Download link and discussion *PF_1.0 download link here*

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Austro

Master Knight
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Persistent Frontier

Persistent Frontier is a similar mod to Persistent World; however Persistent Frontier takes place in the 1700's in a frontier land in which you make the history for your faction. Out of all of the classes there will not be a serf class where you have to depend on others for protection every person will be able to defend themselves accordingly. While carrying out any kind of career whether you be a soldier, or maybe a colonist worker you must keep in mind that both natives and bandits will benefit from a lone prey so grouping up is vital for survival. The towns and forts might seem safe but the roads going through the wilderness will be a prime area for robberies and for ambushing an army on the march.




  • 3D Art and Project Lead - Austro
  • Scene Designer - ComradeTemezu
  • Game Mechanic Designers - PokerStuds and Burke
  • Scripter and General Maintenance - Wolfstar
~ The Development Team: For being the best dev team I have ever worked with, and even with our hardships, we all stuck through and never gave up :grin:
~ Vornne & The Contributors who helped make Persistent World possible: A Huge thanks to Vornne for making PW and everyone who helped him, you have made a wonderful mod, and we will hopefully make the work you have done more interesting to a variety of crowds!
~ GABRILDURO: A Huge thanks to Gabby for letting us use the much needed resources from 1755 mod and 1776 mod - His resources are NOT for OSP use. If you want to use his resources, you need his PERMISSION.
~ Secession Dev Team & Contributors: For letting us use various resources from Secession.
~ Vicnaire: For writing the introduction and his very helpful suggestions to the mod.
~ Splintert: For his technical assistance
~ Auldman and TOTSK Developers/Contributers: For resources from Twilight of the Sun King mod
~ Sirwho: Resources from Conquest Mod
~ Shredzorz: Shredzorz for his much needed Technical Assistance and his resources from Age Of False Innocence
~ Skitarii: For Sound Effects
~ Stephanie milanovic Voice Commands
~ Sambrosia: Scene Creating
~ Wolfstar: Technical Assistance
~ Azrooh: Technical Assistance
~ QWW: Scripting
~ Glovine: Scene Design
~ Rigadoon: 3d ART
~ Rackio: A huge shout out to him for being there to test out updates and testing it countless times!
~ Stone - 2d Graphic Art
~ FI2 Devs: Fire Arrows

Persistent Frontier 1.0

Simply place the PF_1.0 folder in your warband modules folder. Delete all other PF versions if you have them.
http://pf-official.eu/Downloads/PF_1.0.zip

Below this line is the old original thread!




                                                                                                                                                                                 







OFFICIAL TEAMSPEAK









             

              Persistent Frontier is a similar mod to Persistent World; however Persistent Frontier takes place in the 1700's in a frontier land in which you make the history for your faction. Out of all of the classes there will not be a serf class where you have to depend on others for protection every person will be able to defend themselves accordingly. While carrying out any kind of career whether you be a soldier, or maybe a colonist worker you must keep in mind that both natives and bandits will benefit from a lone prey so grouping up is vital for survival. The towns and forts might seem safe but the roads going through the wilderness will be a prime area for robberies and for ambushing an army on the march







~ Role Play as an Immigrant, Colonist Governor, Soldier, Native or even a Highwayman in the early to mid-18th century.

~ Play in a vast map with very dense forestry perfect for ambushing.

~ Experience a player - run economy where every faction must depend on Colonists to make weaponry.

~ Our map will include 2 Soldier Forts, 2 Native Camps, 1 Colonial Settlement and 1 Bandit Camp

~ Choose from a variety of clothing and weaponry from mods such as: 1755 Mod, 1776 Mod,  Secession and Age of False Innocence

~ Compete over resource areas with other factions or try your luck at resource rich sacred native land, though that might not go well with the natives!

~ Enjoy custom made soundtracks for different areas by our Audio Engineer Davey.

~ Choose from a variety of different European flags for your faction, you are not limited to just France & Britain.

~ Experience a dangerous society where there are no limits on how much you can rob from someone. Tread carefully, and stick in groups.

~ There will be no capturing forts / native camps in this mod, however factions must compete for resources throughout the map as a means to produce firearms.

~ There will be no names above players heads, rather, it will be like native team death match where you can only see faction members icons.

~ And much much more! More details further in the post.









Immigrants

What everyone in the server will spawn in as. European civilians fresh off the boat looking to start a life in the new world. These people have very little labor skills and very little fighting skills. They should only be played to sell crates around the map and should be trained to another faction as soon as possible.


Colonists

The Hard-working men and women of the new colonies, this faction has the second most rounded class next to the natives. The Colonist initial class has the ability to not only work as the serf of the old PW, but also pull out a trusty musket and shoot the highwaymen. In other words, they are by no means defenseless. However, the colonists have a bigger enemy than random bandits. They come in the form of the native savages. Indians for short.

Governor: The leader of the Settlement. The Governor must make sure their settlement is in order. The Governor is also responsible for negotiating with other factions to benefit their settlement. Whether it be an alliance, or a trade offer.

Weapon Smith: A sub class to the colonists, only the weapon smith is able to crate weapons in the entire mod. A weapon smith can defend himself accordingly, although they have very little laboring skills (Woodcutting, Mining) and are only focused at working in their shop.

Colonial: A Colonial has the best laboring skills in the game. Players should spend their early hours in the server playing as a Colonial to obtain money for more advanced careers such as a Soldier.

Militia: Colonial Settlers whose sole purposes is to gaurd their settlement from threats such as Highwaymen and Native raids. Militia are not the best soldiers, they are just workers that have picked up a gun, this class will have increased fighting abilities (Not as good as soldiers) but reduced laboring skills.


Soldiers

The Higher tier class, a group must truly work to make this faction viable. Set far from their supplies and with few moneymaking opportunities in the way of manual labor, soldiers-to-be must stock the forts on the edges of the map in order to create a viable faction, or risk being the lords of nothing. Any native or bandit can kill a badly armed soldier. Stock your fort well, and make deals with the colonists, however, and you will be a force to reckon with

Governor: The Governor of the soldier faction is not a fighting class, rather a diplomatic class. The Governor is able to choose their faction name and faction flag. A Governor has the responsibility of overlooking their forts status, opening negotiations with other factions, and if need be, declare war. The Governor must also choose their Captain well, because if the Captain dies, and the Forts resource area is captured, the war is lost.

Captain: A Captain has equal responsibly to that of the Governor, however, the Captain is important in terms of Military. The Captain organizes and trains his troops, and when the time comes, leads his troops into battle. If the Captain dies during war, and the resource area is captured then the war is lost.

Line Infantry: The bulk of the soldier faction, it is the Infantry that will be doing all the fighting. They have the best fighting skills (next to natives) in the mod, and are the only class to be able to use military grade firearms.


Native Americans

Chief: A Chief is pretty much a Governor and a Captain combined. A Chief must balance diplomatic acts and aggressive acts to insure the wellbeing and success of his fellow Native Warriors and his Native Camp. If a Chief is killed in war, the war is lost.

Native Warrior: Fast, Brutal, and completely self-sufficient, these ancient peoples have existed long before the white men came to the shores of their land. Quicker of foot and handier in craft, any native can work and create everything he needs to survive inherently. However, they lack the modern goods and equipment. They have the advantage in melee but must overcome the colonists fire-power to prove successful in battle.


Highwaymen (Outlaws, Bandits)

          The bandits are the degenerates of society. Too lazy to properly work, and too cruel to find charity, they have left themselves no option but to steal to live. Dressed in black and armed with a pistol and a reckless sense of stupidity, the bandits are to be feared. The wary colonist should travel with caution in the forests outside town. The consummate man will hire the local soldiery to protect him from the savage wilds to be found deep within the winding forests of the new world.







Melee:

~ Horse Jaw Tomahawk - Not yet known

~ Indian Club - Wooden Block + Short Wooden Pole

~ Metal Tomahawk  - Small Iron Bar + Small Wooden Pole

~ Tribal Knife - You get it once you become a Native Warrior

~ Pickaxe - Unlimited Stock

~ Woodcutting Axe Unlimited Stock

~ Saber Iron Bar


Ranged

~ Generic Musket - 1 Long Musket Stock, 1 Long Iron Bar

~ Generic Flintlock Pistol - 1 Small Flintlock Stock, Small Iron Bar

~ Military Grade Musket - 1 Long Musket Stock, 1 Long Iron Bar, Iron Piece

~ Kentucky Long Rifle -  1 Long Musket Stock, 1 Long Iron Bar ( Crafting is going to take an extended amount of time compared to other firearms )

~ Stone Tomahawk - 1 Stick, 1 Stone

~ Metal Tomahawk - 1 Short Wooden Pole, 1 Small Iron Bar

~ Bow & Arrow - 1 Wooden Pole







Colonial Settlement:

https://www.dropbox.com/s/6sjs74pk91pd5ri/townswagpfRC3.mp3


Forest:

https://www.dropbox.com/s/lzbvgxvqqyfzq86/pwfrontierambientwildernessCOMPLETE.mp3


Dockyard:

https://www.dropbox.com/s/k2ok0pmuqapxjh9/dockyardpartyyard.mp3

Soldier Fort:


https://www.dropbox.com/s/pv0mwqjp2p003c4/fortsound.mp3


Native Camp:

https://www.dropbox.com/s/f43tnasrybwljum/nativesinmypf.mp3





Map:

Outside the Soldier Fort:

https://dl.dropbox.com/u/12243880/crate/PIC1.jpg



Colonial Settlement:

https://dl.dropbox.com/u/12243880/crate/colonial.jpg

Immigrant Dock:

https://dl.dropbox.com/u/12243880/crate/dock.jpg

Fort #1:

https://dl.dropbox.com/u/12243880/crate/fort1.jpg

Paint over of the map we're hoping to achieve on some scale:

https://tw.greywool.com/i/dwVK8.png


Immigrants:

Immigrant Clothing #1:



Colonists:

Colonial Clothing Style #1:


Colonial Militia:


Soldiers

A mix of the different uniforms, soldiers and officers alike:

https://dl.dropbox.com/u/12243880/SoldierGroup.jpg



***Please note that all screenshots are work in progress, we are still adding many things and changing many things, please follow our weekly updates!***


Upcoming Media:



~ More screenshots of the map as it progresses

~ More screenshots of Immigrant, Colonist and Soldier clothing

~ Screenshots of Natives

~ Screenshots of Highwaymen

~ More Soundtracks





Austro: Project Leader, 3D Artist

Comrade Temuzu: Scene Designer

PokerStuds: Game Mechanic Designer

Burke: Game Mechanic Designer

QWW coder













General


When will Closed Beta Testing begin?

Closed Beta Testing will begin as soon as Vornne publicly released the Module System for Persistent World, which from what I know, will be some  time around January.


Are you guys recruiting?

Currently, we are NOT recruiting, but we may need closed beta testers and voice actors in the future.


How can I support the development of Persistent Frontier?

You can support us by using our signature and telling your friends about this thread, spread the word ! :grin:


Are all servers required to enforce stated rules on this thread?

No, however, we strongly recommend future server owners enforce these rules on their servers because our development team has designed the mod in such a way where the rules we have stated correspond with the game play mechanics of the mod properly.


What advice would you give to future admins being a current Persistent World Admin yourself?

Future admins need to understand that this is NOT Persistent World. The Rules are different and the game play mechanics are different. Future admins need to learn how to adapt. This is a mod of Persistent World thus being different. However, most of the rules we have stated are currently being enforced in Persistent World, so Admins will not have to stress TOO much about learning the new material but should take the time to extensively read over the new rules and guidelines we have added.


Are you open to serious, well thought out suggestions that correspond practically with Persistent World Mechanics?

We are always open to intelligent suggestions / ideas. Please send me a private message




Why this time era for a PW mod?

At first, before I began talking to anyone on the development team, and even before I started thinking seriously about making a PW mod I wanted to make a Wild West PW mod. I thought it would be very interesting, but when I brought it up with my friend, the idea was shut down completely. I realized what a random er would do with a repeating rifle. It would not be too pretty, so we chose to do a era where players would have muskets, and both NA players and EU players would enjoy the mod because both elements are involved in the American Frontier in the 18th Century.



What is the main Game - Play difference between this mod and regular PW?

Apart from firearms, the main difference is that we are getting rid of the weak pathetic " Serf " that depends on others to defend himself, and we are making it so " Colonists " can defend themselves as good as someone who has been playing for 10 hours straight could. Sure, Colonists will not get the best musket, they will not have the best melee stats, in general, they will have low stats, but a bullet is a bullet, when it hits, you go down. However, Colonists must train to be a blacksmith to make firearms and weapons; however, blacksmiths are also able to mine their own ore. In general, we did not like the idea that just because you have played for 10 hours you get a fully armored horse and plate armor yourself and you can go around stomping the server all you'd like. Our way, makes it so players who have only been playing for 1 hour have the same chance as someone who has played for longer. But, we are not saying that you are not rewarded for playing for 10 hours. If you play very long, you probably have a lot of money that you can spend on buying a horse, you are probably in a well established faction and you probably have a good firearm, so we are not limiting accomplishment.


Will there be any new ways of obtaining money that is not possible in regular PW?

Yes, as soon as you spawn into the map you will be on a dock. On the dock, you may pick up a crate where you can sell at various locations around the map. The further you go the more the crate is worth. This way, if you are dirt poor and cannot afford a pick axe or wood cutting axe, you have a way of obtaining money that does not require you to spend money.



1700 - 1763? Isn't that a bit wide for a time frame?

We are not aiming to cover a certain event, rather a time period. We want players to have as much freedom as possible.


Will the currency be any different from regular PW?


Yes, we are reducing the inflation from regular PW by 10 times. This means 100g in Persistent Frontier actually = 1000g in regular PW. We did this so we would not have to deal with large numbers and to make it easier on the players.


Map Related


How large is the map made by Comerade Temuzu going to be?

It is going to be 2050M x 2050M, which is extremely large.


How will such a massive map with so many props not cause FPS problems?

Most of our props (Trees, Boulders, Bushes ect ect ) are custom made and only use fraction of the resource in comparison to native. We are able to put more props on a scene than native props are. We are also making sure our LOD's (Level Of Details) are working properly for optimization.


Where will you spawn when you first enter a server?

You will spawn at a dock as an immigrant


Immigrant Related


Why should I play as an Immigrant?

Well, really, it's just to start you off. Every player spawns in as an Immigrant, and really, the only thing you can do as an immigrant is sell crates around the map for some early cash. You should train out of Immigrant as soon as possible and join a faction.


Colonist Related


Why are Colonists their own faction?

Because individuals in the new world did not survive very long. Settlers got together and built settlements otherwise knows as Colonial Settlements. They banded together to fend off Outlaws and Native raids and other dangerous.

Why are Weapons Smiths of the Colonial Faction the only ones able to make firearms? Why can't you be a Weapon Smith for a Soldier Faction?

Because only people who had been making firearms their whole life could craft high quality firearms. You would have to dedicate your entire life into being a weapon smith. You couldn't be a Soldier and a Weapon Smith at the same time, you would have to dedicate your time to either one thing or another. And as for Colonials being " Over Powered " because they are the only ones who can produce muskets, if people really want to start a Soldier Faction and make it work, they need to spend their time in the Soldier Settlement and make guns to make the Soldier Faction work, it will be up to the players to determine if the Soldier Factions thrive or not, not the admins.


Soldier Related

Why train as a soldier who has no laboring skills, when I can just stay as a Colonist and shoot a musket & have laboring skills?

The Soldier faction is the only faction who can use Military Grade Muskets, which have improved accuracy and reloading than the Generic Musket and they have a bayonet. Soldiers also have increased melee and combat stats, far superior than Colonists. Also, Captains are the only ones who can use sabers in the mod, and them and highwaymen are the only ones who can use a Flintlock Pistol effectively.


Why are there only 2 soldier forts ( Factions ) on your map?


Because we want to keep the number of Soldier Factions & Native Factions the same. If we add one more Soldier Faction, we will need to add one more Native Faction meaning 2 more factions. As it is, we already have 7 factions and adding more will only make it so we have less space on the map and more lag.


How will the Soldier Faction produce firearms themselves when they have no class to do so?


Two ways. One, colonists need to band together WHILE they are colonists and go to the Soldier Settlement ( Which is nearby the Soldier Fort ) and start producing muskets for the Soldier Faction.

Two, A already established Soldier Faction needs to offer the Colonists something so they can come to their Settlement and start producing them firearms.

Either way, it is going to be entirely player based, players will have to make the Soldier Faction work, not admins.


Native Related

How powerful will the Native bow be?


It will the the same statistics as the Crude Bow in regular PW


Natives seem a bit over powered with their high combat stats, how are  they balanced compared to other factions?


Natives can only craft primitive weapons themselves. They cannot make firearms and must trade with Soldier Factions or the Colonists for them. Natives also cannot mine for Iron ore.


What is the purpose of the Native faction?

The Natives are kind of like the " Mercenary " faction of the mod. When the Soldier forts declare war on each other, the Native Camps can choose who they want to side with ( If they want to side with anyone at all ) this will make it so the Soldier Forts have to think a lot through before declaring war to see if the odds will be stacked against them.

Highwaymen Related

Why is there no limit to robbing / taxing?

Because we felt that robbery was not an actual profession in regular PW where you could score big on if you robbed someone at the right place at the right time. In regular PW, you would probably end up loosing more money than you would end up gaining. We felt that robbers who followed the rules properly and role played properly should be rewarded. We also wanted to create an environment where people would think twice before travelling alone, we wanted people to engage in RP chat and travel in groups, and we believe having robbers have no limits on how much they can rob allows that.

Will Highwaymen be kill on sight?

No. It will be like regular PW where you need to catch the outlaws doing something bad in RP chat before you can take action.

Do the Highwaymen have any fighting advantages over the Colonists?

Yes, the highwaymen will be able to reload the flintlock pistol faster than the Colonists

Uniforms / Weapon Related

What are the Soldier Factions able to buy in terms of uniforms?

They will be able to buy Tricorns & Uniforms from Age of False Innocence

What is the Musket model for the " Generic Musket " ?

The Model 1728 French Musket no bayonet.

What is the Musket model for the " Military Grade Musket " ?

We will have a variety of muskets such as the Brown Bess, Charleville and Prussian musket, all with a bayonet






~ The Development Team: For being the best dev team I have ever worked with, and even with our hardships, we all stuck through and never gave up :grin:

~ Vornne & The Contributors who helped make Persistent World possible: A Huge thanks to Vornne for making PW and everyone who helped him, you have made a wonderful mod, and we will hopefully make the work you have done more interesting to a variety of crowds!

~ GABRILDURO A Huge thanks to Gabby for letting us use the much needed resources from 1755 mod and 1776 mod 

All resources from  GABRILDURO'S mods are only for use for Persistent Frontier and they are in the Resources Folder called GABRILDURO.


They are NOT for OSP use. If you want to use his resources, you need his PERMISSION.




~ Secession Dev Team & Contributors: For letting us use various resources from Secession.

~ Vicnaire: For writing the introduction and his very helpful suggestions to the mod.

~ Splintert: For his technical assistance

~ Auldman and TOTSK Developers/Contributers: For resources from Twilight of the Sun King mod

~ Sirwho: Resources from Conquest Mod

~ Shredzorz: Shredzorz for his much needed Technical Assistance and his resources from Age Of False Innocence

~ Skitarii: For Sound Effects

~ Stephanie milanovic Voice Commands

~ Sambrosia: Scene Creating

~ Wolfstar: Technical Assistance

~ Azrooh: Technical Assistance



QWW: Scripting


Glovine: Scene Design

Rigadoon: 3d ART

Support the mod!



Code:
[url=http://forums.taleworlds.com/index.php?topic=256814.0][IMG]https://dl.dropbox.com/u/12243880/Signiture.png[/IMG][/url]




*** If you have any questions or concerns and you need to speak directly to me send me a private message or add my steam ***

http://steamcommunity.com/id/lolnoob123/
 

Austro

Master Knight
Best answers
0
Reserved for weekly updates every Sunday.




12/16/2012 MEDIA UPDATE


This is our first media update! Our development team is happy to see that a lot of people are eager and looking forward in playing Persistent Frontier! Comrade Temuzu and Azrayel are working hard on the map, however, there might not be many map updates on the next update since they will be busy with exams. We hope to get a lot done over the holidays. Sadly, we were not able to take any screenshots of the natives because we had a short dispute over permissions with Gabby, which, thankfully, we resolved and everything is fine. We hope to have the native screenshots in the next update.


MAP

Iron Mine #1:

https://dl.dropbox.com/u/12243880/Renders/Mine.jpg

Colonial Settlement Viewpoint #1:

https://dl.dropbox.com/u/12243880/Renders/Town.jpg

Colonial Settlement Viewpoint #2:

https://dl.dropbox.com/u/12243880/Renders/Town2.jpg


Forest near Fort #1:

https://dl.dropbox.com/u/12243880/Renders/Forest.jpg

Barricaded River Crossing:

https://dl.dropbox.com/u/12243880/Renders/Crossing.jpg



ITEMS:

All items Modeled & Textured by Austro, Head Developer & 3D Artist.

Pickaxe:

https://dl.dropbox.com/u/12243880/Renders/Picklax.gif

Stone Tomahawk:

https://dl.dropbox.com/u/12243880/Renders/axe.gif

Sledgehammer:

https://dl.dropbox.com/u/12243880/Renders/Thor.gif


GAME PLAY MECHANIC CHANGES:

1. Soldier Faction " Governor " renamed to " Colonel "

2. Soldier Faction " Captain " renamed to " Officer "


RULE CHANGES:

1. AFK rule added


MEDIA UPDATE #2 ( 12 / 21 / 2012 )

Well, it's December 21st and we're all still here, I think we will celebrate by having an early Media Update! Unfortunetly, our Scene Designers are busy with exams, but should be able to pump out some new progress on the map by the next update. However, we have tons of new stuff to look at :grin:

Natives:

https://dl.dropbox.com/u/12243880/Renders/Update2/Natve1.jpg

https://dl.dropbox.com/u/12243880/Renders/Update2/Native2.jpg

Please note, we will be adding more variety upon the Open Beta release.


Items:

Pocket Pistol:

Modeled and Textured by Austro

https://dl.dropbox.com/u/12243880/Renders/Update2/PocketPistol.jpg

Blunderbuss:

From llewd OSP

https://dl.dropbox.com/u/12243880/Renders/Update2/Blunder.jpg

Double Barrelled Musket ( Scatter Shot Only ) :

Edited by Austro from Shredzorz " Russian Musket "

https://dl.dropbox.com/u/12243880/Renders/Update2/Double.jpg


Mounts:

Mount #1:

From TWW

https://dl.dropbox.com/u/12243880/Renders/Update2/Horse1.jpg

Mount #2

From TWW

https://dl.dropbox.com/u/12243880/Renders/Update2/Horse2.jpg

Donkey

From TWW

https://dl.dropbox.com/u/12243880/Renders/Update2/Donkey.jpg


Items and Prices ( Does not include specific Clothing / Uniforms )

Melee Weapons:

~ Woodcutting axe - 15g / Unlimited Stock

~ Pickaxe - 15g / Unlimited Stock

~ Sledgehammer - 25g / Small Wooden Pole, Iron Bar

~ Outlaw Sword / Blade - 25g / Unlimited Stock

~ Metal Tomahawk - 30g / Small Wooden Pole, Iron Bar

~ Stone Tomahawk - 0g / Stick , Stone

~ Indian Club - 0g / Stick, Wooden Block

~ Officer Sword: 0g / Long Iron Bar

Ranged Weapons:

~ Native Bow: 0g / Small Wooden Pole

~ Arrows: 3g / Unlimited Stock

~ Stone Tomahawk - 0g / Stick , Stone

~ Metal Tomahawk - 30g / Small Wooden Pole, Iron Bar

~ Model 1728 Musket - 200g / Musket Stock, Long Iron Bar

~ Russian Musket ( No Bayonet ) - 200g / Musket Stock, Long Iron Bar

~ Long Rifle - 350g / Musket Stock, Long Iron Bar

~ Prussian Musket ( M.G.F. ) - 0g / Musket Stock, Long Iron Bar, Iron Piece

~ Russian Musket ( M.G.F. ) - 0g / Musket Stock, Long Iron Bar, Iron Piece
~ Long Land Pattern  ( M.G.F. ) - 0g / Musket Stock, Long Iron Bar, Iron Piece

~ Flintlock Pistol ( M.G.F. ) 0g / Flintlock Stock , Small Iron Bar

~ Pocket Pistol: 30g At Outlaw Camp / 60g At Colonial Town /  Unlimited Stock

~ Highwayman Pistol - 120g / Unlimited Stock

~ Blunderbuss - 300g / Unlimited Stock

~ Double Barreled Musket( Scattershot ) - 500g / Unlimited Stock

Goods:

~ Iron Ore: 20g Selling Price 40g Buying Price

~ Wood Block: 10g Selling Price 20g Buying Price

~ Branch: 10g Selling Price 20g Buying Price

~ Stick: 3g Selling Price 6g Buying Price

~ Crates: Selling Price 15g at Colonial Settlement 40g at Soldier Fort 55g at Trading Post 0g Buying Price

Mounts:

~ Colonial Mount: 300g / Unlimited Stock

~ Soldier Faction Mount: 250g / Unlimited Stock

~ Outlaw Mount: 350g / Unlimited Stock

~ Native Mount: 5g / Unlimited Stock ( Not Rideable by other Factions )

~ Donkey 250g / Unlimited Stock ( Cart Mount )

Clothing / Uniforms ( Everything Unlimited Stock )
~ Colonial Headwear: 10g

~ Colonial Clothing: 10g

~ Colonial Boots: 5g

~ Militia Headwear: 10g

~ Militia Uniform: 20g

~ Soldier Headwear: 20g

~ Soldier Uniform 20g

~ Soldier Boots: 10g

~ Outlaw Mask: 15g

~ Outlaw Clothing: 20g

~ Outlaw Boots: 5g

~ Native Head: 0g

~ Native Body: 0g

~ Native Boots: 0g

Please note, everything on that list IS A ROUGH ESTIMATE and are subject to change upon Open Beta Release.

Rule Changes:

1. 10 Minute wait to pick up weapon / leave spawn point when involved in a War or Raid reduced to 5 Minutes.


MEDIA UPDATE #3 (12/30/2012)


Hello! This is our third consecutive weekly update meaning it has been one month since we have announced the mod, yay us! We have a lot of new screenshots of items, troops and the map so please enjoy! As for new information for when the closed beta will begin, we are still waiting on two important things:

1. For the map to be completed

2. For Vornne to release the Persistent World Source Code

I hope these two requirements will be fulfilled around the middle of January :grin:


Items

Small Rocks

Modeled & Textured by Austro

https://dl.dropbox.com/u/12243880/Renders/Update3/ender.jpg

Medium Rocks

Modeled & Textured by Austro

https://dl.dropbox.com/u/12243880/Renders/Update3/roox.jpg

Iron Vein

Modeled & Textured by Austro

https://dl.dropbox.com/u/12243880/Renders/Update3/iron.gif

Outlaws

https://dl.dropbox.com/u/12243880/Renders/Update3/law1.jpg

https://dl.dropbox.com/u/12243880/Renders/Update3/law2.jpg


Map

Colonial Settlement Main Entrance

https://dl.dropbox.com/u/12243880/Renders/Update3/Colonial.jpg

Lumber Camp near Colonial Settlement

https://dl.dropbox.com/u/12243880/Renders/Update3/Lumbercam.jpg

Town Entrance #2

https://dl.dropbox.com/u/12243880/Renders/Update3/TownEnterance.jpg

Town Overview #1

https://dl.dropbox.com/u/12243880/Renders/Update3/TownOverView.jpg

They're Watching...

https://dl.dropbox.com/u/12243880/Renders/Update3/watching.jpg



MEDIA UPDATE #4 (1/6/2013)

This is our first Media Update of 2013! This is going to be a great year, because this is the year Persistent Frontier is going to be played by thousands of people around the world! ( At least we hope :grin: ) I would like to introduce our new mapper, Glovine, who has worked on numerous great Persistent World scenes and he will be helping Temuzu on the map. We hope to have the map make fast progress while still looking great. We have some new map screenshots along with troop and item screenshots.


Items

Iron Vein #2

https://dl.dropbox.com/u/12243880/Renders/shot1.jpg


https://dl.dropbox.com/u/12243880/Renders/Shot2.jpg


Outlaw holding double barrelled musket & blunderbuss

https://dl.dropbox.com/u/12243880/Renders/double.jpg


https://dl.dropbox.com/u/12243880/Renders/blunder.jpg

Native with Bow and Metal Tomahawk


https://dl.dropbox.com/u/12243880/Renders/bow.jpg


Map

Soldier Fort #2

https://dl.dropbox.com/u/12243880/Renders/1.jpg

https://dl.dropbox.com/u/12243880/Renders/2.jpg

https://dl.dropbox.com/u/12243880/Renders/3.jpg

https://dl.dropbox.com/u/12243880/Renders/4.jpg


MEDIA UPDATE #5 (1/13/2013)

We are happy to announce that Glovine will be working on a separate winter map in which we will have special winter clothing! We hope to have both the summer map ( temuzu ) and the winter map ( glovine ) playable upon open beta! We hope  to have some screenshots of the winter map by next update!


Clothing:

Winter Great Coat:

https://dl.dropbox.com/u/12243880/crate/box/wat.jpg


Troops:

Frontiersmen #1:

https://dl.dropbox.com/u/12243880/crate/box/front1.jpg

Frontiersmen #2:

https://dl.dropbox.com/u/12243880/crate/box/front2.jpg

Native #1:

https://dl.dropbox.com/u/12243880/crate/box/native3.jpg

Native #2:

https://dl.dropbox.com/u/12243880/crate/box/natives1.jpg

Highlander Uniform ( Colonists ) :

https://dl.dropbox.com/u/12243880/crate/box/highlander.jpg

Map:
Colonial Settlement Wall:

https://dl.dropbox.com/u/12243880/crate/box/w.jpg

Road:

https://dl.dropbox.com/u/12243880/crate/box/outsidetown.jpg

Colonial Town Side Entrance:

https://dl.dropbox.com/u/12243880/crate/box/6.jpg

Rope Bridge:

https://dl.dropbox.com/u/12243880/crate/box/5.jpg

Narrow Pass:

https://dl.dropbox.com/u/12243880/crate/box/3.jpg

Mine Interior:

https://dl.dropbox.com/u/12243880/crate/box/4.jpg

MEDIA UPDATE #6 (1/20/2013)


We are happy to say that Vornne has fixed the problems with the new Beta 6 patch and is now ( hopefully ) working on publicly releasing the source code of persistent world. Glovine has been working on the winter map and we finally have some screenshots to show you guys. Temuzu has also been working on the summer map and we have screenshots of the first Native Camp! Also, a Voice Actor by the name of Elijah has been working on some custom voice commands that are going to be used in Persistent Frontier!


Summer Map
Native Camp
https://dl.dropbox.com/u/12243880/crate/box/Cases/7.jpg

https://dl.dropbox.com/u/12243880/crate/box/Cases/9.jpg

https://dl.dropbox.com/u/12243880/crate/box/Cases/8.jpg

Hiding in a bush overlooking a road ( Not even crouched :razz: )

https://dl.dropbox.com/u/12243880/crate/box/Cases/10.jpg

Winter Map

Colonial Town Entrance

https://dl.dropbox.com/u/12243880/crate/box/Cases/6.jpg

https://dl.dropbox.com/u/12243880/crate/box/Cases/5.jpg

https://dl.dropbox.com/u/12243880/crate/box/Cases/4.jpg

https://dl.dropbox.com/u/12243880/crate/box/Cases/3.jpg

https://dl.dropbox.com/u/12243880/crate/box/Cases/1.jpg

https://dl.dropbox.com/u/12243880/crate/box/Cases/2.jpg

Voice Commands:

https://dl.dropbox.com/u/12243880/PF.wav

MEDIA UPDATE #7

We have a lot of map screenshots to show you guys as usual. I'm not sure why there are some green blobs in the snow on the winter map, but hopefully we can get that fixed soon. We are still eagerly awaiting Vornne to release the Source Code of Persistent World. Hopefully it will be released around February, but we can only hope. Due to most of our dev team members having exams coming up, I cannot promise a media update next week, but we will try.


Summer Map:

https://dl.dropbox.com/u/12243880/crate/box/mb_warband%202013-01-26%2016-50-24-34.png

https://dl.dropbox.com/u/12243880/crate/box/mb_warband%202013-01-26%2016-50-37-77.png

https://dl.dropbox.com/u/12243880/crate/box/mb_warband%202013-01-26%2016-50-47-12.png

https://dl.dropbox.com/u/12243880/crate/box/mb_warband%202013-01-26%2016-51-04-82.png

https://dl.dropbox.com/u/12243880/crate/box/mb_warband%202013-01-26%2016-51-51-18.png

https://dl.dropbox.com/u/12243880/crate/box/mb_warband%202013-01-26%2016-52-25-29.png

https://dl.dropbox.com/u/12243880/crate/box/mb_warband%202013-01-26%2016-52-38-35.png

https://dl.dropbox.com/u/12243880/crate/box/mb_warband%202013-01-26%2016-52-54-14.png

https://dl.dropbox.com/u/12243880/crate/box/mb_warband%202013-01-26%2016-53-11-73.png

https://dl.dropbox.com/u/12243880/crate/box/mb_warband%202013-01-26%2016-53-25-96.png

https://dl.dropbox.com/u/12243880/crate/box/mb_warband%202013-01-26%2016-54-12-65.png

https://dl.dropbox.com/u/12243880/crate/box/Summa.jpg

Winter Map

https://dl.dropbox.com/u/12243880/crate/box/winter1.jpg

https://dl.dropbox.com/u/12243880/crate/box/winter2.jpg

https://dl.dropbox.com/u/12243880/crate/box/winter3.jpg

https://dl.dropbox.com/u/12243880/crate/box/winter4.jpg

https://dl.dropbox.com/u/12243880/crate/box/winter5.jpg

https://dl.dropbox.com/u/12243880/crate/box/winter6.jpg

https://dl.dropbox.com/u/12243880/crate/box/winter7.jpg

MEDIA UPDATE #8

Not many screenshots this week however, we are very happy to announce that Vornne has set a release date for the Source Code of Persistent World for Febuary 16th OR 17th. We have been waiting for the Souce Code for almost 2 months now and it is needed to implement all our custom items that has to do with the 18th century that is not included in Persistent World. We can now start developing the mod and should have much more interesting media updates potentially including game play video.


Summer Map:

https://dl.dropbox.com/u/12243880/crate/mb_warband%202013-02-02%2020-10-49-38.png

https://dl.dropbox.com/u/12243880/crate/mb_warband%202013-02-02%2020-11-04-51.png

https://dl.dropbox.com/u/12243880/crate/mb_warband%202013-02-02%2020-11-27-44.png

https://dl.dropbox.com/u/12243880/crate/mb_warband%202013-02-02%2020-12-11-06.png

https://dl.dropbox.com/u/12243880/crate/mb_warband%202013-02-02%2020-12-26-51.png

https://dl.dropbox.com/u/12243880/crate/mb_warband%202013-02-02%2020-12-34-16.png

https://dl.dropbox.com/u/12243880/crate/mb_warband%202013-02-02%2020-12-45-78.png

https://dl.dropbox.com/u/12243880/crate/mb_warband%202013-02-02%2020-13-00-01.png

https://dl.dropbox.com/u/12243880/crate/mb_warband%202013-02-02%2020-13-30-79.png

https://dl.dropbox.com/u/12243880/crate/mb_warband%202013-02-02%2020-14-00-79.png
Winter Map:

Outlaw Hideout

https://dl.dropbox.com/u/12243880/crate/mb54.jpg

https://dl.dropbox.com/u/12243880/crate/mb55.jpg

MEDIA UPDATE #9


Today the Source Code for Persistent World is set to release! We can finally begin coding in our custom items for Persistent Frontier! The winter map is also nearing completion and should be the map we will be using upon release. Also, please refrain from asking when the mod will come out because we are unable to give out a date without getting our hands dirty and actually begin coding in the items. We should, however have a better idea of what is left to be done and how long it will take in the coming weeks! Please note, the trees in the winter map are not completed and many,many more trees will be added!

https://dl.dropbox.com/u/12243880/Model%20Files/2013-02-17_00005.jpg

https://dl.dropbox.com/u/12243880/Model%20Files/2013-02-17_00010.jpg

https://dl.dropbox.com/u/12243880/Model%20Files/2013-02-17_00011.jpg

https://dl.dropbox.com/u/12243880/Model%20Files/2013-02-17_00012.jpg

https://dl.dropbox.com/u/12243880/Model%20Files/2013-02-17_00013.jpg

https://dl.dropbox.com/u/12243880/Model%20Files/2013-02-17_00016.jpg

https://dl.dropbox.com/u/12243880/Model%20Files/2013-02-17_00017.jpg

https://dl.dropbox.com/u/12243880/Model%20Files/2013-02-17_00018.jpg

https://dl.dropbox.com/u/12243880/Model%20Files/2013-02-17_00019.jpg

https://dl.dropbox.com/u/12243880/Model%20Files/mb1.jpg

https://dl.dropbox.com/u/12243880/Model%20Files/mb2.jpg

https://dl.dropbox.com/u/12243880/Model%20Files/mb3.jpg

https://dl.dropbox.com/u/12243880/Model%20Files/mb5.jpg

https://dl.dropbox.com/u/12243880/Model%20Files/mb6.jpg

https://dl.dropbox.com/u/12243880/Model%20Files/mb7.jpg

https://dl.dropbox.com/u/12243880/Model%20Files/WUTWUT.jpg

MEDIA UPDATE #10

Winter map: * green blobs fixed! *

( Please note, many more trees have yet to be added )
https://dl.dropbox.com/u/12243880/Renders/Update3/1.jpg

https://dl.dropbox.com/u/12243880/Renders/Update3/2.jpg

https://dl.dropbox.com/u/12243880/Renders/Update3/3.jpg

https://dl.dropbox.com/u/12243880/Renders/Update3/4.jpg

https://dl.dropbox.com/u/12243880/Renders/Update3/5.jpg


Summer Map:
https://dl.dropbox.com/u/12243880/Renders/Update3/mb_warband%202013-02-23%2014-15-53-21.png

https://dl.dropbox.com/u/12243880/Renders/Update3/mb_warband%202013-02-23%2014-16-07-98.png

https://dl.dropbox.com/u/12243880/Renders/Update3/mb_warband%202013-02-23%2014-16-19-10.png

https://dl.dropbox.com/u/12243880/Renders/Update3/mb_warband%202013-02-23%2014-16-32-34.png

https://dl.dropbox.com/u/12243880/Renders/Update3/mb_warband%202013-02-23%2014-16-44-62.png

https://dl.dropbox.com/u/12243880/Renders/Update3/mb_warband%202013-02-23%2014-16-57-73.png

https://dl.dropbox.com/u/12243880/Renders/Update3/mb_warband%202013-02-23%2014-17-22-96.png

https://dl.dropbox.com/u/12243880/Renders/Update3/mb_warband%202013-02-23%2014-17-42-69.png

https://dl.dropbox.com/u/12243880/Renders/Update3/mb_warband%202013-02-23%2014-17-55-25.png

https://dl.dropbox.com/u/12243880/Renders/Update3/mb_warband%202013-02-23%2014-18-11-98.png

https://dl.dropbox.com/u/12243880/Renders/Update3/mb_warband%202013-02-23%2014-18-25-65.png

https://dl.dropbox.com/u/12243880/Renders/Update3/mb_warband%202013-02-23%2014-18-48-05.png
 

Freighttrain4

Veteran
Best answers
0
Oh my god.... Yes... Yes YES YES YES!!! I CAN NOT FRICKEN WAIT FOR THIS MOD!. Now... I need to calm down.. I'm super excited for what you guys are making here. I preach these things on PW servers and servers alike. I preach with only people saying it's a false dream. Well... LOOK WHO'S WRONG!

Also. I'm so excited for this that I'm putting this thread on my bookmarks bar.
 

Dante.

Reverse Fake ID
Grandmaster Knight
M&BWBWF&SNW
Best answers
0
Hmm, an interesting time period for this type of mod. I wish you luck!
 

Humlenerd

Knight at Arms
M&BWBWF&S
Best answers
0
YES!!!!!! I've always wanted a mod like this! :grin: Gentlemen, have you been reading my mind?  :grin: :grin: :grin: :grin:
 

Madnes5

You and I hardly met eye to eye in the last thread.. But I have to say I used to play the 1866 mod for multiplayer and a persistant world on  that does catch my attention... I look forward to this.

NO MORE GOLD AND SILVER ORES.. NOW ITS OIL AND RAILWAY WORKERS FOLKS.
ENTER CHINESE IMMIGRANTS
 

Humlenerd

Knight at Arms
M&BWBWF&S
Best answers
0
Madnes5 said:
NO MORE GOLD AND SILVER ORES.. NOW ITS OIL AND RAILWAY WORKERS FOLKS.
ENTER CHINESE IMMIGRANTS
The mid is set in the mid 18th century, not mid 19th century. So... Gold, iron and such will be essential resources.