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Warsim: The Realm of Aslona News

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

FRIDAY DISCUSSIONS #06 - Rainbow Rain And Battle Events

FRIDAY DISCUSSIONS


Hello everyone, another week has flown by. This week I pushed the 0.7.7.8 release out and have worked on another decent chunk of content outside of the combat update which I might release soon.

As for combat update this week has seen a number of developments. I've further planned and reviewed the planned features and structure and have come up with some candidates for my new battle system. I was hoping to get a semi functional combat system out by today but there's been a number of other things that needed to be worked on first and they haven't been finished.

A big chunk of this week has been spent fleshing out the idea of how combat will function and the various different battle events and random events as well as their respective systems. As well as developing a new and much improved system for loading in attacking and defending armies more efficiently than was done before.

This week has also expanded on the weather system to include random battle events that will occur based on the weather, with mundane weather having little to no chance of having any battle events, and more serious weather recurring with special weather based events throughout the battles.

WEATHER EVENTS


So alongside the new battle system I have planned for random events that can trigger every so often, these random events can vary from a large list of things including. 'A number of local peasants passing the battlefield decide to join in your favour' +14 peasants, or ' strange smokey symbol appears in the sky, your men see it as a sign of victory and fight harder'

There is however a new number assigned to each weather type called the WeatherEventRatio, this can be 0, 1, 2, or 3. Sunny weather has a WER of 0, Wind has a WER of 1, Snow has a WER of 2, and Acid rain has a WER of 3. This determines how likely a random event is to be weather based. So if it's snowing you're fairly likely to see snow related events happening but if it's Sunny you won't see any at all.

Acid rain however will result in frequent acid rain related events. Each weather has double whatever it's Ratio number is of events. So acid rain with a WER of 3 has 6 events, Rain with a WER of 1 has 2 events and so on.

Some of these random weather events are as follows:

Snow Events

* A group marching forward slip on thick ice (unless ice race)
* Several men on both sides begin to shiver under the cold falling snow and cannot fight (flee)
* Your men stand their ground in the snow, but soon this becomes troublesome and they charge forward to battle and warm themselves up
* The snow appears to cover a small hole in the ground (-1 troop)

Meteor Shower Events

* A large meteor crashes down on the battlefield (heavy damage against both, randomly distributed)
* A series of small meteors crash down on the battlefield (heavy damage against both, randomly distributed)
* A large meteor hits your enemies line (heavy damage against enemy)
* A large meteor hits your line (heavy damage against you)
* A large meteor hits down right beside the battlefield almost killing a group, men on both sides pause for a moment in shock before continuing to fight
* A series of meteors crash down all around the battlefield miaculously causing very few casualties (small damage)

Acid Rain Events

* The acid rain falls heavy for a moment causing serious damage to everyone
* The acid rain falls heavy near your men, causing serious damage
* The acid rain falls heavy near your enemy, causing serious damage
* The acid rain wear away at the armour and skin of all on the battlefield with serious consequence
* Some men flee the battlefield hiding from the acid rain
* Some men use their shields to protect themselves from the acid rain, making themselves more vulenrable in battle

Rainbow Rain

* The fighting stops as the rainbow rain begins glistening (only if non evil fighters)
* You men, seeing the beauty of the rainbow rain feel emboldened to fight on for what is good (only if enemy is evil)

There are a total of 58 weather events currently written down, but there could be more in the future. The idea of this is to make these various weather conditions have a real effect in game and for you to see a certain weather and worry about how the fight could go. You could fight during a meteor storm but it wouldn't be hard to see your army wiped out by a stray meteor.

THE PLAN GOING FORWARD


The plan now is to finish fleshing out and testing these systems before getting a functional battle system sorted. Once this is done I can begin fleshing out all of the battle events and testing various battle types. There is a monstrous load of things to do for this update and I realise that more and more as I work on it. But I think with the right amount of effort and work I can deliver a much better combat system and really improve the overall experience.

SCREENSHOTS


Not much this week, but here's a picture of the rainbow rain weather event