This mod aims to turn Calradia (Warband's native world) into a fantasy one by adding several fantasy races, weapons, magic, monsters and new factions and cities. The mod is currently an open beta so there is still much to do and polish, but it is quite fun.

Description

Reworked Phantasy Calradia 2024 with extensive bug fixes and including source code for home use. Please do look in the Player_Handbook subfolder for 4 walk throughs showing how to use the mod. The first one has how to install the mod.

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phantasy v160 A4 r2
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Guest
Guest - - 693,932 comments

Is it possible to adjust the battle size above >150?

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Phosphor1 Author
Phosphor1 - - 1,419 comments

edit module.ini find
battle_size_max = 150 #maximum battle size for module
at around line 571 and up that 50 at a time. This a number PER SIDE
and for very large battles (1000+ on one side vs a smallish number on the other) this can be exceeded by up to 50%, so effectively there can be up to 400 agents at any instant in battle, with the rest offstage.

You can rapidly increase your chance of glitches as you tweak that crazily but its your desktop. The main issue is how fast certain registers will recycle as more weapons hit at the same time, as two threads run in Warband. Pure bandwidth is not really the issue; Phantasy is already around 400% more efficient for bandwidth use than Guspav's original code.

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arthas125
arthas125 - - 31 comments

after my prejudice with the orcs/drow/undead dropped to -250 making me unable to enter cities without sneaking, everytime i do so and fail, and thus, trigger a battle, i spawn with my currently equipped gear instead of the pilgrim robes, and after i exit the fief, my character model is permanently stuck on those robes, not on battles or any other scene, but on the inventory screen, same with any of my companions, changing gear doesn't reflect on that model no matter which one it is, it does seem to go back to normal after a while tho.

there's something wrong with my HP aswell, my character sheet says i have 41 HP (6 strengh 0 IF) but i get one shotted by hits that do 23 damage, that's only a fraction of my actual HP aswell, playing on 1/4 damage to my character and it doesn't change anything at all.

also from time to time the very bottom of my inventory space will dissapear and anything on those slots will be completely lost, it only started to happen after doing back to back battles with a proper army, i didn't have this issue when i was doing small skirmishes with a few companions or on my own.

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Phosphor1 Author
Phosphor1 - - 1,419 comments

I'll check if inventory is set to be a party skill; after battles whoever was boosting the party skill may be knocked out and no longer contributing.

For 1/4 damage this does not change magic damage, only damage coming normally from weapons as managed by the underlying warband engine.
Anything involving magic or even magic weapons ignores those settings.

For prejudice at towns, if any of your party are those same skins it cross cancels some. I often mix living and dead in order to better enter neutral towns on my test necro character. There is a refence menu method to see how your party prejudice is calculated.
Camp menu: change Phantasy 2024 settings: set cheat mode to 1
Reports menu: reference material: show xx races raw prejudice
this appears to do nothing but actually it overflows output buffer and the results are seen by Notes: view recent messages.
These are organized to show prejudice by Dwarf, Drow, Elf, blazing hand and undead. The prejudice value is mirrored in either direction. This applies to the party cumulative prejudice PER troop of that skin, to build a running tally. The cheat wall was to keep me from being pestered by very fussy players. I get it you're helping me find pieces that need urgent attention, but I'm really tired and maybe we both should take a few days and rest.

I'm still working on your previous request to rebalance magic resists. I can't chase so many different issues at the same time, so if my pace is a problem take a day off. Or three. I will though add these to my endless list of more things to look at. I hope to get a better spell build probably tomorrow. For a good long time I stopped seeing AoEs detonate and still want to morph lightning bolt into a rough cone shpape instead of globe effect.

I'll be gone in a week and not able to reply until / if I return around the 20th, so I'll try to hurry on my side. I can't guarantee nothing will delay me during my absence. Assuming all goes well I'll see about fixing things according to what you posted. I'm really tired, for the second time.

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arthas125
arthas125 - - 31 comments

thank you for you responses! im trying to contribute with any issues i may find on my current playthrought and i see no better place to post them than here, please take your time! im only pointing out possible issues/bugs/inbalance just so you are aware that they may be there but that's all, besides, so far the only real issue i've run into so far is, as i mentioned before, magic resistance not really working which i can definetly comfirm after more testing, for example my magic missile, with my current gear (archmage set and 15 magic power) does 60 magic damage per projectile to anything, and i mean anything! golems, immortals, demons, anything, it always hits for the same damage, which clearly indicates its damage is not being reduced by the target magic resistance. the same issue is present on every other damaging spell to some extent, the damage varies a lot, but it still does the same damage to a unit with 0 magic resistance, than to a high magic resistance unit like a golem. it makes magic even stronger than it already is which is definetly not what this mod needs imo. another thing is i can't see the difference between the lowest tier staff to that of my archmage staff, they don't seem to do anything at all.

i love the crafting system aswell! tho i would suggest adding more unique equipment you can craft to it, right now you can find most of the stuff you can make on town shops which kinda kills the whole point of crafting those things yourself in the first place, for example mitril currently has one use to make an elven armor which has less armor than most heavy armors you can find on swadia towns, for such a rare material, it should definetly make something much stronger, the dawn/royal/azure gems don't have any use outside selling or becoming a lich, gold/rare ores don't seem to have any use outside selling either, again, tons of potential here, just need more stuff added to make it a worthwhile investment.

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Phosphor1 Author
Phosphor1 - - 1,419 comments

I was really hard stopped remaking the magic system. Suddenly my area of effect spells stopped detonating and then they kept doing 0 damage and I was just unable to physically think. I am getting results again, finally, so expect to having working magic remade "shortly". The magic rating on a staff is not shown, but higher staves have more impact on effective magic ability during casting and do more damage when charged during battle, which is done for you on agent spawn if found in any of the 4 equipment slots for weapons.

My time available each day is greatly reduced as I have a big unscheduled home repair project my spouse wanted and even if she does most of the physical work she wants me there for support. Her project is emotionally draining, as it involves cleaning up after a dead person. We both are hoping to regenerate next week, but our destination counts as "high adventure" in the classic sense. I don't think I have time for a patch A9; I'll try to get A8 released this week.

The gems have no special value now; you are either already a lich or not. The gold/rare ores were for future crafting. The thing about crafting that you have not yet noticed is the chance of getting master crafted/lordly items at the highest skill levels. Also the weight of the final item matters; the one mithril armor that can be crafted at least weighs little and is not interfering with magic as much. I should add a magic resist to mithril armors sometime as well. I did not choose the best mithril item intentionally, to prevent too many high item modifier items from entering the ecosystem.

For magic missile, I will look at magic resist after AoEs are working. I should also increase the magic point (mana) cost on acid arrow and magic missile to force some sort of passive cool down.

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