patch
v150 N:
hot patch
1) Fixed
Ibdeles castle. this problem came from an OSP add-in; it actually isn't Guspav's problem after all, once I tracked down when and where the exterior castle scene for castle 21 came from. The fix is just copying Native's castle 21 exterior over the one at the mod.
2) increased
mana regeneration rate for mages by approximately +50%.
3)a) removed
black bolt from secondary spell selections for NPCs. There seems to be a systemic issue with the entire fear/recovery cycle in sieges.
^^^ this was already done. I'll have to check if any of Reformists' troops have explicit black bolts in inventory; perhaps some necromancers or liches.
b) Removed black bolts from Mage defectors, mage deserters, and all Necromancer kingdom lords & King. This is for both new starts and existing save games by the same script methods used successfully before.
4)a) the
NPC cleric/paladin timed procedures "common_battle_turn_undead" and "common_battle_rebuke_undead" now check for player and if so skip the auto-cast. Secondly they adjust the procedure to accommodate mounts; normally spells that need the caster position (anything with a radius check or area effect) get garbage when trying to get the position of a mounted caster; now the correct position is given mount or caster, depending on if mounted or not.
b) likewise "common_battle_flame_strike", "npc_timed_cleric_spells" {Heal, Bless, Flame Strike, Curse,
Dispel magic}
c) likewise "pc_cleric_spells" {Heal, Harm, Flame Strike, Fire Storm, Fire Storm, Turn Undead, Bless, Curse, Bravery, Terror}
Terror
might crash the game, especially at a siege,, but in this one case its
not something auto-cast.
You the player has to choose it deliberately, so its on you.
d) likewise "common_battle_healing_spell"
e) likewise within "presentation_prayer_book" {positive energy burst, negative energy burst, fire burst, cauterize, dispel magic}
also {protection from fire, protection from cold}, not that either currently cares about range anyway.
removed restriction on turn undead while mounted for player
summoned cleric weapons will auto-remove previously summoned cleric weapons, thus clearing depleted throwing weapons
5)
disabled mage auto cast of "
dispel magic", as this delayed response to fear/slow/acid seemed to trigger crashes.
Better only a few very stable, very reliable spells than a full spellbook of flakey spells, even if it seems to trim Guspav's wide selections heavily.
6) slight increase in speed for Hellish bolt (at itemkinds.txt)
7) Adjusted
inventory for
Rhodok troops of all types so they
stop cycling weapons looking for the best weapon when out of range of the enemy.
This PBOD behavior wastes time better spent swinging at enemies or closing distance while in formation. The "synchronized ballet" aspect is because they each have more weapons than necessary in equipped weapons slots. This over supply of weapons is pervasive in all of Guspav's troops, but for today I'll tweak Rhodoks and see how they change. The idea of assigning 5-6 weapons to each troop is to make them seem more motley and less uniform, but it leads to specific syndromes in PBOD. Some troops really do deserve to be motley, like zombies or orcs, but some troops being uniform make cultural sense elsewhere. We'll start small today.
8 )
radius of effect increased for
turn undead (from 4 to 7 meters) and
rebuke undead (from 4 to 8 meters).
9)
sieges now decide whether the player is attacking or defending before manipulating reinforcement waves, so that the player has even handling regardless of which side they are on in a siege.
"common_siege_defender_reinforcement_check", "common_siege_attacker_reinforcement_check"
and directly at "castle_attack_defender_walls_sally", "castle_attack_walls_belfry", "castle_attack_walls_ladder"
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10) Adjusted starting assignment of towns, castles and villages for new games to have less Guspav micro-management of assignments and more automatic assignments of villages to centers, in order to reduce the number of orphaned villages seen currently in future fresh started games.
This involves changing the sequence in which villages are bound explicitly to castles so that automatic binding occurs AFTER the first wave of explicit bindings are done. Before now this was backwards and in large part responsible for the syndrome seen where some villages belong to factions but no bound center exists, so that when all the faction centers (castles, towns) that can be sieged are gone the faction still owns some orphan villages.
At the moment this impacts fresh games only, but I've decided "N" will be the new base for the mod at Moddb etc. I won't support any patch earlier than N, since apparently it needs a freaking act of Congress to get any Moddb'ers to bother to update. OK I'll motivate them. Perhaps they're afraid of their computers and patching is completely beyond their skills. I could believe that.
11) Reverted after battle loot/party removal to M-5 for now; this re-opens vulnerability to freeze after battle but it does close two other potential after battle issues/freezes created only with M-6.
12) reform of
morale report and
large party morale.
script_get_player_party_morale_values simple_trigger # 19
added bonuses for status: Monarch, Marshall, Policy Serfdom, Policy Quality (which will impact actual party size penalty shown in report)
base values for food in report already reflect +50% bonus;
leadership skill reduces the overall morale penalty from large parties
the break down of how much each of the above contributes to changes is NOT explicitly printed in morale report, only the total effect. Deal with it.
base morale set to 60 instead of 50 for party size 0. Don't think you can suddenly stop feeding them.
Some tutorial seems necessary (all of these added 6 months ago):
You have been given tea, juice, drinking water, ale, wine, feywine as valid drinks. Each counts as a separate type of food for morale purposes.
You have been given smoked venison, raisins, dried fruit as new foods that never go rotten.
Separately, you have been given venison and fish as fresh foods harvestable from the land within Rigale system; but preserve these or they'll rot.
Butter, chicken, pork, beef, venison, fish, fruit, grapes can all rot. Some of these can be preserved; look in camp:actions menu.
Grapes and raisins are different foods for morale purposes; as are fish and smoked fish, dried meat and (raw) beef; sausages and (raw) pork;
dried fruit and fruit. Once you understand that food/drink for morale purposes counts once only each unique category of food (regardless of modifier, except rotten, which skips being counted), then you can plan your logistics accordingly. If you aren't competent to feed your troops, you're too stupid to lead an army. Sad fact.
13) set "$g_dplmc_lord_recycling" = DPLMC_LORD_RECYCLING_ENABLE to prevent problems with towns becoming corrupted as lords are exiled.
14) updated the chain of calls that leads to
caravan creation:
a) triggers: tripled the chance to create a caravan & placed a display message when a caravan is requested to be made
(but before knowing if there are too many already for that faction).
b) "script_create_kingdom_party_if_below_limit" added a display message when a kingdom caravan has been selected to be made
c) "script_cf_create_kingdom_party"
d) party_templates "pt_kingdom_caravan_party" has been tripled in strength to a peak of 135 mid tier troops
(including some journeyman mages and several clay golems) to better survive roving bandits
e) "script_cf_select_random_town_with_faction" changed to use list_01 to return a random town from a given faction, if any still exist
f) "script_cf_select_random_town_at_peace_with_faction_in_trade_route" changed to list_01
this had not been called, giving trade caravans garbage destinations; and, using list system means returned parameter is reg1 not reg0.
g)
all of the existing kingdom caravans are glitched and need a one time removal by script as part of the "M-7" scripted update process
example showing boosted caravan for originating at faction capital:
it would look possible, but actually this caravan will NOT grow weekly:
the weekly necromancer check filters this party because it is not led by a hero (implicitly, party stack 0 is not a hero)
15) auto-load patch M-7's script for inventory changes
Status: NexusMods and
Google Drive