A World of Ice and Fire Forums

AWoIaF Warband => Bugs => Beta 8 => Topic started by: Produno on November 04, 2015, 03:08:07 PM

Title: Dev build 04.11.15
Post by: Produno on November 04, 2015, 03:08:07 PM
I shall try and release a new dev build tonight. This will be the full Beta 8 download. If no one reports any major issues over the next couple of days I shall release on moddb over the week end.

Keep in mind some bugs may still be present, which I will fix for Beta 9, though I want to get this released before Fallout4, as I probably wont be doing much modding after that point for a few weeks ;).  Plus I have a load of work to do on my house before xmas.
Title: Re: Dev build 04.11.15
Post by: Produno on November 04, 2015, 03:26:10 PM
New build being uploaded. Don't forget to check the changelog for details.


https://www.dropbox.com/s/qtnx3cpjm5xausd/A%20World%20of%20Ice%20and%20Fire%20-%20Beta%208.rar?dl=0
Title: Re: Dev build 04.11.15
Post by: Matt Ward on November 04, 2015, 06:54:57 PM
Woo! Lord Matt Ward shall be back  8)

Enjoy Fallout  ;)
Title: Re: Dev build 04.11.15
Post by: WolfWitness on November 04, 2015, 08:46:13 PM
Just DL'ed. I'll make my rounds on it tomorrow when I can get to my gaming PC.

As for Fallout 4, I personally prefer waiting for the GOTY edition to make sure it's decently fixed (Bethesda games are always buggy at release) but that me. Have fun man, ya earned it and hopefully you won't get burned-out by the bugs that crop up.
Title: Re: Dev build 04.11.15
Post by: Matt Ward on November 04, 2015, 09:17:57 PM
Ugh.. Bad news. I stubbornly chose to fight the Lannister guards going after you at the start of the game. I was defeated and taken as prisoner but every time i evade capture i "respawn" right over them so i have to go trough the dialouge again.. I do not think this is intended. I do not want to beg them for mercy..
Title: Re: Dev build 04.11.15
Post by: Produno on November 04, 2015, 09:31:18 PM
Ok no problem. People can still report as many bugs as they find. I will do my best to fix as many as I can before I release at the week end.
Title: Re: Dev build 04.11.15
Post by: moonunitiv on November 05, 2015, 05:39:25 AM
For some reason these downloads from Dropbox keep failing for me. :(
Would it be possible to upload it somewhere else?
Thanks.
Title: Re: Dev build 04.11.15
Post by: Produno on November 05, 2015, 08:12:34 AM
Unfortunately i dont have time to upload it anywhere else. It will be put on moddb this week end anyhow.
Title: Re: Dev build 04.11.15
Post by: Bsoky on November 05, 2015, 04:41:35 PM
yeah that link aint working for me neither
Title: Re: Dev build 04.11.15
Post by: Produno on November 05, 2015, 05:30:01 PM
They have possibly throttled my bandwith. Try it again later.
Title: Re: Dev build 04.11.15
Post by: WolfWitness on November 05, 2015, 05:59:07 PM
Initial bug hunt report:

I don't want to sound like a broken record but lords are not respawning again.
The broadsword the North infantry are armed with is colored black.
The elder of Crofters village is an old guy wearing a dress.
Title: Re: Dev build 04.11.15
Post by: Matt Ward on November 05, 2015, 07:27:38 PM
I confirm the black broadswords for the northern troops.. Are they all 100% pure valyrian steel? :P

I also noticed the North doesn't start at war with the ironborn anymore. It makes sense since at the start they were only fighting the Lannisters, however i hope you set it so that at some points Balon Greyjoy declares war on the North. I want to take Pyke or Ten Towers all for myself  8)

Last question: i read in the changelong the newly introduced maesters' healing capabilities are balanced with longer time required for injuries to heal, if i am not mistaken. Did you also raise the chance of getting injuried? I suffered like three injuries in like 5 battles, something never happened before. I would like to test all these things more but again, my character has been "killed".. I hate it but i guess i will have to allow quitting without save...
Title: Re: Dev build 04.11.15
Post by: Produno on November 05, 2015, 07:32:45 PM
I made changes to the relations between the north and ironborn.

How do you mean you character has been 'killed'?

I raised the % chance to get minor injured by about 3% total.
Title: Re: Dev build 04.11.15
Post by: Matt Ward on November 05, 2015, 10:11:25 PM
Quote from: Produno on November 05, 2015, 07:32:45 PM
I made changes to the relations between the north and ironborn.

How do you mean you character has been 'killed'?

I raised the % chance to get minor injured by about 3% total.

The same thing that happened often with any version of the mod since i started playing Beta 7: i get a message "Matt Ward has been killed by.. " and then my character "disappears", i have 0 members in party and i can't move or do anything. Strangely, the character screen says i have 1 HP i think.. So you have no choice other than starting a new game. Valar Morghulis, all right, but since i cannot have children aka heirs, i would like to keep playing  :-\

How does the relation change affect the likeliness of a war? I am curious about how these systems work..
Title: Re: Dev build 04.11.15
Post by: Produno on November 05, 2015, 10:17:50 PM
I have played several hours of the mod and have never came across this bug, even when constantly killing myself in battle to test various stuff. Though I have seen a very few report this. It seems it only happens to a select few.

If anyone else here can confirm if its happened to them or not that would be great.

Also any info you can give on this would help. Who were you fighting? What type of battle? Was you using freelancer/fighting for a lord? What type of battle, was it an ambush, siege? Had you recently used a different npc in battle (ie another companion). Armours/weapons you were using.  Anything you can think of so I can try and piece together why this could be happening.


It seems lowering or heightening in this case stipulates a %age of who they will attack.  There is actually a script that tells what every lord or Ai should attack next based on various decisions..
Title: Re: Dev build 04.11.15
Post by: Matt Ward on November 06, 2015, 12:59:43 PM
I will do my best to provide info.

Quote from: Produno on November 05, 2015, 10:17:50 PM
It seems lowering or heightening in this case stipulates a %age of who they will attack.  There is actually a script that tells what every lord or Ai should attack next based on various decisions..

I tried that several time, but i actually am not sure how the arguments for war influence a faction leader. For example what does it mean in terms of game systems and actions that "they are making fool of us"? How does the system recognize that a faction is weak and accepts that as a good reason to start a war?
Title: Re: Dev build 04.11.15
Post by: Michael Jankinson on November 06, 2015, 02:53:51 PM
Hi. Has there been any story change or any new story quests?

Thanks.
Title: Re: Dev build 04.11.15
Post by: Produno on November 06, 2015, 04:16:38 PM
Quote from: Michael Jankinson on November 06, 2015, 02:53:51 PM
Hi. Has there been any story change or any new story quests?

Thanks.


Not since beta 7 hotfix2. The main aim of this mod is to provide the right features for a good sandbox experience. Not to follow the story we already know, there is at least one other mod that already does this.
Title: Re: Dev build 04.11.15
Post by: Matt Ward on November 06, 2015, 07:26:05 PM
And i like this mod for that reason :)

Anyway i noticed that 3% increase in injury chance. Besides, injuries don't take only longer to heal, but are also much more severe. While it makes sense that i lose 3 agility and the like for a broken leg, i just got a broken arm too and i am basically a cripple lol.

I like having maesters who can heal me (though i would like to see one in service to each House/keep) but i think their prices might be a bit to high. I could understand that as a common peasant the services of a lord's own maester may be expensive, but even as a mercenary leader (and i assume this would be the same if i were a Lord of the realm) i have to pay 1500 stags just to heal a leg.. And now i have two very severe injuries.. I realistically will not be able to afford it anytime soon since i started a little while ago and got many misfortunes on my way. Perhaphs something like 500 stags to heal a bad injury for a mercenary leader in service of the realm would be better.. Considering that with all the injuries i have i will almost not be able to fight for a looong time.

P.S. How long does it take now for injuries to heal?
Title: Re: Dev build 04.11.15
Post by: Produno on November 06, 2015, 07:38:04 PM
I like to keep the usual theme of GoT and make battles bloody and gruesome. That means you will probably get injured a lot :). I didn't notice much difference when I was testing, constantly killing myself. Maybe your just having bad luck.

The heal time is currently worked out depending on certain stats. But has a base value of 41 days for minor and 51 for major. Though it deducts stuff like agility, athletics and something else (which I cant remember atm). Then randomises what's left by a certain degree. So yeah high athletics will help you to not get injured.

I'm not sure injuries stack when getting healed from a maester currently. I didn't have time to check for every injury so just done it depending on minor or major. Meaning only one minor or one major will heal heal everything of that type. Hence the high price. Once this is fleshed out correctly then the price will come down and I may change the price depending on renown.
Title: Re: Dev build 04.11.15
Post by: Produno on November 06, 2015, 07:41:16 PM
Btw, base values for renown depending on type?

Merc, Knight King? I may change this now as it will only take a few mins.


Merc = 300?
Knight = 600?
King = 1200?


Seems about right?


Title: Re: Dev build 04.11.15
Post by: Matt Ward on November 06, 2015, 08:34:18 PM
Quote from: Produno on November 06, 2015, 07:41:16 PM
Btw, base values for renown depending on type?

Merc, Knight King? I may change this now as it will only take a few mins.


Merc = 300?
Knight = 600?
King = 1200?


Seems about right?
Wait. How do you become a Knight?

However if you are saying that with "ranks" you get a higher base renown, i agree. Being knighted by some lord or king should make you more known (not sure you can even be a hedge knight anyway :p ), let alone if you become a king.
Title: Re: Dev build 04.11.15
Post by: Produno on November 06, 2015, 09:06:16 PM
No, it was a reference for renown.

Though I was toying with the idea of becoming the King of the seven kingdoms. It can be done with some work (all dialogues etc has to be changed). But working on my own has not allowed me to do most of the things I wanted :(. The same can be done for a knight. It would be easy to set a dialogue to be knighted depending on certain conditions being met, but then for it to be any good, all convos etc would again need to be changed to account for it.
Title: Re: Dev build 04.11.15
Post by: Matt Ward on November 06, 2015, 09:18:45 PM
Quote from: Produno on November 06, 2015, 09:06:16 PM
No, it was a reference for renown.

Though I was toying with the idea of becoming the King of the seven kingdoms. It can be done with some work (all dialogues etc has to be changed). But working on my own has not allowed me to do most of the things I wanted :(. The same can be done for a knight. It would be easy to set a dialogue to be knighted depending on certain conditions being met, but then for it to be any good, all convos etc would again need to be changed to account for it.
Well, someone mentioned titles, so you could set certain requirements (ex. capturing an enemy lord/king while having X honor and having the Faith of the Seven as your religion) you could get a "Ser" before the player name without changing any dialog, if possible :)
Title: Re: Dev build 04.11.15
Post by: John on November 07, 2015, 03:07:37 PM
Its still impossible to download this..