SoD V5.0 Beta 1 Bug List

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Cyclohexane

Knight at Arms
MOD INFORMATION

Before listing a bug, download and install the most up-to-date version of SOD:  SOD Version 5.0
WARNING:  Not save game compatible with earlier versions.



BUG LIST LEGEND :
Recently Solved
Confirmed/Reproducible bug
Possible but not easily reproducible bug   (Send a save if you have one)
Probably unfixable (engine related)
Unfinished feature
Not a bug




NOTICE :
If you think you have a new bug, please verify you have the most up-to-date patch for Mount&Blade first before posting.  Taleworlds releases patches without any warning.  Even if you think you have the latest version of Mount&Blade, you may not have the latest “hidden” patch for Mount and Blade 1.011. 
Download “Hidden” Ninja Mount&Blade 1.011 Patch Here



CONFIRMED/REPRODUCIBLE BUG

The enact/dismiss fee for all edicts (that have them) will take all of your money up to the stated price.  For example, if you have 450 denars and a law costs, 1000 denars to enact (or dismiss), you will only have to pay the 450 denars in your pocket.  Alternately, if you had 1278 denars and enacted or dismissed the same 1000 denar law, it would cost 1000 and youd have 278 left 
There should be a check if money is available, if not a message should occur:  “Insufficient funds to process edict”

# You can recruit the khergit chieftain which you have to capture for the elephant guard quest.
For now, don’t do this.  Unless you are a cheater and can live with yourself… :smile:

# Random Event Bug:  Some of your soldiers wish to go home; occurred when I only had companions in my party.
I never imagined players playing SoD like this.  Get some companions, there’s hundreds to choose from!  Seriously, it may find a fix if it’s easy but I doubt that bug caused much harm. 

# Clan chief urumada of khergit khanate says "none" when you say "we will fight you to the end" (other khergit lord did this as well when I caught him raiding and he attacked).
# Confirmed for a Rhodok lord too..[ /b]
… 

# When a man comes riding towards you about a special day it says the name of the date not the village/town/casttle (in this case it was a castle).
Random event?  What are you near when event occurs (village, castle, open area, etc.)?

# BUG: when a castle has been fully upgraded, reports say that there are still 6 building projects.
What says it?  The castle, a report, the fief menu?

# Problem in quest for your lords. He wanted me to attack 2 Swadian Caravans to start a war with Swadia.  I took the quest, but later, when I couldn't find any Swadian Caravans, I cancelled the quest by talking to him.  So I tried to take another one.  He wanted me to bring him 6 Nord Trained Footman for prisoner exchange.  I had 4 dialog options.  Two for no and two for yes, which were the same.  No matter which one I chose, I didn't got the quest from the guy.
Start war quest may be buggy when you are king, so don't accept it instead of accepting then cancelling; there may also be another problem

# Calling reinforcements during a city/village ambush bring a group of clones of player character.
Don't call reinforcements in battles where you are supposed to be alone.



POSSIBLE BUG, HARD TO REPRODUCE (a save game will help)

# Construction text is sometimes merged with message about siege in town menus.
Never seen this bug in hours of play testing, probably a corrupted save problem.

# Construction never finished (building stuck at 1 day before completion).
Don't see how it is possible in the code, probably a corrupted save problem.

# In some cases you don't have the option to siege castles.
Don't see how it can happen, except if the game believe this castle is already besieged

# Can't starve towns & castles, after 100 days without the food the commanders just keep laughing at you
I'm 99% sure someone told how he starved and obtained rendition of a castle in a recent thread, so don't seem to be a systematic bug.

# Soldiers put in regiment vanishing.
Possibly caused by having the serpent host unmovable spy in party / moving too much troops. 

# I had a fight against 33 Sea Raiders, I killed 10 and wounded 23.  But there were only 10 prisoners available afterwards!
May be related with auto resolve options

# The lord "kingdom_heroes_including_player_begin" sometimes appear in faction notes.

# bug : get threat center something else than center becoming weekly message
Really strange (it's a debug message Twan was using to verify a script call in the development phase, I don't know how this kind of bug could not have been noticed since weeks, nor how it can happen weekly when get center threat level is used several hundred times a day); ignore it anyway.

# When requesting a meeting with one of your lords who is staying in castle not owned by you, you get some kind of invalind_scene error
Doesn't actually seem to hurt though

# Quests where you go fight band of something in villages (black army help quest, revenge, native bandit quest) sometimes only give you the option to leave when you enter the village
May be caused by getting both the mercenary guild quest to kill troops in a village and then getting rescue village quest from a villager in tavern (from same village)



PROBABLY UNFIXABLE (ENGINE RELATED)

# I have windows 7 and a lot of crash bugs / freezes.
It seems crashes happen less frequently with Windows XP.  If you can, install M&B on a Windows XP partition.  Win7 works on many machines, it seems to be a combination of win7 with a certain video card. 

# Crash bug/freeze when entering any scene (happens with other mods)
This bug is usually caused by corrupted user data. Try deleting everything in:  Documents&Setting/Applications data/Mount&Blade.

# Crash or performance issues in battles
Cyclohexane has added lods to every item in the game (including Native items) to improve performance.  Keep in mind this mod has the maximum item count available, 12 new civilizations, additional formation AI, and a moral system used during battle.  In addition, bugged forest scenes were removed in order to drastically increase FPS in all forest battle scenes! 
If problems persist, try reducing graphic settings, forcing single threading, remove rag dolls and corpses in graphic options, lowering your battle sizer, and/or disable formations / moral system.  If that does not work, buy a new computer, defragment, turn off other applications, download new drivers, scan for viruses, etc. 

# Save game impossible in some cases or making game crash.
Verify/update your directx version and windows .dll.  If everything is up to date, try reinstalling the game.

# Saving game just after battle not working or causing crash when you are in forced rest.
SoD 5.0 has disabled the forced rest a feature as default.  You have to enable it if you want to play this style game. 

# C++ runtime errors.
First thing to do is verifying/updating directX and your windows .dll files (some anti-malwares/spywares/virus may have altered them).

# Crash bugs when recruiting prisoners
Probably caused by a corrupted M&B versions.  Re-download the game from another mirror or install v1.03 to v1.011 patch on top of your installation.



UNFINISHED FEATURES

# Players lords are reported to be sometimes poor to the point they can't rebuild their army.
May be a bug or just a balance issue.  I class it as unfinished feature as economic system probably need to be clarified (there are something like 8 different simple triggers and as many scripts influencing income/wages, and I'm not even sure I know all of them).

# When getting lots of weekly messages at same time they start to fade before they appear.  Sometimes you get other messages immediately afterwards and they never show up at all as they've faded before appearing.  Causes you to miss a lot of things near end game when you have a lot of stuff.  Especially bad with all those faith messages.
There's a message settings in other settings, have you tried to reduce it?  Anyway I tend to agree 80% of the messages are just there to say things work and can be better suppressed

# No cancel option for custom battles in jester dialog

# If you build a knight chapter for one of your lord, and have no walled center in personal demesne, the produced nobles join your main party
Not sure if it's intended, not sure if it may create problems, or not in special cases like player prisoner

# In the strategic map, if you have all 20 lords recruited + a few native ones as well, the last few lords are un-selectable.



NOT A BUG!

# Not a game breaker, but the player can recruit one mercenary party from the mercenary leader and another party from the guy (emissary?) in the mercenary castle while still having the first party. So that's 2 contracts at the same time from the same mercenary group. Is that intended.
Yes this is intended.  You can have many contracts simultaneously.  The mercenary population of both the reps and the leader runs on a single timer.  The only limitation is how many you can hire immediately (they will run out, but higher relations helps hire larger parties).  The mercenary reps are there for convince, not to act like a second guild.  When you hire a party, they also come from the base.  You can hire individual units which will be the same as the individual unit count at their base.  This is for balance, some mercs are very strong. 

# Some mercenary guilds are too close to each other making some areas of map way more strategically advanced.
Lots of maps where tried.  Native map just performs the best.  Perhaps the bases can be moved later…

# Typos, grammar mistakes, etc.
We do our best and for the most part no problems but keep in mind all three designers have different native languages (not to mention the original features designers).  But we fix them when you point them out:
# TYPO: strategy advisor opening dialogue: since of humor should be “sense”.

# Jotnar Clan deserters identify themselves as "the free brothers", although a lady does the speakin'.
I doubt someone will find the time to change the default deserters dialog to make those with girls call themselves the free brothers and sisters.

# I have lot of debugging messages on my screen.
Disable debug mode (if you hadn't enabled it there may be a bug there)

# I'm vassal of king X and bugs happen.  
Being vassal isn't supported in SoD since v4.

# For escort quests you don't have the dialog option to say "it's done" to guild master
To finish escort quests you need to speak to the escorted party not the master.

# The weekly wages screen isn't really weekly and seems to appear randomly sometimes per month
The menu only appears when you have to pay more than the money you gain

# When you attack a kingdom before you have a center (and have say -3 relation) then re-attack this faction after you have created your realm the relations message will look strange,  saying in example that you have lost 10 relations, but you will be at -53 instead of -13
The extra loss is intended, it's because once you have a realm you get the -40 relations penalty for war between kingdoms the first time you attack any other realm

# If you manage to recruit deserters from other homeland factions you can upgrade them with your national buildings. 
You can only upgrade regular units, not gain other nations faith troops so there is no problem. You can upgrade calradian after all.

# Troop X / Faction Y should have this or that (suggestion).
Post feedback in this thread:  Consolidated Brainstorm list for Future SoD Versions

# You can only send one search party after artifacts at the time
This is to make you wait on the best items in the game.  Normally you have time to get some to all artifacts before the legion comes anyway, except if you are extremely unlucky.

# Lords defecting to another faction continue to use their original faction troops.
Give more variety to late game.  It is the same as Native and it is still logical when you think about it. 

# Forced rest only happen after open battles.
Forced rest is disabled in 5.0.  You can enable it in SoD Options menu if desired.  Besides, centers are supposed to have facilities allowing exhaustion to be avoided.

# Lords with very bad relations can join player faction when their faction is defeated.

# All the elite mercenaries (tormenters , lancers, etc)  have same upkeep rates as your own troops.  Same is true for sword sisters
This is balanced by the fact it is hard to obtain large quantities and high relations with guild (40+ is necessary to even hire them).  If gave them mercenary prices, they would then be randomly available in taverns (opposed to high relations only). 

# Elephant Guard troops drop their armor
This is intentional for the player.  Can be removed but was decided to keep this as a feature.  Don’t like, don’t keep. 

# Guild Quest : the "Revenge" mission that you get from the Jotnar Clan adds the aforementioned revenge seekers to your party permanently; provided they aren't killed of course.
That is a feature.  They join your party for revenge and then stay with you. 

# If you have no space in your party when an artifact quest is finished, the troops return to a center.
This is not a bug, but if more troops appear in center than you sent, then it is a bug.  This was supposedly fixed. 

# My saved game created with version XX doesn't work correctly after patch YY.
This is due to the M&B engine.  Some changes made in patches just will always require a new game to take effect.

# When you have a pact with mercenaries, if you don't pay them for a week, they will ask for 2000 instead of 1000 the next week, and the week after, and after...
It's a feature, player debt to mercenary guild accumulates.

# Some lords aren't on the map when I get a quest asking me to visit them.
Describe this in detail.  Did you go to faction and speak with another lord to find location?  Most likely a feature, imprisoned lords receive letters too.



RECENTLY SOLVED

# Mercenaries are said "unemployed" in faction notes when employed by the player faction.

# When I ask the serpent host to hire only infantry, they give me only cavalry.

# Hiring 50 mixed black army mercs nets you 34 mercs, as well hiring 75 gives 54 or so, seems to only happen for mixed party choice

# Mercenary field captains don't attack the player when he is at war with the faction that hired them.

# Mercenary lords may join player's party (if captured and offered to).  In this case the lord is duplicated as he respawns.

# When I renew a mercenary contract with my merc party I have to pay them the same price as I paid them when I first hired them even if the merc party was damaged.  The menu shows false price info.

# Player hired mercenary factions don't get hired by players lords

# OPCODE errors from script shield_item_set_banner

# OPCODE error from script get_random_quest

# I see dialog option called LEVEL UP even when the hero didn't level up and sometimes it is just classic "tell me about your skills"
Old bug from v4.1

# Some troops disappearing when camp upgrade feature is used
Rubik's Upgrade Kit was removed after making all troops upgrade the SoD way.

# Choosing a building then switching from castles/town to villages in fief management presentation allow to build anything in them

# Bug in fief management allowing to garrison villages.

# It's impossible to build marinian Congregation by Fief Manager.
I suspect that most the bug reports about marinian congregation come from players ignoring that they only build their noble building in towns.

# Can build congregation from any SOD faction in Fief Manager.

# It's possible to build other homeland factions noble building after some manipulations in fief management.

# My lords almost never upgrade their fiefs and build nothing in villages.

# For some reason, if I'm walking around on the world map at random times I stop being able to see anything.  By this I mean the world goes freaking blank.  So then I'm treking along and all the sudden some random dude comes out of seemingly Nowhere and attacks. It makes no sense, it's like my spotting skill is in the negatives or something. Clicking solve the problem. Happen when I have prisoners.
This was caused by the anti pursuit system, it is now permanently disabled.

# Adventure map pathfinding oddities.  The character party prefers to use roads even though they don't affect anything, taking annoying detours.  Also sometimes dodging things that aren't there.
# There is a position near entrance to Wercheg where you (and computer parties) can get stuck, you can leave  but not get into the city. computer armies & caravans often get stuck into this spot.
# The bridge near khudan and the bridge near Jelkala cause mercenaries to get stuck (so far only seen mercenaries getting stuck there) 
# Same bug at the bridge near slezhk castle (this time a lord).
# The warband map is confusing since it hasn't got the same trade routes (caravan AI) and the pathfinding of all parties is messed up (example going from curaw to uxhal takes me south of reyvadin, south of dhirim to then finally go north...)
After much testing of a couple different maps, we decided to go with the Native M&B map.  No matter which new map we choose (and spent time on strategic map code), the Native map out performed.  Game play won over this choice. 

# Forest lag
SoD has no additional lag from fighting in one scene to the next.  Forests are no longer a problem, go kill some forest bandits!

# Texts like “str sod random mt17 7” appearing instead of normal phrases
# I can't add troops to my party when I already have 32 troop types.  I can't add prisoners when I have 32 prisoners types.
You are playing an old version of Mount and Blade 1.011.  Even if you have 1.011 for Mount&Blade, you may not have the latest “hidden” patch!!! 
Download “Hidden” Ninja Mount&Blade 1.011 Patch to fix these problems

# Entering and exiting the law edicts screen allow to enact several times the same law with cumulative immediate effects.
# Edicts not having intended effects (or removal of edicts not working).
# Other problems with edict/laws (law removed without the option to re-enact it)
# Problem with Noble Relations:  Started at -23 relations now grew to -86 and I don’t know why.
Laws are so much cleaner in SoD 5.0.  Each law effect has been tested and a report of all law modifiers can be easily generated to view synergistic effects (i.e. with buildings and other laws)!

 

Vercingetorix

Sergeant at Arms
I assume you've been building 5.0 up from the beta versions by Kuba. In case you don't know, one of the patches made it impossible to turn zealous nobles into faith troops.

Is this fixed for 5.0?
 

Cyclohexane

Knight at Arms
Vercingetorix said:
I assume you've been building 5.0 up from the beta versions by Kuba. In case you don't know, one of the patches made it impossible to turn zealous nobles into faith troops.

Is this fixed for 5.0?

Yes, long ago
 

Tigri

Recruit
why cant i download this :sad: ...i want to be able to have faith troops i just stopped playing just because of the faith troops upgrade bug
 

Computica

Grandmaster Knight
M&BWBWF&S
Cyclohexane said:
Computica said:
To fix the bridge bug you have to adjust the vertices there.

Is that a known problem on the native Warband map?  If so, has anyone already fixed it?
I've never had any problems on Warbands map because they made updates to AI path finding on the world map.
 

manekemaan

Sergeant Knight
M&BWBNWVC
ok here are some minor bugs, some have already been reported.
Note: i'm playing the game from begin to the legions arrival so I can filter out smaller bugs and check the legion dialogues in a normal situation.

bugs:
TYPO: strategy advisor opening dialogue: since of humor should be sence

BUG: bug with random event: some of your soldiers wish to go home; occured when I only had companions in my party

MAP BUG (has been reported): the bridges still don't work will in pathfinding etc, lords get stuck sometimes.

BUG: when a castle has been fully upgraded, reports say that there are still 6 building projects.
 

tdring

Veteran
WB
just installed the mod went to start it it almost started up and then error unable to open file commonRes/costumes_a.brf

any ideas appreciated
 

Vercingetorix

Sergeant at Arms
tdring said:
just installed the mod went to start it it almost started up and then error unable to open file commonRes/costumes_a.brf

Google.

SoD is not for Warband. Plus, this thread is for 5.0 alpha bugs, not 4.5.

Bug: Not a game breaker, but the player can recruit one mercenary party from the mercenary leader and another party from the guy (emissary?) in the mercenary castle while still having the first party. So that's 2 contracts at the same time from the same mercenary group. Is that intended?
 

manekemaan

Sergeant Knight
M&BWBNWVC
lol thanks for my type fix now it finaly makes sense :p

few more minor bugs:

clan chief urumada of khergit khanate says "none" when you say "we will fight you to the end" (other khergit lord did this as wel when I caught him raiding and he attacked me)

you can recruit the khergit chieftain which you have to capture for the elephant guard quest

when a man comes riding towards you about a special day it says the name of the date not the village/town/casttle (in this case it was a castle)
 

Vercingetorix

Sergeant at Arms
manekemaan said:
clan chief urumada of khergit khanate says "none" when you say "we will fight you to the end" (other khergit lord did this as wel when I caught him raiding and he attacked me)

Confirmed for a Rhodok lord too.
 

xTAMERx

Veteran
Chancellor:

It requires one income...yourself.

We need more territory to recruit additional Lords.


Press left mouse button to continue...


doesnt react on pressing any button :sad:

-----------------------------------------------------------

i loose third fight in serpent arena but quest is completed and i get money + exp + rep
 
Two things:

1.  Tried to bust my vassal out of prison, no option, just the bribe and exit available.
2.  Saw a Raven Captain cap a guy...didn't know guns were in this one(if not a bug, sorry, thought they were cut).
 
Uh,I have the Microsoft Visual C++ Runtime Error
I tried updating Directx
Tried running in compability
Did a virus scan,No viruses.
Help =(
 
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