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  1. thelight9

    The Training Dummy - Discoveries (WARNING: SPOILERS!)

    Master_Ike 说:
    Anyone know how and where to catch a changling?  :???:
    Talk to a traveler. Those guys seems to know a lot :wink:
  2. thelight9

    The Training Dummy - Discoveries (WARNING: SPOILERS!)

    Jakfraust can be found at Bhulban (probably a wrong spelling, it's in the vegir lands) right to the left of the place you spawn in.
  3. thelight9

    The Philosopher Stone - Report Bugs Here

    Well, there are tons of error notices when meeting the fates ( I'll try getting pictures of those) and then, when pressing tab, I became stuck in the camp screen, and no option that would trasport me to the world map worked ( including gathering from woodlore)
  4. thelight9

    The Training Dummy - Discoveries (WARNING: SPOILERS!)

    A quick question - can you become a vampire or a werewolf without the bloodfountain?
  5. thelight9

    The Training Dummy - Discoveries (WARNING: SPOILERS!)

    Playing an antihero I found Nikola -
    Not entering the secret room in Halmer until hitting level 30, the room becomes occupied by a clear Tesla reference. If anyone has any ideas how to get the guy a gold golem without becoming a necromancer, I would appreciate him sharing them :lol:
  6. thelight9

    The Philosopher Stone - Report Bugs Here

    This one I don't know what to make of - infinity stone (and probably philosopher's stones, though I haven't verified this) do not protect from scripted death - i.e. being stabbed by Imhotep, being killed by the third gorgon (Euryale) and possibly other scripted events can still bring your unexpected demise.

    Now, this is clearly not a "bug" like others - is this intended?
  7. thelight9

    The Philosopher Stone - Report Bugs Here

    1. When I finish the changeling quest from the museum, it wouldn't "go away" - meaning the option to talk about it would still exist, travelers would still tell you about it, etc.

    2. Another one, though not a bug per se - when speaking to Charon (at the underworld gate) he states that one might survive a trip down below either by having the heart of the world or by having a weapon of the gods. And it seems the latter works much less efficiently than the first. 100% less, to be precise.

    3. Black Knight set (or Dark Night, not so sure about the exact name at the moment) seems to spawn like normal armor towns - meaning that you could have three helmets, each with a different tier (thick, rusty, etc.)

    4. Pickpocketing happens when guards attack you sometimes - when they catch you sneaking in, robbing graves, or pickpocketing people ( it mostly doesn't make sense in the grave robbing case)

    5. Lastly, this is no bug, and i'm not sure if it's even worth mentioning since a fix would probably be utterly tiresome and not very important - the word "see" appears in menus even if you are blind. I know, I'm horrible sometimes. It really is'nt that much of a big deal, it just bothered me a little

    Also - the mod is amazing. So many new things were added in this update, and I'm just itching to explore every nook and crank. Thank you N0ught, for your hard work and dedication in creating this masterpiece
  8. thelight9

    Version in Development - 0.8

    Well I'm a bit confused - how many of these
    -  [0%] Adding Different Game Start
    - [5%] New Galwe Features
    - [0%] Add more kingdom management options
    - [0%] Prisoner trains
    - [0%] Raider parties
    - [0%] War parties
    - [0%] More mercenary companies to hire
    - [0%] Faction outposts/forts that can be attacked for unique loot
    - [35%] Add 3 houses factions 
    - [20%] Add rumor system
    - [0%] More, larger food items (military rations, supply wagon)
    - [85%] Bandits taking castles 
    - [0%] Scripted Events for 0.7
        - [0%] Maccavian civil war
        - [0%] The Valahir invasion of mainland (into Reich and Maccavia)
        - [10%] Jin Invasion
        - [0%] Tolrania-Redwood war 
    - [0%] Random Events
    - [0%] 0.7 Quests
        - [0%] Hakkon Inquisition
        - [0%] New/Old Gods quests
        - [0%] A lot of Adventurer's Guild quests
        - [0%] Demon Worshipper Quests
        - [0%] Companion quests
    - [40%] Jin Troops
    - [10%] Perisnoan Ruins
        - [0%] Quest NPC, merchant NPC, troop NPC
        - [0%] Roman equipment is Third Legion merchant specific
    - [30%] More unique spawns and better unique spawning system 
    - [0%] Riderless mounts/spawns that spawn in parties around Perisno
    - [0%] Blood HUD
    - [0%] Religion

    Bugs/smaller features:
    - [0%] Make the liquer have moral value
    - [5%] More, larger food items (military rations, supply wagon)
    features are going to be added by version 0.8?
  9. thelight9

    Developer Blog

    Fatty_McButterpants 说:
    While I appreciate all the work done on troops, I think there should be more effort put into expanding diplomacy and communication between player and NPC's.  Marriage, at the king level, should tie in with diplomacy.  If a king marries a woman from another faction, her entire family should either shift alliance to the king's side or take a serious prestige hit in their current faction. 

    For example, I'd like to be able to send an emissary to a Lord whom my spy master has identified as a potential recruit rather than track him down in person and offer him a town or castle of my choice rather than him telling me what he wants.  I'd like the option to form alliances with other factions and develop trade agreements.  I'd like more functionality in building and controlling faction patrols (size, composition, patrol route). 

    Perhaps it's just not possible and I'm playing the wrong game.  I keep playing the game, and enjoying it; but at the same time I keep saying "there is something missing."
    I can totally relate - enhancing the diplomatic aspects of the game should be an obvious addition. You should write down your ideas in the appropriate thread. But do keep in mind that the mod is comprised of a lot of variables - troops are a big one, so the work on them is also great - and besides, a month ago this mod was dead, so I don't think we should worry about those diplomatic updates, they are probably on their way :lol:
  10. thelight9

    Player Suggestions and Feature Discussion

    Lav 说:
    It's in the FAQ.
    Well, the part about expanding diplomatic options still stands - doesn't have to come from Diplomacy the mod
  11. thelight9

    Player Suggestions and Feature Discussion

    Is there any intention to integrate parts of Diplomacy into this mod? The way I see it, NE is somewhat lacking at the field of options for things you can do as a vassal or a king. Not being able to send a fief or money as a gift to a faction to strengthen realations with it is what bothering me, mostly :lol:
    Anyway, adding more diplomatical options would be great - they don't need to come from Diplomacy of course, just to let the player have more control over his kingdom
    Also, are you going to enlarge the dark knight faction? I remember that before this mod died ( and was reborn) there was a talk about giving them a unique quest line, a city, etc. Is this still a thing?
  12. thelight9

    The Bezoar Amulet - Progress Report Thread

    Do not look here 说:
    N0ught 说:
    * "Blindness. (Int+6)" option added to the fourth screen of character creation.
    Well... whoops  :oops:
    But my question about penalties still stands
  13. thelight9

    The Bezoar Amulet - Progress Report Thread

    I believe there are no words in the english language that describes how psyched I am about this mod :grin:.
    Also, i thought maybe adding skill penalties to blind characters would add to the experience - mostly to the tracking/spotting/pathfinding skills.
    And I am wondering - in myth and legends, blindness is sometimes connected to knowledge, and in reality blind people can manifest extraordinary hearing abilities (human echolocation is a good example). So will the blind have any upsides in your mod, or is it only intended to be a unique and challenging option?
  14. thelight9

    Native Expansion Patch - It's official now!

    First of all, I wanted to thank you for picking up this project - it's great someone has decided to help this mod come back to life!
    I haven't played yet, but just from reading I can see you have done some great changes.
    Also, if soulmata would indeed return and start working on the mod again, it would be great if you joind forces - and those would not be "unofficial" anymore  :grin:
  15. thelight9

    I will return soon!

    Great news! We are waiting eagerly!
  16. thelight9

    Updates

    To every one of you that was worried ( like me) about the mod, I have some good news!
    I dived into the chinese forum and found the board of the mod - and it's still alive and being updated!

    http://162.218.49.98/bbs/forum.php?mod=viewthread&tid=398830&extra=page%3D1

    This is the main page of the mod, and there are lots of videos showing progress and even an update from 9/9/2014 !!!
    It appears there is no release date yet, but at least we know the mod is alive!
  17. thelight9

    Bug Report [Version 0.7]

    1) This was probably reported before, but some armors have texture problam when a dwarf is useing them. Probably due to hight difference?
    2) When playing a non-human race, people still refer to you as a human.
  18. thelight9

    Old Topic

    Why do you want to apply for testing: this mod looks super interesting, and i want to help make it happen
    Previous testing experience:none sadly, but i would really like to make it my first :grin:
  19. thelight9

    Light & Darkness - Halloween Specials. Single&Multiplayer both! (Nov. 1, 2015)

    well this is, as always, awesome. great. tremendously amazing :grin:.
    i can't stop myself from asking -
    any news about the next version of the original mod? just playing this reminded me of how much i enjoyed L&D in the past, and i'm eager to play the next version when it comes out
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