Updated 12/1 AEST
Since i've taken ownership of the buglist and am now responsible for organising it, econ and I figured that it was time for a new incarnation which I can easily update and keep track of to aid in bug quashing. This is it :P
The old thread (with all the discussion) can be found here and i'll be incorporating the newly identified bugs into this thread soon.
New
If a unit in schiltrom formation is too close to a gate in a siege battle it cannot be battered down (the ram will constantly engage and disengage).
The merchant's wharf series of buildings do not appear to be working as the description indicates (ie they give a bonus to tradeable goods but not to the number of fleets; see the thread at the Org for details)
The front rank of a unit of pikemen seem to be dropping their pikes to use swords for no apparent reason
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There is a problem with traits and antitraits, which is best explained by an expert (thanks dopp)
"In RTW, anti-traits were on a sliding scale, so 1 point gained in one trait when the character had levels in the antitrait would cause a 1 point reduction in that trait. Further points would cause the antitrait to reduce levels until zero was reached, whereupon the character would start gaining levels in the new trait.
For example, a character has 2 points in GoodCommander (level 2 GoodCommander). He loses a battle and gets 1 point of BadCommander. As GoodCommander is the antitrait, it drops to 1 point (level 1). The character picks up another point of BadCommander. GoodCommander then drops to zero and the trait disappears from the character sheet. The character gains 1 more point of BadCommander. BadCommander now appears on his character sheet at level 1.
In order to prevent traits from sliding up and down unchecked, the system also included a nogoingbacklevel setting for each trait. In other words, once you hit the threshold for a particular trait you could never reduce your score in that trait below the threshold, no matter how many points you scored in its antitrait.
The triggers and traits in the character_traits file are configured to work under those conditions. However, it seems that the mechanics have changed for M2TW, wrecking havoc with the way traits are gained and lost.
Research for M2TW reveals that gaining points in a trait automatically resets all antitraits to zero, regardless of nogoingbacklevel.
For example, I have a Great Commander, 8 points in GoodCommander. I gain 1 point of BadCommander. I will lose all 8 points in GoodCommander immediately.
Needless to say, this causes a lot of trait seesawing and makes it virtually impossible to gain and maintain higher skill levels for characters, since even one point in an antitrait causes the character to revert instantly to zero. This is probably a pretty serious bug that is mostly beyond the abilities of modders to rectify."
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In a siege with reinforcements for the defender, it is possible to take the gate that they would normally use to enter the city. If you do this, the AI often just stops in its tracks.
Reinforcements for the attacker in a siege battle start off the battlemap but carrying their siege equipment (this only applies to units actually seiging the town, and i believe the issue arises because the game can't distinguish between siege and field army reinforcements). While i'm not sure if this is a bug or not, it would make sense to have them appear on the map, as they are manning the siege lines around the city.
If you run the game with a mod switch, settings still get saved to your default config file (so you're back to square one when you play the mod again unless you manually copy them over)
Apparently, between Bucharest settlement and its port, there is no road or a crossing across the the river in the region to get one.
The merge key only works inconsistently.
Saved game dates don't seem to be in sync with the player's local time (so they can appear a day ahead or behind for some of the day)
It appears that marrying a general acts a marrying a faction heir should do and vice versa (ie, marrying a faction heir brings him into your faction whereas marrying a general doesn't). Reported with marrying Robert in Caen first turn as the French.
Gunpowder upgrades at university give bonus melee attack instead of ranged.
British can build military academy and get gunpowder associated traits and retinues before gunpowder is developed.
Christian factions can retrain most mercenaries, even ones which are not found in their home territories, whereas muslim factions can't even retrain local ones.
Becoming a king makes you lose your starting piety bonus.
Gunpowder infantry often get stuck 'reforming' and don't do anything but get killed.
When using "Total war" view, in the French version of the game, the camera keys relate to a "qwerty" keyboard, and the other contros use an "azerty" keyboard.
Troops with the plague don't display any indication of it, making it hard to stop it spreading (bug or 'feature'?)
Archers seem to have infantry marching sound and infantry seem to have Archers marching sound - archers make the intimidating 'crunch crunch crunch' noise as they march, wereas infantry just rattle and barely make a noise.
The mongols sometimes fail to expand, and just sit around as a big horde.
Crossbows sometimes fire an empty volley when you tell them to move or stop firing; and they won't turn and run until they have completed their firing animation, making saving them from charges impossible.
If the gates shut to stop a routing unit passing through, the unit will never pass through the gate, even if it opens later in the battle, and will be almost impossible to kill.
The AI can get new family members in stacks in the middle of nowhere.
When an enemy army decides to assault one of your settlements, by having diplomats/prests/spies/assassins in the enemy territory you can see their planned route (the big blue arrow) of the enemy army all the way to your settlement even when it's going to take several turns for them to get there. Even if you then use this information to massively re-enforce the settlement the computer still follows it's attack order resulting in the enemy sneak attacks being utterly non-sneaky and disastrous for them.
The campaign map sometimes lags very badly, even on high end systems, and this does not seem to be reproducable, even though it is a widespread issue.
Historically, the game is missing several road connections that existed in real life. Constantinople-Trebizond, Nicea-Trebizond, Caesarea-Yerevan and Caesarea-Trebizond are examples of connections that existed and were significant historically but are not ingame. To clarify why this is a bug (and, to be honest, it's more of an enhancement), the absence of these connections makes life very hard for the Turkish and whoever invades their empire.
The AI sometimes withdraws its armies (on the battle map) directly towards an army that is waiting to enter, preventing the AI army from leaving.
Upgraded armour is not represented visually on Berdiche Axemen.
Venetian Archers and Venetian Heavy Infantry show less armour the more they are upgraded (ie the effect works in reverse).
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The Second Batch
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.
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Known Bugs (this is the list i sent off to CA)
Major Bugs (need immediate attention)
Passive AI bug - seemingly triggered by a lack of missile troops and thus prevalent in sieges, the AI has a tendency to stand still and allow its troops to get shot to pieces by archers that could have been easily eliminated by a charge
Siege lag bug - the game lags severely when the ai has only one set of ladders/attempts to only use the one set; or when the ai attempts to use one major method to enter the castle; or from a myriad of other factors. Whatever they are, it needs to be looked at.
Cavalry stop charging when the first man hits, robbing the charge of its impact. Sometimes they don't lower their lances at all, but instead just charge in with swords drawn.
Units have cohesion problems - often, only the first ten or so men of a unit will attack, with the rest hanging back and only filling the gaps caused by casualties.
Archer Issues - Archers refuse to obey your orders with respect to targets (one suggestion is that this is to do with the fire at will command having a higher priority than your manual orders) and seemingly enjoy charging the enemies you've ordered them to shoot. This seems to happen more with missile cavalry, but sometimes one or two men out of the unit will charge straight at the enemy to engage meele combat instead of shooting as ordered, and others will just run around in circles. In addition, archers sometimes take forever to fire as a group and thus only get one full volley off against charging enemies. Archers also operate too far in front of their army to be saved by friendly cavalry in the event of an enemy charge.
Passive Friendly AI - your units won't always react to threats and will often just sit there being slaughtered instead of turning around and fighting
Papal Bugs - there is inconsistent excommunication, and the papacy doesn't seem to be able to distinguish between the aggressor and the defender. It's also been suggested that it shouldn't be an act of war to attack another catholic faction's army that is in your territory without leave.
Armies (both friendly and ai) occasionally spawn on inaccessible cliffs.
Infantry still have trouble navigating and fighting on walls and often get stuck with half the unit on the wall, and half off it, making movement next to impossible.
The AI can't deal with longbow stakes properly, and will either line up before them to get shot or bizarrely change formation to a deep column and stand to one side of the stakes.
Troops in loose formation can better resist cavalry charges and are otherwise inexplicibly superior to those in tight formation.
It is very hard to accurately place troops in cities, castles and forts. As a matter of fact, it is very hard to place units at all in them!
Relocating your capital causes errors in merchant earnings. According to reports, "When you first start a campaign, the resource trading is calculated correctly. After you load the game, it fails to correctly calculate the distance to the capital, resetting ALL resources values to their base value, with NO regard to distance to capital. If you relocate your capital, the game will be forced to recalculate distance to the capital. Workaround for now is to relocate your capital back and forth immediately following loading a game." (thanks ralek)
Men desert from crusades far too easily, either after a small change in course or after sailing around Spain.
There is no weather option for non-settlement maps in multiplayer.
Giving orders to groups sometimes results in only one or two units obeying that order and the rest standing around having a smoko.
Inquisitors are felt to be unbalanced in the sense that they enjoy killing heirs, and that they'll attempt to root out heresy on a crusade (which historically was pointless as the crusade cleansed you of sin), causing the entire army to desert.
Troops with two handed weapons (eg. billmen, varangian guard) don't seem to fight well in melee(at all, in fact - from what i can see they'll only make a kill if they're attacked and the enemy fails to make one), but work effectively on the opening charge.
Multiplayer balancing issues with musketeers and cavalry.
Minor Bugs (gameplay issues)
Siege battles in multi-walled castles automatically end when you run out of ammo for your siege weapons despite the walls being linked and thus infantry being able to get through.
Agents and ships get stuck into loops on the campaign map, generally involving 'get on, sail somewhere, get off, sail somewhere, get back on, sail to place one, get off, repeat'
Men sometimes run for a corner of the walls in siege battles without player orders.
Archers seemingly do no damage in heavy rain.
Sometimes crusades don't move anywhere.
Pathfinding for units chasing routers is terrible.
Ships sometimes have unlimited movement.
Your gates open for routing enemy units, allowing the remaining units to march in.
Longbow stakes can be deployed in fortresses to massacre cavalry.
Faction missions sometimes state that they were completed by another faction when they weren't.
Units have pathfinding issues in attacking artillery from the front.
In diplomacy, ai sometimes counter offer with the exact same thing that you offered.
Men are auto-placed on sections of wall that are cut off thanks to a previous battle destroying sections of the wall.
Cavalry or infantry will not attack a unit that is attempting to climb a ladder that is currently busy with another unit.
The gatehouse is reported as taken when you are defending on a siege. This is not the case, as the gates are still locked and the enemy does not attempt to go through them.
Missile units have difficulty firing on units inside the castle while on the wall, sometimes they will not fire at all.
Ordering more then one unit off the walls during a siege, will result in them getting stuck in the tower and unable to do anything, even though it still displays them as moving towards the destination.
Princesses often gain useless ancillaries that are designed for family members such as Governors and Generals.
The 'bad taxman' trait is awarded in castles, where you can't adjust the tax rate.
Master guilds don't award basic guildhouse bonuses to agents trained in their city (so it is actually more effective to train an agent at a city with a basic guildhouse than one with a master, provided you have a master one elsewhere)
Some people are having a bug where a crusading army gets stuck on the bridge by venice once another faction takes the crusade target. The army stays there forever until someone attacks it.
Sometimes the mongols fail to appear.
Ballista towers fire during a siege despite being destroyed by sabotage
Muskateers only fire effectively when in a formation two lines deep.
In multiplayer, map names are shown in the host's language rather than that of the player.
Sometimes troops will play their animations in slow motion for no reason.
Bizarre and/or unobtainable missions. eg Council of Nobles such as send emissary to Venice to establish trade rights when you already have trade rights with them, or being ordered to establish diplomatic relations with a hostile faction.
Agents lose their skill far too easily due to failed missions (whether this is a bug or not is another question).
Minor Bugs (irritants)
Byzantine archers have a skinning issue on their arms.
Holding space to see unit positions doesn't stick, but instead flashes on and off.
There are occasionally texture issues on siege equipment, stopping them from showing up
Arrows hit the gates as if they're in closed position when they're open due to a spy
Faction heir doesn't return to king's son once he comes of age, but stays with the brother/whatever
Town square flags don't change to reflect the current owner.
Units change formation on rough terrain and don't change back
The 'let the ai control these reinforcements' option doensn't stay checked when you browse unit stats, army composition etc.
Byzantine spearmen are too weak in comparison to those of other factions.
Gothic knights appear to be too weak.
Crossbowmen are too powerful and the ai seems to use them far too much in its armies
The 'start battle' option obscures the unit description card
There are sound bugs (see post #60 of the Org bugs thread)
Battle replay files sometimes show completely different battles to what actually happened
Agents can't pass armies on the campaign map
With a large number of spies in a city, the chance to open the gates in the event of a siege will go beyond 100%.
Catapults (the men, not the weapon) are overpowered
Experience bonuses are sometimes not awarded correctly (see post #86 of the Org bugs thread)
Free Company heavy Infantry reply with 'heavy calvary' when you click on them
Muslim archers will join a sicilian crusade against muslims
Native archers have the peasant picture in the stats screen
Pope names seem odd - perhaps the incorrect file is being referenced?
Holding mouse4 to activate free look mode sometimes results in the camera simply spinning anti-clockwise.
Destroying your own gate due to friendly fire causes the 'enemy gate is destroyed' sound + movie to play.
Faction notices appear after their extermination. eg Faction reconciled notices appear after extermination and broken alliances notices even if both or one faction have been exterminated.
If your assassain is caught trying to kill the pope, you get the message (on the left of the screen) which says, paraphrased, 'do not translate this text. It should not appear in game"
Venice mounted sergents information scroll show empty "Abilities at a glance"
No mission expired notice when faction heir requesting regicide mission and faction is later destroyed.
When attacking an enemy city with allied reinforcements and their ram breaks through you hear "Enemy rams are through our gates".
During triple speed can see Byzantine Infantry alternate 3 versions of armour.
When you open and then close the negotiation scroll (either because you changed your mind or you were just checking current treaties) is considered a failed negotiation leading to influence loss. Consider adding a close option without penalty rather than "end negotiation".
'Relations with x have worsened' notices appear when you're at war with faction x.
Bugs that aren't common/cannot be repeated/are probably due to hardware
'm2tw has to close because of an unspecified error' sometimes occurs.
There is an invisible general bug (posted by rothe, the Org buglist post #19)
Family trees sometimes only show the faction leader (Org buglist, post #24)
Game seemingly stuck in a loop (probable hardware issue) (https://forums.totalwar.org/vb/showthread.php?t=72147)
AI armies disappearing (Org buglist, post #30)
Crusades unjoinable (Org buglist, post #41)
Ransomed general 'floating on water' and blocking land bridge (Org buglist, post #42)
Faction switching bug (Org buglist, post #92)
Game hanging issues (Org buglist, post #105)
Some units have incorrect numbers of men in them (Org buglist, post #124)
Clicking 'attempt a night attack' sometimes causes the enemy to rout and/or the game to crash (Org buglist, post #134)
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