not sure if a bug, but it is kinda funny.... during character creation, 2 messages scrolled in the text.
Realm of Falcon declaring war against Hakkon and Tolrania.
If Realm of the Falcon thinks its in "ally" status with a kingdom and that kingdom is at war, RotF does so as well.
when studying to pick up novice trade skills, there is a message about a bonus. it says '+0 form trade skill bonus', I am sure it should be 'from'.
medic training has (you received compagnon teachings), should this be companion ?
Thanks, there are many mistakes in English from Rigale and I merged without really taking much time to go over each line (I can only parse about 5000 lines an hour so reading every line would take about 14 hours). I haven't even changed "compagnon" to companion or the worst "Herboristery" to "Gardening" or "Florist" or something like "farming".
found a skeleton with money and received 'script error on opcode 521: invalid party ID: -1; line no 7:
at menu menu_quest_rigale_pouch_denars item mno_continue_quest_pouch consequence.
Actually these seem to point to useless locations so I should find them in timed triggers and just cut them out. It will take far longer to find it than remove it.
came upon a wounded man, had to click tend his wounds 6 times before I could get past the encounter.
He needs to go, and I know where that code lives...
also, the stuck in town bug still happens.... twice to me so far with new game / fresh install.
This is with v08? Yesterday's patch? Its not a "start a new game" event; it always fixes itself by going to tavern, press ESC key to exit and if you have autosave on, load game and reenter and its cleared. I think its from leftover time setting a forced rest, and v08 took special precautions to clear every flag I could find that deals with you staying in town. v06 (the Phosphor.7z by itself) or patch v07 didn't have the same exit from town so thus the question.
I read the maps and the locations they are supposed to reveal don't show up.
treasure maps or maps bought from market? The read map from actions?
also, locations I discover will disapear off the map until I get close to them again.
This is Rigale deciding to hide things until you have "explored" the region very well (you get a message "you know this area well" when nothing left to find exists in the radius set by your party sighting skill. This skill needs to be fairly high. ) I'd like to find this code and pull it so fog of war behaves as in Perisno. The original justification is until you know civilization skill "mapping" you aren't so able to find your way around but its actually too much work for players.
did some work for the village of Shibal Zumr, which resulted in me getting a message about gaining relation and 1 shibal zumr. I closed the message and received 1 ale and 34xp.
error entering castle in Dwallnor 'couldn't load textures\highlander_body_4_s.dds'
That I thought I fixed with patch v07 and v08. It would be present in v06 and phosphor.7z (which was patched to v06 last time it was uploaded). I need to remake it for v09, possibly tomorrow with the old man pulled.
went to recruit volunteers, and there is 3 miners and 0 of me(my characters name) available to recruit in Karnoth.
This because kingdoms 1 to 6 (which have native names) have WISEMEN attached, and it wanted to offer you a wiseman of the same numbered faction. But Dwarf is faction 10, its outside the range 1-6, and I didn't yet put a trap for what to do when faction > 6. I'd expect the same at Fountain Hall, Grund, and Grindr, for the same reason. I'll get to that soon enough. Although its been almost a month since merge I was out of town for 2 of those weeks. So essentially the mod is 2 weeks old in its present form. I know I know, excuses excuses
in guilds district screen of towns, there is a few blank lines between medic and tailoring.
I think its dropping some guilds.
received quest 'get out of the woods', when I reached a town I got the text notification that I succeeded and the next line was quest cancelled.
I had it forcibly cancel any such quest on hitting a town or village because I was seeing the quest not realize when you left the treeline and wanted it always to restore full travel speed. This seemed the cheesiest / most easy way to guarantee that it would end sooner or later. So that's a fail-safe code kicking in.
some battlegrounds are empty.
The thing about battlegrounds is originally they were made long enough to attach a label on the map "Battle" and at that instant they were a party with no leader and not belonging to anyone. I was not creating them and then the next random lord having a battle got assigned as their party leader. This filled the screen for "recent messages" with spam about incorrect party leader for some ID number and these things were filling up, not showing on the map, and never deactivated. The battleground marker now has a likely contents, that belong to themselves, and if not are an empty garrison. They are auto-cleaned and removed from the map every 3 days, globally, and not just deactivated, which reduces the number of parties to check when all parties are checked. Rigale originally had them to support necromancy (making undead), but I considered that unclean. I may allow you to gain karma or renown by burying the dead or lose a bit of each and plunder dead from a battleground, or it could yet escalate (especially in a parallel dream world) that that spot spawns undead while in the "real" world they are just dead. For now its a placeholder of little value.
I noticed buying land in a town is not there.
I didn't merge those in, but you're the second person to ask about it. I may look it up and see about merging it later. I figured there was already enough that was 'soft" and needed debugging, so that merging less was less to debug. I'll consider it after this much gets stable, which could happen by May day.
when having companions loot, can it be shown what they upgrade too?
I guess you're asking about changes from auto-loot. Auto-loot is a messy ball of wax written by a 3rd person, so its something I'd prefer not to mess with while there are still so many other open issues. I could agree to remove auto-loot if it was a problem; and you can toggle it on and off at camp menu.
Otherwise it was something already in Perisno, but there's plenty of OSP things in Perisno that might just be taking up space and causing trouble. I hadn't really used auto-loot much. Something more immediately interesting would be taking away the companions items before hiring them (and lowering their cost) else greatly lowering their relationship if certain items are removed from them and not replaced by equal value or higher. But that's a further layer of coding that needs to wait for immediate bugs to be solved, so its still several weeks off as I already have plans for much of May.
the scout spawning fix. does that stop all scouts from spawning ?
or is there a limiting factor now ?
The way scouts were supposed to be limited was to count them up and keep spawning if below a certain number. This was not code written by me, by the way, but in Perisno and for once not from me. What instead happened was it never actually got to a value greater than 0 because it checked for the wrong name for the scout party. Zeph noticed it and fixed it; scouts spawned by other cities work; you get some scouts I think as well but with a correct cap.
I can see a limiting factor something like :
each scout party will stay near the originating location.
villages - 2 scout groups each.
towns - 3 scout groups each.
castles - 5 scout groups each.
Its less than that, or at least you have castles and towns flipped. I don't expect villages count at all.
is there plans to allow players to start in the other kingdoms ?
You mean Dwarf, Giant, Bluewood, Realm of the Falcon, Valhir?
This could be done as a June problem. Its still too close to first merge to rewrite the beginning just yet. Perisno .8 wanted to throw away all the beginning code and redo the start, but I'd rather redo the map in May by opening some sort of parallel map. This seems a better use of my time. Its a June problem, after May's planned work is done. You'll see the advantage then. At that time other kingdoms will appear.
any plans to allow players to enable/disable some features? (having to find guild master for example, or making relation changes between factions text only instead of popup)
These are fine. Unless you're volunteering to code all this its a June problem. Guild master is auto-found if cheat menu is turned on, but I really have a lot to code and I'm the only one working on Phosphor. Absolutely every one of those Santa's Elves at Perisno is waiting for me to bake the cake, frost, it, cut it, put it on the table, guarantee its bug free, and then, they'll sit down and eat it with me. Until then the kitchen is quiet. I'm not complaining, just explaining.
It is a fact more open issues exist in this 1 month onld Phosphor than in the 3-4 year old Perisno. But I'll catch up "soon" (TM).