A complete overhaul of native that uses Floris Mod Pack as a baseline. Adds over 3000 new items, 500 new troops as well as an invasion system that allows 11 minor factions to create armies, take castles or towns and form a new faction.

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Observed bugs and questions (Games : Mount & Blade: Warband : Mods : A New Dawn : Forum : Bugs : Observed bugs and questions) Locked
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Feb 1 2015 Anchor

I've been playing this mod for a bit now, and it is overall just outstanding. However, I have observed the following in my game (currently to 228 days):

1. The Archer bug mentioned. Mine was a little different, I was defending the city/castle with the ladder up into the tower as the access. There is a low wall that prevents the defenders from going down the ladder after the attackers, so I went down and attempted to lure them back to the ladder where they could be beaten down. Worked until I got to the last guy, who finished me off. I had to tab out, since none of the rest of the attackers were able to get him.

2. A nasty bug that hangs the entire game - occasionally when helping a lord, the game gives you the dialog as if they are mercenaries, and you are unable to left click. Everything else still works, but the dialog locks up, forcing you to CTRL+ALT+DEL out.

3. When a minor faction takes a city/castle, incredible amounts of troops are left in garrison immediately after the capture. I sat and watched the Order of the Sun take Suno (I didn't have enough troops to help by the time I got there) and figured that I would take the town back for Swadia after they left. Over 400 troops there, which was more than the attacking troops had. It is possible that they were all prisoners there, but that seems like a lot in any case.

4. Speaking of incredible amounts of troops, Swadia is currently down to only Praven and 4 or 5 castles (Order of the Sun has Suno, Uxkhal and Dhirim; and the Highlanders have Harringoth Castle; and Rhodoks have most of the remainder), and King Harlaus is running around with over 1000 troops. How is this even possible? I took a pair of castles from the Highlanders and declared myself independent, and I can't even have 400 troops. I won't even go into how much they cost (15-20 Twilight Knights with at least as many Royal Knights and Lancers just to start), I know my piddling 2 Twilight Knights and 24 Royal Knights are quite a bit for me.

5. Lastly, is it intended for the "Minor" factions to be so powerful? As stated above, the Order of the Sun has taken 3 cities from Swadia, in addition to Veluca and Wercheg. The Highlanders had taken 3 castles as well, until I 'liberated' 2 of them for myself.

Thanks for all of you hard work, keep it up!

Almost forgot, I have up to 0.6.1 patch.

Mar 31 2015 Anchor

1. can only be changed by fixing the scenes I think, since the agent AI is hardcoded.

2. has been fixed with patch 0.62.

3. This is to give minor factions decent odds of survival when they establish a foothold. I like the current minor faction balance, since you'll usually have a few invading factions that grow powerful while others will stay relatively small or even disappear.

4. This is most likely because he rescued a lot of prisoners. AI lords tend to have more troops than the player to make the game a bit harder and to upset some of the player's advantages (such as suffering much less attrition thanks to the surgery skill and the ability to mix troops from all factions).

5. They're meant to be minor at the beginning of the game but be able to become a major faction through an invasion. It's intended that they may sometimes grow to the size of one of the native factions. This imo makes the game much more dynamic.

Some of them are of course more powerful than others, which I think is a good thing as it adds more variety. It's up to the player to identify the most threatening ones and deal with them before they become too strong.

May 10 2015 Anchor

New to this mod, and i must say I'm very, very impressed! You have re-ignited my joy of when i first installed and experienced Warband. Thank you!
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There is two little points that really bug me about this mod though, I was wondering if you could check and let me know if its a problem on my end or the mod itself.

1. Odd looking trees? In certain battle fields and also in some random placements during sieges i.e. through a stairwell and in the castle courtyard. There will be a bunch of very poor textured trees! very strange looking and almost like a 3 year old has painted them :( I can not pass through them either, I have to go around and it completely ruins some battles as its impossible to see through. (I have screen shots but wont attache)

2. Riding skill vs actual skill? So I currently have a horse that requires a riding skill of 5. which i upgraded to after about 2 hours of play. However the agility score has kept high, but the riding score has reduced to 1, and turned red. When i step off my horse, during battle, I can not get back on because i dont have the required skill level. But back on inventory, map and fresh battles I'm still on skill 5 horse?

All in all these two points are tiny compared to the brilliance of this mod, but if you could please help at all to fix, It would very much improve my gaming experience. :)

May 12 2015 Anchor

Somehow, my new run as a Vaegir horse archer went strange really soon. At the start of the game, there were absolutely no wars! :confused:(Barely got myself a merc contract because of that) Everyone was at peace and that hindered my troop upgrades early-game. Then, around a month has passed, and I saw (via Ctrl+T) only 1 or 2 caravans were on the whole map.

Problem: Every port city started spamming them ships. Now the exits are overcrowded with Royal Traders travelling to wherever, who cannot reach the city and stand around. So, land trade is no more (Khergits as the only exception, since they have no ports ;)) and I cannot attack a ship to do the "Provoke war against X" quest. The run has almost frozen right now, I only hope that Crusaders or Loktin grab some land so a war could take place.

Please, fix this behaviour or at least put a limit on sea caravans avalible to a faction.

P.S. Vaegir just made a trade agreement with Khergit. Yep, considering all your caravans are stuck outside Rivacheg. Brilliant.

P.P.S. I attacked a city patrol to cause provocation, but after Surrender or die! the pre-battle interface only showed me the "Change commander" and "Leave" options. I couldn't pick up a fight with these guys.

Oct 3 2015 Anchor

So first off, great mod. This is easily my favorite, and I have had a great time. There are some problems though.

i had a skybox error, where the sky was replaced with a shield texture, and the castle I was sieging turned black with no texture. This was at Tilabaut Castle. After leaving the siege all the trees on the world map lost their textures and turned black. It was fixed when I restarted the game. This was a minor problem and didn't effect my game too much.

Another problem that is really bugging me though is this: I bought a dye works in Praven, but for the past 4 weeks it's ran a -3000 something deficit. I talked to the guild master and he said I should be earning 3000 something, but Ive been losing money ever since. I'm wondering if it's a bug and I should actually be making that money, or is it that none of the caravans can transfer the raw materials to Praven? I would really like to know.

Sep 16 2016 Anchor

Soo IDK if this is a bug or not but im hoping someone can help me cause its really annoying me and im not sure whats wrong

So i am part of an army under the king of Swadia, i am quite high up in the army etc so i have good gear, now for the wierd part. I have a horse right, its in my inventory its there when i check, but when I go into battle i'm not on my horse and my horse is nowhere to be found, idk why please help :D

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