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SMF - Just Installed!

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 1 
 on: October 06, 2014, 10:40:39 AM 
Started by Lav - Last post by Lav
Native Expansion v0.610b2 Patch Release Notes.
  • Eat more fruits, it's healthy. Olives, grapes and date fruit trade goods have received new images and their food amounts are now in 30-50 range, making them actually useful.
  • Bugfix - spontaneous keypresses. Fixed the issue of unassigned keys activating spontaneously in battle.

 2 
 on: October 02, 2014, 11:13:18 AM 
Started by Lav - Last post by Lav
Native Expansion v0.610b Release Notes
  • Important notice. Starting from this version, Resource Patch is integrated into Native Expansion mod. It is recommended (even if not strictly necessary) to delete previous installation of Native Expansion entirely before installing version 0.610b.
  • Merchant inventory - horses. Horse merchants now regenerate their inventory by the same rules as weapon and armor merchants.
  • Merchant inventory - goods. Inventory regeneration for general merchants has been adopted from Warband 1.158 version (with some NE-related modifications).
  • Cultural differences - horses. Horse merchants inventory now varies noticeably between different cultures.
  • Prosperity effects. Depending on town prosperity, average quality of items sold by local merchants will vary noticeably. Don't expect to find exquisite items in a very poor town.
  • Grain Delivery - picky elders. Village elder will try to take full grain sacks from player before he takes any half-eaten ones. If he's forced to take half-eaten grain sacks due to lack of full ones, quest rewards will drop.
  • Sell your loot. Added a new trading option to sell player's entire inventory when Companions Overseer is enabled (frozen inventory slots are not subject to bulk sale).
  • Stronger militia. Village militia will no longer be destroyed by a few night bandits, and has a decent chance to repel a bandit infestation.
  • Train your peasants. Player now has the option to enforce militia training on his village. Villagers might not be happy with being forced into training though, and distraction from their everyday labours will hurt the village economically as well.
  • Persistent bandits. Bandits infesting a village will plague it for awhile now, slowly draining village prosperity. Note: new values may be unbalanced and need testing and feedback by players.
  • Skills rebalance - Persuasion. Persuasion skill now slightly affects player's chances to get any quest at all.
  • Menu enhancement arc. Added options to talk to player's minister and tavern mercenary to town talk menu.
  • Dogs of war. Number of mercenary parties on the map is now governed by the number of ongoing wars and player's level. Furthermore, mercenaries now only spawn where there's a war going on.
  • Realistic requirements. Made player level requirements for some quests more realistic.
  • Noble troop trees. Added noble troop to Troop Tree presentation.
  • Bugfix - first option always safe. Finally fixed menu items order in Brutality starting menu so the "safe" option is always first when starting a new game.
  • Bugfix - bookstores without books. Fixed Bookstore building which was not adding books to merchants inventory as books were not marked as merchandise items.
  • Bugfix - no longer generous peasants. Fixed Grain Delivery quest where grain was not removed from player's inventory.
  • Bugfix - your kingdom hates you. Fixed the bug which caused patrols of defeated kingdoms to join Player Faction. Fighting those patrols would result in player becoming hostile with his own kingdom. All patrols from defeated kingdoms will become outlaws now.
  • Bugfix - no more merc infestation. Removed the code spawning a horde of mercenary war bands around player's starting position in the beginning of the game (this made sense in vanilla game where looters were being spawned for player to do some ass-kicking).
  • Bugfix - patrols ignoring orders. When player told patrols to go to specific center, they generally ignored his orders as their patrol radius was not set properly. Fixed.
  • Bugfix - defectors incoming. Fixed a bug in lord defection code where lords would ignore player's kingdom if player kept all centers to himself instead of keeping them unassigned, despite the fact that player can perfectly allocate his own centers to lord immigrants.

 3 
 on: September 26, 2014, 01:02:04 PM 
Started by Lav - Last post by Lav
Native Expansion Bug Reporting and Feedback Thread.

Feel free to report any bugs, glitches, problems and issues you may have encountered when playing Native Expansion.

Currently known but not yet fixed bugs:
  • (to be filled)

 4 
 on: September 26, 2014, 12:50:27 PM 
Started by Lav - Last post by Lav
Native Expansion Planned Features.

This thread is for discussing the module's future. All major features which are planned or at least seriously considered by the developer team will be listed in the first post of this thread.

Planed for implementation:
  • (to be filled)
Considered for implementation:
  • (to be filled)

 5 
 on: September 24, 2014, 02:47:16 PM 
Started by Lav - Last post by Lav
Native Expansion 0.609b Resource Patch Release Notes.
  • Saving memory. Replaces visuals for several items in the game which were extremely memory-intensive. The list includes: Ivory Bow, Ivory Arrow, Dao, Jian, Khan's Supremacy, Royal Kite (unused), one variant of Broken Swords, Golden Company Short Sword (unused), Knightly Blade, Two Handed Knight Sword, Cruel Sword.
  • White arrows. Model for ivory arrows in flight has been replaced by a white version of standard model.
  • Saving GPU resources. Low-poly LOD models have been added to many game items where it didn't require 3D modelling expertise.
  • Saving disk size. All unused resources have been scrapped from the loading lists.
  • Performance gain. Entire resource storage model has been re-done from scratch, which should result in noticeably improved game performance (at least it did for me).

 6 
 on: September 24, 2014, 01:40:08 PM 
Started by Lav - Last post by Lav
Reserved for "Excerpts from 'Calradia: A History'" thread contents.

 7 
 on: September 24, 2014, 01:38:37 PM 
Started by Lav - Last post by Lav
Reserved for possible FAQ expansion.

 8 
 on: September 24, 2014, 01:38:21 PM 
Started by Lav - Last post by Lav
Native Expansion Frequently Asked Questions.

In progress.

 9 
 on: September 24, 2014, 01:38:01 PM 
Started by Lav - Last post by Lav
Native Expansion Developers Team.

Active team members:
  • soulmata - scenario design, game balance, scripting, game design.
  • Lav - scripting, optimization, game design, interface design, graphical design.
Team is looking for:
  • We aren't looking for anyone in particular at this point, but if you feel you can contribute to the further development of the Native Expansion mod, you're welcome to contact anyone on the active developer team.
Former team members:Some of the former NE developers may have been missed, please PM if it's been the case.

 10 
 on: September 24, 2014, 01:37:46 PM 
Started by Lav - Last post by Lav
Native Expansion Credits.

In addition to the contributions by the NE development team members (both active and former ones), Native Expansion includes graphics and code created by the Mount&Blade modding community. So we'd like to credit the following members of the community for their work that went into production of Native Expansion:

No individual credits are listed here for Native Expansion developer team members, both active and former. Their contribution is the Native Expansion mod itself.

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