Mount & Blade: Warband

Mount & Blade: Warband

Phantasy Calradia
Azremen 20 Nov, 2024 @ 2:19am
Bugs to Report
  • Kicking the player out of town when entering a town which can be seen as a log in iron man mode that saves the game
  • Gnarled Staff's repetitive behaviour of dealing multiple magic damage on enemies when on WSE2 engine
  • Missing shaders and performance hindering warnings on WSE2 Report

Log file is too long for here to post
Last edited by Azremen; 20 Nov, 2024 @ 3:11am
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Showing 1-15 of 41 comments
gsstar  [developer] 21 Nov, 2024 @ 12:41am 
For staff proc damage, what I think is seen is ti_on_agent_hit procs are stacking up in WSE2:
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.
gsstar  [developer] 21 Nov, 2024 @ 12:49am 
I expect to replace my keyboard tomorrow, the space is completely worn out.
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.
gsstar  [developer] 21 Nov, 2024 @ 1:55am 
staff damage fixed for next update (c15-late.II)
gsstar  [developer] 21 Nov, 2024 @ 2:08am 
making a person enter town twice is much much better than getting locked inside town with no way (obvious) to escape. The not obvious way is to walk around town or castle and save game and exit, load save and you are outside town. Because this was something people didn't know to do, there are added "features" to move someone out of town, so that the person needs to be determined they really want to be in town.

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.
gsstar  [developer] 21 Nov, 2024 @ 10:50pm 
fixed for tonight's update:
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.
gsstar  [developer] 23 Nov, 2024 @ 12:08am 
I see sieges need more tweaks for deathcam. I could retreat but deathcam is unresponsive. I'll fix it in a few days.
vassandor 23 Nov, 2024 @ 12:17am 
I also can't tab out of sieges after getting downed and the siege doesn't end if all my soldiers die, forcing a reload.
McGrazier 11 Dec, 2024 @ 4:53am 
I'm getting a run time error every time i enter a city
gsstar  [developer] 11 Dec, 2024 @ 5:20am 
Check to be certain Load Textures on Demand is checked in Warband video options, BEFORE loading the mod so start warband then before clicking play options: video: put the tick mark on Load Textures on Demand. I had earlier presumed the game always, absolutely will not even load without this checked but some people manage to get a little ways into the game before running out of space. Check that first, it needs to always be toggled on in Phantasy Calradia.
McGrazier 11 Dec, 2024 @ 5:11pm 
Originally posted by gsstar:
Check to be certain Load Textures on Demand is checked in Warband video options, BEFORE loading the mod so start warband then before clicking play options: video: put the tick mark on Load Textures on Demand. I had earlier presumed the game always, absolutely will not even load without this checked but some people manage to get a little ways into the game before running out of space. Check that first, it needs to always be toggled on in Phantasy Calradia.

thank you ! that seems to did it :)

not sure how it got unchecked, i thought i had it on always
1Forge2RuleThemAll 16 Dec, 2024 @ 11:24pm 
I started up a new game in praven as a swadian. I tried to do the tutorial/introduction where it asks you to find an inn, I got attacked by two fellows and defeated them then nothing happened. I couldnt open any doors or do anything to progress or exit out of the instance. I think they were supposed to win since I started with nothing but my firsts and they had magic and a sword but I defeated the sword wielder and then picked the sword up to defeat the magic user... was it hardcoded for me to lose or just glitched?
Last edited by 1Forge2RuleThemAll; 17 Dec, 2024 @ 11:56am
gsstar  [developer] 17 Dec, 2024 @ 2:01am 
I suspect it has more to do with skin on skin prejudice not letting you interact with the merchant correctly. The native quest line never expected racial prejudice, so I should filter whether you are offered to do that quest or just skip it and get credit as if you completed it. Praven has Drow running it so a Swadian human gets the shaft. Same thing for a Orc at Tulga where Human Khergits run the town.

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.
Last edited by gsstar; 17 Dec, 2024 @ 2:01am
gsstar  [developer] 24 Dec, 2024 @ 11:13pm 
I see musicians have a problem talking about kingdom ladies making it difficult to find the correct personality type for the ideal spouse to woo. This interferes with "spouse as a companion".

I would normally get right on this but my time is very limited this week for the holidays.
Kvatch 1 Feb @ 8:59am 
When I go to give orders in battle most have a error saying "STR_not_found" . and got script errors on screen non stop.

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.
gsstar  [developer] 1 Feb @ 10:15pm 
The fighter weapon spec (and same timer Cleric deity selection) trigger on a timer after start of game, by which time you have already finished the merchant's quest first fight.

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.
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