I expect a P3 today.
1) So far it focuses on setting battle size cut offs for both sieges and open battles with some awareness of the player's Warband battle size slider settings, but not actually aware if "battle sizer" has tinkered those values beyond Warband's default of "100% slider means always battle size is 150".
I gave a long explanation of how it works here:
https://forums.taleworlds.com/index.php/topic,305002.msg8936818.html#msg8936818
So far,
all of this is done, although I need to test in Sieges next, as all the proof of concept and tuning testing was open battles.
There is also a shortened waiting time for checking battle victory and a tighter check on the presumption of routed enemies, although there is not yet a slider for skipping the auto-cleanup when odds are >= 25:1. I found there was before a test allowing 18:1 going to auto-resolve (but with your side sheltered from losses), now it is strictly 25:1.
I might find time for a slider in Phantasy Settings tomorrow. <- not yet.
EDIT: sieges don't reinforce correctly in last night's patch, fixing now.
found the problem: wrong entry point was used, so the defender was getting reinforcements that should have been attacker's
2)
Necromancer party size was incorrectly set larger than trim size due to adding kingdom policy adjustments for vassal, mercenary, or being their own king status. This includes Marshall bonus, King bonus, centralization and aristocracy adjusts.
Necromancers are EXEMPT from policy settings changes - Undead aren't impressed by their declaration they're king, marshall, or how they say they'll treat aristocracy and serfs. It was an error to change party size for necromancer parties, for policy or kingdom status reasons. Fixed.
Necromancer database marking is automatic now, similar to cleric, but do notice these effects:
Both you and your companions can auto-become necromancers. If this happens to a companion, I'll assume
you made them choose Necromancy, so it is on
your character also.
your alignment (and paladin/cleric status) will
also change.
If somehow the alignment had not been set to evil yet, it is now.
If that does not match your former cleric deity, you LOSE that deity and all its benefits.
You will be set as an evil cleric of the Deity "Bane".
The necromancer check over-rules any previous settings; if you manage to gain faith and necromancy at the same time, cleric is set first but necromancer is final, and will adjust cleric for you to now be Bane. Trust me, as a
dev I'm
in the deity business, so don't argue.
At the cleric check deity selection is written as 0 if it was previously unassigned; this allows generic clerics to get spirit hammer, and a special case is added at the hammer type select so that if the value is 0 the correct hammer is handed out.
3) a) ALL
Necromancer faction mummy troops except conscripts gain 1
added skill point of magic defense now.
This is hot-adjusted within 24 game hours of adding the patch.
b) ALL
Skeletons and Zombies such as Necromancers summon may now be upgraded into higher tier troops - all the way to skeleton and zombie knights (with their high magic resists). This viewer does not show tree splits so it does not show the archer.
Orc Raiders can be upgraded to Orc Ravagers OR
Orc Riders now, allowing Orc Riders to be (eventually) built from recruited villagers.
c)
ALL undead gain some modest protection from from the automatic timed spell
Destroy Undead as follows:
Until now, even lowly Monks and Nuns did the same damage to undead as the highest clerics or paladins - 80 points (down from Guspav's 400), which are further adjusted by armor soak etc. Now instead the base damage is 10 per faith skill point, but adjusted by taking target's magic defense skill, adding 1/2 point to it, and dividing the raw damage given so that
0 magic defense (10 pts per faith) / 0.5 ==> 20 points per faith of the attacker
1 10 / 1.5 ==> 7 points
2 10 / 2.5 ==> 4 points
3+ 10 / 3.5 ==> 3 points
no additional protection from 4+ magic defense for this one cleric/paladin spell effect.
Also, the timer for this is lengthened to 53 from 43 seconds, so it takes longer to occur and happens 1/4 less often.
Player
Turn Undead behaves similarly, so it scales and can be partly resisted instead of doing a blind 120 points to undead
d) Holy Avenger decreases damage versus some undead from a similar calculation as in "c" but with slightly improved minimum damage versus
difficult targets, so that upper and lower damage is a narrow range for hard targets and normal for very weak ones in terms of magic resist.
e)
Clerics gain a hidden magic defense bonus at the agent level (so not seen when inspecting troops with troop tree viewer or in character info screen) of +1 magic defense per 3 faith skill points. This is added silently to the agent when they wake up in battle.
f)
Necromancers LOSE magic defense at the agent level; 1 point per 4 necromancy skill points, as they grow closer to the negative energy plane as their necromancy grows.
EDIT: I forgot to put a check for Magic Defense falling below 0; I'll get it next time. It should not be an issue for the average person but not all my client players are average.
They also gain immunity from heals somewhat like in "c" above, with decreased effect from all healing including rings of healing and unicorns. <-- next patch.
g) Turn Undead refresh timer is lengthened from 83 seconds to 117 seconds.
Lich fear aura is unlocked (lets see if this time it still crashes) and fires once each 37 seconds
Now checks if the Lich is mounted in order to perform the distance check correctly.
NPC mage haste is cast on a roll of 12 (or less) out of 100 instead of 20 (or less) out of 100, so fewer hastes cast.
max ammo for cleric fireball is now 1.
Ring of healing now heals mounts also (for BOTH sides).
increased the chance of recovery from mage feeble mind to (1 in 2) per 25 hours timer check.
h) After calculating gains and losses to magic defense at the agent level, that base value is stored so that during battle the magic defense can later be manipulated by cleric or magic spells that buff or debuff this "modified base magic defense". This allows expanding an umbrella of magic defense in battle, or trying to decay overall magic defense of an enemy, for future versions (v160).
4) while chasing a problem seen in the last few days I had to adjust how targets of area effects were checking mounts so that I never asked for a mount of a mount; this led to adjustments in Balrog death blast, timed mage spells (dispel magic and haste), Lich fear aura, also the player mage Haste at presentation spell_book. In
most of these cases the change
allows effects to target mounts as well as players; opening the effect of mage haste to mounts needs testing, as the recovery needs to be made 30 seconds later...
Also NPC cleric dispel magic (now unlocked but instead of 10 or less out of 20 the chance to auto-cast this is 4 or less out of 20)
5) Although I felt back in September that the issue of
same sex marriage was solved already in Diplomacy, based on the source code in 2016, 2017's source has a block for same sex at script "cf_troop_get_romantic_attraction_to_troop" that I certainly did not add. Removed.
The dialogs remain ambiguous as to which sex and were meant to be initiated by either player gender. No there won't be 3, 5, or 47 genders to select from. The big difference is that male lords write different personality numbers than female kingdom ladies, and some of the slots used for storing variables at kingdom ladies that are not lords are redefined and overwritten when the troop is a kingdom lord (as are the marriageable, non companion males). I suppose player companion males might be spouse targets, without leading to database glitches when AI scripts are processing. Same sex heats up (if that is not abusing the phrase) when both sexes are female, as this opens a great many possibilities for use of wife as a companion and in role play for Orc and Drow especially; Orcs as I'll probably only grant access to recruitable Shamenesses if you have an Orc wife and Drow as the society is militantly feminist. Now if I can come up with time for dialog changes someday... maybe this summer.
Also at dialogs ln 35041 where "I profess myself your most ardent admirer" there was a test for genders not equal OR disable gender prejudice
that would have blocked the dialog option from showing.
Seems to work.
Status: uploaded to NexusMods
https://www.nexusmods.com/mbwarband/mods/6194?tab=files status is live as of right now, just checked.