CeltiberoCaesar said:
Wheem said:
Edit2: Not sure if this is already known, but since blunt damage no longer guarantees a knockout, the "Capture Spy" mission given by lords in their city is a big gamble; there's a very high chance that one or both of the necessary NPCs will be killed instead of knocked unconscious. I don't expect blunt damage to be changed to what it was in native across the board, but maybe these particular NPCs should always be a knockout, or at least have a higher than normal chance of knockout over death?
Hi Wheem,
Can you provide us the version you have? Those bugs look like 1.03. Did you load a savegame before receiving the mission? If you did that, try to load a previous savegame.
Updating on this a little: I found another capture-the-spy mission in my story campaign, and experimented with it several times. When running through the mission legitimately, I was never able to capture both of the necessary NPCs; one or both always died, even when I personally took them out via blunt damage. However, when I started running the mission with cheat-killing everything, I noticed that if my in-hand weapon is a club, the knockout rate is 100% (including vs other bandits that aren't quest related). With any other weapon - including Fustibalus, which is obviously blunt damage like clubs are - deaths are significantly higher than knockouts when cheating.
In an effort to get around the potential issue with "loading a savegame before receiving the mission," I started a new sandbox game while using cheats from the start (which I don't do with my "real" campaign unless I'm just testing things). However, even after doing other lord quests + waiting around in cities for about a month of in-game time, I wasn't able to find a spy mission. I'm not sure if that's just bad luck, or if there's any criteria that I'm missing (the lord must be inside his city I know, but do you need some level of relations with either he or the settlement? or maybe I needed to run some non-lord missions for that to show up?)
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Has anyone else been experiencing the issue with ships changing their wood-type when left in a port overnight? My original post on it from a few pages ago:
Wheem said:
The #5 position ship in my fleet changes the type of wood that it's made out of if I leave it in a port overnight (either staying at sea or leaving it on the beach seems fine, with no apparent issues). I first noticed this when one of my Snekkja downgraded itself from Oak to Ash, so I started experimenting a bit, and discovered that the bug seems to only affect the #5 ship slot in the fleet, no matter what ship is in said position.
Thinking that this could be an issue with my particular save(s) being screwy, I started up a brand new Story Campaign to test it out. As soon as the initial Woden Ric battle was over, I cheated myself a lot of gold, and teleported around between Lundenwic, Dorestad, and Ribe, buying up a total of 6 ships, then repaired them all and started waiting in the port at Ribe. Sure enough, my #5 ship (starting out as a Pine Skeid) downgraded itself to Ash, then upgraded to Oak after waiting another day or two. I wasn't familiar enough with this particular fleet to be 100% sure that none of the other ships changed as well, but I think they all remained the same.
After playing with the previously mentioned sandbox game, it seems to me that this issue is limited to story campaigns. I'm just wondering if anyone else is noticing it, or if there is indeed something up with my install (though I did reinstall the game with a 1.153 full version of Warband, which was then patched to 1.167 + VC installed).
On another note, I have a screenshot that illustrates two issues (which may already have been reported actually, I think I mentioned the army texture issue a while back, anyway):
Those groups of raiders (and there are 3 more of them just off screen to the east) seem to be indefinitely stuck, unless I come along with my fleet and cause them to start fleeing from me. I've seen this happen in northern Ireland as well, up around Aileach (the raiders that end up a bit west of the city appear to get stuck for a long time, and possibly forever without player intervention, but ships that get caught closer to the city seem to get moving again before too long, due to traders and what not getting their attention).