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What feature do you mostly want to add?

  • Religions Improvements: pray, spendable Piety Points, branches, deeper immersion

    Votes: 90 19.8%
  • Offices: town/guild/kingdom council, vote for tax level/more profit, war/peace

    Votes: 235 51.6%
  • Revised Traits: more traits, buy/train traits, gain upon actions

    Votes: 130 28.6%

  • Total voters
    455

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Quintillius said:
  * 4 new types beverage added (mead, rum, dirty & clean water and kumiss for Khergits/Turguhns)
  * Party requires beverages like food otherwise there is a morale penalty
  * Beverages have twice as much capacity than food
  * Water is cheapest, but does lack capacity
  * In desert consumption of beverages is tripled (3x)

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Future (but still in v2.0): dirty water adds chance of sickness to party.

This is freakin' awesome. Best mod ever, man.
 
Here are some new ideas: if you' re going to add the farming stuff I mentioned, the inhabitants of the tundra could have reindeers ( deliver milk, meat and hides for really warm clothing). There are already russian " ice nomads" doing this. Also in the tundra getting clean water wouldn' t be a problem, for you could just melt the snow ( maybe around civilisation the snow wouldn' t be that clean) - BUT in this cold, the men would freeze to death very quickly. So, while the water supplies wouldn' t be a problem, the`d have a constant need for firewood ( you could use your timber for it) or charcoal ( a new thing, that could be produced). Less experienced soldiers could also tend to drink themselves if they have alcohol at hand, so they could be less effective in battles than ( with more experience, they would of course know that they' d basically suicide that way). I also thought for a long time that the player should be able to rationate the supplies, or order his men first to eat the meat, so it doesn't rott.
I don' t think it would be a good colonial good, but as supplies, the Aztaocs could plant "New World - Crops" like paprika, (sweet) potatoes, tomatoes, etc. and for meat they' d have guinne - pigs ( hope I pronounced it the right way  :ohdear:). And - last but not least - in Native the travellers in the taverns tell you about taking part in a tournament OR a hunt - but it seems like the developers just forgot the hunt. I already thought about how to make this and hears a suggestion: the task is to find and eliminate your prey in time - to search for it in a big woodland - area and maybe use your tracking to find it. The one who gots his one fastest wins - or slay as many wildlife as you can within - maybe a day or so. If you win, the other lords could like you more, if they already where neutral or friendly to you, or less, if they already hated you. And to be "historical correct" tournaments and hunts should only be for noble - men or invited guests. ( I think there would be a lot of people missing the money from the tournaments, so one should be able to turn this feature off.)

A lot to write! So far: love the work already done. ( Looking forward to the banners!  :party:)

Waiting for feedback!
 
Very immersive ideas! And I like them. But they aren't simple to implement, so let me first finish the colony feature. These ideas will surely stay in my thoughts. I have been thinking of adding charcoal and water for colonies for a long time.
 
Well, actually I' ve been looking for a thumbs up. But there isn' t such an emoticon. So here' s an imaginary one:

PS: There' s one more thing: I thought that finding gem stones in stone quarrys is a bit wierd - and ended up with the idea of gem stone- and oar - mines. As work places as well as as buildings in citys. Would be a good use for slaves ( while writing this, I came to slavering your captives from battles). If it's possible (!) even putting some workers in the mines.
 
hey Quintillius! love your work, (loved playing Europe 1805 mod :grin:) love this mod. just wondering though, will the bug that makes your troops unequip their custom armor be fixed in this next update? i know it's probably been asked already, but i must've missed it. thanks
 
What i always wanted in this mod is to make use of town houses else than just renting them to people (For now houses which you can buy look very cool but why not to make some practical use of this wonderfull modeling work?). For example if you get married your wife stays in the house but not in the town hall (or maybe an option to tell a wife where to stay - either town hall or house).
Also maybe a possibility to start not only a feasts (which are taking place in city hall) but also  dinners or costume balls (size of the celebration depends on the house size) in your house where you can choose by yourself who to invite. For example you can invite different calsses - nobility, merchants, church people. And depends how rich and well made your celebration was, the more prestige (maybe also smth else) you get. Another example - inviting lord for the dinner where you can have some dialogue with him and depending on your persuation skill, food quality and dialogue options, you increase or decrease relations with him. Maybe also an option to get a lover so you can cheat on your wife and get some advantages/disadvantages.
- Possibility to sleep in house (same as wait in town) but there is a chance of random events like - 1.Attack of assassins, random visit of a random lord and some other (if the feature going to be implemented i can suggest a lot of such events).
 
:shock:
Wow, looks like I was the glimmer, setting the world on fire! Housing, politics ... . Helengar: about the assassins you mentioned: I don' t think that it is possible to implement them, but if it is: your two " guilds" could be chopped down to one: the assassins ( I' m talking of the order in the Orient). They are basically a faction on their own, but without a big army, just staying alive because of the fear they spread with their assassinations. The assassins in Assassin' s Creed are more like ninjas then like assassins, so don' t take them as an example. The real assassins kill somebody by infiltrating his/ her surroundings, which can take months, and they only do it, if their master orders them so, and this one only orders them so, if he thinks it would help the order. ( Maybe some of your old compagnions show them off after months as assassins - when they' re stabbing your back!) in a real fight assassins are masters in fighting with knifes and bare hands, but they' d rather avoid it. The other "assassins" you mentioned could just be some random guys, working on their own. The travellers in the taverns could tell you where to find them, if you pay them well and then , if you' ve got a lot of money (and good persuading too if the target' s dangerous) you could tell them to assassinate someone. They are far easier to hire and do their jobs relatively fast, but they are also far less effective and tend to betray you if their situation gets worse.
 
I disagree with most of what Helengar suggested.
I don't know why but it just seems way too unrealistic.
Ressurecting? Death? No,no.

Assassins ? I like more what DerDing said about them, scattered around the world, no one knows about them, you could randomly meet someone, save someone and in return he offers his service and reveals himself as an assassin. This can go deep.

But it have feeling like its new game. Assassins, reborn , Mafia, Crimes... - its like the mix of the new games out there...
But what ever Quin decides to do.. :smile:

He is after all, THE MASTER :grin:.
 
I am still working on it but my study demands much from me and the features I am developing consume my free hours like a beast.

Don't worry I hope I can release v2.0 in some weeks.
 
Version 2.0 looks amazing from the few screenshots I've viewed. What are all the planned (or already worked on) features for that version (besides improved jungles)?
 
FIXED ISSUES
- No longer double god names for Nordic at religion choose
- No more 'wood sounds' for arena swords
- No longer able to climb up stairs in tournaments for both AI and player
- Typo: No longer need to buy chips instead of ships for travelling to New World at ingame FAQ
- Removed heavy arena plate armour for Rhodok Levy
- Added mail mittens for Mercenary Sword and Buckler men
- Random building in villages will now apply the native bonusses.
- No more war with Turguhn Horde before their arrival
- Fixed bug with some tournament helmets not showing up
- Fixed missing upgrade from Rhodok Sergeant to Rhodok Knight
- Fixed 'defend village against bandits' quest
- Fixed 'defend village against bandits' quest being the only one for villages
- Fixed bug where you are called wrongly in dialogues. Cause was creating a masterpiece
- Fixed dungeon passages so the quest 'rescue prisoner' works now
  * Other passages are still obsolete - do not use them!
- Added extra condition checks before redirecting to Zendar so walking on bridges
  shouldn't lead you to Zendar menu anymore
- Parties/player icon will sooner change to ship when leaving Zendar
- Fixed sea travel bug where player is directed to Zendar Menu
- Removed being redirected to Zendar after leaving New World
- Bridges no longer change to bandit icon (need testing)
- Fixed crash bug when entering castle hall of Agonic castles
- Victory options now only affect kingdoms instead of villagers and bandits
- Fixed Senuzgda castle hall scene
- Typo: Rodelero, instead of Rodeleros (plural form)
- Fixed various lady's dressing. They caused a ctd
- Fixed King's Purse not actually giving money to player
- Fixed some Turguhn troops being in the Archer group
- Fixed personal customisable troops being in the Archer group
- Cheat option for castle construction menu is now hidden
- Fixed castle construction bug where you can't add 1 unit
- Fixed bug on battlefield about 'opcode 1745'
- Added extra tweak to prevent lords from getting weird titles /need testing/
- Typo '... learned your to' instead of '...learned you to' at religion screen
- Fixed pressing E not working when reaching an Agonic beacon
- Fixed camp icon not showing up
- Removed leg armor of 10 points from normal cloth
- Fixed new factions/Calradic banners not showing up on armour and shields.
- Fixed selling values for residents being abnormally low
- Fixed random events with 0 Florins being stolen
- Enabled Kingdom Budget overview under reports menu
- Fixed personal royal court tutorial not showing up
- Fixed error when giving personal money to vassals for relationship improvement
- Corrected some lords not having a title assigned
- Turguhn and Noregr lords now have titles as well.

BALANCING / POLISHING
- Corrected weights of armour
- Better armour for Sword and Buckler men
- Lowered Prestige Points bonus for winning options at end of battle
- Looter and bandit armour now fit with headwear
- More shiny and heavy plate armour for lower troop tiers
- Recruitment period now shortened by every trainer skill point, but never fewer than 4 days.
- OSP: Overhauled morale and routing system which improves performance in battles greatly
- Becoming a vassal now makes you enter the Noble Class immediately
- Becoming vassal now requires you to be an Aristocrat
- Penalties from killing lords/kings now greatly reduced
- Penalties from killing lords/kings now only affect hit faction and allies for half impact
- When there are barracks in a village, you can recruit upgraded troop (footman/militia)
- Prestige points gained by cutting/harvesting/mining increased from 1 to 3
- Halved chance for AI to build stuff in towns and villages
- Halved chance for random events in towns and villages
- Lowered damage stats for Acztaoc weapons with about (3 - 7 points)
- Increased accuracy of all firearms with 5 points
- Increased damage done by coloured jousting lances
- Added option to castle construction menu to finish castle
- Increased sensivity of deathcam
- Gabions can be found more often in merchant inventories
- Chance of finding seeds upon harvesting wheat now
- Armour of Zendar troops revised
- Beards now visible when wearing morions
- It is much harder to reach higher noble titles now
- Lowered village salaries for owner
- Added time limit for receiving village salary (two weeks)
- Significantly increased Turguhn garrisons for centers
- 3 extra Swadian lords added for balance
- Added scutum shield for Calradic Centurions
- Moved chests and Sword of Harlaus II in Uxkhal
- Using new code compiler for better bug detection, performance and to save time
- Religious Strength renamed to Piety

GRAPHICAL / PERFORMANCE
- Significantly improved overall graphical performance by making collision meshes quad-dominant.
  * Only affecting scenes with props / not battles
- Better graphics with bump mapping
- New loading screens
- New skyboxes for night
- Corrected late townhall scene
- Added collision meshes for some Mohtai statues (no longer walking through)
- Revised sea travel script for better performance
- New textures for native stones and bricks
- Fully improved Warband castle textures and Nova Aetas textures
- Improved GUI textures
- Better female faces + jewelry option added
- New Gothic font
- New banners texture
- Completely revised New World locations. Better jungle atmosphere now
- OSP: New faces and beards

ADDED FEATURES
- Renamed sacred sword to Zulfikar for Islamic religion
- Changed forest bandits to the creepy religious Cathars with black armour
- OSP: New dynamic troop tree overviews, listed under Reports menu
- OSP: Volley fire! For crossbowmen, archers and arquebusiers. Use numpad period to start/end volley fire
- Buying items in towns - not sharing your religion - are 25% more expensive now
- Completely new items for common goods, food, religion items, colony goods and more!
- Forced recruitment: you can force volunteers to follow you if nobody wants so, success depends on skills
- Added steel bolt type which causes heavy damage (also added to crossbowmen of kingdoms)
- Muskets and bullets now appear when first faction has developed new technology
- Formations and AI Mods by Motomataru
- 10 new Acztaoc items to be found in chests
- OSP: Campagin AI fixes and tweaks bringing more activity, fights and better decision making
- New map icons for ships. Large parties have a fleet.
- 2 new noble costums
- 5 new armour items
- New infantry type for Zendar: 'Zendar Swordsman'
- 7 new music tracks for world map
- 9 new music tracks for battles
- 68 battle flags added
  * Unique flags per faction
  * 1 flag per 10 men in a division
  * Option to disable flags in battle
- Consumable beverages added
  * 4 new types beverage added (mead, rum, dirty & clean water and kumiss for Khergits/Turguhns)
  * Party requires beverages like food otherwise there is a morale loss
  * Beverages have twice as much capacity than food
  * Water is cheapest, but does lack capacity
  * In desert consumption of beverages is tripled (3x)
- New map icons for bandits, caravans and lords. Faction specific!
- Now a year is added every day for immersion. It slows down to 1 year p/wk after 1650 A.D. and
after 1695 it will use default calender.

BUGS
- Temporarily map glitches (black land, disappearing land)
- Customisable troops might re-uip their old gear together with new equipment on reload.
- The passages in scenes are obsolete; don't use them.

NO BUGS
- Tournament swords are now from steel
- You financially support lords in exile at your court


-----------------------------------------------------------------------------------------------


SUGGESTIONS






© Quintillius - Nova Aetas
 
Quintillius said:
FIXED ISSUES
- No longer double god names for Nordic at religion choose
- No more 'wood sounds' for arena swords
- No longer able to climb up stairs in tournaments for both AI and player
- Typo: No longer need to buy chips instead of ships for travelling to New World at ingame FAQ
- Removed heavy arena plate armour for Rhodok Levy
- Added mail mittens for Mercenary Sword and Buckler men
- Random building in villages will now apply the native bonusses.
- No more war with Turguhn Horde before their arrival
- Fixed bug with some tournament helmets not showing up
- Fixed missing upgrade from Rhodok Sergeant to Rhodok Knight
- Fixed 'defend village against bandits' quest
- Fixed 'defend village against bandits' quest being the only one for villages
- Fixed bug where you are called wrongly in dialogues. Cause was creating a masterpiece
- Fixed dungeon passages so the quest 'rescue prisoner' works now
  * Other passages are still obsolete - do not use them!
- Added extra condition checks before redirecting to Zendar so walking on bridges
  shouldn't lead you to Zendar menu anymore
- Parties/player icon will sooner change to ship when leaving Zendar
- Fixed sea travel bug where player is directed to Zendar Menu
- Removed being redirected to Zendar after leaving New World
- Bridges no longer change to bandit icon (need testing)
- Fixed crash bug when entering castle hall of Agonic castles
- Victory options now only affect kingdoms instead of villagers and bandits
- Fixed Senuzgda castle hall scene
- Typo: Rodelero, instead of Rodeleros (plural form)
- Fixed various lady's dressing. They caused a ctd
- Fixed King's Purse not actually giving money to player
- Fixed some Turguhn troops being in the Archer group
- Fixed personal customisable troops being in the Archer group
- Cheat option for castle construction menu is now hidden
- Fixed castle construction bug where you can't add 1 unit
- Fixed bug on battlefield about 'opcode 1745'
- Added extra tweak to prevent lords from getting weird titles /need testing/
- Typo '... learned your to' instead of '...learned you to' at religion screen
- Fixed pressing E not working when reaching an Agonic beacon
- Fixed camp icon not showing up
- Removed leg armor of 10 points from normal cloth
- Fixed new factions/Calradic banners not showing up on armour and shields.
- Fixed selling values for residents being abnormally low
- Fixed random events with 0 Florins being stolen
- Enabled Kingdom Budget overview under reports menu
- Fixed personal royal court tutorial not showing up
- Fixed error when giving personal money to vassals for relationship improvement
- Corrected some lords not having a title assigned
- Turguhn and Noregr lords now have titles as well.

BALANCING / POLISHING
- Corrected weights of armour
- Better armour for Sword and Buckler men
- Lowered Prestige Points bonus for winning options at end of battle
- Looter and bandit armour now fit with headwear
- More shiny and heavy plate armour for lower troop tiers
- Recruitment period now shortened by every trainer skill point, but never fewer than 4 days.
- OSP: Overhauled morale and routing system which improves performance in battles greatly
- Becoming a vassal now makes you enter the Noble Class immediately
- Becoming vassal now requires you to be an Aristocrat
- Penalties from killing lords/kings now greatly reduced
- Penalties from killing lords/kings now only affect hit faction and allies for half impact
- When there are barracks in a village, you can recruit upgraded troop (footman/militia)
- Prestige points gained by cutting/harvesting/mining increased from 1 to 3
- Halved chance for AI to build stuff in towns and villages
- Halved chance for random events in towns and villages
- Lowered damage stats for Acztaoc weapons with about (3 - 7 points)
- Increased accuracy of all firearms with 5 points
- Increased damage done by coloured jousting lances
- Added option to castle construction menu to finish castle
- Increased sensivity of deathcam
- Gabions can be found more often in merchant inventories
- Chance of finding seeds upon harvesting wheat now
- Armour of Zendar troops revised
- Beards now visible when wearing morions
- It is much harder to reach higher noble titles now
- Lowered village salaries for owner
- Added time limit for receiving village salary (two weeks)
- Significantly increased Turguhn garrisons for centers
- 3 extra Swadian lords added for balance
- Added scutum shield for Calradic Centurions
- Moved chests and Sword of Harlaus II in Uxkhal
- Using new code compiler for better bug detection, performance and to save time
- Religious Strength renamed to Piety

GRAPHICAL / PERFORMANCE
- Significantly improved overall graphical performance by making collision meshes quad-dominant.
  * Only affecting scenes with props / not battles
- Better graphics with bump mapping
- New loading screens
- New skyboxes for night
- Corrected late townhall scene
- Added collision meshes for some Mohtai statues (no longer walking through)
- Revised sea travel script for better performance
- New textures for native stones and bricks
- Fully improved Warband castle textures and Nova Aetas textures
- Improved GUI textures
- Better female faces + jewelry option added
- New Gothic font
- New banners texture
- Completely revised New World locations. Better jungle atmosphere now
- OSP: New faces and beards

ADDED FEATURES
- Renamed sacred sword to Zulfikar for Islamic religion
- Changed forest bandits to the creepy religious Cathars with black armour
- OSP: New dynamic troop tree overviews, listed under Reports menu
- OSP: Volley fire! For crossbowmen, archers and arquebusiers. Use numpad period to start/end volley fire
- Buying items in towns - not sharing your religion - are 25% more expensive now
- Completely new items for common goods, food, religion items, colony goods and more!
- Forced recruitment: you can force volunteers to follow you if nobody wants so, success depends on skills
- Added steel bolt type which causes heavy damage (also added to crossbowmen of kingdoms)
- Muskets and bullets now appear when first faction has developed new technology
- Formations and AI Mods by Motomataru
- 10 new Acztaoc items to be found in chests
- OSP: Campagin AI fixes and tweaks bringing more activity, fights and better decision making
- New map icons for ships. Large parties have a fleet.
- 2 new noble costums
- 5 new armour items
- New infantry type for Zendar: 'Zendar Swordsman'
- 7 new music tracks for world map
- 9 new music tracks for battles
- 68 battle flags added
  * Unique flags per faction
  * 1 flag per 10 men in a division
  * Option to disable flags in battle
- Consumable beverages added
  * 4 new types beverage added (mead, rum, dirty & clean water and kumiss for Khergits/Turguhns)
  * Party requires beverages like food otherwise there is a morale loss
  * Beverages have twice as much capacity than food
  * Water is cheapest, but does lack capacity
  * In desert consumption of beverages is tripled (3x)
- New map icons for bandits, caravans and lords. Faction specific!
- Now a year is added every day for immersion. It slows down to 1 year p/wk after 1650 A.D. and
after 1695 it will use default calender.

BUGS
- Temporarily map glitches (black land, disappearing land)
- Customisable troops might re-uip their old gear together with new equipment on reload.
- The passages in scenes are obsolete; don't use them.

NO BUGS
- Tournament swords are now from steel
- You financially support lords in exile at your court


-----------------------------------------------------------------------------------------------


SUGGESTIONS






© Quintillius - Nova Aetas
My eye got tired after reading all of that new features, fix, and balancing :grin:
Ohhh I can't wait for 2.0 to be released!
(by the way, i don't understand about the passage in scenes bug, what is that?)
 
Nice list of features, but I was wondering if Aztecs (I'm writing Aztecs for the sake of not having to remember that big word) will become playable?
 
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