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Warsim: The Realm of Aslona News

Warsim 0.8.4.5 (Bandit raid overhauls and the fate of kings, 51 features)

This update has been focused on addressing some issues players have been having with bandit raids so I'll continue more on it below!

[h3]BANDIT RAIDS OVERHAULED (32 features)[/h3]

The points raised by players have been logical so I've sought to address them in a way that keeps the threat there but has it at least make more sense. Now instead of freely being able to pillage every penny you earn, bandits will have reduced capacity for raiding and can end up fighting with your troops and killing some as well as losing some of their own.

* Added new system for handling bandit raids
* Buffed weak independent kingdom bandit raids
* Made Horde and Minor bandit raiders be divided by their total lands instead of their full population
* Added 50% chance of raid failing if player has 3x the defenders on the land than the raiders send
* Added 30% chance of raid failing if player has 2x the defenders on the land than the raiders send
* Added 25% chance of raid failing if player has 1.5x the defenders on the land than the raiders send
* Added 20% chance of raid failing if player has less than 1.5x defenders but more than the raiders sent
* Added 50% chance of raid success if player has 3x less defenders on the land than the raiders send
* Added 30% chance of raid success if player has 2x less defenders on the land than the raiders send
* Added 25% chance of raid success if player has 1.5x less defenders on the land than the raiders send
* Added 20% chance of raid success if raiders have less than 1.5x but more than the player
* Made each separate bandit raid be reported by itself instead of using merged system just saying minor bandits robbed you
* Added big success raids with double the income
* Added weak success raids with half the income
* Added system that tracks how many raids have been blocked by your palisades and lets you know at the end of the turn
* Added curfew law being active makes bandit raids twice as less likely to succeed
* Added new notification of bandit raid changes when enabling and disabling curfew law
* Added 1 in 20 chance a failed raid will destroy defence palisades
* Added 1 in 40 chance a failed raid will downgrade heavy defence palisades
* Added 1 in 60 chance a failed raid will downgrade thorn-laced defence palisades
* Added new pop up screen with sfx if palisades are destroyed/damaged
* Added event for failed raid killing a lone bandit
* Added event for failed raid killing a random number of bandits
* Added event for failed raid killing a random number of bandits and your soldiers
* Added event for failed raid killing a random number of your soldiers
* Added event for failed raid killing a lone one of your soldiers
* Added event for failed raid with raiders captured and killed (if prison closed)
* Added event for failed raid with raiders improsoned (if prison open)
* Added event for failed raid where bandits are caight and flee
* Added event for failed raid where bandits can't find a way in
* Added event for failed raid where bandits are chased off by angry peasants
* Made players bandit pillaging 50% less effective (out of fairness)

A comparison of old and new raid systems


[h3]INSTRMENT OF FATE (9 features)[/h3]

Some players recently complained that they wished they could choose the fate of the independent leaders of enemy kingdoms when they defeat them, I have now made that possible with a number of options!

* Added new screen when invading the last land of an independent kingdom (credit Anarcho-raoism and CristianCam)
* Added 6 variant texts for ruler captured depending on their personality
* Added option to execute the leader
* Added option to force them to drink poison (6 variant reactions)
* Added option to toss them from the highest cliff
* Added option to exile them (6 variant reactions)
* Added option to set them free (6 variant reactions)
* Added option to ask them to become your champion (if champion slots are free)
* Added alternate outcome for champion request if their leader is hostile personality

The new options after defeating a kingdom


Poison it is


You can join me


[h3]LOCAL BANDIT GROUP CHANGES (3 features)[/h3]

In game unless you have the artifact that prevents them, sometimes little bandit groups spawn within your own lands and swear to destroy you. I found their destruction to be quite boring as you are told the leader is executed in some end of turn text but you don't see it happen. I've expanded things now!

* Added pop up bandit groups to the new combat system
* Added new screen for defeating pop up bandit group showing leader execution
* Added +3 public opinion gain for defeating pop up bandit group

Take that, bandit scum


[h3]BUGFIXES (4 features)[/h3]

A few bug fixes, cheers for the reports guys!

* Fixed destroyed arena text bug (credit Aegis)
* Fixed annexation text bug (credit Danwar)
* Fixed bug with last 5 bandits from 5th bandit gang not being sent to battle
* Fixed an issue with skirmish victories being incorrectly reported in end of turn reports

[h3]EVERYTHING ELSE (3 feature)[/h3]

This contains an actually pretty big change, the new non human champions thing is quite exciting for me!

* Blocked egghead reports for last stand only battles as they show nothing
* Added new system that allows for non human champions to be hired from the champions choice of 16 (credit Helloo)
* Added 9989 code to spawn pest group

A golem champion being hired


And a giant


[h3]WHAT'S NEXT[/h3]

Now that the bandit stuff is out of the way I'm finishing coming up with some new combat system concepts before I move on and start creating them, lots of work to do but it's good to see it all come together!

Cheers

Huw

Warsim 0.8.4.4 (Battleheroes and Spyreports Update, 99 features)

Hey everyone, I hope you're all well. This is an update made up of several smaller updates to the combat system which I'm glad to be finally getting out. It adds spyreports back to the combat but with improvements, and it adds champions and heroes to the battle but with a huge new system with many encounters to make things more interesting.

There's still mountains more stuff to come with the combat but I'm glad to complete this and get closer to having combat complete, I hope you guys enjoy! :)

[h3]CHAMPIONS IN BATTLE (75 features)[/h3]

Prior to this update champions could not be sent to battle as they could in the old combat. Now however they won't just be units that fight and die in battle, now they will have their own events and phases that can take place.

* Added ability to send champions to battle
* Added new type of battle phase 'Champion event'
* Added ability to send all champions at once instead of choosing yes for each champion
* Added 1 in 6 chance of champion event happening if 1 champion is sent
* Added 1 in 5 chance of champion event happening if 2 or 3 champions sent
* Added 1 in 4 chance of champion event happening if 4 or 5 champions sent
* Added several new sound effects for use within this system
* Added chance that champion will shout any of 100+ insult lines before an attack
* Added last stand system if only champions survive the battle allowing them to be called back or sent to fight in a last stand
* Added special alternate system for if you only send your champion(s) to battle
* Added champion event 'Champion attempts to assault enemy lines but falls back' (50 battlescore or below)
* Added champion event 'Champion attacks enemy lines and does some damage but is reppelled' (100 battlescore or below)
* Added champion event 'Champion charges out and gets many good stabs and strikes' (150 battlescore or below)
* Added champion event 'Champion sends enemy lines back' (200 battlescore and above)
* Added champion event 'Champion assaults enemy lines with ferocity' (generic)
* Added champion event 'Champion shoots a few arrows at the enemy, most miss' (50 battlescore or below)
* Added champion event 'Champion shoots a few arrows hitting several' (100 battlescore or below)
* Added champion event 'Champion shoots a pile of arrows hitting many' (150 battlescore or below)
* Added champion event 'Champion shoots a full quiver hitting every target' (200 battlescore and above)
* Added champion event 'Champion charges forward and cleaves an enemy head clean off' (generic)
* Added champion event 'Champion says What's that over there and kills 1 enemy' (50 battlescore or below)
* Added champion event 'Champion says What's that over there and kills 2 enemies' (100 battlescore or below)
* Added champion event 'Champion says What's that over there and kills 3 enemies' (150 battlescore or below)
* Added champion event 'Champion says What's that over there and kills 4 enemies' (200 battlescore or below)
* Added champion event 'Champion says What's that over there and kills 6 enemies' (250 battlescore or below)
* Added champion event 'Champion says What's that over there and kills 10 enemies' (251+ battlescore)
* Added champion event 'Champion sneaks off and catches a group of enemies offguard' (generic)
* Added champion event 'Champion Kills an enemy and says 'Yes! I did it, I actually killed one' (50 battlescore or below)
* Added champion event 'Champion Kills two enemies and says 'I've killed two, two already!' (100 battlescore or below)
* Added champion event 'Champion Kills three enemies and says 'There's another three kills, huzzah!' (150 battlescore or below)
* Added champion event 'Champion Kills four enemies in close combat and shouts 'Another four dead, more to come!' (200 battlescore or below)
* Added champion event 'Champion Kills six enemies in a quick fight and shouts 'Six more dead if anyone's counting' (250 battlescore or below)
* Added champion event 'Champion kills eight enemies in a short battle and shouts 'Eight more dead by my blade' (251+ battlescore)
* Added champion event 'Champion duels a trio of enemies and kills all 3' (150+ battlescore)
* Added champion event 'Champion picks up and launches a discarded sword managing to kill an enemy' (149 or less battlescore)
* Added champion event 'Champion duels a trio of enemies and slices their heads off in quick succession' (150+ battlescore)
* Added champion event 'Champion stubs toe and then angrily swings and kills two enemies in the rage' (149 or less battlescore)
* Added champion event 'Champion charges forward and kills four enemies in a frenzy' (150+ battlescore)
* Added champion event 'Champion duels an enemy for a while an kills him' (149 or less battlescore)
* Added champion event 'Champion fights a band of six enemies and slays each one with a series of slashes' (150+ battlescore)
* Added champion event 'Champion stretches his arm out for a moment and accidentally skewers an enemy' (149 or less battlescore)
* Added champion event 'Champion fights a group of 5 slaying each in a tough struggle' (150+ battlescore)
* Added champion event 'Champion trips and falls into an enemy knocking them onto a fallen sword and killing them' (149 or less battlescore)
* Added champion event 'Champion swings their sword dazzlingly' (150+ battlescore)
* Added champion event 'Champion takes a huge swing and kills two' (149 or less battlescore)
* Added champion event 'Champion duels a group of three quickly killing them and another passing pair' (150+ battlescore)
* Added champion event 'Champion throws his sword and skewers an enemy with it' (149 or less battlescore)
* Added champion event 'Champion charges forward but trips over' (50 battlescore or below)
* Added champion event 'Champion grabs a corse as a shield and attacks enemy lines' (100 battlescore or below)
* Added champion event 'Champion grabs live enemy as a shield and attacks enemy lines' (150 battlescore or below)
* Added champion event 'Champion grabs live enemy as a shield and pushes the lines back' (200+ battlescore)
* Added champion event 'Champion rolls into a group of enemies and leaps up to fight' (150+ battlescore)
* Added champion event 'Champion rolls forward and attacks before falling back' (149 or less battlescore)
* Added champion event 'Champion chops tree down on enemy line' (150+ battlescore)
* Added champion event 'Champion pushes tree down on enemy line' (149 or less battlescore)
* Added champion event 'Champion ducks an arrow' (50 battlescore or below)
* Added champion event 'Champion dodges two arrows' (100 battlescore or below)
* Added champion event 'Champion blocks an arrow with his sword' (150 battlescore or below)
* Added champion event 'Champion swats an arrow out of the air' (200+ battlescore)
* Added champion event 'Champion gets his sword stuck in a corpse' (150+ battlescore)
* Added champion event 'Champion chops an enemy to bits' (149 or less battlescore)
* Added champion event 'Champion attacks ferociously' (150+ battlescore)
* Added champion event 'Champion picks up discarded sword and duel wields' (149 or less battlescore)
* Added champion last stand event 'For the ruler'
* Added champion last stand event 'For the kingdom'
* Added champion last stand event 'Madman'
* Added champion last stand event 'Screaming'
* Added champion last stand event 'Fight to the death'
* Added champion last stand event 'Huge aggression'
* Added champion last stand event 'Slicing'
* Added champion last stand death event 'Cut to pieces'
* Added champion last stand death event 'arrow to the head'
* Added champion last stand death event 'hacked up'
* Added champion last stand death event 'slain and left to rot'
* Added champion last stand death event 'defeated and left as a corpse'

Send all 5 heroes at once?


Hero beheading an enemy


Hero duels a trio of enemies


Hey what's that over there?


A hero failing


Hero attacking enemy lines


Hero fires a full quiver


Hero counting kills


A champion is killed mid battle


A champion in the new death report after a battle has ended


A last stand?


For the king!


Last stand death


Last stand success


[h3]PRE-BATTLE SPYREPORTS (7 features)[/h3]

Spyreports used to be part of the old combat, well now it's back again but with the ability to ask your spymaster for advice on attacking or not and a few other features!

* Added spymaster report before attacks in the new combat system if spymaster skill is greater than 100
* Added spymaster shows total fighters if skill is greater than 150
* Added option to retreat from battle in spy report screen
* Added option to ask spymaster what they think about the situation
* Added 10 dialogues for spymasters responses to player having advantage (dynamic depending on how advantaged the player is)
* Added 10 dialogues for spymasters responses to player having disadvantage (dynamic depending on how disadvantaged the player is)
* Added dialogue for spymaster if forces are similar in strength

An encouraging spy report


A not so encouraging spy report


[h3]NEW CONTENT (2 features)[/h3]

Some loose new content for the game! I can't wait to find a champion called Bork the Childslayer in game.

* Added new name suffix 'the Childslayer' (+3 Battlescore) (Can also be further randomised)
* Added 10 new possible kingdom names (Argonia, Argalan, Untaar, Vorkfel, Yor, Ut, Vorfel, Vorgelhold, Vogonia, Varkfold)

[h3]BUGFIXES (7 features)[/h3]

More bugs fixed! Always more bugs to fix... why...

* Fixed Mans the Dictator fighting himself in the Arena
* Fixed bug with having auto explore on at the end of a turn causing weird diplomat screen
* Fixed 2 text bugs in arena fight move
* Fixed text bug in response to 'I want to know more before I attack' option if you have no spymaster or general
* Fixed blackmarket leader text bug 'Beward my rage'
* Fixed 2 text bugs with Blackmarket leader dialogue (credit u/BeauGrandBateau)
* Fixed militia not correctly reported battlescore in troop count screen (credit Defiant1)

[h3]EVERYTHING ELSE (8 feature)[/h3]

A bunch of loose things that couldn't fit anywhere else.

* Reworked text for knights trial to tell you the knights name
* Reworked text for choosing a trial
* Reworked text prior to all 3 trials
* Reworked the spymaster/general response layout on the 'I want to know more before I attack' option
* Added end of turn report event notification for merc group formed from militia
* Added end of turn report event notification for merc group formed from demon horde units
* Reworked visual display of main staff screen to grey out slots not filled
* Added new pop up event when arena is upgraded by independent owner

New display on staff screen


And new display with a more full roster of staff


[h3]WHAT'S NEXT[/h3]

I've got a few things to sort out and then I plan on hitting the multiple attacks per year system and figuring out how exactly I'll be doing it as it requires a few fundemental changes of the way the game works. I'm excited for it though!

Cheers

Huw

Warsim 0.8.4.3 (Little bundle of features and bugfixes, 44 features)

I've been working on some background stuff for Warsim and also went on a roadtrip so I've not spent much time working on stuff I can release, but I have accumulated this little bundle of new features and fixes so I figured I'd release them now before I start working on another chunk of combat update stuff! I hope you enjoy :)

[h3]WHAT IS THAT NOISE IN BLACKROW PRISON (4 features)[/h3]

Once an old ruin with little worth doing, now the source of strange screeches and cries! What's going on?

* Added new location within old prison ruins in Blackrow
* Added new character Sirc to the game with 7 dialogues
* Added ability to watch monster fights in the old prison ruins
* Added 5 reactions to the monster fights from Sirc



[h3]LEAVE THE LEAGUE (3 features)[/h3]

I once had a game where a league formed, and my vassal joined. Now whenever I fought an enemy who was in the league my vassal hated me for it. I had no recourse... Well now you can request your vassal quit a league.

* Added ability to force your vassal to quit league of evil/good
* Added ability to force your vassal to shut down league of evil/good if they lead it
* Added -45 relation drop between vassal and league members if they leave/shut it down

[h3]TROVE OF BAIAA (2 features)[/h3]

The ancient vampire city holds a lot of interesting stuff, but when destroyed it doesn't reward you even a single gold coin. Good point Felcaster, now it does!

* Added new screen and loot gained when destroying Baiaa (15000-50000 gold) (credit Felcaster)
* Added sfx for Baiaa slave freeing event



[h3]ARENA HOUSING FIXED (2 features)[/h3]

This one slipped under my radar but I've finally got it fixed and got them working!

* Changed text for champion housing to show the exact strength bonus that will be added (credit u/theGamingDictator)
* Fixed housing champions in palace/big house/small house not giving strength bonuses (credit u/theGamingDictator)

[h3]BUGFIXES (20 features)[/h3]

A handful of fixes thanks mostly to player reports so thanks guys!

* Fixed infinitely destroyable Goblinwood (credit AnAustralianGamer and u/thebestroll)
* Fixed refugee camps not collapsing when you discover new kingdoms
* Fixed scorpion max bet screen kick bug (Credit Tingcat)
* Fixed bug with slumfolk battle joiners being misreported (Credit Danwar)
* Fixed text bug in woman brings sword battle event (Credit Danwar)
* Fixed issue with incorrect reign time shown in game over screen (Credit Danwar)
* Fixed prison misreporting total number of prisoners (Credit AEGIS)
* Fixed arena showing number of fights remaining when arena is destroyed (credit Average Gnome Whistler Enjoyer)
* Fixed text bug with boy turns into mage (credit JimmyL)
* Fixed infinite digging terraforming sound (Credit Barack Obama)
* Fixed text bug in champion trap door replacement champion
* Fixed throwing grand champion in dungeon doesn't remove him from his position (Credit Doctor Pulsar)
* Fixed two dialogues referencing guildmaster in musicians guild that has no guildmaster (credit TheGamingDictator)
* Fixed merc leader jailed throne room reaction text bug
* Fixed peasants flee to join bandit horde when bandit horde doesn't exist (credit VineFynn)
* Fixed grand champion vs monster showing dead grand champion as a monster (credit Steve Killbane)
* Fixed incorrect sound effects for grand champion killed by monster (credit Steve Killbane)
* Fixed arena fan death reaction happening even if you decide not to execute arena champion (credit Doctor Pulsar)
* Fixed arena champion execution screen killing arena champion even if you decide not to execute (credit Doctor Pulsar)
* Fixed dropping rebel nervous man through trap door doesn't show -1 rebel (Credit TJ)

[h3]EVERYTHING ELSE (13 feature)[/h3]

A bunch of loose things that couldn't fit anywhere else.

* Added new special event and system if both arena fighters are pacifists to prevent eternal battle of nothingness (credit Babipoki)
* Added the option to have a celebration that is just a one off this year (credit Davadin)
* Added the ability to auto-train in the unowned combat academy (credit Ranger)
* Reworked krut dead diplomacy screen layout
* Reworked Erak dead diplomacy screen layout
* Reworked Rebels dead diplomacy screen layout
* Made bet option blocked if you have no gold in scorp pit betting
* Added screen for betting higher than the max in scorp pit
* Added screen for betting more than you have in scorp pit
* Added alt text for asking how many prisoners there are when it's empty
* Added new screen for sending foreign emissary through a trap door (credit TJ)
* Made arresting or trap dooring a vampire hunter who brings the head of a gnome instead of a vampire, no public op loss (credit Doctor Pulsar)
* Added ability to view milita in diplomacy screen even if all units are bought (credit Helloo)

[h3]WHAT'S NEXT[/h3]

I've reviewing my combat update plans going forward and making some expansions on it, then planning to get stuck in and start working on a new combat update.

Cheers

Huw

Warsim 0.8.4.2 (Combat Additions and More, 52 features)

Hey everyone, so following up from the recent combat update I've been fixing and expanding some of the pre-existing features while working on the next part of the update. Still in a lot of work to go but I'm glad that the new progress can be easily shared thanks to the combat updates Alpha release!

[h3]NO ARMY REACTION (8 features)[/h3]

Sometimes an enemy force that has been well and truly battered, will have 0 defenders by the time you launch an invasion or a raid. Now the game with recognise this and skip the majority of the battle screens to immediately show you a new alternate set of victory screens. The same is true if you are attacked and have no troops to defend.

* Added new system to skip battle majority of combat if no defenders
* Added new screen for player invading empty enemy land
* Added new screen for enemy invading empty player land
* Added new screen for player raiding empty enemy land
* Added new screen for enemy raiding empty player land
* Added new screen for player skirmishing empty enemy land
* Added new screen for enemy skirmishing empty player land

No defenders


[h3]BATTLE REINFORCEMENTS (4 features)[/h3]

In the old combat system your forts and friends could provide reinforcements to you when being attacked or attacking, but it was not present in the new combat system. Well now it is!

* Added reinforcement system for attacking
* Added new pop up for attacking reinforcement showing how many soldiers are gained
* Added reinforcement system for defending
* Added new pop ups showing troops gained by defending reinforcements

[h3]STONE SKIPPING (2 features)[/h3]

There's already one location you can skip stones in thanks to a player suggestion, but in a recent playthrough I made it to swamps end and wished I could do the same. Well now you can!

* Reworked the graphic for swamps end in the west
* Added the ability to skip a stone in swamps end

Skip those stones


[h3]FRUIT FARM IMPROVED (5 features)[/h3]

Came across the fruit farm in a recent playthrough and saw that it wasn't quite up to scratch with the rest of the game, now it is!

* Reworked gold indicators in magical fruit farm
* Added new screen with sfx for planting fruit in magic fruit farm
* Added new screen for not having the room to plant fruit
* Added new screen for not having the gold to pay to plant fruit
* Fixed 5 text bugs with fruit farm texts

[h3]BATTLE REPORTS FOR WATCHED FIGHTS (4 features)[/h3]

In the combat update you have the option to watch enemy battles if your spymaster is skilled enough, however I noticed that without the end of battle reports like the player gets at the end of their own battles, the enemy battles just abruptly end and the game moves on. I've added little reports that should help explain and breakdown how the battle went before you choose to move on so it's not so jarring and abrupt!

* Added new battle report for enemy fights you've watched
* Added battle report for draw battle
* Added battle report for defender victory
* Added battle report for attacker victory

The Report


[h3]BRING BACK MY DEATHEATERS! (3 features)[/h3]

A rare racial trait in Warsim is Deatheater or Souleater, these races gain +1 battlescore per unit for every 25 kills they get. After some testing I realised this system wasn't in the new combat so I've now added it in and created some new pop up screens you get to show off the battlescore gain as it happens.

* Added deatheater battlescore growth system to the new combat
* Added notification screen when troops gain battlescore from deatheating (with sfx)
* Added notification for it both attacker and defender are deatheaters and both gain battlescore

A screen from both fighters being deatheaters


[h3]SEE YOUR DEFENDERS (1 feature)[/h3]

When you're attacked in Warsim, the game divides your total troops by your total lands. There's nothing in the game that explains this to you so it can seem quite arbitrary. I've added a new screen that pops up when you're attacked that shows you how many defenders you'll have and explains exactly why you have them.

* Added defender breakdown screen when player is attacked

Defender Breakdown


[h3]NEW BLUETRII PRE-BATTLE OPTION (1 feature)[/h3]

It occured to me that before every battle I was using bluetrii, and using the max I could order to be eated each time. I realized I could just add an option on the first screen where you choose if you want to use bluetrii at all, to say 'Use max' and have the game use the most you could use to streamline this. It's a simple little change but it saves a bit of time, and time is money!

* Added new option to choose to eat max bluetrii before battle

The new option


[h3]EGGHEAD BUILDING (3 features)[/h3]

In the last update a new feature was added to post battle screens, Eggheads. Now they've been fleshed out into the world a bit more, to be more than just a random thing in the reports.

* Added new building in Artifact Market 'Egghead Building'
* Added alt screen for Egghead Building if player has killed battle report Egghead
* Added 6 dialogues with Head Egghead

Head Egghead


[h3]GOBLIN PEBBLE BARRAGE (6 features)[/h3]

While working on this update I figured it's never a bad time to add new random events that can happen during battle. So here's a new one that only happens if you allow goblin slavery, with 5 alternate versions for certain weather!

* Added new random battle event 'Goblin pebble barrage' (only if you allow goblin slavery)
* Added new weather alt 'Goblin pebble barrage on fire' (only in flaming rain)
* Added new weather alt 'Goblin pebble barrage combust' (only in extreme heat)
* Added new weather alt 'Goblin pebble barrage mostly blown away (in windy weather/storm)
* Added new weather alt 'Goblin pebble barrage blown away' (in windy weather/storm)
* Added new weather alt 'Goblin pebble barrage melts' (only in acid rain)

[h3]BUGFIXES (9 features)[/h3]

A handful of fixes thanks mostly to player reports so thanks guys!

* Fixed ability to give dumblestaff even if you don't own it if you have a dumble champion (credit TJ)
* Fixed ability to infinitely give dumblestaff to a dumble champion (credit TJ)
* Fixed sid the bridge troll companions graphic bug
* Fixed useless screen for house of art and tapestries lack of gold
* Fixed battle report disabled text bug (credit Omer@Audiogames)
* Fixed text bug with assault against us text
* Fixed text bug in tutorial (credit u/Overlordopa)
* Fixed 6 text bugs in Arena intro text (credit u/Overlordopa)
* Fixed text bug with spymaster options (credit u/Overlordopa)

[h3]EVERYTHING ELSE (6 feature)[/h3]

A bunch of loose things that couldn't fit anywhere else.

* Added new goblin name 'Boongort'
* Added new screen with sfx for paying pest group to disband and they disband
* Added new screen with sfx for paying pest group to disband and they rob you
* Made cat punishment public opinion loss 5x more likely (credit TJ)
* Added new indicator of gold to celebration pay screen
* Added notification of gold spent when paying to start a celebration

[h3]WHAT'S NEXT[/h3]

There's still much more combat update work to be done, I'm hoping to start soon on multiple attacks per year but have a few things to iron out before I can.

Cheers

Huw

Warsim 0.8.4.1 (Combat Update Alpha, 313 features)

After it being worked on intermittently for nearly two years, I've finally managed to get a working combat update build ready!

I'm so damn excited to release this. This is just the alpha version of my combat update build, it's around 40-45% complete at this point but it is subject to change, and there are plans for more content and events.

For anyone who hasn't been following, the combat update is a huge overhaul of all of the battle systems in the game to be completely reworked. The reworks are based on years of suggestions reports and ideas and have been worked on int he background for a long time.

Thank you everyone for the support during this, please let me know what you think!

[h3]NEW MAJOR COMBAT FEATURES (7 features)[/h3]

I feel like I've probably forgotten to list them all but these are some of the more fundamental major features of the combat update.

* Added new combat system (instead of all at once, battle takes place in phases)
* Added new combat display
* Added ability to skip your own attacks and just see the results
* Added ability to always just see the results of your own attack
* Added new option for watching/skipping your own attacks to generals screen
* Added new battle approach screen with dynamic graphic based on size of the attacking army
* Added relation change with all other members if player attacks member of good or evil league

A league relation loss


[h3]SPYMASTER FIGHT DISCOVERY (3 features)[/h3]

Now your skilled spymasters might be able to inform you of other fights happening in the realm, if you wish you can watch them yourself!

* Added ability for spymaster to detect enemy fights (depending on skill)
* Added ability to ask spymaster to stop offering you fights to watch
* Added new options in spymaster staff screen

A battle is discovered


[h3]POST BATTLE REPORT (21 features)[/h3]

Once the battles over the game now provides much improved screens letting you know what has happened as a result of the fighting.

* Added new post battle report
* Added battle report screen with 4 options
* Added standard battle report screen
* Added ability to view report of all units lost by defender
* Added ability to view report of all units lost be attacker
* Added ability to pay 20 gold for an egghead report (lots of stats)
* Added ability to thank egghead (with screen)
* Added ability to kill egghead (with screen and aftermath)
* Added new screen for successful invasions (with 3 alt texts)
* Added new screen for failed invasions (with 3 alt texts)
* Added new screen for succesfully defended invasion (with 3 alt texts)
* Added new screen for being invaded (with 3 alt texts)
* Added new screen for successful raid (with 3 alt texts)
* Added new screen for failed raid (with 3 alt texts)
* Added new screen for succesfully defended raid (with 3 alt texts)
* Added new screen for being raided (with 3 alt texts)
* Added ability to gain up to 4 random loot items when raiding any faction
* Added new screen for successful skirmish (with 3 alt texts)
* Added new screen for failed skirmish (with 3 alt texts)
* Added new screen for succesfully defended skirmish (with 3 alt texts)
* Added new screen for being defeated in skirmish (with 3 alt texts)

A territory is gained


New post battle report


Egghead report


What the old post battle report looked like for reference


[h3]COMBAT WEATHER TYPES (25 features)[/h3]

The combat update includes a new weather system which gives each battle one of many possible weathers. These weathers do a number of things, they can allow for certain weather events to take place that can help or hinder the fighters. They can also allow for bonuses or penalties to be applied to certain independent races, for example Lightning Trolls would be much stronger during a storm, but Day Elves would be weaker fighting under a crescent moon. These weather buffs also affect your own troops if they belong to any of those races.

* Added Sunny Weather (No weather events during battle)
* Added Sunset Weather (No weather events during battle)
* Added cloudy Weather (No weather events during battle)
* Added Partly Cloudy Weather (No weather events during battle)
* Added Rain Weather (low likelihood of weather events during battle)
* Added Storm Weather (moderate likelihood of weather events during battle)
* Added Windy Weather (low likelihood of weather events during battle)
* Added Foggy Weather (moderate likelihood of weather events during battle)
* Added Snowy Weather (moderate likelihood of weather events during battle)
* Added Night Rain Weather (low likelihood of weather events during battle)
* Added Night Full Moon Weather (No weather events during battle)
* Added Night Cloudy Weather (No weather events during battle)
* Added Night Crescent Moon Weather (No weather events during battle)
* Added Night Snow Weather (moderate likelihood of weather events during battle)
* Added Night Storm Weather (moderate likelihood of weather events during battle)
* Added Night Windy Weather (low likelihood of weather events during battle)
* Added Night Foggy Weather (moderate likelihood of weather events during battle)
* Added Rare Acid Rain Weather (high likelihood of weather events during battle)
* Added Rare Luminous Fog Weather (moderate likelihood of weather events during battle)
* Added Rare Meteor Shower Weather (high likelihood of weather events during battle)
* Added Rare Sandstorm Weather (high likelihood of weather events during battle)
* Added Rare Flaming Rain Weather (high likelihood of weather events during battle)
* Added Rare Extreme Heat Weather (high likelihood of weather events during battle)
* Added Rare Extreme Cold Weather (high likelihood of weather events during battle)
* Added Rare Rainbow Rain Weather (low likelihood of weather events during battle)

Some weather buffs in action


And some more


[h3]COMBAT WEATHER EVENTS (61 features)[/h3]

Depending on how severe a weather type is, random weather events can take place. These can vary from fairly light situations to things that can wipe out entire armies!

* (Rainbow Rain) Battle halted by perfect moment
* (Rainbow Rain) Heavy rain causing awe
* (Extreme Heat) Fire tornado (2700-13700 random damage)
* (Extreme Heat) Huge heatwave rolls through (high scaled damage)
* (Extreme Heat) Under intense head fighters fall back
* (Extreme Heat) Heat intensity causes some to pass out
* (Extreme Heat) Flames pop up across the battlefield (500-2500 random damage)
* (Extreme Heat) Spontaneous combustion (moderate scaled damage)
* (Extreme Cold) Huge gust of extremely cold wind Hits Attackers (1400-7000 damage)
* (Extreme Cold) Huge gust of extremely cold wind Hits Defenders (1400-7000 damage)
* (Extreme Cold) Intense cold causes the fighting to momentarily stop
* (Extreme Cold) A bitter wind swoop forces the armies to regroup
* (Extreme Cold) Bitter wind sweep across battlefield (1500-6500 random damage)
* (Extreme Cold) Freezing wind sweeps the battlefield and freezes some (huge scaled damage)
* (Flaming Rain) Flaming rain hit's the battlefield heavier (high scaled damage)
* (Flaming Rain) Flaming rain scorches the battlefield (high scaled damage)
* (Flaming Rain) Flaming rain turns the battlefield to hell (huge scaled damage)
* (Flaming Rain) Flaming rain hammers the side of the field held by defender (500-6000 damage)
* (Flaming Rain) Flaming rain hammers the side of the field held by attacker (500-6000 damage)
* (Flaming Rain) Flaming rain pelts down heavy (huge scaled damage)
* (Sandstorm) Sandstorm turns and hits defender side of the battlefield (1400-6900 damage)
* (Sandstorm) Sandstorm turns and hits attacker side of the battlefield (1400-6900 damage)
* (Sandstorm) Sandstorm calms for a moment
* (Sandstorm) Sandstorm whips up sand so high it blots the sun (huge scaled damage)
* (Sandstorm) Sandstorm burries a portion of the battlefield (huge scaled damage)
* (Sandstorm) Sandstorm rages on and many take cover (250-2250 random damage)
* (Meteor Shower) Meteors crash around but miss everyone
* (Meteor Shower) Large meteor crashes but misses everyone
* (Meteor Shower) Large meteor crashes down on defenders side (1400-6900 damage)
* (Meteor Shower) Large meteor crashes down on attackers side (1400-6900 damage)
* (Meteor Shower) Meteors crash all over (2050-8050 random damage)
* (Meteor Shower) Huge meteor crashes (3050-15050 random damage)
* (Luminous Fog) Fighting stops as glowing fog is too thick
* (Luminous Fog) Some Attackers are caught off guard while mesmerised (random scaled damage)
* (Luminous Fog) Some Defenders are caught off guard while mesmerised (random scaled damage)
* (Luminous Fog) (If Glowing Race Defending) Defenders disappear into the glowing fog and leave the opponents confused
* (Luminous Fog) (If Glowing Race Attacking) Attackers disappear into the glowing fog and leave the opponents confused
* (Luminous Fog) Glowing fog thickens for a moment and ceases the fighting
* (Acid Rain) Acid rain pours harder (500-3500 random damage)
* (Acid Rain) Wind whips the acid rain across the battlefield (500-5500 random damage)
* (Acid Rain) Acid rain melts weapons (-2% combat skill for both sides)
* (Acid Rain) Acid rain pours heavy on defenders (800-7200 damage)
* (Acid Rain) Acid rain pours heavy on attackers (800-7200 damage)
* (Acid Rain) Acid rain melts the battlefield (huge scaled damage)
* (Snow) A bitter wind sweeps the battlefield (moderate scaled damage)
* (Snow) Attackers band together to survive the cold
* (Snow) A cold wind sweeps across and stops the fighting for a moment
* (Snow) Attackers slip on ice (30-530 damage)
* (Snow) (if Frozen Race Attacking) Attackers stand strong in the cold
* (Fog) Chaos in the fog (moderate random damage)
* (Fog) Fighting continues in thick fog and friendly fire happens (high random damage)
* (Fog) The fog thickens and the armies wait for it to clear
* (Fog) No one can see the enemy in the fog
* (Rain) Flash flood (moderate random damage)
* (Rain) Mud slide (250-6250 random damage)
* (Wind) WInd rips across the battlefield and throwns many down (moderate scaled damage)
* (Wind) Wind so strong the fighting ceases for a moment
* (Storm) Storm ceases fighting
* (Storm) Lighting bolt hits defenders (400-2900 dmg)
* (Storm) Lighting bolt hits attackers (400-2900 dmg)
* (Storm) Lightning strikes everywhere (moderate scaled damage)

[h3]PLAYER PRE-BATTLE EVENTS (13 features)[/h3]

Right before a battle is about to begin, the attacker (wether you or the enemy) has a random event that can take place, usually giving a buff but sometimes the opposite.

* Added Broken Formation Trick charge event (+10% strength)
* Added Broken Ranks charge event
* Added Composed March charge event (+2% strength)
* Added Shout and Clash charge event
* Added Ever-Faster Charge event
* Added Horn and Charge event
* Added Lone Arrow Loosed event (100 dmg to enemy)
* Added Lone warrior burst forward event (+1% strength)
* Added confusion and charge event (-2% strength)
* Added Pause and charge event
* Added Bursts into a roar and charge event
* Added Charge shout event
* Added Butt Reveal event (+1% strength)

[h3]NON-PLAYER PRE-BATTLE EVENTS (100 features)[/h3]

Same as the above section, these are the pre-battle events that can happen for non player factions attacking.

* (Psychotic Men) Mouth foaming charge event (+30% strength)
* (Psychotic Men) Plant eating event (+50% strength)
* (Psychotic Men) Rotten plants (-10% strength)
* (Hissing Races) Hiss and charge (+2% strength)
* (Vampires) Fang Show event (+3% strength)
* (Vampires) From the shadows
* (Gnomes) Gnome Cheer event
* (Gnomes) Chuckle
* (Lizardmen) Distant Hiss event (+2% strength)
* (Lizardmen) Silence and hiss (+2% strength)
* (Smaller Races) Stick out tongues event
* (Smaller Races) Pebble toss (Moderate damage)
* (Smaller Races) Yelling warband
* (Wild Races) Wild cries and shouts event (+1% strength)
* (Wild Races) Loose horde
* (Big Races) Ground shakes on approach event (+6% strength)
* (Big Races) Battlefield stomp event (+6% strength)
* (Big Races) Earthquake (+6% strength)
* (Cannibals) Hungry shout event
* (Cannibals) Lip licking event
* (Cannibals) Desperate hunger
* (Magic Users) Spell of Pain event (Moderate damage)
* (Magic Users) Battle strength magic event (+20% strength)
* (Magic Users) Strange magic
* (Low Undead) Bumbling Horde event
* (Low Undead) shamble forward
* (Low Undead) zombie scream
* (Asshthaki) Fire-red spider event (+2% strength)
* (Asshthaki) Many spiders event (+1% strength)
* (Asshthaki) wave of spiders (+2% strength)
* (Savage Races) Huge roar event (+3% strength)
* (Savage Races) Huge Warcry (3% strength)
* (High Undead) Bone chilling shriek event (+3% strength)
* (High Undead) Death whsipers (+3% strength)
* (High Undead) skull snake (+3% strength)
* (Necromancers) Lone skeleton event (+3% strength)
* (Necromancers) An army of skeletons (+5% strength)
* (Necromancers) Wave of bones (+3% strength)
* (Gods) Circle in the sky event
* (Gods) Levitation approach
* (Gods) Sky holes
* (Ghosts) Wailing from nowhere event (+10% strength)
* (Ghosts) Out of thin air
* (Ghosts) Sound and arrive (+15% strength)
* (Terramancers) Quakes event
* (Terramancers) Land changes
* (Terramancers) violent shakes (+5% strength)
* (Mutants and Shroomlings) Distant Squidge event
* (Mutants and Shroomlings) Slime launch (moderate damage)
* (Mutants and Shroomlings) trail of slime
* (Pyromancers) Sky Fireball event (+3% strength)
* (Pyromancers) Fire shape in sky
* (Pyromancers) Friendly fire with fireballs (damage to self)
* (Centaurs) Circle Canter event (+2% strength)
* (Centaurs) Bow and gallop (+2% strength)
* (Aeromancers) Gust of wind charge event (+2% strength)
* (Aeromancers) Shockwave air (+3% strength)
* (Aeromancers) Gust of wind both ways (+5% strength)
* (Underground Races) Digging reveal event (+4% strength)
* (Underground Races) Holes in ground
* (Underground Races) sudden collapse (+1% strength)
* (Demonic Races) demonic growl event (+5% strength)
* (Demonic Races) demonic wail (+5% strength)
* (Demonic Races) open ground (+5% strength)
* (Harpies) Distant screeches event (+2% strength)
* (Harpies) Sky screech (+2% strength)
* (Harpies) Distant wing flap (+2% strength)
* (Aquamancers and Hydromancers) Large spalsh event
* (Aquamancers and Hydromancers) Arrive on wave
* (Aquamancers and Hydromancers) Wave falters (damage to self)
* (Lavamancers) Ball of lava event (+5% strength)
* (Lavamancers) spurts of lava
* (Lavamancers) distant lava (-1% strength)
* (Cthuul) menacing charge event (+13% strength)
* (Cthuul) tentacle daggers (+3% strength)
* (Cthuul) horrendous sound (+1% strength)
* (Half-Beast Races) trot forward event
* (Half-Beast Races) canter forward
* (Half-Beast Races) burst and charge
* (Sea Races) large wave crash event
* (Sea Races) Wet march
* (Sea Races) dripping wet
* (Draconians) breath of fire event (+3% strength)
* (Draconians) fire balls (moderate damage)
* (Draconians) spurts of fire (+2% strength)
* (Dryads) Vine wrapped arrow event (60 damage to enemy)
* (Dryads) volley of arrows (moderate damage)
* (Dryads) musical horn
* (Generic) Aggressive charge event (+1% strength)
* (Generic) Fast charge event
* (Generic) Composed charge event
* (Generic) disorganised charge event (-4% strength)
* (Generic) Lone unit charges event
* (Generic) pause and stare event
* (Generic) strange formation event
* (Generic) stomp forward event
* (Generic) Stand off event
* (Generic) stomp and charge event
* (Generic) very aggressive event (+3% strength)
* (Generic) charging the wrong way event (-2% strength)

[h3]NEW BATTLE EVENTS (21 features)[/h3]

Battle events are the main phases of the combat, depending on which side gets the higher roll (based somewhat on their total strength) they stand to either draw, have a close victory, a strong victory, or a landslide. There are many of each event!

* Added Fight forward advantage event (landslide)
* Added Double flank trap event (landslide)
* Added effective pincer overrun event (landslide)
* Added feign withdrawal event (landslide)
* Added take the centre event (landslide)
* Added gain the advantage event (strong)
* Added left flank collapse event (strong)
* Added centre breakthrough event (strong)
* Added hard attack on lines event (strong)
* Added feign retreat success event (strong)
* Added marginal ground gain event (close)
* Added push back a bit event (close)
* Added outflank but barely event (close)
* Added momentary advantage event (close)
* Added light pushback event (close)
* Added no upper hand event (matched)
* Added equal force event (matched)
* Added fighting rages event (matched)
* Added both sides push event (matched)
* Added failed flank event (matched)
* Added no domination event (matched)

[h3]RANDOM BATTLE EVENTS (34 features)[/h3]

Random battle events are totally random encounters that can happen during battles, some have requirements that must be met to happen and others have weather variants that effect them

* Added Goblin Desertion event (+3 variant events)
* Added Eye of blinding light event (+2 variant events)
* Added Dragon over the battlefield event (+7 weather variants)
* Added Weather change event (+4 variant events)
* Added Bears event (+2 variants and 3 weather variants)
* Added Slave escape event (+3 variants)
* Added Fleeing peasants event (+3 variants)
* Added Cultists event (+3 variants)
* Added Crown of Mai event (+3 variants)
* Added Slave liberator event (+3 variants)
* Added Bandit Lord event (+3 variants)
* Added Necromancers rain event (+2 weather variants)
* Added Slime glob event (+2 variants and 3 weather variants)
* Added special sword event (+1 weather variant)
* Added Bees event (+1 variant and 4 weather variants)
* Added Tree falls event (+3 variants and 24 weather variants)
* Added Mine Collapse event (+2 weather variants and 1 follow up variant)
* Added Bird flock event (+3 variants and 2 weather variants)
* Added Hunter volley event (+5 weather variants)
* Added Knight join event (+2 variants)
* Added Peasants event (+3 variants)
* Added Laughing event (+1 follow up variant)
* Added break event
* Added Anvil drop event (+2 variants and 2 weather variants)
* Added axe toss event (+2 variants and 2 weather variants)
* Added puke man event (+2 weather variants)
* Added frog event (+2 variants and 6 weather variants)
* Added glory event (+3 variants)
* Added trumpet event (+2 variants and 1 weather variant)
* Added snakes event (+2 variants and 8 weather variants)
* Added kids watch event (+2 follow up variants and 2 weather variants)
* Added locals event (+2 follow up variants and 2 weather variants)
* Added fart event
* Added silver arrow event (+3 variants and 5 weather variants)

NON COMBAT UPDATE RELATED!


So it's not just been the combat update that's had improvements, I've still been fixing bugs and adding new features, so all of those (a little update of their own) go here!

[h3]SID THE BRIDGE TROLL (3 features)[/h3]

* Added ability to pay bridge troll 10k to cover a lifetime of bridge tolls (Credit ABCD)
* Added ability to have Sid the Bridge Troll (385 battlescore) as a champion (Credit ABCD)
* Added new post recruitment toll bridge aftermath screen when visited

[h3]ARENA NOTIFICATION (1 feature)[/h3]

Recently we've improved the main game menu to show how many throne room visitors and exploration chances remain, well now you'll also see how many fights are left in the Arena (if any), Great suggestion Aegis!

* Added main screen notification of remaining Arena fights (credit AEGIS)

[h3]BUGFIXES (18 features)[/h3]

A heap of bugs from all over have been fixed!

* Fixed 5 text bugs in other buildings screen
* Fixed ability to enter explorers guild even if you haven't built one (credit MaiZure)
* Fixed text bug with giving peasants to militia option when peasants are free
* Fixed bug with non player raids against some minor bandits instead taking the gold from the rebels
* Fixed bug with non player raids against krut and erak instead taking the gold from the rebels
* Fixed bug with non player raids against independent kingdoms not taking any gold
* Fixed 11 text bugs in Blackmarket Scam event texts
* Fixed defeated throne room sudden death gamemaster screen not appearing
* Fixed no notification shown for gained bluetrii when picking the sewer patch
* Fixed text bug with arena tournament option text
* Fixed an issue with saves not loading properly if loaded after an unupdated save causing many issues
* Fixed relation shown as gained instead of lost with musicians guild when unable to afford performance in throne room (credit AEGIS)
* Fixed 2 screens for insulted bard with duplicate lines on it
* Fixed issue with double pause screen when bards run away crying
* Fixed extra line bug with some throne room encounter reactions
* Fixed 2 disappointed throne room reactions being blocked from appearing in game
* Fixed rare chance that disappointed throne room reaction would be blank
* Fixed text bug with soldier pay rise why should I text

[h3]EVERYTHING ELSE (6 feature)[/h3]

Some stuff I couldn't fit anywhere else!

* Reworked slaver's fort revolt pop up screen and added missing indicator
* Stopped exploration reminder happening if you have autoexplore enabled
* Added missing gold indicator to bandit horde peace deal screen
* Added indicator of gold when buying land from independent kingdom that sells them
* Added blocked option if you cannot afford to buy a land from independent kingdom
* Removed old code for land buying rejection

[h3]WHAT'S NEXT[/h3]

Now that the combat alpha is out I'll need to keep going and adding new content as well as expanding and adding new features as part of the combat update development plan!

Cheers

Huw