v4.0.0 has been released. This is a major update, and is therefore not save compatible.
This update brings with it a large number of changes - I'll be covering a few highlights here. Please consult the changelog for a comprehensive list of changes.
Raids now uses a completely custom troop assignment algorithm. What this means in practice is that as Agitation increases for a given lair, its troop composition is reinforced with respect to the original troop composition, rather than a complete re-calculation of a new troop composition based on a new resources value (the vanilla method). This should allow for far smoother troop composition progressions, with a strong emphasis on quality over quantity.
Multiple Edicts of Agitation can now be applied at once! This is a property unique only to Edicts of this type, and allows for lairs to be set to maximum Agitation far more quickly than before.
Agitation decay has been completely reworked. With the newfound ease of agitating lairs comes a far more strict and exacting implementation of Agitation decay, which no longer simply reduces Agitation by one level, but resets it to baseline. In addition, Agitation decay periods now scale inversely proportionally with Agitation - the more Agitated the lair, the faster it decays (consult the image above for the new decay scheme).
Named loot retention no longer operates by a percentage chance on Decay - when Agitation decay occurs, all named items present in a lair's inventory is now removed.
All item artwork has been reworked to ensure better consistency with vanilla art design.
Some pressing bugs introduced with v3.0.0 have been fixed, primarily an issue where lairs were having their troop compositions change abruptly over time.
I will be changing the mod page to better reflect these changes in the coming days. Thank you for your support!
I believe that the presence of famed items being exposed in the tooltips goes too far in the direction of Legends, by bringing to light all the underworkings and removing elements of mystery & such. I think having to use an edict to reveal that makes a lot of sense, and I implore you to revert it!
Very fair point - I only made this change because I wanted clear and conspicuous feedback for when Edicts that affect named loot chance/presence are applied upon a given lair. I'll try and think of some way to retain this transparency while still keeping that sense of mystery you mentioned for the next update. Appreciate the feedback!
Ah you're awesome! And aye, that also fair of you.
I can't quite comprehend to what you're referring as I haven't played that far into the mod yet, but would I be missing the point in suggesting that a simple icon reflecting that the chance has been buffed by an edict? After a bit of playing, the player will eventually 'feel' the impact its having by virtue of receiving more named items after using it.
On a sorta side note, how could I be able to remove it for myself, for now?
Is it this one? if (_chance == null) { namedLootChance = this.getNamedLootChance(_lair) + Raids.Edicts.getNamedLootChanceOffset(_lair, true); }
You'll find this in the Edicts library, as shown above - all you'd need to do is to delete everything within the square brackets (not the entire line). Hopefully that works - feel free to reach out on Discord if something else comes up!
hello, im not sure if this is the right place to report a bug since inever comment on any of these, but ive ran into a problem while running the mod. i started a Northern Raiders run on EEL/non ironman to test the caravan rebelance part of the mod and randinto an issue that ive never seen before with the game in almost 2k hours. i took a terrified villagers -> secure the graveyard 1 skull quest on day 5, and the camp spawned with a crazy enemy composition. i then reloaded to an earlier save to retry taking the quest, and the results were different but still outlandish. first time i got a quest twist with brigands robbing the graves, and the fight was 9 ghouls, 2 tier 2 and 1 tier 3, and 7 brigand thugs. note that the ghouls and brigands were on one side and were cooperating, which is not how the game is supposed to work. the second time the 1 skull contract quest spawned a 18 wiederganger (armored and not) fight.
My guess is that the mod somehow messes with the game code that is responsible for resetting camp composition when generating a quest fight, most likely disallowing the game to clear already existing garrison, before spawning the quest-given one. i have picures supporting this. id be happy to provide the log file and any other support ing inforation if you contact me via discord (username: "er4din").
Hi, thanks again for the report. As discussed in DMs, I couldn't reproduce this on my end with a clean save, and cannot identify any issues in the code as of writing. I'll be investigating this further and will open up a thread in the Bugs section if I'm able to reproduce the issue, or if I receive additional reports. If you're able to reproduce it yourself, feel free to open up a thread as well or reach out to me on Discord once more. Much appreciated.
Edit: A thread has been opened to investigate this bug, and a fix has been pushed with v3.0.1.
What happens if i tweak this mod to remove discovery times if eddicts? Or at least reduce them? After using eddicts i have to wait a day or so to see them active on lairs. Will it break the game? Thank you.
I don't believe it will break the game. Edict state updates occur on tooltip events, so if you find the field in the m table that controls each Edict's discovery duration and set it to 0 (most Edicts inherit this field from the parent Edict, edict_item), it should work seamlessly.
With a little added effort, you can make it shorter than a day, or as long as you'd like. If you'd like more information or guidance on this, please feel free to reach out to me on the BB Modding Discord server or send a message here, I'm always happy to help.
Appreciate the report. Unfortunately, the code architecture for TnF is a little dated (from my limited experience having looked at the codebase), so compatibility issues can tend to arise as a result. There's not much I can do with regards to patches or compatibility in any reasonable or straightforward way (that I know of).
Also, please do note that in v3.0.0, Raids already displays a lair's Famed item count on its tooltip by default.
Thanks. I don't think tNf See Named Items breaks this mod, it just overwrites the UI so you can't see Raids tooltip in the UI. (At least thats what i think). Removing tNf was enough.
No, it most certainly isn't. Raids doesn't directly modify the troop assignment algorithm used by vanilla (for lairs), and by default, neither roaming nor garrisoned parties are scaled by Raids when spawned by a lair at baseline Agitation.
If you're convinced this isn't a compatibility issue or an unforeseen interaction with another mod, please do open a thread in the Bugs section and post your log file and I'll be happy to investigate.
I haven't received any reports to the contrary. At a glance, I think it should be compatible (barring balance issues) - if you do give it a try and experience issues, please let me know and I'll investigate.
It's a consumable like any other. Just get close enough to the target lair (you'll know if you're close enough when the lair's Agitation shows up on its tooltip) and right-click on the Edict item in your inventory.
I will be rewriting the tooltip code to make this as clear as possible in the near future. Hope this helps in the meantime.
When using Retinue Promotions mod: https://www.nexusmods.com/battlebrothers/mods/681 The game gets stuck when trying to exit battle after clearing a lair, though only sometimes but always with the same lair.
https://imgur.com/a/x1eDYtA
Dont know if this is a compatability thing or just the mod itself. Really nice mod btw.
Thank you for your detailed report. I've forwarded this to Hackflow and it should be fixed at some point. In the meantime, I recommend getting stdlib - it should fix the issue. Please let me know if it doesn't or if further issues arise.
36 comments
This update brings with it a large number of changes - I'll be covering a few highlights here. Please consult the changelog for a comprehensive list of changes.
I will be changing the mod page to better reflect these changes in the coming days. Thank you for your support!
I can't quite comprehend to what you're referring as I haven't played that far into the mod yet, but would I be missing the point in suggesting that a simple icon reflecting that the chance has been buffed by an edict? After a bit of playing, the player will eventually 'feel' the impact its having by virtue of receiving more named items after using it.
On a sorta side note, how could I be able to remove it for myself, for now?
Is it this one?
if (_chance == null)
{
namedLootChance = this.getNamedLootChance(_lair) + Raids.Edicts.getNamedLootChanceOffset(_lair, true);
}
You'll find this in the Edicts library, as shown above - all you'd need to do is to delete everything within the square brackets (not the entire line). Hopefully that works - feel free to reach out on Discord if something else comes up!
My guess is that the mod somehow messes with the game code that is responsible for resetting camp composition when generating a quest fight, most likely disallowing the game to clear already existing garrison, before spawning the quest-given one. i have picures supporting this. id be happy to provide the log file and any other support ing inforation if you contact me via discord (username: "er4din").
Edit: A thread has been opened to investigate this bug, and a fix has been pushed with v3.0.1.
With a little added effort, you can make it shorter than a day, or as long as you'd like. If you'd like more information or guidance on this, please feel free to reach out to me on the BB Modding Discord server or send a message here, I'm always happy to help.
Since only player can use them, i dont see any harm coming.
I don't have any "Lair" modifier mod.
Im playing with these mods that i think may conflict:
"Scout Gives Reports" (but i dont have a scout yet.)
"Vision Radius"
"Retinue Promotions" + "Editable Retinue Members" + "More Retinue Member Slots"
TnF See Named Items
Endur1el 's "Settlement Situations MSU" and "The Price is Right (Settlement Prices)"
Other mods that i use are pretty common.
Can you look into it.
Thank you.
Edit: TnF See Named Items is incomaptible.
Also, please do note that in v3.0.0, Raids already displays a lair's Famed item count on its tooltip by default.
If you're convinced this isn't a compatibility issue or an unforeseen interaction with another mod, please do open a thread in the Bugs section and post your log file and I'll be happy to investigate.
i love the idea
I will be rewriting the tooltip code to make this as clear as possible in the near future. Hope this helps in the meantime.
The game gets stuck when trying to exit battle after clearing a lair, though only sometimes but always with the same lair.
https://imgur.com/a/x1eDYtA
Dont know if this is a compatability thing or just the mod itself.
Really nice mod btw.