finished
v153 B1 v155 A1 today (Friday 30 Mar 201
, a save game shredding change.
Main push today is hammering down CCK (Character Creation Kit) lifted from Floris.
So far:
1) added support for all 13 factions instead of native 6.
2) reformatted (adjust indentation) around 2500 lines for future ease in debugging errors in branching conditionals.
3) added race effects implicit on changing starting faction
which changes start town
and unhides towns belonging to your chosen faction at game start, once your choices are final.
4) did fix camp fire songs yesterday, forgot to mention that. They earlier were expecting a bard skill that does not exist now.
5) selecting your starting faction actually sets you to that faction for diplomacy purposes. This means you start with allies and enemies from the first second, and travelling from place to place and collecting enterprises is less trivial. There is also no 4-ways inn. Deal with it.
This should mean you pretty much have to flee your starting town in some cases and evade any nearby patrols, who will be hostile rather than neutral. Hopefully get your bearings quickly, as everything moved on the map and
most of it is hidden now...
6) added support for Rigale skills and Guspav's various renamed reserved skills.
Happily for me no new fields needed defining in the presentation for these.
Rigale guilds are now implicit at character creation so that when total skill in a guild is 7+ the middle political ranking "compagnon" is given
and otherwise any skill > 0 but less than 7 receives "novice" political ranking in the guild.
All secondary Rigale skills have effective "compagnon" ranking to allow them to expand to up to 15.
Started converting the original menu selections into script support for the presentation, now that all types of adds and changes have syntax support. Some numbers are changed for starting race/background combinations, especially for Dwarves/Gnomes, Elves, Drow, and Orcs.
7 ) Did cb1 ("your father was") and cb2 ("early life"). Now doing Primary class selection
Still need to limit character class availability at specific starting factions, for reasons that will later be obvious.
8 ) finished Primary class selection. Have not started secondary class selection.
Most likely this CCK will finish tomorrow, but I still have a number of things to do with the cheat menus scattered all throughout the mod
9) Cleric deity selection can remain menu driven, it will be enough to select cleric as a class and show the generic cleric adjusts in skills
before finalizing cleric by menu and having that menu cascade into skills select exactly as if the presentation has taken the player there.
EDIT: Saturday 31 Mar 18:
It SHOULD work. That's what the compiler thinks...
A)
But it looks like classes (and most fields) are backwards one off from how they display...
B)
Clerics and Fighter specialization menus should have worked also but it did not get picked up, so I have to work on that also.
C)
skills display has enough items to be clipped short so the last items don't display. Instead, it needs to be moved to center so a longer area is available for display, so that all Rigale skills etc are shown. It looks like the skills display for Rigale otherwise works, I can see some of them.
First look at working correctly: (and cleric and fighter submenus working correctly, through some programming tricks)
Although specializing in firearms gives the player an expensive weapon up front, the other specializations add stats or give weapons with imod values like "balanced" or "tempered: to make the overall package better, so that no one selection is technically weaker than another in a min/max sense.
acres are auto-sold at game start, worth 1500 dinars each in terms of value.
Here we see adjusts for race (implicit elf upon selection of this faction), female gender, paladin primary class, and so on.
These adjusts are the base values BEFORE selecting how you plan to spend your last points at character skills selection and before picking your face. If you have a banner coming as a result of starting noble or you have selected as class "cleric" or "fighter" there will be an additional menu pop up in the next 4 game hours. I've tested 2 of these at once and they correctly pop up (cleric and banner, fighter and banner), so shortly I'll have a test of all 3 with stat adjusts cascading to show the result of all your multi-class selections. I plan to have experience climb more slowly for multi-classed players.
10) I need to validate more of the presentation driven characters getting created then set up a second class at start to do all that I intended this version.
adjusted the M button that shows what primary and secondary class choices are to match the choices selected at character creation.
removed the auto-add class for Necromancer and Cleric at mission_templates first spawning agent in battle
11) There is no ability anymore to add a third class by any means, so no adding late a generic cleric or mage, but this needs to be blocked elsewhere. Also with a maximum 2 classes that have to be picked from day one, choosing exactly what you expect instead of trying to "collect them all" after start makes your choices matter more. Some classes have minus values added for strength or some other stats, to offset all the positive values that class adds.
One class is frozen to a specific race and faction and some selections block a second class from being selected.
Primary only classes:
{Paladin, Barbarian, Necromancer}.
Necromancer can only have Necromancers faction selected at start and automatically loses their race (and gender!) to start as undead.
All mechanics for becoming a necromancer later in game have been removed. If you try to use the old game_menu to put in lich (and thereby try to activate necromancer after start) your savegame will destroy itself. Do it
my way instead of cheating your way through life. Necromancy skill is blocked from being added to; if you try your points are lost with no refund given. If you start as Necromancer you are instantly at war with all neutral or good factions with no shelter; you must flee from where you start and make your way to "safety". Necromancer is no longer an
easy mode like ALL v150. Necromancers start as liches.
If you want to be disgusting, now you have to work for it.
But a certain amount of disgust is available as a game start inheritance, if that's all that matters to you.
Paladins can lose their status on failing some very simple checks. I guess it takes all the fun out of it to mention what those checks are.
Treat others like they are yourselves and you'll be fine; be greedy and paladin becomes a fighter with a sword that no longer has power, and the spellbook stays closed. **
Clerics are no longer made by shopping for a holy symbol. It might grant some minor protection from magic however.
Non-Mages can no longer pester the magic guild to become mages. If you don't take it up front, you never have it later. **
Primary OR Secondary, but
Primary has
more stats than
secondary:
{ Fighter -- only primary Fighter gets the additional specialization bonus
Bard, Ranger, Monk, Cleric (with full selection of deities whether primary or secondary), Mage, Rogue}
You'll notice two changes from what I had published earlier for the next series.
the presentation for character creation, including second class, is working fully.
12) Camp menu cheats:
Cheat items clipped before magic swords and firearms. DONE
Diplomacy super cheat give free lordly/masterwork items without bothering to pay for them is removed DONE
Recruit all prisoners, Heal party, increase player renown cheats are removed DONE
add XP to all of party is clipped to stop after player reaches lvl 9 DONE
vote yourself free money is set to 50 not 250 gold. It might be less draining to actually get a job than cheat weekly. What a concept.
Dialog cheats:
Removed {Make Peace with me, Make your faction like me, I want to join your faction
"Like Me" for kingdom ladies and kingdom lords moves reaction by 2 not 20 now.
13) Banker at 4-way inn changes.
Maximum loan cut off is now 20K dinars, regardless of your (meaningless) paper renown
Interest on deposits stops accruing after 33000 dinars; the interest is 1/12th deposit per week, down from before
Interest on loans stops at 40000 in debt, but until then grows at 1/8th of previous weeks balance, weekly.
4-ways inn seller (shady merchant) now remembers the dice rolls that unlock different items, with fresh rolls made each 24 hours.
pestering the shady seller every few seconds no longer grants free rerolls.
14) Diplomacy recruiter is
removed. I'm already pushing hard enough on getting this out before Friday to get a detour for a tiny and un-necessary "feature" that does not make sense in a world populated mainly by bandits stronger than native looters.
15) added Whydott's item rebuilding for Swadia, Rhodok, Blazing Hand factions, and some mounts. These involve technically new items so would have broken save game; best to add them now while noone has a save at risk for next series.
Maybe I should call this "
v155" as it's half way between v160 and v150...
Merged again Custom Troops in order to validate starting as ruler of your own kingdom is present in the final build, while still allowing multi-class by presentation.
16) adjusted necromancer weekly creation of undead to check prisoners first, which is a little bit difficult; I started to do this earlier and got distracted. Otherwise prisoner liches, dark mages, and necromancers continue adding undead to the main party they are captive to.
17) in custom troops, the race selected only set the appearance, but everything else (magic defense skill, magic power skill, faith skill, flags like "troop_is_undead") have to be set explicitly in a script. So instead, all custom troops start with a fixed
magic defense skill of
2, regardless of the race you think you set for custom troops.
Necromancers will have their troop race set to undead regardless of what they asked for earlier, when the generic custom trees asks what race to set your troops. Don't worry bunky -- it's like this: You wanted to be anti-social, so you lose some freedoms. Your troops are set to be ugly, and they can be zapped as undead by every 2-bit punk cleric and paladin they meet. But on the bright side (except they prefer darkness), they start with Magic Defense = 2 and Ironflesh = 2, just because your adversary believes in fairness. But in return, e
very last faction on the map declares war on you, except fellow outcasts. So being antisocial isn't just socially self rewarding, it has consequences. You want to daydream of destruction, destruction will be day dreaming about
you. But its just a game, so don't take it personally. If you wanted easy mode, you'd either be playing v150 "training day/Phantasy lite" or "Hello Kitty".
18 ) Entertainment for pay is only available to bards and otherwise non-bards can only use it for campfire songs.
Unarmed combat is soft capped at "3" skill for non-Monk class characters.
some queens and (mostly) female NPCs have been studying self defense skills as the world is indeed a dangerous place
19) a) Player Necromancers should never be offered mercenary positions to any faction, even necromancer, to prevent washing relations.
b) Player necromancers must not be allowed to become anyone's vassal except at factions "necromancers", "drow" and "orcs"
both for invitations and in dialogs bantering with some faction's lord
c) Player necromancers should have lowered relations with every faction and the faction leader EXCEPT for Orc, Drow, Necromancers,
who should gain relation weekly as they recognize either a potential ally or someone they use as a dupe to deflect their own problems onto. Thus even if the player washes relations with a pretender or their faction achieves peace, they soon will be magnets for trouble again. Necromancer is by design a class that never knows peace, and has picked a fight with every potentiate and deity except their patron. Actions have consequences.
d) Necromancer exiled lords must never be accepted into any other faction. If exiled, they should be marked as exiled but never returned. s_t # 136
Also the incriminate loyal advisor quest in triggers needed modification to block sending necromancer or undead lords to any other faction.
e) For player Necromancers that start game as King (there are no female liches due to Warband limitation of skins to 0..15 range),
the 6 lords that accompany the player get marked as undead a week later. Besides making them fear clerics more, the practical
purpose of this is to block exiled lords from recycling later and carrying your undead custom troops to another faction.
f) Player Necromancers who have their own kingdom may now recruit Dark Mages from their own towns without having to visit or be friendly with Necromancers faction. This also means you no longer have to migrate a tow to Necromancers faction culture to get dark mages as a town recruits menu line item choice. You could instead for example save money for setting town culture to Mageocracy to recruit golems and mage novices at your own towns.
20) the demon Molocadrum can have a rest. The main issue is changing the number of companions also changes several markers for assigning dialogs so it takes longer than it would seem. scripts ln 44239 sets # companions He's still here.
21) needed to update credits, pages 1 & 2
----------- <--- here
22) Need to go through module_parties.py for these changes:
https://forums.taleworlds.com/index.php/topic,369695.msg8939908.html#msg8939908 NOT DONE
23) campfire songs are broken, they're still looking at the wrong values to decide success level. SOME OTHER TIME
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I was taken by surprise for Catholic Easter (Western/USA/etc) coming yesterday, I thought I had more time.
https://forums.taleworlds.com/index.php/topic,305002.msg8941103.html#msg8941103
https://forums.taleworlds.com/index.php/topic,305002.msg8941673.html#msg8941673
v155 is "mostly" done, but Necromancers can still get into trouble when they select a kingdom at start.
Now, instead of arguing that its MY JOB to protect you, the consumer, from bone headed mistakes, let's agree its my job to educate you in how to choose correctly the choice you were going to do anyway, but at least try it MY way before complaining:
If you really MUST roll a Necromancer AND start with a kingdom, the easiest way to screw up your entire universe is to select the wrong skin for custom troops, and for that matter the wrong faction for your own background. Select faction DELTHERSAM EMPIRE (the undead faction) after selecting Primary class Necromancer. Actually they're supposed to stay in step - select one and the other gets selected, but it doesn't update for you. Picking any other faction and Necromancer will cause trouble. As in none of your dialogs will work. As in you cant even use the 4-ways inn services. As in you cant hire companions.
You can also screw up your start by selecting some other skin than undead for your necromancer's custom troop tree. Whatever you pick, when the game sets your troops to undead, if you picked some other skin for them, all the troops will be off by 10 or more positions, causing a massive corruption of all dialogs. Even looters suddenly think they are custom troops. You will be totally screwed. It ONLY happens for Necromancers. ANd ONLY if you do it "your way", instead of what I told you. So I don't want to hear about it if your way didnt get results.
Now, there are a number of really swell reasons why you would want for example human troops in your troop tree. You could saunter into towns, in theory, and they'd see all those human skins and instantly like your party, if they weren't at war with you that is. Likewise Elf, Dwarf, etc.
Non necromancers have the best of everything; everything works.
If you start as an Orc, or Drow, you'll have traditional enemies of those start at war with you. But at least you might be able to buy peace or let it blow over, unlike Necromancer kings, who just keep accumulating aggro. Necromancer vassals that didnt start off as Kings have it easier. They just have to flee from Shariz to Obsidian Spire and get enough renown going to get a vassal offer off the Delthersam empire. Better, every week the Lich king likes you more. The Orc Warlord and Drow Matriarch also approve of you slowly, but not like the Lich King
Status: v155 a2 is released to NexusMods in both "main" and "patch from v150" versions.
https://www.nexusmods.com/mbwarband/mods/6194?tab=files
You should copy your "Phantasy v150" folder by right click COPY and right click PASTE to it makes a copy of the folder, then rename that folder to Phantasy v155
Then patch with patch_v155a1 from THIS folder:
https://drive.google.com/drive/folders/1IpoRh0Pu3j3cvyNwMnEZk9SLYN2uT2lW?usp=sharing
I'll make a full base tomorrow from home but it is almost not necessary if you can patch. The patch file is 19 MB instead of 680+ MB.
I will be closed Friday until Tuesday as it is MY Easter.