Perisno: The New Beginning (v. II, Patch 3: 03.apr.2019)

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Leonion

Master Knight
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What is it?
It's a little "spinoff" project of mine I've been working on during the past few months.
Unlike the main "campaign" mode (official Perisno), it was made to be some sort of "skirmish" mode: short and flexible.
This "spinoff" features a new map: a new resource-rich island was discovered and the kingdoms of Perisno assembled expeditions to conquer this island.

And don't forget that Perisno (and, therefore, PNB) has massive troop transfer!
Plus since HF6 PNB has this.
And this since HF7.

PNB-only features (some are 'for now'):
- YOU decide which factions participate in the game;
- YOU decide which factions are your allies and which factions are your enemies (diplomacy cannot be changed inside the game);
- YOU decide which lords you call for help (save for a couple of starting ones, but you can replace them later) - there are faction lords + several universal mercenaries;
- you can suggest course of action to your allies from other factions, provided they like you & you have enough renown/persuasion;
- a new map;
- a new kingdom that you will see in the game;
- the kingdom of Perisno became an NPC faction: you can now fight for them, alongside them or against them;
- several dozens of new lords (some are completely new, and some of them you've seen in the main game as quest NPCs, companions etc.);
- female giants;
- optimized global map performance;
- significantly optimized battle triggers;
- improved AI (a crazy mix of redone native AI, Motomataru's AI, horse archer's AI by Jun Yue and my own framework code that glues it all together, optimizes its implementation and adds some additional scripts);
- re-done system of fiefs: outposts (have garrisons, but no scenes, just field battles), castles (I usually picked those with towers or multiple ladders), bases (~towns);
- re-done character creation system;
- more than a dozen of new high-end weapons of all kinds;
- moar banners;
- unique lords' party icons for all major factions;
Version II changelog:
- The Third Legion was turned into a playable major faction (extended troop tree, 1 ruler, 3 lords, completely new town and arena scenes (TTL's base will be 'visitable'));
- fief improvements (a total of 14 for now) were added, they require 4 types of resources plus money to build and sometimes 5 types (4+1) to maintain, more details can be found inside the game in the information section;
- 11 new companions of different races, sexes, skills and stories (Note: 4 out of 11 companions are faction-specific (you have to be friendly with their faction and their faction has to participate). Those are Kierland (dwarf healer, Kaikoth), Eilona (elf scout, Elintor), Rendalion (elf 'lord', Geldar), Eadweard (knight of the RotF));
- as usual, new armors (for TTL and Hakkon), replacements of old armors (in particular, 2 'Gondor' armors and 5 'Gondor' shields and most of Revspartan's armors except for Tolranian Champions' armor; Hakkon's 'Roman' helmets were given to TTL and replaced with more "Greek" ones, several Hakkon soldiers were given new armor with 'muscled' torsos), new weapons, optimization&improvement of some old weapons (bows, xbows), improved textures of a couple of horses and tigers etc.
- the speed of 2h weapons and polearms was slightly buffed;
- as usual, bug fixing, including 2 cases of ctds.
Patch 1:
- textures (and models to a much lesser extent) of roughly 200 weapons (mostly melee weapons, but also some throwing weapons and a couple of bows) were fully/partially replaced, and hopefully they look better now. Some changes are not very noticeable, some are (mostly swords, Zann/Jin weapons, a couple of new maces/hammers instead of old ones, dwarven picks). Also several dozens of texture sets (~136 textures total) were rendered useless (if version III ever comes out and you make a clean install, you won't find them at all, for now they just won't be used), since about half of the weapons now use 1 large (4k) set of textures, which in theory should slightly improve performance.
- Hotfix 1 for Patch 1
- Hotfix 2 for Patch 1
Patch 2:
- https://forums.taleworlds.com/index.php/topic,368410.msg9030828.html#msg9030828
Patch 3:
- https://forums.taleworlds.com/index.php/topic,368410.msg9095971.html#msg9095971
Version II save files are not compatible with version I and vice versa. Hotfixes, if there will be any, will most likely be compatible though, as usual.

What you will not find in PNB:
- any quests;
- marriage (for now);
- any 'lady' ladies (but you will find more 'lord' ladies) - such tough place as the island is not for them;
- any other statuses but 'lord' (i.e. you can only be a lord - not a mercenary, not a freelancer, not a king (for now), not anybody else; you have a permanent marshal status which you can temporarily delegate and then take back at any time);
- any abilities except for "borrow ammo" and "whistle for horse" (no more of this legal cheating in form of healing "abilities");
- any diplomacy (you can only change your relations with minor factions by helping them) except for initial settings - when you assign teams for all kingdoms;
- lords switching factions;
- any intrigues (who should get this fief? who should be the marshal?) - it no longer takes kings many days to decide to whom they should give a fief, they do it very quickly now, without endless debates;
- any villages;
- any signs of complex Native economy (production & production-based and trade-based prices & caravans & enterprises etc.), it was simplified;
- land and banking system;
- any claimants;
- any PBOD;
- in general, about 50% of original content. The main idea of PNB was "keeping things to minimum".

Why?
1) Because this way I can get rid of long games which very few people have strength to finish.
2) Because this way I can increase difficulty over time (you will see how) in a completely immersive way. Plus you yourself can change difficulty from "very easy" to "very hard" by deciding how many allies and how many enemies you will have.
3) Because this way I can provide an opportunity to play for factions from start to finish in a rather short period of time (estimated length of the mod - 250-300 days, not 1000+).
4) Because this way allowed me to clean the code and optimize it - something I would never be able to achieve in original mess.
5) Because this way I can make more major faction from minor factions (to-do).
6) Because skirmish modes in games never cared about lore, and that gives me freedom (and you too, if you, for example, finally want to play as a Falcon, despite the fact that participation in this madness is against their lore).

To-do
- marriage (if I manage to write something decent) and more 'lord' ladies;
- more universal mercenary lords;

Download link:
http://www.nexusmods.com/mbwarband/mods/6177/?
You need to install it as a new module, not into any other module's folder.
Alternatively, yandex.disk link:
https://yadi.sk/d/3DsvSNHXBLu1VA

Latest hotfix/patch:
None, only install the full version.

Translations (v. II):
Chinese (provided by Tiberivs):
https://mega.nz/#!81s23ZSB!MXTUbdfqGOPneoGWKEku5tLNx1wha4n9daxy7-aeCZ0 (Simplified)
https://mega.nz/#!09FT0CKI!r7emIF2235SR-vrkrfiZU1V2YeozeimHc1pphDQUqCM (Traditional)

Credits:
Perisno Team
Original Perisno credits: https://forums.taleworlds.com/index.php/topic,294021.0.html
0.8-0.9 credits:
https://forums.taleworlds.com/index.php/topic,359948.0.html
PNB credits:
OSP global map by Yifeng_konjac
Flowing in the Dark by Mattia Vlad Morleo (CC)
Some pictures from pixabay.com:
https://pixabay.com/en/sea-sailing-vessel-ocean-sunset-1101168/
https://pixabay.com/en/ship-strom-sea-night-fantasy-red-2202910/
https://pixabay.com/en/sunset-sea-island-croatia-coast-523912/
https://pixabay.com/en/sunset-mountains-island-scenic-410133/
https://pixabay.com/en/landscape-panorama-scenic-clouds-2278315/
Jan Tuma´s Sturmhaube by Tumajan

Developer's notes:
Don't forget to visit "Key Points of PNB" in notes to read some more key stuff about the mod. There is also a note on the new faction's history.
 
The healing abilities have to go, I agree, because they make no sense. 

But what's wrong with taking ammo from your men?  Historically, people tasked with carrying arrows were a thing.  Mongols, Persians, etc. had them.  Even today, snipers have spotters, machine gunners have ammo carriers, and basically high value specialists have a support team.

In Perisno, I have a division with just one purpose - provide my character with ammo so that he can kill thousands...  yes, yes, no man could draw a 140 pound bow one thousand times in two hours.  But then, magic, long sieges, superhuman strength.

 
- any abilities but "borrow ammo" and "whistle for horse" (no more of this legal cheating in form of healing "abilities")
Taunt/Warcry also removed? They are mostly fun abilities (radius is too small to be very effective).
(if my English manages to write something good)
Yoa are too strict with yourself =)
http://www.nexusmods.com/mbwarband/mods/6177/?
Moddb mirror in near future? (Nexus hates me unless some mod manager used)
I played as a dwarf footman - my first infantry playthrough ever and my last; never again, cavalry all the way!
It means you played as dwarf without barrel of mead =)
 
Tuidjy said:
But what's wrong with taking ammo from your men? 
Absolutely nothing.

Leonion said:
What you will not find in PNB:
- any abilities but "borrow ammo" and "whistle for horse" (no more of this legal cheating in form of healing "abilities");
I meant "except for", but something inside of me told me that "but" was the right word. :facepalm:
The 2 mentioned abilities stayed.

T.L.S. said:
Moddb mirror in near future? (Nexus hates me unless some mod manager used)
It means you played as dwarf without barrel of mead =)
Will ЯД do it?
https://yadi.sk/d/Vjz-wQns3LmFNT
And I actually had bear or ale in my inventory most of the time. They should have sufficed.  :grin:
 
Leonion said:
Tuidjy said:
But what's wrong with taking ammo from your men? 
Absolutely nothing.
Leonion said:
What you will not find in PNB:
- any abilities but "borrow ammo" and "whistle for horse" (no more of this legal cheating in form of healing "abilities");
I meant "except for", but something inside of me told me that "but" was the right word. :facepalm:
The 2 mentioned abilities stayed.
Actually, "any abilities but X and Y" is absolutely correct English.  I am the one who must have misread it, for which I apologize.
 
Will ЯД do it?
Yes, thanks.

First impressions:
  There is not enough parties to lvl up and make some cash in the beginning (provisioners, looters and rare deseters, with a risk of geting smashed by 17 angry renweards :grin:).
  Starting army composition is terrible (i can understand limited elite cavalry, like noble troops, but when you have only 4 ranged troops in 30 men foot army... Some starting weapons also far from good (that dwarven hammer is trash, perisno axe is ok unless you trying to use it on horse...).
  Garrisoning captured outpost is a real pain in the rear, while AI still geting troops from the air.
  Lords ignore you completely if campaign started (but everything is fine if marshalship reassigned to local commander), only 'follow me' order works. So, gathering entire faction may be quite problematic.
  Got couple of CDTs while fighting for outposts with giants in garrison, all of them after engaging in close combat (in basic Perisno nothing like that never happened even with 450 BS).
  I like the idea of skirmish, but right now without (boring) provisioners hunting for ~50-70 days its hardly engaging.
 
T.L.S. said:
  Starting army composition is terrible (i can understand limited elite cavalry, like noble troops, but when you have only 4 ranged troops in 30 men foot army... Some starting weapons also far from good (that dwarven hammer is trash, perisno axe is ok unless you trying to use it on horse...).
Starting army composition is always 3 templates (a, b and c) that lords get.
Starting gear depends on your stats and is chosen automatically based on the culture of the kingdom you chose.
What dwarven hammer? 35b 1h/2h hammer?

T.L.S. said:
  Garrisoning captured outpost is a real pain in the rear, while AI still geting troops from the air.
Yep, for player nothing changed in this department. So that's why I suggest don't keeping many fiefs and giving most of them to lords.
As for AI getting reinforcements fast - that's a necessity, otherwise it turns into long and boring weeks of defending each recently captured outpost because everyone wants to take it from you and it gets reinforcements really slowly (as it was in my game before I buffed reinforcement rate). Wouldn't work well for the idea of a fast game.

T.L.S. said:
  Lords ignore you completely if campaign started (but everything is fine if marshalship reassigned to local commander), only 'follow me' order works. So, gathering entire faction may be quite problematic.
It depends on your relations with them.
I already seriously buffed lords' "agreeableness", so they should come much more often, you don't need as high relations as before.
Should I add a default relation bonus with all lords of your faction?
But, seriously, lords in my game started to follow me even after they had like 3-5+ relations with me (as far as I remember among the last "fresh" lords that arrived).

T.L.S. said:
  Got couple of CDTs while fighting for outposts with giants in garrison, all of them after engaging in close combat (in basic Perisno nothing like that never happened even with 450 BS).
Oh, these CTDs...
Did you fight giants a lot in original Perisno? The difference is that they have lods now, and should in theory work better, but I'm not sure the game is good at processing lods...

Also, did anyone here play ACOK for a long time? I've seen that this mod has no lods at all. Does it crash often in your games?

T.L.S. said:
  I like the idea of skirmish, but right now without (boring) provisioners hunting for ~50-70 days its hardly engaging.
As before, I put the main emphasis on lords. At the start you're weak, so use lords to help you.
Many of them have unique troops or templates. I not-so-humbly think that, although some other things may not be my strong suits, but I did a good work in this department. I don't understand why many people insist on acting alone when you can have Tytus Rex or Grasullah or Linthradil or Harunn with his now almost immortal MKs or Aracanus as your allies on the field of battle.  :cry:

Latis the Darkgryphon said:
Is this new module designed like PoP4 but the difference is player is not the heir?
Ehhh... I don't know anything about PoP4. :eek:
 
Legal cheating? Perhaps
.
Keep in mind, that siege battles in Perisno, in particular, are far longer than they are in Native. Instead of having to kill.. I dunno, 200-300 guys tops, as the matter was in Native, you have to murder.. 1500, 2000, 3000 units in the garrison, depending on how many there are. And unless you use the arguably far more exploitative approach of attacking and retreating every time your run out of arrows, you kinda need the ability to heal yourself to compensate for the massively increased damage over the much longer time.
I mean, the ability is tied to Intelligence and First Aid, it doesn't always work, and it heals a tiny amount of health unless you have INT and FA maxed out. It's hardly a huge impact on balance for an average player.  And its cooldown has already been nerfed. The menu says it's supposed to be 60 seconds, but it isn't. At least, it's not the same as the cooldown for other abilities.

As for the impact of mass-healing from the U-ability, it's hardly that great. With the huge amounts of damage that everything in Perisno can deal, being able to restore.. what, 50% or 80% of your troops health isn't really that big of a deal, because that much health can usually be taken away by a single blow from an opponent. Even if you increase your stats to the point where it restores over 100% of total health, the actual impact from battles with this ability is pretty negligible - maybe 10% less casualties, at most? Its main usage seems to be to keep companions alive, and it's hardly cheating. It's just compensation for, again, massive power creep in damage and stupid AI.

Finally, what's so 'cheaty' about Battlecry and Taunt? I feel like those are really fun and actually give the player a nice amount of control over the battlefield. Not to mention that they let you deal with the biggest issue in Warband sieges - infantry jams on ladders. And with their cooldowns, they're far from overpowered.

Yeah, yeah, I know, inb4 Tuidjy is gonna pop up and boast how he can kill an entire garrison by sniping from afar, but Tuidjy is an exception. Most players probably aren't tryhards and don't have the time and patience to solo snipe 500+, or 1000+ troops with just a bow and arrows. I know I'd simply get bored.
 
What dwarven hammer? 35b 1h/2h hammer?
Yes, because of 1\2 h penalty it's slow as hell (and starting funds quite limited to buy something decent, unless you chosen trade+persuasion specialization)
Yep, for player nothing changed in this department. So that's why I suggest don't keeping many fiefs and giving most of them to lords.
But even holding your first fief is pain, because of limited recruiting options (usually you can safely reach only one freelancer outpost ~20 low-mid tier mercs + 20-25 custom recruits + ~20 recruits from the base + few mercs in tavern = any lord ignores this rabble and captures your outpost ), so maybe add some auto-garrison in +\- day after capturing something (like 30-35 faction soldiers to outpost, 50-60 for castles, around 100 for bases)
Should I add a default relation bonus with all lords of your faction?
It would be logical (i think +15 solves the problem even without tweaks). At day 30-35 only one lord followed me, others only after direct order (with 10+ relations).
Did you fight giants a lot in original Perisno? The difference is that they have lods now, and should in theory work better, but I'm not sure the game is good at processing lods...
A lot, 2 full conquests and both times all giants destroyed personally (only issue was rare fps drops near couple of Bakhal top-tier troops, but nothing critical).
In TNB CDTs happen when you fight in melee and enemies reinforcement arrive relatively close to you (even if they are out of sight, eg. on the other side of the hill or behind you back)
Also, did anyone here play ACOK for a long time? I've seen that this mod has no lods at all. Does it crash often for you?
Not with the latest version but played around 700 days - CDTs only script/bad scene texturing related, mediocre fps drops in large cavalry clashes (with BS 400+ iirc and quite strong PC)
I don't understand why many people insist on acting alone when you can have Tytus Rex or Grasullah or Linthradil or Harunn with his now almost immortal MKs or Aracanus as your allies on the field of battle.
Because i simply can't build decent army for myself  using lords? Because when comes time to join kingdom vs kingdom battles in 'classic' mods you have some companions to cover your own skill weaknesses? IMHO, to lead those lords you must have decent army first (not 200 top-tier custom troops ofc, but at least 80-100 with balanced numbers of ranged\infantry\cavalry and some elites to cover your arse), thats why some source of income needed and because right now loot is the only adequate source (investing in PM is hardly possible without early cheap/free low lvl, but highly customisable, companions), some parties needed to loot from...
 
I mean, the ability is tied to Intelligence and First Aid, it doesn't always work, and it heals a tiny amount of health unless you have INT and FA
with starting FA (iirc it was 2) and 35 INT it healed for 20 hp with 50% chance (9 hp when failed)... That's a lot.
As for the impact of mass-healing from the U-ability,
with mediocre stats - +50% hp to ALL your troops in quite large area every 30 SEC.... Yes, very balanced...
Finally, what's so 'cheaty' about Battlecry and Taunt?
I want to know it myself... because they never were OP
 
T.L.S. said:
Finally, what's so 'cheaty' about Battlecry and Taunt?
I want to know it myself...
That makes three of us, considering that my sentence only mentioned healing abilities as "cheaty". :wink:

T.L.S. said:
so maybe add some auto-garrison in +\- day after capturing something (like 30-35 faction soldiers to outpost, 50-60 for castles, around 100 for bases)
While reading this I thought "hhm, yeah, that's a good idea", and then I realized people will just capture fiefs, ask them for themselves, pick the troops and then give them to some other lord.

T.L.S. said:
A lot, 2 full conquests and both times all giants destroyed personally (only issue was rare fps drops near couple of Bakhal top-tier troops, but nothing critical).
In TNB CDTs happen when you fight in melee and enemies reinforcement arrive relatively close to you (even if they are out of sight, eg. on the other side of the hill or behind you back)

Not with the latest version but played around 700 days - CDTs only script/bad scene texturing related, mediocre fps drops in large cavalry clashes (with BS 400+ iirc and quite strong PC)
Interesting...
Because I had the strange feeling that the more I work on optimization, the more lods I create, the more often CTDs happen.  :???:
And at the same time lodless ACOK doesn't crash...
Ohh....

T.L.S. said:
Because when comes time to join kingdom vs kingdom battles in 'classic' mods you have some companions to cover your own skill weaknesses?
Well, in PoP and Perisno my first participation in lords vs lords battles would usually start at around level 10. Joining a faction as a merc and following strong lords was one of the things I always did asap. This gave me access to rescued troops (as you always get at least 1 soldier from each stack) I wouldn't be able to rescue on my own.
So personally I consider battles alongside lords the key way to building my army, not an obstacle.
Plus it's an easy way to upgrade your low-level archers since they're reliably protected by a lord's infantry and/or cavalry. And when you have some good archers, you can start building cavalry and infantry divisions.
 
Great idea, Leonion! I'm not a follower of Perisno, but I do follow you as a modder :grin: Good luck and I hope this (and the whole idea) becomes successful! I've always been a fan of skirmish games!
 
I just gave it a quick play, can some slightly better troop controls be included? Having played a handful of other mods recently, the lack of choosing the number of troop ranks, or putting men into shieldwalls and wedges feels a bit primitive.
 
CTDs coming back (even with giant factions disabled and avoiding them in outlaw parties and outposts)... Now vs Reich, 8 of 10 battle attempts against more than ~150 enemies ending with CTD when 5-7 of them remains and my infantry surrounded them... This is not BS or PC issue (BS only 250, fps is stable around 65-75, no other heavy processes running)...
 
T.L.S. said:
CTDs coming back (even with giant factions disabled and avoiding them in outlaw parties and outposts)... Now vs Reich, 8 of 10 battle attempts against more than ~150 enemies ending with CTD when 5-7 of them remains and my infantry surrounded them... This is not BS or PC issue (BS only 250, fps is stable around 65-75, no other heavy processes running)...
What soldiers do you use as infantry (and what faction in general?)?

When I started my game, I had regular crashes, but then I found the main source of them (I messed up collision meshes), and their frequency significantly decreased.
But I still had a couple more crashes, after which I decided to use my old settings from the times when I played Perisno 0.8 (between 0.8 and PNB I experimented with settings - increased shader quality, tried antialiasing and so on):
https://www.youtube.com/watch?v=oRc9BkyLtA0
After I made sure all the settings are the same (I didn't have any crashes in Perisno 0.8 ), crashes stopped, and I didn't have them for about last 60 days of my game (and as a dwarf I fought Reich several times and fought Sut giants a lot more times).
 
What soldiers do you use as infantry (and what faction in general?)?
Infantry - ~50\50 custom troops and freelancers (t4-t5)
Archers (they also go in melee in >200 vs 400+ battles) - ~80% Elintorians (all tiers,both commoners and noble), rest Freelancers+Perisno
and as a dwarf I fought Reich several times and fought Sut giants a lot more times
Reich crashes on my side are strange, they happened only near my castle... on their territory everything was fine for 1.5 hrs of battle-battle-shop-battle-battle-shop...
But i'm not sure about giants - crashes always happened during mountain outposts attacks (tried around 4-5 of them with same result).
Also, custom mounted archers equip menu has no 'bows & ammunition' choice... so even xbow can't be equiped (no bolts) =\
 
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