Phantasy Calradia - 2024 reboot

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Thanks for the heads up :smile:, will get back if I notice something else.

EDIT: Ok, something is up. The debug shows that the Blazing Hand squires are casting A. Quick, and for some reason it makes me and the rest of the troops unable to move, I had to cast dispel to get rid of the effect, and that made the infantry to run like crazy, but not me, which is odd.

EDIT of EDIT: Apparently decreasing the cheat level doesnt revert the Debug log back to normal.
That's what I get for posting 2 minutes before I had to leave.
It's Easter day here so I am up early planting Easter eggs I suppose.

Player Haste had a mistake from yesterday, found an old one also at NPC Dispel Magic which must have been there for years.
Found a comment where the base movement speed should have been copied at Aura of quickness for paladins in yesterday's update, fixed. Thanks for that. Updated the cheat level to allow zero, again.

ZakPhoenix: " post in the description (for) the old Phantasy 2018 mod that you've lost the credentials to update that version"
I have credentials there, now. I lack them HERE to unlock threads and sticky topics. I was over the top here years ago and not a nice moderator. I haven't tried at Moddb, I don't know if I can recover my credentials there yet.

I'll put a revised v160_A3b here shortly (I prefer A4 to be Friday's release at Nexus mods)
(removed to conserve space)
 
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The drow smuggler at Four Ways Inn might be worth looking into: bought a returning dagger for 8500 but got instead a Vorpal Sword, which I think goes for 20k
 
My own testing found:
One of the recent patches broke caravan recruiting. I have it fixed on my side but give me a day or three to get more things into the patch.
Along the way I added help text at "reports: reference materials: view trade routes" (which is only seen at cheat mode 1+, BECAUSE when you click it it looks like it did nothing until you click Notes: Recent messages at which point you see it dumped a full window of information. I wanted this to confirm that there really WERE trade routes.

I blew most of today trying to be able to attack while within presentation "battle"; this is exactly my experience with it years ago. For the moment, it is winning - you can give orders and see the stats and minimap but not fight, or you can close the presentation with backspace and fight as before. Opening either spell book/prayer book is also possible, closing the presentation immediately.

Cleaned up some text at menus that displayed useless / wrong info, random town names and such, after any type of gathering.
Added a second Epidemic recovery check to try to limit the "stuck in town" issue after treating some but not all epidemics.
 
The drow smuggler at Four Ways Inn might be worth looking into: bought a returning dagger for 8500 but got instead a Vorpal Sword, which I think goes for 20k
Just redid the entire section. The second part of the dialogs pointed to the wrong items. Some items I made cheaper and some descriptions adjusted to match current behavior (various bags of holding). I ended up adding a worksheet to my programmer's guide with the current items, dialog name, price quoted in description, and where necessary correct item name(s). Thanks for the tip.
The garrison at my town loses troops, but there is no notification about it, is the Maximum Garrison Size per Prosperity level in the mod?
script_party_get_ideal_size for both players and NPCs
[
walled center bonus
For a castle = 160
For a town = 380
+
[bonuses coming from the center owner] =
dplmc_castle_party_bonus = 20 [per castle owned by that leader] +
leadership 5/lvl
cha 3* lvl
renown 1 per 25
]
clamped by Kingdom policy which will adjust total by between -12% to +12%.
So there IS a limit, depending on the policies set by the kingdom, the player/NPC's own renown/skills, the walled center type, and how many OTHER castles they own, and not shown whether that player/NPC is currently marshal (+20) or king (+100).

If a town has no owner assigned then just the base 380 and a clipping value set by faction policy apply. The assigned owner matters.

edit: Thinking about it, Town recruiting Caravan does not check ideal party size and just dumps recruits into the garrison.
Griselda with renown 2125 and owning Darquba has a 605 person garrison as a Blazing Hand subject; party size cap for her is 272.

But your patch does not have town kingdom caravan recruiting because I had garbled a line earlier. I'll have a fresh v160_A4_Full later today.
I want to test a bit more and then will edit two of my tutorials and convert to pdf before I make the archive file, so I expect about 5 more hours.

second edit: so when I pull troops from the town garrison, my maximum party size for that town garrison shrinks. It is now 547 after pulling 70 or so raw recruits and disbanding them. This gives me incentive to remove the lowest tier troops to either train with my party in the field or discard (they can go back home, wherever that was), so that the garrison is leaner but tending towards higher tiers on average. Maybe they eat less :>
 
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full Phantasy_v160 a4 here:
do look at the files in subfolder "Player_Handbook" for full update log and a 4-part walkthrough on how to use / understand the mod.
part I has a "how to install the mod" as a preface. Includes full source, by the way, but write me before using in any other mod/submod.
"It's complicated".
(removed to conserve space)

combined Patch log v160 series A1 through A4:
Patch log, v160
A1 Apr.26.24

1) adjusted / corrected costs on cleric spells to match text displayed at prayer_book: (presentations 1399:cool:
there was a mismatch between cost displayed at prsnt_prayer_book and what was actually spent as from faith points
paladin aura divine might 15
paladin aura of quickness 25
dispel magic 25
protection from fire 30
protection from cold 30

added documentation of cleric spells, deities, and Guspav's plans for each deity

2)a) corrected data layout documentation errors at file "Slots_Phantasy_v160ax.xlsx" to now exactly match
the current definitions at the source. This helps identify conflicts from source code add-ins.
b) minor changes to agents layout to avoid FormAI (Formations AI) from clashing with Magic system
c) added comments at module_constants and at documentation for clarity.

3) removed a second unarmed damage effect added in from Tournament Play Enhancements at mission_templates line 50
need to test unarmed combat still works

4) added check for open inventory space when trying to buy ingredients at Rigale guilds

5) added above check for empty space in inventory to dialogs at the four ways inn merchant for enchanted items

6) asses market prices is working once more

7) Crafting recipes:
some changes to recipe difficulties, components, and what gets made for balance purposes.
Leatherworker: Leather Greaves, Elven Ambush Armor, Cuir Boilli, Lesser Drow Mage Robe, Lesser Drow Mage Hood,
Rus Lamellar (replaces Heraldic Cuirboilli), Sarranid leather armor, Leather Gloves, Armored Warg, Steppe Charger.

Woodworker: removed flintlock pistol. Updated difficulty for short bow, long bow, ambush bow

Smithing: Chain Links, Sheet Metal, Mail Boots, Sarranid Mail Boots, Sarranid Veiled Helmet,
Mail Shirt is now long mail coat, Mamluke Mail, Heraldic Mail with Tunic,
Flintlock Pistol,, Lamellar Charger, Sarranian War Horse.
Elven Mail elven_mail_b body 45 legs 15 weight 12 diff 6 diff 18 uses mithril + iron chains + silk
The exact recipes are documented as a crafting excel sheet; also the programmer's reference spreadsheet has a copy as well.

[8] Investigate Mage/Cleric becoming Cleric/Cleric after selecting deity. [not done]
Cleric/Mage works correctly.

9) Talk to Lord: rescue hostage was bugged with a debt of -1 becoming interpreted as a debt of > 132K.
Debt of -1 now gets set to 0, avoiding requests for over-payment from the original asking lord.

10) Preserve food: now handles large quantities when turning grapes to raisins or fruit to dried fruit in order to process harvest results more quickly.
Harvesting for example 15 items of grapes will (assuming inventory space kept all of the grapes harvested) become an attempt to make 7 raisins and leave 1 raw grape remaining.
Total time is slightly less as well.

11) Sea Traders v158a2 fix
dialogs should work with both land based traders and sea traders now.

12) beached player ships are now handled with better finesse -
no longer will you see several beached player ships scattered inactive across the map.
"Signal your ship to take you to sea" and embarking on a beached ship will both cleanly remove the beached ship icon from shore,
wherever it was on the map.

13) town recruiting - caravan mixed party showed wrong estimated cost; this is fixed.
recruiting half as many now costs half as much, as expected.

14) town improvements incorrect choices.
Town management @ town has messenger post but talking to chancellor does not show that as a choice.
The start and stop selections for town improvements were not defined correctly at v158.
Currently a town or castle can have a messenger post and prisoner tower as upgrades.

15) reduce renown by 0.5% each week S_T_79 is now 0.4% each week

15) Fighter specialty selection was blocked for secondary Fighter class.
Secondary Fighter class may now select a specialization, as originally intended.

16) a) re-enabled orc raiders @ S_T_111 ln 6333
b) slight increase in shadows chance at S_T_129 (raise dead enemies as undead); this should help player Necromancers

17a) optimized S_T_127 enchanted items worn boosting stats check to skip 600 troop types to save bandwidth
17b) quivers of plenty / bolt case of plenty /javelin bags of plenty no longer require keeping at least 1 ammo in the bag they refill even if they were emptied earlier

18 ) check if mount died at animal_rider_death before giving the rider damage, in case was only wounded
This changes handling for bears and wolves.

19) Gnomish inventions {repeating crossbow, blast jars, multi-pulley bow, spring mounted shield, foot glue}
Triggers 36-40 ln 1989 checked skill of Berembert ONLY when determining success chance
Now uses better of Berember 'trp_npc31" or Ninnock "trp_npc32". inventing skill, with the assumption skill increases implicitly only occur(ed) if hired by player.

however dialogs at module_dialogs line 4291 still points to Berembert only; <--- these need duplicating for Ninnock TBD

20) dialogs ln 3533 four ways inn enchantment merchant
20a) item 20 boots of agi no price is assigned for checkout ln 3533 fixed
20b) added check for at least 1 inventory space open before taking money at checkout for all items.
20c) added warning for twilight armor to be sure there is inventory space for 4 items before buying.
20d) dawn gem, azure gem, and royal gem no longer needed as they were used for adding necro & lichdom. and had wrong price
Instead should substitute a scroll of flame arrow for one of these.

20e) corrected an error after checkout where vampiric blade gave the wrong item.
boots of agi, thinking cap, headband of charisma, sun blade, vorpal sword, mace of disruption, maul of the titans,
dagger of throwing, holy avenger, quiver of plenty, bolt case of plenty, javelin bag of plenty, flame tongue,
scimitar of speed, dawn gem, azure gem, royal gem
were ALL giving the wrong item.

20f) substituted scroll of flame arrow for dawn gem; priced at 2500.
20g) reduced the price drastically for azure and royal gems now that the become a necromancer quest is removed.
20h) necromancer staff had wrong price and wrong index assigned; corrected, should now be able to purchase.
20i) for the moment adds necromancy skill 2 during checks to see if undead have broken from control.
may later boost necromancy skill at menu necromancy.. <--- Done

20j) item 40 elven_tiara corrected error blocking purchase.
20k) marked each item in the list of checkouts to find prices and corrected some misidentifications at each ply for dialog progression.

21) "farewell my lady. I shall remain your most ardent admirer" dialogs ln 32745
spoken by female lord to female character; now spoken only by male lord to female player

22) scripts: adjust party strength calculations for AI checks of party strength. This was done in some places and
checked that it will be active in all cases when performing autocalc. The intent was to be certain sieges and encounters
where the player is absent will buff mage and cleric weighting when determining how difficult a target a given party is.
Mages are 2x nominal weight and clerics/paladins 5/3 nominal weight.
Currently NPC battles have no resurrection stage; only player battles have this.
NPC battles also have no auto-necromancer conversion of some of the dead count to lesser undead shortly after battle.

23) Padubast ("trp_npc33") talks about the obsidian spire when outside Veluca
module_scripts ln 44939 was "p_town_3" now "p_necromancers_castle" script_initialize_npcs
the actual string he says is at module_strings line 1712
also adjusted Berembert and Ninnock starting towns to point to Dwarven Kingdom instead of Veluca.
FIXED for new games

24)a) filter resurrected troops to block alignment clash at player party <-- Probably the best feature of this patch :0
If a resurrected hero would have caused a clash within your party due to other troops already there having a morale clash,
that hero is not added to your party. This saves having to check your party contents after battle.

25) added check at S_T_133 to also block companions with necromancer skill > 0 from slipping through morale clash
In theory, companions cannot have necromancy skill anyway.

26) cost for a companion to learn cleric skill is lowered from 15000 to 8000.
Clarified the companion's holy symbol needs to be in the party inventory (and will be removed once cleric training is paid for.)
reminder a companion can learn cleric OR mage but not both.

27a) DOCUMENTATION
necromancer selection at character start sets: <-- cataloging here since it was unclear at NexusMods and generated perhaps 40 angry posts and 10 "bug" reports
necromancy skill = 7
intelligence +2
surgery +2
ironflesh +2
wound treatment +1

faction necromancers OR primary class Necromancer gives undead Male skin
gender is male; this because "female" undead are actually just a different type of undead (skeletons).

the "lesser lich" adds these at start:
Str +3
Cha -5
Int +4
Agi -3
alignment is set to Evil
player slots set for troop_is_mummy, troop_is_undead, troop_is_necromancer;
"$plyr_is_lich" = 1

necromancers starting as kings start with a few golems and dark mages in their party.
when cleric is second class for a necromancer, the good and neutral deities are removed from choices.

lichdom @# action menu: (looks to be a stub not called anywhere)
contingent on collecting all of these:
An Azure Gem, A Royal Gem, A Dawn Gem, A Mithril Ingot, A Scroll of Vampiric Bolt and a 50000 denars

shadows: necromancer needs ge 40 hp to see create shadows as an option.
also there is a timer set from the last time the necromancer player has used the "use necromancy" menu to create undead.
necromancy skill needs to be 7 or greater, to filter dark mages (a necromancer-mage hybrid class) from spawning shadows.

27b) both summoning shadows and summoning specialized skeletons now calculate an "effective necromancy" being
[necromancy skill + (character level / 7)]

28a) boosted magic resist of Necromancers, Elves, Blazing hand, Orc Shamans, slightly for Ogres,
and a few Drow; also kings/queens, pretenders, and some lords; also all Demons/Balrogs are slightly boosted for magic resist.

b) Kingdom ladies starting attributes slightly boosted as below, which makes slightly better spouses as companions:
def_attrib = str_7 | agi_5 | int_4 | cha_4 <-- all troops get this unless otherwise specified
lady_attrib_1 = str_7 | agi_5 | int_5 | cha_6 # Human Kingdom Ladies
lady_attrib_2 = str_9 | agi_5 | int_5 | cha_5 # Orc Kingdom Ladies
lady_attrib_3 = str_6 | agi_5 | int_8 | cha_5 # Mage Kingdom Ladies
lady_attrib_4 = str_9 | agi_3 | int_8 | cha_3 # Undead Kingdom Ladies

This is live for new game starts
28c) plus a hotpatch v158 A any -> v160a1 will auto-update save games in progress started as v158 A series saves.

29a) cheat - find items used to end at normal_items_end as defined at module_constants.py
"$cheat_find_item_range_begin" was also defined. Actually the cheat items was meant to assist in adding new items
to see if textures and meshes were defined correctly, not as a 'shop from the empty desert by internet' feature.
You may now buy food, drink, and crafting materials by the items cheat, and a few mounts, and that's it.

29b) CHEAT MENU AT CAMP - "change Phantasy 2018 settings" --> done now references Phantasy 2024

30) if you somehow invite the kidnapped girl into the player party after the bandits are paid their ransom, you can't remove her.
She also will not complete the quest unless she is her own original party following you around like cattle. (cattle by the way do follow correctly in v158/v160)
trig_26 updated repeat interval of trigger
added a failsafe fix in case the player party has her as a member so that she is removed upon entering any town AND the quest is closed (but as failed)

31) slightly reduced based damage for magic missile, from 25 to 19, at module_items.py
This because at high throwing skill the caster will headshot very often, dealing 50+ points damage per missile, taking down golems quickly.
The missile velocity is still high so these are difficult to dodge, besides having so many per throw for higher casters.

32) villages and castles receive no income in budget report, and no added income weekly. FIXED

33) Entertainment skill means nothing if not a bard class.
Now bard class gives an effective skill boost to entertainment, with non-Bard class players receiving a small debuff.
Bards have access to higher difficulties (which have higher rewards for pay and renown). Non bards are limited to "simple", "Complex" play plus speeches.
PARTY entertainment skill is considered during the success results check, which might overcome the (-1) effective entertainment skill debuff a non-Bard player has
Now you can turn your merry band into a revenue source, after getting entertainment to at least 1 and buying a musical instrument.
-
[34] check player lich aura for player necromancer --> yes, was already active @ v158a
There is no button to mash for this; it is done automatically (and silently).

Major Open issues at v160A1
A) Guspav's mod:
working but with annoying face generator for many races/skins IF using the assets for v160 but with Guspav module.ini
Use NexusMods guspav 2017 @ https://www.nexusmods.com/mbwarband/mods/6194 for a clean Guspav build.

B) Tournaments fail, and thus the enter tournament option is hidden behind a cheat menu at the moment.
Even if you got past this, tournaments spawn with no weapons.
"TPE error: invalid item type (normal weapon) is not detected"
Tournaments in new towns added after native did not have the correct definitions added to select weapons mix by default.

C) Stuck in town/castle/village, especially after treating epidemics
Select visit town center, village center, or visit castle so that you are now walking around within a scene.
press Esc to Save and Exit, then without needing to restart Warband just select "load save game" and you will be outside the town/castle/village.

D) Documentation mainly: there are warnings during compile, currently. They have been there for some time.
You're welcome to fix them and mail me if you wish :smile:
--------------------------------------------------
A2 May.02.24

1) Tournaments and TPE status:
Native tournaments are FULLY FUNCTIONAL and work well.
"TPE" tournaments are splinted to use weapons and hero selections from native,
but should allow TPE loot, kingdom ladies reaction boosts, and tournaments broadcast their status as part of TPE debug turned on.
It makes for a much easier time finding tournaments.
Specifically, TPE edit tournament design does nothing, since Native will supply weapons and gear.
The options to even access "TPE tournament options" are hidden behind cheat menu wall to filter complaints.

2) Minimap test -- this was already functional, but under-documented.
Press backspace during battle to access clickable orders and minimap.
However prsnt_battle, which is what you are seeing at that point, did not understand prayer book or spell book open requests (N or B)
It ALSO does not let you attack normally, throw spells, javelins, darts and so on, or shoot crossbows, bows, or firearms.
You can toggle it off by pressing backspace again and now you are back to "normal" mode in a battle.

Added the ability to open prayer book or spell book by pressing N or B and stop the presentation battle (with its statistics and clickable orders displayed)
and immediately open your book and be ready to fight normally. By the way, pressing V while either book is open closes the book without having to select a spell/prayer.

3)a) Monthly reinforcements for lord parties continues for 9 months instead of 3 months now. (triggers 43)
b) Elite troops at capital now refreshes every 150 days (triggers 45)
c) Undead parties will try to convert their prisoners to lesser undead far more aggressively now (triggers 54)
73 instead of 167 hours

4a) simple bandit spawns are more frequent 25 hr timer instead of 73 (Simple_Triggers 75)
b) the decay in renown that used to occur weekly is now every 2 weeks (S_T 79)
c) Undead Army spawn now 33 hours instead of 52 (S_T 10:cool:
d) Death Knights 52 82 (S_T 109)
e) Crazy Mage 36 50 (S_T 110)
f) Orc Raiders 23 40 (S_T 111)
g) Hostile Elven War Parties 25 39 (S_T 112)
h) Greedy Dwarves 27 57 (S_T 114)
i) Hostile Drow Raiders 35 48 (S_T 115)
total party count for each of these is upped by about 20%. Good hunting (or maybe they hunt you?)

5) Swashbuckler Hat (one less hide and one less chain link, one more leatherwork in the crafting recipe)

6) handler for nightly racial clash within player party is tweaked to scale the morale hit according to the size of the offending group
Generally this should lower the penalty, capped the previous amount. (S_T 133)

7) prejudice checks at towns and castles needed to allow entry for owners and lieges / co-lieges regardless of the prejudice check score.
added a check for player as kingdom ruler or co-ruler here as well.

[mnu_castle line 9853 already set at v155B6 to let player into castle if player owns
looks like this one prejudice check applies at town as well]

8 ) slight damage boost to Harm prayer
Magic resist at the target can lower the damage the target agent receives, so some targets will still take little damage.
mission_templates ln 6938
-----------------------------
v160 A3 May.04.24

1) Issue: Agents slow down during battle and speed in lords hall is not consistent with speed in battle.
During the battle speeds seem to get less and less.

Cause: Bless and Curse should have changed effective strength and then recalculated encumbrance and set movement speed accordingly.
Haste and Slow needed to be aware of each other so to cross-cancel the effects if both would have been active at the same agent at the same time.
Aura of Might and Aura of Quickness also need to match their counterparts so that recovery from any of these effects is applied uniformly.

Fix: Bless & Curse (cleric effects) - now check to see if either is already active at the agent.
If not,
add/subtract effective strength 3 to the target agent, and encumbrance is recalculated, then movement adjusted
A check for any haste or slow active at that agent then applies haste/slow effect.

If either bless or curse is active and the opposite effect would have been applied,
the bless or curse is instead removed and the agent effective strength returns to normal, encumbrance re-evaluated,
movement changes applied, and next any haste/slow found to be active at that agent is applied.

If a bless or curse would have applied to an agent but the agent is already blessed or cursed, the timer is restarted so that the duration is reset to maximum (33 seconds)
The agent effective strength, encumbrance, and movement is not changed from how it already was.

Paladin Auras: Might and Quickness - cut and paste the changes for Bless and Haste, respectively.

Fix Haste & Slow (mage effects):
Haste and Slow now check if their opposite was already active at the target agent, and when so that opposite effect that was active is removed.

If Haste or Slow is to be re-applied while the agent is found to have that effect in progress already, the timer is reset to
freshen the duration, but skip recalculating movement changes. Movement changes apply also to the mount and to reloading speed.

Finally, the radius of effect is tweaked by the gear bonus (or malus) for (Head, body, leggings, gloves, staff)
The radius of effect is now 2*magic skill + [cumulative clothes eff magic bonus for all 4 slots AND staff if equipped]

Several magic spells have their damage or radius of effect modified by this cumulative clothes benefit, since at least v150,
but adding it here was to allow more troops in your battle to feel effects when your caster is correctly kitted. These apply to
both player and NPC casting.

bless radius 3 * faith
curse radius 2.5 * faith
does not apply (bless or curse) to golems, as they are specially tweaked for added strength at spawn

2) Added a dial to set "cheat level" from 0 (default OFF) up to 7.
The different cheat levels are intended to filter debug messages to focus on specific systems in the "recent messages" window.
Of special interest is level 5 which is the trace of spells during any battle. This also shows timed cleanups of lists.
Certain spells are not shown - magic missile for example.
-------------------
v160 A3b May.03.24 next day

1) Aura of Might and Aura of Quickness for paladins
These two needed corrections - the base movement was not copied over correctly the day before resulting in a freeze
of movement for impacted agents. Corrected.

2) edited the cheat level dial to allow 0 again.

3) Shortened the duration of poison from 33 seconds at 9 damage points/2.9 seconds down to 14.5 seconds
slot_agent_poison_strength not yet used but might be useful to have a stronger/weaker poison effect applied each 2.9 second tick
Impact is limited to spider bites for now, but was intended to prepare for poisoned pocket bolts.

-------------------
v160 A4 May.10.24

1) found and corrected an error at the check for confused/charmed player that would have been always true
(M_T ln 8729 charmed_keys_disabled)

Tried changing behavior for camera mode during the battle presentation without meaningful success.
It is what it is and has utility for watching the battle from a distance without trying to fight "normally".
I do believe this issue is with the 'camera" mode but am out of energy to wrestle with it for this time.

2) "I will fight the epidemic" at a town, castle, or village. If the epidemic resolves itself and you leave that inhabitation, your status as "fighting the epidemic" is silently ended.
This prevents a menu from displaying at the old village/town/etc when you have already left.

3) clean stray text at rigale gathering ongoing menus to remove extra names (mainly location names)
[menus for summaries while harvesting (fishing, mining, lumberjacking, hunting, gardening), crafting_result]

4) added text at reports: show trade routes to remind players to check "recent messages" for the output
(else it looks like nothing happened). This is hidden behind a cheat menu to filter complaints from players that
do not know where to look.
The 'no display" comes from the huge amount of text output at once; the output buffer overflows and nothing is seen.
The "recent messages" buffer is much larger, so text is still showing there. This is a useful tool to see what trade routes exist.

5) error in recipe "Elven Mail" at smithing; Mithril ingot was not recognized

6a) magic Missile and Flame arrow are tweaked to provide a greater portion of their damage as resistible magic effects instead of normal, non resistable damage.
The stronger the caster's magic skill, including a check of gear worn, the more damage..

6b) Unicorns are modified slightly and no longer damage themselves. They heal slightly better as well.
6c) Paladin Aura Bravery had wrong duration applied. The range is slightly increased as well.
Paladin Aura of Regeneration has improved range.
6d) Spider Mount - fixed an error that would have made the poison bite expire immediately.

7) Four ways inn enchantment merchant is fixed, again, but this time actually works as intended. Some prices are improved.
It became complicated enough I added a spreadsheet to the "programmer's guide" excel sheet in folder Player_Handbook

:cool: Poison pocket bolts is partially implemented; the crafting recipe is modified but the full effect is not yet live.
I will be online early tomorrow morning [Sunday May.12.24] to answer any queries then head out for the day.
 
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I am incredibly happy to see this mod once again get some care and attention. It really is the best mage experience available for warband (in my opinion). The fact that you included a really well made guide to modding along with the source is icing on the cake!
 
I am incredibly happy to see this mod once again get some care and attention. It really is the best mage experience available for warband (in my opinion). The fact that you included a really well made guide to modding along with the source is icing on the cake!
You're welcome.

[not to you but a general statement]
I do come off as the nastiest person on forums but actually I just am all used up and dead tired. I am an "Aspie" so I take things wrong and come off as being either retarded socially or just plain obnoxious. Well, both are technically true. At least I share my treasure, even if I am gollum (I'd rather be considered "Sméagol").

I hope at least a few people tweak the mod and perhaps even one person learns to think like a programmer. Warband scripting isn't "real programming" but it does build thinking skills. It's a pity that half time I am the least competent on the block, but I try to overcome that by being stubborn and trying again. It's starting to get clean, at last.

It is my hope that eventually people find a sparkle in the mod that makes all the pain of the_next_bug a little less bothersome; just like the joy of having a baby is balanced by the burden of changing diapers. This mod still needs diapers, but for me it is worth playing, so I shared it. Some people forget I am one person, not a big team, and can't draw a stick figure for example (have not made a clean drawing in the last 55 years, gave up at age 8. ); and need to do everything 3 times to make it work once, from dyslexia and a bit of dementia. I am not superman. I don't "do" comics. But I think what little there is here is ... sparkling to someone. Glad you found it.
 
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gsanders, so glad to hear from you and that things are going reasonably(?) well for you!
All the best to you and your family!
Also, thanks for taking it upon yourself to update the mod!
 
full Phantasy_v160 a4 here:
do look at the files in subfolder "Player_Handbook" for full update log and a 4-part walkthrough on how to use / understand the mod.
part I has a "how to install the mod" as a preface. Includes full source, by the way, but write me before using in any other mod/submod.
"It's complicated".
(removed to conserve space)

combined Patch log v160 series A1 through A4:
Patch log, v160
A1 Apr.26.24

1) adjusted / corrected costs on cleric spells to match text displayed at prayer_book: (presentations 1399:cool:
there was a mismatch between cost displayed at prsnt_prayer_book and what was actually spent as from faith points
paladin aura divine might 15
paladin aura of quickness 25
dispel magic 25
protection from fire 30
protection from cold 30

added documentation of cleric spells, deities, and Guspav's plans for each deity

2)a) corrected data layout documentation errors at file "Slots_Phantasy_v160ax.xlsx" to now exactly match
the current definitions at the source. This helps identify conflicts from source code add-ins.
b) minor changes to agents layout to avoid FormAI (Formations AI) from clashing with Magic system
c) added comments at module_constants and at documentation for clarity.

3) removed a second unarmed damage effect added in from Tournament Play Enhancements at mission_templates line 50
need to test unarmed combat still works

4) added check for open inventory space when trying to buy ingredients at Rigale guilds

5) added above check for empty space in inventory to dialogs at the four ways inn merchant for enchanted items

6) asses market prices is working once more

7) Crafting recipes:
some changes to recipe difficulties, components, and what gets made for balance purposes.
Leatherworker: Leather Greaves, Elven Ambush Armor, Cuir Boilli, Lesser Drow Mage Robe, Lesser Drow Mage Hood,
Rus Lamellar (replaces Heraldic Cuirboilli), Sarranid leather armor, Leather Gloves, Armored Warg, Steppe Charger.

Woodworker: removed flintlock pistol. Updated difficulty for short bow, long bow, ambush bow

Smithing: Chain Links, Sheet Metal, Mail Boots, Sarranid Mail Boots, Sarranid Veiled Helmet,
Mail Shirt is now long mail coat, Mamluke Mail, Heraldic Mail with Tunic,
Flintlock Pistol,, Lamellar Charger, Sarranian War Horse.
Elven Mail elven_mail_b body 45 legs 15 weight 12 diff 6 diff 18 uses mithril + iron chains + silk
The exact recipes are documented as a crafting excel sheet; also the programmer's reference spreadsheet has a copy as well.

[8] Investigate Mage/Cleric becoming Cleric/Cleric after selecting deity. [not done]
Cleric/Mage works correctly.

9) Talk to Lord: rescue hostage was bugged with a debt of -1 becoming interpreted as a debt of > 132K.
Debt of -1 now gets set to 0, avoiding requests for over-payment from the original asking lord.

10) Preserve food: now handles large quantities when turning grapes to raisins or fruit to dried fruit in order to process harvest results more quickly.
Harvesting for example 15 items of grapes will (assuming inventory space kept all of the grapes harvested) become an attempt to make 7 raisins and leave 1 raw grape remaining.
Total time is slightly less as well.

11) Sea Traders v158a2 fix
dialogs should work with both land based traders and sea traders now.

12) beached player ships are now handled with better finesse -
no longer will you see several beached player ships scattered inactive across the map.
"Signal your ship to take you to sea" and embarking on a beached ship will both cleanly remove the beached ship icon from shore,
wherever it was on the map.

13) town recruiting - caravan mixed party showed wrong estimated cost; this is fixed.
recruiting half as many now costs half as much, as expected.

14) town improvements incorrect choices.
Town management @ town has messenger post but talking to chancellor does not show that as a choice.
The start and stop selections for town improvements were not defined correctly at v158.
Currently a town or castle can have a messenger post and prisoner tower as upgrades.

15) reduce renown by 0.5% each week S_T_79 is now 0.4% each week

15) Fighter specialty selection was blocked for secondary Fighter class.
Secondary Fighter class may now select a specialization, as originally intended.

16) a) re-enabled orc raiders @ S_T_111 ln 6333
b) slight increase in shadows chance at S_T_129 (raise dead enemies as undead); this should help player Necromancers

17a) optimized S_T_127 enchanted items worn boosting stats check to skip 600 troop types to save bandwidth
17b) quivers of plenty / bolt case of plenty /javelin bags of plenty no longer require keeping at least 1 ammo in the bag they refill even if they were emptied earlier

18 ) check if mount died at animal_rider_death before giving the rider damage, in case was only wounded
This changes handling for bears and wolves.

19) Gnomish inventions {repeating crossbow, blast jars, multi-pulley bow, spring mounted shield, foot glue}
Triggers 36-40 ln 1989 checked skill of Berembert ONLY when determining success chance
Now uses better of Berember 'trp_npc31" or Ninnock "trp_npc32". inventing skill, with the assumption skill increases implicitly only occur(ed) if hired by player.

however dialogs at module_dialogs line 4291 still points to Berembert only; <--- these need duplicating for Ninnock TBD

20) dialogs ln 3533 four ways inn enchantment merchant
20a) item 20 boots of agi no price is assigned for checkout ln 3533 fixed
20b) added check for at least 1 inventory space open before taking money at checkout for all items.
20c) added warning for twilight armor to be sure there is inventory space for 4 items before buying.
20d) dawn gem, azure gem, and royal gem no longer needed as they were used for adding necro & lichdom. and had wrong price
Instead should substitute a scroll of flame arrow for one of these.

20e) corrected an error after checkout where vampiric blade gave the wrong item.
boots of agi, thinking cap, headband of charisma, sun blade, vorpal sword, mace of disruption, maul of the titans,
dagger of throwing, holy avenger, quiver of plenty, bolt case of plenty, javelin bag of plenty, flame tongue,
scimitar of speed, dawn gem, azure gem, royal gem
were ALL giving the wrong item.

20f) substituted scroll of flame arrow for dawn gem; priced at 2500.
20g) reduced the price drastically for azure and royal gems now that the become a necromancer quest is removed.
20h) necromancer staff had wrong price and wrong index assigned; corrected, should now be able to purchase.
20i) for the moment adds necromancy skill 2 during checks to see if undead have broken from control.
may later boost necromancy skill at menu necromancy.. <--- Done

20j) item 40 elven_tiara corrected error blocking purchase.
20k) marked each item in the list of checkouts to find prices and corrected some misidentifications at each ply for dialog progression.

21) "farewell my lady. I shall remain your most ardent admirer" dialogs ln 32745
spoken by female lord to female character; now spoken only by male lord to female player

22) scripts: adjust party strength calculations for AI checks of party strength. This was done in some places and
checked that it will be active in all cases when performing autocalc. The intent was to be certain sieges and encounters
where the player is absent will buff mage and cleric weighting when determining how difficult a target a given party is.
Mages are 2x nominal weight and clerics/paladins 5/3 nominal weight.
Currently NPC battles have no resurrection stage; only player battles have this.
NPC battles also have no auto-necromancer conversion of some of the dead count to lesser undead shortly after battle.

23) Padubast ("trp_npc33") talks about the obsidian spire when outside Veluca
module_scripts ln 44939 was "p_town_3" now "p_necromancers_castle" script_initialize_npcs
the actual string he says is at module_strings line 1712
also adjusted Berembert and Ninnock starting towns to point to Dwarven Kingdom instead of Veluca.
FIXED for new games

24)a) filter resurrected troops to block alignment clash at player party <-- Probably the best feature of this patch :0
If a resurrected hero would have caused a clash within your party due to other troops already there having a morale clash,
that hero is not added to your party. This saves having to check your party contents after battle.

25) added check at S_T_133 to also block companions with necromancer skill > 0 from slipping through morale clash
In theory, companions cannot have necromancy skill anyway.

26) cost for a companion to learn cleric skill is lowered from 15000 to 8000.
Clarified the companion's holy symbol needs to be in the party inventory (and will be removed once cleric training is paid for.)
reminder a companion can learn cleric OR mage but not both.

27a) DOCUMENTATION
necromancer selection at character start sets: <-- cataloging here since it was unclear at NexusMods and generated perhaps 40 angry posts and 10 "bug" reports
necromancy skill = 7
intelligence +2
surgery +2
ironflesh +2
wound treatment +1

faction necromancers OR primary class Necromancer gives undead Male skin
gender is male; this because "female" undead are actually just a different type of undead (skeletons).

the "lesser lich" adds these at start:
Str +3
Cha -5
Int +4
Agi -3
alignment is set to Evil
player slots set for troop_is_mummy, troop_is_undead, troop_is_necromancer;
"$plyr_is_lich" = 1

necromancers starting as kings start with a few golems and dark mages in their party.
when cleric is second class for a necromancer, the good and neutral deities are removed from choices.

lichdom @# action menu: (looks to be a stub not called anywhere)
contingent on collecting all of these:
An Azure Gem, A Royal Gem, A Dawn Gem, A Mithril Ingot, A Scroll of Vampiric Bolt and a 50000 denars

shadows: necromancer needs ge 40 hp to see create shadows as an option.
also there is a timer set from the last time the necromancer player has used the "use necromancy" menu to create undead.
necromancy skill needs to be 7 or greater, to filter dark mages (a necromancer-mage hybrid class) from spawning shadows.

27b) both summoning shadows and summoning specialized skeletons now calculate an "effective necromancy" being
[necromancy skill + (character level / 7)]

28a) boosted magic resist of Necromancers, Elves, Blazing hand, Orc Shamans, slightly for Ogres,
and a few Drow; also kings/queens, pretenders, and some lords; also all Demons/Balrogs are slightly boosted for magic resist.

b) Kingdom ladies starting attributes slightly boosted as below, which makes slightly better spouses as companions:
def_attrib = str_7 | agi_5 | int_4 | cha_4 <-- all troops get this unless otherwise specified
lady_attrib_1 = str_7 | agi_5 | int_5 | cha_6 # Human Kingdom Ladies
lady_attrib_2 = str_9 | agi_5 | int_5 | cha_5 # Orc Kingdom Ladies
lady_attrib_3 = str_6 | agi_5 | int_8 | cha_5 # Mage Kingdom Ladies
lady_attrib_4 = str_9 | agi_3 | int_8 | cha_3 # Undead Kingdom Ladies

This is live for new game starts
28c) plus a hotpatch v158 A any -> v160a1 will auto-update save games in progress started as v158 A series saves.

29a) cheat - find items used to end at normal_items_end as defined at module_constants.py
"$cheat_find_item_range_begin" was also defined. Actually the cheat items was meant to assist in adding new items
to see if textures and meshes were defined correctly, not as a 'shop from the empty desert by internet' feature.
You may now buy food, drink, and crafting materials by the items cheat, and a few mounts, and that's it.

29b) CHEAT MENU AT CAMP - "change Phantasy 2018 settings" --> done now references Phantasy 2024

30) if you somehow invite the kidnapped girl into the player party after the bandits are paid their ransom, you can't remove her.
She also will not complete the quest unless she is her own original party following you around like cattle. (cattle by the way do follow correctly in v158/v160)
trig_26 updated repeat interval of trigger
added a failsafe fix in case the player party has her as a member so that she is removed upon entering any town AND the quest is closed (but as failed)

31) slightly reduced based damage for magic missile, from 25 to 19, at module_items.py
This because at high throwing skill the caster will headshot very often, dealing 50+ points damage per missile, taking down golems quickly.
The missile velocity is still high so these are difficult to dodge, besides having so many per throw for higher casters.

32) villages and castles receive no income in budget report, and no added income weekly. FIXED

33) Entertainment skill means nothing if not a bard class.
Now bard class gives an effective skill boost to entertainment, with non-Bard class players receiving a small debuff.
Bards have access to higher difficulties (which have higher rewards for pay and renown). Non bards are limited to "simple", "Complex" play plus speeches.
PARTY entertainment skill is considered during the success results check, which might overcome the (-1) effective entertainment skill debuff a non-Bard player has
Now you can turn your merry band into a revenue source, after getting entertainment to at least 1 and buying a musical instrument.
-
[34] check player lich aura for player necromancer --> yes, was already active @ v158a
There is no button to mash for this; it is done automatically (and silently).

Major Open issues at v160A1
A) Guspav's mod:
working but with annoying face generator for many races/skins IF using the assets for v160 but with Guspav module.ini
Use NexusMods guspav 2017 @ https://www.nexusmods.com/mbwarband/mods/6194 for a clean Guspav build.

B) Tournaments fail, and thus the enter tournament option is hidden behind a cheat menu at the moment.
Even if you got past this, tournaments spawn with no weapons.
"TPE error: invalid item type (normal weapon) is not detected"
Tournaments in new towns added after native did not have the correct definitions added to select weapons mix by default.

C) Stuck in town/castle/village, especially after treating epidemics
Select visit town center, village center, or visit castle so that you are now walking around within a scene.
press Esc to Save and Exit, then without needing to restart Warband just select "load save game" and you will be outside the town/castle/village.

D) Documentation mainly: there are warnings during compile, currently. They have been there for some time.
You're welcome to fix them and mail me if you wish :smile:
--------------------------------------------------
A2 May.02.24

1) Tournaments and TPE status:
Native tournaments are FULLY FUNCTIONAL and work well.
"TPE" tournaments are splinted to use weapons and hero selections from native,
but should allow TPE loot, kingdom ladies reaction boosts, and tournaments broadcast their status as part of TPE debug turned on.
It makes for a much easier time finding tournaments.
Specifically, TPE edit tournament design does nothing, since Native will supply weapons and gear.
The options to even access "TPE tournament options" are hidden behind cheat menu wall to filter complaints.

2) Minimap test -- this was already functional, but under-documented.
Press backspace during battle to access clickable orders and minimap.
However prsnt_battle, which is what you are seeing at that point, did not understand prayer book or spell book open requests (N or B)
It ALSO does not let you attack normally, throw spells, javelins, darts and so on, or shoot crossbows, bows, or firearms.
You can toggle it off by pressing backspace again and now you are back to "normal" mode in a battle.

Added the ability to open prayer book or spell book by pressing N or B and stop the presentation battle (with its statistics and clickable orders displayed)
and immediately open your book and be ready to fight normally. By the way, pressing V while either book is open closes the book without having to select a spell/prayer.

3)a) Monthly reinforcements for lord parties continues for 9 months instead of 3 months now. (triggers 43)
b) Elite troops at capital now refreshes every 150 days (triggers 45)
c) Undead parties will try to convert their prisoners to lesser undead far more aggressively now (triggers 54)
73 instead of 167 hours

4a) simple bandit spawns are more frequent 25 hr timer instead of 73 (Simple_Triggers 75)
b) the decay in renown that used to occur weekly is now every 2 weeks (S_T 79)
c) Undead Army spawn now 33 hours instead of 52 (S_T 10:cool:
d) Death Knights 52 82 (S_T 109)
e) Crazy Mage 36 50 (S_T 110)
f) Orc Raiders 23 40 (S_T 111)
g) Hostile Elven War Parties 25 39 (S_T 112)
h) Greedy Dwarves 27 57 (S_T 114)
i) Hostile Drow Raiders 35 48 (S_T 115)
total party count for each of these is upped by about 20%. Good hunting (or maybe they hunt you?)

5) Swashbuckler Hat (one less hide and one less chain link, one more leatherwork in the crafting recipe)

6) handler for nightly racial clash within player party is tweaked to scale the morale hit according to the size of the offending group
Generally this should lower the penalty, capped the previous amount. (S_T 133)

7) prejudice checks at towns and castles needed to allow entry for owners and lieges / co-lieges regardless of the prejudice check score.
added a check for player as kingdom ruler or co-ruler here as well.

[mnu_castle line 9853 already set at v155B6 to let player into castle if player owns
looks like this one prejudice check applies at town as well]

8 ) slight damage boost to Harm prayer
Magic resist at the target can lower the damage the target agent receives, so some targets will still take little damage.
mission_templates ln 6938
-----------------------------
v160 A3 May.04.24

1) Issue: Agents slow down during battle and speed in lords hall is not consistent with speed in battle.
During the battle speeds seem to get less and less.

Cause: Bless and Curse should have changed effective strength and then recalculated encumbrance and set movement speed accordingly.
Haste and Slow needed to be aware of each other so to cross-cancel the effects if both would have been active at the same agent at the same time.
Aura of Might and Aura of Quickness also need to match their counterparts so that recovery from any of these effects is applied uniformly.

Fix: Bless & Curse (cleric effects) - now check to see if either is already active at the agent.
If not,
add/subtract effective strength 3 to the target agent, and encumbrance is recalculated, then movement adjusted
A check for any haste or slow active at that agent then applies haste/slow effect.

If either bless or curse is active and the opposite effect would have been applied,
the bless or curse is instead removed and the agent effective strength returns to normal, encumbrance re-evaluated,
movement changes applied, and next any haste/slow found to be active at that agent is applied.

If a bless or curse would have applied to an agent but the agent is already blessed or cursed, the timer is restarted so that the duration is reset to maximum (33 seconds)
The agent effective strength, encumbrance, and movement is not changed from how it already was.

Paladin Auras: Might and Quickness - cut and paste the changes for Bless and Haste, respectively.

Fix Haste & Slow (mage effects):
Haste and Slow now check if their opposite was already active at the target agent, and when so that opposite effect that was active is removed.

If Haste or Slow is to be re-applied while the agent is found to have that effect in progress already, the timer is reset to
freshen the duration, but skip recalculating movement changes. Movement changes apply also to the mount and to reloading speed.

Finally, the radius of effect is tweaked by the gear bonus (or malus) for (Head, body, leggings, gloves, staff)
The radius of effect is now 2*magic skill + [cumulative clothes eff magic bonus for all 4 slots AND staff if equipped]

Several magic spells have their damage or radius of effect modified by this cumulative clothes benefit, since at least v150,
but adding it here was to allow more troops in your battle to feel effects when your caster is correctly kitted. These apply to
both player and NPC casting.

bless radius 3 * faith
curse radius 2.5 * faith
does not apply (bless or curse) to golems, as they are specially tweaked for added strength at spawn

2) Added a dial to set "cheat level" from 0 (default OFF) up to 7.
The different cheat levels are intended to filter debug messages to focus on specific systems in the "recent messages" window.
Of special interest is level 5 which is the trace of spells during any battle. This also shows timed cleanups of lists.
Certain spells are not shown - magic missile for example.
-------------------
v160 A3b May.03.24 next day

1) Aura of Might and Aura of Quickness for paladins
These two needed corrections - the base movement was not copied over correctly the day before resulting in a freeze
of movement for impacted agents. Corrected.

2) edited the cheat level dial to allow 0 again.

3) Shortened the duration of poison from 33 seconds at 9 damage points/2.9 seconds down to 14.5 seconds
slot_agent_poison_strength not yet used but might be useful to have a stronger/weaker poison effect applied each 2.9 second tick
Impact is limited to spider bites for now, but was intended to prepare for poisoned pocket bolts.

-------------------
v160 A4 May.10.24

1) found and corrected an error at the check for confused/charmed player that would have been always true
(M_T ln 8729 charmed_keys_disabled)

Tried changing behavior for camera mode during the battle presentation without meaningful success.
It is what it is and has utility for watching the battle from a distance without trying to fight "normally".
I do believe this issue is with the 'camera" mode but am out of energy to wrestle with it for this time.

2) "I will fight the epidemic" at a town, castle, or village. If the epidemic resolves itself and you leave that inhabitation, your status as "fighting the epidemic" is silently ended.
This prevents a menu from displaying at the old village/town/etc when you have already left.

3) clean stray text at rigale gathering ongoing menus to remove extra names (mainly location names)
[menus for summaries while harvesting (fishing, mining, lumberjacking, hunting, gardening), crafting_result]

4) added text at reports: show trade routes to remind players to check "recent messages" for the output
(else it looks like nothing happened). This is hidden behind a cheat menu to filter complaints from players that
do not know where to look.
The 'no display" comes from the huge amount of text output at once; the output buffer overflows and nothing is seen.
The "recent messages" buffer is much larger, so text is still showing there. This is a useful tool to see what trade routes exist.

5) error in recipe "Elven Mail" at smithing; Mithril ingot was not recognized

6a) magic Missile and Flame arrow are tweaked to provide a greater portion of their damage as resistible magic effects instead of normal, non resistable damage.
The stronger the caster's magic skill, including a check of gear worn, the more damage..

6b) Unicorns are modified slightly and no longer damage themselves. They heal slightly better as well.
6c) Paladin Aura Bravery had wrong duration applied. The range is slightly increased as well.
Paladin Aura of Regeneration has improved range.
6d) Spider Mount - fixed an error that would have made the poison bite expire immediately.

7) Four ways inn enchantment merchant is fixed, again, but this time actually works as intended. Some prices are improved.
It became complicated enough I added a spreadsheet to the "programmer's guide" excel sheet in folder Player_Handbook

8 ) Poison pocket bolts is partially implemented; the crafting recipe is modified but the full effect is not yet live.
I will be online early tomorrow morning [Sunday May.12.24] to answer any queries then head out for the day.
v160 A4 r2 intended for Nexus Mods and Mod DB is released.
It has a restored martial arts completely redone, most of the compiler warnings are cleaned up, and important tweaks to magic system, among other things.

full download v160 A4 r2 is here:

patch v160 previous to v160 A4 r2:

incremental changelog v160 A4 to v160 A4 r2:
v160 A4 r2 May.17.24

1) Magic missile tweaked slightly.
Had overlooked some of the missiles produced were a different item type, now applied special magic damage damage to that item as well.
Better reporting for low level casters in order to monitor magic missile use for novice casters.
Magic point cost is increased to 5 from 3.

2a) slight increase to caster equipment buff for fireball, lightning bolt, ice storm
b) ice storm slight increase to damage and radius of effect.
Remember in sieges defenders will have overhead protection from falling ice if they are indoors; fireball is preferred against windowsill indoor archers.
Ice Storm should give acceptable damage outdoors.
c) white bolt magic point cost is reduced to 20; radius of effect is higher.
d) equipment worn buffs/debuffs for caster/non-caster [head, body, glove, leggings, staff] are applied consistently to
charm person, acid arrow, flame arrow, magic missile, fireball, lightning, ice storm, black bolt, white bolt, vampiric bolt,, darkness.
e) magic points cost adjusted slightly for fireball (35 instead of 40), lightning (25 instead of 15),.
f) fixed white bolt using the wrong stat to determine effect;
fixed cost in magic points for white being applied twice in separate location, once at the spell and once when it hits.

3) a) spiders as mounts are much more maneuverable than before; charge damage slightly increased.
b) bears and wolves are more maneuverable, but remain especially dangerous to their riders
c) unicorns are slightly more maneuverable as well; slight buff to healing.

4) a) spell_limiter adjust ammunition for each equipped spell according to cost in magic points, as the numbers were no longer accurate
b) script_phantasy_spell_ammo_limiter ?? checking to align with 4a)

c) equip_mages corrected logic where weaker spells would have been preferred by higher tier casters (magic skill 5 or more).
Expect more fireballs and lightning from these.
shield spell inserted at weapons slot 2 proportional to magic skill, with skill 1 giving 1 in 6 chance, skill 2 2 in 6 until 6+ is 100%.

5) Poison pocket bolts shot from the three hand crossbows should work as intended now.

6) noticed an error at menu ship_reembark during cleanup of beached ships. This should no longer generate errors.

7)a) Noticed "I want to help fight the epidemic" menu option showing when Epidemics are toggled to OFF at Phantasy 2024 settings within camp
menu. Adjusted to test at towns and castles correctly if epidemics are disabled in settings before showing the menu.
b) set Epidemics to OFF for new games as a default, so that people who managed to skip reading the 4 part walk through don't immediately post
about problems they could have avoided with a little more training. Since they doubtless won't read this either, it can be our secret (wink).
c) town menu - txt related to epidemics check status of "$g_rigale_epidemics" and skip displaying any epidemic
silently clear any epidemic found when "$g_rigale_epidemics" = 0
d) dialogs: guild master - check status of "$g_rigale_epidemics" before offering to show epidemics

8 a ) Singing arrows now have an effect when they actually hit an agent.
These now will attempt the charm person mage spell, as if the archer was a mage class but with magic skill 1 less.
A class bonus is applied to the effective magic skill: 3 for Bard, 2 for Ranger, 1 for (Barbarian, Necromancer, Monk).
Only one class bonus will apply, and is checked best to least to skip applying a lower bonus where two classes qualify.
After that the equipment worn can de-buff the effective magic skill; after all additions and minuses the effective magic skill needs to be
at least 2 for the spell effect to occur, and the target has a chance to resist magic, comparing the final modified effective magic of the attacker
to the defender's magic resist, exactly as with mage spell casters.
b) added singing arrows to four ways inn merchant @ 9500. These arrows penetrate shields by the way.
They are still sold at a more modest price in the Elven kingdom, if you can find them.

9) mage staves that had a charged proc effect had flaws in their code; this is cleaned up and damage re-tweaked.
For full effect you need to have (at least) the magic skill according to the name of the staff:
gnarled = novice = 1, journeyman = 2, adept = 3, expert = 4, master = 5, archmage = 6
other staves do not have the charged proc, but may silently add to your equipment magic bonus. The above staves are adding, silently,
the above, for damage and radius effect calculations during magic spells; useful trivia.
It is not enough to simply buy something and equip it; you need to be able to handle it correctly to get the proc effect to work.

10) Darkness spell previously only fired an effect when it hit a shield. Now the effect checks for any agent within radius of effect,
even if it hits the ground/wall/etc, making it more useful in sieges. Magic resist applies, either shortening duration or
avoiding the spell effect entirely, after calculating equipment worn scaled bonus/minus effect and applying some randomness to
both attacker and a little more to defender, then comparing the difference in values. Most of magic resist for spell effects works this way.

11) a) re-implemented check for unarmed damage for martial arts
Having no weapon currently weilded enables kicking damage to be treated as martial arts as well.
Kicking while holding a weapon now is handled as well.
b) Monks and rogues take half damage from falling.
c) dodge now includes thrown spells as missiles, while continuing to exclude cleric / paladin summoned weapons and most enchanted weapons.
slight adjust to missile dodge calculations for missiles.
d) damage coming from mounts charging is detected and checked against maneuverability so has a chance to dodge
with the usual modifiers taken into consideration.

12)a) cleaned up more stray text during harvest/gathering summary display for failures.

13) prisoners escaping from player party has been disabled since v158A; they may yet escape from a walled center now.
14) sped up passage of time while waiting on siege towers, ladders to be built, or resting in towns, villages, camp, or training peasants or collecting taxes.
 
High end mages (magical ability 5 and up) are gimped in A4 r2; they used to get a low tier mage spell in equipment slot 3 and a high tier spell in slot 4, but I saw they always preferred their slot 3 spell so left the low tier spell out when equipping them at agent spawn in the first 1 second of battle. But they use up their 1-2 spell "ammo" almost immediately and when the count hits 0 stop behaving as archers and become infantry due to a rule in formations. The high tier spell does not come back.

I kind of hate to mini-patch so close to a launch.


Paste this .zip directly inside folder phantasy_v160 then "extract here".

Patch Notes v160 A5

1) Mid tier and higher NPC magic users needed a backup spell issued at spawn so that they do not run out of spell ammo quickly during battles.
Fireballs, Lightning Bolt, Slow, and Ice Storm consume too much mana (magic points) to continue throwing every few seconds, and once the
ammunition count reaches 0 the spell is unequipped. Even if mana later would have permitted another ammo count the spell needs re-equip
every so often. This is now done.
changed: mission_templates
equip_mages, equip_mages_siege, timed_mage_spells ln 7009

2) Bards have a larger buff to their effective entertainment skill success at all difficulty levels when choosing music.
Non-Bard debuff for simple and medium complexity play music is 1 instead of 2, giving a slightly better chance of success.

edit: after some hours testing I see 3 error messages when my mage enters four ways inn, but not at battles. These are probably trying to set spells on my player character, which was supposed to be skipped. It's not a fatal mistake but it is annoying. I'll hunt it down tomorrow. Otherwise the patch looks to be improving battles and sieges.

further edit: the caster changes from A5 are solid and working correctly. The error seen at four ways inn is coming from lords returning from exile and/or troops parked at four way inn. I should park some casters there for testing, or possibly a golem and a priest too, other troops seem fine. I tried a large number of mage heavy battles with my necro test char and it looks very solid with A5.
 
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Patch A6 features a full makeover of dialogs and quests. This is to address random hangs coming from quests / mercenary offers; problem areas are removed (commented away) and will wake up as if they never existed a short while after A6 runs. The ideal for me would be if you had no quests in progress when applying patch A6, but that is an unrealistic burden so I will have to build a handler before posting patch A6.
Excepting that, all the other coding is done, but not yet tested. There are other things added, of course.

Problem quests are completely removed (commented away), and a little hot-patch magic will transform old quest IDs into new quest-IDs when stored at the troops database holding "player " and each of the lords. ladies, guild leaders, village elders, and so on that could have given a quest, to make sure no quests were in progress at the instant A6 is applied, if if there were, to gracefully enough change the quest ID numbers stored so in game, an hour after A6 wakes up, the quests work as before but with new ID numbers stored. The first 30 minutes in game time Players should avoid talking to anyone they could have had a quest active with - kingdom lords, ladies, guild masters, village elders, and anyone else associated with quests. 30 in game minutes could pass in seconds if you were outside town and moving, but assuming you wake up in town and don't get fresh country air for a bit, just let the time of day change and the "Universe" will handle the rest of patch A6 quest adjustments for you. You're still on the hook to actually APPLY patch A6 though, just like any other patch. Key point though - once you patch to A6, do NOT go back in time to A4/A5/A_anything_less_than_6 or the quests will be so thoroughly buggered even I could not "fix" them. Easier to reroll. Just keep it at A6 or anything past A6 that comes out. I always put 100% of content from the previous patches into the next patch, so you could skip A5 if going from A4_r2 to A6.

Other details:
Besides a huge rewrite for dialogs, there are a few other things in A6:
A) Ninnock and Berembert now co-invent, one dialog set available to either, and if both are present the creativity skill used by inventing is the higher of either. If Berembert AND Ninnock are absent from the party when the timer for inventions thinks you deserve a completed project, that item is sent by "trusted courier". One thing I noticed is there is no mechanism for checking you actually have SPACE in inventory. If you routinely carry too much inventory but you commissioned an invention do empty your bags a bit or that expensive product will vanish into thin air. The Berembert's inventions preceded my coding tenure, but at least I moved them along a bit by getting Ninnock able to work on them. I also lowered some of the skill requirements.

1) Prejudice check is relaxed for same faction towns/castles if you are some faction's sworn vassal.
This also applies to guild masters who might have claimed they don't know you well enough to operate an enterprise here. You still can be declined if the town "owner" has a personal dislike of you.

2) Villages with a specialty that sells something check for open space in your inventory before taking your money.
3) a) Poison coming from spider bites now has tiers of damage, each tier doing more damage per 3 second tick. Some duration of effect and damage per tick is lessened by the target's iron flesh skill.
b) a few more troops in battle may qualify for resurrection - the cut off used to be "above level 15" and now reads "above level 12".

4) liege refusing to grant towns because for some reason there was a bias against you by the other lords is now softer. This was seen testing my Necromancer sworn to the Lich King, who claimed he had a +100 relation but vetoed every last town center taken by my character, even though that was 3 in 4 of the entire faction's progress. Now he agrees to me keeping a town. It is a mistake to go alone as a necro until you can single handedly take down an entire faction in a single battle. For that you want both clerics and maybe half of your force higher tier mages, else stay in a faction and swallow that pride a bit longer.

5)a) Replaced "2018" in text with "2024".
b) adjust sound volume for charged staves in battle.

6) Coming to defense of a village that is being raided no longer skips loot and renown. Instead it gets handled exactly as if it were a "lead_charge" encounter but with the village as the scene. This applies to reinforcement logic, auto-resurection check at battle end, and auto-raising undead for necromancers check.

7) martial Arts now applies in tournaments. Tournaments were before inheriting a slimmed down handler for weapons/dodge/iron flesh/stealth/unarmed and this had skipped unarmed and stealth weapons handling. The regular handler is slipped into
tournaments. Spells / cleric & paladin prayers/ lay hands are still disabled in tournaments. Barbarian rage would now be in tournaments as that was embedded in the "normal" combat handler. Maybe that will be a positive feature for you.

I'll be busy with testing and building a hot patch update-on-the-fly for in-progress quests found at the instant patch v160_A6 wakes up, so expect it last thing tonight (but I am on East Europe time, and I go to bed early, so your time of day may vary).

When it is ready I will have the link here, in this post.
 
No patch tonight, I am out of time and my hotfix does not show so will keep at it. Tomorrow is mostly busy day but maybe early evening I can find 90 minutes or so.

edit: [saturday morning 08:35 AM] I found the hold up in testing my hotpatch but need to test raiding villages next. I'll be out with my family today so earliest patch tonight, most likely tomorrow mid day.

edit: [sunday morning] Hot-patch is finally taught how to manage quests in progress at the instant A6 is applied. Testing shows that since the quest IDs change internally from A4/A5 to A6, it is safest to close any open quests if that quest is to be renumbered. Some quests will not be impacted; patch A6 will handle closing the quests impacted, without giving you a relations hit, and cross cancel debts incurred or expected in most cases. It took longer to get the hot-patch to handle quests already in progress than it did to remake dialogs, sad fact.

I still have not tested raiding/challenging an enemy raiding during their village raid, as that was an important change. It is the last item on my to-do for A6, so you should see the patch shortly.
 
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Patch v160_A6 is released.
Copy it directly into mod folder phantasy_v160 and then "extract here".

patch log:
patch notes A6 may.25.24

A) Ninnock and Berembert now co-invent, one dialog set available to either, and if both are present the creativity skill used by inventing is the higher of either. If Berembert AND Ninnock are absent from the party when the timer for inventions thinks you deserve a completed project, that item is sent by "trusted courier". One thing I noticed is there is no mechanism for checking you actually have SPACE in inventory. If you routinely carry too much inventory but you commissioned an invention do empty your bags a bit or that expensive product will vanish into thin air. The Berembert's inventions preceded my coding tenure, but at least I moved them along a bit by getting Ninnock able to work on them. I also lowered some of the skill requirements.

1) Prejudice check is relaxed for same faction towns/castles if you are some faction's sworn vassal.
This also applies to guild masters who might have claimed they don't know you well enough to operate an enterprise here. You still can be declined if the town "owner" has a personal dislike of you.

2) Villages with a specialty that sells something check for open space in your inventory before taking your money.

3) a) Poison coming from spider bites now has tiers of damage, each tier doing more damage per 3 second tick. Some duration of effect and damage per tick is lessened by the target's iron flesh skill.
b) a few more troops in battle may qualify for resurrection - the cut off used to be "above level 15" and now reads "above level 12".

4) liege refusing to grant towns because for some reason there was a bias against you by the other lords is now softer.
This was seen testing my Necromancer sworn to the Lich King, who claimed he had a +100 relation but vetoed every last town center taken by my character, even though that was 3 in 4 of the entire faction's progress. Now he agrees to me keeping a town. It is a mistake to go alone as a necro until you can single handedly take down an entire faction in a single battle. For that you want both clerics and maybe half of your force higher tier mages, else stay in a faction and swallow that pride a bit longer.

5)a) Replaced "2018" in text with "2024".
b) adjust sound volume for charged staves in battle.

6) Coming to defense of a village that is being raided no longer skips loot and renown.
Instead it gets handled exactly as if it were a "lead_charge" encounter but with the village as the scene. This applies to reinforcement logic, auto-resurrection check at battle end, and auto-raising undead for necromancers check.

7) martial Arts now applies in tournaments. Tournaments were before inheriting a slimmed down handler for weapons/dodge/iron flesh/stealth/unarmed and this had skipped unarmed and stealth weapons handling. The regular handler is slipped into
tournaments. Spells / cleric & paladin prayers/ lay hands are still disabled in tournaments. Barbarian rage would now be in tournaments as that was embedded in the "normal" combat handler.

8 ) a) Molocauduhm is finally flagged as a mage upon awakening in battle. Don't worry, he gets equipped by script on awakening in battle.
b) Borcha and Klethi add looting skill 1 if already in your party and otherwise have it added even if not yet recruited.
c) softened the text when respawning released/defeated/exiled lords from "DEBUG: attempting to spawn " to have "notice:" in lower case.
It was a useful notification, if for nothing else there was a time in the past people complained there was a shortage of lords after time so I wanted to see when they came back.

9) Perhaps the most important change of all: Quests and dialogs are rebuilt, with 4 bugged quests completely removed:
a) Mercenary offer
b) Follow Spy
c) Meet Spy in enemy town
d) Deal with Night Bandits

Removing the quests completely in a manner that they are never offered again changed the internal ID numbers of around 2/3rd of the quests though. Although I tried for many days to salvage quests in progress at the instant patch A6 is applied, the safest and best response was to cancel quests in progress, if their ID number would have changed, and where needed cancel any debts marked at the quest giver (and for weddings refund the player's dowry paid.) Companions are returned for lend_companion and lend_surgeon. No relation hit is taken with the quest giver; they forget they ever gave the quest in the first place. This single hotfix occurs an hour in game after patch A6 wakes up, and was by far the longest amount of time spent on the patch. Going forward quests from anyone should no longer risk freezing the mod.

10) Removed a source of an unseen second strike in melee and ranged. Damage taken/given should be closer to what Warband reports for weapons use.
 
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It's so good to see so many patches and fixes and that you are active again around here man, really appreciated.

Should I mention I have a surprise patch today? It isn't responding to bugs, or at least not BIG bugs, but even little mosquitoes get annoying in summer. patch_v160_A7 will add some overlooked things that were sleeping at the mod, and for some people it will be a very fun update. I think everyone gets something though.

https://drive.google.com/file/d/18aTfGxzzMrV7-SomWk_vmVS2hUGBn16W/view?usp=sharing
not sure why this does not show as google drive like the previous posts do. Anyway there is a mirror at ModDB https://www.moddb.com/mods/phantasy-calradia/downloads/patch-v160-a7
and NexusMods https://www.nexusmods.com/mbwarband/mods/6194?tab=files

copy into the mod itself and "expand here". And a reminder - just install the latest patch, you do not need to apply for example A5 then A6 then A7, the latest patch has all the other content merged already.

what's inside:
Patch Notes v160 A7 May.28.24
1) Lower sound level for charged staff hit from 4 to 2

2) adjust display of abilities at trees2 (reference materials under reports) :
Vedmak - set Mage and regenerate ability
Wolfwere - add regenerate and Monk abilities.
Will continue using polearm, but the monk ability boosts defense vs attacking monks.

Djanni - added Mage, and regenerate to troop abilities
adjusted head and foot equipment for Djanni to remove impact to magic ability.
increased head protection on "leather helmet with plume" to 23.

Elven Ranger, Elven Hawkeye, Elven Stalker - add Ranger ability
Elven Spellsword - remove splinted leather greaves, add
Unicorn Rider - add regenerate ability to troop abilities
Novice of Corellon, Acolyte of Corellon - add Cleric ability

Drow Acolyte, Drow Handmaiden - add Cleric ability
Drow Shadowblade, Lolth's Chosen: remove drow throwing daggers and Bolts; add Pocket Bolts
Drow Spider Rider -remove Jarids and Bolts, add pocket bolts

Novice of Moradin - set as Cleric

Mummy Lesser Priest - set as Cleric
Shadow Assassin - remove shadow throwing knives, add drow hand crossbow and pocket bolts
Dark mage, Necromancer, Master Necromancer, lesser Lich, Lich set as Necromancer
something else added to any Lich.
Shadow Knight,

Drow Renegade - remove crossbow and bolts, add drow hand crossbow and pocket bolts

All misc. clerics - set as Cleric
Any Clerics missing chest armor or helm received Pilgrim disguise and hood.
Most misc. clerics were issued a wooden shield.
the 3 flavors of Mystra clerics were given Monk ability, martial arts skills, and their staff is removed.

Increased non-magic damage of flame blade from 15 to 25
Increased slightly the hand weapons speed for stealthy Drow short swords, scimitars, and swords..

Added regenerate ability to Balrogs and each of the 3 immortals.
Added varying levels of regenerate to Golems and Ogres.
Added handler for general regenerate at mission_templates timed_spell_effects.
Regeneration can be set to different levels now. Default level 1 is 3 hp / 3 seconds.

Added display of Ranger and Monk classes, plus show Faith skill at script_ce_count_troop_abilities in trees2_scripts.

Added within mission_templates common_battle_mission_start the above abilities a new script
set_phantasy_troop_abilities to renew setting of abilities from patch v160_A6 and 160_A7 in case any were skipped.

3) slightly relaxed the relationship check for the king to overrule the popular vote in player's favor.
 
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Experimental micro-patch "Patch_v160_a8_exp1" hatching at my desktop now. It compiles at least, about to run a few sieges now.
Contains only the changed files compared to A7, so a little smaller size.

so far:
Patch Notes v160_A8_exp1 may.31.24

1) a) adjust the following AoE spells/spell effects for:
use of position registers - pos1 is quickly overwritten so moved to a less used position register
Corrected an error in calculating resistance effects.
Corrected errors in applying magic resist and boosted magic resist impact
Corrected error in computing protection from walls during sieges.

Ice storm
Lightning Bolt
Slow (and foot glue)
Fireball, cleric fireball (for deity Kossuth), blast flasks

b) added a worksheet to Programming_Guide_companion to track use of position registers

2a)) Set charm duration to 200 seconds for NPCs and 100 seconds for player,
instead of 60 seconds Corrected an error at recovery for player.
b) corrected magic resist and magic defense calculations for:
Magic Missile, Fire Arrow, Acid Arrow, Black Bolt, Vampiric Bolt

3) small tweaks to magic enhancement values for twilight armor, orc shaman dress.

edit: Saturday AM: I need to study this more, no patch today.
edit: Monday AM: I finally have the re-worked spells operational again. For some time they were failing to detonate. Magic resists are working, but I want to tweak how magic resist is calculated from gear worn next. I will not have free time today so next patch (A 8 is later this week.
 
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edit: Monday AM: I finally have the re-worked spells operational again. For some time they were failing to detonate. Magic resists are working, but I want to tweak how magic resist is calculated from gear worn next. I will not have free time today so next patch (A 8 is later this week.

Magic resist from gear sounds good, will ease the blitzkrieg of castles the not getting oneshoted as the scene loads :twisted:
 
Patch v160_A8 is released.

As usual, this patch has the content of all the patches between A4_r2_Full and now. You do not need to load A5, then A6, then A7, then A8, A8 has all of them. Just copy the .zip file directly on top of the mod where all the .txt files show and right click: "extract here".

patch log
Patch Notes v160_A8_exp1 jun.07.24

1) a) adjust the following Area of Effect spells/spell effects for:
use of position registers - pos1 is quickly overwritten so moved to a less used position register
Corrected an error in calculating resistance effects.
Corrected errors in applying magic resist and boosted magic resist impact
Corrected error in computing protection from walls during sieges.

Ice storm
Lightning Bolt
Slow (and foot glue)
Fireball, cleric fireball (for deity Kossuth), blast flasks

b) added a worksheet to Programming_Guide_companion to track use of position registers
adjusted spell point use (mana cost) and updated at worksheet spells
adjusted scripts worksheet to show new scripts added for A8.

2a)) Set charm duration to 200 seconds for NPCs and 100 seconds for player,
instead of 60 seconds Corrected an error at recovery for player.
b) corrected magic resist and magic defense calculations for:
Magic Missile, Fire Arrow, Acid Arrow, Black Bolt, Vampiric Bolt

3) a) Completely rebuilt lightning bolt to provide a wedge or cone shaped effect instead of a sphere like Fireball.
Damage is greatest at the point of impact and weakens as the cone expands.
Electrical damage based on the amount of non-magical metal worn is considered.
The spell sometimes turns or tilts based entirely on whether the landing missile has rotated while travelling, which
could be an useful against troops that stand in formation.
The spell damage effect will travel along the ground if the downward angle of the missile would have put most of the cone under ground.

b) Ice storm has a better check for overhead cover and the point where damage radiates from is now moved up by 3.5 meters from the landing position of the spell.

4) small tweaks to magic enhancement values for twilight armor, orc shaman dress.
5) Necromancer timer for re-enable necromancer summoning at camp: action menu
changed from 7 hours to 24 hours now that liches regenerate.

6) gradually (weekly / 1 point) recover faction relation with fac_commoners if < 0
7) set maximum battle size to 225 instead of 150 @ module.ini
:cool: adjust magic skill requirement on Flame arrow to 2 instead of 5.
9) revealed the cheat menu hidden "show prejudice: player party vs random troop",
and narrowed slightly the range of troops to pull a random troop from.
10) add "show resists table by category of armor" under camp menu: actions 2nd menu.

11) a) adjust at reports: reference materials all troop displays to show resistances where dodge versus flintlock pistols used to be.
It is not perfect in handling more than 1 possible choice for a specific equipment slot;
some troops have 2, 3, even 4 items that might equip into the same slot when spawning an agent.
The agent form of this calculation is exact but agents only exist during missions. Troops view therefore is blurry
as there are probabilities of specific items spawning at an agent. My compromise is if nothing is worn in a slot, find the first matching item for that slot type in inventory and stop, to not have to average across many items.

b) rebuild resist table (list_12) at start of each battle to be certain any changes since last compile are included.
c) set correctly all agent dynamic resists coming from worn armor. So far does not include shields or weapons,
but shields will be evaluated here as well next patch (A9).
 
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