1. Brigand: Oaxaca
  2. News
  3. Warlordocracy Early v20.1 to 21.5

Warlordocracy Early v20.1 to 21.5


Here's all the progress on Warlordocracy since New Years. There are now catapults, dragons and other baddies, new weapons and magic, fog of war in dungeons, new Patron Stories, improved framerate, tons of bug fixes, and more.

Chapter 5 will be released early this summer, finishing the main story. I'll spend all summer playtesting and leave Early Access in August, probably. Then I'll start work on Chapter 6, set 25 years later, which will be finished by New Years, along with an unrelated mobile game, probably. Then I'll get back to doing 3D stuff.

https://www.youtube.com/watch?v=b9t8Xsc6tA0
https://www.youtube.com/watch?v=UqtB2-spOw0
https://www.youtube.com/watch?v=9pPDPHLyUfk
https://www.youtube.com/watch?v=IQIL5SyZQmU


EARLY ACCESS 21.5:

-New monster: Imp (larger versions of Vampire Bats, nocturnal).
-New monster: Golem (extremely powerful constructs, slow tanks).
-New monster: Gazer (floating eyes that blast targets with mind damage).
-New monster: Mind Consumer (causes sleep and confusion, summons gazers).
-New monster: Zap Jellyfish (hides in water, flies into air when disturbed, electric).
-New monster: Nox Jellyfish (hides in water, flies into air when disturbed, poisonous).
-New monster: Wisp (ethereal wisps of light, teleport, powerful elemental spells, nocturnal).
-New monster: Wyrm (extremely large and dangerous flying lizard, breathes fire, regenerates).
-Defending status now boosts Melee Resistance and Parry (not Pierce Resistance), drains Meta.
-Fixed some blocked and water tiles and placed some jellyfish in Chapters 3 and 4.
-Updated manuals.


EARLY ACCESS 21.4:

-Improved music track for Jadenbury Foreign District (Painted Sword by Sonic Kitchen).
-Improved achievement icons: Warlord Butcher and Horror on Fortune Isle.
-Fixed major bug from when status effects were rearranged recently.
-Made spotting checks more efficient for performance purposes.
-Mobile movement animation is now last priority before idle.
-Fixed sprite when mobiles are submerged beneath water.
-Fixed using "objCooldown" command in attack scripts.
-Snallygasters now regenerate like Trogs.


EARLY ACCESS 21.3:

-System sounds no longer overlap (fail, select, etc.).
-Added skill description info to character creation window when upgrading skills.
-Fixed dead party members dropping pets (dropAll function now sets targeting coordinates).
-Heal command works again on dead/destroyed objects (fixing recent tutorial death bug).
-Mobiles now lose all status effects when they die (in case they are resurrected).
-New mobiles sub-folder for Culians.


EARLY ACCESS 21.2:

-Finished Patron Story #5: A Feast of Bones (including new achievement).
-Finished timer button and spike scripts (currently only for Patron Story #5).
-Spawning objects with "make" command now checks for collision (so spawning spikes hurts you).
-New object: Mealbug Nest (for Patron Stories).
-Updated Builder's Manual.


EARLY ACCESS 21.1:

-Added unexplored blackness objects to dungeons in all chapters.
-New command: "phaseAllName" to phase in/out all objects of given name.
-New parameter option for "objDrawPri" ("top") to draw object over everything else.
-New parameter option for "objEditMode" command to make object invisible in editor mode.
-New objects: unexplored (black rectangles that disappear when entered, like fog of war).
-Fixed bug with running collision script on passable objects with large dimensions.
-Altered draw depth numbers a bit to accommodate for "top" draw priority objects.
-Crafting boom bombs and cannon balls now requires 3 bottles of boomdust each.
-Party collision checks now happen every time new game or map is loaded.
-Improved AI kicking player out of forbidden maps in Ch.2, fixed glitch.
-Possibly improved framerate slightly by streamlining tooltip function.
-Fixed Sira Beroni's faction in Ch.2.


EARLY ACCESS 21.0:

-Included catapults and big stones in Chapter 4.
-Fire Cleric and other reinforcements now spawn in Iquizzu during fight with Admiral Kelstev in Ch.4.
-Ice Cleric now spawns during finale of Ch.4, causing a temporary blizzard that damages party.
-Fixed bug with "if_objCount" Boolean, so it no longer counts dead/destroyed objects.
-Fixed game messages when commanding party to attack ground (nearby baddie name).
-Caltrops and spikes now cause the Slowed status effect.
-Gave more starting items to party in Patron Story #4.
-Updated sample parties (now 3 total).


EARLY ACCESS 20.9:

-New item: big stone (ammo for catapults, weight puzzles).
-New objects: spikes, ancient door, portcullis, catapult (artillery with range of 10).
-New trees: sun tree, moon tree (to harvest sun fruit and moon fruit), placed in Ch.4.
-New ratfolk characters: Skullfinder, Marrowkin, Dagtooth (for upcoming Patron Story #5).
-New script boolean: "if_objLoadTile" (check for total load on same tile as object, for puzzles).
-Updated Throw Object ability description to mention that daggers and spears deal +5 damage when thrown.
-Added hotkey to drop item from inventory (V by default).
-Finished pressure plate and switch object scripts.
-Added telescope, crab, and sun+moon fruit to Ch.4.
-Restricted wealth achievements to early chapters.
-Increased cannon range from 10 to 16.


EARLY ACCESS 20.8:

-Finished Patron Story #4: Justice of the Siliki.
-Siliki can now drink salt water without taking health damage, but it does not recharge Meta.
-Updated Streetwise ability script for gathering information in Ch.3+ (as well as ability description).
-Fixed special ability icons in character creation window if your species naturally knows it.
-Mushrooms and fruit now respawn in Jawala's Tower in Ch.4 before final objective.
-Corrected player encyclopedia sprite positions (for character creation).


EARLY ACCESS 20.7:

-Fixed bug from previous patch where ratfolk and trogs were berserk and attacked each other.
-You can now choose to either throw empty bottles when you use them, or fill them with water from map tile.
-Siliki Shock ability can now be used standing in shallows (as well as swimming), increased damage and range.
-Added new alternate ambient wave track for coastal maps.
-You can no longer use wells or fountains during combat.
-Player now starts unconscious in Ch.1.
-New item: bottle of salt water.


EARLY ACCESS 20.6:

-Greatly increased framerate by streamlining partyChecks.wsl script.
-Possibly increased framerate slightly in code in a few different functions.
-Rearranged status effects in globals script so the most commonly checked ones are first.
-New tech object for Ch.5: Ancient Source (charge with Power Gemcrack).
-New items: Alchemy Kit, Tinkering Kit, Power Gemcrack.
-Placed Alchemy Kit and Tinkering Kit in Ch.4.
-All status effects are now capped at 300.


EARLY ACCESS 20.5:

-Smoothed stuttering a bit by distributing party member checks at even intervals.
-Possibly improved framerate by making incapacitation status checks more efficient in code.
-Mobiles now immediately drain all meta if unconscious in water, corpses now disappear in water (loot remains).
-New script boolean to check if mobile is unconscious: "if_objMobSleeping".
-New siliki characters for Patron Stories: Vizuz and Ysyllu.
-New sound "drown.wav" for when party members are drowning.
-New achievements: Warlord Butcher, Justice of the Siliki.
-Body damage no longer wakes mobiles from unconsciousness.
-Puddle objects now get deleted in water in object script.
-Disabled voices in damage script if unconscious.
-Updated Builder's Manual.


EARLY ACCESS 20.4:

-Main objective is no longer failed if militia becomes hostile at beginning of Ch.1 (Ralo escapes).
-Basillo is now neutral in Ch.1, so you can travel by caravan without faction respect.
-Favius the Shirtless now has different dialogue in Ch.1 if militia is hostile.
-New reputation in Ch.4 for killing all four warlords: Warlord Butcher.
-Improved lots of other dialogue and scripts in Ch.1.
-Updated Builder's Manual.


EARLY ACCESS 20.3:

-New script Boolean: "if_objNearWpn" to check if weapon is nearby.
-Standard AI script (aiUseItems.wsl) now searches for nearby weapons if unarmed.
-New script command: "timeStop" to stop time from progressing until you leave map.
-Fixed framerate slowdown on tutorial map by replacing "time" command with "timeStop" command.
-Increased efficiency of "if_objMobResponsive" boolean, improving framerate with AI scripts.
-You can now convince Gorbo to leave Tevani Camp in Ch.4, sparing his life.
-Added more persuasion minigame topics and words.
-Unconscious mobiles now face down, face hidden.
-Fixed bug with "if_objMobUnarmed" Boolean.
-Healing corpses is now disabled.


EARLY ACCESS 20.2:

-Finished Commander Ralo's dialogue in Ch.4.
-Added more dialogue reactions to Dustbiter in Ch.4.
-Added some graves with loose dirt and loot to Ch.4.
-Player can now read Favius' love letter to Murag and Crimson.
-New dialogue code to display the name of default object that started the script: "/d".
-New dialogue code to display the name of the party member currently engaged in conversation: "/t".
-Party now healed and cured of status effects after ship travel at end of Chapters 2+3.
-Started on basic Ch.5 scripts.


EARLY ACCESS 20.1:

-Stringer's lute is now called "Stringer's Lute" and he refuses to drop it.
-Fixed major bug with Chapter 1 boss fights triggering Major Battle flag after boss is dead.
-Fixed bug where AI would attack party's inventory objects, possibly increasing framerate a bit.
-Fixed bug where getting kicked out while training in a noble house would continue training outside.
-Fixed bug where Pellio's corpse would keep targeting player in West Market in Ch.2.
-Fixed bug where pet drop scripts would run when a save or new map was loaded.
-Fixed some more minor script bugs and typos thanks to Badger.