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Quest Updates |
Posted by: Birdtalon - 24-05-2012, 10:04 PM - Forum: News & Updates
- Replies (10)
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Greetings Swadians!
Thanks to the contributions of some of our generous donators who have contributed ideas as well as funds - we have added a few new quests for you to try out.
Keep your eyes on the quest notice boards and see them for yourself!
Happy Hunting.
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Swadian Dueling Tournaments! |
Posted by: Hande - 12-05-2012, 09:52 PM - Forum: News & Updates
- Replies (442)
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Hey folks, it's time to have tournaments in our kingdom and leave Nords to eat their socks for while.
Plan is to have multiple tournaments with low level gear and weapons.
This means that even low level players have chance to win!
We will have 5 different tournaments and you can join to any of them.
One Handed Tournament: DONE
Two Handed Tournament: DONE
Polearm Tournament: DONE
Archer Tournament: DONE
Crossbow Tournament: DONE
To join into tournament, you need to sign up first to this thread.
Use this application form:
Code: [b]Name:[/b]
[b]Level:[/b]
[b]Class:[/b]
[b]To what tournaments you want to join:[/b]
Sign up for 1H Tournament is closed
Sign up for Archer Tournament is closed
Sign up for Polearm Tournament is closed
Sign up for Crossbow Tournament is closed
Sign up for 2H tournament is closed
We will send you server and TS3 channel password day before event.
We have own tournament map so we don't need to duel in normal mod maps.
Also if you join to event with any gear that is not in equipment list, you can't join until you have right gear.
REWARD:
Reward is once again ONE legendary weapon that you can choose yourself from list.
Reward list is limited to that tournament melee type what you won.
Example: You win Polearm tournament, you can only select polearm.
Tournament Equipments:
Body armor:
Red Shirt
Red Tunic
Green Tunic
Blue Tunic
Foot Armor:
Ankle Boots
Head Armor:
Arming Cap
One handed Tournament weapon list:
Short Sword
Spiked Club
Dagger
One Handed Axe
Iron Mace
Sword
Nordic Short Sword
Sabre
Archery Tournament weapon list:
Short Bow
Arrows
Crossbow Tournament weapon list:
Light Crossbow
Bolts
Two Handed Tournament weapon list:
Two Handed Axe
Shortened Voulge
Heavy Practice Sword
Polearm Tournament weapon list:
Staff
Shortened Spear
Quarter Staff
Pitch Fork
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Yarr! Map Updates! |
Posted by: Hande - 05-05-2012, 07:46 PM - Forum: News & Updates
- Replies (377)
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Hoy dear players, I have some news for you.
Now when private servers are dead and gone, we start to update old maps more often.
This means that you need to download them ingame when you are joining to server but it should not be problem at all.
Now as startings I have updated Swadian Village and Swadian City.
I hope you guys like them but don't mind if you are going to rage.
If there comes some problems, don't report about it to this thread, there is own section for map bugs.
Regards,
Hande
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Client Release 0.4.0 - Garlic Horse Sausage |
Posted by: Conqueror_Worm - 04-04-2012, 11:48 PM - Forum: News & Updates
- Replies (175)
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Greetings Swadians, today a new patch is upon us and as you might have heard there are quite a few changes this time around.
We are sad to say that due to a lack of food in the kingdom of Swadia, the King has ordered all horses to be slaughtered for sausages. We have however received reinforcements from new types of troops!
- New Features!
- All players have received their Mounted exp * 4 as Assist exp.
- Two new playable classes. The Crossbowman and the Skirmisher!
- Gear has been re-balanced and shuffled around again to fit classes better.
- Added massive amounts of new gear for players.
- Nords have had their looks updated and should now look more like proper Nords!
- All AI re-balanced. Mounted troops removed.
- Fixed random spawns on hard mode, all your favorite Nords are now back! Including Shield Maidens and Pikemen!
- Added anvil for repairing shields.
- New menu music! (For real this time)
- Maps!
- New map, Swadian Great hall
- New map, Port Assault
- Swadian Castle Fixed and back in rotation
- Mountain Outpost, Swadian City, Caravan Ambush, Swadian Town, Hidden Cave, Swadian Outskirts Updated/Fixed
- Fixes and changes
- Shrine cost is now dependant on level, 25 gold per level.
- Reduced Healing Pot and Ammo Box use times by 33%.
- Reduced foraging time by about 60%
- Construction time on barricades halved.
- Fixed deployable items not deploying on scene props.
- Fixed Res Tomes being able to refill at ammo boxes.
- Increased collision mesh on barricade and construction site.
Bots should no longer be able to get on top of barricades and get pulled underground with it.
Players should also not be able to walk over construction sites anymore.
- Banners updated
- More Rangers!!
As usual the patch can be found here.
I would also like to give special thanks to Final_Boss from the cRPG community for letting us use some of his awesome re-textures.
And a massive thank you to our own modelling wonder Ryu for making us some brand new and original models exclusive for Nord Invasion!
Love,
Worm
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A note about the future |
Posted by: Conqueror_Worm - 28-03-2012, 03:09 PM - Forum: News & Updates
- Replies (170)
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You might have noticed we have been very quiet on the patch front lately. Well we decided to skip the next few patches and go straight for our next milestone 0.4.0, we have been working for a bit and we are now kicking into gear trying to get it finished soon. We are hoping for a release next week, but as usual I don't give promises. 
The reason I am making this post before a patch however is that this patch will bring a long some rather big changes in the mod as it is now, and we feel we should give you a heads up about it before it goes live and takes you of guard.
The main thing about this patch for us is to bring stats on everything, player classes and AI, down by a bit. As it is now we are touching caps on everything (even way over caps on some things) and this makes it an incredible pain to keep things balanced and it also gets in the way of later reward systems we have in mind. This does not mean you will all be peasants, far from it, we are simply toning down the top tiers a bit so you won't step from a warrior to a demi-god in 1 tier like it is now. With this change we can also give a lot more incentive to hybridize and give actual choice on what class you want as your next one after you have hit top tier in one class. Which brings me to the main point of this post.
There has been rumours and discussions about new classes for a while now. And yes, we are bringing in two new classes for players in 0.4.0!
Crossbowman, will be the new sniper favorite. Awesome accuracy, high piercing damage, but slow to reload. Will also be wearing medium armor as well as have the ability to fight with one-handed weapons and shields rather well if he gets forced into melee.
Skirmisher. This will be a lightly armored and very fast melee hybrid type. Focusing on polearms, mainly spears and pikes. While also being deadly with throwing weapons and shield.
Archers will be the ones with high rate of fire from now on, while suffering a bit on the accuracy side compared to crossbows. Commandos will remain the kings of melee still able to withstand a ton of damage with their thick armor and strong shields, but will also remain quite deadly up close.
As for Cavalry. Some of you might have seen this coming and some of you will likely hate us after this patch. After much discussion for months now we have finally decided on taking Cavalry, both player and AI, out of Nord Invasion.
There are several reasons for this. Cavalry as it is now is a monstrous soloing machine at top tier, it can solo content not meant to be soloed with ease if the player knows what he is doing. Of course we could just tone down Cavalry, but then we will end up going over the line. There is a fine line in regards to Cavalry, either it is overpowered or it is useless. There is no middle ground. Yes we can add measures to counter Cavalry like pikes and ranged weapons, but these hurts players on foot just as much, if not more, then players on horseback.
Secondly Cavalry is not a team class, it's never playing in sync with other classes and it has a tendency to always be the last man standing and a great delayer when everyone else is dead. Yes Cavalry kiting is a form of team play, but it is in essence a way to break the AI and this makes it even harder for us to balance the mod. Do we balance it around Cavalry kiting to be able to get anywhere thereby making it impossible to succeed without it. Or do we balance around players on foot being able to hold ground at tactical positions trough teamwork, thereby making it a walk in the park when you have Cavalry kiting. Once again there is no proper middle ground.
It also makes our job of making balanced and fun maps a lot harder. You have to take account for the stupid AI cavalry being able to reach players and you have to try to make maps suited for player Cavalry as well as players on foot, this brings us back to the kiting question. Giving Cavalry players the tools and stats to be able to hold their own on the ground with on foot players is also a touchy subject, why would you go a foot class if you are as powerful on foot and you get a horse?
Our main concern is that Cavalry has never properly fit in Nord Invasion it has always been the odd man out and it always will be. That's why we have decided to take it out completely, this way we can focus on getting Nord Invasion to the direction we want, a great cooperative mod with intense defenses focused on teamplay and varied tactics.
We understand some of you will be mad about this especially for all the work you put into getting your levels and gear. We can assure you though that all gear both crafted and looted will be converted into new gear with similar stats and value. Experience will also be compensated at the time of patch as well as respec for all players.
Of course there will also be new stuff in the patch, but we want to keep some secrets you know..
Love,
Worm
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