnt_jrider_character_relation_report trigger no: 0. At Presentation prsnt_jrider_character_relation_report trigger no: 0. SCRIPT ERROR ON OPCODE 922: Invalid Overlay ID: 15; LINE NO: 116:
At Presentation prsnt_jrider_character_relation_report trigger no: 0. At Presentation prsnt_jrider_character_relation_report trigger no: 0.

upon clicking back to summary report:

SCRIPT ERROR ON OPCODE 922: Invalid Overlay ID: 15; LINE NO: 7:
At Presentation prsnt_jrider_character_relation_report trigger no: 2. At Presentation prsnt_jrider_character_relation_report trigger no: 2. At Presentation prsnt_jrider_character_relation_report trigger no: 2.
Fixed.
 
:?:
SCRIPT ERROR ON OPCODE 541: Invalid Party ID: 636; LINE NO: 23:
At script: order_best_besieger_party_to_guard_center. At script: order_best_besieger_party_to_guard_center. At script: order_best_besieger_party_to_guard_center. SCRIPT ERROR ON OPCODE 541: Invalid Party ID: 636; LINE NO: 23:
At script: order_best_besieger_party_to_guard_center. At script: order_best_besieger_party_to_guard_center. At script: order_best_besieger_party_to_guard_center.
 
Kleofas said:
SCRIPT ERROR ON OPCODE 541: Invalid Party ID: 636; LINE NO: 23:
At script: order_best_besieger_party_to_guard_center.
Some context there would help. When did it occur? I'd assume on the world map? Or was it in a dialog/at the start of a campaign, etc?
Any tell-tale events in the game log right before it happened?
 
Caba`drin said:
Lycanus Darkbinder said:
Lycanus Darkbinder said:
Floris: 2.53 Gameplay
Warband: 1.153

Bug:

"Do you have a job for me" option disappeared after a couple jobs.

Details:

I did a couple quests for the guild master in Tihr; an escort quest and a kill some bandits quest. Now when I "Meet the guild master" there is no "Do you have a job for me" option. It's been 14 game days since my last job with Tihr.

Usually the option is still there and the Guild Maser will just say "Sorry, I don't have any jobs" but in my case, the Tihr Guild Master doesn't even have the button anymore.

I don't get that error. Also, I checked in Morg's editor and all my Mayors have faction 3 (fac_neutral).
Did you take the "make peace" quest from the Tihr Guildmaster?

Nope, the first quest was to hunt down some troublesome bandits. After that I got a quest to deliver some wine. When I returned from that there was no more "do you have a job for me".

Just checked again at day 28 and still no option. Haven't checked any other cities yet, been messing around with tournaments and Bandit hunting.
 
Caba`drin said:
Kleofas said:
SCRIPT ERROR ON OPCODE 541: Invalid Party ID: 636; LINE NO: 23:
At script: order_best_besieger_party_to_guard_center.
Some context there would help. When did it occur? I'd assume on the world map? Or was it in a dialog/at the start of a campaign, etc?
Any tell-tale events in the game log right before it happened?
Yeah, sorry for not being very helpful  :oops:

Hapenned on the world map, nords besieged Ismirala Castle and took it, this popped up right after the message "Nords have taken Ismirala Castle from Vaegirs".
Also I'm not a part of any faction, if that's relevant.
 
Caba - The Tab exit for entrenchment was really only an issue if you run into the Passive AI issue. I agree that there should not be a retreat option on entrechment considering what the scenario is suppose to be.

Also Companion Overseer is really buggy in this mod. Practically unusable. I prefer it because it's way easier to see and compare your companions skills and equipment. I had looked in that specific mod page http://forums.taleworlds.com/index.php/topic,189930.0.html  earlier and noticed that the version in this Mod was an older one. Assuming that was the reason for all the issue i've had with it, i was hoping you guys would update it. Not sure how hard it is to update it, but since it's already part of the mod i'm assuming it as easy a patch. Figure i'd point it out in case it's an oversight.
 
Bankoleva said:
Caba - The Tab exit for entrenchment was really only an issue if you run into the Passive AI issue. I agree that there should not be a retreat option on entrechment considering what the scenario is suppose to be.
Alright, great.

Bankoleva said:
Also Companion Overseer is really buggy in this mod. Practically unusable. I prefer it because it's way easier to see and compare your companions skills and equipment. I had looked in that specific mod page http://forums.taleworlds.com/index.php/topic,189930.0.html  earlier and noticed that the version in this Mod was an older one. Assuming that was the reason for all the issue i've had with it, i was hoping you guys would update it. Not sure how hard it is to update it, but since it's already part of the mod i'm assuming it as easy a patch. Figure i'd point it out in case it's an oversight.
I'll refer you to Windy:
Windyplains said:
wildyracing said:
2.Another little bug: When I wish to know what equipment my companions have, I overview "Character & Companion" and "Companion Overview" tabs from Report menu. But those menus don't show correctly the exact type of equipment. For example, my mate Lezalit actually has "Cracked Swadian practice bow + Bent khergit arrows" when viewed in his "native" party screen. But when using those nice implemented overview menus from Floris mod, they show that Lezalit has "swadian practice bow + khergit arrows". What I mean is that the mod overview menus don't take into consideration weapons' traits like "cracked" or "bent" or "heavy", they just show the common model of the item with common model's stats.  This can be a little confusing when trying to figure which companion has to be upgraded with better items.
I suspect that the companion overview & companion overseer mods will be removed from the game in 2.6 as the autoloot settings screen gives you all of the same information and doesn't suffer from the problem you've described.  To be fair, making item stats viewable with their modifiers I think came later than that mod did as there is options for plain or with modifier.

The same would hold true for the autoloot system, auto-sell system and probably auto-buy system (haven't decided yet) as their functionality is being replaced.

Other than that, are you referring to script errors or broken/bugged functionality? As above, I fixed a number of the report screen-accessed presentation script errors, so those might be corrected, or if there are others, then post them and I'll take a look. If things are simply bugged and not working correctly, I don't know that I'd put much time into fixing a broken piece that is going to be replaced.

EDIT - Split ensuing Overseer Presentation discussion to here: http://forums.taleworlds.com/index.php/topic,238605.0.html

Kleofas said:
Caba`drin said:
Kleofas said:
SCRIPT ERROR ON OPCODE 541: Invalid Party ID: 636; LINE NO: 23:
At script: order_best_besieger_party_to_guard_center.
Some context there would help. When did it occur? I'd assume on the world map? Or was it in a dialog/at the start of a campaign, etc?
Any tell-tale events in the game log right before it happened?
Yeah, sorry for not being very helpful  :oops:

Hapenned on the world map, nords besieged Ismirala Castle and took it, this popped up right after the message "Nords have taken Ismirala Castle from Vaegirs".
Also I'm not a part of any faction, if that's relevant.
Thanks. Will look into.
 
Trade screen: when I move an item from merchant's inventory to mine and then back, the price is slightly lower, f. e. something that was 100d is now 98. I move it back and forth again and it's 96. The price lowers constantly.
 
Hello .. I'm not even certain if this is a 'bug or known issue' .. but when I have been traveling around to the various cities looking to buy weapons for the companions and myself, after awhile it seems that there is now an overabundance of two handed weapons for sale. 

I don't even have that skilled up very high and I am buying other stuff for the companions, (I'm trying to get everyone skilled up in cavalry type spots).. I don't even recall buying any two-handed weapons so far in the game.  If I remember correctly (from year(s) ago?), when you bought certain items like a lance or sword, a few months later or so, better lances and swords would be available to buy.

Do I have to buy up some of the two-handed weapons from 'Town A' and sell them in 'Town B' so that 'Town A' will spawn other weapon types?

Thanks
 
If I'm not mistaken, those are just completely random. The quantity of goods being sold is determined by the prosperity of a town, but all in all, the item's individual "abundance" will determine how often it shows up. I think the script has it set to show a certain ideal number of one-handers, two-handers, polearms, ranged weapons and shields, the number of those being increased by prosperity like I said.

The shops will reset after a week (somebody correct me if I'm wrong), regardless of what you sell to them. It will just flush out all of the new stuff you sold to them, get rid of old stocks and replenish their stocks with completely new items that are determined again by the preset algorithms of item count and prosperity. So even if you sold a horse to the weapon shop, for example, the weapon shop will never sell any new horses. Or, more likely, even if you sold a Sarranid weapon to a Nord shop, the Nord shop should never show a Sarranid weapon other than what you sold to them (unless it's a typo by the modder, such as the Khergit Glaive being sold in Vaegir territory and Khergit Leather Boots being sold in Nord territory).
 
Caba`drin said:
0tto said:
Bankoleva said:
2) Somewhere around dead guy 400 something, i noticed that my orders were blantanly no being followed. I had started out with a good strategic design giving my archers good positioning to hit the enemy at the ladders and having my infantry/cavalry in layered positions to catch any survivors of the arrow barrage. I left my comp after 10 minutes or so (since this battle was going forever and i was basically useless) came back to find everyone charging. Reissued orders and within seconds saw them change back without any influence from me to charge mode. I was heavily out number 5 to 1 and was doing good with the strategic play but once my archers started charging to the ladders like they were infantry and not even positioning on the walls to shoot... it was just annoying to say the least. I hit every button combination and order sequence i could but all units from all my special named companies and general companies simply wanted to charge. The only good thing was that the enemy force was broken down to tier 3 and weaker troops so my forces still seems to be winning but it was just simply frustrating to watch my force charge to their deaths quite illogically.

Caba`drin said:
Well, looking at the code, both are WAD from Custom Commander: sieges are set statically at least 14 reinforcement waves and defenders are set to auto-charge after the 6th and get re-set to auto charge every 3 seconds, with no check for the mod options setting or whether the defenders are the player's team. :/

Comparing the code to 2.5, this hasn't changed, so it must just not have been noticed before, or at least not as strange. The forced charge for the defender team, even if player, definitely needs to be adjusted. I'm going to look into if I can't puzzle out why there's a static reinforcement wave setting for sieges, rather than the variable. Since CC defaults the # of waves at 20, and sieges here are set at 14, it might be that it was trying to lessen the length of sieges at one time...I'm not sure what's going on here. Natively, sieges have 7 waves, as opposed to field battles having only 2 or 3.

i found my problem and a possible solution, how can i fix the "siege auto charge" myself? (while defending)
In the DevSuite.
I've just removed that for the player's team for 2.54. Haven't decided what I'm doing with the reinforcement waves yet.

*puts on noob beanie* err, DevSuite? can you tell me how to do it myself? or just tell me what code to replace?
sorry if im bothering, but i just started my own kingdom and every attack on my Dhirim bogs down to everyone trying to push their way through the ramps/ladders while getting sniped by noob archers cause its so easy to get a headshot in the big mass of men lol.

this single bug has turned me off to M&B for a week now :sad:
 
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