Author Topic: [NW/WB] [M] Novum Mundus - 1.2 Released!  (Read 32729 times)

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Offline Desert Thunda

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Re: [NW/WB] [M] Novum Mundus - Progress Report on pg. 7
« Reply #105 on: November 02, 2013, 10:17:47 pm »
I believe that those penalties for death won't really affect the player, just like in PW, you have these naked fanatics who have all their money in the bank and charge out naked until they get a weapon off the floor.


On the subject of the wage system, it could easily be abused by a person who intentionally goes AFK to grind the money, so perhaps there needs to be a specific amount of kills for wages to be enabled for the specific person / or the lord has the ability to choose who gets paid and who doesn't.

Offline Gizmo

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Re: [NW/WB] [M] Novum Mundus - Progress Report on pg. 7
« Reply #106 on: November 03, 2013, 01:52:04 pm »
Can't wait to play this, it truly looks awesome ;)

Offline MadManYo

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Re: [NW/WB] [M] Novum Mundus - Progress Report on pg. 7
« Reply #107 on: November 05, 2013, 06:15:30 pm »
You could have banks which have guards and you can rob the bank which takes away a random amount of money from everyone who has deposited there.

Offline Desert Thunda

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Re: [NW/WB] [M] Novum Mundus - Progress Report on pg. 7
« Reply #108 on: November 09, 2013, 07:39:38 am »
You could have banks which have guards and you can rob the bank which takes away a random amount of money from everyone who has deposited there.

Thats just going to be ridiculously abused.

Offline MadManYo

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Re: [NW/WB] [M] Novum Mundus - Progress Report on pg. 7
« Reply #109 on: November 09, 2013, 01:20:51 pm »
You could have banks which have guards and you can rob the bank which takes away a random amount of money from everyone who has deposited there.

Thats just going to be ridiculously abused.
Yeh... oh well

Offline N0body

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Re: [NW/WB] [M] Novum Mundus - Progress Report on pg. 7
« Reply #110 on: December 08, 2013, 03:56:30 pm »
News / Update


Just a general heads-up for now; we'll get some demonstrations up by the end of this week once we've got things sorted. So, what do we want to announce? Well, something some of you may like and others may not like (we're not sure what the reaction will be) but we're changing the theme of the mod by quite a bit. Actually 'quite a bit' is 'quite' an understatement.

We're switching the mod's theme to steampunk / fantasy; it will still retain realistic elements, but fantasy elements will be incorporated and will serve as a major part. But does that mean we'll be scrapping guns? Nope, quite the opposite. Guns will still be a major part of the gameplay, but weapons such as swords, shields and bows will also be a major aspect of gameplay.

The mod is still going to be heavily roleplay based, and due to that fact we've gone and written 'extensive' (extensive meaning a page or two giving a background to the world) lore for the mod for those of you who will be interested. Though it is still being tweaked.

Anyway, have a few teasers. I know they aren't much, but something is better than nothing, right?  :wink:

A Varlathinian (Elf) test, which is really just a human with borked ears (just for testing, so please ignore the fact it is broken as we know what the issue is!).

Spoiler

[close]

An Oecil (Orc), or rather two pictures of Oecils (Orcs).

Spoiler


[close]



Novum Mundus will still require Napoleonic Wars as we do plan to keep all NW elements we've integrated thus far for the 'Human' faction

News/Update (A few screenshots)


A couple more screenies showing off some of the new props we've grabbed and are now using. The idea behind this scene is to show off what mappers can create, but also to give a little backstory to the Varlathains of Eria (Elves), a now destroyed empire. This scene shows a bunch of ruins; a small portion of what remains after the previous wars between man and Varlathain (alternatively known as 'Elves' by man).

If you look closely at the second image you can see a small camp established by a scavenger; there a few items lay, recovered from the ruins, or possibly some of his own posessions.

Spoiler




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Offline Desert Thunda

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Offline Wismar

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Re: [NW/WB] [M] Novum Mundus - Progress Report on pg. 8
« Reply #112 on: December 08, 2013, 04:16:01 pm »
Holy shit! Finally a steampunk mod for M&B!!!! I love the the direction you are taking :)

Offline Wismar

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Re: [NW/WB] [M] Novum Mundus - Progress Report on pg. 8
« Reply #113 on: December 16, 2013, 01:38:17 am »
What races can we expect in the mod?

Would be cool if you had Dwarves and Nords.

Offline MadManYo

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Re: [NW/WB] [M] Novum Mundus - Progress Report on pg. 8
« Reply #114 on: December 28, 2013, 12:27:03 am »
So long as I can hold a musket and fire a volley with friend I don't care

Offline N0body

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Re: [NW/WB] [M] Novum Mundus - Alpha Released!
« Reply #115 on: January 01, 2014, 01:35:35 am »
Merry christmas everyone, and have a happy new year! ;)

The mod is ready for the first public release; don't expect anything fancy, alot of stuff is still broken and/or incomplete, but we'll fix the issues in no time. I'll quickly give an overview of the current features in the mod; these are by no means a representation of the final features. Many features are currently not in either because we're unsure on how to implement them at the time (balance and so forth) or because they are darn too buggy to include at this current time. Some features, such as movement between maps, should be with us in a few days.

This version is a public alpha! Please note there might be issues and the mod will be very incomplete!

  • Three Cultures; Elves, Orcs and Humans. Each function as a faction, but currently the names aren't locked.
  • A wide selection of items (A few hundred new items at least).
  • Extended Character Customization, including orc and elven skins and NW accessories.
  • Persistent Item Saving & Banking
  • Wide range of scene props for mapping, sadly not really demonstrated on the current map though (Is a test scene)
  • New classes with new skills.
  • Probably a bunch of other stuff.

Things to expect in the next few days or so:
  • Lots of bug fixes.
  • Movement between maps, safezones, territory zones and similar.
  • Working Alchemy.

The link can be found here: http://www.pw-nexus.com/board/files/file/35-novum-mundus-alpha-v10exe/
Or alternatively on our Moddb page: http://www.moddb.com/mods/novum-mundus/downloads/novum-mundus-alpha-10

If you've already installed a previous version of the module, make sure the module folder is named correctly (Novum_Mundus_Alpha_v1.0), otherwise you will not be able to see or join the server. If you've got an exceptionally old version of the module (From summer 2013 for example), you should remove it or rename it.

Offline ClearlyInvsible

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Re: [NW/WB] [M] Novum Mundus - Alpha Released!
« Reply #116 on: January 01, 2014, 01:40:05 am »
Yay! A new mod to play!
"No man will make a great leader who wants to do it all himself or get all the credit for doing it."- Andrew Carnegie
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Faggots will burn in hell anyway, who cares.

Offline Furrnox

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Re: [NW/WB] [M] Novum Mundus - Alpha Released!
« Reply #117 on: January 01, 2014, 01:47:56 am »
Downloading now :D

Offline Desert Thunda

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Re: [NW/WB] [M] Novum Mundus - Alpha Released!
« Reply #118 on: January 01, 2014, 08:40:40 am »
Installing :)

Offline Wismar

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Re: [NW/WB] [M] Novum Mundus - Alpha Released!
« Reply #119 on: January 01, 2014, 10:21:22 am »
If only I was anywhere near home...