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Hang tight a few weeks or don't but I won't change my schedule. The source is already on your computer though, if you don't want to wait. Look at the workshop and under it is a source folder. I left nothing out. Unlike big mods I don't have even 1 assistant; but I won't complain if you are faster than I am...
As for descriptive text on the right, I'm not sure what you mean. Perhaps paste a screen shot at discord. I test at full HD 1920x1090. Perhaps you have clipping from a smaller screen resolution??
When WSE2 is running, the added function to export your campaign and re-import it to another character is available, and otherwise WSE2 mainly loads much faster. There is not much visible difference. That said, I personally run WSE2 most of the time because of the huge speed up in loading the mod. But I respect the concerns for security and difficulty to set up WSE2, so make it optional.
As for adding new items, it would break savegame to add a new item. I also need to have the artwork.
https://drive.google.com/file/d/1apNNth6O_peebCwhPW7OY4sQRFvacTDO/view?usp=sharing
has the current patch, in terms of what changed since the last Moddb patch on Feb 2025.
https://discord.gg/uksGG9HVP7
except if you lazily click the "link" steam shows, Steam has changed the link to add its own info and Discord won't accept it. You need to actually type it yourself, character by character, in your favorite internet browser, because Steam in their haste to mention it is an external link changes the link from what is shown to something they made up!
This will turn you into a lich, and give you access to necromancy.
Next you go to camp menu and select "use Necromancy skill" to make your first undead minions.
You can either go for numbers in which case choose "specialized skeletons" or take less but have better upgrades in which case I would suggest "Shadows".
Or am I making a mistake in my thinking? O.o
As always, reboot your computer to force steam to fully exit and reload, as it only checks for Steam workshop changes when it first loads.
This is set before you load the mod, when you first start Warband.
I think I have a better idea how to move them but progress is slow. Mainly I have to keep mixing up timings, in milliseconds, and Warband randomly chooses between 5 riding animations when moving and 3 when "pacing" where the mount is not moving but standing still. There are also 3 lancer animations that are different.
The 5 riding animations had 3 variations for the animation for the rider; one gave riders sinking into the mount (anim_human) while (anim_huma_02) seems to respect the mount better.
being able to revisit this mod with all the improvements you have added has been a really awesome experience and im really thankful you are putting in the effort to revive this old mod :)
I even had time to test it a bit. version v160 C18 "c" is live.
As always, reboot your computer to force steam to re-scan workshops for changes.
Changing the reinforcement algorithm then need to test.
Also a small tweak for Start as King faction ID error when checking village culture for recruits at villages assigned at start to Player supporter faction.
These will be later this afternoon.
I'll see if I can make a fix for that tomorrow. I might also load the same mount animations as at Chiaroscuro (Phantasy 2025), to see if that makes any change. Most of my tests are with 2025, as to me 2024 is legacy mode and 2025 has more future in it.
As for putting Chiaroscuro on Moddb, thats a next year problem. Please don't send bug reports here if you did not run the Steam workshop version, as Moddb is many months out of date.
As always, reboot your computer to FORCE Steam to reload, as it only scans for workshop updates once (when it first runs).
The start as King rework took longer than expected.
Thanks for your support by the way, I know I am usually grumpy but you have good feedback.
I got up early so to be ready earlier, as Thursday is normally "see my family after lunch" day, as is Saturday all day and Sunday for half day. I think I'll have both mods synchronized quickly.
I just re-did the animations, so only the cultures id issue is left; v162 is already synched up.
I'll adjust the horse rider to use only one form; right now there are 3 different models, so one of them must have the issue you mention but not all 3.
Otherwise I've so far finished:
a re-tweak to list cleanup during the reinforcements check to clean up even if no more reinforcements are expected.
a better fix for "flying ships" coming from any party crossing a bridge and not clearing the ship icon. This includes land caravans; earlier I had assumed only sea traders were crossing land but they were land caravans after crossing a bridge. Patrols, foragers, recruits, and scouts are corrected as well.
Still to do, besides the mounts since you mention, is cleanup of campaign import && start as king for wrong culture ID in setting kingdom cultures. This is fairly simple but I should make a hot patch to clean anything from yesterday for invalid culture at any dwelling (center).
1) more robust garbage collection during battles
2) a better handler for flying ships at st_60 (which probably came from item 1 above)
3) correction for Start as King kingdom culture, Chiaroscuro has more factions so need to correct the culture id value
4) remove the culture override at campaign restore, and the associated setting at Phantasy Settings.
It is not perfect but it does have many fixes and quality of life tweaks from Chiaroscuro workshop back-ported to 2024 data model.
As always, close steam completely and restart it, or reboot your PC (which does the same thing) to force Steam to update a changed workshop, as it only scans for changes when it first loads.
The change log was too long so it cut at "5", and I had until "8". The important changes were listed first though. I think it is better than what you had yesterday, warts and all.
Finally it isn't longer awkward to play a horse archer. ^^
I had a partial mounts fix yesterday but I am improving it today by changing timings and durations.
The stabbing animation is so horrible because you're already aiming with your arm outstretched in front of you and when you release it you suddenly have your arm behind you to stab. It looks like he's stabbing twice because you get no visual warning that he's going to stab and it's incredibly difficult to block because of the difference between the attack you see and the attack you perform.
Still playing with animations but otherwise it is ready.
Some of the changes are also for Chiaroscuro workshop will I'll update later today as well.
Are patch notes also planned so we can see what has changed or is that rather too short term ? You don't have a lot of time and it's perfectly understandable that you don't have this luxury.
Towns and castles work for sieges, although here and there a door is missing to leave a castle, tavern, shop, or prison. 2025 is certainly a work in progress compared to 2024.
The 2025 savegame will be replaced in July, with a WSE2 empowered tool to migrate available before then. You have something similar in 2024 but 2025 has a vastly different layout for data and the 2024 tool will not work in 2025. The 2025 version is half finished - the player and companions, skills work, and worn gear work, the inventory works, the player troops and garrisons, importing enterprises are not ready. I expect these to be working by end of May.