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Warlordocracy News

Warlordocracy Demo v27

Complete list of changes:

-Added a Chapter 1 screen image.
-"If_objNear" booleans now pick a random appropriate object instead of lowest object ID.
-Added new script boolean: "if_mapNoNight" to test if day/night cycle on map is disabled.
-Added new script command: "pause" (used after "screen" command for chapter titles).
-Party members must now have at least 1 EDU to read signs, 2 EDU to read books.
-Fixed collision script when moving diagonally (into transition arrows mostly).
-Fixed problem with weather change when leaving Bandit Camp.
-Fixed problems with victory music and gameover music.
-Moving to a new map now resets command to Move.
-More varied grass tiles on all maps.
-Updated Commander Ralo's sprite.
-Fixed interact hot key (U).

Warlordocracy Demo v26

Big old list of updates. Still working on the pathfinding, but it's slightly improved. Main priority. I also really improved mouse selection priority, like how you select mobiles over items under their feet before anything else, and added some quests. I'm still not gonna develop past the first 10 maps (the demo maps) until I know everything is perfect.

Complete list of updates:

-Slightly improved pathfinding.
-Murag in Bandit Camp now gives one quest.
-Improved mouse detection more, prioritizing mobiles over items.
-Smithing ability now lets you forge wealth from silver and gold ore.
-Added list of documents in main menu and included updates in game menu.
-Added a skill pentagram sprite to character creation.
-Added two graves to Chirping Meadows.
-Added Quiver of Arrows item (x10 arrows).
-Updated transition script to forbid travelling while under attack.
-Updated character creation and Player's Manual text a bit, converted to PDF.
-Temporary effect objects like fire now get deleted when world editor opens.
-Added more sprites and objects to the media folder (still unused, but ready).

Warlordocracy Demo v25

Redid the pathfinding a bit, improved mouse selection precision, added a Total Party Level stat in the Journal window for when you import your party into new stories (and there are limitations). The party limit is based on how many members you have, and their accumulated skills and abilities, as well as leftover karma points (skill points). Not sure if I should also include wealth and total inventory value in this as well. Added two new quests. Finished the Streetwise ability so you can summon the black market in town and gather info. Updated maps a bit. Lots of new script commands. Still need to work on the pathfinding.

Complete list of changes:

-Fixed problem with target retaliation from the last patch.
-Greatly improved mouse selection detection for objects with larger sprite images.
-New custom object selection size property (pointer selection much more accurate).
-Butterflies and birds now disappear at night in AI scripts.
-Brayna at the Lockdell Docks now gives two side quests.
-New stairs map tiles between coastal and town maps.
-Total Party Level now displayed in Journal window.
-Expanded the size of the Lockdell Town Hall.
-Added usable clocks and pocket watches.
-Finished the Streetwise ability.
-Use scripts for barrels, workbenches, etc. now automatically examine the object.
-Added windmill, guillotine, and well objects to the maps.
-Added more sprites and objects to the media folder (still unused, but ready).
-Gaining wealth, karma, objectives, and changes in faction hostility now indicated in a window.
-Fixed some problems with booleans picking a new current object and saving last object.
-Fixed bug where failing a main objective would repeat the window over and over.
-Fast tooltip delay now constantly shows tooltips.
-Tweaked path-finding (still sucks).
-"PickName" script command no longer picks dead/destroyed objects.
-Added new script boolean: "if_objSprite".
-Added new script command: "objMobTargetDefault".
-Added new script command: "objSelSizeX" and "objSelSizeY".
-Added new script command: "partyPos" to position entire party around given coordinates.
-Added new script command: "victoryMusic" to play victory music once then revert to previous music.
-Added new script command: "refresh" to call after opening chests, etc. for faster processing.
-Added new script command: "objExamine" to examine current object.

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.