quick patch mainly for updating mid to high tier mages.
Also boost for bard entertainment skill use.
Paste into mod folder phantasy_v160, "Extract here".
Patch Notes v160 A5
1) Mid tier and higher NPC magic users needed a backup spell issued at spawn so that they do not run out of spell ammo quickly during battles.
Fireballs, Lightning Bolt, Slow, and Ice Storm consume too much mana (magic points) to continue throwing every few seconds, and once the
ammunition count reaches 0 the spell is unequipped. Even if mana later would have permitted another ammo count the spell needs re-equip
every so often. This is now done.
changed: mission_templates
equip_mages, equip_mages_siege
timed_mage_spells ln 7009
2) Bards have a larger buff to their effective entertainment skill success at all difficulty levels when choosing music. Non-Bard debuff for simple and medium complexity play music is 1 instead of 2, giving a slightly better chance of success. (changed: game_menus)
further edit: 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.
Having and error on the merc quest screen when asking a lord for a task im stuck on that dialogue window
I believe you. One of the quests is broken. It's on my list of things to do in the near future is to find it and take it off the table so that it does not get offered by the lord.
I have this fixed for upcoming patch v160_A6. The dialog / quest changes are in but I am still building a quest ID conversion hotfix to catch quests already in progress when patching to A6 as the quest IDs stored will mutate between A4/A5 and A6. The mercenary offer, follow spy, and meet spy in enemy town are removed. I need to look at some other dialogs as well. These should keep me busy the rest of the day.
thank you so much for your hard work man, appreciate what you do for warband!
I have an idea for fighters.
They can earn class skills if they increase their weapon master and they use the Focus resource to cast these skills(Focus regenerates like Mana and Faith but slower however they gain focus if they hit enemies with melee attack)
The skills of the fighter involve buffing himself to boost survivability as well as encourage his team mates to hit harder and be more courageous.
1.Weapon master 1= Increase your swing speed by 15% (Flurry of blows) 10 points
2.Weapon master 3= Damage to the head becomes 0 for 15 seconds (Watch the head)25 points
3.Weapon master 5= Shield becomes invulnerable for 10 seconds(Shield skilled brace) 35 points
4.Weapon master 7= Enemies around you move/attack slower and your enemies become more afraid (Fearsome Roar) 45 points
5.Weapon master 9- Become invulnerable to all physical damage for 10 seconds(Vanguard Ace) 60 points/30 second cooldown
6.Weapon master 10- Negate all dodge and Ironflesh soak chance of your enemies while you strike for 20 seconds(Peak Accuracy) 30 points
Because personally i think throughout every mod i play. Weaponmaster is useless to me 100% at a time. It has no merit and i can just increase my proficiency manually.
(Focus is a orange colored Bar)