Mount & Blade: Warband

Mount & Blade: Warband

Paradigm Chronomancer
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更新于:9 月 28 日 上午 8:18

Paradigm Chronomancer v200 build 6: 28.September.2025:

1a) slight tweak to script_get_max_skill_of_player_party adjusted at build 5c
Now returns the greater of script_game_get_skill_modifier_for_troop (checking for items that modify skills)
or (party_get_skill_level, reg0, "p_main_party", ":skill_no"), as party companions might modify the player's skills

1b) On a similar note, realized that checks for skills at troops using script_game_get_skill_modifier_for_troop
need to only use that script if the troop is a hero, else if a regular troop the items are not yet assigned equipment slots and any check is not accurate.
Modified script accordingly. However the script should be called wherever the operand store_skill_level is used:
(store_skill_level, <destination>, <skill_id>, [troop_id]),

(assign, ":savereg0", reg0),
(call_script, "script_game_get_skill_modifier_for_troop", ":troop_no", "skl_no"),
(assign, ":variable", reg0),
(assign, reg0, ":savereg0"),

1c) Checks against agents remain accurate as each agent has their equipment slots filled.
However there remain a great many items to check for, especially the entire set of microchips,
putting as many as 40 different checks at each equipment slot during combat, under the old Paradigm Worlds code.
Even if this is only 4 weapons slots and assuming microchips and other things go nowhere else (not a safe assumption),
This adds up to 160 more checks PER AGENT per hit or swing in battle. If that overhead does not make a mod crawl I am a hobbit.

So, what can we do? I think the fix is to prescreen at agent spawn for special items, if ANY are found flag that at an agent data slot, and ONLY do these long checks when the agent slot for special gear was found has a non-zero result. Extra credit for further shortening the checks by making that value have different bits for different types of checks, to skip ALL checks, SOME checks, or do the full checking.

For MOST agents, the test comes back immediately "no special items here" and we trust nothing changed since the start. This also means if the player picks up some microchip lying on the ground and tries to plug it, no effect.
If they start the battle with the chip inserted, that is a different story.

2) implemented the above substition for store_skill_level at module_dialogs, formations_scripts, freelancer_scripts,
game_menus, trees2_presentations, pbod_mission_templates, triggers, scripts, simple_triggers
mission_templates through line 5700 to include all of npc_paladin_pre_aura

3 a) fixed an error in cost calculation for hiring deserters

b) at trees2_presentations, added an exception at line 531 to calculate clothes bonus for trp_player when looking at magic skill
added a trap to clip negative values to line 539

c) found a mistake at script_game_event_simulate_battle ln 5227 checking troop level for a chance to escape
this was using the wrong operand and probably the source of errors noticed earlier at this script

d) script_party_get_ideal_size had an error where the wrong value was multiple by 3
(should have been charisma, but was multiplying leadership by 15 instead of 5).

e) script_dplmc_get_trade_penalty had an error getting trade skill for ":customer_troop", fixed.

f) script_cf_rigale_check_vanilla_skill_success had a big mistake ln 116331
store_skill_level when checking a Rigale skill should now reference as the Rigale skills are moved to list_27
(call_script, "script_rigale_check_skill", ":skill_to_check", ":check_difficulty"),
which will then call correctly
(call_script, "script_rigale_get_guild_skill", ":type_of_skill_to_check", guild_skill_level),
This was missed when moving from Phantasy Calradia 2024 to the 2025 data model.

g) script_calculate_manipulation had an error where the variable name MadG used in a calculation mutated
making a hard to find the garbaged result. It happens.

h) script_calculate_manipulation used variables "troop_persuasion" and ":persuasion" interchangeably
corrected to store "persuasion" as a raw value and ":troop_persuasion" as the adjusted value so that a final negative result check
works as MadG intended. lines 111229 and 111292
This could only have been found by Lav's W.R.E.C.K. compiler tool.

4) added at module_constants definitions for additional agent_slots to cache adjusted skill values
at agent spawn (npc_paladin_pre_aura):
slot_agent_ironflesh, slot_agent_stealth, slot_agent_magic_skill, slot_agent_magic_def, slot_agent_power_throw

these are referenced nearly every swing or attack so prefer to cache the items check.
Agent data is discarded when leaving a battle so does not affect savegame.
Saving magic skill and magic defense skill as agent_slots allows for example Cleric bless and curse to buff / debuff these values in battle later.

5) added to script_game_get_skill_modifier_for_troop these new definitions:
A) Entertainment (skl_reserved_13): Electric Guitar +1 when in inventory
B) Stealth: Predator Camo Gauntlets +1, Predator Camo Armor +3,
Predator Camo Helmet, Predator Camo Boots +2
C) Surgery, Wound Treatment: Surgeon Priest Robe, Surgeon Priest Boots, Surgeon Priest Hat +1
Faith: Surgeon Priest Robe, Surgeon Priest Hat +1

6) looking for where to find skills being displayed at character screen: seems to be internal to Warband
mt_conversation_encounter, change_screen_map_conversation, scn_conversation_scene

7) script_script_game_get_item_extra_text
Black Morlok Mask +2 bodybuilding, -1 Athl while WORN (need to update text, effect is already while worn)
verified that each script is honest regarding equipped versus "in inventory" as the two had different expectations.

=== TO DO or at least "to think about for next time"

A) mnu_caravan_trade ln 39853 TO DO (cause of bug found):
this value is not being populated:
(party_get_slot, ":merchant_city", "$g_encountered_party", slot_party_home_center),
which causes
(party_get_slot, ":merchant_troop", ":merchant_city", slot_town_weaponsmith),
to be 0, thus it shows the PLAYER's inventory, as trp_player = 0

B) point of interest ln 39909
C) notice script_madg_calculate_penalty_WW_factor has eagle_ranger for later use

D) Poets speaking about kingdom ladies display nothing

E) Moddb user mentions formations agents reset group "constantly" (back to infantry).

It would be of more value to me to know how many seconds pass before the agent resets, to isolate the timer involved; or if this was the expected reassign to infantry after ranged runs out of ammo, but yeah OK I get it. It was annoying to someones campaign.

I was not even sure 1.99 had working formations. I'll get to it, sometime, but maybe I need to move this mod to back burner and focus on the next stage.

It may be I need to overwrite the original Paradigm Worlds formations code completely, from a clean source. As it stands there is a mix and I should look for some second initialization
occuring at a timer.

Nifty report, and when I get to that layer I'll be sure to look at it. It is not like I have nothing to do and am waiting on users to find me something to do.
Stop your campaign if you think I don't write fast enough, I won't mind. Beating me won't make me write faster.

更新于:9 月 19 日 上午 8:04

Paradigm Chronomancer v200 build 5c: 19.September.2025:

1) Paradigm settings: Set faction to auto-join during import:
(had Phantasy factions listed) --> set Paradigm factions here and trimmed the value that can be held to fit Paradigm faction count

2) more test/debug for campaign import function from chronojump scripts
menu lua_test1 from menu camp: tactical operations somewhat still TO DO, lua_test1 clipped the uncertain part off to walk more slowly through each untested tuple.

3) two strings to remove at results for lessons during failure and critical failure:
"this failure teaches you a lesson" followed by 2 strings in error s23 and s17

4) more formatting and documentation for module_scripts
updated the first roughly 1000 scripts listed at Programming_Chrono_v200_5.xlsx
There are 500 more to document sometime, but it is a start. TO DO

Likewise redid the "module_triggers" section at sheet "simple_triggers" to be accurate and current

5)a) added flour to the items that give food bonus @ script_initialize_item_info
adjusted st_127 to match

b) fixed drinks not being consumed at simple_trigger #58 line 3961

6) small bug fixes at script_order_do_politics wrong reg used line 54527;
added many saveregs to reduce cross corruption with module_simple_triggers and module_triggers

7) simple_triggers #49 had an error showing reserved locations, empty lich lairs, etc
changed one line to stop this happening further but also setting it to hotfix earlier errors
(party_set_flags, ":bandit_camp", pf_disabled, 0),
This is further corrected at hotfix build 5c @ st_148

8) add troops to thin garrisons as a piggyback to trigger #6 (refresh booksellers), now set to 197 hours instead of 249
Added a check to see if a town is under siege in case a siege partly wiped the defenders and is recurring, maybe having to build a siege tower etc. If so this reinforcement is skipped.

This because the last era was showing many towns as having no garrison, as the towns were belonging to factions outside kingdoms 1 through 9, commoners, or outlaws. The new logic at trigger_6 can handle the strange factions better.

9) mission_templates: added autofire to
mt_castle_attack_walls_belfry
mt_ castle_attack_walls_ladder
mt_ village_raid

the two sieges required a further modification to common_siege_refill_ammo
to essentially recheck all agents on the field for both sides during the 121 second timed event to refill ammo
as by then autofiring troops will have exhausted their ammunition and the ammunition item is gone, same as if there were magic spells fully used (the item disappears). This will cause a noticeable lag spike at each 121 seconds
as all the agents are re-evaluated to decide if they are autofire capable, receive their replacement ammo, and reset autofire status back to ready to burst.

It is possible the agents already switched weapons to some sort of melee by then, so this needs watching next week.

10) some troops received new classes (healing / support troops mainly).
Rather than bore you with a list I encourage you to use the reports menu: reference materials: and see what troops have 2 instead of 1 for special status (most troops have dodge, only a few have other classes). Do look at yourself with that tool if you never have.

---
I do need to submit a combined patch 4a through 5c for Moddb/NexusMods users this weekend, it being two weeks exactly since submitting a base build to those sites for Paradigm Chronomaster "prototype test". Moddb takes forever to approve, and it looks like MadG uses Moddb only.

TO DO:
A) per script_game_get_item_extra_text
these items have effects added at script_game_get_skill_modifier_for_troop

Still need to make a list of any agent layer skills to adjust at agent spawn, instead of MadG's very heavy lag spike methods

B) script_fireball_explosion already inherited magic_attack skill level as a parameter, meaning grenades and other explosions can use the
script without the throwing agent actually having to be a mage if supplying a fake magic skill value for the explosion via script parameter.
The value here is adjustable damage and radius, plus fireball script checks for cover and gives partial protection depending on whether the defender is on walls at a siege or behind trees/rocks
These items are suitable for changes later, but out of time for now:
Assault Grenades (need an explosion like fireball attched to the item) grenade_morlok
Grenades (need an explosion like fireball attached to the item) grenade_1
Panzer Piercing Grenade stielhandgranate24
Demolition Grenade stielhandgranate24p

C) SHOULD replace (party_get_skill_level, reg0, "p_main_party", ":skill_no"),
with script_get_max_skill_of_player_party reg0 = max skill mainly to allow MadG's items
with effects "adds x to skill y when in inventory / equipped" to get seen by Warband

This is slower than party_get_skill but more reliable considering the very large number of items that change skills to troops rather than agents..
Agent skill changes are best done at agent spawn but ned to stop looking at troop values directly
and instead use script_game_get_skill_modifier_for_troop

D) script refresh_tavern_barman should be expanded to have increased chance of coffee, tea, feywine, raisins, honey
with increased chances of high item mod and corresponding higher costs.

E) noticed trig_44 is causing a long lag spike.
This should be calculated offline, once, the locations written by hand and results manually filled in via hotpatch script,
but I do not have time right now. In brief, the map is not changing so no need to do a long operation for every character.

更新于:9 月 16 日 上午 8:20

Paradigm Chronomancer v200 build 5b: 16.September.2025:
mainly preparing for a general patch later this week at Moddb/NexusMods.

1) Fix for doors at Castles (to subfolder SceneObj).
Also, some doors had their passage mesh adjusted to be more visible.
inner castle door Entry 2 Menu Item: 10 (castle courtyard)
outer door: Entry 0 Menu item: 4

outer dungeon door Entry 0 Menu Item 9
inner door Entry 7 Menu item 10
Nagato Dojo
Nantaka Dojo
Yamato Dojo
Hiro Dojo
Hun Jitsu Dojo
Teijin Dojo

Adamant Castle
Saphire Castle
Silver Castle
Rubin Castle
Diamond Castle
Gold Castle

vcc.022 chem-lab
haz.022 bio-Lab
per.022 perception-Lab
tle.022 telekinetic-Camp
hum.022 human.exp-Lab
shd.022 weapon-Lab
mtx.022 intelligence-Lab
par.022 parapsychosis-Lab

Criminal War-Fort (skipped)
Sabbath Fortress
Cursed Bastion

Grant Pyroforge
Mord Pyroforge
Blasfurg Pyroforge
Leincer Pyroforge
Ruhr Pyroforge
Vort Pyroforge
Drong Pyroforge
Duhaus Pyroforge
Kelfurg Pyroforge

sub-corp
MegaCorp. is still buried. This needs further work

Galileo Castle
Da Vinci Castle
Michelangelo Castle
Ockham Castle
Kalmar Castle
Moorus Castle
Rey Castle
Copernicus Castle

Gaderborh Festung
Veisturhm Festung
Festung Fenbray
Silber Festung
Taloncrag Festung
Thorne Festung
Demon Festung

Refugee Camp
Liberty Fortress

2) Sacerdote healing/blessing in dialogs was not actually pulling money.
Quick fix for that; reg2 was probably getting walked on by a background timer,
this is kind of hard to debug and (partly) why I offered to redo THIS mod, as it is not something even AI knows to do.
dialogs line 41294+

3) sw_particles.dds and sw_particles_degraded.dds
were needed after a few uses of cleric prayer: flamestrike.
Copied from Phantasy_v162\textures to \textures in Paradigm Chronomancer

4) noticed a loss of tavern keeps after a savegame where the save was clipped or not finished.
Now the town cheat "refresh merchants (global)" which reseeds all town's merchants also refreshes tavernkeeps for all towns..
Also the electronics merchant was not getting restocked by that command, but refreshed at the next week normally.
game_menus lines 36611+

更新于:9 月 15 日 上午 7:25

Paradigm Chronomancer v200 build 5a: 15.September.2025

1) Hot patch added to perform these updates:
A) add faction culture definitions for commoners faction and outlaws faction, since centers (towns/castles/villages)
might be set to these factions instead of a "kingdom" faction as "normally" expected. After this update reinforcements for example will have correct troops for these factions.

b) re-assign cultures to all centers, mainly because the previous scheme simply subtracted an offset from the faction value and presumed that kingdom_1 gets culture_1 and these are exactly 14 factions apart. This breaks down for common faction, outlaw faction, player supporters faction, and any other faction I did not account for.

Side effect would be if someone set a culture manually via talking to their chamberlain and paying as if it were yet another infrastructure to develop. I suppose they could tediously vote themselves 350 denars a few dozen times to repay the funds lost when this overwrites that effort. but for MOST players it is a useful fix. After this the correct faction's troops are available at the village. It also sets up the culture needed for town recruiting at castles.

c) Village recruits and village specialty recruits now conform to their new cultures.

d) added a tunic to Mercenary Deithwen Heavy Cavalry
removed itm_blunderbus and added itm_itm_mdrn_shotgun_aletrnate to trp_swadian_knight
"Morlok Pyro Vanguard"

2) removed the test option menu lua_test4 which gave anyone that wished 87 mixed autofire and mage troops.
It is commented out, with improved syntax, if anyone ever compiles. Not really sure what it will take to get even 1 person to compile...

3) added (that is, removed the comments) from "town" menu item #12 Town Recruiting
Each faction culture now offers troops at the town menu. These are in addition to whatever you scrounge at the tavern, and they are considerably cheaper. The better your relation with a faction, the better the troops offered.

Once you use this a cooldown timer applies and it gets reset each 48 hours, meaning as it may have been close to reset anyway you have between 1 and 48 hours until it next resets, allowing you to purchase recruits again. Note Castles have this as well as towns. The 48 hour cooldown applies to the entire map, not per center.

When "caravan recruiting" is shown at the same menu item, that countdown also applies except once in the caravan menu it will toggle the countdown even if you choose not to hire any troops, to prevent trying to come up with a more favorable roll. For now this is disabled mainly for lack of time to test today.

4) fixed an error where at four ways at the ransom broker (who is always available and never moves) the NPC was asking if he should rejoin the party now? This was a hook currently unused for re-assembling scattered companions and is now commented out (line 2583 dialogs). There was also a test as to whether the player has interacted with the NPC that was not really needed and now removed.

更新于:9 月 12 日 上午 7:26

Paradigm Chronomancer v200 build 4b: 12.September.2025
minor fixes

1) add "crush through blocks" item property to the player craftable item "Lord Mackingham Peacemaker".

2) added a menu item "lua test 4" with a smaller autofire group, the script from MadG would have put too many players into weekly debt with 145 high tier troops added to player party; this added 87 mid tier troops, some of which are mages or shamen, and most but not all with autofire weapons for a better test.

The following only apply to new games created AFTER build 4b is installed (that is, no hot patch was made).
Well, actually there IS a hot patch, but you have to go to camp menu: tactical operations: lua test #4 "add autofire troops" and while it does that it also runs a hot patch. I'll hot patch next time, it seemed light on changes today.

3) set visibility on parties "salt_mine, "test_scene", "battlefields", "dhorak_keep" to remove "always visible" party flag.
4) added a tunic to "Mercenary Deithwen Heavy Cavalry".
5) removed item blunderbus" from trp_swadian_knight "Morlok Pyro Vanguard" and replaced with item mdrn_shotgun_aletrnate (yes, that how it was spelled)

Overall auto fire seems to be working as planned but I did see some issue once all the troops went down, so I will still watch this next week. The full auto sound works as intended, in that the cyclic RPM stays at around 500 which is close to authentic. I don't really want any slimmer timers, as the overhead grows very large the smaller the timer value.
This seemed to function well but I should test 200 vs 200 or 300 vs 300 battles. Do note you can set battle size higher with a camp: "Paradigm Chronomancer settings" toggle of "battle size scaler".

The default is 3 but it can go up to 5 if you set that here. You can also go down to 1 if your old PC is a toaster. I felt 3 was a safe compromise, not knowing who is running the mod and what their graphics detail is set at or anything else that can impact frame rates.

Nominally, this tries to limit reinforcement waves to (battle size scaler setting * 40), except ACTUALLY when the battle odds after adjust for troop types and terrain advantage can give a side with a huge advantage up to 5/2 times this value, with the weak side getting half this amount. In all cases, the number of agents, not counting mounts which are also agents, will not exceed 3 times (battle size scale setting) * 40. So at setting 5, there will not be > 600 agents on screen; any extras will wait for casualties to clear some agents. This would be a much bigger battle than Paradigm Worlds would have allowed.

There remain plenty of things to fix next week. Hopefully you can at least credit me for tiny progress as it happens and not fuss much. I cannot work any faster.

EDIT:
looking at this, I realize script_give_player_autofire_army
does not allow stacking more troops than it first gives. This is coming from the operations party_force_add_members
at lines 56862 forwards. If those used party_add_members and it was recompiled the new added troops would stack... I will leave it as is and consider this a reward for the 3 (?) players that bother to compile. People that compile are not lemmings. It remains to be seen how many they are...

更新于:9 月 10 日 上午 8:28

Patch v200 build 4 for Paradigm Chronomancer: 10.September.2025

A)
Arena outer door Entry 0, Menu item 8
inner Entry 6, Menu item 5

Castle outer Entry 0, Menu item 4
inner Entry 2, Menu item 5

Prison outer Entry 0, Menu item 9
inner Entry 7, Menu item 5

Tavern outer Entry 0, Menu item 6
inner Entry 4, Menu item 5

Shop outer Entry 0, Menu item 7
inner Entry 5, Menu item 5

Towns completely done:
Ytl
Hagg
Helsinger
Krakau - skipped arena
Veneti
Gutenberg
Akham
Sanitarium
Unshoth
Xethelen
Mal Dragoth
Corsica-X
Omicron
Mau-Tau
Xoteca-23
Cadabra
Gal-Leo
Loki - skipped shop, arena doors locked
Verdor
Rheinstat
Mega Corp -- all the door exits arrive in the desert, one of the scenes "exterior" needs deep edits
Invirdion - Arena and Shop skipped, doors locked

B) 1 "the town has the following improvements [trash string here]
menu "town" ln

2 disable mnu_lua_test1 - stop giving players a free army for autofire test

C)1) script cf_ccp_generate_skill_set2
corrected a double honor penalty for personal escort choice.

2) dialogs: sacerdote blessing ln 41334
gain in player honor from asking blessing is now 4 instead of 2
this is mainly to help clear large negative values such as running away in battle.

D) mission_templates: AUTOFIRE
add these combat mission: lead_charge. (For now that is enough of a test.)
common_auto_fire_held,common_auto_fire_clicked,common_auto_fire,

add a quick check for invalid items at the check for autofire weapons at agent spawn
npc_paladin_pre_aura ln 5353
this was generating errors opcode 1570 and 1774 repeatedly

added a agent slot slot_agent_ammo_slot
to save time to know what slot has the ammo to set type faster at agent_spawn ln 5358

更新于:9 月 4 日 上午 1:05

Paradigm Chronomancer prototype build 3b 04.September.2025:

A) game_menus: "village" : "water_travel" ln 19016
issue when visiting villages that are far inland before getting a player owned ship

This also was where the lag spike came from right after character creation, at script_deferred game_start_3

Now instead of looking for nearest water at each village I simply assume original Paradigm Worlds had a dock assigned to any castles, towns, and villages near water.

更新于:9 月 3 日 上午 6:42

Paradigm Chronomancer prototype build 3a 03.September.2025:

1) dialogs:
a) Four Ways inn teleport dialog now fetches the current town name, as town names are dynamic in paradigm worlds

2) game_menus: "crafters_guilds"
Finally fixed the display of guilds at town activities "visit the crafter guilds" menu option.

3) mission_templates
AUTOFIRE support
list_27 is the dedicated autofire list
common_battle_mission_start added clearing list_27
script_set_phantasy_troop_abilities picks up changes from last compile

common_auto_fire ln 2162
slot_agent_autofire_ready
slot_agent_burst_count

script_fire_auto_weapon
Test immediately afterwards if burst should continue, if so set "ready_musket" animation

npc_paladin_pre_aura approx ln 5218
add autofire equipped troops to list_27
ammunition type is set once only at agent spawn
this implies a limit to cartridge count with no swapping magazines etc
script_auto_weapon_sound is called once at agent spawn for qualifying weapons instead of on every agent wields a weapon
the logic will fail if there are two firearms instead of 1; it will only see the LAST one found

timed_spell_effects reset burst counter for autofire ln 9423


(agent_get_item_slot, ":cur_weapon", ":agent", ":slot"),
(call_script, "script_auto_weapon_sound", ":cur_weapon"),

testing:
script_give_player_autofire_army

4) scripts:
replaced old style try_for_agents calls with faster v1.16x try_for_agents with pos and radius
create_explosion, create_explosion_kanone_napalm_bombolt,
create_explosion_kanone_anti_panzer, create_explosion_kanone_anti_knechte,
create_explosion_explosive_dart_gun_bolts, create_explosion_kruger,
create_mandala_explosion, create_water_explosion, create_explosion

5) camp menu: paradigm options:
mnu_paradigm_options_menu disabled:
Set running speed
Set efficiency
Set accuracy
Set up AUTOFIRE
Set up PLAYER BATTLE HEALTH

6) Lav's overseer, at module_strings:
adjust labels at skills to match Paradigm Worlds labels

7) Crafting:
Leatherworking: light leather boots are now lighter than before (module_items)
Smithing: fixed an error checking materials needed to produce Inquisitor boots
(which exactly copy Sarranid chain leggings in Phantasy Calradia)

items:
Jason Machete change weight from 14 to 4
Sawed off shotgun change weight from 9.5 to 4.5
Strange Shord Sword change speed from 112 to 120

8) simple_triggers st_148

9) troop edits:
Mercenary Deithwen Cavalry
no body armor
Golden Noisewave De-Persuadrator too heavy 24.0 Kg

10) Textures folder: replaced:
warrider_logo.dds (was "Ultima Thule" as overlay over main_menu_nord.dds)
oops forgot to delete this from the steam copy. Its done for next time.

main_menu_nord.dds <-- thanks to MadG
loadscreen.dds <-- thanks to MadG
main folder / main.bmp <-- thanks to MadG

11) Animations:
punches and everything with the empty fist is about twice as fast as before

12) dialogs: Healing Party Sacerdote (Old Gods NPC found at 'castle' in towns)
adjust mutation levels during party healing (see script_check_mutation)

13) Chrono export/import
scripts ln 130415 still testing the import... save is working.

更新于:8 月 29 日 上午 7:33

Paradigm Chronomancer prototype build 2c 29.August.2025:

1a) Troop Tree viewer found at Reports menu: Reference Materials had an error:
After last week, it stopped showing the troop stats, dodge percentages, etc.
This led to a rewrite of script_ce_get_troop_encumbrance and it's corresponding
script_ce_put_troop_encumbrance. trees2_presentations also received a tweak.

The Phantasy Calradia version turns out to have been lying about the dodge capabilities for all troops.
This remade one is now accurate.

1b) ## hot patch needs:

(try_for_range, ":troop_no", soldiers_begin, soldiers_end),
(call_script, "script_ce_get_troop_encumbrance2", ":troop_no"),
(call_script, "script_ce_put_troop_encumbrance", ":troop_no", 1), # GS thus some native values are permanently changed by encumbrance
(try_end),

(try_for_range, ":troop_no", active_npcs_including_player_begin, heroes_end),
(call_script, "script_ce_get_troop_encumbrance", ":troop_no"),
(call_script, "script_ce_put_troop_encumbrance", ":troop_no", 0), # GS native values are NOT overwritten by encumbrance, but dodge and riding speed are changed
(try_end),

(call_script, "script_ce_get_troop_encumbrance", "trp_player"),
(call_script, "script_ce_put_troop_encumbrance", "trp_player", 0),
###

2a) turned on Rigale harvest node placement at simple_triggers # 177 (st_177)
re-enabled st_169 giving exploration experience each 1.5 hours of travel across the overland map

b) updated accurately "Programming_Chrono_v200_2.xlsx" for simple_triggers
added the merged MadG simple_triggers and made sure all simple_trigger numbers were accurately recorded

c) harvest nodes can be harvested but still working on the cleanup after harvest.
script_game_event_party_encounter remade to allow interacting with harvest nodes

game_menus:
adjusted text to suggest players with no tools can buy them from the explorer guild.
also adjusted "you have no tools" to "you have no tools in inventory" to be clear the tools did not need to be equipped to a weapons slot.

lumberjacking_spot_main_screen
mining_spot_main_screen
fishing_spot_main_screen
hunting_spot_main_screen
gardening_spot_main_screen

d) removed option to construct gathering camps basic or advanced
mining, lumberjacking, hunting,

e) auto-delete harvest node after first harvest result

3) It is very dark in the tavern at night, and in village centers:
Set the time of day to be dusk or dawn if visiting at night;
need to see how this impacts Quests
bandits at night is already a separate mission without any daylight adjusts.

4) Crafting:
change name on Renaissance 'Scythe' rapier to Epee

Leatherworking:
Khergit Leather Boots changed weight to 0.75 from 1.0, buffed stats to 20 from 18
Brown Cavalry Boots -- buffed slightly
Blue Feather Hat -- buffed slightly
Wizard hat added +2 to magic skill when equipped, as felt by magic spells.
It is not shown when looking at mage skill, but rather part of the clothing adjust script during casting

Smithing:
Inquisitor Boots, considerably lighter (2.0 instead of 4.25) but with a reduced armor (35 instead of 48)
which when crafted require the above Khergit boots as a component

Elven Mage Helm - lightened to 2.0 instead of 2.25 Kg to remove a malus to casting
Lord Mackingham Peacemaker

5) mission_templates
common_battle_mission_start commented out the forced clock adjust for night scenes, now it is mission specific
common_damage_system
added shield skill adjust to damage from original code, but capped the damage reduction to a give at least
(original damage /4) instead of dragging damage to 0 as was likely before

更新于:8 月 26 日 上午 1:30

build 2b2 fixes looping background world configuration