Patch fixing hangs during dialogs, removing a source of double hits, applying martial arts to tournaments, softening prejudice in same faction and reducing the chance of kings/queens refusing to grant towns to the player. Several smaller fixes as well.
patch notes A6 may.25.24
A) Ninnock and Berembert now co-invent, one dialog set available to either, and if both are present the creativity skill used by inventing is the higher of either. If Berembert AND Ninnock are absent from the party when the timer for inventions thinks you deserve a completed project, that item is sent by "trusted courier". One thing I noticed is there is no mechanism for checking you actually have SPACE in inventory. If you routinely carry too much inventory but you commissioned an invention do empty your bags a bit or that expensive product will vanish into thin air. The Berembert's inventions preceded my coding tenure, but at least I moved them along a bit by getting Ninnock able to work on them. I also lowered some of the skill requirements.
1) Prejudice check is relaxed for same faction towns/castles if you are some faction's sworn vassal.
This also applies to guild masters who might have claimed they don't know you well enough to operate an enterprise here. You still can be declined if the town "owner" has a personal dislike of you.
2) Villages with a specialty that sells something check for open space in your inventory before taking your money.
3) a) Poison coming from spider bites now has tiers of damage, each tier doing more damage per 3 second tick. Some duration of effect and damage per tick is lessened by the target's iron flesh skill.
b) a few more troops in battle may qualify for resurrection - the cut off used to be "above level 15" and now reads "above level 12".
4) liege refusing to grant towns because for some reason there was a bias against you by the other lords is now softer.
This was seen testing my Necromancer sworn to the Lich King, who claimed he had a +100 relation but vetoed every last town center taken by my character, even though that was 3 in 4 of the entire faction's progress.
Now he agrees to me keeping a town. It is a mistake to go alone as a necro until you can single handedly take down an entire faction in a single battle. For that you want both clerics and maybe half of your force higher tier mages, else stay in a faction and swallow that pride a bit longer.
5)a) Replaced "2018" in text with "2024".
b) adjust sound volume for charged staves in battle.
6) Coming to defense of a village that is being raided no longer skips loot and renown.
Instead it gets handled exactly as if it were a "lead_charge" encounter but with the village as the scene. This applies to reinforcement logic, auto-resurrection check at battle end, and auto-raising undead for necromancers check.
7) martial Arts now applies in tournaments. Tournaments were before inheriting a slimmed down handler for weapons/dodge/iron flesh/stealth/unarmed and this had skipped unarmed and stealth weapons handling. The regular handler is slipped into
tournaments. Spells / cleric & paladin prayers/ lay hands are still disabled in tournaments. Barbarian rage would now be in tournaments as that was embedded in the "normal" combat handler.
8) a) Molocauduhm is finally flagged as a mage upon awakening in battle. Don't worry, he gets equipped by script on awakening in battle.
b) Borcha and Klethi add looting skill 1 if already in your party and otherwise have it added even if not yet recruited.
c) softened the text when respawning released/defeated/exiled lords from "DEBUG: attempting to spawn " to have "notice:" in lower case.
It was a useful notification, if for nothing else there was a time in the past people complained there was a shortage of lords after time so I wanted to see when they came back.
9) Perhaps the most important change of all: Quests and dialogs are rebuilt, with 4 bugged quests completely removed:
a) Mercenary offer
b) Follow Spy
c) Meet Spy in enemy town
d) Deal with Night Bandits
Removing the quests completely in a manner that they are never offered again changed the internal ID numbers of around 2/3rd of the quests though.
Although I tried for many days to salvage quests in progress at the instant patch A6 is applied, the safest and best response was to cancel quests in progress,
if their ID number would have changed, and where needed cancel any debts marked at the quest giver (and for weddings refund the player's dowry paid.)
Companions are returned for lend_companion and lend_surgeon. No relation hit is taken with the quest giver; they forget they ever gave the quest in the first place.
This single hotfix occurs an hour in game after patch A6 wakes up, and was by far the longest amount of time spent on the patch.
Going forward quests from anyone should no longer risk freezing the mod.
10) Removed a source of an unseen second strike in melee and ranged. Damage taken/given should be closer to what Warband reports for weapons use.
Patch v160_A6 is released. Directions to install:
Copy it directly into mod folder phantasy_v160 and then "extract here".
Barbarian rage in tournaments. Controversial but relevant haha!
I finally saw a book seller in a pub, when I click show me what you have for sale he says "of course sir", but doesn't open a trade window, rather just says, "Anything else?".
it may take several tries, similar to constable selling prisoners may need 6-8 tries to get the window to open. My best guess is some of the registers needed to successfully open at the warband engine needed to be saved where they are used by routines driven by timers in the background. Later in the game the bookseller opens nicely, which is curious to me as well. In both cases the window opening is a single line of script only, and the rest is done backstage by the warband engine. I am deeply suspicious every last script line that uses registers (regxx) needs to store that register first to a named variable, then restore it after use, and hope that whatever else wanted to use it didn't fire in the brief time between store and restore at your script, which seems to run on one thread while background tasks run in other threads at the same moment. This gets ugly from there :(
Hello, I am very familiar with the mod I used to play it a lot when it came out. I wanted to ask if some of the spells were removed like Greater Arcane Missile I have been looking for it in every mage tower but it seems it's gone.
Missile Shower was removed some time ago as it was crashing to desktop.
There is a list of what spells exist and their requirements in Player_Handbook folder within the mod. I have it in the 4 part walkthrough documentation as well as the excel file called "Programming_guide_companion". You should browse the walkthrough looking for things changed since the old days.
I took a castle after some enormous losses and save-scumming. I've got magic defense 5 but me and entire waves of troops were annihilated the moment the map spawned, 3 steps dead. That happened like 5 times no way to escape it. I'm also playing at 1/4 damage. I'm not really sure how to balance 10+ drow tower mages dropping an ice storm on spawn in, but something should be changed IMHO. The only reason I eventually took the castle is they sallied out on a second siege and I did much better there, after that I left to recruit and came back to finish the 100 or so left defending the castle. After I took the castle, I requested it be awarded to me. I have no ability to garrison troops at all as far as I can see, usually you can at least donate troops in this situation. After being given the castle I still have no ability to garrison. (I exhausted all menu options just to see if had been moved).
"Town activities" (yes even at a castle) then Manage garrison then add the troops. You could next Move Troops within the Garrison exactly as shown in the 4 part walkthrough in Player_Handbook folder within the mod itself. You could have done that even before the castle was granted to you, but the ability to do it to castles you did not ask for vanishes in 24 hours. For castles pending a decision that you asked for there is about a 4 day wait, during which time you can still add to the garrison. Certainly it is there, but maybe I need more documentation. I thought the 100 or so slides in Player folder was a good start, but maybe 15% bother to read them?
I'll try to remember to update the walkthrough.
With all due respect, and I mean that sincerly, the 100 plus pages of walkthoughs do not present information in a concise manner. I had consulted the players handbook quite a bit but skimmed over the lich walkthough since I don't play a lich. Going back to look at pt4, I see some informaiton about town/castle however I don't see the relevant information regarding my problem.
None of that matters though, because in fact, as far as I can see the situation was the result of a bug, as I said I exhausted all the dialogue options in the castle menu. Of course I also clicked "town". In this case, "move troops within the garrison" was an option available but "manage this castle" and "manage this garrison" was absent until I restarted my game.
I will continue to play until I get a 2nd fief to see what the situation is, if it matters that was the first fief I've captured since updating to PC2024.
Regarding the walkthough itself, almost everything you need to play this mod could be listed in a couple of pages, while stuff like romance information (pt4) is straight up vanilla warband and is a waste of time for people trying to specially learn how to play this mod. And I think asking players to read about a lich romance guide to find information about garrisons is a bit of a reach.
Fine, I see you're upset. I never had that happen to me, but I may just be lucky. The documentation could be better, yes.
Visit castle, then save game and exit, then load save game usually resets all the internal information. There may have been something glitched that neither of us see; this happens.