Forgotten Realms persistent world setting and framework.
Number Players
Any
Language
English
Level Range
All levels supported through scaling.
Hack & Slash
Heavy
Scope
Epic
Single or Multiplayer
Multiplayer
Max Character Level
Any
Max # Players
Any
Min # Players
Any
Min Character Level
Any
Content Rating
Teen
Alignments
All alignments supported.
Gameplay Hours
60+
Description
Seviss Isles is a persistent world module. PLATEMAIL (Seviss Isles 6), is an overhaul of the previous release CHAINMAIL (Seviss Isles 5) that involves a near-complete rewrite of the module's architecture and other content.
This is a "Technical Preview" of PLATEMAIL (Seviss Isles 6 � SI6), it is under heavy development and thus does not have all of its planned functionality in and complete. However, when compared to a lot of other persistent world modules, its current feature set is complete; there are just a lot more features that will be included in the final release. It is a robust and stable persistent world module that may be played 24/7. As a Tech Preview this module is provided to allow those interested a look at what has changed, along with, what is changing.
The downloads contain:
1. The Seviss Isles 6 (SI6) module and notes.
2. A map of the "Fontessa Isle" surface areas.
This module requires the latest CEP 2.3 release, to obtain the latest CEP release:
1. Download the CEP 2.2 and use their excellent 'CEP_Updater' utility to get the latest 2.3 release.
2. Download the CEP 2.3 Beta release. However, it is still recommended that the 2.3 Beta is updated via the CEP_Updater.
********* Seviss Isles *********
"Dave's Place" is up and running 24/7 with the most recent builds of PLATEMAIL at...
...We typically update the build running on Dave's Place every 7-10 days. If you are curious about what development is up to in-between build updates, check out our SIN webpage (Seviss Isles News) for a brief on our development status...
...There is also a great Seviss Isles forum too (However, I have not been posting or monitoring it in-recent as I spend all available time on world development)...
...So, if you want to contact us about your ideas or are simply looking for answers to your questions, drop by our snazzy forum. I encourage everyone interested in PLATEMAIL to visit the above links and participate; as it is all about having fun!
--k
BTW, if you are interested in the release history of Seviss Isles, here are some links to our previous NWVault releases...
Posted by Mirgalen at 2011-06-22 02:08:31 Voted 6.00 on 06/22/11
Fairly entertaining but that's about it.
I was looking for a place (land or world) to retire one of my epic character (w/o any equipment or gold). What he is looking for is something like a volcano in a tropical region with some caves. The central and southern part of Seviss could work. I took him all the way to the southern coast but I may not continue further. It's a fast paced action packed adventure with great visuals. You get XP for finding new areas. Yet is is not very realistic. You can find epic monsters right next to the farms and uber items too. Shouldn't it be more like weak monster.treasure mix near the starting points with gradual increase in difficulty/loot the further you venture away from civilization? The other problem I had was that my character will probably never be able to claim a cave or lair. For instance he cleared the one with the gorgons but since they respawn he would have to cleanup every time he wanted to go home. There was another cave with some tough "demons" (gauradians" or something) also respawning after a while. These would easily kill my character if caught off guard. The way around this could be to have some bosses never respawn so that a PC or group of PC defeating them could (try to) keep their tower, dungeon or lair (something we did quite often in PnP)...
5-6: A good effort that fans of the style will find worth the download.
I'm running the latest TP7, but was wondering how I can adjust the loot generation. Level 1's are getting very high level drops and in barrels/chests all over the place and making Godly sums of money selling them.
Also, what are the recommended server settings?
This is probably my favorite mod every by the way. I wish work would continue on it. NWN is not dead!
Woodstock: I believe that widget to get �unstuck� is now there. The latest build�s posting was delayed due to a miscommunication internally within the Seviss Isles team; it was eventually posted on the 29th� Please log a report through the �Contact Us� webpage on Dave�s Place if this �sticky� issue is still a problem, even with the widgets. Thanks!
I am still working on my government medical app; basically making design decisions and such that must be close to the mark, to avoid extra-additional redesign work down the road. The importance of getting this app to beta and in the field has recently become more important. Those of you waiting for the next SI6 update/release, please be patient, I am hoping to get another build off to Dave�s Place next week/weekend, with some changes to the merchant system (as per feedback) and new areas (along with some more run-of-the-mill bug fixes).
Thanks!
--k
Posted by Woodstock at 2010-09-28 23:17:39 Voted 10.00 on 09/28/10
Forgot to vote!
Posted by Woodstock at 2010-09-28 15:59:41 Voted 10.00 on 09/28/10
Hi I've been playing this and am really enjoying your work, good job on it so far! I remember this back in the day when it was Seviss Isles. I played it eyars ago and it was a great pw base then and you've improved on it tremendously. I'm playing on Dave's Place although my ping is pretty bad there. One thing you may be interested in, in the dev notes you say there is a widget for getting unstuck. My character doesn't have one. I know this because I'm stuck lol! Anyway just registered to say thanks and keep up the good work! will be watching your progress.
Thanks dostwald! The next release for Dave�s Place will include some additional fixes and updates to the existing source along with the addition of new areas. I have not had as much time as I expected, while working on my work, but expect to have some time this weekend & get a new build off to Dave in an attempt to fix a couple of the most-annoying issues.
--k
Posted by dostwald at 2010-09-17 23:09:42 Voted 10.00 on 09/17/10
I've been playing the latest version posted on "Dave's Place" and have become a bit addicted to it. Definately hack-n-slash at the moment, but the areas and spawns are numerous, varied, and interesting. There is a lot of scripted "randomness" that makes revisitting area a different experience.
All-in-all a very enjoyable experience and two thumbs up. :)
I will release Tech Preview 7 (SI6 TP7) once I have confirmed that:
1. The SQL database provider support via NWNX is functioning well on Dave�s Place. Dave monitors and provides feedback/suggestions for this to help both administrate the site and help prevent functional-issues.
2. The log file is not logging consistent errors of any type; this is what I have been doing lately, fixing and stabilization as per the log file reports being sent from Dave�s Place.
3. The corrections recently made to the NWN/BDX database provider have increased its robustness and has stabilized its functionality.
TP7 is really-more of a �TP6a�, as it is primarily aimed at taking all of the new functionality introduced with TP6 and fixing it along with including support for the SQL database provider via NWNX (the SQL database provider has existed in previous builds but has not been tested/implemented in a game server setting).
I am releasing a new build to Dave�s Place later-on today, continuing the stabilization process, and if this next build appears to be a good one, where there are few-to-none errors logged in its log file and everything else is stable, then I will release it as TP7. I will post more info here once I determine how stable it is� Please continue playing on Dave�s Place, as your participation, as play testers, provides me with rich log files to review and figure out what is working and what is not. Furthermore, continue to provide feedback to us, as we take your comments to heart and add requests/issues to the list of �things to fix or improve� (may take a few builds but we will get-to-it though due to dev-time constraints).
Part of the issue with the PLATEMAIL database BDX routines lies in a bug in the DestroyCampaignDatabase API; it has issues on Linux and Dave�s Place uses Linux. I have fixed other issues, most-all stabilization, and will post a new Tech Preview sometime in the next few days.
Thanks,
--k
In the SI6 TP6 release there is a severe bug in the NWN BDX (Bioware Database eXtensions) routines that can cause a database to grow-and-grow; the BDX compression routine is not functioning AND there is another bug causing excess objects to be created in database files � a combination that leads to large & unwieldy player database files. This has been fixed in SI6's main-source and warrants another TP release as soon as the issue is confirmed as fixed.
I will provide more information and a new Tech Preview release in the near future.
I have been working on expanding the world, fixing bugs, and improving existing features. Later on, once I have *solidified* the existing features and eliminated most-all bugs in SI6�s codebase, I will start re-introducing new features. There are many existing subtle features that have been tested but are not fully-implemented (i.e. encounter system, object morphing, high-volume object spawn support, vampire/lich AI, etc.); I want to get everything working at its �peak� efficiency first. This improvement of the codebase will continue for the next few weeks, followed by another tech preview, release so that I can get some feedback from *you*, the Seviss Isles Community regarding what still requires attention before diving-into new features, and thus new bugs...
The world expansion is coming along nicely. It is not coming along as fast as I would like, as I have been busy in life and improving the existing scripts / codebase, but coming along never-the-less� Most of the new areas going in are �regional areas�; these are randomly linked areas using the new 2-way and 4-way transition scripts, to provide an ever-changing dungeon, planar region, etc. These new regional area scripts, unlike SI5�s specific �Vivec Crypts� and �Cania� scripts, are generic, and may be easily applied to any region-of-areas (i.e. a collection of areas following simple tag-string naming rules) to provide an ever-changing environment. Also, unlike the previous limited SI5 scripts, SI6�s regional-area scripts support PC location persistence within these areas; there are options for using local variables for chance-to-exit, etc.
As always, let me know of any issues or ideas, as I do-consider all of them, by contacting us through Dave's Place ("Contact Us" webpage)... Have fun!
Wow, a *flurry* of conversation here� Let me see if I can answer all questions satisfactorily:
Housing: I am updating the system previously used in SI5, however, I am looking at updating it so that it uses a �pool� of areas & rooms. If the PC who purchased one of these does not visit after a period of time, the area is released and returned to the pool. The areas/rooms available will be a mix of simple rooms up-to castles/citadels. The system will not require NWNX or an external DB provider as SI6 provides the option to use the default DB provider OR the external, so that it is *run-able* out-of-the-box (this is one of its design specifications). I wish I could say more but cannot at this time as I have not yet fully-investigated this feature/changes.
Crafting: There are a couple of crafting systems that are being investigated. I am looking/investigating UOACraft, and Sir O is investigating CNR integration; maybe both will be available, through ERF or something similar (i.e. add-on) to prevent module bloat for a feature that some people will never use (i.e. UOACraft adds a ton of custom items and +12MB). Now, not really crafting, but related; there will be a *replacement* to the �forge� for enhancing items. This new system will provide PCs the means to enhance items with item properties and it will use the functionality already in place that is being used to generate enhanced items (the Item Engine that both randomizes item model-parts and item properties). I want to cover 3 bases for item objects;
1. Acquiring; via loot-drops, purchases & later enhanced-crafting.
2. Visual modifications; via tailors at merchants.
3. Enhancement modifications; via the new forge-replacement system.
Again, I cannot say much more except that this is what we are currently investigating and doing in this feature-area.
PC Merchants: I have tentatively postponed this, at this time, for SI6+1. I may still include it into SI6, but it depends on how many bugs I have to fix and how easily the other-pending features go into SI6. The concept here is to allow a PC to �convert� a henchperson to/from a merchant type via conversation. Now, I could do this fairly easily, for the basic functionality, however, I want to do it right, where the PC can adjust merchant settings, and well, that becomes more complex (especially when considering possible exploits and bugs). Maybe I will ditch that conversion-idea/concept altogether and use something else less-complex, but it really depends upon my available time (and energy).
�bottom line, I am working on SI6 again after a short break working on other stuff. It always takes me a little while to get back up-to-steam after switching to/from SI6 (remember that I am basically a biological programming machine and thus is subjected to other influences). My primary concern above all features and world-expansion is having a *bug-free* codebase, though realistically unattainable, I want to hit close to that bull�s-eye.
thanks!
--k
Posted by Ondaderthad at 2010-07-16 20:41:19 Voted 9.50 on 07/16/10
@ Beliadelfin:
I did mention that Sir K was looking at a Housing system, Player Merchants and also Crafting. But these features are still in development and/or under consideration. Please understand that all of this stuff requires a great deal of work and may or may not make it into the final version.
I am as impatient as everyone else but we must still wait for the official word.
_________________________ The Best PW system is getting even better. PLATEMAIL Tech Preview
Posted by Ondaderthad at 2010-07-16 20:35:39 Voted 9.50 on 07/16/10
@ CrazyDruid: so true..
@ Sir K. Please add some underwater areas closer to Shoreline Settlement. It takes a long time finding and walking to the far south area to test it.
PS: score updated. Not quite 10 yet until the final version. _________________________ The Best PW system is getting even better. PLATEMAIL Tech Preview
Posted by CrazyDruid2010 at 2010-07-09 04:10:19 Voted 10.00 on 07/09/10
Your work is always perfections and great. Can't wait till this is finished. Keep it up man. _________________________ For those who trust any Government are unwise, but if you pretend to trust and then rebel when the time is right you are wise.
I have been busy with work and thought I would post a quick update here, now that I have some time since Tech Preview 6 was posted on 100607. TP6 is by far the most stable �Seviss Isles� to date, even when compared to the final releases of SI4 & SI5; SI6 "PLATEMAIL" provides a truely-robust platform for world development. It also introduces the new Item Engine that randomly combines item models and properties to create a near-infinite combination of items, of all types, for the game. When combined with the new merchant system that randomly selects among all of the available default items in the game, you get a limitless combination of item combinations.
I expect to start adding new areas, finally, to the upcoming builds on �Dave�s Place� to expand the world underground and in planar directions. Furthermore, a new area-randomizer will be used for a variety of area types, similar to what is now being used by the lower-levels of the �Vivec, Marrow Crypts� for randomization of areas and mappings of certain areas; i.e. Underdark regional areas, dungeons, and some planar regions�
Though I have been busy with �life� I will resume full-time work on SI6 in the near future and would just like to remind everyone to play on Dave�s Place and let us know of any issues. Otherwise, have fun!
--k
Just a quick note; things are moving along and I am planning on releasing Tech Preview 6 on June 7-9th, a few days variance just in case I need to fix any issues.
The new 105019 build is now live on Dave�s Place. It introduces the Item Engine; a set of scripts that generates all item types in the game on the fly for merchants, loot drops and whatever (from simple models such as amulets all the way up to complex combinations for armor sets). It also includes enhancing the items with properties for a virtual-infinite number of combinations; however, I am still developing the item property enhancements, so that is not yet fully-implemented. When you get a chance check it out and let us know if you run into any issues, so that I can get them fixed before the next public tech preview.
Just a quick note; I am still working hard on SI6, I know there has not been much activity but I still dedicate ~4 hours every day to its development. The primary feature under construction, at the moment, is the random item generator for most-all item types in the game; it is one of the largest features going into SI6, so between working on that, my other work/life I have not had much free time available to post. This high performance item generator will be used to generate items for merchant inventories and loot-drops on-the-fly.
Once this random item generator is in, it will be run through its-paces on Dave�s Place for awhile, shake out any obscure-annoying bugs, followed later-on by another SI6 public build release. I am guessing this will be about 4 weeks from now.
I posted Tech Preview 5; the SI6 100411 stable build. This fixes a variety of issues that were found in TP4a, which were previously fixed via a QFE download; I removed both TP4a and its QFE but left the older Tech Previews 3 & 4.
As always, let me know of any issues/suggestions; have fun!
--k
There is an issue I found that affects the previously released SI6 TP4a build. The TP4a build has a temp hack in it that executes upon opening the �potions� merchant object to create what was termed �full-stacks� and �half-stacks� as a convenience for PCs purchasing numerous potions, until the new merchant system was in-place to replace it. However, this was quickly-coded, and if you are running a fulltime server, opening the potion merchant a multitude of times will eventually crash the server because *every-time* the �potion merchant� is opened, it creates *more* stacks; there is no limit or control imposed.
This issue has been fixed in the latest SI6 build 100411 posted to Dave�s Place by the introduction of SI6�s new dynamic merchant/shop creation system. It was found after a lengthy period of server up-time and having enough players mingling-around on the server to cause the server crash. As SI6 provides detailed logging, it quickly became apparent what caused this crash; the �potion-hack�. This just emphasizes that the simple act of just �playing� on Dave�s Place helps us develop a better codebase� remember that this module is being developed for the public, so helping us helps everyone who either hosts or plays the module in the long run.
Because of this issue and the previous issues fixed in the TP4a QFE 1, I will release an up to date build in the near future. I have also decided that I will continue releasing tech previews on occasion, even though it causes overall development delays (as I must stop and prep/update everything for release), as I know there are at least a few people interested in following SI6�s developmental progress.
Thanks!
--k
Posted by Primeval Atom at 2010-03-28 03:50:40 Voted 10.00 on 03/28/10
Kadamait you are doing a fantastic job :)
Can't wait for the next version :)
In the meantime I plan to play in Daves' Place or perhaps launch my own PW server of your Module...
Thanks for all your hard work _________________________ (\__/)
(='.'=) This is Bunny. Copy and paste bunny into
(")_(") your signature to help him gain world domination.
As you may have noticed I have posted an ERF style QFE for the TP4a module. It fixes CTF, which was broken due to vartag name changes, along with addressing petrification and other things.
We are now working on getting all of the features in for an eventual beta release. I do not have a date for it yet but will post more on it, once I know approx when it will be posted.
As always, let me know of found issues or suggestions, thanks!
--k
FYI - It just came to my attention that the changes made in TP4a to support petrification on persistent worlds using the D&D Hardcore rules difficulty-setting does not consider the privately defined petrify effect in the Beholder�s script �x2_s1_beholdray�. Therefore, if you run a persistent world set to the D&D Hardcore rules, you may want to edit or spell-hook this script to handle the petrification effect similar to how the x0_i0_spells script�s DoPetrification function does.
Seviss Isles 6 Tech Preview 4a has been posted, for reference the following has changed in this "Refresh" build...
--k
100309
� Added associate conversation option to instruct them to stay or follow; when told to stay they do not move from their location and will not attack unless attacked.
� Added associate conversation option to modify how a spell-casting associate selects and casts their spells. By default an associate upon joining a party will randomly select; typical, scaled, or power casting, to prevent multiple spell casters from casting the exact spell at the same time (personalization). However, a player may change this setting via conversation now to any one of the following methods; typical, scaled, power, or overkill.
� Added associate conversation option to instruct the associate to only run or walk when following their master; by default it is set to run.
� Improved handling the dawn, day, dusk, and night transitional lighting changes as calendar time passes for PCs to prevent sudden lighting changes (i.e. daytime suddenly becomes night).
� Improved torch processing routines for better server performance. These routines determine the remaining lifetime of a torch as it burns-out. By default a torch will burn for 50 rounds before burning out and destroying itself.
� Modified experience scaling to help low level PCs (level 4 and under) to gain experience quicker and thus be more suited to explore and fight in the world.
� Added experience bonus for PCs exploring new areas in order to help bring low level PCs (level 4 and under) up to a combat-survivable level quicker and promote players to explore the various areas of the world. PC must remain in an area that they have not visited before for at least 60 seconds before receiving the award. The awarded XP amount scales down as the PC gains levels.
� Recompiled petrification scripts to include previous and current changes made to the petrify effect in x0_i0_spells script (Scripts recompiled: x0_s0_fleshsto, x0_s1_petrbreath, x0_s1_petrgaze, x0_s1_petrtouch). These changes to the petrify effect support persistent world play on D&D Hardcore rules.
� Remains are removed upon opening/closing, if empty and from a hostile or neutral type creature, in an effort to prevent cluttering and difficulty looting items from remains under other remains. This is a temporary fix until remains-containers are removed, replaced by using the creature�s corpse (the remains, or �Corpse Containers�, is an artifact leftover from SI5 �CHAINMAIL� development).
Dev Note: Because of this change if you wish to resurrect a hostile or neutral creature you should resurrect them prior to checking the contents of their remains, as if their remains is empty, it will be removed and resurrection will then be impossible.
� Some changes were made to resurrection and stabilization of dead / dying creatures to integrate other changes made to loot and corpse scripts.
� Addressed issues with the restoration of associates from the database upon a PC entering the module.
� Other minor changes and fixes to module�s source...
Forgot to mention, for those of you running a server, email me (either my gmail account or via NWVault) and provide me your Server�s Name && Connection string, i.e. �Dave�s Place @ nwn.rhpsfan.org:5121�, and next to your �Credits� entry (for helping us out identifying issues, providing suggestions, etc.) I will add this as a link so that others know where to check out other Seviss Isles 6 based worlds.
BTW, just to confirm, there will be a �SI6 TP4a� refresh build to address some annoying & serious issues sometime soon...
Hi taladu,
Look in �chainmail_g_obj� for the variables controlling custom treasure, there are�
int KA_INCLUDE_CUSTOM_TREASURE = TRUE;
int KA_CHANCE_CUSTOM_TREASURE = 5;
�the comments explain these (this functionality is now integrated into the ObjEngine in the __obj_loot_i script). For the actual treasure chest to dump items into look at the area, �The Seviss Isles � World Plane�; near the top of the area, you will see the different categorized chests to add items to, by adding into their inventory.
Make sure to file any issues you see so that I can add you to the credits!
BTW, there will probably be a �refresh� TP4, say TP4a, sometime in the very-near future to address a few annoying / playability / serious issues that were found post TP4. Some have to do with helping survivability of low level PCs, associate control, and a couple of other things/bugs.
Have fun!
--k
Posted by taladu at 2010-03-07 20:06:39 Voted 9.25
kadamait, thanks for the hard work you and your staff are doing on PLATEMAIL, I have PLATEMAIL_TP4_100305, up and running have around 10 player's from time to time, module is under PLATEMAIL_TP4 - server IS OUTWORLDS-STOORA
I can wait untill the final one comes out, I am not sure where to look to add the treasure-loot for chest, maybe someone can help me, I played CHAINMAIL since it came out when my friend Chris had it up and he give it to me, I have only been building for around 3 months and have alot to learn.
Technical Preview 4 has been posted. It adds a lot of improvements & fixes over TP3 along with some new features. There is actually another development project that I am working on in parallel to SI6 that some of you may be interested in� I wrote 3 game frameworks to test designs and ideas over the last few years, which are very similar in-design to NWN, eventually I will see about combining the best of these 3 into a single game framework and add NWN content compatibility to it. Any release is still undetermined, uncertain, and a long way off; but I am working towards it.
Have fun with Seviss Isles 6 TP4 and, of course, always let us know of issues you would like to see addressed, features added, etc. There is only so much we can do between now and the final SI6 release but we are striving to get the best publicly-available persistent world-base module completed.
There is a SQL provider; though it remains more or less untested at this point (__data_sql_i). The database provider is a �thin-layer� abstraction allowing a database provider selection via __data_h, which allows; SQL, BDX, or NWN default � therefore there is abstraction between the implementation and the provider, allowing the user to chose their preferred database provider. However, unlike SQL, the default BDX database provider does not require a 3rd party application, so it works out of the box and much faster than NWN default� BDX simply caches the data destined to the core NWN database. I do know a few things about SQL, which I use as the default in another �project� ;-).
I believe I remember you; you ran the Australian servers before I started working at MS? (As a dev for SQL Server) However, I am sorry to say that I do not remember what suggestions you & Spanner_man made; please email me to discuss this offline & refresh my memory.