Perhaps, though some do enjoy the toil, you tire of cutting tree's, of chipping away at iron ore, of waiting for your cows to grow up.
Perhaps, you wish for something more, you wish to enjoy your Persistent World experience in a different way, you wish for a deeper war experience, a more intricate diplomacy system maybe?
Perhaps, we can offer you that.
You are a warrior, no even better, you are a soldier. You want to bring glory to your house and prove your superiority in combat! Ha! If only it were that simple! Fighting is one thing, controlling resources and trade lines, however, that is another thing entirely. The armoury at your disposal seems the thing of legends, and with these fine blades you shall defend your land, your Lord and your honour. Or you will die trying. | You are a Lord, perhaps even a King, or an Emperor! You carefully plan how to enforce your dominion over new lands. Gold lies in control of resources, control the villages , establish trade routes and fill your stockpiles. But once within your holdfasts it is over to the noble blacksmith to forge the blades that will enforce law and order within your Kingdom control. Your foes will swear fealty to you, or they'll starve as you take their lands and blockade their forts! | You are an outlaw a wench, Highwayman, brigand, deserter, anarchist, no-one likes you. And everyone wants to kill you, but it is a rich world, and one which you are free to plunder. You will take what you want by fire and sword! Or you shall die, left to rot in a cold cramped cell. |
Website is still WIP
Mod based on Persistent World 4.4 open source & system
Features
The following feature will be ready for the first alpha version.
- Automated ressources production in village. Production rate variable to stockpiled tools and server population.
- Automated crafting through website. Only for factions.
- New contents : Dozens new building, new usable weapons and armour, including new heraldic armors.
- Reworked Combat : Reviewed combat. Heavily armored troops are more durable in fighting, bows are less effective against armored troops, combat horse are more durable and more efficient in charge. And much more.
- Less working, more raiding : Resting and processing time halved. Most combat class can now use carts. Money is made by conveying resources from villages to castle OR by processing raw resources to crafting resources castle.
Server Side Features
The first alpha servers will be hosted by an official team until the mod is fully developed.
We intend to have servers where the strategic balance will be handled by competing players and factions. Commoners won't drop money and outlaw will be KoS.
Factions could be subjugated (Vassalized by force) and exterminated (disbanded to commoners) when the diplomacy mod will be up.
We intend to have servers where the strategic balance will be handled by competing players and factions. Commoners won't drop money and outlaw will be KoS.
Factions could be subjugated (Vassalized by force) and exterminated (disbanded to commoners) when the diplomacy mod will be up.
Concerning server scripts :
- Limited and taxed banking : Below 50K per game ID. 25% tax on each deposit.
- No item save to reduce weapons and armours persistence and force high production from players.
- No position save : Too easy to abuse by "combat logging".
Planned features
- New diplomacy mod allowing forceful vassalization, control over vassals and extermination of enemy factions instead of capturing castle.
- Firearms : Balanced, inaccurate, expensive early firearms. It will be an effective way to fend off the heaviest troops. Only specialized troops will be able to use them.
- Special nation choice for factions within a range of medieval europeans countries with unique armory and classes.
- Community website with noble house and earnable ranks for active players.
- Automatic foodstock in castle for full health respawn of their members.
- Repairable siege camp for forward spawn in siege.
- Buildable improvement for village productions.
- Long term persistence on website for high ranks characters and houses.
FAQ
How does auto ressources villages work ?
We have a special system where stockpiles in village, also called auto stockpiles got a fixed rate of production for the resources they sell.
At each 15 minutes. A tick in enabled in all the maps to create a certain amount of resources
The ressources cap is severely limited (50-100 stocks max) to avoid stockpiling to infinite.
The production only concerns resources and food. There is no combat gear production in village.
The buying price is extremely low, and work as a great way to make money by convoying resources from village to factions.
Castle stockpiles where the resources are sold are at a normal price.
It will be capped to avoid unlimited stocking without real demands of the goods.
For example :
a village has a woodcutting hut producing woodblock and branches.
The stockpiles are similar to PW
Anyone can come and buy the ressources.
Each 15 minutes 5 woodblock and 5 branch are respawned in the stock. No work is needed from players.
And what are the auto resource variables ?
Concerning variables
- Night time shift : Villages only work at full capacity when a certain amount of players is reached. When a threshold (like 80 players/decided by the server owner ) is reached. Production increases by a X4 multiplier
This allow to prevent players from grinding out of proportion comparatively to the server activity.
- Tools : Villages have tools stockpiles to allow them to work faster. Crafting tools in castle and selling them in villages increase production by 50% (X0.5 multiplier ).
Tools type depend of the production (wood = woodcutter axe, iron = mining pick, meat/leather = butchering knives)
Multipliers does stack.
Does traditional harvesting is impossible now ?
No, you can still use worker class to harvest resources the old way. And low rank soldiers will have the same harvesting skills as serfs. Non-elite troops will be able to use carts,boxes and all type of transports items.
Therefore harvesting resources manually would only be needed for starved factions who cannot set foot to any village.
What about manual (F button ) crafting ?
Crafting often was a lucrative but tiresome task, especially when it was essentially a repetitive work to mass craft for a full army.
The new system still force to some extend to work processing raw resources to crafting resources. For example cutting woodblock into wood board.
However, all non-elite combat class can do the raw manufacturing work for a small profits.
The lord still have to carefully plan the need for crafting resource depending of what he want to produce on the website. For example crafting bows will require a large amount of wood pole, and its need to be stockpiles before the lord launch the producing on website.
What about roleplay ?
I'm a eager roleplayer myself, i used to participate in tabletop RP, forum RP, and chat RP in PW mod. Now we must be realistic. The players base of RP and the fighters players base got a different flow of gaming and can't be put in the same environnements.
- Roleplayers will tend to ask for admins protection and intervention to be able to set up a proper environment for roleplay ( decently safe tavern, anti-randomer rules, respected ranks, ect ... )
- The fighters will see that a meddle to protect weak players who aren't able to fight like men. They would often call them lawyers or whiners.
The roleplayers will be at home in future versions of the mod with courtly meeting, RP only events, and forum medieval RP. Where their decision will impact diplomacy and balance of powers. And where they will be rewarded for their activity as roleplayers. But for now, early versions of the mod will focus on warfare.
Of course, we won't forbid people to make their own roleplay chat and diplomacy ingame.
And rules for roleplay ?
I don't intend to continue with heavy admin protection as admins often become part of the game and are used to get the upper hands in factions warfare through rules tweaking and grey zone.
The ingame system will tackle the bad people out.
Commoners don't drop money and will be able to teleporters to any starters area to join a faction. Essentially it's useless to kill a commoner unless he has anything valuable on him. Commoners will easily be able to move around the map with teleporters at spawn to avoid place where they are commonly killed.
Outlaw serve as a base for people who don't want to obey orders/leaders. They will be forced to manually craft their gear or loot it. They will be strong enough to provide a challenge in large groups, but not strong enough to overtake castles.
Factions warfare will handle the rest.
Diplomacy mod will break deadlock and make sure that powerful factions can dominate the land and turn weak factions under their influence.
TEAM
Aldric : Mod lead, gameplay designer and scener
Alpha : Game moder
QWW : Game moder
Ra'Jiska : SQL scripter, ingame scripter, website designer
Apiks : Scener (and banner maker )
Blacksniper :Scener
Jarl : Head advertiser
CREDITS
OSP list :
- Thanks to Vornne for his [url=http://forums.taleworlds.com/index.php/board,324.0.html]public module development
- OSP Narf's Rus Armour Pack - by Narf of Picklestink : Thanks a lot very good armor
- OSP Narf's Transitional Armour Pack - by Narf
- OSP Narf's Plate Armour Pack - by Narf
- medieval helmet pack - by dejawolf : ty nice!
- OSP Faradons Weaponry - by Faradon
- OSP Medieval Helmet Pack - by dejawolf
- [OSP] Tavern Animation Pack by Slawomir of Aaarrghh
- NordInvasion community for Ni_Wooden_object
- NordInvasion community for some mesh and textures
- Al Mansur packs - New buildings pack by Al_Mansur
- [Item] Heraldic knight armor by bogmir
- [OSP][Scene Props] Simple tunnels by Mandible
"Please if your osp is not registered in this list, pm me."
We are looking for skilled mod developers who are interested in the project.
Whatever be your skills
Please send me a PM if it's the case.
Any questions ? Your welcome