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Warlordocracy News

Warlordocracy Early Access v6.1

Added mobile health condition and one status effect to tooltips (see screenshot below). Also fixed a bunch of little bugs like disease increasing your max health instead of decreasing it (don't know how that slipped by me). Also added a ton of new objects and sprites I'm using in Chapter 2.



Complete list of changes:

-Fixed bug with "Diseased" status affecting max health.
-Tooltips now show health condition and one status effects.
-Removed statusPossessed property and added statusNoTip (so status doesn't show up in tooltips unless above value).
-Made it so the "Hungry" status effect shows up in tooltips only when it reaches 50 (at 100 you start taking damage).
-Added new script booleans: "if_objHEPer" and "if_objMEPer" to test for percent of health and meta (related to max).
-Added objects: wallNobleB, fenceNoble, fenceNobleGate fountainBig, manorTower, frontSteps, postings, railings.
-Added objects: fungus, fungusBig, fungusHuge, fungusWall, planters, chimney2.
-Added items: skull, fork, bowl, mirror, dice, shoes, boots.
-Added tiles: roof, roof2, roof3, floor4.
-Added script for using hand mirror.
-Added snake attack sound effect.
-Cacti now only harm party members.
-Wasps now only deal 5 poison.
-Updated Builder's Manual.

Warlordocracy Early Access v6.0

Party AI setting is now displayed in upper left corner of screen ("off", "basic", or "advanced"). Commanding large amounts of characters will now give a different destination for each one, to a max of 25 selected characters. Choosing to attack the ground will have all selected characters choose a random hostile within 3 tiles of targeted tile. Also, changing party member attack targets now only resets the tile transition if it will help get the attacker closer to the target.

OK, now I'm just gonna focus on Chapter 2 story for a couple weeks. Still leaving early access in August.

Also improved framerate a bit.

-Party AI setting is displayed in upper left corner (important info).
-Improved framerate by removing unnecessary HUD redraws in source code.
-Attack the ground will now automatically choose random nearby hostiles.
-Different adjacent destinations for each selected party memeber (up to 25 selected destinations).
-Party members now reset tile transition when changing attack targets only if it keeps them closer to the new target.

Warlordocracy Early Access v5.9

New INI file for game settings instead of them being saved with savegame file. Party members no longer reset their tile position when changing targets. That means they have to complete their transition to their new tile before attacking. I might reverse that later tonight after I playtest a little more. Also, there was a bug with the "if_objMobPartyMain" script boolean that made unnamed henchmen puke every time they ate food. Fixed now, along with a bunch of other stuff.

Complete list of changes:

-Party mobiles no longer reset tile transition when changing targets.
-Got rid of double use messages when objUse script command is called.
-Cacti now have collision scripts to damage mobiles who bump into them.
-Added settings.ini for launch, settings no longer saved with save file.
-Replaced full screen option in main menu with Party AI (more important).
-Naturalism now lets you craft fine clothing with fabrics (useful for selling).
-Attacking now checks tile transition destination as well as current position for range checks (easier melee attacks).
-ChecksParty script now calls aiUseItems script (so party members auto-use items/abilities if Party AI set to advanced).
-Fixed bug with "if_objMobPartyMain" script command that would make henchmen vomit whenever they ate food.
-Added objects: manhole, dockPost, dirt, chairNoble, tub, toilet, loom, fine clothing.
-Added tiles: wallTile4 (noble district walls).

Warlordocracy Early Access v5.8

You can now fill up buckets with water and use them to put out fires (see video below). Fires now make crackling sounds. Also, You can now just attack the bandit camp without negotiating and still complete Ch.1. Lots of other bug fixes.

[previewyoutube][/previewyoutube]

Complete list of changes:

-Improved sprites for some common objects, adding more of an outline.
-Added new objects: merlon (stone cover for battlements on city walls).
-Player is no longer prompted for stealing when getting multiple items at once.
-Fixed bug where text wouldn't delete when returning to main menu from journal.
-Fixed bug from previous patch where dead mobiles wouldn't look dead on map load.
-Fixed bug from previous patch where map script isn't immediately called when map loads.
-You can now attack the bandits immediately after talking to Feluco without failing.
-You must now use the wagon to travel instead of just talking to the driver.
-Buckets now obtainable items (to fill with water and put out fires).
-New item: flint and steel (for lighting campfires and cannons).
-New item: bucket of water (for extinguishing fires).
-New objects: ship, smokestack, wallBrickB, wallBrickC.
-Wells, fountains, etc. now let you fill buckets.
-New tiles: wallTile3 (large brick walls).
-Fire now makes sound effects.

Warlordocracy World Editor Livestream

Gonna be livestreaming the Warlordocracy world editor on Steam over the next few days while I work on Chapter 2 maps. Gonna start right now, then tomorrow and maybe the next day around 4pm California time. Hopefully you can learn something about making maps.