I wonder what this mod will be like with shattered world / random world?
Very confusing.
I wonder what this mod will be like with shattered world / random world?
Is the updated version already up?Thank you! We've got our working version patched to load under 3.0, largely due to the expert efforts of @tsf4 and @Zarathustra_the. I've done a religion overhaul that adds 9 new religions, but I'm hoping to get those expanded to incorporate more HF features before release. We have lots more playable nations in the pipeline, and broader and deeper title histories. And I'm hoping to have new cultures and species too. It's been a busy week!
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No - @Zarathustra_the and @ngppgn are still debugging a revised combat system, and I'm working on a culture and religion update. There's no ETA yet, but I'll do my best to keep everyone posted.Is the updated version already up?
I don't have Volo's Guide to Monsters myself yet, so I couldn't tell you about that specifically. However, in general, yes, we are putting in more monster races as playable characters; I have added full support for one and partial support for another this week. However, priority needs to go to those which will include some title holders, and for which we have a graphics pack. (Relatedly, we really need a gnoll gfx pack at some point.)Will monstrous races from Volo's and Xanathar's guides be making an appearance, even as just minor courtiers?
Each developer has a preferred thing they work on. Governments are mostly unchanged, but I'm planning to work on them after 3.0.1 drops. Shadeos drew the map. @Blood Royal made the original species system, but most of the recent updates are mine. He also did the adventuring system. I do religion and culture, @tsf4 and I do most of the title histories, and @Zarathustra_the has done most of the implementation of D&D style classes. @tsf4 does a lot of the compatching when a new vanilla version comes out, too. And I think @EvilCatInTheHat has done a lot of the adaptation of vanilla events.Just out of interest.
Do you focus development on certain areas (like doing governments first, then races, then religion, etc) or has every developer his own area where he works on (and if it is the former, whats the current and next focus)?
Those are just examples - there are all sorts of things that specific modders specialise in.
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More or less, yes. The basic pattern is that a new DLC or major version update of CK2 drops, or one of the more experienced devs has an idea that will take some serious work and playtesting; then there's a round of development and testing of that code; and then an update is released with that code working, plus whatever updates to the more routine stuff have been committed during that period of development. So the next update will cover HF compatibility and bug fixes for issues raised last time such as the infinite levelling. And in the process, it will also include all the species, culture, religion and history updates that @tsf4 and I have done in that period.Thanks, so that means we will get slow updates in all areas, eight?
We absolutely do. The current release has one playable yuan-ti character, Countess Dediana Extaminos of Hlondeth. The next release will have many more. I have my copy of Serpent Kingdoms open right now...do you guys have anything planed for the yuan ti?
glad to hear! though that bear the question what cannon are you guys following? 3.5 or 5 in regards to yuan ti? (i'm more referring to stuff like the tainted ones who seem to no longer exist in the 5th)We absolutely do. The current release has one playable yuan-ti character, Countess Dediana Extaminos of Hlondeth. The next release will have many more. I have my copy of Serpent Kingdoms open right now...
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Because extra species are more work to add, I'm not overcomplicating things. The yuan-ti have the three main types - pureblood, malison and abomination - who are all mutually interfertile. It didn't seem worth getting into all the fine details of their many warrior and servitor offshoots; I wanted to focus on the ones who actually hold county-scale titles in 1360-74. For the same reason, the forthcoming scalykind overhaul does not include sarrukh or ha-naga as distinct species.glad to hear! though that bear the question what cannon are you guys following? 3.5 or 5 in regards to yuan ti? (i'm more referring to stuff like the tainted ones who seem to no longer exist in the 5th)
Your English is fine! Much better than my Portuguese.cool, i always though the excess of servitor races to be a bit tacky, also what do you mean whit mutually in fertile? are they infertile in relation to each other or are each of the three races infertile( has in they other means of reproduction), because if i'm not mistake (which i often am) it was volo's guide to monsters that stated that they could interbreed with one another, it's just that the result of any pairing results in an offspring of the lower caste of the paring, thus that's why it rarely happens (on a side I also recall that the book said that a paring of pureblood with humans always results in a pureblood) and also one final question (sorry for bugging you with all this) but how are you handling the three castes? one culture but with three different portrait types, or three different cultures each one with it's own portrait type?
P.S: sorry for my poor english
(Relatedly, we really need a gnoll gfx pack at some point.)
@Blood Royal is actually on our team, although he's been very busy with other things lately. But the gnoll portraits in Birthright were just a static image (like the ones we use for some pivotal NPCs), rather than a dynamic portrait set. We try to use dynamic portraits wherever we can; but sadly, the only other mod with dynamic gnoll portraits is the Warcraft one, and theirs aren't a good match with our existing character art.The old Birthright mods had some Gnoll portraits, have you considered tracking down Blood Royal and seeing about using them?