This mod aims to turn Calradia (Warband's native world) into a fantasy one by adding several fantasy races, weapons, magic, monsters and new factions and cities. The mod is currently an open beta so there is still much to do and polish, but it is quite fun.

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Phantasy Calradia 0.723

Phantasy Calradia 0.723

Full Version 113 comments

This is the full version of Phantasy Calradia fully updated to 0.723. If you have trouble patching an older version maybe this one will be easier.

Phantasy Calradia Patch 0.7 to 0.723

Phantasy Calradia Patch 0.7 to 0.723

Patch 11 comments

This patch updates versions from 0.7 (also 0.721b) to 0.723). It fixes several issues and attempts to balance some others based on feedback and personal...

Comments  (0 - 10 of 612)
CrazyAng3l
CrazyAng3l

the mod is dead isnt it? no more updates are comming

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Phosphor1
Phosphor1

Phantasy 2017 is in the hands of around 41 people. You should go to Forums.taleworlds.com make an account at Taleworlds and PM gsanders to access the mod in its newer form. Guspav turned the source code over to me and I've added Diplomacy and a few hundred other things. Much/Most of it works. He did that August 2 of this year.

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Phosphor1
Phosphor1

Right now about 55 people have the mod. Yesterday's version is 144.
Probably there's a 144b released in about 7 hours.

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Phosphor1
Phosphor1

"When will the mod be finished?". Here's my answer from Taleworlds forum:
This is a question like "when will you finish fixing your house". There's always something else to do, but one day you decide its time to live in it and the next project can take a rest for a few days. The mod's not "done". I know that, Guspav has told me that (although I don't let him talk much), and in general there are signs I'm the only one that has a clue as to what to do in the mod I just dumped on others to "play with it"

I said "by Halloween you'll have a working preview" and sort of we hit that last night - sort of. For a brief moment the mod (with v137) was stable but changes I made literally yesterday caught Rand118 by surprise and he didn't really know much about the mod except that he had spent many days with Phantasy Calradia (2014) version. Which is like stating he knows how to ride a bicycle just before I hand him a motorcycle... they're sort of similar, but in some ways it is a new skill. I can guarantee the mod is so very different that not even Guspav knows how everything works inside. There certainly isn't much time before month's end (and Halloween).

Someone asked last night "why not use battle sizer to move the battle size beyond 150, 'like Warband was meant to be run'". Right now, I expect Phantasy will crash with the (not battle sizer modified) slider set much past 85. It has a great many operations that aren't efficient and must be changed before the battle size can safely grow. But complaining that "oh, I can see a fix but it really needs 2-3 weeks more to rip it apart and glue it back together" makes it seem like I want a release just to skim donations while complaining that anything still broken is someone else's problem. It's not that at all -- more like, at less than 90 days into the project, I have a certain capability working, and what isn't working WELL can be solved fairly quickly.

At least it does work -- which was the purpose of having a live demonstration via public stream. Its a pity I didnt really understand Rand's stream so came an hour late to it (I still thought he was patching for an hour), and its a pity he didnt make a fresh character immediately as his character was showing some effects of an out of alignment save game (such as messages stating he would be busy for some hours when he hadn't actually started any Rigale training or crafting). By the way, his stream of build v137last night is at Go.twitch.tv

So is it Thanksgiving? American Thanksgiving is 3 weeks after Halloween. It would be a great target for the next open house. I'd like to make an open house where you the reader can download something and see exactly what works and what doesn't. Maybe it will help to take the sting out of 3 1/2 years wait between updates.

Every time something gets added the "release" gets pushed back. I could continue pushing it back for at least another 20 years if I keep adding "must have features". How about "it works - mostly", with the following month "it works a little more", and keeping updates from NOT being every 4 days like it really is, so that players don't get burnt out with save games not being able to be carried from version to version (which is extremely likely to be the case - every new version, automatic re-roll).

Is it ready for me to post under my name? I kind of wanted to be more fair to Guspav. But also I'm taking a hit to get this done faster. At the moment I managed to get by, but its a new month coming up so I really need to hurry this up. Yet, Guspav worked years on it and never asked anyone's help. I just this morning found his message in a bottle buried from last March (2017), where he DID ask help. I should have answered him then, but I wasn't looking. Suddenly I could code, maybe for the first time, clearly and with great insight. I've been 3 months trying to "prove" that I was at least worth Guspav's "partner" status. It's really a fresh compile, not just a quick and dirty retread to slap my name on it.

It looks to me I should quickly bang out at least some of the changes I wrote Guspav about in the last few days, to really optimize his battle handling, so players can slide their battle size and never once realize that as it was these last couple years, it would never worked -- but perhaps by this time Saturday it works just fine. Guspav did 85% of the work needed. Allow me a few hours to add 15% value add, and increase the performance a bit.
I will mention that Guspav did some great work -- and I don't think I'm better than him. Maybe I'm more desperate, maybe I've waited longer, maybe I'm closer to death than he is. But -- I'd say we did about even amounts of work by now, on THIS version of the mod. We both can contribute for 2017. In which case, I'd tell Guspav "Vaya con Dios" and let his inspiration rise up as it always has. And always should.

- GS

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Guest
Guest

It's good to see good 'ol gsanders doing work here. This is a project I have always loved, and gsander's skills will be put to good use here.

The one thing which makes me a little sad though is that some of the changes that I see he is making is adding mechanics that we've seen from Warsword Rigale, a submod that I didn't enjoy that much. While it's great to have someone as skilled as gsanders working so hard here, it does make me a little sad that his influence is changing the flavor of the mod as heavily as it is.

Regardless, I still think this is a healthy change, positive for the development of the mod. I'm looking forward to the upcoming changes, and I'm especially appreciative of the increased productivity. Gsanders, since I know you're going to read this, I just want to say thank you for putting forth such a big effort to bring this mod back to relevancy.

I always knew you had helped guspav before, but I never guessed you cared so much about this mod that you would come to give such an incredible input to the mod. I may be a bit apprehensive of the changes you made, but it's way better to have a few disagreements with upcoming changes than it is to adore changes that never release. :)

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Phosphor1
Phosphor1

All the Warsword Rigale layers added (crafting, harvesting, epidemics) can be specifically toggled on and off without losing your savegame. Quite a bit has evolved since last year, so its not simply cut and paste. For that matter, right now you can turn magic on and off, and make it in to a glorified Native if that's what excites you. That would result in a rather Perisno atmosphere, with somewhat less fancy models. There remains Diplomacy, PBOD, Wife as a Companion (with more tweaks/fixes than OSP), changes to economics (more trade routes than Guspav had allowed, better tools for viewing these from a design perspective, somewhat more profitable enterprises, somewhat more attention to raw materials distribution for iron, salt, silk, furs, and foods. Rigale starts with everything turned off right now, so you as a user must elect to turn it on, not that it is difficult to do. As you flip switches at the Phantasy game settings control panel, different menus and background tasks become live again. The pre-amble needed to initialize Rigale happens once while you're still making your character and then all the background tasks sleep - that is, when they are awakened by timer, the first line they read checks if the Rigale layer that task belongs to is enabled and default is disabled, so the entire rest of the triggered routine is skipped, making play both somewhat faster and less confusing.

You thus have the better of both worlds - no rigale, if that is what you want, or rigale on demand, according to your explicit choices. If _I_ want to fashion myself a lordly flintlock pistol, the only possible way to get one is by making it in Rigale, which will take quite a bit of investment. But maybe the right time to do that is late in the game. If I was a healer or had someone like Jeremus in my party, I might want to turn on epidemics to make some quick cash in the early game. I might later turn OFF epidemics, when it was inconvenient to lose access to much of the town's menu when a town was having an epidemic. I don't have to make a new savegame, mainly because no new global variables were added -- by taking the time to add them in advance, I can toggle on and off layers at will without breaking the save. None of that was possible before.

As for disagreements with what goes on in the kitchen, either be a cook or pay my salary, or wait on Guspav to do it. You waited 3 years with scant results; it hasnt even been 3 months and already complaints. I don't really know if I should laugh or cry - but if I had the luxury of sitting on my butt for years and no one even dared suggest an update was overdue, I'd .. I don't know. Just WOW.

- GS

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Zebo12345
Zebo12345

This was my comment. I forgot to log in first, so now it's stuck there like this.

Also, I just want to say, gsanders is like a modding superhero. Fixing up some of the best mods out of nowhere. It feels like all of my favorite mods have had at least some influence from gsanders, and every time gsanders comes around to work on a mod, he makes impressive progress in limited time.

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Phosphor1
Phosphor1

Actually, there IS a Perisno influence but it looks to be Perisno 0.6 (or even earlier), not 0.7, so it was before my time. By now I can truthfully state that the Phantasy 2017 source is very un-Perisno (any version), and has greatly changed from 2014 days. As the mod (new) co-author, I project about 3 weeks until a public release; possibly a little tighter than that. As always, see progress at Taleworlds forum Forums.taleworlds.com

I see you've left a few comments at NexusMods as well, thanks for those. It doesn't look like anyone answered questions at either place in years, other than you and 2-3 other users.

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Phosphor1
Phosphor1

thinking about it more, its more likely Guspav helped early Perisno than the other way around. Perisno would have been a project by fairly young high schoolers in 2014 and they had minimal coding skills. Various people in the community took pity and assisted their mod, so similarities between mods might just reflect one person helping another.

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Phosphor1
Phosphor1

I hadn't really helped Guspav much before, but I was fond of his work as a consumer long before I found Perisno/it found me. As for my swipe at the long time between updates, its not entirely fair. Guspav took the mod a very long way, and to the best of his ability added layers that took a little bit (or a lot) of genius to envision and make. My complaints that some sections weren't elegant just provides opportunity for me to optimize them, in my spare time.

the real truth is both Perisno and Phantasy share something in common: both got stuck to the point the original dev had walked away, or at least couldn't continue without help. In both cases, I was allowed, even privileged, to join and have access to the source code. With Perisno, I early solved a sticky issue (genders were flipped for all the races except Human), but managed to monkey up all sorts of other places (Princess lords handling for example). With Warsword Conquest I had the unsung honor of making caravan trade routes for 45 towns, but also the burden of failing at sea traders, naval combat, and other places I was asked to try. The data model was still ignorant, which led to dodge being stepped on almost immediately, so it seemed like it never did work. I did accelerate map travel about 33% but the simple icon swap for ship icon for original party icon for every last party crossing water burnt probably 20% of the total time for map travel. Worse, there were about 1600 peak parties and nominal 1100 at start, with an average 1450 parties. I have start parties about 550 in Phantasy with peak of 1100 and average around 950-1000, allowing better map travel, with no loss to icons crossing water (by simply not carrying that "feature").

This last two weeks I have a stability issue, which I now know exactly the source of it and need 1-2 weeks at my pace to clean up. The end result may well be no longer needing to toggle on "Force single threading" in Warband advanced options, meaning 2 cores can be busy instead of one. It's a lot of work, but its unacceptable as it stands now. I'd rather it be judged at the end of next month than be sniped at now, but thats my opinion. Since development is rather open I should be happy there arent worse things to say about me / my rendition of someone else's mod.

There have been a lot of mistakes in the past, and maybe God likes fools and half wits, so He/She/They made a personal favor to me by first blocking Michadr and Guspav to the point they let me work on their project children. I've learned so much since then... but also what little success I brought first came on someone else's tears. I thus shouldn't be hard on Guspav. I see what held up his release, and can assure you I'll have that layer fixed within a month from now. Maybe much sooner.

- GS

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8.8

134 votes submitted.

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Highest Rated (19 agree) 10/10

This mod has great potential to be a lot of fun; it includes magic and various new items, weapons, and armours, as well as new races to play as.

It has potential to be extremely fun, should the few bugs within it be fixed (and storyline added to the new companions/followers).

Aug 2 2013 by DIS0RDER

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Fighting
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