Patch v150 L-3: hot patch
1) During the weekly update where the message "the stars have aligned and necromancers across the land are summoning undead..."
the earlier tweaks added by me were responsible for bloating necromancer parties and garrisons far beyond natural limits. Now at that instant the mod will examine every party and calculate exactly as if they were the player what their ideal maximum party size is, accounting for the puffed up size from skeletons and zombies until the new size is 5/3 what it otherwise should calculate. This is stored as the maximum size, and next the real size is checked. Where the real size is less than maximum size, layer by layer each part of the necromancer summoning is implemented, with each fresh type (dark mages, necromancers, liches) stopping and making sure there really is still space available before adding. the maximum size check is only done once per party and some optimization is done to reduce checks but afterwards a final step trims qualifying undead (skeletons, zombies, shadows) by [( max size *100) / actual size)] * [number of each type] to get the ideal amount to shrink each troop type in that party (and this is JUST skeletons/zombies/shadows). The current number minus the ideal size gives the number to remove and this is done quite quickly. On my fast PC it happened too fast to stopwatch. This allows kings and marshalls their bonus, as well as diplomacy adjusts for centralization, serfdom, and quality of troops settings to impact lords of every faction.
2) Weapons slot preparation for player spell caster is loosened, with 1 not 2 free slots needed, and in the situation where player casts the spell "shield", then and only then will the game seek to hunt for a free slot at weapon slots 3 or 4. If it can't find one, it looks at the value of each item in slot 3 or 4 and discards the cheaper of the two, to free up the shield slot. It used to hunt for a shield in inventory, but to be honest if you really plan to use shield spell you should leave two slots open, and if not you should leave one slot open. As best it can, it will try to find that open slot and not dump any of your items, if you really are a mage. Shield spell itself has slightly buffed stats for coverage, speed, weight, and protection.
By the way, all inventory access is closed, or more correctly "will shortly close". There are a number of exploits that baggage access allows, and although that per se is not really my problem, there are a number of ways to crash the game after moving things around. Specifically spell intermediates are stripped from players and companions (and kingdom lady spouses). I'll get to lord spouses at a later time. Crashes of the game take priority over everything.
Sorry about not being able to enter the game naked and run in plate at full speed plus by accessing your baggage, but consider it a small price to pay for reduced issues for everyone. There are real issues to fix, besides ones generated by doing things that weren't closed enough earlier.And I suppose this constitutes valid community testing also, so that all the things I personally wouldn't do that blow stuff up get closed. There's plenty of ways to crash the mod, but at least we all benefit from the easy to solve ones getting closed rapidly.
3) Spells cast by companions wearing improper gear for casters no longer spam "Your heavy armor weakens the spell", but this removes an important clue for your companions having trouble. You should make sure your companions that cast magic aren't wearing heavy metal gear.
Don't wait for me to write something to auto-check them -- they're YOUR companions after all!
4) spell ammunition count is reduced as it was not needed. Non casters that the game directly assigned spell intermediates now enter list_03 and can receive mana regeneration and mana based ammunition limit just like anyone else, ending not just an exploit but yet another way to crash the game subtly. I may yet be able to restore flame arrow and acid arrow, but not today. Those were handed out like candy some time ago to various high tier troops and lords, and then later all of these stopped casting, but not before being implicated in large battle crashes. The spell intermediates now handed to certain lords and monarchs should at least work now.
5) a very small adjust to Diplomacy scripts "randomly_start_war_peace_new", to use half prejudice as a skew, to wait 8 days from last event before changing status, and to not check daily but once each 95 hours instead for fewer notifications flipping constantly.
Diplomacy scripts "diplomacy_start_peace_between_kingdoms" and "diplomacy_start_war_between_kingdoms" have prejudice dampened at half value and this value is added to durations of peace, so that negative prejudice shortens peace periods and positive prejudice slightly lengthens them (but at half prejudice value, in days)
status: Released
at NexusMods and GoogleDrive
1) During the weekly update where the message "the stars have aligned and necromancers across the land are summoning undead..."
the earlier tweaks added by me were responsible for bloating necromancer parties and garrisons far beyond natural limits. Now at that instant the mod will examine every party and calculate exactly as if they were the player what their ideal maximum party size is, accounting for the puffed up size from skeletons and zombies until the new size is 5/3 what it otherwise should calculate. This is stored as the maximum size, and next the real size is checked. Where the real size is less than maximum size, layer by layer each part of the necromancer summoning is implemented, with each fresh type (dark mages, necromancers, liches) stopping and making sure there really is still space available before adding. the maximum size check is only done once per party and some optimization is done to reduce checks but afterwards a final step trims qualifying undead (skeletons, zombies, shadows) by [( max size *100) / actual size)] * [number of each type] to get the ideal amount to shrink each troop type in that party (and this is JUST skeletons/zombies/shadows). The current number minus the ideal size gives the number to remove and this is done quite quickly. On my fast PC it happened too fast to stopwatch. This allows kings and marshalls their bonus, as well as diplomacy adjusts for centralization, serfdom, and quality of troops settings to impact lords of every faction.
2) Weapons slot preparation for player spell caster is loosened, with 1 not 2 free slots needed, and in the situation where player casts the spell "shield", then and only then will the game seek to hunt for a free slot at weapon slots 3 or 4. If it can't find one, it looks at the value of each item in slot 3 or 4 and discards the cheaper of the two, to free up the shield slot. It used to hunt for a shield in inventory, but to be honest if you really plan to use shield spell you should leave two slots open, and if not you should leave one slot open. As best it can, it will try to find that open slot and not dump any of your items, if you really are a mage. Shield spell itself has slightly buffed stats for coverage, speed, weight, and protection.
By the way, all inventory access is closed, or more correctly "will shortly close". There are a number of exploits that baggage access allows, and although that per se is not really my problem, there are a number of ways to crash the game after moving things around. Specifically spell intermediates are stripped from players and companions (and kingdom lady spouses). I'll get to lord spouses at a later time. Crashes of the game take priority over everything.
Sorry about not being able to enter the game naked and run in plate at full speed plus by accessing your baggage, but consider it a small price to pay for reduced issues for everyone. There are real issues to fix, besides ones generated by doing things that weren't closed enough earlier.And I suppose this constitutes valid community testing also, so that all the things I personally wouldn't do that blow stuff up get closed. There's plenty of ways to crash the mod, but at least we all benefit from the easy to solve ones getting closed rapidly.
3) Spells cast by companions wearing improper gear for casters no longer spam "Your heavy armor weakens the spell", but this removes an important clue for your companions having trouble. You should make sure your companions that cast magic aren't wearing heavy metal gear.
Don't wait for me to write something to auto-check them -- they're YOUR companions after all!
4) spell ammunition count is reduced as it was not needed. Non casters that the game directly assigned spell intermediates now enter list_03 and can receive mana regeneration and mana based ammunition limit just like anyone else, ending not just an exploit but yet another way to crash the game subtly. I may yet be able to restore flame arrow and acid arrow, but not today. Those were handed out like candy some time ago to various high tier troops and lords, and then later all of these stopped casting, but not before being implicated in large battle crashes. The spell intermediates now handed to certain lords and monarchs should at least work now.
5) a very small adjust to Diplomacy scripts "randomly_start_war_peace_new", to use half prejudice as a skew, to wait 8 days from last event before changing status, and to not check daily but once each 95 hours instead for fewer notifications flipping constantly.
Diplomacy scripts "diplomacy_start_peace_between_kingdoms" and "diplomacy_start_war_between_kingdoms" have prejudice dampened at half value and this value is added to durations of peace, so that negative prejudice shortens peace periods and positive prejudice slightly lengthens them (but at half prejudice value, in days)
status: Released
at NexusMods and GoogleDrive