Public order is not solely dictated by religious unrest. There are many other factors at play here.Originally Posted by Lord Leonard
Public order is not solely dictated by religious unrest. There are many other factors at play here.Originally Posted by Lord Leonard
For King and Country!!!
Regarding the missing princess. When she come of age you will of course have to refuse marriage. Then go to the city/castle her father is in and click on the agents tap. Voila - you have your princess. Sadly the way traits work right now she will very often be a ugly hag and it is very difficult to get her improved charm.
That is either Bern or Innsbruck, both of which are castles. Castles almost can't be made to rebel, however 150% loyalty is very low for a castle, so I would say the religious unrest is in fact hitting hard.Originally Posted by Lord Leonard
You may not care about war, but war cares about you!
Obviously bugged trait triggers:
1. The trigger that promotes priests produced in cathedrals bishops doesn't extend to huge cathedrals. A single > would fix the problem.
2. The BadTaxman trait is awarded if the settlement's tax rate is lower than high. Unfortunately, castles have their tax rate set at normal so governors will always pick up this trait.
3. No way to get the Faithful Servant and Smothering Bodyguard ancilliaries for princesses.
4. No way to get a whole bunch of princess-related traits. Lack of a CharmStarter trait to give princesses some charm to begin with. This is important since there are only 2 ways to gain and lose charm for princesses through actions (diplomatic success and getting assassinated).
5. ReligionStarter trigger for adopted generals, married-in generals and men of the hour is not giving the trait properly, resulting in them all having no piety (starter trait is supposed to give default 3). This may be due to the triggers being cluttered with other traits. The only one that works is the coming of age trigger, and only sometimes. This is most likely due to the fact that LoyaltyStarter is above ReligionStarter in the trigger and both are at 100% chance. The game checks for LoyaltyStarter, awards it and stops. If this is true, then all triggers with 100% chance traits buggy as well, since the game may stop before it hits the 100% trait and will definitely stop after it hits the 100% trait.
6. Pagan magician ancilliary is given when a region is less than 90% of the controlling faction's religion. This results in everyone getting one. Might be a simple typo from too many late nights up.
7. For some reason losing a battle to Aztecs causes you to hate Denmark. Maybe the two are related somehow (it's really a typo).
Last edited by dopp; 12-09-2006 at 16:15.
The Hashashim guild does not give any law bonus to the town its in even though its descript suggests it should. I didn't test whether it actually give bonuses or not, but the building info is missing the law bonus, so it probably won't give any.
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Ok, thanks for all the submissions guys.
I'm going to clean this up tomorrow and update the first post, as i really don't feel like trawling through 80 posts of bugs at the moment :P
Just from skim reading, i've picked up a hell of a lot of bugs that need to be reported, and i'm going to do so once i've got around to consolidating them.
Again, thanks for all your help and submissions.
From wise men, O Lord, protect us -anon
The death of one man is a tragedy; the death of millions, a statistic -Stalin
We can categorically state that we have not released man-eating badgers into the area -UK military spokesman Major Mike Shearer
To give even more evidence to a bug I reported earlier regarding regicides:
My old finding was that it didn't give you any relations bonus when at war and abysmal.
This time I tested it on at war + terrible and neutral + terrible. Both times relations didn't increase either, so its definitely bugged. (in addition to having grammar errors in the success message)
And sapi, don't rejoice too early, I might still find more and make you work 25 hours a day instead of 24 ;)
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Annex mission doesnt work except for possibly bribing it wich I never tried. I originally bought it for cash and ceasefire = another faction has taken it. Tried exchanging it for 1 city for the target and still doesnt work,wich is explicitly explained just that way in the mission script.
Exchanging cities, the AI gets a free garrison and the human player does'nt.
When artillery has 2 shots left it fires all of its ammo, but when it is down to one shot left it can never fire that last shot. Does the game consider the ammunition empty?
Sally and enemy has artillery, you lose the battle if you exit, even when you destroy all of thier artillery. This is including the fact that all men are back in the city (thier artiilery is destroyed but unit is left). It's also a loss if they fired all shots from thier artillery.
Citadel with cannon towers look like cannon towers but fire ballistas.
When a fox kills your chickens, do you kill the pigs for seeing what happened? No you go out and hunt the fox.
Cry havoc and let slip the HOGS of war
Human player does get a free garrison. A few infantry units, based on your barracks level.
I've gone to the trouble of reading the game manual and that's it...Originally Posted by Sun Tzui
You get a turn count but no date or season!!!![]()
Hope the patch can resolve this fault, but doubt it....![]()
In war, let your great object be victory, not lengthy campaigns.
Sun Tzu on the Art of War
In my Turkish campaign I noticed that I could call a jihad on any non islamic, non rebel region except if it was owned by Hungary. I couldn't call a jihad on any of their provinces, even on turn 1.
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I don't now if this is a bug or what, but i trust it's not supposed to look like this.. Look at the ports of cordoba and marrakesh.. On that game i had several more ports/dockyards/shipwrights that looked like that, and also several normal lookin'
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I second that one, except that I was trying to call a crusade and all the Hungarian cities showed up, even though it wasn't excommed.Originally Posted by FactionHeir
Pikemen tend to be a little messed up. Charges often make it past the pikes and cause them to whip out swords and die. Pikemen not engaged directly will continue standing in braced position while their fellows are hacked down right beside them. Ordering a pike unit to attack causes it to walk forward and the front ranks do not engage the enemy. When the back ranks get into attack range they start poking away fine, but the problem is that the front ranks are now too close, switch to swords and die.
Last edited by dopp; 12-09-2006 at 18:42.
Cultural difference is all. Muslim ports look different from western european ones.Originally Posted by ersvale the dreadfull
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tested it and bought a bunch of cities and got a garrison. You don't get the free garrison in an annex mission, or something else is in play hereOriginally Posted by dopp
When a fox kills your chickens, do you kill the pigs for seeing what happened? No you go out and hunt the fox.
Cry havoc and let slip the HOGS of war
Loss of sound
I played the Cortez vs Mayans hsitorical battle, and a few seconds into the action, the sound just died. The music, the voiceovers, and the battle sounds all just died.
*Restarting the game had no effect!*
*Restarting the COMPUTER had no effect!*
So now when i run the game, theres no menu music, no game sounds. . I tried changing the sound provider (was using Miles 2D with headphones), apply, but still no change. Ive never messed with any of the .ini files or whatever or anything.
My english campaign is stuck on turn n.º 128!![]()
It recognizes the end turn button but it does not highlight it, so clicking it does nothing, same goes for faction, contruction and mercs purchase button....
I would'nt mind waiting a bit longer for a game without so many bugs.
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Now i gotta restart a new campaign
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In war, let your great object be victory, not lengthy campaigns.
Sun Tzu on the Art of War
The buglist updates are below and in the first post. I'll send them off to CA in a minute or two.
---
New Bugs
When the AI has a spy inside a settlement that opens the gates for them, they don't use rams to break down the gates but they also don't make use of them being open.
The game can get stuck in a loop, apparently when both the faction leader and heir are killed in the same battle. Further investigation indicates that this occurs when they are taken prisoner, but the ransom is refused.
Aztec cities sometimes have egyptian architecture !
Some key mapping doesn't work correctly (specifically that to do with binding keys to different speeds).
Sometimes textboxes fail to display correctly during battles, so that only a few letters are readable.
Once a unit has begun to climb a ladder, it can no longer be targeted by cavalry (even though most of the unit is still on the ground.
If new units are added to a jihad (or a crusade?) and it takes the settlement within the next few turns, the game does not count those units (and thus the entire stack) as a jihad army and the mission is failed.
The AI doesn't understand that being in spear wall formation prevents units from hiding, and will operate as if those units were hidden when to the player they are not.
In many cases, ballista towers shoot cannon balls, and cannon towers shoot ballista bolts.
There is an exploit wherein you can move all garrisons with generals in them as part of a crusade on the last turn before its completion and thus get the experience bonus despite not having moved anywhere.
If any of the Timur elephant units lose men in a battle, the game will crash when you try to fight them in the next battle (presumably because the unit won't work without its full compliment of men).
The AI won't sally out of forts.
The AI often doesn't do sea landings, causing a lot of trouble for factions such as the British and the Scots. It also means that they are unable to capture island territories.
Armourer buildings are not giving the correct bonuses (please see post #42 in the new Org buglist for a full explanation, but basically they all add +1 armour despite the different armour levels actually giving far more than that.
Reinforcement units sometimes get 'stuck', half on, half off the map. This mostly occurs with generals bodyguard units and may be to do with the king/heir having a larger unit size than the game allows for with theautodeployment.
Pathfinding for routing/withdrawing units in siege battles is horrible, with men that are literally ten metres from the border of the map running past the defences to withdraw on the other side.
Natural Disasters sometimes prevent you from building forts and watchtowers in the affected province.
Cavalry don't seem to get the experience bonus when trained at castles with jousting/training grounds during initial training (they need to be retrained to get the bonus.
You/the AI are still counted as a faction's ally even if that faction has been destroyed (ie the game is not erasing the ally information for that faction), causing significant problems with attempting to secure future alliances.
Pathfinding in mountain terrain is horrible.
You can often see the hit animation play out for units with only one hitpoint and yet not see them die.
Diplomats/Princesses lose all trait points in their diplomatic ability trait if they fail a negotiation instead of just getting a trait decrease by 1.
Agents and armies can move on top of each other and thus displace the other character that was on that coordinate, preventing characters such as merchants from earning an income and moving your characters away from their intended targets.
The 'wary of rebels' trait's description reads 'no effect'.
When you've ordered a spy to move into a city (over multiple turns) and that city is besieged, the spy can still move in and bypass the siege restriction during your automated movement phase at the end of your turn.
Captured captains show up as a member of the unit of which they were a part on the ransom screen.
Generals bodygurads without a leader show up for ransom (as an aside to this point, it'd be nice to have an option to 'ransom nobility' to keep the price down).
The 'annex settlement' mission doesn't seem to work correctly.
Generals can get traits about wives when they're not married.
Spelling error in the details of "Your forces melt away"
Grammar error in the details of a successful Regicide mission.
Like the diplomatic traits, the 'chivalrous ruler' trait can be lost very quickly (for example by leaving him in a town with high tax rates)
Knight Hospitaler trained from a HQ do not gain the promised experience bonus.
Militia cavalry sometimes can't be retrained in the city they have been recruited in.
A successful regicide mission doesn't raise the relations between the factions as it should.
Attacking Orthodox factions while on crusades will drastically kill your relations with the pope.
Cancelling an alliance lowers your reputation, defeating the point of doing so (it's the same as just attacking without warning).
Retraining a full strength unit (to improve its armour, for example) will still take a unit away from the recruitment pool.
If a family member comes of age in a fleet which already has 20 units in it, the fleet vanishes, and can only be recovered by moving another ship close by and using the faction members panel to locate and move the prince.
An AI army that is forced to fight to the death sometimes tries to withdraw (and is destroyed).
Several options in the config file (such as editor and movies) are overwritten by the exe on game startup and thus cannot be changed for good.
Elephants can capture a gatehouse from outside the city.
AI reinforcements rarely work together with the main force and often let themselves be defeated in detail.
The AI doesn't move their general out of artillery range when he's under attack, so he often gets killed before the battle is joined.
The 'man of the hour' event never seems to trigger in sallies, siege battles and when the army never moves out of the town (ie for an enemy/rebel army within one step of the settlement).
There seems to be a significant balance issue with 'forlorn hope' (see post #69)
Buildings can get damaged in a siege battle that is autoresolved despite the absence of artillery.
There seems to be no real reason not to sack a settlement rather than occupy it. If it does generate unrest then the penalties seem to be too small.
The vices that can be gained from being in cities have a ridiculously high chance of being gained when how many a general is eligible for and how long he stays in the city are taken into effect.
Losing to the aztecs can make your general hate Denmark !
Generals are still suicidal in sieges.
The AI sometimes 'freezes' during sieges, and their units simply stand still for the remainder of the battle.
Adding agents to a crusade removes its movement bonus.
Religious unrest and general unrest sometimes behave strangely (see post #79)
The description for Holy warrior is the same as for Grand Crusader and mentions crusades.
There are numerous ancillaries with no triggers, eg. armour_custom, armour_ornate, black_stallion, faithful_servant
AI has lots of trouble withdrawing artillery units, They withdraw then run back pickup the artillery and withdraw again never getting anywhere.
AI can't besiege any fortification with cannon towers as they will willingly let themselves get slaughtered on a sally. Should they only be assaultable due to the towers range?
On a merchant mission from the Merchant's Guild to takeover an enemy merchant, the mission states, if you succeed you will receive 500 Florins and the Merchant's Guild will be pleased with you and if you fail or don't do it, the Merchant's Guild will be pleased with you. Obviously they've been trading too much wine and they'll be pleased either way!!!
Assassination missions (such as assassinate witch x) fail if you kill the unit in any other way (such as burning it at the stake or killing it in battle).
The trigger that promotes priests produced in cathedrals to bishops doesn't extend to huge cathedrals.
(the next three are quoted from post #94)
There's no way to get a whole bunch of princess-related traits. Lack of a CharmStarter trait to give princesses some charm to begin with. This is important since there are only 2 ways to gain and lose charm for princesses through actions (diplomatic success and getting assassinated).
ReligionStarter trigger for adopted generals, married-in generals and men of the hour is not giving the trait properly, resulting in them all having no piety (starter trait is supposed to give default 3). This may be due to the triggers being cluttered with other traits. The only one that works is the coming of age trigger, and only sometimes. This is most likely due to the fact that LoyaltyStarter is above ReligionStarter in the trigger and both are at 100% chance. The game checks for LoyaltyStarter, awards it and stops. If this is true, then all triggers with 100% chance traits buggy as well, since the game may stop before it hits the 100% trait and will definitely stop after it hits the 100% trait.
Pagan magician ancilliary is given when a region is less than 90% of the controlling faction's religion. This results in everyone getting one. Might be a simple typo from too many late nights up.
The Hashashim guild building description doesn't mention any bonus to law.
When artillery has 2 shots left it fires all of its ammo, but when it is down to one shot left it can never fire that last shot. Does the game consider the ammunition empty?
If you sally and enemy has artillery, you lose the battle if you exit, even when you destroy all of their artillery. This is including the fact that all men are back in the city (their artillery is destroyed but unit is left). It's also a loss if they fired all shots from thier artillery.
There are several bugs with choosing the city you call a crusade upon (see post #103)
(quoted from post #103)
Pikemen tend to be a little messed up. Charges often make it past the pikes and cause them to whip out swords and die. Pikemen not engaged directly will continue standing in braced position while their fellows are hacked down right beside them. Ordering a pike unit to attack causes it to walk forward and the front ranks do not engage the enemy. When the back ranks get into attack range they start poking away fine, but the problem is that the front ranks are now too close, switch to swords and die.
From wise men, O Lord, protect us -anon
The death of one man is a tragedy; the death of millions, a statistic -Stalin
We can categorically state that we have not released man-eating badgers into the area -UK military spokesman Major Mike Shearer
Just as an addendum to the religious unrest behaving strangely: (#79)
It happened only in my designated capital and only if it had a governor inside. When I moved the governor out, the religious unrest disappears. This is odd because my governor in both campaigns did have piety but no negative traits at all.
And general unrest behaving strangely:
https://forums.totalwar.org/vb/showthread.php?t=74517
I refuted the theory that it was spies causing it, because I did a quick test whereby I moved 10 spies into an affected settlement, cheated them up to 10 subterfuge each and then ended turn 5 times without doing anything else. After 5 turns the (general) unrest still remained at 15% for no reason. The unrest seems to affect most of the settlements you have owned for a while, some newly captured ones don't usually seem to have it from what i've seen. So yes, behaving strangely
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Erm forgot in my post above:
Great work reading through all those posts and putting together a nice list :)
I just remembered a few more:
To confirm #134orgbuglist (in your first post), I also noticed that sometimes if you click "attempt night attack", then uncheck and recheck, it might cause the game to crash due to an unspecified error.
Archers/crossbowmen have big troubles killing the last man in a unit. I had 8 horse archers and 5 merc crossbowmen on two different occassions trying to shoot the last archer in an archer unit and they needed altogether some 5-6 volleys to kill him. While I was zoomed in to watch this, I noticed that single man was hit repeatedly (hit animation as noted in the "new bugs") but didn't die. He took some 50 something hits before finally dying... Also, besides the last man having some weird issue with its hitpoints, the ranged attackers shooting him are highly inaccurate (I mean its just 1 man left, sure less targets but you can focus on him)
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Follow-up to Jihad targets (not on your list, you only mentioned crusade targets):
It lists rebel towns in the middle east preferentially and then fills up with captial cities of non islam nations. However, it has a limit to how much it can display (8 or 10 cities i think), so you may not be able to wage jihad on a target of your choice. Actually, even if you take all those rebel towns and only true factions are left, you cannot wage jihad on some factions because their city is not on the list due to the limitation. Since there doesn't seem to be a criteria for what makes a city more jihadable than another (why is Edinburgh there but not Budapest or Krakow), it should show all non islam capital cities without the arbitrary limit. It doesn't have a limit for crusades, so why for jihad?
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You can't sail down the coast of Africa past Marakeesh, but there's a pirate fleet trapped there. If the player owns Marakeesh or Arguin and thus extends his vision that far, he is treated to the sight of the trapped pirates trying to sail away and failing every single turn for the rest of the miserable game. Drives one nuts.
Reloading a game will cause any provinces hit by natural disasters that turn to become bugged. This prevents you from building watchtowers and forts there until another natural disaster hits.
AI hires mercanary ships in lakes
When a fox kills your chickens, do you kill the pigs for seeing what happened? No you go out and hunt the fox.
Cry havoc and let slip the HOGS of war
Hey factionheir! Did you look at the picture?!!Originally Posted by FactionHeir
The ports are not supposed too look like that, and i don't care how muslim they are.. Btw look at Granada, thats was a moorish port, but it looks perfectly normal.. Besides, i had the same problem with the ports in Marseille,
and Bologna
and they're not muslim ports..
At first i thought it was a bug that occured when shipwrights were upgraded to dockyards, but then it must only apply for me, because the computer upgraded the port in Thessalonica to a Dockyard and that looked perfectly normal..
Maybe it's got something to do with the video settings, i'm just wondering if anyone else has had this problem or if it's only me...![]()
Yes I did and it only had some cultural differences when I looked at it.Originally Posted by ersvale the dreadfull
Your new shots are more clear on what you mean however.
Is it that your docks look somewhat empty? (without the mini city?) Or is it something else? You need to specifiy what is different, not just state that it is different.
I didn't have this problem though, so I can't help you further
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I'm sorry, i thought it was obvious. The graphics seem to be jammed somewhere between shipwright and dockyard, with both shipwright and dockyard walls around it. Also, as you so eloquently put it factionheir, the docks look somewhat empty.Originally Posted by FactionHeir
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Just trying to contribute some possible bugs..
Yep. Got it too. Are there any more people with this same thing?Originally Posted by FactionHeir
Emotion, passions, and desires are, thus peace is not.
Emotion: you have it or it has you.
---
Pay heed to my story named The Thief in the Mead Hall.No.
---
Check out some of my music.
I just noticed another serious bug:
I'm playing my new campaign as the moors (vh/vh) and had eliminated my ally portugal using assassins. Now I moved a spy into the rebel settlement lisbon (as they are eliminated). This spy has subterfuge 10.
A few turns later I take Lisbon with an army. What I notice is that the settlement now ahs a permanent 40% general unrest even after I moved my spy out.
Could it be that there is some problem with erasing unrest from a rebel settlement that you had infiltrated using a spy a few turns ago? I didn't notice this before anywhere else, so it could be rare or coincidence?
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Sapi, you missed this from my post #42 in this topic:
-Merchants trained when I had the merchants HQ and a master assassins guild would give a newly trained merchant the "merchants guild apprentice" trait which somehow related to the master assassins guild descript and gave "+1 to agent's skill". You would also expect a journeyman for the HQ in that respect, so its likely that there is some overlap in the triggers for merchants guild / assassins guild.
I just got reminded by this of another topic which popped up in the citadel.
Another one:
Theologians guild descript is the same for all factions. However, for orthodox and muslim factions, it does not make much sense if they had to study the bible before meeting the pope...
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Captured AI asassins give no message or who did it, the AI knows when you fail via death of your asassin.
When a fox kills your chickens, do you kill the pigs for seeing what happened? No you go out and hunt the fox.
Cry havoc and let slip the HOGS of war
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