with yesterday's Phosphor "v.02" and so far only 1 person testing it from his sickbed (me), I figured I better relay testing progress here.
yesterday's progress:
Today's notes:
19) isolated a problem buying guild specialty items (a great source of wood - from lumberjacks, iron - from mining, grain - from harvesting / "Herborosity" guild (I will rename it "Harvesting" later), and should be/ will be soon hides (raw leathers) from hunting (it's venison this moment). The problem happens instantly after your guild status is > "compagnon" (what a name) - that is, once you are a guild "master" the items sold by the guild are random and buggy.
That's a pity as you need large amounts of raw materials for crafting high level items, and with gathering only good every 30 days you don't get many items.
I'll have to find where its set to 30 days and drop that to 14 days, maybe in simple_triggers
EDIT: guild items also inconsistent at "compagnon" level.
20) Fertile area out to sea east of Forniron.
PATCH v03 changes:
21) for formations mod the issue of interest is not key F3 but key F1 "hold". If that key is held down more than 250 milliseconds the command is CHANGED to "go there where the mouse is and hold THERE". Motomaru considered that a bonus feature, but if hands are shaky or tired or spastic in any way it guarantees units seeming to go off on their own randomly (wherever the mouse pointer happens to be) and staying put there...
commented those lines in formations_mission_templates_wb.py and put the formations code BACK for Phosphor patch v03. (thus finishing the process begun in December for review of formations code).
22) Rigale mission_templates.py put back in for patch version .03 adding a (fairly large) number of in-combat commands.
23) commented out hunting areas for Rigale gathering for now. That is, they appear but are inactive for now.
24) added new mining for Dwarf lands, moved in Elf, added for Falcons. Added a falcon lumberjack site. Moved the gathering site near Forniron to be out of the water. All of the sites need someone with a map editor to place them more intelligently; else I'm about happy to randomly place them and check if they are in water or mountains then reroll... For now they are at fixed places set by hand in Rigale, at map locations that would make more sense if the map is still native...
25) put back maps to remove fog of war - they were for sale before but did nothing, unlike normal Perisno. That's fixed now.
------ edit 4 April 15
26) Old man who you find dying quest isn't working. You can only choose to pass him by. That's a pity because it wasn't supposed to be that way.
27) All the RIGALE hunting etc is fixed now . (patch v04)
Basically the combat system has changed with patch v03 and v04. It has more options and this is under-tested.
I've been focused on crafting and economy (enterprises, sub combines, a full circle of gathered ingredients to sub-components to finished goods to finished goods that used the first layer of finished goods as one ingredient... an entire chain of activities. That part I think is working. Sorry there are only 80 recipes for the moment, but it is simple to add recipes. The important thing was to add subcombines, automate the guilds more, and prepare to leave Rigale layers for more interesting layers.
Rigale is merged, but I think there is much more than can be done with it, now. I use this board mostly because, if one "reskin" is all that separates one mod from the next, then to me the code is the difference. When the CODE can be unique, then the skin is not just a pretty face, but something more alive. I think that's what the difference is, when you're doing something worth making in the first place. Not just how many peasants get killed for Your glory, but can the game ever be more? I think it can. We'll see together.
- GS
yesterday's progress:
2) Hunting works at Phosphor, too well that is -- you can't stop getting goodies. Each time at least tools decrease, even when I move them around in inventory. I'll have to check fishing/gathering (herberosity - what a name, I just haven't changed it yet)/mining to see if same behavior
Lumberjacking works correctly!
Fishing works correctly
3) did manage to turn on all the gathering/hunting/etc spots. I think I got guilds working too.
4) last night my guys got naked after crafting / guild training.
5) They also got naked in battles. This was inventory juggling items possibly by auto-loot; I went back to pure Perisno mission_templates for battle and adjusted anything adding to inventory to protect slots under 10 (head, torso, hands, legs = 4 + 4 weapons slots + 1 mount slot = first 9 inventory slots)
Turns out 4 & 5 were from script_consume_food -- after juggling the order of items, the troops started eating their own armor and weapons as time passed. Time passes while learning in guilds, thus I was looking for the wrong cause. Fixed. Also got water/wine/ale to be counted and consumed as food, nice bonus on this fix. Food can be quickly checked as "vegetarian" and "not vegetarian", which will be useful later, as well as "alcoholic" and not alcoholic" for drinks. These will play a role in the magic system later, which is an expression of chosen religion, making magic rather different than "usual mods".
Tested working - drinks are being consumed now, correctly, as part of food. this allows also the morale bonuses from drinks.
6) Recruiting in Elvarie towns - offers 0 Rhodok wisemen, but they don't exist, so its looking for wrong type here
7) important fact: as items are moved around, this version is completely incompatible with Perisno .74 savegames. Start a new game only!
Camp menu: I used the Rigale menus to sidestep a messy merge issue. These work perfectly for now. Look in actions for a cheat menu toggle on /off that's new to long time Perisno users. The Perisno unique extensions will be added later.
9) Rigale Bard menu and options working correctly; I gave a performance after leveling up some.
10) Unloot Village cheat option works!! Yay for me!!
11) crafted ammunition (woodworker) gives feedback from the PREVIOUS thing crafted, it's not telling what you made. Items are however placed in inventory according to the recipe you selected, working properly.
Recipes need adjusting for Perisno:
crafted Perisno hunting crossbow instead of hunting crossbow
etc
12) selling prisoners to the barkeep locks as intended - first sale goes through then a timer is set blocking further sales until it "unlocks"
this is consistent with (latest) perisno .74
13) Lille has an iron mining site that is in the water; this needs to be moved by hand (coding hands that is). Locations are hard coded.
14) Rigale great fairs are working as intended.
15) Rigale: wounded Old man quest changed morale adjusts on heals and added small penalty if you ride by;
removed penalty for failure to heal, as you at least tried.
16) Changed the screen logo to be less Perisno 74, so people can remember this is a raw test not "Perisno .74x"
17) Shaman choices are temporary, and will go away later. For now consider them a little diversion from the usual, leftover from Rigale.
The whole "neandertal & shamans" aspect will change next month. For now they are local color and not my priority.
1 updated woodworker recipes to be more useful Perisno items. A bit of an experiment for Fire Bow...
Lumberjacking works correctly!
Fishing works correctly
3) did manage to turn on all the gathering/hunting/etc spots. I think I got guilds working too.
4) last night my guys got naked after crafting / guild training.
5) They also got naked in battles. This was inventory juggling items possibly by auto-loot; I went back to pure Perisno mission_templates for battle and adjusted anything adding to inventory to protect slots under 10 (head, torso, hands, legs = 4 + 4 weapons slots + 1 mount slot = first 9 inventory slots)
Turns out 4 & 5 were from script_consume_food -- after juggling the order of items, the troops started eating their own armor and weapons as time passed. Time passes while learning in guilds, thus I was looking for the wrong cause. Fixed. Also got water/wine/ale to be counted and consumed as food, nice bonus on this fix. Food can be quickly checked as "vegetarian" and "not vegetarian", which will be useful later, as well as "alcoholic" and not alcoholic" for drinks. These will play a role in the magic system later, which is an expression of chosen religion, making magic rather different than "usual mods".
Tested working - drinks are being consumed now, correctly, as part of food. this allows also the morale bonuses from drinks.
6) Recruiting in Elvarie towns - offers 0 Rhodok wisemen, but they don't exist, so its looking for wrong type here
7) important fact: as items are moved around, this version is completely incompatible with Perisno .74 savegames. Start a new game only!
Camp menu: I used the Rigale menus to sidestep a messy merge issue. These work perfectly for now. Look in actions for a cheat menu toggle on /off that's new to long time Perisno users. The Perisno unique extensions will be added later.
9) Rigale Bard menu and options working correctly; I gave a performance after leveling up some.
10) Unloot Village cheat option works!! Yay for me!!
11) crafted ammunition (woodworker) gives feedback from the PREVIOUS thing crafted, it's not telling what you made. Items are however placed in inventory according to the recipe you selected, working properly.
Recipes need adjusting for Perisno:
crafted Perisno hunting crossbow instead of hunting crossbow
etc
12) selling prisoners to the barkeep locks as intended - first sale goes through then a timer is set blocking further sales until it "unlocks"
this is consistent with (latest) perisno .74
13) Lille has an iron mining site that is in the water; this needs to be moved by hand (coding hands that is). Locations are hard coded.
14) Rigale great fairs are working as intended.
15) Rigale: wounded Old man quest changed morale adjusts on heals and added small penalty if you ride by;
removed penalty for failure to heal, as you at least tried.
16) Changed the screen logo to be less Perisno 74, so people can remember this is a raw test not "Perisno .74x"
17) Shaman choices are temporary, and will go away later. For now consider them a little diversion from the usual, leftover from Rigale.
The whole "neandertal & shamans" aspect will change next month. For now they are local color and not my priority.
1 updated woodworker recipes to be more useful Perisno items. A bit of an experiment for Fire Bow...
Today's notes:
19) isolated a problem buying guild specialty items (a great source of wood - from lumberjacks, iron - from mining, grain - from harvesting / "Herborosity" guild (I will rename it "Harvesting" later), and should be/ will be soon hides (raw leathers) from hunting (it's venison this moment). The problem happens instantly after your guild status is > "compagnon" (what a name) - that is, once you are a guild "master" the items sold by the guild are random and buggy.
That's a pity as you need large amounts of raw materials for crafting high level items, and with gathering only good every 30 days you don't get many items.
I'll have to find where its set to 30 days and drop that to 14 days, maybe in simple_triggers
EDIT: guild items also inconsistent at "compagnon" level.
20) Fertile area out to sea east of Forniron.
PATCH v03 changes:
21) for formations mod the issue of interest is not key F3 but key F1 "hold". If that key is held down more than 250 milliseconds the command is CHANGED to "go there where the mouse is and hold THERE". Motomaru considered that a bonus feature, but if hands are shaky or tired or spastic in any way it guarantees units seeming to go off on their own randomly (wherever the mouse pointer happens to be) and staying put there...
commented those lines in formations_mission_templates_wb.py and put the formations code BACK for Phosphor patch v03. (thus finishing the process begun in December for review of formations code).
22) Rigale mission_templates.py put back in for patch version .03 adding a (fairly large) number of in-combat commands.
23) commented out hunting areas for Rigale gathering for now. That is, they appear but are inactive for now.
24) added new mining for Dwarf lands, moved in Elf, added for Falcons. Added a falcon lumberjack site. Moved the gathering site near Forniron to be out of the water. All of the sites need someone with a map editor to place them more intelligently; else I'm about happy to randomly place them and check if they are in water or mountains then reroll... For now they are at fixed places set by hand in Rigale, at map locations that would make more sense if the map is still native...
25) put back maps to remove fog of war - they were for sale before but did nothing, unlike normal Perisno. That's fixed now.
------ edit 4 April 15
26) Old man who you find dying quest isn't working. You can only choose to pass him by. That's a pity because it wasn't supposed to be that way.
27) All the RIGALE hunting etc is fixed now . (patch v04)
Basically the combat system has changed with patch v03 and v04. It has more options and this is under-tested.
I've been focused on crafting and economy (enterprises, sub combines, a full circle of gathered ingredients to sub-components to finished goods to finished goods that used the first layer of finished goods as one ingredient... an entire chain of activities. That part I think is working. Sorry there are only 80 recipes for the moment, but it is simple to add recipes. The important thing was to add subcombines, automate the guilds more, and prepare to leave Rigale layers for more interesting layers.
Rigale is merged, but I think there is much more than can be done with it, now. I use this board mostly because, if one "reskin" is all that separates one mod from the next, then to me the code is the difference. When the CODE can be unique, then the skin is not just a pretty face, but something more alive. I think that's what the difference is, when you're doing something worth making in the first place. Not just how many peasants get killed for Your glory, but can the game ever be more? I think it can. We'll see together.
- GS