Lots of new objects and sprites, new scripts commands, weapon tweaks, and bug fixes.
Complete list of changes:
-Updated all chapters with new objects and wheat tiles.
-New objects: pallet, crane, craneTop, waterWheel2, waterWheel3, gearBig, gearBig2, holeMassive.
-New script command: "findObj" to find map and position of all objects in story of given name.
-New script boolean: "if_objCountForces" to test for number of mobiles of given faction name.
-New trog character: Cliffdancer (ambassador outside Jawala's Tower in Ch.4).
-Fixed cliff section on Drumwave Peak that wasn't blocking movement in Ch.3.
-Fixed crossbow hit script so Woodcraft now gives bonus damage (like bows).
-Trog and ratfolk AI scripts no longer conceal or burrow while in combat.
-Confused and Unconscious status effects now cancel evasion and parry.
-Confused status now causes mobiles to change direction constantly.
-Improved some dialogue, books, and signs in all chapters.
-Bone Dagger must now recharge with blood to leech health.
-New magic sword: Parched Throat (also leeches, for Ch.4).
-New sprite for leech animation effect.
-Lots of Ch.4 progress.
Removed all ".PNG" extensions from the save files so they're a little smaller now, and it's making me think I should do something about the bloated Brigand saves eventually. Also added new cliff textures (mostly for caves), made blunt weapons have a chance to knock back targets with enough damage, fixed a few bugs, and updated the weapons section of the Player's Manual. Also your wealth and (to a lesser extent) inventory now contribute very slightly to party level. Complete list of changes: -New cliff color alternatives: cliffB (changed Nightsteam Reef tiles). -Removed ".png" file extension in sprite variables and saved games (making file size smaller). -Wealth and inventory now contribute very slightly to party level (every 1000 wealth increases level by 1). -Raft now positioned farther north on Berindal Beach in Ch.3 to avoid an immediate fight when travelling there. -Fixed strange party import bug where final inventory slot of final party member had a blank item. -Blunt weapons now have a chance of knocking target back (higher chance with more damage). -Script boolean "if_damage" can now be used in weapon use and mobile attack scripts. -Updated all demos, encyclopedia, Player's Manual (weapons section). -Lots of Ch.4 progress.
Further improved Spotting and Concealed status mechanics. When Spotting, party can now see concealed characters that are behind them up to 5 paces away. More importantly, traps no longer trigger for mobiles of same faction (and gave each trap a faction in story files).
New Master Neuromancy Spell called Omniscience, which shows the location of every Concealed object on the map regardless of line of sight. A ton of other minor fixes.
Complete list of changes:
-When Spotting, you can now detect concealed mobiles behind you up to 5 paces away.
-Caltrops, clamp traps, and tripwires no longer get triggered by same faction (set trap factions in all chapters).
-Crippling Strike now has a range of two, and attacker jumps one pace toward target (similar to Dirty Tricks).
-New parameter for "factionReact" and "objMobSkill" commands: "all" (to set all factions or skills).
-New script command: "revealAll" (reveals all concealed objects on map regardless of LOS).
-New Master Neuromancy spell: Omniscience (reveals all concealed objects for 1 minute).
-Fixed script bug where party fatigue dialogue complaints weren't working.
-Party starvation/fatigue dialogue now resets when fed and rested.
-Map scripts now do not spawn waves while party is waiting.
-Switched up weather directions in Chapters 3+4.
-Lots of Ch.4 progress, updated all manuals.
Mostly improved concealment and spotting mechanics, and added some new hidden objects that the player can spot and search such as bird nests and hidden stashes. Also made the Woodcraft ability more useful by giving a 10% chance to deal extra damage with bows if you have it.
Added a new script boolean to test what tile the object is standing on (first 4 letters only, ex. "sand" or "dirt"). Trogs now burrow under the same when outside in the daytime. Finally, fixed a few bugs and added some more assets.
Here's a random Ch.4 screenie.
Complete list of changes:
-Doubled speed of bow and spear animations (not actual combat speed).
-Woodcraft ability now gives 10% chance to deal extra damage while wielding bows.
-Player is no longer allowed to target concealed objects that haven't been spotted (also fixed tooltips).
-Must now be within 2 paces and facing to spot concealed objects that are not mobiles (still 5 paces for mobiles).
-New objects for Scouring ability: nest, stumpStash, shelfStash, dungeonStash (placed in all chapters).
-New script Boolean: "if_objOnTile" (check for first 4 characters of tile image name, ex. "sand").
-Changed "Pocket Sand" action to "Kick Dirt" in Dirty Tricks ability, must now be on dirt or sand.
-Burrowing ability now requires you to be on sand or snow tiles (not shallows).
-Trogs will now burrow during the day while outside and standing on sand.
-New horse sound effects (thanks to Sonic Kitchen).
-New desert objects for Ch.4: pillarDesert.
-Fixed Tycho Luzi's stash in Ch.1.
-Updated both manuals.
Minor update. Added a new swimming transition to Berindal's Basement (entire party must know Swimming). Fixed bug with concealed enemies standing that showed their positions briefly on map load. Added lots of new resources for Chapter 4. Gonna upload a new demo to the Patreon tonight. Patreon: https://www.patreon.com/c/lcsoftware Complete list of changes: -Player can no longer target concealed enemies (unless they have been spotted). -Fixed bug where mobs wouldn't stay concealed if standing in slow tiles while loading map (sand, etc.). -Added a swimming transition to Berindal Basement that leads outside to Berindal Refuge. -New alternative tent colors for different factions in Ch.4. -New alternative object sprites for Ch.4: blockB, tilesBOld. -New map tiles for Ch.4: battlementsC. -Lots of progress on Ch.4.
Replaced the Pocket Sand ability with the Dirty Tricks ability, which brings up a list of actions you can do to your target (including Pocket Sand). It also has a range of 2 and most tricks like Disarm make you jump towards your target one tile (new script commands to accommodate).
Added a new inventory pet for Chapter 4: the qwirl.
Also fixed a ton of little bugs, but I finally had time to start writing some Ch.4 dialogue. Gonna upload another demo to the Patreon Monday night: https://www.patreon.com/c/lcsoftware
Complete list of changes:
-Fixed bug in combatSounds.wsl script where spears weren't playing sounds.
-Fixed bug in useItems.wsl AI script so AI no longer throws bombs at close range.
-Replaced Pocket Sand ability with new Dirty Tricks ability (list of actions, including Pocket Sand).
-New parameter option for "objMove" command: "forward" (move mobile in current direction).
-New parameter option for "objKnockback" command: "-1" (object is knocked toward target).
-New script boolean: "if_objLoadFree" to test for unused load in mobile's inventory.
-New script boolean: "if_objMobUnarmed" to test if object is not carrying a weapon.
-Fixed bug with obtaining pets without enough unused inventory load.
-Henchmen and pets are now forbidden from initiating travel.
-Improved "objKnockback" function to be more precise.
-New objects: treeApple, eggSnallygaster (Ch.4).
-New sound effects: bear, qwirl (Ch.4).
-New pet: qwirl (Ch.4).
-Updated both manuals.
Fixed importing magic jewelry to new chapters (for real this time). Also added more shit to Ch.2+3, including new dialogue options and obtainable leather armor. Changed "guano" item name to "fertilizer" and placed some around the livestock and horses. Back to working on Ch.4 dialogue and scripts. Complete list of changes: -Fixed bug with stacked magical jewelry in inventory. -Fixed importing party with magic jewelry (for real this time). -Fixed armor script (replaced old "light" damage with new "acid" damage type). -Changed "Guano" item name to "Fertilizer", added fertilizer to horse and cow grazing areas. -New alternative item sprites for desert stones (brown) and guano fertilizer (white). -New usable objects: armor1, armor2, armor3 (unlocks player armor when used). -Player now has the option to show Tycho Luzi's journal to Asemius in Ch.2. -Added locked cell door scripts, locked cells in Berindal basement in Ch.3. -Added lots of bloodstains, corpses, and coins to Berindal manor in Ch.3. -Added obtainable leather armor to Berindal manor in Ch.3. -Player now loses leather armor at the start of Ch.3. -Added Note in Blood to Berindal Basement in Ch.3. -A little progress on Ch.4 dialogue.
Added new Defecate ability so you can make your pet parrot shit on a target so they move a couple tiles, useful if you wanna steal something from a shelf, etc.
Also added an innate fire breath ability for when you [spoiler] reach Jawala's Tower in Ch.4 and you can upgrade your pets with special powers.[/spoiler]
Complete list of changes:
-New pet abilities: Defecate, Fire Breath.
-Fixed bug with music script where you couldn't play for benefits.
-New Izari boss scripts for Ch.4: Ice Cleric, Fire Cleric, Wild Cleric, Dream Cleric.
-Party members can now talk to henchmen, just not the main party (so they can collect pets).
-Increased Hamchop's skills and base melee damage, changed encyclopedia description to say "expendable".
-HUD now displays "Inventory Disabled" for animals, etc. (instead of max load=-1).
-Fixed dropping pets from inventory (should run use script).
-Improved Ch.3 dialogue (Wahu gives hint about Bone Dagger).
-Feluco now goes auto-berserk sometimes if below 50% health.
-Berserk status effect now increases movement speed.
-Fixed Meta recharge from cancelling Defensive Stance.
-Reputation window now always displays player pic.
-Fixed bug with "objMissile" command.
-New pet sounds for parrot and cat.
Finally added pets to the main story in Chapter 3. You can get a black cat, and also a parrot if you have the Animal Taming ability. Also added some new script booleans and changed the tutorial messages if you are paying on Steam Deck (or have touchscreen mode enabled). https://www.youtube.com/watch?v=EoCD9YX4oiY Complete list of changes: -Finished Stormeye's quest in Ch.3 and added pet cat. -You can now take Berindal's parrot in Ch.3 as a pet. -Dropping pets from inventory now automatically deploys them. -Changed tutorial messages based on whether touchscreen is enabled. -New script Boolean: "if_touchscreen" to test if touchscreen is enabled. -New script Boolean: "if_objLoadMax" (test for max load, <0 means inventory is disabled). -Door scripts now forbid mobiles with disabled inventories from opening doors (animals, etc.). -Error window now displays when more than 19 scripts are loaded at once (instead of game crashing). -New sprite: bird6 (pet parrot). -Lots of progress on Ch.4.
Balanced weapons a bit by increasing spear speed and damage, and bow damage. Fixed bugs with importing your party while carrying jewelry that fucked with your stats, plus some other minor bug fixes. New sound effects from Sonic Kitchen, and the objectives list in journal window now has multiple pages if necessary. Tons of other minor improvements. Complete list of changes: -Objectives window now has multiple pages. -Increased bow and spear damage and speed. -Reduced most stat bonuses for magic jewelry. -Fixed major bug that boosted stats permanently if you import party while carrying magic jewelry. -Stat window now updates automatically when party members get items like magic jewelry. -Added tip about dismissing characters if you have too many main characters in party. -New sounds from Sonic Kitchen: boat, cannonsReady, marching, foliage, construction. -Training skills window no longer plays fail sound when you run out of points. -Mantios now brings henchmen to vault if you let him escape basement in Ch.3. -Decreased Deep Sleeper ability reqs for Focused and Inspired status effects. -New boolean: "if_partyResponsive" to check if main party is conscious, etc. -Travelling is now forbidden if main party member is unresponsive, etc. -Party members no longer make select sounds while unresponsive. -ESC key now works in main menu to go back. -Finished new character classes for Ch.4.
Been crunching on Chapter 4, and it's still on track to release in December.
Meanwhile, big thanks to Badger for sending me a long bug list on Chapter 3, which have now all been squashed. I haven't had time to watch his Ch.3 play-through yet, but I'm sure I'll find some more in there.
https://www.youtube.com/watch?v=AZQ8DUe_Grg
Another major improvement is that save files now have a screenshot to go with them, and chapters also have a small cover of the same size. Plus a ton of other minor improvements.
Complete list of changes:
-TONS of progress on Ch.4 maps and scripts.
-Mobile AI now automatically faces away from walls.
-Save files will now have an accompanying screenshot.
-Fixed bug when hitting ESC during prompt to name your save.
-Whirlwind ability now knocks targets back ("objKnockback" command).
-Deleted more unnecessary objects from market maps in Ch.2 (improved framerate).
-Milphio now disappears after Peace Festival in Ch.2 (also now knows Power Slash).
-Fixed bug where HUD character image wouldn't show weapon if standing in sand/shallows.
-Fixed message at Berindal's Door in Ch.3 (said you needed different Key).
-Fixed a TON of script bugs and typos in Ch.3 (thanks to Badger).
-"ObjKnockback" command no longer works on mobiles with 0 Speed.
-Using raft in Ch.3 with a sail attached no longer drains Meta.
-Fixed bug where slaves would help Izaris in combat in Ch.3.
-Fixed bug where large encyclopedia images were off-center.
-Changed ambient sounds for dock maps (wood creaks).
-Moved paddle location on Nightsteam Reef in Ch.3.
-New reps: Nordus Died (Ch.1) Robel Died (Ch.3).
-Chickens and turkeys now drop more feathers.
Also improved Steam covers for all chapters so far.
Mostly just working on Ch.4 maps, so not much new in the patch. The Chapter 4 store page is now public, and it should release in December.
Chapter 4: https://store.steampowered.com/app/2498130/Warlordocracy_Ch_4/
Meanwhile, I'll be uploading the demos to the Patreon.
Patreon: www.patreon.com/lcsoftware
H key now hides editor info first so I can take better screenshots (gotta start getting trailer material).
Also added new script command to shift an entire map up/down/left/right in case you want to resize it. Added patrol routes in the Ch.2 Foreign District so doorways don't get clogged, plus a new track by Sonic Kitchen (who is still Amish with no online presence).
Complete list of changes:
-Published Ch.4 store page on Steam and itch.io, finished more maps.
-Hiding HUD with H key now hides just World Editor info first, then entire HUD.
-Added patrol scripts for militia and bandits in Ch.2 Foreign District so doorways don't get clogged.
-New command: "mapShift" (shift all tiles and objects up/down/left/right).
-New track from Sonic Kitchen: Untamed Wilderness.
-New ambient sound: chimes.
-New object: Keg of Water.
Had to rush out a quick update because I'm putting the first demo of Chapter 4 on Patreon tonight. Gonna wait till next Monday to make the store page public because I need more screenshots that capture the player and his droogs doing some more of that ultraviolence. No screenshots this week, but the demo will be up on Patreon momentarily: https://www.patreon.com/lcsoftware Complete list of changes: -New Chapter 4 Demo on Patreon (www.patreon.com/lcsoftware). -Fixed major bug with pathfinding in slow tiles from a few patches ago. -Disabled collision scripts for dead/destroyed objects (fixing auto-pause problem with Mantraps). -Slow tiles now obscure bottom part of mobiles' equipment sprite as well. -New equip sprites for short bow and mech bow. -TONS of progress on Ch.4 maps and scripts.
Fixed a few more bugs, added a couple more reps and a locked chest. Mostly still working on Ch.4 maps. Steam store page is currently waiting for approval. Meanwhile, here is a screenshot.
Complete list of changes:
-Passing time no longer allowed during combat.
-Fixed bug with high speed setting not slowing down for combat.
-Fixed minor bug with City Gate transition in Ch.2 where random object would be displayed in window.
-Travelling in Ch.4 during daytime now requires a bottle of water for each party member (desert climate).
-Included locked chest with loot on House Mesali balcony in Chapter 2.
-New sound effects for Mighty Blow ability and knockbacks: mighty.wav.
-New reputations in Chapter 2: Snog Died, Hamchop Died.
-Mantrap AI script now cancels target if 2 paces away.
Fixed a ton more bugs thanks to Badger on the forums. I need to fix a couple of them in the next patch: https://lcsoft.freeforums.net/thread/7/double-whammy-spoilers. Also included one final track that won't be used until the finale in Ch.5, thanks to Sonic Kitchen. The soundtrack should now be officially complete with 58 tracks, most by Sonic Kitchen. Complete list of changes: -Fixed MAJOR bug where major battle would begin prematurely before Ch.1 finale. -Word Scramble minigame will no longer displays unscrambled word by coincidence. -Fixed bug where click sounds would play twice when you examine inventory objects. -Fixed a TON of typos and encyclopedia entries, improved some dialogue. -Fixed a few travel messages in Chapter 1 with the wrong map name. -Fixed terrain collision issue in Mud Flats map in Chapter 1. -Fixed Noble District spawns in Ch.2 depending on faction. -Disabled HUD tooltips when HUD is hidden (default H key). -Fixed wandering Coachman in Eastern Docks in Chapter 2. -New rock objects and sprites: rockC, rockCBig, rockCHuge. -New track from Sonic Kitchen: finale.ogg.
Implemented tall grass that snakes can hide in for Ch.4. Also fixed a major bug with AI pathfinding around water tiles along with a bunch of other little bugs. Added the option to pass time in the ESC menu, and made TONS of progress on Ch.4 maps. Here's a video of the Sea of Snakes: https://www.youtube.com/watch?v=yNbLuHTcovs Complete list of changes: -Fixed pathfinding AI around water tiles (major improvement). -Changed ESC menu to include "Pass Time" option (also changed "Wait" tooltip to "Pass Time"). -Script command "mapSlow" can now be set to 2 to obscure sprite but not slow movement (tall grass and wheat). -New script Boolean: "if_objInGrass" to test if object is on a grass tile (mapSlow=2). -Snake AI scripts now conceal snakes when on tall grass tiles. -Officer's Journal in Ch.3 now mentions the Venompiercer Bow. -Fixed bug where step sounds would sometimes loop annoyingly. -Fixed bug in world editor that returned "-1" on ESC. -Fixed transition arrow sprite animation. -New map tiles: grassTall, wheat. -TONS of progress on Ch.4 maps.
Another giant list of bug fixes. Thanks to Caco on Discord for beating Chapter 2. A couple major bugs included using henchmen contracts, using the Move command without interacting, and hitting ESC to cancel get/drop amount prompt. Also replaced the leather armor sprite for male appearance #1, and a ton of other little fixes. Complete list of changes: -Fixed Move command (moving over objects without interacting). -Fixed major bug where contracts would summon henchmen in map corner. -Added more Autosaves in scripts after completing main quests. -Replaced player sprite for Male Appearance #1 wearing leather armor. -Cancelling Defensive Stance now recharges the 20 Meta it costs (but you still need 20 Meta to keep things moddable). -Escaping from a string input window now returns "-1", which registers as none for Boolean purposes. -Escaping from get/drop amount input now cancels instead of getting/dropping all items. -Fixed Ch.2 story file: arbalists with arrows instead of bolts, crossbow up for grabs. -Fixed major bug in Ch.2 where Keep Basement Door wouldn't unlock (shortcut purposes). -Fixed bug where Levos in East Market in Ch.2 was player faction. -Fixed a lot of Ch.2 dialogue bugs (thanks to Caco). -Fixed some windows not having AI blocks in Ch.2.
Improved the ESC menu so you can now do named saves and access all settings menus. Planning to improve the UI a little bit more in the next patch. Also, thanks to Caco on Discord for reporting a ton of minor bugs that should now be fixed. Complete list of changes: -Improved ESC Menu (Save/Load, Settings). -Fixed a lot of Chapter 1 dialogue mistakes (thanks to Caco). -Fixed Lola's quest to destroy the wasp hives in Ch.1 (Caco). -Fixed bug where shopping window wasn't working on hi res (Caco). -Fixed bug where you could click on settings buttons in Objectives/Rep tabs of journal window (Caco). -Select All button/hotkey now only deselects if all 5 main characters are selected (Caco). -New script Boolean: "if_partyHave" (to test if any main party member has given item). -Updated Builder's Manual.
Finally started on the Ch.4 maps, added some more object sprites for desert towns. Should have the store page up this weekend, along with screenies. Also fixed some bugs, including a rare crash. Party members were eating raw meat and getting sick when Party AI was set to complex. They should only eat raw meat when Party AI is set to Jordan Peterson. Complete list of changes: -Chapter 3 maps now use the climateJungle script (more rain). -Started on Ch.4 maps, which use the climateDesert script (less rain). -New objects for Ch.4: desertBuilding(x5), desertCanopy(x2), rockWall(x4), cactusGiant. -Changed use type of raw meat/fish so party members don't eat it automatically with "Complex" Party AI. -Fixed bug where weather was being set twice in a row (also crashing game on rare occasion). -Fixed problem with some town objects not blocking visibility (and hence ranged attacks). -Fixed bug with party member dialogue after you dismiss them from party. -Fixed another rare bug where party members would disappear on travel. -New sprite variations for cactus and cactusTall objects. -Camera now centers on player when you load a game.
Done scripting lots of new baddies, items, Sonic Kitchen tracks, and civilian dialogue for Ch.4, and fixed some minor bugs. I am now officially ready to start working on Ch.4 maps. In honor of RFK, Jr. getting a brain worm from hunting rats with his hawk near a garbage landfill, you can now get inventory pets in Warlordocracy such as a hawk, and use them to kill rodents for dinner. Right now I just have a black cat and a hawk. You will eventually be able to upgrade your pet to make it an actual fighter. https://www.youtube.com/watch?v=iFnecKHxB4Q Complete list of changes: -New items: pet hawk, pet cat (use with Animal Taming ability, for Ch.4). -New Izari boss units: Fire Cleric, Ice Cleric, Wild Cleric, Dream Cleric (for Ch.4). -Basic Izari Clerics in Ch.3 can now cast Chilling Touch (spells now cost half Meta for them). -Fixed minor Ch.3 bug where initial party member dialogue would skip if you wait too long to talk to them. -Reps now gained whenever a main character dies, regardless of faction alignment (Gorbo, etc.). -Added henchmen and civilian dialogue for Ch.4, improved it for Ch.3. -Added the Venom Piercer Bow to Chapter 3. -Improved Chapter 4 intro screen.
Minor update that fixes a lot of little bugs. Finally started Ch.4 dialogue and updated the demo. Gonna take a couple weeks off from game dev and go on a spirit quest in the Mojave and try to fuck God. When I get back I'll be ready to start Ch.4. Here's a video of killing some snallygasters. https://www.youtube.com/watch?v=xFU68q955qw Complete list of changes: -Finished Ch.4 intro dialogue, updated demo. -Rescuing Lara in Ch.3 now erases the Pirate reputation. -Dying in Tutorial Dream now gives you the option to heal and continue instead of ending tutorial. -Fixed "mapCopyFrom" command (copies a map from another story, stopped working a few patches ago). -Fixed old story bugs where a couple mobs were carrying non-obtainable items in inventories. -Fixed script bug where scene wouldn't show and party wouldn't heal on wagon travel in Ch.1. -Fixed bug where Ch.1 screen and Gorbo's initial dialogue would show twice. -Updated all manuals and Patreon content (www.patreon.com/lcsoftware).
Got tons of new monsters implemented and tweaked in the last couple updates, but just gonna show off one in the video. Don't wanna spoil Ch.4 too much, so here's just the names: dust raptors, bone raptors, snallygasters, basilisks, sandscourges, sandstalkers, emperor crabs, qwirls, nox jellies, and mind consumers. https://www.youtube.com/watch?v=sMeSv6cNJ3k Going on a break for a couple weeks cause it's over 100 where I am and I don't want my laptop to melt. Complete list of changes: -New animals/monsters: dust raptor, bone raptor, mind consumer, jellyfish. -Snallygasters now shoot fires (not explosions), sandstalkers now burrow in sand. -Fire no longer affects flying creatures (explosions, etc. still do). -All mobiles with no dialogue now have the exam use script. -Updated Player's Manual with new monsters. -Started Ch.4 intro script.
Replaced the Disarming ability with Animal Taming (much more unique). There's a trainer at the University in Ch.2, and a couple trainers in Ch.3. Also some new monsters, and a new Magnetism spell for Neuromancy (get/interact with metal objects from a distance). Lots of other little fixes. Will upload a new map to Patreon called Turkey Magic soon, so you can fuck around with all the new high-level spells (not much of a challenge). Patreon: https://www.patreon.com/lcsoftware https://www.youtube.com/watch?v=9-c9C2y0YdA Complete list of changes: -New animals/monsters: basilisk, crab, sandstalker. -New Neuromancy spell: Magnetism (interact with metal objects from a distance). -New script command: "objMobGetTarget" (gets target item without checking for range). -New effect object: flash2 (hypnotic flash), causes unconscious status. -New track from Sonic Kitchen: Meadowberry Wine (now 54 tracks total). -Flying creatures can now attack other flying creatures with melee. -Removed attack messages if game is paused (for scripts, etc.). -Mental Domination spell no longer works on main characters. -Fixed bug when attacking with a non-weapon item equipped. -New Turkey Magic story for Patreon. -Updated manuals.
Finally finished all the magic spells. I'll definitely balance them more and add better effects, etc. Also added an end cut-scene to Chapter 3, lots of new script commands, new status effect, and a couple minor tweaks and bug fixes. Just gotta do one more patch to add new baddies and I can start on the Ch.4 story. There are about 60 spells total. Here's a video showing a few spells, including Control Weather, Call Lightning, Mycanoid Colony, and Chilling Orb. https://www.youtube.com/watch?v=dG6GRD5YNVo Complete list of changes: -Added cutscene to Ch.3 ending. -Finally finished magic gemcrack scripts (62 spells total). -New effect objects, sprites, and sounds: lightning, cold, thermo, shells. -New parameter for "objMove" command: "random" (choose one of 8 random directions). -New script commands: "objNameAdj" and "objNameAdjDelete" to add/remove adjectives to object names. -New status effect: Doomed ("the Welting Doom", a nearly-incurable, contagious disease). -Birds and rats now deal 2 melee damage (for when player possesses them with magic). -Fixed bug where gameover wasn't called if player was exploded with 40+ damage. -Game no longer auto-pauses when mobiles start to flee from party. -First Patron Stories map now lets you choose your first weapon. -Potions of Recharge now only restore 80 Meta (not full). -Updated Builder's Manual.
Still not finished with all the magic scripts for the final two chapters, but I'm close. Next update all magic should be finished and I'll have a complete list of 60-ish spells with a video. Got lots of new script commands done for the magic: knocking back objects, detecting objects, selecting corpses to explode, etc. Mighty Blow and Power Bash abilities now knock targets backwards, and boars also have a 50% chance to knock you backwards. Also fixed a couple bugs, made it so chapter bosses now start major battles so you can't escape, and added a couple new tracks from Sonic Kitchen (for future chapters). Complete list of changes: -Engaging chapter bosses in combat now starts major battle (so you can't escape). -New gemcracks: Neuro (novice, expert, master), Necro (novice, expert, master), Bio (master). -New script Boolean: "if_objNearCorpse" (test if corpse is near current object, for Unliving Weapon spell). -New script command: "objKnockback" (knocks object one tile away from default object with animation). -Power Bash and Mighty Blow abilities now knock target backwards using "objKnockback" command. -Boars now have a 50% chance to knock target back using "objKnockback" command. -Added unsummoning to death and AI scripts for summoned monsters. -New tracks from Sonic Kitchen: bodkin.ogg, wardogs.ogg. -Inv/Char windows now update after each attack if open. -Fixed bug where mobs with 0 Max Meta couldn't attack. -Fixed script and sounds for wood staff weapon. -Updated Builder's Manual and Shrouded Arts.
Got a bunch of scripts done for future chapters: new magic, new monsters, etc. New lunge animation for monsters that don't have attack frames. Fixed an annoying party selection bug, beefed up the Backstab ability, and new tracks by Sonic Kitchen. It has officially been 2 years since Warlord Early Access released. Should be finished in one more year. I can't have it in early access longer than BG3. Here's a video of some new spells. I was hesitant to include "Stick to Snake" spell because it's a little too Biblical and I'm going for a low magic setting, but it looks too cool to leave out. https://www.youtube.com/watch?v=irz_qpOet1g Complete list of changes: -New alternate sprites for party members (for future chapters). -New monsters: Snallygaster, Qwirl, Sandscourge, Mealbug (for future chapters). -New script command: "objMobLunge" (used for monsters with no attack animation frames). -New optional parameter for "mainMenu" script command to show gameover screen first. -New tracks from Sonic Kitchen: hijinx.ogg, coastNight.ogg, stealth2.ogg, sword.ogg. -Fixed annoying bug that set destinations when left-clicking if paused. -Lots of monster and animal attack scripts now use lunge animation. -Beefed up Backstab ability (doubled damage bonus). -Updated Builder's Manual and in-game encyclopedia. -Improved main menu background.
Included new auto-pause options in the main menu and journal settings, finished more gemcrack spell scripts, a couple more minor changes. Small patch this week because I've been busy with Brigand. There will be some user-made Brigand maps coming soon, and I'll cross-promo here. Complete list of changes: -Game message now displays when mobiles target another object to attack. -New auto-pause options to main menu, journal settings, and INI file (moved Encyclopedia option to Documents). -Characters now play use animation when casting spells with a gemcrack. -New effect object, sprite, and sound effect: summon. -Finished more gemcrack spell scripts.
Started working on more powerful gemcracks and magic, adding a couple new script commands for that purpose. New detect commands for spells that scan the map for certain materials or species, etc. Pretty much all spells should be finished in the next patch and I'll have more details then. Weapons now degrade at half the speed, so you don't have to worry about repairs as often. New parameters for attack command, so now most combat abilities bypass evasion and parry. Increased accuracy with expensive bows and in extreme weather, gave more baddies natural parry (like boars). New review from Games Ardor: https://gamesardor.net/warlordocracy-chapter-3-review/ Complete list of changes: -Weapons now last twice as long (10% chance to degrade instead of 20% each hit). -New script command "missile" draws missile of given sprite to current object from default object. -New script "objDetect" script commands to show glimmers and nearby object counts of material, species, etc. -New optional parameter for "objAttack" command (1=ignore evade, 2=ignore parry, 3=ignore both). -Gave natural 20% Parry to many animals/monsters (boar, shark, eberan, ratfolk, etc.). -Increased difficulty of first Patron Stories map, updated mobile and weapon stats. -Increased aim of crossbows and composite bows by 10%. -Decreased aim penalty slightly in extreme weather. -Worked on new gemcrack objects (not finished). -Fire now automatically dies on water tiles. -Updated Manuals.
Completely changed up the combat system. I still have to playtest a bunch more. There is now a parry stat for every mobile and weapon, which grants resistance to melee from the the target you are currently engaged in melee with. This is because I wanted to make flanking a more important tactic. I had to completely change the save file structure to cram in new variables, but all saves should be smoothly converted. I also have a ton of weapon stats update automatically when you load your game, which will be removed in the next patch, so save your game now to keep the new weapon stats. Axes are way the fuck more powerful now (because they are twice as slow). Also fixed the fangworm scripts for Patron Stories (they weren't attacking). I'll upload the new version to Patreon tomorrow: https://www.patreon.com/lcsoftware Complete list of changes: -Added new Parry attribute for mobiles and weapons (resistance to melee damage from engaged target). -Save files (*.war) now begin with game version and auto-convert (added new variables, slightly larger). -Modified almost all melee weapon stats, assigned parry resistance, beefed up axe damage. -Fixed fangworm AI script, added combat sounds (currently only used in Patron Stories). -Rearranged character window and HUD to fit Parry attribute. -Updated Builder's Manual and Player's Manual. -Improved tutorial dialogue and signs.
Two more original tracks for Lockdell (day and night) from Sonic Kitchen! Also added some new voice sounds, fixed a few minor bugs, and added the "goto" script command and ability to set variables to in-game values (like I did with Brigand recently).
Also, new option when repairing weapons with the Smithing ability to use raw materials (iron or steel) to prevent max durability from degrading.
Complete list of changes:
-Replaced Lockdell.ogg and LockdellNight.ogg with original tracks from Sonic Kitchen!
-Fixed major bug with shock, burn, acid, and chill effects where "objEffNoParent" flag was preventing damage.
-Added new option when repairing with Smithing ability to use raw material and not decrease max durability.
-Added script command: "goto" (as well as script labels that end with a colon).
-Script variables can now be set to various in-game variables and vice versa.
-Meta now drains on attacks even when target evades or shot misses.
-New voice sounds: man15-18, woman15-18 (Mantios).
-Updated Builder's Manual.
Finished all the gemcrack objects and sprites (21 total), but not all the scripts yet. So far there are 6 gemcracks you can find, containing a total of 18 spells. New option in settings to swap the mouse buttons, added some new texts to Ch.3 detailing some of the magic items, plus a LOT more little fixes. Theme music has been updated again, thanks to Sonic Kitchen. https://www.youtube.com/watch?v=D-dI0fIupSg Complete list of changes: -Added all planned gemcracks (21 usable gemcracks total). -New option in settings to swap left/right mouse buttons. -New sound: objective.wav (when you get a new objective). -Using the closed city gate and keep gate now examines object. -Fixed major script bug where locked reinforced chests weren't opening. -Fixed bug where party members got deselected after choosing target for ability, item, etc. -Cannons now have a 20% chance to backfire and cause a blinding flash unless you have Mechanics. -Crocodile AI script now changes selection and collision size depending on direction. -Placed Sunburst Sword in Port Moonshade watchtower, updated Foremost Delivery text. -Added Officer's Journal text to Ch.3, detailing all magic items found in jungle. -Updated Shrouded Arts PDF for patrons (magic guide with spoilers). -Updated theme music again (thanks to Sonic Kitchen). -Updated all manuals and in-game encyclopedia. -Dabi now has Naturalism ability from start. -Replaced font options (10 fonts total).
Huge update. New original title track from Sonic Kitchen. He's still working on it, as well as a few variations for in-game maps. Also, Jadenbury maps have been simplified a bit for the sake of framerate, you can now put as many fonts as you want in the fonts folder, party now randomly gets diseased in jungle maps in Ch.3 if they are too hungry, plus more. Complete list of changes: -New original title track thanks to Sonic Kitchen! -You can now add as many fonts as you want to the fonts folder (added 4 fonts). -Removed lots of unimportant objects and walls from Ch.2 market maps to speed up framerate. -Gave potions to Oke and Lars shop inventories in Ch.3, including Cure Potions for jungle disease. -Party now randomly gets diseased on jungle maps in Ch.3 if they are hungry. -Improved a LOT of dialogue (Dabi, civilians), new text about spiders. -New objects: manorTower2+3, roofAddon, meatRack, labEquip2. -New sound: mosquito (from Brigand). -New tiles: roofD (multiple).
Fixed a bunch of little things thanks to Badger again. Made Commander Durolo and Stormeye a little tougher in Ch.2+3. Flash effects now deal 5 heat damage (mostly just to make people retaliate when you flash bomb them). Party now fully heals when you take the caravan in Ch.1. Improved some Ch.1 maps and AI. Next I'm gonna work on improving the framerate on the market maps in Ch.2. Complete list of changes: -Fixed Pocket Sand ability script. -Fixed lots of bugs related to game messages. -Fixed a ton of typos and minor script bugs, thanks to Badger. -Beefed up Commander Durolo and Stormeye a bit in Chapters 2+3. -Flash effects now deal 5 heat damage just to cause retaliation. -Party is now fully healed when travelling on wagon in Chapter 1. -New script command: "partyHeal" (also removes all status effects). -Rearranged Brayna's shop and Lying Flute Tavern (Ch.1). -Improved soldier AI in Lockdell Market (Ch.1).
Did a couple things that significantly improve framerate, and I'm finally ready to playtest the first three chapters from start to finish. Keep your eyes on the broadcasting section over the next 3 days if you wanna see that. I have no idea how easy or hard it is at the moment (probably gonna do thief class). https://www.youtube.com/watch?v=E9fw9h4sxVw Complete list of changes: -Sped up sprite lighting change (greatly improving framerate). -New object command: "objMobLowAI" to improve framerate (ignore waypoints, shorter target selection). -Set most animals and civilians to low AI in INI scripts and story files (framerate should be improved). -Fixed interacting with inventory and character windows on touchscreen mode. -Fixed problem from a recent patch with game speed option. -Fixed Port Moonshade map collision at inn stairs (Ch.3). -Fixed Sattie's damage sounds in script (Ch.1). -Disabled keyboard input on Steam Deck.
Evading attacks now has a brief animation. Pickpocket ability script now checks for nearby witnesses and distractions when calculating chances. Improved bandaging with Naturalism ability. New regeneration status effect, granted when you eat food -- now only potions heal you instantly. Also, improved some dialogue and quests, and updated all manuals and in-game encyclopedia (now 850 entries). Complete list of changes: -Mobile sprites now briefly move on successful evasion. -New status effect: Regeneration (heals you over time, mostly from food). -New script boolen: "if_objDefaultFacing" (test if object is facing default object). -Food now grants regeneration status effect instead of healing instantly (potions heal instantly). -Bandaging with Naturalism ability now requires spirits, and only heals one party member (but much more). -Setting faction string to "objFaction" in "factionReact" commands now uses current object's faction. -Fixed bug where lots of merchants were set to player faction (from editing their inventories). -Daximo will keep buying batches of 5 moonlight flowers from you after his first quest. -Improved Pickpocking ability script, checking for witnesses and distractions. -You can now get quests to recruit Shale, Stringer, and Dustbiter (Ch.3). -Updated manuals and in-game encyclopedia (850 entries).
Can't stop updating. Gonna take a break soon. Lockpicking during combat now has a time limit, improved some dialogue, added some script commands, etc. Still gotta do at least one more patch before I go back and playtest everything from the beginning (I still haven't done that). https://www.youtube.com/watch?v=hocHOVYFhBs Complete list of changes: -Picking locks during combat now has a 20-second time limit. -"DialogTimer" script command now works for lockpicking minigame if you want a time limit. -Music and lockpicking minigames now bring framerate down to 60 if game speed is set to fast. -Lock strength while lockpicking now determined by both Cunning and Mechanics ability. -During combat, you can no longer read books, translate gemcracks, fish, or dig. -Summoning henchmen with contract now displays character screen. -Nordus now gives lock sequence, more shop inventory (Ch.1). -New rep in Ch.3 for completing quest: Anuli's Friend. -Added 9x9 map commands (tile, block, etc.). -Added moonlight farms to Berindal's Refuge. -Locked more doors in Ch.2. -Updated manuals.
Just went with an extremely simple lockpicking minigame lifted from the Gothic series, where you press left/right in the correct sequence. Got a randomized sequence based on object and map ID numbers, so each lock is the same sequence every time you try. Done with minigames for now, but I plan to make one more for gambling sometime in the future.
This week, I'm gonna do evasion animations and add another couple maps and quests to the first two chapters. Then, I will finally playtest the first 3 chapters myself. Then I'll do a Brigand patch in time for the anniversary in July, then start on Warlord Ch.4.
Complete list of changes:
-New minigame: Lockpicking ("if_minigame3").
-Implemented locking minigame in door and chest scripts.
-Improved Party AI indicator in HUD (only displays when game is paused, top-right corner).
-Improved playing instruments for gratuity (now shows who gives you coins, 50 times/chapter limit).
-Booleans that check if objects are nearby now measure from parent if object is being carried.
-Changed "musicString" command to "minigameString" (also used for lockpicking).
-New "seed" parameter for "minigameString" (random lock based on object ID).
-Unlocking doors now also unlocks any adjacent door (for double doors).
-Temp.par party file is now hidden from import party list.
Got the music minigame working, with 5 instruments: flute, lute, harp, horn, and piano. Right now you can use instruments to fuck around, earn money in town, inspire the party, or increase romance. Also fixed some major bugs thanks to Macabre, a couple caused by recent patches. https://www.youtube.com/watch?v=TeCDyt6vMNo Complete list of changes: -New minigame: Playing Music ("if_minigame4"). -New script command: "musicString" (sets music string for music minigame, notes are 1 to 9, 0 skips a beat). -New script command: "choicesParty" (sets the dialog window choices to main party members). -Fixed major bug where party dialogue scripts weren't updating after beating Chapter 1. -Fixed major bug from recent patch where shop inventories were not being drawn. -Fixed script bug where Gibbous Glow beds didn't cure Fatigue in Ch.2. -Fixed script bug with Milphio in Ch.1 when you have Krug Slayer rep. -Instrument scripts now working (flute, horn, lute, harp, piano). -New item: horn (instrument).
Quick persuasion minigame in Warlordocracy where you unscramble a word of given topic -- the time limit increases with higher Cunning skill. Called when selecting Bluffing, Streetwise, and Sophistication dialogue options. Also updated manuals and in-game encyclopedia (now 800 entries). Improved some dialogue and added more Bluffing options. https://www.youtube.com/watch?v=v-MtOlnM7oM Complete list of changes: -New minigame: Word Scramble (used for Bluffing, Streetwise, and Sophistication abilities in conversation). -Added another ambush to Ch.2 (right before Peace Festival). -Updated manuals and encyclopedia (now 800 entries). -Updated civilian and noble dialogue in Ch.3. -Added more Bluffing options in Ch.3.
Added 7 new magic weapons that recharge in the sunlight, darkness, or water (depending on weapon). Party members no longer get killed when pit-fighting in Ch.2, just knocked unconscious. Still planning on expanding the pit-fighting later, but for now at least it's functional. Improved a few other things.
Finally, expanded the badlands maps for Ch.4 to include a coastal town for the pirate faction.
Complete list of changes:
-Expanded scope of Badlands overworld map (Ch.4), updated manuals.
-New scripts that charge magic weapons in sunlight, darkness or water.
-Weapon charges no longer drain on attack unless stated in attack script.
-New magic weapons: Everfrost Sword/Axe, Sunburst Sword/Axe, Stun Mace/Spear, Corrosive Mace.
-If mobile is knocked unconscious in attack script, attack no longer immediately cancels status.
-If "stopCombat" command is called or faction becomes non-hostile in attack script, AI no longer retaliates.
-When player uses ability while moving, character position is now reset to original tile for targeting.
-Fixed Ch.2 pitfighting scripts, party members now get knocked unconscious instead of dying.
-Fixed script bug with splash effect extinguishing fire (when using buckets of water).
-Gave Mantios a Stun Mace in Chapter 3.
Included 14 new achievements, as well as two new gemcracks with eight new spells. Added a ton more dialogue and quests into Ch.3, plus a new bedroll item that lets you rest anywhere, and some nifty little hats you get from killing rich people that do nothing. Also, you can now craft instruments with Woodcraft ability. Complete list of changes: -14 new achievements (most can't be unlocked yet). -New gemcracks: Phytomancy, Mycomancy (placed in Ch.3). -Improved gemcrack scripts (translation, info, spells). -Added merchant, new side quests, and dialogue to Ch.3. -You can now craft instruments with the Woodcraft ability. -String and rope are now crafted with Naturalism ability, not Sophistication. -Improved foraging in Naturalism ability, check failures now reset script instead of exit. -Added more party chime-in dialogue that affects your relationship in both Ch.2 and Ch.3. -Chapter 3 townspeople now discriminate against Dustbiter if he's in your party. -Fixed possible bug with importing party automatically after finishing chapter. -New items: hats (1-3), bedroll (rest anywhere if all party members have one). -New instrument sounds and music track by Sonic Kitchen.
You can now have sex without paying for it by romancing party members (two romances finished so far). TONS of new party banter and side quests. Your party members won't just put out -- you gotta do some favors first. https://www.youtube.com/watch?v=kHzbqdN2MdM Also, you can now swim from Windside Beach to Berindal's Refuge if everyone in the party has the Swimming ability. Finally, added some new music and audio resources for later, thanks to Sonic Kitchen. Complete list of changes: -You can now have sex without paying for it! -Finished party banter/romance in Chapter 3. -New tracks from Sonic Kitchen: highway, dungeon2. -New sounds from Sonic Kitchen for future music minigame. -New sprites for ancient lab, workbench, forge, and table. -Added transition between Berindal and Windside Beaches in Ch.3 if entire party has Swimming ability. -Removed a couple waypoints and mobiles from market maps in Ch.2 to increase performance.
Still haven't finished the Ch.3 party banter, but there is a new party member to recruit in Ch.3, Stringer the Bard, along with a new side quest. Also, new script command to prevent party members from dropping certain items (like their precious stash of booger sugar).
There are now playable instruments but they don't do anything yet besides play sounds. Gonna make a music minigame soon, along with a lockpicking and persuasion minigame, right after I finish Ch.3 party dialogue and romance.
Here are the 3 new recruitable party members in Chapter 3: Shale, Dustbiter, and Stringer.
Complete list of changes:
-New party member in Ch.3: Stringer (sophisticated Izari bard).
-Randomly damaged all henchmen's weapons (making game a bit easier).
-Fixed bug where items always load with max health (despite random durability damage in INI scripts).
-Party checks script now automatically sets flee to 0% (fixing Dustbiter's AI in Ch.3).
-Dustbiter and small characters can now squeeze into holes for fast travel on same map.
-Script boolean "if_waiting" can now be used to test if map if currently transitioning.
-New script command: "cancelDrop" (used in drop script to prevent dropping an item).
-Improved some dialogue, more henchmen contracts given in Ch.3.
-Changed Shale's skills and abilities (now an agile fighter).
-Party banter scripts now run much more often.
-New voices: man13, man14.
Chapter 3 is out, my babies! I didn't have time to write the party banter/romances yet, but that will be patched in by Monday, along with a couple more side quests and about 100 bug fixes. Give me your money now, and... maybe wait till the next patch on Monday to play? Steam: https://store.steampowered.com/app/2498120/Warlordocracy_Ch_3/ Itch: https://blancaster45.itch.io/warlordocracy-ch3-dlc
Finished all main scripts in Ch.3, and I'll release it tonight after a few more hours of playtesting. I still haven't written any party banter or romance, but that will be patched in by Monday, along with a couple more side quests and probably a hundred bug fixes. Lots of changes in the first two chapters. Since henchmen contracts play a major role starting in Ch.3, the required respect has been decreased by 20%. Bottom tier henchmen now only require 20% respect from their faction to summon. Also, bomber boars have been added into Chapter 1, added a few script commands, and improved some scripts. Chapter 3 should be up in about 6 hours. Complete list of changes: -Fishing now disabled while swimming. -Decreased required respect for all henchmen contracts by 20%. -New script command: "deleteAllCorpse" to delete all mobile corpses on the map. -New script command: "majorBattle" to start a major battle (no waiting or travel). -New script boolean: "if_majorBattle" to test if major battle is currently happening. -New script parameter for "if_objPos" booleans: set to "max" to test against map size. -Bird AI now checks if they are at the edge of map and makes them move away from edge. -Mobiles now cancel destination when inflicted with immobile condition (clamp traps). -Placed a couple bomber boars in Whispering Way (in Ch.1). -New object: ancient relays (defend in Chapter 3 finale). -Decreased value of meadow berries from 3 to 2. -Updated manuals.
Fixed a ton of little bugs and added a bunch of new features for Ch.3, coming in 4 days.
The plan is now to have 5 chapters in the main story instead of 6. This way the player won't get too overpowered, and the game can leave early access much sooner.
I'm gonna save the snow chapter for an optional DLC set 25 years after the main story. You will be able to import your party, but everyone will look older with white hair, and skills will all be decreased by 1 (except Education). The first 5 chapters will have a completely solid ending, so the 6th will be totally optional.
Complete list of changes:
-Message now displayed when party member spots a concealed object.
-Blacksmith characters in Chapters 1+2 can now repair your metal weapons.
-Combat music now plays when fighting either of the final bosses of Chapter 2.
-Messages+sounds for obtaining items no longer played when mobiles are spawned in scripts.
-Window text wrap now goes an additional 100 pixels on normal resolution (allowing more text).
-Fixed bug where mobiles could learn abilities twice if not in party (taking up two slots).
-Fixed bug where AI was targeting objects that were phased out (bats during daytime, etc.).
-Fixed bug with setting screen scene image to "none" (forgot to update HUD automatically).
-Fixed bug with count parameter in "objGive" script command and keeping object selected.
-Fixed bug where mobiles would cancel target if hit with arrow and arrow spawns at feet.
-New items: lute, harp (playable with Sophistication ability, no practical uses yet).
-Updated chapter screens (now only 5 chapters planned for main story).
-Credits no longer play on quitting, now viewed in Documents section.
-Leapers (frog baddies in Ch.3) now have 25% Evasion.
-New Sample Party (suitable for Chapter 2).
Beefed up the Power Cleave ability since axes are so slow. Removed the Boat Owner reputation from Ch.2 (Iole now just sells you a paddle so you can use the rowboat for cheap). More guards now spawn if you go for the secret ending in Ch.2. Added some new resources for Ch.3, which is coming in 10 days. Gonna upload the new Ch.3 Alpha to Patreon in a minute: https://www.patreon.com/lcsoftware https://www.youtube.com/watch?v=6_M05-KbfXk Complete list of changes: -Finished raft script for Ch.3. -Updated names of Chapters 1+2 (showed in screen PNGs only). -Small pause window is no longer displayed behind messages at top of screen. -Six more guards now spawn at Jadenbury Bridge if Asemius is assassinated in Ch.2. -Removed Boat Owner rep in Ch.2, Iole now just sells you a paddle for 10 wealth. -Made Power Cleave ability much more powerful, because axes are slow. -Expanded Chapter 3 Alpha (for Patrons), updated manuals. -Fixed sprite for table2 so it can go against walls. -New characters: Lars, Ragtop, Jawala (for Ch.3+4). -New voices: woman13, woman14 (for Ch.3+4).
Using Mad Dash and Defensive Stance abilities simultaneously is now verboten. Fixed some other minor exploits and bugs (thanks to Badger again), and added new objects, items, and characters for Ch.3. Also, save/story files are now *.war instead of *.gam (to distinguish from Brigand saves), but *.gam files will still load. The Chapter 3 store page is now public, and the release date is now 16 May to celebrate the beginning of Mao's Cultural Revolution. Eat the rich, everyone. Chapter 3: https://store.steampowered.com/app/2498120/Warlordocracy_Ch_3/ [previewyoutube=E9fw9h4sxVw;leftthumb][/previewyoutube] Complete list of changes: -No longer allowed to use the Mad Dash and Defensive Stance abilities simultaneously. -Fixed bug where player could still use inventory and interact with objects while berserk/confused. -Selection circles no longer drawn under objects with draw priority set to "bottom" (rugs, puddles, etc.). -Changed save/story file format from *.gam to *.war (to distinguish from Brigand saves). -Improved sprites and scripts for Mantraps and Shamblers (plant baddies in Ch.3). -New object: big hole (smaller species can fit through, baddie spawn points). -New items: cooked lobster, cooking pot (now required for most recipes). -New characters: Robel, Savvas (for Ch.3). -Expanded Chapter 3 Alpha (for Patrons).
Fixed almost everything reported by Badger here, mostly Ch.2 bugs: https://steamcommunity.com/app/1748160/discussions/0/4353368163565543116/ The only thing I still gotta work on is the pit fighting in the basement of the Drunken Compass. There's a couple bugs with it, and I plan on expanding it after I finish Ch.3 in two weeks. Complete list of changes: -Removed "objMobNoInv" command (replaced with setting max load to -1). -Party members with no inventory now automatically use food, etc. when targeted. -Wealth and Karma no longer displayed on character screen if not a party member. -Party member dialogue scripts now get updated immediately after being imported into Ch.2. -Fixed bug where party wasn't transferring status effects over ID#20 when changing maps. -Fixed bug with Tyracho's pleasure permit quest in Ch.2, skipping a dialogue scene. -Fixed script bug where city gate wouldn't close in Ch.2 after Peace Festival. -Fixed bug with targeting indestructable containers like metal chests. -Fixed weird fucking bug where all ratfolk suddenly had 30 Cunning. -Fixed script bugs with the Falling Star Inn key and door. -Fixed a lot more typos and objectives not getting erased. -Spotting no longer decreases movement speed.
Good news, everyone! Bodies will now explode in blood if killed with enough damage. Also just lots more blood splatters in general. Other minor fixes/improvements. Ch.3 release date had to be pushed back to May 14th, but the alpha is on Patreon: https://www.patreon.com/lcsoftware [previewyoutube=DCZQJ8SqgRg;leftthumb][/previewyoutube] Complete list of changes: -New blood splatter animations! -New sound effects: guts (1-3), used when corpses explode with high damage. -Most mobiles now explode with blood in death scripts if killed with 40+ damage. -New effect objects for blood: bloodSplat (1-5), bloodSplatBig, created in damage and death scripts. -New script boolean: "if_damage" to test for damage level in damage and die scripts. -Expanded smoking pipe script from 5 smokable herbs to 8, now requires flint+steel. -Improved some in-game texts, added new text (Voidstone). -All gemcracks and hargates are now "voidstone" material. -Fixed bug where Pitfight Door didn't exist in Ch.2. -Hamchop now finds truffles thrice per chapter. -Added a few more lockpicks to Ch.1+2.
Mostly updated scripts for the next Ch.3 Alpha on Patreon, which I will upload right after this. Also fixed a major bug when someone gives you a key and your inventory is full, thanks to Badger's Youtube videos. Patreon: https://www.patreon.com/lcsoftware Badger Vid: [previewyoutube=o8J1ncpGPD0;leftthumb][/previewyoutube] Complete list of changes: -New map tile: dirtPit (used under loose dirt). -New mobiles: Ostello (mine overseer), Slave (5 sprites). -Finished scripts for plant baddies: Mantraps and Shamblers (used in Ch.3). -Fixed major bug when given a key in dialogue script and inventory is full (key wouldn't be renamed). -Fixed unarmed attack delay always being 30 (half second), even if longer or shorter cooldown is set in script. -Expanded Chapter 3 Alpha (for Patrons), updated manuals. -Player can no longer drop items on water tiles.
Huge fuckin update. New title screen art from Straginski: straginski.newgrounds.com.
I got different pics working for different menu choices, apparent in character creation so you can see what each appearance option looks like before clicking. Fixed a ton more bugs thanks to Badger's reports on Steam. Included some tutorial signs, a couple more books (Alchemical Principals and Explosives Guide), as well as ancient urns you can study with the Sophistication ability. Chapter 2 is now a little harder, plus a few other fixes.
Complete list of changes:
-New main menu and scene art from Straginski.
-Added Hamchop to Ch.2 (don't know when he got deleted).
-Usable items now have types to speed up useItems AI script (much faster).
-AI script (useItems) no longer lets party members eat food if not hungry.
-New script command: "objItmUseType" to set tags for usable items for AI scripts.
-New script command: "choiceSprite" to set special sprite for each dialogue choice.
-New script boolean: "if_objHaveType" to check for usable item or weapon types in inventory.
-Removed Swimming ability from characters in Ch.1+2 (not supposed to be learned until Ch.3).
-"If_partySize" script boolean now has optional 2nd parameter to test for only main party or only henchmen.
-New usable objects: Ancient Urns (examine with Sophistication for karma, placed in Ch.2).
-Fixed Brink's dialogue in Ch.1, can now finish seastar quest after he returns to market.
-Added 5 signs to the Tutorial Dream in Ch.1, added new texts on Alchemy and Explosives.
-During dialogue window, selection circle is now drawn under character talking.
-Attacking ground no longer targets concealed enemies.
-Improved encyclopedia, fixed entry for wood barrels.
-Added alternative eat sound for variety.
-Made Ch.2 a bit harder (more baddies).
Fixed a couple more massive bugs, as well as a ton of minor script bugs, thanks to Badger again. Also, game messages now display at the top of the screen when you have inventory/character/journal window open at the bottom.
Increased price of all bombs and jewelry, among other balancing.
Complete list of changes:
-Fixed rare crash when opening inventory window.
-Fixed rare MAJOR bug with party/inventory disappearing on travel.
-Fixed bug where you could drop items on blocked map tiles like cliffs.
-Fixed bug with script command: "objCooldown" (item use delays now working).
-Fixed a ton of little script bugs and typos in Ch.1+2 (especially with Numbers).
-Game messages now display at top of screen when inventory/character/journal screen is open.
-Examining characters from Dismiss/Interact menu now displays character screen instead of just description.
-Increased use delay of all potions to 3 seconds, increased price of all gemcracks and magic jewelry.
-Increased price of all bombs (except flash bombs), increased use delay of all bombs to 5 seconds.
-Removed rats from both market maps in Ch.2 (to improve performance).
-Lightning flash now ends automatically if dialogue window opens.
-New object and sprite: ladders down (travel to new map).
-You can now use pyro gemcracks to light bombs.
-New unit: Izari Enforcer (for Ch.4).
EDIT:
Here's the fucking mistake in objectCopy() function that is used when changing maps that was occasionally causing party members and inventory items to disappear.
Badger has successfully played through the first two chapters, reporting a litany of bugs which are now fixed. I also added a new quest for Asemius to bring him erotica to burn in a public bonfire. Finally, palms and pines now have shadows like other trees. I intend to play through again after I finish Ch.3 and balance a ton of shit. Complete list of changes: -Added shadows to pine and palm tree sprites. -New Ch.2 quest from Asemius to bring him erotica as proof of social degeneracy. -New objects: walls\stepsMask (to hide selection circles on stairs south of walls). -New script boolean: "if_daysPassed" to check how many days have passed since story began. -Fixed bug with "objGive" command where old object wasn't being saved for "pickLast" command (fixing stew script). -Fixed script bug where Izari mercs wouldn't spawn after Pellio yells at you outside Drunken Compass in Ch.2. -Fixed a shit ton more typos, plus one objective not being erased (thanks to Badger). -Fixed a couple script bugs with Hellani in Ch.2 (training and party dialogue). -Fixed script bug with repeating quest from Tyracho in Ch.2. -Fixed blocked transition arrow in East Tunnels map in Ch.2. -Fixed journal audio settings taking immediate effect. -Fixed crash in main menu if there are over 30 saves.
A few bug fixes, a few balance tweaks, lots of dialogue improvement for Chapters 1+2. You now have to pay to use the beds at the Gibbous Glow and Drunken Compass. Also journal now tells you if it's dark (as well as weather), and shopping confirmation now displays your current wealth. Most noticeably, party selection is a little smoother (no deselection until you release the mouse).
Complete list of changes:
-Deselecting party no longer happens until after mouse is released.
-Shopping confirmation window now displays your party's current wealth.
-Economics ability now applies to all shops (separate shop script for discounts).
-Player can no longer travel with Coachman in Ch.2 if no living horse within 10 paces.
-Fixed script bug with manholes and sewer ladders in Ch.2 (they were completely broken).
-Fixed bug where "You are now entering..." message would display 3 times when changing maps.
-Added "dark" descriptor to weather info in Journal Settings (nowhere else to fit it).
-You must now pay to use the beds at Gibbous Glow and Drunken Compass Inns in Ch.2.
-Improved lots of dialogue in Ch.1+2, fixed dialogue script for Levos.
-Increased value of some misc items (bowls, wine, potstill, etc.).
-Added tooltips to shopping window.
-Fixed sword equip animation.
Tons of Chapter 2 fixes thanks to Badger. Also, you can now craft amulets as well as rings with both the Smithing and Sophistication ability (also balanced values so you can't break the economy). Complete list of changes: -Fixed some shop inventories in Ch.2. -Fixed Snog's dialogue script in Ch.2. -Fixed a ton of typos in Ch.2 (thanks to Badger). -Fixed contract rewards from Ralo and Murag in Ch.2. -Fixed transition arrows at inn stairs in Market in Ch.2. -Fixed phasing out party members (right now only for pitfighting). -Fixed script bug where Sira Beroni's dialogue wasn't working (forgot an "endif"). -Fixed bug where you could carry over your max load by getting multiple items from a stack. -Fixed script bug where you could get infinite rewards when reporting to Ralo/Murag in Ch.3 about Peace Festival. -You can now craft amulets (silver+gold) with Smithing and Sophistication abilities. -You can no longer report "Durolo" as the name of the smuggler to Durolo in Ch.2. -New object: Fixed Cannons (can't be rotated, put in Patron Stories #3).
Got unique weapon hit sounds working if you hit wood, stone, or metal, so now workers attacking trees, ore veins, or anvils will make better sound effects. Improved some maps and dialogue from Ch.1+2. You can now sell jewelry to every civilian "Merchant" character, fishing now sometimes gives special rewards, and all time requirements for travelling between the 3 main Lockdell maps have been removed.
Ch.3 Release still set for 30 April, and gonna be a new alpha up on Patreon Monday night: https://www.patreon.com/lcsoftware
Complete list of changes:
-New weapon attack sounds for certain target materials (wood, stone, metal), sounds now handled in separate script.
-New script boolean: "if_waiting" to test if "timePass" command is running (party won't start dialogue while resting, etc.).
-Made party check scripts start dialogue much less frequently (so party members don't all talk to you at once).
-Fixed bug with targeting obtainable items with attack command selected (now same as attacking ground).
-Fixed some store inventories in Ch.1, added windmills to Bend Upstairs in Ch.2.
-Fixed dialogue scripts for Oakia and Minax in Ch.2, must pay 100 Wealth.
-Joining Pirates now forbidden if you sell out Clovia in Ch.2.
-Lockdell transitions in Ch.1 are now instant.
-Fishing now sometimes grants special rewards.
-All merchants will now buy jewelry from you.
-New female voice folders: woman9 to woman12.
-New objects: lightAncient, generator.
The last patch fucked up map transitions for party members and made the game unplayable. Sorry about that. Also, Badger reported a shit ton more script bugs that are now fixed. A couple other improvements: mouse cursor now changes color, main party is now auto-selected after loading a game or changing maps. Added some new assets for Chapter 3 (coming 30 April). Complete list of changes: -Fixed MAJOR bug with party changing maps. -Fixed script bug with Feluco's dialogue in Ch.1. -Fixed script bug when importing party reputations. -New sounds: mind, mind2, chaos, chaos2, barrier, dispell. -New effect object: Arcane Barrier (disabled with special gemcrack). -New script command: "phaseAll" (phase all objects on map in or out). -A few city guards and arbalists in Ch.2 now phase out at night in map scripts. -Mouse cursor now has 3 colors depending on what it is hovering over (white, yellow, and blue). -Murag no longer initiates dialogue in Dank Cave in Ch.1 if bandits are hostile. -Main party now automatically selected after loading a map or a game. -Fixed respawn script in Tuskwood Highlands (no more slimes in Ch.1). -Updated Crimson's stats and inventory in Ch.1+2. -Removed all step sounds for sand tiles in Ch.1. -Fixed a couple more typos (thanks to Badger).
It looks like the last patch completely fucked everything and now it's unplayable, maybe the patch before. I have to go to the day job and I'll be back tonight to fix it. Should be playable again within 24 hours. Sorry for the inconvenience.
Fixed a ton of bugs and typos thanks to Badger on Steam. Also finished the innate Siliki Shock ability (zap everyone nearby if you are swimming), and improved the Whirlwind ability (better animation sprite, more damage). Also greatly expanded the in-game encyclopedia, adding religion, history, calendar months, and more (now 768 entries total). Should be a new Ch.3 Alpha on Patreon tomorrow: https://www.patreon.com/lcsoftware Complete list of changes: -Finished Siliki Shock ability (area effect, in water only). -Improved Whirlwind ability (better sprite, more damage with higher Physique). -Fixed crash when examining items in a shop window (thanks to Badger on Steam). -Fixed tons of typos in the manuals (thanks to Badger), added a couple new sections. -Fixed major script bug in timePass.wsl that would disable travel ("major battle" flag, thanks to Badger). -Fixed "objMobAnim" command (some of the animation labels were wrong, such as "slash"). -Added some more herbs to Ch.1 (including King's Petal to make Cure Potions). -Added gods, months, and lore to the encyclopedia (now 768 entries total). -Set owning faction of all food and doors in Lockdell Market (Ch.1). -Alchemy ability now lets you distill moonlight.
Got innate abilities working for certain races. Krugen have Frenzy, Trogs have Burrowing, and Siliki have Shock and Diving (swimming underwater). Got new status effects like Resist Acid, as well as a completely reworked Alchemy script for brewing potions (you can now brew 12 kinds of potions, in addition to poisons, bombs, and basic liquids). Potions of Resist Acid are very useful for fighting slimes. Also, mobiles with flying set to 2 cannot be attacked with melee weapons (for birds only). Wasps and bats can be attacked with melee (but have 50% evasion). Trogs can now move through sand quickly (and burrow), and ratfolk can now swim. Lots of other little fixes. New Ch.3 Alpha on Patreon on Monday night. Soon I plan to add another Patron Story where you play as a trog and/or siliki, and use your diving/burrowing abilities to sneak past baddies. https://www.youtube.com/watch?v=LUpHa9sQ6Rk&t=3s Complete list of changes: -New items: Potion of Resist Acid, Pearl (placed potion in factory in Ch.2). -New potion recipes in Alchemy script, increased most potion effects (now 12 potions total). -New status effects: Submerged, Burrowed, Frenzied, Resist Acid (now 30 status effects total). -New innate abilities for some species: Krug Frenzy, Siliki Shock, Diving, Burrowing (now 50 abilities total). -Crafting scripts now reset when you don't have the required ingredients, instead of exiting and wasting meta. -If "objMobFlying" command is set to 2, mobile can't be attacked by melee (all birds set to 2, bats and wasps are 1). -Bird AI script now always sets flee to 100% Health with "objMobFlee" command (always flee if attacked). -Trogs now have "objMobAquatic" set to 5, meaning no penalty for rough terrain, but also no swimming. -Ratfolk now have "objMobAquatic" set to 1, meaning they can swim. -Message when load is too heavy now displays how many stones over. -Heal and recharge messages no longer display at max HE/ME. -Expanded Chapter 3 Alpha (for Patrons), updated manuals.
Got tired of NPCs standing around all day doing nothing, so I added some worker characters that chop trees, mine ore, farm with shovels, etc. Also added spring items for crafting clamp traps, and made clamp traps way more powerful. Also, you can no longer craft during combat, but workers attacking trees or rats fleeing from cats no longer registers as combat. https://www.youtube.com/watch?v=i63tyu2KDDc Complete list of changes: -New reputation in Ch.1: "Spared Numbers" (tell Numbers to escape before chapter finale). -New mobile object: worker (attacks resource objects with axes, picks, etc., placed some in Ch.1+2). -New mechanical component: spring (now required to craft clamp traps, can be crafted, placed a couple in Ch.2). -Mobiles that are fleeing or attacking non-mobile objects no longer count as combatants when checking for combat. -Fixed bug where deselecting party by L-clicking nothing wouldn't close inventory/character window. -Fixed range check in AI scripts when using Aimed Shot and Disarm abilities (aiUseItems.wsl). -Made clamp traps stronger because they're harder to craft (more damage, immobile status). -Fixed shovel attack animation type in object script and story files. -Crafting abilities can no longer be used during combat. -Improved dialogue in Ch.3 Demo (and Alpha).
Since cannons are working, I put a couple into Patron Stories (v3.5), in the Horror on Fortune Isle challenge. There are also now weak walls in Deadly Hangover. I changed the name from "Patreon Stories" because "Patron" sounds more fantasy. Still working on Chapter 3, and there should be a new alpha on Patreon next Monday. Full release 30 April. Patreon: https://www.patreon.com/lcsoftware Complete list of changes: -New sounds for beastfolk, monsters, and undead (Sattie, Dustbiter, zombies, etc.). -Fixed bug where Meta wasn't being updated in character window as it recharges naturally. -Cannons now make a smoke effect after firing so you can see when they are ready to use again. -Updated Patron Stories to v3.5 (weak walls, cannons, increased difficulty on Fortune Isle map).
Major fuckin update. Got cannons working and fixed a ton of bugs. New tracks and ambient sounds for Ch.3 thanks to Sonic Kitchen. Gonna have a new version of Patron Stories up tomorrow with cannons you can use in Horror at Fortune Isle, along with a bigger challenge. Also, I'm changing the name from "Patreon Stories" to Patron Stories (sounds more fantasy). https://www.youtube.com/watch?v=ZKBZ64uJTGo&t=1s Patreon: https://www.patreon.com/lcsoftware Complete list of changes: -Cannons now working! -Smithing ability now lets you craft cannon balls. -Updated credits and fixed credit scroll sequence on hi res. -New script boolean: "if_objDelay" (tests for object delay). -New script command: "varResponse" (sets variable to previous dialogue response). -New script command: "objArtillery" (player uses object as artillery and selects target). -Added cannons and weak walls to Patreon Stories, changed name to "Patron", increased starting Karma. -Fixed rare bug with Patron Stories where effects weren't loading properly and party destinations would reset. -Fixed immediate pathfinding avoidance with blocked map tiles (now same as blocking objects). -Fixed rare crash bug with bird animations when their sprites are hidden at night. -Fixed bug with "pickLast" script command (to pick previously-selected object). -Fixed bug with sprite scissoring in slow terrain when game is paused. -New music from Sonic Kitchen: Beach.mp3, BeachNight.mp3, Pirates.mp3. -New ambient sounds: ship.wav, frogs.wav, gust1.wav, gust2.wav. -Updated maps in Chapters 1+2.
Made weak walls that you can smash down and added some into the first couple chapters. All usable objects now have a cool-down time of at least 1 second (including food). Berserk characters will now sometimes attack random objects if no other characters are around. Finished leaper and mycanoid baddies -- leapers can swim, mycanoids poison and multiply. Fixed a couple rare bugs. I'm also about half done with maps for Ch.3. Gonna upload a new alpha to Patreon tomorrow. Patreon: https://www.patreon.com/lcsoftware https://www.youtube.com/watch?v=ZlqvqN2dxIU https://www.youtube.com/watch?v=hpZTtCJozUU Complete list of changes: -New objects: destructible walls! -Added some destructible walls to the first two chapters. -Fixed crash when changing music volume in journal settings if map has no music. -Using items like food and potions now sets cooldown to 1 second by default (60 ticks). -Improved and added LOTS of nature objects: stumpBig, palm3, rockMassive, rockArch (alt sprites+colors). -Finished mycanoid scripts (nocturnal fungal baddies that reproduce and cause poison+sleep). -New sprite for smaller waterfall, improved swamp tree+plant sprites (for Ch.3). -Fixed bug with "objHE" command (randomized weapon durability in scripts). -Berserk mobiles now sometimes attack usable objects if no mobiles near. -Leapers can now swim, and no penalty for slow map tiles (aquatic=6). -Removed windows browser plugin for compatibility. -Expanded Chapter 3 Alpha (for Patrons).
Now when status effects drop below 10, they still affect stats as if they are at 10 (so blindess of 3 still decreases accuracy by 10%). Also added some more magic jewelry to Ch.2 (hard to find), fixed a few bugs, and added some more resources for Ch.3
Been crunching on Ch.3 maps, but I'm gonna wait until next week to upload a new alpha to Patreon. I should have about half the maps finished by then.
Complete list of changes:
-Added 3 more piece of magic jewelry to Ch.2 (hard to find).
-If status effects drop below 10, they now still affect stats at plus/minus 10.
-New option to delete saves/parties from window lists (load game in journal and "importPartyList" command).
-New script command: "resetRep" (resets all reputations, faction respect, and objectisves, used in intro scripts).
-Intro script now only asks if you want to save party if it was automatically imported from previous chapter.
-Fixed bug where berserk characters would sometimes target corpses when losing control.
-Fixed rare crash bug when loading a game after dying while a projectile is flying.
-Fixed bug where damage messages weren't being displayed for enemies.
-New sprite for Lara when she is tied up in Ch.2+3.
-New hut sprites for Obonye Village in Ch.3.
There's a new nifty little list you can choose from when importing a party. Parties are still imported automatically when you finish a chapter, but you can also choose to start a game from that chapter and either create a new character or import a party. There are also now party level limits for each chapter, which forbids you from importing a party that's too powerful. Reputations are also attached to parties.
Lots of other little improvements, which can you see below. I am balls deep into designing Chapter 3. Still on track to release 30 April. Gonna put the next alpha on Patreon on Monday.
Complete list of changes:
-New objects: wallCanopy (jungle canopy for Ch.3).
-New sprites for wave effects, facing all directions.
-New script command: "objCrimeCheck" (check for witnesses and decrease faction respect by given amount).
-New script command: "loadPartyList" (brings up list of parties that you can choose to import).
-Picking locks now uses "objCrimeCheck" command and decreases respect by 5 if caught.
-Loading game now brings up a list instead of requiring player to input filename.
-Chapter intro scripts now use "loadPartyList" command when starting a new game.
-Included some prefab parties you can load with new "loadPartyList" command.
-Added level limits to chapter intro scripts when importing parties.
-Party dialogue no longer happens until after chapter intro scripts.
-Updated forbidden player names in misc\naming.wsl script.
-Expanded Chapter 3 Alpha (for Patrons).
Fixed some major performance bugs, added some new items, mobiles, traps, and objects for Ch.3. Gave Minax a personality and added some more loot in Ch.2. New Ch.3 Alpha is on Patreon, first 10 maps done (30 planned): https://www.patreon.com/lcsoftware Complete list of changes: -Fixed major bug where AI scripts were all being called at same time. -Fixed script bug where AI wasn't using combat abilities (useItems script). -Fixed bug where table objects were being drawn under walls if an item was on it. -New trap: Tripwires (trigger nearby powder or petrol kegs then disappear). -New henchman: Izari Cleric (crossbow, mace, ability to heal nearby allies). -New item: Doom Bomb (causes largest explosion in game, explosion3, late game). -New basic objects: tableNoble, tableNoble2, shelfDishes, drawers, drawersBig, symbol. -Updated Player's Manual with more history (for Minax's background). -Gave Minax a semblance of personality in dialogue scripts. -Tweaked lots of furniture collision and table values. -Placed some loot on House Tevani's balcony in Ch.2. -Expanded Chapter 3 Alpha (for Patrons).
Swimming now drains Meta/Health based on Physique and carry load (if you're not an aquatic species). You can now choose one companion if you make a new character for Ch.3 Demo/Alpha (most people will just import their party naturally from Ch.2). Other minor bug fixes and improvements. Also, there's 3 news tracks for Chapter 3 thanks to Sonic Kitchen. More to come: https://soundcloud.com/sonic_kitchen/berindals-refuge https://soundcloud.com/sonic_kitchen/cave-of-critters https://soundcloud.com/sonic_kitchen/a-feeling-of-dread Complete list of changes: -New script boolean: "if_objLoadPer" to test percent inventory load (based on max). -Party members swimming now lose Meta/Health at different rates based on load and Physique. -You can now choose a companion (from six choices) if you create a new character for Chapter 3. -Added encyclopedia sprites for party members and lots of main characters (changed Minax's sprite). -Improved speed of map color commands ("mapRed", etc.), so map sprites are reshaded only once, after script is finished. -Removed birds and a couple civilians from crowded market maps (keeping mobiles below 40 per map now). -New tracks from Sonic Kitchen: refuge.ogg, cave2.ogg, stealth.ogg (used in Ch.3 Alpha). -Swapped titles and screens for Chapters 4 and 5 (desert will now come before snow). -Improved some dialogue in Ch.2 (Leo) and Ch.3 Demo (party members), new rep. -Fixed "loadParty" command so that main player is now automatically set. -New map tiles: "grassDark" (for jungle maps). -Mouse cursor now hidden on Deck.
Brigand cross-promo, the last for a loooong time, hopefully. Gonna focus 100% on Warlordocracy now. Gonna be a new patch in a couple days. * * * Got two new baddies in the NIGHTMARE DLC: Widow Demons and Arachno Demons. There are also demon eggs that you can throw to spawn friendly arachnos (vids below). I also have rats now as an object for modders, but I'm hesitant to include them in the official DLCs. They run around and you can whack them for raw meat (type "make=rat" in the command prompt). Game should no longer crash if it fails to load a sound. I'm gonna try running it on Linux without Proton again in a second. Lemme know your experience on Linux also. Also fixed tons of bugs (especially in Spanish translation), added some new commands (for rat and arachno demon AI scripts). Added a clue on McVannon's desk texture. https://www.youtube.com/watch?v=jNqZylab4q4 https://www.youtube.com/watch?v=ON_p5hj5lEY Version 13.6B: -(PANAMA) Changed cliffs in Deep Canal to prevent player from jumping over them and skipping Ch.4. -Fixed crash bug in NIGHTMARE thanks to PhenomD on Steam. Version 13.6: SOURCE CODE: -If a 3D sound fails to load, game will no longer crash. -New possible sentient animations: misc, misc2, misc3 (played with the "task" script command). -When sentients with no grip limb use items on the ground, attack animation now plays (hounds eating meat, etc.). -New script commands: "xDestChange", etc. to set destination relative to current position (for random movement in AI scripts). -"If_sentientNear" boolean now ignores objects with the same name. SCRIPTS: -New object scripts for rat (creature you can kill for meat or possess with voodoo). -New object scripts for demonEgg (item you can throw to spawn a friendly arachno demon). -New object scripts for demonArach (jump attack), and demonWidow (spawn arachnids, poison). -Hooker dialogue now displays player's jink (for 5 jink healing smooches, now also improves Charisma). -Fixed Boris dialogue bug when he gives you the shop deed and your inventory is full (deed appeared somewhere else). -Updated Fearomone script so that Rekindled Ghouls, Neuro Demons, and Widow Demons are also now immune. -Updated Eyes of the Beast script so you can possess arachno demons and rats now as well. -(NIGHTMARE) Aracho Demons now spawn at night in some areas after certain chapters. -(NIGHTMARE) Fixed tons of script bugs in the Spanish translation. RESOURCES: -New creature: rat. -New item: demonEgg. -New demons: demonArach, demonWidow. -Added modding license to Docs folder. -Added carved clue to McVannon's desk texture (oldDesk.dds). -Removed a ton of redundant model files from story assets (X and DBO files are now only in DEFAULT assets). STORY FILES: (requires starting a new game) -(NIGHTMARE) Added rats, widow demons, arachno demons, demon eggs, and new book to NIGHTMARE story. Version 13.5: SOURCE CODE: -Fixed target window closing animation, fixed world targeting editor info bug. -Fixed inventory tutorial popping up twice in prologue (one saying you can only carry 8 items). -You can no longer use abilities underwater. SCRIPTS: -Medkits and most abilities can no longer be used while swimming. -Fixed bug where Carmen would keep turning hostile if UBNS is hostile in Ch.8 after recruiting her with Born Leader. -Prevented going north from Freeway 200 during flood in Ch.8 (possible to get stuck on wrong side with no medkits). -Increased skills of Ozee and UB Elite in init scripts for all stories so they can use all their abilities. -(PANAMA) Fixed bug where dismissing Mabel from the party made her wait in Gamboa instead of outside tunnels. -(BATTLES) You can now use Born Leader to recruit Osito for free in dialogue in BATTLES DLC. STORY FILES: (requires starting a new game) -Increased skills of Ozee and UB Elite in all story files. -Changed polycollision of cave wall in Toxic Caves so player can't get stuck in underground river. -Moved loose dirt up in Broken Tooth Pass so you can't target tome through it, fixed nearby rock collision. -Moved grenade atop McVannon's dresser on the Polyphonic so that it's in reach.
TWO PATCHES IN TWO DAYS??? You're God damn right. Swimming is working. Here's a video of some siliki swimming out from Nightsteam Reef to electrocute a shark. Player characters can also learn swimming as an ability starting in Ch.3 (new alpha going up on Patreon shortly). Patreon: https://www.patreon.com/lcsoftware Video: https://www.youtube.com/watch?v=N5kB3iVU5z0 Complete list of changes: -Implemented swimming! -Expanded "objMobAquatic" command to have 6 settings (see Builder's Manual, crocs can now swim). -Replaced "Smash Object" ability with "Swimming" ability (changes aquatic status in party checks script). -Object check scripts are now called immediately after map loads (so birds starting moving immediately, etc.). -New script boolean: "if_objMobDir" to test which direction mobile object is facing. -Calling game credits in scripts now properly exits script and returns to main menu. -Player can no longer command henchmen to talk (only main party can talk). -Lots of new floor and ground tiles. -Updated all manuals.
Improved framerate a little, fixed a couple bugs, expanded Ch.3 Demo (included in Ch.2 DLC). Gonna upload a new Ch.3 Alpha to Patreon tomorrow night (late). Here's a video of a random-ass battle outside Berindal Estate. [previewyoutube=KV14SFvB95o;leftthumb][/previewyoutube] Complete list of changes: -Improved framerate while large player party is moving, and when player is clicking to give orders. -Improved framerate by keeping track of scissored sprites so it's not set repeatedly (walking through sand, etc.). -Fixed unseen party roster bug where main party (slots 1-5) got listed again repeatedly in henchmen slots (6-25). -Door collision script now makes mobiles that can't open doors cancel destination (fixes major framerate drop). -New item: sail (attach to raft in Ch.3 to reach more destinations, craft at Loom with Sophistication). -New ratfolk spawn in Ch.2 on Peninsula at night after speaking to Lord Mesali. -Increased speed of rats and sewer rats from 2 to 3. -Fixed some object encyclopedia description tags. -Updated Chapter 3 Demo (for Chapter 2 DLC). -Expanded Chapter 3 Alpha (for Patrons).
Damn, it's been a week since the last Warlord update? I've been busy with the day job and patching Brigand.
Put a progress indicator when time passes for resting, crafting, travelling, etc. Cranked up the price of weapons, major bombs, and potions, fixed a big crash bug from a couple patches ago, and added a dialogue cutscene after beating Chapter 2. Other minor changes.
Also improved the sprite for the pirate ship, the Omen.
Complete list of changes:
-Finished henchmen sprites in encyclopedia.
-"TimePass" command now shows hour progress at top of screen.
-New command: "camPos" (positions camera at given coordinants).
-Significantly increased prices of weapons, potions, and major bombs.
-Fixed major crash bug when rats died (animation frames screwed up in recent patch).
-Added dialogue cutscene and map after beating Chapter 2 (still unfinished).
-Improved ship2 sprite to be more unique (pirate ship "The Omen").
Fixed a MASSIVE bug where party wasn't being automatically exported/imported when loading the next chapter. Also, added sprites to the encyclopedia, which now has 706 entries, added a final cut-scene when you beat Ch.1, and made it so fires cook nearby meat+fish. Also, I was spelling "plebeian" wrong (shut your God damn mouth), so that has been fixed. Finally, I'll be uploading a new alpha of Ch.3 to Patreon later tonight: https://www.patreon.com/lcsoftware Complete list of changes: -Fixed HUGE bug where party was not importing into next chapter automatically. -Finished sprites in encyclopedia for usable objects and fixed a search bug (currently 706 entries). -Added dialogue cut-scene and map after beating Chapter 1, fixed some Ch.1 script bugs. -Fire effects now have a 10% chance of cooking nearby meat and fish. -Fixed spelling of "plebeian", improved some dialogue. -New object: brazier (stone, can be lit/extinguished). -Expanded Ch.3 alpha (for Patrons).
Last Brigand cross-promo for a while. Gonna focus on getting Warlordocracy Chapter 3 out in time for 4/30, when we all get high and celebrate Hitler blowing his brains out. Added AI that scavenges for items and meat to the NIGHTMARE DLC, fixed some script bugs, and improved framerate a couple FPS, maybe. Also, put some extra objects and a skybox for modders in the EXTRAS DLC: building26-28, hill1-7, briefcaseBomb, boat2 (motorboat), stormy (skybox). [previewyoutube=nXSAaR1A4UQ;leftthumb][/previewyoutube] Version 13.4 Changes: -Improved framerate by streamlining HUD text plugin commands. -HUD now shows while zoomed in with scope, exit message now shows in top right corner. -Removed "HUD hidden" text while HUD is hidden. -Fixed default Steam Deck controls. Version 13.3 Changes: SOURCE CODE: -Sentients with no grip limb (no inventory, like hounds) will now immediately use items (like meat) if targeted in scripts. -Fixed "if_itemNear" boolean to ignore objects with tag "coin" or "money". SCRIPTS: -Fixed Leon dialogue and healing side quest in Ch.5. -Fixed black juice damage resistance (changed outdated "blunt"+"pierce" damage with "melee"+"bullet"). -(NIGHTMARE) Fixed script bug in NIGHTMARE where Fingers wouldn't leave the Scumlands when Lilly dies. -(NIGHTMARE) Hounds and demons now eat nearby meat/fish on the ground (up to 300 units away). -(NIGHTMARE) Implemented AI picking up items in the Spanish translation of NIGHTMARE DLC. -(NIGHTMARE) Decreased distance for ghouls to pick up items from 300 to 50. RESOURCES: -Set default Steam Deck control configuration in Steamworks. -(EXTRAS) Added new objects, textures, and skybox to EXTRAS assets for modders. -(BATTLES) Corrected some cliff+ground terrain in Panama Farms BATTLES map. Version 13.2 Changes: SOURCE CODE: -Fixed bug where some variables wouldn't reset when loading new objects. -Fixed bug with spawning sentients beneath terrain elevation and then using the "give" command. -Fixed bug with "if_objNear" command so that it no longer selects objects in a character's inventory. -Fixed bug with "if_objNear" and similar booleans where last object was not saved for "pickLast" command. -Fixed bug where sentient objects wouldn't get targeted obtainables if they didn't have a weapon equipped. -New script boolean: "if_itemNear" (test if useful unowned item is nearby, ignore objects with targetType=none). -New script boolean: "if_haveSpace" (test if object has an empty slot in inventory). -New script command: "aiTargetLast" (target previously-selected object). -ESC key will now automatically choose "No" choice in windows. SCRIPTS: -New option to kiss hookers for 5 jink to heal 5 points (not in NIGHTMARE). -Fixed Recruit Soldiers ability script in DEFAULT assets, removed from other asset folders (now adjusts object name). -Fixed script bug where Subz Juicers and Fluffy weren't abandoning party before gauntlets (teamLeaves2.bsl). -Added failure message when not targeting a Hooker for Lady's Man ability. -(NIGHTMARE) Some AI scripts now get useful items on the ground. -(BATTLES) Fixed FarmAI script for 4th BATTLES map. RESOURCES: -Updated Builder's Manual. STORY FILES: (requires starting a new game) -(BATTLES) Added a hooker and another bed (behind Osito's house) to the Fire in the Water Hole challenge map.
New Warlord PDF for patrons called The Shrouded Arts, detailing cosmology, myth, and magic, and including a complete list of spells (all subject to change). It contains minor spoilers as it's meant to be read only by the Viridi Senate and top officials. Also uploaded a pre-alpha of Ch.3 for Patrons, but right now it's just a ship and two little islands with some stuff you can kill. The in-game encyclopedia now includes sprites for most entries, plus lots of little bug fixes. Patreon: https://www.patreon.com/lcsoftware Slingshots and turtles: [previewyoutube=IeOtsU1Nv5E;leftthumb][/previewyoutube] Complete list of changes: -Uploaded first Ch.3 alpha for Patrons. -Uploaded Shrouded Arts doc (magic guide) for Patrons. -Fixed bug with HUD after travelling with coachman in Ch.2. -Fixed bug where party AI setting would turn off every time a game was unloaded. -Fixed bug where party use scripts wouldn't update after importing to next chapter (now updates in party scripts). -New script command: "encSprite" to set sprites for encyclopedia entries. -New sprite folder for encyclopedia entries, set most sprites in script. -Improved siliki mobile sprites (gave them pointy ears).
Implemented some shit for Ch.3: slingshots, sharks, turtles that can hide in their shells, and caulk that you can craft with sinew. Also, improved some dialogue and fixed some bugs. Gonna do another patch and post some screenshots late Sunday night. Complete list of changes: -New weapon and weapon animation: slingshot (shoots stones). -New crafting recipes: slingshot, paddle, wagon wheel, caulk. -Crafting ability scripts now have a "Back" option in sub-menus, fixed sound bugs. -Fixed huge bug in Basillo's dialogue script in Chapter 1 after wagon wheel quest. -Fixed extinguish.wsl script, torches are now extinguished if outside in wet weather. -Fixed bug where attacking with a bow without ammo would damage target slightly before AI switches weapons. -You must now answer 3 riddles before you can become a student of Jadenbury University in Ch.2, fixed Alvaria's dialogue. -Finished AI scripts for sharks swimming and turtles hiding in shell (for Ch.3).
I wanted to do one more patch before I start on Chapter 3. There are now torches that you can extinguish/ignite. Also fixed a couple bugs and added a warning prompt about being flagged a cheater when saving in world editor. I will now officially begin work on Chapter 3. https://www.youtube.com/watch?v=ZLUNBQyV95c Complete list of changes: -Igniting and extinguishing fires have been condensed into two scripts in the "misc" folder, called by other scripts. -New object: torch, torchWall (can be ignited/extinguished with flint and steel or flames). -Using Chilling Touch with Cryomancy gemcrack now extinguishes flames and torches. -Fixed script bug where rope would not get deleted from inventory after use. -Game now asks before saving in editor mode and getting flagged a cheater. -New alternative ship sprite for pirate faction (used in Ch.3 Demo). -New objects: turtle, shellTurtle (for Ch.3). -Added some torches to Chapters 1 and 2.
A while back I allowed mobiles to cut across blocked corners diagonally just to make movement easier, but I forgot to adjust the pathfinding. This update should greatly improve pathfinding by simply checking for adjacent diagonal movements when moving non-diagonally. Also, improved magic gemcrack sprites and scripts a bit (3 of 18 finished and implemented in Ch.2). Finally, fixed a couple bugs, including one where weather wouldn't change when "timePass" command was called in scripts for resting, travelling, crafting, etc. Complete list of changes: -GREATLY improved non-diagonal pathfinding with adjacent diagonal checks. -Fixed rare crash bug when certain animals would phase in/out on sunrise/sunset. -Fixed bug where map script wouldn't run during "timePass" command (so there was no weather change on travel or crafting). -Changed "Novice Bio Gemcrack" to "Novice Zoo Gemcrack" (Biomancy now subdivided like Thermomancy). -Updated and finished gemcrack objects and sprites (18 total, 3 working in scripts). -Disabled all hotkeys except scrolling and unpause in editor mode. -Updated encyclopedia and Player's Manual.
FACK! A patch or two ago I disabled party member checks for convenience and forgot to re-enable them (banter, hunger, dialogue, etc.). Also fixed a huge bug where importing a party would sometimes screw with other objects on map.
Party members now get pissed off when they get too tired or hungry, and their relationship variable declines in a dialogue script. Also threw in a few more respawns and ambushes into Chapter 2 because it needed some more action in the first half. Finally, added some sick farm animals that you can treat with Naturalism for karma in both chapters, and made it so you can distill spirits from 3 bottles of wine using a potstill.
Complete list of changes:
-Fixed HUGE bug where importing party sometimes deleted other objects.
-Fixed HUGE bug from last patch where party checks/dialogue were disabled.
-Increased total damage of large explosions (boom bombs) from 80 to 100.
-Added sick animals to Ch.1+2 that you can treat with Naturalism for 1 karma.
-Finished Oakia and Minax party scripts (friend+companion reputations, etc.).
-Party member scripts now have starvation/fatigue dialogue that decreases relationship variables (starting in Ch.2).
-Brewing liquids with Naturalism or Alchemy ability now lets you distill spirits from 3 bottles of wine with potstill.
-New item: potstill (required for distillation, placed 3 in Ch.2).
-Added a few ambushes/respawns to Ch.2, improved some dialogue.
-Improved waypoint pathfinding in doorways.
Added a new challenge map to Brigand: Battles DLC. Defend Echo's brewery from an army of Kalfu pirates, juicers, and mambos on the Panama farms. New achievement is unlocked if you manage to save 4 of the 8 brew tanks. Also, Battles now has a completely original soundtrack thanks to Sonic Kitchen and Daniel Estay. Sonic Kitchen: soundcloud.com/sonic_kitchen Daniel Estay: estayproductions.com/music Finally, snow effects are now working for modders (not used in main stories). Just use the "snow" command in the map scripts. Snow Effects: https://www.youtube.com/watch?v=JAJUdLX7LSw New Battles Map: https://www.youtube.com/watch?v=49UoRu7xjJg Version 13.1: SOURCE CODE: -New command: "snow" (creates snow weather effect, not used in main stories). -"AITargetName" script command is now ignored if object is already targeting an object of the given name. SCRIPTS: -Master Techie ability can now fix "Sabotaged Androids" (used in BATTLES DLC). -Removed Bartender dialogue about infinite Baroque weapon recharge stations (outdated hint). -(PANAMA) Fixed use script for Cyber Demon in Ciudad del Saber, improved some Cooper dialogue. -(PANAMA) Decreased lifespan of restless loa by waterfall from 10 to 8 (Possessed status effect). -(PANAMA) Map script for farms now removed restless loa during daytime (instead of just AI scripts). -(BATTLES) Fixed script bug that prevented objectives from being set. RESOURCES: -(PANAMA) Replaced Jungle.mp3 track (Kevin MacLeod) with original music from Sonic Kitchen. -(BATTLES) Four new original tracks for BATTLES maps (thanks to Daniel Estay and Sonic Kitchen, 2 still unused). -New characters for modding: Borrador, Manik (thanks to giwake, used in new BATTLES map). -Updated credits, copyright dates, and Builder's Manual. STORY FILES: (requires starting a new game) -(BATTLES) Added new map to BATTLES DLC: Fire in the Water Hole. -(PANAMA) Updated Panama Farms map a little bit (interior collision in Osito's house, cig vendor, new blocked exits). Version 13.0: SOURCE CODE: -New command: "waterGhost" to make water level transparent. -Setting effect infravision to 2 lets player see through walls (for modders, not used in main stories). -Setting object flying to 2 disables up/down camera bobbing. SCRIPTS: -Added new status effect: Loavision (allows you to see baddies through walls, not used in main stories). -Teammates no longer open alloy doors on collision (prevents skipping Ch.2 screen by shoving team through door). RESOURCES: -Changed bean can label to Spanish ("frijoles magicos"). -Added special title screens to the 3 DLCs. -Updated Builder's Manual. STORY FILES: (requires starting a new game) -(DEMO) Updated Demo story file (you can now safely copy demo characters to the full game, I think). Version 12.9: SOURCE CODE: -"Damage" command now cancels source object if source and target are both player faction (fixes starvation damage bug). SCRIPTS: -Fixed Acidic Corrosion causing Ricardo's dialogue to reset. -Fixed bug where Ramirez would crap out when you try to buy radiation pills. -(NIGHTMARE) Fixed fishing rod script in NIGHTMARE story that caused Ricardo's dialogue to reset. RESOURCES: -Improved 2D bubbles.bmp animation (holding breath). Version 12.8: SOURCE CODE: -New script command: "copyMapFrom" (to copy map from a different story file). -Fixed bug where rocket launchers would make a bullet tracer when used by baddies. -If shoot command is set to 1, sentient object will now instantly turn to face target. SCRIPTS: -Fixed bug where using Man's Best Friend ability would reset Ricardo's dialogue. -Fixed bug where Tio would disappear from party in Pochutla Markets late in game. -Teammates no longer drop inventory at the end of Ch.8 (before going to Polyphonic). -Teammates no longer leave the party in Beneath the Ruins map after it's cleared (Ch.8). RESOURCES: -Fixed building5.DBO UV mapping (thanks to Smashzone). -Updated Builder's Manual.
Added a new side quest to Ch.2, as well as a dude who sells cheese and dessert. Also, spiders now spin webs on the floor (for use in Ch.3), slimes now create acid puddles, and a bunch of bugs have been fixed. Spiderwebs: https://www.youtube.com/watch?v=sDbfACasYAs Complete list of changes: -Fixed rare crash related to status effects. -Fixed bug where contacting black market with Streetwise ability crashed game. -Fixed bug where selecting dialogue options with mouse would select entire party. -Fixed bug where health/meta labels weren't updating in character window if damaged, etc. -Added new side-quest for Lara in Ch.2 to gather festival supplies (wine, dress, cake, silver ring). -New character: Cassos (cheese shop merchant in Eastern Jadenbury Market, buys milk). -New floor object: Spiderweb (created by spiders, slows mobiles temporarily). -Increased map puddle limit from 20 to 25, check moved to object ini script. -Slimes now leave puddles of acid when they die, and 10% chance on attack. -Improved lots of encyclopedia entries.
Added bottles of acid, which you can throw to make acid puddles (or use in crafting). Stepping in puddles of petrol now makes mobiles slowed for 3 seconds, and both petrol and acid puddles now have a 20 count limit on each map (if a new one appears after x20, a random one will disappear), and stepping in puddles now has a 5% chance of dispersing the puddle (disappear). Lots of other little fixes. Also, two new units and contracts, Moon Reavers and Izari Agents, for a total of 26 unit types you can summon on the battlefield. Below a list of unit types for each faction. Still not sure about which faction get mage contracts (last group). Lockdell Militia: soldier, archer, elite Bearded Bandits: bandit, hunter, assassin Jadenbury Nobles: guard, arbalist, champion Third Moon Pirates: pirate, markswoman, reaver Owl Clan Krugen: raider, bowmate, berserker Trog Confederacy: scout, mechanic, female Izar Empire: mercenary, officer, agent Mages: biomancer, pyromancer, cryomancer, neuromancer, necromancer Complete list of changes: -New item: bottle of acid (throw to make puddle). -Puddles of petrol now slow mobiles that step in them (very briefly). -Limit of 20 puddles of acid/petrol per map (random one gets deleted), and 5% chance of dispersing when stepped in. -Fixed bug where line of sight checks would go one tile past blocked map tiles (object blocking worked fine). -New Pirate unit (for later): Moon Reaver (high Vitality and Physique, Mad Dash and combat abilities). -New Izari unit (for later): Izari Agent (high Cunning and Education, social and stealth abilities). -New script command: "encyclopedia" (displays encyclopedia entry of given title string). -Improved henchmen contract scripts, allowing option to view encyclopedia entry first. -Lots of new henchmen contracts, for a total of 26 unit types you can summon. -Placed flint and steel in crate in Tutorial Dream (for blast bombs).
Added tons of new food and recipes. Sophistication ability is now much more useful, allowing crafting with fabrics at a loom, as well as cooking quality meals and crafting jewelry when combined with other abilities. You can now make sushi, rice, bread, sandwiches, pies, and more.
Also, changed light damage to acid damage. It only existed for vampires, and I'm not even sure I wanna use vampires yet (outside the Patreon Stories). Having a whole type of damage for one baddie was a waste, so now it's acid damage (which used to be a combination of heat+body, like in Brigand). I'll have bottles of acid you can throw with the next patch. Lots of other fixes.
Complete list of changes:
-Changed Light damage to Acid damage (slime, acid puddles).
-New food: apple, banana, wheat, rice, corn, sandwich, pie, seaweed, sushi.
-Lots of new cooking recipes for the Naturalism ability: grains, bread, meals.
-Crafting clothes/rope at a loom is now done with Sophistication ability, not Naturalism.
-Forging coins with Smithing ability now requires a counterfeit plate (obtainable in Ch.2).
-Sophistication ability now required to forge jewelry (Smithing) and cook quality meals (Naturalism).
-Mobiles now turn to face items when getting them, and play use animation if used immediately (grazing).
-"TimePass" command no longer restores party Meta (assume party is working while crafting).
-Replaced hole objects with cracks (holes looked too similar to puddles of petrol).
-Gorbo now asks for 10 meadow berries instead of 5, doubled wealth reward.
-New objects for Ch.3: treeBanana, raft.
-Added more food to Chapters 1+2.
Animals now eat nearby food (both carnivores and herbivores). Replaced ratfolk faction with Izar Empire because it's much more influential (sorry, ratfolk). Rest assured there will still be a recruit-able ratfolk party member. Added some new units for future chapters, including City Champion, Izari Officer, and Horned Trog.
Also improved lots of Chapter 2 dialogue: Ireyna sells leather armor, you can flirt with Stormeye, you can use social abilities on Troimus and Iole, more.
Also, redesigned the Chapter 3 world map of Moonshade Isle a little. Gonna start working on the alpha soon.
New Chapter 3 world map:
Kitty eating meat:
https://www.youtube.com/watch?v=isBlV9AS3eQ
Complete list of changes:
-Now only mobiles of "human" species are diseased by eating raw meat.
-Using "objMobTarget" commands on items now has mobile go and pick up the item.
-Animals now eat food in AI scripts, both carnivores and herbivores, set max load to 0.
-Mobile AI now stops on collision if not in party and main destination is blocked.
-Izari Empire is now a faction, and Izari units have their own folder (replaced ratfolk faction).
-Updated map of Moonshade in Atlas and in-game map (updated names, moved Humming Vault north of swamp).
-Fixed bug where mobile targets wouldn't get reset when changing maps in world editor.
-New Noble unit (for later): City Champion (high Vitality and Physique, heavy armor).
-New Izari unit (for later): Izari Officer (high Vitality and Physique, Leadership).
-New Trog unit (for later): Horned Trog (high Vitality and Physique, Whirlwind).
-Updated trog sprites (including scouts, mechs, females, added horned trogs).
-Improved lots of Ch.2 dialogue (Stormeye, Troimus, Clovia, Iole).
-Ireyna now sells leather armor in Western Market (Ch.2).
-Added inventory to merchant in Western Docks (Ch.2).
-Fog and haze weather effects now move again.
-Added some encyclopedia locations.
Fixed a few bugs, including one where archers wouldn't stop moving after moving within range, added a "not yours" label to the tooltip if an object belongs to a non-hostile faction. Included lots of jungle assets for Chapter 3 (not used yet). Other minor improvements. Complete list of changes: -Improved combat framerate slightly. -Fixed bug with commanding party members to attack. -Fixed bug where unpausing would reset mobile animations. -Fixed bug with Chapter 2 endings in scripts (3 possible endings). -Added a "not yours" label to tooltips for items and objects that belong to a non-hostile faction. -New jungle objects: treeBig, treeBig2, treeBig3, branch, root, rootBig, treeBigCave (for Ch.3). -New script to decrease gas duration and move 1 tile immediately if outdoors. -Thump sound now plays when mobiles get knocked unconscious.
Fixed some bugs and improved sprites for poison+sleeping gas, and smoke+dust clouds. Dust clouds now appear randomly on desert maps and blind people. New gas sprites: https://www.youtube.com/watch?v=WuELf8TjUYk Complete list of changes: -Replaced sprites for poison gas, sleeping gas, smoke cloud, and dust cloud effects with something much better. -Dust clouds and smoke clouds now cause blindness, gas/smoke/dust effects now last 10 seconds (up from 5). -Unconscious mobiles now stop idle animation, AI scripts now check for unconscious status. -Killer Wasps are no longer flying (so you can kill them with melee, 50% evade). -Increased status amount of poison gas (20 to 40), and sleeping gas (5 to 10). -Random dust clouds appear in Kickdi Brothel map (Patreon Stories). -Fixed a combat music script bug on Scorched Farms (Ch.1). -Fixed transition script in Western Tunnels (Ch.2). -Added voices for Stormeye, Mercusia, and Berindal. -Replaced Sebastius's voice.
Fixed lots of bugs, improved framerate and pathfinding (again). Complete list of changes: -Improved pathfinding a bit. -Fixed bug where characters sometimes walked through closed doors. -Fixed bug where party destinations would sometimes not cancel after moving to another map. -Fixed bug where inventory window wouldn't immediately appear after selecting a party member. -Setting party destinations is now smoother (collision checks now ignore fellow party members with destinations). -Attacks now cause retaliation in non-hostile targets even if they miss, and ranged weapons degrade condition. -Made partyChecks script more efficient (improved framerate).
There is now an option to make your own class in character creation along with a brand new character creation screen. Also, new fatigue status effect. Fixed a couple major bugs from a couple patches ago and made some other minor improvements.
Complete list of changes:
-New option in scripts to make your own class.
-New script command: "objCreateChar" (brings up character creation screen).
-Added new status effect: Slowed (decreases move speed, wears off over time).
-Added new status effect: Fatigued (decreases max Meta and accuracy, party members get tired after 24 hours).
-Modified fishing script so chance of success depends on Cunning and changed timer to daily limit (5 times per day).
-PartyChecks.bsl script now makes party members slowed or unconscious if too fatigued.
-Resting in beds now cures fatigue, and some herbs also reduce fatigue.
-Fixed MAJOR bug from v10.7 where shooting missiles crashed the game.
-Fixed bug where "timePass" command wasn't increasing hunger, etc.
-Douse Arrow ability now requires flint and steel for petrol+boomdust.
-Added more baddies to Chapter 2, improved Jadenbury Bridge.
-Fixed script bug where bats were phased out indoors.
Finished the first 3 Patreon Stories. Gonna playtest some more and upload to Patreon tomorrow night. Added 8 new achievements, some intro dialogue to the Ch.3 demo, and other minor improvements.
Patreon: https://www.patreon.com/lcsoftware
Complete list of changes:
-Finished Patreon Stories v3.0 (www.patreon.com/lcsoftware).
-Added 8 new achievements for Chapter 2 and Patreon Stories.
-Added some intro dialogue to Chapter 3 Demo (if you have Ch.2).
-Made character AI checks slightly more efficient (increased framerate a bit).
-Ireyna can now buy shoes from you in Ch.2 (along with other clothing).
-Training skills no longer takes 1 hour if there is no trainer object.
-Improved encyclopedia.
Fixed a bunch more bugs and improved the item glimmer system (glimmers no longer take up object slots). Also, added commands to change the max time in a day as well as sunset time, in case modders wanna make a story in the arctic circle where you have insomnia and you have to hunt down Robin Williams. Complete list of changes: -Fixed major bug where mobs could walk through blocked tiles. -Fixed bug where corpses in sand were being drawn off-screen. -Fixed bug where items would be drawn under tables if ID is less than table object ID. -Item glimmers are now system sprites and no longer counted as objects (much more stable). -New script commands to customize time cycle: "timeMax" (default 600), and "timeNight" (default 300). -New reputations for Murag and Ralo dying in any chapter (so they don't appear in later chapters). -If Steam Big Picture is on, touchscreen mode now auto-activated (for Deck). -Fixed night-time lighting in noble house interiors in Chapter 2. -Improved Patreon Stories (www.patreon.com/lcsoftware).
Finished a beta for the 3rd Patreon Story: Horror on Fortune Isle. Also, flint and steel is now a usable item, so you can light flammable stuff on fire. Speaking of flammable stuff, there are now powder kegs and petrol kegs that you can blow up or use to fill empty bottles. Also wine kegs! Lots of other little fixes. Gotta playtest and improve Patreon Stories and do day job stuff for another few days, then I'll start on Chapter 3. Patreon link: https://www.patreon.com/lcsoftware Complete list of changes: -Added third Patreon story: Horror on Fortune Isle. -Flint and steel item is now usable, so you can light puddles of petrol on fire (can't target puddles otherwise). -New usable objects: kegs! (fill empty bottles with boomdust, petrol, alcohol, etc., powder kegs can explode). -New henchmen contracts, and new separate "Contracts" section in the encyclopedia. -New recruitable character in Patreon Stories (Deadly Hangover): Brass. -New effect animation and sounds: heal, buff (for gemcrack magic). -Contracts now only take 1 hour to summon henchmen (not 3). -Circular light effect sprite now has smoother edges. -Added brief Ch.3 scene, improved some Ch.2 dialogue. -All sounds now stop on gameover.
Holy assfuck, there was a bug since version 9.1 that made it impossible to get items from a chest after opening it (started when I let player target puddles of petrol to light on fire with flint and steel). Also a rare bug that made the game unplayable by cancelling party destinations constantly. A couple other minor bug fixes. Besides that, I got thunder and lightning working during rainstorms, and fangworms can now burrow in the sand when not attacking (not in first two chapters). Also, worked a bit more on the Builder's Manual. Thunder and Lightning Vid: https://www.youtube.com/watch?v=rQnUDiHmz4g Complete list of changes: -Fixed MAJOR bug where party member destinations would reset constantly on game load. -Fixed MAJOR bug where items couldn't be obtained from chests (starting in patch 9.1). -Fixed bug where bottles of milk, water, etc. were set to target type of "other". -Fixed bug where "if_objMEPer" boolean wasn't working in scripts (tests meta percentage). -New script commands: "camFlash", "camFlashRed", "camFlashGreen", and "camFlashBlue" (flash screen for lightning, etc.). -Moved all scripts for Patreon Stories and bonus maps to a single "bonus" folder. -Fangworms can now burrow in the sand to be immune to damage (not in Ch.1 or 2). -Changed useItems AI script to use healing items if below 50% health. -Added a 2nd wave of baddies to the first Patreon Story. -New mobile sprite: burrowed.png (for burrowed baddies). -Added lightning to scripts during rainstorms. -Significantly updated Builder's Manual.
Uploaded a new Patron-exclusive challenge map: Turkey Terror. You are Gorbo the cook, and you must stab, blast, or roast your way through 40 killer turkeys or get jived to death. Gonna add another real story to Patreon Stories this Sunday, hopefully: Horror at Fortune Isle. Patron Link: www.patreon.com/lcsoftware Video: https://www.youtube.com/watch?v=_dvPYg8g2r0 Edit: Also fixed a major bug that started in v9.1 where you couldn't get items from chests.
Fixed weather effects, and added a new mapOverlay command for lightbeams, etc. Map overlays replace the weather overlays and make the map considered "indoors", unaffected by day/night and weather. Included effects for poison rain, to be used in the upcoming Patreon story, Horror at Fortune Isle. Lots of other little fixes.
Complete list of changes:
-Finally fixed weather effects when scrolling/zooming.
-New script command: "msgNew" (writes only if not a repeat in last 8 messages).
-New script command: "mapOverlay" (displays alternative overlay from weather folder).
-When "mapOverlay" is set, map is considered indoors, night cycle and weather disabled (removed "mapNoNight" command).
-New weather effects: light beams, light beams 2, fairy lights, dust, poison rain, poison drizzle (put in map scripts).
-New wall objects for upcoming Ch.3: wallJungle (also new canopy map tile).
-Temp weapon now appears in player hand in char creation based on class.
-Added poison rain into party checks script (not Ch.1 or Ch.2).
-Increased skills of some main characters (Favius, Salvio).
-New animal sounds for turkeys, sheep, and cows.
-Updated Builder's Manual.
You can now copy maps from other stories in the world editor using mapCopyFrom script command. This feature is now also available for modders in Brigand. There is now a wait button to pass the time faster (hunger still increases, etc.). Also, finally finished all the locations in the encyclopedia (630 entries), added the first 7 spells to the game, fixed some bugs, and improved a LOT of dialogue in both Chapter 1 and Chapter 2. You can now pay for sex! Complete list of changes: -New Wait button in settings menu. -Official chapters now listed first in stories list. -Finished first three gemcrack scripts (basic magic). -New command: "mapCopyFrom" that lets you copy maps from other stories. -Fixed major bug where all new characters were tagged as cheaters and couldn't unlock achievements. -Increased journey to Jadenbury in Ch.1 from 5 days to 10 days (for proper scale). -Added dialogue for Hellani in Ch.2, along with a new reputation. -Improved lots of dialogue in both chapters (Dabi and Numbers). -Finished locations in the encyclopedia (for now). -Updated Builder's Manual.
I was gonna script the first spells into Chapter 2, but it's gonna have to wait until next week. I fixed a shitty bug that popped up instead. I did import the hangman minigame from Brigand for unlocking the gemcracks, but none of the actual spells are scripted yet. Also, using items and abilities now has a cooldown, so you can't throw 10 fire bombs and chug 10 potions in 0.1 seconds using the space bar to pause. Default cooldown for usable items and abilities is 1 second, bombs have a 2-second cooldown ("objCooldown" command in the script). Other minor fixes. [previewyoutube=e_VbE8F1D7Y;leftthumb][/previewyoutube] Complete list of changes: -Tapping a character in touchscreen mode that is already selected will now deselect. -New hangman minigame to unlock Gemcracks for magic ("if_minigame" boolean, not yet implemented). -Using inventory items or abilities now has a cooldown before you can use another (60 ticks by default, or 1 second). -New script command: "objCooldown" to set object's attack and item use delay (bombs take 120 ticks, or 2 seconds). -Fixed sound file paths in some ability scripts (hud\bonus.wav, special\feather.wav). -Fixed death scripts for most human baddies (dropping wealth). -Fixed Durolo AI destination in map2Docks script. -New background screen for reading books. -Updated manuals and encyclopedia.
Link: https://store.steampowered.com/app/652410/Brigand_Oaxaca/ Added a virtual keyboard for Steam Deck string input, abilities are now auto-sorted by required skill for modders who want to add their own abilities, all main stories are now listed first, you can now access manuals from the game menu. Tons of other little fixes from bug reports on Steam, itch, Twit, Reddit, and Discord. See below: Complete list of changes: SOURCE CODE: -New virtual keyboard in input windows for Steam Deck. -Stories are now auto-sorted so that official stories come first. -Abilities are now auto-sorted by required skill (so modders can smoothly add abilities). -Cursor no longer locks in loading screen, minigames, etc. (only locks when game is running unpaused). -Added Player's Manual and Builder's Manual to settings menu, disabled in Exclusive Mode (web link also disabled). -Allowed one more line to ability list in character info screen before it gets cut off. -Fixed ground slide collision for flying objects. SCRIPTS: -Ramirez now sells radiation pills. -Fixed bug where Ricardo wouldn't initiate target practice if you bought Thumper SMG or Enforcer 30-Cal. -Demolition Man ability now lets you produce Hex Rockets using the ability itself (not just using Produce Rockets). -Fixed bug with Hex Charges where they would explode instantly or in the wrong location. -Hex Charges now automatically decrease faction respect in scripts if anyone is hit. -(PANAMA) Fixed bug where Hutch wouldn't disappear from Culebra cut after Chapter 2. -(BATTLES) Fixed objectives list for BATTLES maps. RESOURCES: -Added keyboard images to the HUD folder.
Warlordocracy Chapter 2 is up on Steam and itch. Probably still need to balance the difficulty, so I'll be doing that over the next couple weeks after some feedback. I'll fix any bug reports ASAP, of course. Steam: https://store.steampowered.com/app/2498110/Warlordocracy_Ch_2/ Itch: https://blancaster45.itch.io/warlordocracy-ch2
Chapter 2 DLC is finished and will be released tomorrow (after I get back from my day job). Meanwhile, here's the latest patch. Lots of little fixes. Mainly it's got all the scripts for Ch.2 finished and tested.
Complete list of changes:
-Finished Chapter 2 Early Access (on Steam tomorrow)!
-Climbing ropes and vines now requires 30 Meta.
-Fixed bug where changing to a new map made all mobiles face north.
-Fixed bug from a few patches ago where fire and other effects weren't moving.
-Effect objects like fire are now automatically set to temporary (disappear after leaving map).
-R-Clicking usable items in inventory no longer changes equipment (changed "pickEquip" to "pickDefault" in item use scripts).
-Bottles of miscellaneous substances (boomdust, etc.) now have script that lets you pour it out for empty bottle.
-Made HUD updates for party member conditions more efficient.
-New gemcracks (no scripts yet): gemPyro, gemCryo, gemBio.
-New items: counterfeit coins, counterfeit plate.
There is now a bandit who will tell the others to stand down in Tuskwood in Chapter 1 if you get to him, improved other dialogue and fixed a bunch of little shit. Chapter 2 DLC is still on track to release Monday, November 6th. Busting ass on side quest scripts until then. Complete list of changes: -Usable objects now run check scripts immediately after map load (light sources, etc.). -Fixed script bug where Commander Ralo and Murag would drop papers for Ch.2 when killed in Ch.1. -Attacking the bandit camp in Ch.1 now causes Murag to automatically flee with Favius (so the story won't break). -New main character in Ch.1: Numbers, a bandit accountant who surrenders, improved some other dialogue. -Sounds and game messages no longer play if map isn't yet loaded (for respawn scripts, etc.). -Time pass dialogue window no longer displays when you travel to new maps. -Forges now produce light (like campfires and streetlights). -Slime monsters are now of the "fungus" species. -Lots of Chapter 2 progress (alpha on Patreon).
Huge pathfinding and general AI improvement, lots of new voice sounds. Fixed lots of little bugs and made tons of progress on Chapter 2. One more week until Chapter 2 is finished, but for now why not give me money on Patreon and get the alpha? Patreon: https://www.patreon.com/lcsoftware Video: https://www.youtube.com/watch?v=OLLQL_xkCvs Complete list of changes: -AI now checks for non-diagonal paths (L-shape), greatly improving pathfinding. -Mobiles can now move diagonally across blocked tiles (to make collision less annoying). -Bandits, militia, pirates, etc. have lots of new death sounds, new riot ambient sound. -Campfires now create light effect (reveal concealed characters). -Fixed bug where weapons were being drawn on unconscious mobiles. -Fixed bug with real backspace key in virtual keyboard. -Fixed bug where "destroyAll" command wasn't working. -Fixed bug with music spazzing out on map change. -New encyclopedia entries: status effects. -New pirate henchman: Moon Markswoman. -New script command: "stopSounds". -Lots of Chapter 2 progress (alpha on Patreon).
Warlordocracy
Brian Lancaster
Brian Lancaster
2022-07-16
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 102
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Positive
(14 reviews)
http://laughingcoyote.net
https://store.steampowered.com/app/1748160 
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The Viridi Republic fell quickly and unexpectedly with the mysterious death of the First Man. The great houses spiraled into an orgy of violence, Salvio "the Scorcher" Tevani burning all the crops and dwellings he passed during his exodus from the city of Jadenbury. House Mesali managed to subdue the other noble families and entered into a trembling alliance behind the capital’s walls.
Other warlords have emerged from the smoldering ruins of the republic, and others still wait like vultures on the borderlands: the Bearded Bandits of the Lorntops, the all-female Third Moon Pirates that smuggle the addictive drug known as moonlight across the Southern Sea, the porcine krugen tribes of the Dead Steppes, the quick reptilian troglodytes of the arid eastern badlands, and the expansive slave-trading Izar Empire that spans two continents.
The town of Lockdell is perched atop the cliffs of southwestern Orinia, patiently overlooking the waves. It is here that Salvio the Scorcher is raising a militia to retake Jadenbury from Andresi Mesali. You just so happen to be one of Salvio’s selfless "volunteers".
Game Features:
-Upgrade 5 skills and unlock dozens of combat, social, crafting, and magic abilities.
-Control up to 5 main characters, each with unique personalities, beliefs, skills, and loyalties.
-Summon an additional 20 henchmen for a total of 25 units under your control on the battlefield.
-Each chapter is a small open world with towns, dungeons, side-quests, and multiple endings.
-Total freedom of action: steal from stores, murder friendly characters, double-cross your faction, or not.
-Your party, inventory, and reputations are saved and carried over to the next chapter, leading to unique scenarios and challenges.
-Utilize a fully-functional world editor, so you can modify the story or design your own complete stories (and sell them on itch.io).
LCSoft Website: http://laughingcoyote.net/
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