Confirmed bugs so far
Battle map
- passive ai in battle map that lets you shoot at it(first reported by a CA dev themselves prior to release) - also ai not responding to flanking manouvers
- bug with ai and sieges where it can stall after taking the first wall on a settlement.
- bug with siege weapons disappearing close up for some people
- Gunpowder units cease to work after suffering casualties, especially from ranged units.
- AI sits there when it has no way of assaulting the settlement, after siege weapons are destroyed
- Monster Bombard causes crashes for some people when firing
- Huge fps drop in sieges when the ai loses all other siege equipment apart from 1 ladder.
- Soldiers only sometimes go up one ladder in a set of ladders
- If battle happens on steep mountain tile units can get deployed in inaccessible places so battle ends in a draw
- Ai ignores gates in sieges if it has a spy open them if it only has rams. It does not seem to realise the gates wil open when it gets near them.
- Javelinmen and handgunners/arquebusiers/musketeers on walls not firing
- Ballista towers shooting cannonballs, and cannon towers shooting ballistas
- Unit cohesion/spacing problems which lead to only front rank of unit charging sometimes, and seem to affect cavalry charges
- Some buildings can be passed through
- When pressing space bar to see where your units will end up after being moved, the yellow arrow markers flicker
- All units that have the 2handed animation used by Billmen etc are very ineffective in combat as they do not seem to kill anything.
- When defending a settlement there is not always the option to deploy, even if there isn't a spy in the settlement
- When sieging a castle with only artillery, even if you have put a hole in the wall and have ladders, if you run out of ammo you will loose the battle.
- Cavalry has problems chasing down routing units
- Bug with Pikemen swords animation where it gets stuck in this loop:
I had dismounted knights fighting against pikemen. In melee, pikemen did draw their swords and start fighting against the knights.
But then there were a couple of guys just repeating the same move (half-a-turn strike, block) They did it like 2 or 3 times per second and got stuck doing it. When I looked closer, there were many men in the fight doing it, and no one died because of that bug.- Ai rushes its siege equipment across the bridge in bridge battles, and they push other units out the way
- Units sometimes go into slow-mo
- Ranged units do not always fire on the unit you order them to fire on when it group.
- Some soldiers in a unit will sometimes stay on the ground instead of going into ladders/towers.
- Big pathfinding problems in sieges
- Allow the unlimited men on battlefield feature from RTW to be used again, several instances of having a small army wiped out by the player/ai and larger reinforcing army not appearing because of message saying the computer cannot deal with such large numbers even if the player can handle 8000 in custom battles.
- Missile units will go through the reload animation instead of running even when in skirmish mode.
Campaign Map
- Ai randomly blockades and unblockades ports
- Casulaties inflicted on enemy army do not appear in the campaign map if you withdraw from battle
- Crashes in campaign battles involving Timurid elephants for some people
- Wooden castle and tourney fields mention free upkeep units, yet castles cannot produce free upkeep units
- When Aztec cities/castles get upgraded to a certain level they end up with Muslim architechture
- Princesses get retinues characters who give bonuses to command
- Priests trained in a settlement with a Cathedral automatically become Bishops, but this does not happen with Huge Cathedrals(? Maybe only some priests become Bishops)
- Muslim characters can get Christian ancilliaries
- Council of Nobles sometimes gives missions to get trade rights with factions you already have them with
- ai Crusading armies getting stuck in other faction lands when the Crusade finishes but that army did not do it. They just seem to sit there forever
- Bug with game getting 'hung' on a factions turn if both faction heir and faction leader captured in battle then executed. They may have been the last family members. Game can also get hung on a factions turn for a long time.
- With "Automanage taxes only" set to on and no governor is present, towns and castles will automatically retrain units even when the "Autobuild" and "Autorecruit" options are unchecked
- Ships can sail in and out of blockaded ports
- Ai sometimes sends 1 or 2 unit stacks to attack your cities
- Ai will sometimes have a ful stack army near a settlement with 1 or 2 units in your are beseiging and not attack you. It will also sometimes ignore your hostile full stacks walking through its territory when you are at war with it even if it has several full stacks nearby.
- Agents skill goes down far too much for unsuccesful mission. It should stay the same, or get a slight drop.
- When hiring mercs sometimes the cash is not deducted from the players treasury
- Unrest caused by enemy spy continues even if he has been ejected. Adjusting the tax rate removes the unrest effect.
- Generals sometimes causing religious unrest yet do not have any traits/retinues that would cause it.
Crusades
- Fix crusaders deserting at high sea every two turns
- Fix Crusades not completing the path laid out by players -- they will follow the path for 1 turn and then stop.(this seems to happen with all agents and armies sometimes)
- Fix Crusades that have their family member killed en-route -- these Crusades continue to remain Active, but the Pope does not realize this. Therefore the Pope does not call anymore crusades, and the player cannot recruit anymore crusade units.
- Fix Crusades that fail because someone else beat them to the target -- these Crusades should disband or become rebels, not stand around doing nothing
Diplomacy
- Still problem with ai accepting vassal status
- Ai refusing gifts in diplomacy
- Ai offering money for free in return when you offer trade rights
- Auto-resolve for sieges seems to be bugged in favour of the attacker
- Errors with family trees when son-in-law married into the family from another faction takes the throne.
- Merchants bugged: on reload of save game their income drops
- Some diplomacy pop-ups can happen after a faction has been destroyed
- Tributes only seem to give cash for first turn, and not for any turns after that.
- Pope will threaten to excommunicate you even if you are trying to protect yourself against attacking armies. He will often excommunicate the defender for just defending themselves.
Graphical/Sound Bugs
- Venetian Heavy Infantry and Venetian Archers have their armour upgrades the wrong way round
- Native archers in the New World have roman peasant icon(the default unit info icon from RTw) for unit info card.
- Merchants Guild Apprentice trait mentions assassins guild instead.
- Some model bugs for some Byzantine units, and with the Norman Knight/Latinikon/Christian Guard model
- Neither Iconium nor Bucharest, at some unidentifiable point, get a "village" inside their harbours' walls. And Bucharest isn't connected to its harbour :http://img215.imageshack.us/img215/1993/harbaui2.jpg
- Sprites are too bright compared to the actual units
- Armenian Cavalry refer to themselves as light cavalry when they are heavy cavalry.
- Roads in Dublin do not appear on the map
Miscellanious
- Errors in translated text for foreign languages versions of the game, including swear words in the Italian versions advisor's speech.
- French Diplomat says 'bein' instead of bien
- May be some issues with memory leak with long extended period of play
Ideas for Fixes/Improvements
- Make Inquisitors slightly less powerful
- Make assassins slightly more able to kill targets at lower levels. In addition, make the "killer on edge" penalty trait much rarer; an assassin should not suffer a decrease in skill with every failed assassination attempt.
- Longer timer for sieges
- Reduce rate of fire for towers
- Tougher campaign ai on higher difficulties
- Campaign ai should garrison its settlements better. It also just sometimes stands there with a full stack army next to your invading army and does nothing. Should also attack with more full stacks, sometimes it can attack with very small stacks
- Make ai build less siege units as it seems to have a lot in its armies, especially Milan/Venice.
- Give billmen, halberdiers and pikemen(?) bonus against cavalry
- Some units missing from the campaign: Armoured Sergeants for the English, Dismounted Gothic Knights for HRE, Dismounted Broken Lances for Venice.
- Reduce combat skills of siege crews/peasants as they get far too many kils when fighting elite units
- Give mortars exploding ammo as atm they are too ineffective
- Add back in thing from RTW that displayed how many movement points agents have left
- Have a transgression option in diplomacy to ask other factions to move their troops off your land.
- Have relations with a faction improve the longer you are allied. But also allow for them to decline if there is nowhere else for an ai faction to expand apart from your lands.
- When an alliance is broken it should have a big effect on relations, and on a factions reputation
- Have your history with a faction affect your relations. eg if you have lots of wars with a faction it should be harder to get an alliance with them
- Cancelling treaties should not lower reputation at all, but probably faction relations. (not sure what is status quo).
- Ai should do more naval invasion. At the moment the ai never takes over Ajaccio or Cagliari, and never leaves the British Isles as the Scots/English if that is all they have.











Pillaging and Plundering since 2006












