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'The Lands Beyond' Update - Progress Update #2

Hello hello!

So been a week or so since my last post and just wanted to keep everyone updated. I've been testing and playing around with the new encounter stuff and adding more and more new possible location types and it's going well. Recently I've started work a mega-template encounter that itself has 38 different sub types with 3 variants each (114 different types total) which has been a huge and tough piece of work to complete but I'm powering through it.

I've been thinking about it a lot recently and I'll be trying to playthrough the exploration stuff rigorously enough that I can spot any elements that feel repetetive over time and try to further flesh them out to avoid this. Some encounter types I've done have some variant elements and random parts but ultimately don't vary hugely, whereas others I've done have been really enjoyable unpredictable.

It's been a fun thing to work on, but at times I do look at the mountains that I'm building with my own concepts and ideas as well as the many awesome ones I've been getting from the Warsim community (especially our discord which has been a hotbed of activity in that department in recent months) and think to myself... Bloody hell

So I'm revising my previous statement estimating this will take 'a few weeks' and pushing the estimate to at least another month I reckon. However if I can keep the pace I'm hoping this can become a seriously juicy new feature to the game :)

Cheers and thanks for your patience!

Huw
ps. Some new screenies

New shrines of weather


I pray for fog


Here we go


Huzzah!


Also chaos weather shrines


With wilder weathers


Prayers unanswered this time... :(


Some new mountains






A hole in the ground?








Another hmm...








Buzzing you say?






Found another buzzing one but this wasn't a tiny nest of bugs... A DEEP HIVE OF MONSTERS!


EEP


Also a sneak peak at one of the 114 variant new encounter types I'm working on, this is the warpart of a foreign emperor!


These are still early screens and there are 100s and 100s more variants and encounter types to come to make random exploration a solid new addition :)

'The Lands Beyond' - Random Exploration Update Coming Soon!

Hey guys!

A little while ago I made a list of some major feature ideas (or sets of ideas) that had accumulated from both myself and the community and was considering ones to work on. One scared me a little, so I decided to go for that one. And that's how I began working on Random Exploration!



THE DEVELOPMENT


Although at first It did feel like I'd bitten off more than I could chew I'm actually pretty happy with the progress now!

The concept was simple, add an additional fifth option to the exploration screen that allows you to spend exploration chances on discovering new randomly generated locations.

LOCATION TYPES CODED SO FAR


So far I've done a small batch of location types and already it feels random everytime with them. The most random and varied ones are Tombs, Shrines, and Fight Pits. All the locations have variations and alternate states but those three do it really well.

* Huts - Holding loot / Random peasants / Guards / Nothing
* Battlefields - That can be cleared / Necromanced
* Graveyards - With readable gravestones / Possible Necromancy / Looting / Desecration
* Fight Pits - Can be goblin pits / Child pits / Mage Pits / with betting, attacking, watching etc
* Shrines - Can be worshipped / ruined / looted
* Tombs - Can be delved by sending a unit / Can vary lots in size and contents
* Merclodges - Can be hired / attacked / bartered with

LOCATION TYPES BEING CODED SOON


I have some plans for each of these location types but usually more ideas and formed concepts come to me as I'm building them, so I'm looking forward to being able to playtest with all of these in the mix, and possibly more!

* Villages - Recruit / Attack / Loot / Explore
* Merchant Posts - Trade / Attack / Talk
* Mines - Collapse / Loot / Attack / Trade
* Mountains - Climb
* Taverns - Attack / Drink / Talk
* Bandit Dens - Attack / Hire / Talk
* Labyrinths - Delve / Collapse
* Towers - Explore / Destroy / Climb
* Caves - Delve
* Forts - Attack / Hire / Destroy / Talk
* Slave Hubs - Hire / Sell / Destroy / Talk
* Holes in the ground - Could contain anything, loot, a family, a crazed man etc
* Potentially some others to be decided later in dev...

HOW ITS GOING


I'm quite happy with the progress so far and in playtesting it actually feels fairly fresh! Some locations are really nice and varied even when I just repeatedly force visited the same location template type in testing, I have also become addicted to destroying every building I find once I'm done with it... I mean what does it matter I'll never come back to that location again right?

So lets have a look at some places I found in my runs so far...

A QUICK DELVE INTO THE LANDS BEYOND


A tomb to a man named Clethus but it at some point caved in so there's not much I can here aside from the extra option I have as a necromancer to raise the remnants of old Clethus and co.



And a battlefield with a few patches of scrap I can search through... why not



Must have been cave people fighting here...



A graveyard... Oh... Will I pay my respects and leave in peace?



Sorry Alarach but while you're here slumbering I have a kingdom to run, so thanks for the gigantic codpiece... doubt you'll be needing it anymore



Ok it's been looted... No need to do anything else...



Oops



Hmm, a strange hut?



A warrior?



Not the greatest Warrior but another sword is always handy!



Are they though?



Another hut?



Oh keeping watch for bandits are you? Just what a bandit would say, kill them!





A goblin fight pit?



Let's go Redbeard, no one in their right mind would be on a panicked goblin



...





Shame



Another tomb, hmm... I wonder who this Ullor feller was.



Hmm, condemend to be forgotten, I guess that's why this tomb is hidden,



It's delving time, come on peasant I'll be fine... Do you think anything disturbing could lie in the tomb of Ullor the DISTURBED. haha



Oh dear...



Next! Oh seems like the friends of Ullor ran over budget



All this for the ancient rusty fork of Ullor... Worth it? You decide



Huzzah!



But first...



And well you get the point. Seriously I could play and share the random stuff it's spitting out all day.

WHAT'S NEXT


I'm continuing to work on the locations remaining and still have some ideas for locations I have completed. I imagine villages and taverns are going to be the toughest cookies to crack but I plan to do my best with them.

If you guys have any ideas for the location types, or things of that nature I'm always happy to hear them but of course can't guarentee they will be included in the updates scope!

Cheers for reading and I hope I can deliver this awesome update soon! (Eta next few weeks ideally)

All the best

Huw

Warsim 1.0.6 (MORE NECROMANCY!)

TL:DR
* New necromancer troop source
* Consquences for necromancy
* 14 new throne room encounters
* 5 bug fixes

[h3]NEW NECRO ABILITY[/h3]

A logical new source of corpses!

* Added ability to raise the corpses of songwood graveyard as a necro

[h3]NECROMANTIC CONSEQUENCES (5 features)[/h3]

* Added 1/3 chance of -2 public op drop when resurrecting a dead arena fighter
* Added 1/3 chance of -5 public op drop when sending undead army to battle
* Added 1/3 chance of -3 public op drop when resurrecting a dead champion in battle
* Added 1/3 chance of -3 public op drop when gifting corpses to necro kingdoms
* Added 1/3 chance of -4 public op drop when you raise the undead

[h3]NECRO THRONE ROOM ENCOUNTERS (14 features)[/h3]

A bunch of new encounters for your necromantic bastards!

* Added 'corpse trade' necro throne room encounter (barter-able, randomised trade offer)
* Added 'corpse merchant' necro throne room encounter (barter-able)
* Added 'fellow necromancer passing by gift' necro throne room encounter
* Added 'dug up my ancestors for you' necro throne room encounter
* Added 'make something of my dead son' necro throne room encounter
* Added 'corpse from the outskirts' necro throne room encounter
* Added 'necro hunter' necro throne room encounter
* Added 'ashamed' necro throne room encounter
* Added 'turn your back' necro throne room encounter
* Added 'experiments' necro throne room encounter
* Added 'join the dead' necro throne room encounter
* Added 'stop the madness' necro throne room encounter
* Added 'flagon of worms' necro throne room encounter
* Added 'aunties corpse' necro throne room encounter











[h3]BUGFIXES (5 bug fixes)[/h3]

Always good to fix em, always more that follow!

* Fixed advantage over your forces text (credit u/Videovillain)
* Fixed court bard face skipping the ascii filter (credit Defender)
* Fixed Blackrow demon seller sfx bug (credit Defender)
* Fixed text bug in battle text (credit Donjondo)
* Fixed vampire law bug (shows the minimum requirement for vampires turning slaves into vampires in Baiaa) (credit Taylork)

[h3]EVERYTHING ELSE (3 features)[/h3]

Just little tweaks and changes! Thanks guys

* Added Arasuk settlement recruitment to main recruit menu (credit Defender)
* Added arasuk recruitment to recruit all free peasants option (credit Defender)
* Expanded 'are you sure end of turn' pop up even if you don't have explore chances/throne visitors left (credit Starkravingmad)

Thank you all very much!

Huw

Necromancy Savebreaking Hotfix

Got an email not too long ago with a report of a savebreaking bug (those and ctd bugs are the cream of the crop of stuff that needs to be dealt with immediately) so here's a hot fix

It's a stupid issue caused by resurrected heroes having the origin story/hero description replaced with a new one I wrote, ie instead of 'I was a roving warrior, then I joined you' a resurrected one would say 'Death Provides...' however this text is added to the save files.

The game differenciates data in saves with these '.'

So now anyone loads and it detects 3 extra dots and thinks oh this save has 3 more variables than expected and freaks out

tldr: Death provides... headaches for the dev!

If anyone does have any issues ever with their save files hit me up!

I hate to see them, but I love to see the issues behind them resolved permanently and if it wasn't for someone letting me know about this one this fix wouldn't be out so quick

Cheers guys
PS: 2 other little bugs fixed in this patch
* Fixed 'wby necromancy' dialogue option (credit Family guy and u/greaterwaagh)
* Fixed ogre referred to as goblin in seshgobz hq

Warsim 1.0.5 (Necromancy, Year Change events, Seshgoblinz and more)

TL:DR
* You can become a necromancer, raise any undead from battles, and your dead heroes
* 10 new kingdom upgrades
* 32 new events that can trigger at the end of the year
* New location and characters in Goblinwood
* 8 Bugs fixed
* New book added

Adding necromancy is something I avoided for the whole dev cycle because it felt like a can of worms... and can of worms it was... undead wriggly ones. But worth it I think, nothing worse than losing a champion and now you can do something about it. Glad to finally get this out and I hope you enjoy it
[h3]NECROMANCY (38 features)[/h3]

Long requested and a pain to make, but I am proud to be able to present... NECROMANCY! Raise your dead troops, raise your dead champions, raise a toast!

* Added hidden necromancers guild -in the first region of the south ;)
* Added ability to attack necro guild
* Added ability to join necro guild and become a necromancer
* Added ability to reread tome of necromancy
* Added ability to speak to a random necro
* Added ability to speak to necro leader (6 dialogues)
* Added ability to play southern sudden death with a guildmember undead
* Added ability to resurrect dead champions in the arena (they lose 30% strength) Reanimated Corpse of Fighter
* Added ability to resurrect resurrected dead champions in the arena (they lose 50% strength) Twice Animated Corpse of Fighter
* Added ability to resurrect 2X Resurrected dead champions in the arena (they lose 70% strength) Thrice Animated Corpse of Fighter
* Added ability to resurrect 3X Resurrected dead champions in the arena (they lose 90% strength) Shattered Remnants of Fighter
* Added screen when trying to resurrect a shattered remanant
* Added tracking alongside gold/men/lands for your unawoken corpses
* Added ability to send a NECROMANCERS SCORE to necromancer kingdoms (a special necromantic greeting, -1k corpses, +10 relation)
* Added ability to collect tithes of Blackmarket dead by visiting Necromancers hall if blackmarket is ruled by a necro leader
* Added ability to disable and enable resurrecting arena dead in kingdom reports screen
* Added ability to gain all the dead from both sides of any battle you are part of (including mercs)
* Made 5% of your unawoken corpses rot away each year
* Added roughly 2-10 corpses gained per year from your lands
* Added special necro option for the sleeping with skeletons encounter
* Added new upgrade kingdom category for necro buildings
* Made kingdom upgrades screen have new texts for barren land reclamation option
* Added new necro upgrade 'Corpse Salts' (2.5k) (slower undead rot)
* Added new necro upgrade 'Corpse Salt Sprinklers' (10k) (slower undead rot)
* Added new necro upgrade 'Corpse Salts cursed with Frost Magic' (20k) (no undead rot)
* Added new necro upgrade 'Corpse holes' (5k) (more corpses gained from your lands per year) +3
* Added new necro upgrade 'Corpses boxes' (7.5k) (more corpses gained from your lands per year) +5
* Added new necro upgrade 'Corpse collection stations' (12.5k) (more corpses gained from your lands per year) +10
* Added new necro upgrade 'Corpse collection guilds' (40k) (more corpses gained from your lands per year) +30
* Made old stone not work for necromancers
* Added ability to raise unawoken corpses to add to an existing horde at the necro guild
* Added ability to raise unawoken corpses to spawn a new horde at the necro guild
* Added ability to send undead horde to attack an enemy at the start of a battle (undead doing 5-25 dmg each)
* Added undead altar to other buildings when you become a necro
* Added ability to raise undead at the necro altar
* Added random new year event that cleanses the land (lose all unawoken corpses and any living undead horde members)
* Added ability to resurrect fallen champions during battle (but not last stands)
* Added new combat event for undead champions fighting in battle

My wonderful gnome champ


Oh no!


Hmm


HE'S ALIVE! Sort of...


Oops


Twice animated


Thrice Animated


Shattered


RIP my boi


End of turn necromancy stuff


New stuff at the end of a battle


Champ dead in battle


He's back baby!


New necromancer kingdom diplomacy


New Upgrades


[h3]IMPERIAL MILITIA RECRUITMENT UPGRADES (3 features)[/h3]

More benefits to having a big empire, more upgrades!

* Added Imperial Militia Recruitment posts (special 4th tier upgrade for militia recruitment signs) (14k) (up to 10 joiners per land extra)
* Added Imperial Militia Recruitment centres (special 5th tier upgrade for militia recruitment signs) (30k) (up to 25 joiners per land extra)
* Added Imperial Militia Recruitment complexes (special 6th tier upgrade for militia recruitment signs) (250k) (up to 100 joiners per land extra)

[h3]CHANGING OF THE YEAR (32 features)[/h3]

When the year ends and a new one comes in, sometimes it brings with it the winds of change! There are now many events that can shape or tweak a year from the next!

* Added new end of turn event system signifying a new year coming into play
* Added bird song year
* Added whispers year
* Added wind of discovery (+2 explore chance)
* Added mild hopeless feel (-3 public op)
* Added great wind of exploration (+5 explore chance)
* Added feeling on conquest (unlock empire mode one turn) (+30% attack bonus for you)
* Added kind skies and rich soil (3x farm income)
* Added harsh hand of nature (-1 land)
* Added wind of death (spawn or add to undead horde)
* Added great wind of strength (+25% bonus to attackers)
* Added wind of inspiration (5x throne visitors)
* Added discouraging eclipse (no throne visitors)
* Added little sense of progress
* Added strange feeling
* Added merc duty sense (3x merc size)
* Added nothingness in the air
* Added wind of desperation (-5 public op) (50% gambling bonus)
* Added wind of deceit (-10 public op) (+5 bandit level)
* Added feint smell of hope (+1 publoc op)
* Added feeling of the same
* Added distant stirring terror
* Added wind of stagnation
* Added feeling of mistrust (+10 bandit level)
* Added feeling of trust (+20 public op)
* Added grip of control (-10 bandit level)
* Added ill will towards you (-20 public op)
* Added militia belief (3x militia)
* Added creeping rot of desertion (small chunk desert or 1/100th of soldiers)
* Added year of goblins (double erak and krut units)
* Added year of luck (double gambling limits for arena, fightpit, brawlpit, scorppit, animalpit, blackmarket gambling den)
* Added wind of fortitude (50% strength bonus to defenders this year)





[h3]SESHGOBLINZ (12 features)[/h3]

A little den of disrepute in Goblinwood containing a colourful cast of bizarre goblins

* Added new building 'Seshgoblinz HQ' to Goblinwood
* Added Nelyc the Goblin Engineer (5 dialogues)
* Added Queen Rahc (6 dialogues)
* Added Naik the Mushroom Wizard (Can take shrooms from his hat and eat them)
* Added Irrah the foaming mouthed goblin
* Added Bocaj the Bug Collector (6 dialogues)
* Added T'tam the Drummer (Plays fast drums)
* Added Loej the Ogre (6 dialogues)
* Added Al the Ogrewife (5 dialogues)
* Added Heartfaced Goblin
* Added Firebreathing Goblin Groeg
* Added Minie the Goblin Cat

































[h3]BUGFIXES (8 bug fixes)[/h3]

Always good to fix em, always more that follow!

* Fixed holy order knights text bug (credit Tickle me Elmo)
* Fixed mute sound and music not working in ingame menu (BlueRice + LXI)
* Fixed reigning arrows - Raining arrows text bug (credit Xiaolunzi)
* Fixed bug with shallowrock mine being destroyed (showed monfort mine peasants escaping instead of shallowrock)
* Fixed You don't have enough gold to train those goblins. You need 79k but have only 106k (credit blesk)
* Fixed gnome cave intro text bug (met instead of meet)
* Fixed text bug with gnome battle pit gold not increasing each year
* Fixed gnome battle pit notifications for bet loss appearing even if you bet nothing

[h3]EVERYTHING ELSE (2 feature)[/h3]

* Added 'The Tale of Sorceror Khan' book to the Old Library in the Artifact Market
* Removed the battlescore tweaker from the arena that buffs weaker units by weakening their opponents to give them a chance (because though it increases the odds of a peasant winning against a soldier it's not fun and randomly rolls your champions super low)

Thank you all very much!

Huw