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#91
Thank you for the efforts to maintain.

Prison breaks I tested are at only a few places, so I don't know whether the "quite far away" relates/affects to prison breaks or not.

I'm not familiar with Viking Conquest itself and WB MOD/subMOD/architecture development. I'm just a AWoIaF fan who is translating it to our language.

The topic below might or not relate to the issues of door.
"Prison rescue never be finished" by me.
#92
When mouse-hovered over an item in the trade screen with weaponsmith, the degree of deterioration text "-x swing damage" and "-x thrust damage" are not displayed for at least One-handed weapons, Two-handed weapons, and Polearms. (The degree of deterioration text in purple-blue was displayed in Brytenwalda.)

Sorry if it's intended.

Probably the related lines are:
----
qstr_{reg1?_5_swing_damag|{reg1?-5 swing damage^:}{reg2?-5 thrust damage^:}
qstr_{reg1?_3_swing_damag|{reg1?-3 swing damage^:}{reg2?-3 thrust damage^:}
qstr_{reg1?_3_swing_damage|{reg1?-3 swing damage^:}{reg2?-3 thrust damage^:}-3 speed
qstr_{reg1?_1_swing_damag|{reg1?-1 swing damage^:}{reg2?-1 thrust damage^:}
qstr_{reg1?+3_swing_damag|{reg1?+3 swing damage^:}{reg2?+3 thrust damage^:}+3 speed
qstr_{reg1?+4_swing_damag|{reg1?+4 swing damage^:}{reg2?+4 thrust damage^:}
qstr_{reg1?+5_swing_damag|{reg1?+5 swing damage^:}{reg2?+5 thrust damage^:}+1 speed{reg3?^+4 requirement of strength:}
qstr_{reg1?+2_swing_damag|{reg1?+2 swing damage^:}{reg2?+2 thrust damage^:}-2 speed{reg3?^+1 requirement of strength:}
qstr_{reg1?_5_swing_damag|{reg1?-5 swing damage^:}{reg2?-5 thrust damage^:}
qstr_{reg1?_3_swing_damag|{reg1?-3 swing damage^:}{reg2?-3 thrust damage^:}
qstr_{reg1?_3_swing_damage|{reg1?-3 swing damage^:}{reg2?-3 thrust damage^:}-3 speed
qstr_{reg1?_1_swing_damag|{reg1?-1 swing damage^:}{reg2?-1 thrust damage^:}
qstr_{reg1?+3_swing_damag|{reg1?+3 swing damage^:}{reg2?+3 thrust damage^:}+3 speed
qstr_{reg1?+4_swing_damag|{reg1?+4 swing damage^:}{reg2?+4 thrust damage^:}
qstr_{reg1?+5_swing_damag|{reg1?+5 swing damage^:}{reg2?+5 thrust damage^:}+1 speed{reg3?^+4 requirement of strength:}
qstr_{reg1?+2_swing_damag|{reg1?+2 swing damage^:}{reg2?+2 thrust damage^:}-2 speed{reg3?^+1 requirement of strength:}
----

- How to reproduce it/when/why it happens:
Visit a town, select "Trade with locals", select "Trade with the arms merchant.", mouse-hover over each item. Compare Bent/Chipped/Rusty weapons with normal one. The player can know the current swing/thrust ability of the One-hand/Two-hands/Polerarm weapon but cannot know how much degraded.

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
(Note: v8.1 + WB v1.167 and v7.11 + WB v1.167 have the same problem. Brytenwalda v1.41 + WB 1.167 has no problem)
#93
About the "to next lvl" column in the "Companion Overview", some lines have minus sign (negative value) and they seem to be sign-inverted value of the current experience.

(Edited to add Princess Khiarai later, Mar 22 2023 UTC)
Companions who have negative value (as far as I know):
- Syrio Forel, Ser Barristan Selmy, Brienne of Tarth, Thoros of Myr, Ser Shadrich the Mad Mouse, Princess Khiarai

Some of above are of v8.1, and Kurleket has no problem at v8.1 AFAIK. I have not tested Wun-Wun, Dongo, each of Matters, each of Sands, Son, Daughter and Sam at v8.*.

The problem may be inherited from Brytenwalda or other upstream MODs. I saw the minus sign while playing Brytenwalda.

- How to reproduce it/when/why it happens:
Hire companions, Visit a town, select "Trade with locals", select "Companions overview", and see the column "to next lvl".

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
or
AWoIaF v8.1, Warband v1.167 downloaded
#94
He mentions "team uniforms" even though not used in the MOD at all

At a arena, when the player asked the responsible person (the master of the tournament) about sparring with subordinate soldiers, he mentions "team uniforms":
----
dlga_arena_master_spar_teams:arena_master_spar_teams_choose
Certainly. The arena is currently available. Of course, you will have to supply your own gear, which means there will be no team uniforms.  But that aside, how many teams would you like?
----

It suggests that some kinds of colored team uniform is used only in tournaments (like the native Warband). But actually it's the other way around in case of this MOD: Colored team uniforms are not used in tournaments nor in sparring with subordinate soldiers, and colored fires appear above each participant's head in sparring. So, the phrase of the responsible person "no team uniforms" is unnatural (though is not wrong).

- How to reproduce it/when/why it happens:
Hire at least a soldier or a companion, visit a town, select "Visit the training grounds", select "I would like to spar with some of my men.". The responsible person says "which means there will be no team uniforms". You can also check about the outfit in tournament if you attend any tournament.
(In case of native Warband, his phrase is natural because colored team uniform is used only in tournaments)

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
#95
When I visited villages and asked to peasants about the village, they said "you can speak with our guildmaster" instead of "our village elder" in some specific village. The same title (either guildmaster or village elder) is used within a village. In other words, if one villager uses "village elder", all other villagers use "village elder". If one uses "guildmaster" then all uses "guildmaster" in a village.

At first glance, you may not think it's a big problem, but some players may misunderstand and go to town.

Related line:
----
qstr_{reg20?We_mostly_pro
{reg20?We mostly produce {s5} here:We don't produce much here these days}. If you would like to learn more, you can speak with our {reg4?guildmaster:village elder}. He is nearby, right over there.
----

I checked only 8 villages.
- "guildmaster": Sow's Horn, Lowbrow, Fool's Folly, Salt Sore, Harroway, March of Dorne
- "village elder": Brindlewood, Trident

- How to reproduce it/when/why it happens:
Start a new game or use your saved game progressed, visit many villages, select "Go to the village centre.", talk to a peasant or a child, select "What can you tell me about this village?". At some villages, they say "you can speak with our guildmaster" in the last sentence.  Every village elder says "I am the elder of this village." at first meeting, so he is not a guildmaster.

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
#96
When the player asked a companion minister to send a emissary for threatening with war, the verb displayed is empty in a sentence "I'll send <person> to <place> to <verb>".

----
dlga_minister_pretalk:minister_talk
Is there anything you wish to be done, my {reg59?Lady:Lord}?
----
dlga_minister_talk:minister_diplomatic_kingdoms
I wish to dispatch an emissary.
----
dlga_minister_diplomatic_kingdoms:minister_diplomatic_kingdoms_select
To whom do you wish to send this emissary?
----
(Select any lady/lord from the choices)
----
dlga_minister_diplomatic_initiative_type:minister_diplomatic_initiative_type_select
What do you wish to tell him?
----
dlga_minister_diplomatic_initiative_type_select:minister_diplomatic_emissary
Threaten them with war and see what you can squeeze out of them.
----
dlga_minister_diplomatic_emissary:minister_emissary_select
Who shall be your emissary? You should choose one whom you trust but who is also persuasive - one who can negotiate without giving any offence.
----
(Select a companion from the choices)
----
dlga_minister_emissary_dispatch:minister_diplomatic_dispatch_confirm.3
Very well, I'll send {s11} to the {s12} to {s14}.
----

The s14 here seems to be empty.

- How to reproduce it/when/why it happens:
Play as an independent faction, capture a castle, and hire a minister. Replace the minister with a companion, exit from the hall, and re-enter. Talk to the companion minister, select "I wish to dispatch an emissary.", select any lady/lord character from the choices, select the 1st choice "Threaten them with war and see what...", and select another companion as the emissary. The companion minister says "Very well, I'll send <person> to the <place> to .".

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded

Related topic:
"Wrong gender checks remain", see the 2nd edit on Mar 18 2023 UTC
#97
V8.0 / The dog snorts like a horse
March 15, 2023, 04:23:36 PM
When there are no any horses and the player character is accompanied by a pet dog, the dog snorts like a horse (using the sound files horse_snort_*.wav). I think soundless is still better than horse. Of course it's welcome to be replaced with a sound of whimpering dog.
#98
When the player started to talk to a prison guard, one of choices is "I want to speak with a prisoner.". It has no problem. However, after the player knew that no one is in the prison by the guard's answer, the sentence on the choice to try enter into the prison does not change. It's better if it's something like "I want to see inside." after the player knew the empty.

Related lines seem to be:
----
dlga_start:prison_guard_talk
Yes? What do you want?
----
dlga_prison_guard_talk:prison_guard_ask_prisoners
Who is imprisoned here?
----
dlga_prison_guard_ask_prisoners:prison_guard_talk
Currently, {s50} {reg1?are:is} imprisoned here.{s49}
----
dlga_prison_guard_talk:prison_guard_visit_prison
I want to speak with a prisoner.
----

- How to reproduce it/when/why it happens:
Approach to some castles or towns, mouse hover over each of them, check no one is imprisoned, repeat this until you find an empty prison. Visit the place, find a prison guard, talk to him.

Guard: "Yes? What do you want?"
Choices:
"Who is imprisoned here?"
"I want to speak with a prisoner."
"Never mind."

Select "Who is imprisoned here?". The guard answers:
"Currently, no one is impresoned here."
Choices:
"Who is imprisoned here?"
"I want to speak with a prisoner." <----- Unchanged. It's unnatural.
"Never mind."

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
#99
Help & Support / Re: Broad Arch has no prison door
March 15, 2023, 08:57:30 AM
I'm not the developer nor the tester but am verifying this MOD and reporting bugs to the Bug V8.* board in order to expect improving. After I realized your post, I visited all castles and towns to check prison doors (and some other doors).

The report I've just posted. For your information:
"Prison doors (The player met himself again)"
#100
V8.0 / Prison doors (The player met himself again)
March 15, 2023, 08:50:15 AM
Related post:
"Broad Arch has no prison door" by jdm311 to "Help & Support"
"The player met himself" Reports for some other doors by me
"Qarthigar (castle) and Taelon (village) are listed but have no building" by me

After I realized jdm311's post above, I visited all castles and towns to check prison doors (and some other doors).

The list with comma separated values below includes place names of all towns and castles punched from parties.csv (parties.txt), and shows the problems of each place. You may like to paste to a csv file and import to a spreadsheet.

I just took a quick look. Please note that there may be my oversights or mistakes.

Category code:
1=The player comes out a little farther when walked out the prison door, but it's acceptable.
2=Exiting the prison door puts the player quite far away.
3=There is no label outside the prison door.
4=A prison guard stands at the door to the castle lord's room (if you talk to the guard, go in, and go out you'll come right in front of the prison).
5=The prison door can be destroyed. (Sky appears when destroyed some of them )
6=The prison guard is near the fire, some distance from the prison.(Intended?)
7=There are one or more problems when the player went out from the prison door;  the bottom of the water, outside the stadium door, or the player's clone, etc. (*Please see notes below the list).
8=The entrance side of the prison door has one or more problems.
9=The prison door seems not to exist.
X=Other problems of the prison door or other doors. (*Please see notes below the list)
Y=These may have problems. (*Please see notes below the list)

----
Gulltown,,,,,,,,,,,
Kayce,,,,,,,,,,,
Barrowton,,,,,,,,,,,
Sunspear,,,,,,,,,,,
Riverrun,,,,,,,,,,,
King's Landing,,,,,,,,,,,
Lordsport,,,,,,,,,,,
Winterfell,,,,,,,,,,,Y
Sisterton,,,,,,,,,,,
Lannisport,,,,,,,,,,,
Dragonstone,,,,,,,,,,,
White Harbour,,,,,,,,,,,
Castle Black,,,,,,,,,,,
Maidenpool,,,,,,,,,,,
Lord Harroway's Town,,,,,,,,,,,
Tyrosh,,,,,,,,,,,
Myr,,,,,,,,8,,,
Saltpans,,,,,,,,8,,,
Lys,,,,,,,,,,,
Fairmarket,,,,,,,,,,,
The Arbor,,2,,,,,,,,,Y
Oldtown,,,,,,,,,,,
Ashford,,,,,,,,,,X,
Planky Town,,,,,,,7,,,,
Vaith,,,,,,,,,,,
Pentos,,,,,,,,,,,
Duskendale,,,,,,,,,,,
Storms End,,,,,,,,,,X,
Stoney Sept,,,,,,,,,,,
Lorath,,,,,,,,,,,
Frostfang's Camp,,,,4,,,,,,,
Thenn,,,,,,,,,9,,
Norvos,,,,,,,,,,,
Ashefa Athaozar,,,,,,,,,,,
Qohor,,,,,,,,,,,
Volantis,,,,,,,,,,,
Volon Therys,,,,,,,,,,,
Valysar,,,,,,,,,,,
Selhorys,,,,,,,,,,,
Weeping Town,,,,,,,,,,X,
Highgarden,,,,,,,,,,,
Braavos,,,,,,,,,,X,Y
The Dreadfort,,2,,,,,,,,,
Raventree Hall,1,,,,,,,,,,
Widows Watch,1,,,,,,,,,,
Hardhome,,2,,4,,,,,,,
Karhold,,2,,,5,,,,,,
Old Castle,1,,,,,,,,,,
Greywater Watch,,2,,,,,,,,,
Last Hearth,,2,,,,,,,,,
Deepwood Motte,,2,,,,,,,,,
Torrhens Square,1,,,,,,,,,,
Flint's Finger,,2,,,,,,,,,
Moat Cailin,,2,,,,,,,,,
Wyl,,2,,,,,,,,,Y
Hearts Home,,2,,,,,,,,,
The Bloody Gate,,2,,,5,,,,,,
Strongsong,,2,,,,,,,,,
Runestone,,2,,,,,,,,,
Coldwater,,2,,,,,,,,,
Ironoaks,,2,,,,,,,,,
Redfort,,2,,,,,,,,,
Longbow Hall,,2,,,,,,,,,
Fist of the First Men,1,,,,,,,,,,
Wickenden,,2,,,,,,,,,
Bear Island,1,,,,,,,,,,
Pyke,,,,,,,7,,,,
Evenfall Hall,,2,,,,,,,,,
Cerwyn,,2,,,,,,,,,
The Eyrie,1,,,,,,,,,,
Sharp Point,,2,,,,,,,,,
Stonedance,,2,,,,,,,,,
Haystack Hall,,2,,,,,,,,,
Bronzegate,,2,,,,,,,,,
Felwood,,2,,,,,,,,,
Griffin's Roost,1,,,,,,,,,,
Crow's Nest,1,,,,,,,,,,
Stonehelm,,2,,,,,,,,,
Mistwood,,2,,,,,,,,,
Greenstone,1,,,,,,,,,,
The Twins,,2,,,,,,,,,
Nightsong,1,,,,,,,,,,
Acorn Hall,,2,,,,,,,,X,
Honeyholt,,2,,,,,,,,,
Pinkmaiden,1,,,,,,,,,,
Horn Hill,,2,,,5,,,,,,
Longtable,,2,,,,,,,,,
Grassy Vale,,2,,,,,,,,,
Golden Grove,,2,,,,,7,,,,
Sunhouse,,2,,,,,,,,,
Old Oak,,2,,,,,,,,,
Stone Hedge,,2,,,,,,,,,
Three Towers,,2,,,5,,,,,,
Uplands,,2,,,,,,,,,
Blackcrown,,2,,,,,,,,,
Bandallon,,2,,,,,,,,,
Brightwater Keep,,2,,,,,,,,,
Bitterbridge,,2,,,,,,,,,
Cider Hall,,2,,,,,,,,,
Tumbleton,,2,,,,,,,,,
Ten Towers,1,,,,,,,,,,
Hammerhorn,1,,,,,,,,,,
Orkmont Castle,1,,,,,,,,,,
Iron Holt,,2,,,,,,,,,
Kingsgrave,,2,,,,,,,,,
Starfall,1,,,,,,,,,,
Yronwood,,2,,,,,,,,,
Salt Shore,,2,,,,,,,,,
Ghost Hill,1,,,,,,,,,,
Lemonwood,1,,,,,,,,,,
Clegane's Keep,1,,,,,,,,,,
Blackmont,,2,,,,,,,,,
Hellholt,,2,,,,,,,,,
Sandstone,,2,,,,,,,,,
Skyreach,,2,,,,,,,,,
Vultures Roost,,2,,,,,,,,,
Blackhaven,,2,,,,,,,,,
Ghaston Grey,,2,,,,,,,,,
High Hermitage,1,,,,,,,,,,
Casterly Rock,,2,,,,,,,,,
Golden Tooth,1,,,,,,,,,,
Crakehall,,2,,,,,,,,,
Cornfield,,2,,,,,,,,,
Silver Hall,,2,,,,,,,,,
Deep Den,1,,,,,,,,,,
Hornvale,,2,,,,,,,,,
Ashemark,,2,,,,,,,,,
The Crag,1,,,,,,,,,,
Banefort,,2,,,,,,,,,
Rosby,1,,,,,,,,,,
Antlers,,2,,,,,,,,,
Faircastle,,2,,,,,,,,,
Harrenhal,,2,,,,,,,,,
Feastfires,,2,,,,,,,,,
The Tor,1,,,,,,,,,,
The Wall,,2,,,,,7,,,,
Shadow Tower,,2,,,,,,,,,
Eastwatch,,2,,,,,,,,,
Ramsgate,,2,,,,,,,,,
Hornwood,,2,,,,,,,,,
Goyhan Drohe,1,,,,,6,,,,,
Ny Sar,1,,,,,6,,,,,
Ar Noy,1,,,,,6,,,,,
Chroyane,,2,,,,,,,,,
Sar Mell,1,,,,,6,,,,,
Darry,1,,,,,,,,,,
Fawnton,1,,,,,,,,,,
Rook's Rest,1,,,,,,,,,,
Driftmark,,2,,,,,,,,,
Longsister,1,,,,,,,,,,
Sarsfield,1,,,,,,,,,,
Red Lake,1,,,,,,,,,,
Rain House,,2,,,,,,,,,
Seagard,,2,,,,,,,,,
Grimston,,,3,,,,,,,X,
Wayfarer's Rest,,2,,,5,,,,,,
Snakewood,,2,,,,,,,,,
Castle Wrath,,2,,,,,,,,,
Old Wyk Castle,,2,,,,,,,,,
Pebbleton,,2,,,,,,,,,
Parchments,,2,,,,,,,,,
Harvest Hall,,2,,,,,,,,,
New Barrel,,2,,,,,,,,,
Qarthigar,,,,,,,,,,,
Gongaeron,,2,,,,,,,,,
Maenennis,,2,,,,,,,,,
Vaeltaris,,2,,,,,,,,,
Narralis,,2,,,,,,,,,
Celraenos,,2,,,,,,,,,
Aritheos,,2,,,,,,,,,
Varillos,,2,,,,,,,,,
Garrero,,2,,,,,,,,,
Laziros,,2,,,,,,,,,
Beliros,,2,,,,,,,,,
Nahah,,2,,,,,,,,,
Nestaris,,2,,,,,,,,,
Jorar,,2,,,,,,,,,
Witch Isle,,2,,,,,,,,,
Ninestars,,2,,,,,,,,,
Gates of the Moon,,2,,,,,,,,,
Newkeep,,2,,,,,,,,,
Gull Tower,,2,,,,,,,,,
Old Anchor,,2,,,,,,,,,
Claw Isle,,2,,,,,,,,,
Sweetport Sound,1,,,,,,,,,,
Dyre Den,1,,,,,,,,,,
Brownhollow,,2,,,,,,,,,
Grandview,,2,,,,,,,,,
Goldgrass,,2,,,,,,,,,
Ironrath,,2,,,,,,,,,
The Rills,,2,,,,,,,,,
Blackpool,,2,,,,,,,,,
Willow Wood,,2,,,,,,,,,
Atranta,,2,,,,,,,,,
Starpike,,2,,,,,,,,,
Blacktyde Castle,1,,3,,,,,,,,
Shatterstone,1,,,,,,,,,,
Crow spike keep,1,,3,,,,,,,,
Downdelving,1,,3,,,,,,,,
Grey Garden,1,,3,,,,,,,X,
Spottswood,1,,3,,,,,,,,
Godsgrace,,,3,,,,,,,X,
Castle Stokeworth,1,,,,,,,,,,
Hayford,,2,,,,,,,,,
Castamere,1,,,,,,,,,,
Amberly,,2,,,,,,,,,
Broad Arch,,,3,,,,,,,X,
Highpoint,,,3,,,,,,,X,
----

The line before the last line corresponds to jdm311's report.

Note for "7":
- Planky Town: When the player exited the prison door, she/he comes in front of the "Door to the Arena".
- Pyke: When the player exited the prison door, she/he stands at the bottom of the water and drowns. The label inside the prison is "To the town" (or "Door to town centre") though it is a castle. The result is the same whether you walk a long distance from the beginning or take a short cut from the door of the castle lord's room.
- Golden Grove: When the player exited the prison door, There were 3 other player characters. (She/he has walked ground with 3 companions and a dog before enter to the prison door)
- The Wall: When the player exited the prison door and went to in front of the prison again, there is a clone of the player character. The label inside the prison is "To the town" (or "Door to town centre") though it is a castle.

Note for "X":
- Myr: It's difficult to lock on the label of the prison door. If the player character stood straight in front of the door, she/he must look up. To look horizontally, she/he must stand right or left of the door and look it diagonally.
- Saltpans:
When you walk around the town, there is a guard but the lord's hall is "open-air", and the door to the hall is opened and has a label. To make matters worse the prison is in this "apparent" lord's hall. If the player want to enter to the prison, it's convenient because the lord's hall is open and she/he can directly go there. However, if she/he want to walk around to find the real lord's hall (where is darker than open-air and some people like lords  exist), she/he must understand that the man who stands near the open-air opened door is the guard and the opened door has a label.
Moreover, the prison doesn't exist in the "real" hall. She/he might believe the prison does not exist in the open-air (brighter)  lord's hall if she/he visited the "real" (darker) lord's hall earlier than the prison.
- Ashford: There is no problem in the prison door. The door to lord's hall has no label. A guard stands at a small arch tunnel just before the door. If you were able to find the guard and talk to him, you can enter the hall from the conversation with the guard.
- Storms End: There is no problem in the prison door. In this town, there are two doors to lord's hall and both exits inside lead the player to the same place (in front of one of the door). They seem to use different menu objects; mno_castle_castle_door and mno_town_castle_door (these have the same description, "To the lord's hall.").
- Weeping Town: There is no problem in the prison door. The door to lord's hall has no label. If you find a guard and talk to him, you can enter the hall from the conversation.
- Braavos: There is no problem in the prison door. The exit label of the Happy Port is ".". It leads you to the land registry and the game crashes.
- Wyl: Exiting from the lord's door leads the player to far from the door.
- Acorn Hall: There is a destructible wooden bridge in front of the start point of strolling. The problem is that the message at destroying are used also for doors of other places; qstr_drawbridge_was_destr "drawbridge was destroyed." or qstr_Draw_bridge_was_dest "Draw bridge was destroyed.".
- Grimston, Grey Garden, Godsgrace, Broad Arch, Highpoint: Not only the prison door but also the door to lord's hall seems have no label.

Note for "Y":
- Winterfell: The exit label of the brothel is ".". (Unlike Braavos, it works without crash)
- The Arbor: The exit label of prison door is "Leave." unlike most other towns. It works well.
- Braavos: The exit label of the lord's hall is "Leave." unlike most other towns. It works well.

- How to reproduce it/when/why it happens:
This topic includes many cases than my other usual bug reports. I would like to omit the ways to reproduce. Please visit, search for, and find the places if you want to reproduce them.

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
#101
There are entries of Qarthigar and Taelon in the location list ([Q]-[Locations]) but each map button points the empty plain in the South Eastern Essos.

I don't know whether the buildings should exist or the entries should be removed from the list.

- How to reproduce it/when/why it happens:
In the world map, hit [Q] key, push the [Locations] button, select "Qarthigar" from the list, push "Show On Map" button. The viewpoint moves to rightmost of the map and points a empty plain field. It's the same for its village "Taelon".

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
#102
At the time the player received the invitation, the choice "Visit the lord's hall" disappears from the menu of probably all castles regardless of enemy/ally. It doesn't depend on the choice that the player done at the invitation. The choice "Visit the lord's hall" appears again 4 days after. In my case, it was the moment when some factions made peace just after The Red Wedding.

In other words:
The trigger that invalidates the choice is the invitation to wedding at The Twins. The trigger that validates the choice is The Red Wedding and following peace treaty.

While the days the choice disappeared, I visited several castles of factions to check; Dorne, Reach, Westerlands, Riverland, Vale, North, Lys. Each of them doesn't have the choice of lord's hall. Even if the choice doesn't exist, the player can enter the lord's hall via the "Tour the grounds" and the door to it, so it seems not to be an intended design.

In my case, the factions that made peace were; Westerlands-North, Westerlands-Riverland, Reach-North, Reach-Riverland.

- How to reproduce it/when/why it happens:
Play while saving frequently, wait for the invitation, take a note of the day. Play from the last save point, play until just before the invitation date, visit any castle (not town). Save the game to verify. Check that the "Visit the lord's hall" exists in the castle's menu. Wait until the invitation, select one from two choices; "Tully or Stark" or "Frey.". Check the castle's menu again. The choice "Visit the lord's hall" disappears. Wait 4 days. The report of The Red Wedding comes and some factions stops war. Check the castle's menu again (at any castle). the "Visit the lord's hall" gets revived.

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
#103
The player can check the relation to other factions in 2 ways; [C]-[Relations]-[Factions] or [Reports]-[Faction relations reports]. In the latter case, the values of "Free Folks" and "Dothraki" seem to be wrong (perhaps anytime 0).

- How to reproduce it/when/why it happens:
Begin a new game from Essos, check the value of the relation with Dothraki in 2 ways; [C]-[Relations]-[Factions] and [Reports]-[Faction relations reports]. The initial value should be -5 but the latter shows as 0. In order to change the value visit a Dothraki's village (e.g. Rhaesh Loy), select "Take a hostile action.", "Steal cattle.", and "Go on." (No other members of your party are required. This can only be done solely with the player character). Check the changed latest value using [Q]-[Recent Messages]. It shows like "from -5 to -25". Check two lists again. In the "Faction relations reports", "Player Relation" shows still 0 for Dothraki.

You can check about also Free Folks similarly.

The value of other factions (than Free Folks and Dothraki) seem to match with the actual situation after the game progressed.

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
#104
V8.0 / Inconsistent casualties in a pop-up
March 09, 2023, 02:22:55 PM
When retreated from a battle using Tab key, sometimes a pop-up window appear and shows casualties, but the values (of each side) are often different from ones displayed in the main window just after I closed the pop-up.

The problem is probably inherited from Brytenwalda or other upstream MODs. I thinks the pop-up is not necessary.

- How to reproduce it/when/why it happens:
Do battle with any troop, retreat from the battle using Tab key. Repeat the retreat till the pop-up appears. (It seems that pop-ups are more likely to appear if your unit is relatively weaker than your opponent.)

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded

In addition, the pet dog is counted as enemy in the pop-up above. It seems to be another bug.
Related topic:
A pet dog blocks to retreat from battle field
#105
At "The Old Stone Bridge" and "Inn of the Kneeling Man" there is a choice to rest and the accommodation fee is displayed on the button, but the player character is not charged.

- How to reproduce it/when/why it happens:
Check the player character's money in possession, visit "The Old Stone Bridge" or "Inn of the Kneeling Man", select "Rest here for some time (xx silver stags per night)", wait till the morning of the second or third day and left-click to break. Check the money and the [Q key] - [Recent Messages]. It is unchanged.

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded