SP Medieval [WB] 1257 AD - Enhanced Edition

konakona

Recruit
Best answers
0
Some bugs I've noticed in the latest version (3.3):
Teutonic towns still sell Lithuanian gear instead of their own
-> had to edit the save file and change the culture under slots from 14 to 10, then give a few weeks in game time to see Teutonic gear appear in their towns

Some Crusader armors (presumably added from Sands of Faith) still have broken textures - everything else is immaculate just those and those only.

Enemy lord capture rate is impossibly low, even when I modded the scripts.txt for 0% to flee. Might have been just my luck, but get a feeling it could be linked to the new lord death chance in battles feature.
-> to expand on this, there are times I wouldn't even get a single message about what happens to the defeated enemy lord (escaped, prisoner dialog, etc). perhaps this is when the prisoner dialog is SUPPOSED to appear but glitched out.

Drunkards in taverns still offer themselves for hire and mercs try to pick a fight
 
Last edited:

WolfGunt

Recruit
Best answers
0
Why can I take only 1 bounty quest from the tavern? Omission or game convention? Please make that u can take some bounty quests in each city from each taverner, like it in Star Wars Conquest. Good quests, but too easy, ever knights 1v1. Mb it will be better place some 1-2 minions for them.

I also caught a bug on one of these quests, on the capture of Richard Zinger (approximately this name in Russian translation). I killed him and the quest did not count, I didn’t find others on the map, but maybe I missed something. So i come back to village several times, but he still stands and i kill him again, i dit it few times, but it seems endlessly ...
 
Last edited:

Rotrules

Recruit
Best answers
0
It appears that v3.3 reintroduced a bug where taking a castle or town while not belonging to any faction breaks the game. Does anyone know the location to the hotfix that could fix the bug?

Edit: What I meant by breaks the game is that conquering any more castles or towns becomes problematic. There's no dialogue on who should take the castle or town after every successful siege, forcing me to travel back to my court in order to claim the fiefs one at a time. The first castle or town I conquer also cannot be managed or claimed unless I either use the save editor or move my court. Does anyone know how to fix this issue.

Also, where's the latest hotfix?

Edit 2: I've found hotfix #6. I hope future hotfixes appear on mod nexus and other related sites.
 
Last edited:

xdj1nn

Squire
WBWF&S
Best answers
0
couldn't resist had to see this remake for myself. Gotta say that there's a completely nonsensical change to Counterpoint XIII3A (longsword that can be wielded single/two-handed), the "new" model looks wrong, off, it's awful to the point of being maddening, question is, whytf did you change that?
Secondly, as I've seen countless questions here but absolutely zero answers, what did you do with the "noble enlistment" on Freelance module? Apparently there's no way to enlist as a noble what-so-ever, I'm still testing it though, might be that if one glitches his way the option shows up (before it depended solely upon Renown, now even 1k renown won't open the dialogues.)

Another change that I've found unnecessary was pertaining tournaments. Prior we'd use our own gear, which was great because the whole "tournament knight" thing had a progress, and was very difficult. Now with "pre-set gear" it got too easy, and lost flavour.

Every script controlling hostile NPCs in Scenes (from Headhunting criminals in villages to tavern fights) are glitched, and I mean broken. Headhunting quests are rendered impossible to complete while the tavern-fights glitch potential mercenary recruits.

All newly ripped-off introduced swords from the other crusader mod have dumb dmg values, most of them lack stabbing. Apparently Freelancer EXP requirements are also broken. It's somewhere between 50k exp up to 100k just to get into T2 of any given troop type.

Solved Freelancer:
Counter-intuitively (also nonsensically) Freelancer now requires not only Renown to chose knight-paths, it also requires "positive faction relation" which is impossible to get unless you go 200% gamey and circumvent that either by joining battles needlessly or by serving said faction prior (doesn't make sense since the sole purpose of Freelancer is early-game, while said "activities" are only really good to pursue at mid-game)

Conclusion:

This "enhanced" edition doesn't enhance anything. It does in fact bring some fresh changes, only that those do not really work all too well being mostly glitched or even completely broken, while there are needless changes of models/textures for no reason, and most of the new stuff isn't working properly. The "enhancement" has also broken some basic play-ability, and features that were in the original mod by Dr. Tomas.
I'd say that the little additions are not worth the hassle given that you won't be able to play 1257 ad normally, encountering glitch-walls and badly implemented features and items.

Hope that Enhanced Edition gets fixed and truly deserving of it's title, enhancing 1257 ad without killing it nor making minor nonsensical changes.
 
Last edited:

stevehoos

Master Knight
Best answers
0
This mod was doomed from the start. Too many features being added without fixing bugs, it's just an abject mess now. RIP.