Here's the new version of the mod. It's mostly bug-fixing, but there are some major new features added. Most importantly, the foundations for the upcoming, planned systems -a disease and wounds system, and a law system- have been laid.
So, without further ado, here are the features of this version:
- The "No-wars bug" is fixed and tested; not only that, but I've used a ton (exactly 190) of tweaks to boost lord activity, mostly for war related operations. Now, they jump at the fray (at least the ones that have the martial and/or quarrelsome), when their faction is at negative relations with another. They don't wait for a war to break, they provoke and raid now.
- A ton of other, very minor tweaks and balancing edits.
- Mercenary Camps; currently, 4 mercenary camps, with unique mini-factions, that offer their own mercenaries; in later versions, there will be quest-lines involving those merc camps and their factions; already, one has been planned, that ties to the Uthar claimant.
- Overhauled resting system: there is no option to rest indefinitely on any spot of the map, as in the base game; now, the player has the following options:
a) go to a town inn, and pay for their stay, with the standard pay-per-night system
b) rest a couple of hours (max 3) on the road, with party healing speed reduced
c) buy camping supplies (1x Tools and 1x Raw Hides) and spend the night on a proper camp
- Overhauled town menus: now, the arena, the marketplace and the Guild Master's menu can be found in a new sub-menu, in towns, called "Guild District"; alongside those mentioned, a blacksmith offers his/her service to the player, upgrading weapons and armour for a price, the town cleric offers spiritual guidance, or more earthly help, by speaking in favour of the player, improving their relation with the town and its faction; in later versions, and after the implementation of the disease and wounds system, an alchemist will be added, offering potions and cures for ailments.
- New bandits and bandit gear (the wild hillmen now use weapons made of bone and wood, and they are dressed in skin and leather)
- New horses
- Overhauled the Chanai gear, giving them a more Chinese Han dynasty/Japanese Yayoi period look
- Added new mercenaries in towns
- Fixed the missing skeleton and hitboxes from the Azeronian soldiers (the cute skellington raiders)
Always nice to see an update ^^
Thank you! ^^
Good Mod Recommend.Keep it up
Uh very nice, albeit not a fan of ancient settings I wanted to check this out for a while now. COngratulations on the release!
Thank you! ^^
Nice, I've been looking forward to this update
very great mod, only weird thing noticed were the Sling training wrong skill and lacking animation/acting like gun when crouching
Thanks, I'll fix it ASAP!
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it keeps crashing when the battle number is high
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Getting odd crashes when attacking skirmishers, might be the script which causes them to fall back being responsible. Does this require WSE to run?
Nope, no WSE required. I'll take a look at those crashes. Are they related to going against a specific faction or troop (there are a couple of different 'skirmisher' units in the mod)?
Seems to just be any archers who fall back that causes it. Not my own troops either, so whatever script is for enemy fall backs must be guilty.
Thanks, that helps a lot, I will check it out!
Thanks for the update, I have been playing from its release.
The factions go to war and I have been enjoying the fighting.
I have found some bugs.
In the arena or tournaments female participants have male bodies instead of female bodies.
There player faction font color is the same color as one of the kingdom's color and there is no option to change it.
The font colors for some screens are nearly invisible some of them are white against white or yellow against white. Some reports are unreadable and its hard to read how much money we have in the party screen.
Normally if the player chooses to take a fief in Native without being in a kingdom we get to have more troops. I took a castle but I was stuck with the same amount of party members is there any thing you can do about this.
Troops trees would be helpful.
Are their any trade routes that we could take advantage of because the early game is very hard. I managed to use tournaments to progress but because of the lack of gear from the start of the mod the early game is hard to figure out. Any advice for getting started.
Thank you for this report, it's the best way to improve the mod!
- I'll check the arena ASAP.
- I fixed the player not choosing his kingdom's colour, thanks!
- I haven't changed the way the player receives troops after gaining a fief, so if it's something, it's just Native or to put it better, Diplomacy, as that's what I used as base for the mod.
- I haven't had the time to map out the trade routes yet, sorry. It requires some time, mostly to check towns etc. I'll do it, but if anyone could help to speed things us, even better. The lack of initial gear is intentional, I'm afraid; my idea and interest was always the 'start with almost nothing, be a king' thing. :D
My bad I tested the thing with receiving troops after taking a fief in Warband Native with no mods and it doesn't give the player extra troops. This must have happened in a different overhaul.
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The death camera's directions are reverse. Maybe the same death camera for multiplayer could be in this based upon choosing units.
The backspace menu works sometimes and doesn't other times.
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I play this on WSE2 and I have not experienced any crashes. Maybe using that engine will help people with crashes.