Update v77 (Oct 14 2015)
missing from update notes published for v77
"dynamic dodge - the percent chance to dodge and take but 1 point of damage from an attack is now tied to encumbrance/strength
from there the athletics adjustment from encumbrance is measured, 2 is added to the score, and this becomes a value in the
range of 5 to -4. For 0 to 5, the effective athletics value is recorded at the start of each battle for heroes, once only for troops
when creating your character to improve game response, and every 25 seconds in battle for the player. This is the percent each point
of "effective" athletics gives to dodge; effective athletics does NOT overwrite native athletics, to prevent an exploit cycle.
Negative values become a negative ironflesh at 4% added damage per negative dodge. Thus a horribly encumbered player can
have up to 20% added damage, from standing absolutely still and allowing opponents to take shots at all their vital joints and tender places.
As it applies to player and companions, finally, the encumbrance FINALLY matters. It also allows martial arts style dodges for gi/robe/silk wearing opponents"
Update v77_r01: (Oct 16 2015)
adds Silverstag options to game settings toggles at camp menu. Shield Bash is disabled by disabling "combat Enhancements"
but this turns off a number of other Silverstag enhancements, such as AI sprint damage and extra damage from falling off (dead) horses.
Update v77 r02 notes: (Dec 25 2015)
savegame compatible for v77 / v77 01
NOT save game compatible for v76 / v76r2
Simple_triggers:
added markers to the source code to find simple_trigger warnings (much) faster for debug purposes
added hunted meats to the list of things that can go rotten
adjusted Zann warning day in case player has changed Zann invasion date in game settings
adjusted Zann faction value on Zann invasion day to correct number (was previously out of range)
changed handler for lords that were exiled so they can return if correct setting is chosen
in game settings menu
changed #55 Troop AI: Merchants thinking to support sea traders
#120 constable trains 6 up to troops at a time instead of up to 4
#121 troop wages auto-generated patrols/scouts cost 1/3rd normal
this is because there will be a fair number of them if your kingdom is large
#122 create ai patrols
number of patrols created completely depends on number of towns and castles belonging to faction
castles count as 1, towns as 2 for total patrols
patrols actually spawn at the castle/town that sponsors them, instead of all over the map as before
scouts have a similar method
merchants only count towns and each town can support maximum 2 land caravans.
coastal towns can support 2 sea merchants at the moment; this may change to 1 shortly
as each type of caravan, sea trader, patrol, etc is created on a timer it takes some time to create all the kingdoms auto-created parties.
tiny factions have less patrols
changed from 1 week timer to 97 hours timer
#123 Patrol AI scout parties can act like small patrols depending on dice roll
Scripts:
start_game
set global variable $g_dplmc_lord_recycling to allow recycling of lords by default
FIX FOR PATROLS and merchant caravans
List management system (at end) - added the set of list management scripts from List management OSP
these are called by the new* (first appeared in Phosphor v21) kingdom party system
changed the following scripts used by kingdom parties (merchant caravans, auto-generated patrols, scouts)
(these first appeared in Phosphor v21)
initialize_trade_routes
moved to end of scripts to better align sea traders additions
defined faction capitals and randomly added caravan escort buildings with capital having larger chance
1 in 6 normal town; 3 in 6 capital
adjusted routes from Phoshor v21 (ie Perisno 0.8 cities) downto .76/.77 Perisno map
cf_select_random_town_with_faction (around line 20000)
cf_select_random_coastal_town_with_faction new for sea traders support
cf_select_random_village_with_faction
cf_select_random_walled_center_with_faction
cf_select_random_walled_center_with_faction_and_owner_priority_no_siege
cf_select_random_walled_center_with_faction_and_less_strength_priority
cf_select_random_town_at_peace_with_faction
cf_select_random_town_at_peace_with_faction_in_trade_route
cf_select_random_coastal_town_at_peace_with_faction_in_trade_route new for sea traders
cf_select_most_profitable_town_at_peace_with_faction_in_trade_route
cf_select_faction_spawn_point
cf_spawn_party_at_faction_town_if_below_limit
---
create_kingdom_party_if_below_limit (near line 26000)
cf_create_kingdom_party
(end of scripts)
Troops:
List management placeholders added to end of troops file
Constants:
added party slots values in support of sea trade, without breaking save game
slot_faction_capital = 73
slot_town_is_coastal = 74 # this is a boolean value, changed from original use
slot_town_coast_distance = 75
slot_town_village_product = 76
spt_merchant_caravan = 22 # sea trader
Strings: (added to end) support for modified kingdom parties scripts
s7_foragers
s7_scouts
s7_patrol
s7_caravan
s7_messenger
worksheet for sea traders:
Coastal cities
# name distance false
2 Forde 2
3 Lille 4
5 Forniron 3 moved to reduce distance from 9
9 Voldeburg 5 inland
11 Friesing 2 moved to allow Reich another port
12 Arendal 3 moved to prevent ambiguous inland sea finding
13 Reichberg 3 moved to prevent ambiguous inland sea finding
16 Galwe 4 inland
17 Uliastai 9 inland
19 Amarna 5 inland
23 Grund 1 moved to prevent ambiguous inland sea finding was 5 and finding inland lake
24 Grozny 2 moved to prevent ambiguous inland sea finding was 4 and finding inland lake
26 Karnoth 4 inland
Parties:
adjusted start positions of 6 cities as above
this is seen only for new games; sea traders are not seen with old savegames
PBOD_mission_templates vs mission_templates
both add bodyguards; removed from mission_templates to stop double bodyguard spawns
xgm_game_options (camp menu: PBOD settings) toggle bodyguards now properly toggles bodyguards on and off during the 3 missions that use them
Triggers:
adjusted merchants for General, Bookstore, Armor, Weapon, Horse to be 95 hour timers not 1 week
this allows faster buying/selling and merchandise restock
bookstore buildings have 6 not 4 books for sale
fixed manhunters unable to spawn at cities higher than 22, so 5 more cities get manhunters
adjusted kingdom spawn for parties
---
Dec 25th 2015
Glenn Sanders aka GS
Sofia, Bulgaria