v160 A4 r2 May.xx.24
1) Magic missile tweaked slightly.
Had overlooked some of the missiles produced were a different item type, now applied special magic damage damage to that item as well.
Better reporting for low level casters in order to monitor magic missile use for novice casters.
Magic point cost is increased to 5 from 3.
2a) slight increase to caster equipment buff for fireball, lightning bolt, ice storm
b) ice storm slight increase to damage and radius of effect.
Remember in sieges defenders will have overhead protection from falling ice if they are indoors; fireball is preferred against windowsill indoor archers. Ice Storm should give acceptable damage outdoors.
c) white bolt magic point cost is reduced to 20; radius of effect is higher.
d) equipment worn buffs/debuffs for caster/non-caster [head, body, glove, leggings, staff] are applied consistently to
charm person, acid arrow, flame arrow, magic missile, fireball, lightning, ice storm, black bolt, white bolt, vampiric bolt,, darkness.
e) magic points cost adjusted slightly for fireball (35 instead of 40), lightning (25 instead of 15),.
f) fixed white bolt using the wrong stat to determine effect;
fixed cost in magic points for white being applied twice in separate location, once at the spell and once when it hits.
3) a) spiders as mounts are much more maneuverable than before; charge damage slightly increased.
b) bears and wolves are more maneuverable, but remain especially dangerous to their riders
c) unicorns are slightly more maneuverable as well; slight buff to healing.
4) a) spell_limiter adjust ammunition for each equipped spell according to cost in magic points, as the numbers were no longer accurate
b) script_phantasy_spell_ammo_limiter ?? checking to align with 4a)
c) equip_mages corrected logic where weaker spells would have been preferred by higher tier casters (magic skill 5 or more).
Expect more fireballs and lightning from these.
shield spell inserted at weapons slot 2 proportional to magic skill, with skill 1 giving 1 in 6 chance, skill 2 2 in 6 until 6+ is 100%.
5) Poison pocket bolts shot from the three hand crossbows should work as intended now.
6) noticed an error at menu ship_reembark during cleanup of beached ships. This should no longer generate errors.
7)a) Noticed "I want to help fight the epidemic" menu option showing when Epidemics are toggled to OFF at Phantasy 2024 settings within camp menu. Adjusted to test at towns and castles correctly if epidemics are disabled in settings before showing the menu.
b) set Epidemics to OFF for new games as a default, so that people who managed to skip reading the 4 part walk through don't immediately post about problems they could have avoided with a little more training. Since they doubtless won't read this either, it can be our secret (wink).
c) town menu - txt related to epidemics check status of "$g_rigale_epidemics" and skip displaying any epidemic
silently clear any epidemic found when "$g_rigale_epidemics" = 0
d) dialogs: guild master - check status of "$g_rigale_epidemics" before offering to show epidemics
8 a) Singing arrows now have an effect:
These now will attempt the charm person mage spell, as if the archer was a mage class but with magic skill 1 less.
A class bonus is applied to the effective magic skill: 3 for Bard, 2 for Ranger, 1 for (Barbarian, Necromancer, Monk).
Only one class bonus will apply, and is checked best to least to skip applying a lower bonus where two classes qualify.
After that the equipment worn can de-buff the effective magic skill; after all additions and minuses the effective magic skill needs to be
at least 2 for the spell effect to occur, and the target has a chance to resist magic, comparing the modified effective magic of the attacker
to the defender's magic resist, exactly as with mage spell casters.
b) added singing arrows to four ways inn merchant @ 9500. These arrows penetrate shields by the way.
They are still sold at a more modest price in the Elven kingdom, if you can find them.
9) mage staves that had a charged proc effect had flaws in their code; this is cleaned up and damage re-tweaked.
For full effect you need to have (at least) the magic skill according to the name of the staff:
gnarled = novice = 1, journeyman = 2, adept = 3, expert = 4, master = 5, archmage = 6
other staves do not have the charged proc, but may silently add to your equipment magic bonus. The above staves are adding, silently,
the above, for damage and radius effect calculations during magic spells; useful trivia.
It is not enough to simply buy something and equip it; you need to be able to handle it correctly to get the proc effect to work.
10) Darkness spell previously only fired an effect when it hit a shield. Now the effect checks for any agent within radius of effect,
even if it hits the ground/wall/etc, making it more useful in sieges. Magic resist applies, either shortening duration or avoiding the spell effect entirely, after calculating equipment worn scaled bonus/minus effect and applying some randomness to both attacker and a little more to defender, then comparing the difference in values. Most of magic resist for spell effects works this way.