chronic1484
Recruit
UPDATED 1/2/2017 Link to unofficial patch now live!!! Accuracy on bows should be fixed!!
.63 unofficial
PATCH RELEASED!! DOWNLOAD @ FOLLOWING LINK: http://s000.tinyupload.com/?file_id=75145706689435063387 Contains initial fixes and new AI
.63 b Released!! IF YOU ALREADY DOWNLOADED .63b ON 1/3/2017 THEN REDOWNLOAD IT. A file was added.
.63b Update Download @ FOLLOWING LINK http://s000.tinyupload.com/?file_id=07758589257600087522 Contains complete fix for accuracy for bows. Required rework of damage and changes to base accuracy. All bows do -15 damage and all arrows do +15. This helps negate the accuracy penalty per point of damage on the bow. Penalty does not apply to arrows. To get max accuracy from a bow you need power draw requirement + 3 and 200-300 prefs.(more prefs help with damage penalty) All bows have had max accuracy increased to between 95-100 to balance for damage penalty. Accuracy will degrade as your character takes damage. (First hit taken is currently biggest accuracy loss) Also corrected a couple of the higher level bows doing slash/cut damage (horrible vs armor) and they now do piecing damage as intended Still needs tweaking.
TIP: If troops get hung up on ladders/at wall during sieges just TAB and retreat. As long as you were doing well you will get a morale bonus to counteract the morale loss. Not ideal but it does the job in areas where the patch doesn't help as much.
Make sure you back your module files and save files up just in case. Should be save game compatible, load old save, save a new file, restart game, load the save file you just made for New Dawn .63 patch. THIS IS UNOFFICIAL CURRENTLY
*This list WILL be updated as I make changes. I want everyone to know exactly what I'm doing as I do it. I also invite feedback and/or suggestions while I make edits and wait for release. Please note this will not be the .7 patch promised by DW. These are mainly bug fixes and tweaks from implementing the new AI. I'll probably release it as ".63 unofficial" unless I hear from DW saying "Do or Don't" in which case I wouldn't release it or release it as a normal .63 patch.
If I haven't heard from DW in the next 10-12 days or so I'll release the patch (Not going to wait too long so I don't lose interest myself) and you can all try it out. In that event it will only be available here on the forums and I will not distribute ANYTHING besides the .txt files to update and resources etc. that may eventually become needed from fixing missing textures and/or similar issues. I also advise you to be prepared to backup your New Dawn module folder and save game so that any changes can be reversed without damaging your play through or losing progress. Just in case.
If at any point DW asks me to stop I will pull all files down and if requested turn over the source files with my edits
End Header Update 1/2/2017
So I've been playing your mod since it came out a while back, checking back in from time to time to try out new features etc. After getting the latest version about a month ago and noticing the mod hadn't been updated for quite some time I set out on a mission to obtain source files to make modifications and fix a few of the more glaring issues myself, it was a pain in the ass but I did obtain the source files and have made edits. I'd like to share what I've fixed/updated/implemented but would like to ask permission to do so first, all kudos to DW of course for the excellent job getting all this to work so well together. I'll make a list below of the things I've changed and you guys feel free to give me any feedback or ideas to work on while I seek the proper authorization to get this done and share it. I'm fairly new to modding M&B so these are mainly balance tweaks and bug fixes from syntax errors.
First of all this version of A New Dawn is completely compatible with the newest version (1.168 1.170 as of post) of M&B Warband. You don't need WSE (in fact, DON'T use the Floris Evolved updated WSE... they don't play well for me at least) or any special files/launchers to start anything, launch it through Steam/etc. and choose your module then start. That's it.
Oh, and so far. SAVE GAME COMPATIBLE
Just load your game, then create a new save game and restart WB. When you load the game back up any issue should be corrected and the edits I have made should kick in.
Now, on to the list...
1. Fixed several syntax errors in .py files. Not sure if these were there already or a side effect of how I converted the source files but they are fixed.
2. (List of changed units lower on list)Balancing of individual units and entire troop trees after implementing the new AI. The main culprits here were Rhodok and Nords. I thought the Champions/Praetorian/Bloodlords were a bit unbalanced. 30 Champions, each one almost twice the power of a Jugg was just overkill... Kings or not. These units have had their stats lowered slightly but are still more powerful than Juggs, making them way more fair to play against in FIELD but still very powerful. Still suggest a lot of archers and piercing weapons to deal with them and bringing buddies/lords with you when engaging. In sieges they are still death incarnate.
3. Fixed an issue I was having with "Choose who will Join you in battle" giving very odd numbers even when set to the correct battle size in "Mod Options". Seems to be fixed and you can now end up with 70 of your guys vs 330 (or vice verca) of theirs all on map at the same time on a BS of 400.
4. Implemented "Doghotel's Brainy Bots" and rebound the "Config Mod" key to F11. Looking into adding an option to rebind key in game but not quite there yet with my programming skills. This makes battles very interesting and ups the challenge by quite a bit. Get ready, these guys make you work for it now instead of just relying on stats to power them through. I strongly suggest you set the Formations AI to "Native/AI" or "Disabled" instead of using the full "Formations AI". This will keep the bots from piling up in one large group like they normally do and have them breaking into many smaller groups of 12-20 fighters having it out. Not only does this make battles more realistic and chaotic, it also gives you a very nice boost to FPS since every bot on the map won't be jammed up in one big pile whacking each other. (Brainy Bot's credit to Doghotel) Also the size of the groups that break away to duel each other can changed to your preference by adjusting the values of the "Batch" parameter during battle on the F11 menu. From what I can tell 1 is 3-5 units from each side and each increase (I.E. to 2) will increase the group sizes by another 3-5 units.
5. Not sure if this one was there already or not but implemented newest version of "El Arte De La Guerra 'Official' Siege Fix". Bots will still get hung up at the wall on some maps but for the most part this makes sieges go much smoother.
6.Graphical improvements included with a preset ready to go SweetFX installation. If you are playing on a potato simply delete the d3d9.dll in your Warband folder to disable. Options can be configured in Warband/sweetfx_settings.txt Removed for now.
7. Explanation of nobility titles in "Notes" screen now works and shows description. Again not sure if this was there or a result of my converting source files but it is fixed.
8. Fixed an issue where the player and player owned factions were not set to be hostile to bandit/slavers/raiders correctly. This resulted in neutral parties raiding your villages while they ignored you and your vassals and your vassals would ignore them. Ever noticed how your vassals never seemed to attack bandits, or how some raider parties were neutral to you/your faction. Not anymore.
9. Fixed an issue from the new AI replacing XP messages with gibberish about duels.
10. Fixed initial accuracy problems. Script was set to start battles with the player having 80% accuracy, corrected to 100%. Also addressed bow accuracy by completely reworking damage and accuracy tables of said items. Players should now have correct accuracy levels and scaling of accuracy penalty according to damage taken by player and damage done by bow should now also be working just fine. (The more damaged your character, the lower your accuracy. Bows also take a small accuracy penalty for each point of damage they do, arrows do not count towards this damage or penalty)
That about covers it for now I do believe. If I think of anything else I tweaked, or change any other options I will update the post to inform anyone interested in getting updated but I do not want to upload these files until I have been expressed permission to do so from DW or a length of time has passed since this post that shows he isnot interested (more like still very busy with real life). If I haven't heard a "No don't do this" over the next couple weeks I'll upload the tweaks I've made and make them available to the everyone.
Again, full Kudos for creation of this mod goes to DW. I simply love the mod and don't want to see support dropped so I'm stepping up and offering to bugfix/patch/balance it until such a time that DW returns, if ever. At that time I would turn over all source code files to him and cease modifications unless requested to keep helping.
I know a lot of people have been waiting for updates/patches to this so hopefully I can help a bit with that. In the mean time if you would like to see features of other mods implemented or have ideas feel free to post them here. I won't promise anything super complex but I'll do my best. I'm just now getting into M&B Modding and haven't quite learned all the complicated **** just yet. So far I've just been winging it on what I know from previous experiences but it is definitely getting easier. Also I do have a real life, a job, and things to to do so again, no promises but I'll do what I can on implementing features... both new and from other sources.
Feedback? Thoughts??
Troops Changelog: These changes have been made specifically due to the new AI. You set prof. ranges etc. in the options and the AI will adjust how troops behave based off their profs. within those ranges. The prof./Str. level of high tier troops on a couple factions far out-shined those on a couple others to the point they just ran through them even more so than before because the AI was giving them so much more melee efficiency. The AI causes bots to do it all, and they do it better based off profs. They will parry, feint, block, and fake you out with half completed attacks to throw you off on top of using "kicks" AND "Shield Bashing" all on an adjustable set of values you can tweak mid battle with F11. We are talking about units blocking almost every attack until their shields broke. (lol) Needless to say a few minor adjustments were needed.
Current game and edit values are based on a range of 10-600 prefs. that dynamically boost your troop combat efficiency up to 100%. Current tweaks based on a game played with 10-600 ranged and dynamic boost up to @ 90% block/parry rate at 600 1h/polearm/2h profs. Batch size is set to 2 = individual15-18ish man groups (half from each side if available and in range) breaking away to fight each other during field battles and when the room is available during sieges.
*Blood Lords (Nord) - These units were left mainly unchanged. Lowered Iron Skin by a couple of points and toned down their Strength (-4) and profs (-100 2H) just a bit.
*Champions (Rhodok) - With the new AI these guys were just re-****-diculous. Lowered HP via Iron Skin 3 point debuff and Strength 10 point debuff. Still more potent than Juggs by a damn sight. Also lowered profs by around 150 on his melee to adjust AI control and compensate for having a shield.
*Praetorian Guards/Honor Guards (Rhodok) - Pretty much the same changes as Champions except slightly more (-4) of a HP debuff via Iron Skin reduction and (-8 or -10... slight tweaking still needed though) Strength. This was mainly to make up for the better range they have with pole-arm attacks and crossbows + having a shield as well vs Champions.
*Conscripts/Lower Tier Rhodok (Rhodok) - Slightly lowered Strength (1-3 points) and adjusted profs. just a bit to make sure their AI acted more on par with similar level troops of the same tier. They are still superior stat wise to other factions (except maybe Nord I haven't even look at their low tiers yet) and this was just to keep the AI in check so it doesn't consider them too far ahead of other faction low level melee tiers.
As you can see I haven't changed a lot in relation to troops and what was changed had a good reason behind it. With some top tiers having such wildly varied profs. (Some up to 800+) I had to pick a skill range (still deciding on 500 or 600) that would cause top tier troops with similar levels/costs/stats but dif. profs have the AI treat them more fairly in terms of blocking and attacking ability. Right now I'm thinking of sticking with the 600. If I remember right Champs have 450 prof on one handed weapons now, Blood Lord is 550 2H (Ch/BL stats after edits), while troops like Spirit Champs and really high "Special" troops sit at over 600-800. A prof. level range limit of 150 points higher than the champ would make his block rate around 78%-80% while Blood Lords sit at 83% - 85ish%. Any troops over that 550 would get slightly higher effectiveness boosts until it hit the upper limit (600 currently) of the prof. range where it would cap out at (Adjustable values)
Known Issues/Future Plans
*Missing Textures on some items.
*Probably still a few troop tweaks here and there to adjust for the AI (Mainly Nord focus right now. Mid/High Tier block rates via profs.).
*Accuracy (Don't even know that I'll touch this one any time soon... we will see)
*Newest Diplomacy Implementation (Again, depends on how much time/patience I have. So far doubtful because it doesn't add all that much and I don't think it would be save game compatible. Probably base the final decision on how many people request it.)
*Some Invading factions do not reset to default relation values (Hostile) with the player/kingdoms after being defeated. Results in some invading factions just wandering around the map forever, while neutral to most/all factions (Still investigating, suspected Diplomacy bug)
*Kingdom Relations Menu glitching (I think this is a pre-existing issue from having so many factions in the game at one time, will try to add the removal of defeated kingdoms from this list)
*More to be added as I complete my goals and decide on new ones.
12/15/2016 - Obtained source files (after HOURS of rebuilding) and made initial adjustments 1-7.
12/17/2016 - Created this post
*Adjusted faction relations to player owned kingdoms and vice verca so they would interact with each other correctly.
12/20/2016 - Fixed an issue from implementing the new AI replacing "Bonus XP based on intelligence" message with some gibberish about duels. If this shows up just save your game, then reload it and it should clear things up.
12/22/2016 - Further balancing of troops, wanted to re-buff Champions just a little to counter my lowering of their stats just a bit to much. Wasn't really that noticeable but I felt they needed slightly more HP than I had reassigned them. Reduced debuff from -5 Iron Skin and - 13 Str. to -3 IS and -10 Str. (+10 HP) Will test and see if further edits are needed but that should do it.
.63 unofficial
PATCH RELEASED!! DOWNLOAD @ FOLLOWING LINK: http://s000.tinyupload.com/?file_id=75145706689435063387 Contains initial fixes and new AI
.63 b Released!! IF YOU ALREADY DOWNLOADED .63b ON 1/3/2017 THEN REDOWNLOAD IT. A file was added.
.63b Update Download @ FOLLOWING LINK http://s000.tinyupload.com/?file_id=07758589257600087522 Contains complete fix for accuracy for bows. Required rework of damage and changes to base accuracy. All bows do -15 damage and all arrows do +15. This helps negate the accuracy penalty per point of damage on the bow. Penalty does not apply to arrows. To get max accuracy from a bow you need power draw requirement + 3 and 200-300 prefs.(more prefs help with damage penalty) All bows have had max accuracy increased to between 95-100 to balance for damage penalty. Accuracy will degrade as your character takes damage. (First hit taken is currently biggest accuracy loss) Also corrected a couple of the higher level bows doing slash/cut damage (horrible vs armor) and they now do piecing damage as intended Still needs tweaking.
TIP: If troops get hung up on ladders/at wall during sieges just TAB and retreat. As long as you were doing well you will get a morale bonus to counteract the morale loss. Not ideal but it does the job in areas where the patch doesn't help as much.
Make sure you back your module files and save files up just in case. Should be save game compatible, load old save, save a new file, restart game, load the save file you just made for New Dawn .63 patch. THIS IS UNOFFICIAL CURRENTLY
*This list WILL be updated as I make changes. I want everyone to know exactly what I'm doing as I do it. I also invite feedback and/or suggestions while I make edits and wait for release. Please note this will not be the .7 patch promised by DW. These are mainly bug fixes and tweaks from implementing the new AI. I'll probably release it as ".63 unofficial" unless I hear from DW saying "Do or Don't" in which case I wouldn't release it or release it as a normal .63 patch.
If I haven't heard from DW in the next 10-12 days or so I'll release the patch (Not going to wait too long so I don't lose interest myself) and you can all try it out. In that event it will only be available here on the forums and I will not distribute ANYTHING besides the .txt files to update and resources etc. that may eventually become needed from fixing missing textures and/or similar issues. I also advise you to be prepared to backup your New Dawn module folder and save game so that any changes can be reversed without damaging your play through or losing progress. Just in case.
If at any point DW asks me to stop I will pull all files down and if requested turn over the source files with my edits
End Header Update 1/2/2017
So I've been playing your mod since it came out a while back, checking back in from time to time to try out new features etc. After getting the latest version about a month ago and noticing the mod hadn't been updated for quite some time I set out on a mission to obtain source files to make modifications and fix a few of the more glaring issues myself, it was a pain in the ass but I did obtain the source files and have made edits. I'd like to share what I've fixed/updated/implemented but would like to ask permission to do so first, all kudos to DW of course for the excellent job getting all this to work so well together. I'll make a list below of the things I've changed and you guys feel free to give me any feedback or ideas to work on while I seek the proper authorization to get this done and share it. I'm fairly new to modding M&B so these are mainly balance tweaks and bug fixes from syntax errors.
First of all this version of A New Dawn is completely compatible with the newest version (
Oh, and so far. SAVE GAME COMPATIBLE
Just load your game, then create a new save game and restart WB. When you load the game back up any issue should be corrected and the edits I have made should kick in.
Now, on to the list...
1. Fixed several syntax errors in .py files. Not sure if these were there already or a side effect of how I converted the source files but they are fixed.
2. (List of changed units lower on list)Balancing of individual units and entire troop trees after implementing the new AI. The main culprits here were Rhodok and Nords. I thought the Champions/Praetorian/Bloodlords were a bit unbalanced. 30 Champions, each one almost twice the power of a Jugg was just overkill... Kings or not. These units have had their stats lowered slightly but are still more powerful than Juggs, making them way more fair to play against in FIELD but still very powerful. Still suggest a lot of archers and piercing weapons to deal with them and bringing buddies/lords with you when engaging. In sieges they are still death incarnate.
3. Fixed an issue I was having with "Choose who will Join you in battle" giving very odd numbers even when set to the correct battle size in "Mod Options". Seems to be fixed and you can now end up with 70 of your guys vs 330 (or vice verca) of theirs all on map at the same time on a BS of 400.
4. Implemented "Doghotel's Brainy Bots" and rebound the "Config Mod" key to F11. Looking into adding an option to rebind key in game but not quite there yet with my programming skills. This makes battles very interesting and ups the challenge by quite a bit. Get ready, these guys make you work for it now instead of just relying on stats to power them through. I strongly suggest you set the Formations AI to "Native/AI" or "Disabled" instead of using the full "Formations AI". This will keep the bots from piling up in one large group like they normally do and have them breaking into many smaller groups of 12-20 fighters having it out. Not only does this make battles more realistic and chaotic, it also gives you a very nice boost to FPS since every bot on the map won't be jammed up in one big pile whacking each other. (Brainy Bot's credit to Doghotel) Also the size of the groups that break away to duel each other can changed to your preference by adjusting the values of the "Batch" parameter during battle on the F11 menu. From what I can tell 1 is 3-5 units from each side and each increase (I.E. to 2) will increase the group sizes by another 3-5 units.
5. Not sure if this one was there already or not but implemented newest version of "El Arte De La Guerra 'Official' Siege Fix". Bots will still get hung up at the wall on some maps but for the most part this makes sieges go much smoother.
6.
7. Explanation of nobility titles in "Notes" screen now works and shows description. Again not sure if this was there or a result of my converting source files but it is fixed.
8. Fixed an issue where the player and player owned factions were not set to be hostile to bandit/slavers/raiders correctly. This resulted in neutral parties raiding your villages while they ignored you and your vassals and your vassals would ignore them. Ever noticed how your vassals never seemed to attack bandits, or how some raider parties were neutral to you/your faction. Not anymore.
9. Fixed an issue from the new AI replacing XP messages with gibberish about duels.
10. Fixed initial accuracy problems. Script was set to start battles with the player having 80% accuracy, corrected to 100%. Also addressed bow accuracy by completely reworking damage and accuracy tables of said items. Players should now have correct accuracy levels and scaling of accuracy penalty according to damage taken by player and damage done by bow should now also be working just fine. (The more damaged your character, the lower your accuracy. Bows also take a small accuracy penalty for each point of damage they do, arrows do not count towards this damage or penalty)
That about covers it for now I do believe. If I think of anything else I tweaked, or change any other options I will update the post to inform anyone interested in getting updated but I do not want to upload these files until I have been expressed permission to do so from DW or a length of time has passed since this post that shows he is
Again, full Kudos for creation of this mod goes to DW. I simply love the mod and don't want to see support dropped so I'm stepping up and offering to bugfix/patch/balance it until such a time that DW returns, if ever. At that time I would turn over all source code files to him and cease modifications unless requested to keep helping.
I know a lot of people have been waiting for updates/patches to this so hopefully I can help a bit with that. In the mean time if you would like to see features of other mods implemented or have ideas feel free to post them here. I won't promise anything super complex but I'll do my best. I'm just now getting into M&B Modding and haven't quite learned all the complicated **** just yet. So far I've just been winging it on what I know from previous experiences but it is definitely getting easier. Also I do have a real life, a job, and things to to do so again, no promises but I'll do what I can on implementing features... both new and from other sources.
Feedback? Thoughts??
Troops Changelog: These changes have been made specifically due to the new AI. You set prof. ranges etc. in the options and the AI will adjust how troops behave based off their profs. within those ranges. The prof./Str. level of high tier troops on a couple factions far out-shined those on a couple others to the point they just ran through them even more so than before because the AI was giving them so much more melee efficiency. The AI causes bots to do it all, and they do it better based off profs. They will parry, feint, block, and fake you out with half completed attacks to throw you off on top of using "kicks" AND "Shield Bashing" all on an adjustable set of values you can tweak mid battle with F11. We are talking about units blocking almost every attack until their shields broke. (lol) Needless to say a few minor adjustments were needed.
Current game and edit values are based on a range of 10-600 prefs. that dynamically boost your troop combat efficiency up to 100%. Current tweaks based on a game played with 10-600 ranged and dynamic boost up to @ 90% block/parry rate at 600 1h/polearm/2h profs. Batch size is set to 2 = individual15-18ish man groups (half from each side if available and in range) breaking away to fight each other during field battles and when the room is available during sieges.
*Blood Lords (Nord) - These units were left mainly unchanged. Lowered Iron Skin by a couple of points and toned down their Strength (-4) and profs (-100 2H) just a bit.
*Champions (Rhodok) - With the new AI these guys were just re-****-diculous. Lowered HP via Iron Skin 3 point debuff and Strength 10 point debuff. Still more potent than Juggs by a damn sight. Also lowered profs by around 150 on his melee to adjust AI control and compensate for having a shield.
*Praetorian Guards/Honor Guards (Rhodok) - Pretty much the same changes as Champions except slightly more (-4) of a HP debuff via Iron Skin reduction and (-8 or -10... slight tweaking still needed though) Strength. This was mainly to make up for the better range they have with pole-arm attacks and crossbows + having a shield as well vs Champions.
*Conscripts/Lower Tier Rhodok (Rhodok) - Slightly lowered Strength (1-3 points) and adjusted profs. just a bit to make sure their AI acted more on par with similar level troops of the same tier. They are still superior stat wise to other factions (except maybe Nord I haven't even look at their low tiers yet) and this was just to keep the AI in check so it doesn't consider them too far ahead of other faction low level melee tiers.
As you can see I haven't changed a lot in relation to troops and what was changed had a good reason behind it. With some top tiers having such wildly varied profs. (Some up to 800+) I had to pick a skill range (still deciding on 500 or 600) that would cause top tier troops with similar levels/costs/stats but dif. profs have the AI treat them more fairly in terms of blocking and attacking ability. Right now I'm thinking of sticking with the 600. If I remember right Champs have 450 prof on one handed weapons now, Blood Lord is 550 2H (Ch/BL stats after edits), while troops like Spirit Champs and really high "Special" troops sit at over 600-800. A prof. level range limit of 150 points higher than the champ would make his block rate around 78%-80% while Blood Lords sit at 83% - 85ish%. Any troops over that 550 would get slightly higher effectiveness boosts until it hit the upper limit (600 currently) of the prof. range where it would cap out at (Adjustable values)
Known Issues/Future Plans
*Missing Textures on some items.
*Probably still a few troop tweaks here and there to adjust for the AI (Mainly Nord focus right now. Mid/High Tier block rates via profs.).
*Accuracy (Don't even know that I'll touch this one any time soon... we will see)
*Newest Diplomacy Implementation (Again, depends on how much time/patience I have. So far doubtful because it doesn't add all that much and I don't think it would be save game compatible. Probably base the final decision on how many people request it.)
*Some Invading factions do not reset to default relation values (Hostile) with the player/kingdoms after being defeated. Results in some invading factions just wandering around the map forever, while neutral to most/all factions (Still investigating, suspected Diplomacy bug)
*Kingdom Relations Menu glitching (I think this is a pre-existing issue from having so many factions in the game at one time, will try to add the removal of defeated kingdoms from this list)
*More to be added as I complete my goals and decide on new ones.
12/15/2016 - Obtained source files (after HOURS of rebuilding) and made initial adjustments 1-7.
12/17/2016 - Created this post
*Adjusted faction relations to player owned kingdoms and vice verca so they would interact with each other correctly.
12/20/2016 - Fixed an issue from implementing the new AI replacing "Bonus XP based on intelligence" message with some gibberish about duels. If this shows up just save your game, then reload it and it should clear things up.
12/22/2016 - Further balancing of troops, wanted to re-buff Champions just a little to counter my lowering of their stats just a bit to much. Wasn't really that noticeable but I felt they needed slightly more HP than I had reassigned them. Reduced debuff from -5 Iron Skin and - 13 Str. to -3 IS and -10 Str. (+10 HP) Will test and see if further edits are needed but that should do it.