[BUGS] Support Thread for v3.9

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I'm not really sure whether these are bugs, but strange things have been popping up a bit in my game:

Too high renown gain from lord and unique spawn battles. Taking on Alaric with overwhelming force of ~200 elites gave me over 70 renown, taking on Three Seers with help of few lords, giving me equal number but better quality got me over 100 renown. Similar with lord battles.

Bounty point gain during bounty KHO quest seems excessive, at least when I was doing Snake Cult hunting for Radiant Cross. Destroying one larger patrol of ~70 troops with my superior force gave me more than enough points to finish the quest.

It might have been induced by me selling some loot to order stronghold quartermaster, but once he was selling some bullets alongside his usual foodstuff.

Tavern drunks. While the stats and reward scale according to PoP wiki, the NPC is 99% of the time just Bellingerent Drunk equipped with basic sword and clothes. I've only seen Drunken Mercenary once or twice, and once Drunken Adventurer I think.
 
Yozzer said:
roubo said:
Hi, there's a bug I encountered while attacking a castle. The enemy forces sally forth and when the battle was won, there's no "victory" prompt and I couldn't retreat either. (My character was defeated)

20180804194254_1.jpg

Same problem twice, only I lost one, then won the second. I had to use task manager to end the game and restart from last save as I could not get out of it.
Happened to me as well. Defenders sallied out, i got knocked out but won, couldn't end battle ("enemy is too close"). Even waiting some time didn't end the battle scene automatically (which normally happens).

Another thing I found:
I'm not sure how i managed to offend August 26, 355 but over time the relation seems to sort itself out...
1ekjq5d.jpg
 
BananaFruit said:
Yozzer said:
roubo said:
Hi, there's a bug I encountered while attacking a castle. The enemy forces sally forth and when the battle was won, there's no "victory" prompt and I couldn't retreat either. (My character was defeated)

20180804194254_1.jpg

Same problem twice, only I lost one, then won the second. I had to use task manager to end the game and restart from last save as I could not get out of it.
Happened to me as well. Defenders sallied out, i got knocked out but won, couldn't end battle ("enemy is too close"). Even waiting some time didn't end the battle scene automatically (which normally happens).

Another thing I found:
I'm not sure how i managed to offend August 26, 355 but over time the relation seems to sort itself out...
1ekjq5d.jpg
Same here, lords that leave Pendor become dates or ex "Lord Buggybug was last seen near random location" really weird and silly. I hate that sally out bug.
 
Looking for a save (not realistic) with "sally out unable to exit after ko" issue.
Warband must be patched to 1.173.

@Nicodemus
@Mighty!
@BananaFruit
Could you share save?
 
3.92 on a 1.173 WB:
I get some stutter when fighting in the fields alongside allied parties after joining the ongoing battle. Feels as if some trigger is run every 1-2 seconds that freezes the game for a fraction of a second. Stutter is completely absent in regular fights w/o allies.

Size of the allied party does not matter for the presence of the stutter, it can be a 150-size lord, or a 5-size knights. Total number of soldiers on the battlefield also does not matter, got it with 20 total, as well as 200 total.

Edit: on further observations, magnitude of the stutter differs a lot. In rare cases it can be unplayable, in other cases it is barely noticeable.
 
aron515 said:
Cow water?
etqmF.jpg

It did disappear after restarting the game, weird but fun!
Remove the "TexturesHD" folder from Warband's main installation directory, and the weird cow textures, as well as the funky reflections on water surfaces will be gone forever (as the above gets triggered randomly upon each startup until you'll remove that folder). Removing this folder is completely safe, and everything will work as it did before!
 
Not sure if this was pure coincidence or not.
All 3 lords I held prisoner in my party escaped at the same time when I did a "train the villagers for bandit attack" quest.
That's a lot of denar right out the window.  :party:
 
SkylarTR said:
Not sure if this was pure coincidence or not.
All 3 lords I held prisoner in my party escaped at the same time when I did a "train the villagers for bandit attack" quest.
That's a lot of denar right out the window.  :party:

That's v3.9 for you.
 
Aldoarip said:
SkylarTR said:
Not sure if this was pure coincidence or not.
All 3 lords I held prisoner in my party escaped at the same time when I did a "train the villagers for bandit attack" quest.
That's a lot of denar right out the window.  :party:

That's v3.9 for you.
Yep, don't expect to hold prisoner lords for longer than a day or two since v3.9. Their escape chances were buffed considerably and they can all attempt an escape independantly from each other (before that, only 1 lord could escape at a time).

This was done to prevent players and the AI from weakening factions for good just by locking them all up (e.g. hold the king and the marshall prisoner, and then no campaigns nor fief distributions will happen). After all, PoP is meant to be a hard mod...

So either ransom prisoner lords asap (right after the battle), or release them instead of capturing for a relation and honor boost. Don't wait for official ransom offers either. You often have to wait for too long, and the price will only be a bit better, which is not worth the risk.
 
IconracI said:
... (before that, only 1 lord could escape at a time)...
That didn't change - chances are/were calculated for each NPC separately.
That's strange. I never saw multiple escapes happening at the same time previously, in any mod whatsoever. Although probably because I never held prisoner more than 10 lords at a time and escape chances were much lower, that's for sure.
 
I took a "train 6 gladiators" quest from Lord Cassian of the Baccus Empire as a mercenary for the Empire.  While this quest was active, I asked him to marry me and he agreed  I then got the sounds of a quest being completed and the message that the "train 6 gladiators" quest has been completed.

Edit: if I wasn't clear enough, I did not have 6 gladiators in my party
 
Gorvex said:
IconracI said:
... (before that, only 1 lord could escape at a time)...
That didn't change - chances are/were calculated for each NPC separately.
That's strange. I never saw multiple escapes happening at the same time previously, in any mod whatsoever. Although probably because I never held prisoner more than 10 lords at a time and escape chances were much lower, that's for sure.
You haven't noticed it as lords in native have virtually no chance to escape - 0.5% for PM 10.

@Pacific_Salmon A lot of happening when player changing faction or during wedding, so to not to complicate things even further some (all) active quest are cancelled/removed without rewards/penalties.
 
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