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.
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.