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Warlordocracy v3.7

[p]Throwing bombs now has a short delay, and displays a highly-visible crosshair on the targeted tile, giving the player a tiny opportunity to change course. Incoming artillery now also shows a crosshair, but it takes much longer to hit than throwing bombs. Also fixed a bug where missiles and thrown object sprites would disappear on pause.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]New achievement for swimming between Moonshade and Berindal's Refuge (now 70 total). Some status effects (like hunger) will now not display a message until it is above a certain level. Players were getting confused by the hunger messages immediately after eating food.[/p][p]Finally, ranged attacks from low ground now deal 25% less damage. Should be one more patch on Sunday or Monday that finalizes dialogue, then I will start on Ch.6 (for real this time).[/p][p][/p][p]Complete list of changes:[/p][p][/p][p]-Bombs now have a short delay before detonation (shorter than artillery).[/p][p]-Added new achievement: Driftwood (swim from Moonshade to Berindal's Refuge).[/p][p]-Status effect messages and visuals don't appear until it rises above statusNoTip level.[/p][p]-Increased efficiency of status effect checks, possibly improving framerate.[/p][p]-Missile sprites like arrows and thrown objects are now shaded correctly.[/p][p]-Fixed bug where pausing game would make all flying missiles disappear.[/p][p]-Artillery and bomb shadow sprites now have highly-visible targets.[/p][p]-Fixed bug where "make" command would reset default object.[/p][p]-Ranged attacks from low ground now deal 25% less damage.[/p][p]-AI now stops advancing briefly when it throws a bomb.[/p]

Warlordocracy v3.6

[p]Major patch that fixed lots of problems with throwing objects and line of sight in general. Also fixed a problem where weather wasn't changing in cut-scenes, made party selection easier (you can now click on their heads), and sharks and jellyfish no longer attack each other.[/p][p]Also renamed all "petrol" objects to "oil" objects so it can come from a variety of sources. Still haven't had time to finalize the dialogue, but that will come in a couple days.[/p][p]Here's a random screenshot from Ch.4.[/p][p][/p][p][/p][p][/p][p]Complete list of changes:[/p][p][/p][p]-Improved map party selection to account for custom selection size (you can now click on heads to select).[/p][p]-Changed the name of all "petrol" objects to "oil" objects, so it can be derived from multiple sources.[/p][p]-Fixed line of sight bug where you could target objects immediately on the other side of walls.[/p][p]-Prevented throwing objects on to blocked tiles, so you can't pick them up later.[/p][p]-"ObjThrow" command now has an optional parameter to bypass blocked tile check.[/p][p]-Throwing stacked objects now switches default object to the thrown object.[/p][p]-New script command: "sync" (used after changing weather during dialogue).[/p][p]-Fixed bug where fog was not rolling in for Ch.3 intro on the ship.[/p][p]-Sharks and jellyfish no longer attack each other in AI scripts.[/p][p]-Prevented birds from using Defecate ability while phased out.[/p][p]-Fixed eastern transition script in The Planks map in Ch.4.[/p][p]-Fixed bug where party got selected after dropping items.[/p][p]-Fixed scripts for bottles of liquid that you can throw.[/p][p][/p]

Warlordocracy v3.5

[p]Fixed bug when mobiles were overlapping and swapping places nonstop (especially common with party members). Mobiles should never overlap, but if they do, they will now correct themselves ASAP.[/p][p]High level Cryomancy spells now cause the Immobile status effect briefly, added special settings to the Player's Manual (like Party AI and Auto-Pause), and a couple other minor things.[/p][p]Also added more party dialogue and banter to Ch.4. I just need to do one more patch in a couple days and I'll be finished with the dialogue, and then I can start on Ch.6.[/p][p][/p][p]Complete list of changes:[/p][p][/p][p]-Self-correction for party overlapping now works perfectly, even during combat.[/p][p]-Mid and high-level Cryomancy spells now cause targets to become Immobile briefly.[/p][p]-Updated Ch.3 story file with new Shambler properties (have inventory, no longer beasts).[/p][p]-Updated Player's Manual with Special Settings info (Party AI, Auto-Pause, Easy Mode).[/p][p]-Estate doors in Noble District now close and lock in Ch.2 if Nobles become hostile.[/p][p]-Prevented henchmen from using contracts (only main party is allowed now).[/p][p]-Improved and added some more party dialogue in Ch.4.[/p][p]-Updated Atlas with world name: Occarth.[/p]

Brigand Chinese Translation

[p]Thank you to Ez Old Men Ch Localization Team for the Chinese translation of Brigand: Oaxaca and EVERY DLC. I'm releasing the translation early because it's completely done other than the final BATTLES map that was added recently, and I'll patch again when that is finished.[/p][p]Also added a new "charset" command to the beginning of all the story files that changes language automatically, so you don't have to do it in the launcher anymore.[/p][p]Fast travel like the Humvee and Rowboat now take one hour of game time, and the original X filetypes for 3D models have been re-included in the EXTRAS DLC for modders (but not all the alt textures).[/p][p]In about 1 week I'll announce another mod contest.[/p][p][/p][p]Steam:[/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]Complete list of changes:[/p][p][/p][p]SOURCE:[/p][p]-Added new script command: "charset" (changes charset automatically for translated stories).[/p][p][/p][p]SCRIPTS:[/p][p]-Included "charset" command in all translation scripts so you don't have to set it in launcher manually.[/p][p]-Using the Humvee and rowboat now takes an hour (like normal travelling).[/p][p][/p][p]RESOURCES:[/p][p]-(EXTRAS) Added Chinese script translations for all stories (thanks to EZ Old Men CH Localization Team).[/p][p]-(EXTRAS) Included links to all mod contest submissions in EXTRAS Stuff folder.[/p][p]-(EXTRAS) Re-included all the X object formats in EXTRAS DLC for modders.[/p][p]-Updated Builder's Manual.[/p][p][/p][p]STORY FILES: (requires starting a new game)[/p][p]-Added Chinese story translations for all stories (thanks to EZ Old Men CH Localization Team).[/p]

Warlordocracy v3.4

[p]Fixed two HUGE bugs. One was from a recent patch that was causing occasional crashes due to combat abilities skipping a couple animations frames (so it looks better with targeting auto-pause).[/p][p]I have no idea when the other bug started, but it prevented party members who were not the main character from initiating dialogue. You were always supposed to be able to use your other party members to talk to people and use their persuasion abilities. Just a handful of characters are supposed to refuse speaking to anyone but the party leader. Also fixed a couple other minor bugs.[/p][p]Added another 7 persuasion opportunities to Chapters 4+5, as well as status effect tutorials to Ch.1.[/p][p]Finally, I watched the new Deathstalker movie recently with Patton Oswalt, and there was a plant monster that absorbed arrows and shot them back out, so now that happens with Shamblers (plant monsters in Ch.3).[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]Complete list of changes:[/p][p][/p][p]-Added another 7 persuasion opportunities to Ch.4+5.[/p][p]-Added quick tutorial messages for common status effects in Ch.1.[/p][p]-Fixed major bug where party members who were not main character could not initiate dialogue.[/p][p]-Fixed major recent bug with "objAttacK" command that caused crash (skipping first couple frames).[/p][p]-Shamblers now absorb arrows shot at them and shoot them back at you.[/p][p]-Fixed bug in Ch.5 sewer maps where some baddies started out Berserk.[/p][p]-Smoke from cauldrons in Ugliest Pony Inn no longer causes blindness.[/p][p]-Fixed Ch.5 Battle of Jadenbury AI script pathfinding.[/p]