Kharille said:
I really like Phantasy Calradia. Wonder whether 'magic' effects, area effects (fire bombs, explosives?) could be expanded upon. Since it’s a new game engine maybe theres more room for star wars battlefront 2 style grenades and maybe more siege weapons. Or Vehicles. How about a swimming mechanic? Or a wall climbing mechanic?
Swimming in Warband requires flying technology, as underwater swimming in Warband is really a special case of flying.
I have a simple working flight in Phantasy Calradia 2017 now, so whether they add swimming/flying as a simple capability or it needs kludging as before, I'm ready. I'll do a Bannerlord port if I ever get a developer's kit; until its in my hands its sort of talk.
I'd still like to see more than 16 skins in game, so I can have lots of different skeletons for rigging (snakes, insects, fish, dragons that aren't horses, etc)
I'd like to not have to burn a second skin if I want to expand a skin by some fixed magnification; right now Warband can have a giant be defined as a human with a high magnification of the base skin, but to get that you have to declare a second skin. I would need a third skin to declare a "child" with a less than 1.0 magnification. I'd rather have a range of values instead of declaring each step a new "skin type".
I expect Phantasy 2017 will have more utility spells shortly, which can carry across to Bannerlord. Mainly when you wrote this, Phantasy 2017 had just finished its second week, and by now has 2 more months of rapid development. I expect it will have something that can be shown by November 2017, as evidence of non-vaporware. If nothing else I'll have it streamed to prove it exists. Guspav codes really slow; at the moment I'm leaving his magic as it was and just replacing the rest of the mod's code to bring it to "modern" features (Diplomacy, formations, crafting, deeper economy, correct prejudice between races, meaningful alignment changes to honor system, etc). Guspav will continue to add to the mod as well, but I can't force him to write quickly, so I'll probably match him 12:1 so long as I can drop out of a day job and work full time on this. Otherwise eventually I have to slow down and do something that pays instead.
I'm concerned Bannerlord needs new graphics, complete rewrite of every line of Warband code, and likely different organization of code driving a mod. On the plus side, a mod no longer has to tinker with every last aspect of Bannerlord native -- total conversion made more sense in Warband because it was all or nothing, 1 mod only could run; now there are layered mods (good luck debugging user reports with that). Perhaps the huge linking and integration of so many OSPs that each mod had with Warband is made easier for Bannerlord. it sounds neat at first but I think it makes for headaches down the road, after some 3rd party mod I didn't even ask for gets added into the chain of linked mods just before me and suddenly my mod "breaks".