EDIT: moved this because it keeps getting buried.
Opened patch
v150e:
hot patch
1) fixed
quiver of plenty /
javelin of plenty /
bolts of plenty not getting loaded into list_08 and therefore never updating
both these and ring of healing first check if the wearer happens to be a paladin before adding them to list_08 (again), as they would have been in list_08 EDIT: now they have their own list, even better.
This blocks the curious situation where a paladin wearing a ring of healing could/would double cast, which especially for NPCs would have been strange, if there were ever NPC companion paladins.
2) Added
DtheHun to
credits for his Drow
female guard armor
He also gave feedback on which of his models were OSP and probably I'll hunt down some more models from him, as they were exceptionally well done.
3)
Missile storm will no longer be auto-copied to spell book if the player enables cheat menu and goes to camp: actions: copy scroll to turn on every spell.
As only the player can cast missile storm, and missile storm will
certainly crash the game,
I should probably go make a timer driven routine to just search for if the player has missile storm somehow enabled to remove it silently from their spell book, with an instant decrease in the number of crashes reported. Even easier, just needed to block it at presentation spell_book.
this was game_menus ln 24945, if Guspav still reads this.
4) Checked and indeed there WAS no
ice storm option for copying to spell book.
Added one where Missile Storm used to be, with the same Magic Power minimum 6 requirement as Missile Storm had.
5) moved
Ring of Healing to use list_03, to not collide with paladins or cause npc paladin spells to attempt being cast.
also moved quiver_of_plenty, bolt_case_of_plenty, and javelin_bag_of_plenty to use list_03 for the same reason.
6) Added a reminder for people
casting magic spells in cleric heavy armor: (only seen with magic spells, not cleric spells, of course)
(lt, ":clothes_factor", -2),
(display_message,"@Your heavy armor weakens the spell."),
7) test remake of brawler_strikes (
unarmed damage).
I'll have to find a good test for it now. <-- still testing
only tested the case where player has 0 skill. at least it no longer hits for 0
8 ) a) enabled hiring faction recruits without having to have >= 10 faction, BUT the quality of troops offered at 0 relation is very low.
b) fixed hiring ogres at Orcs, was looking for exactly relation 15, now >= 15. Price was 5 for 300, now 5 for 800.
c) clay golems can be hired at Mageocracy even at relation 0, but the price for all golems is now 500 not 400.
d) slightly adjusted the ranges for different golem types
e) dark mages are 5 for 300 not 5 for 200 coin now
9) Found something better than removing a player vendor to curb issues from some users:
(they're welcome to do whatever they want with their own PC, but not if it next wastes my time).
Anyway I made the
observation the people crashing most had all sorts of special items...
a) Cheat menu "Items" is now missing. Pity, it was useful to troubleshoot missing resources and weird video modes
b) Cheat menu "Add xp to party" turns off when the player hits lvl 18
c) Cheat menu "give 400 denars" is "give 50 denars". Its almost as much work now to cheat funds as getting an in game job, but I suppose they'll just use Warband cheats outside the mod.
d) Cheat increase player renown now jumps in smaller increments, because it can.
e) Cheat menu page 2: Increase Honor. Really? You want to CHEAT to boost honor? Really?
10) edited actions page 2 "
Test of player gear" menu calling "script_find_troop_resists" to also show
player alignment.
added a reminder that evil gets weaker heals, stronger harm to others; good vice-versa.
It's always nice to know just what a person's priorities are.
12) checked script_
game_get_party_companion_limit at the top of "reports" menu
to compare with values obtained by "mnu_
party_size_report".
Menu party_size_report had values set by Diplomacy, that didn't align with my values, so adjusted now.
This
really bothered some people! What do you want for nothing??
Ended up changing both. The formula is a little different now.
13) edited
module.ini to set a lower base party size and to again reduce damage from charging mounts, as mounts that are hasted at 200% movement speed do 400% damage (not because of me, but because thats physics). e=mv**2, energy = mass * velocity*velocity. its not Einstein. It's just how things really are.
14) added
version creation information at the bottom of Reports: Reference:
Measure parties counts
One added line dumps the version (major and minor) at the moment the savegame was first created
AND the last successful patch
This mainly because savegames tend to drift as menus move. Even ONE global variable no longer set for example will shift EVERY setting by one (this is extremely common). Something like that happened between 150b and 150d, with ONE variable no longer written that was hanging sieges. At least this can help find versions faster without having to mail me dead savegames, since with 3000 users that will get old faster than me. (although I suppose most of them silently give up and leave).
EDIT: this was happening because variables.txt needed to be in same directory as the source even though target directory is somewhere else.
I probably used to know that but I've been forgetting more than I like. I'll be one of those people seen on the street asking for help to get home soon. Wish I was joking. It's still an OK mod, my issues aside.
EDIT: and
this shows
ALL global variables moved by 1 in the patch
150d coming from 150/150a/150b
so $phantasy_version_minor which came immediately AFTER $phantasy_version_major, now holds the value that SHOULD have been restored to $phantasy_version_major.
Hmm. I may yet find a way to cleverly adjust that, but it probably won't happen today. Pity.
I get all the luck.
EDIT2: I suppose I have a trick now to at least dynamically detect that globals HAVE moved, but it may be difficult to unscrew them once they all shift. I'll have to research this...
DONE
15) edited the label at Phantasy Settings: Dodge enable to mention the DEFAULT should be ENABLED not disabled now.
16)a) fixed
PLAYER shield spell slot # mismatch for magic spell "shield", that would have been a hang to desktop in right circumstances.
b) moved
Balrog taunts to list_03, for reasons similar to ring_of_healing issue
c) mission_trigger procedure equip_moloc had a slot mismatch between looking at the slot contents (slots numbered 0..7)
and the actual unequip and equip weapon commands (expecting slot numbers 1..4). this would have hung the game, but ONLY if someone handed
Molochaudhum any items. He auto equips to slots 2,3,4 once a mission starts (any scene)
d) equip_mages where NPC mages try to reserve weapons slots 2-4 (counting from 1-4) still has collisions when shield spell is there.
now all spell equip to slots check for something already there. This matters more after a battle has been for a long time, as every so often the spells used are reshuffled by each caster NPC.
e)
bolt case of plenty was trying to add 2 bolts whenever the count of crossbow bolts it carried fell to under 20, but it only holds 20. Now it can hold 32, and the special effect occurs when under 30. Don't let it run dry, which limits handing to companions...
f)
quiver of plenty, something similar. It could hold 30 but started trying to fit 2 more after having below 30. Now can hold 24 not 30 and the effect starts when less than 22. Similar comment to above, it stops refilling if count gets to 0.
g)
javelin bag of plenty, same thing. Effect starts when less than 5, adding two per (very long) tick. Only held 5. Now holds 6.
h)
Dwarven thrower had too many ammo for the number of bits that ammo count has, causing a unexpected error. Reduced "ammo" count to be below 255.
i) set the display of the
mage list cleanup message to conditional on spell trace being on
j) set the display of
cleric list cleanup to conditional on spell trace being on (they're at different locations/delays)
k) increased magic mana regeneration by roughly 3/2 for Magic Power under 9 [gear worn does not affect the mana regen rate, only Magic Power skill]
17) adjusted the morale check for blazing hand and orc/drow companions to exempt heros from the prejudice check for morale
this was done for other checks but the blazing hand check labelled my orc and drow companions as evil, as there wasn't the exemption for heroes, which now there is. Savegame "Tamar Blazing Hand" sg06
1
<-- would be nice to be able to un-shift all the global variables shifted by 150d patch now that i have a tool to see which direction the shift went.
DONE, but it will mess with new save games started under 150d. 150/150b that haven't tried to recover will be perfectly recovered.
19) Brawling does something now, but I'm not sure it works as intended yet. At least people with brawling 0 can now do damage, which is an improvement. Also I had concern that brawling as now implemented interferes with dodging/stealth/ironflesh but it didn't seem to stop battles.
It needs more testing with spell trace on probably...
==== thought of the week:
If you somehow felt the mod has to be perfect or you don't belong here --= think about it. But if you believe in evolution, this mod is super evolutionary. It changes every week. That is sometimes a good thing.
Status:
Released