Mount & Blade: Warband

Mount & Blade: Warband

Perisno
Kill7X 8 Mar, 2020 @ 11:51am
Aggression Pays' Full Playthrough Feedback
Oh Imma do it. Imma take over all of Perisno, with as few CTRL+ALT+F4 episodes as possible.

So after posting multiple critical comments on the mod's main page I decided to just make this brief repository of bugs and major suggestions that I accumulate over my playthrough to take over the continent.

The biggest problem of them all: bugged out/nonfunctional siege scenes
Some of the siege scenes do not work properly at all (Tier I problem) or do not work as obviously intended by the creator (Tier II). I'm going to list the ones I find as I gradually siege every single walled fief in Perisno.

TIER I

-Sut: Awesome looking scene. When I first assaulted it, i took quite a bit of time just to look around at it. Unfortunately, the AI cannot properly path up the rocks that are there in lieu of ladders. It gets stuck on them for up to a minute, stalling the battle unnecessarily. There is also a path straight from spawn to the castle that the AI doesn't notice at all but which the player can traverse without jumping. Lastly, the big bridge to the castle is bugged as I fell through it while trying to cross and take out the archers on it alone.

-Vellinaz: Another cool scene but with an identical problem to Sut. Attackers spawn on a boat with ramp bridges to other boats which ultimately lead to the enemy fortifications. Your AI troops cannot path through the ramps properly, and get stuck on them. Your dudes will trickle through them in ones and twos every 30 seconds or so. Obviously it's not enough to begin to crack the enemy, and the player's realistic, fun enabling options are down to auto-calc or cheat.

TIER II

-Jezatt: What an awesome scene, centering around a pyramid. The problem here centers around the huge destructible gate off to the right of the normal ladder path of assault. If you blow it open, which is easy, your AI soldiers cannot path through the unobstructed gate. Even if you use "follow me" to try and make your men cluster around you as you go through the door, they will just run in place at the gate as if it were still blocked (1-3 men may glitch through and get in, but this is irrelevant in a struggle easily over 1000 men in size). Tumatarhun with its destructible gate works fine so I don't know what is wrong here.

-Dasselocht Castle: A neat scene, big and open. I've never seen the bug that occurs here anywhere else. Enemy archers spawn on top of the big gatehouse your army has to run through. Your own archers tend to cluster in the doorway here and run in place while looking up. What I figure is happening here is your archers are aggro'ing onto the enemy archers directly above them prematurely, so they get stuck directly underneath those enemies. If my diagnosis is correct then fixing should be as simple as making defending archers not spawn where attackers will walk right beneath them.

-The Wooden Stake Problem (Various Scenes): Many siege scenes (Reichberg I believe is one of them) have wooden stakes mark the outermost boundary of the attackers' side of the scene. I.e. if you go to them you get "Retreat Battle" option. The issue is that they are way too close to the battle, and if you have the battle size maxed out (378 without Battle Sizer) then attackers will get stuck outside the barricades. They aren't smart enough to just go around them, and you can easily get 20-30 men stuck on wooden sticks. Just getting rid of them or pushing them out further from the walls would fix this.

Drahara Versus McWorld
This is my second playthrough, with the first being abandoned on day 400 or so. Both times, Drahara has been well on its way to somehow destroying all other kingdoms. In this playthrough, it was literally a race against time to start my own kingdom before Drahara could take over the whole continent. Their kill-count by the time I took my first fief was: Hakkon, Kuulan, Kaikoth, Bakhal, and cretas. If I hadn't torn up their countryside then they would have finished off the Reich which was then down to 2 walled fiefs. I'm not going to write an essay about why this is lame. I don't know exactly what is transpiring to get this effect, but I'm sure the creators can get that info.

Elintor in my current run has displayed similar behavior, oblitering Tolrania and Maccavia and reducing the Falcons to their town. However, when the Zann come they're going to be smashed and I've only observed them for one playthrough rather than 2.

No Venetoran Faction Mercenaries
There's a guy in the revived town of Venetor who never leaves and wears Venetoran gear. He appears to be the faction mercenary contact that all the other factions have, but when the player tries to speak to them he just tells them to go away. Has he just not been fully implemented?

The Recruit-Venetorans-Marathon
After doing the Venetoran questline, recruiting the unlocked soldiers is a pain in the butt because you have to run all the frickin' way from outside the walls of Fort Trilond up to that tiny stand that the soldier salesman resides on at the castle. You can't even bypass the run by going to the lord's hall and then going out the door; doing that just dumps you outside the walls. Please just make the spawn point for that be outside the castle door.

Fighting Unique Spawns Is Not Worth The Effort[/b]
10k Aurums for beating Nox? I could get way more than that just by visiting the landlords in a town I haven't visited for months. Without needing to make and use a big elite army. It's useful in early game but later on, when you actually have the means to do it, it's a waste of time.

The Ral'duin Fight at the Venetoran Ruins is Unfun
It isn't hard. It's just tedious. Awfully tedious. You can even resolve ammo problems by bringing a very heavy crossbow and picking up the ammo they're going to be shooting at you. The rest of the questline is genius, but this portion saps enjoyment a lot.

Champion Gladiators are Easy to Get
Not sure why I'm complaining about this seeing as how much use I get out of it. Slaves are dirt cheap to buy infinitely from Ransom Brokers and they train up fast to Champion Gladiators who are excellent infantry. They work just fine attacking and defending walls and are easier to replace en masse than just about any other heavy infantry.

Realm of the Falcon is a Recruitment Abyss
No recruits from RotF means that it's strategically in the player's interests to oppose them all of the time. Other mods have had higher end recruits simply cost more, why not this one?

Making a Patrol from a Garrison Wipes Your Soldiers' XP
When you make a custom patrol from a garrison, doing so wipes the XP gain of your party's soldier stacks. I think it's because whatever script is used dumps out your party as you make the custom patrol from the garrison, then reloads your true party upon completion. Except it reloads your party without factoring in how much XP the stack had accumulated.

Fort Trilond with No Culture Preference
If you do the quest to create Fort Trilond and subsequently own it, and have your kingdom culture set to No Preference, you get 2 bugs. First, recruiting nobles attempts to recruit player characters. If you buy them they don't actually appear and thus don't bug the game. Second, if you try to recruit a generic patrol from the constable there, a 0-man party will spawn and attempting to talk to it will crash the game. Both of these should just be set to Venetoran troops.

Troops Stuck Standing on A Ladder/In the Air while Attacking in Sieges
Since I listed the first set of siege scene bugs I've encountered a lesser bug at multiple scenes. Attacking troops sometimes just stop moving up a ladder and stare off into the distance to one side. Also, sometimes on Siege Tower siege scenes troops will get stuck floating in midair. To reproduce one of these, attack Fountain Hall and tell troops to immediately charge. As the tower rolls forward your forces will progressively get stuck in midair, somehow.

End for now. I'm on day 777 and still have over half of Perisno to conquer, and the Zann Invasion won't come until day 1460 (4 years from game start to invasion).
Last edited by Kill7X; 20 Mar, 2020 @ 8:31pm
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Manny Pardon't 8 Mar, 2020 @ 2:39pm 
Yeah I've noticed quite a few of the map bugs but on the bright side I don't think any map is truly unwinnable. A lot of the other complaints I agree with but are mostly quality of life. As for the Drahara being OP, I find there is a lot of randomness to it because in 2 of my games the Drahara got gangbanged by the Hakkon and Dwarves and the Hakkon became the biggest faction. With the Falcon I think the devs planned on making a more complicated way of recruiting Falcon troops (called military academies) but it never got added so the Falcon are an unfinished faction.

I'm not sure if the devs will ever work on the mod again but on the bright side there aren't really any game-breaking problems.
Last edited by Manny Pardon't; 8 Mar, 2020 @ 2:44pm
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