1. Warsim: The Realm of Aslona
  2. News

Warsim: The Realm of Aslona News

Warsim 0.7.8.1 (Rainbow Zombies And 6.8 Million Other New Races)

So this update has taken the majority of my time this week but it has resulted in tons more possible random races that you'll likely never see in game, as well as a bunch of tweaks and tons of bugfixes.

RACE SYSTEM EXPANDED

Big thanks to u/AdministrativeTreat7, Ash, Bookrage and AlternateEnding for many of these suggestions. I did the math and these 22 new prefixes add a total of 6,841,800 possible new races, be they Rainbow Halflings, Super Trolls, Damned Ghouls, Scrawny Hobgoblins, Might Gnomes, Bush Zombies, Conjoined Necromancers, Wasteland Goblins or millions more! Each of them has different effects and bonuses and I can't wait to see them in my gameworld!

* Added new race prefix 'Rainbow' (skin changes colour at random)(+3 battlescore) (Now you can get Rainbow Trolls and Rainbow Dwarves and 345 thousand other Rainbow races)
* Added new race prefix 'Weak' (Battlescore /2) (credit u/AdministrativeTreat7)
* Added new race prefix 'Paragon' (Battlescore +15)(Population lvl +3)(Civ lvl +2)(Most units are elite units)
* Added new race prefix 'Brutish' (Battlescore +6)(Bigger Head)(credit u/AdministrativeTreat7)
* Added new race prefix 'Rabid' (Battlescore +4)(Population lvl -3)(Civ lvl set to 1)(Always savage) (Credit Ash)
* Added new race prefix 'Wise' (Battlescore +2)(Population lvl -2)(Civ lvl +3) (credit u/AdministrativeTreat7)
* Added new race prefix 'Shell' (+10 battlescore from the shell on their back)(Shell Trolls, Shell Dwarves, Shell Goblins... this is weird) (credit Bookrage)
* Added new race prefix 'Confused' (-3 battlescore)(Relations with everyone change at random) (credit u/AdministrativeTreat7)
* Added new race prefix 'Super' (Battlescore x3)(Population /2) (Super Gnomes gonna haunt your dreams) (credit u/AdministrativeTreat7)
* Added new race prefix 'Damned' (Will be given future date at game start that they will completely die on) (credit u/AdministrativeTreat7)
* Added new race prefix 'Cruel' (Always evil)(credit AdministrativeTreat7 & AlternateEnding)
* Added new race prefix 'Salt' (White skin)(-1 battlescore (salty?))
* Added new race prefix 'Stretch-Head' (Double all head parts)(+5 battlescore)
* Added new race prefix 'Celibate' (+2 Battlescore [sexual frustration](a fifth of the population) (credit AlternateEnding)
* Added new race prefix 'Scrawny' (1/3rd normal battlescore)(tiny faces) (credit Bookrage)
* Added new race prefix 'Dastardly' (+4 Battlescore)(robs you like bandits)
* Added new race prefix 'Ugly' (-2 Battlescore)(Half Pop)(Slightly deformed faces) (credit u/AdministrativeTreat7)
* Added new race prefix 'Mighty' (Double Battlescore) (credit u/AdministrativeTreat7)
* Added new race prefix 'Bush' (Half Battlescore)(Half Pop)(Tiny faces)(credit u/AdministrativeTreat7)
* Added new race prefix 'Conjoined' (+5 Battlescore)(two headed) (credit u/AdministrativeTreat7)
* Added new race prefix 'Twin' (+15 Battlescore)(two headed) (credit u/AdministrativeTreat7)
* Added new race prefix 'Wasteland' (+24 Battlescore)(Half Pop)(-1 Civ Lvl)

RACE PREFIX CHANGES AND TWEAKS

While checking through all of the prefixes in the game I found many with effects that didn't make sense, a few with bugs in them, and a handful that were lacking features that would improve them slightly. Now the already existant races possible have been given lots of tweaks and changes that hopefully make a lot more sense! I also removed some duplicate race prefixes I'd noticed in there that were slightly different to eachother but not enough to warrant them being seperate

* Made Garden races green skinned
* Made Garden races have baby faces
* Gave +5 battlescore to 'high' races
* Made lesser races have small faces
* Updated doomed prefix description
* Made frost races have light blue skin
* Added yellow skin to sun prefix
* Made blind race prefix give -3 Battlescore
* Made Brutish prefix -1 Civ Level
* Made Black Prefix give +10 Battlescore
* Made Cold prefix give blue skin
* Made Harmless prefix give half battlescore instead of -10 battlescore
* Made mutated prefix give light green skin
* Fixed mouthless race setting battlescore to 2, now it takes away 8 battlescore instead
* Fixed Noseless race losing a third of battlescore, now -3 battlescore
* Fixed having a noseless race making all faces noseless
* Fixed having a toothless race making all races toothless
* Fixed order of race effects file
* Fixed gorge races not getting their +13 battlescore bonus
* Fixed broken swamp civ change effect and made it -2 civ level instead of nothing
* Removed duplicate masked prefix from the game
* Removed duplicate invisible prefix from the game
* Made sparse prefix give /4 population instead of -5 pop
* Removed battlescore change from sparse now no change
* Removed duplicate silent race prefix
* Removed two duplicate two-headed prefixes
* Made magical tattoo prefix give magical ability code access
* Made undead prefix set civilisation level to 1 instead of taking 1 away
* Fixed weak prefix spelling error in description 'strenght'

RACE PREFIX WIKI

I spent a fair portion of yesterday going through all of the prefixes in game as well as the new ones added and documented every single prefix and what it does in a handy table with explanations on our wiki, for anyone interested in knowing the bonuses their race should have, check them out here!

Race Generator Prefix Wikipage (Over 300 prefixes listed)

DESERTER SCREENS

I noticed the deserter interactions were very lackluster, now there are a bunch of new screens and sounds!

* Made deserter odds of disbanding or joining you 1 in 3 instead of 1 in 10
* Added new screen for deserters joining you after payment
* Added new screen for paying deserters (with sfx)
* Added new screen for deserters robbing you (with sfx)
* Added new screen for deserters disbanding after payment

BUGFIXES

Found quite a few bugs through personal playtests this week and also got a bunch of bug finds by you guys! so thanks WornOak, Bill Garthright, LaughingGravy and u/Thomasasia

* Fixed race generator getting stuck in the taur system (Credit WornOak)
* Fixed Feint typo in throne reaction encounter (credit Bill Garthright)
* Fixed armoury upgrades don't change the unit battlescores shown in troop count view (credit Bill Garthright)
* Fixed make the them text bug in throne room event (credit LaughingGravy)
* Fixed diamond climbing picks update spacing
* Fixed forgive outlaws throne room encounter trap door not working bug
* Fixed fully explored wild north area description spacing bug
* Fixed Silver staff tavern doesn't show drunk level
* Fixed drinking encounter text colour being yellow
* Fixed wooden climbing picks upgrade colour error
* Fixed Iron climbing picks upgrade colour error
* Fixed steel climbing picks upgrade colour error
* Fixed gold climbing picks upgrade colour error
* Fixed diamond climbing picks upgrade colour error
* Fixed no bet made popup not having its own screen
* Fixed able to bet on grand champion fight when arena has run out of gold
* Fixed able to bet on grand champion fight when you own the arena
* Fixed no indicators of tribute or no tribute when asking for it in shallowrock mine
* Fixed recruiting minor bandit clan as bandit king infinite resource exploit (credit u/Thomasasia)
* Fixed oldest tree goblinstone destroyed dialogue menu trap bug (credit Bill Garthright)
* Fixed smooth head with toothy grin broken text monster part

EVERYTHING ELSE

Just a handful of tweaks and changes here!

* Removed mushroom men from appearing in game (shroomlings is their replacement) (credit WornOak)
* Added new screen after old owner leaves for when you buy the arena
* Made current buy/take arena screen use the face of prev arena owner as graphic instead of a picture of the arena
* Added new kingdom type 'Poohbahdom' with 'Grand Poohbah' leaders and 'Lords' (credit AlternateEnding)
* Removed excess line from the forbidden arts shop in Artifact market

SCREENSHOTS

Here's a little look at some of the weird faces produced by the new Stretch-Head prefix.

FRIDAY DISCUSSIONS #08 - Some progress on the battle code and side update!

FRIDAY DISCUSSIONS


Hello everyone, once again another week another friday discussion! While this week has included quite a lot of Warsim development only monday was really primairly combat update focused. In that time I managed to get a basic template for battle events done, and built a more rigorous plan for going forward. All that's left to do now is get the battle damage and a few other things out of the way and It should be smooth sailing towards the release then!

THE REST OF THE WEEK


The rest of this week went partially into the 0.7.8 update, and then the rest of my time was spent cataloguing and modifying the race generator in game, tons of tweaks and new prefixes have been added creating millions of new races in an update I will be releasing shortly.

I will try and get back into Combat update work next week but as long as work is being done on the game one way or another I suppose all is good :)

Thanks for reading

Huw

Warsim 0.7.8 (Upgrades Expanded And More)

Another update born out of adding and tweaking things alongside the combat update stuff. This update adds a bunch of new things including some changes to the upgrade screens layout I'm really happy with.

UPGRADE SCREEN ADDITIONAL IMPROVEMENTS

I was looking at the upgrade screens that were changed in the last update when it dawned on me that there was another way of making the upgrade screen more intiutive, by adding colour to show if it is buyable, too expensive or sold making it much easier to tell. Now upgrades you can't afford are coloured red, stuff you can afford is coloured green, and stuff you've maxed out goes grey, it's a much bigger improvement on upgrades.

* Added new colour system for upgrade screen options
* Added new colour system for recruitment screen upgrades
* Added new colour system for Arena upgrades
* Added new colour system for Prison upgrades
* Added new colour system for Throne room upgrades
* Added new colour system for Militia upgrades

NEW TOOLS AND SIGNS UPGRADES

With all the work done on the upgrades screens recently I thought it was time to add some more actually upgrades, these 14 new ones were the result of a quick brainstorm.

* Added throne room signs upgrade (500 gold)(+5% more throne room visitors)
* Added bigger throne room signs upgrade (1000 gold)(+10% more throne room visitors)
* Added giant throne room signs upgrade (2000 gold)(+15% more throne room visitors)
* Added Wooden Climbing picks (100 gold)(knights more likely to succeed when climbing)
* Added Iron Climbing picks (250 gold)(knights more likely to succeed when climbing)
* Added Steel Climbing picks (400 gold)(knights more likely to succeed when climbing)
* Added Gold Climbing picks (1000 gold)(knights more likely to succeed when climbing)
* Added Diamond Climbing picks (2500 gold)(knights more likely to succeed when climbing)
* Added Foreign mercenary signs (500 gold)(+5% larger foreign merc groups)
* Added Bigger Foreign mercenary signs (500 gold)(+5% larger foreign merc groups)
* Added Giant Foreign mercenary signs (500 gold)(+5% larger foreign merc groups)
* Added Tribute Collection Boxes (400 gold)(+5% tribute from explore locations)
* Added Tribute Collection Stands (1500 gold)(+10% tribute from explore locations)
* Added Tribute Collection Outposts (15000 gold)(+25% tribute from explore locations)

GOT YOUR NOSE

A suggestion based on the mouthless race prefix added previously, now you can get races without noses! Thanks gaming dictator

* Added new race prefix 'Noseless' (will have no noses, -3 battlescore) (credit u/Thegamingdictator)
* As a result of this there are now 344'624 new noseless and noseless combo races in game (75814746 total races) (credit u/Thegamingdictator)

NEW NAMES

A few new names for the characters of your world

* Added 10 new ghoul and gillghoul names
* Added 3 new giant names (Stampy, Stone-Roller, and Boulder-Roller)
* Added 10 new orc names

HIRE SCREEN TWEAKS

Following on from fairly recent hire screen tweaks the menu has been extender further to include troop wages and some other tweaks

* Added wages screen to the recruit and sell troops menu (credit Defender)
* Added new dynamic hire text showing how many you can afford and you already have for goblins (credit u/TheGamingDictator)
* Added new dynamic hire text showing how many you can afford and you already have for bandits (credit u/TheGamingDictator)

NEW REACTIONS

More throne room reaction additions in an attempt to make everything a little more random and dynamic

* Added 'it's almost harvesting season' reaction to peasant arrest (credit u/theGamingDictator)
* Added 'ill drink from your skull' arrest reaction (credit u/theGamingDictator)
* Added 'honour your blessing' recruitment reaction
* Added 'Hissing child' child arrest reaction (with sfx)
* Added 'Hissing peasant' peasant arrest reaction (with sfx)

BUGFIXES

Only a few bugfixes this update, can't tell if that's lucky or not!

* Fixed spacing issue for faction attack announcement
* Fixed there is a pretty long line missing of bug (credit u/theGamingDictator)
* Fixed become a village of farming text bug
* Fixed yellow text and layout of giving mercs land screen (credit u/TheGamingDictator)

EVERYTHING ELSE

New sound effect and some other things!

* Added new trumpet sound effect add to the random trumpet sound system (Credit Omer)
* Added new screen for giving land to the mercenaries
* Added tags to the blackmarket takeover descision to show what each option means
* Added 3 new advices to the games advice pool (throne room advisors/gar gallock/staff advice)

FRIDAY DISCUSSIONS #07 - Some Progress On The Battle Code And Side Update!

FRIDAY DISCUSSIONS

Hello everyone, it's that fun and seemingly approached out of nowhere time again. This week has been a bit of a busy one for me outside of development but I did manage to get some work done on both the combat update and non-combat update stuff.

We had the Gillghoul update earlier this week but some additional work has me close to an additional release you can expect within the next few days as well.

As for the combat update development has mostly gone into the structure of the battle system, I've been working on making the combat system rigorous and have been testing different ways of pitting the forces against eachother that allows for the slim chance of a lesser side coming out on top.

THE PLAN GOING FORWARD

The plan now will be to finish this side update I've got and get it release, and to continue with the combat system and hopefully get it to a point where it can be tested. Once I can run combat tests through it I can look at filling it with content. Then ensuring all additional promised features are included, then making sure it lines up with all the combat related places in game.

Still an absolute mountain of work to do but we'll get there eventually!

Thanks for sticking with me

Huw

Warsim 0.7.7.9 (48 Billion Gillghouls On The Wall)

So again, I'm still cutting away at the combat update, but a little bit of bugfixing and the odd new feature here and there has led once again to an update. Here's my latest video covering what's been added and changed.

https://www.youtube.com/watch?v=o6NwaiaVmGY

RISE OF THE GILLGHOUL

What went from a small doodle of a weird head to a race with 43 billion faces, welcome to the Gillghoul. These are the living corpses of bodies lost at sea!

* Added new race 'Gillghouls' to the game
* Added 43'823'445'120 Gillghoul faces (43.8 billion)
* Added Gillghoul face generator in extra screen
* Added Gillghoul concept.txt to extra folder in games files
* Added 59,294 possible new races of Gilghoul type (Hell Gillghouls, Two-Headed Gillghouls, Combat Gillghouls, etc)

RACE GENERATOR EXPANSION

This is a single new prefix added to the race system, after a little test I thought it would be interesting to see what the different races would look like with no mouth, this led to the mouthless prefix however the code itself was already in the game it just wasn't being used by the race generator. Now you can find all kinds of mouthless creatures. This doesn't work on races with irregular face lengths like goblins but almost all other races it does. As a result of this and gillghouls additions the total possible races available in Warsim have gone from 75,066,204 to 75,470,122, not bad!

* Added new race prefix 'Mouthless' (-1 civ level, -5 battlescore, Faces have no mouth)
* Added 344,624 possible new mouthless races

UPGRADE SCREEN REWORKED

It was brought to my attention that upgrade screens didn't always tell you if you didn't have enough gold to buy the upgrade, this is very user unfriendly. I have decided to add screens for every upgrade and for not being able to afford every upgrade, it was a lot of work but now the upgrade screens are much more informative and some are unique.

* Added new screens for all kingdom upgrades you can't afford explaining the cost and showing your own gold (credit u/Gamerzguy)
* Added new screens for all kingdom upgrades when bought (credit u/Gamerzguy)
* Added special screens for recruitment signs and militia recruitment signs (credit u/Gamerzguy)
* Added special screen for prison whips and steel whips with sfx (credit u/Gamerzguy)
* Added special screen for goblin slaver bodyguards (credit u/Gamerzguy)
* Added special screen for pitchfork and scythe harvest upgrades (credit u/Gamerzguy)
* Added special screen for pickaxe upgrade (credit u/Gamerzguy)
* Added special screen for market favour with sfx (credit u/Gamerzguy)
* Added special screen for hiring arena champion guards (credit u/Gamerzguy)
* Added special screen for constructing beast cages in arena (credit u/Gamerzguy)
* Added special screen for building spike pit in arena (credit u/Gamerzguy)

NEW SOUND EFFECTS

Thanks again to the https://cafofomusic.itch.io/human-vocal-sounds sound pack I purchased, added another heap of new sounds to the game that fit in very well.

* Added fart sound (from Cafofo's pack)
* Added new sound effect Aroused Hmm (from Cafofo's pack)
* Added new sound effect Big Sigh (from Cafofo's pack)
* Added new dynamic grr sound (6 different sounds) (from Cafofo's pack)

THRONE ROOM REACTIONS EXPANDED

Another mountain of throne room reactions, now the throne room visitors will have even more different possible reactions to the things you do and say. Also 5 reactions I'd previously coded were not actually able to appear in game due to a bug! so those are added too

* Added child blows rasperry and runs throne room reaction
* Added there's only one way to react throne room reaction
* Added Big strong soldier gets the ladies throne room recruit reaction
* Added I'll be a local hero throne room robbery reaction
* Added I wonder if you can comprehend throne room robbery reaction
* Added calls for a celebration throne room knight quest reaction
* Added angry growl knight throne room reaction
* Added Grr sound to knight scoffs and storms out throne room reaction
* Added If you weren't a king, I'd kick your- Drunk throne room reaction
* Added dynamic grr sound to 3 throne room reactions
* Added peasant growls throne room reaction
* Added hand on head groan thone room reaction
* Added angry sound storm out throne room reaction
* Fixed 5 throne room reactions to kicking someone out of court not appearing in game

DENLAND VIDEO BUGFIXES

Turns out recording Warsim videos is the best bugfixing system possible, because whenever I try to show off the game I encounter all the bugs! Another bunch found while delving into denland now all solved.

* Fixed drunken monkey performance gives two splitlines
* Fixed mine collapse code being negated by not enough miners to work code (all 3 mines)
* Added new screen for raiding rihhm
* Added new screen for enslaving rihhm
* Added new screen for looting rihhm
* Added new indicators for gained gold and slaves in Rihhm
* Fixed cutting tree down screen layout bug
* Fixed 'you come upon a the ruins' wagon post bug
* Fixed smallhaven ruined village text colour set as yellow
* Added new screen for raiding smallhaven
* Added new screen for enslaving smallhaven
* Added new screen for looting smallhaven
* Added new indicators for gained gold and slaves in smallhaven

BUGFIXES

Lots of different bugs found through both testing and from reports from other people! RIP bugs

* Fixed dice/die problems with sudden death (credit u/Heisanevilgenius)
* Fixed grammar of the game 12's rule set
* Fixed dice/die problems with 12 game (credit u/Heisanevilgenius)
* Fixed knight wage change screen using soldiers instead of knights (credit u/billwanchalo)
* Fixed artifact hall being accesible anytime without buying it
* Fixed anointment of knight once per turn not working (credit UltimateBlade)
* Fixed road upgrade not benefitting harvest income if longer harvest law active
* Fixed harvest tools upgrade not benefitting harvest income if longer harvest law active
* Fixed buying steel tipped whips takes 5000 gold but will allow you to buy it with 3000 gold giving you -2000 if you only have 3k
* Fixed destroying arena doesnt destroy arena upgrades when you rebuild arena

EVERYTHING ELSE

And finally the stuff I couldn't categorise, a bundle of changes tweaks and new additions!

* Added ability to cancel attack when hiring bandit group to fight for you (credit u/TheGamingDictator)
* Added ability to pay for celebration from bank gold if not enough normal gold (credit u/TheGamingDictator)
* Added ability to pay for celebration from mix of bank gold and normal gold if not enough (credit u/TheGamingDictator)
* Updated bloodings race description to include reference to them being called Hemogoblins (credit u/Voliol)
* Made market favour fade (1 in 5 chance each year to lose 1 market favour)
* Nerfed Armoury from 10-25-50% battlescore bonuses to 5-10-15% battlescore bonuses
* Added the name 'Detritus' to trolls name pack (discworld reference)
* Made it 50% less goblins bought to get +1 relation with goblin slaver
* Added new custom race face generator in modders toolbox for if you make your own custom face type (credit AlternateEnding)

SCREENSHOTS

Gilghouls


Mouthless faces demonstrated