Recent content by gsanders

  1. gsanders

    MP Other General Lord - New asynchronous multiplayer mod

    This looks like something of high interest to me, and might be reason enough to buy Bannerlord and investigate further. Thanks for posting the source. It may be just what was needed to uncork the genie.
  2. gsanders

    Phantasy Calradia - 2024 reboot

    Patch v160_A6 is released.
    Copy it directly into mod folder phantasy_v160 and then "extract here".

    patch log:
    patch notes A6 may.25.24

    A) Ninnock and Berembert now co-invent, one dialog set available to either, and if both are present the creativity skill used by inventing is the higher of either. If Berembert AND Ninnock are absent from the party when the timer for inventions thinks you deserve a completed project, that item is sent by "trusted courier". One thing I noticed is there is no mechanism for checking you actually have SPACE in inventory. If you routinely carry too much inventory but you commissioned an invention do empty your bags a bit or that expensive product will vanish into thin air. The Berembert's inventions preceded my coding tenure, but at least I moved them along a bit by getting Ninnock able to work on them. I also lowered some of the skill requirements.

    1) Prejudice check is relaxed for same faction towns/castles if you are some faction's sworn vassal.
    This also applies to guild masters who might have claimed they don't know you well enough to operate an enterprise here. You still can be declined if the town "owner" has a personal dislike of you.

    2) Villages with a specialty that sells something check for open space in your inventory before taking your money.

    3) a) Poison coming from spider bites now has tiers of damage, each tier doing more damage per 3 second tick. Some duration of effect and damage per tick is lessened by the target's iron flesh skill.
    b) a few more troops in battle may qualify for resurrection - the cut off used to be "above level 15" and now reads "above level 12".

    4) liege refusing to grant towns because for some reason there was a bias against you by the other lords is now softer.
    This was seen testing my Necromancer sworn to the Lich King, who claimed he had a +100 relation but vetoed every last town center taken by my character, even though that was 3 in 4 of the entire faction's progress. Now he agrees to me keeping a town. It is a mistake to go alone as a necro until you can single handedly take down an entire faction in a single battle. For that you want both clerics and maybe half of your force higher tier mages, else stay in a faction and swallow that pride a bit longer.

    5)a) Replaced "2018" in text with "2024".
    b) adjust sound volume for charged staves in battle.

    6) Coming to defense of a village that is being raided no longer skips loot and renown.
    Instead it gets handled exactly as if it were a "lead_charge" encounter but with the village as the scene. This applies to reinforcement logic, auto-resurrection check at battle end, and auto-raising undead for necromancers check.

    7) martial Arts now applies in tournaments. Tournaments were before inheriting a slimmed down handler for weapons/dodge/iron flesh/stealth/unarmed and this had skipped unarmed and stealth weapons handling. The regular handler is slipped into
    tournaments. Spells / cleric & paladin prayers/ lay hands are still disabled in tournaments. Barbarian rage would now be in tournaments as that was embedded in the "normal" combat handler.

    8 ) a) Molocauduhm is finally flagged as a mage upon awakening in battle. Don't worry, he gets equipped by script on awakening in battle.
    b) Borcha and Klethi add looting skill 1 if already in your party and otherwise have it added even if not yet recruited.
    c) softened the text when respawning released/defeated/exiled lords from "DEBUG: attempting to spawn " to have "notice:" in lower case.
    It was a useful notification, if for nothing else there was a time in the past people complained there was a shortage of lords after time so I wanted to see when they came back.

    9) Perhaps the most important change of all: Quests and dialogs are rebuilt, with 4 bugged quests completely removed:
    a) Mercenary offer
    b) Follow Spy
    c) Meet Spy in enemy town
    d) Deal with Night Bandits

    Removing the quests completely in a manner that they are never offered again changed the internal ID numbers of around 2/3rd of the quests though. Although I tried for many days to salvage quests in progress at the instant patch A6 is applied, the safest and best response was to cancel quests in progress, if their ID number would have changed, and where needed cancel any debts marked at the quest giver (and for weddings refund the player's dowry paid.) Companions are returned for lend_companion and lend_surgeon. No relation hit is taken with the quest giver; they forget they ever gave the quest in the first place. This single hotfix occurs an hour in game after patch A6 wakes up, and was by far the longest amount of time spent on the patch. Going forward quests from anyone should no longer risk freezing the mod.

    10) Removed a source of an unseen second strike in melee and ranged. Damage taken/given should be closer to what Warband reports for weapons use.
  3. gsanders

    Phantasy Calradia - 2024 reboot

    No patch tonight, I am out of time and my hotfix does not show so will keep at it. Tomorrow is mostly busy day but maybe early evening I can find 90 minutes or so.

    edit: [saturday morning 08:35 AM] I found the hold up in testing my hotpatch but need to test raiding villages next. I'll be out with my family today so earliest patch tonight, most likely tomorrow mid day.

    edit: [sunday morning] Hot-patch is finally taught how to manage quests in progress at the instant A6 is applied. Testing shows that since the quest IDs change internally from A4/A5 to A6, it is safest to close any open quests if that quest is to be renumbered. Some quests will not be impacted; patch A6 will handle closing the quests impacted, without giving you a relations hit, and cross cancel debts incurred or expected in most cases. It took longer to get the hot-patch to handle quests already in progress than it did to remake dialogs, sad fact.

    I still have not tested raiding/challenging an enemy raiding during their village raid, as that was an important change. It is the last item on my to-do for A6, so you should see the patch shortly.
  4. gsanders

    Phantasy Calradia - 2024 reboot

    Patch A6 features a full makeover of dialogs and quests. This is to address random hangs coming from quests / mercenary offers; problem areas are removed (commented away) and will wake up as if they never existed a short while after A6 runs. The ideal for me would be if you had no quests in progress when applying patch A6, but that is an unrealistic burden so I will have to build a handler before posting patch A6.
    Excepting that, all the other coding is done, but not yet tested. There are other things added, of course.

    Problem quests are completely removed (commented away), and a little hot-patch magic will transform old quest IDs into new quest-IDs when stored at the troops database holding "player " and each of the lords. ladies, guild leaders, village elders, and so on that could have given a quest, to make sure no quests were in progress at the instant A6 is applied, if if there were, to gracefully enough change the quest ID numbers stored so in game, an hour after A6 wakes up, the quests work as before but with new ID numbers stored. The first 30 minutes in game time Players should avoid talking to anyone they could have had a quest active with - kingdom lords, ladies, guild masters, village elders, and anyone else associated with quests. 30 in game minutes could pass in seconds if you were outside town and moving, but assuming you wake up in town and don't get fresh country air for a bit, just let the time of day change and the "Universe" will handle the rest of patch A6 quest adjustments for you. You're still on the hook to actually APPLY patch A6 though, just like any other patch. Key point though - once you patch to A6, do NOT go back in time to A4/A5/A_anything_less_than_6 or the quests will be so thoroughly buggered even I could not "fix" them. Easier to reroll. Just keep it at A6 or anything past A6 that comes out. I always put 100% of content from the previous patches into the next patch, so you could skip A5 if going from A4_r2 to A6.

    Other details:
    Besides a huge rewrite for dialogs, there are a few other things in A6:
    A) Ninnock and Berembert now co-invent, one dialog set available to either, and if both are present the creativity skill used by inventing is the higher of either. If Berembert AND Ninnock are absent from the party when the timer for inventions thinks you deserve a completed project, that item is sent by "trusted courier". One thing I noticed is there is no mechanism for checking you actually have SPACE in inventory. If you routinely carry too much inventory but you commissioned an invention do empty your bags a bit or that expensive product will vanish into thin air. The Berembert's inventions preceded my coding tenure, but at least I moved them along a bit by getting Ninnock able to work on them. I also lowered some of the skill requirements.

    1) Prejudice check is relaxed for same faction towns/castles if you are some faction's sworn vassal.
    This also applies to guild masters who might have claimed they don't know you well enough to operate an enterprise here. You still can be declined if the town "owner" has a personal dislike of you.

    2) Villages with a specialty that sells something check for open space in your inventory before taking your money.
    3) a) Poison coming from spider bites now has tiers of damage, each tier doing more damage per 3 second tick. Some duration of effect and damage per tick is lessened by the target's iron flesh skill.
    b) a few more troops in battle may qualify for resurrection - the cut off used to be "above level 15" and now reads "above level 12".

    4) liege refusing to grant towns because for some reason there was a bias against you by the other lords is now softer. This was seen testing my Necromancer sworn to the Lich King, who claimed he had a +100 relation but vetoed every last town center taken by my character, even though that was 3 in 4 of the entire faction's progress. Now he agrees to me keeping a town. It is a mistake to go alone as a necro until you can single handedly take down an entire faction in a single battle. For that you want both clerics and maybe half of your force higher tier mages, else stay in a faction and swallow that pride a bit longer.

    5)a) Replaced "2018" in text with "2024".
    b) adjust sound volume for charged staves in battle.

    6) Coming to defense of a village that is being raided no longer skips loot and renown. Instead it gets handled exactly as if it were a "lead_charge" encounter but with the village as the scene. This applies to reinforcement logic, auto-resurection check at battle end, and auto-raising undead for necromancers check.

    7) martial Arts now applies in tournaments. Tournaments were before inheriting a slimmed down handler for weapons/dodge/iron flesh/stealth/unarmed and this had skipped unarmed and stealth weapons handling. The regular handler is slipped into
    tournaments. Spells / cleric & paladin prayers/ lay hands are still disabled in tournaments. Barbarian rage would now be in tournaments as that was embedded in the "normal" combat handler. Maybe that will be a positive feature for you.

    I'll be busy with testing and building a hot patch update-on-the-fly for in-progress quests found at the instant patch v160_A6 wakes up, so expect it last thing tonight (but I am on East Europe time, and I go to bed early, so your time of day may vary).

    When it is ready I will have the link here, in this post.
  5. gsanders

    a mod doesn't show in launcher

    the mod doesn't have any duplicated name submod in it. the folder already go with everything a module have without newmod\newmod\content
    In that case Warband looks for a module.ini file in among the .txt files and without seeing that immediately in the folder underneath Modules it stops scanning and moves on to the next folder under Modules. I don't know what else may be missing.
  6. gsanders

    a mod doesn't show in launcher

    The mod needs to be a folder under folder "Modules". Let's imagine the mod you wanted to run was called "newmod".
    Then there should be a subfolder at Modules called newmod. Now go to that folder and look inside. You should see 29 or so text files and folders Resource, SceneObj, Sounds, Music, Textures. If you instead see ANOTHER folder newmod, that is the issue. Everything got extracted one folder too deep. Cut the subfolder newmod from inside folder newmod, go up one level to Modules, PASTE and now the contents are where Mount&Blade Warband can find them.
  7. gsanders

    What's cooking, and a space for your feedback (keeping the reboot thread focused by commenting here)

    patch A6 is coming along well, with the latest feature being a change in how interrupting an enemy raiding a village gets handled.
    I'd like to test that a few times before releasing a patch, as it is a big change. I mentioned a few other changes in the spoiler above.

    The change in faction relation applying to the guild master when in a town of the same faction as you (assuming you are a vassal of some faction) is really sweet. I have used it a few times already.

    Poison handling was mainly to make scarier spiders as the Drow always get rolled first. That is a pity as the faction should have been reasonably tough. Even Khergits survived longer in my tests.

    Villages checking space was because I was getting tired and bought a bunch of cheap leatherworks I had too little space for, and I knew I wasn't the only one that happened to. Convenient that I could find where I left the code that let me check for open spaces. Very convenient.

    I really wanted to put a werewolf/wolfwere regen in alongside the Unicorn regen, but haven't gotten around to it. The code needed is super simple, I just was busy testing and more testing (and getting rolled a few times). I don't cheat, as if I really had to cheat something was wrong.
    The only way to know if the "Universe" was fair is to try it honestly.

    A bit of lightning close by outside so I'll sign off and unplug my dev PC. The Universe wants to talk to me I guess :wink:

    edit: Oh! and a big shout out to Reformist TM (how could I forget THAT!)
    see what you're getting if you aren't sure Phantasy Calradia 2024 is for you.

    and.. Patch A5 just got approved at Moddb (except you had it a half week ago here).
  8. gsanders

    What's cooking, and a space for your feedback (keeping the reboot thread focused by commenting here)

    Opened a v160 A6, but so far there isn't much to put into it.
    This week's goals:
    A) add a small to medium boost at the prejudice check when the player tries to enter any walled center and belongs to the same faction as the castle/town.
    If the prejudice check would have failed, the value is boosted by [20+ (player renown/50)] and then clipped to be not > 3 as a final result. They may not think you're great, but at least they might let you in when before they turned you away. If you still fail, and you are a vassal of that town/castle's faction, your party is really packed with racial enemies. DONE

    I may tweak this further so that undead faction does not count dark mages and NPC necromancer troops as being human skin, instead adding 5 to the score for each found in the party. For necromancer faction turning your living party away, consider rescuing some mummy troops or raising a few undead into your party and retry. For every other case, prejudice is working as intended, but it can be a little kinder. DONE

    B) add a check for open space in inventory at village specialty selling anything, exactly as was added for crafting guilds checking space before selling raw materials. DONE

    C) Change poison handling to allow more than one tier of poison. There has been a slot reserved in the agent database layout for poison strength, I just never got around to implementing it. So far only spiders and now pocket bolts for hand crossbows have a poison effect, and pocket bolts even check that they were fired only from one of the 3 types of hand crossbows before implementing the poison effect. I'd like to mark the poison strength as well, and multiply some number by the poison strength active at the victim agent for each 3 second tick in the timed effects timer. When setting the poisoned effect the change at special mounts attack for spiders, and at the special weapons handler for pocket bolts, would be to see if the agent is already poisoned with a higher value poison, else it is safe to set the poison and timer according to what hit just now. I also want a limited reduction in damage coming from ironflesh at the target. I'd also like spiders to be able to roll for double strike on poison. DONE

    D1) My necromancer test shows the lich lord is not allowing more than 1 castle and always disallows town ownership even though every castle and town was taken by my character. |I will find the cause and adjust; the undead faction at least should not dislike a necromancer player.

    D2) village raids - fighting on the defending side of a village raid and defeating the opposing lord should give loot and renown just like any other battle. This is more difficult as there are several places to adjust but will be done this week.

    postponed) I also want to look over Berembert's dialogs to either clone for Ninnock or try to add her to Berembert's dialogs, but I am uncertain if this is feasible. I'd like Ninnock to be more useful, but I need to check what happens if for example each is cooking a different project. I expect the timer and global variable holding the latest tinkered item in progress allows only 1 at a time. From what I learn doing this I can start to look at other dialogs, as dialogs is an existing weakness at the mod.
    E)
    In the next 3-7 weeks:
    I'll expand Bards to have Area Effect auras and charms. I just wanted to clean up what I already had before adding "new" content. Expanding Bard content is fairly simple, using the existing M mechanic to select a class specific list of commands. I am mainly hindered by lack of icons, and need to make a blank bard songbook just like clerics and mages have. This would need to be added as an exception to presentation battle as well. I sort-of tried this back in v150 and decided I had too much on my plate at the time.
    Paladin Auras are exactly a precursor to the code needed for Bard songs. It may be sooner, since it is a medium but not hard difficulty task. I just like setting lowered expectations. This is still a relatively quick transform.

    F) On the topic of mid future planning:
    Long term I want to add some monster summoning, but although stuffing new enemies at the enemy spawn point is simple there are many not simple side effects to changing the total number of agents/enemies, and off the top of my head everything from the wavelet reinforcement manager to restrict the number of spawns to match Warband's current battle size slider setting, to little details like how to handle live summoned agents after battle when there is no matching troop at the party, and whether just stuffing summoned troops into the party breaks party size limit, and if they are killed off to prevent then there is the risk of morale hit from "lost agents". Then resurrection needs to be taught how to skip or moderate summoned troops. Perhaps a troop_is_summoned slot needs defining. The total number of troops on each side needs to be held as a global variable so it can change during battle. This even impacts loot, as loot retrieved shrinks as party size expands. Stuff like that. I consider this a fairly deep change, although plenty of mods just stuff enemies and ignore side effects, but I don't want newly arriving summoned enemies or friends to displace reinforcements that are yet to arrive.

    Rangers could be useful summoners, morphing into beast masters with something tied to the terrain they are in. There are not many extra troops though, (bears and wolves) and what there are have problems. I could make a better case for Drow Priestesses; creepy crawlies I can find in the game already. This would also give Necromancers something extra to do, although from what I hear they don't want any changes to how Necromancers were back in Guspav's era. We'll have to see.

    G) Steam support must wait until July. I am all tapped out financially the next 6 weeks, and won't have funds to buy a steam Warband.
    My daughter has one but I only see her a few hours a month so its not a realistic goal right now. This also gives time to clean the mod while I still have only 50 players or so to worry about.

    H) Sometime after that I really should look at rogues again. They don't do much right now.
  9. gsanders

    Phantasy Calradia - 2024 reboot

    High end mages (magical ability 5 and up) are gimped in A4 r2; they used to get a low tier mage spell in equipment slot 3 and a high tier spell in slot 4, but I saw they always preferred their slot 3 spell so left the low tier spell out when equipping them at agent spawn in the first 1 second of battle. But they use up their 1-2 spell "ammo" almost immediately and when the count hits 0 stop behaving as archers and become infantry due to a rule in formations. The high tier spell does not come back.

    I kind of hate to mini-patch so close to a launch.


    Paste this .zip directly inside folder phantasy_v160 then "extract here".

    Patch Notes v160 A5

    1) Mid tier and higher NPC magic users needed a backup spell issued at spawn so that they do not run out of spell ammo quickly during battles.
    Fireballs, Lightning Bolt, Slow, and Ice Storm consume too much mana (magic points) to continue throwing every few seconds, and once the
    ammunition count reaches 0 the spell is unequipped. Even if mana later would have permitted another ammo count the spell needs re-equip
    every so often. This is now done.
    changed: mission_templates
    equip_mages, equip_mages_siege, timed_mage_spells ln 7009

    2) Bards have a larger buff to their effective entertainment skill success at all difficulty levels when choosing music.
    Non-Bard debuff for simple and medium complexity play music is 1 instead of 2, giving a slightly better chance of success.

    edit: after some hours testing I see 3 error messages when my mage enters four ways inn, but not at battles. These are probably trying to set spells on my player character, which was supposed to be skipped. It's not a fatal mistake but it is annoying. I'll hunt it down tomorrow. Otherwise the patch looks to be improving battles and sieges.

    further edit: the caster changes from A5 are solid and working correctly. The error seen at four ways inn is coming from lords returning from exile and/or troops parked at four way inn. I should park some casters there for testing, or possibly a golem and a priest too, other troops seem fine. I tried a large number of mage heavy battles with my necro test char and it looks very solid with A5.
  10. gsanders

    Phantasy Calradia - 2024 reboot

    full Phantasy_v160 a4 here:
    do look at the files in subfolder "Player_Handbook" for full update log and a 4-part walkthrough on how to use / understand the mod.
    part I has a "how to install the mod" as a preface. Includes full source, by the way, but write me before using in any other mod/submod.
    "It's complicated".
    (removed to conserve space)

    combined Patch log v160 series A1 through A4:
    Patch log, v160
    A1 Apr.26.24

    1) adjusted / corrected costs on cleric spells to match text displayed at prayer_book: (presentations 1399:cool:
    there was a mismatch between cost displayed at prsnt_prayer_book and what was actually spent as from faith points
    paladin aura divine might 15
    paladin aura of quickness 25
    dispel magic 25
    protection from fire 30
    protection from cold 30

    added documentation of cleric spells, deities, and Guspav's plans for each deity

    2)a) corrected data layout documentation errors at file "Slots_Phantasy_v160ax.xlsx" to now exactly match
    the current definitions at the source. This helps identify conflicts from source code add-ins.
    b) minor changes to agents layout to avoid FormAI (Formations AI) from clashing with Magic system
    c) added comments at module_constants and at documentation for clarity.

    3) removed a second unarmed damage effect added in from Tournament Play Enhancements at mission_templates line 50
    need to test unarmed combat still works

    4) added check for open inventory space when trying to buy ingredients at Rigale guilds

    5) added above check for empty space in inventory to dialogs at the four ways inn merchant for enchanted items

    6) asses market prices is working once more

    7) Crafting recipes:
    some changes to recipe difficulties, components, and what gets made for balance purposes.
    Leatherworker: Leather Greaves, Elven Ambush Armor, Cuir Boilli, Lesser Drow Mage Robe, Lesser Drow Mage Hood,
    Rus Lamellar (replaces Heraldic Cuirboilli), Sarranid leather armor, Leather Gloves, Armored Warg, Steppe Charger.

    Woodworker: removed flintlock pistol. Updated difficulty for short bow, long bow, ambush bow

    Smithing: Chain Links, Sheet Metal, Mail Boots, Sarranid Mail Boots, Sarranid Veiled Helmet,
    Mail Shirt is now long mail coat, Mamluke Mail, Heraldic Mail with Tunic,
    Flintlock Pistol,, Lamellar Charger, Sarranian War Horse.
    Elven Mail elven_mail_b body 45 legs 15 weight 12 diff 6 diff 18 uses mithril + iron chains + silk
    The exact recipes are documented as a crafting excel sheet; also the programmer's reference spreadsheet has a copy as well.

    [8] Investigate Mage/Cleric becoming Cleric/Cleric after selecting deity. [not done]
    Cleric/Mage works correctly.

    9) Talk to Lord: rescue hostage was bugged with a debt of -1 becoming interpreted as a debt of > 132K.
    Debt of -1 now gets set to 0, avoiding requests for over-payment from the original asking lord.

    10) Preserve food: now handles large quantities when turning grapes to raisins or fruit to dried fruit in order to process harvest results more quickly.
    Harvesting for example 15 items of grapes will (assuming inventory space kept all of the grapes harvested) become an attempt to make 7 raisins and leave 1 raw grape remaining.
    Total time is slightly less as well.

    11) Sea Traders v158a2 fix
    dialogs should work with both land based traders and sea traders now.

    12) beached player ships are now handled with better finesse -
    no longer will you see several beached player ships scattered inactive across the map.
    "Signal your ship to take you to sea" and embarking on a beached ship will both cleanly remove the beached ship icon from shore,
    wherever it was on the map.

    13) town recruiting - caravan mixed party showed wrong estimated cost; this is fixed.
    recruiting half as many now costs half as much, as expected.

    14) town improvements incorrect choices.
    Town management @ town has messenger post but talking to chancellor does not show that as a choice.
    The start and stop selections for town improvements were not defined correctly at v158.
    Currently a town or castle can have a messenger post and prisoner tower as upgrades.

    15) reduce renown by 0.5% each week S_T_79 is now 0.4% each week

    15) Fighter specialty selection was blocked for secondary Fighter class.
    Secondary Fighter class may now select a specialization, as originally intended.

    16) a) re-enabled orc raiders @ S_T_111 ln 6333
    b) slight increase in shadows chance at S_T_129 (raise dead enemies as undead); this should help player Necromancers

    17a) optimized S_T_127 enchanted items worn boosting stats check to skip 600 troop types to save bandwidth
    17b) quivers of plenty / bolt case of plenty /javelin bags of plenty no longer require keeping at least 1 ammo in the bag they refill even if they were emptied earlier

    18 ) check if mount died at animal_rider_death before giving the rider damage, in case was only wounded
    This changes handling for bears and wolves.

    19) Gnomish inventions {repeating crossbow, blast jars, multi-pulley bow, spring mounted shield, foot glue}
    Triggers 36-40 ln 1989 checked skill of Berembert ONLY when determining success chance
    Now uses better of Berember 'trp_npc31" or Ninnock "trp_npc32". inventing skill, with the assumption skill increases implicitly only occur(ed) if hired by player.

    however dialogs at module_dialogs line 4291 still points to Berembert only; <--- these need duplicating for Ninnock TBD

    20) dialogs ln 3533 four ways inn enchantment merchant
    20a) item 20 boots of agi no price is assigned for checkout ln 3533 fixed
    20b) added check for at least 1 inventory space open before taking money at checkout for all items.
    20c) added warning for twilight armor to be sure there is inventory space for 4 items before buying.
    20d) dawn gem, azure gem, and royal gem no longer needed as they were used for adding necro & lichdom. and had wrong price
    Instead should substitute a scroll of flame arrow for one of these.

    20e) corrected an error after checkout where vampiric blade gave the wrong item.
    boots of agi, thinking cap, headband of charisma, sun blade, vorpal sword, mace of disruption, maul of the titans,
    dagger of throwing, holy avenger, quiver of plenty, bolt case of plenty, javelin bag of plenty, flame tongue,
    scimitar of speed, dawn gem, azure gem, royal gem
    were ALL giving the wrong item.

    20f) substituted scroll of flame arrow for dawn gem; priced at 2500.
    20g) reduced the price drastically for azure and royal gems now that the become a necromancer quest is removed.
    20h) necromancer staff had wrong price and wrong index assigned; corrected, should now be able to purchase.
    20i) for the moment adds necromancy skill 2 during checks to see if undead have broken from control.
    may later boost necromancy skill at menu necromancy.. <--- Done

    20j) item 40 elven_tiara corrected error blocking purchase.
    20k) marked each item in the list of checkouts to find prices and corrected some misidentifications at each ply for dialog progression.

    21) "farewell my lady. I shall remain your most ardent admirer" dialogs ln 32745
    spoken by female lord to female character; now spoken only by male lord to female player

    22) scripts: adjust party strength calculations for AI checks of party strength. This was done in some places and
    checked that it will be active in all cases when performing autocalc. The intent was to be certain sieges and encounters
    where the player is absent will buff mage and cleric weighting when determining how difficult a target a given party is.
    Mages are 2x nominal weight and clerics/paladins 5/3 nominal weight.
    Currently NPC battles have no resurrection stage; only player battles have this.
    NPC battles also have no auto-necromancer conversion of some of the dead count to lesser undead shortly after battle.

    23) Padubast ("trp_npc33") talks about the obsidian spire when outside Veluca
    module_scripts ln 44939 was "p_town_3" now "p_necromancers_castle" script_initialize_npcs
    the actual string he says is at module_strings line 1712
    also adjusted Berembert and Ninnock starting towns to point to Dwarven Kingdom instead of Veluca.
    FIXED for new games

    24)a) filter resurrected troops to block alignment clash at player party <-- Probably the best feature of this patch :0
    If a resurrected hero would have caused a clash within your party due to other troops already there having a morale clash,
    that hero is not added to your party. This saves having to check your party contents after battle.

    25) added check at S_T_133 to also block companions with necromancer skill > 0 from slipping through morale clash
    In theory, companions cannot have necromancy skill anyway.

    26) cost for a companion to learn cleric skill is lowered from 15000 to 8000.
    Clarified the companion's holy symbol needs to be in the party inventory (and will be removed once cleric training is paid for.)
    reminder a companion can learn cleric OR mage but not both.

    27a) DOCUMENTATION
    necromancer selection at character start sets: <-- cataloging here since it was unclear at NexusMods and generated perhaps 40 angry posts and 10 "bug" reports
    necromancy skill = 7
    intelligence +2
    surgery +2
    ironflesh +2
    wound treatment +1

    faction necromancers OR primary class Necromancer gives undead Male skin
    gender is male; this because "female" undead are actually just a different type of undead (skeletons).

    the "lesser lich" adds these at start:
    Str +3
    Cha -5
    Int +4
    Agi -3
    alignment is set to Evil
    player slots set for troop_is_mummy, troop_is_undead, troop_is_necromancer;
    "$plyr_is_lich" = 1

    necromancers starting as kings start with a few golems and dark mages in their party.
    when cleric is second class for a necromancer, the good and neutral deities are removed from choices.

    lichdom @# action menu: (looks to be a stub not called anywhere)
    contingent on collecting all of these:
    An Azure Gem, A Royal Gem, A Dawn Gem, A Mithril Ingot, A Scroll of Vampiric Bolt and a 50000 denars

    shadows: necromancer needs ge 40 hp to see create shadows as an option.
    also there is a timer set from the last time the necromancer player has used the "use necromancy" menu to create undead.
    necromancy skill needs to be 7 or greater, to filter dark mages (a necromancer-mage hybrid class) from spawning shadows.

    27b) both summoning shadows and summoning specialized skeletons now calculate an "effective necromancy" being
    [necromancy skill + (character level / 7)]

    28a) boosted magic resist of Necromancers, Elves, Blazing hand, Orc Shamans, slightly for Ogres,
    and a few Drow; also kings/queens, pretenders, and some lords; also all Demons/Balrogs are slightly boosted for magic resist.

    b) Kingdom ladies starting attributes slightly boosted as below, which makes slightly better spouses as companions:
    def_attrib = str_7 | agi_5 | int_4 | cha_4 <-- all troops get this unless otherwise specified
    lady_attrib_1 = str_7 | agi_5 | int_5 | cha_6 # Human Kingdom Ladies
    lady_attrib_2 = str_9 | agi_5 | int_5 | cha_5 # Orc Kingdom Ladies
    lady_attrib_3 = str_6 | agi_5 | int_8 | cha_5 # Mage Kingdom Ladies
    lady_attrib_4 = str_9 | agi_3 | int_8 | cha_3 # Undead Kingdom Ladies

    This is live for new game starts
    28c) plus a hotpatch v158 A any -> v160a1 will auto-update save games in progress started as v158 A series saves.

    29a) cheat - find items used to end at normal_items_end as defined at module_constants.py
    "$cheat_find_item_range_begin" was also defined. Actually the cheat items was meant to assist in adding new items
    to see if textures and meshes were defined correctly, not as a 'shop from the empty desert by internet' feature.
    You may now buy food, drink, and crafting materials by the items cheat, and a few mounts, and that's it.

    29b) CHEAT MENU AT CAMP - "change Phantasy 2018 settings" --> done now references Phantasy 2024

    30) if you somehow invite the kidnapped girl into the player party after the bandits are paid their ransom, you can't remove her.
    She also will not complete the quest unless she is her own original party following you around like cattle. (cattle by the way do follow correctly in v158/v160)
    trig_26 updated repeat interval of trigger
    added a failsafe fix in case the player party has her as a member so that she is removed upon entering any town AND the quest is closed (but as failed)

    31) slightly reduced based damage for magic missile, from 25 to 19, at module_items.py
    This because at high throwing skill the caster will headshot very often, dealing 50+ points damage per missile, taking down golems quickly.
    The missile velocity is still high so these are difficult to dodge, besides having so many per throw for higher casters.

    32) villages and castles receive no income in budget report, and no added income weekly. FIXED

    33) Entertainment skill means nothing if not a bard class.
    Now bard class gives an effective skill boost to entertainment, with non-Bard class players receiving a small debuff.
    Bards have access to higher difficulties (which have higher rewards for pay and renown). Non bards are limited to "simple", "Complex" play plus speeches.
    PARTY entertainment skill is considered during the success results check, which might overcome the (-1) effective entertainment skill debuff a non-Bard player has
    Now you can turn your merry band into a revenue source, after getting entertainment to at least 1 and buying a musical instrument.
    -
    [34] check player lich aura for player necromancer --> yes, was already active @ v158a
    There is no button to mash for this; it is done automatically (and silently).

    Major Open issues at v160A1
    A) Guspav's mod:
    working but with annoying face generator for many races/skins IF using the assets for v160 but with Guspav module.ini
    Use NexusMods guspav 2017 @ https://www.nexusmods.com/mbwarband/mods/6194 for a clean Guspav build.

    B) Tournaments fail, and thus the enter tournament option is hidden behind a cheat menu at the moment.
    Even if you got past this, tournaments spawn with no weapons.
    "TPE error: invalid item type (normal weapon) is not detected"
    Tournaments in new towns added after native did not have the correct definitions added to select weapons mix by default.

    C) Stuck in town/castle/village, especially after treating epidemics
    Select visit town center, village center, or visit castle so that you are now walking around within a scene.
    press Esc to Save and Exit, then without needing to restart Warband just select "load save game" and you will be outside the town/castle/village.

    D) Documentation mainly: there are warnings during compile, currently. They have been there for some time.
    You're welcome to fix them and mail me if you wish :smile:
    --------------------------------------------------
    A2 May.02.24

    1) Tournaments and TPE status:
    Native tournaments are FULLY FUNCTIONAL and work well.
    "TPE" tournaments are splinted to use weapons and hero selections from native,
    but should allow TPE loot, kingdom ladies reaction boosts, and tournaments broadcast their status as part of TPE debug turned on.
    It makes for a much easier time finding tournaments.
    Specifically, TPE edit tournament design does nothing, since Native will supply weapons and gear.
    The options to even access "TPE tournament options" are hidden behind cheat menu wall to filter complaints.

    2) Minimap test -- this was already functional, but under-documented.
    Press backspace during battle to access clickable orders and minimap.
    However prsnt_battle, which is what you are seeing at that point, did not understand prayer book or spell book open requests (N or B)
    It ALSO does not let you attack normally, throw spells, javelins, darts and so on, or shoot crossbows, bows, or firearms.
    You can toggle it off by pressing backspace again and now you are back to "normal" mode in a battle.

    Added the ability to open prayer book or spell book by pressing N or B and stop the presentation battle (with its statistics and clickable orders displayed)
    and immediately open your book and be ready to fight normally. By the way, pressing V while either book is open closes the book without having to select a spell/prayer.

    3)a) Monthly reinforcements for lord parties continues for 9 months instead of 3 months now. (triggers 43)
    b) Elite troops at capital now refreshes every 150 days (triggers 45)
    c) Undead parties will try to convert their prisoners to lesser undead far more aggressively now (triggers 54)
    73 instead of 167 hours

    4a) simple bandit spawns are more frequent 25 hr timer instead of 73 (Simple_Triggers 75)
    b) the decay in renown that used to occur weekly is now every 2 weeks (S_T 79)
    c) Undead Army spawn now 33 hours instead of 52 (S_T 10:cool:
    d) Death Knights 52 82 (S_T 109)
    e) Crazy Mage 36 50 (S_T 110)
    f) Orc Raiders 23 40 (S_T 111)
    g) Hostile Elven War Parties 25 39 (S_T 112)
    h) Greedy Dwarves 27 57 (S_T 114)
    i) Hostile Drow Raiders 35 48 (S_T 115)
    total party count for each of these is upped by about 20%. Good hunting (or maybe they hunt you?)

    5) Swashbuckler Hat (one less hide and one less chain link, one more leatherwork in the crafting recipe)

    6) handler for nightly racial clash within player party is tweaked to scale the morale hit according to the size of the offending group
    Generally this should lower the penalty, capped the previous amount. (S_T 133)

    7) prejudice checks at towns and castles needed to allow entry for owners and lieges / co-lieges regardless of the prejudice check score.
    added a check for player as kingdom ruler or co-ruler here as well.

    [mnu_castle line 9853 already set at v155B6 to let player into castle if player owns
    looks like this one prejudice check applies at town as well]

    8 ) slight damage boost to Harm prayer
    Magic resist at the target can lower the damage the target agent receives, so some targets will still take little damage.
    mission_templates ln 6938
    -----------------------------
    v160 A3 May.04.24

    1) Issue: Agents slow down during battle and speed in lords hall is not consistent with speed in battle.
    During the battle speeds seem to get less and less.

    Cause: Bless and Curse should have changed effective strength and then recalculated encumbrance and set movement speed accordingly.
    Haste and Slow needed to be aware of each other so to cross-cancel the effects if both would have been active at the same agent at the same time.
    Aura of Might and Aura of Quickness also need to match their counterparts so that recovery from any of these effects is applied uniformly.

    Fix: Bless & Curse (cleric effects) - now check to see if either is already active at the agent.
    If not,
    add/subtract effective strength 3 to the target agent, and encumbrance is recalculated, then movement adjusted
    A check for any haste or slow active at that agent then applies haste/slow effect.

    If either bless or curse is active and the opposite effect would have been applied,
    the bless or curse is instead removed and the agent effective strength returns to normal, encumbrance re-evaluated,
    movement changes applied, and next any haste/slow found to be active at that agent is applied.

    If a bless or curse would have applied to an agent but the agent is already blessed or cursed, the timer is restarted so that the duration is reset to maximum (33 seconds)
    The agent effective strength, encumbrance, and movement is not changed from how it already was.

    Paladin Auras: Might and Quickness - cut and paste the changes for Bless and Haste, respectively.

    Fix Haste & Slow (mage effects):
    Haste and Slow now check if their opposite was already active at the target agent, and when so that opposite effect that was active is removed.

    If Haste or Slow is to be re-applied while the agent is found to have that effect in progress already, the timer is reset to
    freshen the duration, but skip recalculating movement changes. Movement changes apply also to the mount and to reloading speed.

    Finally, the radius of effect is tweaked by the gear bonus (or malus) for (Head, body, leggings, gloves, staff)
    The radius of effect is now 2*magic skill + [cumulative clothes eff magic bonus for all 4 slots AND staff if equipped]

    Several magic spells have their damage or radius of effect modified by this cumulative clothes benefit, since at least v150,
    but adding it here was to allow more troops in your battle to feel effects when your caster is correctly kitted. These apply to
    both player and NPC casting.

    bless radius 3 * faith
    curse radius 2.5 * faith
    does not apply (bless or curse) to golems, as they are specially tweaked for added strength at spawn

    2) Added a dial to set "cheat level" from 0 (default OFF) up to 7.
    The different cheat levels are intended to filter debug messages to focus on specific systems in the "recent messages" window.
    Of special interest is level 5 which is the trace of spells during any battle. This also shows timed cleanups of lists.
    Certain spells are not shown - magic missile for example.
    -------------------
    v160 A3b May.03.24 next day

    1) Aura of Might and Aura of Quickness for paladins
    These two needed corrections - the base movement was not copied over correctly the day before resulting in a freeze
    of movement for impacted agents. Corrected.

    2) edited the cheat level dial to allow 0 again.

    3) Shortened the duration of poison from 33 seconds at 9 damage points/2.9 seconds down to 14.5 seconds
    slot_agent_poison_strength not yet used but might be useful to have a stronger/weaker poison effect applied each 2.9 second tick
    Impact is limited to spider bites for now, but was intended to prepare for poisoned pocket bolts.

    -------------------
    v160 A4 May.10.24

    1) found and corrected an error at the check for confused/charmed player that would have been always true
    (M_T ln 8729 charmed_keys_disabled)

    Tried changing behavior for camera mode during the battle presentation without meaningful success.
    It is what it is and has utility for watching the battle from a distance without trying to fight "normally".
    I do believe this issue is with the 'camera" mode but am out of energy to wrestle with it for this time.

    2) "I will fight the epidemic" at a town, castle, or village. If the epidemic resolves itself and you leave that inhabitation, your status as "fighting the epidemic" is silently ended.
    This prevents a menu from displaying at the old village/town/etc when you have already left.

    3) clean stray text at rigale gathering ongoing menus to remove extra names (mainly location names)
    [menus for summaries while harvesting (fishing, mining, lumberjacking, hunting, gardening), crafting_result]

    4) added text at reports: show trade routes to remind players to check "recent messages" for the output
    (else it looks like nothing happened). This is hidden behind a cheat menu to filter complaints from players that
    do not know where to look.
    The 'no display" comes from the huge amount of text output at once; the output buffer overflows and nothing is seen.
    The "recent messages" buffer is much larger, so text is still showing there. This is a useful tool to see what trade routes exist.

    5) error in recipe "Elven Mail" at smithing; Mithril ingot was not recognized

    6a) magic Missile and Flame arrow are tweaked to provide a greater portion of their damage as resistible magic effects instead of normal, non resistable damage.
    The stronger the caster's magic skill, including a check of gear worn, the more damage..

    6b) Unicorns are modified slightly and no longer damage themselves. They heal slightly better as well.
    6c) Paladin Aura Bravery had wrong duration applied. The range is slightly increased as well.
    Paladin Aura of Regeneration has improved range.
    6d) Spider Mount - fixed an error that would have made the poison bite expire immediately.

    7) Four ways inn enchantment merchant is fixed, again, but this time actually works as intended. Some prices are improved.
    It became complicated enough I added a spreadsheet to the "programmer's guide" excel sheet in folder Player_Handbook

    8 ) Poison pocket bolts is partially implemented; the crafting recipe is modified but the full effect is not yet live.
    I will be online early tomorrow morning [Sunday May.12.24] to answer any queries then head out for the day.
    v160 A4 r2 intended for Nexus Mods and Mod DB is released.
    It has a restored martial arts completely redone, most of the compiler warnings are cleaned up, and important tweaks to magic system, among other things.

    full download v160 A4 r2 is here:

    patch v160 previous to v160 A4 r2:

    incremental changelog v160 A4 to v160 A4 r2:
    v160 A4 r2 May.17.24

    1) Magic missile tweaked slightly.
    Had overlooked some of the missiles produced were a different item type, now applied special magic damage damage to that item as well.
    Better reporting for low level casters in order to monitor magic missile use for novice casters.
    Magic point cost is increased to 5 from 3.

    2a) slight increase to caster equipment buff for fireball, lightning bolt, ice storm
    b) ice storm slight increase to damage and radius of effect.
    Remember in sieges defenders will have overhead protection from falling ice if they are indoors; fireball is preferred against windowsill indoor archers.
    Ice Storm should give acceptable damage outdoors.
    c) white bolt magic point cost is reduced to 20; radius of effect is higher.
    d) equipment worn buffs/debuffs for caster/non-caster [head, body, glove, leggings, staff] are applied consistently to
    charm person, acid arrow, flame arrow, magic missile, fireball, lightning, ice storm, black bolt, white bolt, vampiric bolt,, darkness.
    e) magic points cost adjusted slightly for fireball (35 instead of 40), lightning (25 instead of 15),.
    f) fixed white bolt using the wrong stat to determine effect;
    fixed cost in magic points for white being applied twice in separate location, once at the spell and once when it hits.

    3) a) spiders as mounts are much more maneuverable than before; charge damage slightly increased.
    b) bears and wolves are more maneuverable, but remain especially dangerous to their riders
    c) unicorns are slightly more maneuverable as well; slight buff to healing.

    4) a) spell_limiter adjust ammunition for each equipped spell according to cost in magic points, as the numbers were no longer accurate
    b) script_phantasy_spell_ammo_limiter ?? checking to align with 4a)

    c) equip_mages corrected logic where weaker spells would have been preferred by higher tier casters (magic skill 5 or more).
    Expect more fireballs and lightning from these.
    shield spell inserted at weapons slot 2 proportional to magic skill, with skill 1 giving 1 in 6 chance, skill 2 2 in 6 until 6+ is 100%.

    5) Poison pocket bolts shot from the three hand crossbows should work as intended now.

    6) noticed an error at menu ship_reembark during cleanup of beached ships. This should no longer generate errors.

    7)a) Noticed "I want to help fight the epidemic" menu option showing when Epidemics are toggled to OFF at Phantasy 2024 settings within camp
    menu. Adjusted to test at towns and castles correctly if epidemics are disabled in settings before showing the menu.
    b) set Epidemics to OFF for new games as a default, so that people who managed to skip reading the 4 part walk through don't immediately post
    about problems they could have avoided with a little more training. Since they doubtless won't read this either, it can be our secret (wink).
    c) town menu - txt related to epidemics check status of "$g_rigale_epidemics" and skip displaying any epidemic
    silently clear any epidemic found when "$g_rigale_epidemics" = 0
    d) dialogs: guild master - check status of "$g_rigale_epidemics" before offering to show epidemics

    8 a ) Singing arrows now have an effect when they actually hit an agent.
    These now will attempt the charm person mage spell, as if the archer was a mage class but with magic skill 1 less.
    A class bonus is applied to the effective magic skill: 3 for Bard, 2 for Ranger, 1 for (Barbarian, Necromancer, Monk).
    Only one class bonus will apply, and is checked best to least to skip applying a lower bonus where two classes qualify.
    After that the equipment worn can de-buff the effective magic skill; after all additions and minuses the effective magic skill needs to be
    at least 2 for the spell effect to occur, and the target has a chance to resist magic, comparing the final modified effective magic of the attacker
    to the defender's magic resist, exactly as with mage spell casters.
    b) added singing arrows to four ways inn merchant @ 9500. These arrows penetrate shields by the way.
    They are still sold at a more modest price in the Elven kingdom, if you can find them.

    9) mage staves that had a charged proc effect had flaws in their code; this is cleaned up and damage re-tweaked.
    For full effect you need to have (at least) the magic skill according to the name of the staff:
    gnarled = novice = 1, journeyman = 2, adept = 3, expert = 4, master = 5, archmage = 6
    other staves do not have the charged proc, but may silently add to your equipment magic bonus. The above staves are adding, silently,
    the above, for damage and radius effect calculations during magic spells; useful trivia.
    It is not enough to simply buy something and equip it; you need to be able to handle it correctly to get the proc effect to work.

    10) Darkness spell previously only fired an effect when it hit a shield. Now the effect checks for any agent within radius of effect,
    even if it hits the ground/wall/etc, making it more useful in sieges. Magic resist applies, either shortening duration or
    avoiding the spell effect entirely, after calculating equipment worn scaled bonus/minus effect and applying some randomness to
    both attacker and a little more to defender, then comparing the difference in values. Most of magic resist for spell effects works this way.

    11) a) re-implemented check for unarmed damage for martial arts
    Having no weapon currently weilded enables kicking damage to be treated as martial arts as well.
    Kicking while holding a weapon now is handled as well.
    b) Monks and rogues take half damage from falling.
    c) dodge now includes thrown spells as missiles, while continuing to exclude cleric / paladin summoned weapons and most enchanted weapons.
    slight adjust to missile dodge calculations for missiles.
    d) damage coming from mounts charging is detected and checked against maneuverability so has a chance to dodge
    with the usual modifiers taken into consideration.

    12)a) cleaned up more stray text during harvest/gathering summary display for failures.

    13) prisoners escaping from player party has been disabled since v158A; they may yet escape from a walled center now.
    14) sped up passage of time while waiting on siege towers, ladders to be built, or resting in towns, villages, camp, or training peasants or collecting taxes.
  11. gsanders

    What's cooking, and a space for your feedback (keeping the reboot thread focused by commenting here)

    Martial arts is still getting testing, so patch won't be for at least another hmm 6-8 hours.
    I think it is coming along well but there are always last minute issues to resolve so I'd rather guess longer than shorter.

    Plus more time lets me close a few compiler errors, for the OCD modder/tweaker audience that even notices. There are plenty of those so
    a little time spent on even a few of them will impact when I can release a build. Finally, every time the source changes I really need to run a quick check that a large battle ran without new errors, in case there is an extra else_try or missing try_end someplace just touched.

    It looks like I can kick while holding a sword and have the martial arts section work as planned.
    I still need to find a test case where I equip a bow and try kicking between shooting at far away targets.
    I don't expect martial arts to work well from horseback; the weapon reach is too small.

    [edit]: final testing now. I think the editing is done but I want to check battles and a crafting, then edit one or two of the documentation slideshows to add more details on unarmed fighting, marrying kingdom lords, and how to switch to ENglish if Warband is set to some other language.

    I also saw in S_T_49 where kingdom lords would have disappeared if their faction had no walled centers (at v158A they end up at four_ways_inn).
    I may later check for lords stuck at four_ways_inn and set them to exile, then let them attempt to re-enter again each month (so the faction can gracefully be eliminated in between). That would be the elegant solution for an old complaint coming from v156 and reported to continue at v158.
    I had also turned off paying attention to the diplomacy switch that could have prevented lords from recycling (and thus not returning from exile after their faction is dead), as I was suspicious people shot themselves in the foot toggling things. If it becomes a big issue someday I can hijack an unused simple_trigger to check for stuck lords. I don't want to do it release day; this is a problem for 400+ game days as factions are falling, not a day 1 problem.
  12. gsanders

    What's cooking, and a space for your feedback (keeping the reboot thread focused by commenting here)

    Adding a handler for unarmed damage now, I see why it failed before.
    This will need tweaking script_get_dodge_chance2 so that passing a parameter of "no weapon" lets the script go ahead and infer a weapon speed for bare hands/kicking. The main issue for me is if the agent takes damage from for example falling it will look like open hand damage, so I need to check if the entity dealing damage is an valid agent before assuming I am in martial arts fighting.

    Martial arts is complicated, and the formula used is more complicated than I expected yesterday. Essentially the attacker base damage is strength; athletics adds once to min and twice to max, unarmed skill adds once to min and 3 times to max; and now it determines kick or punch and kicks have more min and max, last the equipment for hand or foot slot is weighed and this adjusted for hand and foot differently, next added to min and max depending on kick or punch. The attacker rolls a random value between min and max. A buff is added at the end for monk or barbarian; the monk buff is higher. To this a random (-2 to 4) is added as influence of finding a good opening in defense when sparring.

    The defender now takes [defender's unarmed skill, adds (athletics / 2) as a parry], doubles this, and adds a buff for monk or barb, the monk getting the better buff. This is subtracted from the attackers final rolled damage.

    There is also a chance to dodge applied, where the "weapon speed" of the open hand "weapon" is derived from a base 85 + attacker's agility +
    (attacker's athletics * 3) + (attacker's unarmed * 3). A very skilled martial artist will be hard to doge.

    My next 2 days will be busy with non-modding tasks and after this big change I need to test heavily the weapons and unarmed vs mount damage and falling. Oh, maybe monks and rogues take half falling damage now. I need to test that too before release.

    [Edit] Probably working, normal weapons attack and my monk showed something for unarmed but I want to dump more details and see if something should get tweaked further before releasing. Friday at earliest, still.
  13. gsanders

    What's cooking, and a space for your feedback (keeping the reboot thread focused by commenting here)

    Prepping a v160_A4_r2 mini-patch for use in what gets posted at ModDB and Nexus Mods.
    so far it looks like this:
    v160 A4 r2 May.xx.24

    1) Magic missile tweaked slightly.
    Had overlooked some of the missiles produced were a different item type, now applied special magic damage damage to that item as well.
    Better reporting for low level casters in order to monitor magic missile use for novice casters.
    Magic point cost is increased to 5 from 3.

    2a) slight increase to caster equipment buff for fireball, lightning bolt, ice storm
    b) ice storm slight increase to damage and radius of effect.
    Remember in sieges defenders will have overhead protection from falling ice if they are indoors; fireball is preferred against windowsill indoor archers. Ice Storm should give acceptable damage outdoors.
    c) white bolt magic point cost is reduced to 20; radius of effect is higher.
    d) equipment worn buffs/debuffs for caster/non-caster [head, body, glove, leggings, staff] are applied consistently to
    charm person, acid arrow, flame arrow, magic missile, fireball, lightning, ice storm, black bolt, white bolt, vampiric bolt,, darkness.
    e) magic points cost adjusted slightly for fireball (35 instead of 40), lightning (25 instead of 15),.
    f) fixed white bolt using the wrong stat to determine effect;
    fixed cost in magic points for white being applied twice in separate location, once at the spell and once when it hits.

    3) a) spiders as mounts are much more maneuverable than before; charge damage slightly increased.
    b) bears and wolves are more maneuverable, but remain especially dangerous to their riders
    c) unicorns are slightly more maneuverable as well; slight buff to healing.

    4) a) spell_limiter adjust ammunition for each equipped spell according to cost in magic points, as the numbers were no longer accurate
    b) script_phantasy_spell_ammo_limiter ?? checking to align with 4a)

    c) equip_mages corrected logic where weaker spells would have been preferred by higher tier casters (magic skill 5 or more).
    Expect more fireballs and lightning from these.
    shield spell inserted at weapons slot 2 proportional to magic skill, with skill 1 giving 1 in 6 chance, skill 2 2 in 6 until 6+ is 100%.

    5) Poison pocket bolts shot from the three hand crossbows should work as intended now.
    6) noticed an error at menu ship_reembark during cleanup of beached ships. This should no longer generate errors.

    7)a) Noticed "I want to help fight the epidemic" menu option showing when Epidemics are toggled to OFF at Phantasy 2024 settings within camp menu. Adjusted to test at towns and castles correctly if epidemics are disabled in settings before showing the menu.
    b) set Epidemics to OFF for new games as a default, so that people who managed to skip reading the 4 part walk through don't immediately post about problems they could have avoided with a little more training. Since they doubtless won't read this either, it can be our secret (wink).
    c) town menu - txt related to epidemics check status of "$g_rigale_epidemics" and skip displaying any epidemic
    silently clear any epidemic found when "$g_rigale_epidemics" = 0
    d) dialogs: guild master - check status of "$g_rigale_epidemics" before offering to show epidemics

    8 a) Singing arrows now have an effect:
    These now will attempt the charm person mage spell, as if the archer was a mage class but with magic skill 1 less.
    A class bonus is applied to the effective magic skill: 3 for Bard, 2 for Ranger, 1 for (Barbarian, Necromancer, Monk).
    Only one class bonus will apply, and is checked best to least to skip applying a lower bonus where two classes qualify.
    After that the equipment worn can de-buff the effective magic skill; after all additions and minuses the effective magic skill needs to be
    at least 2 for the spell effect to occur, and the target has a chance to resist magic, comparing the modified effective magic of the attacker
    to the defender's magic resist, exactly as with mage spell casters.
    b) added singing arrows to four ways inn merchant @ 9500. These arrows penetrate shields by the way.
    They are still sold at a more modest price in the Elven kingdom, if you can find them.

    9) mage staves that had a charged proc effect had flaws in their code; this is cleaned up and damage re-tweaked.
    For full effect you need to have (at least) the magic skill according to the name of the staff:
    gnarled = novice = 1, journeyman = 2, adept = 3, expert = 4, master = 5, archmage = 6
    other staves do not have the charged proc, but may silently add to your equipment magic bonus. The above staves are adding, silently,
    the above, for damage and radius effect calculations during magic spells; useful trivia.
    It is not enough to simply buy something and equip it; you need to be able to handle it correctly to get the proc effect to work.

    10) Darkness spell previously only fired an effect when it hit a shield. Now the effect checks for any agent within radius of effect,
    even if it hits the ground/wall/etc, making it more useful in sieges. Magic resist applies, either shortening duration or avoiding the spell effect entirely, after calculating equipment worn scaled bonus/minus effect and applying some randomness to both attacker and a little more to defender, then comparing the difference in values. Most of magic resist for spell effects works this way.
    Testing of spell changes went well.
    Hand crossbow / poisoned pocket bolts are finally showing feedback during battles.
    This allowed singing arrows to have a proc using a similar method.

    I did see a hard hang trying to leave a lord (not asking for jobs) while talking, immediately after helping at an epidemic at a castle.
    My current advice is save game & exit then load save after any "I will help fight the epidemic" or just do not enable epidemics at Phantasy 2024 settings.
    I'll set the default epidemics switch to OFF for new games, which is a pity since they are a fine way to convince guild masters to let you build enterprises (and to hustle funds to build them). Players can then decide if they want more money and relation early game but more often side effects or leave it off to have fewer quirks but harder grind since epidemics were an early game boost but late game annoyance.
  14. gsanders

    Phantasy Calradia - 2024 reboot

    I am incredibly happy to see this mod once again get some care and attention. It really is the best mage experience available for warband (in my opinion). The fact that you included a really well made guide to modding along with the source is icing on the cake!
    You're welcome.

    [not to you but a general statement]
    I do come off as the nastiest person on forums but actually I just am all used up and dead tired. I am an "Aspie" so I take things wrong and come off as being either retarded socially or just plain obnoxious. Well, both are technically true. At least I share my treasure, even if I am gollum (I'd rather be considered "Sméagol").

    I hope at least a few people tweak the mod and perhaps even one person learns to think like a programmer. Warband scripting isn't "real programming" but it does build thinking skills. It's a pity that half time I am the least competent on the block, but I try to overcome that by being stubborn and trying again. It's starting to get clean, at last.

    It is my hope that eventually people find a sparkle in the mod that makes all the pain of the_next_bug a little less bothersome; just like the joy of having a baby is balanced by the burden of changing diapers. This mod still needs diapers, but for me it is worth playing, so I shared it. Some people forget I am one person, not a big team, and can't draw a stick figure for example (have not made a clean drawing in the last 55 years, gave up at age 8. ); and need to do everything 3 times to make it work once, from dyslexia and a bit of dementia. I am not superman. I don't "do" comics. But I think what little there is here is ... sparkling to someone. Glad you found it.
  15. gsanders

    What's cooking, and a space for your feedback (keeping the reboot thread focused by commenting here)

    Created a mod blending pure Native 1.172 with modmerger and now trying to modmerge just PBOD + Formations + FormAI with pure original source and no Phantasy content to see if presentation battle works as I was hoping it would, to see if something in the files at my side differed from the original sources for just these 3 things. It is very slow going and not easily merging. I see I originally had to help modmerger with merging and it was never a simple task. If I can get just this working, as a separate project, it may solve the current battle presentation issue where I cannot fight while in viewing/giving orders mode. Modmerger compiles with no mods merged, but some of formations gets stuck in modmerger. I recall it took quite some time to solve it originally, thinking about it. I am only 2 1/2 hours into this so maybe this time it gets solved fairly fast, before I lose my skills for the day.
    edit: compiling nicely now, have not tested. that took 2 hours after my first post :wink:


    from Modules folder, if you have Native copy/paste Native mod to make a copy of Native
    rename that copy Greytest (or whatever you like)
    patch with this minipatch
    You will have Native 1.172 + modmerger + PBOD .925 + formations + FormAI (and nothing from Phantasy)

    module_game_menus line 1408 has cheat mode hardwired on, delete that line only, save, and recompile (double click build_module.bat) to remove cheat turned on. I needed to build a party faster and do not trust quick battle yet, as it references a presentation that does not exist so I commented that out for one button. The rest of quick battle should work.

    The purpose here was to see if something from Phantasy was walking on a pure PBOD / presentation "battle" more or less untouched from me. Out of time for testing today.
    quick test at a village fighting bandits looks like the behavior is same as at Phantasy, you can give orders within presentation battle or exit and fight but not both.

    Tomorrow:
    I also want to retry a change of code to get poison pocket bolts working. I thought of a new way to try to get the code snippet to fire; it keeps not finding the weapons and then drops through doing nothing.

    Finally magic missile is used too seldom, or at least I don't see it doing special actions very often, so I will try setting it to pierce shields and see if that makes a difference. That would be a change at module_items. Shields may also not be taking enough damage; what I see is very seldom does magic missile fire for anyone but the player, and generally even that seldom fires the magic damage component. It may just be there needs to be enough damage to penetrate (or destroy) the shield, so the agent gets hit, so my add-on damage on agent_hit can now fire.

    At the same time I need to increase its frequency of being equipped at mage casters, which happens at two different places in module_mission_templates.

    success in all of these would be mini-patch v160 A4r2, but there is no use issuing one without meaningful/useful change.
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