Possible bug 1: naked custom troops.
To get this:
1) choose "player faction" or "no faction" option with the chancellor
2) go to one of your castles or towns
3) enter the keep
4) save the game
5) quit and load the game you just saved
6) all of the custom guards inside the keep will naked.
-In addition, saving your game inside a castle or town that you are besieging (for example entering the besieged town/castle in disguise and then save the game) will cause any custom troops you brought to be without any equipment when you assault the town/castle.
-Also, this is likely to be the same problem abogosavljevic92 posted about.
Possible bug 2: the guards in the town's streets aren't of the player's culture
To get this:
1) choose "player faction" or "no faction" option with the chancellor
2) go one of your towns
3) walk in the street
4) the guards are of different culture
Possible bug 3: Unlimited free money and troops exploit during a claimant quest.
To get this:
1) start any claimant quest
2) conquer any castle or town
3) choose give fief to nobody option at the end of the siege.
4) don't move from the area and immediately talk to the claimant in your party.
5) choose the dialogue option to about "unaffiliated" fief.
6) Select the name of the castle/town you just conquered and again choose to give it to nobody.
7) This will cause the plunder distribution to pop up again and restock the garrison with 20-40 free troops who can be taken since the castle/town is "unaffiliated". Since the castle/town remain unaffiliated, this exploit can be repeated indefinitely to get unlimited plunder money and free garrison troops.
-I suggest that the restocking of garrison be removed so that the player during the claimant won't get free troops after taking a castle or town. This will also remove the problem of the castle/town deleting troops that the player garrisons in it to defend it.
-I also suggest for the castle/town plunder mechanism to be revised or completely reverted back to the vanilla state. The current castle/town plunder mechanism seems very unbalanced even without the claimant exploit. For example, even when the player is not doing the claimant quest, it is possible to make a lot of money by conquering/plundering a castle/town and then leave it undefended enticing the ai to take it back. If the player siege the castle/town immediately again there will usually be only 20-30 garrison troops, making it easy to reconquer. This can be repeated indefinitely. Even when the castle/town is at the lowest prosperity level, the player can still plunder huge amount of money (3000-8000 dinars) each time.
Possible bug 4: Marriage feast difficult or impossible to complete.
-Sometimes it take a long time for the ai hold a feast so that the player can complete his/her marriage quest. This is especially true when there is a war ongoing. Also, for ladies that are affiliated with lords that don't own a castle/town, the feast will never happen unless someone else in the kingdom host a feast. Thus, if the player is playing as the monarch of a small kingdom (eg. one fief) theoretically it is impossible marry anyone inside your kingdom, because the player cannot hold a feast without a spouse.
-Therefore, I suggest that the player's minister be given the ability to hold a feast like that of the spouse. In this way, the player can complete the marriage quest on his own initiative by holding a feast and inviting his/her betrothed and necessary family members. Also this is more balanced because spouseless npcs such as King Harlaus are able to hold feasts so it seems silly that the player must have a spouse to do the same. Some people might complain that this takes away one of the few benefits of marrying. But in medieval time, marriages of feudal lords were mostly about cementing alliances and producing heirs and not about getting a spouse to hold feasts for you.
Suggestion:
-I second Gustavowi24's suggestion to give the constable the ability to recruit player's custom troops. On the same page, can you make it possible to recruit faction troops from towns or even castles? I know you can recruit mercenaries in taverns, but that is not the same as recruiting your own faction troops. Towns suppose to have more people than villages, so it is a bit weird that you can only recruit faction troops in villages. If possible, can you make it so that you recruit more often from towns then from village in order to reflect towns higher populations. Also castles give weekly rents which means that there might be civilians living there? If that is the case, then giving castles the ability to recruit might sound realistic.
Edited by bmstriker917, 09 May 2014 - 09:00 PM.