Mount & Blade: Warband

Mount & Blade: Warband

Phantasy Calradia
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更新:2024 年 12 月 13 日 @ 上午 5:30

C15 Late.VI tweak animations a little and small bugfixes to villages. Add trig_54 undead parties convert prisoners

except one line was wrong in module.ini so needed to reload

更新:2024 年 12 月 6 日 @ 上午 5:50

Patch Log v160_C15 "late".V 06.Dec.2024:
exact list of triggers touched posted to this document the "short" suffix.

1a) module_triggers: check for unsaved dirtied regs to allow cleaner multi-threading.
10 triggers.
notes:
trig_51 Four ways inn Bank interest clarified notice about not earning interest after 33000 dinars on deposit, to mention the player may still deposit further.
1b) corrected scripts (at module_scripts) found to have missed correction at patch C15 "late".IV: abort_quest

2a) performed same audit for module_simple_triggers: [mostly done previously at v160_A1 - quick review this time]
32 scripts.

st_49 Respawn hero party after kingdom hero is released from captivity.
Lords failing to find a center any longer in that faction will respawn to another walled center & faction randomly selected,
including chance of player supporters faction, but not the failed faction it last tried.

st_52 Troop AI: Merchants thinking tripled the chance a sea trader will perform trading in *this* 8 hours tick, now 3 in 8
protected a cf function involving sea traders from potentially collapsing the trigger without cleaning the sea trader on failure, it now catches the error and removes the trader.
FYI caravansarai / capital buff to traders/sea traders party occurs here. This is where SOME traders get golems :)

st_80 reading "The Weave" now gives a partial refund + experience, as the magic quest is now closed.

2b) scripts needing modification: (found by cross ref of every script called by any other script and checking each instance for saveregs at the calling scripts/triggers.)
In each case diplomacy documentation claims OUTPUT: none !!!
17 scripts modified.
notes:
change_troop_renown <-- incorrect gender test for Phantasy races, fixed
npc_decision_checklist_marry_female_pc ln 59338 :is_female seems repeated twice commented

3)a) Prisoners escape all or nothing, too soon. Escape should be modified by prisoner management skill.
Adjusted several scripts and simple_triggers without success and eventually backed out changes until the issue was resolved, then moved forward and issue stayed resolved.
Problem occurs as a side effect from Trigger #54 free undead parties convert some prisoners
The bloody details of which scripts and triggers were touched and examined is listed in the long version of this document.

3b) As the prisoners were leaving the party without any of the messages expected from other sources, and tended to do this within 2-3 days maximum,
I added a dialog at taverns for the tavern keep to act as a prisoner broker.
The pay offered for prisoners will be considerably less than a ransom broker, and if used too often in a 4 day period the tavern keeper may stop offering to take your prisoners off your hands.
He/she has only so many cups that need washing and farmers that need help in their fields probably do not want to have such dangerous people anxious to fight them.
.
4) Kingdom spawns were misbehaving - this was coming from using the wrong register when re-spawning lords that were defeated/released/coming back from exile. This is now corrected.

5) Purchasing village specialty items was briefly paying the wrong value. I attributed this to a mix up in registers or cross talk from the second thread. It is now solved; different registers are used to not risk interference, and more care is taken to safeguard registers in use from impacting the other thread.

Warband only uses two threads, up from single thread mode at 1.158 and earlier. Thank Viking Conquest and 1.168+ for dual threads as default.
This explains why Warband still has an option (before loading a mod) Configure: Advanced: Force single threading. The second thread is triggers that could be coming from battle or by timer,
and rendering during battle. The first thread is everything else.

6) Balance issues for specific magic users:
a) reduced maximum item count for fireball, lightning, and ice storm from 3 down to 2 for each. This mainly impacts sieges where the caster might throw spells before the spell limiter
timed check reduces the "ammunition" count for equipped spells. This spreads damage out over more time by having the caster run out of ammunition for that spell and thus un-equipping the spell sooner. It will re-roll to re-equip sometime later, giving a quiet period where the caster must rely on secondary, non area effect spells.

b) reduced the non-magical damage component of each of these spells. Casters that were faction super troops had very high power throw and throwing skill,
which each increased the NON-MAGICAL portion of damage taken by the intended target of a spell. For some spells if the non-magic damage remains below 0 the spell does not fire, in that Warband discards it.
If it does penetrate to do at least 1 point damage the trigger for a weapon hit occurs and the weapon hitting is then found to be a spell, and the magic effect occurs.
For area effect this starts the check for agents in range of the blast radius and damage calculations. The non-magical base damage is reduced by 1/3rd to 1/2 for {fireball, lightning, ice storm}.

c) a hot patch is added to hotfix magic aptitude, defense, power throw, and throwing skills for many top tier casters.
Likewise, module_troops is adjusted and where needed the start_game script has additions for fresh games to have correct starting stats/skills/proficiency.
These tweak {Vedmak, Djanni, Drow Tower Mage, Drow Expert mage, Elven Sorceress, Elven Arcane master, Adept mage, Expert mage, Master mage, Orc Raider Shamaness, Shadow Wizard}.
Non casters received other adjusts: {Wolfwere, Knight of the King, Valkyrie, Swashbuckler, Stone Golem, Iron golem, Silver golem, dwarf_arquebus_master}.

d) Firentis is now marked as a Paladin, with +1 faith.
Fruorin receives +1 Entertainment
Traril +2 Entertainment

2 utility scripts were added to make the above changes.
The hot patch will run only once and will announce itself when it runs. It should finish in a blink of an eye. I would wager your eyes blink more slowly than the update.

Open issues of interest:
Bandits seem really aggressive suddenly

更新:2024 年 11 月 30 日 @ 上午 10:02

C15 Late.IV change siege and tab retreat behavoir + harden scripts for multithreaded support.

Patch log v160_C15 "late".IV 30.Nov.2024:
1) save registers that may be used by concurrently running threads, to reduce glitches.
Warband used to be single threaded and now can do some triggers and rendering as second thread.
This however risks glitches with code that was thinking of running as only one thread - which is diplomacy mode as a huge example.
Around the era of Viking Conquest performance needed to be increased to support more agents in battle, but registers were left dirtied by old code.
I just protected and cleaned about 350 locations in the diplomacy merge, something I remember having to do for Warsword Conquest and
even early Perisno, but today was much cleaner work, in my opinion. I found and fixed a couple errors in the diplomacy source and documented them.
109 named scripts were adjusted, 10 were skipped, and 13 were worthy of notes which I'll discuss as item "4".
The full list of script names touched or noted is added to the Player Handbook and Documents folder under the mod, for safekeeping.

a) dplmc_print_cultural_word_to_sreg fixed some missing this_or_next| operations and expanded factions checked
b) troop_set_title_according_to_faction <-- this had an error at the original save_reg0 !!
c) dplmc_send_gift, dplmc_send_gift_to_center <-- fixed an error at the diplomacy original code
d) pretty much every last multiplayer script trashes reg0 without trying to save, skipped for now.
e) give_center_to_lord <-- error in gender determination here
f) dplmc_version_checker removed check for family relations "fix" as family is generated differently now

2) I still have not cleaned the trigger and timer driven module_simple_triggers and module_triggers.
Module_mission_templates I had cleaned earlier but these last few updates were a tug of war about what diplomacy had changed,
leading to quirks for deathcam, sieges, tab retreats and so on.
These mission_templates fixes happened today, helping siege behavoir and retreats. I thinly tested a hopeless losing defense but have not tried tower defense. The fix I used should apply to all battles though.

3) refresh_center_inventories:
set center merchants to have slightly higher minimum cash at lowest gold level setting
likewise refresh_center_armories , refresh_center_weaponsmiths, refresh_center_stables

4) named script callouts: scripts of interest.
FYI category are things the mod already had, but I didn't mention it earlier. I didn't cut and paste I wrote in the past:
a) game_get_party_speed_multiplier rigale speed, tracking adjustments FYI This will be re-enabled sometime next month, most likely
b) npc_get_troop_wage has adjust to wages for cleric and mage status FYI
c) party_calculate_strength aware of clerics, necromancers, mages, high tier troops FYI
d) cf_create_kingdom_party implicit caravansarai boosts when slot_center_has_caravan_escort = 1 or slot_capital=1 FYI
e) get_player_party_morale_values special handling for undead party size limit FYI
f) script_calculate_troop_score_for_center https://forums.taleworlds.com/index.php?threads/python-script-scheme-exchange.8652/page-38 post #742 Woyeyeh
g) dplmc_party_calculate_strength_in_terrain - earlier tweaked for Phantasy 2018

Things to I'll need to watch:
h) center_set_walker_to_type has suspicious code regarding an items range raw meat to wooden stick
this for the spy quest <<-- TODO re-examine this
i) get_improvement_details <<- need to check this sometime. I plan to expand the number of things towns and villages can build next month
j) get_custom_banner_charge_type_position_scale_color did not add savereg0 but consider it a minor risk
k) merchant_road_info_to_s42 supports Native factions only, no Phantasy factions support
l) get_culture_with_faction_for_music same for this - setting music to culture
m) overlay_container_add_listbox_item Jrider listbox control, possibly related to issue creating player character under WSE2
n) center_get_bandits does not support phantasy factions, but should default to looters - tested it defaults to looters
o) dmod_cycle_forwards <-- see to change agent deathcam is viewing from. Not sure this is working but the code exists.

5) skipped scripts:
npc_decision_checklist_peace_or_war
npc_decision_checklist_male_guardian_assess_suitor
npc_decision_checklist_marry_female_pc
courtship_poem_reactions
lord_find_alternative_faction
npc_decision_checklist_take_stand_on_issue
process_player_enterprise
dplmc_get_truce_pay_amount
dplmc_calculate_troop_score_for_center_aux
dplmc_troop_get_family_relation_to_troop

6)
Mission_Templates: (current line numbers)
lead_charge 12536

sieges:
relaxed the rules before sieges order attackers to charge, in case player is already knocked out, from waiting 4 minutes to waiting 2
and not requiring at least 2 rounds of reinforcements before allowing a charge order to override previous orders

My advice for best behavoir in a defense is to not die early. Get off the walls and stop taking pictures and selfies, in order for casters to not charge when you go down.
They will now charge if you are the attacker and go down.

castle_attack_walls_belfry 14723
castle_attack_walls_ladder 15223

更新:2024 年 11 月 27 日 @ 上午 10:40

patch v160 c15 "late.iii" 27.Nov.2024:
A) change module.ini settings to reduce or remove crash to desktop on saving game.
This seems to have been successful in testing, whether WSE2 is present or not.

1) adjust at mission_templates common_battle_tab_press to no longer check
(eq, "$g_dplmc_battle_continuation", 0), as set by diplomacy, to allow tab retreat during sieges.

2) reinforcement timer for attackers at sieges is faster (13 sec instead of 23 sec)

3) the various deity specific clerics have troop upgrade trees now. This mostly impacts with Orc clerics of Gruumsh.

4) "non-native" companions added by Guspav years ago had missing dialogs and to at least have correct alignment for the native companions had been given simple strings like "blah blah" by me years ago.
Surprisingly, I considered that less important to my modding goals than testing/adjusting low level scripting, but started examining these again. Thanks to Useless Scholar at Taleworlds forum for the nudge.

For personality clashes, all of the added companions were averse to Kradus and Dranton, both of which only appear at tournaments, all but 2 liked Alayen. Those two Kevtil and Endel hated Padubast.

Before I could update any strings I needed to locate and document what the personality clashes, likes, and king support objects has at the moment to make sense of what to fill in as text.
There are 54 lines involved; they are now annotated as to who is the speaker and who is being spoken of, but the text is not yet written. Towns for starting town and town with contacts were also miss marked in the annotations, corrected. These have been wrong since Guspav's time.

[update stored values at Triggers # 29 personality clashes 24 hr timer]

5) check S_T 49 re-spawn hero lord party after release from captivity
added saving of reg0 to better reduce corruption when 2 threads are using th same register 0.
this is something the old diplomacy code needs a little hand holding, and recently the merge was with old diplomacy. The B series did not have ships being claimed by re-spawning lords,
but there isn't a glowing spot in the code showing where and how this is happening. It is sort of subtle :)

更新:2024 年 11 月 22 日 @ 上午 7:48

C15 Late.II 5 quick fixes and source.
1) charged staves wielded by mages no longer infinitely repeat damage under WSE2.
2) retreat is possible again during siege missions after being knocked out (reverted to B13 handling)
3) npc clerics will heal without needing to first be injured, both at the each 17 seconds heal check and at the test of what prayer to use. Both of these relaxed the conditions needed before casting heal.
4) some slight improvements for corrupted player ships handling, (again). Some small tweaks for register saving to better allow dual threading, which I consider the root cause of the corrupted ships issue seen.
5) less damage from slow if it hits a victim when thrown; the magic payload is unchanged.

a) Import / Export using WSE2 empowered Lua turns out to be a little more difficult than planned. Windows 10 and 11 block Lua from accessing the text file holding the data to interpret during import or export
WHEN the default directory is underneath C:\Program Files (x86). I never noticed that because I put my steam directory on another drive than Windows was installed to, for maximum speed and more free space.
(Speed because a different physical drive can be accessing Warband/Steam files at the same time that the Windows drive is accessing Windows or graphics drivers). This is the same interference that occurs with compiling, so if
you move the mod (or copy it) to some other drive or a new directory tree to compile you are also good for the Lua enabled export/import of campaigns and entire economies.

更新:2024 年 11 月 16 日 @ 下午 9:25

C15 Late fixes a corruption at player's beached ship.

更新:2024 年 11 月 13 日 @ 上午 2:35

It's the 2-page Phantasy Calradia 2024 Handbook:
1) Character Classes:
Cleric - primarily buffs/debuffs and heals with a point blank radius of effect, you will also need to select from Good, Neutral, or Evil alignments.
Good uses positive healing and life bolstering energies, Evil uses negative life draining and harming energies, and neutral is between.
Paladin -these have auras that can be turned on and remain active until changed or youspecifically turn it off. These auras will pulse every 3.something seconds in roughly 8 meter radius.
Both Paladin and Cleric overlap some of the prayers they can use. Paladins can only be good aligned. Paladin is a subset of Cleric.
All auras work well from Horseback.

Mage - glass cannon, these are the "artillery" but fragile in melee. For NPCs do not put weapons/ammo in slots 2,3, or 4; for you keep one slot empty.
The gear worn matters; most heavy metal armors have penalties for magic use; some gear has pluses; the total plus and minuses of all gear equipped are added together and divided by 3, this becomes a net change tothe effective strength of a spell.
key B or b opens the spellbook in battle. Except for Haste and Dispel Magic, all mage spells are summoned THROWING items, so keep open weapons slots for the summoned items. Magic Ability is the skill needed here.
Higher level area effect spells generally cannot be used while mounted. Targets with 0 magic resist typically take double damage.

Necromancer - creates undead between battles and lesser undead eat little and pay is tiny. Dark mages and various Necromancer or Lich troops create undead troops at whatever party/garrison they are part of weekly.
Winning a battle generally gives a few lesser undead from freshly killed enemies; and also the numbers of undead troops that can be kept in a party is higher, as lesser undead count as a fraction of a living troop for party size limitations.
Necromancers use Necromancy skill, which cannot be changed and you either have it from selecting Necromancer at start or you do not. There NO ability to become a necromancer via quest in this version.
You also will start as a Lich if youselect Necromancer; a Lich has a fear aura that fires automatically; it also regens slowly. On the minus side it will be resistant to clerical heals, and clerics will do extra damage against undead.
Necromancers can only be evil aligned.

Bard - for now Bard class boosts effective Entertainment skill for singing in town. As this is a party skill, yourcompanions could help you out. Sometime in the future Bards may have other special abilities.
You will need an instrument in party inventory to attempt to entertain. By all means start with the simplest option at first as chance to fail and penalties for failure, as well as rewards, roughly double at each higher tier.
Success not only pays but boosts renown.

Ranger - Skilled with a bow, and with a silent boost to pathfinding. There may be more a Ranger can do in the future.
Barbarian - a hybrid of Fighter with some weakened Monk and Rogue capabilities, plus extra damage during melee
Monk - highly skilled in dodging and unarmed damage, Monks fight best with no weapons at all, and light equipment. Martial arts has extremely high weapons speed but 0 weapons length, making it nearly useless while mounted.
Remember to kick with E or e key as well as hit with your hand. You may hold a shield in your off hand for the time being.
Monks and Rogues take partial damage from falls. There may be other things they can do as well.

Rogue - mostly unfinished class, a rogue gains some added skills during character creation and some very limited abilities.
Fighter - gains a weapons proficiency specialty that can boost one category of weapons skills and possibly grant a better starting weapon.

Magic and Prayers:
name Magic Ability mana cost resist
magic missile 1 8 magic
shield 1 10
darkness 2 6
acid arrow 2 8 acid
flame arrow 2 7 heat
magical weapon 3 10 per stack of summoned weapons. These are mainly throwing weapons.
vampiric bolt 3 10 magic
charm person 3 10 magic
white bolt 4 20
black bolt 4 7 cold
haste 4 20
slow 4 20
dispel 4 20
fireball 5 35 heat
lightning bolt 5 25 electricity
ice storm 6 35 cold

Paladin Auras Faith one time Cost only one aura, per paladin, can be active at a time and effect lasts 30 seconds even if the paladin moves out of range.
aura of bravery 3 10 morale check less likely to cause allies to flee. Resists fear and lich aura effects.
aura of divine might 4 15 strength buff for 30 seconds, during which encumbrance was recalculated as well.
aura of quickness 5 25 magician haste; speed improves by 4/3 original. Encumbrance adjusts original speed.
aura of regeneration 5 15 heal over time with 30 seconds duration

Cleric prayers: Faith Cost Cleric? Paladin?
Turn Undead 1 0 NO Yes short range, once per 90 minutes in game. Damages undead in range.
Lay Hands 1 0 NO Yes emergency heal on same timer as turn undead.
Bless 1 10 Yes NO Strength buff, which will also recalculate encumbrance for allies in range
Curse 1 10 Yes No Strength de-buff to enemies, also recalculating their encumbrance afterwards.
Bravery 2 10
Terror 2 15
Heal 3 15 Yes Yes Instant heal with amount healed scaled by faith
Harm 3 20 Yes No instant wave of damage to nearby enemies in range. Range/damage scales by faith.
Flame Strike 5 12 Yes Yes one target within 20 meters, randomly chosen. 0 cost if no target found.
Summoned Weapon 2 10 Yes Yes weapons summoned with be according to cleric deity. Paladins receive throwing weapons.

Crafting and Harvesting:
Almost no chance of success to gather below skill 7. To go past 7 you need to invest in the guild membership status "compagnon".
Lessons at the guild using the first in-town menu are the cheapest way to grow skills; skills slowly grow by use and especially fails.
To go past skill 15 you need to become a Master at the guild; after this you can earn money and fame by giving lessons.

All crafting involves having specific items as raw materials in inventory - the quality does not matter. Your chance of receiving an item with a positive item modifier goes up as your skill goes beyond the minimum needed for that recipe;
at or close to the recipe skill level your chance of gaining an inferior quality item are high. At very high skill even making routine materials such as leatherwork, steel plates, or chain links can become highly profitable due to high item modifiers on the finished product.
Although the recipes are not the highest items, the item modifiers chance and relatively low cost of materials makes crafting useful for equipping companions.
Don't forget you can gain hides from buying cows from village elders and slaughtering them. With practice your butchering skill improves and the amount of meat and number of hides per cow increases.

Ships: find these at towns near salt water and at the same menu you found crafting and guilds at. Ships are personal and will not be stolen if you leave them beached.
You can also summon them to a seaport town via the "signal my ship to carry me to sea". Beware of sea raiders!

Making money by trade:
Orcs: buy Iron at Bloody Cliffs and sell in Barriye. Buy Salt in Barriye for the return trip.
Dwarves: buy even cheaper iron around the capital and carry it to Tihr. If you have a ship, buy Salt and dried fish from Wercheg and sell them iron; sell salt at Sargoth as well.
Sargoth flax.
Blazing Hand: Iron, furs. Vaegir: Furs
Don't forget to preserve raw foods before they spoil. More kinds!