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Warlordocracy News

Warlordocracy Early Access v2.7

Mostly rearranged some object folders to prepare for leaving early access. Also, sleeping now heals you to 40 HE instead of 20. The next version will definitely have a single-map demo for Ch.2. I just don't wanna do a bunch of work first and change my mind about something essential.

Anyway, I have a month off of teaching, and also I have Covid, so I'm gonna be developing games nonstop for a week (and also finally beating Planescape Torment).

Complete list of fixes:

-Rearranged dialogue scripts so mobiles have different USE scripts depending on Chapter (instead of in same script).
-Rearranged jewelry and gemcrack items and scripts and put them all under the "magic" sub-folders instead of "items".
-Health now gets restored to 40 when sleeping in a bed instead of 20 (now grants Focused status with 6 Willpower.
-Focused status effect no longer slows down the mobile, to make it more useful.
-Gorbo now sells Croc Tooth Necklace in dialogue, not shopping system.
-Decreased mouse selection size for turkeys.
-Removed "Child Killer" reputation (no use).

Warlordocracy Early Access v2.6

Here's a minor update. I have a month off from my day job, so I'm gonna start working on the pathfinding AI ASAP.

Complete list of fixes:

-Fixed script bug with cooking food with the Naturalism ability.
-Mobiles now switch to an empty inventory slot if attacking with a non-weapon item and mobile has no weapons.
-Campfires now have a different sprite while outside in the rain.
-Changed doors' faction at Proud Bridge Inn to Nobles.
-Fixed book hiding under table at Lying Flute Tavern.

Warlordocracy Early Access v2.5

Thanks to Docangle for reporting a shit ton of bugs, also GGanbu Ni player 001. A couple other improvements, like now you have the option to pour out bottles of poison to reuse the bottle (instead of drinking it).

Complete list of fixes:

-Fixed rare code problem where party members or inventory would disappear when changing maps (I think).
-Fixed script problem with Smithing ability (caused by requiring a hammer in a previous patch).
-Obtainable items are now shown in dialogue window pics for abilities like crafting and foraging.
-If "objGive" script command stacks with another object in inventory, that object ID gets selected.
-Added option to pour out bottles of poison to reuse the bottle (instead of drinking it).

Warlordocracy Early Access v2.4

I replaced the "Examine Surroundings" option in the Naturalism ability with "Collect Rainwater" (much more useful). Examine Surroundings did pretty much nothing. Also much better door collision AI and other stuff.

Complete list of fixes:

-Simplified door collision script (now it just calls the use script).
-Added new script boolean: "if_objBlock" to test whether object blocks movement.
-Improved AI when colliding with a door in code, so mobiles now move straight through without turning.
-Added new dialog window alerts in scripts for getting diseased and foraging for food/herbs with Naturalism.
-Added object: dirty well, so you can risk drinking dirty water or distill with Naturalism ability (not in Ch.1).
-Replaced "Examine Environment" option in Naturalism ability with "Collect Rainwater" option (more useful).
-Replaced hud\bonus.wav sound effect and increased volume of hud\fail.wav sound effect by 50%.