phantasy v160 A4 r2 file (2024)

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Phantasy Calradia

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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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Games : : Mods : Phantasy Calradia : Files

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phantasy_v160.zip

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Full Version

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Phosphor1

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1.06gb (1,139,503,407 bytes)

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105 (84 today)

MD5 Hash

fff939f1e65dd34f0dc8de42a281b6bb

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Description

Reworked Phantasy Calradia 2024 with extensive bug fixes and including source code for home use. Please do look in the Player_Handbook subfolder for 4 walk throughs showing how to use the mod. The first one has how to install the mod.

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imrikus - 19hours ago - 116 comments

I can't believe what I see!!!

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andrei_inq - 14hours ago - 21 comments

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

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Knight45 - 13hours ago - 351 comments

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

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tcwjm - 12hours ago - 49 comments

where is discord

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Author

Phosphor1 - 3hours ago - 1,367 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 - 10hours ago - 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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Author

Phosphor1 - 3hours ago - 1,367 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 - 9hours ago - 692,086 comments

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

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Master_Rawl - 6hours ago - 336 comments

This is great to see. Thank you.

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Author

Phosphor1 - 3hours ago - 1,367 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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phantasy v160 A4 r2 file (2024)

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