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Warsim: The Realm of Aslona News

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

Warsim is now 55% OFF in the steam summer sale!



Hey guys, for anyone on the fence about buying the game check out our steam reviews, the game is 96% positive and receives regular updates including 6 in the last month alone!

If you already have it but know someone who might like it, let them know and help support this little indie guy!

Warsim 0.7.5.1 (The "Basically Infinite Races" Update)



I want to start by saying that this may be one of my favourite updates in a long time, not that I don't like monster trainers or the improved arena or anything like that, but as the developer of a video game it's very hard to find something new that you haven't seen before, I've made every aspect of this game myself so I know it like my own hand... Until now.

As of the last Warsim update we had 396'775 races in the game, which I'll admit is a lot still, more than anyone could hope to see in 10'000 warsim playthroughs, but I wanted to find a way to get this number higher with a plan to submit the final figure to guiness as a possible video game world record.

After a lot more beasts added, tons of race prefixes, and some new types of race modifications things were looking good, but the real twist was a new concept to combine some of the race prefixes by splitting them into two categories, I thought about the elder scrolls and how they have Dark Elves in the game just like you can find in Warsim, I thought you could also get Reaving Dark Elves and it wouldn't sound out of place, but you couldn't have Reaving Laughing Elves, that just sounds silly.

So I split all of the prefixes into two categories, ones that are more like states and others that are more like traits, this creates a huge combo system where some races will use to random but mergeable traits to create races that we can't imagine, so to follow my earlier point about being a dev, with this new system the races that come from it are completely beyond my imagination and are basically always a surprise for me despite the fact I made the game, meaning I can experience things like the players do!

I am so hyped to bring this update to you guys and I hope you find some weird and wonderful races as a result of this, feel free to share any really weird ones or funny ones!

Oh and with all the new content and the new system in place, the total number of possible races in Warsim as of this update are... 55'822'936! 55.8 Million races! Hopefully we'll hear back from the world record people and Warsim can potentially get a world record!

**RACE GENERATOR WORLD RECORD ATTEMPT**

* Added new race prefix stack system for race generation allowing for some extended race prefixes
* Added tons of new beast races to the game
* Total races in Warsim now 55'822'936 (was 396'775 as of last update)

**NEW RACES**

Some new races added, Fungus folk are kind of like mushroom men but green and with different troop trees, People are a new race of humanoids who differ to normal humans a little bit, and finally beast races now have additional modifiers that can get us some more weird and wonderful races like Demi-Pugs or Exo-Snails!

* Added new base race 'Fungus Folk' (Seedling, Living Fungus, Fungus Master) large population, really weak lower tier unit
* Added new type of animal race 'Exo' (Exo-Dogs, Exo-Tigers, Exo-Worms)
* Added new race type 'People' (Person, Warrior Person, Guardian Person)
* Added new type of animal race 'Demi' (Demi-Hawks, Demi-Wolves, Demi-Frogs)

**NEW RACE PREFIXES**

I'm actually really happy with a lot of these prefixes, some of them are little more than race descriptions and have no bearing on how they act, but generally as a rule I like to make the prefixes have an effect if I can, this allows for different races to have completely differing effects and with the new update it's possible for some of these to stack in weird ways. My favourite of the new prefixes are Fragile which sets the race to such low strength it would be light fighting glass people, Crying which has them cry out if you attack their lands, and Deformed which removes a random part of the deformed creatures face creating all manner of weird looking people!

* Added new race prefix 'Sparse' slightly more savage, +5 battlescore, obsurdly low population
* Added new race prefix 'Breeding' 5x population -10 battlescore
* Added new race prefix 'Subterranian' +12 battlescore
* Added new race prefix 'Planes'
* Added new race prefix 'Fragile' immensely weaker
* Added new race prefix 'Violet' dark purple skin
* Added new race prefix 'Shrouded' +25 battlescore, half population, surrounded in grey smoke
* Added new race prefix 'Fog' +3 battlescore, surroudned in light grey fog
* Added new race prefix 'Marsh' +3 battlescore -5 population level (credit bookrage @audiogames.net)
* Added new race prefix 'Dreaded' +35 battlescore, always evil, -1 civilisation level (credit bookrage @audiogames.net)
* Added new race prefix 'Juvenile' childlike faces, half battlescore
* Added new race prefix 'Banished' -5 battlescore, half civilisation (Credit Ash)
* Added new race prefix 'Frozen' half population, -10 battlescore, inside a block of ice graphic
* Added new race prefix 'Laughing' +2 battlescore, before being attacked they do a warlaugh
* Added new race prefix 'Elite' +40 battlescore, most of their starting units will be higher tier units, half population
* Added new race prefix 'Ivory' white skin (credit Ash)
* Added new race prefix 'Chanting' +4 battlescore, +1 civ level, before being attacked they will chant (credit Ash)
* Added new race prefix 'Brooding' -8 battlescore, 4x Population (credit Ash)
* Added new race prefix 'Deformed' -5 battlescore, half population, -1 civ level, faces will have missing parts (credit Ash)
* Added new race prefix 'Disfigured' -10 battlecore, faces will have missing parts
* Added new race prefix 'Inbred' half battlescore, double population, -2 civ level, faces will have missing parts
* Added new race prefix 'Tropical'
* Added new race prefix 'Cackling' +5 battlescore, will let off creepy cackle before lands are attacked
* Added new race prefix 'Combat' +34 battlescore
* Added new race prefix 'Tideland'
* Added new race prefix 'Ravine'
* Added new race prefix 'Ditch' -4 battlescore
* Added new race prefix 'Crying' -10 battlescore, cries before being attacked
* Added new race prefix 'Translucent' +1 battlescore, invisible without copy/paste or seer's stone artifact (credit Ash)
* Added new race prefix 'Colourful' +3 battlescore, random skin colour changes
* Added new race prefix 'Majestic' +1 battlescore (credit Ash)
* Added new race prefix 'Action' +12 battlescore
* Added new race prefix 'Mud'
* Added new race prefix 'Feral' +7 Battlescore, automatically savage (lowest civilisation level, no diplomacy)
* Added new race prefix 'Tormented' -5 Battlescore
* Added new race prefix 'Minor' -9 Battlescore
* Added new race prefix 'Tomb'
* Added new race prefix 'Crater' +2 Battlescore
* Added new race prefix 'Underpass' Grey skin
* Added new race prefix 'Pond' -1 Battlescore
* Added new race prefix 'Lake'
* Added new race prefix 'Ocean' Blue skin
* Added new race prefix 'Dust'
* Added new race prefix 'Gorge' +13 Battlescore, half population
* Added new race prefix 'Cowardly' -15 Battlescore, wont attack people
* Added new race prefix 'Glacial' light blue skin
* Added new race prefix 'Surface'
* Added new race prefix 'Edge'

**MO' MONSTERS**

Just a few new monster parts (adding a total of 2213 more monsters) but for real if anyone wants to hop into the ingame monster part generator and make some of their own, feel free to do that and send them to me, happy to get more monster content into the game!

* Added 3 new monster parts (adds 2213 new monsters)

**BUGFIXES**

A few small fixes found mostly in [this video](https://www.youtube.com/watch?v=ysEdGio1rlE&feature=youtu.be) also thanks /u/vylcount!

* Fixed a red skinned man text bug (two occurances)
* Fixed 'spent' instead of 'spend' text bug
* Fixed grammar issue with farmer visitor to monster pit
* Fixed underworld creatures not evil by default
* Fixed bug in eagle description text and eagle-humanoid battlescore
* Fixed final score of timed games not including gold in the bank (credit u/Vylcount)

**EVERYTHING ELSE**

Some tweaks to some of the race prefixes, a few new giant names (like Bigfoot, Boulder, and Cloudtoucher) A new book, a nice little add on to mercenaries assessment screen and a new screen when attacking the rebel captial!

* Made swamp races now slightly less numerous (as swamplands are harder to populate)
* Made pygmy races now have smaller faces
* Added 8 new giant names
* Added new book to guildrow library 'Koova and the Half-Giant King'
* Added battlescore info to assesment of mercenaries (credit Bookrage @audiogames.net)
* Added screen to attacking rebel capital

**THANKS**

Thanks for the support and the feedback I've been getting! I really appreciate you guys :)

Also if anyone doesn't have the game yet or you know someone who might want it, Itch.io has a 50% summer sale on and Warsim is significantly reduced!

https://itch.io/s/18628/warsim-summer-sale-discount

See you in the next changelog!

Warsim 0.7.5 (Monster Trainer Update)



Hey guys I'm really happy to finally be able to release this update today, this has been another tough one to code so it look a lot longer than expected but here we are, the Monster Trainer Update. I also recorded a video demonstrating the new monster trainer update features, see it here - https://youtu.be/AtY4JtKLwc4

**MONSTER TRAINER UPDATE**

So this was suggested a while ago on audiogames and also recently on steam by Blackenblood and so others so finally I decided to give it a go, now you can build a monster pit and find yourself some procedurally generated monsters either by buying them or sending an expedition of soldiers to capture one for you, captured monsters can fight with eachother, be named, be trained, or be pitted against one of 42 different challengers each with their own procedurally generated beasts, the system was made to be fun and was bugtested more rigorously than new features usually are but let me know of any bugs or suggestions you have for it!

* Added new kingdom upgrade 'Little monster pit' (25k) Allows for access to the monster fight system, stores 1 monster
* Added new kingdom upgrade 'Monster pit' (30k) Allows for 2 monsters to be stored
* Added new kingdom upgrade 'Grand Monster Pit' (50k) allows for 3 monsters to be stored
* Added 5555 new monsters
* Added 42 different challengers to monster pit (each with unique dialogues/graphics and bonuses)
* Added cheat code '420' to fill your monster pit with monsters (Enter in monster pit screen)
* Added cheat code '421' to monster pit to refresh monster seller (Enter in monster pit screen)
* Added cheat code '422' to refresh monster trainers (Enter in monster pit screen)
* Added Expensive monster seller throne room encounter (dynamic price)
* Added Cheap monster seller throne room encounter (dynamic price)
* Added new throne room encounter sneaky boys see monster
* Added new throne room encounter beasts raised in keep
* Added new throne room encounter the king at night
* Added dynamic expedition to capture a monster (can come back alive/some dead or all dead)
* Added new screens for docile monster fight failure
* Added dynamic text for monster fight commencning (5 alternates)
* Added dynamic text for monster pit fight entrance text (4 alternatives)
* Added 1 in 5 chance of public opinion drop for battling your monsters (-2 public op)
* Added if no trainer your monsters fight with -5% health
* Added 160+ skill trainer gives 25% bonus to health
* Added 140+ skill trainer gives 20% bonus to health
* Added 120+ skill trainer gives 15% bonus to health
* Added 100+ skill trainer gives 10% bonus to health
* Added 80+ skill trainer gives 5% bonus to health
* Added less than 50 skill trainer takes 2% from your monsters health
* Added missing spike move to monster fighter system
* Added 6 dynamic intro texts for fights involving your own creatures

**MERCENARIES REWORKED**

Not to be outshined by monsters mercenaries have undergone a lot of work this update too, now expect more screens and situations involving mercenaries, bugs have been fixed, ex-slaves wont work for slavers, what they do and say to you are far more dynamic and there are more sound effects being used for them!

* Added mercenaries with the backstory of having been slaves will not work for a ruler who has slaves
* Removed destroyed factions from mercenary attack screen
* Made who to attack next it's own screen for mercenary groups
* Added never mind I want to reconsider option to mercenary attacks
* Added vassal status shown on any vassals in mercenary attack menu
* Added new screen to mercenary group refusing to work with demons attempted hire
* Added new screen to mercenary group with vendetta against you attempted hire
* Added merc refusal and vendetta encounters use dynamic mmm sound effect (1 of 4 at random)
* Added new screen for hiring merc group for single attack
* Added new screen for merc cost refund
* Added new screen for contract being fulfilled by merc group
* Added new dynamic screens for attempting to assimilate mercenary companies
* Added new screen and graphic for converting peasants into peasant militia company
* Added new screens and graphics for converting soldiers into merc company
* Added new screens and graphics for converting demons into merc company
* Fixed text and layout of mercenary assessment screen
* Added new screen for asking merc group to disband
* Added new screen for hiring mercenary group
* Added new screen for firing mercenary group (with sound effect if group has 15 troops or more)
* Added new screen for assessing strength of mercenary group
* Fixed grammar issues with assessing strength of mercenary groups
* Fixed raid and invade options being available for demons and pest group in merc menu
* Added new text for before battle with demons as mercenary company
* Added new text for before battle with pest group as mercenary company
* Added new pre-battle mercenary screen
* Fixed not refunded if attack is cancelled last minute with mercenaries
* Added screen for not being able to afford land capture charge with mercenaries
* Added cost tag to invade option for merc companies who charge for invasions
* Fixed unable to view merc leaders stats screen once hired
* Reworked merc leader stats screen a little bit
* Added 10 different possible comments from merc group before launching an attack
* Added 10 different possible comments from merc group when being hired
* Added 5 different possible comments from merc group when completing a single contract
* Fixed mercenary groups screen skip for any group that refuses you

**NEW THRONE ROOM ENCOUNTERS**

Not a massive load of them, but 10 different throne room encounters and variants are now added to the game trying ever harder to keep the throne room from getting too stale.

* Added appreciated knight throne room encounter
* Added reasonable leader knight throne room encounter
* Added favoured knight throne room encounter
* Added royalist throne room encounter
* Added emancipation throne room encounter
* Added price of nothing throne room jester encounter
* Added jester's son throne room encounters (2 different encounters)
* Added budding jester throne room encounter
* Added drunk funny man throne room encounter

**GAR'GALLOCK GOT GIVEN A BATH**

I found poor Gar'gallock with a bug effecting advising, I thought i'd fix him up and give him a few nice new features and polish.

* Fixed great gar'gallock double pause bug
* Added new question to ask gar'gallock (who are you?)
* Added new question to ask gar'gallock (do people often ask your advice?)
* Fixed grammar issues with gar'gallock screen
* Added new dynamic screen for paying gar'gallock
* Added single coin sound effect for gargallock during century fest
* Added coin bag sound effect for gargallock normal time
* Added Gar'Gallock to other category in throne room summonable entertainment

**NEW SMALLER FEATURES**

These are some lesser features that are still worth considering, now discovering new kingdoms/lands will be much harder depending on your difficulty choice so be careful how you start. The starting helmet your kingdom gets in the game is now randomised (fitting with so much else in the game). There are tons of other little features here so have a read.

* Added new system new lands depending on difficulty (now newly discovered kingdoms will be twice as hard on normal mode, 3 times as hard on hard mode, 4 times as hard on solid mode, and 5 times as hard on insane mode)
* Made it so that starting helmet in any game is randomised
* Added new screen for pulling new group of heroes from the hire screen
* Added rare chance that name begins with 'old ' and takes 5 battlescore from character
* Added new system for discovering new kingdoms (after 3rd lot of kingdoms lands growth will slow down a bit)
* Added 2 new screens for ordering mass sacrifice
* Added new screen for worse public opinion hit for mass sacrifice
* Added 4 special extra texts in grand champion screen before big battles (5th, 10th, 20th and 50th fights)
* Reworked the load game screen layout
* Added new screen for buying land from an independent nation
* Added ability to ask wagon throne room representetive how much you'll earn from trade
* Added ability to ask wagon throne room representetive who the wagon man is
* Added the ability to speak to a miner monfort mine (25 dialogues)

**PRISON POLISH**

Prison was looking a little lackluster so I've updated it some more!

* Added new screen for asking how many prisoners are in your prison
* Added ability to speak to random prison in prison (req 10 prisoners) (25 dialogues)
* Added ability to set prison rules from prison screen (cause why the hell not)
* Updated prison description text

**NEW SOUNDS**

Lots of new sound effects for in game, mostly for monsters and monster pit related thing but some others for throne room and diplomacy situations.

* Added new orc laugh sound effect orc win in monster pit
* Added new slurp sound effect to vampire win in monster pit
* Added new sound effect for were-change
* Added sound effect for mass sacrifice
* Added coin sound to blacksmith paid screen
* Added 6 monster sound effects
* Added monster sound effects played between menus in monsterpit
* Added new bring the beast sound effect
* Added new warcry sound effect
* Added new trainer death sound
* Added hiccup sound to the game (and to the three hiccuping throne room encounters)
* Added new mining loop sound for visiting active mines

**NEW REACTIONS**

A handful of new reactions to certain throne room encounters, now things will be even more dynamic and unpredictable.

* Added 'smiling warcry' recruitment reaction in throne room
* Added 'wild warcry' recruitment reaction in throne room
* Added 'beat chest' recruitment reaction in throne room
* Added new praised bard reaction 'Thank you thank you' (+1 guild relation)
* Added new praised bard reaction 'grins and bows' (+1 guild relation)
* Added new praised bard reaction 'thanks for listening'
* Added new praised bard reaction 'tears up a little' (+1 guild relation)
* Added new praised bard reaction 'bows and thanks'
* Added new praised bard reaction 'nervous one' (+1 guild relation)
* Added new praised bard reaction 'you're welcome'
* Added new praised bard reaction 'Nods and thanks'
* Added new praised bard reaction 'Just a nod'

**MYSTERY SLAVER UPDATED**

Visited the mystery slaver in one of my playthroughs and his screen was looking like an afterthough, I ended up giving the entire mystery slaver feature an overhaul and changed most of it.

* Added 4 new graphics for mystery slaver (demon, goblin, human, empty)
* Added a face to the mystery slaver in the east
* Lowered price of mystery slaver in the east to 75 gold (was 100)
* Reworked description of mystery slaver
* Added new screen to forcing mystery slaver tribute
* Added new screen to arresting mystery slaver (with sfx)
* Added new question to mystery slaver dialogue screen
* Reworked mystery slaver dialogue screens
* Added new screen for having no gold with mystery slaver
* Added new screens for revealing cage with mystery slaver
* Fixed kicked out of mystey slaver screen after speaking to him

**MYSTIC HUT REMYSTIFIED**

One mystery to another I also visited and was disapointed by the mystic hut, it now has new screens including a cool coin graphic and some sound effects.

* Added coinflip sound effect to mystic hut
* Added new graphic for destroyed mystic hut
* Added new screens for mystic hut
* Added face to mystic hut person
* Added new screen and sound effects for arresting mystic hut man
* Added new screen for mystic hut demon servant gold gift
* Added new coin graphics for mystic hut

**HISTORY GUILD COMPLETED**

I was sure it was completed but upon revisiting the history guild (on Niklas' request) I found several bugs and issues, so I went through it all and fixed as many as I could as well as adding a few minor additions.

* Fixed teachers now recognise if you've graduated when you ask them questions about lessons and exams in history guild
* Fixed eastern history exam not showing your end grade
* Fixed east and south history exams showing second year on exam sheet
* Fixed south history showing wrong number of questions on exam sheet
* Added teachers names to final history guild ceremony
* Added trumpet sound and new screen to history guild ceremony
* Fixed text colour issue in history guild library
* Made history guild library graphics correlate with how many books there are

**LAVA PIT REWORK**

The lava pit was another thing spotted on a playthrough that looked flat, now the screen has been improved with new features and sounds.

* Added new screen for having no peasants
* Added 2 new random outcomes for throwing peasant in lava pool
* Added new background loop sound for lava pit lava
* Added new sound effect for throwing peasant into the lava
* Fixed lava pit text wordwrap and grammar issues

**BUGFIXES**

An enourmous amount of bugs fixed in this update, thanks to everyone who helped with these!

* Fixed village attack leaving your troops in purgatory bug (credit u/telejimes)
* Fixed arena crowd sound not resuming after buying the arena
* Fixed missing line and text colour issues from destroyed royal bank
* Fixed grand champion bribe issue taking you into debt if you didn't have the gold
* Fixed brawling throne room ending double pause bug
* Fixed totem graphic bug for assurak camp visit
* Fixed brawling throne room men not having any names bug
* Fixed blessing encounter text space bug
* Fixed groan sound effect not working
* Fixed bug with allies and new lands
* Fixed rabble rule in throne room shows up as bards once disabled
* Fixed goblin hall goblin leader text bug (credit VineFynn)
* Fixed prison pop report guard bug
* Fixed prison fight to the death kicks you out of prison after its done
* Fixed closing prison option not working properly
* Fixed peasant sacrifice for peace event took gold instead of peasants
* Fixed 'hasn't been working very on the fields' text bug (credit 71)
* Fixed goblin hall leadership bug
* Fixed 'come to and end' text bug with demon mirror
* Fixed 'known as be' harlaw text bug
* Fixed missing space in slave agitator encounter (credit 71)
* Fixed unfunny jester space missing throne room encounter (credit 71)
* Fixed demon summoned text (credit 71)
* Fixed militia throne room encounter happening even when militia banned (credit 71)
* Fixed 'the open his mouth' text bug in throne room (credit u/telejimes)
* Fixed 'room nice room' text bug in throne room (credit u/telejimes)
* Fixed spacing issue with celebration well wishes throne room event (credit u/telejimes)
* Fixed bandit gold giver face change bug (credit u/telejimes)
* Fixed centre of a village text bug in south (credit u/telejimes)
* Fixed demon mirror sound bug (credit u/HabibGaming)
* Fixed bug with theme music not restarting when restart theme music selected
* Fixed rewards and far greater text bug
* Fixed mines not changing to unstaffed if you take miners back out
* Fixed triton warrior unit listed as Triron warrior
* Fixed on old hag text bug in celebration event text
* Fixed bug with wagon man throne room rep face changing if you accept the deal
* Fixed tax tax is sometimes 0 but still gets reported (credit 71)
* Fixed blackmarket assassination questline being available even when you are the leader of the market (credit 71)
* Fixed witches harvest blessing not working
* Fixed textwrap for fleck the demon servant
* Fixed text colour bug for all of fleck demon servants dialogues
* Fixed game shows you being at war with newly discovered lands when you're not
* Fixed missing space when buying land from independents
* Fixed double pause on independent land buy screen
* Fixed able to get into hall of order even if you dont own it
* Fixed farrad wall text bug
* Fixed zombie sound not working

**EVERYTHING ELSE**

A big load of other stuff that I couldn't categorise for one reason or another but still work a read of!

* Added new text indicator of how much gold was spent when hiring independent troops
* Rewrote jester throne room intro dialogues
* Added single coin deposit and withdraw screens to royal bank (with sfx)
* Added no gold withdraw and deposit screen to royal bank
* Added 420 secret option to Erkland the leaf burner in blackmarket slums
* Reshuffled layout of options on other buildings screen
* Added new vampire name 'Cradula' (credit u/Vylcount)
* Added guidance lines to monster part maker
* Made two and three headed races heads closer together
* Updated other buildings screen layout
* Reworked 'yeah' reaction to recruitment to have a sound effect and slightly altered text
* Fixed intro game text about number of races
* Updated demon overlord victory screen
* Added new screen and sfx for sacrificing a peasant to demon totems in the south
* Merged numerous instances of monster fight code into one instance