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Warlordocracy News

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.

Warlordocracy Early Access v4.6

I am cranking out the patches. The Play Dead and Shadow Dance abilities are working (if you cheat and learn it in Ch.1), tons of other little fixes. Had to update before the list got too long. Still on track for early August to leave early access and have Chapter 2 DLC finished.

Complete list of updates:

-Fixed rare bug where command panel would be disabled while paused.
-Fixed party selection bar sprite position when frame is larger than 64x64 (now always centered).
-Fixed bug where characters would attack bloodstains after bomber boars explode (for realsies this time).
-Added new script command: "objStopAttackers" to make all attackers stop targeting current object (Play Dead ability).
-Added new status effect: Invisible (used for both Play Dead and Shadow Dance abilities).
-Increased ability requirement and effects for Mighty Blow and Shadow Dance.
-Setting "statusConcealed" to 2 now makes mobile totally invisible.
-Added item objects and sprites: Potion of Invisibility, Beetle Shell.
-Added wall objects and sprites: wallWoodB, wallNoble.
-Added scripts for abilities: Play Dead, Shadow Dance.
-Removed damage immune messages for effect objects (like explosions).
-Improved potion sprites.
-Updated Player's Manual.

Warlordocracy Early Access v4.5

Mostly working on new baddies, swarming AI scripts, plus a bunch of little changes. Sand tiles now slow down movement speed.

Complete list of changes:

-Added baddie sprites and scripts: shark, shambler, beetle, mycanoid, ratfolk, moonhead (not in Ch.1).
-Added new script command: "objDestLast" to set object's destination to previously-selected object (swarm AI).
-New parameter: "if_objNear=default" to check for objects with same name as current object (swarm AI).
-Changed "if_objNearMob" to avoid looking for mobiles of same name (for that use "if_objNear=default").
-Updated Player's Manual (new monsters, combat) and Builder's Manual ("mapSand", "objDestLast", more).
-Added script commands to change all map tiles: "mapBlockAll", "mapBlockVisAll", "mapBlockFlyAll".
-Clamp trap script now makes sound, increased damage from 12 to 20, caltrops from 4 to 6.
-AI now has a chance to attack hostile mobiles that it collides with.
-Sand tiles now slow down movement (can also be used for mud, etc.).
-Fire spreads faster, but now has max spread in scripts.
-Fixed pausing screwing up object sprite animations.
-Improved "mapRandom" generator a bit.