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Warlordocracy Early Access v6.3


Complete list of changes:

-Increased the size of transition arrow sprites.
-Added command: "mapCopy" (update Builder's Manual).
-Journal settings window now displays current weather and aim modifier.
-Loading a game from Journal Window now takes you to save folder automatically.
-Loading an object with SHIFT in world editor now takes you to object folder automatically.
-Fixed bug where "objStop" command wasn't working in collision scripts (transition arrow loops).
-Party members no longer teleport to blocked tiles on new maps (move to another adjacent tile).
-Dialogue windows with no object selected no longer changes camera position.
-Skeletons and zombies now have die scripts (play sound and drop bones).
-Added objects: signPlaque, bricks, statueJungle, tilesOld, bottleMoonlight.
-Added effects: fireMaul, shell, torrentacle (not used yet).
-Added tiles: upstairs, battlementsB.

Warlordocracy Early Access v6.2

Made interact the default command (talk, use, get). Now if you want to move over an item without obtaining it or move behind a door without opening it, you have to select the move command. Of course, you still only need to select the attack command if you want to bash objects or attack friendly characters.

Lots of other little fixes and new resources for upcoming chapters.

Complete list of changes:

-Interact is now the default command (first icon), updated tutorial.
-Fixed saving settings in INI file (logo music can now be turned off).
-Temporarily disabled SHIFT key in world editor for possible Linux compatibility.
-Removed descriptions from normal objects that cannot be examined (decreasing save file size).
-World Editor now selects mobiles in tile first, and objects set to draw priority "bottom" as last (like blood).
-Prowling ability can now be used during heavy storms (and light precipitation with 8 Cunning).
-Naturalism ability now lets you make rags with fine clothing.
-Added objects: wallDungeon, wallDungeonB, wallNobleC.
-Added music: peace4.ogg, frostgate.ogg.
-Replaced dog sprites with something bigger.
-Renamed some map tiles to be more organized.
-Updated Chapter 2 demo and Player's Manual.

Warlordocracy Early Access v6.1

Added mobile health condition and one status effect to tooltips (see screenshot below). Also fixed a bunch of little bugs like disease increasing your max health instead of decreasing it (don't know how that slipped by me). Also added a ton of new objects and sprites I'm using in Chapter 2.



Complete list of changes:

-Fixed bug with "Diseased" status affecting max health.
-Tooltips now show health condition and one status effects.
-Removed statusPossessed property and added statusNoTip (so status doesn't show up in tooltips unless above value).
-Made it so the "Hungry" status effect shows up in tooltips only when it reaches 50 (at 100 you start taking damage).
-Added new script booleans: "if_objHEPer" and "if_objMEPer" to test for percent of health and meta (related to max).
-Added objects: wallNobleB, fenceNoble, fenceNobleGate fountainBig, manorTower, frontSteps, postings, railings.
-Added objects: fungus, fungusBig, fungusHuge, fungusWall, planters, chimney2.
-Added items: skull, fork, bowl, mirror, dice, shoes, boots.
-Added tiles: roof, roof2, roof3, floor4.
-Added script for using hand mirror.
-Added snake attack sound effect.
-Cacti now only harm party members.
-Wasps now only deal 5 poison.
-Updated Builder's Manual.

Warlordocracy Early Access v6.0

Party AI setting is now displayed in upper left corner of screen ("off", "basic", or "advanced"). Commanding large amounts of characters will now give a different destination for each one, to a max of 25 selected characters. Choosing to attack the ground will have all selected characters choose a random hostile within 3 tiles of targeted tile. Also, changing party member attack targets now only resets the tile transition if it will help get the attacker closer to the target.

OK, now I'm just gonna focus on Chapter 2 story for a couple weeks. Still leaving early access in August.

Also improved framerate a bit.

-Party AI setting is displayed in upper left corner (important info).
-Improved framerate by removing unnecessary HUD redraws in source code.
-Attack the ground will now automatically choose random nearby hostiles.
-Different adjacent destinations for each selected party memeber (up to 25 selected destinations).
-Party members now reset tile transition when changing attack targets only if it keeps them closer to the new target.

Warlordocracy Early Access v5.9

New INI file for game settings instead of them being saved with savegame file. Party members no longer reset their tile position when changing targets. That means they have to complete their transition to their new tile before attacking. I might reverse that later tonight after I playtest a little more. Also, there was a bug with the "if_objMobPartyMain" script boolean that made unnamed henchmen puke every time they ate food. Fixed now, along with a bunch of other stuff.

Complete list of changes:

-Party mobiles no longer reset tile transition when changing targets.
-Got rid of double use messages when objUse script command is called.
-Cacti now have collision scripts to damage mobiles who bump into them.
-Added settings.ini for launch, settings no longer saved with save file.
-Replaced full screen option in main menu with Party AI (more important).
-Naturalism now lets you craft fine clothing with fabrics (useful for selling).
-Attacking now checks tile transition destination as well as current position for range checks (easier melee attacks).
-ChecksParty script now calls aiUseItems script (so party members auto-use items/abilities if Party AI set to advanced).
-Fixed bug with "if_objMobPartyMain" script command that would make henchmen vomit whenever they ate food.
-Added objects: manhole, dockPost, dirt, chairNoble, tub, toilet, loom, fine clothing.
-Added tiles: wallTile4 (noble district walls).