The Original Sands of Faith Thread

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Flora have been complete overhauled, working now on quick battles (yes mod will have quick battles finally xd), replacing some meshes/textures and technical stuff, new version will be released soon. I'll maybe look into add few more random encounter scenes, there are already around 20 new scenes to replace the current ones.
 
Sands of Faith v1.4 RELEASED

Changelog:

- Replaced all random encounter scenes with 19 new ones
- Overhauled flora
- Replaced shaders, terrain borders, skyboxes, postfx and water
- Fixed lance breaking code (only lances break now)
- Added quick battles
- Optimized performance
- Many overall small tweaks, fixes and replacements
- Source code included
 
Great! Last version i play is 0.7, i think. I don't know, maybe this thing is already in mod, but it's possible to add walk around feature in camp option?
abhzxj.png
 
thewanderingknight said:
Nuts_Duds said:
So, since there aren't bow requirements, there is no point in increasing power draw beyond 4??

The point is that you deal more damage?

"More powerful bows have a minimum Power Draw requirement to use. Power Draw also adds 14% to each hit with the bow, until four levels beyond the bow’s minimum Power Draw requirement; for example, if the bow’s Power Draw requirement is 2, then a skill level of 2 will add 28%, while a skill level of 6 will add 84%, while any level beyond 6 will still add 84%. Finally, higher Power Draw makes powerful bows easier to use by improving your accuracy and the time you can keep your aim steady while the bow is drawn, though this cannot overcome having a low proficiency with bows. Maximum of 140% more damage."

From Warband wikia
 
Nuts_Duds said:
thewanderingknight said:
Nuts_Duds said:
So, since there aren't bow requirements, there is no point in increasing power draw beyond 4??

The point is that you deal more damage?

"More powerful bows have a minimum Power Draw requirement to use. Power Draw also adds 14% to each hit with the bow, until four levels beyond the bow’s minimum Power Draw requirement; for example, if the bow’s Power Draw requirement is 2, then a skill level of 2 will add 28%, while a skill level of 6 will add 84%, while any level beyond 6 will still add 84%. Finally, higher Power Draw makes powerful bows easier to use by improving your accuracy and the time you can keep your aim steady while the bow is drawn, though this cannot overcome having a low proficiency with bows. Maximum of 140% more damage."

From Warband wikia

Then I guess not.
 
There are certain flowers and grass that don't look very good but is a weird issue because it only happens with edit mode turned off, since I've been developing this version with edit mode turned on I never realized this until this version was ready. If you turn edit mode on it fixes it, but of course playing with edit mode enabled is not recommended for several reasons especially performance. Anyway the flowers that are what looks worse are rare I think, it's more in the villages in the desert near the water, I'll look into fix/remove it for next version. Also quick battles still need some work, since I didn't tweak certain settings but at least they're functional. I'll look into finish them for next version and add more maps.
 
thewanderingknight said:
semigall said:
Great! Last version i play is 0.7, i think. I don't know, maybe this thing is already in mod, but it's possible to add walk around feature in camp option?
abhzxj.png

That option have always been available...
Strange, i can't find it. :???:  I have that option only in outpost, when i build it.
 
semigall said:
thewanderingknight said:
semigall said:
Great! Last version i play is 0.7, i think. I don't know, maybe this thing is already in mod, but it's possible to add walk around feature in camp option?
abhzxj.png

That option have always been available...
Strange, i can't find it. :???:  I have that option only in outpost, when i build it.

Maybe it's only when you're entrenched, don't remember. If you chose to entrench you certainly get the option.
 
semigall said:
thewanderingknight said:
semigall said:
Great! Last version i play is 0.7, i think. I don't know, maybe this thing is already in mod, but it's possible to add walk around feature in camp option?
abhzxj.png

That option have always been available...
Strange, i can't find it. :???:  I have that option only in outpost, when i build it.

Ok I took a look and you can do it at any time, but it's "inspect your camp" not "walk around"...
 
Released patch for new version:

- Fixes weapon breaking code, only polearms shall break now (this time for real I hope) and also adds again weapon fix code for lancers so they change weapon as before (but without conflicting codes now), this was needed for anyone who wants to disable weapon breaking feature. Also adds new feature "auxiliary player" (optional and disabled by default, enable it in diplomacy mod options). You'll need to start a new game.

EDIT: Reuploaded patch (polearms were still breaking on foot, now shall be really only on horseback).
 
Hmm, when i choose entrench option, then inspect your camp, then when i get back to camp menu, i can't resume game - resume travelling button not work for me.  :ohdear:
I really wish, if there will be a "walk around" option ( like in mod 1257 AD ), where i can see a all my army.
 
semigall said:
Hmm, when i choose entrench option, then inspect your camp, then when i get back to camp menu, i can't resume game - resume travelling button not work for me.  :ohdear:
I really wish, if there will be a "walk around" option ( like in mod 1257 AD ), where i can see a all my army.

You can inspect your camp even if you're not actually camping, just go to camp menu at any time, inspect your camp is exactly the same as walk around, I can change the text to "walk around" -_-'
 
Guys if you enable "auxiliary player", on the moment you change body it will throw few warning red lines but it shall be harmless so no worries, however don't use "change commander" feature while having "auxiliary player" enabled since the codes conflict and things get bugged. If you're too wounded to fight disable it while recovering so that you can play as one of your companions.
 
hi, great mod :smile:

but i have a litle problem, after every batle, when upgrade my companions, they always lose the horses
in the upgrade page, having the upgrade horses part selected or not, no diference
the armor and wepons are ok
could be from my end?

its my firt time in this mod, i just instaled 1.4+1.4 patch

 
NunoMFC said:
hi, great mod :smile:

but i have a litle problem, after every batle, when upgrade my companions, they always lose the horses
in the upgrade page, having the upgrade horses part selected or not, no diference
the armor and wepons are ok
could be from my end?

its my firt time in this mod, i just instaled 1.4+1.4 patch

Can't you equip the horses manually? Yes I think the automatic thing is bit a buggy from reports, it's better to equip them manually.
 
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