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Founders of the North 1.15

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





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



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


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




Jobs
Jobs


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


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


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


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


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


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


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

Later Jobs


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

Other Jobs


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


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


Screenshots

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Events
Nightfall

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

Siege

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

Awakenings

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

Calamity

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

Unsealing

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


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

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


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




Changelog

Version 1.0
- Map released.

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


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


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


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


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


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


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


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


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


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


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


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


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


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




Credits

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



List of Beta testers

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






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

Founders of the North 1.15 (Map)

Reviews
18:56, 1st Aug 2010 ap0calypse: Approved 04:27, 10th Jan 2011 -Kobas-: Map status set to rejected (only way to close thread)! Comment
Level 8
Joined
Jun 25, 2010
Messages
126
@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.
 
Level 2
Joined
Aug 2, 2010
Messages
17
(Logical Goods Transportation)
Good point, logical shipping locations will be added this very second

Nice
(This will not be done with the Blacksmith however as you might want to customize your orders)

Agreed, blacksmith is well balanced with the ores available at any rate.
(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.

Usually when I'm upgrading to town I turn the silo into a windmill immediately, since a silo usually serves no real purpose on its own that early in the game. There's really very little you wouldn't be better off selling right off the bat, unless your hoarding deer skins for later use but even a single worker could hold the entire supply.

Perhaps grain silo inventory could be researchable from windmill for a nominal sum, that way nubs could not do it wrong even if they tried.

(Get in the damn Tower!!)
Good point, towers will now be able to load units.
Could units in towers gain a slight regeneration bonus and archer units add attack dmg?


Also does the second chicken coop actually do anything right now?
 
Level 3
Joined
Aug 2, 2009
Messages
15
Great map;d I have encountered one bugg tho. I went to a cave and died there. After this i couldnt move cam, luckily someone built town so cam got unstuck. Without it i wouldnt be able to revive my founder;/ And map... gr8;D I just hope for more wild animals, bears maybe?
 
Last edited:
Level 1
Joined
Aug 11, 2010
Messages
4
Abselutely awesome game specialy since some fixes in 1.09B but in the next ver (if it is like promised) it will be even better but i would like some more Mages and things like that if not included in the witch place... :p
5/5
 
Level 6
Joined
Aug 12, 2010
Messages
230
i love this map

the easiest one as of now is the apple-grape-loot gatherer combo

it might change after the addition of the auto-making/custom materials transfer

i love this map

however, i wanna ask you guys where to play it. in my country people are lazy to DL maps so im forced to play with 1-2 players only and they will just quit anyway.

the gameplay is very long imo or maybe because i only play with 1 or 2 people causing me to farm all game and complete every boss i want

also, what i think is the best income generating job early is the trading thing then rush chicken coop, then proceed to apple-grape-loot gatherer combo.

lumber is pretty slow too but i think that's totally fine. (that's what the merchant's guild is for)

EDIT: check my avatar- she is holo(horo), the wolf spirit, from the anime the map is mostly based upon.

EDIT2: i think the market system broke when i sold 200 Southern brew on the north market im supposed to receive -90k gold and yes i do but it only reached 0 gold. then when you buy the items, you get money back because the price of each bottle is negative gold. it still follows the formula correctly but the negative gold just cant be applied
 
Last edited:
Level 1
Joined
Aug 12, 2010
Messages
4
i found several bugs,especially in the latest(1.09) version of the map:
1.every few seconds,the screen was darkening until i couldn't see anything
2.i couldn't control my founder after the game started
3.i got disconnected several times after a few seconds of gameplay
4.i died in the mine,and i could not revive myself,because in the mine the camera is moving with you
 
Level 8
Joined
Jun 25, 2010
Messages
126
It’s A Matter Of Guilds

Not long ago I said I would post the details of the upcoming “Guilds” system that would be implemented into FOTN, this was one of the concepts that were built into FOTN since its creation but I never did finish.

(The Guild Concept)
These “Guilds” are new Fractions owned in collaboration by both player fractions and non-player fractions (This ownership system will be explained below), they provide various goods and services for the people of the north and grow when they are used.
These guilds can be viewed as a fraction with no base but simply exist as an entity formed in the union of the various guild members both player and NPC.
Guilds you own or are part of can be used to gain various advantages, special privileges, a great new source of income, and even to gain military or influential power in the north.

(The Founding)
Guilds are founded by any player who decides to invest their money in a guild.
When founding a guild the founder will pick what kind of guild it will be, current types include:
Trade Guild
Bandit Organization
Mercenary/Hunting Guild
Knight Order
Dark Sect
The founder of a guild will then become one of the three co-owners of the guild the other two being Barons, Viscounts, or Earls. The control of the guild will be spread between these three seats in respect to their contribution to the guild; this would be the amount of initial gold invested. (Barons will have small contributions while Viscounts and Earls will have higher contributions)
Once the guild is founded its agents will begin to travel the north and spread its influence, when ever they are used they guild will receive income and grow, this income is distributed 50% to the guild and 50% between the owners of the guild (Based on the their control %)

(Guild Growth)
Guilds grow as they perform their function, for a trade guilds this would be conducting various trades, this will give them income, like all guild forms they also gain income when items are purchased from their agents.
As the guild fund’s grows it will be able to claim “Guild control” over towns and villages. It will also have greater power in the north i.e. more funds for a war, more products sold, faster growth rate etc…

(Competition)
More than one guild of the same kind can exist, these guilds are then in competition with each other, for those of you who are adept at using the merchantry system will know how this will lower the profits of both guilds, they will have to find ways of dealing with each other.

(What’s Yours Is Mine)
While being one of the owners of a guild is great, some people will always want more. Greater control of a guild can be obtained by various means;
Contribution control:
The honest way, by subjugation, by making your contribution to the guild much greater (Either by doing “Guild tasks” or by investing in the guild further) than the other seats you will gain dominance over the guild control and its income.
Hostile Takeover:
The forceful way to take control of a guild; would be to attack another of the key members, the guild will not officially support you in this and unless you have over 66% of the guild control you will be exiled from the guild for betrayal.
For players this is simple, you will need to kill them to remove them from the guild, for NPC like barons you will need to kill their forces and then kill the NPC to make them relinquish control.
Assassinations:
The more subtle way of getting things done would be to either hire a bandit player to assassinate one of these seat holders or to ask a member of a Bandit Organization type guild to perform an assassination; this will not be cheap however and may not always succeed.

(Joining The Guilds)
Joining a guild is very simple business; all you need to do is pay a small fee and you will become of the owners of the guild, this will not mean you gain much profit from it as you will only gain profit based on your contribution to the guild, but this gives you a chance to work your way to power in an opponents guild or to help your allies guild prosper.
When joining a “Hostile” guild i.e. a guild another player is trying to dominate you should make sure to enter with great force (A large contribution) allowing you to cause instability in their dominance over the guild or they will quickly elect to have the guild declare war on you.

(Guild Uses Summary)
-New structures to all members
-New items to all members
-Income from the guilds successes
-A new military power at your command
-Special abilities based on the guild type
-A means for further expansion of your control over the north
-The military aid of the guild for all members

(Guild Specs)
There will be a max of 4 guilds, this is to stop the spamming of useless guilds, and you will find this is more than enough.
Each guild only has 5 seats; these include NPC fractions such as Barons Viscounts and Earls, if you really want to enter a full guild… I’m sure you will find a way.


Ill add more details to this “Guilds” concept, I hope this is enough to get you into the idea ^^




@Afooa
Ah yes the bug with dungeon death is most dangerous and has been mentioned by many people, rest assured it will be dealt with promptly.
Yes I suppose more animals would be nice, but definitely not bears. Reason: Bear would have to side with the general animals this would cause the wolves to have a hard time doing their thing as they would have to get through the bears to get the those tasty deer.


@Keaponlaffin
Nah the chicken coop does nothing what so ever, should it? (Maybe it allows 2 more chickens; they actually give an insane amount of free income and are greatly unappreciated)


Sorry about any typos in this post it was spontaneous
 
Level 8
Joined
Jun 25, 2010
Messages
126
@Defur
To mount a horse simply use the “Mount” ability in the “Inspired Acts”, if it doesn’t work, it is bugged in the version you are using (I forget whether this was fixed in 1.09 or before)
Sadly bandit players cannot mount as of yet.
 
Level 1
Joined
Aug 12, 2010
Messages
4
i have an idea how to solve the dungeon death problem...
after a player dies,a graveyard stone should appear,and remain until the player is revived
this way,when day comes,the graveyard will be kicked from the dungeon,too

PS:great map,but you should finish that plague cure(which heals everyone) ASAP,because ,in one game,one player unleashed the plague and nobody dared to exit his base...(all the animals were sick)
 
Level 2
Joined
Jun 22, 2008
Messages
12
@Defur
To mount a horse simply use the “Mount” ability in the “Inspired Acts”, if it doesn’t work, it is bugged in the version you are using (I forget whether this was fixed in 1.09 or before)
Sadly bandit players cannot mount as of yet.

yeah but when i use the ability it stand can only target enemy units, when use on enemy can only be target on frindley units
 
Level 8
Joined
Jun 25, 2010
Messages
126
@Defur
Ah was it re-bugged in this version?
I was under the impression it was fixed in 1.09
Will be perfect again in 1.10 which will be released tomorrow

Here is the change log for it so far:

Change log:
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

This will probably be close to the final change log for 1.10 to be released tomorrow.




Edit: The change log has been expanded beyond what is above, what might these changes be? Sadly you'll have to wait till tomorrow

Furthermore, if I could get some feedback on the Guilds concept, that would be great.
 
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Level 8
Joined
Jun 25, 2010
Messages
126
Guess what… another massive post…

I found my self reading through this thread combing for suggestions I had overlooked or simply forgotten about and complied a list of a few minor things that still need to be added:

Twentythree:
-Bandit tech tree too small
(Ill figure it out, got a fair few ideas)
-Further uses for crops from farming
(Will soon be added as various good in the bakery)

Threeright
-Kill command to kill unwanted units you own
(Will be in next version)

Ipwnnoobs4life
-Hostile non-player bandits around that map or something of the sort
(Will get around to it)

The Pale King
-Typo with quiz “thier” (There is no way I left it like that for this long -__-)
(While I was fixing this I found various other typos you mentions, thx btw)
-Defense aura to walls etc…
(Will definitely get around to it soon)
-Cryptlord Paladins
… … …

Tradesend:
-Gems found mining
(Will come with the Founder/Bandit mining system soon to be implemented)
-Calligraphy
(Great idea ill get around to it soon)

Many many people
-New wives
(Getting around to this too, actually much of the work has already been started)

Tleno
-“Wise old man” or some such
(A further guide is a great idea, will be added as time permits)
-Merchant Ships (Sea trade)
(Will definitely get around to it soon)
-Drop for Werewolf
(This was a great suggestion ill add it soon as possible)
-More inspired acts
(Need to get around to this too)

Domasi
-Wives are cheap whores. (Ok Domasi didn’t word it like that but that’s the basic idea)
(Will get around the fixing up (Creating) the courtship system, might make it the number one priority after item surge, auto hunting and auto farming)
-Training grounds building model needs to be changed
(Yea I know I keep putting this off, soon enough people…)

Bl4ck L3g10n
-Turning into a Vampire/Werewolf
(This is fairly low in the priorities list, rest assured it will happen)

darkmuch
-Vassalage
(This should be added with the Guilds system)

Drake0
-Calamities postponed
(This is so simple to add and very important, I don’t know why I keep forgetting)

keaponlaffin
-A pawn shop or something of the sort
(Something similar will be added very soon)
-People of the north (NPCs) respond to caravan attacks
(I’m working on another system to further increase the self-governing and interactive nature of the NPCs in FOTN, although it does already boast a very interactive world)
-Horses buyable in towns
(Soon you will be able to purchases horses at another special location)
-Raising horses
(Yes this will be added very soon)
-Corruption threshold
(Great idea, ill implement once I find time)
-Tournaments
(Actually this was one of idea that was meant to be added at the birth of FOTN but I never got around to finishing it, this as well as other random events like festivals and what not, the reason they were never added was they were meant to be dependent of guilds and what not, i.e. if the north is made a safe and happy happy place more festivals of one kind will happen, if many players farm a lot, harvest festivals will occur a lot etc…)




Still pending from ages long forgotten:

-Special Mercenaries from special buildings around the north
-Relationship system
-Leo’s workshop with more siege units
-Gunpowder from sulfur at Alchemist Guild
-Dynamite from gunpowder
-Expansion of alchemy system
-Siding with either the Church or the Pagan
-Expansion of the implications of the Religious war
-Adding of actual useful quests, not simply entry quests
-Completion of the dungeons that are very half done
-Addition of Guilds
-Addition of Founder/Bandit mining system
-Massive degree of automation of functions
-Inspired Acts for Bandit other than just Sneak
-Skill levels will be added to your founder i.e. The hunting skill will give you the ability to obtain extra hides from each skill etc…

-A Save/Load system will be added that allows you to save your Founder/Bandit, your wife, your Equipment (Note this is strictly Equipment only, no artifacts or any other items), your relationships, existing guild setups in your game, and your skill levels.
Further Details:
Your Founder’s/Bandit’s level will be dropped to 6 regardless of what level you may be when you saved simply because it would cause an imbalance.
Equipment loaded will not be accessible till grace period is over.
Bandit saves will not be load able till after the grace period
With this system players will be able to maintain their customized Founder/Bandit look (Through Equipment) without having to either do long quests or crawl in dungeons each time. You will also be able to reload the great guilds you built up in previous games (This will only be available to either the host or first one to load it, not sure), note however this will give you no advantage over other players as you will be diminished of all guild contribution and your previous place in the guild will be replaced by a Baron, Viscount or Earl, this may also be a bad move if you made an insanely oversized guild, as you would never be able to take control away from the powerful replacements for your and other players that controlled the guild, still I felt the option of loading guilds was interesting.



I got up to about page 12-13, I figured the rest was recent enough for me to remember, also there are probably still a few things I missed here, still this should give you some idea of some of the things to come.
As we can all see, FOTN will continue to become more and more awesome…





Edit: This is seen by me as post 209 while there should be 214 post, this means that 5 posts cant be seen yet, if I haven’t addressed something you said, repost please
 
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Level 13
Joined
Feb 8, 2009
Messages
1,194
Can Mac's not play this game or something because when my friend hosts this the game will start and work but when he clicks his hero he DC's from the game.
 
Level 8
Joined
Jun 25, 2010
Messages
126
Alright I’ve released 1.10 with the below change log, 1.11 will be out soon too since there was much that is already done in 1.10 but wasn’t released due to parts being incomplete. Enjoy ^^

Change log:
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.
Note; bosses in dungeons still do not drop a chest; this will sadly have to w8 till the next release.



@L2love
Frankly I wouldn’t know, I haven’t tried to play with a Mac myself sorry.
However I’m sure it is some other issues on your friend’s side, as it is very unlikely that a portrait model could cause him to dc, it’s even unlikely that it might cause him to crash.
Btw what’s with all the really strange dragon things in peoples’ signatures o.o?
 
Level 13
Joined
Feb 8, 2009
Messages
1,194
It's kinda just for fun I haven't added any more since I think the cheese is the best one.... anyways thank you for your help.
 
Level 2
Joined
Dec 27, 2009
Messages
15
wtf, the whole game is completely white for me, i cant see anything. I can see the interface, but not the playing screen. But i can still see text when i move mouse over stuff, its like all textures are completely white. The only thing that wasnt white was the sky in cinematic. Plz fix this :/
 
Level 27
Joined
Jul 6, 2008
Messages
11,326
wtf, the whole game is completely white for me, i cant see anything. I can see the interface, but not the playing screen. But i can still see text when i move mouse over stuff, its like all textures are completely white. The only thing that wasnt white was the sky in cinematic. Plz fix this :/

This must be someway related to your game or computer, not the map itself. Try reuploading and replaying it.
 
Level 2
Joined
Dec 27, 2009
Messages
15
This must be someway related to your game or computer, not the map itself. Try reuploading and replaying it.
Tried. Still white

Edit: I tried different versions of this map from 1.03 to 1.10 and one without a version number. They all have white screen
 
Last edited:
Level 7
Joined
Apr 16, 2008
Messages
303
I get white screens too, but not always and not this map anymore... much.
and yay, foundations for guild syustem? YES! FINALY! wait that means its not done yet.. FUCKSAKES!
 
Level 7
Joined
Apr 16, 2008
Messages
303
Off topic: goddamn i disconnected, what server were you guys on? it seemed to be multiserver hosting or something cos i couldnt whois u as you were both offline :eek:
Onn topic: get that goddamned guild system working you bastards.
 
Level 8
Joined
Jun 25, 2010
Messages
126
Not sure if anyone noticed but there is one (Or two rather) massive in balances in this version which I forgot to change back after testing, hence 1.11 will be released with minimal addition later tomorrow (Or later today rather by my time)


@The FlameStorm
We were on U.S West, didnt know that could even happen (multiserver hosting I mean)
 
Level 1
Joined
Aug 14, 2010
Messages
1
will there be a pagan vs church feature? like at start of game host gets to deceide wheter to make the game pagan vs host, village free for all, village confederacy (allies), or like a battle against the plagues and monsters where they start spawning up after a specific amount of time and the queue time is used to build up a force/ potions eeded to defeat the 3 types of plagues/calmatities.
 
Level 1
Joined
Aug 11, 2010
Messages
4
Cant wait!

Wow im realy looking forward to this ver.
and just to remind you :p you need to propperly explain guild system + alchemy system and all these new things properly :thumbs_up:

great game!! :grin::thumbs_up:
 
Level 8
Joined
Jun 25, 2010
Messages
126
@ All of the below
All your post were not displayed before that’s why I haven’t responded.

@Hackz
I think mages and magic are a bit off the idea of FOTN, but pagan magic (Not so much the arcane mages) will be added.
Yea I noticed not many people use the alchemy system, it is a lot of work and somewhat difficult to grasp, hence I’m going to double the element you gain from each ingredient you use, making it much easier to make pots, this will be very nice for those who already use it under harsher conditions.

@Kevs926
I’m sorry to tell you this but the Grapes and Apples were actually bugged, they were dropping at ten times the rate they should, I changed it for testing and forgot to change it back, thankfully but also sadly for those who may have relied on this it will be fixed in 1.11.
As for the issue of negative values, it actually has happened in history where you would have been paid to take goods off someone hands, further more this wont happen so easily once the drop rate for grapes is fixed.

@Nickq
The blackout and most the other issues you mentioned were caused by a bug in the tutorial which interrupted the play of those not watching it until it was finished, this was fixed in 1.10.
As for the desync, I’m trying to figure that out myself.
Dungeon death problem has been solved ^^
And yea your right I really need to add that aoe plague cure.

@Gonzalord
Thx for the support ^^
 
Level 2
Joined
May 16, 2010
Messages
21
Found this map yesterday and I spent almost 4 hours in single-player mode to see how it works, its apsoulutly maginificent and gj for it :smile:

Really hope new ver comes very soon with new stuff... =D

PS: Just out of question, anyone knows a FotN Clan on Europe / Northrend server ? It never seems to get hosted ( yes really) :cry:
 
Level 2
Joined
Aug 16, 2008
Messages
17
Not sure if anyone else has brought this up but the wolf spirit's maelstrom ability is a bit weak for the time it takes to get it if you ask me, sure it can be useful to make some one move for a couple seconds giving you the smallest advantage, but they can just target your wife and kill her in 5 or so seconds. Seems kind of underpowered for at least 20 minutes of work to get her to level 8. I don't know if it would be overpowered if you changed it so it was a smaller aoe something and similar to the goblin tinkers cluster rockets ability without the stun, but I think it would make her a bit more valuable.
 
Level 2
Joined
Dec 27, 2009
Messages
15
Tried. Still white

Edit: I tried different versions of this map from 1.03 to 1.10 and one without a version number. They all have white screen

I've had a similar problem before with a few other maps, except I had black screen instead of white. I got rid of that by changing some video options, reinstalling game or trying diffrent versions of the map.
I tried all that but the game is still white. It always looks like this:

wc3scrnshot081510135945.png


This is a great map and I wanna play it too. Help! =(
 
Level 1
Joined
Aug 11, 2010
Messages
4
Thanks

Thanks for rereply, pagan magic seems realy good maybe just simple like a firebolt or some nature spells to fight the curch in some way. Another thing is that getting magic throu lvling is boring :p
Cant you get it throu maybe an altar or studying somethin? >.<... Well the map is great im trying to host it as much as possible so that people get to know about it!:thumbs_up:
 
Level 8
Joined
Jun 25, 2010
Messages
126
Version 1.10B
This is really not a massive release, simply one to fix imbalances and possibly several issues some people seem to have.

Change log:
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

However this version does actually have further development of the guild system, which as you can guess is a piece of work. I might need some time to finish up the basics of it, currently I have worked in a system for creating the NPC entities that are the Barons, Viscounts and Earls NPC fractions.

@Blazer_Knight
Glad to hear you like FOTN, as with everyone, I open to any suggestions you may have ^^

@Stealth_Unit001
I suppose your right, ill improve its effects, or make it easier to obtain, ill run some tests with it so see how effective it really is.

@Unseen110
Are your texture issues any better in version 1.10B (Not 1.10)
Once Domasi puts B up here, could you test if changes I made helped.

Also if someone could provide further info into the initial de-syncs possibly caused by the cinematic transmissions I’ve heard.
 
Level 7
Joined
Aug 14, 2009
Messages
121
As I see you continue to work on those dungeons things, so I guess you don't like my ideea with the big underground network? Anyway I think dungeons, that are present in every rpg etc maps, don't belong here. Try to do something unique with this map.
 
Level 2
Joined
May 16, 2010
Messages
21
Well I have small sudjestion for the map...atleast for the concern of Companions / Npc's :hohum: ....
Would be good to add few more companions which are actually from the Anime itself like from Season 2 :eekani:

Helena http://www.hiveworkshop.com/forums/...-blp-150137/?prev=search=villager&d=list&r=20
Abe http://www.hiveworkshop.com/forums/...rome-blp-155353/?prev=t=21&r=20&d=list&page=3

And maybe putting like neutral characters like and other's for like....coppetition in trade / quests just to add to the atmosphere ingame :cute:

Mark http://www.hiveworkshop.com/forums/skins-552/villagermale-61284/?prev=search=villager&d=list&r=20
Zheren http://www.hiveworkshop.com/forums/...-blp-158156/?prev=search=villager&r=20&d=list
Fermi Amati http://www.hiveworkshop.com/forums/skins-552/human-blp-129175/?prev=search=villager&r=20&d=list
Ligro http://www.hiveworkshop.com/forums/...-blp-151666/?prev=search=villager&r=20&d=list

And if you can atleast change model / skin of Holo like to something that isn't floating and has tiara on her head ?
Like http://www.hiveworkshop.com/forums/skins-552/cavewoman-60975/?prev=search=cave&d=list&r=20 but with reddish hair :nw:
 
Level 2
Joined
Dec 27, 2009
Messages
15
@Unseen110Are your texture issues any better in version 1.10B (Not 1.10)
Once Domasi puts B up here, could you test if changes I made helped.

Omg nice! 1.10B works like a charm. Thx for the fix :)

Edit: Aw, I celebrated too early. It seems that it works fine only at day, but at night screen is white again >.<
 
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Level 2
Joined
Aug 2, 2010
Messages
17
We need something like an irc chatroom or an aim blast so we can get people to play with.

@sifonseal nice changes can't wait to play. Can't seem to find anyone atm.
 
Level 1
Joined
Jul 31, 2010
Messages
9
@Sifonseal
i havent had any issue with the d-syncs in a while so i think that those are fixed. also can you submit the updates to MakeMeHost.com . it seems to be im guessing the LARGEST website hosting fotn games. i've been submitting every version you've made since 1.06 and they've accepted them all. i am going to submit 1.10b to them but they usually take one day to update their map list.

also if anyone has an issues with the gatherers psot where it doesnt pick stuff up. put the item in the inventory then itll start picking it up.

Spelling error for buring sword still there.

EDIT: with the guilds are there gonna be benefits like, merchant guild better deals at market(or an increased trade income from town center); a guild to reduce corruption penalyy; farmer guild that allows more chickens; travelers guild gives a stagecoach or something for faster movement or something.

btw: nobody i know has figured out where the mana pool for animals is.
 
Level 2
Joined
Dec 27, 2009
Messages
15
I also got white screen when some lycantrophy invasion started. Generally I think the white screen comes everytime theres a black screenflash (usually when night starts) and goes away with yellow screenflash (when morning starts).
I think there should be some command to make the yellow screenflash effect to make white screen go away, just in case theres still some other stuff that makes screen go white.
 
Level 12
Joined
Apr 18, 2007
Messages
1,130
SIFON! I found my problem! It's the weather! Whenever the weather changes, sometimes it loads incorrectly, and until it changes to something I can see the screen turns white! I was in a game, and there was apparently fog and sunshine, I couldn't see. Then, it changes to rain, all the sudden I could see. It turned back, again, can't see. So, is there any way you could add in an option or command, maybe I could type it in observers mode, that would disable weather EFFECTS? Of course, it would then tell me what's happening, like, "Ohh, it started to rain" in case weather affects gameplay. But if not, could you please add in a command to disable it? It's my problem.
 
Level 8
Joined
Jun 25, 2010
Messages
126
@Domasi
Not that I didn’t like the idea, its just that I wanted to somehow relate it to either a Bandit organization or a Dark Sect guild, which means ill need to work guilds in first.
As for the matter of the current dungeons simplistic nature, they are not meant to be a large part of FOTN, they are just another of the many things you can do, like all other jobs they provide benefits and it’s actually fun coordinating an Everwood run with your allies, or organizing an attack while your enemy is crawling in some dungeon.
All in all dungeons are optional, as are many other features.
Yea uniqueness is what I’m going for ^^

@Blazer_Knight
Yes many people have asked for more wives, and yea ill get to it very soon since its fairly easy to add… in comparison to guilds -_-‘

@Unseen110
Awesome, it left I like that intentionally, to try and find what the issues is, now all I need to do is go fix one small thing and your texture issue will be long dead.
Thx for your help with this ^^

@Darkmuch
(Death to De-sync)
Great so I guess all those precaution taken to avoid De-sync worked ^^
(Burning Typo)
All get right on that typo on Burning Soul
(Hosters Of The North)
Thx for the heads up on the hosting site, ill make note of it.
(Guild Benefits)
Yes guild will all provide various useful benefits to all members and even more benefits to the key seat holders of the guild.
(What Pool?)
Ah…lol… I got rid of these a long time ago due to one tiny issue and completely forgot to bring them back, in the next version they should be within the forests where the water is. (Both in Everwood and Moon’s Glade forests)

@Hero_Lief
If your texture issue is the same as Unseen110’s you should only have the white screen during night time, is this right? (In version 1.10B that is) If so this means that in version 1.11 you will never have to worry about that white screen issue again ^^


My bad if is missed anything, please repost it ^^
 
Level 12
Joined
Apr 18, 2007
Messages
1,130
No, I was playing version 1.10 today, not 10b, and I had my partial success. Apparently weather affects farming, so perhaps you could add a hidden command (lol) to disable weather, but turn on text telling me what the weather is?

EDIT: I'll try playing a game and waiting until nighttime. I'll post my success?
 
Level 2
Joined
May 16, 2010
Messages
21
Never on his whole site I've seen such game-creator that cares so much about his map to make it
perfect in every aspect by accepting critics and sudjestions + releasing newer versions so soon....

:infl_thumbs_up: Seriously major rep for that & keep up the great work :infl_thumbs_up:
 
Level 12
Joined
Apr 18, 2007
Messages
1,130
Upon waiting, no. My issue is directly related to weather, not time of day. Any chance that you could then add in the -noweather?
 
Level 3
Joined
May 1, 2010
Messages
54
There was a desync near the map init, a few seconds after init.
Edit: I dunno if it was Ghost or the 3 people
Edit2: When you buy Hunting equipment it adds damage but when you drop it, not all the bonus damage goes away. Dunno how else to explain it.
Also, I assume you know you can give hunting equipment to units without attacks to give them attack, but not display the UI. Are we not allowed to have our Mounted hero go inside Dungeons?
 
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