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Warlordocracy News

Warlordocracy Early v12.7

There's a new nifty little list you can choose from when importing a party. Parties are still imported automatically when you finish a chapter, but you can also choose to start a game from that chapter and either create a new character or import a party. There are also now party level limits for each chapter, which forbids you from importing a party that's too powerful. Reputations are also attached to parties.

Lots of other little improvements, which can you see below. I am balls deep into designing Chapter 3. Still on track to release 30 April. Gonna put the next alpha on Patreon on Monday.




Complete list of changes:

-New objects: wallCanopy (jungle canopy for Ch.3).
-New sprites for wave effects, facing all directions.
-New script command: "objCrimeCheck" (check for witnesses and decrease faction respect by given amount).
-New script command: "loadPartyList" (brings up list of parties that you can choose to import).
-Picking locks now uses "objCrimeCheck" command and decreases respect by 5 if caught.
-Loading game now brings up a list instead of requiring player to input filename.
-Chapter intro scripts now use "loadPartyList" command when starting a new game.
-Included some prefab parties you can load with new "loadPartyList" command.
-Added level limits to chapter intro scripts when importing parties.
-Party dialogue no longer happens until after chapter intro scripts.
-Updated forbidden player names in misc\naming.wsl script.
-Expanded Chapter 3 Alpha (for Patrons).

Warlordocracy Early v12.6

Fixed some major performance bugs, added some new items, mobiles, traps, and objects for Ch.3. Gave Minax a personality and added some more loot in Ch.2.

New Ch.3 Alpha is on Patreon, first 10 maps done (30 planned): https://www.patreon.com/lcsoftware


Complete list of changes:

-Fixed major bug where AI scripts were all being called at same time.
-Fixed script bug where AI wasn't using combat abilities (useItems script).
-Fixed bug where table objects were being drawn under walls if an item was on it.
-New trap: Tripwires (trigger nearby powder or petrol kegs then disappear).
-New henchman: Izari Cleric (crossbow, mace, ability to heal nearby allies).
-New item: Doom Bomb (causes largest explosion in game, explosion3, late game).
-New basic objects: tableNoble, tableNoble2, shelfDishes, drawers, drawersBig, symbol.
-Updated Player's Manual with more history (for Minax's background).
-Gave Minax a semblance of personality in dialogue scripts.
-Tweaked lots of furniture collision and table values.
-Placed some loot on House Tevani's balcony in Ch.2.
-Expanded Chapter 3 Alpha (for Patrons).

Warlordocracy Early v12.5


Swimming now drains Meta/Health based on Physique and carry load (if you're not an aquatic species). You can now choose one companion if you make a new character for Ch.3 Demo/Alpha (most people will just import their party naturally from Ch.2). Other minor bug fixes and improvements.

Also, there's 3 news tracks for Chapter 3 thanks to Sonic Kitchen. More to come:

https://soundcloud.com/sonic_kitchen/berindals-refuge https://soundcloud.com/sonic_kitchen/cave-of-critters https://soundcloud.com/sonic_kitchen/a-feeling-of-dread


Complete list of changes:

-New script boolean: "if_objLoadPer" to test percent inventory load (based on max).
-Party members swimming now lose Meta/Health at different rates based on load and Physique.
-You can now choose a companion (from six choices) if you create a new character for Chapter 3.
-Added encyclopedia sprites for party members and lots of main characters (changed Minax's sprite).
-Improved speed of map color commands ("mapRed", etc.), so map sprites are reshaded only once, after script is finished.
-Removed birds and a couple civilians from crowded market maps (keeping mobiles below 40 per map now).
-New tracks from Sonic Kitchen: refuge.ogg, cave2.ogg, stealth.ogg (used in Ch.3 Alpha).
-Swapped titles and screens for Chapters 4 and 5 (desert will now come before snow).
-Improved some dialogue in Ch.2 (Leo) and Ch.3 Demo (party members), new rep.
-Fixed "loadParty" command so that main player is now automatically set.
-New map tiles: "grassDark" (for jungle maps).
-Mouse cursor now hidden on Deck.

Brigand Version 13.5 to 13.6B

Brigand cross-promo, the last for a loooong time, hopefully. Gonna focus 100% on Warlordocracy now. Gonna be a new patch in a couple days.

* * *

Got two new baddies in the NIGHTMARE DLC: Widow Demons and Arachno Demons. There are also demon eggs that you can throw to spawn friendly arachnos (vids below). I also have rats now as an object for modders, but I'm hesitant to include them in the official DLCs. They run around and you can whack them for raw meat (type "make=rat" in the command prompt).

Game should no longer crash if it fails to load a sound. I'm gonna try running it on Linux without Proton again in a second. Lemme know your experience on Linux also.

Also fixed tons of bugs (especially in Spanish translation), added some new commands (for rat and arachno demon AI scripts). Added a clue on McVannon's desk texture.

https://www.youtube.com/watch?v=jNqZylab4q4

https://www.youtube.com/watch?v=ON_p5hj5lEY


Version 13.6B:

-(PANAMA) Changed cliffs in Deep Canal to prevent player from jumping over them and skipping Ch.4.
-Fixed crash bug in NIGHTMARE thanks to PhenomD on Steam.


Version 13.6:

SOURCE CODE:
-If a 3D sound fails to load, game will no longer crash.
-New possible sentient animations: misc, misc2, misc3 (played with the "task" script command).
-When sentients with no grip limb use items on the ground, attack animation now plays (hounds eating meat, etc.).
-New script commands: "xDestChange", etc. to set destination relative to current position (for random movement in AI scripts).
-"If_sentientNear" boolean now ignores objects with the same name.

SCRIPTS:
-New object scripts for rat (creature you can kill for meat or possess with voodoo).
-New object scripts for demonEgg (item you can throw to spawn a friendly arachno demon).
-New object scripts for demonArach (jump attack), and demonWidow (spawn arachnids, poison).
-Hooker dialogue now displays player's jink (for 5 jink healing smooches, now also improves Charisma).
-Fixed Boris dialogue bug when he gives you the shop deed and your inventory is full (deed appeared somewhere else).
-Updated Fearomone script so that Rekindled Ghouls, Neuro Demons, and Widow Demons are also now immune.
-Updated Eyes of the Beast script so you can possess arachno demons and rats now as well.
-(NIGHTMARE) Aracho Demons now spawn at night in some areas after certain chapters.
-(NIGHTMARE) Fixed tons of script bugs in the Spanish translation.

RESOURCES:
-New creature: rat.
-New item: demonEgg.
-New demons: demonArach, demonWidow.
-Added modding license to Docs folder.
-Added carved clue to McVannon's desk texture (oldDesk.dds).
-Removed a ton of redundant model files from story assets (X and DBO files are now only in DEFAULT assets).

STORY FILES: (requires starting a new game)
-(NIGHTMARE) Added rats, widow demons, arachno demons, demon eggs, and new book to NIGHTMARE story.


Version 13.5:

SOURCE CODE:
-Fixed target window closing animation, fixed world targeting editor info bug.
-Fixed inventory tutorial popping up twice in prologue (one saying you can only carry 8 items).
-You can no longer use abilities underwater.

SCRIPTS:
-Medkits and most abilities can no longer be used while swimming.
-Fixed bug where Carmen would keep turning hostile if UBNS is hostile in Ch.8 after recruiting her with Born Leader.
-Prevented going north from Freeway 200 during flood in Ch.8 (possible to get stuck on wrong side with no medkits).
-Increased skills of Ozee and UB Elite in init scripts for all stories so they can use all their abilities.
-(PANAMA) Fixed bug where dismissing Mabel from the party made her wait in Gamboa instead of outside tunnels.
-(BATTLES) You can now use Born Leader to recruit Osito for free in dialogue in BATTLES DLC.

STORY FILES: (requires starting a new game)
-Increased skills of Ozee and UB Elite in all story files.
-Changed polycollision of cave wall in Toxic Caves so player can't get stuck in underground river.
-Moved loose dirt up in Broken Tooth Pass so you can't target tome through it, fixed nearby rock collision.
-Moved grenade atop McVannon's dresser on the Polyphonic so that it's in reach.

Warlordocracy Early v12.4

TWO PATCHES IN TWO DAYS??? You're God damn right.

Swimming is working. Here's a video of some siliki swimming out from Nightsteam Reef to electrocute a shark. Player characters can also learn swimming as an ability starting in Ch.3 (new alpha going up on Patreon shortly).

Patreon: https://www.patreon.com/lcsoftware

Video:
https://www.youtube.com/watch?v=N5kB3iVU5z0

Complete list of changes:

-Implemented swimming!
-Expanded "objMobAquatic" command to have 6 settings (see Builder's Manual, crocs can now swim).
-Replaced "Smash Object" ability with "Swimming" ability (changes aquatic status in party checks script).
-Object check scripts are now called immediately after map loads (so birds starting moving immediately, etc.).
-New script boolean: "if_objMobDir" to test which direction mobile object is facing.
-Calling game credits in scripts now properly exits script and returns to main menu.
-Player can no longer command henchmen to talk (only main party can talk).
-Lots of new floor and ground tiles.
-Updated all manuals.