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Warsim: The Realm of Aslona News

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

Warsim 0.8.4 (Arena Remastered Follow Up Update, 63 features)

Hey guys, a little follow up from my previous update. I've added some new content for the Arena and fixed some things as well as adding new content for exploration, mining, and the militia!

[h3]ARENA ADDITIONAL CONTENT (18 features)[/h3]

To follow on from the Arena Remastered Update I've got a bunch of new additions to beef it up!

* Added 30 more arena insults
* Added 3 new pacifist moves in the Arena
* Added Point and grin random event to Arena
* Added Coins thrown random event to Arena
* Added Fake swing random event to Arena
* Added Point sword and grin random event to Arena
* Added swing for the crowd random event to Arena
* Added we bet on you banner random event to Arena
* Added we bet on them banner random event to Arena
* Added fart random event to Arena
* Added streaking goblin random event to Arena
* Added sword toss random event to Arena
* Added sound effect to flip sword from one hand to another encounter
* Added sound effect to booing crowd encounter
* Added sound effect to crowd throw coins encounter
* Added sound effect to fake swing encounter
* Added sound effect to fart encounter
* Added sound effect to running goblin encounter





[h3]ARENA TWEAKS (6 features)[/h3]

A few tweaks to the Arena!

* Added 3x damage done against pacifists (to ensure fights don't drag on when only one is fighting) (credit u/Cplusfuck)
* Made it more likely that lower strength troops can get lucky and access higher strength moves sometimes in fights
* Made it possible for fighters with skill above 250 to also have access to higher strenth moves sometimes (previously only 249 and below)
* Fixed issue with kick moves breaking the screen when you have a spike pit installed
* Fixed issue with pacifist sound effects in Arena
* Fixed issue with pacifist being the stronger fighter causing issues

[h3]EXPLORATION FOREVER (16 features)[/h3]

Once you've discovered every location you can never explore again, making your exploration chances useless. Now you can explore forever, finding only random events instead. I've added a bunch of new ones to help keep it as fresh as possible.

* Added ability to keep finding random events once every location is explored if you still have explore chances (Credit Walker)
* Added rotten severed hand Southern exploration event
* Added severed hand southern exploration event
* Added severed hand holding a single coin exploration event
* Added severed hand holding a few coins (rand) exploration event
* Added severed hand holding a bag full of coins (rand) exploration event
* Added Drylands Nomad corpse explore encounter
* Added strange poop pile lost jungle explore encounter
* Added poop pile lost jungle explore encounter
* Added distant screaming animal encounter to lost jungle
* Added blood rock explore encounter
* Added Young strength stone pilgrim near north encounter
* Added band of warriors strength stone pilgrims near north encounter
* Added why not strength pilgrim to near north encounter
* Added Rihhm exploring children encounter
* Added Rihhm secret trail encounter







[h3]MINEPROVEMENTS (17 features)[/h3]

A while ago I upgraded Monfort Mine but never got around to doing it for the others, now I've finally caught up.

* Fixed issue with Monfort Mine adding peasants when mine is empty missing a line on screen
* Added new screen for not having enough peasants for Hlok Mine
* Added new screen for trying to put too many miners in Hlok Mine
* Added new screen for putting peasants into Hlok Mine
* Fixed two text bugs on Active Hlok Mine main screen
* Fixed missing screen for Active Hlok Mine when putting troops in
* Fixed missing screen for Active Hlok Mine when removing troops
* Fixed 3 text bugs in Hlok Mine dried up screen
* Added Hlok Mine peasants properly reported as returning to you after mine destroyed
* Fixed text bug with Owned Shallowrock Mine main screen
* Added new screen for not having enough peasants for Shallowrock Mine
* Added new screen for trying to put too many miners in Shallowrock Mine
* Added new screen for putting peasants into Shallowrock Mine
* Fixed missing screen for Active Shallowrock Mine when putting troops in
* Fixed missing screen for Active Shallowrock Mine when removing troops
* Fixed 3 text bugs in Shallowrock Mine dried up screen
* Added Shallowrock Mine peasants properly reported as returning to you after mine destroyed

[h3]FIRE THE MILITIA MASTER (2 features)[/h3]

Every wanted to fire the Militia master? Well now you can. The militia will be inactive for a year but you'll get a new random replacement who could be better or worse!

* Added ability to fire militia leader and get a replacement the following year (credit ABCD)
* Added leaderless militia cannot be visited in diplomacy screen or hired from troop screen



[h3]BUGFIXES (3 features)[/h3]

A handful of bugs based on helpful reports from players. Thanks guys :)

* Fixed bug with play by play arena option being incorrectly numbered (credit Arnold18 from Audiogames)
* Fixed 2 text bugs with celebration messager line spacing (Credit Shigeruguy)
* Fixed untaxed bank interest bug (credit Mature Child and Maxoux)

[h3]EVERYTHING ELSE (1 feature)[/h3]

A nice bonus from an otherwise pretty bad policy!

* Added banning merc companies increases hirable soldiers by 50% (credit TJ)

[h3]WHAT'S NEXT[/h3]

I'm getting back into Combat stuff and clearing through loose things on my list. Thanks for all the support and I hope everyone is doing great :)

Cheers

Huw

Warsim 0.8.3.9 (The Arena Remastered Update, 114 features)

The Arena was once the heart of the games one on one combat, but in the time since it's addition years ago, brawling/scorpion pit fights and more have been added, and all of them have been displayed a lot better than the Arena, despite the Arena being a huge centre piece. This has always bothered me but I've never had the chance to do anything about it and so have been saving a list of ideas and suggestions for the Arena for a while. I ended up here by mistake as I was working on some Arena bugs and got so deep in I figured... well, I'm here now, might as well overhaul it.

There are tons of different features and additions in this update and it's taken a lot of work, but I'm very happy to be able to finally show it, I hope you guys enjoy! :)

Also for any interested here's a video I've made breaking down the update and showing off the features!
https://www.youtube.com/watch?v=PBOSh6cV-C4

[h3]THE ARENA REMASTERED (53 features)[/h3]

I went through the Arenas entire system and rewrote a lot of it, there are now 100s of new fight moves, scores of new sound effects and events, and a lot more randomisation and chaos.

* Added new improved move by move fight system for the Arena
* Made the move by move fight system the default option (no more entire fight at once)
* Added the ability to enable the old Arena all at once system
* Added display of HP for Arena fighters
* Added coloured changes to HP for health getting lower
* Added notification display of HP loss
* Added new system with sound effect for Overkill (if death is -15 hp or more)
* Added new system with sound effect for Extreme Overkill (if death is -100 hp or more)
* Added new dynamic system with 30 different tweaks to the old arena HP system to allow for more variation
* Added system to make it 5x more likely for much weaker units to win fights they ordinarily would not (Example Soldier vs Peasant previously would be 99 wins for soldier, 1 for peasant, it's now 95 for soldier, 5 for peasant via my tests)
* Added new system for Pacifist units in the Arena (they will no longer fight)
* Added 8 moves for pacifist fighters
* Added 10 new sound effects for light stabs/slashes
* Added 30 new sound effects for hard/normal stabs/slashes
* Added 4 new sound effects for blocking
* Added 3 new sound effects for blocking and then returning with a stab
* Added 5 new sound effects for Arena crowd
* Added 6 new sound effects for parrying
* Added 3 new sound effects for for kicking
* Added 3 new sound effects for kicking and knocking opponent to floor
* Added 2 new sound effects for Arena spike pit
* Added 3 new sound effects for Double stab
* Added 5 new sound effects for body falling over
* Added 6 new sound effects for Arena Interfearance (Bottles/Arrows/Fire)
* Added 20 new moves for Blind fighters in the Arena
* Added 16 new moves for Good strikes
* Added 16 new moves for Blocking and Hitting
* Added 16 new moves for Light Hit
* Added 16 new moves for Very Light Hit
* Added 16 new moves for Missing Wide
* Added 16 new moves for Missing close
* Added 16 new moves for Head Hit
* Added 16 new moves for Kicking
* Added 16 new moves for Hard Strike
* Added 16 new moves for Parry/Parry and Hit
* Added 5 new moves for Arena Interfearance variants
* Added new 'Gnome throw' event where a gnome is thrown at one of the fighters (with sfx)
* Added 32 new kill move encounters
* Added 16 new moves for Stabbing
* Added 16 new moves for Double Strike
* Added 10 generic non fight events
* Added 15 crowd cheering events
* Added 3 special blind fighter crowd cheering events
* Added new random insult system with 70 insults Arena fighters may shout at eachother
* Added 10 new trip and fall events
* Added new critical hit system (1 in 40 chance a move will be a crit)
* Added fighters with 'Lucky' in their name get double odds of crit
* Added critical hit (5x normal move damage)
* Added super critical (15x rarer) (10x normal move damage)
* Added new screen for post fight
* Added 15 new texts to display in post fight screen for defeated fighter
* Added 5 new texts to display in post fight screen for victorious fighter
* Added 5 new texts to display in post fight for victious fighter if it's a champion challenge

A critical hit in action
A funny insult
A blind fighter

[h3]SLAVE GAUNTLET (4 features)[/h3]

While working through my old Arena plans I saw a suggestion for a slave gauntlet by UltimateBlade from the Audiogames forums, It looked like a cool idea so why not. Now as long as you own the Arena and have 8 slave soldiers you can host a tournament for their freedom, and your profit. It will differ from normal tournaments in the way that you can't bet, and that it makes you money instead of costing it. This could be yet another avenue for profit for an unscrupulous evil ruler, or a slave baron.

* Added a new tournament type 'Slave Gauntlet' (Only if you own the Arena and if you have 8 slave soldiers) (credit UltimateBlade from Audiogames)
* Added new scenes and text for Slave Gauntlet
* Added -1 public opinion drop for running a slave gauntlet
* Added between 100-1500 gold profit for hosting a slave gauntlet in your Arena

The start of a slave gauntlet
The fighters are ready
Slave gauntlet winner
Slave gauntlet income

[h3]THE EXECUTION OF A CHAMPION (27 features)[/h3]

A nice suggestion from Anarcho-Raoism on our discord for executing champions got me thinking, so I present to you a new system with lots of outcomes and randomisation!

* Added the option to execute a grand champion (Credit Anarcho-raoism)
* Added 15 different reactions from arena owner (if not owned by you) depending on their personality
* Added begging for exile outcome (includes option to exile instead of execute)
* Added take my gold outcome (includes of option to accept gold and exile instead of execute)
* Added crying champion outcome
* Added stone cold expression outcome
* Added laughing at death outcome
* Added suicide outcome
* Added Last stand outcome
* Added chance of random 0-2 public opinion loss when executing champion
* Added +3 public opinion loss if champion has 30+ wins
* Added +2 public opinion loss if champion has 15+ wins
* Added +1 public opinion loss if champion has 5+ wins
* Added lesser public opinion loss for exile
* Added new blurb for hall of fame beheaded champions
* Added new blurb for hall of fame exiled champions
* Added new blurb for hall of fame suicide champions
* Added new blurb for hall of fame last stand champions
* Added 1/30 odds of Arena being destroyed in peasant riot in aftermath of execution
* Added 1/30 odds of small riot happening
* Added 1/30 odds of small protest happening
* Added odds of protest/riot/destruction much higher if public opinion is very low
* Added odds of protest/riot/destruction 25% less likely if public opinion is above 50
* Added odds of protest/riot/destruction are more likely if champion has lots of wins
* Added 5 different comments from Arena owner if unowned arena is destroyed
* Added option to choose who replaces champion if you own the arena
* Added champion challenge notification for when the champion is dead and you don't own the arena

The new eighth option -
Arena owners reaction to execution of his champion
A champion not taking it so seriously
A begging champion
An executed champion
An executed champion in the hall of fame
What happens when a champion is removed
A champion begging for freedom
Free money
A grim ending to the encounter
And the aftermath of that

[h3]A LIMITED OCCURANCE (7 features)[/h3]

Infinite fights per year was a bit excessive, and also allowed the cherry picking of when to bet and when not to. Now each year there will be a limited number of fights in the Arena depending on the size of the Arena. This won't be very noticable at the higher level of Arenas unless you are an arena fanatic.

* Added new limit of total number of fights in the Arena
* Added 5 fights per year limit to smallest Arena type 'Fight Pit'
* Added 10 fights per year limit to second smallest Arena type 'Little Arena'
* Added 15 fights per year limit to standard Arena type 'Arena'
* Added 20 fights per year limit to 'Grand Arena'
* Added 30 fights per year limit to 'Colossal Arena'
* Added new secret code '69' which sets total fights to 99 (enter on arena main screen)

15 fights to go in this Arena
No fights left

[h3]OTHER ARENA TWEAKS (6 features)[/h3]

While working on this big arena feature addition I ended up adding and fixing things in other areas too, the one I'm most excited for is the hall of fame changes. Now when a champion dies in a normal fight, if he is added to the hall of fame, the hall of fame entry will track who it was that killed him. Previous the entries didn't have this information and still worked ok, but with this information it adds another element to the hall of fame, maybe the number one champion of all time was defeated by the number 8, perhaps some of the hall of famers were defeated by champions who themselves were defeated too quickly to enter the hall of fame themselves but are forever immortalised as the ones who defeated the greatest champions. It's a minor change but in my opinion it's quite a big improvement to the hall of fame and I'm super excited to see the new hall of fame stories develop while I'm playing.

* Added arena hall of fame entries now show you who defeated them
* Fixed issue with arena 32 man tournament second stage graphic
* Fixed text bug with public opinion loss for grand champion arrest
* Added missing menu option for housing upgrades in arena
* Removed irrelevant warning texts for bribing grand champion to fight
* Added new screen for bribing grand champion but there isn't a grand champion

Active hall of fame

[h3]COLOURFUL SCORPIONS (10 features)[/h3]

After a suggestion by our discord member 14Patrik, scorpions now have varying colours, Good idea mate!

* Added new colour system for scorpion pit scorpions (credit 14Patrik)
* Added white colour for Albino scorpions
* Added Grey colour for ancient scorpions
* Added purple colour for enchanted scorpions
* Added green colour for questionable (goblin) scorpions
* Added dark grey colour for black scorpions
* Added red colour for red scorpions
* Added grey colour for old scorpions
* Added white colour for white scorpions
* Added green colour for healthy scorpions

Two shots of colourful scorpions in action


[h3]DUMBLE-PACK (2 features)[/h3]

The scourers of the Artifact Market may know of the artifact 'The Staff of Dumble' a staff that if given to a champion who bears the name 'Dumble' it will double their strength. The issue with this is there are only 4 Dumble-esque names in game and the odds of them occuring are super slim among the 1776 other human names that could be chosen. The artifact was always made to be a practically impossible one to pull off, but to help a little I've quadrupled the amount of Dumble-esque names in game, good luck!

* Added 12 new human names 'Dumblesquek, Dumbledink, Dumbledonk, Dumbledork, Dumbletwoo, Dumbledimp, Dumbledok, Dumbledoop, Dumbledonk, Dumbletork, Dumbledee, Dumbledwep' (credit NotFox)
* Added ability to give the dumble staff to a dumble champion directly from the arena menu

[h3]BUGFIXES (3 features)[/h3]

A handful of bugs based on helpful reports from players. Thanks guys :)

* Fixed text bug with demon advice (credit Fatalweirdo)
* Fixed trap door upgrade being incorrectly refered to as throne room upgrade (credit Matt1211)
* Fixed mystery slaver never giving demons (credit KoningKrush)

[h3]EVERYTHING ELSE (2 features)[/h3]

A few changes unrelated to everything else

* Made 'press space bar to skip' option now say 'Hold space bar to skip' (credit Adrive)
* Made 777 on Warsim main menu open up an Arena Fight tester

[h3]WHAT'S NEXT[/h3]

I'm getting back into the combat stuff again as this update was meant to be a short break to get back into coding after my computer broke down for a week.

Huw

Warsim 0.8.3.8 (The Custom Mode Update, 95 features)

Hey Everyone,

So it's been quite some time since the last release and that feels terribly uncomfortable for me if I'm being honest, but it's been for the greater good of getting this combat update progressed. In the last month the combat update has gone from about 15% done to 28% done and I'm gearing up for getting it to the point where I could potentially pre-release it to be tested and played by everyone which will be exciting.

As for this update, this is a collection of all sorts of side things worked on alongside this month. The majority of this stuff has come from discussion in the community forums/discord/subreddit and bug reports. Thanks everyone who lurks or is active in the community and those who've recently discovered Warsim, it's always very motivational to see all the activity and discussion!

[h3]CUSTOM GAME SETTINGS REWORKED (21 features)[/h3]

The custom game option is meant to allow players to start a game that is customised and tweaked to their liking, but in many ways this custom game system was lacking. I've reorganised it a bit and added a bunch of new features such as, the ability to tweak the arena, and to start the game owning Darkdale, Blackmarket, and the Arena. As well as lots more customisation with the bandit horde and bandit gangs.

* Rewrote main text for custom game mode options
* Added new category system for custom game mode options
* Rewrote demon horde custom settings text
* Added indicator of total adventurer groups chosen on the main faction settings screen
* Made minor bandits and bandit horde settings separate
* Added ability to have large minor bandit gangs
* Added ability to have kingdom-like minor bandit gangs
* Added ability to have minor bandit empires
* Added ability to have bandit horde huge (5x default troops)
* Added ability to have bandit horde empire (9x default troops)
* Added ability to have bandit horde small (half usual troops and size)
* Added 30 to the max bandits that can spawn per territory for minor bandit gangs at game start
* Added 8 to the max warlords that can spawn per territory for minor bandit gangs at game start
* Added new option for even bigger demon horde spawn (2500 demons at game start)
* Added indicators of how many demons each option of demon horde size includes
* Removed goblin settings bug option allowing rebels to be disabled
* Fixed troop multiplication issue if you chose large bandit horde option multiple times
* Added the ability to start the game owning the arena (credit Zar)
* Added the ability to set the size of the arena at game start (credit Zar)
* Added the ability to start game owning Darkdale (credit Zar)
* Added the ability to start game owning Blackmarket (credit Zar)

The new main custom screen and it's new categories


The new faction settings


The new bandit horde screen


Minor bandits custom screen


New options for the arena


Blackmarket and Darkdale options


[h3]BANDIT HORDE FRIENDSHIP (11 features)[/h3]

When you have a truce and a good relationship with the Bandit Horde, why not see some benefits of it. Now the bandits may occasionally send you gifts, but much more so if you have a higher relation. Gifts could include, a cut of gold from a raid, some goblin slaves, a new bandit hero as your champion, and more!

* Added chance of Bandit Horde sending you a gift if you have a truce with them
* Added a tiered system with much higher odds of gifts depending on how high your relation with them is (10 tiers)
* Added 'Token of your friendship with the horde' gift
* Added 'Diplomacy instead of Headchopping' gift
* Added 'Enjoy the gold or else' gift
* Added 'A cut of a raid' gift
* Added 'Goblin slave raid' gift
* Added 'Captured knight' gift
* Added 'Bandit welps come of age' gift
* Added 'Random loot item' gift
* Added 'Bandit warlord joins as champion' gift

Bandit Goblin Slaves


A cut of a bandit raid


Bandit hero for you


Bandit Welps


[h3]FRIEND OF THE MERRY MEN (6 features)[/h3]

When bandit gangs form, there are many types of bandit they could be. Most are better are recruiting, or more vicious, or steal more, but Merry Men and Honest Men are your more Robin Hood types. TJ suggested having them be recruitable if you had 100 public opinion. Now you'll have the option and if they do join you, there's a chance the leader will offer to join you as a champion.

* Added ability to attempt to recruit minor bandit gang if they are Merry Men or Honest Men and you have 100 public opinion (credit TJ)
* Added 3 acceptance screens for gang joining you
* Added 3 refusal screens for gang rejecting the offer
* Added chance of bandit gang leader offering to join you as a champion if you have free slots
* Added chance of bandit gang leader joining you as a knight
* Added chance of bandit gang leader leaving to roam the world

New option for merry men


They joined me!


[h3]ADVENTURER GROUP REPORTS (4 features)[/h3]

I still have a lot of work to do with adventurer groups but this has fixed quite a few issues and made sure adventurer groups actions are visible in game once again.

* Made any adventurer group events involving your own troops now always shop up in your reports
* Fixed 2 text bugs with Blackmarket event with adventurer's groups
* Fixed adventurer group bug that can cause negative soldiers as event kills soldiers instead of knights even if player has no soldiers
* Fixed adventurer group events not being visible in new turn report system

[h3]HIGH SCORE REWORK (5 features)[/h3]

A new rework of the high score system, now when the game ends your score total will give you a title. From worst to best they are: Dirt Farmer, Sub-Peasant, Peasant-Like, Failed Lord, Mediocre, Unworthy, Barely Worthy, Lord, High-Lord, Royal, High-Royal, Mighty Ruler, Paragon of Power, All-Powerful, God of the Realm.

* Added breakdown of how points are calculated to the final game score screen
* Reworked system of final score to be lower overall
* Reworked end score to give you a title (of 15 possible titles)
* Added alternate text for each of the 15 titles
* Added bank gold to be counted in end of game point tracker for high score

New high score system


[h3]MAIN GAME SCREEN INFORMATION (2 features)[/h3]

Thanks to a discussion on the Warsim discord you now get a clear indication of visitors and exploration chances from the main screen without having to go in to check

* Added indicator of total throne room visitors on the main game menu (credit Neceros)
* Added indicator of total exploration changes on the main game menu (credit Neceros)

The new main screen notifications


[h3]BRAWL PIT UPGRADE COST CHANGES (2 features)[/h3]

After a discussion with Themastaman it was made clear that 40k of upgrades and sometimes less than 500 gold per turn in profit isn't a good mix at all. I've reduced the prices by a fair bit to make it a bit more balance.

* Reduced cost of Brawl Pit size upgrade from 10k to 5k (credit Themastaman)
* Reduced cost of Brawl Pit Aesthetic upgrade from 10k to 2.5k (credit Themastaman)

[h3]REBUILD DARKDALE DEBUG OPTION (1 feature)[/h3]

Entering the cheat 399 will add a new menu to the main screen, in this debug menu the last option (22) allows you to respawn darkdale if it's destroyed.

* Added ability to rebuild darkdale in the debug menu

[h3]GOLD INDICATORS (5 features)[/h3]

All of these are places that you can pay for things but couldn't see how much gold you had, thanks for the reports guys!

* Added gold indicator to Soldiers celebrating throne room encounter (credit Minty)
* Added gold indicator to Social Policies law screen if applicable (credit TJ)
* Added gold indicator to gold coin beggar Blackmarket slums encounter (credit TJ)
* Added gold indicator to knightly order founding screen (credit TJ)
* Added gold indicator to Combat Academy screen if upgradable (credit Neceros)

[h3]BUGFIXES (34 features)[/h3]

I hate bugs, but I love thick bug fix lists!

* Fixed Dapplogk's cup game incorrectly showing gold gained instead of lost (credit Neceros)
* Fixed diplomat skill check screen showing incorrect numbers
* Fixed sound issue with buying scorpion fighting pit (credit TJ)
* Fixed Blorktorn statue room unexitable bug (credit TJ)
* Fixed double gold indicator (credit Minty)
* Fixed minor bandit gangs able to set up dens in the Blackmarket even when it's ruined (credit u/Smilge)
* Fixed minor bandit gangs able to hire mercs from Blackmarket even when it's ruined (credit u/Smilge)
* Fixed Blackmarket Sudden Death Gambler sound bug (credit TJ)
* Fixed ending goblin celebration removes less relation than enacting it gives with goblin clans leading to relation exploit (credit Prof. Nonagon)
* Fixed Assurak Conversion ritual incorrectly showing 0 cultists converted
* Fixed issue with unowned combat academy showing grand champion training even if you sent a personal champion instead (credit Charles)
* Fixed issue with Blackmarket recapture end of turn event missing a line
* Fixed troop count disappearing from fighting cave beast screen after first fight (credit TJ)
* Fixed 11 text bugs in Southern History Exam (credit TJ)
* Fixed 4 text bugs in Southern Exam passing screen (Credit TJ)
* Fixed text bug with stupid leader vassalisation acceptance (credit TJ)
* Fixed coin of fate special event for peace not resetting sound properly (credit TJ)
* Fixed text bug with trying to speak to smugglers of smuggler's camp (Credit TJ)
* Fixed 2 text bugs with looting smuggler's camp (credit TJ)
* Fixed leaving the completed smuggler's camp screen text bug (credit TJ)
* Fixed text bug with toll paid screen with bridge troll (Credit TJ)
* Fixed 19 text bugs in Golden Lily Pad Tavern dialogues (credit TJ)
* Fixed 14 text bugs with green ale drinking texts (credit TJ)
* Fixed vomit hole text in 3 taverns (credit TJ)
* Fixed text bug with watered down ale (credit TJ)
* Fixed 3 text bugs with using vomit hole (credit TJ)
* Fixed 14 text bugs in sudden death dice game (credit TJ)
* Fixed 5 text bugs in goblin sudden death intro (credit TJ)
* Fixed 9 text bugs in Lone Arrow tavern intro text (credit TJ)
* Fixed text bug in extra strong ale event (credit TJ)
* Fixed text bug in weak ale event (Credit TJ)
* Fixed recruiters not included in wage estimates when changing knights wages (Credit Nico)
* Fixed bug with bar fight starting over spilled milk text
* Fixed 11 text bugs with dice game twelve

[h3]EVERYTHING ELSE (4 feature)[/h3]

Some loose stuff that I couldn't fit anywhere else!

* Added indicator of exact relation change with krut and erak when starting or ending goblin celebration
* Removed duplicate name suffix 'Corpseeater' (credit TJ)
* Added new 69420 combination reaction for the secret door in the Blackmarket (credit Themastaman)
* Removed jarring sound from the monster fighting pit (credit Themastaman)

[h3]WHAT'S NEXT[/h3]

I'm returning to combat update stuff next week and am going to start looking at the fundementals of having the new combat system merged into the game with the current standard combat. I'm expecting some issues but if I can get it to work I could potentially get this early combat rework released much earlier than previously planned. This will be exactly what I've been sharing in combat update screenshots and posts but not much more than that.

Once It's released I'm looking forward to the feedback and of course from then on any combat update work won't be hidden away but will be released like regular updates. I'm giving myself 2 weeks to get this combat merge done but it could be longer depending on how things go.

I'm excited about the idea of it though!

Thanks for reading and I hope everyone is doing well :)

Huw