This mod aims to turn Calradia (Warband's native world) into a fantasy one by adding several fantasy races, weapons, magic, monsters and new factions and cities. The mod is currently an open beta so there is still much to do and polish, but it is quite fun.
Patch, changelog, and source for Phantasy Calradia 2024 v160 A10, expecting you have at least any previous v160 A series installed and working.
Patch Notes v160_a10 June.28.24
1) Necromancy changes:
a) necromancy refresh timer no longer 24 hours, now 11 hours but retaining the check for night-time.
Previously a check for night time each 24 hours could lock the character to never have necromancy ready after first use.
b) added a fail-safe at the "night creatures are more powerful" event at 21:00 daily.
c) removed the outlaw for reaching -100 renown status check.
d) allowed the weekly necromancer effect to now also add undead to garrisons in towns and castles, before it only added to parties outside garrisons.
2) WIP Work in Progress - camp menu actions #2 adds some testing for export of character preview.
Essentially each of these will dump a screen of messages to the Notes: Recent Messages window, which can also be seen by pressing L outside towns.
The concept for export/import is to save all the different time sinks in grinding up a character so that restarts coming from incompatible savegames, a desire to explore a different class/race/faction, or major savegame breaking updates can all be done without having to repeat the grind.
This allows me freedom to add new mounts, troops, changes that would have stomped on the old savegame by first you exporting to a neutral file format your progress and then restart under the new version and import that saved progress, optionally keeping the old face codes while allowing a full re-specification of your character.
As presented the entire process is about 1/3rd completed, so estimating two weeks further to have all the needed layers written.
* means this is captured by script here but not shown in the log messages
#1 Player information: name, face codes*, skin type, experience, honor, renown, inventory management skill, party size, party size limit, all Rigale crafting/harvest skills*, Rigale guild statuses*,
Companions that have joined the player, their experience, their equipped weapons/armor/mounts with item modifiers, and a test of evaluating the real worth of each item to scale replacement costs.
Spouse if present, experience, items only if a kingdom lady (and thus the player could have added items to her equipment, unlike a kingdom lord).
In order to fit onto one screen of messages the equipment found is filtered to show only fair market value > 1000 dinars items.
#2 Repeating the line for player name, experience, honor, renown.
Checking towns and castles for player ownership, enterprises, and walled centers belonging to player faction but not assigned to player: show enterprise type, cost, show garrison size if belonging to player.
Show mage spells purchased and store as a separate value as a combined credit, if the importing character is not a mage this can be applied to cash balance.
Show cash on hand, bank balance, bank loans, and net at bank as separate values. Show treasury from chamberlain, debts to party, and net balance at chamberlain.
Simulate selling all prisoners at constable or ransom broker to see what the value of prisoners in the player party adds to finances.
Show secondary household inventory items value for selling at fair market value (which needed some tweaking to get a good number), considering item modifiers for quality and item count for partial stacks of food/ammunition/tools.
Tally the above for secondary inventory and armory, as these inventories will be sold during export to fully empty them.
Display as a final line cash on hand, net treasury, spell credit, ransoms to see the total finances exported.
In order to fit onto one screen of messages secondary and armory inventories are filtered to show only >1000 dinar items EXCEPT where a stack has a maximum item count to test partial stacks of food/tools/etc. receiving appropriate reduced value.
#3 Count total troops by type collected from player party and player owned garrisons as lists for speed.
Display player party size, max size, garrison sizes for player owned garrisons, count of player owned towns, count of player owned castles.
Show total count of troops filtered by levels (the intention is to prevent overflow from too large a player party, and to put some mid tier troops to garrisons, possibly displacing low tier troops at that garrison):
Count of Troops level 25+ Highest tier or special faction troops
Count of Troops level 20+
Count of Troops level 15+
Count of Troops level 10+
This helps decide how to auto split off troops from the main party into garrisons at import time, to prevent party overflow.
The intent is to set the importing player's new renown, experience, honor, and inventory management skill before calculating the party size limit at import.
This means the inventory management skill will not take points away from the unspent skills pool at the importing character, once experience applied has levelled up the character.
Troops level 25+ are displayed in order to see the breakdown of highest tier troops by type.
3) set maximum battle size to 250 instead of 225 to better test for lag spikes in large battles after performance tuning at patch A9.
tried 300 and it performed poorly for a 700 vs 800 battle. Consider the module.ini max battle size as valid only when calculated battle advantage shows 1:1.
Also horses (any mounts) will be agents in battle as well, making a battle size 250 battle 250 troops one side + 250 another + perhaps 200 horses + some extra 80 from reinforcements exceeding battle size limit.
This gives around 800 agents during battle, enough to slow try_for_agents loops during area spells, cleric/paladin spells and auras, checks for status and recovery, fear, and so on.
Changes to battle size mainly need to occur within mission_templates at each mission, search for ":battle_size" and look down.
adjusted reinforcement logic per wave according to slider settings set by player for battle "max slider = 250".
Reinforcement logic green lights sending reinforcements to both sides sooner than before; earlier one side needed to fall below a certain smallish number but now both sides keep
expanding until battle size is reached. Neither side starts at full amount, which reduces initial load time for a battle.
Go to camp menu: change Phantasy 2024 settings: toggle ON "prefer large battles" to have the more aggressive reinforcements.
Recommend slider to be not over 200 until WSE is merged (patch B11?).
The default OFF has a hand brake on reinforcements to keep battles smaller, regardless of the slider setting.
4) moved dodge cooldown from special_mounts_attack to timed_spell_effects, as it already has a try_for_agents at a similar timer.
Changed special_mounts_attack and common_battle_unicorn_regen to use list25 instead of try_for_agents. This gave two fewer try_for_agents loops at each 2.5 and 4 seconds,
every try_for_agents that can be avoided is important as number of agents increases.
WSE, once carefully integrated, can possibly speed up try_for_agents but these are still one of the top sources for lag in any mod.
Adjusted timing of paladin aura refresh to agents within radius from each 3 seconds to be each 5.5 seconds, to cut bandwidth impact from this task roughly to half.
Adjusted timing on special_mounts_attack from every 2.5 seconds to every 4.5 seconds, for the same reason.
Adjusted timing on common_battle_unicorn_regen from every 4 seconds to every 4.7 seconds to spread bandwidth use across a wider time, as seen against all other timings firing during battle.
5) adjust resist type versus Black Bolt spell from magic to cold resist.
6) Cattle stealing: adjust the result from dice rolling from one dice roll evenly spread between 0 and some max number of possible cattle to instead roll two dice each half of the maximum number of cattle to have a much better chance of a middle result.
This tends to converge on a center of around half the maximum but at least gives more reliable theft of cattle, while still allowing rare low and high results.
7) Four ways inn adds two new options:
A) Access secondary household inventory. In a three way arrangement between the banker, the mage flight specialist, and your chamberlain, you may now access the secondary inventory normally only seen after you have at least a castle as your property.
This is available even if you do not yet have property, or even a chamberlain. As for whether the banker will begin charging for this "safe deposit box" service, she assures you the first month is free with no obligation. She says.
B) Access what used to be the items cheat, but locked still to provide crafting raws, food, some crafting rares, and a selection of mounts, all at standard price.
You may buy AND sell here, without adjusts by location, meaning flat reliable prices. The merchant does not run out of money, so you may sell your "exquisite" items here as well.
I should probably make this a magnet for bandits if you carry large amounts of cash, but I am feeling generous. For now. The items cheat is removed from cheat access; come here or do without,
8) Documentation: merge combined v160 patch logs from A5 and up into "combined_patch_log_v160.txt"
What is the riding requirement of the Black horse(Nightmare)?
Nightmare requires riding 7.
Thats rough. Always wondered why you can never buy them. It would be cool to be able keep one. What are the magical things they can do? Or are they just durable af?
They can sometimes be looted from death knights if your party has high looting skill. The nightmare has a flame attack (that is not resisted) of 10-20 points if it happens to get near an agent (and the agent is not behind the mount) exactly at the 4.5 second check for special mount attacks (was each 2 seconds). I felt the overhead of checking so often was adding to lag so widened the timing between checks, which also includes spider bites and warg bites. I still got bit by a warg twice recently so even 4.5 second checks are working as intended. I'll consider adding knockdown to mounts next time.
Was wondering if Tardareth would have the honor of selling Nightmare. But i guess that doesnt really make sense. Though i am aware that Singing arrows are also sold at regular Elven stores... And i notice that Nightmare have at least 400 HP because i hit it like 5 times with the Honor blade. Such a cool mount! Was it discussed though as to why it needs a high riding requirement unlike other beasts/magical mounts.
Nightmares are already sold at the four way inn, as of patch A10.
It's in the "fine used mounts" section. Singing arrows have a charm person proc if the user meets requirements for magic ability 2 or higher. This makes them better than they look, but good luck buying them if the elves don't like you. Thus the black market...
Please don't let negative and positive burst attacks harm the horses, they spoil the gameplay.