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Persistent Kingdoms 1.2 Changelog [TEMPORARY]

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Persistent Kingdoms 1.2 Changelog [THIS IS A TEMPORARY CHANGELOG JUST FOR THE PURPOSE OF THE TEST]

 

 

Hello!

 

We have finally managed to conclude the next chapter of Persistent Kingdoms - Version 1.2. Over the past months, we've have been developing this version with breaks in between. Overall we're pretty happy with the changes we've implemented and we're sure you will like them as well. There's always room for improvement and we'll most probably continue to work on the mod but on a smaller scale, depending on the motivation of our team. Without further ado, here's the 1.2 changelog:

 

 

New spectator mode

Server owners will now be able to enable another spectator mode. After a player dies the spectator camera will be locked above their position so that they can spectate the remainder of the fight until they respawn.

 

 

Horses and players are now healed based on the time

It has been the case so far that if you wish to heal your horse or yourself with food and a bed you have to hold F on the designated scene prop until the bar fills up after which your health increases. From now on your health will increase based on the amount of time you held F, which comes very useful in events where you have to hold F for the complete duration of the bar filling despite needing a very small health increase.

 

 

Day/night cycle added (optional)

We have added a day/night cycle to the mod that is completely optional and can be enabled via the server configuration. The length of the cycle is dependent on the number of seconds set in the server configuration (you can have multiple cycles per day). Credit to the SRP team.

 

 

New animations:

Begging & praying & pike stance

 

 

Item changes & Scene prop changes:

2 crowns added.

Argad addition:

  • A pig
  • An executioners axe
  • Practice arrows&bolts (just renamed)
  • Rings & earrings
  • Tappiseries
  • Some enterable buildings & tents
  • 15 new clothes

Letter item added

7 new special weapons added.

  • Great bascinet replacement
  • Plated charger replacement
  • 3 assassin hoods added, 3 assassin armours, 3 mercenary armours, 1 new plate

2 new playable instruments – Vielle & Flute

A new small boat

Buy points for weak spawn weapons added.

Notice boards

SRP addition (6 new enterable townhouses added, 2 new kaftans)

 

 

Mod optimization:

Revamped animation system.

Animation restrictions have been done differently which means that the animations now have a very smooth transition and are much more performance friendly.

Bump & specular textures optimized

All bump & specular textures have been resized to a lower resolution. This has no visual effect but will in theory increase FPS slightly.

Mod cleanup

Despite adding a large number of new resources to the mod we have managed to decrease the size of the mod by 100MB by removing unused resources and optimizing textures.

Shader check

All items received a check in terms of shaders to ensure everything looks as it should in-game.

LOD’s were added to all items that didn’t have them.

Certain items were missing LOD’s which more or less better the performance of the mod by loading lower quality models in the distance. The missing LOD’s were generated and added to the mod.

 

 

Administration changes:

Faction ID's were added to most logs.

Support for custom banners added

Server owners can now assign custom banners to anyone via scripts. This is useful for RP servers where even commoners want to proudly wear their heraldic colours.

 

 

Bug fixes:

Glitchy indestructible doors were fixed.

Show pouch to nearby players logs fixed.

Walking mode bug fixed.

CWE scene props fixed on DX7.

 

 

Miscellaneous:

Wooden poles were removed from CWE walls.

Early transitional armour transformed into a heraldic item.

Plated charger retextured.

New banners added.

 

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Can this dev team join TW and bring Bannerlord already??

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50 minutes ago, Evilmay said:

Can this dev team join TW and bring Bannerlord already??

No

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What about Benji's first good idea? Remove the global chat wasn't a joke ¬¬

 

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Server owners can now assign custom banners to anyone via scripts. This is useful for RP servers where even commoners want to proudly wear their heraldic colours.

 

Does this apply if you’re in a faction and not a commoner, like say your faction has a blue banner but you have a custom red one, will your armour/shield be red or blue? 

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2 hours ago, Roy said:

Server owners can now assign custom banners to anyone via scripts. This is useful for RP servers where even commoners want to proudly wear their heraldic colours.

 

Does this apply if you’re in a faction and not a commoner, like say your faction has a blue banner but you have a custom red one, will your armour/shield be red or blue? 

I believe Saptor made it so that it overrides your faction banner by default, but of course, this could be changed via server scripts. 

Edited by Tommy
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Did the original native plate get fixed so its now 15 str again?

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3 hours ago, Johann said:

Did the original native plate get fixed so its now 15 str again?

ye

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Two questions: 

If somebody has the custom heraldry, and their faction is a different colour, will their name and/or the + hovering over them be the colour of the custom heraldry, or the faction? If it was of the custom heraldry, it would cause mass confusion in war.

Also, is there a limit to how many of these custom banners you can add?

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21 hours ago, Roy said:

Two questions: 

If somebody has the custom heraldry, and their faction is a different colour, will their name and/or the + hovering over them be the colour of the custom heraldry, or the faction? If it was of the custom heraldry, it would cause mass confusion in war.

Also, is there a limit to how many of these custom banners you can add?

It only changes what they are wearing. Name tags will remain the same.

We can add a lot more I believe. Not sure whether there is a limit though.

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