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Warlordocracy Early Access v4.5 to v5.0

Six updates to Warlordocracy Early Access I haven't posted here yet. Visible missile tracers when shooting bows, improved framerate, new abilities, more combat balance, tons of bug fixes. Still on track to leave early access in August. There's a long list below, but first some videos.

Videos:

Arrows Tracers: https://www.youtube.com/watch?v=9gZ4Qcrp2_c

Concealed Assassins: https://www.youtube.com/watch?v=hdP9bbPQ2C4

Play Dead Ability: https://www.youtube.com/watch?v=53r2IIxElMI


EARLY ACCESS 5.0:

-Greatly increased framerate.
-Added quick missile tracer sprites when shooting ranged weapons.
-Added lots of new character scripts and sprites (not in Ch.1).
-Fixed bug from last patch where AI stopped using bows.
-Woodcraft ability now lets you craft crossbow bolts.
-Improved HUD sprites a bit.


EARLY ACCESS 4.9:

-Fixed bug where destination X's wouldn't appear on targets when paused.
-Tweaked weapon stats and improved lots of weapon and item descriptions.
-Stones have been changed from weapons to useable items (thrown).
-Increased health bonus for basic food and meat (3 to 5).
-Updated Player's and Builder's Manual.
-Added click sound in dialogue windows.
-Improved some ability icons.


EARLY ACCESS 4.8:

-New items: bolt, quiverBolt (ammo for crossbows).
-New baddie sprites and scripts: bandits\assassin.
-Replaced Aquatics ability with Throw Weapon ability, new script.
-New script command: "objThrow" to throw currently-equipped item to given targeted coordinants.
-Fixed bug where mobiles could obtain objects from a distance with a ranged weapon equipped.
-New script boolean: "if_objMobPartyMain" to test if mobile is in main party (not henchman).
-Fixed food scripts so that henchmen don't vomit if overeating (they never get hungry).
-Choosing quit in the Journal menu now lets you quicksave, main menu, or quit program.
-Increased damage and required level of Whirlwind and Mighty Blow abilities.


EARLY ACCESS 4.7:

-New items: spider saccule, blink saccule.
-New baddie sprites and scripts: bear, spiders (multiple types).
-Fixed bug where "objTarget" command would sometimes target corpses.
-New option to change party AI to off, basic, or advanced (default is basic).
-Alchemy ability can now brew poisons from spider sacs as well as swamp nettle.
-Alchemy ability can now also poison sabers, rapiers, great swords, and battle axes.
-Alchemy ability can now brew invisibility poitions and rejuvenation potions.
-Door collision script for auto-open now reveals concealed/invisible mobs.
-Fixed problem from last patch where Crocodiles couldn't move on land.
-Added new map tiles for city and blighted maps (wall2Tile and lava).
-Party must now be facing concealed baddies to reveal them.
-Increased framerate a bit with sprite pixel snapping.


EARLY ACCESS 4.6:

-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.


EARLY ACCESS 4.5:

-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.

Future Plans

The Brigand prequel DLC set in Texas is still in the works. The dude is still alive. I played the first two hours and it was a masterpiece, profits will go to the creator.

Meanwhile, feel free to make your own stories in the World Editor and sell them independently on itch.io or something, collect all the profit. Just include a link to the Brigand store page so they gotta buy my shit first, then everybody wins. You can play the MOD TUTOR story in the Extras DLC to get started with the Brigand Scripting Language (BSL files).

I plan on doing one more patch after New Years to update the copyright date and improve a couple things. Until then I'm gonna crunch on Warlordocracy and finish it by the end of summer vacation (August is the goal).

Screenshots for upcoming DLC:







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.

Version 11.7

Mostly I added a new script command, "factionChange", which can change the faction of every non-sentient object on the map of one faction to another faction, so after one faction takes over a city, all the obtainable objects, doors, etc. of one faction will switch to a new one. Now you gotta loot before the new faction rolls in. Also, lots of little dialogue consistency fixes thanks to mmD on Steam.

Tomorrow I'm gonna make the jungle map in BATTLES DLC slightly more possible (for v11.7B). Gotta sleep first.


Complete list of fixes:

SOURCE CODE:
-Increased all font size options by 1 point (I think, inconsistent on different computers).
-Added new script command: "factionAll" to change faction of all non-sentient objects from first string to second string.
-Added message in key settings telling player to hold jump key to jump longer.

SCRIPTS:
-Fixed terminal hacking script for FORTRESS story.
-Fixed dialogue with Running Feet and Jose after Pochutla siege is over (added new ASK keyword).
-All non-sentient objects in Pochutla and Loma Larga now change factions after the siege of Pochutla (using new command).
-Player is now forbidden from using beds on the plantation when it is on fire (don't TOUCH ME I'm a real live wire).
-Adjusted Humvee destination on South of Pochutla map a bit so it's not over a cactus.
-BATTLES: Added terminal hacking script for Loma Larga map in BATTLES DLC, included a couple emails.

Warlordocracy Early Access v4.3

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

Link: https://store.steampowered.com/app/1748160/Warlordocracy/

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).