Mount & Blade: Warband

Mount & Blade: Warband

Paradigm Chronomancer
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更新于:8 月 26 日 上午 12:39

build 2b fixes missing good cleric option

更新于:8 月 25 日 上午 7:55

build 2a this time with 2 added fixes

更新于:8 月 25 日 上午 7:33

build 2a Aug 25 2025:

quick update to character creation to not have extremely long pauses right after arriving at town.
There should be 5 waves, most of them are extremely fast and only 1 takes 1 minute on my PC so probably 2 minutes on yours. This is about half what it was taking last week...

More changes in a few days.

更新于:8 月 22 日 上午 7:19

Paradigm Chronomancer build "1c" 22.Aug.2025:

A) Item cleaning at troops:
Mercenaries - DONE
Swadians - DONE
Vaegir - to vaegir_footman
Commoners - DONE

set race, sex troop flags correctly, especially for kingdom_4 and kingdom_9

B) copied from Phantasy v162: the draft chronojump scripts, that were unfinished
cf_exportchar5
cf_importchar6 WIP does not yet support vassals or fiefs

tested, put a mini-tutorial at my discord
This was the first chronojump, changing eras and showing some of the potential for chronojumps.

Not everything worked - I lost the bank and four ways inn inventory, also normal troops but NOT companions or their skill ups. Chrono jumps need WSE2 to work; other than chronojumping, WSE2 is NOT required. But what little does work is powerful.

C) corrected racial prejudices to/from tf_biotec_cyborg
script_initialize_race_prejudice

更新于:8 月 21 日 上午 1:17

Paradigm Chronomancer build "1b" 21.Aug.2025:

A) failed to load:
Textures/phantasy_weapons_specular.dds
Textures/phantasy_weapons_normal.dds
Textures/phantasy_weapons.dds

B) Simple trigger #121 line 19 invalid party -1
kingdom heroes changing faction
added check for when troop is not attached to any town or center, to skip checking if the troop owns the location

simple_trigger 61 line 37 opcode 1676 invalid map icon ID
Updating player icon in every frame.
changed trigger timer from 0.35 to 0.15 to update more frequently
skipped checks on party templates for Rigale harvest nodes and points of interest

C) check Shaman is getting added to regeneration for magic
shaman agent is now set as mage capable at npc_paladin_pre_aura

reading book terror_torture now adds a proc lich fear aura which strobes automatically each 37 seconds
this wastes less bandwidth than the original which fired every agent hit; now a list is kept of necromancers and necromancer-like agents

D) lowered costs to add cleric or mage class to companions (at module_dialogs ln 2958
adjusted some quest rewards midway towards the original
added some items on joining faction per original
buying from caravans en-route per original
this looks broken, the inventory shown is from the player

NOT YET MERGED:
(lady_psychocart dialogs ln 20601)
(change prisoner into vampire) ln 30487
(Orders: guard, court, 31299 - 31780 orig)
(reverse engineering 31805)
(order promotion ln 32010)
(minor factions diplomacy ln 32194)
( more order related tasks around 33000)

1) to disable companion complaints:
camp menu: "other settings and tweaks": Diplomacy Preferences

2) buying a ship: is working.
You can also call for your ship at villages with attached ports.

3) flame blade uses sun blade textures
works for shaman now
spiritual hammer works now

4) added 2 to mutation skill for player and all NPC heroes:
Companions, kingdom lords, kings, pretenders, kingdom ladies.
Added magic resist to all troops save orc and uruk skins.
Magic defense skill is slightly increased for elf, dwarf, djinii, biotec_cyborg, mutant, and alien skins across all troops
Magic defense skill is further boosted for all kingdom heroes above
player adds +1 to magic defense skill
---

Reminder the "visit guilds" menu option at town activities will bring you to a menu that does not yet show the guilds correctly, although the guilds underneath the menu labels are actually working.

Don't forget there is a super long pause right after you first create your character. Give it 2 minutes on a fast PC and 5 on a slow PC. MINUTES!

更新于:8 月 19 日 上午 6:40

build_1 deployment. 19.Aug.2025:

script_cf_ccp_generate_skill_set2
1a) corrected some culture assignments by skin type that pointed to wrong kingdoms at the original source
examples tf_troll changed from fac_culture_5 to fac_culture_6
tf_halfgiant, tf_orc, tf_uruk from fac_culture_4 to fac_culture_9

1b) add 20 to right to rule for "your father was a Vayyal" start
added clean water to each new character
1c) enable all magic spells at script_cf_ccp_generate_skill_set2 for mages and shamans

1d) set at presentations: spell_book a filter based on effective magic skill after clothes adjust
so that as players change gear and thus magic adjusts, or add to magic skill in the future more spells are revealed dynamically
for players, fireball requires magic skill 7 after adjusts
ice storm requires magic skill 9 after adjusts
racial adjusts for visibility:
vampiric bolt
acid arrow

1e) block tf_biotec_cyborg, tf_troll, tf_halfgiant, tf_uruk from mage class option at ln 2306 "start_wizard"
fixed a mistake in setting paladin class for background choice "village hero"
1f "Choose character and peronality" at game_menus during character creation
"Animal Raider" --> Animal Rider in skills
1g) at presentations: spell_book corrected a mistake in passing playertroop id instead of agent id at clothes interference script
at mission_templates corrected an incorrect agent error at clothes interference for darkness spell

2) not loading in battle:
Textures/magic_symbols
Textures/energy_bolts.dds
Textures/fire.dds

also added textures for chain links, sheet metal, rare ore.
Tested working: textures for Sun Blade, Vorpal Blade

3) enabled four ways inn; you can find it near the town of Dreistanz
set brightness within four ways inn so it is not so gloomy at night.
You can now interact with the banker, always available ransom merchant, and teleporter NPCs

4) added new item slot for storing faith boosts, mainly so I don't need to break savegame later
I wanted all savegame killing changes to items and troops now.

5) enabled crafting these items:
Wizrd's hat (replaces blue elf mage hood)
blue feathered hat (replaces Swashbuckler hat)

6) Body Building skill implicit +2 str for encumbrance calculations
ce_put_troop_encumbrance, ce_put_agent_encumbrance are updated

-----
Known issues:
Rigale guilds display at town activities menu: "Go to the guilds District." is not working well, with labels on guilds not lining up correctly. You could still use the guilds for training and buying, but it is less than ideal right now.

Dialogs for special NPCs unique to Paradigm Worlds are not yet merged.

Some Paradigm Worlds in-battle features, such as Sniper mode zoom, Rage, speed changes, shields reducing damage, and especially autofire, are not yet merged. I expect to do (at least) autofire for this coming Sunday's update.

更新于:8 月 16 日 下午 11:22

Quick update to fix build_0 deployment. 17.Aug.2025:

A) looks like an older backup folder was copied Friday, fixing now.

B) added a few things while I had some extra time:
1) Added one more mage troop to kingdom_4.
adjusted the class flags at script_init_troop_alignments
added some power throw to mage or shaman class troops

2) adjusted armor magic effect adjust values at script_game_start_deferred_2
script_mage_clothes_bonus set the value shown to be the true adjust value, unlike at Phantasy Calradia
updated every place marker # clothes interference was located at mission_templates and presentations

3) mission_templates changes:
Verified dodge animation is not used when the agent is riding a mount
Verified cleric spell firestorm refunds mana if no enemies in range

added martial arts cooldown timer to prevent a martial arts attack from repeatedly firing at every other
ti_on_agent_hit trigger, resulting in 5-6 silent unwanted attacks.
This timer clears at routine timed_spell_effects in mission_templates

Added texture "francisca" to itm_spiritual_hammer.
Noticed there is no throwing hammer in items; this is the "light throwing axe".

----
Previously, these changes happened before bringing build_0 live:

4) Wages for troops and companions came down. Many of the troops are level 40-ish in Paradigm Worlds
and as a submod of sorts I needed to control the effect that has on weekly wages. Some of the original starting options hand the player parties with 7800 or more dinars weekly wages and no way to get that money back except freelancer (which pays half the party wage). This was and is a big burden.

I also increased profitability of enterprises and adjusted for the increased cost of some raw materials used by enterprises. Finally, I doubled the cash at start after calculating all the starting options you chose, to give you some chance to make a player enterprise or at least pay wages until you were better established.

5) there is a on-screen tactical display during battles. Press the backspace key to bring it up. While it is running you can give orders via F1 through F3 keys but you will not swing a melee weapon or shoot/thow/use a ranged weapon.
You can still move around on your horse. Press backspace again to leave the heads up display and fight normally again.
If you are a spell casting Mage, Shaman, or some kind of Cleric (paladins included), pressing the keys to open your spellbook or prayer book (B and N respectively) also leave the heads up tactical display, to save time.

6) Autofire, sniper mode, rage, vanguard (shield skill) damage reduction, body building strength adjust, and other Paradigm Worlds unique features are not yet merged. They had some side effects and will be rewritten and slowly reintroduced during the next two weeks.

7) Unlike Phantasy Calradia, you do not pick character classes directly. Instead, some of the character background choices you made at character creation, or race skin choices, or in some cases both, silently assigned character classes. This matters mainly for Magic, Shaman, Paladin, Cleric good, and Cleric evil classes; but also Monk, Barbarian, Bard, Rogue, and Ranger. Once a class gets assigned, there are added adjustments made.

An example is monks and rogues take half falling damage.
Monks and to a lesser extent barbarians have access to martial arts damage.
Rangers have boosted travel speed across land, besides pathfinding skill.
Cleric good and Cleric evil have slightly different spell effects -
generally good has better heals but weaker debuffs and damage to non-undead enemies.
evil clerics have better debuffs and a damage boost for harm, but their heals are much weaker
Shaman class, which is rare, can do both Mage spells AND Cleric as neutral.
There is only one combination of race and background that allows Shaman as a player class, and as a hint think "Bene Gesserit from Dune".

Magic uses summoned spells as throwing weapons, and should look at boosting their throwing skill, NOT the crossbow skill shared with energy weapons. When I find that string I will make it more clear.

8) Items are grouped together now roughly by function - armor in one range, weapons in another, mounts mostly together, foods and drinks re-ordered. This lets determine what an item is much more quickly and skip checking through 3000 items for a hit. But it also lets me quickly find things of interest:

Spiders have poison over time attacks in addition to what you see at first. This is a point blank AoE attack that can affect more than 1 opponent at once, but it strobes every few seconds rather than always on, to reduce lag.

Wargs have a similar bite attack.
Elephants trample.

Certain magic weapons have a second attack if they land a hit - the first did normal Warband damage but the second attack is entirely by magic and has different rules. It passes through armor differently, so wearing the heaviest plate armor no longer guarantees immunity from taking damage.

9) Encumbrance (the ratio of weight from all equipped items, including weapons, shields, and ammunition) divided by effective strength will influence your movement speed. It will also influence your ability to dodge, which will require at least 1 skill point in athletics ("Combat Speed") for dodge system to turn on when YOU are receiving attacks. Dodge has a cool down timer as well, and is heavily dependent on the speed of the weapon you are attacked with (for ranged weapons it is the projectile velocity that matters, not reloading speed, they are two different "weapons speed" numbers).

10) Diplomacy is live with build_0. This means factions will start doing things like declaring wars, making peace, reviewing their status every 60 days or so. You will have access to a chamberlain once you have a village, castle, or town; that chamberlain can act as a second, secure, secret inventory to keep your special treasures safe from being looted if you get captured. All of the Diplomacy hirelings EXCEPT recruiter are active and should be fully functional.

11) Trade caravans are expanded from the original Paradigm Worlds - each ton has more routes and will be more likely to spawn added caravans than before. These caravans must safely arrive to their destination or over time the town will lose their economy. Once in awhile a town with a ruined economy is useful though - raw materials are sold for less, giving you an option to speculate profitably in various foods, crafting materials, and other general goods.

12) Necromancy from Phantasy Calradia is not live, yet.
13) Entertainment works and is a very useful way to scrounge cash.
You need to have at least 1 skill point in Entertain AND either a lute or lyre in inventory. If you have companions with entertain, it is a party skill. Pick the lowest risk tier ("simple") until you can reliably get 4-5 successes in a row then try the next tier. Remember, greed kills...

14) Some of the standard quests are down. Specifically:
The "starting town merchant" series, with the kidnapped brother, etc are down. You will autocomplete these and get full reward, but you will not do these the hard way. My condolences.

Destroy a bandit lair. These have a dialog addition where you were supposed to get hints on where to find the lair,
but the Paradigm Worlds original has changed all the party types and I have yet to make replacement dialogs. Thus the quest might hang when the dialog moves to that section.
There is a second, more serious issue: These are supposed to be one bandit lair type per kingdom, with a maximum 1 lair spawned per bandit type, but this is not necessarily true across the 9 major kingdoms.

The other quests should be working, excepting possibly the "vacation" 'quest' offered within Freelancer.
This is merged but I have no idea yet if it works.

更新于:8 月 15 日 上午 8:52

1st upload.

This is week 0 since the mod first compiled, regardless of me needing 5 months so far working without seeing the results on screen. Consider that "time in the womb" and baby's birthday was 3 days ago. Now give me a few weeks to clean up please.

I expect to patch each Friday for at least August. In September, towards the end of the month I expect to change the map, as the current map has glitches. I may offer new or changed skins, allowing more monsters, more factions, more races, more female options and so on at that time.

Some of Paradigm Worlds code has yet to be merged, so a breakdown by module for status as of today:

Game_menus:
reports: some of the troop trees that can be viewed under "Reference Materials" need cleanup.
Town menu: visit guilds (under town activities): all of the guild labels are off by 1.
Actual crafting works but about 1/3 of the items that could be made at Phantasy do not exist here so need to be replaced.

Items:
Its are sorted, roughly into armors then weapons, with some attention to changing weights by material.
Some Phantasy items have placeholders but not textures, yet. The plan here is to re-use existing Paradigm Worlds resources and textures, as the mod runs out of memory already from too many items. Work was done to identify items from Native common to both mods, and otherwise Phantasy items not merged are in place but commented, for future expansions.

Troops:
Some troop definitions were added to support utilities used by Phantasy, and a very few troops adjusted to add magic and cleric capabilities. There are far too many items given to each troop line; many troops have 3 times as many items as needed to add variation to the troops. The problem here is more models (and their textures) in memory, means large battles run with less space available for texture and LOD cache. I'd like to trim each line by at least 1/2, but even 2 minutes per troop line times 1958 troops defined means yet another 1-2 days. "Soon"*

Scripts:
mostly merged, with about half of the original reformatted or rewritten (or replaced). There is still a pocket of 70,000 lines or so that is untouched from the original (or lightly reformatted, as I could not clean the original without having to reformat so I can eyeball instead of ChatGPT check code. I don't use AI tools, I do things the old fashioned way.

Simple_Triggers:
Both Phantasy and Paradigm Worlds co-exist well I think. MadG's code was rewritten to make for smoother travel outside towns. Rigale harvest nodes are NOT placed at this time.

Skills: the original changes to skills are mostly missing, this week. There are some new skills defined.

Mission_templates: This drives battles, visits to town center, villages, castles, and taverns.
This also is where the original source implemented most of the skills changes. The original code here was a mess and for the moment it is replaced by a modified Phantasy Calradia 2025 version. I need 2-3 weeks more to rebuild the original Paradigm Worlds code in a way that does not destroy performance for large battles.

Dialogs: To speed up integrating Diplomacy, I used the Phantasy Calradia 2025 dialog file. I still need to add the original dialog lines for newly added tavern and castle NPCs. When a character has no dialog that matches it, or the dialog is merged at the wrong location, the result is a "surrender or die" dialog. These will be added in the next weeks.

These are why I don't want my forum cluttered with "Bug Reports", unless you want me to tell you something like "No Sh!t, Sherlock!". This is a preview, and some of it works. I'll let you find that part, if you can. I already know what does not work, and I have my hands full this week fixing those.