Quick patch to enable cleric, mage, monk, necromancer, and ranger to various troops.
Adds regeneration for some super troops and bosses, and the odd lich.
Lowers sound level for charged staff hits still further.
Slightly loosens the criteria for a King to override the popular vote against the player receiving more land, needed mainly by necromancers.
Install by copying directly into the mod folder and "expand here"
Patch Notes v160 A7 May.28.24
1) Lower sound level for charged staff hit from 4 to 2
2) adjust display of abilities at trees2 (reference materials under reports) :
Vedmak - set Mage and regenerate ability
Wolfwere - add regenerate and Monk abilities.
Will continue using polearm, but the monk ability boosts defense vs attacking monks.
Djanni - added Mage, and regenerate to troop abilities
adjusted head and foot equipment for Djanni to remove impact to magic ability.
increased head protection on "leather helmet with plume" to 23.
Elven Ranger, Elven Hawkeye, Elven Stalker - add Ranger ability
Elven Spellsword - remove splinted leather greaves, add
Unicorn Rider - add regenerate ability to troop abilities
Novice of Corellon, Acolyte of Corellon - add Cleric ability
Drow Acolyte, Drow Handmaiden - add Cleric ability
Drow Shadowblade, Lolth's Chosen: remove drow throwing daggers and Bolts; add Pocket Bolts
Drow Spider Rider -remove Jarids and Bolts, add pocket bolts
Novice of Moradin - set as Cleric
Mummy Lesser Priest - set as Cleric
Shadow Assassin - remove shadow throwing knives, add drow hand crossbow and pocket bolts
Dark mage, Necromancer, Master Necromancer, lesser Lich, Lich set as Necromancer
something else added to any Lich.
Shadow Knight, Drow Renegade - remove crossbow and bolts, add drow hand crossbow and pocket bolts
All misc. clerics - set as Cleric
Any Clerics missing chest armor or helm received Pilgrim disguise and hood.
Most misc. clerics were issued a wooden shield.
the 3 flavors of Mystra clerics were given Monk ability, martial arts skills, and their staff is removed. Increased non-magic damage of flame blade from 15 to 25.
Increased slightly the hand weapons speed for stealthy Drow short swords, scimitars, and swords..
Added regenerate ability to Balrogs and each of the 3 immortals.
Added varying levels of regenerate to Golems and Ogres.
Added handler for general regenerate at mission_templates timed_spell_effects.
Regeneration can be set to different levels now. Default level 1 is 3 hp / 3 seconds.
Added display of Ranger and Monk classes, plus show Faith skill at script_ce_count_troop_abilities in trees2_scripts.
Added within mission_templates common_battle_mission_start the above abilities a newscript
set_phantasy_troop_abilities to renew setting of abilities from patch v160_A6 and 160_A7 in case any were skipped.
3) slightly relaxed the relationship check for the king to overrule the popular vote in player's favor.
are all these small patches save compatible?
Yes. All the "A" series are compatible with the same save.
I've spent years playing 'original' Calradia Phantasy and was totally unable to play version 156 because of endless crashes. I hope that v.160 will work better as game concepts are simply fantastic.
If you're really concerned, just sit it out or watch reformistTM enjoy himself. Otherwise its kind of a pointless comment. Either it IS fixed more or it IS NOT, why ask me? In my opinion, the only way tobe certain is to sit tight say 6 months or another 6 years and try it then, only when enough people have tried it first that you feel your time isnt wasted. I win, because you aren't complaining when you havent even run it recently, and youwin by having peer reviewed feedback. Win/win.
Woah. What abilites will monks and Rangers have i wonder? I look forward to checking it out!
Oh. Is there anyway you can fix the dwarven arquebus Reload T pose animation?
The musket reload, the crouch, and probably pistol reload animations seem to not be included with the animations file that had overhead polearm swing. I have to experiment with trying to load a second animations file that has those first then the other animations but it may end up with every last animation broken, so I was reluctant to do that quickly. It might be safer to do that with 2-3 testers quietly than put it here and risk a mutiny event (again) in public.
But having said that, maybe I PM you if I have a candidate build to try it out. I don't object to another 3-4 testers PMing me here or Taleworlds forum. Hopefully I don't need 6 years to answer, like in the past :)
Oh. I did not know Wolfwere's dont have the regenerate ability. I always thought they had it.
Wolfweres regenerate with patch A7.
Do you have to download each patch or is each one built on the last? I'm not tech savy just and old gamer.
You download the main one which is Phantasy-v160-a4-r2 and patch it with the latest ones Phosphor1 puts out. So right now its A7 after a4 r2. Enjoy!
Does the Masterwork Dwarven Arquebus exist?
It rarely might be found during the market refresh. It isn't on the crafting table for players to make, but could rarely be at a refresh at the marketplace.
Maraga saying that she wants one. But the truth is that Old Bessie was the Mastercraft all along. Why would she wanna cuck her supeior item lol.