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Warlordocracy News

Warlordocracy Early v9.0

Huge improvement in framerate when mobiles are moving. You can now pour bottles of petrol on the ground to make trails for fire. Lots of other minor fixes. Chapter 2 release date set for Halloween.

Complete list of changes:

-Greatly improved framerate with moving mobiles.
-You can now use bottle of petrol to pour on the ground to make a puddle of petrol.
-New object: Puddle of Petrol (spreads flames automatically when hit by heat damage).
-New script command: "objEffectParentDef" (set effect parent to default object's parent).
-Removed all slime baddies from Ch.1, changed Murag's quest to killing eberan.
-Objects with "bottom" draw priority now show tooltip also (puddles).
-Puddles of Acid now deal 5 heat damage as well as 5 body damage.
-Fixed bug where caltrops, puddles, etc. would take effect twice.
-Fixed collision bug with passable objects beneath transitions.
-Fixed bug with "timePass" command in world editor.

Warlordocracy Early v8.9

Small AI update, but mostly just working on Chapter 2 dialogue+scripts. You can now beat the entire game in two different ways in Ch.2, but these shortcuts will be extremely difficult.

Gonna upload a new Chapter 2 alpha to Patreon shortly: https://www.patreon.com/lcsoftware



Complete list of changes:

-Improved waypoint pathfinding slightly.
-F5 quicksave now checks for combat, story fail, etc.
-Line of sight checks now account of object collision size.
-Increased Education requirement for the 4 magic abilities.
-Doubled frequency of AI rotation, no longer allowed to face an adjacent wall.
-You can now beat the entire game in Chapter 2 Alpha (extremely difficult secret).
-Map ambient sound now ends when credits play, sound effect now plays on new objective.
-New mobiles and sprites: mages (pyromancer, cryomancer, biomancer, neuromancer, necromancer).
-New main characters for Chapter 2: Ursin, Braxo, Ernoso.
-New items: rat pheromones, Lucid the Siliki (book).
-Lots of new dialogue for Chapter 2 alpha (Patreon).
-Changed name of Chapter 2 to "Threads of Amnesty".

Warlordocracy Early v8.8

Been workin on pathfinding nonstop for a few days. I still have a couple ideas but I'm gonna get back to the story for now. Trying to release Chapter 2 by Halloween. Other minor fixes.

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

Complete list of changes:

-Improved pathfinding checks for cutting corners across blocked tiles.
-Fixed combat checks for travel and rest, beds now also check for combat.
-Interacting with a hostile now automatically attacks.
-Fixed music repeatedly restarting when changing maps.
-Fixed bug where AI would attack massive bones.
-Fixed sound effect when dropping/giving items.
-Fixed pathfinding around blocking map tiles.

Warlordocracy Early v8.7

Doorways are not automatically waypoints. Now there are waypoints placed over doorways to fix a bug that was happening with double doors. Also improved AI waypoints and general pathfinding.

Complete list of changes:

-Doorways are no longer automatic AI waypoints (fixes double door pathfinding bug).
-Added waypoints over every door in Chapter 1 and Chapter 2, and some extras in narrow corridors.
-Fixed bug where waypoints wouldn't work if destination is immediately south of blocked tile.
-Fixed bug where crates did not have a proper use script (now useExam).
-Improved a couple maps in Chapter 1.
-Updated manuals.

Warlordocracy Early v8.6

Pathfinding should be a lot better, and archers should now change to melee weapons when their targets are close. Other minor AI fixes.

Also, I erote an article on why I'm using a chapter system for Warlordocracy, which you can read on the blog: https://blancaster45.blogspot.com/2023/09/chapter-system-vs.html

Complete list of changes:

-Improved waypoint AI (doorways and invisible waypoint markers).
-Increased pathfinding avoidance max distance changed from 3 to 5.
-AI now checks two paths: diagonal movement first and diagonal movement last (greatly improving pathfinding).
-New script commands: "objMobEquipMelee" and "objMobEquipRanged" to switch to melee or ranged weapon respectively.
-AIUseItems.wsl script now switches between melee and ranged weapons.
-Gave melee weapons to most archers and hunters in Chapter 1.
-Updated Builder's Manual.