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...
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 at on03/28/10
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. Rip RPG
Posted by kadamait at 2010-03-2011:38:35
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
Posted by kadamait at 2010-03-1019:43:23
FYI - It just came to my attention that the changes made in TP4a to support petrification on persistent worlds using the DD 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 DD 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.
Posted by kadamait at 2010-03-0915:00:54
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 DD 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...
Posted by kadamait at 2010-03-0811:06:08
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... Thanks! and most importantly... Have fun! --k
Posted by kadamait at 2010-03-0808:09:56
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 20:06:39 Voted9.25
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.
Posted by kadamait at 2010-03-0511:26:18
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.
Posted by kadamait at 2010-02-2608:44:22
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. Thanks for your interest! --k