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Warsim: The Realm of Aslona News

Warsim is coming out of Early Access soon!

Hello everyone!

Just want to update you guys with the direction of Warsim going forward and what has been going on behind the scenes :)

So currently I'm working on the final update for Warsim before I push it out of early access. The early access release is almost a formality at this point as I've considered the game full and pretty much complete for a while now. But with a whole missing region of the game world it isn't complete... Enter, the Dunelands...

This is the bulk of the update, adding a whole new region, new factions, strange customs, and new locations to discover and conquer. But that's not the only thing that's coming in the next update.

I've been working on a number of sidesystems and quality of life improvements all over the game including

* A big overhaul of the unit recruitment system
* An expansion on the champion recruitment system
* Champion renaming
* Improvements to the player name generation system
* Game over screen overhaul
* Rework of financial aid from vassals and allies
* And some other smaller things

And the final boss of this update is bug fixes. We've been fortunate enough to have heaps of bug reports from people these last few months and I plan to try and tear through as many as I can. Currently I've fixed 24 bugs but there are more reports to get through and 2 particularly irksome bugs I'm currently in pursuit of.

Due to the nature of these bug reports I can't concretely say when the update will be ready but hopefully it won't be too far off.



[h2]WHATS NEXT AFTER FULL RELEASE?[/h2]

Something many will be asking no doubt, what do I do after Warsim is released from it's 7 years of development and 5 years of early access?

What's next is I'll be getting myself a nice pint to celebrate!

But seriously I've got a gargantuan list of nice ideas that I decided to ignore until full release and I've been thinking of perhaps making the list public and letting you guys choose some nice things to add :)

Watch this space

Huw

Warsim 0.8.5.4 (This update was made by an AI, 921 features +1.5 Mil Races)



Warsim has been in development since 2015 and I certainly didn't forsee an update like this in the future but hey, the future comes fast! Using a variety of AI text generators I fed a heap of different sets of Warsim content to the system and had it tell me what should come next, what come out of it was a shocking variety of content that actually fits well!

[h3]AI HUMOUR (6 new jokes)[/h3]

I put Warsim's entire joke library into the AI prompt and had it generate some jokes, it mostly kept repeatedly giving me 'Why did the chicken cross the road jokes' but in between those there were some absolutely hilarious ones as well as some very odd ones that weren't funny but just strange. You'll find these jokes now being said by court room comedians, jesters of the jester society etc.

* Added new joke 'Troll mother'
* Added new joke 'Mathventurers'
* Added new joke 'Cross the path'
* Added new joke 'The lamp'
* Added new joke 'Dwarf riddle'
* Added new joke 'Lieing ghost'

[h3]DOOKIE THE GNOME (2 features)[/h3]

After writing the above section I took another look at the bizarre and rejected jokes and decided I just couldn't get rid of them as they were gold even if they made no sense. So now a slightly brain damaged gnome in the Darkdale Jester's Society called Dookie will tell you a Joke Joke, and pool from one of the 5 rejected AI jokes! Godspeed Dookie!

* Added Dookie the Gnome to the Jester's Society in Darkdale
* Added ability to ask Dookie to tell you a joke (Randomly says 1 of 5 rejected AI jokes)







[h3]MERCENARY ORIGIN STORIES (130 new origin stories)[/h3]

130 New possible origin stories for mercenaries!

* Added 6 new AI written Anti-slaver goblin merc origin stories
* Added 124 new AI written Goblin merc origin stories (previously we had 20!)

[h3]AI GROUP NAME SUGGESTIONS (111 new name generator parts)[/h3]

Faction name generators have been expanded with new parts after putting everything the game had originally into the AI's prompt, got some awesome new stuff here!

* Added 47 new AI suggested bandit group name parts (including Atrocious/Ignoble/Underhanded/Slippery)
* Added 64 new AI suggestion kingdom name parts (including Violet-Bannered, Celadon, Arcane, Frost)

[h3]AI CHARACTER NAME SUFFIXES (15 new character name parts)[/h3]

These little bandit groups already have a number of possible name prefixes but thanks to the AI we have a few more!

* Added 15 AI generated Blackmarket Youth Bandit name suffixes (including 'the Tyke' 'the Cub' 'The Baby Face')

[h3]AI WRITTEN CHARACTER DIALOGUES (215 new dialogues)[/h3]

I fed the AI all of my dialogues for each section and had it write new ones based on what it saw, my jaw dropped at some of the stuff I saw as it was very thematically in step with what I'd already written, I've included some examples of each new set of dialogues below so you can see for yourselves :)

* Added 6 AI generated dialogues for Arasuk settlers (including this one 'The suns set and the moons rise, and all is still in the Parched Lands')
* Added new AI generated arena insult 'You're going to be a stain on the ground!'
* Added 6 AI generated Arena dialogues (including this one 'I've been to many tourneys, and I've never seen anyone as skilled as the current grand champion.')
* Added 6 AI generated Artifact market dialogues (including this new rumour 'I heard that the owner of the market is a dragon, or maybe an artifact, no one knows for sure')
* Added 5 AI generated Baiaa Vampire dialogues (including this one 'I wouldn't mind trying some of that surface blood, I bet it's delicious')
* Added 10 AI generated Bandit dialogues (including this one 'My parents were bandits, my grandparents were bandits, it's just what we do')
* Added 7 AI generated dialogues for bards (including this one 'I am getting so good at this, I might even become a lute teacher one day')
* Added 3 AI generated Darkdale Guard dialogues (including this one 'I swear, the only reason I joined the guard was so I could drink on the job.')
* Added new AI generated Goblinwood drummer dialogue 'In a few years I'll be the best drummer in all of Goblinwood!'
* Added 5 AI generated goblin prisoner dialogues (including this '[The goblin looks at you with a hopeful expression]')
* Added 8 AI generated Gorthmek Orc dialogues (including this 'I can't stand non orcs, they're just so ugly.')
* Added 14 AI generated Love Cultist dialogues (including 'I love exploring the ancient ruins and imagining what life was like for the people who lived there')
* Added 7 AI generated mage guild dialogues (including 'If you are not careful, you will end up like them [He points to a skeleton in the corner]')
* Added 7 AI generated miner dialogues (including 'I was a lot smaller when I started working here. Mining has definitely made me into a man')
* Added 21 AI generated prisoner dialogues (including '*The man looks at you with a crazed look in his eyes*')
* Added 6 AI generated dialogues for Protofolk explorer tribes (including 'We tribe like find treasure')
* Added 3 AI generated dialogues for Protofolk monster master tribes (including 'Monster good friend!)
* Added 7 AI generated dialogues for Protofolk fire tribes (incljuding 'Fire good.')
* Added 7 AI generated dialogues for Protofolk war tribes (including 'You like make big war like us?')
* Added 6 AI generated dialogues for Protofolk blue tribes (including 'Blue is good')
* Added 6 AI generated dialogues for Holy Order of the Roses (including 'I have been training with the Order for years, I am now one of the best fighters in the realm')
* Added 10 AI generated dialogues for Ruffian gangs (including 'I was playing with Chelob and we found a shiny coin on the ground!')
* Added 2 AI generated scorpion fighting pit dialogues (including 'I bet on the immortal scorpions all the time and they never disappoint.')
* Added 5 AI generated Sewer mutant dialogues (inclding 'Just because we look different doesn't mean we're monsters, we're just like you... only uglier')
* Added 10 AI generated slaver dialogues (including 'Being a slave is better than being dead')
* Added 4 AI generated Slum Fight Pit dialogues (including 'What? You want to fight too?')
* Added 3 AI generated Snowfolk dialogues (including 'The three brothers are always watching over us, we must stay ever vigilant')
* Added 11 AI generated Shaian dialogues (including 'The oysters in Shaian are the best I've ever tasted')
* Added 3 AI generated Leafburner dialogues (including 'We are the merry leafburners, We smoke and smoke and choke and choke')
* Added 3 AI generated Jester society dialogues (including 'What do you call a jester with no sense of humor? A failure.')
* Added 6 AI generated smallhaven dialogues (such as 'I think the owner of the Ox Head is a vampire')
* Added 5 AI generated Rihhm dialogues (such as 'I'm not sure what you're looking for, but you won't find it in Rihhm')
* Added 2 AI generated Rihhm dialogues if player has improved the farms (such as 'You have done so much for us, we can never thank you enough')
* Added 5 AI generated Cave gnome dialogues (such as 'I bet you could crush a goblin with one hand!')
* Added 3 AI generated Cave gnome dialogues if casino is built (such as 'I'm going to make a hat out of your skin!')
* Added new AI generated Blackmarket tavern dialogue (1.What are the three most important things in a goblin's life? Greed, violence, and mischief)

[h3]AI GENERATED NAME SUFFIXES (25 name suffixes)[/h3]

These are the extra parts added on to the champions and heroes of the world, there are already over 3000 of them, but I had the AI try and generate more based on some beardy name suffixes I already had in the game to see what it could do, here are the new ones added!

* Added AI generated name suffix 'Forestbeard' (+12 Battlescore)
* Added AI generated name suffix 'Mountainbeard' (+13 Battlescore)
* Added AI generated name suffix 'Waterbeard' (+12 Battlescore)
* Added AI generated name suffix 'Earthbeard' (+5 Battlescore)
* Added AI generated name suffix 'Metalbeard' (+20 Battlescore)
* Added AI generated name suffix 'Stonebeard' (+10 Battlescore)
* Added AI generated name suffix 'Skybeard' (+8 Battlescore)
* Added AI generated name suffix 'the Seaweedbeard' (+5 battlescore) (can be further randomised with additional parts)
* Added AI generated name suffix 'the Beard of the Moon' (+19 Battlescore)
* Added AI generated name suffix 'the Beard of the Sun' (+10 Battlescore)
* Added AI generated name suffix 'the Beard of the Stars' (+16 Battlescore)
* Added AI generated name suffix 'the Beard of the Sky' (+10 Battlescore)
* Added AI generated name suffix 'the Beard of the Clouds' (+10 Battlescore)
* Added AI generated name suffix 'the Beard of the Storms' (+12 Battlescore)
* Added AI generated name suffix 'the Beard of the Winds' (+10 Battlescore)
* Added AI generated name suffix 'the Beard of the Seas' (+11 Battlescore)
* Added AI generated name suffix 'the Beard of the Land' (+15 Battlescore)
* Added AI generated name suffix 'the Beard of the World' (+25 Battlescore)
* Added AI generated name suffix 'the Beard of the Universe' (+30 Battlescore)
* Added AI generated name suffix 'the Beard of Life' (+32 Battlescore)
* Added AI generated name suffix 'the Beard of Death' (+35 Battlescore)
* Added AI generated name suffix 'the Beard of Time' (+32 Battlescore)
* Added AI generated name suffix 'the Beard of Space' (+20 Battlescore)
* Added AI generated name suffix 'the Beard of Infinity' (+30 Battlescore)
* Added AI generated name suffix 'the Beard of Eternity' (+40 Battlescore)

[h3]AI GENERATED IN-GAME LOOT (43 loot items)[/h3]

These quest items will spawn in chests/be found burried/given as gifts etc, I fed the AI some of what we already had to see what it came up with, mostly some very interesting potions I'd never want to drink.

* Added AI generated quest item 'A sceptre that belonged to a long forgotten king' (worth 190 gold)
* Added AI generated quest item 'An emerald the size of a melon' (worth 250 gold)
* Added AI generated quest item 'a painting of a sleeping dragon' (worth 105 gold)
* Added AI generated quest item 'a painting of an orcish warrior' (worth 90 gold)
* Added AI generated quest item 'a painting of an ancient king' (worth 110 gold)
* Added AI generated quest item 'a golden statue of a long forgotten hero' (worth 160 gold)
* Added AI generated quest item 'an obsidian statue of a long forgotten hero' (worth 270 gold)
* Added AI generated quest item 'a painting of an elf maiden' (worth 70 gold)
* Added AI generated quest item 'a painting of a dark forest' (worth 80 gold)
* Added AI generated quest item 'a painting of a village in the middle of a storm' (worth 100 gold)
* Added AI generated quest item 'a potion that causes explosive diarrhea' (worth 25 gold)
* Added AI generated quest item 'a potion that turns the drinker into a chicken' (worth 29 gold)
* Added AI generated quest item 'a potion that makes the drinker's eyes bleed' (worth 22 gold)
* Added AI generated quest item 'a potion that causes uncontrollable vomiting' (worth 25 gold)
* Added AI generated quest item 'a potion that makes the drinker's skin crawl' (worth 28 gold)
* Added AI generated quest item 'a potion that make the drinker's hair fall out' (worth 21 gold)
* Added AI generated quest item 'a potion that causes the drinker to age 10 years' (worth 34 gold)
* Added AI generated quest item 'a potion that turns the drinker into a toad' (worth 37 gold)
* Added AI generated quest item 'a potion that makes the drinker's blood boil' (worth 32 gold)
* Added AI generated quest item 'a potion that turns the drinker into a rat' (worth 23 gold)
* Added AI generated quest item 'a potion that causes the drinker to explode' (worth 50 gold)
* Added AI generated quest item 'a potion that makes the drinker's head spin' (worth 10 gold)
* Added AI generated quest item 'a potion that turns the drinker into a donkey' (worth 30 gold)
* Added AI generated quest item 'a potion that makes the drinker's teeth fall out' (worth 25 gold)
* Added AI generated quest item 'a potion that make the drinker's skin turn green' (worth 29 gold)
* Added AI generated quest item 'a potion that causes the drinker to become deaf' (worth 20 gold)
* Added AI generated quest item 'a potion that causes blindness' (worth 19 gold)
* Added AI generated quest item 'a potion that petrifies the drinker' (worth 21 gold)
* Added AI generated quest item 'a potion that causes the drinker to become insane' (worth 22 gold)
* Added AI generated quest item 'a lock of ancient human hair' (worth 25 gold)
* Added AI generated quest item 'a golden statue of a six armed goddess' (worth 250 gold)
* Added AI generated quest item 'a silver statue of a four armed god' (worth 120 gold)
* Added AI generated quest item 'a steel snake ring with amber for eyes' (worth 60 gold)
* Added AI generated quest item 'a silver dragon ring with emeralds for eyes' (worth 250 gold)
* Added AI generated quest item 'a silver dragon ring with diamonds for eyes' (worth 410 gold)
* Added AI generated quest item 'a gold dragon ring with emeralds for eyes' (worth 290 gold)
* Added AI generated quest item 'a gold dragon ring with diamonds for eyes' (worth 490 gold)
* Added AI generated quest item 'a steel dragon ring with amber for eyes' (worth 60 gold)
* Added AI generated quest item 'a silver phoenix ring with emeralds for eyes' (worth 250 gold)
* Added AI generated quest item 'a silver phoenix ring with diamonds for eyes' (worth 410 gold)
* Added AI generated quest item 'a gold phoenix ring with emeralds for eyes' (worth 290 gold)
* Added AI generated quest item 'a gold phoenix ring with diamonds for eyes' (worth 490 gold)
* Added AI generated quest item 'a steel phoenix ring with amber for eyes' (worth 60 gold)

[h3]AI SUGGESTED CREATURE SETS (1,596,000 new races, +6 Kingdom types, +6 animal types)[/h3]

I fed the AI all the current animals and it filled in some missing ones and wrote the descriptions for them, how I didn't have Zebras in I don't know but thank you AI! Also it suggested Zorses which I had to research but they are indeed real. Thanks to Warsim's very robust creature systems these can show up all over the place now, as group names, as any of over 500k in-game races, as modified variants in animal fight pits and battling adventurers, so you may see a group of hearty goblin adventurers defeated by a band of Chaos Zorses!

I had to slightly tweak the data for some of them but the AI correctly understood the use of the stats and gave fairly appropriate ones to the creatures in question based on my prompt data so I am very impressed... And perhaps a little creeped out.

* Added new creature 'Zorse'
* 266'000 new Zorse based races available in the game!
* Added New Race type 'Zorse Folk'
* Added New Race type 'Zorsemen'
* Added New Race type 'Were-Zorses'
* Added New Race type 'Evolved Zorses'
* Added New Race type 'Half-Zorses'
* Added New Race type 'Shapeshifting Zorses'
* Added New Race type 'Exo-Zorses'
* Added New Race type 'Demi-Zorses'
* Added New Race type 'Zorselings'
* Added new kingdom type 'Zorsedom'
* Added new creature 'Zebra'
* 266'000 new Zebra based races available in the game!
* Added New Race type 'Zebra Folk'
* Added New Race type 'Zebramen'
* Added New Race type 'Were-Zebras'
* Added New Race type 'Evolved Zebras'
* Added New Race type 'Half-Zebras'
* Added New Race type 'Shapeshifting Zebras'
* Added New Race type 'Exo-Zebras'
* Added New Race type 'Demi-Zebras'
* Added New Race type 'Zebralings'
* Added new kingdom type 'Zebradom'
* Added new creature 'Ocelot'
* 266'000 new Ocelot based races available in the game!
* Added New Race type 'Ocelot Folk'
* Added New Race type 'Ocelotmen'
* Added New Race type 'Were-Ocelots'
* Added New Race type 'Evolved Ocelots'
* Added New Race type 'Half-Ocelots'
* Added New Race type 'Shapeshifting Ocelots'
* Added New Race type 'Exo-Ocelots'
* Added New Race type 'Demi-Ocelots'
* Added New Race type 'Ocelotlings'
* Added new kingdom type 'Ocelotdom'
* Added new creature 'Midge'
* 266'000 new Midge based races available in the game!
* Added New Race type 'Midge Folk'
* Added New Race type 'Midgemen'
* Added New Race type 'Were-Midges'
* Added New Race type 'Evolved Midges'
* Added New Race type 'Half-Midges'
* Added New Race type 'Shapeshifting Midges'
* Added New Race type 'Exo-Midges'
* Added New Race type 'Demi-Midges'
* Added New Race type 'Midgelings'
* Added new kingdom type 'Midgedom'
* Added new creature 'Scorpion'
* 266'000 new Scorpion based races available in the game!
* Added New Race type 'Scorpion Folk'
* Added New Race type 'Scorpionmen'
* Added New Race type 'Were-Scorpions'
* Added New Race type 'Evolved Scorpions'
* Added New Race type 'Half-Scorpions'
* Added New Race type 'Shapeshifting Scorpions'
* Added New Race type 'Exo-Scorpions'
* Added New Race type 'Demi-Scorpions'
* Added New Race type 'Scorpionlings'
* Added new kingdom type 'Scorpiondom'
* Added new creature 'Sparrow'
* 266'000 new Sparrow based races available in the game!
* Added New Race type 'Sparrow Folk'
* Added New Race type 'Sparrowmen'
* Added New Race type 'Were-Sparrows'
* Added New Race type 'Evolved Sparrows'
* Added New Race type 'Half-Sparrows'
* Added New Race type 'Shapeshifting Sparrows'
* Added New Race type 'Exo-Sparrows'
* Added New Race type 'Demi-Sparrows'
* Added New Race type 'Sparrowlings'
* Added new kingdom type 'Sparrowdom'

[h3]OTHER AI GENERATED CONTENT (374 pieces of content)[/h3]

For the stuff that doesn't fit anywhere else!

* Added 8 AI generated crowns for enemy rulers
* Added 296 AI generated kingdom names (such as 'Zarandor' 'Nehradar' 'Avalia' 'Dvargard')
* Added 36 AI generated name suffix additions (such as Tombguard/Templeguard/Wildstalker/Lighthouseguard)
* Added 34 AI generated Gnome Insults (My favourite 'You're about as useful as a one legged man in an arse kicking contest!')

THIS LITTLE EXTRA STUFF HERE WASN'T DONE BY AN AI


[h3]ARE YOU SURE? (7 features)[/h3]

After a discussion with NZKD Katz on steam this new system was devised to prevent accidental destruction!

* Added new check when making big descisions such as destroying the Arena
* Added alternate text and options if you have no soldiers
* Added option to go ahead with it anyway
* Added option to change your mind
* Added option to scold the guard/servant who asked you
* Added option to kill guard/servant who asked you (-troop -public op)
* Added killing guard or scolding guard prevents you being asked again





[h3]BUGFIXES (3 bug fixes)[/h3]

A few little fixes here, I'm currently on the trail of some very annoying adventurer update issues that I thought were a thing of the past so I'll be tinkering away trying to fix those now!

* Fixed bug with foreign merc signs text when fully upgraded
* Fixed retreating from battle still does weather skip system (Credit LML5280)
* Fixed duplicate faction name part

[h3]EVERYTHING ELSE (1 feature)[/h3]

* Removed 2 duplicate crown parts

[h3]WHAT'S NEXT[/h3]

I have some bugs with the adventurers to fix, but after that I'm finally ready to start on the Dunelands, the Dunelands will also be the last major content update before I bring Warsim into full release! I am beyond excited and this has been a long time coming :)

Viva Warsim

Huw

Warsim 0.8.5.3 (Adventurer's Overhaul, 340 features)

It's finally here! I'm so glad to bring this out to you all and I hope you all enjoy! Adventurers were added a bit haphazardly many many years ago and I planned to fix the problems they had but got caught up in Warsim's ever growing feature creep for years. Now on the road to full release and closing all these loose ends I planned to overhaul adventurers and honestly it's been much bigger than I thought it would be, without further ado... (oh and I'll put all the screenshots at the bottom)

[h3]ADVENTURER GROUPS REWORKED (43 features)[/h3]

This is the 'main' section but this adventurers update has expanded to have so much content in it it's hard to properly categorise it all! I also must admit that at one point I got super stuck in with adventurer diplomacy code so much so that I was forgetting to actively update what had been changed so this changelog is a little incomplete.

* Added new option to view the groups stats
* Added new indicator if adventurer group is defeated
* Added alternate description and intro text if adventurer group is defeated
* Reworked main adventurer group menu
* Blocked some options on adventurer menu if the group is dead
* Added new notification when adventurer groups are killed off
* Added 5 different death screens for dead adventurer groups
* Added ability to permanently disable dead adventurer group notifications
* Added secret menu '69' on adventurers screen (Not so secret now I guess)
* Added 'wipe group out' adventurer cheat
* Added 'add 10 troops' adventurer cheat
* Added 'Give 99 emissaries' adventurer cheat
* Added 'Give 99 raids' adventurer cheat
* Added 'add 100 to their reputation ' adventurer cheat
* Added 'set group to have a single member' adventurer cheat
* Added new kingdom upgrade to guilds (Emissaries)
* Added 'Emissary Hut' upgrade (500 gold) (2 Emissaries per turn)
* Added 'House of Emissaries' upgrade (3000 gold) (3 Emissaries per turn)
* Added 'Emissaries Little Guild Hall' upgrade (15000 gold) (4 Emissaries per turn)
* Added 'Emissaries Guild Hall' upgrade (30000 gold) (5 Emissaries per turn)
* Added 'Grand Emissaries Guild Hall' upgrade (65000 gold) (6 Emissaries per turn)
* Added -2 odds of group meeting you if you own no slaves and they are a slaver group
* Added +10 odds of group meeting you if you own 10000+ (slaves+slave soldiers) and they are a slaver group
* Added +5 odds of group meeting you if you own 5000+ (slaves+slave soldiers) and they are a slaver group
* Added +2 odds of group meeting you if you own 1000+ (slaves+slave soldiers) and they are a slaver group
* Added +1 odds of group meeting you if you own 1+ (slaves+slave soldiers) and they are a slaver group
* Added +2 odds of slaver/thief group meeting you if you have -1 to -25 public opinion
* Added +4 odds of slaver/thief group meeting you if you have -26 to -50 public opinion
* Added +6 odds of slaver/thief group meeting you if you have -51+ public opinion
* Added -2 odds of slaver/thief group meeting you if you have 25 to 49 public opinion
* Added -4 odds of slaver/thief group meeting you if you have 50 to 74 public opinion
* Added -6 odds of slaver/thief group meeting you if you have 75+ public opinion
* Added +5 odds of slaver group meeting you if you own the slaver's fort
* Added chance gold gift to adventurers is lost (1/6 chance)
* Added chance gold gift to adventurers is stolen by emissary (1/6 chance)
* Added chance gold gift is stolen by adventurers and they refuse to meet (1/6 chance)
* Added refusal to meet and gold refunded adventurer meeting fail
* Added unreachable adventurer meeting fail
* Added elusive adventurer meeting fail
* Added warm gretting but refusal adventurer meeting fail
* Added you'll need to do better adventurer meeting fail
* Added ability to send a warband out to attack adventurers
* Added chance of loot item (50% odds) when destroying group via a warband

[h3]ADVENTURER QUESTS (137 features... or 7.9 billion)[/h3]

There are A LOT of a new quests and adventures that can be had... A lot... 7,919,749,963 to be exact!

* Added 1026 total randomised human npcs who can fight adventurers (southern farmers, mad blacksmiths, wise gamblers)
* Added new theft adventurer quest 'Rob a treasure from some horde bandits'
* Added new wealth adventurer quest 'Kill and loot a small band of horde bandits'
* Fixed text bug in merc vs adventurers quest text
* Added new slaver adventurer quest 'Small band of Horde bandits'
* Added new slaver adventurer quest 'Mercs vs Slavers' (If adventurers win, +random slaves)
* Added new slaver adventurer quest 'Slave raid on Rihhm'
* Added new slaver adventurer quest 'Attacking knights of Your Kingdom' (rare encounter)
* Made slaver adventurers capturing militiamen from your kingdom take between 3 and 15 militamen instead of always 15, and made it also show in the turn report notification how many militamen they took as slaves
* Added new slaver adventurer quest 'fighting and enslaving goblin mercs'
* Added new slaver adventurer quest 'fighting and enslaving tavern drunkards'
* Added new slaver adventurer quest 'fighting and enslaving bandit mercs'
* Added new slaver adventurer quest 'fighting and enslaving goblin thieves'
* Added new slaver adventurer quest 'fighting and enslaving travelling blacksmiths'
* Added new slaver adventurer quest 'fighting and enslaving trainee mercenaries'
* Added new slaver adventurer quest 'fighting and enslaving old mercenaries'
* Added new slaver adventurer quest 'fighting and enslaving pit fighters'
* Added new slaver adventurer quest 'fighting and enslaving goblin explorers'
* Added new killer adventurer quest 'fighting goblin explorers'
* Added new killer adventurer quest 'fighting pit fighters'
* Added new killer adventurer quest 'fighting old mercenaries'
* Added new killer adventurer quest 'fighting goblin mercenaries'
* Added new killer adventurer quest 'fighting trainee mercenaries'
* Added new killer adventurer quest 'fighting travelling blacksmiths'
* Added new killer adventurer quest 'fighting tavern drunkards'
* Added new killer adventurer quest 'fighting goblin theives'
* Added new killer adventurer quest 'fighting bandit mercs'
* Added new generic adventurer quest 'fun summer'
* Added new generic adventurer quest 'combat training'
* Added new generic adventurer quest 'hidden den party'
* Added new generic adventurer quest 'tavern travel'
* Added new generic adventurer quest 'labyrinth troubles'
* Added new generic adventurer quest 'boat hitch'
* Added new generic adventurer quest 'gorge of friends'
* Added new generic adventurer quest 'year away from civilisation'
* Added new generic adventurer quest 'adventurous rumour'
* Added new generic adventurer quest 'lost in the canyon'
* Added new killer adventurer quest 'illusionary goblins'
* Added new wealth adventurer quest 'working for old folk'
* Added new theft adventurer quest 'wizards fake loot'
* Added new wealth adventurer quest 'wizards work'
* Added new slaver adventurer quest 'Enslaving an old friend'
* Added new killer adventurer quest 'Fighting a random group' (randomsied human enemies)
* Added new generic quest 'historical adventurers'
* Added new generic quest 'tavern tab troubles'
* Added new generic quest 'false map'
* Added new generic quest 'mediation mountains'
* Added new generic quest 'live in tavern'
* Added new generic quest 'false map to random location' (100s of variants)
* Added new generic quest 'adventure theory'
* Added new generic quest 'undiscovered land'
* Added new generic quest 'sandcastle'
* Added new generic quest 'skip stones'
* Added new generic quest 'insult battle' (if cave gnomes discovered)
* Added new generic quest 'biggleroll' (if cave gnomes discovered)
* Added new generic quest 'live with cavegnomes' (if cave gnomes discovered)
* Added new generic quest 'live in crypt'
* Added new generic quest 'live in cove'
* Added new generic quest 'sail the coast'
* Added new generic quest 'camp in the south'
* Added new generic quest 'live with swamp gobs'
* Added new generic quest 'new recruit drop out'
* Added new generic quest 'false rumour of random item' (100s of variants)
* Added new generic quest 'tavern tales'
* Added new generic quest 'farmers trap'
* Added new generic quest 'no good candidates'
* Added new generic quest 'new recruit mind change'
* Added new wealth AND theft quest 'misplaced treasure map'
* Added new wealth adventurer quest 'sold a cool rock' (10-160 gold) (1 rep)
* Added new wealth adventurer quest 'menial jobs' (5-30 gold) (1 rep)
* Added new wealth adventurer quest 'escort caravan' (20-220) (2 rep)
* Added new wealth adventurer quest 'escort bards' (10-110 gold) (3 rep)
* Added new wealth adventurer quest 'basic merc work' (50-300 gold) (2 rep)
* Added new wealth adventurer quest 'begging' (1-100 gold) (no rep gain)
* Added new wealth adventurer quest 'hunted rare game' (90-290 gold) (3 rep)
* Added new wealth adventurer quest 'river fishing' (5-45 gold) (1 rep)
* Added new wealth adventurer quest 'heatwave water' (60-360 gold) (no rep gain)
* Added new wealth adventurer quest 'road pickings' (1-100 gold) (1 rep)
* Added new wealth adventurer quest 'furniture upcycle' (25-175 gold) (1 rep)
* Added new wealth adventurer quest 'begging on a trade road' (2-200 gold) (no rep gain)
* Added new wealth adventurer quest 'armwrestling ring' (20-520 gold) (3 rep)
* Added new wealth adventurer quest 'wealthy merchant work' (150-1150 gold) (2 rep)
* Added new wealth adventurer quest 'work as guards' (50-200 gold) (2 rep)
* Added new wealth adventurer quest 'berry harvesting' (10-40 gold) (no rep gain)
* Added new wealth adventurer quest 'mushroom harvesting' (5-75 gold) (no rep gain)
* Added new wealth adventurer quest 'goblin merchant deal' (3-300 gold) (1 rep)
* Added new wealth adventurer quest 'door to door oddjobs' (5-255 gold) (2 rep)
* Added new wealth adventurer quest 'shell jewelry' (10-90 gold) (1 rep)
* Added new wealth adventurer quest 'arrow crafts' (2-17 gold) (no rep gain)
* Added new wealth adventurer quest 'fishing for gold' (3-1000 gold) (no rep gain)
* Added new wealth adventurer quest 'favour' (for a random questgiver)
* Added new wealth adventurer quest 'delve a cave on a rumour' (random quest item)
* Added new wealth adventurer quest 'box floating on the river' (random quest item)
* Added new wealth adventurer quest 'capture southern snakes'
* Added new wealth adventurer quest 'help build a watchtower'
* Added new wealth adventurer quest 'door to door singing'
* Added new wealth adventurer quest 'guarding a random location' (100s of possible encounters)
* Added new wealth adventurer quest 'coinflip for a chest'
* Added new wealth quest 'guard horses for random person' (100s of variants)
* Added new wealth quest 'inner city protection' (100s of variants)
* Added new wealth quest 'boat tours for commoners'
* Added new generic theft quest 100+ different possible encounters
* Added new theft adventurer quest 'snatch box from back of caravan' (random loot item) (3 rep) (1/2 odds of fail)
* Added new theft adventurer quest 'grave robbers' (10-160 gold) (1 rep) (1/3 odds of fail)
* Added new theft adventurer quest 'Bridge crate fishing' (random loot item) (4 rep) (1/2 odds of fail)
* Added new theft adventurer quest 'gold for the poor?' (10-50 gold) (1 rep) (1/3 odds of fail)
* Added new theft adventurer quest 'successful treasure hunters' (random loot item) (4 rep) (1/2 odds of fail)
* Added new theft adventurer quest 'successful and drunk gambler' (100-600 gold) (1 rep) (unfailiable)
* Added new theft adventurer quest 'beat up a merchant' (random loot item) (2 rep) (unfailable)
* Added new theft adventurer quest 'pretend guards' (random loot item) (5 rep) (1/2 odds of fail)
* Added new theft adventurer quest 'rob a caravan' (random loot item) (4 rep) (1/2 odds of fail)
* Added new theft/wealth adventurer quest 'item from the gift tree' (1 rep) (random loot item)
* Added new theft/wealth adventurer quest 'gold from the gift tree' (1 rep) (2-102 gold)
* Added new theft adventurer quest 'Robbing gift tree visitors' (5 rep) (200-1200 gold)
* Added new theft adventurer quest 'Robbed lyric sheet' (10 rep) (300-700 gold) (1/3 odds of fail)
* Added new theft adventurer quest 'crow thief'
* Added new theft adventurer quest 'invisible robe'
* Added new theft adventurer quest 'steal item from random person'
* Added new theft adventurer quest 'street peddler'
* Added new theft adventurer quest 'goblin grease'
* Added new wealth adventurer quest 'Protecting random pet for random person' (100s of variants)
* Added new wealth adventurer quest 'travel as bards'
* Added new wealth adventurer quest 'grunting in orc lands'
* Added new wealth adventurer quest 'small errands for random person' (many variants)
* Added new wealth adventurer quest 'help build a random location' (many variants)
* Added new wealth adventurer quest 'Bandit toll road'
* Added new wealth adventurer quest 'Sheep stealing giant'
* Added new wealth adventurer quest 'Troll cave'
* Added new wealth adventurer quest 'merchant enslaved'
* Added new wealth adventurer quest 'rescue a damsel'
* Added new wealth adventurer quest 'famous gauntlet'
* Added new theft adventurer quest 'robbing a successful beggar'
* Added new theft adventurer quest 'Beggar of straw'
* Added new theft adventurer quest 'Loney widow scam'
* Added new theft adventurer quest 'Coinflip scam'
* Added new theft adventurer quest 'Ancestral Heritage Lie'
* Added new theft adventurer quest 'Recruitment scam'

[h3]ADVENTURER DEBUG (5 features)[/h3]

Just an expansion to the debug mode allowing players to re-roll new adventurer groups in and to see them as having all the same goal for whatever reason

* Added new debug menu option to reroll adventurer groups
* Added new debug menu option to reroll adventurer groups forcing them to all be wealth motivated
* Added new debug menu option to reroll adventurer groups forcing them to all be kill motivated
* Added new debug menu option to reroll adventurer groups forcing them to all be theives
* Added new debug menu option to reroll adventurer groups forcing them to all be slavers

[h3]ADVENTURERS VS MONSTERS (18 features)[/h3]

There is a chance that during their adventures adventurer groups of any kind can face off against some monsters!

* Added 261 different possible animal attack adventurer encounters (1566 total including the modifiers)
* Added system to use the 200+ race traits in game to further modify animals used in adventurer encounters (1/2 odds of animal having a race trait, ie cave dogs, fire cats etc)
* Added new generic adventurer quest 'Wild lone wolf'
* Added new generic adventurer quest 'Large pack of wolves'
* Added new generic adventurer quest 'Horde of wolves'
* Added new generic adventurer quest 'Group of wild goblins'
* Added new generic adventurer quest 'Cave monster'
* Added new generic adventurer quest 'Lone Wild goblin'
* Added new generic adventurer quest 'Pair of zombies'
* Added new generic adventurer quest 'Lone Zombie'
* Added new generic adventurer quest 'Pack of zombies'
* Added new generic adventurer quest 'Horde of zombies'
* Added modifier system for generic battle encounters for adventurers
* Added 'Frenzied' creatures (+20% hp) (+1 rep gained for beating them)
* Added 'Possessed' creatures (-10% hp)
* Added 'Rabid' creatures (+10% hp) (+1 rep gained for beating them)
* Added 'Wounded' creatures (-50% hp) (-1 rep for beating them)
* Added 'Armoured' creatures (+50% hp) (+2 rep gained for beating them)

[h3]ADVENTURER SLAVE RAIDS (20 features)[/h3]

Adventurer groups motivated by slaving will raid locations holding slaves, these can vary lots with 88 different types of slaver opponent.

* Added new slaver adventurer quest 'raiding an upstart slaver group' (2 rep, 3-42 slaves, 500hp)
* Added new slaver adventurer quest 'raiding a lone slaver' (1 rep, 3-12 slaves, 50hp)
* Added new slaver adventurer quest 'raiding a two bit slaver gang' (1 rep, 3-22 slaves, 250hp)
* Added new slaver adventurer quest 'raiding a small slaver den' (3 rep, 3-32 slaves, 750hp)
* Added new slaver adventurer quest 'raiding a slaver den' (5 rep, 3-52 slaves, 1200hp)
* Added new slaver adventurer quest 'raiding a slaver caravan'(5 rep, 3-32 slaves, 900hp)
* Added new slaver adventurer quest 'raiding a rival slaver gang'(8 rep, 3-102 slaves, 1300hp)
* Added new slaver adventurer quest 'raiding a pair of goblin slavers'(1 rep, 3-27 slaves, 100hp)
* Added new slaver adventurer quest 'raiding a slaver warband'(12 rep, 3-202 slaves, 2500hp)
* Added slaver raid group modifier 'Heavily armoured' (2.5x hp, +3 rep)
* Added slaver raid group modifier 'undead' (10% less hp, +1 rep)
* Added slaver raid group modifier 'battle hardened' (+20% hp, +1 rep)
* Added slaver raid group modifier 'pacifist' (-90% hp, -1 rep)
* Added slaver raid group modifier 'armoured' (1.5x hp, +2 rep)
* Added slaver raid group modifier 'sickly' (-70% hp, -1 rep)
* Added slaver raid group modifier 'warready' (1.8x hp, +2 rep)
* Added slaver raid group modifier 'cursed' (-50% hp, -1 rep)
* Added slaver raid group modifier 'drunk' (-20% hp, +1 rep)
* Added slaver raid group modifier 'lightly armoured' (+10% hp, +1 rep)
* Added randomised throne room visitor name system to slave capture events for slaver groups

[h3]ADVENTURER RECRUITMENT EXPANDED (8 features)[/h3]

Adventurers could already hire from a number of locations, I've expanded it with a few more!

* Added new adventurer recruits event location 'handing out hiring scrolls' (6+ recruits)
* Added new adventurer recruits event location 'spreading the word' (5+ recruits)
* Added new adventurer recruits event location 'marching through a small village' (3+ recruits)
* Added new adventurer recruits event location 'local craft market' (2+ recruits)
* Added new adventurer recruits event location 'mercenary post' (4+ recruits)
* Added new adventurer recruits event location 'Meet and greet' (10+ recruits)
* Added new adventurer recruits event location 'pub crawl' (2+ recruits)
* Added new adventurer recruits event location 'running from something' (3+ recruits)

[h3]ADVENTURER MILESTONES (13 features)[/h3]

Now when the adventurers hit huge milestones, 1000 kills, 1000 slaves, or 25k gold stolen or earned, they can do a number of things with their glory that can alter the world, or maybe they'll just head off.

* Added 'Huge ship' wealth adventurer milestone event
* Added 'Gift' wealth adventurer milestone event
* Added 'Gambling' wealth adventurer milestone event
* Added 'Brawl' death adventurer milestone event
* Added 'Suicide' death adventurer milestone event
* Added 'Cliff' death adventurer milestone event
* Added 'Stab Circle' death adventurer milestone event
* Added 'Retire wealthy' bandit adventurer milestone event
* Added 'Join Phenor' bandit adventurer milestone event
* Added 'New bandit settlement' bandit adventurer milestone event
* Added 'Slave revolt' slaver adventurer milestone event
* Added 'Slave settlement' slaver adventurer milestone event
* Added 'Slave delivery' slaver adventurer milestone event

[h3]RANDOMISED ADVENTURER START (4 features)[/h3]

At the start of any new game all the adventurers start at 0, this means that 100s and 100s of in-game years later when the groups can finally hit their major milestones it tends to all be around similar times. I've added this to both make the milestones come a little quicker, and to ensure it's not so distant for some either.

* Added wealth adventurers start with up to 5000 gold instead of always 0
* Added death adventurers start with up to 100 kills instead of always 0
* Added theif adventurers start with up to 4000 gold instead of always 0
* Added slaver adventurers start with up to 150 slaves instead of always 0

[h3]RANDOM QUEST-GIVERS EXPANDED (3 features)[/h3]

The quest giver system has been expanded massively meaning there are tons more possible events!

* Added 7 new random quest givers to all in game encounters that use them
* Added rare named questgivers
* Added randomised questgivers used throne room visitor name system (Adding 100s of new possible questgivers)

[h3]MINOR BANDIT INTERACTIONS (4 features)[/h3]

Prior to this the only interactions adventurer groups could have were with the bandit horde if it was alive. Now the many interesting bandit groups in the world can also be interacted with or ruined by adventurers

* Added new slaver adventurer quest 'fight and enslave minor bandits'
* Added new theft adventurer quest 'steal from minor bandits'
* Added new wealth adventurer quest 'kill and loot minor bandits'
* Added new killer adventurer quest 'kill some minor bandits'

[h3]SOLO ADVENTURERS (3 features)[/h3]

Lone adventurers can exist and now they've been given their own system!

* Fixed super strong races generating adventurer groups that are memberless
* Added solo adventurer groups to the system (can be hired as champions)
* Added new text and notifications for a solo adventurer group (1 member)

[h3]ADVENTURERS STALL (4 features)[/h3]

See a stall of motley adventurers selling mouldy twigs? Now any money motivated adventurer groups will be keeping the economy running with their strange junk!

* Added new wealth adventurer quest 'selling items at a stall' (1/3 odds of failure to sell anything)
* Added 25 sellable item types (dagger/lute/sword/tomes/goblin teeth etc)
* Added 27 value modifiers (soggy/mouldy/royal/shimmering etc)
* 700 randomly generated stalls in total that can be set up

[h3]WAGON MEN ADVENTURERS EVENTS (6 features)[/h3]

The wagon man can now interact with adventurers and if there's enough of them trading with him and the player also has a trade route it can be very beneficial

* Added new Wagon Man Bonus that Adds 50 gold to the wagon mens trade profit roll (before modifiers like roads etc)
* Made Wagon mans bonus fade at the end of each year
* Made wagon men encounters only happen when wagon man is alive
* Added new wealth adventurer quest 'traded with the wagon man' (3-1000 gold) (1 rep) (+2 wagon man bonus)
* Added new wealth adventurer quest 'escorted a wagon man caravan' (60-660 gold) (2 rep) (+1 wagon man bonus)
* Added new wealth adventurer quest 'did a favour for the wagon man' (5-55 gold) (3 rep) (+1 wagon man bonus)

[h3]THRONE ROOM ADDITIONS (5 features)[/h3]

Some new throne room encounters to keep things interesting!

* When someone mocks you in the throne room and runs, added the ability to react (credit Pank)
* Added 5 outcomes for failing to arrest/kill an insulter
* Added 5 outcomes for failing to trap door and insulter
* Added new alternate encounter for 'Witch curse demon' if you are demonic overlord (now you can recruit the cursed demon into your army) (credit Alviddad)
* Added new alternate encounter for 'Cursed sword demon' (same as above)

[h3]WAITING WEATHER (6 features)[/h3]

Fighting Fire-Trolls and just got flaming rain weather? Now you can wait it out and hope for something better. Or perhaps you have one too many chaos orbs and fancy flinging one of them into the sky to get something crazy! The choice as always, is yours.

* Added ability to wait for another weather in battle (but no fleeing if you do)
* Added ability to flee battle upon seeing the weather
* Added ability to sling a chaos orb into the sky to get a rare weather (costs 1 orb)
* Added new pre-fight text if weather was changed by waiting
* Added new pre-fight text if weather was changed by chaos orb
* Fixed rare weather descriptions don't happen when ascii disabled

[h3]HALL OF OLD MAGES LITTLE CHANGES (10 features)[/h3]

Just a little expansion of the hall of old mages to be more interactive

* Added new door opening scene for ancient beasts room in Hall of Old Mages in Shaian in the South
* Added new door opening scene for torture room in Hall of Old Mages
* Added new door opening scene for room of truth
* Added new door opening scene for room of mystery
* Added new door opening scene for room of death
* Added new door opening scene for room of master
* Added new door opening scene for room of secrets
* Reworked screen for torture room
* Reworked screen for Demony Study room
* Added new sound effect for doors being unlocked in Hall of Old Mages

[h3]AI GENERATED WARSIM CONTENT... YEP (14 features)[/h3]

After a very lovely person introduced me to the AI algorythm I was able to feed it a bunch of pre-existent Warsim content and get stuff that very much fit the theme back out. With all the AI art buzz on the internet at the moment it's awesome to be able to get some of this robot-effort put into growing Warsim :)

* Added 31 AI generated Demon names
* Added 21 AI generated Vampire names
* Added 4 AI generated Abomination names (including the incredible Flurgleblurgleflarpitydoo)
* Added 21 AI generated Cthuul names
* Added 6 AI generated Skeerok names
* Added 3 AI generated Protofolk names
* Added 16 AI generated Golem names
* Added 21 AI generated Goblin names
* Added 54 AI generated Ent names
* Added 87 AI generated Orc names
* Added 31 AI generated Gnome Insults
* Added 27 AI generated Arena Battle Insults
* Added AI generated name suffix (the Axe-Manipulator) (+39 battlescore)
* Added AI generated name suffix (the Cacti Grazer) (+10 battlescore)

[h3]BUGFIXES (19 features)[/h3]

Bug fixes, an essential part of healthy game dev... right?

* Fixed graphic bug showing two lines instead of one when sending an unarmoured monster to battle
* Fixed bug allowing slavers fort to be won even if you didn't kill everyone as long as slaver lords are killed (credit Arnold18)
* Fixed game crash when bandits with 0 lands try to raid the player (credit Darrthscorrp)
* Fixed 2 text bugs for Colossal arena (credit Codychan)
* Fixed Holy order of the roses not using the new combat system unless they have a low relation with you (credit Omer)
* Fixed 15+ 'Chains and broken' instead of 'Chains are broken' text bug (Credit Arnold18)
* Fixed game showing interest when the player has too much gold to get any
* Fixed 4 text bugs in merc conversion text
* Fixed missing menu option for converting goblins to mercs
* Fixed broken graphic for converting goblins to mercs
* Fixed broken graphic for converting peasants to mercs
* Fixed 'I'd rather die than serve you cretin' enemy leader death looping forever
* Fixed text bug for Sylvan Hovel encounter location
* Fixed bug with text when recruiting a fifth champion (Credit Failbert)
* Fixed several text bugs (Credit u/noodlesoupstrainer)
* Removed 2 duplicate abomination names
* Removed a duplicate Skeerok name
* Removed a duplicate gnome insult
* Fixed bug with form Mages (credit bunbun39)

[h3]EVERYTHING ELSE (18 features)[/h3]

The loose stuff that couldn't fit anywhere else!

* Added 9 new human names (credit LexTheMighty)
* Added missing stats and info to 'provide goblins to goblin mercs' screen
* Added missing stats and info to 'provide demons to demonic mercs' screen
* Added missing stats and info to 'provide peasants to militia mercs' screen
* Added new event if your black bank vault holds more than 1 billion gold (Credit Margam)
* Added new event if your royal bank vault holds more than 1 billion gold (Credit Margam)
* Made mad king game start always begin with Trap door installed
* Added 789 secret code on main menu to unlock cheats again after blocking them (for emergencies)
* Added new random loot item 'Barnacle encrusted ancient sword' (worth 220 gold) (credit u/VideoVillain)
* Reworked pages and communities section
* Added new text in bank main screen when player has more than 1'000'000'000 gold
* Made warsim window say 'Warsim: The Realm of Aslona' instead of the file location
* Made minor bandit battle deaths show the name of their gang 'Lost Sons Bandit killed' instead of 'Bandit Killed'
* Made minor bandit warlord battle deaths show the name of their gang 'Lost Sons Bandit Warlord Killed'
* Added 'a clay statue of a fungus covered buffalo with a mushroom for a tail' random loot item worth 267 gold (credit u/Voliol)
* Added generic advice 'Anything is an official title if you're brave enough' credit Leechgirl
* Added new patreon sub LexTheMighty to Gro'Lok's stump (Legend, thank you!)
* Added 2 new minotaur names

[h3]SCREENSHOTS[/h3]

Goblin grease you say?!


Gnomes don't play around


Arrest them!


Arrested!


Some of the names produced by 5h0's new race name system, they aren't normally this common though, this was just for a test


Killed by action hippos, that's rough


Killed by battle horses? that's worse


Killed by a sheep stealing giant eh? Noble way to go


Killed by... Bone Crickets? Ew


Killed by chaos basilisks, okay you win that's the worst


Killed by village idiots!?! For shame


Sigh... Those were the farmer's children weren't they


Great success!


The new diplomacy system for adventurers


[h3]WHAT'S NEXT[/h3]

There's still a lot of stuff to tackle but ideally I'll be making a start on the final unfinished region of the game, the DUNELANDS! I am beyond excited as the region has been fully planned out for ages now

Viva Warsim

Huw

The Current State of the Adventurer's Update

​Hello everyone,

It's been too long since Warsim has had an update, and that as usual makes me feel a bit uncomfortable. The reason for the wait is a good one though, this adventurers update has ballooned into one of the biggest Warsim updates ever with over 7 billion new Warsim adventurer quests added, a total overhaul of Adventurers with much deeper effects in the world, new and revised systems for contacting them and conducting diplomacy and tons more!

It's nearing the final stages now as all I have to do is finish my testing, getting the saving and loading of the adventurer files to work better, and then it should be good to go.

I have two main concerns on the road to this updates release.

During a playtest where I spawned 10x the number of groups than the game default provides, I ran 300 years of adventuring and near the end, for no clear reason, there was a lone crash. I went back and tried to replicate it with no success, and I honestly have no clue what could have caused it.

I'm honestly sad it was so rare because the cause of it could be literally anything. There is nothing worse than a crash bug and those are the ones I focus on most.

The other concern is that the update has so many new features and parts that mentioning them in one changelog might be too big to post on as most places have a character limit and I have had this issue before with a previously gargantuan update, I suppose that's a good problem to have unlike the former!

Regardless, thank you for reading and following along, Warsim work is still plowing on even if you aren't seeing any updates!

Cheers and all the best

Huw


SOME SCREENSHOTS OF WHAT WE HAVE SO FAR


Ew... goblin grease


never fight a gnome with insults


Helpful gobs

Warsim new official trailer released

[previewyoutube][/previewyoutube]

This has been a long time coming but I'm glad to be able to release the new trailer. It's rough around the edges but represents Warsim very well I think!

I recorded the voice over at a friends bedroom studio and the editing was done by a friend of someone I met while sparring haha.

Would love to know what you think! :)