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Warlordocracy News

Warlordocracy Early v20.7

Fixed major bug from last time with ratfolk and trogs starting out berserk and attacking their own. Also, new option when you use an empty bottle to fill with water from map tile at feet (as well as the option to throw). Improved Siliki Shock ability for upcoming Patron Story. Plus, the player now starts out unconscious in Ch.1.


https://www.youtube.com/watch?v=IQIL5SyZQmU


Complete list of changes:

-Fixed bug from previous patch where ratfolk and trogs were berserk and attacked each other.
-You can now choose to either throw empty bottles when you use them, or fill them with water from map tile.
-Siliki Shock ability can now be used standing in shallows (as well as swimming), increased damage and range.
-Added new alternate ambient wave track for coastal maps.
-You can no longer use wells or fountains during combat.
-Player now starts unconscious in Ch.1.
-New item: bottle of salt water.

Warlordocracy Early v20.6

​Improved framerate some more and I'd appreciate any feedback on it. Also added three new inventory objects, including the Alchemy Kit and Tinkering Kit that you can use as portable crafting stations (placed in Ch.4). Next, I plan to do another Patron Story, hopefully ready by Monday.

Patreon: https://www.patreon.com/c/lcsoftware​


Complete list of changes:

-Greatly increased framerate by streamlining partyChecks.wsl script.

-Possibly increased framerate slightly in code in a few different functions.

-Rearranged status effects in globals script so the most commonly checked ones are first.

-New tech object for Ch.5: Ancient Source (charge with Power Gemcrack).

-New items: Alchemy Kit, Tinkering Kit, Power Gemcrack.

-Placed Alchemy Kit and Tinkering Kit in Ch.4.

-All status effects are now capped at 300.

Warlordocracy Early v20.5

Improved framerate and smoothed stuttering some more. Jadenbury Market maps are still pretty choppy, but I have one more idea to try out for the next patch.

Also improved unconscious status effect, characters now drown if they get knocked out in the water, and corpses and puddles automatically disappear on water tiles. Finally, added two new achievements.

Started working on the next Patron story, where you play as a pod of siliki (dolphin people). Should be ready next Monday, but I'll update the Patreon dropbox later today with old stuff.

Patreon: https://www.patreon.com/c/lcsoftware


Complete list of changes:

-Smoothed stuttering a bit by distributing party member checks at even intervals.
-Possibly improved framerate by making incapacitation status checks more efficient in code.
-Mobiles now immediately drain all meta if unconscious in water, corpses now disappear in water (loot remains).
-New script boolean to check if mobile is unconscious: "if_objMobSleeping".
-New siliki characters for Patron Stories: Vizuz and Ysyllu.
-New sound "drown.wav" for when party members are drowning.
-New achievements: Warlord Butcher, Justice of the Siliki.
-Body damage no longer wakes mobiles from unconsciousness.
-Puddle objects now get deleted in water in object script.
-Disabled voices in damage script if unconscious.
-Updated Builder's Manual.

Warlordocracy Early v20.4

Made it so you can now slaughter the starting town without failing the main objective, like in Brigand. I tested it with an invincible character and beat the chapter, but if you can do it without cheating then you are Übermensch.

Added a lot of new dialogue in Ch.1 if you make the militia hostile, and improved some other scripts. Plus a new reputation in Ch.4 for slaughtering all 4 warlords and burning all alliances.





Complete list of changes:

-Main objective is no longer failed if militia becomes hostile at beginning of Ch.1 (Ralo escapes).
-Basillo is now neutral in Ch.1, so you can travel by caravan without faction respect.
-Favius the Shirtless now has different dialogue in Ch.1 if militia is hostile.
-New reputation in Ch.4 for killing all four warlords: Warlord Butcher.
-Improved lots of other dialogue and scripts in Ch.1.
-Updated Builder's Manual.

Warlordocracy Early v20.3

Improved framerate a little bit by making a couple script commands more efficient (especially on tutorial map). Added commands to check for nearby weapons so disarmed opponents can grab one on the ground. Also added more words and topics for the persuasion minigame, made unconscious mobiles look better, and gave new options to Gorbo dialogue in Ch.4


Complete list of changes:

-New script Boolean: "if_objNearWpn" to check if weapon is nearby.
-Standard AI script (aiUseItems.wsl) now searches for nearby weapons if unarmed.
-New script command: "timeStop" to stop time from progressing until you leave map.
-Fixed framerate slowdown on tutorial map by replacing "time" command with "timeStop" command.
-Increased efficiency of "if_objMobResponsive" boolean, improving framerate with AI scripts.
-You can now convince Gorbo to leave Tevani Camp in Ch.4, sparing his life.
-Added more persuasion minigame topics and words.
-Unconscious mobiles now face down, face hidden.
-Healing corpses is now disabled.