Patch Notes v160_a1:
1) adjusted / corrected costs on cleric spells to match text displayed at prayer_book: (presentations 1399
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, dieties, and Guspav's plans for each diety
2) corrected data layout documentation errors to now exactly match the current definitions
minor changes to agents layout to avoid FormAI (Fromations AI) from clashing with Magic system
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:
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), 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, Mail Shirt, Mamluke Mail, Heraldic Mail with Tunic,
Flintlock Pistol,, Lamellar Charger, Sarranian War Horse.
The exact recipes are documented as a crafting excel sheet; also the programmer's reference spreadsheet has a copy as well.
woodworker:
update difficulty short bow, long bow, ambush bow done
leatherworker:
Sarranid leather armor done
Rus lamellar done
update Studded leather coat and banded armor difficulty
smithing:
mail coat should be long mail coat, update difficulty done
update difficulty mamluke mail. heraldic mail done
Elven Mail elven_mail_b body 45 legs 15 weight 12 diff 6 diff 18 uses mithril + iron chains + silk done
update difficulty Sarranid Veiled Helmet to 13
rapier @ swords <-- not yet
Investigate Mage/Cleric becoming Cleric/Cleric after selecting diety. [not done]
Cleric/Mage works.
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 fiix
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.
13) town recruiting - caravan mixed party showed wrong estimated cost
This is now corrected.
14) town improvements incorrect choices.
Town management @ town has messenger post but talking to chancellor does not show that as a choice.
menu_center_manage 17438
menu_center_improve
dialogs 11040 :
needs updating:
"script_get_improvement_details" see S_T_70 Checking center upgrades
15) reduce renown by 0.5% each week ST_79 is now 0.4% each week
15) cleric diety selection and fighter specialty selection seem blocked for secondary classes
secondary fighter class may now select a specialization, as originally intended.
16) re-enabled orc raiders @ S_T_111 ln 6333
# consider re-enabling st_121 , st_123 and st_119 ln 6436
slight increase in shadows chance at ST_129 (raise dead enemies as undead); this should player Necromancers
(17) # consider re-enabling a corrected ST_170 Nudge stuck ships <-- not yet implemented, could have side effects needing testing
17a) optimized ST_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
(1
# [suggest check for unicorns at npc_paladin_pre_aura and add to enchanted items list for reduced bandwidth impact ]
at ln 4375 common_battle_unicorn_regen <-- not done
1
check if mount died at animal_rider_death before giving the rider damage, in case was only wounded
script_find_agent_resists
(1
reminder any companions given necromancy skill during promotion will nuke the player characters alignment
and if cleric class their diety and alignment will be forcibly changed. Don't try to use companions to slip in a necromancer unless you are
ready to go full evil yourself. No companion starts as a necro; you would have had to have chosen to add points to that skill on the companion for this catch. (MT ln 3025)
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
(19) consider re-enabling night / daylight penalties for night creatures trigger # 52 ln 2481 <-- already done
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 perfroming autocalc. The intent was to be certain seiges 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 ressurection stage; only player battles have this.
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
(troop_set_slot, "trp_npc33", slot_troop_home, "p_necromancers_castle"), # apr.17.24 was "p_town_3" Veluca, now Obsidian Spire
(troop_set_slot, "trp_npc31", slot_troop_home, "p_dwarven_kingdom"), # apr.17.24 was "p_town_3" Veluca now Tharuk's Gate
(troop_set_slot, "trp_npc32", slot_troop_home, "p_dwarven_kingdom"), # apr.17.24 was "p_town_3" Veluca now Tharuk's Gate
24)a) filter ressurected troops to block alignment clash at player party <-- Probably the best feature of this patch :0
25) added check at S_T_133 to also block companions with necromancer skill > 0 from slipping through morale clash
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 acompanion can learn cleric OR mage but not both.
(27) limit cash at merchants during refresh: <-- NOT done, this is a side effect of setting Diplomacy Economic AI from Low to Medium
S_T_41 village "script_refresh_village_merchant_inventory"
trig_01 "script_refresh_center_inventories"
"script_update_booksellers"
trig_02 "script_refresh_center_armories"
trig_03 "script_refresh_center_weaponsmiths"
trig_04 "script_refresh_center_stables"
trig_05 "script_refresh_village_merchant_inventory"
(27) really should relook at secondary classes at the character creation presentation and trim any that give problems <-- not done
character creation - ccp_presentations.py
toggling anything calls "script_ccp_generate_skill_set", limit_to_stats)
clicking DONE calls script_ccp_end_presentation_begin_game
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;
"$plyr_is_lich" = 1
necromancers starting as kings start with a few golems and dark mages in their party.
when cleric is second class for a necromancer, the good and neutral dieties are removed from choices.
lichdom @# action menu: (looks to be a stub not called anywhere)
contingent on collecting all of these:
An Azure Gem, A Royal Gem, A Dawn Gem, A Mithril Ingot, A Scroll of Vampiric Bolt and a 50000 denars
shadows: necromancer needs ge 40 hp to see create shadows as an option.
also there is a timer set from the last time the necromancer player has used the "use necromancy" menu to create undead.
necromancy skill needs to be 7 or greater, to filter dark mages (a necromancer-mage hybrid class) from spawning shadows.
(store_character_level, ":eff_necromancy", "trp_player"),
(val_div, ":eff_necromancy", 7),
(val_add, ":eff_necromancy", ":necromancy"),
27b) both summoning shadows and summoning specialized skeletons now calculate an "effective necromancy" being
[necromancy skill + (character level / 7)]
28a) boosted magic resist of Necromancers, Elves, Blazing hand, Orc Shamans, slightly for Ogres,
and a few Drow; also kings/queens, pretenders, and some lords; also all Demons/Balrogs are slightly boosted for magic resist.
def_attrib = str_7 | agi_5 | int_4 | cha_4
lady_attrib_1 = str_7 | agi_5 | int_5 | cha_6
lady_attrib_2 = str_9 | agi_5 | int_5 | cha_5 # Orcs
lady_attrib_3 = str_6 | agi_5 | int_8 | cha_5 # Mages
lady_attrib_4 = str_9 | agi_3 | int_8 | cha_3 # Undead
This is live for new game starts
28b) plus a hotpatch v158 A any -> v160a1 will auto-update games in progress started as v158 A series saves.
29a) cheat - find items used to end at normal_items_end as defined at module_constants.py
"$cheat_find_item_range_begin" was also defined
limit item cheat to range trade_goods_begin = "itm_pottery" = 97
food_end = "itm_siege_supply" = 154
max_inventory_items = 96
Tested working. You may now ask Amazon to deliver food, drinks, and some mounts to you anywhere while cheating is enabled at the Phantasy Options menu under camp
BUT you no longer can peruse 1300 or so items in the catalog. The source that used to let that happen is also clipped. You can thank me later.
(29b) book of magic - weaves this was part of magic user quest to toggle on mage after character creation. I'm not sure it is still active; if so it probably will not work politely with M to select class book
and may fail at other points as well. <-- Not investigated
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 there are difficult to dodge, besides having so many per throw for higher casters.
(32) check player lich aura for player necromancer --> yes, was already active @ v158a
(32) 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.
(32) open issue: Tournaments, especially at non-native cities
needs adjust of TPE to support Elf, Drow, Necro, Dwarf towns added; tournaments will fail until that is done
TPE error: invalid item type (normal weapon) is not detected Tournaments
Nexus Mods bugs:
(32) When I ask a Lord (Delthasam Empire, dont know if true for other Factions) for a task sometimes he says
Warning: Merc offer display, and then i cant leave the dialog Window anymore
32) villages and castles receive no income in budget report <--- YES, done!
(33) Dialog: "I do enjoy speaking to you. But I am sure you understand that our people cluck their tongues at a woman to spend too long conversing with a woman..."
(When speaking too soon to a lady you court.) <- next time
(33) I ask a Lord for work. Doesn't happen every time and doesn't seem to happen when I ask village elders or guildmasters.
My guess is, that it might be one or more certain quests. So far I was able to deliver a letter and collect taxes.
(33) I went to visit Genbadir Castle's prison and there was no way to leave. The only door was open and led into a void that plops you right back into the prison if you try to jump into it.
There were no interactables along the walls and this happened both when I broke in and when I bribed the guard to let me in.
(33) Harm cleric spell - other than filter by alignment - checked with neutral cleric Griselda vs Mummies with some magic resist - DOES work but damage is low due to magic resist.
Might tweak that for next time.
34) Entertainment skill means nothing if not a bard class.
Consider letting bard class give effective entertainment buff and letting anyone try entertaining, perhaps with a malus applied.
DONE, tested working with Griselda