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Warsim: The Realm of Aslona News

WARSIM MODS - A Gift To The Community!

Hello everyone,

So no combat update this friday and I won't be releasing an update until the first friday of the new year but instead here's something I've worked on this week!

Mods! I've wanted to do this for a while and decided it would be a nice idea as a gift to the Warsim community for Christmas!

Warsim - Mount and Blade Warband Mod


I spent a lot of time with this one as I'm a serious mount and blade fan. The player is a small faction at neutral with the main kingdoms of the mount and blade world (minus the vaegirs). The mod gives you full troop trees, each faction uses denars, all the leaders and major lords, mercenary companies and relevant bandit factions.

Perfect for a mount and blade fan! Beware though as the kingdoms of Calradia are pretty tough out of the gate.

Here's an album showing off this mod - https://imgur.com/a/dtTTtQR







Warsim - Skyrim Mod


The development of this mod began with one of the weirdest coincidences I've ever had in Warsim. I had pre-chosen where the main factions were going to go, first the Imperials, then Stormcloaks, etc. As I got to edit the faction names in the save file I saw that the second faction which was going to be Ulfrics factions was aptly randomly named Thumm (like Thuum, the name for the way of the voice in skyrim).



It was definitely a sign to ensure I dropped the best mod I could make!

The mod sets you as Jarl Balgruuf of Whiterun, with your staff being Proventius and Irileth. The world is made up of two major factions, the Imperials and the Stormcloaks (Imperials have more land, stormcloaks have more units), but also includes the College of Winterhold, The Forsworn, and the Thalmor as smaller main factions.

There are also bandits and mercenary groups relevant to the game, each faction uses septims as their currency and troop trees are all sorted. Faction relations were also fairly finely tweaked so that it makes sense who is fighting who.

Here's an album showing off the skyrim mod - https://imgur.com/a/idHxXKk







Warsim - Uberhard Mod


This one is more just a challenge, the races of this world were specifically selected to be tough and are started with enlarged populations. Behemoth Trolls, Colossal Godlings, Titan Vampires, Nightmare Ogres, and Deatheater Wizards.

Good luck!

Where to play?


All of these mods should be loadable as save files from the latest updated version of the game on steam and itch.io!

I hope you all enjoy and have a great holiday period, and thank you all for the support in developing this game, it really means a lot!

Cheers
Huw

Warsim 0.7.8.4 (Cheatseller Improved, And Loads More)

Hello everyone,

So I got this update done early last week, I just haven't had the chance to put it out until now. It's not a major update but several little parts of the game have been worked on and a couple of bugs have been fixed.

DRINKING OVERSIGHT

In a playtest where I had no gold I ended up getting drunk and ending up into minus gold, then realised no tavern drinking code had a check to see if you had the gold first, now they all do and a few other bugs were discovered and fixed during this process!

* Fixed all taverns not having checks for if you have the gold
* Added inaccessible option change if you cant afford drinks in taverns
* Fixed ale without a name in one of the taverns
* Fixed exotic ale store allowing purchase with no gold
* Fixed shaian tavern selling ale for 1 gold but taking 2 gold from you when you buy it

CHEATSELLER EXPANDED

So I passed by the cheat seller stall and realised it could probably be a whole lot more aesthetic and interesting, so I've completely reworked it and added in all of the games new cheats giving each one it's own special scroll screen, 50+ to find though so good luck!

* Added face for cheat stall character
* Added new graphic screen for trying to visit cheat stall when cheats blocked in game
* Added new sound effect for face cheat stall during cheats blocked save game
* Added new screen for scroll seller introduction
* Added new screen for scroll seller scroll sale screen
* Added sound effect to the scroll buying screen
* Added new option to ask cheat seller how to enter cheats
* Added new option to ask cheat seller how to block cheats
* Removed debug scroll feature
* Added new post scroll reading screen with sfx
* Added new screen for 7 million gold scroll
* Added new screen for disbanded deserters scroll
* Added new screen for 1k throne room visitors scroll
* Added new screen for 1k soldiers scroll
* Added new screen for 69 lands scroll
* Added new screen for 100 relation with all scroll
* Added new screen for -100 relation with all scroll
* Added new screen for 0 relation with all scroll
* Added new screen for 10k soldiers scroll
* Added new screen for 1k gold scroll
* Added new screen for forcing leagues of evil and good to form scroll
* Added new screen for pacifist kingdom scroll
* Added new screen for cheat megalist scroll
* Added new screen for 1500 mixed independent soldiers scroll
* Added new screen for debug megalist scroll
* Added new screen for 100k peasants scroll
* Added new screen for time travel scroll
* Added new screen for set bluetrii scroll
* Added new screen for set lands scroll
* Added new screen for resurrecting creatures scroll
* Added new screen for choosing your gold scroll
* Added new screen for debug mode scroll
* Added new screen for secret cut locations scroll
* Added new screen for 10x stronger independents scroll
* Added new screen for 10x stronger bug same lands independents scroll
* Added new screen for game time limit change scroll
* Added new screen for 100 questing knights scroll
* Added new screen for unexplore and reexplore scroll
* Added new screen for 300 skill level staff scroll
* Added new screen for old debug colour setting scroll
* Added new screen for colour test system scroll
* Added new screen for demon horde spawn scroll
* Added new screen for 666 units scroll
* Added new screen for 1000 market mercenaries scroll
* Added new screen for 100 races list scroll
* Added new screen for 100 relation with musicians scroll
* Added new screen for -100 relation with musicians scroll
* Added new screen for all wear hats scroll
* Added new screen for 777 million gold scroll
* Added new screen for all kingdoms have a single land scroll
* Added new screen for all kingdoms one land and one unit scroll
* Added new screen for void gate scroll
* Added new screen for new goblin slaver scroll
* Added new screen for specific goblin slaver scroll
* Added new screen for 1k goblin slaves scroll
* Added new screen for disabling cheats scroll
* Added new screen for all minor factions scroll
* Added new screen for any number of chaos orbs scroll
* Added new screen for 100 non beast races list scroll
* Added new screen for all locations revealed scroll
* Added new screen for mutate faces scroll
* Added new screen for refugee camps scroll
* Added new screen for baiaa debug scroll
* Added new screen for change your background scroll
* Added new screen for restore the blackmarket scroll
* Added new screen for drylands nomads evil scroll
* Added new screen for drylands nomads good scroll

SCORP PIT IMPROVEMENTS

Noticed some issues with the scorpion pit and areas it could be improved, now it's done

* Fixed 3 grammar bugs in scorpion pit fights
* Added new gold change indicator when paying to watch or bet on a fight in scorp pit
* Added new gold change indicator when placing a bet on fight in scorp pit
* Added new gold change indicator when winning gold in scorp pit bet
* Made it much clearer how much gold was won on top of your bet when winning scorp pit bet

HELMET DESIGN CHOICE

I can't remember who but it was suggested by someone, I didn't think it was a problem until I came up against it myself, now you can make a lot more choice when it comes to helmet design via your general

* Added option to decline helmet design after asking general for a new one
* Added option to compare with current helmet design during asking general for a new one

WHY?

Yes why?

* Added ability to put your fingers down the goblin who's instructing you at the goblin hole (credit u/Jessabellerina)

BUGFIXES

A couple of bugs found through playtesting!

* Fixed 7 smallhaven local text talk bugs
* Fixed mine offers in throne room not showing you your currnt gold balance
* Fixed assassin hire throne room encounter not showing gold loss or assassination text
* Fixed you have no won any gold text bug
* Fixed wulf throne room entertainment screen missing a line below text
* Fixed hire grand champion option not blocked even when you have no free hero slots

EVERYTHING ELSE

Doesn't fit anywhere else but Looker845 from steam pointed out it would be much better to have the explore milestone give you a bonus explore point and not count as an explore used, otherwise it doesn't actually do anything as you gain a point but lose it having explored to find the stone.

* Changed white milestone explore encounter to give 1 additional explore chance (credit Looker845)

SCREENSHOTS

* New helmet design system -
* New cheat seller stall page -
* Blocked cheats comment -
* New cheat scroll screen -
* Another cheat scroll screen -
* Crumbled scroll -
* New why option -
* The result -
* The Aftermath -

FRIDAY DISCUSSIONS #11 - No Change On Combat This Week

Hello everyone,

Earlier this week I was working through some side stuff for Warsim and planning on hitting the combat stuff in the latter part of the week however I have sprained my thumb in a boxing sparring match and have taken a little time off doing lots of typing for the time being.

Should resume as normal from next week though! :)

I also have a new update that's more or less ready to go though so should be releasing soon!

Thanks for reading

Huw

Warsim 0.7.8.3 (8.8 Mill New Races, Blackmarket Peace, Kingdom Types Expanded)

Hello everyone, while work ramps up more on the combat stuff I've still been bobbing in and out of fixing and adding things here and there, and as usual this has cumulated into enough for a nice little update. Still now that combat is in the testing phase these side updates may drop in frequency as combat development amplifies even more.

BEAST RACE DEVELOPMENTS


I saw a magic the gathering card online while searching for new warsim ideas, the card was Beetleform Mage. This gave me the idea to add a prefix that would take any animal and turn it into a mage form race. So you can get 'Dogform Mages' 'Turtleform Mages' 'Eagleform Mages', they will have a lower race population but will usually be fairly civilised. Thanks to the complexity of the games race generator at this point, adding the new beast type modifier adds 262 new beast form core races that mixed with the many combinations and singular race prefixes takes us from 85.9 million possible races to 94.8 million, which is quite a huge jump!

See the original source of the idea here



* Added 'ANIMALform Mages' beast race type (+8'891'494 new possible races)
* Now 94'887'852 possible races, Was 85,996,358
* Updated Animal folk description (credit u/TrueIronKing)
* Updated Animalmen description (credit u/TrueIronKing)
* Updated Demi-Animal race description (credit u/TrueIronKing)

BLACKMARKET PEACE


Some of you may not know that with a chaos orb artifact it's possible to calm the blackmarket down and put essentially a peace seal on it, meaning you can't attack it, brawls don't happen in taverns etc, it was pointed out that the screens related to this little side effect were so poorly done it wasn't even clear why they were happening, I have since upgraded all of them from single short lines to having their own screens and being far clearer.

* Added new screen and sound effect for removing chaos orb from sewer wall
* Added new screen and sound effect for putting chaos orb in sewer wall
* Added new screen for wall watcher prophecy screen
* Added new screen for pitside tavern brawl blocked by market peace
* Added new screen for slums pit blocked by market peace
* Added new screen for dragons kneecap tavern blocked by market peace
* Added new screen for blackrow tavern blocked by market peace
* Added improved screen for being unable to attack the blackmarket explaining it's due to chaos orb in sewer wall (credit u/Ziven001)
* Updated graphic of the wall with the orb in it

SOUND EFFECTS


Not much in the way of sound development but a random sound effect that is used lots in the game is further diversified.

* Added 3 new Mmm sound effects used in various places in game (from Cafofo's sound pack)

PREFIXES


A bunch of new prefixes, my favorite is 'The Pilferer' just because it sounds funny to me. There he is Halmyr the Pilferer!

* Added new name suffix 'Shadowcloak' (+21 battlescore)
* Added new name suffix 'The Audacious' (+9 battlescore)
* Added new name suffix 'The Whelk' (-10 battlescore)
* Added new name suffix 'The Envoy' (+5 battlescore)
* Added new name suffix 'The Dream-Feaster' (+39 battlescore)
* Added new name suffix 'The Agonised' (-5 battlescore)
* Added new name suffix 'The Opal' (+11 battlescore)
* Added new name suffix 'The Opaline' (+10 battlescore)
* Added new name suffix 'of the Farbogs' (+9 battlescore)
* Added new name suffix 'Nightwing' (+19 battlescore)
* Added new name suffix 'The Pilferer' (+1 battlescore)
* Added new name suffix 'The Crawler' (+2 battlescore)

KINGDOM TYPES


Thanks almost entirely to u/RabidRab there's another big expansion of the kingdom types in the world further mixing up what kind of kingdoms you can find. The list includes some unusual ones such as the scottish based 'Mormaerdom' and the welsh based 'Teyrnas'

* Added new kingdom type 'Jarldom' (King: High-Jarl)(Lord: Thane)(Civ req: 3)
* Added new kingfom type 'Kingdom' (King: High-King)(Lord: Jarl)(Civ req: 3)
* Added new kingdom type 'Divine-Kingdom' (King: God-King)(Lord: Low-King)(Civ: 4)(Credit u/RabidRab)
* Added new kingdom type 'Celestial Empire' (King: Celestial Emperor)(Lord: High-Prince)(Civ: 6)(Credit u/RabidRab)
* Added new kingdom type 'Captaincy' (King: Captain)(Lord: Lieutenant)(Civ: 3)(Credit u/RabidRab)
* Added new kingdom type 'Heavenly Kingdom' (King: Son of Heaven)(Lord: High-Lord)(Civ: 5)(Credit u/RabidRab)
* Added new kingdom type 'Theocracy' (King: Priest-King)(Lord: Priest-Lord)(Civ: 3)(Credit u/RabidRab)
* Changed Theocracy with patriarch into Patriarchate with Lords as lords(Credit u/RabidRab)
* Added new kingdom type 'High-Kingdom' (King: High-King)(Lord: Petty King)(Civ: 4)(Credit u/RabidRab)
* Added new kingdom type 'Khaganate' (King: Khagan)(Lord: Khan)(Civ: 3)(Credit u/RabidRab)
* Added new kingdom type 'Prince-Bishopric' (King: Prince-Bishop)(Lord: Lord-Bishop)(Civ: 4)(Credit u/RabidRab)
* Changed fiefdom ruler from King to Low-King (Credit u/RabidRab)
* Changed Consortium ruler to chairman with Partner as lord (Credit u/RabidRab)
* Added new kingdom type 'Mormaerdom' (King: Moarmer)(Lord: Toiseach)(Civ: 3)(Credit u/RabidRab)
* Added new kingdom type 'Teyrnas' (King: Brenin)(Lord: Arglwydd)(Civ: 3)
* Changed divine kingdom with pope ruler to Papacy (Credit u/RabidRab)

KINGDOM UPGRADE IMPROVEMENTS


A little bit of work was done making kingdom upgrades clearer in what they do, as well as adding the same coloured menu and detailed upgrade screens for upgrading the brawl pit. And a slight immersion tweak in that having recruitment signs somewhat reduces people visiting you in the throne room asking to join you.

* Added arena guard post upgrade explains what it does now (credit u/TheGamingDictator)
* Added militia upgrade weapons showing how much strength they give when purchased (credit u/TheGamingDictator)
* Added militia upgrade weapons showing how much strength they give in the buy menu (credit u/TheGamingDictator)
* Added tax office upgrades show how much tax is increased before buying (credit u/TheGamingDictator)
* Added info of how much you make from mining tools before you buy them (credit u/TheGamingDictator)
* Made Brawl pit upgrade screen use standard red green and grey upgrade colour system
* Added new screen for not having the gold to upgrade the brawl pit
* Added new screen for upgrading the brawl pit decor and size with sfx
* Made having recruitment signs give slightly lower chance of throne room joiner visitors per upgrade (credit Liosalpha)

BUGFIXES


A great deal of this update is bugfixes, some of them small and some large and annoying, thank you everyone who reported these as you improve the game for us all!

* Fixed grammar issues in the 'your court arrives' celebration text (credit u/TheGamingDictator)
* Fixed 'to for the' text bug in celebration intro (credit u/TheGamingDictator)
* Fixed 10 Arena intro grammar bugs (credit u/TheGamingDictator)
* Fixed grammar bug with 'here warriors come' (credit u/TheGamingDictator)
* Fixed hunter game scared away encounter typo (credit u/TheGamingDictator)
* Fixed 29 grammar issues with generic complaint throne room encounters (credit u/TheGamingDictator)
* Fixed reference to king regardless of your chosen title in throne room knight quest event (credit u/TheGamingDictator)
* Fixed grammar issue with paid recruitment encounters in throne room (credit u/TheGamingDictator)
* Fixed 15 grammar bugs with Arasuk (credit u/TheGamingDictator)
* Fixed grand champion reference to aslona regardless of kingdom name (credit Nicolasstag)
* Fixed previous council member reference to aslona regardless of kingdom name (credit Nicolasstag)
* Fixed old noble reference to aslona regardless of kingdom name (credit Nicolasstag)
* Fixed missing line for sand talker in throne room
* Fixed misplaced sound effect not running in sand talker encounter outro
* Fixed sand talker game crash bug (credit Nicolasstag)
* Fixed ozymandias statue text bug (credit liosalpha)
* Fixed kingdoms destroying themselves text reports aslona instead of custom name
* Fixed kingdoms being assimilated text reports aslona instead of custom name
* Fixed brawl champion join as champion of kingdom mentions aslona instead of custom name
* Fixed by the glory of aslona arena text to use custom name
* Fixed merc group leader joins as champion reports Aslona instead of custom name
* Fixed promote champion text refering to aslona instead of custom name
* Fixed rebels diplomacy screen calling them the rebels of aslona instead of the rebels of custom name
* Fixed rebels backstory text still showing aslona instead of custom name
* Fixed throne room foreign joiner/refugee event giving only first kingdom unit (credit Meieratlarger)
* Fixed coastal king song text bug (credit Liosalpha)
* Fixed question 20 of the eastern history exam spelling bug
* Fixed error in scroll graphic for earning 9 points or less out of 10 in the southern exam in history guild
* Fixed all mentions of Aslona in history guild (credit u/TheGamingDictator)
* Fixed paying gold to watch fights in your owned arena (credit u/TheGamingDictator)
* Fixed missing +peasants indicators when recruiting from rihhm
* Fixed 21 grammar and text bugs in rihhm recruitment screen
* Fixed missing +peasants indicators when recruiting from smallhaven
* Fixed 21 grammar and text bugs in smallhaven recruitment screen
* Fixed 6 grammar issues in intro text for Arasuk
* Fixed 7 grammar and text bugs in Arasuk recruitment screen
* Fixed missing +peasants indicators when recruiting from Arasuk
* Fixed 7 grammar and text bugs in Shaian recruitment screen
* Fixed missing +peasants indicators when recruiting from Shaian
* Fixed spacing issue in slaver post in Blackmarket slums
* Fixed missing doomstone cult screen (credit u/Ziven001)

EVERYTHING ELSE


Lots of loose and uncatagorised stuff here today, mostly improvements and tweaks!

* Updated race packs to use latest races
* Added new screen for when recruiting from smallhaven (credit u/TheGamingDictator)
* Added new screen for when recruiting from Arasuk (credit u/TheGamingDictator)
* Added new screen for when recruiting from Shaian
* Added slaves you have currently indicator in Blackmarket slave post (credit u/TheGamingDictator)
* Added slaves you have currently indicator in Slaver fort slave buying screen (credit u/TheGamingDictator)
* Added slave soldiers you have currently indicator in Slaver fort slave soldier buying screen (credit u/TheGamingDictator)
* Improved layout and text in ancient door to make it clearer (credit u/Ziven001)
* Added second screen to troop report showing fort garrisons, militia men, knightly order men, Blackmarket garrison (credit Liosalpha)
* Updated general's troop report to match the one in kingdom reports with battlescore effects

SCREENSHOTS


* New brawl pit upgrade screen -
* New Blackmarket Orb screen -
* New Event: Blackmarket Wall Guardian -
* New Secondary Troop Report screen -

THANK YOU


Thank you for reading this, and I'd also like to thank everyone for the recent burst of steam reviews, thanks to them we have moved up on the [steam250 hidden gems list](https://steam250.com/hidden_gems) and are currently (as I write this) ranked as the 131st best Hidden gem on steam which is amazing!

FRIDAY DISCUSSIONS #10 - A Big Update Looming And Kingdom Leader Changes

FRIDAY DISCUSSIONS


Hello everyone, so here we are shockingly at week 10. It's been a long time coming but the combat update is finally testable. It's been a busy week outside the combat update with lots of working and development happening too, but I feel like this has been probably the most progress done on the combat update in a week to date.

FIRST COMBAT TEST

Here are a few images showing a small battle between me and the bandits in progress









You can see that over time my troops in the image shown actually got smaller and the background graphic changed as the battle raged on.

The new system works unlike before, so instead of sending armies forward and only a specific troop type being killed then moving on to the next one it's much more random. Any unit in the battle could be hurt or killed.

I've also fully coded and tested the injury system meaning the battle is even more finely done, every attack phase will roll damage to deal to the opposing side and will include even injuring troops if it can't kill them, this will mean the wounded troop will have lower hp when they are next hit by damage whereas before this wasn't the case and a victorious unit would continue on.

I still have lots of things to work on including expanding and further testing these battle phases as well as adding pre-battle events that can damage you, random events that can do all sorts, and weather based events which can potentially end the battle prematurely.

I also need to ensure the right information is being displayed so players know where they stand and work on the post battle screens explaining things. Although even getting things to the testable level is great progress and shows we're getting somewhere.

I'm excited to see where it goes next and have now got a much clearer plan of what to work on next and should hopefully be able to progress much quicker through the combat stuff now!

THE REST OF THE WEEK


The rest of the week was spent working on a new content update which contains a bunch of new things including another big addition to the race generation system, a bunch of new kingdom types courtesy mostly of /u/rabidrab, and a whole bunch of bugfixes mostly thanks to /u/thegamingdictator.

I'll probably release it within the next few days but I've got a busy weekend ahead of me so I can't say for sure!

Thanks for reading

Huw