As you know, I put exactly what he had up to compare it at https://www.nexusmods.com/mbwarband/mods/6194?tab=files
In brief, it has different bandit spawns, the "close a bandit camp" quests are totally broken for almost all factions, which hangs asking quests, the necromancers are in my opinion *considerably* weaker !!, there is no diplomacy, no working wife as a companion, no prejudice (some argue thats an improvement over 201
, there is no rigale crafting on one hand but also no rigale having to click twice to enter towns/castles and there is no stuck in town. Map movement seems faster. There are no working caravans, far fewer kingdom parties (scouts, patrols, foragers), the timers are not optimized, battles will glitch sooner especially with clerics. At first magic users seem improved, in that at lower skill your character can cast missile swarm, but you then start to crash to desktop as throwing accuracy improves. All the paladin auras cancel each other and there are some 30 second timer expiring crash to desktops. The economy is greatly changed and it is very difficult to reliably trade. Enterprises pay considerably less. All of the tournament quirks and bugs are there and money is ridiculous easy to get. The bank allows borrowing 1 million dinars and never needs paying back. It is simple to confuse the bank into letting you slide. Food is consumed faster -- or rather, the portions of a food stack are very small. There is no morale bonus to drink and food morale is about half as much. The magic resists / defense of nearly all undead are considerably less leading them to be wiped without effort; the cleric anti-undead does 2x as much damage. Several spells can be glitched to give 255 ammo count without even being a spell caster; but since there are no lists the excess ammo is removed shortly as every agent is checked for mana and ammo according to that mana (even dead horses!) Those same spells are refilled each 2 minutes in a siege. Reinforcements are native; there is no special formations, which might be considered a plus, and there is a working deathcam. Several weapons and armors have different stats. There are fewer support troops given to native armies - less clerics. Blazing hand female troops are not paladins and paladins don't cast anything from horseback. In fact most cleric spells cannot function if either the caster or target is on a mount. Charged staves don't work - not for NPCs, not for the player, but if the player tries to charge a staff the spell book expands to 2x normal size and stays that way blocking view for the remainder of your character's time, forever.
Then there is MISSING: the system for optimizing battles, allowing 2-3 times as many agents in battle without crashing than the code on August 2017. There is NOT: dynamic magic resist based on what you are wearing, working martial arts, working dodge with cool down timer, working stealth attacks, corrected dialogs for race and gender, a fixed (eventually) family generator that does not marry off orcs to undead or blazing hand when building families nor leave orphans without access to father or brother guardians. There isn't a fast determination of the material used in gear, a way to add buffs and debuffs to battle without changing stats permanently if someone disconnects from battle by purpose (plug pulling in a single user game). There is no clean up where dodge cannot work against spells or if stealth attacks happened, or even holding open the damage buff on barbarians. There is no reaction from normal factions to necromancers, the player is ignored when making a kingdom, you can wash status, relation and honor by enlisting as a mercenary then quitting as often as you can stand. There is no encumbrance, which some people hate anyway, so your plate wearing troop moves at the same speed as your naked companion. If any NPC casts dispel magic everyone's haste is stripped, but likewise if even one paladin nearby casts a new aura everyone loses their haste aura buff. ANY aura... There were hundreds of little idiosyncrasies that people casually looking at both mods cannot see. I put the mod up only so that if you REALLY want the truth, you can see for yourself. It wasn't to embarrass Guspav -- nor to feed my narcissism. It was so that each layer and element of the game can be seen where and who it came from. Guspav did a hell of a lot to get it started. It just took 3 years and still could have spent 3 more years. I've had it exactly 9 months.
There are no troop tree viewers, no "Phantasy Settings", no modmerger system working, reports don't show party buffs for size, certain skills are not party skills, entertainment can glitch, you start with considerably less money, prices tend to be much higher, the cheat menus do about 1/3rd as many functions, most of the cheats while talking are turned off (this is not a bad thing but it made v150 easier to test as a tester when they were on). There were crashes in certain spells used with mounts, there were crashes from incorrect syntax, there was the famous prisoners leaving issue (yes, from HIS code too), there were plenty of things I took time to solve. That does not say that Phantasy 2018 is NOT a "derivative work", but it sort of is understated just exactly how much of the game changed when the only contact with the mod is a few hours of forum jousting and very little
in game time. There were a great number of tools added mainly for my convenience and for mod makers to
tune their own mod (the original purpose was to stress test a portable library of code that was generic to ANY mod, Phantasy Calradia simply needed it more than say Warsword Conquest or my own half baked hybrids). Some of that tuning would have/may yet benefit Guspav. Things like watching the party count, examining trade routes (which needed rebuilding), examining prejudice, and even trivial tools like village unloot. Or spell trace mode. There are probably
hundreds of layered code pockets that the average user never notices.
What else... there are a few issues. Did I write that layer and earlier? No. Guspav put in probably > 2000 man hours. My code, counting that part I took with me that I earlier developed and shared at Warsword Conquest and elsewhere, is now > 1400 man hours. I can't say its "MY" mod, I can't say its "NOT MY" mod.
Its a hybrid sub-mod, Phantasy 2018.
Technically neither one of us owns it, and either o us could close it for any reason per Taleworld IP ownership rules.
I'd say I have more of it converted to flush IP that is not clearly mine than Guspav could flush mine at this point, but he could always go back in time and apply just the fixes needed to close his issues. I certainly would give him darn near anything provided it was not re-given to someone I disapprove of. If he alone maintained a successor I'd let him use any of the code here for his own use. Its not like I am vindictive -- he never did anything against me. I wouldn't be so generous for a replacement I did not personally agree to.