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Warlordocracy News

Warlordocracy Early v23.1


Probably the last patch before Chapter 5 releases. Tons of little tweaks.

Attacking unconscious characters now only has a 50% chance of waking them up (instead of 100%), making sleeping gas more useful. Also, the Self-Attuned status effect now prevents other mental statuses like confusion, but you can still get knocked unconscious from a physical blow to the head.

Summoning plants like mantraps and shamblers with Phytomancy can now only be done outdoors on grass or dirt tiles. The Linguistics ability now extends the time limit in the persuasion minigame. Setting mobile's accuracy to 100 now bypasses evasion. Finally, added more lockpicks to the early chapters.

The final boss of Chapter 5 is looking disgusting (in a good way).


Complete list of changes:

-Setting "objMobAim" to 100 now cancels target's evasion.
-Self-Attunement status now grants immunity to most mental effects.
-Knock-backs are now ignored in scripts if target has sufficient Physique skill.
-Attacking unconscious characters now only has a 50% chance of waking them (not 100%).
-Summoning Mantraps and Shamblers with Phytomancy is now limited to dirt or grass tiles, outdoors only.
-Linguistics and Bluffing abilities now both extend time limit for persuasion minigame.
-Finished sprites and scripts for multiple stages of the final boss.
-New sprites for the destroyed Noble District fence in Ch.5.
-Added some more lockpicks to earlier chapters.
-Lots of progress on Ch.5 maps and scripts.
-Updated all manuals.

Warlordocracy Early v23.0

You can now set mobile species to "hidden" to make invisible missile sources that cannot be targeted (arrows from windows or from off-screen, etc.). Also, finished 3 new powerful Cryomancy spells: Arctic Winds, Ice Lance, and Hailstorm. Added some more high-level gemcracks to Chapters 3 and 4 (the things you need to cast spells).

Fixed a bug where some object properties weren't getting reset when deleted. Plus a few more minor tweaks. Still on track to finish Chapter 5 by June 8th.


Complete list of changes:

-Setting species to "hidden" now makes mobile non-targetable.
-New hidden missile sources for unseen hidden archers from windows, battlements, etc.
-New script command for modders to disable manual saving (for custom save systems).
-New optional parameter for "if_objNearMob" Boolean to skip LOS check.
-New missile sprite for powerful Ice Lance spell (master Cryomancy).
-Finished Cryomancy spells: Arctic Winds, Ice Lance, Hail Storm.
-Fixed object deletion omitting a couple of variables.
-Catapults now have 200 max health (up from 100).
-Added more high-level gemcracks to Chapter 4.
-Lots of progress on Ch.5 maps and scripts.
-New end-game slides for use in Ch.5.
-Updated Builder's Manual.

Warlordocracy Early v22.9

Tweaked a few script commands for the major battle AI, including allowing baddies to operate catapults (enemy cannons would be too overpowered and frustrating). Mostly just banging out Chapter 5 maps and scripts.

I'll upload the lastest Ch.5 Demo to Patreon soon: https://www.patreon.com/c/lcsoftware

This will probably be the last demo. I am on the road, and next week is the mod contest deadline for Brigand: Nukular Winter. I'm still hoping Warlord Chapter 5 will be finished before I catch a flight on June 8th.


Complete list of changes:

-Fixed bug where "pickParty" command wasn't working with full party.
-Fixed bug with attack ground command (auto-targeting nearby hostiles).
-Fixed bug where unexplored blackness wouldn't disappear immediately on map change.
-Added two more secret gemcracks to Ch.2 for players that want to use magic early.
-Lots of new sprites for broken town objects for Ch.5, as well as dry fountains.
-Tweaked Foreign District map in Ch.2 a bit so pathfinding is less annoying.
-Updated Items section in Player's Manual (potions and bombs).
-Lots of progress on Ch.5 maps and scripts.

Warlordocracy Early v22.8

Party members no longer vomit from overeating. I thought it would be a cool feature but it just confuses players and makes them think they have some kind of parasite. Also it's unnecessary now because there are item/ability use delays.

Also fixed a crash if more than 2 bombs are destroyed in a fire or explosion.

Oakia can now teach you to read in Ch.2 if you have low Education, which also increases her relationship variable. Mostly just working on Ch.5 scripts. Will upload a new demo to Patreon later today.

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

Here's a video of fighting Bakro the Spineless in the Fogwood in Ch.5:

https://www.youtube.com/watch?v=3fGJ30aws_M


Complete list of changes:

-Party no longer vomits when overeating (it was confusing).
-Fixed crash where bomb death scripts were looped when destroyed in explosions.
-Alt explosion and fire effects don't ignite things (when bombs are triggered in explosions).
-Oakia now offers to teach you to read in Ch.2 if you have low Education.
-Victory music now plays after every major battle.
-Lots of progress on Ch.5 maps and scripts.

Warlordocracy Early v22.7

You can now talk to mobiles from up to 3 paces away instead of 2. Fixed a major bug where certain bombs didn't have a death script and when they were sitting in fire it slowed the game way down. Lots of other little fixes.

I was playtesting Ch.5 recently, and it was too easy to trick the AI with two archers shooting from either side and make them change their mind. They now only change targets if attacker is closer (20% chance for archers even if farther to add to unpredictability).

I still need to playtest a little more, but it should be harder to fuck with AI in Warlord now, maybe harder than OG Baldur's Gate 1+2, both of which I beat by cheesing the AI hard.

Also working on Chapter 5 dialogue. Here's a screenie.




Complete list of changes:

-Talking to mobiles now has a range of 3 instead of 2.
-Fixed bug where certain bombs didn't have die scripts.
-Pet Parrot no longer disappears at night when deployed.
-AI changes targets less often when attacked and current target is nearby.
-Unconscious status effect now automatically cancels AI target.
-Golems now susceptible to Shock damage (updated in-game text).
-Placed a lot more wealth in the Iquizzu Mines in Ch.4.
-A little bit of progress on Ch.5 maps and scripts.