Confirmed bugs so far
High Priority
Battle map
- Fps drop in sieges when viewing large settlements from certain battles, appears to be a memory leak issue(reduced in 1.2 compared to 1.1)
- Ai reinforcements being issued orders but not moving and joining battle
- Cavalry try to attack other soldiers head on in melee despite the fact they cannot attack from the front with swords. They should angle to the left of the other soldier so they can attack.
Campaign Map
- Autocalculated siege battles weighted in favour of attacked and do not seem to take into account settlement defenses.
Medium Priority
Battle map
- Still some issues with unit cohesion and front rank only charging.
- Still some issues with cav chasing routers.
- If battle happens on steep mountain tile on campaign map armies can be deployed in inacessible places.
- Some problems with only a few soldiers in missile units shooting when on walls.
- Can be difficult to deploy soldiers in settlements during siege battles, and pathfinding issues.
- Missile units will complete reload animation before running away in skirmish mode
- Rebalance needed of units stats in light of the shield bug being fixed. 2 handed sword units, JHI, Halberd units are now underpowered.
- Ballistas may be overpowered against stone walls.
- Some problems with routing units getting stuck on walls or around buildings
- Soldiers on ladders do not spread out properly and can bunch up.
- Sometimes units do not put ladders up on wall and go up on invisible ladders.
- Routing units in sieges can sometimes halt whilst waiting for last few soldiers to get down from walls/siege tower and get massacered without fighting back.
Campaign Map
- When recruiting mercs, money is deducted from treasury when adding mercs tot he recruitment list, instead of when pressing the hire merc button.
- Ai will sometimes attack rebel settlements with too few troops early on
- Ships can sail in and out of blockaded ports(debatable bug due to what happened in history)
- Flash food cause permanent corruption to regions preveting the construction of forts/watchtowers and reducing movement rate. Should just be temporary
- Still some bugs with VnV triggers, missing triggers, errors in triggers etc.
- Generals pick up the ignorant, pervert, and machine technophobe traits too easily.
- Generals bodyguard unit does not upgrade to later bodyguard during the campaign.
- Princess now appear on family tree after marrying foreign general, but their portrait card does not grey out on family tree when they die.
- Both assassins and diplomats can get the epithet "The Conqueror"
- Some Council of Nobles not working correctly - reinforce region one seems to give a failure message on completion, or on only moving a couple of units to region.
- Some army stacks can get stuck due to pathfinding issues, and Scottish can stall completely due to the placement of one of their starting armies.
- Geneals getting the princess Intelligent trait.
- Unit merging button does not work.
Graphical/Sound Bugs
- When Aztec cities/castles get upgraded to a certain level they end up with Muslim architechture on the battlemap
- Still some sound errors in sieges. The incorrect sound can be played for events, eg. attacker getting siege tower destroyed message when they reach the wall intact, or defender getting the attacker sounds for events eg. our ram has been destroyed instead of enemy ram has been destroyed.
Low Priority
Battle map
- Some buildings can be passed through.
- Sometimes units will not deploy in the formation you dragged them out into when you run them to their position.
Campaign Map
Diplomacy
Graphical/Sound Bugs
- Venetian Heavy Infantry and Venetian Archer upgraded armour models are wrong, soldier should look like the heavy billmen upgraded armour soldier but wear brigadine armour instead.
- Some problems with Latinkon upgraded armour(vertex weighing appears to messed up in some places)
- Free Company Men-At-Arms refer to themselves as heavy cav when clicked when they are heavy infantry
- Armenian Cav refer to themselves as lightcav when they are heavy cav
Modder Requests/Suggestions for Improvements
Suggestions for Improvements
- A "Get off my land" diplomacy option for other factions armies inside your territory
- Ability to choose faction heir
- Increased rebel aggressiveness
- Increased frequency of Jihads/Crusades.
Modding Requests/Wishlist
- Increase hardcoded limit of provinces/units/traits
- Ancillary file and Traits file:
- a way to remove an ancillary if a certain event occurs
- a way to directly check for whether a character currently has a given ancillary [without having to give it its own type]
- a way to give traits to the leader on various occassions instead of the character performing the action [currently only supported are successful diplomacy, assassination and spying]
- basing on the above: a new special condition for traits that can directly specify who is affected, i.e. EffectOn: FactionLeader; NearestFriendlyCharacters, NearestHostileCharacters.
- Conditions working with OR [instead of only AND - saves a lot of extra triggers]
- Possibility to make our own conditions for certain events or more basic conditions- More guiding on range and meaning of variables in files. Several files are lacking any documentation making it a trial and error thing to figure out what a change of a certain variable effects. [example: campaign_db.xml, diplomacy_xml]
- Ability to give faction's a "desire" rating for particular regions that can be used in the campaign AI decisions i.e make explicit and moddable how much a particular faction wants certain terriotory so we can set historical type expansion aims.
- Strategic AI "event" for new faction leader. An entry to check against when the old leader dies and new leader takes over to use for potential vassal revolts.
- Access to some of the data passed to events/triggers so you don't need a script for every region
- A configurable message box with yes, no buttons to interact with the player
- Make console_commands like give_trait, give_ancillary, remove_ancillary, kill_character, move-character, mp, etc usable inside scripts using the character data exported by triggers.
- A command to disband units through scripting (the reverse of create_unit pratically)
- A system to assign a different battle model and unit to faction leaders like it's done with the strategical model and banner
- Create commands and triggers to handle more efficiently the family trees (design leaders, design heirs, force births, force deaths, force marriages)
- destroy_building command
- provoke_rebellion working for characters in addition to settlements
- List of max/min ranges of values. Like for export_descr_units, descr_character, etc.
- In-depth details on savegame structure for single player. A savegame editor is probably too much to ask for, but it'd be nice.
- The ability to destroy already created watchtowers in game, both normally by generals and through console commands.
- Process_rq working. I realize this is somewhat redundant with create_unit but it'd still be nice to have this available.
- Ability to make *every* building in a settlement destructable, including walls. If not through normal game means then at least through console commands.
- Ability to set how many actions agents can perform per turn. Aka diplomacy more than once per turn, assassination more than once per turn, etc.
- Ability to set min/max range 'cooldown' required between crusades/jihads.
- Ability to configure what constitutes a valid target for crusade/jihad. Aka, "min 10 heresy", at war with { x }, etc. Something like that.
- Ability to set line-of-sight distances for watchtowers and cities.
- Ability to set duration of devastation, and have it appear/disappear faster/slower. Also would like ability to set devastation level independent of farming level.
- Working stat_armour_ex, stat_pri_ex, stat_sec_ex lines in export_descr_unit.txt















