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Warsim: The Realm of Aslona News

Warsim 0.7.9.1 (Patreon Appreciation Update - 80 Features)

Hey guys so just a little fun update, 10 features per patron since the launch last night! Thanks to the people who signed up for it my day/week/month is made :)

TITLE CHANGE (2 features)

Good suggestion from the GamingDictator to be able to change your lordly titles in the laws screen!

* Added ability to change your lordly title in other laws (credit u/TheGamingDictator)
* Added ability to change your royal title in other laws (credit u/TheGamingDictator)

HUNTER'S REST FIXED (7 features)

Had a look through hunters rest and found a number of issues and stuff that needs improvement so it's all done now!

* Added screen to recruiting from Huntsmans rest
* Added screen to trying to speak to guards in huntsmans rest
* Added screen to no one joins you huntsmans rest
* Added screen to population too low to recruit in huntsmans rest
* Updated hunters hall intro text
* Fixed text bug in huntsmans rest chief text
* Fixed broken huntsmans rest tribute cancel button

LEAFBURNER'S GUILDHALL (6 features)

Found some issues here and thought I'd add a little bit of extra content while I was fixing it!

* Fixed 6 typos with Klethus the guildmaster of the goblinwood leafburner's guild
* Fixed 2 line split bugs for Klethus' dialogues
* Added 'tell me about the districts of goblinwood' question for Klethus
* Added 'life as a non-goblin' question for Klethus
* Added 'what do you do here' question for Klethus
* Added new intro screen for room of hilarity leafburners guild

THE TALL GREEN MAN (2 features)

Tall green man? or two goblins on eachothers shoulders under a tall cloak... only time will tell!

* Made new sound effect for 2 goblins laughing
* Added tall green man throne room encounter (credit XxMeMe StormxX)

RACE EFFECT ADDITIONS (3 features)

As you guys are aware there are 94+ million possible races that can be generated in the game, thanks to 1000s of different prefixes and race types. The vast majority of the procedurally generated races have effects and stats and abilities that make them all vastly unique from eachother but a smaller number of them don't have any unique differences, for example Faceless races. Faceless Men sound cool but in reality in game they are just normal men... No more! Now they will get a blank face, same for unborn. I'm always happy to add new tweaks that further add diversity to the millions of races you are unlikely to ever see!

* Added 'Faceless' races will now have blank faces
* Added 'Unborn' races will now also have blank faces
* Added new racial trait '45' for blank faces (can be used for any new prefixes)

EVEN MORE LOOT (10 features)

Another batch of possible random items found while exploring!

* Added new 'Tapestry depicting the stars' Loot item (worth 160 gold)
* Added new 'Ancient talisman' Loot item (worth 95 gold)
* Added new 'fragment of an ancient talisman' Loot item (worth 15 gold)
* Added new 'a shard of an ancient coin' Loot item (worth 5 gold)
* Added new 'a magical jar of lava' Loot item (worth 199 gold)
* Added new 'two ancient coins stuck together' Loot item (worth 75 gold)
* Added new 'statue of a three headed vampire' Loot item (worth 80 gold)
* Added new 'a petrified dragon scale' Loot item (worth 55 gold)
* Added new 'a petrified harpy wing' Loot item (worth 50 gold)
* Added new 'a frozen wizards finger' Loot item (worth 20 gold)

GOT ENOUGH GIANT'S FACES? NO! (1 feature)

That's more than 5 giants per living human!

* Added 7,363,584,000 new giant faces (was 36 billion now 44 billion)

NEW NAME SUFFIXES (7 features)

Patreon themed name suffixes, though I still think these will merge in well with the 1000s of others.

* Added new name suffix 'the Patron' (+5 battlescore) (can be modified by random additional parts)
* Added new name suffix 'the Friend' (+5 battlescore) (can be modified by random additional parts)
* Added new name suffix 'the Benefactor' (+6 battlescore) (can be modified by random additional parts)
* Added new name suffix 'the Advocate' (+7 battlescore) (can be modified by random additional parts)
* Added new name suffix 'the Backer' (+6 battlescore) (can be modified by random additional parts)
* Added new name suffix 'the Blood-Patron' (+25 battlescore)
* Added new name suffix 'the Well-Wisher' (+3 battlescore)

NEW NAMES (4 features)

Can never do with too many character names, the mermen ones are based on latin words for water and sea related stuff.

* Added 5 new gnome names (Rumploo, Rumpledoop, Boopy, Boopydoo, Boopydoopy)
* Added 3 new ghoul names (Corpserash, Rotrash, Bonerash)
* Added 3 new fiend names (Bal-Bisnac, Eur-Dumabi, Aktaliddon)
* Added 5 new mermen names (Testa, Litore, Natare, Naqua, Atesta)

BUGFIXES (33 features)

A ton of bugs fixed including the Grand tournament bug! Thanks for all who reported it

* Fixed grand tournament bet void bug (thanks to everyone who let me know about this)
* Fixed grand champion last letter of name removed bug (credit u/videovillain)
* Fixed tavern talk file line blank bug
* Fixed blue tree in Darkmarsh graphic bug
* Fixed smugglers camp exit making you exit the entire west bug
* Fixed smugglers cache darkmarsh explore event triggering a follow up event
* Fixed knight not being removed during drunk encounter where you murder one of your knights
* Fixed darkmarsh not showing as name of area when exploring
* Fixed goblins burst into court at Jamboree missing line and colour issue
* Fixed slave soldier and slaver purchase screens not showing cost in slavers fort (credit u/TheGamingDictator)
* Fixed layout of the slave fort hire text (credit u/TheGamingDictator)
* Fixed bookrage shop text bug in Blackmarket (credit u/TheGamingDictator)
* Fixed text bug in necromancers hall in Blackmarket (credit u/TheGamingDictator)
* Fixed 5 text and grammar bugs in Fighter's district intro texts (credit u/TheGamingDictator)
* Fixed fighter's pit intro text not showing if ascii disabled
* Fixed text bug in fighter's pit intro text (credit u/TheGamingDictator)
* Fixed text bug in fighter's pit champion intro text (credit u/TheGamingDictator)
* Fixed 3 text bugs in pitside tavern into texts (credit u/TheGamingDictator)
* Fixed 4 text bugs in Rass the pitside tavern keep intro texts (credit u/TheGamingDictator)
* Fixed 2 text bugs in Nezale's Nose screen (credit u/TheGamingDictator)
* Fixed text bug in swordsmans companion clerk intro (credit u/TheGamingDictator)
* Fixed 6 text bugs in gwyn shop clerks dialogues (credit u/TheGamingDictator)
* Fixed 2 line split bugs in gwyn shop clerks dialogues (credit u/TheGamingDictator)
* Fixed text bug in Axe bucket intro text (credit u/TheGamingDictator)
* Fixed 2 text bugs in Spear Centre intro text (credit u/TheGamingDictator)
* Fixed text bug in sharpest dagger intro text (credit u/TheGamingDictator)
* Fixed 2 text bugs in Nezales hut intro text (credit u/TheGamingDictator)
* Fixed 4 text bugs in Nezale dialogue text (credit u/TheGamingDictator)
* Fixed 3 line split bugs in Nezale dialogue text (credit u/TheGamingDictator)
* Fixed grammar bug on intro text to strongths hut (credit u/TheGamingDictator)
* Fixed text bug with garralds city tours intro (credit u/TheGamingDictator)
* Fixed 5 text bugs in Strongths dialogues (credit u/TheGamingDictator)
* Fixed 13 text bugs in central district intro texts (credit u/TheGamingDictator)

EVERYTHING ELSE (5 features)

* Updated Gro'lok's stump to include the new patreon supporters
* Added +5 goblinwood soldiers from goblins burst into court encounter at Jamboree
* Added new kingdom time 'Tempire' ruled by a 'Temperor' with 'Temperators' as lords (credit Tempheror)
* Added 2 sound effects to midas the dog encounter
* Added screen for tour operator not available in central district

Warsim Development Patreon Announcement

Hey everyone,

So after being asked by a few people if I had any way to further support me beyond buying the game I've decided to open a patreon. I'm not going be promoting it everywhere or anything like that so after this post you won't hear about it for a while, but I'm happy to offer it as option for people who want to help support the game further in it's developments.

I won't be doing any Warsim DLC as I don't want to gate content from anyone, but it is a struggle sometimes with continuing to fund development.

In 2017 following the games launch on steam there were 20 updates, then in 2018 there were 32, and then in 2019 just last year the game got 58 updates (more than one per week!) Although this year so far we're on 5.



There are currently three tiers on the Patreon (but I'm open to ideas):

* Helpful Goblin Tier - $1
* Loyal Warrior Tier - $3 (your name on Gro'lok's stump, and some names in game)
* Supportive Ogre Tier - $25 (the above +I'll mail you some notes and concept art from the development that month... Although there's only five of these)

You can find the patreon page here - https://www.patreon.com/Warsim/membership

Any support is appreciated but not expected, Thank you for all for being here regardless :)

Huw (Solodev of Warsim)

Warsim 0.7.9 (The Darkmarsh Update, 106 Features And Bugfixes)

THE DARKMARSH UPDATE (47 features)

Prior to this update 'Darkmarsh' had two functional things in it, a semi working cup game run by a faceless goblin called Dapplogk, and a semi-functional toll bridge feature forcing you to either pay or not be able to access locations in front of it. For the longest time this region of the west has been unfinished with 9 of it's 10 locations inaccessible, so in an effort to start tying up loose ends the entire of Darkmarsh has now been added to the game, this includes an interesting and content filled village called Uktak, a strange statue with dynamic visitors, a killable bridge troll who expects toll, a goblin filled tavern floating on a lily pad (you can get drunk here), an improved cup game, a smugglers den, and a bunch more smaller things!

* Added Uktak Village to Darkmarsh in the West
* Added the hut with the 'x' banner to Uktak Village
* Added ability to question the Uktak speech custom
* Added varying graphic and text for Uktak if upgraded
* Added ability to recruit local goblins from Uktak (random number between 1-10 but doubled if Uktak is upgraded)
* Added friendship shrine in Uktak post upgrade
* Added 15 unique dialogues to local goblins in Uktak
* Added ability to speak to leader of Uktak (8 dialogues)
* Added investment in Uktak Event (with sfx)
* Added ability to take tribute from Uktak Village
* Added Grabtork the Swindler to Uktak Village
* Added New Guessing game (5 gold per play) with Grabtork
* Added ruins of Uktak village with dynamic screen (if village was upgraded before ruined)
* Added the ability to loot and sack Uktak village (with sfx and random loot)
* Added double tribute size if you upgrade Uktak Village
* Added new screen for bridge troll encounter (with sfx)
* Added new screen for backing away and refusing bridge toll
* Added new screen for paying bridge troll
* Added new screen for not being able to afford bridge toll
* Added ability to send knight to kill troll (dynamic outcome with screens and sfx)
* Added ability to try to speak with Bridge troll
* Added visitable swamp bridge post troll death
* Added visitable swamp bridge post troll toll paid
* Added visitable swamp brdige before toll paid
* Added 'Strange plant' dynamic darkmarsh explore event
* Added smugglers den to darkmarsh in the west
* Added ability to loot smugglers den (3 random treasures)
* Added 'Racing goblins' darkmarsh explore event
* Added 'Hek Plon' darkmarsh explore event
* Added 'Hek Plon x3' darkmarsh explore event
* Added 'Smugglers Cache' darkmarsh explore event
* Added The Deadmarsh to Darkmarsh in the West (4 random intro texts)
* Added the great bluetree stump to Darkmarsh in the West
* Added random troll chest reward for killing bridge troll
* Added ability to speak to Dapplogk
* Added Golden Lily Pad Tavern to Darkmarsh in the West
* Added Ruined Swamp Fortress to Darkmarsh in the West
* Added Swamp's End to Darkmarsh in the West
* Added swamp statue to Darkmarsh in the West (5 custom scenes possible)
* Added Screen for paying for Dapplogks cup game
* Added 15 unique dialogues to Golden Lily Pad customers
* Added indicators of gold won in Dapplogks cup game
* Added 3 sound effects to dapplogks cup game
* Fixed Dapplogk's cup game text colour
* Fixed Dapplogk's cup game graphic colour
* Fixed Darkmarsh compass graphic colour issue
* Fixed text not blocking if you can't afford 5 gold for swamp cup game

MONSTER PIT REVISITED (4 features)

Some stuff that was planned but never added during the monster pit update! Now here it is, you can challenge the arena grand champion to fight in your monster pit. Doing so will risk public opinion loss and can of course result in the death of your grand champion... But think of the glory!

* Fixed broken menu option for accepting challenges
* Added ability to challenge the arena grand champion to fight your monster
* Added bonus moves assigned to grand champion in monster fight if battlescore is 200 or higher
* Added new hall of fame death text 'died fighting in the monster pit'

BLACKMARKET ENCOUNTERS (23 features)

I got a report from gamingdictator that one of these encounters was bugged... turns out pretty much all of them in one way or another didn't conform well with the rest of the game, now they are all fixed up!

* Fixed Blackmarket slums dropped coin text colour bug (credit u/TheGamingDictator)
* Fixed missing line in Blackmarket pickpocket encounter
* Fixed 22 grammar bugs in Blackmarket slums encounters
* Added missing screen for not having gold for old man begging encounter
* Added missing screen for giving old man nothing in blackmarket encounters
* Made giving dropped coin to beggar give +1 public opinion
* Added screen for giving coin to beggar in blackmarket encounters
* Added screen to keeping coin in blackmarket encounters
* Added screen for giving extra gold to beggar in blackmarket encounters
* Made giving extra gold to beggar give +1 public opinion
* Added missing indicator for market slave population drop in slave escape encounter
* Fixed 12 grammar bugs in Blackmarket dockrow encounters
* Fixed yellow text bug for dockrow hatbuyer encounter
* Added new screens for all reactions to hatbuyer encounter
* Fixed 15 grammar bugs in Blackmarket guildrow encounters
* Fixed 16 grammar bugs in Blackmarket guildrow encounters
* Fixed 19 grammar bugs in Blackmarket guildrow encounters
* Fixed missing line in fighters district big winner gold gift
* Fixed line spacing issues for gambler request encounter
* Fixed yellow text for gambler request encounter
* Added new screens for reactions for gambler request
* Fixed missing lost gold indicator for gambler request
* Fixed 18 grammar bugs in Blackmarket central encounters

NEW LOOT (10 features)

More opportunities to find loot items should mean more possible loot, so here are 10 random items you can find!

* Added new 'Bronze statue of a naked woman' Loot item (worth 90 gold)
* Added new 'Obsidian Orc fetus' Loot item (worth 140 gold)
* Added new 'Finely painted pebble' Loot item (worth 10 gold)
* Added new 'Warped Magical Mirror' Loot item (worth 190 gold)
* Added new 'Ancient Coin' Loot item (worth 40 gold)
* Added new 'Necklace made of goblins toes' Loot item (worth 20 gold)
* Added new 'Necklace made of orc teeth' Loot item (worth 40 gold)
* Added new 'Small jar of gold flakes' Loot item (worth 35 gold)
* Added new 'Solid silver fist' Loot item (worth 130 gold)
* Added new 'Arrow encrusted with gold' Loot item (worth 80 gold)

RECRUITERS IMPROVED (9 features)

Logical suggestion from Fox, now your public opinion affects how well recruiters function.

* Added dynamic system of public opinion effecting recruiters (credit Fox)
* Added PublicOp of greater than 75 doubles recruiter recruits (credit Fox)
* Added PublicOp of greater than 50 gives 50% extra recruiter recruits (credit Fox)
* Added PublicOp of greater than 25 gives 10% extra recruiter recruits (credit Fox)
* Added PublicOp of between -25 and -1 gives -25% recruiter recruits (credit Fox)
* Added PublicOp of between -50 and -26 gives -50% recruiter recruits (credit Fox)
* Added PublioOp Lower than -50 gives -70% recruiter recruits (credit Fox)
* Added new screen when knights turned to recruiters (credit Omer)
* Added new screen when recruiters turned to knights (credit Omer)

BUGFIXES (9 features)

A couple of new bugs fixed, thanks mostly to theGamingDictator!

* Fixed goblin upgrades not blocking ascii
* Fixed missing line in picked fruits sewer encounter
* Fixed text colour issue with empty patch of bluetrii fruit in sewer
* Fixed intro to insane difficult text bugs (credit u/TheGamingDictator)
* Fixed grammar issues with load savegame screen (credit u/TheGamingDictator)
* Fixed 'the room the as' text bug in game intro (credit u/TheGamingDictator)
* Fixed 2 text bugs in mad king intro (credit u/TheGamingDictator)
* Fixed issue with default faction settings in custom game (credit u/TheGamingDictator)
* Fixed issue with troops joining rebels at some game starts even with no rebellion (credit u/TheGamingDictator)

EVERYTHING ELSE (4 features)

* Added 9 new goblin names (Sneggart, Snaggat, Snuggirt, Smorgat, Smiggort, Smuggert, Snouggert, Sunggit, Siggernt, and Sloggatt)
* Added new Grumpkin name (credit Kath and Cat)
* Added troops join deserters in bandit king/gambler king/demonic king start (credit u/TheGamingDictator)
* Altered text for exploring question in chelobs well (credit Mooredannym)

SCREENSHOTS

A strange new tavern


An encounter with a bridge troll


The floating village


A smugglers cave


A smugglers loot

Warsim 0.7.8.9 (Exploration Events, Difficulty Expanded, 126 Features)

EXPLORATION DIVERSIFIED (63 features)


I was honestly so close to dismissing this idea and deleting it from my notes to get more important stuff done but I sat there and thought, this would be so cool and would improve the exploration feature a good bit and so I ended up spending three days working on it!

NEW ENCOUNTERS (43 Features)

Previously the game would pick some generic encounters to pop up while you explored, whether you were exploring the deep southern demon lands, the western woods, or the savage north, you'd get the same encounters. Now there are a huge number of new and mostly dynamic encounters that you may get while exploring each of these regions. Some of them are inconsequential and others are good fun!

* Added old frozen corpse encounter found in wild north and far north (with sfx)
* Added frozen corpse found in wild north and far north (with sfx)
* Added bare froze corpse found in wild north and far north (with sfx)
* Added small ditch satchel of gold explore encounte (5-15 gold)
* Added bloated satchel of gold in a stick pile explore encounter (300-900 gold)
* Added harsh cold wind event (all of the north) (with sfx)
* Added coastal breeze event (south coast only) (with sfx)
* Added harsh desert wind event (farrad only) (with sfx)
* Added camp site ruin encounter in the north
* Added drylands camp ruin encounter
* Added Western camp ruin encounter
* Added Rotten head encounter (found in drylands and Parched lands) (with sfx)
* Added alternate rotting head encounter (found in drylands and Parched lands) (with sfx)
* Added chunk of head on ground encounter (found in drylands and Parched lands) (with sfx)
* Added skull with arrow in it encounter (found in drylands and Parched lands) (with sfx)
* Added bodies inside rocks encounter (found in drylands and Parched lands) (with sfx)
* Added dynamic brawlers having a fight encounter (found in near north and wild north)
* Added dynamic wilderman encounter (found in wild north and far north) (with sfx)
* Added new desperate looking peasants (generic explore encounter)
* Added new need work encounter (generic explore encounter)
* Added dynamic gift tree visitor encounter (found in denland)
* Added goblin wooden woman trap encounter (found in wildwood)
* Added goblin spike pit encounter (found in wildwood)
* Added goblin spike mounds encounter (found in wildwood)
* Added holy order of roses knight (found in songwood)
* Added Old man stone of denland pilgrim (found in denland)
* Added skipping boy stone of denland pilgrim (found in denland)
* Added normal stone of denland pilgrim encounter (found in denland)
* Added broken lute encounter (found in songwood)
* Added rotten drums encounter (found in songwood)
* Added lone arrow encounter (found in songwood and wildwood)
* Added tree full of arrows (found in songwood and wildwood)
* Added new desperate looking warriors (generic explore encounter) (with sfx)
* Added new need a new master encounter (generic explore encounter) (with sfx)
* Added dead southern knight (southern explore encounter)
* Added frozen knight (northern explore encounter)
* Added pair of lost knights (generic explore encounter)
* Added trio of arguing knights (generic explore encounter)
* Added I have travelled day and night (generic explore encounter)
* Added scared knight (generic explore encounter)
* Added randomly generated treasure found (rare generic explore encounter) (with sfx)
* Added killable oooh snake encounter (all southern regions except south coast)(with sfx)
* Added rare chance that southern wind reveals a treasure (anywhere in the south)

TWEAKS AND FIXES TO OLD ENCOUNTERS (13 features)

I've also tweaked some of the old generic encounters to fit with this new update.

* Made it so that peasant joiners explore event doesn't happen in far north, drylands or ancient lands
* Cleared broken encounters from explore event system
* Added new system dividing some encounters by region
* Fixed 14 text and grammar bugs in explore events
* Made foreign king knight buyer encounter 5x rarer
* Added new sound effect and screen for hiring masterless soldiers
* Fixed bug with explore event text for wandering soldiers
* Added new screen for being unable to afford masterless soldiers
* Added missing +chaos orb indicator for chaos orb exploration attempts
* Made white marker +1 chance of exploring twice as rare
* Fixed bug with explore event text for wandering peasants
* Added new sound effect and screen for hiring masterless peasants
* Added new screen for being unable to afford masterless peasants

WANDERING AIMLESSLY (7 features)

And now instead of getting a little blip of text saying 'You wander aimlessly' there is a dynamic screen instead!

* Added new system for wandering aimlessly
* Added indicator of exploration chance lost with aimless wandering
* Added 3 wander aimlessly screens for the west
* Added 3 wander aimlessly screens for the east
* Added 3 wander aimlessly screens for the south
* Added 3 wander aimlessly screens for the north
* Added 3 generic wander aimlessly screens

THE REST OF THE UPDATE (63 features)


All of this was originally going to be the update until I spent the last three days working on the above system! This is still a juicy update in and of itself though, difficulty changes and several other systems being improved. Weirdly this ended up being the same number of features as the above, so it's kind of two identically sized updates.

DIFFICULTY REWORKS (12 features)

Warsim's difficulty choice mostly affects how the game starts off rather than how it progresses as you play, I have attempted here to do a bit more of both starting disadvantages as well as long term harder gameplay in certain areas. Now independent kingdoms will grow faster in population depending on the difficulty and many other locations garrisons are bigger. Randomisation still exists for troops costs and certain units but they will be higher on average with these new changes.

* Added kingdoms get a 1.5x increase in recruits in normal difficulty
* Added kingdoms get a 2x increase in recruits in hard difficulty
* Added kingdoms get a 3x increase in recruits in hard difficulty
* Added kingdoms get a 4x increase in recruits in hard difficulty
* Added militia costs +2, +3, +4, +5 gold in Normal, Hard, Solid, And Insane Difficulty
* Added soldiers cost +4, +6, +8, +10 gold in Normal, Hard, Solid, And Insane Difficulty
* Added knights cost +10, +15, +20, +25 gold in Normal, Hard, Solid, And Insane Difficulty
* Added Slaver Fort Garrison gets +100, +150, +250, +350 soldiers in Normal, Hard, Solid, And Insane Difficulty
* Added Thickblood bandits get +150, +250, +350, +550 troops in Normal, Hard, Solid, And Insane Difficulty
* Added Blackmarket garrison gets +300, +600, +800, +1000 troops in Normal, Hard, Solid, And Insane Difficulty
* Added Gorthmek fort gets +200, +400, +600, +700 troops in Normal, Hard, Solid, And Insane Difficulty
* Added Combat Academy gets +50, +100, +150, +200 champions in Normal, Hard, Solid, And Insane Difficulty

LEADERS POST-ANNEXATION (8 features)

This was planned for the vassal update but I couldn't get it done in time, now it's in! Once annexed this tells you what becomes of the leader of the now annexed kingdom from a range of random possibilities.

* Added new system for what happens to leader of independnet kingdom once it's annexed
* Added 'isolated life' outcome for independent leader
* Added 'strange distant lands' outcome for independent leader
* Added 'humble life' outcome for independent leader
* Added 'trader' outcome for independent leader
* Added 'way of the bard' outcome for independent leader
* Added 'never seen' outcome for independent leader
* Added 'highest tower' outcome for independent leader

FORTS IMPROVED (15 features)

So I revisited forts recently and noticed that upgrading is pretty terrible and that there are some 'secret' features such as your chosen commanders battlescore directly influencing how many troops a fort can have and their recruitment rating so now those are less secret and installing a leader or upgrading a fort both have their own nice new screens.

* Added new upgrade screen when upgrading Fort Kullak
* Added new upgrade screen when upgrading Fort Gorthmek
* Added new upgrade screen when upgrading Fort Northwatch
* Added new upgrade screen when upgrading Your Fort
* Added new screen for choosing champion for fort Northwatch
* Added new screen for choosing champion for fort Gorthmek
* Added new screen for choosing champion for fort Kullak
* Added new screen for choosing champion for Your Fort
* Added new block for options if you don't have champions in certain slots for forts
* Fixed Grammar bug in northwatch
* Fixed Grammar bug in Gorthmek
* Fixed Grammar bug in Kullak
* Fixed issue with northwatch graphics
* Fixed issue with Kullaks graphics
* Added screen for new fortress commander being instated (explaining their bonuses)

LAVA PIT REWORKED (2 features)

So this place was accidentally a total secret weapon against the demons, for the low low price of 6 peasants the demons were stopped forever! Now it's fixed, but I have made it easier to automate the process of stopping the demons recruitment patterns.

* Added ability to autosacrifice peasants at lava pit if you sacrifice 6 per turn for 2 turns
* Fixed sacrificing 6 peasants in the lava pit completely blocked the demons from ever spawning additional demons

AM I FUNNY? (1 feature)

Some of you may have discovered that having a custom celebration where people getting drunk is selected will cause many new throne room events, one such event includes a drunk wandering into your court and peeing on the floor, I had this event occur the other day and thought It would hilarious if, provided you had a jester, he stepped forward and said 'Urine trouble now!' - It made me laugh at least!

* Added Urine Trouble joke

NEW BLACKOUTS (2 features)

Two more events you can wake up to if you get Blackout drunk in a tavern or booze stall.

* Added dead knight blackout drunk encounter
* Added stolen item blackout drunk encounter

BUGFIXES (15 features)

A heap of new bugfixes thanks to a few people including TheGamingDictator, VideoVillain, Xoren, and Zizhou!

* Fixed convert knights to holy order options not blanked out when you have no knights
* Fixed combat academy not allowing you to hire troops if you've bought all the soldiers from the guilds
* Fixed issue with owned northern merc post bandit hire not working if all soldiers are hired
* Fixed crown you by right you text bug (credit u/TheGamingDictator)
* Fixed gambler king intro text bug (credit u/TheGamingDictator)
* Fixed realm finances game intro text bug (credit u/TheGamingDictator)
* Fixed speak to old croll intro text bug (credit u/TheGamingDictator)
* Fixed 13 throne room intro text bugs (credit u/TheGamingDictator)
* Fixed 4 bugs in community links text (credit u/TheGamingDictator)
* Fixed no -1 soldier indicator in black alley (credit u/TheGamingDictator)
* Fixed mushroom trip oooh snake bugs (credit u/Videovillain)
* Fixed generic mushroom trip bug (credit u/Videovillain)
* Fixed 'press 0 to exist' instead of 'exit' in exploration option (credit [email protected])
* Fixed bandits are put through rigorous training text for soldiers to knights training (credit [email protected])
* Fixed pirate wars book skipping first page (credit Zizhou)

EVERYTHING ELSE (8 features)

Some loose and categoryless tweaks and additions!

* Added hall of order now refered to as whatever the order of knights is named
* Added goblinwood slavery ended option shows the slaves that joined goblinwoods population
* Added screen for pushing back the demon horde in battle
* Added Oooh Snake head in the tavern in Arasuk
* Added new text for hiring from goblin slaver when he has berserkers (credit u/TheGamingDictator)
* Added calm theme to warsim extra music library (credit u/TheGamingDictator)
* Reworked snail racing circuit to only show snails in the current leading lap on screen (making it easier to understand what's going on in a snail race)
* Removed 14 Aslona based name suffixes for characters

SCREENSHOTS


I didn't want to bloat this with too many images so here are a few, the rest can be viewed on imgur! :)

* A frozen corpse in the north
* Ew -
* Better commanders of forts, the garrison and recruits are based on the battlescore of the commander -
* And are improved when it's upgraded -
* Now the encountered hireable soldiers can come in different varieties like this - https://i.imgur.com/YGv8lpU.png
* Sometimes you'll even find free peasants - https://i.imgur.com/WbSd1cc.png
* Nothing this time - https://i.imgur.com/XOp1n3d.png
* The gold bag you find can now also be fatter \(and will contain a ton more gold\) - https://i.imgur.com/oB9wT9K.png
* It can also be thinner though - https://i.imgur.com/mmj8yJ5.png
* A random campfire - https://i.imgur.com/0DtouIa.png
* A goblin trap - https://i.imgur.com/oo9asIA.png
* An Oooh snake far away - https://i.imgur.com/RARdxg2.png
* A dead one closer - https://i.imgur.com/lri5TYw.png
* Some of the creepy southern encounters - https://i.imgur.com/fTa6fKm.png
* Creepy southern encounter #2 - https://i.imgur.com/xnBv2A3.png
* Creepy southern encounter #3 - https://i.imgur.com/Zqv2gwQ.png
* The wandering knight encounter can sometimes go really well - https://i.imgur.com/QAtLXF2.png
* Sometimes not so good - https://i.imgur.com/Gm6St7q.png
* Or even worse if you're in the south - https://i.imgur.com/rRN7CGy.png
* And wandering aimlessly has several outcomes - https://i.imgur.com/RHq5hYo.png
* If you're lost in the west - https://i.imgur.com/8IAb2eW.png
* Or the north - https://i.imgur.com/zjeh3Yh.png
* Or the south - https://i.imgur.com/TWjPGpW.png
* An arrow filled tree in the west - https://i.imgur.com/JFsURDX.png
* A gift tree visitor - https://i.imgur.com/pfQRvyn.png
* Who I "taxed" - https://i.imgur.com/N3Dh23g.png
* A denland visitor - https://i.imgur.com/Y3kBytO.png
* A savage - https://i.imgur.com/0dbNYSN.png
* And a pair of them - https://i.imgur.com/LT1YMDS.png
* Better snail racing circuits - https://i.imgur.com/BY66mAP.png
* Now only the current lap is displayed instead of a bunch of different ones - https://i.imgur.com/6EsSg0p.png

SUMMARY


In summary, this update offers a new expansion on the exploration encounters had while exploring the realm and makes them region specific. It expands on the difficulty effects in game making difficulty both increase difficulty at game start and add missing elements of permanent difficulty differences between settings.

It adds a small missing part from the annexation update which is the stories of what the leader of the annexed kingdom does post annexation. The four forts discoverable and ownable in game have been expanded on with new features making it much clearer when upgrading and installing a leader what that leader does for the fort, revealing fort leader mechanics that were previously not openly shown by the game.

Other than that there were lots of other smaller tweaks, bugfixes, additions, and changes to the game such as new blackout drunk events, improvements on the lava pit, and an improved snail racing circuit.

Warsim 0.7.8.8 (The Vassal Update, 245 Features and fixes)

LUNAR SALE


Warsim is now 40% off on steam for the Lunar sale, now most if not all of the people reading the changelog here already have the game and have seen it on sale many times before but as always if you don't have it nows the time, and if you know anyone who might like it!

I'm also always open for ideas on places to share or post the update/sale/or game in general, the internet is a broad place and the majority of the people there are not going to be Warsim players, but some might and I'm always up for finding them :)

VASSAL UPDATE (131 features)


Vassals, the result of having great strength in the game but really not the strongest of features beyond it's symbolism. This update plans to change that and make vassals much more interactive as well as the process of getting them.

LOOSE VASSAL UPDATE ITEMS (7 features)

* Added all vassals have same actions you have with allies
* Fixed text colour and spacing of pre-existant vassal text
* Added ability to take 0 tribute gold from vassal (Credit Defender)
* Added relation boost and special text at end of turn if taking no tribute from vassal
* Added new clarification screen in vassal attack (Credit u/videovillain)
* Added a vassalisation randomised cooldown (3-18 years) once a kingdom rebels or gains independence from you
* Made it only possible to attempt to vassalise a kingdom once per year (used to be infinite stupidly)

VASSAL REVOLTS (5 features)

Treat your vassals bad and they will eventually revolt against you, how you deal with this is up to you!

* Added warning event when vassal is on the verge of revolt (6 dynamic responses depending on leader personality) (credit u/RabidRab)
* Added ability for vassal to revolt if relation drops below 0
* Added ability to accept vassal revolt independence (6 dynamic responses depending on leader personality)
* Added ability to reject vassal revolt independence and declare war (6 dynamic responses depending on leader personality)
* Added sound effects for vassal revolts (different sounds peace and war)

OFFER OF VASSALISATION (48 features)

The offer of vassalisation previously was just one of two single lines of text based on a small relation and leader type based dice roll. You either got 'Our kingdom will burn before joining you', or 'KingdomLeader accepts'. Now that has been replaced with a large and dynamic system that allows you to choose an emissary to deliver such news as well as a much more complex system that decides on the outcome of the attempt with a fair bit of randomness dashed in. You can have coin flips, dead emissaries, preposterous offers, and lots more turning this once single line of information into a part of the game in its own right!

* Added breakdown of the factors of success for attempting vassalisation
* Added chance modifiers for having significantly larger than enemy in vassilisation attempt (credit u/ShengjiYay)
* Added varied public opinion gain and loss depending on how you gain new vassal
* Added dynamic horn sound effect for successfully gaining a vassal (3 diff sfx chosen at random)
* Added new screen for sending a vassal request (explaining the process)
* Added new screen for ungovernable kingdom refusal of vassal status (with dynamic possible relation drop)
* Added ability to choose your vassal request emissary
* Added personality of enemy kingdom effects vassalisation odds
* Added emissary type and diplomat skill effects vassalisation odds
* Added relation to enemy kingdom effects vassalisation odds
* Added Battle of champions vassal outcome
* Added 3 random outcomes for battle of champions
* Added fierce debate vassalisation outcome
* Added no choice vassalisation outcome
* Added stupid leader asking you if you think they should be vassals vassalisation outcome
* Added I need assuranced dynamic vassalisation outcome
* Added bribe (10k +1k per land) to merchantile leader vassalisation outcome
* Added dont forsee that happening vassalisation outcome
* Added I cannot surrender our freedoms vassalisation outcome
* Added we might be weaker but we wont bend the knee vassalisation outcome
* Added what of our traditions vassalisation outcome
* Added not in our interests vassalisation outcome
* Added if the tables were turned vassalisation outcome
* Added not an easy thing to agree to vassalisation outcome
* Added id sooner see us fall vassalisation outcome
* Added we will not surrender vassalisation outcome
* Added Kill your staff and I'll join you vassalisation outcome
* Added 'Foolish waste of time kill him' vassalisation outcome
* Added 'never' vassalisation outcome
* Added 'we shall not surrender, kill the emissary' vassalisation outcome
* Added 'The whispers say we must' (emissary dead) vassalisation outcome
* Added 'The worms demand it' (emissary dead) vassalisation outcome
* Added 'perhaps it is best' (emsisary dead) vassalisation outcome
* Added 'for a better tomorrow' vassalisation outcome
* Added 'am I a fool' vassalisation outcome
* Added 'will we gain a friend or jailor?' vassalisation outcome
* Added 'coinflip' vassalisation outcome
* Added 'coinflip' vassalisation outcome for gambling king backstory
* Added 'What is the colour of our flag' vassalisation outcome
* Added 'never like the sound of vassalisation' vassalisation outcome
* Added 'let us grow stronger together' vassalisation outcome
* Added 'who am I to refuse' vassalisation outcome
* Added 'well that's that' vassalisation outcome
* Added 'refusal to meet' vassalisation outcome
* Added 'ignore the emissary' vassalisation outcome
* Added 'turn him away' vassalisation outcome
* Added 7 alternate texts for stupid leaders in vassal outcomes
* Added 'Answer my riddle' vassalisation outcome (5 riddles chosen from at random) Strange leaders only

GRANTING INDEPENDENCE (4 features)

You will also have the option to grant a vassal independence at any time, doing so will get a number of reactions depending on your relationship with the vassal at the time of the independence grant.

* Added dynamic independence granting option for vassals
* Added 10 reactions for various leader types post independence with 0-10 relation
* Added 10 reactions for various leader types post independence with 10-30 relation
* Added 10 reactions for various leader types post independence with 30+ relation

ANNEXATION (21 features)

Suggested by u/taukki on reddit you will now be able to attempt to Annex your vassal. Annexation will take direct ownership of all of their lands gold and units and end them as an independent faction.

* Added ability to annex vassals
* Added annexation cooldown if failed attempt to annex
* Added chance of revolt if annexation insult knocks relation below 0
* Added coin flip annexation event
* Added bird sketchin' time annexation event
* Added fall to ruin annexation event
* Added it's a mistake annexation event
* Added best interests annexation event
* Added annexation ensurance annexation event
* Added bribe annexation event
* Added write off existance annexation event
* Added humbly refuse annexation event
* Added no thank you annexation event
* Added outrage annexation event
* Added surrender the legacy annexation event
* Added fluid identity annexation event
* Added discrace ancestors annexation event
* Added Um... no annexation event
* Added Out of work annexation event
* Added Eating us annexation event
* Added special event for successful annexation

VASSAL GIFTS (46 features)

Be good to your vassals and you will find them occasionally rewarding you, a vassal at 100 relation has a 1 in 3 chance per year of giving a reward. A vassal of 10 relation 1 in 14 chance! Rewards can vary a lot and depend on the personality of the leader who sends them as well as other aspects of the kingdom.

* Added dynamic gift chance from vassals with 10+ relation with increasingly higher odds as relation grows
* More likely to get gifts from friendly leaders
* Added 'Thanks for relations' letter from friendly leader
* Added 'Respect' letter from hostile leader
* Added 'Almighty Dung' letter from strange leader
* Added 'Stupid but not ignorant' letter from stupid leader
* Added 'Profitable relationship' letter from mercantile leader
* Added gift of gold as thanks from many leaders
* Added amusing number gift from strange leader
* Added soldier mercenaries resting gift from normal and friendly leaders
* Added dissolved noble order gift from hostile leader
* Added band of rogues gift from mercantile leader
* Added hidden village gift from stupid leader
* Added goblin cave slaves gift from strange leader
* Added random item sent as gift from vassal
* Added vassal sending messengers all around your kingdom
* Added vassal sending their grand champion to serve you
* Added random gift of gold 50-250 from vassal
* Added threw a horse off the cliff in your honour
* Added everyone jumped at once vassal gift
* Added pour out your drinks vassal gift
* Added random gift of lower tier units 2-5 from vassal
* Added highest tier unit joiner gift from vassal
* Added 2x middle tier unit joiners gift from vassal
* Added 'large cake in your honour' vassal gift
* Added 'moment of silence' vassal gift
* Added 'to KINGDOMNAME for honour and glory' vassal gift
* Added 'confirmation of dedication' vassal gift
* Added 'Breath holding' vassal gift
* Added 'Nice picture' vassal gift
* Added 'Kneeling' vassal gift
* Added 'cursed compliments' vassal gift
* Added 'Pet the goat' vassal gift
* Added 'good thoughts meditation' vassal gift
* Added 'Destined for something' strange vassal gift letter
* Added 'Your shadow' strange vassal gift letter
* Added 'Pesky letter of support' vassal gift letter
* Added 'all in these lands are pledged' vassal gift letter
* Added 'your leadership' vassal gift letter
* Added 'oath of vassalisation' vassal gift letter
* Added 'I was taught there is no strength in bending the knee' vassal gift letter
* Added 'hope you are well' vassal gift letter
* Added 'good friend' vassal gift letter
* Added 'bees' vassal gift letter
* Added 'About the gold' vassal gift letter
* Added 'Profitable year to come' vassal gift letter

NEW KINGDOM TYPES (32 features)

Thanks to a massive list from research done by RabidRab we have another giant heap of 32 more kingdom types that can be found in your gameworlds. Check out the full list here https://github.com/Huw2k8/warsim/wiki/Kingdom-Types-and-Leadership-Titles

* Added new kingdom type 'Shire' (King: Eolderman)(Lord: Theign)(Civ: 3)(Credit u/RabidRab)
* Added new kingdom type 'Shire' (King: Shire Reeve)(Lord: Reeve)(Civ: 3)(Credit u/RabidRab)
* Added new kingdom type 'Shrievalty' (King: High Sheriff)(Lord: Constable)(Civ: 3)(Credit u/RabidRab)
* Added new kingdom type 'Sheriffdom' (King: Chief Sheriff)(Lord: Constable)(Civ: 3)(Credit u/RabidRab)
* Added new kingdom type 'County' (King: Sheriff)(Lord: Deputy)(Civ: 3)(Credit u/RabidRab)
* Added new kingdom type 'Admiralty' (King: Grand Admiral)(Lord: Admiral)(Civ: 4)(Credit u/RabidRab)
* Added new kingdom type 'Admiralty' (King: Admiral)(Lord: Captain)(Civ: 4)(Credit u/RabidRab)
* Added new kingdom type 'See' (King: High-Seer)(Lord: Seer)(Civ: 2)(Credit u/RabidRab)
* Added new kingdom type 'Parish' (King: High Vicar)(Lord: Priest)(Civ: 4)(Credit u/RabidRab)
* Added new kingdom type 'Madrasa' (King: Grand Mufti)(Lord: Mufti)(Civ: 4)(Credit u/RabidRab)
* Added new kingdom type 'Rectorate' (King: Rector)(Lord: Warden)(Civ: 4)(Credit u/RabidRab)
* Added new kingdom type 'Principality' (King: Principal)(Lord: High-Warden)(Civ: 4)(Credit u/RabidRab)
* Added new kingdom type 'Hermitage' (King: Chief Hermit)(Lord: Hermit)(Civ: 3)(Credit u/RabidRab)
* Added new kingdom type 'Vizierate' (King: Grand Vizier)(Lord: Vizier)(Civ: 4)(Credit u/RabidRab)
* Added new kingdom type 'Nomarchdom' (King: Nomarch)(Lord: Vizier)(Civ: 3)(Credit u/RabidRab)
* Added new kingdom type 'Malikate' (King: Malik)(Lord: Shiek)(Civ: 4)(Credit u/RabidRab)
* Added new kingdom type 'Khedivate' (King: Khedive)(Lord: Vali)(Civ: 3)(Credit u/RabidRab)
* Added new kingdom type 'Vilayet' (King: Val)(Lord: Bey)(Civ: 3)(Credit u/RabidRab)
* Added new kingdom type 'Consulate' (King: Consul-General)(Lord: Consul)(Civ: 4)(Credit u/RabidRab)
* Added new kingdom type 'Legation' (King: Chief Legate)(Lord: Legate)(Civ: 4)(Credit u/RabidRab)
* Added new kingdom type 'Family' (King: Greatfather)(Lord: Father)(Civ: 2)(Credit u/RabidRab)
* Added new kingdom type 'Junta' (King: High-General)(Lord: General)(Civ: 3)(Credit u/RabidRab)
* Added new kingdom type 'Host' (King: High Warlord)(Lord: Warlord)(Civ: 0)(Credit u/RabidRab)
* Added new kingdom type 'Host' (King: Hetman)(Lord: Otaman)(Civ: 3)(Credit u/RabidRab)
* Added new kingdom type 'Hunt' (King: Huntmarshal)(Lord: High Hunter)(Civ: 2)(Credit u/RabidRab)
* Added new kingdom type 'Ministry' (King: High Minister)(Lord: Minister)(Civ: 5)(Credit u/RabidRab)
* Added new kingdom type 'Court' (King: King)(Lord: Courtier)(Civ: 3)(Credit u/RabidRab)
* Added new kingdom type 'Blood-Court' (King: Crimson-King)(Lord: Courtier)(Civ: 3)(Credit u/RabidRab)
* Added new kingdom type 'Directorate' (King: Director)(Lord: Councilor)(Civ: 5)(Credit u/RabidRab)
* Added new kingdom type 'Diarchy' (King: Diarch)(Lord: Lord| 4)(Credit u/RabidRab)
* Added new kingdom type 'Retinue' (King: King)(Lord: Retainer)(Civ: 3)(Credit u/RabidRab)
* Added new kingdom type 'Great-Host' (King: Great-Warlord)(Lord: Warlord)(Civ: 0)(Credit u/RabidRab)

COMBAT ACADEMY FIXES (2 features)

Got to this one before it was inevitably requested, having to go back and set to train your champions each year is a pain, this allows you to see them to autotrain like other staff.

* Added ability to autotrain combat academy champions if you own the place
* Added anyone with 299 or more skill gets auto training cancelled

FACTION RELATION SCREEN IMPROVED (4 features)

The faction relations screen has gone from being a pretty bad and tucked away feature to a much more easily usable and referenceable tool. Now while speaking to a faction you can check and see what their relations are to all other factions but also they are now colour marked so you can tell by the red and green who the allies and enemies are. You might not know this but all factions have a relationship web so this tool helps you see that the Krut actually have an alliance with those Deformed Swamp Ogres.

* Added ability to check any factions relations with others in diplomacy if you have a diplomat
* Fixed Krut and Erak relation in faction relations screen uses rebel relation
* Added colours to faction relations screen (spectrum depending on relation)
* Added block for dead factions so only live ones relations are shown

BAIAA TORTURE CHAMBER (6 features)

Saw it and thought I could improve it a lot better. Now it has sound effects and some of them (the teeth and eyes) are quite gross.

* Fixed text length issues with Baiaa torture chamber
* Added ability to bash head in (2 levels) in torture chamber
* Added ability to slice head in two in torture chamber
* Added more blood for certain torture moves
* Added full sound effects for all torture moves
* Fixed Baiaa torture chamber text colour

VAMPIRE BARD GAME REACTIONS (2 features)

Upon further testing I realised just how flat these were with the same flat reactions each time, now a little more varied and better presented.

* Added new screen for reaction to getting vampire bard guess game right (5 reactions)
* Added new screen for reaction to getting vampire bard guess game wrong (5 reactions)

BANDS OF MEN TO FIGHT THE DEMONS (5 features)

There is an encounter triggered when the demon horde is active where a warrior brings a random number of soldiers to your court to join you, usually between 3 and 30 free soldiers and it's a moderately common encounter, well now it's been improved and expanded.

* Made encounter show exactly how many troops there are before accepting them
* Added new throne room encounter 'Strongest men in the village band'
* Added new throne room encounter 'Pit fighters band'
* Added new throne room encounter 'The fighting people of a small island'
* Added new throne room encounter 'Ex-mercenary band'

NORTHERN MERC POST IMPROVED (4 features)

Good suggestion from TheGamingDictator, now the northern merc post is all fixed up!

* Added screen for taking north merc post from empty garrison (credit u/TheGamingDictator)
* Added screen for capturing north merc post in battle (credit u/TheGamingDictator)
* Added new dynamic graphic screens for hiring units from north merc post (credit u/TheGamingDictator)
* Added new screens showing how much you can afford from north merc post (credit u/TheGamingDictator)

QUEST LOCATION SYSTEM

So while this is only one thing I think it deserves its own section, u/AHedgeKnight came to me with a massive list of parts for location names and suggested making them completely randomly generated, now the quest location system has gone from having 45 unique different locations, to 6000+ randomly generated ones!

* Added new quest location generator (6000+ locations possible instead of 45) (credit u/AHedgeKnight)

BUGFIXES (48 features)

A motherlode of bugfixes this update, many of them thanks to player suggestions with a big number of them coming from u/theGamingDictator!

* Fixed text split issue in Fort gorthmek
* Fixed text split issue in Fort Kullak
* Fixed Aslona references in Fort Descriptions (credit Melody)
* Fixed ability to give infinite speeches in blackmarket (credit u/tenderofbar11)
* Fixed two bugs with ozymandias statue (credit Blackenblood)
* Fixed villager tribute end encounter cant be jailed (credit u/SonderEber)
* Fixed raising soldier wage throne room encounter extra line bug
* Fixed demon gate discovery double line bug
* Fixed spy report doesn't clear at the end of the turn
* Fixed wild vampires flag spacing bug
* Fixed wild vampires about info text colour bug
* Fixed missing line when buying the arena from certain types of arena owner
* Fixed ability to 'search' new lands to conquer when all 5 kingdoms are alive (resulting in no new kingdoms)
* Fixed soldier to knight training refering to knights as peasants (credit u/TheGamingDictator)
* Fixed missing gold indicator for ancestral sword throne room encounter (credit u/TheGamingDictator)
* Fixed 35 text bugs with 'You take the x' across various encounters (credit u/TheGamingDictator)
* Fixed 0 allowing new game start in game choice menu
* Fixed Wise races can still have stupid leaders (now anything but stupid)
* Fixed Baiaa explorer intro text bug (credit Cat)
* Fixed Oops I commited a crime encounter text issue (credit u/TheGamingDictator)
* Fixed no gold indicator for farmer livestock attacked by wolves (credit u/TheGamingDictator)
* Fixed 6 Oooh snake sanctuary text bugs (credit u/TheGamingDictator)
* Fixed colour of on oooh snakes book (credit u/TheGamingDictator)
* Fixed grammar issues in choice of possible staff screens (credit u/TheGamingDictator)
* Fixed text colour in staff choice screens (credit u/TheGamingDictator)
* Fixed missing lines in staff choice screens (credit u/TheGamingDictator)
* Fixed staff hire speeches colour issue (credit u/TheGamingDictator)
* Fixed staff hire speeches missing line issue (credit u/TheGamingDictator)
* Fixed demon shield text description bug (credit u/videovillain)
* Fixed attempted diplomacy with savages yellow text bug
* Fixed Ask you diplomat text bug
* Fixed yellow text issue in vassal attack screen
* Fixed bugged text for stupid leader in throne room celebration
* Fixed issue with double pause with emissary death from peace request
* Fixed merc hire from northern merc post
* Fixed southern coast wall missing line
* Fixed text bug in menu for prisoner fights
* Fixed god realm screen text colour
* Fixed double message for some prisoner mining work
* Fixed option error with hiring throne room gamemaster as staff when you already have a game master
* Fixed goblin hall of heroes in the blackmarket refers to goblin leader when you own the market (credit u/TheGamingDictator)
* Fixed text bug with hiring merc group throne room
* Fixed staff diplomat quitting throne room using commoner throne room reactions (credit u/TheGamingDictator)
* Fixed 4 text bugs in staff diplomat quitting in throne room (credit u/TheGamingDictator)
* Fixed peasant dupe bug (but need further testing)
* Fixed text bugs in Tower atop Saaroth
* Fixed text colour issues in Tower atop Saaroth
* Fixed no red green death colour for final battles with rebels, goblins, and bandits

EVERYTHING ELSE (10 features)

Lots of misc tweaks and changes here,

* Added gold indicator on blackmarket stall of drinks
* Added pageturn sound effect for on Oooh snakes book
* Tweaked dialogue for stupid leader throne room celebration visiting comment
* Added 10 new goblin names (Snog, Snoggat, Snoggit, Snogmek, Snoglok, Snogmok, Snogsz, Snogxas, Smog, Smogmok) (credit u/Dtyn8)
* Made gift giving item encounters twice as rare for max public opinion level
* Added new screen with sfx for entering wrong combination for secret door
* Reworded prisoner mining message text
* Added gold loss indicator for mercs with an invasion fee
* Halved dynamic bribe costs for arena champion to fight again
* Removed all references to Black Market to uniformly refer to it in game as Blackmarket

SCREENSHOTS

* Choose an Emissary -
* Attempt to vassalise odds -
* Paying attention? -
* Uh oh... the things we do for vassalisation eh? -
* Treebois are mine now -