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Warlordocracy News

Warlordocracy Early Access v4.4

Worked on the desert biome for the "mapRandom" script command, finished some new monster scripts, including immobile mantrap plants, fangworms that can only move through sand, and pyropedes that ignite fires. The new baddies can spawned with the world editor or in the desert biome of random maps. Also further divided the "animal" category of mobiles to "mammal", "bird", "reptile", and "fish". Eventually there's gonna be some magic or something to control each of those categories.

Complete list of updates:

-Fixed crocodile and wasp attack animations.
-Fixed bug from previous patch with drawing party destination X's.
-Divided the species "animal" into "mammal", "reptile", and "bird".
-Finished baddie scripts: fangworm (sand only), mantrap (immobile), pyropede (not in Ch.1).
-New property and script command: "objMobNoInv" to prevent animals, etc. from having inventories.
-Added new commands: "mapSand", "mapSand5x5", "mapSandAll" to make sand tiles.
-Mobiles with "objMobAquatic" set to 2 are only able to travel on sand tiles.
-Increased all ranged attack accuracy by +5% (to make bows more useful).
-Included desert biome in "mapRandom" script command (unfinished).
-Changed mobile animation speed based on movement speed.

Warlordocracy Early Access v4.3

Improved framerate some more, plus a few new items, tweaks, and bug fixes.


Complete list of fixes:

-Fixed bug with mobiles joining party as henchmen.
-Fixed bug with AI switching weapons when out of ammo.
-Fixed bug where message window size wouldn't highlight after toggling.
-Fixed bug where first-selected henchmen's inventory and character screen wouldn't appear correctly.
-Tweaked AI reaction to getting hit while mobile currently has target (25% chance to switch targets).
-Added items: wool and silk, and Naturalism ability can now collect wool from sheep.
-Naturalism ability now allows crafting of rags and string from hemp, wool, or silk.
-World Editor now shows current tile selection during command input.
-Attack delay now displayed next to damage in character info screen.
-Poisoned status now deals 3 damage (not 1) every 4 seconds.
-Improved performance a bit more with lots of party members.
-Updated mapBonus1 script (for Patreon subscribers).

Warlordocracy Early Access v4.1

HEY! I managed to release version 4.20 on 4/20, the day famous for the start of the Spanish-American war and the discovery of radium chloride. Much better performance and more random map generator functions.

Complete list of fixes:

-Greatly improved performance with multiple party members moving.
-Fixed bug where contracts wouldn't work if you had a full party (now able to recruit 20 additional henchmen).
-Fixed bug where explosions would cause mobiles to attack random objects if object disappears in script.
-Added river and more road options to mapRandom command (no bridges yet).
-Now forbidden to have more than 20 henchmen per map.

Warlordocracy Early Access v4.2

HEY! I managed to release version 4.20 on 4/20, the day famous for the start of the Spanish-American war and the discovery of radium chloride. Much better performance and more random map generator functions.

Complete list of fixes:

-Greatly improved performance with multiple party members moving.
-Fixed bug where contracts wouldn't work if you had a full party (now able to recruit 20 additional henchmen).
-Fixed bug where explosions would cause mobiles to attack random objects if object disappears in script.
-Added river and more road options to mapRandom command (no bridges yet).
-Now forbidden to have more than 20 henchmen per map.

Warlordocracy Early Access v4.1

Huge update, adding a very useful command. In the world editor, use the "mapRandom" command to bring up a list of options to generate a random map with wildlife, etc. Still working on it, so expect more options in the future for biomes, rivers, buildings, etc. Also other little fixes.

Video:
https://www.youtube.com/watch?v=va93RGNEfBw

Complete list of fixes:

-Added new function and script command: "mapRandom" to make a randomized map after a series of questions.
-Decreased henchman contract range from 2 to 1, added faction respect requirements.
-Finished scripts and stats for explosive boar, leaper, lupulu, and eberan.
-Added lots of new jungle and swamp trees and foliage (not in Ch.1).
-Added undead AI script to prevent mental status, etc.
-Increased chance for slimes to divide in AI script.
-Added more music tracks, decreased some music size.
-Updated credits and Builder's Manual.