phantasy v160 A4 r2 file (2024)

imrikus - May 17 2024 - 116 comments

I can't believe what I see!!!

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andrei_inq - May 18 2024 - 21 comments

After all these years...a light shines in the darkness..

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Knight45 - May 18 2024 - 360 comments

Was definitely not expecting a update due to how long it has been. Congratulations on the release.

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Phosphor1 - May 18 2024 - 1,372 comments

There is none. Unlike Warsword Conquest I don't have a half dozen or more people in my "team". I am one person. My speaker is broken. Discord isn't a favor to me. If players want a discord they can make one, but I can't endorse it as it would just siphon my time into babysitting. The mod needs my time more than lonesome players do.

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GypsyBastard - May 18 2024 - 2,045 comments

"faction necromancers OR primary class Necromancer gives undead Male skin"
So Necromancer player still starts as Undead. Rather then living and progress to lichdom.
*sad noises

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Phosphor1 - May 18 2024 - 1,372 comments

Every time I post a build you have the same complaint. I am not going to build a watered down, mickey mouse flavor necro for you. Take the full experience, or go play a weakling Paladin, I don't care. I made a necro&mage; test, built it up, then took down TWO WHOLE FACTIONS IN TWO WEEKS with no assist. The test character is provided; that is Harkus. Go look in player handbook folder for savegames. All the way or go tweak the code your way, but keep it at your desktop. It's not my job to remake a class "your" way. If you think Guspav expects it some other way, I provided HIS source as well. Fire that up and have watered down necros, with about 1/3rd the capability. Or man up and try it my way. Nobody except you needs their hand held to halfway be a necro. I did it all the way and the game was too easy, but its there if you want it. Or compile it your way, in about 15 minutes of set up, but don't micro-manage me. I have plenty to do.

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Guest - May 18 2024 - 692,336 comments

wake up Looters (3/4), new phantasy mod version dropped

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Master_Rawl - May 18 2024 - 336 comments

This is great to see. Thank you.

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Phosphor1 - May 18 2024 - 1,372 comments

High end mages (magical ability 5 and up) are gimped in A4 r2; they used to get a low tier mage spell in equipment slot 3 and a high tier spell in slot 4, but I saw they always preferred their slot 3 spell so left the low tier spell out when equipping them at agent spawn in the first 1 second of battle. But they use up their 1-2 spell "ammo" almost immediately and when the count hits 0 stop behaving as archers and become infantry due to a rule in formations. The high tier spell does not come back.

I'll fix that early tomorrow morning or Monday, time permitting, but I am supposed to be doing a big home project with little to no computer time during daylight, so its either really early tomorrow or it sits until Monday. I have a fix in mind that is both easy and elegant - I can restore a low tier spell in equipment slot 4 at spawn to just keep the mage from being placed into melee by formations, and move the "select a npc spell by tier of the mage" into a script. The mage spawns as before with a minor change at the mage spawn handler, then each time npc_timed_spells fires (every 40 seconds or so) check if slot 3 is empty and if so, and if enough mana/magic points are available to make at least 1 ammo for the expensive spells, select a high tier spell to reload to slot 3 via script. I can also reroll for a summoned shield at slot 2 if that slot is empty; low tier mages had plenty that spawn without shields and this lets some of them get them later in a long battle, such as a siege. This change actually has to be done twice as sieges have a different routine than normal. This gives high tier mages a chance to replace shields destroyed during a heavy fight.

I kind of hate to mini-patch so close to a launch but as I was walking today it hit me all the mid to high end mages are gimped, and this is the fix.

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wiseandfree - May 18 2024 - 190 comments

Thank you for giving the mod CPR after 6 years sir!

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Phosphor1 - May 19 2024 - 1,372 comments

Buried deep in the mod, where noone can notice except the most earnest adventurer (Ok, so it's folder Source_Phant_v160a4), and with instructions only the most knowledgeable in arcane matters could possibly understand (that is, except the the 3 people that read Player_Walkthrough_03 in Player_Handbook folder) is the mighty Lamp of Aladdin. The only truth that wasn't hype. I spent 3500 hours building it, and before that Guspav spent similarly, and before THAT other people worked on it. Everything needed to compile is FREE. The source is there, with nothing left out. You could have compiled the mod, as is, in about 20 minutes of setup time.

Spend 35 hours having the mod tell YOU what to do, or invest 35 hours and tell the MOD what to do. Edit for example module_items.py, find "Butter", change the price to 10, save, double click build_module.bat (and you did edit module_info.py to tell it where to write the output, cause I told you what to do in book 3). Run the mod. Buy butter cheap. Save game and exit. Edit module_items.py again and set butter back to normal price. Save. Compile. Run the mod again. Sell butter. In about 8 minutes you just made a miracle, single stepping and without the ooh and awe of divinity, but it qualifies as a miracle to your avatar in game. It didn't take proof of God, or religion, or losing one iota of precious disbelief. It took about a half hour of precious, doubtless valuable time. But that's the true cost of miracles these days. Match me for effort, 1%. And never ever look in the mirror and say "I'm the victim here". Tell the MOD what to do, instead of telling ME what to do. That's why its here.

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wiseandfree - May 19 2024 - 190 comments

As a Cleric Bard. I will show you the power of True Charisma.

New Vegas Charisma=Virg-
Phantasy Charisma= OMEGA CHAD

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Phosphor1 - 2hours ago - 1,372 comments

Next 1-2 months I'll expand Bards to have Area Effect auras and charms. I just wanted to clean up what I already had before adding "new" content. Expanding Bard content is fairly simple, using the existing M mechanic to select a class specific list of commands. I am mainly hindered by lack of icons, and need to make a blank bard songbook just like clerics and mages have. This would need to be added as an exception to presentation battle as well. I sort-of tried this back in v150 and decided I had too much on my plate at the time.
Paladin Auras are exactly a precursor to the code needed for Bard songs.

On the topic of mid future planning:
Long term I want to add some monster summoning, but although stuffing new enemies at the enemy spawn point is simple there are many not simple side effects to changing the total number of agents/enemies, and off the top of my head everything from the wavelet reinforcement manager to restrict the number of spawns to match Warband's current battle size slider setting, to little details like how to handle live summoned agents after battle when there is no matching troop at the party, and whether just stuffing summoned troops into the party breaks party size limit, and if they are killed off to prevent then there is the risk of morale hit from "lost agents". Then resurrection needs to be taught how to skip or moderate summoned troops. Perhaps a troop_is_summoned slot needs defining. The total number of troops on each side needs to be held as a global variable so it can change during battle. This even impacts loot, as loot retrieved shrinks as party size expands. Stuff like that.

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Phosphor1 - 2hours ago - 1,372 comments

The caster changes from A5 are solid and working correctly. The error seen at four ways inn is coming from lords returning from exile and/or troops parked at four way inn. I should park some casters there for testing, or possibly a golem and a priest too, other troops seem fine. I tried a large number of mage heavy battles with my necro test char and it looks very solid with A5.

The patch is awaiting approval here or can be found at Taleworlds forum
Forums.taleworlds.com

or Nexus Mods Nexusmods.com

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phantasy v160 A4 r2 file (2024)
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