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Warsim: The Realm of Aslona News

Warsim 0.7.5.6 (Race Selection Update)



**FULLY CUSTOM RACES**

The main focus of this update, one of the most heavily requested things I recall being asked for in warsim, there have been numerous emails, comments, steam community threads and reddit comments, now you can select any prefix for your custom races allowing you explore weird and specific prefixes you'd like to and create the exact races you want for your world.

* You can now choose a prefix to go along with race selection giving you full control

**PRE-BATTLE SCREEN IMPROVEMENTS**

Now when you're under attack you will not be given the same text everytime, hopefully improving things to be more dynamic and different over time!

* Added 10 different texts for prebattle attack
* Added 5 different text for prebattle attack but you have no general

**NEW THRONE ROOM ENCOUNTERS**

Thank u/ScarsAndStripes for a bunch of great suggestions of throne room encounters, I still have a few of them on my to-do list but got two of them in this update!

* Added dynamic caravan of ale encounter (credit u/ScarsAndStripes)
* Added dynamic soldiers celebrating victory throne room encounter (credit u/ScarsAndStripes)

**ARENA TWEAKS**

Just a few adjustments to the arena, now the victory screens are better and more dynamic!

* Added horn sound to arena victory screen
* Made commoners tourney have two victory screens (tourney chart, winners face)
* Made 8-man tourney have two screens at the end (tourney chart, winners face)

**THE WHEEL OF WEALTH**

The wheel of wealth was coded while I was in an airport on the way back from the Netherlands, It definitely needed to be improved and now has sounds and a proper spinning wheel graphic!

* Added new screen for paying to play wheel of wealth
* Added sound effect for paying to play wheel of wealth
* Added sound effect to winning wheel of wealth
* Added sound to spinning wheel of wealth
* Added new wheel graphic for wheel of wealth
* Fixed text skip bug with wheel of wealth

**MERCENARY ORIGIN STORY PACK**

Been a while since I've added any of these so here's a new pack of origins!

* Added Shepherds merc origin story
* Added dung weapons merc origin story
* Added dirt bath merc origin story
* Added gods merc origin story
* Added head cross merc origin story
* Added ex baker merc origin story
* Added silent men merc origin story

**HERO ORIGIN STORIES**

The same for heroes, now there are more backgrounds!

* Added boring hero origin
* Added stone pelted bard hero origin
* Added ex-bandit hero origin

**NEW FACES**

A casual few billion additional faces in the game!

* Added 869'365'094'400 new goblin faces
* Added 3'919'104'000 new halfling/homunculi faces (doubled)

**NEW DIALOGUES**

A bunch of new dialogues,

* Added 5 new love cult dialogues
* Added 5 new nomad dialogues
* Added 5 new prison dialogues
* Added new leafburner dialogue pun
* Added 5 new universal tavern dialogues

**NEW NAME SUFFIXES**

A heap of new prefixes for the game, haven't added a bunch for a while so here are some new ones!

* Added new name suffix 'the Twitchy' (-10 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Worthless' (-6 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Dog Rider' (+9 battlescore)
* Added new name suffix 'the Dog Whisperer' (+7 battlescore)
* Added new name suffix 'the Cat Whisperer' (+5 battlescore)
* Added new name suffix 'the Horse Whisperer' (+6 battlescore)
* Added new name suffix 'the Beast Whisperer' (+30 battlescore)
* Added new name suffix 'the Whisper' (+25 battlescore)
* Added new name suffix 'the Rosefaced' (+1 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Boneclad' (+34 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Ironclad' (+29 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Steelclad' (+30 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Bronzeclad' (+30 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Woodclad' (+12 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Stoneclad' (+15 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Crystalclad' (+44 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Skullclad' (+36 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Hideclad' (+14 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Goldclad' (+33 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Glassclad' (+10 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Silkclad' (+3 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Obsidianclad' (+50 battlescore) (this suffix can also be mixed with random additions)

**BUGFIXES**

* Fixed custom title text spacing bug
* Fixed always horn bard system not working with ascii disabled
* Fixed he ones again text bug in lucky gnome quest
* Fixed setting your own custom title bug
* Fixed Book rental stall restarts theme music instead of blackmarket music
* Fixed pause line error in recruiter screen
* Fixed state of the realm text bug
* Fixed loadtip length bug
* Fixed new goblin slaver not spawned at new game start
* Fixed custom game race selection colour
* Fixed satchel of gold explore encounter causing another encounter to follow
* Fixed he ask your business text bug for blackmarket leaders den
* Fixed blackmarket leaders den wordwrap on each type
* Fixed blackmarket leader dialogue missing line bug
* Fixed wordwrap and text colour of under attack screen
* Fixed text colour and grammar issues with custom game screens

**EVERYTHING ELSE**

* Added ability to name your character after choosing random name
* Added 4 new pickpocket gang leader name suffixes
* Added new monster part 'torsoless thick legs'
* Added a new loadtip about extras screen
* Added random number of goblins available at game start (5-204)

Warsim 0.7.5.5 (Goblin Slaver Expansion Spontaneous Tournaments)



**THE GOBLIN SLAVER EXPANDED**

While looking into the goblins and goblin slavery being banned I realised how flat and shallow the goblin slaver is, it's just a line of text and a random price cost of goblins set at each game start, I figured it could be far far more dynamic and interactive and so I spent the last two days making it just that. Now the goblin slaver isn't just some line of text, it's a real character with their own personality, battlescore, face, and name. You have a relationship with them that can grow and earn you bonuses and each goblin slaver will be different from the last with their own combination of a trait and their battlescores effect, meaning you might find a slaver giving his goblins away, or one selling them for 1000 gold each, or perhaps he's selling a bunch of humans painted green, it's all possible now!

* Added goblin slavers capturing ability tethered to their battlescore
* Added new type of goblin slaver (recruiter) More goblins each turn
* Added new type of goblin slaver (penny pincher) pays you half tribute
* Added new type of goblin slaver (generous) pay you twice tribute
* Added new type of goblin slaver (berserk) instead of selling normal goblins, sells berserkers (but has less slaves)
* Added new type of goblin slaver (mercantile) goblins twice as expensive, tribute is twice as much too
* Added new type of goblin slaver (discounted) goblins twice as cheap, tribute half as much
* Added new type of goblin slaver (coin collector) goblins cost 1 gold each
* Added new type of goblin slaver (misvalued) goblins cost 1000 gold each, tribute is 4x as much
* Added new type of goblin slaver (giver) goblins are free, cannot gain relation, captures less goblins
* Added new type of goblin slaver (berserk and cheap) goblins are berserkers and cost 1 gold each
* Added new type of goblin slaver (slaver) "goblins" are actually human slaves painted green
* Added new type of goblin slaver (efficient) can store 10x as many goblins
* Added new type of goblin slaver (stable) guarenteed at least half of the max capturable goblins each turn instead of full rng
* Added new goblin slaver slot in diplomacy screen
* Added ability to talk to goblin slaver with dynamic dialogue based on stats
* Added chance to gain relation with goblin slaver +1 for every 100 goblins bought (max 100 relation)
* Added global goblin slaver relationship that if hits -100 no goblin slavers will ever come again
* Added ability to have goblin slaver executed (-20 global relationship)
* Added 1015 Cheat (spawn new goblin slaver)
* Added 1016 Cheat (set slavers trait to specific trait from list)
* Added 1017 Cheat (adds 1000 goblin slaves to slavers ranks)
* Now goblin recruitment is based on the lands of Krut and Erak instead of Aslona Lands (so less goblins will be available if you annihilate the goblin clans)
* Added alternate dynamic graphics for goblin berserkers (5 graphics)
* Added alternate dynamic graphics for recruiting slaves painted green (5 graphics)
* Added 1 in 6 chance of goblin hunter fleeing from being hunted by goblin warlord
* Added 1 in 6 chance of goblin revolt (depending how many goblins held)
* Added 1 in 6 chance of goblin slaver being replaced by competitor
* Added full dialogues for goblin slaver (4 questions with dynamic responses)
* Added chance of +2 berserkers gift each year depending on personal relationship with slaver
* Added chance of +2 goblins gift each year depending on personal relationship with slaver
* Added chance of +half standard tribute gift each year depending on personal relationship with slaver
* Added if max relationship then you will get one of the above gifts each year

**BANDIT KING IMPROVEMENT**

I was looking through my to-do list and spotted this feature concept, it makes sense too, as a bandit king you will now recruit a mix of soldiers and bandits (mostly bandits) each turn unless you declare forceful enlistment.

* Added playing as bandit king will give you soldiers and bandits as recruits each turn

**GOBLIN DESERTION REWORK**

It was brought to my attention that the goblin desertion events were happening even with slavery banned, I checked and it was the same for celebrations too, I think it shouldn't be this way so now its fixed and there are new positive events to take its place.

* Made goblin desertion events 50x rarer if you have goblin slavery banned (credit Chara66613)
* Made goblin desertion events 50x rarer if you have goblin celebraiton (credit Chara66613)
* Made goblin desertion events 9999x rarer if you have both goblin celebration and slavery banned (credit Chara66613)
* Added small goblin joining pack end of turn event (if goblin celebration active and goblin slavery banned)

**SPONTANEOUS TOURNAMENTS**

Tournaments are fun and so is the Arena, but for some players tournaments are a far off concept they won't get to see, I thought it would only be fair if the independent arena owners occasionally went and ran their own tournament, so now in the early game you may notice that a tournament is underway and the arena wont function as it normally does, I've also expanded tournaments a little bit with a new introductory screen.

* Added new intro for declaring a tournament
* Added ability for arena not held by the player to hold tournaments too (1 in 6 chance each year)
* Added new pre-tournament text for arena owner dynamic depending on their personality
* Updated layout of bet screen in tournaments

**NEW NAMES**

Not as many as the last update but added a couple more names to keep things fresh.

* Added 5 new faction name generator parts
* Added 10 new female character names
* Added 10 protofolk names

**THE LUCKY GNOME**

What started as a small idea to expand the blackmarket stalls became a multi-pathed questline that took me hours to put in, make sure you swing by and see it for yourself, but beware the consequences.

* Added new mini questline (with multiple diverse outcomes and dynamic systems) 'The Lucky Gnome'
* Added new dynamic change to blackmarket gallows depending on outcome of quest
* Added new economic stagnation effect to blackmarket depending on outcome of quest
* Added new sound effect 'Gnome Squeeze'

**BUGFIXES**

A couple of bugfixes, mainly catching up with missed parts of the last gender update though I feel there are probably some more nested about!

* Fixed 'one true king' intro text error (credit u/Nighteye424)
* Fixed grammar issues in intro court event
* Fixed another king reference in intro text
* Fixed intro text grammar issue
* Fixed bluetrii stand buying and selling layout
* Fixed bluetrii stall owner having blue skin bug
* Fixed cruel ways to rule book visible even before bought (credit KlickPy from Discord)
* Fixed Arena grand champ beaten in a tournament doesn't get his tourney wins counted on his hall of fame record
* Fixed trumpet fail sound effect not working

**EVERYTHING ELSE**

* Added 8 circle flag parts to the faction flag generator
* Added rare chance the recruitment screen main graphic shows an alternate graphic

Warsim 0.7.5.4 (Gender Choice, Quadrillions Of Faces, Lots Of Improvement)



**WARSIM GENDER CHOICE UPDATE**

Hey guys, so I'm going to start this update with something I've needed to add for quite some time but just haven't gotten round to, when I first made this game it wasn't meant to be for anyone else, it was just a little test project to play around, because of that I never bothered adding options for how to be referred to, but I realised recently after watching a stream by a female streamer that it can be a little bit immersion breaking for those who want to imagine themselves in those roles being referred to as a King and a Lord, I've now added a system to allow the player to be male or female, but also to set their own titles of referal for anything non-binary or your own wacky titles, more freedom of playstyle is never a bad thing, sorry to anyone who has been waiting a while for this!

* Added new female name generator for choosing random names before game
* Added ability to play as a queen (or custom title) instead of always a king
* Added new graphic for choosing difficulty as a queen
* All references to Mister in game are now dynamic (Mister, Misses, CUSTOM)
* All references to m'lord in game are now dynamic (M'lord, M'lady, CUSTOM)
* All references to lord in game are now dynamic (Lord, Lady, CUSTOM)

P.S. I've tried to replace every single reference to the player being male, but there may be some I've missed so if someone plays as female and spots any I've missed please message me and I will update them to be dynamic! Thanks

**NEW MINOR FEATURES**

Two minor features I couldn't put anywhere else, now you can see the breakdown of unit battlescore in the troop report screen thanks to /u/nolat and there is dynamic text for the mercenary screen now that hopefully clears it up for some who don't click into the mercenary groups under the premise they'll have to pay to do it.

* Added new dynamic battlescore breakdown in troop report (for all troops including independent randomly generated ones) (credit u/Nolat)
* Added new dynamic intro text for mercenary screen

**MONSTER TRAINER UPDATE IMPROVEMENTS**

Nothing major but I've added additional variation for the monster hunting expedition, now it's more random and some groups dynamic text will give them a higher chance of success.

* Added 3 new additional possible dialogues for sending troops on monster capture expedition
* Added some dialogues will result in higher success rates from capturing a monster with no casualties

**CLIMBING ASCENDED**

Was playing recently and had to do the climb up Saaroth and thought the system and
it's presentation were a little lackluster, now there are full sound effects and
new screens making the climbing more of an event!

* Added new screen for mount saaroth climb
* Added sound effects to mount saaroth climb
* Added new troop loss/discover indicators for saaroth climb
* Added new screen for canyon climb
* Added sound effects to canyon climb
* Added new troop loss/discover indicators for canyon climb
* Added new sound effect laugh fall for saaroth climb

**THE LIBRARY IMPROVED**

The Aslona library wasn't up to scratch, now the books are all better laid out and have sound effects!

* Rewrote aslona library description text
* Fixed Aslona library introtext colour bug
* Fixed Aslona library colour bug on each shelf
* Added pageturn sound effect to all books in Aslona Library
* Fixed some grammar issues with Aslona library books
* Fixed layout of all library books in Aslona Library

**EXPLORATION AND ENCOUNTER CHANGES**

A few new changes including an additional random event that can occur while you're exploring!

* Added helmet to lost knight in exploration encounter
* Added new exploration encounter 'random bag of gold' between 40 and 340 gold
* Added new intro text to wagon mans post if you have trade route
* Added new screen for attempting to destroying stone of denland

**ANIMAL FIGHT PIT IMPROVED**

I was informed animal fight pit bets weren't working by /u/nighteye424 and after fixing this bug I decided to update the fight pit a little bit and make it better.

* Added new screen for winning gold in animal fight pit
* Fixed animal fight pit betting not working (credit u/Nighteye424)
* Reworked animal fight pit bet screen to show your gold and the max bettable gold
* Added new screens if you don't have enough gold to bet or the animal pit has too little gold

**NEW FACES**

Messing around with some face parts, now there are trillions more orcs and a quadrillion and a half more humans :o

* Added 1'589'130'356'814'000 new possible human faces (1.5 quadrillion)
* Added 7'227'364'320'000 new possible orc faces (7 trillion)

**KNIGHTLY HALL**

The knightly hall still has some work due but now it's a little less scrapy and has more dynamic text and dialogues.

* Added random dialogues for leader of knightly order greeting you
* Added new dynamic intro text to knightly order hall
* Added new screen for leader of knightly order being chosen
* Fixed knightly order hall text colour bug
* Reworked layout of main knightly order screen

**NEW EXTREME CHALLENGE MODE**

I thought of this as a joke and then decided to put it in regardless, if you have a court jester you can pay 100 gold for this but be warned... it won't be easy to play with, every move you make, every step you take, a big royal band will play for you.

* Added ability to pay 100 gold to your court bard to have a trumpet group follow you around and play for every action you make (warning: guarenteed to be unplayable with the sound on for more than 10 minutes)

**SAVE GAME SCREEN**

The save game screen has had a bit of a facelift and a new little graphic!

* Added new graphic to save game screens
* Fixed save game screens spacing and text colour

**TROOP BUYING/SELLING SCREEN REWORKED**

This is one of my favourite parts of the game as it takes a very commonly used location in the game and makes it far more advanced and better presented, which is about time to be honest, now you will have additional screens for hiring troops as well as a dynamic graphic for hiring troops in 1's 2's 3's and 4's.

* Added new notification of gold and troop loss for buying and selling troops
* Added special graphic for hiring goblins (dynamic with different graphic for hiring 1, 2, 3, 4 and above)
* Added special graphic for hiring peasants (dynamic with different graphic for hiring 1, 2, 3, 4 and above)
* Added special graphic for hiring knights (dynamic with different graphic for hiring 1, 2, 3, 4 and above)
* Added special graphic for hiring soldiers and bandits (dynamic with different graphic for hiring 1, 2, 3, 4 and above)
* Added hired troops graphic uses Aslona symbol (whatever you've set it to or 'A' by default)
* Added indicator of how many troops available in hire screen
* Added screen instead of small text for trying to hire more troops than there are available
* Added new screens and text for converting recruiters to knights and knights to recruiters
* Added dynamic text for hiring single units from the hire screen

**RIHMM POLISHED**

After watching /u/telejimes most recently playthrough I saw a few things I could improve in Rihhm and decided to get to it, now the village has been improved greatly including special dynamic graphics and screens and sounds for the snail racing minigame.

* Added sound effects to snail racing and snail racing bet gold
* Added new incdicator text for gold gained or lost in snail racing
* Fixed rihhm background sound not always playing
* Rewrote some of elder atiks dialogues
* Added new indicators for trade and tribute requests in rihhm
* Added 4 new dialogues/questions to elder atik in rihhm
* Fixed Nephoro tale text bug (credit u/Telejimes)
* Added new graphic for snail racing
* Added new graphic for snail racing circuit event
* Added new dynamic snail race victory screen
* Added new graphic to rihhm recruitment
* Fixed text bug in rihhm intro text
* Fixed text colour and spacing of rihhm recruitment screen
* Fixed rihhm tribute and trade main text layout
* Fixed elder atik of rihhm grammar issues

**BLACKMARKET STALLS IMPROVED**

I was passing through the blackmarket stalls in a recently playthrough and decided to give the area a full facelift with tons of new sound effects and graphics.

* Added pageturn sound effects to book rental stall books
* Added better layout to book rental stall books
* Added graphic for bluetrii fruit stall
* Fixed sell from stall text bug in bluetrii
* Updated bluetrii stall selling and buying text
* Added new screens and graphics for buying and selling bluetrii fruit in stall
* Added sound effects to buying and selling bluetrii fruit in stall
* Added 2 dialogues to bluetrii fruit seller
* Added new screen and graphic for buying skull key in market stall
* Added sound effects to buying key in market stall
* Added new sound effect for buying musicians elixir
* Added new graphic and screen for buying musicians elixir
* Fixed grammar bug with elixir stall
* Added new screen and sound effect to buying chaos orb in market stall
* Added if cheats are disabled in your game then cheats stall in blackmarket will be closed

**NEW RACE PREFIX ADDITIONS**

No massive changes to the race prefix system, but a new single prefix 'Loremaster' which grants the race that has it a higher level of civilisation and a new structure with a dynamic graphic! (With this there are 338'082 new possible races)

* Add new race prefix 'Loremaster' (+2 civ level, +1 Battlescore, Race has large library visitable building)
* Added dynamic grand library of Loremaster race with 5 different possible graphics depending on land holdings of the faction (50+, 25+, 10+, 5+, less than 5)

**NEW BEAST TYPE RACES**

I cleared through a backlog of creatures I meant to add to the game, these new beast race combinations have added another 2'568'690 possible in-game races, knocking the game from 69.4 million to 72 million

* Added New Race 'Mongoose Folk'
* Added New Race 'Mongoosemen'
* Added New Race 'Were-Mongooses'
* Added New Race 'Evolved Mongooses'
* Added New Race 'Half-Mongooses'
* Added New Race 'Shapeshifting Mongooses'
* Added New Race 'Exo-Mongooses'
* Added New Race 'Demi-Mongooses'
* Added New Race 'Mongooselings'
* Added New Race 'Gaur Folk'
* Added New Race 'Gaurmen'
* Added New Race 'Were-Gaurs'
* Added New Race 'Evolved Gaurs'
* Added New Race 'Half-Gaurs'
* Added New Race 'Shapeshifting Gaurs'
* Added New Race 'Exo-Gaurs'
* Added New Race 'Demi-Gaurs'
* Added New Race 'Gaurlings'
* Added New Race 'Grouse Folk'
* Added New Race 'Grousemen'
* Added New Race 'Were-Grouses'
* Added New Race 'Evolved Grouses'
* Added New Race 'Half-Grouses'
* Added New Race 'Shapeshifting Grouses'
* Added New Race 'Exo-Grouses'
* Added New Race 'Demi-Grouses'
* Added New Race 'Grouselings'
* Added New Race 'Louse Folk'
* Added New Race 'Lousemen'
* Added New Race 'Were-Louses'
* Added New Race 'Evolved Louses'
* Added New Race 'Half-Louses'
* Added New Race 'Shapeshifting Louses'
* Added New Race 'Exo-Louses'
* Added New Race 'Demi-Louses'
* Added New Race 'Louselings'
* Added New Race 'Sealion Folk'
* Added New Race 'Sealionmen'
* Added New Race 'Were-Sealions'
* Added New Race 'Evolved Sealions'
* Added New Race 'Half-Sealions'
* Added New Race 'Shapeshifting Sealions'
* Added New Race 'Exo-Sealions'
* Added New Race 'Demi-Sealions'
* Added New Race 'Sealionlings'
* Added New Race 'Wallaby Folk'
* Added New Race 'Wallabymen'
* Added New Race 'Were-Wallabys'
* Added New Race 'Evolved Wallabys'
* Added New Race 'Half-Wallabys'
* Added New Race 'Shapeshifting Wallabys'
* Added New Race 'Exo-Wallabys'
* Added New Race 'Demi-Wallabys'
* Added New Race 'Wallabylings'
* Added New Race 'Mallard Folk'
* Added New Race 'Mallardmen'
* Added New Race 'Were-Mallards'
* Added New Race 'Evolved Mallards'
* Added New Race 'Half-Mallards'
* Added New Race 'Shapeshifting Mallards'
* Added New Race 'Exo-Mallards'
* Added New Race 'Demi-Mallards'
* Added New Race 'Mallardlings'
* Added New Race 'Shrew Folk'
* Added New Race 'Shrewmen'
* Added New Race 'Were-Shrews'
* Added New Race 'Evolved Shrews'
* Added New Race 'Half-Shrews'
* Added New Race 'Shapeshifting Shrews'
* Added New Race 'Exo-Shrews'
* Added New Race 'Demi-Shrews'
* Added New Race 'Shrewlings'
* Added New Race 'Crane Folk'
* Added New Race 'Cranemen'
* Added New Race 'Were-Cranes'
* Added New Race 'Evolved Cranes'
* Added New Race 'Half-Cranes'
* Added New Race 'Shapeshifting Cranes'
* Added New Race 'Exo-Cranes'
* Added New Race 'Demi-Cranes'
* Added New Race 'Cranelings'
* Added New Race 'Oyster Folk'
* Added New Race 'Oystermen'
* Added New Race 'Were-Oysters'
* Added New Race 'Evolved Oysters'
* Added New Race 'Half-Oysters'
* Added New Race 'Shapeshifting Oysters'
* Added New Race 'Exo-Oysters'
* Added New Race 'Demi-Oysters'
* Added New Race 'Oysterlings'

**NEW BEAST TYPE KINGDOMS**

As you may or may not know, any beast race may also have a kingdom type relative to their race instead of just generic 'kingdom' or 'empire' beware the Immortal Mongoosedom, or the Mighty Shrewdom of the eastern isle!

* Added new kingdom type 'Mongoosedom'
* Added new kingdom type 'Gaurdom'
* Added new kingdom type 'Grousedom'
* Added new kingdom type 'Lousedom'
* Added new kingdom type 'Sealiondom'
* Added new kingdom type 'Wallabydom'
* Added new kingdom type 'Mallarddom'
* Added new kingdom type 'Shrewdom'
* Added new kingdom type 'Cranedom'
* Added new kingdom type 'Oysterdom'

**NEW ANIMALS**

The new animals that have been added and have caused all the fuss above! These can appear in animal fights and as group names like 'The Golden Gaur Bandits' or 'The Purple Oyster Gang'!

* Added new creature 'Mongoose'
* Added new creature 'Gaur'
* Added new creature 'Grouse'
* Added new creature 'Louse'
* Added new creature 'Sealion'
* Added new creature 'Wallaby'
* Added new creature 'Mallard'
* Added new creature 'Shrew'
* Added new creature 'Crane'
* Added new creature 'Oyster'

**REACTIONS EXPANSION**

Nothing major again but another few additional reactions in game!

* Added 'Consider it done lord' reaction to knight quest
* Added 'No problem king' reaction to knight quest
* Added 'Shall be done lord' reaction to knight quest
* Added 'bless your heart' reaction to thanks

**JOKES ON YOU**

A new influx of mostly level one jokes that can be found in game now, higher level jokes can only be said by jesters with high enough skill.

* Added new level one sad elf joke
* Added new level one injured goblin joke
* Added new level one elf school joke
* Added new level two sad elf joke
* Added new level one vampire goblin joke
* Added new level one ghost street joke
* Added new level one goblin party joke
* Added new level one average ogre joke
* Added new level one demons and ghouls joke
* Added new level one witches nametags joke
* Added new level three two dragons in a tavern joke
* Added new level two fat demon joke

**NEW NAMES**

I decided to add a bunch of new names to the race names system to make sure things weren't getting stale.

* Added 191 new dwarf names
* Added 10 new abominations names
* Added 6 new blogroki names
* Added 5 new mushroom man names
* Added 10 new goblin names
* Added 7 new gnome names
* Added 6 new underling names

**BUGFIXES**

Lots of bugfixes!

* Fixed grammar and layout of all independent building descriptions
* Fixed to strong text bug in stone of denland
* Fixed demon end of turn nomad battle reports showing 0 men dead (no just says no men)
* Fixed attack cancelled mercenary screen sound effect cuts of music
* Fixed void army text layout and colour in diplomacy screen
* Fixed text colour of wagon man exploration encounter
* Fixed text colour of masterless peasants exploration encounter
* Fixed text colour of lost knight exploration encounter
* Fixed Satyrs being mistakenly given taurs suffix in generator
* Fixed Centaars not actually removed from game
* Fixed blackmarket gallows grammar issue
* Fixed knight desertion text end of turn report not appearing
* Fixed expense gold for knight wage unpaid not correct
* Fixed knight wage not including recruiters (now it will mention if recruiters paid too) (credit Defender)
* Fixed bandit hire screen random blank line bug
* Fixed text wrap bug in unit recruitment screens
* Fixed text colour and layout in unit recruitment screes
* Fixed the some of text bug in hire screen
* Fixed layout of unit selling screens
* Fixed no exit from unit selling screens

**NEW EXTRAS GOODIES**

Now if you go to the extras folder in your warsim install you will find the code for Centaars if you want to add them back into the game!

* Added Centaars code to warsim extras (can copy paste in to get Centaars back if you want them)

**EVERYTHING ELSE**

Lots of loose and misc stuff!

* Reworked layout and colour of foreign merc hall
* Reworked bandit prisoner hire screen layout
* Updated text and layout of cease hostilities screen
* Reworked layout of troop report a little
* Fixed layout of Baiaa black tower maze library books
* Added page turn sounds to books in black tower maze
* Added 5 new miner dialogues
* Added new screen and sound effects to buying chaos orb from ship in dockrow
* Nerfed ants animal battlescore from 20 to 6
* Added 4 new suffixes for blackmarket pickpocket gang leaders
* Added 10 new faction name parts (mostly for bandits)
* Reduced filesize of arena horn sound effect
* Added 12 new flag parts

And that's the update, let me know what you guys think!

Warsim 0.7.5.3 (Trolltaurs, Orctaurs, And 10 Million Other Races)

Wasn't planning on releasing this as an update but I discovered a game breaking bug with the race generation system and had to release this to ensure it doesn't mess up anyones game, luckily what I'd already worked on prior to the fix is enough for a nice little update!

**MAJOR FEATURES**

Now before a normal random races game, you can choose an additional choice of going like normal and taking what you're given or give yourself the option to review and reject the random races in your world and try for another random set, this allows lots of players to get a true feel for the randomness of the game and to get a game start more suited to them while still being random as hell.

Also in the extras menu generators screen there is now something called 'Advanced Race Generator' which allows you to spawn a big list of however many races you want.

* Added new menu for selecting races before a normal game
* Added new system for kingdom names to include weird proc genned name systems
* Added new graphical end of turn screen for any assassinations ordered by the player
* Added new extras generators race generator page where you can generate as many races as you choose (select a number)

**ANOTHER RACE EXPANSION**

The last few days I've been working through lists of suggestions and ideas for new prefixes for the race system as well as tweaking and adding new abilities to them, this coupled with the new 'taur' system mentioned below has resulted in an additional 10'079'211 races in Warsim. (Was 59'361'042 before, now 69'440'253). Many of these new races will have unique effects such as 3 sets of eyes, fixed leader personalities, longer heads and so on.

**Race prefixes**

* Added new race prefix 'Four-Eyed' (+5 battlescore, 2 sets of eyes)
* Added new race prefix 'Azure' (+1 battlescore, blue skin)
* Added new race prefix 'Fertile' (triple population level) credit Bookrage from audiogames.net
* Added new race prefix 'Metal' (silver skin, +11 battlescore) credit Bookrage from audiogames.net
* Added new race prefix 'Legendary' (10x battlescore, 2x population, +4 civilisation level) credit /u/AdministrativeTreat7
* Added new race prefix 'Mercantile' (always a mercantile leader, +1 civilisation level)
* Added new race prefix 'Underground' (+2 battlescore) credit /u/AdministrativeTreat7
* Added new race prefix 'Barbaric' (+9 battlescore, -2 civ level) credit Bookrage from audiogames.net
* Added new race prefix 'Cliff' (+1 battlescore)
* Added new race prefix 'Cove' (+3 battlescore)
* Added new race prefix 'Lagoon'
* Added new race prefix 'Plateu' (+5 battlescore, -1 population level)
* Added new race prefix 'Tall' (+3 battlescore, longer heads) credit u/AdministrativeTreat7
* Added new race prefix 'Brown' (brown skin)
* Added new race prefix 'Dirty' (-2 battlescore, brown skin)
* Added new race prefix 'Garden' (3x lower battlescore, 2x smaller population) credit /u/AdministrativeTreat7
* Added new race prefix 'Happy' (+5 population level, leaders always friendly)
* Added new race prefix 'Strange' (+2 battlescore, leaders are always strange)

**New beast races**

* Added New Race 'Chimpanzee Folk'
* Added New Race 'Chimpanzeemen'
* Added New Race 'Were-Chimpanzees'
* Added New Race 'Evolved Chimpanzees'
* Added New Race 'Half-Chimpanzees'
* Added New Race 'Shapeshifting Chimpanzees'
* Added New Race 'Exo-Chimpanzees'
* Added New Race 'Demi-Chimpanzees'
* Added New Race 'Chimpanzeelings'
* Added new kingdom type 'Chimpanzeedom'
* Added New Race 'Toucan Folk'
* Added New Race 'Toucanmen'
* Added New Race 'Were-Toucans'
* Added New Race 'Evolved Toucans'
* Added New Race 'Half-Toucans'
* Added New Race 'Shapeshifting Toucans'
* Added New Race 'Exo-Toucans'
* Added New Race 'Demi-Toucans'
* Added New Race 'Toucanlings'
* Added new kingdom type 'Toucandom'
* Added New Race 'Panther Folk'
* Added New Race 'Panthermen'
* Added New Race 'Were-Panthers'
* Added New Race 'Evolved Panthers'
* Added New Race 'Half-Panthers'
* Added New Race 'Shapeshifting Panthers'
* Added New Race 'Exo-Panthers'
* Added New Race 'Demi-Panthers'
* Added New Race 'Pantherlings'
* Added new kingdom type 'Pantherdom'
* Added New Race 'Squirrel Folk'
* Added New Race 'Squirrelmen'
* Added New Race 'Were-Squirrels'
* Added New Race 'Evolved Squirrels'
* Added New Race 'Half-Squirrels'
* Added New Race 'Shapeshifting Squirrels'
* Added New Race 'Exo-Squirrels'
* Added New Race 'Demi-Squirrels'
* Added New Race 'Squirrellings'
* Added new kingdom type 'Squirreldom'
* Added new animal 'Toucan' to the game
* Added new animal 'Chimpanzee' to the game
* Added new animal 'Panther' to the game
* Added new animal 'Squirrel' to the game

**Prefix tweaks**

* Modified 'Many-Eyed' race prefix to give 3 sets of eyes instead of 2
* Added +2 battlescore bonus to 'Edge' prefix
* Made races using hollow/dark/blood-/abyssal/evil/corrupt prefix always have hostile leaders
* Made races using ascended prefix always have neutral personality leaders
* Added +1 battlescore bonus to 'Big-eared' prefix (big ears should assist you a little)
* Made Mud races have brown skin colour (credit u/Nighteye424)

**GOODBYE CENTAARS**

This update contains another huge improvement to the race generator and its randomness, thanks to
a suggeston by u/Nighteye424, the idea was to have half-horse half-(everything) races instead of
just centaurs (half-horse half-man) or our special race of centaars (half-horse half-elf) centaars
were added long ago and well before the randomness of this race generator had picked up but now
they are no longer needed so they have been removed.

In their place however is a system that can generate tons of potential races including stuff like
Goblintaurs, Orctaurs, Elvetaurs, Trowtaurs, Trolltaurs, Cthuultaurs. Each of these races is it's
primary counterpart and half-horse giving them a battle bonus and a new name and description.

Now the races you find in the game can be even more random, though it's still rare to see a 'taur'
type race in game!

* Removed Centaars from the game
* Added new 'taurs' affix that can be added to all non-beast default races (except Men, Folk, Centaurs, Minotaurs, Minotaars, Satyr, Faun) as cool as it would be to see some Mentaurs...

**MINOR FEATURES**

Now King Gurnak has a face, All throne room executions look a little better, and freeing slaves screen has been improved with a new unique graphic!

* Added graphic for king gurnak diplomacy
* Made all executed characters faces turn blood-red during/after execution
* Added new graphic for freeing slaves screen in kingdom options

**BUGFIXES**

* Fixed bug with 4 animals in the race generator
* Fixed making new helmet through general screen kicks you from general screen when done
* Fixed debug and new lands kingdoms still keeping last lands lords and nobles
* Fixed three-headed and two-headed races making everyone two or three headed bug
* Fixed the crowning ceremony text colour bug
* Fixed edge prefix description bug
* Fixed 'colourful' prefix not working
* Fixed losing explore chances when you explore a region you've discovered everything
* Fixed erak screen diplomacy layout
* Fixed totem around it around it text bug (credit u/Telejimes)
* Fixed foreign king encounter text layout
* Fixed text wrap of demon totem text
* Fixed no indication of no peasants for sacrifice demon totem screen

**EVERYTHING ELSE**

* Added new dynamic text for prison labour yard (credit u/LurkMorePlease)
* Added new text for freeing slaves screen in kingdom options
* Added colour to text of default faction's diplomacy screens
* Rewrote crowning ceremony text
* Added new screens for giving knight to foreign king

Warsim 0.7.5.2 (Modders Tools Expanded, 3 Million More Races, And Monsters Improved)

Hey guys so this is an update just working through some of the leftovers of my current warsim to do list before I move on to some promised update work that's going to take a bit longer, lots of different stuff as well as some cool things to see!

**MODDERS TOOLBOX IMPROVED**

I promised I'd develop the modders toolbox a while ago but haven't added anything to it in quite a while, well now you can add animals to the game and the monster mod part system allows for easier part editing, thanks to 71 for bringing my attention to this!

* Added animal creator to modders toolbox
* Updated title of modders toolbox screen
* Added new ability to learn more about monster mod system in the mod menu
* Reworked Monster part maker in modders toolbox (now better guidelines, better previews, reworked screen layouts)

**MINOR NEW FEATURES**

A few little tweaks and things here!

* Added indicator of change from throwing peasants into the lava pit (credit omer)
* Added faction ranking screen to kingdom reports screen
* Added three new graphics for training grounds/barracks/grand barracks (one for each)
* Made normal throne room encounters occur more often than celebration related encounter during celebration

**RACE SYSTEM IMPROVEMENTS**

I wasn't planning on touching the race system again for a while but I had a new influx of ideas poured in and so while actioning them I added some new features to pre-existing races as well as my own new prefixes, now you can have space races that will blast off to space at some point and leave the game world. Also thanks to /u/administrativetreat7 there are now millions more races!

* In total including u/AdministrativeTreat7's suggestions below, this update adds 3'538'106 new races to the game
* Added new titles for races with the prefix 'space' (stellar captain and sub captain)
* Added new special event for space races
* Made weeping races have cry before battle ability
* Added new head type to blind races
* Added new head type to longneck races
* Reworked race effect system to allow much easier modification to race faces in the future
* Added new race prefix 'Longhead' (+2 battlescore, longer heads)
* Added new race prefix 'Many-Eyed' (+7 Battlescore, usually has two sets of eyes)

**u/AdministrativeTreat7's RACE SUGGESTIONS**

Thanks to u/AdministrativeTreat7's suggestions we have a total of
2'950'350 new races in the game thanks to this suggestion!

* 2.9 Million new possible races thanks to u/AdministrativeTreat7
* Added new race prefix 'Albino' (white skin and -5 battlescore)
* Added new race prefix 'Little' (smaller faces, -3 battlescore)
* Added new race prefix 'Short' (smaller faces, -2 battlescore)
* Added new race prefix 'Mutated' (deformed face, -6 battlescore, half population, -1 civilisation level)
* Added new race prefix 'Evil' (+6 battlescore, is automatically aligned evil)
* Added new race prefix 'Ascended' (max civilisation level, x2 battlescore, automatically aligned good)
* Added new race prefix 'Rock' (+8 battlescore)
* Added new race prefix 'Common'
* Added new race prefix 'Hulking' (+10 battlescore, bigger heads)

Check out some the weird new possible races from this update and what they look like


**NEW SOUNDS**

Added some new sounds including dynamic arena sounds, a new intro sound effect and the chance that trumpet players fail and mess up!

* Added new sound effect 'Trumpet fail'
* Added chance that trumpet played fails
* Added new screen for long may you reign
* Added new sound effect for long may you reign (recorded by me :D)
* Added new horn sound for arena challenges against other kingdoms
* Added 4 new dynamic gate opening sound effects for arena

**MONSTER IMPROVEMENTS**

Some great ideas on expanding the monster system, now you can train trainers and feed your monsters for a chance of bonus strength, also 1000s of new possible monster combinations!

* Added ability to train your monster trainer (credit KenshiraTheTrinity @audiogames.net)
* Added feeding any green monster a goblin instantly guarentees +1 strength
* Added ability to feed monsters your goblins/slaves/peasants (only works if strength of beast is below the max of 20)
* Added Chryssalid creature parts submitted by 71 on steam (1596 new possible monster combos)
* Added sideteeth head part
* Added large horns top head part
* Added thin spikes top head part
* Added chicken body top head part
* Added sharptoe body part
* Added dogbody body part

**BUGFIXES**

Lots of bugfixes here including some that have been on my list for quite some time, the most annoying two bugs were grand champions getting killed in a tournment and then not appearing in the hall of fame, after losing a favourite champion of mine in a game to this it got personal, also independent lords not having faces relevant to the race, so eyeless vampires in your throne room, and their leader would be eyeless but the lords would just be regular vampires... not anymore!

* Fixed option tags in specific monster generator (credit 71)
* Fixed ditch race description
* Fixed league of darkness and league of good kingdom status not changing when discovering new lands
* Fixed broken face part
* Fixed text colour of intro text in barracks/training grounds/etc
* Fixed issue with helmets being visible beyond ascii filter (credit Bookrage)
* Fixed rehabilitation law not removing the bandits it converted (credit 71)
* Fixed bubbling lava sound not stopping (with music disabled) (credit u/Bookrage)
* Fixed independent lords faces not having characteristics of their races (ie deformed/childlike/eyeless/etc)
* Fixed Arena grand champions defeated in tournaments don't get put in the hall of fame
* Fixed tournament mislabeling fighters that kill grand champion as grand champion
* Fixed southern and western explorer encounters saying they were eastern (credit bookrage)
* Fixed champion battle with independent champion skipping a screen
* Fixed grand champion defeated against foreign champ still exists with no name (credit u/timedonutheart)

**EVERYTHING ELSE**

A couple of other changes of varying significance!

* Added coin sound and coin loss screen to garalds city tours
* Changed colour of credits screen
* Updated title of warsim music library extras screen
* Updated hire staff and champions screen to manage staff and champions (credit u/LurkMorePlease)
* Added 4 new arena champion death descriptions
* Reworked arena entry descriptions
* Added 6 new ent names