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Founders of the North 1.15

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





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



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


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




Jobs
Jobs


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


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


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


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


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


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


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

Later Jobs


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

Other Jobs


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


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


Screenshots

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Events
Nightfall

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

Siege

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

Awakenings

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

Calamity

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

Unsealing

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


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

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


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




Changelog

Version 1.0
- Map released.

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


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


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


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


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


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


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


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


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


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


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


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


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


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




Credits

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



List of Beta testers

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






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

Founders of the North 1.15 (Map)

Reviews
18:56, 1st Aug 2010 ap0calypse: Approved 04:27, 10th Jan 2011 -Kobas-: Map status set to rejected (only way to close thread)! Comment
Level 3
Joined
Jul 19, 2010
Messages
40
Few days before, you mention about Werewolf/Vampires transformation.
Observing how Werewolf and Vampires fight between themselfs i got a idea that would satisfy all rp lovers.

After transformation you would:

*Get new hero
*Lost all your building
*Get New tech tree(3-5 buildings) and new units.
*ALLY your new brothers against your enemies(Vampires VS Werewolfs)
*Unallied npc's similar to bandit


Problems:

*Noobs summoning calamity too fast - I suggests, to give calamits 20-30 min cooldown, and find other way to transform into Werewolf/Vampire then dying to Main Boss.

*I was forced to become Vampire/Werewolf becose of calamity - As i mention before, there should be other way of transformation then dying to calamity. Perhaps by quest or dungeon. Somethink that you can do in first 20-30 min of game. . .

*Main Werewolf is runing around map while Queen dont move from castle - I would change, that its not Boss Werewolf runing around map but a Captain or Son. Main Werewolf should be put, safe in cavern, becose of flying Vampires.

*Werewolfs can attack air - Werewolfs should be able to attack air.

*Npc Werewolf/Vampire killed enemy Boss :/ - I think that Countess should be put inside instance Bran Castle and Werewolf inside instance Werewolf cave(or sewerage). To prevent ending of curse too soon and other problems that this game had before(Countess is extremly hard to kill becose of Friezing Vampires spawning right behind her back, Werewolf is easy to kill).

*Im keep lossing base to enemies - make instance, big enough, so it can handle 10-15 buildings in it.


*(This is not required, but would be nice to had it on map) Im not happy, i want to go back normal or i need that to rp - After making special HARD mission with finding cure, you could go back to normal form.

So:
*Give Calamity cooldown
*Make Werewolfs be able to attack air
*Make quest/dungeon for turning into monster
*2 instances - 1 for each race, with main boss in it, and enough place for base.
*Make quest/dungeon for turning back into normal



Actually, only differences between this and bandits are way of getting, fight between races, and that you can go back normal (and ofc hero/units/buildings).
I guess some people would like to join Werewolfs and some Vampires so that would give us Epic battles between horde of monsters! Im open to criticism.
 
Last edited:
Level 8
Joined
Jun 25, 2010
Messages
126
Another massive release will be up once I’m done with a test run, enjoy ^^
Domasi Ill edit this post when you can get your hands on it to upload




Change log:
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 Centre
-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


Other changes I forgot to write down -__-‘, I’m sure someone will run into them

@Domasi
If you find ramps I missed at some point let me know, you have a good eye for this stuff

Next release preview:
This version actually has some really awesome stuff in it that is currently disabled, like an auto hunting system, auto looting, auto a lot of things, some parts of these systems still need some tweaking so I figured I would leave them to the next release.
Also there is an awesome system where you can hire yourself off as a mercenary to guilds for quests (As player made guilds currently don’t exits they will benefit non-existent guilds)
This will be out once I make sure noting messes up like with the importing in 1.07
1.09 Which will also come out soon will have a host of new items allowing you to customize the way your founder/bandit looks more than ever before.



Edit:
@Drake0
Sorry ill respond to your post in a sec




Later Edit:
The new version is ready to be posted, sadly we ran into a bug or two in the test run;
-Merin's Quests can only be done by player 1
-Skipping the tutorial caused bugs so this has been disabled

Ill have these two fixed in a day or so, sorry for the inconvenience.
 
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Level 3
Joined
Jul 10, 2010
Messages
50
more ideas

I agree with most of Drake's post but I would like to see the calamities have a 10 or 20 minute timer in the beginning of the game and not a cooldown, preventing them from making calamities too fast shouldn't have to involve a huge cooldown on all of them just make it so players have time in the beginning before you can summon them

also on another note while hosting this game a lot people have been saying that this map should have a rename system and it would help with the rp a lot

and lastly bandits can't get masonry and wood harvesting upgrades past the first level because they require a town tower, I don't know if you fixed that or not just saying:grin:
 
Level 7
Joined
Aug 14, 2009
Messages
121
Ok first of all add a command or Escape key function to skip the tutorial cinematic; don't force people to watch it. Also after the cinematic ends the camera is in another place; set it on the player. And i think too that a rename system would be useful.
 
Level 27
Joined
Jul 6, 2008
Messages
11,326
Yes, becoming a werewolf or vampire and getting a new tech tree!
That would be just like becming and playing as bandit, but you have to be killed... well you know it all already...
And what about that idea I already said that this type of hero could get army by infecting NPCs, instead of just training them?
 
Level 8
Joined
Jun 25, 2010
Messages
126
@Drake0
Yea this certainly will be added but it might be a small while before I do get around to it as I feel I need to add quests and expand bandit play first as well as complete the new item and founder/bandit customizing system.
Seems lots of people got into the idea ^^

@Kykeka
Yea calamities can be started too early, ill make them only available after some time.
Yes I’ve noticed too that re-naming is much needed, will be done in a sec.
As for the bandits not being able to get the masonry upgrades and such this was intentional.

@Domasi
The ability to skip the tutorial video is much needed, the way I made it thought caused issues when it was skipped, like it says in the known errors it was disabled becaused of these weird errors, ill fix it up very soon, sorry for the inconvenience.
As for rename, very important too

@Tleno
Yea as werewolf/vampire founder thing, you wont be able to train units at a base (doesn’t mean you wont have one for other uses)
 
Level 1
Joined
Jul 31, 2010
Messages
9
PLEASE READ THIS: Im not sure if anyone else has this happen but when i check furum logged out i dont see my posts. when i log in thinking to repost my comment reappears. i feel like im going insane watching this.

if you wanna read my previous comment its on pg 10 halfway through

Bug Report: dieing in the amarti mine my screen got stuck in the dungeon (not allowing me to move screen out and select town tower or anything)with no way to revive hero at town tower. eventually i was forced to ask someone to kill my town so i get revived as a bandit.

Ideas: i think a renaming system would be great cause i feel normal warcraft names kinda take away from RP. a way of pinging the awakenings and calamities after they're started would be helpful. a pinging system for mines would also be wonderful(i constantly lose track of where the mines are).
 
Level 2
Joined
Aug 2, 2010
Messages
17
Looking great, can't wait to try out the new version. Love this game. Where does everyone play? I sometimes host it on my clan's bot (clan lows) but the version on that one hasn't been updated.


I have a lot of suggestions lol. This game just has so many possibilities, and I love how responsive your being to fans, not like some map makers I know.

Grape vines should have inventory that fills with grapes (like mines fill with ore). This is because the grapes inevitably spawn just behind the vine where their almost impossible to click on, and there's so many of them, it just becomes extremely tedious.

Allow players to sell goods to caravans, saving a trip to town. However caravans give a worse price for goods, and to get a good value on some higher quality items organizing a trip to town should still be necessary. Since you already have trade values that are different from display price, it shouldn't be too radical to implement.

If a caravan route is attacked more than 3 times the next time guards should spawn with the caravan, and prices on goods should increase with every subsequent attack. That way there is actually an incentive for regular players to guard the trade routes, it hurts them economically. If a route has not been attacked in a while, prices should slowly stabilize. If this could possibly affect market prices as well, that would be a bonus.

Things bought from caravans should be sold at a different price than at town, possibly a higher price, sometimes a lower price, depending on location.

Caravans automatically travelling to player's towns should sometimes have useful items other than bread.


Is it possible for items that are sold at market or to caravans to somehow be purchasable by other players?
Maybe a thrift store or pawn shop?

Boss item drops should either be made less powerful, or more unique. I had a case where one guy stacked all his elite horsemen with blood swords and raped my entire army. Perhaps certain items can be carried by heros only?

Horses should be purchaseable in town, for a hefty price.

New horse type: the nag. Scraggly little four legged creature, but still faster than walking. Mountable by lesser units and founders up to level 6, but elite units cannot mount due to the weight of their armor. This is especially useful for the slow trade rep, who actually becomes useful when mounted. He should also gain an item slot when mounted. Recruitable from barnyard.


Horses should initially be a herding animal, like sheep. They must be herded for them to grow and become adults.

Horses should also be a sellable commodity, both in town and to other players. (via a "sell" button, click it on the market, or a "give to" button, click it on another players unit and control will be transferred.


Disable resource trading screen (f11). Gold coins should serve a purpose now. It opens up new bandit gameplay possibilities when one has to send a pack horse loaded with coins across the map.

Gold storage should be improved. It makes no sense to have a pack horse holding on to my life savings when there is a perfectly good castle/towncenter/towntower/storehouse. And buildings should realistically be able to hold more, not less, items than units.

I was also thinking of a system where a certain amount of gold can be safely held in non coin form depending on your level of development. A town tower holds 500 gold, a town center 1200, and a castle 3200. Corruption should only affect gold that is above that limit. So if I have a castle, and I have 10,000 gold in my magic bank account my weekly financial statement is: (10,000 - [500+1200+3200])*0.05=
255 = Net Loss due to corruption. With these adjustments an increase to the percentage loss due to corruption may be in order. Mostly this feature is meant to give players some breathing room, especially for transactions made just seconds before the trade/corruption update, and because there is no countdown timer that would allow them to predict this. Also add timer plox.

Handling of ores should be improved. When a player comes to my base and asks for 100 silver ore, and I have 268 silver ores, I have no way of dividing that up. Maybe the mine could have a "drop" button that brings up a dialogue for different amounts.

Store houses still need an inventory (or are you already planning to fix this). They should also have more transportation options, such as "transport items in slot 1 and 2, or 1-3, 1-4, etc. to allow for faster transport.

A new building: The town square. Replaces town center as ultimate destination for store house caravans. The problem with the system as it is is that the town center can be used for one of 2 things, gold storage or item vector. If it is storing gold the transported items will appear next to it, sometimes behind it, invisible or impossible to click on. The town square solves this problem by having no inventory, just being a large open space for items to be dropped in a convenient location where they can easily be seen and picked up.
 
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Level 6
Joined
May 31, 2008
Messages
218
Seems the map desyncs a lot
And i wondered if you ever thought about expanding map size, cause that would add a "bigger" feeling to the map, atm you can reach most areas pretty fast. So there is not much adventure in the map so to say. But it's just a thought, but mainly you should take a look at those desyncs. Cause more people had been experiencing those, and A LOT it seems like. We tried to host it like 5 times, every game at least 2 ppl desynced. And it's not about the people hosting, there is clearly something in the map, but dunno what.
 
Level 8
Joined
Jun 25, 2010
Messages
126
@Drakmuch
Huh weird I didn’t notice your post before, I think there is an issue with posting on these forums because your not the first person to have that happen, I’ve seen new comments appear at random and I always figured I had just over looked them.
Thx for finding that bug, I actually noticed it my self when testing at some point but completely forgot about it.
The vassalage idea in your previous comment is great; it should fit nicely into the game play of FOTN

@Tleno
Something of the sort yea

@Erokowich
I haven’t the slightest idea what would cause that dcing issue, the only possible answer I can think of is the use of a player for wolves, this could cause all players beyond grey player to get some weird bump down and possibly dc, or could cause a player to be referred to incorrectly in a trigger (Even if that were so I don’t think I’m using any triggers that would or could cause a player to leave).
I’m stumped

@The Pale King
Did you ever stop to think that maybe they pay a fee to put up the wall >.>?
Under the Natural preservation act of the north, passed “god knows when” (Maybe not actually) all founders are expected to pay a fee for the construction of all: “Architectural partition with a height and length greater than its thickness; used to divide or enclose an area or to support another structure”
All bureaucracy of the north aside, good point, Ill make the first wooden wall cost only wood, although you might as well just use the Pike Barricades for wood only cheap and very effective walls. (I’ve noticed its over looked by too many people just because the founder can build it)
 
Level 6
Joined
May 31, 2008
Messages
218
@Erokowich
I haven’t the slightest idea what would cause that dcing issue, the only possible answer I can think of is the use of a player for wolves, this could cause all players beyond grey player to get some weird bump down and possibly dc, or could cause a player to be referred to incorrectly in a trigger (Even if that were so I don’t think I’m using any triggers that would or could cause a player to leave).
I’m stumped

The map often desyncs within seconds or a minute. During the cinematics. Also, my second question: "And i wondered if you ever thought about expanding map size, cause that would add a "bigger" feeling to the map, atm you can reach most areas pretty fast. So there is not much adventure in the map so to say."
 
Level 1
Joined
Jul 31, 2010
Messages
9
Bug Report: I've had issues in game where people d-sync and still remain able to talk and move around in the same game. i first noticed like 4 games ago when i was trying to trade hides with someone and they got really angry at not paying them for the hides when i kept giving them $ and eventually coins out of desperation. we had d-sysnced and it was like a parallel universe in their game and mine. my past game me and a freind stayed on same server and we didnt realize that everyone else but us d-synced so we thought they were noobs not building bases and such. yet when we talked to them they said they had a sprawling base that and said WE were bandits killing ppl!?!?!. me and him had huge bases and armies killing all the awakening bosses, not a bandit... i wish i had more ways to test this but i believe its happened to many games.
I also tried mounting an enemy's riderless horse and it told me the spell had to be used on friendly units, wtf? i tried that already!

Spelling error: Burning soul spelled buRIng soul- the sword drop from enraged bear

Questions: when you beat the last ice renevant in amarti mine's is there supposed to be some reward or just a happy feeling? same for everwood forest dungeon, what am i supposed to do after i beat the mountain giants in everwood forest? the terror shard dropped from first ice renevant in amarti mine i have no idea what its for.

p.s. i went on today not logged in and saw my all my comments, dont know why it works now.
 
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Level 8
Joined
Jun 25, 2010
Messages
126
@Darkmuch
Wow thx heaps, now I know what this de-sync issue is about and can find a way to fix it, I head about this happening before, seriously thx.
As for the lack of boss drops as I’ve mentioned the dungeons are both only half finished, each of the creeps within a dungeon is meant to have a chance to drop chests, which work like the chests that drop off Awakening bosses, I’ve already started work on the massive amount of items you can obtain from these chests, I just figured Id release these half finished dungeons as a sneak peak.
As for the fact that the bosses don’t drop anything … yea its coming too, and the mountain giants are far from the bosses for Everwood Depths, that one will be similar to the Forgotten One from the actually war 3 campaign.
Also thx for finding a typo that has been over looked for far too long…
The drop from the Terror in Amarti mine is used for Merrin’s quest line, she can be found south of the Southern town (Sadly I think this is only available to red player, it also yield no reward aside from a key to the mine boss (Similar to the other quest line, there is a good reason for having two of these))
The mounting is apparently bugged in this version… which saddens me greatly to have released it.

Edit: Actually you can use the Stone Guardians to kill other creeps, or to hold off the Keeper, they won’t last long but its fun to see creeps fight creeps.
If you don’t know what The Keeper Of Everwood is you probably cheated when running through Everwood or got lucky and didn’t run into it.



@ErokoWich
Yea actually I have expanded the map already but I cut it back down to the same size when I though about the extra lag that would be affiliated with a map size increase, as more animals would need to be placed to fix issues with hunting etc… also the difficulty of calamities and such would also be greatly effected, furthermore the traveler walking system (The little people that walk about) would need to be expanded which might cause unbalances in the population of passengers along each of the four main road and the other side roads (Will effect bandits). I would also have to increase the number of these walkers, keeping in mind that there already exists over 150 animals at one time 50 walkers, uncounted amounts of caravans, when a calamity begins there are usually a great deal of extra units added on top of this, along with player units which mass up more than you think.
I figured I wouldn’t want to cause FOTN to be spoilt by lag. I have however kept these map expansions saved, if people think I’m acting out of paranoia and insist I expand the map, who and I to refuse ^^
 
Level 3
Joined
Jun 27, 2009
Messages
42
hey i have an evilll suggestion >=)

what about adding an NPC unit that can be paid to kill/harass/sabotage certain player ?

just like the travelers, they wander around. the more we pay, the more they will do to the chosen opponent.

example:
pay (250) - scout for the player
pay (500) - kill some of player's unit
pay (2000) - kill the player's chickens
pay (3000) - set a bomb beside one of the player's building (maybe 1000-1500 damage over a medium area is balanced?)
pay (5000) - poison the player food supply, causing some of the soldier/worker to get a small disease and deprive fighting capabilities ( unable to score critical, slower aspd & mspd, decreased attack power, just like normal wc3 "Cripple" )

those are just random shoot of amount of money and random thing i brainstormed. maybe instead of traveler these NPC will be in a guild ? like u said earlier, BANDITs guild ? >=DD
 
Level 27
Joined
Jul 6, 2008
Messages
11,326
Actually Bandits could have some kind of agents that could do anything for money, but I think doing stuff like this would be more by yourself, you know, having special units for that...
Oh and talking about the bomb... Leonardo should definetl sell those. For destroying defences of enemy player.

Oh, one more idea.
Maybe founders should have more inspired actions?
-Like if you'll have build more than X of buildings, you'll be able to every X seconds quickly reapir a target building... kinda like a heal for mechanical units of some kind... or maybe instead of that have an aura that increases the armor of surrounding buildings?

-Also, X killed bunnies could give you an aura that prtoects your croops from them. Just a suggestion.

-And what about if you killed one non-bandit player, you'll get some powerful combat ability? Like kinda like Tauren chieftain's resurection ability, it would allow you to be reborn every X seconds. But would cost inpiration. Yes, you can make this ability cost mana.
 
Level 6
Joined
May 31, 2008
Messages
218
I don't think some extra units would cause lagg in this map, i know maps that are a lot heavier that don't lagg at all. And since the map is rather simple when it comes to amount of units and so on, and the map size is not that big. You could expand it a bit without worrying about lagg.
 
Level 8
Joined
Jun 25, 2010
Messages
126
@TomiTomo
Yea is a great idea and will definitely be instilled both the Bandit and Mercenary guilds, ill give an explanation of this whole guild idea in a later post.

@Tleno
When FOTN was originally made along with guilds and many other fine aspects that are yet to be added, was the idea that you would be able to make gunpowder with sulfur, it’s a shame something this simple hasn’t been added yet, the gunpowder would have been used to train various gunpowder units and build cannon towers as well a make explosives at the Alchemist guild, this would be the bomb you were talking about, soon as I find time, ill add these little details.
And yes more Inspired acts need to be added to the Founder, but also new abilities for the Bandits need to be added first, they have been fairly neglected lately.

@ErkoWich
Well why not then, sadly I want to release one version really fast before I do release one with the extended map, to fix all these little issues, after that, hopefully on the weekend I should be able to add the extension as well as some larger fixes.
Bear with the unsuitable video till then.

Edit: When this was posted it displayed as comment 168, while there should be 170 comments, this probably means two comments were over looked by me because of some issue with the forums.
 
Level 6
Joined
May 31, 2008
Messages
218
You can take any time you need. But i hope you are taking the Desyncs seriously, cause it's affecting A LOT of players, and it's probably something to do with the cinematic.
 
Level 2
Joined
Aug 2, 2010
Messages
17
@sifonseal - you might have missed my extra long post here: http://www.hiveworkshop.com/forums/maps-564/founders-north-1-08-a-170927/index11.html#post1663942

@Erkowich - I've never had problems with desync. If your using a bot can you tell us what synclimit your using and what latency?
The first time I hosted the game with my clan's bot, it was a disaster. The bot is optimized for low latency (warlocks clan), and the latency needs to be set in game or in the lobby. I didn't set the latency in the lobby and as a result everyone had to wait an hour for the opening cinematic to finish in bullet time. The usual latency is 20 ms, but for FOTN I increase it to at least over 100, with a synclimit of 1000 (a synclimit over 1000 causes massive lag in maps with alot of triggers and units). That usually works well for me.

Also @ sifonseal heres a few suggestions I forgot to mention in my previous post:

I think that gameplay should be more rewarding for players who focus mostly on econ and town management. At this point players who pve almost exclusively from the first half hour or so acquire stacked uber heros, whereas a primarily sedentary player may have a billion gold coins but get his butt kicked every time one of the pvers shows up.

For starters there could, in addition to the trivia (which is awesome btw), there should be votes on different player rankings, such as who has the most beautiful town (special item awarded), who has the ugliest looking town (if voted ugliest town, has to pay a fine), etc.

While were at it there should also be tournaments from time to time in which players can participate for a fee and fight against other contestants to win a prize. There should also be an option to have duels in the arena at any time, this gives econ players a chance to level through friendly pvp. Units killed during tournaments respawn at the end of the tourny.

There should be an option to be a bandit from the start (instead of having to wait 10 minutes to commit suicide), for those players that want to play as bandits. The only restriction being that bandits cannot attack other players (conversely other players cannot attack bandits) until 20 minutes in game have elapsed.
 
Level 8
Joined
Jun 25, 2010
Messages
126
@Keaponlaffin
Great suggestions, I’m in a bit of a rush, ill edit this post with detail soon
(Like I said in the above post it seems your post didn’t load for me the first time through, I’m not sure why Hive is doing this)

Again this post is 174 for me, while there should be 176, two posts missed somewhere...Repost post if I haven’t responded to please
 
Level 1
Joined
Jul 31, 2010
Messages
9
@keeponlaffin
i think the reason your previous comment didnt show up on pg11 is because theres an issue with ppl who join not having their post able to be read immediately. i noticed this with mine where as i mentioned earlier i could only see post when i logged in. i noticed this cause yuor join date is august. i assume that now that a couple of days has passed we'll be able to see your comments when you post them.
i like your idea for the caravan timer btw

if anyone at the forums has a bot that could host fotn constantly i would LOVE them!

ya the ability to go bandit should be offered earlier cause i know many ppl who whine their ass off until the time for bandits come. and players who stay founder, you SHOULD guard the trade roads cause bandits tend to be asses and will take potshots at your traders
 
Level 2
Joined
Aug 2, 2010
Messages
17
@keeponlaffin
i think the reason your previous comment didnt show up on pg11 is because theres an issue with ppl who join not having their post able to be read immediately. i noticed this with mine where as i mentioned earlier i could only see post when i logged in. i noticed this cause yuor join date is august. i assume that now that a couple of days has passed we'll be able to see your comments when you post them.
i like your idea for the caravan timer btw

if anyone at the forums has a bot that could host fotn constantly i would LOVE them!

ya the ability to go bandit should be offered earlier cause i know many ppl who whine their ass off until the time for bandits come. and players who stay founder, you SHOULD guard the trade roads cause bandits tend to be asses and will take potshots at your traders

Its probably an anti spam thing, no big deal really.

I host the game on my clans bot at Clan LoWs, username: HornyTheReaper. I'm most likely to be on saturday/sunday/monday nights. There might be a couple other people who play it in the clan and someone might be willing to host it, but I can't vouch for what happens when I'm not around. At any rate its important to be respectful of the games in progress. Hosting a large map like this can cause horrible lag, especially with alot of players downloading. General rule is if someone is having a 1v1 don't host. I usually up the latency to 100 or 200 depending on open game slots, to be respectful of other players.
 
Level 1
Joined
Jan 27, 2009
Messages
5
An Awesome game, i have played this lots of times whit my friends and they all loved it.
But, in the game one of my friends has only a white screen he says, the buttons and all such is normal, but the center part of the screen where the actually action of the game is at is white (sorry if you cant understand what i mean, i got a bit problem to explain and such) but otherwise its an really awesome game, but i have yet to play the bandit side of it.
Oh right, forgot to add, The Mount spell for the hero doesn't work, it says that you have to target an enemy unit.
5/5!
 
Level 8
Joined
Jun 25, 2010
Messages
126
@keaponlaffin
(Looting Grapes etc…)
Grapevine and Apple Trees as well as no longer need to be looted individually, in the next release the is a Gatherer’s Post which will auto loot 2 set items.
Other locations to sell may be added soon, but in the latest version I’ve added auto sell ability to the Town Centre which works in a similar way to the Transport Goods ability and will sell the item held by the Town Centre to the set closest town
As for the caravans effecting trade good prices, yes ill see how I can go about implementing that ^^

(Sell/Buy items (Pawnshop))
A new building called a Market Stall will be added soon that allows you to sell items to it; these items can then be bought by other players.

(OPed artifacts?)
Well if he was actually able to get his hands on that many Dark Age Literatures he deserves that power, still mounted elites with 100 defense and attack with double Blood vengeance is a scary prospect. Ill change it so that its one weapon only for all units not only heroes. (Not in 1.09 version but in 1.10 remind me if I forget)

(Horse commodity)
Yes horses will be purchases able at a special location, this will be the same place you do the quest to gain the mounting ability as well as quests to increase your riding skill
(Will also be added in 1.10, probably wont need reminder)
Yea a secondary mount sounds like a good idea, but I fear it might cripple the file size due to a mass of new models. (It’s surprisingly hard to keep file size down)
Actually its funny you should say that, when FOTN was originally made, horses Were a sellable commodity and they were also obtained by taming wild horses that roamed around like other animals, this seemed a little odd thought and it made it very annoying to obtain mounted units. Like the idea about herding horses.
If people can help me think of a way to slot in a horse commodity system without making it difficult to obtain essential mounted units like the Pack mule id be glad to do it, after all the idea of FOTN is to provide a game with many complications and different approaches but still allowing access to all of this with the greatest of simplicity, making it not only noob friendly but smooth and simple but still very deep.

(Coins for trade)
Rest assured this will certainly be done, but coins already have the use of stopping corruption, although most people over look the need for them not realizing that the “weekly statement” only displays the last lost to corruption (Which is clearly stated) and not all the losses over that period (This is because it is hard for people to measure corruption within their society, no that does not mean I couldn’t make a trigger for it)

(Invent slots for structures)
Grain silos have a 6 slot invent, the tooltip advises that this can be useful, regardless your point is valid and some structures have now got increase invent (Most are still left with 3). For invent space using Grain Silos is still the best method.

(Corruption Threshold)
Not a bad idea at all, ill get around to it (Probably in 1.10, remind me if I don’t ^^)

(Item Splitting)
Yes this is a very annoying issue; ill add a command to split any item stack carried by your founder to any number you input

(Store House Invent)
Well it did have an invent I don’t remember why I removed it, I think it had something to do with issues when upgrading it while holding items, it also used to be able to load units. (These will probably come back)

(Transportation Issues)
Well actually I didn’t think this was an issue since you can simply move the items around in the building, Ship slot 1, move slot 2 to slot 1, ship slot 1 etc, and you don’t often ship items off so I don’t see the need to complicate this system. (A new skill has been added that will sell items held in slot one of the Town Centre to set town automatically, in a similar way to transporting goods)

(Town Square)
A new building will soon be added that will sell coins instead of the Town Centre, this will take some of the item holding strain from the Town Centre, this new building the “Market” or something of the likes will serve many roles in the patches to come

A long post for a long post ^^ Keep these great suggestions coming, its always a great help





@ErokoWich
(De-sync)
I think I found the source of the initial server splits and took care of it, if these splits happen long after the game has started there is another issue and I will fix it in the next patch (I know what this issue could be but it would take some work to fix it)




@Takakenji
Merchantry is not cheap, it is simply less and less effective the more you do it, this means that if you are the only player who knows how to do it in the game, then yes it would make it seem cheap ^^, help the noobs out so they wont be noobs long.




@darkmuch
Yea I think your right




@hostail
Glad to hear you like it, the issue your friend is experiencing is probably an issue on his comps end, I haven’t heard of such an issue before. Any suggestions you have or bugs you find always help though, you never know you might be on to something ^^
 
Level 12
Joined
Apr 18, 2007
Messages
1,130
Hello. I'm here asking, is there anything special you've done with this map for optimization? Because while it works in Windows, it does NOT load in Linux. I've attempted many fixes, including force rendering in DirectX instead of OpenGL, playing as different colors, and more, but to no avail. I'm amazed, personally, because I played it one night and it didn't have any problems, but they're only popping up now. The real problem is that textures/shaders do not appear, making EVERYTHING white. You can't even tell what's a tree, what's a building, what's a unit... It's horrid, really. There's one last test I'm going to do, and then I'm gunna give up, which sucks, because my friends really want me to play this with them.
 
Level 8
Joined
Jun 25, 2010
Messages
126
Version 1.09

@The Pale King
Yea that’s not a bad idea; it would add a nice touch to the siege warfare and make it even harder to assault someone’s fortress. Another great contribution, thanks.

@Hero_Lief
I haven’t used any strange methods of optimizing the map as far as I know, there shouldn’t be anything in the map that would causes textures to bug like that, it might simply be your texture settings, if not it might be related to your graphics card, sorry to hear this is causing this much of an issue for you.



Version 1.09 Is Here!!

Change log:
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)



This patch has a lot of very useful changes, while it’s not big not “new content” it has a mass of useful new features and fixes that will make FOTN run even smoother, over all it’s is a must have improvement.
If someone find an oddity in the new trade goods system let me know, as far as I can tell it works fine.

Now just w8ing on Domasi to take notice ^^
 
Level 12
Joined
Apr 18, 2007
Messages
1,130
I've rendered it in both DirectX and OpenGL mode, and tried all settings low/medium/high/max, and it's none of that... I don't know what it could be! I joined a game after a friend recommended it to me, and I fell asleep on the loading screen... Late night game sessions ftl. Anyways, when I woke up, everyone had left, was like noon the next day, but textures were there fine. It was a bit laggy so I decided I would rm it, and after then it wouldn't load. I have no clue what the problem might be and it's really starting to bug me...
 
Level 12
Joined
Apr 18, 2007
Messages
1,130
I also find it interesting to note that the 1.07 minimap image loads correctly, while in 1.08 it does not. That doesn't change rendering however as 1.07 doesn't work either.

I attached some screenshots of my issues, both in OpenGL mode (1 and 2) and DirectX windowed (3 and 4).

EDIT: Yes the whisper is from the friend who suggested it, no the cursors are not always like that, no I am not running 98, and no, the male villager's face is not screwed up, my screenshot program just didn't like him. D:<

It appears that the sky loads, the interface loads, and the custom model hero PORTRAIT loads, but nothing on the terrain itself... Strange.
 

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Level 12
Joined
Apr 18, 2007
Messages
1,130
Yeah. It's the first time I've ever encountered something like this, in my 5 years of Warcraft III gaming, on Vista (friend's), XP, XP portable with almost no good hardware, and Linux... Someone suggested that they had this kind of problem occasionally, and a minimize/maximize fixed it. Doesn't for me.
 
Level 8
Joined
Jun 25, 2010
Messages
126
I realize that since the addition of the tutorial videos there’s been one issue after another involving them, therefore I’ve decided to alter the opening sequence in version 1.10 which should be done within a day or so.
Also it seems a fair few people have been signing up for membership on the FOTN official site, I guess this means I should add something special for them ^^, if anyone has a suggestion as to what that should be, I’d be glad to hear them.

@Hero_Lief
Sorry I’m not casting you aside, if someone more informed on such a matter could help Hero out that would be great, on my part I can’t see how a setting within FOTN could cause textures to die out like that, unless someone knows of a possible way of bugging a trigger to kill textures, which I haven’t heard of myself.
 
Level 6
Joined
Feb 25, 2010
Messages
103
!IMPORTANT! I FIND A BUG
:fp:when you die in a dungeon, the camera stops and can't move the camera anymore its really bad cause i use the -cam command and can't fix the problem. if you can fix it in a new version i will enter the dungeon again cause i am scary about this small error :thumbs_up: 5/5
IT CONTINUES HAPPENING IN THIS VERSION 1.09 :C
You understand me? :)

(i continue loving the map)
 
Level 2
Joined
Aug 2, 2010
Messages
17
Nice changes Sifon. There's a few things that could be fixed in my opinion.

Grain silos still have no invent, so they can't be used to transport goods.

Also it would be great if buildings could have logical goods transport destinations in addition to just the town center. Like Windmill could auto send to bakery, mine to blacksmith, etc.

Baking goods could be made a little more rewarding, do you have plans for things such as pies that could be made with combinations of crops?

Can things like cooking meat in a fire, or baking goods or making wine be made autocast? I know that when I put items in I tend to dump a whole load of them and it takes forever to click through 100 stacks of meat when I really should be focusing on planting the next crop/fishing/whatever.

It would also be useful if places like guard towers, town towers, center, castle, etc. could load units. Especially during the night when some noob summoned covenant calamity.
 
Level 6
Joined
Feb 25, 2010
Messages
103
i don't have that problem see if you have your grapycs too high cause its a big map :D
and if you have a good pc ;D

It would also be useful if places like guard towers, town towers, center, castle, etc. could load units. Especially during the night when some noob summoned covenant calamity.

SURE we need to hide our units in at least 2 estructures that is very important

@Keaponlaffin
(Logical Goods Transportation)
Good point, logical shipping locations will be added this very second

(Tired of clicking?)
When a good creation is initialed (Making bread with flour etc) it will continue repeat action until all the needed good is depleted (Will make as much bread as possible) this will not be done with the Blacksmith however as you might want to customize your orders.

(A Silo for what?)
Ah I didn’t notice that I had taken the invent off the grain silo, will be added right away (I think this was also because upgrading building that hold items wasn’t a great idea) If it dosent work out ill add a 6 slot invent to windmill.

(Get in the damn Tower!!)
Good point, towers will now be able to load units.



@The Pale King
Are you sure these “villagers” weren’t just werewolves who transformed back to people during the day time? If so instead of counting them you probably should have killed.


edit: GOOD JOB SIFON SEAL, KEEP WORKING, YOU ARE AWESOME!!!!
 
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