• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

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 1
Joined
Aug 12, 2010
Messages
4
great map,but i have some suggestions:
1.the hitpoints of the gate are really low...you should make some upgrades(like those for the walls).
2.some mines would be cool..you plant the mines,and after some seconds they cloak(like the thief) and they can only be seen by some special unit(or maybe the torch)
3.the thief should be able to create some building,where players go and hire assassins.(the money go to the thief)
4.another building,in which(for very high prices) the players can cast some bad things at enemies(some other poster said something about that)
This will solve the money problem at the thief(it is hard to create a good base),especially if a player allies with a thief,and he build those buildings inside his base...
Oh,and the plague cure should be made from something like 50 plague essence,and 1 plague cure..and make immunity(if you use plague cure on someone,he can't get sick anymore)
Tell me what do you think!
 
Last edited:
Level 7
Joined
Apr 16, 2008
Messages
303
@ above,
Mines totaly go out of the time zone of this game man, this isnt warcraft and theres hardly even any form of explosives, so how would they make mines hrm?
 
Level 8
Joined
Jun 25, 2010
Messages
126
Alright I’ve finished up work on the FOTN official forum (Yes I am well aware its is not up yet), although I’d very much like to keep this one going as fast as it is, the official forum will allow people to discuss issues/ideas further before they are over shadowed by another issue/idea as is often the case here.

Thing is I need a few moderators, and where better to find them than here ^^

So who’s up for it?
Just tell me the name of your account on the FOTN official site.
Obviously I’d rather it be people who have contributed something here, so I know that they are actually info FOTN and not just some randoms.

@thorhunter
I looked into the trade thing and I see what has been perceived as an issue.
While it is incorrect calculation it was done deliberately, ill explain soon, sorry I’ve been busy.
 
Level 12
Joined
Apr 18, 2007
Messages
1,130
Well, to tell you the truth I'd love to, lol. I'd have to create an account on your site, but I could. Also... Another bug report. Sometimes hunting spears aren't removed from a player, specifically if they pick up an artifact while mounted. Also, some suggestions. I know you've been thinking about an AoE cure to the plague, but how about another 'cure' as well? You could make potions (with the building) and one of them could be a permanent plague cure. It only makes the target invulnerable to it, but it would be nonetheless. It could be like a buff that gets applied, but permanently. Of course, it'd be VERY expensive to make. It also wouldn't work if you have the plague; you need to cure beforehand.
 
Level 8
Joined
Jun 25, 2010
Messages
126
Bandit Bot!!

@Hero_Lief
(The Mods of the North)
I’d love to have you on the moderator team.

(“Leave, and never come back!”)
Yes a permanent plague cure is a much needed item

(Exactly how to I get rid of this spear?)
I have no idea what causes this… it weird frankly.
lol, as a typed the above I figured out a solution to this, ill get right on it.





Announcement:
An awesome new addition to FOTN will be added in 1.12, sadly it’s not Guilds but it is a very important part of the guilds concept and extensions of it, this new addition is… bots!!
That’s right, there is now a bandit bot that works great, it attacks villages, towns and travelers, and once you are a town your self, they will certainly target you!!
Over all this first bandit bot is made at an easy difficulty, it will also replace any bandit players that leave later in the game for whatever reason.
I’ve got a replay below from one of the test runs (With full commentary ^^) on an earlier version of the bot.
Note the replay just shows the general nature of the bots, nothing more, also I attack them at some point…

With this more bots will come very soon, i.e. NPC faction bots!!
 

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Level 5
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Nov 2, 2009
Messages
114
Usually, maps like these are boring when you build or hunt, but in this one, it isn`t.
Nice custom buildings, unique ideas, very reallistic, wonderful terrain, everything is excellent. 5/5.

My suggestion would be another way to get Dark Age linguistics, more unique soldiers or even jobs, and better environments for bosses. I didn`t find any bugs except some typos.

I would also like to be a moderator in your site, I log in 3 times a day and I am active and will contribute as much as possible to it. My nickname is FibSaSk if you are interested in making me a mod.

P.S. Please keep up the great work on the map, I would like to see it playing 24/7 in custom map rooms/channels. I can also help you a bit on it, I have some experiences with World editor.


EDIT: About the mod thingy, I know I haven`t contributed to this site, but I have experience with forums.
 
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Level 7
Joined
Jan 17, 2010
Messages
869
Man, werewolf dropping White Fang's white fang is stupid idea.We better find something else, like Werewolf's Teeth or Werewolf's Mane.Btw, does any boss drop any armor?And how each time i summon Okkun i never find Burning Soul expect if i wait a bit and then break the chest?
 
Level 12
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Apr 18, 2007
Messages
1,130
Yeah, the white fang really needs to be changed. Also, you need to be able to hit ESC during the tutorial to end it. Sometimes I forget to say -skip, and it's a real pain in the ass to wait so long.
 
Level 8
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Messages
126
@Panderen_God
(What…that’s all it drops…)
lol yes tleno has given an awesome idea for what the werewolf should drop, from the start it was stated that it dropping Whitefang’s Whitefang was going to be temporary.

(Patience is the key…)
The odds of the chest dropping the Artifact weapon is the same for Draculara’s “Blood Vengeance”, The Frozen Bears “Jewel Of The North”, and Okkun’s “Burning Soul”, it will drop 50% of the time. Of the other 40%, 10% is a chance to get an absolutely shit amount of gold, 10% will give you an unsealing item, the other 30% will give you the secondary Artifact for each boss.




Also congratz Hero_Lief and FibaSaSk you two are the first two moderators on the FOTN official site, and…um… yea Pale King too…

There are heaps more people here who would do well as moderators, just waiting on your say so to change your status ^^




Edit:
@Hero_Lief
You know what’s funny… I’ve had to sit through that video so many times while testing these things, just because I’ve forgotten to type “-skip”, I know exactly how you feel, ill see what I can do.
 
Level 1
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Jan 27, 2009
Messages
5
If you are still in need whit moderators in whit the forum i could help, i really love FOTN and i would want to help in whit the forum as much as i can!
 
Level 2
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Apr 15, 2009
Messages
25
I'm more than willing to help you with the map and the forums. I've got quite much experience as I moderated/still moderate few forums.
My username on your site is t.k btw.
 
Level 12
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Apr 18, 2007
Messages
1,130
In relation to Domasi's bug report, that's mainly because he recorded the replay with the new version that he hasn't released to us yet. In order for us to see it, we have to have the exact map it was played in, hence the error. Posting some sort of video or something like that to YouTube would be a better way for us to see it, though definitely not as interactive.
 
Level 2
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May 16, 2010
Messages
21
Haven't been on Pc recently to check out if new FotN came out, then when i finally got chance I go check it and all I see is people want to be moderators all of a sudden, seriously what is going on :confused:

PS: If people want to be moderators on FotN Official Site please don't go all high and mighty, that's what most people do when they get a chance :hohum:

PSS: Version 1.11b or 1.12 coming soon ? :wink:
 
Level 12
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Apr 18, 2007
Messages
1,130
I'm pretty sure I wasn't 'all high and mighty'. Also, he's stated that 12 should come soon.
 
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Level 1
Joined
Jul 31, 2010
Messages
9
im not really sure what jewel of the north(the ring thing) and blood vengance do. and i dont really see why spirit of the north is a possible drop of any boss besides the great owl spirit. also i usually summon the bosses till i get the items i want so its annoying when some speedy quiz answerer gets all the books and i cant summon anything. there must be an alternative. also i feel like all calamity's are useless compared to awakenings that give you stuff and cost less. make a drop for werewolf and get a different boss for the vampire calamity. draculara doesnt need to be in 2 different events.
 
Level 12
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Messages
1,130
The Jewel of the North, Blood Vengeance, and Burning Soul are all sword artifacts, which drop from the Ice Bear (top right of map), Draculara (top middle of map), and Okkun (bottom right of map), respectively, and each of the swords has a different kind of magic that makes it what it is; Ice/Frost, Dark/Evil, and Fire, respectively. Spirits of the North do appear to drop from other bosses, but for some reason, I don't think their Spirits will bind with Artifacts to soulbind them. Only ones from the Great Owl will. No, there's no alternative, other than to beat him to the summoned beast, though there certainly should be. Calamities are VERY hard to defeat, especially the plague. In fact, until the AoE and permanent resistance come out soon, it's virtually impossible to stop the plague. If you take extreme measures, I suppose you could, though. White Fang is already getting new drops, according to Sifonseal. Next time, read back a couple of pages at the changelog. Hell, I think it's on this page, actually. And... Draculara isn't in two events, is she? I was unaware.
 
Level 2
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Aug 17, 2008
Messages
15
There are two Dracularas.

The first Draculara is Countess Draculara which is summoned as a boss using one Dark Age Literature. This Draculara has 2200 hp, life steal, and high hp regeneration.

The second Draculara is Awakened Draculara which is summoned along with the calamity using two Dark Age Literatures. This is a stronger version of the regular Draculara and has 4000 hp, life steal, and high hp regeneration. This is tougher in addition to the already ridiculous amount of airborne vampires that multiply.
 
Level 7
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Jan 17, 2010
Messages
869
I repeat 3rd time how each time i summon Okkun i never find Burning Soul expect if i wait a bit and then break the chest?
 
Level 8
Joined
Jun 25, 2010
Messages
126
Edit:
@Pandaren_God
I mentioned this in my last post, no you don’t get it if you w8, it’s simply luck



Ill tend to any resent post in due time, firstly I need to get these out of the way.


Anonymous said:
I have no idea if this still works in 1.11 but in 1.10 I found that you could actually sell such a huge mass of southern wine that you actually lose money because it ends up going into the negative price range. You can then actually buy the wine and get money for buying it from the market that you just pushed the price into negative on. I know i certainly didn't like losing money because I sold too much wine so could you possibly implement a system to make 0 the limit of how low it goes?

I’ve actually hear a bit about this.

The fact the market values can go into negatives is probably not going to change, it not unheard of where one person pays another person to take something off their hands because it’s become so worthless.
Simple supply and demand economics
The fact is if a product is produced so massively (As Southern Brew was due to the x10 drop rate) you will over supply the market with a very set demand (Due to the population of each of the NPC towns never increasing/decreasing) and the obvious implications of these actions will be the crashing of the Southern Brew market, to avoid these a market needs to be regulated, i.e. items should not be sold in ridiculous bulk amounts.
Obviously to avoid flooding the market you should avoid doing the same trades your neighbor is doing, or you should simply sell to another market, although if they are efficient they will probably cover 2 towns.
With full house it may seem like the markets demand is lacking in comparison to the massive supply made by 8 suppliers, fret not, this will be solved once each of your own towns can consume trade goods (Via various builds, i.e. Inn will consume Southern Brew, the Tannery will consume Furs, etc... etc… )
This was intended to be part of “Town management” along with setting taxes and having a population for your town, obviously this would all be going on in the background, and you could play as you always have, or you can take advantage of various changes to these settings.






@Thorhunter
I know this has been greatly delayed, but here it is:

The reason you found an oddity in the sales value is due to something that needed to be carried over when the stack selling system was added.

When sold an item before the stack sale, if you sold something with 20 charges you would get 19 back, but you would still have been given the large amount of money for the 20 charges (Not the market value but the “real value” (Displayed value or “Trade Fee”) ) this meant that you were actually getting more than you were supposed to.
When I switched to the stack sale I found that trade was greatly less profitable, I found this was the cause, so I altered the trade script to provide this extra gold we were used to getting.
I suppose the right thing to do would be to increase the profitability over all and take this extra fee away.
I intended to keep it like this till guilds were introduced. The reason being, the trade guild increases the rate at which the market recovers and would enable you to trade for greater profit.

If this didn’t quite satisfy you, just let me know and ill expand on it ^^




@I forget who…
(Sold and item but got nothing for it)
Are you sure you didn’t just drop the item on the market; it wouldn’t be the first time it’s happened. There is no reason the trigger wouldn’t activate when you sell the item to the market.
 
Level 12
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Apr 18, 2007
Messages
1,130
Hey, Sifon, I have a question. Is the current loading screen a 512x512 image, or a 1024x768 (broken into 4 parts)? It just seems realllllly low def for me. Yes my settings are all on max.
 
Level 8
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Jun 25, 2010
Messages
126
The current loading screen is compressed down to 512x512; I figured there’s no real need to kill the file size over a loading screen.


Also I was wondering if I should open the forum now


If I do, I want those guides up real fast, you know who you are >.>
 
Level 12
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Apr 18, 2007
Messages
1,130
It also seems like you originally formatted the image as a JPG. That's disgusting. D:

...Was I supposed to write a guide? I'd be happy to and I was considering you tell us if we were supposed to, because I have nothing else to do tonight... But I didn't actually know we were supposed to already?

Go ahead and open the forum now. I'll quickly flood it with some stickies and generic guidelines until the content gets in.
 
Level 2
Joined
Apr 15, 2009
Messages
25
When sold an item before the stack sale, if you sold something with 20 charges you would get 19 back, but you would still have been given the large amount of money for the 20 charges (Not the market value but the “real value” (Displayed value or “Trade Fee”) ) this meant that you were actually getting more than you were supposed to.
When I switched to the stack sale I found that trade was greatly less profitable, I found this was the cause, so I altered the trade script to provide this extra gold we were used to getting.
I suppose the right thing to do would be to increase the profitability over all and take this extra fee away.
I intended to keep it like this till guilds were introduced. The reason being, the trade guild increases the rate at which the market recovers and would enable you to trade for greater profit.

This doesn't explain why, when I sold item/bulk, the amount of money floating text displayed was greater to amount I had received after transaction (I can't provide screenshots now, but you have my word it happens).

Also I was wondering if I should open the forum now
Defineately yes!
 
Level 8
Joined
Jun 25, 2010
Messages
126
Just taking a wild guess here but the extra amount was equal to:

(Real value (80 in the case of tier 3) x number in stack) +
(Real value x number in stack -1) +
(Real value x number in stack -2) +
Etc…

Right?

This was intentionally left over to keep the balance in the trade system when stack sale was added which used a completely different system, it wasn’t just the same one copy pasted.




Edit:

@Domasi
Ah right, my bad. I did try running it after moving the map file well away from the war3 folder to see if it would not work without it, still ran fine, I guess I should have tried after deleting it.
I cant exactly post the video on utube since it run for a while.
I guess you’ll have to see the bandit bots for yourselves ^^
 
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Level 2
Joined
May 16, 2010
Messages
21
@Sifonseal
Just open the forum if you wish...its all your decision after all :thumbs_up:

If you wish I can start with writing guides right away since I'm terribly bored and got nothing to today due to circumstances that there is a heat wave :cry:
 
Level 8
Joined
Jun 25, 2010
Messages
126
Nice work mate, a great start ^^

But I think this could be phrased better

“Marrige:
Go get some of those lovely lasses to come in your hands your Wife, type -companions to see where suitable wife's are located
NOTE: All wifes have "Affection" which restores some of target's Mana / Inspiration (2 x Wife's intelligence)”


Edit:
Also the description for Dianna is only half done ^^
 
Level 2
Joined
May 16, 2010
Messages
21
Noticed typos and took care of it in Chapter 2 :hohum:

Yea I know those could be pharsed better but still I wanted it to be easy to understood and a bit funny :smile:
 
Level 8
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Jun 25, 2010
Messages
126
@Blazer_Knight
Point noted
Keep them coming mate ^^
Hoping that heat wave lasts a while

Also, I know you didn’t ask, but Domasi you are now a moderator, sorry be the one to break it to you, I figured it’s only right.
Obviously moderators are not valued any more than every other fan, I just need some help keeping the site running ^^
 
Level 7
Joined
Aug 14, 2009
Messages
121
Oh thanks Sifonseal for moderator. I didn't ask because I don't have that much time to spend on the forum, but now I'll help whenever I can. :)

Also, I don't want to be rude, but can you change that skin or apperance on the forums? I don't think it's the best...
 
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Level 2
Joined
Aug 17, 2010
Messages
29
I believe he is trying to say that when he sells large stacks of goods, the text shows a huge amount of profit despite the actual amount being in the negatives due to the way the price drops.

Just a suggestion for everyone who reads these forums, don't sell goods with stacks of +13* then the text amount , I noticed that with most goods you get less then the amount displayed by the text around this point.

*Varies with the good and the current market value, for instance, I've seen Alchemy Goods do this with 14 in a stack and with 12 in a stack.
 
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Level 1
Joined
Jul 2, 2010
Messages
4
I'm back o/
First, gg for the map, to read the description and all of the versions, it sound great ( i actually didn't tested the ver :/ I'm not connecting to Wc3 anymore, for now ) but, it won't stop me from posting some ideas here :)

First, for all who's asking an alternative way for dark age literratury, Sifonseal approved my idea of the Calligraphy ( where, globally, we can write some magic scrolls, do dark age litteratury, and maybe even more, by writting them with some
IDEA : We need 2 things to do calligraphy : some trees to make papers, and ink. Ink can be obtained by combinaison of flowers ( like alchemy ) and papers differ from the tree it have been harvested of ).

Another idea, not for the map but for Sifonseal himself this time ;) is to do a notepad or word page with ALL ideas of this topic in it. So you can see if you validate, or no, and you won't forget thing anymore ^^

And third :
I really like a save/load system, because you can show your experience of game, etc...
But... Not only physical ( level, equipment, etc ) can be saved/loaded : you can also add statistic of the player : the number of unit killed by the founder himself in ALL games, his number of played game, potions crafted, scrolls writed, weapons smithed, boss killed, deer hunted, wolf wolfed(^^), calamity survived/enclenched, etc...
I'm speaking of alot of statistics, and all of these could be accessible by a spell in your founder, who can target player, and see their statistic. Then, it open a thing ( you know, with the title and the way to close it at right up, like when you get shared leaver's ally ressources ). So, a new way of playing the game can 'born' : the one who collect all the "statistic" ;) And more : you can also add ""titles"" or even picture if you reach a certains point ( like, kill 10 players and get title "Player-killer" )
 
Level 8
Joined
Jun 25, 2010
Messages
126
As always I’m loving your ideas, get your ass on the official forum and start a thread for calligraphy
Im sure it will be a big hit ^^

Note: Use the link in my sig to get there



@Domasi
Yea sure ill change the appearance
And Thanks for setting up those links





Edit:

Below is the changelog for 1.12 so far, it will likely be up later tonight

Change log:
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





Edit:

Ok new version is up, just waiting on Domasi to upload it here
 
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