I will, I am currently in the process of cleaning.
The camping stuff will definitely be fixed. I will take a deeper look into this bard, and master training problem. Your feedback is really really usefull, thanks a lot.
I will, I am currently in the process of cleaning.
The camping stuff will definitely be fixed. I will take a deeper look into this bard, and master training problem. Your feedback is really really usefull, thanks a lot.
GS Sanders, the main coder from perisno, is trying very hard to add Diplomacy to Rigale. It is very very difficult, but he might succeed. If he does, well, it will be included in V0.11.
So, now, no, it doesn't have diplomacy included, but might have it in the future.
Thank you so much for doing this :-)
Overall, towns and villages sell very very few stuff; You might want to check for fairs, that will give the merchants much more goods and money for trade
A few of the new rigale skills. They all have an effect in game, be they used for gathering, crafting, world interactions, special actions....
Available guilds in towns are randomized at the beginning of the game. You will not find twice the same guilds in towns in Calradia in different games :-)
There is an "intelligence" global check, to see if you learn overall XPs from this failure, and herboristery check, to see if you learn more specifically herbalism skill points.
You have many ways to earn XPS, both party, player and skills related, in Rigale :-)
Go ahead, no problem. I will release the codes with V0.11 (update does not have the code.) However, unless you know what you are doing, it might be hard, because I am a messy coder. And if you use parts of rigale into another big mod, just please give credits, and be aware that rigale is also made of other people mods :-)
I don't see any haters here Chuppy
. I really have to admit that this mod is a mess, because it adds tons of new features, with barely an explanation (beside "common sense"), and I understand newcomers can really be disoriented by all the new stuff. I would really recommend this mod for M&B vets, that want to try a more RPG thing.
Thanks. I have a v0.11 on the workbench, will add revised settlements, random treasure hunt, new craft (tailor), and a few other things. However, the occasinal "can't leave" won't be solved, it is a very old bug I have never been able to isolate and crush :-(
This is quite a rare bug. But no obligation to play this mod, don't worry.
It should not be a problem. Did you try to install other mods ?
Thanks a lot :-)
Having more population will increase number of available specialists, slots, and so on. I am still looking for feedback and ideas to improve my settlement system.
Focus on farming, food gathering specialist, and so on. It should increase your settlement. Also, winter can be very hard, try to build settlement in summer autumn, it will grow much faster.
It will probably never been done, which is the biggest issue I face, because versions are not save compatible, and I understand it is really bad forplayers, to redo it all over again when a new version comes out.
I am curently not working on V0.11, because beside very very very very few people, I have no one participating on the main taleworld rigale forum. However, I have features I would like to add, and that are clear in my head, and I just need to code them. In am on vacation this week, and weather is gonna be bad, So I might advance it a bit, but no promise :-(
Thank you so much for your permanent support :-)
When the settlement goes below 50 pop, it turns itself into a bandit hideout. So it is not a bug, although it might need some balances.
Thanks a lot :-)
I answered all you talk about in my posts below. Take some times to read.
@Solace21: rest in towns, it is really "fast". There are plenty of ways to increase recovery and speed movement. Anyways, I created an option to remove fatigue effects:
get the link here:
Forums.taleworlds.com
@Firefox21:
When stuck, go in tavern, save, reload, should do the trick. And thanks for the review :-)
What do you mean about the buttons ? Something so that you wouldn't have the pain of going into the village or town ? If so, this is really something I am considering, but native quest system is pretty "heavy" for my coding knowledges...And I would like to improve settlements first, and maybe add some "forgotten" knowledges. I worked on an "artifact" feature, and had some encouraging resuslts, so I think a board of quest is not on my top list now, sorry (although I can be quite versatlie. Aw well...)
Go to the Rigale v0.10 module directory and 1)inside the folder called "Data" erase the file "FONT" and 2)inside the Textures folder erase the file"font.dds".
Courtesy of "Antonis" from the Rigale forum.
Coding is halted for now, as I am really looking forward feedback about knowledges and custom settlements. They are both a WIP (although Knowledges are pretty much done, and custom settlements could very much be expanded, I think.)
If you want to share ideas, please do it on the official taleworld forum
Forums.taleworlds.com
For tools in upper left, I had to do this because of limited Scripting knowledge, and because I wanted to have Tools with quality. And this can't be done if you put Tools anywhere. Moreover, Inventory system and Scripting is not the nicest thing to script. As for ressources, there are permanent spots, and random ones. I suggest you select "explore option", you will go wlower, but with more chance to find stuff. And change areas, because once you know an area, you will discover less new stuff on them, and into some forest, you will probably find some wood there.
@Bullseyehit, put Tools in upper left slot of your inventory (it says "Tools" near it).
Again, deep thanks to all of you for you nice comments :-)
Wow, I am amazed there was such a number of replies in such a short time ^^
Thank you so much for the nice comments people, it makes the hard work and long nights feel worthy of anything, if you have even a little fun.
Some info about game philosophy.
Rigale is very different in its way of playing native. More ruguous. This is intended. I tried to make it kind of realistic. And add to world interactions. I didn't really mean to make it harder, just deeper in the options you have to fo anything. I understand it can become frustration, especially at first, when you are used with native or other mods, to cross the whole map in a row, without a pause, travelling day and night at high speed.
This is supposed to work differently in rigale. Select a town. Use it as a base of operation. Explore its surroundings. Then move on to another one. You will rest very fast and well in towns. Travelling is supposed to be an adventure in itself, in Rigale. Camping is for nature hardened vets. However, game is also designed to give you a feeling of achievment. In the end, your hardened adventurer will probably be able to cross the whole map at high speed, without tiring much. But it would require time and training.
Towns, villages and castle are supposed to stay on map a little longer once you reach them. However, them disappearing to fast might be a bug. In any case, I added maps, faction, town, even the whole world. And the "Orientation" and "mapping" knowledge really should make a very notable difference once you reach them. Rigale "vets" might have noticed some changes here, btw.
I am working hard on a V0.10 version of rigale, that will add a "knowledge" feature, and custom settlements.
Thank you so much for your comments Chuppy. If Bannerlord is moddable, I will have a deep look in it, and try to port Rigale's features into it, and hopefully better, from what I have learned.
updated with new spells. Should be save compatible.
Many details here.
No new weapons, only one "faction", V1.143.
PLenty of details here.
A V0.10 is in the works, that should increase/improve already existing features, and add some new ones.
cromcrom
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