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THE WARRIORLOCK News

Updated Key Bindings Map



I'm just posting this new key map image I made here (same one in the game item menu) for anyone wanting a preview of the native controller and keyboard bindings before launching the game.

The Warriorlock was developed with a heavily customized VX Ace engine, and so the bindings are a little limited, but there are few necessary inputs in the game other than 'Select,' 'Action,' and 'Escape,' so it's very easy to get used to. Also, the default controller scheme is already preset with the same default settings as an Xbox 360 controller. Hope this helps!

Anyone using a Steam controller and having issues with functionality, please let me know, and include your OP system so I can report it to Steam for review. The Warriorlock was tested by Steam staff with their latest controller, and it works as it should for them, with the caveat that the controller must be plugged in before launching the game (hence the 'partial controller support' notice) so it's usually just a simple input setting adjustment.

Thank you!

25 Achievements



25 chievo's are now available! I have been testing and breaking the game to much of my own amusement, to offer 25 decent achievements for hunters. Happy hunting!

Although I have tested thoroughly and now have 24/25 achievements in my profile, please report any weirdness here if your achievements are not updating.

Bug fixes:

1. Exploitable skill bug for 'Death Wish' in which the player could attack repeatedly without losing HP, and also would not fall into death state if HP reached 0 during the skill attack. Fix: I have recreated the skill as 'Reaper,' which will give the player a very nice new skill to kill with. Enjoy!

2. Icon Set for treasure hud was looking rough for some reason, and I found that when I had updated the png sheet to a reduced file size type (index), it left some gnarly artifacts around the smaller icons for the treasure pop-up window. Fix: I replaced the sheet with an original and updated the treasure hud, so now the pop-up icons look much smoother all around.

That's all for now. Have a great night, day, dream etc.

Cheers!

Dee

Steam Achievements Are Coming!



This little Skrill did not at all like the Ho Ho hat I put upon him this morning. He was quite upset by it actually, until I gave him my ipad and let him watch Rudolph 1964. He's watched it 3 times now, and his favorite bit is when Bumble, the abominable snowman, tries to catch and eat Rudolph alive; to which he snickers and drools with great delight. Merry Christmas you sick little bastard.

I am working on Christmas Day, trying to get a test up and running for Steam achievements in The Warriorlock. It will take some time to implement the Steam API into the game script, but so far so good. I hope to have this ready for everyone early in 2019. Achievements will all be obtainable, although some far more challenging than others.

I'd prefer to keep achievements limited to a smaller, more valuable total of 25 or so, making them more relevant and well-suited to this size of game.

If any of you have suggestions for or about achievements, please comment here, and I will take everything into consideration for the update.

Thanks, and have a merry whatever you are or are not celebrating today!

Dee

Improvements

https://youtu.be/xZ9_EHdTP3c

Light in dark places


1. Having a light in dark places is really handy, as some of you have noticed. For those of you who missed this step, and found yourselves crawling around in the bleak darkness of tunnels and caverns, I have added an in-game message to remind players that they should go directly to the Northwind Outpost once they have crossed into the Winter Mountains through the Gnar Wall gates. Also, added similar hint/message at the Danger Hole entrance scene in case the player has not yet activated their new, bright talent.

View Controls


2. I have added the game controls image to the scene when first crossing over the Gnar Wall (as an option) so that the player can now look over the controls before playing the game. Yes, there is a full screen option that stretches the game window to fit most resolutions (press f5, and f6 to adjust bars). Keep in mind that the native game window is 16:9 at 1024 x 576, so it will always look more detailed/crisp if left in windowed mode instead of full screen.

Repel monsters when reading guides


3. Today I patched in a 'repel enemy' command that will now run automatically whenever the player stops to open the Hintsheet, or the new Controls guide from the item menu. This way, you can open up either one anywhere in the game (mostly), and instantly have some peace while you read over it, instead of having to find a safe space first, where no monsters are coming at you. This command should work throughout the game.

Action Points


4. I have adjusted the AP gauge to now boost/fill by 50% for each successful attack command action, so that you only need 2 attack actions (misses count) to reach 100% charge, and activate any special talents. This will be especially helpful in the beginning of the game when those skills are more accessible, and also when fighting tough enemies, as your party members can use their special talents more often in battle.

Skip turn in Battle


5. You can skip or 'pass' your character's turn to another in battle, for a cost in AP (lowers the gauge 25-50% depending on stats), and not lose a turn. Just press 'shift' or equivalent, and you can select any party member you like instead of the default order, which is determined by SPEED stat. This is not new, but I have now added this feature to the Hintsheet, and also fixed a small bug where the selector did not always move to the next character.

That's all for now. Hope you all have a great week/weekend. Please take the time to rate or upvote any reviews of the game that you find helpful. Thanks.

Cheers!

Justin

NEW 'Skip intro' option.



I have created and patched in a new 'skip intro' option at the very start of the game, so that the player can now choose to either begin from the first dialogue scene, or they can skip the introductions altogether and begin the story upon arriving at the Gnar Wall the following morning.

Choosing to start from the beginning does have an advantage though, in that you get more of the story obviously, and you may also receive an additional combat reward item for participating and succeeding in the intro combat event.

Cheers!