Patch adding magic resist by gear worn to all troops. Major rework to lightning bolt, rework for better magic resist to all mage spells. Some minor changes as well. Savegame compatible with all the v160 A series. Just drop the .zip file on top of the mod and "extract here".
Patch Notes v160_A8_exp1 jun.07.24
1) a) adjust the following Area of Effect spells / spell effects for:
use of position registers - pos1 is quickly overwritten so moved to a less used position register
Corrected an error in calculating resistance effects.
Corrected errors in applying magic resist and boosted magic resist impact
Corrected error in computing protection from walls during sieges.
Ice storm
Lightning Bolt
Slow (and foot glue)
Fireball, cleric fireball (for deity Kossuth), blast flasks
b) added a worksheet to Programming_Guide_companion to track use of position registers
adjusted spell point use (mana cost) and updated at worksheet spells
adjusted scripts worksheet to show new scripts added for A8.
2a)) Set charm duration to 200 seconds for NPCs and 100 seconds for player,
instead of 60 seconds Corrected an error at recovery for player.
b) corrected magic resist and magic defense calculations for:
Magic Missile, Fire Arrow, Acid Arrow, Black Bolt, Vampiric Bolt
3) a) Completely rebuilt lightning bolt to provide a wedge or cone shaped effect instead of a sphere like Fireball.
Damage is greatest at the point of impact and weakens as the cone expands.
Electrical damage based on the amount of non-magical metal worn is considered.
The spell sometimes turns or tilts based entirely on whether the landing missile has rotated while travelling, which
could be an useful against troops that stand in formation.
The spell damage effect will travel along the ground if the downward angle of the missile would have put most of the cone under ground.
b) Ice storm has a better check for overhead cover and the point where damage radiates from is now moved up by 3.5 meters from the landing position of the spell.
4) small tweaks to magic enhancement values for twilight armor, orc shaman dress.
5) Necromancer timer for re-enable necromancer summoning at camp: action menu
changed from 7 hours to 24 hours now that liches regenerate.
6) gradually (weekly / 1 point) recover faction relation with fac_commoners if < 0
7) set maximum battle size to 225 instead of 150 @ module.ini
8) adjust magic skill requirement on Flame arrow to 2 instead of 5.
9) revealed the cheat menu hidden "show prejudice: player party vs random troop",
and narrowed slightly the range of troops to pull a random troop from.
10) add "show resists table by category of armor" under camp menu: actions 2nd menu.
11) a) adjust at reports: reference materials all troop displays to show resistances where dodge versus flintlock pistols used to be.
It is not perfect in handling more than 1 possible choice for a specific equipment slot;
some troops have 2, 3, even 4 items that might equip into the same slot when spawning an agent.
The agent form of this calculation is exact but agents only exist during missions. Troops view therefore is blurry
as there are probabilities of specific items spawning at an agent. My compromise is if nothing is worn in a slot, find the first matching item for that slot type in inventory and stop, to not have to average across many items.
b) rebuild resist table (list_12) at start of each battle to be certain any changes since last compile are included.
c) set correctly all agent dynamic resists coming from worn armor. So far does not include shields or weapons,
but shields will be evaluated here as well next patch (A9).
The updated resists load after your first battle, or if you are a closet pacifist like me then visit camp: actions: 2nd action menu: show table of resists
and it flushed the old values (all 0) and fills with new values. You can then visit reports: reference materials: and view the troops in the tree viewer. At the bottom of dodge chances on the left side there is a single line with resists
F E C A M D
Fire, Electricity, Cold, Acid, Magic, Divine
Divine is not used yet but those would be (hostile) cleric effects.
These are dynamically calculated by what gear is worn when the agent spawns in battle; the troops view approximates that because many troops have 3-4 alternate gear items that might be placed on the agent, so instead of trying to average them I took the first one found in inventory, usually matching what the troop shows as being worn, and calculated from that. Not that it matters.
Do notice Lightning is COMPLETELY remade. The spell has a wedge or cone shape now, and is computationally the most complex spell effect in Phantasy now. I still managed to performance tune it, as much as I could, and I hope you enjoy it. Damage is generally less, but lightning starts out extra dangerous and weakens as it expands.
Is the Mercenary quest back yet? I am concerned about the death of the Khergits and Sarranids. They will be wiped out in 1 more year not even their reinforcement waves can save them.
I do not want to serve directly as a vassal either.
I thought I took that out in A7. The idea of freezing the game was much scarier to me than denying yet another source of income when there are lots of alternative ways to get cash already.
Its not about cash. Its about sending a message. However I do get what you mean.
I have a party of 34 Battle hardened companions. 20 of them are clerics and i just dont like the diplomatic scar to injure my party by attacking the Delthersam Empire directly.
I guess i will attack them by joining the Sarranids with 1 town left and 1 castle... Or the Khergits with maybe 5 castles left.
I am aware of a general issue with patch A8 that was first noticed as Necromancer liches not regenerating, but looks on investigation to be the entire system of spell and cleric effects recovery not even loading, making damage over time not happen either. I was thinking maybe some global variables controlling spell system were being overwritten / moved in their location but am not sure. I suppose the easiest way to find out is to roll a fresh char and see if those effects suddenly turn on again, with no other change. I am more reluctant to abandon my stable of test characters than even 90% of the player base, but it may give traction in finding what happened.
I am really short of time the next two days and will have like 45 minutes each day as I need to visit the pharmacy, pack, get beach sandals for my spouse, and continue removing items from my spouse's dead mother's apartment, which is draining both of us heavily, as it is harder than it sounds for both of us. This by way of explaining that this hobby, important as it may seem, has to defer to other things sometimes.
Take your time Phospor1. For now we shall purge/command the undead,orcs and drow!
So far I've learned a fresh character has full and correct abilities; savegames seem partially corrupted. My best guess on that is A7 added 3 global variables, and everything in the savegame got shifted, but I'm not happy yet with that hypothesis as the character name and many other things should have changed or been clipped if so. What I saw was the older character simply never entered the 3 second update for damage over time, heal over time (regen), and this would block acid arrow from timed effects. It would block curing charm person, which would be a disaster for players who were charmed. I would recommend not deleting your old character until I had a few days to examine the situation better, so in about 2 weeks. Any character made now under A8 should be golden. I have a A8_r2 on my desk with slightly more favorable to mages settings, still reduced from a mage in A7 but not quite as wimpy as A8, that might be a happy in-between. I'll put it on Taleworlds and link the post here so it can be found. I think it is confusing if I put a hundred patches on ModDb.
The absolute main thing is not to go back to A6 once the A7 patch has fired at least once, because the A7 patch moves quests around and if it fires twice half the quests will be unable to work, ever for that savegame. I should remove A6 from here but someone may have a bootleg or old copy.
I personally think its a good idea to stick to A7. I have not downnloaded A8 yet. That means that my opinion and maybe reportings might be a bit outdated. Because i pieced it a bit like a puzzle. While you do your best to fix and update the mod... The mod somehow has a heart attack and a mechanic suddenly becomes broken because i notice that Phantasy Calradia is a nice bowl of noodles that if you pull a noodle or add new ones. It becomes fuzzy. That means i can wait for a newer version while i just watch Reformist for latest version previews.
Regarding the current changes. I am ignorant to lots of spells. I only use Haste,Fireball(Mage/Cleric),icestorm,slow. So that means i dont notice people really notice lightning strike....I actually thought it worked like a Avada Kedavra single target thing vs Metal armored enemies that instant kill them.
But thats all i really think of magics.
where is v1.7 full version ?
I haven't put up a 170. If you expect that to be something from Guspav's 2017 files I put already his last version. His Phantasy and my Phantasy are absolutely incompatible - don't mix them for any reason. It's there because some people wanted the 2014 experience and some people do not see a difference so its there as a learning experience. They should end up in different folders to keep the savegames and such separate.
A quick patch A8_r2 giving a slightly stronger magic but still subdued, to be between A7 and A8. The observed issue with regen is the tip of the iceberg, and I believe that came from A7 adding 3 new global variables for future use.
DO NOT bounce between A7/A8 and A6/A5/A4r2 in the same old savegame, that would completely clobber quests. Once A7 has patched don't ever go backwards or all your quests are borked.
Having said that, here's where to find A8-r2, to not clutter Moddb with dozens of micro patches.
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