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Warsim: The Realm of Aslona News

Warsim 0.8.4 (Arena Remastered Follow Up Update, 63 features)

Hey guys, a little follow up from my previous update. I've added some new content for the Arena and fixed some things as well as adding new content for exploration, mining, and the militia!

[h3]ARENA ADDITIONAL CONTENT (18 features)[/h3]

To follow on from the Arena Remastered Update I've got a bunch of new additions to beef it up!

* Added 30 more arena insults
* Added 3 new pacifist moves in the Arena
* Added Point and grin random event to Arena
* Added Coins thrown random event to Arena
* Added Fake swing random event to Arena
* Added Point sword and grin random event to Arena
* Added swing for the crowd random event to Arena
* Added we bet on you banner random event to Arena
* Added we bet on them banner random event to Arena
* Added fart random event to Arena
* Added streaking goblin random event to Arena
* Added sword toss random event to Arena
* Added sound effect to flip sword from one hand to another encounter
* Added sound effect to booing crowd encounter
* Added sound effect to crowd throw coins encounter
* Added sound effect to fake swing encounter
* Added sound effect to fart encounter
* Added sound effect to running goblin encounter





[h3]ARENA TWEAKS (6 features)[/h3]

A few tweaks to the Arena!

* Added 3x damage done against pacifists (to ensure fights don't drag on when only one is fighting) (credit u/Cplusfuck)
* Made it more likely that lower strength troops can get lucky and access higher strength moves sometimes in fights
* Made it possible for fighters with skill above 250 to also have access to higher strenth moves sometimes (previously only 249 and below)
* Fixed issue with kick moves breaking the screen when you have a spike pit installed
* Fixed issue with pacifist sound effects in Arena
* Fixed issue with pacifist being the stronger fighter causing issues

[h3]EXPLORATION FOREVER (16 features)[/h3]

Once you've discovered every location you can never explore again, making your exploration chances useless. Now you can explore forever, finding only random events instead. I've added a bunch of new ones to help keep it as fresh as possible.

* Added ability to keep finding random events once every location is explored if you still have explore chances (Credit Walker)
* Added rotten severed hand Southern exploration event
* Added severed hand southern exploration event
* Added severed hand holding a single coin exploration event
* Added severed hand holding a few coins (rand) exploration event
* Added severed hand holding a bag full of coins (rand) exploration event
* Added Drylands Nomad corpse explore encounter
* Added strange poop pile lost jungle explore encounter
* Added poop pile lost jungle explore encounter
* Added distant screaming animal encounter to lost jungle
* Added blood rock explore encounter
* Added Young strength stone pilgrim near north encounter
* Added band of warriors strength stone pilgrims near north encounter
* Added why not strength pilgrim to near north encounter
* Added Rihhm exploring children encounter
* Added Rihhm secret trail encounter







[h3]MINEPROVEMENTS (17 features)[/h3]

A while ago I upgraded Monfort Mine but never got around to doing it for the others, now I've finally caught up.

* Fixed issue with Monfort Mine adding peasants when mine is empty missing a line on screen
* Added new screen for not having enough peasants for Hlok Mine
* Added new screen for trying to put too many miners in Hlok Mine
* Added new screen for putting peasants into Hlok Mine
* Fixed two text bugs on Active Hlok Mine main screen
* Fixed missing screen for Active Hlok Mine when putting troops in
* Fixed missing screen for Active Hlok Mine when removing troops
* Fixed 3 text bugs in Hlok Mine dried up screen
* Added Hlok Mine peasants properly reported as returning to you after mine destroyed
* Fixed text bug with Owned Shallowrock Mine main screen
* Added new screen for not having enough peasants for Shallowrock Mine
* Added new screen for trying to put too many miners in Shallowrock Mine
* Added new screen for putting peasants into Shallowrock Mine
* Fixed missing screen for Active Shallowrock Mine when putting troops in
* Fixed missing screen for Active Shallowrock Mine when removing troops
* Fixed 3 text bugs in Shallowrock Mine dried up screen
* Added Shallowrock Mine peasants properly reported as returning to you after mine destroyed

[h3]FIRE THE MILITIA MASTER (2 features)[/h3]

Every wanted to fire the Militia master? Well now you can. The militia will be inactive for a year but you'll get a new random replacement who could be better or worse!

* Added ability to fire militia leader and get a replacement the following year (credit ABCD)
* Added leaderless militia cannot be visited in diplomacy screen or hired from troop screen



[h3]BUGFIXES (3 features)[/h3]

A handful of bugs based on helpful reports from players. Thanks guys :)

* Fixed bug with play by play arena option being incorrectly numbered (credit Arnold18 from Audiogames)
* Fixed 2 text bugs with celebration messager line spacing (Credit Shigeruguy)
* Fixed untaxed bank interest bug (credit Mature Child and Maxoux)

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

A nice bonus from an otherwise pretty bad policy!

* Added banning merc companies increases hirable soldiers by 50% (credit TJ)

[h3]WHAT'S NEXT[/h3]

I'm getting back into Combat stuff and clearing through loose things on my list. Thanks for all the support and I hope everyone is doing great :)

Cheers

Huw

Warsim 0.8.3.9 (The Arena Remastered Update, 114 features)

The Arena was once the heart of the games one on one combat, but in the time since it's addition years ago, brawling/scorpion pit fights and more have been added, and all of them have been displayed a lot better than the Arena, despite the Arena being a huge centre piece. This has always bothered me but I've never had the chance to do anything about it and so have been saving a list of ideas and suggestions for the Arena for a while. I ended up here by mistake as I was working on some Arena bugs and got so deep in I figured... well, I'm here now, might as well overhaul it.

There are tons of different features and additions in this update and it's taken a lot of work, but I'm very happy to be able to finally show it, I hope you guys enjoy! :)

Also for any interested here's a video I've made breaking down the update and showing off the features!
https://www.youtube.com/watch?v=PBOSh6cV-C4

[h3]THE ARENA REMASTERED (53 features)[/h3]

I went through the Arenas entire system and rewrote a lot of it, there are now 100s of new fight moves, scores of new sound effects and events, and a lot more randomisation and chaos.

* Added new improved move by move fight system for the Arena
* Made the move by move fight system the default option (no more entire fight at once)
* Added the ability to enable the old Arena all at once system
* Added display of HP for Arena fighters
* Added coloured changes to HP for health getting lower
* Added notification display of HP loss
* Added new system with sound effect for Overkill (if death is -15 hp or more)
* Added new system with sound effect for Extreme Overkill (if death is -100 hp or more)
* Added new dynamic system with 30 different tweaks to the old arena HP system to allow for more variation
* Added system to make it 5x more likely for much weaker units to win fights they ordinarily would not (Example Soldier vs Peasant previously would be 99 wins for soldier, 1 for peasant, it's now 95 for soldier, 5 for peasant via my tests)
* Added new system for Pacifist units in the Arena (they will no longer fight)
* Added 8 moves for pacifist fighters
* Added 10 new sound effects for light stabs/slashes
* Added 30 new sound effects for hard/normal stabs/slashes
* Added 4 new sound effects for blocking
* Added 3 new sound effects for blocking and then returning with a stab
* Added 5 new sound effects for Arena crowd
* Added 6 new sound effects for parrying
* Added 3 new sound effects for for kicking
* Added 3 new sound effects for kicking and knocking opponent to floor
* Added 2 new sound effects for Arena spike pit
* Added 3 new sound effects for Double stab
* Added 5 new sound effects for body falling over
* Added 6 new sound effects for Arena Interfearance (Bottles/Arrows/Fire)
* Added 20 new moves for Blind fighters in the Arena
* Added 16 new moves for Good strikes
* Added 16 new moves for Blocking and Hitting
* Added 16 new moves for Light Hit
* Added 16 new moves for Very Light Hit
* Added 16 new moves for Missing Wide
* Added 16 new moves for Missing close
* Added 16 new moves for Head Hit
* Added 16 new moves for Kicking
* Added 16 new moves for Hard Strike
* Added 16 new moves for Parry/Parry and Hit
* Added 5 new moves for Arena Interfearance variants
* Added new 'Gnome throw' event where a gnome is thrown at one of the fighters (with sfx)
* Added 32 new kill move encounters
* Added 16 new moves for Stabbing
* Added 16 new moves for Double Strike
* Added 10 generic non fight events
* Added 15 crowd cheering events
* Added 3 special blind fighter crowd cheering events
* Added new random insult system with 70 insults Arena fighters may shout at eachother
* Added 10 new trip and fall events
* Added new critical hit system (1 in 40 chance a move will be a crit)
* Added fighters with 'Lucky' in their name get double odds of crit
* Added critical hit (5x normal move damage)
* Added super critical (15x rarer) (10x normal move damage)
* Added new screen for post fight
* Added 15 new texts to display in post fight screen for defeated fighter
* Added 5 new texts to display in post fight screen for victorious fighter
* Added 5 new texts to display in post fight for victious fighter if it's a champion challenge

A critical hit in action
A funny insult
A blind fighter

[h3]SLAVE GAUNTLET (4 features)[/h3]

While working through my old Arena plans I saw a suggestion for a slave gauntlet by UltimateBlade from the Audiogames forums, It looked like a cool idea so why not. Now as long as you own the Arena and have 8 slave soldiers you can host a tournament for their freedom, and your profit. It will differ from normal tournaments in the way that you can't bet, and that it makes you money instead of costing it. This could be yet another avenue for profit for an unscrupulous evil ruler, or a slave baron.

* Added a new tournament type 'Slave Gauntlet' (Only if you own the Arena and if you have 8 slave soldiers) (credit UltimateBlade from Audiogames)
* Added new scenes and text for Slave Gauntlet
* Added -1 public opinion drop for running a slave gauntlet
* Added between 100-1500 gold profit for hosting a slave gauntlet in your Arena

The start of a slave gauntlet
The fighters are ready
Slave gauntlet winner
Slave gauntlet income

[h3]THE EXECUTION OF A CHAMPION (27 features)[/h3]

A nice suggestion from Anarcho-Raoism on our discord for executing champions got me thinking, so I present to you a new system with lots of outcomes and randomisation!

* Added the option to execute a grand champion (Credit Anarcho-raoism)
* Added 15 different reactions from arena owner (if not owned by you) depending on their personality
* Added begging for exile outcome (includes option to exile instead of execute)
* Added take my gold outcome (includes of option to accept gold and exile instead of execute)
* Added crying champion outcome
* Added stone cold expression outcome
* Added laughing at death outcome
* Added suicide outcome
* Added Last stand outcome
* Added chance of random 0-2 public opinion loss when executing champion
* Added +3 public opinion loss if champion has 30+ wins
* Added +2 public opinion loss if champion has 15+ wins
* Added +1 public opinion loss if champion has 5+ wins
* Added lesser public opinion loss for exile
* Added new blurb for hall of fame beheaded champions
* Added new blurb for hall of fame exiled champions
* Added new blurb for hall of fame suicide champions
* Added new blurb for hall of fame last stand champions
* Added 1/30 odds of Arena being destroyed in peasant riot in aftermath of execution
* Added 1/30 odds of small riot happening
* Added 1/30 odds of small protest happening
* Added odds of protest/riot/destruction much higher if public opinion is very low
* Added odds of protest/riot/destruction 25% less likely if public opinion is above 50
* Added odds of protest/riot/destruction are more likely if champion has lots of wins
* Added 5 different comments from Arena owner if unowned arena is destroyed
* Added option to choose who replaces champion if you own the arena
* Added champion challenge notification for when the champion is dead and you don't own the arena

The new eighth option -
Arena owners reaction to execution of his champion
A champion not taking it so seriously
A begging champion
An executed champion
An executed champion in the hall of fame
What happens when a champion is removed
A champion begging for freedom
Free money
A grim ending to the encounter
And the aftermath of that

[h3]A LIMITED OCCURANCE (7 features)[/h3]

Infinite fights per year was a bit excessive, and also allowed the cherry picking of when to bet and when not to. Now each year there will be a limited number of fights in the Arena depending on the size of the Arena. This won't be very noticable at the higher level of Arenas unless you are an arena fanatic.

* Added new limit of total number of fights in the Arena
* Added 5 fights per year limit to smallest Arena type 'Fight Pit'
* Added 10 fights per year limit to second smallest Arena type 'Little Arena'
* Added 15 fights per year limit to standard Arena type 'Arena'
* Added 20 fights per year limit to 'Grand Arena'
* Added 30 fights per year limit to 'Colossal Arena'
* Added new secret code '69' which sets total fights to 99 (enter on arena main screen)

15 fights to go in this Arena
No fights left

[h3]OTHER ARENA TWEAKS (6 features)[/h3]

While working on this big arena feature addition I ended up adding and fixing things in other areas too, the one I'm most excited for is the hall of fame changes. Now when a champion dies in a normal fight, if he is added to the hall of fame, the hall of fame entry will track who it was that killed him. Previous the entries didn't have this information and still worked ok, but with this information it adds another element to the hall of fame, maybe the number one champion of all time was defeated by the number 8, perhaps some of the hall of famers were defeated by champions who themselves were defeated too quickly to enter the hall of fame themselves but are forever immortalised as the ones who defeated the greatest champions. It's a minor change but in my opinion it's quite a big improvement to the hall of fame and I'm super excited to see the new hall of fame stories develop while I'm playing.

* Added arena hall of fame entries now show you who defeated them
* Fixed issue with arena 32 man tournament second stage graphic
* Fixed text bug with public opinion loss for grand champion arrest
* Added missing menu option for housing upgrades in arena
* Removed irrelevant warning texts for bribing grand champion to fight
* Added new screen for bribing grand champion but there isn't a grand champion

Active hall of fame

[h3]COLOURFUL SCORPIONS (10 features)[/h3]

After a suggestion by our discord member 14Patrik, scorpions now have varying colours, Good idea mate!

* Added new colour system for scorpion pit scorpions (credit 14Patrik)
* Added white colour for Albino scorpions
* Added Grey colour for ancient scorpions
* Added purple colour for enchanted scorpions
* Added green colour for questionable (goblin) scorpions
* Added dark grey colour for black scorpions
* Added red colour for red scorpions
* Added grey colour for old scorpions
* Added white colour for white scorpions
* Added green colour for healthy scorpions

Two shots of colourful scorpions in action


[h3]DUMBLE-PACK (2 features)[/h3]

The scourers of the Artifact Market may know of the artifact 'The Staff of Dumble' a staff that if given to a champion who bears the name 'Dumble' it will double their strength. The issue with this is there are only 4 Dumble-esque names in game and the odds of them occuring are super slim among the 1776 other human names that could be chosen. The artifact was always made to be a practically impossible one to pull off, but to help a little I've quadrupled the amount of Dumble-esque names in game, good luck!

* Added 12 new human names 'Dumblesquek, Dumbledink, Dumbledonk, Dumbledork, Dumbletwoo, Dumbledimp, Dumbledok, Dumbledoop, Dumbledonk, Dumbletork, Dumbledee, Dumbledwep' (credit NotFox)
* Added ability to give the dumble staff to a dumble champion directly from the arena menu

[h3]BUGFIXES (3 features)[/h3]

A handful of bugs based on helpful reports from players. Thanks guys :)

* Fixed text bug with demon advice (credit Fatalweirdo)
* Fixed trap door upgrade being incorrectly refered to as throne room upgrade (credit Matt1211)
* Fixed mystery slaver never giving demons (credit KoningKrush)

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

A few changes unrelated to everything else

* Made 'press space bar to skip' option now say 'Hold space bar to skip' (credit Adrive)
* Made 777 on Warsim main menu open up an Arena Fight tester

[h3]WHAT'S NEXT[/h3]

I'm getting back into the combat stuff again as this update was meant to be a short break to get back into coding after my computer broke down for a week.

Huw

Warsim 0.8.3.8 (The Custom Mode Update, 95 features)

Hey Everyone,

So it's been quite some time since the last release and that feels terribly uncomfortable for me if I'm being honest, but it's been for the greater good of getting this combat update progressed. In the last month the combat update has gone from about 15% done to 28% done and I'm gearing up for getting it to the point where I could potentially pre-release it to be tested and played by everyone which will be exciting.

As for this update, this is a collection of all sorts of side things worked on alongside this month. The majority of this stuff has come from discussion in the community forums/discord/subreddit and bug reports. Thanks everyone who lurks or is active in the community and those who've recently discovered Warsim, it's always very motivational to see all the activity and discussion!

[h3]CUSTOM GAME SETTINGS REWORKED (21 features)[/h3]

The custom game option is meant to allow players to start a game that is customised and tweaked to their liking, but in many ways this custom game system was lacking. I've reorganised it a bit and added a bunch of new features such as, the ability to tweak the arena, and to start the game owning Darkdale, Blackmarket, and the Arena. As well as lots more customisation with the bandit horde and bandit gangs.

* Rewrote main text for custom game mode options
* Added new category system for custom game mode options
* Rewrote demon horde custom settings text
* Added indicator of total adventurer groups chosen on the main faction settings screen
* Made minor bandits and bandit horde settings separate
* Added ability to have large minor bandit gangs
* Added ability to have kingdom-like minor bandit gangs
* Added ability to have minor bandit empires
* Added ability to have bandit horde huge (5x default troops)
* Added ability to have bandit horde empire (9x default troops)
* Added ability to have bandit horde small (half usual troops and size)
* Added 30 to the max bandits that can spawn per territory for minor bandit gangs at game start
* Added 8 to the max warlords that can spawn per territory for minor bandit gangs at game start
* Added new option for even bigger demon horde spawn (2500 demons at game start)
* Added indicators of how many demons each option of demon horde size includes
* Removed goblin settings bug option allowing rebels to be disabled
* Fixed troop multiplication issue if you chose large bandit horde option multiple times
* Added the ability to start the game owning the arena (credit Zar)
* Added the ability to set the size of the arena at game start (credit Zar)
* Added the ability to start game owning Darkdale (credit Zar)
* Added the ability to start game owning Blackmarket (credit Zar)

The new main custom screen and it's new categories


The new faction settings


The new bandit horde screen


Minor bandits custom screen


New options for the arena


Blackmarket and Darkdale options


[h3]BANDIT HORDE FRIENDSHIP (11 features)[/h3]

When you have a truce and a good relationship with the Bandit Horde, why not see some benefits of it. Now the bandits may occasionally send you gifts, but much more so if you have a higher relation. Gifts could include, a cut of gold from a raid, some goblin slaves, a new bandit hero as your champion, and more!

* Added chance of Bandit Horde sending you a gift if you have a truce with them
* Added a tiered system with much higher odds of gifts depending on how high your relation with them is (10 tiers)
* Added 'Token of your friendship with the horde' gift
* Added 'Diplomacy instead of Headchopping' gift
* Added 'Enjoy the gold or else' gift
* Added 'A cut of a raid' gift
* Added 'Goblin slave raid' gift
* Added 'Captured knight' gift
* Added 'Bandit welps come of age' gift
* Added 'Random loot item' gift
* Added 'Bandit warlord joins as champion' gift

Bandit Goblin Slaves


A cut of a bandit raid


Bandit hero for you


Bandit Welps


[h3]FRIEND OF THE MERRY MEN (6 features)[/h3]

When bandit gangs form, there are many types of bandit they could be. Most are better are recruiting, or more vicious, or steal more, but Merry Men and Honest Men are your more Robin Hood types. TJ suggested having them be recruitable if you had 100 public opinion. Now you'll have the option and if they do join you, there's a chance the leader will offer to join you as a champion.

* Added ability to attempt to recruit minor bandit gang if they are Merry Men or Honest Men and you have 100 public opinion (credit TJ)
* Added 3 acceptance screens for gang joining you
* Added 3 refusal screens for gang rejecting the offer
* Added chance of bandit gang leader offering to join you as a champion if you have free slots
* Added chance of bandit gang leader joining you as a knight
* Added chance of bandit gang leader leaving to roam the world

New option for merry men


They joined me!


[h3]ADVENTURER GROUP REPORTS (4 features)[/h3]

I still have a lot of work to do with adventurer groups but this has fixed quite a few issues and made sure adventurer groups actions are visible in game once again.

* Made any adventurer group events involving your own troops now always shop up in your reports
* Fixed 2 text bugs with Blackmarket event with adventurer's groups
* Fixed adventurer group bug that can cause negative soldiers as event kills soldiers instead of knights even if player has no soldiers
* Fixed adventurer group events not being visible in new turn report system

[h3]HIGH SCORE REWORK (5 features)[/h3]

A new rework of the high score system, now when the game ends your score total will give you a title. From worst to best they are: Dirt Farmer, Sub-Peasant, Peasant-Like, Failed Lord, Mediocre, Unworthy, Barely Worthy, Lord, High-Lord, Royal, High-Royal, Mighty Ruler, Paragon of Power, All-Powerful, God of the Realm.

* Added breakdown of how points are calculated to the final game score screen
* Reworked system of final score to be lower overall
* Reworked end score to give you a title (of 15 possible titles)
* Added alternate text for each of the 15 titles
* Added bank gold to be counted in end of game point tracker for high score

New high score system


[h3]MAIN GAME SCREEN INFORMATION (2 features)[/h3]

Thanks to a discussion on the Warsim discord you now get a clear indication of visitors and exploration chances from the main screen without having to go in to check

* Added indicator of total throne room visitors on the main game menu (credit Neceros)
* Added indicator of total exploration changes on the main game menu (credit Neceros)

The new main screen notifications


[h3]BRAWL PIT UPGRADE COST CHANGES (2 features)[/h3]

After a discussion with Themastaman it was made clear that 40k of upgrades and sometimes less than 500 gold per turn in profit isn't a good mix at all. I've reduced the prices by a fair bit to make it a bit more balance.

* Reduced cost of Brawl Pit size upgrade from 10k to 5k (credit Themastaman)
* Reduced cost of Brawl Pit Aesthetic upgrade from 10k to 2.5k (credit Themastaman)

[h3]REBUILD DARKDALE DEBUG OPTION (1 feature)[/h3]

Entering the cheat 399 will add a new menu to the main screen, in this debug menu the last option (22) allows you to respawn darkdale if it's destroyed.

* Added ability to rebuild darkdale in the debug menu

[h3]GOLD INDICATORS (5 features)[/h3]

All of these are places that you can pay for things but couldn't see how much gold you had, thanks for the reports guys!

* Added gold indicator to Soldiers celebrating throne room encounter (credit Minty)
* Added gold indicator to Social Policies law screen if applicable (credit TJ)
* Added gold indicator to gold coin beggar Blackmarket slums encounter (credit TJ)
* Added gold indicator to knightly order founding screen (credit TJ)
* Added gold indicator to Combat Academy screen if upgradable (credit Neceros)

[h3]BUGFIXES (34 features)[/h3]

I hate bugs, but I love thick bug fix lists!

* Fixed Dapplogk's cup game incorrectly showing gold gained instead of lost (credit Neceros)
* Fixed diplomat skill check screen showing incorrect numbers
* Fixed sound issue with buying scorpion fighting pit (credit TJ)
* Fixed Blorktorn statue room unexitable bug (credit TJ)
* Fixed double gold indicator (credit Minty)
* Fixed minor bandit gangs able to set up dens in the Blackmarket even when it's ruined (credit u/Smilge)
* Fixed minor bandit gangs able to hire mercs from Blackmarket even when it's ruined (credit u/Smilge)
* Fixed Blackmarket Sudden Death Gambler sound bug (credit TJ)
* Fixed ending goblin celebration removes less relation than enacting it gives with goblin clans leading to relation exploit (credit Prof. Nonagon)
* Fixed Assurak Conversion ritual incorrectly showing 0 cultists converted
* Fixed issue with unowned combat academy showing grand champion training even if you sent a personal champion instead (credit Charles)
* Fixed issue with Blackmarket recapture end of turn event missing a line
* Fixed troop count disappearing from fighting cave beast screen after first fight (credit TJ)
* Fixed 11 text bugs in Southern History Exam (credit TJ)
* Fixed 4 text bugs in Southern Exam passing screen (Credit TJ)
* Fixed text bug with stupid leader vassalisation acceptance (credit TJ)
* Fixed coin of fate special event for peace not resetting sound properly (credit TJ)
* Fixed text bug with trying to speak to smugglers of smuggler's camp (Credit TJ)
* Fixed 2 text bugs with looting smuggler's camp (credit TJ)
* Fixed leaving the completed smuggler's camp screen text bug (credit TJ)
* Fixed text bug with toll paid screen with bridge troll (Credit TJ)
* Fixed 19 text bugs in Golden Lily Pad Tavern dialogues (credit TJ)
* Fixed 14 text bugs with green ale drinking texts (credit TJ)
* Fixed vomit hole text in 3 taverns (credit TJ)
* Fixed text bug with watered down ale (credit TJ)
* Fixed 3 text bugs with using vomit hole (credit TJ)
* Fixed 14 text bugs in sudden death dice game (credit TJ)
* Fixed 5 text bugs in goblin sudden death intro (credit TJ)
* Fixed 9 text bugs in Lone Arrow tavern intro text (credit TJ)
* Fixed text bug in extra strong ale event (credit TJ)
* Fixed text bug in weak ale event (Credit TJ)
* Fixed recruiters not included in wage estimates when changing knights wages (Credit Nico)
* Fixed bug with bar fight starting over spilled milk text
* Fixed 11 text bugs with dice game twelve

[h3]EVERYTHING ELSE (4 feature)[/h3]

Some loose stuff that I couldn't fit anywhere else!

* Added indicator of exact relation change with krut and erak when starting or ending goblin celebration
* Removed duplicate name suffix 'Corpseeater' (credit TJ)
* Added new 69420 combination reaction for the secret door in the Blackmarket (credit Themastaman)
* Removed jarring sound from the monster fighting pit (credit Themastaman)

[h3]WHAT'S NEXT[/h3]

I'm returning to combat update stuff next week and am going to start looking at the fundementals of having the new combat system merged into the game with the current standard combat. I'm expecting some issues but if I can get it to work I could potentially get this early combat rework released much earlier than previously planned. This will be exactly what I've been sharing in combat update screenshots and posts but not much more than that.

Once It's released I'm looking forward to the feedback and of course from then on any combat update work won't be hidden away but will be released like regular updates. I'm giving myself 2 weeks to get this combat merge done but it could be longer depending on how things go.

I'm excited about the idea of it though!

Thanks for reading and I hope everyone is doing well :)

Huw

Warsim - Empty Throne Room Bug Hotfix

Hey guys,

Firstly thank you for all the amazing birthday messages, it's been a lovely day so far.

I popped on steam for a moment earlier and saw this thread mentioning an issue with throne room visitors being permanently set to 0 every year. I figured it was caused by the new throne room limit option being incorrectly set by default so I've just done a quickfix for it.

If your save already has 0 visitors for a turn then it will remain that way but be fine the following year, and for anyone else it will be completely fine. Sorry for the issue, should have caught that one in testing.

Thanks again everyone!

Huw

Warsim 0.8.3.7 (The Birthday Update, 260 features)

Hey Everyone,

So tomorrow (monday) is my 26th Birthday. A few weeks ago in preparation for this I figured it would be nice if I did a little 26 feature update to celebrate, but ended up instead aiming for 260 features, which has been a ton of work. I decided to focus the main effort of the update on the complete rework of the second region of the Eastern lands, known as the Lost Jungle. Until now in my opinion it's one of the worst regions for having basically nothing worth doing there, so I've tried to change that.

LOST JUNGLE OVERHAUL


The new lost jungle

[h3]RANDOMLY GENERATED PROTOFOLK VILLAGES (44 features)[/h3]

The crowning gem of the region are the up to two villages of Protofolk (cavemen) people who can occupy the region. These randomly generated tribes can be made up many different types that all have different effects and functions. You may find a tribe of hostile Protofolk who battle monsters in a central monster pit, or a tribe of dumb Protofolk who paint everything blue... Or maybe no tribes at all, just ruins.

* Added chance of 2 randomly generated protofolk tribes spawning in the region in conflict with eachother
* Added chance of single randomly generated protofolk tribe spawning in the region
* Added chance of two tribal village ruins spawning in the region (5 different ruin types)
* Added Blue village type (everything is blue, including the inhabitants)
* Added Warlike village type (aggressive and armed)
* Added Monster village type (monster pit and lots of monsters kept as pets)
* Added Explorer village type (lots of exploration and external objects)
* Added Fire village type (lots of fires and burning)
* Added ability to give bluetrii fruit to blue type tribe for entry
* Added village leader personality type 'Hostile' (will be aggressive and attack you if you try to enter the village)
* Added village leader personality type 'Curious' (will be friendly and inquisitivE)
* Added village leader personality type 'Stupid' (will react stupidly)
* Added village leader personality type 'Scared' (will hide from you)
* Added village leader personality type 'Strange' (will do some... strange things)
* Added ability to attack the protofolk villages (if victorious +1 loot item)
* Added 5 different introduction interactions with leaders of villages
* Added visitable Chief's Hut with 5 different graphical layouts depending on village type
* Added 35 different possible dialogues with village elder depending on village type
* Added fire pit location in village
* Added giant fire pit location in fire villages
* Added 10 dialogues for villagers of fire tribes
* Added 10 dialogues for villagers of explorer tribes
* Added 10 dialogues for villagers of blue tribes
* Added 10 dialogues for villagers of warlike tribes
* Added 10 dialogues for villagers of monster tribes
* Added Chimchogre statue location in village
* Added Blue Chimchogre statue variant in blue villages
* Added Blue statue location in blue villages
* Added Blue Dye pit location in blue villages
* Added Forbidden pile location in blue villages
* Added Pile of sharp sticks location in warlike village
* Added Skull pile location in warlike village
* Added Wardrum location in warlike village
* Added Fire Hole location in fire village
* Added Pile of wood location in fire village
* Added Flaming Totem location in fire village
* Added Monster Pit (with watchable monster fights) location in monster village
* Added Monster cages location in monster village
* Added Broken Monster Cage location in monster village
* Added Hut of smart location in explorer village
* Added Region map wall in explorer village
* Added Special Object Pile location in explorer village
* Added Big Brain tribe member with 6 dialogues
* Added 20 new protofolk names

A monster pit filled village

Oh you're the village leader nice to meet y... Um... gross

A scared blue village

[h3]THE MIGHTY CHIMCHOGRE GUARDIANS (13 features)[/h3]

The Protofolk aren't the only living things in the region, meet the Chimchogres, a bunch of Chinchilla-like Ogres who are worshipped as gods and who have a treasure for any who can answer their riddles.

* Added new location Chimchogre caverns
* Added Chimchogre introduction if there is at least one Protofolk tribe alive in the region
* Added alternate introduction if there are no protofolk tribes in the region
* Added the ability to sacrifice slaves or peasants to meet them if they aren't there
* Added Chimchogre riddle minigame
* Added Trove of randomly generated loot items if riddles done correctly
* Added ability to attack Chimchogres
* Added ability to take on both Chimchogres as champions if riddles done correctly
* Added ability to poke Chimchogre champions in your staff and champions screen if hired
* Added screen for visiting Chimchogre caverns after losing the riddle minigame
* Added screen for visiting Chimchogre caverns after attacking the Chimchogres
* Added screen for visiting Chimchogre caverns after hiring the chimchogres
* Added screen for visiting Chimchogre caverns after beating the riddle but not hiring the chimchogres

A pair of Chimchogres

[h3]JUNGLE TOTEM (2 features)[/h3]

Replacing some empty random crap that sat in the same slot, the Jungle totem is a new location with an interesting event when visited.

* Added new location Jungle totem
* Added unique event when visiting Jungle totem

[h3]STARMETAL REWORKED (8 features)[/h3]

The Starmetal meteorite used to be a static visitable location, but now if you have the right tools you can mine it up and use it for a number of different things!

* Added the ability to mine Starmetal Meteorite if you have the better mining tools kingdom upgrade
* Added ability to sell mined Starmetal for 20k gold
* Added ability to turn mined Starmetal into special armour that gives one of your champions +300 battlescore
* Added ability to turn mined Starmetal into a horrible statue that gives 1/2 chance of -1 public opinion per year
* Added ability to turn mined Starmetal into a great statue that gives 1/2 chance of +1 public opinion per year
* Added ability to revisit the crater left by the meteorite if you mine and sell/turn to armour to the starmetal
* Added ability to revisit horrible statue anytime as it replaces Meteor
* Added ability to revisit great statue anytime as it replaces Meteor

Mineable Starmetal

[h3]TRAP FILLED CAVERN (15 features)[/h3]

No one knows who set the traps, but the trap filled cavern is crawling with loot waiting to be plucked out by your brave explorers, just expect a few less explorers by the end of it.

* Added new location 'Trap filled cavern'
* Added ability to send peasants to explore trap filled cavern (1/6 odds of success)
* Added ability to send soldiers to explore trap filled cavern (1/3 odds of success)
* Added ability to send knights to explore trap filled cavern (2/3 odds of success)
* Added squashing wall trap outcome
* Added dart volley wall outcome
* Added axe trap outcome
* Added blade wall outcome
* Added lucky explorer outcome
* Added obvious trap outcome
* Added close call outcome
* Added many triggers outcome
* Added near death outcome
* Added screen for empty trap filled cavern
* Added random number of loot items available in trap filled cavern from game start

Alright, who's heading in?

A fantastic reward for a risky venture

[h3]JUNGLE TEMPLE REWORKED (9 features)[/h3]

The jungle temple, for any who previously discovered it, was an unfinished puzzle that didn't work and led to a number of people trying to solve it (sorry guys). I've now reworked everything and made a new solvable puzzle with an interesting set of rewards, good luck!

* Added 2 new rooms to the jungle temple
* Reworked the jungle temple graphic and layout
* Added new poem to central jungle temple room
* Added secret puzzle to the jungle temple
* Added hidden room unlocked if puzzle done correctly
* Added second little puzzle to secret room
* Added special sequence if second puzzle is completed
* Added reward if second puzzle is completed
* Added new giant object unlocked in Lost Jungle region if certain things happen

One of the new rooms

[h3]OLD IMPERIAL RUIN (5 features)[/h3]

The Lost Jungle was said to be hold the ruins of an old empire within but previously only held an Old Pillair, now there's a visitable ruin with a number of locations to see.

* Added new location 'Old Imperial Ruin' with several internal locations to explore
* Added reworked version of the Old Pillar inside the Old Imperial Ruin
* Added Ruined Statue to the Old Imperial Ruin
* Added Ruined Tower to the Old Imperial Ruin
* Added Strange Carving to the Old Imperial Ruin

EVERYTHING ELSE


Beyond the Lost Jungle there were also plenty of bug fixes, new features, and new content to get us to that big old 260 number, so here they are.

[h3]MUSHROOM MEN REWORKED (3 features)[/h3]

Warsim discord member LeMachinga sent in a very interesting set of redesign concepts for the current Mushroom men face generator. I looked over them and compared and his version was in my opinion, better than the default. So I set out to rework the mushroom faces to fit his design, and in the process beefed up the generator to have an extra 1.44 billion new faces. As a thanks for his contribution to the mushroom men design, one of the random possible mushroom man character names is Mushinga, a reference to LeMachinga. Thanks mate! :)

* Redesigned mushroom men faces based on LeMachinga's version of them (credit LeMachinga)
* Added 1.44 billion new mushroom men faces (was 1.63 billion, now 3.07 billion)
* Added new mushroom man name 'Mushinga' (reference to LeMachinga)

The new mushy boys

[h3]THRONE ROOM MANAGEMENT IMPROVED (3 features)[/h3]

After a discord discussion between LeMachinga and LeechGirl the idea to allow a maximum number of visitors to the throne room was raised. It's a great suggestion and adds to our recent option to send away a custom number of visitors. Now players can set any limit they want and each year if the number of visitors exceeds this they will be sent away.

* Added new ability to set a maximum limit of visitors to the throne room (credit LeMachinga)
* Added screen for setting a maximum visitor limit higher than current visitors resulting in some being kicked out
* Relabelled the '4) Send away some or all of the throne room visitors' to '4) Manage the number of visitors' to fit better

New orders

[h3]NEW GOLD INDICATORS (13 features)[/h3]

I always think there can't be more places to spend money that don't have an indicator of how much gold you have, and every day TJ proves otherwise.

* Added gold indicator to Thickblood Tavern owner dialogue screen (credit TJ)
* Added gold indicator to Blackmarket Bandit Houses diplomacy menu
* Added gold indicator to Rebels Diplomacy (credit TJ)
* Added gold indicator to Bandit Horde diplomacy (credit TJ)
* Added gold indicator to Krut Diplomacy (credit TJ)
* Added gold indicator to Erak Diplomacy (credit TJ)
* Added gold indicator to Minor Bandit Gang Diplomacy (credit TJ)
* Added gold indicator to Deserters diplomacy (credit TJ)
* Added gold indicator to Outlaw pest group diplomacy (credit TJ)
* Added gold indicator to Slave Revolt Diplomacy (credit TJ)
* Added gold indicator to knight anointing screen (credit TJ)
* Added gold indicator to Naraan pearl picker poem screen (credit TJ)
* Added gold indicator to Foreign merc hire screen (credit TJ)
* Added gold indicator to Merc hire menu (credit TJ)
* Added gold indicator to Demon Summoner (credit TJ)
* Added gold indicator to monster trainer hire screen (credit TJ)

[h3]SLAVE TRAINING PEN UPGRADE (1 feature)[/h3]

A great suggestion by TJ, Now if you have the Slave Training Pen kingdom upgrade they will be able to turn Slave Soldiers into Slaves. Previously you could only do it the other way around but now if you want to convert the force entirely to units that help with the farming rather than your army, you can.

* Added ability to convert slave soldiers into slaves using the slave pen upgrade (credit TJ)

[h3]NAME SUFFIXES THAT CAN BE FURTHER RANDOMISED (37 features)[/h3]

Another bunch of suffixes that can be randomised, each of these can have 322 extra modifiers on them. With our 37 new name suffixes and 322 modifiers that means there are 11914 new proc gen name suffixes possible!

* Added new name suffix 'the Awakened' (+13 battlescore) (Credit General Wrangel)
* Added new name suffix 'the Nervous' (-3 battlescore) (Credit General Wrangel)
* Added new name suffix 'the Spiritual' (+2 battlescore) (Credit General Wrangel)
* Added new name suffix 'the Mushroom' (+5 battlescore) (Credit General Wrangel)
* Added new name suffix 'the Scarlet' (+6 battlescore) (Credit General Wrangel)
* Added new name suffix 'the Unwavering' (+18 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Wavering' (-3 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Miser' (-1 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Ascetic' (+5 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Porky' (-6 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Podgy' (-4 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Hefty' (+5 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Thin-Boned' (-2 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Flimsy' (-5 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Insubstantial' (-2 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Lanky' (+4 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Meager' (-2 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Shrivelled' (-7 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Atrophied' (-11 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Wizened' (+7 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Withered' (-9 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Foul-Smelling' (+1 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Discourteous' (+1 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Unsightly' (+2 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Spiteful' (-1 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Heinous' (+1 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Cynic' (-2 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Shocked' (-3 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Encumbered' (-2 battlescore) (Credit fatalweirdo)
* Added new name suffix 'the Cow' (+2 battlescore) (Credit Pathfinder)
* Added new name suffix 'the Goose' (+1 battlescore) (Credit Pathfinder)
* Added new name suffix 'the Bleeding' (-6 battlescore) (Credit Pathfinder)
* Added new name suffix 'the Chicken' (+2 battlescore) (Credit Pathfinder)
* Added new name suffix 'the Cross-eyed' (-3 battlescore) (Credit Pathfinder)
* Added new name suffix 'the Imposter' (-2 battlescore) (Credit Pathfinder)
* Added new name suffix 'the Mudblood' (No battlescore change) (Credit Pathfinder)
* Made 'the Repugnant' name suffix able to be expanded on

[h3]NEW LOOT (52 features)[/h3]

With all the new locations where you can get loot, why not add another huge trove of it to keep things ever fresh!

* Added 'a mercury filled crystal sphere' random loot item (worth 170 gold)
* Added 'a gold line sphere marked with the borders of distant realm' random loot item (worth 120 gold)
* Added 'a tiny spear made by an unknown people' random loot item (worth 50 gold)
* Added 'a rusty arrow' random loot item (worth 2 gold)
* Added 'a silver arrow' random loot item (worth 30 gold)
* Added 'a melted arrow' random loot item (worth 2 gold)
* Added 'a crystal arrow' random loot item (worth 45 gold)
* Added 'a mouldy wooden arrow' random loot item (worth 1 gold)
* Added 'a wooden practice arrow' random loot item (worth 2 gold)
* Added 'a poison tipped silver arrow' random loot item (worth 41 gold)
* Added 'an iron arrow' random loot item (worth 5 gold)
* Added 'a gold arrow' random loot item (worth 60 gold)
* Added 'a diamond arrow' random loot item (worth 85 gold)
* Added 'a cursed arrow' random loot item (worth 15 gold)
* Added 'an old tome written in a lost language' random loot item (worth 55 gold)
* Added 'a rusty iron helm' random loot item (worth 5 gold)
* Added 'a rusty iron horned helm' random loot item (worth 6 gold)
* Added 'a masterwork iron helm' random loot item (worth 45 gold)
* Added 'a steel helm' random loot item (worth 40 gold)
* Added 'a masterwork steel helm' random loot item (worth 120 gold)
* Added 'a steel helm adorned with strange symbols' random loot item (worth 115 gold)
* Added 'a steel helm in the shape of a lion's head' random loot item (worth 105 gold)
* Added 'a steel helm with dragon wings protruding from the side' random loot item (worth 110 gold)
* Added 'a strange red stone that seems to be beating like a heart' random loot item (worth 60 gold)
* Added 'a skull with 7 horns growing out of it' random loot item (worth 140 gold)
* Added 'a pile of musty smelling clothing rags' random loot item (worth 2 gold)
* Added 'a soiled rag shirt' random loot item (worth 1 gold)
* Added 'a soiled pair of breeches' random loot item (worth 1 gold)
* Added 'a pair of silk gloves with skulls embroidered into the knuckles' random loot item (worth 75 gold)
* Added 'a helm made from clam shells' random loot item (worth 50 gold)
* Added 'a steel helm with antlers mounted atop it' random loot item (worth 85 gold)
* Added 'a jar of powderred moths' random loot item (worth 12 gold)
* Added 'a jar of moth wings' random loot item (worth 15 gold)
* Added 'a single harpies wing' random loot item (worth 75 gold)
* Added 'a jar of butterfly wings' random loot item (worth 17 gold)
* Added 'a jar of dragonfly wings' random loot item (worth 16 gold)
* Added 'a helmet adorned with 4 boar tusks' random loot item (worth 80 gold)
* Added 'a wooden bowl with a smiling face carved into it' random loot item (worth 2 gold)
* Added 'a wooden bowl with a sword and shield carved into it' random loot item (worth 3 gold)
* Added 'a rusty pitchfork' random loot item (worth 2 gold)
* Added 'a bent pitchfork' random loot item (worth 1 gold)
* Added 'a jewel encrusted pitchfork' random loot item (worth 95 gold)
* Added 'a fine bronze torc' random loot item (worth 22 gold)
* Added 'a masterwork bronze torc' random loot item (worth 55 gold)
* Added 'a broken axe head' random loot item (worth 2 gold)
* Added 'a broken steel blade handle' random loot item (worth 2 gold)
* Added 'a broken iron blade handle' random loot item (worth 1 gold)
* Added 'a severed giant's hand' random loot item (worth 120 gold)
* Added 'a steel helmet with a mushroom growing out of the top' random loot item (worth 49 gold)
* Added 'a skull with an arrow in it' random loot item (worth 15 gold)
* Added 'a fingersized iron blade' random loot item (worth 30 gold)
* Added 'a solid gold piece of cake' random loot item (worth 180 gold) (credit Cat)

[h3]HERO ORIGIN STORIES (5 features)[/h3]

Another bunch of possible origin stories for the heroes and champions of your world!

* Added 'Bear cave' hero origin story (credit Cat)
* Added 'Taunting pirates' hero origin story
* Added 'Monk' hero origin story
* Added 'Arena regular' hero origin story
* Added 'Scrubbing' hero origin story

[h3]BUGFIXES (30 features)[/h3]

Always more bugs... there are always more bugs... at least these are fixed.

* Fixed cannot leave merc group resettle screen unless you give land to all groups (Credit u/Smilge)
* Fixed custom public opinon report showing references to pillage report instead of public opinion (Credit Grimes)
* Fixed no longer accurate demon advice from diplomat (Credit Grimes)
* Fixed issue with royal bank loan repayed but still showing interest gain each year (Credit u/Llevus and u/Darkmark8910)
* Fixed bug with 'Pole Militia' name suffix
* Fixed bug with 'Pole Militia' mercenary and bandit unit type
* Fixed missing line when refusing to hang peasants in diplomacy with weird personality kingdom rulers
* Fixed Text bug in third year history guild intro (credit TJ)
* Fixed 19 text bugs in third year of history lesson one (credit TJ)
* Fixed 37 Text bugs in third year of history lesson two (credit TJ)
* Fixed 40 Text bugs in third year of history lesson three (credit TJ)
* Fixed 45 Text bugs in third year of history lesson four (credit TJ)
* Fixed almighty dung throne room letter text bug
* Fixed dying and reloading setting throne room visitors to -1 (credit i720rebelz)
* Fixed the stole item drunk aftermath text bug
* Fixed incorrect title reference in the stop this madness event (Credit beetlebootboot)
* Fixed text bug in waking up with an item drunk aftermath
* Fixed text bug in merc group attack option text
* Fixed not being able to attack slave revolt with a merc group (Credit CorvoJavidan)
* Fixed text bug in Swordsman's Companion sword view screen options (credit u/MAXLARD)
* Fixed 8 text bugs in generic exploration screens
* Fixed text bug with slaver fort walls upgrade (credit TJ)
* Fixed text bug with prison upgrade screen showing 2000 max prisoners instead of 1500 (credit TheBlindSaiyan)
* Fixed Harlaw mining troops not going to Smallhaven when mine is bought (credit TJ)
* Fixed Blackmarket Central district mercenaries hire not reducing number of mercs for hire, but instead reducing prisoners (credit TJ)
* Fixed attacking Blackmarket after refusing rock paper scissors not working (credit TJ)
* Fixed issue with banning spiked knuckles in brawl pit (credit TJ)
* Fixed 11 text bugs with Goblin dancer text (Credit TJ)
* Fixed 9 text bugs with final year of history guild intro (Credit TJ)
* Fixed 59 text bugs in final year of history guild classes (Credit TJ)
* Fixed Ozymandias statue graphic bug

[h3]EVERYTHING ELSE (16 feature)[/h3]

All the loose stuff I couldn't fit anywhere else.

* Having goblin celebration active now stops peasants complaining about goblins throne room encounters (credit Leechgirl)
* Added 40 new name suffix addons (these new 40 will turn the current 1190 moddable prefixes into 47.6k new possibilities
* Added the ability to see how many troops in total can be hired from independent kingdoms (Credit TJ)
* Renamed 'free' race prefix for freed slave races to 'freed' (credit AlonzoMuncyRPG)
* Added indicator of the effect of the Sentinel's Obsidian Greatsword (credit etanoixev)
* Added system that once you've banned goblin slavery and received the goblin joining bonus you cannot get it again until it's reset randomly 1/10 chance per year (credit TJ)
* Added new pop up when disabling Bluetrii use before battle explaining how to turn it back on (credit u/StarSpangledDonner)
* Added unique independent kingdom diplomacy blurb if all kingdoms are dead (credit TJ)
* Added unique independent kingdom diplomacy blurb if all kingdoms are at war with you (credit TJ)
* Added unique independent kingdom diplomacy blurb if all kingdoms are allied to you (credit TJ)
* Added system to detect blank and bugged relations files and delete them to prevent crashes (credit Znander)
* Rewrote text for loading a save file without a relations file
* Added new special pre battle text for mercs attacking slave revolt
* Removed redundant code in central district merc screen
* Added indicator of units you have in rocky cave gnome cavern main screen
* Made Ozymandias statue have two screens instead of one

Good old Blorktorn

[h3]WHAT'S NEXT[/h3]

I'm taking a week off for my birthday (milking it I know), when I come back it'll be combat update as usual. Thank you all for being such a fantastic and supportive community. All the comments, the reviews, encouragement and support has been and still is lifechanging for me. I'm humbled to be able to survive on making this game and to take on board all the great feedback I get to make the game better than it would ever be alone. Thank you all so much, I'll see you in a week!
Cheers

Huw