Main Topic

What feature do you mostly want to add?

  • Religions Improvements: pray, spendable Piety Points, branches, deeper immersion

    Votes: 90 19.8%
  • Offices: town/guild/kingdom council, vote for tax level/more profit, war/peace

    Votes: 235 51.6%
  • Revised Traits: more traits, buy/train traits, gain upon actions

    Votes: 130 28.6%

  • Total voters
    455

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I know that several of us would be happy to do some testing for you in regards to Freelancer, etc.

Give us a checklist of things you want us to analyze and it may help speed up the process for ya.

Win-win situation for those of us desperately awaiting the new update.  :party:
 
v3.0 New city icons:

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* Credits to Medieval II DevTeam for those fantastic textures  :mrgreen:.
 
Woot, looks amazing.  :grin:

Im glad i kept an eye on this mod from back when i saw it in the under construction section. Looks more amazing with every new version (considering the start looked amazing too).
 
Feudal items are present straigth at start of game. At tech stage III, 16th century items will appear. 17th century items will appear at tech stage VI. It's already a feature present in v2.0.1

Fran-Krsto said:
Woot, looks amazing.  :grin:

Im glad i kept an eye on this mod from back when i saw it in the under construction section. Looks more amazing with every new version (considering the start looked amazing too).
Thank you  :grin:. I need to keep amazing stuff in order to keep working & getting more people.
 
This is the best mod when talking about gameplay but i hate that when i made my character i put it so it wont auto-save.That wasn't a problem until it started crashing.The big problem is that it crashes randomly (when i enter/exit an area; in the middle of a fight ; even when i just walk on the map).And yes I have a PC powerfull enough to run a lot more demanding games.Please do something with those crashes because beside of them, the mod is one of the best I've played!
 
That sounds awful indeed. Such crashes however are nearly impossible to fix. It is in someway hardware related or due to bad scripting, which I suppose is not the problem here.
 
I mostly just like Roman stuff and governing in itself. Perhaps have more chance of mobs forming then riots? ect.
1.A Roman Arena has been my repeated requests. (even a small one would be awesome). Thinking Mithlond or wherever the old Roman captial is would be a good place for the scene.

2. Also  have there be a chance of a lord declaring himself king starting a rebellion against you if your weak/ have low right to rule.

3. Increase the amount of money you can make in the Arena but make it harder if you haven't already.

(Now I'm a bit lazy when it comes to praying. So I'm gonna get back to burning and pillaging then donate to the church. :smile:
 
Milestone: Fixed and fully tested colony building errors / wrong replacement / deleting errors

Changelog:
FIXED ISSUES
- Fixed & tested customising troops bug + added resetting to previous inventories.
- Player no longer refused to enter castle when being invited by king to join
- Fixed bug where king's joining offer did not pop-up, due to false player rank condition
- Fixed originally badly written script so rescuing prisoners worked only for original 6 factions
- Player no longer being refused by guards at feast when being invited.
- Fixed third party flaw so troops would fight with fists.
- Fixed AI problems at Samarra and Durquba castles.
- Fixed colony import lines text showing 1,000 Fl./wk instead of 500.
- Fixed & tested rescuing prisoner quest; talk to guard to buy prisoner's freedom now
- Fixed traits overview showing player as Tengriism follower while being atheist.
- Acztaoc towns no longer showing up when assessing prices
- Fixed seabattle glitch
- Fighting ashore no longer result in snowy landscape.
- Fixed feu2 texture not found
- Fixed Acztaoc village battle buggy spawn positions
- Attackers in villagers no longer spawn outside village (due to pathfinding problems)
- Fixed text glitch where Tyr becames a trickster god.
- Fixed prestige requirements showing incorrect numbers.
- Fixed player being father/mother-in-law of all lords without wife.
- Fixed annoying bug that redirects players to Zendar and prevents player's icon
from turning into ship.
- Correct amount of Florins given back upon selling resident now
- Fixed typo where store amounts of stone and tools are swapped at colony defences screen
- Fixed wrong redirection to construction menu after renaming finished castle.
- Improved Reyvadin siege AI pathfinding.
- No longer Swadian longbowmen and arquebusiers at start
- Fixed map glitches, temporary land disappearing by renewing map? (needs testing)
- Possibly fixed no prestige gain when having multiple traits (needs testing)
- Fixed and fully tested colony building errors / wrong replacement / deleting errors
- Colony walkers now walk from spawnpoint to spawnpoint.
- Fixed Rhodok Noble Cavalry not being listed as cavalry by default
- Ladies/lords other than king no longer stand on throne
- Fixed Sargoth throne strange falling through ceiling
- Possibly fixed Turguhns from disappearing? Needs testing.

BALANCING / POLISHING
- Greatly balanced enterprise net profits (600-1000 Fl./wk now)
- Colony food stock now limited to 650 (was 250)
- Changed overview of combat abilities to yellow
- Fixed needing 500 instead of 350 Florins for buying charter
- Redone code for selling ships, might fix odd bug where you can't sell
- Trippled amount of gallons of water per item
- Halved amount of parties of Cathars on map, but increased amount of deserters.
- Jungle effect now applies to New world battles as well (atmosphere)
- Corrected bullets weights
- No more 3x water consumption when player has court in desert or when player joined Sarranids/Khergits.
- Army traits no longer available for AI ladies
- New real acting cows for ancient ruins nearby Praven
- Chest added to farm
- Chest added to residents
- Tools now have 0,5% chance to break (was 1%)
- Reduced asking info from guildmaster and masterpiece creation costs by half
- Religion text added for companions
- Cathars no longer attacking player immediately upon paying for free passage
- Rebalanced funds needed for guildhall and minimum donation (1000 Fl. now)
- 50% price penalty when buying stuff in town with different belief.
- Renamed Arabian-like caravan to European-like trade convoy
- Tradegoods stock limited to 15 for colonies (sugar, tobacco, coffee, ...).
- Removed Gothic font from game
- No longer menu popping up upon colonists meeting player
- Colony siege system disabled until next version
- Added water to starting inventory

GRAPHICAL / PERFORMANCE


ADDED FEATURES
- Crusades & Jihads
* Crusade & Jihad camp
* Recruit troops, buy equipment at this camp
* AI armies will conquer Hiersolyma
* New Holy Land
* New street scenes for Hierosolyma

- Freelancer OSP added
- Enhanced Tournaments OSP added
- New sea travel system (whole ocean accessible)
- Total of 60 new Actaoc armour, helmets, boots and shields
- Dozens of new heraldic horses for Agonic Order, Sarranids and Turguhns.
- Dozens of new scene props (paintings, furniture)
- New town of Aldurias added, this is the new ancient capital of the Calradic Empire
- Papal State added. This state controls the ancient capital
- Papacy will be restored upon a reconquest by Christian nation
- Papacy can also be restored by Christian player upon conquering Aldurias.
- Mithridian Empire added. Mix of Byzantine Empire & Gondor
- Find the Lady card game added for taverns
- New colonies & tradegoods (cacao, slaves, iron)
- New outfits for tribesmen
- Fog of War added for New World (pathfinding helps)
- Hundred of Crusader & Arabian armour, helmet and other sets added
- Completely redressed Sarranid troops

BUGS


HARD BUGS


NO BUGS
- You financially support lords in exile at your court
- Calradians cannot reach Kartand
- The passages in scenes are obsolete; don't use them.

CREDITS
- Yifeng_konjac - Aztec equipment
- Blood and Steel - Turguhn equipment (via Yifeng_konjac)
- Crusader: Way to Expiation team
- K700 - OSP: Eagle Eye
- Nords with Guns - Freelancer OSP
- AndyYa - [OSP] Three cards game
- WindyPlains - Tournament Play Enhancements OSP
- Fire_And_Blood / [OSP][WIP] Way of the Sea - water travel -












© Quintillius - Nova Aetas
 
Odin boarhelm said:
:sad: NNNNNOOOOOOOO!! :sad: Not the gothic font! Couldn't you make it an optional thing in the camp menu or something?  :cry:
If you want to keep the font for v3.0, go to /Warband/Modules/Nova Aetas/Textures/ and make a backup of font.dds. Then go to /Nova Aetas/Data/ and make a backup of font_data.xml. Move these files to the v3.0 module when it comes out.
 
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