[WB][M]Persistent Frontier Update 2.0

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Hello PF community!

I would like to present for you an upcoming update. I've told in the past that I would take care of the update, so here is my promise. On the way of getting this update up, I have gotten help of a group of volunteers. They have made a make-over on the mod i regards of modelling, texturing and bringing a helping hand. As well they have brought new opportunities which Persistent Frontier didn't have before.

Presentation, by Vitallion, of the new items/props/resources that will be included in the official PF scene(s), that will be made by Vitallion and Estogamo:

For those of you who don't know me, my name is Vitallion. I currently run the Democratic People's Republic of Breadistan [DPRB] clan on PF, and have been for the year or so. Having always been a consistent player in PF, and having been part of the lengthy forum discussions about updates, developing the next version of the mod has always been on my mind, which is what this post is about.

A few weeks ago, I contacted Rajiska to inquire about how the mod was coming in terms of development. Whilst work had been done in the past and at the time towards a new version, significant steps were still to come and progress had been slowing up significantly. Thats where myself and my small team stepped in to help, much to the delight of Aleksander. For those of you who played the mod March of Rome, you'll be familiar with our work and the speed at which we can produce good content, and so it is with great pleasure that I announce that Persistent Frontier is currently undergoing active development towards its next major version, PF 2.0!



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So, what is this new PF version? Whats going to change? Be removed? Be added? To start off with, i'd like to go into the big core change we're doing in regards to how game play will work. After that, i'll get into the new items and juicy bits we're adding, with alot of progress pictures to show you of our spoils.

In Persistent Frontier as of now, there is no direct influence on what clan/nation can take what fort. All forts have an almost random set of uniforms in them, with some scenes using the conquest coloured uniforms to try and get some sort of unity going in what a faction looks like. Along with this, the weapons in each fort are universal (yay generic infantry musket), and there's a lot of Freedom for a clan to pick and choose the clothes they wish to wear. However, many players have raised the idea of each fort having a specific colour scheme, or hosting a specific colonial nationality instead of catering to every nation and every clan. This is the idea we're going with in 2.0.



Clothing

As is current, each (official) scene will contain four forts. North Point, West Point, East Point and Colonial. Each fort will contain 9 NEW UNIFORMS in the forts allocated Nation's colour (6 Infantry Uniforms, 1 Rifle Uniform, 1 Cavalry Uniform and 1 Officer Uniform) with the nations being Britain, France, Spain and the Thirteen Colonies (or Revolutionary United States).
Because of this addition of 36 new independent military uniforms (body and legs), all current military clothing will be removed from the mod to make things more linear and professional.

In terms of Civilian and Outlaw clothing, we'll be doing dozens of new clothing options with many variants for each for this release, so, like the old military clothes, the current clothing options are being removed to make way for new RP clothing.

British Infantry Uniform 1 and British Infantry Gaiters 1: https://sketchfab.com/models/efc13ef365764e638a75056ba70787ec​
British Infantry Uniform 2 and British Infantry Gaiters 2: https://sketchfab.com/models/372e4ab711f546ffaefaf9aca549d667​
British Infantry Uniform 3 and British Infantry Gaiters 3: https://sketchfab.com/models/70c10900c9dc409eb5a089ee94f271c4​
French Infantry Uniform 1 and French Infantry Gaiters 1: https://sketchfab.com/models/f15c84abb8eb49a797b4e27385fa30f2​
French Infantry Uniform 2 and French Infantry Gaiters 2: https://sketchfab.com/models/5902104043f4462e8efda03892065b48​
French Infantry Uniform 3 and French Infantry Gaiters 3: https://sketchfab.com/models/86253633e5f2490da89223b486d79e61​
Spanish Infantry Uniform 1 and Spanish Infantry Gaiters 1: https://sketchfab.com/models/59176c785a6f4d4eab552c46e79fa566​
Spanish Infantry Uniform 2 and Spanish Infantry Gaiters 2: https://sketchfab.com/models/052e46f427cb468a9c86b2e57e68127c​
Spanish Infantry Uniform 3 and Spanish Infantry Gaiters 3: https://sketchfab.com/models/0d696506097d4623bd4bbb688ced84fb​
Colonial Infantry Uniform 1 and Colonial Infantry Gaiters 1: https://sketchfab.com/models/5b2411e6d78f4ccabcfef69ff46b984c​
Colonial Infantry Uniform 2 and Colonial Infantry Gaiters 2: https://sketchfab.com/models/cbb7e4e57b1048818469696671eaadc8​
Colonial Infantry Uniform 3 and Colonial Infantry Gaiters 3: https://sketchfab.com/models/0d77b9bd1b61424bb134bb7e51dc34de​

In short, each fort will be allocated to a nation and each nation will have their own military clothes and, more importantly, weapons!



Weapons

This leads on to the next big change, the weapon system. Currently, PF sports a universal weapon system with each fort having access to the basic Infantry Musket, Infantry Sword, a variety of pistols and a rifle. Along with uniforms, each nation will have their own Bayoneted Musket (with a non-bayoneted version as well), two swords, two pistols, one carbine and one rifle. The British for example will have the Brown Bess with bayonet, a normal Brown Bess for their musket choice, with the French having the Charleville and its bayoneted counterpart.
An important thing to note is that the crafting recipe for each variant (Brown Bess, Charleville, Spanish and Colonial counterpart) will be the same to balance the mod (Bayoneted Brown Bess/Charleville = Musket Stock, Short Iron Bar, Long Iron Bar) (Brown Bess/Charleville = Musket Stock, Long Iron Bar) e.c.t.

Because of this, like the clothing, the current weapons in game will be removed to make room for the new weapons.

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Crafting

As of now, hardly anything in PF requires direct crafting. All clothing has unlimited stocks and cannot be crafted, along with all swords and pistols. This, in 2.0 will change. All military clothing will have a crafting recipe (we'll get to that in abit) and all weapons will have to be crafted as well. This will open up a new avenue of income and make the Smithies job far more important. But someone needs to get those resources, the Laborer needs to harvest those materials, and, in the case of making uniforms, Laborers will need to get associated with all three new crops.



Farming

Along with the conventional farmable materials such as Wood, Iron and Wheat, we'll be adding in 3 NEW CROPS!
The most important crop, and the only one usable in crafting, will be the Cotton Crop. You'll be able to weave these down into Cotton Pieces or something similar, and one of these pieces will make a Uniform or Gaiters.
Sugar and Tobacco will also be added, albeit these will be added purely for money making and not for food or crafting recipes. You'll be able to export the Sugar and Tobacco you farm overseas for a nice tidy profit, great for a worker looking to do something different and an alternate to the generic wood cutting we're all so used to doing if we're strapped for cash.



Scene Props

As im typing this, Jordan, our Modeler/Texturer/Animator is working on the new static Cannon Props that will come in 2.0. These cannons and their related items will be just a part of the wide variety of small and large props we'll be adding to make scenes come alive. Expect too see Wooden and Brick Buildings (enterable), hunting huts, taverns, colonial wood walls, stone walls (star fort anyone?), Native Long Houses and an innumerable amount of smaller props such as fences, barrels and boxes.
Native props will be manually removed to make way for these new props, so you wont be going into scenes seeing a Swadian Castle with Muskets in it anymore! Progress!



Boats

The Native Boats are going. Actually, they're not just going, they're being blown apart by the new ships we're replacing them with. Say goodbye to the Long Ships and say hello to these beautiful b******s:

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The introduction of new boats has been a long awaited feature and will offer players to engage in some renewed high seas escapades. Cannons (might be) included on deck if your lucky, but you'll have to wait for a Bannerlord version of PF with insanely large scenes before we give you high yield ordnance to play with.



Classes

Though classes are not a priority, a new class system WILL be put in place for 2.0. The new class system will be more streamlined than the old one, removing classes such as Frontiersmen and replacing them with more military focused classes such as Irregulars who will inherit their shooting skills. Here's a list of what we have planned:

- Laborer (Serf)
- Militia (Low Cost Infantry)
- Line Infantry (Infantry)
- Grenadier (High Cost Infantry)
- Irregular (Marksman)
- Cavalry (Cavalry)
- Officer (Officer)
- Governor (Leader)
- Smith (Smith/Engineer)

As you can see, the introduction of the Militia class and Grenadier class will flesh out the normal infantry play, along with the change up from Frontiersman to Irregular as stated earlier. A dedicated cavalry class will also be added (good one handed and riding skill) to encourage cavalry play. All in all, its not a MASSIVE change, but a more military theme with the fleshing out of military classes will add more to the long term dynamic of combat.



Banners

The current banners in PF need a change, and I myself have been working on that for the last week. The new banners are alot cleaner, actually look like banners (weird right?) and have already been tested in game. Here's some of the current assembly to show you how they add up:

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Current Development team


RaJiska - Coder/Owner of PF
AleksanderTheGreat - Coder, manager of PF Development, banner maker
Mike - Coder, helper, animator
Jordan - 3D artist, Texturer Inactive



Credits
Vornne - PW module system
GABRILDURO - Mod(s) AR 1776 and OF 1755
Mike - Better animated weapons of the current ones.
Grizzly - New in-game fonts/UI



Things changed/added/edited list
01/08/2016 News:

This is my first update of what have been added and changed.

Added
- New banners, and there has been set a custom color for every single banner, in regards of their background color.
- New Animal for hunting; Wild horse
- New Uniforms, with accessories:
Colonial/Continental army uniforms
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7DE517E16EEDC25B082FDBEE35813F9F686C7F71

1ECA983DBE7C067F3ACF6584CEF5E75466CBB53E
French Army uniforms
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7DBDA4AF8E577121C8A340AC8171686F9DD8ADD2

3D5CFC6CC48758B4AF6E0F507A8826BB3821371D

8E07D66CBBC4725C52DEAE9A8C4A64FC8663D09C
Spanish military uniforms
9FC4ADB5A32502F6CB9890AB6D7AC7351C04F521

8CF9C9A00C85ED5C5CBC691083D63549018487E5

60E18E9DE73B9B2AE0FD58AD4F0401FFC1629A88
British military uniforms
4E87C916DFBAB974E876F6551611E9068E0FE257

36CC1554702AD2F06FF7FFE53CA3578B94906B40

74282DA00012FC4964F072A7B495876F1B081FDD

6B0E480B2FA9C3BA903FF78EE0D725D18BFCED9A

4D55382DA9C8767BAF013F8B28506C934FBCD88C

2DDB2160B366482FC14B41F8D3708A2DA8736F41

D0B019F908CE6E84C2FE6DA534D3FF38F0C1B8B5

- New scene props, cannon with accessories:
Cannon with Accessories
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Cannon with Accessories Winter edition
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Changed:

- Current muskets in-game have got new animation and has been slightly re-modeled, thanks to Mike and his submod for PF.




If you have ANY questions at all, you can contact me, I will answer as quickly as possible. The thread will be updated with new blogs and images of the work until the release, so until then, happy hunting!



Best Regards
Aleksander
PF development team
 
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Btw why spanish troops are so yellow i ve never seen any spanish uniform so yellow, ( i m not saying you re wrong i just want some information)
 
Havajos said:
Btw why spanish troops are so yellow i ve never seen any spanish uniform so yellow, ( i m not saying you re wrong i just want some information)

We have taken them from some image references, and we've gotten some feedback on this from few members, we will add the yellow ones and the historical ones (White/blue etc).

MacMuzli said:
Any more information?

We will post updates, but current information is that I've been implementing the uniforms, Jordan have made some accessories for the uniforms, and Vitallion have created a more banners, so we can fill out 6 - 7 pages with new banners. But as said, we will show updates with images and such when we have it ready :smile:
 
Hello PF geeks and freaks, it is I, Production Manager/Ordinance enthusiast Vitallion, international spy and lover of women/some dolphins.​

AND I BRING UPDATES.



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For quite a while now, we've been working on a super secret project for PF sceners and players that has been widely requested since PF was originally released. Namely, cannons.
What you're about to see is the finished item/items related to the cannon/cannons that we'll be adding as scene props to the module. Please remember that for the sake of balance in a persistent mod you CANNOT USE THEM! Pretend to use them, yes, actually use them? No. Never. We're never giving you cannons. That'd be like giving a 4 year old a Kalashnikov.

Modeled by Pepe and textured by Jordan, included in this 3D document are 3 9lb Cannons (Wheeled, Fixed, Broken), 4 loading implements, various cannon ball piles and open/closed cannon ball storage boxes. These will be going into the module in the coming days and we'll post pics of how they look in the new primary scene thats being polished up.​

https://sketchfab.com/models/44f939969ac140fa85f031af47a050dd​

In regards to the banner requests we've been getting, if you have any banner ideas please feel free to message a dev team member (preferably myself, I handle the banners) with the idea you have and a visual reference. From there it's easy to create and we'll add it to the module. Regiment banners will be created as well.​

We've also got the messages about the Spanish uniforms, and would like to explain our thinking. Historically, the Spanish and French colonial military uniforms looked VERY similar (White with Blue/Red trim). This can easily be done in game, but due to the new nation-based-fort idea we're rolling with, having two forts with basically identical clothing in them will not only cut down on unique content and colour, but will also be confusing as bollocks when you're shooting each other. I've seen media usage of Colonial Spanish soldiers in yellow before (not historical documents but wide spread media usage on the web) and thought it would be the best thing to go with even though its not strictly accurate because it would improve gameplay. If you'd all really like us to go the accurate route, we'll do a re-textured version of the accurate spanish uniforms and see how they hold up, but personally I think Yellow looks snazy and will be less confusing in the long run.​



There will be another update in a week or so to show off the backpack and satchel varients of the infantry uniforms that Jordan has made, along with (hopefully) some early glimpses at the new Rifle, Cavalry and Officer uniforms that'll be in the mod.​
 
I don't want to be "that guy," but is there a tentative date where we can expect 2.0 to be ready?
 
Could it be possible for the export sugar and tobacco places be overseas so that way you'd have to embark a tradeship in order to make mullah.
I like the idea of traders exporting sugar and tobacco on trades ships(which have holds for goods) and purchasing them from farmers or plantation owners.
 
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