Cernunos
Banned
I am astarting this topic to inform yall of the V0.10 changes.
*Travelling master will not offer lessons on rigale skills anymore.
*travelling in snow or desert will be much more tiring than basic terrain.
*Increased epidemics apparition checks from 1 day to 10 days. That should really lessen the amount of epidemics going on.
I will probably not finish the "extreme weather" feature with this release, unless ppl really request it.
I am going for the Knowledge feature.
What is it about: beside skills, you have knowledges.
For now, discovering a knowledge will only give you various player bonus.
Ultimately, I want knowledges to define what civilisation you can construct. DONE
An important feature is that when you discover a knowledge, another one is randomly discarded. Replayability should be huge. You will tell me.
Knowledge list:
Archery (increase archery and power draw)
spear throwing (increase throwing and power throw)
curiosity, (give free knowledge points)
light, medium, heavy armor crafting (increase smithing and leather working skills)
Factions specific economy (give free denarii, more if the closest town is of the same faction.)
Honor (increase honor, prisonner management, leadership)
Polearm use
Shield use
Wood crafting
Horse riding
Two handed weapons: increase two handed weapons mastery; allows to recruit troops.
Engineering: increase engineering skill and intelligence.
Training: increase trainer skill. allows to build training grounds, that increase available recruits.
Banking: light gold gain. Allows to build banks in settlement.
Taxation: light gold gain. allows to change taxes level in settlement.
Learning (allows to build schools, increase specialists improvements chance. Also give some free knowledge points.).
Terrain lore (increase speed, wandering and camping bonus in the terrain)
Orientation
Mapping (increase the use of maps, and overall TVC indications on the map.).
And more...
Add the knowledge system (buying knowledges with knowledges points, and then random discarding of knowledges): 100%
Change native book reading so they give global knowledge points and experience. 100%
Create some more knowledges, depending on your ideas. 100%
Start working on custom settlements. 100%
Adding more books variety. 100%
added training knowledge. Adds to trainer and leadership skills. Allows to build training grounds (increase number of recruits). Training also improves improvement rate of specialists. 100%
Add banking knowledge. Player: adds economy gold gain (+10%) ?; Settlement: allows to build banks (store 2000 gold instead of 700 gold)100%
Add taxation knowledge. Player: adds economy gold gain(+10%) ?; Settlement: Allows to change the level of taxes (starting / basic level will be medium)100%
Settlements:
Possible to create multiple independant settlements 100%
All settlements start with their own population number. 100%
Possible to rename settlements.100%
New settlements must be built at least 12 away from town, castle or village, and 35 from other settlement (to prevent settlement overcrowding)100%
You can set tax level in settlements (none, light, medium, high, outraegous). Tax level influence amount of gold that are stored in settlement, waiting for you to go pick it up, population growth, and population unrest.100%
Max storable gold in settlement is 700. this would change depending on knowledges and buildings (banks would increase this amount) 100%.
Population will increase/decrease depending on its current number, and tax level.100%
Add unrest level (will depend mainly on taxes levels, and the fact that the player comes pick up the stored taxes. Other factors will probably influe this, as more features are added.). Unrest will lower taxes effects, and a little bit lower population growth. Unrest will lead to revolts. 100%
Add revolt levels: no revolt; on the brink on revolt; guerilla revolt; open revolt. Revolt will change taxes and recruitment.100%
food production will vary depending on season 100%
Settlements that are to low on population (less than 50) will turn themselves into generic bandit camps. 100%
Specialists:
All settlement produce some basic features: generic food, wood and stone. There are also building specialists and land expanding specialists. 100%
Specialists vastly increase production. 100%
Added specialist management screens: allows to recruit base workers as novice specialists, turn specialist into base workers (but all specialist experience lost), transfer specialists from settlement to party (will increase unrest) and from party to settlement (will decrease unrest)100%
added food gatherers management. Those guys vastly increase produced food.100%
Added wood cutters management. Those guys gather construction wood.100%
Added stone cutters management. Those guys gather construction stones.100%
Added the evolution feature (specialists can improve, from novice to master, but can also hurt themselves)100%
Troops:
"Zulus", varegues, light cavalry, heavy cavalry, spartans, samourais, legionnaries (marius ones), and many many more...
TROOPS are define by the use of their Equipment, NOT by the look of it. So a Zulu will be a no armored, big shield, small polearm wielding troop.
MAPS:
There are 3 types of maps:
City area maps
Faction maps
World map.
They will all light TVC they are related to. Having the mapping technology will really increase the effectiveness of these maps. They can be bought at book sellers.
They are very expensive.
*Travelling master will not offer lessons on rigale skills anymore.
*travelling in snow or desert will be much more tiring than basic terrain.
*Increased epidemics apparition checks from 1 day to 10 days. That should really lessen the amount of epidemics going on.
I will probably not finish the "extreme weather" feature with this release, unless ppl really request it.
*Started the Extreme weather codes.
Blizzard:
According to a scout skill check, you might be warned that a Blizzard is incoming.
You will be safe in a town
Your speed will be reduced to a crawl if caught in the open.
Your troops will have more and more chance to die from the blizzard.
Having furs will reduce the chance to die from cold.
Faction troops will have more or less chance to suffer from cold, depending on their faction.
Camping will very slightly reduce chance from dying from cold (depending on camping check).
Camping and burning wood will greatly reduce chance from dying from cold, although wood will be burnt at quite a fast rate.
Right now, only affects player party.
Blizzard:
According to a scout skill check, you might be warned that a Blizzard is incoming.
You will be safe in a town
Your speed will be reduced to a crawl if caught in the open.
Your troops will have more and more chance to die from the blizzard.
Having furs will reduce the chance to die from cold.
Faction troops will have more or less chance to suffer from cold, depending on their faction.
Camping will very slightly reduce chance from dying from cold (depending on camping check).
Camping and burning wood will greatly reduce chance from dying from cold, although wood will be burnt at quite a fast rate.
Right now, only affects player party.
I am going for the Knowledge feature.
What is it about: beside skills, you have knowledges.
For now, discovering a knowledge will only give you various player bonus.
Ultimately, I want knowledges to define what civilisation you can construct. DONE
An important feature is that when you discover a knowledge, another one is randomly discarded. Replayability should be huge. You will tell me.
Knowledge list:
Archery (increase archery and power draw)
spear throwing (increase throwing and power throw)
curiosity, (give free knowledge points)
light, medium, heavy armor crafting (increase smithing and leather working skills)
Factions specific economy (give free denarii, more if the closest town is of the same faction.)
Honor (increase honor, prisonner management, leadership)
Polearm use
Shield use
Wood crafting
Horse riding
Two handed weapons: increase two handed weapons mastery; allows to recruit troops.
Engineering: increase engineering skill and intelligence.
Training: increase trainer skill. allows to build training grounds, that increase available recruits.
Banking: light gold gain. Allows to build banks in settlement.
Taxation: light gold gain. allows to change taxes level in settlement.
Learning (allows to build schools, increase specialists improvements chance. Also give some free knowledge points.).
Terrain lore (increase speed, wandering and camping bonus in the terrain)
Orientation
Mapping (increase the use of maps, and overall TVC indications on the map.).
And more...
Add the knowledge system (buying knowledges with knowledges points, and then random discarding of knowledges): 100%
Change native book reading so they give global knowledge points and experience. 100%
Create some more knowledges, depending on your ideas. 100%
Start working on custom settlements. 100%
Adding more books variety. 100%
added training knowledge. Adds to trainer and leadership skills. Allows to build training grounds (increase number of recruits). Training also improves improvement rate of specialists. 100%
Add banking knowledge. Player: adds economy gold gain (+10%) ?; Settlement: allows to build banks (store 2000 gold instead of 700 gold)100%
Add taxation knowledge. Player: adds economy gold gain(+10%) ?; Settlement: Allows to change the level of taxes (starting / basic level will be medium)100%
Settlements:
Possible to create multiple independant settlements 100%
All settlements start with their own population number. 100%
Possible to rename settlements.100%
New settlements must be built at least 12 away from town, castle or village, and 35 from other settlement (to prevent settlement overcrowding)100%
You can set tax level in settlements (none, light, medium, high, outraegous). Tax level influence amount of gold that are stored in settlement, waiting for you to go pick it up, population growth, and population unrest.100%
Max storable gold in settlement is 700. this would change depending on knowledges and buildings (banks would increase this amount) 100%.
Population will increase/decrease depending on its current number, and tax level.100%
Add unrest level (will depend mainly on taxes levels, and the fact that the player comes pick up the stored taxes. Other factors will probably influe this, as more features are added.). Unrest will lower taxes effects, and a little bit lower population growth. Unrest will lead to revolts. 100%
Add revolt levels: no revolt; on the brink on revolt; guerilla revolt; open revolt. Revolt will change taxes and recruitment.100%
food production will vary depending on season 100%
Settlements that are to low on population (less than 50) will turn themselves into generic bandit camps. 100%
Specialists:
All settlement produce some basic features: generic food, wood and stone. There are also building specialists and land expanding specialists. 100%
Specialists vastly increase production. 100%
Added specialist management screens: allows to recruit base workers as novice specialists, turn specialist into base workers (but all specialist experience lost), transfer specialists from settlement to party (will increase unrest) and from party to settlement (will decrease unrest)100%
added food gatherers management. Those guys vastly increase produced food.100%
Added wood cutters management. Those guys gather construction wood.100%
Added stone cutters management. Those guys gather construction stones.100%
Added the evolution feature (specialists can improve, from novice to master, but can also hurt themselves)100%
Troops:
"Zulus", varegues, light cavalry, heavy cavalry, spartans, samourais, legionnaries (marius ones), and many many more...
TROOPS are define by the use of their Equipment, NOT by the look of it. So a Zulu will be a no armored, big shield, small polearm wielding troop.
MAPS:
There are 3 types of maps:
City area maps
Faction maps
World map.
They will all light TVC they are related to. Having the mapping technology will really increase the effectiveness of these maps. They can be bought at book sellers.
They are very expensive.