Hard to believe 3 months without an update from me.
Rigale is currently being folded into Warsword Conquest as a submod. I won't be able to make that code available but I CAN backport changes to here once it releases so that THIS forum's copy is updated. The gating item for a launch timetable is the big update at Warsword Conquest - when that releases, I can release around 2 weeks later. This puts it end of May/start of June, around the time most students are in finals. WC is at https://forums.taleworlds.com/index.php/topic,145937.0.html
look at the first and last pages to see whats happening on that relelase. Until release of the coming new version, last player download version is 2 years old!
Over on the Rigale side of things:
hunting:
Fixed random hunting spawns
updated the method of determining skinning and butchery bonus, which was interfering with hides, meat, and furs
too many lost (full) tool sets, so these are now down to 14% of critical failures instead of a 50/50 chance for many spawn types
when failing the worst possible roll. This happened often at low skill levels, so even more reason to adjust.
fishing:
while travelling on the ocean, rivers, or water "bridge" terrains, was getting lumber spawns. Now these spawn as fishing sites.
cleaned up all the chance to spawn and made sure every terrain type had something happening so no falling through cracks.
issues only at Warsword Conquest - Rigale (WC-R):
dialogs:
after merging Diplomacy, the tavern dialogs are off:
second mercenary spawn is not accessable
all tavern merchants no longer accessable
overwriting the merged dialogs with original Warsword Conquest (minus Diplomacy) gets the dialogs back, so this implies a slow tedious re-merge, made maybe easier in that better matching of landmarks within the file exists. I just have to merge say 50 lines, compile, talk to a merchant and then 2 mercs, and then repeat until broken. Slow but easy... (hopefully).
Diplomacy - scripts, items, party templates, simple triggers, triggers all working
Rigale stuck in town bug managed to get ported as well. This is regretable.
The starting character creation options have Rigale skills taken into account.
This means every choice can mean different Rigale skills added to the plain vanilla version Warsword Conquest.
Recipes were re-built to result in Warsword Conquest items.
Right now 95 recipes exist with another 30-40 needing to be made.
Cooking makes 1 food type per recipe not 12 as before, and crafting ammunition gives normal result types not 12 of each type.
This required some changes.
Shaman and all supernatural layers are gone from the coming build. At least if it gets spooky, it's because _I_ asked it to, not because that was in the code inherited from Rigale v11-
Warsword Conquest specific changes (not for Rigale OSP):
Guilds working, some new tools for examining infrastructure (trade routes, racial prejudice, every last troop defined/lord/lady/companion/merc/bandit/villager/town walker), rebuilt town menus, fixes to wife as a companion,
rebuilt economy and enterprises, expanded trade routes list between 47 cities, sea traders, expanded kingdom parties,
fast (low stutter) system to diplay correct icon for parties crossing water and reset when hitting land, and around 20 other changes.
Probably I'll make the wife as a companion fixes OSP and fold into a released Rigale source, since Wife as a Companion was where I entered the entire process of scripting for Warband -- I just wanted my spouse to be more outgoing but didn't understand modding - 'way back' in Sept 2014.
This summer I'll be working on the things Phosphor wanted, but instead of using Perisno as a base it will be driven by Warsword Conquest's art / map /factions. In part the art for WC is smaller (2.25 GB unpacked instead of 3.25-3.70 GB with Perisno 7/
;
in part the WC code is much cleaner, in part because the WC code was gone over, line by line, by an equally skilled coder. It's useful to have 2 sets of eyes. So mainly this means magic/abstracted religion and some management layers from Silverstag. There will be also some shift to sea travel pathing from Viking Conquest now that it's OSP for code assets.
I was sick all of November, half of December, had some surgery first half of February, and was sick again the last half of April with some long flu. Otherwise code has been flowing -- but the results will be shown shortly in the Warsword Conquest update, and the WC-Rigale expansion almost immediately thereafter. It's what's getting written right now - the other was finished a month ago from my perspective (but the artwork needed more rework - not my department). Finally back on my feet and ready to do serious code again. Did update some monitors for my eyesight and otherwise barely getting by at "work", where at least I can code Warband nods while waiting for emergencies in return for a retainer thats about 1/3rd minimum wage in USA, or slightly less. At least Bulgaria costs much less to coast in than California.
Thats the news.
- GS
Fri: Decided I *really* need to rebuild dialogs, they are all inter-tangled. I need to be able to access the second mercenary spawn and merchants in tavern, and the old dialogs had some offset that as yet I have not found where the "Warsword Conquest" original dialog works, the (WC+Diplomacy+Rigale) dialog fails, and trying to re-interpolate the two means bubble sorting every last paragraph so they stop misaligning when comparing text. I spent half of yesterday to get to line 4000, and half of today to get to line 7300. There are 41,000 lines! I am slightly getting a system going for moving them though so hopefully I'll be slightly faster for next week. Today is a holiday and my wife won't let me do work, which she considers a waste of my time. I'll thus get nothing much done. How I long for the shelter of my "day job". Ah well.