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Very well hidden bandit during Winterfell bandit robbery scene

Started by RainbowStalin, August 20, 2024, 06:21:14 PM

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August 20, 2024, 06:21:14 PM Last Edit: August 20, 2024, 08:15:33 PM by RainbowStalin
It's not a big deal, but i've spent almost 30 minutes of my life finding this peasant that decided to spawn at the end of the other side of the scene. His spawn point most probably is a glitch, because he is facing directly nowhere and can't detect you until you approach him:


Edit:
Same situation at the White Harbour:


And Barrowton:

Dragonstone:


I'm not the developer, am one who wants to help the speed up of AWoIaF's quality improvement.
After seeing the post (at that time your images are of 2 towns), I experimentally change the .txt of the v10.0 developer version 3 I had on hand so that bandits would almost always appear in "White Harbor", and I tried it about 10 times, but the issue didn't happen. (At that time I tried; to fight while stopping near the gate, to go to the market, and to go outside the gate.)

As far as I look at your images, they seem to be unarmed peasants, so it seems less to be issue of the entry points in each scene file and more of a mismatch between spawn amount and a set of spawn troop types.

- In which AWoIaF version did this happen?
- Are you using WSE2 for Warband? (If so, does it occur when WSE2 off?)
- Have you seen it in previous versions?
- Is it reproducible? Are there any steps to reproduce it?
- Please let me know if there are any conditions for this problem to occur; Number of enemies, number of companions in the town with you, whether it occurs only when you enter on foot or when you enter on horseback, etc. Or does it occur without exception in every town, or is there a probability?
- What type of troops are displayer when you defeat them? Are all of them a kind of peasants, or are there any bandits mixed in? (You should be able to see this in [Q]-[Recent Messages] even after the message disappears)
- Just to confirm, this is an event that sometimes occurs when we enter a town at night or at the moment of sunrise, and the message "You are attacked by a group of bandits!" appears in red letters in the bottom left of the screen, right? (It is not when you fight with commoners due to plundering a town after a siege, is it?)

August 25, 2024, 06:05:26 PM #2 Last Edit: August 25, 2024, 08:19:16 PM by Jules Eryziac
I can confirm that I've been experiencing this issue across multiple versions for quite some time. While I can't recall every town where it occurred, I can confirm that it has affected all the scenes mentioned here.

  • Version 9.4
  • Occurs both with and without WSE2
  • Yes, the issue persists
  • The problem arises when I'm attacked by bandits in town
  • The number of enemies varies—sometimes there are none, other times there are more, but it only happens in certain towns.
  • I've noticed a mix of many peasants along with some bandits

Thanks.

I have yet to see any situation of unarmed commoners/peasants appearing in my environment, and have no clue where to start investigating.

I was looking for information on whether this was happening with other Warband mods, and ended up finding an old post about the unarmed peasants on this forum:
https://www.aworldoficeandfire.co.uk/forum/v4-0/v4-3-latest-bandit-ambush-in-towns/

In the post, Maester Rawl says "It happens at dusk and dawn", which suggests that there is some problem with the sequence/order control between the two asynchronous events, the day-night switching and the bandit spawning. This now allows me to focus my reproduction-trying to around sunrise and sunset, and also to narrow down the range of the code I should read from .txt dramatically!

September 11, 2024, 03:13:01 PM #4 Last Edit: September 14, 2024, 02:30:36 AM by tos1 Reason: The shifting of number was not a bug, so added a strikethrough.

I confirmed that when a code of certain menu item is executed in a scene with night bandits, unarmed peasants/commoners are added to the scene. I also confirmed that when one or more night bandits are present and we access the door to the inn, the item number in the Viking Conquest menu system shifts and an unexpected code is executed. However, I have not yet been able to determine what triggers/makes it by other than the door-access in your cases that I've not met.

Another question from me.
When peasant/commoner are mixed in with the night bandits scene, has the pink message "The door is locked" always appeared in the bottom left corner of your screen?
(If so, the conclusion and countermeasures are simple.)

I didn't see this message appear. I visited Winterfell and went to the tavern where I recruited some people. After leaving the city, I tried to return to the tavern, but I was attacked by two bandits and four peasants, two of whom were positioned far away from me, inside the fortress.

Just to clarify, did you enter the town and then choose to visit the Inn and then the bandits-scene started? Or when you entered the town and it started?

I used the menu to buy some stuff and then i went to the tavern (Only using the menu).

Thanks. If I understand correctly, your steps in case of Winterfell is: Visit Winterfell -> Smoking Log Inn -> recruited some men -> leave the Inn -> leave the town -> visit the town again -> Trade with locals -> buy something -> Head back -> Smoking Log Inn -> the night-bandits scene.

I don't know if other people here are experiencing the commoner-mixed-in-bandits issue in the same/similar steps as you do (i.e. at the time when the player selected "Visit the Inn"), but if the case, I strongly guess the visiting-inn-jumps-to-invalid-menu bug I've already reported in the topic below may directly relate/cause this commoner-mixed-in-bandits issue.

https://www.aworldoficeandfire.co.uk/forum/v8-0/competitions-only-in-the-city-other-activities-menu/
(The "Other activities" in the title above was wrong and I corrected in the topic. Please read it as "Visit the Inn", and "city" as "town".)
Screenshots in the recent AWoIaF (developer) version:


I found the cause of this visiting-inn-jumps-to-invalid-classic-menu bug and reported to a forum channel for developers on Discord on about Sep 1 2024. If it is fixed in a later version, the bandits-bug (by your steps) may also be fixed automatically.

To others here:
Please let me know If you know other steps to recreate this commoner-mixed-in-bandits issue.

I had overlooked the post in 2023 below.
https://www.aworldoficeandfire.co.uk/forum/v8-0/bandit-ambush-in-towns/
As some of you wrote, it seems that a bandits-scene can occur mistakenly when we select an Inn (etc.) from the town menu, not only when we enter a town. I've never encountered not only the commoner-mixed-in-bandits bug but also the bandits-appear-when-selected-inn bug, but the information narrows the scope to be checked considerably.

To AWoIaF developers:

I guess I have already identified the code position for this commoner-mixed-in-bandits symptom. It must be the same as the "The door to tavern spawns peasants in a town night bandit scene" that I have already posted on Discord on about Sep 14 2024. So, if that bug is fixed (i.e. if try_end is moved to the correct position in  the later line), this commoner-mixed-in-bandits issue should also be resolved.

As you know, the conditions for bandits to appear in the town at night are determined by the value of "$town_nighttime" set in town_menu and the value of party slot slot_center_has_bandits set in simple_triggers. If the former is 1 and the latter is 0, and the latter becomes 1 the moment we entered the town and the town menu is displayed, the commoner-mixed-in-bandits symptom should occur when we selected "Visit the Inn".

I saved the game at such a timing while outside a town, added debug messages to .txt, and tried it dozens of times, but it never reproduced in my environment.

So I tried acceleration tests to intentionally cause it to happen by doing the following for my .txt.
- I added a trigger that fires a few seconds after the 3D bird's-eye view displayed in the town menu begins, and it sets a troop ID (e.g. of Outlaw Poacher) to the slot.
- I entered the town when "$town_nighttime" is true and the slot is 0, and confirmed through the debug message that the trigger has fired after the town menu was displayed.
- I selected "Visit the Inn".
Using this steps, the bandits scene started and commoners joined in as I intended.

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