Silverstag v26.0 changes:
added initilization script for Silverstag variables called from cheat menu to upgrade Pho v20 r3 users without nuking their savegame
added "game settings options" for as many Silverstag routines as looked to be good candidates to import for Pho v20 r4
sprinting
stamina bar color
fallen riders
encumbrance
toggle village allies
implemented the disable village allies change in game_menus
this was a nearly trivial edit, thanks!
Tested Brainy Bots against Pho v20 r4
seems to "work" but it is hard to see a difference.
there is now an F5 option to engage brainy bots afterwards IF players install "brainy bots", will continue test shortly
needs reinstall after every patch by the way
patch does NOT auto-install it. That could be a good thing, as it lets players try it both ways.
Finally added a tiny handler for battlegrounds / (aka 'temporary graveyards')
yay it works. Of course, now you can't molest the few routed people inside, but thats probably a good thing
Testing:
1)
Did notice "Battle order skirmish" from Rigale also wanted left control, tried setting to right control, still not player sprint
hires a companion so can test AI sprint tomorrow
shield bash had been mapped to left control also but now remapped to F7 per "control settings" menu. This needs updating at on screen "help" displayed during combat.
2) did notice a stuck in tavern, once, even without doing crafting, bard, or learning poems.
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Fri 31 July 2015
Determined the "disable villagers from joining attack" does NOT apply to bandits, but works ("probably") for kingdoms raiding
Adjusted dialogs to remove companion-as-minister requirement to "grant a vassal a fief"
"indict vassal for treason"
Adjusted companion-as-chancellor to "change kingdom culture"
fixed fire bow recipe, although the fire bow isn't working as intended.
specifically, the fire stream tends to not go the direction the arrow is pointed
it was originally intended for WSE and may not ever work correctly without it. That's a later issue...
lowered cost to set kingdom culture for zann and dead kingdoms
clarified text in game_menus for guild "training" and guild "lessons", which in Rigale have different functions
EDIT: did NOT first mandatory fight with bandit, will return to that later, restored original code for this
confirmed landowner rent (prsnt_bank) pays 1/3rd Perisno .75 amounts, to prevent concern from money too easy
adjusted heirloom treasure to 30K not 20K; premade female char has 25K not 20K cash.
added shortcuts to jump from crafting menu to guild menu as well as the normal exit to town
and from within 1 guild to stay in the guild section so as to select a different guild, as well as the normal exit to town
these from a suggestion from Zykox. :working:
Probably can release a Phosphor v20 r4 tonight, if I don't expect encumbrance to be finished. Mostly working through the list of
older issues today...
Doing encumbrance checks now, with luck can fit them into Silverstag troop viewer for Pho v20 rev 4
not using the same values so it needs a little more debug than one might expect
where ratio is ( [weight slots0..7] / strength)
# ratio athletics shield power Draw Riding Horse Archery
# 0.5 3 +3 +1 +1 +2
# 1. 2 +2 0 +1 +1
# 1.5 0 +1 0 0 0
# 2. -1 0 -1 -1 -1
# 2.5 -2 0 -1 -2 -2
# 3. -3 -1 -2 -2 -3
# 3.5 -4 -2 -3 -3 -4
# >3.5 -6 -4 -4 -3 -4
Note this differs considerably from Silverstag's calculations.
So far my target for Phosphor v20 r4 is to calculate and store these changes,
then read them back with Silverstag's tree viewer,
with Perisno's original tree viewer showing the un-adjusted values stored in a different location
I don't like Silverstag's fiddling with the actual values as it could be used to make a warped character for later multiplayer
I'll likely add magic resists Pho v20 r5,
along with adjusting combat to use "effective Riding", "effective Horse Archery", "effective Power Draw", "effective Shield skill"
and "effective strength" and "effective agility", since those are natural targets for weakness/strength and clumsy/adroit buffs.
for that matter "weight carried" is stored as "effective weight" to allow for items with a lightness enchantment to remove some weight later
So r4 needs to set all the slots correctly and let me inspect them, regardless of whether players happen to make kingdoms etc in the meantime with it.
It's a toolkit...
ABSOLUTELY BREAKS SAVEGAME FROM Pho v20 r3
here's why duhhh: all sorts of troops (inherited from Perisno or tacked onto the end of troops from Rigale) were outside
the bounds of [soldiers_begin .. soldiers_end] and [active_npcs_including_player_begin .. heroes_end]
this includes pretty much all quest targets you need to fight, red immortals, peasant rebels, fort soldiers, and so on.
That in turn means they wouldn't fight properly in mission_triggers so battles have them standing still doing nothing
and it makes combat routines expecting encumbrance etc glitch because they would have not been pre-initialized
with valid values. Moving them around breaks any saves made previously; but now that they are moved I can add
1 time routines at cheat menu to preset them with any needed initializations. In general, your savegame stores the offset
into a table for a troop; if the troop moves in that table, you wake up from a savegame with the wrong troops. Some items
in-between those moved troops were storage, arrays, skills, and all sorts of other things that take up space in RAM but aren't really "troops".
Hopefully this cleans up some old Perisno issues as well...