The Village map only had 2 NPCs, and every new feature was crammed to either one of them. As a result, it can be easy to miss game features because it is so overwhelming. In the new hub area, the goal is to have many NPCs, but each with their theme and specialized function. So it is move obvious on which type of goods/service each NPC can do for you.
The second new map is a survival/waves scenario. There are waves of enemies. Upon defeating all enemies of a wave, the next wave will commence, after a short delay. Once you defeat all the waves, a teleporter will spawn in the center and you can leave the area.
I tried to make it an easy format for modders to modify and extend, so this can be an quick and easy for modders to bring custom enemies into a map.
Finally, I been working on the ability to manage and "store" units in the last couple of days. Originally I was going to do this a bit later, but there are reports of duplicated units, and I feel like might as well start fixing the root of the problem.
This should lead to a couple of features (not of all of them will be included in next patch), such as:
- Store units for later use instead of dismissing them
- Capture and imprisonment, and all associated features
- Bigger "battles", with reinforcements from the reserves, and the victor being decided only after the enemy reserves is depleted
I am still determining how to handle the units "stored" in Camp versus the new Reserves system. Kind of complicated to explain, but I am leaning towards removing the old "units store in camp" system all together in favor of the new Reserves system. I will add a special check to allow for the "practice move on/by" dialogue with party members when the player is in the Camp so that functionality is still there. However, this does mean you will need to find allies currently stored in the camp again (since that will no longer be loaded in the new version).
good preview ,the mount & blade side feels more and more! I like it ... it's very good job
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