Post news Report RSS Update June 2017

Here is the latest update concerning the current status of the mod.

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Dear Warsword fans


It has been a while since our last update and as we currently have no release date announcement in sight I would like to bring you all up to date on where we are and what can be looked forward to in the future.


Since the last patch we took our usual 6 months off and work restarted around the turn of the new year. The team has been much reduced again this year with our scener Jargon Darot and coder gsanders absent for all of 2017 so far. I do not know if Jargon Darot will return but gsanders has said he will return if his personal life gives him the chance and we wish him the best and hope to see him soon as he has given this mod much and I know there is much he wanted to finish for this update.


The trusty Polloio is still our community manager and we continue to be grateful for his presence on our forums and his sage like Warhammer wisdom and knowledge which is a great asset behind the scenes. He is also rewriting some of our character creation options to bring their flavour as close as possible to Warhammer lore.


In the modelling team Dankmar is still creating exciting new remodels of current factions and Hoedir has joined the team to bring new visions of the ogres and to work on new content which will be announced in the future. Last year Kraggrim produced an excellent demigryph model as well as some new skaven and dwarf models and he has recently agreed to make some more models for us which is excellent news.

Time is limited for those 3 and this is why we have recently asked for more modelling help. The timing of the next release date will very much depend on if any more help comes along and how much is done as we have a lot of models/retextures needed for this coming update which has the potential to be one of the biggest updates we have released.


There are a lot of new features which are in the design/testing stage both in terms of coding and modelling at the moment but I will leave those aside now for later announcements pending on how things go. Below I will talk about what has already been done so you can get an idea on the current status of the mod.


Bugs and fixes:


Many issues which have been reported over the last year have been fixed for the next update.


Town NPCs

Merchant sellers, tavern keepers, guild masters, arena masters and town seneschals are now the correct race/faction for the starting faction. They will not change when conquered but we felt this way around was better for immersion compared to what we have now.

Honour:

Honour does not exist in warsword anymore. Instead it has been changed to a character reputation system which similarly ranges from -99 to 99. -99 is the extreme of the evil side and 99 is the extreme of the good side. If you are one of the evil aligned factions such as chaos, skaven, dark elf, tomb kings, vampire counts, orcs and goblins you will no longer be penalised for acting evil. For example the negative reputation you get for acts like attacking neutrals and causing provocations will now be a desirable thing.

As you establish your character in the upper realms of your races disposition (-50 and below for evil, 50 and above for good) you will slowly start gaining right to rule (so long as you have a high enough renown) over time as your reputation grows and you become more inspirational to your peers in these times of fierce war.


Random events:

Currently there are 37 random events in the mod but by release there will be 50 – 60 random events which will fire on average once every 4 weeks. They have been put in to add some decision making and variation to each play through as well as a chance to add some more roleplay moments for your character. You can turn the events off but if you do you will miss out on the chance to get some unique quests, companions, rewards and an expanded narrative to your overall adventure.


New Keywords and abilities:

We plan to add a number of new troop abilities (some available for the player, some not) for the new update. These are the ones which are already in but many more are planned down the line.

Poisonous: If you are damaged by an enemy who has a poisonous attack (for example witch elves, dark elf and skaven assassins, wind globadiers, skink blowpipe, goblin spider rider archers) then you (as well as ai troops) will periodically lose small increments of health as the battle progresses and will also do so on the world map until the poison has cleared. Poison effects do not stack.

(undead and lizardmen are immune to poison)

Tomb rot:

Mummies now give off tomb rot which chokes the life out of nearby troops. At regular intervals the rot will emanate from the mummy and do very minor damage to any model within 2 metres of it. This damage will also affect allied troops.

(undead, lizardmen, daemons and clan Pestilens are immune to tomb rot)



Potions:

There are now a number of potions in the mod which if you are lucky enough to get during your playthrough can have various beneficial effects such as curing poison, enhancing stats or healing. They can mostly be acquired from events and tavern travelling merchants (they are not as rare as the wizards but not as common as ransom brokers).


Constitution:

This is a new strength based personal skill which will increase your recovery time from illness and infliction. You will also recover health on the world map faster. The higher your constitution there is a chance that potions will last longer and higher constitution will increase the positive and reduce negative effects of intoxication.


Intoxication:

We have decided to add this feature for those who would like the idea of piloting a drunken hero throughout the old world.

You can get drunk in taverns by talking to the tavernkeeper. When you get drunk you are dealt a positive and negative effect of your drunkenness. The higher your constitution and the more times you have been drunk the more chance of getting a better positive and a less harmful negative result. You will be drunk for 18 – 24 hours.

You go into battle with the effect changes from earlier and then every 30 seconds you get an in battle drunk effect. This will either be a positive effect, a negative effect or no current effect. All current effects will be reset before the next one is given (with the exception of the highest positive affect which will remain for the rest of the battle). The higher your constitution and the more times you have been drunk, the more chance of a positive and less chance of a negative effect.

Your early drinking days will be rough but you will get rewarded as time goes on. The cost of getting drunk and time it takes to get drunk increases the more you get drunk (also where you get drunk can have an affect).

(skeleton, vampire and saurus players cannot get drunk)


Current new models:

Demigryph, flagellants, Doombull, some new slayer models and hairs and a few new skaven items. Some new ogres and a wood elf stag and treekin. New herald and bloodletter model and a new model for Belakor.



This is where we are now but with much else going on in the background. There are a couple of major features being worked on right now but they will only be announced when fully finished and tested and if we can get them as we want them.


Thank you for your continued interest in warsword and as always your patience between updates. If you do have experience in modelling and texturing and you would like to assist the team please contact Polloio or myself via the moddb or taleworlds messaging service.

Many thanks

Nameless Warrior

Post comment Comments
Tardik_cz
Tardik_cz - - 170 comments

Well, so this is something

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polloio
polloio - - 3,977 comments

I would call it more than simply "something" ahahahaha :)

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Gamerspy1
Gamerspy1 - - 110 comments

Hard to flap to words but eh why not

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polloio
polloio - - 3,977 comments

But we have brought pics too.

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pacioacl
pacioacl - - 349 comments

damn it's frigging awesome news!!! Thanks!

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polloio
polloio - - 3,977 comments

Thank you all for staying tuned ;)

More things to come the more we go on.

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***Geroj***
***Geroj*** - - 2,161 comments

Current new models: Demigryph

...pics or it didn't happen

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Dankmar
Dankmar - - 92 comments

it didn't happen. Its all a lie.^^

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***Geroj***
***Geroj*** - - 2,161 comments

I knew that post was generated by bot, you cant fool me I have tin foil ushanka

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polloio
polloio - - 3,977 comments

Demigryphs are made of cakes, the cake is a lie.

You do the math.

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Suspicious_Character
Suspicious_Character - - 51 comments

''-99 is the extreme of the evil side and 99 is the extreme of the good side. If you are one of the evil aligned factions such as chaos, skaven, dark elf, tomb kings, vampire counts, orcs and goblins you will no longer be penalised for acting evil. For example the negative reputation you get for acts like attacking neutrals and causing provocations will now be a desirable thing.'' .................And let the chaos begin........... also, I just want to get this off my shoulders, the information about this update gave me a boner.

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adokretz
adokretz - - 9 comments

Just FYI, in terms of "order" and "chaos" (in other words, evil and good), Tomb Kings is in many ways more orderly than they are chaotic. They are no more evil than the Lizardmen or even Bretonnia in terms of how their society works.

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shishman
shishman - - 254 comments

IT LIVES!

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Guest
Guest - - 688,627 comments

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medhathobo
medhathobo - - 99 comments

"new slayer models and hairs". YES. YEEESSSS. This must be the GIANT MOHAWK patch I have been waiting for!

Plus the naval combat fixes I guess.

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Korentin_Black
Korentin_Black - - 1 comments

Huzzah! The sheer amount of work you folks have put in result in me reinstalling this game every time you release.

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Wendek
Wendek - - 38 comments

Well the honor thing was perhaps the feature I anticipated the most for this mod, so I'm very glad to hear that it will be part of the next version.

However... please consider just releasing smaller bugfixes after this huge patch. Current official version is still from June 2016 unless I missed something, and while new shiny features and models are great, bugfixes also help make the mod better. Some things (like units skills such as Beastmen javelin throwers not having any Power Throw) were mentioned as "fixed in development version" almost a year ago but were never released. Do those really need to be packed with models and the honor system overhaul ? I remember that I stopped playing the mod in something like last August because I was waiting for the "quick fix patch" (it was also supposed to change enterprise prices iirc) that... eventually got bundled with the new version.

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margarethviktorie
margarethviktorie - - 144 comments

maybe you can, remove, sea battle or fix. cuz sea battle are bugged.

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kazansky22
kazansky22 - - 40 comments

demigryph model.........? Is it in the game right now?

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JayJayChrome
JayJayChrome - - 1 comments

I hate to berude but im impatient af. Do yall have a ballpark release date?

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SirErwinRommel
SirErwinRommel - - 366 comments

This mod keeps on getting better and better with every update

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HallowsElf
HallowsElf - - 24 comments

This might sound kind of silly but since you guys are in the process of remodeling would you think about remodeling the Elves to have more overtly pointed ears? I know it's a bit of a nitpick but Elves without pointy ears just kinda feels wrong.

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AlexGnebollov
AlexGnebollov - - 23 comments

srsly i would donate you guys with a lot of popularity and income for great work all the years but my hands are tight bound together ... if there will be a possibility of working on bannerlord mod like this i will do my best of helping you guys and everyone involved in making :)

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Guest
Guest - - 688,627 comments

Wowowow! Just checked back in and am very happy to have come at the right time! Glad to see you guys are back at work, and I hope that progress continues to get made in reasonable amounts of time. As a chaos player I'm extremely happy to see the honor system being removed from the mod. Now I'll finally be able to raid the lands of the southerners without incurring game/immersion breaking consequences. But overall, thank you guys for taking the time to make this amazing mod!

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DaFrontlineSpecter
DaFrontlineSpecter - - 3 comments

Hey guys, would it be too much to ask to update the latest D.L. (June 2016 update, I think) with the fixed Merchant/tavern/guild/arena dudes and town seneschals part of what you got fixed, now that they're the correct race/faction for their towns?

Cuz I absolutely can't stand them pesky man-things hanging around Skavenblight and the Beastman territories. It's just a huge immersion breaker and drives me nuts.

Thanks in advance.

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Newtenlol
Newtenlol - - 2 comments

Damn this is awesome! These are some updates that were needed for a long time! When does it come out? I can't wait!

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KarmaHound
KarmaHound - - 8 comments

Sounds exciting, it sucks when good mods die so frankly I'm just glad this ones still being worked on. Hopefully the update is out by the time I get burnt out on Total WarHammer, which won't be for a while if the sequel has any thing to say about it...

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SzalonyNiemiec
SzalonyNiemiec - - 3 comments

I can't find the file of the latest update. has it been deleted?

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DaFrontlineSpecter
DaFrontlineSpecter - - 3 comments

Nope. They just haven't released it yet. I don't know why, but if it's just to ****-tease us, I don't think any of us are amused.

Why can't they just have a second patch that's like 2.5 MB's, then update it whenever they get the rest of the crap done. The file sizes don't need to be a whopping 1 Gig every release. At this point I'd be content with just the tavern and sceneshall fix, as long as there's something.

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SzalonyNiemiec
SzalonyNiemiec - - 3 comments

Will you also make this mod for the new mount and blade?

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KarmaHound
KarmaHound - - 8 comments

I'd imagine there is no way for them to know if they could or even would until it is released. Plus they have already sunk so many hours into this one I'd imagine they'd be a bit apprehensive to starting over without ever finishing this one.

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DaFrontlineSpecter
DaFrontlineSpecter - - 3 comments

Devs, could you please for the love of Sigmar, just release something to the community? Maybe a minor second patch, or that race fix for supply dealers like you mentioned in the article back in June? I would be content with ANYTHING at this point because of how long we've been waiting as a community. I don't care if it's a 0.0 mb notepad file. Just something to let us know the mod didn't trip and break it's neck or something.

Much like what Wendeck mentioned. And to quote him;

"Some things were mentioned as "fixed in development version" almost a year ago but were never released. Do those really need to be packed with models and the honor system overhaul?"

Point is, We don't need shiny new things every single release every 2+ years of waiting. We'd be content with just patches at this point, because of how long we've been waiting.

2 annual months of patches > 2 years of gigabyte content that get stuck in development hell

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Guest
Guest - - 688,627 comments

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Ramazon
Ramazon - - 75 comments

Great mod. That's a ton of work that went into all these assets. Few things I have noticed:
- Chaos seems to be getting destroyed by Kislev in each of my games. I think it's because they are spread too much, and their actual leader doesn't even bother, or does not make it in time, to help them fight.
- Similar thing with Dark Elves, although it seems their conflict with High Elves always gets stuck at Arnheim Fortress. It's not as bad as with Chaos and Kislev.
- I know magic is hard to implement with Warband's limited engine. However have you considered having at least some missle spells, like the ones in Phantasy Calradia mod? The spells there are built around throwing weapons and "mana" is actually just a renewing ammo.
- Agree that elves could use some ears :P

Thanks for all your hard work, I had plenty of fun already.

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Guest
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LostHope123
LostHope123 - - 43 comments

Wish they could remodel all the factions to be on the same level of quality as the Empire and Chaos. But I know that's just wishful thinking, the mod seems to be pretty dead. Atleast I hope they think about starting something like this in Bannerlord once it comes out.

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organicorbust
organicorbust - - 15 comments

"Currently there are 37 random events in the mod"
Like what? I'd kill for a full list of these random events. I've seen one or two massive hordes of Chaos Dwarves in the desert with weird scarlet lettering but that's about in in roughly 50 hours of play on a Chaos lord.

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