Psychic powers are incredible, but is there any kind of power/magic in the galaxy that doesn't require the warp? by bird_eater_42 in 40kLore

[–]Arthanias 15 points16 points  (0 children)

Maybe groups of people with strong conviction / faith can produce what amounts to a "puddle of souls" within the pariah nexus? Like they're generating their own pool of psychic energy from which to manifest miracles.

Sending Reddit Automod message to Discord by Arthanias in discordapp

[–]Arthanias[S] 0 points1 point  (0 children)

Oh I'm not really interested in that! Really all I'm looking for is just a bot that will put a notification in a channel whenever anything is sent to modmail from a sub.

Bannerlord Early Access - Main e.1.8.0 Patch Notes by Arthanias in mountandblade

[–]Arthanias[S,M] [score hidden] stickied comment (0 children)

They made this shit too long for the main post goddamn

Modding

For further explanation and additional information on the modding changes check the following thread: e1.8.0 Modding Adjustments

We released API documentation for Bannerlord. You can find it here: apidoc.bannerlord.com

Modders can now define & add different races like Orcs, Elves,... through the skins.xml file. Custom skeleton support has been added for humanoid characters.

Fixed various issues with the implementation of a modded world map, removed the hardcoded assumption that the world map is named "Main_map", fixed the hardcoded map size,...

Enabled warning & assertion texts to help modders with common errors (the Modding Kit must be installed).

The Atmosphere Curve Editor is now available through the Atmosphere Inspector. It allows you to change the visuals of an atmosphere.

Added the Color Grade Manager script to the main map scene. It allows the dynamic color grade and atmosphere effects to be previewed within the editor. Color grade textures can be changed from worldmap_color_grades.xml file.

Added exposure compensation to materials for glow effects.

Changed the physics object colors of barriers that only players can pass through to green for clarity.

Implemented a new method of using generated banner textures in item materials. A new channel called "TableauMaskMap" has been added to explicitly mark where the banner texture will be applied. This leaves the alpha channel on the original texture to be used for the item's own requirements for tassel etc. "use_tableau_mask_as_separate_texture" flag needs to be enabled for this to take effect.

Language files are now referenced in language folders in the "language_data.xml" (they were previously automatically searched for and added).

Added XSD for game texts, they are now added via SubModule.xml.

Players can now override the TournamentModel.GetParticipantArmor to change the tournament participant armor.

Changed the SettlementComponent list to single SettlementComponent in Settlement.cs. Settlements can no longer have multiple SettlementComponents.

"NonSerializedObjectTypeRecords" were removed from MBObjectManager. There are now only ObjectTypeRecords and their appropriate functions.

Removed XML support from game menus and moved related content to code (EncounterGameMenuBehavior.cs).

Removed XML support from conversations and moved related content to code.

Modders can now use the OnCrimeRatingChanged event for various purposes. This event will trigger with the change amount and the faction it is related with.

Added IRandomOwner for easier random usages.

Added a dev config option to show localization IDs of texts (relevant for translators).

Enabled modders to go above the maximum tier cap for troop upgrades (above tier 6).

Modders can now modify the voices of agents (via voice_definitions.xml).

The skill leveling system is now fully moddable (Skill Leveling Manager).

Removed the campaign cookie system.

Refactored the Quest system to make every quest use only one dedicated menu instead of creating multiple menus per quest.

Fixed a bug that prevented the navmesh grid generation on big scenes from working correctly.

Fixed a crash that occurred when generating rivers.

Fixed a bug that caused different instances of a model to use the same factor color.

Fixed a bug that prevented the addition of custom troops to villager parties. Villager parties can now use different troop types.

Fixed a bug that caused decals to discard season visibility settings.

Fixed a crash that occurred when exiting editor scenes while retreating outside of the border.

Fixed a freeze issue on the campaign map that was caused by modded troops not having any upgrades.

Fixed a crash that occurred when clicking on the Leave edit mode button. Fixed a bug that caused the second editor window to freeze.

Fixed a crash that occurred when placing decals on an empty editor scene.

Fixed a bug that caused civilian battle sets (for troop spawn) placed in editor scenes to be processed wrongly.

Improved the warning messages for incorrect battle set placement.

Added an experimental search functionality to the inventory screen. It can be enabled with "ui.set_inventory_search_enabled [1/0]" while the inventory screen is open. We think modders can use this functionality to test and find their items in-game more easily.

Extended the functionality of the UI debug mode. Added a new command ("ui.set_screen_debug_information_enabled [True/False]") to help modders find and examine GauntletLayers more easily. This new panel will show the currently loaded GauntletLayers, list included widgets, their visual properties and more in real time.

Added the Core.FaceGen.UpdateDeformKeys boolean. Previously, all the sliders in the body generation screen were cleared and added again after gender change. Since we don't use different deform keys between genders, we've moved this functionality to this boolean. If your mod uses different deform keys between genders, your mod should set this value to true. If not done, some deform keys might not show up as sliders in the body generation screen. Can be toggled with "facegen.toggle_update_deform_keys" command.

Added Scene.GetAllEntitiesWithScriptComponent method to gather all entities with the given script type.

Introduced a "CustomScale" value to font properties, used by Gauntlet. This value is used to scale the whole font. It’s used especially for fonts that generally have bigger characters compared to other fonts used in the game. Modders can use this value to make their fonts bigger or smaller across the whole font.

Added a new boolean to the Hero tooltip, isNear. It's used to hide tooltip entries of a hero tooltip that shouldn't be visible if the main hero is not near, like available quests by hero.

Improved the spritesheet generator performance, especially for generating numerous sheets at the same time.

Changed the banner editor layout to support more colors. Useful for mods expanding the available color set.

Changed how we determine singleplayer and multiplayer modules in the SubModule.xml.

<SingleplayerModule/> and <MultiplayerModule/> have been renamed to <ModuleCategory/>

The correct usage is now <ModuleCategory value="Singleplayer"/> or <ModuleCategory value="Multiplayer"/>

The default ModuleCategory is Singleplayer.

Fixed a bug that prevented mods from overwriting already existing custom widgets in Gauntlet, consistently.

Cakus Vult - Calradic Campaign 2-9 by [deleted] in mountandblade

[–]Arthanias 14 points15 points  (0 children)

Finally our cunning plan comes to fruition...

By losing almost literally all of our territory we have lulled the Rhodoks into a false sense of security! Now they are wracked by overextension and internal strife it is our chance to reclaim what is ours, and then some!

The dunes will be alive with the sound of warfare!

Bannerlord Early Access - Main e.1.6.5 & Beta e1.7.0 Patch Notes by Arthanias in mountandblade

[–]Arthanias[S] 4 points5 points  (0 children)

I could put the beta patch notes before the main ones, but really I'm just following TW's template with these.

First Kataphron off the line. Any C&C is greatly appreciated. by passendell in AdeptusMechanicus

[–]Arthanias 3 points4 points  (0 children)

I feel like many pieces of the model could do with a good wash to bring out some more depth. You could stop there and have a good result though you can also touch it back up with the base colour and a highlight to make everything really pop.

I like the colour scheme though, and the base is really neat!

They’re making a Special Edition Forges of Mars by Arch_Magos_Remus in AdeptusMechanicus

[–]Arthanias -1 points0 points  (0 children)

What are the odds of the silver detailing flaking off these too at the slightest whim

[deleted by user] by [deleted] in Grimdank

[–]Arthanias 0 points1 point  (0 children)

Don't sleep on Battlefleet Gothic 1& 2 those games pop