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Management / Sim Warsim: The Realm of Aslona - procedurally generated kingdom management game with ASCII graphics

  • Thread starter Robert Jarzebina
  • Start date
Developer
Joined
Feb 19, 2019
Messages
304
Warsim 0.8.3.5 (The Overwhelmingly Positive Update, 500 features)

Hey Everyone,

So after 3 years in early access Warsim has hit Overwhelmingly Positive on steam. A fantastic milestone that is purely thanks to the players and the community. As a thank you I've spent the last few weeks working on a 500 feature update for the 500 reviews that got us the Overwhelmingly Positive tag. It's a mix of content but the main and crowning feature is the Great Gnome Casino! Thanks again everyone, this is literally a dream come true! <3

Here it is! - https://i.imgur.com/3rQy0AT.png

In celebration I'm also launching a 35% discount on Warsim for the next two weeks on both steam and itch.io!

THE GREAT GNOME CASINO (82 features)

For those of you who have discovered the nested away little gnome village in the south, have you ever wished to gamble away your gold on their beloved local games, Biggleroll and Gnome Insult Battling? Well now you can, following a new dialogue informing either the ruler of the village or the owner of the village tavern you can introduce the concept of gambling to them. Come back the following year and you will find things have changed!

* Added new dialogue with Bongles the Great that starts the Gnome Casino event
* Added new dialogue with Gribble the Drink that starts and alternate intro to the Gnome Casino event
* Added casino invite event
* Added village casino first arrival event
* Added secret code '69' that can be entered in main gnome village screen to automatically start the first arrival event and transform the village
* Added secret code '69' that when entered on the new casino screen will automatically add all 3 types of visitors to the village at once (Nomads/Vampires/Coastmen)
* Added ability for Drylands Nomads faction (if alive and not demonic) have 50% chance of being present at casino each year
* Added ability for Coastmen from Shaian have 50% chance of being present at casino each year
* Added ability for Baiaa Vampires (if alive and if Baiaa door open) have 50% chance of being present at casino each year
* Added new location 'Bongles' Palace'
* Added new design and set of dialogues for Bongles the Great in Casino Village
* Added viewable golden bongles statue
* Added viewable door to bongles secret room
* Added alternate no bet table for 'Boggleroll'
* Added dialogue for Bongles' Servant at the table
* Added new location Gribble's Palace and Casino
* Added new random event 'Nomad vs Vampire' when entering Gribble's Palace (Only if nomads and vampires are both present)
* Added new bar section of Gribble's Palace
* Added new bartender of Gribble's called 'Tipsy Twee'
* Added ability to speak to random patron of Gribbles (10 total dialogues)
* Added gambling room section to Gribble's Palace
* Added random number of gold added to casino vault each year 0-30k gold
* Added cap of 100k gold before casino wealth grows no more
* Added 10 gold per play Biggleroll gambling table
* Added 25 gold per play Biggleroll gambling table
* Added 50 gold per play Biggleroll gambling table
* Added 100 gold per play Biggleroll gambling table
* Added ability to speak to random gambler (10 total dialogues)
* Added High stakes room section of Gribble's Palace
* Added vampire visitor gnome complaint event (only if vampires are present)
* Added vampire afraid of high STAKES room event (only if vampires are present)
* Added 1000 gold per play High Stakes Biggleroll gambling table
* Added 5000 gold per play High stakes Biggleroll gambling table
* Added ability to view Cave Monster's Remains display
* Added Nomad comments on Cave Monster's Remains event (only if nomads are present)
* Added ability to speak to random high stakes gambler (10 total dialogues)
* Added visitors centre section of Gribble's Palace
* Added 4 dialogues with Visitor Centre gnome
* Added abillity to ask which groups are present in the village (vampires/nomads/coastmen)
* Added new set of dialogues for Gribble the Drink
* Added alternate text for local brewery in Casino village
* Added alternate blood graffiti version of local brewery in Casino village (if vampires are present)
* Added alternate dialogues for Dink the Slug Watcher in Casino village
* Added alternate text for water hole in casino village (if Nomads are present)
* Added random number of Gnome Insult Arena betting gold added each year 0-3k
* Added cap of 6k gold where Gnome Insult Arena betting gold stops growing
* Added ability to bet on Gnome Insult Arena battles
* Increased minimum insult battles held each year from 2 to 4
* Increased max insult battles held each year from 20 to 25
* Added screen for winning gnome insult battle bets
* Added screen for losing gnome insult battle bets
* Added screen for friendship ending draw in insult battle bet
* Added new district 'Backslums' to Gnome Casino
* Added new location 'Backslums Flophouse'
* Added new location 'Drip Soup Stand'
* Added new character with 8 dialogues 'Gromble-Grimble'
* Added new tavern 'Binky's Drinky Hole'
* Added ability to speak to Binky the Bartender
* Added ability to speak to a random patron of Binky's (15 total dialogues)
* Added ability to play free Biggleroll in Binky's
* Added ability to look out hole in the wall at Binky's
* Added random gnome peering event at Binky's
* Added hissing vampire event at Binky's (if vampires are present)
* Added ability to buy 'Imported Salty Ale' for 10 gold at Binky's (if coastmen are present)
* Added ability to speak to a random coastman tourist at Binky's (10 dialogues total) (if coastmen are present)
* Added ability to listen to a coastal singer (if coastmen are present)
* Added new location 'Gnomish Brawl Hole'
* Added new alternate screen for Gnomish Brawl Hole (if Nomads are present)
* Added ability to watch gnome fist fights (with new unique fist graphic)
* Added ability to hire gnome battle victor as a champion (if you have free slots)
* Added ability for gnome battle victor to refuse joining you
* Added ability for gnome battle victor to accept and join you for free
* Added ability for gnome battle victor to offer to join you for a random fee of gold
* Added new location 'Crumbling Slum Shacks'
* Added ability to give 1 gold coin for a random dialogue with a beggar gnome (10 total dialogues)
* Added ability to speak to the Hatless gnome
* Added The drained gnome to the Backslums (if vampires are present)
* Added ability to speak to random local gnomes (15 total dialogues)
* Added ability to destroy the village with a new screen
* Added screen for looting village's vault
* Added screen for looting village with vault empty (if you won all the casino's gold first)
* Added new screen for visiting destroyed village

Bongles' reward - https://i.imgur.com/Q6d3God.png

The new village - https://i.imgur.com/Ug9cgOH.png

Gribble's Palace and Casino - https://i.imgur.com/YfDwsK9.png

One of the Gambling Rooms - https://i.imgur.com/yEP4LiH.png

The Backslums, a horrible consequence of the expansion - https://i.imgur.com/OmXOd3a.png

A hatless gnome? The Horror! - https://i.imgur.com/vyzlqDX.png

KICK THEM OUT (4 features)

Ever entered your throne room, seen a line of 100 visitors and walked straight out... Well now you can just kick them out instead. If you want to kick out all but 10 visitors, you can do so. Thanks to a suggestion by LeMachinga on our discord I've added the option to remove a custom amount of visitors at any time from the 4th option in the throne room.

* Added ability to kick out any number of visitors (credit LeMachinga)
* Added new screen for no longer allowing visitors
* Added new screen for re-allowing visitors
* Added new menu for managing visitors

Get outta here! - https://i.imgur.com/MgDWeR5.png

SOUND IMPROVEMENT EFFORTS (100 features)

After getting a few reports of some sounds that were either too loud or too quiet, I decided to put a pair of headphones on and force myself to listen to all 400+ sound effects in the game and judge for myself. Just under a quarter of all sound effects have been tweaked, and in some cases completely re-recorded.

* Reduced volume of Sigh Sound 1 sfx (credit 71)
* Reduced volume of and tweaked Sigh Sound 3 sfx (credit 71)
* Reduced volume of and tweaked Bgax Open the Gate sfx (credit 71)
* Reduced volume of Breaking Orb sfx
* Reduced volume of Breaking Mutliple Orbs sfx
* Reduced volume of Bring the Beast sfx
* Reduced volume of and tweaked Burp sfx
* Increased volume of Warsim Calm Theme Music
* Reduced volume of and tweaked Cat Hiss sfx
* Reduced volume of and tweaked Slave Chains Broken sfx
* Reduced volume of Child Laugh 1 sfx
* Reduced volume of and tweaked Coin Drop sfx (credit 71)
* Reduced volume of Coughing sfx
* Increased volume of Obscure Court Fanfare Sound
* Reduced volume of Fight Punch 1 sfx (credit 71)
* Reduced volume of and tweaked Fight Punch 2 sfx (credit 71)
* Reduced volume of and tweaked Fight Punch 4 sfx (credit 71)
* Reduced volume of Fight Punch 5 sfx (credit 71)
* Reduced volume of Crazy laugh sfx
* Reduced volume of and tweaked Destroy Building sfx
* Completely rerecorded Court Fight sfx
* Completely rerecorded Heart Stab & Heaven Path doom sfx
* Reduced volume of Dragged Wood 1 sfx (credit 71)
* Reduced volume of Dragged Wood 2 sfx (credit 71)
* Reduced volume of Drink 5 sfx
* Reduced volume of Drunk Crowd sfx
* Reduced volume of eating time sfx
* Reduced volume of Evil deep laugh sfx (credit 71)
* Tweaked Goblin Death sfx
* Reduced volume of Goblin Parade sfx
* Reduced volume of and tweaked Goblin Hit Head sfx
* Reduced volume of and tweaked Goblin Puke sfx
* Reduced volume of and tweaked Goblin Langauge Trainer sfx
* Reduced Goblin Taunt sfx
* Reduced volume of and tweaked Goblin Grunt Death sfx
* Reduced volume of Happy Goblin sfx
* Reduced volume of Harpy screech sfx
* Reduced volume of and tweaked Laugh Man 5 sfx
* Reduced volume of and tweaked Laugh Man 6 sfx
* Reduced volume of Laugh Run sfx
* Reduced volume of Lightning sfx
* Reduced volume of Lightning Chant sfx
* Reduced volume of and tweaked the Long Serpent Lightning Chant sfx
* Reduced volume of Mad sfx
* Reduced volume of and tweaked Long May You Reign sfx
* Reduced volume of Warsim main theme music soundtracks
* Tweaked Man Death 6 sfx
* Reduced volume of Man Death 5 sfx
* Reduced volume of Man Stab sfx
* Reduced volume of Marching sfx
* Reduced volume of and tweaked Mass Death sfx
* Reduced volume of and tweaked Monster Fight Bite sfx
* Reduced volume of and tweaked Monster Fight Bite Hard sfx
* Reduced volume of and tweaked Monster Fight Big Stab sfx
* Reduced volume of Monster Fight tower hit sfx
* Reduced volume of Monster Munch Orb sfx
* Reduced volume of Monster Munch Orb Die sfx
* Reduced volume of and tweaked Monster Raow sfx
* Reduced volume of Nairo's Party sfx
* Reduced volume of Neck Snap sfx
* Reduced volume of Paper Ball sfx
* Reduced volume of Pass Out sfx
* Reduced volume of Pigman Rising sfx
* Reduced volume of and tweaked Prospecting in Mine sfx
* Reduced volume of Puke Coins sfx
* Reduced volume of and tweaked Puke Man sfx
* Reduced volume of and tweaked Punched sfx
* Reduced volume of Real evil laugh sfx
* Reduced volume of Rocket sfx
* Reduced volume of Secret Place Theme sfx
* Tweaked Sigh 5 sfx
* Reduced volume of Slap 1 sfx
* Reduced volume of and tweaked Slap 2 sfx
* Reduced volume of and tweaked Slap 3 sfx
* Reduced volume of Slap 4 sfx
* Reduced volume of and tweaked Sanctuary destruction sfx
* Reduced volume of Stargazers Song sfx
* Reduced volume of Taking Orb sfx
* Reduced volume of Talent Stone sfx
* Reduced volume of Trainer Death sfx
* Reduced volume of and tweaked Trap Door Group Demons sfx
* Reduced volume of and tweaked Trumpet sfx
* Reduced volume of and tweaked Trumpet 2 sfx
* Reduced volume of Trumpet fail sfx
* Tweaked two laughing goblins sfx
* Reduced volume of and tweaked Warcry 1 sfx
* Reduced volume of and tweaked Warcry 2 sfx
* Reduced volume of Wardrums 1 sfx
* Reduced volume of Wardrums 2 sfx
* Reduced volume of Warlaugh sfx
* Reduced volume of Warsim Punk sfx
* Reduced volume of and tweaked Watchtower destruction sfx
* Reduced volume of Wild Cries sfx
* Reduced volume of Wild Shouting sfx
* Reduced volume of and tweaked Witch Laugh sfx
* Reduced volume of and tweaked Wood Break sfx
* Increased volume of Gnome Yay sfx
* Reduced volume of and tweaked Yeah sfx
* Increased volume of Arena Crowd sfx (Credit 71)
* Increased volume of Blackmarket Muffled and Smallhaven Sfx (credit 71)

MORE ITEMS YOU SAY? (63 features)

Did anyone ask for more loot? Probably not but here it is anyway... I'm really liking the look of that rag soaked in orc sweat... remarkably it's only worth 1 gold.

* Added 63 new loot items to the game (found in random loot chests/destroying buildings/given as rewards etc)

THE GREAT GNOME CHOIR (2 features)

Ever wanted to conduct a choir of gnomes? Probably not... but now you can. If you know where the hidden gnome village is, there is now the ability conduct a choir in the local tavern there! Why? Good question...

* Added ability to conduct gnome choir in hidden gnome village (10 different gnome voice tones)
* Added dynamic graphic changing with whichever gnome is making sound

The great gnome choir - https://i.imgur.com/ar092Bm.png

NEW NAME SUFFIXES (32 features)

Another big batch of new possible name suffixes characters of the world can have, thanks for the suggestions guys!

* Added new name suffix 'the Dog Kicker' (-1 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Mouse Stomper' (-1 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Absurd Stranger' (+5 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Bizarre Wanderer' (+5 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Skin Flaker' (+11 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Webbed Hands' (-1 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'Itchy Feet' (-2 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'Itchfoot' (-1 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'of Weak Shins' (-7 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Snitch' (-1 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Bumbling Idiot' (-11 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Quivering Fool' (-9 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Stumbling Nitwit' (-6 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Thick Bonehead' (+2 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Rat Tosser' (+3 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Gate-Crasher' (+15 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Pyromaniac' (+11 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Slayer of Champions' (+55 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Blazing Demon' (+42 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Breaker of Demons' (+54 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Bane of Order' (+25 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Herald of Death' (+56 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Herald of Famine' (+33 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Herald of War' (+55 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Herald of Skulls' (+49 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Herald of the Damned' (+51 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Herald of Demons' (+60 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Herald of the Night' (+50 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Skullcarver' (+31 battlescore)
* Added new name suffix 'the Procrastinator' (+0 battlescore) (Credit TJ)
* Added new name suffix 'the Victim' (-1 battlescore) (Credit Pathfinder)
* Added new name suffix 'Frail Spine' (-12 battlescore) (Credit FatalWeirdo)

NAME SUFFIXES THAT CAN BE FURTHER RANDOMISED (53 features)

Alongside the above names these are names I've identified could also have extra things added to them, so these names can be further randomised and expanded.

* Added new name suffix 'the Cretin' (-3 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Dumb-Dumb' (-8 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Deranged' (+10 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Irrational' (-2 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Unreasonable' (+1 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Crooked' (+4 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Harebrained' (-3 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Inane' (-7 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Fractured' (-8 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Inebriated' (-6 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Balding' (-2 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Sulky' (-6 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Overconfident' (-5 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Pink Eyed' (-8 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Eunuch' (-3 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Dove' (+5 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Submissive' (-15 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Laughable' (-10 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Amnesiac' (-4 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Demented' (+6 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Ridiculous' (-8 battlescore) (Credit LeMachinga)
* Added new name suffix 'the Ruffian' (+5 battlescore) (Credit LeMachinga)
* Added new name suffix 'the Skilled' (+27 battlescore) (Credit LeMachinga)
* Added new name suffix 'the Renegade' (+14 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Starved' (-16 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Bygone' (-5 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Bleedheart' (-1 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Forsworn' (+19 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Trifling' (-3 battlescore) (Credit TJ)
* Added new name suffix 'the Fetid' (-5 battlescore) (Credit TJ)
* Added new name suffix 'the Decaying' (-9 battlescore) (Credit TJ)
* Added new name suffix 'the Decayed' (-11 battlescore) (Credit TJ)
* Added new name suffix 'the Tainted' (-2 battlescore) (Credit TJ)
* Added new name suffix 'the Impure' (-1 battlescore) (Credit TJ)
* Added new name suffix 'the Tarnished' (-6 battlescore) (Credit TJ)
* Added new name suffix 'the Injured' (-7 battlescore) (Credit TJ)
* Added new name suffix 'the Invalid' (-9 battlescore) (Credit TJ)
* Added new name suffix 'the Coddled' (-8 battlescore) (Credit TJ)
* Added new name suffix 'the Sheltered' (-7 battlescore) (Credit TJ)
* Added new name suffix 'the Irredeemable' (-3 battlescore) (Credit TJ)
* Added new name suffix 'the Narrow-Minded' (-2 battlescore) (Credit TJ)
* Added new name suffix 'the Decadent' (-4 battlescore) (Credit TJ)
* Added new name suffix 'the Lazy' (-2 battlescore) (Credit TJ)
* Added new name suffix 'the Truent' (+1 battlescore) (Credit TJ)
* Added new name suffix 'the Late' (-1 battlescore) (Credit TJ)
* Added new name suffix 'the Indolent' (-2 battlescore) (Credit TJ)
* Added new name suffix 'the Slothful' (-3 battlescore) (Credit TJ)
* Added new name suffix 'the Inactive' (-1 battlescore) (Credit TJ)
* Added new name suffix 'the Apathetic' (-1 battlescore) (Credit TJ)
* Added new name suffix 'the Small Boned' (-2 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Smooth Brained' (-9 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Arseface' (+1 battlescore) (Credit Pathfinder)
* Added new name suffix 'the Careless' (-3 battlescore) (Credit Pathfinder)

NEW KINGDOM TYPE (2 features)

I came across another lordly title 'Herzog' that I hadn't used, which makes this Warsim's 146th Lord/King title set up that kingdoms can get. After that Pathfinder had a cool new suggestion so we've now got 147 kingdom types!

* Added new kingdom type 'Territory' with ruler 'Overlord' and lord 'Herzog' available for civ level 4 and above
* Added new kingdom type 'Council' with ruler 'Archmage' and lord 'High Mage' avaialble for civ level 6 and above (credit Pathfinder)

NEW GOLD INDICATORS (20 features)

More reports of places that should have shown how much gold you have and haven't been, sorted! Cheers again TJ.

* Added current gold indicator to Helmsmith (credit TJ)
* Added current gold indicator to Rat Racing (credit TJ)
* Added current gold indicator to Unowned shallowrock mine (credit TJ)
* Added current gold indicator to Owned shallowrock mine if prospecting available (credit TJ)
* Added current gold indicator to Training Ground (credit TJ)
* Added current gold indicator to Barracks (credit TJ)
* Added current gold indicator to Grand Barracks (credit TJ)
* Added current gold indicator to Owned Hlok mine if prospecting available (credit TJ)
* Added current gold indicator to Unowned Monfort Mine (credit TJ)
* Added current gold indicator to Owned Monfort Mine if prospecting available (credit TJ)
* Added current gold indicator to Blackmarket Pickpocket Den (credit TJ)
* Added current gold indicator to Garralds City Tours (credit TJ)
* Added current gold indicator to Rihhm Terraforming screen (credit TJ)
* Added current gold indicator to Snail Racing Circuit (credit TJ)
* Added current gold indicator to Snail Racing Normal (credit TJ)
* Added current gold indicator to Nomad Camp if mercs available for hire (credit TJ)
* Added current gold indicator to Artifact Market Champion (credit TJ)
* Added current gold indicator to Goblinwood Warrior's District if goblin berserk mercs available (credit TJ)
* Added current gold indicator to Vampire Bat Racing (credit TJ)
* Added current gold indicator when hiring champions from brawl fights (credit TJ)

BUGFIXES (143 features)

A mountain of bugfixes that could be an update in it's own right, bit by bit they're all getting dealt with.

* Fixed 4 text bugs in Monfort Mine tribute screen (credit TJ)
* Fixed 4 text bugs in Monfort mine tribute cancel screen (credit TJ)
* Fixed text bug in Monfort Mine main description (credit TJ)
* Fixed 2 text bugs in monfort mine speak to master of mine menu option (credit TJ)
* Fixed 3 text bugs in Monfort mine leader main dialogue screen (credit TJ)
* Fixed 18 text bugs in Monfort mine dialogues (credit TJ)
* Fixed 4 text bugs in buying Monfort mine screen (credit TJ)
* Fixed 2 text bugs in unable to afford monfort mine buy attempt screen (credit TJ)
* Fixed text bug in ex-miners join smallhaven screen (credit TJ)
* Fixed 2 text bugs on smallhaven attack screen (credit TJ)
* Fixed 6 text bugs in troop send screen options (credit TJ)
* Fixed 2 text bugs in Rihhm post raid (credit TJ)
* Fixed 3 text bugs in Rihhm post enaslavement (credit TJ)
* Fixed 2 text bugs in Rihhm post burned down (credit TJ)
* Fixed 6 text bugs in Ruined Watchtower main screen (credit TJ)
* Fixed 2 text bugs in militia troop hire screen (credit TJ)
* Fixed text bug for hiring troops from militia when the hire fee is free (credit TJ)
* Fixed 8 text bugs in Drylands nomads camp screen (credit TJ)
* Fixed text bug in knight hire screen (credit TJ)
* Fixed 4 text bugs in holy order of the roses description (credit TJ)
* Fixed hidden vampire maze library room incorrect door label (credit TheBlindSaiyan)
* Fixed 15 text bugs in the dice game '12'
* Fixed 6 text bugs in eastern trade post main screen (credit TJ)
* Fixed 12 text bugs Darkdale Noble district gate entrance event (credit TJ)
* Fixed 15 text bugs in arena owner main dialogue screen (credit TJ)
* Fixed text bug in Arena is yours screen (credit TJ)
* Fixed 2 text bugs in pit to little arena upgrade option screen (credit TJ)
* Fixed 2 text bugs in little arena to arena upgrade option screen (credit TJ)
* Fixed 2 text bugs in arena to grand arena upgrade option screen (credit TJ)
* Fixed 2 text bugs in grand arena to colossal arena upgrade option screen (credit TJ)
* Fixed 3 text bugs in 2nd arena upgrade paid for screen (credit TJ)
* Fixed 4 text bugs in 3rd arena upgrade paid for screen (credit TJ)
* Fixed 4 text bugs in final arena upgrade paid for screen (credit TJ)
* Fixed broken symbol in foreign kingdom signs in throne room (credit TJ)
* Fixed 3 text bugs in Central District sudden death event (credit TJ)
* Fixed 3 text bugs in scorpion fighting pit entry paid intro (credit TJ)
* Fixed text bug in scorpion pit betting choice screen (credit TJ)
* Fixed text bug in scorpion pit bet amount screen (credit TJ)
* Fixed 2 text bugs in scorpion pit post bet screen (credit TJ)
* Added alternate text for intro of owned scorpion pit (credit TJ)
* Fixed text bug in taxes and subsidies main law screen (credit TJ)
* Fixed 5 text bugs in declaring gambling tax screen (credit TJ)
* Fixed 6 text bugs in cancelling gambling tax screen (credit TJ)
* Fixed Text bug in bank tax law screen rejected as you destroyed bank (credit TJ)
* Fixed 6 text bugs in declaring banking tax (credit TJ)
* Fixed 6 text bugs in cancelling banking tax (credit TJ)
* Fixed 6 text bugs in declaring land tax (credit TJ)
* Fixed 6 text bugs in cancelling land tax (credit TJ)
* Fixed 7 text bugs in declaring arena subs (credit TJ)
* Fixed 6 text bugs in cancelling arena subs (credit TJ)
* Fixed 6 text bugs in cancelling militia subs (credit TJ)
* Fixed 7 text bugs in declaring militia subs (credit TJ)
* Fixed 3 text bugs in declaring tax tax (credit TJ)
* Fixed 5 text bugs in cancelling tax tax (credit TJ)
* Fixed 2 text bugs in recruitment and training laws main screen (credit TJ)
* Fixed 4 text bugs in declaring free enlistment (credit TJ)
* Fixed 4 text bugs in declaring forceful enlistment (credit TJ)
* Fixed 3 text bugs in declaring no enlistment (credit TJ)
* Fixed 2 text bugs on militia ban (credit TJ)
* Fixed 2 text bugs on revoking militia ban (credit TJ)
* Fixed 2 text bugs in cancelling peasant training (credit TJ)
* Fixed 2 text bugs in allowing peasant training (credit TJ)
* Fixed 5 text bugs if allowing peasant training but no knights (credit TJ)
* Fixed 4 text bugs in cancelling goblin scourge (credit TJ)
* Fixed 4 text bugs in allowing goblin scourge (credit TJ)
* Fixed 5 text bugs in ending goblin slavery law screen (credit TJ)
* Fixed 4 text bugs in allowing goblin slavery law screen (credit TJ)
* Fixed 5 text bugs in goblin celebration ended (credit TJ)
* Fixed 5 text bugs in goblin celebration declared (credit TJ)
* Fixed 3 text bugs in outlawing mercs screen (credit TJ)
* Fixed 2 text bugs in cancelling merc ban screen (credit TJ)
* Fixed 3 text bugs in outlawed mercs main merc screen (credit TJ)
* Fixed broken graphic colour in outlawed mercs main merc screen (credit TJ)
* Fixed 2 text bugs on merc company outlaw attack victory screen (credit TJ)
* Fixed missing land gain indicator when invading merc companies (credit TJ)
* Fixed 2 text bugs with large merc group law (credit TJ)
* Fixed 2 text bugs with regular merc group law (credit TJ)
* Fixed 2 text bugs with small merc group law (credit TJ)
* Fixed 2 text bugs in alms for the poor declaration (credit TJ)
* Fixed 2 text bugs in cancelling alms for the poor (credit TJ)
* Fixed 3 text bugs in love cult hire law screen (credit TJ)
* Fixed 2 text bugs in firing the love cult in law screen (credit TJ)
* Fixed 2 text bugs with current slave count display in laws screen (credit TJ)
* Fixed text bug in freeing slaves screen (credit TJ)
* Fixed text bug in freeing slave soldiers screen (credit TJ)
* Fixed 3 text bugs in reopening prison law (credit TJ)
* Fixed 3 text bugs in closing prison law (credit TJ)
* Fixed 5 text bugs in mass execution law screen (credit TJ)
* Fixed 4 text bugs in mass execution cancellation law screen (credit TJ)
* Fixed 3 text bugs in rehab law screen (credit TJ)
* Fixed 4 text bugs in cancelling rehab law screen (credit TJ)
* Fixed 3 text bugs in overzealous arrests screen (credit TJ)
* Fixed 4 text bug in cancelling overzealous arrests (credit TJ)
* Fixed unable to fire gold road guardians (credit TJ)
* Fixed 4 text bugs in bandit scourge screen (credit TJ)
* Fixed 4 text bugs in cancelling bandit scourge screen (credit TJ)
* Fixed 5 text bugs in longer harvests (credit TJ)
* Fixed 4 text bugs in cancelling longer harvests (credit TJ)
* Fixed 2 text bugs in forgive outlaws (credit TJ)
* Fixed 2 text bugs in ban outlaws (credit TJ)
* Fixed text bug in hats manitory law blocked (credit TJ)
* Fixed 2 text bugs in hats manditory law (credit TJ)
* Fixed 2 text bugs on changing current year law (credit TJ)
* Fixed text bug with year change reaction screen (credit TJ)
* Fixed 5 text bugs in pillage law declaration screen (credit TJ)
* Fixed 3 text bugs in pillage law cancellation screen (credit TJ)
* Fixed 2 text bugs in curfew declaration screen (credit TJ)
* Fixed 2 text bugs in curfew cancellation screen (credit TJ)
* Fixed 4 text bugs in breathing tax declaration screen (credit TJ)
* Fixed 4 text bugs in breathing tax cancellation screen (credit TJ)
* Fixed 4 text bugs in walking tax declaration screen (credit TJ)
* Fixed 4 text bugs in walking tax cancellation screen (credit TJ)
* Fixed mushroom trip events being skipped (credit Sigvuld)
* Fixed 6 text bugs in slave kingdom law (credit TJ)
* Fixed 4 text bugs in slaver kingdom law cancelled (credit TJ)
* Fixed colour issues with text of name unity law (credit TJ)
* Fixed 3 text bugs with name unity declaration (credit TJ)
* Fixed 6 text bugs in Blackrow drunk man encounter (credit TJ)
* Fixed colour issues with text of Blackrow drunk man encounter (credit TJ)
* Fixed 4 text bugs with Darkdale Tavernside Houses main screen (credit TJ)
* Fixed 3 text bugs when buying Darkdale Tavernside Houses (credit TJ)
* Fixed 2 text bugs with extravagant Darkdale Houses (credit TJ)
* Fixed 2 text bugs when buying extravagant Darkdale Houses (credit TJ)
* Fixed 4 text bugs with Motley fancy Darkdale houses screen (credit TJ)
* Fixed 2 text bugs when buying Motley fancy Darkdale houses (credit TJ)
* Fixed text bug with Unowned Darkdale treasury (credit TJ)
* Fixed text bug with Owned Darkdale treasury (credit TJ)
* Fixed text bug with Looted Darkdale treasury (credit TJ)
* Fixed 6 text bugs in Darkdale Marble Houses screens (credit TJ)
* Fixed 3 text bugs in Buying Darkdale Marble Houses (credit TJ)
* Fixed Text bug in Darkdale Noble District main text (credit TJ)
* Fixed Text bug in Darkdale Market District main text (credit TJ)
* Fixed Text bug in Darkdale Folk District main text (credit TJ)
* Fixed 3 text bugs in Negon's Hovels (credit TJ)
* Fixed 2 text bugs when buying Negon's Hovels (credit TJ)
* Fixed 3 text bugs in Marketview estates (credit TJ)
* Fixed 3 text bugs when buying Marketview estates (credit TJ)
* Fixed 7 text bugs in hiring from Northwatch screen (credit TJ)
* Fixed 4 text bugs in Strange Northern Stone Screen (credit TJ)
* Fixed 2 text bugs in who shall challenge the Grand Champion screen (credit TJ)
* Fixed 9 text bugs in anointment screen (credit TJ)
* Fixed 3 text bugs in post anoint screen (credit TJ)
* Fixed anoint option not x'd out if player can't afford it (credit TJ)

EVERYTHING ELSE (1 feature)

Little extra that didn't fit anywhere, TJ pointed out that destroying the Love Cult camp didn't get any loot, well now it does, and there's even a love heart on the box.

* Added new special loot chest to love cult camp if destroyed (credit TJ)

The new loot - https://i.imgur.com/0nAcanL.png

WHAT'S NEXT

Now that this is out of the way I'm continuing on with the Combat update stuff. I will also be keeping on top of bug reports and best I can.

Cheers

Huw
 
Developer
Joined
Feb 19, 2019
Messages
304
Warsim 0.8.3.6 (The Quality of Life Update, 119 features)

Hey Everyone,

The last week and a half has been amazing, since the Overwhelmingly Positive update we've had a ton of new amazing reviews and nearly 1000 new Warsim players! To everyone new, Welcome :)

This update is a pretty broad one, lots of little fixes and quality of life additions. I'm still working through a mix of bug reports and backlogged suggestions while also working through the combat update plans.

NAME SUFFIX SYSTEM EXPANDED (3 features)

For a long time certain name suffixes have been able to have addons added to them 'Garbald the Sad' could also be 'Garbald the Sad Knight' or 'Garbald the Sad Raider' modified by Warsim's in-game suffix add on system. Unlike adding new name suffixes, adding new suffix addons was a harder process done only within the games code. I set out to completely replace that system and have it fully moddable and accessible just like the suffix system is, so now in a new text file called 'Name Suffix Addon.txt' in the main Warsim Data folder you can find all of the possible addons followed by the battlescore bonus they provide. While expanding this system I added a ton of new addon parts which has led to over a quarter of a million new possible random name suffix combinations. You'll see these as hirable champions, staff members, enemy rulers etc. This system is even more exciting for me because unlike the 3000ish current name suffixes, all of these will be random and unpredictable combinations that will even catch me offguard. Being caught offguard with random content in a game I've spent 5 years making and know like the back of my hand is always a bonus!

* Added new moddable system for name suffix addons
* Added 265 new name suffix addons (was 57 now 322 total) (With 1199 total modifiable name suffixes this means there are 386'078 possible random name suffix combinations now)
* Made name suffix addon system 2x more likely to be used when generating names

Some of the random names created by the new system - https://i.imgur.com/nwb460p.png

MILITIA GROWTH (2 features)

A good point was made on our discord by Paul-2020 about not being able to see Militia unit growth, I've now added mention of it to the end of turn report.

* Added ability to see how many peasants have joined the milita each year in end of turn report (credit Paul-2020)
* Added alternate text for militia recruiting a single peasant in end of turn report

New end of turn report notice - https://i.imgur.com/MzqqNlH.png

NEW KINGDOM TITLES (5 features)

Some new titles for kingdoms and their rulers and lords that can spawn in your world, thanks for the suggestions guys!

* Added 2 new rare king titles 'The Sleeping God' and 'The Dead God' 1 in 1000 chance of appearing as a king title (credit Pathfinder)
* Added new kingdom type 'Pact' with ruler 'Grand Master' and lord 'Pact Maker' avaialble for civ level 3 and above (credit Pathfinder)
* Added new kingdom type 'Alliance' with ruler 'Overseer' and lord 'Guardian' avaialble for civ level 4 and above (credit Pathfinder)
* Added new kingdom type 'Tyranny' with ruler 'Tyrant' and lord 'Underling' avaialble for civ level 3 and above (credit 5HO)
* Added new kingdom type 'Cult' with ruler 'Great One' and lord 'Worshipper' available for civ level 3 and above (credit Pathfinder)

SUDDEN DEATH IMPROVED (4 features)

A few fixes to the games text and now a much better option to forfeit the game with it's own screen, thanks Prof Nonagon for pointing it out!

* Fixed 10 text bugs in sudden death game text
* Added indicators of gold changed and gained for opponent when winning and losing sudden death
* Added new screen for forfeiting sudden death game
* Fixed forfeiting sudden death game made the bet money disappear (credit Prof Nonagon)

ATTACK SCREEN IMPROVEMENTS (5 features)

A couple of improvements to the attack screen where you choose who to fight, including the ability to now change your mind and attack someone else or no one.

* Added ability to back out of an attack in the raid/invade/skirmish screen of main combat (credit Vlyn)
* Fixed bug with trying to attack nonexistent undead horde skipping your turn in combat
* Fixed bug with trying to attack goblin horde when not active skipping your turn in combat
* Fixed combat phase skipping bug
* Removed redundant error messages for attacking dead factions in combat screen

New option on attack screens - https://i.imgur.com/uh90VfX.png

DOMAIN NAMES IMPROVED (2 features)

I'm not talking about .com's here, there's a rare chance that a kingdom of gnomes could end up being called "Dibble's Domain" however this system was bugged and resulted in a lot of these 'Domain' names not coming out as intended. After a surpring number of 'fixes' not actually fixing it I managed to get it all sorted. I don't see these names too often in game as there's a 1 in 60 odds of them appearing in the 5 kingdoms you get per game. I've decided to make it a much higher 1 in 6 odds so you'll be seeing these a little more often.

* Fixed issue with 'domain' based kingdom names generating brokenly ie "'s Domain"
* Made domain based names 10x more common

TROOP TREE IMPROVEMENTS (3 features)

When vieiwing the troop tree of independent kingdoms you will now be able to compare them with your own and see more information.

* Reworked troop tree screen in independent kingdom diplomacy
* Added the option to compare your default 3 troop tiers with independent kingdoms in diplomacy (u/videovillain)
* Added colour changing breakdown depending on if troops in the same tier are greater, worse, or the same as eachother

A troop tree with units all worse than your default units - https://i.imgur.com/bpxXXyW.png

A troop tree with units all better - https://i.imgur.com/FZuQ4Su.png

A mixed troop tree - https://i.imgur.com/OEAcT3C.png

GOLD INDICATORS (8 features)

Several locations that didn't have indicators of your total gold now have them, cheers TJ!

* Added gold indicator to helmsmith (credit TJ)
* Added gold indicator to elixir needed throne room encounter (credit TJ)
* Added gold indicator to joke response throne room screen (credit TJ)
* Added gold indicator to hiring throne room bard (credit TJ)
* Added gold indicator to hiring throne room jester (credit TJ)
* Added gold indicator to blue man in blue house aftermath screen (Credit TJ)
* Added gold indicator to grand champion main screen (Credit TJ)
* Added gold indicator to combat academy main screen

BUGFIXES (65 features)

A big pile of bugfixes again, as usual mostly thanks to TJ and other player reports, thank you guys!

* Fixed 3 text bugs in demon ending final option screen
* Fixed 9 text bugs on overlords arrival in the realm
* Fixed 4 text bugs in final demon ending screen
* Fixed Smallhaven sounds not ending if player has music disabled and leaves the village (credit 71)
* Fixed issue with 3 prospective stewards for hire cost showing only first steward for hires price in the option (credit u/alexwilson)
* Fixed missing screen for giving slaves or peasants to vampires at Baiaa intro
* Fixed missing screen for offering gold for entry to Baiaa
* Fixed missing screen for attacking Baiaa at entry
* Fixed monfort mine prospecting success doesn't reopen the mine (credit Walker)
* Fixed 6 text bugs with Blackmarket Crier throne room encounter
* Fixed 12 text bugs with tournament bet success screens (credit TJ)
* Fixed 3 text bugs in Animal Fight Pit capture screen (credit TJ)
* Fixed 5 text bugs with animal fight pit owned text (credit TJ)
* Fixed 'You brings you over a nice ale' text bug in Nairo's party (Credit BlindIRL)
* Fixed 3 text bugs with fort rule change in owned forts (credit TJ)
* Fixed 3 text bugs in Fort Northwatch purchase screen (credit TJ)
* Fixed 4 text bugs in hiring hero to rule Northwatch (credit TJ)
* Fixed 6 text bugs with offer to buy Northwatch screen (credit TJ)
* Fixed text colour issues for Grand Galleon text (credit TJ)
* Fixed 2 text bugs in Monument of Kings main screen (credit TJ)
* Fixed 2 text bugs in Monument of Kings destruction screen (credit TJ)
* Fixed Missing line in monument of kings screen (credit TJ)
* Fixed 4 text bugs in Monument of Kings ruins screen (credit TJ)
* Fixed 4 text bugs with Krut, Erak, Rebels, and Bandit Horde ruling Monfort Mine main screen (credit TJ)
* Fixed bugged screen appearing if you hire 0 knights from the order (credit TJ)
* Fixed 7 text bugs in Northern Hall intro screen (credit TJ)
* Fixed 2 text bugs in Historian's guild intro (credit TJ)
* Fixed 2 text bugs in Century fest celebratory Historian's Guild Intro (credit TJ)
* Fixed 3 text bugs in Noreg's Western History introduction (credit TJ)
* Fixed 4 text bugs in Noreg's Denland breakdown (credit TJ)
* Fixed 12 text bugs in Noreg's Songwood breakdown (credit TJ)
* Fixed 5 text bugs in Noreg's Wildwood breakdown (credit TJ)
* Fixed 11 text bugs in Noreg's Darkmarsh breakdown (credit TJ)
* Fixed 12 text bugs in Noreg's second lesson introduction (credit TJ)
* Fixed 14 text bugs in Noreg's second lesson (credit TJ)
* Fixed 9 text bugs in Noreg's breakdown of the western empires rivals (credit TJ)
* Fixed 12 text bugs in Noreg's introduction to the Northern Clans (credit TJ)
* Fixed 15 text bugs in Noreg's north west war introduction (credit TJ)
* Fixed Currently fighting rebellion being shown in knight order hall when fighting bandit horde (Credit TheBlindSaiyan)
* Fixed 8 text bugs in Noreg's third lesson introduction (credit TJ)
* Fixed 26 text bugs in Noreg's Third lesson (credit TJ)
* Fixed 32 text bugs in Noreg's Fourth lesson (credit TJ)
* Fixed 8 text bugs with Orcish Grunter bard in throne room (credit TJ)
* Fixed 6 text bugs in musicians guild bard origin story text (credit TJ)
* Fixed 2 text bugs in throne room bard name reveal screen (credit TJ)
* Fixed 2 text bugs in repeatedly asking a bard names in throne room screen (credit TJ)
* Fixed 8 text bugs in Undead Horde defeat screen (credit TJ)
* Fixed 3 text bugs with heroic tale spread end of turn event (credit TJ)
* Fixed 3 text bugs with bandit horde merge meeting end of turn event (credit TJ)
* Fixed 4 text bugs in Baiaa battle introduction (credit TJ)
* Fixed 2 text bugs in Upper District of Baiaa ruins (credit TJ)
* Fixed 3 text bugs in ruins of the Shadow Council of Baiaa screen (credit TJ)
* Fixed text bug in Nasarak House ruins in Baiaa (credit TJ)
* Fixed text bug in Lemour House ruins in Baiaa (credit TJ)
* Fixed text bug in Damar House ruins in Baiaa (credit TJ)
* Fixed text bug in Dengeir House ruins in Baiaa (credit TJ)
* Fixed 2 text bugs in Shadow District of Baiaa ruins (credit TJ)
* Fixed missing text for Shadow District ruins (credit TJ)
* Fixed 3 text bugs in ruins of the Shade's Bloom Tavern in Baiaa (credit TJ)
* Fixed 2 text bugs in the Bloodworks ruins (credit TJ)
* Fixed 2 text bugs in the Bloodforge ruins (credit TJ)
* Fixed text bug in Thundil Tavern ruins (credit TJ)
* Fixed 3 text bugs in Lower District of Baiaa ruins (credit TJ)
* Fixed missing text for Lower Distrcit ruins (credit TJ)
* Fixed 2 text bugs with Blood Pits of Baiaa (credit TJ)

EVERYTHING ELSE (22 feature)

A ton of new tweaks and additions here that couldn't be put anywhere else. Including 42 new kingdom names, a new sound effect, a new random event when exploring and lots more.

* Added chance to discover barren land while exploring the realm (credit Le Machinga & TJ)
* Added the ability to free slaves and slave soldiers from other laws screen (Credit LeMachinga)
* Added new sound effect for taking Mushrooms (credit ERH)
* Added 42 new kingdom names 'Daskin, Deathhold, Deadguard, Jarnhold, Jomorica, Ithldaar, Zandoth, Piliv, Nilmar, Killdor, Korkovia, Norgrod, Grivania, Narkold, Morik, Nafkar, Rhefaria, Zhekovia, Bondaria, Shandaria, Yanerth, Yaneth, Dreolara, Drurn, Treon, Baeneth, Zeira, Zeiria, Zagneron, Duna, Honkoria, Koria, Stroth, Lorehold, Etania, Marth, Cyrnios, Yosson, Riveran, Lelantis, Varth, Thagua, Niri'
* Added 13 new human names 'Gelt, Gelthar, Gekle, Gelthor, Gelrik, Gelnan, Gelrolf, Gelth, Vlyn, Vlynt, Vlyntar, Vlyr, Vlyrgo'
* Added new option to request re-entry to goblinwood when banished if you have unbanned goblin slavery (credit Dorkmancer)
* Added new tracker of total battlescore of all units to the view troop count screen (credit Vlyn)
* Added new tracker of total battlescore of alL additional units to the view troop count screen (credit Vlyn)
* Reworked throne room jester hire text to clarify the gold fee is per year
* Reworked throne room bard hire text to clarify the gold fee is per year
* Added Baiaa tag to Big Red Canyon if Baiaa is discovered (credit TJ)
* Added -4 public opinion drop for destroying the gnome village (Credit TJ)
* Added new loot item gained when destroying musicians guild (Credit TJ)
* Made it so that you cannot summon gnome insult warrior entertainers to the throne room if the gnome village is destroyed (credit TJ)
* Made it so that putting the orb in the mad man's wall prevents bandits from retaking the Blackmarket from you (credit TJ)
* Added if no recruitment law active militia recruit up to +3 peasants per land you have (credit TJ)
* Made it so Slum gold collector appears in throne room 3x more if public opinion is high but much less the lower public opinion is (Credit TJ)
* Changed requirements for Koova's Warning throne room encounter from between 900-1000 demon horde demons to between 750-1499 (credit TJ)
* Made banning goblin slavery cancel Goblin Scourge if active (credit TJ)
* Made it so you cannot enact goblin scourge while goblin slavery is banned (credit TJ)
* Increased Arena Gladiator battlescore from 145 to 155
* Rewrote Nasarak House ruins text to clear up and explain the lack of visible ruins (Credit TJ)

New total strength of all units section of troop report - https://i.imgur.com/srzM20S.png

Discovering new barren land while exploring the realm - https://i.imgur.com/lx0vt27.png

New re-entry option after being banished from Goblinwood - https://i.imgur.com/sLSjc6r.png

Bgax letting you back in - https://i.imgur.com/GpTdpGE.png

WHAT'S NEXT

So I've recently fixed a big bug with my current combat update prototype, I'm now going to be looking to move forward and get more progress on the other events and mechanics of the new combat stuff in the background. At the same time I'm going to keep on top of bug reports and try and continue pumping out updates.

Cheers and hope everyone is doing good

Huw
 
Developer
Joined
Feb 19, 2019
Messages
304
Warsim 0.8.3.7 (The Birthday Update, 260 features)

Hey Everyone,

So tomorrow (monday) is my 26th Birthday. A few weeks ago in preparation for this I figured it would be nice if I did a little 26 feature update to celebrate, but ended up instead aiming for 260 features, which has had been a ton of work. I decided to focus the main effort of the update on the complete rework of the second region of the Eastern lands, known as the Lost Jungle. Until now in my opinion it's one of the worst regions for having basically nothing worth doing there, so I've tried to change that.

LOST JUNGLE OVERHAUL

The new lost jungle - https://i.imgur.com/uSQDMOl.png

RANDOMLY GENERATED PROTOFOLK VILLAGES (44 features)

The crowning gem of the region are the up to two villages of Protofolk (cavemen) people who can occupy the region. These randomly generated tribes can be made up many different types that all have different effects and functions. You may find a tribe of hostile Protofolk who battle monsters in a central monster pit, or a tribe of dumb Protofolk who paint everything blue... Or maybe no tribes at all, just ruins.

* Added chance of 2 randomly generated protofolk tribes spawning in the region in conflict with eachother
* Added chance of single randomly generated protofolk tribe spawning in the region
* Added chance of two tribal village ruins spawning in the region (5 different ruin types)
* Added Blue village type (everything is blue, including the inhabitants)
* Added Warlike village type (aggressive and armed)
* Added Monster village type (monster pit and lots of monsters kept as pets)
* Added Explorer village type (lots of exploration and external objects)
* Added Fire village type (lots of fires and burning)
* Added ability to give bluetrii fruit to blue type tribe for entry
* Added village leader personality type 'Hostile' (will be aggressive and attack you if you try to enter the village)
* Added village leader personality type 'Curious' (will be friendly and inquisitivE)
* Added village leader personality type 'Stupid' (will react stupidly)
* Added village leader personality type 'Scared' (will hide from you)
* Added village leader personality type 'Strange' (will do some... strange things)
* Added ability to attack the protofolk villages (if victorious +1 loot item)
* Added 5 different introduction interactions with leaders of villages
* Added visitable Chief's Hut with 5 different graphical layouts depending on village type
* Added 35 different possible dialogues with village elder depending on village type
* Added fire pit location in village
* Added giant fire pit location in fire villages
* Added 10 dialogues for villagers of fire tribes
* Added 10 dialogues for villagers of explorer tribes
* Added 10 dialogues for villagers of blue tribes
* Added 10 dialogues for villagers of warlike tribes
* Added 10 dialogues for villagers of monster tribes
* Added Chimchogre statue location in village
* Added Blue Chimchogre statue variant in blue villages
* Added Blue statue location in blue villages
* Added Blue Dye pit location in blue villages
* Added Forbidden pile location in blue villages
* Added Pile of sharp sticks location in warlike village
* Added Skull pile location in warlike village
* Added Wardrum location in warlike village
* Added Fire Hole location in fire village
* Added Pile of wood location in fire village
* Added Flaming Totem location in fire village
* Added Monster Pit (with watchable monster fights) location in monster village
* Added Monster cages location in monster village
* Added Broken Monster Cage location in monster village
* Added Hut of smart location in explorer village
* Added Region map wall in explorer village
* Added Special Object Pile location in explorer village
* Added Big Brain tribe member with 6 dialogues
* Added 20 new protofolk names

A monster pit filled village - https://i.imgur.com/uz9uxNC.png

Oh you're the village leader nice to meet y... Um... gross - https://i.imgur.com/8FQzVua.png

A scared blue village - https://i.imgur.com/9SfNjLx.png

THE MIGHTY CHIMCHOGRE GUARDIANS (13 features)

The Protofolk aren't the only living things in the region, meet the Chimchogres, a bunch of Chinchilla-like Ogres who are worshipped as gods and who have a treasure for any who can answer their riddles.

* Added new location Chimchogre caverns
* Added Chimchogre introduction if there is at least one Protofolk tribe alive in the region
* Added alternate introduction if there are no protofolk tribes in the region
* Added the ability to sacrifice slaves or peasants to meet them if they aren't there
* Added Chimchogre riddle minigame
* Added Trove of randomly generated loot items if riddles done correctly
* Added ability to attack Chimchogres
* Added ability to take on both Chimchogres as champions if riddles done correctly
* Added ability to poke Chimchogre champions in your staff and champions screen if hired
* Added screen for visiting Chimchogre caverns after losing the riddle minigame
* Added screen for visiting Chimchogre caverns after attacking the Chimchogres
* Added screen for visiting Chimchogre caverns after hiring the chimchogres
* Added screen for visiting Chimchogre caverns after beating the riddle but not hiring the chimchogres

A pair of Chimchogres - https://i.imgur.com/bgJQaTc.png

JUNGLE TOTEM (2 features)

Replacing some empty random crap that sat in the same slot, the Jungle totem is a new location with an interesting event when visited.

* Added new location Jungle totem
* Added unique event when visiting Jungle totem

STARMETAL REWORKED (8 features)

The Starmetal meteorite used to be a static visitable location, but now if you have the right tools you can mine it up and use it for a number of different things!

* Added the ability to mine Starmetal Meteorite if you have the better mining tools kingdom upgrade
* Added ability to sell mined Starmetal for 20k gold
* Added ability to turn mined Starmetal into special armour that gives one of your champions +300 battlescore
* Added ability to turn mined Starmetal into a horrible statue that gives 1/2 chance of -1 public opinion per year
* Added ability to turn mined Starmetal into a great statue that gives 1/2 chance of +1 public opinion per year
* Added ability to revisit the crater left by the meteorite if you mine and sell/turn to armour to the starmetal
* Added ability to revisit horrible statue anytime as it replaces Meteor
* Added ability to revisit great statue anytime as it replaces Meteor

Mineable Starmetal - https://i.imgur.com/Q8I7SOG.png

TRAP FILLED CAVERN (15 features)

No one knows who set the traps, but the trap filled cavern is crawling with loot waiting to be plucked out by your brave explorers, just expect a few less explorers by the end of it.

* Added new location 'Trap filled cavern'
* Added ability to send peasants to explore trap filled cavern (1/6 odds of success)
* Added ability to send soldiers to explore trap filled cavern (1/3 odds of success)
* Added ability to send knights to explore trap filled cavern (2/3 odds of success)
* Added squashing wall trap outcome
* Added dart volley wall outcome
* Added axe trap outcome
* Added blade wall outcome
* Added lucky explorer outcome
* Added obvious trap outcome
* Added close call outcome
* Added many triggers outcome
* Added near death outcome
* Added screen for empty trap filled cavern
* Added random number of loot items available in trap filled cavern from game start

Alright, who's heading in? - https://i.imgur.com/9u1U8KI.png

A fantastic reward for a risky venture - https://i.imgur.com/DaaFrsY.png

JUNGLE TEMPLE REWORKED (9 features)

The jungle temple, for any who previously discovered it, was an unfinished puzzle that didn't work and led to a number of people trying to solve it (sorry guys). I've now reworked everything and made a new solvable puzzle with an interesting set of rewards, good luck!

* Added 2 new rooms to the jungle temple
* Reworked the jungle temple graphic and layout
* Added new poem to central jungle temple room
* Added secret puzzle to the jungle temple
* Added hidden room unlocked if puzzle done correctly
* Added second little puzzle to secret room
* Added special sequence if second puzzle is completed
* Added reward if second puzzle is completed
* Added new giant object unlocked in Lost Jungle region if certain things happen

One of the new rooms - https://i.imgur.com/89vPTlk.png

OLD IMPERIAL RUIN (5 features)

The Lost Jungle was said to be hold the ruins of an old empire within but previously only held an Old Pillair, now there's a visitable ruin with a number of locations to see.

* Added new location 'Old Imperial Ruin' with several internal locations to explore
* Added reworked version of the Old Pillar inside the Old Imperial Ruin
* Added Ruined Statue to the Old Imperial Ruin
* Added Ruined Tower to the Old Imperial Ruin
* Added Strange Carving to the Old Imperial Ruin

EVERYTHING ELSE

Beyond the Lost Jungle there were also plenty of bug fixes, new features, and new content to get us to that big old 260 number, so here they are.

MUSHROOM MEN REWORKED (3 features)

Warsim discord member LeMachinga sent in a very interesting set of redesign concepts for the current Mushroom men face generator. I looked over them and compared and his version was in my opinion, better than the default. So I set out to rework the mushroom faces to fit his design, and in the process beefed up the generator to have an extra 1.44 billion new faces. As a thanks for his contribution to the mushroom men design, one of the random possible mushroom man character names is Mushinga, a reference to LeMachinga. Thanks mate! :)

* Redesigned mushroom men faces based on LeMachinga's version of them (credit LeMachinga)
* Added 1.44 billion new mushroom men faces (was 1.63 billion, now 3.07 billion)
* Added new mushroom man name 'Mushinga' (reference to LeMachinga)

The new mushy boys - https://i.imgur.com/LMsZ4Bv.png

THRONE ROOM MANAGEMENT IMPROVED (3 features)

After a discord discussion between LeMachinga and LeechGirl the idea to allow a maximum number of visitors to the throne room was raised. It's a great suggestion and adds to our recent option to send away a custom number of visitors. Now players can set any limit they want and each year if the number of visitors exceeds this they will be sent away.

* Added new ability to set a maximum limit of visitors to the throne room (credit LeMachinga)
* Added screen for setting a maximum visitor limit higher than current visitors resulting in some being kicked out
* Relabelled the '4) Send away some or all of the throne room visitors' to '4) Manage the number of visitors' to fit better

New orders - https://i.imgur.com/jOjGfrv.png

NEW GOLD INDICATORS (13 features)

I always think there can't be more places to spend money that don't have an indicator of how much gold you have, and every day TJ proves otherwise.

* Added gold indicator to Thickblood Tavern owner dialogue screen (credit TJ)
* Added gold indicator to Blackmarket Bandit Houses diplomacy menu
* Added gold indicator to Rebels Diplomacy (credit TJ)
* Added gold indicator to Bandit Horde diplomacy (credit TJ)
* Added gold indicator to Krut Diplomacy (credit TJ)
* Added gold indicator to Erak Diplomacy (credit TJ)
* Added gold indicator to Minor Bandit Gang Diplomacy (credit TJ)
* Added gold indicator to Deserters diplomacy (credit TJ)
* Added gold indicator to Outlaw pest group diplomacy (credit TJ)
* Added gold indicator to Slave Revolt Diplomacy (credit TJ)
* Added gold indicator to knight anointing screen (credit TJ)
* Added gold indicator to Naraan pearl picker poem screen (credit TJ)
* Added gold indicator to Foreign merc hire screen (credit TJ)
* Added gold indicator to Merc hire menu (credit TJ)
* Added gold indicator to Demon Summoner (credit TJ)
* Added gold indicator to monster trainer hire screen (credit TJ)

SLAVE TRAINING PEN UPGRADE (1 feature)

A great suggestion by TJ, Now if you have the Slave Training Pen kingdom upgrade they will be able to turn Slave Soldiers into Slaves. Previously you could only do it the other way around but now if you want to convert the force entirely to units that help with the farming rather than your army, you can.

* Added ability to convert slave soldiers into slaves using the slave pen upgrade (credit TJ)

NAME SUFFIXES THAT CAN BE FURTHER RANDOMISED (37 features)

Another bunch of suffixes that can be randomised, each of these can have 322 extra modifiers on them. With our 37 new name suffixes and 322 modifiers that means there are 11914 new proc gen name suffixes possible!

* Added new name suffix 'the Awakened' (+13 battlescore) (Credit General Wrangel)
* Added new name suffix 'the Nervous' (-3 battlescore) (Credit General Wrangel)
* Added new name suffix 'the Spiritual' (+2 battlescore) (Credit General Wrangel)
* Added new name suffix 'the Mushroom' (+5 battlescore) (Credit General Wrangel)
* Added new name suffix 'the Scarlet' (+6 battlescore) (Credit General Wrangel)
* Added new name suffix 'the Unwavering' (+18 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Wavering' (-3 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Miser' (-1 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Ascetic' (+5 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Porky' (-6 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Podgy' (-4 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Hefty' (+5 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Thin-Boned' (-2 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Flimsy' (-5 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Insubstantial' (-2 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Lanky' (+4 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Meager' (-2 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Shrivelled' (-7 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Atrophied' (-11 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Wizened' (+7 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Withered' (-9 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Foul-Smelling' (+1 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Discourteous' (+1 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Unsightly' (+2 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Spiteful' (-1 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Heinous' (+1 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Cynic' (-2 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Shocked' (-3 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Encumbered' (-2 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Cow' (+2 battlescore) (Credit Pathfinder)
* Added new name suffix 'the Goose' (+1 battlescore) (Credit Pathfinder)
* Added new name suffix 'the Bleeding' (-6 battlescore) (Credit Pathfinder)
* Added new name suffix 'the Chicken' (+2 battlescore) (Credit Pathfinder)
* Added new name suffix 'the Cross-eyed' (-3 battlescore) (Credit Pathfinder)
* Added new name suffix 'the Imposter' (-2 battlescore) (Credit Pathfinder)
* Added new name suffix 'the Mudblood' (No battlescore change) (Credit Pathfinder)
* Made 'the Repugnant' name suffix able to be expanded on

NEW LOOT (52 features)

With all the new locations where you can get loot, why not add another huge trove of it to keep things ever fresh!

* Added 'a mercury filled crystal sphere' random loot item (worth 170 gold)
* Added 'a gold line sphere marked with the borders of distant realm' random loot item (worth 120 gold)
* Added 'a tiny spear made by an unknown people' random loot item (worth 50 gold)
* Added 'a rusty arrow' random loot item (worth 2 gold)
* Added 'a silver arrow' random loot item (worth 30 gold)
* Added 'a melted arrow' random loot item (worth 2 gold)
* Added 'a crystal arrow' random loot item (worth 45 gold)
* Added 'a mouldy wooden arrow' random loot item (worth 1 gold)
* Added 'a wooden practice arrow' random loot item (worth 2 gold)
* Added 'a poison tipped silver arrow' random loot item (worth 41 gold)
* Added 'an iron arrow' random loot item (worth 5 gold)
* Added 'a gold arrow' random loot item (worth 60 gold)
* Added 'a diamond arrow' random loot item (worth 85 gold)
* Added 'a cursed arrow' random loot item (worth 15 gold)
* Added 'an old tome written in a lost language' random loot item (worth 55 gold)
* Added 'a rusty iron helm' random loot item (worth 5 gold)
* Added 'a rusty iron horned helm' random loot item (worth 6 gold)
* Added 'a masterwork iron helm' random loot item (worth 45 gold)
* Added 'a steel helm' random loot item (worth 40 gold)
* Added 'a masterwork steel helm' random loot item (worth 120 gold)
* Added 'a steel helm adorned with strange symbols' random loot item (worth 115 gold)
* Added 'a steel helm in the shape of a lion's head' random loot item (worth 105 gold)
* Added 'a steel helm with dragon wings protruding from the side' random loot item (worth 110 gold)
* Added 'a strange red stone that seems to be beating like a heart' random loot item (worth 60 gold)
* Added 'a skull with 7 horns growing out of it' random loot item (worth 140 gold)
* Added 'a pile of musty smelling clothing rags' random loot item (worth 2 gold)
* Added 'a soiled rag shirt' random loot item (worth 1 gold)
* Added 'a soiled pair of breeches' random loot item (worth 1 gold)
* Added 'a pair of silk gloves with skulls embroidered into the knuckles' random loot item (worth 75 gold)
* Added 'a helm made from clam shells' random loot item (worth 50 gold)
* Added 'a steel helm with antlers mounted atop it' random loot item (worth 85 gold)
* Added 'a jar of powderred moths' random loot item (worth 12 gold)
* Added 'a jar of moth wings' random loot item (worth 15 gold)
* Added 'a single harpies wing' random loot item (worth 75 gold)
* Added 'a jar of butterfly wings' random loot item (worth 17 gold)
* Added 'a jar of dragonfly wings' random loot item (worth 16 gold)
* Added 'a helmet adorned with 4 boar tusks' random loot item (worth 80 gold)
* Added 'a wooden bowl with a smiling face carved into it' random loot item (worth 2 gold)
* Added 'a wooden bowl with a sword and shield carved into it' random loot item (worth 3 gold)
* Added 'a rusty pitchfork' random loot item (worth 2 gold)
* Added 'a bent pitchfork' random loot item (worth 1 gold)
* Added 'a jewel encrusted pitchfork' random loot item (worth 95 gold)
* Added 'a fine bronze torc' random loot item (worth 22 gold)
* Added 'a masterwork bronze torc' random loot item (worth 55 gold)
* Added 'a broken axe head' random loot item (worth 2 gold)
* Added 'a broken steel blade handle' random loot item (worth 2 gold)
* Added 'a broken iron blade handle' random loot item (worth 1 gold)
* Added 'a severed giant's hand' random loot item (worth 120 gold)
* Added 'a steel helmet with a mushroom growing out of the top' random loot item (worth 49 gold)
* Added 'a skull with an arrow in it' random loot item (worth 15 gold)
* Added 'a fingersized iron blade' random loot item (worth 30 gold)
* Added 'a solid gold piece of cake' random loot item (worth 180 gold) (credit Cat)

HERO ORIGIN STORIES (5 features)

Another bunch of possible origin stories for the heroes and champions of your world!

* Added 'Bear cave' hero origin story (credit Cat)
* Added 'Taunting pirates' hero origin story
* Added 'Monk' hero origin story
* Added 'Arena regular' hero origin story
* Added 'Scrubbing' hero origin story

BUGFIXES (30 features)

Always more bugs... there are always more bugs... at least these are fixed.

* Fixed cannot leave merc group resettle screen unless you give land to all groups (Credit u/Smilge)
* Fixed custom public opinon report showing references to pillage report instead of public opinion (Credit Grimes)
* Fixed no longer accurate demon advice from diplomat (Credit Grimes)
* Fixed issue with royal bank loan repayed but still showing interest gain each year (Credit u/Llevus and u/Darkmark8910)
* Fixed bug with 'Pole Militia' name suffix
* Fixed bug with 'Pole Militia' mercenary and bandit unit type
* Fixed missing line when refusing to hang peasants in diplomacy with weird personality kingdom rulers
* Fixed Text bug in third year history guild intro (credit TJ)
* Fixed 19 text bugs in third year of history lesson one (credit TJ)
* Fixed 37 Text bugs in third year of history lesson two (credit TJ)
* Fixed 40 Text bugs in third year of history lesson three (credit TJ)
* Fixed 45 Text bugs in third year of history lesson four (credit TJ)
* Fixed almighty dung throne room letter text bug
* Fixed dying and reloading setting throne room visitors to -1 (credit i720rebelz)
* Fixed the stole item drunk aftermath text bug
* Fixed incorrect title reference in the stop this madness event (Credit beetlebootboot)
* Fixed text bug in waking up with an item drunk aftermath
* Fixed text bug in merc group attack option text
* Fixed not being able to attack slave revolt with a merc group (Credit CorvoJavidan)
* Fixed text bug in Swordsman's Companion sword view screen options (credit u/MAXLARD)
* Fixed 8 text bugs in generic exploration screens
* Fixed text bug with slaver fort walls upgrade (credit TJ)
* Fixed text bug with prison upgrade screen showing 2000 max prisoners instead of 1500 (credit TheBlindSaiyan)
* Fixed Harlaw mining troops not going to Smallhaven when mine is bought (credit TJ)
* Fixed Blackmarket Central district mercenaries hire not reducing number of mercs for hire, but instead reducing prisoners (credit TJ)
* Fixed attacking Blackmarket after refusing rock paper scissors not working (credit TJ)
* Fixed issue with banning spiked knuckles in brawl pit (credit TJ)
* Fixed 11 text bugs with Goblin dancer text (Credit TJ)
* Fixed 9 text bugs with final year of history guild intro (Credit TJ)
* Fixed 59 text bugs in final year of history guild classes (Credit TJ)
* Fixed Ozymandias statue graphic bug

EVERYTHING ELSE (16 feature)

All the loose stuff I couldn't fit anywhere else.

* Having goblin celebration active now stops peasants complaining about goblins throne room encounters (credit Leechgirl)
* Added 40 new name suffix addons (these new 40 will turn the current 1190 moddable prefixes into 47.6k new possibilities
* Added the ability to see how many troops in total can be hired from independent kingdoms (Credit TJ)
* Renamed 'free' race prefix for freed slave races to 'freed' (credit AlonzoMuncyRPG)
* Added indicator of the effect of the Sentinel's Obsidian Greatsword (credit etanoixev)
* Added system that once you've banned goblin slavery and received the goblin joining bonus you cannot get it again until it's reset randomly 1/10 chance per year (credit TJ)
* Added new pop up when disabling Bluetrii use before battle explaining how to turn it back on (credit u/StarSpangledDonner)
* Added unique independent kingdom diplomacy blurb if all kingdoms are dead (credit TJ)
* Added unique independent kingdom diplomacy blurb if all kingdoms are at war with you (credit TJ)
* Added unique independent kingdom diplomacy blurb if all kingdoms are allied to you (credit TJ)
* Added system to detect blank and bugged relations files and delete them to prevent crashes (credit Znander)
* Rewrote text for loading a save file without a relations file
* Added new special pre battle text for mercs attacking slave revolt
* Removed redundant code in central district merc screen
* Added indicator of units you have in rocky cave gnome cavern main screen
* Made Ozymandias statue have two screens instead of one

Good old Blorktorn - https://i.imgur.com/HvnFShV.png

WHAT'S NEXT

I'm taking a week off for my birthday (milking it I know), when I come back it'll be combat update as usual. Thank you all for being such a fantastic and supportive community. All the comments, the reviews, encouragement and support has been and still is lifechanging for me. I'm humbled to be able to survive on making this game and to take on board all the great feedback I get to make the game better than it would ever be alone. Thank you all so much, I'll see you in a week! <3

Cheers

Huw
 

udm

Arcane
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Aug 14, 2008
Messages
2,894
Make the Codex Great Again!
Recently got the itch to play Warsim again. There's just something about it that puts it one level above other kingdom management sims. I don't know if it's the content richness or the sheer number of choices you can make or the simplicity of the interface, but this should easily be considered an indie classic.

On a sidenote, Wastelander404 have you made a million bucks out of this yet? :)
 

Aemar

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Joined
Aug 18, 2018
Messages
6,286
He hasn't made a million yet, but I remember him mentioning somewhere that he's been living exclusively off this game for the past 2-3 years.
 

udm

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Messages
2,894
Make the Codex Great Again!
Btw anyone know how to convert slaves into peasants? The only option I found was to free them. It's weird that you can convert all peasants into slaves at a whim, but you can't just re-integrate them into your kingdom as citizens.
 
Developer
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Messages
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Hey guys, sorry I've been a little absent lately but cheers for all the comments!

udm That's super awesome to hear man, honestly comments like that make my week!

And man, I wish I made a million from this. As Aemar says I'm able to support myself on the income here in the UK. Some weeks I'm not but over all it levels out quite well and I save all that I don't have to spend.

I've currently sold 27'000 copies at a mix of sale prices and when the game was priced lower, but I've worked out that after steams cut and other costs I'd need to sell exactly 260'416 copies to make 1 million in gbp, and somewhere around 183k copies to make 1 million usd.

I don't know how possible that is, given the graphical niche-ness of the game and the saturation of the games market, but I've been working on this shit for 6 years now and plan to keep at it at least another year or so, after which I'm going to do everything I can to promote it and get it some attention.

Steam could handle as many people as came to view the store page so the real goal is to get as much attention as possible. I don't know how likely it is to get 260k copies sold but fuck me, it would be a lifechanging dream if it ever came true.

On that note, If anyone has any ideas how I could reach more people I'd be all ears haha.

Niggerino Cheers mate, everything is good, I've been working on a large overhaul to the combat system and in the last month since I've started it's gone from 15% complete to nearing 30% complete. Still a lot of stuff to do but so far I've done

* 100 Different intro events for different groups and races before the battle starts
* A weather system where races can be made weaker or stronger by the weather, ie Night Trolls struggle in day weather, but Lightning Trolls do very well in Lightning storms.
* A system with 60 different Weather events that can happen depending on which of the 25+ weather types is active
* A system of random events that can happen in battle (currently 63 but I'm aiming for 100+ by the time I'm finished)

udm As for the slaves to peasants thing, unfortunately there's no direct conversion. When freeing them some choose to join you, but the idea is that if granted freedom some may choose to fully take it and not work for you.

I see your point about the reintegration of peasant slaves though. I guess some should potentially join the militia and other locations. Definitely something to keep in mind.
 

udm

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Messages
2,894
Make the Codex Great Again!
Perhaps reintegration of all slaves would take a sum off the kingdom's coffers, to avoid breaking balance? Anyway reason why I asked is because I converted my peasants to slaves, but couldn't get any of them to work in mines (only peasants could). I'm all for an enslaved populace, but I better be able to whip them to do everything that my peasants could, and then some ;)

Glad you're still doing ok bud!
 

Joggerino

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Vatnik
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Oct 28, 2020
Messages
4,588
Steam could handle as many people as came to view the store page so the real goal is to get as much attention as possible. I don't know how likely it is to get 260k copies sold but fuck me, it would be a lifechanging dream if it ever came true.

On that note, If anyone has any ideas how I could reach more people I'd be all ears haha.
Your best bet is probably through youtubers. You're one SsethTzeentach video away from being rich!
 
Developer
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udm, Cheers mate, I appreciate the discussion.

And cheers for the kind words man, I hope you guys are all good going too!

Niggerino, Definitely mate, I've hit up Sseth twice. He replied a few years back that he liked the look of the game but had a hugely backed up schedule. I hit him up again a few months ago but didn't get a reply unfortunately, but I understand how it is, guy probably gets spammed so much.

When I get nearer release I'm planning to contact as many yters as possible and do everything else I possibly can too and raise as much awareness for any who would be interested.

Even coming to this forum was kind of part spreading the word, I didn't know what response I'd get here but it's been one of the better forums for sure thanks to all you guys!
 
Developer
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Feb 19, 2019
Messages
304
Hey Everyone,

So it's been quite some time since the last release and that feels terribly uncomfortable for me if I'm being honest, but it's been for the greater good of getting this combat update progressed. In the last month the combat update has gone from about 15% done to 28% done and I'm gearing up for getting it to the point where I could potentially pre-release it to be tested and played by everyone which will be exciting.

As for this update, this is a collection of all sorts of side things worked on alongside this month. The majority of this stuff has come from discussion in the community forums/discord/subreddit and bug reports. Thanks everyone who lurks or is active in the community and those who've recently discovered Warsim, it's always very motivational to see all the activity and discussion!

CUSTOM GAME SETTINGS REWORKED (21 features)

The custom game option is meant to allow players to start a game that is customised and tweaked to their liking, but in many ways this custom game system was lacking. I've reorganised it a bit and added a bunch of new features such as, the ability to tweak the arena, and to start the game owning Darkdale, Blackmarket, and the Arena. As well as lots more customisation with the bandit horde and bandit gangs.

* Rewrote main text for custom game mode options
* Added new category system for custom game mode options
* Rewrote demon horde custom settings text
* Added indicator of total adventurer groups chosen on the main faction settings screen
* Made minor bandits and bandit horde settings separate
* Added ability to have large minor bandit gangs
* Added ability to have kingdom-like minor bandit gangs
* Added ability to have minor bandit empires
* Added ability to have bandit horde huge (5x default troops)
* Added ability to have bandit horde empire (9x default troops)
* Added ability to have bandit horde small (half usual troops and size)
* Added 30 to the max bandits that can spawn per territory for minor bandit gangs at game start
* Added 8 to the max warlords that can spawn per territory for minor bandit gangs at game start
* Added new option for even bigger demon horde spawn (2500 demons at game start)
* Added indicators of how many demons each option of demon horde size includes
* Removed goblin settings bug option allowing rebels to be disabled
* Fixed troop multiplication issue if you chose large bandit horde option multiple times
* Added the ability to start the game owning the arena (credit Zar)
* Added the ability to set the size of the arena at game start (credit Zar)
* Added the ability to start game owning Darkdale (credit Zar)
* Added the ability to start game owning Blackmarket (credit Zar)

The new main custom screen and it's new categories - https://imgur.com/Ohro3Qd
The new faction settings - https://imgur.com/pxCTi5a
The new bandit horde screen - https://imgur.com/QHiNgfe
Minor bandits custom screen - https://imgur.com/y9Uxoub
New options for the arena - https://imgur.com/I5t1lSn
Blackmarket and Darkdale options - https://imgur.com/jcKe4vX

BANDIT HORDE FRIENDSHIP (11 features)

When you have a truce and a good relationship with the Bandit Horde, why not see some benefits of it. Now the bandits may occasionally send you gifts, but much more so if you have a higher relation. Gifts could include, a cut of gold from a raid, some goblin slaves, a new bandit hero as your champion, and more!

* Added chance of Bandit Horde sending you a gift if you have a truce with them
* Added a tiered system with much higher odds of gifts depending on how high your relation with them is (10 tiers)
* Added 'Token of your friendship with the horde' gift
* Added 'Diplomacy instead of Headchopping' gift
* Added 'Enjoy the gold or else' gift
* Added 'A cut of a raid' gift
* Added 'Goblin slave raid' gift
* Added 'Captured knight' gift
* Added 'Bandit welps come of age' gift
* Added 'Random loot item' gift
* Added 'Bandit warlord joins as champion' gift

Bandit Goblin Slaves - https://imgur.com/DUulXCU
A cut of a bandit raid - https://imgur.com/aQtwPIC
Bandit hero for you - https://imgur.com/5XTYRnE
Bandit Welps - https://imgur.com/VO2lJ09

FRIEND OF THE MERRY MEN (6 features)

When bandit gangs form, there are many types of bandit they could be. Most are better are recruiting, or more vicious, or steal more, but Merry Men and Honest Men are your more Robin Hood types. TJ suggested having them be recruitable if you had 100 public opinion. Now you'll have the option and if they do join you, there's a chance the leader will offer to join you as a champion.

* Added ability to attempt to recruit minor bandit gang if they are Merry Men or Honest Men and you have 100 public opinion (credit TJ)
* Added 3 acceptance screens for gang joining you
* Added 3 refusal screens for gang rejecting the offer
* Added chance of bandit gang leader offering to join you as a champion if you have free slots
* Added chance of bandit gang leader joining you as a knight
* Added chance of bandit gang leader leaving to roam the world

New option for merry men - https://imgur.com/cgruTJT
They joined me! - https://imgur.com/w0YooiS

ADVENTURER GROUP REPORTS (4 features)

I still have a lot of work to do with adventurer groups but this has fixed quite a few issues and made sure adventurer groups actions are visible in game once again.

* Made any adventurer group events involving your own troops now always shop up in your reports
* Fixed 2 text bugs with Blackmarket event with adventurer's groups
* Fixed adventurer group bug that can cause negative soldiers as event kills soldiers instead of knights even if player has no soldiers
* Fixed adventurer group events not being visible in new turn report system

HIGH SCORE REWORK (5 features)

A new rework of the high score system, now when the game ends your score total will give you a title. From worst to best they are: Dirt Farmer, Sub-Peasant, Peasant-Like, Failed Lord, Mediocre, Unworthy, Barely Worthy, Lord, High-Lord, Royal, High-Royal, Mighty Ruler, Paragon of Power, All-Powerful, God of the Realm.

* Added breakdown of how points are calculated to the final game score screen
* Reworked system of final score to be lower overall
* Reworked end score to give you a title (of 15 possible titles)
* Added alternate text for each of the 15 titles
* Added bank gold to be counted in end of game point tracker for high score

New high score system - https://imgur.com/zaDVtPn

MAIN GAME SCREEN INFORMATION (2 features)

Thanks to a discussion on the Warsim discord you now get a clear indication of visitors and exploration chances from the main screen without having to go in to check

* Added indicator of total throne room visitors on the main game menu (credit Neceros)
* Added indicator of total exploration changes on the main game menu (credit Neceros)

The new main screen notifications - https://imgur.com/S1UVoWF

BRAWL PIT UPGRADE COST CHANGES (2 features)

After a discussion with Themastaman it was made clear that 40k of upgrades and sometimes less than 500 gold per turn in profit isn't a good mix at all. I've reduced the prices by a fair bit to make it a bit more balance.

* Reduced cost of Brawl Pit size upgrade from 10k to 5k (credit Themastaman)
* Reduced cost of Brawl Pit Aesthetic upgrade from 10k to 2.5k (credit Themastaman)

REBUILD DARKDALE DEBUG OPTION (1 feature)

Entering the cheat 399 will add a new menu to the main screen, in this debug menu the last option (22) allows you to respawn darkdale if it's destroyed.

* Added ability to rebuild darkdale in the debug menu

GOLD INDICATORS (5 features)

All of these are places that you can pay for things but couldn't see how much gold you had, thanks for the reports guys!

* Added gold indicator to Soldiers celebrating throne room encounter (credit Minty)
* Added gold indicator to Social Policies law screen if applicable (credit TJ)
* Added gold indicator to gold coin beggar Blackmarket slums encounter (credit TJ)
* Added gold indicator to knightly order founding screen (credit TJ)
* Added gold indicator to Combat Academy screen if upgradable (credit Neceros)

BUGFIXES (34 features)

I hate bugs, but I love thick bug fix lists!

* Fixed Dapplogk's cup game incorrectly showing gold gained instead of lost (credit Neceros)
* Fixed diplomat skill check screen showing incorrect numbers
* Fixed sound issue with buying scorpion fighting pit (credit TJ)
* Fixed Blorktorn statue room unexitable bug (credit TJ)
* Fixed double gold indicator (credit Minty)
* Fixed minor bandit gangs able to set up dens in the Blackmarket even when it's ruined (credit u/Smilge)
* Fixed minor bandit gangs able to hire mercs from Blackmarket even when it's ruined (credit u/Smilge)
* Fixed Blackmarket Sudden Death Gambler sound bug (credit TJ)
* Fixed ending goblin celebration removes less relation than enacting it gives with goblin clans leading to relation exploit (credit Prof. Nonagon)
* Fixed Assurak Conversion ritual incorrectly showing 0 cultists converted
* Fixed issue with unowned combat academy showing grand champion training even if you sent a personal champion instead (credit Charles)
* Fixed issue with Blackmarket recapture end of turn event missing a line
* Fixed troop count disappearing from fighting cave beast screen after first fight (credit TJ)
* Fixed 11 text bugs in Southern History Exam (credit TJ)
* Fixed 4 text bugs in Southern Exam passing screen (Credit TJ)
* Fixed text bug with stupid leader vassalisation acceptance (credit TJ)
* Fixed coin of fate special event for peace not resetting sound properly (credit TJ)
* Fixed text bug with trying to speak to smugglers of smuggler's camp (Credit TJ)
* Fixed 2 text bugs with looting smuggler's camp (credit TJ)
* Fixed leaving the completed smuggler's camp screen text bug (credit TJ)
* Fixed text bug with toll paid screen with bridge troll (Credit TJ)
* Fixed 19 text bugs in Golden Lily Pad Tavern dialogues (credit TJ)
* Fixed 14 text bugs with green ale drinking texts (credit TJ)
* Fixed vomit hole text in 3 taverns (credit TJ)
* Fixed text bug with watered down ale (credit TJ)
* Fixed 3 text bugs with using vomit hole (credit TJ)
* Fixed 14 text bugs in sudden death dice game (credit TJ)
* Fixed 5 text bugs in goblin sudden death intro (credit TJ)
* Fixed 9 text bugs in Lone Arrow tavern intro text (credit TJ)
* Fixed text bug in extra strong ale event (credit TJ)
* Fixed text bug in weak ale event (Credit TJ)
* Fixed recruiters not included in wage estimates when changing knights wages (Credit Nico)
* Fixed bug with bar fight starting over spilled milk text
* Fixed 11 text bugs with dice game twelve

EVERYTHING ELSE (4 feature)

Some loose stuff that I couldn't fit anywhere else!

* Added indicator of exact relation change with krut and erak when starting or ending goblin celebration
* Removed duplicate name suffix 'Corpseeater' (credit TJ)
* Added new 69420 combination reaction for the secret door in the Blackmarket (credit Themastaman)
* Removed jarring sound from the monster fighting pit (credit Themastaman)

WHAT'S NEXT

I'm returning to combat update stuff next week and am going to start looking at the fundementals of having the new combat system merged into the game with the current standard combat. I'm expecting some issues but if I can get it to work I could potentially get this early combat rework released much earlier than previously planned. This will be exactly what I've been sharing in combat update screenshots and posts but not much more than that.

Once It's released I'm looking forward to the feedback and of course from then on any combat update work won't be hidden away but will be released like regular updates. I'm giving myself 2 weeks to get this combat merge done but it could be longer depending on how things go.

I'm excited about the idea of it though!

Thanks for reading and I hope everyone is doing well :)

Huw
 
Developer
Joined
Feb 19, 2019
Messages
304
Aemar I wish mate, I made good progress though. I still have a ton of stuff to do but my next step with the combat stuff is to merge it in with the main game and release it.

I'm hoping to do that within the next month. I got sidetracked a bit as my computer broke but luckily I've been able to get it sorted so I'm working on some little things and then will be returning back to combat to get it pushed out.

The current combat stuff I've done is already going to make things better but there's a ton more that I need to do so still a way to go.

Cheers for commenting though, hope you're doing well :)
 
Developer
Joined
Feb 19, 2019
Messages
304
Warsim 0.8.3.9 (The Arena Remastered Update, 114 features)


The Arena was once the heart of the games one on one combat, but in the time since it's addition years ago, brawling/scorpion pit fights and more have been added, and all of them have been displayed a lot better than the Arena, despite the Arena being a huge centre piece. This has always bothered me but I've never had the chance to do anything about it and so have been saving a list of ideas and suggestions for the Arena for a while. I ended up here by mistake as I was working on some Arena bugs and got so deep in I figured... well, I'm here now, might as well overhaul it.
There are tons of different features and additions in this update and it's taken a lot of work, but I'm very happy to be able to finally show it, I hope you guys enjoy! :)
THE ARENA REMASTERED (53 features)
I went through the Arenas entire system and rewrote a lot of it, there are now 100s of new fight moves, scores of new sound effects and events, and a lot more randomisation and chaos.
* Added new improved move by move fight system for the Arena
* Made the move by move fight system the default option (no more entire fight at once)
* Added the ability to enable the old Arena all at once system
* Added display of HP for Arena fighters
* Added coloured changes to HP for health getting lower
* Added notification display of HP loss
* Added new system with sound effect for Overkill (if death is -15 hp or more)
* Added new system with sound effect for Extreme Overkill (if death is -100 hp or more)
* Added new dynamic system with 30 different tweaks to the old arena HP system to allow for more variation
* Added system to make it 5x more likely for much weaker units to win fights they ordinarily would not (Example Soldier vs Peasant previously would be 99 wins for soldier, 1 for peasant, it's now 95 for soldier, 5 for peasant via my tests)
* Added new system for Pacifist units in the Arena (they will no longer fight)
* Added 8 moves for pacifist fighters
* Added 10 new sound effects for light stabs/slashes
* Added 30 new sound effects for hard/normal stabs/slashes
* Added 4 new sound effects for blocking
* Added 3 new sound effects for blocking and then returning with a stab
* Added 5 new sound effects for Arena crowd
* Added 6 new sound effects for parrying
* Added 3 new sound effects for for kicking
* Added 3 new sound effects for kicking and knocking opponent to floor
* Added 2 new sound effects for Arena spike pit
* Added 3 new sound effects for Double stab
* Added 5 new sound effects for body falling over
* Added 6 new sound effects for Arena Interfearance (Bottles/Arrows/Fire)
* Added 20 new moves for Blind fighters in the Arena
* Added 16 new moves for Good strikes
* Added 16 new moves for Blocking and Hitting
* Added 16 new moves for Light Hit
* Added 16 new moves for Very Light Hit
* Added 16 new moves for Missing Wide
* Added 16 new moves for Missing close
* Added 16 new moves for Head Hit
* Added 16 new moves for Kicking
* Added 16 new moves for Hard Strike
* Added 16 new moves for Parry/Parry and Hit
* Added 5 new moves for Arena Interfearance variants
* Added new 'Gnome throw' event where a gnome is thrown at one of the fighters (with sfx)
* Added 32 new kill move encounters
* Added 16 new moves for Stabbing
* Added 16 new moves for Double Strike
* Added 10 generic non fight events
* Added 15 crowd cheering events
* Added 3 special blind fighter crowd cheering events
* Added new random insult system with 70 insults Arena fighters may shout at eachother
* Added 10 new trip and fall events
* Added new critical hit system (1 in 40 chance a move will be a crit)
* Added fighters with 'Lucky' in their name get double odds of crit
* Added critical hit (5x normal move damage)
* Added super critical (15x rarer) (10x normal move damage)
* Added new screen for post fight
* Added 15 new texts to display in post fight screen for defeated fighter
* Added 5 new texts to display in post fight screen for victorious fighter
* Added 5 new texts to display in post fight for victious fighter if it's a champion challenge
A crit in action - https://i.imgur.com/5kGYGKK.png
A funny insult - https://i.imgur.com/Yd98If2.png
A blind fighter - https://i.imgur.com/iQycaLx.png
SLAVE GAUNTLET (4 features)
While working through my old Arena plans I saw a suggestion for a slave gauntlet by UltimateBlade from the Audiogames forums, It looked like a cool idea so why not. Now as long as you own the Arena and have 8 slave soldiers you can host a tournament for their freedom, and your profit. It will differ from normal tournaments in the way that you can't bet, and that it makes you money instead of costing it. This could be yet another avenue for profit for an unscrupulous evil ruler, or a slave baron.
* Added a new tournament type 'Slave Gauntlet' (Only if you own the Arena and if you have 8 slave soldiers) (credit UltimateBlade from Audiogames)
* Added new scenes and text for Slave Gauntlet
* Added -1 public opinion drop for running a slave gauntlet
* Added between 100-1500 gold profit for hosting a slave gauntlet in your Arena
The start of a slave gauntlet - https://i.imgur.com/NiZfKk6.png
The fighters are ready - https://i.imgur.com/YCE0t00.png
Slave gauntlet winner - https://i.imgur.com/62fWMqZ.png
Slave gauntlet income - https://i.imgur.com/7eeQtY9.png
THE EXECUTION OF A CHAMPION (27 features)
A nice suggestion from Anarcho-Raoism on our discord for executing champions got me thinking, so I present to you a new system with lots of outcomes and randomisation!
* Added the option to execute a grand champion (Credit Anarcho-raoism)
* Added 15 different reactions from arena owner (if not owned by you) depending on their personality
* Added begging for exile outcome (includes option to exile instead of execute)
* Added take my gold outcome (includes of option to accept gold and exile instead of execute)
* Added crying champion outcome
* Added stone cold expression outcome
* Added laughing at death outcome
* Added suicide outcome
* Added Last stand outcome
* Added chance of random 0-2 public opinion loss when executing champion
* Added +3 public opinion loss if champion has 30+ wins
* Added +2 public opinion loss if champion has 15+ wins
* Added +1 public opinion loss if champion has 5+ wins
* Added lesser public opinion loss for exile
* Added new blurb for hall of fame beheaded champions
* Added new blurb for hall of fame exiled champions
* Added new blurb for hall of fame suicide champions
* Added new blurb for hall of fame last stand champions
* Added 1/30 odds of Arena being destroyed in peasant riot in aftermath of execution
* Added 1/30 odds of small riot happening
* Added 1/30 odds of small protest happening
* Added odds of protest/riot/destruction much higher if public opinion is very low
* Added odds of protest/riot/destruction 25% less likely if public opinion is above 50
* Added odds of protest/riot/destruction are more likely if champion has lots of wins
* Added 5 different comments from Arena owner if unowned arena is destroyed
* Added option to choose who replaces champion if you own the arena
* Added champion challenge notification for when the champion is dead and you don't own the arena
The new eighth option - https://i.imgur.com/hc7zKeH.png
Arena owners reaction to execution of his champion - https://i.imgur.com/vzdMN5t.png
A champion not taking it so seriously - https://i.imgur.com/sAf7HBr.png
A begging champion - https://i.imgur.com/HdYuOCF.png
An executed champion - https://i.imgur.com/8hyYLuo.png
An executed champion in the hall of fame - https://i.imgur.com/nS6Oeeh.png
What happens when a champion is removed - https://i.imgur.com/kTK0kEw.png
A champion begging for freedom - https://i.imgur.com/DdRcenx.png
Free money - https://i.imgur.com/nRZqTsX.png
A grim ending to the encounter - https://i.imgur.com/Sie7xx0.png
And the aftermath of that - https://i.imgur.com/g69SPME.png
A LIMITED OCCURANCE (7 features)
Infinite fights per year was a bit excessive, and also allowed the cherry picking of when to bet and when not to. Now each year there will be a limited number of fights in the Arena depending on the size of the Arena. This won't be very noticable at the higher level of Arenas unless you are an arena fanatic.
* Added new limit of total number of fights in the Arena
* Added 5 fights per year limit to smallest Arena type 'Fight Pit'
* Added 10 fights per year limit to second smallest Arena type 'Little Arena'
* Added 15 fights per year limit to standard Arena type 'Arena'
* Added 20 fights per year limit to 'Grand Arena'
* Added 30 fights per year limit to 'Colossal Arena'
* Added new secret code '69' which sets total fights to 99 (enter on arena main screen)
15 Fights to go - https://i.imgur.com/CIYvaxJ.png
No fights left - https://i.imgur.com/zmREysy.png
OTHER ARENA TWEAKS (6 features)
While working on this big arena feature addition I ended up adding and fixing things in other areas too, the one I'm most excited for is the hall of fame changes. Now when a champion dies in a normal fight, if he is added to the hall of fame, the hall of fame entry will track who it was that killed him. Previous the entries didn't have this information and still worked ok, but with this information it adds another element to the hall of fame, maybe the number one champion of all time was defeated by the number 8, perhaps some of the hall of famers were defeated by champions who themselves were defeated too quickly to enter the hall of fame themselves but are forever immortalised as the ones who defeated the greatest champions. It's a minor change but in my opinion it's quite a big improvement to the hall of fame and I'm super excited to see the new hall of fame stories develop while I'm playing.
* Added arena hall of fame entries now show you who defeated them
* Fixed issue with arena 32 man tournament second stage graphic
* Fixed text bug with public opinion loss for grand champion arrest
* Added missing menu option for housing upgrades in arena
* Removed irrelevant warning texts for bribing grand champion to fight
* Added new screen for bribing grand champion but there isn't a grand champion
Active hall of fame - https://i.imgur.com/gagfhOj.png
COLOURFUL SCORPIONS (10 features)
After a suggestion by our discord member 14Patrik, scorpions now have varying colours, Good idea mate!
* Added new colour system for scorpion pit scorpions (credit 14Patrik)
* Added white colour for Albino scorpions
* Added Grey colour for ancient scorpions
* Added purple colour for enchanted scorpions
* Added green colour for questionable (goblin) scorpions
* Added dark grey colour for black scorpions
* Added red colour for red scorpions
* Added grey colour for old scorpions
* Added white colour for white scorpions
* Added green colour for healthy scorpions
Two shots of colourful scorpions in action - https://i.imgur.com/smCu5yL.png https://i.imgur.com/uxCWTSy.png
DUMBLE-PACK (2 features)
The scourers of the Artifact Market may know of the artifact 'The Staff of Dumble' a staff that if given to a champion who bears the name 'Dumble' it will double their strength. The issue with this is there are only 4 Dumble-esque names in game and the odds of them occuring are super slim among the 1776 other human names that could be chosen. The artifact was always made to be a practically impossible one to pull off, but to help a little I've quadrupled the amount of Dumble-esque names in game, good luck!
* Added 12 new human names 'Dumblesquek, Dumbledink, Dumbledonk, Dumbledork, Dumbletwoo, Dumbledimp, Dumbledok, Dumbledoop, Dumbledonk, Dumbletork, Dumbledee, Dumbledwep' (credit NotFox)
* Added ability to give the dumble staff to a dumble champion directly from the arena menu
BUGFIXES (3 features)
A handful of bugs based on helpful reports from players. Thanks guys :)
* Fixed text bug with demon advice (credit Fatalweirdo)
* Fixed trap door upgrade being incorrectly refered to as throne room upgrade (credit Matt1211)
* Fixed mystery slaver never giving demons (credit KoningKrush)
EVERYTHING ELSE (2 features)
A few changes unrelated to everything else
* Made 'press space bar to skip' option now say 'Hold space bar to skip' (credit Adrive)
* Made 777 on Warsim main menu open up an Arena Fight tester
WHAT'S NEXT
I'm getting back into the combat stuff again as this update was meant to be a short break to get back into coding after my computer broke down for a week.
Huw
 
Developer
Joined
Feb 19, 2019
Messages
304
Warsim 0.8.4 (Arena Remastered Follow Up Update, 63 features)

Hey guys, a little follow up from my previous update. I've added some new content for the Arena and fixed some things as well as adding new content for exploration, mining, and the militia!

ARENA ADDITIONAL CONTENT (18 features)

To follow on from the Arena Remastered Update I've got a bunch of new additions to beef it up!

* Added 30 more arena insults
* Added 3 new pacifist moves in the Arena
* Added Point and grin random event to Arena
* Added Coins thrown random event to Arena
* Added Fake swing random event to Arena
* Added Point sword and grin random event to Arena
* Added swing for the crowd random event to Arena
* Added we bet on you banner random event to Arena
* Added we bet on them banner random event to Arena
* Added fart random event to Arena
* Added streaking goblin random event to Arena
* Added sword toss random event to Arena
* Added sound effect to flip sword from one hand to another encounter
* Added sound effect to booing crowd encounter
* Added sound effect to crowd throw coins encounter
* Added sound effect to fake swing encounter
* Added sound effect to fart encounter
* Added sound effect to running goblin encounter

- New pacifist move - https://i.imgur.com/0DHWQjL.png

- A crowd interaction - https://i.imgur.com/7JozINy.png

ARENA TWEAKS (6 features)

A few tweaks to the Arena!

* Added 3x damage done against pacifists (to ensure fights don't drag on when only one is fighting) (credit u/Cplusfuck)
* Made it more likely that lower strength troops can get lucky and access higher strength moves sometimes in fights
* Made it possible for fighters with skill above 250 to also have access to higher strenth moves sometimes (previously only 249 and below)
* Fixed issue with kick moves breaking the screen when you have a spike pit installed
* Fixed issue with pacifist sound effects in Arena
* Fixed issue with pacifist being the stronger fighter causing issues

EXPLORATION FOREVER (16 features)

Once you've discovered every location you can never explore again, making your exploration chances useless. Now you can explore forever, finding only random events instead. I've added a bunch of new ones to help keep it as fresh as possible.

* Added ability to keep finding random events once every location is explored if you still have explore chances (Credit Walker)
* Added rotten severed hand Southern exploration event
* Added severed hand southern exploration event
* Added severed hand holding a single coin exploration event
* Added severed hand holding a few coins (rand) exploration event
* Added severed hand holding a bag full of coins (rand) exploration event
* Added Drylands Nomad corpse explore encounter
* Added strange poop pile lost jungle explore encounter
* Added poop pile lost jungle explore encounter
* Added distant screaming animal encounter to lost jungle
* Added blood rock explore encounter
* Added Young strength stone pilgrim near north encounter
* Added band of warriors strength stone pilgrims near north encounter
* Added why not strength pilgrim to near north encounter
* Added Rihhm exploring children encounter
* Added Rihhm secret trail encounter

- Pilgrim encounter - https://i.imgur.com/oxMluo5.png

- Animal poo - https://i.imgur.com/Q8kxHWC.png

- A rotten head - https://i.imgur.com/ghJOSri.png

MINEPROVEMENTS (17 features)

A while ago I upgraded Monfort Mine but never got around to doing it for the others, now I've finally caught up.

* Fixed issue with Monfort Mine adding peasants when mine is empty missing a line on screen
* Added new screen for not having enough peasants for Hlok Mine
* Added new screen for trying to put too many miners in Hlok Mine
* Added new screen for putting peasants into Hlok Mine
* Fixed two text bugs on Active Hlok Mine main screen
* Fixed missing screen for Active Hlok Mine when putting troops in
* Fixed missing screen for Active Hlok Mine when removing troops
* Fixed 3 text bugs in Hlok Mine dried up screen
* Added Hlok Mine peasants properly reported as returning to you after mine destroyed
* Fixed text bug with Owned Shallowrock Mine main screen
* Added new screen for not having enough peasants for Shallowrock Mine
* Added new screen for trying to put too many miners in Shallowrock Mine
* Added new screen for putting peasants into Shallowrock Mine
* Fixed missing screen for Active Shallowrock Mine when putting troops in
* Fixed missing screen for Active Shallowrock Mine when removing troops
* Fixed 3 text bugs in Shallowrock Mine dried up screen
* Added Shallowrock Mine peasants properly reported as returning to you after mine destroyed

FIRE THE MILITIA MASTER (2 features)

Every wanted to fire the Militia master? Well now you can. The militia will be inactive for a year but you'll get a new random replacement who could be better or worse!

* Added ability to fire militia leader and get a replacement the following year (credit ABCD)
* Added leaderless militia cannot be visited in diplomacy screen or hired from troop screen

- Bye militia leader - https://i.imgur.com/WUBc4SI.png

BUGFIXES (3 features)

A handful of bugs based on helpful reports from players. Thanks guys :)

* Fixed bug with play by play arena option being incorrectly numbered (credit Arnold18 from Audiogames)
* Fixed 2 text bugs with celebration messager line spacing (Credit Shigeruguy)
* Fixed untaxed bank interest bug (credit Mature Child and Maxoux)

EVERYTHING ELSE (1 feature)

A nice bonus from an otherwise pretty bad policy!

* Added banning merc companies increases hirable soldiers by 50% (credit TJ)

WHAT'S NEXT

I'm getting back into Combat stuff and clearing through loose things on my list. Thanks for all the support and I hope everyone is doing great :)

Cheers

Huw
 
Developer
Joined
Feb 19, 2019
Messages
304
Warsim 0.8.4.1 (Combat Update Alpha, 313 features)

After it being worked on intermittently for nearly two years, I've finally managed to get a working combat update build ready!

I'm so damn excited to release this. This is just the alpha version of my combat update build, it's around 40-45% complete at this point but it is subject to change, and there are plans for more content and events.

Thank you everyone for the support during this, please let me know what you think!

NEW MAJOR COMBAT FEATURES (7 features)

I feel like I've probably forgotten to list them all but these are some of the more fundamental major features of the combat update.

* Added new combat system (instead of all at once, battle takes place in phases)
* Added new combat display
* Added ability to skip your own attacks and just see the results
* Added ability to always just see the results of your own attack
* Added new option for watching/skipping your own attacks to generals screen
* Added new battle approach screen with dynamic graphic based on size of the attacking army
* Added relation change with all other members if player attacks member of good or evil league

A league relation loss - https://i.imgur.com/FlBOID7.png

SPYMASTER FIGHT DISCOVERY (3 features)

Now your skilled spymasters might be able to inform you of other fights happening in the realm, if you wish you can watch them yourself!

* Added ability for spymaster to detect enemy fights (depending on skill)
* Added ability to ask spymaster to stop offering you fights to watch
* Added new options in spymaster staff screen

A battle is discovered - https://i.imgur.com/XjGQuXI.png

POST BATTLE REPORT (21 features)

Once the battles over the game now provides much improved screens letting you know what has happened as a result of the fighting.

* Added new post battle report
* Added battle report screen with 4 options
* Added standard battle report screen
* Added ability to view report of all units lost by defender
* Added ability to view report of all units lost be attacker
* Added ability to pay 20 gold for an egghead report (lots of stats)
* Added ability to thank egghead (with screen)
* Added ability to kill egghead (with screen and aftermath)
* Added new screen for successful invasions (with 3 alt texts)
* Added new screen for failed invasions (with 3 alt texts)
* Added new screen for succesfully defended invasion (with 3 alt texts)
* Added new screen for being invaded (with 3 alt texts)
* Added new screen for successful raid (with 3 alt texts)
* Added new screen for failed raid (with 3 alt texts)
* Added new screen for succesfully defended raid (with 3 alt texts)
* Added new screen for being raided (with 3 alt texts)
* Added ability to gain up to 4 random loot items when raiding any faction
* Added new screen for successful skirmish (with 3 alt texts)
* Added new screen for failed skirmish (with 3 alt texts)
* Added new screen for succesfully defended skirmish (with 3 alt texts)
* Added new screen for being defeated in skirmish (with 3 alt texts)

A territory is gained - https://i.imgur.com/TE6Sn3l.png

New post battle report - https://i.imgur.com/vMKgrcX.png

Egghead report - https://i.imgur.com/Lgk3Bzi.png

What the old post battle report looked like for reference - https://i.imgur.com/yYG1WhM.png

COMBAT WEATHER TYPES (25 features)

The combat update includes a new weather system which gives each battle one of many possible weathers. These weathers do a number of things, they can allow for certain weather events to take place that can help or hinder the fighters. They can also allow for bonuses or penalties to be applied to certain independent races, for example Lightning Trolls would be much stronger during a storm, but Day Elves would be weaker fighting under a crescent moon. These weather buffs also affect your own troops if they belong to any of those races.

* Added Sunny Weather (No weather events during battle)
* Added Sunset Weather (No weather events during battle)
* Added cloudy Weather (No weather events during battle)
* Added Partly Cloudy Weather (No weather events during battle)
* Added Rain Weather (low likelihood of weather events during battle)
* Added Storm Weather (moderate likelihood of weather events during battle)
* Added Windy Weather (low likelihood of weather events during battle)
* Added Foggy Weather (moderate likelihood of weather events during battle)
* Added Snowy Weather (moderate likelihood of weather events during battle)
* Added Night Rain Weather (low likelihood of weather events during battle)
* Added Night Full Moon Weather (No weather events during battle)
* Added Night Cloudy Weather (No weather events during battle)
* Added Night Crescent Moon Weather (No weather events during battle)
* Added Night Snow Weather (moderate likelihood of weather events during battle)
* Added Night Storm Weather (moderate likelihood of weather events during battle)
* Added Night Windy Weather (low likelihood of weather events during battle)
* Added Night Foggy Weather (moderate likelihood of weather events during battle)
* Added Rare Acid Rain Weather (high likelihood of weather events during battle)
* Added Rare Luminous Fog Weather (moderate likelihood of weather events during battle)
* Added Rare Meteor Shower Weather (high likelihood of weather events during battle)
* Added Rare Sandstorm Weather (high likelihood of weather events during battle)
* Added Rare Flaming Rain Weather (high likelihood of weather events during battle)
* Added Rare Extreme Heat Weather (high likelihood of weather events during battle)
* Added Rare Extreme Cold Weather (high likelihood of weather events during battle)
* Added Rare Rainbow Rain Weather (low likelihood of weather events during battle)

Some weather buffs in action - https://i.imgur.com/djSUyMc.png

And more again - https://i.imgur.com/ulm28ft.png

COMBAT WEATHER EVENTS (61 features)

Depending on how severe a weather type is, random weather events can take place. These can vary from fairly light situations to things that can wipe out entire armies!

* (Rainbow Rain) Battle halted by perfect moment
* (Rainbow Rain) Heavy rain causing awe
* (Extreme Heat) Fire tornado (2700-13700 random damage)
* (Extreme Heat) Huge heatwave rolls through (high scaled damage)
* (Extreme Heat) Under intense head fighters fall back
* (Extreme Heat) Heat intensity causes some to pass out
* (Extreme Heat) Flames pop up across the battlefield (500-2500 random damage)
* (Extreme Heat) Spontaneous combustion (moderate scaled damage)
* (Extreme Cold) Huge gust of extremely cold wind Hits Attackers (1400-7000 damage)
* (Extreme Cold) Huge gust of extremely cold wind Hits Defenders (1400-7000 damage)
* (Extreme Cold) Intense cold causes the fighting to momentarily stop
* (Extreme Cold) A bitter wind swoop forces the armies to regroup
* (Extreme Cold) Bitter wind sweep across battlefield (1500-6500 random damage)
* (Extreme Cold) Freezing wind sweeps the battlefield and freezes some (huge scaled damage)
* (Flaming Rain) Flaming rain hit's the battlefield heavier (high scaled damage)
* (Flaming Rain) Flaming rain scorches the battlefield (high scaled damage)
* (Flaming Rain) Flaming rain turns the battlefield to hell (huge scaled damage)
* (Flaming Rain) Flaming rain hammers the side of the field held by defender (500-6000 damage)
* (Flaming Rain) Flaming rain hammers the side of the field held by attacker (500-6000 damage)
* (Flaming Rain) Flaming rain pelts down heavy (huge scaled damage)
* (Sandstorm) Sandstorm turns and hits defender side of the battlefield (1400-6900 damage)
* (Sandstorm) Sandstorm turns and hits attacker side of the battlefield (1400-6900 damage)
* (Sandstorm) Sandstorm calms for a moment
* (Sandstorm) Sandstorm whips up sand so high it blots the sun (huge scaled damage)
* (Sandstorm) Sandstorm burries a portion of the battlefield (huge scaled damage)
* (Sandstorm) Sandstorm rages on and many take cover (250-2250 random damage)
* (Meteor Shower) Meteors crash around but miss everyone
* (Meteor Shower) Large meteor crashes but misses everyone
* (Meteor Shower) Large meteor crashes down on defenders side (1400-6900 damage)
* (Meteor Shower) Large meteor crashes down on attackers side (1400-6900 damage)
* (Meteor Shower) Meteors crash all over (2050-8050 random damage)
* (Meteor Shower) Huge meteor crashes (3050-15050 random damage)
* (Luminous Fog) Fighting stops as glowing fog is too thick
* (Luminous Fog) Some Attackers are caught off guard while mesmerised (random scaled damage)
* (Luminous Fog) Some Defenders are caught off guard while mesmerised (random scaled damage)
* (Luminous Fog) (If Glowing Race Defending) Defenders disappear into the glowing fog and leave the opponents confused
* (Luminous Fog) (If Glowing Race Attacking) Attackers disappear into the glowing fog and leave the opponents confused
* (Luminous Fog) Glowing fog thickens for a moment and ceases the fighting
* (Acid Rain) Acid rain pours harder (500-3500 random damage)
* (Acid Rain) Wind whips the acid rain across the battlefield (500-5500 random damage)
* (Acid Rain) Acid rain melts weapons (-2% combat skill for both sides)
* (Acid Rain) Acid rain pours heavy on defenders (800-7200 damage)
* (Acid Rain) Acid rain pours heavy on attackers (800-7200 damage)
* (Acid Rain) Acid rain melts the battlefield (huge scaled damage)
* (Snow) A bitter wind sweeps the battlefield (moderate scaled damage)
* (Snow) Attackers band together to survive the cold
* (Snow) A cold wind sweeps across and stops the fighting for a moment
* (Snow) Attackers slip on ice (30-530 damage)
* (Snow) (if Frozen Race Attacking) Attackers stand strong in the cold
* (Fog) Chaos in the fog (moderate random damage)
* (Fog) Fighting continues in thick fog and friendly fire happens (high random damage)
* (Fog) The fog thickens and the armies wait for it to clear
* (Fog) No one can see the enemy in the fog
* (Rain) Flash flood (moderate random damage)
* (Rain) Mud slide (250-6250 random damage)
* (Wind) WInd rips across the battlefield and throwns many down (moderate scaled damage)
* (Wind) Wind so strong the fighting ceases for a moment
* (Storm) Storm ceases fighting
* (Storm) Lighting bolt hits defenders (400-2900 dmg)
* (Storm) Lighting bolt hits attackers (400-2900 dmg)
* (Storm) Lightning strikes everywhere (moderate scaled damage)

PLAYER PRE-BATTLE EVENTS (13 features)

Right before a battle is about to begin, the attacker (wether you or the enemy) has a random event that can take place, usually giving a buff but sometimes the opposite.

* Added Broken Formation Trick charge event (+10% strength)
* Added Broken Ranks charge event
* Added Composed March charge event (+2% strength)
* Added Shout and Clash charge event
* Added Ever-Faster Charge event
* Added Horn and Charge event
* Added Lone Arrow Loosed event (100 dmg to enemy)
* Added Lone warrior burst forward event (+1% strength)
* Added confusion and charge event (-2% strength)
* Added Pause and charge event
* Added Bursts into a roar and charge event
* Added Charge shout event
* Added Butt Reveal event (+1% strength)

NON-PLAYER PRE-BATTLE EVENTS (100 features)

Same as the above section, these are the pre-battle events that can happen for non player factions attacking.

* (Psychotic Men) Mouth foaming charge event (+30% strength)
* (Psychotic Men) Plant eating event (+50% strength)
* (Psychotic Men) Rotten plants (-10% strength)
* (Hissing Races) Hiss and charge (+2% strength)
* (Vampires) Fang Show event (+3% strength)
* (Vampires) From the shadows
* (Gnomes) Gnome Cheer event
* (Gnomes) Chuckle
* (Lizardmen) Distant Hiss event (+2% strength)
* (Lizardmen) Silence and hiss (+2% strength)
* (Smaller Races) Stick out tongues event
* (Smaller Races) Pebble toss (Moderate damage)
* (Smaller Races) Yelling warband
* (Wild Races) Wild cries and shouts event (+1% strength)
* (Wild Races) Loose horde
* (Big Races) Ground shakes on approach event (+6% strength)
* (Big Races) Battlefield stomp event (+6% strength)
* (Big Races) Earthquake (+6% strength)
* (Cannibals) Hungry shout event
* (Cannibals) Lip licking event
* (Cannibals) Desperate hunger
* (Magic Users) Spell of Pain event (Moderate damage)
* (Magic Users) Battle strength magic event (+20% strength)
* (Magic Users) Strange magic
* (Low Undead) Bumbling Horde event
* (Low Undead) shamble forward
* (Low Undead) zombie scream
* (Asshthaki) Fire-red spider event (+2% strength)
* (Asshthaki) Many spiders event (+1% strength)
* (Asshthaki) wave of spiders (+2% strength)
* (Savage Races) Huge roar event (+3% strength)
* (Savage Races) Huge Warcry (3% strength)
* (High Undead) Bone chilling shriek event (+3% strength)
* (High Undead) Death whsipers (+3% strength)
* (High Undead) skull snake (+3% strength)
* (Necromancers) Lone skeleton event (+3% strength)
* (Necromancers) An army of skeletons (+5% strength)
* (Necromancers) Wave of bones (+3% strength)
* (Gods) Circle in the sky event
* (Gods) Levitation approach
* (Gods) Sky holes
* (Ghosts) Wailing from nowhere event (+10% strength)
* (Ghosts) Out of thin air
* (Ghosts) Sound and arrive (+15% strength)
* (Terramancers) Quakes event
* (Terramancers) Land changes
* (Terramancers) violent shakes (+5% strength)
* (Mutants and Shroomlings) Distant Squidge event
* (Mutants and Shroomlings) Slime launch (moderate damage)
* (Mutants and Shroomlings) trail of slime
* (Pyromancers) Sky Fireball event (+3% strength)
* (Pyromancers) Fire shape in sky
* (Pyromancers) Friendly fire with fireballs (damage to self)
* (Centaurs) Circle Canter event (+2% strength)
* (Centaurs) Bow and gallop (+2% strength)
* (Aeromancers) Gust of wind charge event (+2% strength)
* (Aeromancers) Shockwave air (+3% strength)
* (Aeromancers) Gust of wind both ways (+5% strength)
* (Underground Races) Digging reveal event (+4% strength)
* (Underground Races) Holes in ground
* (Underground Races) sudden collapse (+1% strength)
* (Demonic Races) demonic growl event (+5% strength)
* (Demonic Races) demonic wail (+5% strength)
* (Demonic Races) open ground (+5% strength)
* (Harpies) Distant screeches event (+2% strength)
* (Harpies) Sky screech (+2% strength)
* (Harpies) Distant wing flap (+2% strength)
* (Aquamancers and Hydromancers) Large spalsh event
* (Aquamancers and Hydromancers) Arrive on wave
* (Aquamancers and Hydromancers) Wave falters (damage to self)
* (Lavamancers) Ball of lava event (+5% strength)
* (Lavamancers) spurts of lava
* (Lavamancers) distant lava (-1% strength)
* (Cthuul) menacing charge event (+13% strength)
* (Cthuul) tentacle daggers (+3% strength)
* (Cthuul) horrendous sound (+1% strength)
* (Half-Beast Races) trot forward event
* (Half-Beast Races) canter forward
* (Half-Beast Races) burst and charge
* (Sea Races) large wave crash event
* (Sea Races) Wet march
* (Sea Races) dripping wet
* (Draconians) breath of fire event (+3% strength)
* (Draconians) fire balls (moderate damage)
* (Draconians) spurts of fire (+2% strength)
* (Dryads) Vine wrapped arrow event (60 damage to enemy)
* (Dryads) volley of arrows (moderate damage)
* (Dryads) musical horn
* (Generic) Aggressive charge event (+1% strength)
* (Generic) Fast charge event
* (Generic) Composed charge event
* (Generic) disorganised charge event (-4% strength)
* (Generic) Lone unit charges event
* (Generic) pause and stare event
* (Generic) strange formation event
* (Generic) stomp forward event
* (Generic) Stand off event
* (Generic) stomp and charge event
* (Generic) very aggressive event (+3% strength)
* (Generic) charging the wrong way event (-2% strength)

NEW BATTLE EVENTS (21 features)

Battle events are the main phases of the combat, depending on which side gets the higher roll (based somewhat on their total strength) they stand to either draw, have a close victory, a strong victory, or a landslide. There are many of each event!

* Added Fight forward advantage event (landslide)
* Added Double flank trap event (landslide)
* Added effective pincer overrun event (landslide)
* Added feign withdrawal event (landslide)
* Added take the centre event (landslide)
* Added gain the advantage event (strong)
* Added left flank collapse event (strong)
* Added centre breakthrough event (strong)
* Added hard attack on lines event (strong)
* Added feign retreat success event (strong)
* Added marginal ground gain event (close)
* Added push back a bit event (close)
* Added outflank but barely event (close)
* Added momentary advantage event (close)
* Added light pushback event (close)
* Added no upper hand event (matched)
* Added equal force event (matched)
* Added fighting rages event (matched)
* Added both sides push event (matched)
* Added failed flank event (matched)
* Added no domination event (matched)

RANDOM BATTLE EVENTS (34 features)

Random battle events are totally random encounters that can happen during battles, some have requirements that must be met to happen and others have weather variants that effect them

* Added Goblin Desertion event (+3 variant events)
* Added Eye of blinding light event (+2 variant events)
* Added Dragon over the battlefield event (+7 weather variants)
* Added Weather change event (+4 variant events)
* Added Bears event (+2 variants and 3 weather variants)
* Added Slave escape event (+3 variants)
* Added Fleeing peasants event (+3 variants)
* Added Cultists event (+3 variants)
* Added Crown of Mai event (+3 variants)
* Added Slave liberator event (+3 variants)
* Added Bandit Lord event (+3 variants)
* Added Necromancers rain event (+2 weather variants)
* Added Slime glob event (+2 variants and 3 weather variants)
* Added special sword event (+1 weather variant)
* Added Bees event (+1 variant and 4 weather variants)
* Added Tree falls event (+3 variants and 24 weather variants)
* Added Mine Collapse event (+2 weather variants and 1 follow up variant)
* Added Bird flock event (+3 variants and 2 weather variants)
* Added Hunter volley event (+5 weather variants)
* Added Knight join event (+2 variants)
* Added Peasants event (+3 variants)
* Added Laughing event (+1 follow up variant)
* Added break event
* Added Anvil drop event (+2 variants and 2 weather variants)
* Added axe toss event (+2 variants and 2 weather variants)
* Added puke man event (+2 weather variants)
* Added frog event (+2 variants and 6 weather variants)
* Added glory event (+3 variants)
* Added trumpet event (+2 variants and 1 weather variant)
* Added snakes event (+2 variants and 8 weather variants)
* Added kids watch event (+2 follow up variants and 2 weather variants)
* Added locals event (+2 follow up variants and 2 weather variants)
* Added fart event
* Added silver arrow event (+3 variants and 5 weather variants)

NON COMBAT UPDATE RELATED!

So it's not just been the combat update that's had improvements, I've still been fixing bugs and adding new features, so all of those (a little update of their own) go here!

SID THE BRIDGE TROLL (3 features)

* Added ability to pay bridge troll 10k to cover a lifetime of bridge tolls (Credit ABCD)
* Added ability to have Sid the Bridge Troll (385 battlescore) as a champion (Credit ABCD)
* Added new post recruitment toll bridge aftermath screen when visited

ARENA NOTIFICATION (1 feature)

Recently we've improved the main game menu to show how many throne room visitors and exploration chances remain, well now you'll also see how many fights are left in the Arena (if any), Great suggestion Aegis!

* Added main screen notification of remaining Arena fights (credit AEGIS)

BUGFIXES (18 features)

A heap of bugs from all over have been fixed!

* Fixed 5 text bugs in other buildings screen
* Fixed ability to enter explorers guild even if you haven't built one (credit MaiZure)
* Fixed text bug with giving peasants to militia option when peasants are free
* Fixed bug with non player raids against some minor bandits instead taking the gold from the rebels
* Fixed bug with non player raids against krut and erak instead taking the gold from the rebels
* Fixed bug with non player raids against independent kingdoms not taking any gold
* Fixed 11 text bugs in Blackmarket Scam event texts
* Fixed defeated throne room sudden death gamemaster screen not appearing
* Fixed no notification shown for gained bluetrii when picking the sewer patch
* Fixed text bug with arena tournament option text
* Fixed an issue with saves not loading properly if loaded after an unupdated save causing many issues
* Fixed relation shown as gained instead of lost with musicians guild when unable to afford performance in throne room (credit AEGIS)
* Fixed 2 screens for insulted bard with duplicate lines on it
* Fixed issue with double pause screen when bards run away crying
* Fixed extra line bug with some throne room encounter reactions
* Fixed 2 disappointed throne room reactions being blocked from appearing in game
* Fixed rare chance that disappointed throne room reaction would be blank
* Fixed text bug with soldier pay rise why should I text

EVERYTHING ELSE (6 feature)

Some stuff I couldn't fit anywhere else!

* Reworked slaver's fort revolt pop up screen and added missing indicator
* Stopped exploration reminder happening if you have autoexplore enabled
* Added missing gold indicator to bandit horde peace deal screen
* Added indicator of gold when buying land from independent kingdom that sells them
* Added blocked option if you cannot afford to buy a land from independent kingdom
* Removed old code for land buying rejection

WHAT'S NEXT

Now that the combat alpha is out I'll need to keep going and adding new content as well as expanding and adding new features as part of the combat update development plan!

Cheers

Huw
 

Jack Of Owls

Arcane
Joined
May 23, 2014
Messages
4,408
Location
Massachusettes
What's the difficulty level on something like this? I played several Infocom text adventures years ago but that's as far as I got in text/ASCII-based games. Dwarf Fortress seemed daunting so I avoided it. Just took at look at the developer's page on Steam. Dude has a sense of humor :lol: That Star Fleet II port for Windows, while not fully ASCII, also looks intriguing.
 
Developer
Joined
Feb 19, 2019
Messages
304
JackOfOwls I feel you on the learning curve of some games. I think Warsim is significantly easier to pick up than games like DF. If you did pick it up I'd recommend playing at an easier difficulty to give you a chance to get familiar with the game and then you'd be fine.

The game has no complex shortcuts to remember, it's just choices on menus. But there are lots of choices and lots of menus. It's complex is gameplay rather than complex to control
 
Last edited:

udm

Arcane
Patron
Joined
Aug 14, 2008
Messages
2,894
Make the Codex Great Again!
JackOfOwls I would also liken it to KODP, but with ASCII graphics, many more things to do, and less stressful. In fact, if anything, Warsim is basically Feature Creep: The Official Strategy Game, but in a good way.
 

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