My feedback & bug reports & co

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Vaeringjar

Recruit
So I couldn't find any specific official place for bug reports and general feedback, so I'm planting a flag on this post here and declaring it the official place for my bug reports and my general feedback.

Also, I want to upload a save where a CTD can be reproduced, how do I upload a file?

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> Bugs and such # These were noted as of 1.0.0

[Bug][UI?] Start of game. Characters, set some focus points. Click on inventory, pop-up, apply changes. Return to character skills, focus points did not apply.
If clicking Done (sends back to map), then it applies correctly. Bug applies to player & other characters.
[Bug?][Quests] Boss Semnon told me he was selling me stolen goods for some 4XX coins, but at the bottom left it said I paid some 5XX coins... roughly 20-30 too many. Had another instance of mismatch, though it was days appart between the quest given and complete.
[Bug][Visual] Snowy ground but horses lift up spring-green grass...
[Stability] Occasionaly I get a long freeze. Perhaps once an hour, >10 seconds frozen including at least part of the OS. | (haven't noticed this since 1.0.1)
[CTD] One of these freezes resulted in a crash.
[Stability] Butter is using the cheese icon. Pls fix.
[Bug/glitch][Visual] Some small stones groups are disappearing at different distances, but in an alternating way. So I can either see all stones, some stones, or the other stones. LoD?

> Bugs / performance / stability # These were noted for 1.0.1

[CTD] When selling sea raiders at a Sturgian ransom broker. Can be reproduced. See "CTD 02.sav":
Go to Balgard, sell some crap at the market, go to ransom broker and chose to sell 9 raiders. # Noted for 1.0.0, still happens with 1.0.1
I've tried uploading it through the crash thingy but it has failed differently for both 1.0.0 and 1.0.1, so I'm uploading it here instead. Couldn't find the logs though.
[Bug] I went to the training field mid-game. In the melee with the 2 guys, if you leave while at 0 health before reseting then you'll be at 1% health in the campaign map, even if you were at 100% before.
Similarly, if you are at 1% health and go to the training field, pick up a weapon for the melee but then leave, you'll now be at 100% health in the map XD
[Bug][Tournaments] Tournament at Dunglanys. 2v2, both teams spawned on top of each other and I got my arse kicked.
[Bug][Tournaments] When tab-ing to quicker finish a won round, and skipping quickly to join the next one, corpses may remain in the field from the previous round.
[Bug] I entered a city to invest in a workshop, then left. I checked the trade, then went straight back into the city. All the characters spawned io the same spot all clumped up...
[Bug][UI] When I helped out some travelling villagers against attacking bandits, I got friendship increase notifications trigger twice (twice for every village character). Doesn't seem like they applied more than once though.

> Non-bug bugs

[Text] (Battle) "ERROR: Text wit hid ui_hit_shield_on_back doesn't exist!"
[Text] "(Default intro for famous player. Will try to make sure that this does not occur)"
[???] Butter is using the cheese icon. Pls fix.
[???] I need MSAA, everything else is inferior, REEEEEEEE

> Tutorial stuff:
[Bug] Brother starts with "civilian outfit" equipment that if removed cannot be re-equiped for the "civilian outfit".
[???] When in the town, I'm wearing my battle outfit but borther is wearing civilian. Wait, after going to inventory it changed. I'm confused.
[QoL] I went to a city so I could buy a shield... Guess I'm forced to borrow my brothers' instead...
[WTF] Why is all the loot and stuff from the tutorial lost? UNIMMERSIVE! (It also may or may not have had me killed when I thought I had different equipment on me and went to solo mountain bandits)

> Quality of Life

[QoL][UI] Horizontal scroll slection thingies are annoying to input accurately. Adding arrows for +-1 increments would be great.
[QoL][UI] Why can't I use "-" and "_" when naming save games?
[QoL][Map] Campaign map scroll speed: WASD is too slow, Shift+WASD is too fast. >:/
[QoL][Map] Clicking on the map should not center on the party. This is quite horrible and annoying.
[QoL][Map] Need a faster fast forward. Map movement at speed "3" is still slow sometimes.
[QoL][Map] Whenever I change where I want to go on the map, speed is reset to "2" (if at 3), which can be really annoying. In fact, the annoyance is linear with the frequency of clicking on the map.
[QoL] Very odd that 1.0 is not the default vertical sensitivity.
[QoL] Quicksave should use a separate save slot. Redundancy in saves is key to avoiding problems. An option to always save to a new slot would also be welcome.
[QoL] Would be practical to have visual feedback (text or something) about when a quicksave is completed.
[QoL] Can I please have the old flute quest sound back? Please?
[QoL] Butter is using the cheese icon. Pls fix.
[!QoL] Overall brightness changing depending on what I'm looking at is way too aggressive and annoying, unless I'm looking at the ground it gets too dark. Can this be configured? Disabled even? As is it's really awful. I had to over-compensate default brightness to make night battles playable, but it makes thing look a bit worse overall.
[QoL] Being able to save performance settings as a preset would allow easy switching for when fighting larger battles at lower settings vs smaller battles at higher.
[!QoL] Really need a log window like in Warband. Listing all those things that appear temporarily at the top of the screen, like relation changes from quests and whatnot. As well as all the messages on the bottom left, as it may be practical to double-check if Derthert was captured by mountain bandits or if it was by forest bandits.
[QoL] When attacking, have the dialogue option to go straight into battle. (For bandits and such)
[QoL] Fighting should always give XP, such as in tournaments or in the arena. It's immersive and lets you level up skills you don't normally use (like an archer forced to use javelins in tournaments).
[QoL] Some way of choosing who comes with me in the hideout ambushes. I don't want to bring cavalry to a footman's fight. Nor do I want to bring peasants, with limited soldiers the best go first.
[QoL] You cannot skip the starting video sequences (requires manual file edit)

> Immersion

[Immersion] Taverns seem really quiet, no chatter at all :/
[???] Pressing ESC to exit inventory discards any changes. WAD or BUG? Either way, QoL would see changes apply.
[Immersion] Spawning bosses all of a sudden feels kinda odd.
[???] Why the *** is there a limit of workshops I can have? That's not how real estate works. And it also completely destroys one of the ways I like playing. Isn't this partly a RPG??? >:/
[Immersion][Tournaments] Tournament rewards should be tied to the city's culture. It's odd to receive a Battanian horse when in Aserai lands.
[Immersion][Tournaments] My companion won a tournament but didn't get the prize... Would be immersive if the companion got to actually use the helmet they won...
[Immersion] Butter is using the cheese icon. Pls fix.
[Immersion] Having some text/description for each troop would add to immersion. Things like low-tier skirmishers being poor young peasants that can't afford a hat, and Vlandian knights eating butter for breakfast.
[Immersion][Map] The map has plenty of settlements, but the terrain overal looks too "untouched" by people. Areas around cities and rivers should be full of farmland, forest borders could have areas chopped down. There are also no roads, be it paths, dirt or paved. I think this would make the map look much more lived in and credible so to speak. Buildings could also have smoke flowing out of chimneys, and lights/torches burning at night. Warband had neat flags of the ruler on settlements, would be pretty cool to have a few in the cities.
[???] My horse changed colour after re-opening the inventory.

> Balance

[Balance] Selling goods in villages does not affect regional prices, meaning it's better to buy/sell there first.
[-.-] When I finally won a tournament the prize was literally worth 76 coins...
[???][Tournaments] Round 2, 1v1v1v1, I camped while the 3 killed each other and got my arse kicked by the survivor... I passed on to the next roound XD
[???][Tournaments] Almost every city I go to has a tournament going on. It's more likely for there to be a tournament than not.
[Balance] Butter is using the cheese icon. Pls fix.
[???] Lords getting captured by bandits all the time... Seriously, some bandits defeated Raghea and Ira at the same time lol, and that Derthetret guy seems to be caught every other week.
 
# @ 1.0.2

> Bugs

[Bug](happened at least twice) The formation I've set my companions/heroes to got reset to default.
[Bug](happened at least twice) Companion I had assigned as "scout" got reset to "none".
[Bug] In the bottom left notifications, when a child is born it sometimes says " has given birth to (...)" in purple text, missing the name of the person who gave birth.
[Lod] LoDs of sea raiders often have their legs invisible when far away...
[Bug][UI] In the character screen, the shield icon by the character name is completely buggedly useless, displaying the wrong number most of the time.
[Bug][Quests] 2nd time I took Army of poachers quest it instantly failed, and relation penalty applied.
[???] "Sturgian Veteran Warrior" and "Sturgian Shock Troop" seem to have their names swaped. Javelins seem more like shock troops' gear, and would a shock troop use a spear??
[???][Map] The lake by Dunglanys has some odd pathing at its western shore. You can almost walk in the water.

(Note, I edited "spitems.xml" multiplayer_item="true" to "false")
[Localisation][Equipment] sturgian_fortified_armor battanian_savage_armor

> Balance

[Balance][Equipment] Armour isn't effective enough against peasant stones. Like seriously, if this was a ww2 game they'd be called anti-tank pebbles. Decent armour should make you pretty much immune to hand-thrown pebbles... if you want peasants to be overpowered then give them actual slings instead.
[Balance][Equipment] "Northern Hauberk" (used by "Sea Raider Chief" no less) has 8 armour... which is less than most leather/padded armour... I assumed mail would be better? "Western Haubek", also used by sea raiders, has 27 armour...
[Balance][AI] I'm seeing several AI cities with no food. They're not under siege. (top bar, not trade)
[Balance][Bandits] Problems with bandits: Small parties of looters (<30) are basically not worth wasting time on. Foresters are not worth attacking as their arrows make it too costly. Hideouts are often too bothersome and not worth attacking, for if there are few bandits the loot is poor, and if there are many then it's a suicide mission.
[Balance][Bandits] There are a bit too many tiny-sized bandit parties, 1-10 in size...
[???] What's the point of mules? Sumpter are cheaper and carry the same...
[???] AI cavalry seems to have trouble attacking infantry sometimes, missing most attacks. I've been counting their spear/lance attacks against fleeing peasants, and they've only hit 1 in 9 attacks.

> Quality of Life

[QoL][UI] After doing loads of trading I can say having 2 arrows per item instead of one would be practical. So I don't have to go find the item in the other list when I want to "buy back"/"cancel selling" a good.
[QoL][UI] Would be practical to change the formation of a hero directly from the inventory screen.
[QoL][UI] Remove the delay in displaying morale & renown gain when a battle ends.
[QoL][UI] Troop tree should, when a troop is selected, specify what the main and secondary weapons are. For example "Sturgian Veteran Warrior" seems completely superior to "Sturgian Shock Troop", difference being a spear vs javellins.
[QoL][UI] Trade rumours missing from hogs/sheep/cows.
[!QoL] Being able to set "buy values" (buy if cheaper than x) and "sell values" (sell if over x) for each trade good would make trade so much simpler. Plus a budget for buying/selling, either absolute value or %. Enter a town, click a button, trade is automatic, done. Much faster & much easier, on to the next town! Spreasheets begone!
[!QoL] Have double weapon slots which serve only as an override to the main slots in case of dismounted combat. So whenever a battle begins where the player starts dismounted (such as bandit hideouts), the alternative equipment, if chosen, overrides each corresponding slot of the main slots.
Example: I usually use a bow + arrows + lance + shield, so whenever I attack a hideout I will forget to swap the lance for a sword... with this feature I could simply put a sword in the alternate slot corresponding to the slot I've got the lance at, and I'd spawn with the sword instead of the lance. Problem solved.
[QoL] Whenever immersive texts are added for troops, add info about if they can be recruited as prisoners. It seems that bosses cannot, but I've dragged them around for a long time...
[QoL/Performance] If I have obscene amounts of unused RAM why not dump textures in there? Would it not be faster to load them into the VRAM from RAM than from a drive? Textures generally take noticeable time to load.
[QoL][Immersion] The "view character" button only works if in 3rd person. In Warband it also worked on 1st person, which is useful to look to the sides while not changing movement direction or where the shield is facing. It is also more immersive not having to switch back and forth between 1st/3rd person.
[QoL][Bandits] When attacking bandit hideouts, once the boss spawns player equipment should change to melee if using ranged before. I often use a bow, so that's a problem when I'm forced into that close melee.
[QoL][Bandits] When there are only a few bandits in a hideout, have them spawn closer to the entrance so one doesn't have to spend 5 minutes walking around finding them...
[QoL] Quickload last quicksave shortcut.
[QoL][Quests][Party] Troops added by questgivers shouldn't overflow party cap. As is this will cause desertion. And currently they can be disbanded, which should be bloked.
[QoL][Party] The extra non-default "formation" slots Warband had were very useful. For example for bodyguards, heroes/companions, kamikaze, and non-combatants to insta-retreat. If it's because of the AI, have it only apply if lead by a player?

> Immersion

[Immersion][Equipment] Saddles are being sold anywhere regardless of item culture... For example camel saddles in Sturgia...
[Immersion][Equipment] "Western Short Spear" is one of the longest spears...
[Immersion] Character learning level should have some passive effect by itself.
[Immersion][RP] Why do I start the game as a 30-year old??? I'd rather be able to chose my age. I suppose if starting at older ages one could begin with children already, as to not get a CKII game over.
[Immersion][RP] Now that there are "civilian outfit"s, it would be neat to have decorative hats and such
[Immersion][RP] Why can't I wear a "Bear Pelt" as a part of the civilian outfit? Same for: "Highland Cloak"(the one that weighs 4), "Wolf Shoulder", "Highland Cape". Also for some saddles, such as the camel ones.
[Immersion] I've set Humprhey as the mount for my civilian outfit, but I never spawn on horseback when going to town.
[Immersion][Quest] It's odd to be forced to lie to either of the characters that tells us how to get part of the legendary flag.
[Immersion] Fleeing soldiers should be able to surrender, or alternatively have a much higher chance to be knocked out instead of killed.
[???] There's a party of looters where everyone is wounded... so it just displays a 0... and they got prisoners, which makes it hilarious
 
最后编辑:
# @ 1.0.2

[Bug][Bandits] When attacking a forest bandit camp, my companions assigned to formation VII are spawning in the middle of the enemy. Moving them triggers combat with the whole overpowered camp...
[Bug][Equipment] "Strapped Leather Bracers" seems to bug out every civilian clothing I try them on.
[Bug][Party] As in Warband, troops removed from party seem to loose all their XP progress. I had some troops all ready to upgrade (need the discipline perk), gave them to a companion for a quest, and if I take them back they can no longer be upgraded. This is annoying if giving the companion cheaper troops.
[Bug](already mentioned this bug above) The formation I've set my companions/heroes to got reset to default.
update: seems to happen on game load

[Balance][RP] One of the cool things in Warband was to gather all companions and turn them into a bodyguard. One could equip them according to their culture, or all the same with the most overpowered equipment one could find. It was both fun and a huge money sink. Being artificially limited to a few companions is quite meh, and isn't nearly as effective a money sink than if we could get as many as we want.

[QoL][Encyclopedia] Being able to sort villages by produce.

[Immersion] In Warband party limit gradually increased based on a few things. Bannerlord's party limit feels odd and seems to make litle sense. It is also unclear what one has to do to increase it, appart from clan leveling, which takes ages.
 
# @ 1.0.4

[Bug][Mission] Mission requires 11 troops, but I can only click "Done" if I send 12.
[Bug] If I have less cash than my troops need in wages, even though I have enough income to cover it, my troops still lose morale as if their wages went unpaid.
[CTD] Speaking to "Artisan Notary" in Dunglanys crashed the game
[???][UI] "Chain Horse Harness"'s preview icon looks as if it was bugged. (though it is not)
[???] Some troops, like Armed traders, caravan guards, and militias are missing troop tree connections. I rescued some from sea raiders' prisoners.
"Khuzait Caravan Guard" not linked to "Khuzait Veteran Caravan Guard" nor "Khuzait Armed Trader". Also got a "Sturgian Armed Trader" , a "Imperial Militia Archer" and a "Imperial Militia Spearman".

[Balance][Economy] There seems to be an ever increasing inflation. Everything is getting more expensive over time...

[QoL][Mission] When selecting troops for a mission, it should not be prioritising sending wounded troops...
[QoL][Army] When in an army, please auto-pause upon entering a city. This genius AI decided to stay there for a milisecond -.-

[Immersion] Looters in Battania seem to have lots of camels...
[Immersion] If a soldier of the players party or companion win a tournament, party morale could increase.
 
# 1.0.4 & 1.0.5

[Bug] Vlandia randomly declared war on my clan (normal player clan), while I was on the other end of the map. I haven't even joined a faction yet. Battanians have been wiped off the map, though they still seem to exist as per the encyclopedia.
[Bug][Combat] Been having this issue randomly. I press left click to attack (sword) and it just gets stuck, not actually swinging... sword gets stuck held in the "backmost" position... (the one before the attack swing begins)
[???] Bandits don't seem to attack caravans.
[???] An AI chamber blocked me and it spewed some 4 or 5 pink "chamber blocked" notifications at the same time.
[Bug] When I shot a looter he became naked for half a second lol
[Bug][Map] Sometimes during winter the map becomes summer for half a second.

[AI] If a city garrison is very small (<100) and heavily outnumbered, siegers should rush ladders instead of waiting for the ram to reach the gate.

[QoL][Map] Phycaon could use a bridge on its western river.

[Immersion][QoL] Why can't I visit the tavern during a siege?
[Immersion] Would be neat if there was a shortcut to spectate lords/commanders after the player falls.
[Immersion] It would be cool if there were non-aligned minor factions hostile to everyone (besides lowly bandits) like in PoPendor. It can give the player something to do very early game as well as very late game.
 
# 1.0.6

[Bug] Lycaron's town scene has a pink pavement (texture issue) just past the entrance.
[CTD] CTD when I click either "Lead Assault" or "Send Troops". Sending the crash dump thingy ended with a "Error / Cannot cleanup crash report." I got the save backed up if you guys want it...
Of note: The siege was started by an AI lord, which I then joined, and then go figure, lord left the siege to form an army nearby to do something else...
! Yep, same castle, works fine when I started the siege myself and assaulted it solo
[AI] And thus, another easy siege an AI abandoned after seting up camp...
[UI] Post-battle relation improvement notification disappears too quickly, when I helped out a lord/army in need.
[Bug][UI] Order of Battle screen: "Cavalry" "Leadership of the formation has been given to ."
[] There were 2 wanderers at the tavern, but the ransom broker was nowhere to be found.

[QoL] Having a menu shortcut to different town areas would be practical, such as specific workshops and dungeon.
[QoL] It doesn't feel right that a player's garrison may starve, and is annoying if one is gathering or collecting forces, and makes the "donate to garrison" mechanic rather pointless. A player can easily feed a large army but a tiny garrison starves? And an evil player would rather have the whole city starve than the garrison. Unless lords can directly stockpile normal consumable goods into a city's food stock, garrison starvation should be disabled.
[QoL][Immersion][Combat] Long spears are great, except when an enemy hits you in the face with a shorter weapon... Why can't I change how I'm holding my spear as to make it shorter, and thus useable in close quarters too?
[QoL][Combat] When a unit commander in a battle, once the player's side has a decisive advantage the AI should stop spamming orders as the battle is already won.
[QoL] Kingdom fief ownership vote. Why do I lose relations with other lords that want it even if I abstain from the vote?
[] The pointy end of the mouse cursor is white, meaning it visually "disappears" when over a white background, and only looks right when on top of somethind relatively dark. The icon also looks pixelated on my 1440p monitor.
[QoL] Let the player have a second in command. If too wounded to fight, the player plays as the 2nd in command instead.
[QoL] Please allow player inventory access during siege assault deployment phase. I need to swap a spear for a sword ffs
[QoL] Rams should be moved out of the way after breaching the gates, like Total War
[QoL] Captured lords could all just render in the same scene and then have the conversation without loading screens? Like seriously I just catched a dozen lords this battle...
[QoL] Ransom Broker screen should only show prisoners, like the dungeon screen does.

[Immersion] Why is my prisoner at my own dungeon "not allowed to talk to" me?

[Balance] Calradian economy dictates that sumpter horses are worth more when sold as meat.
[QoL] Settlement food being directly tied to the market is a problem. Armies eat it all up... Historically armies would have their supplies prepared beforehand right? And not leave the homeland devastated lol
[AI] Does AI buy food to feed armies? I have a suspicion they're buying out all the food in cities they pass by, thus causing food problems there... I mean, why else would both grain and fish be worth almost 40 coins a piece????
Yeah, every village the army I'm at passes by is devoid of food... Ah, and army food is going up as we stop by villages... barely enough food for a single day from each lol
At this point I'm buying horses and mules to eat...
[...] I can't place a garrison in my city because they'd starve... In order to stop my city from starving I must cause another to starve by bouing out all its food to sell in mine...

[AI] If army A has 500 men in the field against the enemy 100, army A should not fallback just to consolidate the arriving 50 reinforcements... (happened when I charged into the enemy rear)
[AI] If an army has their cavalry fully engaged against the heavily outnumbered enemies, AI should not keep all the infantry idle... (happened when as a unit commander I fell while charging into the enemy rear...)
[AI] AI army had just gotten ready to assault a sieged castle, with x6 the numbers, but decided to lift it and go do something else... ...passing by a nearby City and immediately going to besiege a different castle
[AI] Seems like AI armies spend a lot of time just travelling from village to village recruiting... would make more sense for lords to recruit individually and only join up into an army when ready to be mobilised...
[AI] Armies should be auto-disbanded if at a low troop count. Makes no sense for there to be an army of 3 lords with only 15 troops ready for action...
[AI][Pathfinding] Assaulting siege with ladders and 1 tower. Had troops scaling ladders on the left. Tower reached on the right. Only 1 soldier scaled the tower. When I order the formation to charge half of them run left, instead of to the tower. Huge FPS-drop ensues. Ordering the formation to follow me immediately fixes fps drop.
Now I'm at the top of the tower, which is open to the wall. Ordering them to the tower (blue cogs icon) results in only 1 soldier scaling it at a time... Charge results in fps drop and them going for the ladders... fml
[AI] AI armies seem to always be low on food... I mean, whenever I join an army 75% of the food is I who brings it, even though I bring at most 50% of the total troops...
 
最后编辑:
# 1.0.7

[Bug][UI] In the scene UI with lords (at least the post-battle ones), the relation tooltip on their name incorrectly shows "0".
[Performance][Stability] The longer I play for the less responsive the campaign UI becomes. 2-3 seconds for screens to open/close. Previous times I looked at RAM useage it was always under 4Gb, but it's at almost 10Gb, though I don't mind it using that much. Idk if related?

[AI][Campaign] A 6-city unstable Southern Empire, at a costly war with 3-city Khuzaits, declared war on a stable 7-city strong Aserais...
Shortly after peace was made with Khuzaits, and 2 castles taken, so maybe it wasn't that dumb, but why not get the peace treay done first?
[AI][Campaign] Ruler has 5 fiefs. 2 lords have 0. Ruler and 1 lords are enemies, but is friends with the 2nd. There is 100% support for enemy lord to get a fief in election. Ruler overules and gets a 6th fief. Relations with enemy drop further rather than improving. Ruler relations also decrease with every single clan. Ruler's enemy clan's relations with every clan (except ruler's clan) improves. Might as well kick them out of the kingdom if they hate them that much lol.
[AI][Campaign] AI is forming armies during peacetime.
[AI][Battle] If the player owns the significant majority of the troops in a battle (which is not organised in an Army), the AI should leave the initiative to the player and instead play a supporting role. Currently the AI will just kamikaze not taking into account the player.

[Balance][Equipment] "Battered Kite Shield" is almost as good as the "Reinforced Oaken kite Shield", and better than the "Reinforced Kite Shield"
[Balance][Economy] Troops are really cheap compared to the cost of equipment. Insert 600,000 armour and 300,000 bow meme here. Equipment could be cheaper and troops more expensive.
[Balance] Camels, horses, mules, hogs, sheep, and cows all give the same amount of food when slaughtered...
[Balance] If Archers needed arrows for upgrade the same way cavalry requires horses, they'd become less over-cost-effective.
[Balance][Campaign] There should be a non-aggression-pacts time period enforced after a peace treaty. My AI-ruled kingdom just declared war on the same enemy after a very very short truce period... This should also help against snowballing.
[Balance][Immersion] In my current playthrough, the empire factions have been expanding a fair amount into non-empire lands. Since it's supposed to be a civil war, would make sense if they focused more on each other. Currently they're just ignoring each other half the time.
Example priorities: 1st - Regain empire lands from non-empire kingdoms, and pause the civil war if needed; 2nd - evenly weaken & destroy both rival civil war factions; 3rd - expand beyond empire lands
[Balance][Immersion][QoL] Food stockpiles are ridiculously small. My city with 3 villages had them all raided and by the time I arrived food was at -73 per day... so a stockpile of 100-200 might as well be 0. Stockpiles should be at least 10-20 times larger.
[Balance] When defeated, a portion of wounded troops could flee instead of being captured, returning to nearby settlements. Would make defeats less severe, reduce the high numbers of prisoners players get, and maybe help a bit against snowballing.
[Balance][Settlements] "Daily Defaults" output should be proportional to a settlement's daily production.
[Balance] Low-level prisoners are basically worthless. Selling 165 of them gets me roughly 3000 coins... They'd be worth more as food...

[QoL][UI] When part of a kingdom, we get a notification of war declarations (of our kingdom) but not of peace treaties... | Ah, apparently they do exist, but only if the peace treaty innitiative is from our own kingdom?
[QoL][UI] Turns out that only being able to see cities when zoomed out is really useful. Having a middle ground where both cities and castles (but not villages) are visible would be great too.
[QoL][UI] Turns out I missed a fief election, and was awarded a castle without ever noticing it. Player should get better notified of both events. Idk if it's on purpose but my city is the closest one to this castle, so if that was a rational AI decision then that's neat.
[QoL][Siege] Maybe siege weapons should have limited range? And catapults should outrange ballistas and be outranged by trebuchets. Current artillery potshot phase is ratehr boring...
[QoL][Siege][Immersion] When in an AI-commanded siege, the player should keep control over companions as a small bodyguard.
[QoL] If when a settlement is taken we lose our workshops, why can't we do the same? to seize workshops upon conquest? Point is, losing workshops is obnoxious, it should work like in Warband.
[QoL][UI] Why not have both the garrison and dungeon UIs be the same, like in Warband
[QoL][UI] In a settlement's management scree, the governor selection thingy should be scrolable.

[Immersion] It is unintuitive that relations are with a clan in general and not with characters themselves.
[Immersion] Fighting together with other lords should increase relations a bit.
[Immersion] "Forgiveness of Debts" policy description says "Effectively bans serfdom", yet it can be enacted at the same time as "Serfdom" policy is...
[Immersion][Balance][QoL] Beer should be useable by a city for food, as it was historically. Would help starving cities, particularly as breweries use grain while people starve...

[???] Danustica only has 1 workshop? Despite being a large lvl3-walled city...
[UI] In the fief election screen, one has to left click to go to a lords encyclopedia, as opposed to the standard right click.
 
# 1.0.8

[Bug][Siege] I was unable to tell my troops to tear down the 2nd door... and as I fell while hacking it it only got broken through when opened from inside >:/
[Bug] There's a shop worker using and sitting with the beggar animation outside of leftmost workshop in Odokh...
[Bug][Hideouts] Boss fight, the 5 enemies split into 2 groups, 2 of them go after me while I strategically redeploy (retreat). I fall, 3 of my guys remain and so do the 2 on top of me away from my guys. My guys just stand there doing nothing while the 2 enemies take out their bows and shoot them to pieces... my guys would easily have meleed them but no, pffffff
[???] See screenshots linked at the bottom

[AI][Siege] Siegers are building a catapult, 76% progress... why not wait for it to be finished before assaulting? (although defenders are at 86% to build one too)
[AI] AI's should consider joining an already assembled army rather than creating a new one.
[AI][Siege] Troops with spears, like cavalry, should instead use swords if available. At least during deployment some cavalry types seem to prefer their spears. (Too busy during battle to remember to check though)
[AI][Battle] This one battle, I scout the enemy positions and notice their formation's troops just running around in circles, back and forth within that formation's square...

[QoL] Please disable damage when just walking around in settlements. I wasn't trying to fall down the stairs...
[QoL][Siege] If those wooden-wall thingies for archer cover siegers have were setup in simpler and longer lines, then it'd be easier to assign archers to them, as one would just need to spread them in a line along the wooden "walls".
[QoL][Siege] For sieges attacks, infantry without shields should be put in a separate formation, and archers with shields in another as well.
[QoL] Would be neat if we could give general orders to clan parties, or somehow be able to have patrols to keep bandits away from villages and trade routes...
[QoL] I should be able to meet one of my clan's parties in the field and tell them to disband by re-joining me.
[QoL][Siege] Please let SP spectator cam clip through walls, otherwise it's impossible to look inside towers and such

[Balance][Immersion] It doesn't seem like siege equipment/artillery build speed is affected by manpower? A garrison+militia of 50 built 3 catapults as quickly as my 400 men built a ram...
[Balance] Are the AI's settlements negatively affected by "issues"? If the player is the only entity able to solve issues (directly or indirectly) then the AI is being unfairly penalised...

# Buggy screenshots
Leaning tower: https://steamuserimages-a.akamaihd....359/B64DDAA596E6C5F4401AD8F106B811ED38139495/
(btw, leaning tower never went over the wall correctly, and the assigned unit just stood there being useless. Reason they're moving is I made them follow me, but charge just sent them back to the tower)
Bridge: https://steamuserimages-a.akamaihd....722/39FE4B94CD318A3F8F89B7AD751615B2EDE39275/
Giant pixelated spear tips on the ground: https://steamuserimages-a.akamaihd....187/FA3CDAA5F81C9FB16CDF5141EA3750030FB4EFAB/
Comfy dude: https://steamuserimages-a.akamaihd....174/DFD33EC4686B9AA5D9929A9C2E3610FA9552D9AC/

This one just looks great: https://steamuserimages-a.akamaihd....174/EE2D5DD221B2C291418D1D9068F9571955FCD183/
 
# 1.0.8 / 1.0.9

[Bug][Exploit] When leading an army and moving into a friendly looted village, AI lords in the army are able to recruit from it.
[Bug] Savescumming dialogue can trigger a bug that makes dialogue stop working. First, get a save before a presuasion type dialogue, then in the middle of it exit to menu and reload, go speak to the same person and the dialogue will no longer work.
Finishing the dialogue and only then reloading works fine though. And on top of that this guy's army is made up of dirty peasants, pffffff
[Bug][AI][Siege] REEEEE my trebuchets aren't shooting because they're missing loaders... looks like they start with a loader assigned, but the ******* just runs off... some of them get a loader again after a while...
Also on trebuchets, when they aren't hitting anything, like firing really short of even hitting the walls, they just keep shooting short
[Bug] When I'm scaling a ladder while on horseback, allied NPCs shouldn't be able to push me sideways and throw me down like in Warband >:/
[???] "Aserai Militia Veteran Spearman" is using a Battavian shield?

[Localisation] "Naming Newborn" screen: todo_descr

[AI][Siege] 4 ladders on the walls, plenty of men to scale them, but one ladder had no one scaling it for a while... (I'd take a screenshot but it ain't working) Seeing this multiple times.
[AI][Siege] Archers are utterly useless when attacking, they just stay in very tight square clumps doing nothing at all...
[!AI][QoL] Could you please make it so lords arriving to join my army don't just kamikaze into nearby enemy armies/lords? On top of that I'm laying siege! I now have to abandon my 4 trebuchets just to engage in a battle caused by AI's retardedness... like holy crap does this piss me off.
On top of that because they banzaied on their own inititative they won't be under my command in battle, and will just proceed to kamikaze tactically too, instead of just strategically.
[AI][Battle] So this one AI I was helping out just advanced in a straight line archers and all, everything into melee... Would be neat if AIs would actually use their archers properly, including aggressively ahead of infantry lines.
[AI][Campaign] What's with the nonsensical war declarations? Is it random??? Faction is already at war with the super power of this playthrough, yet decides to declare war on an evenly matched neighbour, and then another... what the hell?
Surely fixing this would also help against snowballing?

[Balance][Immersion] Foot soldiers run faster than would be realistic?
[Balance][Immersion] Real battle should give troops and heroes more experience than bandit whacking and passive xp perks.
[Balance][Immersion][Siege] Attacking with ladders is costly. Having more ladders would be great. Perhaps scale the number of ladders with battle size.
[Balance] Wars seem to end up being whack-a-mole back and forth sieging the same settlements over and over again...
[Balance][Policies] "Council of the Commons" gives out ridiculous amounts of influence. In my specific case, having 2 cities + a castle (+ their 8 villages), it's around 80% of my passive influence gain.
[Balance][Equipment] Are "Rough Tied Bracers" supposed to be the best hand/arm armour available??? Doesn't look like it.
[Balance][Hideouts] Hideouts are still broken suicide missions, do something about it please.
[Balance][Troop] "Veteran Oath Keeper", tier 6, has some peasant-tier skill levels...

[QoL][Battle] In Warband we could select multiple formations using shift. This was quite useful.
[QoL][Battle] Having a hotkey to switch "Show Bannerds On Friendly Troops" on and off would be great. We could then have both immersion during non-combat phases and the utility during pitched battle.
[QoL] In Warband it was really easy to change difficulty settings mid-battle, which was great for sieges and larger (modded) low-fps stuttery battles, as you could just make yourself take less damage. Would be really useful here too. Also useful to let you focus on commanding rather than fighting.
[QoL][Campaign] Really need a proper notification system for sieges going on (friendly & enemy), and sightings of enemy armies.
[QoL][UI] Would be great to have an easier way of inputing precise amounts of denars in the barter UI.
[QoL][Siege] If multiple armies are at siege, both the army that took initiative to besiege it, and the army which is largest, should be able to take initiative to assault the walls.
[QoL][Immersion] Would be great if we could commission equipment rather than having to look for it and pray to RNGesus.
[QoL][Army] Instead of instantly disbanding an army, first alert the player about the low cohesion. Easy to forget to bump it up.
[QoL][UI] In the party UI please add a button to recruit all recruitable prisoners, and another to upgrade all upgradeable troops.

[Immersion] When a core settlement of the faction is retaken, it should default to whoever owned it previously. For example retaking one's capital should return it to whoever owned it, which was probably the faction leader.
[Immersion] Army leader models' animations on the map are all synchronised, which is unimmersive.
[Immersion] Donating to garrisons should give a bit of influence and relations.
[Immersion][QoL] I'd like to be able to tell my archers to do a "fire & advance", where they slowly advance to the indicated position but fire on the way instead of just running there.
[Immersion][Balance] Mounted unit types should have a dismounted counterpart. If a horse dies in battle, then a horse is needed to make them mounted again. If the soldier dies, then the horse is kept. Cavalry prisoners will thus no longer be priority number 1, since they'd need the player/lord to have horses to actually use them as cavalry. As is you'll always want to keep cav prisoners for recruitment.
 
# 1.0.9

[Bug][UI] When recruiting prisoners, SHIFT to recruit up to 5 at a time doesn't work.
[Bug] It's daytime, I want to buy a workshop in Akkalat but there's not a single shop worker at the leftmost workshop...
[Bug] Some settlements have float values instead of int? Simira castle has "Prosperity 671.5986", Tismil village has "Hearths 220.5919", Akkalat city has "Prosperity 1829.601", Canterion village has "Hearths 169.5434", Sagora village has "Hearths 90.67278", and so on, roughly half of the settlements I own have this. My daily gold change also shows up with several decimal digits.
[Bug] I had over 300 prisoners in my "capital" city, and now they're all gone, wtf?
[Bug] I voted against my ruler in a stupid-policy vote, and my relations dropped from almost 100 to -10... what the hell?
[][Siege] When assaulting without a ram, if an enemy falls into between the gates, the attacking AIs may be unable to reach the enemy, resulting in an eternal battle...

[Localisation] Multiple policy effects descriptions use the word "payed", which is incorrect, the correct spelling being "paid". "Payed" is a nautical term.

[AI][Campaign] 250-man army was besieging a castle with 75. I join the besieging army and it instantly lifts the siege and moves to siege a different place. I assume this other place has a higher priority but required a larger force to take, but a siege in progress should not be lifted, particularily since it would be even easier to take now that the army is larger.
[AI][Campaign] AI should not leave mounted units as garrison.
[AI][Siege] The defensive formation formed behind a gate isn't as effective as it would be if it made a larger front, or even a semi-circle around the gate opening. As is, a packed square means most of the formation isn't fighting and the attacker has a larger front giving a significant advantage in the melee. These squares are always getting utterly massacred, and are a factor for the high defender casualty ratio.

[Balance][Troop]
"Mercenary Guard", "Mercenary Crossbowman", "Vlandian Armed Trader" are crossbow units but have very low crossbow skill.
"Imperial Armed Trader", "Khuzait Armed Trader", "Battanian Armed Trader", "Aserai Armed Trader" and "Sturgian Armed Trader" use bows, but have no bow skill.
"Thug", "Expert Thug" and "Master Thug" are using placeholder skills.
"Jawwal Camel Rider" and "Jawwal Bedouin" are using placeholder skills.
"Veteran Oath Keeper" and "Expert Oath Keeper" are using placeholder skills.
Empire's crossbowmen do not have skills adjusted to the crossbow.
"Battanian Picked Warrior" and "Battanian Veteran Skirmisher" seem to have wrong skills for their tier and type.
[Balance][Troop] Armed traders have rather poor equipment given their tier and their skill levels. Makes sense for them to be placed in-between peasant militia and veteran militia, and being traders should be wealthier and thus better equiped than peasants. They are a great unit for immersion. In Medieval 2 Total War, the merchants guild would allow you to get merchant cavalry militia, which was a well equiped but low-skilled unit, which is immersive.

[QoL][UI] The encyclopedia would be way more practical if it listed troop trees instead of individual troops.
[QoL][UI] Clan/Fief screen should show income values from each fief.
[QoL][UI] Make it visible from a city's menu if there are mercenaries available, and which type. And make them visibile by ALT when at the tavern.
[QoL][Immersion] What's the point of taking lords prisoner if half of them escape within 2 days? Obnoxious.
[QoL][Immersion] When controling mangonels/catapults, the aiming (left-right) sensitivity is too high, making it hard to aim at a precise spot based on previous shots. Siege engines are also kinda heavy, so it'd be immersive if we couldn't move them as if made of paper.
[QoL][Immersion] XP leveling should be more linear-ish. As is the player levels really fast at the beggining, but really slow after level 12 or so. Linearise it by making it slower early game (where the quick leveling is unimersive anyway) but having the XP needed for a new level increase linearly, rather than exponentially.
[QoL]In sieges mounted units should only spawn after all foot units have.
[QoL] Would be great if we could place recruitment orders for groups of troops, rather than having to micromanage individual soldiers.

[Immersion][QoL] It should be possible to plunder cities. Ruin their prosperity and turn it into loot and coin. Would take time to do so though. For example the denars shown on trading, much of it should be plunderable.
[Immersion][Siege] During sieges, defenders will obviously man all walls, and the point of assault may not always be obvious (well, realistically anyway). Thus, while assaulting, part of the defending militia should spawn with a delay, as they arrive from other parts of the city. If the walls fall before all defenders arrive, this would trigger street fighting beyond the walls, which would be really cool.
[Immersion][Siege] When the inner gate is opened from the inside before the ram has broken through the 1st gate, both gates should open and the ramming cancelled.
[] The pre-siege preparation phase would make a great basis for a battle command system.
Would be great if I could command individual soldiers to hold certain positions. The AI is a bit of a mess.
 
# 1.1 Beta - literally unplayable

On beta 1.1, the vanilla launcher is loading the native modules in the wrong order, leading to a crash every time. Launching the exe directly works fine, but then mods are a pain to run. I had to use THIS fan-made launcher and reorder the native modules for the game to actually work.
 
post this in the support forum, I search for bugs to see if they're already posted and I keep pinging your thread :xf-wink:
someone at TW needs to read all this

 
Thanks!

Good thing I've been too busy modding to be able to play the game that last few days...
Who the hell places the bugs and balance feedback subforums on a technical support forum though???? No wonder I didn't find it lol, makes no sense to me ¯\_(ツ)_/¯
But yeah, thank you for the link lol, I'll have a look at that once I start my next playthrough ^_^
 
Thanks!

Good thing I've been too busy modding to be able to play the game that last few days...
Who the hell places the bugs and balance feedback subforums on a technical support forum though???? No wonder I didn't find it lol, makes no sense to me ¯\_(ツ)_/¯
But yeah, thank you for the link lol, I'll have a look at that once I start my next playthrough ^_^
(y)
 
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