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Warlordocracy News

Warlordocracy Early v13.5

Got unique weapon hit sounds working if you hit wood, stone, or metal, so now workers attacking trees, ore veins, or anvils will make better sound effects. Improved some maps and dialogue from Ch.1+2. You can now sell jewelry to every civilian "Merchant" character, fishing now sometimes gives special rewards, and all time requirements for travelling between the 3 main Lockdell maps have been removed.

Ch.3 Release still set for 30 April, and gonna be a new alpha up on Patreon Monday night: https://www.patreon.com/lcsoftware




Complete list of changes:

-New weapon attack sounds for certain target materials (wood, stone, metal), sounds now handled in separate script.
-New script boolean: "if_waiting" to test if "timePass" command is running (party won't start dialogue while resting, etc.).
-Made party check scripts start dialogue much less frequently (so party members don't all talk to you at once).
-Fixed bug with targeting obtainable items with attack command selected (now same as attacking ground).
-Fixed some store inventories in Ch.1, added windmills to Bend Upstairs in Ch.2.
-Fixed dialogue scripts for Oakia and Minax in Ch.2, must pay 100 Wealth.
-Joining Pirates now forbidden if you sell out Clovia in Ch.2.
-Lockdell transitions in Ch.1 are now instant.
-Fishing now sometimes grants special rewards.
-All merchants will now buy jewelry from you.
-New female voice folders: woman9 to woman12.
-New objects: lightAncient, generator.

Warlordocracy Early v13.4

The last patch fucked up map transitions for party members and made the game unplayable. Sorry about that. Also, Badger reported a shit ton more script bugs that are now fixed.

A couple other improvements: mouse cursor now changes color, main party is now auto-selected after loading a game or changing maps. Added some new assets for Chapter 3 (coming 30 April).

Complete list of changes:

-Fixed MAJOR bug with party changing maps.
-Fixed script bug with Feluco's dialogue in Ch.1.
-Fixed script bug when importing party reputations.
-New sounds: mind, mind2, chaos, chaos2, barrier, dispell.
-New effect object: Arcane Barrier (disabled with special gemcrack).
-New script command: "phaseAll" (phase all objects on map in or out).
-A few city guards and arbalists in Ch.2 now phase out at night in map scripts.
-Mouse cursor now has 3 colors depending on what it is hovering over (white, yellow, and blue).
-Murag no longer initiates dialogue in Dank Cave in Ch.1 if bandits are hostile.
-Main party now automatically selected after loading a map or a game.
-Fixed respawn script in Tuskwood Highlands (no more slimes in Ch.1).
-Updated Crimson's stats and inventory in Ch.1+2.
-Removed all step sounds for sand tiles in Ch.1.
-Fixed a couple more typos (thanks to Badger).

Everything Completely Fucked

It looks like the last patch completely fucked everything and now it's unplayable, maybe the patch before. I have to go to the day job and I'll be back tonight to fix it. Should be playable again within 24 hours. Sorry for the inconvenience.

Warlordocracy Early v13.3

Fixed a ton of bugs and typos thanks to Badger on Steam. Also finished the innate Siliki Shock ability (zap everyone nearby if you are swimming), and improved the Whirlwind ability (better animation sprite, more damage). Also greatly expanded the in-game encyclopedia, adding religion, history, calendar months, and more (now 768 entries total).

Should be a new Ch.3 Alpha on Patreon tomorrow: https://www.patreon.com/lcsoftware

Complete list of changes:

-Finished Siliki Shock ability (area effect, in water only).
-Improved Whirlwind ability (better sprite, more damage with higher Physique).
-Fixed crash when examining items in a shop window (thanks to Badger on Steam).
-Fixed tons of typos in the manuals (thanks to Badger), added a couple new sections.
-Fixed major script bug in timePass.wsl that would disable travel ("major battle" flag, thanks to Badger).
-Fixed "objMobAnim" command (some of the animation labels were wrong, such as "slash").
-Added some more herbs to Ch.1 (including King's Petal to make Cure Potions).
-Added gods, months, and lore to the encyclopedia (now 768 entries total).
-Set owning faction of all food and doors in Lockdell Market (Ch.1).
-Alchemy ability now lets you distill moonlight.

Warlordocracy Early v13.2


Got innate abilities working for certain races. Krugen have Frenzy, Trogs have Burrowing, and Siliki have Shock and Diving (swimming underwater).

Got new status effects like Resist Acid, as well as a completely reworked Alchemy script for brewing potions (you can now brew 12 kinds of potions, in addition to poisons, bombs, and basic liquids). Potions of Resist Acid are very useful for fighting slimes.

Also, mobiles with flying set to 2 cannot be attacked with melee weapons (for birds only). Wasps and bats can be attacked with melee (but have 50% evasion). Trogs can now move through sand quickly (and burrow), and ratfolk can now swim. Lots of other little fixes. New Ch.3 Alpha on Patreon on Monday night.

Soon I plan to add another Patron Story where you play as a trog and/or siliki, and use your diving/burrowing abilities to sneak past baddies.

https://www.youtube.com/watch?v=LUpHa9sQ6Rk&t=3s

Complete list of changes:

-New items: Potion of Resist Acid, Pearl (placed potion in factory in Ch.2).
-New potion recipes in Alchemy script, increased most potion effects (now 12 potions total).
-New status effects: Submerged, Burrowed, Frenzied, Resist Acid (now 30 status effects total).
-New innate abilities for some species: Krug Frenzy, Siliki Shock, Diving, Burrowing (now 50 abilities total).
-Crafting scripts now reset when you don't have the required ingredients, instead of exiting and wasting meta.
-If "objMobFlying" command is set to 2, mobile can't be attacked by melee (all birds set to 2, bats and wasps are 1).
-Bird AI script now always sets flee to 100% Health with "objMobFlee" command (always flee if attacked).
-Trogs now have "objMobAquatic" set to 5, meaning no penalty for rough terrain, but also no swimming.
-Ratfolk now have "objMobAquatic" set to 1, meaning they can swim.
-Message when load is too heavy now displays how many stones over.
-Heal and recharge messages no longer display at max HE/ME.
-Expanded Chapter 3 Alpha (for Patrons), updated manuals.