Mount & Blade: Warband

Mount & Blade: Warband

Phantasy Calradia
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Update: Jan 30 @ 6:37am

Patch Notes v160 C17.III 30.jan.2025:

1) a) initiative to apply fatal damage on magic attacks without re-firing the original spell when switching to a phantom melee attack:
define slot_agent_dead_enough at module_constants
set to 0 at mission_templates npc_paladin_pre_aura 4068 (4128)
common_battle_special_attacks ln 2200

(agent_get_slot, ":disconnect", ":target2", slot_agent_dead_enough),
(eq, ":disconnect", 0), # if value=1 stops looping through common_battle_special_attacks a second + time when applying phantom weapon damage as a killing blow C17.III

scripts: substitute lines:
(agent_set_slot, ":target", slot_agent_dead_enough, 1), # (agent_set_slot, <agent_id>, <slot_no>, <value>),
(agent_deliver_damage_to_agent, ":caster", ":target", 40, "itm_spiked_mace"),
for fireball_explosion, lightning_target.; for ice_storm_explosion the phantom weapon id will be blunt damage

b) the Warband operand (get_player_agent_no, ":player_agent"), is unreliable in single player mode while WSE2 is running, so changed these to test the troop ID instead

c) Staves, magic missile, flame arrow, acid arrow, black bolt, vampiric bolt
do non-magical damage once more as well as magical damage. This is probably bigger news than it looks...

2) 2) script errors at mission_templates lead_charge ln 13032 (seen when leading party with many BH paladins)
corrected special_mounts_charge at mission_templates
corrected handler for Sun Blade (randomly issued to some Blazing Hand paladins at spawn)
to insert (agent_get_horse, ":agent_mount", ":target"), at line 2858

3)a) check selling enterprises does not reset ALL the enterprises (old way) or just changes the one bit (new way)
dialogs ln 42556 Yes, changed
also changed master_craftsman_accounts ln 42503

b) added another script to support selecting the correct master_craftsman during dialogs
(party_get_slot, ":enterprises", "$g_encountered_party", slot_center_player_enterprise),
## (party_get_slot, ":item_produced", "$g_encountered_party", slot_center_player_enterprise), # GS old method, 1 item per center
(call_script, "script_find_craftsman_enterprise", "$g_encountered_party"), # GS new method, find highest bit turned on and that is the item to discuss
(assign, ":item_produced", reg1),

4) Town/castle recruiting changes:
game_menus mnu_recruit_troops 24470
Swadians, Vaegirs, Khergits, Nords, Rhodoks, Sarranids, Mages:
recruit 15 troops for 300. Add a cleric to the highest relation selection (except for Mages). mages add Escorts.
note: for hiring mummies, space in party is checked for 15 troops but the hiring will be 20 mummies, a subtle bonus.
Dark mages now cost 350 per 5 instead of 300. The player is Necromancer requirement is removed.
corrected typos for Drow Females to show 10 being hired.
removed commas inside strings for recruiting


5) remove the 33K limit for the banker at dialogs triggers #51 line 2554

6) check for open space when tavern drunk is killed, so that it does not overwrite the first inventory slot with a sword afterwards.
dialogs line 1417 insert (call_script, "script_rigale_check_space_available"), (gt, reg1, 0),

7) Clerics of Selune spiritual weapon: says mace but no mace deity = 18
Lathander gets a spiritual mace "itm_spiritual_mace" deity = 14
presentations prayer_book ln 15282 added line 16409

8) Elven Priest mail is lightened by 1 kg, to 14.0 instead of 15.0

9) added a Good aligned profile "Pavel" for lua import, with a full complement of companions and crafted accessories on those ccompanions. Pavel has no fiefs but is cash flow positive and aged about 300 days. Of course, the features is dormant until/unless you install WSE2, which otherwise is not required.

Update: Jan 24 @ 8:46am

Patch Notes v160 C17.IIc 24.jan.2025:

A) Initiative to add more activities to Castle menu
game_menus mnu_castle_outside ln 9124
mnu_town 14654

entertainment enabled for castles as well ln 16554
(neq, "$entertainment_on", 1), # GS not already playing

recruit_troops_town_menu ln 16575 enabled for castles as well
see line 16582 for limiter = (eq,"$faction_troops_ready",1) set by st_107 48 hour timer

mnu_recruit_troops 24470
Swadian Knight of the King 1500 for 2
Vaegir Vedmak 1000 no change
Khergit Wolfwere 1300 for 2
Nord Valkyrie 1400 for 2
Rhodok Swashbuckler 1100 for 2
Sarranid Djanni 1000 no change

Elves regular troops (male and female), Dwarves, Drow Males, Orcs, Blazing hand male and female:
recruit 15 at a time for 300 not 10 at 200
for Orcs, notice 1 shaman added at relation 20, 2 at relation 25+

Drow females 10 for 300 instead of 5 for 200
recruiting calradian mercenaries now gives 20 instead of 10 Calradian Militia, for 400 dinars
Mummies are now 20 for 300, giving discounted undead in line with Necromancer expectations
Dark mages recruits need the player to be a necromancer class AND faction 10+ with Necromancer factions (no change)

B) corrected thieves guild to show when rogue is secondary player class
game_menus ln 17101

C) removed phantom display "attempting script_game_character_screen_requested" at script_game_character_screen_requested.
This was for debugging WSE2, which complained when no script of that name existed. Apparently it was looking for an entry point for this routine.
There is now a dummy routine so that it is happy while compiling with the WSE2 modified header_operations.py file.

Update: Jan 22 @ 9:11am

Patch notes v160 C17.IIb 22.Jan.2025:

1) further tightening scale when handing off between modules:
use (position_copy_origin, <position_target>, <position_source>), instead of (copy_position, <position_target>, <position_source>),
to not change scale or rotations

Ice Storm set scale to 100 at items so that pos47 has same units when received at scripts_ice_storm_explosion
using pos47 instead of pos46 in case it is getting overwritten elsewhere
maximum radius set to 8 m instead of 5 m
damage increased, after scaling down from magic defense though.
This gives a more natural magic defense effect. High enough magic defense skill can take damage to 0 and skip effect from the spell.
noticed only one agent affected by ice storm and fixed a loop to include all enemies within radius

lightning_bolt set scale 100 at items after ti_on_missile_hit
fireball set scale 100 at items after ti_on_missile_hit

2) add a reinforcement template to garrisons when the garrison shows to be empty. (this was started at C17.I)
This works until the garrison reaches size 30 then gives an error from script_game_get_party_companion_limit_npc
game_get_party_companion_limit_npc 7129
edited to set a default if stack 0 returns an out of range troop_id (and thus empty or no leader assigned)
Verified called only by triggers #53 ln 2684 during necromancer weekly event

3) Troops - edit spear troops to not have a polearm AND a one hand weapon to choose from:
swadian_infantry remove pike, leave sword choices
swadian_sergeant remove awlpike leave sword choices
vaegir_veteran remove spear, leave spiked mace OR sword
vaegir_infantry remove pike, leave battleaxe OR sword
vaegir_guard remove fighting_axe, battle_axe leave pike OR bardiche
vaegir_skirmisher remove arrows, bows leave javelins
nord_recruit remove spear, leave axe or hatchet
rhodok_foot_knight remove halberd leave morningstar
sarranid_footman remove bamboo spear, leave arabian sword
sarranid_veteran_footman "
orcish_warrior remove orc polearm and orc spear leave winged mace for taking prisoners
orcish_rider remove orcish polearm
orc_raider_shaman remove hafted_blade_b

if WSE2 is running weapons length will be considered when selecting most appropriate weapon.
Also weapon damage by thrust vs swing will be considered in selecting the right attack type.
The purpose of this edit is to stop polearm troops from cycling weapons repeatedly at around 15 meters range.

4) Missiles hitting water issue from WSE2 header_operations:
scripts ln 112206 game_missile_dives_into_water
parameters 3 ":shooter_agent_no", 4 ":missile_item_modifier", 5 ":launcher_item_modifier", 6 ":missile_no" are commented out now

5) Report of "Opening character view gave errors" (under non-WSE2 mode?)
probably the "error" is armor worn too heavy for strength, but could not reproduce any other error.

Now un-equip any chest armors worn by player that are too heavy to wear now, after checking for at least one open inventory space. ln 111422 phantasy_patch_160c7_2b trigger from st_145
check of at least one space in inventory: game_menus mnu_basic_buy_supplies
(call_script,"script_rigale_check_space_available"), # reg1 has number of empty spaces in inventory
check of can wear item (meets strength requirements)
cf_importchar1 see script_unpack_gear calls evaluate_can_use ln 92480

remove item if too heavy from equipped tunic slot and place in inventory if at least one space open else to overflow inventory at secondary household inventory (which can be accessed at four ways inn without having to own a town/castle.
if else that was full from some pack rat player, put at constable's armory for the day the player has a walled center.

Nobody promised wimpy new players they can wear plate armor from day 1.
All the troops wearing heavy gear have MUCH higher strength than starting players.
You can see this for yourself by
Reports: Reference Materials: View All troops: click on one to see what their stats are, (in real time no less)
where more than one item could load into one and only one slot the game determines which one to use by random selection weight stated averages the choices by slot so any given agent could be a little above or below these values for non-hero troops.
Hero troops show accurately what they will load as agents when at a scene.

6) items change:
twilight_armor: change weight and implicit "difficulty" (required strength to even equip) to 19.0 Kg instead of 26.0 kg, changing difficulty from 20 to 15

---
A) scripts of interest for future updates:
party_get_ideal_size 17603
collect_friendly_parties 39026 finds allies joining a battle
encounter_calculate_fit notice this finds enemy parties in battle
get_improvement_details 45621 village/center infrastructure improvements
lord_find_alternative_faction 60559 <<-- should check to be sure player_kingdom is available as a faction choice

Update: Jan 20 @ 7:57am

Patch notes v160 C17.II 20.Jan.2025:
1)Main focus: fixed point initiative:
Distance checks for radius of effect in Magic gave inconsistent results over time with spell radius either far too large or far too small.
A hypothecal but not even proven in my own testing would be if weight calculations also were off. The suspicion was all fixed point numbers,
which are stored as integers but with an implied decimal point, were seeing the decimal point move around as different layers of code
ran. As parts of formations used 3 decimal places (scale=1000) for on screen display but two decimal places for point on the map (scale = 100)
this was the first place looked but the deeper I went into the rabbit hole the more complicated it got. My findings:
(note: once a value is set for decimal point it sticks to the mod until next changed, and some of these routines are called every frame or at least each 0.1 seconds for formations...

PRESENTATIONS all 1000 initially
spell_book 1000 for determining locations on screen
haste, slow, displel, chaos use range in meters check against try_for_agents with no radius check so less efficient but immune to scale issues
set 100 on exit via "V" key OR ti_on_presentation_event_state_change

prayer_book 1000 for determining locations on screen
set 100 on ti_on_presentation_event_state_change ln 15776
set 100 on exit via "V" key

battle_skills sets 1000 initially
set 100 on exit via "V" key OR ti_on_presentation_event_state_change

budget_report sets 1000
SCRIPTS:
game_start 2095 weights for armors 100 left as is
check_creating_ladder_dust_effect 8420 100 left as is
use_item 11245 gate heights assume 100
move_belfries_to_their_first_entry_point 12230 100 left as is
set_attached_scene_prop 12453 assumes 100
calculate_new_death_waiting_time_at_death_mod was 100
sets global "$g_death_mode_part_1_start_time" as fixed point scale 100

ALL MP (multi player mode) routines left unchanged, these assume scale is 100. [to ln 17600]
initialize_objects 12554 100 left as is MP mode
initialize_objects_clients 12693 100 MP mode
find_most_suitable_bot_to_control 13034 100 MP
multiplayer_find_spawn_point 16817 100 MP

count_casualties_and_adjust_morale 21092 100
cf_check_enemies_nearby 26869 100
party_set_ai_state 30902 changed ln 31057
from (get_distance_between_positions, ":distance_to_center", pos1, pos3), to _in_meters
(ge, ":distance_to_center", 800), #added new (1.122) to 8 so that scale is no longer an issue

find_high_ground_around_pos1 36385 100
apply_effect_of_other_people_on_courage_scores 36657 set to 100 here and adjusted radius
apply_death_effect_on_courage_scores set to 100 and adjusted radius

battle_tactic_apply_aux 37175 assumes cms
get_closest3_distance_of_enemies_at_pos1 37327 assumed cms kept as cms
<called by>:
formations_scripts ln 3045
pbod_mission_templates 901, 960
pbod_scripts.py 2043

simulate_battle_with_agents_aux 38151 assumes 100
cf_team_get_average_position_of_agents_with_type_to_pos1 39345 100
init_town_agent 39828 was 100
init_town_walker_agents set 100
tick_town_walkers set 100
set_town_walker_destination set 100
cf_siege_move_belfry 40426 set 100
cf_siege_assign_men_to_belfry set 100
add_troop_to_cur_tableau 44387 sets 100
add_troop_to_cur_tableau_for_character "
add_troop_to_cur_tableau_for_inventory "
add_troop_to_cur_tableau_for_profile "
add_troop_to_cur_tableau_for_presentation leave at 100 so weights etc show correctly
add_troop_to_cur_tableau_for_retirement no change sets 100
add_troop_to_cur_tableau_for_party sets 100
place_player_banner_near_inventory 47095 set 100
draw_banner_to_region 47911 not changed but check if heraldic banners on shields and tunics are sized incorrectly
get_custom_banner_charge_type_position_scale_color 48190 "
iterate_pointer_arrow 61805 100

fireball_explosion 64603 correct z-axis distances set 100

lightning_explosion 64812 converted from meters coming from items to units in 100s
cf_lightning_target 65241 set 100
lightning_explosion placed points pos43, pos42, pos41, pos48
remade this and dropped "cf_" from a remade lightning_target

ice_storm_explosion 65406 forced 100 scale.
Corrected radius coming in units of meters from module_items to 100s

glue_explosion 65497 set 100
slow_explosion 65564 set 100
darkness_explosion 65836 set 100

MISSION_TEMPLATES:
common_init_deathcam not yet set
common_start_deathcam not yet set
common_move_deathcam sets 10000
common_rotate_deathcam sets 10000
custom_commander_camera set 100 was unassigned and could change to 1000 or even 10000

ALL multiplayer functions assume 100:
multiplayer_server_check_belfry_movement sets 100

common_battle_mission_start set 100
COX PLAYER DODGE ln 1490 set 100
common_damage_system set 100
common_battle_special_attacks Not needed, no distance checks are used
special_mounts_attack sets 100 already, but lowered the radius from 15m to 2.5m
changed timer from 4.5 s to 3.5 sec
common_battle_healers_ring set 100

npc_paladin_pre_aura set 100 before encumbrance checks to ensure consisten results ln 4220
encumbrance checks at call script_ce_get_agent_encumbrance which finds current scale when calculating encumbrance
this next calls script_ce_put_agent_encumbrance

paladin_auras set 100 all radius checks clamped to 2000 cms
common_battle_darkness_shield set 100
common_battle_healing_spell set 100
common_battle_turn_undead set 100
common_battle_rebuke_undead set 100
common_battle_quiver_of_plenty set 100 (because also checking player encumbrance)
common_battle_flame_strike set 100
npc_timed_cleric_spells set 100
bless did not have a range set it was global to the battle, corrected now. Range clamped to max 20m
harm adjusted from 1.5m/faith to 2.5 m per faith, clamped at 20m
curse clamped to 20m
dispel adjusted from 1.5m/faith to 2.5 m per faith, clamped at 20m
balrog_death_blast set 100
balrog_taunts set 100
lich_fear_aura set 100
timed_mage_spells set 100
range on dispel is clamped to 20m
range on haste is clamped to 20m

pc_cleric_spells set 100
heal changed from 2m/faith to 2.4m/faith
radius further impacted by alignment
evil align now has increased heal/range compared to previous, half of good instead of 1/3rd of good align
neutral is 2/3 good align for effect and range
harm 2.5m/faith, clamped at 20m max
flame strike 30m range instead of 20m range that npcs get
turn undead clamped to 20m max
bless clamped to 20m max
curse clamped to 20m max
bravery clamped to 30m and range is 3.5m per faith

timed_spell_effects
poisoned correction 7 points per poison level/tick, less ironflesh adjustments

2) import C17 did not write CULTURE at towns/villages that had been migrated, despite being saved in the export file.
ln 110377 done No changes required to export, this is simply a C17 import oversight.

3) add a reinforcement template to garrisons when the garrison shows to be empty.
hire_men_to_kingdom_hero_party 28902 <-- prunes party size based on leader corrected line 29007
cf_reinforce_party 28779 called from simple_triggers ln 1143 st_22
edited line 1027 to allow reinforcement even if center belongs to no one
but see lns 1154-1155 reinforcement 1/3rd chance on any given day to give time for player/enemies to react if desiring the center.

Update: Jan 17 @ 6:34am

Patch Notes and comments v160_C17.1 17.Jan.2025:
1) build C17 was made specifically to allow WSE2 empowered campaign export/imports to embed stats, skills, and weapons proficiency for
all exported companions and spouse (if eligible kingdom_lady), thereby skipping dumping companion equipment with high skill requirements into secondary household inventory.
Unspent points are trimmed AFTER leveling up the companions and assigning the exact stats/skills/proficiencies that companion had at the moment of export. Gear for that companion is added after adjusting stats/etc.

Lua folder has updated main.lua file, a new folder with a few sample C17 exports from my test games
Source folder is of course updated
new recommended WSE2 settings for rgl_config.ini are copied to folder Player_Handbook and Documentation
The import is backwards compatible with earlier generations B11, B13, B14/C15-C16 and after reading the export file header will switch to the correct import handler.
Support is provided at each of these import handlers for the new "stacked" enterprise slot, which is described next.

2) You may now have more than 1 enterprise at a town, but you must have high relation to open extra enterprises:
Each additional enterprise wants 5 extra relation at the town, and middle or higher diplomacy economic setting (which among other things grants more cash at the town merchants) wants an extra 1 relation as well.
I was able to get 2-3 enterprises at most at towns I did not own by treating epidemics, else I would be stuck at one enterprise during testing.
I could have up to 9 enterprises on towns I own, since you are considered to have +100 relation at your own town.
Enterprise costs are changed slightly.
For now, there is no 30 day waiting period. Enterprises produce funds the next pay cycle.
At dialogs, you will not be shown the option to build enterprises that already exist at that town, to prevent you from spending funds twice on the same enterprise.

3) Lav's Overseer, page 2, substituted 3 Phantasy skills for 3 generic skills:
Press O as in "Overseer" to look at your companion's stats at a glance.
Sorry, Lav's presentation does not support scrolling, so only the first 27 companions are shown.

4) 4 ways inn magic seller: dialogs 3339: added cartridges so that I do not need my drow characters to visit the dwarf capital.

5) Items and troops:
a) ALL tunic armors have the default strength requirement edited to be 3/4 of the item weight in kilograms, rounded UP
This was previously too lax, encouraging newbie players to equip very heavy armor.
b) Nizar and Fruorin have slightly higher strength.
c) troops using Hellish Bolt had those replaced with Black Bolt.

6) Mission_templates changes:
a) Multi-classed Mage & Cleric shamen (looking at You Unaella, as well as Orc Shamanesses) no longer summon cleric weapons AND magic spells/shields
The other cleric spells are auto-cast as before, and both cleric and magic power pools regenerate over time. Shamanesses can cast magic at the same instant they cast cleric spells.

b) set agent align for padubast and any spawned blazing hand inquisitors to neutral instead of relying on their skin/virtual skin (faction) to set alignment
This should reduce the heal effect for inquisitors, reflecting some displeasure from their Deity from their no longer pure actions.

c) reduced radius of effect for Fireball to 3.5 meters and removed the boost to radius from high magic ability.
Capped radius for Ice storm to 5 meters; added a WSE2 ability to do damage to agents anywhere below the effect.

Friendly fire is NOT turned on this cycle, but may occur at some future update. If so the center of the detonation will move away from first impact spot to create a momentum for the explosion, pushing it deeper away from friendlies.
This became too time consuming to script and is postponed.

d) Magic missile does increased damage at both non magical and magical layers.
e) all magic "charged" staves - increased non-magical damage slightly, both swing and thrust attacks.
added a chance to stun if WSE2 is running
charged staff magical effect is changed for damage calculations. Less value from stupid high magic skill, cheated or not.
Starting characters will feel boosted.

f) (mage) Haste: cap of radius to 20 m. mission_templates ln 8395
(paladin) quickness aura - max 25 m radius on effect ln 4828

e) regeneration whether from Paladin aura, ring of regeneration, riding a Unicorn, being a Lich, or at golems
is now 5 hit points / 3 second tick instead of 3 per 3 seconds.
Poison is also adjusted to 5 per tick/poison level, with spiders having a value of 2 and hand crossbows only with pocket bolts having a poison value of 1.

7) Increased WSE2 support initiative.
a) character creation in WSE2 is fully supported. The issue I was seeing was fixed by deleting RGL_config.ini at the documents Mount&Blade Warband WSE2 folder.
The edited and working file I provided above.

b) Fireball, Lightning Bolt, Ice Storm, and most every direct thrown magic spell has a chance to stun IF and only if WSE2 is running.

c) adjusted settings at rgl_config to change reinforcement logic applied by WSE2
mission_templates lead_charge 12978
adjust reinforcements threshold during open field battles (mission "lead_charge")

8) the annoying TPE quest auto-pushing a quest to attend a tournament at some random town (but with absolutely no penalty for "failing" other than the sound)
is now adjusted to skip offering any town that will fail prejudice check for your current party composition.

9) The Village elder now correctly displays the cost to repatriate troops matching the village culture or village faction (either will work).
The cost to resettle is lower as well. This was driven by script_game_get_prisoner_price ln 6685

10) "prsnt_ccp_character_creation" also known as the one screen character creation for non-king start
was down during last update while debugging why WSE2 mode character creation was stalling. It now works correctly once again.

11) all other TO DO items are pushed to next week and can be seen at Discord server.

Update: Dec 31, 2024 @ 11:30pm

Patch notes Phantasy Calradia 2024 v160 C16.IIb New Year's Day.2025:

1) Tavern minstrels do not describe kingdom ladies personalities correctly. Instead the string they try to display is blank or not updated.
script_cf_dplmc_version_checker needed changes for initializing kingdom ladies.
at script_start_game ln 2565 added try_begin / try_end because of cf

2) several minor module_scripts changes:
game_get_party_prisoner_limit now checks party skill instead of just player skill 1775
party_set_ai_state 30898 skips if 0 size party
script_update_order_flags_on_map restored bugfix for flags in formations from Caba, as per B14 code 41267
cf_dplmc_version_checker 81987 fixes for kingdom_ladies
ccp_generate_skill_set

3) simple_triggers #10 timer changed from 0.15 to 0.3

4) changes to module_items:
a) Magic_Missile item initial damage (non magical) slightly increased.
b) changed weights on these armors:
Vedmak armor from 11.0 -> 9.5
Mithrill Maille from 9.5 -> 8.5
Elven Mail Shirt from 8.0 -> 7.5
Cuir Boilli from 11.5 -> 10.5
Sarranid Leather Armor 9.0 -> 8.5

5) at module_game_menus:
fixed an error in quantity wanted when selling to a village that has a specialty to buy an item.
Wrong (old) register used so not updating.

6) at module_mission_templates:
a) Martial arts, charged Staves, ALL enchanted weapons with an additional magic damage proc :
added exp if taking the target to or under 0 hp.

b) Singing Arrows, charm person spell, Necromancer Staff: 1/2 exp immediately on successful charm

c) Holy Avenger: now checks if wielder is a paladin, but is no longer tied to the Player being a paladin, so that Firentis can use. Non player paladins will have a temporary honor assigned when wielding the weapon, as it normally is only tracked at the player.
Added a particle effect over the target when the avenger effect fires.

d) Vampiric Bolt adds half magical damage given to caster's hp, capped at 10, but this can exceed starting hp max giving a temporary boost
Vampiric Blade is similar but adds a (now larger) fraction of total damage done (including non-magical) to wielder's hp. Hp pulled are reduced by target's passive divine resistance.

e) Charged Staves:
adjust damage give by passive magic resistance of target.
per suggestion from user zecond, adds a brief stun if WSE2 is running.

f) Balrog Sword: adjust magical damage given by passive fire resistance of target
g) Vorpal Sword: increased chance to instantly kill non undead enemies (9%)
h) Sun blade: modify magic damage by target's passive fire resistance.
Added particle effect to target when magical effect occurs.
i) Frost Blade: cold resist adjust on damage, average damage is increased
j) Mace of Disruption: chance of brief stun to undead even if failed roll to destroy the undead.
Added particle effect when destroying an undead.

7) at module_scripts:
Adjust Fireball, Ice Storm, Lightning bolt to not give experience during magic layer of the effect target hp hit 0 or below.
Before gave exp taking the enemy to 2-3 hp to allow a possible dodge to save them but this led to complaints.
There is no check if the targets have a regeneration aura effect active but at least they only show magic layer exp at or below 0 hp.

There is still a WSE2 only stun applied if the target does not take fatal damage. This gives one small reason to use WSE2, but WSE2 has problems creating a character in this mod so I think it is frustrating for Steam users.
It is NOT required, just if present the mod will do further things (after deciding which version of the Warband executable you are running).

Update: Dec 23, 2024 @ 7:01pm

C16.II D17.I with a C16 module.ini and C16 global variables, for stability.

Update: Dec 21, 2024 @ 2:23am

Patch Notes and comments v160_C16.1 21.Dec.2024:
1) Stability initiative: crashes to desktop persist despite every effort so far.
a) Changing module.ini settings did not make a difference, so I will keep the settings for C series and not start D series.
b) crashes are generally immediately after a save game event, which is a save game, followed by a check of checksum for a valid save,
followed by a copy of the savegame to the backup savegame, followed by a rename of the savegame file, followed by turning on any FX shaders needed for High HDR mode.

Every one of those could have crashed, but the WORST of all possible cases occurs when creating your character and you are asked about your savegame policy: realistic saves (first option)
will save 5-6 times more often than the second option, at least. Choose the second option, but remember to save every 15 to 20 minutes.

Also, HDR "High" graphic setting with auto-exposure enabled shows a rare crash after save. This can occur during scenes of any type or when entering town.
This can only be seen when WSE2 is running, as during non-WSE2 module.ini has turned off High HDR mode for you, without touching your permanent graphics options at Warband.
This is important for people bouncing between more than 1 Warband mod. High HDR is brighter and looks pretty for some things; but anything likely to add to crash risk is something I should at least mention.

Besides crashes during or immediately after save games, there is a different source of crashes coming from
script_game_event_simulate_battle operation (party_get_battle_opponent, ":opponent", ":party"),
where that opponent party may no longer exist.

simple_trigger_10 is adjusted to fire hourly instead of 2.1 hours.

c) script_game_event_simulate_battle 4826
script_let_nearby_parties_join_current_battle 26367
both changed to further filter dead parties from being checked before hitting the line that usually crashes

2) Much less critical was the magic experience initiative.
The solution for this update is to check if the caster is a hero or the player and if the magic layer took the target below 0 hp to award experience
independently of the Warband engine.

3) Ransom brokers needed to have you select "I want to sell all my prisoners" so that I could double the payment.
Changed script_game_get_prisoner_price ln 6717

A new mechanic at village elder dialogs allows you to PAY to return troops that are normally from that village's faction,
so long as they are not undead or bandits. You can pay to resettle undead only if you are at an undead village.
You may also resettle commoner faction prisoners, typically these have the name "mercenary" somewhere in their name or are farmers, watchmen, calradia anythings, and town men or women.
Please consider it a WIP work in progress and don't pester me on it this week.
Success and you agree to pay a known amount up front and the prisoners that match the village faction or culture are taken off your hands.
You stand to gain experience, and for a large handover some chance of modest renown.

4) TPE Tournament Play Enhancements was spamming my test with notices. It still enrolls you in a quest to go see a tournament at a town you might not be welcome at, but there is absolutely no penalty for "failing" this quest

5) updated the scripts worksheet at "Programming_Guide_companion_v160_C16.xlsx"

6) A quick check of player skin versus starting town is made to see whether to offer the Native introductory merchant's kidnapped brother quest series.
You are never FORCED to do the quest and if you skip it you get exactly the same exp and pay as passing it. This may need tuning.

7) Troop edits:
a) Unaella is edited to be more clearly a 1st level Orc Shamaness and not some kind of mounted skirmisher.
This is for new character creation only - the savegame already started does not have a hot patch assigned to hot change her stats or gear.
She should be given faith and magic ability skill to get value from her mage and cleric abilities. By default these were 0.
As a mage she must NOT have weapons equipped at slots 2, 3, and 4 as mages summon to those slots and can explode if those slots are already taken.

b) Undead mounted knights now have a setting to force the mount to be added when giving equipment to agents corresponding to that troop line in a battle.
tf_guarantee_horse flag added to skeleton_knight, zombie_knight, death_knight
At some later time I will expand this to include elite exotic mercenaries.

8) display of secondary class at game_menus _camp_player_abilities_3 : ln 6161 called from camp_player_abilities
is tidied up to show all the secondary professions correctly. Certain combinations would not show.

9) Mission_templates
turned OFF dodge animation for player only while investigating claims of teleporting after dodge animation update last week.
NPCs are not teleporting.

10) fixed an error at Village specialty where SELLING an item gave the wrong amount in dinars
Also set the discounts to be affected by party trade skill instead of only player for both buy and sell specialty items.

--- NOT DONE:
lav's overseer
page 2 inventory management = faith
prisoner management = Magic Ability
leadership = Magic defense
----
4 ways inn magic seller: dialogs 3339
sometime add itm_cartridges to the rare items

Update: Dec 13, 2024 @ 5:48am

C15 Late.VI 2 fix one line in module.ini
this did seem to see the changed module.ini

Out of time today I'll try to put up a changelog tomorrow early morning else it must be Sunday as tomorrow belongs to family as does tonight. Sorry I can't be online more.

very briefly:
a) Animations -
fixed reload for musket (Native)
removed the bayonet animations for the 1 musket in game.

added an experimental dodge animation for agents not riding mounts that were supposed to dodge.
credit: Cojkan's https://forums.taleworlds.com/index.php?threads/wb-cokjans-workshop.453728/

restored dual stab/up stab for polearms: credit: hoboistice
https://forums.taleworlds.com/index.php/topic,353520.0.html
some animations by Xenoargh
turned off crouching at module.ini because of interference with dual stab.

b) Undead parties, or really any party anywhere on the map (including garrisons and your own party) have a chance to convert some of their prisoners to undead. Higher level prisoners are resistant to conversion but yield higher tier undead if converting is successful. [Actually I missed 1 line, will tweak shortly] This is on a 3 day timer (trigger_54)

c) fixes for amount in stock for village specialty troops, items for sale, and items wanted to buy. Price paid is correct again for items for sale.

d) Verified HDR mode does NOT crash in WSE2. It will turn off in non WSE2 while the mod is running, per module.ini, meaning one less setting to change that might impact other mods. WSE2 over-rides module.ini, so it needed to be tested.

e) I should mention the crashes after saving game are likely to be coming from module.ini line
dont_load_regular_troop_inventories = 0
That currently protects full helms from being discarded by Warband's engine when given to companions. Warband decided to show faces of heroes and removed their head gear while you are in trade items view. Saving deeper inventory lets the head gear not be discarded. But it seems to have brought more common crashes while saving game. As there is twice the detail (data) per troop and party, and twice the parties, savegames take 4 times as long to write, and if it also tries to overwrite a backup save it seems to timeout.

BUT, editing this line to be = 1 instead of = 0 would crash existing savegames, as there is now an overflow of values saved per troop, meaning you would have to start a fresh game instead. You might use the WSE2 lua enabled "export"
at camp menu: actions: actions page 2, BEFORE editing the module.ini, then make the edit, make a fresh character, save it, and then go to phantasy settings, select faction etc, then import. The walkthrough for this is book 5 in discussions game reference material. Check out the discussions or find it at discord.

DISCORD https://discord.gg/xDGqgZcmmf

Update: Dec 13, 2024 @ 5:36am

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

and this one didn't catch the changed module.ini line either