Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Vita`

Pages: 1 2 3 [4] 5
46
Feature Requests / Old Approved Feature Requests
« on: August 14, 2015, 07:08:24 PM »
The following feature requests have been approved and not yet added to bugtracker, are being brainstormed, or are under debate. Implemented items and feature requests added to bugtracker should be removed from this list. All approved feature requests should be recorded on the bugtracker; this list is merely to prevent individual threads from being buried before they've been implemented or added to bugtracker, and to provide folks a quick overview of recent feature request discussions.

This list is the actively-maintained feature request activity (Last Updated May 23, 2017):
Quote
Making Sharing Advy Links Easier - Approved
Fix the Preview Butt... - Approved
Priest Request Lord to Approve Temple Building - Approved
More Steward Abilities - Brainstorming
Improved Exiling - Brainstorming
Customizing Feudal Titles - Under Debate
Allied Military Leaders Message Channel - Under Debate
Advy Scouts - Under Debate
Public Density Statistics - Under Debate


This list is a set of old, approved feature requests unimplemented and unrecorded on bugtracker:
Quote
rulers set realm council tax share
infils chance at breaking out prisoner ala capital battle (edit: wait a minute, I came across this being rejected by Tom previously; reassess?)
referendums within message group, guild, religion
optional 500-char reason for tournament announcement
set last words in case of non-battle death, random character cutoff ~140
merge/split militia, same restrictions as assigning militia
army chest training, repair, travel 0-50% sponsor customization
if all other conditions met, allow multi-city capital duchy to secede, but leave capital and perimeter regions in old realm under new empty duchy (random chance of perimeter region leaving if over 2 perimeter regions in the departing duchy)

This list is a set of old threads under debate and/or brainstorming:
Quote
http://forum.battlemaster.org/index.php/topic,1300.0.html
http://forum.battlemaster.org/index.php/topic,1313.0.html
http://forum.battlemaster.org/index.php/topic,877.html
http://forum.battlemaster.org/index.php/topic,805.0.html
http://forum.battlemaster.org/index.php/topic,801.html

47
Announcements / Early August Recent Changes
« on: August 03, 2015, 06:49:28 PM »
  • Bug where ranged units firing beyond their range fixed
  • Display empty council positions on Messages page
  • Tear down shrines when follower numbers are low
  • Fix footer for dynamic and religion maps
  • Update testing to stable (ShowFame)
  • Enable all scribe notes to be shared to army
  • Bug not allowing lords to host tournaments fixed
  • Update old tables to new tables, improved column sorting
  • More accurately describe wounded status
  • Adjust when peasants are included in militia or not (prevent disbanding citizen militia)
  • Slightly increase chance of finding a unique item when looting
  • Prevent secession when in duchy under two weeks
  • Dukes winning lordship election of a region in another duchy have region transferred to their duchy
  • Block the gold exchange exploit from trading unique items back and forth
  • Prevent nobles from joining realm they are banished from when their liege changes allegiance
  • Remove many backslashes from appearing in army, estate, duchy, realm, and recruitment center names
  • Nobles may now also find an estate with a lord in the same region or at a tournament
  • Lords may now also switch duchy allegiance to a duke in the same region, a duke visiting their region, or a duke at a tournament
  • Dukes may now also switch realm allegiance to a royal in the same region, a royal visiting their duchy, a royal or ambassador at a tournament, or the tournament host
  • The option to join a realm by leaving all your positions behind has been removed from the Politics page unless the realm has 0 vacant estates and you are not a duke or lord
  • Fix bug preventing lords of a new realm from switching allegiance (there should be no new realm restrictions for characters in a realm under 30 days old)
  • Add bans for anyone in a duchy who was part of a rebellion when a duke changes allegiance
  • Add loyalty penalty for calling Citizen Militia, weaken peasants in close combat more, add regional debuff for testing and war islands when calling Citizen Militia
  • Give vice marshal of army in battle slightly less leadership bonus gain than marshal in battle, but slightly more than regular army member
  • Slightly increase chance of finding a unique item when adventurer investigates local region
  • Add notice of large monster/undead spawns, high monster/undead bounties, and lost unique items in Adventurer Rumours page, based mostly on advy skill, but also region type and population, advy fatigue and available hours, other characters in region, distance of region from advy's location, and randomness
  • Expand range of regions adventurer can receive rumours about, based on advy skill
  • Chance of notifying nearby adventurers when adventurer beat or imprisoned, based on advy skill, distance from event, and randomness
  • Add chance of turn change notice on local wizard/sage locations, large monster/undead spawns, high monster/undead bounties, and lost unique items to advies, based on advy skill, distance from region, and randomness
  • Various other text changes and sync between stable, testing, and war islands

Also, yes, there were just some bugs in the last turn. We are working on resolving them now.

48
Announcements / Early July Recent Changes
« on: July 09, 2015, 09:06:36 PM »
Bugs related to server reinstall should all be fixed now. That is, lordship appointments, banishing characters, and such should now work.

  • Shared scribe note report now includes direct link to scribe note.
  • Link to send message to gold recipient.
  • Increase hero's in-combat unit morale bonus.
  • Increase jousting and leadership skill gains in battle.
  • Add bonus to leadership skill gain for marshals and vice-marshal in battle.
  • Peasant units (citizen, looting, angry) broken into smaller units with equipment proportionally scaled. Look much stronger than before due to multiple units of less men each, but are weaker in battle since all men aren't in one unit.
  • Citizen militia should go back to work over time now, with the rest of the peasant units. The rate all peasant units return to work has been decreased slightly.
  • Additional regional penalties for calling citizen militia.
  • Various estate management bugs fixed.
  • Buying regions at turn change enabled for stable islands.
  • Rulers now get notified of all referendums being initiated or finishing in their realm.
  • Fix dukes removed as duke after changing allegiance or seceding.
  • Many text improvements, small gender fixes, more information provided etc.

49
Announcements / Further Reinstalls
« on: June 24, 2015, 04:16:52 AM »
If anything hadn't worked recently (seceding, changing allegiance, appointing lords, collecting early taxes, and likely many more), please give it a try again. There have been further reinstalled components that should have fixed some lingering issues.

Please report any remaining bugs on the bugtracker; do briefly look at recently reported bugs to ensure your bug isn't a duplicate of an existing report.

50
Announcements / Early June Recent Changes
« on: June 12, 2015, 12:00:46 AM »
We apologize for the inconvenient downtime recently, but the following updates are now live a bit earlier than originally planned as consolation for said downtime:

  • Display family homes under Estates. If more than 3 family homes in region, only display if at least 10 fame.
  • Posting monster/undead bounties available to stewards.
  • Peasant mobs and Citizen militia training, weapon, and armour stats based upon the region's recruitment centers. If no recruitment centers, much lower stats.
  • Announce shared scribe notes to army.
  • Display Standing Orders on Army Info page.
  • Report courts held to local lords when judge holds court and courts held within a duchy to a duke.
  • Siege engines appear, with approximate number, on scout reports.
  • Stewards displayed on region report in-realm or if scouted, have Steward title instead of Knight/Dame title, and are listed on banker food report.
  • Reduced hours necessary for estate management. Can now do multiple actions (resize, rename, kick) per estate, with an hour spent per estate.
  • Dukes should now be able to host tournaments from tournament grounds within their duchy.
  • Citizen Militia has been fixed and is now re-available for use.
  • Gaining skill in battle for non-ranged units was apparently removed some years ago and is now re-enabled.
  • Some uncertainty introduced into the ratio between friendly soldiers in-region and region population when spawning peasant mobs.
  • Buying regions at full turns has been fixed for Dwilight and Beluaterra as testing islands, but disabled for all other islands (fix requires testing scripts).
  • Text distinction between provisions being reduced and actually starving when you're sailing, and many other smaller updates and bugfixes.

51
Announcements / Recent Changes May 2015
« on: June 02, 2015, 01:17:46 AM »
  • Investing now informs you of investment cost before investing
  • Character status on account page now displays how many hours until arrival when 'sailing' or 'landing' and only the regular 'at sea' status when not moving
  • Link added to return to recruit page when you recruit a group of men
  • Fix duplicate family history entries for being appointed to office or becoming a rogue
  • Ensure rulers under 60 days of ruling don't keep royal status if protested out (same as if stepping down)
  • Fix bug preventing characters from protesting in a new realm. There should be no newcomer restrictions in a realm under 30 days old.
  • Prevent infiltrators from becoming priests
  • Ensure family history records characters as having died, not retired, when buried
  • The unread messages number in parentheses next to 'Messages' now links directly to your unread messages, separately from the 'Messages' link to the Messages page
  • Unread messages count updates every five minutes after page load
  • Check fame and update family history if made duke via newly-created duchy
  • Allow judges to review and remove bans during a rebellion
  • Only reset marshal formations and standing orders when marshal appointed if there is no vice-marshal
  • Enable scroll-generated invasions to actually work on Beluaterra, affecting spawn rates across BT, not just in the region scroll used

52
Beluaterra / Trenton
« on: May 23, 2015, 08:56:35 AM »
Let's make something good out of a bad beginning. Rather than let Trenton fall back into the same situation of IVF surrounded by overly large neighbours, I thought I'd try to promote a smaller conflict of non-annihilation between Trenton and IVF vaguely akin to what Vix & Perdan are doing on EI. I sent an OOC to JeVondair already, but I am on a vacation of sorts this weekend so wont be as talkative until Monday or Tuesday for working out further details.

So far IVF has much fewer regions, but more nobles while Trenton has many more regions with fewer nobles. I don't want to hold every council position, so there's three open council positions, two duchies, and plenty of lordships for the ambitious. My particular character can be rather critical of others too, so there's opportunity for internal conflict and I am open to sharing the cultural setup JeVondair wanted for IVF, via two realms so we can have the occasional battle and looting as part of jockeying. I plan to rename the Vale duchy of Trenton the Ebony Vale as a counterpart to the Ivory Vale.

Hopefully Riombara doesn't crush us. :P Maybe they'll see smaller realms are the happening thing and some duchies will split off. ;)

53
Announcements / Recent Changes for April and May 2015
« on: May 15, 2015, 09:26:51 PM »
  • Bankers can now view regional food distributions
  • Total religion balances correctly reported in Temples and Shrines Upkeep Report
  • Reclaiming guild founder link fixed
  • Increased problems when a government referendum fails (no one elected)
  • Travel pages reorganized for consistency with each other (no mechanics changed)
  • Increased rate of summon scrolls being generated on Beluaterra
  • Frozen, tundra, and monster-overrun regions not displayed in Religion Spread Report
  • OOC Bans by rulers disabled - Titans are meant to deal with these matters
  • The Diplomacy Actions page going blank when in foreign regions should be fixed - please report feedback on bug 8460
  • Increased the rate preach level reduces itself and increased preaching effectiveness - please report feedback on  bug 8266

As usual, report any bugs on the bugtracker. The development team responds to questions on either the Helpline forums or IRC, as well.

54
Announcements / Recent Changes
« on: April 06, 2015, 07:58:37 PM »
  • Check that lordship referendum candidates have at least 3 prestige
  • Prevent character starting a rebellion if character's family already occupies a council position in another realm on the island
  • Dukes may view their regions' tax rates and estates from Govern Regions

55
Announcements / Recent Changes
« on: March 23, 2015, 08:27:31 PM »
Since March 6th:
  • Arrest Adventurer link only displays if there's an adventurer to arrest.
  • Full guild members can now see the treasuries of each guildhouse in the guild location list.
  • Estateless nobles can now see the realm's available estates on the estate management page.
  • The Food Distribution page no longer requires an hour to view it, only to make a change to distribution.
Since mid January:
  • Bribery costs for diplomats/ambassadors are now variable upon both your realm's diplomacy with region owner and regional sympathy to your realm.
  • Founding a religion should now remove ducal titles.
  • Message sent to duchy lords when duke changes ducal share.
  • Message sent to realm when new region joins realm from noble buying region (still no message if at-turn option used).
  • Monarchy and tyranny rulers now have access to the Edit Bans (to view remove & bans) and Kick Rebels (of failed rebellion) links that all judges have access to.
  • Ruler, duke, and region titles added to character names in Realm Hierarchy page.

56
Dwilight / Barca, Luria, etc.
« on: January 21, 2015, 02:52:57 AM »
This is why I railed against the death of Barca. The stillborn death of change, new politics, and new powers.

Barca was given multiple opportunities to avoid death politically by Luria, but stubbornly refused them at every turn. Luria specifically made Aveston the last priority of major townsland/city regions to recover and even as the armies were marching into Aveston, was offering it a way out. It refused.

57
Dwilight / Ecclesial Sanguiastroism
« on: October 19, 2014, 09:32:54 PM »
It struck me that there is not thread about this. Welcome to the other half of astroism since Jonsu broke SA! Followed by Alaster.

What is the difference from northern SA?

Recognition of the legitimate College of Lights prior to Jonsu's corruption as the only true leaders of the Church, so far currently Machiavel, Turin, and Katrina (last Legitimate Light, the others were last legitimate Luminaries).

From Lights Malus and Rabisu, that only the priesthood should rule the Church, resulting in primarily priesthood-led Church. This in opposition to voting over Church rulers.

Consideration of Rabisu Daycyn as a prophet, posthumously.

Interpretation of the western monsters as being caused by federation/peaceful stagnation, and dwilight requiring battles based off various cyclical/regenerative/reincarnation ideas from Prophet Mathurin. Thus, battles are held as sacred and celebrated by fighting astroists on both sides.

Simpler rank structure for elders and members. A priest elder for every realm with a priest to manage its temples.

Building a good playing atmosphere for members is an important part of the religion, similar to what rulers are instructed to do when elected.

What is the same as northern SA?

Recognition of Mathurin as the Holy Prophet and all his orthodox teachings.

Recent news?

Turin of the northern Church and Seoras of the southern Church are discussing future astroist councils between the two churches.

Faith growing in temples and believers (a few thousand a day).

58
Questions & Answers / Character Classes and One's Estate
« on: October 07, 2014, 10:15:02 AM »
I was thinking through this and while I'm confident in my conclusions, I thought this might be a good topic for discussion and for players to have confirmed as acceptable.

It's accepted that it is not a violation of inalienable rights to give commanders more gold because they recruited whatever unit type you'd like to see more men of. Likewise, I  would conclude that it'd be okay to give extra gold to characters for being a certain class and making that generosity known.

At the same time, giving out extra gold for courtiers, diplomats, infiltrators or what have you is manual and somewhat tedious compared to the usual military refitting and getting extra gold anyway process. So I would extend this hypothetical situation to accepting that there is a strong similarity of giving extra gold and changing estate tax sizes. Also, its made quite clear that the estates are the property of the lord and they may kick you out at whim. Thus, I don't think its too much further to conclude that it would be acceptable to have estates sized at a generous amount, but only available for nobles with certain character classes, as an incentive to more of those particularly desired classes.

TL;DR - is it an acceptable method to provide generous estates to nobles of certain classes and kicking them out (or reducing estate size if you prefer) if they are no longer the desired class? You aren't preventing them from playing whatever class they desire, only from having that bountiful estate whilst they are a class you don't wish to manage that estate.

59
Roleplaying / Queen Raziella's Gifts to Fellow Atamaran Rulers
« on: October 15, 2013, 08:05:13 PM »
Roleplay from Raziella I Himoura Nifelleisca
Message sent to the Rulers of Atamara (13 recipients)
Each ruler finds a gift marked from Lyonesse awaiting at their court. With the exception of Godfrid, Ottar, and Raoul, a message bearing friendly greetings and hopes for pleasant relations with Lyonesse accompanies each gift, signed personally by Queen Raziella and sealed with Lyonesse's royal signet. Godfrid and Raoul find a message bearing only self-written praise for Raziella's ascension; their messages are unsigned, with no royal lyonessian seal having protected its letter. Ottar finds a simple tag addressed to the Tyrant of Tara from the Queen of Lyonesse, with no other content.

The northern rulers of Rieleston, Silnaria, Eston, and Darka find a gift of a cloak with thick, warm sheep wool lining the inside. The outside is of their realm's primary color with their realm's heraldic symbol embroidered in their realm's secondary color.

The southern rulers of Talerium, Caergoth, Suville, Strombran, Carelia, and the Cagilan Empire know their gift before even reading the accompanying message, as beside their throne sits their realm's heraldic symbol, as tall as a man, carved from the greatest trees of Lyonesse and beautifully polished.

The rulers of Rieleston and Eston also find a vintage wine from the era of King Andrew McKay.

All rulers can tell that the gifts would've required more time to prepare than just the time since Queen Raziella's election. It was evident some weeks had gone into the gifts, as if Raziella expected to be Queen and had prepared accordingly.

Godfrid and Raoul find a gift of a severed decomposing undead head. Ottar's package is the most well-wrapped, with gold and silver leaf. Within it, there is nothing but emptiness, however.

--
EDIT for Forum: If you have a character in Atamara and you ruler didn't happen to share the roleplay with your realm, feel free to consider yourself as having learned about your ruler's gift through rumours.

60
Roleplaying / Newton and Windaria
« on: October 15, 2013, 09:15:45 AM »
Roleplay from Newton
Message sent to everyone in the region Windaria (3 recipients)
They gave me da boot. think They were afraid of me. But I bet the big man drove them to it.
   
    Long ago, it was just me Ma, me Da and little Amy. They told me they weren't my real ma and da, but found me when I was little. Raised me. We kept goats in the pen, and Da used to hit rocks into all kinds of shapes and cart them to his depot by the road. Sometimes men with horses and wagons will come for the rocks and leave us a new goat. I had no talent for hitting rocks. Da said it was an art. Says I can't just smash it. But I liked hitting things. Once when I was really small a wolf tried to pounce on me while I was looking at the goats. I hit it in the eye, hard. And I liked it.
   
    I watched the family goats growing up. I guarded our herd from wolves and big cats that try to eat our goats. I learnt to make rocks real sharp. I threw them at wolves that try to eat our goats. They would howl and bark as my rocks tear into their ugly faces, and usually run away after that. I kept a club in case any got too close. It was my birthday present. Amy made it for me. It is the only thing I really own now. It is my own, my precious.
   
    When I grew bigger I began to notice Amy. She was soft and smelled nice. Not like the goats, smelly and hairy. We would frolic among the goats together, hand in hand, and roll around on the grass touching each other and moving like we see da and ma always do every night. I still remember her creamy long hair whipped into my face as the cold wind washed over us while she giggled and laughed. The nubs of her ripening chest pressed against me as we tickled each other. The warmth of her smooth skin and the kiss of her soft breath as we lay together in the night for heat. We were the only boy and girl for hundreds of miles, and somehow we thought we'd always marry each other.
   
    Then the big man came. He was a head taller than Da, and always wore metal clothes along with his mean look. He made Da build him a "manor" on a mountain top. It was like a stone cottage many times the size of ours but only one man lived in it. Da worked on it for weeks and always came back tired. Every day Amy and I would take the big man food. He also took Da's pretty rocks, but didn't give anything back for it. Then one day I caught him touching Amy like I always do, like I see ma and da do to each other. He was on top of her like the billies do to the does. Amy was crying, and it made me angry. I shouted at him. He scowled at me with his big brushy eyes. Then he was all over me, his metaled fist slammed into me again and again.
   
    I woke up in pain in my own bed the next day. Then Da came and told me I had to leave. Said it was for everyone's good. Da was afraid of the big man because he was bigger. He was always afraid of making him angry. I set off on the road with my club, my tunic and some sharp rocks, trodding off to wherever my feet takes me. I try not to think about home, because it makes me think about Amy and what the big man is doing to her. Sometimes I dream about her in the dark, and it makes me cry, but I'm a big boy now. Soon I'll be a man, and then I'll be able to fight anyone.

(OOC: This was not written by me (I did some minor edits), but the player of Lacedaemon family after an IRC discussion about my advy spawning in a 3 population region that hates Lukon. I liked it so thought I'd share and base my character off it. Feel free to consider the lord mentioned in the roleplay to be some previous lord; I don't mean to roleplay your character's actions here. For all I care, the 'big man' could be any self-important noble, including some knight in an estate, or even the noble's steward.)

Pages: 1 2 3 [4] 5