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Warlordocracy News

Warlordocracy Early Access v4.6

I am cranking out the patches. The Play Dead and Shadow Dance abilities are working (if you cheat and learn it in Ch.1), tons of other little fixes. Had to update before the list got too long. Still on track for early August to leave early access and have Chapter 2 DLC finished.

Complete list of updates:

-Fixed rare bug where command panel would be disabled while paused.
-Fixed party selection bar sprite position when frame is larger than 64x64 (now always centered).
-Fixed bug where characters would attack bloodstains after bomber boars explode (for realsies this time).
-Added new script command: "objStopAttackers" to make all attackers stop targeting current object (Play Dead ability).
-Added new status effect: Invisible (used for both Play Dead and Shadow Dance abilities).
-Increased ability requirement and effects for Mighty Blow and Shadow Dance.
-Setting "statusConcealed" to 2 now makes mobile totally invisible.
-Added item objects and sprites: Potion of Invisibility, Beetle Shell.
-Added wall objects and sprites: wallWoodB, wallNoble.
-Added scripts for abilities: Play Dead, Shadow Dance.
-Removed damage immune messages for effect objects (like explosions).
-Improved potion sprites.
-Updated Player's Manual.

Warlordocracy Early Access v4.5

Mostly working on new baddies, swarming AI scripts, plus a bunch of little changes. Sand tiles now slow down movement speed.

Complete list of changes:

-Added baddie sprites and scripts: shark, shambler, beetle, mycanoid, ratfolk, moonhead (not in Ch.1).
-Added new script command: "objDestLast" to set object's destination to previously-selected object (swarm AI).
-New parameter: "if_objNear=default" to check for objects with same name as current object (swarm AI).
-Changed "if_objNearMob" to avoid looking for mobiles of same name (for that use "if_objNear=default").
-Updated Player's Manual (new monsters, combat) and Builder's Manual ("mapSand", "objDestLast", more).
-Added script commands to change all map tiles: "mapBlockAll", "mapBlockVisAll", "mapBlockFlyAll".
-Clamp trap script now makes sound, increased damage from 12 to 20, caltrops from 4 to 6.
-AI now has a chance to attack hostile mobiles that it collides with.
-Sand tiles now slow down movement (can also be used for mud, etc.).
-Fire spreads faster, but now has max spread in scripts.
-Fixed pausing screwing up object sprite animations.
-Improved "mapRandom" generator a bit.

Warlordocracy Early Access v4.4

Worked on the desert biome for the "mapRandom" script command, finished some new monster scripts, including immobile mantrap plants, fangworms that can only move through sand, and pyropedes that ignite fires. The new baddies can spawned with the world editor or in the desert biome of random maps. Also further divided the "animal" category of mobiles to "mammal", "bird", "reptile", and "fish". Eventually there's gonna be some magic or something to control each of those categories.

Complete list of updates:

-Fixed crocodile and wasp attack animations.
-Fixed bug from previous patch with drawing party destination X's.
-Divided the species "animal" into "mammal", "reptile", and "bird".
-Finished baddie scripts: fangworm (sand only), mantrap (immobile), pyropede (not in Ch.1).
-New property and script command: "objMobNoInv" to prevent animals, etc. from having inventories.
-Added new commands: "mapSand", "mapSand5x5", "mapSandAll" to make sand tiles.
-Mobiles with "objMobAquatic" set to 2 are only able to travel on sand tiles.
-Increased all ranged attack accuracy by +5% (to make bows more useful).
-Included desert biome in "mapRandom" script command (unfinished).
-Changed mobile animation speed based on movement speed.

Warlordocracy Early Access v4.3

Improved framerate some more, plus a few new items, tweaks, and bug fixes.


Complete list of fixes:

-Fixed bug with mobiles joining party as henchmen.
-Fixed bug with AI switching weapons when out of ammo.
-Fixed bug where message window size wouldn't highlight after toggling.
-Fixed bug where first-selected henchmen's inventory and character screen wouldn't appear correctly.
-Tweaked AI reaction to getting hit while mobile currently has target (25% chance to switch targets).
-Added items: wool and silk, and Naturalism ability can now collect wool from sheep.
-Naturalism ability now allows crafting of rags and string from hemp, wool, or silk.
-World Editor now shows current tile selection during command input.
-Attack delay now displayed next to damage in character info screen.
-Poisoned status now deals 3 damage (not 1) every 4 seconds.
-Improved performance a bit more with lots of party members.
-Updated mapBonus1 script (for Patreon subscribers).

Warlordocracy Early Access v4.1

HEY! I managed to release version 4.20 on 4/20, the day famous for the start of the Spanish-American war and the discovery of radium chloride. Much better performance and more random map generator functions.

Complete list of fixes:

-Greatly improved performance with multiple party members moving.
-Fixed bug where contracts wouldn't work if you had a full party (now able to recruit 20 additional henchmen).
-Fixed bug where explosions would cause mobiles to attack random objects if object disappears in script.
-Added river and more road options to mapRandom command (no bridges yet).
-Now forbidden to have more than 20 henchmen per map.