Phantasy Calradia - 2024 reboot

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Patch v160_A8_r2 is released, as an option, to allow slightly less nerf to magic users so that there is less pressure to bounce back and forth between patches. Do NOT skip to before A7 (A7 patching the same savegame twice will blow away 3/4 of the quests, permanently. Just leave it alone until I get back).

patch notes:
Patch Notes v160_A8_r2 Jun.10.24

Probably at patch v160_A7 the 3 new global variables added moved part the savegame so that when reloading older saves than A7/A8
part of the databases are not giving accurate results. I am still looking at this but am out of time before my flight tomorrow. I'll be back in about 10 days. The symptom seen was the spell effects such charm recovery, regeneration, poison damage over time, acid arrow damage over time, haste recovery, and slow recovery all fail to process, at all. But only on savegames made before A7.

Due to patch A7 also moving, compressing, and deleting some quests by slot ID (because actually the game is blind to what is IN the slot), it is critical to never run patch A7 twice on the same savegame. Doing that will chew up quests to where no quest runs except for a very small few, ever again. Anything after A7 will want to run the A7 patch too, if it sees the version is A6 or earlier, so please do not load old
patches thinking you will outsmart the system somehow. You'll just end up rerolling the character if you bounce back and forth.

Having said that, the observation that A8 was a heavy nerf to magic users is correct.
For A7 and forwards, the comparison is made between magic attack, coming from magic ability skill
plus (1/2 of the total magic adjusts from each equipped armor plus staff, with each item added so that if some have minuses and some have pluses they can cross cancel before the result gets divided). For Magic defense, the skill was multiplied by 3/2. Then Magic attack minus magic defense is a number, and if less than 0 the attack does not happen at the magic layer, and if a positive number then that value, whatever it is is multiplied by some value for that spell and damage is given out accordingly.

1) For A8, the equipment worn bonus/minus was divided by 4 if > 1 and divided by 3 if a negative total.
Armors will show a value for magic ability modifier, and this is the value being added to find if the total is positive or negative.
Weapons don't have a place to mark that so it does not show when you examine the magician's staff, but the staves also have a hidden
value adding to this total. At A8_r2, the total is divided by 3 instead of 4, after checking for 0 so no divide by 0 error. this slightly improves the magic attack score. The magic defense is multiplied by 4/3 instead of 3/2, slightly lowering defense core. This slightly wider gap now means more damage gets through, but not a LOT more damage.

2) Acid arrow and Flame arrow have can_penetrate_shields added to the "can_crush_through they had before. Non-magical damage is increased slightly, to 35 from 30, and the speed in flight for flame arrow is increased, making for a faster moving, flatter trajectory when thrown. Accuracy modifier is added to acid arrow, not quite the 100 that flame arrow has (92) but maybe hitting more often than it used to. Acid arrow moves at 65 now instead of the previous 60; this is minor. Lightning continues to move at 110; fireball is 65.

3) Every spell from a magic user goes through the same comparison of attack minus defense, so higher magic defense has value, with A8 and up. Every spell from a magic user has a modification from dynamic resists coming from equipment worn, according to the material the equipment is built from. If I could have somehow gotten down to the last atom I would have. If you believe in atoms, which not everyone did "back then". Whenever that was.

In summary, if you have an old character, you are urged to set it aside 2 weeks. I want to recover it I want to recover MY saved games, which took months to build, let alone yours. You probably have more spare time than I do. Pity me instead of yourself, please.

If you really want to busy yourself while I am away, consider a fresh game, with patch_A8_r2 as the best balance yet, and looks to be working with fresh games.
Otherwise, explore the virtual reality you call "life" [or believe what you want, don't ask me], as a professional courtesy from a much bigger coding team than one dude exercising a hobby then sharing the compiles. Or compile it yourself, and start telling the mod what to do instead of passively waiting for someone else to tell it to do stuff on your behalf. That's why there is source in every download, including THIS patch.
 
Patch v160_A9 is about to release.
as usual, contains the content of all previous patches, so if starting from the full release just drop this over the mod files and "extract here".


patch log:
v160 A9 Jun.21.24

1) rebalance spell costs:
Magic Missile 8
Darkness 6
Acid Arrow 8
Flame Arrow 7
Vampiric Bolt 10
Charm Person 10
Lightning Bolt 25

2) Set starting movement speed at agent spawn, for encumbrance check to later modify.
Agents were waking up with the initial speed some random value, leading to waking up with only 2 speeds:
too fast or too slow. Few complain about hyper speed but too slow is annoying :wink:

3) M_T timed_mage_spells now also checks to reload low tier mages each 41 seconds, as they likely were running out of spell ammo
and thus unequipping spells and becoming infantry.

4a) Darkness has a better check on radius; before the radius was 1/10th of what was intended.
The intent was 3 meters; the actual amount being applied was 300 mm instead of 300 cm as hoped.

b) somewhat similar cause, both lightning bolt and fireball were checking 2 mm instead of 2 meters when adjusting height of the next vantage point to determine partial cover on the battlements during sieges. The intent was to keep the spell from passing through walls and hitting any agent on the other side but still within x meters of the impact point, ignoring everything in between. I might do that for a cleric spell, maybe, but not for mages.

5) small adjust to removing disguises after sneaking into town.

6)a) adjusted all radius effect cleric spells to waste less bandwidth, using a newer version try_for_agents (should only be a problem to users with old Warband 1.168 or earlier)
slight tweaks in radius of effect as well for paladins; slight increase in lay hands healing.
b) same performance tweak for lich aura, balrog effects, horse trample check, haste/slow/dispel, darkness, Lightning bolt, fireball, ice storm
c) removed cannot use on horseback from item properties of Darkness spell

My commentary:
some pauses are still seen during battles so I will be watching this next week. I lightly tested this as my highest test chars are down at the moment, waiting on B10 next week (?), but I have much research before then. It looks like I can use Lua to do my export/import trickery, but there are many layers to it, and only with WSE or WSE2 installed, both of which are difficult for end users. I might make the WSE layer optional, but without it characters cannot be salvaged once the savegame is jinxed. With LUA, I may be able to resurrect (what a term) older v160 characters, or at least recover the time spent on them while allowing a (full) respec if desired.
 
It's Friday, and that usually means patch day. Today is no exception.

patch log v160_A10
Patch Notes v160_a10 June.28.24

1) Necromancy changes:
a) necromancy refresh timer no longewr 24 hours, now 11 hours but retaining the check for night-time.
Previously a check for night time each 24 hours could lock the character to never have necromancy ready after first use.
b) added a fail-safe at the "night creatures are more powerful" event at 21:00 daily.
c) removed the outlaw for reaching -100 renown status check.
d) allowed the weekly necromancer effect to now also add undead to garrisons in towns and castles,before it only added to parties outside garrisons.

2) WIP Work in Progress - camp menu actions #2 adds some testing for export of character preview.
Essentially each of these will dump a screen of messages to the Notes: Recent Messages window, which can also be seen by pressing L outside towns.
The concept for export/import is to save all the different time sinks in grinding up a character so that restarts coming from incompatible savegames, a desire to explore a different class/race/faction, or major savegame breaking updates can all be done without having to repeat the grind.
This allows me freedom to add new mounts, troops, changes that would have stomped on the old savegame by first you exporting to a neutral file format your progress and then restart under the new version and import that saved progress, optionally keeping the old face codes while allowing a full re-specification of your character.
As presented the entire process is about 1/3rd completed, so estimating two weeks further to have all the needed layers written.

* means this is captured by script here but not shown in the log messages
#1 Player information: name, face codes*, skin type, experience, honor, renown, inventory management skill, party size, paty size limit, all Rigale crafting/harvest skills*, Rigale guild statuses*,
Companions that have joined the player, their experience, their equipped weapons/armor/mounts with item modifiers, and a test of evaluating the real worth of each item to scale replacement costs.
Spouse if present, experience, items only if a kingdom lady (and thus the player could have added items to her equipment, unlike a kingdom lord).

In order to fit onto one screen of messages the equipment found is filtered to show only fair market value > 1000 dinars items.

#2 Repeating the line for player name, experience, honor, renown.
Checking towns and castles for player ownership, enterprises, and walled centers belonging to player faction but not assigned to player: show enterprise type, cost, show garrison size if belonging to player.
Show mage spells purchased and store as a seperate value as a combined credit, if the importing character is not a mage this can be applied to cash balance.
Show cash on hand, bank balance, bank loans, and net at bank as separate values. Show treasury from chamberlain, debts to party, and net balance at chamberlain.
Simulate selling all prisoners at constable or ransom broker to see what the value of prisoners in the player party adds to finances.
Show secondary household inventory items value for selling at fair market value (which needed some tweaking to get a good number), considering item modifiers for quality and item count for partial stacks of food/ammunition/tools.
Tally the above for secondary inventory and armory, as these inventories will be sold during export to fully empty them.
Display as a final line cash on hand, net treasury, spell credit, ransoms to see the total finances exported.

In order to fit onto one screen of messages secondary and armory inventories are filtered to show only >1000 dinar items EXCEPT where a stack has a maximum item count to test partial stacks of food/tools/etc receiving appropriate reduced value.

#3 Count total troops by type collected from player party and player owned garrisons as lists for speed.
Display player party size, max size, garrison sizes for player owned garrisons, count of player owned towns, count of player owned castles.
Show total count of troops filtered by levels (the intention is to prevent overflow from too large a player party, and to put some mid tier troops to garrisons, possibly displacing low tier troops at that garrison):
Count of Troops level 25+ Highest tier or special faction troops
Count of Troops level 20+
Count of Troops level 15+
Count of Troops level 10+
This helps decide how to auto split off troops from the main party into garrisons at import time, to prevent party overflow.

The intent is to set the importing player's new renown, exp, honor, and inventory management skill before calculating the party size limit at import.
This means the inventory management skill will not take points away from the unspent skills pool at the importing character, once experience applied has levelled up the character.

Troops level 25+ are displayed in order to see the breakdown of highest tier troops by type.

3) set maximum battle size to 250 instead of 225 to better test for lag spikes in large battles after performance tuning at patch A9.
tried 300 and it performed poorly for a 700 vs 800 battle. Consider the module.ini max battle size as valid only when calculated battle advantage shows 1:1.
Also horses (any mounts) will be agents in battle as well, making a battle size 250 battle 250 troops one side + 250 another + perhaps 200 horses + some extra 80 from reinforcements exceeding battle size limit.
This gives around 800 agents during battle, enough to slow try_for_agents loops during area spells, cleric/paladin spells and auras, checks for status and recovery, fear, and so on.
Changes to battle size mainly need tooccur within mission_templates at each mission, search for ":battle_size" and look down.

adjusted reinforcement logic per wave according to slider settings set by player for battle "max slider = 250".
Reinforcement logic green lights sending reinforcements to both sides sooner than before; earlier one side needed to fall below a certain smallish number but now both sides keep
expanding until battle size is reached. Neither side starts at full amount, which reduces initial load time for a battle.

Go to camp menu: change Phantasy 2024 settings: toggle ON "prefer large battles" to have the more aggressive reinforcements.
Recommend slider to be not over 200 until WSE is merged (patch B11?).
The default OFF has a hand brake on reinforcements to keep battles smaller, regardless of the slider setting.

4) moved dodge cooldown from special_mounts_attack to timed_spell_effects, as it already has a try_for_agents at a similar timer.
Changed special_mounts_attack and common_battle_unicorn_regen to use list25 instead of try_for_agents. This gave two fewer try_for_agents loops at each 2.5 and 4 seconds,
every try_for_agents that can be avoided is important as number of agents increases.
WSE, once carefully integrated, can possibly speed up try_for_agents but these are still one of the top sources for lag in any mod.

Adjusted timing of paladin aura refresh to agents within radius from each 3 seconds to be each 5.5 seconds, to cut bandwidth impact from this task roughly to half.
Adjusted timing on special_mounts_attack from every 2.5 seconds to every 4.5 seconds, for the same reason.
Adjusted timing on common_battle_unicorn_regen from every 4 seconds to every 4.7 seconds to spread bandwidth use across a wider time, as seen against all other timings firing during battle.

5) adjust resist type versus Black Bolt spell from magic to cold resist.

6) Cattle stealing: adjust the result from dice rolling from one dice roll evenly spread between 0 and some max number of possilbe cattle to instead roll two dice each half of the maximum number of cattle to have a much better chance of a middle result.
This tends to converge on a center of around half the maximum but at least gives more reliable theft of cattle, while still allowing rare low and high results.

7) Four ways inn adds two new options:
A) Access secondary household inventory. In a three way arrangement between the banker, the mage flight specialist, and your chamberlain, you may now access the secondary inventory normally only seen after you have at least a castle as your property.
This is available even if you do not yet have property, or even a chamberlain. As for whether the banker will begin charging for this "safe deposit box" service, she assures you the first month is free with no obligation. She says.

B) Access what used to be the items cheat, but locked still to provide crafting raws, food, some crafting rares, and a selection of mounts, all at standard price.
You may buy AND sell here, without adjusts by location, meaning flat reliable prices. The merchant does not run out of money, so you may sell your "exquisite" items here as well.
I should probably make this a magnet for bandits if you carry large amounts of cash, but I am feeling generous. For now. The items cheat is removed from cheat access; come here or do without,

8 ) Documentation: merge combined v160 patch logs from A5 and up into "combined_patch_log_v160.txt"

FULL build phantasy_v160.zip (A10) (re-packed July 4th 2024) drop into Modules folder and "extract here"
edit: 2nd try for 4th of july. Previous had the old zip inside, doubling size without value.

This "full" build also has my WIP as Lua and WSE folders, current as of a few minutes ago. I am half way through the "import from file" and export is done but not tested. For A10 neither WSE nor Lua are needed.

Patch v160_A10
 
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No patch today, BUT I just a few seconds ago had my first export - import complete all the way to the end.
TL DR version below :smile:
I did turn off some of the clever things I wanted to do for cases where the importing character already had a large party or garrisons.
I did not implement yet setting the importing player to a faction. I DID handle overflow of items from one container to another (player party, secondary household, household, and armory are the chief 4 inventories to juggle). Crafting/gathering skills, guild memberships, and partial skill levels were restored correctly. Player Enterprises were restored correctly. Face and skin restored correctly. I still want to add an option to let players not restore original so they can change race/sex/appearance at the importing character.

Professions for export and import characters DO NOT need to match. The player can fully respec themselves and companions, as it was intended to allow hot restarts to try different classes, races, factions without re-grinding. Troops are saved and restored. My test character had 21 companions with some hand crafted gear and some level ups since the companions joined -- all of the experience and gear of the exporting characters restored correctly, including item mod status (lordly, mastercrafted, fine, strong, balanced, etc). Items in inventory kept their item modifiers too. Exquisite cabbages were still exquisite, and not just "cabbages". The importing character is teleported to four ways inn.

I consider that 92% of the way done. As I kludged the last few lines to hurry up and get a success I won't release a patch today, but I did want to mention it's not going to take yet another month. I expect a patch somewhere between Monday and Wednesday, with more than just party export import (its more than a character export). I will release source as well, and eventually the party export/import (only) I will declare OSP. Mainly there is a high amount of content specific to this mod so it would not be suitable for an entry level modder to just blindly paste and pray.

I feel my users have waited almost a month for content while I was stuck on this, so don't really feel like editing for other mods but neither do I want to sit on a man month that could be shared. Anyone interested should just write me, if they are nice I can be also.

A) I expect to add the diplomacy tweak shown here:
https://forums.taleworlds.com/index.php?threads/python-script-scheme-exchange.8652/page-38 post 742

B) templates for WSE2 tweaked for Phantasy Calradia and some walk through screen captures of how I have WSE2 set for Phantasy Calradia 2024. I need to make a walk through for how to use export / import; I took 13 pictures today and can bang out something quickly enough.

C) some kind of testing for WSE because I don't have 100% confidence in WSE2 safety, but I can say it's darned fast for lua tweaking
From double click on WSE2 loader shortcut at my desktop to Warband offering me which savegame to load is 17 seconds on my PC.
Thus if I want to edit Lua and not recompile the Warband script I can be in game within 20 seconds of saving the latest lua file. Wow.
But its a closed box that often panics Malware detectors. WSE does not panic them, thus I want to test WSE as well. I expect my B11 will run on either without changes, and run without any WSE/WSE2 just at normal speed. That said WSE is also around 1/3rd faster in larger battles than no WSE/WSE2. So I'll tweak a battle size reinforcement script for WSE/WSE2.

D) I also want to examine inventory storage, I can see an issue at the very end of inventory that I have a fix for now.

edit Tuesday morning Jul.23.24: Second successful export/import, found more things to fix and finally solved them. This time I was specifying the faction to join and had items to import from household goods as well. Faction joining is working well for the starting factions; setting an independent player kingdom remains untested. I need to build a set of profiles for test characters that exported/imported well. I expect to have an update ready by Friday. My time is still short each day as I have a non-mod related activity every day and all of Thursday competing for my time.
 
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Patch Phantasy_v160_B11 R2 is released.

change log and notes:
Patch Notes Phantasy v160_B11 R2 Jul.27.24
1) found the issue preventing placing overflow troops on party import from arriving at Four Ways Inn as intended.
It works better than I hoped, without a cap on "garrison" size for four ways inn. I have not tested whether the "garrison" at four ways inn will be trimmed overnight though, but at least it
accepts overflow and initially does not drop any troops at all.

2) fixed a minor error message when assigning walled centers on party import.

3) forgot to mention diplomacy is tweaked slightly for how properties are assigned by faction leaders.
See https://forums.taleworlds.com/index.php?threads/python-script-scheme-exchange.8652/page-38 post 742

4) slight tweak for larger battles. Don't forget to adjust the battle size slider in WSE2 settings; keep it under 400
for now, that should give about 1000-1200 agents on screen during peak of battle, assuming both sides are large enough.

Patch Notes Phantasy v160_B11 Jul.26.24
1) "B" series is "A" with OPTIONAL WSE2 (July 2024 release).
If you choose to install WSE2, you may export older v160 characters and reimport them into freshly created characters,
allowing you to inherit crafting skills, renown, honor, enterprises, cash, equipment, skilled troops, and companions
without having to grind a second time. Exported companions remember their saved experience and gear, are collected into your
party without having to run around to find them again, and will be waiting for you to assign the points gained from levelling up allowing re-spec.
You do not even need to import into the same skin or face code.

Also, WSE2 slightly lowers CPU bandwidth use during battles, reducing lag spikes.

2) When liquidating (selling) an enterprise, player trade skill adds 4% per trade skill level to final funds recovered.

3) Do notice the walkthrough #5 for how to set up WSE2 AND how to use party export/import, which only can be done when
WSE/WSE2 is active AND lua51.dll is in the correct place to parse the lua folder. All of the party export/import happens via a file
called char_export.txt created at the lua directory by selecting the export option from camp action menu #2. Any previous char_export.txt file is overwritten.

You can also manually copy one of the profiles I created from directory "profiles" inside the lua folder so that it sits at the lua folder, alonside main.lua
(you must NOT delete or rename main.lua or no export/import will occur. )

4) For example I took the export from Griselda, created a new character Grisfang, changed sex, appearance, classes and imported Griselda.
I then spent exactly 9 hours with Grisfang dumping the elf and blazing hand into garrisons and replacing with orc and drow, keeping all the
enterprises and enchanted gear, crafting and gathering skills, and adding 3 new silk enterprises appropriate for an evil character. This is sg07.sav
in the savegames under Player_handbook. The 280 or so game days Griselda used to build all of that took about 2 hours to set up. Its a fair trade.
I completely re-spec'd the character and all the companions.

sg08.sav is Phoenix, and THAT save can be ran on a Warband in trial mode, as level is under 7 and game days under 30.
This is the best way I can think of to show the potential of the party export.

Walkthrough guide for people too lazy to download the patch:
 
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I made a bugfix v160_B12 but could not load any of my old saves, whether selecting WSE2 1.1.2.6 or the supposedly new and improved WSE2 1.1.2.7 Thinking I was clever I recompiled for patch B11r2, then tried generic steam Mount & Blade Warband in case something glitched my Warband. I always hung on loading my library of savegames. I tried a fresh game with no save and THAT worked; I tried to import a party save from my profiles library I keep at lua folder, and THAT worked, but I am still struggling to understand why my saves all failed even with the old version of the game. Thus I won't post my patch today but need to look at it Sunday/Monday first.

I had 8 major changes but the issue loading saves seems to not even be coming from anything I compiled today. I thought there were some clever fixes made and no new global variables were introduced, something that would break saves. But not even my old images loaded saves, so it is a head scratcher for now. Stay tuned, but Saturdays belong to my spouse so Sunday at soonest...

Edit: Sunday 15 Sep 24 16:00 EET found the issue and began testing. Spent most of today reformatting and tweaking presentation budget report. Earliest patch release is tomorrow afternoon, I still have not tested the other changes and budget report is huge so needed much effort.
 
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Patch v160_B12 is released.

patch log and notes:
Notes Phantasy Calradia v160 patch B12

1) orc_bear_warrior and orc_juggernaut troops fixed. They should no longer cause crashes to desktop
during battles with the player at either side. Thanks to UselessScholar for finding the root issue.

2) Wages change:
added a discount to total wages paid weekly when the player is either a vassal of one of the 13 main factions or
has created a player kingdom. This varies from 8 to 14% depending on renown, with a cap at renown 2501.

added a second discount strictly for troops matching the player culture (if looking at the player kingdom) or that
faction when a player is a kingdom vassal. It scales by renown as above.

You are still expected to get some enterprises up and running as soon as possible, but this takes some of the pressure off,
especially where few towns are available to the player.

[ script_calculate_player_faction_wage
prsnt budget_report 13557 ]

3) slight decrease in default maximum battle size to reduce stutter, which will be most noticeable to people who don't tweak anything
nor for that matter read these notices.

4) Archmage staff "does no magic damage":
requires magic skill 6+ to get the proc.
Checked script_cf_phantasy_staff_check_charged,
(MT) common_battle_special_attacks line 2010
added a warning message when magic skill is under 6 and trying to use archmage staff in melee.

5) next to no damage from cleric harm
(MT) lines 7574 (player) || line 5667 NPC
range is 1.5 m / faith skill; damage depends on alignment
divine resist was calculated incorrectly and overwhelming the results.
Added Harm to the timed NPC cleric spells, this is a major change.

slight increase in base damage for flame strike (from 11/skill point, less resists to 13/skill point.

6)a)
Adjust Dispel (magic) spell cost from 25 down to 20 (prsnt_spell_book)
Adjust costs at the following Cleric prayers: (prsnt_prayer_book):
Heal was 10 now 15
Harm was 10 now 20
Terror was 20 now 15
Flame Strike was 30 now 18
Dispel was 30 now 20
Firestorm was 45 now 30
Positive/Negative Energy burst was 40 now 45

unique to specific deities:
Martyrdom was 30 now 20:
Cleric Fireball was 50 now 25
Fire Burst was 25 now 20

Adjust at mission_templates for above: (pc_cleric_spells, npc_timed_cleric_spells, timed_mage_spells)

Adjust dispel magic (for mages and dispel_c for clerics) logic to check the caster to have some sort of
non-beneficial magical/divine/nature effect that can be influenced by dispel magic before non-player character clerics and magics will try to dispel.
It previously was more blind to whether this was a good use of mana/spirit points, and tended to be a hand brake on bless and haste.

6b) Added at agent_spawn:
remove lich adjust for player necromancer agents when found to no longer have the undead skin.
this impacts regen and lich aura fear effect.
set alignment for agent here to not continually re-test clerics and agents targeted by cleric spells/prayers.

Adjust 'AI' logic for npc cleric prayers. (npc_timed_cleric_spells)
The chance to select each prayer varies slightly by alignment now. This is at Bless and Curse.
NPC clerics will attempt heal more often when under 50% health
The chance increases again when < 25% health.

Harm is now moved up in priority, but waits until the cleric is in active combat, to conserve prayer points
The chance to cast is higher once the NPC cleric is injured enough.

6c) at common_battle_healing_spell,
a check is added to see if the cleric is injured or in combat before casting the heal, to conserve unspent faith points.
The chance to perform a heal is greater if the npc cleric is injured, and yet greater if badly injured.
nerfed the free heal earlier versions had here; finally the npc cleric pays for the heal here. This is on a seperate timer from npc_timed_cleric_spells

6d) Positive and Negative energy burst changes: (prsnt_prayer_book)
Positive energy burst requires Faith skill 5 for Good alignment and Faith skill 6 for Neutral alignment.
Damage is double at less than 2 meters, normal for 2-5.999 meters, and half at 6 or more meters.
Range is reduced from 12 to 9 meters. The divine resist check now applies, not magic defense.
Base damage is slightly reduced. ALL of the cleric's faith pool will be emptied, and some minor damage will be taken.
Paladins may not cast this; they use the turn undead prayer instead.
This spell now uses the turn undead timer, which has a long recharge delay, effectively limiting this to once per encounter,
not even each battle segment. This and negative energy burst are player only; no NPC has them.
Divine defense is somewhat boosted by magic defense as well here, adding to defense for very high tier undead.

Negative energy burst is the mirror of positive energy burst,
with 5 faith skill needed for Evil and 6 for Neutral aligned Clerics.
It also uses the long timer as above.

6e) (at MT common_battle_turn_undead): (each 53 seconds)
Nerfed the damage done here by clerics, which previously was very high.
Alignment still influences the base damage, and there is a divine resist check rather than magic defense check.
Divine defense is somewhat boosted by magic defense as well here, adding to defense for very high tier undead.

7) adjust item shield_spell to have do not pick up property. (itp_unique)
adjust animation on spiritual_javelin to be correct for javelin.
picked up summoned spiritual weapons will vanish next battle; this is checked early on agent spawn.

:cool: poison proc for itm_snake_staff. This will be a type II poison for double damage for 6 ticks (minimum 15 seconds)

9) Decrease in numbers for Orcish Horde event at simple_triggers # 124

added a check for player renown less than 0 at s_t # 134;
when under 0 player adds 5 renown each 24 hours until healed to at least 0.
This might be overly generous to criminals but it is gentle to greedy bards. When in doubt, play the simplest possible tune to build skill as a bard.
(Greed kills.)

10) adjusted some values at file module.ini

11) simple error checking at export/import to test Is WSE2 running?

issues found:
Player cleric alignments don't seem to be accurate. I could make a routine to write correct alignment according to
the deity number, but it would take considerable time (several hours) and for personal reasons want to get the patch up today.
NPC alignments are accurate, considering the deity is unknown but the faction and skins are not.

Is the file for import missing? (Next time)

TO DO:
A) WSE2 removes the file lua51.dll each update, and forgets to put it back afterwards.
Without this file at the warband executable directory
(that is, the same directory just above folder "Modules", and having the file mb_warband.exe)
the error message on trying to run the mod will read:
"The procedure entry point luaL_loadbufferx could not be located in the dynamic link library (path the Warband executable is at)"

The fix is to just copy file lua51.dll manually to the warband executable folder.
On the other hand, nobody has yet even mentioned using party export/import at the forums. It is a "hidden" at camp actions menu #2.

B)
documents\Mount&Blade Warbaband WSE2\rgl_config.ini
in my sample edit this value at line 289 to match where you placed the mod as I put it on my second SSD.
sStoragePath="g:\Mount&Blade Warband174\Modules\phantasy_v160_test_wse2\lua\"
otherwise I copied my file to folder Player_Handbook for your comparison. This is an optional step.

C)
For anyone frustrated by prejudice: Go to the Four Ways Inn.
You COULD park most or all of your party there, excepting companions, and then enter four ways inn, talk to the mage, teleport to some faction that did not like your old party much, hire village recruits etc to about 1/3rd your party capacity, go back to the four ways inn (and it is a destination that can be teleported to from any of the 4 mage guilds in game), now take on your high tier troops that otherwise would have failed a prejudice check at the city gates, and those tier 1 villages of some picky faction count as double when adding up skins for prejudice, thus cross cancelling prejudice minuses. Please consider any in mod mechanic like prejudice an opportunity to think outside the box, before nagging me "it's broken!" Maybe you just have not looked at the problem unconventionally. C'est la vie.

EDIT: Fri 20.sep.24 Source for v160_B12
 
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