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Warlordocracy News

Future Plans for Warlordocracy

I am still working on another couple of side-quests in the Warlordocracy demo and finalizing the class balance (gotta add in some bluff dialogue options, etc.). Then I'm gonna playtest through the demo with every class, then hopefully update on Fuck Napoleon III day, March 5th.

The demo is going to stay restricted to only 10 maps, so I'm done with the demo maps. I just need to make sure that the classes are balanced, finish some more dialogue and side-quests, and hopefully improve the pathfinding a lot more. Then I can keep working on the full version.

You can import your entire party and list of reputations into different stories with the script commands already, so I think the first full paid release will be the first four chapters. There will be a satisfying conclusion but obviously some loose ends. Then there will be a couple DLCs that add two more chapters each that you can import your party and reputations into. So there will probably be a total of 8 chapters before the party gets too overpowered. I have tons of story notes and an ultimate ending, and now I just need a way to conclude the base game in a satisfactory way before the optional expansions.

There, I made the outline of my outline. Time to get high.

https://www.youtube.com/watch?v=yfcyVtD8-Dk

Warlordocracy Demo v24

I think I'm making these Demo updates too detailed. Fixed a lot of abilities like Economics, Naturalism, Mining, Smithing (not Blacksmith anymore because you can work with all metals). Item prices are now modified by condition, faction respect, and the Economics ability (boosted by Education skill).

Got rid of the Alchemist class and combined it with Scholar, then added an extra ability to all the other classes. So now all the other classes are a bit more powerful. As of right now, the Streetwise and Linguistics abilities do nothing. On the next update, Streetwise will let you gather information in towns and contact the black market at any time (in town). Also, I need to make more Bluffing dialogue options and books to translate with Linguistics. So the Merchant and Scholar are still underpowered classes, but they are getting there.

Also: a few more updates to character creation, fixed some minor bugs, changed Lurkwood to Tuskwood so I'm not ripping off the Forgotten Realms setting, and main player sex is now a reputation (not a script variable) so that it can be transferred when you import your party into another story.

Complete list of changes:

-Fixed shopping discounts, new script discount parameter, implemented Economics ability.
-Main 5 party members are automatically selected after moving to a new map.
-Newly-spawned mobiles now start with max Health and Meta, healed all mobs in story.
-Changed player sex to a reputation, not a variable (to be exported with party to other stories).
-Added new script command: "pickParty" to pick a party member (1 to 5), beds now heal whole party.
-Fixed bug from last patch where you can use/get objects from 2 paces away (now it's only talking).
-Changed Lurkwood name to Tuskwood (Lurkwood is a place in the Forgotten Realms setting).
-Changed Blacksmith ability to "Smithing" (all kinds of metals and ore).
-Finished the Mining ability and added a few ore veins to the world.
-Outlined mouse cursor in yellow to make it more visible.
-Added more abilities at trainers and training dialogue.
-Combined Alchemist and Scholar into one class.
-Character creation now displays class skills.
-Favius will now only talk to the main player.
-Updated Player's Manual and Builder's Manual.

Warlordocracy Demo v23

Updated the HUD. Combined use and talk into one command (since they were the same thing), and added a Stop command (which for some reason I didn't have before). New sound effects, dialogue, updated abilities, and more.


Complete list of changes:

-New HUD window graphics with dividing lines.
-Combined Use and Talk command and added a Stop command.
-Added random animal sounds for cows, pigs, goats, chickens, and birds.
-Added a little more dialogue and story after negotiating a treaty (still only 10 maps).
-"LoadStory" script command now has optional parameter to also transfer current party.
-Crafting arrows with Woodcraft ability now requires feathers (from dead birds).
-Implemented "Examine Environment" option for the Naturalism ability.
-Militia Elite now block player from leaving before speaking to Ralo.
-Story and save lists are now sorted alphabetically.

Warlordocracy Demo v22

Lots of fixes, big and little. Fixed a big problem with putting items on tabletops, also added a lot more books to read about lore. Improved abilities like Naturalism, which now allows you to bandage and cook meat at campfires or cauldrons (fuck I just realized I spelled it "couldrons" in the game, butt fuck it). There was also a big problem where only the first 20 status effects were dealt with in the game (there are now 22 and there can be 50 total).

Complete list of fixes:

-Added "if_reputation" script command.
-Added class descriptions in character creation, as well as starting items from Gorbo.
-Fixed problem with status effect indeces above 20 (now 50 status effects max).
-Fixed bug where selection box would appear after dialogue window closes.
-Fixed bug where red targeting indicators persisted after hitting ESC.
-Fixed the cook meat aspect of the Naturalism ability.
-Fixed minor problems with a lot of abilities.
-Tweaked pathfinding a bit (still shitty).
-Updated maps a bit and added more books.

P.S.: There will be a new Brigand update in a week or so.

Warlordocracy Demo v21

List of updates for the new demo:

-Added command: "storyFail", to fail main objective and disable saving.
-Killing either Salvio the Scorcher or Favius the Shirtless in Ch. 1 will fail the story.
-The Naturalism ability now lets you cook food (eventually also bandage and examining environment).
-Replaced the Survivalist ability (Willpower) with Mind Over Matter.
-Fixed problem with death animations after unpausing.