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first common_damage_system at line 1476 (all of these in module_mission_templates) fires and looks at dodge, martial arts, barbarian rage, iron flesh (and ignore pain in my warsword conquest coding in collaboration under Nameless Warrior at that mod), then dodging, then stealth. A simpler version was provided to Perisno some years earlier.
Next fires special_mounts_charge, which should be exited quickly if not mounted. next special_battle_attacks at line 2080 and here is where the staves proc in melee (ln 2279). The staff is swapped as "charged" at script_cf_phantasy_staff_check_charged called from npc_paladin_pre_aura which actually handles all agent spawn things. I am guessing because damage at the added staff damage is in the form of a simulated attack by staff this is theloopin WSE2. I will try to deal direct damage and see if that does it.
I'll put the source under the mod at Workshop tomorrow. Thanks for pointing out the lua operations needed to occur outside the windows systems file area for import/export, similarly to compiling. As I showed yesterday, the code is already posted at Taleworlds forum but a little hard to find so I'll add it to the Steam Workshop build now that I have "mastered" updating via Steamcmd utility. It has been a busy first week for me at Steam Workshop.
The lack of someone to tweak the graphics hurts, but I am alone and no one volunteered, in 9 years . It didn't help that I was absent 6 of those years, but it still is a one man show and I don't really understand the graphics so well. I mainly understand the deep scripting, while I see you understand a deeper layer underneath the publicly available warband scripting. There are a high number of perhaps experimental rewritten layers driving this mod, but in the end it gets scored based on weaker graphics and perception of too many bugs compared to obvious changes. There are not for example fancy fonts, retooled faces, streamlined models, shaders, and other bells and whistles. There is an engine for tracking more deep changes to the agent, such as poison, slow/haste, damage over time, heal over time, and other tricks that happen subtly.
a) charged staves wielded by mages no longer infinitely repeat damage under WSE2.
b) retreat is possible again during siege missions after being knocked out (reverted to B13 handling)
c) npc clerics will heal without needing to first be injured, both at the each 17 seconds heal check and at the test of what prayer to use. Both of these relaxed the conditions needed before casting heal.
d) some slight improvements for corrupted player ships handling, (again). Some small tweaks for register saving to better allow dual threading, which I consider the root cause of the corrupted ships issue seen.
e) less damage from slow if it hits a victim when thrown; the magic payload is unchanged.
thank you ! that seems to did it :)
not sure how it got unchecked, i thought i had it on always
Native makes it very difficult to have more than the 6 starting towns as the merchant needs an extra troop line for each new starting merchant added. It's something I had seen earlier but haven't gotten around to making a cf_test_starting_merchant script to filter combinations of starting skin/location with the town's likely reaction to your player on entering. Adding more starting location blows save game more than simply not offering the tutorial, so I will make the tutorial dependent on passing a check of where you are and what your skin has, as a yes/no result.
I would normally get right on this but my time is very limited this week for the holidays.
Also major bug with the first quest fight in town.
I kill him and accept the merchant quest walk out of town and pick what weapon to spec into as a fighter.
I am then teleported back into town fight the bandit again but after I cant leave the merchants home and soft locked, having to restart the game.
I'll add a check to see if you have accepted the merchant's check coming out of the weapons specialization timer and if so return you to the map, else select the menu choice to skip the quest
and add to your start as if you did that. I won't do it today but that would have to be the fix.