1. Warsim: The Realm of Aslona
  2. News

Warsim: The Realm of Aslona News

Warsim 0.7.7.8 (Another Bundle Of Features)

Still primarily working on the combat update but have a bunch of features and additions that have once again accumulated into a very nice little update for you guys, here's a little video delving into what it adds for those who don't want to read.

https://www.youtube.com/watch?v=t0jISkvWpoE

NEW MAJOR STUFF

Now the halloween pack can be used permanently, the troop death system now differenciates enemies and allies using a mount and blade style green and red for deaths. A new bonus location has been added to smallhaven and in the concepts menu you can test the battle approach system.

* Added Halloween race pack permanently
* Added new troop death colour system for warsim battles
* Added the laughing man of smallhaven to smallhaven
* Added ability to test the weather in game in the concept menu

CAFOFO'S SOUND EFFECT PACK

After scouring through /r/gamedev I saw this cool sound pack from Cafofo, https://cafofomusic.itch.io/human-vocal-sounds so I bought it and have installed a bunch of new sound effects to the game, there are quite a few I'm not yet using but will later including a great big bundle of female sounds.

* Added 15 new laughing sound effects
* Added 1 new sigh sound effect
* Added 4 new mmm sound effects

NEW NAMES

LeBronch, Hilarious!

* Added the name 'LeBronch' for Ents and Treemen

HIRE SCREEN OVERHAUL

After a bit of critique to the hire screen I realise it's fairly primitive compared to other features in the game and well in need of a rework. Now you will find that soldiers and knights will also start with a varied price in game, however each turn these prices will rise and fall at random, meaning if making a large purchase of units you might wish to wait for a better price. The new hire screen is split into several sub menus and is given more that can be done inside of it including access to the foreign mercenary units and the new ability to disband your armies.

* Split hire screen into 5 categories (hire, sell, disband, disarm&convert, upgrade)
* Added new disband screen to the hire section
* Added ability to disband soldiers, peasants, knights, goblins, and bandits
* Added new system for soldier price to be randomised before game start
* Added new system for knight price to be randomise before game start
* Added peasant price changes each year by +1 or -1 (min 8 gold, max 45 gold)
* Added Soldier price changes each year by +1-3 or -1-3 (min 20 gold, max 75 gold)
* Added Knight price changes each year by +3-6 or -3-6 (min 200 gold, max 750 gold)
* Added unit selling prices reflect half of the new cost price
* Added Small Market Favour Upgrade (500 gold) (10% more likely to get troop price drop)
* Added Market favour upgrade (2000 gold) (20% more likely to get troop price drop)
* Added Big Market favour upgrade (5000 gold) (50% more likely to get troop price drop)
* Added Grand Market favour upgrade (15000 gold) (100% more likely to get troop price drop)

UPGRADE UPGRADES

Upon reflection recently I've realised that upgrading your kingdom is really a more later game concept, and that's quite annoying. All too often new players look to upgrade early on only to realise they can't. I've decided to breakdown a lot of upgrades into smaller ones.

* Added nobility post (150 gold) 1 in 20 chance of +1 knight each year
* Added Large nobility post (750 gold) 1 in 10 chance of +1 knight each year
* Added Basic nobility quarters (1000 gold) 1 in 3 chance of +1 knight each year
* Added Small nobility quarters (2500 gold) 1 in 2 chance of +1 knight each year
* Reworked nobility quarters (10000 gold) 2 in 3 chance of +1 knight each year
* Reworked extended nobility quarters (25000 gold) 1-2 knights per year
* Reworked Advanced nobility quarters (50000 gold) 2-3 knights per year
* Added Grand nobility quarters (100000 gold) 3-5 knights per year

KNIGHT RARITY

Knights are powerful units, and they are more available than bad descisions on tinder, No more.

* Significantly nerfed noble quarters
* Nerfed number of knights available by default for different difficulties
* Nerfed number of knights added to available knights for hire list each turn

DEV PLAYS BUGS AND FIXES

During the Devs Plays video I did here (https://www.youtube.com/watch?v=wDsXAFqSzSU&feature=youtu.be) I encountered a number of bugs! Now none of them exist.

* Fixed Slave Soldier estimate of how many you can buy incorrect
* Fixed bag of gold stolen throne room reaction missing line below
* Fixed when coin thrown in well says it doesnt make a sound, sound effect for coin throw is blocked
* Fixed missing line and text colour for rock paper scissors intro screen
* Fixed badly laid out text for hanging painting on the wall in throne room
* Added new gold spend indicator to gibbering monk
* Added new screen and graphic to robbing monks basket
* Added new screen, graphic, and sound effect to killing the gibbering monk
* Fixed Tale of demons musician face turning green if refused
* Added more detailed explanation of the outcome of trials for champions
* Fixed explorer throne room encounter line missing bugs
* Fixed cannot visit jamboree and discover goblinwood in the same instance
* Fixed goblin drinking event takes infinite rounds if it ends in a draw

BUGFIXES

A fair few bugs cleared through hear, thanks to everyone who discovered these.

* Fixed no drunk level tracker appearing in Huntsmans tavern
* Fixed broken menu option in goblinwood and removed it
* Fixed miscoloured text in Smallhaven (credit u/TheGamingDictator)
* Fixed blackmarket scum hire screen layout bug
* Fixed Slums donation celebration event able to happen even if slums fully repaired
* Fixed Slums donation celebration event gives the gold to you instead (credit HisShadow)
* Fixed 'A king will do as he does' appearing when not playing as a king (credit Kaestia streamer)
* Fixed mutant bartender text bug
* Fixed demoted troops text bug
* Fixed bgax text in secret place (credit u/Tywami)
* Fixed greenskin mining leader not using chosen king title (credit Omer)
* Fixed text in booze distribution throne room event showing as yellow instead of white
* Fixed recruitment hall upgrade charging less gold than it should be

THRONE ROOM DRUNK EXPANSION

The throne room drunk encounters get irritatingly samey and spoil the throne room, now they are rarer and have more variation!

* Made throne room celebration events half as common during celebration
* Added A group of drunk men singing uninteligible songs throne room encounter
* Added I AM THE ALE MASTER throne room encounter
* Added Long live you throne room encounter
* Added The one who lets the people drink much throne room encounter
* Added no use crying over spilled ale throne room encounter

HEISANEVILGENIUS STREAM BUGS FOUND

Thanks to HeIsAnEvilGenius' stream, a few bugs and issues were encountered and now are fixed!

* Fixed bard hire when you already have a bard skip bug (credit Heisanevilgenius)
* Fixed Major faction rankings showing kingdom of Aslona even if you're a different land (credit Heisanevilgenius)
* Fixed minor goblin diplomacy screen no screen clear (credit Heisanevilgenius)
* Fixed minor goblin diplomacy graphic and missing line bugs (credit Heisanevilgenius)
* Fixed It's coffers text bug (credit Heisanevilgenius)
* Fixed goblin slaver guard upgrade possible when goblins outlawed (credit Heisanevilgenius)

EVERYTHING ELSE

* Added new option when meeting goblinwood with slaves to go away and think about it
* Added hostile dialogue from Rihhm elder if you are taking tribute (credit u/TheGamingDictator)
* Added hostile dialogue from Smallhaven elder if you are taking tribute (credit u/TheGamingDictator)
* Added a cap of 500 max units being converted by rehab law (credit u/thegamingdictator)

FRIDAY DISCUSSIONS #05 - Rarer Weather core Battle Stuff

FRIDAY DISCUSSIONS

Hello everyone, This week has been quite busy outside of Warsim for me with Halloween and all. We've also just come out of the steam Halloween sale and I can proudly say there are now hundreds more Warsim players out there!

This week I made some progress on the core parts of the battle system, I had another period of brainstorming and figured out a more efficient system of loading and offloading the armies who are part of these new battles. I made some inroads on the death system and with the suggestion of Bookrage from Audiogames.net I also added some new rare weathers which will have some effect in game.

Now what's left is finishing the loading and offloading of armies, rigid testing of this system. Updating of the battle preparation system and the strategy used by factions as well as a few other things before I can begin coding core content and start pushing the combat update to completion.

NEW WEATHER

There is now a 1 in 18 chance that one of the random weathers called forward will be a rare/special weather effect, these are as follows:

* Acid Rain
* Luminous Fog
* Meteor Shower
* Sandstorm
* Flaming Rain
* Extreme Heat
* Extreme Cold

As you can imagine, some of these might be extremely difficult to fight in and I'm excited to see how they will come across, heading to a battle and then seeing that the battlefield is among a meteor shower and the problems that will come with it.

UPDATE COMING SOON

I've actually also been in and out of coding some side things within other parts of Warsim code, I plan fairly soon to Isolate my work on the combat system so I can push a little release of the stuff I've been working on, it's not going to be a monsterous update but I believe it'll still make some good and well needed changes and additions.

NOOKRIUM LETSPLAY

[previewyoutube][/previewyoutube]

SCREENSHOTS

Here's an album showing some of the rare weather















Happy Halloween!



Thank you all for your support this Halloween, quite a few new people joining the Warsim community through the Halloween sale so welcome to them as well. I have some stuff planned fairly soon but for now here's a little Halloween treat.

Halloween race pack - Just find your Warsim source file and drop it in the folder that contains a folder called Data, overwrite the one file it should be asking to!

This will unlock a new race pack in the preset race packs option of a new game.

Thank you all for the support!

Huw

Warsim: The Realm of Aslona is 30% off for the Steam Halloween Sale!

Hello everyone,



I appreciate that a larger majority of the people seeing this likely already have the game but this is just a heads up that it's currently 30% off!

If any of you know any people who might be interested let them know as it's a steal at the price it's at now.

Also if you guys can think of any places at all that would be worth sharing this discount on, let me know as that would be much appreciated!

Thanks a bunch and have a spooky halloween
Huw Millward (Developer of Warsim)

FRIDAY DISCUSSIONS #04 - The Approach Of War

FRIDAY DISCUSSIONS


Hello everyone, This week has mostly been planning and testing how certain systems will work. Namely a new troop death system and damage infliction system. It's been hard work but I have things laid out in a way that should be able to be coded pretty soon.

The rest of the week was spent working on a new part of the battle system... The Approach!

It's still uncomplete, but the approach is a new part of the battle, now before a battle happens you have an approach screen, the moment which the armies clash. Here you get a dynamic image and text based on your troops morale, the weather, and how many of them there are. Then a random event based roughly on the weather, your general's skill and so on that decide how the armies clash.

Perhaps in the moment the armies clash your men are outwitted by the enemy into charging into a trap, or perhaps your 190 battlescore general pulls off an outstanding move and starts the battle off with a wave of enemy kills.

The Approach system is the first thing I've actually programmed for the combat update so far and as a result a lot of connected systems such as the weather system and the death system have needed to be planned or even slightly coded.

BREAKING DOWN THE APPROACH SYSTEM


Currently for the approach system I have coded a concept for battle weather. The Weather will work in a number of different ways. Before a battle generals will have a chance to try for better weather but when being attacked it's up to the opposing side and you have no choice.

These are the following weather conditions included in the Approach system (each with 3 unique graphics)

* Sunny
* Sunset
* Cloudy
* Partly Cloudy
* Rainy
* Stormy
* Windy
* Foggy
* Snowy
* Night Rain
* Night Full Moon
* Night Half Moon
* Night Cloudy
* Night Snowy
* Night Stormy
* Night Windy
* Night Foggy

Each of these will work in different ways and will unlock specific battle events and possible introductions to battle.

Beyond simple aesthetic changes I would also like to have these weathers effect certain races, Ideally 'Sunset Elves' would do double damage if fighting in the Sunset. 'Lunar Dwarves' would be tougher under a full moon, 'Snow Trolls' would be more effective during snow, and so on!

I think this would add a whole new level of strategy and would also make the independent races more in tune with the world they live in and would give them their much needed racial weather and environment bonuses.

And because flexing dumb numbers is fun, with the 51 different weather graphics and 3 unique texts per weather type (153 different weather text and graphic combos), and the 20 different opponent meeting texts, 10 different troop graphics, 24 different morale based texts and 35 current random battle start events. There are currently 25 million possible introductory battle screens!

I know this is a small part of the combat system, just the moment the troops clash, but this should show just how much detail is planned to go into the whole combat update, it's going to be random and filled with content!

Thanks for reading!

SCREENSHOTS


Here's some of the WIP screens





















Here is a little breakdown of what is different on each screenshot