patch
v150M-3:
hot patch
probably collect little things to fix until Friday evening:
1)
Guild masters no longer need to be visited first in town; if you didn't sneak into town, you can probably meet them. This was pushed onto users by Diplomacy mod; it isn't something I particularly needed for roleplay or any other reason and it is inconvenient in huge towns.
2)
Rigale crafting recipes added:
a)
Leatherworker: (skilled leather armors):
Drow lesser Mage Robe (purple) skill 13
3 silks + 1 spice + 1 dyes
Reduced difficulty rating for Heraldic Cuir Bouilli in same section from 16 to 15.
Leatherworker: (upper body items):
Elven Mage Hood (blue) skill 14
1 velvet + 1 spice + 1 dyes lowered list price of this item from 4400 to 3500
velvet is itself a Rigale recipe: 2 silks 1 dyes skill 12 (was 13)
pricing on some drow mage hoods is adjusted to follow stats
b)
Woodcrafter menus no longer include blowpipe or blowpipe darts in the menu descriptions
slightly increased the projectile velocity for both variants
dwarven hand crossbows; increased damage by 1 for the Rigale built version
this should allow a somewhat more flat trajectory but it still falls off quickly compared to full sized crossbows
woodcrafter: (throwing):
War Darts skill 9
3 wood + 2 iron 7 hours
c)
Smithing swords:
strange short sword (qualifies for stealth attacks)
skill 13 2 sheet metal + 1 Dyes 13 hours
increased skill required for recipe "flintlock pistol" from 10 to 12.
3)
Feasts organized by the player always have insufficient drink because the drinks are now counted as foods and were moved in the order of items. Adjusted the script that determines if drinks and foods were sufficient to be aware of starting and stopping locations for drinks and foods.
Also, Drinks are not counted twice (once as food and once as drinks).
"script_internal_politics_rate_feast_to_s9"
4) at game_menu "mnu_specialized_skeletons_choose" Guspav had not anticipated what to do when more than Necromancy 10.
So the "
raise specialized skeletons" cut off at 10 Necromancy. This is now changed so that at 11+ the necromancer is given identically what they received at 10, instead of nothing (not eq,10 but ge,10 )
So far as I can see, "Create Zombies", "Create Skeletons", and "Create Shadows" don't have a menu limitation for skill 11+,
only "create specialized skeletons".
5) check added each
19 seconds if player has access inventory to change gear after spawning naked for better encumbrance. The check is only looking to see if you gained weight since waking; I don't mind you dropping heavy items, but putting on plate after getting for example a robe movement allowance isn't happening. There is already a check for certain cheat purchased items that I haven't given out yet when you wake up, so this is the only other loophole left from accessing baggage. Certain contraband is destroyed on sight, before the player has a chance to react. Going from heavy armor to lighter armor wont be noticed, as you could have been dropping swords or hammers or shields from equipment slots, but GAINING weight by more than 5 vs your weight when waking as an agent will trigger a full re-evaluation of movement speed, encumbrance, dodge, and strength. Auras/haste will be stripped only if you gained equipment weight by more than 4 weight units from when you first woke up. So you may safely pick up ONE medium weight weapon without triggering the re-evaluation. I may not be able to lock baggage, but at least I can block its value as an exploit engine.
But its a limited range of things. Work within the system and I get no reports of side effects that I didn't actually deserve. There's enough real problems without manufactured ones also. I'm looking at direct purchase of spell intermediates by non magic users, direct purchase of cleric fireballs without correct cleric status and deity assigned, and charged staves that weren't given by the mod to qualifying magic users with qualifying staves. Just to be clear, these will be removed from permanent inventory the instant you enter any mission, for any reason, faster by several thousand times than human reaction speed. After that, knock yourself out.
6) In return, I'm no longer managing your inventory when you wake as a spell caster. in fact, its
your responsibility. If you make a mistake and have 4 items
already equipped then try to summon a spell, you get a spell backfire, which looks a lot like a flamestrike with you as a target, with caster faith 10 and neutral alignment for damage multiplication and overcoming magic defense purposes. There's a 50% chance of also being marked "feeblemind" for the next 24-72 hours of in game time. During that time your magic power within battles is set to 0 and all your spells are turned off; the spell book for mages wont open. Your magic defense is half normal, but only in battles. you can still add points out of battle (or in battle for that matter) and everything will seem normal, to make sure no points are lost or any exploits opened. You'll just be a glorified fighter without magic. Heck, you might have preferred it that way and selected magic user by accident. Do intend to please all...
Oh and you'll get credit for nuking yourself. You could make a career out of just farming the player character...
There will be a message when you wake up as to whether you are feeble minded. Oh and your hit point max pool is smaller in battles while feeble minded, as your spirit is considerably weaker. All your NPC hirelings don't have this problem. I guess not even one complained to their dev about inventory and mages. They'll continue to cast better than you. You're not the center of the world. It's all about your companions. In "real life" or not. It was just your fantasy that as player you were more important than spouse, companions, the lowest villager, or the highest King. Deal with it. At least this way you have no surprises. Nothing is done with your qualifying inventory other than removing anything that you aren't the right class to have. Mages are OP, but that power has responsibility. It's probably the first time in any gamers life they've had to take responsibility in a mod. I hope its useful. Anyway, manage your own items. I'll manage mine.
7)a) Every spell needed modification to support loose slots. Did that except cleric fireball. I'm just waiting for someone to complain that cleric fireball needs to be like others, so I can pull it. It's a privilege, not a right. I'm willing to remove it completely, as my counter negotiation. Don't negotiate with me, I'm not in the mood.
b) there is a 25 hour timed unlock for feeble mind. At that time a coin is flipped, heads and the effect is healed. Otherwise try again the next day, or the day after that. During that time you wont open your spell book. You're welcome to do whatever you want in the meantime, so long as it doesn't involve my time.
I am truly sorry for helping anyone with spell casting. I promise to no longer help them. It will be a very different experience now.
c)
chaos spell remade. DISABLED this patch
set timer unlock every 4 hours in s_t #17
Chaos will now work one time only then lock for the next (up to 4 hours). It won't need a summoned item but will impact every agent spawned
with a percentile chance to have an effect. The chance is 2d20 +10 in percent; so 12-50 % of the enemy has a chance to be chosen. Whatever that number, your OWN troops also get tested at half whatever the roll was for the other guys: 6-25%. Chaos is removed from showing in your spell book once it locks and will reappear after it unlocks, assuming you know it to begin with. Range is not an issue; all the battle map is affected. Individual agents still have a chance to resist magic and save from the effects. The item will be rebuilt because it is no longer used.
This spell crashes sieges. I still have to find a way to determine if it is a siege or not.
d) training fields marked party disabled and not visible after patch M-3 is installed.
This solves the issue of training fields needing time I dont have. Its not like most players actually needed them.
8 ) trying something with
sieges and reinforcements.
Test progress: just did a tower siege with 200 attackers vs 340 defenders. Both sides reinforced nicely, with defenders having 2 times as many troops on field as attackers at all times. Its not like before.
I do this with a temperature and flu.
If you really think there is a problem that is burning the game, raise your hand. Otherwise I'm ALREADY working at 100% effort.
Status:
NexusMods
it just turned status green a few seconds ago.
I'll check back in the morning.