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RELEASE WEEK: Release 2.5 of 3

Printed From: Illyriad
Category: News & Announcements
Forum Name: News & Announcements
Forum Description: Changes, patch release dates, server launch dates, downtime notifications etc.
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=566
Printed Date: 17 Apr 2022 at 19:13
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Topic: RELEASE WEEK: Release 2.5 of 3
Posted By: GM Stormcrow
Subject: RELEASE WEEK: Release 2.5 of 3
Date Posted: 27 May 2010 at 20:57
We're not quite finished with the full Release 3, but thought we'd give you a 2.5 to keep you busy; the complete Release 3 will come out over the next few days.

RELEASE 2.5 of 3 - DAWN OF FACTIONS
NPCs (Non-Player Characters) are now seeded across the map.

They appear on NPC terrain squares (Dolmens, Barrows, Ruined Towers and the like), can be scouted and/or attacked, and respawn on the same schedule as the Resource squares.

There are 3 distinct types of Faction which you should become familiar with.

NATURE
Nature has, currently, 3 types of beast who will spawn on the map, in order of viciousness:
  • Wild Dogs


  • Wolves

  • Bears


The Nature Faction is considered non-sentient; these poor beasts will be perplexed when you show up on the square but will defend it with their lives.

Nature Faction units show up on the map as icons of Wild Dogs, Wolves & Bears.

MONSTER
The Monster Faction consists of organized monsters who will defend their territory at all costs.

There are currently 2 Monster Factions: Arakvar and Serpentkin.

  • Arakvar
    The Arakvar are a rigid society of giant spiders, organized under their brood mothers.  They work in unison to provide a tight knit defence, and it has been known for a particularly large and enraged Arakvar Nest to counter-attack against a particularly dangerous foe.

  • Serpentkin
    The origins of Serpentkin are lost to the Histories of Illyria.  Legend has two competing versions. 

    First, that they were intentionally created by the foul magics of the demented mages of Yorak, who were subsequently destroyed by what they had unleashed.  Alternately, that they have simply always been here - deep underground - but that the scent of flesh has brought them to the surface.

Monster Factions can be very dangerous when in number.  Nests, hives and Lairs can be large, and the defenders are organized - including ranged units and commanders amongst them.

Arakvar & Serpentkin show on the map as icons of Spiders and Serpents respectively.

HUMANOID FACTIONS
Potentially the most dangerous of all the NPCs, there are 5 Factions.

  • Crimson Dawn
    The most heartless, vicious and downright lethal of Mercenary Companies, Crimson Dawn are an elite fighting unit, fielding all unit types and strategies in the field.  Crimsom Dawn is led by a Legendary commander known only as Honehn.  His origins are unknown.  Crimson Dawn will give no mercy and no quarter - and expect none either.

  • Treggar's Crows
    This company was founded nearly a century ago by Treggar the Exile - a cousin of Dwarven King Graythorn.  Treggar fell spectacularly out-of-favour with his King and ended up taking a large band of malcontents to found his own Empire in the far reaches of Illyria.  The exact location of their base is unknown, but they often roam through the Kingdom on their own missions and are generally a feared fighting force.

  • Brotherhood of Kerala
    Elves who fall from grace are generally referred to as Dark Elves and exiled from the Elven heartlands.  Those who survive in the wild sometimes run into - and join - the Brotherhood of Kerala.  The Brotherhood is a mystic organisation who occasionally hire themselves out to the highest bidder in order to fund the expansion of the City of Temples.

  • Bayne's Irregulars
    Bayne is a well known and truly gifted Mercenary commander.  The company he has formed consists of many of Illyriad's best trained soldiers, and he fields a full set of fighting troops.  Bayne's philosophy of combat is simply that only the best will do - and he has no qualms about taking in soldiers of any race to fight with his Irregulars - so long as they are experts in their field.

  • Marauding Skullsplitters
    There's almost nothing Orcs like better than to kill things and eat them.  Orcs who become dissatisfied with the lack of leadership in their city will head out in the surrounding countryside and prey on passers-by for their own amusement, enrichment, and belly.
Factions appear on the map simply as Occupying (Neutral) armies.

FACTION SIZES

Nature and Monster factions give you an indication of their size when you click on them. 

Be aware, however, that size is not necessarily an indication of lethality.  For example (if we introduce them) "A few Enraged Mammoths" is likely to be a lot more difficult than "A few Wild Dogs".

Humanoid Factions must be scouted to ascertain their strength and composition.

In fact, we strongly recommend that you scout each and every NPC encounter before deciding whether to engage.

Faction size comes in 10... err... sizes Smile

  • Few
  • Handful
  • Several
  • Pack
  • Many
  • Gathering
  • Horde
  • Throng
  • Host
  • Legion

The sizes range from less than 5 to more than 5000.

We hope you enjoy this new content, and you now have an outlet for your aggression that doesn't involve other players.

We have large plans for Factions in the future.


OTHER FIXES

  • Sending zero goods to a square on the map would cause an error; this now correctly returns an informative message instead.

  • Diplomatic units were proving far too stealthy as their visibility time was mistakingly in terms of seconds rather than minutes. This has now been resolved.

  • The diplomatic and military recall buttons now have a timer to tell you how long you have left to rescind your orders.



Replies:
Posted By: Raritor
Date Posted: 27 May 2010 at 21:21
I think we are going to like these...

Thanks for the fun


Posted By: Chicane
Date Posted: 27 May 2010 at 21:24
Is this a bug?
I just lost my first army while attacking an Arakvar nest (yes, I should have scouted it first, but my townspeople got caught up in the excitement of monsters camped just north of town). After my army was completely wiped out, it still registered on my sidebar as an incoming army returning to my city. It did not show on my military page as existing or moving, just in the sidebar.

Being unsuccessful in my attack, I didn't learn if there would be a benefit to taking out monster nest other than freeing up a resource square.


Posted By: CranK
Date Posted: 27 May 2010 at 21:29
LOVE IT !!!! Hug


Posted By: Dunwick
Date Posted: 27 May 2010 at 21:29
Gooood! =D
But answer me, does we receive something attacking them? (not talking about those future military quests that are probably coming with release 3... )


Posted By: CranK
Date Posted: 27 May 2010 at 21:31
Originally posted by Chicane Chicane wrote:

Is this a bug?
I just lost my first army while attacking an Arakvar nest (yes, I should have scouted it first, but my townspeople got caught up in the excitement of monsters camped just north of town). After my army was completely wiped out, it still registered on my sidebar as an incoming army returning to my city. It did not show on my military page as existing or moving, just in the sidebar.

Being unsuccessful in my attack, I didn't learn if there would be a benefit to taking out monster nest other than freeing up a resource square.


Well, the army returning is are prob some ants taking back your commander to be resurrected and fight another day..

And you might have learned something, because I think killing some monsters gave your commanders some XP. But thats also something for me to find out ;-)


Posted By: GM Stormcrow
Date Posted: 27 May 2010 at 21:34
Originally posted by Chicane Chicane wrote:

Is this a bug?
I just lost my first army while attacking an Arakvar nest (yes, I should have scouted it first, but my townspeople got caught up in the excitement of monsters camped just north of town). After my army was completely wiped out, it still registered on my sidebar as an incoming army returning to my city. It did not show on my military page as existing or moving, just in the sidebar.

Being unsuccessful in my attack, I didn't learn if there would be a benefit to taking out monster nest other than freeing up a resource square.

Hi Chicane,

I'll have a look at your army returning buglet (seems like a bug to me).

On the question of benefits to taking out monster nests; well there's always the commander XP!

But yes, we have other plans in these directions.

Best,

GM Stormcrow


Posted By: CranK
Date Posted: 27 May 2010 at 21:37
Forum   [1 New Post]
forum_topics.asp?FID=2&title=announcements - Announcements (31 Viewing)

Seems like the update is populair allraidy LOL


Posted By: Wuzzel
Date Posted: 27 May 2010 at 21:45
I cant say how much i love you SC.
Do you want my babies?


Posted By: Raritor
Date Posted: 27 May 2010 at 21:47
If you take babies you can take mine too...


Posted By: CranK
Date Posted: 27 May 2010 at 22:12
but when you give babies, its not an act of love right? :P


Posted By: Raritor
Date Posted: 27 May 2010 at 22:18
I have attacked a gathering of wolves (about 150 units) and it worked without bugs


Posted By: waylander69
Date Posted: 27 May 2010 at 22:21
woo hoo...time to find some monsters



Posted By: jooj
Date Posted: 27 May 2010 at 22:38
I think this is a good way!


Posted By: CranK
Date Posted: 27 May 2010 at 22:51
Its a sick update and I really like it.. But actually, I think it gets borring really fast.. because you don't get something from it other than some commander XP (and having higher lvl commanders, they will not level very fast on the monsters)

So my suggestion was,, add some resource to it that you can only take after defeating the NPC's.. the bigger the NPC army is, the more resources there are to take..




Posted By: Tinuviel
Date Posted: 27 May 2010 at 22:58
It just keeps getting better and better!  Thanks Stormcrow!


Posted By: Chicane
Date Posted: 27 May 2010 at 23:05
Originally posted by CranK CranK wrote:

So my suggestion was,, add some resource to it that you can only take after defeating the NPC's.. the bigger the NPC army is, the more resources there are to take.


It would be fun if defeating a group like this led to secondary resources. Coming away with cows, horses, spears, armor and beer. I don't know what a Gathering of Bears would be doing with 20 barrels of beer, but I might fight them to the death for it.


Posted By: CranK
Date Posted: 27 May 2010 at 23:07
ye, and cows that have been killed by those beasts for a nice dinner would sounds logical when you take them back home and use the hides?


Posted By: GM Stormcrow
Date Posted: 27 May 2010 at 23:57
Glad everyone seems to be liking it so far.

On the rewards front etc, as mentioned there are *big* plans for Factions.  By all means make suggestions - we welcome them, as always - but there are lots of things in the works already.

Oh, and just a note to add.

Nature Faction (Bears, Wolves & Wild Dogs) show as having larger sizes - "Gathering" up to "Legion" - than they really do. 

Nature's forces are limited to a maximum of "Many"; so whilst some Nature Faction armies might describe themselves as "Horde" and "Throng" etc, they are - in reality - limited to "Many".

I wouldn't want anyone thinking "Oh, I killed a Legion of Wild Dogs easily enough, this Legion of Bayne's Irregulars should be equally easy".  That could be a costly mistake Smile

I'll get this fixed soon(tm).


Posted By: Kumomoto
Date Posted: 28 May 2010 at 02:17
Update ROCKS!!!


Posted By: Duke Felirae
Date Posted: 28 May 2010 at 11:07
This is AWESOME!!!

I can't wait to kill some wild dogs. Big smile


-------------
His Grace the Duke of Felirae


Posted By: bow locks
Date Posted: 28 May 2010 at 13:40
cant find any of the dashed things.  i hope you dont level up too fast, since human interaction should be far superior to npc

blimey, scratch the above, i just found several thousand;

Army: A Legion of Bayne's Irregulars

Troops:Militiamen698
Troops:Men-at-Arms1439
Troops:Elven Trueshots572
Troops:Knights451
Troops:Adult Black Bears701

christmas. thats aggressive. excellent.  thank god for scouts


Posted By: waylander69
Date Posted: 28 May 2010 at 16:59
NPC's forces from NPC Town
Army: A Legion of Serpentkin
Troops: Minor Slitherers 2480
Troops: Cruelfangs 1678
Troops: Spitting Serpents 1366
Troops: Greater Serpents 856
Troops: Brood Mothers 505


Posted By: Raritor
Date Posted: 28 May 2010 at 22:23
Seems like since the NPC joined the game the resources are more not appearing at the rate the did before, at least in my area. Is that correct?


Posted By: Raritor
Date Posted: 28 May 2010 at 22:34
There are huge  NPC armies, not available for most players to fight. Will it be possible to make an attack using different armies from players of the alliance? (Something like the siege encampment)


Posted By: GM Stormcrow
Date Posted: 28 May 2010 at 23:07

Originally posted by Raritor Raritor wrote:

Seems like since the NPC joined the game the resources are more not appearing at the rate the did before, at least in my area. Is that correct?

Resource spawns should be at about the same rate and frequency as before. The new NPC encounters use squares that were not being used previously by resource spawns.

Originally posted by Raritor Raritor wrote:

There are huge  NPC armies, not available for most players to fight. Will it be possible to make an attack using different armies from players of the alliance? (Something like the siege encampment)

70% of all the NPC Faction spawns are of size "Many" and below, and a full 30% are "Several" and below - which are largely slayable by any player with an army somewhere in the double digits.

The spawning is, of course, random - but this is how it is weighted.

So yes, there are Huge NPC armies available for the more advanced players. I suspect the reason you're finding them on the map is simply because a lot of the easier spawns have been killed off, and the harder spawns are remaining - until the next random global "respwnage"Smile

We are not considering allowing attacking armies to combine forces at this time.

Best wishes,

GM Stormcrow



Posted By: col0005
Date Posted: 29 May 2010 at 15:43
Hey on the resource's from NPC's what about the possibility of artifacts that a player has a small chance of recieving which would give subtel bonus's to commanders, working similar to discoveries


Posted By: Ulfhedinn
Date Posted: 06 Jun 2010 at 18:15
I love the new addition, I`m glad I don`t have to scout for hours to find suitable targets to attack now. I do not find it fun or honorable to completely storm a small village because my troops are getting restless. 

I have been thinking of a few things that might help you flesh-out the fledgling npc system.

-Npc cities that develop themselves normally including competing for resources, raiding caravans, sending thieves to your cities, attacking static npcs as well as your cities and sending settlers. 

-I have noticed that there a good many low level abandoned cities scattered around the map that are not really worth raiding after your city develops any amount, so perhaps you could turn them into npc cities after so many days of inactivity. 

-The attacks on caravans en rout could be offset by allowing an escort guard attached to the caravan, you can only have so many % of caravan capacity of foot troops without occurring movement penalty and mounted troops move at the same speed. Foot troops would take a certain amount of caravan capacity per unit and mounted troops would obviously not, although they would still apply to the unit capacity. Units might be set as a whole and dispersed by caravan %, or set as one caravan template and applied to all. Should be researched to unlock and have various tiers.

-The ability to bribe them to do various things including ceasing attacks on your cities and caravans, focusing attacks on certain players, sending reinforcements for a certain time to an area etc. This could be achieved by sending a special diplomatic unit with a resource carrying capacity. Research to unlock with various tiers.

-The ability to buy out the npc cities to act as vassals. The cost would be dependent on how developed it is, the race difference of the patron, and the number of vassal cities already owned. There would be a vassal cap based on total population of your normal cities. This would be very expensive.

-They would still be npcs though you can roughly guide their development having them focus on certain development areas. You can send resources and reinforcements as per your normal cities. The ability to demand tribute in several forms depending on the vassal city building level and technology researched. A good way to implement this is have a vassal city "tribute point" stat that is based on the vassal city building level, this builds over time and you can select different tributes based on what you have researched and how many points are used with point values going in multiples. 5, 10, 25, 50, 100 etc. These can be resources, goods, arms and troops each with varying point costs. Tribute is randomized based on type of tribute and current stores, if tribute points selection exceeds current store value smaller tribute must be taken of said type.

-Ability to use % of vassal army as reinforcements for large attacks. Army move speed wold be adjusted so designated reinforcements arrive at the same time, slowing to adjust not speeding as that would be a bit unbalanced. Reinforcements would be based on current unused troop pool, to be selected by city. Unlocked by research with several tiers.

-Npc faction attitude rating for players. All factions start as hostile to players. Every time you bribe them for a service the faction rating improves a small bit. If you patronize an npc city the faction rating improves a good bit. Once you patronize a city no other interaction with it raises faction rating, it is expected at this point as a responsibility although you can still raise faction rating with non vassal cities. Every time you attack static npcs faction the rating falls a small bit depending on troop points destroyed. Every time you attack a npc city the faction rating drops a bit more depending on resources taken and troops destroyed. Sieging a npc city will drop the rating a large amount depending on building lvls destroyed, resources taken and troops destroyed.

-Faction attitude rank has several levels with corresponding benefits or penalties.

Example: 

All out war-Faction is throwing everything they have after you, every faction city in a very large radius of your cities are sending large armies continuously and setting up siege camps. You really pissed them off.

At war-Faction see you as a threat. They target you over others on a consistent basis and send more troops and thieves than normal over a larger radius from your cities.

Hostile-Faction raid you as normal, you can bribe them for actions instead of just paying tribute to raise rating.

Neutral-Faction no longer raids your cities, enables buying of basic resources. Bribe actions cheaper. Unlocks buying out of faction cities as vassals.

Warm-Faction bribes cheaper with more options, unlocks buying of goods, small discount on resource buying.

Friendly-Faction bribes cheaper again with more options, discount on goods and resources, unlocks buying of basic arms.  Faction cities will send small reinforcements to your city if an incoming enemy is detected. 

Ally-Faction bribes much cheaper, discount on goods, resources and basic arms, unlocks buying of advanced arms, discount on buying out faction cities as vassals. Sends more reinforcements from larger area if incoming enemy detected to your city. Will send retaliatory attack on attacking player. 

-Research to unlock all of the above with several tiers.


I hope this has been of some help. 


Posted By: GM Stormcrow
Date Posted: 06 Jun 2010 at 18:54
Originally posted by Ulfhedinn Ulfhedinn wrote:

...snip...

This is very well thought-out, Ulfhedinn, and dovetails nicely (and quite precisely in some areas) with a lot of what we're thinking about NPC Faction Expansion.

/me salutes


Posted By: Ulfhedinn
Date Posted: 07 Jun 2010 at 16:05
In reply to your earlier message, yes I would love to.


Posted By: Thexion
Date Posted: 09 Jun 2010 at 08:26
Hey do animals have some terrain bonuses? and def bonuses against unit types? Also same for monsters, I would like to know because even tough I scout monsters and animals I'm not sure what kind of units they are. I understand for example that grislie's are bigger than cubs but that is little information. 


Posted By: GM Stormcrow
Date Posted: 09 Jun 2010 at 08:48
Originally posted by Thexion Thexion wrote:

Hey do animals have some terrain bonuses? and def bonuses against unit types? Also same for monsters, I would like to know because even tough I scout monsters and animals I'm not sure what kind of units they are. I understand for example that grislie's are bigger than cubs but that is little information. 


Hi Thexion,

The answer is "yes" for both Nature and Faction baddies.

Some of them are classified as spearmen, some as infantry, some as ranged and even some as cavalry - and they get the terrain bonuses for the underlying terrain on which they spawn.

At some point we might release information on their actual stats.

Best wishes,

GM Stormcrow


Posted By: Leungarific
Date Posted: 10 Sep 2010 at 06:12
Originally posted by GM Stormcrow GM Stormcrow wrote:


Some of them are classified as spearmen, some as infantry, some as ranged and even some as cavalry - and they get the terrain bonuses for the underlying terrain on which they spawn.



























We get the point.




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