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443 comments

  1. TempNexis124
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    Why don't you use Github?
    1. Dolgoruki
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      Its not OSP and I am not allowed to post Guspav's portion of the code as if it were OSP.
      Thus there is no source code for you, not even for private use. My portion I wouldn't share with a rival modder
      until I knew more about them; a name out of nowhere doesn't impress me enough. Mainly I won't give it
      to anyone that harassed me, which is a fairly large number of strangers. Guspav spent years developing his portion, and my part
      is also a little unexpected. Neither layer is OSP (open source project).
      We'd both have to (independently) declare our layers OSP before I could Github the source.
    2. TempNexis124
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      Didn't want to make a new post over this, so I'll post it as a reply.

      In the character skills menu there's an annoying scroll overlap with the Skills title and the skill name themselves. I fixed that by going into game_variables.txt and setting both

      char_t_skills_title_text_size_x =
      char_t_skills_title_text_size_y =

      to 0.0. This fixes the problem and I hope you include it in the next update.
    3. Dolgoruki
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      could you screen shot exactly which presentation you're at where you wanted the text moved? Is this during the black screen of character creation, where you are leveling up, or when looking at details on troop tree, or in Lav's companion overview? All of those are presentations where character skills are displayed and they're all in completely different locations...
    4. Dolgoruki
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      I'll export a subset of Phantasy 2018 as a replacement Pho_II at Rigale forum, scrubbed of any trade secrets used by Guspav or myself, but with enough of a start that a person with enough willpower could reverse engineer Phantasy, or Perisno, or whatever they wish from the source. It at least can show how some of the tricks inside work. This will be end of August.
    5. tylersloeper
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      I had the same issue, but I would not call it major.
    6. TempNexis124
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      Sorry for the late reply!

      I'm referring to the character skills menu; the one where you apply attribute and skill points as you level up.
  2. tylersloeper
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    I gotta say that you did a really good job modernizing this mod. It plays and flows a lot better than the vanilla version of it ever did.
    1. tylersloeper
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      Thanks for working hard on this.
    2. Dolgoruki
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      Its run-able but not everything is finalized yet. Tournaments are not for example ideal, so I turned them off while waiting for time to do more on it. A few spells are down. It could be worse and has been -- but compared to say 6 months ago it is considerably improved. Watch for non-standard play -- if you think its just another retread of the same game every other mod is, be aware that enterprises, AI handling, prejudice, and combat are distinctly different than you expected, in often subtle ways. Reinforcements can be toggled to behave differently; diplomacy truce lengths are changed by racial prejudice, and even how one factions race replaces town NPC and village elders, walkers and such are subtle changes to the usual. I'm happy you found it. I don't have time to babysit it each day like I used to so it be a while between fixes.
  3. Xahn_Windwalker
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    Is it impossible to start out as a female necromancer? I've tried three times but it keeps defaulting to male. I don't mind starting as a lich either, but it should be an option, not mandatory.
    1. Dolgoruki
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      there aren't any female lich skins; Warband has a hard limit of 16 skins total, and all 16 are in use.
      For that matter, there are no "male" and "female" zombies, skeletons, mummies, or shadows. Or golems or ogres. Or Demons. Again, I've had to pick a gender for each of those so that dialogs know to use male or female variant. In the future, I could have saved myself grief by simply not having a necromancer for players, then noone will get in my face over them, but instead I have non stop trouble from the necromancer class. I should just tell people if they want necromancers, to go download Solid and Shade and shut up about them to me, but I'm too nice. barely.
    2. Xahn_Windwalker
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      Does solid and shade work for warband? I have to say, I really do like the mod, and I'm sorry to hear that people have been giving you problems with necromancer. Necromancer has a different play style that I'm enjoying currently. although i haven't noticed any companions in the mod, is that because I'm playing a necromancer? It makes sense that most of the companions wouldn't want to join a truly evil party, but are there any evil companions you can get? because i get the feeling that starting your own faction as a necromancer will be more difficult with out companions to make into lords.
    3. Dolgoruki
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      "although i haven't noticed any companions in the mod, is that because I'm playing a necromancer? It makes sense that most of the companions wouldn't want to join a truly evil party, but are there any evil companions you can get? because i get the feeling that starting your own faction as a necromancer will be more difficult with out companions to make into lords."

      Yeah actually this is an error in my fix for v156B10. At least you use the very latest patch, but in this case I was over-aggressive and "recovered" potential companions as lords as well as any lost lords from dead factions/lords not able to respawn that were forced out to commoner or bandit status.

      The real truth is I'm crunched for time over at Warsword Conquest, because I have to make a big huge change before Nameless Warrior moves house at the end of month and I just don't have time to fix up Phantasy 2018 until beginning of August, and the line for things that need fixing just keeps growing.On the other hand, it doesn't crash to desktop and its a good time to learn the mod, but its painful that I can't do the maintenance I usually was doing. I am finding things I've been looking for comparing mods; like I found a missing menu fragment that was blocking success when asking merchants what items were profitable at that city, or why the first quest would get stuck, or why the tutorial was stuck (all due to fragments of the diplomacy merge not taking or more than 1 fragment being recopied to 2+ places in the very large dialogs module (45000 lines). So at least when I return I'll have some minor goodies.

      Solid and Shade is not Warband capable, but seems to be the product the Necromancer fanboys want. Its a little too overtly religious for me; I personally believe in 9 faiths or thereabouts but expect that when I die in a couple years I will be imprisoned or executed as a lifelong heretic. So its ironic the Satanists persecute me for "religious reasons". I don't persecute them; I just don't think they have the right to tell me what to right, for free, in my own damned mod. Sorry for confusing you with one of them. They're just so darned aggressive. Its like they thinks its my fault Warband doesn't have strong necromancer focus. It's not my job. It's not Guspav's job either; we have two different mods. But you seem cool enough about it and I shouldn't let my pain dump on you. I have a few years left to me and wasted most of my life, so I kind of resent having my focus put on necros when they are or should be a very minor distraction to my goal. My goal has nothing to do with resurrecting someone else's half dead mod, thanks. The magic system is neat but if it means I have to go build some mod I personally didn't sign up for, I'll drop it and start over. Maybe that's also why I am at Warsword Conquest this month -- I need to kind of earn some rights to use models I personally lack the skill to fit together. I just code. Thats all I do.
    4. Xahn_Windwalker
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      I really do appreciate the work you've put into it. I've been having a pretty crappy week and i went looking for something new to play, and the idea of summoning an army of the dead and taking over calradia seemed like a fun one. I totally understand you're lack of interest in coding for it though. and even with my couple of complaints (having to start as a lich, the single gender for said lich, and the lack of companions) I'm having fun with it. I did check out solid and shade for a bit, but i'm really not a fan of the original mount and blade, and frankly it was taking too long to get around to summoning my army of the damned.

      all things considered this mod is exactly what i was looking for, the magic is good, the challenge is fun (having almost all the factions hate you right off the bat is cool tbh, and running for my life from those paladins is the first time i've been actually scared for my party in ages). I'm really sorry people are hounding you over Necromancers, Maybe it's because there are so few games that let you do even a fraction of what this mod does every one interested in playing as a necromancer flocks here. (seriously, there's diablo II, Guild wars 1+2, Path of exile, and Heroes of might and magic V, and a couple of mods for Skyrim, thats it. and only one of those involve armies of the dead, and its a turn based strategy game.)

      so that puts this mod in a very small category, it's no wonder there's so many Necromancer fanboys hounding you. this mod is unique, and fills a very specific power fantasy. and because this is a) the internet, b) on a public forum, c) a mod in open development, and d) just about the only source for what they want, rude people will try to force you to build according to their vision. As it is I'm happy enough with what you've made and see no reason to demand you do anything other than what you want.

      I'm not a big warhammer fan, but i might give warsword conquest a look.
    5. Dolgoruki
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      I like your latest answer.
      Warsword Conquest is much prettier, but I think compared to Warsword Conquest's 2016 version this (Phantasy 2018) is better. I'm not sure I can say the same for Warsword Conquest Chaos Dwarf edition (the code name for the 2018 version I'm working on now, along with Nameless Warrior who did most of the code, and modellers/sceners Kraggim, Burspa, and Marshall_157). Those guys put 2 years of changes and I'll be putting like 2-3 weeks more so even though my two weeks also involves a perfect man year from here (it will be one year exactly on August 2nd 2018)... well, if you dabble at 2016 WC, consider it a preview, as many things were broken or unfinished, and they are finished now for next month's release.

      But Diplomacy mod features for example weren't present. Sea travel was present but sea battles were broken. Bandit camp spawns were broken, in a manner similar to Guspav's broken bandit camps, so far as the quest to close bandit camps at each faction was concerned. The map was very nice and trading worked well; the models were generally much more exciting than Phantasy 2018. Prisoner rescue quests tended to not work in evil cities and elf and dark towns loaded poorly. I think sieges are done better by Phantasy 2018. The new 2018 Warsword Conquest will have much prettier magic but magic is more rare, and there will usually not be more than 1 magic user per side. A battle of say 5 vs 5 casters is rare. I'd guess Phantasy 2018 has many more caster battles, and those battles run fairly smoothly. I found a few more improvements I can make next time around.
    6. tylersloeper
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      Necromancer also seems to be the most popular class, so its nice to keep it in.
  4. JJDrakken
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    How does one open the spell book in combat? I & a friend literally started a game this morning, been playing all day. I am a Necromancer/Bard. He did a Mage/Thief.Question is, he already starts out with it, trying hit B key in a fight nothing comes up. Is he not doing something right? I went cheated myself up to to 10 in all magic stuff to test, see if it would work for me. Bought a spellbook & some spells. But I also can't get anything to show when I hit B key. (20 in Int)
    1. Dolgoruki
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      Necromancer bard is not a magic user, and spells and spell book are useless to you. Someday I'll put as check to stop selling scrolls to you when you don't qualify to use them, but I'm always short on time so not everything I could dream up gets implemented.

      As for your friend the magic user, I'd guess he/she had gear in all 4 weapons slots and the first time they tried to load a spell they blew themselves up when no empty weapons slot was found, in which case they will need a random 1-5 days in game to recover. If you are a magic user, always leave 1 weapons slot free because you are summoning a weapon into the empty slot as part of your spell casting. This is needed to have the aiming sight for throwing the spell. For him, he could test his spells by entering town or a village and pressing B to see if the spell book opens, in which case the feeblemind effect has worn off. Then have him stop equipping bow/crossbow/firearms and ammo or get rid of a shield or drop a lance so there arent all 4 weapons slots in use before casting his first spell.
    2. JJDrakken
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      Thank you for the response. That was the problem. I do have one more question. The Companion: Molocauduhm, Says he summons a flaming sword/Shield. But I don't ever see that. Just a spear I gave him for Anti-Cav. Is he suppose to be a mage? He starts with 3 in Magic/Magic Defense. Then one more question(if you don't mind answering). Unarmed+Stealth+Power Strike. Stack together? If so do weapons that say Stealth count as unarmed weapon as well or is just pure fists? (Side note, I have a quest to rescue a girl, I did that(by killing them). But Guildmaster doesn't acknowledge I have her(The Undead Capital). Is it broken or is it because I have to sneak in that town(thus not friendly). One last thing, (Sorry for all the questions). Is it possible to make Heraldic Robes and hoods? To display your tabard?
    3. Dolgoruki
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      Molocauduhm used to do things that crashed Guspav's 2017 code, so they got taken away.
      Then when I fixed the things that he used that were broken, I didnt have time to put them back in.
      One person working alone with no helpers whatsoever has less manpower than 20,000 downloaders intent on finding things that aren't working well enough.
      I mean, I'd love a staff of 17 and for that matter even 1/4th of USA minimum wage, but I don't have either one. You get waht you pay for, and its a free mod. It has been worse.

      Now, for the good news.Mmmm. OK, for any news..Oh! Unarmed plus stealth plus power strike -- don't stack. Stealth only applies to specific weapons, which I called martial arts as a category because they were concealable for purposes of disguises, but that's not implemented yet. Unarmed only counts when you are weaponless for melee weapons (but you may have a shield , ranged weapon, or spell intermediate equipped). The melee strike has to be recorded as happening without a weapon. Kicks count as weaponless IF you aren't holding a melee weapon.

      Disguises block talking to guild masters about quests. You need to be un disguised. Eventually, in my copious spare time, I may yet put in a check for persuasion to talk your way past city gates where they aren't at war with you but just hate your skin, or rather the sum total of your parties skins, plus and minus, as a set, which you can see from reports: faction relations (with prejudice).Nominally slam the door on you shows red, and it is totally based on who is in your party. Hire some skeleton villagers or dump some humans if you aren't welcome in undead towns. You'd probably have to hire a lot of them though -- they don't much like anyone.

      Heraldic anything is difficult. Robes arent heraldic, but there may be a heraldic leather via Rigale crafting. I'm not sure, because I had to leave out some things because it wasn't clear how generic Guspav's gear was and I needed to keep the number of models I wasn't sure of their origin down. A lot of the gear was from before 2012 and tracking down where it came from is difficult, so I may not have been able to get a heraldic leather. I certainly am not able to make any armor or picture at all. If you discover you can make them just fine, using I don't know, Maya blender and OpenBrf to package them, then I guess you have like 3000 dollar software I don't. I just do code, and I get paid nothing for it. So far it worked better than it could have, but it has limits. Pretty soon I'll publish code so other people can try their hand at it, minus any trade secrets.

      I'm glad you at least explored around and tried different things. What little works is still fairly revolutionary, even if its showing its age. Its been exactly 1 year and 1 day since I got the code handed to me.
    4. JJDrakken
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      I am enjoying it. I am just trying make sure I am not understanding something. :) I realize you are most likely doing all this alone & your doing Warsword Conquest update too. I appreciate all your doing. I am just the mouthpiece/info getter for my group of friends. So they all ask me in Discord, you know why this or why that or whatever. I try & google search as much as I can, dig around in cheat menu to look at items & explain what I find out for them. But Couple these things I was like, I best go straight to the horses mouth.

      Btw, in cheat items. If you know or don't know, You do not have any guns or mage staffs listed.(Reason I was going test those, give the info results to the crew who are slow crawling through the game). Also, I don't know if it's intentional, but heavy armor really slows movement & somethings I think intelligence of the combat AI. Not sure though, been watching them. But thanks again for your responses. I play way to much Warband as is(wish Bannerlord was out, would love to see This mod, Perisno, PoP, Genkokujo, & Warsword in the newer updated engine. :)

      I think I discovered an unexpected 3rd class spec. I wanted to play Living Dead, but not a Necromancer. So I did Barbarian, Fighter, L.D., switched my main back to Necro, I switched that back to Barbarian, gave me all stats as Barbarian/Fighter. Then started, yet I still have Necro abilities, though I need to pay attention if I am getting the Barbarian buff. Side note: Is it possible to add more random bandits or roaming merc units to fight? Usually how I level up, before I try my hand at kingdoms, etc.. Possibly bigger roving bands, etc..

      p.s.
      I know you probably have lots of folks saying they love to help you, but if you ever need official tester for yourself or feedback or ideas or whatever, I am more willing to help. As I said I play lots of Warband, only thing that could distract me from it is my Pre-order of Monster Hunter: World.
    5. Dolgoruki
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      Fair enough.

      Heavy armor definitely slows you in combat. Here's how it works:
      all the gear you are wearing {head, chest, leggings, gloves} + weapons/shield/ammo equipped in the 4 weapons slots are added together when your agent spawns in battle (this is the copy of a troop that is given gear and has individual hit points etc).Then that troop's strength is read and the weight of the gear is divided by the strength attribute of that troop. The agent inherits a copy of the maximum hit points, strength, magic ability, etc as part of spawning in battle but once they wake up those stats can be further changed by paladin auras or debuffs from enemies without changing the permanent values at the troop level if the battle ends suddenly (or your buddy pulls the power cord right after getting buffed). The weight/ str ratio is stored as a category of "encumbrance", and that is used to decide how it changes your dodge and base movement. Base movement is recorded and then buffs that haste you or slow you multiply against the base movement.As you might access a chest in battle and change gear every 40 seconds or so you are weighed again just to keep you honest. So much for weight carried.

      As for cheat items, I wanted to cut off cheat items view of spell intermediates, and for when I penalize players that steal old bessie from their hireling I need to make it difficult to clone. Also I didn't want players who were not magic users to cheat acquire charged staves, since they wouldn't have the mana pool and more importantly wouldn't rebuild mana over time so the charged staff would function wrong or crash the game. I'm also not fond of Diplomacy's hidden cheats and some of those will go next version. I locked a few of them down preparing for this update of Warsword Conquest so I have some specific things I want to get rid of. I still think Phantasy 2018 is extremely easy on testers.

      My code in v156 assumes anyone set to race undead is a necro; and any necro is undead, but it hasn't locked down all choices. Mainly if you get the necromancer flag you have a number of political problems, but I'll make sure in the future to turn off necromancer skill if you didnt take the hit on having to wear the necromancer tag correctly, as then I'm rewarding you for not getting punished for necromancer but letting you take goodies. As I've said, necromancer class is nothing but problems for me and I hate it with all my heart. Nothing works right in it and its spawns all the problem users I have giving me problems. Eventually I'll either abandon the class or make someone else code it, perhaps as a Pho_II task. Its just a pain in my ass.

      As for more bands to fight, I'll think about it. More parties mean more lag, but I did fairly well solving that for this round of Warsword Conquest. I could apply those tricks here. At Phantasy 2018 I have around 1100 parties moving; at WC Chaos Dwarf edition there are around 1550, down from last month's 1950, with peaks about 100 more to 1650, and around twice as many towns on map so more villages etc. All of these slowed the game. I could spawn more neutral armies but it would make sense to have sea invasions in v158.

      As for Perisno and Warsword Conquest in Bannerlord; now that I left Perisno I have no influence over what they do next, but when I was there I was the only active coder and they had a flock of artists. Now they have several more coders but updates are less often than mine. It remains to be seen. For Warsword Conquest they don't plan to port to Bannerlord. Its a huge effort to port a Warband mod to Bannerlord -- all the images have to be reworked, all races rebuilt, every line of script remade (in Warsword Conquest that means 318,000 lines). In Phantasy 2018 the line count is around 268,000 lines. It would be a huge project for anyone to do alone. Most bannerlord "mods" will focus on tiny changes and not expect to have to do everything at once like in Warsword, so progress may be faster but I'm personally skeptical that order of linking in add-ins wont interfere with the expected end results.

      As for asking help if I offer you to test I should offer to anyone else the same, but if I get to that point I might ask.
      I could use help with Warsword Conquest testing but I'm obligated to not let anyone see it, so I'm stuck there. I could use help testing Pho_II but it wont be very exciting at first, more work than play. Testing really isnt playing a deep campaign its voting yourself 20 levels and cheat menu handing yourself 100 troops then setting deep debug at cheat menu to spell trace and doing a battle. If you havent set spell trace at least once just before a siege you should do that, it's the same menu option that starts by saying (in camp cheat menu) "set debug options to ALL" and click that 4-5 times to get to "spell trace". That should really give you an insight as to how the mod works, from my perspective. I will say Phantasy 2018 is very different from other mods, and most mods cut and paste. What little works here is more hand rolled, with much less cut and paste from other people.
    6. JJDrakken
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      I know how testing goes, spent many days testing Alphas & mods from MMOs, action games, folks mods, etc.. I literally spent all day Thursday from 7am to about midnight, punishing your mod with all sorts of ideas/combos/troops/etc.. :) Though Once 6th Aug starts up, I won't be as active playing till Xmas Break, then again till summer.(I work at a College, so I get extended break times to do stuff like this). Like I said, depends how much Monster Hunter World also eats my actual enjoyment time(breaking mods I enjoy too, lol). But if you ever need assistance just give me a big ol checklist, I can work off it.

      Also, how would you go about weapon equip your Mages/Clerics companions? My mages, they have 1 polearm, 1 thrown weapon, 2 open slots. While my Clerics have 2-3 slots with weapon/shields. Would you just only have 1 slot with a weapon for them?
    7. Dolgoruki
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      clerics can use whatever you feel like, as most cleric spells are insta cast point blank or area either instant or the one paladin regeneration aura following the paladin. That said, magic user spells using an aim point are all summoning a temporary weapon into a weapons slot, so leave one slot empty. If you also use the spell "shield", this summons a shield so it needs a second empty slot. The shield summoned is especially light weight but the glory of that spell is anytime the shield breaks summon again and a fresh shield pops in place. So if it was a cleric/mage dual class, leave at least 1 empty slot for mage spells and don't try to summon a spirit hammer which is the only spell slot using cleric spell in the prayer book. For NPC magic user companions you MUST leave 3 empty slots and the first slot should be a staff that can be charged. So long as that companion is actually a magic user (you'd have paid a huge amount to turn on magic user status for a companion, but you never need to buy them spell scrolls - they get every spell randomly auto-assigned), the staff auto-transmutes when it is in the top weapons slot and the wielder is properly set up as a magic user in the savegame data. A transmuted staff has sparks flying from it, showing it successfully changed. NPC cleric companions don't need as much fuss; they get all spells based on their faith skill. A few companions already start as clerics. Jeremus for example. There are no mage companions, not even the demon, who mainly wrecks your party if companion complaints are enabled.
    8. JJDrakken
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      What do you qualify for staffs for Mages, besides blatantly obvious. (Fancy ones, crooked ones, etc..), Does Quarter staffs count? Do Poleaarms in general? Also, Undead companion a Necro? I keep getting random mobs in my group(that are not undead, like example, Blazing Hand Inquisitor). So are they getting killed res'd back into my group or does Charm Person spell make them Perm follower?
    9. Dolgoruki
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      Charge-capable staves are ONLY these: {gnarled, journeyman, adept, expert, master, and archmage}.
      Besides capability to auto-charge when used by a magic user, all of those staves add slightly to the effective spell strength for many spells, especially every area effect magic user spell.

      The only OTHER staves with this effect (but cannot be charged for melee added damage), are {Necromancer, Shaman, Elven, Drow}.

      Every other staff or polearm is not capable of becoming charged for melee added magical damage.
    10. JJDrakken
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      Hey have you ever had situation where your power goes out, while your playing. You get back in, all your guys are back to lvl 1, stripped of all gear, & for some reason bald & no beard. Including your wife & companions.

      Also, have you thought about putting this & Warsword on Steam Workshop?
    11. Dolgoruki
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      when your characters are bald this is definitely a corrupt save or autosave. Whatever didnt get written yet is padded with zeroes, so the face ends up scrunched looking and the hair is number 0 "no hair". This is pretty much a killed save when that happens, and you need to start again. My advice is don't select "realistic saves" but choose the one that lets you save anytime. Once in awhile "save as" to a new savegame slot so you have a fall back a day or two old to go to if you need it. The larger the savegame file the more vulnerable a savegame is to something glitching exactly during save, so next time I have a scheme for v158 to slightly shrink the savegame file. I can't do it for v156 or earlier.

      I don't know when exactly I can get an update out. I'm hoping for around end of August 2018.
  5. CyraxVD
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    Is it still possible to increase the Necromancy skill? If so how?
    1. Dolgoruki
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      no it is set to 7 when you make a necromancer. At least you don't have to buff up intelligence and spend points on necromancy; you can use those for some other purpose like building a necromancer/cleric so you can heal yourself with negative energy burst, for example.
  6. LOHerder
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    I just wanted to make a quick post telling you that I thoroughly enjoy playing this mod. Yes it may have some quirks and bugs; but it is a wonderful experience I am having again with warband. I am currently playing a dual-class barbarian cleric dwarf and I am having a blast. I enjoy walking among my troops after a battle and listening to them. Thank you for providing such a great experience with this Phantasy mod.
    1. Dolgoruki
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      You're welcome!

      I may be a mean S.O.B. that didn't make a necromancer focused mod like the detractors wanted, and yes the mod is influenced by Guspav's works and has all of his troops, items, art models, factions, and the 4-ways inn; all the spells have Guspav's particle effects and they're all originally his spells. But I did take what he had and make it function under 3-5 times the load in battles. You would have hung by around 80 troops per side in battle, you would have done without diplomacy, the economy would have been impossible to viably trade raw materials, the enterprises paid 1/3rd as much, if that, and the Rigale crafting, harvests, and epidemics would not be there. By now about half of the experience really did come from me. But half came from Guspav. So we'd both be responsible for making it something rewarding.

      Although its been like a month without updates and possibly another month before I can get something out, and there are some problems needing fixing, the mod isn't abandoned and more is coming after I finish a difficult export & merge over at Warsword Conquest. I'll come back with tweaks and changes that will benefit this mod, and hopefully you'll have a better experience from it. I do think the mod can be played in some form or other now, as more than a technology demonstration, but even if that's all it was a larger battle with mixed clerics and mages has a unique feel. This is something that became much smoother in the last year. There may not be that many people still trying it, after the Christmas to February peak passed and we were no longer the glitchy flavor of the month, but most of the mod is much cleaner than that time, even if its quiet now. I'm glad you decided to stay a while. I can guarantee the code is different from other mods and not just the same old / same old cut and pasted. You'll often see things behave differently than other mods, whether that is good or bad depends on the user. I personally want to feel like everything is fresh and unique, so that I am not feeling like the next play through is a sleepwalker's deja vu of the previous play through. A mod should constantly evolve and feel different every 6 months or so. Hopefully some of that is seen here.
  7. LOHerder
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    I have a question about epidemics: What is the "high fatigue" aspect of the digging graves option? Also does wound treatment or first aid help with the ways to help with the epidemic?
    Thanks for all the work on this mod!
    1. Dolgoruki
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      the fatigue isn't turned on, so it doesn't matter right now.

      Now for the second part, yes:
      Wound treatment + First Aid + Surgery is added together and when the party skill check for the sum of these is 10+ you have a third option "treat the epidemic", which pays (much) more. Also you get a slight credit for having clerics/nuns/monks in your party if your wound treatment skill is too low.

      The payout amount for each category also pays more for every 10 people in your party. It doesn't matter what kind of troops they are; they can be villagers.
      Almost at the 1 year anniversary for Phantasy 2018 (August 2nd). Still more to do, but at least something works... (mostly)
    2. LOHerder
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      Thanks! Keep up the great work. I really enjoy the improvements that you have done and will continue to refine.
  8. Knoqent
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    I have a questions. I'm playing as necromancer and i decide to go to cheats to look for equipment, then i see the "mindflayer" body, where to found it ? and can recruit it?
    1. Dolgoruki
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      mindflayer is for an unfinished lair. as it is unfinished, it is disabled on map. It's not recruitable. Gusav had not assigned it a spell effect at at the time; I assume he intended charm person, cleric terror, and possibly a drain mana effect, but that is my guess.
    2. Knoqent
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      okey, thanks!
  9. EthienVonStahl
    EthienVonStahl
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    Does this mod use assets from TLD? because the elven armors closely resemble the elven armors in TLD
    1. Dolgoruki
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      Yes.
      I'll add TLD to the short notes page (displayed in game), as ElvenPath items came from TLD. It is credited in the long notes at
      https://forums.taleworlds.com/index.php/topic,276400.msg6599919.html#msg6599919

  10. AntaresCommander
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    I'm here to say - Thank you for your hard work on this mod of a mod. I was reading your development log yesterday on the Talesworld Forums, browsing other posts and comments across Nexus and the Forums as well. I'll say - You've definitely got yourself a user. This fixes several issues I had with the original Phantasy mod - it's great to see the decisions for class at the beginning of the game actually matter, short and long term. And I'm sorry to see just how overboard the badgering about necromancy is. (I thought Necromancy was what Solid and Shade was for!)


    I'll admit I'm not especially far into gameplay for v156 (and accidentally downloaded the 2017 version before reading the description since I first looked at his mod in a hurry!), but I can safely say I'm here to stay for the ride. Here's hoping I can help write a 'Transitioning from 2014 to 2018' guide sometime, but this coming year will be very busy for me outside of downtime to detox.
    1. Dolgoruki
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      right on. It's not like I dropped the mod, and so far as badgering, suddenly the wave left and its super quiet, so I'm not flavor of the month on one hand but the other crowd found something else. Maybe they're at 7-heart, maybe they play a paid game. There are a huge number of features slowly leaking onto the pipeline but as I'm at Warsword Conquest for a month this mod will feel neglected. It won't stay neglected for much more than 4-6 weeks, I reckon, and I'll be returning with assets I couldn't have made here alone, chiefly traded art and other things, plus a coder of equal skill for mutual "I'm stuck" support.

      I really do want to turn the core code shown here into something that can drive several mods at once, so that I can focus on "systems and behavior" rather than just troops and gear and art like most mods. I've even considered a multi-player Starship Troopers, even though I lack art. I'm a fairly decent Warband scripter, after all these years of failing. This is a fairly complex under the hood reskin of a fairly old mod, but Guspav had a really smooth magic system in his day. It fails under heavy loading, while this rebuild can take some serious stress if you have a high end PC, especially if you set the options via Phantasy 2018 settings inside camp menu. Do explore menus such as actions (2 pages), cheat options, enable cheat menu spell trace mode at least once to see debug type info and get an idea what is really happening in the mod, and finally do try different factions.

      don't forget the latest patch is currently still on google drive, for lack of time: see
      https://forums.taleworlds.com/index.php/topic,376558.msg8998921.html#msg8998921

      other than that, welcome and enjoy the quiet. It's not flavor of the month anymore but that means a little peace while you murder evil pixels.
      Someday you'd get double credit for committing non-violence, but to be honest its easier to write for mayhem than to encode goodness, and then there's the lizard brain rewards from blowing stuff up ... it should be a good summer. My health is better than its been, so I'll still get some content delivered this year.

      - GS
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