List of new features (0.730)

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sheek

Knight at Arms
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:
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
 
-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
-New Items:
Hose (plain, blue)
Gambeson (plain, red, blue)
Strawhat
Mail Hauberk (previous mail hauberk renamed to mail shirt)
New skin on mail boots
 
Is there any way to make the invisible walls, well, invisible? Right now I get a large translucent orange wall. Interesting, but not a great effect.

Also, everyone runs much faster. I like it a lot.

And yes, the forcefield shields are gone. Try shooting people in the foot with a bow. It hurts them (assuming arena shields). The npcs seem to aim for the feet with it up too. Makes the archer types quite dangerous, especially in the arena.
 
There's many problems.

Training opponents are much faster (slightly too fast IMO). Hard for newbies and seems less realistic. Kind of kung fu video game.

Borcha cannot be set free.

Shields are detroyed for good when destroyed. :sad:

Battle shield is slower :sad:

new weapons and armors (lets hope some good ones but it seems more for the low budget).

Entering salt mine shows a useless menu. Also the 2 guys are a bit far now.

Water look better except color. More fog?

Seems less polished than .711. But it's not a critic, just a observation. A beta is a beta. But I rather see smaller updates but more polished.

Anyway I am impressed by the amount of job done since two months.
 
New improved female body mesh:

Also arrows stick to heads now even if they don't kill, which you can see in the screenshot (was 30 dmg headshot). Nice blood splatter pops up too. :smile:
 
.730 kicks ass

i see there is a limit of 40 round for the pistol, can you get more or did armagon do that so your can't get to powerful
 
Sorry for the quick repost, but a bunch of msq errors keep preventing me from editing.

The armor when you sneak into town looks pretty good, as do the wrapping gloves you get. Makes me want to buy them, just because they are the only gloves an archer could realistically wear...And they look good with the leather armor, which, given the addition of the gambesons (love them) is now useless...

Nicer blood effects.
 
- 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.
 
Whenever I get weapon skill increases with the gun its Two-handed weapon fighting. The only thing that would make less sense is polearms. Also, I noticed that Four Inns still doesn't have anything.

-Grocat
 
I think the four ways inn has LESS stuff, actually. Still no word on what the training grounds do?

Edit: Dhorak keep is gone, replaced by a new one with guards. And there is an unenterable city near there too.

Edit2: Apparently, Dhorak is still there. See Janus' post.

Also, does anyone know why Zendar and the Saltmine are garrisoned? They are not attackable, are they?
 
Janus 说:
Also arrows stick to heads now even if they don't kill, which you can see in the screenshot (was 30 dmg headshot). Nice blood splatter pops up too. :smile:

Yeah I still can't get used to people running at me with arrows stuck into their eyesockets and out through the backs of their skulls. They must be on some pretty strong medication. :smile:

Merentha 说:
I think the four ways inn has LESS stuff, actually. Still no word on what the training grounds do?

Looks like just a test scene to me...
 
- Some towns have garrisons which are now listed on the map

- New map locations:
training grounds - no known use, though it has a few entry points in place
Radoghir Castle, Culmarr Castle - outlaw strongholds which can be attacked

- Dhorak Keep now has no name popup though it's map icon is still there; you can still enter it, but it gives no indication of it on the map. Therefore it seems you can now have map parties (like bridges) which don't pop up a name.

EDIT:
Merentha 说:
Dhorak keep is gone, replaced by a new one with guards. And there is an unenterable city near there too.
Not exactly; Dhorak Keep is the one you're referring to as unenterable, but you can actually enter it still. The other one near there (Culmarr Castle) is new.
 
this is a firearm skill, you have to enable it in module_info.txt in the module folder
no idea if it actually works though, i brought mine up to 100 and didn't notice any change..


also made some comments in the other 7.30 thread about things i saw in the txt files but haven't experienced... heres a quote:
after a good bit of cheating i managed to take both of the castles, very very fun
strategy was to gather a big army of swadian sharpshooters and stand behind them with my own bow picking enemy archers off the walls
missed 9 in 10 shots, but it really just added to the whole experience, arrows whizzing everywhere
when there were few enemies left of few allies left i'd rush the ramp with a shield and run like hell along the wall till all the enemies were in the same direction and tried to work my way back


flintlock pistol
very cool, but virtually useless for anything but assasinations...
i went into module_info.txt and enabled firearms so i could improve the skill
then i brought it up to 100
still need to be about five feet directly in front of the target to have a remote chance of hitting...


noticed a mission template labeled
mst_betrayed_by_lord betrayed_by_lord 2 -1
You_must_fight_your_way_out!
figure this must have to do with seeking an audience and getting refused, but haven't had it happen yet

sneaked into town and failed and had to fight out twice
once i got out
the next time i let myself get taken
they threw me in a dungeon and i had to sit and watch for about a day before i got let out- swapped for another prisoner
noticed a game menu that appears to get you out of captivity by paying 1000 denars of your "hidden_wealth" -havent seen it in-game yet as i was only captured once so far


noticed a conversation bit that looks like the taking of a noble captive... he offers a ransom to be returned.. haven't seen this in-game
 
Merentha 说:
Does the new female mesh in any way allow for new female armors? Or are they still ridiculously oversized?
Nah, the clothing and armors still have the same mesh for males and females. Ah well. Would take two versions of each armor, so a fair bit of work. Of course they have 2 artists in their employ now, so maybe that's on their to-do list.
 
Hopefully they don't do all the female armours as skimpy clothes, i.e. chain mail armour becomes a chain mail bikini.

on the other hand, i hope they do. :lol:
 
You can capture a castle for yourself after you siege it. Becomes a "Player Faction" castle.

Firearm Ammo is marked as a special type of ammo and does not respawn.

-Dvd
 
Thought I'd mention a rather important "non-feature":

The BRF format seems to have remained unchanged, and Lurb's editor still works fine. *whew*
 
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