A World of Ice and Fire Forums

AWoIaF General => A World of Ice and Fire => Upcoming Release Previews => Topic started by: Produno on June 16, 2014, 10:43:19 AM

Title: Current changelog for v0.6.0
Post by: Produno on June 16, 2014, 10:43:19 AM
I will keep the changelog here.


Changes


Changed all the books to reflect books in ASoIaF.
Changed all the poems to reflect poems in ASoIaF.
Added the rest of the villages/castles/towns to Westeros. Around 100ish in total.
Bounded every village to a town or castle.
Changed alot of clothing, weapons and armours for npcs etc.
Started adding new NPC's to different locations.
More map changes to accommodate for the vast number of extra locations.
Adjustments made to tourny items.
Started adding new face codes and some from Michadr.
Added Ai mesh to various scenes that needed them.
Changed most menu pictures to native and rescaled them. So no more obscured text.
Added wights. These can only be killed by fire!
Added temp whitewalkers (still need correct model making). These can only be killed by valyrian steel or obsidian!
Added Obsidian weapons.
Added a few more Valyrian weapons.
Added Ice weapons.
Added new weapons for Dorne.
Started to add The Windblown Merc party.
Added special village recruit to the Iron Islands.
Added special village recruit to the Vale.
Made village icons plus other various map icons smaller. - Testing
Changed a few scenes.
Added the Twins scene made by MichaelEssien
Added new greyjoy armours.
Removed lots of armours etc that dont fit the setting.
Added Thenn guards to the Thenn settlement.
Added Thenn troops to Styr Magnar's army.
Started making and adding new map icons.
Added The Bloody Gate scene made by dykjozo
As requested changed face meshes plus textures etc.
Added Correct Unsullied armour and helmet.
Changed weapon breakage to be on all the time (cannot be altered) Though Valyrian weapons wont break.
Changed a few other realism settings to be on all the time, ie heavy armour penalties.
Changed hair and beard meshes to suit new face meshes.
Changed font.
Added Heraldic armours back in.
Changed a few sounds.
Removed Bells and Wolf howl sounds from day and night change.
Added Thelonewolf1's map icons.
Started fleshing out the dialogues for the extra NPC's ive added.
Changed some textures on the world map and in scenes. Also removed alot of redundant textures or resized/compressed some.
Added Heraldry pictures created by Art of Justice.
Changed main menu screen.
Added the KingsGuard to whom ever owns Kings Landing.
Started adding Brothels to certain towns.
Changed starting location and story.
changed menus and ui slightly.
Added Varys questline and Invasion by Lumos.
Added the ability to hire Red Priests, followers of the Old Gods and Drowned Men at your outpost as well as the Septon.
Started adding lore specific items.
Added Lumos' changes to the freelancer nights watch and wildlings.  - this will possibly need expanding on in the future.
Added Lumos' other nights watch changes - Wandering crow parties etc.   - these need playing out and testing for balance issues.
You can now recruit Sellsword Companies that roam the map, ie The Windblown. Or fight them if you prefer. More will be added once full tested has been done.
The leader of your sellsword company can be given men to create a new party and given orders.
Started adding recruiters to certain towns for the special recruitment feature (this may or may not make it into v0.6.0)
Updated ingame credits.
Removed the extra port scenes from port towns. All ports will be shown in the main scene, so no need for the extra ones.
Adjusted some faction relations.


Fixes

Beric no longer fights for the north.
When training peasants you will both no longer have spears.
Fixed all spawn points and Ai mesh for cerwyn.
Adjust crasters scene.
Fixed the dodgy dagger :).
Gave horses to Reach Riders.
New height code for Gregor Clegane.
Fixed some Nights Watch units that had bows but no Archer skill, plus a few others i noticed.
You can now dock at Oldtown, Dragonstone, Sunspear.
Outpost Whores are now no longer bald.
Added Correct passages etc to Winterfell.
You can no longer recruit more than your capacity at places like 'the crossroads inn' etc.
Fixed the various helmets.
Removed Norvos town port.
Fixed battle scenes for all locations, these should now show the correct terrain.
Changed/fixed camp scenes.


Some of the new items that will be in the next update.


[spoiler]Model and Texture by сикомор (http://media.moddb.com/images/mods/1/25/24162/unsullied_armour.jpg)[/spoiler]

[spoiler]An example of Standard Bearers in game(http://media.moddb.com/images/mods/1/25/24162/stark_standard_bearers.jpg)[/spoiler]

[spoiler]Textures by cghopk (http://media.moddb.com/images/mods/1/25/24162/ironborn_troop4.jpg)
(http://media.moddb.com/images/mods/1/25/24162/ironborn_troop1.jpg)
(http://media.moddb.com/images/mods/1/25/24162/ironborn_troop3.jpg)
(http://media.moddb.com/images/mods/1/25/24162/ironborn_troop2.jpg)[/spoiler]
Title: Re: Current changelog for v0.6.0
Post by: Northmen on June 30, 2014, 12:46:31 PM
when it will come out?
Title: Re: Current changelog for v0.6.0
Post by: Produno on June 30, 2014, 01:31:07 PM
Will be a month or so, have alot i wanna get in.
Title: Re: Current changelog for v0.6.0
Post by: Northmen on June 30, 2014, 02:32:29 PM
Ok,thanks  :)
Title: Re: Current changelog for v0.6.0
Post by: Lukaman2 on July 09, 2014, 09:00:07 PM
Love the changes,can't wait.And will you add fire weapons also?I know there is a torch now,but will there be more fire weapons?Thanks for revealing!
Title: Re: Current changelog for v0.6.0
Post by: Salvatore on July 14, 2014, 11:07:57 AM
Amazing !
Title: Re: Current changelog for v0.6.0
Post by: Snuff_The_Rooster on July 21, 2014, 01:24:24 PM
"Added the rest of the villages/castles/towns to Westeros. Around 100ish in total.

Changed a lot of clothing, weapons and armours for npcs etc.

More map changes to accommodate for the vast number of extra locations.

Removed lots of armours etc that dont fit the setting."

Cannot wait for this!
Title: Re: Current changelog for v0.6.0
Post by: ZeR0W1 on August 04, 2014, 11:38:55 PM
Quote from: Lukaman2 on July 09, 2014, 09:00:07 PM
Love the changes,can't wait.And will you add fire weapons also?I know there is a torch now,but will there be more fire weapons?Thanks for revealing!

There are fire arrows...
Title: Re: Current changelog for v0.6.0
Post by: Sibelius on August 08, 2014, 08:07:34 PM
Quote from: Produno on June 30, 2014, 01:31:07 PM
Will be a month or so, have alot i wanna get in.
Any update on this? I've been looking forward to trying out 0.6.0!

Appreciate your work.
Title: Re: Current changelog for v0.6.0
Post by: Produno on August 11, 2014, 01:58:58 PM
Quote from: Sibelius on August 08, 2014, 08:07:34 PM
Quote from: Produno on June 30, 2014, 01:31:07 PM
Will be a month or so, have alot i wanna get in.
Any update on this? I've been looking forward to trying out 0.6.0!

Appreciate your work.

Not yet sorry, i will set a deadline soon and release what i have thus far. Though i will probably set that deadline after next week.
Title: Re: Current changelog for v0.6.0
Post by: Lukaman2 on August 12, 2014, 08:56:59 PM
Quote from: ZeR0W1 on August 04, 2014, 11:38:55 PM
Quote from: Lukaman2 on July 09, 2014, 09:00:07 PM
Love the changes,can't wait.And will you add fire weapons also?I know there is a torch now,but will there be more fire weapons?Thanks for revealing!

There are fire arrows...

Really?I didn't see it,thanks will look into it.
Title: Re: Current changelog for v0.6.0
Post by: Snuff_The_Rooster on August 13, 2014, 10:02:47 AM
Quote from: Produno on June 16, 2014, 10:43:19 AM
Changed weapon breakage to be on all the time (cannot be altered) Though Valyrian weapons wont break.
Changed a few other realism settings to be on all the time, ie heavy armour penalties.



As long as I can turn off the damn tripping when walking backwards I'm happy!
Title: Re: Current changelog for v0.6.0
Post by: Produno on August 13, 2014, 10:19:05 AM
Lol, yeah your still able to turn that off! I wouldnt be that cruel ;p
Title: Re: Current changelog for v0.6.0
Post by: kadaeux on August 20, 2014, 05:38:24 PM
Any update yet on the ETA?
Title: Re: Current changelog for v0.6.0
Post by: Produno on August 20, 2014, 10:40:05 PM
Well, for a little bit of inside information for you guys and gals that frequent the forums.

I have honourably been given the GoT files that had been in production for the last three years, which is currently being run by GoldEagle. Weve also had a few members join our team who has brought assets with them previousy created for that mod too. This means not only do we have the last years work me and my team has done, we also have a huge chunk of work from the last 3 years of the GoT mod.
Naturally this means i now have quite alot of work on my hands so the next release has been pushed back. Though this also means it should be a good one and worth the wait ;).

Weve also got quite a few people working on other aspects of the mod.


I shall release a more detailed update on the moddb page later in the week or early next week.


As a side note, i am only using the work created by the previous coders that worked on AGoT. I am NOT using any work created by GoldEagle. I have recieved full permission from the people required.
Title: Re: Current changelog for v0.6.0
Post by: Snuff_The_Rooster on August 21, 2014, 12:29:10 PM
Quote from: Produno on August 20, 2014, 10:40:05 PM
Well, for a little bit of inside information for you guys and gals that frequent the forums.

Sounds good!
I'm currently looking into the modding tutorials and at things that I could possibly assist with if your looking for more help?
- Don't worry I'm not going to offer to be a researcher! :)

Title: Re: Current changelog for v0.6.0
Post by: Produno on August 21, 2014, 02:51:52 PM
Sure, all help is appreciated :).
Title: Re: Current changelog for v0.6.0
Post by: Produno on September 04, 2014, 05:34:03 PM
A small update.


I have quite a few things to bugfix. Then i want to go through the troops and add/change some armour and then finish a few more map icons. I will then be ready to release the update. Not long now :).
Title: Re: Current changelog for v0.6.0
Post by: Snuff_The_Rooster on September 04, 2014, 06:53:11 PM
Nice! I'm Back from the Europe on the 13th. A release for then would be lovley *cough* hint *cough* ;)
Title: Re: Current changelog for v0.6.0
Post by: luccaprado on September 13, 2014, 12:33:55 AM
is there a possibility to make renly baratheon an separate faction? as he on the same party as the tyrell isn't lore friendly imo...
BTW your mod is the best GoT mod, and possibly the best mod on M&B WB, and it's on aplha stage haha
Title: Re: Current changelog for v0.6.0
Post by: Produno on September 13, 2014, 03:33:06 PM
At the time of the mod Renly was backed by the Tyrells, so imo it makes sense to have them in the same faction. Plus having Renly on his own would make him very weak.


Just a heads up i shall be releasing Alpha V0.6.0 on Friday. Go tell your friends ;).
Title: Re: Current changelog for v0.6.0
Post by: Bersia on September 13, 2014, 05:49:33 PM
You're killing me Produno! I work a 24 shift starting tonight and I am allowed to be on a laptop...I've been hoping v0.6.0 would be out before I have to go.
Title: Re: Current changelog for v0.6.0
Post by: kadaeux on September 13, 2014, 11:45:13 PM
Good work Prod.
That is all, carry on.
Title: Re: Current changelog for v0.6.0
Post by: Snuff_The_Rooster on September 14, 2014, 11:37:26 AM
Quote from: Produno on September 13, 2014, 03:33:06 PM
At the time of the mod Renly was backed by the Tyrells, so imo it makes sense to have them in the same faction. Plus having Renly on his own would make him very weak.


Just a heads up i shall be releasing Alpha V0.6.0 on Friday. Go tell your friends ;).

The factions could be as follows:

House Baratheon of King's Landing
House Baratheon of Storm's End
House Baratheon of Dragonstone
The Kingdom of the North and the Trident
The Kingdom of the Isles and the North
The Vale
Dorne

That makes the most sense to me rather than naming a faction "House Tyrell" or "The North" etc as these are the actual faction names as would have been written down in the Westeros histories.
Title: Re: Current changelog for v0.6.0
Post by: Produno on September 14, 2014, 07:31:06 PM
A couple of problems I see with this. What if House Baratheon of Kings Landing loose Kings Landing? Same goes for the others.

Ive called the factions as they are in the TV Show, I would prefer to keep them that way for now. Troop trees, lords, castles etc have all been built around this, it would take some work to change everything around.
Title: Re: Current changelog for v0.6.0
Post by: Snuff_The_Rooster on September 15, 2014, 10:54:09 AM
Quote from: Produno on September 14, 2014, 07:31:06 PM
A couple of problems I see with this. What if House Baratheon of Kings Landing loose Kings Landing? Same goes for the others.

Ive called the factions as they are in the TV Show, I would prefer to keep them that way for now. Troop trees, lords, castles etc have all been built around this, it would take some work to change everything around.

I would argue then what would happen if the player killed all the Tyrells, it would no longer be House Tyrell; but the supporters of House Baratheon of Storm's End for the Iron throne :P
(For the record troop trees etc imo should be named after the region the originate from - House Tyrell/Florent/Hightower/Fossoway/etc Knights being called Reach Knight for example)

Also I agree with luccaprado that Renly and the Reach should be different (but allied) factions. Renly had all of the Stormland Lords following him with the Tyrell forces pledging to him only after the marriage so he wouldn't be weak at all.

- "According to a semi-canon source from 2005,[4] the storm lords could raise perhaps thirty thousand soldiers." From the wiki of Ice and Fire

Of course I accept it's your mod and your choice, just my opinion on the matter whilst factions were being raised :)
Title: Re: Current changelog for v0.6.0
Post by: kadaeux on September 15, 2014, 05:48:27 PM
Quote from: Snuff_The_Rooster on September 15, 2014, 10:54:09 AM
Quote from: Produno on September 14, 2014, 07:31:06 PM
A couple of problems I see with this. What if House Baratheon of Kings Landing loose Kings Landing? Same goes for the others.

Ive called the factions as they are in the TV Show, I would prefer to keep them that way for now. Troop trees, lords, castles etc have all been built around this, it would take some work to change everything around.

I would argue then what would happen if the player killed all the Tyrells, it would no longer be House Tyrell; but the supporters of House Baratheon of Storm's End for the Iron throne :P

You can kill characters? :O
Title: Re: Current changelog for v0.6.0
Post by: Snuff_The_Rooster on September 15, 2014, 06:35:06 PM
Quote from: kadaeux on September 15, 2014, 05:48:27 PM
Quote from: Snuff_The_Rooster on September 15, 2014, 10:54:09 AM
Quote from: Produno on September 14, 2014, 07:31:06 PM
A couple of problems I see with this. What if House Baratheon of Kings Landing loose Kings Landing? Same goes for the others.

Ive called the factions as they are in the TV Show, I would prefer to keep them that way for now. Troop trees, lords, castles etc have all been built around this, it would take some work to change everything around.

I would argue then what would happen if the player killed all the Tyrells, it would no longer be House Tyrell; but the supporters of House Baratheon of Storm's End for the Iron throne :P

You can kill characters? :O


Yup, aWoIaF is based on Brytenwalda which had the option to execute Lords that were your prisoners. At a honour and relation decrease.
Title: Re: Current changelog for v0.6.0
Post by: Mrthefaceguy on September 15, 2014, 10:16:47 PM
Quote from: Produno on September 13, 2014, 03:33:06 PM
At the time of the mod Renly was backed by the Tyrells, so imo it makes sense to have them in the same faction. Plus having Renly on his own would make him very weak.


Just a heads up i shall be releasing Alpha V0.6.0 on Friday. Go tell your friends ;).
Yaaaaaaaaay!
Title: Re: Current changelog for v0.6.0
Post by: kadaeux on September 18, 2014, 06:01:55 PM
Quote from: Snuff_The_Rooster on September 15, 2014, 06:35:06 PM
Quote from: kadaeux on September 15, 2014, 05:48:27 PM
Quote from: Snuff_The_Rooster on September 15, 2014, 10:54:09 AM
Quote from: Produno on September 14, 2014, 07:31:06 PM
A couple of problems I see with this. What if House Baratheon of Kings Landing loose Kings Landing? Same goes for the others.

Ive called the factions as they are in the TV Show, I would prefer to keep them that way for now. Troop trees, lords, castles etc have all been built around this, it would take some work to change everything around.

I would argue then what would happen if the player killed all the Tyrells, it would no longer be House Tyrell; but the supporters of House Baratheon of Storm's End for the Iron throne :P

You can kill characters? :O


Yup, aWoIaF is based on Brytenwalda which had the option to execute Lords that were your prisoners. At a honour and relation decrease.

Then it is my duty to wipe out these damned Baratheons. Always upstarts. First they cause a war with Argilac and then that whole rebellion business.
Title: Re: Current changelog for v0.6.0
Post by: Bersia on September 19, 2014, 04:20:52 PM
If there's anything I can do to help you out in any way let me know.
Title: Re: Current changelog for v0.6.0
Post by: Produno on September 19, 2014, 04:37:53 PM
i will be uploading the mod very shortly, so the best thing to do would be to help bug test it :).
Title: Re: Current changelog for v0.6.0
Post by: kadaeux on September 19, 2014, 04:44:53 PM
Quote from: Produno on September 19, 2014, 04:37:53 PM
i will be uploading the mod very shortly, so the best thing to do would be to help bug test it :).

It would be a pleasure to play it and bug test it! However...
Saw on your recruitment that you only need artists at the moment.
If you ever need someone to help with coding, you can hit me up.
Experience in java, c, c++, jass, and lua. Not sure how relevant that is to modding M&B, but just throwing that out there.
Title: Re: Current changelog for v0.6.0
Post by: Bersia on September 19, 2014, 04:53:17 PM
I've been hitting refresh for like an hour. I feel like an addict.

I'll post any bugs I find. You done good with this.
Title: Re: Current changelog for v0.6.0
Post by: kadaeux on September 19, 2014, 10:11:42 PM
0.6 hasn't shown up on moddb yet. Problems uploading?
Title: Re: Current changelog for v0.6.0
Post by: Produno on September 19, 2014, 11:05:35 PM
Still uploading, my connections pretty rubbish here.
Title: Re: Current changelog for v0.6.0
Post by: kadaeux on September 20, 2014, 01:03:55 AM
I can tell! Haha.
Been checking moddb every few minutes.
Friday is almost over :O
Title: Re: Current changelog for v0.6.0
Post by: Snuff_The_Rooster on September 20, 2014, 01:52:11 PM
Is .6 like 30GB? lol
Title: Re: Current changelog for v0.6.0
Post by: kadaeux on September 20, 2014, 02:52:54 PM
Oh God, I hope not haha.
I was up until 3am last night emphatically refreshing.
Title: Re: Current changelog for v0.6.0
Post by: luccaprado on October 30, 2014, 10:58:56 PM
whats the status of the mod? this forum is dying or i'm not paying much attention?
Title: Re: Current changelog for v0.6.0
Post by: Produno on November 19, 2014, 08:21:22 AM
Not die-ing. Im just real busy atm getting my house built to live in, so unfortunately don't get as much time to get on here lately! If anyone wants to put themselves forward to help moderate the forums then please let me know.