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Warlordocracy News

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.

Warlordocracy Early v13.1

Got tired of NPCs standing around all day doing nothing, so I added some worker characters that chop trees, mine ore, farm with shovels, etc. Also added spring items for crafting clamp traps, and made clamp traps way more powerful.

Also, you can no longer craft during combat, but workers attacking trees or rats fleeing from cats no longer registers as combat.

https://www.youtube.com/watch?v=i63tyu2KDDc

Complete list of changes:

-New reputation in Ch.1: "Spared Numbers" (tell Numbers to escape before chapter finale).
-New mobile object: worker (attacks resource objects with axes, picks, etc., placed some in Ch.1+2).
-New mechanical component: spring (now required to craft clamp traps, can be crafted, placed a couple in Ch.2).
-Mobiles that are fleeing or attacking non-mobile objects no longer count as combatants when checking for combat.
-Fixed bug where deselecting party by L-clicking nothing wouldn't close inventory/character window.
-Fixed range check in AI scripts when using Aimed Shot and Disarm abilities (aiUseItems.wsl).
-Made clamp traps stronger because they're harder to craft (more damage, immobile status).
-Fixed shovel attack animation type in object script and story files.
-Crafting abilities can no longer be used during combat.
-Improved dialogue in Ch.3 Demo (and Alpha).