Cottus Arci
Recruit
On the back on this and this, which we're my ideas for a robust, immersive sandbox action/strategysandbox mod that's comparable with modern gaming, I've decided that the best option is to sprearhead the design of a new mod myself.
Help needed!
Much of the simple tweaking I have already done, however I'm going to need someone interested in this project and to tackle the big stuff. This of course, is a collaborative project and I am completely open to input, suggestions and feedback once a playable beta becomes available.
I will mostly likely set up forums for this mod, to group tasks together and track progress. I'm also a big fan of IRC, and anyone interesting in chatting about the project can find me on;
Server: rizon.net
Channel: #VAP
Anyways, here's a quick overview of how the mod will eventually look, and I've grouped them in terms of priority/type.
Typical/Common Tweaks
These tweaks are common tweaks found in other mods and will feature in this one too.
Party size
- AI & Player Party size is increased along with morale, wage and food consumption reductions to support this.
Arena related
- Tournament bet amounts increased x 10.
- Renown given by winning tournaments to be increased to 30.
Village/castle/town related
- Volunteer recruitment increased by 50%.
- You can recruit volunteers from Towns (150% of village) and Castles (50% of village).
- Windmills will give 5% monthly bonus
- Merchants will have sufficiently (about 5x) more cash on hand.
- You can access meeting the village elder from menu screen.
Combat related
- You can access inventory during seiges.
- Enemy parties in close proximity will reinforcement each other in battle against you.
- After battle XP gain doubled.
- Seige tower build times increased by 150%, to allow for reinforcements.
- Total battle size to be increased to 200 v 200 at a time with less reinforcements (larger numbers).
- Maximum Bandit and deserter parties increased by about 200%.
- Significantly larger amounts of defenders spawn in the town and castle during a seige, to be 20 v 20.
- One can attack a village/castle/town regardless of relation.
- Troops will begin as "Holding position" to begin with.
Hero/Lord related
- Heroes can be garrisoned.
- There is no limit on the heroes in your party (Because you want Lords, not drama queens).
- Heroes will have 3x higher wages (to balance above change). and will cost 3x more to hire.
- Randoms will almost always be offered for Lords taken prisoner (50% chance per week)
- You can duel any lord.Kingdom Management
- Players can rise to be King of a faction, or simply start as King of their own by conquering a territory.
- You can name your own faction.- You can have full diplomacy under your own faction.
Prisoner Tweaks
- You can sell prisoners to tavern keepers.
- How much you get for a prisoner is dependant on their skill.
- Number of prisoners per Prisoner Management point will be increased to 10.
Misc
- Cattle will follow your party.
- Faction colours tweaked a little.
Critical Additions
These additions are the cornerstones of the mod and simply must be added, by any means necessary.
Kings & Lords will die
VAP will feature a system as similar to Medieval Total War in this regard. Kings and Lords will have a small chance of dying during combat, and possibly a remote chance of dying of natural causes.
New Character Creation System
When you start a new character, the template dialogue will be removed. You will be given a blank template with approximately 30 Attribute Points, 20 Skill Points and 80 Weapon Proficiency points.
Attribute balancing
Strength, agility and charisma will give slightly higher bonuses with each point increase.
Level up criteria changed
A full mid-to-late stage revamp of how much xp is required to level up, from around level 20 and up, due to more focus being on increasing renown, wealth and quality/quantity of party, as opposed to solely killing 1,000,000 enemies to get to level 50.
Full Revamp of all faction/lord banners
- Each faction will have it's own unique 'flag', and each Lord must have that flag as part of their banner, exactly like how the Union Jack appears on the flags of Australia, New Zealand, and other colonies. I think a top half (faction)/bottom half (Lord) combination would work best - here's an example;
Music to be fixed
To create an immersive and atmospheric experience, the music will be greatly stripped from the game, shortened to little skits that will only play when events trigger, like entering a town, encountering enemies, completing a quest or winning/losing a battle.
Map Overhaul - Trading Lanes
In the game, if you begin in one Town and click on another Town to travel to it, your player will travel along the same designated route (and curiously, a different route is taken on the return trip). You will also notice AI parties like Villagers and Caravans travel this same route too. Trading Lanes!
Whilst no town will be moved, villages, hills and forests will be shifted around to allow trading lanes between towns are generally flat terrain, with no forest, and most likely will pass a village or two.
Map Overhaul - Denser forests, more mountains
Dense forests and mountains will be created to restrict free access between towns, and give the player the option of travelling quickly along the trading lane but be at greater risk to attack, or steathily take the "back way" at a greater cost to travel time.
Map Overhaul - Better Castle placement
Castles should primarily exist at choke points at the border areas between towns. If Towns are a primary goal for an offensive, then ones own castles should be the staging point for the attack, and enemy castles to be the initial focus of that offensive, in order to reach the enemy towns!
Play as a Merchant
Trade will be exaggerated, whereby Towns will be given more "character" in what they supply and demand. Delivering Velucan Wine around Calradia will bring you profits, but you must always be wary of the dangers of the open road!
"Buying in bulk" will also be fixed, so that you can buy reasonable "trading" amounts of goods without pushing up the price each time you buy an item.
Ideally, XP will also be given when you sell goods, to allow one to take a passive route to character/game progression.
Play as a Nomad/Warrior/Bandit
Raiding villages, caravans and peasants will have it's rewards. Loot like arms and armour will be increased in value so that you can live off it, if you wish to do so.
Be warned though, raiding on a factions lands, people or property, will result in the faction eventually hunting you down!
Ideally, one may even be able to create their own hideout!
Kings & Lords will die
VAP will feature a system as similar to Medieval Total War in this regard. Kings and Lords will have a small chance of dying during combat, and possibly a remote chance of dying of natural causes.
New Character Creation System
When you start a new character, the template dialogue will be removed. You will be given a blank template with approximately 30 Attribute Points, 20 Skill Points and 80 Weapon Proficiency points.
Attribute balancing
Strength, agility and charisma will give slightly higher bonuses with each point increase.
Level up criteria changed
A full mid-to-late stage revamp of how much xp is required to level up, from around level 20 and up, due to more focus being on increasing renown, wealth and quality/quantity of party, as opposed to solely killing 1,000,000 enemies to get to level 50.
Full Revamp of all faction/lord banners
- Each faction will have it's own unique 'flag', and each Lord must have that flag as part of their banner, exactly like how the Union Jack appears on the flags of Australia, New Zealand, and other colonies. I think a top half (faction)/bottom half (Lord) combination would work best - here's an example;
Music to be fixed
To create an immersive and atmospheric experience, the music will be greatly stripped from the game, shortened to little skits that will only play when events trigger, like entering a town, encountering enemies, completing a quest or winning/losing a battle.
Map Overhaul - Trading Lanes
In the game, if you begin in one Town and click on another Town to travel to it, your player will travel along the same designated route (and curiously, a different route is taken on the return trip). You will also notice AI parties like Villagers and Caravans travel this same route too. Trading Lanes!
Whilst no town will be moved, villages, hills and forests will be shifted around to allow trading lanes between towns are generally flat terrain, with no forest, and most likely will pass a village or two.
Map Overhaul - Denser forests, more mountains
Dense forests and mountains will be created to restrict free access between towns, and give the player the option of travelling quickly along the trading lane but be at greater risk to attack, or steathily take the "back way" at a greater cost to travel time.
Map Overhaul - Better Castle placement
Castles should primarily exist at choke points at the border areas between towns. If Towns are a primary goal for an offensive, then ones own castles should be the staging point for the attack, and enemy castles to be the initial focus of that offensive, in order to reach the enemy towns!
Play as a Merchant
Trade will be exaggerated, whereby Towns will be given more "character" in what they supply and demand. Delivering Velucan Wine around Calradia will bring you profits, but you must always be wary of the dangers of the open road!
"Buying in bulk" will also be fixed, so that you can buy reasonable "trading" amounts of goods without pushing up the price each time you buy an item.
Ideally, XP will also be given when you sell goods, to allow one to take a passive route to character/game progression.
Play as a Nomad/Warrior/Bandit
Raiding villages, caravans and peasants will have it's rewards. Loot like arms and armour will be increased in value so that you can live off it, if you wish to do so.
Be warned though, raiding on a factions lands, people or property, will result in the faction eventually hunting you down!
Ideally, one may even be able to create their own hideout!
Ideal Additions
These additions would really complete the experience I'm at aiming for, but are assumed to be complex changes.
You can be King or a Lord, right from the get-go
- Sure it's not as challenging, but in true-sandbox style, why not try your luck as King Harlaus of Swadia, or his vassal Count Haringoth?
"Approach Enemy" order for troops
The difference between approach and charge is shielding. The approach manoeuvre is for armies to close the gap between each other for the purposes are ranged attacks and tactically deciding when to charge. "Approach" will work much like walking for the player, with the ability to reload a ranged weapon or remain shielded.
However units on foot will not be able to hold up their shield or reload a ranged weapon while charging. This will place more emphasis on the timing of the battle and make the battles a little more deliberate in their tactics.
Play as a Bounty Hunter
Much like being a Merc, except your focus isn't on winning battles - it's about killing or capturing your target. The King has many enemies, some even within his own Kingdom, and someone can eliminate them, for a price!
You can be King or a Lord, right from the get-go
- Sure it's not as challenging, but in true-sandbox style, why not try your luck as King Harlaus of Swadia, or his vassal Count Haringoth?
"Approach Enemy" order for troops
The difference between approach and charge is shielding. The approach manoeuvre is for armies to close the gap between each other for the purposes are ranged attacks and tactically deciding when to charge. "Approach" will work much like walking for the player, with the ability to reload a ranged weapon or remain shielded.
However units on foot will not be able to hold up their shield or reload a ranged weapon while charging. This will place more emphasis on the timing of the battle and make the battles a little more deliberate in their tactics.
Play as a Bounty Hunter
Much like being a Merc, except your focus isn't on winning battles - it's about killing or capturing your target. The King has many enemies, some even within his own Kingdom, and someone can eliminate them, for a price!