SP Native [WB] Heartfire

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Buckethell

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HEARTFIRE Is a project/idea to develop a community mod for Warband that focus on adding new skills, quests and activities, that rewards the player while enhancing and extending the Native contents, everything must be balanced and entertaining.




I know that there are other great mods that aim to do something similiar (To name a few; Floris, Tocans, Silverstag, A New Dawn, Native Redux, and so on)

But this project will be different and all about implement new features (scripts, quests, activities and new assets) but nothing too immersive or realistic, I want to keep the mod fun, balanced and rewarding to the Player, without adding too much (referred to weapons, armors, maybe just a bunch to differenciate and emphatize the cultures and for the unique troops and companions that I will talk about later on this thread





The community takes part with helping me realizing all of this, because I am only capable to change module values and such, so i really need people who know how to script and implement the new fetures I mentioned before, and of course every suggestion and idea from other users that not work on the project will be heard and discussed too, other mods can be implemented in this project, with proper authorization of course.



Ideas for features
1) Chose to be whatever you want to be
; it's important to give the Player more starting options and variations, so when you create your character after "Gender > Your Father Was, Early Life..." etc, there will be another extra page where you decide your disposition, it doesn't change your skills, attributes or proficiencies, but only how you start and how the world reacts to you, giving the Player unique features that only one of each disposition can have.

The following are the options and how they change the Player experience; (the features in brown are only obtainable by the specific disposition)



Outlaw - You start with some scum in your party and a few poor random items in your inventory, in the taverns you will be able to hire a special outlaw themed companion (he starts with high Looting and Path-Finding), also you will be friend with roaming outlaws and you can even hire them or give them orders if you have enough reputation with them (There will be more than one outlaw sub-faction, I talk about this at feature point n# 2) and of course villages, towns and lords will not like you (but they don't attack you if you don't attack them and you can still enter inside towns)



Noble
- You start with 3000 extra money in your pocket, good equipment and a bunch of noble units (they are custom units, not that powerful but they are already upgraded and you can hire them in castles for a price) in your party with two unique bodyguards (they're companions one it's an archery prodigy, the other an human tank) but villages don't like you, and neither do the lords (they see you as an eventual candidate to the throne) fairly enough, towns do likes you instead and outlaws will be neutral (they're scared of a noble with power and badass bodyguards)



Enterpriser - You start with 1500 extra money in your pocket and with one productive enterprise (in a random town and of a random type) villages and towns likes you and they will offer special prices on both buying and selling, and of course productive enterprises will work 30% better for you, lords are neutral, but outlaws hunts you and they want your head (and, of course, all your money and goods) last but not least, you can construct a merchant outpost (at a price) where you like on the map where caravan trades and an unique merchant spawns (he buy things at 25% the base prize from you) [he can be found around with other dispositions classes too, but he spawns rarely, with the Enterpriser disposition he stays at your built outpost forever]



Villager - You start with villager equipment, 100 money and no one in your party, villages loves you, everyone else is neutral but outlaws (they like to torment a poor villager like yourself)
and you will have an house where you can grow your small farm and do other small works to raise up money (the house and the small works are only avaiable to the Villager disposition) and Village Elders gives you special quests




Mercenary - You start with nice equipment and few troops in your party and 750 money, everyone is neutral but you gain honor 50% slower and in mid-game you can build your own mercenary outpost anywhere on the map (at a price of course, and there you can find all kind of mercenaries and other harder contracts) the lords and tavern keepers gives you unique mercenary quests



Engineer - You start with common clothes, some tools (that you can use to build castles on the world map with resources and money) and your family legacy construction/demolition hammer, no troops in your party and 450 money, everyone is neutral towards you except of outlaws



Those are all the dispositions at the moment (I have other in mind, like the Thief, Assassin, Bard, King but at the moment there is enough stuff to work on)



2) Sub-factions/groups; To make the world of Calradia more balanced and dynamic, the outlaws must be separated in each group as a sub-factions (so they can be conquer castles too) "Coastal Raiders", "Forest Outlaws", "Desert Rejects", "Steppe Scum", "Mountain Bandits" [Yah, maybe those factions name could be cooler, don't know] and you will have separated relation with every sub-faction of outlaws, so there will be quite a lot to do on the world map




3) New rewarding activities, quests, things to do; Warband it's a great masterpiece and we all agree on this I think, but the lack of different quests and activities in general makes it feel really empty and repetitive, so old quests should be more rewarding (give more reputation, honor, money, not too much) and new kind of quests will be implemented with other activities too (Something like hunting, smithing, mining, fishing, wood chopping or work in one of your enterprises, but nothing too realistic, they will be fun to do, rewarding and not boring)
Some good quests idea would be; work in a village, treasure seeking, hunt down different groups of outlaws, clear hideouts (new scenes would be cool in that case), hunt wild dangerous animals, and dueling would be quite interesting too.




4) Removing the Tracking skill (it's useless) and replace it with a new one called "Reflexes";The reason why someone should invest their skill points on Reflexes is to make a lightweight/mediumweight build viable, because at 0 encumbrance the Player will have a base of 45% dodge chance, and with each point of equipment weight encumbrance, you will suffer a reduction of 1% on top of that 45% (so, for example if you have 20 encumbrance, you will suffer -20% dodge chance on top of the 45% base) And for each point you invest on the Reflexes skill, you gain a base of 1.5% chance to dodge with or without ANY armor on you, if the dodge goes well, you will take no damage [but you will still stagger, look at it like a close shot scare effect of the character, and it's to keep the skill balanced] (so, if you max the skill at 10 points, you will have a base of 15% dodge chance for every hit you take, and it isn't half-bad)



5) Rework the "Toughness" skill; It will still give the player 2 HP with each point invested, but it will also add a 2.5% damage reduction with every point on it (and you will stagger for less time when an enemy hits you)



6) Remove the "magnetic" function of the shields; As simple as that, I don't like how you shoot on the exposed body parts of an enemy while he's using his shield, and magically the shield attracts the bolts/arrows, it's just stupid so, I would like to remove it.



7)
Make the quests rewardin
g



That's it for now, I look forward to help from you passionate Warband players and modders, because I sadly can't do this alone

Mod page on ModDB
 
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Vaeya

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First of all, there's lots of interesting ideas! Unfortunately, there are quite a lot of similar posts where people lay out plans and ask for people to sort of do the work for them on the grounds that they don't have the talent. They rarely get a huge amount of interest as I think they come across as a bit high handed and modders would rather work on their own projects than be 'hired hands'.

I'd recommend that you try and play around with the module system a bit so you have something to show to encourage other people. There's a few guides on the forums, plus lots of OSP code with instructions (I think there's also a thread experienced modders questions). There's definitely one showing how to do basic quests which you could implement. (I'm very much speaking not as a modder, only someone who has done some very basic stuff with OSP code).

Even if what you produce isn't as exciting as what you've described here, if you have something solid to show people are more likely to be interested than just relying on the community. Good luck!
 

Buckethell

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Vaeya said:
First of all, there's lots of interesting ideas! Unfortunately, there are quite a lot of similar posts where people lay out plans and ask for people to sort of do the work for them on the grounds that they don't have the talent. They rarely get a huge amount of interest as I think they come across as a bit high handed and modders would rather work on their own projects than be 'hired hands'.

I'd recommend that you try and play around with the module system a bit so you have something to show to encourage other people. There's a few guides on the forums, plus lots of OSP code with instructions (I think there's also a thread experienced modders questions). There's definitely one showing how to do basic quests which you could implement. (I'm very much speaking not as a modder, only someone who has done some very basic stuff with OSP code).

Even if what you produce isn't as exciting as what you've described here, if you have something solid to show people are more likely to be interested than just relying on the community. Good luck!
I don't want the community to do the work for me, as I already started learning something of Python to try and do the basic ideas of the mod, so is not that I'm waiting for anyone, is just that with community help, this mod could really be cool, I don't want to release a partial or unpolished mod (the polishing aim must be close to Prophesy of Pendor) so no lag on the map or unbalancements between new and old features
I started to see how to model the map and move castles, towns and villages, because I want to make slight changes to the map (Too dispersive and empty at times in my opinion)
Thanks for the support

raqqa said:
This looks nice, good luck.
Thank you, I'll try my best, to me Mount & Blade is like an "old friend" and this mod is my tribute to the hundreds of hours I spent on this masterpiece