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Warsim: The Realm of Aslona News

Warsim 0.7.8.2 (Ceremonies improved, 3.3 Million new races, and more)

Hello everyone, as promised here's our new update! Actually quite a big one that has taken all my time this week, hope you guys enjoy it!

NEW RACES

Continuing on from the previous update I've added a bunch of new prefixes, some of them have pretty crazy effects too! Now we've gone from 82 million races to 85 million possible in game! (85,996,358 to be precise)

* Added new race prefix 'Boulder' (+4 battlescore)
* Added new race prefix 'Monstrous' (half pop)(triple battlescore)(always evil)(4 sets of eyes and teeth)(always savage)
* Added new race prefix 'Nightmare' (third pop)(4x battlescore)(always evil)(4 sets of eyes and teeth)(always savage)(Dark red skin)
* Added new race prefix 'Bridge' (-2 Battlescore)
* Added new race prefix 'Alpha' (x2 Battlescore)(+10 Pop lvl)(Slightly bigger heads) (credit AlternateEnding)
* Added new race prefix 'Pillaging' (+5 Battlescore)(Evil)(Can rob gold like bandits) (credit AlternateEnding)
* Added new race prefix 'Advanced' (x2 Battlescore)(x2 Pop lvl)(+2 Civ lvl) (credit u/AdministrativeTreat7)
* Added new race prefix 'Camouflage' (Invisible)(Half pop)(+20 battlescore)(credit AlternateEnding)
* Changed Blind prefix to give -7 battlescore instead of -3 battlescore (credit Defender)
* Made Eldritch race use the new monstrous and nightmare face warp with purple skin (credit AlternateEnding)

RIDDLE ME THIS

New riddles... for reasons

* Added level 3 riddle (six legs two heads...)
* Added level 2 riddle (look at my face, I am someone...)
* Added level 1 riddle (round as an apple, deep as a cup...)
* Added level 4 riddle (passed from father to son...)
* Added level 2 riddle (Silently it stalks me, running as I...)
* Added level 1 riddle (Neck but no head, arms but no hands...)
* Added level 2 riddle (Like dogs shouting at the moon...)
* Added level 3 riddle (Put it in a pit, locked behind steel...)
* Added level 2 riddle (Only honest men will keep this...)
* Added level 4 riddle (No flesh outside no blood no bones...)
* Added level 1 riddle (Never resting never still...)

KINGDOM TYPES

Thanks to the people over at /r/gamedesign we got a big heap of new kingdom types in game that are documented on the wiki here - https://github.com/Huw2k8/warsim/wiki/Kingdom-Types-and-Leadership-Titles

These will now appear as for many of the kingdoms that will occupy your new worlds!

* Added new kingdom type 'Bokonate' (King: Granfalloon)(Lord: Lord)(Civ: 3)(Credit u/u/Varkarrus)
* Added new kingdom type 'Tribe' (King: High Muckamuck)(Lord: Warlord)(Civ: 0)(Credit u/u/Varkarrus)
* Added new kingdom type 'Kingdom' (King: Rex)(Lord: Dominus)(Civ: 4)(Credit u/TsundrBus)
* Added new kingdom type 'Tribe' (King: Alpha)(Lord: Warlord)(Civ: 0)
* Added new kingdom type 'Caliphate' (King: Caliph)(Lord: Warlord)(Civ: 3)(Credit u/TsundrBus)
* Added new kingdom type 'Empire' (King: Kaiser)(Lord: Lord)(Civ: 4)(Credit u/TsundrBus)
* Added new kingdom type 'Shahdom' (King: Shah)(Lord: Lord)(Civ: 4)(Credit u/TsundrBus & u/DupeyTA)
* Added new kingdom type 'Tribal council' (King: High-Chief')(Lord: Council Elder)(civ: 1)
* Added new kingdom type 'Tribe' (King: Chieftain)(Lord: Warlord)(Civ: 0)
* Added new kingdom type 'Khanate' (King: Khan)(Lord: Warlord)(Civ: 3)(Credit u/TsundrBus)
* Added new kingdom type 'Kingdom' (King: Majesty)(Lord: Lord)(Civ: 4)(Credit u/TsundrBus)
* Added new kingdom type 'Divine-Kingdom' (King: Pope)(Lord: Cardinal)(Civ: 4)(Credit u/Hexegesis)
* Added new kingdom type 'Theocracy' (King: Patriarch)(Lord: Pious-Lord)(Civ: 3)(Credit u/Hexegesis)
* Added new kingdom type 'Community' (King: Guru)(Lord: Follower)(Civ: 3)
* Added new kingdom type 'Kingdom' (King: Steward)(Lord: Lord)(Civ: 3)
* Added new kingdom type 'Theocracy' (King: God-King)(Lord: Low-King)(Civ: 3)(credit u/Hexegesis)
* Added new kingdom type 'State' (King: Governor-General)(Lord: Commander)(Civ: 4)(Credit u/negative_energy)
* Added new kingdom type 'Grand Khanate' (King: Great Khan)(Lord: Warlord)(Civ: 3)(Credit u/negative_energy)
* Added new kingdom type 'Dynasty' (King: Pharaoh)(Lord: Vizier)(Civ: 3)(Credit u/negative_energy)
* Added new kingdom type 'Land' (King: Great-Protector)(Lord: Lord)(Civ: 4)(Credit u/negative_energy)
* Added new kingdom type 'Emirate' (King: Emir)(Lord: Lord)(Civ: 4)(Credit u/negative_energy)
* Added new kingdom type 'Regency' (King: Regent)(Lord: Lord)(Civ: 4)(Credit u/negative_energy)
* Added new kingdom type 'Tribe' (King: Tu'i)(Lord: Warchief)(Civ: 0)(Credit u/negative_energy)
* Added new kingdom type 'Tribe' (King: Amenukal)(Lord: Warlord)(Civ: 0)(Credit u/negative_energy)
* Added new kingdom type 'Principality' (King: Prince-Bishop)(Lord: Lord)(Civ: 4)(Credit u/negative_energy)
* Altered Theocracy with High-Priest in charge to have Priests instead of Lords(credit u/Hexegesis)
* Kingdom with elder and warlord renamed to 'Elderdom' instead of 'Kingdom'
* Altered Shogunate lords from 'Samurai-Lords' to 'Daimyo' (credit u/Hexegesis)
* Altered republics leaders to 'High-Consul' and lords to 'Consul' (credit u/TheGamingDictator)

I NAME THEE

Human names are the most commonly used names in the game, even 1000 can get a little stale after a while, tried to mix it up a little bit with 350 names, and it was a hell of a trawl to get these in!

* Added 350 human names (was 1086 now 1436)

CELEBRATIONS IMPROVED

The celebration ceremonies you host in the throne room were executed poorly, now they have been update, tons of bugs have been fixed and the entertainment side has been expanded with each act getting a facelift as well as new additional acts appearing in your ceremonies.

* Fixed reference to Aslona instead of your kingdom name for friendly leaders during celebration
* Fixed 6 grammar and spacing bugs from dialogues for friendly leaders during celebrations
* Added 2 new dialogues for friendly leaders during celebrations
* Fixed 8 grammar and spacing bugs from gifts given by friendly leaders during celebration
* Added new indicator of gold/lands/troops given from friendly leaders showing what's gained and lost
* Fixed 5 grammar and spacing bugs from dialogues for hostile leaders during celebrations
* Added 2 new dialogues for hostile leaders during celebrations
* Fixed 6 grammar and spacing bugs from gifts given by hostile leaders during celebration
* Added new indicator of gold/lands/troops given from hostile leaders showing what's gained and lost
* Fixed 6 grammar and spacing bugs from dialogues for mercantile leaders during celebrations
* Fixed reference to Aslona instead of your kingdom name for mercantile leaders during celebration
* Modified 5 mercantile leader celebration dialogues to be more mercantile orientated
* Added 2 new dialogues for mercantile leaders during celebrations
* Fixed 9 grammar and spacing bugs from gifts given by mercantile leaders during celebration
* Added new indicator of gold/lands/troops given from mercantile leaders showing what's gained and lost
* Added unique no gift screen for mercantile leaders
* Fixed 5 grammar and spacing bugs from dialogues for stupid leaders during celebrations
* Added a new dialogue for stupid leaders during celebrations
* Added unique no gift screen for stupid leaders
* Fixed 4 grammar and spacing bugs from gifts given by stupid leaders during celebration
* Added new indicator of gold/lands/troops given from stupid leaders showing what's gained and lost
* Fixed reference to Aslona instead of your kingdom name for normal leaders during celebration
* Fixed 7 grammar and spacing bugs from dialogues for normal leaders during celebrations
* Added 2 new dialogues for normal leaders during celebrations
* Fixed 6 grammar and spacing bugs from gifts given by normal leaders during celebration
* Added new indicator of gold/lands/troops given from normal leaders showing what's gained and lost
* Fixed 7 grammar and spacing bugs from dialogues for Strange leaders during celebrations
* Added 2 new dialogues for Strange leaders during celebrations
* Fixed 13 grammar and spacing bugs from gifts given by Strange leaders during celebration
* Added new indicator of gold/lands/troops given from Strange leaders showing what's gained and lost
* Fixed all staff/grand champ in celebrations having line above their head instead of spaces
* Fixed independent leaders missing line below their faces during celebration ceremony
* Fixed Elder atik in ceremony missing above head spacing
* Fixed Blackmarket leader in ceremony missing above head spacing
* Fixed Eswin in ceremony missing above head spacing
* Fixed Blackmarket Pit champ in ceremony missing above head spacing
* Fixed Ogloob in ceremony missing above head spacing
* Fixed Niklas in ceremony missing above head spacing
* Fixed Brawl Pit champ in ceremony missing above head spacing
* Fixed 8 linespacing issues in generic celebration dialogues
* Fixed 53 grammar issues in generic celebration dialogues
* Fixed 42 linesspacing and grammar bugs in celebration rewards
* Fixed grand champions of independents have lines above their heads
* Fixed random line appearing when speaking to random visitors in events
* Set max cap for random guests in event at 25
* Fixed intro to acts screen text and layout
* Added random horn sound effect when celebration event starts
* Fixed double space for custom celebration ceremony in throne room and replaced with custom text
* Fixed throne room goblin dancer having yellow skin
* Added new end screen for goblin dancer post dance
* Fixed pause screen with press space bar option shown for goblin dancer
* Added new sound effect for goblin dancer
* Fixed covers faces with hands text bug for throne room changeling
* Added new special post changeling dance screen for throne room celebration
* Added changeling introduction screens for throne room celebration
* Added 3 different dynamic intro texts for changeling in throne room celebration
* Added new introductory face change scene for changeling in throne room celebration
* Added new 2-layered intro screen for sandtalker throne room entertainment and celebration
* Merged throne room celebration events and custom requested celebration events into one code
* Added 3 different dynamic intro texts for sand talker in throne room celebration
* Added new outro screen for sandtalker throne room entertainment
* Added 3 different dynamic outro texts for sand talker in throne room celebration
* Fixed colour issue for acrobat in throne room
* Added intro sceen for throne room acrobat entertainer
* Added 3 different dynamic intro texts for acrobat in throne room
* Added outro screen for acrobat in throne room
* Added sound effect to acrobat in throne room
* Fixed sound restart bug for sand talker in throne room
* Fixed abomination ascii filter skipping face
* Added new introductory screen with sfx for farting abomination in throne room
* Added 3 different dynamic intro texts for farting abomination
* Added 3 new dialogues for farting abomination during his performance
* Fixed farting abomination dialogue colour being yellow
* Added new outro screen for farting abomination
* Added new intro screen for the wild skalds throne room entertainers
* Added 3 different dynamic intro texts for the wild skalds
* Added new outro for the wild skalds
* Modified the text shown while the wild skalds sing to include their lyrics
* Added sound effects to throne room juggler
* Removed extra line from juggling graphic
* Added intro screen for throne room juggler
* Added 3 different dynamic intro texts for the juggler
* Fixed juggler skin being yellow
* Added outro screen for throne room juggler
* Added new intro screen for comedian throne room
* Added 3 different dynamic intro jokes for comedian throne room
* Added 3 dynamic responses with sfx to comedians jokes throne room
* Added outro for comedian throne room
* Added intro screen for brawlers
* Added 3 dynamic intro texts for brawlers in throne room
* Added new intro screen for wulf thorenson throne room
* Added 3 dynamic intro texts for wulf thorenson
* Added outro screen for wulf thorenson
* Fixed 13 grammar and text bugs for throne room celebration event introductions
* Added 3 new intro screens for blackmarket shanty in throne room
* Added 3 dynamic intro texts for blackmarket shanty in throne room
* Removed buggy animation for shanty in the throne room and replaced with static image
* Added new outro screen for blackmarket shanty in throne room
* Added new intro screen for long serpent chant throne room
* Added new main screen for long serpent singing
* Added new outro screen for long serpent singing
* Fixed farting abomination not appearing in throne room celebration ceremonies
* Added vampire bard into screen in throne room
* Added 3 new dynamic intro texts for vampire bard in throne room
* Added new outro screen for vampire bard in throne room
* Added new intro for poet throne room
* Added 3 new dynamic intro texts for throne room poet
* Added outro screen for throne room poet
* Fixed missing line in entertainment magician
* Reworked magic fish performance spacing
* Added magic casting sound effect to throne room and colour
* Fixed arrow performance spacing and colour
* Add 6 specific screens for different performance post animation
* Add outro screen for magic performance
* Added intro for scorpion fighter screen
* Added 3 dynamic intro texts for scorpion fighting screen
* Added reworked dynamic scorpion fighting code to throne room
* Added outro for scorpion fighting throne room
* Added new goblin drummer entertainment event to celebrations

OMERS SOUND EFFECT IMPROVEMENTS

Omer from audiogames did us a solid and edited a bunch of the games sound effects to be vastly improved!

* Added improved version of 'goblin hit head' sound effect (credit Omer)
* Added improved version of 'watchtower down' sound effect (credit Omer)
* Added improved version of 'Goblin death' sound effect (credit Omer)

BUGFIXES

A big load of bugfixes this time thanks to suggestions and lots of personal testing.

* Fixed speaking to random guildmember in main musicians guild didn't work
* Fixed the 6 grr sound effects not working at all
* Fixed wild skalds in celebration event saying they are in the tavern
* Fixed demon warder text and line bug in throne room
* Fixed do as you will screen options for demon warder not working
* Fixed demon warder refers to you as king and not your custom title or queen title
* Fixed yellow text for northern hall with no orb
* Fixed having more than one chaos orb blocks you from being able to put the orb taken from the northern hall back
* Fixed winning gold from sudden death in throne room missing a line in win screen
* Fixed holy order dialogues with champions text being yellow
* Fixed knight hire text line split bug in throne room
* Fixed selecting provide troops to merc when no troops available gives wrong screen (credit u/TheGamingDictator)
* Fixed defeated in an grand tournament text bug
* Fixed textwrap bugs for assist in battle screens from forts and nomads
* Fixed barracks options not blanked out when you have no troops to train
* Fixed battle of the two pits stats screens text colour being all yellow
* Fixed seer of minds smoke colour issue
* Fixed seer of minds smoke screen layout issue
* Fixed lost wandering knight explore encounter having no +knight indicator (credit u/TheGamingDictator)
* Fixed text beneath upgrades taking their colour (credit u/TheGamingDictator)
* Fixed bandit truce messenger typos (credit u/TheGamingDictator)
* Fixed bandit truce messenger grammar bugs (credit u/TheGamingDictator)

EVERYTHING ELSE

* Added 3 new lovecult dialogues to the game
* Made colour test cheat add a space between number and name
* Removed unneeded pause for galbak the grunter
* Added new unit type 'Scrollkeeper'
* Added new seer of minds intro screen once paying for a reading
* Rewrote insane difficulty intro text (credit u/TheGamingDictator)

SCREENSHOTS

Monstrous and Nightmare race examples -
Eldritch race examples -
Here's the original races compared with the monstrous and nightmare examples -
Here's a race using one of the new kingdom types, a tribe with the leader being an alpha, in this case it's Alpha Doo Doo... charming -
Here's a new intro screen for a goblin drummer in a celebration -
Here's a new intro screen for a farting abomination in a celebration -

FRIDAY DISCUSSIONS #09 - A big update looming and kingdom leader changes

FRIDAY DISCUSSIONS


Hello everyone, been a busy week warsim wise this week and I've spent a ton of time working on several side projects within Warsim as well as mild progress on the combat update, I have gotten the combat update to a testable level at this point though, however I still need to develop my new battle damage system which will be a more advanced way of calculating the damage done to each side and will include injury.

COMBAT SYSTEM CHANGES

To get the combat system testable I coded a new structure for how the combat code pits the armies against eachother, it is subject to testing but currently should allow for a very varied and risky level of combat where anything could happen but it would be unlikely.

For example an army of 100 gnomes could in theory defeat a 1000 demon army by pulling some immense tactical manuver and getting lucky with it, however this should be incredibly unlikely unless the gnome leader is an incredible tactical commander with massive combat bonuses.

Primary the new combat phases will be split into several categories, A landslide victory, a strong victory, a close victory, or a draw.

A landslide victory in a combat phase would be a period of the battle where the winning side would be vastly outmatching the opposing army, catching them and doing lots of damage.

A strong victory would be one with losses on both sides but still very much more so on the losing side.

A close victory would be something of a dogfight where it's pure numbers vs numbers, here one side might be mildly victorious but for equally matched armies a sequence of close victories could still leave them open to being defeated in one fell swoop towards the end of the battle.

And finally a draw for when the armies are more or less matched in strength completely.

Each of these phase victory types will have tons of different sub events linked to them, so if an army does really well in a battle phase, the game will explain it in writing and come up with a reason for such a big win in that moment of the battle.

For example, a strong victory would currently be described as so:
'The rebels fight forward and gain a good advantage managing to overrun your men', then beneath it would display the troop losses on both sides.

YOUR LOSSES
-39 Peasants
-10 Soldiers
-1 Knight

THEIR LOSESS
-13 Soldiers
-4 Peasants

This is all still open to change and rigorous testing but generally should be how it goes from now on and I'm excited to test the battle sequences and make it as interesting and different as possible.

These battle events will also fall alongside random events and weather based events, so you might be doing well in battle and beating the rebels back, but then the rainy weather causes a mudslide and kills your advantage.

Maybe you'll be fighting that Bone Troll army beneath a flaming rain sky and the rain will intensify burning all on both sides and killing everyone.

THE REST OF THE WEEK


The rest of this week was spent primarily on three side projects within Warsim with several minor things alongside them, this will more or less constitute what the changelog for the coming update is going to say.

Kingdom types

Firstly with the help of the /r/gamedesign reddit community I got some new concepts for kingdom and ruler types.

I ended up documenting all of the kingdom types on a wiki and took many suggestions from reddit which have ended up going in the game, you can see the updated list with all the new editions here on the new kingdom type wiki page.

Any content that mixes up and makes those civs even more different and random that's good in my book.

Throne room ceremonies vastly improved

The throne room ceremonies were put in the game a while ago and were added with the intention to allow the player to host cool feasts where foreign leaders and relevant staff members would all gather. There would be introductions and entertainment but it wasn't done very well. I've gone through and improved on all of the entertainment to make it better displayed and richer in content taking notes from the throne room. I've tested these a bit and while the ceremonies could definitely do with more expansion, this update will greatly improve them and hopefully make them much more enjoyable.

New races

This week began off the back of last weeks race generator improvements and I still have a very large list of prefixes to work through thanks to all of the suggestions I recieved.

8 new race prefixes have been added and some of them have been modified to delivery unique abilities, my personal favourite are the Nightmare and Monstrous faces.

Warped and very out of shape, the nightmare prefix can turn even gnomes into horrific out of shape monsters with red skin and extreme strength. It warps the race it is assigned to into something completely different and I've not seen how it reacts with the vast majority of the races in game but everything seen so far has been totally warped.

These 8 new prefixes add an additional 3.3 million new possible races to the game, so it continues to get more random!

The update

The new update will hopefully be released tomorrow, thanks as always for the continued support, the Warsim community is awesome.

Thanks for reading

Huw

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)