Author Topic: Perisno: The New Beginning (v. II, Patch 3: 03.apr.2019)  (Read 46240 times)

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Leonion

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Perisno: The New Beginning (v. II, Patch 3: 03.apr.2019)
« on: August 06, 2017, 08:45:52 PM »

What is it?
It's a little "spinoff" project of mine I've been working on during the past few months.
Unlike the main "campaign" mode (official Perisno), it was made to be some sort of "skirmish" mode: short and flexible.
This "spinoff" features a new map: a new resource-rich island was discovered and the kingdoms of Perisno assembled expeditions to conquer this island.

And don't forget that Perisno (and, therefore, PNB) has massive troop transfer!
Plus since HF6 PNB has this.
And this since HF7.

PNB-only features (some are 'for now'):
(click to show/hide)
Version II changelog:
(click to show/hide)
Version II save files are not compatible with version I and vice versa. Hotfixes, if there will be any, will most likely be compatible though, as usual.

What you will not find in PNB:
(click to show/hide)

Why?
(click to show/hide)

To-do
(click to show/hide)

Download link:
http://www.nexusmods.com/mbwarband/mods/6177/?
You need to install it as a new module, not into any other module's folder.
Alternatively, yandex.disk link:
https://yadi.sk/d/3DsvSNHXBLu1VA

Latest hotfix/patch:
None, only install the full version.

Translations (v. II):

Credits:
(click to show/hide)

Developer's notes:
(click to show/hide)
« Last Edit: April 02, 2019, 10:42:51 PM by Leonion »

Tuidjy

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Re: Perisno: The New Beginning (v. I)
« Reply #1 on: August 06, 2017, 09:52:12 PM »
The healing abilities have to go, I agree, because they make no sense. 

But what's wrong with taking ammo from your men?  Historically, people tasked with carrying arrows were a thing.  Mongols, Persians, etc. had them.  Even today, snipers have spotters, machine gunners have ammo carriers, and basically high value specialists have a support team.

In Perisno, I have a division with just one purpose - provide my character with ammo so that he can kill thousands...  yes, yes, no man could draw a 140 pound bow one thousand times in two hours.  But then, magic, long sieges, superhuman strength.


T.L.S.

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Re: Perisno: The New Beginning (v. I)
« Reply #2 on: August 06, 2017, 10:14:16 PM »
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- any abilities but "borrow ammo" and "whistle for horse" (no more of this legal cheating in form of healing "abilities")
Taunt/Warcry also removed? They are mostly fun abilities (radius is too small to be very effective).
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(if my English manages to write something good)
Yoa are too strict with yourself =)
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http://www.nexusmods.com/mbwarband/mods/6177/?
Moddb mirror in near future? (Nexus hates me unless some mod manager used)
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I played as a dwarf footman - my first infantry playthrough ever and my last; never again, cavalry all the way!
It means you played as dwarf without barrel of mead =)

Leonion

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Re: Perisno: The New Beginning (v. I)
« Reply #3 on: August 07, 2017, 03:58:53 AM »
But what's wrong with taking ammo from your men? 
Absolutely nothing.

What you will not find in PNB:
- any abilities but "borrow ammo" and "whistle for horse" (no more of this legal cheating in form of healing "abilities");
I meant "except for", but something inside of me told me that "but" was the right word. :facepalm:
The 2 mentioned abilities stayed.

Moddb mirror in near future? (Nexus hates me unless some mod manager used)
It means you played as dwarf without barrel of mead =)
Will ЯД do it?
https://yadi.sk/d/Vjz-wQns3LmFNT
And I actually had bear or ale in my inventory most of the time. They should have sufficed.  :D
« Last Edit: August 07, 2017, 04:20:42 AM by Leonion »

Tuidjy

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Re: Perisno: The New Beginning (v. I)
« Reply #4 on: August 07, 2017, 04:28:21 AM »
But what's wrong with taking ammo from your men? 
Absolutely nothing.
What you will not find in PNB:
- any abilities but "borrow ammo" and "whistle for horse" (no more of this legal cheating in form of healing "abilities");
I meant "except for", but something inside of me told me that "but" was the right word. :facepalm:
The 2 mentioned abilities stayed.
Actually, "any abilities but X and Y" is absolutely correct English.  I am the one who must have misread it, for which I apologize.

T.L.S.

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Re: Perisno: The New Beginning (v. I)
« Reply #5 on: August 07, 2017, 10:03:41 AM »
Quote
Will ЯД do it?
Yes, thanks.

First impressions:
  There is not enough parties to lvl up and make some cash in the beginning (provisioners, looters and rare deseters, with a risk of geting smashed by 17 angry renweards :D).
  Starting army composition is terrible (i can understand limited elite cavalry, like noble troops, but when you have only 4 ranged troops in 30 men foot army... Some starting weapons also far from good (that dwarven hammer is trash, perisno axe is ok unless you trying to use it on horse...).
  Garrisoning captured outpost is a real pain in the rear, while AI still geting troops from the air.
  Lords ignore you completely if campaign started (but everything is fine if marshalship reassigned to local commander), only 'follow me' order works. So, gathering entire faction may be quite problematic.
  Got couple of CDTs while fighting for outposts with giants in garrison, all of them after engaging in close combat (in basic Perisno nothing like that never happened even with 450 BS).
  I like the idea of skirmish, but right now without (boring) provisioners hunting for ~50-70 days its hardly engaging.

Tieflingz

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Re: Perisno: The New Beginning (v. I)
« Reply #6 on: August 07, 2017, 10:27:17 AM »
Female giants? SOLD!

Lag'ier Barlida

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Re: Perisno: The New Beginning (v. I)
« Reply #7 on: August 07, 2017, 11:00:30 AM »
Is this new module designed like PoP4 but the difference is player is not the heir?
Someone rebuilt the kingdom of persino  :shock: Wow that's amazing!
We believe, the banner of gryphon will arise one day.

Leonion

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Re: Perisno: The New Beginning (v. I)
« Reply #8 on: August 07, 2017, 01:13:37 PM »
  Starting army composition is terrible (i can understand limited elite cavalry, like noble troops, but when you have only 4 ranged troops in 30 men foot army... Some starting weapons also far from good (that dwarven hammer is trash, perisno axe is ok unless you trying to use it on horse...).
Starting army composition is always 3 templates (a, b and c) that lords get.
Starting gear depends on your stats and is chosen automatically based on the culture of the kingdom you chose.
What dwarven hammer? 35b 1h/2h hammer?

  Garrisoning captured outpost is a real pain in the rear, while AI still geting troops from the air.
Yep, for player nothing changed in this department. So that's why I suggest don't keeping many fiefs and giving most of them to lords.
As for AI getting reinforcements fast - that's a necessity, otherwise it turns into long and boring weeks of defending each recently captured outpost because everyone wants to take it from you and it gets reinforcements really slowly (as it was in my game before I buffed reinforcement rate). Wouldn't work well for the idea of a fast game.

  Lords ignore you completely if campaign started (but everything is fine if marshalship reassigned to local commander), only 'follow me' order works. So, gathering entire faction may be quite problematic.
It depends on your relations with them.
I already seriously buffed lords' "agreeableness", so they should come much more often, you don't need as high relations as before.
Should I add a default relation bonus with all lords of your faction?
But, seriously, lords in my game started to follow me even after they had like 3-5+ relations with me (as far as I remember among the last "fresh" lords that arrived).

  Got couple of CDTs while fighting for outposts with giants in garrison, all of them after engaging in close combat (in basic Perisno nothing like that never happened even with 450 BS).
Oh, these CTDs...
Did you fight giants a lot in original Perisno? The difference is that they have lods now, and should in theory work better, but I'm not sure the game is good at processing lods...

Also, did anyone here play ACOK for a long time? I've seen that this mod has no lods at all. Does it crash often in your games?

  I like the idea of skirmish, but right now without (boring) provisioners hunting for ~50-70 days its hardly engaging.
As before, I put the main emphasis on lords. At the start you're weak, so use lords to help you.
Many of them have unique troops or templates. I not-so-humbly think that, although some other things may not be my strong suits, but I did a good work in this department. I don't understand why many people insist on acting alone when you can have Tytus Rex or Grasullah or Linthradil or Harunn with his now almost immortal MKs or Aracanus as your allies on the field of battle.  :cry:

Is this new module designed like PoP4 but the difference is player is not the heir?
Ehhh... I don't know anything about PoP4. :o
« Last Edit: August 07, 2017, 01:17:12 PM by Leonion »

Lazy Buttons

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Re: Perisno: The New Beginning (v. I)
« Reply #9 on: August 07, 2017, 01:39:07 PM »
Legal cheating? Perhaps
.
Keep in mind, that siege battles in Perisno, in particular, are far longer than they are in Native. Instead of having to kill.. I dunno, 200-300 guys tops, as the matter was in Native, you have to murder.. 1500, 2000, 3000 units in the garrison, depending on how many there are. And unless you use the arguably far more exploitative approach of attacking and retreating every time your run out of arrows, you kinda need the ability to heal yourself to compensate for the massively increased damage over the much longer time.
I mean, the ability is tied to Intelligence and First Aid, it doesn't always work, and it heals a tiny amount of health unless you have INT and FA maxed out. It's hardly a huge impact on balance for an average player.  And its cooldown has already been nerfed. The menu says it's supposed to be 60 seconds, but it isn't. At least, it's not the same as the cooldown for other abilities.

As for the impact of mass-healing from the U-ability, it's hardly that great. With the huge amounts of damage that everything in Perisno can deal, being able to restore.. what, 50% or 80% of your troops health isn't really that big of a deal, because that much health can usually be taken away by a single blow from an opponent. Even if you increase your stats to the point where it restores over 100% of total health, the actual impact from battles with this ability is pretty negligible - maybe 10% less casualties, at most? Its main usage seems to be to keep companions alive, and it's hardly cheating. It's just compensation for, again, massive power creep in damage and stupid AI.

Finally, what's so 'cheaty' about Battlecry and Taunt? I feel like those are really fun and actually give the player a nice amount of control over the battlefield. Not to mention that they let you deal with the biggest issue in Warband sieges - infantry jams on ladders. And with their cooldowns, they're far from overpowered.

Yeah, yeah, I know, inb4 Tuidjy is gonna pop up and boast how he can kill an entire garrison by sniping from afar, but Tuidjy is an exception. Most players probably aren't tryhards and don't have the time and patience to solo snipe 500+, or 1000+ troops with just a bow and arrows. I know I'd simply get bored.
« Last Edit: August 07, 2017, 01:50:17 PM by Lazy Buttons »

T.L.S.

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Re: Perisno: The New Beginning (v. I)
« Reply #10 on: August 07, 2017, 01:59:03 PM »
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What dwarven hammer? 35b 1h/2h hammer?
Yes, because of 1\2 h penalty it's slow as hell (and starting funds quite limited to buy something decent, unless you chosen trade+persuasion specialization)
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Yep, for player nothing changed in this department. So that's why I suggest don't keeping many fiefs and giving most of them to lords.
But even holding your first fief is pain, because of limited recruiting options (usually you can safely reach only one freelancer outpost ~20 low-mid tier mercs + 20-25 custom recruits + ~20 recruits from the base + few mercs in tavern = any lord ignores this rabble and captures your outpost ), so maybe add some auto-garrison in +\- day after capturing something (like 30-35 faction soldiers to outpost, 50-60 for castles, around 100 for bases)
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Should I add a default relation bonus with all lords of your faction?
It would be logical (i think +15 solves the problem even without tweaks). At day 30-35 only one lord followed me, others only after direct order (with 10+ relations).
Quote
Did you fight giants a lot in original Perisno? The difference is that they have lods now, and should in theory work better, but I'm not sure the game is good at processing lods...
A lot, 2 full conquests and both times all giants destroyed personally (only issue was rare fps drops near couple of Bakhal top-tier troops, but nothing critical).
In TNB CDTs happen when you fight in melee and enemies reinforcement arrive relatively close to you (even if they are out of sight, eg. on the other side of the hill or behind you back)
Quote
Also, did anyone here play ACOK for a long time? I've seen that this mod has no lods at all. Does it crash often for you?
Not with the latest version but played around 700 days - CDTs only script/bad scene texturing related, mediocre fps drops in large cavalry clashes (with BS 400+ iirc and quite strong PC)
Quote
I don't understand why many people insist on acting alone when you can have Tytus Rex or Grasullah or Linthradil or Harunn with his now almost immortal MKs or Aracanus as your allies on the field of battle.
Because i simply can't build decent army for myself  using lords? Because when comes time to join kingdom vs kingdom battles in 'classic' mods you have some companions to cover your own skill weaknesses? IMHO, to lead those lords you must have decent army first (not 200 top-tier custom troops ofc, but at least 80-100 with balanced numbers of ranged\infantry\cavalry and some elites to cover your arse), thats why some source of income needed and because right now loot is the only adequate source (investing in PM is hardly possible without early cheap/free low lvl, but highly customisable, companions), some parties needed to loot from...

T.L.S.

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Re: Perisno: The New Beginning (v. I)
« Reply #11 on: August 07, 2017, 02:05:49 PM »
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I mean, the ability is tied to Intelligence and First Aid, it doesn't always work, and it heals a tiny amount of health unless you have INT and FA
with starting FA (iirc it was 2) and 35 INT it healed for 20 hp with 50% chance (9 hp when failed)... That's a lot.
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As for the impact of mass-healing from the U-ability,

with mediocre stats - +50% hp to ALL your troops in quite large area every 30 SEC.... Yes, very balanced...
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Finally, what's so 'cheaty' about Battlecry and Taunt?
I want to know it myself... because they never were OP

Leonion

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Re: Perisno: The New Beginning (v. I)
« Reply #12 on: August 07, 2017, 02:34:14 PM »
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Finally, what's so 'cheaty' about Battlecry and Taunt?
I want to know it myself...
That makes three of us, considering that my sentence only mentioned healing abilities as "cheaty". :wink:

so maybe add some auto-garrison in +\- day after capturing something (like 30-35 faction soldiers to outpost, 50-60 for castles, around 100 for bases)
While reading this I thought "hhm, yeah, that's a good idea", and then I realized people will just capture fiefs, ask them for themselves, pick the troops and then give them to some other lord.

A lot, 2 full conquests and both times all giants destroyed personally (only issue was rare fps drops near couple of Bakhal top-tier troops, but nothing critical).
In TNB CDTs happen when you fight in melee and enemies reinforcement arrive relatively close to you (even if they are out of sight, eg. on the other side of the hill or behind you back)

Not with the latest version but played around 700 days - CDTs only script/bad scene texturing related, mediocre fps drops in large cavalry clashes (with BS 400+ iirc and quite strong PC)
Interesting...
Because I had the strange feeling that the more I work on optimization, the more lods I create, the more often CTDs happen.  :?
And at the same time lodless ACOK doesn't crash...
Ohh....

Because when comes time to join kingdom vs kingdom battles in 'classic' mods you have some companions to cover your own skill weaknesses?
Well, in PoP and Perisno my first participation in lords vs lords battles would usually start at around level 10. Joining a faction as a merc and following strong lords was one of the things I always did asap. This gave me access to rescued troops (as you always get at least 1 soldier from each stack) I wouldn't be able to rescue on my own.
So personally I consider battles alongside lords the key way to building my army, not an obstacle.
Plus it's an easy way to upgrade your low-level archers since they're reliably protected by a lord's infantry and/or cavalry. And when you have some good archers, you can start building cavalry and infantry divisions.

Khamukkamu

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Re: Perisno: The New Beginning (v. I)
« Reply #13 on: August 07, 2017, 02:42:59 PM »
Great idea, Leonion! I'm not a follower of Perisno, but I do follow you as a modder :D Good luck and I hope this (and the whole idea) becomes successful! I've always been a fan of skirmish games!

Leonion

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Re: Perisno: The New Beginning (v. I)
« Reply #14 on: August 07, 2017, 02:44:22 PM »
 :shock:
Thank you, Khamukkamu!