Version 0.723
- Fixed foot glue item dialog to actually give the foot glue.
- Established a top cap for both debts and savings (they are set to 1000000 so no variables overflow, my guess is the max variable size is at 2^20= 1048576).
- Made gnomish bank angry letters for non paying customers as well as some repercussions.
- Raised Knights of the King athletics to 3 (was 0).
- Corrected Vedmaks magical power and set it to 7.
- Lowered bandit spawn rate.
- Patched up "alignment clash" script.
- Tweaked charged staff and sneak attack code. They will now cause raw damage so armor will be less useful against them.
- Mode around some castles so as to cause more strife between elves and drow and the Blazing Hand and the necromancers (requires new game).
- Corrected several typos and NPC conversation errors.
- Increased the accuracy of flame arrow, acid arrow and darkness spells.
- Removed the Elven Royal Plate and Vorpal Sword from the regular shops.
- Raised Kevtil's faith to 1
- Added a drowning script to ship battles so troops who fall from the ships will slowly be drained from hp and killed.
- Reduced the cost of mages and cleric wages.
- (hopefully) Fixed all gender issues.
Version 0.721b
- You can now withdraw all your money from the gnomish bank at once.
- Fireball, lightning bolt and flame arrow spells have had their multipliers increased to make them more useful.
- Reformulated a part of the spell damage/effect code so it will take clothes into account.
- Some lords had their trainer skill increased.
- When a character reaches a score in necromancy of 10 their undead will no longer rebel.
- Magic enhancement bonuses of the items that had a 0.5 factor were increased to 1s (the module system only accepts integers without fixed point multipliers).
Version 0.721a
Fixes wages issue.
Version 0.721 changelog:
This file will patch from version 0.7 onwards to the most current 0.721 one.
More a hotfix than a thorough patch, but it sets things right.
Version 0.72 changelog:
This patch will address issues like the undead morale and undead food consumption script not functioning properly. It will also remove the butcher and the executioner from weapon shops. There are probably other tiny bugs that were fixed, but can't remember them. It will also probably work for patching v.0.7 to 0.72 It is save game compatible.
Version 0.71 changelog:
- Djanni can now be recruited (little typo there)
- Several typos corrected
- Necromancer's staff can be bought now
- Sun Blade will no longer be for sale at the Blazing Hand Temple
- lowered Golden stallion hp to 250
- lowered the range of the harm spell to 3 fixed meters. It will also deal only 1/2 of the damage it was causing.
- (untested) tweaked code that made undead cause morale penalities to other undead.
- Chelez was centered on the valley, hopefully this will prevent bandit hideouts to spawn on unpassable terrain.
- A few dialog options were put where they belong
- removed spring mounted shield script (non-functioning) to prevent red letters when entering taverns
- Missile storm will cost more to balance it's power
- Slow spell damage has been reduced to 25 cutting, was 30 cutting
- Several other typos have been corrected
- Menu responses order has been inverted in the mages guild so the "leave" player response is at the end of the list of options.
- Tested the non-undead-troops-getting-pissed-about-undead-troops-in-army script and it seems to work as intended now.
- Fireball and lightning bolt text fixed
- FINALLY the provocations and losing authority thingy. It won't appear every 3 seconds now
- took away all major magical items from shops.
- Changed pre join battle script to the one of Floris. Hopefully the weird issues will be gone now.
- Gave Magocracy mages a bit more skill with thrown weapons
- Gave some Mage and Fighter-Mage troops the magical sword spell
- Changed Ninnock's facecode, gave Berembert a goatee beard.
- Increased bandit spawns frequency, increased red letter spawns maximum and frequency
- reduced lichdom costs to 50k (was 100k)
- changed the time multiplier to 0.5 (was 0.25) and the seeing range to 8 (was 6.5).
- Moved the crazy mage to the beginning of the party template so he will do the talking instead of the golems.
- Lich fear aura conditions have been re-written to fix some issues and tidy up the code.
Version 0.7 changelog:
- Magic and faith bars are now being guarded by a script so their values won't go
beneath 0 for some reason.
- Lightning bolts and Vampiric bolts will now cost what they were supposed to to the
agent they were supposed to.
- Added chaos, haste, slow, curse, acid arrow, darkness, magical weapon, spiritual hammer, bravery, terror and harm spells.
- Cleric spells won't be so glitchy anymore.
- Fixed Sneak attacks.
- The shield spell will produce a metallic sound when cast.
- Remade Orc face models and adjusted textures.
- Adjusted mage staff sizes so they have now the correct values.
- Added particle effect to charged staffs and a charge/discharge button to the spell book, also removed all mage's staves "kill modes"
- Attack Anyone OSP from Dark Robin (and fixed by yours truly) added.
- Bronze armor from amade added
- Migrate population to towns, castles and villages
- re-engineered vampiric bolt and white bolt so they cause damage regardless of armor.
- added some Hundred Years War mod weapons
- Added balrog and balrog sword
- added first batch of super-troops
- added upgrade to strange mercenaries (armor made by Sacred Stone Head)
- added super-troops to native factions plus their special equipment
- added tool tips for mage and cleric spells
- added dark versions of cleric spells, currently available to all clerics except paladins
- added vampiric blade
- added frost brand and flame tongue
- added black samurai armor by SacredStoneHead
- added staff to the Four Ways Inn (banker, magic items seller, permanent ransom broker)
- added menu to become a lich (you need 8 or more in necromancy) in the camp menu
- added culture migration to owned fiefs (can change culture)
- added elf and drow sounds
- added balrog sounds
- added several new inventions to Berembert's menu
- added many dialogs for new NPCs, only a few are missing now.
- Calradian map is now 2x bigger
- new castles and villages for the new factions
- new ladies and knights for the new factions.
- some new NPCs at the Four ways inn who will offer some useful services.
Version 0.53 changelog
- Fixed faith bar, it is now initializing correctly.
- Both magic bars were set to display permanently so they won't disappear for a few seconds anymore.
- Magic should be available on all fighting scenes now.
- Elven troops had their magic defense, power attack and iron flesh lowered to nerf them a bit.
- Heal spell and turn undead will now play a single sound so there won't be that deafening chant anymore.
- Sneak attacks can only be performed by agents on foot.
- The shield spell will produce a metallic sound when cast.
- Added orc patrols that will spawn around the Bloody Cliff so long as it belongs to the orcs. Hopefully that will make the orcs tougher as a faction.
- Adjusted mage staff sizes so they have now the correct values.
- Added particle effect to charged staffs. They won't be noticeable for the time being, but as soon as I can figure out how to make them show, it'll be useful.
Version 0.52 changelog
- Ported Mod to Warband 1.158
- Fixed lich fear aura script
- Added More Metal Sound 2.2 by Checkmaty
- Fixed the whole wrong gender dialogs issue (a lot more complicated than it sounds)
- Fixed a few prayer book script error
- Fixed Missile Storm spell button in Spell Book
- Changed spellbok to Spell Book
- Added a new particle system for the lightning bolt victims (taken from the Bear Force 2 Mod)
- Tweaked spell point and faith point bars
- improved the way spell costs are calculated (was every frame and changed it to 0.2 seconds, it seems to be working like it should now).
- increased magic resitance of high end troops of every faction
- gave dark mages troop tree more points in the iron flesh skill
Version 0.5 changelog
- Added renegade mages, dark mages, necromancers, master
necromancers, lesser liches and liches to Necromancers.
- Gave liches a fear aura around them
- Added new black robes for the aspiring necromancer. They work similarly to the mage robes. (the night robe and hood are using the same model and texture as the master robe).
- Added a faith point bar and magic point bar, represented by a white and blue bar respectively.
- Added RPG classes to starting menu, they are mostly a placeholder for now, but paladins, mages and clerics do have special functions.
- Overhauled magic system for both the player and NPCs. Changes include spell menus, a spell book, spell scrolls.
- Added Shield and Missile Storm spells
- Improved magic missile spell. It will now fire more missiles depending on the Magic Power level.
- Added faith skill and two cleric spells for both the player and NPCs. Current cleric spells are: heal and flame strike. Turn undead also appears on the list but doesn't use up faith points.
- Added Holy Avenger sword that gives damage bonus against evil creatures, depending on player's honor.
- Upgraded code for many spells and scripts
- Added groupies for critically successful perform attempts and lynching mobs for critical failures while giving speeches
- Added demon base race and demon wandering encounter (VERY TOUGH)
- Spell scrolls (the way to learn spells now) are sold at the goods shop rather than the weapons shop.
- Added spell books and holy symbols. They can be purchased at the goods store. You can't cast spells without a spell book or holy symbol.
- Added rebel undead and control undead script for evil clerics (currently only for NPCs).
- Made fighting villagers change depending on culture (still needs testing)
- Fixed most of the gender mistakes on dialogs and information notes (there are still a few left)-> Non humans should be able to be courted now
- Made dialog for turning NPCs to either mages or clerics
- Added Cabadrin's bodyguards
- Added Madvader's deathcam
- Added talk to guildmaster option at city menu (taken from Diplomacy)
- Changed sound of black bolt
- Made town recruiting menus more interesting, you can now choose whether to hire males, females, slaves or whatever is appropriate for each faction.
- Probably some more minor stuff that I can't remember right now.
V0.451 changelog:
- Fixed turn undead script (no more opcode errors)
- Made fireballs and lightning bolts not harm allies anymore
- Reduced skeletons' ironflesh skill
- The orc faction won't be hostile towards the player in the beginning
- Removed fireballs from Aedan's and Rasreira's inventories
V.0.45 changelog:
- Fixed turn/destroy undead script. Allies won't be affectred anymore and only undead should be affected. Furthermore, turn/destroy undead will be used only 1 out of 3 times
- Casualty quantity will be stored properly now when using necromancy
- Added zombie textures and bodies
- Used old undead texture for the mummy race.
- Made troop tree with upgrades for mummies. They will be the standard necromancer faction's troops now
- Made 3 egyptian-style shields
- Made khopesh
- Made epsilon axe
- Reskined leather gloves texture and added the black leather gloves item and gave it to some troops
- Gave Traril and Quiona drow leather armors instead of their old crappy clothes.
- Fixed castle 69 scene.
- Rebuilt orcish horde trigger so it won't fire early anymore.
- Rebuilt reinforcements trigger so it will work monthly for a whole year.
- Deactivated female mages, they won't be recruitable anymore. Only male are in stand-by until I figure out a way of using the unisex troops code properly.
- Shrunk orcs to human size so they won't suffer from the "very-long-arm-syndrome."
- Removed gnome race to make some space. Gnomes will now use dwarf models.
- Switched map coordinates with Dwarves and Drows so Drows will now be near the Sarranids and Dwarves near the Nords which makes more sense equipment-wise.
- Necromancy no longer costs renown, but has a new system in which faction relations might be affected.
V.0.40 changelog:
- Fixed code for recruiting golems at the wizard's tower.
- Rebalanced magic by removing spell regeneration and increasing spell charges.
- Added iron golem models and textures.
- Rebalanced troops stats.
- Beefed up golems considerably.
- Fixed minor bug at the perform simple song enertainment menu.
- Added Flame Arrow spell and gave it to the appropriate troops.
- Added particle and light effects to static fireballs.
- Fixed some of the spellcasting sounds.
- Added more map icons and coded them accordingly.
- Moved the drow faction to another location so they aren't overwhelmed by dwarves and elves.
- Adjusted the Sun Blade texture.
- Rebalanced dwarven and drow shields.
- Made the Drow Stealth Sword and Drow Assassin's Sword available in shops.
- Rebalanced orc riders a little bit.
- Necromancer players will raise undead after every battle, based on the necromancy score. Take note that the troops raised will be only the lowest tier skeletons, zombies and shadows.
- Made shadows upgradeable.
- Made the silver sword more valuable.
- Added a point light effect to the Sun Blade and made it a little bit more powerful.
- Fixed the bug which caused fantasy faction lords to get weird names after changing factions.
- Reduced the interval in which the gauntlets of ogre power will be activated/deactivated.
- Added drow raiders to the random hostile parties.
- Added drow leather armor (basically a light leather reskin).
- Adjusted some materials.
- Fixed (hopefully) the issue of fantasy castle guards not fighting the player.
- Cloned some vanilla villages so the new faction villages aren't ugly empty places.
- Fixed a fantasy faction castle.
- Customized tournaments for the new fantasy cities. They will have their own troops and equipment combinations (the Wizard's Tower tournament is especially funky).
- Made free undead hostile towards the necromancers.
- Added a reinforcements script for the necromancer faction.
- Fantasy faction arena masters will be now visible.
- Made a recruitment path for the elven clerics.