Warsim: The Realm of Aslona (Procedurally generated kingdom management RPG) - Page 4 - RPGWatch Forums
|
Your donations keep RPGWatch running!
RPGWatch Forums » Games » Indie RPG » Warsim: The Realm of Aslona (Procedurally generated kingdom management RPG)

Default Warsim: The Realm of Aslona (Procedurally generated kingdom management RPG)

March 27th, 2020, 15:38
Hey everyone,

So I tested the Darkdale update this morning but found a few bugs including a game-breaking one, I did try to test it throughout the week but I guess I missed some. This patch fixes those but I thought I'd better also code some new content cause an update of just bugfixes is boring!

SELF-FUNDED NAIRO PARTY (5 features)

So Nairo's parties are great but they happen rarely, now if you're so inclined you can fund them yourself and have them happen whenever!

* Added ability to ask Nairo about hosting a party if one isn't already being hosted
* Added ability to buy 500 mugs of ale for the party
* Added ability to buy 1000 mugs of ale for the party
* Added ability to buy 1500 mugs of ale for the party
* Added special party event thanking you for paying for the event

KAFF'S LEGITIMATE GOODS (5 features)

Keep your eye on your coinpurse because there's a new merchant in town and her goods are questionable at best!

* Added new location in the Darkdale market district 'Kaff's legitimate goods'
* Added ability to buy 'genuine lich dust' for 10 gold
* Added ability to buy a fools gold coin for 1 gold
* Added ability to buy an immortality potion for 25 gold
* Added 8 dialogues with Kaff

NEW DARKDALE DIALOGUES (4 features)

Beefed up each area of the city with a few more things people say!

* Added 5 new Darkdale guard dialogues
* Added 5 new Darkdale tavern dialogues
* Added 5 new cat tavern dialogues
* Added 5 new gilded crescent dialogues

BUGFIXES (12 features)

Quite a few bugs here including one game-breaking issue with the temple of Ha'Hah, all fixed now!

* Fixed Flobert Myck encounter despite Flobert being passed out
* Fixed 'could have said it better myself' text bug
* Fixed 'these a strong' text bug
* Fixed Krut peace payment gold bug
* Fixed Erak peace payment gold bug
* Fixed gold shown as removed instead of added when paying goblin kingdoms for peace
* Fixed text bug in peace event 'coin of fate'
* Fixed duplicate intro text for Ha'Hah darkdale noble district
* Fixed duplicate intro text for Bandit darkdale noble district
* Fixed temple of Ha'Hah not allowing you to leave if it's already over
* Fixed temple of Ha'Hah freezing upon entry
* Fixed Nairo's den unenterable bug

**SCREENSHOTS**

* Kaff's fools gold - https://i.imgur.com/cy6GmnD.png
* Setting up your own party - https://i.imgur.com/NIlGrQS.png
Wastelanderr is offline

Wastelanderr

Watcher

#61

Join Date: Mar 2019
Posts: 68
Mentioned: 2 Post(s)

Default 

March 30th, 2020, 19:36
Hey everyone,

So as we approach Warsim 0.8 I've been finishing up fixed and adding stuff to Darkdale and the rest of the game. Next two updates will take me a bit more time but I'm excited!

DARKDALE THE VASSAL STATE (6 features)

When a new game starts Darkdales leadership is randomly generated, there's a 1 in 6 chance they will spawn as your vassal and the city will be loyal to you, in this eventuality there is now a screen explaining that and automatically unlocking the region leading up to darkdale and the region Darkdale is in so that you can instantly access it.

* Fixed chance of darkdale loading up as vassal state
* Added special screen for Darkdale becomming your vassal at game start (credit VineFynn)
* Added Darkdale vassal start unlocks Denland and Songwood in exploration
* Added alt vassal screen for if you have started game with full unlocked exploration
* Made it twice as rare to get Darkdale as a vassal immediately in normal mode (credit u/TheGamingDictator)
* Made it impossible to get Darkdale as a vassal in hard mode and beyond (credit u/TheGamingDictator)

EXTRA PARTY EVENTS (9 features)

Another pack of events that can happen at Nairo's parties to make it feel like repetetive!

* Added ability to intervine in guard breakup of party if you are king of darkdale (3 responses)
* Added guards scarper away then partygoer cheers outcome
* Added guards nod and leave outcome
* Added guards close party outcome
* Added Kaff pickpocketing random party event
* Added Nerrad stops Kaff pickpocketing random party event
* Added hiccuping drunk are you the ruler of YOURKINGDOM party event
* Added you look like the ruler of YOURKINGDOM party event
* Added man recognises you and bows party event

MUSHROOMS (8 features)

The mushroom trip screens were pretty lacking now they're fixed up and there's a few more of them!

* Fixed all mushroom trip text spacing bugs
* Fixed all mushroom trip text colour bugs
* Fixed pause bug with animated face trip screen
* Added word vibrations trip event
* Added imaginary riches trip event
* Added rolling floor trip event
* Added prebirth existence trip event
* Added what am I trip event

BUGFIXES (25 features)

A lot of bugs fixed from both reports and playtesting, thanks for the help guys!

* Fixed Kaff shop options bug (Credit Germpot and u/thebestroll)
* Fixed Kaff gives hands you text bug
* Fixed issue with asking for troop support from ally/vassal typo
* Fixed no indicator of relation loss when requesting troops from ally/vassal
* Fixed 3 text errors in head diplomat what I do question
* Fixed deserter joining screen text showing your current soldier and knight figures instead of how many are joining you
* Fixed no gold taken from slapping goblin
* Fixed no gold loss indicator of slapping goblin
* Fixed nerrad party story text bug
* Fixed Nairo draws on Flobert even if Nairo is passed out
* Fixed Nerrad passing out event freezes game
* Fixed myck eye question text bug (credit Steve Killbane)
* Fixed oldest tree goblin stone text bug (credit Steve Killbane)
* Fixed goblin stone text bug (credit Steve Killbane)
* Fixed Eloc text bug
* Fixed hireable prisoners removed from game bug
* Fixed not able to see your current gold when speaking to silver tongue in throne room
* Fixed text bug with silver tongue in throne room
* Fixed troop non-direct troop screen only shown if there are troops relevant to it
* Fixed missing linesplit when destroying musicians guild
* Fixed Darkdale ruled by you only shows your flag on their walls on main screen but not in any district
* Fixed Nairos intro text hair miscolouration
* Fixed Blackbank 1 gold deposit duplication bug (credit Snaith)
* Fixed incorrect text when getting error screen with kingdom name
* Fixed names with sir title appearing when rolling a random name for your character

EVERYTHING ELSE (5 features)

A couple of things I couldn't fit in the other categories!

* Added new screens for setting up trade and cancelling trade with Smallhaven
* Reworked diplomats what I do section of dialogue
* Added text showing how many chances to ask people to join you in the blackmarket you have
* Added tags next to owned real estate in Darkdale now
* Updated Darkdale blocked from entering screen to mention their king
Wastelanderr is offline

Wastelanderr

Watcher

#62

Join Date: Mar 2019
Posts: 68
Mentioned: 2 Post(s)

Default 

March 30th, 2020, 21:44
Hello everyone,

Just announcing that after 4 years of development and the 100+ updates on steam early access I am going to be increasing the price of Warsim on steam from $4.99 to $7.99 as of next month.

I'm always weary of pricing it to the point where it will exclude people who might genuinely want to play but I'm surviving almost entirely on a mix of Warsim and some savings at the moment and the difference in price really will make a difference for me.

I think when I first put the game on steam I didn't think much of it and wasn't sure if people would give it a chance but now after all this time and effort I know the game is worth it!

But regardless it will still be in seasonal steam sales and things so it will be possible to find it for less and it is still currently on 35% sale at it's current lower price

Happy to answer any questions and hear your thoughts!

Cheers

Huw
Wastelanderr is offline

Wastelanderr

Watcher

#63

Join Date: Mar 2019
Posts: 68
Mentioned: 2 Post(s)

Default 

April 15th, 2020, 19:31
CHOOSE YOUR ORIGIN SYSTEM (12 features)

So for the longest time unless you played a custom game your origin was completely random. Random is fun, but sometimes you don't want to be shoehorned into being a demonic servant, or a bandit overlord right out of the gate. Now the system has been expanded and you can still choose randomness in the way of the new FATE option, but otherwise you're welcome to choose an origin that suits you and your desired playthrough a little better. I've also added a few differences in some of the options so even choosing the same origin twice might give you variation.

* Added new screen when starting a new game where you can choose your game origin
* Added ability to choose fate (get a random origin)
* Added new origin 'pulled sword from stone' (+5 public opinion)
* Added new origin 'Village elder last in line gets the throne after the rest died in disaster' (Arena is destroyed, -public op)
* Added rare chance that the disaster kills off old croll and gives you a random new diplomat
* Added rare chance that the disaster kills off ghoryn pikener and gives you a random new general
* Added new origin 'Slave army conquest' (-public opinion, start with slaver fort, start with slave army, mass desertion of normal army)
* Added rare chance that the slaver fort is destroyed during the conquest and you don't start with it
* Added new origin 'Winner of a tournament of strength' (+opinion, start with two strong champions)
* Added new origin 'It's a long story' (+public opinion, +new item in throne room, +some gold)
* Added rare chance the the 'long story' has an extra part where you gain a strong champion called 'Omer the Friend'
* Removed origin select screen from custom games

MERMEN MADNESS (4.3 Billion features)

Was messing around with the mermen faces and added a new eye type with a lot of variants, combined with all other possible parts of mermen faces there are now twice as many possible which has added over 4 billion new faces that can be generated… you know for all the folk who got bored of the first 4 billion of them.

* Added new eye type to Mermen/Triton faces
* Created a total of 4346939520 (4.3 Billion) new Mermen/Triton faces (8.6 billion total faces now)

MAGIC FARM IMPROVEMENTS (6 features)

Thanks to a suggestion by u/TimSEsq the magic farm has been reworked to make more sense!

* Reworked Magic farm to give barrels worth of Bluetrii instead of singles (credit u/TimSEsq)
* Reduced barrels to 25 fruit per barrel
* Fixed Magic farm gramamr bug
* Added new screen for looking at buying fruit
* Added new screen for successfully buying fruit
* Added new screen for failing to buy fruit

BUGFIXES (13 features)

Pretty much all of these bugs were reported by you guys so thanks!

* Fixed the land is your text bug (credit u/DrakoGFX)
* Fixed issue with showing -25 gold charge for entering owned scorpion pit (credit u/Mr_Choke)
* Fixed Scorpion betting max being increased when you enter owned pit (credit u/Mr_Choke)
* Fixed adventuers quarter tavern mages quarter dialogue (credit u/Mr_Choke)
* Fixed paying for mystery slaver cuts of theme music bug (credit u/theGamingDictator)
* Fixed incorrect text saying cost of fight in owned arena will need to be paid by you too (credit u/OddAndQuirkyUserName)
* Fixed Darkdale champion market not refreshing with any new champions (credit Walker)
* Fixed you you text bug in refugee kingdom screen (credit u/DrakoGFX)
* Fixed missing space bug in refugee kingdom menu (credit u/DrakoGFX)
* Fixed taxes and subsidies title error (credit VineFynn)
* Fixed grammar bugs in rebellion text
* Fixed 6 text bugs in Skull sign building in Artifact market (credit Mata)
* Fixed metallic text bug in skull sign building in Artifact market (credit Mata)

EVERYTHING ELSE (7 features)

A few uncatagorisable features added including my favourite, the ability to capture those Oooh snakes you find while exploring the south!

* Added yearly tribute indicator to mystery slaver
* Added the ability to capture wild Oooh snakes found in the south for your monster pit if you have available slot (credit Xenoyaut)
* Added dead kingdom music to Ancient plague game over screen
* Added new graphic to ancient plague game over screen
* Reworked text and formatting for ancient plague game over screen
* Added new patron to Gro'Loks stump (thank you so much!)
* Added rent text showing up in scorp pit when you own scorpion pit (credit Dark)

SCREENSHOTS

The new origin choice screen - https://i.imgur.com/fCDaLnM.png
Some new mermen - https://i.imgur.com/gJSpvIm.png
Wastelanderr is offline

Wastelanderr

Watcher

#64

Join Date: Mar 2019
Posts: 68
Mentioned: 2 Post(s)

Default 

April 27th, 2020, 16:00
Hey guys so Warsim 0.8 the gigantic community update is here, I'm uploading the changelog here because it's too big but you can see it across these three steam announcements!

It's so big it had to be split across 3 steam update posts and it has over 1000 total features!

Part 1 - https://store.steampowered.com/newsh…85323209872468
Part 2 - https://store.steampowered.com/newsh…85323209879441
Part 3 - https://store.steampowered.com/newsh…85323209884204

Hope everyone is staying safe in the lockdown!
Wastelanderr is offline

Wastelanderr

Watcher

#65

Join Date: Mar 2019
Posts: 68
Mentioned: 2 Post(s)

Default 

May 3rd, 2020, 17:15
ADVENTURER'S QUARTER EXPANDED (7 features)

The adventurer's quarter of the artifact market only had two locations inside it and was very much unfinished. I've added 3 new locations within the district to liven it up a bit. Now you've got a musician, a champion for hire, and a discount artifact shop selling mysterious crates for 'cheap'

* Added champion post to the artifact market adventurer's guild (hire a 180+ battlescore champion for 10x cost)
* Added Bladesinger to Artifact market (special song for 5 gold)
* Added screen with sfx for Bladesinger rejecting you if you don't have the gold
* Added new shop 'Gohran's Discount Artifacts' to the adventurer's district
* Added ability to speak to Gohran (7 dialogues)
* Added random number of artifact boxes each year between 5-20 available in Gohrans for 250 gold
* Added dynamic response to the value of the mystery artifact from Gohran

CULT CONSEQUENCE (4 features)

This was suggested by someone but I didn't note their username at the time so sorry to you! The person suggested that discovering the evil cult in Darkdale didn't offer any way to deal with them which is pretty bad for player choice, well now you can report the cult to everyones favourite guard commander, commander Nerrad!

* Added ability to report the cult of Ha'Hah in Darkdale to Commander Nerrad
* Added if town is ruled by cult Nerrad will shrug your report off
* Added if you rule Darkdale Nerrad will react more speedily to your report
* Added ability for Nerrad to destroy the cult of Ha'Hah following you report

SLAVE TRAINING (2 features)

Do you have a massive slave horde but none of them can fight? Need to quickly turn your slave farmers into an army? Look no further, for just 12000 gold you can train slaves into slave soldiers!

* Added new upgrade 'Slave Training Pen' (12k) found in military upgrades (Allows slaves to be trained into slave soldiers for 3 gold each) (credit Dark)
* Added slave training to the convert and disarm menu (if you have the upgrade)

THE BLUE HOUSE OF THE ARTIFACT MARKET (6 features)

Noticed a note for a location called 'Blue house' in the artifact market so decided to add it in and made up a small storyline for the location and a new sound effect I made.

* Added new location to the mage district called 'Blue House'
* Added ability to go inside and encounter with character
* Added ability to take ownership of blue house
* Added ability to enlist improvement service for blue house
* Added ability to rent blue house out for modest yearly income
* Added ability to destroy blue house

HOLY ORDER OF THE ROSES EXPANDED (14 features)

Was playtesting and saw the Holy order in game and wasn't too impressed so I've added a lot more you can do with it now and improved the old stuff.

* Added ability to destroy the holy order citadel
* Added ability to close the holy order citadel down and take it's 20 last knights
* Added ability to reclaim closed holy order by installing 20 knights inside it
* Added new screen for taking over holy order citadel initially
* Added new screen for destroyed holy order citadel
* Added new screen for abandoned holy order citadel
* Added ability to ask about forts history and view statue in owned citadel
* Added ability to view statue in owned but abandoned citadel
* Added ability to ask for more specific information about Holy order's garrison
* Fixed text for holy roses owned citadel
* Fixed holy order intro text bugs
* Rewrote holy order of the roses about section
* Added text showing how many troops holy citadel provides if you own it
* Added new songwood exploration screen tags for the various states of the citadel

BUGFIXES (17 features)

Lots of bugfixes mostly suggested by you guys! thanks as always for the reports.

* Fixed knights of Darkdale not giving you 50 knights (credit mithc)
* Fixed several text bugs in the long story player intro
* Fixed Negon's hovels listed twice in Darkdale (credit u/thebestroll)
* Fixed drum loop music not ending if music disabled (credit Mata)
* Fixed Blackrow text bugs for certain intro texts (credit Niklas)
* Fixed monument of kings viewing not working for ascii free version of game (credit Niklas)
* Fixed Prisoner trade with Baiaa still happens after they are destroyed (credit u/binkow)
* Fixed robbing monster trader doesn't give you a new monster
* Fixed incorrectly shown options for larger pit when fighting arena champion with monster
* Fixed monster vs champion crash if arena doesn't have champion
* Fixed text bugs in artifact market intros
* Fixed text bug in 4th stump of gro'lok's
* Fixed tribal goblins instead of bandits used to check how many you can afford to train in barracks
* Fixed training bandits not enough bandits text bug
* Fixed theme music not starting after leaving darkdale
* Fixed Zeef's mystery boxes text shows you can afford it with more than 5 gold instead of more than 100
* Fixed Zeef's mystery boxes not taking any gold from you when you buy a mystery box

EVERYTHING ELSE (1 feature)

* Renamed Gro'lok's stump location to Gro'lok's stumps (as there are now 4 instead of 1)

SCREENSHOTS

* https://i.imgur.com/aP15vAx.png
* https://i.imgur.com/oJQitXo.png
* https://i.imgur.com/WQjNVW6.png
* https://i.imgur.com/FrZfhGi.png
* https://i.imgur.com/abCaBjV.png
Wastelanderr is offline

Wastelanderr

Watcher

#66

Join Date: Mar 2019
Posts: 68
Mentioned: 2 Post(s)

Default 

May 10th, 2020, 17:56
So this update is focused primarily on overhauling staff meetings as I was reviewing some notes I had for staff in my development plans. There's also the ability to tell jokes and get paid, and a couple of bugfixes and other misc stuff!

STAFF MEETING OVERHAUL (17 features)

Staff meetings can be held in your throne room where you can ask your current staff any of a number of questions. The system had some good information in it but there weren't many questions and they were laid out and designed poorly. The system has now had a reboot with lots of new questions split into categories, a new layout, and new systems such as the random arrival of staff, the ability to dismiss staff from meetings, and more answers that vary depending on the state of the world. This was a mountain of work as over 400 dialogues were written or revised but I'm glad to be able to finally present it!

* Added new council arrival for meeting system with sound effect and random entry text
* Added new category system for questions
* Added new introductory screen for your first meeting explaining some things
* Added jester's quirks such as Honk honk/wonk wonk/nervousness, will be displayed when they are asked questions
* Added ability to dismiss staff from meetings
* Reworked all questions layouts to better split text
* Rewrote 100+ dialogues from staff meetings to fit and make more sense
* Added 50+ new variants of old answers to be more dynamic
* Reworked all questions layouts for staff names
* Fixed all typos and grammar issues in meetings
* Added 'What sources of income should I look at next' question (25 replies)
* Added 'Are there any ways to reduce expenditure' question (25 replies)
* Added 'What do you know about the rebels' question (25 replies)
* Added 'What do you know about demons' question (25 replies)
* Added 'What do you know about demons' VARIANT FOR DEMONIC RULE (25 replies)
* Added 'how can I make my army more effective' question (25 replies)
* Added 'Are there any points of interest in this realm?' question (30 replies)

ARE YOU JOKING? (4 features)

Now once you've taken the jester's society class you will gain the ability to tell jokes for laughter and tips. You'll be better off in the higher class taverns but you can do what you want!

* Added ability to tell jokes in Darkdale taverns once you've taken the jesters society class
* Added 3 reactions to jokes being told
* Added higher gold reward for good jokes for Gilded Cresent tavern
* Added low level gold reward for good jokes for other taverns

NEW SOUNDS (4 features)

Can never have too much variation in sounds!

* Added new dragged wood sound effect
* Added new random sound used for looting boxes from smuggles den
* Added new random sound used for buying discount artifacts
* Added new random sound used for buying zeefs mystery boxes

BUGFIXES (8 features)

Thanks everyone for the bug reports here, always happy to get more bugs fixed!

* Fixed receiving rents from arena even if it's destroyed (credit Mata)
* Fixed text bug in Nairo's party
* Added +5 public opinion for defeating undead horde
* Fixed undead horde victory text
* Fixed missing screen for refusing to pay gold to view other kingdoms crown
* Fixed gift refusal text bug
* Fixed slaves to slave soldier's not upgrading properly (credit u/SpeaksDwarren)
* Fixed text bug with slime bard (credit generalbison)

EVERYTHING ELSE (1 feature)

This misc thing from my staff plans, now staff options are laid out better. Cheers for suggesting it Liosalpha!

* Sorted the options of staff to all have the fire option at the bottom instead of different for each staff member (credit Liosalpha)
Wastelanderr is offline

Wastelanderr

Watcher

#67

Join Date: Mar 2019
Posts: 68
Mentioned: 2 Post(s)

Default 

May 13th, 2020, 19:04
Hey everyone, so not the biggest update but still plenty of new stuff and important changes. I've not managed to log a ton of hours into programming recently but I'm trying my best. I hope everyone is doing as good as they can during this pandemic, without further ado… the update.

TROOP HIRE AND TRAINING CHANGES (8 features)

Videovillain suggested that when you have a Barracks or Grand Barracks you should be able to do the troop training the upgrade offers outside of the location itself and in the main troop menu, this makes perfect sense and should have been done way earlier so It's now in the game. While working on it I noticed several other things that needed changes and fixes so several other improvements have been made.

* Added having barracks or grand barracks also allows the training to happen directly from the hire menus disarm and convert submenu (credit u/videovillain)
* Reworked Barracks and training ground intro texts
* Added new indicator inside Barracks and training ground showing how many troops are trained each year
* Added upgrade screen with sfx when upgrading barracks/training ground from within the other buildings screen
* Added slave training pen indicator in disarm and convert menu
* Added new text introduction to disarm and convert menu
* Added new text introduction to hire troop menu
* Added new text introduction to sell troop menu

FIXING THE NEAR NORTH (15 features)

After doing a Playthrough and exploring the near north I noticed a few issues with area descriptions among some other bugs, I've tried to fix as many of these as possible!

* Rewrote slaver's fort intro text
* Reworked slaver's fort title on near north menu
* Reworked Near north intro text
* Reworked fort northwatch text and grammar
* Fixed brawlers pit grammar issue
* Fixed brawlers pit intro text blocked for ascii free version of warsim
* Fixed shallowrock mine intro grammar issue
* Added new screen for buying Shallowrock mine
* Fixed option to buy shallowrock not being blocked when you can't afford it
* Fixed text bugs in ruined cartographers guildhall
* Reworked cartographers guild main menu
* Reworked thickblood tavern main text
* Reworked thickblood tavern owned main text
* Fixed text bug in phase 1 of fort ruin restoration
* Fixed grammar bug in ruined fort

NEW NAME SUFFIXES (2 features)

These were mentioned in Charkiboi's awesome new Warsim youtube video so I had to put them in, check it out here if you haven't seen it yet (https://www.youtube.com/watch?v=mi4QXyItj5A)

* Added new name suffix 'the Rat-Squeezer' (-2 battlescore) (credit Charkiboi)
* Added new name suffix 'the Horse-Jerker' (-3 battlescore) (credit Charkiboi)

LOTS'O'AMULETS (5 features)

Was fixing a bug with the dwarvern amulet artifact and thought of 5 variants!

* Added 'fake dwarvern amulet' random loot artifact (worth 5 gold)
* Added 'broken dwarvern amulet' random loot artifact (worth 10 gold)
* Added 'ancient dwarvern amulet' random loot artifact (worth 155 gold)
* Added 'royal dwarvern amulet' random loot artifact (worth 160 gold)
* Added 'ancient royal dwarvern amulet' random loot artifact (worth 320 gold)

BUGFIXES (10 features)

A couple of fixes here, thanks VineFynn for the bug report I had this one noted from a while ago but finally got on top of it.

* Fixed Fort Kullak troops not appearing in troop count report (credit VineFynn)
* Fixed broken character used for a hero name prefix causing buggy character
* Fixed artifact market text bug
* Fixed ability to remove and invite non-existant staff to your staff meetings
* Fixed text bug with mystery box seller in artifact market
* Fixed dwarvern amulet artifact name bug
* Fixed scorpion pit intro text
* Fixed text split bug when arresting mystery slaver
* Fixed fort Gorthmek grammar bugs
* Fixed artifact market champion post taking 20% more gold than advertised

EVERYTHING ELSE (2 features)

Some changes made here and a change to the mystery slaver as 75 gold seems too steep.

* Temporarily removed ancient lands and ancient map from the game (as it's unfinished)
* Reduced mystery slaver cost to 50 gold
Wastelanderr is offline

Wastelanderr

Watcher

#68

Join Date: Mar 2019
Posts: 68
Mentioned: 2 Post(s)

Default 

May 17th, 2020, 12:52
BETTER FORTS (24 features)

DazaKiwi pointed out a very good thing that was totally missing from fortresses and that's the ability to install and remove troops! Now that and much more has been fixed. There's also a new outcome for buying Fort Kullak, if the bandit horde is active then the bandit garrison of the fort will head off and join them.

* Added ability to add troops to garrisons of forts (tethered to max based on commander skill and fort level)
* Added ability to remove troops for owned forts
* Fixed all 4 forts unupgrading if you demote the leaders
* Added demoting leader gives you all troops from the fort
* Added new screen for demoting leader from all forts
* Fixed upgraded fort graphic not showing for all screens
* Fixed option to buy fort Kullak still visible if you don't have the gold
* Added new screen for capturing fort Kullak from Gor the bastard
* Added Fort Kullak estimate of garrison
* Added new screen for buying fort Kullak
* Added garrison of Fort Kullak will join the bandit horde if active if you buy Kullak
* Fixed line split issue in setting rules of the fort (all forts)
* Fixed grammar issue in fort rules (some forts)
* Fixed troop report for fort sending you only one soldier text
* Fixed troop recruitment for forts able to go over max capacity one time
* Fixed typo in rules of fort text
* Added indicator of gold gained when capturing fort Gorthmek
* Fixed gorthmek unupgrading when bought from Yurik the oppresor if upgraded
* Added new screen for buying fort gorthmek for Yurik the oppresor
* Fixed option to buy fort gorthmek visible even if you don't have 50000 gold
* Fixed fort aslona new commander screen showing unupgraded fort
* Fixed fort aslona graphic heigh changing on different screens
* Fixed installing new leader of fort shows benefits of unupgraded fort even if fort upgraded
* Fixed option to upgrade fort not blocked out if you don't have the gold

QUEST ITEM GALORE (17 features)

Can never have too many quest items, now we've got another batch!

* Added 'red dragon crested gold shield' random loot artifact (worth 350 gold)
* Added 'a crude drawing of a goblin on some hide' random loot artifact (worth 3 gold)
* Added 'tankard made of demon bone' random loot artifact (worth 320 gold)
* Added 'chipped obsidian pot' random loot artifact (worth 120 gold)
* Added 'finely decorated obsidian pot' random loot artifact (worth 199 gold)
* Added 'gold lined obsidian pot' random loot artifact (worth 290 gold)
* Added 'hat made of rat pelt' random loot artifact (worth 10 gold)
* Added 'golden toe' random loot artifact (worth 110 gold)
* Added 'bottle of purple mist' random loot artifact (worth 145 gold)
* Added 'bottle of red mist' random loot artifact (worth 125 gold)
* Added 'bottle of green mist' random loot artifact (worth 120 gold)
* Added 'bottle of cyan mist' random loot artifact (worth 145 gold)
* Added 'bottle of old elven wine' random loot artifact (worth 30 gold)
* Added 'jar of sand' random loot artifact (worth 3 gold)
* Added 'set of dice made of diamond' random loot artifact (worth 400 gold)
* Added 'set of dice made of gold' random loot artifact (worth 160 gold)
* Added 'set of dice made of gold and encrusted with gems' random loot artifact (worth 360 gold)

CHAOTIC MONSTERS (6 features)

While thinking about extra uses for chaos orbs recently I thought it would be great if you could feed them to your monster pit monsters, now if you've got a chaos orb you have a new option when feeding your monsters to feed them an orb, be warned there's a 1/6 chance it will kill your pet beast but if it doesn't the orb will grant a +10 strength bonus (normal feeding gives +1) the orbs bonuses will also ignore the max strength cap of 20 meaning you can abuse the chaos orb system to create some seriously overpowered monsters!

* Added ability to feed chaos orb to monsters
* Added 5/6 chance of +10 strength for monster
* Added 1/6 chance of monster death
* Added special new sound effect for monster eating orb
* Added special new sound effect for monster eating orb and dying
* Fixed typo in monster pit feeding screen

BUGFIXES (4 features)

Couple of loose bugfixes, cheers Mithc for the reports!

* Fixed Akall fortress text bug (credit Mithc)
* Fixed text and grammar issues in the south coast
* Fixed mad king execution typo (credit Mithc)
* Fixed blackmarket troop indicator bug when installing troops

EVERYTHING ELSE (1 feature)

* Rewrote destroyed blackmarket text

SCREENSHOTS

* New Northwatch menu - https://i.imgur.com/khENN8Q.png
* New Troop screen in Northwatch - https://i.imgur.com/eqCFzC6.png
* New option in the monster feed screen - https://i.imgur.com/boPZYEm.png
* Monster Stronk now! - https://i.imgur.com/tWyiCLp.png

WHAT'S NEXT

Hey everyone, I'm doing a bit of spring cleaning of my Warsim to-do list recently clearing loose ideas collected over the years. My next update will be looking into Bandit gangs and the potential of new groups rising where others fall.

I hope everyone is doing good and staying as safe as they can!
Wastelanderr is offline

Wastelanderr

Watcher

#69

Join Date: Mar 2019
Posts: 68
Mentioned: 2 Post(s)

Default 

May 27th, 2020, 01:47
Hello everyone,

So I've been working on this update for the past week or so after having something similar on my to-do list and having had the general idea suggested a few times by players.

The idea is that new minor bandit gangs should spring up as other falls, while still allowing players to completely wipe bandits out and prevent respawning. This idea gave birth to the general bandit level system.

The idea of a background general level of banditry is that a world with a big bandit problem would have plenty of groups quickly fill any power vacuums when older groups died off, however a world where bandits have been repeatedly killed off and given little chance to recover would only rarely see new groups rise up. And of course for those mass-murderin' completionists you can eradicate the bandit threat for good if you push hard enough.

Read more about the general bandit level below, or scroll further down to see a fully documented playtest in action (with screenshots) showing how I took a test world from completely infested with bandits to bandits being completely extinct.

-The General Bandit Level

The general bandit level is a number that represents the level of banditry in the realm. there are 10 different tiers it can be at;

* Completely Infested (90+)
* Infested (80+)
* Endemic (70+)
* Many-Hordes (60+)
* Horde-Like (50+)
* Emergent (40+)
* Minor (30+)
* Very Minor (20+)
* Petty (10+)
* Near-Extinct (1+)
* Extinct (0)

These levels effect several things in game, firstly they affect the number of troops bandit groups recruit each year. In realms where the bandit level is extremely high minor bandit gangs and Phenor's Bandit horde will get up to an extra 3x bonus in number of recruits, and at extremely low levels of banditry they get half of their average recruits.

The level also effects the odds of both the bandit level increasing each year and the likelihood of new bandit gangs popping up to fill the void of old dead bandit gangs. If a realm is infested you will see new gangs spring up almost instantly to take their place, but with each group of bandits killed and certain laws passed the bandit level will drop.

It is possible to play with this feature in a number of ways, you can take a hardline stance against the bandits and wipe out any minor gang the moment they rise, capture all bandit forts and put anti-bandit laws in place such as the Bandit Scourge. Over time you will see this bandit level drop with the ability to push them to extinction. You may also just keep the bandits level at bay, crushing disobedient hostile bandit groups but ignoring other more compliant ones. You may also wish to leave the bandits to their own devices, this is especially effective if rival factions have more hatrid for bandits as this will thin them out with the constant fighting.

-New Bandit Gangs

New bandit gangs don't just come out of thin air, there are 20 possible origins for these gangs, many of them only possible in certain scenarios. One bandit gang may be formed out of your own Bandit units, but this would only happen if you were a popular and kind ruler, if you were an evil and unpopular one the bandits wouldn't abandon you.

Another bandit gang could be formed of breakaways pulling directly from the Bandit Horde, the Blackmarket, the North Merc Post, Fort Northwatch, or any number of other bandit filled regions. Of course if those locations were destroyed or owned by you and missing their bandit garrisons, this wouldn't happen.

It's even possible for a mercenary group (as long as not under contract with you) turning to banditry, meaning they have the same leader and the same number of men, so keep an eye on those tough mercenary groups, and if you fill a mercenary group with 10'000 of your own soldiers and then fire the group, you'll bet there's a possibility that those 10'000 men could become nasty raiding bandits so be mindful.

-A Tale of a Playtest

https://i.imgur.com/er351Gt.png

I playtested setting the bandit level near it's max of 100 which is 'completely infested', from here I set out to completely wipe out the bandit population and reduce the bandit level to 0.

https://i.imgur.com/vYh0GVd.png

There were five minor bandit gangs at game start, two of them starting with a truce with me (that won't last). I went out and hired a tough mercenary group which had four attacks per year and very tough warriors with 120 battlescore each. I hired them and filled their ranks with all of my soldiers and then sent them to fight against the weakest minor bandits and invade their lands.

https://i.imgur.com/WJQIALt.png

One of the groups fell pretty early and the bandit level was dropped by 3. Not long afterwards that same turn a second group fell knocking the bandit level down by another 3.

https://i.imgur.com/LFLXCqr.png

At the end of that turn the bandit level rose by 1 naturally, and a new group arose in the place of one of the dead ones. This group was called the Burgling Sons and was made of old deserters and runaways. Meanwhile one of the kingdoms in my game defeated a third minor bandit gang knocking the level down by another -3.

https://i.imgur.com/o3lpr9c.png

Next turn I focused my efforts on crushing this new bandit group first, with their defeat and another -3 bandit level this took the total to 87, and dropped it from Completely Infested to Infested.

https://i.imgur.com/nei8q5h.png

With these many bandit gangs cut down I decided to focus my effort on the bandit horde and other bandit owned locations to reduce the total bandit level further.

https://i.imgur.com/bYb1WL8.png

After a lot of mercenary effort the bandit horde was on it's knees, with them gone the bandit level dropped a whopping 10 points as the bandit horde was a big and important part of bandit influence in the realm.

https://i.imgur.com/QJLOtM9.png

Now the problem has dropped down to being endemic, ended now are the times of huge recruitment bonuses for bandit factions, but the realm is still pretty bandit-filled, much more work to do.

https://i.imgur.com/KcgTMpL.png

https://i.imgur.com/fi8ywz9.png

The next turn the bandit level rose by 1, and two new bandit groups arose; one made up of hireable bandits from the Northern Merc Post (called the Unabashed Lobster Pillagers LOL), and the other a group of disgruntled peasants. I quickly set my sights on these newly spawned groups and looked to put them down.

https://i.imgur.com/kaDUg4M.png

With them both dead there were no active bandit gangs and the bandit level was reduced to 66, or 'Many Hordes'. We're getting somewhere but there's still work to be done.

https://i.imgur.com/0cjUKKp.png

I captured the Blackmarket knocking 3 more levels of banditry down, and captured Fort Northwatch for another 3 pointer.

https://i.imgur.com/07qvjaF.png

https://i.imgur.com/TACB36w.png

At the end of that turn the bandit level rose by 1, and two more bandit groups sprang up. They were a group of robbers and outlaws called 'Green Scouts', and a mutiny of every bandit in my whole army who formed a new group called the 'Tall Association' the Bastards. I prepared to attack, hitting the mutineers first.

https://i.imgur.com/OFgLoUb.png

Now the bandit level was at 55, Horde-Like. Finally the bandit problem was falling under control and no active group bar the garrison of Fort Kullak were filling the power vacuum… But of course more came.

https://i.imgur.com/EviwCRc.png

Opportunists from Fort Kullak split off and formed a new gang, weakening the garrison of the fort at the same time. There were only 115 of them and they were quickly cut down.

https://i.imgur.com/BoCJOcx.png

The next turn the bandit level rose again, and three new groups popped up to fill the void. One of these was a mercenary group called the Daylight Eagles who I'd contracted with in the past to fight against these bandit gangs… I trusted you.

https://i.imgur.com/9DDTmkP.png

These three new groups were quick to fall at the hands of my bulked up mercenary companies and soon the bandit level was looking even better at 45, now banditry was an emergent threat rather than a looming horde in the background.

https://i.imgur.com/eIphi2b.png

Waiting 2 years a new bandit group made up of sea raiders landed, they were the United Sons. I crushed them, but now will slower appearing bandit groups due to the lower level I set to new ways to reduce their number, Laws.

https://i.imgur.com/lwPMUdz.png

I declared a bandit scourge and offered 5 gold per head for any bandit captured, this instantly lowered the bandit level by 2 and will further drop it by 1 each turn from now on. I also enacted the rehabilitation law costing me 1k per turn but helping reform those who may have chosen the way of the bandit. This also dropped the bandit level by 2 and would further drop it by 1 each year. Now with these expensive laws I could help bleed the bandit level down as time goes on.

https://i.imgur.com/5PnrGpB.png

After a few years and one or two pop up gangs being crushed the bandit level was now 'Very Minor' at 28, the end is near!

https://i.imgur.com/Q9qO8Ja.png

Another 10 years and three new groups and the bandit level was down to 14, or 'Petty'. Once the bandit level goes below 10 no new bandit groups can spawn and the bandit level can't naturally increase so unless you cancel some anti-bandit laws and close down your prison once it goes beyond that point the bandits aren't likely to return.

https://i.imgur.com/tOzf32n.png

After another 5 years, one the year my anti-bandit laws dropped the bandit level to 9, 'Near-Extinct' would you believe it, two bandit gangs arise in the final moments. I put them down with my superior merc army and dropped the bandit level to

https://i.imgur.com/DOr2hcU.png

Now with all the groups dead and no chance of any new ones spawning I'm left with only one option to root out the very final remnants of the bandit scourge on my realm. Using my spymaster I gain a new option to 'Attempt to root out the last remnants of banditry'

https://i.imgur.com/0EyUKhO.png

It was a success and my spymaster was able to find the last vestage of banditry, a small hidden group called the Nightfall Virgil, 339 bandits strong… They were short work for my men!

https://i.imgur.com/8jFDuhy.png

And that's it, bandits Extinct. There's still a group of bandits up in Fort Kullak but they are isolated, banditry in the realm in general is over.

-121.5 Million New Bandit Graphics


https://i.imgur.com/UH0aRr1.png

While this is a fun little extra for the update, it's nothing game-changing. Now each bandit group will have their own troop image, a unique style for their troops. There are 121.5 million of these graphics in total so you'll never see the same one twice!

You can also play around with this in the extras and generators screen with a brand new random generation tool.

-What's Left?

So it's very close to being finished but I still have a number of things I need to test and a couple of other features to look at, hopefully this update will be released some time this week.

Thank you all and hope you're all doing good and staying safe

Cheers

Huw
Wastelanderr is offline

Wastelanderr

Watcher

#70

Join Date: Mar 2019
Posts: 68
Mentioned: 2 Post(s)

Default 

Yesterday, 16:22
Hey everyone,

Thanks for your patience on this one, I'm proud to announce the 'Bandits of the Realm' update. This update completely reworks how minor bandits work and adds a sort of background population of bandits. It's now possible that a realm can become infested with bandits, where all bandit factions gain huge recruitment bonuses, and any defeated minor bandit gangs are quickly replaced with new ones. Of course the bandit level can be reduced by defeating these gangs and putting down any bandit influence in the realm as well as enacting policy.

My recent post about this update with a fully documented infested bandit playthrough can be seen here - https://store.steampowered.com/newsh…25206376708977

BANDITS OF THE REALM (19 features)

I've tried to split the update into a few categories but most of the major stuff is here!

* Added new general bandit level system tracking the level of banditry in the realm
* Added randomisation for starting general bandit level based on current existing factions (ie if Bandit Horde exists)
* Added new bandits of the realm screen with 11 dynamic graphics and tiers
* Added tracker showing all active bandit groups in the realm
* Added ability to ask how you can reduce the bandit level
* Added ability to ask how you can increase the bandit level
* Added ability for new bandit groups to arise at the end of a turn if there are free slots (depending on how high the bandit level is)
* Added the ability to disable notifications of new bandit groups popping up
* Added ability to view the current effects of the bandit level
* Added 'secret' code 69 which if entered on bandits of the realm screen sets the bandit level to something random
* Removed diplomacy skill requirement to see minor bandit groups
* Renamed minor bandit groups section of diplomacy to bandit groups
* if game start with no minor bandit groups then bandit groups section is renamed to bandits of the realm and takes you directly to bandits of the realm assessment screen
* Added all minor bandit gangs get a custom and unique graphic for what their troops look like (121.5 million total)
* All newly spawned bandit groups get completely random relations with all factions in the game
* Added ability to choose a custom bandit level when playing a custom game (in the bandit scenario settings)
* Added new cheat code 450 (allows bandit level to be set to anything you wish)
* Reworked view minor bandit stats to show proper unit breakdown now
* Added if loading a save from pre-bandit update, bandit level will be randomised upon load

NEW BANDIT GANG FORMATION ORIGINS (21 features)

As the game progresses and some gangs fall, new ones will rise to take their place (if the bandit level isn't below 9). With each gang destroyed the bandit level will drop, keep chopping these gangs down and eventually your bandit problems will permanently disappear.

* Added outlaws and robbers bandit gang spawn origin
* Added landless marauders bandit gang spawn origin
* Added road robbers bandit gang spawn origin
* Added ravers bandit gang spawn origin
* Added landed sea raiders bandit gang spawn origin
* Added looters bandit gang spawn origin
* Added mountain bandits bandit gang spawn origin
* Added disgruntled villagers bandit gang spawn origin
* Added old deserters bandit gang spawn origin
* Added backwater village militia bandit gang spawn origin
* Added Blackmarket Garrison offshoot (which takes troops from the Blackmarket garrison) bandit gang spawn origin
* Added Merc band turning bandit (only if group is not hired by the player) bandit gang spawn origin
* Added Blackmarket Mercenaries (which takes troops from the Blackmarket mercs) bandit gang spawn origin
* Added Northern Merc Post Offshot (which takes troops from the northern merc post) bandit gang spawn origin
* Added Northern Merc Post Entire garrison (which takes all hireable bandits from northern merc post) bandit gang spawn origin
* Added Fort Kullak Offshoot (which takes troops from Fort Kullak's garrison) bandit gang spawn origin
* Added Bandit Horde units offshoot (which takes troops from the Bandit Horde faction) bandit gang spawn origin
* Added Fort Northwatch Offshoot (which takes troops from the Fort Northwatch garrison) bandit gang spawn origin
* Added Your bandits offshoot (only if you have a decent number of bandit units and your public opinion is above 0) bandit gang spawn origin
* Added All of Your bandits offshoot (only if you have a decent number of bandit units and your public opinion is above 50) bandit gang spawn origin
* Added ability to request not to see bandit group formation notifications on the pop up windows at the end of turn

ROOTING OUT THE LAST REMNANTS OF BANDITRY (5 features)

Have you reduced banditry to the brink? struggling to find those final pesky bandit groups? Fear not, send your spymaster to root out the remnant bandits, if successful you'll find a new bandit group made up of the last remnants which if destroyed will push that tiny bandit level even lower, keep it up and they'll be extinct.

* Added ability to send spymaster to find last remnants of banditry (only if bandit level above 0 but below 9, and all minor bandit gangs are dead, and you have a spymaster)
* Added if spymaster skill under 50 then 1 in 5 odds of finding remnant bandits
* Added if spymaster skill under 100 then 1 in 3 odds of finding remnant bandits
* Added if spymaster skill under 150 then 1 in 2 odds of finding remnant bandits
* Added if spymaster skill higher than 150 then always find remnant bandits

BANDIT LEVEL MODIFIERS (23 features)

As you and other groups exist and interact with bandits in your world the bandit level will rise and fall, if big bandit groups die off then overall banditry goes down, but a prison break? some pro-bandit laws? maybe you free 3000 of your bandit units and let them loose, then you'll see the bandit level skyrocket, helpful if you've got some rivals who are always picking fights with bandits.

* Added bandit level drops by 2 if a minor bandit gang is assimilated by you as bandit king
* Added bandit level drops by 3 if a minor bandit gang is destroyed by you or someone else
* Added bandit level drops by 10 if the bandit horde is destroyed by you or someone else, or bribed by you
* Added bandit level drops by 2 if you enact bandit scourge law (and -2 each year)
* Added bandit level drops by 2 if you enact the rehab law (and -1 each year)
* Added bandit level drops by 3 if you capture the Blackmarket
* Added bandit level drops by 3 if the (unowned) Blackmarket is destroyed in world events
* Added bandit level drops by 3 if you capture fort Northwatch
* Added bandit level drops by 3 if you capture fort Kullak
* Added bandit level drops by 2 if you re-enforce unenforced laws
* Added bandit level drops by 2 if you re-open your closed prison
* Added bandit level drops by 3 if you cancel the evil pillaging law
* Added bandit level raises by 3 if you enact the evil pillaging law
* Added bandit level raises by 1 if there is a prison break
* Added bandit level raises by 3 if Phenor successfully pulls off a bandit truce between the horde and minor gangs
* Added bandit level raises by 3 if you close your prison
* Added bandit level raises by 1 for every 150 prisoners freed when closing your prison
* Added bandit level raises by 2 if you allow outlaws back into society
* Added bandit level raises by 3 if you lose Blackmarket to bandit rebels
* Added bandit level raises by 2 if you cancel or can't pay the rehab law
* Added bandit level raises by 2 if you cancel or can't pay the bandit scourge
* Added bandit level raises by 1 for every 150 of your bandit units that you disband from your army
* Added code to prevent bandit level increasing beyond 100 and below 0

BANDIT LEVEL EFFECTS (19 features)

The bandit level of the realm effects many things, mainly how quickly new gangs arise, how quickly the bandit level continues to grow, and the recruitment bonuses for bandit factions.

* Bandit level of 90+ gives bandit horde, bandit gangs, and player if bandit king origin 3x recruitment bonus
* Bandit level of 90+ allows new minor bandit groups to instantly replace dead ones at the end of turn
* Bandit level of 90+ grants 5/6 chance of bandit level increasing by +1 at the end of turn
* Bandit level of 80+ gives 50/50 chance any empty bandit gang slot will have a replacement gang take over at the end of turn
* Bandit level of 70+ grants 4/6 chance of bandit level increasing by +1 at the end of turn
* Bandit level of 70+ gives bandit horde, bandit gangs, and player if bandit king origin 2.5x recruitment bonus
* Bandit level of 60+ gives 25% chance any empty bandit gang slot will have a replacement gang take over at the end of turn
* Bandit level of 50+ grants 3/6 chance of bandit level increasing by +1 at the end of turn
* Bandit level of 50+ gives bandit horde, bandit gangs, and player if bandit king origin 2x recruitment bonus
* Bandit level of 40+ gives 1/6 chance any empty bandit gang slot will have a replacement gang take over at the end of turn
* Bandit level of 30+ gives 1/7 chance any empty bandit gang slot will have a replacement gang take over at the end of turn
* Bandit level of 20+ gives 1/8 chance any empty bandit gang slot will have a replacement gang take over at the end of turn
* Bandit level of 10+ gives 1/9 chance any empty bandit gang slot will have a replacement gang take over at the end of turn
* Bandit level of 25+ grants 2/6 chance of bandit level increasing by +1 at the end of turn
* Bandit level of 25+ gives bandit horde, bandit gangs, and player if bandit king origin 1.5x recruitment bonus
* Bandit level of 10+ grants 1/6 chance of bandit level increasing by +1 at the end of turn
* Bandit level of 9 or less theres no chance of bandit level naturally increasing
* Bandit level of 9 or less theres no chance of new bandit gangs spawning
* Bandit level of 9 or less gives bandit horde, bandit gangs, and player if bandit king origin half their normal bandit recruits

REWORKING BANDIT ASSIMILATION (7 features)

Bandit assimilation was a feature available to players who chose/or got the Bandit King origin story, with it players with under 20 public opinion are able to attempt to assimilate minor bandit gangs into their kingdom, previously this had a 100% success rate but has now been reworked and given a cooldown as well as several issues with it fixed.

* Made bandit king assimilating minor bandit gangs not 1 in 3 odds of success instead of 100% of the time
* Limited player to one attempt per year of assimilating each gang
* Removed irrelevant text from successful assimilation screen
* Fixed 0 gold gained being shown in assimilation screen
* Fixed 0 bandits gained being shown in assimilation screen
* Fixed 0 warlords gained being shown in assimilation screen
* Added new screen for failed assimilating attempt with 3 different dialogues

DEAD GANGS (4 features)

It's always been possible that bandit gangs end up with no men but still hold land, in that event visiting said gang in diplomacy will now show a different menu where the desperate gang leader will always be willing to buy new troops at an inflated rate.

* Added new minor bandit gang diplomacy screen variant if gang has no troops
* Added ability to sell troops to desperate troopless bandit for twice normal sell value (20 gold)
* Added new dialogue and sfx when trying to talk to bandit leader of troopless gang
* Added indicator on troop sell screen showing exactly how many they can afford to buy from you

CHEAT UPDATES (8 features)

Added a new cheat for the bandit system and ended up reworking several other cheat related features!

* Added new cheat code 450 (allows bandit level to be set to anything you wish)
* Reworked 111 cheat code list to include all cheat codes
* Reworked layout of 111 cheat code list
* Reworked order of cheats to be in numerical order on cheatlist
* Added text blurb for each cheat code to 111 cheat code list
* Reworked layout of 211 Debug code list
* Updated set your origin cheat to include new origins
* Reworked layout of set your origin cheat

NEW BANDIT GRAPHICS (5 features)

A new system built on a whim that has over 121.5 million possible unique bandit troop graphics!

* Added new proc gen bandit graphic system capable of producing 121.5 million unique troop images
* Added bandit troop graphic generator to extras and generators
* Added text section to the graphic generator explaining it's origin
* Added bandit troop graphic concept notes to Warsim extras folder
* Added if loading a save from pre-bandit update, bandit gangs with receive random troop graphics

INTEREST-ING (1 feature)

Quite a neat idea by NotFox, now you'll be able to see your expected interest when you have money in the bank.

* Added indication of expected bank interest (credit NotFox)

HUNGRY MONSTERS (1 feature)

A good point made by Odieman, you couldn't feed prisoners to your monsters, now you can!

* Added the ability to feed monsters your prisoners (Credit odieman222)

VICTORY SCREENS REWORKED (17 features)

The screens for defeating factions are a little outdated, now they've all been updated with a slightly new layout. Also defeating mercenaries and kingdoms grants new different rewards than before!

* Added new small group of imprisoned soldiers victory screen reward for defeating a kingdom
* Added new reserves and hopefuls victory screen reward for defeating a kingdom
* Added new peasant rally victory screen reward for defeating a kingdom
* Added new famed knights army victory screen reward for defeating a kingdom
* Added new outlaw group victory screen reward for defeating a kingdom
* Added new peasant prisoner group victory screen reward for defeating a kingdom
* Added new treasury looted victory screen reward for defeating a kingdom
* Made reward for defeating merc groups varied between 100-4100 instead of always 1000 gold
* Made new screen for Minor goblin tribe joining you event after Krut Defeat
* Reworked minor bandit defeat screen and merged it into one
* Reworked rebels victory screens and fixed layout and grammar bugs
* Reworked bandit horde victory screens and fixed layout and grammar bugs
* Reworked Krut Victory screens and fixed grammar and layout bugs
* Reworked Erak Victory screens and fixed grammar and layout bugs
* Reworked Mercenary victory screens and fixed grammar and layout bugs
* Reworked independent kingdom victory screens and fixed grammar and layout bugs
* Reworked sentinel kingdom victory screens

BUGFIXES (18 features)

Lots of bugfixes in this, thanks to everyone who reported their issues!

* Fixed necromancer kingdoms raising the undead still happening even if the kingdom is dead
* Fixed space kingdoms blasting off event happening even if they are dead
* Fixed space kingdoms blasting off event happening even if they've already blasted off
* Fixed grammar issue in vassal independence text
* Fixed gold incorrectly shown as deducted from you when merc attack cancelled and refunded
* Fixed Nario asking how the party has been so far repeatedly
* Fixed slave revolt diplomacy unskilled diplomat warning missing
* Fixed deserters diplomacy unskilled diplomat warning missing
* Fixed theme music choice at new game improperly/not showing (active) indicator if no music selected
* Fixed getting rid of a champion in training at combat academy invalidates the training slot (credit u/YetiRoadBurger)
* Fixed buy fort gorthmek option appearing twice (credit u/YetiRoadBurger)
* Fixed issues with layout and false option number for ancient scythe in artifact market (credit u/YetiRoadBurger)
* Fixed impassioned speech throne room text bug (credit u/YetiRoadBurger)
* Fixed closing the prison text split issue
* Fixed bug with scrawny race prefix having spacing issues
* Fixed layout and text bug for love cultist throne room encounter
* Fixed what are you orders text bug issuing orders to knightly order
* Fixed extra line appearing on battle screen if not playing a timed game

CLEAR CODE (7 features)

Been clearing out some areas of the game with unused code from systesm I've worked on historically, pretty much all of this has literally no bearing on the game at all but I'm putting it here anyway.

* Removed bandit fort unused code
* Removed irrelevant code from monster fighting grand champion
* Removed uneeded code in independent messenger encounter
* Removed useless code from vampire bard guessing game
* Removed old useless remnant of custom game start code
* Removed loose useless code in game refresh phase
* Removed useless code for bards face colour

EVERYTHING ELSE (1 feature)

Noticed capturing fort northwatch didn't have it's own screen, now it does!

* Made new screen for capturing fort northwatch

SCREENSHOTS

* Infested realm - https://i.imgur.com/SpaIKGV.png
* Defeating the horde - https://i.imgur.com/Vr6h3qF.png
* New gang popping up - https://i.imgur.com/mNctuTY.png
* Almost all bandits gone - https://i.imgur.com/JDq1nY2.png
* Bandits gone - https://i.imgur.com/DtmOuoS.png
* New Bandit graphics - https://i.imgur.com/W5ziKAW.png

WHAT'S NEXT

I'm having a little break after this update and then I'm going to try and work through my backlog of bug reports and suggestions and look at some mercenary ideas from my to-do list.

Thank you for reading and hope you are all safe and well wherever you are!

Cheers

Huw
Wastelanderr is offline

Wastelanderr

Watcher

#71

Join Date: Mar 2019
Posts: 68
Mentioned: 2 Post(s)
RPGWatch Forums » Games » Indie RPG » Warsim: The Realm of Aslona (Procedurally generated kingdom management RPG)
Thread Tools Search this Thread
Search this Thread:

Advanced Search

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

All times are GMT +2. The time now is 01:41.
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2020, vBulletin Solutions Inc.
vBulletin Security provided by DragonByte Security (Pro) - vBulletin Mods & Addons Copyright © 2020 DragonByte Technologies Ltd.
User Alert System provided by Advanced User Tagging (Lite) - vBulletin Mods & Addons Copyright © 2020 DragonByte Technologies Ltd.
Copyright by RPGWatch