WatterNulls said:
Haha wow was editing with some pics, then saw your reply. No problem man, well was trying some stuffs
can't wait v21 haha take easy, thanks man. o/ you are the best.
Banged out a quick and simple fix for dwarves as reported by you.
I just don't have the testing bandwidth of dozens of regular people -- I typically click an elf to look for gender flip and a human for the quick char and start looking at menus or things I thought were weak.
v21 r0 as released yesterday is v20 r7 set in the world of Perisno .8, complete with all the new factions and giants as NPCs.
I sort of wanted to add more of "my" stuff to it before releasing to a general public, including a player manual to help with learning Rigale etc.
I definitely needed to put the fix you highlighted into it as well.
The only weakness with my quick fix is it threw away Drow skins (black tinted elves). I ended up removing the Elven path resource loads in module.ini for {elven path skins, elven path skeletons, and elven path animations} and then set in troops the two test drow (male and female) to use normal elven skins.
The only other detail was adjusting rent in simple_triggers and adjusting the mod name to be v20 r7.1 This let me get patch out about an hour after I got up, which was exactly as the sky lightened (I am not allowed to arise before then, by firm order of my Regent and Queen_of_the_bedroom.)
I'll open up v21 to public after I have more layers of Phosphor things to add to it. The code at the moment still needs:
items 180 items still unsorted, 80 are Elven Path and 100 are Perisno .8
I'd like to add Curtain of Fire items as well
scripts CoF scripts need adding
I'd like to modify the CoF straight damage into a ti_on_weapon_attack call, allowing a script to fire on the attack hitting
magic resistance -- this allows the attack damage to avoid the usual Warband engine handling for armor and instead go straight through like
the troop is naked, modified by a per armor item value for that category attack based on the type of armor.
I'd like to extend the experience calculation to add negative experience under some cases (cancelling the experience or adding a penalty)
as well as increasing experience under other cases. The natural template for this is already made in Silverstag latest source.
I need a script to check food consumed as to vegetarian only, non-alcoholic drinks and set a new global variable to track the player or has
fulfilled this possible religious requirement for this fortnight, or not. This needs more drinks added to items, and some icon in inventory
to show this. Currently icons are being made for {tea, yogurt, and milk}.
I'd like to adjust the "go rotten" script to allow some foods to go rotten more slowly (yogurt); and maybe others more quickly (milk).
mission_triggers
I'd like some troops to fire heals etc whithout having a specific "heal" item, or needing prompting from the player.
I'd like to modify the death cam to allow a not-dead-yet player to fly under very specific circumstances, with a limit on how high they can go, block
going under the ground, and disable during seiges.
the combination of the above would allow my religion implementation; the addition of the Perisno 0.8 features as eye candy then balance the burden
of characters having the possibility of having to forego income from slavery, all experience from killing, or other "moral" shifts in the meta game. It may be
seriously harder than "hard mode" envisioned by Perisno 0.8 -- which I consider too much focused on perma death and tough guy stuff. Really hard is finding half the things that subconsciously appeal to morbidity now have counter-productive consequences. But for them, I'd add perma-death as something they can enable -- modified by a safety net if they built good karma. After all, we're aiming for "maximum realism" in a fantasy game. Including consequences from magic, murder, rape, slavery, and even the odd bit of undigested meat.
resources CoF has 1 tiny resource
particle_systems CoF adds some particle system effects
Kaos_political_kit I need to validate whether Prince option gives a fief to two factions at once, and if so which one gets rents and color on map
Manual
I figure this can be done around the beginning of October if I move quickly on it.
- GS