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arramus

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Posts posted by arramus

  1. Added two more T4 POIs to the NMM Moddb and Github along with accompanying Worlds. One is a revisit to TFP's remnant church and another was shared by Stallionsden as it will be making its way into the CP49. It was a lot of groundwork and is much appreciated.

     

    Remnant Church is rather beat up but has a scripted route to Quest loot and for finding the Undead.

    20220614204544_1.thumb.jpg.bea86d34dcab71f49e8a9664af9c656d.jpg

     

    20220615014657_1.thumb.jpg.a615256c0c67d2b60cf9baf39c3ff099.jpg

     

    And ReKrypta by_Redzero83 is a crypt type POI. The colour coded lights are for a reason and signify trigger pairings. Very Doomesque key cards.

    20220615014943_1.thumb.jpg.ecbe9f8ec462482a323b49090d5372c8.jpg

     

    20220615015026_1.thumb.jpg.2a97603b344e825a9f77d4e3bdf526f6.jpg

     

    As for POIs, in the Town Tiling system this gives us.
     

    T1

    Jarls Estate (F+C) - Medieval House 2 (F+C) - Galera (F+C) - Medieval Dragon New (F+C) - Blacksmith (F+C) - Stables 1 (F+C) - Remnant House 04 (F+C) - Bric a Brac (F+C) - Church (F+C) - Oakraven Trading (F+C)


    T2
    Windmill (F+C) - Tower (F+C) - Stone Church (F+C) - Mill (F+C) - Lion's Pride (F+C) - Medieval House (F+C) - Bakery (F+C) - Alchemist (F+C) - Shema House 1 (F+C) - Skinny Finger (F+C) - Shema House 2 (F+C)


    T3
    Watermill (F+C) - House Pigeon (F+C) - Castle Destroyed (F+C) - Castle 05 (F+C) - Castle Zyncosa (F+C) - Bone Henge (F+C)


    T4
    Windmill Retro (F+C) - Bandits Joust Arena (F+C) - Cursed Manor (F+C) - Remant Church (F+C) - ReKrypta (F+C)

    T5
    Tudor Village (F+C) - Tavern (F+C) - Stillwater Castle (F+C) - Sly Ship (F+C) - Notre Damn (F+C) - Galeon Docks (F+C) - Doune Castle (F+C) - DnY Castle M1 (F+C) - Clock Tower (F+C) - Castle Spartan (F+C) - Castle Libby (F+C)

     

    Total town and wilderness questable POIs account for:

     

    13 T1 Quests

    11 T2 Quests

    9 T3 Quests

    6 T4 Quests

    13 T5 Quests

     

    T1 and T2 is very nicely supported.

    T3 is very acceptable.

    T4 is reasonable.

    T5 is very nicely supported.

  2. 20 hours ago, swmeek said:

    Is there a way to pick up the drawbridges after you've placed them?

    I made one of the 3x8's and placed it down and naturally it placed the wrong way.

    Thank you! 

    These are all extensions of the default drawbridges and some classes can accept such things and some not.

    It's on the list for testing though.

  3. Added to first post:

     

    Quests

    There are an abundance of Quests beyond regular Fetch and Clear.

    - One is automatically provided upon entering the game and after completing the 'Tutorial' stage. It gives Skill Points for completing a certain number of eliminations during Horde Night. Players who prefer not to have this automatic quest can delete it from their quest tree list.

    - One can be found in the player tool belt and starts an entity quest to eliminate the Undead faction. This has 5 quest stages and awards experience and skill points upon full completion. Others in this series can be purchased from Traders.

    - Another is also shared in the tool belt and offers a mixed quest of collect / craft / defend. This can also be purchased again from Traders.

    - Some Traders have their own specific side quests which only they will offer.

    The Main Quest

    - The Main Quest is one which requires visiting certain POIs in a certain order based on the scroll instructions. This quest is primarily designed for SP or smaller groups who share as a party. It is not designed for large communities or public servers. A starter scroll is found at a certain central POI (which can be found in multiple towns) and leads players on a sequential quest mission. These POIs and scrolls will not reset and once taken or complete are gone forever. However, a server admin using server admin tools can reset the specific POIs or region that they sit in to provide a 'loot respawn' equivalent which will then bring them back into place.

     

    The names can be provided to server admin on request but will not be publicly shared to avoid any spoiler disappointment.

  4. 6 hours ago, pApA^LeGBa said:

    Ok, good to know they don´t reset. No big deal for us, i will just take them with me.

    I just learned that the main quest is a special feature aimed at SP or small (potentially one main group) PvE community servers where players will tend to stick together and share quests. I shall update the main post to let players know this fact. While there will be many other PvE opportunities that refresh, server Admin will need to be creative with this one; particularly for larger communities. Handing out scrolls on a POI which is not built into the Quest respawn system will see it get further trashed over time with diminishing returns. The only real solutions seems to be region resets in the region it sits or POI specific resets using server admin tools.

  5. A small update for both the Github Development build and Moddb build to continue to address any POI Quest deficits and include assets which are kindly donated.

     

    POI

    Magoli created Stone_Henge in a much earlier Alpha build when blocks were limited. It has been shared for the NMM with full permission to do anything with it to match the theme.

     

    Stone Henge has two versions for T3 and T4 Questing.

     

    The T3 version is called Bone Henge and is for the Undead class. It is an open POI and players need to be careful when going too close to the circle.

    20220614020903_1.thumb.jpg.b80a3cdfdfd2f788f22f96b0df4c37c7.jpg

     

    And the T4 version can be found in the Wilderness and offers that greater challenge.

    20220614020613_1.thumb.jpg.56063f69241c830bea15b4ce4dc1359c.jpg

     

    This POI adds to the lore about how the Undead are brought back to 'life'.

     

    Both NMM01 and NMM02 have been updated to include this new POI.

  6. 32 minutes ago, pApA^LeGBa said:

    Just a quick question for the main quest: Do i need to find another friendly joust arena when i missed to share the main quests with the others? Not necessarily importnant right now as we are on our own server and could have propably just shared the quest, but maybe something that might bother people on public servers. The chest does dissapear after you take the scroll out.

     

    For us right now, i will just spawn one in for the others, or maybe i can simply share the next quest in the quest line.

    The friendly Joust Arena has no mechanism to update it or refresh it since it isn't hooked up for questing. Based on that, it will see community servers have restricted main quest opportunities for players who join later. Even then, there is always that one player who may raid them all. For now, it may well be worth adding a server vending machine and selling them at appropriate prices or using a server mod to refresh specific POIs periodically.

     

    Even if a player does find the first Quest scroll, there is no guarantee that the second Quest location hasn't already been raided which will conclude the Quest as each stage is linked to finding the next scroll. This does need addressing moving forward.

  7. 6 hours ago, BasicallyACat said:

    All of those workarounds and mod plans sound good.  But I'd strongly recommend taking the honey out of the spoilage system.

    If you do a quick search on how long honey lasts you'll find different ways of answering the question but it's reasonable to say 'thousands of years'.  The consequence after a few years is only that it's less yummy (the aeromatics from flowers fade away).

    I think it'd be a bad mistake to have the in-game honey continue to spoil.

     

    We haven't gotten to the mod for a few days but hopefully we will play more of the June08 version tonight.

    I'll tag @Darkstardragon for this message because that is where the decision will ultimately be made.

  8. 3 hours ago, pApA^LeGBa said:

    The Jarl Estate could easily be a T3. It was my first quest in the new playtrough. A ton of enemies, 2 with over 1000+ HP a bunch with 500+ HP. No way that´s a T1.

     

    NMM Cave01 could be T4 instead of T3. More than enough enemies, hard enough due to many archers.

     

    Maybe i can try to build a T4 during July or i can extract the castle our builder is working on at the moment as a POI and adapt it so it fits for T4. Should be room enough for enemies.

     

    Regarding spoilage, our miner/builder/farmer/cook is under constant stress due to this. It´s tedious af. Propably not a problem in SP but in MP you propably need two cooks now. There is a few workarounds, like having a cue full of food in the stoves/campfire that you only turn on if you need to eat, same for the meat grinder, if things are in the cue, they don´t spoil. But that´s cheesy af tbh, not happy with that solution.

     

    And yeah, honey doesn´t spoil.

     

    6 hours ago, BasicallyACat said:

    Re: guide

    Does this mean we're waiting a bit until Dark is done?  That's ok by me since I'm a little swamped for another week.

     

    Re: spoilage

    The worst thing so far is that the honey spoils, which defies common sense.

    The most unclear part is if only stacked items affect each other, or if entire containers affect each other.  It'd be good to know if what's in the same container affects each other as a game mechanic or not.

    Ideally spoilage rate slows down with some combination of the skill of the cook and if the food is in a special container.  Pre-industrial societies definitely did things with snow, plus we have magic as an option here.

    The overall food availability is good but the spoilage rate is quick for quality-1 foods.  I don't think we've made or seen a quality-2 food yet.

     

    Re: jumpy npcs
    I'm guessing someone told you about this.  We have one that's just continuously jumping 120 feet in the air in one place, even when we reload.

    Guide

    Sure thing, after Darkstardragon's comprehensive play through, things will be clearer.

     

    Jumpy NPCS.

    I have only seen this when the NPCs interact with certain kinds of obstacles such as uneven debris. The continual jumping is a new one. A20 voxel worlds are certainly behaving differently to A19 and there are some very odd irregularities when digging with tiny slithers of terrain never deleting or stretching. This may also impact the NPC pathing.

     

    Food Spoilage

    The main comments so far:

    - Honey should not, or is a lot less prone to spoil because of its high sugar content and anti-microbiological enzymes.

    - It is complicated to stack food for any duration since stacking moves to the lowest denominator.

    - In communities, players who take specific roles which can certainly take a lot of take (mining, building) are feeling the spoilage time constraints as they go about their business.

     

    Requests or Current Workarounds

    - Maintain a stock of fish in the fish farming side of the game since they are block type assets and not built into the spoilage system.

    - Maintain a stock of Honey comb which is not built into the spoilage system.

    - Take the Baker Trader Quest for eggs and honey before they spoil as the reward is seed bundles for T1, T2, and T3 choices for the farm.

    - Introduce a skill based gain in time.

    - Introduce a storage container which buffs the food items to reduce/stop spoilage.

     

    It seems time of spoiling is a critical factor here as many comments point to being in a state of catch up.

     

    POIs

    Feel free to search for additional candidates or share potential offerings.

    And yes, some POIs are quite liberal in how they've been assessed and assigned Quest Tiers. The extremes in regular gameplay show there is no real standard as there is overlap between Quest Tiers and a wide spectrum of values. The most recent offerings in the CP are very well regulated while some of the older ones did not have so much regulation. We were reluctant to change any as this would infringe the agreement on using them. We could change the Cursed Manor as that was created in house.

  9. A small update for the NMM.

    Both the Github Development Build and Moddb stable version have been updated and are identical.

    NMM01 (6K) and NMM02 (8K) have also been updated to reflect POI additions and amendments.

     

    For Moddb NMM Mods is 'Mods.27.zip'

    For NMM01 the World is 'NMM01.8.zip'

    For NMM02 the World is 'NMM02.1.zip '

     

    Updates are as follows:

     

    - 2 x T1 POIs

    ME-Chapel by Shema. An introductory 25 x 25 POI.

    20220611233003_1.thumb.jpg.132810d8d0594022bbd4aa57cca0fd77.jpg

     

    Oakraven Trading - Another introductory 25x25 POI.

    20220611233120_1.thumb.jpg.dcf40950d24d6a8692018d034fbe871f.jpg

     

    In addition, T5 Cursed Manor has been given a T4 status and seen spawns reduce by about 5-15% depending on random spawn counts.

    This is a small step to address the lack of T4 POIs. Cursed Manor is located within the Town Tiling system and out in the Wilderness so there will be variable locations.

     

    - Updates to random menu screens.

    The CP team shared a nice CP logo to place on the menu screens just as with the NPCMod logo.
    The Medievil Village is a fundamental and central part of the NMM and this recognises that.

     

    20220611233255_1.thumb.jpg.c7a9f5196d5f90fc6e566543b05d5032.jpg

     

    -------

    As for POIs, in the Town Tiling system this gives us.
     

    T1

    Jarls Estate (F+C)

    Medieval House 2 (F+C)

    Galera (F+C)

    Medieval Dragon New (F+C)

    Blacksmith (F+C)

    Stables 1 (F+C)

    Remnant House 04 (F+C)

    Bric a Brac (F+C)

    Church (F+C)

    Oakraven Trading (F+C)


    T2
    Windmill (F+C)

    Tower (F+C)

    Stone Church (F+C)

    Mill (F+C)

    Lion's Pride (F+C)

    Medieval House (F+C)

    Bakery (F+C)

    Alchemist (F+C)

    Shema House 1 (F+C)

    Skinny Finger (F+C)

    Shema House 2 (F+C)


    T3
    Watermill (F+C)

    House Pigeon (F+C)

    Castle Destroyed (F+C)

    Castle 05 (F+C)

    Castle Zyncosa (F+C)

    Bone Henge (F+C)


    T4
    Windmill Retro (F+C)

    Bandits Joust Arena (F+C)

    Cursed Manor (F+C)

    T5
    Tudor Village (F+C)

    Tavern (F+C)

    Stillwater Castle (F+C)

    Sly Ship (F+C)

    Notre Damn (F+C)

    Galeon Docks (F+C)

    Doune Castle (F+C)

    DnY Castle M1 (F+C)

    Clock Tower (F+C)

    Castle Spartan (F+C)

    Castle Libby (F+C)

     

    Total town and wilderness questable POIs account for:

     

    13 T1 Quests

    11 T2 Quests

    9 T3 Quests (Update to add Bone Henge)

    4 T4 Quests (Updated to add Dark Henge)

    13 T5 Quests

     

    T1 and T2 is very nicely supported.

    T3 is very acceptable.

    T4 is still in need and something for the future.

    T5 is very nicely supported.

  10. Yes, the fish side of the game does actually have its own built in preservation feature.

    The fish can stay in their containers until needed and even if a whole fish is taken out it will not degrade.

    It will only degrade once it is changed to fillets which require placing it on a surface and harvesting it.

     

    Here is a recipe requirement for Perch Pie:

     

    3 Potatoes. Farm does not need to be harvested until needed.

    1 Perch fish. Will stay fresh unless filleted but this recipe does not need the fillet type.

    1 Corn. Farm does not need to be harvested until needed.

    1 Boiled Water.

     

    This is always a useful fall back in times on need, although I haven't experienced that yet.

     

    I just tested changing some settings for the Archer and Crossbow. It is incredibly delicate. They are either very accurate or keep missing a lot to the point where they would be better off coming in and performing a melee. They are worse than Star Wars troopers. Up very close, they can hit with changes but they go into melee mode anyway.

  11. On 6/9/2022 at 4:08 AM, BasicallyACat said:

    My offer still stands to help rewrite the main description/webpage if you decide to get into that.  I don't think it's in bad shape, but if you want to improve it a bit here and there and you'd like my help I will make the time.  I may not be free any given day, but if we can do this across a week or something, I'm in.

    A video or written guide would be a very useful feature for new players or players who haven't explored things as much as you/your community have.

    The initial main description is a basic overview and was added very early in development. As such, it is a typo fest with big gaps for sure but will remain that way until Darkstardragon returns from an NMM/Sorcery hybrid Quest and considers how balanced everything was. This is a much needed first hand play test run through.

     

    A comprehensive guide typically needs a start, middle, and finish. And some nice pictures/video footage can assist the learning process. If this is something you are willing to do, then it will be a benefit to all. Naturally it will require periodic updates as things are added/removed/revised but the base will remain the same.

    12 hours ago, pApA^LeGBa said:

    Just tried the latest github version and t saw food spoiling for the first time.

     

    Every other game that has food spoilage also gives you a way to conserve food, not right away but later in game. Couldn´t find anything in the crafting menu for that, but i might just not have found it. Is there anything in the mod for that?

     

    A little note to the bow/crossbow enemies: They never miss. Ever. That also a bit frustrating and unrealistic.

     

    4 hours ago, BasicallyACat said:

    We should have more thoughts on the food spoilage after tonight.  If there's anything else you want us to keep an eye on and talk about, lmk soon if you see this.

     

    1 hour ago, Canute said:

    I think there should be some ways.

    - Salten meat/vegetables. But that need a new resource salt. It could be get by mining stones as rare side drop. Or from cooking out alot murky water (100) to get 1 salt.

    With the salt you can either salt the resources with an recipe, or create a container with only a few slots which prevent/lower the spoilage.

    Resources into that container or made with that recipe should turn into salted meat/vegetable which need special recipes to cook a meal out of it (salted stew).

    - ice box, well isolated container (wood,cloth,feather) which are fueled with snowballs (shouldn't spoil these too ?) (or ice when you want to add that) to lower the spoilage. Meals can be placed inside too.

    - preservation, meat + jar = preserved meat, vegetable + jar = preserved vegetable. Long cooking process.

     

    I have never used a food spoilage system in game before, but I do make fermented sauerkraut, pickled vegetables, and smoked/salted goods in real life and they keep very well. ^^

    Good to hear a nice mix of feedback on this.

     

    The Bow/Crossbow entities are shockers. Xyth from the Score/XNPCCOre team suggested tweaking the settings of those weapons but as they are also shared by Hireable entities, they would all lose their combat ability. It may be that a custom weapon needs to be made like the Shaman have with their burning club and electric staff.

  12. 19 minutes ago, BasicallyACat said:

    We are into the Mods.26 / Readme 2022June08 version.  Everything is looking good.  We're interested to see how the food spoilage changes our lives.

     

    We're wondering if skills like Run And Gun are now integrated with items like the new crossbows and guns.

    We saw the note about Flurry of Blows being integrated with the Smite Thee Down weapons, but does it also affect the baton-replacement Firefly Staff?

    Run and Gun is integrated for players wielding ranged weapons connected to:

    Gunslinger
    Dead Eye
    Machine Gunner
    Turrets
    Archery (includes new crossbows)

    The new guns are not integrated as they are connected to close ranged Shotguns, even though they have pretty mid range distance that way surpasses a shotgun.

    They'll also get the 15% weapon reload upgrade with the Bandolier.

    There aren't currently any Shotgun books out there and I'm not sure if it will fit into Darkstardragon's plans.

     

    Flurry of Blows will bring benefit to the Firefly Staff.

  13. Pushing a small update for the Workstations:

     

    - The Oak Forge can be crafted on the player from Skill 1 just as per default. It was redundant to craft on the Workbench from Skill 2 for a Skill 1 asset.

    - Small tagging filter update for A20.

  14. Cleaning up a few icons here and there for two things:

     

    - removing blemishes

    - reducing size to a max of 160 x 160 where appropriate to match default as it is sufficient for icons. The size savings are 90%+ in some instances.

    icons.png.eb9d7a7574df231fb4736669d4cf27c5.png

     

  15. The Chicken Coop Mod received an update as follows:

     

    - 1 new 'House Coop'.

    - Resitting the Fancy Coop to sit better on the ground.

    - Reduced sound range.

    - Cleaned up the icons a little.

    - Localised each Coop individually to help distinguish them.

     

    20220610093225_1.thumb.jpg.8c76f56245928201eb71d2ccb60a5e2f.jpg

     

     

  16. 1 hour ago, khzmusik said:

     

    Just as an FYI, I recently provided code to SCore that gets around this.

     

    Normally when a quest giver gives a quest that goes to a POI, that quest giver needs to have an associated trader protected area (it presumes the quest giver is a vanilla trader).

     

    If you substitute "RandomTaggedPOIGotoSDX, SCore" for the vanilla "RandomPOIGoto" objective, then it should get around this. If there is no trader protected area around the quest giver, then it should just choose a random POI, without considering the used POIs around that specific trader (it can't do that without a trader protected area). There is always the danger of repeated POIs, but it should at least work without throwing errors.

     

    To use it, you would need to use the "RandomTaggedPOIGotoSDX" objective instead of the vanilla "RandomPOIGoto" objective.

     

    Thank you. I shall tag @Darkstardragon for this message as it was a feature on his release roadmap.

  17. 10 hours ago, A.Danials said:

    So, I was having an issue with the POI's not being placed in a RGW. I followed advise and completely took out the POI folder and reran the Random Gen World again with a new seed. It worked! Awesome, been playing off and on for a few weeks. Now, the Trader only offers Buried Supply quests. Nothing else. I have gone into DB mode and reset the quests but still only Buried Supplies. I really am not a fan of those .. Any idea what is going on?

     

    I have read that this has happened before if A19 files were included in A20 builds. I have read that it could be because of the other MOD's running in the game. I have read that it requires a complete uninstall and reinstall with file checks from Steam and them reapplying each MOD one at a time to find the issue ...  that all sounds like a TON of work. If anyone has had this happen, please share, or reshare if it is here and I missed it, what you did to correct. Thanks.

    Can you go inside a trader building and in DM mode and type 'chunkreset f' in the F1 console? It will reload things around you, including the trader and it may revert to the new Trader block, if Score gives the Trader a new type of block. It will help confirm if this update needs a new World or can continue on an existing World using this update.

  18. Correct. A trader requires a point of origin to measure distance to POIs and offer quests. Without this, it'll be Buried Supplies all the way.

    This was an issue for The Wasteland mod until it used a .dll mod to remove protection but maintain the trader point of origin.

     

    This new trader protection system works on a new World. I am able to visit an unprotected trader and see a variety of quests beyond only buried supplies.

    It is potentially an issue with existing Worlds? I am unable to verify.

     

    On an existing World, where this is an issue, since this Score solution is block based, see if going near a Trader in God Mode and typing 'chunkreset f' allows the area to reset with the new trader settings and restores questing functionality. If not, it appears this type of update requires a new World.

  19. Adding the Moddb build update which contains the perishable food dynamic.
    This was something Darkstardragon wanted to add to maintain the immersive feel of having no access to preservation methods.

     

    Over time (1-2 days) food type items will perish and change to rotten meat. In time rotten meat will also disappear.

    If you stack 'low quality' food with 'fresh food' the fresh food will match the 'low quality' food value so best to keep them apart.

    Food spoils in 1-2 days.

     

    Some hints that have been shared:

     

    - If you see food in loot, and it is not really necessary, it may be best to leave it there and come back when you need it.
    This will apply to your fish farms and looting adventures.

     

    - Food is very abundant in NMM so a little looting will bring decent rewards.

     

    - Honey Comb will never perish.

     

    Please do not reply to this post about this new dynamic. Please tag Darkstardragon directly with your feedback on how it's faring. ;)

     

  20. Just checking on the POIs built into the Medieval Towns to see tiers and types. It shows if there are any patchy areas where Quest may be repeated a bit too often at the same place.

     

    Tier 3 and especially Tier 4 are in need of assistance in the towns. Regardless of the challenge, the Bandit Jousting Arena was added to Tier 4 to fill a gap.

    For the Wilderness, there is also 2 T5, 3 T3, 3 T1. The 3 T3 help to fill the T3 gap.



    T1
    Jarls Estate (F+C)

    Medieval House 2 (F+C)

    Galera (F+C)

    Medieval Dragon New (F+C)

    Blacksmith (F+C)

    Stables 1 (F+C)

    Remnant House 04 (F+C)

    Bric a Brac (F+C)


    T2
    Windmill (F+C)

    Tower (F+C)

    Stone Church (F+C)

    Mill (F+C)

    Lion's Pride (F+C)

    Medieval House (F+C)

    Bakery (F+C)

    Alchemist (F+C)

    Shema House 1 (F+C)

    Skinny Finger (F+C)

    Shema House 2 (F+C)


    T3
    Watermill (F+C)

    House Pigeon (F+C)

    Castle Destroyed (F+C)

    Castle 05 (F+C)

    Castle Zyncosa (F+C)


    T4
    Windmill Retro (F+C)

    Bandits Joust Arena (F+C)

    T5
    Tudor Village (F+C)

    Tavern (F+C)

    Stillwater Castle (F+C)

    Sly Ship (F+C)

    Notre Damn (F+C)

    Galeon Docks (F+C)

    Doune Castle (F+C)

    DnY Castle M1 (F+C)

    Cursed Manor (F+C)

    Clock Tower (F+C)

    Castle Spartan (F+C)

    Castle Libby (F+C)

     

    Total town and wilderness are:

     

    11 T1 Quests

    11 T2 Quests

    8 T3 Quests

    2 T4 Quests

    14 T5 Quests

     

    A minimum of 7 is necessary to cover each Tier with the unlikely potential of a unique Quest for F+C versions. Low level Tiers also have the Buried Quests which helps. T4 is clearly in need of assistance...

  21. 1 hour ago, hiloboys said:

    TY ill check it out and confirm if its working or not.

    On a side note my horse all of a sudden started sinking to the ground then of course i fell through and was quickly flown into radiation zone where i slowly died. It happened when I almost fell into the pond behind the first trader location, I had enough momentum to stop from falling into the pond and was able to climb up the side of the pond but not actually fall in. After I got out and hit dry ground I continued moving and horse slowly started sinking (id say took about 5 seconds to be completely absorbed by the ground with my horse)

    Thank you. It was double checked before releasing and other posters have already confirmed the crossbow ammo is working well again.

     

    As for the horse, or any vehicle sinking for that matter, this is typically linked to different regions of the World updating through loading and unloading. As a player moves through different 'chunks' in the World they are loaded and unloaded but sometimes the loading process is not keeping up with the player's movement. This issue usually happens on a dedicated server where timing and syncing between the player and server are suffering. It has certainly improved for A20. I have not heard this commented on yet for the NMM.

  22. The Github stable build has been updated to:

     

    (Modded Game) NMM - Mods.26.zip - https://www.moddb.com/company/not-medieval-mod-developers/downloads/mods10

    (Modded World) NMM01 - NMM01.6.zip  - https://www.moddb.com/company/not-medieval-mod-developers/downloads/nmm01

     

    Changes include:

    - POI additions and updates

    - New 'boss' type quests and entities.

    - 2 new weapons

    - All entities have been given names

    - Health bar for entities is visible

    - 1 block crouch exploit has been removed from Score (toggled through an NNMCore patch)

    - Trader Protection removed and traders open all hours

    - All Undead entities have 3 tiers of Undead, Feral Undead, and Chaos Undead. They will start appearing from start, about GS50, and GS100 respectively.

    In addition, the boss spawners for Blood Moon have been given a slightly higher probability to spawn from 1 in 500 to about 1 in 250 as GS reaches 50. Since the entity list is growing longer, they will still have a lot of competition before spawning.

     

    That covers the highlights and any other changes are typically backdoor and for stability.

    It may well be that the bulk of features are now incorporated, although impulse sometimes takes precedence.

     

    It seems the next Moddb build will have:

     

    - A food spoilage system where food needs to be processed or eaten before it spoils.

    - Further updates to Localisation, especially for the Skills/Attributes to change the wording so it doesn't mention things which have been removed.

    - Possible drops for resin since many of its sources were removed with 'moving back in time'. However, there is quite a lot to be found in Junk, which is respawnable, and wooden wheels on the roads which are limited, for now. The trader should also have more stock than default.

    @BasicallyACat All updated in the post above with clearer indication of what build versions are the most up to date for the Moddb stable release. This version isn't missing anything beyond a little tinkering with a new food feature Darkstardragon is considering.

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