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Game Bugs and Issues Overview

The document discusses several bugs and issues found in a Mount & Blade mod focused on firearms, including artillery not working properly in battles, weird scenes after sparring matches, low defender spawn numbers in sieges, inability to reload carbines while walking, high casualty rates due to wounds not being possible, freelancers not being given weapons, and the after death camera getting stuck.

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0% found this document useful (0 votes)
11 views1 page

Game Bugs and Issues Overview

The document discusses several bugs and issues found in a Mount & Blade mod focused on firearms, including artillery not working properly in battles, weird scenes after sparring matches, low defender spawn numbers in sieges, inability to reload carbines while walking, high casualty rates due to wounds not being possible, freelancers not being given weapons, and the after death camera getting stuck.

Uploaded by

dariomora098765
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

- Artillery does not work when assisting another general in battle, and

participating in a siege with artillery in your party will break the artillery
system entirely until you start a new game.

- After winning or losing a sparring match, you will end up in some weird broken
scene. you just need to tab out of the scene and then go back to the gym to get
your reward from the boxing coach.

- The sound of footsteps on grass were removed because they hog up all the sound
channels and cause other sounds, such as gunfire in battles, to cut out and go
silent.

- The way defenders spawn on sieges is a little wonky. The troops that spawn from
the "archers" entry points only have about 3 - 5 men with them, when they should
normally have around 10 or so. Also after taking a small number of casualties,
reinforcements will spawn in, which is not supposed to happen until they lose a
significant number of troops. This isn't too big of a problem, you can still play
the sieges just fine and they are still fun, but it's not how it is really supposed
to work, and would be better if it was fixed.

- The player is unable to reload carbines while walking.

- Casualties in all battles tend to result in 80% - 90%+ KIA. This is not a bug,
but rather a result of the fact that firearms in the game can not wound characters,
only kill them. Because of this, the only way to take prisoners is to use blunt
weapons. This is actually the same system that normal M&B uses, however since it is
a medieval game, it was more likely that troops would use maces and clubs, which
would allow the player to take a healthy amount of prisoners.

Since this mod is focused around firearms, the opportunity to use blunt weapons is
limited to troops who are not equipped with bayonets or other bladed weapons, and
therefore deaths tend to be much more common than wounding. I have an idea of how
to fix this by creating a new system for AI troops to surrender in battles after
taking a certain amount of casualties, but without a proper coder on the team, this
is not possible for me to create on my own.

- There is a bug with freelancer, where if you enlist with units that are armed
with sharps or spencer rifles/carbines, you will not be given a weapon or ammo. I
suspect this is because these weapons are marked as itp_type_musket rather than
itp_type_crossbow, and the ammo is marked as itp_type_bullets rather than
itp_type_bolts. Basically, the reason for this difference is that itp_type_musket
is what allows for these weapons to have a new reloading animation and sound
effect, and itp_type_bullets is what makes the ammo work with those weapons.

For whatever reason though, freelancer is not recognizing this weapon and ammo
type. If I had to guess, it's probably because itp_type_musket and itp_type_bullets
is not normally used in M&B, so freelancer wasn't designed to recognize it, since
it was originally made to be used with medieval stuff, not firearms. Unfortunately
I have no idea how to fix the problem myself, so I would need the help of an
experienced coder to resolve this issue.

- The after death camera is no longer working, with the camera being stuck at the
location of the player's death. I suspect this might be linked to the new iron
sights script, however my attempts to resolve this by having the script check if
the player is alive, proved to be unsuccessful.

Common questions

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The removal of footstep sounds on grass is significant as it prevents sound channel saturation, ensuring critical sounds like gunfire aren't muted during gameplay . Effective balancing involves using audio compression strategies or dynamic channel prioritization, allowing environmental sounds to remain without compromising essential gameplay sounds.

Introducing blunt weaponry systems could diversify combat strategies by enabling non-lethal engagement methods, which would facilitate prisoner capturing and modify dynamics from purely lethal to mixed outcomes . It would also encourage tactical diversity, allowing players and AI to switch between aggressive and capture-oriented gameplay depending on situational tactics.

The inability to reload carbines while walking affects gameplay by reducing a player's mobility during combat, making them vulnerable to attacks when reloading in stationary positions . A potential solution is to implement a reload mechanic that allows walking in conjunction with reloading, which would require coding enhancements to accommodate animation and action synchronization.

The high rate of fatalities in battles is primarily due to firearms in the game only being able to kill, not wound characters, unlike blunt weapons which can incapacitate foes . To mitigate this, adjusting the game mechanics to allow for wounding with firearms by incorporating a surrender or incapacitation system for AI troops after significant casualties could reduce fatality rates.

The after-death camera bug causes the camera to remain fixed at the player's death location, hindering the player's ability to view the ongoing battle post-death . A potential solution involves creating an alternative camera script that decouples from the player's death location, or ensuring existing scripts properly revert camera control back to the user interface upon player death.

A non-functioning sparring reward system undermines player incentive and progression satisfaction due to broken scene transitions post-sparring . Improvements involve refining scene transition codes to reliably reward after sparring, reinforcing user motivation and integrating consistent reward feedback loops to enrich the overall gameplay experience.

The spawn mechanic error during sieges affects gameplay by improperly managing reinforcement timings and spawning fewer archer groups than intended . Improvements could include recalibrating spawn triggers and ratios to match intended gameplay dynamics, providing balanced reinforcements only after appropriate battle conditions are met.

The challenges in the freelancer system stem from the incompatibility between weapon types (itp_type_musket) and ammo types (itp_type_bullets), as the system was not designed to recognize them due to its medieval origins . Resolving this requires code alterations for compatibility checks or a revised item categorization that the freelancer system can recognize and execute correctly.

The malfunction in the artillery system during sieges causes the system to break entirely if artillery is present in a player's party, necessitating the start of a new game to resolve the issue . To address this, the game's coding needs modification to handle the artillery during sieges properly. Implementing a patch to ignore artillery presence in siege scenarios or to simulate non-breaking mechanics would prevent the need to restart the game completely.

The technical hurdle in resolving the freelancer weapon issue is due to the system's original design for medieval elements, causing non-recognition of modern weapon types . Overcoming this requires expert coding intervention to extend system parameters or redesign item classifications congruent with modern mod elements, enhancing compatibility.

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