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Warlordocracy News

Warlordocracy v4.1

[p]Fixed a bug from a recent patch where character pathfinding was being recalculated every 2 seconds and screwing up direct diagonal paths. This probably increased framerate slightly also.[/p][p]Also added two new baddies for Ch.6: Dire Wolf and Winter Wolf, as well as some snow tiles. Replaced an annoying sound effect and added some new ones. Also added some animation effects for Defensive Stance and Mad Dash.[/p][p]I'll work on improving framerate some more in the next patch.[/p][p][/p][p]Complete list of changes:[/p][p][/p][p]-Fixed bug where pathing were being recalculated every 2 seconds for no reason.[/p][p]-New baddies for Ch.6: Dire Wolf, Winter Wolf (with sprites, sounds, and scripts).[/p][p]-Bonus sound no longer plays automatically when skills increase (must be played in script).[/p][p]-Replaced bonus.wav sound with something less annoying, decreased volume of select.wav.[/p][p]-New sound effects: defend.wav, madDash.wav, and focus.wav.[/p][p]-New animation effect objects: defend, madDash.[/p][p]-Started adding snow tiles for Ch.6.[/p]

Warlordocracy v4.0

[p]Added 6 new spells: Ice Wall, Entanglement, Spin Webs, Post Haste, Invisibility, and Dream Spores. Also added icons for all 72 spells that I got from Wenrexia on itch.io and eleazzaar on opengameart.org.[/p][p][/p][p][/p][p]Quick video:[/p][p][dynamiclink][/dynamiclink][/p][p]Also the Immobile and Slowed status effect now make mobiles appear blue (mostly caused by cold and shock damage, so it works). Added another party side quest for Oakia in Ch.4. New Ice Wall object for the Ice Wall spell. Finally, increased the size of Font #9.[/p][p][/p][p]Complete list of changes:[/p][p][/p][p]-Improved Gemcrack magic menus so info is displayed on root menu instead of hidden in "Information" option.[/p][p]-Added 6 new spells: Invisibility, Spin Webs, Ice Wall, Post Haste, Entanglement, Dream Spores.[/p][p]-Immobile and Slowed status now causes mobile sprite to appear blue (cold and shock effects).[/p][p]-Added another party quest for Oakia in Ch.4 to gather 5 imprinted gemcracks.[/p][p]-Added spell icons for all spells in Gemcrack menus.[/p][p]-New object and sprite: iceWall (for new spell).[/p][p]-Increased size of Font #9.[/p][p][/p]

Warlordocracy v3.9

[p]Mostly added a lot more party dialogue in all chapters, mostly chiming in on other conversations. Also fixed a couple script bugs in Ch.4 that prevented some big side quests. Other minor bug fixes.[/p][p]This will be the last patch for about a week, since I'm in the middle of moving, and I need some time to play Kingdom Come 1.[/p][p][/p][p][/p][p]Complete list of changes:[/p][p][/p][p]-Added and improved a TON of dialogue in all chapters, mostly party chime-ins during dialogue.[/p][p]-Fixed bug where some Cheese Cake were just called "Cake" instead, messing up scripts.[/p][p]-Fixed bug where explosions and Power Bash were knocking back non-mobile objects.[/p][p]-Fixed starting items in Justice of the Siliki map in Patron Stories.[/p][p]-Fixed script bug with Mercusia's quests in Ch.4.[/p][p]-Fixed script bug with Quinn's deal in Ch.4.[/p]

Warlordocracy v3.8

[p]Improved artillery attacks, as well as Izari Officer AI using catapults in Ch.5. Officers can now also use the Leadership ability to inspire nearby allies. Finally, anything that causes the Inspired effect now plays a little heart effect animation over the character. Had to update Ch.3 to give officers the proper AI script.[/p][p]Finally, explosions now knock people backwards.[/p][p]Still gotta finalize dialogue.[/p][p][/p][p]Complete list of changes:[/p][p][/p][p]-Explosions now knock characters backwards.[/p][p]-Artillery attacks now take much longer to hit the ground.[/p][p]-New script command: "setTarget" (mostly for enemy AI using artillery).[/p][p]-Fixed bug in effect fadeout code where explosion and artillery effects were dealing damage twice.[/p][p]-Fixed bug where targeting weren't resetting, causing object spawns in strange places (thanks to zf13448).[/p][p]-Fixed bugs with catapult attacks and enemy catapult AI in Ch.5.[/p][p]-Updated bed scripts for the Gibbous Glow Inn (rat pheromones).[/p][p]-Izari Officer AI can now use the Leadership ability.[/p][p]-New effect sprite for Inspired status.[/p]

Warlordocracy v3.7

[p]Throwing bombs now has a short delay, and displays a highly-visible crosshair on the targeted tile, giving the player a tiny opportunity to change course. Incoming artillery now also shows a crosshair, but it takes much longer to hit than throwing bombs. Also fixed a bug where missiles and thrown object sprites would disappear on pause.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]New achievement for swimming between Moonshade and Berindal's Refuge (now 70 total). Some status effects (like hunger) will now not display a message until it is above a certain level. Players were getting confused by the hunger messages immediately after eating food.[/p][p]Finally, ranged attacks from low ground now deal 25% less damage. Should be one more patch on Sunday or Monday that finalizes dialogue, then I will start on Ch.6 (for real this time).[/p][p][/p][p]Complete list of changes:[/p][p][/p][p]-Bombs now have a short delay before detonation (shorter than artillery).[/p][p]-Added new achievement: Driftwood (swim from Moonshade to Berindal's Refuge).[/p][p]-Status effect messages and visuals don't appear until it rises above statusNoTip level.[/p][p]-Increased efficiency of status effect checks, possibly improving framerate.[/p][p]-Missile sprites like arrows and thrown objects are now shaded correctly.[/p][p]-Fixed bug where pausing game would make all flying missiles disappear.[/p][p]-Artillery and bomb shadow sprites now have highly-visible targets.[/p][p]-Fixed bug where "make" command would reset default object.[/p][p]-Ranged attacks from low ground now deal 25% less damage.[/p][p]-AI now stops advancing briefly when it throws a bomb.[/p]