I should start this by mentioning v21 series is closed alpha status, but once in a while I pick people from the community to test.
If I didn't pick you yet its small wonder -- I have my hands full elsewhere and for now pick people that either dont pester me too often or I want to reward for something. Anyway, v21 is pretty because Robin/Robbing did much art for it but it also has a few tuning issues.
the good news: pictures gallery
https://drive.google.com/folderview?id=0B4sh7GRykLgEZUI0dWFqa296YzA&usp=sharing
this gallery wasn't so much propaganda as to see what worked and what did not in the port of Robin's Perisno .8 into my Phosphor v20 series,
with the result called "v21"
Things that I feel need work:
1) Robin changed the map, closing the second entrance to Kaikoth (dwarf) lands. He took 2 Hakkon cities and put them across an ocean, then
had so far as I could tell no working sea movement to get there. I instead moved them to the desert south of the dwarves so players could visit them.
Some other villages and a castle were stuck in mountains with no way to visit. These are things cleaned up in a few hours, but .8 I think was looking for sea travel code that did not get finished.
2) Diplomacy with 16 factions seems to happen far too often, so I need to adjust the timers in simple_triggers to have new diplomacy actions less often.
Also it would be useful to have for example 40 days of peace for all factions as done in The Gathering Storm, which although isn't really OSP the concept of delaying diplomacy can hardly be considered proprietary. I expect several other mods do this, the scheme used is elementary, I just had not considered to fake out diplomacy by a simple test (is it after day 41? then go ahead and do diplomacy stuff...)
3) whatever errors show in v20 r71ep will show in v21r0.2, as the code is shared at the moment. I may as well continue evolving v21 before releasing it to public, at least maybe 2-3 more weeks worth of changes.
4) I still would not mind solving the Drow skin to make dark elves that might appear instead of shaman things, when you camp outside at night.
I would especially like that to be a "reward" possibility if the player has used magic recently or has certain magic users or items in their party. But since all of that has not been added, its a "next month" problem.
5) along those lines I would like to add more items, scripts, and a few new troops from Curtain of Fire for testing magic resist and magic systems, however
it will be done. CoF is a fairly simple setup for magic, but I can use it as a starting point to test more elaborate scripts that bypass warband armor handling
and let magic resist by type of attack have more meaning. Who Doesn't want to fly a kite in a lightnight storm wearing metal plate armor? Warband claims plate offers nearly perfect protection from all attacks .... and that needs re-thinking.
6) As I wrote elsewhere I'd like to see magic become optional, to an extent, happening mainly in the player's dreams. It turns out to be EASIER to just have it 100% on or 100% off, but there may be a way to limit it for people that cannot stand it. On the other hand, it can change the way things are done. Especially since not all magic has to kill - it could stun, sleep, make afraid, rally, heal, let players deathcam with limits except in seiges, and all sorts of other uses -- maybe not even in battles. Pathfinding for example should be increased with flying mounts. Teleportation allows paratroop actions. Walk on water? Breathe under water? This might change things too. Could I skip to the nearest shore with a water walk? It may be one way to side step Warband limits.
- GS
If I didn't pick you yet its small wonder -- I have my hands full elsewhere and for now pick people that either dont pester me too often or I want to reward for something. Anyway, v21 is pretty because Robin/Robbing did much art for it but it also has a few tuning issues.
the good news: pictures gallery
https://drive.google.com/folderview?id=0B4sh7GRykLgEZUI0dWFqa296YzA&usp=sharing
this gallery wasn't so much propaganda as to see what worked and what did not in the port of Robin's Perisno .8 into my Phosphor v20 series,
with the result called "v21"
Things that I feel need work:
1) Robin changed the map, closing the second entrance to Kaikoth (dwarf) lands. He took 2 Hakkon cities and put them across an ocean, then
had so far as I could tell no working sea movement to get there. I instead moved them to the desert south of the dwarves so players could visit them.
Some other villages and a castle were stuck in mountains with no way to visit. These are things cleaned up in a few hours, but .8 I think was looking for sea travel code that did not get finished.
2) Diplomacy with 16 factions seems to happen far too often, so I need to adjust the timers in simple_triggers to have new diplomacy actions less often.
Also it would be useful to have for example 40 days of peace for all factions as done in The Gathering Storm, which although isn't really OSP the concept of delaying diplomacy can hardly be considered proprietary. I expect several other mods do this, the scheme used is elementary, I just had not considered to fake out diplomacy by a simple test (is it after day 41? then go ahead and do diplomacy stuff...)
3) whatever errors show in v20 r71ep will show in v21r0.2, as the code is shared at the moment. I may as well continue evolving v21 before releasing it to public, at least maybe 2-3 more weeks worth of changes.
4) I still would not mind solving the Drow skin to make dark elves that might appear instead of shaman things, when you camp outside at night.
I would especially like that to be a "reward" possibility if the player has used magic recently or has certain magic users or items in their party. But since all of that has not been added, its a "next month" problem.
5) along those lines I would like to add more items, scripts, and a few new troops from Curtain of Fire for testing magic resist and magic systems, however
it will be done. CoF is a fairly simple setup for magic, but I can use it as a starting point to test more elaborate scripts that bypass warband armor handling
and let magic resist by type of attack have more meaning. Who Doesn't want to fly a kite in a lightnight storm wearing metal plate armor? Warband claims plate offers nearly perfect protection from all attacks .... and that needs re-thinking.
6) As I wrote elsewhere I'd like to see magic become optional, to an extent, happening mainly in the player's dreams. It turns out to be EASIER to just have it 100% on or 100% off, but there may be a way to limit it for people that cannot stand it. On the other hand, it can change the way things are done. Especially since not all magic has to kill - it could stun, sleep, make afraid, rally, heal, let players deathcam with limits except in seiges, and all sorts of other uses -- maybe not even in battles. Pathfinding for example should be increased with flying mounts. Teleportation allows paratroop actions. Walk on water? Breathe under water? This might change things too. Could I skip to the nearest shore with a water walk? It may be one way to side step Warband limits.
- GS