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Warlordocracy News

Warlordocracy v3.9

[p]Mostly added a lot more party dialogue in all chapters, mostly chiming in on other conversations. Also fixed a couple script bugs in Ch.4 that prevented some big side quests. Other minor bug fixes.[/p][p]This will be the last patch for about a week, since I'm in the middle of moving, and I need some time to play Kingdom Come 1.[/p][p][/p][p][/p][p]Complete list of changes:[/p][p][/p][p]-Added and improved a TON of dialogue in all chapters, mostly party chime-ins during dialogue.[/p][p]-Fixed bug where some Cheese Cake were just called "Cake" instead, messing up scripts.[/p][p]-Fixed bug where explosions and Power Bash were knocking back non-mobile objects.[/p][p]-Fixed starting items in Justice of the Siliki map in Patron Stories.[/p][p]-Fixed script bug with Mercusia's quests in Ch.4.[/p][p]-Fixed script bug with Quinn's deal in Ch.4.[/p]

Warlordocracy v3.8

[p]Improved artillery attacks, as well as Izari Officer AI using catapults in Ch.5. Officers can now also use the Leadership ability to inspire nearby allies. Finally, anything that causes the Inspired effect now plays a little heart effect animation over the character. Had to update Ch.3 to give officers the proper AI script.[/p][p]Finally, explosions now knock people backwards.[/p][p]Still gotta finalize dialogue.[/p][p][/p][p]Complete list of changes:[/p][p][/p][p]-Explosions now knock characters backwards.[/p][p]-Artillery attacks now take much longer to hit the ground.[/p][p]-New script command: "setTarget" (mostly for enemy AI using artillery).[/p][p]-Fixed bug in effect fadeout code where explosion and artillery effects were dealing damage twice.[/p][p]-Fixed bug where targeting weren't resetting, causing object spawns in strange places (thanks to zf13448).[/p][p]-Fixed bugs with catapult attacks and enemy catapult AI in Ch.5.[/p][p]-Updated bed scripts for the Gibbous Glow Inn (rat pheromones).[/p][p]-Izari Officer AI can now use the Leadership ability.[/p][p]-New effect sprite for Inspired status.[/p]

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]