Dev Blog 3: Prophesy of Pendor 3.8 -1/15/17- CHANGELOG ADDED

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MitchyMatt

Grandmaster Knight
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Upcoming v3.8 Patch Notes


GAMEPLAY

-Larger and adaptive battlefield size
-Battle size ranging from 100 to 450
-Many more reinforcement waves
-Revamped D'shar troop tree
-Factions rebalanced
-Many units rebalanced
-New Phoenix order (2 units)
-New Shadow Wolves order (2 units)
-New Scorpion Assassins order (2 units)
-Leonion Tweaks from this list (1, 3.1, 3.2, 4, 5, 11, 20, 25, 26, 28, 29, 30, 32, 33, 35, 38, 40, 42, 43, 44)
-All item prices normalized (based on K0nr@d's algorithm)
-New helmets, new boots, new bolts, new bows, new arrows, new
-Most units individually reworked and balanced
-Dragon Drakes now update from Ravenstern Men-at-Arms
-Items too rare made more present
-Ai defenders and defending player get ammo refills on sieges
-New system for merchants to get money
-Honor decrease when attacking villages & caravans
-Updated killcam
-New options & political map
-Companions won't loot gender opposite armors
-Wage of archer horsemen no more higher than horsemen
-Wage of mercenaries down from 200% to 166%
-Companions can auto-equip, even if loot is saturated

SCENES
-Adaptive battlefields (1, 5 or 12 times the surface)
-New Elacrai interior, exterior, arena and training
-New siege scenes for 14 towns and most castles (from Floris, but reworked)
-Horizon backgrounds and map borders
-More animation in taverns, with up to 15 random customers, musicians, rush hours, and varied clothing linked to culture
-New Sarleon tavern
-Spawn points reworked in arenas & taverns
-Town scenes edited (river in Torbah, towers in Sarleon, lighthouse in Nal Tar, textures in Empire cities and multiple other tweaks)
-Nal Tar scenes replaced by Sarranid's Durquba
-New skyboxes
-More lords in feasts
-Women in arenas.

VISUALS
-New and reworked armors
-New and reworked helmets
-New and reworked weapons
-New and reworked horses
-New and reworked greaves
-New common clothing
-Tournament items reviewed
-All armors have a male AND female version (with exceptions)
-All banners redone from scratch, HD
-42 extra banners
-Skinning of a lot of helmets (neck part deform with movement)
-New book covers, qualis gem, gold bar, loot, lute, lyre, chests, common items, furniture, bodies, hair...
-Dynamic face generation for zombies, and new textures
-More blood
-Bump map and/or specular map created for manu items
-Higher grass
-Fade from black on entering peaceful scenes (toggleable)

MAP
-Original individual icons for towns (including Elacrai)
-Individual icons for castles (from Floris)
-Banners normalized
-Corrected bridges
-New map icon for training grounds and Wolfbode
-Polished map textures and shape

FACES OVERHAUL
-New male head shape
-All NPC reworked
-More and better textures
-More wrinkled old faces
-Darker D'Shars
-Noldor faces
-Better random faces
-Head and body color match
-All D'shars are now dark skinned
-Muscular bodies in arena
-Dynamically generated zombie faces
-Zombie texture redone
-Improved woman model

UI
-More than 150 new menu illustrations (unique illustrations for towns, factions, events and menus)
-Interface tweaks
-New kill counter
-Some polished menus

SOUNDS
-New female grunts
-New death sounds for demons
-Sound reviewed/remastered
-Musicians in taverns
-Women can shout orders

OPTIMIZATION
-Optimized sounds (split into OGG and FLAC depending on use)
-Mesh simplifications
-Texture remapping for economy
-LOD creation for almost all items
-Elimination of all old unoptimized assets
-Mipmaps on all textures to avoid visual noise
-Removal of alpha layers when not needed
-Behind the scenes rework (sorted .brf files and sorted items order)

BUG FIXES
-Thousands of grammar, punctuation and formulation errors
-Merchant starting choice was always changed to physician in scenario "a letter that changed everything"
-Made CKO Sergeants recruitable from prisoners
-Fixed exploit with UllrVetr's bow
-Salt mine scene exit
-Transparent salt mine
-Duplicate items
-Misaligned Banner of Sarleon
-Misaligned Mett Xbow
-"Ghoul face" in castles
-Possessed Doomguide face
-Helmets not fitting the head
-Removed some non-interactive doors
-Hair texture
-Banners on overhead circle misaligned
-Arena and tournament fighters don't keep their original greaves
-Party naming bug
-Removed ladies in waiting from non-player parties
-Fixed "pretty female" face
-Toned down loot on bandits
-Fixed shader on many items
-Fixed color on back of heraldic armors



Previous Dev Blogs.

Hello everyone,

As you know, several months ago we released 3.7, and over the course of that production, we gained valuable team members and considering how well we worked together, we decided to push for 3.8.

This is just the start of a chain of Dev Blogs that will be released for Prophesy of Pendor 3.8 and any input you may have will be gladly appreciated and we support constructive criticism.

While we are not slated for a release in quite some time, I would like to say that we don’t have a plan as to when that may approach. We hope to release sometime before Bannerlord, pending on that production.


While many things are a WIP, we hope that some of the new features, items and the such are appealing to you and that you look forward to 3.8.

Screenies from Blog 1

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-Blog Post 2-

Hello everyone,

Since the last time we previewed some content for you, we've had gotten lots of work done in our art department. Our artists' goal is to make the mod a lot more visually stunning and to provide some of the best made content for Warband mods to-date.

Below you'll find lots of armor revisions plus some previews of them on troops. Take note that while all heavy armors are done, we are working on sets to make match with other pieces of armor so we don't end up looking like WoW characters :smile: .

We also have many features we've been working on but are hard to preview at this time so they won't be featured in this update. However, there is one that may help with some immersion! Commonfolk will be sitting and drinking in taverns! Plus some bards will be found playing a musical instrument standing/sitting as well! So with that, we hope these images will be more than enough to satiate your hunger for a preview :smile:


M0rdred's Let's Play Finale previews some of these new pieces in a different kind of view!
Screenies from Blog 2:

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-Blog Post 3-

Hello everyone,

Prophesy of Pendor v3.8 is still steaming through development as I type this. We are making great progress with many cool things getting put in.

While our Blogs are spaced out very far, we hope that doesn’t deter your faith in our team and our hard work, which is very evident. The team we have here is very dedicated and the work they do is utterly amazing.

So if you see them online or just happen to feel like doing something, give them a big thanks, because I know they can’t wait to release their work for everyone who is a fan of Prophesy of Pendor.

Now to the good stuff.

We have added even more revised armors to the list of things done. What older versions of PoP lacked was any uniformity and precise streamlining of assets to meet a high standard, which is now even greater than ever before.

We have even got new revised weaponry for everyone to check out; even armors.

3.8 will also have tons of new intricate features that are hard to showcase but are evident in ones playthrough. Some call them Quality of Life additions or QoL for short.

The team has decided not to release the changelog (as far as it right now) based on the fact that it can give stuff away (ruins surprises) and the fact that things are subject to change.

Some changes you will see in the screenshots below:

-Matching Tartans on Ravenstern units, they’re now in a better texture resolution

-Backgrounds that add to the immersion

-New Elcarai Scene and interior

-Various new armors/revisions

-Tavern Animations or Sitting Tavern Citizens (also playing bards)

-New encounter/town art when in dialogue or town menus

-New animations

-Matching sets for various units (mainly KHOs)

-New immersion feeling when entering places (like taverns)

-New banners

-New icons for Qualis Gem, baggage train, etc


Blog 3 Screenshots!​

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While that only scratches the surface, we have shown plenty in our screenshots so feel free to enjoy them and hope that satiate your need for more Pendor.

Mordred gladly gave a nice video of many changes in action in real-time. Check it out and be sure to subscribe to his channel! He has done a great job presenting our work and he deserves a lot of love for many things we enjoy about PoP!
 
How much do you expect the new models to affect performance? I see a reasonable increase in verts and faces with the new armors, but with so many of them I still wonder. One of the things I like the most about PoP is how well it performs even with a higher Battlesize (330 in my case).
 
Articulo34 said:
How much do you expect the new models to affect performance? I see a reasonable increase in verts and faces with the new armors, but with so many of them I still wonder. One of the things I like the most about PoP is how well it performs even with a higher Battlesize (330 in my case).
Except for a few new models, We've taken big steps to optimize the game.
I've created a lot of LOD meshes* that previous contributors did not make. I've reduced some textures that were uselessly big. I simplified or replaced some objects that were too complex. I made the game not load some warband objects on startup that weren't used by PoP**, I transformed some rare sound files into compressed audio***, I used mipmaps**** on some textures that didn't...
Normally, the game should perform better while being less ugly.

*Level Of Detail, it's the models that are displayed when you're far away from something
**that will shorten loading and free RAM
***Some files are better as FLAC and others are better as compressed OGG (loaded directly from disk).¨
****I previously ignored them and some files in the game are exempt from them, but they're useful for rendering and performances
 
Exactly, snouz did a great job with this optimization and his stuff will be previewed in the next blog.

While I haven't tested our alpha 1 just yet, snouz has stated the game loads much quicker.
 
Ralyks18 said:
Can you share with us an approximate release date for this new big patch?  :grin:
We internally decided to not communicate any release date until we feel we're ready. But We're clearly aiming before Bannerlord.
 
snouz said:
Except for a few new models, We've taken big steps to optimize the game.
I've created a lot of LOD meshes* that previous contributors did not make. I've reduced some textures that were uselessly big. I simplified or replaced some objects that were too complex. I made the game not load some warband objects on startup that weren't used by PoP**, I transformed some rare sound files into compressed audio***, I used mipmaps**** on some textures that didn't...
Normally, the game should perform better while being less ugly.

*Level Of Detail, it's the models that are displayed when you're far away from something
**that will shorten loading and free RAM
***Some files are better as FLAC and others are better as compressed OGG (loaded directly from disk).¨
****I previously ignored them and some files in the game are exempt from them, but they're useful for rendering and performances
Sounds great. Thanks.
 
Never been able to find Imperial Legionarie armor...looks awesome. This looks like great fluff. Any plans to improve the core gameplay of the mod? Diplomacy? Fief system (giving up fiefs exchange)?
 
Those textures look awesome but i think focusing more in gameplay improvements would be a good idea.
If you see the suggestion thread no one there ever said something about visuals. Of course i think visual improvements are great dont get me wronh :mrgreen: but some open source mods have little spicy things that you could add to your tacos to make then even more magical.

 
Sounds amazing, looks fantastic. Im working on a project, translation(properly) of this mod to Turkish it has been a week now and except the Knighthood Order names and Special Personalities(Heroes that spawn occasionally) is going well so far, seems like i would have to find a proper way of conveying these names in Turkish.

Thanks to snouz, he helped me get started on this project. There are many Turkish M&B: Warband players out there who are waiting their fingers crossed for M&B 2 Bannerlord. And until the bannerlord is released, which is still an unknown date. Maybe you would care to include my project in the upcoming major update of this exquisite mod. I would gladly introduce this mod in Turkish forums to a large portion of players.

Finally, if you agree to include my translation in the mod, and if there is a new context that's added to current language files to be translated, I would be happy to have those files and translate them, send them back to you.

Have a very nice day  :smile:
 
Awesome work, as always!

But one thing I find a little lacking is the definite style of "pendor" equipment. Sarleon has its red and black color, Ravenstern its kilts and man skirts, Fierdsvain their pointy hats, and so on. But Pendor seems to lack a "symbol", or a general "Style".
 
one question about
- Ai defenders and defending player gets ammo refill on sieges
that means:
every 60 secs all defenders get their ammo refilled but we/ai lord has to build special building for it to work
or
every 60 secs all defenders get their ammo refilled and we will have this even in castle with nothing built?

in any case:
finally, treebeard ammo fix.txt can(might) be deleted and logical things finally work by deafult :razz:
 
Egaldor said:
Those textures look awesome but i think focusing more in gameplay improvements would be a good idea.
If you see the suggestion thread no one there ever said something about visuals. Of course i think visual improvements are great dont get me wronh :mrgreen: but some open source mods have little spicy things that you could add to your tacos to make then even more magical.

This is down the the current strengths of this team. We have one coder is who already doing a massive amount of work behind the scenes, and there is only so much he can reasonably do. Meanwhile there are two uber active artists who are amazingly skilled and manage to get an awful lot done.
 
Am I crazy or did Wolfbode turn into Nicolas Cage?

But seriously though the new armor (models? textures? both?) look great, except for the Empire Knight armor which in my opinion looks better how it is now (unless I'm misunderstanding what's going on in that picture). I absolutely love the distinct Pendor armor though, it'll make gearing out the Black Guard of Pendor a whole lot easier ;p
 
Reverend Belial said:
Am I crazy or did Wolfbode turn into Nicolas Cage?

But seriously though the new armor (models? textures? both?) look great, except for the Empire Knight armor which in my opinion looks better how it is now (unless I'm misunderstanding what's going on in that picture). I absolutely love the distinct Pendor armor though, it'll make gearing out the Black Guard of Pendor a whole lot easier ;p
Model for Empire Knight armour will match its stats. Current model looks like 2/60/20/30kg (head/torso/legs/weight), but stats wise it is in lower tier of plate armours (numbers on the picture).
 
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