SP Native Other [WB][ADULT ONLY] Calradia: The Erased Century

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Garedyr

Master Knight
WBVC
Best answers
1
Disclaimer
Mod is intended for MATURE audience only. There's gore, strong language, nudity, sex and such (you won't see any of those on screenshots for obvious reasons) present or planned in the modification so if you're a minor or an adult offended by any of those things or feel like you can get depraved just by playing then this mod is really not for you. There are also things that may (but don't have to) trigger and epilepsy attack, make sure you're safe, see the doctor if you have no idea. Authors don't take any responsibility for any harm that may have been caused by ignoring or reading this notice. All features are Work in Progress (including names), nothing here is really final. Player discretion required.
You have been warned.

The name of this mod is (most likely) temporary, I'll let the community vote for the final version at later development stage.





Calradia: The Erased Century


A storyline RPG - SCI-FI mod
Description:
Mod aims to bring RPG elements such as storyline and immersion to Warband while also taking (almost) every Native part of the game to the next level (or perhaps even higher). The story starts from the exact moment vanilla game does, altho some changes were made. The purpose of it is to connect the events from Bannerlord, original M&B and Warband into one believable and interesting plot. Rush into it and try to discover what happened 100 years before the Warband (100 years after Bannelord events). Discover places, read books & scrolls, find artifacts of the precursors and enjoy the world of Calradia that doesn't make things such as gore, sexual intercourse or children abuse a taboo. Fight or recruit heroes, defeat bosses and find out who is really ruling over Calradia.




Main Features:
Updated: 2020-09-19
Tip: Some of 'Detailed Description' spoilers contain preview videos.

  • A story to follow with puzzles & twists, also side quests that are not related or partially related to main plot
  • Stamina System (Don't worry, it's balanced!)
    Used for more tactical options for the player an AI, you won't be able to run and will deal only a small portion of damage if it goes low. Increased by investing points in Agility and Condition skill (renamed Athletics). Stamina goes down ONLY by attacking (or using some special skills), you don't have to hit your opponent for stamina being drained tho so keep that in mind.

    If you continue attacking when the stamina is low, there's a possibility of dropping your weapon or shield, be careful for that. Stamina regenerates itself when you don't swing your weapon. Riding a horse or standing in place on foot will make that process much faster.
    Important note: Many gameplay mechanisms rely on stamina so it can't be disabled.
  • Player Personal Inventory system to separate the items that only player can make use of from the items that party can use aswell
    Player Personal Inventory was created to separate the Party Inventory which can be accessed by whole player party from the stuff that only player can use. This way you don't have to worry about filling up your Party Inventory with stuff that is only meant for the player. It can be accessed both from World Map (Character -> Personal Inventory) and from the scene under the 'T' key.

    There are 3 separate categories for Player Personal Inventory right now:
    Quest Items - Items that are needed to complete quests or are quest related in some way;

    Documents - Items that you can read such as Books, Scrolls and so on;
    Note: Books that the Player Party or companions can make use of won't appear here.

    Miscellaneous - Items that don't fit into 2 previous categories such as Precursor Artifacts, Torches, Lockpicks and so on.

    You can use the presentation to select Documents to read, click on Torches to equip a torch and even more things that are coming soon.

    How it works:
    Items are added to it by various ways [from Chests, Dialogs, Personal Inventory Trade Presentation (planned feature) etc.], you can't transfer an item between Party Inventory and Player Personal Inventory. Why? Because Player Personal Inventory can take up to 801 slots, which means 267 slots per category so if you could transfer, it would lead to abusive behaviour from the player. What is more, if you got more than one instance of the same item, it won't take another slot. Instead, the amount of items for that slot will increase. Don't worry, you probably won't be able to fill every slot up anyway.

    *Preview (scene version)*
  • Overhauled Skills & Skill Upgrades called 'Modifiers'
    Some of the skill names have been renamed to better reflect their purpose, some of them gained additional affects and some of them combined with attributes allow you to gain Modifiers which are upgrades that let you further increase your potential.

    There's a range of Modifiers available, here are some examples:
    Acrobatics (Agility based) - allows player to perform a forward roll, allowing for quick movement for a short distance for a set amount of stamina. Can also be combined with jump.
    Berserk (Special) - gives damage invulnerability for a short time after receiving the killing blow and fully restores stamina. After the time runs out you bleed out and lose conciousness.
    Suffering Blow (Brutality based) & Suffering Shot (Sharpshooting based) - both modifiers inflict Slow status ailment (see: Status Ailments).
    Missile Blocking (Brutality & Weapon Master based) - Allows you to block arrows & bolts using two handed weapon until you run out of stamina. Can't be used to block throwing weapons.



    Current version of Modifier Screen:
  • 'The Power of Science' (AKA justification of superpowers in non-fantasy mod)
    The mod is an RPG one but I want to keep it not-so-high-fantasy so magic is absent. Instead you collect the precursor artifacts which are powerful sources of so called 'Power of Science' that may seem like magic at first glance but it's just science in reality.
  • Books & Scrolls ready for you to read either under the 'B' key or from Personal Inventory screen
  • Treasure chests waiting for you to open them, some of them are already open, however most of them would need to be picked, which brings us to lockpicking system that I based on well known The Elder Scrolls IV: Oblivion video game *Preview*
  • Regional Weather
    Calradia is split on six (currently) regions, each region has it's own weather and probabilities of weather events based on their location and season. Besides native Rain, Snow and Fog, you're going to encounter Strong Winds, Thunderstorms, Sandstorms and Blizzards, perhaps even more in the future.

    Weather effects affect troops capabilities - for example cavalry is much less useful during both Thunderstorms & Sandstorms due to falling from horse or unintended horse rear possibility, fatal aim of ranged units during Fog, wind slowing units down and so on.
    *Preview (Blizzard Visuals)*
  • Immersive Elements
    Game desperately needs those in my opinion, here are some examples:

    Hunting for Furs, Meat and Trophies (teeth, nails, horns and such), quality depends on player hunting skill.
    Darker nights to make torches useful (very climatic).

    Vision losing (after being hit in head for example) for making fights more difficult and preventing one-man-army attempts.
    Getting drunk (one of the activities that taverns were missing from the original game).
    Droplets on ground during rain (purely cosmetics, doesn't change anything).
    Pissing town guards (self explanatory).
    Table-cleaning tavernkeepers, also giving some random line when entering inn, NPCs leaving tavern.
    Different heights for all units including NPCs and the player.
    Race-based bonuses (Sarranids take less damage from fire and heat for example, Vaegirs get the opposite).
    Flying birds to populate the sky, very early prototype version right now.
    Vapor from mouth in cold regions.
    Hotkey to switch between walk/run in the tavern and some other places (default: left CTRL).
    And much, much more...
  • Native Systems Improvement
    Slower weapons because I'm tired of rapid-fast sword swinging like it doesn't weigh anything. Not every weapon have been balanced, some of them could've been missed, some of them need more testing and feedback.

    Bank account. You can decide whether the money you get or lose is going to be transferred to your account (you must open it first by speaking to with any Guild Master) or to your purse directly. Bank account limit is 500 000 denars for now to avoid bugs, if your income exceeds that, the money goes directly to your hands. Money held on your bank account increase over time (percentage variable, ask Guild Master).

    New tax system. Instead of almost full RNG (random) based formula, the cities, castles and villages have population now. Population is lost after unpleasant events such as sieges, raids or tax increase. Population generates income, you can set the taxes to desired percentage of total income. Obviously, you want to keep your population as high as possible for good income, also take note that high taxes also make population go down. Activities like recruiting from a village also decrease population. Population needs prosperity to grow. This feature is highly work in progress and needs testing and balancing.

    Replaced Center Manage screen with new presentation-based version that allows support for more than one upgrade at a time (using queue), pausing upgrade at any moment and choosing pending one or starting new project while current is still running, remaining time shows hours to finish instead of days. Existing Buildings can also be improved further by increasing their level (this also takes time). Also allows for militia recruiting and selecting the tax amount.



    Added immersive dialogue option to lord encounters when they think they're more powerful than you during their approach. Instead of saying 'We'll fight you to our last drop of blood!' or sth like this you can also say 'Do you really think I'm afraid of you? You're the one that's going to die here!'. Currently this choice has no cosequences, only a 'cosmetic' thing for people that don't like being talked down upon.

    Combat & Combat Tactics rework. Formations & AI, Fire Arrows (you need an Oil to fire them, AI also uses it) *Preview*, Volley Fire, Skirmish (currently only used by Khergit units to make their horse archers viable). There's also Decapitation, Falling from horse, AI Kick & Shield Bash, Overhead Spear Thrust and so on.

    A lot of new & reworked Native items, faction based merchandise. Some of them are from OSPs/LSPs, some of them have been made retextured by me.

    Overhauled or completely redone troop trees (except for Vaegirs right now). I especially enjoy Khergits & Nords in the mod.

    Banners for villages, because why not. You no longer have to visit villages to have an idea to whom it might belong to.

    Asking for recruits in towns to make building an army easier, new troop trees planned for town recruits.

    Replacing messages on the bottom-left side of the screen with bigger presentation texts ath the top where possible. This will make some things more visible and clear. *Preview: (Battle Won text)*

    Distance-based most of the sounds to avoid situations where you can (for example) hear some fireplace from 100 meters away.

    Stopping looping sounds when going back to main menu (rain for example).

    There's a lot more to be added to the list and to come, Work in Progress.
Other Features:
  • Navigation bar AKA Minimap Bar was added to make finding interesting things and NPCs or places on the scene easier. Some things will be visible from the start, other things will show up as the question mark and wait for you to discover them (all vendors, Guild Masters, Village Elders, Town & Castle buildings etc). Based on Dickplomacy Minimap bar for troops during battle. *Preview*

  • Status Ailments
    Those are things that can affect agents in various ways depending on type of the ailment. Some of them are temporary, others last until agent dies or falls unconcious.

    Currently Fire, Slow, Bloodloss and Cold are implemented.

    Fire deals true damage (ignores armor) over time, especially useful vs armored units. Can be inflicted via Fire Bombs, Fire Arrows, Torches and a certain Precursor Artifact. *Preview*
    Slow is pretty much self explanatory, it slows down the movement speed of the unit for a set amount of time. Can be inflicted via both melee & ranged weapons with certain (make it clear that I mean skills) skill Modifiers.
    Bloodloss also deals true damage over time, it triggers when health reaches certain lower border (can be shifted downwards thanks tho the Ironflesh skill). Can also be inflicted via specific skill Modifier.
    Cold either gradually decreases the agent's speed to finally freeze him in place or does it immediately. Can be inflicted by Blizzard (weather effect) or via certain Precursor Artifact.
    Weaken decreases the damage dealt of affected unit while also increasing the damage he takes from all sources. Not decided what can inflict it yet, most likely only a Precursor Artifact.

  • Rapid March
    Some situations on world map call for more speed, the speed you don't always have due to your party size, skill limitations or whatever. That's what this feature is for.
    Rapid March allows your party to move faster at the cost of Party Morale. A morale of 80 or higher & party size of at least 5 men is needed in order to use this ability.

    Press 'R' key on world map to start. This will increase your party speed on world map by 50% by default (+2% per every point of Leadership). That state will persist until you either disable it yourself by pressing 'R' key again or until your morale drops to 50 or lower.

    Kingdom Heroes also use this ability on world map but only when they're chasing someone. Be careful.

  • Easter Eggs
    Eat your apples, they're good for you.


Planned Features:
  • Replace most of remaining Native systems with Bannerlord-like equivalements or better
  • Replace Warband world map with Bannerlord-like version and (hopefully) expand it
  • Add sea travel & trade, naval combat
  • Rework Native banners
  • Add Bannerlord-like Clan system or better
  • Replace game menus in settlements with Viking Conquest-like Scenic Menu
  • Remake Rhodok town scenes
  • Add brothels in towns for various interesting activities
  • Add new shaders & improve existing ones
  • Add Night dreams feature where you can experience some silly/scary things
  • Add Smithing, Potion Brewing, Arrows & Bolts Crafting systems
Roadmap to Alpha Release:
TBA

Random Screenshots:
Updated: 2020-09-19

















Sorry for so many screenshots of the feature above but I'm really happy with these particular results.



































Mod Team:
Only me (Masterancza/Garedyr) at the moment. Looking for some people that can lend me a hand, I don't hide the fact that a mod of this size is difficult to manage to begin with, yet to came up with interesting ideas and making them happen. I can only focus at few things at a time, hence the slow developing process.

Mod has been in works for quite some time now. It has been shut down and resumed countless amount of times or started from zero but this time I intend to continue working on it if only my schedule, motivation and creativity lets me do so. I've also made a mistake by creating mod in my native language so I have to translate everything I've done so far to English. Not to mention the fact that I'm not a native English speaker so translations aren't perfect.

Think you can help?
See the Available Positions section on right and PM me if you're interested in any.
Credits:
If by any chance your name should be on the list but it isn't for some reason or I validated the terms of some lincense then please let me know in PM, I didn't do it on purpose. Thank you for understanding.
BrustwarzenLenny - armors & shields
dejawolf - weapons & icons
Waewulf - armors
Windyplains - TPE (Tournament Play Enhancement)
Brytenwalda Team - formations & ai, campaign AI fixes and tweaks, some AI scripts, sounds, icons
Rybopiotr, Lotnik - models, textures & some scripts from Sclavinia
rubik - troop tree presenatation, faction restoration & many inspirations (thank you!)
Caba`drin - Fire Volley, companion escort during scenes
jrider - foraging, report presentations
ShaunRemo - new skyboxes & lighting
The Bowman - Native Scene Replacement Pack
Slawomir of Aaarrghh, Somebody - new icons, Dedal Tavern Animations
Iboltax - Improved Male Faces
CWE Team - models, textures & sounds
Fire_and_Blood - lord build upgrades (fixed ver)
Lumos - list system
Narf of Picklestink - armors
Kentucky James VII - Animation Variety Mod
xenoargh, Mackie - Mackie's OSP Weapons Pack, new armors
Lav, Jedediah Q, cmpxchg8b, Ikaguia, soulmata - Siege Camp Icon, Lav's Companions Overseer OSP v.1.20
faradon - new melee weapons
pino69 - Pino Armor Pack (only a few!)
Broken_one - new female faces & model
Gothic Knight - new melee weapons
Lucke189 - Realistic Colors
gutekfiutek - Polished Landscapes (only a few textures)
Mark7 - VC Reworked Environment (some of new textures that are legal without VC key unless you posess one), [LSP] Dynamic scene props (only a few)
Albertus Magnus - coin flipping game
AndyYa - dice game
Zarthas - AI kick (fixed ver)
Checkmaty - More Metal Sounds Mod (only a part of it)
Papa Lazarou - shield bash animation
Dankmar - new armors
Viking Conquest (also Brytenwalda Team) - a few scripts
lucky lancer - new training camp scenes
Team Vyrn - Vyrn OSP
nemchenk - "Ethnic Troops" mini-mod
Openshaw - Expanded Horizons
La Grandmaster - new shaders
Bilwit - armors
Leonion, lconracl, Lucas_the_Benevolent, bogmir - Overhaul of weapons2.dds (modified)
Rohzdear - new UI
fantasynamegenerators.com - NPS names
Efe Karacar & cd5ssmffan - crown model
mortal - Mortal Women Soundpack
DtheHun - [LSP]New female body (thicc)
Maroon - one handed crossbow models, props_geometric_props - scene props
Mandible - scene props - tunnels
TLD team - outer_terrain_forest
BayEjderya - Animation
Xue yu gang - DaMing OSP
Various artists (if anyone has idea on who exactly made this then please let me know) - China_da_song_3_0 OSP
Eisenhouwer - Cries of War Soundpack v3.0 (only a few sounds)
Fredelios - Fred's bunch 'o armours (only a few armors)
GrimReaper - GrimSword LSP
JunYue(君悦) - horse archer AI (skirmish)
Zephilinox - better deathcam
血與鋼 - B&S_Mongol_Item LSP
MongolFromForest - roll aka dodge_forward & darthmongol_female_walk animations
Khamukkamu - roll aka dodge_forward animation timing
Andzi Proxy - Volcanic Keep scene - OSP Modding contest scene
Adorno & Dejan - Wooden Scene Props Pack 1.2
Dickplomacy Reloaded - model & texture of a penis
DOMA_ - Cinematic Compilation (Graphic & Sound Enhancement) v3.0 (only a few textures)
SupaNinjaMan - turn pos a to look at pos b script, great guy by the way
Count of Flanders - teaching me how to do some basic texture editing and showed me a few tricks in the Photoshop back in the days
😂😂😂 - for letting me use his postFX.fx file from L'Aigle
wiedzmin_soundtrack_4 - Paweł Błaszczak, Adam Skorupa
#######################################################
Heavy Hearth (travel_swadian) - Creative Commons:

"Heavy Heart" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
#######################################################
Angevin B (travel_nord) - Creative Commons:

"Angevin B" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
#######################################################
Minstrel Guild (travel_rhodok) - Creative Commons:

"Minstrel Guild" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
#######################################################
Folk Round (town_swadian) - Creative Commons:

"Folk Round" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
#######################################################
Achaidh Cheide (town_rhodok) - Creative Commons:

"Achaidh Cheide" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
#######################################################

Desert City (town_durquba) - Creative Commons:

"Desert City" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
#######################################################

battle; battle-epic; breaking_the_chains; journeys_end; knalgan_theme; legends_of_the_north - free Wesnoth music (https://www.wesnoth.org/)

wolf_short - Jojikiba (https://www.youtube.com/channel/UCs0ZRXXD78R2I6XDzzA1WXQ)

page-flip-02 - https://www.soundjay.com/page-flip-sounds-1.html

(middle_eastern_action)_Crack_your_head_with_a_Tabla - Medieval II Total War OST

town_shariz - rimusic - Ishtar by Kai Rosenkranz I guitar cover (https://youtu.be/QsOD1AnY73Y)

calm_night - Seaside Night by Crusaderp - CC https://soundcloud.com/crusaderp/sets/the-frontier

epic_action - The Buccaneer's Haul by Shane Ivers - https://www.silvermansound.com
p0ss (opengameart) - terrain texture (grass, slightly tweeked (will be removed if it validates the license)) - https://opengameart.org/content/30-grass-textures-tilable
Brusheezy.com - brush presets
SpaceJoe (freesound) - lockpicking sounds (Creative Commons 0 License)
[email protected] (freesound) - lockpicking lock open & lock pin sound (modified) | https://freesound.org/people/[email protected]/sounds/408046/ | CC BY-NC 3.0 https://creativecommons.org/licenses/by-nc/3.0/
oolonglgx - Light & Darkness: Heroes of Calradia mod
Piranha Bytes - Gothic video game series
Tite Kubo/Shueisha, Studio Pierrot, KLab - Bleach Manga & Anime, Bleach: Brave Souls video game
Ubisoft - Assassin's Creed series
Andrzej Sapkowski, CD PROJEKT RED - The Witcher series
Adam Mickiewicz - "Dziady" (eng. "Forefathers' Eve")
Available Positions:
Sorted by priority
(higher means more urgent)
Level Designer (AKA Scenner)
Requirements: Creativity and scene editor knowledge.

Lore Writer & Quest Designer
Requirements: Creativity and knowledge of M&B lore.

Animator
Requirements: Skills.

3D Artist
Requirements: Skills with low poly and creativity.

2D Artist
Requirements: Skills and creativity.

Freelancer secondary MBScript scripter (you'll be working on some small things that I won't have time for due to being focused on something else)
Requirements: At least 3 years of scripting experience in Warband engine, ideal candidates will have experience in some real programming languages (knowledge of them is not needed, only abstract thinking).

Before you ask:
Three main reasons are:
  1. Because I want to test the waters to see if people would still be interested in a mod like this when we have Bannerlord already.​
  2. Because my time is about to become more limited than before so I have to see if it's worth to invest any of it in the project.​
  3. Because I was working on it for far too long and I don't want it to go for a waste.​
Because of Precursor Artifacts presence.
I do everyday, basically. As long as finishing old projects drives me forward, I'm not giving up. Burnout is possible of course, I've experienced it multiple times during the development, that's why I'm asking creative people to help me.

If I fail I'll most likely release everything as OSP/LSP but I'm going to do my best personally to prevent that from happening.
 
Last edited:

SupaNinjaMan

Baron
M&BWBWF&SNWVC
Best answers
12
Garedyr, those videos are incredible! I'm excited to see how these systems come together! It's honestly crazy to see how polished everything looks, even at this early stage.
 

Garedyr

Master Knight
WBVC
Best answers
1
Garedyr, those videos are incredible! I'm excited to see how these systems come together! It's honestly crazy to see how polished everything looks, even at this early stage.
Those features truly look impressive.
Amazing ideas! Looking forward to the release!
Thank you so much guys :smile:



Development Update I
General Description:
I've been working very hard on polishing existing features this week as long as on some new things. Many small bugs and some bigger ones were fixed during the development of new systems, some less significant features were added or tweaked. For example adding Blizzard cold status ailment system feature required me to completely rewrite my slow system (not from scratch but some fundamental changes were made that required code to be refactored). Also Bannerlord militia system for settlements was added - previously you had choice of what kind of troops you want to recruit if your settlement had Militia Barracks built in, which was kinda too overpowered if you ask me. Moreover, militia recruitment cost isn't shown as some easy-to-miss message in the bottom left side of the screen, instead it was added to Weekly Budget presentation.

I could have done much more but sadly I'm that type of a person that is either fully devoted to something or not at all and this week featured many distractions.


Notable Changes:
Tip: Some of 'Detailed Description' spoilers contain previews.
  • Added Blizzards & Blizzard cold status ailment
    Blizzard is one of new weather types that you're going to encounter in the mod. Like the name suggests, you're going to encounter it only in colder regions of Calradia. Apart of almost all effects featured by Sandstorm (which works in kinda similar way), it also carries some other effects.

    The most deadly thing that Blizzard does to agents on the battlefield is Blizzard cold status ailment. When agent is not moving for some time (currently 5 seconds), he gains one stack of the effect (5 stacks total). Every subsequent stack decreases agent movement speed futher and further up to the point where he can barely move. Movement on foot will recover agent from this state (stack by stack), decreasing the number of stacks. This is done to simulate freezing cold weather that forces your body to move if you don't want to die. Currently you don't take any damage from it at 5 stacks but it's a planned feature that I'm not sure about yet because it would be difficult to balance.

    Cold Resistance skill modifier decreases the negative effects of Blizzards.



    Blizzard visual effect:
  • Implemented Bannerlord-style settlement Militia System
    Soldiers are expensive but settlements need them for sieges and in big numbers. AI didn't have problems with it (until now, I hate the elite soldiers appearing out of nowhere in AI settlements) but the player had to recruit them all by hand. Now you can rest easy - build Militia Barracks for good and cheap troops (with garbage equipment however) and many of your problems are gone. Most of AI garrisons will also consist of militia units mostly to cut the costs, regulars will appear only if specific lords decide to leave their owns troops in there most of the time.

    Militia are to be used for settlement defending in mind so they are divided only to 2 types of troops - spearmen & archers.


    Garrisons with militia:
  • Added presentation-style message for Lockpicking System when you're out of Lockpicks
  • Removed scripted crosshair (the one that appears while you're in posession of one of the Precursor Artifacts) when you're aiming with ranged weapon
  • Made generic presentation that features Stamina, Navigation bar AKA Minimap Bar and many other things appear almost immediately after it's presence was erased by opening Quest Window for example (previously it had one second of delay)
  • Refactored the slow status ailment code so it allows for more customization (for example weaker effects can get overriden by stronger effects now)
  • Implemented many missing racial bonuses for specific weather types
  • Made Regional Weather region detection script more precise so borders are more realistic
  • Started work on two new quests, prepared scenario for one bigger battle with cutscenes
  • Created concept of new Precursor Artifact that makes use of ice

Future Plans:
I plan to add some sort of 'skill bar' for battles where you can select and/or use some specific skills when in posession of specific Precursor Artifacts. I'm wondering if I should do it in similar way that Assassin's Creed: Odyssey does that: You have that two bars of four abilities that you can use via specific buttons but that would require players to have a keyboard with numpad as most of the buttons are used by the game already so the binds would feel uncomfortable to use. The other idea that I have for it is the 'mouse wheel menu' similar to one found in The Deluge mod iirc. Whatever I decide to go with, the increasing number of abilities for artifacts is going to force me to implement either of those at some point.
 

Garedyr

Master Knight
WBVC
Best answers
1
Development Update II
General Description:
This week was definitely more productive than the last one (despite the changelog list being smaller), as I managed to add some more pretty interesting and innovative things that I haven't seen in any other Warband mod. Other than that many improvements to existing systems were made, concepts were created for new game mechanics and a lot of bugs were fixed. I hope you guys are as excited as I am for things that you're about to see in the changelog below :smile:

Notable Changes:
Tip: 'Detailed Description' spoilers contain previews.
  • Added Player Personal Inventory system that can be accessed both from World Map (Character -> Personal Inventory) or during scene using the 'T' key
    Player Personal Inventory was created to separate the Party Inventory which can be accessed by whole player party from the stuff that only player can use. This way you don't have to worry about filling up your Party Inventory with stuff that is only meant for the player.

    There are 3 separate categories for Player Personal Inventory right now:
    Quest Items - Items that are needed to complete quests or are quest related in some way;

    Documents - Items that you can read such as Books, Scrolls and so on;
    Note: Books that the Player Party or companions can make use of won't appear here.

    Miscellaneous - Items that don't fit into 2 previous categories such as Precursor Artifacts, Torches, Lockpicks and so on.

    You can use the presentation to select Documents to read, click on Torches to equip a torch and even more things that are coming soon.

    How it works:
    Items are added to it by various ways [from Chests, Dialogs, Personal Inventory Trade Presentation (planned feature) etc.], you can't transfer an item between Party Inventory and Player Personal Inventory. Why? Because Player Personal Inventory can take up to 801 slots, which means 267 slots per category so if you could transfer, it would lead to abusive behaviour from the player. What is more, if you got more than one instance of the same item, it won't take another slot. Instead, the amount of items for that slot will increase. Don't worry, you probably won't be able to fill every slot up anyway.

    Without further ado, the stuff you're waiting for can be seen inside the spoiler below.


    Video Demonstration (scene version):
  • Fine-tuned the Books & Scrolls Reading presentation
    Books & Scrolls Reading presentation can now be used to read items both from Player Personal Inventory Documents section and from the Party Inventory as it was before. Item selection menu is now visually bigger, the available slots amount has been increased from like 96 to 363, the visible slot amount automatically adjusts itself according to available readable items amount. Now the quit tooltip is still displayed when you have already selected an item to read, you can access the presentation from horse. Other than that refactored the code significantly.


    Screenshots:

  • Added World Map version of Books & Scrolls Reading presentation
  • Created concept of new Quest Line concerning Manhunters
  • Created concept of Skill Bar that was mentioned in previous development update
  • Organized the Mission Template triggers as their amount was getting out of control

Future Plans:
With Player Personal Inventory system I got a solid ground for implementation of systems that you can find in the Planned Features section (Smithing, Potion Brewing, Arrows & Bolts Crafting). Skill Bar system for Precursor Artifacts development is probably going to start nex week. Stay tuned.