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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 27
Joined
Jul 6, 2008
Messages
11,325
Well then what about an old hag for everyone who didn't got other wife? I mean that's quite unfair, the one who gets a wife first also get's rid of the ring and has more of inventory space.
Seriously, I think everyone should have a wife, but those who hurry more will be able to choose the one they want, not the one left. Plus it makes all the situation quite unbabalnced, I seriously recommend making enough wifes for everyone. And what's about other ideas of mine?
 
Level 3
Joined
Mar 3, 2010
Messages
45
@tleno

I think that the courier idea is ok, but isn't that what your villagers are for? sure the trade goods cant be picked up by non-heroes, but i don't really see a problem with it. (although I would like them to have more inventory, maybe 4 slots?)


-Ideas-
Could you add an ability to the villagers to pick up all items in a small radius? for those players who
farm apples. (those apple trees are the devil in tree form, leave them alone for awhile and you cant catch up.) :D


-Bug report-
When I add woolen armor to regular archers, after awhile they disappear, mostly when dawn breaks.
 
Last edited:
Level 27
Joined
Jul 6, 2008
Messages
11,325
I ussually use villagers to patrol around the town walls with auto-repair on. They repair all the defences from random wolves and calamities.
I still say couriers would be the best.
Oh, and how do you exactly make potions with the cauldron? I tryed putting items in it and other stuff, but nothing was sucesful.
 
Level 3
Joined
Mar 3, 2010
Messages
45
@tleno

Alchemy took me awhile to figure out, but basically once you use the extraction feature in the cauldron (to convert plants into a usable substance) you must have the proper vial as well as the right amount of ingredients.

and about villagers I only end up using 2 for that purpose, and using pack horses for shipping goods. (such as iron ore and alike)

@Sifonseal

You could use the barracks model included in the medieval buildings pack, for the warcamp. :D
 
Level 8
Joined
Jun 25, 2010
Messages
126
@DrakeD
Thx for the ideas, all valid and should be added soon.
Also thx for finding those bug ill go check them out myself and fix them up.
As for the great werewolf, it’s intentionally hard to kill; using lanterns is useful to stop it from running away.
The fact that the werewolf drops Whitefang’s White fang is simply because I haven’t added a special item for it yet, open to suggestions.

@tleno
Yes more wives will be added soon.
You suggestions for the new wives are great btw.
Personally I don’t think the wives should only be available to one person only, since it might make the rush for your wife a bit annoying, and not getting the one you want can also be a bother.
Wise old man idea is also good, definitely being added.
The bandits also need the endgame research to kill other bandits off; in the end it makes them less safe but gives them a chance to finish off other bandit players.
(Obviously you wouldn’t do unless you feel your base is secure)
Something similar to your “Couriers” idea will be added soon (Almost done)
The fact that you must sell items at the three town markets is important as it allows you to “siege” other players, which is really the only way to kill a good player, if you can sell things at your town I would have to be at a very low price.

@Domasi
Yes I always intended to add a courtship system to the game before you can simply throw a ring at them and marry them, basically you have a 40% chance of getting accepted at first, after doing some quests (Courtship events) the chance improves more and more etc, I didn’t add this since I wanted people to get familiar with FOTN first.
Yea I guess the model for the Training grounds could be changed, and the reason for it moving is because units can walk through it, this means that if something is standing within the area of the building when construction is finished it will move to a spot where it can fit (This is just warcraft jumping it)

@The Pale King
Wow I have no idea what happened with the wool armor. Maybe I didn’t fully grasp what you were saying, ill go test it my self and see what’s up.

Since people keep mentioning it I guess ill use a solid structure for the Training camp and change the pathing to a solid too to avoid the jumping.


Thx for all the input guys keep it up.
FOTN will be awesome at this rate.


Edit:
@Domasi
If it’s the black edges on the ramp you mentioned I went about and fixed them, sadly though it wasn’t fixable by messing with terrain elevation, it was caused by irregular forms of ramps, since I wasn’t a big fan of the general ramp shapes which protrude at the ends and doesn’t let you make sudden stops.
(The sudden stops caused these black areas and can be fixed, but this would make many areas look very different.)

@The Pale King
Actually I had an ability that loots most items (Gathering, Raw Material and other massing classed items) in an area around the user, the reason the ability isn’t actually in use is because it seemed to cause some lag each time it was used. (I think picking item groups is scripted poorly)
Ill try and work around it thought.
 
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Level 27
Joined
Jul 6, 2008
Messages
11,325
@tleno
Yes more wives will be added soon.
You suggestions for the new wives are great btw.
Personally I don’t think the wives should only be available to one person only, since it might make the rush for your wife a bit annoying, and not getting the one you want can also be a bother.
Wise old man idea is also good, definitely being added.
The bandits also need the endgame research to kill other bandits off; in the end it makes them less safe but gives them a chance to finish off other bandit players.
(Obviously you wouldn’t do unless you feel your base is secure)
Something similar to your “Couriers” idea will be added soon (Almost done)
The fact that you must sell items at the three town markets is important as it allows you to “siege” other players, which is really the only way to kill a good player, if you can sell things at your town I would have to be at a very low price.

Glad you liked my brainstorming!
You know I tough about one more source of income: merchant ships. That's simple, you build a merchant ship in your dock, then fill it with random goods and send to bottom of the sea, somewhere where it's marked as "To Ocean" or something. So then the ship is gone and comes back after some time back, but some Northern goods are really priceless and will be sold for twice more than they cost in the far away lands, while other won't even be bought. You can find all info like that in Great Northern Port, just like you find info of item prices in markets. Also it increases the usefulness of warships, bandits can use them to raid merchant ships.

Talking about sea, you can also make a calamity that makes some water monsters or angry fishmen come out from lakes and seek revenge for poluting the water. that would be awesome, you'd have to find their sea queen or whatever to stop this madness.

You can take care of those ramps by finding a suitable colour rock model, making a dodad with no colision and using that model and page-uping/downing that rock so it would fill the black darkness. Or making it look like the cliff has rocky edges, you can actually add some rocks to cliffs and add some plants, that looks nice.

About the war camp bug, you can make so buildable camp has collision so nobody could walk on it, while when finished it gets replaced with passable one.

I hate that you have to complete quests to get a wife but other way some may get lucky and get her from first time. What about making so you would have to complete at least one quest to have some chance?

Oh, and some really weird ideas for the end:
-Spiky wines. Theroetically it's a growable like plant wall that gives the recieved damage back to attacker and has huge regeneration but low hp, so shall we say a bunch of wolves couldn't do anything to it and would be damaged, but you can just burn it with torch or other thing like that, so it's more of to protect from werewolves/wolves/idiots, not serious army.
-I'm sure Leonardo can come up with something better than a lame catapult. Maybe a balista that launches lots of flaming bullets at same time? Or some kind of fertileizer that makes croops grow faster? Or maybe some gunpowder fireworkds that scare away the animals and reveal the area?
 
Level 8
Joined
Jun 25, 2010
Messages
126
@Tleno
Another batch of great idea, keep them coming.
Merchant ships, great idea, its happening.
Fish-men or whatever calamity, concept good but, I am not sure if I want to go as far as fish-men, if we could try to stay in the Romantic mythology (Talking about the era) it would be good.
All ready done so to the ramps ^^
Thx for the tip about the camp, I guess that makes it a lot simpler, I could use the same thing for apple trees that have the same issue.
Yea is suppose I might make the chance of first success 0-40%, we will know soon enough. But yea having someone just luck it would suck.
Leo’s workshop has been in the “Coming soon” area for ages… i just never found the time for him.

@The Pale King
Ok I see what you were saying with the archer, I have no idea what’s doing that, ill go check it out.
 
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Level 1
Joined
Jul 25, 2010
Messages
2
(Sorry about the long post) :p

Hey, I love FOTN. It's a VERY fun game, I have some suggestions as well :)

But first, and intro which is based in the view of someone new playing... (I am not ripping on your game.)

When I started playing, I was bored with the game. The reason I was bored was the fact that it was kinda confusing how the game worked... I was always asking questions, and asking what the point was. I left in the game pretty much after playing it for 10 minutes, and thought it wasn't good. Later on, I played it again for a second chance, and (unlike most people) read the Help F9 (unlike most people.) And I believe the game is awesome now that I get it.

Suggestions:

#1: I believe it would be better if you had a -tutorial command, so that new people could see a cinematic on how things work. A lot of times when I host the game, half the people will leave in the first 10 minutes, and that really frustrates me.

#2: Could we make more houses for our towns? as well as other shops? suck as Inns/Bars to attract travelers to our towns, to make it seem like it fits in with the other larger towns in the game.

#3: The road idea is a VERY great suggestion. I was thinking about that as well, and I think that would be really cool if we could make our own cobble stone streets.

#4: Adding more jobs to the game would make it more fun. I can think of many games (Werewolf Transylvania, Dark Deeds, Farmers of Terren Valley) Which are farming, fishing, and hunting. I think it would be cool if you could make the gathering more competitive, and more of a job, instead of a side job. If you just do gathering, you don't make enough money it seems to just preform that job. I think a postage/caravan job would be quite interesting too in the game, as well as guard jobs, and jobs where you fight for the Pagans or the Church.

#5: Could you make it where instead of the mine getting ore automatically, you need to hire miners, which will actually work to get the resources? Then they can just put the goods into the mine and it can be held in the inventory.


I did try once to make a map, and it really wasn't popular, but I think it was because I spent WAY too much time on the details... But, I'm a picky person, and like things working flawlessly, and efficiently.

What realm are you on BTW? If it's alright, I'd like to help you test this map. It's my most favorite game to play, and I usually play it once a day at least.

EDIT!

ONE LAST SUGGESTION.

Please get rid of the Grace Period "punishment" if you attack someone. The one where if u attack someone u respawn. I've had people use units from a training ground attack me, and I would go and attack them and their main unit, and I would respawn and get killed... Thank you :)
 
Level 3
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Mar 3, 2010
Messages
45
Are you planning making the founder model changeable? like for vampires (the dreadlord mdl) or for Paladins (the Cryptlord model naturally, jk lol.) or somesuch. Much more impressive leading an army than the default skin. ^^

(btw I'm working on a skin for the pagan witch, I might do one for the sorcerer (Although you probably should just go with the necromancer model to keep the map size smaller.)
 
Level 8
Joined
Jun 25, 2010
Messages
126
I’ve joined others full house games before but I can only host with 7 people myself, once I get 8 there’s a chance I dc some of the players, this is caused by my net provider (Who I am otherwise happy with), yours might be a similar issue.
Although I really don’t see how a trigger in a map could cause dcing, unless through leaky functioning.


@The Pale King
About your previous comment, yes I am going to make founders more customizable by providing various armors and clothing’s obtained within dungeons.
Dungeons will be areas you can only enter with your heroes (Others may also join you), in these area there are strong monsters to overcome, treasure to find and various special events, and obviously a boss at the end.
 
Level 8
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Jun 25, 2010
Messages
126
I don’t think this is likely to be an issue with this map, I played a few games with this version just this weekend and no such problems arose, but I do recall that cinematic used to cause lag in the older laggy scripted versions, I suppose this could be that the connection being weak slips when “blue” in your game begins to lag during the cinematic.
Unless you are saying that there is a bug in war3 itself which causes dcing due to cinematics, if so ill have to tend to that.
Whether this is an issue with the map or not, thx for bringing it into light, if others have had the same issue we will know.
 
I've never experienced any disconnects, played with full house online couple of times and on LAN games with several friends

No flaws in triggers and/or jass either yet (bugs)

I would really like to help out with this map, it has some really good potential, unfortunatly I have stuff IRL I have to take care of, I HATE IRL, it sucks...

If I were you Sifonseal I would make 2-7 game-modes
* Free for all
* Team mode
* 1 more hero to choose from and choose side; north vs south
* King of the hill
* Dota-like, with army, hero, or both, the player decides how he wants to play
* CTF
* Cooperative/FFA "RPG adventure" where you play how you like, and kill bosses/do quests etc, the usual

Not that hard to do in either jass or triggers.

Just brainstorming and givin some ideas :p
 
I think the map is perfect as it is without any gamemode. Any gamemode would screw and ruin the theme of the map...

Its a mode, wich means you dont need to pick the damn mode if you dont want to...

Mode = CHOOSE your own mode, not RANDOM MODE OH NOES I CANT PICK

Normal mode = what it is right now, no more no less, stop whining
 
Level 3
Joined
Jun 27, 2009
Messages
42
<3 this map ^^
i found some bug like, when u were bandit, u can revive the founder. and when the revived founder died, all buildings gone, money gone 0 and u start with lv 1 bandit.

its abit weird to see the travelers watching around calmly when the pagans and the church are attacking each other o_O

can u make 1 item for heroes or units that enables them to see invisible ? hunting bandit is hard without them. or maybe nerf the bandit skill to shadowmeld ?
 
Level 8
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Messages
126
@TomiTomo
Thx for finding that bug, I’m surprised I didn’t notice it, could have caused many issues.
As for the invisible bandits, try Lantern posts, they put bandit players in their place, its almost cruel. ^^
Ah and as for the travelers there’s really little I can do about that sadly. Since ill need to use the same travelers as guild members in the soon to be released guild system it would mean the war disrupting them could causes instabilities.
 
Level 4
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Aug 23, 2009
Messages
28
Just a bit of feedback...
Towers are -way- too cheap, -way- too easily obtained, and are too strong. It's easy to mass 30+ towers and there is no way to kill them.
Also, not sure if this is a bug or not, but units will randomly disappear. It's only happened with archers and warships though. Archers much more common than warships.
 
Level 3
Joined
Jun 27, 2009
Messages
42
yep, normal archer always disappear, only elite archer and conscript stays. there is the traveller/guard spawning animation (light thingy) when they disappear.
 
Level 8
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Messages
126
1.07 Sneak Peak

@...Several people
Yea I fixed the archer thing when Pale King mentioned it earlier, will be fine in the next release, as for the disappearing Warships, I’m guessing this was simply due to infection from werewolves if you had the calamity on.

@Azrooh
Towers aren’t actually that hard to deal with, in fact you often feel that you didn’t get what you paid for if your opponent knows what they are doing, using Fog Horns from the Great Southern Port or simply sending in Catapults will make quick work of a defense based around towers.
Still in the end, it is intentionally made so that it is hard to attack a player’s town causing you to need to “Siege” them to win, read “siege” in the help menu in game if you’re not sure what I mean.




Btw even though id rather not, I’m going to release version 1.07 right now.
This is a massive new addition, from here on making new additions will be easier since it’s got the frame work for the Quest system, the Dungeon system and the Treasure Loot system.

Change log:
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


(There is actually only one repeatable quest line in this release but it will take no time at all to add more now that a system for quests has been made. This release is really just to get some feed back on Dungeons and Quests, and of course to develop the half done Town management system which will also be done soon
Furthermore the bosses of the Amarti Mine Caverns doesn’t drop a Chest yet, if anyone has ideas for some items to be found in these chests, both Artifact standard and reasonable standard item ideas are wanted ^^ )

Consider this a sneak peek to say sorry for the disappearing archers thing ^^

Note: Domasi check for it in a bit, I just want to run one last test.


Edit: Should be up now
 
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Level 3
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Jun 27, 2009
Messages
42
how does the amarti mine caverns looks like? boss characteristic ? need these detail to make suggestion for it's drops!

the mercenaries buildings havent done yet ? add this in description ! there is one building on snowy part near bran castle that sells vial too.
 
Level 3
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Jul 10, 2010
Messages
50
you should make/add an interesting system in the future for the religions in this map, like allow players to choose sides with the pagans or church followers and give each side some benefits and make the wars with events (= so the fight is more interesting. Right now with just the few spawning spearmen swordsmen and archers there's no real interest in the religious war going on in the middle. Another though I had it would be nice if you added custom heroes for founders and bandits if they do certain events ( in other words make events that are very rare or hard to do that will give you a new hero) the normal bandits and founders are still fun to play as but it would add more variety to the map

lastly I have a single question, are you going to add any permanent stat potions to alchemy?
 
Level 7
Joined
Aug 14, 2009
Messages
121
Sorry for the delay. Anyway Sifonseal, you really need to work the dungeon, because I think it looks bad... If you don't have the time, I can make it much better. (I do it for some time and I'm a pretty good terrainer). Anyway if you agree you can send me the map.
 
Level 11
Joined
Apr 26, 2008
Messages
402
Can you make it a bit harder to reach Town and so on?.. I mean.. why add small jobs like Fisherman, Farmer, Trade and Soldiers if everyone has a Town/City in no Time?.. I mean.. Noone would still be a Fisherman if he/she could rule a City..

I read that in the next version you'll need stone for buildings. I hope that will make it harder to reach the town/city.

Well Awesome map :) Keep Working Pleeeaaaase :D
 
Level 7
Joined
Aug 14, 2009
Messages
121
Actually I came up with a new ideea and I hope you like it. How about an underground network of undead (not a dungeon, but a bigger thing than that); undead which sometimes come out only at night and attack players. And of course in underground (which should be like one big dungeon) undeads keeps many treasures (items, gold etc.) stolen by them, which will determinate players to go and raid them. How about it? :)

Of course we will expand the ideea later if you like it.
 
Level 8
Joined
Jun 25, 2010
Messages
126
@Energizer
Wow I have no idea how I missed your comment, I've never seen it before just now, great suggestions, I’m not sure what happened.
Working on making an extensive tutorial right now ^^

@Lord Firage
Very good point, ill increase the cost of Town Tower greatly in next version

@Kykeka
Yes the decision of siding with the church or the pagans has been brought up several times, its is important that I add this soon, thx for the reminder.
Also perma stat items should appear in alchemy soon too.

@TomiTomo
Sadly the special merc buildings are still not added, but thx for bring the need for them up, someone needs to get on my case :p

Keep the feed back coming guys ^^






Glad to see no one has found any bug with the new features.

Also if someone could comment of the difficulty of the Amarti Mine Caverns, that would be nice.

Edit:
@Domasi
Thx for the terraining offer, I’m going to give it one more go, btw when testing the terrain for the caverns make sure you don’t use cheats and only enter them as you would normally be permitted to as it is the only way to get the full effect.
As for the underground network, like the idea, but undead would be swaying too far from the semi-mythical builder/rpg that is FOTN, why not a cult or bandits?
But to be honest I would rather leave this till guilds are added and make it part of the religious sect “guild” or the bandit guild. Like Domasi said this idea is open to suggestions, as is every other aspect of FOTN.
Lets not get too carried away though, that right I’m looking at you Pale King, crypt lord paladins … honestly :)
 
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Level 27
Joined
Jul 6, 2008
Messages
11,325
-You know, there are quite a lot of way to combat your enemies, but what about sabotaging them?
-Like a potion or something that can be spilled on ground to attract rabbits? This can be used to ruin somebody's croops or to lure an animal!
-Or what about a lotion of some kind that would scare away all wolves and other animals from you?
-Forgot to tell, but in tooltips it still says fireplace can be upgraded to cauldron, not only street lanturn.
-To easier counter a founder with lots of towers, bandits should get some kind of unit that could disable buildings for a while. Of give this ability to one of already existing units!
-By the way, remember my magican or adventuress wives ideas? One of them mught be renamed to Gypssie or whatever. Or gypssie could be a completely new wife.
-bandits could smuggle some stolen or illegal goods into towns. You know, a new source of income. But for that they have to build a special building, which can be destroyed by other players for a reward. Actually putting a reward for something is an intresting idea. Like players can put rewards on other players and who kills them gets the cash (Useful if you don't want to send your own forces). Also NPC can make rewards for something. Like for awakened bosses or bandit players. And with time the reward could increase.
 
Level 7
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Aug 14, 2009
Messages
121
@Sifonseal: Yes of course it doesn't matter what the creatures are there, I said undead because i've seen skeletons and banshees in there. Anyway the ideea is the underground world which we will discuss later on...
 
Level 3
Joined
Jul 19, 2010
Messages
40
Quests dont give anythink. . . Mayby add gold reward?
I think that last boss in mine should drop unique material that you can use to make special armor,sword,potion etc. . . (so you can chose what you want)
Bug:
*When you turn in quests, ALL bones/charms that you have in inventory disappear not just 4/2
*You can build and train units in dungeon
 
Level 3
Joined
Mar 3, 2010
Messages
45
@Drake, the quests for the dungeon pretty much ends up as getting a key to go for the boss. (It might be neat for it to create an item to help fight the boss.)

@Sifonseal, well there goes my idea for the transvestite swordsman... ^^
one caveat however, the bird spirit wife seems a bit out of place in the alchemist town.
Could you add an item that destroys trees? so that I can clear off the spots that I make my castles. ^^

For the underground cave network I'd go with the cultists, seeing as their are allready the possibility of bandits. (The founder)

I've nearly finished working on the plague cloud ability (its like flame strike, but has a huge cooldown and lower damage, large aoe, even then its pretty powerful.)

-TPK
 
Level 8
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Jun 25, 2010
Messages
126
@tleno
Love the sabotage idea, you were meant to be able to do that with the torch but it seemed it stopped working at some point, ill fix it in the next version
Thx for finding typo in fireplace
I was planning on adding a reward for bandit players based on how much they do, but I wasn’t sure how to go about implementing it, rest assured it will happen, just don’t know when, things keep piling up, but I’m loving it

@Drake0
Other quests will give you exp/gold/special item rewards, these first one are repeatable access quests that allow you to go deeper into the dungeons, other quests will need you to kill bosses and what not deeper in the dungeons, so you will need to get the key from this quest for those quests.
And yea oops, I forgot to kill building inside the dungeon area -_-‘ thx for that
The material from bosses rather than an item is an awesome idea, thx for that one it’s definitely going in.

@Pale King
Aww and I thought that was a great idea
Moving on, the Bird Spirit wife is actually meant to be there, its part of her story (Will come with courtship quests)
As for tree clearing, sadly I’m going to have to say it’s a no go, since there are too many annoying things you could do if you could destroy trees, like open paths to opponents bases, ruin the aesthetic forests (Oh no), but yea if you could tell me where trees make it too cramped ill see what I can do about moving them. (In the last few patches I’ve actually cleared more trees than you think because they restrict bases)
 
Level 2
Joined
May 4, 2009
Messages
20
Pretty good map:thumbs_up:
I found only one mistake with the Defense ability tooltip (Stop Defense)

And is there a chance to stop the plague, werewolfs or vampires?????

I rate it 5/5

thanks for the help
 
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Level 3
Joined
Jul 19, 2010
Messages
40
To stop Vampires you need to kill Count near Bran Castle.
To stop Werewolfs you need to kill main Werewolf near wolf wife(or runing around map).
To heal plague on your unit you need to make/byu potion(you can byu it on witch place)
Stoping whole plague is almost impossible.
 
Level 27
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Jul 6, 2008
Messages
11,325
Seriously there should be some kind of way to stop plague and werewolves. Werewolves still are infecting others when their leader is killed.
Plague... it actually would be cool if the potion would head AoE. Because it ussually has no effect on a person that is close to other plague carrier person and gets infected again... or at least when you collect enough of those plague essences or whatever you could make some potion/device/ritual that would remove all the plagues from all the units.

Also it's a lol, Chickens can be infected by licanthropy! It was so crazy when all my chickens in garden turned into werewolves! And there also was my wife and all the pigs and sheep I just bought... that was crazy.
It's also kinda fun that werewolves can carry plague too... it's like a double calamity...
 
Level 3
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Jul 19, 2010
Messages
40
I do not know the reason, but 50% of time, 1-3 people lost connection durning loading screen. And thats not problem of one host, but many. Mayby thats not game fault but it happen too often to consider it as coincident.

***Edit:***
*To make Bigger Potion Vial you need "Advanced Potion Making".
*You can sell Potion Vial for 1000 gold.... import of glass cost 100>120>140 etc. . . so for 6300 gold you can get 25000 gold.
*Somethink strange happen to wolfs last vers, every time when you hit main wolf he run away what is extremly annoying.
*Wolf can summon over 8 minions one night, fix cooldown(I attacked wolf that summoned minions and fled, when i killed all, I attacked him again and he summoned next minions. . . Pretty hard to kill 8 minions and wolf, on begining of game).
 
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Level 8
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Jun 25, 2010
Messages
126
@Tleno
Are you sure that you killed the head werewolf? Because once it dies it simply disables infection and kills all day/night turning, aside from the permanent werewolves caused when an animal is infected everything goes back to normal.
Often the case is that it got away using the “Sneak” ability, if this is not the case and you actually killed it and pick up the drop, got the boss kill massage etc, let me know.

And yea there is an AoE plague cure item, but it was fairly bugged so I haven’t released it yet, and yes it is made with plague essence ^^

@Drake0
Yea Greater potion vial was disabled because of a bug, like I said this release was sort of a sneak peak (Sorry about that), I fixed it and should work fine now.
lol thx for giving the glass to potion vial value in numbers like that made me realize just how screwed up it was -_-‘ Ill double the base cost of glass but also double the price increase each time glass is bought, this will still allow you to make profit from making vial but not an infinite amount of times ^^
Yea it was too easy to hunt down the head wolf before, so now it will retreat at 2000ish hp, this is to actually make the act of hunting to wolf interesting, and I’ve had a lot of fun in games before cornering the wolf (Still need lanterns), or luring it into a trap (Obviously using gates walls and lanterns), but even now it very easy to kill the head wolf if you know what your doing.
Hint: Easiest way is to get it to follow you into a small fenced area with lanterns around the edges and close the gate. (For those who don’t know lanterns reveal invisible units, and the head werewolf hides when in danger)
There is really no cooldown on the wolf summon, it’s purely based on their inspiration (mp), I suppose 8 wolves can be annoying at the start but they are supposed to be an obstacle in the earlier game where you avoid wolves at night unless hunting in a group, I don’t personally see an issue. (Oddly enough I was actually thinking to increase the atk stats on wolves because they were starting to seem like less of a threat, I guess not then)
As for the dcing issue, I’m not sure what that’s about, frankly I figured it was because of my hosting (Aus host mostly US players) that it dced 1-3 people when I host fh (Only ever happened with full house), if your US host and its happening, frankly I got no clue, but there is no such trigger that would act up and kick players.

As always thx for the contributions guys, lets keep this thing going and perfect FOTN, its as much yours as it is mine at this point ^^

If I didn’t respond to someone’s post, I’m not ignoring it, I simply over looked it, just bring up the issue or suggestion again plz ^^
 
Level 3
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Jul 19, 2010
Messages
40
@Sifonseal
I wasnt speaking about Main Werewolf, i was speaking about normal wolfs, that summon pack wolfs. Every time when you hit one, he just run away. Yes, that fit deers and rabbits, but no wolfs with full hp.
 
Level 8
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Jun 25, 2010
Messages
126
@Tleno
Yea it still drops whitefang’s white fang, in a previous post I left it open for people to come up with an item to be dropped by the great wolf, didn’t get too many suggestions and we went off topic, I guess this is a reminder then, the wolf needs a drop people!!

@Drake0
Yea I guess ill get them to stop running away at least, but this would mean that wolves would be less active hunting on their own, since that running and wandering causes them to move about and hunt etc…
If someone else would like to jump in with their thoughts on this that be great too.
Thx for speaking out about this though if you feel this way I’m sure others share the sentiment, I don’t want to leave any aspect of FOTN a disappointment ^^

Also on a side note; made lots of progress with next release, should be a good one that takes a lot of the actual work out of the simple tasks of the map, you will see what I mean, also obviously new content, wouldn’t want to disappoint ^^
 
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Level 27
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Jul 6, 2008
Messages
11,325
An item you say... hmmm... this needs some brainstorming!
*Brainstorming*
*Brainstorming complete!*
So here's my idea: Since when you defeat an awakened boss/calamity boss, it spawns some kind of trophy, an artifacts that it possesed or some part of body as trophy of dead enemy, like fang, so great werewolf should frop his arm/claw/whatever! Yes, a claw! You can us that Unded upgrade button as icon, the one with those ghoulish claws. They look and kinda like human hand, and like some creature's claw at the same time and Lycanthopers are mostly infected people and mutated animals, so it should fit.
About the non-graphical part... well it could have an ability to summon werewolf spirits, or probably allow you to strike an enemy units with it (But it costs inpiration!), making them bleed, lose hp and be debuffed... Yes, it could also have an ability to have some similar to poison attack that makes enemies bleed (No problem, just create a custom effect and it won't clash with poison) and loose health over time and be weakened someway...

Talking about all these trophies, in their description there is ussually only the background description, but no practical information what it actually does. Because of it and because these items are underpowered comapring to how much you had to do to kill the boss that carried it, I really doubt I would need them. I mean an item that requires to kill such a powerful creature must be really strong. And it should have a more practical info about it.
 
Level 8
Joined
Jun 25, 2010
Messages
126
@Tleno
Actually the artifacts are insanely strong (Well at least the swords are the new junk in the chests are truly crap in comparison) while they may not seem it they give an insane amount of special bonuses, I figured that not giving stats for the blades was more interesting but since its really messing with the rpg aspect I guess ill add details to all the artifacts for next release (Should be comparatively no works at all)
As for the werewolf drop, love the idea, needs no correction and no further discussion, its happening, thx ^^ Still if someone would like to alter the idea any further go ahead.
 
Level 1
Joined
Jul 31, 2010
Messages
9
@Sifonseal
I dont like to go and kill my enemies/other players making them leave, yet i want to go and show them im the boss and subjugate them in some way. so my idea is that when we attack an enemy town and defeat it we get the option to raze the town or subjugate it turning it into a lvl 2 town(forget whats its called) that pays taxes or something, is forced allied to main player, and cant lvl up to a town tower again(depriving it of making any elite troops). this seems a more logical and profitable result of an expansionist empire that wants people to recognize and pay it conquering its neighbors into submission. im sure many players after a long and bitter war would want to go bandit anyway and deprive their defeater of money and the glory, so an option could be put in the town to allow the sabotage and turning to banditry of the peasant.

1. the vassal cannot declare war on liege and liege may declare war on vassal.
2. if vassal go bandit ALL their buildings self destruct (in case they build like 10 towers in lieges base before going bandit.)

the reason i dont believe this will change bandits role in game is players going bandit tend to be killed(by other players) and vengeful.

i mainly want this cause i have many noobs that dont participate in game and this will give them a role in my semi RPG style games

p.s. rename system would be useful
 
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