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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 8
Joined
Jun 25, 2010
Messages
126
Hold on the more you bought the cheaper it got?

Edit:
Ill look over the trade script again in a bit, I just want to make sure what issues you are trying to show me here. (I know that sounds condescending I didn’t mean it to)
 
Level 2
Joined
Apr 15, 2009
Messages
25
Im not sure myself, I assume there is some independent trigger changing the prices aswell. I can't really tell much from playing, there are too many variables.
 
Level 2
Joined
May 16, 2010
Messages
21
@thorhunter
Merchantry system is just fine the way it is, even though they are minor bugs with prices like you said and explained in screenshots buut why are you using Tier's 2 & 3 for demonstration since people at start don't even have money to buy Tier 3 item :confused:

I, myself am a good merchant ingame and I didn't experience any problems (except when my competitative players drop prices without my notice)...But I've also seen through few price buy / sell bugs...but they are minor, though it would help starting players if that bug was removed :slp:

And just for the notice about forum @thorhunter, when forum page reaches some ammount
it automaticlly creates another "blank" page in the number sequence (which can't be accesed yet)
Which means that if people post more in that specific thread (like this one) some of posts will
be re-posted into new page, but only when thread page (like this one number 20) gets full of posts,
then other posts go to page 21, Hope that helped :wink:

@Sifonseal
Always glad to be of service if needed, and when Forum's come on Main FotN page I'll be glad to post some guide's for starters / tips / secrets (when I find them !! ) :infl_thumbs_up:
 
Level 2
Joined
Aug 17, 2008
Messages
15
@Sifonseal
Always glad to be of service if needed, and when Forum's come on Main FotN page I'll be glad to post some guide's for starters / tips / secrets (when I find them !! ) :infl_thumbs_up:

Hahah! I think we'll definitely see a quiz guide. :thumbs_up: (Meaning I'd make one.)


@Sifonseal
What do you mean by contextual?

Edit: (Eve) Fleur Bolan [aka Fruhl von Jieterzentel Boland]
bolan2.jpg
bolan3.jpg
bolan4.jpg
bolan5.jpg
bolan6.jpg


Edit: Holo
holo13.jpg


But you know... Something is definitely wrong with the merchantry system. I was skipping along happily to a market with like a dozen alchemical products with eyes resembling money $.$ but... I sold them and I didn't get any money... I was so pissed... Was that sulfur mine I made a waste of time!? :cry: And then I had a lot of wool from breeding sheep and I decided to sell them. I had like 50 or so (was planning on making armor at first). With my face full of glee, I sold them to the nearby market and I was once again flabbergasted. I LOST money... So I checked the market price and saw that the wool value was in the negatives. O_O

P.S. - Please add optional game modes (i.e. "-nc" for No Calamities. [Because I hate calamities]).
 
Last edited:
Level 2
Joined
Apr 15, 2009
Messages
25
Merchantry system is just fine the way it is, even though they are minor bugs with prices like you said and explained in screenshots buut why are you using Tier's 2 & 3 for demonstration since people at start don't even have money to buy Tier 3 item
These were 2 random picked items. And if they didn't work as expected then most, if not all, trade goods don't work as intented.

And though some minor bugs won't disable you from getting money, they are surely influence competitive playing by adding 'random' factor. I found it midly frustrating, since usually when I sell a bulk, the floating text displays greater value than my gold after the trade.

Oh, and thanks for explaination with pages thingy.
 
Level 2
Joined
May 16, 2010
Messages
21
@abc1337
Actually I already made it saved it when I started map into Notepad for
my own purpose of anwsering questions ingame :hohum:

Sooo....I can just post it with copy-paste or sent it to you if you want it,
really no problem with me in either way :razz:

@thorhunter
No problem like usual
 
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@Blazer_Knight

Actually... I just completed mine. :hohum:


---
Reply to P.S. on post below: USEast/Azeroth
 
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I can't wait to see the new version :).

And the Quiz needs more answers, it took 1 game for me to learn it and now it's a competition "who types faster". Btw it adds to the game because it's some action you might enjoy when you're doing something tedious, and it's fun.
 
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Oh! Oh! Add some questions about the potions from alchemy.

P.S. - Game still desyncs at the beginning of the game sometimes.
 
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About the plague, it would be a great help to be able to complete a quest or a take an action to become "The Purger of the Land" or something like that. Then one's archers can autoattack travellers and other units in the same way as bandits. Currently the only theory I have on defeating the plague involves hiring a bandit player to build towers everywhere (and declaring yourself ruler to get rid of infected leaver bandits).
 
Level 8
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Ill respond to previous post in a bit, for now here is the change log for 1.11

Change log:
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


Ill release it in just a bit
If someone can tell me something that needs to be added before I upload it; that would be great.

Like I’ve said before there is a lot of incomplete additions in this version and there will continue to be such additions while Guilds and associated events are slowly phased into the FOTN gameplay.
 
Level 12
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Sifon, can you please PM me the map quickly before it's released, so I can try it singleplayer and confirm the texture bug is fixed? I doubt it's something you could have tested as it only happens on Linux (my bug at least).
 
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Whatever happened to the secret item shop behind the western town appearing at night? Or the hiring of units when the mercenary army has camped in the north? All these hints are misleading. :/
 
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Good point, they are pushed to 1st priority since both can be added fast, sadly I’m a bit tight on time, ill have to throw it at 1.12 which should be out in a few days, I guess the above is 1.11 for now

Edit: Btw Awesome new icons, thx definately using them ^^




Edit II: Ok just waiting for Domasi to upload it.
 
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Why does Domasi have to upload it? I understand he's the one that maintains the page, but why not you? I bet a mod could get you to be the maintainer.
 
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Sifonseal, it's awesome that you finally have it, I was waiting for ANY update, and this one seems interesting and promising.

But allow me to tell you, it's "faction", not "fraction". I've made the same error before (because in russian "factions" are "fractions"). Just a tip if you decide to use this word in the map, to avoid typos :).
 
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Ok i read through every single comment today and I have been eagerly awaiting to play this game, but just as my luck would have it, every time i start game, whether i wait before after the cinematics play or even 10 minutes into game, when i select my hero wc3 crashes on me. So this will be easier for you, I am on a Mac and a relatively old one at that. Mac OS X upgraded to 10.5.8 capabilities. I downloaded from here and this occurs both on battle.net and single player. I am using the newest V 1.10B. Hopefully you will fix this or have a way for me to fix this, thank you.
 
Level 12
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No, Haxel.
Okay, 1.11 is up!

I'll get right on testing the fog/texture bug fix as soon as I wrap up this two hour game of Troll vs Elves. Lol.

EDIT: Uhm...
[broke="Now that it works, I can finally see! There's too much to do! D:"]I have a problem...[/broke]
 
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Level 2
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Can you save/load? (i didnt bother read all 11 pages if someone asked already)

Due to the current gameplay of the map, it would be a terrible system to add.

Maybe a stats system could be added once important things are done, but loading high level founders into the game decked out with boss drops wouldn't be fair to new players who try to become the Lord of the North.

Edit-v
The stats system could just be for bragging rights, something that tracks amount of gold accumulated, boss kills, calamities survived, victories, and # of wives(lol).

2nd edit changed to wording so it made it seem a suggestion rather then an decisive answer.
 
Level 8
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The load system will only load your founders equips (Artifacts not included), extremely good equips will be placed in a box until a certain time, founders level will not be loaded and also your relationship (Not added yet) with npcs and wives will also be loaded, I’ve mentioned this before but that would have been a long way back.
Don’t worry I wont screw anything up ^^ …yet…
 
Level 2
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Woa nice things in new Change-log about festival and guilds, would be great to play when those are finally done

Buuut....you forgot to remove " Advneturer's Platemail " and " Adventurer's Hidemail " which are just outside start city :razz:

And I agree with @ChewToy44 save / load system for this type of map is just unecesery :slp:
 
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Blazer, yeah, I found those. Thought they may be a random spawn? But according to you, they aren't. Those were probably left over from testing. =p Be sure to remove them!

Also, the tooltip for the Engineer to build an Inn/Brewery is the exact same as the one for the Tanner. Oh, and with the two armors, Hidemail doesn't have a model that appears on a unit. Don't know if that's intentional or not.
 
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@Sifonseal
Its fine by me and it can be fixed whenever you feel like it, I mean they aren't
bugged nor anything soo we can consider those items like
" Who is faster gets it " :wink:
So no really big deal abut those items when you can just destroy them or sell them...

Load sysem for basic items is good imo, BUT if that included lvl's would be fucked up a bit and totaly unbalanced,
like always there will be people who will just go around with loaded lvl +10 Founder and kill everyone around for fun
until other people leave :hohum:

Guild system (what you did so far) is amazing and I can understand why it was hard to make with all positioning, balancing and scripitng...:bored:
 
Level 12
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Oh, some more... Complaints? I dunno.

Horses (pack) and buildings cannot carry multiple weapons, which makes it hard when selling weapons to the market.
 
Level 12
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Will save/load load your lvl and horse?

It's said on this page that it won't. It will load relationships and some minor equipment. Otherwise it would be unfair because this game has a major pvp part.

Also, the tooltip for the Engineer to build an Inn/Brewery is the exact same as the one for the Tanner.
Yeah, it was mentioned a few times but it looks like the author simply forgot about it. It's a minor issue so it's easy to overlook it.

Sifonseal: I am really glad to hear about the relationships with wives/towns idea. It should add a character to the locations and more options for a gameplay style. Just don't forget not to name them "fractions" :). I see you make this mistake often so I thought that it's a good idea to remind you. Sorry if I sound annoying, I don't mean to.
 
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The load system will only load your founders equips (Artifacts not included), extremely good equips will be placed in a box until a certain time, founders level will not be loaded and also your relationship (Not added yet) with npcs and wives will also be loaded, I’ve mentioned this before but that would have been a long way back.
Don’t worry I wont screw anything up ^^ …yet…

Darn... there goes my Relentless Burning Soul.

P.S. - I'd appreciate if you give credit if you plan on using my icons. :D

P.S. - Please add optional game modes (i.e. "-nc" for No Calamities. [Because I hate calamities]).

Oh and please change bandit's gate building requirement. It's still at farmhouse so a bandit can't build a gate.
...
 
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Level 1
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Jul 31, 2010
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9
im not sure if this needs to be fixed but a couple of games ago i was using my trade rep and it was till grace period and pissed someone off when i beat them to the market and bought all the goods making the prices higher for them. no prob, until he killed my trade rep getting 3/4 of my gold 8 minutes in game which was about 6k. im REALLY pissed so i rage and try to kill him......but the game kills me for trying to kill him and i lose the rest of my gold and the couple of trade goods i had. this seems to be a limited scenario but it doe annoy me that ppl can kill units of mine during grace period and and i cant try retaliating or risk losing all my gold.

Edit; have you posted the updates to makemehost.com or should i? and when will 1.11b be ready?
 
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im not sure if this needs to be fixed but a couple of games ago i was using my trade rep and it was till grace period and pissed someone off when i beat them to the market and bought all the goods making the prices higher for them. no prob, until he killed my trade rep getting 3/4 of my gold 8 minutes in game which was about 6k. im REALLY pissed so i rage and try to kill him......but the game kills me for trying to kill him and i lose the rest of my gold and the couple of trade goods i had. this seems to be a limited scenario but it doe annoy me that ppl can kill units of mine during grace period and and i cant try retaliating or risk losing all my gold.

Hm, so basically, Grace Period should apply to ALL player units.


Edit- Here's an idea. If a player attack any of the other players units they get restarted as though they attacked another founder. If they use a unit to attack another players unit, the unit they used dies.
 
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This is a very militaristic post.
-heroes should get an inspiration ability such as rally after killing or having his men kill X# of men
-catapults should be able to spread the plague if calamity has already happened(cats could have a slot for plague essences to be placed in)
-troops should suffer from leaderlessness when the founder is not nearby is they have been left alone for a long time; this can be used in such a way as the compainioship does where troops burn mana and will eventually suffer neg buffer or something when mana reachs 0 (or troops could desert and go rogue) this can be fixed with an officer/commander unit (theres many ways this can be rewritten, no leadership or lack of supplies)

the main issue i forsee with units going rogue is trying to decide if they go hostile or nuetral till founder converses with them.
 
Level 7
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869
Guys as i havent played more than 1 time, can you explain what is this plague?Also, those lands on the right top corner to the bottom right corner are for secrets?
 
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Guys as i havent played more than 1 time, can you explain what is this plague?Also, those lands on the right top corner to the bottom right corner are for secrets?

The plague is a calamity that can be started by players using 2 of the books you get from the questions. You can buy plague cure potions in the mid-right area of the map, at the witch place. You can end the plague by either killing everything or curing everything.

The right side of the map is where the dungeons are located(where the entrances teleport you to), simply put, its for underground sections of the map.
 
Level 7
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Thanks for plague.But isnt in right side and a forest?Dont you get there by the strange tree near Werewolf ancient obelisk?
 
Level 12
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No, there's a fairly moderate town that has a direct trade link to the one you spawn in (south). If you keep taking that road past the moderate town you'll come to another small town with just a guild house in it. There's a small cliff in front of the town, and if you go up the ramp, there's a witch place that sells the potions.
 
Level 8
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126
@Thorhunter
Sorry but can I address the trade issue when I find a little more time, right now I just want to clear up some of these small things before they pile up



@Deon
Sure more questions for the quiz can be worked into 1.12 real fast



@abc1337
(Alchemy 1.01)
Alchemy questions are definitely needed
Btw I look forward to your guides on the FOTN official site ^^

(Shop and troops)
The secret shop might be delayed but I’m currently working on adding at least one special unit (Probably not the best to be available) to each location.

(Relentless Burning Soul)
Like the Relentless Burning soul eh? Well you’ll like it more once I add special effects to each of the unsealed artifacts.

(Bandit Gate)
Ah right, people keep reminding me about this and I keep forgetting



@Blazer_Knight
Thx for answering other questions as usual, and I look forward to your guides as well ^^
Also thx for understanding the difficulty of this guilds thing ^^



@keaponlaffin
Yes the issues of removing plague can be very taxing, Ill have to devise a way to make it easier (Obviously ill need to get to that aoe plague cure too)



@Hero_Lief
(Waiting… Waiting…)
Yes you right, it would be easier if we could get some sort of co-control thing going so I can upload it here easier, but Domasi has been a great help so far.

(You call this a tannery?)
Ah thx for finding this typo, I think someone else mentioned it too before, my bad.



@Deon
lol thx, and no its not annoying, its very much appreciated ^^
Also sorry I forgot to change the tannery thing, slipped my mind, there lots to do, reminders are always great never annoying ^^


@Bamsestryparn
Glad to hear you like FOTN, keep up that hosting ^^



@Darkmuch
(You can’t do that!!)
Yes ill see what I can do about the Grace Period enforcement, many people have had similar issues with it.
(Strategic Logistics)
These are great ideas, I’d love to expand on them, but like I said above, just clearing the easy ones with this post.



@Panderen_God
I know this has been explain (Thx btw Chewtoy) but here is another quick summary.

Plague is a calamity
Calamities are events begun by players for fun, usually in a co-op game
They are started at the Over Grown Altar west of the Northern Town using two Dark Age Literatures obtained through the quiz.

Along the right side of the map are special areas, such as dungeons, they are entered from various locations around the map.
Everwood Depths is the one you refered to which is enterable at night by your hero (When dismounted only)
These dungeons are a place to test your hero’s might as well as obtain special equipment for your hero. Like with calamities they can be very hard to solo and you will need someone to accompany you, especially if you intend to venture deep into the dungeons.

And yea the Plague cure potions can be found where the above posts mentioned.

Actually that’s another great idea for a guide; someone could make guides for effective runs of both Everwood Depths and Amarti Mine Caverns, both for low level bands, high level bands and high level soloers.
(Although the Caverns are pretty straight forward once you have the key, it’s just the matter of brute force and ghost killing, and some bread never hurt)



If any post was missed, sorry about that, please repost ^^
I won’t be reading back through these pages except for post concerning the trade issue and Darkmuch’s expansion to the strategic military play (Which is really something I want to instill further into FOTN)
 
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Level 2
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Aug 17, 2008
Messages
15
*Raises hand* I has a question!
smileyawesome.png
Where does one get grape seeds or apple seeds? I can't find them but they must exist because I've seen ppl. with grape vines and there's a brewery for it.

Edit: Nevermind I found them...
 
Level 2
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Aug 17, 2010
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29
Got question.What s the adventurer?

This isn't too clear, so I'll assume your refering to the Adventurer Guilds? If you read the tooltip of the paper on the building, it gives a description. Basically, it allows for people who don't yet have towns to participate in the guild.


Someone else explain it if theres more to it, I don't know if how much has been implemented in 1.11 since I havent seen it hosted yet.
 
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Adventurer's Guild

The Adventurer's Guild is a gathering place for those who roam the north in search of adventure; the guild supplies these individuals with various equipment and supplies. The main role of the Adventurer's Guild however is to act as a mediator between those who are seeking work and those who need work done, the guild get countless request from various people... Various people in the north often need a hand with task menial and dire, they bring their requests to the Adventurer's Guild. You can aid people with these tasks as long as you are not a ruler of a Town (if you have no Town Tower). Completing these tasks will grant you rewards of varied value. [COMING SOON -DUN DUN DUUU~N-]

P.S. - The Overgrown Altar's description item has been replaced with the Town Info item...
 
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