"Phosphor": DOWNLOAD link

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gsanders

Grandmaster Knight
Phosphor is a joint Co-production of the Rigale team and the maintenance / new features coder of Perisno .7-series... 
  The Rigale component is OSP but the Perisno component is NOT OSP, and thus is supplied without source code or the right to use art etc elsewhere.
  This said, Phosphor has a number of layers that will appear in future versions of Perisno (seen here first)  AND  as time goes by some independent
things that Perisno will NOT have.  As such, it is, for now, a sub-mod of Perisno, with some Rigale merged.  I put it here to demonstrate how flexible the Rigale set of code really is for modders, and because this is a better place to experiment (low traffic) than Perisno, which had many restrictions on what I could do.
As time goes on the actual Perisno content is less, and eventually the Phosphor project will shed its skin and contain nothing from Perisno that wasn't already in OSP elsewhere or replaced by code I modified to make better.  Why look tot he past when so much could be done for the future?  Why be under a group of people that couldn't be fussed with to fix their own code for 14 months but block me from having a dedicated forum, moddb rights, and other things they keep to themselves?  So phosphor, a bridge between many meta games, will continue to evolve.

all the latest downloads, both FULL
  and latest Cumulative patch (no need to install older patches) also good for converting your copied Perisno 74 or 75 folder to Phosphor:

  https://drive.google.com/folderview?id=0B4sh7GRykLgEfnVNWGR0N0F4QkdVSHYyV0kzWmlZQnlHX3BJT1R4R1FVQ0lNWU0zTjlUaFE&usp=sharing

  Changes will appear with little warning in THIS folder.

RUSSIAN TRANSLATION:
  http://rusmnb.ru/index.php?board=279.0

Chinese traditional language file:
  https://drive.google.com/file/d/0B4sh7GRykLgEQUxQTWY2N0dGU2s/view?usp=sharing
---------------------
FULL download for Phosphor's alpha implementation of Perisno 0.8, for testers and interested bystanders
  https://mega.nz/#!W5FmRaia!vLxfzfhH2OU-Y5tuPEPJMjLhgxU5ueMU1ptVVzDsv0c

plus hot patch
  https://drive.google.com/file/d/0B4sh7GRykLgEOTNhWENpUHVJOWs/view?usp=sharing    Test H

  - GS
 
FINALLY finished merge, everything compiles fairly cleanly.
  that was one difficult session whew!

next up -- some testing
  followed by new crafting items && changing crafted items to use more powerful Perisno varieties
  need to test crafted javelins, arrows, bolts  again as this changed
  need to test ranged weapons for ammo depletion fix
 
  need to insert Perisno camp menus (went with pure Rigale for the moment)
  combat system has Rigale extensions now
  food has extensions for Rigale

  need to add a few new sub-combines to allow for steel, Damascus steel and meteorite steel for really difficult crafting
  need to add gems and other items from mining
 
  magic follows successful deployment of the above.
  Can it be done by this weekend??
    No idea.

  Actually this is NOT an April Fool's day joke.  It actually worked (the merge & compile), but I'll have to see what broke in the merge...

  Perisno v74 has 2257 items  (counting those funiquely from Rigale) vs  Rigale v11/12 with 799 (mostly native)
    so crafting will need a huge amount of work to have some coverage.  I did simplify the process of adding recipes in Rigale v12 for exactly this reason.
   
  Magic is a whole separate layer.  I won't be able to do as much as I'd like before Easter, which is a pity as that's an important milestone for me.
    This would probably need most of May to do it justice, especially as I wanted to change the way experience is earned to be something other than "kill stuff for cash and power".  I felt the whole system is a disgrace, to be honest.  So that keeps me busy for May.

- GS
 
 
Bugs noted/Fixed:

  1) Found the problem with removing tools after crafting / gathering, now working as intended in Phosphor versiom. 
      I need to copy the changes back to Rigale v12

long list of status / progress testing / notes to myself...
  2) Hunting works at Phosphor, too well that is -- you can't stop getting goodies.  Each time at least tools decrease, even when I move them around in inventory.  I'll have to check fishing/gathering (herberosity - what a name, I just haven't changed it yet)/mining to see if same behavior
  Lumberjacking works correctly!
  Fishing works correctly

  3) did manage to turn on all the gathering/hunting/etc spots.  I think I got guilds working too.

  4) last night my guys got naked after crafting / guild training.
  5) They also got naked in battles.  This was inventory juggling items possibly by auto-loot; I went back to pure Perisno mission_templates for battle and adjusted anything adding to inventory to protect slots under 10 (head, torso, hands, legs = 4  + 4 weapons slots + 1 mount slot = first 9 inventory slots)
    Turns out 4 & 5 were from script_consume_food -- after juggling the order of items, the troops started eating their own armor and weapons as time passed.  Time passes while learning in guilds, thus I was looking for the wrong cause.  Fixed.  Also got water/wine/ale to be counted and consumed as food, nice bonus on this fix.  Food can be quickly checked as "vegetarian" and "not vegetarian", which will be useful later, as well as "alcoholic" and not alcoholic" for drinks.  These will play a role in the magic system later, which is an expression of chosen religion, making magic rather different than "usual mods".

  Tested working - drinks are being consumed now, correctly, as part of food.  this allows also the morale bonuses from drinks.

6) Recruiting in Elvarie towns - offers 0 Rhodok wisemen, but they don't exist, so its looking for wrong type here
7) important fact: as items are moved around, this version is completely incompatible with Perisno .74 savegames.  Start a new game only!

:cool: Camp menu: I used the Rigale menus to sidestep a messy merge issue.  These work perfectly for now.  Look in actions for a cheat menu toggle on /off that's new to long time Perisno users.  The Perisno unique extensions will be added later.

9)  Rigale Bard menu and options working correctly; I gave a performance after leveling up some.
10) Unloot Village  cheat option works!! Yay for me!!

11) crafted ammunition (woodworker) gives feedback from the PREVIOUS thing crafted, it's not telling what you made.  Items are however placed in inventory according to the recipe you selected, working properly.
    Recipes need adjusting for Perisno:
        crafted Perisno hunting crossbow    instead of hunting crossbow
        etc

12) selling prisoners to the barkeep locks as intended - first sale goes through then a timer is set blocking further sales until it "unlocks"
    this is consistent with (latest) perisno .74

13) Lille has an iron mining site that is in the water; this needs to be moved by hand (coding hands that is).  Locations are hard coded.
14) Rigale great fairs are working as intended.

15) Rigale: wounded Old man quest changed morale adjusts on heals and added small penalty if you ride by;
      removed penalty for failure to heal, as you at least tried. 

16) Changed the screen logo to be less Perisno 74, so people can remember this is a raw test not "Perisno .74x"

17) Shaman choices are temporary, and will go away later.  For now consider them a little diversion from the usual, leftover from Rigale.
      The whole "neandertal & shamans"  aspect will change next month.  For now they are local color and not my priority.

1:cool: updated woodworker recipes to be more useful Perisno items.  A bit of an experiment for Fire Bow...


20) won't be able to get a full day in; wife has plans.  Sprinting through what I can to get a test candidate working while I can...  Will update during the day.
-----

edit: Uploading now Full version followed by patch for existing Perisno .74 users.

      Please put bug reports in THIS FORUM not Perisno, in order to reduce confusion. 
      Also notice Perisno/Phosphor does NOT have source code released to public and is NOT OSP so please respect.

FULL version Phosphor "v02", 995 MB    dated 2 April 2015 
    A joint co-production of Perisno and Rigale dev team (GS)
  https://drive.google.com/file/d/0B4sh7GRykLgEWWp6TW1zWVFtOUU/view?usp=sharing

  Patch v02  convert (one way) Perisno .74 into Phosphor v02  5.16 MB
    (you should copy the Perisno 74 folder, rename the copy, and patch THAT instead of overwriting original Perisno.  This is RAW / Rough / guaranteed buggy
    presented as a TECHNICAL PREVIEW and PROOF OF CONCEPT early preview of features that may/may not be included in future Perisno offerings).
    https://drive.google.com/file/d/0B4sh7GRykLgEVnBMTEFtMjhUc3c/view?usp=sharing

- GS
 
Patch v03 released on day 5 of the Phosphor project:

changes:
PATCH v03 changes:
1) for formations mod the issue of interest is not key F3 but key F1 "hold".  If that key is held down more than 250 milliseconds the command is CHANGED to "go there where the mouse is and hold THERE".  Motomaru considered that a bonus feature, but if hands are shaky or tired or spastic in any way it guarantees units seeming to go off on their own randomly (wherever the mouse pointer happens to be) and staying put there...
  commented those lines in  formations_mission_templates_wb.py and put the formations code BACK for Phosphor patch v03.  (thus finishing the process begun in December for review of formations code).

2) Rigale mission_templates.py put back in for patch version .03  adding a (fairly large) number of in-combat commands.

3) commented out hunting areas for Rigale gathering for now.  That is, they appear but are inactive for now.
4) added new mining for Dwarf lands, moved in Elf, added for Falcons.  Added a falcon lumberjack site.  Moved the gathering site near Forniron to be out of the water.  All of the sites need someone with a map editor to place them more intelligently; else I'm about happy to randomly place them and check if they are in water or mountains then reroll...  For now they are at fixed places set by hand in Rigale, at map locations that would make more sense if the map is still native...

5) put back maps to remove fog of war - they were for sale before but did nothing, unlike normal Perisno.  That's fixed now.

  Avoid temporary hunting sites (with Rigale showing a cow there and saying "temporary hunting spot".  These are bugged and you will get endless goods until you have to exit the game.

  Normal hunting sites are turned off already, you'll get a false menu offering chancellor menu. This is a side effect of simply commenting out (normal) Rigale hunting spots for the moment.  Something just wasn't merged there completely.

  Otherwise it seems to work, see the bug lists under separate topic for what I've found/tested so far.  I'll have to leave town for a week soon so if no one wants to test or try it I'll resume then.  I'll probably add a "hard mode" switch at that time, since it's been dormant in the code since last October at least.

patch V03 dated 03 April 2015 (against Perisno .74 or yesterday's Full download, either will do):
  https://drive.google.com/file/d/0B4sh7GRykLgEQ1B0WU5PU3ZwOEk/view?usp=sharing

  - GS
 
patch v04  04April 2015
  restores fully "hunting" spots.  You may now safely use any permanent or temporary hunting spot without an infinite loop.
  tools can be located anywhere in inventory not just the top left slot of inventory

  otherwise same as patch v03: fixed locations for hunting/fishing/mining/harvest/lumbering to have fewer sites in water or mountains
  formations turned ON with a fix
  full RIGALE modifications to combat enabled

https://drive.google.com/file/d/0B4sh7GRykLgEUVI0dlVJYkF6STQ/view?usp=sharing

- GS

 
(cumulative) Patch v.05 (against either Phospor "Full" OR a copy of Perisno 0.74 either works)
This is a hot patch that does NOT require a new game (if your last game was Phosphor v04)
    fixes Guild items to sell correct item always
      smithing and woodworker guilds also sell iron and wood, slightly higher price than mining and lumberjacking guilds
      hunting guild sells hides instead of venison now
   
    Guild training should be smoother, so that it completes always before your forced rest/wait time ends.
    I'll leave tomorrow for 5 days travel, see you next week.

https://drive.google.com/file/d/0B4sh7GRykLgEbGhySkZscEVxamc/view?usp=sharing

  - GS
 
latest version is up:
  Phosphor v6
    adds fixes intended for Perisno .8 for culture and scouts
    doubles the number of gathering spots of all kinds and moves them to more sensible locations
    puts some missing sound files (dwarf and women) that should have been included in Perisno .74
    generally a stability and crafting support patch
    as before, no need to load earlier patches.  the highest number patch has *all* the other patches integrated already.

  FULL download, everything merged  997 MB  7z    this is what I run right now:
  https://drive.google.com/file/d/0B4sh7GRykLgETTRqR0ppRkNHQTg/view?usp=sharing

  Patch v6, from any earlier Phosphor _or_ Perisno .74
  https://drive.google.com/file/d/0B4sh7GRykLgESzRsNEhrRHFCX3M/view?usp=sharing

- GS
 
 
Patch v07  22 April 2015
  pure bug fixing, compatible to v06.
  fixes the following annoying bugs:
 
  1) ammunition does not give feedback when crafted / uses the previous item that you've crafted this session's
        name and description

  2) some woodworker recipes (bows and crossbows) used leatherwork in the recipe but informed you on screen to have "hides"
      leading to confusion as to why the item didn't get built.

  3) Leave town fix: I finally found how to get stuck in town and how to absolutely not get stuck in town, after some months of looking :smile:)

  4) old man wounded encounter -- this was looping and it was possible to fill your pack with treasure maps if you were unlucky enough to get stuck in the loop.  It was chiefly checking your medical skills in keeping the old man alive and either giving you a treasure map, a boost in medical skill, a chance to boost morale, or a new (most likely a camping specialist) tradesman to assist your party depending on how well you were able to heal him.  Maybe its fixed now, needs testing.

  Things I see  from Michadr's video test that I should change now:
5) duration of gathering should be shortened or a message giving how many hours its expected to continue (either one)
      Was 12 to 19 hours now 7 to 11 hours.

6)  bonus adjustment:  all permanent harvest nodes (mining, lumber, fishing, gathering, hunting) have restock timer lowered
      was 25-30 days now  12-18 days

patch 007 v2 is up.  "Blonde; James Blonde..."
https://drive.google.com/file/d/0B4sh7GRykLgETUFrazNQSUhEM2c/view?usp=sharing
 
Patch v08:  24 Apr 15
  savegame compatible to v06/v07
  adjusts camp menu: Game Options:
      sets default AI behavoir for formations to auto-rotate = ON, disable AI defensive stance = ON.
      [this mostly is to stop the game from having two groups doing nothing waiting for the other to flinch...]
      disable npc complaints = ON [as I find it annoying, you can toggle it back to babysit your companions if you wish]
      name of presentation is "Phosphor Options" not "Perisno Options" in xgm_mod_options.py

  camp options: entrench  now needs 1 wood in inventory / 25 troops in party not 1 wood / 10

  battlegrounds are dynamically made during battles, which clears up the spam of incorrect party leader assigned to some number party ID that was seen in earlier revs.  Battlegrounds de-spawn and are removed completely every 73 hours.

  possibly fewer attempts to make dialog when meeting permanent hunting spots; this still hasn't been tested.
  permanent harvest spots are no longer permanently uncovered; fog of war now hides them.
  "hard mode" is set to OFF by default; it was a little too hard, as everything stayed hidden except when you were very close to towns / castles / villages.  This interfered with Perisno style fog of war, although it will certainly be revisited later for Perisno v.80

  EDIT: forgot to mention the Perisno .744 changes were added as well:
      kingdom scouts spawning endlessly is halted
      the useless 200K "option" to change culture is removed, while the free diplomacy chancellor version is updated to work with the culture set there for town nobles, town and village ordinary troops.
      DeathCam v1.4 updates movement and rotation commands
      enabled Perisno culture     

  https://drive.google.com/file/d/0B4sh7GRykLgERlF5VnUxZUtuV0k/view?usp=sharing

- GS

     
 
Patch v09
  NOT SAVEGAME COMPATIBLE
  removes hunting grounds (and thus breaks saves)
  old man quest is removed
  gold pouch quest no longer stiffs you with a quest that cant be turned in, but you do get some free cash
  beer and whiskey are consumables now with morale
  and re-merges some v08 fixes left out from v08 v2

---- Monday morning edit:
  egads!  It doesnt work.
  Made a new version, it works, but delaying release so I can add more tweaks.

  added skills to troops with names  ranger, stalker, scout, hunter, nun, cleric, priestess, priests
      these are healing, pathfinding, spotting, tracking etc
   
    Perisno hunting drops many more hides than before
    hunting guild still sells companions with good pathfinding / spotting / tracking skills
        but for now its not worth it to train skills up in "hunting" much except to get the discount on hides sold by guild
    medic guild sells excellent healers that can join your party; but maybe you can find them on your own...

    master training now costs 3500 not 3000 gold

      Patch v09 second try:
      https://drive.google.com/file/d/0B4sh7GRykLgENFBjOV9wLVltZ00/view?usp=sharing

updated FULL download (v09)
      https://drive.google.com/file/d/0B4sh7GRykLgETGNqMlVvRDU3Y28/view?usp=sharing
 
Phosphor patch v10 is up.
  for once the change log is so long I attached it to the patch as "changelog_Phosphor_v10.txt"
  it's a big file, by my standards...
  most of the Perisno .75 code changes from Zeph are included as well, although he may well add something tomorrow I didn't get
This breaks savegames because many things were moved around; but it fixes quite a bit.

https://drive.google.com/file/d/0B4sh7GRykLgER0NFUlNPdlFXY2M/view?usp=sharing

for those afraid to patch, full version  [Perisno code to .75 pre-release + Phosphor v10 patch already merged]
  https://drive.google.com/file/d/0B4sh7GRykLgEZ2ZsQWZnS1FfNkU/view?usp=sharing

changelog only:
https://drive.google.com/file/d/0B4sh7GRykLgETUpRUXk4a3FtUFE/view?usp=sharing

v11 will have new recipes and be savegame compatible to v10, expect it within a few days.
 
 
Patch v11:
  very quick added some recipes and
    fixed venison and other cooking materials that have modifiers (except rotten) to be useable in recipes
    recipes added:  Linen, Wool Cloth, Velvet     
                          Raisons, Dried Fruit (and adjust these plus Venison, Fish, Beef to accept any modifier except rotten in recipes)
                          changed one mace to Manhunter's Mace; added Arming Mace, Light Lance, Knight's Lance
                          changed Coat of Plates to be Gothic Plate, added Ankar's Ranger Plate

  https://drive.google.com/file/d/0B4sh7GRykLgENjAxWXViUUZkdzA/view?usp=sharing
 
Patch v12
  https://drive.google.com/file/d/0B4sh7GRykLgERGhYU2pRZFVHUlU/view?usp=sharing

  tested working so far:
  the simple act of entering a village or town forces on display of game messages again if for any reason the display was closed.
  This could happen durring a battle that ended suddenly if the battle presentation was interrupted and not gracefully exited.

  Cooking recipes for grapes, fruit, cattle meat, venison now accept these if not rotten
  Raisons and Dried fruit now correctly have morale modifiers

  Woodworker recipes manhunter mace and light lance no longer look for and report sheet metal inventory instead of
      iron in inventory

  Leatherworker recipes using flax, wool, and silk (to make linen, wool cloth, and velvet) no longer report a secondary item "invalid item" produced.  This may also keep stack creep from happening, which was flooding the game messages display with invalid
party leader messages.

  Cooking with fruit (dried fruit) and grapes (raisons) no longer gives invalid item produced as a secondary item result, from the same routine called by leatherworking.

  Epidemics are cleared unconditionally every 2 weeks as I found them inconvenient  :wink:
***
  "soon"(TM) players can reduce and remove epidemics in towns and villages, influencing by their medic skill and number of medic guild assistants (and nuns, clerics, priests, priestesses in party) - but not yet...
***
edited  readme_list_of_inheritances.txt  with full list of skills, attributes, guild status, guild skills for all choices in character creation
        this file is at  https://drive.google.com/file/d/0B4sh7GRykLgEdnhaZ3lTbDFQUXc/view?usp=sharing

adjusted crafting so that grand master crafters (skill is >19) do not get a second +20 shift on their outcome (so that every item is now "balanced" or "lordly")
  instead, the master bonus is now ==    (total skill) -  rand(7,15)      instead of  master bonus == raw skill.  As raw skill is already 20+, it was making    crafting overpowered.  The new scheme will still shift items towards better than expected but not automatic "lordly" or whatever best of all item modifiers was.
This said, crafting still is very desireable, especially if your skill is 20+.

By the way,  your likelihood to skillup is  (your skill  < rand(1,21)) on a d100 roll, shifted by intelligence above 10.  Thus lessons work well until you are very skilled then work very slowly.  Make things to skillup after that...

doubled the cost AND output of all enterprises.  Some items output selling price rose (velvet in particular), and some inputs the price was negotiated lower (grain, olives, wool), making some seldom used enterprises more attractive than they were under v10/v11/Perisno .744.  This is more in line with Perisno .75
 
Patch v13 
game_menus
  fixed recipes calling for "venison" when they should use "deer_meat"
  set all meat cooking recipes to look for and use any modifier of a meat EXCEPT rotten in recipes
  set the number of meats needed per recipe to 1 instead of 2, to allow more food to reach your troops

  added cheat to completely disable fog of war to "dev cheats" submenu inside "cheat menu" at "camp menu".
    using it removes ALL fog of war hidden villages and towns, they are made visible, although Rigale may re-hide them if
    mapping knowledge has not been taken yet.
    this to test if Zykox save char gets screen display back after disabling fog of war and visiting the next city.

  [Zeph]: added "I want nothing from my family inheritance" to skip inheritances, from Perisno .75

simple_triggers
  set the daily refresh of morale for raisons, dried fruit to correctly hotpatch savegames
  synchronized all foods with scripts so morale values added for food/drink stay consistent
  traced the error screen seen at the end of Zykox video 16 and continueing in 17 to "fog of war" and set markers to trace faster

  [Zeph]: adjusted acres profit from Perisno .75

scripts:
  [Zeph]:  Disabled faction-specific troop sorting, now pure levels only  from Perisno .75
  [Zeph]:  Initialized various globals for reinforcement settings            from Perisno .75
  corrected script player_has_item_without_rotten_count  to always give a value to reg1, even if that value is 0
    in order to prevent first matching item from handing out that item count to all other food recipe ingredients (v12 bug)

mission_templates:
  [Zeph] Perisno .75 tweaks for charge on death/deathcam and reinforcement waves handling

module_items.py
Merged MelsPerisno dwarf armour buffs for Perisno .75

module_troops.py
[Zeph]: Created some dwarf-specific skill sets with additional ironflesh levels to buff the dwarf troops
              Mels' Perisno .75 troops changes for better dwarf faction
              added pathfinding, spotting, tracking skills to all minor faction rangers and all messengers

xgm_mod_options.py -- changes from Zeph's Perisno .75
[Zeph] Reorganised title bars and settings
[Zeph] Added options for reinforcement waves, troop thresholds, and troop amounts

Oh my gosh! as if Patch v13    dated  07May15  did not have enough fixes and changes, patch v14_08May15
adds many things apparently overlooked for the last 5 weeks since merge:
simple_triggers:
from Triggers, forgot to merge!  (placed at 'unused triggers for blizzards' at end of simple_triggers to not break savegames)
    hourly exploration script (how well do you "know" this area)
    check lost in woods end
    restock gathering spots
    spirit energy check and increase
    check epidemics appearance and evolution
    apply healing effects to party (party has epidemic effect)
    add fair  (to town markets)
    apply epidemics effects and evolution to player party 
    apply fight disease options
    refresh book sellers
    daily exploration script with (mapping knowledge persistence)

game_menus
    made camp cheat for Fog of War true on/off toggle and applied effects

    adjusted mastery bonus in crafting to be yet less:
        now guild skill (not membership level) has rand(12-17) subtracted from it if skill is 20+.  Was just adding the full value,
            making always mastercrafted items.

    adjusted recipes:
    Leatherworker:
      Soldier's enchantment (hair piece)
      Noble enchantment (hair piece)
      Heraldic Padded leather  armor  (and adjusted cost, weight)
      Heraldic Cuir Boilli  armor (and adjusted weight, cost, strength requirement is 7)

        clarified where to find recipes for velvet, linen, wool cloth
        removed recipes for Leather Apron, Leather Jerkhin.
        adjusted Cuir Boilli armor  recipe to make  "Black Cuir Boilli" armor, adjusted its weight and strength requirements

    Cooking:
        Added recipes for  dried meat (from cattle meat), smoked venison (from deer), smoked fish
            these do not require the civilization skill "food preservation - smoking" but on the other side need more ingredients for fish
            and smoked venison, both of which can accept item modifiers as well.  These are high level recipes.  Smoked items never    go rotten.
          Verified raisons and dried fruit have their correct morale bonus.

      Woodcrafter:
          adjusted difficulty of black feather arrows and perisno hunting crossbow.
          added normal hunting crossbow (no strength requirement).  Lowered strength requirement of Perisno hunting crossbow.

scripts
    added a fow_show2  to include training grounds and Rigale permanent gathering spots (lumberjack, mining, fishing, gardening)
    allow failures even for grand masters to reduce average profit (but it still seldom happens)

presentations
    title set to Phosphor v14, for luck's sake  :wink: 

  Patch v14  08May15  cumulative patch against any version Phosphor / Perisno .744-.75
  https://drive.google.com/file/d/0B4sh7GRykLgEU1E3RFFmT1E3dE0/view?usp=sharing

  Full v14 already merged but you need to have enough skill to rename the folder and park it correctly :wink:
  https://drive.google.com/file/d/0B4sh7GRykLgEY3luQkkyUHNqVUU/view?usp=sharing
 
patch v15

  fixed syntax error that wasn't giving newly created characters all their skills.
  added minor shaman skills to newly created characters - 3 for male and 4 for female characters.
  fixed typo at inheritance: troubadour  blocking assignment of bard skill

  adjusted guild creation at start of new games so that capital cities of every faction have 3/4 instead of 1/2 chance per guild
      this includes Realm of Falcon, Valhir, Dwarf lands.

  adjusted guild buy back amounts and guild items pricing
  adjusted progress from receiving guild lessons -- lessons have about 1/3rd more chances to progress for both kinds.
  corrected a logic error that made masters lessons always finish with more time needing to be waited out.

  fixed error in showing cooking ingredients
  fixed "raisins" instead of "raisons" in items and all places that reference it (recipes, morale script).
 
  movement on map:
      parties with the following troop types gain a small bonus to movement:
        {all with "Ranger" in their name, Seasoned Imperial Scout, Mosoru Maiden Cavalry, Eagle Lord,
        Eagle Lord, Wolf Knight, Wolf Constable, Zolana Honor Guard, Black Khergit horseman,
        female assasin, Master Mercenary huntress, Assasin of Ral' Daiun, Slave hunter, Inspector,
        Sheriff, Ukundu Princess, Aruolo Beast Slayer, master scout}
        this bonus adds 2 to effective pathfinding if party pathfinding would have given a value of 2 or less; it adds 1 otherwise
            mixing types does not give further bonus; only the first match counts.
            This should apply to NPC parties also so beware!

        fixed an error where resting in town gave incorrect results, which earlier I solved with a workaround
            this lets me remove the workaround as it had exploit capability
            this fixes also resting in wilderness error
        Camping in the wilderness also gets a small buff when these troops are in the party.
            Camping in the wilderness is on a 6 hour timer tick, with increased fatigue removal on camping success.
            Success is checked against your camping skill, bonus from specialists or ranger class troops in party, and a random roll.
            Don't forget the instant the sun goes down some added fatigue is given to your party, so don't expect to party all night.

      Wandering speed buffed slightly at different fatigue levels
      Rigale fatigue affects movement speed BUT the values are adjusted upwards from Rigale v11 definitions to cripple players less.

      buffed waiting at town slightly and manor in village much more (no place like home)
      fixed book reading issue; books should also tell reading progress when reading at camp menu
          needs testing
      ladies dresses and court attire clothing should be sold now at the armorer

      NPC parties stop at night (for now, later will determine which are nocturnal)

----  NOT DONE ----
  To_do: merge Perisno .75 changes from 9 May:
        Buff for Zann
        fix for missing chancellor
        better scout parties
        default waiting time multiplier set to 8, can still slide in game settings
        fix inverted diplomacy horse speed setting

    uncertain save game compatibility
    unwinds mission_triggers to Perisno .73 Jan 23 2015 version + Zeph deathcam fixes  (so most Rigale extensions removed)
        Player side formations default to OFF but enemy formations are ON
        enemy formations default to NOT use defensive AI where they stand and wait for reinforcements
        You MUST set reinforcement waves to something other than 0.  Do this from camp menu: game settings
        set reinforcement threshold to 250 for starters.

    Still not perfect but so many things fixed compared to v14 it would be a crime to wait longer.

    v16 or v17 will totally rearrange items but it depends how many things need fixing on this version first...

    Patch v15 tester preview
      https://drive.google.com/file/d/0B4sh7GRykLgER3FjWkpxS2hEZTg/view?usp=sharing
 
hotpatch v16
  critical fixes:
    put back morale effects from food/drink
    enter castles again
        thus allow sieges
  plus tweaks:
      map fix suggested from Sky Warden to allow fog of war maps to not blow away, thus briefly working until next time leaving city/village/castle
      inheritance medical knowledge sets guild membership correctly (and buffed)

  https://drive.google.com/file/d/0B4sh7GRykLgENzR1ZkprLTNhcXc/view?usp=sharing
 
Patch v17:
  1) removed the effective code referenced at simple_trigger #220 (an update on exploration) in order to test improved stability.
    This was seen in Zykox's last video and I had seen it earlier, so I'd like to remove it quickly while looking for a better stable base.
    adjusted movement to behave as if all travel was "you know this area very well" for now.
    marked up the simple_triggers file to have faster debugging in the future.

  2) added camp menu option next to ambush to "tell my soldiers to move normally" and thus reset ambush, sneaking, push to limit
        flags back to normal, and remove any timers set for sneaking and ambush.

  3) removed one of the Rigale timer effects that makes the map re-hide revealed cities, towns and other map objects after 2 hours.
  I might make this a toggle-able thing later, but for the moment I simply want to watch how it changes the game.  It is a hot-patch change that requires no action on the player's part, nor needs a new game.

  4) set effective "guild" membership to compagnon for these guildless skills (that is, it is hot-patched to always falsely return a virtual guild value without actually looking up a guild that does not exist):
      {camping, wandering, exploring, ambushing, sneaking, skinning, butchering, shaman}
      this in turn changes the calculation as to whether or not you could gain levels in these skills by soft capping them at
      "15" instead of "0".  You would see this soft cap occuring from the message
    "You might consider next level guild training or skill knowledge to fully benefit from your practice".

  5) fortifications/entrenchments wood amount is reduced to 1 wood per 25 troops instead of Rigale's 1 per 10 troops previously.
  6) Flintlock pistol, cartridges are available for companions in dwarven kingdom arms markets but remain rare;
      no regular troops are armed with them.

  https://drive.google.com/file/d/0B4sh7GRykLgEUXEwMnA4aHFaZ3M/view?usp=sharing
 
Patch v18:
1) "type_of_ambushing_success" set after attempt to ambush never clears, even if ambush is cleared from camp menu.
    Camp menu option to "tell my party to move normally (and stop ambush, sneaking, and exploring options)" now clears this
    In scripts this displays a corrected message when calculating battle advantage.

2) Wisemen names adjusted to match Perisno lore  (ie Rhodok is Elvarie, Sarranid is Hakkon, etc)
        wisemen type for new factions has no special kingdom name but are a generic wiseman (instead of pointing at your name and doing nothing)
          better still, the generic wisemen ALSO have default specialties similar to but not same as the 6 kingdom specific wisemen:
        a) food preservation - smoking
        b) pottery
        c) mapping
        d) skinning
        e) butchery

3) books and maps are decreased in price
4) civilization knowledges are tweaked slightly

5) the following Perisno .75 changes from Zephilinox are implemented:
  scripts:
      Falcons are prevented from declaring war EXCEPT where alliance treaties are in effect
      changed wait time multiplier to default to 8 instead of 5
      tavern keepers offer 20% less than ransom brokers (well, Perisno 75 it was 10%, but this is Phosphor)
      (postponed to v19)  Zann are buffed.  Zann parties recruit more troops, the party size for Zann is 50% larger

  simple_triggers
      Constable trains recruits 2x faster than before at your garrison, to higher levels, and more at a time
  triggers
      (postponed v19)  Zann party amouints are changed
  party_templates
      (postponed v19)  Zann parties of every type are much stronger, in general 2x larger

  dialogs
      adjust Ramun slaver payment for slaves from 50 to 20% less than ransom broker pays
      (postponed v19) Zann must be active to change culture to them
      dead (non-active) cultures cost 5x more to change culture to
      changed domestic policy delay (until next time you can change policy) from 15-45 days down to 2-12 days
      fixed issue where if lose court, player could not re-hire chancellor.
          Now you always have option "hire a chancellor", even if you have one already.
     
    xgm_options
      (postponed v19) adjusted starting defaults for reinforcement waves

6) another test looking for cause of simple_trigger error #220
    EDIT: still see these, probably have to chase it tomorrow...
    changed from every 1 hour to every 2 weeks a check to remove player built settlements if they are too far from another village or town...

          scripts: turned on the party speed reduction when lost in woods now that this quest correctly ends
                adjusted party movement speeds for different levels of exploration.
                Exploration mode in general moves at 80% normal not 75% as before

7) shortened delay before removing battlefields from 49 down to 29 hours
:cool: KonykSoldatyk found a missing } that blows up one dialog, thanks for those sharp eyes!
9) Auto-Buy presentation for food now skips "cooked food" types to cut roughly in half the total number of foods to configure
    (testing now)

    I'll have to split this into a v18 patch that is save game compatible and a v19 that is not

    patch v18:
  https://drive.google.com/file/d/0B4sh7GRykLgEY29ka3VoUXhKdVk/view?usp=sharing

 
 
FULL v19 (not patch): 
  Perisno .75 changes:
    all the Zann adjustments mentioned in patch v18 changelog
    ability to adjust starting date of Zann invasion in game options and set reinforcement waves parameters
    adjusted Resource files for patch v18 and included as a subfolder for version switching
        this adjusts some issues with meshes and missing textures
        also fixes Ialoch spawn crash
    added 1 village that was missing in Perisno .74 series causing mis-alignment of village scenes, elders, etc.
  ----
  Tweaks at Phosphor:
    adjusted timing of all timers near simple_trigger #220 to watch the different suspects called less often
    restored the exploration (which is close to ST_220) disabled at v17 and v18, as a risky experiment
    turned exploration on and adjusted timers as above for "patch_v18_22May15v2_new_resources" subfolder included.
        the following tweaks are ALSO merged to patch v18_22May15v2_new_resources  as well...
          updated the version to make it distinct from last night's "v18".

    Bard performances in towns/castles: somewhat easier and better pay, but nobility are much more likely to spot weakness and criticize more than before a failure.  Higher rewards for critical successes, to match increased penalties for failure.  Higher upper limits on number of followers/lovers generated on success.  Great bards can now actually become famous and wealthy just by lining up "gigs" and seeking the wealthiest patrons... as it should be. 

    permanent Mining spots refresh much more slowly (26-40 days) and yield iron bars only on critical success.
    permanent Lumberjacking spots refresh 1 added week more slowly (19-26 days)
      permanent camps costs and materials are adjusted for mines and lumberjack camps

  Dev favoritism to testers:   
    added a pure Perisno .75 patch for testing
    added a patch v19 to flip back and forth Phosphor/Perisno according to your willingness to help test

  the usual reminders:
    PATCH v19 IS *NOT* savegame compatible to PATCH v18/17/16
    Perisno v75 is NOT compatible to anything before it, even Mels Perisno v75, some global variables were added
    PATCH v18 IS compatible to patch v17 and patch v16.  v15 and earlier are NOT compatible savegames.

      status: tested v18.2, did not test yet v19
     
    FULL v19 on top of official Perisno v75 (Michadr tonight's release)
    https://drive.google.com/file/d/0B4sh7GRykLgEbmRfbEJxMHRxNTA/view?usp=sharing

    Patch v18.2
    https://drive.google.com/file/d/0B4sh7GRykLgENEhGOXgtSE9hMHc/view?usp=sharing

  I have adjusted save games at the shared folder, for your info
    https://drive.google.com/folderview?id=0B4sh7GRykLgEfjRseHJ1UlFFQnVrSUthTmRRVFYzNkRuNzY4Zko0TGJZMWRkemNWU21ETUk&usp=sharing
 
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