Ran into a few errors and one CTD.
I get one CTD too per game, usually in the first 20 years, but it s non-recurring, so I'll need a save where it always happens in order to more easily track it down... or else more information - it'll get fixed though
First error is from the character interaction / plot menu you get when you click on character portraits. There's some minor cosmetic stuff with the names not displaying correctly, but there's also some odd "FROM_desc" plot that does nothing at all. Its probably only displaying due to some syntax error in the descriptions thats likely causing the other problems.
http://i.imgur.com/vP90cFw.png
There are still some localisation errors, yes, I fixed a lot but I'll get to the rest also.
The second error is just more strings not displaying correctly issue, and it was present in the last version as well; its the event that pops up when taking a province. I played the fork version where it was removed and I think it was a generally good decision for a variety of reasons; its really too powerful and not much of a basis for it existing anyways.
http://i.imgur.com/PUer2m6.png
Agreed, it's very unbalancing, especially in MP games. It's from a mod on the forum, waylits better dungeons and sieges, I'll probably remove it in the next version.
I ran into a few issues with the new adventure mechanics. One being that when a character is generated to duel, they appear in your court, which lets you do silly things to them. It'd probably be more sane to have some random landless title or something for them to appear as vassals to, unless there's some issue preventing that. They still die as per normal. I also figure this minor character creation/death scheme could wind up being sort of memory intensive, unless maybe the characters get revived and reused instead of having them stick around forever bloating up stuff pointlessly.
http://i.imgur.com/JVX57F5.png
The adventurer spawning an opponent to fight would be better if it's in an off-map court, yes, I'll try and look into it. They do die after 2 months though via event, if they survive the duel or run away. It's not resource intensive though, as dead non-dynastic characters get purged from the game memory, IIRC.
There was also an issue I noticed where the Troll / Gnoll lair quest had you refer to finding a troll lair at one point, even though it had been changed to finding a gnoll lair. It is also sort of a silly quest when you're a gnoll yourself but I suppose people are polite enough not to mention that to you.
I changed it to a gnoll lair because I didn't have any trolls to spawn
But yeah... ehh... gnolls aren't supposed to be allowed to adventure in the first place, I'll put a restriction on that 
The CTD came from a new adventure quest. The screenshot isn't the choice that caused the CTD, it was the one after where you picked where to lead from (the front / middle / rear). I don't know why the event crashed; the error and debugger pointed to some memory access issue but it is probably just some syntax nonsense again that is confusing it. I took the screenshot more to complain about a minor detail that comes up in the mod where you get "flavor" choices that do nothing; I find them kind of irksome for being rather meaningless, but its more a pet peeve than anything.
http://i.imgur.com/GFXyHe8.png
Yes, I suspect the new adventure file is somewhat buggy... I used CyberSpyders version of it because it was fully localised, but I did some rather quick and untested modifications, so that needs looking into it. As for flavor choices, that s standard D&D behavior, even if it's just for flavor, I prefer to have a dialogue choice for someone RPing both a good and an evil character even if it doesnt do much.
Another CTD comes from the ruler designer from trying to select a Vampire culture, but thats normal.
That s because vamprie portraits currently crash. That'll be fixed shortly.
Orogs are not properly gaining the Orog trait at worldgen, and they also don't hate everyone, which basically just makes them very ugly people without much else going on for them. You also cannot convert to their religion via the menu. There's a few other religions that you can't switch to as well, I think, such as the gnoll's god. Also, the gnoll trait's -10 vassal opinion modifier is not working properly.
Orogs do not have many features, no, and they're very low on my priority list for playable factions.
The Warrior Cult building gives a bunch of -0.00 Tech maluses which is kind of pointless. I think it gave minor penalties properly in the previous version, but honestly it is such a powerful building it was never really much of a difficult choice to build it.
Warrior cult tech maluses were removed, sicne we discovered that a large realm actually had negative tech growth with them... but I'll look into it.
And suggestions:
You could probably do well turning the mess of gnoll tribal provinces in the north into a few nomadic groups instead, for variety's sake. They'd probably be more interesting that way. I'd think Yeenghou worship should have an event like the germanic Blot event for the whole evil god sacrifice stuff, as well.
The fork that one guy made managed to link portraits to traits rather than culture. I don't really know how he did that, but you should rip that feature off.
I'm not entirely sure that's better, there are some restrictions in place already so that you dont become an elf if raised by an elf or some such already, I believe.
I don't know how feasible it is at all, but itd be rather fun if more adventurer events related to other people in the world. There was an event in regular CK2 that reminded me of adventure stuff; an event chain from the Way of Life's merchant focus where you and a vassal go off and try to find new trading partners and there's oppertunity to go off and either befriend or offend various far off rulers and make new friends/rivals from it. I don't really know how feasible it is to do stuff like that, at all; my idea for an implementation would be allowing characters to do bad adventure stuff like raiding villages or casting hexes on people for cash, and that would put a flag on them that would allow there a chance for them to be met by rival adventurers. Likewise, it'd also be neat for your companions to be other adventurers rather than faceless entities, but yet again, I don't know much about CK2 modding in regards to how feasible stuff like that is with the way it is currently set up.
It was planned, yes, but it's a huge amount of scripting. The only adventurer quest that really interacts with another ruler is the mercenary one, and the clear undead one.
But thanks for the very useful feedback! It's exactly the stuff I need to get the mod ready for a full new working release.
Just ask here on the thread, unless someone wants to make an FAQ that is...
I get one CTD too per game, usually in the first 20 years, but it s non-recurring, so I'll need a save where it always happens in order to more easily track it down... or else more information - it'll get fixed though
First error is from the character interaction / plot menu you get when you click on character portraits. There's some minor cosmetic stuff with the names not displaying correctly, but there's also some odd "FROM_desc" plot that does nothing at all. Its probably only displaying due to some syntax error in the descriptions thats likely causing the other problems.
http://i.imgur.com/vP90cFw.png
There are still some localisation errors, yes, I fixed a lot but I'll get to the rest also.
The second error is just more strings not displaying correctly issue, and it was present in the last version as well; its the event that pops up when taking a province. I played the fork version where it was removed and I think it was a generally good decision for a variety of reasons; its really too powerful and not much of a basis for it existing anyways.
http://i.imgur.com/PUer2m6.png
Agreed, it's very unbalancing, especially in MP games. It's from a mod on the forum, waylits better dungeons and sieges, I'll probably remove it in the next version.
I ran into a few issues with the new adventure mechanics. One being that when a character is generated to duel, they appear in your court, which lets you do silly things to them. It'd probably be more sane to have some random landless title or something for them to appear as vassals to, unless there's some issue preventing that. They still die as per normal. I also figure this minor character creation/death scheme could wind up being sort of memory intensive, unless maybe the characters get revived and reused instead of having them stick around forever bloating up stuff pointlessly.
http://i.imgur.com/JVX57F5.png
The adventurer spawning an opponent to fight would be better if it's in an off-map court, yes, I'll try and look into it. They do die after 2 months though via event, if they survive the duel or run away. It's not resource intensive though, as dead non-dynastic characters get purged from the game memory, IIRC.
There was also an issue I noticed where the Troll / Gnoll lair quest had you refer to finding a troll lair at one point, even though it had been changed to finding a gnoll lair. It is also sort of a silly quest when you're a gnoll yourself but I suppose people are polite enough not to mention that to you.
I changed it to a gnoll lair because I didn't have any trolls to spawn
The CTD came from a new adventure quest. The screenshot isn't the choice that caused the CTD, it was the one after where you picked where to lead from (the front / middle / rear). I don't know why the event crashed; the error and debugger pointed to some memory access issue but it is probably just some syntax nonsense again that is confusing it. I took the screenshot more to complain about a minor detail that comes up in the mod where you get "flavor" choices that do nothing; I find them kind of irksome for being rather meaningless, but its more a pet peeve than anything.
http://i.imgur.com/GFXyHe8.png
Yes, I suspect the new adventure file is somewhat buggy... I used CyberSpyders version of it because it was fully localised, but I did some rather quick and untested modifications, so that needs looking into it. As for flavor choices, that s standard D&D behavior, even if it's just for flavor, I prefer to have a dialogue choice for someone RPing both a good and an evil character even if it doesnt do much.
Another CTD comes from the ruler designer from trying to select a Vampire culture, but thats normal.
That s because vamprie portraits currently crash. That'll be fixed shortly.
Orogs are not properly gaining the Orog trait at worldgen, and they also don't hate everyone, which basically just makes them very ugly people without much else going on for them. You also cannot convert to their religion via the menu. There's a few other religions that you can't switch to as well, I think, such as the gnoll's god. Also, the gnoll trait's -10 vassal opinion modifier is not working properly.
Orogs do not have many features, no, and they're very low on my priority list for playable factions.
The Warrior Cult building gives a bunch of -0.00 Tech maluses which is kind of pointless. I think it gave minor penalties properly in the previous version, but honestly it is such a powerful building it was never really much of a difficult choice to build it.
Warrior cult tech maluses were removed, sicne we discovered that a large realm actually had negative tech growth with them... but I'll look into it.
And suggestions:
You could probably do well turning the mess of gnoll tribal provinces in the north into a few nomadic groups instead, for variety's sake. They'd probably be more interesting that way. I'd think Yeenghou worship should have an event like the germanic Blot event for the whole evil god sacrifice stuff, as well.
The fork that one guy made managed to link portraits to traits rather than culture. I don't really know how he did that, but you should rip that feature off.
I'm not entirely sure that's better, there are some restrictions in place already so that you dont become an elf if raised by an elf or some such already, I believe.
I don't know how feasible it is at all, but itd be rather fun if more adventurer events related to other people in the world. There was an event in regular CK2 that reminded me of adventure stuff; an event chain from the Way of Life's merchant focus where you and a vassal go off and try to find new trading partners and there's oppertunity to go off and either befriend or offend various far off rulers and make new friends/rivals from it. I don't really know how feasible it is to do stuff like that, at all; my idea for an implementation would be allowing characters to do bad adventure stuff like raiding villages or casting hexes on people for cash, and that would put a flag on them that would allow there a chance for them to be met by rival adventurers. Likewise, it'd also be neat for your companions to be other adventurers rather than faceless entities, but yet again, I don't know much about CK2 modding in regards to how feasible stuff like that is with the way it is currently set up.
It was planned, yes, but it's a huge amount of scripting. The only adventurer quest that really interacts with another ruler is the mercenary one, and the clear undead one.
But thanks for the very useful feedback! It's exactly the stuff I need to get the mod ready for a full new working release.
What about stuff regarding the mechanics in the mod such as how the bloodline/magic/trait and adventuring stuff work?
Just ask here on the thread, unless someone wants to make an FAQ that is...