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Topics - Lefanis

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Questions & Answers / Class IR- applicable to advies?
« on: August 22, 2019, 11:18:17 AM »
An advy on Dwilight is facing a manhunt, and my character, who has recommended this particular advy, wants to offer protection from the manhunt, should the advy prove it's nobility.

Before I propose that to the character, I want to check whether this goes against the choosing your class IR? Given the RP behind the advy class, and this being SMA/Dwilight, I imagined that it was fine. Vita suggested that it should probably be discussed here.

Feature Requests / Approved: Customisable Duchy Shares
« on: October 15, 2018, 04:45:52 PM »
Name: Customisable Duchy Shares

Allow Dukes to set individual duchy shares per region.

Currently, Dukes can set a global tax rate for all regions inside their duchy. However, the proposed feature would give them the option of customizing it for every region in their duchy, based on their preferences.

Increases lord-duke dialogue- characters can punish or reward lords, or set specific taxes based on the regions total earnings- thereby improving the duchy game and promoting discussion between a duke and his lords.

Improves politics- Dukes can now slug it out to lure individual lords over by promising them a lower tax rate. This creates conflict and can cause wars.

None that I can think of. Disgruntled lords, perhaps?

Feature Requests / Under Debate: Enable bounties for Scroll of Accident
« on: August 25, 2018, 10:33:28 AM »
Name: Enable bounties for Scroll of Accident

Bounties are currently gainable in three ways- seriously wounding someone on the battlefield, or to an infiltrator that successfully seriously wounds a character, or through a duel. I would like to propose an additional way, using the scroll of accident- I would have assumed this was already the case.

The spellcaster that successfully uses the scroll of accident on a character with a bounty, seriously wounding them, gains the bounty on their head- It makes sense that the character that wounds them gain the bounty from the person that put it up.

  • Increases the incentive to post bounties
  • Congruence with other parts of the game- dealing serious wounds grants bounties in battles, duels, and through assassinations
  • Gives the caster an incentive to target high value targets
  • Creates a market for scrolls of accident

It creates a market for scrolls of accident- Both a benefit and a downside IMO. However, I think they are rare enough to prevent abuse.

Feature Requests / Under Debate: Improving World News
« on: August 14, 2018, 02:50:26 PM »
Title: Improving World News

Summary: When a noble or adventurer is executed, this information would be shared globally. When a region goes rogue (declares independence), this would be shared globally. When a region changes hands, this information would be shared globally.

Details: I seem to recall the execution of adventurers would send a global island wide message (Maybe on BT during the invasion...?). Was this removed? It was good to receive an Island update at sunrise, which now seems to only include huge battles or ruler elections.
This link only seems to include huge battles. It would be nice if it also showed the executions, TOs, and regions declaring independence, and ruler elections as well.

Benefits: Easier, global access to publicly available information

Possible Downsides/Exploits: None that come to mind at the top of my head

Feature Requests / Improving Adventurers and Trade
« on: May 02, 2018, 04:13:42 PM »
Name: Improving Adventurers and Trade

In the game currently, apart from BT with the uber rare portal stone hunt "mini game", the main advie activities are hunting monsters/undead, gathering items, and occasionally finding/selling/repairing uniques. The only one which requires some level of interaction with the second/main layer of the game, nobles, is selling uniques. So I propose to increase interactions with smelly commoners, by adding the trading game for advies- adding to the multiplayer nature of BattleMaster.

One the advie reaches a certain level of recommendations (or H/P), they unlock the merchant/trader sub class, and access to banks. They can't send gold to the family of course, but like traders, can travel around the world buying and selling grain in addition to regular advie stuff, and accessing markets further away. Adventurer-Merchants are taxed, and may have to spend gold on buying carts, guards, etc... They could be arrested by enemy realms and foods confiscated... Which generates potential for conflict.

With the 1 family per continent rule, this allows people to focus their noble characters on the meat of the game- war- While giving them a free advie character to engage in other activities. This also gives adventurers something to work towards, other than nobility- which isn't really always an option these days with the 1 noble rule.

I did a quick check of the trader class in the game currently:
There are a grand total of 6 traders between EC, Dwi, and BT. 1 trader on BT, 3 on Dwi, 2 on EC. This seems super niche, perhaps since it is forcing warriors currently to recruit about half their regular capacity- Most traders (4 or 5 of the 6) were courtiers. Trading also adds relatively little to the noble game, but it could be a game changer for experienced advies.

  • Increases interactions between advies and the main tier of the game- Gives advies interaction with other players besides selling uniques once every now and then.
  • Gives adventurers something to work towards besides nobility- relevant in a 1 noble per continent game.
  • Gives adventurers something different to do besides grinding inhumans and gathering.
  • Does not force players to trade off (pardon the pun) between the trading and warrior game.
  • Improves trade dynamics by creating a pool of characters that are interested in buying/selling food- More traders will mean that realms with shortages can send out advies to seek out and make deals at marketplaces further away.
  • Increases the chance for conflict by allowing enemy realms to arrest/steal/execute from the merchant, possibly leading to diplomatic crises!
  • Probably room in this feature to improve the banker game- the banker could order around his merchant fleet.
  • It is also in line with SMA, since you wouldn't expect nobles to be carting around food- thats for those suspicious merchants that count silver. Rise of mercantilism!

  • Probably difficult to code? Not enough dev time? I am essentially proposing that the trade game be ported to advies- so the code for trader class may just need to be added for Advies? I don't know how easily it could be done.
  • It may also annoy the 6 players who are currently traders.
  • Players could possibly break character/abuse this to make trade deals for their noble characters realm while belonging to an enemy realm- using their citizenship to get away with traveling in enemy lands? Possible, but can also be auto regulated by bankers/judges monitoring their movements... Advies can already be arrested anytime, so they are not in a strong position.

Helpline / Religion without priest
« on: June 01, 2013, 08:28:34 PM »
How long can a religion survive if it loses its last priest? How much time is there for someone else to take up the cloth?

Helpline / Immigration
« on: May 20, 2013, 07:07:47 AM »
In the last two days, I noticed that Darfix didn't get any new immigrants at all, though it had births. Is it a bug? I cycled back through my messages for the month, and I see immigrants everyday, except the last two days.

Nothing major has changed, just bought some food for the region.

Other Games / [Forum Game] Werewolf XIV: The Vengeance Factor
« on: January 21, 2013, 11:43:50 AM »

The Rules

Werewolf is a game of paranoia, deception and betrayal. Hidden amongst the innocent, ignorant villagers are small Packs of Werewolves looking to eat them. The villagers outnumber the Werewolves, but they don't know who to trust. Meanwhile, the Werewolves know their fellow Pack members and can work together to even the odds. The Werewolves want to kill enough villagers so that they can reach parity and overthrow the village openly; the villagers want to destroy the Werewolf menace by uncovering their secret identities.

If that wasn't a dire enough situation for the village, even amongst the villagers there are Cultists looking to help their Werewolf masters and people Cursed to become Werewolves if attacked. Fortunately the village has the aid of the Seers, who can find the true allegiance of the villagers, and of the Doctors and Guardian Angels, who might be able to protect them. These players must hide their identity just as much as the Werewolves must, as they are the greatest threat to the forces of evil and will surely be killed if revealed.

It may seem like a simple Villager is powerless in this clash of good and evil, but they are not. Every day the village gets to choose one person to lynch, as punishment for the nightly murder. The village must vote to choose the person they think most likely to be responsible. With their vote, the Villager can reveal much about the motives of others. But they must be cunning, or more than a little lucky, if they are to survive.

Standard Big Rules

All roles will be handed out after the last person signs up, with all players receiving a PM containing their role and (known) traits. The game will then proceed to a night deadline.

The game is divided into two periods - night and day. For practical reasons these two periods are run concurrently, from one update till the next. Each update is 24 hours apart.

Each day, all players vote to lynch one of the players - the person they think is most likely to be a Werewolf or other baddie. Each night, the Werewolves decide who to kill. In each 24 hour period, the village will lynch, and the Werewolves will hunt. The villagers can try to lynch multiple people by creating a glorious, Lemeard-approved tie, and the Werewolves can also decide not to hunt anyone at all at night. Beware of Crovaxian slips as well!

There are also other things that go bump in the night. The order these will be resolved in is as follows:
1. Lover
2. Wizard
3. Seer
4. Hunter
5. Guardian Angel
6. Werewolf
7. Witness

Werewolves will be divided into one or more Packs, with one Pack hunting each night. The order the Packs hunt in will be known only to them.

The Werewolves  win if they  manage to reach parity with the rest of the village.
The Villagers, Seer, Guardian Angel  win if they manage to destroy all the werewolves.

Standard Werewolf Rules

§1A. - You sign up to the game by requesting so in a post in this thread.
§1B. - No new players will be admitted after the game has started, except to substitute for another player.
§1C. - You may at any time be substituted out by requesting so in the thread.
§1D. - Failure to vote on two occasions will lead to immediate substitution.

§2A. – Players will vote daily. See Rule 1D.
§2B. – Invalid votes (Voting for Game Moderator/Ghosts) will not be accepted and be considered to be in violation of Rule 2A.
§2C. – In the event of a tie all tied players will be executed.
§2D. - The player(s) with the majority of votes at deadline are considered dead. They will not reveal any inside information after the deadline. The presumed dead player(s) should post in purple text until their true role is confirmed.

§3A. - Orders and votes submitted after deadline are ignored.
§3B. - Orders (scans, hunts, et cetera) are sent to the Game Moderator via PM.
§3C. - Players are responsible for any Private Messages missed due to inbox being full.

§4A. - Spectators and ghosts may comment, but never suggest a course of action, reveal any new information, including vote counts, or discuss any details of their former character, in the case of ghosts. Preferably spectators will comment only in a manner tangential to the actual game.  This rule is super duper important, and if you break it, terrible and awful things will happen to you!
§4B. - When doing ghost/spectator commentary, please use a non-white colour.

§5. - Alliances and Feuds which aren't based on your characters or roles in the game between players are forbidden. Alliances and Feuds which continue from one game to another undermine the whole idea of the game.

§6A. – The Game Moderator has the last word on all matters.
§6B. – If the Game Moderator makes a mistake (e.g. with the vote count, hunt/scan orders), if critical information has been revealed, the mistake will be kept.

§7A. – Forging PMs is allowed. Screenshots of PMs is not.
§7B. - Posting or quoting of PMs from the GM is not allowed - real or forged.

§8A. – Voting must be done in the following way. Write "VOTE" and the person you are voting for in bold text.
§8B. - If you wish to un-vote someone, write "UNVOTE" and their name in bold text.
§8C. - In case of re-voting without un-voting the original vote will be the counted vote.
§8D. - Do not edit votes after posting them. If you make a mistake, unvote and revote in a new post.
§8E. - Votes should be oversized or clear of other text to ensure they are not missed by the GM.

§9. - The GM can and will remove players if the GM believes that player is adversely affecting the game, for example through failure to fulfill voting obligations or deliberate violation of the rules. This will be done through the use of killing the player's role, or using substitutes, if they are available. All such decisions are made solely at the discretion of the GM.

§10. - Failure to vote on 2 occasions without prior notice will result in automatic substitution. If no substitution have been found 6 hours before deadline, the player will be autolynched at next deadline.

§11 - Most games will start with one player dying on the very first night, without even having gotten to vote and such.  It sucks to get killed off first, but its part of the game.  On the upside, the first player killed automatically gets 1st dibs on Substitution, no matter who else has signed up for Subs.


The deadline of this game is BM Sunset Time (forum time will be used).
Votes and orders made on 17:59:59 will count, while those made on 18:00:00 WILL NOT.[/color


1. Do I have to roleplay?   Nope.  Its fun and helpful to, but its not required.  Some players don't really roleplay at all, and instead simply post votes and accusations, and that's okay too.
2.  What do I post?/I don't understand!   You can post anything you like, really.  You don't even need to distinguish IC or OOC.  Typically villagers will post accusations.  "I think jerm did it, just because!"  or "I think jerm did it, because last turn he voted against the guy who turned out to be a werewolf!"  Accusations work better when you can back them up with some reason that you think the person is a werewolf.  Trash talking is allowed encouraged. 
3.  I'm a werewolf.  What do I do?  You pretend to be a villager, but you also conspire with your other werewolves to determine which innocent villager to kill.  The werewolves must all agree on a target, but can use whatever means they like for selection.  Meanwhile, be sure to steer suspicion away from yourself, so you don't get lynched!
4.  I'm a seer!  Great.  You can try to figure out who is a werewolf.  Communicate wisely though.  If you post "Hey I'm the seer!!", you might find a pack of werewolves visiting you that very night.
5.  I'm still confused/I don't know who to vote for  Either watch other players in action and see how they're doing it, or jump right in  yourself.  This game is both deadly serious, and quite comical, where people will accuse others for the slightest and most vague of clues, or just in retaliation for voting against them!  The first round of voting is difficult, as the only way to try to tell who's a werewolf and who's not is to listen to what people are saying.  In later turns you can try to identify patterns, or look for groups that vote together, or people who changed their votes to keep a werewolf from being lynched.
6.  Are villager votes private or do they go in the main thread?  Very definitely public!  In fact, villagers are discouraged from using PMs.  (and are reminded that if someone PMs you to share information, they might be misleading you!)  Villagers should post all of their accusation, votes, and so forth in the thread for all to see.
7.  Do werewolves vote with the villagers? You bet your sweet ass they do.  Werewolves want to do everything they can to keep the naive villagers from suspecting that they're werewolves.  If the villagers think you're a werewolf, they'll vote to lynch you!  So a werewolf's job is not only to kill villagers, but also to convince the villagers that they're actual innocent villagers as well!
8.  WTF!  I got hunted on the first night!  This game sucks!!  Yeah, sorry about that.  But the villagers won't start the lynchin' till someone gets killed!  It stinks to get picked off first, but its part of the game.  See rule §11 above.  And be sure to hang out and spectate/commentate!
9.  Aw man, I'm just a villager.  We can't all be werewolves.  Have fun being a villager.  Root out the evildoers!  Try not to be confused for a werewolf and lynched by your fellow villagers!


  • Norrel- Assassin Priest/Brutal, burnt alive on day 3
  • Dishman- Diplomat (Penchants rival), poisoned on Day 2
  • Penchant- Bodyguard (Dishman's rival), lynched on Day 2
  • D'espana- Sorceror/Brutal- Jumped off a cliff on day 4
  • Ketchum- lucky diplomat: Winner
  • Stabbity- diplomat/witness: Winner
  • Thomasgriff- Diplomat/hunter, hung to death on Day 1
  • Arrandal- Ambassador, murdered on day 1
  • Fury- Diplomat/doublevoter, burnt alive on day 3
  • Sonya- The lucky diplomat, brutally taken down by D'espana on day 4
  • Minerva (NPC)- killed on Day 0

Newbie Board / Unique items question
« on: January 21, 2013, 06:43:54 AM »
If you get a skill bonus in sword fighting from a particular item, at a tournament, will the bonus get factored in?

Newbie Board / Pausing differences
« on: December 05, 2012, 05:59:30 PM »
What is the difference between cold storage and vacation pause, other than the fact that you specify return date with vacation pause?

Feature Requests / Remove mercenary distance limits
« on: October 23, 2012, 08:29:28 AM »
Title: Remove mercenary distance limits

Summary: when travelling away from the realm, we usually switch out to mercenary setting. The army I'm on dwilight journeyed south, from Iashalur to Chesland in Terran. We'd set to mercenary setting, and were about 1280 miles from Iashalur. However, the morale of our troops kept dropping every turn, from between 15 points and 35. I originally thought it a bug, but turns out its not.
Mercenary setting *reduces* penalties of being far away from home, it does not remove them. There is nothing wrong, no bugs here. Your army is simply too far away from home.

I believe on an island the size of dwilight, such restrictions need to be scaled to cater to its size- the numbers that might work on EC won't on Dwilight. Even better, do away with the distance restriction altogether for mercs (does it serve a purpose?).

Here's what the Help page for unit settings has to say-

Mercenaries are men hired to fight your war, with no loyalty to you or your realm beyond their pay. Their morale stays high while far from home, but 50% more expensive than regular army (this is the only designation available to traders).
When pursuing your Leader's agenda far from home, a Regular Army will get homesick before the week is out. Their Morale will suffer. When Morale is less than 50%, it can be a real problem. Combat Strength goes down, as does Cohesion. Morale can usually be salved with gold as a Regular Army will get a boost from regular payment. If, however, you discern that this will be a problem again, sooner than would be convenient, the Mercenary setting may be your choice. No morale concerns, so Combat Strength stays high, and your Unit is more effective in battle.
There doesn't seem to be a mention of any restrictions on this page either.

So I would like to request the restrictions be done away with, as mercenary troops are already being paid much higher than regular armies purely to avoid these morale problems. These are sellswords who don't care about loyalty to anything but coin.

Benefits: It allows the undertaking of campaigns across distances on a continent the size of dwilight. It makes sense because mercenaries shouldn't even care about distance as long as their pockets are full. Plus, RP benefits! Long glorious campaigns to distant lands to fight those heathens  :D

Possible Exploits: Might overpower rich and large realms who can bully others. However, I feel there are already limitations in this. An army travelling a long distance has a long time between consecutive campaigns, and it is decently expensive to have a troop as mercenary for 3-4 consecutive weeks.

Other Games / Save MERP
« on: September 20, 2012, 12:33:09 PM »
I would like to inform you of a Lord of the Rings fan modification of the Elder Scrolls Skyrim, has recently been issued a cease and desist letter from Warner Brothers Entertainment. The mod's name is MERP (Middle earth Roleplaying Project), which has been in development since before 2008 (though then for a different game). Since then, the team has matured and the mod has seen a huge boost in quality, fan support and development experience.

Now they need all the support they can get from fans, other modders, game websites, famous people and whoever can help to spread news about their current situation to show Warner Bros. how much everyone cares about their project.

After contact with Warner Brothers, they did not permit the modders to continue the project privately without public releases. They have contacted a lawyer who is trying to argue their case as transformative and under 'fair use', but they also need all the support they can get!

"There's some good in this world, Mr. Frodo... and it's worth fighting for!"
-Samwise Gamgee

So please sign this petition, and help get the !@#$ers at WB to back off. I'd hate to have to live in a world where people can't do brilliant and amazing things purely out of their passion for it, and only ventures with profit motives have any sort of legal rights. For me, BM has always been about that same passion, and so I can't think of anyplace better to ask for people to support this great mod.

Here's a link to the mod page.

Other Games / Amalur
« on: April 27, 2012, 09:22:07 PM »
Just got my hands on Kingdoms of Amalur... I was wondering what to do after getting over Skyrim, but it seems there won't be any down time  ;D

I like the graphics a lot, it just feels... Different. The combat system is amazing (though magic seems a bit clunky). Faeblades (reminded me of a bat'leth)! It always bothered me that RPGs in "alternate" worlds always had the same sword/axe combinations...

Don't think I'll be booting up Skyrim for a while, at least until they boot over oblivion/morrowind, or the DLC is released  :)

Feature Requests / Message Filter- private messages
« on: March 02, 2012, 03:14:22 PM »
It would be really cool if there was a filter for private messages. Now it's hard to sift through if you have a lot of messages, and particularly if you can't remember who sent you the letter... I don't know how it could be coded exactly, but it seems easy at face value.  ;D

Far East Island / Shinya Ironhorse
« on: February 01, 2012, 05:37:20 PM »
Request from Shinya Ironhorse   (23 minutes ago)
My letter was to reaffirm our surrender, not to undermine it, where in my leter did I say anything to undermine the treaty?

I will fall on my own sword in hopes to settle this with Arcaea, give them my body
Shinya Ironhorse
Gheir Suil of Arcachon


Courtday   (23 minutes ago)
Shinya Ironhorse, Gheir Suil of Arcachon has held court in Enlod. Some independence movement members are thrown into jail, weakening their group.

Letter from Shinya Ironhorse   (20 minutes ago)
Message sent to: Claude, Jenred, Kenshue, Melehan, Morgan, Tissaphernes
Jenred, my letter to you was not saying that we would undermine the treaty, it was to offer more suggestion, I give my life for Arcachon just as you would for your lands.

My body will be sent to you for all to see, I and all of Arcachon uphold our word.
Shinya Ironhorse
Gheir Suil of Arcachon

Roleplay from Shinya Ironhorse   (16 minutes ago)
Message sent to everyone in the region Enlod (33 recipients)
Shinya removed his sword, placed the hilt on the floor, the blade to his chest, and then with the weight of his body drives the steel into his body, seconds later his lifeless body falls to one side and his trusted adviser says softly, it is don

Noble has left   (15 minutes ago)
The player of Shinya has deleted the character. The reason for leaving was: Took his own life with his sword
His unit, the Anvil Guard has been partly converted into a militia unit.
The ruler should appoint a new Gheir Suil.

Foreign Leave   (15 minutes ago)
The player of Shinya has deleted the character. The reason for leaving was: Took his own life with his sword



Now that's patriotism.

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