Alright gave it a shot as I really liked 1257AD despite gamebreaking bugs being present in final release.
The new features added in are definitely welcome.
I will simply list bugs:
1. Upgrading all troops doesn't work. insists my entire party is available to upgrade and a lot of the time their upgrade pathinto "lords", though regardless I cannot initiate the upgrade anyways.
2. Remove crouching, crouch walking, whatever.
And just turn on crouching in module.ini. Default. Please, it looks bad on everyone but archers and cannot fully turn it off in game menu, why? The AI isn't even smart enough to use it properly. Only the player can really take advantage of it. Leaving the command itself in is fine as I can see the use of having your infantry all crouch so ranged units can shoot over them.
3. Can we get a rundown on how the new "wage system" works? From my brief experience with it, you basically just pay 2 times a week instead of 1 time and at same rates.
Would be much preferable to have a global value for wages and just increase it. Less menus the better. Dunno if that's working as intended.
4. The AI is weird. Mostly ranged, land units. I've watched archers moving on enemy, shooting, then 20 yards away pull out a melee weapon and even when in range of enemy, kinda of just.... stand around, and then die.
5. the death camera is so far 100% broken when wanting to move and observe battle. the camera ALWAYS gets stuck under the terrain so you cannot move ever. Scrolling to troops view works though.
6. A huge, massive problem I had with final state 1257 AD was the formation mod being utterly retarded, for some reason taking control away from the player at random times regarding his troops.
I briefly saw this once, where a position for cavalry suddenly disappeared from minimap. I instinctively took back control before they did anything stupid and didn't observe the results.
7. Following from #6, in field battles, when player dies, AI doesn't follow commands from map menu. Even though for example my archer line is set to "charge" they simply hold their position until death.
8. please remove cav/inf mixed units (bandits) from that mix. Either they're 100% infantry or 100% cav. I consider this a bug because there is mods that can sort these troops into proper designation after spawning, but as it is, there's no proper designation. I don't ****in want cavalry in my infantry regiment and when I even tell them to dismount the order is ignored.
Just about everything else so far (only like 5 hours in) seems to be working. I get error codes during field battles semi-regularly usually something_something_lead_charge_something. As well as Error codes regarding traits application. Not sure if they're working fine but giving errors anyways (ala decapitations) or what.
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Regarding balance, javelins are not OP at all, anyone who says otherwise is plain wrong. Simply look at the raw damage, a simple hunting crossbow with regular bolts does slightly more damage than a whole dang javelin. Javelins are in much smaller quantities per troop compared to archers/crossbowmen/horse archers yet they on average less damage. Not OP. Not even slightly. Dunno where that came from. If anything, every other ranged units, cav archers especially, are bloody overpowered and always have been.
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Instead of lords executing by chance, it would be very much preferable for executions to commence depending on the prisoner holder and prisoner relations. Lower relation = execution.
As it is, executions are a meaningless way of losing AI lords in the game world with no replacement. At least baron kurwa executing count poophead because the bastard keeps raiding his only village so he ended up hating his guts makes sense.
global execution value, especially at the default is crazy considering it's entirely meaningless, destroys player agency in the grand scheme of things (I got a lord 50+ relation, good friend, blah blah, suddenly RNG executed 4noraisin), and just doesn't add anything to the experience.
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Do turn on advanced_formations in module.ini.
No reason to ever have it off and if the placeholder names for forming rows bothers you just edit them. Forming 2 solid rows of crossbowmen/archers with crouching enabled is godlike for concentrating firepower in certain areas (top of hill for example). And absolutely necessary for pure ranged unit army or in other words Robin Hood wannabes.
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I see there is a body-sliding feature where when you die you switch to friendly troop but I could not pinpoint it in mod options to use it. Just me? I checked three times.
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With worldmap performance as it is and probably always will be, decreasing menu usage which causes worldmap to load/unload is imperative.
For example, simply accessing "visit your camp" option, unloads the worldmap. So doing something as simply as choosing wait for a bit causes you to have to wait 5+ seconds to reload the worldmap.
This stuff adds up, going from town to town to town trying to sell off loot from villages or battles, going to cattle herds to cut them up for meat to sell but being limited to 5 cattle a time forcing you to do it 3-6 times.
Imagine it. butchering cattle through the menu bull**** can waste an entire 30+ seconds of time. And that's assuming you have enough inventory space to grab it all at once. Imagine butchering five, then selling the meat, going back, butchering, that's a WHOLE ****ING MINUTE of just doing that one tedious task because worldmap loading takes so damn long.
The microstuttering especially when travelling at faster gamespeed is bearable but that bit really isn't.
If there is anyway to prevent worldmap from unloading during as many menus as possible, or reducing the loading time somehow, that would be the biggest blessing possible as it all stands from my perspective.
This was always a problem with 1257AD as well.
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Despite the rant, I like the direction this submod went and is hopefully still going despite the controversy.