Medieval Villagers 1.08d + Open Source version

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By Sulfar


Development status -on indefinite hiatus //// Open sourced

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Important message
Version 1.08d is the last official version supported by me, therefore, it is the last safe version to play in battlenet.

To edit the open source version WEX editor is required

Since I am releasing my development version open for the community there might be some people who inject cheats inside their own versions, so beware of fan-made versions.


If you are interested in picking up the project send me a message and i will include a link to your map


Community versions of the map:

Lead by GabeValentine: [Life of a Peasant] - Medieval Villagers Open Source Project
Lead by shooterman56 Medieval Villagers 1.09 by Shooterman56




I am no longer able to maintain this project. It was fun to do but i've moved past w3 modding, between studying and developing apps I don't have time to commit to w3.
Sorry for taking so long to release the open sourced version, I couldn't finish cleaning it up and documenting everything but I hope it can be of use for someone. In case you have some questions about the source, need help to understand it send me a private message or post in this thread.

If you're about to check the source of the map, read the comments at the top of the trigger section, basic stuff is covered there. For information about certain triggers there is a comment at the top explaining in most of them.

As much as this is the end of w3 modding for me I hope this can be the start for some of you, good luck and happy modding!




You live in a dangerous medieval province and you decide to leave everything behind to embark on a epic journey full of friends, enemies and opportunities. The history is in your hands, what path will you choose? Will you be a deadly thief, a noble, the next king or a mighty hero?





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1- Profession system:


This map feature the following professions in a very immersive yet user friendly level:


- Trading

- Breeding

- Farming

- Fishing

- Hunting

- Mining


2- Village construction and management:

There are a bunch of buildings you can get in your village and these are some types:

- Military: Such as a castle,training grounds, forge, training dummies, etc...

- Economic: Such as a warehouse, a housing system, a tavern, etc...

- Cosmetic: Some doodads like a bench, a table, flowers and more

- Profession Buildings: Like a wind mill, a barn or a hunting post.

- Defensive: Walls and gates

All buildings can be rotated in order to create a good looking village.


3- War system:



I wanted to encourage the players to have interesting fights and skirmishes but at the same time dissuade them to get on full scale wars, in order to achieve this I've developed this features:

- Training system: The units can train when in combat, there are 2 types of training, dummy training and real training, training with dummies is safer but slower and training units in real combat is faster, but obviously, way more risky.

- Wage system: Units have a salary according to their quality, meaning weak units will have low wage and strong units will have high wage.

4- Dynamic gameplay:


Face unique challenges every game, every game should feel different thanks to:
- The path system: You can choose between landlord, thief or Adventurer.
- The event system*: You can face the ancient werewolf, defeat the king and take over the province, become a undead necromancer and threaten the world, fight against the orc legions, etc...

Note: Werewolf, Dominion and Undead Legion events are released, the others will be released in future versions)







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Want to see your Media here? Feel free to post it on this thread and I will add it


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- More variety of armors and weapons
- Basic lore(city and town names, small background history, etc...)
- More diplomacy options
- Extended features for Bandit and adventurer paths
- Visual improvements
- More events

Want to see a feature implemented or think something should be changed?
Share your feedback in this thread, I read all your suggestions and your feedback really helps




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- Werewolf event added




- Fixed several bugs
- Death system revamp
- Added some npc's in adventurer's guild




- General bug fix
- Added some doodads
- Improved trading profit
- Fixed some tooltips
- Added item decay and now item models are properly eliminated when items die.




- Bugfix: Hunting sword, civilian's bug and more.
- Ships now can cross the bridge to get into the sea.
- Currency system added
- Buffed thief steal ability
- Added some npc's at adventurers and thief guilds
- Reduced the maximum number of workers available.
- Dominion event released.( Enables war against the empire)
- Added several doodads and changed some terrain.
- Small balance changes.




- Several tooltip changes
- Added bronze and iron armor/weapon crafts in the blacksmith
- Adjusted weapon prices in function of their materials.
- Added traveler npc's that wander the world, bandits can kill them for loot.
- Imported some models for current and future weapons/armors




- Improved interaction system, now it is dynamic(It takes in count several variables like weather, profession, etc..) and it looks better
- Fixed respawn bug and some other small bugs
- Added path system with 2 out of 3 paths functional(Landlord and Thief/Bandit) now you will have to choose your path through a simple quest. Also there are path restrictions(Ex: Thieves can't build a proper village, Landlords can't be thieves, etc..)
- Added the option to Invest through banks and to buy properties in the city, this will provide a periodic income.
- Improved start picking dialog, now you can choose the starting location and the gender.
- Several other small adjustments




- Death System revamp, now you need to have a heir in order to keep playing(Dynasty system).
- Fixed some small bugs
- Added Arena events, now you can watch, bet or participate in arena fights.
- Fixed some performance issues
- Several income balance changes(city income, trading and farming)
- Small visual improvements




- Added Hero Path
- General bugfix
- Added Undead Legion event
- Added a spider themed dungeon
- Added stat progression system(you gain str when you damage enemies)





Bugs:

- Fixed Neutral bandit wierd spawning points
- Fixed a bug where backpack was revealing villager position to other players
- Fixed Craft armor/abilities bug
- Fixed Town house population increase bug
- Fixed a bug where backpack was not allowing the player to build certain buildings.
- Fixed a bug that prevented spiders from respawning more than one time
- Fixed traveler AI bug
- Fixed Arena demon movement bug
- Fixed player 11 reaction to player units
- Fixed the location of some Sentry Towers.
- Fixed a bug that made werewolf minions hostile towards the werewolf player at the end of the night
- Fixed a bug where king wouldn't respawn on its proper location if player controled king died to NPC's
- Fixed a bug where a hero could buy thief spells.​
Changes:

- Arena battle zone waypoint renamed for clarity
- Pack horses can now carry tools and buldings can store them
- Reduced expensive crop income.
- Increased pelt price and decreased meat price
- Increased Werewolf base Str based on hero str
- Wild beasts no longer spawn meat when there are no nearby players​
New features:

- Industry profit increase with item sales.



Gameplay changes:

- Can cook eggs into omelettes and milk into cheese.
- Tannery can craft Fur armor and thick fur armor with 5 and 9 skins respectively.
- Attacking king now gives 10x the regular bounty
- Increased cooked fish price slightly above raw ones.
- Heralds are now invulnerable.
- Added a new system for landlord military units: Morale: when units are low health(depending on their rank) they might leave your ranks and become neutral.
- Added a new landlord military unit: War drummer.(Prevents nearby units from routing during combat)
- Villager str progression is no longer constant, its degressive now. With low values of str the villager will increase his str faster than before.
Visual changes:

- Rock overhaul
- Added sound effects and environmental music.
- Added more flora
- New cosmetic non attackable trees.
- Added a filter to make day/night cycle more realistic/immersive.
Bug fixes:

- Fixed a bug where attacking the dummies inside adventurer's guild would give the attacking player bounty.
- Fixed a bug where the player that converted into lich would receive money from his investments after triggering lich event.
- Fixed a bug where neutral bandits could spawn in water zones.
- Fixed a bug where the player coudln't get inside his house.
- Fixed a longstanding bug related to the respawn of the monsters of a dungeon.
- Fixed some unit descriptions and other strings.
- Cleaned up scripts to optimize the map and reduce lag



Bugs:

- Trigger optimitzation
- Fixed a bug where non military units would be affected by morale system
- Fixed the damage given by ahsbringer, now its in line with its description
- Upon dying if there is no valid heir the backpack is properly removed
- Son/daughter can now enter and exit player's house​
Gameplay Changes:

- Removed Black market contact from bandit hideouts.
- Added 2 new weapons only available on thieves guild.​
Visual changes:

- Now the lighting changes dynamically during the day and night.
- Added some environmental doodads
- Thieves now have a utility belt attatched to their chest when they learn thief abilities.
- Added a bunch of new icons.




Bugs:​

- Fixed a bug where only iron veins would "take damage"
- Fixed a bug where villager would gain str when doing nothing
- Fixed a bug where Heavy Axeman icon would be hidden by cancel button when training units in War academy.
- Fixed a bug that was causing some periodic lag spikes.
- Optimized triggers reducing the performance hit from leaks.​

Gameplay Changes:

- Mining now is more random.​


Visual changes:

- Added descriptions for tannery craftable armors.
- Improved Worker tooltip for more clarity.
- Improved Catapult and Trebuchet Attack animation.
- Added a bunch of doodads​





Bugs and others:

- Script optimitzation.
- House waypoints no longer talk
- Fixed a bug where ores weren't droping at their suposed rate.
- Fixed a bug where assassins were doing unintended extra damage on hit.
- Optimized lich event scripts[hopefully fixing related crashes(needs testing)]
Gameplay Changes:

- Changed various locations
- Added thief idle quests
- Increased Fallen champion fight dificulty.
- Reduced crop prices.
Visual changes:

- Changed villager skins
- Changed villager voices
- Added a voice sound when using interaction
- Removed fog weather.
- Nights are more bright now​






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MeteORA
Kuhneghetz
karland90
kellym0
darkdeathknight
TLI-Inferno
eubz
takakenji
Miseracord
!!GORO!!
InfernalTater
skrab
bisnar13
chilla_killa
GiFun
Rondo
olofmoleman
Illidan(Evil)X
Kitabatake
stonneash
Yayoi
Mr.Bob
Mike
Chriz
HappyTauren
Sunchips
Cavman
Graber
Himperion
Wandering Soul
darkdeathknight
Sellenisko
RightField
JesusHipster
RusUndead
Shadow_killer
Amigurumi
~Nightmare
PeeKay
KelThuzad
Stanakin Skywalker
NFWar
The Panda
Ribenamania
Jo27killed
Pvt.Toma
Fan
Epimetheus
Xeldarith and Kain
Skipper
Tranquil
RPG Villager
Chriz.
Lord_T
Yayoi
imforfun
HammerFist132
General Frank
ThatGuy43
Markos3520
olofmoleman
MassiveMaster
Kaitech[SanD]
.KC
Bribe
FrIkY
Blood Raven
Uncle Fester
Astaroth Zion
Direfury
Talavaj
Grey Knight
Matarael
And Blizzard entertainment

Note: If i your name doesn't appear in the list and I used your resources contact me and I will add you in the list




Author note: If you like the map don't forget to rate it, you help it getting to more people, and if you have suggestions or feedback feel free to share it here!




Keywords:

Medieval, RTS, RPG, Survival, RP, City, Events, Immersive, Diplomacy, War, Fall, Bandits, Thief, Build, Autumn, Snow.
Contents

Medieval Villagers 1.08d (Map)

Medieval Villagers 1.08e Open source (Map)

Level 7
Joined
Mar 9, 2016
Messages
227
I know of a very similar map, almost the same... It feels is if the terrain was only edited and some little changes we're updated as well as credits.
However i might be wrong, i'll review the map with some of my friends and make an update post.


Edit:

Haven't played longer than a minute, this map is legit and really dope haha.
I'll enjoy playing this often.
5/5 stars

Edit:

Found a bug!
I bought myself an additional hunter, he spawned behind the wall next to the market building and i couldn't get him out.

Edit:
Had a lot of fun in this map, than when i attacked a racoon with my character and a peasant selected it said not enough ram to process this command (I have 6gb ram) and it crashed the game :( I was hosting it and everyone was kicked :(

Edit:
Bug:
Workers don't cut wood without axes, even though tool tip says they do.

Another bug:
Suddenly, for no reason what so ever my view of the map turned black except some parts of models. Couldn't play.

edit:
It got fixed, i minimized Warcraft for a while and its back to normal.
 
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Level 4
Joined
Jul 29, 2014
Messages
74
Thanks for your feedback guys.

Edit:
Had a lot of fun in this map, than when i attacked a racoon with my character and a peasant selected it said not enough ram to process this command (I have 6gb ram) and it crashed the game :( I was hosting it and everyone was kicked :(

I am not aware of any crash related to wild animals. In fact in all the tests I never saw a problem like that, I will try to replicate the situation, thanks for reporting.
 
Level 7
Joined
Nov 27, 2015
Messages
133
Sorry bro you could had worked a litle more on terrain.And it needs more details.FOr now its just an ugly copy of Fotn.If you want a better rating from me.Work on the terrain a litle bit more.The gameplay is pretty much the same as fotn which just makes it like a copy of the map which isnt worked on from since i dont know when.In start you select what you want to be.Why not make players choose that with items thru the games not like this.I dont want to ruin your motivation or anything but you need a lot more to work on for this is a chicken scratch.WOrk a litle on terrain.For now the rating is 1/5.I will fix my rating as you build that map on and on.If it becomes better then fotn i will give you 5/5.Good luck.
 
Level 4
Joined
Jul 29, 2014
Messages
74
Thanks for your feedback guys i really appreciate it. I am working to fix the bugs and i will have the next version available soon.



Why not make players choose that with items thru the games not like this

I believe this is a more use friendly way to let players choose the path they want to take, besides that if you do not want to choose a profession at game start you have the option to choose later, it will just give you some gold to buy the starting items you wish to buy.


The gameplay is pretty much the same as fotn

The gameplay feels like FOTN because the game concept is similar to FOTN, its a mix of RTS/RPG and city building.

It is true that some professions are similar such as hunting or breeding(because its the only logic way to implement those professions), but most of the professions are different( farming, fishing, mining and trading).
 
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Level 7
Joined
Nov 27, 2015
Messages
133
Thanks for your feedback guys i really appreciate it. I am working to fix the bugs and i will have the next version available soon.





I believe this is a more use friendly way to let players choose the path they want to take, besides that if you do not want to choose a profession at game start you have the option to choose later, it will just give you some gold to buy the starting items you wish to buy.




The gameplay feels like FOTN because the game concept is similar to FOTN, its a mix of RTS/RPG and city building.

It is true that some professions are similar such as hunting or breeding(because its the only logic way to implement those professions), but most of the professions are different( farming, fishing, mining and trading).
Its okay now i know that the map is a replica something like fotn.Cuz i love fotn gonna fix the rating to 3/5 for clearing me the point.just a litle advice try to make terrain fit the models.Also try to make a decent description.And add screenshots.
 
Level 4
Joined
Nov 23, 2014
Messages
135
Short Review:
You need to have a new shop called "Trader Merchant" that sells pack horses because it removes Trade Good Barrel.
Or have the Merchant shop sell pack horses instead.
Bounty bail always go up to unpayable levels( Example: 2650650 gold needed to be bailed over 100000 gold limit)
Bounty bail time always go up and never goes down.

Question:
How to go war against the Empire? I want to fight it without the bounty.
 
Level 4
Joined
Jul 29, 2014
Messages
74
Thanks for your review merchant i'll get to work on the pack horse issue right now.

Short Review:
You need to have a new shop called "Trader Merchant" that sells pack horses because it removes Trade Good Barrel.
Or have the Merchant shop sell pack horses instead.
Bounty bail always go up to unpayable levels( Example: 2650650 gold needed to be bailed over 100000 gold limit)
Bounty bail time always go up and never goes down.

Question:
How to go war against the Empire? I want to fight it without the bounty.

About the bounty bail, you get 1000 bounty for every empire citizen or soldier kill, so its pretty hard to get to unpayable levels. However i will change the equation that returns the bail time to decrease on higher bounty situations.

About the war against the Empire i am sorry to tell you can not fight them right now and its not likely to be possible in the future.
 
Level 4
Joined
Nov 23, 2014
Messages
135
Questions/Suggestions:
Can you add an item called "Coins" just like in FOTN? It's a good idea for these kind of maps about economy.

Can you add more health or armor to the pack horses? The Hunting Assistant units are better a better choice when it comes to trading.

Ships can't get under bridges. I suggest to make it either passable or give the ships a short teleport ability.

Add Undead Event, it gives an epic battle between living and the dead and reduce civilians due to the fact that most of them are blocking entrances.

Can add the option to build chests and have them to be invisible? It gives a sense of treasure hunting for thieves and bandits and it is related to the "Coins" item too.

Have the weapon shop sell bows. It should have a normal attack, a special attack or two and it should cost mana but casting should be like the Hunting Assistant's attack speed.

Error:
Improved Hunting Sword doesn't do anything like the Hunting Sword. It doesn't drop skin of animals.
 
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Level 4
Joined
Nov 23, 2014
Messages
135
I can actually fight the empire and making them my enemy after killing several soldiers but...

can you make the buildings vulnerable? That way, it can feel like a good battle or a raid.
Also, after destroying the buildings can you make the option of building the destroyed building as your own or the empire rebuilding it if it's being bought by anybody else?
 
Level 4
Joined
Jul 29, 2014
Messages
74
+rep for all the suggestions and feedback, much appreciated thanks!

Can you add an item called "Coins"

Thanks for your suggestions in this topic, Coin system will be coming when i release more in depth bandit mechanics, coin instead of reducing "inflation" will be a useful tool to prevent thief's from stealing your gold.

Can you add more health or armor to the pack horses? The Hunting Assistant units are better a better choice when it comes to trading.

I fixed this, now pack horses move faster and have more health to compensate the risk of losing the trade goods, also trade goods can only be carried by villagers and pack horses.

Error:
Improved Hunting Sword doesn't do anything like the Hunting Sword. It doesn't drop skin of animals.

It will be fixed for the next version.

Add Undead Event, it gives an epic battle between living and the dead and reduce civilians due to the fact that most of them are blocking entrances.

Undead Event and hopefully more events will be released soon enough, first i have to make sure everything is fixed and balanced and then i will start making new content.

About the fact that most of villagers are blocking entrances i am aware of that bug, they get stuck at the edge of their region, I've been trying to fix this for a while :cry:
 
Level 4
Joined
Nov 23, 2014
Messages
135
The game gets better! :D
But...
Improved Hunting Sword still doesn't work.
The boat passed under the bridge but it creates lots of lag and so made the game unplayable
How does your Currency System work? Does it give you an item like Coins? If it is then it's not working.
 
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Level 4
Joined
Jul 29, 2014
Messages
74
The game gets better! :D
But...
Improved Hunting Sword still doesn't work.
The boat passed under the bridge but it creates lots of lag and so made the game unplayable
How does your Currency System work? Does it give you an item like Coins? If it is then it's not working.

It should be fixed right now.

Currency system should be giving coins that you can use later. If something's broken tell me i tested it and it just worked fine
 
Level 28
Joined
Mar 9, 2012
Messages
1,563
Here is my experience so far:
>Have started as Hunter(coz like to hunt in FotN)
>got 3 Hunting Assistants, sent them to poach in wilderness to the west of city,
>let them poach a few racoons, an wolf and some rabbits,
>as they intended to return with the loot an dire wolf aggroed the group out of nowhere,
>whilst attacking the dire wolf one got slain, then one of the remaining 2 suddenly switched sides becoming traitor and ninja'd the only one left,
>noticed either that so much time has passed that their wages have drained up all my starting gold or there is an bug that suddenly takes away all my gold,
>sent hero to deal with this traitor across the map, upon arrival hero got slain,
>got rezzed in city, rushed to kill this traitor who had about 15Hp left with nothing but sucker-punches as had no sword anymore,
>beat him to death then the dire wolf that caused all this mess came by thinking what an easy prey, took the traitor's hunting sword and shanked the cowardly creature as it had like 22Hp left,
>noticed it spawned no loot as game thinks i had slain it on an cliff tile, the horror intensified as i then notice all the loot from the failed hunting trip is now missing,
>this is so fucked but decide to continue anyways,
>heading north from there, poached a few deers and a bunch of rabbits until my backpacks are full,
>decided to use the road nearby for return to the city, thinking it be safer,
>as im heading south encountered an pair of natural bandits in the form of an lvl6 boar that attacks at range and an lvl4 wolf with black fur,
>nochancefriend.jpg, got ganked :(
>rezzed in city again, RUUUUSH to get the items thinking if im fast enough can get away before they kill me again,
>as i arrive go pick up the hunting sword,
>all items disappear right before my eyes as if had seen an desert mirage,
>realize the game has an periodically auto-clean items on the ground script running,
>this time the 'hero' welcomes the cold embrace of death as the natural bandits gank him again,
>gg no re.
 
Level 4
Joined
Nov 23, 2014
Messages
135
The Coins are working but is it supposed to stack?

Bugs:
boats can't go under the bridges near the Central City.

Suggestions:
Can you change the terrain a bit in the south so boats can load/unload passengers there too? It's also to make boat trading possible.
 
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Level 4
Joined
Jul 29, 2014
Messages
74
Damn that's a tough experience, I am aware that hunting is one of the most tricky professions for new players I'll think a way to improve it.

The Coins are working but is it supposed to stack?

Bugs:
boats can't go under the bridges near the Central City.

Suggestions:
Can you change the terrain a bit in the south so boats can load/unload passengers there too? It's also to make boat trading possible.

Coins are supposed to stack but I forgot to add it, and about the boat trading that's a pretty nice suggestion I'll work on it.
 
Level 4
Joined
Nov 23, 2014
Messages
135
Are you also going to create a building called "Chest"? Its size would be small and can hold items in order to protect it from the 60 second item disappear countdown timer and bandits. It should be invisible to others but not to the owning player.
 
Level 28
Joined
Mar 9, 2012
Messages
1,563
Refrain from using Red color in tooltips, its hard to read.
i only wanted to talk to one of the woman npc standing around got married instead. Implement an prompt for it(Are you sure Y/N) or better yet make it item-based like in FotN(make purchaseable from vendor instead starting out with it, as it wastes space if you are not going to use rightout.)
 
Level 4
Joined
Jul 29, 2014
Messages
74
Hey, sorry guys I took a break, I updated the map with most of your suggestions and I'll try to add new features. I have in mind to add more diplomacy options like vassalage or pacts of non-aggression and a bunch of new features related to wives and bandits.

Are you also going to create a building called "Chest"?

You mean something like a backpack, right?
 
Level 4
Joined
Nov 23, 2014
Messages
135
Hey, sorry guys I took a break, I updated the map with most of your suggestions and I'll try to add new features. I have in mind to add more diplomacy options like vassalage or pacts of non-aggression and a bunch of new features related to wives and bandits.



You mean something like a backpack, right?
No, It's something like a warehouse but it's a chest and it is invisible

And backpacks a great idea too.
 
Level 1
Joined
Jul 25, 2016
Messages
1
Really enjoyed playing this map, and I'm glad to see you keep it up.

May i suggest to add a female character as starter hero?:oops:
Maybe then you can allow marriage between players as well, it gives diplomacy options. (idk)

Looking forward for further updates!!!
 
Level 4
Joined
Jul 29, 2014
Messages
74
What happened to the bandits? They didn't spawn near pack horses anymore? o_O

Yeah they did, but I disabled them temporary, I will remake the system and extend it to other types of units to make it more realistic, also bandit players will be involved on the amount and type of bandit spawned.

I am working on some interesting stuff for 1.05, I will add a class system, you will get to choose later in the game what path do you want to take:
You can be a settler to build a city, a bandit/thief to manage the thief's guild and an adventurer to be more kind of freelance.
 
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Level 4
Joined
Nov 23, 2014
Messages
135
I have suggestions:
Could you make units/soldiers wear armor too? I mean the purpose of a blacksmith is to equip weapons and armors to troops.
The Empire towers or buildings are invulnerable. Could you make them vulnerable but have a longer range, stronger damage, stronger armor and more health?
 
Level 4
Joined
Jul 29, 2014
Messages
74
I have suggestions:
Could you make units/soldiers wear armor too? I mean the purpose of a blacksmith is to equip weapons and armors to troops.
The Empire towers or buildings are invulnerable. Could you make them vulnerable but have a longer range, stronger damage, stronger armor and more health?

Thanks for the suggestions,

Regarding your first suggestion, the soldiers you recruit already have armor and have their stats balanced in function of that, also, it would increase the time you spend preparing your army.
We have an example of how unsuccessful is adding this feature in Founders of the North, the fact that you spend that much time and money preparing your army creates a scenario where if you lose the battle it feels like you completely lost the war.

About the second suggestion I have to think about that, I had in mind to allow the players to capture the villages around the map.
 
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Level 2
Joined
Aug 1, 2016
Messages
22
This map is nice!

I'd like to report an arena bug when the armored gladiator kills the two militias the winner isn't determined. Also the arena is in range of archers and yup, I abused this bug.. A LOT HAHA.

Anyways looking forward to more updates :D

Oh and BTW, what happened to the respawn time?
 
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Level 4
Joined
Jul 29, 2014
Messages
74
I've remade the whole main city and updated some pictures of how it looks now. Also in next update there will be a lot of visual upgrades, more variety of flowers and bushes, new visuals for interaction system and more.
Edit: 1.05 is out, make sure to check it!
 
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Level 4
Joined
Nov 23, 2014
Messages
135
THE MAP LOOKS STUNNING!!! 0_0
Questions:
Are bandit spawns random? Do pack horses spawn them too?
Those Industries... is it going to sell and create items too?
Are there going to be Mercenaries?
 
Level 4
Joined
Jul 29, 2014
Messages
74
Thanks! I worked pretty hard to get that done, I have in mind to revamp the visuals of all map but that will take long and will be done gradually.

Are bandit spawns random? Do pack horses spawn them too?

Yeah, neutral bandit spawns are random and they are related to travelers and pack horses right now.

Those Industries... is it going to sell and create items too?

I don't guarantee it but its pretty easy to add that feature, I should think of what items before I add anything.

Are there going to be Mercenaries?

Yeah, expect them for 1.06 or 1.07
 
Level 4
Joined
Nov 23, 2014
Messages
135
Wow! Great UPDATE!!! ^_^
So... You can have kids now right?

Edit:
I have became a werewolf but why is there a hunger system implemented and why there's no inventory?
 
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Level 4
Joined
Jul 29, 2014
Messages
74
Yeah with the remake of death system kids allow you to "respawn"/keep playing, i still have to think about what features family members should have.

About the werewolf, he is not supposed to wear or carry items, he's just an animal. But you do not lose the items your carrying with your villager when you turn into werewolf. And now that you mention i'll fix that hunger system bug thanks for reporting it!
 
Level 22
Joined
Oct 12, 2008
Messages
1,753
One of the better RP/settler type maps, even if it seems heavily inspired by Founders in the North. After all if the template was good; why not use it?

Explaining what I enjoyed will be difficult, as a lot of it might as well be “FOTN did X well, so it’s here too”, not that I have problem. I enjoyed the free classing, I enjoyed the day to day activities each profession brings.
If I were to critique anything, it would be how the towns feel cluttered. There’s a bit too many NPCs running around and the shopkeepers don’t stand out from the crowds enough.
Terrain is a hit and miss, I thought that the autumn areas were much better in appearance than the winter ones.

Overall there’s a certain relaxing atmosphere to this map. I honestly would still play if the only feature was running a farm and nothing else. It works, its fine, its approved.

TLDR Version
– Settlers type game
- Like the overall look atmosphere/look of it
~ Map Approved
 
Level 1
Joined
Apr 28, 2015
Messages
1
Hey, I've hosted your map few times - people love it!!! (Me included :D )
I can't wait to see all things you have planned for this map, I did everything there was to do at the moment there including sightseeing whole map. :)
  • Bugs:
    - Werewolf sometimes can get hungry, also you can become permanent werewolf, if you're using a transport ship.
    - I guess investing is also a bug, it's infinite source of exorbitant amounts of gold.
    - Arena doesn't work properly - the entrance into pit doesn't work(I've just randomly ran around the circles of power to get into pit), also I couldn't attack demon.
    - Bandit path: You can use camps or assassins without buying additional ?rights? as a bandit, so it's basically useless 7,5k. It would be awesome if these rights would give additional food - but then again there's need for worker limit I guess.
    - Crafting: Sometimes when you craft an armor you get a weapon and when you craft a weapon you get an armor. It's random from what I've seen.

  • Suggestions:
    - Bandit path should get balanced somehow - they spawn too much units( just two camps can lag the whole game and they aren't worth anything against players or king), also their elite units are worth absolutely nothing (they also can't train) Bandits can't win unless they become werewolf or gain early advantage, but map is too big to find everyone without any special abilities. Revamping their abilities is something that I would recommend - windwalk would be way better than superb short invisibility that grants no movement speed, you can barely avoid guards in small towns.
    - Also a way to get more food would be superb as assassins require food - compared to landlord units they're weaker and fewer.
    - I would love to see item that gives movement speed, it's atrocious at the moment, it took me like 3 hours to run through whole map.
    - Recipes? But I guess that will be included in future updates.
    - Farming needs to be nerfed. Plants that grow without regard for weather, make these melon farmers incredible wealthy compared to everyone else.
    - Add way for a bandit to run away from the jail(!!!) I had 20000+ seconds of waiting time, only way for me to bail somehow was to die.
I don't have any suggestions for Landlord, because I see there's a lot to be implemented there, so there's not much I can say at this point.

Anyway, I love your map it's newbie friendly compared to FotN and the idea is awesome :). Good job!
 
Last edited:
Level 4
Joined
Jul 29, 2014
Messages
74
1.07 is out!

Patch summary:

- Added Hero Path
- General bugfix
- Added Undead Legion event
- Added a spider themed dungeon
- Added stat progression system(strength for now)

Hey, I've hosted your map few times - people love it!!! (Me included :D )

Thanks for your feedback, I am happy like the map! :D

Bugs:
- Werewolf sometimes can get hungry, also you can become permanent werewolf, if you're using a transport ship.
- I guess investing is also a bug, it's infinite source of exorbitant amounts of gold.
- Arena doesn't work properly - the entrance into pit doesn't work(I've just randomly ran around the circles of power to get into pit), also I couldn't attack demon.
- Bandit path: You can use camps or assassins without buying additional ?rights? as a bandit, so it's basically useless 7,5k. It would be awesome if these rights would give additional food - but then again there's need for worker limit I guess.
- Crafting: Sometimes when you craft an armor you get a weapon and when you craft a weapon you get an armor. It's random from what I've seen.

I fixed some of the bugs in 1.07, I will fix the rest on a hotfix in the upcoming days, thanks!

About the feedback, I will think a way to improve thief gameplay and fixing that things you mentioned. +rep :)
 
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