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  1. Dolgoruki
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    Now a Steam Workshop by the way, at   https://steamcommunity.com/sharedfiles/filedetails/?id=3365017311

    Full change log v160 series C  https://drive.google.com/file/d/1OXr-mGXXkI3a_K67-WWHQKYOxuInXELp/view?usp=sharing

    How to use the mod guides:

    Part I - installation, making a character
     https://docs.google.com/presentation/d/1QVYQddPXdg97_kOJMWLS2QcwA6N7LBg6/edit?usp=sharing&ouid=110457304162204302554&rtpof=true&sd=true

     Part II - Crafting, making money, becoming a vassal, and the four ways inn
    https://docs.google.com/presentation/d/1KvJ-2co9qS5gHsQ-cZD8sXw_XqSVPRcW/edit?usp=sharing&ouid=110457304162204302554&rtpof=true&sd=true

     Part III - Magic system, setting up the environment to compile the mod, a Drow character
    https://docs.google.com/presentation/d/1fBAsDwJNsSH0FpaOcOxjYOZO87bpOQvD/edit?usp=sharing&ouid=110457304162204302554&rtpof=true&sd=true

     Part IV - Necromancy, town management, marriage etc
    https://docs.google.com/presentation/d/1oW9SIbTAnlYHtJbXCaYDn14zxFrdnHOI/edit?usp=sharing&ouid=110457304162204302554&rtpof=true&sd=true

     Part V - (optional tasks):  Install WSE2 in order to perform campaign export to text file and read it back at another character
    https://docs.google.com/presentation/d/1lLUu5j_Y1l4h5IQQovrd3JypBp1f6B6v/edit?usp=sharing&ouid=110457304162204302554&rtpof=true&sd=true

     Programmers Guide that also has every crafting recipe, every spell/prayer, and some neat trivia as to how the mod works:
    https://docs.google.com/spreadsheets/d/1zXHVAWOwAf9lKa_xlUSLWLWImrulPrSl/edit?usp=sharing&ouid=110457304162204302554&rtpof=true&sd=true

     and for completeness, comparison with Guspav's last touch to the mod in 2017:  (excel)
    (see the sheet for mission_templates to see how the mod changed for bandwidth consumption)
    https://docs.google.com/spreadsheets/d/1z5sSWDwV-Zjux90VLGKb8zAwq2qLw0Ze/edit?usp=sharing&ouid=110457304162204302554&rtpof=true&sd=true

  2. Vassy84
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    Hi I just got this mod some time ago because it's the only mod with magic...and for some reason there are simply no more night battles in my games? Is this an intended change or is something wrong with my game? So I tried to find the option to turn back night battles again, but just couldn't find it in any of the various mod/video options. I really hope to bring back the night battles again. Thanks!
    1. Dolgoruki
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      the answer looks like this, at each of the missions in  module_mission_templates.py
          (store_time_of_day, ":mil_clock"),
          (try_begin),
              (lt, ":mil_clock", 6),
              (scene_set_day_time, 5),
          (else_try),
              (gt, ":mil_clock", 19),
              (scene_set_day_time, 19),
          (try_end),

      The time of day is set only for the scene, the actual clock value is not changed, and the Phantasy buffs for undead at night are still active.  It was strictly a response to players complaining about night being far too dark for their liking.
      I'll experiment again for patch C14 coming up in a few weeks, but I won't do it for B13 which was released early at Taleworlds last Friday but NexusMods and ModDB should see in a few days, as it was thinly tested and people here and there go ballistic if everything is not to their liking.  I get it, but it means I post here last. 
    2. Vassy84
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      Oh ok...so basically players here wanted night times to be bright? I initially thought something's wrong with my mod files or settings, lol.

      I think it's kind of a subjective preference though, so there will be people who are not bothered with night battles and want night times to be night. Unless there's some kind of serious issues with night battles, such as game breaking bugs or invisible enemy cosmetics. But if it's only a subjective preference, then forcing bright light for all night battles seem like a weird choice to implement for anyone using this mod, without giving them any choices. 

      Anyway I'm not a programmer but based on the info you gave me, I'll try to figure out how to bring back the night battles. Thanks a lot for the help!
    3. Dolgoruki
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      At module_mission_templates, search for   store_time_of_day      and every place you find that you can put a # 
      at the start of each line below

          (store_time_of_day, ":mil_clock"),
          (try_begin),
              (lt, ":mil_clock", 6),
              (scene_set_day_time, 5),
          (else_try),
              (gt, ":mil_clock", 19),
              (scene_set_day_time, 19),
          (try_end),

      then ctrl-g to find the next instance and afterwards save the edit and double click  build_mod.bat.
      I left instructions at player walkthrough 3 in player_handbook subfolder how to set up the compile, with pictures, and I expect it takes a maximum of 40 minutes to do so.  I can do it in less than 15 but I double the time estimate for a complete novice.  Who knows, years from now when I exceed my actuarial age limit (which is fast approaching), you might be the only person that keeps your mod current.  I am 63 1/2 and can barely breathe.  I expect you can dobetter.
    4. Vassy84
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      OK, thank you! I'm ashamed to say that I failed to successfully change anything yesterday, lolol...but I only mess with it for a while. Didn't know I still got to double click that "build_mod.bat" file! Anyway it's amazing you're 63 and knows how to use the computer, and even do coding and modding and stuff. My parents/grandparents can't even use the computer or the mouse at all, lol.  

      By the way I encountered some weird issues with companion clerics though. Have already made 8 of my companions in a test game into clerics by giving them holy symbols and money, and raised their faith to 15. Then I tested them in battles. For some weird reason, none of my cleric companions use any cleric spells at all, such as healing or spiritual hammers. Even after I removed all their weapons to see if they will cast cleric spells, they simply charged into the enemies to punch them with bare hands like Rocky. I tested getting myself into very low hp, then walking around these cleric companions...and still they won't heal me at all. Is there currently a bug with all companion clerics not working at the moment? 

      I've also tested mage companions...and they seem to work fine, as long as I keep 3 of their weapon slots empty. Just that none of my cleric companions use any heals or even cast spells at all.
    5. Dolgoruki
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      Companion clerics should cast heals each 51 seconds, among other things.
        Possibly they are waiting until they take some damage; I had them saving their mana until I was sure they were in contact with the enemy but I could probably invent some flag to remember when they met the enemy and keep them aggressive after that. 
    6. Vassy84
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      As a test I gave 9 of my companion clerics a Mithril Maille and Elven Tiara each, and a Dwarven Adamantine Warhammer at 1st slot plus a shield at 2nd slot. I injured everyone prior to test battles against a drow scouting army of 17, and their hp counts at the very start of battle are as follows:

      Me: 61%
      Kevtil: 58%
      Cortranna: 49%
      Padubast: 59%
      Katrin: 42%
      Umie: 52%
      Matheld: 36%
      Bunduk: 40%
      Ymira: 78%
      Jeremus: 59%

      I also removed all other units away from the battle, so only me and the 9 companion clerics are fighting. This drow army always stayed in formation throughout the entire fight without charging me at all, so I can safely test out my clerics' spell casting abilities. I went forward, let them shoot a few arrows/magic onto us, then retreated to a safe location just to check if my clerics will cast anything. They still don't do anything or heal themselves. The only thing I noticed so far is that after roughly every 53 seconds, there will be an audible cleric spell casting sound effect, but none of my clerics are actually casting any spells, or showing any magical effects above them. 

      Tested a few times making my clerics charge and observing them fight the drow. None of them casted flamestrike or damaging spells onto the enemies. Only this cleric spell casting sound every 53 seconds...but that's it. Just a sound effect without any noticeable spells casts. I also never get healed by them, even after engaging enemy forces. I reloaded the game and tested this battle multiple times...still never see a single cleric spell cast by my companion clerics. 

      So it might be an issue if all cleric companions are completely bugged out in this mod.
    7. Vassy84
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      Another thing I've noticed in these test battles, is that just 1 single drow mage in their small army of 17, often wipes out around 3-5 of my level 39-44 max 15 faith clerics with a single well-placed area effect spell every now and then, lol. Especially when they are bunched up together immediately after engaging the enemy, and since they are already heavily injured prior to the battle(and they don't heal themselves ever). But if I load my game and re-spec all of these 9 injured companions into max 15 spell power mages instead(still wearing their Mithril Maille and Elven Tiara), they completely wipe out this small drow army instantaneously, regardless of drow's innate spell resist. Mages seem extremely powerful in this mod.
    8. Dolgoruki
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      OK I'll look at it for the next patch (probably really full build C16), expected Friday 15 Nov.  I am still cleaning up C15 but I can look at the npc cleric logic next week. 
    9. Dolgoruki
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      Something I forgot to ask, was to make sure each companion you upgraded to cleric has faith skill high enough to support the spells you expect them to provide.  heal needs faith 3 or higher.  bless and curse need faith 1, bravery is faith 2, faith 5 is flame strike.  These are seen in table form both at the walkthroughs published in folder "Player_Handbook" and on the "spells" sheet for excel file "Programming_Guide_Companion_(version).xlsx"
    10. Vassy84
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      Oh it was a test game, I used cheats and ctrl-L to level them all to around lvl 40, then give them all 45 charisma and 15 faith skill each. (Everyone except Jeremus at 7 faith skill.) Can't seem to level them higher than 15 faith, so I stopped there.
  3. ridaugo
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    Does this mod have one or more of the ones I'm listing below?
    Custom troops
    Creating a domain (village, castle, city)
    Having children
    1. Dolgoruki
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      These sound to me like Bannerlord "features".
      Custom troops kit has an issue where if I enable it the faces get badly bugged, so it is not enabled.

      Creating a domain - is that "create your own kingdom"?  Certainly you can create your own kingdom, best if you wait until you actually take a walled center before declaring yourself a kingdom, as pretty much every king around will jump on you unless your right to rule is high.  It would be safer to be someone's vassal until you are strong enough to casually beat down enemy lords.   It is a simple choice at game start if you want to already start as a king/queen, with enough right to rule to be left alone for a few weeks while  you collect companions, train in crafting, or otherwise work up a core cadre for your party.  You will have funds to start 1 or 2 high end player enterprises to pay for your army, which otherwise would drain your funds quickly.

      Having children - very few mods in Warband do this.  On the other hand, your character is effectively immortal, thanks to the ability to export the entire campaign (not the same as savegame,  but an independent export of metadata building a save that can be reimported if the savegame format changes between versions, such as the change between series "B" and series "C".  You can now skip past what would have been savegame breaking mod changes, but only if WSE2 is active as it writes a text file via Lua, and lua is dependent on WSE2.  Otherwise WSE2 is not needed.)  I consider children a gimmick, but you are free to decide as you wish.  Full source code is provided with every last patch by the way, but to be honest so far I've only seen 4 to 5 people mention they compiled it, in the entire last year.  I put oit because I am in poor health and cannot guarantee I'll be around to fix things.  The mod is still evolving, after all this time, and I post every few weeks the current state of the mod.  Series C is by far the most complete the mod has ever been, with all native feature set enabled, every quest working, all of diplomacy active, and nothing I considered core left inactive.

        But I won't provide a precompiled C series for at least 10 days; it is not just me being prissy, but because I want more time to clean up an "official" release then I can put it as a steam workshop build.  This is not my profession and I have exactly zero helpers; as a one person show I give all the time I have and it is barely enough, compared to the usual 3 to 7 people full time at "big mods".  I don't really care if you skip the mod or not - it's not like I get bragging rights if more people download.  Been there/did that in 2017-2018.  By now its my super hobby that gets 45 hours a week and if you like it too, nifty.

  4. Dolgoruki
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    Oct 11 '24:
     Main focus for patch v160 B13  is an upgrade to party/campaign  Export and Import.
    Also labelled "character export/import", more than just the character is saved to text file. The entire economic progress, companions gear, experience, walled center holdings, funds invested in training, crafting and harvest skills, honor, renown, and more are saved.  B11/B12 poorly handled Player Kingdoms and in general middle/late game ownership of many walled centers.
    1) a) Added to B13 export additional meta-data mainly to support Player Kingdoms: Right to Rule, character classes for each companion (as Mage or Cleric could have been added), Vassal lords list if already owning a player kingdom,  separate export of each garrison rather than lumping them together, player relation for each owned center, 2 bytes reserved for future infrastructure,  vassals with walled centers assigned will inherit the walled centers, without needing to assign them via Minister. 
     
       b) Exports made during B11/B12 patches can be imported using the B11R2 legacy code.
     This is transparent; the mod will check the stored patch number (what patch was active during the export creation) at the export file and use B11 coding as needed.
    Fresh exports will use the improved B13 model for the export file layout.
       c)  reworked logic for creating player kingdom during B13 or B11 imports.  You should still have at least 1 town before creating a player kingdom.
    Your newly created character could have chosen "start as King" option at creation to receive Dhirim and some vassal lords with 3 castles.
    Without a town to mark as capital you will not auto-receive vassals, your declaration of being a kingdom is pointless and counter-productive.
      d) fixed an error blocking selecting Blazing Hand as faction to join during import at  xgm_mod_options.
          at module_scripts, "unpack_troops" had an error blocking correct type of troop to add when importing. 
         the global variable storing the patch number was not getting set in B12 and earlier.  The work around has a 3 hour timer check to see if it is still 0 and if so set the correct value.
           This means you should wait in town or otherwise waste time for at least 4 hours before exporting your campaign - IF you have a game started earlier than B13 that is.
      the correct patch stamp is embedded in the export and without the patch stamp else the wrong import code will be used and the import will hang.   This is set correctly for you if you created the character at or after patch B13.
      e)  Currently, fresh characters need to be created WITHOUT WSE2 loaded.
      Start Warband normally without starting wse2_launcher.exe and create your character.  Remember there is a 20 second
    delay while all the Calradia is being formed so give it extra time before thinking the game is crashed.
    Once your character is made, Save Game & Exit Warband. Visit  Windows Documents folder and find subfolder "Mount&Blade Warband Savegames",
    then select "Phantasy_v160" folder and locate the savegame you created today. right click: COPY that
    to clipboard and now go back to Documents folder and find subfolder  "Mount&Blade Warband WSE2".
    Under that folder subfolder "Phantasy_160" and these are the WSE2 savegames.  You want to PASTE the savegame you copied to clipboard.
      A good walk-through for installing WSE2 is at  https://www.youtube.com/watch?v=iFmPSWYAyhg
    That was for Warsword Conquest but I still feel rosy noticing Phantasy_v160 was one of the mod folders shown.
    NOW, start WSE2 via  wse2_launcher.exe, which loads WSE2 then loads Warband.  Load Game with your newly created character,
    and when you want to import the old save from Camp Menu select Phantasy Options, at the bottom choose the faction you want to join as a vassal OR 0 to make a player kingdom.
    Just above that, check "Keep new face codes" to use the new face you just made or leave it unchecked to use the face saved in the export file you previously created.   
    The export process left a text file called   char_export.txt at the subfolder Lua underneath the mod.  The WSE2 lua implementation does not support all the functionality of normal Lua,
    so it cannot for example search directories or even operate outside the lua folder.  It will not search subdirectories.  The file to import has to be at the Lua folder and has to be named char_export.txt
      At the mod, after setting Phantasy Options, camp menu: actions menu: actions menu #2: Import a campaign save.
    This will attempt to read the file   char_export.txt  (all lower case letters) from subfolder  "lua".  If the file does not exist at that exact folder or is spelled differently (case sensitive), this step fails.
    You will be instantly transported to four ways inn, and any items your entry level companions could not yet wield are placed in secondary household storage, which you can access from the Four Ways Inn.
    Troops that could not fit into your party are parked at the four ways inn (somewhat like a garrison), costing half pay weekly until you withdraw them.  After setting up your companions you could enter four ways inn, talk to the mage, and transport your party to the town of your choice.  Funds were already added to pay a one way ticket anywhere for you and your party.
      f) You will still need to select stats, skills, and weapons proficiencies again for you and your companions. 
     Unfortunately there is no means to manipulate UNSPENT stats, skill points, or weapons proficiencies by Warband scripting language, else I could make this into a 5 second process.  As it stands, since you have to re-spec everyone this is a fine time to change classes, cleric deities, race, faction, start a player kingdom, or anything else you wanted to do with mid-game parties.  Your economy travels with you, as does crafting and harvesting, and your newly created character is in the early days again meaning your much matured Warband is in a much better position to influence the new world.  This typically takes 1-2 of my hours to adjust companions the way I want them, but it could be done in 30 minutes.  Either way my campaigns took player weeks to build so trading 1-2 hours to re-achieve the warband and economy that needed 100 player hours to achieve is still something.
    Plus, this export/import jumps past savegame breaking updates or mod changes, as the export is not really tied to the Mount & Blade savegame layout.  I can change options at module.ini that would have broken savegames and continue playing after a short delay. 
     
    2) a) Small tweaks to remove compiler warnings at module_scripts  (27 warnings removed)
      Divine resist from armor materials was mistakenly using the electrical resist value, corrected. . 
    3) a) Cleric prayers "Harm" and "Flame Strike" now have a minimum damage inflicted even if otherwise the defender would have taken less than that minimum after calculating magic defense and divine resists from worn armor.
        b) adjusted "magic interference" ratings for specific items:   (script_start, line 2280)
      for fresh/new savegames only:
          drow_sorcerer_robe_purple  from 4 is now 5  (player recipe robe)
         elven_mage_robe,  night_robe, drow_sorcerer_robe_red  from 6 to 7
         elven_tiara    from 16 down to 6
         twilight_guantlets  from 2 is now 3
         twilight_boots    from 1 is now 2
      c)  at four ways inn, prices changed slightly (effective immediately)
      Elven Tiara   from 15000 to 25000
      Twilight Armor set  from 200000 to 100000
      Archmage Hood or Hat   from 20000 to 15000
      d)  Companion "Nizar" starts with 2 Entertainment skill.  At patch B14 he gains Bard class as well.
     For now this affects new games only.
    -------
    Patch_v160_B14: 18.Oct.24:  added the following to Patch B13:  [updated 01.11.24]
    1) test for companions at export now excludes companions dismissed by player or already quit by their own decision.
       support player companions promoted to vassals at both export and import.
       At Export the companion is included with the list of companions to get experience, equipment worn, and character class flags.
    An additional flag is added to mark vassal status Yes or No, as a vassal needs to have equipment loaded absolutely rather than relatively at Import.
    Import needs to handle setting minimum skill for power throw/draw, riding, and strength to meet requirements for gear.  These become free skill points, as otherwise the player cannot manipulate inventory for vassals.
     
       During the vassal export phase the companion-vassal's:
             relation value with player,
             count of villages 
             list of villages
            stacks count of vassal's party  (could be 0)
            troop ID + count   for each stack
      Companions found to be vassals are set to be vassals at import, after they have their gear assigned. 
        
       increased support for incoming vassals from an arbitrary limit of 12 to 33.
       adjusted any companions found to be vassals owning walled centers to set as kingdom heros instead.
         They will inherit the player's banner, and raise their own army according to their leadership and charisma party size limits.
         Companions promoted to vassals will have slightly higher stats/skills than otherwise according to their gear requirements at import.
         As hero_lords cannot be manipulated for inventory, there is no moving of gear to overflow inventory if the incoming companion lacks stats, so this difference is set, giving possibly a few extra unused skill points or stat points that could be spent elsewhere.
       Found errors at xgm_mod_option in showing saved settings chosen for keep face codes, faction, and faction culture at import but 
    cannot fix without breaking savegame.  These are stored correctly but not shown correctly afterwards. The correct display is seen at patch C15, which had the freedom to add more global variables since the savegame was already incompatible to B14 and earlier.
      If you are intending to import as a player kingdom but were not already a player kingdom at the imping character, 
    You must set the kingdom culture as well as importing faction 0  at Phantasy 2024 options menu at camp menu.  I have exactly 1 B14 export but I will add more next week, look at Taleworlds forum  
    https://forums.taleworlds.com/index.php?threads/phantasy-calradia-2024-reboot.462538/page-3
    2) Fighting Epidemics no longer locks you in town.  Instead, the moment the epidemic finishes you will be outside town, so that once you choose to reenter normal town behavior occurs.  The diplomacy re-merge also showed a weakness at the call for rest_for_hours used to pass time.
     All the Rigale timers that previously could expire early now have a better mechanic to shut down the timer countdown, which was influencing the Rigale "stuck in town" issue.
     Epidemics are now defaulted to ON for fresh games.   Who ever thought being a doctor (or mortician) pays so well?
     This was the last major issue that needed solving before starting work on a Steam Workshop build, estimated for "sometime November".
    3) adjusted Bard/Entertainment skill to offer to play music with a more limited range, as the highest offerings have a very low chance of success and many times the penalties.
      Player characters with a Bard subclass have access to higher tier performances if their entertainment skill is high enough.
      Entertainment is now used as a "party" skill, despite it being shown as Party Leader only.   This makes Nizar more valuable.  You still need a lyre or lute in party (player) inventory.
    4) corrected a mistake at dialogs where Elven Tiara was still quoted at 15000 instead of 25000 dinars
    5) Cleric/Paladin Flame Strike lowered cost to 12 points instead of 18
        fixed a typo that was applying far too little damage to the victim
       adjusted at 3 locations: pc_cleric_spells, npc_timed_cleric_spells, and common_battle_flame_strike
    6) Morale effects on troop taking damage: 
    script_apply_death_effect_on_courage_scores  and   script_apply_effect_of_other_people_on_courage_scores both had errors giving 1/10th the effective radius for morale penalties once nearby troops are injured.
    This is fixed.  The first script used an older form of try_for_agents that is less efficient for large battles.  This was changed to improve large battle performance.
    These are called every time any agent is damaged, rather than on a timer, and apply to mission lead_charge.
    For village_raid, a traditional timer based effect is used, but now the timer is changed from 3 seconds to 13 seconds.  This might become the preferred mechanism if testing shows it is far smoother.
    7)  B14 was primarily preparation for handoff  to C15. 
     I COULD have labelled C15 a new major build  v161, in that the data model is completely incompatible with the earlier v160 series.
    C15 is expected to become the Steam Workshop "full" version, with a different folder name than the v160 series.  Do notice it also has a completely different module.ini 
    with incompatible settings compared to B and A series.  
      There are still plenty of things that could/should be fixed or improved before then:
    a) Creating characters while WSE2 is loaded should not require so much directory level surgery.
    b) There remain a  number of rgl_log.txt  errors shown at the Warband executables directory regarding duplicate  textures and resource files, as well as missing animations for WSE2 mode.
    c) Companions added by Guspav still have empty or "filler" dialogs and the dialogs should be expanded, probably with comments showing which companion that dialog string goes to
        to keep straight all the different new companions.  These are at module_strings and for companions npc17 to npc34, 6 sets of dialog strings to edit so around 100 lines.
    d) still monitoring the errors at   script_game_event_simulate_battle   Although I blamed PC Camps, the culprit looks to be coming from Diplomacy's recruiter kit adversely handling my Rigale harvest nodes, as near as I can tell.
    As these remove themselves over time, Recruiter kit may be referencing stale info when falsely expecting some party to "battle" them.  This sort of thing was how the recruiter kit was pulled last time.  This time I am adding safeguards; 
    the entire notification that some recruiter got bushwacked is not worth crashing the mod to desktop.  Feel free to disagree, since I'm making you compile it.  I'm not married to it, so it's life expectancy when misbehaving is low.  Just saying...
       Other than this obscure and occasional hard crash the REST of the diplomacy merge looks good.  I'll experiment with this script, including adding a line   (eq, 1,0), right above the piggyback that diplomacy added halfway down the script, because the crash outweighs any benefit to gee wiz notifications from Diplomacy.
    It's not even MY notification, which would be bad enough.
  5. EzraelVio
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    Elven armies are broken
    1. they slow you down while they themselves cast haste, destroying any cavalry superiority while also turning all their foot troops into cavalry. This also make their line basically unapproachable while maintaining high DPS output through broken magic casters and bow units. This broke all kind of battle, no one can have any slight advantage against Elves even while outnumbering them or out-qualitying them (Except if you bring as many broken magic casters as them). Cavalry advantage? I cast thee ball twisters! now walk like you got cramps in the groin! Missile unit advantage? Bullshit, Elven sharpshooters outrange, outdamage and outspeed all of them. Also i want all of you to meet Elven horse archers that are far stronger than the elite Khergit ones
    2. Too many of their spell casters knows fireball and some even come with broken stats. I have to lower allies damage taken modifier to make battles with similar strength and number even remotely fair.
    3. On top of this each of their warlords get 200-300ish troops from game start. Atleast you can fight orc doom stack defensively

    I found out in the end that Auto battle is FAR FAR more fair than fighting them head on. Better to have 1:1 or 2:1 death ratio than 10:1
    1. Dolgoruki
      Dolgoruki
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      Haste cross cancels slow, or you could dispel magic either/or.  If you had a paladin you could aura of quickness to cross cancel slow - any troops (agents) entering the range of the aura (about 8 meters) are checked if they are slowed and if so slow effect is removed.  Slow also removes after 30 seconds.  Pretty much every effect has a 30 second timer, although casters with magic skill 4 or higher have a chance of selecting slow as their current spell so with enough casters on the field you are likely to be slowed often.  Welcome to magic.  Your screaming "broken" about ANY mages is an opinion by the way.  I recommend Perisno if you want the multi-racial experience with no magic involved.  I once contributed to Perisno so yes the two look similar.  Some of my code is in Perisno, from 9-10 years ago.

        Now as to the other things you hate about Elves:  Elves have some magic resistance, but not as much as Drow or Dwarves.  Eves are fairly weak on Clerics; they have a few but fewer than Drow and of course nobody does Clerics or Paladins like Blazing Hand.  I see you have not experienced meeting Blazing Hand as some sort of necro/undead else that will be your next rage letter.  Working as intended.

        As for really good bows, that is a benefit for Elves sure.  Elves can be beaten down, mid game, but the first encounters they will walk on you if you are not ready for magic.  You should invest in magic defense skill and be aware your gear also has an influence on magic resistance checks.   Khergits at least have a high amount of lamellar armor, which has resists similar to elvish gear.  One thing that is unique to Elves and Drow is their gear is very light, keeping encumbrance low.  Weight matters much much more than other mods (even Perisno) and you will be spanked putting on super heavy gear if you do not have very high strength.  You can check the stats on each troop (and yourself, and companions, and actually every troop in game) under Reports menu: Reference.  Explore, if you have not rage quit by then.

        Look, I don't pay you to play and you don't pay me to write, but  before bandying about the word "broken" don't be surprised if I am obliged to respond.  Just say I don't like it and be done.  Broken means you think it is a big bug.  That's an opinion right now, that I happen to disagree with.  My disagreeing doesn't change your opinion, but its still just an opinion.
  6. Richtab
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    Is it possible to build a mage guild in your town?
    1. Dolgoruki
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      Mage guilds cannot be built.  Each guild has its own troop within it and changing the troops count would break savegame.  I would have had to make a pool of excess guild NPCs and break all current saves to support that.

        Instead, I prefer to enhance the campaign export feature, found at camp menu: actions: actions #2,
      which currently works well for importing campaigns for where the player is a vassal but needs improvement for where the player is to be or was a self contained player kingdom.  The glory of campaign export is it does not care if some feature at a later time breaks savegames, as the export is in a neutral format not impacted by changes to the data model (which are where save game breaks or corruptions come from).  I am working on that now in fact.
  7. Dolgoruki
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    for patch B12 I noticed I had to create fresh characters WITHOUT loading WSE2, save after the character was fully created and on the map, and then copy the savegame from Documents\Mount&Blade Warband Savegames\phantasy_v160  to the WSE2 savegame folder within Documents\Mount&Blade Warband\WSE2\phantasy_v160\Savegames  in order to get past some creation error under WSE2.  I did that to make a new start under B12 which I intend to shortly update via campaign import. 

    at module.ini, THIS line    num_skins_for_multiplayer_profile = 15    should read     num_skins_for_multiplayer_profile = 2
      this is the cause of the above issue.
  8. Dolgoruki
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    Notes  Phantasy Calradia v160 patch B12
    1) orc_bear_warrior and orc_juggernaut  troops fixed.  They should no longer cause crashes to desktop
     during battles with the player at either side.  Thanks to UselessScholar for finding the root issue.
    2) Wages change:
      added a discount to total wages paid weekly when the player is either a vassal of one of the 13 main factions or 
    has created a player kingdom.  This varies from 8 to 14% depending on renown, with a cap at renown 2501.
      
     added a second discount strictly for troops matching the player culture (if looking at the player kingdom) or that 
    faction when a player is a kingdom vassal.  It scales by renown as above.
     You are still expected to get some enterprises up and running as soon as possible, but this takes some of the pressure off,
    especially where few towns are available to the player.
    [  script_calculate_player_faction_wage
      prsnt budget_report   13557   ]
    3) slight decrease in default maximum battle size to reduce stutter, which will be most noticeable to people who don't tweak anything 
     nor for that matter read these notices. 
    4)  Archmage staff "does no magic damage":
      requires magic skill 6+ to get the proc. 
     Checked  script_cf_phantasy_staff_check_charged,
       (MT) common_battle_special_attacks  line 2010
       added a warning message when magic skill is under 6 and trying to use archmage staff in melee.
    5)  next to no damage from cleric harm
     (MT) lines 7574 (player)  || line 5667  NPC
      range is 1.5 m / faith skill; damage depends on alignment
     divine resist was calculated incorrectly  and overwhelming the results.
     Added Harm to the timed NPC cleric spells, this is a major change.
     slight increase in base damage for flame strike (from 11/skill point, less resists to 13/skill point.
    6)a) 
         Adjust  Dispel (magic) spell cost from 25 down to 20   (prsnt_spell_book)
         Adjust costs at the following Cleric prayers:  (prsnt_prayer_book):
         Heal                   was 10   now  15
         Harm                 was 10   now  20
         Terror                was 20   now  15
         Flame Strike     was 30   now  18 
         Dispel               was 30   now  20
         Firestorm          was 45   now  30
         Positive/Negative Energy burst     was 40 now 45
    unique to specific deities:
         Martyrdom        was 30   now 20:
         Cleric Fireball   was 50 now 25 
         Fire Burst          was 25 now 20
      
    Adjust at mission_templates for above:   (pc_cleric_spells, npc_timed_cleric_spells, timed_mage_spells)
      Adjust  dispel magic (for mages and dispel_c for clerics) logic to check the caster to have some sort of 
    non-beneficial magical/divine/nature effect that can be influenced by dispel magic before non-player character clerics and magics will try to dispel.
    It previously was more blind to whether this was a good use of mana/spirit points, and tended to be a hand brake on bless and haste.
    6b)  Added at agent_spawn:
         remove lich adjust for player necromancer agents when found to no longer have the undead skin.
              this impacts regen and lich aura fear effect.
         set alignment for agent here to not continually re-test clerics and agents targeted by cleric spells/prayers.
       Adjust 'AI' logic for npc cleric prayers.  (npc_timed_cleric_spells)
         The chance to select each prayer varies slightly by alignment now.  This is at Bless and Curse.
         NPC clerics will attempt heal more often when under 50% health
             The chance increases again when < 25% health.  
          Harm is now moved up in priority, but waits until the cleric is in active combat, to conserve prayer points
            The chance to cast is higher once the NPC cleric is injured enough.
          
    6c)   at  common_battle_healing_spell, 
        a check is added to see if the cleric is injured or in combat before casting the heal, to conserve unspent faith points.
       The chance to perform a heal is greater if the npc cleric is injured, and yet greater if badly injured.
       nerfed the free heal earlier versions had here; finally the npc cleric pays for the heal here.  This is on a seperate timer from  npc_timed_cleric_spells
    6d)  Positive and Negative energy burst changes:  (prsnt_prayer_book)
      Positive energy burst requires Faith skill 5 for Good alignment and Faith skill 6 for Neutral alignment.
      Damage is double at less than 2 meters, normal for 2-5.999 meters, and half at 6 or more meters.
      Range is reduced from 12 to 9 meters.   The divine resist check now applies, not magic defense. 
      Base damage is slightly reduced.  ALL of the cleric's faith pool will be emptied, and some minor damage will be taken.
      Paladins may not cast this; they use the turn undead prayer instead.  
      This spell now uses the turn undead timer, which has a long recharge delay, effectively limiting this to once per encounter,
    not even each battle segment.  This and negative energy burst are player only; no NPC has them.
        Divine defense is somewhat boosted by magic defense as well here, adding to defense for very high tier undead.
      Negative energy burst is the mirror of positive energy burst, 
       with 5 faith skill needed for Evil and 6 for Neutral aligned Clerics.
       It also uses the long timer as above.
    6e) (at  MT common_battle_turn_undead):  (each 53 seconds)
      Nerfed the damage done here by clerics, which previously was very high.
      Alignment still influences the base damage, and there is a divine resist check rather than magic defense check.
      Divine defense is somewhat boosted by magic defense as well here, adding to defense for very high tier undead.
    7) adjust item shield_spell to have do not pick up property. (itp_unique)
        adjust animation on spiritual_javelin to be correct for javelin.
        picked up summoned spiritual weapons will vanish next battle; this is checked early on agent spawn.
    8) poison proc for  itm_snake_staff.  This will be a type II poison for double damage for 6 ticks (minimum 15 seconds)
    9) Decrease in numbers for Orcish Horde event at simple_triggers # 124
        added a check for player renown less than 0 at s_t # 134; 
        when under 0 player adds 5 renown each 24 hours until healed to at least 0.  
       This might be overly generous to criminals but it is gentle to greedy bards.   When in doubt, play the simplest possible tune to build skill as a bard.
        (Greed kills.)
    10) adjusted some values at file module.ini
    11) simple error checking at export/import to test  Is WSE2 running?   
    issues found:
      Player cleric alignments don't seem to be accurate.  I could make a routine to write correct alignment according to 
    the deity number, but it would take considerable time (several hours) and for personal reasons want to get the patch up today. 
    NPC alignments are accurate, considering the deity is unknown but the faction and skins are not.
       Is the file for import missing?  (Next time)
    TO DO:
    A)  WSE2 removes the file lua51.dll  each update, and forgets to put it back afterwards. 
     Without this file at the warband executable directory 
    (that is, the same directory just above folder "Modules", and having the file  mb_warband.exe)
    the error message on trying to run the mod will read:
    "The procedure entry point luaL_loadbufferx could not be located in the dynamic link library (path the Warband executable is at)"
    The fix is to just copy file lua51.dll manually to the warband executable folder.
    On the other hand, nobody has yet even mentioned using party export/import at the forums.  It is a "hidden" at camp actions menu #2.
    B) 
    documents\Mount&Blade Warbaband WSE2\rgl_config.ini
      in my sample edit this value at line 289 to match where you placed the mod as I put it on my second SSD.
    sStoragePath="g:\Mount&Blade Warband174\Modules\phantasy_v160_test_wse2\lua\"
     otherwise I copied my file to folder Player_Handbook for your comparison.  This is an optional step.
    C) 
    For anyone frustrated by prejudice:  Go to the Four Ways Inn.
    You COULD park most or all of your party there, excepting companions, and then enter four ways inn, talk to the mage, teleport to some faction that did not like your old party much, hire village recruits etc to about 1/3rd your party capacity, go back to the four ways inn (and it is a destination that can be teleported to from any of the 4 mage guilds in game), now take on your high tier troops that otherwise would have failed a prejudice check at the city gates, and those tier 1 villagers of some picky faction count as double when adding up skins for prejudice, thus cross cancelling prejudice minuses.  Please consider any in mod mechanic like prejudice an opportunity to think outside the box, before nagging me "it's broken!"  Maybe you just have not looked at the problem unconventionally.  C'est la vie.
  9. Dolgoruki
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    Patch Notes Phantasy v160_B11 R2   Jul.27.24
    1)  found the issue preventing placing overflow troops on party import from arriving at Four Ways Inn as intended.
     It works better than I hoped, without  a cap on "garrison" size for four ways inn.   I have not tested whether the "garrison" at four ways inn will be trimmed overnight though, but at least it 
    accepts overflow and initially does not drop any troops at all.
    2) fixed a minor error message when assigning walled centers on party import.
    3) forgot to mention diplomacy is tweaked slightly for how properties are assigned by faction leaders.
    See   https://forums.taleworlds.com/index.php?threads/python-script-scheme-exchange.8652/page-38    post 742
    4) slight tweak for larger battles.  Don't forget to adjust the battle size slider in WSE2 settings; keep it under 400 
    for now, that should give about 1000-1200 agents on screen during peak of battle, assuming both sides are large enough.
    Patch Notes Phantasy v160_B11    Jul.26.24
    1)  "B" series is "A" with OPTIONAL WSE2   (July  2024 release).
      If you choose to install WSE2, you may export older v160 characters and reimport them into freshly created characters,
    allowing you to inherit crafting skills, renown, honor, enterprises, cash, equipment, skilled troops, and companions
    without having to grind a second time.  Exported companions remember their saved experience and gear, are collected into your 
    party without having to run around to find them again, and will be waiting for you to assign the points gained from levelling up allowing re-spec.
    You do not even need to import into the same skin or face code. 
     
        Also, WSE2 slightly lowers CPU bandwidth use during battles, reducing lag spikes.
    2) When liquidating (selling) an enterprise, player trade skill adds 4% per trade skill level to final funds recovered.
    3)  Do notice the walkthrough #5 for how to set up WSE2 AND how to use party export/import, which only can be done when 
    WSE/WSE2 is active AND lua51.dll is in the correct place to parse the lua folder.   All of the party export/import happens via a file
    called char_export.txt   created at the lua directory by selecting the export option from camp action menu #2.  Any previous char_export.txt file is overwritten.
      You can also manually copy one of the profiles I created from directory "profiles" inside the lua folder  so that it sits at the lua folder, alonside main.lua 
    (you must NOT delete or rename   main.lua  or no export/import will occur. )   
    4) For example I took the export from Griselda, created a new character Grisfang, changed sex, appearance, classes and imported Griselda.
    I then spent exactly 9 hours with Grisfang dumping the elf and blazing hand into garrisons and replacing with orc and drow, keeping all the 
    enterprises and enchanted gear, crafting and gathering skills, and adding 3 new silk enterprises appropriate for an evil character. This is sg07.sav 
    in the savegames under Player_handbook.   The 280 or so game days Griselda used to build all of that took about 2 hours to set up.  Its a fair trade.
    I completely re-spec'd the character and all the companions.
     sg08.sav is Phoenix, and THAT save can be ran on a Warband in trial mode, as level is under 7 and game days under 30.
    This is the best way I can think of to show the potential of the party export.
  10. GrassMudHorse
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    Is there a wiki or guide somewhere with a bit more info than the description? There is a lot of stuff to digest for this mod.
    1. Dolgoruki
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      There is a 100 slide walkthrough giving step by step how the mod works and how it differs from normal.
      No assumption is made as to your knowledge of warband.  This is in 4 parts, look in subfolder Player_Handbook
      after expanding the mod.  In the past half the posts here complaining something was broken or bugged came from players not knowing how the mod worked or what to expect.  But this if considerably cleaned up from the past.

        I have not been posting updates here because Nexus mods showed little interest; ModDB has more recent updates.
      I'll post the next update when it is ready here as well, since at least one user asked.  Current updates are also at Taleworlds   https://forums.taleworlds.com/index.php?threads/phantasy-calradia-2024-reboot.462538/page-3

         I did miss the last few weeks updates as I have a large feature that took longer than a week to build;  this is the 3rd week I've been pushing on it.  Other than this there were several updates to magic and magic resistance, mainly.
    2. GrassMudHorse
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      Cheers, appreciate the response!
      I think it's been so long a lot people aren't following M&B mods on Nexus that much these days XD