What new features have you discovered in .730?
-new graphics
-fully 3D town centers
-can shoot NPCs (not all NPCs? only headshots?)
-guns (dependent on single-hand weapon skill?)
-improved tactical system
-can't climb vertical cliffs
-new system of passageways
-can't fall off castle walls
-'invisible walls' as a scene prop - can only go through one way (used in sieges)
-running is different? (athletics makes more of a difference)
-moddable character export system
-moddable particle effects system
-moddable sounds, scene-specific sounds
-new triggers file (?)
-new sounds: hide and unhide (a 'sneak' skill? or ambushes?)
-Resistance value in shields (seems steel shield is the only one with something)
-SIZE value in shield?!? Guess the forcefield effect is gonna go or is gone
-Accuracy Value on ranged weapons
-Can't enter merchants at night
-forcefield shields gone
-training opponents are much faster
-Shields are detroyed for good when destroyed
-Battle shield is slower
-Water look better except color. More fog?
-New improved female body mesh:
-arrows stick to heads now even if they don't kill
- Town menus only open up some options such as the tavern and merchant after you have visited them from within the town center.
- Scene rendering with lots of props and generated terrain is improved greatly from previous versions, as you can see in the new towns.
- Terrain generated is much smoother and more believable.
-You can capture a castle for yourself after you siege it. Becomes a "Player Faction" castle.
-Special Ammo which does not respawn.
New Items:
Hose (plain, blue)
Gambeson (plain, red, blue)
Strawhat
Mail Hauberk (previous mail hauberk renamed to mail shirt)
New skin on mail boots
---
Janus said:
EDIT: just now looking at the new version's files. Haven't played it just yet. Did you notice the CharExport folder for exporting characters from your game? That indicates we'll be able to transfer characters from one mod to another. Cool stuff.
EDIT 2: within the native module, there's a new particle_systems.txt file which seems to govern smoke and fire effects. Wonder what we'll be able to do with it?
EDIT 3: and I see the ability to have sounds within modules as well. Smile
EDIT 4: other new module files - simple_triggers.txt (like triggers.txt, but maybe different use?), sounds.txt (to define sound files and durations etc.), and scene_props.txt (module based scene editing props). I don't see support for module-based faces/hair though. Sad
Oh hell yeah. I just tested out the character export/import and it looks to be potentially very useful.
I thought it was just for transferring characters between mods, but it has further potential... the exported characters are stored in an extremely simple to edit format so you can change the character stats to your heart's contedt.
For example, part of the exported file, directly copied:
---
Very interesting.
Add your discoveries
-new graphics
-fully 3D town centers
-can shoot NPCs (not all NPCs? only headshots?)
-guns (dependent on single-hand weapon skill?)
-improved tactical system
-can't climb vertical cliffs
-new system of passageways
-can't fall off castle walls
-'invisible walls' as a scene prop - can only go through one way (used in sieges)
-running is different? (athletics makes more of a difference)
-moddable character export system
-moddable particle effects system
-moddable sounds, scene-specific sounds
-new triggers file (?)
-new sounds: hide and unhide (a 'sneak' skill? or ambushes?)
-Resistance value in shields (seems steel shield is the only one with something)
-SIZE value in shield?!? Guess the forcefield effect is gonna go or is gone
-Accuracy Value on ranged weapons
-Can't enter merchants at night
-forcefield shields gone
-training opponents are much faster
-Shields are detroyed for good when destroyed
-Battle shield is slower
-Water look better except color. More fog?
-New improved female body mesh:
-arrows stick to heads now even if they don't kill
- Town menus only open up some options such as the tavern and merchant after you have visited them from within the town center.
- Scene rendering with lots of props and generated terrain is improved greatly from previous versions, as you can see in the new towns.
- Terrain generated is much smoother and more believable.
-You can capture a castle for yourself after you siege it. Becomes a "Player Faction" castle.
-Special Ammo which does not respawn.
New Items:
Hose (plain, blue)
Gambeson (plain, red, blue)
Strawhat
Mail Hauberk (previous mail hauberk renamed to mail shirt)
New skin on mail boots
---
Janus said:
EDIT: just now looking at the new version's files. Haven't played it just yet. Did you notice the CharExport folder for exporting characters from your game? That indicates we'll be able to transfer characters from one mod to another. Cool stuff.
EDIT 2: within the native module, there's a new particle_systems.txt file which seems to govern smoke and fire effects. Wonder what we'll be able to do with it?
EDIT 3: and I see the ability to have sounds within modules as well. Smile
EDIT 4: other new module files - simple_triggers.txt (like triggers.txt, but maybe different use?), sounds.txt (to define sound files and durations etc.), and scene_props.txt (module based scene editing props). I don't see support for module-based faces/hair though. Sad
Oh hell yeah. I just tested out the character export/import and it looks to be potentially very useful.
I thought it was just for transferring characters between mods, but it has further potential... the exported characters are stored in an extremely simple to edit format so you can change the character stats to your heart's contedt.
For example, part of the exported file, directly copied:
xp = 120
money = 65
attribute_points = 0
skill_points = 0
weapon_points = 0
strength = 6
agility = 6
intelligence = 9
charisma = 9
trade = 3
leadership = 3
---
Very interesting.
Add your discoveries







