Version 0.772 Released!

Users who are viewing this thread

gsanders said:
Ni said:
So looking over the notes for .77 and wondering about the way one of the updates was worded. Will the princesses no longer marry the character? Lately I've been marrying others beside the princesses so that they can be in my army and fight along side me, just wondering.

  they will, but you probably need a later game character before your renown and status with the parent of the princess influences the score enough to pass; last year it was a all or nothing check but this year many influences are taken into account, and those values for renown and parent's relationship YOU can change over time.  These is no random element; you either unlock it or you can try later, but there is no dice rolling at all.  You have to have high renown mainly, and it helps to have a town or castle.

That makes a lot more sense. I thought it was a bit weird that in the past I could fight bandits only while doing nothing for a kingdom to get a high renown, join a kingdom and marry a princess.
 
kyCI4.png

Merry Christmas Everyone  :wink:
 
Well, since Michadr came back for a few hours and really DID make progress (theres a new upload to Moddb with  v77_r01, I think)
I decided to give him a Christmas present and built a v77_r02 for when he wakes up to play with, in theory savegame compatible from v77r01 but not v76-any
  v76-any can be converted with a simple 8 MB patch but its a one way conversion.

  Features list:
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

  Testing now && will send source code to Michadr for him to try out; if he thinks its a reasonable set of changes he may well put it up for the weekend as "official".  This is honestly cherry picking from Phosphor v21 but by only moving a very few layers at a time it avoids the "unfinished" feel.

  edit: 17:38 local time  testing PBOD removal of bodyguards duplicate code injection, should stop double bodyguards
  edit  18:09                double bodyguards solved.  again a huge thanks to  Senear for finding this in PBOD


 
 
Version 0.77 is NOW LIVE on Moddb!

http://www.moddb.com/mods/perisno/downloads

0.77 CHANGELOG

- [Changed] PBOD v92beta  Pre Battle Orders & Deployment displace the previous Formations and formations AI code.
- [Changed] re-assign out of ammunition archers, crossbow, and throwing weapons troops to infantry or any other group you define.
- [Changed] spears or polearm weapons can be braced to do extra damage to mounts
- [Added] unhorsed cavalry and horse archers can be automatically re-assigned to infantry or some other group you define
- [Changed] Foraging has been enhanced, especially near towns and villages
- [Changed] You can now make more food with foraging
- [Changed] Princess marriage test: the routine where the two princesses decide if they will agree to your marriage proposal has always
    given red messages and conflicting signals to the player.  We've decided to close the princesses leggings and give each of them
    some pride.
- [Changed] Bows do 18% more damage (Bows did 20% less damage in 0.76)
- [Fixed] Some dialogs are fixed where there were gender mistakes
- [Added] Options toggles chiefly to allow disable of Combat Enhancements

This is meant for a Christmas Gift to all you hardcore Perisno Fans :smile:
There will be a very small Save game optional Patch (v0.771) coming later today, so you can go ahead and download 0.77 as it's a full version.
Cheers everyone and have a great day.

Please note, report any bugs in bugs thread.

- Michadr
 
I should remind everyone that Perisno v77-anything is NOT save game compatible with v76-anything
  the reason is mainly PBOD adds several global variables but I also moved some other troop definitions since savegame was broken anyway
 
  I should have an update shortly that stays savegame compatible with v77 "official"
  which is intended as a hot patch with added functionality if you start a fresh game (sea traders kick in and coastal towns get more trade routes)
  the hot patch aspect will be seen in 5 game days (or less) as kingdom parties begin auto-spawning.
    unlike Perisno .74 and earlier this spawn is not infinite but is tied to the number of castles and cities a faction controls;
    merchant caravans are tied to the number of towns a faction controls;
 
  A full list of changes will be provided.  (read file  "readme_fixes_77r02.txt" at the source, Michadr)

  Michadr basically open  presentations.py and rename version to .771 to fit your nomenclature or call it .772 to skip confusing those with .77_r01
from October 16th onwards.  It's been 9 weeks but at least you did get it onto Moddb.

  AS FOR TIMING of future changes:
  I might continue back-porting snippets of Phosphor to .77 next month if I find time; I'm sure plenty could be changed.

  I have obligations to Warsword Conquest during the next 2 weeks push.
  The plus side of this is I may earn the right to use the race restriction code on behalf of the 0.8 Giants; they already gave Robin a walk-through last summer
  but having the actual source does change things.  I've committed to keeping both sides, Perisno and Warsword Conquest, clean of each other's mojo until
  / unless some specific component layer is asked for by either side, in which case I expect the other side to consider the scope and agree/deny as they see fit.
  On that basis I'm on their team as well.

  and, now that TGS is OSP I'd like to finish revising magic so Phosphor or its somewhat secret replacement has a magic system that would rival Phantasy Calradia (which it certainly does not at this time).  This comes last but there are a lot of open sections for Phosphor and this is one area that needs work.
Although others complain, I can live with Phosphors issues so long as taverns spawn barkeeps and otherwise the cant leave town issue is already so many times documented its a case of read the "fine" manual (RTFM).  At least it offers one glimpse as to 0.8, unfinished and all.

  - GS

 
Perisno 0.771 Patch has been Released!
This is a OPTIONAL patch but it is Save Game Compatible ONLY WITH 0.77

[size=14pt]Download Here
http://www.moddb.com/mods/perisno/downloads/perisno-0771-patch

[/size]


0.771 CHANGELOG

- [Added] Hunted meats to the list of things that can go rotten
- [Changed] Zann warning day in case player has changed Zann invasion date in game settings
- [Changed] Zann faction value on Zann invasion day to correct number (was previously out of range)
- [Changed] Trigger for Lords that were exiled so they can return if correct setting is chosen in game settings menu
- [Fixed] AI Patrols
- [Fixed] Double Bodyguard Spawns
- [Fixed]  Manhunters unable to spawn at cities higher than 22, so 5 more cities get manhunters
- [Changed] Kingdom spawn for parties
 
Hey in 0.771 was Grund and Grindr meant to be moved to right beside the coast, because this is causing problems with the owning lords being unable to leave the cities, caravans spawning in the ocean and being unable to move as well as no one else being able to access the city without cheating and teleporting right on top of it.
 
tehshiftyguy said:
Hey in 0.771 was Grund and Grindr meant to be moved to right beside the coast, because this is causing problems with the owning lords being unable to leave the cities, caravans spawning in the ocean and being unable to move as well as no one else being able to access the city without cheating and teleporting right on top of it.

  I actually didn't have trouble entering or leaving in Phosphor, which seems to have the same map.  The sea traders are supposed to sit at the coast.
I'll look at it later.  Also Grindr is renamed to Grozny, to avoid confusion with a Gay app of similar name.

  - GS
 
gsanders said:
tehshiftyguy said:
Hey in 0.771 was Grund and Grindr meant to be moved to right beside the coast, because this is causing problems with the owning lords being unable to leave the cities, caravans spawning in the ocean and being unable to move as well as no one else being able to access the city without cheating and teleporting right on top of it.

  I actually didn't have trouble entering or leaving in Phosphor, which seems to have the same map.  The sea traders are supposed to sit at the coast.
I'll look at it later.  Also Grindr is renamed to Grozny, to avoid confusion with a Gay app of similar name.

  - GS
Erm... I had not noticed that. Anyone else have a problem with this?
 
NunoMFC said:
confirm, in my game nobody enter or leaves Grund

  I looked into why this happens and here's my take on it:
  when leaving town, the script called attempts to place a (land based) party at distance 1 from the town.  If that puts it in the water or on a mountain it tries again, and again, rotating around the town, until all attempts to find a spot 1 unit of distance away that is open terrain have failed.  For water based units it looks for the nearest water, inland lake or open sea, and parks it there.  If parked at an inland lake its possible a sea trader can never leave, until auto removed 8 days later.

  The solution isn't to revert to old locations, but to find locations where open terrain exists 1 unit of distance away, while NOT moving closer to an inland body of water.  For Grozny (ex-Grindr), this can be up on the plain farther AWAY from Grund, so long as it isn't moved closer to the inland water, which was the whole issue to begin with.  Sea traders are perfectly happy to park ships at a cliff; perhaps unseen paths exist or some sort of rope and winch allow transfer of cargo up the cliff.  So long as an open spot exists on land next to the city all is well.  The beach strip is very narrow on that side of the Valhi island; mainly the inland lake, which looked pretty and was harmless before sea traders, is the big issue.  Without editing the map, its easier to move a town by just marking a new location while in game edit mode by ctrl-e and recording coordinates for your party moving around, writing down a likely number, and opening text editor to edit  module_parties.py for location of cities 23 and 24 (Grund and Grozny).  Recompile and age the game 2 weeks to watch land parties come and go.

  I'd do that myself but I am away all day today, and tomorrow is my earliest time on PC without my family hijacking it or me.  I also have a pressing engagement at Warsword to turn in.  Its a trivial task for a dev, if any dev besides me wants to actually do something with Perisno.  I hate being the only dev.

  - GS

  EDIT:
  REALLY?  the Perisno 77 full download is removed from MODDB?
   
 
here's my version of an unofficial .773 with no flying boats and quite possibly save game compatible to .771
  https://drive.google.com/file/d/0B4sh7GRykLgEbG9sc0hqeTJUWUE/view?usp=sharing

  the technical changelog is:
  https://drive.google.com/file/d/0B4sh7GRykLgEdmgzMWxHQ3F0dm8/view?usp=sharing

- GS
 
I did your patch to 773 and still can't enter grund on my savegame

New game grund is moved to a different spot and I can enter no problem.
 
Don Leo said:
I did your patch to 773 and still can't enter grund on my savegame

New game grund is moved to a different spot and I can enter no problem.

  the savegame stores the old position; it is read once only at start of game, so this makes sense.  The patch fixes city locations for NEW games, and old games the cities stays where it was when the save game was first made.
 
It appears that I have any caravans whatsoever now :p

edit: to clarify: I used the show entire map cheat and spent the last 12 mins looking for caravans. There aren't any.

I need a nap, toodles :p
 
Don Leo said:
It appears that I have any caravans whatsoever now :p

edit: to clarify: I used the show entire map cheat and spent the last 12 mins looking for caravans. There aren't any.

I need a nap, toodles :p

  OK I see sea traders but no land traders;
  found it line 26162  missing a try_end in script cf_create_kingdom_party
  and again at 20013

  I'll do a short test and leave a .773b here

  almost: I have traders but half of them want to head for my character instead of a trading town.  A little more then...
  found the problem around 26178

  solved that and found an error in the total number of land caravans calculation.  Almost there
  small tweak of total number of parties allowed by faction size and its soup.

  try this:
  https://drive.google.com/file/d/0B4sh7GRykLgEN2VFXzlFWE1IMVE/view?usp=sharing

You may need a new savegame, you may not.  I tested against a game that started with .771, not .77, as .77 didn't initialize coastal cities.
Other than this I expect it works, especially with fresh games but also with .771 and my 1 day of .772.

    Glenn Sanders  aka GS

 
A new update should be coming in the next few days. Played some 30+ in game days without any errors. Some changes will not be save game compatible though while others take a few days to correct.
 
Michadr said:
A new update should be coming in the next few days. Played some 30+ in game days without any errors. Some changes will not be save game compatible though while others take a few days to correct.

Should I just wait for the new update? I tried installing the patch and now I can't play it at all. I'm new to mods and have no idea what I'm doing so if this is going to be a new patch, I'd like some step-by-step directions on what to do. If its a regular update like 0.77, then I can just download it and extract it to the module folder right?
 
Jurab said:
Michadr said:
A new update should be coming in the next few days. Played some 30+ in game days without any errors. Some changes will not be save game compatible though while others take a few days to correct.

Should I just wait for the new update? I tried installing the patch and now I can't play it at all. I'm new to mods and have no idea what I'm doing so if this is going to be a new patch, I'd like some step-by-step directions on what to do. If its a regular update like 0.77, then I can just download it and extract it to the module folder right?

  sounds like you didn't install the patch correctly.
  extract the patch first someplace, not your game directory, but some place where your username has priveledges to write files. 
  the patch folder ends up inside a folder of the same name, something like this:

    patch_Perisno_773c/patch_Perisno_773c/bunchoftextfileshere
                                                                      ^^^ copy THESE OVER the files of the same name in your .77 Perisno directory
        making a new folder with only the patch doesn't give any resource files, texture files, or the other 3 GB of run time files the patch expected to still be there.  The whole idea of a patch fitting into 1/500th the space of a full download is exactly because you are expected to have not thrown away all those other files, which means patch and the old module are in the same folder.

  This is no good at all
  modules/Perisno 77/patch_Perisno_773c
                                found amongst the old bunchoftextfiles
         
  you have to copy the 36 or so text files you find in the patch OVER the old text files of the same name.  Done right, windows should ask you if you want to overwrite the file.  If it doesn't ask this, youre dropping them into the wrong place.

  So, there's your step by step guide.

  - GS
 
status on fixes:
1)  I spent the last two days reworking sea traders, and testing they work they way I'm satisfied for them to work:
  they still arrive already at their destination to prevent getting stuck along the way, but they spend 16 hours or so at their destination trading before moving on.  Before they never really got to their destination and therefore the trade never started; now (in the fix at my PC) they come, trade, and leave correctly.

  Michadr and I discussed and the source code fixes were placed into chat for the following issues:
  2)  Double recruits from villages
  3)  rotten wolf meat gave morale

  I'll forward the fixes but I can't make Michadr make them official.  He will or won't as he sees fit, which is fine -- it's not my mod.  I'm not lead dev.
I just do the little jobs here, under competent management.

regarding the future and 0.8
  I should take my own advice, or be happy that whatever is chosen is safer code.  This isnt a mod for experimentation.  I guess signature cutting edge can wait for a better moment, when all the coders have a common goal.  I really don't know what 0.8 is.  Thats the whole problem for me.  I heard the term, but it seems to be new, exoperimental code we either wont write or wont accept if its written; a new map? DONE.  New factions? Done.  Furok's Russian Warhammer models for Giants?  Done.  New code?  one dungeon is written, and some new scenes.  Everything else was to be removed.  BUT -- at least Michadr is out of hibernation, the "rest" of the devs are back, and all of them are ready to do something.  I look forward to watching real progress, without my BS drama.
Don't just go with what worked 2 years ago -- write!  If you have an idea - JUST DO IT.  Any one of you could have written 0.8 by now.  It's not my job shouldnt be in your vocabulary.  But anything I write has a 20% chance of being included in the mod, whatever the mod is.  20%!  Its a pretty low number.
But I was acting like I was a lead dev, so it really is enough to fix my problems.  And one of my problems is this -- my own respect.  I respect what works.  If my code is really so flawed, I dont respect it.  I dont respect anyone that wont get over here and code, when they used to know how.  Regardless of titles. 

  There is also some plan to exchange helmets for troops wearing dwarven helmets by mistake.  Personally I'd like to remove them altogether but that can wait until the next planned savegame break, which I suppose is next fall's 0.8    Exactly 1 year ago in chat everyone said stop developing for 0.7 so we can release 0.8.  OK.  I'm waiting.  SHOW ME 0.8

  I had something that sort of worked and I guess they could strip away layer by layer until it looks like 0.7 again, and thus "works", but I hope there is always something new, even if that means untried and unexpected further work needed.  Otherwise we should all be playing Native on Mount & Blade, not warband, not any mods.  ALL OF THEM HAD BUGS.  ALL OF THEM FAILED.  The stubborn groups dusted themselves off and then started working, AGAIN, and better products appeared.    I hope the same for Perisno.

  Glenn Sanders  aka GS
 
 
Back
Top Bottom