Mods / Outlaw Mod

Category: #Creatures
Author: Grifthegnome
Side: Both
Created: Mar 5th at 9:10 PM
Last modified: May 1st at 5:12 PM
Downloads: 5119
Follow Unfollow 45

Step into a grim medieval world where Foot Pads and Brigands waylay the roads at night; Looters roam the hills for coin; Yeomen stalk the woods with their bows, Poachers hunt the kings game, and Feral Hounds feast on the corpses of the slain. These outlaws rove in bands and will agressively persue the player or flee you in an attempt to escape justice.

Currently:

  • Fight nine new enemy types based on medieval Outlaw archetypes, each with their own custom behaviors, combat styles, and agendas.
  • Custom archer enemies that you can have ranged fights with.
  • Avoid being ambush by groups of Outlaws or actively hunt them down.
  • Build Symbols of Justice to deter Outlaws from incuring into your lands and to bring law to lawless territory medieval-style.

Planned:

  • Many new enemy types
  • Dynamic Outlaw Camps
  • Bounties and rewards
  • Outlaw Raids
  • Friendly Travelers and Merchants you can defend
  • And Much More!

I am alway open to sugestions, feedback, and bug reports. Thanks in advance!

Initial prototype was based on modified assets from the COB_Bandits mod.

 

Version For Game version Downloads Release date Changelog Download
v1.1.4 2006 May 1st at 5:12 PM Show outlawmod_1.1.4.zip
v1.1.3 147 May 1st at 3:02 AM Show outlawmod_1.1.3.zip
v1.1.2 115 Apr 30th at 7:54 PM Show outlawmod_1.1.2.zip
v1.1.1 261 Apr 27th at 2:26 AM Show outlawmod_1.1.1.zip
v1.1.0 817 Mar 28th at 12:40 AM Show outlawmod_1.1.0.zip
v1.0.9 319 Mar 21st at 1:48 AM Show outlawmod_1.0.9.zip
v1.0.8 196 Mar 19th at 6:42 AM Show outlawmod_1.0.8.zip
v1.0.7 121 Mar 19th at 1:48 AM Show outlawmod_1.0.7.zip
v1.0.6 266 Mar 13th at 4:04 AM Show outlawmod_1.0.6.zip
v1.0.5 129 Mar 13th at 1:48 AM Show outlawmod_1.0.5.zip
v1.0.4 206 Mar 7th at 6:08 AM Show Brigandmod_1.0.4.zip
v1.0.3 133 Mar 6th at 9:51 PM Show Brigandmod_1.0.3.zip
v1.0.2 142 Mar 6th at 4:36 AM Show Brigandmod_1.0.2.zip
v1.0.1 121 Mar 6th at 12:38 AM Show Brigandmod_1.0.1.zip
v1.0.0 138 Mar 5th at 9:10 PM Show Brigandmod_1.0.0.zip

99 Comments (oldest first | newest first)

💬 Chuckles, 2 days ago

@ladyblakehammer  It will break it.  Don't use in 1.17 till its updated.

💬 LadyBlakeHammer, Nov 16th at 5:38 PM

Hey hi hello, I was wondering if there was anyone who was able to see if the mod still works with 1.17, as there are a few comments below- signalling that it does not, but another just below that one, gives me the idea, that it just might, but I do not want to break my server with it.

💬 bluelightning32, Aug 20th at 5:40 AM

Not compatible with 1.17.0-rc.5:

22:35:37 [Server Fatal] System.MissingMethodException: Method not found: void Vintagestory.GameContent.EntityPartitioning.WalkEntityPartitions(Vintagestory.API.MathTools.Vec3d,double,System.Action`1<Vintagestory.API.Common.Entities.Entity>)
at ExpandedAiTasks.AiTaskPursueAndEngageEntity.ShouldExecute () [0x00186] in <8b670e31f1644250956675b245a7394f>:0
at Vintagestory.GameContent.AiTaskManager.OnGameTick (System.Single dt) [0x0003a] in <a7faca6f0db647b0b73e6a0eca7923f8>:0
at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick (System.Single deltaTime) [0x00076] in <a7faca6f0db647b0b73e6a0eca7923f8>:0
at Vintagestory.API.Common.Entities.Entity.OnGameTick (System.Single dt) [0x00100] in <dd02eb3223a5453a83e1fa3625df3e8b>:0
at Vintagestory.API.Common.EntityAgent.OnGameTick (System.Single dt) [0x007a0] in <dd02eb3223a5453a83e1fa3625df3e8b>:0
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities (System.Single dt) [0x00035] in <f5f10b0f67c94dd6a5c07b0c00e2f868>:0
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick (System.Single dt) [0x00167] in <f5f10b0f67c94dd6a5c07b0c00e2f868>:0
at Vintagestory.Server.ServerMain.Process () [0x001ba] in <f5f10b0f67c94dd6a5c07b0c00e2f868>:0

💬 Hellfire702, Aug 19th at 3:56 AM

Awesome mod, I really like the different outlaw types & its definately a fun & interesting take.

 

I would however like to make a strong recommendation since I noticed an issue on my private server, please let us modify spawn rates in the config, they appear way to often in my opinion, so allowing us to change the spawn rates in the mod config file would be great for those that want to change the spawn rates of different enemies.

💬 AlarmingVirus, Aug 1st at 9:18 PM

Looks really good! Is a new save required or is it safe to drop in and out of a current one?

💬 Gerste, Jul 19th at 9:54 PM

I recently hat a quick chat with Grifthegnome. He told me that he has moved onto other things and wont continue the mod but would not mind people continuing his legacy. He was so kind to upload everything to github too. I thought I would share this info here: https://github.com/Grifthegnome/OutlawMod

💬 PeterSanderson, Jul 9th at 3:02 PM

"Just as a quick side note, a close friend of mine and a great modder, has a companion mod for outlaw mod in the works, and in that mod the skeletons are a harvestable resource you can use to make unique items. "


Now here's a thought: If your friend is capable of making mobs, an additional incentive to cleaning up/harvesting the dead bodies - a stand in for burying them - would be to have them decay and then turn into zombies, ghouls or skeletons. It would also add to the horror aesthetic. Depending on the bandit initial strength, it determines what they turn into. Looters into zombies, and the other bandits into skeleton warriors or archers. Perhaps the poachers turning into fast moving ghouls.

💬 Dawning, Jun 29th at 1:07 PM

I have to agree with Zelascelar.There are just too many hunter with dogs. I'm tripping over bodies of animals. I really do love the idea and it adds such fun to the game, but I can't just ignore the bodies. I started a new world and day three I have more meat and leather than I can process. There are 8 animal bodies very close to me that I have no interest in doing anything with. The should have an internal cooldown. 

💬 wwwolk, Jun 27th at 5:15 AM

Мод, действительно, хорош! Добавляет отличный Экшн! Авторам уважение. Если ставить вместе с модом на деревню, то мир ставновиться очень живым!

💬 Ryker, Jun 12th at 6:17 PM

You should look into this mod, it could help as an idea on how to set up the trader defence content too!

 

https://mods.vintagestory.at/tradercamps

💬 YourCreator, Jun 12th at 9:48 AM
💬 Zelascelar, Jun 10th at 4:16 PM

Some feedback! Tried it with two friends and loved it, I'm looking forward to the Planned additions. The worlds feels more immersive now, the hunters adds more competition for the food!

Other than the loot pool issue mentioned earlier, a big problem is the skeletons of the corpses; even if you add bone looting compatibility to them it still adds up way too quick and will lag the server, or make the world look like a warzone. I feel like some kind of decay system would be nice, making them automatically disappear after some time, or have only 1/5 of the enemies drop their skeleton, even if it doesn't make sense. This will be changed in 1.15 but only if you disable it, I wish there would be some default solution but maybe there isn't.

One mention is that my friends felt that the enemies homed in on them, the enemies spawning and attacking them directly while adventuring. This is before we discovered the Symbolds of Justice, but even so they felt the enemies were just too much, too many, and we disabled the mod. It's maybe more of a personal opinion, it's impossible to make an AI in the game where they act naturally everywhere since game loads in chunks, and in my experience the outlaws attacked each others too.

It just felt that everytime they spawned 3 different cults of bandits spawned and fought each other, then us if we got in the way. It could have been bad spawns though, and again we should have used those symbols.

 

Suggestions: Not that I can think of outside the Planned list, sure the dream of a perfect AI mod is there but you can only do so much with the limitation of the game. In the future I expect a minor army to come at you with siege weapons. :)

Maybe some teamwork with the VS Village mod, made by Gerste, can result in something nice? I dream of a mod that works like a survival/strategy mix, where you can hire villagers to soldiers, make them follow you and attack by your orders.

Also the Bounties/reward system cna work well with the Trade'o'mat mod, which adds coins to the game?

Not the prio 1 change needed, the mod can only improve from here. Will wait with patience!

 

Question: Do the bandits not spawn in arid/hot environments? I'm walking in my desert and I've yet to find a single bandit. Just want to confirm.

 

 

 

 

💬 YourCreator, Jun 9th at 2:40 PM

Feedback - AI very smooth and clever. Thumb up 

💬 Mono323, Jun 3rd at 9:44 AM

Hello,Is it possible to Increase the spawnrate of those mobs? i did add the mods which removes surface drifters of yours aswell and the surface feels a little bit empty now but i want a surface full of bandits 

💬 Amigurumi, Jun 3rd at 2:20 AM

Something I just noticed on the latest version, there are comments in the .json files. Technically comments are not valid syntax in .json files so this could lead to some bugs. This can help get around the syntax issue if you need comments in your .json files www.freecodecamp.org/news/json-comment-example-how-to-comment-in-json-files/

💬 HersheysWaffles, May 18th at 12:08 AM

Hello, just a bit of general feedback. Overall, I think NPCs drop way too much loot. I never had to set up a garden since I kept running into at least one band of Looters daily who would net me 8-12 food items. I also think it breaks progression to have bandits drop entire linen cloths. I got full Gambeson armor without crafting a single spool of string. I think they should only drop flax fibers at most, given how often we will face these enemies. However, do keep in mind that all this has been experienced with the Hunter trait, so harvests are a little more boosted.

I think Yeoman Archers spawn a bit too much as well, there always seems to be a few that pop up anywhere I go lol

💬 Grifthegnome, May 4th at 7:30 PM

Thanks all for the kind words! I really appreciate the feedback and config feature requests.

I want to make sure people have the power to configure the mod to suit their needs. I try to add a few config options every major release and meet request as they arise. However, diffrent config settings take diffrent amounts of time to implement and some have a permanant upkeep time costs to maintain their functionality as I add new features and the mod expands. I have to be strategic about how and when I add new config options so I can keep giving folks new content at a reasonable cadence. Each release, I have to strike a good balance between time spent adding new config options, maintaining and testing old config options to ensure continued functionality, and adding new features and content that improves the Outlaw Mod experience. Sadly, more time spent testing an maintaining old stuff translates into less new stuff per release.

That being said, by knowning what people want to configure, I know where my limited config work time is best spent. Everyone's requests are greatly appreciated and I will do what I can to fulfill them. :)

 

@Kara

I've added a disable skeletons config option to my task list. This is straightforward feature and I should be able to get it in for 1.1.5.

For a short term fix, you can do the following:

  1. Go into assets/game/entities/mobs/ in the outlaw mod's zip and open each Outlaw's json.
  2. Find the line: { code: "deaddecay", hoursToDecay: 96, decayedBlock: "carcass-human" },
  3. Change it to: { code: "deaddecay", hoursToDecay: 96 },
  4. Save the file.
  5. Let me know if you encounter issues.

Just as a quick side note, a close friend of mine and a great modder, has a companion mod for outlaw mod in the works, and in that mod the skeletons are a harvestable resource you can use to make unique items. 

 

@AVeryDandyLad

The ability to configure spawn frequency and group size is the single most requested config feature and is on the to do list for 1.1.5. For full transparency, doing this well is a larger feature, and it's going to take a bit of time to get right, but the work is absolutely worth it. The main issue is making it so that people can easily say "give me less/more dudes in my world" without them having to dive into the technical backend of the spawning system.  Spawning in Vintage Story is a powerful, but very opaque system. You have two diffrent times where creatures spawn, World Generation and Runtime. They can have diffrent spawn rates one of which is expressed as "TriesPerChunk" (a cube of 32 x 32 blocks) the other is "Chance." Which is according to the wiki and some napkin math I did, is an inverse scalar on 4 second time intervals and may not actually be a percentile chance, but an interval timer. The total max number of creatures of a type allowed are not a hard world limit, but max per chunk. Min and Max group size is a little more straight forward but how often each group size appears depends how you configure the random number generator. All of these settings are exposed in the json, and anyone could edit them to suit their needs right now, so just exposing these values in the config wouldn't be doing anyone any favors. What I probably need to build is config options that makes changing spawn rates easier. As a first attempt at making this configurable, I may offer difficulty presets or gamemode options, that allow people to specify whether they want an experience that is Vintage Story with occasional outlaw encounters or they want an experience where building castle towns and retaking the world from outlaws is the main experience. Further thoughts on this and what people want would be greatly appreciated!

 

In the short-term, if anyone is curious about where to find outlaw mod spawn settings so they can look at them/change them to meet their needs, just let me know. I'm always happy to help.

 

@Iphour @Belarrius

If I do add loot, health, and damage settings to the config file, it likely won't be comming for serveral releases, as I need to figure out a good way to implement it, and configurable spawning will be taking up most of my config work time in the near future. Loot, health, and damage fall into a very similar problem space to configurable spawning: everything needed to configure loot, health, and damage is currently exposed in the json and anyone can edit them to suit their needs. If I do add these to the config, it would likely be presets. My main hesitance to add this to the config is that it adds a large amount of upkeep and testing per release that has the potential to slow down the development of new Ai Types by a large margin.

 

However, I am more than happy to show people where loot, health, and damage values are stored in outlaw mod so people can customize them however they want. :)

 

Thanks Agian!

💬 Kara, May 3rd at 1:44 AM

Any chance we could get a config, to diable the outlaws from spawning skeletons when they die? have them maybe break down like drifters do? i would do it myself, but i havnt gotten past learning Css yet. anyways, our server is building up a rather large problem of players not cleaning up after themselves and a LOT of skeletons layering the ground. We love the Hell out of this mod, just the skeletons they leave behind are well annoying to say the least. (they just poof when in water, so its do-able) Edit: oh, that also pile up cause they tend to kill one another and the players dont find the dead ones.

💬 AVeryDandyLad, May 2nd at 6:50 PM

On top of all the other configurable options everyone else is suggesting-
May we eventually be allowed to configure the frequency that each outlaw types spawn?

💬 Iphour, May 1st at 10:02 PM

I would like to second the ability to configure loot drops. I love this mod. So excited to see more!

💬 Belarrius, May 1st at 5:47 PM

Hi!

I like this mod! So, can we have a config file for lood drop? Health, damage etc of NPC?

 

Best regards,

💬 Grifthegnome, May 1st at 5:14 PM

Outlaw Mod 1.1.4 (Hotfix) is now live.

This is a fix for a client networking issue that was causing client crashes when poachers spawned their hunting hounds in certain cases. Reported by DasPrinzip. Thanks!

💬 Grifthegnome, May 1st at 4:24 PM

Thanks TheLoneTec! I always appreciate feedback. I'll keep working to make it the best experience I can. :)

💬 TheLoneTec, May 1st at 3:44 PM

Just wanted to say, this is an AMAZING mod. It adds so much to the wilderness. Sure wolfs are scary, but when its a person or group of people chasing you down with bows and arrows. its even more scary haha.

💬 Grifthegnome, May 1st at 3:10 AM

Outlaw Mod 1.1.3 (Hotfix) is now live.

This is a fix for an Ai State crash reported by PeterSanderson. Thanks Peter!

💬 Grifthegnome, May 1st at 1:35 AM

A Second Hot Fix with Additional stability fixes will be out in a few hours.

💬 Grifthegnome, Apr 30th at 7:56 PM

Outlaw Mod 1.1.2 (Hotfix) is now live. (See Changelist for Details)

This fixes several crashes, some spawn issues, feedback, and some tuning based on aditional focus testing.

As always feedback, suggestions, and bug reports are greatly apprectiated!

💬 Grifthegnome, Apr 30th at 4:13 PM

@DasPrinzip Thanks for posting these callstacks, these are super useful. I'll include fixes for these crashes in the hot fix

 

@Ryker Sorry to hear you encountered a Yeoman death squad. So Outlaws aren't spawning in larger groups, they just aren't wandering away from their groups anymore, it's definately the new Ai. I'm going to be lowering Yeoman accuracy for the hot fix because once they're on target they definately laser people to death. As for group size, I need to find a good long-term solution for balancing the game between solo, multiplayer where players play as individuals, and multiplayer where players play in coordinated groups. The outlaws are currently tuned and tested for multiplayer coordinated groups. Any information people can send me about how they play, the types of groups they're encountering, how many they'd expect to encounter and so forth is super useful. Thanks!

 

💬 DasPrinzip, Apr 30th at 12:14 PM

Server (1.16.5) Crash with Version 1.1.1 :

Apr 30 14:10:24 115754E VSSRV[1308]: 14:10:24 [Server Fatal] System.NullReferenceException: Object reference not set to an instance of an object
Apr 30 14:10:24 115754E VSSRV[1308]: at ExpandedAiTasks.AiTaskMorale.GetItemStackSourceOfFearWeight (Vintagestory.API.Common.ItemStack itemStack) [0x00006] in <3c76ef9f6b7b422ab7f5c929b1ea8a9e>:0
Apr 30 14:10:24 115754E VSSRV[1308]: at ExpandedAiTasks.AiTaskMorale.IsValidMoraleTarget (Vintagestory.API.Common.Entities.Entity ent, System.Single range, System.Boolean ignoreEntityCode) [0x000b1] in <3c76ef9f6b7b422ab7f5c929b1ea8a9e>:0
Apr 30 14:10:24 115754E VSSRV[1308]: at ExpandedAiTasks.AiTaskMorale.<ShouldExecute>b__37_0 (Vintagestory.API.Common.Entities.Entity e) [0x00000] in <3c76ef9f6b7b422ab7f5c929b1ea8a9e>:0
Apr 30 14:10:24 115754E VSSRV[1308]: at Vintagestory.GameContent.EntityPartitioning+<>c__DisplayClass19_0.<GetNearestEntity>b__0 (Vintagestory.API.Common.Entities.Entity e) [0x0001b] in <af43e2d6e4674fe9a27f54555eddfffd>:0
Apr 30 14:10:24 115754E VSSRV[1308]: at Vintagestory.GameContent.EntityPartitioning.WalkEntities (Vintagestory.API.MathTools.Vec3d centerPos, System.Double radius, Vintagestory.API.Common.ActionConsumable`1[T] callback) [0x001f6] in <af43e2d6e4674fe9a27f54555eddfffd>:0
Apr 30 14:10:24 115754E VSSRV[1308]: at Vintagestory.GameContent.EntityPartitioning.GetNearestEntity (Vintagestory.API.MathTools.Vec3d position, System.Double radius, Vintagestory.API.Common.ActionConsumable`1[T] matches) [0x0002a] in <af43e2d6e4674fe9a27f54555eddfffd>:0
Apr 30 14:10:24 115754E VSSRV[1308]: at ExpandedAiTasks.AiTaskMorale.ShouldExecute () [0x0010e] in <3c76ef9f6b7b422ab7f5c929b1ea8a9e>:0
Apr 30 14:10:24 115754E VSSRV[1308]: at Vintagestory.GameContent.AiTaskManager.OnGameTick (System.Single dt) [0x00059] in <af43e2d6e4674fe9a27f54555eddfffd>:0
Apr 30 14:10:24 115754E VSSRV[1308]: at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick (System.Single deltaTime) [0x00041] in <af43e2d6e4674fe9a27f54555eddfffd>:0
Apr 30 14:10:24 115754E VSSRV[1308]: at Vintagestory.API.Common.Entities.Entity.OnGameTick (System.Single dt) [0x000bf] in <0e4a7b5cab644d0da9e4f27ccd6e0015>:0
Apr 30 14:10:24 115754E VSSRV[1308]: at Vintagestory.API.Common.EntityAgent.OnGameTick (System.Single dt) [0x0076b] in <0e4a7b5cab644d0da9e4f27ccd6e0015>:0
Apr 30 14:10:24 115754E VSSRV[1308]: at OutlawMod.EntityOutlaw.OnGameTick (System.Single dt) [0x00000] in <96f3517908194fa8874a12f2995102b6>:0
Apr 30 14:10:24 115754E VSSRV[1308]: at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities (System.Single dt) [0x00025] in <8316c93e98ed421da4237893dc4beacf>:0
Apr 30 14:10:24 115754E VSSRV[1308]: at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick (System.Single dt) [0x00167] in <8316c93e98ed421da4237893dc4beacf>:0
Apr 30 14:10:24 115754E VSSRV[1308]: at Vintagestory.Server.ServerMain.Process () [0x001ba] in <8316c93e98ed421da4237893dc4beacf>:0

Alot of times players getting Crash:

Running on 64 bit Windows with 16 GB RAM Game Version: v1.16.5 (Stable) Loaded Mods: tradeomat@1.6.0, game@1.16.5, carrycapacity@0.6.5, medievalexpansion@3.7.1, outlawmod@1.1.1, playercorpse@1.3.1, creative@1.16.5, survival@1.16.5, workbenchexpansion@1.4.1 30.04.2022 11:12:39: Critical error occurred System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt. bei OutlawMod.EntityOutlawPoacher.AttemptSpawnHuntingHound(Single dt) bei OutlawMod.EntityOutlawPoacher.OnEntitySpawn() bei Vintagestory.Client.NoObf.ClientSystemEntities.OnEntitySpawnOrLoaded(Entity entity, Boolean loaded) bei Vintagestory.Client.NoObf.ClientEventManager.TriggerEntitySpawn(Entity entity) bei Vintagestory.Client.NoObf.ClientSystemEntities.HandleEntitySpawnPacket(_m4CVIcO3UJPLI62MuOxE8163nQH serverpacket) bei Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) bei _esGsESICkihAc8ShXuIoQwZFwP4._lPY9uZeagiMGC6tvSE11dF7naaz(Single )

 

...we removed it till a Bugfix is there =(

💬 Ryker, Apr 30th at 5:02 AM

Not just the hounds sadly, upon going into a forest, I was assaulted by a litteral Yeoman firing squad of constant arrows! The spawns in general seem rather whack, hopefully it's not the new AI causing them to group up into these ruthless kill squads/hunting parties!

💬 Grifthegnome, Apr 29th at 9:32 PM

Hi Hershey, I am actively working on a hot fix for hound spawning. I've had several players report similar issues and I'm gonna try to get a hotfix out ASAP. Thanks for the feedback!

💬 HersheysWaffles, Apr 29th at 8:13 PM

Hello, the new additions are really nice, however I think feral hounds spawn too close to the player. I can regularly see them pop into existence only half a dozen blocks away.

💬 Grifthegnome, Apr 27th at 3:43 PM

Just a quick PSA: If you encounter any issues loading a world that was running a previous version of Outlaw Mod when you run 1.1.1. Please disable Outlaw Mod, load the world, run around for a short bit, and then save and exit. The 1.1.0 Outlaws need to be cleared from the world before loading 1.1.1, as certain enemies like the poacher have changed too drastically to allow a direct load from 1.1.0 to 1.1.1.

Thanks to PeterSanderson for finding and reporting this issue.

Also, please check your configs as they may have changed. I recomend deleting the old config and letting the game make a new default, as default settings have been changed based on several weeks of playtesting. 

💬 Grifthegnome, Apr 27th at 3:35 PM

@Bardock Thanks, I'll look into it. You many want to see if this occurs on 1.1.1 which came out yesterday. The Ai has been totally overhauled.

💬 Bardock, Apr 27th at 3:06 PM

@Grifthegnome

It was a brand new world like with in 300 blocks of spawn in less then or around an hour. Thats all the info we can give as thats all we know of their spawns building into a death ball as they moved through killing all the animals and drifters in their path.

💬 PeterSanderson, Apr 27th at 2:58 PM

Hey Grifter - thanks for the tip. The person who did the 1.16 patch of XSkills did an additional patch to include the outlaws up to 1.10.0 and it works. I will try your hint however with the two new mobs and thanks again.

💬 Grifthegnome, Apr 27th at 3:28 AM

That's a good point Ryker! I'll have put some thought into biome specific outlaws. I'd like to get to a place where Outlaws in diffrent biomes don't just look diffrent, but they also have unique gameplay, and use weapons and tactics drawn from a wide variety of world cultures.

💬 Ryker, Apr 27th at 3:14 AM

New idea for ya already, from playing last night in multiple biomes!

 

It's kinda odd to see the same shirtless Looters and other ill-equipted people in an icy, frozen enviroment, while seeing European-attire guys in the jungles and savanna plains is a bit silly, so how about biome-specific models eventually? Would be a nice immersive touch that also adds more character to the world as you reach exotic new lands in your travels!

💬 Grifthegnome, Apr 27th at 2:26 AM

Outlaw Mod 1.1.1 is here! 

It Features Two New Enemies: The Feral Hound and The Hunting Hound, A total Ai Overhaul, Plus bug fixes and more.

See Changelist for Full Details!

As always feedback, suggestions, and bug reports are greatly appreciated!

 

All the AiTasks in this new version of Outlaw Mod are available for community use here: https://mods.vintagestory.at/expandedaitasks

💬 Grifthegnome, Apr 26th at 5:11 PM

Bardock PeterSanderson

Hi Bardock, sorry to hear you had to remove the mod. Currently, there is no way to alter the spawn rates on the user end. That is something that I am going to prioritized in 1.1.2 after the release of the next version of Outlaw Mod 1.1.1. Do you know how long you were playing when you encountered the 30 - 40 Outlaws? The mod shouldn't be spawning groups that large, and any information you can give me to help me reproduce the situation so I can debug it would be very helpful. Thanks!

Peter, I took another look at the json you posted and I realized something I missed, the outlaw enemy jsons are not in the "land" folder, they are in the "mobs" folder. Give the following entries a try and see if it solves your issue. We'll get to the bottom of this little mystery.

{
"file": "game:entities/mobs/looter",
"op": "add",
"path": "/server/behaviors/-",
"value": {
"code": "XSkillsEntity",
"xp": 1.0

},
{
"file": "game:entities/mobs/looter",
"op": "add",
"path": "/client/behaviors/-",
"value": {
"code": "XSkillsEntity",
"xp": 1.0
},

💬 Bardock, Apr 25th at 7:38 PM

Hello, am new to the game and have ben enjoying it with a couple friend adding mods along the way to enhance the experience. I was wondering if we can alter the spawn rate of the enemies in your mod pack, Had to remove it earlier because there was like 30-40+ spawned and still spawning camping some of our dead bodies making it impossible to get the gear back.

💬 PeterSanderson, Apr 25th at 5:30 PM

Sadly, neither worked. The individual who patched XSkills is attempting to add them.

Another suggestion: Can you make the range on symbols of justice configurable?

💬 Grifthegnome, Apr 24th at 5:20 PM

Hi Peter, you should try changing the domain for the outlaw mod files from the outlawmod domain to the game domain. Give "file": "game:entities/land/looter" a try. If that doesn't work try "file": "entities/land/looter" 

Let me know if that sorts your issue.

1.1.1 Should be out soon!

💬 PeterSanderson, Apr 24th at 12:29 AM

Hey Grifter,

I don't know if you use the patched version of XSkills alongside the Outlaw mod (or if any other server admins or players do). They are not currently listed in the combat.json. I tried adding them by just copying existing entries and tweaking them to the correct names but it didn't work. I don't really know what I am doing, so I probably didn't point the mod in the right direction:

{
"file": "medievalexpansion:entities/land/aurochs-lamb",
"op": "add",
"path": "/client/behaviors/-",
"value": {
"code": "XSkillsEntity",
"xp": 0.0
}
},
{
"file": "outlawmod:entities/land/looter",
"op": "add",
"path": "/server/behaviors/-",
"value": {
"code": "XSkillsEntity",
"xp": 1.0

},
{
"file": "outlawmod:entities/land/looter",
"op": "add",
"path": "/client/behaviors/-",
"value": {
"code": "XSkillsEntity",
"xp": 1.0
},
}
]

Any thoughts on how to get it working? Considering the prolific number of bandits it would be worthwhile. I am using this XSkills 1.16.4 Patches  

Any help appreciated

💬 Grifthegnome, Apr 18th at 4:54 PM

Thanks Ryker! I've added these to my bug tracking software.

💬 Ryker, Apr 16th at 4:54 AM

Hey there, been a long while of playing and testing, and I've found two bugs that need to be squashed.

 

Poacher and Yeoman Archer heads can't be used with flint spears like the other bandits can.

The Hunter class is able to sometimes harvest two heads from bandits, might want to see if that can be tweaked so only one head is ever able to be harvested.

 

 

Otherwise it's looking good, balance-wise the loot is getting more reasonable, at least as far as I can tell!

💬 Grifthegnome, Apr 15th at 7:33 PM

I'm closing in on a release canidate for 1.1.1. All features are officially done. Just doing final round testing and making sure everything is buttoned up for the release!

💬 Grifthegnome, Apr 13th at 4:54 PM

Outlaws do not need line of sight of symbols of justice. It's just a hard radial exclusion zone. As for lighting, it depends, looters will spawn in natural daylight the same way wolves do, but most of the other Outlaws repopulate at populate as the sun sets at night. They also need a certain amount of shrub/forestation to spawn, aside from looters who will show up just about anywhere.

Yeah I like the idea of fortified settlements as well. The target I'm aiming for in the long-term is that you can create areas that are outlaw-free around your settlements, but traveling will take you through Outlaw territory and that's dangerous. In 1.1.1 Outlaws will also have a basic siege behavior. If you climb up somewhere they can't reach, they'll try to surround the position and wait for you to come down. They'll only withdraw if they start taking damage from ranged weapons.

I also agree that the Outlaw raids and decaying heads would be very cool. I was talking to a friend of mine who also mods about this, and how we could use custom blocks, like "The Town Bell" to announce raids. So if you hear the town bell ring, you know you're in trouble. We could potentially even give people the tools to build watch towers that act as an early warning system for raids.

To your point about the AI, friendly defenders are definately a possiblity for a future update. I've considered making defenders a companion mod, so if people want to use them without Outlaws they have that option too. Ai and new Ai features will continue to be the backbone of Outlaw mod. In 1.1.1, almost every behavior the Outlaws use has either been totally rewritten or written from scratch. With the additional behavior from 1.1.1 it would be possible to add things in the future like hireling bodyguards that follow you around.

I'm very excited by all the possibilities/suggestions!

💬 PeterSanderson, Apr 12th at 6:32 PM

Do the outlaws currently need to see the symbols of justice with line of sight? What if, aside of a few for decoration, you buried the rest just under the soil to take advantage of the no-spawn areas? I know this would not be as effective whn the morale system is implemented and I am looking forward to that. And does lighting matter for spawning outlaws?

The fact that they can move across the map does provide incentive for people to wall homes and settlements and I definitely like that, and the road map ahead of ideas like traps

Maxilos' idea of a bandit raid and boss are fantastic, as are the decaying heads.

I would add that there should be a way to create other "safe" zones. Town centers.

And here's a thought. Since the AI seems to work for bandits, what about friendly defenders? That might be going beyond the scope of this mod, but it seems like it would be a natural fit. You could have a craftable "banners" as points for them to defend and the ability to (hire) create guard NPC's and designate who they are friendly to.

I just decimated a few companies worth of outlaws, but I was well armored and had a beefed up bow and arrows. I can see they might be very dangerous, even discouragingly so, to a new player in vanilla. It does give a lot of motivation for RP servers to have guides, bandit hunters, armed

"In my current plans, the next heavy hitting symbol of justice would be the Gibbet, which is a metal cage where you place an Outlaw corpse. The higher the elevation you place the Gibbet, the greater the spawn blocking effect. It would probably range between 150 and 250 blocks in range, depending on how high above sea level you place it.escorts, etc."

This would definitely encourage gibbets along the town walls...grim indeed :) especially if it can be attached to a vertical surface like a wall, or a post.
You could have an even more powerful one being a gallows or headsman's block on a pavillion.

Keep up the good work

 

💬 Grifthegnome, Apr 12th at 6:21 PM

Sounds like a very cool base! I do agree with you that players need to be able to tune spawns on their session to meet their specific needs, for both coop and solo. I'm hoping I can get to a place where the defaults feel pretty good, but that's gonna take time to get right. I do like the idea of having raids that occur from time to time, or even sieges. In my current plans, the next heavy hitting symbol of justice would be the Gibbet, which is a metal cage where you place an Outlaw corpse. The higher the elevation you place the Gibbet, the greater the spawn blocking effect. It would probably range between 150 and 250 blocks in range, depending on how high above sea level you place it. I do want to have Outlaw leaders at some point. I'd like to get to a place where every Outlaw type has a leader who bolsters group moral and can form warbands. For the looters specifically, I love the idea of their leader just being a looter with a tin pan on his head. Having the heads on spears decay into skulls is definately on the docket. The mod is only going to get more grim and medieval from here. At some point, I also need to look into traps, defenses, and alarm systems people can use to detect and passively kill Outlaws so they can garden in peace. I appreciate all the feedback and sugestions, and thanks for the kind words! This gives me good info on what to think about and prioritize for planning 1.1.2.

💬 Maxilos33, Apr 12th at 9:53 AM

Well I host a small server for me and my friends, we are 5 people. we have set up a VERY optimized perimeter of staked heads around our base. im talking manually counting blocks with planned redundancy and we have made a huge double circle. we still cannot really go out and even garden around without being bothered by yeoman archers. the mod is great, it adds a lot of life to the barren lands, however currently they are really really annoying. If you want to scale their spawns with players, please make it customizeable. also a suggestion: with symbols of justice soon scaring away outlaws, what about a world event of a raid? basically make symbols of justice very effective, however with the same mechanic like a temporal storm a raid could happen, where outlaws try raiding your home and are accompanied by a chieftain that boosts their morale? that would give players safety from everyday outlaws but still put pressure on a very well prepared player in case of a raid. oh also a spontaneous albeit rather silly idea. how about the ability to crucify a warlord after defeating them? making a huge lets say 200 blocks radius immune to raids and all of outlaw movement. oh and another idea, the heads on the spears should decay into just skulls after a time, would in my opinion be great for the looks and also atmospheric factor. anyways, again, amazing mod. keep up the good work!

💬 Grifthegnome, Apr 11th at 11:40 PM

Thanks for the feedback Maxilos! I definately agree with you. I want to both allow players to scale how many Outlaws spawn in their world and also dynamically scale Outlaw counts based on number of connected players in a multiplayer context. This is something that I'm actively investigating and want to get right. While this kind of encounter scaling won't be a feature present in 1.1.1, the new morale system will give your symbols of justice more power in that they will actively scare Outlaws in the vicinity instead of only blocking Outlaw spawns in a radius. The more symbols of justice you have, the greater the morale effect. These 1.1.1 change should stop the Outlaws from swarming your house in the short term, until I can get a more robust solution online. Thanks again!

💬 Maxilos33, Apr 11th at 10:47 PM

Amazing mod, however it REALLY needs a config option for the density of the outlaws. despite having a lot of symbols of justice my house still gets swarmed by them. having the option to turn their spawns down in the config would be really good.

💬 Grifthegnome, Apr 9th at 5:25 PM

Hey all just another quick update on 1.1.1! Things are progressing nicely, this week I wrapped up work on all the coding for the Feral Hounds, completely overhauled the Outlaw combat Ai with all custom behaviors around fighting as a group, withdrawing from ranged fire when they can't reach you, avoiding friendly fire, and a detailed morale system so you can scare groups of Outlaws into running away. I also started work on the hunting hounds, which compared to the Feral Hounds should be up and running much more quickly.

Today I wanted to highlight the new morale system and what you can expect from it in 1.1.1:

  • Outlaws want to live just as much as you do. If the fight isn't going their way, they'll flee for their lives.
  • This system accounts for a wide variet of factors including the strengh and number of combatants on both sides, overall group health, whether allies are dying around them or getting kills, and whether any enemies or items they are afraid of are present on the battlefield.
  • Outlaws no longer flee as individuals, if you are able to make one waver and run, there is the possiblity you can cause a mass rout and run the whole group off the field.
  • Fighting in the presence of Symbols of Justice such as heads on spears scare Outlaws and the more there are nearby the more likely they are to break and run.
  • Do you play Coop? Outlaws will now know if they are outnumbered in a fight and will flee if they see they're getting ganged up on.
  • Hounds will also have morale. Surrounded by a pack of feral dogs? Scare them away by waving a torch around, they'll even scatter if you throw the torch at them.

I'm very excited to share 1.1.1 soon. Thanks to all for the downloads, feedback, suggestions, questions, bug reports, and intrest!

💬 Grifthegnome, Apr 4th at 5:16 PM

Hi Peter, Thanks for the feedback! So I'll look into the issue to see if anything's going on on the back end, but it sounds like it's working as currently implemented. The safe zone and symbols of justice only block Outlaws from spawning within the region, they don't block their movement. What is likely happening is that the Outlaws are either wandering into your territory or following others into the area. All other Outlaws hate looters, for example. When looters flee, during a fight, they can kite other Outlaws into your territory if that's the direction they run. The main issue sounds like 250 blocks isn't large enough to keep them from wandering in and bothering you. RIght now, it sounds like the best course of action would be to expand your safe zone in the config file:

  • First remove the mod from your server.
  • IMPORTANT: Boot your server with the mod removed, this will clear out all the currently spawned Outlaws.
  • Go to the OutlawModConfig.json in your ModConfig folder.
  • Change the "StartingSpawnSafeZoneRadius" value from 250 to something way more agressive like 1000.
  • Save the file.
  • Add the mod back on to your server.
  • Boot the server.

This should push the outlaw spawns way out into the boonies for a good while. They'll still wander into your territory, but 1000 blocks is a long way to travel.

Please let me know if this improves the situation, I double check to make sure that the spawn blocking is functioning on the back end as intended. If there are any issues, I will release a fix with 1.1.1 when it comes out.

Thanks again!

💬 PeterSanderson, Apr 4th at 4:06 PM

Hey Grifthegnome - So, brand new MP server world and the outlaws seem to have no issue coming within 250 blocks of spawn on the 2nd day. They also seem to be ignoring the heads on spears. Not sure how to troubleshoot it.

💬 Grifthegnome, Apr 3rd at 7:37 PM

Hey All! While there won't be a new release of Outlaw Mod this weekend, I just wanted to say cool stuff is in the works! We're closing in on 1000 downloads and I wanted to thank everyone for their input, bug reports, and intrest. Thanks so much!

The next version of Outlaw Mod will feature a New Enemy Type: Hounds and New Custom Ai Behaviors for existing enemy types, among other things.

There are two Hound types at the moment, Hunting Hounds who protect the poachers and Feral Hounds who roam the lands in packs scrounging for scraps of food. These two Ai will feature some unique Ai Behaviors.

Hunting Hounds

  • Hunting hounds will accompany Poachers on their hunts and attack anything that tries to harm the Poacher.

Feral Hounds

  • Feral Hounds are opportunistic packs of starving dogs that will eat anything they can get ahold of.
  • They feature coordinated pack hunting and traveling behaviors.
  • The larger the pack, the stronger the opponent they will be willing to take on.
  • They will opportunistically attack wounded targets and try to finish them off.
  • Be very careful around even small packs when you're health is low. I promise they're watching you.
  • These Hounds are attracted to anything dead in the world, the longer it's been dead the farther it will attract them from. They won't be intrested in you if there's already something to eat.

Outlaw Combat Will Be Tuned with Custom Ai Behaviors

  • I'm further refining many of the combat behaviors I prototyped early on.
  • You can expect more refined and better paced combat.
    • Outlaw Mod Enemies will have diffrent movement speeds and behaviors based on whether they are chasing you or actively fighting you.
    • Weak enemies such as looters and feral hounds will attack in coordinated packs to make up for their lack of individual strength.

 

While this is just some of the stuff I'm working on, I wanted to give folks a quick update!

As always, feedback, bugs, and suggestions are greatly appreciated!

💬 Grifthegnome, Mar 28th at 4:26 PM

Hey there, great question! So ExpandedAiTasks.dll comes packaged with Outlaw Mod. The ExpandedAiTasksMod refrenced in this message is a seperate thing for modders who want to use the Outlaw Mod AI Behaviors in their own mods. There's a diffrence between the ExpandedAiTasks.dll that Outlaw Mod includes and the ExpandedAiTasksMod, which is an independent loader for ExpandedAiTasks.dll so mods can share a common registration call for ease of use. This message is saying that Outlaw Mod is loading and registering ExpandedAiTasks.dll itself since the loader mod is not installed. If you just want to play Outlaw Mod, all you need to do is download and play the mod. No additional steps are needed. If you want to make a Mod that uses Outlaw Mod's aiTasks, then you'll want to look at the loader mod and the documentation. Both mods come with a copy of ExpandedAiTasks.dll, but the ExpandedAiTasksMod also incudes documentation on how to use the dll for your own mods. It can be found here: https://mods.vintagestory.at/expandedaitasks

💬 PeterSanderson, Mar 28th at 3:47 PM

The AiTasks Library comes with Outlaws mod, correct? Or do we need to download and add it?

11:45:36 [Server Warning] Outlaw Mod: ExpandedAiTasksMod Not Found. No Worries! we will register our ai tasks ourselves instead. Nothing to worry about here.
💬 Grifthegnome, Mar 28th at 12:43 AM

Outlaw Mod 1.1.0 is now Out!

  • Added Config File with a bunch of spawning and safezone configuration features.
  • Added Support for Classic Vintage Story Voices (You can turn them on in the config).
  • Released the aiTasks library that I've made for Outlaw Mod so the community can use it: https://mods.vintagestory.at/expandedaitasks
💬 Grifthegnome, Mar 27th at 4:20 PM

That's a very cool idea. I'll have to look into that at some point!

💬 Ryker, Mar 25th at 3:26 PM

New Bandit type idea: Steppe Bandits, straight from Mount & Blade: Warband! Would have to be compatible with that one horses mod for obvious reasons, but could offer an interesting form of mounted combat. Of course, they would be out in far warmer climates, so most players won't see them early on with vanilla starts due to starting in more temperate climates, but perhaps this could balance their difficulty to fight against more?

💬 Grifthegnome, Mar 25th at 2:59 AM

HersheysWaffles Thanks for the bugs and feedback, I'm glad the balance feels improved! I'm gonna keep itterating on it over time. Next Update will have a decently robust config file so people can tune things like the size of the start zone safe area, whether it shrinks and goes away as the game progresses, and how fast it does so, etc. That should allow people to further tune the early game to fit their needs. I'll definately look into the hit box thing, it makes harvesting painful. The two head Yeoman's pretty funny, I'll look into it. I added both to my bug tracker.

Chuckles I just wrapped up adding support for Outlaws uing Classic Vintage Story Voices in addition to the current Outlaw VO lines. People will be able to turn on the Classic Voice Setting in the config file. Will be out with the next release.

@Ryker I'm gonna start looking at disabling Outlaw types in the config file, that way if I add any lemons in the future people can turn them off :P Ideally, will be out with the next release.

Minni6in I just finished up splitting the ranged attack ai task I wrote for the archers into it's own .dll, I'm gonna release it and a mod that supports the shared registration of its aiTasks along side the next version of outlaw mod.  Mods will be able to either piggyback of the shared loader mod for easy cross-compatability with other mods using the aiTasks or they can register the ai tasks themselves (so they can be self contained), but will need to handle cross compatibility themselves. You should be able to use it for your alpacas and camels. Any additional aiTasks I implement in the future will also be part of that .dll so people can use them however they want.

💬 HersheysWaffles, Mar 24th at 11:45 PM

Hey, just got a couple small bugs to report, I killed a Yeoman Archer and when I harvested their corpse they had two head items in their inventory. Also, the hitboxes for the outlaws stay upright, even when they're dead, which makes harvesting a tad bit annoying. Overall though, I really like the balance, it feels a lot more fair and manageable now.

💬 Grifthegnome, Mar 22nd at 11:38 PM

Hey there! This is becomming a popular request! I need to look at what it will take to make the Outlaw audio configurable. I'm planning to do a full audio pass at some point, since the voice lines the Outlaws currently use are from the COB_Bandits mod and I want to replace them. Ideally, I want to support both language voice lines, and Vintage Story style voices. I just added this request to my issue tracking software, so it's on the to do list now. Thanks!

💬 Chuckles, Mar 22nd at 9:30 PM

For your config, can we have an option to enable/disable the voice on the bandits and only use the VS style voices/sounds?

💬 Grifthegnome, Mar 21st at 4:23 PM

Hey, thanks for the feedback! I'm hoping to release a config soon that will let player adjust the mods settings to suit their needs. There's a few factors that effect Outlaw spawns. Are you playing singleplayer or multiplayer and how far are you from the start spawn when you run into these large groups of bad guys? I'll add this to my issue tracking software so I can address it in the next version. Any additional information would be super helpful as it gives me more context to work with when solving these kinds of issues. Thanks!

💬 Tattman, Mar 21st at 1:38 PM

Is there a way to turn the amount of enemy lower? I seem to always have 3-5 on me at a time and all i'm doing is running away only to run into more.

💬 Grifthegnome, Mar 21st at 2:06 AM

1.0.9 Is Now Out: See Change List for Details!

 

Ryker I definately need to get the config up and running here sooner than later. I want the mod to be fully configurable so people can have whatever experience they want. I also need to finish splitting out the ranged attack .dll so that other modders can use it. 

💬 Ryker, Mar 21st at 1:33 AM

It all sounds rather quite interesting for sure! One quick note/idea for config settings: Being able to disable certain Outlaw types if players find them too annoying to deal with, or only want certain types around as maybe a running world theme of sorts.

💬 Grifthegnome, Mar 20th at 11:57 PM

I'm glad the changes are helping in the early game! So, I do want to make Outlaws interact with the merchants at some point, I like the idea of them holding up merchants for loot and players stumbling across that. For the next version of the mod, I'm working on a new symbol of justice: the outlaw head on a spear. You'll be able to behead dead outlaws and display their heads on spears to block more Outlaws from spawning in your territory. The tougher the Outlaw whose head you display, the larger the blocking radius. This is intended to be an early game symbol of justice that you can build before you have access to the saw. Unlike the Pillary, it requires you to fight Outlaws if you want to establish an Outlaw-free zone. In the longer term, to your question about bounties, the Outlaw Heads will serve as a bounty item. You'll be able to turn them in for rewards.

Mid Term Plans:

I'm gonna be investingating what it will take to get temporary outlaw camps up and running. They would pop up, stick around for a few nights, then despawn. These camps would have stashes with the best loot provided by the mod. I'm thinking about tracking which areas of the map have the highest player traffic and selecting camp spawn locations along those routes.

I'm looking at giving the Poacher a new companion, the Hunting Hound. These hounds would run interference for fleeing poachers by charging the player when the poacher is attacked. It would also pave the way for Outlaw camps having guard dogs.

Long Term Concepts:

I'm kicking around the idea of Three new enemy types: 

The Theif: An Outlaw who can scale walls and actively tries to enter areas that are artificially lit by the player.

The Ram Brigand: A brigand with a battering ram who can knock open doors so he and his buddies can say hello.

The Deserters: Soldiers who have abandoned their posts and have turned to pillaging. These would be the most dangerous Outlaws yet, they would have armor, possibly crossbows, and some would even wear plate armor.

 

There's a lot more I'm thinking about at various stages of the project, but these are a few I thought I would share.

 

As always, Suggestions, Feedback, and Bug Reports are greatly appreciated!

💬 Ryker, Mar 20th at 9:23 PM

I have to say, the balance changes really have made it a lot more managable in the early game, especially when playing either as a Hunter or Blackguard. Beyond that, I actually wanted to hunt them down for the gear drops, as it made Merchants more useful overall, but that got me thinking...

Any planned interactions with the vanilla game's Merchants? Could be cool to come across a captured one and rescue them, or save a wagon that was under attack, and later have the Merchant react in some special way if possible! Maybe they could offer bounties in some way? I'm sure the guild of their's the game keeps referencing (in the merchant clothing), would be eager to reward those who are protecting their assets!

💬 Grifthegnome, Mar 19th at 6:43 AM

1.0.8 Hotfix is out with fixes for 1.0.7.

💬 Grifthegnome, Mar 19th at 5:28 AM

PSA: Harvesting Outlaws with a knife will cause a client crash on 1.0.7

Will hotfix ASAP.

💬 Ryker, Mar 19th at 3:10 AM

Hey thanks for the shoutout in the Changelog!

 

I'll be able to start testing the changes once I get my new desktop rig up and running hopefully next week, but these changes already look good!

💬 1618, Mar 19th at 2:09 AM

Thanks for the mod. Im using this great mod with the Village mod, a potent combination that brings the world to life.

Wanted to recommend the combo and suggest that they be considered for balance and integration.

Otherwise would love a stealth hunting system to exist for animals and mobs, in case any modder has that talent.

💬 Grifthegnome, Mar 19th at 1:51 AM

1.0.7 Is now out with Two New Mechanics: Symbols of Justice and Cause of Death Evidence for Outlaw Hunting.

See Change Log for full details. I tried to hit a few feedback items this update as well.

As always Feedback/Sugestions are always welcomed!

💬 Grifthegnome, Mar 18th at 4:09 PM

1.0.7 Should be comming out later today.

💬 Grifthegnome, Mar 15th at 7:32 PM

All good notes! I'll take some time to revisit the loot drops. I need to give it some careful thought, because I want to strike a balance between not breaking the balance in the early game, but also making it desireable to hunt Outlaws throughout the entire game meta. I may have future outlaw types spawn in mines and drop ore. I've been kicking around this idea that all outlaws drop bounty contracts that you can turn in at a sheriff npc to get rewards or gears. I'm starting to think that the mod might need a bit of it's own meta that runs parallel to the main game so that it's not too disruptive to progression, but still accomplishes the goals I have for the mod. That's all long-term though, so I'll figure out something that works in the short-term. Thanks again for the feedback!

💬 Ryker, Mar 15th at 9:34 AM

Sounds like a good plan! I would like to also note, that the drops the Bandits have, in regards to Copper, can badly break the balance early game as well. I'd suggest making their weapons scrap metal only, while any archers only have flint arrows, just so players can't cheese the early copper hunt with their drops, while those copper nuggets get replaced maybe with only rare gem/rusty gear drops? (Especially when using metal recovery mods from broken tools/arrowheads.)

💬 Grifthegnome, Mar 14th at 4:49 PM

For sure! I'm gonna try to get the Outlaw starting area spawn exclusion in for the next version of the mod. I'm gonna hardcode the distance in the first version and then make it part of the config file when I get that up and running. I'd be curious how many blocks (In a radius) people would expect outlaws to spawn away from the starting area by default. Currently, I'm testing 250, but I don't know how far people other than myself tend to wander early game.

I'll also look at other methods of ramping up outlaw populations in future versions so they don't steam roll folks in the early game. Eventually, I want the mod to give people a good experience at all stages of the game meta. I'll look into worldwide spawning grace periods, and possibly a slightly more wonky method that looks at the average level of tools in all connected player's inventories and decides what tier of Outlaws should spawn based on the "age" the players are currently in. 

💬 Ryker, Mar 14th at 1:44 AM

Great to hear about those balance changes! And yeah, hopefully that all can be worked in eventually, as stumbling into a forest on a fresh character from spawn gives me Rust flashbacks with just how many Looters descend upon my location! XD

💬 Grifthegnome, Mar 14th at 1:08 AM

Just a quick update for those curious about the "shootanyprojectile.dll". I'm currently adding projectile break chance/gaurenteed destroy on impact logic that is controllable from json so that people can control the percentage of projectles that persist in the world after an enemy fires them. This logic will be used in the next version of Outlaw mod to control the number of arrows spawned by archer enemies. I want to make sure I knock these kinds of kinks out of the system before I hand it off for wider use. 

💬 Grifthegnome, Mar 13th at 10:11 PM

Hey, good catch, and thanks for posting! I take it you updated from an eariler version of the mod? That's just the remapper on your server telling you that the old poacher enemy, which has now been split into two variants poacher-spear and poacher-archer, can't be found anymore and won't be loaded in the new version of the mod. This will have zero impact on your game. Your server will automatically remove the old poacher entities, and the new version of the mod will populate the new poacher variants, nothing to worry about. :) Stuff like this is always worth posting though and I'm always happy to run down issues people encounter. The more feedback and bug reports I recieve, the better I can make the mod.

💬 PeterSanderson, Mar 13th at 9:04 PM

This appeared in the console on my MP server

[Server Warning] Couldn't load entity class Vintagestory.API.Common.EntityHumanoid saved type code game:poacher - its Type is null! Will remove from chunk, sorry!
💬 Grifthegnome, Mar 13th at 6:25 PM

That's a great point! I'll look into early game balancing. The goal is to make it feel like you're wandering into the hinterlands of the settled world. Having outlaws dunk on people who are just starting out isn't great, so I'll look into min spawn distances, grace periods, etc. I'll also be tuning spawn densities and encouter frequencies, as the outlaws need to co-exist with other parts of the game. I'll also likely look into a companion mod that spawns guards, catchpoles, and foresters who spawn around well lit areas and keep the outlaws in check and are friendly to the player. The next few patches will likely be focused on fixes that crop up from playtesting/feedback.

 

To answer your question about animals, the outlaws aggro against agressive animals in the vanilla game. The animals don't currently aggro against them, but will defend themselves if attacked. I'm still trying to decide if it's worth patching the animal's json files to have them preemtively aggro on outlaws, as that may effect compatibility with other mods. However, there is already interaction between the two groups and finding dead animals / outlaws is a good indication that there are other enemies in the area. 

 

Thanks again for the intrest. As always, any and all feedback is greatly appreciated.

💬 Ryker, Mar 13th at 4:12 AM

Great to see a new release so soon! I'll be enabling this once I've fully entered the bronze age in my current world, as I do find some of the Bandits a bit oppresive for the Pottery Age. As another suggestion, perhaps there should be a grace period for when then they start spawning near the world spawn? Maybe a cool way to explain it is that they noticed signs of more intelligent activity in the area and decided to set up territory to try and score easy loot? Also, will animals that hunt Players be able to be coded to also do the same to these guys too? Just a nice consistency tweak I'd suppose.

💬 Grifthegnome, Mar 13th at 4:07 AM

The new ranged enemy types are in and existing outlaws have new animations and visual variety in 1.0.5. 

1.0.6 is a Hotfix for bandit skeletons not despawning the way animal skeletons do after about 360 game hours.

💬 Grifthegnome, Mar 13th at 12:23 AM

Update 1.0.5 should be coming out later today. New Outlaw Type: The Yeoman Archer.

I will look into releasing the projectile dll as a seperate file in the near future.

💬 Minni6in, Mar 12th at 5:31 AM

yes do the shoot any projectile dll, I'll use it for my alpacas and my upcoming camels 😄

💬 Grifthegnome, Mar 9th at 6:28 PM

Good idea, I'll get some screenshots up with the next release. I will also look at those refrences for camps and outlaw types and start investigating the idea of camps. In the next version, I'll be adding poachers and yeoman archers with bows, skin variants for the existing outlaws so they don't look so uniform, and take a first pass at themed loot drops per outlaw type/ difficulty level. The bowmen will be using custom ai task functionality, so if anyone is generally intrested in a generic "shoot any projectile" behavior for ai that is configurable in the ai Json files, let me know and I'll look at making it a seperate .dll so people can use it for their own mods. Thanks again for all the input!

💬 HersheysWaffles, Mar 8th at 1:56 AM

Some pictures in the description would be nice, but it sounds cool from the text

💬 Ryker, Mar 8th at 1:55 AM

No Prob, I'm happy to see more content like this to help reduce that "last man on Earth" vibe that the game has currently, (minus the static merchants I guess?) so mods like this are really cool to see! As for those hideouts I mentioned earlier, if you want a source of inspiration for certain outlaw structures, while it is an odd source... I'd look at some of those old Lego sets, the Forestmen theme they had for their castle line, plenty of cool builds that could help the outlaws blend into forests more, and use old ruins as well.

 

Also, will there be cross-compatibility with mods like Lichen and Tameable wolves? Could be cool to seen Brigand groups use trained dogs to fight with them, and a lot of the tent content from Lichen could help in making temporary campsites too! And speaking of other mods, when it comes to those factions and caves, maybe some sort of "tech scavs" group could exist, looking to get as much loot from the Temporal Tinkerer mod's content that's added in? They could even used hacked Locusts to fight alongside with them too!

💬 Grifthegnome, Mar 8th at 1:23 AM

Thanks! I appreciate the sugestions. I'll definately look into that. When I have time, I plan to look at biome/cave specific outlaws. Such as a Hermit, who doesn't want you in his cave. I'm excited by the idea of expanding the content to include adding camps you can raid, but that would likely be down the road, as I have to learn more about the world generation logic. I really like your idea about temperary camps too, what I've experienced from playing the mod myself is that when bandits leave behind evidence of their presence (such as when a poacher kills a bunch of game in an area), you start to expect the combat encounter ahead of time, and that's more exciting than always getting ambushed. To that end, making it clear that an NPC was killed by bandits in the death description text is one of my short-list todo items.

In the short-term, I'm hoping to get themed loot drops up and running for the diffrent Outlaws, continue to polish/itterate the current combat behaviors, and add new types of Outlaws to establish a strong foundation I can build from. I'm also intending to read up on the VS code base and see what I would need to do to expand the "throw object" behavor into broader "shoot projectile" behavior. I really want to add yeoman archers you can have bow fights with into the mod. I may also add a "Shire-Reeve" or "Sheriff," this would be a trader who will sell you items in exchange for bounty items dropped by the Outlaws.

I'm super open to sugestions and any and all feedback on Outlaw combat behaviors and spawning are super appreciated. Thanks Agian!

💬 Ryker, Mar 7th at 10:52 PM

This looks like a really promising mod! One feauture suggestion to add both a bit of immersion, content to discover, and possibly extra challenge too? Bandit campsites/towers! They could either be basic temporary campsites to stumble across, ruins coverted into makeshift hideouts, while maybe some could be more camoflauged into forests, or maybe even found in caves? All ideas to consider to help bring more life to worlds while adding more things for singleplayer people to enjoy!

💬 Grifthegnome, Mar 7th at 7:00 AM

Added a New Outlaw: The Poacher

💬 Grifthegnome, Mar 6th at 5:42 PM

Outlaw spawning and combat tuning should be incomming later today.

💬 Grifthegnome, Mar 6th at 3:48 PM

Will do, sorry about that.

💬 WickedSchnitzel, Mar 6th at 9:43 AM

Please remove the website link inside the modinfo.json, since it's not an official CoB mod. Thank you. Grifthegnome

(edit comment delete)