Honour Be Thy Shield
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A medieval middle-eastern themed low fantasy mod with some high fantasy elements
This mod will be centered on three main aspects:
- exploration
- immersion/realism
- sandbox storytelling
Exploration:
The mod will feature a rich lore and new landscape to explore.
- This includes new cultures, most of them based on middle-eastern medieval culture with the occasional twist.
- This also includes new fantasy religions, which will be very important in the game.
- And of course, this includes new characters to meet and befriend or battle as enemies.
- The mod will feature a new map and new scenes - some of the hidden and/or unique locations - to explore.
Immersion/Realism:
The mod will try to model gameplay as realistic as possible without losing too much fun. For example, this will include some features from Brytenwalda.
Sandbox Storytelling:
Native WB, most mods and actually most other games allow either sandbox style playing or a typical "static quest(s)/questline(s)" set-up. I find sandbox style playing a little bit to random for my tastes. I cannot talk with people about things that happened earlier in the game. The relationship between players and NPCs and NPCs between each other is a flat value between to numbers without any depth to it. Quests are more or less randomly generated. Dialogue options and options to fulfill a quest are severely limited. And the AI acts often in very strange and incoherent ways.
In mods and RPGs with a typical "static quest(s)/questline(s)" set-up the player often has also only limited options. Modern RPGs allow a lot of "freedom" and implement choices and sides/factions for the player to take. But they still are all limited. And more importantly: They almost always wait for the player to act. I want to change that.
My goal is to implement an AI which will no longer assign more or less random quests, but will assign quests based on the AI's overall goal. Thus there will be lots of new quests/tasks available. These quests will be less limited in the way, how they are fulfilled. Important is (most of the time) only the result. The AI will also react to information it gets to further its goals. Whether or not the player is around does not matter. The AI of the adversary will act on its own and will not wait for the player. If the player is not around, an AI, which needs a task fulfilled, will hire someone else to do it. Neither "the story" nor the AI will wait for the player. To achieve this goal there will be three or four "big players" with a very ambitious and far reaching "global" agenda, while most other NPC will only have rather limited personal goals and ambitions. And one important rule: Anything the player can do, the AI can do (as far as the game engine allows that).
I hope I was able to convey the idea behind that.
Random planned and implemented features include but are not necessarily limited to:
- Religion as important gameplay element.
- Character creation decisions will play a bigger role in the game, providing start quests and determining dialogue options.
- A more dynamic dialogue system allowing a wider range of topics to talk about with most NPCs.
- Emotions as part of the dialogue system.
- Lying and "persuasion duels" as part of the dialogue system.
- A more complex relationship system, which does not only have values between -100 to +100, but also includes key events of the past and takes player and AI personality into account.
- More complex AI personalities based on more than one character trait.
- A more complex reputation system with more than one reputation trait. This will also borrow from the Mass Effect morality system.
- Fuzzification of certain values presented to the player to enhance immersion.
- Inventory management based on pack animals and party size.
- New skills, some native skills removed, and some native skills expanded.
- New items (mostly from OSP packs), but a very kind modeller (UsamaEzaddin) has made some completely new stuff, too.
- "Living" scenes with more than just randomly walking around townwalkers.
- Sea travel.
- Expanded journal including more information.
- More logical quest and camapign AI (see sandbox storytelling).
- Lords can be killed and will have successors.
- Some Brytenwalda features including character creation in one page, wounds, prisoner management based on party size, entertainment skill (with further expanded usefulness), resting, different character sizes and others.
- Character creation decisions will play a bigger role in the game, providing start quests and determining dialogue options.
- A more dynamic dialogue system allowing a wider range of topics to talk about with most NPCs.
- Emotions as part of the dialogue system.
- Lying and "persuasion duels" as part of the dialogue system.
- A more complex relationship system, which does not only have values between -100 to +100, but also includes key events of the past and takes player and AI personality into account.
- More complex AI personalities based on more than one character trait.
- A more complex reputation system with more than one reputation trait. This will also borrow from the Mass Effect morality system.
- Fuzzification of certain values presented to the player to enhance immersion.
- Inventory management based on pack animals and party size.
- New skills, some native skills removed, and some native skills expanded.
- New items (mostly from OSP packs), but a very kind modeller (UsamaEzaddin) has made some completely new stuff, too.
- "Living" scenes with more than just randomly walking around townwalkers.
- Sea travel.
- Expanded journal including more information.
- More logical quest and camapign AI (see sandbox storytelling).
- Lords can be killed and will have successors.
- Some Brytenwalda features including character creation in one page, wounds, prisoner management based on party size, entertainment skill (with further expanded usefulness), resting, different character sizes and others.
Further notes:
Progress will be slow but steady, because I have only 1 to 2 hours per day to work on the mod for the next six weeks or so. After that progress will be significantly quicker.
Preliminary List of Credits:
Lav (invaluable advice, WRECK, integrated module system, Civilian mod compilation – clothing, armour)
Swyter (invaluable advice, Cartographer)
UsamaEzzadin (new items)
WeiXiadi (armours, clothing)
Njunja (Njunja's Eastern Pack)
al-Mansur (al-Mansur Models Pack – helmets, sceneprops)
Dunde (character creation code)
jacobhinds (Ottoman Civilian Clothing OSP, a couple of models from his excellent mod Sayazn with permission - check it out!)
sonyer (helmets, armour)
rgcotl (contributions to sonyer’s pack)
Narf (rus armour OSP, Man-at-Arms OSP, contributions to sonyer’s pack, shaun remo’s pack)
Shaun Remo (Helmets Replacement OSP)
dia151 (Arabian Equipment)
as0017 (Some Vietnamese Items)
Brytenwalda Team (code, ideas)
Swyter (invaluable advice, Cartographer)
UsamaEzzadin (new items)
WeiXiadi (armours, clothing)
Njunja (Njunja's Eastern Pack)
al-Mansur (al-Mansur Models Pack – helmets, sceneprops)
Dunde (character creation code)
jacobhinds (Ottoman Civilian Clothing OSP, a couple of models from his excellent mod Sayazn with permission - check it out!)
sonyer (helmets, armour)
rgcotl (contributions to sonyer’s pack)
Narf (rus armour OSP, Man-at-Arms OSP, contributions to sonyer’s pack, shaun remo’s pack)
Shaun Remo (Helmets Replacement OSP)
dia151 (Arabian Equipment)
as0017 (Some Vietnamese Items)
Brytenwalda Team (code, ideas)
Team:
DerGreif - coding, lore, basic retextures & 2D-Art
Usama - 3D-Art, additional gameplay ideas and lore
Signature link:
Code:
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