It's been almost a year since Full Invasion: Osiris released, and it feels like it's gone by in a flash. The community playing Osiris remains active to this day, and we've had a lot of support coming our way over the months. We'd like to thank each and every one of you for your help so far. Without the community we have we wouldn't still be running this mod.
After we worked on several smaller patches in the first months after Osiris released, real life issues took hold of both Borridian and me, forcing us to put development of Osiris on the backburner. In this time, however, we've had the opportunity to think about the main issues that the mod has right now which are holding it back. There are several parts of Osiris that receive very vocal criticism, and though part of our community stands by the current design, we agree that there are areas where Osiris can be improved significantly. Some parts of the criticism we cannot address, as we either fundamentally disagree that another option would be better, or Warband makes it impossible for us to make such changes, but some other parts we want to address in the next big patch that we are working on. I would like to go over a few of these in this post, to tell you all what we've been working on, and how we aim to improve the mod with them.
One of the features of Osiris that has slightly missed its mark from the very first version of the mod was the addition of Recruit classes. Recruit classes were intended as the first classes for players to pick up that were cheaper than Soldier classes, but had worse gear and slightly worse stats to compensate. Thought Recruits were used quite a lot in the early months of Osiris' lifetime, once players got more proficient at the mod, playing as a soldier class without any armour became the standard, and people had little reason to pick Recruit classes any more.
Somewhat related to this, an issue that especially newer players struggle with is the cost of death. Disregarding the time it takes to respawn (I'll get to that in a bit), dying sets you back several thousand gold if you do so at an inopportune moment, making saving up for better classes a tough struggle.
To tackle both of these issues in one go, we've decided to implement the following changes in Osiris 1.1:
Full Invasion: Osiris has its items split into two categories when it comes to gaining gold: melee items and ranged items. Hitting a bot with a melee weapon gives you 45 gold, killing a bot with a melee weapon gives you 120, and hitting or killing a bot with a ranged weapon gives you 100 gold. In theory this sounds about right; we gave ranged weapons more gold on hit to ensure that players would be able to easily pay the cost of refilling their quivers and keep up with melee players in the meantime. The issue with this system is that some weapons have a dramatically higher rate of fire than others, causing those weapons to gain gold a lot faster than the slower ones. Players using crossbows or firearms (outside of shotguns) were left in the dust, unable to keep up with players using faster weapons.
One option we would have liked to use was to check how much damage a hit did, and base the gold gain on that. However, due to limitations in Warband, we can only see the damage a weapon does before the armour of the bot you hit gets taken into account. This would cause bots with high armour values to give out a lot more gold than they should. This option was therefore not a possibility.
Though we like how the current system makes it fairly easy to know in advance how much money you will get, we chose to further differentiate between weapon types in order to make sure ranged weapons had a more even gold gain, which should help incentivise the use of weapons that before were slow to gain gold.
Another major gripe that people have with the mod is the time it takes to respawn after you die, especially in the late game. Since the final waves of the game can take over 20 minutes per wave to finish, that means that sometimes players have to wait for over half an hour before they can respawn. That is not fun for anyone involved.
Most of the feedback we have received on this issue have called for the respawn system to change so that players spawn at the end of every wave, rather than two waves after they die. This is something we are very hesitant to change, however, since it would mean the game has to be balanced around the fact that waves are supposed to kill every player in a single wave. The current system relies more on grinding the players down by killing a bunch of players one wave, then sending a lot of bots at the remaining players the next wave.
We currently only have two (related) tentative changes planned to address the time it takes to respawn, since from what we have seen, the absurdly long respawn times are most out of hand during the final waves. If we find out this is still not enough, we have several other plans to help address this issue.
There are several small issues in Osiris that, over the course of its life, add up to become quite an annoyance to our playerbase. In response to some of these issues we're adding some quality of life changes that should help smooth out the experience:
Though we have a lot more changes in the works (including some additions to existing factions), these are the major ones we wanted to talk about today. Most of all, we would like to hear what you think of these changes. We have had a lot of discussion with the community about these issues, and this is the first time that we detail our plans to tackle these issues. Also, none of these changes are set in stone. If we find out (perhaps with persuasion of the community) that some of these changes are too much or not enough, we now still have the time to address them.
As always, you can find us on our Discord server, where the community will likely be discussing these proposed changes. If you like the mod, please consider supporting us on Patreon, so we can continue to pay for the servers we run.
No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.
**Please click 'read more' below for important information.**
The installer for Full Invasion: Osiris. This installer will install version 1.2, and only works on Windows machines! **Please click 'read more' below...
The 1.2 patch for Osiris. This is not a full download, but a patch for people who already have version 1.1!
These are the files required to run a dedicated Osiris server. You do not need to download these files if you do not intend to host a server!
**Please click 'read more' below for important information.**
The installer for Full Invasion: Osiris. This installer will install version 1.1, and only works on Windows machines! **Please click 'read more' below...
No files were found matching the criteria specified. We suggest you try the file list with no filter applied, to browse all available. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.