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...
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! --k
Posted by kadamait at 2010-07-1710:18:07
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 on07/16/10
@ 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 on07/16/10
@ 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 on07/09/10
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.
Posted by kadamait at 2010-06-2108:24:05
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
Posted by kadamait at 2010-05-2919:45:01
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. --k
Posted by kadamait at 2010-05-2017:19:00
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. Thanks! --k
Posted by kadamait at 2010-05-1008:56:55
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. Thanks, --k
Posted by kadamait at 2010-04-2016:32:34
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