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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

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