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Warlordocracy News

Warlordocracy Early Access v5.1


Complete list of changes:

-Greatly improved pathfinding!
-Naturalism ability now lets you forage for wood.
-Pausing the game now erases arrow tracers immediately.
-Improved wallStraw sprites (and some other wall sprites).
-Throwing objects now shows weapon sprite flying toward target.
-Fixed huge bug from previous patch with door collision fucking with mobile position.
-Not enough Meta message is now a dialogue window when using abilities (not just message).
-Fixed bug where game messages wouldn't appear at top of screen while reading books from inventory.
-Rearranged screens into subfolders (maps, paintings, etc.).

Warlordocracy Early Access v5.0

Finally got arrow aprites flying through the air (easier than I thought). Also, improved framerate a lot, I think. Still on track to leave early access in August.

Complete list of changes:

-Greatly increased framerate.
-Added quick missile tracer sprites when shooting ranged weapons.
-Added lots of new character scripts and sprites (not in Ch.1).
-Fixed bug from last patch where AI stopped using bows.
-Woodcraft ability now lets you craft crossbow bolts.
-Improved HUD sprites a bit.


Videos:

Arrows Tracers: https://www.youtube.com/watch?v=9gZ4Qcrp2_c

Concealed Assassins: https://www.youtube.com/watch?v=hdP9bbPQ2C4

Play Dead Ability: https://www.youtube.com/watch?v=53r2IIxElMI

Warlordocracy Early Access v4.8

Crossbows now require bolts (not arrows), concealed assassins are working, and I replaced the Aquatics ability with Throw Weapon. I fixed lots of little bugs, including one where henchmen could not eat anything without throwing up (because henchmen don't get hungry). Also, I tweaked lots of weapons stats and made stone useable objects instead of weapons (use to throw).


Complete list of changes:

-New items: bolt, quiverBolt (ammo for crossbows).
-New baddie sprites and scripts: bandits\assassin.
-Replaced Aquatics ability with Throw Weapon ability, new script.
-New script command: "objThrow" to throw currently-equipped item to given targeted coordinants.
-Fixed bug where mobiles could obtain objects from a distance with a ranged weapon equipped.
-New script boolean: "if_objMobPartyMain" to test if mobile is in main party (not henchman).
-Fixed food scripts so that henchmen don't vomit if overeating (they never get hungry).
-Choosing quit in the Journal menu now lets you quicksave, main menu, or quit program.
-Increased damage and required level of Whirlwind and Mighty Blow abilities.
-Updated Player's and Builder's Manual (reverted back to RTF files for now).
-Fixed bug where destination X's wouldn't appear on targets when paused.
-Tweaked weapon stats and improved lots of weapon and item descriptions.
-Stones have been changed from weapons to useable items (thrown).
-Increased health bonus for basic food and meat (3 to 5).
-Added click sound in dialogue windows.
-Improved some ability icons.

Brigand Future Plans

Brigand Link: https://store.steampowered.com/app/652410/Brigand_Oaxaca/

The Brigand prequel DLC set in Texas is still in the works. The dude is still alive. I played the first two hours and it was a masterpiece, profits will go to the creator.

Meanwhile, feel free to make your own stories in the World Editor and sell them independently on itch.io or something, collect all the profit. Just include a link to the Brigand store page so they gotta buy my shit first, then everybody wins. You can play the MOD TUTOR story in the Extras DLC to get started with the Brigand Scripting Language (BSL files).

I plan on doing one more patch after New Years to update the copyright date and improve a couple things. Until then I'm gonna crunch on Warlordocracy and finish it by the end of summer vacation (August is the goal).

Screenshots for upcoming DLC:





Warlordocracy Early Access v4.7

Worked more on invisibility, both rendering baddies and AI. Adding lots of new unused monsters that you can spawn with the world editor ("make" command). I'll have some monster videos on the next patch.

Also, there is now an option to set party AI to "off", "basic", or "advanced". The standard setting is basic. Still working on advanced.

Complete lists of updates:

-New items: spider saccule, blink saccule.
-New baddie sprites and scripts: bear, spiders (multiple types).
-Fixed bug where "objTarget" command would sometimes target corpses.
-New option to change party AI to off, basic, or advanced (default is basic).
-Alchemy ability can now brew poisons from spider sacs as well as swamp nettle.
-Alchemy ability can now also poison sabers, rapiers, great swords, and battle axes.
-Alchemy ability can now brew invisibility poitions and rejuvenation potions.
-Door collision script for auto-open now reveals concealed/invisible mobs.
-Fixed problem from last patch where Crocodiles couldn't move on land.
-Added new map tiles for city and blighted maps (wall2Tile and lava).
-Party must now be facing concealed baddies to reveal them.
-Increased framerate a bit with sprite pixel snapping.