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.
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.
Patch log, v160
A1 Apr.26.24
1) adjusted / corrected costs on cleric spells to match text displayed at prayer_book: (presentations 13998)
there was a mismatch between cost displayed at prsnt_prayer_book and what was actually spent as from faith points
paladin aura divine might 15
paladin aura of quickness 25
dispel magic 25
protection from fire 30
protection from cold 30
added documentation of cleric spells, deities, and Guspav's plans for each deity
2)a) corrected data layout documentation errors at file "Slots_Phantasy_v160ax.xlsx" to now exactly match
the current definitions at the source. This helps identify conflicts from source code add-ins.
b) minor changes to agents layout to avoid FormAI (Formations AI) from clashing with Magic system
c) added comments at module_constants and at documentation for clarity.
3) removed a second unarmed damage effect added in from Tournament Play Enhancements at mission_templates line 50
need to test unarmed combat still works
4) added check for open inventory space when trying to buy ingredients at Rigale guilds
5) added above check for empty space in inventory to dialogs at the four ways inn merchant for enchanted items
6) asses market prices is working once more
7) Crafting recipes:
some changes to recipe difficulties, components, and what gets made for balance purposes.
Leatherworker: Leather Greaves, Elven Ambush Armor, Cuir Boilli, Lesser Drow Mage Robe, Lesser Drow Mage Hood,
Rus Lamellar (replaces Heraldic Cuirboilli), Sarranid leather armor, Leather Gloves, Armored Warg, Steppe Charger.
Woodworker: removed flintlock pistol. Updated difficulty for short bow, long bow, ambush bow
Smithing: Chain Links, Sheet Metal, Mail Boots, Sarranid Mail Boots, Sarranid Veiled Helmet,
Mail Shirt is now long mail coat, Mamluke Mail, Heraldic Mail with Tunic,
Flintlock Pistol,, Lamellar Charger, Sarranian War Horse.
Elven Mail elven_mail_b body 45 legs 15 weight 12 diff 6 diff 18 uses mithril + iron chains + silk
The exact recipes are documented as a crafting excel sheet; also the programmer's reference spreadsheet has a copy as well.
[8] Investigate Mage/Cleric becoming Cleric/Cleric after selecting deity. [not done]
Cleric/Mage works correctly.
9) Talk to Lord: rescue hostage was bugged with a debt of -1 becoming interpreted as a debt of > 132K.
Debt of -1 now gets set to 0, avoiding requests for over-payment from the original asking lord.
10) Preserve food: now handles large quantities when turning grapes to raisins or fruit to dried fruit in order to process harvest results more quickly.
Harvesting for example 15 items of grapes will (assuming inventory space kept all of the grapes harvested) become an attempt to make 7 raisins and leave 1 raw grape remaining.
Total time is slightly less as well.
11) Sea Traders v158a2 fix
dialogs should work with both land based traders and sea traders now.
12) beached player ships are now handled with better finesse -
no longer will you see several beached player ships scattered inactive across the map.
"Signal your ship to take you to sea" and embarking on a beached ship will both cleanly remove the beached ship icon from shore,
wherever it was on the map.
13) town recruiting - caravan mixed party showed wrong estimated cost; this is fixed.
recruiting half as many now costs half as much, as expected.
14) town improvements incorrect choices.
Town management @ town has messenger post but talking to chancellor does not show that as a choice.
The start and stop selections for town improvements were not defined correctly at v158.
Currently a town or castle can have a messenger post and prisoner tower as upgrades.
15) reduce renown by 0.5% each week S_T_79 is now 0.4% each week
15) Fighter specialty selection was blocked for secondary Fighter class.
Secondary Fighter class may now select a specialization, as originally intended.
16) a) re-enabled orc raiders @ S_T_111 ln 6333
b) slight increase in shadows chance at S_T_129 (raise dead enemies as undead); this should help player Necromancers
17a) optimized S_T_127 enchanted items worn boosting stats check to skip 600 troop types to save bandwidth
17b) quivers of plenty / bolt case of plenty /javelin bags of plenty no longer require keeping at least 1 ammo in the bag they refill even if they were emptied earlier
18 ) check if mount died at animal_rider_death before giving the rider damage, in case was only wounded
This changes handling for bears and wolves.
19) Gnomish inventions {repeating crossbow, blast jars, multi-pulley bow, spring mounted shield, foot glue}
Triggers 36-40 ln 1989 checked skill of Berembert ONLY when determining success chance
Now uses better of Berember 'trp_npc31" or Ninnock "trp_npc32". inventing skill, with the assumption skill increases implicitly only occur(ed) if hired by player.
however dialogs at module_dialogs line 4291 still points to Berembert only; <--- these need duplicating for Ninnock TBD
20) dialogs ln 3533 four ways inn enchantment merchant
20a) item 20 boots of agi no price is assigned for checkout ln 3533 fixed
20b) added check for at least 1 inventory space open before taking money at checkout for all items.
20c) added warning for twilight armor to be sure there is inventory space for 4 items before buying.
20d) dawn gem, azure gem, and royal gem no longer needed as they were used for adding necro & lichdom. and had wrong price
Instead should substitute a scroll of flame arrow for one of these.
20e) corrected an error after checkout where vampiric blade gave the wrong item.
boots of agi, thinking cap, headband of charisma, sun blade, vorpal sword, mace of disruption, maul of the titans,
dagger of throwing, holy avenger, quiver of plenty, bolt case of plenty, javelin bag of plenty, flame tongue,
scimitar of speed, dawn gem, azure gem, royal gem
were ALL giving the wrong item.
20f) substituted scroll of flame arrow for dawn gem; priced at 2500.
20g) reduced the price drastically for azure and royal gems now that the become a necromancer quest is removed.
20h) necromancer staff had wrong price and wrong index assigned; corrected, should now be able to purchase.
20i) for the moment adds necromancy skill 2 during checks to see if undead have broken from control.
may later boost necromancy skill at menu necromancy.. <--- Done
20j) item 40 elven_tiara corrected error blocking purchase.
20k) marked each item in the list of checkouts to find prices and corrected some misidentifications at each ply for dialog progression.
21) "farewell my lady. I shall remain your most ardent admirer" dialogs ln 32745
spoken by female lord to female character; now spoken only by male lord to female player
22) scripts: adjust party strength calculations for AI checks of party strength. This was done in some places and
checked that it will be active in all cases when performing autocalc. The intent was to be certain sieges and encounters
where the player is absent will buff mage and cleric weighting when determining how difficult a target a given party is.
Mages are 2x nominal weight and clerics/paladins 5/3 nominal weight.
Currently NPC battles have no resurrection stage; only player battles have this.
NPC battles also have no auto-necromancer conversion of some of the dead count to lesser undead shortly after battle.
23) Padubast ("trp_npc33") talks about the obsidian spire when outside Veluca
module_scripts ln 44939 was "p_town_3" now "p_necromancers_castle" script_initialize_npcs
the actual string he says is at module_strings line 1712
also adjusted Berembert and Ninnock starting towns to point to Dwarven Kingdom instead of Veluca.
FIXED for new games
24)a) filter resurrected troops to block alignment clash at player party <-- Probably the best feature of this patch :0
If a resurrected hero would have caused a clash within your party due to other troops already there having a morale clash,
that hero is not added to your party. This saves having to check your party contents after battle.
25) added check at S_T_133 to also block companions with necromancer skill > 0 from slipping through morale clash
In theory, companions cannot have necromancy skill anyway.
26) cost for a companion to learn cleric skill is lowered from 15000 to 8000.
Clarified the companion's holy symbol needs to be in the party inventory (and will be removed once cleric training is paid for.)
reminder a companion can learn cleric OR mage but not both.
27a) DOCUMENTATION
necromancer selection at character start sets: <-- cataloging here since it was unclear at NexusMods and generated perhaps 40 angry posts and 10 "bug" reports
necromancy skill = 7
intelligence +2
surgery +2
ironflesh +2
wound treatment +1
faction necromancers OR primary class Necromancer gives undead Male skin
gender is male; this because "female" undead are actually just a different type of undead (skeletons).
the "lesser lich" adds these at start:
Str +3
Cha -5
Int +4
Agi -3
alignment is set to Evil
player slots set for troop_is_mummy, troop_is_undead, troop_is_necromancer;
"$plyr_is_lich" = 1
necromancers starting as kings start with a few golems and dark mages in their party.
when cleric is second class for a necromancer, the good and neutral deities are removed from choices.
lichdom @# action menu: (looks to be a stub not called anywhere)
contingent on collecting all of these:
An Azure Gem, A Royal Gem, A Dawn Gem, A Mithril Ingot, A Scroll of Vampiric Bolt and a 50000 denars
shadows: necromancer needs ge 40 hp to see create shadows as an option.
also there is a timer set from the last time the necromancer player has used the "use necromancy" menu to create undead.
necromancy skill needs to be 7 or greater, to filter dark mages (a necromancer-mage hybrid class) from spawning shadows.
27b) both summoning shadows and summoning specialized skeletons now calculate an "effective necromancy" being
[necromancy skill + (character level / 7)]
28a) boosted magic resist of Necromancers, Elves, Blazing hand, Orc Shamans, slightly for Ogres,
and a few Drow; also kings/queens, pretenders, and some lords; also all Demons/Balrogs are slightly boosted for magic resist.
b) Kingdom ladies starting attributes slightly boosted as below, which makes slightly better spouses as companions:
def_attrib = str_7 | agi_5 | int_4 | cha_4 <-- all troops get this unless otherwise specified
lady_attrib_1 = str_7 | agi_5 | int_5 | cha_6 # Human Kingdom Ladies
lady_attrib_2 = str_9 | agi_5 | int_5 | cha_5 # Orc Kingdom Ladies
lady_attrib_3 = str_6 | agi_5 | int_8 | cha_5 # Mage Kingdom Ladies
lady_attrib_4 = str_9 | agi_3 | int_8 | cha_3 # Undead Kingdom Ladies
This is live for new game starts
28c) plus a hotpatch v158 A any -> v160a1 will auto-update save games in progress started as v158 A series saves.
29a) cheat - find items used to end at normal_items_end as defined at module_constants.py
"$cheat_find_item_range_begin" was also defined. Actually the cheat items was meant to assist in adding new items
to see if textures and meshes were defined correctly, not as a 'shop from the empty desert by internet' feature.
You may now buy food, drink, and crafting materials by the items cheat, and a few mounts, and that's it.
29b) CHEAT MENU AT CAMP - "change Phantasy 2018 settings" --> done now references Phantasy 2024
30) if you somehow invite the kidnapped girl into the player party after the bandits are paid their ransom, you can't remove her.
She also will not complete the quest unless she is her own original party following you around like cattle. (cattle by the way do follow correctly in v158/v160)
trig_26 updated repeat interval of trigger
added a failsafe fix in case the player party has her as a member so that she is removed upon entering any town AND the quest is closed (but as failed)
31) slightly reduced based damage for magic missile, from 25 to 19, at module_items.py
This because at high throwing skill the caster will headshot very often, dealing 50+ points damage per missile, taking down golems quickly.
The missile velocity is still high so these are difficult to dodge, besides having so many per throw for higher casters.
32) villages and castles receive no income in budget report, and no added income weekly. FIXED
33) Entertainment skill means nothing if not a bard class.
Now bard class gives an effective skill boost to entertainment, with non-Bard class players receiving a small debuff.
Bards have access to higher difficulties (which have higher rewards for pay and renown). Non bards are limited to "simple", "Complex" play plus speeches.
PARTY entertainment skill is considered during the success results check, which might overcome the (-1) effective entertainment skill debuff a non-Bard player has
Now you can turn your merry band into a revenue source, after getting entertainment to at least 1 and buying a musical instrument.
-
[34] check player lich aura for player necromancer --> yes, was already active @ v158a
There is no button to mash for this; it is done automatically (and silently).
Major Open issues at v160A1
A) Guspav's mod:
working but with annoying face generator for many races/skins IF using the assets for v160 but with Guspav module.ini
Use NexusMods guspav 2017 @ Nexusmods.com for a clean Guspav build.
B) Tournaments fail, and thus the enter tournament option is hidden behind a cheat menu at the moment.
Even if you got past this, tournaments spawn with no weapons.
"TPE error: invalid item type (normal weapon) is not detected"
Tournaments in new towns added after native did not have the correct definitions added to select weapons mix by default.
C) Stuck in town/castle/village, especially after treating epidemics
Select visit town center, village center, or visit castle so that you are now walking around within a scene.
press Esc to Save and Exit, then without needing to restart Warband just select "load save game" and you will be outside the town/castle/village.
D) Documentation mainly: there are warnings during compile, currently. They have been there for some time.
You're welcome to fix them and mail me if you wish :)
--------------------------------------------------
A2 May.02.24
1) Tournaments and TPE status:
Native tournaments are FULLY FUNCTIONAL and work well.
"TPE" tournaments are splinted to use weapons and hero selections from native,
but should allow TPE loot, kingdom ladies reaction boosts, and tournaments broadcast their status as part of TPE debug turned on.
It makes for a much easier time finding tournaments.
Specifically, TPE edit tournament design does nothing, since Native will supply weapons and gear.
The options to even access "TPE tournament options" are hidden behind cheat menu wall to filter complaints.
2) Minimap test -- this was already functional, but under-documented.
Press backspace during battle to access clickable orders and minimap.
However prsnt_battle, which is what you are seeing at that point, did not understand prayer book or spell book open requests (N or B)
It ALSO does not let you attack normally, throw spells, javelins, darts and so on, or shoot crossbows, bows, or firearms.
You can toggle it off by pressing backspace again and now you are back to "normal" mode in a battle.
Added the ability to open prayer book or spell book by pressing N or B and stop the presentation battle (with its statistics and clickable orders displayed)
and immediately open your book and be ready to fight normally. By the way, pressing V while either book is open closes the book without having to select a spell/prayer.
3)a) Monthly reinforcements for lord parties continues for 9 months instead of 3 months now. (triggers 43)
b) Elite troops at capital now refreshes every 150 days (triggers 45)
c) Undead parties will try to convert their prisoners to lesser undead far more aggressively now (triggers 54)
73 instead of 167 hours
4a) simple bandit spawns are more frequent 25 hr timer instead of 73 (Simple_Triggers 75)
b) the decay in renown that used to occur weekly is now every 2 weeks (S_T 79)
c) Undead Army spawn now 33 hours instead of 52 (S_T 10:cool:
d) Death Knights 52 82 (S_T 109)
e) Crazy Mage 36 50 (S_T 110)
f) Orc Raiders 23 40 (S_T 111)
g) Hostile Elven War Parties 25 39 (S_T 112)
h) Greedy Dwarves 27 57 (S_T 114)
i) Hostile Drow Raiders 35 48 (S_T 115)
total party count for each of these is upped by about 20%. Good hunting (or maybe they hunt you?)
5) Swashbuckler Hat (one less hide and one less chain link, one more leatherwork in the crafting recipe)
6) handler for nightly racial clash within player party is tweaked to scale the morale hit according to the size of the offending group
Generally this should lower the penalty, capped the previous amount. (S_T 133)
7) prejudice checks at towns and castles needed to allow entry for owners and lieges / co-lieges regardless of the prejudice check score.
added a check for player as kingdom ruler or co-ruler here as well.
[mnu_castle line 9853 already set at v155B6 to let player into castle if player owns
looks like this one prejudice check applies at town as well]
8 ) slight damage boost to Harm prayer
Magic resist at the target can lower the damage the target agent receives, so some targets will still take little damage.
mission_templates ln 6938
-----------------------------
v160 A3 May.04.24
1) Issue: Agents slow down during battle and speed in lords hall is not consistent with speed in battle.
During the battle speeds seem to get less and less.
Cause: Bless and Curse should have changed effective strength and then recalculated encumbrance and set movement speed accordingly.
Haste and Slow needed to be aware of each other so to cross-cancel the effects if both would have been active at the same agent at the same time.
Aura of Might and Aura of Quickness also need to match their counterparts so that recovery from any of these effects is applied uniformly.
Fix: Bless & Curse (cleric effects) - now check to see if either is already active at the agent.
If not,
add/subtract effective strength 3 to the target agent, and encumbrance is recalculated, then movement adjusted
A check for any haste or slow active at that agent then applies haste/slow effect.
If either bless or curse is active and the opposite effect would have been applied,
the bless or curse is instead removed and the agent effective strength returns to normal, encumbrance re-evaluated,
movement changes applied, and next any haste/slow found to be active at that agent is applied.
If a bless or curse would have applied to an agent but the agent is already blessed or cursed, the timer is restarted so that the duration is reset to maximum (33 seconds)
The agent effective strength, encumbrance, and movement is not changed from how it already was.
Paladin Auras: Might and Quickness - cut and paste the changes for Bless and Haste, respectively.
Fix Haste & Slow (mage effects):
Haste and Slow now check if their opposite was already active at the target agent, and when so that opposite effect that was active is removed.
If Haste or Slow is to be re-applied while the agent is found to have that effect in progress already, the timer is reset to
freshen the duration, but skip recalculating movement changes. Movement changes apply also to the mount and to reloading speed.
Finally, the radius of effect is tweaked by the gear bonus (or malus) for (Head, body, leggings, gloves, staff)
The radius of effect is now 2*magic skill + [cumulative clothes eff magic bonus for all 4 slots AND staff if equipped]
Several magic spells have their damage or radius of effect modified by this cumulative clothes benefit, since at least v150,
but adding it here was to allow more troops in your battle to feel effects when your caster is correctly kitted. These apply to
both player and NPC casting.
bless radius 3 * faith
curse radius 2.5 * faith
does not apply (bless or curse) to golems, as they are specially tweaked for added strength at spawn
2) Added a dial to set "cheat level" from 0 (default OFF) up to 7.
The different cheat levels are intended to filter debug messages to focus on specific systems in the "recent messages" window.
Of special interest is level 5 which is the trace of spells during any battle. This also shows timed cleanups of lists.
Certain spells are not shown - magic missile for example.
-------------------
v160 A3b May.03.24 next day
1) Aura of Might and Aura of Quickness for paladins
These two needed corrections - the base movement was not copied over correctly the day before resulting in a freeze
of movement for impacted agents. Corrected.
2) edited the cheat level dial to allow 0 again.
3) Shortened the duration of poison from 33 seconds at 9 damage points/2.9 seconds down to 14.5 seconds
slot_agent_poison_strength not yet used but might be useful to have a stronger/weaker poison effect applied each 2.9 second tick
Impact is limited to spider bites for now, but was intended to prepare for poisoned pocket bolts.
-------------------
v160 A4 May.10.24
1) found and corrected an error at the check for confused/charmed player that would have been always true
(M_T ln 8729 charmed_keys_disabled)
Tried changing behavior for camera mode during the battle presentation without meaningful success.
It is what it is and has utility for watching the battle from a distance without trying to fight "normally".
I do believe this issue is with the 'camera" mode but am out of energy to wrestle with it for this time.
2) "I will fight the epidemic" at a town, castle, or village. If the epidemic resolves itself and you leave that inhabitation, your status as "fighting the epidemic" is silently ended.
This prevents a menu from displaying at the old village/town/etc when you have already left.
3) clean stray text at rigale gathering ongoing menus to remove extra names (mainly location names)
[menus for summaries while harvesting (fishing, mining, lumberjacking, hunting, gardening), crafting_result]
4) added text at reports: show trade routes to remind players to check "recent messages" for the output
(else it looks like nothing happened). This is hidden behind a cheat menu to filter complaints from players that
do not know where to look.
The 'no display" comes from the huge amount of text output at once; the output buffer overflows and nothing is seen.
The "recent messages" buffer is much larger, so text is still showing there. This is a useful tool to see what trade routes exist.
5) error in recipe "Elven Mail" at smithing; Mithril ingot was not recognized
6a) magic Missile and Flame arrow are tweaked to provide a greater portion of their damage as resistible magic effects instead of normal, non resistable damage.
The stronger the caster's magic skill, including a check of gear worn, the more damage..
6b) Unicorns are modified slightly and no longer damage themselves. They heal slightly better as well.
6c) Paladin Aura Bravery had wrong duration applied. The range is slightly increased as well.
Paladin Aura of Regeneration has improved range.
6d) Spider Mount - fixed an error that would have made the poison bite expire immediately.
7) Four ways inn enchantment merchant is fixed, again, but this time actually works as intended. Some prices are improved.
It became complicated enough I added a spreadsheet to the "programmer's guide" excel sheet in folder Player_Handbook
8) Poison pocket bolts is partially implemented; the crafting recipe is modified but the full effect is not yet live.
-------------
v160 A4 r2 May.17.24
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 when they actually hit an agent.
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 final 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.
11) a) re-implemented check for unarmed damage for martial arts
Having no weapon currently weilded enables kicking damage to be treated as martial arts as well.
Kicking while holding a weapon now is handled as well.
b) Monks and rogues take half damage from falling.
c) dodge now includes thrown spells as missiles, while continuing to exclude cleric / paladin summoned weapons and most enchanted weapons.
slight adjust to missile dodge calculations for missiles.
d) damage coming from mounts charging is detected and checked against maneuverability so has a chance to dodge
with the usual modifiers taken into consideration.
12)a) cleaned up more stray text during harvest/gathering summary display for failures.
13) prisoners escaping from player party has been disabled since v158A; they may yet escape from a walled center now.
14) sped up passage of time while waiting on siege towers, ladders to be built, or resting in towns, villages, camp, or training peasants or collecting taxes.
I can't believe what I see!!!
After all these years...a light shines in the darkness..
Was definitely not expecting a update due to how long it has been. Congratulations on the release.
where is discord
There is none. Unlike Warsword Conquest I don't have a half dozen or more people in my "team". I am one person. My speaker is broken. Discord isn't a favor to me. If players want a discord they can make one, but I can't endorse it as it would just siphon my time into babysitting. The mod needs my time more than lonesome players do.
"faction necromancers OR primary class Necromancer gives undead Male skin"
So Necromancer player still starts as Undead. Rather then living and progress to lichdom.
*sad noises
Every time I post a build you have the same complaint. I am not going to build a watered down, mickey mouse flavor necro for you. Take the full experience, or go play a weakling Paladin, I don't care. I made a necro&mage; test, built it up, then took down TWO WHOLE FACTIONS IN TWO WEEKS with no assist. The test character is provided; that is Harkus. Go look in player handbook folder for savegames. All the way or go tweak the code your way, but keep it at your desktop. It's not my job to remake a class "your" way. If you think Guspav expects it some other way, I provided HIS source as well. Fire that up and have watered down necros, with about 1/3rd the capability. Or man up and try it my way. Nobody except you needs their hand held to halfway be a necro. I did it all the way and the game was too easy, but its there if you want it. Or compile it your way, in about 15 minutes of set up, but don't micro-manage me. I have plenty to do.
wake up Looters (3/4), new phantasy mod version dropped
This is great to see. Thank you.
High end mages (magical ability 5 and up) are gimped in A4 r2; they used to get a low tier mage spell in equipment slot 3 and a high tier spell in slot 4, but I saw they always preferred their slot 3 spell so left the low tier spell out when equipping them at agent spawn in the first 1 second of battle. But they use up their 1-2 spell "ammo" almost immediately and when the count hits 0 stop behaving as archers and become infantry due to a rule in formations. The high tier spell does not come back.
I'll fix that early tomorrow morning or Monday, time permitting, but I am supposed to be doing a big home project with little to no computer time during daylight, so its either really early tomorrow or it sits until Monday. I have a fix in mind that is both easy and elegant - I can restore a low tier spell in equipment slot 4 at spawn to just keep the mage from being placed into melee by formations, and move the "select a npc spell by tier of the mage" into a script. The mage spawns as before with a minor change at the mage spawn handler, then each time npc_timed_spells fires (every 40 seconds or so) check if slot 3 is empty and if so, and if enough mana/magic points are available to make at least 1 ammo for the expensive spells, select a high tier spell to reload to slot 3 via script. I can also reroll for a summoned shield at slot 2 if that slot is empty; low tier mages had plenty that spawn without shields and this lets some of them get them later in a long battle, such as a siege. This change actually has to be done twice as sieges have a different routine than normal. This gives high tier mages a chance to replace shields destroyed during a heavy fight.
I kind of hate to mini-patch so close to a launch but as I was walking today it hit me all the mid to high end mages are gimped, and this is the fix.
Thank you for giving the mod CPR after 6 years sir!
Buried deep in the mod, where noone can notice except the most earnest adventurer (Ok, so it's folder Source_Phant_v160a4), and with instructions only the most knowledgeable in arcane matters could possibly understand (that is, except the the 3 people that read Player_Walkthrough_03 in Player_Handbook folder) is the mighty Lamp of Aladdin. The only truth that wasn't hype. I spent 3500 hours building it, and before that Guspav spent similarly, and before THAT other people worked on it. Everything needed to compile is FREE. The source is there, with nothing left out. You could have compiled the mod, as is, in about 20 minutes of setup time.
Spend 35 hours having the mod tell YOU what to do, or invest 35 hours and tell the MOD what to do. Edit for example module_items.py, find "Butter", change the price to 10, save, double click build_module.bat (and you did edit module_info.py to tell it where to write the output, cause I told you what to do in book 3). Run the mod. Buy butter cheap. Save game and exit. Edit module_items.py again and set butter back to normal price. Save. Compile. Run the mod again. Sell butter. In about 8 minutes you just made a miracle, single stepping and without the ooh and awe of divinity, but it qualifies as a miracle to your avatar in game. It didn't take proof of God, or religion, or losing one iota of precious disbelief. It took about a half hour of precious, doubtless valuable time. But that's the true cost of miracles these days. Match me for effort, 1%. And never ever look in the mirror and say "I'm the victim here". Tell the MOD what to do, instead of telling ME what to do. That's why its here.
As a Cleric Bard. I will show you the power of True Charisma.
New Vegas Charisma=Virg-
Phantasy Charisma= OMEGA CHAD
Next 1-2 months I'll expand Bards to have Area Effect auras and charms. I just wanted to clean up what I already had before adding "new" content. Expanding Bard content is fairly simple, using the existing M mechanic to select a class specific list of commands. I am mainly hindered by lack of icons, and need to make a blank bard songbook just like clerics and mages have. This would need to be added as an exception to presentation battle as well. I sort-of tried this back in v150 and decided I had too much on my plate at the time.
Paladin Auras are exactly a precursor to the code needed for Bard songs.
On the topic of mid future planning:
Long term I want to add some monster summoning, but although stuffing new enemies at the enemy spawn point is simple there are many not simple side effects to changing the total number of agents/enemies, and off the top of my head everything from the wavelet reinforcement manager to restrict the number of spawns to match Warband's current battle size slider setting, to little details like how to handle live summoned agents after battle when there is no matching troop at the party, and whether just stuffing summoned troops into the party breaks party size limit, and if they are killed off to prevent then there is the risk of morale hit from "lost agents". Then resurrection needs to be taught how to skip or moderate summoned troops. Perhaps a troop_is_summoned slot needs defining. The total number of troops on each side needs to be held as a global variable so it can change during battle. This even impacts loot, as loot retrieved shrinks as party size expands. Stuff like that.
Wow Bards are gonna be casters too? What will they use as Points? Faith or Mana?
Personally i like Bards the way they are going around starting concerts and riots XD spreading mayhem. XD but i am curious what they will do in your next version.
I plan a pure aura where they must do their song and not fight. It would be a useful thing to start it and then enter the battle presentation just giving orders and letting the battle flow around them. Like paladin auras these would be area of effect; pick the song for the effect you wanted. That would be easy to script as it is almost a paste from Paladin auras.
The caster changes from A5 are solid and working correctly. The error seen at four ways inn is coming from lords returning from exile and/or troops parked at four way inn. I should park some casters there for testing, or possibly a golem and a priest too, other troops seem fine. I tried a large number of mage heavy battles with my necro test char and it looks very solid with A5.
The patch is awaiting approval here or can be found at Taleworlds forum
Forums.taleworlds.com
or Nexus Mods Nexusmods.com
I have a question regarding Rouge, Ranger and Warrior. What do they actually do in terms of abilities and skills. I read the guide. But i never really seem to find the joy of playing as them.
This is a good question.
Rogue was something Guspav added a few micro quests for thieves guild but it never really got fleshed out. I just added half falling damage in v160 A4 r2, and that actually works. (Monks get that too).
Rogue is unfinished and the only other change from selecting a rogue is a different set of starting skills for gathering and some extra skills for spotting, looting, and stealth.
Ranger gets a boost for archery and pathfinding and spotting, and more dexterity. I felt rangers were under buffed and plan to let them summon wolves or bears, most likely, as Guspav had those defined. It is simple to add them like reinforcements but there are subtle side effects so I will do this more slowly, perhaps in the next 2 weeks.
Successful summoning would allow me to spice up several weaker factions, and maybe add some effect to an otherwise unused item. I don't want to add new item rows, as that blows out savegames, but if something is really unused I could take that over and make something special instead. I couldn't for example make riderless spiders without blowing savegames, but I could summon spider riders for drow. But not as a ranger. Three quarters of the effort is just getting anything nicely working, after that the same scripting can do other things as well.
For fighters, originally I wanted pure fighters to have a boost in xp but that is difficult, so some time ago they received specialization after selecting that as a profession, where one weapon type proficiency is boosted at start. Fighters inherit higher weapons proficiency across all weapons and a little more fighting related skills at start.
You didn't ask but I'll add:
All three are relatively weak compared to cleric and mage because those two fundamental classes had much attention. I think Necromancer is so heavily reworked that if anyone actually stopped moaning and played one they'd see it has super fast recovery from garrisoning after sieges, and other buffs they hadn't considered. But they must run, not walk, if a large group of Blazing Hand comes towards them. The only way they could roll that would be to have about 1/3rd mages, 1/6th clerics, and then the rest can be undead. They need a party size of around 300 to roll kings. They should NOT start their own kingdom until they can take down king parties casually. All their party should be mid tier, with no fluff, to pull that off.
Paladins and clerics, I built Tamar and mopped the floor with the undead faction as a blazing hand, but I always dumped 40 to 50 mid tier mages along with 40-50 or more female blazing hand (they all become paladins, and their aura moves with them as they ride around). This lets them influence a great many people, especially NPCs which cast periodically without being asked.
I did recently buff magic resist for several troops and magic resist is actually meaningful. But usually it compares the casters magic skill against the defenders magic resistance, and from there damage is reduced. Some spells do double damage if the defender has 0 magic resistance. This counters orcs, which have 0 MR for lowest tiers, although they have high strength. Orc shamans are greatly buffed compared to how they once were. Drow and Dwarves are high resist as well. Elves have more magic resist than they used to.
KI think Guspav wanted to have rogues useful in a dungeon setting, to open locks and hide and climb walls. There is a fair amount of work to pull that off. I can with great effort make someone fly but it is very tedious and after doing it once I shelved it. Essentially its a trick anyway; the character isn't flying, they just stand on the right scenery and IT moves. All the mods have that as a dirty little secret.
I enjoyed the Thieves Guild quests. Though it lacked variety. Still sort of a neat way to make petty cash. Nothing will ever beat tournaments as a way to make money though.
I look forward to your next patch!
So very glad to see you back. I hope you do great work in continuing the development of this wonderful mod, awesome news.
I hope so too. I am weak and not sure how much I can get done, but the last 8 weeks have seen much get cleaned, so hopefully the next month or two will go well. I'll do my best to not waste the time I have.
Could you please restore the Find Item cheat? I can't play without it, honestly.
Source code is included. Look in module_game_menus.py for "cheat" and eventually you will find it. I don't consider it game breaking; if you do, tweak it at your desktop for your personal use. You can thank me later.
But I don't know anything about programming, I've opened the thing in notepad, and I can't understand any of it. can you give me specific instructions, on how to make the menu show all items, and not just crafting materials and mounts? Like, step by step instructions, written in a simple language, that even a total moron wouldn't **** it up? Pretty Please?
It's an honest reply. I'll think about it next week or two. I'm a bit busy right now. I'm not sure if Guspav had a full cheat access either; I saw it at Silverstag and at the time thought it would be useful to preview newly added items for missing textures or resource file conflicts. Since you're not doing that, in my opinion your "need" is really a "want", and my time is 'almost' as precious as yours.
I actually figured it out. The previous version had full access, so I copied and pasted the old lines of code pertaining to the items cheat over the new one, and it works perfectly fine!
Already building patch v160 A6:
so far:
A) add a small to medium boost at the prejudice check when the player tries to enter any walled center and belongs to the same faction as the castle/town. This also applies to the town guild master, who will welcome the player building enterprises without the usual "I need to get to know you first" barrier.
Undead faction also now sees Dark mages and Necromancers as not human enough to count against the party, instead rewarding their presence. DONE
B) add a check for open space in inventory at village specialty selling anything, exactly as was added for crafting guilds checking space before selling raw materials. DONE
C) Change poison handling to allow more than one tier of poison.
Adjust damage and recovery, allow ironflesh to influence the damage per tick and the duration of effect. Spiders have a chance to do extra damage (two punctures = tier 3 instead of tier 2 damage). Each tier of damage adds to the damage per 3 second tick. DONE
D) My necromancer test shows the lich lord is not allowing more than 1 castle and always disallows town ownership even though every castle and town was taken by my character. |I will find the cause and adjust; the undead faction at least should not dislike a necromancer player. Perhaps done -- needs testing.
E) village raids - fighting on the defending side of a village raid and defeating the opposing lord should give loot and renown just like any other battle. This is more difficult as there are several places to adjust but will be done this week. Pending
Patch A5 is LIVE now at Moddb.
A) This fixes mid to high tier NPC mages unable to refresh their spells after throwing their first 2-3 fireballs/lightning bolts/ice storm/slow spells.
B) Spell ammo limits are changed for the above spells; they now have ammo 3 not 10-12. Casters would have ran out of spell points by the 3rd anyway but lowering the maximum ammo count on these lets me use a script line that "refills ammo" immediately after equipping the spell (as it was not certain they had more than 0 ammo yet), then rethink AI so they stop being infantry and go back to archer group.
C) Entertainment skill is useable by non-Bards with a small debuff, while bards get a buff. In A6 the bard buff is increased, but I am happy to see A5 approved.
I'd like an extra day to test A6, as i made an important change to interrupting village raids in progress by an enemy and want to watch it work or not. I have a number of other improvements/fixes rolled into A6 as well, but haste makes waste.
Molocauduhm is supposed to be a demon magician, but the dude never casts any spells as far as I can see and his throwing skill never goes up. (throwing is used for most offensive spells), I'm assuming he's bugged still. As iirc he was bugged in 2018 version!
Molocauduhm now gets flagged as magic user the first battle after A6, but skipped getting magic points assigned.so the first batle he will be infantry. The NEXT battle he registers as a magic user on spawn, but I should make sure he isn't excluded from getting his measurements taken. He should NOT be given added weapons by you, else you block his spells from being equipped. You should also manually set him as archer group instead of infantry. By default all the companions are infantry until you say otherwise. He was not flagged magic user until A6, but the place where it happens is a little later in first battle not at spawn. So there are layers to this. Having been flagged once he will always wake up a magic user. He is given weapons and spells differently than other mages. You should equip armor only, and that armor should be caster neutral like elf armors or caster bonus like mages.
ok, after removing his weapons, saved and updated to A6, I did indeed see the guy cast fireball. thanks :)
Could I get a clarification on the relationship between magic and thrown skill? Mainly should mages increase power throw to increase damage?
Hmm I posted a reply but I don't see it.
Magic spells have two layers - the seen layer is a normal throwing item, that does damage much like a dart and has normal damage that warband engine determines. This layer benefits from power throw.
Magic spells also have an unseen layer, a second hit that does magic damage, which might be amplified by the caster's magic skill and weakened by the defender's magic resistance. There is further amplification of the caster by what they have equipped (which for heavy metal would be a negative "bonus"), and further resistance by type magic attack fire, cold, lightning, acid which looks at the materials each equipped armor and weapon are made of, only specific spells bother with this.
I like your questions, actually. They show some insight as to how the mod really works. Sorry if I seem distracted or terse; I never have enough time. Everything is always in an "emergency" so I never catch up. But you have good questions.
does Magic defense even does ANYTHING at all? i have 11 and the whole archmage set and i get one shotted by adept mages with their thunderbolts doing 70+ damage (they one shot me with any other spell too, thunderbolt just does the most damage) i cannot see it lowering my magic damage or theirs at all. it seems so useless i stopped increasing it at all to save skill points.
but then again magic damage and its AoE is super unreliable, specially for ice storm, sometimes i one shot whole reinforcement waves of ANY troop with a single ice storm (i have 15 magic damage plus archmage set) yet that only happends about 30-40% of the time, more often than not the spell goes right in the middle of a bunch of troops and only kills a single one, the AoE never triggers, it doesn't matter if i hit them directly, hit the ground, or anywhere near them, it either kills 1 unit, or does damage/kills all of them, its incredibly random to say the least.
fireball and thunderbolt are garbage compared to current ice storm, both ice storm damage/aoe is a lot higher than both even tho the description says it should be lower than fireball, same with its damage, but that's clearly not the case at least at very high magic power levels + magic modifiers levels...
Currently most AoE spells have the mechanic - ti_on_agent_hit,
in this case at mission_templates common_battlespecial_attacks.
The trigger on agent hit means you needed to hit an agent, not the ground, to get the AoE to even trigger. Recently, last week in fact, I put a new type of splash in darkness spell, which should now splash even if it misses an agent completely, not caring where it lands. This is probably what you instinctively write about.
I'll agree with you on this one, while you can inspect my code yourself at any time as it is now 100% part of every download. Just look and you'll see it, if you don't believe me.
I'll change the AoE to be more darkness splash after studying what people say about darkness in the next few weeks. For better or worse I will leave shortly for a while, hopefully to return, as I plan a risky high adventure trip in my old age, to a wild place. But nothing is more fearsome than forums full of disgruntled players. Even ISIL are fairly calm fellows by comparison. Give it time, if you would, or fix it the next few minutes now that I told you where to look. Either is fine by me.
Hi! I cannot get this mod working on steam. It is always stuck on the loading screen, and that immediately crashed. I have tried re-installing the mod and the game and they didn't work. I have tried deleting the rgl-config doc and it didn't work either. I installed the mod and replaced part of it with the newest patch.
You MUST set "Load textures on demand" at warband BEFORE running the mod. There is a walkthrough in part I of the documentation in folder Player_Handbook. Try it my way, once, before telling me its impossible. It worked for my daughter's steam account. But she isnt here; I did not buy Warband on steam. But it runs. I put pictures of what to click in the walkthrough.
This comment is currently awaiting admin approval, join now to view.
I am able to run the Native game and the Napoleonic War mod, so I am wondering if the problem is because how I installed the mod?
I have loved your work since playing the first Phantasy Calradia almost 10 years ago and I am really excited for this version. Thank you for your help!
You have Warband version 1.174? That's the version I tested with. Try deleting the mod folder entirely and just expand phantasy_v160_a4_r2.zip, just that, and hold off on patches until that runs. Once that runs just patch with a7 and skip anything else. DO NOT install Guspav's build then try any 160 on top of that, it will 100% fail. I put them for comparison but want to see them as separate folders and separate mods.
yes I am running warband 1.174. Running phantasy_v160_a4_r2.zip does not work either, the game still crashes at the loading screen.
So you deleted the folder and just 160_a4_r2 is there. Maybe you have something strange for hardware or environment? What windows? Graphics card? CPU? RAM? I'll remove the patches that should not be applied because the old Guspav patches for 0.723 would always fail a v160 image. They were just for people to make a second mod with Guspav's old game, since its a shared moddb page.
Yes, currently just 160_a4_r2 is in the mod folder. My computer is running on Windows 11, Intel i7 CPU, 16GB RAM, and Intel Iris Plus Graphics
Hmm. I don't have any ideas. I use Win 10, the I7 and 16 GB RAM are fine, try turning OFF HDR mode at Warband video settings. There is a crash log that might help too at rgl_log.txt, but that just shows the last line that actually loaded, not what hung. It may still give clues.
Some of the RGL errors showing are more warnings my rgl_log has a few but the game runs for me. I actually have plenty of errors shown and I run anyway. This leaves me to believe something at the video settings is different between us.
Make sure you are in DirectX 9 mode, that may also be impacting things. (checking real quick I don't see a DirectX 11 mode, so DirectX 9 is all there is besides 7).
My only other guess is the defaults for Mount & Blade warband were modified by another mod. You could install to a fresh directory the warband 1.174 trial to a DIFFERENT directory like c:/Warband and try installing the mod into its Module folder under that and see if it now runs. Make a shortcut to the newly installed Warband file c:\warband\mb_warband.exe in that example. You will NOT need a second license key; all the warband copies on the same Windows image share the same common key.
Taleworlds.com
I finally managed to get past the loading screen by reinstalling steam and the game altogether. I also had to disable Steam Overlay while in game.
My guess is another mod had modified something, this is why I was trying to see if a clean build at another location would work. I tested running Steam Warband at its default location + Warband trial at a new location at my daughter's laptop and this worked well, with the one steam purchased key validating all the warbands on her laptop. This let her compile the mod, not that she wants to code (yet). Glad you got it working.
Is it possible to adjust the battle size above >150?
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.