Developer's Diary

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Redleg

Sergeant Knight at Arms
Dec. 5 progress report:
I am down to the final odds and ends before release.  I have completed and tested all of the new coding and the mod is running stable.  Yay!

My final task is to clean up the module itself.  I am going through the resources (BRFs) to remove most of the unused or redundant meshes/materials/textures in order to further optimize the mod.  I am also improving a few armor textures from my previous modded versions.  Once that is all completed I will finish the change list and features description, and post the mod to ModDB. 

Not much left to do really, just need time to get it done.  I am now in the busiest time of my work year and so have just bits of time here and there to work on the mod.  Will complete as soon as possible.  Keep the faith!  I think you will enjoy the changes I have made.
 

Hazzardevil

Master Knight
NW
Can we ask what the Geroians are going to be like?
And I just reinstalled the mod to give it another play. Good to see it's still being worked on.
 

Redleg

Sergeant Knight at Arms
Hazzardevil said:
Can we ask what the Geroians are going to be like?
And I just reinstalled the mod to give it another play. Good to see it's still being worked on.

The Geroians are based on images of Ottonian era German troops of the Holy Roman Empire.  The professional troops have mainly mail armor.  They have good infantry and cavalry and crossbowmen.  Their elite troop is called "elite ritter."  I also gave their skirmishers pretty good stats just to round them out since they are a smaller faction.  They are equipped similarly to the Swadians in my mod except without the surcoats or jupons over their armor like many of my Swadian troops have.  The Geroians use heater shields and the mounted troops have pot helms while the professional foot soldiers use bascinets.  The common troops use kettle helmets at the higher levels, simpler helms and hats at lower levels.  I tried to give the Geroians (and all factions) a distinctive look that is somewhat consistent with the team period. 

I am preparing to release this version in the very near future- after Dec. 17 but before Christmas.  I just have to get through the piles of work I have at my job!
 

Redleg

Sergeant Knight at Arms
Well, version 3.0 is now released, so where do I go now?
1. My first priority is to fix any bugs, glitches, weirdness that appear in version 3.0. This would include improving some of the armor textures and other things that are fairly easy.
2. After that, I don't know. I am taking a short hiatus from modding (excepting attending to item 1 above). I am considering creating an "invasion" feature for the mod and have actually created some of the code. The invading force would actually be an uprising of Calradia's masterless men who unite under a powerful leader and his 10 lords. This will fulfill the mod's subtitle ("mercenary uprising"), along with having the 3 new factions of former mercenaries (Keltons, Khergiz, Geroians). I need to flesh out the full masterless men troop tree and create the new lords and ladies, and worst of all, new banners (unless I assign them all the same faction banner to carry.
3. After Bannerlord releases I will take the temperature to see how much demand there will be for additional updates to version 3.0.

It has been fun to create and sustain this mod. If new modding ideas strike me, and I have the ability to implement them, I will try to do so. I am particularly interested in creating some simple wooden forts for the Khergiz castles. For now though I am going to enjoy the fruits of my labor and see if I can actually finish a game as King.
 

Redleg

Sergeant Knight at Arms
Dev Diary May 4 2020

I discovered a mistake I made in version 3 when I re-added the village of Uzgha to mod- I did everything but forgot to create the village elder! I discovered this quite by accident- I was granted Uzgha by the Sultan and couldn't find the village elder anywhere. Adding the village elder to the troops will mess up the save-game therefore v. 3.1 will require a new game. I have made a few other changes since then, and might release a patch with just the save-game compatible changes prior to releasing v 3.1.

Such as patch would include all of the following items except items 8-9.
1. Prison scene bugs for Starfall Castle and Jamiche Castle are fixed.
2. Siege scene problem for Curaw is fixed- new scene.
3. The native kite shields that some players have found to be too shiny are fixed by changing materials settings.
4. Slightly modified the Khergiz party templates to make them a little less powerful since they are mostly mounted.
5. Switched Vaegir elite from a mounted archer to heavy cavalry. (This troop already existed in troop file but was not linked to upgrade- this is save-game compatible because of this fact, although it will take a bit of time to see the changes in lord's armies.
6. Added an elite infantry troop to Gerioan troops (they now have elite cavalry and elite infantry). (Since this troop already existed it will be save-game compatible).
7. A few equipment changes for some of the faction troops and the custom troops (a new game will be needed to see changed equip for custom troops).
8. Uzgha village not having a village elder.
9. Switched the Sarranid mounted skirmisher into a mounted archer.

If I release the patch (call it patch #2), it will be save-game compatible and Uzgha still won't have a village elder. This will only be a problem if you need to speak to the elder in Uzgha, otherwise, it won't affect gameplay.

Version 3.1 will include all the fixes and a few more modifications and additions to the code, including an invasion option. I will post other aspects in the next development diary.
 

Redleg

Sergeant Knight at Arms
Just wanted to drop by to let you know I am still working on the next update to version 3. I explained a good deal of it in the post above (May 4). The thing is that I am overwhelmed right now at my job and just have not had much time to complete the update. I have made most of the changes discussed above plus a few more. I have not added the invasion feature yet and anticipate that it will be quite time-consuming. I might go ahead and release what I have completed up to this point since it contains a few bug fixes and plenty of improvements. I won't decide until I have more time to think about it.
 

Redleg

Sergeant Knight at Arms
Patch 2 for Version 3 was released July 2021 and dates to July 2020. It does not include changes made since July 2020.
These are the fixes and changes made for Patch 2:
1. Fixed the missing village elder for Uzgha village.
2. Fixed prison scene bugs for Starfall Castle and Jamiche Castle.
3. Fixed siege scene problem for Curaw by changing to native scene.
4. Fixed the native kite shields that some players have found to be too shiny.
5. Fixed problem with a Sarranid shield texture.
6. Added an elite infantry troop to Gerioan troops (they now have elite cavalry and elite infantry) and modified some of the Geroian troops equipment.
7. Slightly modified the Khergiz party templates to make them a little less powerful since they are cavalry heavy.
8. Changed the Khergiz trained skirmisher from level 20 to 15 as intended.
9. Fixed the animations on some of the newer map flags that weren't waving.

There are other small changes that I cannot remember. I will list any other changes that I can remember below this:

As stated above, this patch was made in July 2020 and released July 2021. It does not include the many changes I have made to the mod since July 2020. I decided to release the patch due to requests posted on the ModDB page for the mod. I am making good progress toward the next version and will soon post a partial list of changes below this post.
 

Zxmann

Recruit
Hi Redleg, i really enjoy your mod. In this 2022, still you develop this mod ? I'm still waiting for your fix to the bug when my Patrol Outpost's killed, i can't train my Patrol, and the Patrol can't respawn again.
 

Redleg

Sergeant Knight at Arms
Hi Redleg, i really enjoy your mod. In this 2022, still you develop this mod ? I'm still waiting for your fix to the bug when my Patrol Outpost's killed, i can't train my Patrol, and the Patrol can't respawn again.
I am still working on the mod. I have fixed the crashing problem when demolishing the outpost but not any other bugs with it. I will add it to my list of things to look into. No guarantee that I will be able to fix it though.

I have made quite a few changes to the mod since the last patch, including adding nobility titles and some other nice features. I will release the new version sometime in early summer.
 
I am still working on the mod. I have fixed the crashing problem when demolishing the outpost but not any other bugs with it. I will add it to my list of things to look into. No guarantee that I will be able to fix it though.

I have made quite a few changes to the mod since the last patch, including adding nobility titles and some other nice features. I will release the new version sometime in early summer.
Looking forward to any future update! Such a stupendous mod, can never get enough of it :grin:
 

Redleg

Sergeant Knight at Arms
Looking forward to any future update! Such a stupendous mod, can never get enough of it :grin:
I am glad you are enjoying it. I will have some time this summer to complete and release this version. I should have mentioned in my previous post that the fix for the fort demolition was coded by Tocan, the creator of the Tocan's Calradia mod.
 

Redleg

Sergeant Knight at Arms
August 2 2022 update: you may be pleased to know that I am still working on the major update. I had to take some time off modding to move to a new place and have since gotten a newer, better PC thanks to my dad, who gave me his "old" pc due to just getting a new one. Anyway, I hope to complete the next version soon and will post it on ModDB as usual.

I have found that my new pc doesn't seem to like enabling "textures on demand" and crashes on menus but not in battles or on the world map. The error is "rgl error on creating shaders: out of video memory." It's kind of weird, I know, since it is usually recommended to enable textures on demand. I have battles set to 270 and they run quite well with no lag and little impact on frame-rate. Unticking load on demand textures seems to stop the error without any noticeable change in performance.

I expect that there are still some Warband players out there and some who follow this mod. This next release will likely be the last major update I make, excepting any fixes that might be needed.
 
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