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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
Thanks! Hope you do get a chance to play it :)
 

Andronovo

Learned
Joined
Aug 7, 2019
Messages
411
I wonder if I have enough TURBOAUTISM to enjoy this. I guess there's only one way to find out.
 

gunman

Arcane
Developer
Joined
Jan 4, 2008
Messages
1,050

As a fellow indie dev, I can only congratulate you for your determination and I only wish you success.

But please understand that adding suffixes and prefixes to make cartesian products will add nothing of value to this.

Unless your goal is to surpass the maximum memory of known CPU architectures and storage systems with races alone. Is your ultimate goal to fill a room of servers yielding Terabits of information with randomly generated races? Is this the end of the digital world by self generating races until not a single working computer remains?
 
Developer
Joined
Feb 19, 2019
Messages
304
Hey gunman, thanks for the kind words, Also your profile picture is awesome, love the art style!

Also I totally appreciate what you're saying about the high number of proc genned stuff and don't worry, while in the article it seems to be the prime focus of the game I can assure you it's little more than a minor feature, it's possible to play the game without even paying attention to the foreign races in your world too, Warsim has a lot more to focus on than just the 75 million races :)
 
Developer
Joined
Feb 19, 2019
Messages
304
So let me start by saying this is one of my favourite additions to Warsim in a long time!

**LET THE PEOPLE DRINK**

The let the people drink aspect of the update is the meat of this, this is a major content update adding a new area of the game that includes lots of random events and interesting things, it adds a whole new dimension to the taverns of the world and a whole new way to explore them!

To summarise, you can drink one of many drinks in various taverns with you getting drunker as they go on. Events can happen while you drink such as throwing up, getting into fights, talking to people, tons of random and weird events and so on.

There is also the chance you passout or blackout if too drunk, this also results in additional random events!

I wrote a huge number of Wiki pages over on the Warsim wiki to explain the detail of the drinking system, check it out here - https://github.com/Huw2k8/warsim/wiki/Taverns

There's a page for every tavern, bartender, drink, and event!

* Added new massive drinking system in game with tons of drinks, encounters and events
* Added 2 new dialogues to Borwyn the Skullstomper
* Rewrote lots of Rusty Dagger inn text to fit running joke of 'Me no speak human'
* Added Blackmarket Pubcrawl
* Added new dialogue to Karald in the Ox Head Tavern
* Rewrote Ogloob intro text
* Added new ogloob screen for viewing full bar
* Added new dialogue to Nugmeek of the silver staff tavern
* Added Blackmarket Pubcrawl sign in Dragon's Kneecap Tavern (dynamic based on goblin law)
* Added 2 new option of dialogue with Ogloob in Blackrow Tavern
* Added 3 new options of dialouge with Eswin Elf-Hater in Dragon's Kneecap Tavern
* Updated Ogloob the ogres graphic in Blackrow
* Rewrote 12 dice game intro text in Blackrow Tavern
* Fixed text colour issue with dice game 12 in Blackrow Tavern
* Added sound effects to dice game 12 in Blackrow Tavern

Some screenshots from this:

* https://imgur.com/sbrz14D
* https://imgur.com/tg5x1ki
* https://imgur.com/wV8AMqD

**BRAWL PIT AND FIGHTER'S PIT IMPROVED BETTING**

The brawl pit was in need of a little bit of a rework, now it's nicer!

* Added new graphic and screens for betting in brawl pit and fighters pit
* Added new screen and graphic for brawl pit
* Fixed colour issue with victory screen in brawl pit
* Fixed ability to choose a number other than 1 or 2 when choosing a fighter to bet on in brawl pit
* Added screen to stop player betting more gold than they have in brawl pit
* Added screen to stop player betting more gold than max bet in brawl pit
* Reworked brawl pit victory screen text length
* Added new bet gold notification text to victory screen in brawl pit

**QUIT GHOSTING AROUND**

The odds of getting a ghost kingdom are fairly small but even so it didn't make any sense that diplomacy worked the same for invisible ghosts as it does for others, now that's changed

* Added new screen for diplomacy with ghost kingdom if you have seer stone
* Added new screen for diplomacy with ghost kingdom without stone
* Added ability to sacrfice to speak to ghost kingdom if they're evil
* Added ability to learn about ghost kingdom
* Added new sound 'ghost laugh' to the game

**BLACK BANK ASSASSINATION**

Now this has been reworked as it was super outdated and didn't even have a screen, I'm happy with how it's displayed now!

* Added new graphics for Black Bank unpaid
* Reworked dialougue for Black Bank unpaid
* Added new option to Black Bank unpaid resolution screen
* Added dynamic screens and sound effects to Black Bank unpaid
* Added dynamic system to pay from both gold and bank if you need to combine them

**BLACKMARKET IMPROVEMENTS**

A couple of improvements to the Blackmarket, the main improvements to it still come from the Let the people drink aspect of the update.

* Added 2 new random intro texts during century celebration festival
* Added new alterate intro text for blackmarket ruled by decorator
* Added 3 new random intro texts for Owned Blackmarket
* Added 3 new random intro texts for Unowned Blackmarket
* Fixed Blackmarket intro typo
* Fixed Blackmarket intro grammar issues on multiple texts
* Fixed wordwrap issue for Ogloob in Blackrow Tavern

**NEW NAMES**

Some name ideas courtesy of /u/elrinne, /u/lady-valkyrie and /u/Dtyn8!

* Added 13 new female character names (thanks to u/lady-valkyrie & u/elrinne)
* Added 2 new giant names (Bone-Chomper & Stone-Smasher) (credit u/Dtyn8)

**BUGFIXES**

A metric ton of bugfixes including some nasty stuff!

* Fixed save crash bug (due to goblin slave update) (credit u/timedonutheart)
* Fixed diplomacy skip after making peace with strange leader
* Fixed ability to use dots in your name (causing save game invalidation) (credit u/blackskies4646)
* Fixed race packs not containing certain races
* Fixed blogroki race description bug
* Fixed challenge grand champion text bug
* Fixed heart of the world stab text bugs
* Fixed Fjori text bugs (credit Defender)
* Fixed celebratory soldiers encounter text colour
* Fixed kindom spelling error (Credit Bones)
* Fixed goblin berserkers not showing up in troop counts (credit u/TheGamingDictator)
* Fixed Nugmeek dialouge word wrap
* Fixed Nugmeek story being a massive block and split it between 3 screens
* Fixed Karalds dialogue wrap in the Ox head
* Fixed Karalds grammar issues in Ox head
* Fixed Xeelor (demon head in ox head tavern) name typo
* Fixed cloaked man Blackrow tavern shown in description when not there
* Fixed Baiaa leaders refering to you as King regardless of what you chose title
* Fixed Demon Warder refering to you as King regardless of title (credit Bones)
* Fixed wordwrap for Doran the dim and Diran the Old in three blades Inn
* Fixed layout of Diran the old's story into 2 screens
* Fixed outlawed mercenary screen colour and exit issues (credit u/TheGamingDictator)
* Fixed missing reference to foreign merc hall in outlawed merc screen (credit u/TheGamingDictator)
* Fixed missing splitline in rewarding pickpocket group screen
* Fixed missing moneyloss indicator to pickpocket group paid screen
* Fixed 'he ones again' text bug in gnome heist

**EVERYTHING ELSE**

* Added screen for touching the heart of the world
* Reworked Mushroom men into Shroomlings race (credit u/Pokemonerd25)
* Added looted tag to menu when Blackmarket treasury is looted
* Added ability to upgrade throne room from it's own screen (credit u/TheGamingDictator)
* Updated fullscreen screen
* Reworked main warsim screen for Ascii free version
 
Developer
Joined
Feb 19, 2019
Messages
304
https://i.imgur.com/8a8oBVg.png

**LET THE PEOPLE DRINK FOLLOW UP**

I was planning on working more on let the people drink additions but I got carried away, fixed the vomit hole graphic to be a bit better though!

* Altered vomit hole graphic to be bigger

**KNIGHTLY ORDERS IMPROVED**

Having a recent look at the knightly orders screen it was a little strange compared to other menus, I decided to update it again and have added lots of new screens and sounds where there previously were none. You can rename your knightly order (thanks u/TheGamingDictator) and now the leader of the knightly order has a face, a full plated armour image mixed with whatever procedurally generated helmet you have.

* Added new screen with sounds for forming knightly order
* Added new screen and graphic for introduction to leader of new knightly order (with sounds)
* Fixed wrong colour used for knightly order hall graphic on some screens
* Reworked knightly order name screen
* Reworked knightly order screen and split into 3 sub screens
* Added ability to rename knightly order (credit u/TheGamingDictator)
* Added ability to speak to knightly order leader about orders directly

**TOURNAMENT IMPROVEMENTS**

A few tweaks to tournaments, now the npc initiated tournaments have speeches before them!

* Added new screen for tournaments held in arena (not started by you)
* Added screen with speech from arena owner now includes their face
* Fixed 'an 16-man tournament' text bug (Credit 71)

**REFUGEE CAMP OVERHAUL**

I ended up with a refugee camp in my test world and noticed the whole system was a bit lacking, So I spent quite a large portion of the day working on completely evolving the camps and making them much more dynamic, now there are better screens for actions with them as well as a large personality based system where you can speak to the leaders of the camps. Refugee camps are more likely to appear in game when a kingdom is destroyed than before and they include a ton of depth that wasn't there before. I would say this system has recieved a massive evolution.

* Added troop tree screen to refugee camps
* Fixed refugee camp screen kicking you off after viewing a camp
* Added new cheat code 7049 (turns each kingdom into refugee camp)
* Added new sound effect for destroying the last of a refugee camp
* Added troop tree screen to refugee camps
* Added ability to ask independent leader of refugee camp 5 different questions
* Added 15 dialogues for friendly leaders in refugee camp (dynamic)
* Added 15 dialogues for hostile leaders in refugee camp (dynamic)
* Added 15 dialogues for Mercantile leaders in refugee camp (dynamic)
* Added 15 dialogues for Stupid leaders in refugee camp (dynamic)
* Added 15 dialogues for Neutral leaders in refugee camp (dynamic)
* Added 15 dialogues for Strange leaders in refugee camp (dynamic)
* Added dynamic screen for not having enough gold to hire refugees
* Added sound effect to unable to hire refugees screen
* Added new different refugee camp screen for savage hostile kingdom
* Added new different refugee camp screen for savage kingdom
* Added ability for taking all troops from savage refugee camp if diplomat skill 120+
* Added chance that refugee leader heads out to travel the world after you hire his people
* Added chance that refugee leader joins your army as elite unit after you hire his people
* Added chance that refugee leader offers to become a champion (if space) after you hire his people
* Added dynamic screen for not having enough land to re-establish refugees
* Added dynamic screen from leader for re-estblishing refugees
* Added re-establishing kingdom of a friendly or stupid leader will make them your vassal
* Added new reworked screen for re-establishing refugee kingdom
* Added savage leaders who's units are hired will always join you as an elite unit of their ex-kingdom
* Added ability for helping re-establish kingdom in savage refugee camp if diplomat skill 180+
* Made refugee camps forming a 50/50 chance instead of 1 in 3 chance

**CUSTOM GAME IMPROVEMENTS**

A few improvements to the custom game screens, you now have an extra option to have the world explored a little but not fully and your chosen race pack will be shown before you continue on with your chosen game set up.

* Added ability to have the first region of each direction pre-discovered in custom game (credit defender)
* Added tag showing which race pack is active during custom game set up screen (credit Defender)
* Fixed text issues with exploration screen in custom game settings

**BUGFIXES**

A couple of little bugfixes and issues resolved! Thanks gaming dictator for the bug reports!

* Fixed grammar issues with no diplomat screen
* Fixed text wrap and colour issues with no diplomat screen
* Fixed goblin law screen showing false relation increase with dead goblin kingdoms (credit u/TheGamingDictator)
* Fixed destroyed demon totem text wrap
* Fixed long since destroyed when only just destroyed description for demon totems (credit u/TheGamingDictator)

**EVERYTHING ELSE**

Lots of uncatagorised stuff, now timed games will have the remaining number of years indicated (should have been in game way sooner), I've replaced the ingame changelogs with a message from me instead, and you can now upgrade the prison from within the prison screen instead of just in the upgrades screen.

* Added indicator of remaining years on a timed game (credit LextheMighty & 71)
* Removed changelogs from games files as irrelevant now
* Added thank you note to players in extras screen
* Added ability to upgrade prison from inside prison screen (credit u/TheGamingDictator)

**SCREENSHOTS FROM THIS UPDATE**

* [Some of the random full armour helmets found in Knightly orders](https://i.imgur.com/pZfKQi0.png)
* [Hero of the refugees](https://i.imgur.com/t9QPmCz.png)
* [Vomit hole improved](https://i.imgur.com/uJJCp9b.png)
* [Leader of a dead kingdom as your champion](https://i.imgur.com/mVB0SzJ.png)
* [Savage refugees](https://i.imgur.com/PwUAbZY.png)
 
Developer
Joined
Feb 19, 2019
Messages
304
**BARRACKS IMPROVEMENTS**

The Barracks troop upgrade screens were abysmal and low-effort, now they have all been reworked and upgraded with graphics and a new sound effect.

* Added new screen for not having enough gold to upgrade goblins to berserkers
* Added new screen for not having enough goblins to upgrade to berserkers
* Added new screen and graphic for goblin to berserker main screen
* Added new screen and graphic for converting a goblin to berserker (with new text)
* Added new sound effect for troop conversion
* Added new costs to upgrading bandits and goblins in barracks
* Made training ground graphic smaller and worse looking
* Made grand barracks graphic bigger and more grand
* Added new screen for not having enough gold to upgrade bandits to soldiers
* Added new screen for not having enough bandits to upgrade to soldiers
* Added new screen and graphic for bandits to soldiers main screen
* Added new screen and graphic for converting a bandits to soldiers (with new text)
* Added new screen for not having enough gold to upgrade goblins to soldiers
* Added new screen for not having enough goblins to upgrade to soldiers
* Added new screen and graphic for goblins to soldiers main screen
* Added new screen and graphic for converting a goblins to soldiers (with new text)
* Added new screen for not having enough gold to upgrade bandits to peasants
* Added new screen for not having enough bandits to upgrade to peasants
* Added new screen and graphic for bandits to peasants main screen
* Added new screen and graphic for converting a bandits to peasants (with new text)
* Added new screen for not having enough gold to upgrade soldiers to knights
* Added new screen for not having enough soldiers to upgrade to knights
* Added new screen and graphic for soldiers to knights main screen
* Added new screen and graphic for converting a soldiers to knights (with new text)

**LET THE PEOPLE DRINK EXTENDED**

Because tavern dialogues are used in the most common drinking encounters I've decided to expand on them and add more dialogues related to the new alcohol system, now people will complain or praise their respective drinks!

* Added 5 new generic tavern dialogues and rumours
* Added 5 new icewatch tavern dialogues
* Added 5 universal goblin tavern dialogues
* Added 5 universal Blackmarket tavern dialogues
* Added 5 Blackrow Tavern dialogues
* Added 5 Dragon's Kneecap Tavern Dialogues
* Added 5 Thickblood tavern dialogues

**YOU'RE FIRED**

Firing staff has always been a screenless part of the game, you click the button and they're gone without a word from them, now your staff will have parting words pooled from a big load of possible farewells and goodbyes

* Added new system for random responses when firing your staff (credit Defender)
* Added 5 generic firing dialouges
* Added 5 diplomat firing dialogues
* Added 5 Spymaster firing dialogues
* Added 5 Jester firing dialogues
* Added 5 General firing dialogues
* Added 5 Steward firing dialogues
* Added 5 gamemaster firing dialogues
* Added 5 Bard firing dialogues

**PROSPECTING REWORKED**

Defender suggested having a sound effect for prospecting, when I went to put it in I noticed just how bad the prospecting 'screen' was, it was a single line of badly formatted text, so now there are new graphics and screens.

* Added new graphic for prospecting in mines
* Added new sound effect for prospecting in mines (credit Defender)
* Fixed prospecting text-wrap bug
* Rewrote mine prospecting text layout
* Made prospecting 50/50 instead of 1 in 3 chance
* Reworked not enough gold for prospecting message
* Fixed Hlok mine prospecting and collapsing options not showing if unfilled
* Added gold loss indicator to prospecting

**BUGFIXES**

I noticed the refugee camp title line was a little too short and RTT on audiogames.net informed me about the games loading bar appearing in the ascii-less version of Warsim so now both have been fixed!

* Fixed refugee camp title line being too short
* Fixed loading bar appearing in ascii-disabled warsim (credit Rtt)

**SCREENSHOTS OF THIS UPDATE**

* [Bandits renouncing banditry in the Barracks](https://i.imgur.com/HQqTVx7.png)
* [Some of the Ex-Diplomat speeches](https://i.imgur.com/NeXVabG.png)
* [How berserkers are made in the Barracks](https://i.imgur.com/Xduwf7P.png)
* [New Grand Barracks Screen](https://i.imgur.com/O7JjXJZ.png)
* [New prospecting screen](https://i.imgur.com/0sq6tYc.png)
 
Developer
Joined
Feb 19, 2019
Messages
304
Hey guys I'm a few hours late on posting the changelog but I put the update live last night, I was just out drinking and didn't have enough time to put the changelog everywhere, still another update due tonight aswell!

LET THE PEOPLE DRINK EXTENDED AGAIN

The main bulk of this update is expansions on the let the people drink update, while adding to the tavern dialogues I discovered I'd actually missed a tavern off when I was adding drinking to each tavern, the Lone Arrow tavern found in the far west in Huntsman's Rest had no ability to drink, I added 2 new drinks one of which gives you the ability to hit bullseye each time in the Huntsman's Archery, there are also new sound effects, bugfixes and tons of new dialogues for the various taverns across the world.

* Added ability to drink in Lone Arrow Tavern
* Added new drink 'Sap of the forest' (25 gold) to Lone Arrow tavern
* Added Sap puke event
* Added 4 random sap drinking events
* Added 5 new dialogues to lone arrow tavern
* Fixed lone arrow tavern dialogues not appearing in the tavern
* Added sap of the forest makes you perfect at archery in hunter's rest
* Added new sound effect for goblin hitting head in bar
* Added new sound effect for goblin dropping tray of drinks in bar
* Added 5 universal Northern tavern dialogues
* Added 5 Pitside Tavern dialogues
* Added 5 universal Artifact Market tavern dialogues
* Added 5 silverstaff tavern dialogues
* Added 5 three blades inn dialogues
* Added 5 new rusty dagger inn dialogues
* Added 5 new humans toe tavern dialogues
* Fixed punching staring goblin drunk event broken

DRINKING NAMES

Kind of a belated follow up to the let the people drink update, some more drunk name suffixes for characters in your world!

* Added new name suffix 'the Ale-Gobbler' (+13 battlescore)
* Added new name suffix 'the Ale-Chugger' (+11 battlescore)
* Added new name suffix 'the Ale-Slammer' (+10 battlescore)
* Added new name suffix 'the Aleblood' (+5 battlescore)
* Added new name suffix 'the Blackout-Drunk' (-30 battlescore)
* Added new name suffix 'the Mead-Guzzler' (+9 battlescore)
* Added new name suffix 'Alebreath' (+3 battlescore)
* Added new name suffix 'Aleblood' (+5 battlescore)
* Added new name suffix 'Meadblood' (+4 battlescore)
* Added new name suffix 'the Meadblood' (+4 battlescore)
* Added new name suffix 'Boozeblood' (+3 battlescore)

U/TheGamingDictator INSPIRED OR SUGGESTED NAMES

u/TheGamingDictator from reddit suggested a number of name suffixes, some of them were added directly others were inspired by his suggestions like all the tooth names

* Added new name suffix 'the Unready' (-5 battlescore) (can mix to make 50+ other suffixes)
* Added new name suffix 'Lionheart' (+30 battlescore)
* Added new name suffix 'Longshanks' (+10 battlescore)
* Added new name suffix 'Redtooth' (+19 battlescore)
* Added new name suffix 'Blacktooth' (+6 battlescore)
* Added new name suffix 'Bloodtooth' (+10 battlescore)
* Added new name suffix 'Sharptooth' (+19 battlescore)
* Added new name suffix 'Greentooth' (+10 battlescore)
* Added new name suffix 'Stonetooth' (+29 battlescore)
* Added new name suffix 'Glasstooth' (+7 battlescore)

BUGFIXES

Quite a few bugs solved, thanks for bob and u/theGamingDictator for the help!

* Fixed Arena 32 man tournaments being broken (Lots of people reported this so it's hard to credit any one person)
* Fixed fires celebration grammar bug (credit u/TheGamingDictator)
* Fixed barracks grammar bug (credit u/TheGamingDictator)
* Fixed explorers guild grammar bug (credit u/TheGamingDictator)
* Fixed that the other banks text bug (credit Bob)
* Fixed train soldiers bandit text bug
* Fixed 0 option bug with training units
* Fixed training grounds description bug
* Fixed cancelled celebration missing space bug (credit u/TheGamingDictator)
* Fixed Parade celebration grammar bug (credit u/TheGamingDictator)
* Fixed pre-battle spy report text colour
* Fixed battle retreat text colour

SCREENSHOTS

* New drink - https://i.imgur.com/M8TMR5h.png
* Puking new drink - https://i.imgur.com/3uJmzIB.png
 
Developer
Joined
Feb 19, 2019
Messages
304
https://imgur.com/a/MtB7h7R

GOBLIN SETTLEMENTS EXPANDED

A while ago the goblin settlement upgrade was added, something you can grow from a goblin hut all the way up to a megacity, well many people wanted it expanded and now it has been. Now once you have a goblin hut you can visit it in the other buildings tab on the main screen and upgrade it through there, each of the 20 or so different tiers has it's own graphic so you can watch the settlement grow before you!

* Added new system for goblin settlement (new screen in other buildings)
* Added ability to upgrade goblin settlement within the screen
* Added 20 different graphics for the stages of the goblin settlement

SAVE MANAGEMENT

A suggestion by RTT which is a good one, took a bit of work but I've got it sorted, now you can go through and type the name of a save file you want to delete to clear it and all its extra files away, helps if like me you have lots of different saves and test saves that get a little much, now spring cleaning is easy!

* Added ability to delete saves (credit RTT)

BOOKRAGE

For those who don't know, Bookrage has been involved in the Warsim community for quite some time over on Audiogames.net (specifically this thread) and has come up with I would say somewhere in the range of 500+ ideas over the years, frequently dropping a big list of concepts and ideas whenever I was brainstorming with things like the race system or name prefixes, some notable members of the Warsim community have been featured in the game and Defender suggested that Bookrage be added, why not! Now you'll find a place called Raging Book Shop in Blackrow where you'll find him!

* Added Raging Book Shop to Blackrow in Blackmarket
* Added Bookrage from Audiogames.net as a character (Defenders Idea)

JUST JOKING

Added 8 jokes that can appear being said by in game jesters and comedians

* Added yes knight joke (Level 1 joke) (credit u/Dtyn8)
* Added No good knight joke (Level 1 joke) (credit u/Dtyn8)
* Added fat knight joke (Level 1 joke)
* Added meat eater knight joke (Level 1 joke)
* Added cursed turnip man joke (Level 1 joke)
* Added peasant and a knight on a bridge joke (level 3 joke)
* Added knight in cannibal village joke (level 1 joke)
* Added Footless knight joke (level 2 joke)

MORE NAME SUFFIXES

Tons of new name suffixes, starting with tooth related ones but then I branched out, the best one is the Warmaker with +45 battlescore, my thought was if this character can make wars happen they are a probably tough, the weakest is the overdramatic with -10 battlescore!

* Added new name suffix 'Beartooth' (+16 battlescore)
* Added new name suffix 'Wolftooth' (+14 battlescore)
* Added new name suffix 'Dogtooth' (+4 battlescore)
* Added new name suffix 'Curvetooth' (+3 battlescore)
* Added new name suffix 'Bucktooth' (-1 battlescore)
* Added new name suffix 'Ogretooth' (+29 battlescore)
* Added new name suffix 'Glowtooth' (+15 battlescore)
* Added new name suffix 'Squaretooth' (+3 battlescore)
* Added new name suffix 'the Lifestealer' (+41 battlescore)
* Added new name suffix 'the Wallbreaker' (+25 battlescore)
* Added new name suffix 'the Boulder' (+30 battlescore) (can mix to make 50+ other suffixes)
* Added new name suffix 'the Tombstone' (+21 battlescore) (can mix to make 50+ other suffixes)
* Added new name suffix 'the Warforger' (+29 battlescore)
* Added new name suffix 'the Warchaser' (+34 battlescore)
* Added new name suffix 'the Warmaker' (+45 battlescore)
* Added new name suffix 'the Overdramatic' (-10. battlescore) (can mix to make 50+ other suffixes)

HERO ORIGIN STORIES

A couple of additional origin stories, I will keep adding these because eventually we will get to the point where it'll be more or less unique and each hero will have a completely different origin story to the next

* Added 'Assaulted jester' hero origin story
* Added 'My past? No' hero origin story
* Added 'Sweet roll seller' hero origin story
* Added 'Adventuring writer' hero origin story
* Added 'Adventurer cliff village' hero origin story

BUGFIXES

Lots of bugs fixed this time thanks mostly to defender and thegamingdictator, so thanks guys!

* Fixed ability to rehire mercenary group by selecting option one when they are hired (credit Defender)
* Fixed wordwrap of demon worshipper encounter
* Fixed demon worshipper throne room grammar bug
* Fixed Recruiter to knight text pause error (credit u/TheGamingDictator)
* Fixed Recruiter to knight text wordwrap bug
* Fixed Knight to recruiter text wordwrap bug
* Fixed hired into king's service grand champion hall of fame text replaced with retired into (whatever title you have ie queen/dude/king/blah)
* Fixed krut and erak showing numbers next to them when destroyed unlike other menu items (credit u/TheGamingDictator)
* Fixed Asking how much gold is needed in slums kicks you all the way out of the donation menu (credit Defender)
* Fixed slums donation menu grammar bug
* Fixed monfort mine reference to king instead of dynamic chosen title when getting tribute

EVERYTHING ELSE

A couple of new things here, now any hiring has a marching sound as well as some other barracks related tweaks!

* Updated Barracks upgrade text in kingdom upgrades screen
* Removed false note of ability to upgrade units directly on training grounds text
* Added new marching sound for hiring troops from main hire screen
* Added indicator of how much gold you have and cost of upgrade to barracks and grand barracks troop upgrade menus (credit u/TheGamingDictator)

SCREENSHOTS

Bookrage - https://i.imgur.com/PnGM9HI.png

Deleting a save game screen - https://i.imgur.com/YJFvdxn.png

Progression of the goblin settlement - https://i.imgur.com/rJJ6k59.png

How to find the delete a save screen - https://i.imgur.com/DfXPU8b.png

The new raging book shop - https://i.imgur.com/D4SOQgK.png
 
Developer
Joined
Feb 19, 2019
Messages
304
Thanks pakoito will fix it


https://i.imgur.com/DLJbF2g.png

THE GOBLINWOOD JAMBOREE

I wanted another wholesome event in game and opted for the friendly goblins of the western settlement of Goblinwood, now provided you have all the positive goblin laws and stances. The goblinwood jamboree contains music, feasting, lots of chatter, a drinking contest against a bunch of goblins and random events, so be nice to goblins and head west!

* Added Goblinwood Jamboree (a goblinwood festival every 10 years if you have goblin celebration active and ban goblin slavery and have discovered goblinwood)
* Added goblin trumpet sound effect
* Added new description for goblinwood intro during jamboree
* Added goblin jamboree messenger end of turn event
* Added two goblin guard intro to castle Kolok
* Added 5 dynamic text intros for Bgax the guard captain
* Added 5 dynamic text intos for Geks the advisor
* Added 5 dynamic text intos for the king
* Added 5 dynamic text intos for Gmek the rich
* Added 3 dynamic texts for celebration start toast by king
* Added a toast by Bgax
* Added a toast by Gmek
* Added 2 dynamic texts for no toast
* Added dynamic applause response to toasts (but always a toast if the king speaks)
* Added goblinwood chariot song
* Added Chef goblin screen
* Added random feast meal system (gives you one of 4 different foods)
* Added 3 random reactions to eating mystery meat covered in Rteka seeds
* Added 3 random reactions to eating mystery meat on it's own
* Added 3 random reactions to eating rat meat skewers
* Added 3 random reactions to eating dog meat on the bone
* Added option to join or ignore goblin drinking competition (100 gold prize)
* Added dynamic system of drinking, quiting or drinking automatically
* Added drinking competition with dynamic eventualities for winning, losing or no winners
* Added dynamic graphic for the round of the drinking contest
* Added goblin glass window small sound effect
* Added goblin fall through window random jamboree event
* Added bgax breaks up brawl random jamboree event
* Added king donates gold to poor random jamboree event
* Added nobles donate gold to king random jamboree event
* Added 5 new warriors random jamboree event
* Added assassination attempt random jamboree event
* Added goblin hits head random jamboree event
* Added 3 random end of the night text descriptions
* Added 3 random sends offs from Geks the advisor

MORE NAME SUFFIXES

Another 5 new suffixes for the people of your gameworld!

* Added new name suffix 'the Firebringer' (-25 battlescore) (credit Catrin)
* Added new name suffix 'the Joker' (-1 battlescore) (credit Catrin)
* Added new name suffix 'the Mouse-eater' (-5 battlescore)
* Added new name suffix 'the Mouse Heart' (-3 battlescore)
* Added new name suffix 'the Mouse-like' (-5 battlescore)

ADDITIONAL TAVERN TALK

Still think the tavern dialogues could be added to so a few more! only the ones with very few unique dialogues like Ogloobs

* Added 5 dialogues to Blackrow tavern
* Added 5 dialogues to thickblood tavern
* Added 5 dialogues to Three blades inn
* Added 5 dialogues to silver staff tavern

BUGFIXES

A couple of little bugs found as well as a big crash bug thanks to u/ablack667

* Fixed crash when entering settings menu (credit u/ablack667)
* Fixed worst than rat meat text bug in goblinwood meat shop
* Fixed Eswin elfhater drunk event problems

EVERYTHING ELSE

A few things that didn't fit anywhere else!

* Added 15 new female names to female name generator
* Added joke to mine dialogues
* Added new child pickpocket name suffix 'the Ickle'

SCREENSHOTS

- Invite to the Jamboree - https://i.imgur.com/13vtFb0.png
- A pair of goblin guards - https://i.imgur.com/Lk6xOkv.png
- Goblin Trumpeteers - https://i.imgur.com/OhXZWrS.png
- Celebrating Goblinwood - https://i.imgur.com/jqyElmf.png
- A goblin shanty - https://i.imgur.com/euIlieV.png
- A goblin chef - https://i.imgur.com/EpgQvRo.png
- Mystery meat - https://i.imgur.com/ATpsUW3.png
- A round of drinking in Goblinwood - https://i.imgur.com/azEVvyL.png
- Winning the drinking contest - https://i.imgur.com/QVP0DZa.png
- End of the Jamboree - https://i.imgur.com/MBq2f9K.png
 
Developer
Joined
Feb 19, 2019
Messages
304
https://i.imgur.com/QK5s5mI.png

Now I'm going to be real, today has mostly been smaller tweaks and fixes as opposed to a giant new event feature like yesterday as it took me from 8am til about 11pm to get finished, still lots of little things which improve the game and more planned tomorrow!

GAMING DICTATOR'S NAME SUFFIX IDEAS

A couple of new name suffixes thanks to u/theGamingDictator, I'm surprised we didn't have the Brave as a suffix already but now we do!

* Added new name suffix 'the Brave' (+29 battlescore) (can mix to make 50+ other suffixes) (credit u/TheGamingDictator)
* Added new name suffix 'the Impaler' (+39 battlescore) (credit u/TheGamingDictator)
* Added new name suffix 'the Walker' (+5 battlescore) (credit u/TheGamingDictator)
* Added new name suffix 'the Braver' (+34 battlescore) (can mix to make 50+ other suffixes) (credit u/TheGamingDictator)
* Added new name suffix 'the Bravest' (+37 battlescore) (can mix to make 50+ other suffixes) (credit u/TheGamingDictator)

GOBLIN JAMBOREE IMPROVEMENTS

A few tweaks on yesterdays large update that I overlooked!

* Added 2 new alt dialogues for Gmek the rich announcing the drinking competition
* Fixed goblinwood celebration settlement graphic not showing in district screens
* Fixed goblinwood invites for celebrations after the initial celebration not going out

AEHLANS IMPROVED

While passing through here on a report of a grammar bug I noticed how sorry looking the book buying screens were, now each book has it's own book graphic and a special screen with sound effects for when you do buy the books!

* Fixed 4 Aehlans rare tomes grammar bugs (credit u/TheGamingDictator)
* Added new sound effect to buying books from Aehlans
* Added new book graphic and buying screen for 'The Centaar'
* Added new book graphic and buying screen for 'Blackmarket management'
* Added new book graphic and buying screen for 'Legend of the iron hills'
* Added new book graphic and buying screen for 'Zeberfan the magic man'
* Added new book graphic and buying screen for 'The Black Bank of Azrukh'

SEER OF MINDS IMPROVEMENTS

Same as Aehlans, another few tweaks and fixes for an overlooked part of the Blackmarket!

* Fixed seer of minds grammar bug (credit u/TheGamingDictator)
* Fixed seer of minds conversation grammar bug (credit u/TheGamingDictator)
* Added new screen for seer of minds refusal to see you
* Added new screen for seer of minds too broke for a reading

MINER PROBLEM

Title pun, Another nice find by u/TheGamingDictator on reddit, It's an oversight in allowing mines to be prospected in when dead but no code to then tell the game the mine is working again after telling it the mine is dead, now this is fixed and a new screen has been put there to show this event happening!

* Fixed unable to resume mining after discovering new vein of ore in a dead mine (credit u/TheGamingDictator)
* Added screen for mining operations kickstarting again for each of mines (credit u/TheGamingDictator)

BUGFIXES

Tons of bugfixes today thanks to u/TheGamingDictator's giant bug report recently!

* Fixed 4 counts arms ruins text and grammar bugs (credit u/TheGamingDictator)
* Fixed bug with hiring refugees if only one refugee group left freezing game
* Fixed bug with gifting land to refugees if only one refugee group left freezing game
* Fixed ruined goblinstone colonised by savages doesn't show as savage owned in explore screen
* Fixed green sap drink text bug (credit Pakoito)
* Fixed Ogloob tavern event grammar bug (credit u/TheGamingDictator)
* Fixed Coastman buys drink tavern event grammar bug (credit u/TheGamingDictator)
* Fixed coin lodged in bar grammar bug (credit u/TheGamingDictator)
* Fixed tolerable but quick drinking grammar bug (credit u/TheGamingDictator)
* Fixed weaker than youd expect drinking grammar bug (credit u/TheGamingDictator)
* Fixed Ogloobs ale with an eye in it grammar bug (credit u/TheGamingDictator)
* Fixed Icewraith brew grammar bug (credit u/TheGamingDictator)
* Fixed 2 Royal bank capitalisation and grammar bugs (credit u/TheGamingDictator)
* Fixed 4 prison texts having grammar bugs (credit u/TheGamingDictator)
* Fixed 2 Blackmarket intro capitalisation bugs (credit u/TheGamingDictator)
* Fixed 2 Blackmarket slums intro capitalisation bugs (credit u/TheGamingDictator)
* Fixed 2 hiring Blackmarket capitalisation and grammar bugs (credit u/TheGamingDictator)
* Fixed 2 Old wizards tower (and celebration variant) capitalisation and grammar bugs (credit u/TheGamingDictator)
* Fixed ruined slaver post in blackmarket capitalisation bug (credit u/TheGamingDictator)
* Fixed Chelobs well intro screen grammar bug (credit u/TheGamingDictator)
* Fixed slums ruin grammar bug (credit u/TheGamingDictator)
* Fixed bandit group 1 owned building in slums grammar bug and wordspacing (credit u/TheGamingDictator)
* Fixed 4 slums watchtower grammar bugs (credit u/TheGamingDictator)
* Fixed 11 Niklas bug hunter text and layout bugs (credit u/TheGamingDictator)
* Fixed 10 Leafburner text and grammar bugs (credit u/TheGamingDictator)
* Fixed 11 Dockrow intro description text and grammar bugs (credit u/TheGamingDictator)
* Fixed 2 Black Opal grammar bugs (credit u/TheGamingDictator)
* Fixed no ship docked in Dockrow grammar bug (credit u/TheGamingDictator)
* Fixed 8 Docked ship text and grammar bugs (credit u/TheGamingDictator)

SCREENSHOT

New book covers - https://i.imgur.com/ZqY7QpI.png
 
Developer
Joined
Feb 19, 2019
Messages
304
https://i.imgur.com/fh3XfGw.png

This was supposed to be 50 features but as it's a send off I've broken the rules a bit and gone a lot further on this update than I intended, 100s and 100s of bugfixes and tons of little featurettes, the crowning feature being naming your kingdom finally!

WARSIM THE REALM OF... WHATEVER

Something I've been wanting to do for a very long time, it has been requested by so many players I've lost count, now you can name your kingdom anything you want not just Aslona. I've tried to scrub the game of references to Aslona if you are playing custom but I guarentee I've missed loads so if you find any in your Non-Aslona playthroughs share them with me and I'll sort them out!

* Added the ability to select your own kingdom name at game start
* Added the ability to generate a custom kingdom name at game start
* Added ability to rename your kingdom in the other laws screen

MAKE A WISH

The wishing well has been improved a lot more in it's layout and function!

* Added throwing your last coin into the well significantly increases odds of getting a wish
* Fixed menu option for throwing a coin into the magic well still showing if you have no gold
* Fixed 25 Wishing well text and grammar bugs (credit u/TheGamingDictator)
* Reworked text layout of Wishing Well (new gold loss indication and new text for successful wishes)

BLACKROW SLAVER IMPROVEMENTS

Was passing through the Blackrow slaver and found ways to improve it a little bit in how it's laid out.

* Added new screen for not having enough gold for Blackrow Tavern slaver
* Added new screen for asking for too many men Blackrow tavern slaver
* Added new screen for buying slaves from Blackrow tavern slaver
* Fixed Blackrow tavern slaver hire screen text bugs

MONUMENT OF KINGS IMPROVED

Was fixing some monument of kings bugs and noticed the destruction screen was a little lacking, now it's improved!

* Fixed 6 Monument of kings text and grammar bugs (credit u/TheGamingDictator)
* Rewrote text for destroying monument of kings
* Added destruction sound effect to Monument of Kings

BLACKMARKET LAYOUT IMPROVEMENTS

Now you can see your gold in more screens in the Blackmarket, it's annoying not knowing your gold when you're trying to buy things!

* Added new layout for hiring goblin scum from the market (including seeing your current gold)
* Added kingdom stats bar to each blackmarket district main screen and district selection screen
* Added new layout for hiring slavers from slums slaver post (including seeing your current gold)

SLUM GOLD SYSTEM IMPROVED

Now the slum gold system is far more logical and has better layout and a new option!

* Fixed slum gold donation screen doesn't close when you donate enough gold
* Added new indicator of exactly how much gold is needed for the slums on the main donation screen
* Added ability to donate exactly the amount of gold needed to upgrade the slums

BUGFIXES

That's Gaming Dictator, an absolute metric ton of bugfixes!

* Fixed Name selection screen bug option to make your own name there twice
* Fixed Demon hunters ruins text bug (credit u/TheGamingDictator)
* Fixed 3 Abandoned building Blackrow text and grammar bugs (credit u/TheGamingDictator)
* Fixed 7 Oval Sign building text and grammar bugs (credit u/TheGamingDictator)
* Fixed 4 Ruined house #2 Blackrow text and grammar bugs (credit u/TheGamingDictator)
* Fixed 10 House marked 'x' text and grammar bugs (credit u/TheGamingDictator)
* Fixed 6 Black alley text and grammar bugs (credit u/TheGamingDictator)
* Fixed 2 Burned shacks text and grammar bugs (credit u/TheGamingDictator)
* Fixed 11 Blackrow intro text and grammar bugs (credit u/TheGamingDictator)
* Fixed 2 Blackrow tavern intro text and grammar bugs (credit u/TheGamingDictator)
* Fixed 13 Ogloob the Ogre text and grammar bugs (credit u/TheGamingDictator)
* Fixed 2 Stargazer statue text and grammar bugs (credit u/TheGamingDictator)
* Fixed 10 Blackmarket Herald Office text and grammar bugs (credit u/TheGamingDictator)
* Fixed 8 Repairmans lodge text and grammar bugs (credit u/TheGamingDictator)
* Fixed Grand Gallion layout bug
* Fixed Eswin elf-hater dialogue tag bug
* Fixed 'raise' instead of 'raze' text bug in guildrow ((credit u/llevus)
* Fixed 9 Zoology hall text and grammar bugs
* Fixed 10 Deyan master of Zoology text and grammar bugs
* Fixed 27 Noreg year two history guild text and grammar bugs (credit u/TheGamingDictator)
* Fixed 30 history guild year two exam text and grammar bugs (credit u/TheGamingDictator)
* Fixed 18 history guild year three exam text and grammar bugs (credit u/TheGamingDictator)
* Fixed 2 year four history guild text and grammar bugs (credit u/TheGamingDictator)
* Fixed 14 history guild year four exam text and grammar bugs (credit u/TheGamingDictator)
* Fixed graduating history guild text bug (credit u/TheGamingDictator)
* Fixed 28 History guild year one exam text and grammar bugs (credit u/TheGamingDictator)
* Fixed problems with lesson 2 of the history guild text (credit u/TheGamingDictator)
* Fixed 2 history guild intro text and grammar bugs (credit u/TheGamingDictator)
* Fixed 58 Hermaeus year one history guild text and grammar bugs (credit u/TheGamingDictator)
* Fixed 11 Aerondiir text and grammar bugs (credit u/TheGamingDictator)
* Fixed 4 East Dock Company text and grammar bugs (credit u/TheGamingDictator)
* Fixed 3 Black wall text and grammar bugs (credit u/TheGamingDictator)
* Fixed 15 Goblin Hall of Heroes text and grammar bugs (credit u/TheGamingDictator)
* Fixed 27 Hatmaker's Emporium Text and grammar bugs (credit u/TheGamingDictator)
* Fixed Hatmaker's Shop being referred to as Emporium before upgrade (credit u/TheGamingDictator)
* Fixed 10 Dockrow watchtower text and grammar bugs (credit u/TheGamingDictator)
* Fixed 3 Dockrow abandoned building text and grammar bugs (credit u/TheGamingDictator)
* Fixed 9 Mags kitchen text and grammar bugs (credit u/TheGamingDictator)
* Fixed Damaged house text bug (credit u/TheGamingDictator)
* Fixed 9 Blackmarket leader statue text and grammar bugs (credit u/TheGamingDictator)
* Fixed 6 Guild intro description text and grammar bugs (credit u/TheGamingDictator)
* Fixed 2 Dragon's Kneecap Tavern Intro text bugs (credit u/TheGamingDictator)
* Fixed 4 Eswin Elfhater text bugs (credit u/TheGamingDictator)
* Fixed Dragon wench knight text bug (credit u/TheGamingDictator)
* Fixed Wild Skalds intro text bug (credit u/TheGamingDictator)
* Fixed 47 Guildrow musicians guild text and grammar bugs (credit u/TheGamingDictator)
* Fixed 8 Blackmarket Treasury text and grammar bugs (credit u/TheGamingDictator)
* Fixed Shipbuilders Guild text bug (credit u/TheGamingDictator)
* Fixed 8 Bron the Shipbuilder text and grammar bugs (credit u/TheGamingDictator)
* Fixed hiring slaves from slums slaver post missing screen clear bug
* Fixed 2 text and grammar bugs with destroying the eastern trade post (credit u/TheGamingDictator)
* Fixed missing sound effect for looting traders post
* Fixed 3 scorpion pit text and grammar bugs (credit u/TheGamingDictator)
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
Hey dude, posting your release notes like this is not optimal.
Maybe at least spoiler hide them and post a screenshot or something once in a while?
 
Developer
Joined
Feb 19, 2019
Messages
304
Hey Jimmious Thanks for the feedback, After tonight there shouldn't be any for a while because I'm moving into some longterm work on the game and wont be able to pump updates out, it's just we went through a 7-day-release marathon :)
 
Developer
Joined
Feb 19, 2019
Messages
304
Alright so let me start by saying, this week has been interesting and troublesome to say the least. I have come into multiple problems and setbacks with my laptop and I'm awaiting a new keyboard after some keys got accidentally destroyed, there have also been some other issues I'm trying to solve so the workpace hasn't been where I've wanted it to be...

...However, I'm still super excited to bring this update which breathes a bit of life into an area that was flat and devoid of any depth for so long, it wasn't planned but after visiting the minor bandit code to put in the ability to hire the groups directly as a bandit king (thanks to a suggestion by Defender) I saw just how shallow the whole system was and decided to put and end to it.

**MINOR BANDIT OVERHAUL**
-

**New kinds of bandit leaders**

So this system was somewhat modelled on how the Goblin Slaver update was done, meaning there are numerous different traits available each having a different effect on how the leader acts. There are 10 different personalities total, some are similar like recruiter and expert recruiter, and some allow for special abilities like Mercenary captain or Land merchant.

* **Recruiter** (Double units each year)
* **Hordevassal** (Supports Phenor's Bandit Horde if it's active)
* **Brutal Trainer** (Half recruits, Men have +60% stats (120 battlescore bandits and 200 battlescore Warlords)
* **Expert Robbers** (Take more gold)
* **Honest Men** (No robbery)
* **Expert Recruiter** (Triple units each year) (option to sell them your bandits, at 10 gold each)
* **Merry Men** (Doesn't rob as much gold, and never robs you if it means you have nothing)
* **Moneygrubber** (+20% Gold gain from rents and robberies)
* **Mercenary Captain** (Option to buy bandits from him, Occasionally runs merc contract events)
* **Land Merchant** (Sells any lands above the one they have, if they have only one land he invades automatically)

So you'll now see a group a honest men who won't rob anyone, right next to a bandit group with an expert recruiter growing in number fast only to be replaced by a brutal trainer who turns that large army into a feared unit where a warlord could kill one of your knights with ease.

* Added expert robbers take twice the gold
* Added moneygrubber leaders gain 20% extra rental gold each turn
* Added honest men don't rob anyone
* Added land grab factions always invade when attacking and on only one land
* Added updated battlescore for brutal trainer units (125 and 200)
* Added merry men dont' rob you if it would leave you broke
* Added moneygrubbers gain +20% of normal stolen gold
* Added recruiter leaders get double units each turn
* Added brutal trainers get half units each turn
* Added expert recruiters get triple units each turn

**New stuff you can do with minor bandit groups**

This update hasn't just changed what they can do, but also what you can do with them. Now you can view additional stats, you can talk to the leader directly, you can speak to random local bandits and if you have the 'Bandit King' backstory you can actually attempt to hire the group with a chance of gaining it's leader as a personal champion whom you can send to the Arena/to run a fort/etc. It's also now possible for you to try and have your diplomat broker a truce with a group instead of just paying gold, but there are risks!

* Added ability to buy land from land merchant bandit leader (if truced)
* Added ability to buy men from merc captain leaders (if truced)
* Added ability to sell men to expert recruiter leaders (if truced)
* Added ability to view all stats for bandit leaders
* Added ability to hire bandit group if you are the bandit king and (public op lower than 20 or group is merry men or honest men) (credit Defender)
* Added ability to speak to random bandit (25 dialogues)
* Added 36 unique dialogues (4 for each bandit leader type)
* Added ability for bandit group leader to join you as a knight if his group is assimilated with you
* Added ability for bandit group leader to head off into the world if his group is assimilated with you
* Added ability for bandit group leader to join you as a champion if his group is assimilated with you
* Added dynamic refusal from bandit group leader if you ask them to join
* Added ability for diplomat to broker truce with the bandits
* Added ability for diplomat to be killed brokering truce with bandits

**New bandit leader random events**

Now there are several events with at least one for each trait that can happen at the end of a turn, and some pre-existing bandit events have been improved upon.

* Added rival group join event for recruiter bandit leaders
* Added successful robberies event for expert robbery bandits
* Added new potion merchant raid event
* Added new old artifact seller raid event
* Added robbed nobles for village event for merry men bandit leaders
* Added defend village and gain recruits for honest men bandit leaders
* Added impassioned speech event for expert recruiter bandit leaders
* Added call for the bandit horde event for hordevassal bandit leaders
* Added half men to horde event for hordevassal bandit leaders
* Added brutal training regime event for brutal trainer leaders
* Added land capture event for land merchant leaders
* Added merc contract event for merc leaders
* Added 1 in 3 chance event for successful scam to double gold for moneygrubber bandit leaders

**Minor bandit bugs and tweaks**

A couple of bugs and tweaks done during the development, also a little cheat code for testing different types of bandit leader!

* Reworked the hire attack screen
* Fixed bandit group 5 giving all of their end of turn gold to bandit group 1
* Fixed capitalisation bug in minor bandit group screen
* Reworked layout of minor bandit screen
* Merged minor bandit code and made it 5x more efficient
* Added secret code 69 in bandit group choice screen which spawns a random set of bandit leaders

**UNRELATED BUGFIXES**

Some bug fixes suggested by you guys! and one I found

* Fixed Flag of Aslona reference (credit u/Dargonsploof)
* Fixed broken bluetrii screen (credit HisShadow)
* Fixed hirelings unable to be ignored or trap doored (credit HisSHadow)
* Fixed hiring more units than intended (credit HisShadow)
* Fixed niklas text line bug

**SCREENSHOTS**

* https://i.imgur.com/Zyp1JXz.png - New screen with a hostile group
* https://i.imgur.com/M2Bk89D.png - Diplomat convinces bandits to a truce
* https://i.imgur.com/JsRCyai.png - New menu for a truced group
* https://i.imgur.com/1fkuRYN.png - Viewing the troop tree
* https://i.imgur.com/B9VCai4.png - Talking to a minor bandit leader
* https://i.imgur.com/wzjSggN.png - Selling units to an expert recruiter leader
 
Developer
Joined
Feb 19, 2019
Messages
304
Hey pakoito, sorry I've not been here so much lately. the games been release frozen while I work on a bigger update, but I did recently post out a smaller update

----

While I've been working on the combat update plans I've been chipping away at the games to-do list and over the last few weeks that's accumulated into enough for an update, it's made up of lots of smaller updates and ideas, most of them player suggestions! Enjoy :)

**GOBLIN SLAVER IMPROVEMENTS**

Thanks to Ursur from Discord for this idea, we've added personal guards for the goblin slaver so you can actually keep the ones you like around for a lot longer, and well as a few other tweaks to the slaver in general

* Added Goblin Slaver Personal Guard (150gold, 2x less likely to lose goblin slaver)(credit Ursur)
* Added Goblin Slaver Guard group (500gold, 10x less likely to lose goblin slaver)(credit Ursur)
* Added Goblin Slaver Army of Guards (5000gold, never lose goblin slaver)(credit Ursur)
* Slightly reworked screen for talking to goblin slaver
* Added alt screen for ordering goblin slavers death if you have a guard assigned to him
* Added alt screen for ordering goblin slavers death if you have mutliple guards assigned to him

**DYNAMIC BANNERS**

This is just one thing but it's cool enough for it's own spot. Now if you aren't playing as Aslona you will have a random banner between one of 50 different things instead of the classic 'A', what will you get?

* Added your kingdom will get a random banner if it's name is not 'Aslona'

**DIRT DEN TAVERN**

I was clearing through old notes when I saw mention of a mutant tavern by Dtyn8 on reddit, I thought it was a funny idea so now we've got a new tavern down there replacing the Dirt Den.

* Added new tavern 'Dirt Den' to the Blackmarket Sewers (credit u/Dtyn8)
* Added Pargo Blargoson
* Added ability to speak to local mutant
* Removed original dirt den from the sewers
* Added ability to drink Upperfolk Ale (4 gold) and Green Junk (1 gold)

**DISARMING YOUR MEN**

Another solo item category but another feature I thought was too cool to be in the bottom section, now you will notice a new option when in the troop recruitment screen, you can disarm yoru soldiers and have them become peasants if they begin to cost too much or you need a quick workforce, a great idea from u/TheGamingDictator

* Added ability to convert soldiers to peasants (credit u/TheGamingDictator)

**BANDIT HORDE BRIBERY**

Bandit Horde bribery has been reworked, now you get a sequence of screens once you bribe the horde to disband explaining what's going on. There are also several other tweaks to it making the whole thing a lot better.

* Added 2 sound effects to paying bribe to bandits
* Added 4 new screens to bribing bandits to disband
* Reworked paying bandits to disband text
* Reduced cost of bribing bandit horde to cease decreased 10 fold (from totalmen * land * 1000) to (totalmen * land * 100)
* Added new crossed out version of bribe to disband and for truce options for bandit horde if you can't afford them

**MINOR BANDIT FOLLOW UP**

Just a few little follow ups to the minor bandit update!

* Added truce indicator on main minor bandit screen
* Fixed spacing of defeated indicator on main minor bandit screen

**GAMING DICTATORS TWEAKS AND BUGS**

Another bunch of ideas and bugs from the Gaming Dictators reports!

* Reworked screen for buying slaves and slave soldiers from Slavers Fort (show how many you can afford and your gold)
* Reworked skug the slaver in slums to show how many slaves you can afford
* Added last kingdom name when choosing a random name then writing your own in game start screen
* Added gold indicator on each of the kingdom upgrades tabs
* Fixed two demon diplomacy screens with badly formatted text and wrong colour used
* Fixed changing the year of game messed up time games
* Fixed deposited all into the bank saying from instead
* Fixed deposit and withdraw Black Bank screens not including single coin screen and sound effect
* Fixed deposit and withdraw Black Bank not including screens for no gold selected showing 0 instead

**FACTION DESTRUCTION EXPANDED**

The screens for the final battles of the hardcoded factions really sucked, I've tried to improve them a little and also added a new sound effect under defenders suggestions to all faction descruction victory screens!

* Added new sound for destroying a faction (credit Defender)
* Fixed grammar and text bugs in destroyed faction texts
* Added new screen for final bandit battle (with graphic)
* Added 2 new screens and sfx for final Krut screen (with graphics)
* Added new screen and sfx for final Erak screen (with graphic)

**BLUETRII CHANGES**

Thanks to Gaming dictator for suggesting this, I ended up working a little more on the magic fruit farm and tweaked a few things.

* Reworked how much bluetrii do I have screen in magic farm (added graphic)
* Added the ability to sell bluetrii directly at bluetrii farm (credit u/TheGamingDictator)
* Fixed layout of bluetrii screen options

**MYSTIC HUT TWEAKS**

The mystic hut was a little too OP, now it's weaker and less findable!

* Reduced mystic hut reward by 10x (credit AlternateEnding)
* Added mystic hut only visible once every 10 years (OoOoOoH, spooky)
* Added strange green mound location in the north

**NEW NAMES**

Draig means Dragon in welsh!

* Added the name Draig to men and draconian names
* Added the name Ddraig to men names
* Added the name Ator to men names (reference to the conan rip off b movie 'Ator the fighting eagle'
* Added 9 other names 'Korg, Korgy, Naroth, Zalkar, Zarwyn, Zarren, Maldar, Alg, Vyn'
* Added new name suffix 'The Fighting Eagle' (+40 battlescore) 'same as above reference'

**TURN CHECK SYSTEM**

Thanks to eharper256 for this idea, when ending your turn you get a dynamic pop up if you still have not finished exploring or dealing with throne room, toggleable of course!

* Added notification if exploration and throne room still undealt with
* Added notification if exploration is undealt with
* Added notification if throne room is undealt with (and you have no steward)
* Added dynamic notifier (diplomat or random courtier if no diplomat)
* Added 9 random descriptions of notifications
* Added ability to disable these warnings if you wish

**BUGFIXES**

* Fixed head south option being shown when not yet unlocked (credit u/Kerbannog)
* Fixed slum slavers reported in the Blackmarket herald after being destroyed (credit u/Kerbannog)
* Fixed slum slavers still selling slaves to slave fort after being destroyed (credit u/Kerbannog)
* Fixed ugliest face throne room encounter announcers face changing everytime you speak to him (credit u/TheGamingDictator)
* Fixed tar-paved road is 25k but only takes 20k gold (credit u/TheGamingDictator)
* Fixed smoothstone road is 20k but takes 25k gold (credit u/TheGamingDictator)

**EVERYTHING ELSE**

* Added betting on grand champion fights pays double instead 1.5x reward (credit Defender)
* Added new indicators of grand champion stat increase timer when giving a house to them (credit defender)
* Added Alternate history guild screen for non Aslona kingdoms (Credit Banh Meme)
* Added new option on main menu for people having issues with text size (credit u/GrimmTheReaper76)
* Rewrote text of the options menu text help screen
* Added random quest generator to extras random generators

**SCREENSHOTS**

* Disarming your troops - https://i.imgur.com/HoA1PoD.png
* Random Quest Generator - https://i.imgur.com/34VEtWp.png
* New Tavern - https://i.imgur.com/gkGhyUN.png
* Diplomat Warning - https://i.imgur.com/g6JGLXI.png
 

pakoito

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Keep up the good work! Someone opened another thread mentioning the game, I redirected them here :D
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.indiegraze.com/2019/10/16/interview-warsims-huw-millward/

Interview: Warsim’s Huw Millward
on October 16, 2019

With an old-school look and a kingdom management mandate, Warsim: The Realm of Aslona includes procedural content with yesteryear presentation. I find an odd sense of satisfaction in the control and exploration of a largely text-based world populated by ASCII art, and I took the opportunity to pick Huw Millward’s brain on the nature of his game.

Erik Meyer: At a time when so many games focus on the advantages provided by modern game engines, Warsim uses ASCII graphics and text-based inputs. From a game development and overall look standpoint, how did you arrive at this style of presentation?

Huw Millward: That’s a good question actually; it wasn’t really a conscious decision, as the game was never intended to be a game. I was playing around practicing my programming in C++ and at the time had little experience with the graphical side of programming. Over time, this little project grew into Warsim, and I never looked back. The ASCII graphic style definitely hinders the game’s ability to ever reach a more mainstream indie audience, but it still does the job I think!

warsim1.png


EM: As a design challenge, what do you see as the nuts and bolts of a kingdom management game? Where have you had to narrow your scope, and what kinds of tasks/choices do you see as essential to the overall experience?

HM: I have tried to take inspiration from other games but do my own thing at the same time. One issue that has been deeply entrenched in Warsim’s development philosophy for a long time has been to include and even significantly glorify the parts of ruling kingdoms in video games that are often overlooked: entertainment and personal choice. In many games where you play as a ruler of a kingdom, you find yourself limited only to the option of conquest, but what if you want to viciously pursue peace so you can instead spend your time watching men throw axes at each other to the death, or to witness a few gnomes battling it out with their insults, or perhaps to go and get drunk at the nearby goblin town for their celebrations. I’ve tried hard to address what I feel many games are lacking and made doing what you want the center point of Warsim development, because as the king of some weird fantasy kingdom, war should only be part of the fun.

EM: You’ve noted the procedural generation system for fantasy races, with unique information ranging from birth rate to specific faces and battle stats. Within your work, how do you see procedural content balancing against specific, handcrafted content? For example, many sidescroller games construct levels carefully, piece by piece, to scale difficulty and challenges as players increase in skill. What do you see as the strength of these kinds of randomized elements, and how do you see them fitting into the overall picture?

HM: I’ve thought about this a lot; handcrafted content almost always wins against procedural content for its depth, but when this race system was first added, it was able only to generate a handful of races, and I worked hard to add to the various systems to make sure each felt and played a little differently. In the years since the feature was added, and with the help of some of the game’s fans, the race system has been aggressively expanded, now boasting over 75 million random races with a whole myriad of different traits and visual differences. Now it’s almost a given that every single race seen by a player will only be seen by them, and I think that’s something special. Another perhaps more personal reason I enjoy procedural generation is as the developer of this game, despite 4+ years spent on it, I am still constantly met with things I’ve not seen before.

warsim2.png

EM: I see a great deal of choice available to players; they can rule in many different ways (benevolent, iron-fisted, warlord, etc), go to taverns, attend the Arena, manage the throne room, and arrange festivals (among other things). Given the interface through which gamers experience the world, what do you see unifying these varied options? How do you keep things open-ended yet personal, varied yet unique?

HM: The game’s options follow a similar layout but are of course adapted based on where you are. The system is fairly simple with its numerical options but overall it allows for quite a vast number of outcomes and things you can do, while not overwhelming the players with 50+ hotkeys they need to remember.

EM: To put it simply, the game includes silly elements (unconventional naming, quirky outcomes) and has fun with a lot of fantasy world ideas. Warsim also creates a great deal of information per turn for players, and I’m curious about how you see engagement with information relating to the kinds of information presented. What kinds of details do you see your audience finding interesting? What pushes the needle forward?

HM: There are lots of things that I get good feedback on surrounding the silly elements of the game. It was never intended to be a comedic game, but I think over time whimsical humorous additions to the game have pushed it in that direction. I think it helps give the game and the world more personality. Sometimes the procedural content gets shared around; one player found a rather amusing snake creature, which ended up being added to the game world permanently. I personally add things that I find amusing or laugh at, because I enjoy the game myself. It’s easy designing it for me and has worked well so far.

warsim4.png


EM: To look back at the tradition you’re drawing on and precursors to your work, what is it about MUDs and other text-based adventures that captured so many imaginations in the ’80s and early ’90s? Do you see a theater of the mind quality to these games, or is it the allure of the unknown that draws players in?

HM: I’m fairly ignorant of the MUDs of the ’80s and ’90s, so Warsim’s similarities to them is purely coincidental. From what I understand, though, these games played like interactive books with a portion of the fun being filled in by your imagination, and the same is definitely true for Warsim. I feel a lot less limits than some AAA developers are restricted by, so some of the stuff that I’m able to do with Warsim is different.

EM: In terms of ruling tactics and strategies, what kinds of play styles do you see emerging, in broad strokes? In developing Warsim, how do you design for and reward truly diverse interactions as opposed to powergaming patterns?

HM: There are quite a few ways to play; normally, I’ll develop new ways to play by trying to play differently and think differently in game and then hitting roadblocks or thinking ‘Man it would be better if I could bully these miners into giving me a tribute instead of just killing them off’, so it gets added. I’m also always open to the ideas mentioned by fans of the game which has definitely expanded and shaped the game in ways I would likely not have thought about. One player asked for the ability to destroy all of the buildings in the game world, and in the update that followed, 40+ of the structures were made destroyable with the relevant consequences.

warsim3.png


EM: You’re still adding to the project, so what do you see at the horizon? Similarly, now that you’re getting public feedback, what do your benchmarks and development cycle look like, moving ahead?

HM: It’s been a bit eclectic so far. I’ve got a list of around 800 ideas and plans for the game from myself and the fans of the game that I am attempting to slowly cut down. I don’t have an end in sight yet for the game’s development, and I don’t intend to rush it, but I am trying to isolate areas that are most in need of rework or further development in an attempt to get the game into a complete state before I go off on too many development tangents. I do plan on getting it out of early access someday though!
 

Chaosdwarft

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Wastelander404 Thank you so much for making this game. It is so refreshing to see new attempts at Fantasy Kingdom management that doesn't feel like a recycled tycoon game.

I am still struggling with some aspects but I am learning as I play.

Your procedural generated worlds feel so alive like in Dwarf Fortress! The mechanics feel really fleshed out and work together to create a great experience. I am getting vibes of King of Dragon Pass too. I say, I've had the most interesting diplomacy in a 4x game in a while.

Was there any reason(s) why you did not want to create this with a more typical "graphical" interface?

Keep up the good work!:hero:
 
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Thanks for your kind words Chaosdwarft really nice to read. I'm glad you're enjoying the game. As for why it's text based, it was just where I was when I was learning programming, I messed about making ascii games and decided to stick with it, I never intended to make a commercial ascii game but after a few years of playing around with it as a hobby project I began to get donations and suggestions, developed it further and put it up on steam, now it's been 2 years of development and support :)
 

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