Warmod New Release!



  • Hi everyone, my teamplay mod Warmod has just been freshly released!

    You can find it here: http://steamcommunity.com/sharedfiles/filedetails/?id=292007783

    Servers:

    US Server: 198.23.145.4:7777

    Oceania Server: 27.50.71.10:7777

    New features this version:

    • Half-Swording: Two handed swords can now be half-sworded, allowing for fast armor-piercing strikes at close range!

    • Hints System: Players will get hints about Warmod’s features in chat on respawn.

    Features:

    • Teammates are impassable to swings to help encourage teamwork and discourage attacking through teammates

    • Stamina regen rate increased

    • “Momentum” mechanic provides a small buff to damage resistance for every nearby teammate

    • Classes now have more varied damage resistances

    • Knights are much tougher against slash damage but weak to blunt attacks
    • Vanguards are weak to piercing attacks
    • MAA and Archers are weak to slashes
    • Archers move more slowly when aiming, making them more vulnerable to counter-archery
    • Lighter bows and crossbows can move faster when aiming than heavier bows, making them harder to hit with counter-archery, and giving them new usefulness
    • Bodkin arrows pierce vanguard armour, broadheads kill the lightly armoured MAA and archers, and crossbow bolts do blunt damage to kill knights.
    • Melee weapons are more specialised and interesting
    • Greatsword, broadsword and messer are no longer the be-all of weaponry - every weapon is specialised for a particular job
    • Axes do piercing damage on swings making them excellent anti-vanguard weapons
    • Swords can stab for piercing damage, as well as swing for slashing damage
    • Maces and hammers do blunt damage, perfect for killing knights
    • Slower, heavier weapons like polearms, maces and spears now have shorter parry windows, and greater stamina drain
    • Secondaries are actually useful! If your primary is an anti-vanguard weapon, a slashing secondary like a sword will help cover the weakness of your primary against lighter classes

    I currently have a US and Australian server active, so feel free to try it out!

    US Server: 198.23.145.4:7777

    Oceania Server: 27.50.71.10:7777



  • Axes do piercing damage… interesting.



  • I tried this out.

    On the positive side the mod was AMAZING! The half swording and combo stabs were SO cool. The speed increases of the 1h blades was awesome and made maa feel powerful but not op. I didn’t get the whole team buff thing but I’m sure it was there. And the fact that attacks stopped after hitting one person.

    While awesome there were two glaring issues:

    • Broadhead did no damage to ANYONE

    • Peasants were unkillable

    Meaning that anti arching (which your hints profess to have broadheads do slash damage) isn’t that easy right now and darkforest stoneshill is impossible for attackers to win.



  • Sounds interesting, perhaps a video or two?



  • So you removed blunt/pierce and chop (Swing/Blunt) completely from the weapons and only focused on 3 damage types? sounds great tbh.



  • @Xylvion:

    So you removed blunt/pierce and chop (Swing/Blunt) completely from the weapons and only focused on 3 damage types? sounds great tbh.

    Those damage types are still in game on a few very specific weapons (halberd and poleaxe), but otherwise they’re all gone. Swing blunt is out for good I think.

    @Sir:

    I tried this out.

    On the positive side the mod was AMAZING! The half swording and combo stabs were SO cool. The speed increases of the 1h blades was awesome and made maa feel powerful but not op. I didn’t get the whole team buff thing but I’m sure it was there. And the fact that attacks stopped after hitting one person.

    While awesome there were two glaring issues:

    • Broadhead did no damage to ANYONE

    • Peasants were unkillable

    Meaning that anti arching (which your hints profess to have broadheads do slash damage) isn’t that easy right now and darkforest stoneshill is impossible for attackers to win.

    I’m really glad you liked it. I am aware of the peasant bug and through playing on the servers I’ve found that broadhead bug too. The peasant bug is related to the team resistance buff, and it’s being fixed. The broadhead bug doesn’t occur in single player, so I think it’s a server replication issue which I’ll fix over the next couple of days. The next update should come within and week and solve these problems.

    @Ramses_IV:

    Sounds interesting, perhaps a video or two?

    Once I’ve got a few more features like war banners in game as well as more developers Ill make some demonstration videos. In the meantime, jump on a server and try it out.



  • We’re gonna have a decicated bannerman? Raising the spirits (stamina recharge) of everyone?



  • @SavageBeatings:

    We’re gonna have a decicated bannerman? Raising the spirits (stamina recharge) of everyone?

    Yep, War Banners will be a primary weapon replacement for vanguards, which will give different buffs to nearby teammates. At the moment were working on a damage resistance buff and a damage buff, but in future I’d like to try stam regen, mass, maybe health regen or some combination of more than one per Banner.



  • Are you gonna change the animation of when you’re holding/walking/running with it? So that it points up like a flag should, instead held sideways like it usually is. Maybe the 2h sword animations work for that?

    Personally, I think a banner should affect stamina the most. Logically, it should affect morale, but since morale is up to use players if we are cowards or not, I’d say that stamina and morale would be the same thing. So being within its radius, morale could go down slower than usual, and recharge faster than usual.

    I have an other idea about what could affect damage resistance and such - Champions or Captains. It’s all part of an idea I have for my dream game written down on a lot of word and excel documents, but I’m no developer so it’ll remain a dream. Anyways, the idea is that people are divided into “regiments” and each regiment got one Captain and one Bannerman. Regiments are not what I am suggesting here though, merely the addition of Champions (Knights?) to boost damage.



  • Any word on a Europe server?



  • Well I’d like to run a Europe server as well, but I’m already paying for the existing servers as well. I’m hoping when the mod picks up some more steam that people will host the mod on their own servers, since its not really feasible for me to pay the fees for three whole servers out of my own pocket.

    I run the Aus server because that’s my region and I have some ties to the community here. I picked US because that’s the biggest player base iirc.



  • Nice to see!
    I’m from Europe too!

    The most important for me it’s the resistance boost with close teammates, I always imagined a medieval game that you win more force, resistance and speed if you take your position in your unit.
    Hope to see servers running it!



  • I hope so too.

    In other news, I’ve finished the coding side of War Banners.

    Vanguards on either team have access to a Resistance and Damage buffing War Banner, replacing their primary weapon. The banners provide a buff to all teammates within a short radius, but not to the banner bearer. The Damage banner provides a 30% damage increase for all attacks, while the Resistance banner reduces incoming damage by roughly the same amount.

    I’m working on a UI indicator for when players are receiving either buff, as well as for when they receive the team resistance buff. Involves a lot of stuffing around with Flash and Scaleform, so for now the player just receives a chat message every few seconds informing them if they’re receiving a banner buff.

    This feature should be up on the servers in a day or so. Hopefully everyone can try it out and see what they think.



  • I think it would be cool and easier if the banner wearer have the same buff, or at least half buff



  • Well the problem there is that the banner just becomes a super weapon with constantly buffed damage/resistance. There’s other options I can take but for the moment a teammate only buff is the easiest/simplest.



  • Slower, heavier weapons like polearms, maces and spears now have shorter parry windows, and greater stamina drain

    Not sure that makes sense since there is already a great amount of stamina drain. Unless you are going to increase damage, why play them?



  • New Release!

    This update introduces teammate-buffing War Banners, as well as a new feature: weapon clashing. The opposing attacks of two players will now parry each other! You can see this feature in action in the video below.

    https://www.youtube.com/watch?v=N9xAezu5urg

    Check out Warmod’s steam community page: http://steamcommunity.com/sharedfiles/filedetails/?id=292007783

    And the latest Reddit post: http://www.reddit.com/r/ChivalryGame/comments/33rxm3/warmod_development_update_2_weapon_clashing/



  • Clashing is nice idea, but the mod is borderline playable. Everything ghost strikes and desyncs every other combo, can’t riposte most of the time, as vanguard you can’t even get polehammer because you are given greatsword instead, stamina bar doesn’t work and so on. There is just too many bugs to even enjoy it.



  • Tried it out earlier. I dunno if weapons are too specialized or what but it took like 12 hits with a greatsword to kill a knight. That’s… a bit much.



  • @dudeface:

    Tried it out earlier. I dunno if weapons are too specialized or what but it took like 12 hits with a greatsword to kill a knight. That’s… a bit much.

    Though realistic, realism doesn’t necessarily mean fun.

    15th century mainland Europe. The sword was the symbolic Knights weapon. Even though it was the least practical at the time. Chivalric warfare was not the art of killing. It was the art of beating the crap out of someone until they surrendered, to make a bit of cash randoming them off later. If you were a nobleman you had a low chance of dying in battle. The higher your social standing the less likely you were to be killed. Many didn’t even consider the possibility of death. Warfare was a low casualty affair. So when two mainland European forces clashed they both had the same obsolete weaponry. Which mean no side had an advantage of equipment over the other. By their definition of chivalric warfare the sword wasn’t obsolete. Yeah it took 12 hit to down a knight back then too. But the troops on the other side took he same amount of swings to down you. Thus balance and no one looked to better the other using equipment. It was seen as dishonourable and against the code. Marital skill won the day not weapons.

    Then The English came along.

    The english saw saw the world differently. A practical nation. The code of chivalry was a set of guidelines to the English rather than a set of rules. Which is what everyone else considered it as. The English played to take ground. Money through looting. They took prisoners through fear rather than submission. The English killed half the enemy force making the other half surrender. Mainland armies took that first half prisoner forcing the other half to strategically withdraw. As it made no sense fighting a losing battle. English infantry made full use of the lower class and organised their society to have a readily available force of capable archers. The entire male population of England could be raised as a capable militia force if invaded. The English used poleaxes and other nasty pole weapons. Weapons that killed. Maces and hand axes as cavalry secondaries. Not swords. The only similarity between an English force and mainland force weapon wise was the lance. The English were an infantry focused force anyway. Weapons won the day over martial skill. That was the English way. Having good weapons and martial skill made you unstoppable.

    Essentially the English had AK47s while the French and other mainland nations had .22 bolt actions. But it’s fair when two armies are fighting each other using the .22s.


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