Dawn of Man
I tell you of an age undreamed of, before the oceans drank the world, before the rise of the sons of Ur, when the world was young.
Savages everywhere rejoice!
Development Screens!
DOM V 0.1 PRE-ALPHA: SAVAGE COMBAT
Completed Progress:
-Melee weapons can break. Pole weapons are slightly more likely to break.
-Shield-bashing! The higher the skill, the more likely you are to knock down your enemy rather than just bashing them.
-AI will kick.
-AI will improvise weapons if he broke all of his.
-All-new weapons! Clubs, Knives, Axes, Spears, Bows, Javelins, Slings, Atl-Atls galore! Flint, Chert, and Obsidian, oh my!
-More Crushing! A lot more heavy two-handed hammers will crush through puny defenses.
-More Bashing! More heavy one-handed bashing weapons will cause knockdowns!
-All-new Armors! Sleeveless Leopard-skin tunics, you say? Skull Masks and Wolf Pelts, indeed!
-Primitive Shields! Much weaker than what you may be used to, mostly good for protecting you from ranged attacks, don't hold up well to melee combat.
-What Horses?
-Berserking: Felling at least two opponents in combat will allow to go Berserk! Berserking gives a boost to Agent move speed and attack speed. Not sure if it will be worked in for the player.
-Passive Dodge: Athletics currently gives a 2% chance per point to "Dodge" attacks. A shorter hit animation is played, and you will take 1 damage rather than the full force of the attack. May change this to only apply to ranged attacks?
-Damage Soak: currently attached to the Stoneflesh skill.
-Knockdown: There's a increased chance to knockdown an opponent when in melee combat if you have a greater STR than your opponent. Many blunt weapons have an increased chance to knockdown.
-Brawling! Damage is increased by 1 point per point of Power Strike. You have an increased chance to knock down(Grapple?) an opponent when attacking hand-to-hand. May work in the ability to disarm opponents in hand-to-hand.
-Fear The Spear! Polearms greatly re-worked, jabbing with a polearm is now substantially faster, and most are able to perform at least one other attack.
WIP:
-Skirmishing Tactics: Not everyone will stand and fight, some will try to outpace you and get a better shot.
VERY OLD INFORMATION BELOW, DISREGARD FOR NOW!
Very Old Beta, glitched scripts caused by Warband update mean you can't damage anyone.
Beta Download!
The world is young, and man is not yet the master of his domain. Fledgling clans struggle for their very survival, and savage and dangerous beasts roam the untamed wilderness. As mankind begins to come together, begins to rise above the simple life of an animal, you come into the world. Will you lead your people into an age of prosperity, building up their humble wandering-camps into villages? Or will you give humanity its first taste of the horrors of war?
-New Features -
Beasts
Clans/Factions -
Banners!
- Curse of the Neolithic Mod -
Very Old Beta, glitched scripts caused by Warband update mean you can't damage anyone.
Beta Download!
The world is young, and man is not yet the master of his domain. Fledgling clans struggle for their very survival, and savage and dangerous beasts roam the untamed wilderness. As mankind begins to come together, begins to rise above the simple life of an animal, you come into the world. Will you lead your people into an age of prosperity, building up their humble wandering-camps into villages? Or will you give humanity its first taste of the horrors of war?
-New Features -
New Factions
Primitive Humans - Primitive man split into several groups, the most well known are the Cro-Magnon and Neanderthal, but there's more out there.
Survival - Food is needed to live. Your men won't recover from their wounds without food, and if you don't have enough, they'll desert or have to be left behind..
Completely New Items - You'll find almost nothing from Native in here. Complete overhaul of the item list.
Slings! - Crossbows are out of course, replaced with slings. Less accurate than bows, but better range, and more plentiful ammunition.
Reworked Bows - Bows are mildly less accurate due to lower quality arrows, and their range is somewhat inferior to slings. 20 arrows per stack rather than 30.
New Character Creation - Choose your Clan, Totem, and specialties.
Dueling - Using a slightly modified version of the dueling kit by MartinF, duel your own troops or friendly chieftains.
Battles After Death - Battles continue after you fall
Cannibalism! - In times of need, kill and eat either your prisoners or your own troops.
Be the Chief! - Villages have been reworked. You can now build new buildings and fully control your garrison.
New Music! - Compiling some stuff, cuz I lost the old ones
Green - Done
Orange - Started
Primitive Humans - Primitive man split into several groups, the most well known are the Cro-Magnon and Neanderthal, but there's more out there.
Survival - Food is needed to live. Your men won't recover from their wounds without food, and if you don't have enough, they'll desert or have to be left behind..
Completely New Items - You'll find almost nothing from Native in here. Complete overhaul of the item list.
Slings! - Crossbows are out of course, replaced with slings. Less accurate than bows, but better range, and more plentiful ammunition.
Reworked Bows - Bows are mildly less accurate due to lower quality arrows, and their range is somewhat inferior to slings. 20 arrows per stack rather than 30.
New Character Creation - Choose your Clan, Totem, and specialties.
Dueling - Using a slightly modified version of the dueling kit by MartinF, duel your own troops or friendly chieftains.
Battles After Death - Battles continue after you fall
Cannibalism! - In times of need, kill and eat either your prisoners or your own troops.
Be the Chief! - Villages have been reworked. You can now build new buildings and fully control your garrison.
New Music! - Compiling some stuff, cuz I lost the old ones
Green - Done
Orange - Started
Beasts
In this era of primitive man, the beasts that dwell alongside us are larger, more vicious, and have no fear of man. Packs of huge wolves roam the forests and tundra, and see a small group of humans as veritable prey. Great boars dwell in the grasslands, and will think nothing of disemboweling any foolish enough to threaten them. The only thing that doesn't want to kill are the herds of deer, and even they may change their mind if you get too close.
Features -
'Riderless' System - Beasts have no riders, and are susceptible to axe, bow, and spear.
Beast AI - Different creatures behave slightly differently. Boars will attempt to run you down, where wolves will engage you in close combat. Deer will do their best to stay away from you.
Beast Attack - Some beasts have been given custom melee attacks in addition to the ability to trample.
-- Two Classes - Predator and Herbivore. Predators are particularly aggressive at night, and may attack weak parties. Herbivores don't react to you on the main map, but will attack when threatened.
-- Cave Lions-- Model by highlander, Texture by IVI-o-r-t
-- Dire Wolves -- Model by highlander, texture butchered by me, originally his texture
-- Mammoths! -- By IVI-o-r-t
-- Boars! -- By Highlander I think???
-- Deer -- Doe by highlander, Stag by IVI-o-r-t
-- Woolly Rhino -- Freeware model found online, needs new texture
Features -
'Riderless' System - Beasts have no riders, and are susceptible to axe, bow, and spear.
Beast AI - Different creatures behave slightly differently. Boars will attempt to run you down, where wolves will engage you in close combat. Deer will do their best to stay away from you.
Beast Attack - Some beasts have been given custom melee attacks in addition to the ability to trample.
-- Two Classes - Predator and Herbivore. Predators are particularly aggressive at night, and may attack weak parties. Herbivores don't react to you on the main map, but will attack when threatened.
-- Cave Lions-- Model by highlander, Texture by IVI-o-r-t
-- Dire Wolves -- Model by highlander, texture butchered by me, originally his texture
-- Mammoths! -- By IVI-o-r-t
-- Boars! -- By Highlander I think???
-- Deer -- Doe by highlander, Stag by IVI-o-r-t
-- Woolly Rhino -- Freeware model found online, needs new texture
Clans/Factions -
Been completely reworked recently --
-- Hynn Clan --
-- Eaters-of-the-Dead --
-- Clan of the Cave Bear --
Children of the Sun --
Islanders -- (Not in Game currently)
Reindeer-Nomads
-- Hynn Clan --
-- Equipment -- Wear a lot of leather clothing, particularly goat-skin, from the semi-domesticated goats native to their area. Are somewhat adept at knapping and polishing flint blades, and are some of the best slingers. Woven grass cloaks are primitive raincoats.
-- Clan Items -- Staff Sling, War Dog (Not done yet )
-- Settlements -- Permanent. Wood, Clay, and Straw huts.
-- Major Food Supply --Rudimentary agriculture, purposely piling seeds into certain areas so they know these plants will grow next year etc.
-- Clan Items -- Staff Sling, War Dog (Not done yet )
-- Settlements -- Permanent. Wood, Clay, and Straw huts.
-- Major Food Supply --Rudimentary agriculture, purposely piling seeds into certain areas so they know these plants will grow next year etc.
-- Eaters-of-the-Dead --
--Equipment -- Are unable to flint or knap stone. Use mostly bone and wood implements, only rudimentary clothing. High-tier troops have stolen stone-headed axes and hammers. 'Worship' fire, and are incapable of making it themselves.
--Clan Items -- Bear-Jaw Club (Not Done ) Skull Masks
--Settlements -- Permanent. Live in the caves in the side of mountains of their homeland.
-- Food Supply -- Captured enemies. Hunted game.
--Clan Items -- Bear-Jaw Club (Not Done ) Skull Masks
--Settlements -- Permanent. Live in the caves in the side of mountains of their homeland.
-- Food Supply -- Captured enemies. Hunted game.
--Equipment -- Can produce knapped stone tools. Are fond of large spears that are too heavy for most humans to use. Wear mostly fur garments to keep out the cold.
-- Clan Items -- Pikes
-- Settlements -- Semi-Nomadic. Move as game becomes less plentiful. Caves.
-- Food Supply -- Mostly hunts large game, forage for plants.
-- Clan Items -- Pikes
-- Settlements -- Semi-Nomadic. Move as game becomes less plentiful. Caves.
-- Food Supply -- Mostly hunts large game, forage for plants.
Children of the Sun --
-- Equipment -- Area they live in is quite warm. Wear little clothing, and have a special hatred for footwear, as their culture learns to run barefoot. Are capable of knapping stone, but there is little quality flint in their land. Use mostly wooden weapons, especially throwing sticks and clubs.
-- Clan Items -- Handspear, Boomerang
-- Settlements -- Semi-Nomadic. Mud and Straw huts.
-- Food Supply -- Foraging, Hunts small game, Hunts Large Game.
-- Clan Items -- Handspear, Boomerang
-- Settlements -- Semi-Nomadic. Mud and Straw huts.
-- Food Supply -- Foraging, Hunts small game, Hunts Large Game.
Islanders -- (Not in Game currently)
--Equipment -- There is no knappable stone on their islands, so they never learned to use it. There are native hardwoods that can create effective clubs, and they use bone-tips in place of stone.
-- Clan Items -- Flat Clubs, Bark Cloth
-- Settlements -- Permanent
-- Food Supply -- Fish, large game, foraging.
-- Clan Items -- Flat Clubs, Bark Cloth
-- Settlements -- Permanent
-- Food Supply -- Fish, large game, foraging.
Reindeer-Nomads
Follow the migrating herds of Reindeer through the Taiga.
--Equipment -- Mostly leather and hide clothing, mostly use Antler and Bone for tips of weapons. Use shortbows for hunting, and can become very good archers.
-- Clan Items -- Antler Axe, Bone Spear, Shortbow
-- Settlements -- Migrating.
-- Food Supply -- Reindeer, foraging.
--Equipment -- Mostly leather and hide clothing, mostly use Antler and Bone for tips of weapons. Use shortbows for hunting, and can become very good archers.
-- Clan Items -- Antler Axe, Bone Spear, Shortbow
-- Settlements -- Migrating.
-- Food Supply -- Reindeer, foraging.
Banners!
- Curse of the Neolithic Mod -
Like a multitude of other things I'm in daily contact with, this mod seems to be cursed. Electronic equipment just degrades by being around it. I've decided to keep a running log of the curse's victims:
August, 2009 - My computer is damaged during a storm, destroying my monitor. Computer works for a few days, then the HD makes a croaking noise and dies.
October 2009 - Begin Mod work on a second PC. It crashes. Move to a laptop. My dog knocks it off a table and destroys the screen.
November 2009 - Move to a third machine, Begin work. Windows has to be reinstalled twice.
January 2010 - SirNight's HD crashes while working on models for Neolithic Mod.
End of January 2010 - SirNight's entire PC crashes while working on models for NM, and my PC won't boot due to a virus.
August, 2009 - My computer is damaged during a storm, destroying my monitor. Computer works for a few days, then the HD makes a croaking noise and dies.
October 2009 - Begin Mod work on a second PC. It crashes. Move to a laptop. My dog knocks it off a table and destroys the screen.
November 2009 - Move to a third machine, Begin work. Windows has to be reinstalled twice.
January 2010 - SirNight's HD crashes while working on models for Neolithic Mod.
End of January 2010 - SirNight's entire PC crashes while working on models for NM, and my PC won't boot due to a virus.
Contributors! -
Spreadsheet of all OSP resources, credits, and contributors! Thanks guys!