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Messages - Produno

#1081
Pre Beta / Re: patch V0.5.3 Observations
May 29, 2014, 11:19:52 PM
2) When given the option how to bury someone, the full range of options needs to be available. As a follower of the Old Gods, having an either/or option of Seven or Fire God does me nothing but harm.

Ive left this in. Its just a choice you have to make, and possibly a choice you would have to make irl. Though ive reduced the consequences alot!
#1082
Pre Beta / Re: Land Yachts
May 29, 2014, 10:57:16 PM
is this fixed now?
#1083
Pre Beta / Re: Bandit Ambush Problem
May 29, 2014, 12:02:58 AM
Ok, thats a good point, ill move them closer. I wonder if i can add more bandits xD
#1084
Pre Beta / Re: Bandit Ambush Problem
May 28, 2014, 10:10:55 PM
Has this been tested for the newest version? If so and if its OK, ill lock this thread.

Thanks.
#1085
Pre Beta / Re: patch V0.5.3 Observations
May 28, 2014, 10:00:56 PM
5) "Help Escaped Slaves" random event from Bryt. should probably be switched off or altered to reflect faction views on slavery.

Anymore info on this? I cant find it in the module files, anything from the dialogue i could search for would be great.


9) It would be nice if the wandering crows behaved like Yoren. The all or nothing with the prisoners is problematic.

The exchange screen with Yoren is hard coded and i wanted the wandering crows to behave differently. Ill have to have a think about this and see how i could make it work differently.
#1086
Cataloging new changelog for next patch.


In the Mystic Merchant's Inventory in (at least) White Harbor, the following error appears: UNABLE TO FIND MESH BL_COAT03B - fixed
Ulcagnus, a Brytenwalda leftover, is lurking in the Pyke Inn's  - fixed
HarrenHall should be spelled Harrenhal.   - fixed
Bastard Swords are only One Handers.  - fixed
In the Armor Merchant in (at least) Sisterton, the following error appears: UNABLE TO FIND MESH VALE_HELMET_HEAVY, VALE_HELMET_HEAVY, VALE_HELMET_LIGHT - fixed
Fixed Davos and Marya having incorrect relations.
Fixed talking to peasants in taverns.
"Help Escaped Slaves" random event from Bryt. should probably be switched off or altered to reflect faction views on slavery. - fixed
All factions declaring war on captured lords faction - fixed



Changed

Removed seasonal triggers.
Gave Bear Island to House Stark.
Gave Greywater Watch to House Stark.
Factionise more items.
Added some new map icons.
Lots more polishing of conversations.
Adjustments made to special NPC's that accompany many lords in the game. - They will now take out parties of their own every now and again, they will act pretty much the same as lords, ie dialogues etc. There should also only ever be one instance of each. They should never own a fief.
Lots of changes to the map, particularly essos.
Added palm trees to the map, though this means keeping native trees for now until i figure out a way to keep both my old and new together.
Started adding new villages. - added 16 new settlements.
Started bounding more villages to important locations to prioritise ai attacks.
#1087
I wouldnt worry too much about the courtship event bugs, i will tackle this later.

Heres some info regarding Longswords http://www.thehaca.com/medsword2.htm#.U4ZECfldVU8
In short, they can be classed as one and two handed swords, or indeed both. Though i have correctly labeled the bastard swords for the next patch.


Regarding some of your strings, you did start a new game after the patch update? Seems strange your getting problems with string identifiers, this is normally what happens when you dont start a new game after changing module files, which is why i ask.
#1088
Pre Beta / Re: Teleporting Ninja Ironborn Pirates
May 26, 2014, 05:49:50 PM
Hmm, i forgot to look at this before, ill try get it fixed for the next patch!
#1089
Pre Beta / Re: patch V0.5.3 Observations
May 26, 2014, 05:47:30 PM
4) should be, ill check this.

5) ill change this also.

#1090
Pre Beta / Re: patch V0.5.3 Observations
May 25, 2014, 04:35:55 PM
heh, yeah. its one of them things i keep meaning to get round to but never get chance.. :)
#1091
Pre Beta / Re: patch V0.5.3 Observations
May 25, 2014, 04:12:24 PM
Ah ok, im with ya. ill disable it. Thanks.
#1092
Pre Beta / Re: patch V0.5.3 Observations
May 25, 2014, 02:07:42 PM
1) Can anyone else confirm this? Its ok my end.

2) Do you mean after battle? Its not related to religion, it just gives you an option to choose, as you would have to in the real world.
#1094
https://www.dropbox.com/s/j64rrcb8qv8y36q/A%20World%20of%20Ice%20and%20Fire%200.5.3%20patch.rar - Latest patch V0.5.3 23rd May

Please dont forget to start a new game before posting any bugs! Thanks.


Ill write the changelog here for the next patch, i estimate it will be ready in a couple of days, of which i hope to only do one more patch after until an official release, i will then continue on with the next big Alpha update

Added/Changed

Added Goldcloaks to Kings Landing town guard.
Added Unsullied to Qohor town guard.
Removed Sea Traders with no adverse effects.
Changed the prelude slightly.
Some text changes.
Changed the date format.
Slight changes to village recruitment.
Removed cave scene for now.
First attempt at fixing runtime errors after creating a character.
Adjusted spawn points, specifically ironborn raiders.
Added an extra bridge near Volantis and Sunspear.
Gave new headwear to Nothern troops.
Gave new headwear to Riverland troops.
Made some armours look a little better.
Changed all map icon bridges to be rotated correctly.
Changes to the map.
Buffed all soldiers - please report
Lots of other minor fixes/changes.

Fixed

See above for stuff fixed from last patch.

Leaving lords army will "complete" freelancer quest and give player XP, without consequence (freelancer bug?). This can be exploited (join, quit, join quit etc) - needs testing sufficiently to confirm its fixed

Many of the tactical options report as string not found errors.  - Confirmed fixed

Clansmen armour anomaly - Fixed

Many groups moving cross country are doing so via sailing ship. I've seen this all over Westeros, and there seems no correlation between type of group and whether they appear as marching or sailing. - needs testing sufficiently to confirm its fixed
#1095
Pre Beta / Re: Tactical Commands Issues
May 17, 2014, 05:34:02 PM
If you go into your module.ini, at the bottom it should have something like advanced_commands. Change this to 0 then save it.
That should fix it. Ill get it changed for the next patch.

Edit,

it should be set like this: use_advanced_formation = 0