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Topics - tos1

#1


Related topics:
- "Re: Unmotivated practice melee fighters in arenas" by me. (v8.* but inherited to v9.3)
- "Melee (crowd) fight at arena ends at about 20 fighters left" by me. (v9.*)
- "Follow-up: Bunch of warnings at arena melee fights" by me. (v9.*)

I disassembled all triggers of mst_arena_melee_fight (68 triggers for AWoIaF v9.3, 71 triggers for v7.11) and associated scripts, and temporarily modified the code in my .txt files to check execution path and to test various cases.

The minus number happens because the trigger that does "add_visitors_to_current_scene" operation and the trigger that increases "$g_arena_training_num_agents_spawned" are asynchronous. Both should have to be placed in the same block of the same trigger. (See image below)



(Edited to add a line below)
Note: Both of two other issues (the WARNING and the duplicate count) must be fixed before we invesgate this issue (miscount of remaining opponents). For that, as I wrote in the related topic above, we must remove the loop from (v9.3 mst_arena_melee_fight) trigger 33, add agent_set_slot ":L0" 7 0 before the last try_end in trigger 34, and remove val_add "$g_arena_training_num_agents_spawned" 1 before the last try_end in trigger 37. (Trigger number here is from 0. I don't know true name of the local variable ":L0" here.)

I haven't been able to fully investigate the biggest remaining issue: people who are unmotivated, such as "standing still and staring at each other" and "waiting in line".

I get the impression that "re-setting" team (in order to increase majority-team in the latter half?) by the trigger 34's code (of v9.3) that was not present in v7.11,  does not match the manner for the engine.

In addition,

- I checked troop ID and found that the arena master (as a scene prop?) appears in some try_for_agents loops. He is team 7. It looks like some of the code (e.g. array for the number of team member?) doesn't take into account the team 7, but I haven't looked into that further.

- This mission (of v9.3) has some exact same triggers and I don't see the necessity of doing so (though my understanding of mod system is insufficient): trg 3 = trg 7, trg 8 = trg 40 = trg 49, trg 9 = trg 41 = reg 50, trg 38 = trg 47, trg 39 = trg 48, trg 45 = trg 54, trg 46 = trg 55.

I found an old post (in 2011) on the TW Warband forum Modding Q&A that says something like "If the number of triggers in a mission template exceeds about 60, the engine becomes unstable and may cause condition blocks to be failed.". I don't know if the same can be said for the current mod system.

- Game version (and steam or downloaded):
AWoIaF v9.3 - v9.0, v8.2. Warband v1.174 downloaded
(This minus value doesn't happen in v7.11)
#2
Related topic (v8.* but inherited to v9.3):
"Re: Unmotivated practice melee fighters in arenas" by me

Warning-lines displayed at the beginning of melee fight at arenas. They block the normal message for 20 - 30 seconds.
----
SCRIPT WARNING ON OPCODE 505: Invalid Agent ID: 0; LINE NO 6:
At Mission Template mst_arena_melee_fight trigger no: 33 consequences.
At Mission Template mst_arena_melee_fight trigger no: 33 consequences.
At Mission Template mst_arena_melee_fight trigger no: 33 consequences.
:
----

As I wrote in the self-reply to the thread above on 2023-12-12, it is too early to set all 40 agent slots before they spawn.

I experimentally removed the try-block and moved the "agent_set_slot" operation just before the "try_end" of the next trigger 34's exit, and there seems to be no problem. This prevents the warning from appearing and allows normal messages to be displayed without delay.

(Please note that this does not correct the "unmotivated fighters" I pointed out in the topic above.)

My hand-disassembly:
AWoIaF 9.3  mission_templates.txt  mst_arena_melee_fight

#---- trigger 33 (count from 0)
0.000000, 0.000000, ti_once,
[],
[
eq "$g_mt_mode" 1       # 31 2 144115188075856304 1
assign "$g_arena_training_max_opponents" 40     # 2133 2 144115188075856710 40
assign "$g_arena_training_num_agents_spawned" 0 # 2133 2 144115188075856708 0
assign "$g_arena_training_kills" 0      # 2133 2 144115188075856709 0
assign "$g_arena_training_won" 0        # 2133 2 144115188075856711 0
###################### Remove 3 lines below to fix the warning.
try_for_range ":L0" 0 "$g_arena_training_max_opponents" # 6 3 1224979098644774912 0 144115188075856710
  agent_set_slot ":L0" 7 0      # 505 3 1224979098644774912 7 0
try_end # 3 0
######################
call_script "script_music_set_situation_with_culture" 131072    # 1 2 936748722493063661 131072
],

#---- trigger 34 (count from 0)
ti_on_agent_spawn, 0.000000, 0.000000,
[
eq "$g_mt_mode" 1   # 31 2 144115188075856304 1
],
[
store_trigger_param_1 ":L0"   # 2071 1 1224979098644774912
agent_get_troop_id ":L1" ":L0"   # 1718 2 1224979098644774913 1224979098644774912
try_begin   # 4 0
  eq ":L1" "trp_player"[Player]   # 31 2 1224979098644774913 360287970189639680
  agent_set_team ":L0" 6   # 1771 2 1224979098644774912 6
else_try   # 5 0

:

  agent_set_team ":L0" ":L3"   # 1771 2 1224979098644774912 1224979098644774915
  val_add "$g_arena_training_num_agents_spawned" 1   # 2105 2 144115188075856708 1
  ###################### Add a line below. Probably here is the right place to initialize the slot.
  agent_set_slot ":L0" 7 0      # 505 3 1224979098644774912 7 0
  ######################
try_end   # 3 0
],
#3
Related topic:
A pet dog blocks to retreat from battle field

It is about an issue where we cannot use the Tab key to leave the battle field when the pet dog is nearby. I disassembled the code and have just found out the cause and the solution.

Current code (v9.3)
---- cf_check_enemies_nearby in script.txt
get_player_agent_no ":L0"   # 1700 1 1224979098644774912
agent_is_alive ":L0"   # 1702 1 1224979098644774912
agent_get_position 1 ":L0"   # 1710 2 1 1224979098644774912
assign ":L1" 0   # 2133 2 1224979098644774913 0
set_fixed_point_multiplier 100   # 2124 1 100
try_for_agents ":L2"   # 12 1 1224979098644774914
  neq ":L2" ":L0"   # 2147483679 2 1224979098644774914 1224979098644774912
  agent_is_alive ":L2"   # 1702 1 1224979098644774914
  agent_is_human ":L2"   # 1704 1 1224979098644774914
  agent_is_ally|neg ":L2"   # 2147485354 1 1224979098644774914
  this_or_next|neq "$wolf_companion" 1   # 3221225503 2 144115188075855957 1
  this_or_next|neq "$dog_companion" 1   # 3221225503 2 144115188075855959 1
  this_or_next|neq ":L2" "$player_wolf_agent_no"   # 3221225503 2 1224979098644774914 144115188075856612
  neq ":L2" "$player_dog_agent_no"   # 2147483679 2 1224979098644774914 144115188075856614
  agent_get_position 2 ":L2"   # 1710 2 2 1224979098644774914
  get_distance_between_positions ":L3" 1 2   # 710 3 1224979098644774915 1 2
  lt ":L3" 1000   # 2147483678 2 1224979098644774915 1000
  assign ":L1" 1   # 2133 2 1224979098644774913 1
try_end   # 3 0
eq ":L1" 0   # 31 2 1224979098644774913 0
----

Currently, the code block for dog/wolf is OR of 4 conditions, so when loop variable L2 is the pet dog agent and there is no wolf in the party, it badly proceed to the distance check.

A correct logic should be:
"if (A and B) or (C and D) then skip to next agent"
As you know, if we write this as code as is, we will need to add variables and registers for flags, so let's convert it to "not( AND of not(OR)s )" using De Morgan's law:
"if not ( (not A or not B) and (not C or not D) ) then skip to next agent"
In other words,
"if (not A or not B) and (not C or not D) then check distance"

I don't know if we can have the dog and wolf in the party at the same time, but that case also should cause no problem at the last logic above. That's because the loop variable ":L2" cannot represent two agents at the same time and "if (not TRUE or not TRUE) and (not TRUE or not TRUE)" never happen even if both animal is in the party.

In conclusion, it is necessary to add a try-block as shown below, and the judgement of "$player_wolf_agent_no" must be "neq" immediately after "$wolf_companion", and the 4 judgements and the distance checking must be in the newly added try-block.

A correct code.
---- cf_check_enemies_nearby in script.txt
get_player_agent_no ":L0"   # 1700 1 1224979098644774912
agent_is_alive ":L0"   # 1702 1 1224979098644774912
agent_get_position 1 ":L0"   # 1710 2 1 1224979098644774912
assign ":L1" 0   # 2133 2 1224979098644774913 0
set_fixed_point_multiplier 100   # 2124 1 100
try_for_agents ":L2"   # 12 1 1224979098644774914
  neq ":L2" ":L0"   # 2147483679 2 1224979098644774914 1224979098644774912
  agent_is_alive ":L2"   # 1702 1 1224979098644774914
  agent_is_human ":L2"   # 1704 1 1224979098644774914
  agent_is_ally|neg ":L2"   # 2147485354 1 1224979098644774914
  try_begin   # 4 0
    this_or_next|neq "$wolf_companion" 1   # 3221225503 2 144115188075855957 1
    neq ":L2" "$player_wolf_agent_no"   # 2147483679 2 1224979098644774914 144115188075856612
    this_or_next|neq "$dog_companion" 1   # 3221225503 2 144115188075855959 1
    neq ":L2" "$player_dog_agent_no"   # 2147483679 2 1224979098644774914 144115188075856614
    agent_get_position 2 ":L2"   # 1710 2 2 1224979098644774914
    get_distance_between_positions ":L3" 1 2   # 710 3 1224979098644774915 1 2
    lt ":L3" 1000   # 2147483678 2 1224979098644774915 1000
    assign ":L1" 1   # 2133 2 1224979098644774913 1
  try_end   # 3 0
try_end   # 3 0
eq ":L1" 0   # 31 2 1224979098644774913 0
----

After experimentally editing the relevant part of the txt file as shown above, I tried Tab key in cases below and found no problem:
"Only the dog is nearby", "Dog and ally soldier are nearby", "Only enemy soldiers are nearby", "Dog and enemy soldiers are nearby", "Only ally soldiers are nearby", "No one is nearby".

I haven't tried the case where both the dog and wolf are in the party at the same time.

- How to reproduce it/when/why it happens:
Play until you get the pet dog or pet wolf, start a battle, hit Tab key when the dog is near the player. Try that also for all conceivable cases.

- Game version (and steam or downloaded):
AWoIaF v9.3, Warband v1.174 downloaded
(Note: v8.* and v7.11 has the same logic in the script.)
#4
V9.0 / Fatal hole in Lorathi arena
March 30, 2024, 08:14:49 PM
I don't know if it was intentional, but the small triangular hole along the wall opposite to the big door in the Lorathi arena is so deep that the player character can't get out if falls into it.



- How to reproduce it/when/why it happens:
Visit "Lorath", "Visit the training grounds", start melee (crowd) fight. Walk to the point farthest from the big door, search for the hole nearby (one of 2 holes), and dive into it.

- Game version (and steam or downloaded):
AWoIaF v9.3, v8.2. Warband v1.174 downloaded
#5
V9.0 / Sticky wooden deck in Storms End's arena
March 30, 2024, 08:11:04 PM
When the player character (and also other agents?) comes into contact with the covered wooden deck (where the tournament master is standing) at the end near the castle, she/he gets stuck and cannot escape from it.

(We may have a chance to escape by taking a screenshot using Ctrl Insert.)



- How to reproduce it/when/why it happens:
Visit "Storms End", "Visit the training grounds", start melee (crowd) fight (or "Join the competitions" if a tournament is being held). Walk and contact with the wooden stage.

- Game version (and steam or downloaded):
AWoIaF v9.3, v8.2. Warband v1.174 downloaded
#6
(Spoiler)

In the quest "A Lannister always pays his debts" from Beric Dondarion at Hollow Hill:
1. It's hard that the player remembers the need for a book from the Beric's words "You lying ..." and the quest text "Beric Dondarrion has asked ...". (Especially when there was a real-week playing gap between accepting the quest and the battle.) Both texts should include words for the book.
2. The speaker of "You lying ..." and "The only one ..." must be Beric.



Related lines:

Quest
---- ### The book should be mentioned here.
qst_relic_text|Beric Dondarrion has asked you to despatch a Lannister raiding party that has been reported pillaging the villages around Hollow Hill. Once completed, you must return to Beric.
----

Dialog
----
dlga_start:relic_find_question
Have you dispatched the Lannister raiding party yet?
----
dlga_relic_find_question:relic_znaleziona
Yes! They all lie slaughtered. They won't be causing any more problems around here.
----
dlga_relic_find_question:close_window
No, not yet.
----
dlga_relic_find_question:relic_cannot_complete
I am afraid I have failed. They managed to escape.
----

----
dlga_relic_znaleziona:close_window
Excellent! I've something a little different as your reward, {playername}. This book you recovered, It's extremely valuable and now it's yours. Feel free to sell it if you don't want to keep it for yourself.
----

---- ### The book should be mentioned here, and ### the speaker must be Beric.
dlga_relic_znaleziona:close_window.1
You lying bastard! You remember me saying, 'We've been watching you'?!
----

---- ### The speaker must be Beric.
dlga_relic_cannot_complete:close_window
The only one that has failed is me, thinking someone like you would have been able to succeed in the first place.
----

- How to reproduce it/when/why it happens:
Visit Beric Dondarrion, accept the quest, find the enemy, and fight. Test all combinations (a) x (b); (a) Return with the book / without the book (*1), (b) Select "Yes! They all lie ... " / "I am afraid I ...". Check the dialog text and the quest text. Check the speaker of "You lying ..." and "The only one ...".

*1  To make the situation "without the book", fill up the inventory before the fight or abandon/sell the book after the fight.

- Game version (and steam or downloaded):
AWoIaF v9.3, Warband v1.174 downloaded
#7


The image above is of AWoIaF v8.2 but the code seems to be unchanged for v9.3.

As long as I did disassemble the code in the script dplmc_troop_political_notes_to_s47, it seems that the initialization for s45 is possibly not done before it is used for s47.

----
  str_store_string 47 "str_s46s45s44s48[{!}{s46}{s45}{s44}{s48}]"   # 2320 2 47 216172782113786834
----

s45 is set only while the try_for_range loop (from 35 to < 38) as the 71st (from 0) operation in the script. When the two str_store_string here are skipped, s45 (global scope AFAIK) retains an old value before coming to this script.

----
    try_for_range ":L5" 35 38   # 6 3 1224979098644774917 35 38
      troop_get_slot ":L6" ":L0" ":L5"   # 520 3 1224979098644774918 1224979098644774912 1224979098644774917
      is_between ":L6" "trp_knight_1_1_wife"[Error_-_knight_1_1_wife_should_not_appear_in_game] "trp_heroes_end"[{!}heroes_end]   # 33 3 1224979098644774918 360287970189640928 360287970189641170
      str_store_troop_name 39 ":L6"   # 2322 2 39 1224979098644774918
      call_script "script_troop_get_relation_with_troop" ":L0" ":L6"   # 1 3 936748722493063679 1224979098644774912 1224979098644774918
      str_store_string 45 "str_dplmc_s40_love_interest_s39[{s40}. Aside from that his love interest is {s39}.]"   # 2320 2 45 216172782113788301
      try_begin   # 4 0
        troop_slot_eq ":L0" 34 ":L6"   # 540 3 1224979098644774912 34 1224979098644774918
        str_store_string 45 "str_dplmc_s40_betrothed_s39[{s40}. Aside from that he is betrothed to {s39}.]"   # 2320 2 45 216172782113788302
      try_end   # 3 0
    try_end   # 3 0
----

It seems that two sub scripts called from it also don't set s45.
----
call_script "script_troop_get_relation_with_troop" ":L0" ":L4"   # 1 3 936748722493063679 1224979098644774912 1224979098644774916
call_script "script_troop_get_relation_with_troop" ":L0" ":L6"   # 1 3 936748722493063679 1224979098644774912 1224979098644774918
call_script "script_troop_get_relation_with_troop" ":L0" ":L2"   # 1 3 936748722493063679 1224979098644774912 1224979098644774914
----
call_script "script_calculate_troop_political_factors_for_liege" ":L0" ":L2"   # 1 3 936748722493063676 1224979098644774912 1224979098644774914
----

I haven't looked into the details of whether the castle menu uses s45 to display the "Manage this castle".
----
qstr_Manage_this_{reg0?to
Manage this {reg0?town:castle}
----

Other related parts.
----
str_dplmc_reputation_upstanding
It is said that {s46} is an upstanding person.
----
str_dplmc_relation_mnus_30_ns
{reg4?She:He} seems to be resentful against {s59}.
----

- How to reproduce it/when/why it happens:
Play as an independent faction, attack and get a enemy's castle. Hire the Master of Whisperers, visit the castle, meet him, select "I require information about a lord.", "The Vale", and "Lord Brynden Tully" (or "Lord Edmure Tully"). Repeat the visiting till unexpected text inserted after the first sentence.

- Game version (and steam or downloaded):
AWoIaF v9.3, v8.2. Warband v1.174 downloaded
#8
V9.0 / Spawn point in the Lorathi arena
March 18, 2024, 03:42:55 PM
During melee fights (crowd) in the arena of Lorath, some participants are trapped behind a large door and cannot enter into the arena, forcing the player to abort the fight using the Tab key. Sometimes also the player character is trapped at the initial random position. Either the spawn point is at wrong position or the closed door is wrong.

As I observed, the participants who were lucky enough to enter the arena seemed to pop out from within the wall near the door.



- How to reproduce it/when/why it happens:
Visit Lorath, visit the arena, take part in melee (crowd) fight, stand near the large door, face it, observe the wall in your left, and wait (i.e. fight) until participants emerge from the wall. As you repeatedly do the fight, there is a chance that you will see a participant or your character trapped on the other side of the door.

- Game version (and steam or downloaded):
AWoIaF v9.3, Warband v1.174 downloaded
#9
V9.0 / Calypso Eranelar speaks like a narrator
March 18, 2024, 02:37:06 PM
When the player won against Calypso Eranelar's army and caught him, he says the sentences something like a narration. It should either the speaker (i.e. Dialogue partner) or text be wrong (unless it's intentional that he calls himself Calypso Eranelar).
----
dlga_start:close_window.52
You and your valiant warriors have crushed the army led by the High Bearded Priest Calypso Eranelar!    ^^It is up to you to decide the fate of Calypso Eranelar.
----

(Spoiler)
- How to reproduce it/when/why it happens:
Prepare enough soldiers and money, make Calypso Eranelar angry by doing something, fight against his army. Repeat till you win. (Sometimes he runs away after a really long fight. If he ran away, you will have to start the battle all over again.). He says the sentences above "You and your valiant warriors...".

- Game version (and steam or downloaded):
AWoIaF v9.3, Warband v1.174 downloaded
#10
V9.0 / Text: "assesed" [v9.3]
March 07, 2024, 08:51:11 AM
quick_strings
----
qstr_You_must_gather_a_sm|You must gather a small force and possibly a Valyrian weapon and scout deep within the lands of always winter. Return to the Lord Commander once you have interacted with and assesed the threat.
----

- Game version (and steam or downloaded):
AWoIaF v9.3, Warband v1.174 downloaded
#11
Related topic (v8.* but inherited to v9.1):
"Power Draw skill = 0 in Companions overview (details page)" by me

Not only "Power Draw" but also "Persuasion" and "Entertainment" are wrong. I hand-disassembled the *.txt and found out the cause and the solution.



As shown in the image above,
- In case that via the [P] key (party member list) we ask a specific companion about their skills, the correct value appears to be displayed, as it seems to be hard-coded.
- In case of companions overview (Market menu or Report menu), "Power Draw", "Persuasion", and "Entertainment" are wrong.
- The code that cause the problem is a try_for_range_backwards in jq_brows (scripts.txt)

My hand-disassembly for a part of it:
try_for_range_backwards reg1 0 37  # 36, 35, 34, ... 1, 0
  is_between|neg reg1 3 4    # other than 3
  is_between|neg reg1 5 8    # other than 5, 6, 7
  is_between|neg reg1 21 22  # other than 21
  is_between|neg reg1 29 34  # other than 29, 30, 31, 32, 33
  store_skill_level reg2 reg1 "$jq_dude"
  str_store_string 1 "@{s1}^{reg2}"
  overlay_set_text "$jq_allskills" 1
try_end

The four ranges should be corrected as the solution below;
2 3    # other than 2
4 7    # other than 4, 5, 6
21 22  # other than 21
28 33  # other than 28, 29, 30, 31, 32

By doing this (solution), the set of numbers used as skill will correctly change as below.
(I don't have header_skills.py of AWoIaF, and use the file of Module system 1.171 instead. I experimentally checked (cut-and-tried) and understand that "skl_reserved1 = 3" is assigned for the "Entertainment" skill of AWoIaf.)
# v9.1  correct
  36    36
  35    35
  34    34
  28    33 <--
  27    27
  26    26
  25    25
  24    24
  23    23
  22    22
  20    20
  19    19
  18    18
  17    17
  16    16
  15    15
  14    14
  13    13
  12    12
  11    11
  10    10
   9     9
   8     8
   4     7 <--
   2     3 <--
   1     1
   0     0

- How to reproduce it/when/why it happens:
Hire several companions, take screen shots their skill by asking from [P] (party member list) as true values. Visit a town, select "Trade with locals" - "Companions overview", or "Report" - "Companions Overview" at the world map. Select each companion you have, and compare the "Power Draw", "Persuasion", and "Entertainment" skills with the true value.

- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2. Warband v1.174 downloaded
(Note: v8.1 + WB v1.167 has the same problem. v7.11 + WB v1.167 has no problem)
#12
Related topic (v8.1 but inherited to v9.1):
"Farmer-works sometimes gives me not food but Village's name" by me

Recurred on v9.1. After a farmer work, the village name is displayed as the gained item and actually a sack of grain was added to inventory.

On the other hand, bottom-left messages "You got 16 experience." and "Got 1 Sack of Grain" were correctly displayed.



- How to reproduce it/when/why it happens:
Visit a village, select "Perform some very basic work for the village (be a farmer)." and "Yes I am sure.", repeat the basic work several times till the village name is displayed as the gained item.

- Game version (and steam or downloaded):
AWoIaF v9.1, Warband v1.174 downloaded
AWoIaF v8.1, Warband v1.167 downloaded
#13
Related topic (v8.* but inherited to v9.1):
<Two same choices "I guess the Lannisters..."> by me

I checked the code in .txt and probably found the solution.

There are 3 choices in mno_find_raven_choice_1. Each of them sets a global variable "$quest_b_and_b" into 1, 3, or 2. In case of this "Throw away the letter...", the value is 3, and the line in menus.txt seems to be right.

After that, the poacher who caught up the player character says:
---- conversation.txt
dlga_poachers_introduce:poachers1 4095 2694  0 Oi,_you!_It_was_us_that_got_that_bird,_now_give_it_back,_or_else!  2695  0 NO_VOICEOVER
----

The ending dialog-states 2695 above links to each of 4 lines below that has 2695 as the starting dialog-state. These can be candidates of player's choice.

----
dlga_poachers1:poachers1_attack 69631 2695  0 I_guess_the_Lannisters_have_put_a_pretty_penny_on_each_raven_shot_out_the_sky?  2696  0 NO_VOICEOVER
dlga_poachers1:poachers1_attack1 69631 2695  1 31 2 144115188075856574 1 Ok_here_take_it!_Not_something_I_want_to_be_involved_in_anyway.  2697  0 NO_VOICEOVER
dlga_poachers1:poachers1_attack2 69631 2695  1 31 2 144115188075856574 2 Ok_here_take_it!_Not_something_I_want_to_be_involved_in_anyway.  2698  0 NO_VOICEOVER
dlga_poachers1:poachers1_attack3 69631 2695  1 31 2 144115188075856574 3 I_guess_the_Lannisters_have_put_a_pretty_penny_on_each_raven_shot_out_the_sky?  2699  0 NO_VOICEOVER
----

Only the first line in above has no condition block. Other 3 lines checks if "$quest_b_and_b" is 1, 2, or 3. The value of global variable is 3 in the "Throw away..." case, so the 1st and 4th line is displayed as actual player's choices. As a result, they are the two same text "I guess the Lannisters ...".

Therefore, the text in the 4th line (dlga_poachers1:poachers1_attack3) is probably the bug, and it should be replace with the same text with 2nd and 3rd ("Ok here take...").

Their next destinations 2687, 2698, 2699 seem to be correct.

I experimentally corrected the text to "Ok here take..." and got the expected behavior.



- How to reproduce it/when/why it happens:
Start a new game from Westeros, walk a few days till pick the letter (with 3 choices; Take/Throw/Take), select "Throw away...", meet the appeared poachers.

- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2. Warband v1.174 downloaded
#14
Related topic (v8.* but inherited to v9.1):
<Negative values in the "Companion Overview" at towns> by me

I found out the cause and the solution! There is not enough level checking in a script. It checks only level 1 thru 30 (That was enough for Brytenwalda), and does not support AWoIaF's NPCs with higher levels.

My hand-disassembly of current code:

jq_xp_to_next_lvl, script.txt,
----
store_script_param ":L0" 1   # 23 2 1224979098644774912 1
try_begin   # 4 0
  lt ":L0" 600 # 2147483678 2 1224979098644774912 600
  assign ":L1" 600   # 2133 2 1224979098644774913 600
else_try   # 5 0
  lt ":L0" 1360 # 2147483678 2 1224979098644774912 1360
  assign ":L1" 1360   # 2133 2 1224979098644774913 1360
else_try   # 5 0
  lt ":L0" 2296 # 2147483678 2 1224979098644774912 2296
  assign ":L1" 2296   # 2133 2 1224979098644774913 2296
:
else_try   # 5 0
  lt ":L0" 412091 # 2147483678 2 1224979098644774912 412091
  assign ":L1" 412091   # 2133 2 1224979098644774913 412091

###### Add code for level 31 thru 50 here. (*1)

try_end   # 3 0
store_sub reg1 ":L1" ":L0"   # 2121 3 72057594037927937 1224979098644774913 1224979098644774912
str_store_string 1 "@{reg1}"   # 2320 2 1 1585267068834414851
----

*1  The conversion table (perhaps hard-coded) is here:
Modding Q&A [For Quick Questions and Answers], TaleWorlds forums

I checked NPC with max level in troops.txt, experimentally added else_try blocks for level 31 thru 50 to "jq_xp_to_next_lvl" in scripts.txt (and increased the number of operations), and got correct result.



In addition, the script is called from not only town's market-menu but also [Report]-[Companions Overview].

- How to reproduce it/when/why it happens:
Hire companions who have higher level than 30, Visit a town, select "Trade with locals", select "Companions overview", and see the column "to next lvl".

- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2. Warband v1.174 downloaded
#15
Related topic (v8.* but inherited to v9.1):
"Number of troops killed will be the new lady/lord" by me


After looking into the code of v9.1 *.txt a bit, I found what seemed to be the cause why the words are not set correctly:
The code that sets values for reg6, reg7, and s11 etc. should be written in the Conditions block or earlier, but it seems to be written mistakenly in the Consequences block.

AWoIaF v9.1 conversation.txt line 149:
----
dlga_award_fief_to_vassal_2:close_window.1 4095 64  0 As_you_wish,_{reg59?my_lady:my_lord}._{reg6?I:{reg7?You:{s11}}}_will_be_the_new_{reg3?lady:lord}_of_{s1}.  6  25 2133 2 1224979098644774912 144115188075855971 1 4 936748722493063408 144115188075855973 1224979098644774912 0 4 0 542 3 144115188075856335 64 144115188075855973 502 3 144115188075856335 64 -1 3 0 2133 2 72057594037927942 0 2133 2 72057594037927943 0 4 0 31 2 1224979098644774912 144115188075855934 2133 2 72057594037927942 1 5 0 31 2 1224979098644774912 360287970189639680 2133 2 72057594037927943 1 5 0 2322 2 11 1224979098644774912 3 0 2330 2 1 144115188075855973 1506 2 72057594037927939 1224979098644774912 2109 2 72057594037927939 2 2133 2 144115188075855973 -1 4 0 31 2 144115188075856358 864691128455135421 2060 1 144115188075856358 3 0 NO_VOICEOVER
----

There is the text using reg6, etc., Ending dialog-state 6, and the Consequences block starting with the number of operations 25. The code where values are assigned to reg6 etc. follows it.

I don't know if this code should just be moved to Conditions block of the line or to another line, but it seems like it's too late, at least after the text. Also I don't know these reg# and s# are set correctly in other nearby cases.
 
- How to reproduce it/when/why it happens:
See the related topic above.

- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2 Warband v1.174 downloaded
(Note: v8.1 or v7.11 + WB v1.167 has the same problem. Seems to be inherited from Bryten...)
#16
A line "husband" was displayed instead of the degree of worshipped on the town menu screen. I hand-disassembled the line "menu_town" in the menu.txt and there appear to be two bugs.

1. The code uses 4 pairs of "lt" to compare the value of the local variable for each religion to 100 and 30, but "ge" appears to be correct.

2. Furthermore, since s15 has not been initialized, even if the all "lt" are corrected to "ge", the contents of s15 would remain unspecified in some conditions. So, it seems to that the s15 here must be initialize before.

My understanding of modding is incomplete. I'm sorry if my pointing out is wrong and mislead you.

(Spoiler)

My hand-disassembly. It does not conform to module syntax such as tuples, lists, commas, etc. I just replaced the numbers in the txt.
----
"town" 4352 {s30} none 261
assign ":L0" 0   # 2133 2 1224979098644774912 0
try_begin   # 4 0
  :
else_try   # 5 0
  :
try_end   # 3 0
store_encountered_party "$current_town"   # 2202 1 144115188075856314
  :
party_get_slot ":L12" "$current_town" 394   # 521 3 1224979098644774924 144115188075856314 394
party_get_slot ":L13" "$current_town" 392   # 521 3 1224979098644774925 144115188075856314 392
party_get_slot ":L14" "$current_town" 390   # 521 3 1224979098644774926 144115188075856314 390
party_get_slot ":L15" "$current_town" 391   # 521 3 1224979098644774927 144115188075856314 391
try_begin   # 4 0
  party_slot_eq "$current_town" 343 1   # 541 3 144115188075856314 343 1
  try_begin   # 4 0
    lt ":L14" 100 # 2147483678 2 1224979098644774926 100
    str_store_string 15 "@^The Old Gods are dominantly worshipped here."   # 2320 2 15 1585267068834417159
  else_try   # 5 0
    lt ":L14" 30 # 2147483678 2 1224979098644774926 30
    str_store_string 15 "@^The Old Gods are worshipped here, though not by many."   # 2320 2 15 1585267068834417157
  try_end   # 3 0
else_try   # 5 0
  party_slot_eq "$current_town" 341 1   # 541 3 144115188075856314 341 1
  try_begin   # 4 0
    lt ":L15" 100 # 2147483678 2 1224979098644774927 100
    str_store_string 15 "@^R'hllor is dominantly worshipped here."   # 2320 2 15 1585267068834417210
  else_try   # 5 0
    lt ":L15" 30 # 2147483678 2 1224979098644774927 30
    str_store_string 15 "@^R'hllor is worshipped here, though not by many."   # 2320 2 15 1585267068834417211
  try_end   # 3 0
else_try   # 5 0
  party_slot_eq "$current_town" 342 1   # 541 3 144115188075856314 342 1
  try_begin   # 4 0
    lt ":L13" 100 # 2147483678 2 1224979098644774925 100
    str_store_string 15 "@^The Faith of the Seven is dominantly worshipped here."   # 2320 2 15 1585267068834417212
  else_try   # 5 0
    lt ":L13" 30 # 2147483678 2 1224979098644774925 30
    str_store_string 15 "@^The Faith of the Seven is worshipped here, though not by many."   # 2320 2 15 1585267068834417213
  try_end   # 3 0
else_try   # 5 0
  party_slot_eq "$current_town" 340 1   # 541 3 144115188075856314 340 1
  try_begin   # 4 0
    lt ":L12" 100 # 2147483678 2 1224979098644774924 100
    str_store_string 15 "@^The Drowned Gods are dominantly worshipped here."   # 2320 2 15 1585267068834417214
  else_try   # 5 0
    lt ":L12" 30 # 2147483678 2 1224979098644774924 30
    str_store_string 15 "@^The Drowned Gods are worshipped here, though not by many."   # 2320 2 15 1585267068834417215
  try_end   # 3 0
else_try   # 5 0
  str_store_string 15 "@^No gods are worshipped here."   # 2320 2 15 1585267068834417173
try_end   # 3 0
:
try_begin   # 4 0
  :
  #----------------------------
  # Transferring s15-->s11
  #----------------------------
  :
try_end   # 3 0
:
#----------------------------
# Gathering to s30
#----------------------------
str_store_string 30 "@{s10} {s14}^{s11}{s12}{s13}"   # 2320 2 30 1585267068834417229
try_begin   # 4 0
  :
else_try   # 5 0
  :
try_end   # 3 0
----

In my case, the value of the local variable for R'hllor was 100, and both conditions of "lt" didn't meet. Even if x < 100 is true, checking of x < 30 will always skipped in current code, so as described above, the "lt" seems to be one of two bugs.

- How to reproduce it/when/why it happens:
Visit many towns and check the text on the left side of the town-menu till odd line (e.g. "husband") that follows the line "you are greeted by men loyal to...", etc. appears.

- Game version (and steam or downloaded):
AWoIaF v9.1, Warband v1.174 downloaded
#17
The player can repeat to employ additional men JUST AFTER employed Eizniq na Shadhe + 86 men or Dregneiq Emde + 41 men at each tavern. Compared to other cases, they seem to be bugs. Even if it's intended behavior, it seems to be unnatural that the self-introduction by Eizniq/Dregneiq who has already been the member of the player's party is repeated.

(Two cases as far as I checked. I don't know if there are other cases similar to the above. )

- How to reproduce it/when/why it happens:
Prepare enough money, meet Eizniq na Shadhe at a specific tavern, talk and employ him + soldiers. Before go out the tavern, talk him again. He repeats self-introduction and the player can employ additional soldiers. (After once go out the tavern, the player cannot do that). Do the same for Dregneiq Emde.

- Game version (and steam or downloaded):
AWoIaF v9.1, Warband v1.174 downloaded
#18
(Spoiler)
In the quest to rescue Reed from a camp, when the player character is defeated, it is difficult for the player to understand what happened, as being taken prisoner is not explained and time continues to advance in the same location. It is necessary to indicate that the player character has been taken prisoner, just as it done when lost to a lord.

----
qstr_You_have_managed_to_j
You have managed to just barely escape your disastrous defeat through the valour of your men and the gods sense of humour to not have you die this day.^You know in your heavy heart that you may not be so lucky next time.
----

- How to reproduce it/when/why it happens:
(Spoiler)
Defeat Brog Matter at a quest, wait next quest from him, visit the camp, fight and lose, and read the sentence displayed.

- Game version (and steam or downloaded):
AWoIaF v9.1, Warband v1.174 downloaded
#19
V9.0 / The player speaks weapon smith's words
February 16, 2024, 03:10:10 PM
(Spoiler)

Related topic:
(v8.2) A weapon smith speaks player's words by me

When the player character receives an ordered sword of valyrian steel, the player character herself/himself speaks "Ah, yes of course, here you go, ...".

As with the related topic above, I experimented by rewriting 69631 in the relevant line of conversion.txt to 4095, and weapon smith's face and name were displayed correctly.
(I believe 69631=0x10FFF="anyone|plyr" and 4095=0xFFF="anyone" in the source code of mod systems)



----
dlga_qohor_buy_sword_ready:qohor_buy
Ah, yes of course, here you go {playername}.
----

Also, choices like "Sure, let me see..." or "No thanks, ..." aren't connected well with the sentence "Ah, yes ...", so it seems like it should be made so that one click is required before the choices appear. It seem to be needed also in the case of the related topics above.

- How to reproduce it/when/why it happens:
(Spoiler)
Get a valyrian steel after a quest, explore a town, meet the weapon smith, order to reforge a sword from the steel. After a certain period, meet him again to receive the sword, select "Do you have my sword ready?". The player character speaks "Ah, yes of course, here you go, ...".

- Game version (and steam or downloaded):
AWoIaF v9.1, Warband v1.174 downloaded
#20
(Spoiler)
In the quest to find an abandoned castle requested from Ser Janis Lyren, one of the things the player need is "tool". Both the "tools" mentioned by the requester and the "some tools" in the quest description are plural, but in the game, just one tool is enough.

Since the number is unknown from the requester's words and the quest description, players must purchase some (at least two?) but it ends up in vain. It looks like you need to change the actual needed number of tool to more than one, or to modify both the requester's sentence and the quest description.

---- Requester's sentences
dlga_ruined_quest_choice_yes:ruined_quest_choice_yes1_new
Well, here's the thing, all I know is it's near Essos. Oh, and it's in ruins, did I forget to mention that part? Anyhow we will need tools, at least 50 men and possibly around 10k stags. It's a lot to ask I know. But if we do find it, then you have a castle for yourself and I can rest knowing I have fulfilled my fathers dream.
---- quest description
qstr_Ser_Janis_Lyren_has_a
Ser Janis Lyren has asked you to help find his ancestral home somewhere in or around Essos. He says you will need some tools, at least 50 men and 10,000 silver stags to rebuild it. Be wary of slavers and pirates near to the castle.
----

In addition, the similar line in the quests.csv (quests.txt) below seems not to be used. I don't know for what it is but it can become a potential bug.

---- A line in the quests.csv. When is this used?
qst_old_valyria_text
Ser Janis Lyren has asked you to help find his ancestral home in Essos. He says you will need some tools, at least 50 men and 10,000 silver stags to rebuild it.
----

- How to reproduce it/when/why it happens:
(Spoiler)
Meet Ser Janis Lyren at a certain place, accept the quest, prepare 2 or 3 tools, find the castle, save the game here. Abandon some tools so that you have 0, 1, 2, or 3 tools and enter the found castle. Compare result of the cases and know how many tools are needed.

- Game version (and steam or downloaded):
AWoIaF v9.1, Warband v1.174 downloaded

Related topic:
(v8.2) Qarthigar (castle) and Taelon (village) are listed but have no building by me
#21
V9.0 / Level to call a horse is not shown
February 08, 2024, 02:04:31 PM
In the [Q]-[Game Concepts] (info_pages), there is a description about H key to call player's horse but it cannot work till the player character's riding skill reaches a specific value (it seems to be 4).

I think the skill value should be shown to both the Riding skill description and the Game Concept window. In case that the player doesn't need higher riding skill than 3, she/he would consider H key doesn't work at all despite the description in the Game Concepts.

----
skl_riding_desc
Enables you to ride horses of higher difficulty levels and increases your riding speed and manuever. (Personal skill)
---- (I recommend something like)
Enables you to ride horses of higher difficulty levels and increases your riding speed and manuever. You can call your horse in battle if this value is 4 or higher. (Personal skill)
----

----
ip_awoiaf_formations_text
Advanced Formations: active with ... ,^Key H - Use to call your horse in battle,^key F6 ...
---- (I recommend something like)
Advanced Formations: active with ... ,^Key H - Use to call your horse in battle if Riding is 4 or higher,^key F6 ...
----

- How to reproduce it/when/why it happens:
[Q]-[Game Concepts]-[Battle Keys and Orders], and read the description for H key.
[C]-[Skills and Attributes] on the world map or [C] in the town etc., hover over "Riding", and read the description.

- Game version (and steam or downloaded):
AWoIaF v9.1 (at least since v7.11). Warband v1.174 downloaded
#22
When the player character asked Wun-Wun if he supports, Wun-Wun's interrogative sentence "{playername} want to rule over little people?" and the player's both two choices are not connected smoothly.



---- Wun-Wun
str_wunwun_kingsupport_1
Giants have no king, live like bears. {playername} want to rule over little people?
---- Player
dlga_member_kingsupport_1a:member_kingsupport_2
Would you then support my cause?
--
dlga_member_kingsupport_1a:do_member_trade
Very good. I shall keep that in mind.
----

- How to reproduce it/when/why it happens:
(Spoiler)
Start a new game with a specific condition needed, visit a specific place and get Giants, talk to Wun-Wun from the party member list. Select "I'd like to ask you something.", select "I suppose you know that I aspire to be...". Compare the Wun-Wun's interrogative sentence and each of two choices for the player.

- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2, v8.1. Warband v1.174 downloaded
#23
V9.0 / Text: "he Water Gardens", Drone
February 08, 2024, 09:27:13 AM
---- Missing only one letter "T" at the beginning?
str_tyrene_home_recap|he Water Gardens are the closest thing I know as home. I only have faint recollections of my septa mother reading The Seven-Pointed Star to me.
---- Drone --> Dorne
str_tyrene_kingsupport_2|I will miss killing your enemies for the time I am away, but I will travel to Drone to attempt to sway the people to follow you. Just save me a few prisoners until I get back.
----

- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2, v8.1. Warband v1.174 downloaded
#24
V9.0 / Missing king-support question to Nymeria Sand
February 08, 2024, 09:18:16 AM
There is no player's choice "I suppose you know that I aspire to be..." when the player asked Nymeria. In case of many other companions including other Sand Snakes, the choice exists.

----
dlga_member_question_2:member_kingsupport_1
I suppose you know that I aspire to be {reg59?Queen:King} of this land?
----

The conversation with Nymeria (str_nymeria_kingsupport_xxxx) seems to be prepared but not to be used. For example:

----
str_nymeria_kingsupport_1
So, you fancy yourself as the claimant of the Iron Throne? I imagine you would make as fine a ruler as you do a warrior.
----
str_nymeria_kingsupport_2
Then I will leave at once to Dorne and gain support for you from my families banner men.
----

- How to reproduce it/when/why it happens:
(Spoiler)
Start a new game with a specific condition needed, visit a specific place, hire Nymeria, talk to her from the party member list. Select "I'd like to ask you something.". Compare the player's choices with others. There's one missing.

- Game version (and steam or downloaded):
AWoIaF v9.1, Warband v1.174 downloaded
#25
V9.0 / Goal of the Always Winter quest
February 03, 2024, 09:11:31 AM
Near the end of the quests in the northern region, after the player accept the request from Jeor to scout the Land of Always Winter, the purpose of the scout is not written in the quest description.
----
qstr_You_must_gather_a_sm
You must gather a small force and possibly a Valyrian weapon and scout the lands of always winter. Return to the Lord Commander to relay your findings.
----

Many players may be likely to get lost (like me). It would be okay while the player remember the series of conversations with Jeor Mormont, but the player will forget it after a while between plays. In reality, the quest is completed when the player character meet a group of White Walkers, so it seems like the quest description needs additional information that includes Jeor's words like "the bigger threat than Wildings" or more direct "White Walkers".

Jeor's words just before the player accepts "The Lands of Always Winter" quest:

---- Jeor
dlga_lord_10_btb_quest:lord_10_btb_quest1
Well, this is most unfortunate. I fear we will not last long if the Wildings decide to attack our walls and I have heard rumours of an even bigger threat stirring in the depths of the far north.
---- Jeor
dlga_lord_10_btb_quest1:lord_10_btb_quest2|I'm afraid it's up to you now {playername}. I shall need you to gather a small army and scout the lands of always winter and see what truth these rumours hold.
---- Jeor
dlga_lord_10_btb_quest2:lord_10_btb_quest3|Jon Snow will accompany you. He holds a Valyrian weapon and if the rumours are indeed true then mere mortal weapons will be useless against these creatures. He knows the lands north of the wall better than anyone and he can vouch for anything you witness whilst out there.
----

As you see, the words "White Walkers" is not spoken here though it was spoken by both the player character and Jeor in the preceding quests. Not all players may remember it when she/he accepts the Always Winter quest. Especially if she/he saw the words and then resume playing again a week or so later.

- How to reproduce it/when/why it happens:
Start a new game from Westeros, accept the first quest to the North, complete all preceding quests and accept the scout quest from Jeor Mormont, use Q key to read the description of the quest "The Lands of Always Winter".

- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2, v8.1, v7.11. Warband v1.174 downloaded
#26
While the "Blood Sacrifice" quest by Draqen Ormatis of Qohor, the player have a (random) chance to duel with the enemy (Calypso Eranelar) before starting the battle with Calypso's army. In each case that you won or lost the duel, the winner's/loser's name is wrong.

----
The duel is over, and you have defeated xxxxxx. Bards will...
----
xxxxxx was an opponent too skilled for you. You have been defeated. While xxxxxx's fame will grow...
----

As long as I checked several times, all of the three xxxxxx above was the player name. It must be "High Bearded Priest Calypso Eranelar".



Note that the one-on-one duel happens randomly. In order to recreate the situation, we must repeat till the duel happens and repeat the duel at least twice to check both cases (win/lose).

The case of the Sparrow may have the same problem but I've not check it. Please check also it. On the other hand, there seems to be no problem in case that the opponent is one of lords met in the world map, as far as I tried with 7-8 factions.

Related lines in csv:

---- Calypso Eranelar
dlga_bearded_priests_introduce:bearded_priests1
HALT!! You have committed crimes against the bearded priests and must now confess your sins of atonement.
---- Player (Whichever you choose, the result is the same)
dlga_bearded_priests1:bearded_priests_attack
We confess!! We confess!! (you fall to the ground whimpering)
--
dlga_bearded_priests1:bearded_priests_attack.1
Sins of atonement?! Pah.. Lets see how shiny that axe stays when I use it to take your head!
---- C
dlga_bearded_priests_attack:close_window
So be it.
---- P
mno_tactical_nuevo
Commander's Options.
---- P
mno_choice_2
Call your enemy forward for a duel of honour.
---- (Repeat above from the beginning till your enemy accept the duel)
menu_lucha_1_p
The general of your enemy stands out in front of his army and points towards you, inviting you to a duel.
---- P
mno_defendiendo_7
Accept.
---- (Repeat the duel till you get two results, win/lose)
menu_viking_duel_win
The duel is over, and you have defeated {s1}. Bards will talk about your victory, and the fame of your feat will spread by word of mouth.
--
menu_viking_duel_lose
{s1} was an opponent too skilled for you. You have been defeated. While {s1}'s fame will grow from the victory, thanks to the songs of bards, men will remember your name only as that of the beaten.
----

- How to reproduce it/when/why it happens:
Acquire sufficient financial and military strength, visit Inn of Qohor, meet Draqen Ormatis, accept the quest to defeat Calypso Eranelar, and visit the Temple of the Bearded Priests. Save game here, and raze the temple. Save again to another slot if you had chance to save game before the following fight. Meet (or being caught) Calypso Eranelar's party. In the menu to start the fight, select "Commander's Options." and "Call your enemy forward for a duel of honour.". If you get other message than "The general of your enemy stands out in...", then reload and restart from the point before the meeting. Read the sentences after each of you won and lost.

- Game version (and steam or downloaded):
AWoIaF v9.1 Warband v1.174 downloaded
#27
When the player asks the Master of Whisperer to send gifts, some problems occur.

1. As gift for lady, "tile" and "fine cloth" are included but they don't exist in item_kinds. If "tile" is "silk hat" and corresponds to "itm_raw_silk|Silk", then the shown word should be "silk". Also, instead of "fine cloth", it must be "fine velvet" (I checked one fine velvet was used as the gift).

2. The number of needed items for gift to a lady (dyes, tile or fine cloth) is not shown when the player sends to a lady. As far as I checked, 2 dyes are used, silk seems to be uncirculated at markets, 1 fine velvet is used.

3. In needed items for gift to a lord (ale, wine or oil), oil seems to be uncirculated at markets. We might be able to see oil at delivery quests from guild master, but it seems not to be sold in stores at least AWoIaF v8.2 and later.

4. When the player tries to send a gift to a lord/lady/settlement of hostile faction, the Master of Whisperer mistakes the faction name. For example, when Iron Islands is hostile and you ask the Master of Whisperer to send gift to any of a lady/lord/settlement of Iron Islands, he says "Given that we're currently at war with the Braavos and ...".

- How to reproduce it/when/why it happens:
(1) Explore all towns/villages and find "Silk" or "Oil" for sale. I cannot find them.
(2) Play as an independent faction, hire the Master of Whisperer, collect enough items for each gift, talk to the M of W, select "Please send a gift." and try following selections. You will see undefined items "tile" and "fine cloth" in both the M of W's sentence and the player character's choice (The "tile" might be "silk" but is not sold. The "fine cloth" must be "fine velvet" as far as tested). Also you will not be able to know the number of dyes/tile/velvet to collect.
(3) While Iron Island is one of your hostile, try to send gift to a lady, a lord, or a settlement (i.e. town or castle) of the faction via the Master of Whisperer. He will say "... Braavos ..." instead.

- Game version (and steam or downloaded):
AWoIaF v9.1 Warband v1.174 downloaded
#28
V9.0 / Religious facilities are not safe
January 02, 2024, 04:28:32 PM
Recent hint_16 in en/hints.csv says:
----
If being chased on the world map you can wait in the various taverns or temples of your religion that are scattered about the map.
----

When the player character's religion is Seven, I visited a Septry with about 20 troops and selected "Rest here for some time.", but a group of bandits came and challenged while time is progressing.

Related topic: Evacuation at septries (Hint 16) by me

- How to reproduce it/when/why it happens:
Check the player character's religion using [C] on the world map, lead a party with small troops, attract an enemy party around a religious facility related to the player char, run in the facility, select "Rest...", wait till the enemy find you.

- Game version (and steam or downloaded):
AWoIaF v9.1 Warband v1.174 downloaded
#29
When the player character ask Yoren "How did you come to join ...", Yoren must answer "I was young, saw my ..." and the player char "You knew who ..." but Yoren explains about blunt weapons instead and the "I was young, saw my ..." is skipped.

---- Player
dlga_ramun_talk:ramun_ask_about_capturing|How did you come to join the Night's Watch?
---- Yoren
dlga_ramun_ask_about_capturing:ramun_have_blunt_weapon|New to this, aren't ya? Lemme explain it in simple terms. The basic rule of takin' someone prisoner is knockin' 'em down with a blunt weapon, like a mace or a club, rather than cuttin' 'em open with a sword. That way 'em go to sleep for a little while rather than bleeding to death, ya see? I'm assumin' ya've a blunt weapon with ya, {lad/lassie}.
---- Player
dlga_ramun_have_blunt_weapon:ramun_have_blunt_weapon_yes|Of course.
dlga_ramun_have_blunt_weapon:ramun_have_blunt_weapon_no|As a matter of fact, I don't.
---- Yoren
dlga_ramun_have_blunt_weapon_no:ramun_have_blunt_weapon_no_2|No? Heh, well, this must be ya lucky day, {lad/lassie}. I've got an old club here ya can use. It's a bit battered, but still good enough to bludgeon someone until he stops movin'. Here, take it.
---- Player
dlga_ramun_have_blunt_weapon_no_2:ramun_have_blunt_weapon_yes|Thanks, Yoren. Perhaps I may try my hand at it.
---- Yoren
dlga_ramun_have_blunt_weapon_yes:ramun_ask_about_capturing_2|Good. Then all ya need to do is beat those bastards down with ya weapon, and when the fightin's over ya clamp 'em in irons. It's a bit different for nobles and such, 'em tend to be protected enough that it won't matter what kind of weapon ya use, but ya average rabble-rousers will bleed like a stuck pig if ya get 'em with somethin' sharp, and a dead rabble-rouser is no good to anyone.
---- Player
dlga_ramun_ask_about_capturing_2:ramun_ask_about_capturing_3|You knew who it was?
----

- How to reproduce it/when/why it happens:
Meet Yoren for the first time when the player character hasn't met him yet, select "How did you come to join the Night's Watch?" from the choices. Yoren begins explanation about blunt weapons instead of "I was young, saw my ...". After the player character answered whether having such weapon, Yoren's "I was young, saw my ..." is omitted, and the player char ask him "You knew who it was?".

- Game version (and steam or downloaded):
AWoIaF v9.1 Warband v1.174 downloaded
#30
(Unlike other training villages) training does not progress at all in the training village in the northeast of the North. The conversation loops from the beginning "Good day" after defeated the first opponent.

Some other (all??) training villages work well. Please check code for all.



- How to reproduce it/when/why it happens:
Locate to the North, visit the training village in the north-east, select "I am ready for some practice", defeat an opponent, and talk to the trainer.

- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2, Warband v1.174 downloaded