Perisno - Version 0.772 Released!
Go Here to find download links:
http://forums.taleworlds.com/index.php/topic,284936.0.html
0.772 CHANGELOG
- [Fixed] Knockdown Bug
- [Fixed] Drachen Sword not showing in scabbard
- [Fixed] Rotten Wolf Meat still gives morale bonus
- [Fixed] Double Recruits
- [Fixed] Helms that were poking out of heads
- [Fixed] Retreat Issue didn't let you retreat from battles
- [Fixed] Issues with Grund
- [Fixed] Flag Meshes when starting a battle
- [Added] Dodge toggle on/off
0.771 CHANGELOG
- [Added] Hunted meats to the list of things that can go rotten
- [Changed] Zann warning day in case player has changed Zann invasion date in game settings
- [Changed] Zann faction value on Zann invasion day to correct number (was previously out of range)
- [Changed] Trigger for Lords that were exiled so they can return if correct setting is chosen in game settings menu
- [Fixed] AI Patrols
- [Fixed] Double Bodyguard Spawns
- [Fixed] Manhunters unable to spawn at cities higher than 22, so 5 more cities get manhunters
- [Changed] Kingdom spawn for parties
0.77 CHANGELOG
- [Changed] PBOD v92beta Pre Battle Orders & Deployment displace the previous Formations and formations AI code.
- [Changed] re-assign out of ammunition archers, crossbow, and throwing weapons troops to infantry or any other group you define.
- [Changed] spears or polearm weapons can be braced to do extra damage to mounts
- [Added] unhorsed cavalry and horse archers can be automatically re-assigned to infantry or some other group you define
- [Changed] Foraging has been enhanced, especially near towns and villages
- [Changed] You can now make more food with foraging
- [Changed] Princess marriage test: the routine where the two princesses decide if they will agree to your marriage proposal has always
given red messages and conflicting signals to the player. We've decided to close the princesses leggings and give each of them
some pride.
- [Changed] Bows do 18% more damage (Bows did 20% less damage in 0.76)
- [Fixed] Some dialogs are fixed where there were gender mistakes
- [Added] Options toggles chiefly to allow disable of Combat Enhancements
0.76 CHANGELOG
- [FIXED] Hakkon heavy footman and legionnaire are no longer sorted as archers
- [ADDED] New Murdenholl Scene
- [FIXED] Issues with some dwarf armor/helmets
- [FIXED] General Iolach Crash
- [FIXED] Troops Wearing wrong helms
- [CHANGED] Item Sorting
- [CHANGED] Items are adjusted by stats
- [CHANGED] Encumbrance is now meaningful
- [CHANGED] Troop stats increased about 10% except archers, who are about 10% less power draw
- [CHANGED] Module.ini adjusted to increase armor soak values
- [CHANGED] Diplomacy Settings to fit more factions
- [ADDED] Combat Enhancements
- [CHANGED] Crossbows reload slightly faster if agility is > 8, per point of added agility
- [ADDED] Troops will slow down as they are injured
- [ADDED] troops may sprint up to 8 seconds under AI control
- [ADDED] New, Better Looking Troop Tree viewer
- [Added] Items viewer
- [CHANGED] Some skills are modified
- [CHANGED] Taxes and rents are less profitable
- [CHANGED] Lowered Enterprise costs
- [CHANGED] More things can go rotten than before
- [ADDED] Ability to smoke meats from camp menu under actions
- [CHANGED] New food types added that are NOT able to go rotten
- [ADDED] Formations!
- [ADDED] Battle Cries
- [CHANGED] Troops definitions are modified according to Mel's Perisno but with some editing
0.75 CHANGELOG
[BUFFED] Nox of Zephili has a larger minimum party size than before (300 troops)
[BUFFED] Dwarf Armour Buffs from MelsPerisno
[BUFFED] Dwarf troops now have a little more Ironflesh than other factions
[BUFFED] Zann are much more numerous
[BUFFED] Constables train more garrison units and to higher levels
[NERFED] Selling prisoners to anyone other than ransom brokers will earn you 10% less gold (including Ramun the Slave Trader)
[FIXED] Valahir, Falcon, and Kaikoth villages had the wrong scenes and village elders
[FIXED] Diplomacy Horse Speed setting being inverted (now defaults to disabled as it should be)
[FIXED] Falcon Faction will no longer declare war on other factions, unless it is due to treaties
[FIXED] You can now always recruit your chancellor (fixes a bug where he disappears)
[FIXED] Scouts/Patrols/Minor Nobles use player kingdom culture (Cultural Parties)
[FIXED] Disabled some meshes that don't actually exist (banner-related, e.g. arms mesh)
[FIXED] Drinking consumables (Wine, Ale, Whiskey, Water, Beer) now give morale
[FIXED] Gold & Gems are now proper trade goods
[FIXED] Selling slaves to tavern keeper
[FIXED] Infinite numbers of player kingdom scouts
[FIXED] Player kingdom culture not working
[FIXED] Replaced "scillingas" with "aurums"
[FIXED] Recruiting villages from a village owned by a new faction will now recruit the proper troops (only showed the correct name before)
[FIXED] Ramun the Slave Trader in Forde now buys prisoners for the proper price
[CHANGED] Domestic policy can now be changed every 7 days on average (instead of 30)
[CHANGED] Tavern actions are now timed based on towns
6 hours between gambling
24 hours between buying a round of drinks
168 hours between selling prisoners
[CHANGED] Rents gained have now been increased by 4x
[CHANGED] Enterprises have been adjusted in cost and profit on average
Name - Purchase Cost - Profit Per Week
Bakery - 4k - 1k
Brewery - 6k - 1.5k
Tannery - 8k - 2k
Wine press - 14k - 3.5k
Oil press - 16k - 4k
Ironworks - 18k - 4.5k
Dyeworks - 20k - 5k
Wool Weave - 10k - 2.5k
Linen Weave - 12k - 3k
[CHANGED] Improvements cost and time have been changed, time is now a lot less
[CHANGED] Enabled Perisno Development Cheats to the public (no reason to disable it)
[CHANGED] Diplomacy AI & Economic changes default to Medium
[CHANGED] Acres now generate 8x as much profit, and every week instead of 2 weeks
[CHANGED] Message from adviser about kingdom patrols now specifies which party was organised
[CHANGED] Training Grounds are now hidden if Fog of War is enabled
[CHANGED] 1 Minor Noble per town, 2 Patrols per town, 3 Scouts per town, +1 scout per castle
[CHANGED] Doubled price of consumables
[CHANGED] Doubled weight of consumables
[CHANGED] Tripled amount of consumables
[CHANGED] Merged most of the dialogue from MelsPerisno (Thanks Mel!)
[CHANGED] Changing culture is usually not free
Default price is 100k aurums
Reduced by 40k if player was previously a vassal of that faction
Reduced by 20k if the player started in a town of that faction
Reduced by 20k if the player owns a town from that faction
Reduced by 20k if the player has a vassal from that faction
Multiplied by 1.5 if the culture is Falcon or Valahir
Multiplied by 3 if the culture is Redwood or Kaikoth
Multiplied by 6 if the culture is Zann (Must have invaded)
Multiplied by 5 if the original cultures faction has been destroyed
Perisno culture is free
No culture is free
[CHANGED] When changing kingdom culture to "Favour None", a message is now displayed
[CHANGED] Slightly less lag due to timing of simple triggers being changed
[CHANGED] Bread, Fruit, and Butter can now become rotten
[CHANGED] Deathcam updated to v1.4 (Rotate with numpad, invert Y-Rotation)
[ADDED] You can tell patrols recruited via the constable to follow you, like a lord
[ADDED] New Valahir Village "Brial", near Grindr
[ADDED] Option to specify how many hours you will spend when waiting at a village or town
[ADDED] Option to set zann invasion date
[ADDED] No Inheritance when creating a character
[ADDED] Option to change reinforcement wave ammount
[ADDED] Option to change reinforcement threshold multiplier
[ADDED] Option to change reinforcement troop multiplier
[ADDED] Option to change rest multiplier when camping/in town up to 168 hours (1 week)
[ADDED] Option to charge when dead
[ADDED] Option to sort troops in parties automatically
[ADDED] Option to sort all troops in player party automatically
[ADDED] Option to sort all troops in player garrisons automatically
[ADDED] Unloot Village Cheat
[REMOVED] Players selling specific prisoners to tavern keeper (most now sell all prisoners)
[REMOVED] Diplomacy options camp menu
[REMOVED] Disabled wyvern quest due to buggyness
0.74 CHANGELOG
- [Added] Levelcap at 50 for troops to improve slow leveling
- [Added] Light Armor for Desouk Slave Girls
- [Added] slight adjustments to certain heraldic armours to make smoother progressions
- [Added] specific facecodes to Ankars and Female Slaves to match "skinny" armor
- [Added] civilian clothes to Zann and Falcons for town scenes
- [Buffed] Tolrania by giving infantry higher definitions
- [Buffed] Female Assassins Armor
- [Added] 3% Dodge per athletics point and Iron Flesh damage soak
- [Added] more variety to court ladies hairstyles for most kingdoms
- [Changed] Tolranian Troops to wear Heraldic Armor
- [Changed] Slave-to-Gladiator lines (both male and female) to reflect a Roman style
- [Changed] the ever-popular Princess Linthradil to be prettier
- [Changed] Perisno male pilgrims to shield-wall infantry
- [Changed] name of Legion Archers to Sagittarii and names of slave-gladiator line to match Gladiatrixes
- [Changed] Desouk Male Slaves to upgrade to Sagitarii
- [Changed] Player Bows in merchandise slightly
- [Changed] Drastically nerfed troop numbers of post invasion Zann spawns
- [Changed] mercenaries wages to 150% instead of 166%
- [Changed] Cities now have more food
- [Changed] Increased fish at fishing villages
- [Changed] Increased number of items for sale at villages
- [Changed] Slightly lowered merchant money and added 1 pathfinding
- [Changed] Routed enemies do not force second battle
- [Changed] Bluewood Rangers now on Blue Warhorses
- [Changed] Wolf Knights and Wolf Constables now ride wolfs
- [Changed] Ankars Rangers and Virago Heroines now ride white tigers
- [Changed] Party now consuming 2/3 of previous food amount daily
- [Changed] Where correct betrothal takes to elope or "Perhaps I can pursuade your husband" choice,
player is sent straight to the wedding cutscene
- [Changed] Marriage no longer forces elope in certain situations
- [Changed] Fighting minor factions and bandits now reduces player relations to those
- [Changed] Waiting time now passes slower
- [Changed] Perisno male troop line to not switch so much from foot to horse to foot
- [Changed] some weapons that were too short for cavalry
- [Changed] Adjusted looting to reduce loss to troop size and boost personal shares
- [Improved] Princess Marriage
- [Improved] Dwarf armours, helms and shields slightly (+2 pts. for armour, 20 hit points for shields)
- [Improved] Tigers, Wolfs, Camels, Twilight Horse and Yumi Bows
- [Improved] Athletics skill for infantry
- [Removed] Adjusted inheritances: removed flamebringer, replaced rhino with armored tur
- [Fixed] Fountain Hall Siege scene fixed
- [Fixed] wpex for T2 & T3 female Pilgrims (they use polearms)
- [Fixed] Dialogs with parties the player helped, now should no longer display the enemy's statement
- [Fixed] Baibars Hakkon remembered how to ride
- [Fixed] Elvarie Guardian changed to spear infantry default
- [Fixed] Hakkon Legionnaires changed to infantry default
- [Fixed] Perisno Female Pilgrims, Gladiatrix and Gladiators changed to infantry default
- [Fixed] Grain is now taken correctly from players inventory after completion of the "deliver grain" quest
- [Fixed] scout parties bug
- [Fixed] "bald hairstyle" bug
- [Fixed] Companion Dialogs
- [Fixed] Peasant Rebels dialog
- [Fixed] Bluewood quest dialog
- [Fixed] wpex of Mercenary Stalker to archer
- [Fixed] Ridable Rhinos to make you sit on them rather than in them
- [Fixed] Floating Helsing BoltsNote: Might include more and might get completed later in case something else comes to our mind that has been forgotten.
0.73 CHANGELOG
- [Added] Unique Balancing System for troop stats
- [Added] Inheritances
- [Added] Secret Chest to Fountain Hall
- [Added] Fountain Hall Scene
- [Added] 2nd Female Trooptree for Perisno troops
- [Added] Gladiatrixes (Female Slave Rebels)
- [Added] Perisno Darkforest Cavalry now upgrades to Runed Knight
- [Added] Faith Templar now upgrades to Faith Paladin
- [Added] Perisno Pioneers are now upgradable
- [Added] Bluewood Noble now upgrades to Bluewood Duke
- [Added] Bluewood Foot Knight now upgrades to Bluewood Forest Warden
- [Added] Lymbard Dismounted Squires and Knights replacing the Sellswords
- [Added] Freelancer Swordsmaster now upgrades to Dismounted Knight
- [Added] Ankars are now upgradable
- [Changed] Large Bounty Quests in taverns
- [Changed] Selling Prisoners to tavern keeper
- [Changed] Ransom Broker now also sells female slaves
- [Changed] Falcon Relations lowered to prevent war declarations at beginning,
due to enforced alliances and defense pacts
- [Changed] Some weapons with "crush through" to make them crush through.
- [Changed] Arrows inconsistent with pricing system
- [Changed] Outlaw Spawns, adding Advanced Bandits and Female troops for more challenge
- [Changed] Eagle Knights and Demon Worshippers now have lords again
- [Changed] Payment Requests for Companions, adjusted to their equip (still pretty favorable)
- [Changed] Ankars
- [Changed] Bluewood Trooptree
- [Changed] Freelancer Trooptree
- [Changed] Glory Seeking Men&Bandit Destroyers now spawn with their advanced tiers
- [Changed] Horses by retexturing them. Thanks to Lor Dric
- [Removed] Some armors for now, reviewing their meshes for 0.8
- [Removed] Wolf Knights now have more Pages instead of Sellswords
- [Removed] Unfinished Leuven Scene
- [Removed] Huntable Rhinos that were bugged
- [Removed] Escort from Recruiter as it counted to recruits and had been added to garrison upon return
- [Removed] Second entry for Eagle Knights in the troopfile which created 2 different stacks and made
them available as mercenaries, which they aren't supposed to be
- [Fixed] Freelancer Infantry now levels correctly
- [Fixed] Mosoru War Rider now rides a horse and even has shoes
- [Fixed] Khul Vara Siege Scene
- [Fixed] CTD when attacking Demon Marshal Ialoch (not 100% certain)
- [Fixed] Spiked Hammer
- [Fixed] Oversized Pike
- [Fixed] Perisno Twilight Horse and Imperial Charger
- [Fixed] Elven females are very short compared to all males
- [Fixed] "The White Face Glitch" - aka "The Curse"
- [Fixed] Drachen Knappe now has shoes
- [Fixed] Mosoru Maiden Riders and Cavalry now have power draw
- [Fixed] Steel Bolts and Axebow Axes adjusted
- [Fixed] Kaikoth Mountain Keeper now keeps the helm whith the upgrade
Note: Might include more and might get completed later in case something else comes to our mind that
has been forgotten.
Now to our honesty...as promised!
Unfixed or still persisting bugs due to our lack of coders and time:
- [Persisting] Dialogues with friendlies after winning a battle still identical with enemy dialogue
- [Persisting] Grain remains in inventory after completing villager quest
- [Persisting] Culture Bug: When selecting faction culture in the kingdom management screen, your lords respect
your culture choice, but your villages still only allow you to recruit Perisno recruits.
- [Persisting] Infinite scout creation bug for player kingdoms and (unconfirmed) ignorance towards neutral hostiles
- [Persisting] Concerning the Bluewood quest, the answer "The blue elves already disgust me." doesn't stop the
conversation and proceeds with the dialogue instead.
- [Persisting] Issue with rescue prisoner quest. In case a sister gives it, it might be cancelled immediately after.
- [Persisting] Nobility issue with banners
- [Persisting] Companion Dialogues are still not finished, some minor stuff in others isn't as well
- [Persisting] Lyre of Yralis quest needs Info in the quest log
- [Persisting] The menu "Visit landlords and moneylenders" refers to "scillingas" as money instead of aurums
- [Persisting] Due to the implemented Diplomacy mod, Falcon still declare war at beginning of game which
they are supposed to not do at all
- [Unfixed] Helsing Bolts float slightly above their victims bodies
- [Unfixed] Helsing Crossbow seems to phase through my character model when sheathed
- [Unfixed] Our major quests are still bugged. This includes the "Wyvvern Quest","Missing Portraits" and the
"Royal Scribe Dialogue"(last is unconfirmed)
Note: We apologize for this. We hope to get these fixed for 0.8. We have done and will do our best.
---Join us in hope or join us to help if you can!---
0.72 CHANGELOG
- [Fixed] Princess ages not consistent
- [Fixed] Kingdom Ladies cannot be courted "no one is available in our family for wedding"
- [Fixed] leakage of ladies across borders when building families
- [Fixed] Princesses (and Kingdom Ladies) with incorrect or not assigned personality types
- [Fixed] cleared Princesses from receiving love interests at start of game
- [Removed] tavern brawl music
- [Fixed] Queen Arlina is now Elf instead of human
- [Fixed] Drahara Elephant Riders do ride on elephants again
- [Fixed] Demon Marshal Ialoch horse is bugged, causes a crash
- [Added] New Ridable Animal
- [Fixed] Zann Troop Tree
- [Fixed] Dreaded One Crash
- [Fixed] Tolrania Kingsman will now spawn with helmets
- [Removed Buggy Formations]
- [changed] Kingdom ladies and the families at start. There are more of them, in more complex families, and most of them are marryable if not married and have either a father or brother listed in their family tree. This had a small tweak for less spillover across borders for small kingdoms.
- [added] Queen Arlina is an elf now
- [fixed] Rulers and some lords now look slightly less aged.
- [fixed] Asking if a (male) player character can join a lord's family by marriage when that lord has an available daughter
no longer returns a "no women in our family are available" response.
- [fixed, really this time!] Princesses Linthrandil and Bergit have their suitors list cleared and skipped getting girlfriends, even though they are "lords"
- WIP Orphans (ladies with no father or brother) can be found at court, and courted at feasts but they can't (yet) be married, as normally you have to ask their father or guardian, and even eloping has a check for that. Thus it's a "work in progress"
- [fixed] temperaments of ladies broken in .71, fixed in .72, allowing courting to resume (poetry etc work again)
- [fixed, I hope] Marriage cut scene often flipped roles if you were a male player marrying either of the two female princesses. The game sees they are of type "lord" and presumed you MUST be a female, so wanted to honor you with a beautiful wedding dress. Much hilarity ensued... Hopefully its a little better now.
{other changes}
[fixed/added] Crossbows brought up to be more in line with skilled bows in terms of tactical value to solve Elf domination
[adjusted] troops slightly changed to better balance factions.
[fixed] Draharan Elephant mercenaries ride elephants again.
[fixed] banners available to all races IF your father was an "impoverished noble"
[removed] Did we mention formations are now back to native? Too many people got stuck with old formations.
[fixed] a few stray gender lines missed last time (38 dialog snippets? And .71 was > 1000)
[added] debug information in cheat menu for relationships debug. If you really must skip the sweet talk...
[added] New Grund scene
[added] New Karnoth scene
[added] Gave a free "Merchant's Ledger" to everyone at start of game, regardless of how your back story was.
This is to help track prices at different towns, and sometimes is useful for other things. I you get two, just sell the second one. They share the same content.
0.71 CHANGELOG
- [Removed] Fire Bow
- [Fixed] No nobility status
- [Fixed] Perisno Ruins typo
- [Fixed] Dreaded One recruiting prisoners mechanic
- [Fixed] Overpowered Bow
- [Fixed] Dwallnor, Karnoth and Fountain Hall Siege walls
- [Added] Mosuru Minor Faction
- [Fixed] Gender issues, where non human races were messed up
- [Added] Families of Kingdom Lords and Ladies are now more frequent and sometimes more complex
- [Fixed] Ladies from both Elf and Dwarf kingdoms now with their respected races
- [Fixed] You can now marry Dwarf and Falcon ladies
- [Added] Some ladies accompany the Zann.
- [Added] Ladies showing as belonging to a king and his faction have a chance to show at feasts even if they have no father or guardian assigned.
- [Fixed] The 2 Princesses and Queen Trisna no longer are assigned female love interests at start of game, which should make for less competition for players seeking to court them.
- [Changed] Player enterprises no longer have a 7 day timer before being available to contribute to paydays.
- [Changed] Village improvements cost is lowered; your peasants can now make caltrops, ditches, and other improvements at less cost, in line with their smaller size and income compared to cities and castles.
- [Fixed] Dread One no longer steals prisoners at midnight.
- [Fixed] All three player races (Human, Elf, Dwarf) can make female characters.
- [Fixed] Perisno Ruins can be entered and left again
- [Added] Some outlaw parties are voiced
- [Added] Ridable Tiger
- [Fixed] Zann Troop Tree
- [Updated] Some Map Textures
0.7 CHANGELOG
- [Added] 4 more unique spawns (more to come)
- [Added] New Female Faces
- [Added] New Female Sounds
- [Added] 1 new random event (more to come)
- [Fixed] Some glowing shields, horses, and helmets
- [Added] Dreaded One turns prisoners into Dreaded Fallen
- [Added] New Male Faces
- [Added] Bluewood Troops can now be upgraded
- [Added] Bodyguards when in taverns/cities/villages
- [Added] Forage skill
- [Fixed] Various Menus (faction colors, Faction Relation)
- [Removed] A lot of worthless armor
- [Changed] All Game Menus
- [Added] More Items
- [Added] Bridge Battles
- [Fixed] Shadow Gauntlets won't cause missing arms
- [Added] Town lord's mesh to the menu
- [Added] More Banners
- [Lowered] Weight of Imperial Captain Armor
- [Added] Hunting Mod
- [Added] Village Militia Quest
- [Added] Sprinting
- [Added] New Map Icons
- [Added] Banking System
- [Changed] Npcs will now keep gear when becoming vassals
- [Added] Recruiter now gets a few personal guards
- [Done] Most of the armor is Feminized
- [Added] Realm of The Falcon
- [Added] Elven Race
- [Added] Tavern Animations
- [Removed] Female Peasants and Lady head coverings
- [Added] Dwarf Race & Faction
THE IN-PROGRESS LIST
List for features and things to do that will/should make 0.7
- [100%] Feminize all armors
- [100%] Dreaded One recruiting prisoners script
- [100%] Foragers
- [100%] Add Falcon faction
- [100%] Dwarven Race
- [100%] Elven Race
- [100%] New Female Faces, Sounds
- [100%] New Male Faces
- [100%] Give Praetorian Cavalry the empire cavalry sword/spatha
- [100%] Bugfixing
- [100%] Adding Certain Features for MelsPerisno
Features <overall list>
- [0%] Adding Different Game Start
- [5%] New Galwe Features
- [0%] Add more kingdom management options
- [0%] Prisoner trains
- [0%] Raider parties
- [0%] War parties
- [0%] More mercenary companies to hire
- [0%] Faction outposts/forts that can be attacked for unique loot
- [35%] Add 3 houses factions
- [20%] Add rumor system
- [0%] More, larger food items (military rations, supply wagon)
- [85%] Bandits taking castles
- [0%] Scripted Events for 0.7
- [0%] Maccavian civil war
- [0%] The Valahir invasion of mainland (into Reich and Maccavia)
- [10%] Jin Invasion
- [0%] Tolrania-Redwood war
- [0%] Random Events
- [0%] 0.7 Quests
- [0%] Hakkon Inquisition
- [0%] New/Old Gods quests
- [0%] A lot of Adventurer's Guild quests
- [0%] Demon Worshipper Quests
- [0%] Companion quests
- [40%] Jin Troops
- [10%] Perisnoan Ruins
- [0%] Quest NPC, merchant NPC, troop NPC
- [0%] Roman equipment is Third Legion merchant specific
- [30%] More unique spawns and better unique spawning system
- [0%] Riderless mounts/spawns that spawn in parties around Perisno
- [0%] Blood HUD
- [0%] Religion
Bugs/smaller features:
- [0%] Make the liquer have moral value
- [5%] More, larger food items (military rations, supply wagon)
**NOT ALL OF THESE FEATURES WILL BE IN 0.7, BUT THIS IS THE CURRENT PLAN
Features:
>New unique spawns
Unique spawn 1:
>New questlines and places to visit
>The Great Library of Galwe
>New Kingdom Management features and more AI kingdom depth
>Blood HUD
>New city, Village, castle and town scenes (Not all)
>New Opening Quest
>Better Looking overland map > Map icons, textures, polising, expanded, better looking
>Riderless Mounts/Riderless spawns on the map
>Scripted Events
In 0.7, we are planning on making a few "scripted events" to spice up early, middle, and late game a bit. Here are some of the scripted events we are planning - feel free to suggest some of your own ideas.
>Bandits taking Castles
>5 New Factions!
We are adding 5 new factions to the game - these will most likely be the last ones although there are plans for a few more.
- The Realm of the Falcon
Read about their immense lore here: http://forums.taleworlds.com/index.php/topic,287568.msg7006080.html#msg7006080
Silberfalke has done a great job in creating them.
- The Jin Dynasty
The Jin Dynasty will invade in 0.7 now, after the Zann have conquered at least 4 towns. The Jin are the enemies of the Zann, and they will follow the Zann to Perisno. They have a whole new troop tree but with similarly themed units. More information will come later. Currently they are a more cavalry and archer focused faction, opposed to the Zann who are more infantry and mounted archer centric.
- The House of Elintor, the House of Gelder, and the House of Onyx
*INFLUENCE SYSTEM*
These 3 houses are 3 new factions that will be added in 0.7, although there will be only 2 of them in the beginning of the game. What happens is that the last house, the House of Onyx, will "emerge." Every day or so, the House of Onyx will influence the other two houses, and the first house to become corrupt will become a part of the House of Onyx - a puppet. Once this happens, the other house will be most likely doomed ...unless the player can help out. The Onyx will emerge with their ruler and a few vassals, and they will take over a few of the faction's fiefs. They will also control the faction they've corrupted and have a permanent alliance with them. We will provide more information about this when we have made progress in it.
>Minor Features
Regards,
The Perisno Dev Team
Go Here to find download links:
http://forums.taleworlds.com/index.php/topic,284936.0.html
0.772 CHANGELOG
- [Fixed] Knockdown Bug
- [Fixed] Drachen Sword not showing in scabbard
- [Fixed] Rotten Wolf Meat still gives morale bonus
- [Fixed] Double Recruits
- [Fixed] Helms that were poking out of heads
- [Fixed] Retreat Issue didn't let you retreat from battles
- [Fixed] Issues with Grund
- [Fixed] Flag Meshes when starting a battle
- [Added] Dodge toggle on/off
0.771 CHANGELOG
- [Added] Hunted meats to the list of things that can go rotten
- [Changed] Zann warning day in case player has changed Zann invasion date in game settings
- [Changed] Zann faction value on Zann invasion day to correct number (was previously out of range)
- [Changed] Trigger for Lords that were exiled so they can return if correct setting is chosen in game settings menu
- [Fixed] AI Patrols
- [Fixed] Double Bodyguard Spawns
- [Fixed] Manhunters unable to spawn at cities higher than 22, so 5 more cities get manhunters
- [Changed] Kingdom spawn for parties
0.77 CHANGELOG
- [Changed] PBOD v92beta Pre Battle Orders & Deployment displace the previous Formations and formations AI code.
- [Changed] re-assign out of ammunition archers, crossbow, and throwing weapons troops to infantry or any other group you define.
- [Changed] spears or polearm weapons can be braced to do extra damage to mounts
- [Added] unhorsed cavalry and horse archers can be automatically re-assigned to infantry or some other group you define
- [Changed] Foraging has been enhanced, especially near towns and villages
- [Changed] You can now make more food with foraging
- [Changed] Princess marriage test: the routine where the two princesses decide if they will agree to your marriage proposal has always
given red messages and conflicting signals to the player. We've decided to close the princesses leggings and give each of them
some pride.
- [Changed] Bows do 18% more damage (Bows did 20% less damage in 0.76)
- [Fixed] Some dialogs are fixed where there were gender mistakes
- [Added] Options toggles chiefly to allow disable of Combat Enhancements
0.76 CHANGELOG
- [FIXED] Hakkon heavy footman and legionnaire are no longer sorted as archers
- [ADDED] New Murdenholl Scene
- [FIXED] Issues with some dwarf armor/helmets
- [FIXED] General Iolach Crash
- [FIXED] Troops Wearing wrong helms
- [CHANGED] Item Sorting
- [CHANGED] Items are adjusted by stats
- [CHANGED] Encumbrance is now meaningful
- [CHANGED] Troop stats increased about 10% except archers, who are about 10% less power draw
- [CHANGED] Module.ini adjusted to increase armor soak values
- [CHANGED] Diplomacy Settings to fit more factions
- [ADDED] Combat Enhancements
- [CHANGED] Crossbows reload slightly faster if agility is > 8, per point of added agility
- [ADDED] Troops will slow down as they are injured
- [ADDED] troops may sprint up to 8 seconds under AI control
- [ADDED] New, Better Looking Troop Tree viewer
- [Added] Items viewer
- [CHANGED] Some skills are modified
- [CHANGED] Taxes and rents are less profitable
- [CHANGED] Lowered Enterprise costs
- [CHANGED] More things can go rotten than before
- [ADDED] Ability to smoke meats from camp menu under actions
- [CHANGED] New food types added that are NOT able to go rotten
- [ADDED] Formations!
- [ADDED] Battle Cries
- [CHANGED] Troops definitions are modified according to Mel's Perisno but with some editing
0.75 CHANGELOG
[BUFFED] Nox of Zephili has a larger minimum party size than before (300 troops)
[BUFFED] Dwarf Armour Buffs from MelsPerisno
[BUFFED] Dwarf troops now have a little more Ironflesh than other factions
[BUFFED] Zann are much more numerous
[BUFFED] Constables train more garrison units and to higher levels
[NERFED] Selling prisoners to anyone other than ransom brokers will earn you 10% less gold (including Ramun the Slave Trader)
[FIXED] Valahir, Falcon, and Kaikoth villages had the wrong scenes and village elders
[FIXED] Diplomacy Horse Speed setting being inverted (now defaults to disabled as it should be)
[FIXED] Falcon Faction will no longer declare war on other factions, unless it is due to treaties
[FIXED] You can now always recruit your chancellor (fixes a bug where he disappears)
[FIXED] Scouts/Patrols/Minor Nobles use player kingdom culture (Cultural Parties)
[FIXED] Disabled some meshes that don't actually exist (banner-related, e.g. arms mesh)
[FIXED] Drinking consumables (Wine, Ale, Whiskey, Water, Beer) now give morale
[FIXED] Gold & Gems are now proper trade goods
[FIXED] Selling slaves to tavern keeper
[FIXED] Infinite numbers of player kingdom scouts
[FIXED] Player kingdom culture not working
[FIXED] Replaced "scillingas" with "aurums"
[FIXED] Recruiting villages from a village owned by a new faction will now recruit the proper troops (only showed the correct name before)
[FIXED] Ramun the Slave Trader in Forde now buys prisoners for the proper price
[CHANGED] Domestic policy can now be changed every 7 days on average (instead of 30)
[CHANGED] Tavern actions are now timed based on towns
6 hours between gambling
24 hours between buying a round of drinks
168 hours between selling prisoners
[CHANGED] Rents gained have now been increased by 4x
[CHANGED] Enterprises have been adjusted in cost and profit on average
Name - Purchase Cost - Profit Per Week
Bakery - 4k - 1k
Brewery - 6k - 1.5k
Tannery - 8k - 2k
Wine press - 14k - 3.5k
Oil press - 16k - 4k
Ironworks - 18k - 4.5k
Dyeworks - 20k - 5k
Wool Weave - 10k - 2.5k
Linen Weave - 12k - 3k
[CHANGED] Improvements cost and time have been changed, time is now a lot less
[CHANGED] Enabled Perisno Development Cheats to the public (no reason to disable it)
[CHANGED] Diplomacy AI & Economic changes default to Medium
[CHANGED] Acres now generate 8x as much profit, and every week instead of 2 weeks
[CHANGED] Message from adviser about kingdom patrols now specifies which party was organised
[CHANGED] Training Grounds are now hidden if Fog of War is enabled
[CHANGED] 1 Minor Noble per town, 2 Patrols per town, 3 Scouts per town, +1 scout per castle
[CHANGED] Doubled price of consumables
[CHANGED] Doubled weight of consumables
[CHANGED] Tripled amount of consumables
[CHANGED] Merged most of the dialogue from MelsPerisno (Thanks Mel!)
[CHANGED] Changing culture is usually not free
Default price is 100k aurums
Reduced by 40k if player was previously a vassal of that faction
Reduced by 20k if the player started in a town of that faction
Reduced by 20k if the player owns a town from that faction
Reduced by 20k if the player has a vassal from that faction
Multiplied by 1.5 if the culture is Falcon or Valahir
Multiplied by 3 if the culture is Redwood or Kaikoth
Multiplied by 6 if the culture is Zann (Must have invaded)
Multiplied by 5 if the original cultures faction has been destroyed
Perisno culture is free
No culture is free
[CHANGED] When changing kingdom culture to "Favour None", a message is now displayed
[CHANGED] Slightly less lag due to timing of simple triggers being changed
[CHANGED] Bread, Fruit, and Butter can now become rotten
[CHANGED] Deathcam updated to v1.4 (Rotate with numpad, invert Y-Rotation)
[ADDED] You can tell patrols recruited via the constable to follow you, like a lord
[ADDED] New Valahir Village "Brial", near Grindr
[ADDED] Option to specify how many hours you will spend when waiting at a village or town
[ADDED] Option to set zann invasion date
[ADDED] No Inheritance when creating a character
[ADDED] Option to change reinforcement wave ammount
[ADDED] Option to change reinforcement threshold multiplier
[ADDED] Option to change reinforcement troop multiplier
[ADDED] Option to change rest multiplier when camping/in town up to 168 hours (1 week)
[ADDED] Option to charge when dead
[ADDED] Option to sort troops in parties automatically
[ADDED] Option to sort all troops in player party automatically
[ADDED] Option to sort all troops in player garrisons automatically
[ADDED] Unloot Village Cheat
[REMOVED] Players selling specific prisoners to tavern keeper (most now sell all prisoners)
[REMOVED] Diplomacy options camp menu
[REMOVED] Disabled wyvern quest due to buggyness
0.74 CHANGELOG
- [Added] Levelcap at 50 for troops to improve slow leveling
- [Added] Light Armor for Desouk Slave Girls
- [Added] slight adjustments to certain heraldic armours to make smoother progressions
- [Added] specific facecodes to Ankars and Female Slaves to match "skinny" armor
- [Added] civilian clothes to Zann and Falcons for town scenes
- [Buffed] Tolrania by giving infantry higher definitions
- [Buffed] Female Assassins Armor
- [Added] 3% Dodge per athletics point and Iron Flesh damage soak
- [Added] more variety to court ladies hairstyles for most kingdoms
- [Changed] Tolranian Troops to wear Heraldic Armor
- [Changed] Slave-to-Gladiator lines (both male and female) to reflect a Roman style
- [Changed] the ever-popular Princess Linthradil to be prettier
- [Changed] Perisno male pilgrims to shield-wall infantry
- [Changed] name of Legion Archers to Sagittarii and names of slave-gladiator line to match Gladiatrixes
- [Changed] Desouk Male Slaves to upgrade to Sagitarii
- [Changed] Player Bows in merchandise slightly
- [Changed] Drastically nerfed troop numbers of post invasion Zann spawns
- [Changed] mercenaries wages to 150% instead of 166%
- [Changed] Cities now have more food
- [Changed] Increased fish at fishing villages
- [Changed] Increased number of items for sale at villages
- [Changed] Slightly lowered merchant money and added 1 pathfinding
- [Changed] Routed enemies do not force second battle
- [Changed] Bluewood Rangers now on Blue Warhorses
- [Changed] Wolf Knights and Wolf Constables now ride wolfs
- [Changed] Ankars Rangers and Virago Heroines now ride white tigers
- [Changed] Party now consuming 2/3 of previous food amount daily
- [Changed] Where correct betrothal takes to elope or "Perhaps I can pursuade your husband" choice,
player is sent straight to the wedding cutscene
- [Changed] Marriage no longer forces elope in certain situations
- [Changed] Fighting minor factions and bandits now reduces player relations to those
- [Changed] Waiting time now passes slower
- [Changed] Perisno male troop line to not switch so much from foot to horse to foot
- [Changed] some weapons that were too short for cavalry
- [Changed] Adjusted looting to reduce loss to troop size and boost personal shares
- [Improved] Princess Marriage
- [Improved] Dwarf armours, helms and shields slightly (+2 pts. for armour, 20 hit points for shields)
- [Improved] Tigers, Wolfs, Camels, Twilight Horse and Yumi Bows
- [Improved] Athletics skill for infantry
- [Removed] Adjusted inheritances: removed flamebringer, replaced rhino with armored tur
- [Fixed] Fountain Hall Siege scene fixed
- [Fixed] wpex for T2 & T3 female Pilgrims (they use polearms)
- [Fixed] Dialogs with parties the player helped, now should no longer display the enemy's statement
- [Fixed] Baibars Hakkon remembered how to ride
- [Fixed] Elvarie Guardian changed to spear infantry default
- [Fixed] Hakkon Legionnaires changed to infantry default
- [Fixed] Perisno Female Pilgrims, Gladiatrix and Gladiators changed to infantry default
- [Fixed] Grain is now taken correctly from players inventory after completion of the "deliver grain" quest
- [Fixed] scout parties bug
- [Fixed] "bald hairstyle" bug
- [Fixed] Companion Dialogs
- [Fixed] Peasant Rebels dialog
- [Fixed] Bluewood quest dialog
- [Fixed] wpex of Mercenary Stalker to archer
- [Fixed] Ridable Rhinos to make you sit on them rather than in them
- [Fixed] Floating Helsing BoltsNote: Might include more and might get completed later in case something else comes to our mind that has been forgotten.
0.73 CHANGELOG
- [Added] Unique Balancing System for troop stats
- [Added] Inheritances
- [Added] Secret Chest to Fountain Hall
- [Added] Fountain Hall Scene
- [Added] 2nd Female Trooptree for Perisno troops
- [Added] Gladiatrixes (Female Slave Rebels)
- [Added] Perisno Darkforest Cavalry now upgrades to Runed Knight
- [Added] Faith Templar now upgrades to Faith Paladin
- [Added] Perisno Pioneers are now upgradable
- [Added] Bluewood Noble now upgrades to Bluewood Duke
- [Added] Bluewood Foot Knight now upgrades to Bluewood Forest Warden
- [Added] Lymbard Dismounted Squires and Knights replacing the Sellswords
- [Added] Freelancer Swordsmaster now upgrades to Dismounted Knight
- [Added] Ankars are now upgradable
- [Changed] Large Bounty Quests in taverns
- [Changed] Selling Prisoners to tavern keeper
- [Changed] Ransom Broker now also sells female slaves
- [Changed] Falcon Relations lowered to prevent war declarations at beginning,
due to enforced alliances and defense pacts
- [Changed] Some weapons with "crush through" to make them crush through.
- [Changed] Arrows inconsistent with pricing system
- [Changed] Outlaw Spawns, adding Advanced Bandits and Female troops for more challenge
- [Changed] Eagle Knights and Demon Worshippers now have lords again
- [Changed] Payment Requests for Companions, adjusted to their equip (still pretty favorable)
- [Changed] Ankars
- [Changed] Bluewood Trooptree
- [Changed] Freelancer Trooptree
- [Changed] Glory Seeking Men&Bandit Destroyers now spawn with their advanced tiers
- [Changed] Horses by retexturing them. Thanks to Lor Dric
- [Removed] Some armors for now, reviewing their meshes for 0.8
- [Removed] Wolf Knights now have more Pages instead of Sellswords
- [Removed] Unfinished Leuven Scene
- [Removed] Huntable Rhinos that were bugged
- [Removed] Escort from Recruiter as it counted to recruits and had been added to garrison upon return
- [Removed] Second entry for Eagle Knights in the troopfile which created 2 different stacks and made
them available as mercenaries, which they aren't supposed to be
- [Fixed] Freelancer Infantry now levels correctly
- [Fixed] Mosoru War Rider now rides a horse and even has shoes
- [Fixed] Khul Vara Siege Scene
- [Fixed] CTD when attacking Demon Marshal Ialoch (not 100% certain)
- [Fixed] Spiked Hammer
- [Fixed] Oversized Pike
- [Fixed] Perisno Twilight Horse and Imperial Charger
- [Fixed] Elven females are very short compared to all males
- [Fixed] "The White Face Glitch" - aka "The Curse"
- [Fixed] Drachen Knappe now has shoes
- [Fixed] Mosoru Maiden Riders and Cavalry now have power draw
- [Fixed] Steel Bolts and Axebow Axes adjusted
- [Fixed] Kaikoth Mountain Keeper now keeps the helm whith the upgrade
Note: Might include more and might get completed later in case something else comes to our mind that
has been forgotten.
Now to our honesty...as promised!
Unfixed or still persisting bugs due to our lack of coders and time:
- [Persisting] Dialogues with friendlies after winning a battle still identical with enemy dialogue
- [Persisting] Grain remains in inventory after completing villager quest
- [Persisting] Culture Bug: When selecting faction culture in the kingdom management screen, your lords respect
your culture choice, but your villages still only allow you to recruit Perisno recruits.
- [Persisting] Infinite scout creation bug for player kingdoms and (unconfirmed) ignorance towards neutral hostiles
- [Persisting] Concerning the Bluewood quest, the answer "The blue elves already disgust me." doesn't stop the
conversation and proceeds with the dialogue instead.
- [Persisting] Issue with rescue prisoner quest. In case a sister gives it, it might be cancelled immediately after.
- [Persisting] Nobility issue with banners
- [Persisting] Companion Dialogues are still not finished, some minor stuff in others isn't as well
- [Persisting] Lyre of Yralis quest needs Info in the quest log
- [Persisting] The menu "Visit landlords and moneylenders" refers to "scillingas" as money instead of aurums
- [Persisting] Due to the implemented Diplomacy mod, Falcon still declare war at beginning of game which
they are supposed to not do at all
- [Unfixed] Helsing Bolts float slightly above their victims bodies
- [Unfixed] Helsing Crossbow seems to phase through my character model when sheathed
- [Unfixed] Our major quests are still bugged. This includes the "Wyvvern Quest","Missing Portraits" and the
"Royal Scribe Dialogue"(last is unconfirmed)
Note: We apologize for this. We hope to get these fixed for 0.8. We have done and will do our best.
---Join us in hope or join us to help if you can!---
0.72 CHANGELOG
- [Fixed] Princess ages not consistent
- [Fixed] Kingdom Ladies cannot be courted "no one is available in our family for wedding"
- [Fixed] leakage of ladies across borders when building families
- [Fixed] Princesses (and Kingdom Ladies) with incorrect or not assigned personality types
- [Fixed] cleared Princesses from receiving love interests at start of game
- [Removed] tavern brawl music
- [Fixed] Queen Arlina is now Elf instead of human
- [Fixed] Drahara Elephant Riders do ride on elephants again
- [Fixed] Demon Marshal Ialoch horse is bugged, causes a crash
- [Added] New Ridable Animal
- [Fixed] Zann Troop Tree
- [Fixed] Dreaded One Crash
- [Fixed] Tolrania Kingsman will now spawn with helmets
- [Removed Buggy Formations]
- [changed] Kingdom ladies and the families at start. There are more of them, in more complex families, and most of them are marryable if not married and have either a father or brother listed in their family tree. This had a small tweak for less spillover across borders for small kingdoms.
- [added] Queen Arlina is an elf now
- [fixed] Rulers and some lords now look slightly less aged.
- [fixed] Asking if a (male) player character can join a lord's family by marriage when that lord has an available daughter
no longer returns a "no women in our family are available" response.
- [fixed, really this time!] Princesses Linthrandil and Bergit have their suitors list cleared and skipped getting girlfriends, even though they are "lords"
- WIP Orphans (ladies with no father or brother) can be found at court, and courted at feasts but they can't (yet) be married, as normally you have to ask their father or guardian, and even eloping has a check for that. Thus it's a "work in progress"
- [fixed] temperaments of ladies broken in .71, fixed in .72, allowing courting to resume (poetry etc work again)
- [fixed, I hope] Marriage cut scene often flipped roles if you were a male player marrying either of the two female princesses. The game sees they are of type "lord" and presumed you MUST be a female, so wanted to honor you with a beautiful wedding dress. Much hilarity ensued... Hopefully its a little better now.
{other changes}
[fixed/added] Crossbows brought up to be more in line with skilled bows in terms of tactical value to solve Elf domination
[adjusted] troops slightly changed to better balance factions.
[fixed] Draharan Elephant mercenaries ride elephants again.
[fixed] banners available to all races IF your father was an "impoverished noble"
[removed] Did we mention formations are now back to native? Too many people got stuck with old formations.
[fixed] a few stray gender lines missed last time (38 dialog snippets? And .71 was > 1000)
[added] debug information in cheat menu for relationships debug. If you really must skip the sweet talk...
[added] New Grund scene
[added] New Karnoth scene
[added] Gave a free "Merchant's Ledger" to everyone at start of game, regardless of how your back story was.
This is to help track prices at different towns, and sometimes is useful for other things. I you get two, just sell the second one. They share the same content.
0.71 CHANGELOG
- [Removed] Fire Bow
- [Fixed] No nobility status
- [Fixed] Perisno Ruins typo
- [Fixed] Dreaded One recruiting prisoners mechanic
- [Fixed] Overpowered Bow
- [Fixed] Dwallnor, Karnoth and Fountain Hall Siege walls
- [Added] Mosuru Minor Faction
- [Fixed] Gender issues, where non human races were messed up
- [Added] Families of Kingdom Lords and Ladies are now more frequent and sometimes more complex
- [Fixed] Ladies from both Elf and Dwarf kingdoms now with their respected races
- [Fixed] You can now marry Dwarf and Falcon ladies
- [Added] Some ladies accompany the Zann.
- [Added] Ladies showing as belonging to a king and his faction have a chance to show at feasts even if they have no father or guardian assigned.
- [Fixed] The 2 Princesses and Queen Trisna no longer are assigned female love interests at start of game, which should make for less competition for players seeking to court them.
- [Changed] Player enterprises no longer have a 7 day timer before being available to contribute to paydays.
- [Changed] Village improvements cost is lowered; your peasants can now make caltrops, ditches, and other improvements at less cost, in line with their smaller size and income compared to cities and castles.
- [Fixed] Dread One no longer steals prisoners at midnight.
- [Fixed] All three player races (Human, Elf, Dwarf) can make female characters.
- [Fixed] Perisno Ruins can be entered and left again
- [Added] Some outlaw parties are voiced
- [Added] Ridable Tiger
- [Fixed] Zann Troop Tree
- [Updated] Some Map Textures
0.7 CHANGELOG
- [Added] 4 more unique spawns (more to come)
- [Added] New Female Faces
- [Added] New Female Sounds
- [Added] 1 new random event (more to come)
- [Fixed] Some glowing shields, horses, and helmets
- [Added] Dreaded One turns prisoners into Dreaded Fallen
- [Added] New Male Faces
- [Added] Bluewood Troops can now be upgraded
- [Added] Bodyguards when in taverns/cities/villages
- [Added] Forage skill
- [Fixed] Various Menus (faction colors, Faction Relation)
- [Removed] A lot of worthless armor
- [Changed] All Game Menus
- [Added] More Items
- [Added] Bridge Battles
- [Fixed] Shadow Gauntlets won't cause missing arms
- [Added] Town lord's mesh to the menu
- [Added] More Banners
- [Lowered] Weight of Imperial Captain Armor
- [Added] Hunting Mod
- [Added] Village Militia Quest
- [Added] Sprinting
- [Added] New Map Icons
- [Added] Banking System
- [Changed] Npcs will now keep gear when becoming vassals
- [Added] Recruiter now gets a few personal guards
- [Done] Most of the armor is Feminized
- [Added] Realm of The Falcon
- [Added] Elven Race
- [Added] Tavern Animations
- [Removed] Female Peasants and Lady head coverings
- [Added] Dwarf Race & Faction
THE IN-PROGRESS LIST
List for features and things to do that will/should make 0.7
- [100%] Feminize all armors
- [100%] Dreaded One recruiting prisoners script
- [100%] Foragers
- [100%] Add Falcon faction
- [100%] Dwarven Race
- [100%] Elven Race
- [100%] New Female Faces, Sounds
- [100%] New Male Faces
- [100%] Give Praetorian Cavalry the empire cavalry sword/spatha
- [100%] Bugfixing
- [100%] Adding Certain Features for MelsPerisno
Features <overall list>
- [0%] Adding Different Game Start
- [5%] New Galwe Features
- [0%] Add more kingdom management options
- [0%] Prisoner trains
- [0%] Raider parties
- [0%] War parties
- [0%] More mercenary companies to hire
- [0%] Faction outposts/forts that can be attacked for unique loot
- [35%] Add 3 houses factions
- [20%] Add rumor system
- [0%] More, larger food items (military rations, supply wagon)
- [85%] Bandits taking castles
- [0%] Scripted Events for 0.7
- [0%] Maccavian civil war
- [0%] The Valahir invasion of mainland (into Reich and Maccavia)
- [10%] Jin Invasion
- [0%] Tolrania-Redwood war
- [0%] Random Events
- [0%] 0.7 Quests
- [0%] Hakkon Inquisition
- [0%] New/Old Gods quests
- [0%] A lot of Adventurer's Guild quests
- [0%] Demon Worshipper Quests
- [0%] Companion quests
- [40%] Jin Troops
- [10%] Perisnoan Ruins
- [0%] Quest NPC, merchant NPC, troop NPC
- [0%] Roman equipment is Third Legion merchant specific
- [30%] More unique spawns and better unique spawning system
- [0%] Riderless mounts/spawns that spawn in parties around Perisno
- [0%] Blood HUD
- [0%] Religion
Bugs/smaller features:
- [0%] Make the liquer have moral value
- [5%] More, larger food items (military rations, supply wagon)
**NOT ALL OF THESE FEATURES WILL BE IN 0.7, BUT THIS IS THE CURRENT PLAN
Features:
>New unique spawns
We will be adding many more interesting unique spawns in 0.7. It is up to you to find out who they are and what their story is. All of them will be formidable but will yield great rewards.
Queen Aegea is the Queen of the Amazons.
She is very young, and has only recently been crowned, after her mother died a few years ago. She has had a very deep hatred of Tolranians ever since her close friend was captured and killed by one of their lords. However, she is friendly with the Redwood Elvarie and considers them as allies, ever since she was saved by Queen Arlina in a battle against Tolranians. As a result, she wears an Elvarie helm and so does all of her guards, as a gesture of respect towards the Redwood Nation. Queen Aegea is a skilled warrior in both the bow and the blade and it is said that even the Redwood Queen herself cannot match her in archery. Her army is composed of elite Amazon warriors and her guard troop, the Amazon Queen's guard, are almost as formidable as she is.
She is very young, and has only recently been crowned, after her mother died a few years ago. She has had a very deep hatred of Tolranians ever since her close friend was captured and killed by one of their lords. However, she is friendly with the Redwood Elvarie and considers them as allies, ever since she was saved by Queen Arlina in a battle against Tolranians. As a result, she wears an Elvarie helm and so does all of her guards, as a gesture of respect towards the Redwood Nation. Queen Aegea is a skilled warrior in both the bow and the blade and it is said that even the Redwood Queen herself cannot match her in archery. Her army is composed of elite Amazon warriors and her guard troop, the Amazon Queen's guard, are almost as formidable as she is.
Places like the Perisnoan ruins can be visited and there will be more questlines. These questlines will be much better than the previous ones, like the Illican ones, and the Illican questline may be polished up as well.
>The Great Library of Galwe
The Center of Learning, the town of Galwe, will have its own unique scene and many features to go along with it. There will be a unique menu in the town of Galwe that leads to the library, where the player can become a scholar! There will be options to buy books there, meet scholars and level up your intelligence, do some interesting quests, and much more.
Galwe also gives +5 renown every 2 weeks to the owner of the town and attracts people to it from all over the world. You will find travelers, adventurers, and scholars alike in there who will be willing to share their tales with you.
Galwe will have a unique town troop called the Galwe Kingsmen. These are some of the most elite troops in the kingdom of Tolrania, and all of them are more than capable in killing anyone who will dare attack their beloved city. The good news is, the Galwe guard will support you, the player, provided that you do nothing to harm their library.
Galwe also gives +5 renown every 2 weeks to the owner of the town and attracts people to it from all over the world. You will find travelers, adventurers, and scholars alike in there who will be willing to share their tales with you.
Galwe will have a unique town troop called the Galwe Kingsmen. These are some of the most elite troops in the kingdom of Tolrania, and all of them are more than capable in killing anyone who will dare attack their beloved city. The good news is, the Galwe guard will support you, the player, provided that you do nothing to harm their library.
>New Kingdom Management features and more AI kingdom depth
We are going to add a lot of new kingdom management features, and the player will need to rely on the Highmarshal more and more in the future. Via the highmarshal, the player can hire war parties, special mercenary parties, etc. It is also planned for factions to have prisoner trains, war parties, and their own mercenary companies. Their existing parties will be polished up too.
>Blood HUD
Self Explanatory
>New city, Village, castle and town scenes (Not all)
- Self Explanatory. We have some new sceners on the team, so they will help us a lot in this area of modding.
>New Opening Quest
>Better Looking overland map > Map icons, textures, polising, expanded, better looking
>Riderless Mounts/Riderless spawns on the map
This feature might not be implemented but it is currently planned. There will be Rogue Wyvern parties, Rogue Dragons, Rogue Rhinos/Wolf Packs, etc. for the player to hunt down and kill. The Drachen will utilize these creatures to full effect as well.
>Scripted Events
In 0.7, we are planning on making a few "scripted events" to spice up early, middle, and late game a bit. Here are some of the scripted events we are planning - feel free to suggest some of your own ideas.
- Maccavian Civil War
Maccavia has been leaning towards a civil war for a long time, and now it is on the brink of war. The followers of the New Gods and Old Gods no longer can tolerate each other. The Old Gods Worshippers have repeatedly bullied the New Gods followers - first by casting out one of their leaders, Dietrich, then by killing their men and assassinating their priests. Now, with the civilians of Maccavia - who follow the New Gods - rioting and the nobility urging them on, Agathor Krex may be forced to take drastic measures to secure his rule. A civil war in Maccavia is close ... and it may erupt anyday.
- Valahir invasion of the mainland
The Valahir in 0.611 are not a very aggressive faction and usually just capture one or two castles and stop. In 0.7, they will become aggressive and rampage lands across Maccavia and the Reich. The Reich and Maccavia may be forced to put down their swords and ally to fight this new, terrifying threat.
- Jin Dynasty Invasion
The Jin will invade after the Zann, and the two dynasties will bring their feud from the continent of Khergia to the continent of Perisno.
- Massive Redwood-Tolranian War
More info on this later.
Maccavia has been leaning towards a civil war for a long time, and now it is on the brink of war. The followers of the New Gods and Old Gods no longer can tolerate each other. The Old Gods Worshippers have repeatedly bullied the New Gods followers - first by casting out one of their leaders, Dietrich, then by killing their men and assassinating their priests. Now, with the civilians of Maccavia - who follow the New Gods - rioting and the nobility urging them on, Agathor Krex may be forced to take drastic measures to secure his rule. A civil war in Maccavia is close ... and it may erupt anyday.
- Valahir invasion of the mainland
The Valahir in 0.611 are not a very aggressive faction and usually just capture one or two castles and stop. In 0.7, they will become aggressive and rampage lands across Maccavia and the Reich. The Reich and Maccavia may be forced to put down their swords and ally to fight this new, terrifying threat.
- Jin Dynasty Invasion
The Jin will invade after the Zann, and the two dynasties will bring their feud from the continent of Khergia to the continent of Perisno.
- Massive Redwood-Tolranian War
More info on this later.
>Bandits taking Castles
This was originally supposed to be in 0.6, but didn't have time with all the features. This feature will most likely be in 0.7 now.
>5 New Factions!
We are adding 5 new factions to the game - these will most likely be the last ones although there are plans for a few more.
- The Realm of the Falcon
Read about their immense lore here: http://forums.taleworlds.com/index.php/topic,287568.msg7006080.html#msg7006080
Silberfalke has done a great job in creating them.
- The Jin Dynasty
The Jin Dynasty will invade in 0.7 now, after the Zann have conquered at least 4 towns. The Jin are the enemies of the Zann, and they will follow the Zann to Perisno. They have a whole new troop tree but with similarly themed units. More information will come later. Currently they are a more cavalry and archer focused faction, opposed to the Zann who are more infantry and mounted archer centric.
- The House of Elintor, the House of Gelder, and the House of Onyx
Lore - STILL UNDER CONSTRUCTION
In the beginning, there was only one Kingdom, called the Kingdom of Savarifell. The Kingdom of Savarifell was a sprawling, united kingdom ruled by generous and wise kings. This all changed after an event called "The Great Collapse." The rulers of Svarifell were unaware of the corruption that had spread deep into the kingdom's roots, and the three most powerful houses, the House of Gelder, Elintor, and Onyx had a civil war. The result was the House of Onyx being the losers, and the House of Elintor and Gelder ending up at a stalemate. The House of Onyx went into hiding, and are rumored to still be out there.
House of Elintor:
The House of Elintor is a chivalrous faction, led by Lord Elintor, who rules through justice and kindness. The House of Elintor's main troop focus is cavalry and they can match the best of the Reich Dragoners.
House of Gelder:
The House of Gelder is led by Lord Gelder, a man who is known for his common sense and unbiasedness when judging matters. He took the title as House Lord after his father almost lost the civil war, and has slowly rebuilt the Gelder forces. The House of Gelder focus on pikeman and infantry to counter the cavalry of Elintor.
House of Onyx:
The House of Onyx went into hiding after they lost the war, and rumors say that they are dealing with the Demon Worshippers. Their leader, Lord Onyx, has become vengeful and delusional. He wants nothing but the destruction of his enemies, the Houses of Gelder and Elintor.
In the beginning, there was only one Kingdom, called the Kingdom of Savarifell. The Kingdom of Savarifell was a sprawling, united kingdom ruled by generous and wise kings. This all changed after an event called "The Great Collapse." The rulers of Svarifell were unaware of the corruption that had spread deep into the kingdom's roots, and the three most powerful houses, the House of Gelder, Elintor, and Onyx had a civil war. The result was the House of Onyx being the losers, and the House of Elintor and Gelder ending up at a stalemate. The House of Onyx went into hiding, and are rumored to still be out there.
House of Elintor:
The House of Elintor is a chivalrous faction, led by Lord Elintor, who rules through justice and kindness. The House of Elintor's main troop focus is cavalry and they can match the best of the Reich Dragoners.
House of Gelder:
The House of Gelder is led by Lord Gelder, a man who is known for his common sense and unbiasedness when judging matters. He took the title as House Lord after his father almost lost the civil war, and has slowly rebuilt the Gelder forces. The House of Gelder focus on pikeman and infantry to counter the cavalry of Elintor.
House of Onyx:
The House of Onyx went into hiding after they lost the war, and rumors say that they are dealing with the Demon Worshippers. Their leader, Lord Onyx, has become vengeful and delusional. He wants nothing but the destruction of his enemies, the Houses of Gelder and Elintor.
These 3 houses are 3 new factions that will be added in 0.7, although there will be only 2 of them in the beginning of the game. What happens is that the last house, the House of Onyx, will "emerge." Every day or so, the House of Onyx will influence the other two houses, and the first house to become corrupt will become a part of the House of Onyx - a puppet. Once this happens, the other house will be most likely doomed ...unless the player can help out. The Onyx will emerge with their ruler and a few vassals, and they will take over a few of the faction's fiefs. They will also control the faction they've corrupted and have a permanent alliance with them. We will provide more information about this when we have made progress in it.
>Minor Features
- Zann outpost will become town upon invading
- Companions will have their own quests
- There will be expanded religion systems
- Expanded Rumor system
- Item balancing
- Additional troop balancing
- Minor faction troop trees expanded
- Companions will have their own quests
- There will be expanded religion systems
- Expanded Rumor system
- Item balancing
- Additional troop balancing
- Minor faction troop trees expanded
Regards,
The Perisno Dev Team