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Founders of the North 1.15

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.





In a land of countless perils and infinite opportunities you begin your journey. A world where the Church wars the Northern Pagans, where trade flourishes throughout the lands, a world where crafts and trades fill the days and wolves control the night.



Basics and Tips
- You can only sell items at the Town Market.
- You can revive your hero at the Farm House or the Town Tower.
- Mana will be reffered to as Inspiration.
- Heroes can only gain Inspiration from "Companionship", in other words from being around other characters.
- You can buy coins from the Merchant's Guild which can be sold for the same price. (Stops you from losing money)


List of basic commands
Equipment sellers: Pings the locations of stores that sell items needed to earn different forms of income.
-hunting
-fishing
-farming
-gathering
-wood
-tower
-market (Pings the locations of the three towns markets)
Town locations: Pings the locations of recommended places to found your new towns.
-town
Other commands:
-cam (Resets camera)
-cl (Clear messages)




Jobs
Jobs


Hunting
Get money from hunting around the land, and selling the hides at local town markets.
To begin hunting you will first need a Hunter Equipment, whick can be bought from one of the two guilds found in north-west. (To ping these type -hunting)
Hunting can be the fastest way to get money earlier in the game if used properly. The hunting system is simple: if you kill a wild animal (rabbit, wolf, deer etc.) while you wear the Hunting Gear, the killed animal will drop hides or furs which can be sold.
Hunting Bands are formed by players in the early game, which is simply a group of heroes hunting together. This way they will all gain inspiration from companionship and will be able to use Heroic Might ability.


Fishing
Get money from fishing from various fishing spots along the coasts and rivers, and selling the fish at the local town markets.
To begin fishing you need to travel to one of the Fisherman's Mills (to ping these type -fishing), and buy fishing equipment as well as a fishing manual wich will ping the locations of the most fishing spots.
Fishing is a very useful form of income; it is one of the few forms of income that isn't affected by the numbers of people doing it.
To fish you need to use the Fishing Equipment on one of the fishing spots found around the map.


Farming
Get money by buying seeds, planting them and then simply watch them grow.
To begin farming just buy seeds from the Farmer's Guild, plant them somewhere safe and return when they are fully grown to harvest them, and sell the item at the market.
Later you will be able to buy better seeds; to do this you will need to build a Seed House.
Notes: - Plants DO NOT grow in the snowy area.
- Animals will attack your plants.


Gathering
Get money by finding herbs and either selling them at face value or using them for medical or alchemical process.
To begin gathering you will need a Gathering Equipment from a Hunter's Guild (Ping these with -gathering), then you simply need to use the equipment anywhere around the nort, and wait while the user looks around to find herbs. After some time herbs will be found, or not, so you need to look again.
Note: - When the Gathering Equipment is used it will take some time to find herbs.
- Gathering Equpment can only be used by your hero or your wife.


Alchemy
Get money by making potions using herbs and others items found in the north. Alchemy may not be the best income resource at first, but it will be useful. To begin alchemy you will need a Cauldron which can be bought from a Hunter's Guild. You will then need to obtain herbs to extract their properties. (This can be obtained through Gathering)
Founders of the North has a unique alchemy system that uses the properties of certain items rather than the items themselves.
Basics: - All herbs have properties which can be extracted with the Cauldron.
- These properties will then be added to your "Pool".
- The properties in your Pool can be used along with Potion Vials to make various potions.
- Currently you can obtain vials from Caravans and Leonardo the Thinker.


Herding
Get money by raising sheeps and pigs, and later kill them for profit.
To begin herding you will need to build a Barn, and this cannot be done at the very start of the game. Once you build a Barn you can begin training pigs and sheeps which will gain MP or "get fatter". When these sheeps or pigs are killed the owner of the killed unit will gain gold equal to MP of the unit.
Note: - Other players and wolves can kill your animals and you'll lose your profit, so keep them in a safe place.
- DO NOT kill them when they are less than 200 MP because you paid 100g to train them, so it would be a lose of money.


Merchantry
The concept of trade is simple: each good is sold at different values on the three towns. This way you get gold on the diference of price; however the price of all goods will increase when the supply of that good will decrease in that town.
Market Repot: Buying this item will display the current prices of all goods in the town. This item can be found in each of the Town Markets. (to ping these type -market)

Later Jobs


Banditry
Bandit play involves hiding from patrols and running from town guards. Chase town defenseless travellers and trade caravans to make a living. You will become a bandit when you die and have no means of reviving yourself. (this is when you have no Farm House or a Town Tower)
It is not possible to become a bandit before grace period ends.
Tips: - Use the Sneak skill to slip in and out of towns when you need to buy items, or find companionship at the Tavern.
- You will be able to sell items at your Hide-Out.
- Buying a torch will help you out at night. (be careful with the Hide ability)
- You can revive at the Hide-Out.
As you get money and infamy you will be able to build a Bandit Camp, where you can hire others to work under your command and begin a path to become the bandit lord of the north.

Other Jobs


Production Chains
Some items can be used by buildings to make more valuable items, which can be sold for more money. This are the production chains.
E.g.: - Fish can be used with Fireplace to make Meat which can be sold for more money, if it's sold to the right market.
- Wheat and Corn can be used to make Flour at Windmill, which can be used after to make Bread at a Bakery.
Most buildings built by the Engineer are Tier 4, which are buildings that work to make more valuable items from less ones.


Mining
There are three types of raw materials that you can mine, but you can have only one mine; this means you will have to choose which material you want to prospect.
Iron: Iron can be used to make weapons for your units; this is the most common type of material.
Silver: Silver can be used to make goods to sell, and can also be used to make the best weapons if you have Iron Ore as well.
Sulfur: Sulfur is used to make a very valuable good to sell, as well as other valuable items. It is the rarest material.


Screenshots

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Events
Nightfall

The importance of day and night has been greatly stressed in this map, as many aspects of the game will change during the night:
- During the night all units will experience reduced movement speeds.
- There is a massive decrease of the line of sight during night.
- All wolves will begin hunting at night and will call for their pack if they attack you.
- There are some places that can be entered only at night.

Siege

It's stupid to think that you will be able to crush a powerful enemy town with just one attack; this is almost impossible. To destroy a town you will need to "Siege" it; this is where you stop your enemy from leaving their town by building your own defences around it as you first attack.

Awakenings

Awakenings are when a boss is spawned on the map by a player who has an item called "Special: Dark Age Literature", which can be earned by answering the Fun Quizz correctly. Each of the spawned bosses will drop an Artifact, an item of great power. To perform an Awakening you must seek out "Talia The Collector" a wandering NPC who will be able to spawn bosses if you hold the Dark Age Literature.

Calamity

Calamities are terrible events called on using Special: Dark Age Literature, which can be obtained by answering the Fun Quizz correctly.
Calamities may be difficult to deal with but those who are willing to deal with them will be rewarded with special items; some calamities have a boss that must be killed to end them, others are not so simple. It is difficult to deal with these on your own, so you may need help from others in order to survive.
Some items obtained trough Calamities:
- Heart of Darkness
- Plague Essence

Unsealing

Unsealing is an ancient art of the north; it has the ability to release the true power of an object.
Unsealing can be used to release the true form of an artifact. An unsealed artifact does not drop when the wielder dies, as it is bound to their soul and spirit.
Unsealing Artifact Blades: To unseal artifact blades you will need the Spirit of the North artifact obtained from the Great Owl Spirit Famriel. Simply bringing the two items together will release their true power. Blood Vengeance is unsealed with Heart of Darkness.


Renaming
To change your name type: -name [Desired name]

Companions
Companions reffers to the potential partners in the game, including:
- The Apprentice Merchant
- The Wolf Spirit
- The Sheperdess
- The Alchemist
To choose a partner you will need to find them around the map and use the "Ceremonial Ring" item ability on them. After doing so you will be teleported to the Northern Shire or the Great Church. Having obtained a partner you will now have access to more skills as well as their "Companionship". (To ping the locations of the companions type -companions or -wife)


Caravans and Travellers
Caravans and travellers are some of the many people that wonder the great north.
Caravans: Sell various useful items. Each caravans route sells a different special item; these can be very useful in turning the tide of a battle.
Travellers: Both travellers and caravans are converse targets to try and get a rare item or two. But mostly they are there to act as a feed to Bandit players.




Changelog

Version 1.0
- Map released.

Version 1.03
- Added "Calamity" aspect to game that can be accessed through Talia the Collector like awakenings are.
- Added "Plague" calamity.
- Added "The Covenant" calamity.
- Expanded Bandit techtree.
- Added Pack mule unit for both Founder and Bandit techtrees.
- Reworked some units.
- Enabled the existing currency system which kicks in later on. (Read in-game help)
- Added "Admiration" to all units which works in a similar way to Attacking
Experience and Defending Experience.
- Added new items to be made at Bakery.
- Wool from sheep can now also be used to make armor at Tannery. (Like with hides)
- Bosses no longer get stunned by mass axemen.
- Fixed imbalances with units.
- Fixed the bug with trade system where trade item could move (or not be picked up)
if too many trades are conducted at the same time.
- Added Famriel The Owl Spirit Boss in the south of the map.
- Several Special items (e.g. Lucky shell, Stun Shrooms, Plague Cure etc…) at
various places and to trade caravans.
- Added Unsealing of Artifacts.
- Tweaks here and there to minimize lag. (Which has not been an issue)
- Fix various small bugs. (There were so damn many it seems)
- Added version number.
- Changed Minimap preview.


Version 1.04
- Added "Lycanthrope" calamity.
- Fixed minor elements. (e.g. Rotation on Wooden Walls and scaling on Stone Walls
Etc…)
- Added Hero Mounting system. (Temporary, after this version you will have to do a quest to obtain the mounting skill for your founder.)
- Fixed even more typos…
- Expanded Help Guide.
- Added the long awaited Alchemy system.
- Added Gathering to accompany Alchemy.
- Added a multitude of Herbs and Potions.
- Improved the interactions of Travelers and Patrols. (This will become more apparent with the additions of Guild Founding in the coming versions)
- Improved movement speed of all wives by 25%.
- Bandits are now allowed to use Hunting Equipment and Fishing Equipment.
- Added more new questions to the Fun Quizz.
- Made the Immortal Covenant Calamity More Challenging.
- Calamities are now started at new Overgrown Altar rather than by Talia. (Awakenings still done by Talia)
- Calamities will cost a total of two Dark Age Literatures instead of one.
- Bandits are now able to obtain Dark Age Literature from quizz.


Version 1.05
- Mounted Founder bugs all fixed up, e.g. mounted founder does not lose charges on item when mounted, can carry Trade Goods, does not allow you to access both Bandit and non-bandit tech trees, you can now converse while mounted, items are no longer lost while mounting etc…
- Added Basics of the town management system, not the entire system just some of the basic interaction with non-player controlled towns.
(Town Management can be controlled at Town Tower, But will need Town Centre to gain any profit)
- Added Trade Income for Town Centre, these include new Caravans for Bandits to raid, the location from which these caravans will spawn can be changed at the Town Tower.
- Added extra cut scenes to add to the atmosphere of the game.
- Only heroes can now use Gathering Equipment.


Version 1.06
- Swordsmen, Archers, Axemen, and Stone Walls now enabled after Town Tower not Castle.
- Halved the frequency of all non-player influenced trade caravans.
- Doubled the Bandit profit from all caravans.
- All leaks in script fixed, should combat the lag some people experience very well.
- Increased preloaded content to further minimize initial lag.
- Made some items that didn’t stack before stack.
- Grapevines and Apple Trees added as special items at caravans.
- New loading Screen image.
- And as always typos, etc...


Version 1.07
- Bugs fixed, i.e. disappearing archers etc…
- Fixed day/night times.
- Halved drop rate of apples and grapes from apple trees and grapevines respectively.
- Added new tier 4 buildings to engineer, e.g. brewery.
- Added Brewery to make use of apples, grapes and potatoes.
- Limited Weapons to one for heroes.
- Added Importing of Raw Materials Glass and Stone at Town Tower. (Requires Town Center)
(Stone will be used for construction of structures in next version)
- Fixed Bug enabling Bandit and Founder at the same time.
- New treasure chest system implemented for bosses and special event creeps.
- Getting Blade artifact from each of the existing bosses will now occur 50% of the time from their chest. (Whitefang and Tamriel will still drop at 100%)
- Addition of dungeons. (The dungeons will actually have for the first time in war 3 history opponents that can be much harder, if not impossible to beat unless you use your head. You won’t encounter such foes at first but deeper in the dungeons there will be enemies who will overwhelm you with strange abilities you must overcome rather than just high stats, this will make the RPG element of FOTN grow greatly)
- Released first dungeon: Amarti Mine.
- New Quest System allowing special character progression, items and unlocking more secrets of the north. (More for you RPG lovers)
- Bug with buildings getting infected by the werewolf calamity is fixed.


Version 1.08
- Weather effect (Rain/Wind etc…) no longer effect dungeons.
- Improved terrain in Amarti Mine Caverns.
- Increased cost of Town Tower to prolong earlier game period.
- Added “The Widows Request” quest line to NPC Merin south of the Southern Town.
- Relocated NPC Denti to the southern entrance of the Northern Town.
- Added easy to use and very useful Goods Transportation system which creates transports to move items from various buildings to the Town Centre.
- Added Location Obelisks to all Towns.
- Added Founder’s Ledger to Founders to allow them to see progress of current quest.
(You wouldn’t have noticed but only one repeatable quest can be active at a time)
- Fixed bugs and typos.
- Altered tooltips to have increased noob-friendly…ness.
- Added new Everwood Depths dungeon with more interesting creeps than ever before, as well as a special exploration/progression system within the dungeon.
- Fixed massive issue with importing when not red player.
- Fixed issue with pathing for some growing crops.
- Fixed odd ramps in terrain at various locations.
- Implemented balances for some of the imports, e.g. glass price will rise faster with demand and base price is higher too.
- Torch item can now set alight crops, trees etc more effectively.
- All structures built by engineer now require Town Center.
- Changed massages to address inspiration as "Inspiration" rather than mana.
- Added very helpful optional tutorial that explains the basics to new players.
- Altered multiple locations to make them more spacious and town-friendly.
- Several new items.
- Minor other changes.


Version 1.09
- Precautions taken to fix server splits experienced in previous versions.
- Tutorial Video now skip able by typing “-skip” before it begins.
- Fixed camera issue caused when you die in a dungeon.
- NPC Merin’s quest line now available to all players.
- Castle and other structures given more invent slots.
- New Gatherer’s Post building added to engineer.
- Gatherer’s Post will auto loot two set item i.e. they will automatically be picked up once they are created. These items can be set by placing them in invent slots 1 and 2 of the Gatherer’s Post.
- Expiration Timer added to Goods Transports.
- Fixed bugs with mounting Founder.
- Minor fixes e.g. changed hotkey of “Transport Goods” ability to G from T, removed hero glow from mounted elite archers.
- Added New Item split system which allows you to split an item carried by your main hero in any slot to any given number e.g. “-split 1 10” will break 10 from the item in slot 1.
- Added new naming system which allows you to rename yourself “-name [desired name]”.
- Building info added to Inn/Brewery and Gatherer’s Post.
- Trade goods can now be sold as an entire stack and do not need to be sold individually.
- Town Center can now handle Trade Goods.
- Further extension of help guide (F9).


Version 1.10
- Fixes various issues with the opening video.
- Fixed issues related to skipping the tutorial video and issues with the tutorial itself.
- Altered and shortened the opening video.
- Placed foundation for the Guild System.
- Craft/Cooking/etc… actions conducted by buildings will now automatically process 5 times if possible rather than once. E.g. If you were to Bake Bread and had 5 time the required amount of Flour, the process will be repeated 5 times, however if you only had enough to make 4 bread, it will only do this 4 time.
- The cooldown for all Craft/Cooking/etc Actions have been halved.
Note: Both the above changes do not apply to the Blacksmith, the Tannery, or the making of Potion Vials at the Alchemist Guild.
- All units are restricted to one Weapon and one Armor Equipment item now; with the exception of Pack horses.
- Reworked the classification system for all Equipment items.
- Guard Towers can now load units to keep them secure. (For now his does not provide bonuses to the tower)
- Bandit Towers build time greatly decreased.
- Town Tower, Bandit Camps, Bandit Fortress, and Houses can now load units.
- As always minor tweaks, e.g. Increased Eagle population to original amount.
- As always extended the Help Guide. (F9)
- Begun on massive new RPG item surge with 20 new equips for Founder and Bandit.
- Items will not change the appearance of the wearer as of yet, this will be added in next patch very soon.
- Fixed issue with mounting Founder.
- Fixed issues related to death within a Dungeon.
- Chest similar to the ones dropped by Awakening bosses will now be dropped by all common creatures within dungeons; they will have a chance to give you some valuable equipment relative to the power of the creature that dropped the chest.


Version 1.10b
- Minor changes to terrain i.e. removing/replacing various obstacles etc…
- Fixed recent imbalances.
- Lowered the attack power of Neutral towers.
- Neutral towers have weaker effect against calamity creeps.
- Adjustments made to combat reports of texture loss for some users.
- Cinematic transmission removed again.


Version 1.11
- Fixed issue with fog effects.
- Completely fixed all issues that caused rare cases of texture loss.
- Added Town control NPC fraction entities. (These have little meaning at this point)
- Neutral Towns now controlled by a Baron, a Viscount or an Earl.
- Neutral Towns now have an opinion of one and other.
- Detailed of NPC fractions that own towns can be viewed at Guild Houses.
- Fixed issue with free hunting equipment dropping.
- Game music no longer forced.
- New model for Founder and Bandit heroes.
- Items equipped now show on units. (i.e. attachments have been added)
Note: The above does not include weapons from the Blacksmith or armor from the Tannery
- Added Fallen Shepherd boss fight to Everwood Forest Depths.
This will be a hard fight; going into it head on will be close to impossible, those who already know how to survive in Everwood will probably know what needs to be done here.
- Finished Cavern Lord boss fight at Amarti Mine Caverns.
Another challenging fight with the dark lord of the caverns
(Now that items change appearance, chest drops from bosses with fine looking armor will be released soon)
- Further progress with Guilds system.
- Progress with Festival event.
- Typo and minor bug fixes.
- Ambient music added to Everwood Depths dungeon.


Version 1.12
- Removed left over items from 1.11
- Bandit Hideout now heals like healing wells.
- Neutral Towers now only effect wild animals (This mean bandits and calamities are now more powerful)
- Fixed typos and bugs e.g. misplaced tooltips etc…
- Added new Bandit Bot.
The Bandit Bot can be activated with an Easy AI at map creation.
The bandit AI will roam about the map and do as bandits do; this release is a means to test out how the AI actually performs. Note though that these bots are not meant to be extremely powerful, such bots will be added soon, these bandits simply act as a torn in your foot, they will however be a great danger earlier on.
Currently they are set to not attack you at your town unless provoked.
- Fixed issue with boss summon locations.
- Werewolves from the Lycanthrope calamity can now ground vampires allowing them to even the playing field.
- Bandit Raiders are now heavily armored and take much less damage from ranged attacks.
- Fixed issues with regional price bonus for all items associated with it.
- Gatherer’s Post now auto loots herding products too, i.e. wool and meat, making heading a great deal easier.
- "Members Only" system added. This makes some new actions (Obviously no serious ones) require the entering of a command (This command can be found on the members only page at the official FOTN site)
Note: This version has no such new members only content as of yet, and it does not have a means to validate your membership in game as there is no need to, this will however be added in the next version.


Version 1.13
- Fixed issue with Currency items color code irregularities.
- Fixed typos. (E.g. Burning Soul, Plague Bearer, etc…)
- Bandit Raiders can now be healed at wells.
- Addition of “Contributors” list.
- Expansion of help guide.
- Wall protection bonus added (Stone walls now provide a defense bonus to nearby friendly units) Towns will now be even harder to siege.
- Limited construction of Thieves’ Guild to 1 for Bandit players.
- Fixed cost issue with Elite Swordsman.
- Reconstructed main towns in preparations for allegiance and vassalage systems.
- Added a further 15 names to the possible Barron/Viscount/etc… names list.
- Altered the name of AI bandits.
- Altered the team color of AI bandits.
- AI Bandit heroes no long invulnerable while tutorial is running.
- Guard posts at Mercenary Camp no long attack.
- Hp bonus from Enraged Beast's Symbol reduced to 450.
- Inspiration bonus from Ring of Dreams reduced to 400.
Note: Accessories still not limited. (May be limited to 2-3 in the future)
- Fixed camera reset issues related to dungeon death.
- Massage added for attempted mounted entry into dungeons.
- Improved proactive nature of bandit bots.
- Bandit bots no longer situate in unfavorable locations.


Version 1.14
- Fixed numerous typos.
- Fixed ramps all over the north.
- Map Expansion!!
- More town locations.
- More scenic locations.
- New dungeon locations prepared.
- New and unused Ancient Obelisks.
- Expansion of some of your old favorite town locations.
- A new lake among the new locations allowing an additional player to use lake fishing boats.
- Many locations were made in preparation for upcoming additions.
- More neutral towns.
- New dungeon cam, cam is now further away and on an angle.
- Bandit bots are more inclined to ignore northern part of the north.
- Werewolf defense type changed to increase difficulty of Lycanthrope calamity.
- Leader/Mother/Head/Great Werewolf health increased, retreat health cap increased, and is now immune to mass stun when health is low.
- Terrain of Amarti Mine Caverns expansion completed, it will not be accessible however in this version.
- Changed odds of animal spawns to maintain balance of hunting system.


Version 1.15
- Mac Compatibility! All issues related to Mac crashes have been fixed. (This has not been thoroughly tested, as that is the main reason for this release)
- Dungeon monster now only spawn upon entry, this will remove the lag they generated when not being used.
- Stronger creeps in dungeons will now drop a new Iron equips set. (Details on official site)
- Bandit AI issues from 1.14 have been fixed.
- Fixed oddities in new dungeon camera.
- More addition made in preparation for later additions.
- Several other technical issues were fixed.




Credits

Mr. Bob - Building Models
World of Warcraft - Icons
Ergius - Iron Ore Mine Model
Ergius - Silver Ore Mine Model
Ergius - Gold Ore Mine Model
HappyTauren - Grassie Model
olofmoleman - Peregrin Falcon Model
Skrik
Karland90



List of Beta testers

- Ben_dover
- Elite5150
- die_fuke477
- goblinlord21
- Nicholas2
- eadon






Much more information in-game. Read F9 details!
Contents

Founders of the North 1.15 (Map)

Reviews
18:56, 1st Aug 2010 ap0calypse: Approved 04:27, 10th Jan 2011 -Kobas-: Map status set to rejected (only way to close thread)! Comment
Level 3
Joined
Mar 3, 2010
Messages
45
Re: Stone wall aesthetics and suggestions.
Quote:
Originally Posted by The Pale King
Quote:
Originally Posted by Sifonseal
Quote:
Originally Posted by The Pale King
Hey man, you added stone walls before i could suggest them. Awesome :D

one minor caveat however, could you edit the hight of the wall slightly? in the editor its in the edit object properties, under the Z option, you could raise it about 50 points to make it look taller. (low stone walls? @_@')

Also are you planning to add some form of magic to the game? you could have it in the form of a Spell Tome. Just a though.

Keep it up.

-TPK
Funnily enough I just changed the height of the walls ^^
As for the magic, yea I should get to work on it after I get through this alchemy thing, which will be pretty interesting.
Also thx for the contributions, any other suggestions or bugs you find lets me know ^^
Necromancy perhaps? the south shall fall under the legion of skeletons! :D

Perhaps the stables could make a pack horse to carry more items, for those who take the merchant wife. or unlock special units depending on the marriage choice. like werewolves for the wolf spirit, or mercenary knights for the merchant, rangers for the shepherdess and wind mages for the bird spirit.
There’s already a pack mule at stables in current version.
Working on organizations/guilds you can form in the map that will change most of the non-player controlled aspects of the world at large. (This will include a dark cult you can form that will start to do dodgy rituals and whatnot when they grow; this is cause mass undead attacks etc…)
One of the cults will make the Werewolf calamity even harder to deal with. (This one is not released yet)
As for special unit based on you wife, the original idea was that you would get special unit when you chose to side with the church or the pagans (This would be effected by your wife since the two spirits are pagan wives and the other two are Christian wives), but now im not sure whether your wife choice should effect which side you pick.
(Each side will allow access to more buildings and access to the special units you can recruit both at your town and from the recruitment buildings, e.g. Templars won’t join pagans and witches wont help the church etc…)

BTW post these on the map so that it keeps that discussion going at a good pace ^^, will cause other to contribute more too ^^
Thx again for the feedbacks.

Alright peeps, lets make this map even more epic than it already is! :D
 
Level 7
Joined
Aug 14, 2009
Messages
121
Hey, when i start up SaW: Founders of the North. The cienmatic shows the terrain, but my computer screen shows its all white. Like no texture on all the terrain at all just plain white. Even after the cienmatic is over, its still white, the mini map i can see fine, plus my founder i can see his abilties and protrait.. But only the terrain is messed up, does anyone know what's wrong?

The problem is yours. Set all your video options to high, and it should work. The map has absolutely no problem.
 
Level 3
Joined
Mar 3, 2010
Messages
45
Could you increase the wives speed just a smidgen?

Just a few quick spelling errors,

- The Bake roast tool tip in the bakery shares the same tool tip as silver goods O:
- The hint that tells you about inventory's doesn't really make sense, atm I'm not sure how to better phrase it.
- When you win the fun fact quiz for lumber the spelling of thier should be their.

Other than that, nothing I could find.

-TPK
 
Level 7
Joined
Apr 16, 2008
Messages
303
I personally think theres should be a minor hunger system (an aging system would do well in a map like this too but... uh... the last game i saw having one got whined at and my friends dont play it because of it, and because the system wasnt worldwide, it was just on heroes, which sucked) But a hunger system would be nice, making farming and hunting a must-have even if you don't want it.
 
Level 8
Joined
Jun 25, 2010
Messages
126
Version 1.04!!

FOTN 1.04 is here!!
With various new additions, the most important of which is the long awaited alchemy!! Now just waiting to have it put up here by Domasi

Change log:
Version 1.04
-Added “Lycanthrope” calamity
-Fixed minor elements (e.g. Rotation on Wooden Walls and scaling on Stone Walls
Etc…)
-Added Hero Mounting system (Temporary, after this version you will have to do a quest to obtain the mounting skill for your founder.)
-Fixed even more typos…
-Expanded Help Guide
-Added the long awaited Alchemy system
-Added Gathering to accompany Alchemy
-Added a multitude of Herbs and Potions
-Improved the interactions of Travelers and Patrols (This will become more apparent with the additions of Guild Founding in the coming versions)
-Improved movement speed of all wives by 25%
-Bandits are now allowed to use Hunting Equipment and Fishing Equipment
-Added more new questions to the Fun Quiz
-Made the Immortal Covenant Calamity More Challenging
-Calamities are now started at new Overgrown Altar rather than by Talia (Awakenings still done by Talia)
-Calamities will cost a total of two Dark Age Literatures instead of one
-Bandits are now able to obtain Dark Age Literature from quiz


@Tha Flamestorm not sure about a hunger system, but I am adding a system to turn crops and meat obtained form herding or from hunting into additional food, this will be a temporary boost to your max food, to sustain it you will need to continue to grow crops or hunt, also adding hunter AIs for your units.
All this as well as Guild Founding and Town Management, the two big goals for the next release, both of which will be insanely fun additions.
 
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Level 2
Joined
Mar 1, 2010
Messages
17
This map is great but i think is like Farmer's Life but with much more things to do and "bosses" i didn't kill any bosses >.> but i awaked all of then.

Anyways, this has a great potential if this map wasn't a sort of "werewolf" map i would sugest you to put a save/load sistem and a sugestion put 1 or 2 more wifes cuz in a "full or almost full" game there is only 4 wifes.

Keep the good work.:thumbs_up:
 
Level 3
Joined
Jul 13, 2010
Messages
31
My Ratings Value:
5/5 for Perfect
4/5 for Really Good
3/5 for Good
2/5 for Fair
1/5 for Bad
0/5 for Horrible
For Overall Rating:
15 - 20 for Perfect
10 - 15 for Really Good
05 - 10 for Bad
00 - 05 for Horrble
Combat:4/5
Sounds/effects/skills:4/5
Terrain:4/5
Gameplay/Fun factor 4/5
Overall:16/20
 
Level 8
Joined
May 19, 2010
Messages
63
Very good map. :thumbs_up:
I have a couple of questions there, you can become a vampire or a werewolf?
I noticed a couple of bug, if you are a hero to the horse began to resurrect itself to demolish the buildings if for 1 second then you will have 2 hero, a farmer and a bandit.
Sorry translated via Google. I am from Russia. :cool:
 
Level 3
Joined
Jan 9, 2010
Messages
53
Love the map. When you become a New empire in the north Do you think you can beable to attack and take over towns? Cuase that would ROCK.
 
Level 8
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Jun 25, 2010
Messages
126
@KillerNick, At your request ill add one more wife, and possibly another soon.

@Vampir1991, Yea I’m working on a way to make your hero become a vampire/werewolf.
And thx for finding that bug, it was a really important one ^^

@nichawkins, Yea being able to take over the neutral towns will come with the Guild Founding Aspect, it will be another interesting system in FOTN.

Due to the bug found by Vampir1991 ill release another version later today, if someone wants to make comments on the alchemy before then id appreciate it.
 
Level 1
Joined
Jul 2, 2010
Messages
4
Found two bugs with the mouting system :
When you mount ( use the spell on a horse ) all the stackables items ( i tested with hides ) is reset to 1, even if you had 3 before.
When you want to Converse with a villager, they run but say nothing.

For the alchemy system, i really liked it. But the gathering is well to repeatively...
 
Level 8
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Jun 25, 2010
Messages
126
Emergency Release

Change log:
Version 1.05
-Mounted Founder bugs all fixed up, e.g. mounted founder does not lose charges on item when mounted, can carry Trade Goods, does not allow you to access both Bandit and non-bandit tech trees, you can now converse while mounted, items are no longer lost while mounting etc…
-Added Basics of the town management system, not the entire system just some of the basic interaction with non-player controlled towns.
(Town Management can be controlled at Town Tower, But will need Town Centre to gain any profit)
-Added Trade Income for Town Centre, these include new Caravans for Bandits to raid, the location from which these caravans will spawn can be changed at the Town Tower.
-Added extra cut scenes to add to the atmosphere of the game.
-Only heroes can now use Gathering Equipment

This was a quick and small release to fix the masses of unforeseen bugs in the 1.04 release, sorry for the trouble.
To be honest, there are some new additions in the new Town Management System that have yet to be tested online too, if it causes another failed release, ill release the next one tomorrow.

As always; just w8ing on our good friend Domasi to update it here.




@Tradesend
Yea gathering can become repetitive, for now you will have to make do with it though, once I work in Guild Founding you will be able to found an alchemy based guild and be able to receive Herbs from the guild.
Gathering isn’t so annoying is you do it from time to time and keep a pack mule to take care of the items, or simply make your wife camp at a good spot and spam gather as you do your other tasks.
 
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Level 3
Joined
Mar 3, 2010
Messages
45
Heh, this map reminds me more and more of harvest moon, albeit with violence and vampirism. :D

- Found three minor spelling errors, the infamous thier again, in the hint about markets, "as well" and "their."

- The other is in the tool-tip for trade good: furs, another "thier" :D

That's all for now, I'll post some ideas next time.

-TPK
 
Level 8
Joined
Jun 25, 2010
Messages
126
I’ve noticed that some people cant hack long peaceful full house games because of lag, I was wondering if this is a big enough problem to tend to seriously.
Although there is already a command (-lag) in the map that people don’t seem to notice that kills many of the aesthetic features of the map and lowers lag.

@Pale King, thx again ill fix those up in a sec

@Tradesend, I’m not sure how but I completely over looked one of your early comments, the one suggesting an RP mode etc, rest assured ill get onto most things mentioned there, since some of them have already been added and most of the rest was already in my plan ^^, keep up the input though guys its really speeding things along.

Also glad to see this version didn’t leave any bugs left over from... 1.04... The failed release...
 
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CyberDuelX16

C

CyberDuelX16

Lol, Interesting. Wouldn't "Trading" sound better?
 
Level 8
Joined
Jun 25, 2010
Messages
126
lol nice new pic in description Domasi
Btw the next version wont have too many massive new additions as ill be spending most my time fixing all leaks in the entirety of this massive map... its more work than it sounds, and it sounds like a lot of work…
Progress 80% of leaks taken care of, lag on its last legs
...
Progress 95%, lag reduced to a crawl, whimpering in a corner…
 
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Level 8
Joined
Jun 25, 2010
Messages
126
I don’t recall uploading this one.... weird... don’t tell me it got hacked... downloading the one from epicwar

....

Checked:

I certainly didn’t upload this, but it seems to have a larger file size than the last one I did upload… which means it been altered. (An extra 200kb or so)
Either way I was under the impression that it was impossible to fully deprotect a map.
I suppose it could have been a version I leaked when testing, forgetting to protect first, but I doubt it.
Sadly for whoever did hack it, the map in that state is massively bugged (All of which I have now fixed)
 
Level 5
Joined
Jan 23, 2009
Messages
184
Hmmm... maybe you should add bandits that walks around and sometimes kills villagers out from the dark and sometimes a raid of bandits trying to take down towns including your town? Great game!
 
Level 3
Joined
Jul 19, 2010
Messages
40
I think you should add island with a bit more tropical climat in the south west corner of the map with new city and 1-2 places for base. Of course you would need to delete some land from bridge(near waterfall) to castle. Ships will become finally usefull and we will see naval battles between players.

Additional Ideas:
*Add Ships traveling between ports, similar to travelers and caravanas(give gold bandits)
*New Building for bandits "Pirate Bay" with new pirate units and ships
*New Wife-Voodo(A disable/criple spell based hero, using spell like slow,curse,sleep etc.)
*New Exotic fruits and vegetables (bananas,kiwis etc. . .)
*New Place for boss
*New Calamity "Revenge from the Depths" including ghost ship boss and ghost pirates invading shores at night until boss die
 
Level 8
Joined
Jun 25, 2010
Messages
126
Like CyberDuel says it actually not that hard to add such a feature, although doing it properly might be a bit of work.
Regardless I figured that bandits that attack you towns was the part of bandit players, but I guess ill add AI bandits who do the same thing.


After that hacked release I decided I would make even a small site for the official releases of FOTN. (The link is in my signature below) However the site simply links back here for the latest downloads, as I would like to keep this discussion going for the development of the map.
Also if I could get some feed back on the site design, that would be great. (Keep in mind that it is still a work in progress)

Btw thx again Domasi for finding that image.

Edit: Actually could you mail me the original image without the text, I am considering using it for the loading screen image of the next version since it’s simple but very powerful, unless you think the current one is better.
 
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Level 1
Joined
Oct 18, 2008
Messages
5
SUGGESTIONS

Well...I guess you should add some Normal weapons for your
hero not just like the Blood vengeance so yeah i guess you should
add some race like the other guy said also if possible also add some
classes for you hero like Warrior or archer so.....we have something that can
counter the bandits so if your town was destroyed and you got resources and your blacksmith left you can get weapon for you to able to revenge for them sooooo thats it. 10/10 :xxd::thumbs_up::fp::infl_thumbs_up::infl_thumbs_up
 
Level 7
Joined
Aug 14, 2009
Messages
121
Like CyberDuel says it actually not that hard to add such a feature, although doing it properly might be a bit of work.
Regardless I figured that bandits that attack you towns was the part of bandit players, but I guess ill add AI bandits who do the same thing.


After that hacked release I decided I would make even a small site for the official releases of FOTN. (The link is in my signature below) However the site simply links back here for the latest downloads, as I would like to keep this discussion going for the development of the map.
Also if I could get some feed back on the site design, that would be great. (Keep in mind that it is still a work in progress)

Btw thx again Domasi for finding that image.

Edit: Actually could you mail me the original image without the text, I am considering using it for the loading screen image of the next version since it’s simple but very powerful, unless you think the current one is better.

Aww damn... Actually I didn't find THAT image itself. The original, which I cutted and merged, was different. However, stupid me, I saved only this one with the text :(.

Later Edit:
Of course I could remake the image from the original, but it won't be exactly the same. If you want me to remake it, tell me.
 
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Level 8
Joined
Jun 25, 2010
Messages
126
Ah damn… shame. That image was a very nice piece of work.
Although this could also be a good thing, since you made that image and it would be another means to preserve the authenticity of the releases as only you and I would have access to the original image.
It would be great if you could recreate the image or something similar since I really took a liking to it, but don’t feel you have to.
(If you do actually remake the image, it would probably be better if it was emailed rather than poste. Use the email in FOTN)
 
Level 8
Joined
Jun 25, 2010
Messages
126
Its brilliant, nice work again on the image Domasi, ill work this little piece of art into the next version, I might as well release it once I am done.
Sadly like I mentioned before the new version lack too much new content but it is a very important one as it is the first leak free version to be released and will allow the map to run much smoother.



Edit:

New version 1.06 is up.
Like I said though it lack new content but is a very important release, enjoy.

Change log:
Version 1.06
-Swordsmen, Archers, Axemen, and Stone Walls now enabled after Town Tower not Castle.
-Halved the frequency of all non-player influenced trade caravans.
-Doubled the Bandit profit from all caravans
-All leaks in script fixed, should combat the lag some people experience very well
-Increased preloaded content to further minimize initial lag
-Made some items that didn’t stack before stack
-Grapevines and Apple Trees added as special items at caravans
-New loading Screen image
-And as always typos etc...
 
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Level 3
Joined
Jul 19, 2010
Messages
40
Great, finally crops that you dont have to plant over and over, gj :]

Bug: Werewolf drop Whitefang's White Fang.
 
Level 7
Joined
Aug 14, 2009
Messages
121
Talking about terrain, you could smooth the cliff ramps a bit. Many of them looks really bad on the edges.

And meatfactory, I don't know why you dislike the loading screen but i think it's very good, so as the many people that will play the map...
 
Level 3
Joined
Jul 19, 2010
Messages
40
isn't he speaking about ver 1.0-1.5 loading screen?

New one fit game.

- - - - - - - - - - -
Edit
- - - - - - - - - - -
Bugs:
*Sometimes plague healing elixir dont heal plague, i noticed that after bying 25 elixirs and using few of them, then rest stop working.
*Every time when werewolf is 50% hp he use windwalk since he have imba hp regen he is almost unkillable.
*When werewolf die minions still spawn every night - curse is not ended.
*Werewolf drop White'sFang White Fang. . . . . .
 
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Level 1
Joined
Jul 2, 2010
Messages
4
I have some suggestions... Be ready ^^ :

:fp: With stones ( can be found by the gathering suit, but can't be a part of alchemy, and found, more in the iron mine, but a few less chance to the others mines ( silver/sulfur ) ), we could... Paves roads !
The roads upgrade the move speed of, like, 5~10% ? And defense of 1 ( stability while fighting... ).
We could need like 3 stones and an special paving equipement, to pave a tileset ( it's an e.g ^^ )

:fp: With my previous ideas ( finds gem and all in the mines, and now, by gathering near a mine/stone area ), we could make some magics rings, weapons, armors and all. Or simply enchant them when they are made. With some special potions from the alchemy, if you want ^^
You could even add a enhancer/MagicBlacksmiths guild ;)

:fp: I think you should make the map bigger and larger... With somes bases, mines, etc...
:fp: And do some more sea areas... The naval dimension is a few lessfull, except for the peerl reef we can divide. More, you could make some rivers, all connected and dividing the land ( or island ), but the lands is linked by some bridges. And, at these bridges, you could do something to make the ships pass throught.

:fp: A new job : The Calligraphy !
With some papers ( new item buyable in the caravans, and maybe could be trade for dark age litterature ? ).
With theses, and some flowers ( for the ink ), depends on the flower ( and we could mix ? ), you can have diferent scroll for different uses : 'Summon' gold, Materials, some damaging/buffing/healing/defending/.... magics...
With maybe a new guild, the Writers ?

I think it's all for now ;)
And, good job for the map ! I will maybe host it tomorrow, if i don't forgot ^^
 
Level 7
Joined
Apr 16, 2008
Messages
303
I want to report something (not a bug Just doesnt work period) the calamaties, the book is nonexistant (nobody has ever found it via event or any other thing) please.. add the second book requirement ( iwant to own people with plague and only one able to repair it :D)
 
Level 8
Joined
Jun 25, 2010
Messages
126
@The Flamestorm
The second book can be obtained by deciphering Dark Age literature at the same place you now start calamities.

@Domasi
Actually I was planning on reworking the entire map with a better terrain; this would actually be less work and more fun than some of the last patches. (Especially the last one)
Although ill only go about doing this if I can confirm something first.

@Tradesend
Seriously, nice suggestions, I don’t see why any of them should be left out (Except for stone which is going to be an “Import only” good that you can import using the “Town management” system and will be used for building later structures for both bandits and founder tech trees)
And yea the value of naval units is a fairly lacking, especially considering their food costs.

Also ill fix the color of the text on the loading screen; I didn’t notice how annoying it was to read yellow on yellow.
Keep the great feedback coming.
 
Level 27
Joined
Jul 6, 2008
Messages
11,325
Okay, now I have time to give all the ideas I brainstomed while playing your map. Somebody might already have said one of these, I haven't checked all the comments.

Wives: why only four? Shouldn't there be enough for every player? I actually tough about few of them:
-Adventuress. A young woman that came from far away lands in search of adventures. The only wife capable of fighting, good damage but quite a low hp. Only one special ability - the insired strike or whatever, just like the one founder has. Since she came from far away lands, she may be found near the docks or whatever.
-Witches aperientice. I young woman that worked for the with earlier. Knows about the witch potions and other magical stuff. Can cure your unit's wounds with magical potion or curse (weaken) enemy units.
-Forester's (Or whatever) daughter. She spent lots of years in the forest with her father and knows all about the nature. May lure bunnies and deers with one ability or ping all the animals in the region with another. As you see, this wife is amaisingly good for a hunter, because she helps you track all the animals and then lure them.
-Magican. A very exotical woman from far away lands, she was performing tricks in a traveling circus. has an ability to create an illusion of a target unit and can blink, stuning all the enemies around her.

Other suggestions:
-Old wise men. In every town, near to the tavern or inn there are old wise men that know lots of things and may tell them to you. You can "buy" and advice from them, and they'll tell it to you. The advice's price depends from it, like some advice how to make a pie or something may be very cheap, while other ones with bigger usefulness are more expenive. In every town there is a different old man with different advices. Like south one gives more basic adives that are cheaper but more useful for newbies and more for those who still don't have a town. They mnay give not only the adive, but also ping some of the units or locations. You can give some of the foutain's ping items to the old man. Oh, and turn that merchant's guild/market/town's center/inn ping item one item that would ping the location of the town.

-I was quite disappoint calamities don't really effect the founders, like i summoned the vampired and werewolves just so they would make my character a werewolf/vampire. You know, like if you die from these calamities you could instead of turning into bandit turn into werewolf/vampire? That would be quite an intresting twist. These characters would have even less building possibilities than bandits but would be powerful loners that would have som intresting stuff too, like vampire could create a whole vampire clan or whatever. Then you would have to make army by infecting people at night and then upgrading them into more powerful units instead of just training.

-Enginner could be renamed to architect. talking about architecture, that town center or whatever doesn't have the turn around ability. Oh, one more bug with buildings, bandits can't build gates (?!) and have the same endgame research (?!).

-Couriers. When your architect (fine, engineer) builds a special house (Courier hut or whatever, maybe just Warehouse), all your buildings that produce items in their inventory or upgrade them like shall we say mine of bakery get an ability to call couriers. You select the ability and click on other building of your's. If the target building has an inventory, the courier unit appears next to caster building, picks all his items and ut thems to target building. The problem is that couriers are very vulnearable, making them safe to use only in town, and ability recharge takes some time.

-Town market. You can build a market in your own town. It can buy items just like all other markets, but the buying price is much lower than in the bigger town ones.


That's all ideas for now, I had more but forgot them, maybe I'll remember them later.
 
Level 7
Joined
Aug 14, 2009
Messages
121
About the wives I don't think that should be a wife for every player; this way the first players who will hurry will take them. Instead I think that it should be a chance (of 50% let's say) that the wife will accept marrying you (maybe you like her but she doesn't like you, lol)
 
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