UPCOMING CHANGES Edit: Finally released (04/02/2012) Thus far the participation of the
people in this post has been instrumental in my productivity and motivation. I can't thank you enough.
Here's a list of some ideas from this forum that have been implemented in this update. Any previously discussed concepts not listed here are not ruled out, but require more consideration as to how best to implement them.
Not necessarily in order:1. New Class : Destruction Mage -= Done =- There is a sinister looking gentleman in the Bannered-Mare. He will recruit destrction Magi
2. Add females: ('nuff said)
-= Done =-3. Compatibility: -= Done =- Saad, and any other Merc recruiters need to be available outside the cities (at least some of the time). This should help out anyone using another mod that modifies Whiterun to a degree that it interferes with his functionality and/or existence, like Open Cities.
Solution: Created code to have multiple spawn locations. Saad can be anywhere, and the mercs will spawn from the nearest door. Saad will now move to multiple locations, like the tavern at night so he is accessible to players with open cities. Also added an option to tell Saad and the other recruiters where to hang out to get the best business. Then he'll spend his days where you tell him, instead of over by the guard shack. 4. Hiring Adjustments: *Kind of a drastic change here. There is no longer a large fee from Saad when hiring a Merc. He will take %25 of 1 Days wage, as a negotiation fee for introducing you to a new Merc. This way, you don't need a ton of cash to get started, just so long as you make enough each day to pay your crew. To prevent players from hiring, then taking their stuff and selling it, you will be charged full-price on for taking items that they own.
4a. Tiered Mercs: -= Done =- The 5 Tiers of Mercs are now Novice, Apprentice, Adept, Expert, and Master. Their skills correspond to their respective levels.
4b. Player Matched Mercs: -= Done =- Additionally there is an option to build a
Merc based on your own Level. This will randomly Generate a merc that should be comparable to your abilities based on an anolysis of your skills and level. All the uncappers out there whuold enjoy this new feature. It may also be more cost effective at times as you work your own way through the ranks. Daily wages are based on skills.
4c. Hire multiple Mercs at once:
-= Done =- Once you have selected a Merc level from Saad (or other Merc Liaison) you will be asked to specify a quantity (Currenty 1-4). This allows you to build a team much faster. You can of course immediately hire another 4, and another 4. It's obviously much quicker than one-at-a-time.
5. User Modifiable Globals: -= Done =- After all the input I've received in Nexus and Steam, it's apparent that a lot of people want a lot of different things. I would like to make as much of them user-modifiable as possible, by setting different globals to enable/disable any features they choose. This forum is guiding me to a default play-style, but I'd still like to give everyone the option to immerse themselves how they see fit.
They work like this (from the console):
set
GlobalVariable to
ValueValue will be a number that you want to assign
GlobalVariable can be any one of the following:
- MercsGetPaid: (Ratio) Do Mercs require payment? Default = 1
- MercsAutoPay: (Binary) Option to automatically pay each day without asking. Default = 0 ( false )
- MercsRez: (Binary) Do Mercs Resurrect? Default = 0 ( false )
- MercsFrat: (Binary) Fratricide Protection? Default = 1 ( true )
- MercsRatio: (Ratio) Set this as a Ratio Multiplier to increase or decrease the default skill values (at spawntime). Default = 1
Examples:
set MercsGetPaid to 0 will not charge you for mercs everset MercsGetPaid to 0.5 Mercs cost half their normal value
set MercsAutoPay to 1 turns on the AutoPay featureset MercsFrat to 0 turns off the Fratricide Protection featureset MercsRez to 1 turns on the feature that resurrects your mercs after they dieset MercsRatio to 1.25 will make them spawn %25 stronger
set MercsRatio to 0.75 will make them %25 weaker
set MercsRatio to 1 will make them normal
6. Shows Stats + History: -= Done =- New "Show History" option. This shows you:
- Total History: Day's since first introduction to this Merc
- Total Employed: Total Days employed by you
- Current Employed: Day's of consecutive employment (if employed)
- Current Unemployed: Day's of consecutive unemployment (if unemployed)
- Kills: How many deaths this merc has dealt for you.
7. Names for your Mercs: -= Done =- There have been many requests for the ability to give names to the mercs. I had always intended on making it happen. A random brainstorm led to it's implementation a bit early. The code allows you to choose a name from a list (essentially). After a short time (3-4 work days) you will have the opportunity to ask the Merc "So, what's your name?". He/She will then say "My name is ...." you will be presented with two options
"No, really, what's your name?", or
"Oh, That suits you".
The merc will keep saying a random name until you pick the second option. Then, he/she will permanently assume that name.
8. Trade System: -= Done =- You can trade with the Merc immediately after you hire them. If you try to take their stuff, you will be charged for it. This only applies to the stuff they spawn with. You can give them things, and take them back with no charge.
You will now see the gold they've earned in their inventory, but you cannot take it.
Mercs will equip any item you give them. They will wear it as soon as you give it to them. Whether it's stronger/weaker is irrelevant, YOU decide what they wear. This also works for Jewelry (jewelry effects have been tested, bonuses will apply)
9. Troop Formations: -= Done =- Oh yeah. There is an new option in the Merc-Menu called "Formation". Selecting this option turns on the "Formation Mode". Essentially replaces the 'Menu' power with a new ability that toggles formation movement. When it's enable, troops will move in to more tactical positions. Melee characters to the front, Archers and Magi to the rear. Activate the power again to disable. The power will stay equipped so that you may turn it on and off during battle without having to access the menu a 2nd time. It actually works best to only turn it on for a few seconds at a time, just long enough to rearrange the battlefield with a more strategic posture. If you want to get back to the troop menu, just double-click the power and it will switch back to menu mode.
This feature is somewhat experimental, but offers incredible tactical benefits. Engaging this in the heat of battle will bring your archers out of danger, and push your melee characters out front to take the impact. Walking backward while "formations" is on, allows you to pull your troops back with you. This allows you to withdraw the whole group for a more advantageous position without having to retreat. "Formations" will override the Mercs even if they are engaged with an enemy. This alleviates the frustration of having a merc fight to his own death, when pulling back to regroup would be the better option.
10. More Faces: -= Done =- There are now 32 different NPC's (16 Male/16 female) for each type of merc (Melee, Archer, Mage), totaling
96 different looking NPC's. (sorry all human right now)
11. Lightfoot: Mercs will have the "Light Foot" perk added when they enter sneak mode.
Bug Fixes:Dialogue/Trade Actor mismatch: Previously there was a slight chance you would trade with a different merc than you are actually talking to. (i.e. You take armor from a NPC, but you actually took it from the guy next to him.) This shouldn't happen. (as often)
Battle Vision: this was something I left in after development because I thought some players might like it. It's handy to me, and I haven't had any complaints about it, despite the weird delay. Perhaps nobody except me is using it. Either way, I rewrote the code to operate independently instead of a byproduct of a loop from another script. It now functions like the detect spell, being instantaneous, but still toggles on/off from the menu.
Inheritances: There was an issue where a messenger would bring you an inheritance after one of the Mercs died. I changed their relationship with the character, so I don't think this will happen any longer.
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I may be adding to this list a bit more.
Note: This is just what I'm planning for the next update. By keeping this list small, I can get a new update out sooner, put some more NPC's, classes and features. Then begin contemplating some of the more involved projects.
Thanks again everyone for the help!