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  3. Warlordocracy v3.1 to v4.0B

Warlordocracy v3.1 to v4.0B

[p]Did another 10 patches for Warlordocracy, officially wrapping up the to-do list for the 5 chapters of the main story. Now I can finally start on Ch.6 (set 25 years later).[/p][p][/p][p]Steam: [dynamiclink][/dynamiclink][/p][p]Most recently I added another 6 spells, as well as pretty icons for all 72 spells in total. Other highlights include giving a slight delay to bombs and artillery and showing a targeting reticule on the tile, giving time for the player to change course. Explosions now knock people backwards.[/p][p]Also added new party AI options, new party dialogue and quests, and fixed a shit ton of bugs. Thank you to everyone reporting bugs.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]VERSION 4.0:[/p][p]-Improved Gemcrack magic menus so info is displayed on root menu instead of hidden in "Information" option.[/p][p]-Added 6 new spells: Invisibility, Spin Webs, Ice Wall, Post Haste, Entanglement, Dream Spores.[/p][p]-Immobile and Slowed status now causes mobile sprite to appear blue (cold and shock effects).[/p][p]-Added another party quest for Oakia in Ch.4 to gather 5 imprinted gemcracks.[/p][p]-Added all 72 spells to the in-game encyclopedia (now 1017 entries).[/p][p]-Increased party tolerance for insanity (making magic more useful).[/p][p]-Added spell icons for all spells in Gemcrack menus.[/p][p]-New object and sprite: iceWall (for new spell).[/p][p]-Increased size of Font #9.[/p][p][/p][p]VERSION 3.9:[/p][p]-Added and improved a TON of dialogue in all chapters, mostly party chime-ins during dialogue.[/p][p]-Fixed bug where some Cheese Cake were just called "Cake" instead, messing up scripts.[/p][p]-Fixed bug where explosions and Power Bash were knocking back non-mobile objects.[/p][p]-Fixed starting items in Justice of the Siliki map in Patron Stories.[/p][p]-Fixed script bug with Mercusia's quests in Ch.4.[/p][p]-Fixed script bug with Quinn's deal in Ch.4.[/p][p][/p][p]VERSION 3.8:[/p][p]-Explosions now knock characters backwards.[/p][p]-Artillery attacks now take much longer to hit the ground.[/p][p]-New script command: "setTarget" (mostly for enemy AI using artillery).[/p][p]-Fixed bug in effect fadeout code where explosion and artillery effects were dealing damage twice.[/p][p]-Fixed bug where targeting weren't resetting, causing object spawns in strange places (thanks to zf13448).[/p][p]-Fixed bugs with catapult attacks and enemy catapult AI in Ch.5.[/p][p]-Updated bed scripts for the Gibbous Glow Inn (rat pheromones).[/p][p]-Izari Officer AI can now use the Leadership ability.[/p][p]-New effect sprite for Inspired status.[/p][p][/p][p]VERSION 3.7:[/p][p]-Bombs now have a short delay before detonation (shorter than artillery).[/p][p]-Added new achievement: Driftwood (swim from Moonshade to Berindal's Refuge).[/p][p]-Status effect messages and visuals don't appear until it rises above statusNoTip level.[/p][p]-Increased efficiency of status effect checks, possibly improving framerate.[/p][p]-Missile sprites like arrows and thrown objects are now shaded correctly.[/p][p]-Fixed bug where pausing game would make all flying missiles disappear.[/p][p]-Artillery and bomb shadow sprites now have highly-visible targets.[/p][p]-Fixed bug where "make" command would reset default object.[/p][p]-Ranged attacks from low ground now deal 25% less damage.[/p][p]-AI now stops advancing briefly when it throws a bomb.[/p][p][/p][p]VERSION 3.6:[/p][p]-Improved map party selection to account for custom selection size (you can now click on heads to select).[/p][p]-Changed the name of all "petrol" objects to "oil" objects, so it can be derived from multiple sources.[/p][p]-Fixed line of sight bug where you could target objects immediately on the other side of walls.[/p][p]-Prevented throwing objects on to blocked tiles, so you can't pick them up later.[/p][p]-"ObjThrow" command now has an optional parameter to bypass blocked tile check.[/p][p]-Throwing stacked objects now switches default object to the thrown object.[/p][p]-New script command: "sync" (used after changing weather during dialogue).[/p][p]-Fixed bug where fog was not rolling in for Ch.3 intro on the ship.[/p][p]-Sharks and jellyfish no longer attack each other in AI scripts.[/p][p]-Prevented birds from using Defecate ability while phased out.[/p][p]-Fixed eastern transition script in The Planks map in Ch.4.[/p][p]-Fixed bug where party got selected after dropping items.[/p][p]-Fixed scripts for bottles of liquid that you can throw.[/p][p][/p][p]VERSION 3.5:[/p][p]-Self-correction for party overlapping now works perfectly, even during combat.[/p][p]-Mid and high-level Cryomancy spells now cause targets to become Immobile briefly.[/p][p]-Updated Ch.3 story file with new Shambler properties (have inventory, no longer beasts).[/p][p]-Updated Player's Manual with Special Settings info (Party AI, Auto-Pause, Easy Mode).[/p][p]-Estate doors in Noble District now close and lock in Ch.2 if Nobles become hostile.[/p][p]-Prevented henchmen from using contracts (only main party is allowed now).[/p][p]-Improved and added some more party dialogue in Ch.4.[/p][p]-Updated Atlas with world name: Occarth.[/p][p][/p][p]VERSION 3.4:[/p][p]-Added another 7 persuasion opportunities to Ch.4+5.[/p][p]-Added quick tutorial messages for common status effects in Ch.1.[/p][p]-Fixed major bug where party members who were not main character could not initiate dialogue.[/p][p]-Fixed major recent bug with "objAttacK" command that caused crash (skipping first couple frames).[/p][p]-Shamblers now absorb arrows shot at them and shoot them back at you.[/p][p]-Fixed bug in Ch.5 sewer maps where some baddies started out Berserk.[/p][p]-Smoke from cauldrons in Ugliest Pony Inn no longer causes blindness.[/p][p]-Fixed Ch.5 Battle of Jadenbury AI script pathfinding.[/p][p][/p][p]VERSION 3.3:[/p][p]-Stringer now asks to play tunes at two scenic locations in Ch.3 for extra karma and relationship boost.[/p][p]-Replaced all references to "grapes" as testicles to "berries" (since everyone uses Meadow Berries for wine).[/p][p]-Added invisible arbalists shooting from windows in Ch.2+5 Noble District until the indoor maps are cleared.[/p][p]-Disabled all AI responses to hidden missile sources ("hidden" species), doesn't count as combat.[/p][p]-Most civilians are now neutral and you will get the Murderer faction if you kill them.[/p][p]-Added more baddies in Ch.4 and Ch.5 major battles based on which factions hate you.[/p][p]-Added a couple extra soldiers to Ch.1 finale, fixed some Ch.1 tiles.[/p][p]-Added more map tile information in world editor.[/p][p]-Dock raid in Ch.1 now doesn't happen till Day 2.[/p][p]-Fixed setting destinations out of map bounds.[/p][p]-Fixed room rental at Broken Spyglass in Ch.2.[/p][p]-Added some extra loot to Ch.4+5.[/p][p][/p][p]VERSION 3.2:[/p][p]-New script Boolean: "if_objMobEvade" (check for mobile's evasion).[/p][p]-New script Boolean: "if_objMobRange" (check for mobile's attack range).[/p][p]-New script Boolean: "if_objMobDamage" (check for mobile's attack damage).[/p][p]-New script Boolean: "if_objMobAim" (check for mobile's ranged attack aiming).[/p][p]-New script Boolean: "if_objDelayAtt" (check for delay after a normal attack).[/p][p]-New script Boolean: "if_objDelay2" (check for number of ticks since last normal attack).[/p][p]-AI script no longer allows using items or abilities immediately after normal attacks (must now wait 20 ticks).[/p][p]-AI script no longer uses Mad Dash or Defensive Stance abilities if mob currently has ranged weapon equipped.[/p][p]-Unarmed attack delay for slow mobs is now 90 ticks instead of 120 (120 for immobile mobs).[/p][p]-Fixed bug where targeting would be blocked if clicking on a head over a blocked tile.[/p][p]-Possibly increased efficiency (framerate) while running scripts.[/p][p]-Party AI now only uses healing items during combat.[/p][p]-Decreased duration of Berserk ability by 5 seconds.[/p][p]-Fixed some blocked and indoor tiles in Ch.1 maps.[/p][p][/p][p]VERSION 3.1:[/p][p]-New Party AI option: "maximum".[/p][p]-Party AI no longer attacks hostiles if they currently have destinations.[/p][p]-Party now only uses Buff abilities automatically if Party AI is set to "maximum".[/p][p]-Party now only switches between melee and ranged automatically if Party AI is set to "maximum".[/p][p]-Fixed bug where red transition arrows in Ch.1 weren't showing explanation dialogue when used.[/p][p]-Fixed bug where you could use the wagon again in Scorched Farms in Ch.1 to waste time.[/p][p]-Game now autosaves whenever you change maps (removed sound effect for autosaves).[/p][p]-Prevented saving games with illegal filename characters like question marks.[/p][p]-Ordius now has Aimed Jab, Woodcraft, and Naturalism abilities.[/p][p]-Crippling Strike now costs 30 Meta instead of 25.[/p][p]-Added "Holiday Havoc" story temporarily.[/p][p][/p]