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Other Projects => Other Games => Topic started by: Huw2k8 on January 09, 2019, 06:15:40 am

Title: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on January 09, 2019, 06:15:40 am
Hello all, my name is Huw and for the past 4 or so years now I've been solo developing a game called Warsim, some of you may have heard of it as a large number of those who have played the game are dwarf fortress fans too, Warsim was based on many games I've enjoyed including mount and blade, dwarf fortress, the elder scrolls series and king of dragon pass.

I've always had an awesome response from fellow urists before so I thought I'd share the game with you all!

The game has been on steam for a while now and is rated as of this post, as the 191st best hidden gem on steam according to steam250.com, this is due to the 97% positive rating it has from 114 reviews, but relatively low sales.

the game features a heavily procedurally generated world as you try to rule the Kingdom of Aslona, a once great land now plagued by rebellion, a united horde of bandits, two strong kingdoms of goblins and five randomly generated independent kingdoms with randomly generated races as well as countless other side factions, I have always loved randomly generated content and so the game is full of it.

* Randomly generated musicians who play random songs (lutes, grunters, clickers, hummers, drummers and so on)
* Over 25 quadrillion randomly generated faces for many different kinds of races
* Randomly generated kingdoms with random flags, laws, rulers and relations that you can fight, or befriend
* Hundreds of encounters with people visiting your throne room to speak to you, the mighty king!
* Massive world exploration zone
* Randomly generated buildings and architecture
* Arena gambling, tournaments and grand champion fights
* Player Moddability, add your own things to the game!
* near infinite hireable companions such as jesters, generals, spymasters ect
* Thousands of random in game events and encounters to keep things interesting
* Tons of cheats and extra features stuffed into the game
* Millions of possible factions and wild and active gameworld
* and so much more!

A really good let's play made somewhat recently, though the game has grown greatly since this playthrough (https://youtu.be/j7XmTlI72IM)

Here's the games steam store page (http://store.steampowered.com/app/659540/Warsim_The_Realm_of_Aslona/?beta=0)

Feel free to check out our reddit community on /r/WarsimRpg (There is a link in the sidebar to download the old free version of the game)

I am massively open to feedback, I have a tendency to add things that are suggested by players into the game and will respond to pretty much all the comments I get! Happy to answer any questions you guys have and would love feedback of any kind! :)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: ollobrains on January 10, 2019, 04:41:30 am
as both someone who owns the game and someone who has supported you for a long time, keep the hard work coming, I would have thought the game would sell better but might be time to help u out with a bit of promotion to circles im part of
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: LoSboccacc on January 10, 2019, 04:51:49 am
oh crap completely forgot about this. need to play again. keep up the good work!
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Dostoevsky on January 10, 2019, 11:12:02 am
I bought this a while back but ended up bouncing off the UI. Is there a 'getting started' guide you'd recommend?
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on January 11, 2019, 04:47:01 am
@Ollobrains, It's definitely still done alright, but it could always be better! :)

@LoSboccacc, Thanks! hope you enjoy it

@Dostoevsky, There are a few tutorial videos and an internal guide, the best bet would be to speak to your initial diplomat if you have any issues, but if there's anything that's got you confused feel free to message me here or on steam/reddit and I will 100% get back to you
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Aoi on January 11, 2019, 05:41:21 am
This is proving to be an interesting experience at launch:

Start up... options... "Adjust Screen Color Randomly"?... *spends five minutes trying to get it back to something that doesn't make eyeballs bleed*... gives up and Go Back... and it's back to normal. *facepalm*

So lets actually try and do something now:
The world is full of mystery and wonder, there are many peoples in this world, they are: Men, Horned Minotaurs, Star Ass
hthaki, Underworld Druids, Roving Fiends, Hedge Necromancers, Goblins and Demons of the Southern Gate.

Yeeeeah, time to sleep. If a potato gets mentioned, I'm probably going to lose it.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on January 11, 2019, 07:38:20 am
 :D that sounds hillarious! Don't think there are any potatoes in the game though unfortunately
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on January 16, 2019, 12:47:18 pm
(https://i.redd.it/14ux6lmw00a21.png)

These are all procedurally generated in game, there are billions of both liches and zombies faces.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Retropunch on January 16, 2019, 04:53:37 pm
Did you ever get round to thinking about having an extra interface panel displaying stats/etc.? It was always the thing that stopped me getting seriously into it
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on January 18, 2019, 07:19:10 am
Nope, but generally speaking the relevant information is displayed where it should be :)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on January 30, 2019, 08:58:55 am
Hey guys so this update has taken a little time but keeping with the theme of the recent updates, this update is dedicated to pushing warsim forward by tackling unfinished areas of the game, in this instance it's the area of Wildwood, the third part of the western lands exploration, now the area is fully fleshed out and filled with stuff to do!

**THE WILDWOOD UPDATE**

* Added Gurnok Cave to wildwood
* Added High Tree Outlook to wildwood
* Added Goblin Stone to wildwood
* Added Old ruined outpost to wildwood
* Added Ruined village to wildwood
* Added Savage village to wildwood
* Added ability for savage villagers to recolonise old ruined outpost if it's destroyed
* Added ability for savage villagers to colonise old ruined village
* Added tons of new mulitlayered dialogues to the Oldest Tree in wildwood
* Added the guardian tree to wildwood
* Added new enemy 'Wildwood Guardian'
* Added new enemy 'Wildwood Guardian Woman'
* Added new enemy 'Wildwood Guardian Stick Swinger'
* Added new enemy 'Wildwood Guardian Stump Tosser'
* Added new enemy 'Wildwood Guardian Tree Jumper'
* Added new enemy 'Wildwood Guardian Warrior'
* Added new enemy 'Wildwood Guardian Champion'
* Added new enemy 'Wildwood Guardian Goblin Culler'
* Added new enemy 'Wildwood Savage'
* Added new enemy 'Wildwood Savage Woman'
* Added new enemy 'Wildwood Savage Berserk'
* Added new enemy 'Wildwood Savage Champion'
* Added new enemy 'Wildwood Savage Warrior'
* Added new enemy 'Wildwood Savage Blood-Drinker'

**THE WILDWOOD UPDATE: HUNTSMAN'S REST**

Huntsman's rest is one of the two major settlements inside Wildwood, here you can play archery, visit taverns and speak to locals.

* Added 3 stages huntsmans rest can be in depending on population (scarce, normal, booming)
* Added fletchers shop to huntsmans rest in wildwood
* Added archery competition watchable in huntsmans rest in wildwood
* Added 35 taverns dialogues to Lone Arrow Tavern in huntsmans rest in wildwood
* Added the lone arrow tavern to hunstmans rest (sudden death, 35 dialogues, tavern keep, viewable plaque)
* Added ability to recruit hunters from huntsmans rest
* Added ability to speak to master hunter (8 dialogues)
* Added ability to take tribute from huntsmans rest
* Added ability to visit hunters hall
* Added leafburners guild to huntsmans rest (15 unique dialogues)
* Added ability to destroy huntsman's rest in battle and loot it
* Added new enemy 'Huntsman'
* Added new enemy 'Huntswoman'
* Added new enemy 'Huntsman sharpshooter'
* Added new enemy 'Huntsman slinger'
* Added new enemy 'Huntsman skinner'
* Added new enemy 'Huntsman champion'
* Added new enemy 'Huntsman warrior'
* Added new enemy 'Huntsman goblin headhunter'

**THE WILDWOOD UPDATE: GOBLINWOOD**

Goblinwood is the largest settlement in Wildwood and is filled with stuff to do, think of it like a smaller goblin filled black market.

* Added castle Ko'lok to Goblinwood
* Added strange statue in warriors district in goblinwood
* Added strange statue in living district in goblinwood
* Added strange statue in trade district in goblinwood
* Added goblin brawl hole to goblinwood
* Added ability to practice archery at local archery range in goblinwood
- Added ability to visit goblinwood castle dungeons (20 unique dialogues)
* Added ability to speak to guard captain of goblinwood (10 dialogues)
* Added ability to visit goblin guard barracks in goblinwood castle
* Added Gnat's meat shop to trade district in goblinwood
* Added ability to visit treasury in goblinwood castle
* Added ability to learn about castle Ko'lok
* Added ability to speak to king of goblinwoods advisor
* Added ability to trade with goblinwood
* Added Ngmek's Brewery to goblinwood market district
* Added Gkab's Poisonarium to goblinwood market district
* Added Leafburner's Farmland to goblinwood market district
* Added Golok's Home Cooking to goblinwood market district
* Added Guard post to the goblinwood living district
* Added Crier Gob to the goblinwood living district
* Added the ability to recruit goblins from the goblinwood living district
* Added Human's Toe Tavern to goblinwood market district
* Added Leafburner's guild mainhall to goblinwood market district
* Added goblinwood population system
* Added Rusty Dagger Inn to goblinwood warriors district
* Added special unique dialogues to rusty dagger inn
* Added Ngrek's Boneworks to goblinwood market district
* Added goblinwood mercenary post to goblinwood warriors district
* Added Gbek's trusty blades to goblinwood warriors district
* Added wage system for goblinwood
* Added tax system for goblinwood
* Added system that unhired goblinwood soldiers will becom mercenaries
* Added 25 dialogues to the school of drums in goblinwood
* Added Sausage tree to goblinwood
* Added a third of all gold spent in goblinwood goes to their treasury in direct tax
* Added school of drums in goblinwood
* Added two classes to school of drums in goblinwood
* Added chance of some students giving away drum rhythms in dialogue
* Added new enemy 'Goblinwood Sharpshooter'
* Added new enemy 'Goblinwood Soldier'
* Added new enemy 'Goblinwood Guard'
* Added new enemy 'Goblinwood Levy-Soldier'
* Added new enemy 'Goblinwood Captain'
* Added new enemy 'Goblinwood Berserker'
* Added new enemy 'Goblinwood Berserker Mercenary'
* Added new enemy 'Hired Goblin'
* Added new enemy 'Goblin Sellspear'
* Added new enemy 'Goblin Sellsword'
* Added new enemy 'Goblinwood Goblin'
* Added new enemy 'Goblinwood Hunter'
* Added new enemy 'Goblinwood Leafburner'
* Added new enemy 'Goblinwood Brawler'
* Added new enemy 'Goblinwood Trader'
* Added new enemy 'Goblinwood Young Goblin'

**NEW UNIT TYPES**

* Added new unit type 'Chainwhirler'
* Added new unit type 'Chainswinger'
* Added new unit type 'Chainbearer'
* Added new unit type 'Chainwearer'
* Added new unit type 'Chainlord'
* Added new unit type 'Chainwalker'
* Added new unit type 'Sellchain'

**NEW NAME SUFFIXES**

Added tons of these recently to make the name generator far more mixed and content rich! can never have too much content, also a new system that creates 1000s of new random name suffixes based on some of the ones already available meaning there are now huge possiblities for character names.

* Tweaked several name suffix modifiers
* Added new system that creates custom name suffixes (1000s of new possibilities)
* Added new name suffix 'the Firesnatcher' (+22 battlescore)
* Added new name suffix 'the Watersnatcher' (+20 battlescore)
* Added new name suffix 'the Windsnatcher' (+20 battlescore)
* Added new name suffix 'the Bonesnatcher' (+25 battlescore)
* Added new name suffix 'the Childsnatcher' (+1 battlescore)
* Added new name suffix 'the Goldsnatcher' (+5 battlescore)
* Added new name suffix 'the Soulsnatcher' (+33 battlescore)
* Added new name suffix 'the Lifesnatcher' (+29 battlescore)
* Added new name suffix 'the Stonesnatcher' (+15 battlescore)
* Added new name suffix 'the Skullsnatcher' (+24 battlescore)
* Added new name suffix 'of the Hood' (+25 battlescore)
* Added new name suffix 'Hoodbearer' (+10 battlescore)
* Added new name suffix 'Hood' (+35 battlescore)
* Added new name suffix 'the Hood' (+12 battlescore)
* Added new name suffix 'of the Cloak' (+15 battlescore)
* Added new name suffix 'Cloakbearer' (+12 battlescore)
* Added new name suffix 'the Cloaked' (+13 battlescore)
* Added new name suffix 'Cloak' (+7 battlescore)
* Added new name suffix 'of the Scarf' (+20 battlescore)
* Added new name suffix 'Scarfbearer' (+6 battlescore)
* Added new name suffix 'the Scarf' (+8 battlescore)
* Added new name suffix 'the Chainswinger' (+16 battlescore)
* Added new name suffix 'the Chainwhirler' (+17 battlescore)
* Added new name suffix 'the Chainbearer' (+2 battlescore)
* Added new name suffix 'the Chainwearer' (+1 battlescore)
* Added new name suffix 'the Chainlord' (+29 battlescore)
* Added new name suffix 'the Chained' (+5 battlescore)
* Added new name suffix 'the Chained' (-5 battlescore)
* Added new name suffix 'the Chainwalker' (+15 battlescore)
* Added new name suffix 'the Sellchain' (+19 battlescore)
* Added new name suffix 'the Sower of Discord' (+25 battlescore)
* Added new name suffix 'the Bloodbraided' (+29 battlescore)
* Added new name suffix 'Blackbraid' (+6 battlescore)
* Added new name suffix 'Redbraid' (+6 battlescore)
* Added new name suffix 'Whitebraid' (+5 battlescore)
* Added new name suffix 'Greenbraid' (+4 battlescore)
* Added new name suffix 'the Sower of Dismay' (+15 battlescore)
* Added new name suffix 'the Sower of Dissent' (+14 battlescore)
* Added new name suffix 'of the Cloudstone' (+8 battlescore)
* Added new name suffix 'of the Seastone' (+8 battlescore)
* Added new name suffix 'of the Windstone' (+8 battlescore)
* Added new name suffix 'of the Earthstone' (+8 battlescore)
* Added new name suffix 'of the Waterstone' (+8 battlescore)
* Added new name suffix 'of the Oceanstone' (+8 battlescore)
* Added new name suffix 'of the Nightstone' (+8 battlescore)
* Added new name suffix 'of the Blackstone' (+8 battlescore)
* Added new name suffix 'of the Darkstone' (+8 battlescore)
* Added new name suffix 'of the Whitestone' (+8 battlescore)
* Added new name suffix 'of the Skystone' (+8 battlescore)
* Added new name suffix 'the Tombraider' (+30 battlescore)
* Added new name suffix 'the Tombrobber' (+17 battlescore)
* Added new name suffix 'the Tombtaker' (+17 battlescore)
* Added new name suffix 'Bitterblossom' (+10 battlescore)
* Added new name suffix 'of the Tar Pit' (+6 battlescore)
* Added new name suffix 'the Wartutor' (+19 battlescore)
* Added new name suffix 'the Battletutor' (+15 battlescore)
* Added new name suffix 'the Tutor' (+10 battlescore)
* Added new name suffix 'the Depthwalker' (+22 battlescore)
* Added new name suffix 'the Depthdiver' (+21 battlescore)
* Added new name suffix 'the Depthswimmer' (+20 battlescore)
* Added new name suffix 'the Depthclimber' (+23 battlescore)
* Added new name suffix 'Aeon' (+33 battlescore)
* Added new name suffix 'the Unhallowed' (+10 battlescore)
* Added new name suffix 'the Vault Robber' (+16 battlescore)
* Added new name suffix 'the Stirring' (+5 battlescore)
* Added new name suffix 'the Golden Fang' (+27 battlescore)
* Added new name suffix 'the Alms Collector' (+10 battlescore)
* Added new name suffix 'the Line-Slinger' (+15 battlescore)
* Added new name suffix 'the Faceshifter' (+11 battlescore)
* Added new name suffix 'the Faceswapper' (+11 battlescore)
* Added new name suffix 'the Excavator' (+16 battlescore)
* Added new name suffix 'the Slumbering' (-5 battlescore)
* Added new name suffix 'the Bloodforger' (+26 battlescore)
* Added new name suffix 'the Bloodsworn' (+29 battlescore)
* Added new name suffix 'the Bloodtracker' (+27 battlescore)
* Added new name suffix 'the Bloodtracer' (+26 battlescore)
* Added new name suffix 'the Bloodmaker' (+26 battlescore)
* Added new name suffix 'the Bloodwatcher' (+21 battlescore)
* Added new name suffix 'the Bloodsweater' (+19 battlescore)
* Added new name suffix 'the Disturbed' (+10 battlescore)
* Added new name suffix 'the Armour' (+15 battlescore)
* Added new name suffix 'the Armour-Clad' (+30 battlescore)
* Added new name suffix 'the Artisan' (+5 battlescore)
* Added new name suffix 'the Sunspeaker' (+29 battlescore)
* Added new name suffix 'the Floodcaller' (+19 battlescore)
* Added new name suffix 'the Geode' (+10 battlescore)
* Added new name suffix 'the Dissident' (+10 battlescore)
* Added new name suffix 'the Master of Waves' (+25 battlescore)
* Added new name suffix 'the Meandering' (+5 battlescore)
* Added new name suffix 'Fiend Seeker' (+11 battlescore)
* Added new name suffix 'Monster Seeker' (+13 battlescore)
* Added new name suffix 'Fortune Seeker' (+5 battlescore)
* Added new name suffix 'Wealth Seeker' (+5 battlescore)
* Added new name suffix 'Demon Seeker' (+5 battlescore)
* Added new name suffix 'Love Seeker' (+5 battlescore)
* Added new name suffix 'Hate Seeker' (+1 battlescore)
* Added new name suffix 'Sun Seeker' (+14 battlescore)
* Added new name suffix 'Light Seeker' (+13 battlescore)
* Added new name suffix 'Dark Seeker' (+16 battlescore)
* Added new name suffix 'Moon Seeker' (+15 battlescore)
* Added new name suffix 'Night Seeker' (+12 battlescore)
* Added new name suffix 'Day Seeker' (+11 battlescore)
* Added new name suffix 'World Seeker' (+19 battlescore)
* Added new name suffix 'the Nesting' (+5 battlescore)
* Added new name suffix 'the Umbral' (+19 battlescore)
* Added new name suffix 'the Rot' (-5 battlescore)

**BUGFIXES**

* Fixed last of his blood text error in name suffixes
* Fixed farm raid encounter aftermath not appearing
* Fixed family member owner of arena continually taking half the arena income even after dismissed (the theiving bastard)
* Fixed two save breaking bugs cause by generals for hire code (credit Enrico Lamijer)
* Removed duplicate goblin name 'Gas'
* Fixed arena not being randomized when loading a game from before arena update
* Fixed Peace talks beheaded emissary infinite freeze glitch (credit Enrico Lamijer)
* Fixed two broken name suffixes
* Fixed militia sending troops to help even if the militia is disbanded
* Fixed demonic house showing as visitable but being destroyed (credit Eric Smith)
* Fixed sunker treasure text bug in hero origin stories
* Fixed arena discount/free entry not happening (credit ColonelKepler)
* Fixed blackmarket crier encounter giving THANK YOU TEXT and robbing you for 1000 gold (credit u/The_Grinless)
* Fixed view factions screen crash bug (credit u/The_Grinless)
* Fixed adventure report showing even after spymaster fired (credit u/Vylcount)
* Removed 10 duplicate human names

**NEW FACES**

Tons of new faces, quadriillions of them!

* Added 2'059'948'800 (2 billion) new giant faces
* Added 12'737'088'000 (23 billion) new demigod faces
* Added 3'579'214'915'584 (3 trillion) new zombie faces (added missing eyeballs)
* Added 45'747'341'156'036'520 (45.5 quadrillion) new human faces
* Added 5'055'644'160'000 (5 trillion) new orc faces
* Added 4'215'239'424'000 (4.2 trillion) new goblin faces

**EVERYTHING ELSE**

* Added a shrubbery (10 gold) as a quest item (Credit u/Dtyn8)
* Added ability to refresh the champions for hire for 1000 gold
* Added 15 goblin names
* Added small text to custom game options screen
* Updated layout of game introduction screen
* Made throne room shown in introduction start of game reflect what throne room level you are at based on difficulty
* Added text colour to monfort mine tribute taking
* Made rihhm and smallhaven tribute gold based on their population rather than arbitrary numbers
* Removed duplicate part from goblin face generator
* Reworked the giants face generator to produce less shrunken forhead giants
* Removed several redundant parts of human face generator
* Added ability to see the current focus of fortresses under your comment (credit u/buckzor122)
* Added human name 'Robin' (credit u/Dtyn8)
* Added 25 human names
* Added new colour system to sudden death dice rolls
* Added 100s of new human names
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on January 31, 2019, 05:27:09 am
(https://i.redd.it/cc8snc12vdd21.png)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on February 02, 2019, 05:21:00 am
Next update is halfway done! new update coming relatively soon
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on February 04, 2019, 03:56:34 am
(https://i.redd.it/te5io83nmqd21.png)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: a1s on February 04, 2019, 04:06:31 pm
I think you missed the best name by one. Reinhold the road. He is a highway to his people!
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Akura on February 04, 2019, 04:31:54 pm
No, Dane the Endangered, and one of the cheapest hires on the list.

Or in the previous image, Haringoth the Lost. Apparently wandered in from Calradia, it seems.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: a1s on February 04, 2019, 05:18:13 pm
Spoiler: Dane (click to show/hide)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Levi on February 05, 2019, 12:35:40 pm
This has a nice 75% off sale on steam right now.  I picked it up to try some time.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on February 05, 2019, 01:23:55 pm
@A1s, Reinhold is actually just a sentient piece of road

@Akura, Hahaha, good spot! You can actually get champions with the name 'of Calradia' it gives them +45 to their combat score

@A1s, Can't spell Dane-ger without Dane!

@Levi, hope you enjoy it my friend :)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: a1s on February 05, 2019, 02:59:39 pm
Oh, huh. Definitely worth more than 99 cents to me.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on February 05, 2019, 06:05:32 pm
Tbh didn't pay attention when setting the discount, didn't intend for it to be so low but I don't mind if it draws new people to the game who wouldn't have otherwise checked it out
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on February 06, 2019, 05:17:59 am
(https://i.redd.it/e9yypishoyd21.png)

Durgol the Finger-Eater
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on February 06, 2019, 06:29:44 am
Just fyi guys, anyone interested, Warsim is 75% off in this sale, the lowest price it's ever been, the game has been worked on for years and isn't just some crappy little sellout game! It's got over 100 positive reviews! check it out and I can ensure you, you'll not regret it... unless you're on linux or mac... in which case you may regret it a bit.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on February 08, 2019, 07:41:45 am
Eonaar the Nutcracker
(https://i.redd.it/usnzujdyacf21.png)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: a1s on February 08, 2019, 11:50:02 am
and his twin brother, Sir Belethor the Nutcracker.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: a1s on February 08, 2019, 08:15:13 pm
Also, do you accept bug reports? If so, should I just dump some in this thread or…?
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Trolldefender99 on February 08, 2019, 08:35:11 pm
Is this game have an end? Or is it like dwarf fortress where its continual till you have fun dying or just want to start over?

I'm good with either, but just curious before buying to get an idea of what the goal (if any) is.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on February 09, 2019, 07:17:17 am
@a1s, Didn't spot that! the two nutcrackers, that's just what you want hahaha, and there's a bug report thread on reddit but I don't mind taking them here, whats up? :)

@Trolldefender99, So there are a few ways the game goes, I added timed games to allow for a forced ending, ie 25 years, 50 years and so on, but if you choose an infinite game, then the real goals are to defeat the demonic horde, which is a faction that can be found at any time but slowly grows and mid to late game becomes a real problem, after that you can destroy or vassalise the five independent nations. But once all kingdoms are destroyed you can explore and discover a set of new stronger ones which continues for infinity following a growth curve, so in theory you could keep playing forever
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Trolldefender99 on February 09, 2019, 01:42:18 pm
Thanks for the info :)

Also Warsim is surprisingly addicting. I wasn't really sure how I'd like it tbh, but its actually rather indepth from what I've seen of it so far. I'd have been happy to pay the full price if I got it off sale.

my favorite part so far, is the visitors you get (I didn't realize got visitors, so I had a bunch waiting in my castle for who knows how long lol) and especially the bards :) Some of the NPCs that came by made me laugh.

(edit:

I do have a question. Is it possible to play as a custom race? Or are custom races only for the AI to use? I tried figuring it out and google search seems to suggest its not possible, but the searches I found were back from 2017.

Though I'm almost positive someone created a race with "God" faces and he was able to play as them. But I don't remember the video now, and maybe it was just NPCs he met of that race.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on February 10, 2019, 05:32:34 am
Glad you're enjoying it! :)

I love the throne room personally cause it's one of the areas of the game where as the dev I still cant predict what I am going to get, rare encounters, some randomly generated ones I've never seen before, it's always fun :)

It's not possible to play as anything other than humans or demonic humans at the moment, though it has been heavily suggested, I want to wait until I've completed all the things I need to complete, then I will look into making other races playable because I really want to make playing as another race feel like a different experience, so a lot of things will change

You can create custom races for your game though, they will be the kingdoms you interact with in the worlds you play in
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Levi on February 11, 2019, 04:43:00 pm
I'm entertained that every visitor to the throne room has the option "Throw him into prison".   :P

It seems pretty neat so far, I've been playing as a benevolent and well loved king and have killed all the rebels and almost wiped out the bandits.  Also there is a race of two-headed elves, which is a bit terrifying. 

I also for a while kept recruiting bandits from my prison, thinking they would become soldiers.  Instead my "Benevolent Kingdom" sends them out to raid other kingdoms, which wasn't my intention but is pretty funny and makes a fair bit of gold for me.


Out of curiosity, if I continue playing a 25 year game after the 25 turns does the demonic hoard still become a threat?  If not I might restart and pick the infinite game.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on February 11, 2019, 04:44:51 pm
New video playthrough of warsim by Senevids, it's edited pretty cool https://www.youtube.com/watch?v=1CqkWZFheBc&t= (https://www.youtube.com/watch?v=1CqkWZFheBc&t=)

Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on February 11, 2019, 04:46:29 pm
That's awesome to hear, and yep if you play on, the game will continue as normal and the demon horde will continue to grow!
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Caz on February 13, 2019, 11:15:49 am
This looks really interesting.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on February 13, 2019, 01:29:54 pm
Hey guys, this update wasn't supposed to take as long as it did, but I ended up adding a few additional features that kept growing, the main focus of this update is called 'The Secret Place', I am not going to reveal any details about it, but lets just stay, start off in the black market! good luck.

**THE SECRET PLACE**

I'm blurring out the changelog for this part of the update... can't have those secrets getting out!

* Added --- ------ -----
* Added ----- ---- -- ---- ---- -- ----- --- ------ ------
* Added ------- ------- -- --- ----- -----
* Added --- ----- -- ---- -- ---------------
* Added ----- ---- -- --- ----------- ------ -- ---------
* Added ------ ----- ---- -- --- ---------- ------- ---- ----
* Added ---- ---------- ------- -- ------ -----
* Added ----- ----- -- ----- ------ ----- ---- -------- -- ----- -----
* Added ----- ----- --- ---- --- ---- -- ------- ----- -----
* Added -------- ---- ---------- --- --- --- ------- -- --- -------- ------- ---------- ---- -------- -----
* Added ----- ---- -- ---- -- --- ------- --------
* Added ----- ---- --- ------ ---- --- ----- ----  -- ------ -----
* Added ------- ---- --- ------- ----  --- ----------- -- ------ -----
* Added ------- -- ------- ----
* Added ------- -- --- --- ------- ----------- ----
* Added ------- ---- -- ------ -----
* Added ------- -- ---- -- ------- -- -------- -- ------ -----
* Added ------ ------- ---- ------- ------ -----

**NEW FACES AND FACE SYSTEM CHANGES**

It took quite a bit of work, but now all faces line up equally, it was a problem that wasn't clear unless you got a two headed race, now they should look a little better, also tons and tons of new faces for all kinds of races.

* Added 297'663'740'532 new gnome faces (was 34 billion)(now 332 billion)
* Added 64 Billion troll faces (was 6.6 Bil, now 70.2 Bil)
* Added 240 billion new demigod faces (was 18 billion)
* Added 50 million lizardman faces (double the previous number)
* Added 24 trillion new human faces
* Replaced 30 older human face parts with better ones
* Reworked goblin faces system and replaced many parts
* Added 17.4 trillion new goblin faces
* Fixed faces not lining up everytime
* Fixed two headed faces being warped out of shape
* Overhauled demon face system (was 36 billion faces, now 4.6 quadrillion)


**BUGFIXES**

* Fixed slaver fort giving incorrect text when destroyed (credit u/Buckzor122)
* Fixed Camp assurak not being loaded properly in save games (credit u/ColonelKepler)
* Fixed guards jailing silver tongue throne room visitor regardless of your choice (credit u/Buckzor122)
* Fixed jailing silver tongue claims 'the painter is jailed'
* Fixed viewing minor bandit gang extra info before battle skips battles (credit u/ColonelKepler)
* Fixed arena letting you bet when you/arena has no gold credit (credit u/ColonelKepler)
* Fixed were did westerners flee text bug
* Fixed blackmarket leader kicks you out of trade talks if you have a trade post
* Fixed missing menu for not having trade post when asking for trade
* Fixed false name generation text when entering the wrong thing in race modding menu
* Fixed if creating a race and choosing to give them names but then exiting name creation menu before creating any names the game breaks when you use them, now instead, if this happens the game will just call them various derivitives of the name harold (credit Cablenexus)
* Fixed a rogue blank line in face0.txt causing missing face parts on occasion
* Fixed vampire bard face colour occasional bug
* Fixed warsim settings screen text colour
* Fixed missing line in goblin drum school lessons
* Fixed Timed game system not working properly due to gamestart year being random
* Fixed Timed game screen not giving enough information
* Fixed southern coast region description error
* Fixed 'called stole his chamber pot' text bug
* Fixed slums watchtower tag not changing properly bug
* Fixed slum pit onlooker's skin being randomly coloured blue green and red

**NAME SUFFIXES**

A handful of new name suffixes for your world

* Added new name suffix 'the Everloving' (+10 battlescore)
* Added new name suffix 'the Noteworthy' (+23 battlescore)
* Added new name suffix 'Longbraid' (+5 battlescore)

**NEW RACE MODIFIERS**

Again just a small addition, but now you can find Lesser Orcs, Greater Goblins and so on.

* Added new race suffix 'Lesser' (takes -10 battlescore from units)
* Added new race suffix 'Greater' (adds +15 battlescore to units)

**CHANGES TO GENERAL BRAWLS**

I reworked a lot of the non-brawl pit based brawl system, this is everything from throne room brawlers and tavern brawlers to the slave fights in the slavers fort and in Baiaa, lots of new changes but mainly the addition of sound!

* Added new dynamic sound effect system for brawls in the game
* Added new screen after the end of all non pit brawls
* Added special screen for victory during general of aslona challenge in throne room
* Added special stat presets for brawling goblins (weaker)
* Added special stat presets for brawling slaves (weaker)
* Added special stat presets for brawling orcs (stronger)
* Added special stat presets for brawling nomads (stronger)
* Added new enchanted brawl in the artifact market adventurers district

**NEW BUILDINGS**

A new two tiered upgrade for your kingdom now thanks to a suggestion by Buckzor, you can build something to prevent mercenary groups casually disbanding.

* Added small mercenary rest hall upgrade (8000 gold) mercenary groups 3x less likely to break (credit u/Buckzor122)
* Added mercenary rest hall upgrade (16000 gold) mercenary groups don't disband (credit u/Buckzor122)

**EVERYTHING ELSE**

There are quite a few more important features here, such as changes to the name system, ability to order your steward to auto imprison everyone, a new autosave setting, new bugs and cheatcodes, some tweaks and new additions to locations in the world, some small additions to diplomacy, and the new stats bar which is able to be changed in the settings menu.

* Added additional question to Captian Bgax of Goblinwood (Credit u/vylcount)
* Made names created using random suffix system 2.5x more likely to occur
* Added new guard face system for certain throne room encounters
* Added ability to auto imprison all visitors by speaking to steward (credit u/Buckzor122)
* Added Overzealous autosave feature to settings menu (saves each time you enter main game screen) (credit u/Buckzor122)
* Enter 666 on warsim's main menu
* Added a new warsim loadscreen tip
* Added 909 secret menu on main screen (allows you to change the face) use race faces.txt for reference on numbers
* Added new location 'statue of greydor the pirate king' to the city of Shaian docks
* Updated cheat codes list (111)
* Added new debug code 6000 random screen colour (enter in cheats menu)
* Added new screen to the settings menu (change text size)
* Added stats bar to all main menu screens
* Added ability to disable or enable stats bar on main screens in settings
* Tweaked time game system to take land as 2x more valuable for your score
* Added new section of the blackmarket herald, random sponsors of the issue (credit Dtyn8 for the inspiration)
* Added a default 5000 gold to the arena betting pool at game start
* Reworked there are many peoples intro screen text
* Added ability to ask the status of questing knights in reports screen
* Added ability to ask the odds of the wheel of wealth (special scroll of odds)
* Reworked layout of the wheel of wealth stall text
* Added information section about pest bandit groups in diplomacy
* Added infromation section about pest bandit groups leaders in diplomacy
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on February 15, 2019, 12:56:01 pm
So the next update for warsim I have planned is improvements to the godlings and demigods races, they were added a long time ago with the race generator when I was attempting to create the ultimate race generation system with as many races as possible, the system made them strong in battlescore but low in population and so on, but... that was more or less the only unique part about them.

I wish to change that with this update, If you are in a world with LITERAL GODS, you should be concerned.

I am trying to think of things that they should be able to do, special features of a race of half-gods, any ideas you guys have are welcome! the weirder the better

All replies to this will also be crossposted on to the reddit thread here - https://www.reddit.com/r/WarsimRpg/comments/aqxm35/the_next_update_focus_demigods_and_godlings_the/
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on February 21, 2019, 04:36:36 pm
Alright so I'm still mulling through the ideas for the godlings update but it's likely I'll be releasing an update soon, it's unrelated to the godlings stuff but there's been enough work done it warrants a release, I'll keep this thread posted
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on February 22, 2019, 08:54:06 am
Hey guys, while I've been working on some warsim theory, the little mini things I've been working on, on the side have stacked up so I thought I'd push a release, there is no real focus of the update but one of the bigger changes was to the militia and the near north!

**Militia Update**

The militia can now be interacted with a lot more, you can provide them with better weaponry, greatly increasing their effectiveness, and you can learn more about them, there are now 9 upgrades that can be made to them and a reworked diplomacy screen!

* Reworked the militia screen in diplomacy
* Added ability to ask many questions to the militia leader
* Added militia stats screen with all militia information
* Added militia orders screen to give commands to militia
* Added militia recruitment signs kingdom upgrade (more militia recruits per turn)
* Added Bigger militia recruitment signs kingdom upgrade (more militia recruits per turn)
* Added Giant militia recruitment signs kingdom upgrade (more militia recruits per turn)
* Added Militia council room kingdom upgrade (less likely to disband militia)
* Added Militia council chambers kingdom upgrade (militia will not disband)
* Added Militia old weapons stash kingdom upgrade (+10 battlescore to all militiamen)
* Added Militia weapons stash kingdom upgrade (+21 battlescore to all militiamen)
* Added Militia good weapons stash kingdom upgrade (+32 battlescore to all militiamen)
* Added Militia elite weapons stash kingdom upgrade (+42 battlescore to all militiamen)
* Added ability to upgrade militia from the militia diplomacy screen
* Added militia current weapons stats to the militia stats screen

**THE BRAWL PIT: REVISITED**

The brawl pit has existed in warsim for a very long time, it was one of the earliest visitable locations and hasn't been changed much since, this puts an end to that and reworks it, especially pit ownership, now owning the brawl pit is more profitable with Pit champion fights earning you tons more, and if your brawl pit hosts the battle of the two champions (once every 6 years) you earn even more. Fights now have better sound effects and things and fleshed out and explained better.

* Added new victory screen at the end of every brawl pit and fighters pit battle
* Added clapping crowds to brawl pit champion victories
* Added clapping crowd to throne room hired brawl and artifact market magic brawl
* Added gasp sound to brawl pit when a fighter is killed
* Added boo sound to brawl pit when a fighter flees
* Increased income from brawl pit fights with warriors and brutes
* Increased income from brawl pit fights inside larger upgraded brawl pit
* Added upgrading the brawl pit instantly gives you more fights per turn you can run
* Added ability to submite your own units to the brawl pit soldiers and bandits
* Improved the brawl pit roster to include more info and pit champion info
* Made it slightly harder for people to die in the fight pit
* Added Brawl pit champion fights will now earn you money (and significantly more than normal fights)
* Added Brawl pit held battle of two champions fights will earn you money (tons more than normal)
* Added option to ask about unit types when setting up a brawl pit fight

**BLACKMARKET CHANGES**

I spent a bit of time playing around with the blackmarket and noticed several things that needed updating, the slavers post in the slums was a little flat, so now it's a more fleshed out location with a horrible owner called Skug, there are more screens, several bugfixes, faces for characters without them, and more money for owning the market too!

* Added ability to speak to slaver post ruler in the slums
* Added ability to order a slave brawl for 30 gold in the slums slave post
* Added new background sounds to blackmarket
* Added special screen for slum pit fight during century festival
* Added new screen and graphic for speaking to seer of minds
* Fixed speaking to a random local in guildrow doesnt work (credit u/Vylcount)
* Update east dock company layout
* Added additional 10000 minimum when sacking blackmarket as previously it was possible to get even 1 gold from sacking it
* Fixed broken blackmarket sacked chaos orb text
* Added dynamic donation text to the slums donation screen
* Added face to coinflip man in blackmarket central
* Added small guarenteed minimum to blackmarket tax
* Added several new economic notices for blackmarket tax in the blackmarket herald newspaper
* Added blackmarket herald newspaper still reports on the economy when you own the market
* After asking three times blank out the ask if anyone will join you option

**NEW BUILDINGS AND UPGRADES**

Most of the new upgrades were added for the militia but there are also some bonus upgrades for recruitment!

* Added recruitment signs kingdom upgrade (chance of +2 peasants or +1 soldier per turn)
* Added Bigger recruitment signs kingdom upgrade (chance of +4 peasants or +2 soldiers per turn)
* Added Giant recruitment signs kingdom upgrade (chance of +6 peasants or +3 soldiers per turn)

**BUGFIXES**

* Fixed blackmarket bandit building text bug (have build an outpost)
* Fixed fight mercenary companies tag bug
* Fixed phenor truce offering throne room encounter popping up when the bandits are dead
* Fixed smallhaven watchtower not showing up as destroyed when destroyed
* Fixed ruffian gang hideout text being miscoloured
* Fixed ruffian gang intro text spacing issue
* Fixed 'my brother an I' text bug in orcish bard origin stories
* Fixed destroyed doom stone message not appearing sometimes
* Fixed map of the wild north being out of place
* Fixed missing colour for slave revolt flag in diplomacy screen
* Fixed slums watchtower graphic not displaying flag correctly
* Fixed market scum option not blanking out when all scum are hired
* Fixed slavers fort owned allowing you to sell and take slaves when you have none
* Fixed northern hall skipping screen if you take the orb and then get rid of it
* Fixed typo in best beard throne room encounter
* Fixed typo in ugly face throne room encounter
* Fixed slavers in slaver fort dont have working dialouge if you own the fort
* Fixed bandits taking over an unprotected blackmarket having 0 troops
* Fixed blackmarket troops recruitment system recruiting everyone as mercenaries and no actual soldiers
* Fixed watching pit champion fight kicks you out of the pit at the end
* Fixed near north conquest not recognised if the forts are upgraded
* Fixed able to accidentally lose a fighter by selecting an incorrect choice in brawl pit management

**EVERYTHING ELSE**

* Added wisdom joke (level 1 jesters) (credit u/illegalcattoss)
* Added 50 trillion new human faces
* Added races with lava suffix ie Lava Elves, Lava Dwarves has red skin now
* Changed destroyed mercenary company reward from 100 soldiers to 1000 gold
* Added new cheat 299 'competent workforce' +100k peasants
* Added new screaming sound effect for demon overlord
* Added 505 main menu test bard debug system
* Removed one of the entrances to the secret place (credit u\Fitrillian)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on February 23, 2019, 09:30:07 am
Just posted a new article on itch.io about warsim

The perils of extreme procedural generation - Or how 100 quadrillion ascii faces drove me insane

Check it out here - https://itch.io/t/399206/the-perils-of-extreme-procedural-generation-or-how-100-quadrillion-ascii-faces-drove-me-insane

Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on February 25, 2019, 01:01:38 pm
Watch out for this fierce champion!

(https://i.redd.it/2idrqqp67ri21.png)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on February 26, 2019, 09:56:21 am
Hey guys, another smaller update this time, some changes to Fort Northwatch and the Thickblood tavern in the Near north, making these areas better and more functional.

**MAIN STUFF**

When exploring a lot of those encounters with peasants looking for gold were asking for way more money that they should have been so they have been nerfed, it's still random but you're less likely to get such high self worth peasants. Also I had a race of gold orcs spawn in a world and was sad to see their skin wasn't gold, so now it is! And finally, as part of a continued effort to improve the sound of warsim, there is a new ambient track for the main menu.

* Dropped the min and max wage ask for peasants found in world exploration
* Added gold races now have yellow skin
* Added new main menu theme music to warsim

**THE THICKBLOODS**

The thickblood tavern is a location that can be, bought or visited, but for some reason you can't just attack it, well now you can, you can attack it, but there's a reason the place is still standing, it's popular with many northern folk and they are willing to die for it, be careful now.

* Added ability to attack thickblood tavern
* Added chance if fort northwatch has over 100 men they join defence of thickblood
* Added random bands of wildermen loyal to thickbloods that will join defence of thickblood
* Added random groups of northerners loyal to thickbloods that will join defence of thickblood
* Added random groups of northern mercenaries loyal to thickbloods that will join the defence of thickblood
* Added new enemy 'Thickblood wilderman'
* Added new enemy 'Wilderman Warrior'
* Added new enemy 'Wilderman'
* Added new enemy 'Retired northern mercenary'
* Added new enemy 'Northern mercenary'
* Added new enemy 'Northern sellsword'
* Added new enemy 'Northern Sellspear'
* Added new enemy 'Northman'
* Added new enemy 'Northwatch bandit'
* Added new enemy 'Northwatch bandit sharpshooter'
* Added new enemy 'Northwatch captain'
* Added new enemy 'Thickblood Bandit mercenary'
* Added new enemy 'Thickblood bandit sellsword'
* Added new enemy 'Thickblood bandit sellspear'
* Added new enemy 'Thickblood Bandit warrior for hire'
* Added new enemy 'Thickblood tavernguard'
* Added new enemy 'Thickblood Clan-claimer'
* Added personal small army to thickblood tavern
* Added thickblood recruit 3 new thickbloods per year (max 120)

**FORT NORTHWATCH**

Fort Northwatch was rather bland, seeing what could happen with forts with the updates of Gorthmek in the past I decided to give this place a spruce up, now there are a few more things you can do here!

* Fixed northwatch army non-existant and instantly refils every attack
* Added northwatch recruit 5 bandits per year (max 1200)
* Added ability to speak to fort northwatch ruler
* Added ability to speak to fort northwatch local bandits (10 unique dialogues)
* Added ability to hire local bandits from northwatch
* Added ability to learn about northwatch history
* Added ability to watch a brawl in northwatch
* Added new dynamic northwatch buy price depending on public opinion
* Added aftermath for buying northwatch (all of northwatch's bandit troops will disperse among relevant locations and factions)

**VYLCOUNT**

It's been long overdue, Vylcount has been an active member of the community for quite some time and has been contributing with more ideas than I can count, so I've decided to give him a special place in the living district of Goblinwood in the Wildwoods.

* Added Vylcounts manor to Goblinwood
* Added 5 new dialogues to slums (including reference to old bug) (credit u/Vylcount)

**BUGFIXES**

* Fixed weird alliance response tagged as trade route response
* Fixed Eswin century fest dialogue out of line
* Fixed wild skalds band in Dragons kneecap using wrong backdrop
* Fixed wild skalds band in Dragons kneecap dialogue out of line
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on March 01, 2019, 12:46:10 pm
Just a little update here, the main focus has been a little bit of polish on some areas of the game that aren't looking as good as they could be, also the game now has it's own icon finally! Now starting a new game explains your options a little better!

**MAIN STUFF**

* Added new theme music to the main menu screen
* Added new icon to warsim
* Added new introductory screen to a new game
* Added new screen for choosing a race pack
* Added new cheat 370 to set how many bluetrii you have (credit Omer)
* Added new graphic to troop count screen
* Added new layout to kingdom troop count screen
* Added colour to kingdom symbol choice screen
* Added new screen for symbol choice
* Updated warsim pages and communities page on main screen
* Updated settings screen layout on main menu

**IM NOT JOKING**

Added a new modders toolbox addition, the ability to add your own jokes to the game world, but if you come up with any good ones, share them with us and they'll get added!

* Added new system to modders toolbox to allow users to create their own jokes and riddles
* Added gnome bartab joke (level 1 jesters)
* Added wandering mage joke (level 3 jesters)
* Added giants tales joke (level 2 jesters)
* Added new wizard joke for (level 2 jesters)

**CHUPACABRAS**

Chupacabras are now in the game!

* Added New Race 'Chupacabra Folk'
* Added New Race 'Chupacabramen'
* Added New Race 'Were-Chupacabras'
* Added New Race 'Evolved Chupacabras'
* Added New Race 'Half-Chupacabras'
* Added New Race 'Shapeshifting Chupacabras'
* Added new kingdom type 'Chupacabradom'
* Added new creature 'Chupacabra'

**BUGFIXES**

* Fixed kingdom flagpole bypassing ascii filter
* Fixed of i'll advice giver text bug
* Fixed save breaking bug from raiding blackmarket treasury
* Fixed blackmarket main graphic not using kingdom symbol in some areas
* Fixed music resetting if sound available after every brawl (Kenshira, michaelhoffman1976)
* Fixed race packs text not appearing when selecting them
* Fixed wasted space on race selection screen
* Fixed my highscore left on the highscores table
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on March 02, 2019, 04:23:11 am
Hey guys checkout this cool article written about warsim!

https://medium.com/@saladchefs/warsim-hardcore-kingdom-management-with-retro-appeal-be34c2e6975a
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on March 04, 2019, 07:37:00 pm
Hey guys, this update is a general update with lots of cool little additions and changes, but I thought I'd entitle the updated after the best feature added, which is Old Croll's pre-game tutorial now having the additional options to dumb it down for you... like a lot, give it a try.

**MAIN STUFF**

Now you can ask old croll to summarise his tutorial for you when you start a new game, you can switch warsims music for the ominous menu music instead if you don't want the intense music blasting at you while you play, you can now attack Baiaa once discovered, there's a new graphic when choosing difficulty and you get a new kingdom summary screen during new game introduction that tells you the state of the realm.

* Added ability to ask old croll to summarise his tutoring text for you
* Added ability to switch dramatic music for ominous main menu music in game in settings screen
* Added warsim old croll tutorial option to explain it so even a child could understand
* Added ability to attack Baiaa after discovering it (credit Omer)
* Added new graphic for choosing difficulty
* Added kingdom situation summary at the start of every game

**ADVICE EXTENDED**

The advice system has been reworked which makes it more moddable and dynamic, now there are lots more bits of advice, you can ask your staff for advice and will get more tailored responses from Gar'gallock and throne room advisors now.

* Added new dynamic advice system for gargallock and advice givers
* Added new advice for the great gar'gallock
* Added some additional advice to gar'gallock when blackmarket upgraded
* Added some new advice for throne room advisors
* Added ability to ask diplomat for advice
* Added ability to ask general for advice
* Added ability to ask spymaster for advice
* Added ability to ask steward for advice

**PRISON IMPROVEMENTS**

Now you can do a little more in the prisons, including arranging fights!

* Added ability to view the prison labour yard if bought as an upgrade (dynamic screen)
* Added ability to arrange prisoner fight (requires 2 or more prisoners)

**NEW UPGRADES**

In keeping with recent updates two new upgradable places with 10 total purchasable upgrades are added, now gain up to 25 goblins per turn and an additional 30% harvest yeild!

* Added new kingdom upgrade (Goblin Hut) 150 gold (1 in 3 chance of +1 goblin per turn)
* Added new kingdom upgrade (Goblin Huts) 1500 gold (+0-2 goblins per turn)
* Added new kingdom upgrade (Small Goblin Commune) 3000 gold (+0-4 goblins per turn)
* Added new kingdom upgrade (Goblin Commune) 6000 gold (+0-6 goblins per turn)
* Added new kingdom upgrade (Small Goblin Village) 10000 gold (+0-10 goblins per turn)
* Added new kingdom upgrade (Goblin Village) 15000 gold (+0-15 goblins per turn)
* Added new kingdom upgrade (Goblin Hamlet) 20000 gold (+0-25 goblins per turn)
* Added sturdy scythes and pitchforks upgrade (5k) +10% harvest yeild (credit Omer)
* Added Iron scythes and pitchforks upgrade (10k) +20% harvest yeild (credit Omer)
* Added Steel scythes and pitchforks upgrade (15k) +30% harvest yeild (credit Omer)

**NEW JOKES**

Thanks to vylcount for the new jokes!

* Added new halflings joke (level 3 jesters) (credit u/vylcount)
* Added new dwarf joke (level 4 jesters) (credit u/vylcount)
* Added laugh track to jesters in throne room entertainment

**FENRIR**

Now the monstrous wolf like Fenrir are in the game!

* Added New Race 'Fenrir Folk'
* Added New Race 'Fenrirmen'
* Added New Race 'Were-Fenrirs'
* Added New Race 'Evolved Fenrirs'
* Added New Race 'Half-Fenrirs'
* Added New Race 'Shapeshifting Fenrirs'
* Added new kingdom type 'Fenrirdom'
* Added new creature 'Fenrir'

**BUGFIXES**

* Fixed speak to old croll textwrap bug
* Fixed missing colour to loading screen tips text
* Fixed independent kingdom riot event punctuation bug
* Fixed scrote of the greenskin mining company textwrap bug
* Fixed duplicate pause screen when betting on first fighter in arena
* Fixed diplomacy intro textwrap bug
* Fixed text spacing and colour of all attack graphics
* Fixed exploitable outlaw in throne room changing his offer of gold
* Fixed sword in head hat not having flatline
* Fixed baiaa fight pits infinite loop bug
* Fixed fighter's pit fighters not leaving and fighting eachother repeatedly with longer names
* Fixed map of the south lands mislabelled as option 3 instead of 2 in cartographers hut
* Fixed baiaa destruction typo
* Fixed advice 'haven't live long' spelling error

**EVERYTHING ELSE**

* Added colour to race intro text
* Added new graphic to arena betting screens
* Updated the colour layout of independent kingdom screens
* Added first time exploration text to help first time players
* Redesigned races of the world screen to prevent textwrap
* Rewrote secret place additional questions text
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on March 06, 2019, 05:49:12 am
Just had an interview with the guys at Salad.io

https://medium.com/@saladchefs/salad-si … 429f8b0c9d

What do you guys think?
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on March 09, 2019, 05:17:26 am
For anyone who wants to get involved we're having a discussion on reddit about sounds and music in warsim, a lot of what is disucssed will end up in the game!

https://www.reddit.com/r/WarsimRpg/comments/ayecbw/warsim_weekly_discussions_sound_effects_and_theme/
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on March 11, 2019, 04:06:49 pm
This update took a little longer than I wanted it to, but here it is! This update boasts finally pushing the race generator to well beyond 300k random races that are possible to be spawned in Warsim! 325'142 total. This update also contains lots of changes to the sounds systems within the game.

https://i.imgur.com/sPhk4jT.png

**CREATURE-LINGS**

This is what pushed the races over the edge, now every single animal type can also be a custom race, itself with 'lings' at the end, you can find Doglings and Catlings, Beetlelings and Giraffelings.

* Added 192 new animal race types (Doglings, Piglings, Maggotlings, Crowlings... etc)

**RACE SKIN COLOUR UPDATE**

This update sees race skin colour more affected by certain race suffixes, so Bone Orcs will now have white skin instead of green, Arctic Gnomes will be blue, Magma Goblins red and so on, this adds a bit more of a difference between races giving more of a change of an immersive world with strange creatures who occupy it.

* Added Bone races now have white skin
* Added Pale races now have white skin
* Added Skeleton races now have white skin
* Added Infernal races now have red skin
* Added Magma races now have red skin
* Added Aquatic races now have blue skin
* Added Arctic races now have blue skin
* Added Stone races now have dark grey skin
* Added Rock races now have dark grey skin
* Added Iron races now have light grey skin
* Added Steel races now have light grey skin
* Added Silver races now have light grey skin

**SOUND EFFECTS AND MUSICAL CHANGES**

New system for setting music at the start of a game, no more loud theme music if you don't want it, choose between 4 soundtracks, also tons of new sound effects added to the game, these last few updates have seen warsim go from being basically silent with a soundtrack to being far more sound based! hopefully this continues, suggestions for more are welcome.

* Added new music selection screen to warsim
* Added music settings memory
* Added court fanfare sound effect when starting a new game and being crowned
* Added gnome kingdoms have special diplomacy option to listen to native gnome whistler
* Added abomination kingdoms have special diplomacy option to listen to native abomination belly-singer
* Added goblin kingdoms have special diplomacy option to listen to native goblin drummer
* Added vampyric kingdoms have special diplomacy option to listen to native vampire bard
* Added new sound effect to scorpion pit hits (credit u/Dtyn8)
* Added new sound effect to demon horde rising event (credit u/Dtyn8)
* Added new sound effect to Void Army rising event (credit u/Dtyn8)
* Added new sound effect to undead army rising event (credit u/Dtyn8)
* Added new sound effect to slave revolt event (credit u/Dtyn8)
* Added new sound effect to outlaw group rising event (credit u/Dtyn8)
* Added new graphic for wild skalds band
* Added coinflip sound effect in sudden death
* Added dice roll sound effect in sudden death (credit KenshiraTheTrinity)
* Added coinflip sound effect to game master coin flip game
* Added coin sound effect to bank exchanges

**WEIRD STUFF**

I thought it would be hilarious if there were abominations that made fart sounds instead, so now that's a thing, you can find them in ceremonies as entertainment or in the comedic section of your upgraded throne rooms entertainment system, the second weird addition is probably one of my favourite things ever so far, A battle of two gnomes... I'll just leave it at that.

* Added farting abomination to throne room ceremony
* Added farting abomination to throne room summoned entertainment
* Added new gnome insult battle to gnome kingdoms diplomacy (credit u/Dtyn8)
* Added gnome insult battle to entertainment in throne room

**THRONE ROOM ENCOUNTERS**

Added a couple of new encounters for the throne room, including one where a warrior comes to challenge your first champion if you have one, let them fight it out and take the winner on as the first champion of your kingdom.

* Added 'Man spits at your feet' throne room encounter
* Added 'Cough' throne room encounter
* Added 'First champion challenge' throne room encounter

**JACKRABBITS AND JAGUARS**

Jackrabbits and Jaguars are now in the game!

* Added New Race 'Jackrabbit Folk'
* Added New Race 'Jackrabbitmen'
* Added New Race 'Were-Jackrabbits'
* Added New Race 'Evolved Jackrabbits'
* Added New Race 'Half-Jackrabbits'
* Added New Race 'Shapeshifting Jackrabbits'
* Added New Race 'Jackrabbitlings'
* Added new kingdom type 'Jackrabbitdom'
* Added new creature 'Jackrabbit'
* Added New Race 'Jaguar Folk'
* Added New Race 'Jaguarmen'
* Added New Race 'Were-Jaguars'
* Added New Race 'Evolved Jaguars'
* Added New Race 'Half-Jaguars'
* Added New Race 'Shapeshifting Jaguars'
* Added New Race 'Jaguarlings'
* Added new kingdom type 'Jaguardom'
* Added new creature 'Jaguar'

**BUGFIXES**

A couple of fixes partly due to the help of u/Harkwit and Vincent!

* Fixed insulting throne room encounters happening regardless of public opinion (now 10 or less)
* Fixed lack of civility diplomacy textwrap bug (credit u/Harkwit)
* Fixed Arena champion intro textwrap bug (credit u/Harkwit)
* Fixed missing word (ironically it's the word 'Missed') in Arena combat (credit u/Harkwit)
* Fixed lack of civility diplomacy textwrap bug
* Fixed ominous music setting not saving with game (credit Vincent)
* Fixed unabled to access secret arena codes in arena
* Fixed textwrap problems with game master court text
* Fixed colour issues with game master court text
* Fixed wild skalds text bug
* Fixed bank loan text bug
* Fixed 'leaps forth with' scorpion pit text bug
* Fixed game master coinflip game randomly kicked from playing bug

**EVERYTHING ELSE**

Some big stuff here, Rihhm has been upgraded a little, Arena reward is now 1.5x bet instead of 2x and some other features.

* Added new name suffix 'the Infuriated' +50 battlescore (credit u/InfuriatedBrute for the username inspiration)
* Added new arena unit prefix 'Infuriated' +20 battlescore (ie Infuriated goblin) (credit u/InfuriatedBrute for the username inspiration)
* Added code 99 to arena menu to change betting settings cheat
* Added 1 in 6 chance (overridden by business personality) that arena owner will not allow betting (credit u/vylcount)
* Added ability to speak to arena owner about banned betting
* Added Old Bell Tower to Rihhm village
* Added new description of Rihhm village
* Added new background sounds to Rihhm Village
* Added 1.5x gold reward instead of 2x reward in arena (credit u/InfuriatedBrute)
* Coded dynamic sudden death dice game system
* Reworked the sudden death game layout and screens
* Added 10 new gnome names
* Added new messages for loan related interactions in bank
* Added 5 generic advices
* Added 5 advices to gar'gallock of the Blackmarket
* Added 10 advices for court general
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on March 12, 2019, 08:52:03 am
Hey guys, just letting you know Warsim: the Realm of Aslona is now on sale on itch.io to celebrate hitting over 300 thousand possible races that can be generated in your game world!

It's a game I've been working passionately on for years, it has features unseen in any other video game and has been shaped by the users of audiogames' many suggestions over the years

If you don't already have it, get it now at 25% off (a steal)

https://huw2k8.itch.io/warsim
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on March 21, 2019, 06:38:42 am
Ok so as usual this update took a little longer than I wanted, but I needed to make sure all locations were covered with new destruction sounds, and tons of other stuff, let me know what you think!

**NEW JESTER FEATURES**

It's a dumb idea that came to my head, but as anyone who's been playing warsim for a while knows, those dumb ideas often end up in the game, well now any jester who's introductory speech to you starts with the words 'Honk Honk' or 'Wonk Wonk' will say that before every joke or riddle! Also you can find nervous jesters who will often mess up trying to tell you a joke or riddle!

* Added Joke telling jesters now show their face instead of a horse image
* Added possibility of nervous stuttering jesters
* Added possibility of jesters that say Honk Honk a lot
* Added possibility of jesters that say Wonk Wonk a lot
* Added dwarf joke (level 1 jesters) (credit Laughing Gravy)

**BLACKMARKET TROOP CHANGES**

The Blackmarket has been buffed again, the place is a highly valuable location with tons of population but often a weak and easily beaten army, no more!

* Added 1000 starting troops to blackmarket
* Made blackmarket bandit troop wages half a gold coin per turn (instead of a single coin) to allow for more men to be on payroll without bankrupting the market
* Increased blackmarket troop limit for all leaders (6000 for bandit kings, 4500 for bandit warlords, 3800 for all others)

**NEW FACES**

Lots of new faces, demons by request and halflings due to their use by our new race!

* Added 2'869'278'572'160 (2.8 trillion) Demon faces (credit pinback)
* Added 2'525'644'800 Halfling faces (was 740 million, now 3.2 billion)

**NEW RACE**

A new race, Homunculi are tiny little troublemakers!

* Added new race 'Homunculi' to the game (small humanoids, smaller than halflings) using halfling faces, protofolk names and having terribly low population and strength stats

**RACE CHANGES**

Tried to go through the list of race prefixes to see which ones should logically change skin colour, so now races will look more and more unique, also three new prefixes! so you can get Ransacking Dwarves, Snow Elves and Desert Demons!

* Added 'Ransacking' race prefix (allows race to raid and gives +3 battlescore)
* Added 'Snow' race prefix (Gives White Skin, +6 battlescore)
* Added 'Desert' race prefix (-5 population level +7 battlescore)
* Added Ghostly races now have white skin
* Added Golden races now have yellow skin
* Added Water races now have blue skin
* Added Frost races now have blue skin
* Added Fungus races now have dark green skin
* Added Volcanic races now have dark red skin
* Added Lightning races now have yellow skin
* Added Bronze races now have brown skin
* Added Arcane races now have purple skin
* Added Flame races now have red skin
* Added Fire races now have red skin
* Added Mini races get smaller faces

**VYLCOUNTS HIREABLE BRAWLER SYSTEM**

A great suggestion from Vylcount, now certain winning brawlers can be hired as a new champion!

* Added dynamic brawl hire system (possible hire for free, or random gold figure) (credit u/Vylcount)
* Added slum pit fighters hireable (credit u/Vylcount)
* Added hired brawler entertainment fighters hireable (credit u/Vylcount)
* Added dragons kneecap brawl fighters hireable (credit u/Vylcount)
* Added thickblood tavern brawl fighters hireable (credit u/Vylcount)

**NEW SOUNDS**

So as with the recent updates, there's been a huge push on getting more sound effects in the game. No longer will Warsim be a relatively soundless game save for the background theme! No! I've been downloading Copyrightless sounds from Freesounds.org and mashing them up. If you have any ideas for places that could use sounds let me know!

* Added new sound effect when taking orb from northern hall
* Added new sound effect when destroying chaos orb (in artifact hall)
* Added new sound effect for Oooh Snakes
* Added new sound effect for destroying Oooh Snake sanctuary (pretty funny)
* Added new sound effect for opening plague box
* Added new sound effect for destroying talent stone
* Added new sound effect to touching doomstone 13 times
* Added new sound effect to touching fragment of doomstone 13 times
* Added new sound effect to rubbing the goblin stone enough
* Added new sound effect to firing an arrow in archery range in wildwood
* Added new sound effect to hitting an arrow in archery range in wildwood
* Added new sound effect 'watchtower down' (funny)
* Added stone destruction sound effect (credit Niklas)
* Added sound effect to destroying blackmarket statue
* Added new sound effect (evil rock break)
* Added rockbreak sound to all evil demonic totems
* Added new sound for chopping the gift tree down
* Added new sound for taking gold from the gift tree
* Added sounds to musicians guild destruction screen
* Added building destruction sound effect

**NEW DESTRUCTION SCREENS**

All of these locations now have much better destruction screens which each include sound effects.

* Added new destruction screen to Wild North Mercenary Outpost
* Added new destruction screen to Harvest stone
* Added new destruction screen to Hlok Mine
* Added new destruction screen to Doomstone
* Added new destruction screen to Explorer stone
* Added new destruction screen to Old Stone
* Added new destruction screen to Fjori fortress
* Added new destruction screen to Eastern Trade Post
* Added new destruction screen to Scorpion Pit
* Added new destruction screen to fort Kullak
* Added new destruction screen to ruined southern village
* Added new destruction screen to Arasuk
* Added new destruction screen to strange southern rock structure
* Added new destruction screen for Nalli trade post
* Added new destruction screen to Fort Gorthmek
* Added new destruction screen to monfort mine
* Added new destruction screen to smallhaven watchtower
* Added new destruction screen for Strange Cabin
* Added new destruction screen for Oooh snake sanctuary
* Added new destruction screen for goblinstone
* Added new destruction screen for cartographers guild
* Added new destruction screen for Fort Aslona
* Added new destruction screen for the combat academy
* Added new destruction screen for fort northwatch
* Added new destruction screen for the brawl pit
* Added new screen for shallowrock mine collapse
* Added new destruction screen for blackmarket
* Added new screen for destroying love cult
* Added new screen for destroying chaos orb in artifact hall
* Added new screen for opening plague box in artifact hall
* Added new screen for destroying talent stone in artifact hall
* Added new screen for destroying strength stone

**PANGOLINS**

Pangolins are now in the game!

* Added New Race 'Pangolin Folk'
* Added New Race 'Pangolinmen'
* Added New Race 'Were-Pangolins'
* Added New Race 'Evolved Pangolins'
* Added New Race 'Half-Pangolins'
* Added New Race 'Shapeshifting Pangolins'
* Added New Race 'Pangolinlings' (sounds weird)
* Added new kingdom type 'Pangolindom'
* Added new creature 'Pangolin'

**BUGFIXES**

As always, tons of bugfixes! Thank you everyone who's reported them to me :)

* Fixed spacing bug when selecting custom races
* Fixed '14kids' text bug in secret pickpocket hideout (credit u/Vylcount)
* Fixed trade tutorial grammar issue (credit u/CWagner)
* Fixed military action tutorial grammar issue (credit u/CWagner)
* Fixed Erak labelled as krut in income reports bug (credit Cablenexus)
* Fixed goblin kingdom false label bug (credit Cablenexus)
* Fixed references to K'rut and E'rak or Krut and Erak (made them all Krut and Erak)
* Fixed independent kingdom five being labelled as independent kingdom two (credit u/CWagner)
* Fixed blackmarket guards not payed desertion code
* Fixed cyclops race description bug (Credit Blackenblood)
* Fixed steward advice text bug (Credit Blackenblood)
* Fixed 'the come to sing' text bug (credit Blackenblood)
* Fixed 'Defilter' warrior suffix text bug (credit Blackenblood)
* Fixed hiring the second or third jester choice would remove the first jesters talent
* Fixed Hired already bards breaking the system
* Fixed mercenary post text colour bug
* Fixed Doomstone text colour bug
* Fixed colour bug with huntsmans rest archery
* Fixed colouring on champ hire screen
* Fixed blackmarket leaders that get bonus troops not getting random bonus but fixed
* Fixed textwrap issues in cartographers guild
* Fixed broken buy lands from independents system (credit u/-RedditPoster)
* Fixed replacement of assasinated independent leader copies predecessors personality
* Fixed scorpion pit screenwrap text bug
* Fixed Rihhm playing busy village music even if village destroyed
* Fixed Rihhm sounds not resetting upon exit from village
* Fixed missing line from gift tree destruction and destroyed text
* Fixed colour issues in artifact hall
* Fixed outplace line in seer stone screen in artifact hall

**EVERYTHING ELSE**

Some inconsequential things, but also a new custom game option and the ability to hire musicians regardless if you already have one, thanks for the suggestions guys!

* Added ability to have independnet kingdoms not respawnable (credit u/Vylcount)
* Added ability to hire musician regardless of if you already have one (credit Blackenblood)
* Moved mining tools to productivity upgrade cateogry instead of income (credit Blackenblood)
* Added champions strengths shown on champion hire screen  (credit u/Punriffer5)
* Added 5 new giants names
* Added 5 new blogroki names
* Updated labels of the death sound system option (credit Laughing Gravy)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on March 26, 2019, 04:44:47 am
For anyone who wants to see what the game is about, a fairly popular youtuber has just made a lets play series playing on insane difficulty!

Check out part one here - https://www.youtube.com/watch?v=wZ0C8dzECgE&feature=youtu.be
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Rakonas on March 27, 2019, 01:19:34 pm
I wish that you didn't have to be the human kingdom but could choose to be dwarves or elves or whatever.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on March 30, 2019, 12:22:57 pm
It's something I'd like to add in the future but I have a ton of big big plans I need to finish first, if the player can be ruler of a different race I don't want it to be a simple reskin, I want the whole game to feel uniquely different race by race, which would be hard but hopefully do-able
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on April 02, 2019, 11:22:01 am
Hey guys, just want to make sure no one's in the dark, it's been just shy of two weeks since the last update and the reason for this has been the scope of the new update, the throne room is getting a few added layers of complexity, but the throne room has over 1000 different encounters and sub encounters, and almost all of them are being modified. In fact, every single main encounter will be reworked so it's been a hefty task though it will be worth it in the end!

Currently I have finished 25/130 primary encounters, so a fifth of the way, though many of the systems that have been written for the first 25 will be reused by the others so as development progresses it will get easier.

Now I can't reveal some of the new additions because they are secret for now! but some things that have been done so far:

* When goblins talk gibberish during throne room encounters, if your diplomat is a goblin/speaks goblin, you can actually ask what the goblin is saying, which reveals extra information
* Communicating with the demon overlord as a demon servant has been modified with some spooky additions
* Trials by combat can now happen if arrested people request them
* Some arrested people will fight
* Ability to hire new jester even if you already have one (you can also compare their stats)
* Savage kingdoms will not have a phrase but instead symbols or weird savage words

Anyway, that's some of what can be expected in the update, but by the time its finished there will be much more! :)

Thanks for sticking around! ~ Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on April 05, 2019, 04:33:50 am
CHEAT CODES

These codes are entered in the standard cheats menu found in extras, here there
are many different codes that do all kinds including some debugging codes
that probably serve little purpose to a cheater

* 88) +10000 Soldiers
* 380) Choose how many lands you have
* 390) Choose how much gold you have
* 388) Set all Independent Races to be resurrecting race type
* 933) Create a void gate in Independent Kingdom One (spawns void army)
* 25) +1000 Throne room visitors
* 802) All kingdoms have one land and a single peasant unit
* 801) All kingdoms have one land (troops are unchanged)
* 666) +666 bandits, knights, peasant, soldiers and tribals to aslona
* 172) +100 of all independent soldiers to aslona army
* 7) +7000000 gold
* 69) +69 lands
* 19) All desterters disband
* 29) +1000 deserter soldiers
* 99) +1000 gold
* 1995) All locations revealed
* 777) +777000000 gold
* 331) Travel through time
* 1331) Choose how many orbs of madness you want
* 111) See a list of some non debug cheats
* 616) Demon Horde set to 2000
* 504) Old Debug text colour setting (may not work)
* 505) Colour testing system (fun)
* 404) Unlocks cut areas in the exploration screen for one turn
* 399) Debug Mode unlocked in main screen
* 70) All factions have 100 relation with you
* 71) All factions have -100 relation with you
* 72) All factions have 0 relation with you
* 100) if any leagues could possibly be formed force them to happen
* 6000) Set screen to a random colour temporarily
* 6085) Show Current vampire stats
* 7040) Resert blackmarket
* 7878) Reset southern nomad troops
* 7897) Make nomads good
* 7896) Make nomads evil and demonic
* 370) Set how much bluetrii fruit you have
* 1112) Spawns all minor factions
* 1111) Disable all cheats from this save
* 716) 100 Relation with musicians
* 717) -100 Relation with musicians
* 710) Generate a list of 100 random races
* 700) Add 1000 bandit mercenaries to blackmarket
* 480) Unexplore all locations, but give you 1000 explore chances
* 477) Adds 100 questing knights to the world
* 475) Sets game time to infinite (no game over time limit)
* 495) All staff get 300 skill
* 445) All factions are 10x stronger (but hold the same lands)
* 444) All factions are 10x stronger including in lands (These two cheats can be used multiple times to ridiculous effect)
* 747) Force hats on everyone
* 299) Adds 100k peasants

KINGDOM LOADOUT CODES

In the screen where you are told you are invited to the royal crowning
ceremony, you may instead of pressing (1) to go to the ceremony enter one of
the following to force a preset leadership type

* 551) Heir of King who was Assassinated
* 552) Heir of King who Died of Old Age
* 553) Son of the Mad King
* 554) Gambler who won the Kingdom
* 555) Bandit Warlord who captured the city
* 556) Demonic King

DEBUG MODE CODES

In the screen where you choose your difficulty level you can enter other codes
to get special debug mods, these are instant game modes made to test features
usually

* 111) Debug Mode 111 (made to test why independents were so bad (spawn with 3000 independents)
* 69) 69 Cheat Mode (Start with tons of troops and lands)
* 11) Debug Mode 11 (Demons active from the start)
* 12) Debug Mode 12 (Chaos from the start, lots of random events)
* 13) Debug Mode 13 (Instantly start with pest group)
* 14) Debug Mode 14 (Automatically spawn special mercenary groups)
* 15) Debug Mode 15 (Plague from the start)
* 16) Debug Mode 16 (AKA Superduper impossible mode)
* 17) Fight Test Arena
* 18) Debug Mode 18 (Kingdoms get double land)
* 19) Debug Mode 19 (Kingdoms get triple land)
* 21) Debug Mode available in menu from the start
* 22) Debug Mode 21 (All locations unlocked)
* 23) Debug Mode 22 (Debug messages visible)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on April 15, 2019, 10:59:48 am
Just posting this to let everyone know warsim is 25% off currently on steam until the 28th of April, https://store.steampowered.com/app/659540/Warsim_The_Realm_of_Aslona/?beta=0
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on May 13, 2019, 02:42:11 am
So this update took a lot longer than I thought it would, but it's part of a move forward with putting in important features into the game, there's still sooo much work to do, but the throne room is a lot more dynamic now, this update is big, so with it there may be a few bugs tucked away in some of these new features, find any and let me know!

**THRONE ROOM REMASTERED**

There are literally so many things that have changed in the throne room, the main goal through this was that basically every encounter was to have more dynamic/unpredictable responses to each of your actions and reactions, also for the textwrap situation to be solved and for all the text to be less yellowy and more fitting with the style of the other game text, also for me to add new stuff anywhere I could. Now you can put up paintings on your wall, you can cast people out of a trap door like mr burns, you can do anything you want!

* Added new dynamic throne room reaction system with 100s of reactions to being arrested/refused/accepted/hired and so on varying based on who the visiting person is as well as some additional factors
* Added ability for painting to be put up on wall (credit 71)
* Added ability to react to tale of demons singer like normal bards
* Added ability to skip tale of demons bard song
* Added ability to ask spymaster with skill higher than 120 to verify cousin encounter is legit
* Added new screen for throne room where you can create your own dynamic filter of who to allow or disallow (credit u/Dragonovith)
* Added special event to re-establish dead kingdom encounter
* Added new screen for speaking to demon overlord as demon servant
* Added new option to stare into the demonic mirror
* Added new reaction system for demon overlords patience to being summon each turn (WONT SPOIL IT)
* Added new screen for desertion upon payrise request
* Added 1 in 15 chance that bag of gold gift encounter is a bag of rocks
* Added rare chance of losing public opinion for not giving gold to child (1 in 25)
* Added chance of public opinion drop when having no gold
* Added chance of trial by combat being requested in arrest encounter (with soldier and volunteer soldier representing you)
* Added musicians guild relation changes reported on screen (credit KenshiraTheTrinity)
* Unlocked blocked encounter from independent kingdom messengers (coin gift)
* Added dynamic awaiting response text for bards
* Added dynamic 10 type intro text for independent refugee encounter
* Added ability to view kingdom reports from throne room (credit u/Miradosamurai)
* Added new screen for bag of gold in throne room
* Added multiple excuses for jester refusing to be hired
* Added ability to compare jesters stats when hiring throne room jester
* Added ability to hire throne room jester even if you already have a jester
* Added witches blessing (1.5x harvest bonus)
* Added new feature to goblin giving coin encounter (ability to decipher their gibberish if you have a goblin speaking diplomat)
* Added notification for new prisoners gained in throne room encounters
* Added recognition of having played before in options of coinflip
* Added chance the goblin communicator teaches a dead dialect of goblin
* Added chance the goblin communicator fails to teach your diplomat
* Added goblin communicator cost now randomised instead of 200 gold (between 25 and 524 gold)
* Added re-evaluate speech to blackmarket crier
* Increased max number of possible mercs in blackmarket merc group encounter by 1
* Made blackmarket merc encounter individual cost randomised instead of fixed at 25 (now between 10 and 44)
* Added multiple custom screens and sounds to talking frog encounter
* Added new screens to slaver buying slaves encounter
* Added feinting reaction when arrested (credit u/Vylcount)
* Added 6 random backstories to escaped slaves escape
* Updated stray cat encounter graphic
* Reworked coin of fate encounter with new screens sounds and descriptions
* Added chance of robbing orb finder resulting in a painted rock
* Added 5 new tyranny confrontation dialogues
* Added new screens to bandit robbery encounters
* Added ability to execute bandit in robbery encounters
* Added ability to hire bandit in robbery encounters
* Added ability to lose public opinion for accepting gold from robbers
* Added new screens to farmer needs patrol encounter
* Added ability boy given coin chokes to death (credit Bookrage)
* Added ability to execute peasant who hates goblins
* Added 4 new variant texts for peasant hates goblins encounter
* Added ability to sell all goblins to goblin slaver in second complaint encounter
* Added better description for juggling in throne room event
* Added ability to ask throne room jugglers name
* Added ability to ask for encore juggler
* Added juggler randomised background story (from 5 different stories)
* Made juggler encounter 4x more common (was obsurdly rare)
* Made public opinion change more common in dispute encounters
* Added chance of hag encounter being just a normal angry old woman
* Added Harlaw mining company encounter 1/10 chance of being a scam (credit Bookrage)
* Added dynamic 10 different flavour texts for blackmarket slum joiner
* Made market guard and scum joiners require some gold owned but lower public opinion
* Made blackmarket slum encounter more common and require min 20 public opinion instead of 30 (but made it not happen unless you have at least 1000 gold)
* Added chance that guard will kill insulting peasant without you being able to react (credit Bookrage)
* Made goblin tribe more likely to join other goblin kingdoms in tribe encounter
* Made goblin tribe encounter more common if you have goblin slavery banned

**NEW THRONE ROOM ENCOUNTERS**

While upgrading the throne rooms interface, I also added a ton of new encounters to test it and to fill it out so more, I know for some it can get boring but this is an attempt to flesh it out as much as possible!

* Added drunk wall destroyer farmer dispute encounter
* Added horrible bard dispute encounter
* Added arm wrestle bet dispute encounter
* Added broken forging hammer dispute encounter
* Added hair stealer dispute encounter
* Added apple selling child dispute encounter
* Added potato thrower dispute encounter
* Added floating gold found dispute encounter
* Added elders claim dispute encounter
* Added hunter and orphans dispute encounter
* Added wounded man slave dispute encounter
* Added wounded man owes dispute encounter
* Added thug after young man dispute encounter
* Added stupid leader lost chicken throne room encounter
* Added whateth am I throne room encounter
* Added stupid title throne room encounter
* Added pickpocketing throne room crime encounter
* Added pretend guard throne room crime encounter
* Added breaking into houses throne room crime encounter
* Added stealing horse shoes throne room crime encounter
* Added stealing from children throne room crime encounter
* Added soldier near death compensation encounter
* Added robbed the village poor box encounter
* Added merchant caravan robbery encounter
* Added bandit ship robbery tail encounter
* Added travelling noble robbery encounter
* Added boastful knight robbery encounter
* Added new goblin wants coin encounter variant
* Added new throne room encounter 'Hand out'
* Added new throne room encounter 'Pointy stick'
* Added farmer kicked in the balls throne room encounter
* Added 'new recruit from song' throne room encounter
* Added 'Right my wrongs' throne room encounter
* Added 'Brother's Death' throne room encounter
* Added 'Righteousness Joiner' throne room encounter
* Added 'Fair work fair ruler' throne room encounter
* Added 'protection witch' throne room encounter
* Added 'Lair invasion' throne room encounter
* Added 'Stolen magic staff' throne room encounter
* Added new throne room encounter 'Gold found behind wall'
* Added 4 hello townsman variant encounters
* Added orphanage boys throne room encounter
* Added village elder of age throne room encounter
* Added lots of kills bonus soldier encounter
* Added soldier needs gold encounter
* Added late luteplayer farmer dispute encounter
* Added neigbour kicked my dog dispute encounter
* Added he's got more land dispute encounter
* Added farmer boy punch up dispute encounter
* Added Apple theif dispute encounter
* Added smelliest people in the world dispute encounter
* Added 3 new variants of slave killed master encounter
* Added new celebration encounter (hiccuping drunk)
* Added new throne room encounter 'Grand Champion Requests Knighthood'
* Added new throne room encounter 'Farmer returns' (credit Defender)

**NEW SOUNDS**

Still riding the wave of the last update I have been trying my best to add as many new sound effects as possible to make the game feel more alive.

* Added new music to play while in Baiaa the city of Stone (credit Niklas)
* Added new sound effect to slaver when asking to speak to him
* Added coinflip sound to wishing well
* Added magic sound effect to child turning into wizard
* Added sound effects for bag of gold encounter
* Added sound effects to magic theatre
* Added sound effects to demon curse encounter (all 4 outcomes)
* Added new screen and sound effect to opening baiaa door
* Added new sound effect to baiaa greeting
* Added coinflip sound to coinflip encounter
* Added new sound to void visitor encounter

**NEW WORLD ADDITIONS**

Not much attention to the world in this update but 4 new characters have been added, you can now hire slaves from the blackrow tavern, speak to an eccentric mage and learn to speak goblin in goblinwood.

* Added slaver to Blackrow tavern (the tavern wasn't shady or evil enough)
* Made rare wishing well outcomes 10x more likely (still very rare)
* Added eccentric mage to the magic theatre
* Added goblin language trainer in goblinwood (teach your diplomat how to speak goblin)
* Added more screens to the secret of the blackmarket for clarity
* Added new screen to attacking baiaa
* Added face to the leader of Arasuk and special hat
* Added info about unfinished area in the east

**NEW UPGRADES**

Now you can cast unbelievers through the floor with the trap door! Also a good suggestion by Ghostman, these road upgrades effect productivity, productivity is basically everything, your tax, your farm income, your mine income and so on but beware, build a road out of pure gold and you may have issues, also for the more cruely inclined ruler, you can now buy whips to make prisoners work harder.

* Added Trap Door upgrade (allows you to drop people through the ground in throne room)
* Added Dirt Path upgrade (increases productivity by 3%) (credit Ghostman)
* Added Dirt Road upgrade (increases productivity by 5%) (credit Ghostman)
* Added Pebble Road upgrade (increases productivity by 8%) (credit Ghostman)
* Added Cobbled Road upgrade (increases productivity by 13%) (credit Ghostman)
* Added Smoothstone Road upgrade (increases productivity by 20%) (credit Ghostman)
* Added Tar Paved Road upgrade (increases productivity by 25%) (credit Ghostman)
* Added Gold Road upgrade (increases productivity by 50%) (credit Ghostman)
* Added prison whips upgrade (makes prisoners in labour yard 50% more productive) costs 3k gold
* Added prison steel tipped whips upgrade (makes prisoners in labour yard twice as productive) costs 5k gold
* Added Chance each turn that the golden road is broken up and stolen (it being a literally road made of gold)

**NEW FEATURES**

Quite a few new features unrelated to the throne room, these include: The rebellion and prison now have random starts, more custom game options, lots of new screens, now savage kingdoms will likely not have a phrase but some savage symbols of nonsense, a new racepack, a new cheat, a new tax on tax... tax tax, and some new difficulty differences.

* Added random rebellion start (may start game with no rebellion, a weaker one, or a tougher one)
* Added advanced custom options for rebellion
* Updated troop count screens in both kingdom reports and general screen
* Added new system to generate symbols instead of phrases for savage kingdoms (credit u/Vylcount)
* Added new system to generate savage dumb words instead of phrases for savage kingdoms (credit u/Vylcount)
* Added elderscrolls racepack (credit Gorilla)
* Added cheat code 1487 (create a list of 100 races but no beast races) (credit defender)
* Added ability to discover new kingdoms with allies as well as vassals (credit Blackenblood)
* Made militia hall also prevent the spawning of militia mercenary groups (credit u/sabouts)
* Made prison start with a random number of prisoners (up to 100) (credit 71)
* Added tax tax (a tax on the taxes people pay) (credit u/Darkmark8910)
* Added casual difficulty starts with smoothstone road, easy with cobbled road and normal with dirt path, all others have no roads by default
* Added new debug menu option (21) that turns all kingdoms to refugees

**BUGFIXES**

Heaps of bugs fixed here, interestingly as I was having to comb through all of the code for the throne room I found tons of stuff that was hidden there that no one would ever know about, there were at least 3 or 4 encounters that through a bug would never appear in game, but no one would know they weren't there and I forgot about them!

* Fixed demon lord face graphic
* Fixed game over screen not working properly and being skipped
* Fixed textwrap for mad king
* Fixed text colour issues for mad king
* Fixed that I thought blackmarket leader dialogue text bug
* Fixed tons of throne room encounter text colour
* Fixed layout issues with goblin wants coin encounters
* Fixed goblin wants coin encounters blocked from appearing in game by a bug
* Fixed ancient south 2nd class not going further (credit Lethrington and u/RabidRab)
* Fixed magic theatre pricing error
* Fixed demon curse encounter not giving bad public opinion
* Fixed 4th and 5th champion blank spots working if you have a first champion (allowing you to install nameless ghost generals) (credit Mopster)
* Fixed tri=pronged text bug (credit u/ColonelKepler)
* Fixed chance the law text bug (credit Needs Ketchup)
* Fixed Pee pee goblin encounter being blocked from appearing in game
* Fixed bad king goblin encounter being blocked from appearing in game
* Fixed buying 50gold worth of bluetrii allowed even if you don't have the gold
* Fixed jailing escaped slave doesn't remove a slave but creates a prisoner (creating 2 people) (No cloning on my watch!)
* Fixed coin of fate typo
* Fixed onto of text bug in wishing well (credit u/sabouts)
* Fixed the 6 goblin coin encounters being blocked from appearing by a bug
* Fixed arena pit sealing throne room encounter happening even if arena destroyed
* Fixed missing pause when buying bluetrii from farm
* Fixed musician throne room encounter not charging for encore offer
* Fixed buying chaos orb with an offer takes gold but gives no orb
* Fixed offering to buy chaos orb from a person who doesn't want to sell takes it for 1 gold
* Fixed rich ex-slave encounter showing 15000 gold reward when the actual reward was a random number between 26k and 1k
* Fixed general quitting encounter blocked from happening
* Fixed southern coastal trader encounter happening even when you don't have a trade post
* Fixed game stat screen showing false years of in game time (credit 71)
* Fixed hearsay text bug (credit 71)
* Fixed thundil tavern text bug (credit 71)
* Fixed western history class text bug (credit 71)
* Fixed famed dice player text bug (credit 71)
* Fixed blocking bluetrii before battle not working
* Fixed able to use more bluetrii than you have going into the negative (credit 71)
* Fixed mercs for hire encounter not counting leader when enslaved
* Fixed indicators of scattered merc hirelings joining rebellion or bandit horde not being shown in the encounter
* Fixed Hlok mine not improving output with better mining tools (credit 71)
* Fixed Shallowrock mine not improving output with better mining tools (credit 71)
* Fixed mercs for hire encounter assessment of troops text typo
* Fixed years in game referenced as seasons (credit 71)
* Fixed best beard in the land encounter man's face changing everytime you asked him a question
* Fixed offering slave seller 500 gold required you to have 800 gold or it wouldn't work
* Fixed magic fruit farm ruins not having its own page (credit u/sabouts)
* Fixed shadow assassin throne room encounter overcharging (instead of 1500 gold x target nations lands it was 5k gold x lands)
* Fixed recruiting from blackmarket not saved when loaded (credit 71)
* Fixed knightly order joining knight who asks for 100 gold joins without taking the gold
* Fixed independent kingdom trade route through throne room encounter didn't work unless you gained public opinion
* Fixed Fjori text bug (credit 71)
* Fixed Huntsmans rest text bug (credit 71)
* Fixed 'a fight broke the miners' text bug (credit 71)
* Fixed delivered to treasury text bug (credit 71)
* Fixed rise above it all text bug (credit 71)
* Fixed prove the troops text bug in dead kingdom encounter
* Fixed independent refugee encounter giving independent troops numbers instead of names
* removed perform for free juggler throne room broken option

**EVERYTHING ELSE**

* Made goblin goblin with perfect english encounter rarer
* Made all blackmarket random events have their own screen
* Significantly reduced rarity of magical wizard posing as a child throne room encounter
* Added chance of losing public opinion for not being able to pay peasant
* Added option to show goblin slavery blocked in goblin coin encounter
* Made bad king goblin encounter require maximum of 10 public opinion instead of 15
* Made bluetrii pre battle message clearer (credit Darren)
* Made wagon man encounter slightly rarer
* Made changeling encounter rarer
* Made Closing slaves fort without payment grants more chance of freemen joining you than destroying fort for incentive in throne room encounter
* Increased odds of getting public opinion by giving to the slum gold collector
* Increased odds of getting public opinion by giving coin to boy
* Made golden telescope cost randomised between 5500 gold and 500 gold instead of fixed at 4000 gold
* Added label of 50 fruit per barrel in bluetrii farm to avoid confusion (credit 71)
* Changed end turn option to say 'End Current Year' (credit 71)
* Made chance of increase public opinon for hag killing higher
* Updated abomination encounter description
* Made travelling acrobat encounter twice as common
* Added Phenor messenger encounter only happens once per turn
* Made re-establish dead kingdom encounter 25% more common (Still obsurdly rare)
* Reduced assassination cost to 1200 gold x land
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on May 14, 2019, 08:50:35 am
Hey guys, so this update is a little soon (first time I've ever said that) but the time between updates prior to 0742 was quite long so I figured before I head away next week I'll try and get a bunch more work done and pump out some smaller updates, the main focus here was to do far more tests on the new throne room, remove any bugs and tweak anything I didn't like as well as to add new sounds and content where I could.

**THRONE ROOM TWEAKS**

Mostly small stuff, but my favourite is now if you get a sudden death player in your throne room you can rob him just like you can rob coin flippers! rip sudden death players coinpurses.

* Added new screen to advice giver paid
* Made public opinion loss for demon sacrifice encounter more common (now 50/50)
* Added coin bag screen for knight giving 100 gold coins
* Removed pointless exit option from sudden death encounter
* Added new recognition of previous play with options and text in sudden death throne encounter
* Added ability to rob sudden death players in throne room encounters
* Replaced bard 'begins to play for you text' with 'prepares to play for you' to avoid confusion

**NEW SOUNDS**

I've been continuing the drive of adding more sounds to warsim, these are mostly inconsequential but I think they do make the game feel more alive and quite a few of these are funny sounds, the goblin joiner one is my favourite but it's a secret! :o

* Added new ominous sound effect when receiving orb of chaos in throne room encounters
* Added new laughter sound effect that can occur anytime someone laughs in throne room
* Added new death sound effect (man says uh oh before he is killed)
* Added new variant to woohoo sound effect (now either of them can play when called)
* Added new special sound effect to goblin joiner in goblin wants coin encounter
* Added new sound effect for bowstring being pulled back (in archery game)
* Added new laughing child sound effect (now two different ones used at random)
* Added new sound effect 'trumpet solo'

**NEW REACTIONS**

I plan to expand the reaction system more in the next few updates but here are a few I've added in this update, mainly for knights questing instead of the same common boring line coming up.

* Added 'cowering peasant' peasant execution reaction
* Added 'hands over eyes' peasant execution reaction
* Added it's not a game child arrest reaction
* Added 2 more reaponses to knight refusing to go on a quest
* Added 7 new reactions to knight agreeing to go on a quest (instead of same fixed line)
* Added 'thy sword' reaction to being hired
* Added 'hidden trumpet' reaction to being hired

**OSPREYS**

Ospreys are now in the game, bird up!

* Added New Race 'Osprey Folk'
* Added New Race 'Ospreymen'
* Added New Race 'Were-Ospreys'
* Added New Race 'Evolved Ospreys'
* Added New Race 'Half-Ospreys'
* Added New Race 'Shapeshifting Ospreys'
* Added New Race 'Ospreylings'
* Added new kingdom type 'Ospreydom'
* Added new creature 'Osprey'

**BUGFIXES**

Quite a few bug fixes here found from my testing, though I will need to continue testing the throne room extensively, there's also a major issue blocking you from being able to purchase the trap door upgrade (which was one of the crowning acheivements of the last update)

* Fixed baby mother dispute encounter text colour bug
* Fixed no text to for trap door upgrade when unavailable
* Fixed knight passing encounter quest text wrapping bug
* Fixed knight passing encounter giving joining you if you keep asking after refusal   
* Fixed spacing of gold loss in shallowrock encounter
* Fixed one of the gulp sound effects not working bug
* Fixed missing dead peasant and demon tag from demon sacrifice encounter
* Fixed knight leavin.g text bug
* Fixed and and leaves reaction text bug
* Fixed incorrect screen for not having enough gold for advice
* Fixed crazy man encounter text colour bug
* Fixed young boy giving coin encounter face changing into a mans when you accept it
* Fixed trap door not being buyable with max upgraded throne room
* Fixed new game variables not working properly
* Fixed evil nomads defending gate even when dead bug (credit RaiderEight)
* Fixed grand champion arrest/death in throne room not working properly
* Fixed Child arrest not showing +1 prisoner text
* Fixed tough person arrest not showing +1 prisoner text
* Fixed bandit arrest not showing +1 prisoner text

**EVERYTHING ELSE**

A few teeny little tweaks!

* Removed pause after taking archery shot (smoother now)
* Merged separate punch sound system into new random sound effects system
* Switched demon totem upgrade and trap door upgrade on menu to make more sense
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on May 16, 2019, 08:36:29 am
So another quick burst update, the main drive of this update was to continue developing the reaction system and testing the throne room, but it spiralled into a bit of spring cleaning my old warsim to-do list, I cleared it down from 1200 things to 1000 by a mix of (adding stuff from the list, merging ideas that were similar, removing things that are now in the game etc) As a result there are some interesting new things as well as some ideas that were suggested a while ago but are now finally in.

**NEW MAJOR FEATURES**

The major new features here are that now, any races that are Masked, ie Masked Dwarves, Masked Goblins, Masked Demons, will not have visible faces but instead use masks from a pool of 72 million procedurally generated ones.

They look like this
https://imgur.com/a/rLtdrBN

Also the arena (if unowned by you) can still be upgraded and grow over time depending on who owns it and how big it is ([see here](https://i.imgur.com/eI7LWto.png)), and there is a new special encounter where mercenary companies will visit you and offer a varied discount!

* Added new system for masked races (now instead of their default faces, they get a mask from one of 72.6 million possible masks)
* Added dynamic system for the arena to be upgraded when not owned by you
* Added new encounter 'Mercenary company visit' (4 different kinds of visit)
* Added ability for mistreatment of merc company leader to get you banned from hiring them forever
* Added certain crimes result in higher relation change when fugutive of other kingdom is accepted/killed/arrested etc (ie killing the rulers pet, treason etc) (credit Defender)
* Added ability to skip some or all guest introductions in celebration ceremony (with chance of relation drop)
   
**NEW RACE TYPES**

With these four suffixes there are now 5872 new races that can be found in your world, [the three headed idea](https://i.imgur.com/s7x3tfY.png) was on my to do list from a suggestion by Bookrage from Audiogames.net, the recently updated system for two-headed races made it surprisingly easy to make a three-headed face work properly. After getting the three-headed system in I tested to see if it worked with masks and to my surprise it did, so now there are Two-headed and [Three-headed races that wear masks](https://i.imgur.com/UQUzzQc.png), also Stout folk.

* Added new race suffix 'Three-Headed' (half population, three heads graphic, +50 battlescore) (credit Bookrage)
* Added new race suffix 'Stout' (much lower population, slightly stronger)
* Added new race suffix 'Three-Headed Masked' (half population, three heads graphic, Wears masks, +52 battlescore)
* Added new race suffix 'Two-Headed Masked' (two heads graphic, Wears masks, +12 battlescore)

**THRONE ROOM TWEAKS**

A couple of tweaks to things in the throne room!

* Added some no gold reactions significantly or slightly increase the odds of public opinion change
* Slightly increased the odds of public opinion loss for having no gold when agreeing to pay
* Merged knight questing reaction system

**SMALLER FEATURES**

Some smaller but still noteworthy features, a hilarious suggestion from /u/chronoligcal, when in the scorpion fighting pit now there's a small chance the 'scorpion' that comes out is actually a goblin in disguise. Now the goblinstone in Wildwood can be captured and colonised by savages (only if there are enough savages elsewhere). Free slaves is now do-able from the laws screen too and the whole free slaves process has had a little facelift, and you can generate masks in the extras menu because why not!

* Added chance that scorpion in scorp fighting pit is actually a goblin holding sharp claws (questionable scorpion) (credit u/Chronoligcal)
* Made goblinstone in wildwood colonisable by savages (rare)
* Added seperate introduction text to celebration from throne room (so the single use festival you pay for from entertainment is a little different from the one every x years you declared)
* Reworked screens for freeing slaves and slave soldiers (+new graphic)
* Added ability to free slaves in social laws screen too (credit 71)
* Added random mask generator to extras menu

**NEW SOUNDS**

Not a huge sound increase but a few little ones, I've got a big folder full of new sounds I plan to add to the game when I can, just trying to find the right places for them.

* Added new Ahem sound effect (now when used the game picks one at random)
* Added new Yeah sound effect
* Added new chain break sound effect to freeing slaves

**NEW REACTIONS**

As with the last update a good focus on expanding the reactions system, I want to ensure it really does feel fresh and different and that you couldn't predict what would happen, any suggestions for reactions in the throne room are always welcome!

* Added 'I shall find glory in your name' knight reaction to questing
* Added 'Sword be guided' knight reaction to questing
* Added 'sweet throne' no gold reaction
* Added 'sorry sigh' no gold reaction
* Added dynamic sigh no gold reaction
* Added 'angry at himself' no gold reaction
* Added 'Sell the story to the paper' no gold reaction
* Added 'unexpected' no gold reaction
* Added 'awkward' no gold reaction
* Added 'YEAH' Deep voice shout reaction to thank you
* Added 'Nervous humble man' reaction to thank you
* Added 'Exaggerated power' reaction to thank you
* Added 'Feinting man' reaction to thank you

**AARDWOLVES**

Aardwolves are in the game now, a small foxlike creature from africa, Aard being afrikaans for earth, so really they are earthwolves!

* Added New Race 'Aardwolf Folk'
* Added New Race 'Aardwolfmen'
* Added New Race 'Were-Aardwolfs'
* Added New Race 'Evolved Aardwolfs'
* Added New Race 'Half-Aardwolfs'
* Added New Race 'Shapeshifting Aardwolfs'
* Added New Race 'Aardwolflings'
* Added new kingdom type 'Aardwolfdom'
* Added new creature 'Aardwolf'

**BUGFIXES**

Not too many bugs this time around but I imagine there are still tons unfound!

* Fixed missing 'an' in intro for old ruined village in wildwood
* Fixed mercenary groups 4 and 5 not being accessible if the first merc groups land was taken
* Fixed celebration text grammar
* Fixed celebration commedian text colour bug
* Fixed jester introduction line break bug
* Fixed typo in sudden death encounter 'for instead of force'
* Fixed sudden death robbery reaction not giving correct name to the man
* Fixed one of the 6 laughing sound effects not working

**EVERYTHING ELSE**

* Made demonic dialogue text match exactly what the overlord voice actually says
* Reworded killing a guard independent refugee encounter text
* Increased cost of Demon Shield by 100k (credit Defender)

And that's it, let me know what you thought guys!
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on May 18, 2019, 10:28:12 am
Another little update here and probably the last before I'm away for a week, this one has a few main things and then lots of smaller stuff like bugfixes and new reactions in the throne room.

**NEW MAJOR FEATURES**

Now there are 26 billion masks and kingdoms can have new names, so instead of 'Kingdom of Krugg' or 'The New Nocturnal Land of Ngmek' you can find places just called Krugg or Ngmek, just single named entities, because why not!

* Expanded the random mask system (was 72.6 million, now 26.4 billion)
* Added new system for kingdom names

**NEW THRONE ROOM ENCOUNTERS**

A couple of new throne room encounters to keep things fresh.

* Added 'No good little bastards' throne room encounter (1 gold per head peasants)
* Added 'Too many kids' throne room encounter
* Added 'Smart man and sons' throne room encounter (competetive priced peasants)
* Added 'Strongest lads in the village' throne room encounter
* Added 'hand out' throne room encounter
* Added 'Coinnnn' throne room encounter

**SMALLER FEATURES**

Now bluetrii fruit being bought has it's own graphic!

* Added new screens for robbing bluetrii seller
* Added ability for bluetrii robbed to be fake
* Added bluetrii graphic when bought/stolen in throne room

**NEW SOUNDS**

Still expanding the sound system but there's way more work to do!

* Added new laugh to the laughing sound effect pool
* Added new sound 'nervous man'
* Added new sound 'Deep groan'
* Added new sound 'gain item'
* Added new gulp sound on witches curse encounter

**NEW REACTIONS**

A heap more reactions to being robbed and to children saying thanks!

* Added 'Ironic' Robbery reaction
* Added 'Eyes of Morality' Robbery reaction
* Added 'Nervous' Robbery reaction
* Added 'Fine' Robbery reaction
* Added 'Growly Groan' Robbery reaction
* Added 'leader person' child thank you reaction
* Added 'falls over' child thank you reaction
* Added 'hugs' child thank you reaction
* Added 'red face' child thank you reaction
* Added 'chuckle child' child thank you reaction

**THRONE ROOM TWEAKS**

* Added new dynamic public opinion system for gold given encounters
* Added new varying cost for sons in the sons throne room encounter
* Made robbery public opinion drop a little bit lighter
* Increased odds of public opinion gain when giving young boy throne room 10 gold
* Made public opinion always rise when giving 100 gold to young boy throne room
* Added public opinion increase chance on freeing prisoner encounter
* Changed cost of -10 and -5 public opinion with silver tongue from 1k to 800 and 600 to 500 resepctively
* Made man and sons encounters slightly more common
   
**BUGFIXES**

The main one here is I've been trying to get the throne room to be more uniform, so now the goal is on any encounter where gold is spent, it will show -x gold coins.

* Fixed missing gold coin loss indicator from silver tongue
* Fixed missing prisoner loss indicator on free man encounter
* Fixed missing gold coin loss indicator on hired unit encounter (bandit and soldier)
* Fixed colour issue with text in throne room entertainment
* Fixed unwothy text bug (credit u/Vylcount)
* Fixed missing gold coin loss indicator on witches curse encounter
* Fixed spacing issues with text on social laws screen
* Fixed missing gold coin loss indicator on young boy wants gold encounter
* Fixed missing gold coin loss indicator on old man wants coin encounter
* Fixed missing gold coin loss indicator on farmer compensation encounter
* Fixed infinite loop trap door bug with advice giver
* Fixed text wrap with farmer encounter
* Fixed guard killer text wrap throne room bug
* Fixed grammar issues on goblin wants coin encounter
* Fixed missing gold coin loss indicator from goblin wants coin encounter
* Fixed missing gold change indicators on young boy coin encounter
* Fixed missing gold change indicators on golden telescope encounter
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on May 28, 2019, 04:05:14 am
So just got back from a trip away, this is me finishing up a small update from before I left, mostly bugfixes and some throne room tweaks, there is a plan for a bigger update going forward but I'm going to keep it a secret for now!

**CHAMPION GUARDS**

An issue with assassinations was raised by ecclark, and in my opinion you should be able to essentially solve any problem in your kingdom with enough gold, so now there are better upgrades to pretty much remove assassinations of your grand champion from the game.

* Added grand champion militia guard (500gold) (2x less assassinations on champions) (credit u/ecclark_7)
* Added grand champion city guard (1000gold) (10x less assassinations on champions) (credit u/ecclark_7)
* Added grand champion elite guard (3000gold) (100x less assassinations on champions) (credit u/ecclark_7)   

**NEW SOUNDS**

Some new sound effects some custom made, in an attempt to make the game feel more alive! the axe throwing entertainment/minigame is now fully filled with sound.

* Added new sound effect 'goblin cackle'
* Added new sound 'small crowd clap' used in axe throwing
* Added 3 new sound effects to axe throwing 'miss, hit and kill'
* Added 3 possible sounds for axe throw hit
* Added new sound effect 'laugh and run'
* Added page turn sound effect to guildrow library books

**NEW REACTIONS**

Another big load of reactions to ensure the throne room contains enough content to avoid it going too stale, I am not done with this yet but it's definitely heading in the right direction!

* Added 'Accept and bow' child reaction to big gold donation
* Added 'Run for the door' child reaction to big gold donation
* Added 'Yay' child reaction to big gold donation
* Added 'Charity work' child reaction to big gold donation
* Added 'Dropped coin' child reaction to lots of gold donation
* Added 'yay food' child reaction to lots of gold donation
* Added 'Thank you x3' child reaction to lots of gold donation
* Added 'waiting for a worthy quest' knight quest reaction
* Added 'honour and for you' knight quest reaction
* Added 'glory like no other' knight quest reaction
* Added 'trust' knight quest reaction
* Added 'thousand quests' knight quest reaction
* Added 'no comment' criminal statement reaction
* Added 'no, please' criminal statement reaction
* Added 'staring' criminal statement reaction
* Added 'Lies' criminal statement reaction
* Added 'maybe I did, maybe I didn't' criminal statement reaction
* Added 'Long my you reign' thank you reaction

**THRONE ROOM TWEAKS**

A couple of changes and tweaks all aimed at improving the throne room, now criminals brought before you are more likely to be guilty instead of it being 50/50 all the time, goblin mining encounter has new screens and several other things have been tweaked/improved.

* Added chance of public opinion drop when hiring ex-rebel (if rebels are still a threat greater than 1 land)
* Added gain item sound effect used when buying telescope in throne room
* Made criminals brought before you more liklely to be guilty, it shouldn't be so 50/50
* Added new screens for goblin mining venture encounter
* Added new screen to acrobat throne room with applause sound effect
* Reworked laughing and running robbery reaction text
* Made tale of demons bard a little bit rarer
* Added text to no gold reactions to avoid confusion
* Added new bard origin story for whistler 'Annoying' (Credit Dam Son)

**NEW BOOKS**

Added 2 new books to the guildrow library in blackmarket!

* Wrote new book 'the heart of the world' added to guildrow library in blackmarket
* Wrote new book 'the market's boom' added to guildrow library in blackmarket

**NEW QUEST ITEMS AND LOCATIONS**

I was scrolling past the quest item and location systems and decided to add a few more things to them!

* Added new quest item 'Emerald encrusted goblet' 125 gold
* Added new quest item 'Ancient tome on optimal swimming techniques' 50 gold
* Added new quest item 'Iron bowl trophy' 15 gold
* Added new quest item 'Diamond encrusted coin' 290 gold
* Added new quest item 'Gold plated rotten finger' 90 gold
* Added new quest item 'Golden ship in a bottle' 220 gold
* Added new quest location 'small alleyway'
* Added new quest location 'a little islet off the coast'

**BUGFIXES**

24 bugs removed, it's always a constant cat and mouse with new features adding new problems but most of these are things that have been here for a long time so it's good progress!

* Fixed champion in staff screen text colour
* Fixed grammar bugs in guard crime statements
* Fixed witty farmer text bug in throne room
* Fixed public opinion negation happening when trap dooring criminal
* Fixed double line issue with trap door
* Fixed incorrect label of gold loss in donation encounter rare variant
* Fixed agreeing to help complainer accidentally arrests him
* Fixed hungry old man encounter larger donation being misreported as the smaller donation
* Fixed grammar issues in bard origin stories
* Fixed spacing bug for dynamic intro text
* Fixed grammatical error with knight quest text
* Fixed given -1 public op for lenience mistakenly when helping the poor
* Fixed text bug in coin flip encounter
* Fixed grammar issues with crime and punishment encounter
* Fixed missing line and wordwrap with soldier payrise encounter
* Fixed axe throwing text wrap issue
* Fixed farmer and sons textwrap issue and grammar problem
* Fixed text bug in goblin joiner encounter
* Fixed death sound system being triggered by mistake
* Fixed missing screen for throne room acrobat
* Fixed hlok/monfort and shallowrock mines not getting boosts from roads
* Fixed kingdom names from being 'name of name' in text
* Fixed grammar issues with crime and punishment text
* Fixed screen clear bug with celebration ceremony

**EVERYTHING ELSE**

Now the blackmarket and arena are bearable, and the arena spike pit has been renamed to avoid confusion.

* Renamed arena pit to arena spike pit to avoid confusion (credit 71)
* Merged all code for axe throwing entertainment and made it more efficient
* Added new line spacing in guildrow library
* Reduced volume of blackmarket background sounds
* Reduced volume of arena
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on May 29, 2019, 02:41:41 pm
Hey guys so another quick update, this one focuses primarily on three areas, the presentation of the laws screen, guard helmets and adding more reactions.

**LAWS SCREEN REVAMPED**

I was playing through the laws screen recently and decided it needed a bit of a facelift, now there are tons more screens, there's a new law you can declare and there will be sound effects when looking at laws and when changing them, hopefully making the laws screen feel a lot better.

* Added ability to set current year in other laws (credit 71)
* Added page turn sound effect to laws screen
* Added writing sound effect when changing current year
* Fixed text colour of laws screen menus
* Added new sound effect when declaring aslona a demon kingdom in laws screen
* Fixed wordwrap with demon kingdom law declaration in laws screen
* Fixed wordwrap in pillaging law declaration in laws screen
* Fixed wordwrap in all evil laws texts in laws screen
* Fixed tax tax declaration text showing text for mercenary law
* Added dynamic throat clearing sound effect when trying to declare bank laws for destroyed bank
* Reworked layout of taxes laws screen
* Fixed broken option tags for recruitment laws that are active
* Reworked laws screen reaction to changing a law and added new sounds
* Fixed laws screen punctuation issue

**DYNAMIC HELMETS**

A new system to overhaul the old hardcoded helmets, now you can speak with your general with a new option and change the helmet for a random different one, see what you can make!
[Here's a few of them.](https://i.postimg.cc/fTL5c8Ny/2019-05-29-10.png)

* Added new helmet generation system with 20'000 possible helmet designs
* Added helmet generator to the generators screen in extras
* Added new option to general to reforge kingdom helmet for 100 gold
* Added ability to revert to classic default helmet for 100 gold (once changed)
* Added 3 new dynamic sounds for forging

**SMALLER FEATURES**

Now the strength stones has a bunch of different possible visitors every turn and the aftermath of destroying the arena makes more sense (thanks vylcount).

* Added ability for the strength stone to have random visitors each turn (Added 9 new screens for strength stone)
* Added public opinion loss when destroying arena (dynamic depending on size of arena) (credit u/Vylcount)
* Added public opinion loss when asking arena owner to destroy arena (dynamic depending on size of arena) (credit u/Vylcount)
* Added new screen for when asking arena owner to destroy arena (credit u/Vylcount)
   
**NEW SOUNDS**

A few new sounds being used in the game, pushing us ever forward towards having sounds for every part of the game.

* Added new destruction sound when arena destroyed
* Added fanfare sound when anointing grand champion of the arena
* Added new sound when looting gold from blackmarket treasury
* Added new sound effect 'paper ball'
* Added new sound effect 'burp'
* Added gulp sound effect to throne room hire reaction

**NEW REACTIONS**

Some new reactions for hiring units and rejecting people in the throne room, many of them utilising new sound effects.

* Added 'Kind scroll' throne room rejection reaction
* Added 'write of the moment' throne room rejection reaction
* Added 'Burp and leave' throne room rejection reaction
* Added 'One thing to say' throne room rejection reaction
* Added 'Thanks for the talk' throne room rejection reaction
* Added 'muttering' throne room rejection reaction
* Added 'good day' throne room rejection reaction
* Added 'Hoorah' reaction to being hired in throne room
* Added 'Unexpected' reaction to being hired in throne room
* Added 'No regrets' reaction to be hired in throne room

**BUGFIXES**

Some balancing and little fixes.

* Fixed asking arena owner to destroy arena didn't wipe certain records and data (credit u/Vylcount)
* Fixed gift giver encounter in throne room gives gold and also acts as though you refused the gold
* Fixed text colour issue on destroyed faction diplomacy screen
* Fixed unbalanced thickblood tavern new system added to nerf thickblood tavern for kingdoms with 10+ lands as at 170 lands fully upgraded I was earning almost 300k
* Fixed celebration menu bug that makes text appear twice on screen
* Fixed extra line when robbing sudden death man in throne room

**EVERYTHING ELSE**

Better blackmarket sounds and varied text colour for the main game screen.

* Changed main game screen text colour to white
* Added enterting blackmarket treasury play muffled blackmarket sound
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on May 30, 2019, 12:47:38 pm
This update has had a few focuses, mainly improving the hiring and firing of the grand champion, end of turn event screens (of which there are now far more) how bluetrii works before battle, and a few other things.

**NEW HELMETS**

Building on from last updates helmet system there are now 205k more helmets, previously the system had a good range but I love piling the procedural systems with content to make the possible outcomes get silly, you probably wont see a fraction of a percentage of these helmets but you can certainly try.

* Added 205'000 new helmets (was 20k now 225k)

**GRAND CHAMPION IMPROVEMENTS**

As suggested by steam player '71' the ability to hire the grand champion was removed from game a while ago due to bugs but never re-added despite reference to being able to hire the champion, so I came back and added the system again as well as some additional screens for bribing him to fight, and how he appears in the hall of fame if he joins you with a valid number of victories.

* Added ability to hire grand champion from grand champion screen (chance he'll refuse) (credit 71)
* Added new screens to bribing grand champion and refusal
* Added grunt sound effect when asking champion to fight again and refusing
* Added coin sound to bribing champion to fight more fights
* Added new Arena hall of fame tag (retired into king's service)

**END OF TURN SCREENS**

Prior to this update all these events would be single lines in your end of turn report, these are some more noteworthy events worth having their own screen to ensure you understand the imporance of them, each of them have a graphic and a sound effect.

* Added special end of turn pop up screen for Bandit Horde collapse of low troops
* Added special end of turn pop up screen for destruction of slavers fort (only if you have unlocked the slavers fort on your map)
* Added special end of turn pop up screen for faction doom event
* Added special end of turn pop up screen for arena built event
* Added special end of turn pop up screen for minor bandit gang merging with phenors horde
* Added special end of turn pop up screen for wasting kingdom collapse
* Added special end of turn pop up screen for wasting kingdom refugees
* Added special end of turn pop up screen for cousin returning with army

**BLUETRII SCREEN**

They way using this magic fruit is displayed before a battle is very unintuitive and scrappy, now it's got it's own screen and graphic and can be easily disabled if it gets annoying!

* Added new screen for bluetrii before battle
* Added ability to disable bluetrii pop-ups before battle from the pop-up itself
* Added special screen for being able to eat one barrel of bluetrii
* Added new screen showing use of the fruit and addition to battlescore
* Added new dynamic sound effects for eating bluetrii before battle (4 different sounds)

**NEW SOUNDS**

The effort to fill Warsim with sound effects continues!

* Added new sword clink sound effect for champion joining you
* Added grunt sound to skugg the blackmarket slums slaver
* Added new laughing sound effect
* Added two new doom sounds
* Added new whistling wind sound effect

**NEW UPGRADES**

The slave revolt seems more like an eventuality than something that may happen, now with these upgrades you can protect the fort a little better if you own it!

* Added slaver fort walls upgrade (10000 gold) (harder for slaves to revolt)
* Added slaver fort better walls upgrade (20000 gold) (even harder for slaves to revolt)

**NEW NAME SUFFIXES**

A new bundle of name suffixes seeing as I haven't added any in a while, may have gotten carried away with the blood-related names but they sound cool. My favourite is 'Very-Stable-Genius' can't wait to find a kingdom ruled by someone with that suffix!

* Added new name suffix 'The Last of his Line' (+45 Battlescore)
* Added new name suffix 'The Bloodwalker' (+51 Battlescore)
* Added new name suffix 'The Bloodswimmer' (+30 Battlescore)
* Added new name suffix 'The Bloodwasher' (+25 Battlescore)
* Added new name suffix 'The Bloodpainter' (+41 Battlescore)
* Added new name suffix 'The Bloodcollector' (+49 Battlescore)
* Added new name suffix 'the Unstable' (-10 Battlescore)
* Added new name suffix 'the Stable' (+1 Battlescore)
* Added new name suffix 'the Very-Stable-Genius' (-50 Battlescore)
* Added new name suffix 'the Capable' (+30 Battlescore)
* Added new name suffix 'the Incapable' (-5 Battlescore)

**BUSHPIGS**

Bushpigs are now in the game, why? I needed to pad this update out that's why! Now you can encounter a Bushpigdom of Bushpigmen!

* Added New Race 'Bushpig Folk'
* Added New Race 'Bushpigmen'
* Added New Race 'Were-Bushpigs'
* Added New Race 'Evolved Bushpigs'
* Added New Race 'Half-Bushpigs'
* Added New Race 'Shapeshifting Bushpigs'
* Added New Race 'Bushpiglings'
* Added new kingdom type 'Bushpigdom'
* Added new creature 'Bushpig'

**BUGFIXES**

That second bug is pretty weird.

* Fixed strongth hirable from slum pit (credit 71)
* Fixed replacement champion for demoted arena champion steals previous champions face if the previous champion is demoted for refusing a bribe
* Fixed grammar issue with void army rise event

**EVERYTHING ELSE**

And some other little things that you probably wont come across in game!

* Made slave revolt against slavers fort slightly rarer
* Rewrote texts for slaver fort revolt end of turn report
* Added if minor bandit gang merges with phenor now gang's leader joins phenor as elite unit (disgraced hero 280 battlescore)
* Rewrote barren lands text
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on June 03, 2019, 04:41:06 am
Hey guys, so this update has been stewing for a few days and has mainly stemmed from me playing the game and then finding stuff during my playthroughs to update, I spent extensive time messing around with the arena as well as lots of bugfixing and updating, there's quite a bit of new and improved stuff in this update!

**A POLISHED ARENA**

After finishing working on the arena a few updates back I didn't think there was much to improve on, but recent testing and brainstorming has led to massive changes, including reworking the hall of fame which now has 3x longer descriptions for the dead heroes and it's own music. Demotion works differently, special events regarding champions that were previously blocked now happen, there are new screens for buying/taking over the arena, setting arena rules and laws has been improved and upgrades are explained a little better. Bribing the grand champion to fight again will also not cost as much unless you are bigger and more powerful.

* Added new dynamic descriptions to the busts of champions in the hall of fame
* Added new explanation text for Arena size upgrade effects in arena upgrades screen
* Added new screen when demoting a grand champion where you can choose how the replacement is selected (3 options) random replacement, later duel, immediate duel
* Added new system for bribing champion based on aslona lands (under 5 is 500gold)(under 10 is 1000)(under 25 is 1500)(more than 25 is 2500)
* Added 3 variants of resigned path for arena grand champion
* Added Arena champion who joins rebellion joins as a Rebel Lord not a soldier (+2000 gold to rebels)
* Added Arena champion who joins bandit horde joins as disgraced hero not a warlord (+2000 gold to bandits)
* Added new screen for champion refusing to join your personal retinue
* Added new screen for taking the arena from family member
* Added new screen for buying the arena
* Added secret coded 404 in arena to wipe champion and allow for a champion challenge
* Added new ominous loop to hall of fame in arena
* Added new screen for setting arena fights to play by play
* Rewrote arena upgrade text

**GOBLIN DEVELOPMENTS**

This is kind of a silly reference to an older part of the game, in the early days of warsim's exploration screen there was a single region of locations, one of them was a small goblin settlement that could be developed to absurd levels to provide cheap goblin hirelings, well this is similar but not as powerful. Still get to the point where you're raking in up to 2.5k goblin troops per turn. (Note: will be adding issues in the future for any kingdom where the goblins outnumber all others, so this will not be the most viable situation if you aren't also getting lots of other troops)

* Added new kingdom upgrade (Small Goblin Hamlet) 30000 gold (0-35 goblin per turn)
* Added new kingdom upgrade (Goblin Hamlet) 40000 gold (0-45 goblin per turn)
* Added new kingdom upgrade (Large Goblin Hamlet) 55000 gold (0-60 goblin per turn)
* Added new kingdom upgrade (Small Goblin Town) 70000 gold (0-80 goblin per turn)
* Added new kingdom upgrade (Goblin Town) 100000 gold (0-120 goblin per turn)
* Added new kingdom upgrade (Large Goblin Town) 135000 gold (0-150 goblin per turn)
* Added new kingdom upgrade (Small Goblin City) 150000 gold (0-200 goblin per turn)
* Added new kingdom upgrade (Goblin City) 200000 gold (0-250 goblin per turn)
* Added new kingdom upgrade (Large Goblin City) 250000 gold (0-350 goblin per turn)
* Added new kingdom upgrade (Goblin Megacity) 350000 gold (0-500 goblin per turn)
* Added new kingdom upgrade (Huge Goblin Megacity) 500000 gold (0-750 goblin per turn)
* Added new kingdom upgrade (Goblin City-State) 750000 gold (0-1000 goblin per turn)
* Added new kingdom upgrade (Huge Goblin City-State) 1000000 gold (0-2500 goblin per turn)

**NEW SMALLER FEATURES**

Now the throne room has a little more detailed blurb depending on how many visitors there are, there is now a bonus stat in the kingdom stats screen showing which kingdom is most densely populated which was quite interesting to see, now when a civ gets more civilised their people get a little stronger too. I was playtesting recently and in one event an emissary I sent got killed and I was sent his head, now there's dynamic a screen and graphic for that.

* Added Dynamic 19 different possible texts depending on how many visitors you have in throne room
* Added new screen to kingdom stats showing which faction is most densely packed
* Added 5% increase for all units battlescore when their kingdom gets more civilised
* Added new screen for getting sent your emissaries head

**END OF TURN SCREENS**

Continuing on from the last update I've made two more single line end of turn events now have their own screen as they are relevant to the game, though if you haven't discovered the blackmarket you won't get a pop up as it's far less relevant.

* Added special end of turn pop up screen for blackmarket century festival
* Added end of turn small notification of century festival if you haven't discovered the blackmarket
* Added new special end of turn pop up screen for great thundering skies secret event
* Added ability to understand thundering sky event more if your spymaster has a skill of 160+   

**NEW SOUNDS**

A bunch of new sounds, now warsim has over 350+ sound files in total, shocked me when I counted them up but I guess the sound file has been growing recently!

* Added marching sound to northwatch reinforcing thickblood event
* Added new deathsound for dead emissary event
* Added gold coin sound effect when giving 1000 gold to cousin in throne room
* Added 4 new sounds for mmm sound
* Added mmm sound effects to 2 broke encounters in throne room
* Added new thundering sound effect
* Added 3 sound effects to dragon wench knight game
* Added grunt sound to arsam the all knowing intro

**NEW REACTIONS**

Only one new one, this is just someone reacting reasonably to you being broke.

* Added new 'what can you do' reaction to having no gold

**BUGFIXES**
So many bug fixes, like so many... Just as I thought my game was bugfree...

* Fixed bug where 50% of champion challenge winners would have 0 battlescore and get flattened their next fight
* Fixed champion attacked in the street event being blocked in game
* Fixed champion wounded event being blocked in game
* Fixed resigned and retired champion events being blocked in game
* Fixed bluetrii single barrel screen not appearing when you have one barrel
* Fixed text spacing issue with kingdom getting civilised event
* Fixed bluetrii screen showing more barrles than you can actually use
* Fixed trap door upgrade not being buyable at tier 4 of throne room (only 5 and above)
* Fixed grand champion appearing in throne room celebration with no name
* Fixed being able to exit vassal menu without selecting option
* Fixed being kicked from vassal menu bug
* Fixed auto max upgrading of arena guards if you can afford them
* Fixed marching troops graphic broken
* Fixed auto max upgrading of slaver fort walls if you can afford them
* Fixed attacking demon gate kicks you out of exploration screen afterward
* Fixed double pause after emissaries head cut off
* Fixed bribing grand champion showing plus gold instead of minus when paying
* Fixed banking tax number tag being broken
* Fixed champion guards being hired when arena has no champion
* Fixed grand tournament listed as 'grand man tournament' text bug
* Fixed missing punctuation for merc for hire throne room
* Fixed aehlan of aehlans rare tomes hat bugging out on one of the dialogue options
* Fixed wordwrap problem with Aehlan's text
* Fixed wild skalds in dragons kneecap missing line
* Fixed wild skalds in dragons kneecap text colour bug
* Fixed missing lines in dragon wench knight game
* Fixed grammar issue in dragon wench knight game
* Fixed text colour bug with dragon wench knight game
* Fixed textwrap with eswin elfhaters dialogue
* Fixed grammar issues with eswin elfhaters dialogue
* Fixed stray dot in blackrow text
* Fixed line glitch in play by play arena fights if opponent kicks another and you own the spike pit
* Fixed gambling tax still working even after arena destroyed (credit 71)
* Fixed arena champion pop ups happening even after arena destroyed (credit 71)
* Fixed grammar issue on gamemode choice

**EVERYTHING ELSE**

Lots of assorted stuff here, reworked screens, new dialogues, etc.

* Added century festival dialogue for Skug the slaver
* Rewrote dialogue for giving cousin 1000 gold in throne room
* Made rate of joining slave soldiers when free much higher
* Added new money stat on mercenary hire encounter
* Added 2 new dialogues to aehlan
* Added new century festival dialogue to aehlan
* Merged three instances of dragon wench knight game code together
* Added no fight on century fest screen to dragons kneecap tavern   
* Reduced village sound volume
* Removed page turn sound from initial part of laws screen
* Rewrote custom game option text a little bit
* Added 5 new dialogues to Arsam the all knowing

Well that's all for now, let me know what you think of the update, and thanks everyone for your support! :)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on June 18, 2019, 11:54:17 am
Hey guys I'm really happy to finally be able to release this update today, this has been another tough one to code so it look a lot longer than expected but here we are, the Monster Trainer Update. I also recorded a video demonstrating the new monster trainer update features, see it [here](https://youtu.be/AtY4JtKLwc4).

(https://i.imgur.com/xlw9rwH.png)

**MONSTER TRAINER UPDATE**

So this was suggested a while ago on audiogames and also recently on steam by Blackenblood and so others so finally I decided to give it a go, now you can build a monster pit and find yourself some procedurally generated monsters either by buying them or sending an expedition of soldiers to capture one for you, captured monsters can fight with eachother, be named, be trained, or be pitted against one of 42 different challengers each with their own procedurally generated beasts, the system was made to be fun and was bugtested more rigorously than new features usually are but let me know of any bugs or suggestions you have for it!

* Added new kingdom upgrade 'Little monster pit' (25k) Allows for access to the monster fight system, stores 1 monster
* Added new kingdom upgrade 'Monster pit' (30k) Allows for 2 monsters to be stored
* Added new kingdom upgrade 'Grand Monster Pit' (50k) allows for 3 monsters to be stored
* Added 5555 new monsters
* Added 42 different challengers to monster pit (each with unique dialogues/graphics and bonuses)
* Added cheat code '420' to fill your monster pit with monsters (Enter in monster pit screen)
* Added cheat code '421' to monster pit to refresh monster seller (Enter in monster pit screen)
* Added cheat code '422' to refresh monster trainers (Enter in monster pit screen)
* Added Expensive monster seller throne room encounter (dynamic price)
* Added Cheap monster seller throne room encounter (dynamic price)
* Added new throne room encounter sneaky boys see monster
* Added new throne room encounter beasts raised in keep
* Added new throne room encounter the king at night
* Added dynamic expedition to capture a monster (can come back alive/some dead or all dead)
* Added new screens for docile monster fight failure
* Added dynamic text for monster fight commencning (5 alternates)
* Added dynamic text for monster pit fight entrance text (4 alternatives)
* Added 1 in 5 chance of public opinion drop for battling your monsters (-2 public op)
* Added if no trainer your monsters fight with -5% health
* Added 160+ skill trainer gives 25% bonus to health
* Added 140+ skill trainer gives 20% bonus to health
* Added 120+ skill trainer gives 15% bonus to health
* Added 100+ skill trainer gives 10% bonus to health
* Added 80+ skill trainer gives 5% bonus to health
* Added less than 50 skill trainer takes 2% from your monsters health
* Added missing spike move to monster fighter system
* Added 6 dynamic intro texts for fights involving your own creatures

**MERCENARIES REWORKED**

Not to be outshined by monsters mercenaries have undergone a lot of work this update too, now expect more screens and situations involving mercenaries, bugs have been fixed, ex-slaves wont work for slavers, what they do and say to you are far more dynamic and there are more sound effects being used for them!

* Added mercenaries with the backstory of having been slaves will not work for a ruler who has slaves
* Removed destroyed factions from mercenary attack screen
* Made who to attack next it's own screen for mercenary groups
* Added never mind I want to reconsider option to mercenary attacks
* Added vassal status shown on any vassals in mercenary attack menu
* Added new screen to mercenary group refusing to work with demons attempted hire
* Added new screen to mercenary group with vendetta against you attempted hire
* Added merc refusal and vendetta encounters use dynamic mmm sound effect (1 of 4 at random)
* Added new screen for hiring merc group for single attack
* Added new screen for merc cost refund
* Added new screen for contract being fulfilled by merc group
* Added new dynamic screens for attempting to assimilate mercenary companies
* Added new screen and graphic for converting peasants into peasant militia company
* Added new screens and graphics for converting soldiers into merc company
* Added new screens and graphics for converting demons into merc company
* Fixed text and layout of mercenary assessment screen
* Added new screen for asking merc group to disband
* Added new screen for hiring mercenary group
* Added new screen for firing mercenary group (with sound effect if group has 15 troops or more)
* Added new screen for assessing strength of mercenary group
* Fixed grammar issues with assessing strength of mercenary groups
* Fixed raid and invade options being available for demons and pest group in merc menu
* Added new text for before battle with demons as mercenary company
* Added new text for before battle with pest group as mercenary company
* Added new pre-battle mercenary screen
* Fixed not refunded if attack is cancelled last minute with mercenaries
* Added screen for not being able to afford land capture charge with mercenaries
* Added cost tag to invade option for merc companies who charge for invasions
* Fixed unable to view merc leaders stats screen once hired
* Reworked merc leader stats screen a little bit
* Added 10 different possible comments from merc group before launching an attack
* Added 10 different possible comments from merc group when being hired
* Added 5 different possible comments from merc group when completing a single contract
* Fixed mercenary groups screen skip for any group that refuses you

**NEW THRONE ROOM ENCOUNTERS**

Not a massive load of them, but 10 different throne room encounters and variants are now added to the game trying ever harder to keep the throne room from getting too stale.

* Added appreciated knight throne room encounter
* Added reasonable leader knight throne room encounter
* Added favoured knight throne room encounter
* Added royalist throne room encounter
* Added emancipation throne room encounter
* Added price of nothing throne room jester encounter
* Added jester's son throne room encounters (2 different encounters)
* Added budding jester throne room encounter
* Added drunk funny man throne room encounter

**GAR'GALLOCK GOT GIVEN A BATH**

I found poor Gar'gallock with a bug effecting advising, I thought i'd fix him up and give him a few nice new features and polish.

* Fixed great gar'gallock double pause bug
* Added new question to ask gar'gallock (who are you?)
* Added new question to ask gar'gallock (do people often ask your advice?)
* Fixed grammar issues with gar'gallock screen
* Added new dynamic screen for paying gar'gallock
* Added single coin sound effect for gargallock during century fest
* Added coin bag sound effect for gargallock normal time
* Added Gar'Gallock to other category in throne room summonable entertainment

**NEW SMALLER FEATURES**

These are some lesser features that are still worth considering, now discovering new kingdoms/lands will be much harder depending on your difficulty choice so be careful how you start. The starting helmet your kingdom gets in the game is now randomised (fitting with so much else in the game). There are tons of other little features here so have a read.

* Added new system new lands depending on difficulty (now newly discovered kingdoms will be twice as hard on normal mode, 3 times as hard on hard mode, 4 times as hard on solid mode, and 5 times as hard on insane mode)
* Made it so that starting helmet in any game is randomised
* Added new screen for pulling new group of heroes from the hire screen
* Added rare chance that name begins with 'old ' and takes 5 battlescore from character
* Added new system for discovering new kingdoms (after 3rd lot of kingdoms lands growth will slow down a bit)
* Added 2 new screens for ordering mass sacrifice
* Added new screen for worse public opinion hit for mass sacrifice
* Added 4 special extra texts in grand champion screen before big battles (5th, 10th, 20th and 50th fights)
* Reworked the load game screen layout   
* Added new screen for buying land from an independent nation
* Added ability to ask wagon throne room representetive how much you'll earn from trade
* Added ability to ask wagon throne room representetive who the wagon man is
* Added the ability to speak to a miner monfort mine (25 dialogues)

**PRISON POLISH**

Prison was looking a little lackluster so I've updated it some more!

* Added new screen for asking how many prisoners are in your prison
* Added ability to speak to random prison in prison (req 10 prisoners) (25 dialogues)
* Added ability to set prison rules from prison screen (cause why the hell not)
* Updated prison description text

**NEW SOUNDS**

Lots of new sound effects for in game, mostly for monsters and monster pit related thing but some others for throne room and diplomacy situations.

* Added new orc laugh sound effect orc win in monster pit
* Added new slurp sound effect to vampire win in monster pit
* Added new sound effect for were-change
* Added sound effect for mass sacrifice
* Added coin sound to blacksmith paid screen
* Added 6 monster sound effects
* Added monster sound effects played between menus in monsterpit
* Added new bring the beast sound effect
* Added new warcry sound effect
* Added new trainer death sound
* Added hiccup sound to the game (and to the three hiccuping throne room encounters)
* Added new mining loop sound for visiting active mines

**NEW REACTIONS**

A handful of new reactions to certain throne room encounters, now things will be even more dynamic and unpredictable.

* Added 'smiling warcry' recruitment reaction in throne room
* Added 'wild warcry' recruitment reaction in throne room
* Added 'beat chest' recruitment reaction in throne room
* Added new praised bard reaction 'Thank you thank you' (+1 guild relation)
* Added new praised bard reaction 'grins and bows' (+1 guild relation)
* Added new praised bard reaction 'thanks for listening'
* Added new praised bard reaction 'tears up a little' (+1 guild relation)
* Added new praised bard reaction 'bows and thanks'
* Added new praised bard reaction 'nervous one' (+1 guild relation)
* Added new praised bard reaction 'you're welcome'
* Added new praised bard reaction 'Nods and thanks'
* Added new praised bard reaction 'Just a nod'

**MYSTERY SLAVER UPDATED**

Visited the mystery slaver in one of my playthroughs and his screen was looking like an afterthough, I ended up giving the entire mystery slaver feature an overhaul and changed most of it.

* Added 4 new graphics for mystery slaver (demon, goblin, human, empty)
* Added a face to the mystery slaver in the east
* Lowered price of mystery slaver in the east to 75 gold (was 100)
* Reworked description of mystery slaver
* Added new screen to forcing mystery slaver tribute
* Added new screen to arresting mystery slaver (with sfx)
* Added new question to mystery slaver dialogue screen
* Reworked mystery slaver dialogue screens
* Added new screen for having no gold with mystery slaver
* Added new screens for revealing cage with mystery slaver
* Fixed kicked out of mystey slaver screen after speaking to him

**MYSTIC HUT REMYSTIFIED**

One mystery to another I also visited and was disapointed by the mystic hut, it now has new screens including a cool coin graphic and some sound effects.

* Added coinflip sound effect to mystic hut
* Added new graphic for destroyed mystic hut
* Added new screens for mystic hut
* Added face to mystic hut person
* Added new screen and sound effects for arresting mystic hut man
* Added new screen for mystic hut demon servant gold gift
* Added new coin graphics for mystic hut

**HISTORY GUILD COMPLETED**

I was sure it was completed but upon revisiting the history guild (on Niklas' request) I found several bugs and issues, so I went through it all and fixed as many as I could as well as adding a few minor additions.

* Fixed teachers now recognise if you've graduated when you ask them questions about lessons and exams in history guild
* Fixed eastern history exam not showing your end grade
* Fixed east and south history exams showing second year on exam sheet
* Fixed south history showing wrong number of questions on exam sheet
* Added teachers names to final history guild ceremony
* Added trumpet sound and new screen to history guild ceremony
* Fixed text colour issue in history guild library
* Made history guild library graphics correlate with how many books there are

**LAVA PIT REWORK**

The lava pit was another thing spotted on a playthrough that looked flat, now the screen has been improved with new features and sounds.

* Added new screen for having no peasants
* Added 2 new random outcomes for throwing peasant in lava pool
* Added new background loop sound for lava pit lava
* Added new sound effect for throwing peasant into the lava
* Fixed lava pit text wordwrap and grammar issues
   
**BUGFIXES**

An enourmous amount of bugs fixed in this update, thanks to everyone who helped with these!

* Fixed village attack leaving your troops in purgatory bug (credit u/telejimes)
* Fixed arena crowd sound not resuming after buying the arena
* Fixed missing line and text colour issues from destroyed royal bank
* Fixed grand champion bribe issue taking you into debt if you didn't have the gold
* Fixed brawling throne room ending double pause bug
* Fixed totem graphic bug for assurak camp visit
* Fixed brawling throne room men not having any names bug
* Fixed blessing encounter text space bug
* Fixed groan sound effect not working
* Fixed bug with allies and new lands
* Fixed rabble rule in throne room shows up as bards once disabled
* Fixed goblin hall goblin leader text bug (credit VineFynn)
* Fixed prison pop report guard bug
* Fixed prison fight to the death kicks you out of prison after its done
* Fixed closing prison option not working properly
* Fixed peasant sacrifice for peace event took gold instead of peasants
* Fixed 'hasn't been working very on the fields' text bug (credit 71)
* Fixed goblin hall leadership bug
* Fixed 'come to and end' text bug with demon mirror
* Fixed 'known as be' harlaw text bug
* Fixed missing space in slave agitator encounter (credit 71)
* Fixed unfunny jester space missing throne room encounter (credit 71)
* Fixed demon summoned text (credit 71)
* Fixed militia throne room encounter happening even when militia banned (credit 71)
* Fixed 'the open his mouth' text bug in throne room (credit u/telejimes)
* Fixed 'room nice room' text bug in throne room (credit u/telejimes)
* Fixed spacing issue with celebration well wishes throne room event (credit u/telejimes)
* Fixed bandit gold giver face change bug (credit u/telejimes)
* Fixed centre of a village text bug in south (credit u/telejimes)
* Fixed demon mirror sound bug (credit u/HabibGaming)
* Fixed bug with theme music not restarting when restart theme music selected
* Fixed rewards and far greater text bug
* Fixed mines not changing to unstaffed if you take miners back out
* Fixed triton warrior unit listed as Triron warrior
* Fixed on old hag text bug in celebration event text
* Fixed bug with wagon man throne room rep face changing if you accept the deal
* Fixed tax tax is sometimes 0 but still gets reported (credit 71)
* Fixed blackmarket assassination questline being available even when you are the leader of the market (credit 71)
* Fixed witches harvest blessing not working
* Fixed textwrap for fleck the demon servant
* Fixed text colour bug for all of fleck demon servants dialogues
* Fixed game shows you being at war with newly discovered lands when you're not
* Fixed missing space when buying land from independents
* Fixed double pause on independent land buy screen
* Fixed able to get into hall of order even if you dont own it
* Fixed farrad wall text bug
* Fixed zombie sound not working

**EVERYTHING ELSE**

A big load of other stuff that I couldn't categorise for one reason or another but still work a read of!

* Added new text indicator of how much gold was spent when hiring independent troops
* Rewrote jester throne room intro dialogues
* Added single coin deposit and withdraw screens to royal bank (with sfx)
* Added no gold withdraw and deposit screen to royal bank
* Added 420 secret option to Erkland the leaf burner in blackmarket slums
* Reshuffled layout of options on other buildings screen
* Added new vampire name 'Cradula' (credit u/Vylcount)
* Added guidance lines to monster part maker
* Made two and three headed races heads closer together
* Updated other buildings screen layout
* Reworked 'yeah' reaction to recruitment to have a sound effect and slightly altered text
* Fixed intro game text about number of races
* Updated demon overlord victory screen
* Added new screen and sfx for sacrificing a peasant to demon totems in the south
* Merged numerous instances of monster fight code into one instance
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on June 22, 2019, 09:41:13 am
I want to start by saying that this may be one of my favourite updates in a long time, not that I don't like monster trainers or the improved arena or anything like that, but as the developer of a video game it's very hard to find something new that you haven't seen before, I've made every aspect of this game myself so I know it like my own hand... Until now.

As of the last Warsim update we had 396'775 races in the game, which I'll admit is a lot still, more than anyone could hope to see in 10'000 warsim playthroughs, but I wanted to find a way to get this number higher with a plan to submit the final figure to guiness as a possible video game world record.

After a lot more beasts added, tons of race prefixes, and some new types of race modifications things were looking good, but the real twist was a new concept to combine some of the race prefixes by splitting them into two categories, I thought about the elder scrolls and how they have Dark Elves in the game just like you can find in Warsim, I thought you could also get Reaving Dark Elves and it wouldn't sound out of place, but you couldn't have Reaving Laughing Elves, that just sounds silly.

So I split all of the prefixes into two categories, ones that are more like states and others that are more like traits, this creates a huge combo system where some races will use to random but mergeable traits to create races that we can't imagine, so to follow my earlier point about being a dev, with this new system the races that come from it are completely beyond my imagination and are basically always a surprise for me despite the fact I made the game, meaning I can experience things like the players do!

I am so hyped to bring this update to you guys and I hope you find some weird and wonderful races as a result of this, feel free to share any really weird ones or funny ones!

Oh and with all the new content and the new system in place, the total number of possible races in Warsim as of this update are... 55'822'936! 55.8 Million races! Hopefully we'll hear back from the world record people and Warsim can potentially get a world record!

**RACE GENERATOR WORLD RECORD ATTEMPT**

* Added new race prefix stack system for race generation allowing for some extended race prefixes
* Added tons of new beast races to the game
* Total races in Warsim now 55'822'936 (was 396'775 as of last update)

**NEW RACES**

Some new races added, Fungus folk are kind of like mushroom men but green and with different troop trees, People are a new race of humanoids who differ to normal humans a little bit, and finally beast races now have additional modifiers that can get us some more weird and wonderful races like Demi-Pugs or Exo-Snails!

* Added new base race 'Fungus Folk' (Seedling, Living Fungus, Fungus Master) large population, really weak lower tier unit
* Added new type of animal race 'Exo' (Exo-Dogs, Exo-Tigers, Exo-Worms)
* Added new race type 'People' (Person, Warrior Person, Guardian Person)
* Added new type of animal race 'Demi' (Demi-Hawks, Demi-Wolves, Demi-Frogs)

**NEW RACE PREFIXES**

I'm actually really happy with a lot of these prefixes, some of them are little more than race descriptions and have no bearing on how they act, but generally as a rule I like to make the prefixes have an effect if I can, this allows for different races to have completely differing effects and with the new update it's possible for some of these to stack in weird ways. My favourite of the new prefixes are Fragile which sets the race to such low strength it would be light fighting glass people, Crying which has them cry out if you attack their lands, and Deformed which removes a random part of the deformed creatures face creating all manner of weird looking people!

* Added new race prefix 'Sparse' slightly more savage, +5 battlescore, obsurdly low population
* Added new race prefix 'Breeding' 5x population -10 battlescore
* Added new race prefix 'Subterranian' +12 battlescore
* Added new race prefix 'Planes'
* Added new race prefix 'Fragile' immensely weaker
* Added new race prefix 'Violet' dark purple skin
* Added new race prefix 'Shrouded' +25 battlescore, half population, surrounded in grey smoke
* Added new race prefix 'Fog' +3 battlescore, surroudned in light grey fog
* Added new race prefix 'Marsh' +3 battlescore -5 population level (credit bookrage @audiogames.net)
* Added new race prefix 'Dreaded' +35 battlescore, always evil, -1 civilisation level (credit bookrage @audiogames.net)
* Added new race prefix 'Juvenile' childlike faces, half battlescore
* Added new race prefix 'Banished' -5 battlescore, half civilisation (Credit Ash)
* Added new race prefix 'Frozen' half population, -10 battlescore, inside a block of ice graphic
* Added new race prefix 'Laughing' +2 battlescore, before being attacked they do a warlaugh
* Added new race prefix 'Elite' +40 battlescore, most of their starting units will be higher tier units, half population
* Added new race prefix 'Ivory' white skin (credit Ash)
* Added new race prefix 'Chanting' +4 battlescore, +1 civ level, before being attacked they will chant (credit Ash)
* Added new race prefix 'Brooding' -8 battlescore, 4x Population (credit Ash)
* Added new race prefix 'Deformed' -5 battlescore, half population, -1 civ level, faces will have missing parts (credit Ash)
* Added new race prefix 'Disfigured' -10 battlecore, faces will have missing parts
* Added new race prefix 'Inbred' half battlescore, double population, -2 civ level, faces will have missing parts
* Added new race prefix 'Tropical'
* Added new race prefix 'Cackling' +5 battlescore, will let off creepy cackle before lands are attacked
* Added new race prefix 'Combat' +34 battlescore
* Added new race prefix 'Tideland'
* Added new race prefix 'Ravine'
* Added new race prefix 'Ditch' -4 battlescore      
* Added new race prefix 'Crying' -10 battlescore, cries before being attacked
* Added new race prefix 'Translucent' +1 battlescore, invisible without copy/paste or seer's stone artifact (credit Ash)
* Added new race prefix 'Colourful' +3 battlescore, random skin colour changes
* Added new race prefix 'Majestic' +1 battlescore (credit Ash)   
* Added new race prefix 'Action' +12 battlescore
* Added new race prefix 'Mud'
* Added new race prefix 'Feral' +7 Battlescore, automatically savage (lowest civilisation level, no diplomacy)
* Added new race prefix 'Tormented' -5 Battlescore
* Added new race prefix 'Minor' -9 Battlescore
* Added new race prefix 'Tomb'
* Added new race prefix 'Crater' +2 Battlescore
* Added new race prefix 'Underpass' Grey skin
* Added new race prefix 'Pond' -1 Battlescore
* Added new race prefix 'Lake'
* Added new race prefix 'Ocean' Blue skin
* Added new race prefix 'Dust'
* Added new race prefix 'Gorge' +13 Battlescore, half population
* Added new race prefix 'Cowardly' -15 Battlescore, wont attack people
* Added new race prefix 'Glacial' light blue skin
* Added new race prefix 'Surface'
* Added new race prefix 'Edge'

**MO' MONSTERS**

Just a few new monster parts (adding a total of 2213 more monsters) but for real if anyone wants to hop into the ingame monster part generator and make some of their own, feel free to do that and send them to me, happy to get more monster content into the game!

* Added 3 new monster parts (adds 2213 new monsters)

**BUGFIXES**

A few small fixes found mostly in [this video](https://www.youtube.com/watch?v=ysEdGio1rlE&feature=youtu.be) also thanks /u/vylcount!

* Fixed a red skinned man text bug (two occurances)
* Fixed 'spent' instead of 'spend' text bug
* Fixed grammar issue with farmer visitor to monster pit
* Fixed underworld creatures not evil by default
* Fixed bug in eagle description text and eagle-humanoid battlescore
* Fixed final score of timed games not including gold in the bank (credit u/Vylcount)

**EVERYTHING ELSE**

Some tweaks to some of the race prefixes, a few new giant names (like Bigfoot, Boulder, and Cloudtoucher) A new book, a nice little add on to mercenaries assessment screen and a new screen when attacking the rebel captial!

* Made swamp races now slightly less numerous (as swamplands are harder to populate)
* Made pygmy races now have smaller faces
* Added 8 new giant names
* Added new book to guildrow library 'Koova and the Half-Giant King'
* Added battlescore info to assesment of mercenaries (credit Bookrage @audiogames.net)
* Added screen to attacking rebel capital

**THANKS**

Thanks for the support and the feedback I've been getting! I really appreciate you guys :)

Also if anyone doesn't have the game yet or you know someone who might want it, Itch.io has a 50% summer sale on and Warsim is significantly reduced!

https://itch.io/s/18628/warsim-summer-sale-discount

See you in the next changelog!
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on June 25, 2019, 02:15:09 pm
(https://i.imgur.com/QI8zZP8.png)

Hey guys just to let you know Warsim is on sale at 55% off which makes it
ridiculously cheap, for anyone who hasn't go it but is thinking about it,
have a look at the reviews I promise it's a game that's worth your time if
you're into rpgs.

https://store.steampowered.com/app/659540/Warsim_The_Realm_of_Aslona/?beta=0
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on July 01, 2019, 08:03:25 am
Hey guys so this is an update just working through some of the leftovers of my current warsim to do list before I move on to some promised update work that's going to take a bit longer, lots of different stuff as well as some cool things to see!

**MODDERS TOOLBOX IMPROVED**

I promised I'd develop the modders toolbox a while ago but haven't added anything to it in quite a while, well now you can add animals to the game and the monster mod part system allows for easier part editing, thanks to 71 for bringing my attention to this!

* Added animal creator to modders toolbox
* Updated title of modders toolbox screen
* Added new ability to learn more about monster mod system in the mod menu
* Reworked Monster part maker in modders toolbox (now better guidelines, better previews, reworked screen layouts)
   
**MINOR NEW FEATURES**

A few little tweaks and things here!

* Added indicator of change from throwing peasants into the lava pit (credit omer)
* Added faction ranking screen to kingdom reports screen
* Added three new graphics for training grounds/barracks/grand barracks (one for each)
* Made normal throne room encounters occur more often than celebration related encounter during celebration

**RACE SYSTEM IMPROVEMENTS**

I wasn't planning on touching the race system again for a while but I had a new influx of ideas poured in and so while actioning them I added some new features to pre-existing races as well as my own new prefixes, now you can have space races that will blast off to space at some point and leave the game world. Also thanks to /u/administrativetreat7 there are now millions more races!

* In total including u/AdministrativeTreat7's suggestions below, this update adds 3'538'106 new races to the game
* Added new titles for races with the prefix 'space' (stellar captain and sub captain)
* Added new special event for space races
* Made weeping races have cry before battle ability
* Added new head type to blind races
* Added new head type to longneck races
* Reworked race effect system to allow much easier modification to race faces in the future
* Added new race prefix 'Longhead' (+2 battlescore, longer heads)
* Added new race prefix 'Many-Eyed' (+7 Battlescore, usually has two sets of eyes)

**u/AdministrativeTreat7's RACE SUGGESTIONS**

Thanks to u/AdministrativeTreat7's suggestions we have a total of
2'950'350 new races in the game thanks to this suggestion!

* 2.9 Million new possible races thanks to u/AdministrativeTreat7
* Added new race prefix 'Albino' (white skin and -5 battlescore)
* Added new race prefix 'Little' (smaller faces, -3 battlescore)
* Added new race prefix 'Short' (smaller faces, -2 battlescore)
* Added new race prefix 'Mutated' (deformed face, -6 battlescore, half population, -1 civilisation level)
* Added new race prefix 'Evil' (+6 battlescore, is automatically aligned evil)
* Added new race prefix 'Ascended' (max civilisation level, x2 battlescore, automatically aligned good)
* Added new race prefix 'Rock' (+8 battlescore)
* Added new race prefix 'Common'
* Added new race prefix 'Hulking' (+10 battlescore, bigger heads)

Check out some the weird new possible races from this update and what they look like
https://i.imgur.com/9BReLjd.png

**NEW SOUNDS**

Added some new sounds including dynamic arena sounds, a new intro sound effect and the chance that trumpet players fail and mess up!

* Added new sound effect 'Trumpet fail'
* Added chance that trumpet played fails
* Added new screen for long may you reign
* Added new sound effect for long may you reign (recorded by me :D)
* Added new horn sound for arena challenges against other kingdoms
* Added 4 new dynamic gate opening sound effects for arena

**MONSTER IMPROVEMENTS**

Some great ideas on expanding the monster system, now you can train trainers and feed your monsters for a chance of bonus strength, also 1000s of new possible monster combinations!

* Added ability to train your monster trainer (credit KenshiraTheTrinity @audiogames.net)
* Added feeding any green monster a goblin instantly guarentees +1 strength   
* Added ability to feed monsters your goblins/slaves/peasants (only works if strength of beast is below the max of 20)
* Added Chryssalid creature parts submitted by 71 on steam (1596 new possible monster combos)
* Added sideteeth head part
* Added large horns top head part
* Added thin spikes top head part
* Added chicken body top head part
* Added sharptoe body part
* Added dogbody body part

**BUGFIXES**

Lots of bugfixes here including some that have been on my list for quite some time, the most annoying two bugs were grand champions getting killed in a tournment and then not appearing in the hall of fame, after losing a favourite champion of mine in a game to this it got personal, also independent lords not having faces relevant to the race, so eyeless vampires in your throne room, and their leader would be eyeless but the lords would just be regular vampires... not anymore!

* Fixed option tags in specific monster generator (credit 71)
* Fixed ditch race description
* Fixed league of darkness and league of good kingdom status not changing when discovering new lands
* Fixed broken face part
* Fixed text colour of intro text in barracks/training grounds/etc
* Fixed issue with helmets being visible beyond ascii filter (credit Bookrage)
* Fixed rehabilitation law not removing the bandits it converted (credit 71)
* Fixed bubbling lava sound not stopping (with music disabled) (credit u/Bookrage)
* Fixed independent lords faces not having characteristics of their races (ie deformed/childlike/eyeless/etc)
* Fixed Arena grand champions defeated in tournaments don't get put in the hall of fame
* Fixed tournament mislabeling fighters that kill grand champion as grand champion
* Fixed southern and western explorer encounters saying they were eastern (credit bookrage)
* Fixed champion battle with independent champion skipping a screen
* Fixed grand champion defeated against foreign champ still exists with no name (credit u/timedonutheart)

**EVERYTHING ELSE**

A couple of other changes of varying significance!

* Added coin sound and coin loss screen to garalds city tours
* Changed colour of credits screen
* Updated title of warsim music library extras screen
* Updated hire staff and champions screen to manage staff and champions (credit u/LurkMorePlease)
* Added 4 new arena champion death descriptions
* Reworked arena entry descriptions
* Added 6 new ent names
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on July 05, 2019, 06:09:44 am
Wasn't planning on releasing this as an update but I discovered a game breaking bug with the race generation system and had to release this to ensure it doesn't mess up anyones game, luckily what I'd already worked on prior to the fix is enough for a nice little update!

**MAJOR FEATURES**

Now before a normal random races game, you can choose an additional choice of going like normal and taking what you're given or give yourself the option to review and reject the random races in your world and try for another random set, this allows lots of players to get a true feel for the randomness of the game and to get a game start more suited to them while still being random as hell.

Also in the extras menu generators screen there is now something called 'Advanced Race Generator' which allows you to spawn a big list of however many races you want.

* Added new menu for selecting races before a normal game
* Added new system for kingdom names to include weird proc genned name systems
* Added new graphical end of turn screen for any assassinations ordered by the player
* Added new extras generators race generator page where you can generate as many races as you choose (select a number)      

**ANOTHER RACE EXPANSION**

The last few days I've been working through lists of suggestions and ideas for new prefixes for the race system as well as tweaking and adding new abilities to them, this coupled with the new 'taur' system mentioned below has resulted in an additional 10'079'211 races in Warsim. (Was 59'361'042 before, now 69'440'253). Many of these new races will have unique effects such as 3 sets of eyes, fixed leader personalities, longer heads and so on.

**Race prefixes**

* Added new race prefix 'Four-Eyed' (+5 battlescore, 2 sets of eyes)
* Added new race prefix 'Azure' (+1 battlescore, blue skin)
* Added new race prefix 'Fertile' (triple population level) credit Bookrage from audiogames.net
* Added new race prefix 'Metal' (silver skin, +11 battlescore) credit Bookrage from audiogames.net
* Added new race prefix 'Legendary' (10x battlescore, 2x population, +4 civilisation level) credit /u/AdministrativeTreat7
* Added new race prefix 'Mercantile' (always a mercantile leader, +1 civilisation level)
* Added new race prefix 'Underground' (+2 battlescore) credit /u/AdministrativeTreat7
* Added new race prefix 'Barbaric' (+9 battlescore, -2 civ level) credit Bookrage from audiogames.net
* Added new race prefix 'Cliff' (+1 battlescore)
* Added new race prefix 'Cove' (+3 battlescore)
* Added new race prefix 'Lagoon'
* Added new race prefix 'Plateu' (+5 battlescore, -1 population level)
* Added new race prefix 'Tall' (+3 battlescore, longer heads) credit u/AdministrativeTreat7
* Added new race prefix 'Brown' (brown skin)
* Added new race prefix 'Dirty' (-2 battlescore, brown skin)
* Added new race prefix 'Garden' (3x lower battlescore, 2x smaller population) credit /u/AdministrativeTreat7
* Added new race prefix 'Happy' (+5 population level, leaders always friendly)
* Added new race prefix 'Strange' (+2 battlescore, leaders are always strange)

**New beast races**

* Added New Race 'Chimpanzee Folk'
* Added New Race 'Chimpanzeemen'
* Added New Race 'Were-Chimpanzees'
* Added New Race 'Evolved Chimpanzees'
* Added New Race 'Half-Chimpanzees'
* Added New Race 'Shapeshifting Chimpanzees'
* Added New Race 'Exo-Chimpanzees'
* Added New Race 'Demi-Chimpanzees'
* Added New Race 'Chimpanzeelings'
* Added new kingdom type 'Chimpanzeedom'
* Added New Race 'Toucan Folk'
* Added New Race 'Toucanmen'
* Added New Race 'Were-Toucans'
* Added New Race 'Evolved Toucans'
* Added New Race 'Half-Toucans'
* Added New Race 'Shapeshifting Toucans'
* Added New Race 'Exo-Toucans'
* Added New Race 'Demi-Toucans'
* Added New Race 'Toucanlings'
* Added new kingdom type 'Toucandom'
* Added New Race 'Panther Folk'
* Added New Race 'Panthermen'
* Added New Race 'Were-Panthers'
* Added New Race 'Evolved Panthers'
* Added New Race 'Half-Panthers'
* Added New Race 'Shapeshifting Panthers'
* Added New Race 'Exo-Panthers'
* Added New Race 'Demi-Panthers'
* Added New Race 'Pantherlings'
* Added new kingdom type 'Pantherdom'
* Added New Race 'Squirrel Folk'
* Added New Race 'Squirrelmen'
* Added New Race 'Were-Squirrels'
* Added New Race 'Evolved Squirrels'
* Added New Race 'Half-Squirrels'
* Added New Race 'Shapeshifting Squirrels'
* Added New Race 'Exo-Squirrels'
* Added New Race 'Demi-Squirrels'
* Added New Race 'Squirrellings'
* Added new kingdom type 'Squirreldom'
* Added new animal 'Toucan' to the game
* Added new animal 'Chimpanzee' to the game
* Added new animal 'Panther' to the game
* Added new animal 'Squirrel' to the game

**Prefix tweaks**

* Modified 'Many-Eyed' race prefix to give 3 sets of eyes instead of 2
* Added +2 battlescore bonus to 'Edge' prefix
* Made races using hollow/dark/blood-/abyssal/evil/corrupt prefix always have hostile leaders
* Made races using ascended prefix always have neutral personality leaders
* Added +1 battlescore bonus to 'Big-eared' prefix (big ears should assist you a little)
* Made Mud races have brown skin colour (credit u/Nighteye424)

**GOODBYE CENTAARS**

This update contains another huge improvement to the race generator and its randomness, thanks to
a suggeston by u/Nighteye424, the idea was to have half-horse half-(everything) races instead of
just centaurs (half-horse half-man) or our special race of centaars (half-horse half-elf) centaars
were added long ago and well before the randomness of this race generator had picked up but now
they are no longer needed so they have been removed.

In their place however is a system that can generate tons of potential races including stuff like
Goblintaurs, Orctaurs, Elvetaurs, Trowtaurs, Trolltaurs, Cthuultaurs. Each of these races is it's
primary counterpart and half-horse giving them a battle bonus and a new name and description.

Now the races you find in the game can be even more random, though it's still rare to see a 'taur'
type race in game!

* Removed Centaars from the game
* Added new 'taurs' affix that can be added to all non-beast default races (except Men, Folk, Centaurs, Minotaurs, Minotaars, Satyr, Faun) as cool as it would be to see some Mentaurs...

**MINOR FEATURES**

Now King Gurnak has a face, All throne room executions look a little better, and freeing slaves screen has been improved with a new unique graphic!

* Added graphic for king gurnak diplomacy
* Made all executed characters faces turn blood-red during/after execution
* Added new graphic for freeing slaves screen in kingdom options
         
**BUGFIXES**

* Fixed bug with 4 animals in the race generator
* Fixed making new helmet through general screen kicks you from general screen when done
* Fixed debug and new lands kingdoms still keeping last lands lords and nobles
* Fixed three-headed and two-headed races making everyone two or three headed bug
* Fixed the crowning ceremony text colour bug
* Fixed edge prefix description bug
* Fixed 'colourful' prefix not working
* Fixed losing explore chances when you explore a region you've discovered everything
* Fixed erak screen diplomacy layout
* Fixed totem around it around it text bug (credit u/Telejimes)
* Fixed foreign king encounter text layout
* Fixed text wrap of demon totem text
* Fixed no indication of no peasants for sacrifice demon totem screen

**EVERYTHING ELSE**

* Added new dynamic text for prison labour yard (credit u/LurkMorePlease)
* Added new text for freeing slaves screen in kingdom options
* Added colour to text of default faction's diplomacy screens
* Rewrote crowning ceremony text
* Added new screens for giving knight to foreign king
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on July 10, 2019, 11:06:26 am
**WARSIM GENDER CHOICE UPDATE**

Hey guys, so I'm going to start this update with something I've needed to add for quite some time but just haven't gotten round to, when I first made this game it wasn't meant to be for anyone else, it was just a little test project to play around, because of that I never bothered adding options for how to be referred to, but I realised recently after watching a stream by a female streamer that it can be a little bit immersion breaking for those who want to imagine themselves in those roles being referred to as a King and a Lord, I've now added a system to allow the player to be male or female, but also to set their own titles of referal for anything non-binary or your own wacky titles, more freedom of playstyle is never a bad thing, sorry to anyone who has been waiting a while for this!

* Added new female name generator for choosing random names before game
* Added ability to play as a queen (or custom title) instead of always a king
* Added new graphic for choosing difficulty as a queen
* All references to Mister in game are now dynamic (Mister, Misses, CUSTOM)
* All references to m'lord in game are now dynamic (M'lord, M'lady, CUSTOM)
* All references to lord in game are now dynamic (Lord, Lady, CUSTOM)

P.S. I've tried to replace every single reference to the player being male, but there may be some I've missed so if someone plays as female and spots any I've missed please message me and I will update them to be dynamic! Thanks

**NEW MINOR FEATURES**

Two minor features I couldn't put anywhere else, now you can see the breakdown of unit battlescore in the troop report screen thanks to /u/nolat and there is dynamic text for the mercenary screen now that hopefully clears it up for some who don't click into the mercenary groups under the premise they'll have to pay to do it.

* Added new dynamic battlescore breakdown in troop report (for all troops including independent randomly generated ones) (credit u/Nolat)
* Added new dynamic intro text for mercenary screen

**MONSTER TRAINER UPDATE IMPROVEMENTS**

Nothing major but I've added additional variation for the monster hunting expedition, now it's more random and some groups dynamic text will give them a higher chance of success.

* Added 3 new additional possible dialogues for sending troops on monster capture expedition
* Added some dialogues will result in higher success rates from capturing a monster with no casualties

**CLIMBING ASCENDED**

Was playing recently and had to do the climb up Saaroth and thought the system and
it's presentation were a little lackluster, now there are full sound effects and
new screens making the climbing more of an event!

* Added new screen for mount saaroth climb
* Added sound effects to mount saaroth climb
* Added new troop loss/discover indicators for saaroth climb
* Added new screen for canyon climb
* Added sound effects to canyon climb
* Added new troop loss/discover indicators for canyon climb
* Added new sound effect laugh fall for saaroth climb

**THE LIBRARY IMPROVED**

The Aslona library wasn't up to scratch, now the books are all better laid out and have sound effects!

* Rewrote aslona library description text
* Fixed Aslona library introtext colour bug
* Fixed Aslona library colour bug on each shelf
* Added pageturn sound effect to all books in Aslona Library
* Fixed some grammar issues with Aslona library books
* Fixed layout of all library books in Aslona Library

**EXPLORATION AND ENCOUNTER CHANGES**

A few new changes including an additional random event that can occur while you're exploring!

* Added helmet to lost knight in exploration encounter
* Added new exploration encounter 'random bag of gold' between 40 and 340 gold
* Added new intro text to wagon mans post if you have trade route
* Added new screen for attempting to destroying stone of denland

**ANIMAL FIGHT PIT IMPROVED**

I was informed animal fight pit bets weren't working by /u/nighteye424 and after fixing this bug I decided to update the fight pit a little bit and make it better.

* Added new screen for winning gold in animal fight pit
* Fixed animal fight pit betting not working (credit u/Nighteye424)
* Reworked animal fight pit bet screen to show your gold and the max bettable gold
* Added new screens if you don't have enough gold to bet or the animal pit has too little gold

**NEW FACES**

Messing around with some face parts, now there are trillions more orcs and a quadrillion and a half more humans :o

* Added 1'589'130'356'814'000 new possible human faces (1.5 quadrillion)
* Added 7'227'364'320'000 new possible orc faces (7 trillion)

**KNIGHTLY HALL**

The knightly hall still has some work due but now it's a little less scrapy and has more dynamic text and dialogues.

* Added random dialogues for leader of knightly order greeting you
* Added new dynamic intro text to knightly order hall
* Added new screen for leader of knightly order being chosen
* Fixed knightly order hall text colour bug
* Reworked layout of main knightly order screen

**NEW EXTREME CHALLENGE MODE**

I thought of this as a joke and then decided to put it in regardless, if you have a court jester you can pay 100 gold for this but be warned... it won't be easy to play with, every move you make, every step you take, a big royal band will play for you.

* Added ability to pay 100 gold to your court bard to have a trumpet group follow you around and play for every action you make (warning: guarenteed to be unplayable with the sound on for more than 10 minutes)
   
**SAVE GAME SCREEN**

The save game screen has had a bit of a facelift and a new little graphic!

* Added new graphic to save game screens
* Fixed save game screens spacing and text colour

**TROOP BUYING/SELLING SCREEN REWORKED**

This is one of my favourite parts of the game as it takes a very commonly used location in the game and makes it far more advanced and better presented, which is about time to be honest, now you will have additional screens for hiring troops as well as a dynamic graphic for hiring troops in 1's 2's 3's and 4's.

* Added new notification of gold and troop loss for buying and selling troops
* Added special graphic for hiring goblins (dynamic with different graphic for hiring 1, 2, 3, 4 and above)
* Added special graphic for hiring peasants (dynamic with different graphic for hiring 1, 2, 3, 4 and above)
* Added special graphic for hiring knights (dynamic with different graphic for hiring 1, 2, 3, 4 and above)
* Added special graphic for hiring soldiers and bandits (dynamic with different graphic for hiring 1, 2, 3, 4 and above)
* Added hired troops graphic uses Aslona symbol (whatever you've set it to or 'A' by default)
* Added indicator of how many troops available in hire screen
* Added screen instead of small text for trying to hire more troops than there are available
* Added new screens and text for converting recruiters to knights and knights to recruiters
* Added dynamic text for hiring single units from the hire screen

**RIHMM POLISHED**

After watching /u/telejimes most recently playthrough I saw a few things I could improve in Rihhm and decided to get to it, now the village has been improved greatly including special dynamic graphics and screens and sounds for the snail racing minigame.

* Added sound effects to snail racing and snail racing bet gold
* Added new incdicator text for gold gained or lost in snail racing
* Fixed rihhm background sound not always playing
* Rewrote some of elder atiks dialogues
* Added new indicators for trade and tribute requests in rihhm
* Added 4 new dialogues/questions to elder atik in rihhm
* Fixed Nephoro tale text bug (credit u/Telejimes)
* Added new graphic for snail racing
* Added new graphic for snail racing circuit event
* Added new dynamic snail race victory screen
* Added new graphic to rihhm recruitment
* Fixed text bug in rihhm intro text
* Fixed text colour and spacing of rihhm recruitment screen
* Fixed rihhm tribute and trade main text layout
* Fixed elder atik of rihhm grammar issues

**BLACKMARKET STALLS IMPROVED**

I was passing through the blackmarket stalls in a recently playthrough and decided to give the area a full facelift with tons of new sound effects and graphics.

* Added pageturn sound effects to book rental stall books
* Added better layout to book rental stall books
* Added graphic for bluetrii fruit stall
* Fixed sell from stall text bug in bluetrii
* Updated bluetrii stall selling and buying text
* Added new screens and graphics for buying and selling bluetrii fruit in stall
* Added sound effects to buying and selling bluetrii fruit in stall
* Added 2 dialogues to bluetrii fruit seller
* Added new screen and graphic for buying skull key in market stall
* Added sound effects to buying key in market stall
* Added new sound effect for buying musicians elixir
* Added new graphic and screen for buying musicians elixir
* Fixed grammar bug with elixir stall
* Added new screen and sound effect to buying chaos orb in market stall
* Added if cheats are disabled in your game then cheats stall in blackmarket will be closed

**NEW RACE PREFIX ADDITIONS**

No massive changes to the race prefix system, but a new single prefix 'Loremaster' which grants the race that has it a higher level of civilisation and a new structure with a dynamic graphic! (With this there are 338'082 new possible races)

* Add new race prefix 'Loremaster' (+2 civ level, +1 Battlescore, Race has large library visitable building)
* Added dynamic grand library of Loremaster race with 5 different possible graphics depending on land holdings of the faction (50+, 25+, 10+, 5+, less than 5)

**NEW BEAST TYPE RACES**

I cleared through a backlog of creatures I meant to add to the game, these new beast race combinations have added another 2'568'690 possible in-game races, knocking the game from 69.4 million to 72 million

* Added New Race 'Mongoose Folk'
* Added New Race 'Mongoosemen'
* Added New Race 'Were-Mongooses'
* Added New Race 'Evolved Mongooses'
* Added New Race 'Half-Mongooses'
* Added New Race 'Shapeshifting Mongooses'
* Added New Race 'Exo-Mongooses'
* Added New Race 'Demi-Mongooses'
* Added New Race 'Mongooselings'
* Added New Race 'Gaur Folk'
* Added New Race 'Gaurmen'
* Added New Race 'Were-Gaurs'
* Added New Race 'Evolved Gaurs'
* Added New Race 'Half-Gaurs'
* Added New Race 'Shapeshifting Gaurs'
* Added New Race 'Exo-Gaurs'
* Added New Race 'Demi-Gaurs'
* Added New Race 'Gaurlings'
* Added New Race 'Grouse Folk'
* Added New Race 'Grousemen'
* Added New Race 'Were-Grouses'
* Added New Race 'Evolved Grouses'
* Added New Race 'Half-Grouses'
* Added New Race 'Shapeshifting Grouses'
* Added New Race 'Exo-Grouses'
* Added New Race 'Demi-Grouses'
* Added New Race 'Grouselings'
* Added New Race 'Louse Folk'
* Added New Race 'Lousemen'
* Added New Race 'Were-Louses'
* Added New Race 'Evolved Louses'
* Added New Race 'Half-Louses'
* Added New Race 'Shapeshifting Louses'
* Added New Race 'Exo-Louses'
* Added New Race 'Demi-Louses'
* Added New Race 'Louselings'
* Added New Race 'Sealion Folk'
* Added New Race 'Sealionmen'
* Added New Race 'Were-Sealions'
* Added New Race 'Evolved Sealions'
* Added New Race 'Half-Sealions'
* Added New Race 'Shapeshifting Sealions'
* Added New Race 'Exo-Sealions'
* Added New Race 'Demi-Sealions'
* Added New Race 'Sealionlings'
* Added New Race 'Wallaby Folk'
* Added New Race 'Wallabymen'
* Added New Race 'Were-Wallabys'
* Added New Race 'Evolved Wallabys'
* Added New Race 'Half-Wallabys'
* Added New Race 'Shapeshifting Wallabys'
* Added New Race 'Exo-Wallabys'
* Added New Race 'Demi-Wallabys'
* Added New Race 'Wallabylings'
* Added New Race 'Mallard Folk'
* Added New Race 'Mallardmen'
* Added New Race 'Were-Mallards'
* Added New Race 'Evolved Mallards'
* Added New Race 'Half-Mallards'
* Added New Race 'Shapeshifting Mallards'
* Added New Race 'Exo-Mallards'
* Added New Race 'Demi-Mallards'
* Added New Race 'Mallardlings'
* Added New Race 'Shrew Folk'
* Added New Race 'Shrewmen'
* Added New Race 'Were-Shrews'
* Added New Race 'Evolved Shrews'
* Added New Race 'Half-Shrews'
* Added New Race 'Shapeshifting Shrews'
* Added New Race 'Exo-Shrews'
* Added New Race 'Demi-Shrews'
* Added New Race 'Shrewlings'
* Added New Race 'Crane Folk'
* Added New Race 'Cranemen'
* Added New Race 'Were-Cranes'
* Added New Race 'Evolved Cranes'
* Added New Race 'Half-Cranes'   
* Added New Race 'Shapeshifting Cranes'
* Added New Race 'Exo-Cranes'
* Added New Race 'Demi-Cranes'
* Added New Race 'Cranelings'
* Added New Race 'Oyster Folk'
* Added New Race 'Oystermen'
* Added New Race 'Were-Oysters'
* Added New Race 'Evolved Oysters'
* Added New Race 'Half-Oysters'
* Added New Race 'Shapeshifting Oysters'
* Added New Race 'Exo-Oysters'
* Added New Race 'Demi-Oysters'
* Added New Race 'Oysterlings'

**NEW BEAST TYPE KINGDOMS**

As you may or may not know, any beast race may also have a kingdom type relative to their race instead of just generic 'kingdom' or 'empire' beware the Immortal Mongoosedom, or the Mighty Shrewdom of the eastern isle!

* Added new kingdom type 'Mongoosedom'
* Added new kingdom type 'Gaurdom'
* Added new kingdom type 'Grousedom'
* Added new kingdom type 'Lousedom'
* Added new kingdom type 'Sealiondom'
* Added new kingdom type 'Wallabydom'
* Added new kingdom type 'Mallarddom'
* Added new kingdom type 'Shrewdom'
* Added new kingdom type 'Cranedom'
* Added new kingdom type 'Oysterdom'

**NEW ANIMALS**

The new animals that have been added and have caused all the fuss above! These can appear in animal fights and as group names like 'The Golden Gaur Bandits' or 'The Purple Oyster Gang'!

* Added new creature 'Mongoose'
* Added new creature 'Gaur'
* Added new creature 'Grouse'
* Added new creature 'Louse'
* Added new creature 'Sealion'
* Added new creature 'Wallaby'
* Added new creature 'Mallard'
* Added new creature 'Shrew'
* Added new creature 'Crane'
* Added new creature 'Oyster'

**REACTIONS EXPANSION**

Nothing major again but another few additional reactions in game!

* Added 'Consider it done lord' reaction to knight quest
* Added 'No problem king' reaction to knight quest
* Added 'Shall be done lord' reaction to knight quest
* Added 'bless your heart' reaction to thanks

**JOKES ON YOU**

A new influx of mostly level one jokes that can be found in game now, higher level jokes can only be said by jesters with high enough skill.

* Added new level one sad elf joke
* Added new level one injured goblin joke
* Added new level one elf school joke
* Added new level two sad elf joke
* Added new level one vampire goblin joke
* Added new level one ghost street joke
* Added new level one goblin party joke
* Added new level one average ogre joke
* Added new level one demons and ghouls joke
* Added new level one witches nametags joke
* Added new level three two dragons in a tavern joke
* Added new level two fat demon joke

**NEW NAMES**

I decided to add a bunch of new names to the race names system to make sure things weren't getting stale.

* Added 191 new dwarf names
* Added 10 new abominations names
* Added 6 new blogroki names
* Added 5 new mushroom man names
* Added 10 new goblin names
* Added 7 new gnome names
* Added 6 new underling names

**BUGFIXES**

Lots of bugfixes!

* Fixed grammar and layout of all independent building descriptions
* Fixed to strong text bug in stone of denland
* Fixed demon end of turn nomad battle reports showing 0 men dead (no just says no men)
* Fixed attack cancelled mercenary screen sound effect cuts of music
* Fixed void army text layout and colour in diplomacy screen
* Fixed text colour of wagon man exploration encounter
* Fixed text colour of masterless peasants exploration encounter
* Fixed text colour of lost knight exploration encounter
* Fixed Satyrs being mistakenly given taurs suffix in generator
* Fixed Centaars not actually removed from game
* Fixed blackmarket gallows grammar issue
* Fixed knight desertion text end of turn report not appearing
* Fixed expense gold for knight wage unpaid not correct
* Fixed knight wage not including recruiters (now it will mention if recruiters paid too) (credit Defender)
* Fixed bandit hire screen random blank line bug
* Fixed text wrap bug in unit recruitment screens
* Fixed text colour and layout in unit recruitment screes
* Fixed the some of text bug in hire screen
* Fixed layout of unit selling screens
* Fixed no exit from unit selling screens

**NEW EXTRAS GOODIES**

Now if you go to the extras folder in your warsim install you will find the code for Centaars if you want to add them back into the game!

* Added Centaars code to warsim extras (can copy paste in to get Centaars back if you want them)

**EVERYTHING ELSE**

Lots of loose and misc stuff!

* Reworked layout and colour of foreign merc hall
* Reworked bandit prisoner hire screen layout
* Updated text and layout of cease hostilities screen
* Reworked layout of troop report a little
* Fixed layout of Baiaa black tower maze library books
* Added page turn sounds to books in black tower maze
* Added 5 new miner dialogues
* Added new screen and sound effects to buying chaos orb from ship in dockrow
* Nerfed ants animal battlescore from 20 to 6
* Added 4 new suffixes for blackmarket pickpocket gang leaders
* Added 10 new faction name parts (mostly for bandits)
* Reduced filesize of arena horn sound effect
* Added 12 new flag parts

And that's the update, let me know what you guys think!
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: SalmonGod on July 11, 2019, 03:10:59 pm
PTW

Haven't noticed this game until now, but this thread looks like a labor of love.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on July 15, 2019, 08:29:29 am
Thanks SalmonGod! the game is certainly a labour of love :)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on July 16, 2019, 08:18:28 am
**THE GOBLIN SLAVER EXPANDED**

While looking into the goblins and goblin slavery being banned I realised how flat and shallow the goblin slaver is, it's just a line of text and a random price cost of goblins set at each game start, I figured it could be far far more dynamic and interactive and so I spent the last two days making it just that. Now the goblin slaver isn't just some line of text, it's a real character with their own personality, battlescore, face, and name. You have a relationship with them that can grow and earn you bonuses and each goblin slaver will be different from the last with their own combination of a trait and their battlescores effect, meaning you might find a slaver giving his goblins away, or one selling them for 1000 gold each, or perhaps he's selling a bunch of humans painted green, it's all possible now!

* Added goblin slavers capturing ability tethered to their battlescore
* Added new type of goblin slaver (recruiter) More goblins each turn
* Added new type of goblin slaver (penny pincher) pays you half tribute
* Added new type of goblin slaver (generous) pay you twice tribute
* Added new type of goblin slaver (berserk) instead of selling normal goblins, sells berserkers (but has less slaves)
* Added new type of goblin slaver (mercantile) goblins twice as expensive, tribute is twice as much too
* Added new type of goblin slaver (discounted) goblins twice as cheap, tribute half as much
* Added new type of goblin slaver (coin collector) goblins cost 1 gold each
* Added new type of goblin slaver (misvalued) goblins cost 1000 gold each, tribute is 4x as much
* Added new type of goblin slaver (giver) goblins are free, cannot gain relation, captures less goblins
* Added new type of goblin slaver (berserk and cheap) goblins are berserkers and cost 1 gold each
* Added new type of goblin slaver (slaver) "goblins" are actually human slaves painted green
* Added new type of goblin slaver (efficient) can store 10x as many goblins
* Added new type of goblin slaver (stable) guarenteed at least half of the max capturable goblins each turn instead of full rng
* Added new goblin slaver slot in diplomacy screen
* Added ability to talk to goblin slaver with dynamic dialogue based on stats
* Added chance to gain relation with goblin slaver +1 for every 100 goblins bought (max 100 relation)
* Added global goblin slaver relationship that if hits -100 no goblin slavers will ever come again
* Added ability to have goblin slaver executed (-20 global relationship)
* Added 1015 Cheat (spawn new goblin slaver)
* Added 1016 Cheat (set slavers trait to specific trait from list)
* Added 1017 Cheat (adds 1000 goblin slaves to slavers ranks)
* Now goblin recruitment is based on the lands of Krut and Erak instead of Aslona Lands (so less goblins will be available if you annihilate the goblin clans)
* Added alternate dynamic graphics for goblin berserkers (5 graphics)
* Added alternate dynamic graphics for recruiting slaves painted green (5 graphics)
* Added 1 in 6 chance of goblin hunter fleeing from being hunted by goblin warlord
* Added 1 in 6 chance of goblin revolt (depending how many goblins held)
* Added 1 in 6 chance of goblin slaver being replaced by competitor
* Added full dialogues for goblin slaver (4 questions with dynamic responses)
* Added chance of +2 berserkers gift each year depending on personal relationship with slaver
* Added chance of +2 goblins gift each year depending on personal relationship with slaver
* Added chance of +half standard tribute gift each year depending on personal relationship with slaver
* Added if max relationship then you will get one of the above gifts each year

**BANDIT KING IMPROVEMENT**

I was looking through my to-do list and spotted this feature concept, it makes sense too, as a bandit king you will now recruit a mix of soldiers and bandits (mostly bandits) each turn unless you declare forceful enlistment.

* Added playing as bandit king will give you soldiers and bandits as recruits each turn

**GOBLIN DESERTION REWORK**

It was brought to my attention that the goblin desertion events were happening even with slavery banned, I checked and it was the same for celebrations too, I think it shouldn't be this way so now its fixed and there are new positive events to take its place.

* Made goblin desertion events 50x rarer if you have goblin slavery banned (credit Chara66613)
* Made goblin desertion events 50x rarer if you have goblin celebraiton (credit Chara66613)
* Made goblin desertion events 9999x rarer if you have both goblin celebration and slavery banned (credit Chara66613)
* Added small goblin joining pack end of turn event (if goblin celebration active and goblin slavery banned)
   
**SPONTANEOUS TOURNAMENTS**

Tournaments are fun and so is the Arena, but for some players tournaments are a far off concept they won't get to see, I thought it would only be fair if the independent arena owners occasionally went and ran their own tournament, so now in the early game you may notice that a tournament is underway and the arena wont function as it normally does, I've also expanded tournaments a little bit with a new introductory screen.

* Added new intro for declaring a tournament
* Added ability for arena not held by the player to hold tournaments too (1 in 6 chance each year)
* Added new pre-tournament text for arena owner dynamic depending on their personality
* Updated layout of bet screen in tournaments

**NEW NAMES**

Not as many as the last update but added a couple more names to keep things fresh.

* Added 5 new faction name generator parts
* Added 10 new female character names
* Added 10 protofolk names

**THE LUCKY GNOME**

What started as a small idea to expand the blackmarket stalls became a multi-pathed questline that took me hours to put in, make sure you swing by and see it for yourself, but beware the consequences.

* Added new mini questline (with multiple diverse outcomes and dynamic systems) 'The Lucky Gnome'
* Added new dynamic change to blackmarket gallows depending on outcome of quest
* Added new economic stagnation effect to blackmarket depending on outcome of quest
* Added new sound effect 'Gnome Squeeze'

**BUGFIXES**

A couple of bugfixes, mainly catching up with missed parts of the last gender update though I feel there are probably some more nested about!

* Fixed 'one true king' intro text error (credit u/Nighteye424)
* Fixed grammar issues in intro court event
* Fixed another king reference in intro text
* Fixed intro text grammar issue
* Fixed bluetrii stand buying and selling layout
* Fixed bluetrii stall owner having blue skin bug
* Fixed cruel ways to rule book visible even before bought (credit KlickPy from Discord)
* Fixed Arena grand champ beaten in a tournament doesn't get his tourney wins counted on his hall of fame record
* Fixed trumpet fail sound effect not working

**EVERYTHING ELSE**

* Added 8 circle flag parts to the faction flag generator
* Added rare chance the recruitment screen main graphic shows an alternate graphic
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on July 19, 2019, 10:52:53 am
**FULLY CUSTOM RACES**

The main focus of this update, one of the most heavily requested things I recall being asked for in warsim, there have been numerous emails, comments, steam community threads and reddit comments, now you can select any prefix for your custom races allowing you explore weird and specific prefixes you'd like to and create the exact races you want for your world.

* You can now choose a prefix to go along with race selection giving you full control

**PRE-BATTLE SCREEN IMPROVEMENTS**

Now when you're under attack you will not be given the same text everytime, hopefully improving things to be more dynamic and different over time!

* Added 10 different texts for prebattle attack
* Added 5 different text for prebattle attack but you have no general

**NEW THRONE ROOM ENCOUNTERS**

Thank u/ScarsAndStripes for a bunch of great suggestions of throne room encounters, I still have a few of them on my to-do list but got two of them in this update!

* Added dynamic caravan of ale encounter (credit u/ScarsAndStripes)
* Added dynamic soldiers celebrating victory throne room encounter (credit u/ScarsAndStripes)

**ARENA TWEAKS**

Just a few adjustments to the arena, now the victory screens are better and more dynamic!

* Added horn sound to arena victory screen
* Made commoners tourney have two victory screens (tourney chart, winners face)
* Made 8-man tourney have two screens at the end (tourney chart, winners face)

**THE WHEEL OF WEALTH**

The wheel of wealth was coded while I was in an airport on the way back from the Netherlands, It definitely needed to be improved and now has sounds and a proper spinning wheel graphic!

* Added new screen for paying to play wheel of wealth
* Added sound effect for paying to play wheel of wealth
* Added sound effect to winning wheel of wealth
* Added sound to spinning wheel of wealth
* Added new wheel graphic for wheel of wealth
* Fixed text skip bug with wheel of wealth

**MERCENARY ORIGIN STORY PACK**

Been a while since I've added any of these so here's a new pack of origins!

* Added Shepherds merc origin story
* Added dung weapons merc origin story
* Added dirt bath merc origin story
* Added gods merc origin story
* Added head cross merc origin story
* Added ex baker merc origin story
* Added silent men merc origin story

**HERO ORIGIN STORIES**

The same for heroes, now there are more backgrounds!

* Added boring hero origin
* Added stone pelted bard hero origin
* Added ex-bandit hero origin

**NEW FACES**

A casual few billion additional faces in the game!

* Added 869'365'094'400 new goblin faces
* Added 3'919'104'000 new halfling/homunculi faces (doubled)

**NEW DIALOGUES**

A bunch of new dialogues,

* Added 5 new love cult dialogues
* Added 5 new nomad dialogues
* Added 5 new prison dialogues
* Added new leafburner dialogue pun
* Added 5 new universal tavern dialogues

**NEW NAME SUFFIXES**

A heap of new prefixes for the game, haven't added a bunch for a while so here are some new ones!

* Added new name suffix 'the Twitchy' (-10 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Worthless' (-6 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Dog Rider' (+9 battlescore)
* Added new name suffix 'the Dog Whisperer' (+7 battlescore)
* Added new name suffix 'the Cat Whisperer' (+5 battlescore)
* Added new name suffix 'the Horse Whisperer' (+6 battlescore)
* Added new name suffix 'the Beast Whisperer' (+30 battlescore)
* Added new name suffix 'the Whisper' (+25 battlescore)
* Added new name suffix 'the Rosefaced' (+1 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Boneclad' (+34 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Ironclad' (+29 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Steelclad' (+30 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Bronzeclad' (+30 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Woodclad' (+12 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Stoneclad' (+15 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Crystalclad' (+44 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Skullclad' (+36 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Hideclad' (+14 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Goldclad' (+33 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Glassclad' (+10 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Silkclad' (+3 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Obsidianclad' (+50 battlescore) (this suffix can also be mixed with random additions)

**BUGFIXES**

* Fixed custom title text spacing bug
* Fixed always horn bard system not working with ascii disabled
* Fixed he ones again text bug in lucky gnome quest
* Fixed setting your own custom title bug
* Fixed Book rental stall restarts theme music instead of blackmarket music
* Fixed pause line error in recruiter screen
* Fixed state of the realm text bug
* Fixed loadtip length bug
* Fixed new goblin slaver not spawned at new game start
* Fixed custom game race selection colour
* Fixed satchel of gold explore encounter causing another encounter to follow
* Fixed he ask your business text bug for blackmarket leaders den
* Fixed blackmarket leaders den wordwrap on each type
* Fixed blackmarket leader dialogue missing line bug
* Fixed wordwrap and text colour of under attack screen
* Fixed text colour and grammar issues with custom game screens

**EVERYTHING ELSE**

* Added ability to name your character after choosing random name
* Added 4 new pickpocket gang leader name suffixes
* Added new monster part 'torsoless thick legs'
* Added a new loadtip about extras screen
* Added random number of goblins available at game start (5-204)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on July 22, 2019, 02:16:16 am
And so the 7-day develop-athon begins, this update contains 50 features and bugfixes delving into several areas of the game!

**BLACKMARKET POLISH**

A little run through the Blackmarket revealed several issues to be resolved, now communicating
with the Blackmarket leader is a bit better, hiring mercs from the market is greatly improved
and matches normal recruitment and there is some new content with Blackmarket leaders to be discovered.

* Added new question 'Favourite district' to blackmarket leader (18 possible dynamic answers)
* Fixed blackmarket bandit hire screen for centuryfest and normal now use same code
* Added new dynamic screen for hiring bandits from blackmarket merc post with dynamic graphic and text
* Fixed textwrap and grammar of old man coins slums encounter in blackmarket
* Fixed text colour of old man coins slums encounter in blackmarket
* Fixed blackmarket goblin leader entrance to den wordwrap
* Fixed blackmarket necro leader entrance to den wordwrap
* Fixed blackmarket leader dialogue screens having missing line
* Fixed set up trade post grammar issue blackmarket
* Fixed all blackmarket leader conversational dialogues textbugs and wordwrap issue
* Added new notification text when trade deal accepted with blackmarket
* Added new screen for ending trade with blackmarket
* Fixed textwrap and grammar issues with intro text for blackmarket leader
* Added 2 new dialogues for entering the presence of a nasty blackmarket leader

**NEW CHEATCODE**

This ones a little silly but if you've played Warsim you'll know I'm a fan of silly features, Dtyn8 suggested
adding a new code that would make everyones face warp and mutate, enable this code and everyone you meet will
be deformed!

* Added new cheat '7020' all faces are mutated a bit (credit u/Dtyn8)

**SLAVERS FORT POLISH**

The slavers fort has had a little bit of work done on it!

* Fixed no change in option when all available slavers have been bought
* Added new screen for looking at hiring slavers when at max
* Fixed able to hire slavers when no slavers for hire

**NEW NAME SUFFIX PACK**

Clad-related names are all the rage, adding to the ever growing list of possible characters
to find in warsim! (feel free to share any suggestions, you can check if we've already got it
by searching inside the 'Name Suffix.txt' file in your warsim data folder)

* Added new name suffix 'the Leafclad' (+5 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Swordclad' (+39 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Shieldclad' (+25 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Muscular' (+35 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Shameful' (-5 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Dogfaced' (+2 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Firewalker' (+29 battlescore)
* Added new name suffix 'the Regretful' (-10 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Sunlooker' (-5 battlescore)
* Added new name suffix 'the Suncaller' (+12 battlescore)
* Added new name suffix 'the Sun-Dancer' (+5 battlescore)
* Added new name suffix 'the Sunny' (+3 battlescore) (this suffix can also be mixed with random additions)

**HERO ORIGIN STORIES**

A handful more origin stories to keep heroes different and interesting!

* Added 'Work-a-lot' hero origin story
* Added 'Hole in head' hero origin story
* Added 'Training to be a pit fighter' hero origin story
* Added 'Sewer trader' hero origin story
* Added 'Odd job gambler' hero origin story

**EASTERN TRADE POST POLISH**

The eastern trade post was lacking a little so I've added some new content and upgraded
preexisting content

* Added additional 2 questions to eastern trade post leader (How much gold can I make, where are you from)
* Added screen for agreeing to trade deal with eastern trade post
* Added screen for revoking trade deal with eastern trade post
* Fixed grammar issues in eastern trade post
* Fixed missing ? from question options in eastern trade post

**THRONE ROOM REACTIONS**

A handful more reactions to someone thanking you, I want to continually add to the
reactions system to ensure that every throne room event is as unique as it can be

* Added 'I appreciate it' thanks reaction
* Added 'blessed is the name' thanks reaction
* Added 'too kind' thanks reaction

**BUGFIXES**

Thanks Cable and LurkmorePlease for your bugfinds!

* Fixed broken green skin after encounter bug
* Fixed jewel thief suffix typo (credit Cablenexus)
* Fixed being unable to buy 7th champion from list of champions unless you have 10x what he costs (credit u/LurkmorePlease)
* Fixed blackmarket label textbug
* Fixed goblinwood text bug in human toe tavern dialogue

**EVERYTHING ELSE**

* Added new screen to giving coins to old man coins slums encounter in blackmarket
* Added 5 new dialogues to Human's Toe Tavern in Goblinwood

As always, comments and feedback are appreciated, feel free to share your ideas, next update will be posted tomorrow!
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on July 23, 2019, 07:12:32 am
https://i.imgur.com/xOzwCRa.png

Day two of the develop-a-thon, today brings 676 thousand new races, a polished entry fee system in the Blackmarket, 4 new throne room encounters, a pack of name suffixes, a bunch of jokes some bugfixes and some general alterations and changes!

**NEW RACES**

Now you can find evil wretched races and insanely tough colossal races, these two prefixes mixed with the advanced race system results in a great deal of races.

* Added a total of 676'164 new possible races (from Colossal Swamp Trolls to Wretched Antmen)
* Added 'Colossal' race prefix (9x Battlescore, Population divided by 10) (credit u/AdministrativeTreat7)
* Added 'Wretched' race prefix (+1 Battlescore, -2 Civilisation level, Evil race, Always evil leaders) (credit Ash)
* Made Wraith Races have evil leaders
* Made Vile Races have evil leaders

**BLACKMARKET ENTRY FEE POLISHED**

This system was in dire need of a rework, now it's a little more interesting and random!

* Added new Blackmarket guard hat
* Added new screen before fee paid to Blackmarket (With 4 different random intro texts)
* Added new screen for paying fee to Blackmarket
* Added new screen for not having the gold to pay for Blackmarket (with sound effects)

**THRONE ROOM ENCOUNTERS**

Another one of u/ScarsAndStripes suggestions as well as a handful more to keep the throne room
interesting!

* Added 'exploration seer' throne room encounter (3 dynamic outcomes) (credit u/ScarsAndStripes)
* Added 'drunk compliment' throne room encounter
* Added 'Sacred Trees Dispute' throne room encounter
* Added 'Guided by gods' throne room encounter

**NEW NAME SUFFIXES**

Quite a few negative battlescore suffixes in this update, my favourite new one is 'the Roguelike'

* Added new name suffix 'the Roguelike' (+29 battlescore)
* Added new name suffix 'the Rogue' (+39 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Blighter' (+3 battlescore)
* Added new name suffix 'the Dastard' (+12 battlescore)
* Added new name suffix 'the Dastardly' (+11 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Lowlife' (-4 battlescore)
* Added new name suffix 'the Varlet' (-3 battlescore)
* Added new name suffix 'the Scallywag' (-2 battlescore)
* Added new name suffix 'the Ne'er-do-well' (+3 battlescore)
* Added new name suffix 'the Scrote' (+1 battlescore)
* Added new name suffix 'Scote' (+1 battlescore)
* Added new name suffix 'the Meany' (+6 battlescore)
* Added new name suffix 'the Wastrel' (-5 battlescore)
* Added new name suffix 'the Charlatan' (-15 battlescore) (this suffix can also be mixed with random additions)
* Added new name suffix 'the Miscreant' (-5 battlescore)
* Added new name suffix 'the Reprobate' (-3 battlescore)
* Added new name suffix 'Arrowfoot' (+5 battlescore)

**I'M ONLY JOKING**

A bunch of 'funny' jokes you will now find in the throne room and from jesters, consider
Warsim like bread, I ain't loafing around letting the content go stale.

* Added new joke 'Ghost jester' (level 1 jesters)
* Added new joke 'Ghost hearing' (level 2 jesters)
* Added new joke 'Ghost breakfast' (level 1 jesters)
* Added new joke 'Lieing Ghost' (level 2 jesters)
* Added new joke 'Greet a ghost' (level 1 jesters)
* Added new joke 'Ghost tree' (level 1 jesters)
* Added new joke 'Bad wizard' (level 2 jesters)
* Added new joke 'Wizard Marriage' (level 1 jesters)
* Added new joke 'Wizard test' (level 3 jesters)
* Added new joke 'Wizard school' (level 3 jesters)
* Added new joke 'Wizard and witch' (level 1 jesters)
* Added new joke 'Jumping Goblin' (level 4 jesters)
* Added new joke 'Orcs and friends' (level 1 jesters)

**BUGFIXES**

* Fixed grammar and text bugs in Blackmarket entry cost screen
* Fixed sound skip bug when exiting laws screen
* Fixed missing line after betgold recieved in arena

**EVERYTHING ELSE**

* Added 3 new dialogues for Ogloobs Blackrow Tavern
* Added if Blackmarket leader robs the market and runs, the economy goes stagnant for 3 years
* Updated layout of bet screen in arena
* Made throne room poem for you gender neutral
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on July 24, 2019, 06:30:07 am
https://i.imgur.com/Ud4k68Y.png

Day three of the develop-a-thon, today brings a brand new tavern with some interesting stuff inside it, a much more advanced and dynamic pre battle attack screen, and loads more

**THE ICE WATCH TAVERN**

Now the Ice Watch Tower ruins have something you can do in them, a punky little tavern build beside the desolate and ruined northern tower! This tavern includes a recording I made today, a mini punk song writen for warsim, let me know what you think.

* Added Ice Watch tavern to the Ruins of Ice Watch Keep
* Added 10 Ice watch tavern goer dialogues
* Added ability to speak with tavern keep (3 dialogues)
* Added ability to watch local brawl and hire the victor
* Added ability to listen to the Ice Watch song (by me)

**PREBATTLE ATTACK CHOICE SCREEN**

In Warsim the pre-battle screen is seen quite a lot, so I figured why not try to make it far more dynamic, now there are lots of new screens for various different things as well as more dynamic and random text instead of preset lines everytime!

* Added 5 alternate dialogues for general when attacking rebellion
* Added 5 alternate dialogues for general when attacking bandits
* Added 5 alternate dialogues for general when attacking krut & erak
* Added 5 alternate dialogues for general when attacking a minor bandit gang
* Added 5 alternate dialogues for general when attacking independent kingdoms
* Added new screen for having no spymaster or diplomat when asking for information
* Added new screen for pre-battle without a general
* Fixed text colour of all prebattle text
* Fixed missing lines in all of pre-battle screens
* Fixed surrendering independent kingdom screen textwrap, grammar and colour issues
* Fixed burn the house down independent kingdom screen textwrap, grammar and colour issues
* Added special new screen for having no general and getting attacked

**INDEPENDENT REFUGEE EXPANSION**

The independent refugee system is used in the throne room when an independent unit comes from a foreign land, now their responses to why they have come to you are a little more varied!

* Added 'Put in a box' explanation of mistreatment
* Added 'I regret slapping the king' response to death sentence
* Added 'Not that interesting' response to why am I interesting
* Added 'Murdered before but not this one' response to murder accusation
* Fixed independent refugee system grammar issues

**NEW NAME SUFFIXES**

Bardbarians are so cool!

* Added new name suffix 'the Swiper' (+5 battlescore)
* Added new name suffix 'the Goldswiper' (+6 battlescore)
* Added new name suffix 'the Skullswitcher' (+39 battlescore)
* Added new name suffix 'the Switcher' (+3 battlescore)
* Added new name suffix 'the Swooper' (+6 battlescore)
* Added new name suffix 'the Bardbarian' (+35 battlescore)
* Added new name suffix 'the Battlebard' (+16 battlescore)
* Added new name suffix 'the Tourist' (+1 battlescore)
* Added new name suffix 'the False-Promiser' (-15 battlescore)

**BUGFIXES**

Most of these bugfixes are from the diplomacy screen, after having a look through it wasn't up to scratch, now it's been reworked to be a lot more clean!

* Fixed music not being checked for sound block with wild skalds band
* Fixed attack being skipped if you look at extra information on independent kingdoms (credit Cablenexus)
* Fixed witch name file being bugged
* Fixed text colour of adventurers screen
* Fixed slave revolt diplomacy screen text colour and grammar issue
* Fixed deserters diplomacy screen text colour and grammar issue
* Fixed pest group diplomacy screen text colour issue
* Fixed Demon diplomacy screen text colour issue
* Fixed refugee camp diplomacy text colour and grammar issue
* Fixed void army diplomacy text colour issue
* Fixed Baiaa vampire diplomacy text colour issue
* Fixed wild vampire diplomacy text colour issue

**EVERYTHING ELSE**

* Slightly reworked refugee camp diplomacy screen layout
* Slightly reworked pest group diplomacy screen layout
* Slightly reworked deserter diplomacy screen layout
* Added new text to adventurers screen
* Added 6 new minotaur names
* Added 5 new gnoll names
* Added 7 new witch names
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on July 25, 2019, 06:28:19 am
https://i.imgur.com/tIOFsn9.png

Day four of the develop-a-thon, today brings a feature I'm in love with, the custom champion creator! This is no joke either, this is real full blown customisation of your own heroes, check this out

* https://i.imgur.com/IfvqYUY.png
* https://i.imgur.com/QfDNCXj.png

**CUSTOM CHAMPION CREATOR**

This was a suggestion by a real life friend of mine who plays warsim, something I can't believe I haven't thought of yet, it allows you to create a custom hero, you can draw/generate or build their face, choose their battlescore, name and origin and then add them to your game, this allows for completely personal champions!

* Added cheat code '6001' opens custom champion creator (credit Dylan)

**LAUNCHING ATTACK PREP IMPROVED**

Finally this pre-attack stuff is updated to fit with the rest of the games design, I've also made the text a little more dynamic and fixed some bugs with it!

* Added new screen for attacking without a general
* Added 3 new generals dialogues for launching a skirmish
* Added 3 new generals dialogues for launching a raid
* Added 3 new generals dialogues for launching an invasion
* Fixed spymaster before battle textwrap, grammar and misreference of title
* Fixed text colour issue of general text before attacking

**BAIAA POLISHED**

Passed through Baiaa and realized lots of it was in need of some good polish, so here we are!

* Fixed Baiaa maze gnomes broken intro dialogues
* Fixed old forgetful vampire text bugs
* Added new screen for demon painting in Blacktower maze
* Added new screen for red gate room in Blacktower maze
* Updated colour of all books in Blacktower Maze
* Added new screen and graphic for picking up coin from floor (in Blacktower maze)
* Updated cup game winning texts
* Fixed issues with Baiaa Blacktower maze
* Fixed Baiaa grammar bug in intro text
* Fixed Baiaa text colour in cup game
* Fixed reference to king instead of relevant title when entering baiaa as explorer
* Fixed mislabelled coin pickup option in Baiaa blacktower maze
* Updated description for two decorated door room in Baiaa maze (and updated option tags)

**NEW FACES**

Now we have a billion possible vampires!

* Added 345'071'232 new vampire faces (was 744 million, now 1 billion)

**NEW NAME SUFFIXES**

Tons of new possible champion prefixes this time, the Best is 'the Champion of Blood' with +72 battlescore which is obscene

* Added new name suffix 'the Lout' (-3 battlescore)
* Added new name suffix 'the Bigot' (-10 battlescore)
* Added new name suffix 'the Beast-Tamer' (+15 battlescore)
* Added new name suffix 'the Beast-Eater' (+49 battlescore)
* Added new name suffix 'the Winged' (+5 battlescore)
* Added new name suffix 'the Goldwinged' (+10 battlescore)
* Added new name suffix 'the Bladeswinger' (+16 battlescore)
* Added new name suffix 'the Spearswinger' (+17 battlescore)
* Added new name suffix 'the Champion of Dunes' (+45 battlescore)
* Added new name suffix 'the Champion of Hearts' (+50 battlescore)
* Added new name suffix 'the Champion of Hands' (+56 battlescore)
* Added new name suffix 'the Champion of Bones' (+59 battlescore)
* Added new name suffix 'the Champion of Blood' (+72 battlescore)
* Added new name suffix 'the Champion of the Hills' (+20 battlescore)
* Added new name suffix 'the Champion of Mountains' (+68 battlescore)
* Added new name suffix 'the Champion of the Depths' (+69 battlescore)

**NEW UNITS**

Haven't added any of these for a while, these are units that can be spawned for groups like mercenary companies

* Added new unit type 'Twiglancer'
* Added new unit type 'Polelancer'
* Added new unit type 'Pikelancer'
* Added new unit type 'Swordchief'
* Added new unit type 'Bowchief'

**BUGFIXES**

* Fixed missing line for brawls without a graphic
* Fixed duplicate parts in vampire face generator

**EVERYTHING ELSE**

A bunch of new stuff mostly dialogues!

* Added 5 Ice Watch tavern dialogues
* Added 5 goblinwood tavern dialogues
* Added 3 new crowns to the game
* Added 5 dialogues to rihhm village
* Added new advice joke to advice pool
* Chanced press space bar to skip text to say hold spacebar to skip (credit Dylan)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on July 26, 2019, 08:31:44 am
https://i.imgur.com/1e3nNp2.png

Day five of the develop-a-thon! we're still going, today is a big bunch of fixes thanks to a megalist of bugfinds from defender @audiogames.net as well as a bunch of new races and some blackmarket improvements!

**NEW RACES**

Bookrage sent me a huge list of ideas for races so we've now got 1'776'192 new races because of them

* Added new race prefix 'Taiga' (credit bookrage)
* Added new race prefix 'Toothy' +1 battlescore, double teeth (credit bookrage)
* Added new race prefix 'Treetop' (credit bookrage)
* Added new race prefix 'Academic' +4 civ level, +academy (credit bookrage)

Here's an example of some toothy race faces: https://i.imgur.com/Ue2080S.png

**NEW NAME SUFFIXES**

As I write this I'm hungover so those bottom two suffixes are personal

* Added new name suffix 'the Headstrong' (+39 battlescore)
* Added new name suffix 'the Hard-Head' (+16 battlescore)
* Added new name suffix 'the Painter' (+3 battlescore)
* Added new name suffix 'the Fleshpainter' (+37 battlescore)
* Added new name suffix 'the Corpsemaker' (+36 battlescore)
* Added new name suffix 'the Corpsetwister' (+41 battlescore)
* Added new name suffix 'the Corpsegrinder' (+42 battlescore)
* Added new name suffix 'the Corpsemangler' (+41 battlescore)
* Added new name suffix 'the Corpse-Eater' (+15 battlescore)
* Added new name suffix 'the Hungover' (-10 battlescore)
* Added new name suffix 'the Hammered' (-10 battlescore)

**BLACKMARKET IMPROVEMENTS**

Another little pile of Blackmarket improvements including the logical response to being charged a toll!

* Added new graphic and layout of blackmarket garrison inquest screen
* Added ability to ask 'Who dares charge TITLE YOURNAME a toll' (with answer from a startled guard)
* Fixed blackmarket guard face changing everytime he turns you away for having not enough gold
* Varied the blackmarket small shack text (credit defender)
* Reworked sewer bluetrii patch screen (credit defender)

**BUGFIXES**

You should seriously see the list of bugged text defender had! still got way more to work through :)

* Fixed Races of kingdom 3 having trouble with two and three headed races
* Fixed pointless line in the face drawing tool of the hero creator
* Fixed race system intro text saying 'over 300 thousand races' instead of 'over 73 million races' (hadn't update the text since the recent boom of the race generation system)
* Fixed missing 'are' in black opal blackmarket ship description (Credit defender)
* Fixed Ox head tavern text bug (credit defender)
* Fixed age of the sewer folk text bug (credit defender)
* Fixed cant feel my eyes text bug (credit defender)
* Fixed head my warning text bug (credit defender)
* Fixed i am glad I'm a mutant text bug (credit defender)
* Fixed what are you looking at normie text bug (credit defender)
* Fixed extra 'a' in blackmarket herald office description (credit defender)
* Fixed black alley text bug (credit defender)
* Fixed blackmarket sewer door description (credit defender)
* Fixed there is darkness is everything text bug (credit defender)
* Fixed goblin tour text bugs (credit defender)
* Fixed foreign messenger bringing gold coin's face bypassing ascii filter (credit defender)
* Fixed sharpest dagger blackmarket description bug (credit defender)
* Fixed blessing booth critic text bug (credit defender)
* Fixed wolf thorenson critic text bug (credit defender)
* Fixed blackrow tavern dialogue text bug (credit defender)
* Fixed gallows description text bug (credit defender)
* Fixed slums eswin dialogue text bug (credit defender)
* Fixed blackmarket slum pit text bug (credit defender)
* Fixed stall worker text bug (credit defender)
* Fixed lots of districts text bug (credit defender)
* Fixed musicians guild wulf text (credit defender)

**EVERYTHING ELSE**

A handful of little improvements and changes!

* Altered 'known knight' to 'well-known knight' in throne room (credit defender)
* Added 'old mine guards' mercenary group origin
* Added 'bitter war' mercenary group origin
* Added a new helm part to helmet generator
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on July 27, 2019, 07:41:33 am
https://i.imgur.com/REE0qA0.png

Day six of the Develop-a-thon, the end is almost near! Thank god too because this is getting hard, today's update contains a bunch of work done on Chelob, more bugfixes from defender, some new name suffixes, 100k new helmets in game and a bunch of other tweaks and smaller features.

**CHELOB REVISITED**

I passed by Chelob's Well to fix a reported text bug and realized the whole place was in need of a rework, now there are sounds (thanks to defenders suggestion) as well as an aftermath for good old Chelob if you can answer his riddles.

* Added special new hut in Goblinwood if you win chelobs riddles (he'll move there)
* Added ability to speak to Chelob in Goblinwood (8 dialogues)
* Updated chelobs victory screen description
* Added sound effect to getting chelob question right (credit defender)
* Added sound effect to getting chelob question wrong (credit defender)
* Added sound effect for winning chelobs riddles
* Fixed Chelobs text colour turning green like his skin
* Fixed missing lines in chelobs well
* Fixed hint on second question not appearing if ascii disabled

**HOLD YOUR HELMS**

You'll never see them all, you probably won't even see 10 of them, so here's a

* Expanded the helmet system (106'752 new helmets added to the game)

https://i.imgur.com/SBIicfT.png

**NAME SUFFIXES**

More name suffixes to keep things fresh, can't believe I didn't already have the Scavenger!

* Added new name suffix 'the Scavenger' (+30 battlscore) (credit /u/animalsbite)
* Added new name suffix 'the Vault-Raider' (+36 battlescore)
* Added new name suffix 'the Door-Watcher' (+6 battlescore)
* Added new name suffix 'the Vapourman' (+9 battlescore) (credit /u/animalsbite)
* Added new name suffix 'the Positive' (+10 battlescore) (can be mixed to make 50+ other suffixes)
* Added new name suffix 'the Negative' (-10 battlescore) (can be mixed to make 50+ other suffixes)
* Added new name suffix 'the Mask' (+10 battlescore) (can be mixed to make 50+ other suffixes)
* Added new name suffix 'the Mask-Hater' (+3 battlescore)
* Added new name suffix 'One-Eye' (+14 battlescore)
* Added new name suffix 'the Eye-Gouger' (+34 battlescore)

**BUGFIXES**

Another heap of text bugs reported mostly by Defender and his gigantic list!

* Fixed goblin slaver dialogue bug (credit 71)
* Fixed mr yaeba intro dialogue (credit /u/animalsbite)
* Fixed old cabin description bug
* Fixed pitside tavern text bug (credit defender)
* Fixed savegame rejection text wordwrap issue
* Fixed champion title text bug (credit defender)
* Fixed some goblins tale text bugs (credit defender)
* Fixed Naga race description (credit defender)
* Fixed 4 scorpion pit patron dialogue text errors (credit defender)
* Fixed the grand galleon text bug (credit defender)
* Fixed skull key description bug (credit defender)
* Fixed blackmarket mushroom stall bug (credit defender)
* Fixed 3 artifact market dialogue bugs (credit defender)
* Fixed textwrap when speaking to brawl pit master
* Fixed independent celebration support text bug (credit defender)
* Fixed blackmarket guildrow text bug (credit defender)
* Fixed slumfolk trustiness text bug  (credit defender)
* Fixed train pit fight text bug (credit defender)
* Fixed billowing text bug (credit defender)
* Fixed evil wizard blackmarket dialogue bug (credit defender)
* Fixed each other text bug (credit defender)

**EVERYTHING ELSE**

* Rewrote ancient rubble text description (credit defender)
* Added new cheat code (22) to monster fight pit (adds 100 new monster challengers)
* Rewrote artifact market dialogue
* Reduced mining sound volume (credit defender)
* Added 5 new artifact market dialogues
* Rewrote guildrow dialogue
* Rewrote theives casing guildrow dialogue
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on July 28, 2019, 07:58:06 am
https://i.imgur.com/WSWeWtE.png

Day seven of the develop-a-thon, this is it, it's finally over! this one includes a bunch of new content including 18 billion giant faces, and some blackmarket improvements

**18 BILLION NEW GIANTS**

More than 2 giants per person added this update, just saying!

* Added 18'869'184'000 new giants faces (was 17 billion, now 36 billion)

**SLIGHT REWORK OF INDEPENDENT KINGDOM DIPLOMACY SCREEN**

I had never noticed before just how bad this screens text and layout was, now it's been reworked a bit!

* Added new text introduction to the independent kingdom screen
* Added diplomats face to the introduction screen
* Reworked the layout of the intro screen

**NAME SUFFIXES**

Lots of new suffixes and hero names for your world!

* Made 10 suffixes more dynamic
* Added new name suffix 'the Twisted' (+5 battlescore) (can be mixed to make 50+ other suffixes)
* Added new name suffix 'the Earcutter' (+11 battlescore)
* Added new name suffix 'the Toecutter' (+19 battlescore)
* Added new name suffix 'Bloodaxe' (+36 battlescore) (credit u/RabidRab)
* Added new name suffix 'Boneaxe' (+30 battlescore) (credit u/RabidRab)
* Added new name suffix 'Skullaxe' (+40 battlescore) (credit u/RabidRab)
* Added new name suffix 'Half-Axe' (+10 battlescore) (credit u/RabidRab)
* Added new name suffix 'Hardaxe' (+15 battlescore) (credit u/RabidRab)
* Added new name suffix 'Stoneaxe' (+12 battlescore) (credit u/RabidRab)
* Added new name suffix 'Longaxe' (+17 battlescore) (credit u/RabidRab)
* Added new name suffix 'the Axe-Wielder' (+20 battlescore) (credit u/RabidRab)
* Added new name suffix 'the Axe Tosser' (+32 battlescore) (credit u/RabidRab)
* Added new name suffix 'the Axe-Swinger' (+21 battlescore) (credit u/RabidRab)
* Added new name suffix 'the Axe' (+39 battlescore) (credit u/RabidRab) (can be mixed to make 50+ other suffixes)

**BLACKMARKET SLAVERS POST IMPROVED**

The slavers post was added a while back but it was lacking, now it's been reworked and is far more up to scratch with the rest of the game!

* Added new dynamic screen for hiring slaves (including 5 dynamic graphics)
* Rewrote hiring slaves text
* Added skug the post owners face to the hire screen
* Fixed slave fight freedom text bug
* Added new screen for not having enough gold to hire slaves
* Added new screen for asking to hire more slaves than there are

**HERO ORIGINS**

Lots of new origin stories for champions

* Added 'Smuggler' hero origin story
* Added 'Mine and mine alone' hero origin story
* Added 'village guard' hero origin story
* Added 'kings guard' hero origin story
* Added 'Bashed on head' hero origin story
* Added 'Militia ambush' hero origin story
* Added 'Militia Warband' hero origin story
* Added 'Tavern Brawler' hero origin story

**BLACKMARKET ENTRY EXPANSIONS**

In one of my playthroughs I was not allowed in due to the blackmarket leader being a king-hater, I wanted to ask questions and complain so now you can!

* Added new screen for not being allowed into blackmarket with guard graphic
* Added ability to ask why you are being blocked from entry
* Added ability to demand entry when blocked

Here's what that looks like - https://i.imgur.com/edjDMpv.png

**BUGFIXES**

More bugfixes courtesy of Defender's giant helpful list and one from Ursur

* Fixed Touching the goblinstone ruined it and spawned a camp of savages bug (credit Ursur)
* Fixed the hall of zoology (credit Defender)
* Fixed demon warder text (credit Defender)
* Fixed grammar issues in demonic encounter
* Fixed blackwall tavern dialogue text bug (credit Defender)
* Fixed Blackmarket prison text bug (credit Defender)
* Fixed Doomstone brotherhood rule six bug (credit Defender)
* Fixed Blackmarket fight pit text bug (credit Defender)
* Fixed mine talk dialogue bug (credit Defender)
* Fixed slum pit dialogue bug

**EVERYTHING ELSE**

Some new little things and tweaks!

* Added 3 new slum pit dialogues
* Rewrote Gar'gallock tavern text (credit Defender)
* Added new colonisation and destruction of goblinstone event (credit Ursur)
* Added dynamic trumpet sound to the fight pit battle of two champions (credit Defender)
* Made gold road theft event 1.5x rarer by default, 9x rarer for 90+ public opinion, 4x rarer for 70+ public op, 2x rarer for 30+ public op (credit Ursur)

**THE DEVELOP-A-THON IS OVER**
-
Thank you everyone who's been suggesting ideas, commenting, and supporting me! When I told a friend of this challenge in a pub last week I was told it would be harder than I thought, and it was! it's been a lot of work but I'm glad it's been done, some of the stuff that's come out of this weeks series of updates has definitely improved the game and I've loved the input from everyone!

This will most likely not be the last time Warsim get's a Develop-a-thon! :)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: yarr on July 28, 2019, 02:22:21 pm
Ok Ok bought it. Jesus :D

Thanks for the develop-a-thon :)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on July 30, 2019, 07:13:46 am
Haha, thanks Yarr! :) Hope you enjoy the game
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on August 01, 2019, 10:26:44 am
Another little update I've done since the end of the Develop-a-thon, this one has a couple of nice features in it like the new knight 2 hero system and the new independent crown system.

**KNIGHT 2 HERO SYSTEM**

You can hire any number of heroes each turn to take up one of the five spots, but not your own tough knights, not anymore, now when you enter the list of heroes to recruit to the positions you will notice a new option. The new option allows you to bring forth a random knight of yours and declare them a champion, thanks /u/animalsbite for the suggestion!

Here's the trial choice screen - https://i.imgur.com/8wVIDPq.png

* Added ability to turn knight to hero on recruit hero screen (needs to do a trial to be promoted)
* Added ability to give knight the trial 'Find a rock atop mount Saaroth' (hard, reward: public opinion)
* Added ability to give knight the trial 'Find a random artifact' (finds a random artifact, reward: gold value of the random artifact)
* Added ability to give knight the trial 'Brawl another hero' (reward: knight gains 5+ battlescore if he wins)
* Added ability to bypass trial for a modest public opinion loss
* Added ability to hold a ceremony (costs 100 gold) for the new champion
* Added ability to proceed without ceremony for a modest public opinion loss
* Added new knight heroes will have Aslona helmets in their face graphic
* Added new knight heroes will have a special uniquely modified origin story including their journey as a knight to a hero
* Added 5 different pre-set knight suffixes for the champions

**SLIMES**

Added a new slime creature warsim's system!

* 266'823 new slime based races available in the game! (now 75 million total races)
* Added New Race 'Slime Folk'
* Added New Race 'Slimemen'
* Added New Race 'Were-Slimes'
* Added New Race 'Evolved Slimes'
* Added New Race 'Half-Slimes'
* Added New Race 'Shapeshifting Slimes'
* Added New Race 'Exo-Slimes'
* Added New Race 'Demi-Slimes'
* Added New Race 'Slimelings'
* Added new kingdom type 'Slimedom'
* Added new creature 'Slime'

**I CAN'T FACE THESE NAME SUFFIXES**

* Added new name suffix 'the Facebreaker' (+15 battlescore)
* Added new name suffix 'the Facemelter' (+30 battlescore)
* Added new name suffix 'the Facecleaver' (+31 battlescore)
* Added new name suffix 'the Facemasher' (+32 battlescore)
* Added new name suffix 'the Facecrusher' (+33 battlescore)
* Added new name suffix 'the Facestealer' (+40 battlescore)
* Added new name suffix 'the Face-Eater' (+49 battlescore)
* Added new name suffix 'the Facecarver' (+31 battlescore)
* Added new name suffix 'the Fleshsculptor' (+39 battlescore) (credit Defender)

**HERO ORIGIN STORIES**

After adding the new knight to hero system which uses hero origin stories I thought adding another big burst of them would be good!

* Added 'Used Wolf-hide coat seller' hero origin story
* Added 'still an adventurer' hero origin story
* Added 'Grandparents farm' hero origin story
* Added 'Slave friend' hero origin story
* Added 'Assaulted Recruiter' hero origin story
* Added 'Village kid tournament' hero origin story
* Added 'wouldnt you like to know' hero origin story
* Added 'caravan guard scrappy' hero origin story
* Added 'boring village guard life' hero origin story
* Added 'Village guard burned village' hero origin story

**QUIT CROWNING AROUND**

I was playing around in the game the otherday and saw the sorry state of the crowns screen, it seemed more like an afterthought than anything interesting, I've updated the screen to vary depending on the personality of the kingdoms leader with each description and screen being more interesting than the solo default one that existed before

Here's an example of the dung crown screen - https://i.imgur.com/GpJF6LJ.png

* Rewrote classic viewing crown screen (now used for friendly and neutral leaders)
* Fixed crown screen bypassing ascii filter
* Added new screen for mercantile leaders crown (pay to see it)
* Added new screen for strange leaders crown (stored in dung)
* Added new screen for stupid leaders crown (on the ground)
* Added new feature for hostile leaders (not letting you view crown at all)
* Fixed crown screen text colour not being white

**TALK TO ME**

A bunch more dialogues to keep things interesting!

* Added 3 scorpion pit dialogues
* Added 3 artifact market dialogues
* Added 3 mining dialogues
* Added 3 slum pit dialogues
* Added 3 generic blackmarket dialogues
* Added 3 Ice Watch Tavern dialogues
* Added 3 generic goblinwood tavern dialogues

**BUGFIXES**

* Fixed extra word bug in one of the under attack dialogues in prebattle
* Fixed Gorge race prefix game breaking bug
* Fixed dog kicking encounter text bug (credit Defender)
* Fixed declaring new date text bug (credit Defender)
* Fixed declaring new date intro text bug (credit Defender)
* Fixed ascii filter not working for wheel of wealth in the Blackmarket (credit Defender)
* Fixed kingdom menu issue for ascii free version screen reading (credit Defender)
* Fixed numerous text bugs in history guild speaking to teachers (credit Defender)
* Fixed independent kingdom messenger throne room encounter text spacing bug
* Fixed missing gold gain notification in some throne room gold gift encounters
* Fixed missing line and bad layout in destroying slavers fort text
* Fixed fort northwatch description screen textwrap bug

**EVERYTHING ELSE**

* Rewrote destroying slavers fort text
* Reworked all exploration text for ascii disabled version of warsim (credit Defender)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on August 07, 2019, 12:06:38 pm
Check out this new article written on Warsim's 75 million races, https://medium.com/@huw2k8/the-indie-game-with-75-million-fantasy-races-inside-it-b9ee6ddf1102
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on August 08, 2019, 12:37:49 pm
There's been lots going on recently but I've managed to squeeze a new update out, a couple of cool things in this one!

**GMEK OF GOBLINWOOD**

On suggestion of u/Dtyn8, I've added a fat double chinned wealthy goblin to goblinwood, to make things more interesting

Here he is - https://i.imgur.com/0HUIpZp.png

* Added Gmek's manor to merchant district in goblinwood
* Added once per turn ability to ask for gold from Gmek
* Added 7 dialogues to Gmek the Rich

**CRASH COMMEMORATION**

To commemorate my bike incident Dtyn8 suggested an awesome little nod to it in the exploration screen!

* Added new exploration encounter 'white milestone' (+1 exploration chance) (credit u/Dtyn8)

https://i.imgur.com/WrAaFcH.png

**TROOP ASSIGNMENT SCREEN**

This part of the pre-battle screens wasn't up to scratch, now it fits with the rest of the stuff and is dynamic instead of being the same fixed text each time!

* Fixed line and text colour bug with troop assignement text
* Added 5 dynamic different texts for troop assignement screen

**MONFORT MINE IMPROVEMENTS**

Just a couple of Miner improvements, get it, instead of minor! I'll show myself out...

* Fixed Monfort mine tribute missing indicator text
* Added new screen for capturing monfort mine
* Added new screen for buying monfort mine
* Added new screen for trying to buy monfort mine but not having the gold
* Added ability to talk to monfort mine master and ask questions (5 dialogues)

**CANT FACE THESE GOBLINS**

Basically at this point it the more obscure this number gets the more varied the faces should be, now you can completely guarentee that any goblin you ever see in the game with a proc gen face will never be seen again by another player... ever

* Added 3'593'375'723'520 new goblin faces (was 26.9 trillion, now 30.5 trillion)

**DIPLOMACY SCREEN IMPROVEMENTS**

Passed through these screens and saw they weren't all up to scratch, now they all have graphics and are laid out better!

* Added new graphic to goblin clans diplomacy screen
* Reworked goblin diplomacy screen text
* Fixed colour issues with text colour and missing line in goblin clans diplomacy
* Added new graphic to minor bandits diplomacy screen
* Reworked minor bandits screen text
* Fixed colour issues with text colour and missing line in minor bandits diplomacy
* Added new graphic for refugee screen in diplomacy
* Fixed colour issue with individual refugee diplomacy screen

**NEW NAME SUFFIXES**

* Added new name suffix 'the Accident-Prone' (-5 battlescore)
* Added new name suffix 'Moonborn' (+10 battlescore)
* Added new name suffix 'Moonshine' (+3 battlescore)
* Added new name suffix 'Moonlove' (+4 battlescore)
* Added new name suffix 'Rivers' (+1 battlescore)
* Added new name suffix 'the Old-Hero' (+10 battlescore)
* Added new name suffix 'the Once-Heroic' (+15 battlescore)
* Added new name suffix 'the Once-Champion' (+11 battlescore)
* Added new name suffix 'Once-Known' (+3 battlescore)
* Added new name suffix 'the Once-Known' (+4 battlescore) (can be randomized to make 50+ variants)
* Added new name suffix 'the Once-Famed' (+4 battlescore) (can be randomized to make 50+ variants)
* Added new name suffix 'the Once-King' (+20 battlescore)
* Added new name suffix 'the Once-God' (+25 battlescore)
* Added new name suffix 'the Twice-Heroic' (+20 battlescore)
* Added new name suffix 'the Twice-Known' (+6 battlescore) (can be randomized to make 50+ variants)
* Added new name suffix 'the Twice-King' (+29 battlescore)
* Added new name suffix 'the Roof Hopper' (+9 battlescore)
* Added new name suffix 'the Skytoucher' (+19 battlescore)
* Added new name suffix 'the Soultoucher' (+21 battlescore)
* Added new name suffix 'the Bloodtoucher' (+16 battlescore)
* Added new name suffix 'the Skulltoucher' (+17 battlescore)
* Added new name suffix 'the Bonetoucher' (+15 battlescore)
* Added new name suffix 'the Bladetoucher' (+4 battlescore)
* Added new name suffix 'the Corpsetoucher' (+2 battlescore)
* Added new name suffix 'the Deathtoucher' (+49 battlescore)

**NEW RACE FIRST NAMES PACK**

Now these races will each have a bunch of new names to keep things fresh, weather it's Tree-Thrower for giants or Dracuul for vampires!

* Added 3 Abominations names
* Added 3 Giants names
* Added 3 Godlings names
* Added 3 Protofolk names
* Added 3 Zombie names
* Added 3 Vampire names
* Added 3 Kobold names
* Added 3 Cthuul names
* Added 3 Demon names
* Added 3 Imp names
* Added 3 gnome names
* Added 3 goblin names
* Added 3 orc names
* Added 3 Lich names
* Added 3 Ent names
* Added 3 Dwarf names
* Added 3 Human names

**BUGFIXES**

* Fixed throne room event guest layout and screen clear bug
* Fixed demon throne room advice bug (credit u/Ceasar15)
* Fixed coinflipper blackmarket money cleared text bug (credit Defender)
* Fixed coinflipper grammar issues
* Fixed your have x troops blackmarket text bug (credit Defender)
* Fixed weaker guy gets luck text bug (credit Defender)

**EVERYTHING ELSE**

* Slightly reworked layout of adding new troops to blackmarket garrison
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Sime on August 11, 2019, 02:52:40 pm
.... any Linux wine suggestions?

Under the latest steam proton I'm only getting the music and  an infinite loop message: "Invalid Input, please reenter"

On the plus side, i'm getting work done I otherwise would not be doing had Warsim booted.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Sime on August 11, 2019, 04:08:57 pm
all working now :)  The fault was mine.  And there goes this evenings work.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on August 12, 2019, 02:30:43 pm
https://i.imgur.com/Q1J4mCH.png

Hey Guys,

So in the last month Warsim has undergone a ton of development

A month ago we had the gender choice update as well as 246 other features, we've had a develop-a-thon that saw 50 new features added each day for a week which included a custom character creator and tons of other features.

We saw the goblin slaver update and the addition of spontaneous tournaments in the Arena. We saw the race selection update allowing for massively custom gameworlds.

We saw weird stuff like over 100 thousand new helmets like these added to the game

And we had the goblin update adding over 3 trillion new goblin faces among other features!

To celebrate tons of improvement and addition to the game I'm doing a 30% off sale, I think the game is already fairly cheap for what you get but I want to entice as many people who are on the fence into trying it as possible, this game is a project of passion that has been in development for years and I want as many RPG fans to give this as chance as possible!

- 30% OFF on steam and Itch.io
https://itch.io/s/20244/warsim-the-realm-of-discounts
http://store.steampowered.com/app/659540/Warsim_The_Realm_of_Aslona/?beta=0

If you have the game already but think a friend might like it let them know!

Thanks

Huw Millward (Solo developer of Warsim)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on August 23, 2019, 08:26:52 pm
So let me start by saying this is one of my favourite additions to Warsim in a long time!

**LET THE PEOPLE DRINK**

The let the people drink aspect of the update is the meat of this, this is a major content update adding a new area of the game that includes lots of random events and interesting things, it adds a whole new dimension to the taverns of the world and a whole new way to explore them!

To summarise, you can drink one of many drinks in various taverns with you getting drunker as they go on. Events can happen while you drink such as throwing up, getting into fights, talking to people, tons of random and weird events and so on.

There is also the chance you passout or blackout if too drunk, this also results in additional random events!

I wrote a huge number of Wiki pages over on the Warsim wiki to explain the detail of the drinking system, check it out here - https://github.com/Huw2k8/warsim/wiki/Taverns

There's a page for every tavern, bartender, drink, and event!

* Added new massive drinking system in game with tons of drinks, encounters and events
* Added 2 new dialogues to Borwyn the Skullstomper
* Rewrote lots of Rusty Dagger inn text to fit running joke of 'Me no speak human'
* Added Blackmarket Pubcrawl
* Added new dialogue to Karald in the Ox Head Tavern
* Rewrote Ogloob intro text
* Added new ogloob screen for viewing full bar
* Added new dialogue to Nugmeek of the silver staff tavern
* Added Blackmarket Pubcrawl sign in Dragon's Kneecap Tavern (dynamic based on goblin law)
* Added 2 new option of dialogue with Ogloob in Blackrow Tavern
* Added 3 new options of dialouge with Eswin Elf-Hater in Dragon's Kneecap Tavern
* Updated Ogloob the ogres graphic in Blackrow
* Rewrote 12 dice game intro text in Blackrow Tavern
* Fixed text colour issue with dice game 12 in Blackrow Tavern
* Added sound effects to dice game 12 in Blackrow Tavern

Some screenshots from this:

* https://imgur.com/sbrz14D
* https://imgur.com/tg5x1ki
* https://imgur.com/wV8AMqD

**BRAWL PIT AND FIGHTER'S PIT IMPROVED BETTING**

The brawl pit was in need of a little bit of a rework, now it's nicer!

* Added new graphic and screens for betting in brawl pit and fighters pit
* Added new screen and graphic for brawl pit
* Fixed colour issue with victory screen in brawl pit
* Fixed ability to choose a number other than 1 or 2 when choosing a fighter to bet on in brawl pit
* Added screen to stop player betting more gold than they have in brawl pit
* Added screen to stop player betting more gold than max bet in brawl pit
* Reworked brawl pit victory screen text length
* Added new bet gold notification text to victory screen in brawl pit

**QUIT GHOSTING AROUND**

The odds of getting a ghost kingdom are fairly small but even so it didn't make any sense that diplomacy worked the same for invisible ghosts as it does for others, now that's changed

* Added new screen for diplomacy with ghost kingdom if you have seer stone
* Added new screen for diplomacy with ghost kingdom without stone
* Added ability to sacrfice to speak to ghost kingdom if they're evil
* Added ability to learn about ghost kingdom
* Added new sound 'ghost laugh' to the game

**BLACK BANK ASSASSINATION**

Now this has been reworked as it was super outdated and didn't even have a screen, I'm happy with how it's displayed now!

* Added new graphics for Black Bank unpaid
* Reworked dialougue for Black Bank unpaid
* Added new option to Black Bank unpaid resolution screen
* Added dynamic screens and sound effects to Black Bank unpaid
* Added dynamic system to pay from both gold and bank if you need to combine them

**BLACKMARKET IMPROVEMENTS**

A couple of improvements to the Blackmarket, the main improvements to it still come from the Let the people drink aspect of the update.

* Added 2 new random intro texts during century celebration festival
* Added new alterate intro text for blackmarket ruled by decorator
* Added 3 new random intro texts for Owned Blackmarket
* Added 3 new random intro texts for Unowned Blackmarket
* Fixed Blackmarket intro typo
* Fixed Blackmarket intro grammar issues on multiple texts
* Fixed wordwrap issue for Ogloob in Blackrow Tavern

**NEW NAMES**

Some name ideas courtesy of /u/elrinne, /u/lady-valkyrie and /u/Dtyn8!

* Added 13 new female character names (thanks to u/lady-valkyrie & u/elrinne)
* Added 2 new giant names (Bone-Chomper & Stone-Smasher) (credit u/Dtyn8)

**BUGFIXES**

A metric ton of bugfixes including some nasty stuff!

* Fixed save crash bug (due to goblin slave update) (credit u/timedonutheart)
* Fixed diplomacy skip after making peace with strange leader
* Fixed ability to use dots in your name (causing save game invalidation) (credit u/blackskies4646)
* Fixed race packs not containing certain races
* Fixed blogroki race description bug
* Fixed challenge grand champion text bug
* Fixed heart of the world stab text bugs
* Fixed Fjori text bugs (credit Defender)
* Fixed celebratory soldiers encounter text colour
* Fixed kindom spelling error (Credit Bones)
* Fixed goblin berserkers not showing up in troop counts (credit u/TheGamingDictator)
* Fixed Nugmeek dialouge word wrap
* Fixed Nugmeek story being a massive block and split it between 3 screens
* Fixed Karalds dialogue wrap in the Ox head
* Fixed Karalds grammar issues in Ox head
* Fixed Xeelor (demon head in ox head tavern) name typo
* Fixed cloaked man Blackrow tavern shown in description when not there
* Fixed Baiaa leaders refering to you as King regardless of what you chose title
* Fixed Demon Warder refering to you as King regardless of title (credit Bones)
* Fixed wordwrap for Doran the dim and Diran the Old in three blades Inn
* Fixed layout of Diran the old's story into 2 screens
* Fixed outlawed mercenary screen colour and exit issues (credit u/TheGamingDictator)
* Fixed missing reference to foreign merc hall in outlawed merc screen (credit u/TheGamingDictator)
* Fixed missing splitline in rewarding pickpocket group screen
* Fixed missing moneyloss indicator to pickpocket group paid screen
* Fixed 'he ones again' text bug in gnome heist

**EVERYTHING ELSE**

* Added screen for touching the heart of the world
* Reworked Mushroom men into Shroomlings race (credit u/Pokemonerd25)
* Added looted tag to menu when Blackmarket treasury is looted
* Added ability to upgrade throne room from it's own screen (credit u/TheGamingDictator)
* Updated fullscreen screen
* Reworked main warsim screen for Ascii free version
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on September 02, 2019, 11:33:24 am
https://i.imgur.com/8a8oBVg.png

**LET THE PEOPLE DRINK FOLLOW UP**

I was planning on working more on let the people drink additions but I got carried away, fixed the vomit hole graphic to be a bit better though!

* Altered vomit hole graphic to be bigger

**KNIGHTLY ORDERS IMPROVED**

Having a recent look at the knightly orders screen it was a little strange compared to other menus, I decided to update it again and have added lots of new screens and sounds where there previously were none. You can rename your knightly order (thanks u/TheGamingDictator) and now the leader of the knightly order has a face, a full plated armour image mixed with whatever procedurally generated helmet you have.

* Added new screen with sounds for forming knightly order
* Added new screen and graphic for introduction to leader of new knightly order (with sounds)
* Fixed wrong colour used for knightly order hall graphic on some screens
* Reworked knightly order name screen
* Reworked knightly order screen and split into 3 sub screens
* Added ability to rename knightly order (credit u/TheGamingDictator)
* Added ability to speak to knightly order leader about orders directly

**TOURNAMENT IMPROVEMENTS**

A few tweaks to tournaments, now the npc initiated tournaments have speeches before them!

* Added new screen for tournaments held in arena (not started by you)
* Added screen with speech from arena owner now includes their face
* Fixed 'an 16-man tournament' text bug (Credit 71)

**REFUGEE CAMP OVERHAUL**

I ended up with a refugee camp in my test world and noticed the whole system was a bit lacking, So I spent quite a large portion of the day working on completely evolving the camps and making them much more dynamic, now there are better screens for actions with them as well as a large personality based system where you can speak to the leaders of the camps. Refugee camps are more likely to appear in game when a kingdom is destroyed than before and they include a ton of depth that wasn't there before. I would say this system has recieved a massive evolution.

* Added troop tree screen to refugee camps
* Fixed refugee camp screen kicking you off after viewing a camp
* Added new cheat code 7049 (turns each kingdom into refugee camp)
* Added new sound effect for destroying the last of a refugee camp
* Added troop tree screen to refugee camps
* Added ability to ask independent leader of refugee camp 5 different questions
* Added 15 dialogues for friendly leaders in refugee camp (dynamic)
* Added 15 dialogues for hostile leaders in refugee camp (dynamic)
* Added 15 dialogues for Mercantile leaders in refugee camp (dynamic)
* Added 15 dialogues for Stupid leaders in refugee camp (dynamic)
* Added 15 dialogues for Neutral leaders in refugee camp (dynamic)
* Added 15 dialogues for Strange leaders in refugee camp (dynamic)
* Added dynamic screen for not having enough gold to hire refugees
* Added sound effect to unable to hire refugees screen
* Added new different refugee camp screen for savage hostile kingdom
* Added new different refugee camp screen for savage kingdom
* Added ability for taking all troops from savage refugee camp if diplomat skill 120+
* Added chance that refugee leader heads out to travel the world after you hire his people
* Added chance that refugee leader joins your army as elite unit after you hire his people
* Added chance that refugee leader offers to become a champion (if space) after you hire his people
* Added dynamic screen for not having enough land to re-establish refugees
* Added dynamic screen from leader for re-estblishing refugees
* Added re-establishing kingdom of a friendly or stupid leader will make them your vassal
* Added new reworked screen for re-establishing refugee kingdom
* Added savage leaders who's units are hired will always join you as an elite unit of their ex-kingdom
* Added ability for helping re-establish kingdom in savage refugee camp if diplomat skill 180+
* Made refugee camps forming a 50/50 chance instead of 1 in 3 chance

**CUSTOM GAME IMPROVEMENTS**

A few improvements to the custom game screens, you now have an extra option to have the world explored a little but not fully and your chosen race pack will be shown before you continue on with your chosen game set up.

* Added ability to have the first region of each direction pre-discovered in custom game (credit defender)
* Added tag showing which race pack is active during custom game set up screen (credit Defender)
* Fixed text issues with exploration screen in custom game settings

**BUGFIXES**

A couple of little bugfixes and issues resolved! Thanks gaming dictator for the bug reports!

* Fixed grammar issues with no diplomat screen
* Fixed text wrap and colour issues with no diplomat screen
* Fixed goblin law screen showing false relation increase with dead goblin kingdoms (credit u/TheGamingDictator)
* Fixed destroyed demon totem text wrap
* Fixed long since destroyed when only just destroyed description for demon totems (credit u/TheGamingDictator)

**EVERYTHING ELSE**

Lots of uncatagorised stuff, now timed games will have the remaining number of years indicated (should have been in game way sooner), I've replaced the ingame changelogs with a message from me instead, and you can now upgrade the prison from within the prison screen instead of just in the upgrades screen.

* Added indicator of remaining years on a timed game (credit LextheMighty & 71)
* Removed changelogs from games files as irrelevant now
* Added thank you note to players in extras screen
* Added ability to upgrade prison from inside prison screen (credit u/TheGamingDictator)

**SCREENSHOTS FROM THIS UPDATE**

* [Some of the random full armour helmets found in Knightly orders](https://i.imgur.com/pZfKQi0.png)
* [Hero of the refugees](https://i.imgur.com/t9QPmCz.png)
* [Vomit hole improved](https://i.imgur.com/uJJCp9b.png)
* [Leader of a dead kingdom as your champion](https://i.imgur.com/mVB0SzJ.png)
* [Savage refugees](https://i.imgur.com/PwUAbZY.png)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on September 03, 2019, 03:18:10 pm
**BARRACKS IMPROVEMENTS**

The Barracks troop upgrade screens were abysmal and low-effort, now they have all been reworked and upgraded with graphics and a new sound effect.

* Added new screen for not having enough gold to upgrade goblins to berserkers
* Added new screen for not having enough goblins to upgrade to berserkers
* Added new screen and graphic for goblin to berserker main screen
* Added new screen and graphic for converting a goblin to berserker (with new text)
* Added new sound effect for troop conversion
* Added new costs to upgrading bandits and goblins in barracks
* Made training ground graphic smaller and worse looking
* Made grand barracks graphic bigger and more grand
* Added new screen for not having enough gold to upgrade bandits to soldiers
* Added new screen for not having enough bandits to upgrade to soldiers
* Added new screen and graphic for bandits to soldiers main screen
* Added new screen and graphic for converting a bandits to soldiers (with new text)
* Added new screen for not having enough gold to upgrade goblins to soldiers
* Added new screen for not having enough goblins to upgrade to soldiers
* Added new screen and graphic for goblins to soldiers main screen
* Added new screen and graphic for converting a goblins to soldiers (with new text)
* Added new screen for not having enough gold to upgrade bandits to peasants
* Added new screen for not having enough bandits to upgrade to peasants
* Added new screen and graphic for bandits to peasants main screen
* Added new screen and graphic for converting a bandits to peasants (with new text)
* Added new screen for not having enough gold to upgrade soldiers to knights
* Added new screen for not having enough soldiers to upgrade to knights
* Added new screen and graphic for soldiers to knights main screen
* Added new screen and graphic for converting a soldiers to knights (with new text)

**LET THE PEOPLE DRINK EXTENDED**

Because tavern dialogues are used in the most common drinking encounters I've decided to expand on them and add more dialogues related to the new alcohol system, now people will complain or praise their respective drinks!

* Added 5 new generic tavern dialogues and rumours
* Added 5 new icewatch tavern dialogues
* Added 5 universal goblin tavern dialogues
* Added 5 universal Blackmarket tavern dialogues
* Added 5 Blackrow Tavern dialogues
* Added 5 Dragon's Kneecap Tavern Dialogues
* Added 5 Thickblood tavern dialogues

**YOU'RE FIRED**

Firing staff has always been a screenless part of the game, you click the button and they're gone without a word from them, now your staff will have parting words pooled from a big load of possible farewells and goodbyes

* Added new system for random responses when firing your staff (credit Defender)
* Added 5 generic firing dialouges
* Added 5 diplomat firing dialogues
* Added 5 Spymaster firing dialogues
* Added 5 Jester firing dialogues
* Added 5 General firing dialogues
* Added 5 Steward firing dialogues
* Added 5 gamemaster firing dialogues
* Added 5 Bard firing dialogues

**PROSPECTING REWORKED**

Defender suggested having a sound effect for prospecting, when I went to put it in I noticed just how bad the prospecting 'screen' was, it was a single line of badly formatted text, so now there are new graphics and screens.

* Added new graphic for prospecting in mines
* Added new sound effect for prospecting in mines (credit Defender)
* Fixed prospecting text-wrap bug
* Rewrote mine prospecting text layout
* Made prospecting 50/50 instead of 1 in 3 chance
* Reworked not enough gold for prospecting message
* Fixed Hlok mine prospecting and collapsing options not showing if unfilled
* Added gold loss indicator to prospecting

**BUGFIXES**

I noticed the refugee camp title line was a little too short and RTT on audiogames.net informed me about the games loading bar appearing in the ascii-less version of Warsim so now both have been fixed!

* Fixed refugee camp title line being too short
* Fixed loading bar appearing in ascii-disabled warsim (credit Rtt)

**SCREENSHOTS OF THIS UPDATE**

* [Bandits renouncing banditry in the Barracks](https://i.imgur.com/HQqTVx7.png)
* [Some of the Ex-Diplomat speeches](https://i.imgur.com/NeXVabG.png)
* [How berserkers are made in the Barracks](https://i.imgur.com/Xduwf7P.png)
* [New Grand Barracks Screen](https://i.imgur.com/O7JjXJZ.png)
* [New prospecting screen](https://i.imgur.com/0sq6tYc.png)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on September 05, 2019, 04:36:45 am
Hey guys I'm a few hours late on posting the changelog but I put the update live last night, I was just out drinking and didn't have enough time to put the changelog everywhere, still another update due tonight aswell!

LET THE PEOPLE DRINK EXTENDED AGAIN

The main bulk of this update is expansions on the let the people drink update, while adding to the tavern dialogues I discovered I'd actually missed a tavern off when I was adding drinking to each tavern, the Lone Arrow tavern found in the far west in Huntsman's Rest had no ability to drink, I added 2 new drinks one of which gives you the ability to hit bullseye each time in the Huntsman's Archery, there are also new sound effects, bugfixes and tons of new dialogues for the various taverns across the world.

* Added ability to drink in Lone Arrow Tavern
* Added new drink 'Sap of the forest' (25 gold) to Lone Arrow tavern
* Added Sap puke event
* Added 4 random sap drinking events
* Added 5 new dialogues to lone arrow tavern
* Fixed lone arrow tavern dialogues not appearing in the tavern
* Added sap of the forest makes you perfect at archery in hunter's rest
* Added new sound effect for goblin hitting head in bar
* Added new sound effect for goblin dropping tray of drinks in bar
* Added 5 universal Northern tavern dialogues
* Added 5 Pitside Tavern dialogues
* Added 5 universal Artifact Market tavern dialogues
* Added 5 silverstaff tavern dialogues
* Added 5 three blades inn dialogues
* Added 5 new rusty dagger inn dialogues
* Added 5 new humans toe tavern dialogues
* Fixed punching staring goblin drunk event broken

DRINKING NAMES

Kind of a belated follow up to the let the people drink update, some more drunk name suffixes for characters in your world!

* Added new name suffix 'the Ale-Gobbler' (+13 battlescore)
* Added new name suffix 'the Ale-Chugger' (+11 battlescore)
* Added new name suffix 'the Ale-Slammer' (+10 battlescore)
* Added new name suffix 'the Aleblood' (+5 battlescore)
* Added new name suffix 'the Blackout-Drunk' (-30 battlescore)
* Added new name suffix 'the Mead-Guzzler' (+9 battlescore)
* Added new name suffix 'Alebreath' (+3 battlescore)
* Added new name suffix 'Aleblood' (+5 battlescore)
* Added new name suffix 'Meadblood' (+4 battlescore)
* Added new name suffix 'the Meadblood' (+4 battlescore)
* Added new name suffix 'Boozeblood' (+3 battlescore)

U/TheGamingDictator INSPIRED OR SUGGESTED NAMES

u/TheGamingDictator from reddit suggested a number of name suffixes, some of them were added directly others were inspired by his suggestions like all the tooth names

* Added new name suffix 'the Unready' (-5 battlescore)  (can mix to make 50+ other suffixes)
* Added new name suffix 'Lionheart' (+30 battlescore)
* Added new name suffix 'Longshanks' (+10 battlescore)
* Added new name suffix 'Redtooth' (+19 battlescore)
* Added new name suffix 'Blacktooth' (+6 battlescore)
* Added new name suffix 'Bloodtooth' (+10 battlescore)
* Added new name suffix 'Sharptooth' (+19 battlescore)
* Added new name suffix 'Greentooth' (+10 battlescore)
* Added new name suffix 'Stonetooth' (+29 battlescore)
* Added new name suffix 'Glasstooth' (+7 battlescore)

BUGFIXES

Quite a few bugs solved, thanks for bob and u/theGamingDictator for the help!

* Fixed Arena 32 man tournaments being broken (Lots of people reported this so it's hard to credit any one person)
* Fixed fires celebration grammar bug (credit u/TheGamingDictator)
* Fixed barracks grammar bug (credit u/TheGamingDictator)
* Fixed explorers guild grammar bug (credit u/TheGamingDictator)
* Fixed that the other banks text bug (credit Bob)
* Fixed train soldiers bandit text bug   
* Fixed 0 option bug with training units
* Fixed training grounds description bug
* Fixed cancelled celebration missing space bug (credit u/TheGamingDictator)
* Fixed Parade celebration grammar bug (credit u/TheGamingDictator)
* Fixed pre-battle spy report text colour
* Fixed battle retreat text colour

SCREENSHOTS

* New drink - https://i.imgur.com/M8TMR5h.png
* Puking new drink - https://i.imgur.com/3uJmzIB.png
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: martinuzz on September 05, 2019, 12:37:53 pm
Just bought it because it looks like some good fun.
My first 2 cents: change going back from menus from <0> <return> to <esc>, would make navigating the menus a lot quicker.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on September 05, 2019, 03:45:53 pm
https://imgur.com/a/MtB7h7R

GOBLIN SETTLEMENTS EXPANDED

A while ago the goblin settlement upgrade was added, something you can grow from a goblin hut all the way up to a megacity, well many people wanted it expanded and now it has been. Now once you have a goblin hut you can visit it in the other buildings tab on the main screen and upgrade it through there, each of the 20 or so different tiers has it's own graphic so you can watch the settlement grow before you!

* Added new system for goblin settlement (new screen in other buildings)
* Added ability to upgrade goblin settlement within the screen
* Added 20 different graphics for the stages of the goblin settlement

SAVE MANAGEMENT

A suggestion by RTT which is a good one, took a bit of work but I've got it sorted, now you can go through and type the name of a save file you want to delete to clear it and all its extra files away, helps if like me you have lots of different saves and test saves that get a little much, now spring cleaning is easy!

* Added ability to delete saves (credit RTT)

BOOKRAGE

For those who don't know, Bookrage has been involved in the Warsim community for quite some time over on Audiogames.net (specifically this thread) and has come up with I would say somewhere in the range of 500+ ideas over the years, frequently dropping a big list of concepts and ideas whenever I was brainstorming with things like the race system or name prefixes, some notable members of the Warsim community have been featured in the game and Defender suggested that Bookrage be added, why not! Now you'll find a place called Raging Book Shop in Blackrow where you'll find him!

* Added Raging Book Shop to Blackrow in Blackmarket
* Added Bookrage from Audiogames.net as a character (Defenders Idea)

JUST JOKING

Added 8 jokes that can appear being said by in game jesters and comedians

* Added yes knight joke (Level 1 joke) (credit u/Dtyn8)
* Added No good knight joke (Level 1 joke) (credit u/Dtyn8)
* Added fat knight joke (Level 1 joke)
* Added meat eater knight joke (Level 1 joke)
* Added cursed turnip man joke (Level 1 joke)
* Added peasant and a knight on a bridge joke (level 3 joke)
* Added knight in cannibal village joke (level 1 joke)
* Added Footless knight joke (level 2 joke)

MORE NAME SUFFIXES

Tons of new name suffixes, starting with tooth related ones but then I branched out, the best one is the Warmaker with +45 battlescore, my thought was if this character can make wars happen they are a probably tough, the weakest is the overdramatic with -10 battlescore!

* Added new name suffix 'Beartooth' (+16 battlescore)
* Added new name suffix 'Wolftooth' (+14 battlescore)
* Added new name suffix 'Dogtooth' (+4 battlescore)
* Added new name suffix 'Curvetooth' (+3 battlescore)
* Added new name suffix 'Bucktooth' (-1 battlescore)
* Added new name suffix 'Ogretooth' (+29 battlescore)
* Added new name suffix 'Glowtooth' (+15 battlescore)
* Added new name suffix 'Squaretooth' (+3 battlescore)
* Added new name suffix 'the Lifestealer' (+41 battlescore)
* Added new name suffix 'the Wallbreaker' (+25 battlescore)
* Added new name suffix 'the Boulder' (+30 battlescore) (can mix to make 50+ other suffixes)
* Added new name suffix 'the Tombstone' (+21 battlescore) (can mix to make 50+ other suffixes)
* Added new name suffix 'the Warforger' (+29 battlescore)
* Added new name suffix 'the Warchaser' (+34 battlescore)
* Added new name suffix 'the Warmaker' (+45 battlescore)
* Added new name suffix 'the Overdramatic' (-10. battlescore) (can mix to make 50+ other suffixes)

HERO ORIGIN STORIES

A couple of additional origin stories, I will keep adding these because eventually we will get to the point where it'll be more or less unique and each hero will have a completely different origin story to the next

* Added 'Assaulted jester' hero origin story
* Added 'My past? No' hero origin story
* Added 'Sweet roll seller' hero origin story
* Added 'Adventuring writer' hero origin story
* Added 'Adventurer cliff village' hero origin story

BUGFIXES

Lots of bugs fixed this time thanks mostly to defender and thegamingdictator, so thanks guys!

* Fixed ability to rehire mercenary group by selecting option one when they are hired (credit Defender)
* Fixed wordwrap of demon worshipper encounter
* Fixed demon worshipper throne room grammar bug
* Fixed Recruiter to knight text pause error (credit u/TheGamingDictator)
* Fixed Recruiter to knight text wordwrap bug
* Fixed Knight to recruiter text wordwrap bug
* Fixed hired into king's service grand champion hall of fame text replaced with retired into (whatever title you have ie queen/dude/king/blah)
* Fixed krut and erak showing numbers next to them when destroyed unlike other menu items (credit u/TheGamingDictator)
* Fixed Asking how much gold is needed in slums kicks you all the way out of the donation menu (credit Defender)
* Fixed slums donation menu grammar bug
* Fixed monfort mine reference to king instead of dynamic chosen title when getting tribute

EVERYTHING ELSE

A couple of new things here, now any hiring has a marching sound as well as some other barracks related tweaks!

* Updated Barracks upgrade text in kingdom upgrades screen
* Removed false note of ability to upgrade units directly on training grounds text
* Added new marching sound for hiring troops from main hire screen
* Added indicator of how much gold you have and cost of upgrade to barracks and grand barracks troop upgrade menus (credit u/TheGamingDictator)

SCREENSHOTS

Bookrage - https://i.imgur.com/PnGM9HI.png

Deleting a save game screen - https://i.imgur.com/YJFvdxn.png

Progression of the goblin settlement - https://i.imgur.com/rJJ6k59.png

How to find the delete a save screen - https://i.imgur.com/DfXPU8b.png

The new raging book shop - https://i.imgur.com/D4SOQgK.png
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on September 06, 2019, 04:48:13 pm
https://i.imgur.com/DLJbF2g.png

THE GOBLINWOOD JAMBOREE

I wanted another wholesome event in game and opted for the friendly goblins of the western settlement of Goblinwood, now provided you have all the positive goblin laws and stances. The goblinwood jamboree contains music, feasting, lots of chatter, a drinking contest against a bunch of goblins and random events, so be nice to goblins and head west!

* Added Goblinwood Jamboree (a goblinwood festival every 10 years if you have goblin celebration active and ban goblin slavery and have discovered goblinwood)
* Added goblin trumpet sound effect
* Added new description for goblinwood intro during jamboree
* Added goblin jamboree messenger end of turn event
* Added two goblin guard intro to castle Kolok
* Added 5 dynamic text intros for Bgax the guard captain
* Added 5 dynamic text intos for Geks the advisor
* Added 5 dynamic text intos for the king
* Added 5 dynamic text intos for Gmek the rich
* Added 3 dynamic texts for celebration start toast by king
* Added a toast by Bgax
* Added a toast by Gmek
* Added 2 dynamic texts for no toast
* Added dynamic applause response to toasts (but always a toast if the king speaks)
* Added goblinwood chariot song
* Added Chef goblin screen
* Added random feast meal system (gives you one of 4 different foods)
* Added 3 random reactions to eating mystery meat covered in Rteka seeds
* Added 3 random reactions to eating mystery meat on it's own
* Added 3 random reactions to eating rat meat skewers
* Added 3 random reactions to eating dog meat on the bone
* Added option to join or ignore goblin drinking competition (100 gold prize)
* Added dynamic system of drinking, quiting or drinking automatically
* Added drinking competition with dynamic eventualities for winning, losing or no winners
* Added dynamic graphic for the round of the drinking contest
* Added goblin glass window small sound effect
* Added goblin fall through window random jamboree event
* Added bgax breaks up brawl random jamboree event
* Added king donates gold to poor random jamboree event
* Added nobles donate gold to king random jamboree event
* Added 5 new warriors random jamboree event
* Added assassination attempt random jamboree event
* Added goblin hits head random jamboree event
* Added 3 random end of the night text descriptions
* Added 3 random sends offs from Geks the advisor

MORE NAME SUFFIXES

Another 5 new suffixes for the people of your gameworld!

* Added new name suffix 'the Firebringer' (-25 battlescore) (credit Catrin)
* Added new name suffix 'the Joker' (-1 battlescore) (credit Catrin)
* Added new name suffix 'the Mouse-eater' (-5 battlescore)
* Added new name suffix 'the Mouse Heart' (-3 battlescore)
* Added new name suffix 'the Mouse-like' (-5 battlescore)

ADDITIONAL TAVERN TALK

Still think the tavern dialogues could be added to so a few more! only the ones with very few unique dialogues like Ogloobs

* Added 5 dialogues to Blackrow tavern
* Added 5 dialogues to thickblood tavern
* Added 5 dialogues to Three blades inn
* Added 5 dialogues to silver staff tavern

BUGFIXES

A couple of little bugs found as well as a big crash bug thanks to u/ablack667

* Fixed crash when entering settings menu (credit u/ablack667)
* Fixed worst than rat meat text bug in goblinwood meat shop
* Fixed Eswin elfhater drunk event problems

EVERYTHING ELSE

A few things that didn't fit anywhere else!

* Added 15 new female names to female name generator
* Added joke to mine dialogues
* Added new child pickpocket name suffix 'the Ickle'

SCREENSHOTS

- Invite to the Jamboree - https://i.imgur.com/13vtFb0.png
- A pair of goblin guards - https://i.imgur.com/Lk6xOkv.png
- Goblin Trumpeteers - https://i.imgur.com/OhXZWrS.png
- Celebrating Goblinwood - https://i.imgur.com/jqyElmf.png
- A goblin shanty - https://i.imgur.com/euIlieV.png
- A goblin chef - https://i.imgur.com/EpgQvRo.png
- Mystery meat - https://i.imgur.com/ATpsUW3.png
- A round of drinking in Goblinwood - https://i.imgur.com/azEVvyL.png
- Winning the drinking contest - https://i.imgur.com/QVP0DZa.png
- End of the Jamboree - https://i.imgur.com/MBq2f9K.png
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on September 07, 2019, 10:59:28 am
https://i.imgur.com/QK5s5mI.png

Now I'm going to be real, today has mostly been smaller tweaks and fixes as opposed to a giant new event feature like yesterday as it took me from 8am til about 11pm to get finished, still lots of little things which improve the game and more planned tomorrow!

GAMING DICTATOR'S NAME SUFFIX IDEAS

A couple of new name suffixes thanks to u/theGamingDictator, I'm surprised we didn't have the Brave as a suffix already but now we do!

* Added new name suffix 'the Brave' (+29 battlescore) (can mix to make 50+ other suffixes)  (credit u/TheGamingDictator)
* Added new name suffix 'the Impaler' (+39 battlescore) (credit u/TheGamingDictator)
* Added new name suffix 'the Walker' (+5 battlescore) (credit u/TheGamingDictator)
* Added new name suffix 'the Braver' (+34 battlescore) (can mix to make 50+ other suffixes) (credit u/TheGamingDictator)
* Added new name suffix 'the Bravest' (+37 battlescore) (can mix to make 50+ other suffixes) (credit u/TheGamingDictator)

GOBLIN JAMBOREE IMPROVEMENTS

A few tweaks on yesterdays large update that I overlooked!

* Added 2 new alt dialogues for Gmek the rich announcing the drinking competition
* Fixed goblinwood celebration settlement graphic not showing in district screens
* Fixed goblinwood invites for celebrations after the initial celebration not going out

AEHLANS IMPROVED

While passing through here on a report of a grammar bug I noticed how sorry looking the book buying screens were, now each book has it's own book graphic and a special screen with sound effects for when you do buy the books!

* Fixed 4 Aehlans rare tomes grammar bugs  (credit u/TheGamingDictator)
* Added new sound effect to buying books from Aehlans
* Added new book graphic and buying screen for 'The Centaar'
* Added new book graphic and buying screen for 'Blackmarket management'
* Added new book graphic and buying screen for 'Legend of the iron hills'
* Added new book graphic and buying screen for 'Zeberfan the magic man'
* Added new book graphic and buying screen for 'The Black Bank of Azrukh'

SEER OF MINDS IMPROVEMENTS

Same as Aehlans, another few tweaks and fixes for an overlooked part of the Blackmarket!

* Fixed seer of minds grammar bug (credit u/TheGamingDictator)
* Fixed seer of minds conversation grammar bug (credit u/TheGamingDictator)
* Added new screen for seer of minds refusal to see you
* Added new screen for seer of minds too broke for a reading

MINER PROBLEM

Title pun, Another nice find by u/TheGamingDictator on reddit, It's an oversight in allowing mines to be prospected in when dead but no code to then tell the game the mine is working again after telling it the mine is dead, now this is fixed and a new screen has been put there to show this event happening!

* Fixed unable to resume mining after discovering new vein of ore in a dead mine (credit u/TheGamingDictator)
* Added screen for mining operations kickstarting again for each of mines (credit u/TheGamingDictator)

BUGFIXES

Tons of bugfixes today thanks to u/TheGamingDictator's giant bug report recently!

* Fixed 4 counts arms ruins text and grammar bugs (credit u/TheGamingDictator)
* Fixed bug with hiring refugees if only one refugee group left freezing game
* Fixed bug with gifting land to refugees if only one refugee group left freezing game
* Fixed ruined goblinstone colonised by savages doesn't show as savage owned in explore screen
* Fixed green sap drink text bug (credit Pakoito)
* Fixed Ogloob tavern event grammar bug (credit u/TheGamingDictator)
* Fixed Coastman buys drink tavern event grammar bug (credit u/TheGamingDictator)
* Fixed coin lodged in bar grammar bug (credit u/TheGamingDictator)
* Fixed tolerable but quick drinking grammar bug (credit u/TheGamingDictator)
* Fixed weaker than youd expect drinking grammar bug (credit u/TheGamingDictator)
* Fixed Ogloobs ale with an eye in it grammar bug (credit u/TheGamingDictator)
* Fixed Icewraith brew grammar bug (credit u/TheGamingDictator)
* Fixed 2 Royal bank capitalisation and grammar bugs (credit u/TheGamingDictator)
* Fixed 4 prison texts having grammar bugs (credit u/TheGamingDictator)
* Fixed 2 Blackmarket intro capitalisation bugs (credit u/TheGamingDictator)
* Fixed 2 Blackmarket slums intro capitalisation bugs (credit u/TheGamingDictator)
* Fixed 2 hiring Blackmarket capitalisation and grammar bugs (credit u/TheGamingDictator)
* Fixed 2 Old wizards tower (and celebration variant) capitalisation and grammar bugs (credit u/TheGamingDictator)
* Fixed ruined slaver post in blackmarket capitalisation bug (credit u/TheGamingDictator)
* Fixed Chelobs well intro screen grammar bug (credit u/TheGamingDictator)
* Fixed slums ruin grammar bug (credit u/TheGamingDictator)
* Fixed bandit group 1 owned building in slums grammar bug and wordspacing (credit u/TheGamingDictator)
* Fixed 4 slums watchtower grammar bugs (credit u/TheGamingDictator)
* Fixed 11 Niklas bug hunter text and layout bugs (credit u/TheGamingDictator)
* Fixed 10 Leafburner text and grammar bugs (credit u/TheGamingDictator)
* Fixed 11 Dockrow intro description text and grammar bugs (credit u/TheGamingDictator)
* Fixed 2 Black Opal grammar bugs (credit u/TheGamingDictator)
* Fixed no ship docked in Dockrow grammar bug (credit u/TheGamingDictator)
* Fixed 8 Docked ship text and grammar bugs (credit u/TheGamingDictator)

SCREENSHOT

New book covers - https://i.imgur.com/ZqY7QpI.png
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on September 08, 2019, 05:58:37 pm
https://i.imgur.com/fh3XfGw.png

This was supposed to be 50 features but as it's a send off I've broken the rules a bit and gone a lot further on this update than I intended, 100s and 100s of bugfixes and tons of little featurettes, the crowning feature being naming your kingdom finally!

WARSIM THE REALM OF... WHATEVER

Something I've been wanting to do for a very long time, it has been requested by so many players I've lost count, now you can name your kingdom anything you want not just Aslona. I've tried to scrub the game of references to Aslona if you are playing custom but I guarentee I've missed loads so if you find any in your Non-Aslona playthroughs share them with me and I'll sort them out!

* Added the ability to select your own kingdom name at game start
* Added the ability to generate a custom kingdom name at game start
* Added ability to rename your kingdom in the other laws screen

MAKE A WISH

The wishing well has been improved a lot more in it's layout and function!

* Added throwing your last coin into the well significantly increases odds of getting a wish
* Fixed menu option for throwing a coin into the magic well still showing if you have no gold
* Fixed 25 Wishing well text and grammar bugs (credit u/TheGamingDictator)
* Reworked text layout of Wishing Well (new gold loss indication and new text for successful wishes)

BLACKROW SLAVER IMPROVEMENTS

Was passing through the Blackrow slaver and found ways to improve it a little bit in how it's laid out.

* Added new screen for not having enough gold for Blackrow Tavern slaver
* Added new screen for asking for too many men Blackrow tavern slaver
* Added new screen for buying slaves from Blackrow tavern slaver
* Fixed Blackrow tavern slaver hire screen text bugs

MONUMENT OF KINGS IMPROVED

Was fixing some monument of kings bugs and noticed the destruction screen was a little lacking, now it's improved!

* Fixed 6 Monument of kings text and grammar bugs (credit u/TheGamingDictator)
* Rewrote text for destroying monument of kings
* Added destruction sound effect to Monument of Kings

BLACKMARKET LAYOUT IMPROVEMENTS

Now you can see your gold in more screens in the Blackmarket, it's annoying not knowing your gold when you're trying to buy things!

* Added new layout for hiring goblin scum from the market (including seeing your current gold)
* Added kingdom stats bar to each blackmarket district main screen and district selection screen
* Added new layout for hiring slavers from slums slaver post (including seeing your current gold)

SLUM GOLD SYSTEM IMPROVED

Now the slum gold system is far more logical and has better layout and a new option!

* Fixed slum gold donation screen doesn't close when you donate enough gold
* Added new indicator of exactly how much gold is needed for the slums on the main donation screen
* Added ability to donate exactly the amount of gold needed to upgrade the slums

BUGFIXES

That's Gaming Dictator, an absolute metric ton of bugfixes!

* Fixed Name selection screen bug option to make your own name there twice
* Fixed Demon hunters ruins text bug (credit u/TheGamingDictator)
* Fixed 3 Abandoned building Blackrow text and grammar bugs (credit u/TheGamingDictator)
* Fixed 7 Oval Sign building text and grammar bugs (credit u/TheGamingDictator)
* Fixed 4 Ruined house #2 Blackrow text and grammar bugs (credit u/TheGamingDictator)
* Fixed 10 House marked 'x' text and grammar bugs (credit u/TheGamingDictator)
* Fixed 6 Black alley text and grammar bugs (credit u/TheGamingDictator)
* Fixed 2 Burned shacks text and grammar bugs (credit u/TheGamingDictator)
* Fixed 11 Blackrow intro text and grammar bugs (credit u/TheGamingDictator)
* Fixed 2 Blackrow tavern intro text and grammar bugs (credit u/TheGamingDictator)
* Fixed 13 Ogloob the Ogre text and grammar bugs (credit u/TheGamingDictator)
* Fixed 2 Stargazer statue text and grammar bugs (credit u/TheGamingDictator)
* Fixed 10 Blackmarket Herald Office text and grammar bugs (credit u/TheGamingDictator)
* Fixed 8 Repairmans lodge text and grammar bugs (credit u/TheGamingDictator)
* Fixed Grand Gallion layout bug
* Fixed Eswin elf-hater dialogue tag bug
* Fixed 'raise' instead of 'raze' text bug in guildrow ((credit u/llevus)
* Fixed 9 Zoology hall text and grammar bugs
* Fixed 10 Deyan master of Zoology text and grammar bugs
* Fixed 27 Noreg year two history guild text and grammar bugs (credit u/TheGamingDictator)
* Fixed 30 history guild year two exam text and grammar bugs (credit u/TheGamingDictator)
* Fixed 18 history guild year three exam text and grammar bugs (credit u/TheGamingDictator)
* Fixed 2 year four history guild text and grammar bugs  (credit u/TheGamingDictator)
* Fixed 14 history guild year four exam text and grammar bugs (credit u/TheGamingDictator)
* Fixed graduating history guild text bug (credit u/TheGamingDictator)
* Fixed 28 History guild year one exam text and grammar bugs (credit u/TheGamingDictator)
* Fixed problems with lesson 2 of the history guild text (credit u/TheGamingDictator)
* Fixed 2 history guild intro text and grammar bugs (credit u/TheGamingDictator)
* Fixed 58 Hermaeus year one history guild text and grammar bugs (credit u/TheGamingDictator)
* Fixed 11 Aerondiir text and grammar bugs (credit u/TheGamingDictator)
* Fixed 4 East Dock Company text and grammar bugs (credit u/TheGamingDictator)
* Fixed 3 Black wall text and grammar bugs (credit u/TheGamingDictator)
* Fixed 15 Goblin Hall of Heroes text and grammar bugs (credit u/TheGamingDictator)
* Fixed 27 Hatmaker's Emporium Text and grammar bugs (credit u/TheGamingDictator)
* Fixed Hatmaker's Shop being referred to as Emporium before upgrade (credit u/TheGamingDictator)
* Fixed 10 Dockrow watchtower text and grammar bugs (credit u/TheGamingDictator)
* Fixed 3 Dockrow abandoned building text and grammar bugs (credit u/TheGamingDictator)
* Fixed 9 Mags kitchen text and grammar bugs (credit u/TheGamingDictator)
* Fixed Damaged house text bug (credit u/TheGamingDictator)
* Fixed 9 Blackmarket leader statue text and grammar bugs (credit u/TheGamingDictator)
* Fixed 6 Guild intro description text and grammar bugs (credit u/TheGamingDictator)
* Fixed 2 Dragon's Kneecap Tavern Intro text bugs (credit u/TheGamingDictator)
* Fixed 4 Eswin Elfhater text bugs (credit u/TheGamingDictator)
* Fixed Dragon wench knight text bug (credit u/TheGamingDictator)
* Fixed Wild Skalds intro text bug (credit u/TheGamingDictator)
* Fixed 47 Guildrow musicians guild text and grammar bugs (credit u/TheGamingDictator)
* Fixed 8 Blackmarket Treasury text and grammar bugs (credit u/TheGamingDictator)
* Fixed Shipbuilders Guild text bug (credit u/TheGamingDictator)
* Fixed 8 Bron the Shipbuilder text and grammar bugs (credit u/TheGamingDictator)
* Fixed hiring slaves from slums slaver post missing screen clear bug
* Fixed 2 text and grammar bugs with destroying the eastern trade post (credit u/TheGamingDictator)
* Fixed missing sound effect for looting traders post
* Fixed 3 scorpion pit text and grammar bugs (credit u/TheGamingDictator)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on September 18, 2019, 06:38:46 am
Alright so let me start by saying, this week has been interesting and troublesome to say the least. I have come into multiple problems and setbacks with my laptop and I'm awaiting a new keyboard after some keys got accidentally destroyed, there have also been some other issues I'm trying to solve so the workpace hasn't been where I've wanted it to be...

...However, I'm still super excited to bring this update which breathes a bit of life into an area that was flat and devoid of any depth for so long, it wasn't planned but after visiting the minor bandit code to put in the ability to hire the groups directly as a bandit king (thanks to a suggestion by Defender) I saw just how shallow the whole system was and decided to put and end to it.

**MINOR BANDIT OVERHAUL**
-

**New kinds of bandit leaders**

So this system was somewhat modelled on how the Goblin Slaver update was done, meaning there are numerous different traits available each having a different effect on how the leader acts. There are 10 different personalities total, some are similar like recruiter and expert recruiter, and some allow for special abilities like Mercenary captain or Land merchant.

* **Recruiter** (Double units each year)
* **Hordevassal** (Supports Phenor's Bandit Horde if it's active)   
* **Brutal Trainer** (Half recruits, Men have +60% stats (120 battlescore bandits and 200 battlescore Warlords)
* **Expert Robbers** (Take more gold)
* **Honest Men** (No robbery)
* **Expert Recruiter** (Triple units each year) (option to sell them your bandits, at 10 gold each)
* **Merry Men** (Doesn't rob as much gold, and never robs you if it means you have nothing)
* **Moneygrubber** (+20% Gold gain from rents and robberies)
* **Mercenary Captain** (Option to buy bandits from him, Occasionally runs merc contract events)
* **Land Merchant** (Sells any lands above the one they have, if they have only one land he invades automatically)

So you'll now see a group a honest men who won't rob anyone, right next to a bandit group with an expert recruiter growing in number fast only to be replaced by a brutal trainer who turns that large army into a feared unit where a warlord could kill one of your knights with ease.

* Added expert robbers take twice the gold
* Added moneygrubber leaders gain 20% extra rental gold each turn
* Added honest men don't rob anyone
* Added land grab factions always invade when attacking and on only one land
* Added updated battlescore for brutal trainer units (125 and 200)
* Added merry men dont' rob you if it would leave you broke
* Added moneygrubbers gain +20% of normal stolen gold
* Added recruiter leaders get double units each turn
* Added brutal trainers get half units each turn
* Added expert recruiters get triple units each turn

**New stuff you can do with minor bandit groups**

This update hasn't just changed what they can do, but also what you can do with them. Now you can view additional stats, you can talk to the leader directly, you can speak to random local bandits and if you have the 'Bandit King' backstory you can actually attempt to hire the group with a chance of gaining it's leader as a personal champion whom you can send to the Arena/to run a fort/etc. It's also now possible for you to try and have your diplomat broker a truce with a group instead of just paying gold, but there are risks!

* Added ability to buy land from land merchant bandit leader (if truced)
* Added ability to buy men from merc captain leaders (if truced)
* Added ability to sell men to expert recruiter leaders (if truced)
* Added ability to view all stats for bandit leaders
* Added ability to hire bandit group if you are the bandit king and (public op lower than 20 or group is merry men or honest men) (credit Defender)
* Added ability to speak to random bandit (25 dialogues)
* Added 36 unique dialogues (4 for each bandit leader type)
* Added ability for bandit group leader to join you as a knight if his group is assimilated with you
* Added ability for bandit group leader to head off into the world if his group is assimilated with you
* Added ability for bandit group leader to join you as a champion if his group is assimilated with you
* Added dynamic refusal from bandit group leader if you ask them to join
* Added ability for diplomat to broker truce with the bandits
* Added ability for diplomat to be killed brokering truce with bandits

**New bandit leader random events**

Now there are several events with at least one for each trait that can happen at the end of a turn, and some pre-existing bandit events have been improved upon.

* Added rival group join event for recruiter bandit leaders
* Added successful robberies event for expert robbery bandits
* Added new potion merchant raid event
* Added new old artifact seller raid event
* Added robbed nobles for village event for merry men bandit leaders
* Added defend village and gain recruits for honest men bandit leaders
* Added impassioned speech event for expert recruiter bandit leaders
* Added call for the bandit horde event for hordevassal bandit leaders
* Added half men to horde event for hordevassal bandit leaders
* Added brutal training regime event for brutal trainer leaders
* Added land capture event for land merchant leaders
* Added merc contract event for merc leaders
* Added 1 in 3 chance event for successful scam to double gold for moneygrubber bandit leaders

**Minor bandit bugs and tweaks**

A couple of bugs and tweaks done during the development, also a little cheat code for testing different types of bandit leader!

* Reworked the hire attack screen
* Fixed bandit group 5 giving all of their end of turn gold to bandit group 1
* Fixed capitalisation bug in minor bandit group screen
* Reworked layout of minor bandit screen
* Merged minor bandit code and made it 5x more efficient
* Added secret code 69 in bandit group choice screen which spawns a random set of bandit leaders

**UNRELATED BUGFIXES**

Some bug fixes suggested by you guys! and one I found

* Fixed Flag of Aslona reference (credit u/Dargonsploof)
* Fixed broken bluetrii screen (credit HisShadow)
* Fixed hirelings unable to be ignored or trap doored (credit HisSHadow)
* Fixed hiring more units than intended (credit HisShadow)
* Fixed niklas text line bug

**SCREENSHOTS**

* https://i.imgur.com/Zyp1JXz.png - New screen with a hostile group
* https://i.imgur.com/M2Bk89D.png - Diplomat convinces bandits to a truce
* https://i.imgur.com/JsRCyai.png - New menu for a truced group
* https://i.imgur.com/1fkuRYN.png - Viewing the troop tree
* https://i.imgur.com/B9VCai4.png - Talking to a minor bandit leader
* https://i.imgur.com/wzjSggN.png - Selling units to an expert recruiter leader
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on October 28, 2019, 01:38:16 pm
Hello everyone,

Warsim is currently 30% off on steam for the Halloween sale!

http://store.steampowered.com/app/659540/Warsim_The_Realm_of_Aslona/?beta=0

For anyone who hasn't yet played it, it's got a 97% positive rating on steam from over 150 reviews and has been a massive passion project! All support is welcome :)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Showbiz on October 28, 2019, 03:58:59 pm
I'm one of those 97 % <3
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on October 28, 2019, 03:59:32 pm
Thanks Showbiz, honestly means a lot! :)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Showbiz on October 30, 2019, 08:03:28 am
The least I can do after many fun hours of gameplay!
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on October 31, 2019, 09:22:36 am
That's so awesome to hear! :) Glad you enjoyed it
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on November 02, 2019, 01:36:40 pm
Starting a new series of tutorial videos for Warsim, my first is Mercenaries Explained.

Would love to know what you guys think

https://www.youtube.com/watch?v=PjA3dQ4DwNs&feature=youtu.be
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on November 04, 2019, 01:32:09 pm
Still primarily working on the combat update but have a bunch of features and additions that have once again accumulated into a very nice little update for you guys, [here's a little video](https://www.youtube.com/watch?v=t0jISkvWpoE&feature=youtu.be) delving into what it adds for those who don't want to read.

NEW MAJOR STUFF

Now the halloween pack can be used permanently, the troop death system now differenciates enemies and allies using a mount and blade style green and red for deaths. A new bonus location has been added to smallhaven and in the concepts menu you can test the battle approach system.

* Added Halloween race pack permanently
* Added new troop death colour system for warsim battles
* Added the laughing man of smallhaven to smallhaven
* Added ability to test the weather in game in the concept menu

CAFOFO'S SOUND EFFECT PACK

After scouring through /r/gamedev I saw this cool sound pack from Cafofo, https://cafofomusic.itch.io/human-vocal-sounds so I bought it and have installed a bunch of new sound effects to the game, there are quite a few I'm not yet using but will later including a great big bundle of female sounds.

* Added 15 new laughing sound effects
* Added 1 new sigh sound effect
* Added 4 new mmm sound effects

NEW NAMES

LeBronch, Hilarious!

* Added the name 'LeBronch' for Ents and Treemen

HIRE SCREEN OVERHAUL

After a bit of critique to the hire screen I realise it's fairly primitive compared to other features in the game and well in need of a rework. Now you will find that soldiers and knights will also start with a varied price in game, however each turn these prices will rise and fall at random, meaning if making a large purchase of units you might wish to wait for a better price. The new hire screen is split into several sub menus and is given more that can be done inside of it including access to the foreign mercenary units and the new ability to disband your armies.

* Split hire screen into 5 categories (hire, sell, disband, disarm&convert, upgrade)
* Added new disband screen to the hire section
* Added ability to disband soldiers, peasants, knights, goblins, and bandits
* Added new system for soldier price to be randomised before game start
* Added new system for knight price to be randomise before game start
* Added peasant price changes each year by +1 or -1 (min 8 gold, max 45 gold)
* Added Soldier price changes each year by +1-3 or -1-3 (min 20 gold, max 75 gold)
* Added Knight price changes each year by +3-6 or -3-6 (min 200 gold, max 750 gold)
* Added unit selling prices reflect half of the new cost price
* Added Small Market Favour Upgrade (500 gold) (10% more likely to get troop price drop)
* Added Market favour upgrade (2000 gold) (20% more likely to get troop price drop)
* Added Big Market favour upgrade (5000 gold) (50% more likely to get troop price drop)
* Added Grand Market favour upgrade (15000 gold) (100% more likely to get troop price drop)

UPGRADE UPGRADES

Upon reflection recently I've realised that upgrading your kingdom is really a more later game concept, and that's quite annoying. All too often new players look to upgrade early on only to realise they can't. I've decided to breakdown a lot of upgrades into smaller ones.

* Added nobility post (150 gold) 1 in 20 chance of +1 knight each year
* Added Large nobility post (750 gold) 1 in 10 chance of +1 knight each year
* Added Basic nobility quarters (1000 gold) 1 in 3 chance of +1 knight each year
* Added Small nobility quarters (2500 gold) 1 in 2 chance of +1 knight each year
* Reworked nobility quarters (10000 gold) 2 in 3 chance of +1 knight each year
* Reworked extended nobility quarters (25000 gold) 1-2 knights per year
* Reworked Advanced nobility quarters (50000 gold) 2-3 knights per year
* Added Grand nobility quarters (100000 gold) 3-5 knights per year

KNIGHT RARITY

Knights are powerful units, and they are more available than bad descisions on tinder, No more.

* Significantly nerfed noble quarters
* Nerfed number of knights available by default for different difficulties
* Nerfed number of knights added to available knights for hire list each turn

DEV PLAYS BUGS AND FIXES

During the Devs Plays video I did here (https://www.youtube.com/watch?v=wDsXAFqSzSU&feature=youtu.be) I encountered a number of bugs! Now none of them exist.

* Fixed Slave Soldier estimate of how many you can buy incorrect
* Fixed bag of gold stolen throne room reaction missing line below
* Fixed when coin thrown in well says it doesnt make a sound, sound effect for coin throw is blocked
* Fixed missing line and text colour for rock paper scissors intro screen
* Fixed badly laid out text for hanging painting on the wall in throne room
* Added new gold spend indicator to gibbering monk
* Added new screen and graphic to robbing monks basket
* Added new screen, graphic, and sound effect to killing the gibbering monk
* Fixed Tale of demons musician face turning green if refused
* Added more detailed explanation of the outcome of trials for champions
* Fixed explorer throne room encounter line missing bugs
* Fixed cannot visit jamboree and discover goblinwood in the same instance
* Fixed goblin drinking event takes infinite rounds if it ends in a draw

BUGFIXES

A fair few bugs cleared through hear, thanks to everyone who discovered these.

* Fixed no drunk level tracker appearing in Huntsmans tavern
* Fixed broken menu option in goblinwood and removed it
* Fixed miscoloured text in Smallhaven (credit u/TheGamingDictator)
* Fixed blackmarket scum hire screen layout bug
* Fixed Slums donation celebration event able to happen even if slums fully repaired
* Fixed Slums donation celebration event gives the gold to you instead (credit HisShadow)
* Fixed 'A king will do as he does' appearing when not playing as a king (credit Kaestia streamer)
* Fixed mutant bartender text bug
* Fixed demoted troops text bug
* Fixed bgax text in secret place (credit u/Tywami)
* Fixed greenskin mining leader not using chosen king title (credit Omer)
* Fixed text in booze distribution throne room event showing as yellow instead of white
* Fixed recruitment hall upgrade charging less gold than it should be

THRONE ROOM DRUNK EXPANSION

The throne room drunk encounters get irritatingly samey and spoil the throne room, now they are rarer and have more variation!

* Made throne room celebration events half as common during celebration
* Added A group of drunk men singing uninteligible songs throne room encounter
* Added I AM THE ALE MASTER throne room encounter
* Added Long live you throne room encounter
* Added The one who lets the people drink much throne room encounter
* Added no use crying over spilled ale throne room encounter

HEISANEVILGENIUS STREAM BUGS FOUND

Thanks to HeIsAnEvilGenius' stream, a few bugs and issues were encountered and now are fixed!

* Fixed bard hire when you already have a bard skip bug (credit Heisanevilgenius)
* Fixed Major faction rankings showing kingdom of Aslona even if you're a different land (credit Heisanevilgenius)
* Fixed minor goblin diplomacy screen no screen clear (credit Heisanevilgenius)
* Fixed minor goblin diplomacy graphic and missing line bugs (credit Heisanevilgenius)
* Fixed It's coffers text bug (credit Heisanevilgenius)
* Fixed goblin slaver guard upgrade possible when goblins outlawed (credit Heisanevilgenius)

EVERYTHING ELSE

* Added new option when meeting goblinwood with slaves to go away and think about it
* Added hostile dialogue from Rihhm elder if you are taking tribute (credit u/TheGamingDictator)
* Added hostile dialogue from Smallhaven elder if you are taking tribute (credit u/TheGamingDictator)
* Added a cap of 500 max units being converted by rehab law (credit u/thegamingdictator)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on November 12, 2019, 09:43:25 am
So again, I'm still cutting away at the combat update, but a little bit of bugfixing and the odd new feature here and there has led once again to an update. Here's my latest video covering what's been added and changed.

https://youtu.be/o6NwaiaVmGY

**RISE OF THE GILLGHOUL**

What went from a small doodle of a weird head to a race with 43 billion faces, welcome to the Gillghoul. These are the living corpses of bodies lost at sea!

* Added new race 'Gillghouls' to the game
* Added 43'823'445'120 Gillghoul faces (43.8 billion)
* Added Gillghoul face generator in extra screen
* Added Gillghoul concept.txt to extra folder in games files
* Added 59,294 possible new races of Gilghoul type (Hell Gillghouls, Two-Headed Gillghouls, Combat Gillghouls, etc)

Here are some gillghouls in action

https://i.imgur.com/Dj5ERt8.png

**RACE GENERATOR EXPANSION**

This is a single new prefix added to the race system, after a little test I thought it would be interesting to see what the different races would look like with no mouth, this led to the mouthless prefix however the code itself was already in the game it just wasn't being used by the race generator. Now you can find all kinds of mouthless creatures. This doesn't work on races with irregular face lengths like goblins but almost all other races it does. As a result of this and gillghouls additions the total possible races available in Warsim have gone from 75,066,204 to 75,470,122, not bad!

* Added new race prefix 'Mouthless' (-1 civ level, -5 battlescore, Faces have no mouth)
* Added 344,624 possible new mouthless races

Here's a look at some of the mouthless faces

https://i.imgur.com/PW1dYxD.png

**UPGRADE SCREEN REWORKED**

It was brought to my attention that upgrade screens didn't always tell you if you didn't have enough gold to buy the upgrade, this is very user unfriendly. I have decided to add screens for every upgrade and for not being able to afford every upgrade, it was a lot of work but now the upgrade screens are much more informative and some are unique.

* Added new screens for all kingdom upgrades you can't afford explaining the cost and showing your own gold  (credit u/Gamerzguy)
* Added new screens for all kingdom upgrades when bought (credit u/Gamerzguy)
* Added special screens for recruitment signs and militia recruitment signs (credit u/Gamerzguy)
* Added special screen for prison whips and steel whips with sfx (credit u/Gamerzguy)
* Added special screen for goblin slaver bodyguards (credit u/Gamerzguy)
* Added special screen for pitchfork and scythe harvest upgrades (credit u/Gamerzguy)
* Added special screen for pickaxe upgrade (credit u/Gamerzguy)
* Added special screen for market favour with sfx (credit u/Gamerzguy)
* Added special screen for hiring arena champion guards (credit u/Gamerzguy)
* Added special screen for constructing beast cages in arena (credit u/Gamerzguy)
* Added special screen for building spike pit in arena (credit u/Gamerzguy)

**NEW SOUND EFFECTS**

Thanks again to the https://cafofomusic.itch.io/human-vocal-sounds sound pack I purchased, added another heap of new sounds to the game that fit in very well.

* Added fart sound (from Cafofo's pack)
* Added new sound effect Aroused Hmm (from Cafofo's pack)
* Added new sound effect Big Sigh (from Cafofo's pack)
* Added new dynamic grr sound (6 different sounds) (from Cafofo's pack)

**THRONE ROOM REACTIONS EXPANDED**

Another mountain of throne room reactions, now the throne room visitors will have even more different possible reactions to the things you do and say. Also 5 reactions I'd previously coded were not actually able to appear in game due to a bug! so those are added too

* Added child blows rasperry and runs throne room reaction
* Added there's only one way to react throne room reaction
* Added Big strong soldier gets the ladies throne room recruit reaction
* Added I'll be a local hero throne room robbery reaction
* Added I wonder if you can comprehend throne room robbery reaction
* Added calls for a celebration throne room knight quest reaction
* Added angry growl knight throne room reaction
* Added Grr sound to knight scoffs and storms out throne room reaction
* Added If you weren't a king, I'd kick your- Drunk throne room reaction
* Added dynamic grr sound to 3 throne room reactions
* Added peasant growls throne room reaction
* Added hand on head groan thone room reaction
* Added angry sound storm out throne room reaction
* Fixed 5 throne room reactions to kicking someone out of court not appearing in game

**DENLAND VIDEO BUGFIXES**

Turns out recording Warsim videos is the best bugfixing system possible, because whenever I try to show off the game I encounter all the bugs! Another bunch found while delving into denland now all solved.

* Fixed drunken monkey performance gives two splitlines
* Fixed mine collapse code being negated by not enough miners to work code (all 3 mines)
* Added new screen for raiding rihhm
* Added new screen for enslaving rihhm
* Added new screen for looting rihhm
* Added new indicators for gained gold and slaves in Rihhm
* Fixed cutting tree down screen layout bug
* Fixed 'you come upon a the ruins' wagon post bug
* Fixed smallhaven ruined village text colour set as yellow
* Added new screen for raiding smallhaven
* Added new screen for enslaving smallhaven
* Added new screen for looting smallhaven
* Added new indicators for gained gold and slaves in smallhaven

**BUGFIXES**

Lots of different bugs found through both testing and from reports from other people! RIP bugs

* Fixed dice/die problems with sudden death (credit u/Heisanevilgenius)
* Fixed grammar of the game 12's rule set
* Fixed dice/die problems with 12 game (credit u/Heisanevilgenius)
* Fixed knight wage change screen using soldiers instead of knights (credit u/billwanchalo)
* Fixed artifact hall being accesible anytime without buying it
* Fixed anointment of knight once per turn not working (credit UltimateBlade)
* Fixed road upgrade not benefitting harvest income if longer harvest law active
* Fixed harvest tools upgrade not benefitting harvest income if longer harvest law active
* Fixed buying steel tipped whips takes 5000 gold but will allow you to buy it with 3000 gold giving you -2000 if you only have 3k
* Fixed destroying arena doesnt destroy arena upgrades when you rebuild arena

**EVERYTHING ELSE**

And finally the stuff I couldn't categorise, a bundle of changes tweaks and new additions!

* Added ability to cancel attack when hiring bandit group to fight for you (credit u/TheGamingDictator)
* Added ability to pay for celebration from bank gold if not enough normal gold (credit u/TheGamingDictator)
* Added ability to pay for celebration from mix of bank gold and normal gold if not enough (credit u/TheGamingDictator)
* Updated bloodings race description to include reference to them being called Hemogoblins (credit u/Voliol)
* Made market favour fade (1 in 5 chance each year to lose 1 market favour)
* Nerfed Armoury from 10-25-50% battlescore bonuses to 5-10-15% battlescore bonuses
* Added the name 'Detritus' to trolls name pack (discworld reference)
* Made it 50% less goblins bought to get +1 relation with goblin slaver
* Added new custom race face generator in modders toolbox for if you make your own custom face type (credit AlternateEnding)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: bluephoenix on November 14, 2019, 05:29:15 am
This looks interesting and you're pumping out those updates really quickly which is admirable.

Gonna dig into the game myself and see what it is all about.


EDIT: Bought it and played for a few hours so far. It's great fun.

Successfully invaded an enemy independent nation, got a whistling gnome musician as my court minstrel and made the people like me.

The realm exploration part is a bit confusing though, I found a mine and it gives me the option to attack it but it doesn't give me any information on what will happen if I do choose to attack it (will it get destroyed, do I take it over?) I'm also not quiet sure if the other factions can capture/destroy the various villages and landmarks to the north/east/south/west or if I'm the only one who has access to them.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on November 14, 2019, 09:55:26 am
Hey Bluephoenix, Thank you a bunch for the support! :)

I'm glad you've enjoyed it so far. As for the exploration attacking the mine will give it to you if you win, then you can put your peasants in there to work for you. As for other factions capturing the lands, there are one or two locations that can be effected by outside influence but otherwise it's just you.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: bluephoenix on November 14, 2019, 07:17:52 pm
Ah okay thanks.

Do you mind if I sometimes post questions in here?
Or report bugs? (The only bug I found was when someone comes to see me in the throne room and I select an option that doesn't exist like option 5 when there are only option 1-3 it kicks me back to the main throne room screen and the person disappears with the game not telling me what happened to his request)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on November 15, 2019, 05:27:27 am
No problem that's fine by me. I'll look into the throne room thing! :)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on November 17, 2019, 07:00:32 pm
Another update born out of adding and tweaking things alongside the combat update stuff. This update adds a bunch of new things including some changes to the upgrade screens layout I'm really happy with.

UPGRADE SCREEN ADDITIONAL IMPROVEMENTS

I was looking at the upgrade screens that were changed in the last update when it dawned on me that there was another way of making the upgrade screen more intiutive, by adding colour to show if it is buyable, too expensive or sold making it much easier to tell. Now upgrades you can't afford are coloured red, stuff you can afford is coloured green, and stuff you've maxed out goes grey, it's a much bigger improvement on upgrades.

* Added new colour system for upgrade screen options
* Added new colour system for recruitment screen upgrades
* Added new colour system for Arena upgrades
* Added new colour system for Prison upgrades
* Added new colour system for Throne room upgrades
* Added new colour system for Militia upgrades

NEW TOOLS AND SIGNS UPGRADES

With all the work done on the upgrades screens recently I thought it was time to add some more actually upgrades, these 14 new ones were the result of a quick brainstorm.

* Added throne room signs upgrade (500 gold)(+5% more throne room visitors)
* Added bigger throne room signs upgrade (1000 gold)(+10% more throne room visitors)
* Added giant throne room signs upgrade (2000 gold)(+15% more throne room visitors)
* Added Wooden Climbing picks (100 gold)(knights more likely to succeed when climbing)
* Added Iron Climbing picks (250 gold)(knights more likely to succeed when climbing)
* Added Steel Climbing picks (400 gold)(knights more likely to succeed when climbing)
* Added Gold Climbing picks (1000 gold)(knights more likely to succeed when climbing)
* Added Diamond Climbing picks (2500 gold)(knights more likely to succeed when climbing)
* Added Foreign mercenary signs (500 gold)(+5% larger foreign merc groups)
* Added Bigger Foreign mercenary signs (500 gold)(+5% larger foreign merc groups)
* Added Giant Foreign mercenary signs (500 gold)(+5% larger foreign merc groups)
* Added Tribute Collection Boxes (400 gold)(+5% tribute from explore locations)
* Added Tribute Collection Stands (1500 gold)(+10% tribute from explore locations)
* Added Tribute Collection Outposts (15000 gold)(+25% tribute from explore locations)

GOT YOUR NOSE

A suggestion based on the mouthless race prefix added previously, now you can get races without noses! Thanks gaming dictator

* Added new race prefix 'Noseless' (will have no noses, -3 battlescore) (credit u/Thegamingdictator)
* As a result of this there are now 344'624 new noseless and noseless combo races in game (75814746 total races) (credit u/Thegamingdictator)

NEW NAMES

A few new names for the characters of your world

* Added 10 new ghoul and gillghoul names
* Added 3 new giant names (Stampy, Stone-Roller, and Boulder-Roller)
* Added 10 new orc names

HIRE SCREEN TWEAKS

Following on from fairly recent hire screen tweaks the menu has been extender further to include troop wages and some other tweaks

* Added wages screen to the recruit and sell troops menu (credit Defender)
* Added new dynamic hire text showing how many you can afford and you already have for goblins (credit u/TheGamingDictator)
* Added new dynamic hire text showing how many you can afford and you already have for bandits (credit u/TheGamingDictator)
   
NEW REACTIONS

More throne room reaction additions in an attempt to make everything a little more random and dynamic

* Added 'it's almost harvesting season' reaction to peasant arrest (credit u/theGamingDictator)
* Added 'ill drink from your skull' arrest reaction (credit u/theGamingDictator)
* Added 'honour your blessing' recruitment reaction
* Added 'Hissing child' child arrest reaction (with sfx)
* Added 'Hissing peasant' peasant arrest reaction (with sfx)

BUGFIXES

Only a few bugfixes this update, can't tell if that's lucky or not!

* Fixed spacing issue for faction attack announcement
* Fixed there is a pretty long line missing of bug (credit u/theGamingDictator)
* Fixed become a village of farming text bug
* Fixed yellow text and layout of giving mercs land screen (credit u/TheGamingDictator)

EVERYTHING ELSE

New sound effect and some other things!

* Added new trumpet sound effect add to the random trumpet sound system (Credit Omer)
* Added new screen for giving land to the mercenaries
* Added tags to the blackmarket takeover descision to show what each option means
* Added 3 new advices to the games advice pool (throne room advisors/gar gallock/staff advice)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on November 20, 2019, 08:27:32 am
Hey guys, just did a video that delves into the games civilization generator and shows off handfuls of the 75 million+ possible procedurally generated civs live and as they come

https://www.youtube.com/watch?v=MsJ0mBwLkJU&feature=youtu.be
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on November 22, 2019, 01:57:59 pm
So this update has taken the majority of my time this week but it has resulted in tons more possible random races that you'll likely never see in game, as well as a bunch of tweaks and tons of bugfixes.

RACE SYSTEM EXPANDED

Big thanks to u/AdministrativeTreat7, Ash, Bookrage and AlternateEnding for many of these suggestions. I did the math and these 22 new prefixes add a total of 6,841,800 possible new races, be they Rainbow Halflings, Super Trolls, Damned Ghouls, Scrawny Hobgoblins, Might Gnomes, Bush Zombies, Conjoined Necromancers, Wasteland Goblins or millions more! Each of them has different effects and bonuses and I can't wait to see them in my gameworld!

* Added new race prefix 'Rainbow' (skin changes colour at random)(+3 battlescore) (Now you can get Rainbow Trolls and Rainbow Dwarves and 345 thousand other Rainbow races)
* Added new race prefix 'Weak' (Battlescore /2) (credit u/AdministrativeTreat7)
* Added new race prefix 'Paragon' (Battlescore +15)(Population lvl +3)(Civ lvl +2)(Most units are elite units)
* Added new race prefix 'Brutish' (Battlescore +6)(Bigger Head)(credit u/AdministrativeTreat7)
* Added new race prefix 'Rabid' (Battlescore +4)(Population lvl -3)(Civ lvl set to 1)(Always savage) (Credit Ash)
* Added new race prefix 'Wise' (Battlescore +2)(Population lvl -2)(Civ lvl +3) (credit u/AdministrativeTreat7)
* Added new race prefix 'Shell' (+10 battlescore from the shell on their back)(Shell Trolls, Shell Dwarves, Shell Goblins... this is weird) (credit Bookrage)
* Added new race prefix 'Confused' (-3 battlescore)(Relations with everyone change at random) (credit u/AdministrativeTreat7)
* Added new race prefix 'Super' (Battlescore x3)(Population /2) (Super Gnomes gonna haunt your dreams) (credit u/AdministrativeTreat7)
* Added new race prefix 'Damned' (Will be given future date at game start that they will completely die on) (credit u/AdministrativeTreat7)
* Added new race prefix 'Cruel' (Always evil)(credit AdministrativeTreat7 & AlternateEnding)
* Added new race prefix 'Salt' (White skin)(-1 battlescore (salty?))
* Added new race prefix 'Stretch-Head' (Double all head parts)(+5 battlescore)
* Added new race prefix 'Celibate' (+2 Battlescore [sexual frustration](a fifth of the population) (credit AlternateEnding)
* Added new race prefix 'Scrawny' (1/3rd normal battlescore)(tiny faces) (credit Bookrage)
* Added new race prefix 'Dastardly' (+4 Battlescore)(robs you like bandits)
* Added new race prefix 'Ugly' (-2 Battlescore)(Half Pop)(Slightly deformed faces) (credit u/AdministrativeTreat7)
* Added new race prefix 'Mighty' (Double Battlescore) (credit u/AdministrativeTreat7)
* Added new race prefix 'Bush' (Half Battlescore)(Half Pop)(Tiny faces)(credit u/AdministrativeTreat7)
* Added new race prefix 'Conjoined' (+5 Battlescore)(two headed) (credit u/AdministrativeTreat7)
* Added new race prefix 'Twin' (+15 Battlescore)(two headed) (credit u/AdministrativeTreat7)
* Added new race prefix 'Wasteland' (+24 Battlescore)(Half Pop)(-1 Civ Lvl)

RACE PREFIX CHANGES AND TWEAKS

While checking through all of the prefixes in the game I found many with effects that didn't make sense, a few with bugs in them, and a handful that were lacking features that would improve them slightly. Now the already existant races possible have been given lots of tweaks and changes that hopefully make a lot more sense! I also removed some duplicate race prefixes I'd noticed in there that were slightly different to eachother but not enough to warrant them being seperate

* Made Garden races green skinned
* Made Garden races have baby faces
* Gave +5 battlescore to 'high' races
* Made lesser races have small faces
* Updated doomed prefix description
* Made frost races have light blue skin
* Added yellow skin to sun prefix
* Made blind race prefix give -3 Battlescore
* Made Brutish prefix -1 Civ Level
* Made Black Prefix give +10 Battlescore
* Made Cold prefix give blue skin
* Made Harmless prefix give half battlescore instead of -10 battlescore
* Made mutated prefix give light green skin
* Fixed mouthless race setting battlescore to 2, now it takes away 8 battlescore instead
* Fixed Noseless race losing a third of battlescore, now -3 battlescore
* Fixed having a noseless race making all faces noseless
* Fixed having a toothless race making all races toothless
* Fixed order of race effects file
* Fixed gorge races not getting their +13 battlescore bonus
* Fixed broken swamp civ change effect and made it -2 civ level instead of nothing
* Removed duplicate masked prefix from the game
* Removed duplicate invisible prefix from the game
* Made sparse prefix give /4 population instead of -5 pop   
* Removed battlescore change from sparse now no change
* Removed duplicate silent race prefix
* Removed two duplicate two-headed prefixes
* Made magical tattoo prefix give magical ability code access
* Made undead prefix set civilisation level to 1 instead of taking 1 away
* Fixed weak prefix spelling error in description 'strenght'

RACE PREFIX WIKI

I spent a fair portion of yesterday going through all of the prefixes in game as well as the new ones added and documented every single prefix and what it does in a handy table with explanations on our wiki, for anyone interested in knowing the bonuses their race should have, check them out here!

https://github.com/Huw2k8/warsim/wiki/Race-Generator-Prefixes

DESERTER SCREENS

I noticed the deserter interactions were very lackluster, now there are a bunch of new screens and sounds!

* Made deserter odds of disbanding or joining you 1 in 3 instead of 1 in 10
* Added new screen for deserters joining you after payment
* Added new screen for paying deserters (with sfx)
* Added new screen for deserters robbing you (with sfx)
* Added new screen for deserters disbanding after payment

BUGFIXES

Found quite a few bugs through personal playtests this week and also got a bunch of bug finds by you guys! so thanks WornOak, Bill Garthright, LaughingGravy and u/Thomasasia

* Fixed race generator getting stuck in the taur system (Credit WornOak)
* Fixed Feint typo in throne reaction encounter (credit Bill Garthright)
* Fixed armoury upgrades don't change the unit battlescores shown in troop count view (credit Bill Garthright)
* Fixed make the them text bug in throne room event (credit LaughingGravy)
* Fixed diamond climbing picks update spacing
* Fixed forgive outlaws throne room encounter trap door not working bug
* Fixed fully explored wild north area description spacing bug
* Fixed Silver staff tavern doesn't show drunk level
* Fixed drinking encounter text colour being yellow
* Fixed wooden climbing picks upgrade colour error
* Fixed Iron climbing picks upgrade colour error
* Fixed steel climbing picks upgrade colour error
* Fixed gold climbing picks upgrade colour error
* Fixed diamond climbing picks upgrade colour error
* Fixed no bet made popup not having its own screen
* Fixed able to bet on grand champion fight when arena has run out of gold
* Fixed able to bet on grand champion fight when you own the arena
* Fixed no indicators of tribute or no tribute when asking for it in shallowrock mine
* Fixed recruiting minor bandit clan as bandit king infinite resource exploit (credit u/Thomasasia)
* Fixed oldest tree goblinstone destroyed dialogue menu trap bug (credit Bill Garthright)
* Fixed smooth head with toothy grin broken text monster part

EVERYTHING ELSE

Just a handful of tweaks and changes here!

* Removed mushroom men from appearing in game (shroomlings is their replacement) (credit WornOak)
* Added new screen after old owner leaves for when you buy the arena
* Made current buy/take arena screen use the face of prev arena owner as graphic instead of a picture of the arena
* Added new kingdom type 'Poohbahdom' with 'Grand Poohbah' leaders and 'Lords' (credit AlternateEnding)
* Removed excess line from the forbidden arts shop in Artifact market
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on November 26, 2019, 01:15:24 pm
Hello Everyone,

If you don't have it yet Warsim is now 35% off at $3.24 on steam for the Autumn sale!

I've been working relentlessly on this game for 4 years and I've really put my heart and soul into it so all support is greatly appreciated!

Check it out here - https://store.steampowered.com/app/659540/Warsim_The_Realm_of_Aslona/?beta=0

And if you know anyone who would be interested in the game let them know! :)

Thanks a bunch

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on November 30, 2019, 11:53:21 am
Hello everyone, as promised here's our new update! Actually quite a big one that has taken all my time this week, hope you guys enjoy it!

NEW RACES

Continuing on from the previous update I've added a bunch of new prefixes, some of them have pretty crazy effects too! Now we've gone from 82 million races to 85 million possible in game! (85,996,358 to be precise)

* Added new race prefix 'Boulder' (+4 battlescore)
* Added new race prefix 'Monstrous' (half pop)(triple battlescore)(always evil)(4 sets of eyes and teeth)(always savage)
* Added new race prefix 'Nightmare' (third pop)(4x battlescore)(always evil)(4 sets of eyes and teeth)(always savage)(Dark red skin)
* Added new race prefix 'Bridge' (-2 Battlescore)
* Added new race prefix 'Alpha' (x2 Battlescore)(+10 Pop lvl)(Slightly bigger heads) (credit AlternateEnding)
* Added new race prefix 'Pillaging' (+5 Battlescore)(Evil)(Can rob gold like bandits) (credit AlternateEnding)
* Added new race prefix 'Advanced' (x2 Battlescore)(x2 Pop lvl)(+2 Civ lvl) (credit u/AdministrativeTreat7)
* Added new race prefix 'Camouflage' (Invisible)(Half pop)(+20 battlescore)(credit AlternateEnding)
* Changed Blind prefix to give -7 battlescore instead of -3 battlescore (credit Defender)
* Made Eldritch race use the new monstrous and nightmare face warp with purple skin (credit AlternateEnding)
   
RIDDLE ME THIS

New riddles... for reasons

* Added level 3 riddle (six legs two heads...)
* Added level 2 riddle (look at my face, I am someone...)
* Added level 1 riddle (round as an apple, deep as a cup...)
* Added level 4 riddle (passed from father to son...)
* Added level 2 riddle (Silently it stalks me, running as I...)
* Added level 1 riddle (Neck but no head, arms but no hands...)
* Added level 2 riddle (Like dogs shouting at the moon...)
* Added level 3 riddle (Put it in a pit, locked behind steel...)
* Added level 2 riddle (Only honest men will keep this...)
* Added level 4 riddle (No flesh outside no blood no bones...)
* Added level 1 riddle (Never resting never still...)

KINGDOM TYPES

Thanks to the people over at /r/gamedesign we got a big heap of new kingdom types in game that are documented on the wiki here - https://github.com/Huw2k8/warsim/wiki/Kingdom-Types-and-Leadership-Titles

These will now appear as for many of the kingdoms that will occupy your new worlds!

* Added new kingdom type 'Bokonate' (King: Granfalloon)(Lord: Lord)(Civ: 3)(Credit u/u/Varkarrus)
* Added new kingdom type 'Tribe' (King: High Muckamuck)(Lord: Warlord)(Civ: 0)(Credit u/u/Varkarrus)
* Added new kingdom type 'Kingdom' (King: Rex)(Lord: Dominus)(Civ: 4)(Credit u/TsundrBus)
* Added new kingdom type 'Tribe' (King: Alpha)(Lord: Warlord)(Civ: 0)
* Added new kingdom type 'Caliphate' (King: Caliph)(Lord: Warlord)(Civ: 3)(Credit u/TsundrBus)
* Added new kingdom type 'Empire' (King: Kaiser)(Lord: Lord)(Civ: 4)(Credit u/TsundrBus)
* Added new kingdom type 'Shahdom' (King: Shah)(Lord: Lord)(Civ: 4)(Credit u/TsundrBus & u/DupeyTA)
* Added new kingdom type 'Tribal council' (King: High-Chief')(Lord: Council Elder)(civ: 1)
* Added new kingdom type 'Tribe' (King: Chieftain)(Lord: Warlord)(Civ: 0)
* Added new kingdom type 'Khanate' (King: Khan)(Lord: Warlord)(Civ: 3)(Credit u/TsundrBus)
* Added new kingdom type 'Kingdom' (King: Majesty)(Lord: Lord)(Civ: 4)(Credit u/TsundrBus)
* Added new kingdom type 'Divine-Kingdom' (King: Pope)(Lord: Cardinal)(Civ: 4)(Credit u/Hexegesis)
* Added new kingdom type 'Theocracy' (King: Patriarch)(Lord: Pious-Lord)(Civ: 3)(Credit u/Hexegesis)
* Added new kingdom type 'Community' (King: Guru)(Lord: Follower)(Civ: 3)
* Added new kingdom type 'Kingdom' (King: Steward)(Lord: Lord)(Civ: 3)
* Added new kingdom type 'Theocracy' (King: God-King)(Lord: Low-King)(Civ: 3)(credit u/Hexegesis)
* Added new kingdom type 'State' (King: Governor-General)(Lord: Commander)(Civ: 4)(Credit u/negative_energy)
* Added new kingdom type 'Grand Khanate' (King: Great Khan)(Lord: Warlord)(Civ: 3)(Credit u/negative_energy)
* Added new kingdom type 'Dynasty' (King: Pharaoh)(Lord: Vizier)(Civ: 3)(Credit u/negative_energy)
* Added new kingdom type 'Land' (King: Great-Protector)(Lord: Lord)(Civ: 4)(Credit u/negative_energy)
* Added new kingdom type 'Emirate' (King: Emir)(Lord: Lord)(Civ: 4)(Credit u/negative_energy)
* Added new kingdom type 'Regency' (King: Regent)(Lord: Lord)(Civ: 4)(Credit u/negative_energy)
* Added new kingdom type 'Tribe' (King: Tu'i)(Lord: Warchief)(Civ: 0)(Credit u/negative_energy)
* Added new kingdom type 'Tribe' (King: Amenukal)(Lord: Warlord)(Civ: 0)(Credit u/negative_energy)
* Added new kingdom type 'Principality' (King: Prince-Bishop)(Lord: Lord)(Civ: 4)(Credit u/negative_energy)
* Altered Theocracy with High-Priest in charge to have Priests instead of Lords(credit u/Hexegesis)
* Kingdom with elder and warlord renamed to 'Elderdom' instead of 'Kingdom'
* Altered Shogunate lords from 'Samurai-Lords' to 'Daimyo' (credit u/Hexegesis)
* Altered republics leaders to 'High-Consul' and lords to 'Consul' (credit u/TheGamingDictator)
   
I NAME THEE

Human names are the most commonly used names in the game, even 1000 can get a little stale after a while, tried to mix it up a little bit with 350 names, and it was a hell of a trawl to get these in!

* Added 350 human names (was 1086 now 1436)

CELEBRATIONS IMPROVED

The celebration ceremonies you host in the throne room were executed poorly, now they have been update, tons of bugs have been fixed and the entertainment side has been expanded with each act getting a facelift as well as new additional acts appearing in your ceremonies.

* Fixed reference to Aslona instead of your kingdom name for friendly leaders during celebration
* Fixed 6 grammar and spacing bugs from dialogues for friendly leaders during celebrations
* Added 2 new dialogues for friendly leaders during celebrations
* Fixed 8 grammar and spacing bugs from gifts given by friendly leaders during celebration
* Added new indicator of gold/lands/troops given from friendly leaders showing what's gained and lost
* Fixed 5 grammar and spacing bugs from dialogues for hostile leaders during celebrations
* Added 2 new dialogues for hostile leaders during celebrations
* Fixed 6 grammar and spacing bugs from gifts given by hostile leaders during celebration
* Added new indicator of gold/lands/troops given from hostile leaders showing what's gained and lost
* Fixed 6 grammar and spacing bugs from dialogues for mercantile leaders during celebrations
* Fixed reference to Aslona instead of your kingdom name for mercantile leaders during celebration
* Modified 5 mercantile leader celebration dialogues to be more mercantile orientated
* Added 2 new dialogues for mercantile leaders during celebrations
* Fixed 9 grammar and spacing bugs from gifts given by mercantile leaders during celebration
* Added new indicator of gold/lands/troops given from mercantile leaders showing what's gained and lost
* Added unique no gift screen for mercantile leaders
* Fixed 5 grammar and spacing bugs from dialogues for stupid leaders during celebrations
* Added a new dialogue for stupid leaders during celebrations
* Added unique no gift screen for stupid leaders
* Fixed 4 grammar and spacing bugs from gifts given by stupid leaders during celebration
* Added new indicator of gold/lands/troops given from stupid leaders showing what's gained and lost
* Fixed reference to Aslona instead of your kingdom name for normal leaders during celebration
* Fixed 7 grammar and spacing bugs from dialogues for normal leaders during celebrations
* Added 2 new dialogues for normal leaders during celebrations
* Fixed 6 grammar and spacing bugs from gifts given by normal leaders during celebration
* Added new indicator of gold/lands/troops given from normal leaders showing what's gained and lost
* Fixed 7 grammar and spacing bugs from dialogues for Strange leaders during celebrations
* Added 2 new dialogues for Strange leaders during celebrations
* Fixed 13 grammar and spacing bugs from gifts given by Strange leaders during celebration
* Added new indicator of gold/lands/troops given from Strange leaders showing what's gained and lost
* Fixed all staff/grand champ in celebrations having line above their head instead of spaces
* Fixed independent leaders missing line below their faces during celebration ceremony
* Fixed Elder atik in ceremony missing above head spacing
* Fixed Blackmarket leader in ceremony missing above head spacing
* Fixed Eswin in ceremony missing above head spacing
* Fixed Blackmarket Pit champ in ceremony missing above head spacing
* Fixed Ogloob in ceremony missing above head spacing
* Fixed Niklas in ceremony missing above head spacing
* Fixed Brawl Pit champ in ceremony missing above head spacing
* Fixed 8 linespacing issues in generic celebration dialogues
* Fixed 53 grammar issues in generic celebration dialogues
* Fixed 42 linesspacing and grammar bugs in celebration rewards
* Fixed grand champions of independents have lines above their heads
* Fixed random line appearing when speaking to random visitors in events
* Set max cap for random guests in event at 25
* Fixed intro to acts screen text and layout
* Added random horn sound effect when celebration event starts
* Fixed double space for custom celebration ceremony in throne room and replaced with custom text
* Fixed throne room goblin dancer having yellow skin
* Added new end screen for goblin dancer post dance
* Fixed pause screen with press space bar option shown for goblin dancer
* Added new sound effect for goblin dancer
* Fixed covers faces with hands text bug for throne room changeling
* Added new special post changeling dance screen for throne room celebration
* Added changeling introduction screens for throne room celebration
* Added 3 different dynamic intro texts for changeling in throne room celebration
* Added new introductory face change scene for changeling in throne room celebration
* Added new 2-layered intro screen for sandtalker throne room entertainment and celebration
* Merged throne room celebration events and custom requested celebration events into one code
* Added 3 different dynamic intro texts for sand talker in throne room celebration
* Added new outro screen for sandtalker throne room entertainment
* Added 3 different dynamic outro texts for sand talker in throne room celebration
* Fixed colour issue for acrobat in throne room
* Added intro sceen for throne room acrobat entertainer
* Added 3 different dynamic intro texts for acrobat in throne room
* Added outro screen for acrobat in throne room
* Added sound effect to acrobat in throne room
* Fixed sound restart bug for sand talker in throne room
* Fixed abomination ascii filter skipping face
* Added new introductory screen with sfx for farting abomination in throne room
* Added 3 different dynamic intro texts for farting abomination
* Added 3 new dialogues for farting abomination during his performance
* Fixed farting abomination dialogue colour being yellow
* Added new outro screen for farting abomination
* Added new intro screen for the wild skalds throne room entertainers
* Added 3 different dynamic intro texts for the wild skalds
* Added new outro for the wild skalds
* Modified the text shown while the wild skalds sing to include their lyrics
* Added sound effects to throne room juggler
* Removed extra line from juggling graphic
* Added intro screen for throne room juggler
* Added 3 different dynamic intro texts for the juggler
* Fixed juggler skin being yellow
* Added outro screen for throne room juggler
* Added new intro screen for comedian throne room
* Added 3 different dynamic intro jokes for comedian throne room
* Added 3 dynamic responses with sfx to comedians jokes throne room
* Added outro for comedian throne room
* Added intro screen for brawlers
* Added 3 dynamic intro texts for brawlers in throne room
* Added new intro screen for wulf thorenson throne room
* Added 3 dynamic intro texts for wulf thorenson
* Added outro screen for wulf thorenson
* Fixed 13 grammar and text bugs for throne room celebration event introductions
* Added 3 new intro screens for blackmarket shanty in throne room
* Added 3 dynamic intro texts for blackmarket shanty in throne room
* Removed buggy animation for shanty in the throne room and replaced with static image
* Added new outro screen for blackmarket shanty in throne room
* Added new intro screen for long serpent chant throne room
* Added new main screen for long serpent singing
* Added new outro screen for long serpent singing
* Fixed farting abomination not appearing in throne room celebration ceremonies
* Added vampire bard into screen in throne room
* Added 3 new dynamic intro texts for vampire bard in throne room
* Added new outro screen for vampire bard in throne room
* Added new intro for poet throne room
* Added 3 new dynamic intro texts for throne room poet
* Added outro screen for throne room poet
* Fixed missing line in entertainment magician
* Reworked magic fish performance spacing
* Added magic casting sound effect to throne room and colour
* Fixed arrow performance spacing and colour
* Add 6 specific screens for different performance post animation
* Add outro screen for magic performance
* Added intro for scorpion fighter screen
* Added 3 dynamic intro texts for scorpion fighting screen
* Added reworked dynamic scorpion fighting code to throne room
* Added outro for scorpion fighting throne room
* Added new goblin drummer entertainment event to celebrations

OMERS SOUND EFFECT IMPROVEMENTS

Omer from audiogames did us a solid and edited a bunch of the games sound effects to be vastly improved!

* Added improved version of 'goblin hit head' sound effect (credit Omer)
* Added improved version of 'watchtower down' sound effect (credit Omer)
* Added improved version of 'Goblin death' sound effect (credit Omer)

BUGFIXES

A big load of bugfixes this time thanks to suggestions and lots of personal testing.

* Fixed speaking to random guildmember in main musicians guild didn't work
* Fixed the 6 grr sound effects not working at all
* Fixed wild skalds in celebration event saying they are in the tavern
* Fixed demon warder text and line bug in throne room
* Fixed do as you will screen options for demon warder not working
* Fixed demon warder refers to you as king and not your custom title or queen title
* Fixed yellow text for northern hall with no orb
* Fixed having more than one chaos orb blocks you from being able to put the orb taken from the northern hall back
* Fixed winning gold from sudden death in throne room missing a line in win screen
* Fixed holy order dialogues with champions text being yellow
* Fixed knight hire text line split bug in throne room
* Fixed selecting provide troops to merc when no troops available gives wrong screen (credit u/TheGamingDictator)
* Fixed defeated in an grand tournament text bug
* Fixed textwrap bugs for assist in battle screens from forts and nomads
* Fixed barracks options not blanked out when you have no troops to train
* Fixed battle of the two pits stats screens text colour being all yellow
* Fixed seer of minds smoke colour issue
* Fixed seer of minds smoke screen layout issue
* Fixed lost wandering knight explore encounter having no +knight indicator (credit u/TheGamingDictator)
* Fixed text beneath upgrades taking their colour (credit u/TheGamingDictator)
* Fixed bandit truce messenger typos (credit u/TheGamingDictator)
* Fixed bandit truce messenger grammar bugs (credit u/TheGamingDictator)
   
EVERYTHING ELSE

* Added 3 new lovecult dialogues to the game
* Made colour test cheat add a space between number and name
* Removed unneeded pause for galbak the grunter
* Added new unit type 'Scrollkeeper'
* Added new seer of minds intro screen once paying for a reading
* Rewrote insane difficulty intro text (credit u/TheGamingDictator)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on November 30, 2019, 12:00:52 pm
Hello everyone, as promised here's our new update! Actually quite a big one that has taken all my time this week, hope you guys enjoy it!

NEW RACES

Continuing on from the previous update I've added a bunch of new prefixes, some of them have pretty crazy effects too! Now we've gone from 82 million races to 85 million possible in game! (85,996,358 to be precise)

* Added new race prefix 'Boulder' (+4 battlescore)
* Added new race prefix 'Monstrous' (half pop)(triple battlescore)(always evil)(4 sets of eyes and teeth)(always savage)
* Added new race prefix 'Nightmare' (third pop)(4x battlescore)(always evil)(4 sets of eyes and teeth)(always savage)(Dark red skin)
* Added new race prefix 'Bridge' (-2 Battlescore)
* Added new race prefix 'Alpha' (x2 Battlescore)(+10 Pop lvl)(Slightly bigger heads) (credit AlternateEnding)
* Added new race prefix 'Pillaging' (+5 Battlescore)(Evil)(Can rob gold like bandits) (credit AlternateEnding)
* Added new race prefix 'Advanced' (x2 Battlescore)(x2 Pop lvl)(+2 Civ lvl) (credit u/AdministrativeTreat7)
* Added new race prefix 'Camouflage' (Invisible)(Half pop)(+20 battlescore)(credit AlternateEnding)
* Changed Blind prefix to give -7 battlescore instead of -3 battlescore (credit Defender)
* Made Eldritch race use the new monstrous and nightmare face warp with purple skin (credit AlternateEnding)
   
RIDDLE ME THIS

New riddles... for reasons

* Added level 3 riddle (six legs two heads...)
* Added level 2 riddle (look at my face, I am someone...)
* Added level 1 riddle (round as an apple, deep as a cup...)
* Added level 4 riddle (passed from father to son...)
* Added level 2 riddle (Silently it stalks me, running as I...)
* Added level 1 riddle (Neck but no head, arms but no hands...)
* Added level 2 riddle (Like dogs shouting at the moon...)
* Added level 3 riddle (Put it in a pit, locked behind steel...)
* Added level 2 riddle (Only honest men will keep this...)
* Added level 4 riddle (No flesh outside no blood no bones...)
* Added level 1 riddle (Never resting never still...)

KINGDOM TYPES

Thanks to the people over at /r/gamedesign we got a big heap of new kingdom types in game that are documented on the wiki here - https://github.com/Huw2k8/warsim/wiki/Kingdom-Types-and-Leadership-Titles

These will now appear as for many of the kingdoms that will occupy your new worlds!

* Added new kingdom type 'Bokonate' (King: Granfalloon)(Lord: Lord)(Civ: 3)(Credit u/u/Varkarrus)
* Added new kingdom type 'Tribe' (King: High Muckamuck)(Lord: Warlord)(Civ: 0)(Credit u/u/Varkarrus)
* Added new kingdom type 'Kingdom' (King: Rex)(Lord: Dominus)(Civ: 4)(Credit u/TsundrBus)
* Added new kingdom type 'Tribe' (King: Alpha)(Lord: Warlord)(Civ: 0)
* Added new kingdom type 'Caliphate' (King: Caliph)(Lord: Warlord)(Civ: 3)(Credit u/TsundrBus)
* Added new kingdom type 'Empire' (King: Kaiser)(Lord: Lord)(Civ: 4)(Credit u/TsundrBus)
* Added new kingdom type 'Shahdom' (King: Shah)(Lord: Lord)(Civ: 4)(Credit u/TsundrBus & u/DupeyTA)
* Added new kingdom type 'Tribal council' (King: High-Chief')(Lord: Council Elder)(civ: 1)
* Added new kingdom type 'Tribe' (King: Chieftain)(Lord: Warlord)(Civ: 0)
* Added new kingdom type 'Khanate' (King: Khan)(Lord: Warlord)(Civ: 3)(Credit u/TsundrBus)
* Added new kingdom type 'Kingdom' (King: Majesty)(Lord: Lord)(Civ: 4)(Credit u/TsundrBus)
* Added new kingdom type 'Divine-Kingdom' (King: Pope)(Lord: Cardinal)(Civ: 4)(Credit u/Hexegesis)
* Added new kingdom type 'Theocracy' (King: Patriarch)(Lord: Pious-Lord)(Civ: 3)(Credit u/Hexegesis)
* Added new kingdom type 'Community' (King: Guru)(Lord: Follower)(Civ: 3)
* Added new kingdom type 'Kingdom' (King: Steward)(Lord: Lord)(Civ: 3)
* Added new kingdom type 'Theocracy' (King: God-King)(Lord: Low-King)(Civ: 3)(credit u/Hexegesis)
* Added new kingdom type 'State' (King: Governor-General)(Lord: Commander)(Civ: 4)(Credit u/negative_energy)
* Added new kingdom type 'Grand Khanate' (King: Great Khan)(Lord: Warlord)(Civ: 3)(Credit u/negative_energy)
* Added new kingdom type 'Dynasty' (King: Pharaoh)(Lord: Vizier)(Civ: 3)(Credit u/negative_energy)
* Added new kingdom type 'Land' (King: Great-Protector)(Lord: Lord)(Civ: 4)(Credit u/negative_energy)
* Added new kingdom type 'Emirate' (King: Emir)(Lord: Lord)(Civ: 4)(Credit u/negative_energy)
* Added new kingdom type 'Regency' (King: Regent)(Lord: Lord)(Civ: 4)(Credit u/negative_energy)
* Added new kingdom type 'Tribe' (King: Tu'i)(Lord: Warchief)(Civ: 0)(Credit u/negative_energy)
* Added new kingdom type 'Tribe' (King: Amenukal)(Lord: Warlord)(Civ: 0)(Credit u/negative_energy)
* Added new kingdom type 'Principality' (King: Prince-Bishop)(Lord: Lord)(Civ: 4)(Credit u/negative_energy)
* Altered Theocracy with High-Priest in charge to have Priests instead of Lords(credit u/Hexegesis)
* Kingdom with elder and warlord renamed to 'Elderdom' instead of 'Kingdom'
* Altered Shogunate lords from 'Samurai-Lords' to 'Daimyo' (credit u/Hexegesis)
* Altered republics leaders to 'High-Consul' and lords to 'Consul' (credit u/TheGamingDictator)
   
I NAME THEE

Human names are the most commonly used names in the game, even 1000 can get a little stale after a while, tried to mix it up a little bit with 350 names, and it was a hell of a trawl to get these in!

* Added 350 human names (was 1086 now 1436)

CELEBRATIONS IMPROVED

The celebration ceremonies you host in the throne room were executed poorly, now they have been update, tons of bugs have been fixed and the entertainment side has been expanded with each act getting a facelift as well as new additional acts appearing in your ceremonies.

* Fixed reference to Aslona instead of your kingdom name for friendly leaders during celebration
* Fixed 6 grammar and spacing bugs from dialogues for friendly leaders during celebrations
* Added 2 new dialogues for friendly leaders during celebrations
* Fixed 8 grammar and spacing bugs from gifts given by friendly leaders during celebration
* Added new indicator of gold/lands/troops given from friendly leaders showing what's gained and lost
* Fixed 5 grammar and spacing bugs from dialogues for hostile leaders during celebrations
* Added 2 new dialogues for hostile leaders during celebrations
* Fixed 6 grammar and spacing bugs from gifts given by hostile leaders during celebration
* Added new indicator of gold/lands/troops given from hostile leaders showing what's gained and lost
* Fixed 6 grammar and spacing bugs from dialogues for mercantile leaders during celebrations
* Fixed reference to Aslona instead of your kingdom name for mercantile leaders during celebration
* Modified 5 mercantile leader celebration dialogues to be more mercantile orientated
* Added 2 new dialogues for mercantile leaders during celebrations
* Fixed 9 grammar and spacing bugs from gifts given by mercantile leaders during celebration
* Added new indicator of gold/lands/troops given from mercantile leaders showing what's gained and lost
* Added unique no gift screen for mercantile leaders
* Fixed 5 grammar and spacing bugs from dialogues for stupid leaders during celebrations
* Added a new dialogue for stupid leaders during celebrations
* Added unique no gift screen for stupid leaders
* Fixed 4 grammar and spacing bugs from gifts given by stupid leaders during celebration
* Added new indicator of gold/lands/troops given from stupid leaders showing what's gained and lost
* Fixed reference to Aslona instead of your kingdom name for normal leaders during celebration
* Fixed 7 grammar and spacing bugs from dialogues for normal leaders during celebrations
* Added 2 new dialogues for normal leaders during celebrations
* Fixed 6 grammar and spacing bugs from gifts given by normal leaders during celebration
* Added new indicator of gold/lands/troops given from normal leaders showing what's gained and lost
* Fixed 7 grammar and spacing bugs from dialogues for Strange leaders during celebrations
* Added 2 new dialogues for Strange leaders during celebrations
* Fixed 13 grammar and spacing bugs from gifts given by Strange leaders during celebration
* Added new indicator of gold/lands/troops given from Strange leaders showing what's gained and lost
* Fixed all staff/grand champ in celebrations having line above their head instead of spaces
* Fixed independent leaders missing line below their faces during celebration ceremony
* Fixed Elder atik in ceremony missing above head spacing
* Fixed Blackmarket leader in ceremony missing above head spacing
* Fixed Eswin in ceremony missing above head spacing
* Fixed Blackmarket Pit champ in ceremony missing above head spacing
* Fixed Ogloob in ceremony missing above head spacing
* Fixed Niklas in ceremony missing above head spacing
* Fixed Brawl Pit champ in ceremony missing above head spacing
* Fixed 8 linespacing issues in generic celebration dialogues
* Fixed 53 grammar issues in generic celebration dialogues
* Fixed 42 linesspacing and grammar bugs in celebration rewards
* Fixed grand champions of independents have lines above their heads
* Fixed random line appearing when speaking to random visitors in events
* Set max cap for random guests in event at 25
* Fixed intro to acts screen text and layout
* Added random horn sound effect when celebration event starts
* Fixed double space for custom celebration ceremony in throne room and replaced with custom text
* Fixed throne room goblin dancer having yellow skin
* Added new end screen for goblin dancer post dance
* Fixed pause screen with press space bar option shown for goblin dancer
* Added new sound effect for goblin dancer
* Fixed covers faces with hands text bug for throne room changeling
* Added new special post changeling dance screen for throne room celebration
* Added changeling introduction screens for throne room celebration
* Added 3 different dynamic intro texts for changeling in throne room celebration
* Added new introductory face change scene for changeling in throne room celebration
* Added new 2-layered intro screen for sandtalker throne room entertainment and celebration
* Merged throne room celebration events and custom requested celebration events into one code
* Added 3 different dynamic intro texts for sand talker in throne room celebration
* Added new outro screen for sandtalker throne room entertainment
* Added 3 different dynamic outro texts for sand talker in throne room celebration
* Fixed colour issue for acrobat in throne room
* Added intro sceen for throne room acrobat entertainer
* Added 3 different dynamic intro texts for acrobat in throne room
* Added outro screen for acrobat in throne room
* Added sound effect to acrobat in throne room
* Fixed sound restart bug for sand talker in throne room
* Fixed abomination ascii filter skipping face
* Added new introductory screen with sfx for farting abomination in throne room
* Added 3 different dynamic intro texts for farting abomination
* Added 3 new dialogues for farting abomination during his performance
* Fixed farting abomination dialogue colour being yellow
* Added new outro screen for farting abomination
* Added new intro screen for the wild skalds throne room entertainers
* Added 3 different dynamic intro texts for the wild skalds
* Added new outro for the wild skalds
* Modified the text shown while the wild skalds sing to include their lyrics
* Added sound effects to throne room juggler
* Removed extra line from juggling graphic
* Added intro screen for throne room juggler
* Added 3 different dynamic intro texts for the juggler
* Fixed juggler skin being yellow
* Added outro screen for throne room juggler
* Added new intro screen for comedian throne room
* Added 3 different dynamic intro jokes for comedian throne room
* Added 3 dynamic responses with sfx to comedians jokes throne room
* Added outro for comedian throne room
* Added intro screen for brawlers
* Added 3 dynamic intro texts for brawlers in throne room
* Added new intro screen for wulf thorenson throne room
* Added 3 dynamic intro texts for wulf thorenson
* Added outro screen for wulf thorenson
* Fixed 13 grammar and text bugs for throne room celebration event introductions
* Added 3 new intro screens for blackmarket shanty in throne room
* Added 3 dynamic intro texts for blackmarket shanty in throne room
* Removed buggy animation for shanty in the throne room and replaced with static image
* Added new outro screen for blackmarket shanty in throne room
* Added new intro screen for long serpent chant throne room
* Added new main screen for long serpent singing
* Added new outro screen for long serpent singing
* Fixed farting abomination not appearing in throne room celebration ceremonies
* Added vampire bard into screen in throne room
* Added 3 new dynamic intro texts for vampire bard in throne room
* Added new outro screen for vampire bard in throne room
* Added new intro for poet throne room
* Added 3 new dynamic intro texts for throne room poet
* Added outro screen for throne room poet
* Fixed missing line in entertainment magician
* Reworked magic fish performance spacing
* Added magic casting sound effect to throne room and colour
* Fixed arrow performance spacing and colour
* Add 6 specific screens for different performance post animation
* Add outro screen for magic performance
* Added intro for scorpion fighter screen
* Added 3 dynamic intro texts for scorpion fighting screen
* Added reworked dynamic scorpion fighting code to throne room
* Added outro for scorpion fighting throne room
* Added new goblin drummer entertainment event to celebrations

OMERS SOUND EFFECT IMPROVEMENTS

Omer from audiogames did us a solid and edited a bunch of the games sound effects to be vastly improved!

* Added improved version of 'goblin hit head' sound effect (credit Omer)
* Added improved version of 'watchtower down' sound effect (credit Omer)
* Added improved version of 'Goblin death' sound effect (credit Omer)

BUGFIXES

A big load of bugfixes this time thanks to suggestions and lots of personal testing.

* Fixed speaking to random guildmember in main musicians guild didn't work
* Fixed the 6 grr sound effects not working at all
* Fixed wild skalds in celebration event saying they are in the tavern
* Fixed demon warder text and line bug in throne room
* Fixed do as you will screen options for demon warder not working
* Fixed demon warder refers to you as king and not your custom title or queen title
* Fixed yellow text for northern hall with no orb
* Fixed having more than one chaos orb blocks you from being able to put the orb taken from the northern hall back
* Fixed winning gold from sudden death in throne room missing a line in win screen
* Fixed holy order dialogues with champions text being yellow
* Fixed knight hire text line split bug in throne room
* Fixed selecting provide troops to merc when no troops available gives wrong screen (credit u/TheGamingDictator)
* Fixed defeated in an grand tournament text bug
* Fixed textwrap bugs for assist in battle screens from forts and nomads
* Fixed barracks options not blanked out when you have no troops to train
* Fixed battle of the two pits stats screens text colour being all yellow
* Fixed seer of minds smoke colour issue
* Fixed seer of minds smoke screen layout issue
* Fixed lost wandering knight explore encounter having no +knight indicator (credit u/TheGamingDictator)
* Fixed text beneath upgrades taking their colour (credit u/TheGamingDictator)
* Fixed bandit truce messenger typos (credit u/TheGamingDictator)
* Fixed bandit truce messenger grammar bugs (credit u/TheGamingDictator)
   
EVERYTHING ELSE

* Added 3 new lovecult dialogues to the game
* Made colour test cheat add a space between number and name
* Removed unneeded pause for galbak the grunter
* Added new unit type 'Scrollkeeper'
* Added new seer of minds intro screen once paying for a reading
* Rewrote insane difficulty intro text (credit u/TheGamingDictator)

SCREENSHOTS

* Monstrous and Nightmare race examples - https://i.imgur.com/1e5bROO.png
* Eldritch race examples - https://i.imgur.com/svgzU3R.png
* Here's the original races compared with the monstrous and nightmare examples - https://i.imgur.com/L0kaVfo.png
* Here's a race using one of the new kingdom types, a tribe with the leader being an alpha, in this case it's Alpha Doo Doo... charming - https://i.imgur.com/YmY1pIv.png
* Here's a new intro screen for a goblin drummer in a celebration - https://i.imgur.com/dNIZOov.png
* Here's a new intro screen for a farting abomination in a celebration - https://i.imgur.com/JSJon0t.png
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on December 09, 2019, 12:02:57 pm
Hello everyone, while work ramps up more on the combat stuff I've still been bobbing in and out of fixing and adding things here and there, and as usual this has cumulated into enough for a nice little update. Still now that combat is in the testing phase these side updates may drop in frequency as combat development amplifies even more.

BEAST RACE DEVELOPMENTS

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

Check the card out here - https://cdn11.bigcommerce.com/s-0kvv9/images/stencil/1280x1280/products/250977/345775/mtgdragonsmazebeetleformmage__94788.1519978736.jpg?c=2&imbypass=on

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

BLACKMARKET PEACE

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

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

SOUND EFFECTS

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

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

PREFIXES

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

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

KINGDOM TYPES

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

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

KINGDOM UPGRADE IMPROVEMENTS

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

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

BUGFIXES

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

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

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

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

SCREENSHOTS

* New brawl pit upgrade screen - https://i.imgur.com/6Wz2NH4.png
* New Blackmarket Orb screen - https://i.imgur.com/sxbJTvi.png
* New Event: Blackmarket Wall Guardian - https://i.imgur.com/3ULFxUr.png
* New Secondary Troop Report screen - https://i.imgur.com/tJegE0c.png

THANK YOU

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

Check it out here - https://steam250.com/hidden_gems
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on December 16, 2019, 06:25:48 am
Hello everyone,

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

DRINKING OVERSIGHT

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

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

CHEATSELLER EXPANDED

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

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

SCORP PIT IMPROVEMENTS

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

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

HELMET DESIGN CHOICE

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

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

WHY?

Yes why?

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

BUGFIXES

A couple of bugs found through playtesting!

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

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

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

SCREENSHOTS

* New helmet design system - https://i.imgur.com/dDxeB19.png
* New cheat seller stall page - https://i.imgur.com/EG4rwz4.png
* Blocked cheats comment - https://i.imgur.com/LjNhhYt.png
* New cheat scroll screen - https://i.imgur.com/jDMZ8Ns.png
* Another cheat scroll screen - https://i.imgur.com/5Ft4Szu.png
* Crumbled scroll - https://i.imgur.com/Mu7eiR1.png
* New why option - https://i.imgur.com/V4nS09N.png
* The result - https://i.imgur.com/PNWDh74.png
* The Aftermath - https://i.imgur.com/uTwd3Df.png
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on December 19, 2019, 05:18:36 am
Just made a tutorial showing what to do in your first year of Warsim, obviously it's in a random gameworld so things will be different for everyone but happy to answer any questions

https://www.youtube.com/watch?v=Cr8t0Cxvaf0
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on December 19, 2019, 01:36:32 pm
https://i.imgur.com/TjCspgu.png

Hello everyone, Warsim is now 35% off on steam for the Autumn Sale for the next 14 days!

https://store.steampowered.com/app/659540/Warsim_The_Realm_of_Aslona/?beta=0

For anyone who doesn't know what warsim's about and is reading this, Warsim is a little known ascii kingdom management game that's been in development for 4 years and has got a 97% positive rating on steam and a small following of 1350 subs on www.reddit.com/r/WarsimRpg

Happy to answer any questions at all

Huw (Solodev)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: martinuzz on December 19, 2019, 04:07:40 pm
Hahaha. Started a new game today.
Was done doing diplomacy, setting laws, buying troops etc..
First visitor in the throne room offers me to flip a coin for either riches or death.
I lost. Fastests game over ever, turn 0.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on December 19, 2019, 08:43:53 pm
Hey, that's a tough break but sounds like an interesting run! :)

Hope you've enjoyed the game so far!
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on December 20, 2019, 07:21:20 pm
Hello everyone,

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

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

Warsim - Mount and Blade Warband Mod

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

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

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

Warsim - Skyrim Mod

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

https://i.imgur.com/MEswxJ3.png

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

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

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

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

Warsim - Uberhard Mod

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

Good luck!

Where to play?

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

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

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: martinuzz on December 23, 2019, 01:20:37 pm
Just out of curiosity..
Did you put the 'garden' race variety in the game just so there can be garden gnomes?  :D
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on December 23, 2019, 07:29:41 pm
It was absolutely where the idea originated from, but I laughed at the thought of Garden Trolls, and then considered some other possibilities and deemed while it might be silly, it would still be something that you could imagine existing in some wacky fantasy world so I put it in.

Garden Vampires and Garden Elves, All sorts of pesky little garden sized creatures.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on December 24, 2019, 10:44:55 am
This has taken me a few days but I've managed to pack together 100 features and bugfixes in this update as a nice final update before Christmas. There are lots of little changes and improvements in this update and I'm excited to release them. I want to thank everyone for the awesome support this last year and I hope everyone has a good Christmas.

INTRODUCTIONS IMPROVED

After adding a lot of content with tons of variation and detail I figured why not the introductory ceremony to the game, something pretty much everyone sees should be laid out better and should have a bit more variation. Now the new ceremonies are much more random and informative.

* Added 2 new variant intro texts to the start of the new game ceremony
* Added 2 new variant intro texts to Generals greeting at new game ceremony
* Fixed 8 grammar issues with generals greeting
* Added 2 new variant intro texts to shadow assassins game start
* Added 2 new variant intro texts for old age king game start
* Added 2 new variant intro texts for mad king game start
* Added Mad King Game - indicators for public opinion difference and mad king bonus features
* Added Demon King game - indicators for public op difference, troops change, and demon bonus features
* Added 2 new variant intro texts for gambler king
* Added Gambler king game - indicators for public op difference, troop chance, and bonus gold
* Fixed a text bug in demon overlord game start text
* Added Bandit king game - indicators for public op, law change, and truces shown
* Added colour system for origin bonus indicators in start of game introduction
* Added 2 new variant intro texts for demonic king game start
* Added 2 new variant intro texts for bandit king game start
* Made bandit king public opinion drop -30 instead of -20 as you've literally just conquered their kingdom, murdered their king and killed tons of their people
* Fixed 24 text and spacing bugs in introductory screens
* Added new indicator of game start generals name below his picture instead of in the dialouge text
* Added 3 new crowning texts to game intro
* Added 2 new general introduction screens to the game
* Added chance general doesn't introduce themselves to you
* Fixed layout issues with start game screens
* Added 3 new texts for state of the realm address from general
* Added new screen section for state of the realm finances
* Added 3 new texts for state of the realm financial address from general

BLACK BANK REVISITED

Haven't properly looked at the Black Bank for a while but it was rife with bugs. u/jjlf40 let me know of an issue and I went in and fixed it as well as a few other things.

* Rewrote Black bank intro text
* Fixed 10 black bank grammar and text bugs
* Fixed black bank deposit and withdrawal allowing infinite money (credit u/jjlf40)

BLACKMARKET CAPTURE UPDATE

I have bigger plans for it, but I have added expansion on capturing the Blackmarket including dynamic advice from your diplomat depending on how smart they are, if they are unskilled then you get unhelpful advice.

* Fixed length of the impose tax option when capturing black market
* Added new option when market is captured to ask your diplomat for advise
* Added diplomat market capture advice for diplomat of skill <50 (terrible advice)
* Added diplomat market capture advice for diplomat of skill 50-99 (meh advice)
* Added diplomat market capture advice for diplomat of skill 100-199 (good advice)
* Added diplomat market capture advice for diplomat of skill 200+ (best advice)
* Added new screen for closing the blackmarket once captured (with sfx)
* Added refugee issues with public opinion loss for closing blackmarket
* Added random number of new soldiers and peasants for hire after closing blackmarket

NAME SUFFIXES

Been a while since we've had a bunch of these, my favourite is 'The Urinator' but I'm also curious to see the possible random stuff that can come from the Urinated and it's random suffixes.

* Added new name suffix 'The Blackspur' (+13 battlescore)
* Added new name suffix 'The Bronzespur' (+8 battlescore)
* Added new name suffix 'The Ironspur' (+7 battlescore)
* Added new name suffix 'The Redspur' (+7 battlescore)
* Added new name suffix 'The Silverspur' (+8 battlescore)
* Added new name suffix 'The Whitespur' (+6 battlescore)
* Added new name suffix 'The Angry' (+9 battlescore) (can be modified by random additional parts)
* Added new name suffix 'The Anger' (+20 battlescore)
* Added new name suffix 'of Gone Times' (-2 battlescore)
* Added new name suffix 'of Old Times' (+11 battlescore)
* Added new name suffix 'of Better Days' (-5 battlescore)
* Added new name suffix 'the Explorer' (+11 battlescore)
* Added new name suffix 'the Far-Explorer' (+31 battlescore)
* Added new name suffix 'the Near-Explorer' (+3 battlescore)
* Added new name suffix 'the Skull-Drinker' (+29 battlescore)
* Added new name suffix 'the Bonespur' (-25 battlescore)
* Added new name suffix 'the Lunar' (+19 battlescore) (can be modified by random additional parts)
* Added new name suffix 'the Deathsetter' (+41 battlescore)
* Added new name suffix 'the Bloodsoaked' (+17 battlescore) (can be modified by random additional parts)
* Added new name suffix 'the Urinator' (+1 battlescore)
* Added new name suffix 'the Urinated' (-5 battlescore) (can be modified by random additional parts)
* Added new name suffix 'the Hard of Hearing' (-10 battlescore)
* Added new name suffix 'the Leafburner' (+5 battlescore)
* Added new name suffix 'Longfoot' (+3 battlescore)

GENERATOR TWEAKS

Suggested by u/BlackOnionSoul, now a new option in the extras generators screen. A screen for generating single races and seeing their faces and unit types.

* Renamed advanced race generator to bulk race generator
* Fixed mislabelled race figure in bulk race generator
* Added new random single race generator that shows you their stats and a random face of theirs (credit u/BlackOnionSoul)

DIALOGUES

Thought I'd add a handful more of these in game.

* Added 3 dialogues for brawl pit fans when Blackmarket wins
* Added 3 dialogues for blackmarket fans when Brawl Pit wins
* Added 3 slum pit dialogues
* Added 3 goblinwood prisoner dialogues

HERO ORIGIN STORIES

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

* Added 'Borderguard' hero origin story
* Added 'Wizards experiment' hero origin story
* Added 'Tales ended' hero origin story
* Added 'Drinking and forgetting' hero origin story
* Added 'Ex-Merc Village Attack' hero origin story

MINOR BANDIT GROUP IMPROVEMENTS

Noticed an issue with minor bandits and then rabbitholed myself into finding a bunch of issues, I also noticed that when making a truce with them or breaking one there is no text at all, it just happens. Well now there is a special random screen for each, 6 total!

* Added new screen when paying for truce with bandits
* Added anouncement to bandits reaction to truce with bandits
* Added you have my word reaction to truce with bandits
* Added so it is done reaction to truce with bandits
* Added so be it reaction to truce ending with bandits
* Added you insult me reaction to truce ending with bandits
* Added foolish choice reaction to truce ending with bandits
* Fixed bandit truce text not being blocked out if you don't have the gold
* Fixed hire bandits for attack text not being blocked out if you don't have the gold
* Fixed bandit group land seller no gold text doesn't tell you how much you need
   
DEBUG MODE EXPANSION

Was working on something using the debug mode and needed these tools, now they are added.

* Added debug option of changing independent races skin colour
* Added debug option of changing kingdom to allow lords if it doesn't already

BUGFIXES

A couple of bugfixes found partially from player suggestions and some from my own playtesting.

* Fixed sending general through trap door on leave request in throne room actually kills the diplomat instead and keeps the general as staff (credit RTT)
* Fixed 13 text and grammar bugs in gar'gallock screens
* Fixed 15 text and spacing bugs in rass bartender text
* Fixed issue with certain goblin settlement upgrades breaking lines in end of turn report
* Fixed no leader of arena when upgrading save files from pre-arena leader times
* Fixed helmet creation process not taking gold from you
* Fixed missing line in bard reaction to praise in throne room
* Fixed hiring militia abandoner doesn't show +soldier and -militia text
* Fixed aslona mentioned in soldiers ranking screen regardles of your kingdom name
* Fixed Stupid and thoughtless races are able to raid
* Fixed getting 10/10 on the final exam of the history guild fails you (credit u/taukki)
* Fixed market favour option bug
* Fixed firing and hiring new monster trainer causes game to force you to end turn (credit u/taukki)

EVERYTHING ELSE

Nothing much, a new sound effect and a higher ceiling of troops for enemy kingdoms.

* Added new sound effect for enacting or cancelling trade with eastern trade post
* Buffed the maximum possible troops for independent kingdoms at game start

SCREENSHOTS

* The new gamestart screen for getting the demon loadout - https://i.imgur.com/neFhqCZ.png
* New generals introduction - https://i.imgur.com/qDLjpbp.png
* New option when capturing the Blackmarket (ask staff) - https://i.imgur.com/4nV39rz.png
* Demonic Staff member with low skill answering the question on what to do with the market - https://i.imgur.com/rhUhL1l.png
* New single race generator in the extras screen #random race 1 - https://i.imgur.com/hNeFZMx.png
* New single race generator in the extras screen #random race 2 - https://i.imgur.com/kmhd5Cd.png
* New single race generator in the extras screen #random race 3 - https://i.imgur.com/yZaeKRY.png

DWARF FORTRESS MOD

Oh right and forgot to mention above, the great response to the other mods got me thinking, and given that both skyrim and mount and blade were great inspirations why not a mod honouring Dwarf fortress, a game which definitely was a great influence to Warsim. So here it is:

You play as a ruler called King Urist McYou and rule a small humble kingdom with a little population and territorial holding.

The Kingdoms you share the world with are - https://i.imgur.com/hcsroFp.png

* The Kingdom of Bronzemurder (Bronze Dwarves) - https://i.imgur.com/25wJqTA.png
* The Creation of Ferns (Elite Dwarves)
* Glazedcoast (Stupid Dwarves) - https://i.imgur.com/Nzmdh70.png
* The Kingdom of Boatmurdered (White Dwarves)
* The Field of Kindling (Cannibal Elves) - https://i.imgur.com/IzARnMi.png

The Creation of Ferns is somewhat of an anomaly being a dwarf kingdom ruled by an Elf - https://i.imgur.com/9sF8jRc.png

There are also 5 bandit groups - https://i.imgur.com/R7Y8a40.png

And several mercenary groups such as The Pit Dwarves led by Urist McKhur the Lost. - https://i.imgur.com/9tTSPTZ.png

You have a great group of staff to help you rule the realm. - https://i.imgur.com/TP11f4S.png

I've tried to honour Dwarf fortress as best as I can with the mod.

You will find the mod in your saves folder, just load the save called DFMOD.

I'd like also to welcome the hundreds of new people who have picked up Warsim this week during the christmas sale! Thank you for the support and welcome to the community.

Merry Christmas / Happy Holidays to you all

Cheers

Huw (Solodev)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on January 05, 2020, 08:38:10 pm
16K SALES CELEBRATION

Hello everyone, so this update is something of a celebration for me and Warsim as I can happily (having checked steams recently updated rules that allow devs to talk numbers) announce that Warsim has sold over 16,000 copies on steam finally since it's entrance to the platform in June 2017.

I could never have imagined this would ever transpire and honestly want to thank every single person who contributed to that number and has the game in their steam library, it's not easy for a game that runs through a console and uses a purely text based visage to do well when competing with tens of thousands of games with flashy graphics but I'm glad we've been able to carve a place out here.

To celebrate I set myself a goal of making 160 feature and bugfix changes for an update and have finally today managed to complete it, that's only 1 feature per 100 copies sold but it's the best I can do :)

All jokes aside I am honored the game has done this well and hope it will continue along this path. I'm not stopping working on Warsim until I can complete a good number of major promised features as get it out of early access! (even post-ea I don't plan to stop with Warsim updates)

THE UPDATE

This update rather than having one single focus has many areas of improvement in different directions, now I plan to finish scrubbing through my immediate list of stuff that's accumulated over the holiday period before returning to combat update development!

COMBAT ACADEMY EXPANDED (17 features)

What started as a small suggestion by Fox from steam and a bug report by u/CanadianWolverine from reddit ended up as four hours of work reworking the combat academy. Now you can upgrade it, learn more about it, train heroes and champions instead of just your grand champion, and many bugs fixed!

* Added ability to train personal champions/heros and grand champ at combat academy (credit Fox)
* Added sub screen for choice of who to train with dynamic costs
* Added 3 different graphics for each slot for trained units in combat academy
* Added ability to ask about the combat academy
* Added additional text in about screen for captured combat academy
* Fixed able to access combat academy hire troop screen even if they have no troops
* Added new dynamic recruitment screen to combat academy with dynamic graphic
* Added combat academy upgrade (15000 gold) (+1 slot for training and larger graphic)
* Added combat academy bigger upgrade (25000 gold) (+1 slot for training and even larger graphic)
* Added combat academy upgrade screen to main menu if you own the academy
* Fixed Combat academy champion training bug if your champion is too strong (credit u/CanadianWolverine)
* Fixed no grand champion to train text saying your arena is too small when it could also be due to prev champion being hired or assasinated (credit u/CanadianWolverine)
* Rewrote train your champion text to show the max it can be trained to which is 299 (credit u/CanadianWolverine)
* Fixed 3 combat academy text bugs
* Fixed issue with ruined combat academy graphic
* Fixed gold is taken from you training at the combat academy even if you own it
* Fixed gold is taken from you training at the combat academy even if you can't afford it

BANK LOANS REWORKED (9 features)

Another bunch of changes as a result of Etalyx' stream. I noticed the loan screen looking very lackluster so I went in and added a bunch more information making the loan system a lot clearer, I also buffed loans and made it possible to take much bigger loans as well as fixed a few bugs.

* Added new screen for paying back loaned bank gold
* Added new breakdown of loans and interest rates when paying back and taking gold
* Added new seperate screen for when you are in too much debt to take out any more loans
* Increased max loan from bank from 1000 gold per land owned to 2500 gold per land owned
* Added new screen for taking loans
* Added ability to ask about how loans work now in the bank with a breakdown
* Fixed loaning 2 gold puts you in loan payback screen immediately bug
* Updated loan tags to show fees on the loan option select screen
* Added new screen for receiving your loaned gold

NAME SUFFIXES (22 features)

Always nice to have new lots of character names to keep things fresh, I'm gonna wait until I get Ulfgar One Ball as my grand champion!

* Added new name suffix 'the Warg' (+16 battlescore) (can be modified by random additional parts)
* Added new name suffix 'the Wargling' (+5 battlescore)
* Added new name suffix 'the Warglike' (+11 battlescore)
* Added new name suffix 'the Warg-Caller' (+8 battlescore)
* Added new name suffix 'the Warg-Rider' (+17 battlescore)
* Added new name suffix 'the Warg Slayer' (+22 battlescore)
* Added new name suffix 'the Warg Eater' (+14 battlescore)
* Added new name suffix 'the Toadskin' (+3 battlescore) (can be modified by random additional parts)
* Added new name suffix 'the Toad-Roaster' (+5 battlescore)
* Added new name suffix 'the Band of Toads' (+3 battlescore)
* Added new name suffix 'the Toad Slayer' (+2 battlescore)
* Added new name suffix 'the Ant Slayer' (+1 battlescore)
* Added new name suffix 'the Bane of Ants' (+1 battlescore)
* Added new name suffix 'the Shrieking' (+5 battlescore) (can be modified by random additional parts)
* Added new name suffix 'the Wyvern' (+29 battlescore) (can be modified by random additional parts)
* Added new name suffix 'the Wyvern Slayer' (+53 battlescore)
* Added new name suffix 'the Bane of Wyverns' (+59 battlescore)
* Added new name suffix 'the Wyvern Rider' (+51 battlescore)
* Added new name suffix 'the Wyvern Hunter' (+49 battlescore)
* Added new name suffix 'the Wyvernskinned' (+11 battlescore)
* Added new name suffix 'Bloody Nose' (-5 battlescore)
* Added new name suffix 'One Ball' (-15 battlescore)

NEW NAMES (7 features)

A bunch of new names for various races, Gnome names usually crack me up.

* Added 10 new human names (Dylan, Ben, Macrim, Mac, Dylkar, Dillan, Dylkur, Dilkar, Bem, Dilner)
* Added 3 new troll names (Zugrak, Marki, Zugror)
* Added 3 new godlings names (Ori, Ora, Oru)
* Added 36 new mermen names
* Added 5 new ghoul names (Sogskull, Bloatcorpse, Bloatbone, Sogrot, Sogcorpse)
* Added 3 new gnome names (Bimdangle, Bumblewoo, Bingbong)
* Added 3 new goblin names

USE MY TITLE DAMN YOU! (22 features)

BreadOfLoathing mentioned that they kept encountering references to being a king depsite being a queen in game, I went through and found a bunch of ones I've previously missed.

* Fixed 3 rumours the king has been fooled by a goblin text not showing custom title
* Fixed 2 goblin gift text refers to king and not custom title
* Fixed rumours the king freed a rebel text not showing custom title
* Fixed bad jester encounter not refering to custom title
* Fixed 8 insulting throne room encounters not refering to custom title
* Fixed bad general encounter not refering to custom title
* Fixed knight against demon horde encounter rejection not using custom title
* Fixed band of warriors against demon horde encounter rejection not using custom title
* Fixed bandit gold offer encounter not using custom title
* Fixed finger clicker origin story not using custom title
* Fixed cant help the poor reaction not using custom title
* Fixed king of the ashes text not using custom title
* Fixed rumour the king freed a guilty man not using custom title
* Fixed 2 non custom title king texts in tutorial info
* Fixed arena destruction text not using custom title
* Fixed thickblood bandit refusal text not showing custom title
* Fixed order of the roses refusal text not showing custom title
* Fixed 13 hire speech texts not showing custom title
* Fixed foreign king knight hirer text not showing custom title   
* Fixed Koova text not showing custom title
* Fixed big king have gold goblin text not showing custom title
* Fixed king from a coinflip text not showing custom title

WAGE RISE ENCOUNTER (9 features)

This encounter was lacking a bit of depth, after looking into it further I saw many areas for improvement so now troop payrise encounters are more dynamic and interesting.

* Fixed 4 textbugs in soldier payrise encounter
* Added new indicators of wage change and cost to upping troop wage in throne room encounter
* Added new indicators of deserter troops from rejection in troop wage throne room encounter
* Added ability to ask soldier why you should raise their wages in wage rise throne room encounter
* Added 'we risk our lives' reason to soldier wage rise encounter
* Added 'cant even afford booze' reason to soldier wage rise encounter
* Added 'Wage increase recruitment tip' reason to soldier wage rise encounter
* Added 'Uh... we need more' reason to soldier wage rise encounter
* Added 'Share your gold you blighter' reason to soldier wage rise encounter

CHELOB REVISITED AGAIN (5 features)

So I didn't consider just how difficult Chelobs well riddle is, and for some without an internet connection it's actually impossible. Well no more, I've altered the questions to less difficult but still tough ones that are much more do-able and also fixed a couple of issues I came across while here.

* Fixed 5 text bugs in chelobs text
* Fixed line and colour issues in chelob questions (credit Etalyx Stream)
* Reworked final questions of chelobs to be NON-META
* Made it clearer on previous questions that they are numerical (credit Etalyx Stream)
* Updated final chelob screen to show where he goes next

ANOINTING REWORKED (3 features)

The ability to anoint a grand champion in the arena is pretty cool but who can spare 2500 gold for that, not me. I decided to nerf this in both cost and effect. Also when doing it the game will now tell you what you've actually done with the name change and battlescore improvement.

* Made anointing the grand champion cost 250 instead of 2500 but gives +5 battlescore instead of +25
* Updated anoint champion throne room encounter to follow the above
* Added new indicator of gold loss and battlescore and name change during champion anoint ceremony
   
ASSASSIN CHANGES (4 features)

After watching Etalyx's stream I noticed some issues with the assassin screens, now they have been improved.

* Added new text showing how much gold you have during assassination hire encounter (credit Etalyx Stream)
* Reworked assassin encounter in throne room so that hire option is more clear about it leading you to another menu (credit Etalyx Stream)
* Added new screen for refusing assasination after inquiring about it in throne room (credit Etalyx Stream)
* Reworked text for outright refusing assasination in throne room (credit Etalyx Stream)   

THRONE ROOM ENCOUNTERS (2 features)

A pair of new throne room encounters, gonna try and keep adding to these every now and then to ensure freshness and more variety.
 
* Added new throne room encounter 'Midas the Dog' (super rare)
* Added 'coin waving boy' throne room encounter

TROOP SENDING IMPROVED (5 features)

Although this may be altered a little in the combat update for now it's pretty bad when sending troops yourself as the screens are badly set lone text which is quickly become out of character for the game. Now they have their own screens including some new images for knights and demons as well as seeing the faces of the independent race creatures you're sending off.

* Added new custom screen for choosing to send the troops yourself
* Added new knight graphic for selecting knights to send to battle
* Added new demon graphic for selecting demons to send to battle
* Added new screen for selecting independent race creatures to send to battle
* Added new screen for sending personal champions to battle
   
NEW UNIT TYPES (3 features)

Now these units could be packing the mercenary groups of your world, the Crimson Plank-Swingers or the Rabid Logtossers to name a few.

* Added new unit type - Plank-Swinger
* Added new unit type - Logtosser
* Added new unit type - Bonewielder

BANDIT SCOURGE REWORKED (2 features)

After thinking about this law for a bit I realised that paying 20 gold for a bandit to be imprisoned is actually quite a lot considering peasants can be significantly cheaper, I've lowered it to 5 gold per head and updated the text in the declaration screen to explain it better.

* Added a new bandit scourge declaration text
* Made bandit scourge cost 5 gold per bandit instead of 20 gold

MORE CRIME (12 features)

That's right, more crime! A lot of people were getting tired of having so many bad guards and innocent people being brought forward, well turns out the odds of getting an innocent person brought forward were higher than a guilty one, this has now been dropped to just a quarter with a lot more reactions for being guilty added to fill the content void!

* Made outcome of criminal encounter in throne room now 1 in 4 chance of innocent instead of 55% chance of innocence
* Added new criminal guilt reaction 'Im a monster'
* Added new criminal guilt reaction 'Who am I kidding'
* Added new criminal guilt reaction 'Whats the penalty for lieing'
* Added new criminal guilt reaction 'My only crime was being caught'
* Added new criminal guilt reaction 'I ain't explaining myself to no one'
* Added new criminal guilt reaction 'What's to explain...'
* Added new criminal guilt reaction 'What is crime?'
* Added new criminal guilt reaction 'Maybe I did'
* Added new criminal guilt reaction 'No comment'
* Added new criminal guilt reaction 'Damn, you've got me'
* Added new criminal guilt reaction 'It was my twin'

BUGFIXES (22 features)

Lots of bugs and things found here, many from Etalyx's stream, also a nasty bug that was invalidating peoples saves that is now fixed!

* Fixed problem with play again bard text (credit Etalyx Stream)
* Fixed Aslona reference in soldier recruitment text
* Fixed your head forward text bug (you head forward) during battle (credit Etalyx Stream)
* Fixed Climbings knight text bug (climbing knight) in climbing gear upgrades (credit Etalyx Stream)
* Fixed Doesnt' text bug (Doesn't) in scorp pit (credit Etalyx Stream)
* Fixed thickblood bandits refusal screen now includes text showing required public opinion to hire them
* Fixed Crestfallen name suffix being mispelt as Cresfallen (credit Etalyx Stream)
* Fixed you hand the changeling a cold coin (should be gold coin) (credit Etalyx Stream)
* Fixed reference to Aslona in Smallhaven story teller (credit u/Kerbannog)
* Fixed yellow text bug in smallhaven story teller (credit u/Kerbannog)
* Fixed 4 text bugs with blackmarket orb seller (credit Etalyx Stream)
* Fixed bug where having a kingdom that sacrifices their people on leader death in your world broke game save files (Credit SFOD-D124 and u/WarsimFan)
* Fixed extravagant bandit leader of blackmarket still doesn't enabled gambling den (credit Etalyx Stream)
* Fixed text bug in coin flip game
* Fixed coinflip game in upgrade market doesn't have character face
* Fixed blackmarket coinflip games not having sound effects (credit Etalyx Stream)
* Fixed colour of the sudden death rules text (credit Etalyx Stream)
* Fixed formatting of the sudden death rules text (credit Etalyx Stream)
* Fixed stay for text in famed words generation missing a space (credit Etalyx Stream)
* Fixed 4 text bugs in brawl pit intro text
* Fixed vampire bard in throne room entertainment summons a musical abomination instead (credit Etalyx Stream)
* Fixed 3 text bugs in gift gold encounters in throne room

EVERYTHING ELSE (16 features)

A great deal of loose changes and fixes that don't fit anywhere else.

* Added text showing tribute being taken on main screen of monfort mine
* Added text showing tribute being taken on main screen of shallowrock mine
* Updated text for staff and champions screen to make it clearer how to hire new ones (credit Snapped D. Carr)
* Added new indicator in demonic totems post peasant sacrifice to show you've already done it that year (credit u/BattIeBear)
* Reworked alms for the poor text to show public opinion gain
* Added ability to ask wulf a question
* Added gold indicator to wulf when wulf charges for songs (credit Etalyx Stream)
* Added battle moves explained in merc attack screen (credit Etalyx Stream)
* Added new screens for blackmarket coinflip game (credit Etalyx Stream)
* Added indicator of tribute from mystery slaver once requested (credit Etalyx Stream)
* Updated special units for Krut Erak Bandits and Rebels to be shown as just in capital land units in troop tree screen (credit Etalyx Stream)
* Added new indicator for goblin speaker success
* Added new indicator for paying for goblin trainer showing gold change
* Made blackmarket slums scum cost 10 gold instead of 15 each
* Removed Aslona references from Gar'gallock advice
* Removed Aslona references from Staff advice

SCREENSHOTS

* The new main screen of an owned combat academy - https://i.imgur.com/faHCDp1.png
* Choosing who to train in the new combat academy - https://i.imgur.com/tWE2nTt.png
* Putting a champion to work - https://i.imgur.com/svLfSbh.png
* Combat academy with several champions all training - https://i.imgur.com/m8n8rJI.png
* Hiring men from the combat academy - https://i.imgur.com/k5QnWlj.png
* One of the new rare throne room encounters - https://i.imgur.com/fgKV6Nn.png
* New screen for anointing a grand champion - https://i.imgur.com/UPxwzmR.png
* Sending knights to battle manually - https://i.imgur.com/UXYTahD.png
* Sending demons to battle manually - https://i.imgur.com/L2AHVVu.png
* A unit from a custom race being sent to battle manually - https://i.imgur.com/VpDvr38.png
* New bank loan screen - https://i.imgur.com/nr412in.png
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on January 09, 2020, 01:33:57 pm
Hello everyone, so I'm putting this update out as I'm going away for a few days and won't be able to reply or work on the game at all. It's been hard work but there are a ton of things in this update that nicely improve the game, I am in such a rush I can't even make screenshots for the changelog so you'll have to see the changes yourself!

Will be back as normal by next week!

DEMON GATE INTRO (4 features)

I figured discovering the demonic gate should be a special moment in game so I've tried to expand it a little.

* Added special intro text when discovering demon gate
* Added unique version of intro text if you are a demonic agent
* Added unique version of intro text if demonic horde is dead
* Added demon gate location name is changed to be less conspicuous until discovered

DEATH TO THE MAD KING (6 features)

The mad king is one of the possible game starts you can have, being the mad kings child offers the ability to speak to or release the mad king but no option to end it all and finish him off, now I've added it with a little bit of randomisation to how it goes including a rare random event.

* Added new mad king question (pulled out at random when talking to him)
* Added ability to execute the mad king
* Added ability to ask about the mad king
* Added 6 random reactions from mad king to being brought for execution
* Added special secret event that can happen as a result of mad king execution
* Added two slightly different alternatives to what you do just before he is killed

BLACKMARKET CONQUEST REWORKED (9 features)

Taking over the Blackmarket offers little prompt or information about what you've done, well now you get a comprehensive introduction to your new market with a number of recomended options, such as giving a speech or hiring someone to give a speech to your new subjects. Taking a tour of your new land, and filling the garrison with troops. As well as a new possible and stackable market boom event that can be triggered by certain aspects of these features.

* Added new screen following capture of the Blackmarket that allows you to do numerous things
* Added new prompt to fill the garrison post blackmarket capture
* Added new prompt to give a speech to the blackmarket post capture
* Added ability to hire cheapest crier to give speech (2 possible outcomes) (cost 10 gold)
* Added ability to hire good crier to give speech (2 possible outcomes (costs 50 gold)
* Added ability to hire best crier to give speech (2 possible outcomes) (costs 150 gold)
* Added ability to give speech yourself and choose your motive (Kind, Cruel, Ominous, Threatening)
* Added ability to be taken on quick tour of your new market
* Added ability for market boom event that can be triggered which increases blackmarket income by 10x

ITEM DISCOVERY IN THE THRONE ROOM (25 features)

These item discovery encounters grow your treasury by the value of the item from a list of 60, the encounters are rarer the lower your public opinion is and there's also a very small chance that the item is some kind of illusionary trick. I have made sure they aren't super frequent but they should be completely randomly generated meaning even I can't predict what will happen, could make for some very interesting random throne room events that no one else has seen but you!

* Added found RANDOM ITEM near a tree throne room encounter
* Added Stole RANDOM ITEM from bandit warlord local to his village throne room encounter
* Added brought RANDOM ITEM family heirloom throne room encounter
* Added found RANDOM ITEM while exploring throne room encounter
* Added found RANDOM ITEM while following treasure map throne room encounter
* Added Inherited RANDOM ITEM from family member throne room encounter
* Added dream of RANDOM ITEM throne room encounter
* Added grave digger finds RANDOM ITEM throne room encounter
* Added RANDOM ITEM washed up on beach throne room encounter
* Added dead elder's RANDOM ITEM throne room encounter   
* Added RANDOM ITEM won in bet with RANDOM GROUP throne room encounter
* Added RANDOM ITEM won in arm wrestle throne room encounter
* Added found RANDOM ITEM in birds nest throne room encounter
* Added new random item 'Frozen demons eye' (worth 250 gold)
* Added new random item 'Single dragon scale' (worth 50 gold)
* Added new random item 'empty dragon egg shell' (worth 30 gold)
* Added new random item 'large dragon tooth' (worth 60 gold)
* Added new random item 'powerful liches skull' (worth 310 gold)
* Added new random item 'prehistoric bone axe' (worth 110 gold)
* Added new random item 'solid gold bird feather' (worth 90 gold)
* Added new random item 'strange beeping cube of superior technology' (worth 350 gold)
* Added new random item 'blood-gold spear' (worth 120 gold)
* Added new random item 'piece of moon rock' (worth 150 gold)
* Added new random location for event 'Abandoned wizards lair'
* Added new random location for event 'small forest cabin'

READABLE SPY REPORTS (1 feature)

u/WoodenNickelDealer pointed out spy reports can't be checked out once you leave the initial end of turn report, turns out it wasn't coded and this took about an hour or so to do, but now you can view spy reports from the previous turn in your kingdom reports screen!

* Added ability to read spy reports from previous year (credit u/WoodenNickelDealer)

REPARATIONS REBALANCED (18 features)

Fox from steam pointed out that the reparations are quite unbalanced and can frequently be very high, I've decided to try and add balance and generally have lowered the cost of all reparations, though there is still random chance of many of them being high as the world is random!

* Lowered min cost of reparations for broken fence from 10 to 2 (and max from 100 to 50)
* Lowered min cost of reparations for favourite chicken from 30 to 15 (and max from 149 to 59)
* Lowered min cost of reparations for killed chicken from 10 to 3 (and max from 30 to 15)
* Lowered min cost of reparations for orclover insult from 5 to 1
* Lowered min cost of reparations for bedded daughter from 50 to 10
* Lowered min cost of reparations for broken door from 30 to 5
* Lowered min cost of reparations for burned down farm from 300 to 100
* Lowered min cost of reparations for threatend from 5 to 1
* Lowered min cost of reparations for smelly wheat from 20 to 5
* Lowered min cost of reparations for trampled flowers from 15 to 2
* Lowered min cost of reparations for chopped down apple tree from 35 to 5
* Lowered min cost of reparations for cowardly soldier from 20 to 2
* Lowered min cost of reparations for called me ugly from 15 to 2
* Lowered min cost of reparations for block view tree from 15 to 4
* Lowered min cost of reparations for chamber pot theft from 10 to 3
* Lowered min cost of reparations for punched in nose from 5 to 3
* Lowered min cost of reparations for bet with soldier from 30 to 5 (and max from 50 to 200)
* Lowered min cost of reparations for borrowed gold and died from 35 to 5 (and max from 50 to 150)

VAMPIRE BARD COPYCAT GAME REWORKED (5 features)

I forgot this was a feature but u/Kerbannog reminded me of the simon style bard game you can play if a vampire is your court bard, however it was terribly broken. I have since fixed and improved it, thanks Kerbannog!

* Fixed copycat game vampire bard text colour bugs (credit u/Kerbannog)
* Fixed copycat game not working bug (credit u/Kerbannog)
* Added new screens for failing copycat game (credit u/Kerbannog)
* Reworked colour scheme for bard copycat game to be clearer (credit u/Kerbannog)
* Reworked text and layout of guessing numbers during copycat game (credit u/Kerbannog)

AUTOSLAVE SELLING (2 features)

Well it might be evil but now it's also efficient! Thanks Fox from the Warsim steam community for the suggestion!

* Added ability to Autosell slaves in slavers fort (credit Fox)
* Added ability to Autosell slave soldiers in slavers fort (credit Fox)

BUGFIXES (15 features)

A bunch of bugfixes thanks to several people for mentioning the issues.

* Fixed missing pause in selecting troops after battle screen
* Fixed 4 text bugs in knight returning from quest text   
* Fixed Noreg saying you aren't in his class when you are (credit u/Kerbannog)
* Fixed Noreg text regarding different classes being incorrect (credit u/Kerbannog)
* Fixed text for room right after initial room in Baiaa maze (credit LiosAlpha)
* Fixed space bar issue with musicians being cancelled (credit LaughingGravy)
* Fixed hiring throne room musician doesn't put them in
* Fixed 10 typos and text bugs in witch in throne room encounter
* Fixed missing gold indicator for witch throne room encounter (credit u/ShadowDancerBrony)
* Fixed missing blessing indicator for witch throne room encounter (credit u/ShadowDancerBrony)
* Fixed throne room text typo (credit u/Videovillain)
* Fixed 2 phenor text bugs (credit u/Videovillain)
* Fixed the fool King Bardon text bug (credit u/Videovillain)
* Fixed northern rhymes book text bug (credit u/Videovillain)
* Fixed extend the prison upgrade going green if you have 1k instead of 10k

EVERYTHING ELSE (8 features)

A number of different changes, most interestingly any characters with blind prefix in the arena will now have their own unique blind move set, which will render them pretty bad at fighting.

* Added screens for not having enough troops as choice in troop select before battle screen
* Added new screen for hiring knight who failed quest
* Added new screen for accepting knight who failed quest into your knightly order   
* Made merc type names more likely to be used for merc company group names
* Added new move set for blind traited characters in the arena (17 new moves) (much weaker)
* Made text more clear about anointing a knight to champion that no ceremony is bad (credit u/Gamerzguy)
* Expanded text during witch throne room encounter
* Added new screen after hiring a champion showing gold change and new champion
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on January 24, 2020, 04:54:17 am
Hello Everyone, so this update comes at a big time! We have three things all colliding on this date: Hitting 1500 subscribers on the subreddit, The Steam Lunar Sale, And the Vassal update!

THE LUNAR SALE

Warsim is now 40% off on steam (http://"http://store.steampowered.com/app/659540/Warsim_The_Realm_of_Aslona/?beta=0") for the Lunar sale, now most if not all of the people reading the changelog on this sub already have the game and have seen it on sale many times before but as always if you don't have it nows the time, and if you know anyone who might like it!

I'm also always open for ideas on places to share or post the update/sale/or game in general, the internet is a broad place and the majority of the people there are not going to be Warsim players, but some might and I'm always up for finding them :)

THE VASSAL UPDATE

This is primarily an update of the vassal system but there are still 109 additional features and bugfixes alongside the vassal stuff so lots of new stuff to dig in to!

**VASSAL UPDATE (131 Total features)**

Vassals, the result of having great strength in the game but really not the strongest of features beyond it's symbolism. This update plans to change that and make vassals much more interactive as well as the process of getting them.

**LOOSE VASSAL UPDATE ITEMS (7 features)**

* Added all vassals have same actions you have with allies
* Fixed text colour and spacing of pre-existant vassal text
* Added ability to take 0 tribute gold from vassal (Credit Defender)
* Added relation boost and special text at end of turn if taking no tribute from vassal
* Added new clarification screen in vassal attack (Credit u/videovillain)
* Added a vassalisation randomised cooldown (3-18 years) once a kingdom rebels or gains independence from you
* Made it only possible to attempt to vassalise a kingdom once per year (used to be infinite stupidly)

**VASSAL REVOLTS (5 features)**

Treat your vassals bad and they will eventually revolt against you, how you deal with this is up to you!

* Added warning event when vassal is on the verge of revolt (6 dynamic responses depending on leader personality) (credit u/RabidRab)
* Added ability for vassal to revolt if relation drops below 0
* Added ability to accept vassal revolt independence (6 dynamic responses depending on leader personality)
* Added ability to reject vassal revolt independence and declare war (6 dynamic responses depending on leader personality)
* Added sound effects for vassal revolts (different sounds peace and war)

**OFFER OF VASSALISATION (48 features)**

The offer of vassalisation previously was just one of two single lines of text based on a small relation and leader type based dice roll. You either got 'Our kingdom will burn before joining you', or 'KingdomLeader accepts'. Now that has been replaced with a large and dynamic system that allows you to choose an emissary to deliver such news as well as a much more complex system that decides on the outcome of the attempt with a fair bit of randomness dashed in. You can have coin flips, dead emissaries, preposterous offers, and lots more turning this once single line of information into a part of the game in its own right!

* Added breakdown of the factors of success for attempting vassalisation
* Added chance modifiers for having significantly larger than enemy in vassilisation attempt (credit u/ShengjiYay)
* Added varied public opinion gain and loss depending on how you gain new vassal
* Added dynamic horn sound effect for successfully gaining a vassal (3 diff sfx chosen at random)
* Added new screen for sending a vassal request (explaining the process)
* Added new screen for ungovernable kingdom refusal of vassal status (with dynamic possible relation drop)
* Added ability to choose your vassal request emissary
* Added personality of enemy kingdom effects vassalisation odds
* Added emissary type and diplomat skill effects vassalisation odds
* Added relation to enemy kingdom effects vassalisation odds
* Added Battle of champions vassal outcome
* Added 3 random outcomes for battle of champions
* Added fierce debate vassalisation outcome
* Added no choice vassalisation outcome
* Added stupid leader asking you if you think they should be vassals vassalisation outcome
* Added I need assuranced dynamic vassalisation outcome
* Added bribe (10k +1k per land) to merchantile leader vassalisation outcome
* Added dont forsee that happening vassalisation outcome
* Added I cannot surrender our freedoms vassalisation outcome
* Added we might be weaker but we wont bend the knee vassalisation outcome
* Added what of our traditions vassalisation outcome
* Added not in our interests vassalisation outcome
* Added if the tables were turned vassalisation outcome
* Added not an easy thing to agree to vassalisation outcome
* Added id sooner see us fall vassalisation outcome
* Added we will not surrender vassalisation outcome
* Added Kill your staff and I'll join you vassalisation outcome
* Added 'Foolish waste of time kill him' vassalisation outcome
* Added 'never' vassalisation outcome   
* Added 'we shall not surrender, kill the emissary' vassalisation outcome
* Added 'The whispers say we must' (emissary dead) vassalisation outcome
* Added 'The worms demand it' (emissary dead) vassalisation outcome
* Added 'perhaps it is best' (emsisary dead) vassalisation outcome
* Added 'for a better tomorrow' vassalisation outcome
* Added 'am I a fool' vassalisation outcome
* Added 'will we gain a friend or jailor?' vassalisation outcome
* Added 'coinflip' vassalisation outcome
* Added 'coinflip' vassalisation outcome for gambling king backstory
* Added 'What is the colour of our flag' vassalisation outcome
* Added 'never like the sound of vassalisation' vassalisation outcome
* Added 'let us grow stronger together' vassalisation outcome
* Added 'who am I to refuse' vassalisation outcome
* Added 'well that's that' vassalisation outcome
* Added 'refusal to meet' vassalisation outcome
* Added 'ignore the emissary' vassalisation outcome
* Added 'turn him away' vassalisation outcome
* Added 7 alternate texts for stupid leaders in vassal outcomes
* Added 'Answer my riddle' vassalisation outcome (5 riddles chosen from at random) Strange leaders only

**GRANTING INDEPENDENCE (4 features)**

You will also have the option to grant a vassal independence at any time, doing so will get a number of reactions depending on your relationship with the vassal at the time of the independence grant.

* Added dynamic independence granting option for vassals
* Added 10 reactions for various leader types post independence with 0-10 relation
* Added 10 reactions for various leader types post independence with 10-30 relation
* Added 10 reactions for various leader types post independence with 30+ relation

**ANNEXATION (21 features)**

Suggested by u/taukki on reddit you will now be able to attempt to Annex your vassal. Annexation will take direct ownership of all of their lands gold and units and end them as an independent faction.

* Added ability to annex vassals
* Added annexation cooldown if failed attempt to annex
* Added chance of revolt if annexation insult knocks relation below 0
* Added coin flip annexation event
* Added bird sketchin' time annexation event
* Added fall to ruin annexation event
* Added it's a mistake annexation event
* Added best interests annexation event
* Added annexation ensurance annexation event
* Added bribe annexation event
* Added write off existance annexation event
* Added humbly refuse annexation event
* Added no thank you annexation event
* Added outrage annexation event
* Added surrender the legacy annexation event
* Added fluid identity annexation event
* Added discrace ancestors annexation event
* Added Um... no annexation event
* Added Out of work annexation event
* Added Eating us annexation event
* Added special event for successful annexation

**VASSAL GIFTS (46 features)**

Be good to your vassals and you will find them occasionally rewarding you, a vassal at 100 relation has a 1 in 3 chance per year of giving a reward. A vassal of 10 relation 1 in 14 chance! Rewards can vary a lot and depend on the personality of the leader who sends them as well as other aspects of the kingdom.

* Added dynamic gift chance from vassals with 10+ relation with increasingly higher odds as relation grows
* More likely to get gifts from friendly leaders
* Added 'Thanks for relations' letter from friendly leader
* Added 'Respect' letter from hostile leader
* Added 'Almighty Dung' letter from strange leader
* Added 'Stupid but not ignorant' letter from stupid leader
* Added 'Profitable relationship' letter from mercantile leader
* Added gift of gold as thanks from many leaders
* Added amusing number gift from strange leader
* Added soldier mercenaries resting gift from normal and friendly leaders
* Added dissolved noble order gift from hostile leader
* Added band of rogues gift from mercantile leader
* Added hidden village gift from stupid leader
* Added goblin cave slaves gift from strange leader
* Added random item sent as gift from vassal
* Added vassal sending messengers all around your kingdom
* Added vassal sending their grand champion to serve you
* Added random gift of gold 50-250 from vassal
* Added threw a horse off the cliff in your honour
* Added everyone jumped at once vassal gift
* Added pour out your drinks vassal gift
* Added random gift of lower tier units 2-5 from vassal
* Added highest tier unit joiner gift from vassal
* Added 2x middle tier unit joiners gift from vassal
* Added 'large cake in your honour' vassal gift
* Added 'moment of silence' vassal gift
* Added 'to KINGDOMNAME for honour and glory' vassal gift
* Added 'confirmation of dedication' vassal gift
* Added 'Breath holding' vassal gift
* Added 'Nice picture' vassal gift
* Added 'Kneeling' vassal gift
* Added 'cursed compliments' vassal gift
* Added 'Pet the goat' vassal gift
* Added 'good thoughts meditation' vassal gift
* Added 'Destined for something' strange vassal gift letter
* Added 'Your shadow' strange vassal gift letter
* Added 'Pesky letter of support' vassal gift letter
* Added 'all in these lands are pledged' vassal gift letter
* Added 'your leadership' vassal gift letter
* Added 'oath of vassalisation' vassal gift letter
* Added 'I was taught there is no strength in bending the knee' vassal gift letter
* Added 'hope you are well' vassal gift letter
* Added 'good friend' vassal gift letter
* Added 'bees' vassal gift letter
* Added 'About the gold' vassal gift letter
* Added 'Profitable year to come' vassal gift letter

**NEW KINGDOM TYPES (32 features)**

Thanks to a massive list from research done by RabidRab we have another giant heap of 32 more kingdom types that can be found in your gameworlds. Check out the full list here https://github.com/Huw2k8/warsim/wiki/Kingdom-Types-and-Leadership-Titles

* Added new kingdom type 'Shire' (King: Eolderman)(Lord: Theign)(Civ: 3)(Credit u/RabidRab)
* Added new kingdom type 'Shire' (King: Shire Reeve)(Lord: Reeve)(Civ: 3)(Credit u/RabidRab)
* Added new kingdom type 'Shrievalty' (King: High Sheriff)(Lord: Constable)(Civ: 3)(Credit u/RabidRab)
* Added new kingdom type 'Sheriffdom' (King: Chief Sheriff)(Lord: Constable)(Civ: 3)(Credit u/RabidRab)
* Added new kingdom type 'County' (King: Sheriff)(Lord: Deputy)(Civ: 3)(Credit u/RabidRab)
* Added new kingdom type 'Admiralty' (King: Grand Admiral)(Lord: Admiral)(Civ: 4)(Credit u/RabidRab)
* Added new kingdom type 'Admiralty' (King: Admiral)(Lord: Captain)(Civ: 4)(Credit u/RabidRab)
* Added new kingdom type 'See' (King: High-Seer)(Lord: Seer)(Civ: 2)(Credit u/RabidRab)
* Added new kingdom type 'Parish' (King: High Vicar)(Lord: Priest)(Civ: 4)(Credit u/RabidRab)
* Added new kingdom type 'Madrasa' (King: Grand Mufti)(Lord: Mufti)(Civ: 4)(Credit u/RabidRab)
* Added new kingdom type 'Rectorate' (King: Rector)(Lord: Warden)(Civ: 4)(Credit u/RabidRab)
* Added new kingdom type 'Principality' (King: Principal)(Lord: High-Warden)(Civ: 4)(Credit u/RabidRab)
* Added new kingdom type 'Hermitage' (King: Chief Hermit)(Lord: Hermit)(Civ: 3)(Credit u/RabidRab)
* Added new kingdom type 'Vizierate' (King: Grand Vizier)(Lord: Vizier)(Civ: 4)(Credit u/RabidRab)
* Added new kingdom type 'Nomarchdom' (King: Nomarch)(Lord: Vizier)(Civ: 3)(Credit u/RabidRab)
* Added new kingdom type 'Malikate' (King: Malik)(Lord: Shiek)(Civ: 4)(Credit u/RabidRab)
* Added new kingdom type 'Khedivate' (King: Khedive)(Lord: Vali)(Civ: 3)(Credit u/RabidRab)
* Added new kingdom type 'Vilayet' (King: Val)(Lord: Bey)(Civ: 3)(Credit u/RabidRab)
* Added new kingdom type 'Consulate' (King: Consul-General)(Lord: Consul)(Civ: 4)(Credit u/RabidRab)
* Added new kingdom type 'Legation' (King: Chief Legate)(Lord: Legate)(Civ: 4)(Credit u/RabidRab)
* Added new kingdom type 'Family' (King: Greatfather)(Lord: Father)(Civ: 2)(Credit u/RabidRab)
* Added new kingdom type 'Junta' (King: High-General)(Lord: General)(Civ: 3)(Credit u/RabidRab)
* Added new kingdom type 'Host' (King: High Warlord)(Lord: Warlord)(Civ: 0)(Credit u/RabidRab)
* Added new kingdom type 'Host' (King: Hetman)(Lord: Otaman)(Civ: 3)(Credit u/RabidRab)
* Added new kingdom type 'Hunt' (King: Huntmarshal)(Lord: High Hunter)(Civ: 2)(Credit u/RabidRab)
* Added new kingdom type 'Ministry' (King: High Minister)(Lord: Minister)(Civ: 5)(Credit u/RabidRab)
* Added new kingdom type 'Court' (King: King)(Lord: Courtier)(Civ: 3)(Credit u/RabidRab)
* Added new kingdom type 'Blood-Court' (King: Crimson-King)(Lord: Courtier)(Civ: 3)(Credit u/RabidRab)
* Added new kingdom type 'Directorate' (King: Director)(Lord: Councilor)(Civ: 5)(Credit u/RabidRab)
* Added new kingdom type 'Diarchy' (King: Diarch)(Lord: Lord| 4)(Credit u/RabidRab)
* Added new kingdom type 'Retinue' (King: King)(Lord: Retainer)(Civ: 3)(Credit u/RabidRab)
* Added new kingdom type 'Great-Host' (King: Great-Warlord)(Lord: Warlord)(Civ: 0)(Credit u/RabidRab)

**COMBAT ACADEMY FIXES (2 features)**

Got to this one before it was inevitably requested, having to go back and set to train your champions each year is a pain, this allows you to see them to autotrain like other staff.

* Added ability to autotrain combat academy champions if you own the place
* Added anyone with 299 or more skill gets auto training cancelled

**FACTION RELATION SCREEN IMPROVED (4 features)**

The faction relations screen has gone from being a pretty bad and tucked away feature to a much more easily usable and referenceable tool. Now while speaking to a faction you can check and see what their relations are to all other factions but also they are now colour marked so you can tell by the red and green who the allies and enemies are. You might not know this but all factions have a relationship web so this tool helps you see that the Krut actually have an alliance with those Deformed Swamp Ogres.

* Added ability to check any factions relations with others in diplomacy if you have a diplomat
* Fixed Krut and Erak relation in faction relations screen uses rebel relation
* Added colours to faction relations screen (spectrum depending on relation)
* Added block for dead factions so only live ones relations are shown

**BAIAA TORTURE CHAMBER (6 features)**

Saw it and thought I could improve it a lot better. Now it has sound effects and some of them (the teeth and eyes) are quite gross.

* Fixed text length issues with Baiaa torture chamber
* Added ability to bash head in (2 levels) in torture chamber
* Added ability to slice head in two in torture chamber
* Added more blood for certain torture moves
* Added full sound effects for all torture moves
* Fixed Baiaa torture chamber text colour

**VAMPIRE BARD GAME REACTIONS (2 features)**

Upon further testing I realised just how flat these were with the same flat reactions each time, now a little more varied and better presented.

* Added new screen for reaction to getting vampire bard guess game right (5 reactions)
* Added new screen for reaction to getting vampire bard guess game wrong (5 reactions)

**BANDS OF MEN TO FIGHT THE DEMONS (5 features)**

There is an encounter triggered when the demon horde is active where a warrior brings a random number of soldiers to your court to join you, usually between 3 and 30 free soldiers and it's a moderately common encounter, well now it's been improved and expanded.

* Made encounter show exactly how many troops there are before accepting them
* Added new throne room encounter 'Strongest men in the village band'
* Added new throne room encounter 'Pit fighters band'
* Added new throne room encounter 'The fighting people of a small island'
* Added new throne room encounter 'Ex-mercenary band'

**NORTHERN MERC POST IMPROVED (4 features)**

Good suggestion from TheGamingDictator, now the northern merc post is all fixed up!

* Added screen for taking north merc post from empty garrison (credit u/TheGamingDictator)
* Added screen for capturing north merc post in battle (credit u/TheGamingDictator)
* Added new dynamic graphic screens for hiring units from north merc post (credit u/TheGamingDictator)
* Added new screens showing how much you can afford from north merc post (credit u/TheGamingDictator)

**QUEST LOCATION SYSTEM**

So while this is only one thing I think it deserves its own section, u/AHedgeKnight came to me with a massive list of parts for location names and suggested making them completely randomly generated, now the quest location system has gone from having 45 unique different locations, to 6000+ randomly generated ones!

* Added new quest location generator (6000+ locations possible instead of 45) (credit u/AHedgeKnight)

**BUGFIXES (48 features)**

A motherlode of bugfixes this update, many of them thanks to player suggestions with a big number of them coming from u/theGamingDictator!

* Fixed text split issue in Fort gorthmek
* Fixed text split issue in Fort Kullak
* Fixed Aslona references in Fort Descriptions (credit Melody)
* Fixed ability to give infinite speeches in blackmarket (credit u/tenderofbar11)
* Fixed two bugs with ozymandias statue (credit Blackenblood)
* Fixed villager tribute end encounter cant be jailed (credit u/SonderEber)
* Fixed raising soldier wage throne room encounter extra line bug
* Fixed demon gate discovery double line bug
* Fixed spy report doesn't clear at the end of the turn
* Fixed wild vampires flag spacing bug
* Fixed wild vampires about info text colour bug
* Fixed missing line when buying the arena from certain types of arena owner
* Fixed ability to 'search' new lands to conquer when all 5 kingdoms are alive (resulting in no new kingdoms)
* Fixed soldier to knight training refering to knights as peasants (credit u/TheGamingDictator)
* Fixed missing gold indicator for ancestral sword throne room encounter (credit u/TheGamingDictator)
* Fixed 35 text bugs with 'You take the x' across various encounters (credit u/TheGamingDictator)
* Fixed 0 allowing new game start in game choice menu
* Fixed Wise races can still have stupid leaders (now anything but stupid)
* Fixed Baiaa explorer intro text bug (credit Cat)
* Fixed Oops I commited a crime encounter text issue (credit u/TheGamingDictator)
* Fixed no gold indicator for farmer livestock attacked by wolves (credit u/TheGamingDictator)
* Fixed 6 Oooh snake sanctuary text bugs (credit u/TheGamingDictator)
* Fixed colour of on oooh snakes book (credit u/TheGamingDictator)
* Fixed grammar issues in choice of possible staff screens (credit u/TheGamingDictator)
* Fixed text colour in staff choice screens (credit u/TheGamingDictator)
* Fixed missing lines in staff choice screens (credit u/TheGamingDictator)
* Fixed staff hire speeches colour issue (credit u/TheGamingDictator)
* Fixed staff hire speeches missing line issue (credit u/TheGamingDictator)
* Fixed demon shield text description bug (credit u/videovillain)
* Fixed attempted diplomacy with savages yellow text bug
* Fixed Ask you diplomat text bug
* Fixed yellow text issue in vassal attack screen
* Fixed bugged text for stupid leader in throne room celebration
* Fixed issue with double pause with emissary death from peace request
* Fixed merc hire from northern merc post
* Fixed southern coast wall missing line
* Fixed text bug in menu for prisoner fights
* Fixed god realm screen text colour
* Fixed double message for some prisoner mining work
* Fixed option error with hiring throne room gamemaster as staff when you already have a game master
* Fixed goblin hall of heroes in the blackmarket refers to goblin leader when you own the market (credit u/TheGamingDictator)
* Fixed text bug with hiring merc group throne room
* Fixed staff diplomat quitting throne room using commoner throne room reactions (credit u/TheGamingDictator)
* Fixed 4 text bugs in staff diplomat quitting in throne room (credit u/TheGamingDictator)
* Fixed peasant dupe bug (but need further testing)
* Fixed text bugs in Tower atop Saaroth
* Fixed text colour issues in Tower atop Saaroth
* Fixed no red green death colour for final battles with rebels, goblins, and bandits

**EVERYTHING ELSE (10 features)**

Lots of misc tweaks and changes here,

* Added gold indicator on blackmarket stall of drinks
* Added pageturn sound effect for on Oooh snakes book
* Tweaked dialogue for stupid leader throne room celebration visiting comment
* Added 10 new goblin names (Snog, Snoggat, Snoggit, Snogmek, Snoglok, Snogmok, Snogsz, Snogxas, Smog, Smogmok) (credit u/Dtyn8)
* Made gift giving item encounters twice as rare for max public opinion level
* Added new screen with sfx for entering wrong combination for secret door
* Reworded prisoner mining message text
* Added gold loss indicator for mercs with an invasion fee
* Halved dynamic bribe costs for arena champion to fight again
* Removed all references to Black Market to uniformly refer to it in game as Blackmarket

**SCREENSHOTS**

* The new screen for choosing an emissary - https://i.imgur.com/RcAAkrA.png
* The factors of trying to deal with the Sunlight Regency and their Stupid leader - https://i.imgur.com/6NE8nfz.png
* Meeting the kingdoms leader - https://i.imgur.com/9phlNjM.png
* Flag colour... yikes - https://i.imgur.com/EBl1vrv.png
* Of course I couldn't remember it - https://i.imgur.com/mNSxGWI.png
* Mushroom man demanding I kill my staff - https://i.imgur.com/gpbg2hB.png
* Touche - https://i.imgur.com/yByJuOu.png
* Sorry mate - https://i.imgur.com/OvD3wn2.png
* More like Ghorin Deadner... amirite? - https://i.imgur.com/gj1LhbL.png
* Yer battlescore is 50 pal, I'll be no crying over you! - https://i.imgur.com/R1wu7UE.png
* Cheers for the tutorials man - https://i.imgur.com/eLne7Bz.png
* Damn right I am - https://i.imgur.com/PfvQeUT.png
* You've got it long head Great Protector! - https://i.imgur.com/i1BlpQz.png
* We'll see tree bois - https://i.imgur.com/erp7ZTp.png
* Another view of some factors in dealing with the loyal kingdom - https://i.imgur.com/2IXlQx2.png
* The God King Orc bows - https://i.imgur.com/A5237bQ.png
* Why yes... you should surrender to me - https://i.imgur.com/7JiO5mT.png
* No problem - https://i.imgur.com/OVvR3TA.png
* An extra faction relation tool on each diplomacy screen improved with colours showing different relations. - https://i.postimg.cc/d0R9RGNp/2020-01-18-19.png
* An improved Baiaa torture chamber which uses some pretty messed up sounds. - https://i.postimg.cc/d1qj5Dz1/2020-01-18-20.png
* Ascii Violence #1 - https://i.postimg.cc/C1mHXSg4/2020-01-18-21.png
* Ascii Violence #2 - https://i.postimg.cc/0jjdqF51/2020-01-18-22.png
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on January 31, 2020, 05:19:45 am
Warsim 0.7.8.9 (Exploration Events, Difficulty Expanded and more, 126 Features and Fixes)

EXPLORATION DIVERSIFIED (63 features)

I was honestly so close to dismissing this idea and deleting it from my notes to get more important stuff done but I sat there and thought, this would be so cool and would improve the exploration feature a good bit and so I ended up spending three days working on it!

NEW ENCOUNTERS (43 Features)

Previously the game would pick some generic encounters to pop up while you explored, whether you were exploring the deep southern demon lands, the western woods, or the savage north, you'd get the same encounters. Now there are a huge number of new and mostly dynamic encounters that you may get while exploring each of these regions. Some of them are inconsequential and others are good fun!

* Added old frozen corpse encounter found in wild north and far north (with sfx)
* Added frozen corpse found in wild north and far north (with sfx)
* Added bare froze corpse found in wild north and far north (with sfx)
* Added small ditch satchel of gold explore encounte (5-15 gold)
* Added bloated satchel of gold in a stick pile explore encounter (300-900 gold)
* Added harsh cold wind event (all of the north) (with sfx)
* Added coastal breeze event (south coast only) (with sfx)
* Added harsh desert wind event (farrad only) (with sfx)
* Added camp site ruin encounter in the north
* Added drylands camp ruin encounter
* Added Western camp ruin encounter
* Added Rotten head encounter (found in drylands and Parched lands) (with sfx)
* Added alternate rotting head encounter (found in drylands and Parched lands) (with sfx)
* Added chunk of head on ground encounter (found in drylands and Parched lands) (with sfx)
* Added skull with arrow in it encounter (found in drylands and Parched lands) (with sfx)
* Added bodies inside rocks encounter (found in drylands and Parched lands) (with sfx)
* Added dynamic brawlers having a fight encounter (found in near north and wild north)
* Added dynamic wilderman encounter (found in wild north and far north) (with sfx)
* Added new desperate looking peasants (generic explore encounter)
* Added new need work encounter (generic explore encounter)
* Added dynamic gift tree visitor encounter (found in denland)
* Added goblin wooden woman trap encounter (found in wildwood)
* Added goblin spike pit encounter (found in wildwood)
* Added goblin spike mounds encounter (found in wildwood)
* Added holy order of roses knight (found in songwood)
* Added Old man stone of denland pilgrim (found in denland)
* Added skipping boy stone of denland pilgrim (found in denland)
* Added normal stone of denland pilgrim encounter (found in denland)
* Added broken lute encounter (found in songwood)
* Added rotten drums encounter (found in songwood)
* Added lone arrow encounter (found in songwood and wildwood)
* Added tree full of arrows (found in songwood and wildwood)
* Added new desperate looking warriors (generic explore encounter) (with sfx)
* Added new need a new master encounter (generic explore encounter) (with sfx)
* Added dead southern knight (southern explore encounter)
* Added frozen knight (northern explore encounter)
* Added pair of lost knights (generic explore encounter)
* Added trio of arguing knights (generic explore encounter)
* Added I have travelled day and night (generic explore encounter)
* Added scared knight (generic explore encounter)
* Added randomly generated treasure found (rare generic explore encounter) (with sfx)
* Added killable oooh snake encounter (all southern regions except south coast)(with sfx)
* Added rare chance that southern wind reveals a treasure (anywhere in the south)

TWEAKS AND FIXES TO OLD ENCOUNTERS (13 features)

I've also tweaked some of the old generic encounters to fit with this new update.

* Made it so that peasant joiners explore event doesn't happen in far north, drylands or ancient lands
* Cleared broken encounters from explore event system
* Added new system dividing some encounters by region
* Fixed 14 text and grammar bugs in explore events
* Made foreign king knight buyer encounter 5x rarer
* Added new sound effect and screen for hiring masterless soldiers
* Fixed bug with explore event text for wandering soldiers
* Added new screen for being unable to afford masterless soldiers
* Added missing +chaos orb indicator for chaos orb exploration attempts
* Made white marker +1 chance of exploring twice as rare
* Fixed bug with explore event text for wandering peasants
* Added new sound effect and screen for hiring masterless peasants
* Added new screen for being unable to afford masterless peasants

WANDERING AIMLESSLY (7 features)

And now instead of getting a little blip of text saying 'You wander aimlessly' there is a dynamic screen instead!

* Added new system for wandering aimlessly
* Added indicator of exploration chance lost with aimless wandering
* Added 3 wander aimlessly screens for the west
* Added 3 wander aimlessly screens for the east
* Added 3 wander aimlessly screens for the south
* Added 3 wander aimlessly screens for the north
* Added 3 generic wander aimlessly screens

THE REST OF THE UPDATE (63 features)
-

All of this was originally going to be the update until I spent the last three days working on the above system! This is still a juicy update in and of itself though, difficulty changes and several other systems being improved. Weirdly this ended up being the same number of features as the above, so it's kind of two identically sized updates.

DIFFICULTY REWORKS (12 features)

Warsim's difficulty choice mostly affects how the game starts off rather than how it progresses as you play, I have attempted here to do a bit more of both starting disadvantages as well as long term harder gameplay in certain areas. Now independent kingdoms will grow faster in population depending on the difficulty and many other locations garrisons are bigger. Randomisation still exists for troops costs and certain units but they will be higher on average with these new changes.

* Added kingdoms get a 1.5x increase in recruits in normal difficulty
* Added kingdoms get a 2x increase in recruits in hard difficulty
* Added kingdoms get a 3x increase in recruits in hard difficulty
* Added kingdoms get a 4x increase in recruits in hard difficulty
* Added militia costs +2, +3, +4, +5 gold in Normal, Hard, Solid, And Insane Difficulty
* Added soldiers cost +4, +6, +8, +10 gold in Normal, Hard, Solid, And Insane Difficulty
* Added knights cost +10, +15, +20, +25 gold in Normal, Hard, Solid, And Insane Difficulty
* Added Slaver Fort Garrison gets +100, +150, +250, +350 soldiers in Normal, Hard, Solid, And Insane Difficulty
* Added Thickblood bandits get +150, +250, +350, +550 troops in Normal, Hard, Solid, And Insane Difficulty
* Added Blackmarket garrison gets +300, +600, +800, +1000 troops in Normal, Hard, Solid, And Insane Difficulty
* Added Gorthmek fort gets +200, +400, +600, +700 troops in Normal, Hard, Solid, And Insane Difficulty
* Added Combat Academy gets +50, +100, +150, +200 champions in Normal, Hard, Solid, And Insane Difficulty

LEADERS POST-ANNEXATION (8 features)

This was planned for the vassal update but I couldn't get it done in time, now it's in! Once annexed this tells you what becomes of the leader of the now annexed kingdom from a range of random possibilities.

* Added new system for what happens to leader of independnet kingdom once it's annexed
* Added 'isolated life' outcome for independent leader
* Added 'strange distant lands' outcome for independent leader
* Added 'humble life' outcome for independent leader
* Added 'trader' outcome for independent leader
* Added 'way of the bard' outcome for independent leader
* Added 'never seen' outcome for independent leader
* Added 'highest tower' outcome for independent leader

FORTS IMPROVED (15 features)

So I revisited forts recently and noticed that upgrading is pretty terrible and that there are some 'secret' features such as your chosen commanders battlescore directly influencing how many troops a fort can have and their recruitment rating so now those are less secret and installing a leader or upgrading a fort both have their own nice new screens.

* Added new upgrade screen when upgrading Fort Kullak
* Added new upgrade screen when upgrading Fort Gorthmek
* Added new upgrade screen when upgrading Fort Northwatch
* Added new upgrade screen when upgrading Your Fort
* Added new screen for choosing champion for fort Northwatch
* Added new screen for choosing champion for fort Gorthmek
* Added new screen for choosing champion for fort Kullak
* Added new screen for choosing champion for Your Fort
* Added new block for options if you don't have champions in certain slots for forts
* Fixed Grammar bug in northwatch
* Fixed Grammar bug in Gorthmek
* Fixed Grammar bug in Kullak
* Fixed issue with northwatch graphics
* Fixed issue with Kullaks graphics
* Added screen for new fortress commander being instated (explaining their bonuses)

LAVA PIT REWORKED (2 features)

So this place was accidentally a total secret weapon against the demons, for the low low price of 6 peasants the demons were stopped forever! Now it's fixed, but I have made it easier to automate the process of stopping the demons recruitment patterns.

* Added ability to autosacrifice peasants at lava pit if you sacrifice 6 per turn for 2 turns
* Fixed sacrificing 6 peasants in the lava pit completely blocked the demons from ever spawning additional demons

AM I FUNNY? (1 feature)

Some of you may have discovered that having a custom celebration where people getting drunk is selected will cause many new throne room events, one such event includes a drunk wandering into your court and peeing on the floor, I had this event occur the other day and thought It would hilarious if, provided you had a jester, he stepped forward and said 'Urine trouble now!' - It made me laugh at least!

* Added Urine Trouble joke

NEW BLACKOUTS (2 features)

Two more events you can wake up to if you get Blackout drunk in a tavern or booze stall.

* Added dead knight blackout drunk encounter
* Added stolen item blackout drunk encounter

BUGFIXES (15 features)

A heap of new bugfixes thanks to a few people including TheGamingDictator, VideoVillain, Xoren, and Zizhou!

* Fixed convert knights to holy order options not blanked out when you have no knights
* Fixed combat academy not allowing you to hire troops if you've bought all the soldiers from the guilds
* Fixed issue with owned northern merc post bandit hire not working if all soldiers are hired
* Fixed crown you by right you text bug (credit u/TheGamingDictator)
* Fixed gambler king intro text bug (credit u/TheGamingDictator)
* Fixed realm finances game intro text bug (credit u/TheGamingDictator)
* Fixed speak to old croll intro text bug (credit u/TheGamingDictator)
* Fixed 13 throne room intro text bugs (credit u/TheGamingDictator)
* Fixed 4 bugs in community links text (credit u/TheGamingDictator)
* Fixed no -1 soldier indicator in black alley (credit u/TheGamingDictator)
* Fixed mushroom trip oooh snake bugs (credit u/Videovillain)
* Fixed generic mushroom trip bug (credit u/Videovillain)
* Fixed 'press 0 to exist' instead of 'exit' in exploration option (credit Xoren@Audiogames.net)
* Fixed bandits are put through rigorous training text for soldiers to knights training (credit Xoren@Audiogames.net)
* Fixed pirate wars book skipping first page (credit Zizhou)

EVERYTHING ELSE (8 features)

Some loose and categoryless tweaks and additions!

* Added hall of order now refered to as whatever the order of knights is named
* Added goblinwood slavery ended option shows the slaves that joined goblinwoods population
* Added screen for pushing back the demon horde in battle
* Added Oooh Snake head in the tavern in Arasuk
* Added new text for hiring from goblin slaver when he has berserkers (credit u/TheGamingDictator)
* Added calm theme to warsim extra music library (credit u/TheGamingDictator)
* Reworked snail racing circuit to only show snails in the current leading lap on screen (making it easier to understand what's going on in a snail race)
* Removed 14 Aslona based name suffixes for characters

SCREENSHOTS

These images took so long to capture, cut, upload, and post here... I could have made a mini update in the same time!

* Now the encountered hireable soldiers can come in different varieties like this - https://i.imgur.com/YGv8lpU.png
* Sometimes you'll even find free peasants - https://i.imgur.com/WbSd1cc.png
* A frozen corpse in the north - https://i.imgur.com/qvl6nKs.png
* Nothing this time - https://i.imgur.com/XOp1n3d.png
* The gold bag you find can now also be fatter \(and will contain a ton more gold\) - https://i.imgur.com/oB9wT9K.png
* It can also be thinner though - https://i.imgur.com/mmj8yJ5.png
* A random campfire - https://i.imgur.com/0DtouIa.png
* A goblin trap - https://i.imgur.com/oo9asIA.png
* An Oooh snake far away - https://i.imgur.com/RARdxg2.png
* A dead one closer - https://i.imgur.com/lri5TYw.png
* Some of the creepy southern encounters - https://i.imgur.com/fTa6fKm.png
* Creepy southern encounter #2 - https://i.imgur.com/WlVufIs.png
* Creepy southern encounter #3 - https://i.imgur.com/xnBv2A3.png
* Creepy southern encounter #4 - https://i.imgur.com/Zqv2gwQ.png
* The wandering knight encounter can sometimes go really well - https://i.imgur.com/QAtLXF2.png
* Sometimes not so good - https://i.imgur.com/Gm6St7q.png
* Or even worse if you're in the south - https://i.imgur.com/rRN7CGy.png
* And wandering aimlessly has several outcomes - https://i.imgur.com/RHq5hYo.png
* If you're lost in the west - https://i.imgur.com/8IAb2eW.png
* Or the north - https://i.imgur.com/zjeh3Yh.png
* Or the south - https://i.imgur.com/TWjPGpW.png
* An arrow filled tree in the west - https://i.imgur.com/JFsURDX.png
* A gift tree visitor - https://i.imgur.com/pfQRvyn.png
* Who I "taxed" - https://i.imgur.com/N3Dh23g.png
* A denland visitor - https://i.imgur.com/Y3kBytO.png
* A savage - https://i.imgur.com/0dbNYSN.png
* And a pair of them - https://i.imgur.com/LT1YMDS.png
* Better snail racing circuits - https://i.imgur.com/BY66mAP.png
* Now only the current lap is displayed instead of a bunch of different ones - https://i.imgur.com/6EsSg0p.png
* Better commanders of forts, the garrison and recruits are based on the battlescore of the commander - https://i.imgur.com/yfZPGyU.png
* And are improved when it's upgraded - https://i.imgur.com/4s2SDUM.png

SUMMARY

In summary, this update offers a new expansion on the exploration encounters had while exploring the realm and makes them region specific. It expands on the difficulty effects in game making difficulty both increase difficulty at game start and add missing elements of permanent difficulty differences between settings.

It adds a small missing part from the annexation update which is the stories of what the leader of the annexed kingdom does post annexation. The four forts discoverable and ownable in game have been expanded on with new features making it much clearer when upgrading and installing a leader what that leader does for the fort, revealing fort leader mechanics that were previously not openly shown by the game.

Other than that there were lots of other smaller tweaks, bugfixes, additions, and changes to the game such as new blackout drunk events, improvements on the lava pit, and an improved snail racing circuit.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on February 07, 2020, 04:44:17 pm
THE DARKMARSH UPDATE (47 features)

Prior to this update 'Darkmarsh' had two functional things in it, a semi working cup game run by a faceless goblin called Dapplogk, and a semi-functional toll bridge feature forcing you to either pay or not be able to access locations in front of it. For the longest time this region of the west has been unfinished with 9 of it's 10 locations inaccessible, so in an effort to start tying up loose ends the entire of Darkmarsh has now been added to the game, this includes an interesting and content filled village called Uktak, a strange statue with dynamic visitors, a killable bridge troll who expects toll, a goblin filled tavern floating on a lily pad (you can get drunk here), an improved cup game, a smugglers den, and a bunch more smaller things!

* Added Uktak Village to Darkmarsh in the West
* Added the hut with the 'x' banner to Uktak Village
* Added ability to question the Uktak speech custom
* Added varying graphic and text for Uktak if upgraded
* Added ability to recruit local goblins from Uktak (random number between 1-10 but doubled if Uktak is upgraded)
* Added friendship shrine in Uktak post upgrade
* Added 15 unique dialogues to local goblins in Uktak
* Added ability to speak to leader of Uktak (8 dialogues)
* Added investment in Uktak Event (with sfx)
* Added ability to take tribute from Uktak Village
* Added Grabtork the Swindler to Uktak Village
* Added New Guessing game (5 gold per play) with Grabtork
* Added ruins of Uktak village with dynamic screen (if village was upgraded before ruined)
* Added the ability to loot and sack Uktak village (with sfx and random loot)
* Added double tribute size if you upgrade Uktak Village
* Added new screen for bridge troll encounter (with sfx)
* Added new screen for backing away and refusing bridge toll
* Added new screen for paying bridge troll
* Added new screen for not being able to afford bridge toll
* Added ability to send knight to kill troll (dynamic outcome with screens and sfx)
* Added ability to try to speak with Bridge troll
* Added visitable swamp bridge post troll death
* Added visitable swamp bridge post troll toll paid
* Added visitable swamp brdige before toll paid
* Added 'Strange plant' dynamic darkmarsh explore event
* Added smugglers den to darkmarsh in the west
* Added ability to loot smugglers den (3 random treasures)
* Added 'Racing goblins' darkmarsh explore event
* Added 'Hek Plon' darkmarsh explore event
* Added 'Hek Plon x3' darkmarsh explore event
* Added 'Smugglers Cache' darkmarsh explore event
* Added The Deadmarsh to Darkmarsh in the West (4 random intro texts)
* Added the great bluetree stump to Darkmarsh in the West
* Added random troll chest reward for killing bridge troll
* Added ability to speak to Dapplogk
* Added Golden Lily Pad Tavern to Darkmarsh in the West
* Added Ruined Swamp Fortress to Darkmarsh in the West
* Added Swamp's End to Darkmarsh in the West
* Added swamp statue to Darkmarsh in the West (5 custom scenes possible)
* Added Screen for paying for Dapplogks cup game
* Added 15 unique dialogues to Golden Lily Pad customers
* Added indicators of gold won in Dapplogks cup game
* Added 3 sound effects to dapplogks cup game
* Fixed Dapplogk's cup game text colour
* Fixed Dapplogk's cup game graphic colour
* Fixed Darkmarsh compass graphic colour issue
* Fixed text not blocking if you can't afford 5 gold for swamp cup game

MONSTER PIT REVISITED (4 features)

Some stuff that was planned but never added during the monster pit update! Now here it is, you can challenge the arena grand champion to fight in your monster pit. Doing so will risk public opinion loss and can of course result in the death of your grand champion... But think of the glory!

* Fixed broken menu option for accepting challenges
* Added ability to challenge the arena grand champion to fight your monster
* Added bonus moves assigned to grand champion in monster fight if battlescore is 200 or higher
* Added new hall of fame death text 'died fighting in the monster pit'

BLACKMARKET ENCOUNTERS (23 features)

I got a report from gamingdictator that one of these encounters was bugged... turns out pretty much all of them in one way or another didn't conform well with the rest of the game, now they are all fixed up!

* Fixed Blackmarket slums dropped coin text colour bug (credit u/TheGamingDictator)
* Fixed missing line in Blackmarket pickpocket encounter
* Fixed 22 grammar bugs in Blackmarket slums encounters
* Added missing screen for not having gold for old man begging encounter
* Added missing screen for giving old man nothing in blackmarket encounters
* Made giving dropped coin to beggar give +1 public opinion
* Added screen for giving coin to beggar in blackmarket encounters
* Added screen to keeping coin in blackmarket encounters
* Added screen for giving extra gold to beggar in blackmarket encounters
* Made giving extra gold to beggar give +1 public opinion
* Added missing indicator for market slave population drop in slave escape encounter
* Fixed 12 grammar bugs in Blackmarket dockrow encounters
* Fixed yellow text bug for dockrow hatbuyer encounter
* Added new screens for all reactions to hatbuyer encounter
* Fixed 15 grammar bugs in Blackmarket guildrow encounters
* Fixed 16 grammar bugs in Blackmarket guildrow encounters
* Fixed 19 grammar bugs in Blackmarket guildrow encounters
* Fixed missing line in fighters district big winner gold gift
* Fixed line spacing issues for gambler request encounter
* Fixed yellow text for gambler request encounter
* Added new screens for reactions for gambler request
* Fixed missing lost gold indicator for gambler request
* Fixed 18 grammar bugs in Blackmarket central encounters

NEW LOOT (10 features)

More opportunities to find loot items should mean more possible loot, so here are 10 random items you can find!

* Added new 'Bronze statue of a naked woman' Loot item (worth 90 gold)
* Added new 'Obsidian Orc fetus' Loot item (worth 140 gold)
* Added new 'Finely painted pebble' Loot item (worth 10 gold)
* Added new 'Warped Magical Mirror' Loot item (worth 190 gold)
* Added new 'Ancient Coin' Loot item (worth 40 gold)
* Added new 'Necklace made of goblins toes' Loot item (worth 20 gold)
* Added new 'Necklace made of orc teeth' Loot item (worth 40 gold)
* Added new 'Small jar of gold flakes' Loot item (worth 35 gold)
* Added new 'Solid silver fist' Loot item (worth 130 gold)
* Added new 'Arrow encrusted with gold' Loot item (worth 80 gold)

RECRUITERS IMPROVED (9 features)

Logical suggestion from Fox, now your public opinion affects how well recruiters function.

* Added dynamic system of public opinion effecting recruiters (credit Fox)
* Added PublicOp of greater than 75 doubles recruiter recruits (credit Fox)
* Added PublicOp of greater than 50 gives 50% extra recruiter recruits (credit Fox)
* Added PublicOp of greater than 25 gives 10% extra recruiter recruits (credit Fox)
* Added PublicOp of between -25 and -1 gives -25% recruiter recruits (credit Fox)
* Added PublicOp of between -50 and -26 gives -50% recruiter recruits (credit Fox)
* Added PublioOp Lower than -50 gives -70% recruiter recruits (credit Fox)
* Added new screen when knights turned to recruiters (credit Omer)
* Added new screen when recruiters turned to knights (credit Omer)

BUGFIXES (9 features)

A couple of new bugs fixed, thanks mostly to theGamingDictator!

* Fixed goblin upgrades not blocking ascii
* Fixed missing line in picked fruits sewer encounter
* Fixed text colour issue with empty patch of bluetrii fruit in sewer
* Fixed intro to insane difficult text bugs (credit u/TheGamingDictator)
* Fixed grammar issues with load savegame screen (credit u/TheGamingDictator)
* Fixed 'the room the as' text bug in game intro (credit u/TheGamingDictator)
* Fixed 2 text bugs in mad king intro (credit u/TheGamingDictator)
* Fixed issue with default faction settings in custom game (credit u/TheGamingDictator)
* Fixed issue with troops joining rebels at some game starts even with no rebellion (credit u/TheGamingDictator)

EVERYTHING ELSE (4 features)

* Added 9 new goblin names (Sneggart, Snaggat, Snuggirt, Smorgat, Smiggort, Smuggert, Snouggert, Sunggit, Siggernt, and Sloggatt)
* Added new Grumpkin name (credit Kath and Cat)
* Added troops join deserters in bandit king/gambler king/demonic king start (credit u/TheGamingDictator)
* Altered text for exploring question in chelobs well (credit Mooredannym)

SCREENSHOTS

* A strange new tavern - https://i.imgur.com/TPCIG7W.png
* Encounters with a bridge troll - https://i.imgur.com/ZB2Wg1o.png
* The Floating Village - https://i.imgur.com/sRHxi9f.png
* A smugglers cave - https://i.imgur.com/nwoQfzB.png
* A smugglers loot - https://i.imgur.com/dLdaMVx.png
* Grabtork the Swindler, resident of the new village - https://i.imgur.com/YZ5hE3B.png
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on February 10, 2020, 04:06:47 pm
Hey everyone,

So after being asked by a few people if I had any way to further support me beyond buying the game I've decided to open a patreon. I'm not going be promoting it everywhere or anything like that so after this post you won't hear about it for a while, but I'm happy to offer it as option for people who want to help support the game further in it's developments.

I won't be doing any Warsim DLC as I don't want to gate content from anyone, but it is a struggle sometimes with continuing to fund development.

In 2017 following the games launch on steam there were 20 updates, then in 2018 there were 32, and then in 2019 just last year the game got 58 updates (more than one per week!) Although this year so far we're on 5.

https://i.imgur.com/zA5L2we.png

There are currently three tiers on the Patreon (but I'm open to ideas):

* Helpful Goblin Tier - $1
* Loyal Warrior Tier - $3 (your name on Gro'lok's stump, and some names in game)
* Supportive Ogre Tier - $25 (the above +I'll mail you some notes and concept art from the development that month... Although there's only five of these)

You can find the patreon page here - https://www.patreon.com/Warsim/membership

Any support is appreciated but not expected, Thank you for all for being here regardless :)

Huw (Solodev of Warsim)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on February 11, 2020, 12:03:56 pm
Hey guys so just a little fun update, 10 features per patron since the launch last night! Thanks to the people who signed up for it my day/week/month is made :)

TITLE CHANGE (2 features)

Good suggestion from the GamingDictator to be able to change your lordly titles in the laws screen!

* Added ability to change your lordly title in other laws (credit u/TheGamingDictator)
* Added ability to change your royal title in other laws (credit u/TheGamingDictator)

HUNTER'S REST FIXED (7 features)

Had a look through hunters rest and found a number of issues and stuff that needs improvement so it's all done now!

* Added screen to recruiting from Huntsmans rest
* Added screen to trying to speak to guards in huntsmans rest
* Added screen to no one joins you huntsmans rest
* Added screen to population too low to recruit in huntsmans rest
* Updated hunters hall intro text
* Fixed text bug in huntsmans rest chief text
* Fixed broken huntsmans rest tribute cancel button

LEAFBURNER'S GUILDHALL (6 features)

Found some issues here and thought I'd add a little bit of extra content while I was fixing it!

* Fixed 6 typos with Klethus the guildmaster of the goblinwood leafburner's guild
* Fixed 2 line split bugs for Klethus' dialogues
* Added 'tell me about the districts of goblinwood' question for Klethus
* Added 'life as a non-goblin' question for Klethus
* Added 'what do you do here' question for Klethus
* Added new intro screen for room of hilarity leafburners guild

THE TALL GREEN MAN (2 features)

Tall green man? or two goblins on eachothers shoulders under a tall cloak... only time will tell!

* Made new sound effect for 2 goblins laughing
* Added tall green man throne room encounter (credit XxMeMe StormxX)

RACE EFFECT ADDITIONS (3 features)

As you guys are aware there are 94+ million possible races that can be generated in the game, thanks to 1000s of different prefixes and race types. The vast majority of the procedurally generated races have effects and stats and abilities that make them all vastly unique from eachother but a smaller number of them don't have any unique differences, for example Faceless races. Faceless Men sound cool but in reality in game they are just normal men... No more! Now they will get a blank face, same for unborn. I'm always happy to add new tweaks that further add diversity to the millions of races you are unlikely to ever see!

* Added 'Faceless' races will now have blank faces
* Added 'Unborn' races will now also have blank faces
* Added new racial trait '45' for blank faces (can be used for any new prefixes)

EVEN MORE LOOT (10 features)

Another batch of possible random items found while exploring!

* Added new 'Tapestry depicting the stars' Loot item (worth 160 gold)
* Added new 'Ancient talisman' Loot item (worth 95 gold)
* Added new 'fragment of an ancient talisman' Loot item (worth 15 gold)
* Added new 'a shard of an ancient coin' Loot item (worth 5 gold)
* Added new 'a magical jar of lava' Loot item (worth 199 gold)
* Added new 'two ancient coins stuck together' Loot item (worth 75 gold)
* Added new 'statue of a three headed vampire' Loot item (worth 80 gold)
* Added new 'a petrified dragon scale' Loot item (worth 55 gold)
* Added new 'a petrified harpy wing' Loot item (worth 50 gold)
* Added new 'a frozen wizards finger' Loot item (worth 20 gold)

GOT ENOUGH GIANT'S FACES? NO! (1 feature)

That's more than 5 giants per living human!

* Added 7,363,584,000 new giant faces (was 36 billion now 44 billion)

NEW NAME SUFFIXES (7 features)

Patreon themed name suffixes, though I still think these will merge in well with the 1000s of others.

* Added new name suffix 'the Patron' (+5 battlescore) (can be modified by random additional parts)
* Added new name suffix 'the Friend' (+5 battlescore) (can be modified by random additional parts)
* Added new name suffix 'the Benefactor' (+6 battlescore) (can be modified by random additional parts)
* Added new name suffix 'the Advocate' (+7 battlescore) (can be modified by random additional parts)
* Added new name suffix 'the Backer' (+6 battlescore) (can be modified by random additional parts)
* Added new name suffix 'the Blood-Patron' (+25 battlescore)
* Added new name suffix 'the Well-Wisher' (+3 battlescore)

NEW NAMES (4 features)

Can never do with too many character names, the mermen ones are based on latin words for water and sea related stuff.

* Added 5 new gnome names (Rumploo, Rumpledoop, Boopy, Boopydoo, Boopydoopy)
* Added 3 new ghoul names (Corpserash, Rotrash, Bonerash)
* Added 3 new fiend names (Bal-Bisnac, Eur-Dumabi, Aktaliddon)
* Added 5 new mermen names (Testa, Litore, Natare, Naqua, Atesta)

BUGFIXES (33 features)

A ton of bugs fixed including the Grand tournament bug! Thanks for all who reported it

* Fixed grand tournament bet void bug (thanks to everyone who let me know about this)
* Fixed grand champion last letter of name removed bug (credit u/videovillain)
* Fixed tavern talk file line blank bug
* Fixed blue tree in Darkmarsh graphic bug
* Fixed smugglers camp exit making you exit the entire west bug
* Fixed smugglers cache darkmarsh explore event triggering a follow up event
* Fixed knight not being removed during drunk encounter where you murder one of your knights
* Fixed darkmarsh not showing as name of area when exploring
* Fixed goblins burst into court at Jamboree missing line and colour issue
* Fixed slave soldier and slaver purchase screens not showing cost in slavers fort (credit u/TheGamingDictator)
* Fixed layout of the slave fort hire text (credit u/TheGamingDictator)
* Fixed bookrage shop text bug in Blackmarket (credit u/TheGamingDictator)
* Fixed text bug in necromancers hall in Blackmarket (credit u/TheGamingDictator)
* Fixed 5 text and grammar bugs in Fighter's district intro texts (credit u/TheGamingDictator)
* Fixed fighter's pit intro text not showing if ascii disabled
* Fixed text bug in fighter's pit intro text (credit u/TheGamingDictator)
* Fixed text bug in fighter's pit champion intro text (credit u/TheGamingDictator)
* Fixed 3 text bugs in pitside tavern into texts (credit u/TheGamingDictator)
* Fixed 4 text bugs in Rass the pitside tavern keep intro texts (credit u/TheGamingDictator)
* Fixed 2 text bugs in Nezale's Nose screen (credit u/TheGamingDictator)
* Fixed text bug in swordsmans companion clerk intro (credit u/TheGamingDictator)
* Fixed 6 text bugs in gwyn shop clerks dialogues (credit u/TheGamingDictator)
* Fixed 2 line split bugs in gwyn shop clerks dialogues (credit u/TheGamingDictator)
* Fixed text bug in Axe bucket intro text (credit u/TheGamingDictator)
* Fixed 2 text bugs in Spear Centre intro text (credit u/TheGamingDictator)
* Fixed text bug in sharpest dagger intro text (credit u/TheGamingDictator)
* Fixed 2 text bugs in Nezales hut intro text (credit u/TheGamingDictator)
* Fixed 4 text bugs in Nezale dialogue text (credit u/TheGamingDictator)
* Fixed 3 line split bugs in Nezale dialogue text (credit u/TheGamingDictator)
* Fixed grammar bug on intro text to strongths hut (credit u/TheGamingDictator)
* Fixed text bug with garralds city tours intro (credit u/TheGamingDictator)
* Fixed 5 text bugs in Strongths dialogues (credit u/TheGamingDictator)
* Fixed 13 text bugs in central district intro texts (credit u/TheGamingDictator)

EVERYTHING ELSE (5 features)

* Updated Gro'lok's stump to include the new patreon supporters
* Added +5 goblinwood soldiers from goblins burst into court encounter at Jamboree
* Added new kingdom time 'Tempire' ruled by a 'Temperor' with 'Temperators' as lords (credit Tempheror)
* Added 2 sound effects to midas the dog encounter
* Added screen for tour operator not available in central district
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on February 21, 2020, 09:35:46 am
THE VAMPIRE UPDATE (67 features)

So while working through my long planlist for Warsim as I prepare the roadmap to getting the game released, I found a small list of various plans for the Vampire city of Baiaa and it's respective features. I then searched the list for the rest of the vampire related ideas and read through all of them before deciding to clear them all in a little update.

GENERAL BAIAA STUFF (25 features)

For this update I decided to go through the vampire city code and fix and upgrade anything I could find that needed improving, leaving what I am convinced is now a full and complete vampire city!

* Added 4 dynamic new screens for paying slaves and peasants to watch Baiaa pit fights
* Added new screen for defeating Baiaa (with peasant gain indicators and graphic)
* Reworked vampire council diplomacy screen to be much better
* Added 2 new screens for pre-Baiaa attack with sfx
* Added hiss sound to hiss text when speaking to bartender in Baiaa
* Added swipe sound to playing thralls finger in shades bloom tavern
* Added hiss sound to Baiaa pit master dialogue
* Fixed vampire hunter faction recruiting people during times devoid of vampires
* Fixed Baiaa entry infinite loop bug (credit Crishpy)
* Fixed tribute cancellation with Baiaa showing blocked option
* Fixed 4 text bugs in Biaa pit master dialogues
* Fixed incorrect report of troop deaths from wild vampires
* Fixed unneeded line break in Baiaa bartender intro
* Fixed grammar issue in upper district of Baiaa text
* Fixed 4 issues with text intro for Baiaa clan houses
* Fixed 5 text and grammar issues with Bartender of shades bloom tavern
* Fixed 2 grammar bugs with thralls finger game in shades bloom tavern
* Fixed 5 bugs in Thundil tavern in Baiaa
* Fixed 2 text bugs with Blacktower skeleton speak text
* Fixed text bug in room X in Blacktower
* Fixed 2 text bugs in crypt of the ancients in Baiaa
* Fixed 2 grammar bugs in blood pit payment screens
* Fixed Baiaa ruined council building text bug
* Fixed 3 bugs in ruined shadow district Baiaa text
* Fixed 2 bugs in ruined lower district of Baiaa text

VAMPIRES EXPANDED (2 features, or 1.16 billion... up to you really)

To fit with the Vampire update I've expanded vampire names and faces so there's even more variation.

* Added 1.16 Billion new vampire faces (was 1,089,234,432, now 2,244,483,072)
* Added 20 new vampire names

VAMPIRE HUNTER DIPLOMACY (6 features)

Vampire hunters were an unreachable background faction that arise to fight the wild vampire threat, well now while they're active you can interact with them diplomatically!

* Added screen for vampire hunters in diplomacy
* Added ability to ask random vampire hunters about the vampire threat (10 dialogues)
* Added ability to try and recruit vamp hunters
* Added ability to ask about vampire hunters
* Added ability to speak to random vampire hunters (25 dialogues)
* Added ability to provide troops to vampire hunters with custom screen

KNIGHTS VS VAMPIRES (and demons) (3 features)

Want to start your own knightly order dedicated soley to destroying Vampires! well now you can. Also demons!

* Added ability to make knightly order a demon hunting order
* Added ability to make knightly order a vampire hunting order
* Added battle event for Knightly order vs Wild Vampires

BAIAA COUNCIL IMPROVED (18 features)

The Baiaa council made up of the 6 vampire clans was pretty boring before, now you can actually speak to them and navigate the council a lot easier.

* Added new screens with sfx to selling peasants to Baiaa
* Added ability to speak to Lamour (7 dialogues)
* Added ability to speak to Nasarak (7 dialogues)
* Added ability to speak to Thundil (7 dialogues)
* Added ability to speak to Damar (7 dialogues)
* Added ability to speak to Dengeir (7 dialogues)
* Added ability to speak to Nemak (7 dialogues)
* Fixed 2 missing word bugs in Baiaa council intro text
* Fixed 6 text bugs with Baiaa law view
* Fixed text bug with selling peasants to Baiaa
* Fixed incorrect figure shown when selling troops to Baiaa (credit Defender)
* Fixed 6 grammar bugs in selling troops to Baiaa
* Fixed linesplit bug in selling troops to Baiaa
* Fixed text bug with selling slaves to Baiaa
* Fixed incorrect figure shown when selling slaves troops to Baiaa (credit Defender)
* Fixed 6 grammar bugs in selling slaves to Baiaa
* Fixed linesplit bug in selling slaves to Baiaa
* Added new screens with sfx to selling slaves for Baiaa

THRONE ROOM ENCOUNTERS (8 features)

For some the throne room is the heart of your kingdom, well now when there are wild vampires ravaging your countryside you will hear about it through the throne room in many different ways!

* Added new throne room encounter 'Vampires everywhere!' (dynamic and more likely if more vampires)
* Added new throne room encounter 'Pale beasts' (dynamic and more likely if more vampires)
* Added new throne room encounter 'Please send the army' (dynamic and more likely if more vampires)
* Added new throne room encounter 'Collecting wood' (dynamic and more likely if more vampires)
* Added new throne room encounter 'I killed a vampire' (dynamic and more likely if more vampires)
* Added new throne room encounter 'Guard has been bitten' (dynamic and more likely if more vampires)
* Added new throne room encounter 'I killed a vampire (but it's really a gnome)' (dynamic and more likely if more vampires)
* Added new throne room encounter 'Soldier joining vamp hunters' (dynamic and more likely if more vampires)

VAMPIRE END OF TURN EVENTS (5 features)

At the moment the actions of the wild vampires are pretty subtle and can only be seen in the end of turn report lightly. Now for relevant enough events there are pop ups informing you better of what's going on.

* Added new end of turn pop up screen for vampire hunter group forming to face wild vampires
* Added new end of turn pop up screen for rare vampire sunburn event
* Fixed vampire sunburn event didn't actually take effect
* Added dynamic detection of if sunburn death destroys vampires for good if Baiaa is already gone
* Added new turn report indicators of individual types of new joiners to vampire hunting groups each turn (ie militamen, rebels, and bandits)

EVERYTHING OUTSIDE OF THE VAMPIRE UPDATE (67 features)

The second time this has happened with one of my split updates and totally not planned which is really tripping me out, but again there are exactly as many features in the non-vampire update as are in the vampire update.

ZEEF'S MYSTERY BOXES (6 features)

Now the last hut on the right in Uktak has a function, it's Zeefs mystery box hut. Here for 100 gold you can buy a mystery box containing a randomly generated artifact that could worth more or less than 100 gold. Beware though Zeef might be open for conversation but don't ask about his name!

* Added new location to Uktak village hut marked 'Z'
* Added new character 'Zeef' with 5 dialogues
* Added Zeef sells myster boxes containing random artifacts (2-15 per year) for 100 gold each
* Added special Zeef destroys boxes event
* Added various sound effects for Zeef
* Added destroying Uktak village means you gain some of the remaining boxes from Zeefs hut for free

SATYR UPDATE (2 features)

So we had a competition across reddit, steam, and discord to see who could make the best Ascii Satyr faces as Satyrs were the last race to not have a face, thanks to u/Aethyrsix it's done! With the concept face from Aethyrsix I've managed to make over 16 billion of them!

* Added Satyr face generation to the game (16,866,210,816 total)
* Added Satyr face generator to the extras generator menu

NEW LOOT (22 features)

With yet again more in-game systems using loot items I've added another 20!

* Fixed mummified text bug in random loot
* Modified some of the random loot prices
* Added new 'silk tapestry depicting a battle' Loot item (worth 150 gold)
* Added new 'rusty crown piece' Loot item (worth 45 gold)
* Added new 'large diamond' Loot item (worth 750 gold)
* Added new 'ancient rusty fork' Loot item (worth 45 gold)
* Added new 'shrunken gnome's head' Loot item (worth 70 gold)
* Added new 'silver goblet' Loot item (worth 25 gold)
* Added new 'battle of the two pits trophy' Loot item (worth 40 gold)
* Added new 'necklace made of human fingers' Loot item (worth 45 gold)
* Added new 'glowing green potion' Loot item (worth 50 gold)
* Added new 'glowing red potion' Loot item (worth 50 gold)
* Added new 'glowing blue potion' Loot item (worth 50 gold)
* Added new 'glowing purple potion' Loot item (worth 50 gold)
* Added new 'black sapphire' Loot item (worth 500 gold)
* Added new 'ornate silver mirror covered in gems' Loot item (worth 455 gold)
* Added new 'malachite skull' Loot item (worth 125 gold)
* Added new 'diamond encased human eye' Loot item (worth 650 gold)
* Added new 'statue of a four armed orc' Loot item (worth 75 gold)
* Added new 'statue of two gnomes fighting' Loot item (worth 55 gold)
* Added new 'statue of a headless knight' Loot item (worth 50 gold)
* Added new 'pile of blank scrolls' Loot item (worth 15 gold)

IMPASSIONED SPEECHES (3 features)

Just a little something I thought about adding to the throne room, a rare encounter where a random local will come to give you an impassioned speech about something!

* Added new throne room encounter 'Impassioned speech about the throne'
* Added new throne room encounter 'Impassioned speech about War'
* Added new throne room encounter 'Impassioned speech about the love of the people'

BANKING TWEAKS (3 features)

A little bit of work on the bank, the 10% interest rate has been reduced to 5x less and some other issues have been dealt with!

* Added new loan system (2% payback per year instead of 10% to stop crazy snowballed owed numbers in short periods of time)
* Added new text explaining dynamic bank interest rate (credit Crisphy)
* Added new text 'enter 0 if you no longer wish to take a loan out' in bank

GRO'LOK'S STUMP (2 features)

Thanks to everyone who is supporting Warsim at the moment on Patreon, the extra support is mindblowing and really helpful so thank you!

* Added new patron names to Gro'loks stump
* Rebuilt Gro'lok's stump into 4 sections

BUGFIXES (16 features)

Lots of bugs fixed across a variety of areas, mostly found from playtesting.

* Fixed throne room signs not functioning at all
* Fixed 2 giant canyon text bugs
* Fixed 11 text bugs in canyon intro screens
* Fixed 6 line spacing bugs in canyon intro screens
* Fixed rumours of your friendliness spread missing line
* Fixed missing line with innocent man arrested in court
* Fixed new ore found not having indicators
* Fixed throne room upgrades not indicating hosting a celeration
* Fixed asking advice in throne room changes the advisors face to another random one
* Fixed sudden death gamemaster in thickblood tavern text colour issue
* Fixed sudden death gamemaster in thickblood tavern exit pause bug
* Fixed artifact discovery text bug when exploring
* Fixed loan screen appearing showing you +0 gold in loans if you enter 0
* Fixed wagon man explore encounter auto spawned a second random explore encounter once done
* Fixed minus figure for years remaining being shown once you continue playing beyond a timed game
* Fixed hosting a tournament but not having the gold causes inf freeze (credit Dootmaster64)

EVERYTHING ELSE (13 features)

Quite a lot of stuff here, new features and a much cheaper trap door!

* Added new alternate version of bookrage and bookrages shop if market calm/chaos orb effect is in place (credit XxMeMe StormxX)
* Added new book 'notes of a formerly angry man' in bookrages calm effect bookshop (credit XxMeMe StormxX)
* Added public opinion 1 in 3 chance of dropping when sacrificing peasants (credit Bookrage)
* Rewrote upgrade text for road upgrades
* Added road upgrades increase throne room visitors (with gold roads increasing them by 25%) (credit Toasty)
* Added 'Moohmin' imp name (credit Nikiforos)
* Added 'Fitzroy' human name (credit Nikiforos)
* Added -20 gold indicator when losing in sudden death dice game
* Added missing kingdom defeated music for paying off the rebels to disband
* Added missing screen for trying to hire mercs for an attack when no attacks left
* Added short march sound effect to gaining group of demon fighting warriors throne room encounter
* Reduced cost of trap door to 1k instead of 20k
* Added gold figure shown when asking about buying the arena
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on February 26, 2020, 08:21:37 am
Hey Everyone, so this update is part of my attempt to cut down my 500+ feature list of Warsim to-dos. The list is made up of around 100 loose feature ideas and then 20-30 large feature updates such as Rpgification (The addition of more first person elements to the game), Expansion on Adventurers, Noble Houses, Demon Improvements, The Ancient Isle, And so on.

I am aiming to completely clear this list in the run up to full release on steam and hope to get there within this year if possible. This update is made up mostly of small things cleared from that list as I move on to my next update... Diplomacy!

DIFFICULTY CHOICE SCREEN UPDATE (4 features)

After a suggestion by DarkMark the Difficulty choice screen now has a few more options! You can also now see the debug modes available.

* Added new ability to ask about difficulties on difficulty choice (credit u/DarkMark8910)
* Added ability to show debug modes on main difficulty choice menu
* Updated debug modes intro text
* Added bank gold increase to cheat debug mode

IN-GAME WIKI REWORKED (3 features)

The Gaming Dictator pointed out that the in-game wiki was in a bad state, I've reworked it to be just a unit and battlescore wiki now and have brought it up to the same standard as the rest of the game. While writing this new battlescore Wiki I also got a little curious and ended up doing some research to find the strongest possible units generated in game, the winner was the 'Behemoth Arch-Demigod King' with a whopping 108000 Battlescore...

* Reworked in-game wiki to be a battlescore wiki (credit u/TheGamingDictator)
* Added new section of in-game wiki for strongest unit ever (credit u/TheGamingDictator)
* Added new formatting for unit and battlescore wiki pages in game (credit u/TheGamingDictator)

THICKBLOOD TAVERN IMPROVEMENTS (5 features)

Found a few issues with the Thickblood tavern not being to the same standard as the rest of the game!

* Fixed thickblood upgrade screen kicking you out after each upgrade
* Added current gold shown when trying to upgrade thickblood
* Added new standard upgrade graphics for upgrading thickblood
* Added 69 testcode entered in owned thickblood tavern which strips all upgrades from it
* Added new dynamic hire screen for Thickblood tavern

THRONE ROOM ENCOUNTERS (15 features)

After getting a duplicate throne room encounter a couple of times I decided to make it more varied, now the gold gift encounters are far more varied and some of them can be bad for public opinion if you take the gold. There's also now a super rare encounter where someone finds a pot of gold at the end of a rainbow and shares it with you and it can be a lot of gold!

* Added new bad gold taken encounter type where accepting gold is bad (credit Cat)
* Added new throne room encounter 'Burning Orphanage gold' very bad gold
* Added new throne room encounter 'Undeserving people' bad gold
* Added new throne room encounter 'Gambling scam profit' bad gold
* Added new throne room encounter 'Retired warriors fund' bad gold
* Added new throne room encounter 'Parents gold' bad gold
* Added new throne room encounter 'Found loot in a basket floating down river'
* Added new throne room encounter 'Found Loot buried under a loose tree stump'
* Added new throne room encounter 'Was handed loot by a cloaked figure in a busy market'
* Added new throne room encounter 'Collected 1 gold from each friend'
* Added new throne room encounter 'Gold but cant say where its from'
* Added new throne room encounter 'Wealthy son sends gifts'
* Added new throne room encounter 'Pot of gold at the end of the rainbow' (Rarer event) (credit Cat)
* Added new throne room encounter 'found on floor'
* Reduced required public opinion for gold gift encounter slightly

THE WORLDHEART EXPANDED (5 features)

This secret location has been expanded a lot more thanks to suggestion by u/CanadianWolverine

* Added new earthquake sound effect for the worldheart
* Added new intro screen to entering code on ancient door correctly
* Added new intro to the worldheart screen
* Added new event before stabbing the heart of the world (credit u/CanadianWolverine)
* Added new indicators at worldheart stabbed screen

NEW NAMES (2 features)

Some of my real life friends Cole and Darren's names backwards sounded very fantasy-esque!

* Added new vampire name 'Nerrad'
* Added new magi name 'Eloc'

BUGFIXES (14 features)

Lots of bugs fixed again in this update, the biggest being the duplication of champions in the Arena, no more clones!

* Fixed killed vampire throne room dungeons and trap door options broken
* Fixed grammar issue with diplomat wage increase throne encounter
* Fixed missing +4 prisoners indicator when jailing best beard encounter people
* Fixed grammar issue with item recieved in throne room
* Fixed 16 text bugs with crime encounters in throne room
* Fixed 15 grammar bugs with crime encounter in throne room
* Fixed Humpleburt gnome text bug (credit Steve Killbane)
* Fixed broken spacing on indicator for flip gold
* Fixed missing gold indicator in prisoner freedom bribe throne room encounter
* Fixed text bug with knight adventure story in throne room
* Fixed tax tax law on bank tax broken (credit Steve Killbane)
* Fixed personal champions grand tournament duplication bug (credit Dootmaster64)
* Fixed owned thickblood tavern doesn't disable hire bandits option if no bandits left
* Fixed champion training working even if you don't have a champion

EVERYTHING ELSE (3 features)

Just a few tweaks and a new screen for grand champion challenges.

* Added new wage change indicators for wage increase encounters in throne room
* Added new prompt for questing knights accepted in throne room
* Added new screen for grand champion challenge
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on March 05, 2020, 05:28:32 am
Recently did an article exploring the proc gen race system in Warsim where I go through 40+ of the 94 million possible races in game!

Check it out here

https://medium.com/@huw2k8/exploring-the-depths-of-procedurally-generated-fantasy-races-in-warsim-the-realm-of-aslona-a000954227c5
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on March 07, 2020, 04:06:03 am
THE DIPLOMACY UPDATE - Coming soon!

Hey everyone,

So just letting you guys know that the Diplomacy update which I've been working on since the last Warsim release 9 days ago, will probably be released sometime near the end of next week.

The work that's been done already has in my opinion massively improved the experience of diplomacy, especially in trying to make peace with other kingdoms which was built to function similar to the vassal system but more in-depth and bigger.

So far the update is sizing up to be a huge one, with 214 features in at the moment but surely many more to come before it is complete.

**THE STORY SO FAR**

The update as it currently stands includes:

* A completely reworked peace process that includes an emissary system identical to the vassalisation process, as well as dynamic reactions for 30+ independent race prefixes, such as Light races being much more inclined to make peace with you if you're a good ruler, and Death races completely rejecting peace permanently, or pacifist races guarenteed to accept. The system also includes 49 different reactions to peace that range from asking you to pay a single coin, or accepting but murdering your emissary, to someone asking you to sacrfice 1 peasant per -1 relation, or asking you to answer a riddle... for peace!
* Improvments to hiring independent kingdom units including kingdoms friendly to you offering 10-20% discount
* Improvements and screens given to setting up and closing trade route with other kingdoms
* New pop up events at the end of turn including one that stops you from reaching the highest limit of number that can be stored in the games gold counter which is 2 billion (or more specifically 2,147,483,647) so if anyone reaches 1 billion they will be met by hyperinflation... sorry comrades but there be no billionaires in the realm of Aslona.
* Tournaments have been improved with lots of new screens, as well as a guarenteed public opinion boost depending on the size of the tournament, taking a hint from ancient rome on that one.
* Also following a player suggestion I've made it so the sorry old fields of Rihhm Village in the East can now be terraformed if you have the terraformers guild which greatly improves the village's economic output
* Also 98 billion more demigod faces after a few experiments
* 38 bugfixes and misc improvements
* And perhaps my favourite of all, the Arena now has a screen showing your lost gold when paying to watch an arena fight (if you don't own the arena and the arena owner charges you to watch fights). You can also get random events such as being let in for free or accidentally being only charged half... but that's not it... You can now still try and enter and watch and arena fight even if you don't have the gold, if it's your first time Gordeth the Ticket Attendant will happily let you through... but do it more and he might have to get the manager... or you know, you could let out your inner Karen and do it yourself!

**SCREENSHOTS**

* Instant peace when requested with Pacifist Fungus Orcs - https://i.imgur.com/nTwVJQd.png
* Gordeth is a good guy really - https://i.imgur.com/HQPcc3F.png
* Release the Karen! - https://i.imgur.com/HtzRXil.png
* The new peace emissary system - https://i.imgur.com/ZATcLYD.png
* Chances look good - https://i.imgur.com/pqxY2YX.png
* Oh no... what does he want? - https://i.imgur.com/n8VNHkp.png
* Publicly... Ugh - https://i.imgur.com/T9jyy4w.png
* Ok... how are we going to word this - https://i.imgur.com/vwcmjzF.png
* There were good people on both sides - https://i.imgur.com/Gh1zrnA.png
* Well... better than nothing - https://i.imgur.com/5pZxZ7Q.png

**WHAT'S LEFT TO DO**

I still have a number of systems I still want to work on before I release this diplomacy update and call it a day. They are as follows:

* Rework of the gifting gold system to adjust the gold gift amount from 500 gold to proportionally 100th, 10th, and a quarter of the kingdom in questions income as well as dynamic reactions
* The chance for diplomatic actions from other kingdoms such as gifting you gold and offering you peace
* The ability to declare war on a neutral or friendly faction with varied reaction
* An updated system for requesting military or financial aid
* A rework of the alliance system following on from the peace and vassal systems with emissaries and tons of varied reactions
* And several other things that are probably but not definitely going in to the update depending on time

I'm already happy with what's been done and feel like it's going to breathe life into the diplomacy system and make it much more interesting.

So that's it for now, looking forward to releasing this update! :)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on March 12, 2020, 03:11:08 pm
THE DIPLOMACY UPDATE

Hey everyone, so I'm proud to be able to finally release the diplomacy update, which is an update that aimed to rework some areas of diplomacy and give big upgrades to others. There are also lots and lots of non diplomacy related changes!

PEACE REWORKED (64 features)

I wanted offering peace to function the same as requesting a vassal, choose an emissary and send them off, the Peace system was made even more dynamic than the vassal system with a lot more that can happen and a lot more that effects it. There is now a ton that can happen when requesting peace!

* Added new emissary choice option for requesting peace
* Added Pacifist races automatically accept peace
* Added Death race auto rejection screen
* Added Chaos race auto rejection screen
* Added dynamic peace outcome system based on relation/leader personality/strength/emissary type
* Added cowardly/gentle/weak/harmless races get a +1 chance of accepting peace
* Added dark/cruel/wretched/vile/blood races get a -1 chance of accepting peace
* Added chaotic/evil races get a -2 chance of accepting peace
* Added Psychotic/Corrupt/Warped/Underworld/Monstrous races get a -3 chance of accepting peace
* Added Undead/Wraith/Hell/Abyssal/Eldrich/Nightmare races get a -4 chance of accepting peace
* Added Light/Happy/Holy races get a +3 chance of accepting peace if public opinion is above 35
* Added berserk/battle/combat/warrior/warborn races get a -1 chance of accepting peace
* Added cackling/laughing races get a special laughing screen before peace request
* Added weeping/crying races get a special crying screen before peace request
* Added free (ex-slave) races will automatically ask for you to free your slaves for peace (if you have more than 50 slaves)
* Added 'war is bad' stupid leader peace acceptance
* Added 'doing peace is bad' stupid leader peace acceptance
* Added 'read the war map wrong' stupid leader peace acceptance
* Added 'fierce debate' peace acceptance
* Added 'glory of war' peace acceptance
* Added 'start of a new friendship' peace acceptance
* Added 'shout I do it?' stupid leader peace encounter
* Added 'assure us' peace acceptance
* Added 'Pay us 1 gold wergild' peace request encounter
* Added 'Pay us 50 gold per negative relation' peace request encounter
* Added 'Pay us 100 gold per negative relation' peace request encounter
* Added 'Pay us 250 gold per negative relation' peace request encounter
* Added 'Pay us ((100xIndLand + -Relation) x10) gold' peace request encounter
* Added 'Pay us ((200xIndLand + -Relation) x20) gold' peace request encounter
* Added 'Pay us ((500xIndLand + -Relation) x50) gold' peace request encounter
* Added 'Pay us ((750xIndLand + -Relation) x75) gold' peace request encounter
* Added 'Pay us ((1000xIndLand + -Relation) x100) gold' peace request encounter
* Added 'Pay us ((1500xIndLand + -Relation) x150) gold' peace request encounter
* Added 'Pay us ((2000xIndLand + -Relation) x200) gold' peace request encounter
* Added 'Pay us ((2500xIndLand + -Relation) x250) gold' peace request encounter
* Added 'we might be weaker but we won't back down' peace rejection
* Added 'not anytime soon' peace rejection
* Added 'I do not see it as in my interest' peace rejection
* Added 'Not a chance' peace rejection
* Added 'Not just yet' peace rejection
* Added 'You can't be serious' peace rejection
* Added 'Couldn't possibly' peace rejection
* Added 'I'd sooner see us fall' peace rejection
* Added 'Give us peace and die' peace rejection
* Added 'What a waste of time KILL THE EMISSARY' peace rejection
* Added 'NEVER...' emissary killed peace rejection
* Added 'What an insult' emissary killed peace rejection
* Added 'The whispers agree, emissary fee' Peace acceptance (but kill emissary)
* Added 'The worms demand it' Peace acceptance (but kill emissary)
* Added 'The council wills it' Peace acceptance (but kill emissary)
* Added 'fine, for a better tomorrow' peace acceptance
* Added 'am I a fool?' peace acceptance
* Added 'A closer friend?' peace acceptance
* Added 'flip a coin for peace' peace encounter
* Added 'leader turns your emissary away' peace rejection
* Added 'A riddle for peace' peace encounter (answer one of several riddles, for peace)
* Added 'Public Denouncement' peace encounter (publicly denounce the war)
* Added 'Kill a tenth of your men' peace encounter
* Added 'Coin of fate (just a regular coin)' peace encounter
* Added 'Give us a land' peace encounter (give one land for peace)
* Added 'Brawl for peace' peace encounter
* Added '1 peasant per -1 relation' peace encounter
* Added 'Free your slaves' peace encounter
* Added peace attempt cooldown

HIRING TROOPS (12 features)

Some improvements, including discounts and better display for hiring units from independent kingdoms!

* Added 100+ relation gives 50% discount on hiring troops
* Added 90+ relation gives 40% discount on hiring troops
* Added 80+ relation gives 30% discount on hiring troops
* Added 70+ relation gives 20% discount on hiring troops
* Added 50+ relation gives 10% discount on hiring troops
* Added 30+ relation gives 5% discount on hiring troops
* Fixed text bug with hire troop from indepenedent screen
* Added coloured options to hire troop from indepenedent screen
* Added missing x) blocked out options for unhirable units when hiring troops from indepenedent screen
* Added custom military captain face instead of using leaders face when hiring troops from indepenedent screen
* Added new screens for when selecting unit type to hire
* Added new screen post hire showing how many units hired and how much gold paid

DECLARATION OF WAR (32 features)

Now if you want to let a kingdom know you plan to attack them, you can. You can still 'declare war' by launching attacks on them until they hate you but this allows you to interact with them a little more!

* Added new option to declare war in diplomacy
* Added option to reconsider before sending off war declaration
* Added screen for destroying war scroll and cancelling war declaration
* Added Warborn races far more likely to go to war with you
* Added Harmless/Cowardly/Pacifist/Gentle races more likely to ask you to reconsider war
* Added 2 dynamic war-declaration drum sounds
* Added unique war declaration reaction from Warborn races
* Added unique war declaration reaction from Warrior races
* Added unique war declaration reaction from Combat races
* Added unique war declaration reaction from Battle races
* Added 3 reactions from friendly/normal leaders to war declaration if they are more than 5x stronger than you
* Added 3 reactions from hostile leaders to war declaration if they are more than 5x stronger than you
* Added 3 reactions from creepy leaders to war declaration if they are more than 5x stronger than you
* Added 3 reactions from mercantile leaders to war declaration if they are more than 5x stronger than you
* Added 3 reactions from stupid leaders to war declaration if they are more than 5x stronger than you
* Added 3 reactions from friendly/normal leaders to war declaration if you are more than 5x stronger than them
* Added 3 reactions from hostile leaders to war declaration if you are more than 5x stronger than them
* Added 3 reactions from creepy leaders to war declaration if you are more than 5x stronger than them
* Added 3 reactions from mercantile leaders to war declaration if you are more than 5x stronger than them
* Added 3 reactions from stupid leaders to war declaration if you are more than 5x stronger than them
* Added 3 reactions from friendly/normal leaders to war declaration if you are closely matched
* Added 3 reactions from hostile leaders to war declaration if you are closely matched
* Added 3 reactions from creepy leaders to war declaration if you are closely matched
* Added 3 reactions from mercantile leaders to war declaration if you are closely matched
* Added 3 reactions from stupid leaders to war declaration if you are closely matched
* Added request for a second chance from leaders if you declaration of war doesn't fully deplete your relation with the kingdom
* Added begging from pacifist races to not go to war with you
* Added 6 dynamic reactions to second chance from different leader types
* Added releif screen if second chance is accepted
* Added scroll written sound effect to declaration of war
* Made peace attempt cooldown random between 1-7 years
* Made vassal attempt cooldown random between 1-7 years

ALLIANCES (22 features)

Alliances were poorly done previously with mostly single lines of text and no unique screens or sound effects, now the system has been fixed up and brought up to speed with the rest of the game.

* Added screen for sending alliance request
* Added new screen for friendly leader trade acceptance
* Added new screen for chaos orb gift rare bonus from friendly leader
* Added new screen for big chest of gold gift uncommon bonus from friendly leader
* Added new screen for chest of gold gift common bonus from friendly leader
* Added new screen for hostile leader Alliance rejection
* Added new screen for hostile leader Alliance slight rejection
* Added new screen for hostile leader Alliance acceptance
* Added new screen for normal leader Alliance acceptance
* Added new screen for stupid leader Alliance acceptance
* Fixed stupid leader reference to trade deal instead of alliance
* Fixed 8 text bugs with old alliance texts
* Added new sound effect for burning 100 people alive
* Added new screen for creepy leader alliance
* Added new screen for burning 100 peasants
* Added new screen for burning 100 slaves
* Added new screen for no peasants/slaves to burn
* Added new screen for refusing to burn peasants/slaves
* Fixed creepy leader give trade deal instead of alliance
* Added new screen for rejecting Alliance due to slavery
* Added ability to ask independents why they are rejecting Alliance with you (6 dynamic responses)
* Added ability to end slavery to appease Alliance policy request (dynamic outcome)

ALLIANCE ENDED (8 features)

Ending alliances had a single line of text previously that wasn't even specific to the types of leaders, now there are lots of dynamic responses!

* Added new screen for ending alliance
* Added 3 reactions from friendly leaders to alliance ended
* Added 3 reactions from creepy leaders to alliance ended
* Added 3 reactions from normal leaders to alliance ended
* Added 3 reactions from stupid leaders to alliance ended
* Added 3 reactions from mercantile leaders to alliance ended
* Added 3 reactions from hostile leaders to alliance ended
* Added scroll written sound effect to alliance ended

SENDING TROOPS TO ALLIES (8 features)

The sending troops to your allies feature now has screens, sound effects, a fixed bug and is no longer spam-able.

* Made option to send 10 troops to ally blocked if you don't have ten troops
* Added new screen and sfx for sending 10 troops to ally
* Added dynamic reactions from different leader personalities for sending the troops
* Added giving troops to friendly or stupid leaders grants +4 relation
* Added giving them to creepy leader is +2 (all other personality types are +3)
* Added tracker of how many sets of troops you've sent
* Added dynamic reactions from different leader personalities for sending the troops once you've sent 3 sets (half relation boost)
* Added dynamic reactions from different leader personalities for sending the troops once you've sent 5 sets (no relation boost)

INDEPENDENT TRADE ROUTES (27 features)

Trade routes like most of diplomacy were just sorry little single lines of text before, now they have all been turned into more informational screens showing the change in relation and numerous other things.

* Added new screen for rejecting trade due to slavery
* Added ability to ask independents why they are rejecting trade with you (6 dynamic responses)
* Added ability to end slavery to appease trade policy request (dynamic outcome)
* Added new screen for friendly leader trade acceptance
* Added new screen for chaos orb gift rare bonus from friendly leader
* Added new screen for big chest of gold gift uncommon bonus from friendly leader
* Added new screen for chest of gold gift common bonus from friendly leader
* Added new screen for hostile leader trade rejection
* Added new screen for hostile leader trade slight rejection
* Added new screen for hostile leader trade acceptance
* Added new screen for normal leader trade acceptance
* Reduced relation bonus from 15 to 10 for trade with normal leader
* Added new screen for stupid leader trade acceptance
* Reduced relation bonus from 15 to 10 for trade with stupid leader
* Added new screen for creepy leader trade deal
* Added new screen for hanging peasants
* Added new screen for no peasants to hang
* Fixed creepy leader trade deal hang peasants allowing anything entered to exit the screen
* Added new screen for refusing request to hang peasants
* Added new screen for 300 gold toll for trade with merchant leader
* Added new screen for instant trade with merchant leader
* Added new screen for 1000 gold toll for trade with merchant leader
* Added new screen for not enough gold for merchant leader
* Added new screen for rejecting merchant leader trade deal offer
* Added current gold amount shown when offered pay to trade deal with merchant leader
* Added indicator of how much relation is required with hostile leader for trade
* Fixed Xenophobic vassals can't be traded with

CANCELLING TRADE ROUTES (14 features)

What does up, must come down. You can cancel trade routes, but be aware there could be a number of consequences!

* Fixed 12 text bugs with cancelling trade route with Friendly leader
* Added new screen for cancelling trade with friendly leader
* Fixed linesplit issues with all cancelling trade route screens
* Added special indicator if breaking trade results in war
* Fixed 10 text bugs with cancelling trade route with hostile leader
* Added new screen for cancelling trade with hostile leader
* Added new screen for standard mercantile leader cancel trade response
* Added new screen for trade pay off offer from mercantile leader
* Added new screen for paying bribe to mercantile leader when cancelling trade
* Added new screen for being unable to afford bribe to mercantile leader when cancelling trade
* Added new screen for refusing to bribe to mercantile leader when cancelling trade
* Fixed merc leader bribe encounter being skippable when it shouldn't have been
* Added new screens for cancelling trade with normal leader
* Added new screens for cancelling trade with weird leaders

GIFTS OF GOLD (21 features)

Gifting gold used to be, send 500 gold for a relationjump with the kingdom in question. This could be the kingdom with 300k gold and 60 lands, or the one with 10 gold. Well now gifting gold allows you to choose three sizes of gift and also adjusts them to the current gold of the kingdom in question meaning you can no longer cheaply buy favour with rich kingdoms.

* Added new choice of gift screen for gifting gold
* Added option to gift 1/100th of the kingdoms gold
* Added option to gift 1/10th of the kingdoms gold
* Added option to gift 1/4th of the kingdoms gold
* Added 12 possible outcomes donating gold to friendly and normal kingdoms
* Fixed 32 typos in old gift gold system
* Made gold gifting get it's own screen
* Made gold response get it's own screen
* Added chance that hostile kingdom rejects gold gift
* Added 22 possible outcomes donating gold to hostile kingdom
* Added 9 possible outcomes to donating gold to mercantile kingdom
* Added 6 possible outcomes to donating gold to stupid kingdom
* Added chance weird kingdom sends back all but one gold coin
* Added Ant colony burnings reaction for gold gifted to weird kingdom
* Added dog killing reaction for gold gifted to weird kingdom
* Added build and destroy reaction for gold gifted to weird kingdom
* Added jar of goblin flakes reaction for gold gifted to weird kingdom
* Added friend skull reaction for gold gifted to weird kingdom
* Added dried flesh paper reaction for gold gifted to weird kingdom
* Added 3 possible goat testicle reactions for gold gifted to weird kingdom
* Added buried gold reaction for gold gifted to weird kingdom

FINANCIAL AND MILITARY AID (10 features)

Financial and military aid have been given a facelift here!

* Added new screen for requesting financial aid
* Added screen for not having enough relation to be able to ask for aid
* Made hostile leaders require twice as much relation to consider giving you gold
* Added screen for gold given
* Added screen for refusal to give gold cause you're rich
* Added new screen for requesting military aid
* Added screen for not having enough relation to be able to ask for troops
* Made hostile leaders require twice as much relation to consider giving military aid
* Added screen for troops given
* Added screen for refusal to give troops because they don't have enough

GOBLIN DIPLOMACY (6 features)

Having a goblin diplomat or someone who speaks goblin allows diplomacy with the goblins, but it wasn't up to scratch, now goblin diplomacy is similar to with the independent kingdoms!

* Added new screens for peace request to Krut (with sfx)
* Added new screens for peace request to Erak (with sfx)
* Fixed gold paid for peace not given to Krut or Erak
* Added new indicators of gold change in Krut and Erak peace
* Added new public opinion gain for peace with Krut and Erak
* Fixed bug with amount of gold in Krut Peace being 20x bigger than promised

BANDIT DIPLOMACY (4 features)

Tried to make bandit peace process work more like how it does for independent kingdoms!

* Added new screen for breaking diplomacy with bandits
* Added new screen for trying to make peace with bandits over -40 relation
* Added new peace system and for trying to make peace with Phenor
* Added new peace cooldown system for trying to make peace with Phenor

GIVING LAND (4 features)

Spruced up the giving land aspect of diplomacy a little bit.

* Added screen for trying to give your last land to your ally
* Added screen for giving territory to your ally
* Added screen for evacuating land given to your ally
* Added -1 public opinion loss for giving territory to your ally

EVERYTHING ELSE

END OF TURN EVENTS (2 features)

New event added for the Demon horn arifact, and a new event added to prevent player gold bypassing the limits of the games storage!

* Added new end of turn pop up event for Call of Demons event (credit Omer)
* Added new end of turn hyperinflation event for hitting 1 billion gold coins (credit 'The Wizard' and Attelso)

TOURNAMENT IMPROVEMENTS (15 features)

Tournaments now grant public opinion boosts when hosted so use them as a fun way to win the publics favour. I've also now added actually text explaining things to the tournament screen instead of it just being options!

* Added new text on tournament screen for when tournament already hosted
* Added new text for when hosting a tournament in an arena you don't own
* Added new text for when hosting a tournament in an arena you own
* Added new text for arena with commoners and 8-man tourneys unlocked
* Added new text for arena with commoners, 8, and 16-man tourneys unlocked
* Added new text for arena with all tournaments unlocked
* Fixed 16-32 man and grand tournaments still freezing if you try to set them up without the gold
* Made arena tournament options blocked options if you can't afford them
* Made commoners tournament guarenteed give +3 public opinion when hosted
* Fixed grammar issue with commoners tourney intro text
* Made Hosting an 8 man tournament grants +2 public opinion
* Made Hosting a 16 man tournament grants +3 public opinion
* Made Hosting a 32 man tournament grants +4 public opinion
* Made Hosting a grand tournament grants +5 public opinion

NEW KINGDOM TYPES (2 features)

A pair of new kingdom types, I'd heard of both before but assumed I already had them in the game, Now I do!

* Added new kingdom type 'Voivodship' ruled by 'Voivode' with 'Knyaz' lords (civ level 2+)
* Added new kingdom type 'Despotate' ruled by 'Despot' with 'Lords' (civ level 3+)

THE FIELDS OF RIHHM (8 features)

The sorry old fields of Rihhm can now be Terraformed if you have the Terraformers guild, Thanks for the suggestion Fox!

* Added Ability to Terraform Rihhms farmland if you have terraformers guild (credit Fox)
* Added Terraforming Rihhms fields triples trade with Rihhm
* Added Terraforming Rihhms fields doubles tribute from Rihhm
* Added Terraforming Rihhms fields doubles village total population capacity
* Added Terraforming Rihhms fields gains up to 30 new villagers per year
* Added Terraforming Rihhms fields adds new dialogues with elder
* Added Terraforming Rihhms fields maxes relation with Rihhm
* Fixed 10 textbugs in Rihhm village

BRAWL PIT MANAGEMENT IMPROVEMENTS (5 features)

Running the brawl pit is now even cooler!

* Reworked brawl pit report screen layout and added colour
* Fixed typo with brawl pit
* Fixed 13 text bugs with brawl pit reports
* Added new screen for collecting gold from brawl pit
* Fixed fighter choice screen layout in Brawl pit

NOMAD MERCENARIES (3 features)

Thanks to a report by TheGamingDictator the Nomad Mercs have been spruced up!

* Added new screen for hiring mercenaries from southern nomads (credit u/TheGamingDictator)
* Added Taavak the champion of Nomads is incharge of mercenary nomads
* Added new screen for trying to hire too many nomads

ARENA ENTRY FEE (16 features)

There previously was no interaction, indication, or anything of you paying the gold to enter the arena, now there is, as well as a few uncommon encounters to mix it up a little bit. But the real meat of this feature is what happens if you try and enter the arena with no gold... try it out and see!

* Added new screen to pay entry fee to arena before a fight
* Added random event when paying for arena entry where it's paid for you
* Added random event when paying for arena entry where you pay half
* Added random event when paying for arena entry where you walk through and pay nothing
* Added random event for when trying to enter arena with no gold (paid for you)
* Added random event for when trying to enter arena with no gold (you slip through)
* Added random event for when trying to enter arena with no gold (speak to attendant)
* Added Gordeth the ticket attendant
* Added ability to be let in for free by Gordeth
* Added ability to ask Gordeth about himself
* Added ability to DEMAND TO SPEAK TO THE MANAGER (Karen option)
* Added dynamic response from Gordeth depending on how many times you've done this
* Added dynamic response from management depending on how many times you've done this
* Added chance of public opinion loss for how you deal with Gordeth and the management
* Added new option instead of watch the fight when you can't afford it
* Blocked option to bet on a fight when you can't afford it

THE GUARDIANS OF THE GOLD ROAD (3 features)

You've got a giant gleaming empire, gold pouring out of every orifice, and a massive road paved with gold... but pesky peasants pick it clean every year... no longer with the guardians of the gold road!

* Reworked prison laws screen in laws to be crime laws
* Added extra 5th crime law 'gold road guardians'
* Added ability to pay mercenaries 1000 gold per turn to protect your gold road and prevent it from being broken down

WITCHER REFERENCES (3 features)

The odds of the name a bard uses in the throne room being Jaskier or Dandelion is pretty rare, but if it occurs then the bard is spawned as the highest possible skill level!

* Added new human name 'Jaskier' (Credit Cat)
* Added new human name 'Dandelion' (Credit Cat)
* Added if throne room bard gets name 'Jaskier' or 'Dandelion' he spawns with the highest skill level (Credit Cat)

DEMIGOD FACES (1 feature)

There are more than 10x the entire human race worth of new demigod faces, good luck seeing them all! :)

* Added 98,871,645,600 demigod faces (98 billion)

NEW NAMES (3 features)

* Added 3 new ent names (made from turning some human names backwards)
* Added 2 new goblin names (made from turning some human names backwards)
* Added 22 new human names (made from turning some human names backwards)

COAST IMPROVEMENTS (3 features)

Visited the south coast and noticed a few issues and opportunities!

* Added new character Kanaraan to the Nalli trade post
* Added new screen for enacting or cancelling trade with Nalli
* Added 7 unique dialogues with Kanaraan

BUGFIXES (36 features)

Yet another mountain of bugfixes, thanks gamingdictator, darrthscorrp, and Taukki for the ones you helped with!

* Fixed issue with 4th merc group not being effected by merc rest hall first upgrade
* Fixed 6 text bugs in Garralds city tours
* Fixed hatmakers emporium in garralds tours blocked if ascii disabled
* Fixed wrong text displayed for non forced hats law in garralds tour
* Fixed 4 text bugs in Blackmarket gambling den
* Fixed 2 text bugs in Blackmarket bandit recruitment screens
* Fixed incorrect gold text popup when cancelling merc contract
* Fixed missing line in throne room encounter +100 gold
* Fixed might armies text bug in vassal code
* Fixed bug with diplomat execution during vassalisation not happening right
* Fixed issue with missing diplomat text in diplomacy
* Fixed broken screen for witches blessing in throne room
* Fixed backing out of vassal attempt menu loses chance of vassilisation for that turn (Credit darrthscorrp)
* Fixed issue with diplomat killed text colour
* Fixed choosing who is allowed in throne room rabble option colours the exit and entry options below (credit u/TheGamingDictator)
* Fixed hiring merc group in throne room giving price -1 soldier (credit u/TheGamingDictator)
* Fixed freeing slaves disables sounds (credit u/TheGamingDictator)
* Fixed no gold missing indicator for old woman throne room encounter (credit u/TheGamingDictator)
* Fixed buying chaos orb in throne room no gold loss indicator (credit u/TheGamingDictator)
* Fixed text issue with freeing slaves missing punctuation (credit u/TheGamingDictator)
* Fixed thickblood bandits refered to as prisoners when buying them (credit u/TheGamingDictator)
* Fixed refusing to hire bandit unit having no reaction (now uses default peasant rejected texts)
* Fixed current gold bar on some screens reporting 1 gold coins instead of coin
* Fixed duplicate pause in tall green man encounter
* Fixed colour issue with guy gives you gold winnings entering fighters district of blackmarket
* Fixed issue with missing lines on victory screen when destroying erak and krut
* Fixed Wise races having no faces
* Fixed issue with explorer arrested text
* Fixed building ruined fort in the north doesn't clear the screen
* Fixed issue with king reference in old croll tutorial (credit u/TheGamingDictator)
* Fixed typo with diplomacy tutorial (credit u/TheGamingDictator)
* Fixed market soldier wages amount added to total expense gold doubled
* Fixed issue with arena tourney roster rule typo (credit u/taukki)
* Fixed 5 text bugs in artifact market
* Fixed 8 text bugs with Rall harbour master dialogues
* Fixed 40 text and line split bugs in Shaian

EVERYTHING ELSE (16 features)

A pile of uncategorised changes and stuff!

* Added code to disband merc groups even with Merc rest hall if they aren't your mercs and you're demon king (credit u/Buckzor112)
* Made vassal diplomat emissary text dynamic (instead of showing highest odds of success for unskilled diplomat, the success indicator now matches the skill)
* Added new indicator of gold loss when buying thickblood tavern
* Added new indicator of gold loss when buying brawl pit
* Added new screen and graphic for paying for fort ruin in north to be rebuilt
* Shortened unskilled diplomat prompts
* Added new screen for xenophobic diplomacy blocker
* Made knight paying respect count as rabble for the throne room filter (credit u/TheGamingDictator)
* Added new text for current gold bar if you have 0 gold
* Added new emergency message for having less than 0 gold in current gold bar
* Added march sound effect to getting minor bandit group to join you as bandit king
* Added current gold display on explorer selling location throne room encounter
* Added a screen for when touching the gift tree and getting gold
* Made your current gold visible when visiting artifact shops in the artifact market
* Added new screen for having no knight to send up Saaroth
* Added new screen for having no knight to send down the canyon
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on March 16, 2020, 05:53:16 am
Hey everyone, so this is a little something I worked on, on the weekend. This update includes a new questline where you can dismantle and profit from the Titan's Skull to the south; Improvements to the brawl pit and it's owner; A bit of a change to the end of turn battle screen which you will all notice once you play... hopefully it's an improvement! And a few tweaks, changes, and bugfixes everywhere else!

THE QUEST FOR THE TITAN'S SKULL (10 features)

It's possible to find a valuable fragment of a titan's skull as an item of random loot in game, there's also a giant titan's skull... some of you probably see where this is going. There's now a new quest that can be found in the Artifact market. If you succeed you'll notice the fragments finding there way everywhere!

* Added new character Hyruk the Moneygrubber to The three blades inn
* Added 5 dialogues with Hyruk
* Added 'Titan's Fragments' Quest to Hyruk
* Added ability to break Titan's skull down to fragments
* Added new reaction from Koova when asking about Titans skull if destroyed
* Added refreshing each year ability to get a free drink from Hyruk if quest complete
* Added Genuine titan bone soup to Mag's soup kitchen if quest completed
* Added Titan's skull fragment pedestal to History guild if quest completed
* Added Titan's skull fragment to Karald's trophy room if quest completed
* Added Titan's skull replica made out of fragments in Silver staff tavern if quest completed

BRAWL PIT AND FIGHTER'S PIT IMPROVEMENTS (13 features)

Was checking an old bug report by 71 and found a few things in need of improvement including a bug that has been there for a while where the fighter's pit didn't charge you to watch a fight ever!

* Fixed 2 text bugs with unowned brawl pit
* Removed redundant text colour code from brawl pit unowned
* Fixed non blocked options for betting on or watching a fight when you don't have the gold in unowned brawl pit
* Added ability to ask brawl pit owner about Battle of the two pits
* Added ability to ask brawl pit owner for betting advice
* Added new sound effect when buying brawl pit
* Added new additional screen when taking over brawl pit
* Improved formatting of bet screen for brawl pit and fighters pit
* Fixed Fighters pit not charging when entering or betting on a fight
* Fixed bet option not blocked if brawl pit doesn't have any bet money (credit 71)
* Fixed bet option not blocked if fighter's pit doesn't have any bet money (credit 71)
* Removed redundant text colour code in fighters pit
* Fixed non blocked options for betting or watching a fight in fighter's pit with no gold

WAGON MAN'S POST IMPROVEMENTS (4 features)

The wagon man's post now has more screens when interacting with it!

* Added new screen when destroying wagon mans post
* Fixed text bug in wagon mans post intro
* Added screen for cancelling trade with wagon man
* Added screen for starting trade with wagon man

BATTLE PHASE IMPROVEMENTS (5 features)

The previous battle phase screen was a bit of a mess, now it's been fixed up, I've also removed the end of turn event system that gives occasional rare random events on the screen you choose who you want to attack, these encounter will later be moved to the turn report like all other game events.

* Scrapped the random end of turn event system
* Added general face for end of turn battle phase screen
* Added special screen for end of turn battle phase if no general
* Added new war drum effects to end of turn battle phase
* Fixed battle phase loop discolouration bug

SAVE GAME SCREENS (2 features)

Don't know why these weren't a thing before!

* Added new screen for saving game
* Added new screen for successfully saved game

SLAVERS FORT IMPROVEMENTS (4 features)

Hiring slaves from the slavers fort was a single line of text, now it's been brought up to the level of the rest of the games hire screens!

* Removed defunct warnings of no slaves or slave soldiers available in slave fort
* Added new screen for not enough gold to buy slaves/slave soldiers
* Added new screen for not that many slaves to buy
* Added new screen for buying slaves/slave soldiers

BUGFIXES (18 features)

A number of bugs fixed here ranging from text bugs to issues with the diplomacy system recently released, thanks everyone who reported stuff here!

* Fixed issue with rihhm tribute
* Fixed entering the arena owned by someone who won't charge you entry gives you the entry fee gold for free
* Fixed 12 text bugs in Shaian
* Fixed executing 10% of your soldiers for peace encounter missing a line
* Fixed bugs with Koova titan's skull dialogue
* Fixed bugs with Koova southern cave dialogue
* Fixed 2 text bugs in Mags soup kitchen
* Fixed no entry fee charged for Karald's trophy room
* Fixed bug in silver staff tavern text
* Fixed text bug with Titan's Skull
* Fixed text bug in intro bandit king gamestart (credit psi_overtake)
* Fixed changed the laws as suits you bug (credit psi_overtake)
* Fixed sound not restarting after brawl pit fight as owner of brawl pit
* Fixed extra splitline in chelobs well prize screen
* Fixed able to return more gold than you took out when paying back loan
* Fixed Erak diplomacy blocker says Krut (credit Omer)
* Fixed you are a ant text bug in war declaration
* Fixed reduced wergild not showing (credit Omer)

EVERYTHING ELSE (4 features)

Arena betting has a new sound effect, now your kingdom symbol will always be the first letter of your kingdoms name which makes a ton more sense than the previous random symbol system. Shaian's birth rate is now a little higher, and there's a new screen when entering Karald's trophy room showing you pay for it (you previously didn't even get charged!)

* Made the kingdom flag symbol always be based on the first character of your kingdom name at game start (can still be changed manually)
* Added new coin sound effect when placing a bet in the arena
* Increased Shaian Birth rate
* Added screen for entering Karald's trophy room
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Micro102 on March 16, 2020, 08:19:14 pm
So I've had my eye on this for a while, and looking at how the updates are coming, is it safe to say that 95%+ of the mechanics are fleshed out, leaving only story and bugs to be added? I don't want to burn myself out playing a version that isn't going to be the final product.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on March 17, 2020, 04:53:25 am
Hey Micro,

So at this point I would go so far to say it's a fully playable game and has been for a while. It's just there are new features I am working on adding and one or two locations of the 100 or so discoverable in game.

Saves are also updatable so if you played a week ago or two years ago your save file will always be compatable with the latest version of the game!

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on March 22, 2020, 05:31:25 am
Hey everyone,

for anyone checking us out right now Warsim is currently 35% off on Steam and Itch.io

If you're curious about the game it is updated constantly and has a 96% positive rating on steam. It's a game where you're put at the helm of a kingdom in a massively random world where you can get involved in almost every aspect of the kingdom and rule how you want!

Steam page: https://store.steampowered.com/app/659540/Warsim_The_Realm_of_Aslona/?beta=0

Itch.io page: https://itch.io/s/29091/35-pandemic-discount-stay-inside
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: martinuzz on March 25, 2020, 04:36:57 pm
It's nice to see the updates keep on coming.
Keep up the good work and stay safe!
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on March 25, 2020, 07:35:15 pm
Thanks Martin, Got something cooking ready to be released very soon!

Itching to get it out.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on March 26, 2020, 03:54:32 pm
**DARKDALE**

So it's finally here! I've been working relentlessly on the Darkdale update for almost two weeks and I'm very happy with it. Darkdale is a city found in the second region of the west 'Songwood'. Darkdale is ruled by a king and is filled with all kinds of interesting characters and factions. There are three taverns, six buyable properties, and a ton of things to discover.

* Added dynamic text based on Darkdale's leader
* Added dynamic darkdale tax income
* Added chance Darkdale king is mercantile (extra tax)
* Added chance Darkdale king is Isolationist (can't see him)
* Added chance Darkdale king is normal
* Added chance Darkdale king is a vassal of yours (lots of respect, can collapse the city, earn all tax income)
* Added chance Darkdale king is a cultist
* Added ability to attack and capture Darkdale
* Added ability to destroy darkdale post capture
* Added ability to choose a champion to rule Darkdale
* Added ability to make a random local your vassal ruler of Darkdale

**MARKET DISTRICT (27 features)**

The market district is the hub of business for Darkdale, here you will find a brewery, two buyable properties, a pay-to-slap goblin, a bookwriter, a tavern, a market for buying stronger champions, and hireable foreign mercenaries.

* Added Darkdale Brewery
* Added ability to speak to Brewmaster
* Added ability to look at the brewing barrles
* Added ability to ask brewer for a free drink (you get one unless you are darkdales ruler in which case you can have as many as you want)
* Added Narmald the bookwriters house
* Added ability to speak to Narmald
* Added ability to read 'Tales of Grolok' book
* Added ability to read unfinished book of Narmalds
* Added foreign mercenary post
* Added ability to hire foreign merc group
* Added screen for empty foreign merc post
* Added leafburner's guild
* Added ability to speak to leafburner's officer
* Added ability to speak to leafburner's guildsman (random dialogues)
* Added room of hilarity to the guild (listen to jokes)
* Added Darkdale tavern
* Added ability to speak to Darkdale tavern's owner
* Added ability to speak to Darkdale tavern's patrons
* Added ability to play western sudden death in the tavern
* Added buyable tavernside houses for 3500 gold
* Added champion market (buy strong champions)
* Added screen for empty champion market
* Added ability to speak to the champion market seller
* Added goblin slapping stall
* Added ability to speak to goblin slap merchant
* Added ability to speak to goblin at slap stall
* Added buyable markets end estates for 20000 gold

**NOBLE DISTRICT (23 features)**

The noble district is the seat of the rich and powerful of Darkdale, here you will find the guards post, 2 buyable properties, an upperclass tavern, the treasury, the census office, the main fortress of Darkdale, and an order of noble knights.

* Added dynamic noble district introduction with guard commander
* Added noble district guard post
* Added ability to speak to commander of guards
* Added ability to speak to a random guard (20 dialogues)
* Added ability to ask about Darkdales garrison
* Added buyable evernoble estates for 25000 gold
* Added Darkdale city census office
* Added ability to speak to office captain
* Added ability to look at previous years tax income
* Added ability to look at the darkdale population stats
* Added ability to ask about the military
* Added ability to check population growth stats
* Added ability to check guard recruitment stats
* Added buyable bronze shield estates for 12000 gold
* Added lootable darkdale treasury
* Added the gilded crescent tavern
* Added the ability to buy ale in a gold mug brough on a red pillow
* Added ability to speak to gilded crescent bartender
* Added ability to speak to random locals (20 dialogues)
* Added viewable gold plate to the tavern
* Added knights of darkdale (an order who will join you if you have 100 public opinion)
* Added Darkdale fortress (Dynamic based on darkdales king)
* Added ability to speak to Darkdales king

**FOLK DISTRICT (26 features)**

The least lavish district but the one with the most hidden under the surface, the Folk district is home to number of interesting locations, a cat tavern, a society of jesters, and a number of colourful characters.

* Added ability to recruit peasants
* Added temple to Ha'Hah that can occur if cult rules Darkdale
* Added Jesters society
* Added ability to speak to society master
* Added ability to speak to a random member (15 dialogues)
* Added laughing door
* Added counting goblin
* Added jester's class
* Added chance of getting into secret society
* Added secret society meeting event
* Added Darkdale brawl hole
* Added Darkdale brawl hole for Cultist ruled town
* Added Darkdale brawl hole winners hireable if you rule the town
* Added buyable Negon's hovels for 1500 gold
* Added Darkdale Cat Tavern
* Added ability to speak to Cat Tavern Owner
* Added ability to speak to random patron at cat tavern
* Added silver cat statue to Cat tavern
* Added ability to pet a random cat in cat tavern (4 different cats)
* Added ability to look at cat wall of fame
* Added buyable Marketview estates for 15000 gold
* Added Mystic Myck's hut
* Added ability to speak to Mystic Myck (loads of dialogues)
* Added Nairolfs den
* Added ability to speak to Nairolf
* Added ability to speak to Flobert

**NAIRO'S PARTY (89 features)**

One of the hardest parts of the update by far, Nairolf is a semi-wealthy man who lives in the folk district and ever so often throws giant parties for the locals. Tons of random events and encounters keep this one interesting and a must see!

* Added invite to Nairo's party encounter if you've met Nairo and a party is formed
* Added entering Nairo's party without knowing them event
* Added entering Nairo's party while knowing them event
* Added random chance of party happening each year (1/3)
* Added random size of ale cellar (350-1850 mugs of ale)
* Added option to mingle with guests at party
* Added option to look around at party
* Added option to check the ale cellar
* Added Nairo offers a drink encounter (2 outcomes)
* Added Flobert mopping up some sick encounter
* Added Nairo leaf tube encounter
* Added Doodieman encounter
* Added Flobert Gemshorn encounter
* Added Myck response to Gemshorn if they're present at the party
* Added wet sock encounter
* Added Nairo and you have a drink together (2 outcomes)
* Added Flobert is let off work encounter
* Added Nairo how are you enjoying the party encounter (8 outcomes)
* Added ability for Nairo to smash his window (permanently broken in game)
* Added Nairo pass out event (if his drunk level is above 7)
* Added Flobert pass out event (if his drunk level is above 4)
* Added draft from the smashed window event
* Added Nairo draws on Floberts passed out body event
* Added followup on drawn on flobert
* Added spilt drink encounter
* Added second spilt drink encounter
* Added third spilt drink encounter
* Added fourth spilt drink encounter
* Added flobert brings you a drink encounter (3 outcomes)
* Added flobert sweeping smashed glass encounter
* Added call for a toast encounter (3 outcomes)
* Added ANOTHER TOAST encounter (3 outcomes)
* Added smuggled lich dust encounter
* Added flobert puke encounter
* Added Myck arrival event
* Added Myck talk with Flobert if flobert is working
* Added Myck talk with Flobert if Flobert is off work
* Added Myck ale refusal encounter
* Added seeing stars drunk encounter
* Added secret noble drunk encounter
* Added one too many drunk encounter
* Added You're not gerald drunk encounter
* Added It is home time drunk encounter
* Added Cure for hiccups drunk encounter
* Added covered in vomit drunk encounter
* Added spinning room drunk encounter
* Added very drunk, drunk encounter
* Added can't see anything drunk encounter
* Added time for a drink encounter
* Added backs away encounter
* Added lich dust recomendation encounter
* Added hangover report encounter
* Added local mason encounter
* Added drunk plans encounter
* Added good people good life encounter
* Added love the hosts encounter
* Added local wood-carver encounter
* Added nothing like a nairo party encounter
* Added Myck and Flobert Halfling talk encounter
* Added Myck house flood encounter
* Added Myck roof elf encounter
* Added Myck stolen crown encounter
* Added Myck pirate queen encounter
* Added Myck talking book encounter
* Added Nairo invites you to try and extra strong ale (2 outcomes)
* Added Nairo's favourite vase encounter
* Added broken vase encounter
* Added booze cellar leak encounter
* Added spilage drinker encounter
* Added Icewatch bard encounter
* Added Cellar damage encounter
* Added Flobert chugs 3 ales encounter
* Added comedian encounter
* Added Guard raid encounter (dynamic outcomes)
* Added chance that Nerrad the commander and his guards join the party
* Added Nerrad guard post robber encounter
* Added Nerrad poop smearer encounter
* Added Nerrad bush encounter
* Added Nerrad living hay bale encounter
* Added Nerrad Arm wrestle encounter
* Added Nerrad and his guard brothers encounter
* Added Nerrad chugs 5 ales encounter
* Added Nerrad passes out encounter
* Added Angry men fighting broken up by Nerrad encounter
* Added Angry men fighting broken up by Nairo encounter
* Added extra booze delivery encounter
* Added invite to flo and nairo drink (2 outcomes)
* Added Mushrooms with Nairo encounter (dynamic)
* Added Stargazing encounter

**BUGFIXES (8 features)**

* Fixed 6 text bugs with cat throne room encounter
* Fixed ability to access songwood graveyard once you've discovered darkdale bug
* Fixed bandit peace rejection text bug
* Fixed undead horde summon event text
* Fixed issue with gamebreaking save file names
* Fixed issue with gamebreaking title and kingdom names and gamestart
* Fixed destroying love cult camp missing line and text bug
* Fixed mad king face visible past ascii filter (credit mechaskyguardian)

**EVERYTHING ELSE (5 features)**

* Added scorpion pit is slightly cheaper if they are broke (credit Xenoyaut)
* Gave burn cat in furnace a unique graphic
* Made feeding cat always give +1 public opinion
* Updated Gro'lok's stump with new patron (thanks a bunch!)
* Made mad kings dead face have x's for eyes

**SCREENSHOTS**

* The Folk District - https://i.imgur.com/AnXIP92.png
* The Market District - https://i.imgur.com/lXvCTBZ.png
* The Noble District - https://i.imgur.com/0fLt6Pt.png
* Darkdale Cat Tavern - https://i.imgur.com/T7WdN20.png
* Nerrad, Commander of the city guard - https://i.imgur.com/vZfzoXI.png
* How is the party? - https://i.imgur.com/hbcnDbM.png
* A drink for me? - https://i.imgur.com/nNb1CWs.png
* Party Problems - https://i.imgur.com/9WZdZPR.png
* Oh my... - https://i.imgur.com/vCkomHW.png
* A purring goblin!?! - https://i.imgur.com/G1vHFLE.png
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on March 27, 2020, 08:38:15 am
Hey everyone,

So I tested the Darkdale update this morning but found a few bugs including a game-breaking one, I did try to test it throughout the week but I guess I missed some. This patch fixes those but I thought I'd better also code some new content cause an update of just bugfixes is boring!

SELF-FUNDED NAIRO PARTY (5 features)

So Nairo's parties are great but they happen rarely, now if you're so inclined you can fund them yourself and have them happen whenever!

* Added ability to ask Nairo about hosting a party if one isn't already being hosted
* Added ability to buy 500 mugs of ale for the party
* Added ability to buy 1000 mugs of ale for the party
* Added ability to buy 1500 mugs of ale for the party
* Added special party event thanking you for paying for the event

KAFF'S LEGITIMATE GOODS (5 features)

Keep your eye on your coinpurse because there's a new merchant in town and her goods are questionable at best!

* Added new location in the Darkdale market district 'Kaff's legitimate goods'
* Added ability to buy 'genuine lich dust' for 10 gold
* Added ability to buy a fools gold coin for 1 gold
* Added ability to buy an immortality potion for 25 gold
* Added 8 dialogues with Kaff

NEW DARKDALE DIALOGUES (4 features)

Beefed up each area of the city with a few more things people say!

* Added 5 new Darkdale guard dialogues
* Added 5 new Darkdale tavern dialogues
* Added 5 new cat tavern dialogues
* Added 5 new gilded crescent dialogues

BUGFIXES (12 features)

Quite a few bugs here including one game-breaking issue with the temple of Ha'Hah, all fixed now!

* Fixed Flobert Myck encounter despite Flobert being passed out
* Fixed 'could have said it better myself' text bug
* Fixed 'these a strong' text bug
* Fixed Krut peace payment gold bug
* Fixed Erak peace payment gold bug
* Fixed gold shown as removed instead of added when paying goblin kingdoms for peace
* Fixed text bug in peace event 'coin of fate'
* Fixed duplicate intro text for Ha'Hah darkdale noble district
* Fixed duplicate intro text for Bandit darkdale noble district
* Fixed temple of Ha'Hah not allowing you to leave if it's already over
* Fixed temple of Ha'Hah freezing upon entry
* Fixed Nairo's den unenterable bug

**SCREENSHOTS**

* Kaff's fools gold - https://i.imgur.com/cy6GmnD.png
* Setting up your own party - https://i.imgur.com/NIlGrQS.png
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on March 30, 2020, 12:35:48 pm
Hey everyone,

So as we approach Warsim 0.8 I've been finishing up fixed and adding stuff to Darkdale and the rest of the game. Next two updates will take me a bit more time but I'm excited!

DARKDALE THE VASSAL STATE (6 features)

When a new game starts Darkdales leadership is randomly generated, there's a 1 in 6 chance they will spawn as your vassal and the city will be loyal to you, in this eventuality there is now a screen explaining that and automatically unlocking the region leading up to darkdale and the region Darkdale is in so that you can instantly access it.

* Fixed chance of darkdale loading up as vassal state
* Added special screen for Darkdale becomming your vassal at game start (credit VineFynn)
* Added Darkdale vassal start unlocks Denland and Songwood in exploration
* Added alt vassal screen for if you have started game with full unlocked exploration
* Made it twice as rare to get Darkdale as a vassal immediately in normal mode (credit u/TheGamingDictator)
* Made it impossible to get Darkdale as a vassal in hard mode and beyond (credit u/TheGamingDictator)

EXTRA PARTY EVENTS (9 features)

Another pack of events that can happen at Nairo's parties to make it feel like repetetive!

* Added ability to intervine in guard breakup of party if you are king of darkdale (3 responses)
* Added guards scarper away then partygoer cheers outcome
* Added guards nod and leave outcome
* Added guards close party outcome
* Added Kaff pickpocketing random party event
* Added Nerrad stops Kaff pickpocketing random party event
* Added hiccuping drunk are you the ruler of YOURKINGDOM party event
* Added you look like the ruler of YOURKINGDOM party event
* Added man recognises you and bows party event

MUSHROOMS (8 features)

The mushroom trip screens were pretty lacking now they're fixed up and there's a few more of them!

* Fixed all mushroom trip text spacing bugs
* Fixed all mushroom trip text colour bugs
* Fixed pause bug with animated face trip screen
* Added word vibrations trip event
* Added imaginary riches trip event
* Added rolling floor trip event
* Added prebirth existence trip event
* Added what am I trip event

BUGFIXES (25 features)

A lot of bugs fixed from both reports and playtesting, thanks for the help guys!

* Fixed Kaff shop options bug (Credit Germpot and u/thebestroll)
* Fixed Kaff gives hands you text bug
* Fixed issue with asking for troop support from ally/vassal typo
* Fixed no indicator of relation loss when requesting troops from ally/vassal
* Fixed 3 text errors in head diplomat what I do question
* Fixed deserter joining screen text showing your current soldier and knight figures instead of how many are joining you
* Fixed no gold taken from slapping goblin
* Fixed no gold loss indicator of slapping goblin
* Fixed nerrad party story text bug
* Fixed Nairo draws on Flobert even if Nairo is passed out
* Fixed Nerrad passing out event freezes game
* Fixed myck eye question text bug (credit Steve Killbane)
* Fixed oldest tree goblin stone text bug (credit Steve Killbane)
* Fixed goblin stone text bug (credit Steve Killbane)
* Fixed Eloc text bug
* Fixed hireable prisoners removed from game bug
* Fixed not able to see your current gold when speaking to silver tongue in throne room
* Fixed text bug with silver tongue in throne room
* Fixed troop non-direct troop screen only shown if there are troops relevant to it
* Fixed missing linesplit when destroying musicians guild
* Fixed Darkdale ruled by you only shows your flag on their walls on main screen but not in any district
* Fixed Nairos intro text hair miscolouration
* Fixed Blackbank 1 gold deposit duplication bug (credit Snaith)
* Fixed incorrect text when getting error screen with kingdom name
* Fixed names with sir title appearing when rolling a random name for your character

EVERYTHING ELSE (5 features)

A couple of things I couldn't fit in the other categories!

* Added new screens for setting up trade and cancelling trade with Smallhaven
* Reworked diplomats what I do section of dialogue
* Added text showing how many chances to ask people to join you in the blackmarket you have
* Added tags next to owned real estate in Darkdale now
* Updated Darkdale blocked from entering screen to mention their king
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on March 30, 2020, 02:43:55 pm
Hello everyone,

Just announcing that after 4 years of development and the 100+ updates on steam early access I am going to be increasing the price of Warsim on steam from $4.99 to $7.99 as of next month.

I'm always weary of pricing it to the point where it will exclude people who might genuinely want to play but I'm surviving almost entirely on a mix of Warsim and some savings at the moment and the difference in price really will make a difference for me.

I think when I first put the game on steam I didn't think much of it and wasn't sure if people would give it a chance but now after all this time and effort I know the game is worth it!

But regardless it will still be in seasonal steam sales and things so it will be possible to find it for less and it is still currently on 35% sale at it's current lower price :)

Happy to answer any questions and hear your thoughts!

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on April 15, 2020, 12:31:38 pm
CHOOSE YOUR ORIGIN SYSTEM (12 features)

So for the longest time unless you played a custom game your origin was completely random. Random is fun, but sometimes you don't want to be shoehorned into being a demonic servant, or a bandit overlord right out of the gate. Now the system has been expanded and you can still choose randomness in the way of the new FATE option, but otherwise you're welcome to choose an origin that suits you and your desired playthrough a little better. I've also added a few differences in some of the options so even choosing the same origin twice might give you variation.

* Added new screen when starting a new game where you can choose your game origin
* Added ability to choose fate (get a random origin)
* Added new origin 'pulled sword from stone' (+5 public opinion)
* Added new origin 'Village elder last in line gets the throne after the rest died in disaster' (Arena is destroyed, -public op)
* Added rare chance that the disaster kills off old croll and gives you a random new diplomat
* Added rare chance that the disaster kills off ghoryn pikener and gives you a random new general
* Added new origin 'Slave army conquest' (-public opinion, start with slaver fort, start with slave army, mass desertion of normal army)
* Added rare chance that the slaver fort is destroyed during the conquest and you don't start with it
* Added new origin 'Winner of a tournament of strength' (+opinion, start with two strong champions)
* Added new origin 'It's a long story' (+public opinion, +new item in throne room, +some gold)
* Added rare chance the the 'long story' has an extra part where you gain a strong champion called 'Omer the Friend'
* Removed origin select screen from custom games

MERMEN MADNESS (4.3 Billion features)

Was messing around with the mermen faces and added a new eye type with a lot of variants, combined with all other possible parts of mermen faces there are now twice as many possible which has added over 4 billion new faces that can be generated... you know for all the folk who got bored of the first 4 billion of them.

* Added new eye type to Mermen/Triton faces
* Created a total of 4346939520 (4.3 Billion) new Mermen/Triton faces (8.6 billion total faces now)

MAGIC FARM IMPROVEMENTS (6 features)

Thanks to a suggestion by u/TimSEsq the magic farm has been reworked to make more sense!

* Reworked Magic farm to give barrels worth of Bluetrii instead of singles (credit u/TimSEsq)
* Reduced barrels to 25 fruit per barrel
* Fixed Magic farm gramamr bug
* Added new screen for looking at buying fruit
* Added new screen for successfully buying fruit
* Added new screen for failing to buy fruit

BUGFIXES (13 features)

Pretty much all of these bugs were reported by you guys so thanks!

* Fixed the land is your text bug (credit u/DrakoGFX)
* Fixed issue with showing -25 gold charge for entering owned scorpion pit (credit u/Mr_Choke)
* Fixed Scorpion betting max being increased when you enter owned pit (credit u/Mr_Choke)
* Fixed adventuers quarter tavern mages quarter dialogue (credit u/Mr_Choke)
* Fixed paying for mystery slaver cuts of theme music bug (credit u/theGamingDictator)
* Fixed incorrect text saying cost of fight in owned arena will need to be paid by you too (credit u/OddAndQuirkyUserName)
* Fixed Darkdale champion market not refreshing with any new champions (credit Walker)
* Fixed you you text bug in refugee kingdom screen (credit u/DrakoGFX)
* Fixed missing space bug in refugee kingdom menu (credit u/DrakoGFX)
* Fixed taxes and subsidies title error (credit VineFynn)
* Fixed grammar bugs in rebellion text
* Fixed 6 text bugs in Skull sign building in Artifact market (credit Mata)
* Fixed metallic text bug in skull sign building in Artifact market (credit Mata)

EVERYTHING ELSE (7 features)

A few uncatagorisable features added including my favourite, the ability to capture those Oooh snakes you find while exploring the south!

* Added yearly tribute indicator to mystery slaver
* Added the ability to capture wild Oooh snakes found in the south for your monster pit if you have available slot (credit Xenoyaut)
* Added dead kingdom music to Ancient plague game over screen
* Added new graphic to ancient plague game over screen
* Reworked text and formatting for ancient plague game over screen
* Added new patron to Gro'Loks stump (thank you so much!)
* Added rent text showing up in scorp pit when you own scorpion pit (credit Dark)

SCREENSHOTS

The new origin choice screen - https://i.imgur.com/fCDaLnM.png
Some new mermen - https://i.imgur.com/gJSpvIm.png
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on April 27, 2020, 09:00:39 am
Hey guys so Warsim 0.8 the gigantic community update is here, I'm uploading the changelog here because it's too big but you can see it across these three steam announcements!

It's so big it had to be split across 3 steam update posts and it has over 1000 total features!

Part 1 - https://store.steampowered.com/newshub/app/659540/view/2194885323209872468
Part 2 - https://store.steampowered.com/newshub/app/659540/view/2194885323209879441
Part 3 - https://store.steampowered.com/newshub/app/659540/view/2194885323209884204

Hope everyone is staying safe in the lockdown!
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on May 03, 2020, 10:15:38 am
ADVENTURER'S QUARTER EXPANDED (7 features)

The adventurer's quarter of the artifact market only had two locations inside it and was very much unfinished. I've added 3 new locations within the district to liven it up a bit. Now you've got a musician, a champion for hire, and a discount artifact shop selling mysterious crates for 'cheap'

* Added champion post to the artifact market adventurer's guild (hire a 180+ battlescore champion for 10x cost)
* Added Bladesinger to Artifact market (special song for 5 gold)
* Added screen with sfx for Bladesinger rejecting you if you don't have the gold
* Added new shop 'Gohran's Discount Artifacts' to the adventurer's district
* Added ability to speak to Gohran (7 dialogues)
* Added random number of artifact boxes each year between 5-20 available in Gohrans for 250 gold
* Added dynamic response to the value of the mystery artifact from Gohran

CULT CONSEQUENCE (4 features)

This was suggested by someone but I didn't note their username at the time so sorry to you! The person suggested that discovering the evil cult in Darkdale didn't offer any way to deal with them which is pretty bad for player choice, well now you can report the cult to everyones favourite guard commander, commander Nerrad!

* Added ability to report the cult of Ha'Hah in Darkdale to Commander Nerrad
* Added if town is ruled by cult Nerrad will shrug your report off
* Added if you rule Darkdale Nerrad will react more speedily to your report
* Added ability for Nerrad to destroy the cult of Ha'Hah following you report

SLAVE TRAINING (2 features)

Do you have a massive slave horde but none of them can fight? Need to quickly turn your slave farmers into an army? Look no further, for just 12000 gold you can train slaves into slave soldiers!

* Added new upgrade 'Slave Training Pen' (12k) found in military upgrades (Allows slaves to be trained into slave soldiers for 3 gold each) (credit Dark)
* Added slave training to the convert and disarm menu (if you have the upgrade)

THE BLUE HOUSE OF THE ARTIFACT MARKET (6 features)

Noticed a note for a location called 'Blue house' in the artifact market so decided to add it in and made up a small storyline for the location and a new sound effect I made.

* Added new location to the mage district called 'Blue House'
* Added ability to go inside and encounter with character
* Added ability to take ownership of blue house
* Added ability to enlist improvement service for blue house
* Added ability to rent blue house out for modest yearly income
* Added ability to destroy blue house

HOLY ORDER OF THE ROSES EXPANDED (14 features)

Was playtesting and saw the Holy order in game and wasn't too impressed so I've added a lot more you can do with it now and improved the old stuff.

* Added ability to destroy the holy order citadel
* Added ability to close the holy order citadel down and take it's 20 last knights
* Added ability to reclaim closed holy order by installing 20 knights inside it
* Added new screen for taking over holy order citadel initially
* Added new screen for destroyed holy order citadel
* Added new screen for abandoned holy order citadel
* Added ability to ask about forts history and view statue in owned citadel
* Added ability to view statue in owned but abandoned citadel
* Added ability to ask for more specific information about Holy order's garrison
* Fixed text for holy roses owned citadel
* Fixed holy order intro text bugs
* Rewrote holy order of the roses about section
* Added text showing how many troops holy citadel provides if you own it
* Added new songwood exploration screen tags for the various states of the citadel

BUGFIXES (17 features)

Lots of bugfixes mostly suggested by you guys! thanks as always for the reports.

* Fixed knights of Darkdale not giving you 50 knights (credit mithc)
* Fixed several text bugs in the long story player intro
* Fixed Negon's hovels listed twice in Darkdale (credit u/thebestroll)
* Fixed drum loop music not ending if music disabled (credit Mata)
* Fixed Blackrow text bugs for certain intro texts (credit Niklas)
* Fixed monument of kings viewing not working for ascii free version of game (credit Niklas)
* Fixed Prisoner trade with Baiaa still happens after they are destroyed  (credit u/binkow)
* Fixed robbing monster trader doesn't give you a new monster
* Fixed incorrectly shown options for larger pit when fighting arena champion with monster
* Fixed monster vs champion crash if arena doesn't have champion
* Fixed text bugs in artifact market intros
* Fixed text bug in 4th stump of gro'lok's
* Fixed tribal goblins instead of bandits used to check how many you can afford to train in barracks
* Fixed training bandits not enough bandits text bug   
* Fixed theme music not starting after leaving darkdale
* Fixed Zeef's mystery boxes text shows you can afford it with more than 5 gold instead of more than 100
* Fixed Zeef's mystery boxes not taking any gold from you when you buy a mystery box
   
EVERYTHING ELSE (1 feature)

* Renamed Gro'lok's stump location to Gro'lok's stumps (as there are now 4 instead of 1)

SCREENSHOTS

* https://i.imgur.com/aP15vAx.png
* https://i.imgur.com/oJQitXo.png
* https://i.imgur.com/WQjNVW6.png
* https://i.imgur.com/FrZfhGi.png
* https://i.imgur.com/abCaBjV.png
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on May 10, 2020, 10:56:07 am
So this update is focused primarily on overhauling staff meetings as I was reviewing some notes I had for staff in my development plans. There's also the ability to tell jokes and get paid, and a couple of bugfixes and other misc stuff!

STAFF MEETING OVERHAUL (17 features)

Staff meetings can be held in your throne room where you can ask your current staff any of a number of questions. The system had some good information in it but there weren't many questions and they were laid out and designed poorly. The system has now had a reboot with lots of new questions split into categories, a new layout, and new systems such as the random arrival of staff, the ability to dismiss staff from meetings, and more answers that vary depending on the state of the world. This was a mountain of work as over 400 dialogues were written or revised but I'm glad to be able to finally present it!

* Added new council arrival for meeting system with sound effect and random entry text
* Added new category system for questions
* Added new introductory screen for your first meeting explaining some things
* Added jester's quirks such as Honk honk/wonk wonk/nervousness, will be displayed when they are asked questions
* Added ability to dismiss staff from meetings
* Reworked all questions layouts to better split text
* Rewrote 100+ dialogues from staff meetings to fit and make more sense
* Added 50+ new variants of old answers to be more dynamic
* Reworked all questions layouts for staff names
* Fixed all typos and grammar issues in meetings
* Added 'What sources of income should I look at next' question (25 replies)
* Added 'Are there any ways to reduce expenditure' question (25 replies)
* Added 'What do you know about the rebels' question (25 replies)
* Added 'What do you know about demons' question (25 replies)
* Added 'What do you know about demons' VARIANT FOR DEMONIC RULE (25 replies)
* Added 'how can I make my army more effective' question (25 replies)
* Added 'Are there any points of interest in this realm?' question (30 replies)

ARE YOU JOKING? (4 features)

Now once you've taken the jester's society class you will gain the ability to tell jokes for laughter and tips. You'll be better off in the higher class taverns but you can do what you want!

* Added ability to tell jokes in Darkdale taverns once you've taken the jesters society class
* Added 3 reactions to jokes being told
* Added higher gold reward for good jokes for Gilded Cresent tavern
* Added low level gold reward for good jokes for other taverns

NEW SOUNDS (4 features)

Can never have too much variation in sounds!

* Added new dragged wood sound effect
* Added new random sound used for looting boxes from smuggles den
* Added new random sound used for buying discount artifacts
* Added new random sound used for buying zeefs mystery boxes

BUGFIXES (8 features)

Thanks everyone for the bug reports here, always happy to get more bugs fixed!

* Fixed receiving rents from arena even if it's destroyed (credit Mata)
* Fixed text bug in Nairo's party
* Added +5 public opinion for defeating undead horde
* Fixed undead horde victory text
* Fixed missing screen for refusing to pay gold to view other kingdoms crown
* Fixed gift refusal text bug
* Fixed slaves to slave soldier's not upgrading properly (credit u/SpeaksDwarren)
* Fixed text bug with slime bard (credit generalbison)

EVERYTHING ELSE (1 feature)

This misc thing from my staff plans, now staff options are laid out better. Cheers for suggesting it Liosalpha!

* Sorted the options of staff to all have the fire option at the bottom instead of different for each staff member (credit Liosalpha)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: MaxTheFox on May 10, 2020, 10:43:27 pm
PTW.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on May 13, 2020, 12:04:42 pm
Hey everyone, so not the biggest update but still plenty of new stuff and important changes. I've not managed to log a ton of hours into programming recently but I'm trying my best. I hope everyone is doing as good as they can during this pandemic, without further ado... the update.

TROOP HIRE AND TRAINING CHANGES (8 features)

Videovillain suggested that when you have a Barracks or Grand Barracks you should be able to do the troop training the upgrade offers outside of the location itself and in the main troop menu, this makes perfect sense and should have been done way earlier so It's now in the game. While working on it I noticed several other things that needed changes and fixes so several other improvements have been made.

* Added having barracks or grand barracks also allows the training to happen directly from the hire menus disarm and convert submenu (credit u/videovillain)
* Reworked Barracks and training ground intro texts
* Added new indicator inside Barracks and training ground showing how many troops are trained each year
* Added upgrade screen with sfx when upgrading barracks/training ground from within the other buildings screen
* Added slave training pen indicator in disarm and convert menu
* Added new text introduction to disarm and convert menu
* Added new text introduction to hire troop menu
* Added new text introduction to sell troop menu

FIXING THE NEAR NORTH (15 features)

After doing a Playthrough and exploring the near north I noticed a few issues with area descriptions among some other bugs, I've tried to fix as many of these as possible!

* Rewrote slaver's fort intro text
* Reworked slaver's fort title on near north menu
* Reworked Near north intro text
* Reworked fort northwatch text and grammar
* Fixed brawlers pit grammar issue
* Fixed brawlers pit intro text blocked for ascii free version of warsim
* Fixed shallowrock mine intro grammar issue
* Added new screen for buying Shallowrock mine
* Fixed option to buy shallowrock not being blocked when you can't afford it
* Fixed text bugs in ruined cartographers guildhall
* Reworked cartographers guild main menu
* Reworked thickblood tavern main text
* Reworked thickblood tavern owned main text
* Fixed text bug in phase 1 of fort ruin restoration
* Fixed grammar bug in ruined fort

NEW NAME SUFFIXES (2 features)

These were mentioned in Charkiboi's awesome new Warsim youtube video so I had to put them in, check it out here if you haven't seen it yet (https://www.youtube.com/watch?v=mi4QXyItj5A)

* Added new name suffix 'the Rat-Squeezer' (-2 battlescore) (credit Charkiboi)
* Added new name suffix 'the Horse-Jerker' (-3 battlescore) (credit Charkiboi)

LOTS'O'AMULETS (5 features)

Was fixing a bug with the dwarvern amulet artifact and thought of 5 variants!

* Added 'fake dwarvern amulet' random loot artifact (worth 5 gold)
* Added 'broken dwarvern amulet' random loot artifact (worth 10 gold)
* Added 'ancient dwarvern amulet' random loot artifact (worth 155 gold)
* Added 'royal dwarvern amulet' random loot artifact (worth 160 gold)
* Added 'ancient royal dwarvern amulet' random loot artifact (worth 320 gold)

BUGFIXES (10 features)

A couple of fixes here, thanks VineFynn for the bug report I had this one noted from a while ago but finally got on top of it.

* Fixed Fort Kullak troops not appearing in troop count report (credit VineFynn)
* Fixed broken character used for a hero name prefix causing buggy character
* Fixed artifact market text bug
* Fixed ability to remove and invite non-existant staff to your staff meetings
* Fixed text bug with mystery box seller in artifact market
* Fixed dwarvern amulet artifact name bug
* Fixed scorpion pit intro text
* Fixed text split bug when arresting mystery slaver
* Fixed fort Gorthmek grammar bugs
* Fixed artifact market champion post taking 20% more gold than advertised

EVERYTHING ELSE (2 features)

Some changes made here and a change to the mystery slaver as 75 gold seems too steep.

* Temporarily removed ancient lands and ancient map from the game (as it's unfinished)
* Reduced mystery slaver cost to 50 gold
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Daggoth on May 16, 2020, 11:47:30 am
PTW
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on May 17, 2020, 05:52:43 am
BETTER FORTS (24 features)

DazaKiwi pointed out a very good thing that was totally missing from fortresses and that's the ability to install and remove troops! Now that and much more has been fixed. There's also a new outcome for buying Fort Kullak, if the bandit horde is active then the bandit garrison of the fort will head off and join them.

* Added ability to add troops to garrisons of forts (tethered to max based on commander skill and fort level)
* Added ability to remove troops for owned forts
* Fixed all 4 forts unupgrading if you demote the leaders
* Added demoting leader gives you all troops from the fort
* Added new screen for demoting leader from all forts
* Fixed upgraded fort graphic not showing for all screens
* Fixed option to buy fort Kullak still visible if you don't have the gold
* Added new screen for capturing fort Kullak from Gor the bastard
* Added Fort Kullak estimate of garrison
* Added new screen for buying fort Kullak
* Added garrison of Fort Kullak will join the bandit horde if active if you buy Kullak
* Fixed line split issue in setting rules of the fort (all forts)
* Fixed grammar issue in fort rules (some forts)
* Fixed troop report for fort sending you only one soldier text
* Fixed troop recruitment for forts able to go over max capacity one time
* Fixed typo in rules of fort text
* Added indicator of gold gained when capturing fort Gorthmek
* Fixed gorthmek unupgrading when bought from Yurik the oppresor if upgraded
* Added new screen for buying fort gorthmek for Yurik the oppresor
* Fixed option to buy fort gorthmek visible even if you don't have 50000 gold
* Fixed fort aslona new commander screen showing unupgraded fort
* Fixed fort aslona graphic heigh changing on different screens
* Fixed installing new leader of fort shows benefits of unupgraded fort even if fort upgraded
* Fixed option to upgrade fort not blocked out if you don't have the gold

QUEST ITEM GALORE (17 features)

Can never have too many quest items, now we've got another batch!

* Added 'red dragon crested gold shield' random loot artifact (worth 350 gold)
* Added 'a crude drawing of a goblin on some hide' random loot artifact (worth 3 gold)
* Added 'tankard made of demon bone' random loot artifact (worth 320 gold)
* Added 'chipped obsidian pot' random loot artifact (worth 120 gold)
* Added 'finely decorated obsidian pot' random loot artifact (worth 199 gold)
* Added 'gold lined obsidian pot' random loot artifact (worth 290 gold)
* Added 'hat made of rat pelt' random loot artifact (worth 10 gold)
* Added 'golden toe' random loot artifact (worth 110 gold)
* Added 'bottle of purple mist' random loot artifact (worth 145 gold)
* Added 'bottle of red mist' random loot artifact (worth 125 gold)
* Added 'bottle of green mist' random loot artifact (worth 120 gold)
* Added 'bottle of cyan mist' random loot artifact (worth 145 gold)
* Added 'bottle of old elven wine' random loot artifact (worth 30 gold)
* Added 'jar of sand' random loot artifact (worth 3 gold)
* Added 'set of dice made of diamond' random loot artifact (worth 400 gold)
* Added 'set of dice made of gold' random loot artifact (worth 160 gold)
* Added 'set of dice made of gold and encrusted with gems' random loot artifact (worth 360 gold)

CHAOTIC MONSTERS (6 features)

While thinking about extra uses for chaos orbs recently I thought it would be great if you could feed them to your monster pit monsters, now if you've got a chaos orb you have a new option when feeding your monsters to feed them an orb, be warned there's a 1/6 chance it will kill your pet beast but if it doesn't the orb will grant a +10 strength bonus (normal feeding gives +1) the orbs bonuses will also ignore the max strength cap of 20 meaning you can abuse the chaos orb system to create some seriously overpowered monsters!

* Added ability to feed chaos orb to monsters
* Added 5/6 chance of +10 strength for monster
* Added 1/6 chance of monster death
* Added special new sound effect for monster eating orb
* Added special new sound effect for monster eating orb and dying
* Fixed typo in monster pit feeding screen

BUGFIXES (4 features)

Couple of loose bugfixes, cheers Mithc for the reports!

* Fixed Akall fortress text bug (credit Mithc)
* Fixed text and grammar issues in the south coast
* Fixed mad king execution typo (credit Mithc)
* Fixed blackmarket troop indicator bug when installing troops

EVERYTHING ELSE (1 feature)

* Rewrote destroyed blackmarket text

SCREENSHOTS

* New Northwatch menu - https://i.imgur.com/khENN8Q.png
* New Troop screen in Northwatch - https://i.imgur.com/eqCFzC6.png
* New option in the monster feed screen - https://i.imgur.com/boPZYEm.png
* Monster Stronk now! - https://i.imgur.com/tWyiCLp.png

WHAT'S NEXT

Hey everyone, I'm doing a bit of spring cleaning of my Warsim to-do list recently clearing loose ideas collected over the years. My next update will be looking into Bandit gangs and the potential of new groups rising where others fall.

I hope everyone is doing good and staying as safe as they can!
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on May 30, 2020, 09:23:10 am

Hey everyone,

Thanks for your patience on this one, I'm proud to announce the 'Bandits of the Realm' update. This update completely reworks how minor bandits work and adds a sort of background population of bandits. It's now possible that a realm can become infested with bandits, where all bandit factions gain huge recruitment bonuses, and any defeated minor bandit gangs are quickly replaced with new ones. Of course the bandit level can be reduced by defeating these gangs and putting down any bandit influence in the realm as well as enacting policy.

My recent post about this update with a fully documented infested bandit playthrough can be seen here - https://store.steampowered.com/newshub/app/659540/view/2209525206376708977

BANDITS OF THE REALM (19 features)

I've tried to split the update into a few categories but most of the major stuff is here!

* Added new general bandit level system tracking the level of banditry in the realm
* Added randomisation for starting general bandit level based on current existing factions (ie if Bandit Horde exists)
* Added new bandits of the realm screen with 11 dynamic graphics and tiers
* Added tracker showing all active bandit groups in the realm
* Added ability to ask how you can reduce the bandit level
* Added ability to ask how you can increase the bandit level
* Added ability for new bandit groups to arise at the end of a turn if there are free slots (depending on how high the bandit level is)
* Added the ability to disable notifications of new bandit groups popping up
* Added ability to view the current effects of the bandit level
* Added 'secret' code 69 which if entered on bandits of the realm screen sets the bandit level to something random
* Removed diplomacy skill requirement to see minor bandit groups
* Renamed minor bandit groups section of diplomacy to bandit groups
* if game start with no minor bandit groups then bandit groups section is renamed to bandits of the realm and takes you directly to bandits of the realm assessment screen
* Added all minor bandit gangs get a custom and unique graphic for what their troops look like (121.5 million total)
* All newly spawned bandit groups get completely random relations with all factions in the game
* Added ability to choose a custom bandit level when playing a custom game (in the bandit scenario settings)
* Added new cheat code 450 (allows bandit level to be set to anything you wish)
* Reworked view minor bandit stats to show proper unit breakdown now
* Added if loading a save from pre-bandit update, bandit level will be randomised upon load

NEW BANDIT GANG FORMATION ORIGINS (21 features)

As the game progresses and some gangs fall, new ones will rise to take their place (if the bandit level isn't below 9). With each gang destroyed the bandit level will drop, keep chopping these gangs down and eventually your bandit problems will permanently disappear.

* Added outlaws and robbers bandit gang spawn origin
* Added landless marauders bandit gang spawn origin
* Added road robbers bandit gang spawn origin
* Added ravers bandit gang spawn origin
* Added landed sea raiders bandit gang spawn origin
* Added looters bandit gang spawn origin
* Added mountain bandits bandit gang spawn origin
* Added disgruntled villagers bandit gang spawn origin
* Added old deserters bandit gang spawn origin
* Added backwater village militia bandit gang spawn origin
* Added Blackmarket Garrison offshoot (which takes troops from the Blackmarket garrison) bandit gang spawn origin
* Added Merc band turning bandit (only if group is not hired by the player) bandit gang spawn origin
* Added Blackmarket Mercenaries (which takes troops from the Blackmarket mercs) bandit gang spawn origin
* Added Northern Merc Post Offshot (which takes troops from the northern merc post) bandit gang spawn origin
* Added Northern Merc Post Entire garrison (which takes all hireable bandits from northern merc post) bandit gang spawn origin
* Added Fort Kullak Offshoot (which takes troops from Fort Kullak's garrison) bandit gang spawn origin
* Added Bandit Horde units offshoot (which takes troops from the Bandit Horde faction) bandit gang spawn origin
* Added Fort Northwatch Offshoot (which takes troops from the Fort Northwatch garrison) bandit gang spawn origin
* Added Your bandits offshoot (only if you have a decent number of bandit units and your public opinion is above 0) bandit gang spawn origin
* Added All of Your bandits offshoot (only if you have a decent number of bandit units and your public opinion is above 50) bandit gang spawn origin
* Added ability to request not to see bandit group formation notifications on the pop up windows at the end of turn

ROOTING OUT THE LAST REMNANTS OF BANDITRY (5 features)

Have you reduced banditry to the brink? struggling to find those final pesky bandit groups? Fear not, send your spymaster to root out the remnant bandits, if successful you'll find a new bandit group made up of the last remnants which if destroyed will push that tiny bandit level even lower, keep it up and they'll be extinct.

* Added ability to send spymaster to find last remnants of banditry (only if bandit level above 0 but below 9, and all minor bandit gangs are dead, and you have a spymaster)
* Added if spymaster skill under 50 then 1 in 5 odds of finding remnant bandits
* Added if spymaster skill under 100 then 1 in 3 odds of finding remnant bandits
* Added if spymaster skill under 150 then 1 in 2 odds of finding remnant bandits
* Added if spymaster skill higher than 150 then always find remnant bandits

BANDIT LEVEL MODIFIERS (23 features)

As you and other groups exist and interact with bandits in your world the bandit level will rise and fall, if big bandit groups die off then overall banditry goes down, but a prison break? some pro-bandit laws? maybe you free 3000 of your bandit units and let them loose, then you'll see the bandit level skyrocket, helpful if you've got some rivals who are always picking fights with bandits.

* Added bandit level drops by 2 if a minor bandit gang is assimilated by you as bandit king
* Added bandit level drops by 3 if a minor bandit gang is destroyed by you or someone else
* Added bandit level drops by 10 if the bandit horde is destroyed by you or someone else, or bribed by you
* Added bandit level drops by 2 if you enact bandit scourge law (and -2 each year)
* Added bandit level drops by 2 if you enact the rehab law (and -1 each year)
* Added bandit level drops by 3 if you capture the Blackmarket
* Added bandit level drops by 3 if the (unowned) Blackmarket is destroyed in world events
* Added bandit level drops by 3 if you capture fort Northwatch
* Added bandit level drops by 3 if you capture fort Kullak
* Added bandit level drops by 2 if you re-enforce unenforced laws
* Added bandit level drops by 2 if you re-open your closed prison
* Added bandit level drops by 3 if you cancel the evil pillaging law
* Added bandit level raises by 3 if you enact the evil pillaging law
* Added bandit level raises by 1 if there is a prison break
* Added bandit level raises by 3 if Phenor successfully pulls off a bandit truce between the horde and minor gangs
* Added bandit level raises by 3 if you close your prison
* Added bandit level raises by 1 for every 150 prisoners freed when closing your prison
* Added bandit level raises by 2 if you allow outlaws back into society
* Added bandit level raises by 3 if you lose Blackmarket to bandit rebels
* Added bandit level raises by 2 if you cancel or can't pay the rehab law
* Added bandit level raises by 2 if you cancel or can't pay the bandit scourge
* Added bandit level raises by 1 for every 150 of your bandit units that you disband from your army
* Added code to prevent bandit level increasing beyond 100 and below 0

BANDIT LEVEL EFFECTS (19 features)

The bandit level of the realm effects many things, mainly how quickly new gangs arise, how quickly the bandit level continues to grow, and the recruitment bonuses for bandit factions.

* Bandit level of 90+ gives bandit horde, bandit gangs, and player if bandit king origin 3x recruitment bonus
* Bandit level of 90+ allows new minor bandit groups to instantly replace dead ones at the end of turn
* Bandit level of 90+ grants 5/6 chance of bandit level increasing by +1 at the end of turn
* Bandit level of 80+ gives 50/50 chance any empty bandit gang slot will have a replacement gang take over at the end of turn
* Bandit level of 70+ grants 4/6 chance of bandit level increasing by +1 at the end of turn
* Bandit level of 70+ gives bandit horde, bandit gangs, and player if bandit king origin 2.5x recruitment bonus
* Bandit level of 60+ gives 25% chance any empty bandit gang slot will have a replacement gang take over at the end of turn
* Bandit level of 50+ grants 3/6 chance of bandit level increasing by +1 at the end of turn
* Bandit level of 50+ gives bandit horde, bandit gangs, and player if bandit king origin 2x recruitment bonus
* Bandit level of 40+ gives 1/6 chance any empty bandit gang slot will have a replacement gang take over at the end of turn
* Bandit level of 30+ gives 1/7 chance any empty bandit gang slot will have a replacement gang take over at the end of turn
* Bandit level of 20+ gives 1/8 chance any empty bandit gang slot will have a replacement gang take over at the end of turn
* Bandit level of 10+ gives 1/9 chance any empty bandit gang slot will have a replacement gang take over at the end of turn
* Bandit level of 25+ grants 2/6 chance of bandit level increasing by +1 at the end of turn
* Bandit level of 25+ gives bandit horde, bandit gangs, and player if bandit king origin 1.5x recruitment bonus
* Bandit level of 10+ grants 1/6 chance of bandit level increasing by +1 at the end of turn
* Bandit level of 9 or less theres no chance of bandit level naturally increasing
* Bandit level of 9 or less theres no chance of new bandit gangs spawning
* Bandit level of 9 or less gives bandit horde, bandit gangs, and player if bandit king origin half their normal bandit recruits

REWORKING BANDIT ASSIMILATION (7 features)

Bandit assimilation was a feature available to players who chose/or got the Bandit King origin story, with it players with under 20 public opinion are able to attempt to assimilate minor bandit gangs into their kingdom, previously this had a 100% success rate but has now been reworked and given a cooldown as well as several issues with it fixed.

* Made bandit king assimilating minor bandit gangs not 1 in 3 odds of success instead of 100% of the time
* Limited player to one attempt per year of assimilating each gang
* Removed irrelevant text from successful assimilation screen
* Fixed 0 gold gained being shown in assimilation screen
* Fixed 0 bandits gained being shown in assimilation screen
* Fixed 0 warlords gained being shown in assimilation screen
* Added new screen for failed assimilating attempt with 3 different dialogues

DEAD GANGS (4 features)

It's always been possible that bandit gangs end up with no men but still hold land, in that event visiting said gang in diplomacy will now show a different menu where the desperate gang leader will always be willing to buy new troops at an inflated rate.

* Added new minor bandit gang diplomacy screen variant if gang has no troops
* Added ability to sell troops to desperate troopless bandit for twice normal sell value (20 gold)
* Added new dialogue and sfx when trying to talk to bandit leader of troopless gang
* Added indicator on troop sell screen showing exactly how many they can afford to buy from you

CHEAT UPDATES (8 features)

Added a new cheat for the bandit system and ended up reworking several other cheat related features!

* Added new cheat code 450 (allows bandit level to be set to anything you wish)
* Reworked 111 cheat code list to include all cheat codes
* Reworked layout of 111 cheat code list
* Reworked order of cheats to be in numerical order on cheatlist
* Added text blurb for each cheat code to 111 cheat code list
* Reworked layout of 211 Debug code list
* Updated set your origin cheat to include new origins
* Reworked layout of set your origin cheat

NEW BANDIT GRAPHICS (5 features)

A new system built on a whim that has over 121.5 million possible unique bandit troop graphics!

* Added new proc gen bandit graphic system capable of producing 121.5 million unique troop images
* Added bandit troop graphic generator to extras and generators
* Added text section to the graphic generator explaining it's origin
* Added bandit troop graphic concept notes to Warsim extras folder
* Added if loading a save from pre-bandit update, bandit gangs with receive random troop graphics

INTEREST-ING (1 feature)

Quite a neat idea by NotFox, now you'll be able to see your expected interest when you have money in the bank.

* Added indication of expected bank interest (credit NotFox)

HUNGRY MONSTERS (1 feature)

A good point made by Odieman, you couldn't feed prisoners to your monsters, now you can!

* Added the ability to feed monsters your prisoners (Credit odieman222)

VICTORY SCREENS REWORKED (17 features)

The screens for defeating factions are a little outdated, now they've all been updated with a slightly new layout. Also defeating mercenaries and kingdoms grants new different rewards than before!

* Added new small group of imprisoned soldiers victory screen reward for defeating a kingdom
* Added new reserves and hopefuls victory screen reward for defeating a kingdom
* Added new peasant rally victory screen reward for defeating a kingdom
* Added new famed knights army victory screen reward for defeating a kingdom
* Added new outlaw group victory screen reward for defeating a kingdom
* Added new peasant prisoner group victory screen reward for defeating a kingdom
* Added new treasury looted victory screen reward for defeating a kingdom
* Made reward for defeating merc groups varied between 100-4100 instead of always 1000 gold
* Made new screen for Minor goblin tribe joining you event after Krut Defeat
* Reworked minor bandit defeat screen and merged it into one
* Reworked rebels victory screens and fixed layout and grammar bugs
* Reworked bandit horde victory screens and fixed layout and grammar bugs
* Reworked Krut Victory screens and fixed grammar and layout bugs
* Reworked Erak Victory screens and fixed grammar and layout bugs
* Reworked Mercenary victory screens and fixed grammar and layout bugs
* Reworked independent kingdom victory screens and fixed grammar and layout bugs
* Reworked sentinel kingdom victory screens

BUGFIXES (18 features)

Lots of bugfixes in this, thanks to everyone who reported their issues!

* Fixed necromancer kingdoms raising the undead still happening even if the kingdom is dead
* Fixed space kingdoms blasting off event happening even if they are dead
* Fixed space kingdoms blasting off event happening even if they've already blasted off
* Fixed grammar issue in vassal independence text
* Fixed gold incorrectly shown as deducted from you when merc attack cancelled and refunded
* Fixed Nario asking how the party has been so far repeatedly
* Fixed slave revolt diplomacy unskilled diplomat warning missing
* Fixed deserters diplomacy unskilled diplomat warning missing
* Fixed theme music choice at new game improperly/not showing (active) indicator if no music selected
* Fixed getting rid of a champion in training at combat academy invalidates the training slot (credit u/YetiRoadBurger)
* Fixed buy fort gorthmek option appearing twice (credit u/YetiRoadBurger)
* Fixed issues with layout and false option number for ancient scythe in artifact market (credit u/YetiRoadBurger)
* Fixed impassioned speech throne room text bug (credit u/YetiRoadBurger)
* Fixed closing the prison text split issue
* Fixed bug with scrawny race prefix having spacing issues
* Fixed layout and text bug for love cultist throne room encounter
* Fixed what are you orders text bug issuing orders to knightly order
* Fixed extra line appearing on battle screen if not playing a timed game

CLEAR CODE (7 features)

Been clearing out some areas of the game with unused code from systesm I've worked on historically, pretty much all of this has literally no bearing on the game at all but I'm putting it here anyway.

* Removed bandit fort unused code
* Removed irrelevant code from monster fighting grand champion
* Removed uneeded code in independent messenger encounter
* Removed useless code from vampire bard guessing game
* Removed old useless remnant of custom game start code
* Removed loose useless code in game refresh phase
* Removed useless code for bards face colour

EVERYTHING ELSE (1 feature)

Noticed capturing fort northwatch didn't have it's own screen, now it does!

* Made new screen for capturing fort northwatch

SCREENSHOTS

* Infested realm - https://i.imgur.com/SpaIKGV.png
* Defeating the horde - https://i.imgur.com/Vr6h3qF.png
* New gang popping up - https://i.imgur.com/mNctuTY.png
* Almost all bandits gone - https://i.imgur.com/JDq1nY2.png
* Bandits gone - https://i.imgur.com/DtmOuoS.png
* New Bandit graphics - https://i.imgur.com/W5ziKAW.png

WHAT'S NEXT

I'm having a little break after this update and then I'm going to try and work through my backlog of bug reports and suggestions and look at some mercenary ideas from my to-do list.

Thank you for reading and hope you are all safe and well wherever you are!

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: EuchreJack on May 31, 2020, 09:16:45 am
Dunno if bug or powerful feature, but if you sent a mercenary of any size versus a bandit group (dunno about other groups), then even when they lose, all the bandits disappear (zero troops).  Works somewhat with the Rebels too.

As to awesome randomly generated fun, I looked over those independent nations that were at war with us.  Two were lead by hostile leaders, so not likely to be peace anytime soon.  But one was a race of half-demons lead by an idiot.  I sent an emissary to establish peace, and their stupid ruler asked me if it was a good idea.  I said "do it", and then we were at peace.  I pushed it a bit more and asked for an alliance.  He agreed.  They're only twice as strong as humans...
I did have to free all my slave soldiers, but most of them stayed on as regular soldiers, so that was a basically a win-win.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on May 31, 2020, 01:59:00 pm
Hey Euchre,

Cheers for sharing the bug report. I'd noticed something like this but just assumed I'd not been paying attention, just tested now and can confirm that the merc attacks seem to wipe bandits clear.

Will be looking into this asap so thanks for reporting it. When it's fixed I'll credit your username next to it!

Also that's awesome about the alliance with the half-demons, gotta love stupid rulers!
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: EuchreJack on May 31, 2020, 05:39:15 pm
Thanks!

My biggest fear is that my stupid ruler ally will die and someone competent will take over.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on June 01, 2020, 04:58:53 am
Hey,

Just a followup, I spent all of last night testing this and man it goes way deeper than just minor bandits and mercenaries.

It seems a section of code for each group post battle was written slightly wrong and though it looked like it was returning troops post battle it doesn't seem like it has been.

I found issues with Rebels, Krut, Erak, Bandit Horde, and Minor Bandits.

With and without it being a merc attack, in Skrimish, invade, and raid!

I think it's fixed now so In the next release the entire section about this big flaw will be dedicated to you for reporting it.

This major issue has been in the game for 4 years and none of the 20k steam users have reported it, nor have I seen it in all my tests and playthoughs haha

Thanks EuchreJack
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: EuchreJack on June 01, 2020, 07:35:47 pm
...well it does make the game easier, so why would they report it?  :P
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on June 02, 2020, 03:18:14 am
Haha very true!
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on June 03, 2020, 08:42:12 am
Hey everyone,

This update is me catching up on player reports and the result of some playtesting. We've got better village champion battles, slight tweaks to tournaments, tweaks to the stones of the realm, more loot, better fort demotion, a new system for kingdom names, improvements on a special event, a fix for some combat issues, and tons of other bugfixes and improvements.

VILLAGE CHAMPIONS IMPROVED (14 features)

The challenging village champions system was an afterthought, you send a champion to fight and kill the village champions if they win cool, if they lose you lose a champion... Boring. Now when you win you'll be shown the rival champion being burried and then will be awared a random item of loot from the village. While adding this in I also reworked and fixed several things in these villages champion challenge system and beyond.

* Added defeating village champion gives you a random item reward from the village
* Added new screen and sfx for defeated Rihhm champion being buried
* Reworked who shall challenge village champion screen and blocked empty champion slots
* Added 3 new random screens at start of smallhaven champion challenge
* Added new screen and sfx for defeated Smallhaven champion being buried
* Added new screen for Smallhaven new champion announcement
* Fixed Rihhm village champion doesn't want to talk to you text bug
* Fixed ransacked Smallhaven screen text bugs
* Fixed abandoned Smallhaven screen text bugs
* Fixed burned Smallhaven screen text bugs
* Fixed ransacked rihhm screen text bugs
* Fixed abandoned rihhm screen text bugs
* Fixed burned rihhm screen text bugs
* Fixed text bugs in Rihhms pre-champion challenge text

TOURNEY TWEAKS (5 features)

NotFox on steam noticed that his grand champions strength was changing after tournaments, this was due to bonus strength rewards granted to the champions but they weren't visibly shown, now there are indicators showing the change as well as a few other tweaks!

* Fixed grammar issues in many tournament screens
* Added indicator at end of 8 man tournament of +1 strength reward for winner
* Added indicator at end of 16 man tournament of +2 strength reward for winner
* Added indicator at end of 32 man tournament of +3 strength reward for winner
* Added indicator at end of grand tournament of +3 strength reward for winner

THE STONES OF THE REALM (15 features)

There are many (mainly northern) stones that can be touched and rubbed for various effects, in a playtest I realised some parts of these were lacking, now they've all been reworked!

* Added new sound effect for rubbing a stone
* Added new screen for rubbing the doomstone
* Added new screen for rubbing the explorers stone (with indicator of gained explore chance)
* Added new screen for rubbing the old stone
* Added new screen for ancient northern stone
* Added new screen with sfx for destroying ancient north stone
* Added destroying ancient north stone gives -2 public opinion
* Reworked ancient north stone secret screen
* Added new sound effect to ancient north stone secret screen
* Added new screen to rubbing the goblinstone
* Added new screen to rubbing the strengthstone
* Added new screen to rubbing the harveststone
* Fixed missing line in destroying strength stone screen
* Fixed ancient north stone secret skipping
* Fixed old stone undead horde event missing line

MOAR LOOT (20 features)

As always, seeing as a new loot reward system has been added I thought I'd broaded the loot list again!

* Added 'rare mispressed gold coin with two kissing heads' random loot artifact (worth 100 gold)
* Added 'shield made of troll hide' random loot artifact (worth 110 gold)
* Added 'statue of a peasant man' random loot artifact (worth 40 gold)
* Added 'demonic lute' random loot artifact (worth 120 gold)
* Added 'rusty old spear' random loot artifact (worth 5 gold)
* Added 'broken orcish talisman' random loot artifact (worth 6 gold)
* Added 'fake orcish talisman' random loot artifact (worth 3 gold)
* Added 'ancient orcish talisman' random loot artifact (worth 125 gold)
* Added 'mysterious rainbow coloured coin' random loot artifact (worth 150 gold)
* Added 'crown of interlaced severed fingers' random loot artifact (worth 70 gold)
* Added 'statue of a goblin head made of goblin dung' random loot artifact (worth 5 gold)
* Added 'jar of gnome poo' random loot artifact (worth 4 gold)
* Added 'diamond claw' random loot artifact (worth 350 gold)
* Added 'green emerald claw' random loot artifact (worth 150 gold)
* Added 'blue sapphire claw' random loot artifact (worth 140 gold)
* Added 'topaz claw' random loot artifact (worth 130 gold)
* Added 'yellow amber claw' random loot artifact (worth 120 gold)
* Added 'green malachite claw' random loot artifact (worth 100 gold)
* Added 'red opal claw' random loot artifact (worth 90 gold)
* Added 'fire opal claw' random loot artifact (worth 115 gold)

CHAMPIONS RETURNED (4 features)

When you demoted champions from their positions running your fortresses for you they were gone forever, now if there is room for them they return as a champion and if not you are asked if you are sure you want to demote them as they'll be removed forever!

* Added demoting leader of Northwatch allows for them to be returned as a champion (credit u/YetiRoadBurger)
* Added demoting leader of Restored North fort allows for them to be returned as champion (credit u/YetiRoadBurger)
* Added demoting leader of Gorthmek allows for them to be returned as a champion (credit u/YetiRoadBurger)
* Added demoting leader of Kullak allows for them to be returned as a champion (credit u/YetiRoadBurger)

KINGDOM NAMES (2 features)

When asking for a random kingdom name I felt most of the random ones weren't satisfactory, now there's a huge mix of cool names for your kingdom if you don't fancy Aslona!

* Added new system when asking for a random kingdom name at game start with 2/3 chance to pool from new list of kingdom names
* Added 512 new kingdom names

INCREASED CIVILITY EVENT (4 features)

It's rare but theres always been 1 in 100 chance that a group with less than 3 civilisation level could gain 1 civ level in a special event, this event previously was a line of text in the end of turn report screen but now it has it's own pop up event so if it happens you don't miss it!

* Added new screen for when independent kingdom increases it's civility in random end of turn event
* Added special notification showing if they have increased to diplomatic and trade level
* Added special notification showing their strength bonus
* Made new sound effect for independent kingdom gaining civility (modelled a little after the monolith scene from 2001: a space odyssey)

MAJOR COMBAT FLAW (5 features)

Bay12 forum member EuchreJack pointed out that attacking minor bandits with mercenaries, even if the mercs lost any of the surviving minor bandits from the battle wouldn't return home. I checked this and found that it went way deeper and effected all factions and sometimes even non-merc attacks. The code involved would have been the same for years so this bug has existed for almost all of Warsims development and gone unnoticed. I always remember seeing situations where factions lost a bunch of troops post battle but I just assumed I'd not been paying attention and they'd been attacked by someone else in the meantime. Thanks EuchreJack for reporting it!

* Fixed minor bandit troop issue (credit EuchreJack)
* Fixed krut and erak troop issue (credit EuchreJack)
* Fixed bandit horde troop issue (credit EuchreJack)
* Fixed rebel troop issue (credit EuchreJack)
* Fixed independent kingdom issue (credit EuchreJack)

BUGFIXES (20 features)

* Fixed destroyed bandit group showing random troop graphic instead of their actual troop graphic
* Fixed darkdale kings having the sir title resulting in king sir whatever
* Fixed orc name 'Kashthullurtz' having broken character inside the name
* Fixed Darkdale fort graphic extra space breaking the graphic
* Fixed missing indicator you can tell jokes in Darkdale tavern
* Fixed two bandit spawn chance texts showing up by mistake
* Fixed sounds not resetting when paying fee to look at Karalds Trophy room in smallhaven
* Fixed sounds not resetting after laughing man of smallhaven
* Fixed demon summoning in Blackmarket has no screen
* Fixed songwood and wildwood partially explored not showing option to return to previous region
* Fixed bandit assimilation system cooldown not working
* Fixed 'yoi want us to be lapdogs' bandit rejection text bug
* Fixed mercs from north merc post forming gang even if north merc post is ruined (credit NotFox)
* Fixed extra line in capturing fort gorthmek gold
* Fixed no gold check when paying for peace with krut or erak (takes you to minus gold if you don't have it)
* Fixed fix up and lands text bug (credit TuGun Jr)
* Fixed peasants shown instead of soldiers on soldiers to knight training screen (credit u/YetiRoadBurger)
* Fixed mine sounds playing if you have sounds disabled (credit u/internetfunnyman1000)
* Fixed rubbing doomstone doesn't give gameover screen, just closes game (credit u/Dalajnikon)
* Fixed game starting with no minor bandits but new ones spawning blocking you from seeing them (credit Omer)

EVERYTHING ELSE (7 features)

* Added new indicator of how many jokes attempts you have left in Darkdale taverns
* Added sound effect to smallhaven recruitment screen
* Added new indicators of gold lost for demon house in Blackmarket
* Reworked capturing fort gorthmek text
* Reworked game stats screen a bit
* Removed irrelevant bandit id code
* Reworked game over screen with missing line and colour

SCREENSHOTS

* Village champion reward - https://i.imgur.com/3boTXya.png
* Tournament winner - https://i.imgur.com/dZKqy9z.png
* Civilised - https://i.imgur.com/5mjpl0S.png
* Returned Commander - https://i.imgur.com/hFZJzI9.png

WHAT'S NEXT

I'm aiming to take a look at mercenaries and identify some possible improvements and changes as well as still clearing through a small backlog of bugreports and issues from players.

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on June 06, 2020, 04:18:20 am
Hey everyone,

This update is pretty much entirely the result of bugfixing and playtesting, I found a lot of these things needing improvement in a single playthrough.

STAFF TWEAKS (6 features)

Noticed staff training was just a single text notification at the bottom of the screen, now it's got it's own screen and is a little tidier.

* Added new screens for cancelling training for court staff
* Added new screens for starting training for court staff
* Added new screens for being unable to afford court staff training
* Added new screens for cancelling/starting/not affording to train monster trainer
* Added new screens for cancelling/starting/not affording to train game master
* Fixed 24 text anf grammar bugs with staff training text

BANKING IMPROVEMENTS (5 features)

It occured to me while playtesting how bland the bank withdraw and deposit screens are, so now I've made a much more dynamic system of screens.

* Added new screens with 23 different dynamic graphics depending on withdrawal size for bank withdrawals
* Added new screens with 23 different dynamic graphics depending on deposit size for bank deposits
* Added new screen for depositing or withdrawing 1 gold
* Added new screen if you have no gold to withdraw or deposit
* Added new screens if you try to withdrawl or deposit more than you have

DARKDALE TWEAKS (2 features)

A couple of things needing improvement in Darkdale!

* Added indicators of gold loss and troops gained in Darkdale merc post
* Added current gold bar visible when looking at buying darkdale properties

ASSURAK IMPROVED (6 features)

Found several bugs and things needing improving when attacking Camp Assurak!

* Fixed Assurak camp ruin rewards not having indicators showing what was gained
* Fixed small gold desposit Assurak reward giving you peasants instead of gold coins
* Fixed handful of gold Assurak reward not giving you any gold
* Fixed gold deposit Assurak reward not giving you any gold
* Added chance of finding bones instead of troops in Assurak
* Added new seperate screen for gold loot in Assurak

WILDWOOD SAVAGE IMPROVEMENTS (3 features)

Playtested and found that screens for destroying these places was pretty lackluster, now they've been fixed up!

* Added new screen to destroying old ruined outpost village in Wildwood (with sfx)
* Added new screen for destroying savage village in wildwood (with sfx)
* Added new loot chest discovered when destroying savage village in wildwood (with sfx)

LOSING IN A VILLAGE (4 features)

After last updates improvements on champion challenges I thought I'd further improve the event of losing against a village, it has previously been a single screen but now there's a bit more too it. Also to add insult to injury losing to a village champion will always dock you -1 public opinion!

* Added losing village champion challenge gives -1 public opinion
* Added new indicator post champion challenge loss explaining your champion is killed
* Added new cheering screen and sound effect if you lose against a village
* Added new memorial screen and sound effect for your defeated champion

MONFORT MINE IMPROVED (3 features)

Came across occupied monfort mine in a playthrough and realised capturing and freeing it was just a line of text and didn't even have a screen, now there's 4 new screens and a reward too!

* Added new screen for capturing monfort mine
* Added new screen for defeating foreign group occupying monfort mine
* Added miners reward you with random loot item for freeing them from occupiers

DOOMSTONE IMPROVED (3 features)

Viewing the doomstone was just a small bit of text telling you if any kingdom are doomed, now it's much better and more dynamic!

* Added new screen for viewing the doomstone with dynamic graphic based on if any dooms are listed
* Fixed 10 grammar bugs in doomstone viewing text
* Added sound effect for viewing doomstone if any dooms are listed

NORTHERN ANIMAL FIGHT PIT (10 features)

Another playtest sweep, found quite a few things needing improvement here.

* Fixed you pass by a the animal fight pit bug
* Reworked animal fight pit owned and unowned intros
* Fixed animal fight pit gold bar and added a new gold bar
* Reworked ruined animal fight pit text
* Fixed 17 text bugs in Animal pit fights
* Added indicator of gold spent watching animal pit fight
* Added coin sound effect to paying to watch animal fight
* Fixed text bug when destroying animal pit
* Added new screen and sfx for upgrading animal pit (shows what effect the upgrade has)
* Added new screen for capturing the animal pit

ARASUK SETTLEMENT IMPROVED (25 features)

A playtest took me to Arasuk where I found quite a few lacking areas, tried to improve and fix all I could!

* Added new option to ask to challenge Arasuk champion
* Added new option to ask Arasuk elder about the demon totems (2 responses depending on demons defeated or not)
* Added new option to ask Arasuk elder about the shrine of Xzefrak (2 responses depending on demons defeated or not)
* Added new option to ask Arasuk elder about the Seer's Hut (2 responses depending on demons defeated or not)
* Added new option to ask Arasuk elder about the Wall of Old Propehcy (2 responses depending on demons defeated or not)
* Added new option to ask Arasuk elder about the Local book shop
* Added new option to ask Arasuk elder about the Sandman Tavern
* Added new option to ask Arasuk elder about recruiting from Arasuk
* Fixed Arasuk bookshop text bug
* Added march sound effect to recruiting troops from Arasuk
* Fixed typo in Arasuk elder intro
* Fixed text issue with recruitment in Arasuk
* Added new alt dialogue when asking about Arasuk with elder post demon gate destruction
* Reworked asking about Arasuk question with village elder
* Added the sandman tavern owner doesn't answer questions and wears a cloak if demon gate is destroyed
* Fixed text bug with Arasuk elder options
* Fixed text and spacing bug for rules of sudden death in Arasuk sandman tavern
* Fixed 2 text bugs in Arasuk hostile action screen
* Fixed missing gold loot indicator for looting Arasuk
* Added 50/50 chance of looting random item from Arasuk
* Fixed text bug in Arasuk loot screen
* Fixed looting Arasuk giving double destruction screen
* Reworked destroyed Arasuk screen
* Added missing book page turn sound effects to Arasuk library
* Reworked layout of Arasuk library book screens

DRYLANDS NOMADS IMPROVED (7 features)

Noticed a few issues here, now the nomad camp is improved and actually offers a reward for destroying it too.

* Added 4 loot item reward trove when defeating nomad camp in any state
* Fixed grammar issues with demonic Koova dialogue
* Fixed 6 text bugs in demonic drylands nomad camp
* Fixed 16 text bugs in normal drylands nomad camp
* Fixed grammar and text issues with normal koova dialogues
* Added new indicators of troop loss and new location gain when trading troops with Koova
* Added new screen for defeating nomad camp

MORE LOOT... AGAIN (25 features)

As with the last update, with new areas offering more random loot I thought I'd add more loot to ensure it doesn't get too repetetive. This update we've got new areas like the freed mine, the nomad camp, Arasuk, and the savage village offering loot!

* Added 'unicorn horn fashioned into a cup' random loot artifact (worth 155 gold)
* Added 'painting of a crying gnome' random loot artifact (worth 95 gold)
* Added 'painting of a goblin on another's shoulder' random loot artifact (worth 90 gold)
* Added 'painting of two knights dueling' random loot artifact (worth 85 gold)
* Added 'painting of a troll on a bridge' random loot artifact (worth 70 gold)
* Added 'sword made of hardened mud' random loot artifact (worth 5 gold)
* Added 'model skull made from troll dung' random loot artifact (worth 2 gold)
* Added 'jewelled obsidian dagger' random loot artifact (worth 246 gold)
* Added 'golden hilted obsidian dagger' random loot artifact (worth 320 gold)
* Added 'ancient demonic idol' random loot artifact (worth 166 gold)
* Added 'demonic drum' random loot artifact (worth 130 gold)
* Added 'old wooden smoking pipe' random loot artifact (worth 3 gold)
* Added 'wizards old smoking pipe' random loot artifact (worth 50 gold)
* Added 'obsidian smoking pipe' random loot artifact (worth 100 gold)
* Added 'jewelled smoking pipe' random loot artifact (worth 150 gold)
* Added 'jewelled obsidian smoking pipe' random loot artifact (worth 200 gold)
* Added 'gold smoking pipe' random loot artifact (worth 250 gold)
* Added 'jewelled gold smoking pipe' random loot artifact (worth 350 gold)
* Added 'dictionary of rude gnome names' random loot artifact (worth 60 gold)
* Added 'jar of witch warts' random loot artifact (worth 15 gold)
* Added 'jar of orc lips' random loot artifact (worth 20 gold)
* Added 'jar of severed cthuul tentacles' random loot artifact (worth 50 gold)
* Added 'jar of centaur hooves' random loot artifact (worth 45 gold)
* Added 'jar of imp tongues' random loot artifact (worth 30 gold)
* Added 'rusty old shield' random loot artifact (worth 5 gold)

EXPLORATION EVENTS POLISHED (10 features)

Noticed a sound bug with an exploration event, ended up fixing some other issues and adding new sound effects where there weren't any!

* Fixed peasants and soldiers for hire explore event not resetting sounds
* Added sound effect to Wagon man explore encounter
* Fixed wagon man explore encounter being available even if you don't have a trade post
* Added new screen for wagon man encounter if you haven't got the trade post (with sfx)
* Added new screen for trying to sell knight to foreign king when you have none
* Fixed text bug when selling knight to foreign king
* Added marching sound effect to foreign king explore encounter
* Added sound effect for receiving gold from selling knight to foreign king
* Fixed typo in chaos orb exploration encounter
* Added new sound effect to finding chaos orb while exploring

BUGFIXES (16 features)

* Fixed random chance of dead darkdale leader replacement turning darkdale into a vassal of you
* Fixed failure to recruit smallhaven people still gives sound effect
* Fixed village sound played incorrectly after defeating smallhaven champion
* Fixed gold from bet indicator popping up randomly at end of turn
* Fixed gold from bet indicator popping up after some village champion fights
* Fixed 3 text bugs in burned village ruins in the south
* Fixed 18 text grammar and spacing bugs in first southern totem
* Fixed 18 text grammar and spacing bugs in second southern totem
* Fixed 18 text grammar and spacing bugs in third southern totem
* Fixed 18 text grammar and spacing bugs in fourth southern totem
* Fixed error with Arasuk village elders face graphic
* Fixed 13 text bugs in Oasis region of the south
* Fixed spacing bug when buying monfort mine in throne room encounter
* Fixed 12 text bugs with big red canyon text
* Fixed 10 text bugs in Drylands locations
* Fixed text spacing bug with independent doom event

EVERYTHING ELSE (1 feature)

* Added 50 new kingdom names

WHAT'S NEXT

At this point I've mentioned I'm going to be starting on merc stuff twice now in these what's next sections, but genuinely, planning on look into it from monday!

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on June 11, 2020, 04:51:17 am
Hey everyone,

So once again a few days of catching up on bugreports and testing the game has led to another 100+ new features and changes!

NEW RACE PACK (1 feature)

Thank you so much to Defender from Audiogames.net for actually creating this race pack as a mod for the game, it's perfect and will be part of Warsim. Choosing a race pack means that the races are still random but pool from a more specific set of races.

* Added new 'Greek Mythology' race pack (Dryads, Satyrs, Centaurs, Minotaurs, Harpies, Tritons, Men, Elders, Oracles, Godlings, Demigods, Half-Giants, Cyclopes, Giants) (Credit Defender)

FOREIGN MERCS IMPROVED (4 features)

After fixing a bug found by Luel I noticed that foreign mercs could have been showing their faces instead of just a sword graphic coloured the same as their skin, a new system has been added now that will show you the faces of the foreign creatures you are hiring. Also added some missing info about gold and troop changes.

* Added graphic of creature faces when hiring foriegn mercs from foreign merc hall or Darkdale
* Added missing gold loss and troop gain indicators when buying foreign mercs
* Added missing march sound effect to buying foriegn mercs
* Fixed bug being unable to hire troops from Darkdale if hired from foreign merc hall first (credit Luel)

BANDIT DEN IMPROVEMENTS (5 features)

I've added a bit more that happens when you destroy a bandit den in the Blackmarket, now if you destroy them you could find some good loot! or a pile of old news scrolls.

* Added new screen for destroying bandit den (with sfx)
* Added new system for finding loot in bandit den (1 chest, 2 chests, 3 chests, or a trove of lots) (with sfx)
* Fixed text bugs blackmarket bandit dens
* Added missing gold indicator for bribing bandit den for truce
* Reworked ask about the den section

LEAGUE OF EVIL AND GOOD IMPROVED (9 features)

So as some of you may know there's a 1 in 40 chance each year that if there are 2 or more factions that are aligned good or evil they will form a faction called the League of good, or the league of Darkness. It's a cool rare event but the notification of it happening is just a line in the turn report, well now it's been reworked to be a big main event with lots of new screens and new information shown to the player.

* Added new pop up end of turn window when league of evil is formed (with sfx)
* Added additional screens showing new members of the league of evil (with sfx)
* Added additional screen showing the citadel of darkness (with sfx)
* Added new pop up end of turn window when league of good is formed (with sfx)
* Added additional screens showing new members of the league of good (with sfx)
* Added additional screen showing the citadel of good (with sfx)
* Reworked league of goods citadel text
* Fixed 4 text bugs in good and evil league towers
* Added indicators showing new towers built and relation change for league members

BRAWLER CHAMPION TWEAKS (3 features)

Just a few things that I noticed could be improved with Brawler champions after playing around in the slum's Pit for a while.

* Added gold paid indicator when hiring a brawl winner as a champion
* Added sound effect for brawl winner refusing to be your champion
* Fixed sound restart issue if sounds disabled in Brawls

BLACKMARKET DEFENCE EVENTS IMPROVED (17 features)

So sometimes when you launch an attack on the Blackmarket it triggers one of many special events, I tested these and noticed some improvements that could be made!

* Added new sound effect to Necro army Blackmarket event
* Added new sound effect to Goblin army Blackmarket event
* Fixed text bugs in Necro army Blackmarket event
* Added new sound effect to Bandit army Blackmarket event
* Fixed text bug in game for the markets control event
* Added new sound effect to Local army Blackmarket event
* Fixed text and grammar bugs in local army Blackmarket event
* Added new sound effect to Horde army Blackmarket event
* Fixed text and grammar bugs in Horde army Blackmarket event
* Added new screen and sfx for accepting gold to not attack Blackmarket event
* Fixed accepting gold to not attack Blackmarket wasn't giving you gold nor taking it from Blackmarket
* Added indicator of Blackmarket gold loss when accepting gold
* Fixed layout of screen for taking gold to not attack market but still choosing to attack market
* Added indicator of gold spent and troops gained in Blackmarket defence merc hire event
* Added new sound effect to merc army Blackmarket event
* Added new screen and sfx for defeating undead Blackmarket defenders
* Added new screens for rps game with blackmarket leader

NEW LOOT (26 features)

As has been the rule for a while, new locations where loot can be found means new loot added!

* Added 'wedding ring' random loot artifact (worth 25 gold)
* Added 'gold wedding ring' random loot artifact (worth 150 gold)
* Added 'ancient jar of preserved honey' random loot artifact (worth 60 gold)
* Added 'finely crafted box of rare foreign spices' random loot artifact (worth 400 gold)
* Added 'rabbit foot necklace' random loot artifact (worth 35 gold)
* Added 'signet ring of an unknown noble house' random loot artifact (worth 110 gold)
* Added 'brass orb etched with strange runes' random loot artifact (worth 90 gold)
* Added 'obsidian and demon horn walking stick' random loot artifact (worth 370 gold)
* Added 'glowing translucent circlet' random loot artifact (worth 170 gold)
* Added 'pewter cube engraved with alchemical symbols' random loot artifact (worth 40 gold)
* Added 'pewter cube engraved in an unknown script' random loot artifact (worth 40 gold)
* Added 'pewter cube engraved with strange runes' random loot artifact (worth 40 gold)
* Added 'jar of rare foreign spices' random loot artifact (worth 380 gold)
* Added 'obsidian cup' random loot artifact (worth 80 gold)
* Added 'chipped obsidian cup' random loot artifact (worth 60 gold)
* Added 'finely decorated obsidian cup' random loot artifact (worth 99 gold)
* Added 'gold lined obsidian cup' random loot artifact (worth 145 gold)
* Added 'gold lined jewelled obsidian cup' random loot artifact (worth 180 gold)
* Added 'goblin's eye on a sharp stick' random loot artifact (worth 1 gold)
* Added 'small chunk of wood with a face carved into it' random loot artifact (worth 1 gold)
* Added 'small box of black pearls' random loot artifact (worth 190 gold)
* Added 'unicorn horn shield' random loot artifact (worth 210 gold)
* Added 'scroll with a crude sketch of a tree on it' random loot artifact (worth 6 gold)
* Added 'scroll with a crude sketch of a house on it' random loot artifact (worth 5 gold)
* Added 'scroll with a crude sketch of a sword on it' random loot artifact (worth 6 gold)
* Added 'amber amulet with a pre-historic fly encased inside it' random loot artifact (worth 110 gold)

SLUM DONATION IMPROVED (3 features)

Now if you go to the slums and donate to them you'll get a screen showing what has happened as a result of your donations.

* Added new screen showing slums upgrading if you donate enough to the slums
* Added new indicators showing changes made to the slums by donation max
* Added new dynamic screen (8 total screens) with sfx showing new slum watchtower build if donation maxed

RICH BE THY HISTORY NERD (6 features)

A very good idea by Luel, getting the highest possible score on history guild exams should come with a reward, now you'll get a random reward if you ace the test and a new screen! It's pretty tough though, I made the damn game and I struggle to get full marks.

* Added reward for passing first year of history guild with 20/20 score (credit Luel)
* Added reward for passing second year of history guild with 20/20 score (credit Luel)
* Added reward for passing third year of history guild with 20/20 score (credit Luel)
* Added reward for passing final year of history guild with 10/10 score (credit Luel)
* Added new screen for enrolling with history guild (with sfx)
* Added new screen for not being able to afford enrolling in history guild

SEND THE VASSALS (7 features)

I've improved the single line response from ordering vassals to attack other factions, now there's a dynamic response depending on their personality.

* Added new indicator of relation change for vassals and the enemy you have sent them after
* Added 3 responses from strange leaders
* Added 3 responses from normal leaders
* Added 3 responses from stupid leaders
* Added 3 responses from merchant leaders
* Added 3 responses from hostile leaders
* Added 3 responses from friendly leaders

BUGFIXES (13 features)

* Fixed grand champions assassination event happening even if arena is destroyed
* Fixed incorrect reference to players gender in three blades inn dialogues (credit Luel)
* Fixed issue with extremely low skilled fort generals causing game crash (credit Damon)
* Fixed 4 text issues in smallhaven options
* Fixed depositing 1 gold gives you 3 gold bug
* Fixed doomed races not having correct death text in diplomacy after doom event
* Fixed Oasis region text bug (credit u/The_Real_Mr_House)
* Fixed bandit dialogue text bug
* Fixed gro'lok book text bug
* Fixed bug where peace offer chance with third independent kingdom is bugged and remains blocked after one turn (credit u/YetiRoadBurger)
* Fixed text colour issue in playing rock paper scissors with your gamemaster
* Fixed layout and text bugs in rps with gamemaster
* Fixed Darkdale king being killed event happening even if Darkdale is destroyed

EVERYTHING ELSE (7 features)

* Added new patron name to Gro'loks stump in the west
* Added 24 new kingdom names
* Added 41 new human names
* Added gold indicator bar to Gohran's Discount artifacts
* Added current gold bar to slum gold collection screen
* Added current gold indicator to group of troops for hire throne room event
* Added new screens for rps results with gamemaster

WHAT'S NEXT

It's been a busy one again, still yet to get to my merc features but we'll get there... eventually. I've been doing way more playtesting in the last few weeks so have been finding lots of stuff that has been in need of improvement!

Hope everyone is doing well and staying safe

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on June 17, 2020, 10:37:54 am
Hey everyone, so this update once again is quite broad and covers a lot of areas. I've finally done the majority of my merc planned features and have also added a ton of new features and fixes from playtesting and player suggestion.

MERCENARY UPDATE (19 features)

As has been long promised, I've tried to clear through a bunch of notes I've had on mercenaries including majorly... the fact that mercs never charged anything after the initial cost, now they are paid yearly!

* Added merc companies cost gold each year (credit 71)
* Added merc contracts cancelled if you can't afford them
* Fixed ability to hire throne room mercs but then have them refuse to fight for you as a demon (Credit u/Buckzor122 && Xoren)
* Throne room merc company for hire now shows their unit strength
* Fixed 3 text bugs in hired merc group text
* Added new merc origin story 'Oathbreakers and deserters'
* Added new merc origin story 'Small gorge cave'
* Added new merc origin story 'sworn to a cunning giant'
* Added new merc origin story 'traders and guards'
* Added new merc origin story 'militia and army rejects'
* Added group cost indicator to merc screen
* Fixed missing lines in weak demon merc group assimilation
* Fixed missing lines in weak peasant merc group assimilation
* Fixed missing lines in weak soldier merc group assimilation
* Added new sfx to failing to assimilate group
* Fixed 15 text and grammar bugs in assimilation code
* Added new indicator of group quitting contract if assimilation attempt goes wrong
* Added new sfx to assimilating group
* Added new sfx to assimilating demon group

Merc wages at the end of the turn now! - https://i.imgur.com/6LTIxbO.png

The new merc cost indicated on the main merc screen - https://i.imgur.com/X9xZnQJ.png

And unrelated to the update but I had to share this. I encountered the most generically named mercenary company ever 'Mercenary Company' but at least they keep it simple. Sir Brom's not out here trying to get hired to paint fences.. unless its with blood - https://i.imgur.com/HApjOyv.png

MAJESTY: THE KINGDOM SIM INSPIRATION (30 features)

Recently picked up the Majesty Gold game on steam and it's a fascinating little gem from the past, it's also got some great character names that appear to be procedurally generated and some were really cool.

* Added 5 new kingdom names (Ardania/Gataria/Tullaria/Skyldale/Troth) (Ardania is the name of the Majesty main kingdom, the rest are derivitives of character names)
* Added new vampire name 'Luthiel'
* Added 26 new human names (inspired by the game)
* Added 3 new gnome names (Nugg/Mung/Fugg)
* Added new name suffix 'Heavystep' (+3 battlescore)
* Added new name suffix 'the Younger' (+2 battlescore)
* Added new name suffix 'Splitstone' (+7 battlescore)
* Added new name suffix 'the Tracker' (+11 battlescore)
* Added new name suffix 'Bigfists' (+9 battlescore)
* Added new name suffix 'Skullslam' (+15 battlescore)
* Added new name suffix 'Strongclub' (+12 battlescore)
* Added new name suffix 'Hardswing' (+11 battlescore)
* Added new name suffix 'Hardbrow' (+6 battlescore)
* Added new name suffix 'Brightbeard' (+5 battlescore)
* Added new name suffix 'Steelforge' (+6 battlescore)
* Added new name suffix 'Scragglebeard' (+1 battlescore)
* Added new name suffix 'of Downstream' (+1 battlescore)
* Added new name suffix 'Treefeller' (+5 battlescore)
* Added new name suffix 'Gnash' (+11 battlescore)
* Added new name suffix 'of the Otherplace' (+13 battlescore)
* Added new name suffix 'Daysbane' (+5 battlescore)
* Added new name suffix 'Brightstreak' (+9 battlescore)
* Added new name suffix 'Dusksprinter' (+6 battlescore)
* Added new name suffix 'Briskstep' (+3 battlescore)
* Added new name suffix 'the Darter' (+10 battlescore)
* Added new name suffix 'Quickmoon' (+8 battlescore)
* Added new name suffix 'Sternwill' (+9 battlescore)
* Added new name suffix 'Nightrush' (+11 battlescore)
* Added new name suffix 'the Observant' (+10 battlescore) (can have extra parts added to it randomly)
* Added new name suffix 'Headlopper' (+30 battlescore)

THRONE ROOM ENCOUNTERS (17 features)

Went through the throne room to fix issues with most of them not having the first letter of the text capitalised, ended up adding 10 new random encounters and making some tweaks and fixes!

* Fixed 585 capitalisation issues in the throne room
* Added new throne room encounter 'Stolen family heirloom'
* Added new throne room encounter 'The item that fell from the sky'
* Added new throne room encounter 'Behind the waterfall'
* Added new throne room encounter 'The Knights duel distraction'
* Added new throne room encounter 'Plague of the countryside'
* Added new throne room encounter 'Village vampire' (only if Wild vampires faction exists)
* Added new throne room encounter 'Village saviour' (only if wild vampires faction exists)
* Added new throne room encounter 'Some ale for the trouble' (only if wild vampires faction exists)
* Added new throne room encounter 'Door pisser'
* Added new throne room encounter 'Little trolls'
* Tweaked bandit joiners in throne room encounters to be avalable at 0 public op or below instead of 5 or below
* Fixed reference to title as king instead of custom title from bandit joiner in throne room
* Added new indicator of rebel gained soldier from rejected bonus-requesting soldier throne room encounter
* Added new indicator of horde gained warlord from rejected bonus-requesting soldier throne room encounter
* Added new indicator of merc group gained unit from rejected bonus-requesting soldier throne room encounter
* Fixed 12 text bugs with bonus requesting soldier throne room encounter

SLAVE FORT IMPROVEMENTS (14 features)

The owned slavers fort definitely had some issues, I've tried to fix as many as I could find and have now reorganised the slave fort management screen a bit.

* Fixed buying slaves dynamic 5 graphics not working
* Added new subscreen for owned slaver fort for buying and selling
* Added new screen with dynamic graphic for taking slaves from the fort (with sfx)
* Added new screen with dynamic graphic for taking slave soldiers from the fort (with sfx)
* Added new screen with dynamic graphic for selling slaves (with sfx)
* Added new screen with dynamic graphic for selling slave soldiers (with sfx)
* Added new screen for not having enough slaves to move
* Added new screen for not having enough slave soldiers to move
* Added new screen for trying to sell more slaves than you have
* Added new screen for trying to sell more slave soldiers than you have
* Added new screen for hiring slavers (with sfx)
* Added new screen for trying to hire more slavers than there are
* Added new screen for not having enough gold to hire slavers
* Fixed exploit to hire more slavers than the max (credit NotFox)

THE LAST KINGDOM INSPIRATION (2 features)

I have been binging the hell out of this series on Netflix and am really enjoying it, saw some great names that I thought could be great in Warsim!

* Added new name suffix 'the Arseling' (-2 battlescore)
* Added 52 new Last Kingdom themed human names (Rypere/Finan/Clapa/Odda/Ceowulf/Eadred/Uhtred/Skorpa/Ubba/Leofric etc)

CUSTOM GAMEMODE DEMON OPTION IMPROVEMENTS (2 features)

Now you can choose to start the game with an even bigger demon horde (2000 demons instead of the previous starting 1500 option) doesn't seem like a huge difference but it is, good luck!

* Reworked custom game demon choice screen
* Added new option to have demon horde start huge (credit u/Jean287)

DARKDALE REVISITED (4 features)

I returned to Darkdale in a playtest and found a few things to fix, will probably be returning here soon with more changes!

* Fixed text bug with Nario dialogue 'Ever so often' (should be every so often)
* Added gold indicator bar to goblin slap stall in Darkdale
* Added notification showing if ceremony of Ha'Hah is underway in cult temple (if town is ruled by cultist king)
* Added 3 alt dialogues for Mystic Myck if cult of Ha'Hah rules darkdale

BLACKMARKET GOLD INDICATOR (10 features)

Trawled through the Blackmarket and found a mountain of issues that needed resolving, first and foremost a lot of locations where you could buy stuff but couldn't see how much gold you have.

* Added current gold indicator to Blackmarket bluetrii stall
* Added current gold indicator to Elixir stall
* Added current gold indicator to orb stall
* Added current gold indicator to cheat seller stall
* Added current gold indicator to blessings stall
* Added current gold indicator to Book rental stall
* Added current gold indicator to mushroom stall
* Added current gold indicator to newspaper stall
* Added current gold indicator to wheel of wealth stall
* Added current gold indicator to key stall

A new stall with gold being shown - https://i.imgur.com/9Hxf5N8.png

BLACKMARKET FORTRESS (7 features)

I noticed some changed needed for the various possible Blackmarket Forts, these vary depending on the type of leader the market has.

* Added new screen for entering guarded Blackmarket fort
* Added new screen for entering goblin guarded Blackmarket fort
* Added new screen for entering bandit guarded Blackmarket fort
* Fixed 3 text bugs in Blackmarket leader dialogues
* Reworked Blackmarket owned by player main fort intro
* Reworked Blackmarket tax income breakdown screen
* Reworked layout of destroy Blackmarket when owned screen

GOBLIN HALL OF HEROES (4 features)

Goblin hall of heroes in Dockrow had a few issues, now resolved!

* Added new indicator of price discount in goblin hero hall for Blackmarket owners
* Added new indicator of gold spent entering goblin hall of heroes
* Added new sound effect when paying to enter goblin hall of heroes
* Fixed Orlak steel jaw text bug in goblin hall of heroes

THE QUEENS REVENGE (6 features)

Noticed this ship was a bit lackluster in Dockrow in the market during a playtest, also ended up finding out that the 'slaves' they sold were actually bluetrii fruits... weird bug.

* Added new screen with sfx for hiring slaves from queens revenge ship
* Fixed buying slaves from queens revenge gave you bluetrii instead
* Added screen for not having the gold to buy slaves from the queens revenge
* Added screen for trying to buy from empty queens revenge ship
* Added screen for expensive slave question to queens revenge
* Added screen for do I have to buy all question to queens revenge

OTHER BLACKMARKET CHANGES (20 features)

Everything else I fixed in the market, I tried to sweep through as much of the place as I could and found plenty to improve.

* Added new screen for re-establishing minor bandit groups from Blackmarket dens (with sfx)
* Added new screen and sound effect for eating mushrooms in mushroom stall in Blackmarket
* Reworked Blackmarket sudden death gold layout
* Fixed the rules of Northern sudden death in the Blackmarket
* Fixed grammar bug with Blackmarket gamemaster out of gold
* Fixed Wulf Thorenson text layout issues
* Added new screen for trying to pay for Wulf performance but not having the gold
* Fixed blackmarket stalls screen text bug
* Fixed 4 text bugs in Orb stall in Blackmarket
* Fixed 6 text bugs in blessings stall
* Added new screen for paying for blessings from blessing stall
* Fixed text bug in key stall
* Fixed 2 text bugs in Blackmarket Gallows
* Fixed 4 text bugs in asking for joiners in Blackmarket
* Reworked Blackmarket joiner screen
* Fixed 3 text bugs in 4th bandit den in Blackmarket
* Fixed 3 text bugs in 5th bandit den in Blackmarket
* Fixed Aerondiir blackmarket text bug
* Fixed 2 issues with Blackmarket graphics having 'A' banner of Aslona instead of whatever your kingdom symbol is
* Reworked Blackmarket conquest tour Dockrow description and textbug

BUGFIXES (7 features)

A bunch of loose bugs that didn't exactly fit anywhere else!

* Fixed grammar issue with foreign troop hire (credit GauRocks)
* Fixed slave freeing diplomacy crash bug
* Fixed 0 slave and 0 slave soldier hire screen bugs
* Fixed ruffian gang interaction text bug
* Fixed market slave seller in Ogloobs tavern still active even with 0 slaves
* Fixed Aslona reference in demon joke
* Fixed several arasuk elder dialogues not having a graphic

EVERYTHING ELSE (4 features)

A handful of loose things that couldn't fit anywhere else. And also a huge thank you tons to Warsim's new patron Nehoy the lord!

* Added new name suffix 'the Dreamless' (-2 battlescore) (credit Cat)
* Added new dwarf name 'Axtadar' (credit u/Axtadar)
* Added gold indicator to wishing well screen
* Added new patreon patron name to Gro'lok's stump (thank you Nehoy!)

WHAT'S NEXT

I've got a big list of stuff that still needs to be sorted through so I'm going to get straight onto that. Warsim is also nearing a very awesome milestone and I've got something up my sleeve planned for it!

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on June 26, 2020, 09:14:31 am
Hey everyone,

So the summer sale is here again finally!

I know many of you guys have Warsim, but if you don't have it yet or someone you think might like it doesn't have it yet now is definitely as good a time as ever.

Warsim is 60% off for the next two weeks (€2.59, £2.19, $3.19)

Check out the Steam page here - http://store.steampowered.com/app/659540/Warsim_The_Realm_of_Aslona/?beta=0

To all the people who've purchased the game so far, thank you so much for the immense support in these 3 years the games been on steam. We're immenently going to hit 20k total copies sold by the end of today which honestly when I think about it, as a Console window text based game in 2020 is pretty wild so thank you all for that.

I've got an update brewing which has no one specific theme but covers a lot of different areas. I'm aiming for 200 total features to commemorate hitting 20k copies sold. So far I've got 159 features done so the update will likely be out this week.

Thanks again and to any people who've newly discovered the game, Welcome!

Huw (Solo dev of Warsim)

ps. If any of you guys have ideas for other places I should share this or people who could be interested I'm always up for hearing them! :)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on June 27, 2020, 12:38:11 pm
Hey everyone,

So this is an exciting time! We were just on the cusp of it before the summer sale but now Warsim has officially sold 20'000 copies! To celebrate I've made an update with 200 features in it. To each of you 20'000 people, I honestly can't thank you enough. Genuinely.

The update has no general direction but tons of sub categories of stuff, I hope you all enjoy :)

CAN I AFFORD THE BOOZE? (22 features)

I noticed that while in taverns where you can buy ale, you can't see how much gold you've got. This is because once upon a time taverns were just locations to see but drinking in them and spending gold wasn't do-able. After the 'let the people drink' update we've been able to buy ale but still you can't see how much gold you've got. Now every tavern in the realm has something that checks how much gold you've got first. I also fixed a handful of little tavern bugs noticed while updating them all.

* Added current gold indicator to Darkdale Tavern (Darkdale)
* Added current gold indicator to Gilded Crescent Tavern (Darkdale)
* Added current gold indicator to Darkdale Cat Tavern (Darkdale)
* Added current gold indicator to Dragons Kneecap Tavern (Blackmarket)
* Added current gold indicator to Blackrow Tavern (Blackmarket)
* Added current gold indicator to Pitside Tavern (Blackmarket)
* Added current gold indicator to Thickblood Tavern
* Added current gold indicator to Silver Staff Tavern (Artifact Market)
* Added current gold indicator to Three Blades Inn (Artifact Market)
* Added current gold indicator to Sandman Tavern (Arasuk)
* Added current gold indicator to Fight coastman tavern (Shaian)
* Added current gold indicator to Shaian Tavern (Shaian)
* Added current gold indicator to Ox Head Tavern (Smallhaven)
* Fixed text bug in Ox head tavern intro
* Added current gold indicator to Human's Toe Tavern (Goblinwood)
* Fixed text bug in Human's toe tavern intro
* Added current gold indicator to Rusty Dagger Inn (Goblinwood)
* Fixed text bug in Rusty dagger inn intro
* Added current gold indicator to Dirt Den Tavern (Blackmarket)
* Added current gold indicator to Ice Watch Tavern
* Added current gold indicator to Shades Bloom Tavern (Baiaa)
* Added current gold indicator to Golden Lily Pad tavern

Here's our good friend Ogloob in his tavern - https://i.imgur.com/XT7V2eJ.png

KNIGHT TO CHAMPION (5 features)

The knight to champion screens were a little lacking, it wasn't clear what happened to the knights sometimes so now you will be shown you've lost a knight, and if it's a brawl you'll not lose the knight even if he loses the fight... he'll just lose a bit of pride.

* Added screen for knight winning fight to become champion (credit u/Jean287)
* Added screen for knight failing fight to become champion (credit u/Jean287)
* Fixed knight losing champion fight is killed when he shouldn't be (credit u/Jean287)
* Added missing -1 knight indicator to losing knight climbing saaroth to become champion
* Added missing -1 knight indicator to losing knight on quest for an item to become champion

UPGRADING THE BLACKMARKET (8 features)

Previously upgrading the Blackmarket gave you no screen or notification, once done things automatically improved but the player would be clueless as to what had improved... I even had to research and remind myself all of the various upgrade improvements for this, but now when you upgrade the market there are a bunch of new screens showing exactly what's new and what to expect.

* Added new screen with sound effect when paying for Blackmarket upgrade
* Added new screen showing the 2 Slums improvements from Blackmarket upgrade
* Added new screen showing the 2 Dockrow improvements from Blackmarket upgrade
* Added new screen showing the Blackrow improvement from Blackmarket upgrade
* Added new screen showing the Guildrow improvement from Blackmarket upgrade
* Added new screen showing the 2 Fighter's District improvements from Blackmarket upgrade
* Added new screen showing the 7 Central District improvements from Blackmarket upgrade
* Added new screen showing the 3 general improvements/changes from Blackmarket upgrade

One of the new screens that show the changes to the upgraded Blackmarket - https://i.imgur.com/AIZS1V9.png

THE LAST STAND (5 features)

Noticed a few more issues and some things that could be improved for the last stand of Krut/Erak, and bandits.

* Added new laugh sound effect to Krut leader end battle
* Fixed final stand for bandit horde skipping a screen
* Fixed final stand for Krut skipping a screen
* Added new screen for Krut King being killed
* Fixed final stand for Erak skipping a screen

GNOME INSULT BATTLES EXPANDED (13 features)

Everyone's been asking for it so here it is, gnome battles have been expanded! Now there are 50% more insults, and a total rework of the gnome battle system full of new sound effects, a new layout and more!

Hear ye, hear ye! Gnome battles they be improvin' - https://i.imgur.com/KhjmncQ.jpg

* Added 10 new brutal gnome insults
* Added 10 new gnome sound effects
* Added one of 10 random sound effects play when gnome says insult
* Added one of 10 random sound effects play for introduction to each gnomish insult warrior
* Added notification of esteem points lost in gnome battle rounds
* Added rare chance the gnomes stop and make friends and skip away holding hands
* Added colour system to break down gnome esteem
* Added random trumpet sound to winning gnome screen
* Reworked Gnome battle self-esteem level to be words as well as numbers (very strong, strong, moderate, wavering, low, very low, ruined, devastated)
* Made gnome skin colour lighter (for non independent kingdom battles)
* Merged two separate instances of gnome insult battle code into one (Throne room entertainment/Gnome independent kingdom)
* Fixed 8 gnome insult battle reaction text grammar bugs
* Fixed 4 gnome insult battle victory/defeat text grammar bugs

Here's a comparison of old and new gnome battles - https://i.imgur.com/j7WXnV8.png

GOODBYE GUARDIANS (2 features)

Noticed this camp wasn't very rewarding to clear out and didn't have a screen, now we've got new screens and loot!

* Added new screen for destroying Guardian tree camp
* Added new loot chest for destroying guardian tree camp

THICKBLOOD IMPROVED (4 features)

Only just realised how lacking the capturing/buying screens for Thickblood tavern is, now it's been fixed.

* Added sfx for buying thickblood tavern
* Added new screen for having purchased thickblood tavern
* Added new screen for capturing thickblood tavern
* Added new screen with sfx of your flag being raised over thickblood tavern (once captured/bought)

DARKDALE TWEAKS (3 features)

A handful of changes in Darkdale

* Fixed sound not playing correctly when leaving mystic Mycks in Darkdale
* Fixed sound not playing correctly when leaving Jesters society
* Added option to ask Catyr owner of Darkdale Cat Tavern about Cult of Ha'Hah (Only if Darkdale King is Cultist)

LOOT GLORIOUS LOOT (24 features)

Another fat batch of misc junk for you to find in the world!

* Added 'finely crafted sword with an amber gem encrusted in it' random loot artifact (worth 160 gold)
* Added 'diamond wedding ring' random loot artifact (worth 300 gold)
* Added 'gnome foot with gems encrusted in its toenails' random loot artifact (worth 170 gold)
* Added 'skull with crystals growing on it' random loot artifact (worth 140 gold)
* Added 'red eye amulet' random loot artifact (worth 120 gold)
* Added 'green eye amulet' random loot artifact (worth 110 gold)
* Added 'well-crafted but primitive axe' random loot artifact (worth 60 gold)
* Added 'bracer made of finely woven vines' random loot artifact (worth 20 gold)
* Added 'finely decorated gold dwarvern greathammer' random loot artifact (worth 320 gold)
* Added 'jar of angry-wasps' random loot artifact (worth 10 gold)
* Added 'black hand amulet' random loot artifact (worth 100 gold)
* Added 'red hand amulet' random loot artifact (worth 105 gold)
* Added 'jar of dead wasps' random loot artifact (worth 2 gold)
* Added 'crusty chamber pot' random loot artifact (worth 1 gold)
* Added 'purple eye amulet' random loot artifact (worth 130 gold)
* Added 'iron spike knuckled gauntlet' random loot artifact (worth 10 gold)
* Added 'finely decorated spike knuckled gauntlet' random loot artifact (worth 45 gold)
* Added 'gem encrusted spike knuckled gauntlet' random loot artifact (worth 120 gold)
* Added 'gold plated spike knuckled gauntlet' random loot artifact (worth 140 gold)
* Added 'gem encrusted gold spike knuckled gauntlet' random loot artifact (worth 320 gold)
* Added 'gem encrusted goat horn' random loot artifact (worth 120 gold)
* Added 'gem encrusted gold goat horn' random loot artifact (worth 290 gold)
* Added 'crudely carved wooden goblin idol' random loot artifact (worth 6 gold)
* Added 'crudely carved wooden dog idol' random loot artifact (worth 7 gold)

LAST KINGDOM INSPIRED NAMES (2 feature)

So I added most of the character names to the game but I'm still binging and enjoying this series so I added some new names based roughly on some names from the show.

* Added 10 new last kingdom inspired names made of previous names 'Skorik, Skyrk, Ulff, Ulaf, Wutgar, Auldhelm, Bjornhelm, Ceowald, Ceowulf, Ealdred'
* Added 83 new saxon-era themed names

WEIRD NAME SUFFIXES (12 features)

The word 'Weird' was floating in my head when I thought about name suffixes and got a bunch of ideas!

* Added new name suffix 'Weirdaxe' (+16 battlescore)
* Added new name suffix 'Weirdblade' (+15 battlescore)
* Added new name suffix 'Weirdshield' (+13 battlescore)
* Added new name suffix 'Weirdhelm' (+17 battlescore)
* Added new name suffix 'Weirdspear' (+15 battlescore)
* Added new name suffix 'Weirdmace' (+16 battlescore)
* Added new name suffix 'Oddaxe' (+15 battlescore)
* Added new name suffix 'Oddblade' (+14 battlescore)
* Added new name suffix 'Oddshield' (+12 battlescore)
* Added new name suffix 'Oddhelm' (+16 battlescore)
* Added new name suffix 'Oddspear' (+14 battlescore)
* Added new name suffix 'Oddmace' (+15 battlescore)

DEFENDER'S NAME SUFFIX REWORK (21 features)

Defender from Audiogames came forward with several issues with misspelt suffixes or suffixes that could stand to be a bit worse to the hero who got them!

* Fixed misspelt name suffix 'the Captuerer' (credit Defender)
* Fixed misspelt name suffix 'the Expreinced' (credit Defender)
* Fixed misspelt name suffix 'the Mathmatical' (credit Defender)
* Fixed misspelt name suffix 'the Talkitive' (credit Defender)
* Changed 'the Weak-Hearted' suffix from -5 battlescore to -10 (credit Defender)
* Changed 'the Fainter' suffix from -3 battlescore to -7 (credit Defender)
* Changed 'Limp-Legged' suffix from -3 battlescore to -8 (credit Defender)
* Changed 'the Slow-Minded' suffix from -3 battlescore to -5 (credit Defender)
* Changed 'the Slow-Thinking' suffix from -3 battlescore to -5 (credit Defender)
* Changed 'the Crushed' suffix from -2 battlescore to -5 (credit Defender)
* Changed 'Wine-Guzzler' suffix from 1 battlescore to -2 (credit Defender)
* Changed 'Ale-Guzzler' suffix from 1 battlescore to -2 (credit Defender)
* Changed 'the Cutesy' suffix from 1 battlescore to -3 (credit Defender)
* Changed 'the Oafish' suffix from -3 battlescore to -6 (credit Defender)
* Changed 'the Timid' suffix from -1 battlescore to -2 (credit Defender)
* Changed 'Mild-Mannered' suffix from 3 battlescore to 0 (credit Defender)
* Changed 'Beatlebrained' suffix from -3 battlescore to -5 (credit Defender)
* Changed 'the Entangled' suffix from 5 battlescore to -5 (credit Defender)
* Changed 'the Ruined' suffix from -1 battlescore to -8 (credit Defender)
* Changed 'the Impaled' suffix from -3 battlescore to -6 (credit Defender)
* Changed 'the Useless' suffix from -3 battlescore to -10 (credit Defender)

LACK OF CIVILITY (2 features)

The text describing savage kingdoms has now been made a little more dynamic and varied depending on relation and the level of savagery instead of the same exact text for all.

* Added 2 variants for unable to speak to savages depending on how savage they are
* Added 7 extra variant texts for unable to speak to savages depending on relation with them

THRONE ROOM ENTERTAINMENT INTROS (38 features)

I realised that hiring throne room entertainers (in your upgraded throne room) is immensely lackey and is just a slither of text. Now there are screens for hiring them and the entertainment menus have been upgraded a bit.

* Added gold indicator to throne room entertainment screen
* Added screen to hiring Brawlers entertainer in throne room
* Added screen to hiring Scorpion breeder entertainer in throne room
* Added screen to hiring Axe throwers entertainer in throne room
* Added screen to hiring Monster tamer entertainer in throne room
* Added screen to hiring Juggler entertainer in throne room
* Added screen to hiring Acrobat entertainer in throne room
* Added screen to hiring Poet entertainer in throne room
* Added screen to hiring Rat racer entertainer in throne room
* Added screen to hiring Game master summon entertainer in throne room
* Added screen to hiring Gar Gallock entertainer in throne room
* Added screen to hiring Orcish grunter entertainer in throne room
* Added screen to hiring Luteplayer entertainer in throne room
* Added screen to hiring Gnome whistler entertainer in throne room
* Added screen to hiring Goblin drummer entertainer in throne room
* Added screen to hiring Clicker entertainer in throne room
* Added screen to hiring Chanter entertainer in throne room
* Added screen to hiring Blackmarket shanty singers entertainer in throne room
* Added screen to hiring wulf thorenson entertainer in throne room
* Added screen to hiring wild skalds entertainer in throne room
* Added screen to hiring musical abomination entertainer in throne room
* Added screen to hiring long serpent crew entertainer in throne room
* Added screen to hiring gnome entertainers in throne room
* Added screen to hiring goblin dancer entertainer in throne room
* Added screen to hiring comedian entertainer in throne room
* Added screen to hiring farting abomination entertainer in throne room
* Added screen to hiring Sand talker entertainer in throne room
* Added screen to hiring Changeling entertainer in throne room
* Added screen to hiring Illusion Conjurer entertainer in throne room
* Fixed text bug in violent acts screen
* Fixed text bug in magic acts screen
* Fixed text bug in comedic acts screen
* Fixed text bug in every other act screen
* Fixed text bug in music acts screen
* Fixed text bug in love council
* Fixed typo with sand talker in throne room
* Removed 'you don't have the gold' notification for throne room entertainment
* Fixed throne room options not being x'ed out if you can't afford them

SONGWOOD IMPROVEMENTS (28 features)

Decided to have a look at every location in Songwood and make sure everything was up to date and working fine, I found plenty of things that needed improvement.

* Added new screen and text for viewing gravestones in songwood
* Fixed 6 text bugs in leader of love cult camp text
* Split leader of love cults large history dialogue option into 3 leaner screens instead of one bloated one
* Fixed 26 text bugs in Well-being booth in love cult camp
* Fixed 10 issues with text needing to be broken up in well-being booth dialogues
* Fixed graphic of destroyed love cult camp to match it's pre destruction size
* Added new indicator on love cult camp main screen if the cult is active in your lands or not
* Added new screen for hiring love cult from their camp
* Added new screen for trying to hire love cult from their camp but being broke
* Added new screen for cancling love cult help from their camp
* Fixed text bug with high trees of songwood
* Slightly rewrote love cult camp intro
* Slightly rewrote ruined musicians guild text
* Fixed typo in muscians guild intro screen
* Fixed 22 grammar bugs in muscians guild screens
* Added indicator of relation with musicians guild on main screen
* Added indicator of tribute taken from musicians guild
* Reworked several texts with musicians guildmaster
* Added new indicators of gold gain odds and relation change when taking tribute from the musicians guild
* Reworked all lyrics notes in music guild lyric vault to have better layout colour and page turn sfx
* Fixed guildmaster graphic not showing in intro to speaking to him screen
* Removed attempting to enter lyric vault screen
* Fixed double screen bug when destroying music guild
* Fixed grammar bug in grolok's stump first stump text
* Fixed double screen bug when destroying old cabin in songwood
* Fixed 15 text spacing issues in old cabin
* Fixed 2 grammar bugs in old cabin
* Fixed text bug in destroying ooh snake sanctuary screen

BUGFIXES (9 features)

* Fixed savage village destroying missing line bug
* Fixed Old Ruined Outpost explore screen text capitalisation issue
* Fixed no march sound effect recruiting men from hunters rest
* Fixed grammar issue with axe throwing intro text
* Fixed comeback missing space in thickblood text (credit M I N T Y)
* Fixed comeback missing space in slave fort ruler text (credit M I N T Y)
* Fixed 7 text bugs with animal descriptions (credit Defender)
* Fixed broken coin bag graphic in various places
* Fixed version number for warsim not visible on main screen in ascii disabled version of Warsim (credit Defender)

EVERYTHING ELSE (2 features)

* Added new patreon 'Defender' to the 3rd Stump of Gro'lok in the West (Thanks mate!)
* Added indicator of how much land you have in 'kingdom wants 1 land for peace agreement' diplomacy event

WHAT'S NEXT

To be honest right now I'm mainly focusing on trying to find new places to share Warsim and get it in front of people while it's on sale (open to any ideas). I'm also going to keep clearing through some loose bug reports and to-do features on my list.

Warsim is on sale - https://i.imgur.com/KIB0jcA.png

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on July 06, 2020, 04:41:15 am
Warsim 0.8.1.1 (The Wild North Improved and more! 83 Features)

Hey everyone,

So to all those new people who are joining us having picked up the game during the summer sale, welcome!

This update is mostly fixes and improvements, I swept through the Wild North region and tried to fix and improve all I could. There are 10 new loot items. I've also added new opportunities for loot when ravaging the Wildermen settlements of the Wild North. The Black Bank has been improved and brought up to speed with the Royal Bank, and several other things have been improved and fixed.

HOW MUCH GOLD DO I HAVE (14 features)

A lot of in-game areas where the player could buy stuff/pay for stuff, doesn't show how much gold they have which can be cause for annoyance. I've cleared through a bunch more areas that were lacking on gold indication!

* Added current gold bar to Arena upgrade screen
* Added current gold bar to goblin who wants 10'000 gold for excavation throne room encounter
* Added current gold bar to 1000 gold for lots of ale throne room trader
* Added current gold bar to western explorer throne room encounter
* Added current gold bar to southern explorer throne room encounter
* Added current gold bar to northern explorer throne room encounter
* Added current gold bar to magic fruit seller throne room encounter
* Added current gold bar to fruit basket seller throne room encounter
* Added current gold bar to wiseman selling advice throne room encounter
* Added current gold bar to changeling throne room encounter
* Added current gold bar to telescope seller throne room encounter
* Added current gold bar to cloak seller throne room encounter
* Added current gold bar to throne room slave seller
* Slightly reworked gold indicator in Thickblood tavern gambler

WILD NORTH TESTING (28 features)

The latest location to get a sweep for bugs and things in need of tweaking was the wild north! Found plenty of things to improve upon.

* Added new screen for destroying Wildhome
* Added new trove of 3 chests gained when destroyed Wildhome
* Added new screen for destroying Wilderman village
* Added new loot gained for destroying wilderman village
* Added new screen and sfx for destroying Saaroth Wilderman camp
* Added new loot gained when destroying Saaroth wilderman camp
* Fixed 6 text bugs with mystic hut in the Wild North
* Fixed Wilderman village text length issue
* Fixed 2 Wilderman village intro text bugs
* Fixed misaligned layout of Wild North exploration screen text
* Added new text to shadow assassin hire screen
* Fixed missing exit option to choose no assassination with shadow assassins
* Fixed paying for shadow assassin text break bug
* Fixed missing gold spent notification when paying for shadow assassin
* Fixed text bug with assassin unable to be paid screen text
* Added current gold indicator to assassin hire screen
* Fixed attack the assassin text
* Fixed trying to assassinate dead faction screen text bugs
* Fixed 5 text bugs in empty Saaroth tower text
* Fixed text bug in Wildhome text
* Added new alt text for when Animal fighting pit is out of gold
* Fixed ability to bet on animal pit fights when pit is out of gold
* Added new indicator of entry fee gold being added to animal pit betting pool
* Reworked mercenary outpost gold indicator and arena name text layout
* Added new screen for flag rising over the captured animal fight pit
* Added current gold bar to owned but unupgraded animal fight pit
* Fixed Saaroth wilderman camp text length bug
* Fixed text bug with destroyed Wildhome text

WILDERMAN THEMED LOOT (10 features)

As 2 new wilderman locations lead to gaining new loot, I thought I'd add some wilderman themed loot.

* Added 'crudely made stone shovel' random loot artifact (worth 2 gold)
* Added 'crudely made stone pickaxe' random loot artifact (worth 3 gold)
* Added 'crudely made stone sword' random loot artifact (worth 2 gold)
* Added 'crudely made stone hammer' random loot artifact (worth 2 gold)
* Added 'crudely made stone axe' random loot artifact (worth 2 gold)
* Added 'finely crafted stone spear adorned with gems' random loot artifact (worth 95 gold)
* Added 'crudely made stone spear adorned with gems' random loot artifact (worth 60 gold)
* Added 'finely crafted stone spear' random loot artifact (worth 8 gold)
* Added 'dull spear made of wood and stone' random loot artifact (worth 4 gold)
* Added 'crudely woven doll made of flax' random loot artifact (worth 2 gold)

CAT WALL EXPANSION (2 features)

A little suggestion implemented, now the Cat Wall of Fame in the Darkdale Cat Tavern has more detail, and there's also a wall of shame!

* Reworked Cat wall of fame in Darkdale Cat Tavern (credit Cat)
* Added Cat wall of shame to Darkdale Cat Tavern (credit Cat)

BLACK BANK IMPROVED (9 features)

A while ago the royal bank got a facelift, but these upgrades never reached the Black Bank, now the Black Bank is improved in the same ways as the royal bank, but it also has had an improvement on it's loan system, previously Black Bank loans had to be repaid within the same year or you'd be killed, now they allow you up to 5 years. Which does make the Black Bank loan of 1 million gold, a bit more viable as a dangerous strategy.

* Reworked Black Bank loan section
* Added new 5 year repayment system for Black Bank loans
* Added new screens with 23 different dynamic graphics depending on withdrawal size for black bank withdrawals
* Added new screens with 23 different dynamic graphics depending on deposit size for black bank deposits
* Added new screen for depositing or withdrawing 1 gold from Black Bank
* Added new screen if you have no gold to withdraw or deposit from Black Bank
* Added new screens if you try to withdrawl or deposit more than you have from Black Bank
* Fixed scientific exponent number shown with big bank loans in Black bank
* Fixed infinite loop of being able to beg for mercy from Black Bank and avoid loan repayment

HLOK MINE IMPROVED (6 features)

I noticed some things needing improvement in Hlok mine to the Far North. Now it's much better than before!

* Fixed 2 text bugs in collapsed Hlok mine screen
* Fixed 3 text bugs in general Hlok mine screens
* Added new graphic for owned Hlok mine using player kingdoms flag symbol
* Added new screen for capturing Hlok mine
* Added new flag raise screen with sfx once Hlok mine is captured
* Fixed missing screen when collapsing Hlok mine without any workers inside

DEMON SUMMONING IMPROVEMENTS (3 features)

The demon summoning encounter in the Blackmarket was a bit off, now it's been improved.

* Added new sound effect for house marked X demon summon screen
* Added new screen for demon being summoned in Blackmarket
* Fixed missing screen break for Demonic king version of Demon summon screen

BUGFIXES (15 features)

Lots of bugfixes here, thanks to u/rakint, u/BuffPocketMidget, u/ColonelKepler, and Defender for their bugreports! It's immensely helpful and ensures the issues you guys face don't bother others so it's much appreciated.

* Fixed bug with demonic start option in origin choice screen (credit u/rakint)
* Fixed Thickblood tavern gambler text colour bug
* Fixed scientific exponent number shown with big bank loans in royal bank
* Fixed scientific exponent number shown with big arena wins (credit u/BuffPocketMidget)
* Fixed text bug in Sword from the stone origin description
* Fixed text layout bug in Diplomat wants payrise throne room encounter
* Fixed text layout bug in Spymaster wants payrise throne room encounter
* Fixed text layout bug in General wants payrise throne room encounter
* Fixed missing indicator of lost staff member to the staff payrise throne room encounters where you reject the payrise and the staff roll to leave your service
* Fixed text bug in variant no bank gambler king origin (credit u/ColonelKepler)
* Fixed 3 text bugs in Blackmarket main fort intro texts
* Fixed text bug in providing soldiers to vamp hunters text (credit Defender)
* Fixed text bug in successful goblin mining venture screen (credit Defender)
* Fixed text bug in Blacksmith design for helmet acceptance text (credit Defender)
* Fixed missing new kingdom money report from general for gambler king gold reserve variant (credit u/ColonelKepler)

EVERYTHING ELSE (4 features)

* Made all exploration region name titles white coloured instead of yellow
* Added indicator of active trade route on main screen with eastern trade post
* Added inidcator of active trade route on main screen with wagon man post
* Added new screen for capturing shallowrock mine from the greenskins

WHAT'S NEXT

I've been doing lots of playtesting myself recently and noting bugs and things to improve, that list has now over 100 things on it so I'm planning to get stuck in and clear the list and then move back on track with some more needed updates.

It's been a busy time with the steam sale, but I also just figured out how to get Morrowind on Andoid and lets just say, I forgot how great and immersive of a game Morrowind is.

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Grand Sage on July 06, 2020, 07:12:10 am
Awesome stuff, I find it hard to keep up! ;P Keep it going :)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on July 06, 2020, 06:52:37 pm
Thanks mate! Much appreciated :)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on July 14, 2020, 11:25:24 am
Hey everyone,

So this update didn't have any particular direction, the main aim was to clear through bug reports and recent suggestions and to continue testing the exploration locations of the game world and make sure everything is working as intended.

What I ended up with was an update adding a new drinking competition, origins of tavern brawls, improvements on the northern fort, wheel of wealth, Ruined arena, South coast region, Magic theatre and way more. I hope you guys enjoy it!

DEALING WITH KAFF OF DARKDALE (5 features)

Defender from Audiogames mentioned that as ruler of Darkdale he'd love the ability to remove the scam-stall run by Kaff, now you can do so, with Kaff offering an interesting alternative, you beat her in a drinking competition and she leaves, else she stays. Are you up for it?

* Added ability to shut down Kaff's legitimate goods stall if you rule Darkdale
* Added Kaff challenging you to a drinking contest to settle your dispute (with dynamic text based on your previous interactions with her)
* Added Screen for allowing Kaff to go free
* Added screen and sfx for arresting Kaff (+1 prisoner, +random loot)
* Added ability to have a drinking contest against Kaff (if you win, +random loot)

TAVERN BRAWL ORIGINS (4 features)

Ever wondered why when you watch a tavern brawl, a fight occurs out of nowhere. Now there's a system that explains why those two are fighting and there's plenty of variety.

* Added new system for bar fight origins now you will be told a story as to why the people are fighting
* Added new screen for fight origin story
* Added 5 random intros to finding a fight
* Added 15 fight origin stories

NORTHERN FORT REPAIRED (2 features)

Had a report of a bug in the Northern fort and found a second one while testing, all fixed now though

* Fixed screen not resetting when installing commander of northern repaired fortress
* Fixed inability to add max troop number to northern repaired fortress (credit u/MorganFreecock <-LOL)

WHEEL OF WEALTH RESPUN (5 features)

Checked out the Wheel of Wealth in a recent playtest and fixed it up a bit with some new screens and sound effects.

* Added new gold gained indicator for Wheel of Wealth
* Fixed text colour issue with wheel of wealth victory text
* Fixed 12 text bugs in wheel of wealth screens
* Added new coin gain sound effect for winning wheel of wealth
* Added new special screen and sfx for winning grand prize on wheel of wealth

RUINED ARENA FIXES (4 features)

The ruined arena screens were pretty bad, noticed in a playtest and have fixed it!

* Fixed 3 text bugs in ruined arena screens
* Fixed broken layout in ruined arena screens
* Added gold indicator to ruined arena rebuild screen
* Added new screen for paying to rebuild arena

SOUTH COAST IMPROVEMENTS (9 features)

I did a sweep of the South Coast region to see if there was anything that could stand to be improved, found a few things!

* Fixed text bug in coast wall screen
* Added indicator of trade route with Nalli trade post if trading with them
* Fixed text bug in harbour master texts in Shaian
* Fixed text colour issues in swampy cup game in Shaian
* Added new sound effect to Swampy cup game in Shaian
* Reworked some of the coastal king dialogues in Shaian
* Fixed text colour issues in swampy cup game in Shaian tavern
* Added new sound effect to swampy cup game in Shaian tavern
* Added march sound effect to recruiting troops in Shaian

MAGIC THEATRE REWORKED (19 features)

The magic theatre was quite awful, I've tried to upgrade every aspect of it and improve it where possible especially when owned. There are now more screens and sound effects in every part of the system.

* Fixed 4 text bugs with Magic theatre intro text
* Reworked layout of gold indicator on unowned magic theatre screen
* Added gold indicator to owned but unupgraded magic theatre
* Added new graphic for magic theatre casting spell
* Added screen and sfx for paying for a performance at magic theatre
* Added new aftermath text for magic fish performance
* Added hiss sound effect to dialogue with magic theatre mage
* Added new aftermath text for arrow performance
* Added new aftermath text for decaying demon performance
* Added screen for buying the magic theatre from the mage
* Added screen for your flag rising above magic theatre once owned (with sfx)
* Added screen introducing apprentice mage when buying theatre (with sfx)
* Added new screen for owned magic theatre spell casting
* Added new aftermath text for dizzying star performance
* Added new aftermath text for bellowing start performance
* Added new aftermath text for drunken money performance
* Added ability to speak to apprentice mage and ask one of 7 questions (6 if the place is fully upgraded)
* Added new screen with sfx for paying for magic theatre upgrade
* Added new screen for upgrading magic theatre showing graphic change and all 4 new benefits and unlocks

ENTRY FEE! FOR ME? (3 features)

u/lordintype made a good suggestion a little while back, you should be able to plead with the leader of the Blackmarket not to charge you a toll as Mercantile leaders can slap a hefty 50 gold entry fee each time you enter.

* Added the ability to ask Blackmarket leaders not to charge you an entry fee (if mercantile leader) (credit u/lordintype)
* Added 3 random texts for asking for no toll from Blackmarket leader (credit u/lordintype)
* Added 3 random gate entrance texts for guard allowing you free entry after having the fee removed by Blackmarket Leader (credit u/lordintype)

GAR'GALLOCK IMPROVEMENTS (2 features)

Noticed two issues with him, now all sorted!

* Added gold indicator to GarGallock
* Fixed Blackmarket music not resetting after GarGallock advice

BLACKMARKET SCAM EVENT IMPROVED (3 features)

In a playthrough I noticed these could be done a little better, now some improvements have been made.

* Fixed 3 text bugs in Blackmarket scam event
* Reworked some text and layout of Blackmarket scam event
* Added new screen for ending of scam success event with laughing man

BRAWL PIT IMPROVEMENTS (2 features)

I noticed that champion fights and two pits battles as Brawl Pit owner didn't use the same system as normal pit fights to show you the gold you've earned, now they do!

* Added brawl pit champion fights and battle of two pit fights give you gold bag reward screen
* Added colour layout to the pit champion and two pits fight aftermath income screens

MORE GOLD INDICATORS (2 features)

Still some more places where it doesn't tell you how much gold you have when you need to see it, trying to remedy this as much as I can.

* Added new gold indicator to Blackmarket coin flipper
* Added new gold indicator to Blackmarket toll screen

BUGFIXES (15 features)

A ton of bugfixes this time, thanks Defender for your reports and bugfinds, and also to u/legalrick2!

* Fixed Long Serpent ship text layout issue
* Fixed minor bandit screen exiting bug
* Fixed Aslona reference in goblin and king joke (credit Defender)
* Fixed Aslona reference in royal bank joke (credit Defender)
* Fixed Aslona reference in mercenary stories (credit Defender)
* Fixed missing screen sometimes when assimilating mercs leader joins you as a knight
* Fixed Drumloop in battle sounds treated as a sound effect not music and not being blocked by music off option (credit u/legalrick2)
* Fixed 'Leather belt that smells of lavender' item name bug (credit Defender)
* Fixed text bug with heartbroken farmer's boy throne room encounter (credit Defender)
* Fixed missing text when gamemaster refuses to hand over gold in throne room (credit Defender)
* Fixed duplicate 'I' in text when game master says arrest me when asking to hand over gold in throne room (credit Defender)
* Fixed missing text when throwing game master out of court (credit Defender)
* Fixed text error showing 1000 gold cost to host party in Darkdale as only 100 gold in error message when gold lower than 1000
* Fixed not receiving gold prize purse for winning goblin drinking competition
* Fixed text bug in fully upgraded owned arena tourney text

EVERYTHING ELSE (6 features)

A few general things here, a new guide in Warsim's files for some of the visually impaired players who play Warsim without any ascii. A pretty big change in mercenary companies only having a single assimilation attempt per year, and several other features and changes!

* Added new guide to setting up ascii-less version of Warsim in Warsim files for Blind Players (Credit Defender)
* Added new system ensuring merc groups can only have one assimilation attempt per year (credit u/TheGamingDictator)
* Reworked two direction names in the Black tower of Baiaa (Credit Angel De'Haven)
* Made it 10x rarer to get lucky on last coin toss (but still luckier than normal) with wishing well (Credit LexTheMighty)
* Added the ability to talk to the wagon man in the wagon man's trade post in Denland (6 dialogues)
* Made random drunk events 3x rarer during drinking contests

SCREENSHOTS

* Upgrading the new and improved magic theatre - https://i.imgur.com/HCZtcxP.png
* The new mage apprentice who runs the magic theatre for you - https://i.imgur.com/XfsccNl.png
* The Wheel of Wealth improved - https://i.imgur.com/4Kehw7O.png
* A drinking contest you say? - https://i.imgur.com/bIV0kgc.png
* She's pretty good at Drinking - https://i.imgur.com/nRuV0BQ.png

WHAT'S NEXT

I still have a backlog of bug reports and feature suggestions to look into and then the next main focus will be reworking the games intro tutorial from being a wall of vaigue text to being a system a little more comprehensive and helpful.

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on July 22, 2020, 06:16:08 pm
Warsim 0.8.1.3 (Defender Update, 118 features)

Hey everyone,

So this update is a special one and is almost entirely thanks to members of the Warsim community, chiefly Defender from Audiogames.net a community for blind or visually impaired gamers and one of Warsim's main longtime community strongholds. Defender had like many times in the past few years spent some time collecting a large list of bugs, errors, and suggestions from his playthroughs. The list was impressive and contained over 100 things and I've tried to clear through it all as best I can. Thanks Defender, and everyone who has helped make this game better!

SELF FIGHTING GOBLINS! (4 features)

After reading a bug report from Misery on steam mentioning some units hitting themselves instead of their opponents I found it hilarious, it's now a feature. Now the goblins of Uktak have a strange passtime! Self-fighting, who can beat themselves up for the longest?

Self fight steam link - https://steamcommunity.com/app/659540/discussions/0/2646378342130510349/

* Added ability to watch goblin self-fights in Uktak village (credit Misery)
* Added self-fights, brawls where the fighters hit themselves instead of their opponents
* Added pre-fight text for goblin self fight in Uktak
* Added post-fight screen for self fight survivor

MORE NAMES LORD? (2 features)

Can't ever have too many possible character names right? I checked for duplicates using a tool and added 21 new ones based on welsh and english names from the Anglo-Saxon period.

* Added 21 new human names (Geot, Godulf, Clydog, Rhain, Triffyn, Clotri, Aergol, etc)
* Removed 9 duplicate human names

I SEE ASCII! (5 features)

Thanks for bringing these to my attention Defender! Warsim's Ascii-less text only version for visually impaired players is mostly fine but Defender's identified a few bits of ascii that appear to have snuck through the filter and thus will be read aloud by screenreading software and annoy the hell out of the people playing. All fixed now!

* Fixed ascii art for Goblinwood berserkers not filtered by ascii blocker (credit Defender)
* Fixed ascii art for viewing wilderman saaroth camp not filtered by ascii blocker (credit Defender)
* Added Gro'lok's stump names visible when ascii is disabled (credit Defender)
* Fixed ascii art for general's new helmet creation screen not filtered by ascii blocker (credit Defender)
* Fixed ascii art for minor goblin clans visible when ascii is disabled (credit Defender)

DISCOVERING BAIAA (3 features)

I'm not going to spoil things too much for those who haven't found it yet but upon being reported a few bugs from Baiaa I ended up reworking the discovery screens and expanding them a bit.

* Reworked text for discovering the Baiaa (credit Defender)
* Added new screen with sfx for knight placing flag in newly discovered Baiaa door (credit Defender)
* Fixed text bug in attacking Baiaa text (credit Defender)

BLACKMARKET CAPTURE IMPROVEMENTS (4 features)

Defender pointed out there's no immediate feedback when capturing the Blackmarket and defeating the guards, now there are a few new screens!

* Fixed being allowed into the Blackmarket when asking why you're not
* Added new screen for capturing Blackmarket initially (credit Defender)
* Added new visible indicator of bandit level drop from defeating the Blackmarket
* Added new screen for flag being raised over the Blackmarket with Sfx

ROCK JUMPING IMPROVED (5 features)

Good and long overdue addition thanks for the suggestion Defender, I'd been meaning to do this a long time ago!

* Added dynamic sound system with 5 sounds for nomad rock jumping (credit Defender)
* Added sound effect for nomad falling to their death (credit Defender)
* Added notification for nomads losing a troop during a rock jumping match
* Fixed 6 text layout bugs with nomad rock jumping
* Fixed 20 grammar bugs with rock jumping texts

VASSAL RECRUITS IMPROVEMENTS (2 features)

It was pointed out by Defender that this text was showing 'You are sent 0 troops by VassalName' now it's been improved a bit.

* Added new text if vassal only sends a single unit
* Added new text if vassal cannot send any troops instead of just showing normal text with you are sent 0 troops (credit Defender)

MORE SOUND EFFECTS (5 features)

Can never have too many sound effects in game, now more areas that were devoid of sound have it!

* Added burning and screaming sounds to burning Rihhm Village down in a raid (credit Defender)
* Added burning and screaming sounds to burning Smallhaven Village down in a raid (credit Defender)
* Added sound effect to recruiting troops from Rihhm village (credit Defender)
* Added sound effect to recruiting goblin berserkers from Goblinwood
* Added new screen and sound effect for retreating from Baiaa after claiming you are there to conquer (credit Defender)

BUGFIXES (79 features)

This bulk of this update, tons of bugs and text bugs. Thanks Defender, u/legalrick2, and u/TheGamingDictator for your reports

* Fixed asking about Northwatch shows image of fort without your kingdoms banner on it
* Fixed recruiting in Darkdale only working one time and never again (credit Defender)
* Fixed Rihhm terraforming applaud sound effect never stopping if music is disabled (credit u/legalrick2)
* Fixed not being kicked out of diplomacy menu if diplomat is killed in diplomatic action (credit Defender)
* Fixed bandit seller in Thickblood tavern referring to his men as prisoners (credit Defender)
* Fixed getting a free drink from Gorbar the darkdale brewer incorrectly showing you text for drinking at a bar you own (credit Defender)
* Fixed missing text for ascii disabled archery competition missed text (credit Defender)
* Fixed incorrect 10% interest yearly rate shown in royal bank (credit u/TheGamingDictator)
* Fixed east dock company income now included in total gold gained figured in income report (credit u/TheGamingDictator)
* Fixed missing text when annexing a vassals army (credit Defender)
* Fixed typo in huntsman's rest question with goblinwood advisor (credit Defender)
* Fixed 2 text bugs in castle Ko'lok history (credit Defender)
* Fixed text bug in Gnat's meat shop (credit Defender)
* Fixed 3 text bugs in Golok's home cooking (credit Defender)
* Fixed 3 text bugs in Ngrek's Boneworks (credit Defender)
* Fixed 2 text bugs in Gkabs poisonarium (credit Defender)
* Fixed 3 text bugs in Goblinwood Leafburner's guild (credit Defender)
* Fixed text bug with Klethus the guildmaster of the Goblinwood Leafburner's guild (credit Defender)
* Fixed Goblinwood crier text bug (credit Defender)
* Fixed Goblinwood Guard tower text bug (credit Defender)
* Fixed 3 text bugs in goblinwood drum school (credit Defender)
* Fixed 2 text bugs in Goblinwood drum school master text (credit Defender)
* Fixed missing text for Rusty Dagger brawl breakup text (credit Defender)
* Fixed text bug in Goblinwood king's 500 gold pledge to the poor (credit Defender)
* Fixed text bug in goblinwood drinking comp tray carrying text (credit Defender)
* Fixed 3 text bugs with hiring mercs from Goblinwood (credit Defender)
* Fixed text bug in Nairo party intro to Myck (credit Defender)
* Fixed drink spill event at Nairo's party text bug (credit Defender)
* Fixed text bug on no recruits remaining option in Darkdale folk district (credit Defender)
* Fixed incorrect text for hiring single unit from Goblinwood
* Fixed text bug in market favour fading event (credit Defender)
* Fixed Rihhm elder belltower question text bug (credit Defender)
* Fixed Rihhm belltower text bug (credit Defender)
* Fixed text bugs from converting bandits to soldiers (credit Defender)
* Fixed 3 text bugs in holy order of the roses (credit Defender)
* Fixed discraced text bug in bandit horde elite unit (credit Defender)
* Fixed 3 text bugs in rehabilitation law screens (credit Defender)
* Fixed 2 text bugs in leafburner's guild in Huntsmans rest (credit Defender)
* Fixed text bug in leafburner's guild main screen (credit Defender)
* Fixed grammar bug in archery comp huntsmans rest intro text (credit Defender)
* Fixed lone arrow tavern plaque text bug (credit Defender)
* Fixed 2 text bugs in trade post for huntsmans rest leader (credit Defender)
* Fixed 2 text bugs in fletcher's shop (credit Defender)
* Fixed 2 bugs with Jester's son throne room encounter referring to the player as 'lord' instead of custom lordly title (credit u/TheGamingDictator)
* Fixed insane mode intro text grammar bug (credit u/TheGamingDictator)
* Fixed 4 text bugs in slavers fort history text (credit u/TheGamingDictator)
* Fixed small house marked x option tag in Blackmarket
* Fixed text bug with dialogue when asking moneygrubber bandit leader what his bandits do (credit Defender)
* Fixed text bug in ice watch tavern (credit Defender)
* Fixed text bug in Ice watch tavern owner intro text (credit Defender)
* Fixed and rewrote 'How do you exist' dialogue with Ice watch tavern owner (credit Defender)
* Fixed text bug in Ice watch keep wild north question (credit Defender)
* Fixed text bug with bank loan inquiry screen (credit Defender)
* Fixed 4 text and spacing bugs in slavers fort destruction text (credit Defender)
* Fixed demonic carving text bug (credit Defender)
* Fixed text bug with Galbak the grunter (credit Defender)
* Fixed 'Visit the speak to the Bearfolk elder' text bug (credit Defender)
* Fixed text bug with Shaian Bayside Habourmaster question about Shaian (credit Defender)
* Fixed text bug when looking at Shaian Pearl Wall (credit Defender)
* Fixed text bug in Shaian armoury intro text (credit Defender)
* Fixed text bug when asking Shaian armourer about the city (credit Defender)
* Fixed text bug in Shaian merc post description (credit Defender)
* Fixed text bug in Shaian mage tower death room (credit Defender)
* Fixed text bug when talking to the man in the master room of Shaian (credit Defender)
* Fixed text bug in Kullak book in hall of coastal history (credit Defender)
* Fixed text bug in Great wall book in hall of coastal history (credit Defender)
* Fixed 3 text bugs and reworked text of The swamplands book in hall of coastal history (credit Defender)
* Fixed 2 text bugs in Pirate wars book in the hall of coastal history (credit Defender)
* Fixed 8 text bugs in Strange statue in the swamp (credit Defender)
* Fixed 5 issues with the variant strange swamp statue text layouts (credit Defender)
* Fixed 2 text bugs with Golden Lilypad tavern bartender intro text (credit Defender)
* Fixed text bug when choosing a cup in Daplogk's cup game (credit Defender)
* Fixed text bug when finding warriors for hire when exploring (credit Defender)
* Fixed text bug when finding peasants for hire when exploring (credit Defender)
* Fixed text bug in jungle temple intro text (credit Defender)
* Fixed text bug when watchtower is build in slums during slum upgrade (credit Defender)
* Fixed text bug in intro to swampy cup game in Shaian (credit Defender)
* Fixed text bug in intro screen for minor goblin clans
* Fixed text bug in intro to militia screen

EVERYTHING ELSE (9 features)

There are a few different things in here that I couldn't fit in any other category but some good changes here!

* Increased starting gold for Fort Gorthmek treasury by 10x (credit Defender)
* Added ability to ask to send no more champions instead of having to manually say no to sending each champion to combat when choosing your own army (Credit Defender)
* Added -1 Bandit level for defeating the Bandit Garrison of the Animal fight pit (credit Defender)
* Added new indicator of how many independent units you already have when buying new one from independent kingdoms (credit Defender)
* Removed puking during drinking competitions helping you win
* Rewrote goblinwood drum school intro text (credit Defender)
* Rewrote description for Golok's home cooking main screen (credit Defender)
* Rewrote Poisonarium poison descriptions (credit Defender)
* Added u/Aethyrsix in credits for making the first Satyr face (credit u/TheGamingDictator)

SCREENSHOTS

* The start of a self-fight in Uktak - https://i.imgur.com/zdJAKg5.png
* The fight is underway! - https://i.imgur.com/IioLA1z.png
* The goblin known as Snuggirt of the Ancient Isle wins! - https://i.imgur.com/BzQAEdL.png
* Capturing the Blackmarket - https://i.imgur.com/iIzRc8L.png
* Up goes the flag - https://i.imgur.com/FcJiUgP.png
* Choosing if you want to send heroes into battle - https://i.imgur.com/GO6zNy1.png
* Fleeing from Baiaa - https://i.imgur.com/em7kjpN.png

WHAT'S NEXT

I was planning on reworking the games tutorial but got caught up in this bugfixing and feature list, I'm hoping while continuing to clear through backlog reports I can rework the tutorial.

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on July 29, 2020, 04:28:43 pm
Hey everyone,

THE GREAT COASTAL WINDS (4 features)

I made and recorded a new little song that's sung in the Bayside Docks of Shaian, the coastal city. I also added some new dialogues for the Habourmaster there.

* Added new song 'The Great Coastal Winds' to the game
* Added new option in the bayside district of Shaian to listen to the singing coastman
* Added 5 new options to the habourmaster of Shaian (you may ask him about stuff within the bayside district that previously you couldn't, including the new singing coastman)
* Added 'The Great Coastal Winds.txt' lyrics text to Warsim 'Extras\Ascii Art Text Files' directory

SCORPION PIT IMPROVEMENTS (2 features)

Now you can attack the place, you don't just have to buy it!

* Fixed destroying the scorpion fighting pit instantly shows you the text for if you revisited the ruins after destruction screen
* Added the ability to attack the scorpion fighting pit (credit Defender)

THRONE ROOM IMPROVEMENTS (13 features)

Defender found quite a few throne room related bugs and issues, I've also added a few new encounters!

* Added Captain collecting troops to bring to you throne room encounter
* Added village trained warriors against demons throne room encounter
* Rewrote text for farmer needs security for his lands throne room encounter (credit Defender)
* Fixed warrior and his warband throne room encounter text bug (credit Defender)
* Fixed text bug in dream to join your army throne room encounter (credit Defender)
* Fixed throne room blacksmith encounter graphics not blocked by ascii filter (Credit Defender)
* Fixed herbalist hair cut incident throne room text bug (credit Defender)
* Fixed visions of fighting throne room encounter text bug (credit Defender)
* Fixed knight killed two krut goblins throne room encounter text bug (credit Defender)
* Fixed Blackmarket complainer throne room encounter text bug (credit Defender)
* Fixed Seek a quest worth of me text bug (Credit Defender)
* Fixed man joining penniless monks throne room encounter text bug (credit Defender)
* Fixed man wishes to greet you throne room text bug (Credit Defender)

MERCENARY COST REWORK (2 features)

Some quite important changes to mercenaries, now they are more affordable per year after their initial cost.

* Reworked mercenaries so that they cost half their hire cost per year instead of the full hire cost per year (credit Defender)
* Updated mercenary hire screen to show hire and annual costs

GOBLIN SPEAKER (4 features)

The goblin speaker training in Goblinwood has now been improved much more, once the new sound effect was recorded I laughed for a straight minute so it's worth checking out if you have the chance.

* Removed notification for no gold when trying to pay for goblin speaker training
* Added new screen for goblin training when paid for
* Added new sound effect for goblin speaking training (one of the funniest sfx I've done imo)
* Added new gold indicator in goblin training screen

GOLEMS REWORKED (4 features... Or 36.3 billion)

After looking through all the face generation systems in game and ranking them by total faces they can output, Golems were at the bottom of the list with a measly 7 million possible faces. I've wanted to rework them for a while so I created some samples and completely remade the system from the ground up. Now the new Golems have 36.3 billion possible faces!

Here's the list of in-game face generators and their respective total number of faces that can be generated - https://i.imgur.com/1AL9Aay.png

* Remade Golem faces and scrapped the old system and it's 7 million golems
* Added 36.3 billion new Golem faces
* Updated Golem face generator to use the new system
* Added Old Golems data to Warsims extras folder (Extras\Warsim Faces) with instructions on how to reinstall old golem faces if you wish to

Some new golems - https://i.imgur.com/0ofZdeN.png

And some new proc gen golem races - https://i.imgur.com/P1BpHKf.png

BILLIONS OF FACES FOR ALL (4 features... or 26 billion)

After the above race face tracking, I planned to improve the generators for the remaining 4 races below a billion. Now there are no face generators in Warsim that produce less than 1 billion faces!

* Added 22.5 billion new lizardmen faces (was 100 million now 22.6 billion)
* Added 1.6 billion new blogroki faces (was 74 million now 1.67 billion)
* Added 1.4 billion new mushroom men faces (was 237 million now 1.6 billion)
* Added 1.2 billion new skeerok faces (was 126 million now 1.3 billion)

Here's that same race list with the new improvements - https://i.imgur.com/O9jTzpb.png

THRONE ROOM ADDITIONS (6 features)

A few tweaks and new throne room encounters to keep things as fresh as possible!

* Added 1/3 chance of +1 public opinion for throwing stolen item gifter throne room encounter into jail (credit Defender)
* Reworked text in 4 positive feedback encounters in the throne room
* Added new throne room encounter 'few in this realm'
* Added new throne room encounter 'your leadership has been noticed'
* Added new throne room encounter 'Man wants to join your army as his brother did'
* Added new throne room encounter 'Man following the whispering winds instruction'

DEATH SOUND SYSTEM IMPROVEMENTS (4 features)

The way the death sound system in the settings was laid out was confusing, I've tried to improve it and make it clearer. I still don't recommend using it but I don't like deleting features that could be optional so it's still there. For those who don't know it's a system that gives a death sound effect to each dead unit in battle, unfortunately this doesn't work well and immensely slows battles down and delivers choppy half-cut sounds.

* Added a new sub menu in settings for the deathsound system feature
* Added explanation of the death sound system and it's issues
* Made death sound systems slower speed x2 even slower
* Added better notification of what status the death sound system is currently at

KINGDOM ORIGIN ISSUES (3 features)

Defender pointed out a few issues with origin stories, now all fixed!

* Fixed gambler king intro not giving correct gold if you skip the intro (credit Defender)
* Reworked gambler king game origin text (credit Defender)
* Fixed text bug in sword from stone origin story (credit Defender)

YE SHALL SLAP NO MORE (2 features)

Now as ruler of Darkdale you can outlaw goblin slapping as you should have been able to all along.

* Added the ability to shut down goblin slap stall as leader of darkdale (credit Defender)
* Added goblin joiner from slap stall

YOUR ORDER OF KNIGHTS IMPROVED (7 features)

It was brought to my attention that there were some missing screens and lacking feedback in custom knightly orders, I've tried to remedy this!

* Added new screen for not having enough gold to convert knights into your order
* Added new screen for not having enough knights to convert into your order
* Reduced cost of converting a knight to your order from 250 gold to 100 gold
* Added new screen for choosing how many knights to convert to your order instead of pure text
* Added new text describing cost of conversion of knights in the quantity choice screen
* Added new screen once you've converted knights to your order (credit Defender)
* Added new screen for joining a single lone knight to the order

MINOR BANDIT IMPROVEMENTS (3 features)

There were some issues with minor bandits and custom settings, again thanks to Defender for pointing me in this direction!

* Made it so that setting bandits/minor bandits to non-existant in custom game sets bandit level to 0 unless you choose to change it in the settings
* Fixed setting no bandits or bandit horde in custom settings doesn't block minor bandit groups and shows you random dead groups
* Fixed unable to exit bandit menu when bandits are exctinct

NEW LOOT TROVE (5 features)

A few new items to keep things fresh, the first four are in honour of our new Golems, the last one is a reference to my old and long dead game project the Wastes (which is free on itch.io for the curious)!

* Added 'Stone shaped like a human nose' random loot item (worth 12 gold)
* Added 'Small golden golem statue' random loot item (worth 290 gold)
* Added 'Small finely made jewelled golem statue' random loot item (worth 140 gold)
* Added 'Crudely made little golem statue ' random loot item (worth 10 gold)
* Added 'Black vial marked with an X' random loot item (worth 100 gold)

MORE SOUNDS (4 features)

More improvements to current ones and new sound effects!

* Fixed march sound played even when no one will join you when recruiting in Darkdale
* Added sound effect for failing to recruit in Darkdale
* Added sound effect for hiring grand champion guards (credit Defender)
* Added sound effect for hiring goblin slaver guards (credit Defender)

BUGFIXES (19 features)

Another massive batch of bugs fixed thanks to Defender, great work mate!

* Fixed Glacical races not having blue skin
* Fixed Darkdale king visit incorrect text saying you are unable to speak to the king when you are (credit Defender)
* Fixed option to declare a demonic kingdom once done showing that demon horde is too weak instead of showing that the law is active (credit Defender)
* Fixed killing the gibbering monk graphic not blocked by ascii filter for asciiless version of Warsim (credit Defender)
* Fixed intro to training text in barracks missing first part of sentence for all training screens
* Fixed issue with slave revolt diplomacy intro text from head scout (credit Defender)
* Fixed issue with deserters diplomacy intro text from head scout (credit Defender)
* Fixed issue with internal outlaw pest group diplomacy intro text from head scout (credit Defender)
* Fixed incorrect reference to farmer instead of throne room visitors name in soldier stole coin throne room encounter (credit Defender)
* Fixed failed peace attempt message typo (credit Defender)
* Fixed text bug in generals intro at game start (credit Defender)
* Fixed 'and well make peace' text bug in weregild peace talks (credit Defender)
* Fixed Blackmarket to darkdale tavern goer dialogue text bug (credit Defender)
* Fixed text bug in bandit gang intro text (Credit Defender)
* Fixed text bug with strange Blackmarket leader dialogue intro (credit Defender)
* Fixed Work work text bug in thickblood upgrade screen (credit Defender)
* Fixed Eerie cavern text bug (credit Defender)
* Fixed 2 text bugs in ruined southern village (credit Defender)
* Fixed 9 text bugs in burning peasant in pit text (credit Defender)

EVERYTHING ELSE (3 features)

Some other little things that couldn't fit anywhere else!

* Added indication of current fort captains battlescore next to the demote option in any owned forts (credit Defender)
* Added ability to train Goblin Berserkers to Soldiers for 5 gold in Grand Barracks (Credit Defender)
* Added 6 new kingdom names (Umpland, Loiden, Brygard, Ostland, Coastwatch, Hillstop)

SCREENSHOTS

* New Death sound screen - https://i.imgur.com/yFCuhdC.png
* New option in Darkdale - https://i.imgur.com/ke3d2wl.png
* Shutting the goblin slap stall - https://i.imgur.com/zm98pb5.png
* A new friend when shutting the goblin slap stall - https://i.imgur.com/xOfasNN.png
* Adding knights to a knightly order I made - https://i.imgur.com/BKIQoip.png
* New fort screen - https://i.imgur.com/ofNEliu.png
* New scorp pit capture screen - https://i.imgur.com/zNDIgLZ.png
* Training berserkers - https://i.imgur.com/JewhvtO.png
* New merc screen - https://i.imgur.com/ES8K5Vo.png

WHAT'S NEXT

Well so much for the tutorial update, I'm still working through my backlog of stuff but plan to sort the tutorial sooner rather than later.

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on August 11, 2020, 11:08:34 am
Hey everyone, so this update is a mix of two things. Primarily the reworking of the games tutorial to make it a bit more informative and better laid out instead of just walls of text. The second part is a review of the Wildwood and Farrad Desert regions of the worlds exploration in a full total sweep for any bugs or areas that could be improved in an effort to improve the total quality of the regions.

TUTORIAL OVERHAUL (6 features)

The previous tutorial was just lots of large walls of text on various topics, I've tried to make this one a bit easier to follow as it goes through the different menu options in the main game screen so new players can have a better idea of what to expect and what to do, this may need further tweaking but I think at the very least it's a step in the right direction.

* Reworked the tutorial at the start of the game and in the throne room
* Added ability to choose tutorial type instantly
* Added ability to quit tutorial at any point
* Added ability to ask for clarification and extra information on the various tutorial topics
* Added new tutorial section for each area of the main game screen
* Added ability to revisit any section of the tutorial when you're done

WILDWOOD IN REVIEW (12 features)

Continuing on with my attempts to check each area of the game world is up to scratch I've visited Wildwood. Turns out there was a lot of stuff that needed improvement but now Wildwood has a new coat of polish over it!

* Added new screen and sfx for destroying goblin stone camp
* Added new loot item gained for destroying goblin stone camp (with sfx)
* Added new screen and sfx for destroying Hunters rest
* Added new screen for looting hunters rest (with sfx)
* Added new sfx for the seven rules of the second clan book in the guardian tree camp
* Reworked layout of the seven rules book in the guardian camp
* Reworked goblin stone camp description
* Rewrote and fixed 3 hunters rest intro texts
* Fixed 10 text and grammar issues in the oldest tree in Wildwood
* Fixed destroying goblinstone giving you double screen
* Fixed march sound playing when recruiting from hunters rest but none join you
* Fixed text bug with ruined hunters rest screen

GOBLINWOOD IN REVIEW (41 features)

Deservant of a section of it's own, trawling through Goblinwood as part of my Wildwood review I found plenty of things in need of fix or improvement here. I also found that purchasing some things in Goblinwood had a small feature where a percentage of your purchase gets added to the Goblinwood treasury as tax. I'd totally forgotten this feature was even a thing but thought it was cool so I've expanded it to cover more areas of Goblinwood, and have now given visible indication that this is happening when you buy thing there.

* Added new warning screen pre-battle with Goblinwood
* Added goblinwood destruction screen (with sfx)
* Added new screen for looting goblinwood treasury
* Added 3 new loot chests gained for destroying goblinwood
* Added new screen for freeing goblin slaves to enter goblinwood (with sfx)
* Added open the gate screen for entering goblinwood (with new recorded sfx)
* Added indicator of slavery ended when entering goblinwood
* Added special unique screen for ending goblin slavery but no slaves currently left to be freed
* Added new open gate screen for entering goblinwood through diplomacy
* Added new sound effect to entering guard post in Goblinwood living district
* Added 20 gold tax added to Goblinwood treasury if you pay for the 100 gold goblin speaking training
* Added 1 gold tax added to Goblinwood treasury if you pay for the 4 gold human imported ale in the human toe tavern
* Added new screen when trying to recruit but goblinwood pop is too low explaining the limits
* Added new open gate screen for entering goblinwood when you previously already banned goblin slavery
* Added new goblin grunt sound effect to the game
* Added missing indicators of gained troops and lost gold from hiring berserk goblins from Goblinwood
* Added indication of tax income gained for goblinwood when you hire troops
* Added new notification of active trade with goblinwood if you have a trade route
* Added new indicators of trade starting or ending in dialogue
* Added new screen for recruiting goblins from Goblinwood (with sfx)
* Added indicator of loss to local population numbers when recruiting in Goblinwood
* Rewrote goblin wood weapon shop intro text
* Rewrote Goblinwood destroyed screen
* Removed useless extra text when trying to recruit once already recruiting
* Updated goblinwood district options to be capitalised
* Increased minimum recruited goblins in goblinwood from 0 to 2
* Increased maximum recruited goblins in goblinwood from 4 to 7
* Fixed text bug in Goblinwood banned from entry screen
* Fixed rusty dagger inn goblin patrons had grey skin
* Fixed text bugs in intro to Goblinwood living district
* Fixed grammar issue in Vylcount intro text in Goblinwood
* Fixed 2 text bugs in Gnats meat shop
* Fixed intro to sudden death in Goblinwood tavern text split bug
* Fixed text bug in gboo the goblin intro text
* Fixed text bug in room of pipecrafting
* Fixed text bug in Ngrek's boneworks intro
* Fixed 2 text bugs in Ko'lok kings intro
* Fixed Goblinwood treasury text bug
* Fixed Goblinwood dungeon text bug
* Fixed Ko'lok captain of the guard option text bug
* Fixed text bug in diplomat entry to goblinwood

SCHOOL OF DRUMS COMPLETE (7 features)

The Goblinwood School of drums was overdue being completed, it now has double the lessons so you can learn more great drumming techniques!

* Added new intermediate lesson for goblinwood drum school (9 gold entry fee)
* Added new skilled lesson for goblinwood drum school (12 gold entry fee)
* Added current gold indicator to class payment screen in drum school
* Added new screen before lesson showing gold paid
* Added new indicator of tax gold taken from your lesson payment to the goblinwood treasury
* Fixed text bug in Goblinwood drum school statue screen
* Rewrote intro to goblinwood drum screen classes

FARRAD DESERT IN REVIEW (32 features)

Visited the Farrad desert region to see if any locations here were outdated or needing polish and scoured all screens. Now the place is all clear and up to date!

* Added gold gained sound effect for winning scorpion pit bet
* Added indicator of pit gold loss if you win a bet in scorp pit
* Added new screen to buying scorpion pit
* Added new screen for raising your flag in scorpion pit
* Added indicator of gold loss when losing pit bet
* Added indicator of scorp pit bet gold gain when you lose a pit bet
* Added gold sound to paying entry fee for scorp pit
* Added intro screen to watching Gorthmek orc brawl
* Added indicator of your current gold on buy Gorthmek option
* Added gold gained sound effect when looting gorthmek treasury
* Added new screen if you capture gorthmek but it has no gold
* Added sound effect for turning galbak the grunter around
* Added new screen for losing a battle against fort gorthmek (with sfx)
* Improved Scorpion pit discount price from 1000 gold (4.3% off) to 2200 gold (10% off)
* Reworked scorpion fight pit victory text
* Reworked scorpion fight pit betting victory text
* Reworked dead Arsam all knowing screen
* Rewrote Galbak the grunter turn around screen
* Fixed shortening graphic bug for Galbak the grunter image
* Fixed 2 text bugs in destroyed Gorthmek screen
* Fixed shortening graphic bug for destroyed Gorthmek
* Fixed scorp pit not sound not restarting after a fight
* Fixed Arsam all knowings who are you dialogue line splitting bug
* Fixed text bugs in 3 Arsam dialogues
* Fixed 2 text bugs on main intro text of Arsam's hut
* Fixed winning a bet with first scorpion accidentally gives you double reward
* Fixed march sound played when no recruits available in Rihhm
* Fixed Rihhm elder intro text dialogue bug
* Fixed 2 text bugs when starting and ending tribute from Rihhm
* Fixed text bug when ending trade route with Rihhm
* Fixed Rihhm village sound restarts every time you re-enter the main village screen
* Fixed 4 text bugs with Gorthmek leader dialogues

ARTIFACT MARKET IN REVIEW (45 features)

So again with every region there are some locations that are jam packed with tons of content, places like Darkdale, The Blackmarket, and so on. The artifact market is the Farrad Desert's answer to these big settlements and there's a ton inside that needed improvement.

* Added 4 new unique screens for trying doors in artifact market mage guild
* Added new lock rattle sound effect to trying doors in artifact market
* Added new screen for buying ancient scythe artifact
* Added new screen for buying the friend of the fearful
* Added indicator of xenophobic nation changes with friend of the fearful
* Added new screen when paying to enter house of art and tapestries in Artifact market (with sfx)
* Added new screen for buying the plague box with sfx and graphic
* Added new screen for buying Seer stone with sfx and graphic
* Added new screen for buying Chaos Orb box with sfx and graphic
* Added new screen for buying Talisman of Brothers with sfx and graphic
* Added new screen for buying Doomstone fragment with sfx and graphic
* Added new screen for buying Frost Gauntlet with sfx and graphic
* Added new screen for buying Goblin sceptre with sfx and graphic
* Added new screen for buying Dumble staff with sfx and graphic
* Added new screen for buying Demon Shield with sfx and graphic
* Added new screen for buying cruel rule tome with sfx and graphic
* Added new screen for buying horn of demons with sfx and graphic
* Added new screen for buying stone of talents with sfx and graphic
* Added new screen for buying fragment of the stone of denland with sfx and graphic
* Added new screen for buying the Golden telescope with sfx and graphic
* Added indicator of gained exploration changes with golden telescope
* Added sound effect for hiring someone from Artifact market champion post
* Rewrote text for the door marked 'C' if you can't open it
* Rewrote text for opening door marked 'C'
* Fixed text bug in golden telescope description
* Fixed text bug in friend of the fearful description
* Fixed artifact market mages guildmaster intro text bug
* Fixed 2 text bugs in artifact market mage guildmaster dialogues
* Fixed text bug in intro text to artifact market mage guild
* Fixed Nugmeek the bartender intro text bug
* Fixed text bug in main artifact market central district intro text
* Fixed text bug in Artifact market enchanted brawl intro text
* Fixed 2 text bugs in fragment of stone of denland description
* Fixed 3 text bugs in stone of talents description
* Fixed 4 text bugs in horn of demons description
* Fixed 6 text bugs in Demon Shield description
* Fixed 2 text bugs in Dumble staff description
* Fixed text bug in eastern artifact intro text
* Fixed text bug in Goblin sceptre description
* Fixed text bug in Frost Gauntlet description
* Fixed text bug in Talisman of Brothers description
* Fixed text bug in Chaos Orb box description
* Fixed 6 text bugs in tower of histories screens
* Fixed broke hair graphic for Doran the Dim tavernkeep in Artifact market
* Fixed text bug in intro for Doran the Dim

EVERYTHING ELSE (4 features)

This section actually has a number of cool features that didn't fit anywhere else. There's a feature I added a long while ago where defeating kingdoms can form refugee camps though it didn't occur to me until recently how rare or even non-existant seeming this was. I've looked into it further and discovered that kingdoms only have a chance of forming a refugee group if they are destroyed by someone other than the player, now that's been remedied. Among other things here all goblin throne room visitors will now show you how much gold you'll get for enslaving them if goblin slavery is legal.

* Added refugee kingdoms can spawn when players invade last land of independent kingdom
* Made option to sell throne room visiting goblin to the goblin slaver not shows in advance how much gold that's worth to you
* Changed kingdom origin text for slaver option to try and be more clear that you're leading an army of enslaved not free slaves
* Improved grunt sound effect by removing extra noise and reducing filesize

SCREENSHOTS

* New tutorial introduction - https://i.imgur.com/oUJUvub.png
* The screen you get if you lose a fight against Gorthmek (the voiced sound effect makes it for me - https://i.imgur.com/AGvbXrA.png
* Now destroying Hunter's rest has an actual screen - https://i.imgur.com/ALOZbMy.png
* And a reward... sorry hunters - https://i.imgur.com/yqiZjvl.png
* New screen before attacking Goblinwood - https://i.imgur.com/d7p6PuZ.png

WHAT'S NEXT

Now that the tutorial stuff is out of the way I'm going to continue sweeping through my bug reports and suggestions list to shrink it down a bit more and will be having a little bit of a break as I have a few things I need to sort out. I imagine another update will come soon enough though!

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on August 21, 2020, 12:43:41 pm
Hey everyone,

So this update has been quite broad but it's added a whole bunch of new content, characters, bugfixes, and more! I'm really happy with this one.

MANS THE DICTATOR (8 features)

u/TheGamingDictator or Mans, is a member of our Warsim community who while not someone who's been with us for years is someone who has had a huge impact on the game with tons of bugreports and very helpful community work. He's one of our two reddit mods and has been nothing but a help the entire time, long overdue for him to be in the game and here he is now as a northern warrior with a life-debt to the village of Uktak far in the western swamps, be warned he'll protect that village with his life!

* Added new character 'Mans the Dictator' to Uktak village
* Added 7 dialogues with Mans
* Added explanation for why Uktak goblins speak so well
* Added champion challenge duel from mans if you try to destroy Uktak
* Added screen for backing down from champion challenge with mans
* Added special new sound effect for mans death outside of duel
* Added alternate scenario for trying to destroy Uktak if you have no champions
* Added screen for Mans victory in duel

THE ANCIENT PIG CHAMPION (3 features)

This was always sort of in the game, but you just saw the pig-mans face and got nothing from it, I've now made it a little easier and changed the reward to being the actual pig-man himself. I don't believe anyone has found the previous one but it's out there!

* Added Pigsy the Ancient Champion (500 battlescore) to the game (somewhere)
* Added new sound effect for freeing Pigsy
* Added alternate reward if you can't take pigsy as one of your champion slots

BETTER BLACKMARKET RAIDS (4 features)

Previously sacking the Blackmarket granted gold and possible chaos orbs, I've expanded it and improved the pre-existing loot screens.

* Added sacking the Blackmarket now grants 5 random chests on top of normal loot
* Reworked sacking blackmarket main text
* Added new indicators of gold gained when looting Blackmarket
* Added new indicators of chaos orbs gained when looting Blackmarket

MORE CONTROL IN THE BRAWL PIT (22 features)

I wanted more control in the Brawl Pit, now players who own the pit will be able to ban slappers and spiked-knuckles from the pit. The upgrades screen has seen a rework and several other bugs within the pit have been fixed.

* Reworked brawl pit upgrades screen to be upgrades and rules
* Added new dynamic text for Brawl pit upgrades screen if you've got all upgrades
* Added new option to ban Spike-Knuckles from the Brawl pit and it's fights
* Added new option to ban Slappers from Brawl pit and it's fights
* Added special detector that checks if current pit champion is slappy or spike knckle fighter
* Added Option to strip pit champion if violating your new rule (you may choose to allow them to stay)
* Added new option to strip brawl pit champion of their title in the new rules and upgrade scree
* Fixed 2 text bugs in intro to brawl pit champion dialogue
* Reworked brawl pit champion intro text
* Fixed bug preventing watching new champion challenge when a champion is stripped of position in brawl pit
* Removed ability to make money from champion challenge fight as pit owner (to avoid infinite strip champion, then new challenge for new champion, then strip them loop of profiting)
* Fixed being able to talk to brawl pit champion after they're fired when slot is empty
* Fixed text bug in who are you brawl pit champ dialogue
* Fixed 12 text bugs in luck dialogue with brawl pit champion
* Fixed text bug with firing brawl pit champion
* Fixed text bug with intro to brawl pit champ trophies
* Fixed text bug with 5 win trophy text
* Fixed text bug with 10 win trophy text
* Fixed text bug with 25 win trophy text
* Fixed text bug with 50 win trophy text
* Fixed text bug with 100 win trophy text
* Fixed text bug with two pits trophy text

THE CHEATING MAN OF THE GOLDEN CRESCENT (3 features)

There are plenty of Gamblers in the game, some with very questionable games like Grabtork the Swindler. This character plays a normal game but he always finds a way to win. Watch out for him when you're in Darkdales richest district.

* Added new rock, paper, scissors gambler in the golden crescent tavern in Darkdale
* Added gambler refuses to play with you if you don't have 100 gold
* Added gambler changes his choice if he loses and claims he wins (dynamic outcome of how you can deal with this) (credit Defender)

TUTORIAL IMPROVEMENTS (3 features)

I was informed by a new player on steam they skipped the tutorial but wanted to see it again and didn't know where to find it, I've now tried to make it a bit clearer and easier, cheers for the feedback mate!

* Renamed the tutorial option in the throne room to make it more clear (credit Molovian)
* Added new screen if you refuse tutorial from Old croll at game start explaining where to find it if you need it (credit Molovian)
* Added new option to do tutorial even if you skip crowning ceremony (credit Molovian)

THICKBLOOD DESTROYED (4 features)

Had a little work through Thickblood tavern to add the ability to destroy it, Why have you gotta destroy all my stuff Defender?

* Added ability to destroy the Thickblood Tavern (Credit Defender)
* Added alternate text depending on if bandit level is 0 or not when destroying thickblood
* Added destroying thickblood tavern grants -2 bandit level
* Fixed 2 text bugs in Thickblood blade screen

THE HOUSE MARKED 'X' DESTROYED (4 features)

Another thing Defender had to destroy, well now that nasty demon summoner in the Blackmarket 1, Has a face, and 2, can be destroyed!

* Added indicator of demon removed from demon horde when summoning
* Added new graphic for demon summoner
* Reworked description for demon summoner
* Added ability to destroy the demon summoners house (credit Defender)

THE OLD LIBRARY (34 features)

While I was clearing through the Farrad Desert I noticed the Old Library in the Artifact market's books weren't formatted very well and none of them had page turning sound effects, I've gone through and updated them all now so Farrad is fully cleared.

* Added New Book to the Old Library
* Fixed 3 text bugs in western travel guide book in the old library
* Fixed 3 text bugs in Southern travel guide book in the old library
* Fixed 6 text bugs in northern travel guide book in the old library
* Reworked 'The Song of Demons' book layout and added page turn sfx in the old library
* Reworked 'The God of Goblins' book layout and added page turn sfx in the old library
* Reworked 'Willy Willy Wonder King' book layout and added page turn sfx in the old library
* Reworked 'Deserter Deserter' book layout and added page turn sfx in the old library
* Reworked 'Fair Orcish Maiden' book layout and added page turn sfx in the old library
* Reworked 'The King of the Dwarves' book layout and added page turn sfx in the old library
* Reworked 'The Lord of Ice' book layout and added page turn sfx in the old library
* Reworked 'Phenor the Black' book layout and added page turn sfx in the old library
* Reworked 'The Five Brothers' book layout and added page turn sfx in the old library
* Reworked 'Sand-Talker' book layout and added page turn sfx in the old library
* Reworked 'A Wall Rhyme' book layout and added page turn sfx in the old library
* Reworked 'The Book of Prophercy' book layout and added page turn sfx in the old library
* Reworked 'Marius the Tribute' book layout and added page turn sfx in the old library
* Reworked 'Swiftwind the last great clan' book layout and added page turn sfx in the old library
* Reworked 'Titans of the Footpath' book layout and added page turn sfx in the old library
* Reworked 'Kullak' book layout and added page turn sfx in the old library
* Reworked 'The Coastal Kings of Old' book layout and added page turn sfx in the old library
* Reworked 'The Swamplands' book layout and added page turn sfx in the old library
* Reworked 'The Pirate Wars' book layout and added page turn sfx in the old library
* Reworked 'Great Wall' book layout and added page turn sfx in the old library
* Reworked 'O Great Coast King' book layout and added page turn sfx in the old library
* Reworked 'The Orcish Homelands' book layout and added page turn sfx in the old library
* Reworked 'The Place marked X' book layout and added page turn sfx in the old library
* Reworked 'The Wagon Man' book layout and added page turn sfx in the old library
* Reworked '23 Reasons never to visit the north' book layout and added page turn sfx in the old library
* Reworked 'Northern Travel Guide' book layout and added page turn sfx in the old library
* Reworked 'Southern Travel Guide' book layout and added page turn sfx in the old library
* Reworked 'Eastern Travel Guide' book layout and added page turn sfx in the old library
* Reworked 'Western Travel Guide' book layout and added page turn sfx in the old library
* Reworked 'The Hunter's Tales Volume I' book layout and added page turn sfx in the old library

BUGFIXES (7 features)

A few bugfixes here, including a really big crash bug that happened for custom games. Thanks for reporting that one Angel and cheers everyone else for the reports.

* Fixed North Stone graphic colour bug
* Fixed destroying the North stone also accidentally destroys the Old Stone
* Fixed declaring war via diplomacy screen wardrum loop music doesn't stop even after you return to the normal diplo screen (credit Defender)
* Fixed text bug in secret door in the south text
* Fixed caravan report text bug with Blackmarket trade income (credit u/Jacknerik)
* Fixed text bug in Smallhaven tavern rock paper scissors game text
* Fixed issue with having chosen races and their racial prefixes crashes the game if you search for new lands (credit Angel De'Haven)

EVERYTHING ELSE (6 features)

Quite a few things that didn't fit anywhere else, we have a new kingdom type, a new failsafe for having a huge bank balance, lots of new screens when buying maps from the cartographers guild and a rework of the slaver origin story option!

* Added new kingdom type 'Dynasty' with 'Atabeg' as king title and 'Warlord' as lord title (only for civ level 4 or higher nations)
* Added after one billion in the royal bank, the bank will no longer grant interest on it (credit dontlikegreenbeans)
* Added new screen and graphic for secret door in the South
* Added new sfx for opening secret south door
* Added new screen with sfx for buying maps from Cartographers guild
* Reworked slaver army origin story to be clearer (credit u/Jacknerik)

SCREENSHOTS

* New brawl pit rules screen - https://i.imgur.com/POA5OBO.png
* Mans in game - https://i.imgur.com/PKWB9if.png
* Mans defending Uktak - https://i.imgur.com/nYSAGg8.png
* Pigsy the Ancient Champion - https://i.imgur.com/0lbPfNO.png
* Pigsys stats - https://i.imgur.com/0GqVlVH.png
* New screen for buying maps from the Cartographers - https://i.imgur.com/ZHrMJN7.png
* The cheating swine - https://i.imgur.com/8vto1h9.png
* What are you going to do about it - https://i.imgur.com/YwESYUM.png

WHAT'S NEXT

This update has halved my immediate backlog of reports and things, I plan to clear the rest of it before moving on to themed updates within the next few weeks.

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on August 28, 2020, 10:34:10 am
Warsim 0.8.1.7 (Slave Revolt Origin and much more, 117 features)
Hey everyone,

So another week of successful clearing through big backlogs as well as some more playtesting myself to find bugs and areas to improve. This update has many different improvements all around and lots of new features that I hope you all enjoy!

NEW WAY OF DOING DIFFICULTY (4 features)

Well it's actually the old way, before a background difficulty scale was added that made enemies recruit more and generally be stronger and larger the difficulty used to pretty much soley mean what your starting resources were and nothing more. On the suggestion of u/Ubercharge1 from our reddit community I've added new game difficulty choices for playing default difficulty but with the starting resources of each choice.

* Added new debug mode 23 - Normal mode resources but increased background difficulty off (credit u/Ubercharge1)
* Added new debug mode 24 - Hard mode resources but increased background difficulty off (credit u/Ubercharge1)
* Added new debug mode 25 - Solid mode resources but increased background difficulty off (credit u/Ubercharge1)
* Added new debug mode 26 - Insane mode resources but increased background difficulty off (credit u/Ubercharge1)

SLAVES RISE UP (2 features)

This has been suggested multiple times by people who wanted to start the game as a freer-of-slaves, well now you can. Choosing this origin starts you off destroying the slavers fort and leading your ex-slave army to forming a kingdom!

* Added new kingdom origin start 'Slaver revolt' Start with destroyed slaver fort, ex-slave freed army, +10 public opinion (credit Multiple suggesters)
* Added chance of slaver revolt kingdom origin when you choose random origin

THINK OF THE CHILDREN (24 features)

No matter how many children you drop out of trap doors, there are always more who visit your throne room asking for money. No matter how many you give money to the odds of more coming is low. Now there will be a background tracker keeping a note of this, if you are horrible to young folk visiting your throne room you will find a lot less of them or maybe never see them. Treat them well and more and more will come!

* Added youth relation figure tracking your background relation to the youth in throne room encounters
* Added having 75+ youth relation grants 4% bonus in throne room visitors
* Added having 50+ youth relation grants 3% bonus in throne room visitors
* Added having 25+ youth relation grants 2% bonus in throne room visitors
* Added having 0+ youth relation grants 1% bonus in throne room visitors
* Added having -25+ youth relation grants 1% drop in throne room visitors
* Added having -50+ youth relation grants 2% drop in throne room visitors
* Added having -75+ youth relation grants 3% drop in throne room visitors
* Added having lower than 75 youth relation grants 4% drop in throne room visitors
* Fixed text bug in young boy eats coin and chokes encounter
* Added -2 youth relation for young boy death in throne room encounter
* Added +1 youth relation for giving young boy a coin
* Added -1 youth relation for having no gold to give
* Added -10 youth relation for throwing young boy through trap door
* Added -5 youth relation for arresting young boy
* Added -1 youth relation for refusing to give gold to young boy
* Added +3 youth relation for giving young boy who asks for a single coin ten coins
* Added +6 youth relation for giving young boy who asks for a single coin 100 coins
* Made boy gives coin throne room encounter much more common if youth relation is high
* Made boy gives coin throne room encounter much less common if youth relation is low
* Fixed boy gives coin throne room encounter text bug
* Added -2 youth relation for snatching coin from boy and kicking him out
* Added paying Blackmarket pickpocket gang a coin each to disband gives +5 youth relation
* Added paying Blackmarket pickpocket gang 10 coins each to disband gives +10 youth relation

MERCENARY CONVERTS IMPROVED (5 features)

Defender pointed out that the ability to freely convert your 100 battlescore troops to be members of merc groups with 190 battlescore units is a little exploity, now I've added a system to at least provide some growing costs depending on how advanced the merc units are.

* Added new system of paying to convert soldiers into merc groups with much more powerful units (credit Defender)
* Merc groups with higher than 200 battlescore units cost 6 gold per unit to convert (credit Defender)
* Merc groups with higher than 150 battlescore units cost 4 gold per unit to convert (credit Defender)
* Merc groups with higher than 100 battlescore units cost 2 gold per unit to convert (credit Defender)
* Added marching sound effect when converting troops into mercenary company units

EXPLORATION ENCOUNTERS EXPANDED (4 features)

Omer suggested some new encounters when you explore the realm, finding a random hero or monster if you have a monster fight pit, thanks Omer!

* Added new exploration encounter of finding a lost champion who is willing to join you (credit Omer from Audiogames)
* Added sleeping monster explore encounter (credit Omer from Audiogames)
* Added trapped monster dead trappers explore encounter (credit Omer from Audiogames)
* Added docile monster explore encounter (credit Omer from Audiogames)

DRUNKEN CAT PETTING CONSEQUENCE (9 features)

In Darkdale there's a cat tavern, you can get drunk and pet cats. But logically the drunker you get the more likely you would be to irritate those cats. Well now it's a feature!

* Added being a bit drunk or more and trying to pet cats in the Darkdale Cat tavern has 1/3 chance of negative outcome (credit Defender)
* Added being very drunk or more and trying to pet cats in the Darkdale Cat tavern has 1/2 chance of negative outcome (credit Defender)
* Added irritated cat outcome with screen and sfx
* Added accidental poke cat outcome with screen and sfx
* Added slip and grab fur cat outcome with screen and sfx
* Added cat licks booze cat outcome with screen and sfx
* Added Catyr interaction over grab fur outcome
* Added Catyr interaction over accidental poke outcome
* Added if you get to drunk level Hammered or higher, Catyr the beautiful looks ugly

WHAT DO YOU DO? (9 features)

You now get a much more dynamic and helpful response when asking your diplomat what he can do, it will also show the nearest skill increase that can be gained.

* Added new extra screen when asking diplomat what he does (credit Defender)
* Added screen for having less than 50 diplomat score (with indicator of nearest skill upgrade)
* Added screen for having less than 75 diplomat score (with indicator of nearest skill upgrade)
* Added screen for having less than 100 diplomat score (with indicator of nearest skill upgrade)
* Added screen for having less than 150 diplomat score (with indicator of nearest skill upgrade)
* Added screen for having less than 200 diplomat score (with indicator of nearest skill upgrade)
* Added screen for having more than 200 diplomat score
* Reworked all 5 screens for asking spymaster what he can do
* Fixed demon spying ability mentioned by spymaster even if demons are dead

WHY THE RED FACE? (20 features)

If you play as a demonic ruler then all your advisors get a demonic red skin, however it seems this was only half implemented as many screens the skin colour reverted to normal. Thanks cultivahabas for letting me know about this one, now it's all patched!

* Fixed asking demonic diplomat to show kingdom relations changes his skin colour (credit cultivahabas)
* Fixed asking demonic diplomat what he does changes his skin colour (credit cultivahabas)
* Fixed asking demonic diplomat for advice changes his skin colour (credit cultivahabas)
* Fixed firing demonic diplomat changes his skin colour (credit cultivahabas)
* Fixed firing demonic spymaster changes his skin colour (credit cultivahabas)
* Fixed asking spymaster what he does doesn't have it's own screen
* Fixed firing demonic jester changes his skin colour (credit cultivahabas)
* Fixed firing demonic general changes his skin colour (credit cultivahabas)
* Fixed asking demonic steward what he does changes his skin colour (credit cultivahabas)
* Fixed firing demonic steward changes his colour (credit cultivahabas)
* Fixed playing sudden death with demonic games master changes his skin colour (credit cultivahabas)
* Fixed asking about the rules of sudden death to demonic games master changes his skin colour (credit cultivahabas)
* Fixed playing coin flip game with demonic games master changes his skin colour (credit cultivahabas)
* Fixed firing demonic games master changes his skin colour (credit cultivahabas)
* Fixed playing rock paper scissors with demonic games master changes his skin colour (credit cultivahabas)
* Fixed playing caverns and cave trolls with demonic games master changes his skin colour (credit cultivahabas)
* Fixed firing demonic bard changes his skin colour (credit cultivahabas)
* Fixed demonic general game intro skin colour not correctly set (credit cultivahabas)
* Fixed demonic advisor tutorial rejection screen skin colour not correctly set (credit cultivahabas)
* Fixed demonic advisor tutorial screens skin colour not correctly set (credit cultivahabas)

GAMBLING DEN IMPROVEMENTS (3 features)

There are definitely a bunch more improvements to be made here, but I've made a start and now added a special event that happens if you clear the den out of it's gold.

* Added new screen where gambling den applauds you if you can clear it out of it's gold
* Added new screen and sfx for gambling den shutting down due to having no gold
* Fixed Blackmarket guess the dice text broken

BUGFIXES (29 features)

A pile of bugs big enough to scare an ant-eater here... At least they are sorted now!

* Fixed text colour bug with old stone event
* Fixed text colour bug with old stone destruction screen
* Fixed mercenary companies cannot fight the undead
* Fixed 2 text bugs in not having enough goblin berserkers conversion screen
* FiXed 2 text bugs in not having gold to convert goblin berserkers screen
* Fixed issue with goblin berserker conversion incorrectly telling you that you don't have enough berserkers to convert (credit Matt1211)
* Fixed sacrificing peasants at demon totems changes totem text to show them destroyed (credit cultivahabas)
* Fixed mislabelled Blackmarket attack option
* Fixed 30 Blackmarket banners text bugs
* Fixed 2 ruined Blackmarket Banners text bugs
* Fixed 4 incorrectly sized Blackmarket banners
* Fixed text bug in can't afford invasion cost merc hire screen
* Fixed jesters son referring to the player as << YourLord <<
* Fixed 2 text bugs in monster fight victory screens
* Fixed text bug in bandits of the realm how to reduce bandit level text screen
* Fixed 3 text bugs in attacking independent kingdoms
* Fixed 3 text bugs in attacking bandit groups
* Fixed text bug in 'Miners fell into a chasm' Shallowrock throne room encounter
* Fixed 5 text bugs in 'Miners tried to rob you' Shallowrock throne room encounter
* Fixed 2 text bugs in 'Miners discover chaos orbs' Shallowrock throne room encounter
* Fixed no gold indicator shown on throne room bard encore screen
* Fixed no gold indicator shown on bard asking for gold to play throne room screen
* Fixed 4 text bugs in Clan Thickblood Blade screens
* Fixed no gold indicator on fort ruin in Near north with rebuild option
* Fixed 6 text bugs in silver tongue throne room failure screens
* Fixed 6 text bugs in silver tongue throne room success screens
* Fixed text bug with goblin tribe throne room encounter
* Fixed incorrectly laid out indicators of gained goblin troops in goblin tribe joiner throne room encounter
* Fixed champion joiner extra line bug

EVERYTHING ELSE (8 features)

Plenty of good stuff here, now when Phenor rejects your peace it's way better, undead summoning event is improved, Blackmarket ruler statue is improved, and some great suggestions by Caccio, Defender, and Molovian!

* Added gold sound to paying silver tongue in throne room
* Reworked peace rejection from bandit horde screen
* Reworked Blackmarket leader statue to show if it was erected by the last Blackmarket ruler before you conquered the place
* Reworked undead summoning event to have new screen and sfx
* Reworked buying maps from cartographers guild options to clearly explain you are unlocking the region and not a single location (credit Caccio72 from audiogames)
* Added new indicator of total music relation when it changes (credit Molovian)
* Added background sound to smallhaven (credit Defender)
* Added special event where if rebel forces are dead but rebels still have lands they collapse at the end of the turn and flee into exile (credit DazaKiwi)

SCREENSHOTS

* Found this ugly beast while exploring - https://i.imgur.com/rIWqH6k.png
* New slave revolt origin story - https://i.imgur.com/8jvogTK.png
* New event if the rebellion loses it's armies but still has lands - https://i.imgur.com/D1oS0sQ.png
* Catyr the Beautiful doesn't look so good if you get too drunk - https://i.imgur.com/lIO7mGV.png
* Don't pet cats in the cat tavern if you can barely stand - https://i.imgur.com/sLegkxN.png
* Spawning an undead horde - https://i.imgur.com/pqrut9r.png
* What can old croll do? - https://i.imgur.com/m8njpUK.png
* The cost of mercenary converts to a very strong group - https://i.imgur.com/dfURd1i.png
* Now the group is way bigger - https://i.imgur.com/X1nzTt0.png
* The new difficulty gamemodes available when starting a new game - https://i.imgur.com/Jn12eEV.png

WHAT'S NEXT

Once again I've made great progress clearing through my backlogs. Still plenty more stuff to come before it's fully cleared though!

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on August 29, 2020, 05:00:38 am
Hey guys just letting you know Warsim is now 30% off on steam at $5.59/£3.84/4,54€

I'm happy to answer any questions anyone has about the game. It's been in early access for years but is fully playable, has 96% positive on steam from over 300 reviews, and has sizeable communities on both steam and reddit with just over 21000 copies sold so far.

Check out the sale here - https://store.steampowered.com/app/659540/Warsim_The_Realm_of_Aslona/?beta=0#app_reviews_hash

If you do check it out I hope you enjoy it, and if you already have it let any friends you think might like it know!

Cheers guys

Huw (Solodev of Warsim)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on August 31, 2020, 09:01:18 am
Warsim 0.8.1.8 (Baiaa Pits Extended and more, 53 features)

Hey everyone,

So more clearing of things on the list, Warsim is now on sale as well so I'm focusing on trying to raise awareness and promote that sale where I can too! This update includes a lot of different stuff but chiefly, Baiaa Pits improved, Gambling Den in the Blackmarket has been improved and now more available, Some improvements to the Nomads, lots of bugfixes, and appreciation from Rihhm village when you deserve it!

BAIAA PITS EXTENDED (6 features)

A few bugfixes and tweaks as well as a brand new way to obtain good tried and tested monsters, now you can buy them from the Baiaa pits for slaves!

* Added Baiaa Pit Master will offer to sell you the winning monster of any pit fight for 15 slaves or peasants if you have any free slots in your monster pit
* Fixed sound not resetting after monster fight in Baiaa
* Added 2 new questions to Baiaa monster pit master 'What do you do with the slaves or peasants you take for entry' and 'Who watches these fights?'
* Fixed slave and peasant availability indicators for Baiaa pit fight show as available even when you don't have the peasants or slaves
* Added new indicator on Baiaa monster fight entry of if you have no slaves/peasants or not enough
* Fixed 2 text bugs with Baiaa slave fight entry costs

GAMBLING DEN REWORKED (17 features)

The gambling den is a location that only appears in upgraded Blackmarkets so most players don't see it, it turns the coin flipper into a den with several games you can play. I've decided to reduce this to being available from the get-go and have tried to improve a lot of the things you can do here.

* Removed coin flipper from central market district
* Replaced coin flipping with Gambling Den (usually reserved only for upgraded Blackmarket)
* Updated Blackmarket upgrade screen mentioning gambling den upgrade
* Added graphic to guess the dice game in gambling den
* Added indicator of gold lost and gambling den gold gained
* Made gambling den gold random from 5001-15000 gold instead of always 10000
* Completely reworked gambling den armwrestling
* Added 9 new arm wrestling sound effects
* Added indicator of gold and gambling den gold change with wins and losses
* Added dynamic graphics as the arm wrestling event goes on
* Added new screen to arm wrestling draw
* Added refund bet screen with sfx for arm wrestling draw
* Fixed 2 text bugs in Gambling Den arm wrestling screen
* Added screen for arm wrestling bet refused because you can't afford to make it
* Added screen for arm wrestling bet refused because the gambling den can't afford to match it
* Reworked coin flip text in gambling den
* Added dice roll sound effect to guess the dice game in Gambling den

RIHHM APPRECIATION (6 features)

When you terraform the village of Rihhm, now everywhere in Rihhm you go you'll recieve adoration and praise!

* Added alt dialogue for Rihhm champion if you've terraformed the village
* Reworked Rihhm champion dialogue
* Added alt dialogue for Rihhm snail racing if you've terraformed the village
* Fixed text bug with unwilling storyteller of Rihhm
* Added alt dialogue intro for Rihhm Elder if you've terraformed the village
* Added 10 extra random villager dialogues for once you've terraformed Rihhm Village

NOMADS NOT DEMONS (3 features)

Luel from Audiogames pointed out that when attacking the demon camp sometimes the nomads would defend it, this was a bug where the game thought that any living nomads were demonic worshipping nomads even if they weren't. Now it's all fixed!

* Fixed demon gate protected by Nomads even if nomads aren't turned to demonic servants (credit Luel)
* Added screen for defeating demonic nomads at the demon gate
* Added new screen for defeating demons at the demon gate but nomads arriving with sfx

NEW KINGDOM NAMES (1 features)

A few new kingdom names to keep things fresh, these mostly appear when a player selects a random kingdom name!

* Added 10 new kingdom names 'Firsthold, Nestneck, Cygarr, Rumphold, Cynros, Enropa, Dragonhold, Wyrmwood, Scarehold, Murderhold'

BUGFIXES (16 features)

Lots of bugs fixed here, it seems there are always more bugs but at least they're getting cleared out! I dream of a bug free Warsim.

* Fixed goblin poking you in the face drunk event skipping to another event bug
* Fixed waking up next to a lady troll drunk event skipping to another event bug
* Fixed nario brings strong drink encounter shows -0 gold coins deducted which is pointless
* Fixed 8 text bugs with Blackmarket Herald market income report
* Fixed text bug in Blackmarket Herald guard revolt event
* Fixed text bug in Blackmarket Herald slums donation event
* Fixed text bug in Blackmarket Herald treasury donation event
* Fixed text bug in Blackmarket Herald statue topple event
* Fixed 10 text bugs in Blackmarket Herald minor bandit gang set up abandoned area event
* Fixed 5 text bugs with turn report minor bandit gang set up event
* Fixed 10 text bugs with Blackmarket Herald market income report for when you own Blackmarket
* Fixed Text Bug in Blackmarket Herald random event intro
* Fixed 6 text bugs with Baiaa door open intro texts
* Fixed text bug in Aehlans intro
* Fixed male gender mention regardless of player choice when greeted by Aehlan
* Fixed vampire bard funny origin text bug (credit u/TheGamingDictator)

EVERYTHING ELSE (4 features)

A couple of smaller changes and additions.

* Added if you kill character in Baiaa torture chamber his eyes now 'X' out, unless you've poked them both out
* Added new screen for trying to interact with abandoned house mushroom people in Blackmarket
* Added new option for no exploration locations unlocked in custom game (credit Aaron)
* Added new goblin name 'Gomblim' (credit DOKTA)

SCREENSHOTS

* New pop-up when watching Baiaa Pit fights if you have your own monster pit - https://i.imgur.com/WqeLtT8.png
* Sold - https://i.imgur.com/NGOrJxY.png
* This new arm-wrestling game... it's something, that's all I'm saying - https://i.imgur.com/lt2Ur1r.png

WHAT'S NEXT

Still got a few weeks worth of backlog to clear through so I'll continue on that first and see where we go from there, I'm very much enjoying the progress though. Also if you guys are reading this and know anyone who might like Warsim, now's the time to let them know as it's 30% off! :)

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: lukerules117 on September 01, 2020, 10:42:02 pm
Decided to grab the game while it was on sale, so far I'm only about twenty years in and I think I'm finally starting to get the hang of things, my biggest question now is what do the climbing pick upgrades do? Is it just a general success increase for questing knights or is it for specific quests only?
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on September 02, 2020, 03:55:52 am
Hey cheers for picking it up, I hope you're enjoying it so far.

As for the climbing picks there are a few locations in game when exploring where Knights can be sent to climb (up or down) to discover deeper and more hidden locations.

By default this is very hard and often results in failure, in the climbing down location this failure results in dead knights.

With each climbing pick upgrade the odds get better and better until basically it's risk free.

Hope this helps mate and I hope you enjoy the game going forward :)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: lukerules117 on September 02, 2020, 12:40:28 pm
Makes sense, I hadn't noticed anything like that while glancing over the end of turn summary and it seemed oddly specific so I thought it might have been metaphorical picks for "climbing" up in the world, or that climbing had some odd meaning I've never heard before. It sounds dumb as I'm writing it out but I just never noticed anything about climbing from any of the successful knights.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on September 02, 2020, 01:08:34 pm
That's an amazing interpretation actually, yeah it's a weird one to be honest. If you think I could potentially explain it better in game I'm always open to ideas though :)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on September 04, 2020, 11:10:51 am
Warsim 0.8.1.9 (A bundle of all sorts, 72 features)

Hey everyone,

Continuing on from the last few updates I've been cutting away at my immeidate to-do list, we've got new vassal options, new tournament control, balanced with bluetrii fruit, and a fair lot of other stuff too. I'm also currently looking into sharing Warsim via the Imgur community and doing more research for marketing and promotion so that when we finally reach a release for Warsim out of early access I'll have a better grasp of what to do!

LET THERE BE PEACE (5 features)

Prior to this, vassals could be commanded to make war against a certain faction, or ordered to make peace with everyone. Now you can also ask them to make peace with a specific faction instead of all of them. Their reaction to this request may vary however.

* Added new option to force a vassal to make peace with a specific faction
* Reworked text for telling a vassal to make war with someone
* Added intro to requesting peace explaining the ins and outs
* Added 15 possible random reactions to telling a vassal to make peace depending on leader personality
* Added ability to choose not to order a vassal to declare war on anyone and exit out of attack menu (previously no escape option)

TOURNAMENT IMPROVEMENTS (6 features)

When you ran a grand tournament in the arena all of your personal champions are automatically entered and at most one will survive, you may not want this so now you will be allowed to choose if you enter them or not.

* Fixed grand champion recognition not working in grand tournaments
* Added ability for you to choose if you will enter your champions into grand tournaments instead of automatically entering them
* Added ability to enter all champions into grand tournament instead of choosing for all individually
* Added ability to refuse all champions entering into grand tournament without having to manually decline all
* Fixed text bug with grand tournament intro
* Fixed spacing line bug with grand tournament intro

NEW KINGDOM TYPE (1 feature)

I was watching a documentary on Alexander the great and saw mention of the somewhat independent rulers within the persian empire, now these little kingdom types are added to our ever growing list of possible titles, see the rest here https://github.com/Huw2k8/warsim/wiki/Kingdom-Types-and-Leadership-Titles

* Added new kingdom type 'Satrapy' with ruler 'Satrap' and lord 'Warlord' available for Civ level 4 or above

BLUETRII BALANCES (11 features)

We had several Bluetrii fruit related unbalances recently so I've tried my best to rebalance them in game and remove some clever exploits. While I was looking through the Bluetrii farm I made some changes and improvements too.

* Added new finite level of Bluetrii available from unowned fruit farm (credit Caccio72)
* Added random new fruit grown in farm per year between 0-15 barrels (credit Caccio72)
* Set default starting Bluetrii barrels available in magic farm at 100
* Rebalanced Bluetrii fruit Blackmarket stall prices now sold at 20 gold instead of 30 and bought at 4 gold instead of 10 to fix bluetrii sale exploit (credit u/the_fearmancer)
* Fixed text bug for owned bluetrii farm intro
* Added buying bluetrii farm turns over most of the stocked fruit to you instead of you starting with nothing
* Fixed issues with buying bluetrii fruit from fruit farm
* Fixed text bug with asking how many bluetrii you have on your owned farm
* Added new sound effect for buying bluetrii fruit from the farm
* Added new screen for asking how many bluetrii fruits you have if you have none
* Added new screen for buying bluetrii farm

GOODBYE SNOWFOLK (3 features)

Destroying the snowfolk village sucked and didn't have a screen just a little line of text telling you they were dead, that's been fixed now and you'll also find some random loot!

* Added new screen for destroying snowfolk village
* Added new loot chest for destroying snowfolk village
* Fixed destroying snowfolk village skipped to visiting ruins screen

POLISHING THE DRYLANDS (6 features)

I went through and combed the Drylands region fo the south for any issues or possible improvements, not too much to be done here but I did find a few things.

* Added new sound effect for discovering coastal wall
* Fixed text bug with no nomad mercs available option in nomad camp
* Fixed issues with discovering demon gate text split
* Fixed demon gate title line text bug
* Fixed 3 text bugs for already discovered coastal wall
* Fixed 5 text bugs in coastal wall text

THE LONG SERPENT IMPROVED (12 features)

In the Blackmarkets docks random ships appear each year, one of those is the long serpent, a vessel filled with demon fighting warriors who love a good drink. Previously when you met the crew of this ship they gave a dialogue inviting you to join them for a drink, but this was just text... now you can actually drink with them when invited. I've also improved as much as I can to the ship and its inhabitants.

* Added ability to drink with the long serpent crew when invited to (up to 3 drinks)
* Added special scene if you get too drunk and pass out on the long serpent
* Added if you pass out you get invited to drink again to cure the hangover
* Added 7 random toasts Ragnar the stag gives before each round of ale
* Added new dialogue to Ragnar the stag 'What do you do?'
* Added new dialogue to Ragnar the stag 'How often do you come to the Blackmarket?'
* Added new dialogue to Ragnar the stag 'Can I hire you and your men?'
* Added special dialogue if you finish drinking with Ragnar the Stag
* Added drunk level tracker to Long serpent screen so you can tell how drunk you are
* Fixed text break errors with Ragnar the stags dialogues
* Fixed 8 text bugs with Ragnar the stags dialogues
* Fixed text bug in Ragnar the stags intro text

NEW NAMES (3 features)

Added a bunch of new names for various races, the Godling names are taken from the Epic of Gilgamesh, one of the worlds oldest recorded epics.

* Added 9 New human names 'Spaculus, Spalacuul, Spalatir, Speculus, Spelacuul, Specules, Scylurus, Scyles, Scyl'
* Added 2 New vampire names 'Spalacula, Spulacula'
* Added 4 New godling names 'Humbaba, Ur, Enkidu, Shamash'

BUGFIXES (17 features)

Mostly inconsquential bugs here but still, glad to see them resolved!

* Fixed text bug with goblinwood intro screen
* Fixed goblinwood jamboree intro screen text bug
* Fixed goblinwood discovery text bug
* Fixed Tolkien race pack typo (credit Marty651)
* Fixed text bug in Guildrow intro text
* Fixed destroying huntsmans rest double screen bug
* Fixed destroying snowfolk village double screen bug
* Fixed text bug in merc groups intro text
* Fixed text split bug with merc groups intro text
* Fixed destroying wilderman village double screen bug
* Fixed several unable to do diplomacy text split bugs
* Fixed 10 text bugs in Monfort mine hostage intro texts
* Fixed 3 text bugs in Camp Assurak ruins intro text
* Fixed old ruined demonic tower text bug
* Fixed text bug in Oasis southern ruins
* Fixed Demonic landmark text bug
* Fixed strange statue in Oasis text bug

EVERYTHING ELSE (8 features)

A couple of bigger new features, now the lucky gnome isn't so predictable, the brawlers pit can be destroyed when unowned, and a few other things!

* Added ability to destroy the Brawlers Pit (credit Defender)
* Made the lucky gnome Blackmarket Scam encounter rarer (1/14 chance of appearing any given year) this is to avoid it being an easy known exploit to make money every game
* Added new 'Who is your favourite cat' dialogue to Catyr in the Darkdale Cat Tavern
* Reworked looted Blackmarket treasury text to be clearer about where the current Blackmarket income is going (credit Micro Jordan)
* Reworked layout of monfort mine hostage intro texts
* Made old demonic totem ruin graphic more ruined
* Rewrote southern ruins in Oasis text
* Rewrote strange oasis statue text

SCREENSHOTS

* Invited for a drink? well why not - https://i.imgur.com/s1lnP2s.png
* One of Ragnar's many toasts - https://i.imgur.com/ibB6TDC.png
* Free ale is good ale - https://i.imgur.com/MCerKVR.png
* After a few drinks with my friends - https://i.imgur.com/UCpHSVJ.png
* Happy now defender? Now the Brawl Pit can be attacked and destroyed even if you don't own it - https://i.imgur.com/GSXIWJo.png
* New finite fruit on the unowned farm - https://i.imgur.com/l68izgS.png
* Buying the fruit farm, previously no screen at all for this event - https://i.imgur.com/8LVb21T.png
* The new vassal commands screen - https://i.imgur.com/yv2MXfr.png
* Who shall they make peace with? - https://i.imgur.com/MESiKkp.png
* A Satrapy of Goblins - https://i.imgur.com/DZXdA2d.png
* The new pop up where your champion would previously automatically be entered - https://i.imgur.com/Gcg3Wjc.png

WHAT'S NEXT

More of the same to come, I have plenty more things left to clear from my immediate list including a themed update or two soon.

Hope you're all doing good!

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on September 11, 2020, 12:13:37 pm
Hey everyone,

So this update was going to be a general update, then it was looking more like it was going to be a throne room update, then a little while after the militia master plans popped up and got added, so now it's a mix of the three. Lots of new content and gameplay changes here!

MILITIA MASTERS EXTENDED (40 features)

Previously the militia, your main source of peasant hired recruits and sometimes a valuable defense assistant had little in the way of randomisation. The militia unit price would vary game to game and change over time and the leader of the militia always had a unique face and name but beyond that there was very little in the way of unique change. Now there are 20 different traits that the militia leaders can have, these vastly impact the militias functionality and variation.

* Added new system of random traits for militia masters
* Added ability to see militia masters trait from the diplomacy screen under militia
* Added Militia Leader trait 'Recruiter - +10% more militia peasants recruited'
* Added Militia Leader trait 'Recruiter+ - +25% more militia peasants recruited'
* Added Militia Leader trait 'Recruiter++- +50% more militia peasants recruited'
* Added Militia Leader trait 'Strength - +5 Battlescore to milita units'
* Added Militia Leader trait 'Strength+ - +10 Battlescore to militia units'
* Added Militia Leader trait 'Strength++ - +20 Battlescore to militia units'
* Added Militia Leader trait 'Cheap - 5 gold per unit, 10% less recruits'
* Added Militia Leader trait 'Cheap+ - 3 gold per unit, 25% less recruits'
* Added Militia Leader trait 'Cheap++ - 1 gold per unit, half recruits'
* Added Militia Leader trait 'Free - free units, half recruits'
* Added Militia Leader trait 'Bulked - +5 gold to unit cost, +10 Battlescore'
* Added Militia Leader trait 'Bulked+ - +10 gold to unit cost, +20 Battlescore'
* Added Militia Leader trait 'Bulked++ - +15 gold to unit cost, +30 Battlescore'
* Added Militia Leader trait 'Workers - Cannot hire militia units, they earn 1 gold each per year for you'
* Added Militia Leader trait 'Soldierly - Hired militia units are soldiers not peasants'
* Added Militia Leader trait 'Public - Militia spread the word, +1 public op per turn'
* Added Militia Leader trait 'Low Barrier- 2x as many recruits, -10 Battlescore'
* Added Militia Leader trait 'Grubber - +1 to militia cost per year (max of 45 gold)'
* Added Militia Leader trait 'Grubber+ - +2 to militia cost per year (max of 45 gold)'
* Added Militia Leader trait 'Terrible - only 1-2 recruits per year'
* Added system to prevent new leader copying old leaders trait accidentally
* Added 1/15 chance end of turn event with new leader
* Added random end of turn event 'Militia leader found dead'
* Added random end of turn event 'Militia leader missing'
* Added random end of turn event 'Militia leader retired'
* Added random end of turn event 'Militia leader died of natural causes'
* Added random end of turn event 'Militia leader stepped down amid scandal'
* Added random end of turn event 'Militia leader lost leadership armwrestle battle'
* Added random end of turn event 'Militia leader stepped down out of boredom'
* Added random end of turn event 'Militia leader died and passed rule to his son'
* Added random end of turn event 'Militia leader fallen from a high place'
* Added new dynamic screen for new leader and their perk/trait effect explained
* Added new screen for not having the gold to buy militia peasants
* Fixed text bug in militia upgrade list
* Fixed text bug in militia introduction screen
* Added new screen for disbanding militia from diplomacy screen
* Added new screen for orderign militia to defend
* Added new screen for ordering militia to attack

THRONE ROOM EXPANSION (24 features)

I recently wrote myself a little guidance tool for adding new throne room encounters as the system is very big at the moment and with Warsim there are so many different systems to remember in those 500'000 lines of game code that I sometimes forget. With my new guidance I set out to add a bundle of new throne room encounters to refresh things a little bit!

* Added new throne room encounter 'man wants to join army cause his cousin did'
* Added new throne room encounter 'man wants to join army to avenge recently dead father'
* Added new throne room encounter 'man wants to join army as seer in his dream told him to'
* Added new throne room encounter 'man wants to join army as its a family tradition'
* Added new throne room encounter 'man wants to join army to impress a girl from his village'
* Added new throne room encounter 'crazy person accuses you of being a demon overlord'
* Added new throne room encounter 'crazy person accuses you of stealing his soul'
* Added new throne room encounter 'crazy person accuses you of being the great one'
* Added new throne room encounter 'crazy person claims everyone is a figment of his imagination'
* Added new throne room encounter 'crazy person dares you to kill them'
* Added new throne room encounter 'crazy person shouts questions about life and death'
* Added 7 random additional actions that could happen in crazy person encounters (1/10 chance)
* Added new goblin encounters that trigger if goblin slavery is over (and are 70% more likely to happen if you also have goblin celebration active) (credit Mr. Bun)
* Added new throne room encounter 'Friend of goblin praise'
* Added new throne room encounter 'Thank you for kindness praise'
* Added new throne room encounter 'Friend to all goblins praise'
* Added new throne room encounter 'Great one praise'
* Added new throne room encounter 'Goblinkin goblin gift'
* Added new throne room encounter 'On behalf of goblin kind goblin gift'
* Added new throne room encounter 'Done us a kindness goblin gift'
* Added new throne room encounter 'I speak for goblins goblin gift'
* Added goblin gift encounters have 1/15 of being a fake item trick
* Added goblin gift encounters have 1/10 chance of being uncapped any item
* Added goblin gift encounters have 9/10 chance of being item of 10 gold or less in value

GOBLIN THANKFUL REACTIONS (11 features)

Previously goblins had no reaction to being thanked, I've now added this new section with 10 random reactions.

* Added new throne room room reaction section for thanking goblins
* Added goblin grins and hops away reaction
* Added goblin smiles and bows reaction
* Added goblin puts its fingers in its mouth, throws up, and then drinks the vomit and grins reaction (with sfx)
* Added goblin lets out a happy yelp reaction (with sfx)
* Added goblin grins and cackles reaction (With sfx)
* Added goblin wiggles left to right in joy reaction
* Added goblin bows and leaves reaction
* Added goblin grins, bows, and then dashes away reaction (With sfx)
* Added goblin smiles and then runs away screaming reaction (with sfx)
* Added goblin stares at you for a moment then walks away reaction

CRAPPY GOBLIN LOOT (21 features)

As per the new goblin encounters new lower tier loot was needed so a ton of new borderline worthless goblin tat is available!

* Added 'Jar of interesting looking leaves' random loot item (worth 3 gold)
* Added 'Doll made of leaves and a mysterious smelly glue' random loot item (worth 3 gold)
* Added 'Crude castle statue made up of dried goblin earwax' random loot item (worth 4 gold)
* Added 'Crudely made stone fork' random loot item (worth 1 gold)
* Added 'Crudely made stone spoon' random loot item (worth 1 gold)
* Added 'Jar of Goblin vomit' random loot item (worth 3 gold)
* Added 'Vial of Goblin vomit' random loot item (worth 1 gold)
* Added 'Vial of Horse vomit' random loot item (worth 2 gold)
* Added 'Vial of Troll vomit' random loot item (worth 4 gold)
* Added 'Vial of Cow vomit' random loot item (worth 2 gold)
* Added 'Vial of Gnome vomit' random loot item (worth 4 gold)
* Added 'Vial of Elf vomit' random loot item (worth 6 gold)
* Added 'Vial of Dwarf vomit' random loot item (worth 5 gold)
* Added 'Rotting apple with a battle scene carved into it' random loot item (worth 1 gold)
* Added 'Rotting apple with a naked male goblin carved into it' random loot item (worth 2 gold)
* Added 'Crude ring made of hardened goblin dung' random loot item (worth 1 gold)
* Added 'Finely crafted hardened goblin dung ring' random loot item (worth 1 gold)
* Added 'Crude bracelet made of hardened goblin dung' random loot item (worth 1 gold)
* Added 'Finely crafted bracelet made of hardened goblin dung' random loot item (worth 1 gold)
* Added 'Crude crown made of hardened goblin dung' random loot item (worth 1 gold)
* Added 'Finely crafted bracelet made of hardened goblin dung' random loot item (worth 1 gold)

KULLAK MINOR ADDITIONS (2 features)

Just a few smaller extra options in Kullak

* Added ability to try to speak to a local bandit in Fort Kullak
* Added ability to try to speak to Gor the Bastard of Fort Kullak

MERC TWEAKS (3 features)

A few issues with mercenaries are now resolved!

* Fixed text bug with merc group battle prep text
* Fixed able to send merc companies on invasions and raids of factions that can only be skirmished like demons/pest bandits
* Fixed entering a number other than the options in merc attack choices screen skips the battle and shows victory text for the mercs (credit u/theGamingDictator)

BUGFIXES (2 features)

Not too many bugs cleared this update but there are many on my list to clear!

* Fixed ancient southern ruins text bug
* Fixed text bug in make peace vassal option (credit LexTheMighty)

EVERYTHING ELSE (4 features)

A handful of little things here, some new names and some logical fixes defender brought up.

* Added new dwarf name 'Torgo' (credit Torgo)
* Buffed Swamp Bridge Troll to be twice as hard to kill (Credit Defender)
* Made Uktak Swamp Goblins will not join you if you have goblin slavery allowed in your lands (Credit Defender)
* Added 2 new vampire names (Odovacar, Odovocar)

SCREENSHOTS

* A new throne room encounter - https://i.imgur.com/cFJsqYq.png
* A kind goblin visitor - https://i.imgur.com/cK0g1VJ.png
* The Goblin equvelant of Vincent Van Gogh - https://i.imgur.com/IyhWamP.png
* The Militia leader is dead - https://i.imgur.com/ew4beUe.png
* His new replacement - https://i.imgur.com/E0yI6Fu.png
* 1 gold peasants?! YES! - https://i.imgur.com/Hu0eRV5.png

WHAT'S NEXT

My list of things to clear through has grown a lot recently so I'm going to continue cutting through them, may be looking into Leagues and new league related features soon too!

Hope you're all doing good!

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on September 18, 2020, 05:19:41 am
Warsim 0.8.2.1 (Natural disasters and savage recognition, 54 features)

Hey everyone,

So this is quite a general update, we've got 2 new throne room encounters, recognition for defeating the Wildwood savages, better natural disasters and barren land recovery, improvements to village champions, improvements to the champion hire system and a bunch more stuff!

SAVAGE RECOGNITION (6 features)

When wiping out the up to 4 savage locations in Wildwood, once destroyed there is no change in the responses from the other local savage hating factions, now they recognise you differently if you've wiped the savages out! Cheers Defender

* Added new tracker for if you've wiped savages out in Wildwood (credit Defender)
* Added new intro to Bgax when visiting Goblinwood for the first time if you've wiped savages out in Wildwood (credit Defender)
* Added new alt answer when asking Dulief of the Hunters Rest about local savages if you've wiped savages out in Wildwood (credit Defender)
* Added new alt answer when asking Geks advisor of Goblinwood about local savages if you've wiped them out (credit Defender)
* Added new alt answer when asking Geks advisor of Goblinwood about Hunters rest if you've wiped savages out (credit Defender)
* Added new intro to Dulief of Hunters rest if you wipe out savages (credit Defender)

Bgax of Goblinwood recognising the savages deaths - https://i.imgur.com/4uuzsb1.png

NATURAL DISASTERS & BARREN LAND (12 features)

The systems involving barren land have been a bit of an afterthought until now. There are also random disaster events that have a 1 in 75 chance of happening each turn, previously these were just small bits of text in your end of turn report but now they are full on events with their own screens and sound effects.

* Added new special event screen for random hurricane with sfx
* Added new special event screen for random magical cloud with sfx
* Added new special event screen for random landslide with sfx
* Added new special event screen for random earthquake with sfx
* Added new special event screen for random volcanic eruption with sfx
* Added new special event screen for random act of god with sfx
* Added new special event screen for random lightning with sfx
* Added new special event screen for random meteor with sfx
* Added new special event screen for random tornado with sfx
* Added new screen instead of single line of text for terraforming barren land
* Added 5 random possible terraform graphics for terraform screen
* Made it so that natural disaster events will cannot wipe your last land out

Tornado - https://i.imgur.com/60DSOWd.png

Meteor Strike - https://i.imgur.com/WfxodX4.png

Volcanic Eruption - https://i.imgur.com/Ud92DlL.png

Magical Cloud - https://i.imgur.com/OPrkKi6.png

An act of a higher being - https://i.imgur.com/4Nwt6vc.png

CHAMPION HIRE COLOUR SYSTEM (1 feature)

I added this system somewhat whimfully, I was hiring a champion from this screen but felt it would be much easier if there was a visual stimulus showing the range of champions and their values. Initially I went with a smaller range of colours but expanded it and am happy with the results!

* Added a new colour system breaking down the higher and lower skilled champions on the giant 16 champion hire list
* Dark red for champions with under 50 battlescore
* Red for champions under 75 battlescore
* Dark grey for champions under 100 battlescore
* Grey for champions under 150 battlescore
* Dark green for champions under 175 battlescore
* Green for champions under 200 battlescore
* White for champions 200 battlescore and beyond

This is what it was it used to look like - https://i.imgur.com/h5FcBmY.png

This is the new one - https://i.imgur.com/VemrBZd.png

A pair of decent ones but not a promising line up - https://i.imgur.com/QBTh1gD.png

Oof nothing good but definitely some bad choices - https://i.imgur.com/ODOZnQ0.png

There he is, Neal the Legend, 200 battlescore - https://i.imgur.com/ztwZLKI.png

VILLAGE CHAMPION IMPROVEMENTS (6 features)

It's a small change but a nice one for continuity thanks to a commentor called Clown on Steam. Now when you compete in a village champion battle, defeating the champion will drop the village population by one. If village populations drop to below 10 people then no new champions will spawn, this is to avoid a village being beaten into exctinction by annual duels.

* Added -1 villager notification when defeating champion of Rihhm (credit Clown)
* Added -1 villager notification when defeating champion of Smallhaven (credit Clown)
* Defeating village champion now knocks down village population by 1 (credit Clown)
* Made village champions not respawn if population is below 10 in the village (credit Clown)
* Fixed text bug with already fought village champion text in Rihhm
* Fixed text bug with no one to challenge village champion text in Rihhm

A village champion defeated - https://i.imgur.com/2HGIfuv.png

ORC NAME IMPROVEMENTS (2 features)

There are now 465 total orc names in game, a nice little expansion to ensure they never feel samey!

* Added 61 new orc names
* Removed 3 duplicate orc names

A FEW ENCOUNTERS MORE (2 features)

A pair of new encounters added, the more the merrier!

* Added new throne room encounter 'crazy person accuses you not being you'
* Added new throne room encounter 'Silent man'

What the hell are you staring at!? - https://i.imgur.com/z42Vlkq.png

BUGFIXES (18 features)

Quite a few bugs fixed here, thanks for the reports guys!

* Fixed Gauntlet of Frost purchase text error (credit licker98)
* Fixed emissary killed after successful diplomacy reaction screen text colour bug
* Fixed text split bug in owned wild north merc post
* Fixed 2 text bugs in Galbak the grunter turn around event
* Fixed peasants referred to as slaves in round up and burn diplomacy event
* Fixed slaves referred to as peasants in round up and burn diplomacy event
* Fixed Baiaa 25 slave yearly tribute to lock the gates still happens if Baiaa is destroyed (credit licker98)
* Fixed Baiaa 25 slave yearly tribute to lock the gates still happens if you are hostile with Baiaa
* Fixed Hyruk the Moneygrubber not paying your reward for the titan skull quest (credit Storm)
* Fixed incorrect text shown when selling bluetrii fruit (credit u/OTRainbowDash5000)
* Fixed text bug with one of the hunters rest intro screens
* Fixed ability to declare demonic kingdom even when the horde is weak (credit u/OTRainbowDash5000)
* Fixed 7 text bugs with various hunters rest options
* Fixed Goblinwood typo when entering throne room
* Fixed issue with assassination debug option in independent kingdoms
* Fixed graphic colouring bug for goblinstone encampment
* Fixed incorrect screen shown when defeating goblinstone encampment
* Fixed incorrect screen shown when defeating old ruined village encampment

EVERYTHING ELSE (7 features)

Lots of different stuff here, highly civil races will never have stupid leaders again, now when a new militia leader rises up you'll be able to see how the cost of a peasant has changed and xenophobic kingdoms have a new response screen.

* Added new human name 'Byamba'
* Made kingdoms with a civilisation level of highly civil or more don't have stupid leaders
* Added a new system that shows how much gold the militia unit hire cost has changed whenever a new militia leader arises
* Reworked soldier loses bet throne room encounter text (credit u/DeplorableCaterpilla)
* Added new indicator of gained soldiers and population drop when recruiting from Hunters Rest
* Added new screen for diplomacy action blocked by nations Xenophobia
* Added screen for destroying old ruined village savage camp in wildwood

Now instead of a small string of text this is what pops up if a certain action of diplomacy is blocked by the opposing kingdoms xenophobia - https://i.imgur.com/Tuc6KT1.png

Another small but helpful change, now you are informed what the new price is when the militia price is changed by new leadership (or in this case stayed the same). - https://i.imgur.com/mpKsnNH.png

WHAT'S NEXT

So I'm getting pretty finished with leftover smaller things to code, I'm hoping to get started with overhauling the end of turn report from being a wall of really hard to digest text and find a nicer alternative, because it really can be a valuable overview for whats gone on but it's not shown well.

Hope you're all doing good!

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: geoffroypir on September 18, 2020, 06:05:53 pm
Hey,

I own your game, I really did enjoy it. That's a good surprise to see we share the same forum and seeing you haven't stopped developping  :o  , I am eager to play you game again when I have some spare time to see all the changes.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Nordlicht on September 18, 2020, 09:25:12 pm
Any chance to see this on gog?
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on September 19, 2020, 06:52:07 am
@Nordlich, Hey mate, so I've submitted it to GOG a few times but they have rejected it each time. I will try again when the game is out of early access as perhaps that is the reason but there is a small poll here on gog to get Warsim added and it has 50 votes so far.

https://www.gog.com/wishlist/games/warsim_the_realm_of_aslona

@Geoffroypir, Hey cheers for the support, glad to see you here! :)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on September 25, 2020, 09:06:55 am
Hey everyone just to let you know I'm announcing the GNOME INSULT COMPETITION!

Enter your best insults from to be shouted from one gnome to another and be in for a chance to win some prizes!

$190.87 worth of prizes, no requirement of owning Warsim. Just enter some good gnome insults!
Competition ends in 1 week!

Check the competition out on steam - https://store.steampowered.com/newshub/app/659540/view/2774737725575615021
Or on reddit - https://www.reddit.com/r/WarsimRpg/comments/iz0jcs/the_gnome_insult_competition_everyone_welcome_to/

All you have to do is comment to enter, check the link post on steam/reddit to see rules, details, and most of all prizes!

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on October 02, 2020, 04:24:52 am
The Gnome Insult Competition is now over and the winners have been awarded their prizes, see some of the winning insults inside - https://store.steampowered.com/newshub/app/659540/view/2861432654113276007
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on October 02, 2020, 07:36:03 am
Warsim 0.8.2.2 (Crying Gnome Update, 138 features)

Hey everyone,

So this update is massive and includes the content from the Gnome Insult competition as well as a ton of features from various categories! I'm really excited to finally get this one out.

A PUDDLE OF GNOME TEARS (49 features)

After recently watching a few gnome insult battles in game I started getting insult duplicates very quickly and an otherwise funny area of the game became repetetive, I set out to drastically increase the number of insults as well as expand the insult battle system with new dynamic sounds and possible outcomes. There are now 300 total insults from around 30 or 40 prior to this update thanks almost entirely to the Warsim community taking part in the gnome insult competition! We have some absolutely amazing entries and while it felt almost impossible to pick we had TheUniqueFidji, Ordowix, and Voliol as the winners! Congrats again guys.

* Added 60 new gnome insults
* Made gnome insult list moddable (Warsim folder/Data/Gnomeinsults.txt)
* Added new screens and song gnomes sing if they make peace during an insult battle
* Increased odds of gnome battle friendship outcome from 1/150 to 1/120
* Fixed 'unphased' gnome battle text bug (Bill Garthright)
* Added rare ability that gnome responds to an insult with 'No u' and wins the match (credit u/dzejrid)
* Added 1 in 10 chance that gnome laugh sound plays single funny laugh sound instead
* Added 5 new gnome cry sound effects played at random at the end of gnome battles
* Added 27 new gnome names (Icky, Zoopy, Winkle, Vop, Tillbert, Tonk, Tinky, Twitchy, Smiggles, Ribble, Peewee, Obie, Nipnip, Nilbert, Mert, Merble, Gribgrib, Gribble, Fibble, Fubble, Feefo, Flimpy, Flimp, Dinkdink, Dingles, Cribble, Booboo)
* Added 32 new gnome insults by u/TheUniqueFidji
* Added 27 new gnome insults by Ordowix
* Added 18 new gnome insults by u/voliol
* Added 17 new gnome insults by ThePlainPlayer
* Added 10 new gnome insults by ClavinTheGreat
* Added 9 new gnome insults by Hun Knight
* Added 9 new gnome insults by Lan Can't Aim
* Added 8 new gnome insults by u/Randomiser099
* Added 7 new gnome insults by T.R Monster
* Added 7 new gnome insults by Dezdanna
* Added 6 new gnome insults by u/dzejrid
* Added 5 new gnome insults by u/Karp_K
* Added 5 new gnome insults by Willsama974
* Added 5 new gnome insults by Money183
* Added 4 new gnome insults by u/Supermichael777
* Added 4 new gnome insults by u/IndonesianGuy
* Added 4 new gnome insults by Mr.Fly
* Added 3 new gnome insults by u/BonkitySax
* Added 2 new gnome insults by Tundra C
* Added 2 new gnome insults by Pride
* Added 2 new gnome insults by Durbitwaz
* Added 2 new gnome insults by Shalupon
* Added 2 new gnome insults by u/ExpiredMemes
* Added 2 new gnome insults by u/comradegrigor
* Added 2 new gnome insults by u/lemathematico
* Added 2 new gnome insults by u/Jalmondbro
* Added 2 new gnome insults by Eos Condor
* Added a new gnome insult by u/EugenGoldstein
* Added a new gnome insult by Fuyuhiko
* Added a new gnome insult by Mr.Snuffles
* Added a new gnome insult by Chardi
* Added a new gnome insult by JustN0P0int
* Added a new gnome insult by November
* Added a new gnome insult by Otter
* Added a new gnome insult by Spoops
* Added a new gnome insult by Warzone
* Added a new gnome insult by Chrono One
* Added a new gnome insult by Hippoyay
* Added a new gnome insult by rabbit
* Added a new gnome insult by Pollin

A harsh one - https://i.imgur.com/foTXSWo.png

A blooper while I was trying to record gnome crying sound effects - https://www.youtube.com/watch?v=ohay6zVaTGI&feature=youtu.be&ab_channel=VegaVideoNetwork

SATYR HORNS (2 features... or 72.2 billion)

Aethyrsix sent me a new concept for his old Satyr design that was put into the game, we reworked it a bit to use ascii that would work in the game and in the process I added enough new parts that 72 billion additional Satyr faces can now be made!

* Reworked Satyr faces to have better horns (credit u/aethyrsix)
* Added tons of new Satyr face parts (was 16.8 billion faces, now 89 billion)

Comparison of old and new Satyrs - https://i.imgur.com/gRaZFXR.png

Here's a batch of the new ones - https://i.imgur.com/miFc4qH.png

THE MIGHTY HOUSE OF BORK (1 feature)

Saw a funny character in CK2 called Borkvald, the name tickled me so I added 10 variant style names.

* Added 10 new human names 'Borkvard, Borkwald, Borkvarn, Borknald, Borknar, Borkvar, Borkner, Borkvald, Borkbald, Borkfred'

TOMATO STREAM (17 features)

A huge twitch streamer checked out Warsim for a couple of hours recently, the stream was awesome and during it I noticed some things that could do with change and improvement as well as some opportunities for new features and a small cameo!

* Added new character 'Tomato' to the Dirt Den Tavern
* Added 7 dialogues with Tomato
* Added ability to buy fire scones from Tomato
* Added special screen and sfx for entering 80085 in the secret ancient door in the Blackmarket (credit Tomato Stream)
* Fixed little throne room description typo as 'Fire scones' instead of 'Fire Sconces' (credit Tomato Stream)
* Fixed text bugs in all demon mirror dialogues (credit Tomato Stream)
* Rewrote some demon mirror dialogues (credit Tomato Stream)
* Added voiced lines for all demon mirror dialogues (credit Tomato Stream)
* Added extra screen for visiting demon mirror multiple times in one year (credit Tomato Stream)
* Reworked shadow assassin game start intro text to be clearer (credit Tomato Stream)
* Fixed 34 arena owner dialogue text and grammar bugs (credit Tomato Stream)
* Added indicators of the gambling tax being added or removed when demanding it from the Arena owner (credit Tomato Stream)
* Fixed 6 jester refusal to join text bugs (credit Tomato Stream)
* Added new indicator of jester skill when hiring them from the throne room (not a generic number but a description of their skill) (credit Tomato Stream)
* Reworked pargo the sewer bartenders where do you get your ale dialogue (credit Tomato Stream)
* Added new what kind of name is pargo dialogue (credit Tomato Stream)
* Added indicator showing current gold balance to young man claims to be your cousin and requests 1k gold loan encounter (credit Tomato Stream)

What a strange red fellow - https://i.imgur.com/4IMhhlL.png

A fire scone you say? - https://i.imgur.com/pp8r2Ai.png

SLAVE REVOLT ENHANCED (16 features)

Slave revolts felt a little bit flat before, now they are more functional and can be interacted with more in the diplomacy screen. You'll also be unable to do any diplomacy with the slave revolt while you still have slaves in your employ.

* Added rare event where slave revolt can ruin one of your territories (req 500+ slave revolt troops)
* Added rare minor event where slave revolt proclaim a warning to all slave keepers
* Added ability to free slaves and slave soldiers in slave revolt diplomacy screen (with sfx)
* Added alternate screen if freeing a small number of slaves
* Prevented any diplomatic action with slave revolt while you have slaves
* Reduced bribe slave revolt to disband cost to 10 gold per troop instead of 30 gold
* Reduced hire slave revolt troops cost from 50 gold per troop to 30 gold
* Reworked slave revolt diplomacy screen troop count
* Added about the slave revolt text to the slave revolt diplomacy screen
* Added new screen for slave revolt hire fail (humiliation and public opinion drop) (with sfx)
* Added new screen for slave revolt hire fail (slave revolt disbands) (with sfx)
* Added new screen for slave revolt hire success (with sfx)
* Added new screen for slave revolt disband fail (-1 public op) (with sfx)
* Added new screen for slave revolt disband success (with sfx)
* Fixed slave revolt spawn from encounter reaction text bug
* Fixed slave revolt header bar length bug

The new slave revolt diplomacy screen - https://i.imgur.com/RDX0lAR.png

MORE DRUNKS (4 features)

It was mentioned that drunk celebratory throne room visitors are a bit too repetetive, I've added a few for now but will expand more later hopefully!

* Added new throne room celebration drunk encounter 'Drunk man bows and falls'
* Added new throne room celebration drunk encounter 'This isn't the tavern?'
* Added new throne room celebration drunk encounter 'Gaze upon the founder'
* Removed duplicate drunk encounter

GOBLIN THRONE ROOM VISITORS (8 features)

I felt the goblin encounter pack added to the throne room recently still needed more fleshing out, found a bug too!

* Fixed goblin kindness encounter showing random gift item value when no gift given
* Added new goblin throne room encounter 'Goblin big love for you'
* Added new goblin throne room encounter 'Big goblin friend'
* Added new goblin throne room encounter 'Rub Head, Big Luck'
* Added new goblin throne room encounter 'Big gift for big goblin friend'
* Added new goblin throne room encounter 'Gift from my village'
* Added new goblin throne room encounter 'Goblin diplomat'
* Added goblin throne room disapointment reaction 'Pathetic' (with sfx)

A CHANCE OF STUPID (5 features)

After the last release Liang Qi mentioned that it would be much better if instead of highly civil races having 0 chance of stupid leaders, there was still a chance even if rare! A very good point, the idea of things still being random enough that things aren't always clear cut is a very good thing to have! Great suggestion.

* Added 1000/1 chance of Max Civ level (Pan-Dimensional) Kingdom ruler being stupid (credit Liang Qi)
* Added 500/1 chance of 9 Civ level (Godlike) Kingdom ruler being stupid (credit Liang Qi)
* Added 100/1 chance of 8 Civ level (Greatly Enlightened) Kingdom ruler being stupid (credit Liang Qi)
* Added 50/1 chance of 7 Civ level (Pinnacle of Civilisation) Kingdom ruler being stupid (credit Liang Qi)
* Added 25/1 chance of 6 Civ level (Highly Civilised) Kingdom ruler being stupid (credit Liang Qi)

KNIGHTLY ORDERS IMPROVED (8 features)

Zaph pointed out the knightly order information wasn't as clear as it could be. I've tried to improve that and several other aspects of it!

* Fixed text bug on creation of a new custom knightly order leader (credit Zaph)
* Reworked layout of order commander dialogue (credit Zaph)
* Rewrote knightly order fight demons command text (credit Zaph)
* Rewrote knightly order defend the lands command text (credit Zaph)
* Rewrote knightly order keep order command text (credit Zaph)
* Rewrote knightly order fight bandits command text (credit Zaph)
* Rewrote knightly order fight rebels command text (credit Zaph)
* Added an indicator that shows the current active command for your custom knightly order (of the 7 possible stances) (credit Zaph)

EAST DOCK COMPANY IMPROVED (4 features)

Thanks to a bug report by Clown from Steam I ended up reworking and finding several issues with the Blackmarket Dockrows 'East Dock Company' now improved!

* Fixed bugged difficulty for East Dock CO trade ventures where it gets less difficult the more expensive the items are (credit Clown)
* Added current gold indicator to East Dock CO trade venture screen (credit Clown)
* Removed no gold text lines from unable to pay for east dock company ventures (credit Clown)
* Added new screen with sfx for paying for an east dock company venture (with sfx) (credit Clown)

BUGFIXES (11 features)

A chunk of bugs fixed this update!

* Fixed silent man throne room encounter yellow face reaction bug
* Fixed 4 text bugs in slave escape charge the accuser reaction
* Fixed 2 text bugs in slave escape pay for execution text
* Fixed freed slave event text bug
* Fixed enslaved courtier text bug
* Fixed incorrect '-' symbol used instead of '+' when showing gained troops from hiring deserters
* Fixed escaped slave blackmarket event line bug
* Fixed captured slave blackmarket event line bug
* Fixed text bug in goblin tale story
* Fixed spacing bug in Ice Watch tavern bartender option
* Fixed spacing bug in Dirt den tavern bartender option

EVERYTHING ELSE (13 features)

Lots of features here, pretty much all player suggested so thanks a bunch guys!

* Added 5 new goblin names 'Goblim, Gomblin, Gomlim, Gobline, Gombline' (credit Cat)
* Added getting 1 gold wergild for peace and then asking to reduce it can rarely result in the fee being reduced to free (credit Cat)
* Added assimilating merc group now shows that they were assimilated instead of destroyed (credit u/BagofChemicals)
* Added secret debug code (enter 69 on gift tree screen to reset the gift tree to be touchable again)
* Added 1/3 chance gift tree rewards you an item instead of gold (credit u/Ordowix)
* Added ability to skip stones at the Farthest Stretch in the south (credit Ordowix)
* Added expense report indicators for staff training expense (Credit Clown)
* Added a new 'what is the militia' option in Militia diplomacy to better explain their function (Credit Zaph)
* Reworked 'what do you do' question for steward to be more clear (credit Zaph)
* Added code to prevent champions having 0 battlescore in the arena (credit u/Spfnym)
* Added child throne room arrest reaction 'I'm in danger' (with sfx)
* Removed the death sound system being saved each new game (slowly want to get rid of it in general but now it can only be enabled per play session)
* Added new difficulty scaled reward for Chelobs well (Easy 1mil)(Norm 200k)(Hard 50k)(Solid 20k)(Insane 10k) (credit u/Spfnym)

New recognition instead of just saying the group is destroyed - https://i.imgur.com/hgL9p1R.png

WHAT'S NEXT

So I'm hoping to move on to the end of turn update soon, but before that I may quickly try and develop a small gnome village to expand the number of places players can encounter gnome insult battles, we'll see how it goes!

Hope everyone's doing alright! :)

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: EuchreJack on October 02, 2020, 12:31:09 pm
Drunk encounter idea: What does the Ruler do when the drunk lunges towards them (as drunks are wont to do)? Kill/Imprison/Reward? Or is that already in the game?

The drunk is probably just trying to hug the Ruler.  Drunks like hugs.  Maybe hit the Ruler.  Drunks like hitting things, but Professional Drinkers can tell the difference.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on October 03, 2020, 05:34:16 am
That's a great suggestion mate, cheers! noted
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on October 05, 2020, 12:56:55 pm
Warsim 0.8.2.3 (Hidden Gnome Village, 35 features)

Hey everyone,

So after last updates new massive expansion of the gnome insult battles, I was sad that they appear only as an option in upgraded throne room entertainment acts. The only solution... a gnome village. But where could such a village go?

THE GNOME VILLAGE OF THE SOUTHERN LANDS (25 features)

Hidden away somewhere in the south you'll find a gnome village guarded by something terrible, but inside you'll find a sweet and kind community of happy little gnomes. Fit with a gnome battle pit, a new board game, 40 unique random dialogues and more!

* Reworked an area in the south to hold the new gnome village
* Added ability to send peasant/knight/soldier to explore the area (the better the unit the better chance of survival)
* Added Battle system with the guarding monster (with sfx and dynamic text for the outcome of the fight, 12 possible screens)
* Added gnome introduction scene (with sfx)
* Added gnomes give random loot item upon introduction
* Added large central hut to the gnome village
* Added ability to speak to the gnome village grand vizier 'Bongles the Great' (12 unique dialogues)
* Added Gribble's Tavern to the gnome village
* Added new drink 'Gnome Ale' (tiny compared to normal ale and unlikely to get you drunk)
* Added ability to speak to Gribble the Bartender (9 unique dialogues)
* Added ability to speak to random gnome tavern patron (20 unique dialogues) (with sfx)
* Added special song Gribble can sing
* Added new gnome tavern game called 'Biggleroll'
* Added ability to watch gnomes play Biggleroll
* Added ability to ask the name of the Biggleroll host
* Added special event if host's name is Biggle (super rare)
* Added local brewery to the gnome village
* Added Slug pen to the gnome village
* Added ability to speak to Slug pen watchgnome (7 unique dialogues)
* Added water hole to the gnome village
* Added ability to speak to a random local gnome (20 unique dialogues) (with sfx)
* Added gnome battle pits to the village
* Added random number of insult battles per year (between 2-20)
* Added ability to destroy gnome village (with sfx)
* Added ability to visit ruined gnome village

BUGFIXES (8 features)

A couple of bugfixes here, once again largely thanks to player reports so thank you all! :)

* Fixed thickblood tavern owner dialogue menu kick out bug (credit u/TheUniqueFidji)
* Fixed asking flobert to drink the drink he's brought you loops forever (credit Ursur)
* Fixed goblin slap stall never charging you to slap the goblin if you are king of Darkdale
* Fixed shutting goblin stall down doesn't restart correct crowd sound
* Fixed Blackmarket station guards option after conquering it not working (credit u/TheUniqueFidji)
* Fixed asaruk bartender dialogue bug
* Fixed dice game 12 text bug
* Fixed mercantile leader alliance event incorrectly displaying trade agreement instead (credit u/CopyOkapi)

EVERYTHING ELSE (2 features)

Some nice new things here, now the cult meetings in Darkdale have new sounds, and if you own the arena now by checking the upgrades screen you can find out the total crowd capacity!

* Added new audio for Glory to Ha'hah crowd in Darkdale cult meeting
* Added total arena capacity tracker in the arena upgrades screen (credit Homuya [GER])

SCREENSHOTS

* A cave... hmm - https://i.imgur.com/ek96WIm.png
* What in the realm is that?! - https://i.imgur.com/n12z9oD.png
* Bongles the Great - https://i.imgur.com/XBUWgKU.png
* The gnome's reward can be great - https://i.imgur.com/Rhv1VPA.png
* Or not so great (good luck) - https://i.imgur.com/adJFhVy.png
* The new gnome village - https://i.imgur.com/iVdvilT.png
* Gribble's Tavern, the hottest place in town - https://i.imgur.com/tVs7HAW.png
* Biggleroll... a hit new tavern game that all the gnomes are playing - https://i.imgur.com/AeoxbdS.png
* Flip the gnome coin and prove your worth with Biggleroll - https://i.imgur.com/7MRl1OJ.png

WHAT'S NEXT

I'm planning on tackling the end of turn report very soon but for now I'll be taking most of this week off to finish moving into my new place and getting settled in.

Hope everyone's doing good!

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Nordlicht on October 05, 2020, 01:05:46 pm
Wow, your updates are faster than Morgan's Mule on Speed.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on October 05, 2020, 01:17:14 pm
Cheers mate! Really wanted to get this gnome village out haha
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on October 09, 2020, 05:21:21 am
**Warsim 0.8.2.4 (Tournament Control Update, 15 features)**

Hey everyone,

So this is just a small update while I'm settling in to my new place, we've got a rework of tournaments, a few new possible intro menus, and some fixes and changes.

TOURNAMENT REWORK (8 features)

A lot of people have requested this, most recently u/Snipe5000 and rightly so, previously tournaments with 32 fighters took absolutely ages to watch as you HAD to watch every single fight, every single gate rising intro. It's not fun if you're not very interested in all of the fights taking place. Now new controls have been added that allow you to skip anything you don't want to see, from wanting to watch only what you've bet on, to skipping entire phases of the tournaments just to see the semi-finals and final battle. Several other bugs and tweaks are also included!

* Added new graphic for larger tournaments second phases
* Fixed Grand tournaments being referred to as 32-man tournaments in most phases
* Fixed semi finals in large tournaments being incorrectly referred to as third stage
* Fixed grand tournament not counting as tournament done and allowing more tournaments to be done
* Added ability to skip fights during tournaments
* Added ability to skip entire phases of the tournament
* Added ability to only watch fights you have a stake in
* Added ability to watch all fights as usual

- The new menu before a fight in a tournament - https://i.imgur.com/mfexb44.png

AETHYRSIX'S MENU (2 features)

For those who don't know, u/aethyrsix as he's known on reddit is the creator of the original Satyr face in game and a very accomplished Ascii artist. He's recently come up with some new menu concepts that are too great not too include in the game, now there's a 1 in 5 chance you'll see his designs on the main menu.

* Added 1/5 chance of Aethyrsix's larger menu design appearing on Warsim main menu (credit u/Aethyrsix)
* Added 1/5 chance of Aethyrsix's smaller menu design appearing on Warsim main menu (credit u/Aethyrsix)

- One of the new menu concepts that can appear - https://i.imgur.com/Uhl5zCN.png

BUGFIXES (X features)

Thanks for the bug reports guys! Always appreciated :)

* Fixed Crown of Mai rebel text when slave origin chosen (credit Maboy)
* Fixed refusing to hire a champion found when exploring doesn't work (credit wuhugm)
* Fixed court musician replacing already existent musician sends you back to wrong menu (credit wuhugm)

EVERYTHING ELSE (X features)

Some new gnome names and a funny mini event involving Biggleroll in the Gnome Village.

* Added 1 in 15 chance of funny random event when playing Biggleroll in tavern (Bongleroll) (credit Cat)
* Added 5 new gnome names 'Zoggy, Toop, Friggle, Peep, Neeb'

WHAT'S NEXT

I'm still getting sorted out moving in but next week I hope to get working on the end of turn report, I've got some things planned for a rework and an extra feature I'm hoping to add to it.

Hope everyone's doing alright :)

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on October 10, 2020, 05:52:59 am
Hey guys,

So I just wanted to say a big thank you to the Warsim community, I certainly never expected to be working full time making a text-based kingdom management game in 2020.

Game development has been a dream job since early childhood and I never figured it actually possible just a nice idea. Now seeing all the comments, the reviews, the great ideas and reported bugs, I'm always humbled by it.

For the longest time I couldn't believe people were interested in the game, it was released on itch.io for free in 2016 and a small number of people downloaded and played it. Occasionally I'd even get the odd donation from players which always blew my mind. Warsim was a much more primitive and unpolished game back then (You can play the 2015 version by going to your Warsim directory and finding the Extras folder and then the Warsim Classic Edition (2015) folder)

After a few years it ended up on steam, since then the game has grown far beyond mine or probably anyone else's expectation with us recently passing 22'000 copies sold since late 2017 when the game was released.

I can't thank you guys enough, I've put my heart and soul into this game but it's so filled with the help, feedback, and talent of many others who I owe a lot of gratitude to.

So in summary, Thank you everyone. I love you guys and I will keep working to make this game the best it possibly can be as we approach a possible early access release in 2021. The game is selling enough copies that I can more or less sustain myself while I develop so I'm not rushing anything.

Cheers everyone <3

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on November 24, 2020, 12:25:26 pm
Hey Everyone,

So I'm glad to finally get this one out, it's been a grind to get through it but I've gone through every single end of turn event in the whole game and reworked them all, created several new report systems, totally reworked how the demon horde works, as well as a number of other tweaks and fixes. Thank you all for the continued support and I hope you enjoy the update!

END OF TURN REPORT UPDATE (8 features)

This was the primary focus of the update though as a result of this many things were added and changed as per the categories below. The main changes are the convoluted and disorganised end of turn report we're all used to is now customisable and much more legible!

* Added new end of turn report choice screen (three reports, simple, advance, custom)
* Added simple turn report showing summarised report
* Added advanced turn report showing all events of the year
* Added custom report where parts can be enabled/disabled/customised
* Added ability to choose a report to see each turn instead of choice
* Added staff quitting without being paid now has a pop up screen (credit 'Napalm Sticks To Kids')
* Added new end of turn report note for demonic wipeout thunderstorm event
* Added less chance of soldiers fleeing demons end of turn event if you have high public opinion

The New end of turn report - https://i.imgur.com/fGvN2Ij.png

New choice of end of turn reports - https://i.imgur.com/WM8X1Ff.png

Staff quitting - https://i.imgur.com/RUv7r6q.png

NEW END OF TURN EVENTS (2 features)

While working through things I added a few new possible events at the end of the turn

* Added rare 1 in 100 chance of undead spawn event (between 150-3150 undead)
* Added rare event of loyal warrior winning a peasant tournament in your honour giving +2 public opinion

END OF TURN TWEAKS (18 features)

While trawling through all the end of turn events in the game there were a few things that needed to be fixed or tweaked or updated.

* Reworked interest in end of turn report to show total bank balance
* Added indicator of how much staff skill is after improvement in turn report
* Made vampire debug mode it's own section on end of turn report
* Reduced cost per goblin head of Goblin scourge law from 10 gold to 4 gold
* Reworded Blackmarket tax end of turn event to be clearer
* Added info of how many miners returned in mine dried up event
* Made end of turn units fleeing to and from rebellion reports show actual troop changes
* Made overflowing prison resulting in released prisoners increase bandit level by 1
* Added visible public opinion change for statue of yourself events in end of turn report
* Added notification of how many properties you are recieving income from in Darkdale
* Reworked independent kingdom getting civil event text (credit Cat)
* Added notification in turn report when slavers fort is destroyed in slave revolt
* Shortened ex-slave joiner end of turn event length
* Scrapped old end of turn code allowing independent kingdoms to recruit troops from your guilds
* Reworked Bandit horde robbery events to show bandit horde instead of just bandits to clear confusion
* Made all goblins join you from goblin clan goblin staff event show how many goblins join
* Fixed layout bug with Krut and Erak troop spy reports
* Removed obsolete end of turn bar that says 'Aslona stats'

DEMON HORDE REWORK (12 features)

One big part of the end of turn update that I passed was the demon attack event, each turn the demon horde if active would find a random living faction (more likely the more land it has) and would attack them, be it killing a small number of troops, destroying a single trade caravan and losing them some gold, or rarely... destroying a territory. In hindsight this made the demon horde incredibly weak in everything other than defence, this world destroying army barely did anything when active, well now that has changed.

It's been in my plans for quite some time to overhaul it and as it was linked to the end of turn report I figured now would be as good a time as any. The demons now have up to three attacks per turn when active, the more attacks they do the more divided the attack force is, so 3 attacks from a horde of 1500 demons would make each force 500 strong. These demonic groups will no longer pester caravans or kill small numbers of peasants, each of the up to 3 attacks per turn will always be invasions. The demons will fight with the defending forces and try to kill them all and ruin the land. Now when the demon army rises they will shake up the world, killing and destroying factions and causing problems for everyone but more so for larger factions.

* Added demon horde get up to 3 attacks per turn dividing their troops by how many attacks
* Added special screen for demon horde attacking your lands
* Added special screen for demon horde destroying your last land
* Added special screen for demon horde destroying another faction
* Added 1 in 15 chance that factions will abandon a land rather than defend against demons
* Added 6 dynamic possible screens for demon horde pushed back depending on how many demons they've lost
* Added -10 bandit level if demons destroy Bandit Horde
* Added -3 bandit level if demons destroy a minor bandit gang
* Fixed northern hall bug that prevented demon horde from doing anything
* Added 5 random graphics for ruined land at the hands of demons
* Added code to prevent demons attacking pro-demon kingdoms
* Added code to show demonic attacks as good events if you're a demonic king

Those demons are at it again - https://i.imgur.com/GAsfC96.png

The Demons are at the gate! - https://i.imgur.com/l6QWfWW.png

TROOP RECRUITMENT REWORKED (12 features)

While working through the end of turn stuff I had a chance to review the troop recruitment system and buffed everyone to be able to keep up with you. Normal modifiers to recruitment for these groups still apply but now by default and even more with higher difficulties these groups will all recruit much faster.

* Increased default rebel recruitment from 0-10 troops per land to 0-20
* Increased rebel recruitment max per land +5 per difficulty level
* Increased default bandit horde recruitment from 0-8 troops per land to 0-18
* Increased bandit horde recruitment max per land +5 per difficulty level
* Increased default Krut recruitment from 0-8 troops per land to 0-26
* Increased Krut recruitment max per land +5 per difficulty level
* Increased default Erak recruitment from 0-8 troops per land to 0-26
* Increased Erak recruitment max per land +5 per difficulty level
* Increased default Minor bandit recruitment from 0-8 troops per land to 0-14
* Increased Minor bandit recruitment max per land +5 per difficulty level
* Increased default independent kingdom recruitment from 0-10 troops per land to 0-15
* Increased independent kingdom recruitment max per land +5 per difficulty level

PLAGUE REPORTS (19 features)

A dusty box that can be bought for a princely sum in the artifact market can be the undoing of the world, the plague box has been in the game for a long time but until recently hasn't been revisited in a long while. In this update I've tried to make sure it covered all newly added units and locations (who were previously immune to the plague) as well as adding better screens for the plague related events. Now the plague has it's own section in the end of turn report.

* Added new turn report section for plague report if ancient plague is active
* Added new screen for world ending due to plague leaving no one alive
* Added new screen for ancient plague ending due to 1 million deaths
* Fixed independent units in your kingdom not affected by ancient plague
* Fixed rebuildable fort troops in your kingdom not affected by ancient plague
* Fixed mine workers in your kingdom not affected by ancient plague
* Fixed Harlaw and Greenskin mining company workers not affected by ancient plague
* Fixed Blackmarket population not affected by ancient plague
* Fixed Northern wildermen not affected by ancient plague
* Fixed Wildwood savages not affected by ancient plague
* Fixed Rihhm not affected by ancient plague
* Fixed Smallhaven not affected by ancient plague
* Fixed Combat Academy not affected by ancient plague
* Fixed Wagon man's guards not affected by ancient plague
* Fixed Darkdale population not affected by ancient plague
* Fixed Assurak not affected by ancient plague
* Fixed Goblinwood population not affected by ancient plague
* Fixed Southern nomads not affected by ancient plague
* Fixed Huntsmans rest population not affected by ancient plague

GAMES MASTER IMPROVEMENTS (6 features)

After a report by u/CopyOkapi I've updated the games master and fixed the many pesky bugs.

* Fixed text bug with training games master (credit u/CopyOkapi)
* Fixed text bug with sudden death game intro (credit u/CopyOkapi)
* Fixed text bug with sudden death games master rules (credit u/CopyOkapi)
* Fixed 3 text bugs with games master coinflip game intro (credit u/CopyOkapi)
* Fixed games master coin flip game told you you lost when you won and won when you lost (credit u/CopyOkapi)
* Added graphic to games master coin flip game and changed coins to Skulls and Snails instead of heads and tails (credit u/CopyOkapi)

TOURNAMENT FOLLOW UP (8 features)

Some more tweaks to tournaments, after having some price discrepancies pointed out by Notfox I decided to rework the pricing of them a lot more to make them more affordable.

* Reworked tournament prices (credit Notfox)
* 8-man tournament is now 3000 gold instead of 10000 gold
* 16-man tournament is now 6000 gold instead of 25000 gold
* 32-man tournament is now 10000 gold instead of 50000 gold
* Grand tournament is now 15000 gold instead of 25000 gold
* Rewrote grand tournament introduction
* Rewrote list of champions for grand tournament intro
* Added random horn sound to grand tournament event start

Are you calling Snails or Skulls? - https://i.imgur.com/3wpiHt4.png

Skulls it is - https://i.imgur.com/2IGBhUn.png

DIALOGUE ADDITIONS AND FIXES (22 features)

While writing new wiki pages I've come across a lot of stuff that's needed fixing or that could be added.

* Added new question for Hukta of Uktak 'Tell me about the Human Warrior'
* Added new question for Hukta of Uktak 'Tell me about the 'z' marked hut'
* Added ability to tell Nezale 'Got your nose!' (credit u/ubft)
* Added new dialogue option for Arasuk bartender 'Why is your skin red and spiky?'
* Added new dialogue option with Nanall the Coastman 'Why is this place called the Fighting Coastman?'
* Added new dialogue option with Nanall the Coastman 'Why is all the ale here so salty?'
* Reworked Narmalds Dialogues (credit u/Kerbannog)
* Reworked Blackrow Slavers dialogues
* Added 3 new dialogues to Ulfberth
* Reworked Ulfberth the Unyielding's dialogues
* Fixed Nezale the Nose refers to you as Son regardless of chosen gender (changed to friend)
* Fixed 3 text bugs with Ulfberth's dialogues
* Fixed and reworked Diran the Old's dialogues
* Fixed several bugs with Chelob's text after relocation
* Fixed several grammar and text bugs with Chelobs Quiz
* Fixed text bug with Eswin elf hater dialogue
* Fixed Pargo dialogues missing grammar
* Fixed Ogloob the Ogres dialogue layout
* Fixed text bug in guard dialogue for breaking up Nairo's party
* Fixed 2 text bugs in shades bloom bartender dialogue options
* Fixed 2 text bugs in Arasuk bartender dialogues
* Fixed 2 issues with Nanall the Coastmans dialogue options

FIGHT PIT IMPROVEMENTS (6 features)

While testing I noticed some issues with the layout of the Brawl Pit and Fighter's Pit screens and have tried to improve and upgrade them. I also noticed that brawl pit and fighter's pit champion fights had no introduction, that's fixed now!

* Fixed 15 text and layout bugs in Brawl Pit and Fighter's Pit champion battles
* Reworked 10 screens in Brawl pit and fighter's pit
* Added new intro screen for Brawl Pit Champion battle
* Added new intro screen for Fighter's Pit Champion battle
* Added new intro screen for Brawl Pit champion challenge
* Added new intro screen for Fighter's Pit champion challenge

The new pre-fight screen in the Brawl Pit during a champion battle - https://i.imgur.com/6YrtDHW.png

BUGFIXES (27 features)

A ton of bug fixes mostly found from playtesting as well as from player reports, Thanks guys!

* Fixed 'pay for the stole apples' text bug (credit Jimmyl)
* Fixed slaves jumping to their death gives you a free soldier per dead slave bug
* Fixed goblin worshippers bringing you human slaves even if you aren't a slaver
* Fixed your knights having random events fighting against demons when you're a demonic servant
* Fixed text bug in Goblinstone ruins being occupied event
* Fixed Thickblood tavern income report text bug
* Fixed text miscoloured bug for Sinking Sandhole (credit JimmyL)
* Fixed ability to shut down the goblin slap stall when not ruler of Darkdale
* Fixed several text bugs with Blackmarket Hall of Goblin tour goblin leader description
* Fixed missing line in The Conspiracy of Thickblood book
* Fixed tennements of the doomstone book title error
* Fixed Marius the scribe name incorrect in hall of goblin heroes
* Fixed 2 text bugs with Karald
* Fixed 16 text bugs in your bandits pillaging encounters
* Fixed 2 cut down gift tree text bugs
* Fixed text bug with cave beast battle victory outcome
* Fixed Bongleroll event text bug
* Fixed Blackmarket anti-goblin graffiti appearing when Goblins not in power
* Fixed Zeef of Uktak's face graphic
* Fixed text bug with Doomstone text
* Fixed choice of sound bug with new game start (credit Brygun)
* Fixed militia hiring option bug (credit u/Kerbannog)
* Fixed several text bugs in Thundil tavern in Baiaa
* Fixed dialogue bug with Thundil vampire bard
* Fixed text bug in thrall's finger intro text
* Fixed Brawl first graphic bug
* Fixed bandits not being reported as active by general (credit u/Conscious_Ad5004)
* Fixed free slaves option not being blocked out if you have no slaves in kingdom reports menu

EVERYTHING ELSE (18 features)

All sorts of stuff I couldn't fit anywhere else!

* Added 1337 in the main menu gives alternate menu theme (credit u/ubft)
* Removed old christmas 2018 bonus content from the game
* Added alternate demon horde rising event for demon worshipping players
* Reworked slaves jumping encounter text to show exactly how many slaves have jumped
* Removed ability to walk across sinking sandhole for now (credit JimmyL)
* Added new sound effect for ordering soldier to cross the sandhole (credit JimmyL)
* Added new screen for ordering soldier to cross the sandhole (credit JimmyL)
* Reworded change theme music settings option from 'Change main game theme music' to 'Change current theme music' (credit JimmyL)
* Rewrote Titans of the footpath book
* Reworked The Swamplands book
* Rewrote Tales of a travelling bard book
* Added 6 new kingdom names 'Morbad, Boroo, Mooia, Morvea, Yorbad, Torbad'
* Reworked Thrall's finger win graphics
* Added new faction name gen parts (Brutal, Rage, Raw, Yonder, Yearning, Yammering, Yeilding, Yowling)
* Added new bandit name gen parts (Dastardly, Plundering, Scrounging, Swindling, Pilfering, Purloining, Despoiling, Marauding)
* Added new slave fist graphic for any brawls in Blackmarket Slave Pen, Baiaa Slave Pits, or Slavers Fort (credit u/Ubft)
* Added new human name 'Uuthox' (credit help :) )
* Added extra indicator for marathon mode in Rihhm snailrace

Type 1337 into the main menu for an alternate menu (thanks Jimmy!) - https://i.imgur.com/g2Cs2zu.png

WHAT'S NEXT

So with that massive update out of the way I'm going to be clearing through the bug reports and backlogs that have built up first and then look at moving towards the combat update.

Hope everyone's doing alright :)

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on November 27, 2020, 02:02:20 pm
Hey Everyone,

So this is a little content update, I've pushed it out a bit sooner as it contains a patch for a nasty bug that blocked bandit robberies from being accurately reported in the end of turn report. Plenty of stuff in this update though :)

NEW THRONE ROOM ENCOUNTERS (3 features)

A handful of new throne room encounters, always looking to expand where I can here!

* Added new throne room encounter 'Something to gawk at'
* Added new throne room encounter 'Witness Royalty'
* Added new throne room encounter 'I beg you for gold for the families of my fallen brothers'

THRONE ROOM IMPROVEMENTS (9 features)

While passing the throne room I noticed several bugs and also saw an opportunity to expand the Silver Tongues encounter.

* Added ability to ask Throne room 'Silver Tongues' how they go about increasing your public opinion
* Added ability to ask Throne room 'Silver Tongues' how they go about decreasing your public opinion
* Reduced requested gold from soldier for sick mother from 50 gold to 20 gold (and bigger help from 500 gold to 200 gold)
* Fixed 3 text bugs in old man throne room response
* Fixed old man wants to see the king before he dies encounter now refers to your chosen ruler title
* Fixed text bug with pair of throne room knights wanting to join your knightly order
* Fixed 3 text bugs with sick mother soldier reactions
* Fixed text bug in disgruntled soldier encounter death reaction
* Fixed text bug in disgruntled soldier encounter introduction variant

A silver tongues new menu - https://i.imgur.com/ORZoA8Y.png

You monster - https://i.imgur.com/7wnQ5Ut.png

A PACK OF CHARACTER NAME SUFFIXES (10 features)

It's been a while since I've added any new suffixes, although at this point there are 1000s of them so it's unlikely anyones going to see duplicates any time soon.

* Added new name suffix 'The Holdout' (+10 battlescore)
* Added new name suffix 'The Warrior Commando' (+35 battlescore)
* Added new name suffix 'The Deadeye' (+27 battlescore)
* Added new name suffix 'The Peacebreaker' (+31 battlescore)
* Added new name suffix 'The Mirror-Breaker' (-5 battlescore)
* Added new name suffix 'The Mirror-Watcher' (+3 battlescore)
* Added new name suffix 'The Greyseer' (+18 battlescore)
* Added new name suffix 'The Blueseer' (+22 battlescore)
* Added new name suffix 'The Goldseer' (+24 battlescore)
* Added new name suffix 'The Skyseer' (+24 battlescore)

MORE RANDOM LOOT (5 features)

Always worth adding more random loot that can be discovered!

* Added 'enchanted wizard's tooth' random loot artifact (worth 75 gold)
* Added 'crudely made wooden shield' random loot artifact (worth 2 gold)
* Added 'metal cube adorned with pearls' random loot artifact (worth 150 gold)
* Added 'solid gold human foot' random loot artifact (worth 250 gold)
* Added 'well-carved wooden goblin head statue' random loot artifact (worth 20 gold)

ARTIFACT HALL REVIEW (19 features)

It's been on my radar for a while that a lot of the descriptions and screens in this artifact hall were in need of a rework, now it's finally done!

* Added new event when giving Dumble Staff to a Dumble
* Reworked artifact hall intro text
* Fixed 4 text bugs with Sceptre of the Goblin god artifact blurb
* Fixed 6 text bugs with ancient lands map artifact blurb
* Fixed 4 text bugs with Chaos orb artifact blurb
* Fixed 8 text bugs with Plague Box artifact blurb
* Fixed 1 text bug with Doomstone Fragment artifact blurb
* Fixed 2 text bugs with Gauntlet of Frost artifact blurb
* Fixed 1 text bug with Demon Shield artifact blurb
* Fixed 5 text bugs with Demon Horn artifact blurb
* Fixed 8 text bugs with Dumble Staff artifact blurb
* Fixed 1 text bug with Ancient Scythe artifact blurb
* Fixed 1 text bug with Golden Telescope artifact blurb
* Fixed 2 text bugs with Fragment of Denland Stone artifact blurb
* Fixed 3 text bugs with Stone of Talents artifact blurb
* Fixed 2 text bugs with Remnants of Stone of Talents artifact blurb
* Fixed 2 text bugs with Talisman of Brothers artifact blurb
* Fixed 3 text bugs with Obsidian Sword artifact blurb
* Fixed 4 text bugs with Friend of the Fearful artifact blurb

The Dumble Staff - https://i.imgur.com/NZJUth7.png

Take it! - https://i.imgur.com/ZdAP0mG.png

What an improvement - https://i.imgur.com/GGvsmAh.png

BUGFIXES (10 features)

A couple of bugfixes here, thanks Ecksesive and Luel for the reports!

* Fixed bug where minor bandit gangs who rob all your gold aren't being reported in the turn report and make it seem like the gold has just vanished instead (credit Ecksesive)
* Fixed text bug with northern hall introduction during special event (50th year)
* Fixed text bugs when listening to the call of the lightning in the northern hall
* Fixed text bugs for normal northern hall introduction screen
* Fixed screen pause bug when bribing rebels to disband
* Fixed options for Maktap the bartender not correctly shown
* Fixed Smallhaven Champion not spawning (credit Luel)
* Fixed Rihhm Champion not spawning once dead (credit Luel)
* Fixed two text bugs with law to enforce laws
* Fixed issue with troll bridge blocking your first legit attempt to visit Dapplogk, Smugglers Den, and Golden Lilypad

EVERYTHING ELSE (6 features)

Some things I couldn't fit anywhere else, some new kingdom names, the ability to change your mister/miss title in game, some new screens and tweaks!

* Added ability to change your mister/miss/etc title in other laws (credit Defender)
* Added new screen for removing the orb from the northern hall
* Added new screen from putting the orb back into the northern hall
* Added bandit level rise event now shows new bandit level
* Reworked and fixed the 3 possible rebel disband outcome screens
* Added 10 new kingdom names 'Aovis, Averth, Bomia, Dainerth, Ezore, Induria, Magnillon, Muunara, Nuul, Teloth'

New option in the other laws screen - https://i.imgur.com/4WCRWiT.png

WHAT'S NEXT

Still working through my backlogs since the end of turn update and trying to get Warsim out there while it's on sale for the Steam Autumn Sale!

Hope you're all good :)

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: JimboM12 on November 27, 2020, 02:45:33 pm
just stopping in to say ive had my eye on your game for a while and seeing these constant changelogs have convinced me to purchase your game on steam.

the kingdom of jimbo will reign supreme
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on November 28, 2020, 07:20:54 am
Cheers for the support mate, wishing a long and prosperous reign for the Mighty Kingdom of Jimbo!
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on December 12, 2020, 09:06:07 am
Warsim 0.8.2.7 (A pile of new content and fixes, 73 features)

Hey Everyone,

So I've been in the middle of another house move recently but had this update loaded ready to go save for a few things for a few days now. There is no major focus but lots of new content and fixes and reworks.

MYSTERY AND WONDER (3 features)

When you start a new game and are told of the races in your world there is a random slightly different one of ten different rock and water images picked, they aren't great. I've replaced them with a new shared set of 20 random background graphics used for discovering new lands, I've reworked them and added plenty more for variety so that now it makes the introduction screen a bit different.

* Reworked new game world full of mystery and wonder screen graphic
* Added 10 new alternate graphics for new game world and discovering new lands screens
* Reworked several new game world and discovering new lands screens

One of the new intro screens - https://i.imgur.com/vIfUYDg.png

And another - https://i.imgur.com/MRHm5iF.png

And one more - https://i.imgur.com/lGsV5PG.png

And another for luck - https://i.imgur.com/0eKcKBf.png

Last one I promise - https://i.imgur.com/6acu75T.png

Oh go on, one more - https://i.imgur.com/dTUO9MP.png

RIHHMPROVEMENTS (11 features)

See what I did there... Rihhm-provem... ah nevermind, so while working on the wiki page for the village of Rihhm I found several things that needed fixing or weren't fully completed.

* Added +10 relation with Rihhm from starting trade route
* Added -10 relation with Rihhm for ending trade route
* Added -5 relation with Rihhm from demanding tribute
* Added +5 relation with Rihhm for ending tribute
* Made it so Rihhm elder will not speak to you if relation is lower than -5 instead of lower than 0
* Fixed Old Storyteller's Hut text bug in Rihhm
* Fixed random quest text incorrectly referring to Rihhm and Smallhaven
* Fixed bug when attacking Uktak village after having beaten Rihhm villages champion causing unexpected issues with the Arena
* Fixed Elder Atik angry introduction text bug
* Fixed tie in snail race screen
* Fixed tie in snail race with bet cancelled screen

New relation change effects with Rihhm - https://i.imgur.com/L6lsidA.png

SMALLHAVEN FIXES (9 features)

Not as catchy as the above header but I also had a few things to fix and improve in Smallhaven!

* Fixed text bug in Smallhaven trade route cancel screen
* Added indicator for trade route started and ended with smallhaven
* Added indicator for tribute started and ended with Smallhaven
* Added +10 relation with Smallhaven from starting trade route
* Added -10 relation with Smallhaven for ending trade route
* Added -5 relation with Smallhaven from demanding tribute
* Added +5 relation with Smallhaven for ending tribute
* Fixed 2 text bugs in tribute cancellation text with Smallhaven
* Fixed 3 text bugs in tribute starting text with Smallhaven

MILITIA EXPLOIT REVOKED (12 features)

So u/TheGamingDictator brought to my attention a pretty surprising exploit that I'd totally missed. After the update to militia leaders there were 20 possible perks militia leaders could have, there were four that over-ride normal militia peasant hire prices to reduce the cost to either 5 gold, 3 gold, 1 gold, or completely free of charge. However what I clearly didn't consider is that the price over-ride only happened during the buying process and for selling peasants back to the militia it just showed half of the non-overriden price meaning you could be getting 100 free peasants, selling them back for 10 gold each and then getting those 100 back again from free, repeatedly for an infinite horde of wealth. Needless to say it's now fixed along with several other changes.

* Added Militia leaders face and name to hiring units in troop hire screen
* Added Militia leaders face and name to selling units in troop hire screen
* Fixed free militia units description text bug
* Fixed Terrible Leader militia perk incorrectly refering to helper militia leader perk
* Fixed 'Militia master hands takes the gold' text bug in militia hire screen text
* Fixed Exploit for getting peasants for free from militia leader and selling them back for profit repeatedly (credit u/TheGamingDictator)
* Fixed Exploit for getting peasants worth 1, 3, or 5 gold and selling them back for way more repeatedly exploitable (credit u/TheGamingDictator)
* Added new alternate screen for giving troops to the militia for free (credit u/TheGamingDictator)
* Added peasants being sold at 1 gold each cannot be sold back only given for free (credit u/TheGamingDictator)
* Added peasants being sold at 5 gold are sold back at 3 gold each instead of exploit level cost (credit u/TheGamingDictator)
* Added peasants being sold at 3 gold are sold back at 1 gold each instead of exploit level cost (credit u/TheGamingDictator)
* Added alternate selling screen when selling troops to militia via militia diplomacy screen

Now you'll see the Militia leaders face when buying and selling troops to him - https://i.imgur.com/Uauo6JQ.png

A new option when trying to sell peasants to a militia that sells them for 1 gold (you can only give them for free) - https://i.imgur.com/Jl6cbZf.png

NEW CONTENT (3 features)

Always good to keep the game fresh with plenty of new content. The name Halbazaar was inspired by this song's catchy chorus - https://www.youtube.com/watch?v=y2oC99e_xPY&ab_channel=MiksonvlogsTV

* Added 5 new human names 'Halbazaar, Balgazaar, Bulgazaar, Kralbazaar, Spactazaar'
* Added new book to the old library in the artifact market 'The Blah Blah Ballad of Bal-Balah' (credit u/obviousllamainshoes)
* Added 10 new kingdom names 'Arizaria, Altmetrizar, Bottoria, Bubbenden, Jubjara, Cathold, Crillen, Irovia, Inderria, Illoria'

A PACK OF CHARACTER NAME SUFFIXES (10 features)

Another group of potential character name suffixes for the people of your worlds!

* Added new name suffix 'of the Wasteland' (+15 battlescore)
* Added new name suffix 'The Wastelander' (+18 battlescore)
* Added new name suffix 'of the Ruined Lands' (+5 battlescore)
* Added new name suffix 'The Wastewalker' (+22 battlescore)
* Added new name suffix 'The Earth Scorcher' (+30 battlescore)
* Added new name suffix 'The Land Scorcher' (+29 battlescore)
* Added new name suffix 'The Wasteborn' (+19 battlescore)
* Added new name suffix 'The Craterborn' (+35 battlescore)
* Added new name suffix 'The Craterwalker' (+20 battlescore)
* Added new name suffix 'The Wastewhisperer' (+23 battlescore)

A FEW LAUGHS MORE (4 features)

Well you probably won't be laughing at these but here are a few new jokes that can be said by any in game jester in your court or in the wider world.

* Added new joke 'Cold night broomstick'
* Added new joke 'Magic Bee'
* Added new joke 'Close eyed wizard'
* Added new joke 'Big Hat wizard'

DIALOGUE IMPROVEMENTS (4 features)

Still working through adding things to the wiki and while documenting all the dialogues in the game I see many that aren't perfect or have errors in them, also opportunities for extra dialogues and expansions.

* Added new question 'What's with the Vomit Hole?' for Gboo of the Human's Toe Tavern
* Reworked 4 dialogues for Gboo of the Human's Toe Tavern
* Fixed text bug in Gboo of the Human's Toe Tavern fight break up text
* Fixed 2 text bugs in Gboo of the Human's Toe Tavern dialogue options menu

BUGFIXES (15 features)

Quite a lot of big bugs fixed here, including a game crashing bug and a bug that made indepedents units end up with strength in the negative, thanks as always for the bug reports everyone!

* Fixed Independent kingdom battlescore changing bug (credit u/TheKnightIsForPlebs)
* Fixed issue with Northern Hall text colour
* Fixed staff quitting due to not being paid having their names omitted in the report of them quitting
* Fixed other expenses section line being too short
* Fixed killing or trap dooring demon worshipper got -1 public opinion (credit Hun Knight)
* Fixed 2 text bugs in elven race description (credit Mayana)
* Fixed several options to kill insane throne room visitor instead lets them leave happily (credit Mayana)
* Fixed freeing slaves in peace diplomacy crash (credit u/rory-games)
* Fixed Village champions in grand tournaments are random named characters with the suffix 'The Peasant' instead of the actual champions of the villages
* Fixed new game theme music choice showing two options active at once (credit u/TheGamingDictator)
* Fixed diplomacy rejection text bug (credit u/TheGamingDictator)
* Fixed buying militia recruitment sign text bugs
* Fixed buying recruitment signs text bugs
* Fixed recruitment sign upgrades showing how many peasants gained in recruiting even if forceful enlistment isn't active (credit u/TheGamingDictator)
* Fixed Smallhaven sound continuing after leaving the village (credit u/TheGamingDictator)

EVERYTHING ELSE (2 features)

There was an issue TGD weirdoo pointed out which made your end of turn report appear to misreport your income as it merged bank interest with your earned sum, now it's displayed separately in the end of turn report to make it much clearer.

* Reworked bank interest report in end of turn report to be separate from normal gained gold (credit [TGD]weirdoo)
* Added indicator of neutral leaders lack of effect in diplomacy odds

And old report for income and how its displayed now - https://i.imgur.com/n3W8sUl.png

WHAT'S NEXT

I've still got a few things to work through of my backlogs... I've also just started playing Cyberpunk 2077 and I'm enjoying it a lot... so see you guys in 3 months.

Hope everyone is ok :)

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on December 22, 2020, 05:23:52 pm
Hey guys,

I'm putting this out there Warsim is currently 40% off on steam and itch.io for the winter sale.

You can find the game on sale on steam here - https://store.steampowered.com/app/659540/Warsim_The_Realm_of_Aslona/?beta=0

You can find the game on sale on itch.io here - https://itch.io/s/43488/warsim-winter-sale-40-off

Warsim is a deep and rich text based kingdom management game unlike anything else. Complete with charming ASCII graphics, navigate the millions of different procedurally generated races, events and areas with a huge emphasis on player choice. Don't let its look fool you, there is depth in every direction.

A bigger breakdown of some of it's actual features are as follows:

* A huge explorable world with 100s of unique locations including hidden cities, giant markets filled with tons of stuff to do and lots of randomisation and tons more
* A throne room where you are tasked with talking to and dealing with the people of your realm, depending on your kingdom size it could be 10 people or 1000s. You will encounter gamblers, bards, tricksters, goblins, mercenaries, common folk, beggars and tons of others froma  pool of 1000s and 1000s of different dynamic encounters.
* A procedural fantasy race system that has been in development for years through a mix of my own work and lots of help from the Warsim community and now can produce exactly 94,887,852 possible races. Which pretty much ensures all the races seen in your gameworld will never been seen again. You might find Seafaring Goblins, Fire Orcs, Eyeless Elves, Orange Ogretaurs, Inbred Trench Dwarves, and millions more races you couldn't imagine!
* A procedural face generator with over 100 Quadrillion possible faces that are unique and distinct race by race!
* A dynamic arena in your kingdom where heroes rise and fall, there is much you can do here if you own it including hosting tournaments and setting rules. It can also be found in many states and sizes
* Tons of mini games such as snail racing, a mini dnd game, animal pit fighting and at least 10+ others you can find in taverns and locations around the world, or you can hire a gamemaster to play them directly from your throne room.
* There are also absolutely abysmally terrible procedurally generated bards, including Goblin Drummers, Orc Grunters, Gnome Whistlers, and Vampyric lute players. I'm not going to pretend they are good but they are funny!
* The ability to send your men to find monsters from the depths of the world you can train and fight with other monsters, with 27'000 possible monsters and 45 different opponents. (this feature was player suggested)
* The ability to get absolutely hammered in one of the 15+ taverns of the world, my personal favourite being goblin taverns due to their 'vomit holes'
* And honestly a lot more than this

The game has been in development for 5 years and still has a ton more work to go, it has sold over 24'000 copies on itch.io and steam and has been supported by audiogames members the whole time.

The game is usually $7.99 but is reduced to $4.79 as it's 40% off

I'm happy to answer any questions you guys may have

Cheers guys

Huw (Solo dev)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on January 11, 2021, 10:47:27 am
Hey guys for anyone who wants to follow along with Warsim outside of the thread we've just opened a discord server for Warsim

https://discord.com/invite/YyFAkry98w

Keep up with the changelogs, leave bug reports or suggestions, see our dumb memes or new letsplays!

The more the merrier :)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: ThtblovesDF on January 12, 2021, 05:31:01 am
Thanks mate, your game really brought me great joy, especially while stuck with slow internet & slow hardware at some point, it was a great help. I love the exploration aspects especially and my favourit was properly the "very meta"-room.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on January 13, 2021, 06:37:53 am
Cheers mate that's so lovely to hear!

And damn, if it's the room I'm thinking of it isn't the easiest to get to. Glad you like the exploration, I think my favourite place is probably Darkdale with the Blackmarket close second, but the gnome village and goblinwood also have a place in my heart haha.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Secretdorf on January 16, 2021, 01:08:31 am
Well, this is a great game, I have to say. I love the races and the locations are great too, though I haven't explored much. I already love playing DF and LCS and this game is veryyy good. The streamlined but troop heavy combat was also great. I'd say it was definitely worth the money. :)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on January 16, 2021, 07:02:15 am
Hey SecretDorf, Thank you so much for the kind words!

That's really lovely to hear, thank you for the support and I hope you continue to enjoy the game going forward :)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on January 28, 2021, 06:53:03 am
Hey Everyone,

So this update is primarily focusedt on the Times Up update, an update focusing on massively expanding what happens when a game on a timer ends with the time running out thanks to suggestions by Antonios and Josh771. That's not all though, there are mountains of other things changed and added, 57 player suggestions and bug reports, a new hidden tavern, new throne room encounters, lots of new locations and events and tons more!

HOW YOU DIED (21 features)

An important part of what happens after you rule, is how it came to an end. Now there are a bunch of possible ways you can vacate the realm of the living, chosen at random.

* Added a system to choose random deaths based on how long your reigned each with sound effects
* Added peaceful sleep death outcome
* Added quarter of a millenium sleep death outcome (credit u/ColonelKepler)
* Added heart attack death outcome
* Added Evading death outcome
* Added Your time has come death outcome
* Added Snapped toe death outcome (credit u/ColonelKepler)
* Added Stubbed toe death outcome
* Added heat wave death outcome
* Added falling roof tile death outcome
* Added freezing death outcome
* Added poison snake death outcome
* Added decapitation death outcome
* Added poison death outcome
* Added immortality test death outcome (credit u/ColonelKepler)
* Added fifty daggers death outcome
* Added ancient disease death outcome
* Added drowning death outcome
* Added stroke death outcome
* Added fragile neck death outcome (credit u/ColonelKepler)
* Added neck massage death outcome

Anyways Imma HEAD OUT - https://i.imgur.com/g3YlAY1.png

Damned Roof Tiles - https://i.imgur.com/i7sUh3B.png

Stroke you say? - https://i.imgur.com/BLFE9yO.png

ALL HAIL THE NEW KING (46 features)

You can't rule forever, but who takes your place. Prepare for a large number of possible replacements, and many a wild tale of how they got there!

* Added 2/3 chance new ruler is decided by tournament of strength if it's your origin story
* Added 2/3 chance new ruler is demonic servant if you are a demonic ruler
* Added the ability for new ruler to be an escaped slave (if you have slaves)
* Added the ability for new ruler to be a prominent guard
* Added the ability for new ruler to be an obscure relative of yours
* Added the ability for new ruler to be a dog
* Added the ability for new ruler to be the leader of the militia (only if militia is active)
* Added the ability for new ruler to be a usurper
* Added the ability for new ruler to be your spymaster (if you have one)
* Added the ability for new ruler to be your diplomat (if you have one)
* Added the ability for new ruler to be your jester (if you have one)
* Added the ability for new ruler to be your general (if you have one)
* Added the ability for new ruler to be your steward (if you have one)
* Added 1/3 chance new ruler is selected by a coin flip if your origin is taking the throne via a coin flip
* Added mercenary attack new ruler origin story
* Added forged letter new ruler origin story
* Added usurper new ruler origin story
* Added massive divisions and chaos new ruler origin story
* Added civil war and weakness new ruler origin story
* Added staff member's claim new ruler origin story
* Added old staff law new ruler origin story
* Added coerce bribe and bully new ruler origin story
* Added strength challenge new ruler origin story
* Added dog reincarnation new ruler origin story
* Added dog at the door new ruler origin story
* Added staff member council slaughter new ruler origin story
* Added staff member rival slaughter new ruler origin story
* Added council rule new ruler origin story
* Added high council abolish throne new ruler origin story
* Added militia takeover new ruler origin story
* Added excellent case for candidacy new ruler origin story
* Added distant relative new ruler origin story
* Added strength challenge massacre new ruler origin story
* Added court of poison new ruler origin story
* Added day of cloaks and daggers new ruler origin story
* Added court invasion new ruler origin story
* Added peoples revolt new ruler origin story
* Added open door new ruler origin story
* Added obscure blood new ruler origin story
* Added arm wrestle new ruler origin story
* Added strength challenge poison new ruler origin story
* Added staff member thugs vs council new ruler origin story
* Added staff member thugs vs rival new ruler origin story
* Added spin the blade new ruler origin story
* Added flip the coin in your honour new ruler origin story
* Added coin flip frustration new ruler origin story

All hail king dog - https://i.imgur.com/XITT2A6.png

Ghoryn Pikener is King?! - https://i.imgur.com/zswVfqI.png

The tournament of kings - https://i.imgur.com/UZsOJ79.png

TIME TO MOURN (2 features)

Do you people love you? Are you despised as a villain... now you can find out, in death!

* Added 5 different graphics for grave stone based on public opinion
* Added 21 different possible outcomes for how the public react to your death

They love me... they love me not - https://i.imgur.com/PwhaNJJ.png

HOW DID IT GO (39 features)

Just because they successfully took over the throne, doesn't mean they can successfully run a kingdom. There are many ways it can go, good or bad, and dependent on how you left the realm.

* Added good outcome for Dog ruler
* Added bad outcome for Dog ruler
* Added transitional justice slaver ruler outcome
* Added ex-slaves paradox ruler outcome
* Added ensalve the rich ruler outcome
* Added bitter slaver war ruler outcome
* Added peasant council rags to riches outcome
* Added peasant council golden age outcome
* Added peasant council age of liberty outcome
* Added peasant council corruption and abandonment outcome
* Added peasant council royal morph outcome
* Added peasant council greedy divide outcome
* Added demon servant firery hellscape outcome
* Added demon servant civil rebellion outcome
* Added 1 land ruler shrinking realm outcome
* Added 1 land ruler personal money pot outcome
* Added 1 land ruler desperation outcome
* Added 1 land ruler the balance of duty outcome
* Added 1 land ruler rise from the ashes outcome
* Added 2-3 land ruler despotic and oppresive outcome
* Added 2-3 land ruler neglectful monarch outcome
* Added 2-3 land ruler comfort and peace outcome
* Added 2-3 land ruler root of corruption outcome
* Added 2-3 land ruler prosperous renovation outcome
* Added 4-10 land ruler corruption and revolts outcome
* Added 4-10 land ruler Chaoticly neutral rule outcome
* Added 4-10 land ruler saved by the council outcome
* Added 4-10 land ruler wealth gap reduction outcome
* Added 4-10 land ruler expert council outcome
* Added 11-25 land ruler dictator and local resistance outcome
* Added 11-25 land ruler unoteworthy ruler outcome
* Added 11-25 land ruler lavish life outcome
* Added 11-25 land ruler mega city outcome
* Added 11-25 land ruler two extremes outcome
* Added 26+ land ruler tool of oppression outcome
* Added 26+ land ruler dens of villany and regional councils outcome
* Added 26+ land ruler prosperity for the people outcome
* Added 26+ land ruler high emperor of the world outcome
* Added 26+ land ruler mighty empire outcome

A rollercoaster ride of a reign - https://i.imgur.com/DnfKDFP.png

The central city! - https://i.imgur.com/8L4BIJP.png

THE DEMON AFTERMATH (12 features)

The final act of the new replacement ruler, how do they handle the demons... that is if the demon horde exists, if you have the horde disabled or defeated them yourself then the new ruler doesn't have to worry.

* Added 3 possible outcomes if your replacement is a demon agent and demon horde attacks
* Added 3 possible outcomes if you have the demon shield artifact and the demon horde rises up
* Added intro screen if demon horde rises up after your death
* Added system to estimate your armies strength to fight the horde
* Added system that modifies your armies strength for the better or worse depending on how well your replacement ruler ruled
* Added battle system against demons
* Added 2 outcomes for outmatching demon strength and winning
* Added 2 outcomes for outmatching demon strength and losing
* Added outcome for equal strength to horde and winning
* Added outcome for equal strength to horde and losing
* Added 3 outcomes for outmatched by demon strength and winning
* Added 3 outcomes for outmatched by demon strength and losing

Your successor meets the Demonic horde you failed to destroy - https://i.imgur.com/AS2rU7C.png

Victory! - https://i.imgur.com/1JTDkef.png

THE REST OF THE TIMES UP STUFF (4 features)

This is stuff that doesn't fit in any other category above.

* Added the ability to retire from ruling via the throne room to get a game finish (credit Defender)
* Reworked the end of game times up screen to give option to view how it went or not
* Reworked the end of game times up screen text
* Added 11 new possible texts depending on your final score
* Reworked the play on screen and added new text

Want to see how the realm existed after you died? - https://i.imgur.com/Tn7i1v8.png

If you choose to play on beyond the timer running out... it was all a dream? - https://i.imgur.com/n5nlk4M.png

THE HELMSMITH (6 features)

For a while now you've been able to get your helmet redesigned via the throne room or your general, I've now added a new location in the Blackmarket's Fighter's District called the Helmsmith, here you can get a new helmet design made any time, I've also added over 800 thousand new possible helmets!

* Added a new building to the Fighter's District of the Blackmarket 'The Helmsmith'
* Added ability to speak to the Helmsmith (7 dialogues)
* Added ability to have a random helmet forged for your kingdom (100 gold)
* Added ability to have a helmet forget based on the Helmsmith's personal helmet
* Added 853,248 new randomly generated helmet designs (was 346k now 1.2 mil)
* Made getting helm design made via General cost (150 gold instead of 100)

Meet the Helmsmith - https://i.imgur.com/arwKCI1.png

QUESTIN' WHO ASKIN? (10 features)

Terrible title, but after a series of suggestions by u/TheSoundBoard, I've added a number of new possible questing knight outcomes include some less than positive ones!

* Added 2/3 chance of public opinion loss for hiring incompetent questing knights
* Added extra text to questing knight screen better explaining how they work
* Added questing knight quest - Finds two bandit horde bandits fighting on the road and convinces them to join you instead (credit u/TheSoundBoard)
* Added questing knight quest - Finds two rebel soldiers left for dead after being branded traitors and convinces them to join you (credit u/TheSoundBoard)
* Added questing knight quest - Dinds a battle between mercs and bandits and turns the tide -1 bandit level +2 public opinion (credit u/TheSoundBoard)
* Added questing knight quest fail - Fell from a tree while confronting bandits(credit u/TheSoundBoard)
* Added questing knight quest fail - Hit on the head by a troll who took pity (credit u/TheSoundBoard)
* Added questing knight quest fail - Lost everything in a gambling den (credit u/TheSoundBoard)
* Added questing knight quest fail - Bought some magic beans that were actually dirty rocks (credit u/TheSoundBoard)
* Added questing knight quest fail - Got too drunk (credit u/TheSoundBoard)

NEW NAME PREFIXES (3 features)

A couple of new peasant orientated name prefixes, beware Torgo the Carrot Cutter!

* Added new name suffix 'The Turnip Puller' (-5 battlescore)
* Added new name suffix 'The Carrot Cutter' (-3 battlescore)
* Added new name suffix 'The Spud Thrower' (+1 battlescore)

BLACKMARKET MERCENARIES REWORK (14 features)

After a bug report by u/TheSoundBoard pointing out that once owning the Blackmarket there were no more bandits for hire. I looked into and decided to add a new system while I was at it, so now alongside several bugfixes theres a new system where depending on how high your public opinion is, less and less bandits will appear for hire each year.

* Added New section of Blackmarket Herald Newspaper reporting new bandits for hire from the slums
* Added New section of Blackmarket Herald Newspaper reporting new bandits for hire from the market in general when you own the market
* Added system to generated new Blackmarket mercenaries based on your public opinion (lower the opinion the more recruits)
* Reworked Blackmarket bandit merc hire screen to show effect of public opinion on recruitment (if market owned)
* Added 75+ public opinion grants between 1-3 new bandit mercs per year in owned market
* Added 50+ public opinion grants between 1-5 new bandit mercs per year in owned market
* Added 25+ public opinion grants between 1-8 new bandit mercs per year in owned market
* Added 0+ public opinion grants between 1-10 new bandit mercs per year in owned market
* Added -25+ public opinion grants between 1-12 new bandit mercs per year in owned market
* Added -50+ public opinion grants between 1-15 new bandit mercs per year in owned market
* Added -75+ public opinion grants between 1-18 new bandit mercs per year in owned market
* Added 76 or lower public opinion grants between 1-20 new bandit mercs per year in owned market
* Fixed Blackmarket bandit hiring screen no bandits message
* Fixed Blackmarket bandits for hire being miscounted as bandit guards in recruitment mention in Blackmarket Herald newspaper

Hiring Blackmarket bandits when you have a high public opinion (when you own the market) - https://i.imgur.com/JOEiTmv.png

Hiring Blackmarket bandits when you have a low public opinion (when you own the market) - https://i.imgur.com/6R12o6d.png

THE HOLY LAND (15 features)

The holy land, a new hidden area added to the game with a few interesting things to do. Good luck finding it!

* Added secret entrance hidden in the gameworld
* Added clue to getting into secret entrance hidden near it
* Added bard to the secret area with a newly recorded song
* Added dynamic intro system to secret area with each of the 5 options having consequences
* Added ability to be permanently blocked from the secret area
* Added secret area entrance after blocked scene
* Added ability to buy ale in secret area
* Added ale prices in secret area vary depending on intro (1 gold, 2 gold, 3 gold)
* Added ability to get ale for free
* Added ability to hire bandits from secret area
* Added bandit hire cost varies depending on intro (35 gold, 40 gold, 45 gold, 20 gold)
* Added brawls in secret area
* Added 15 random dialogues for locals
* Added new character Bentha the Bad (and 10 dialogues)
* Added new character Schwee the Tenfoot Tall (and 6 dialogues)

The new Tavern - https://i.imgur.com/Pch9Hrg.png

Meeting a new character of consquence - https://i.imgur.com/09UDH52.png

ADVENTURER'S QUARTER EXPANDED (3 features)

Was playtesting and noticed the Adventurer's Quarter of the Artifact Market looking a little scarce so I've added two additional locations there.

* Added Adventurer's Quarter Merc Post (random foreign merc units for hire)
* Added New location Gralkar the Nameteller (tell you your name)
* Added 3 random dialogues for Gralkar when spoken to

The Adventurer's Quarter looking a little more busy - https://i.imgur.com/Q1cliTh.png

What's my name? - https://i.imgur.com/N0WVclt.png

COUNCIL MEETINGS EXPANDED (21 features)

While playtesting I noticed that asking about the wider realm was absent in council meetings, so I figured I'd add the ability, little did I realise how much I'd have to write, 3 different possible comments, from the 5 staff members, about the 4 different world regions... oof

* Added new category of options in council meetings
* Added 3 possible dialogues from Spymasters about the North
* Added 3 possible dialogues from Jesters about the North
* Added 3 possible dialogues from Diplomats about the North
* Added 3 possible dialogues from Stewards about the North
* Added 3 possible dialogues from Generals about the North
* Added 3 possible dialogues from Spymasters about the East
* Added 3 possible dialogues from Jesters about the East
* Added 3 possible dialogues from Diplomats about the East
* Added 3 possible dialogues from Stewards about the East
* Added 3 possible dialogues from Generals about the East
* Added 3 possible dialogues from Spymasters about the South
* Added 3 possible dialogues from Jesters about the South
* Added 3 possible dialogues from Diplomats about the South
* Added 3 possible dialogues from Stewards about the South
* Added 3 possible dialogues from Generals about the South
* Added 3 possible dialogues from Spymasters about the West
* Added 3 possible dialogues from Jesters about the West
* Added 3 possible dialogues from Diplomats about the West
* Added 3 possible dialogues from Stewards about the West
* Added 3 possible dialogues from Generals about the West

This was a real trawl to add in, now you can ask about the different regions - https://i.imgur.com/auycyYY.png

MONFORT MINE IMPROVED (15 features)

After a suggestion for a little feature by u/TheSoundBoard I came across a number of issues with the mine, I ended up improving and fixing as many as I could.

* Fixed 3 text bugs in Monfort mine descriptions
* Fixed missing screen for trying to talk to mine guards if monfort mine owned by rival group
* Added new screen for trying to put peasants in monfort mine but not having enough peasants
* Added new graphic for various levels of miners being added or removed
* Fixed monfort mine line graphic being too short
* Removed useless screens from prospecting
* Fixed 6 text bugs in prospecting screens
* Fixed 0 peasants added to the mine screen
* Fixed monfort mine peasant withdrawal bug
* Added new screen for trying to remove more peasants than you have stored
* Added mention of how many peasants join you when you collapse monfort mine instead of generic text
* Fixed two text bugs in dried up monfort mine screen
* Reworked collapsed monfort mine screen
* Added random number of Harlaw miners join smallhaven population if you buy the mine (credit u/TheSoundBoard)
* Reduced mine sound effect volume

THRONE ROOM TWEAKS AND ADDITIONS (31 features)

Always happy to add more to the throne room, quite a few throne room bugs fixed and a bunch of new encounters and additions to existing ones.

* Added new song for encounter where drunk man sings terrible song
* Added new drunk throne room encounter 'More drunk than normal'
* Added new drunk throne room encounter 'Day of drunkness'
* Added new drunk throne room encounter 'Excuse to get drunk'
* Added new drunk throne room encounter 'Pukes into hands'
* Added new drunk throne room encounter 'Drunk army joiner'
* Added 4 new alternate outcomes to hiring foreign unit into your army in the throne room
* Added urine trouble joke from throne room wall peeing event happens only once
* Added urine trouble event follow up if throne room wall peeing happens twice
* Added urine trouble event follow up if throne room wall peeing happens for a third time
* Added throne room tip on stewards when entering for the first time (Credit YES YES YES)
* Added alternate throne room tip on stewards for games where you start with a low level throne room
* Fixed 4 text bugs in man marrying carrot encounter and reactions
* Fixed 2 text bugs in accepting foreign unit into your army via the throne room
* Fixed fallen brothers throne room encounter blocked from appearing and instead showing blank text (credit JimmyL)
* Fixed bug with soldier's mother donation throne room encounter incorrectly showing 500 and 50 gold payments instead of 200 and 20 (Credit TJTheSoundBoard)
* Fixed text bug with beating throne room gambler out of all his gold
* Fixed missing gold loss indicator when giving gold to gambler beggar in throne room (Credit TJTheSoundBoard)
* Fixed abomination trap door event refers to last throne room visitor prior to abomination (Credit TJTheSoundBoard)
* Fixed demon worshipper encounter reactions refer to the last throne room visitor prior to them (Credit TJTheSoundBoard)
* Fixed missing line in abomination imprisonment encounter
* Fixed 2 text bugs in Abomination throne room encounters
* Fixed there is a great ruler throne room poem typo (credit Night_Shift_Sleepy)
* Added missing indicator for musicians guild relation change when hiring bard in throne room
* Fixed 7 text bugs with execution reaction in throne room
* Fixed 2 text bugs in Blackmarket mercenary throne room encounter
* Fixed issue with gold loss not being shown when hiring troops in Blackmarket mercenary throne room encounter
* Fixed crown of mai option missing if you stop accepting visitors to the throne room
* Fixed harlaw mining company seller throne room encounter trap door option not working
* Made knight isn't seen or heard from again outcome to questing knight 25% more rare
* Fixed refusing silver tongues services in throne room generates them a brand new face

TRIAL BY COMBAT IMPROVEMENTS (5 features)

Thanks to TJTheSoundBoard mentioning an issue with trial by combat not showing prisoners gained if you refuse the trial, I ended up finding several issues and reworking the system a bit.

* Added new graphic for trial by combat introduction
* Added new screen for choosing to refuse trial by combat
* Fixed refusal of trial by combat not showing prisoner loss (Credit TJTheSoundBoard)
* Fixed some trial by combat outcomes being blocked
* Made soldiers and knights fighting for you in the trial by combat labelled better to clear confusion (instead of knight vs knight, knight vs your knight)

NEW KINGDOM TYPES (6 features)

I came across a new noble title I hadn't seen before which led me to discover some new, and remember some that weren't yet in game.

* Added new kingdom type 'Kingdom' with ruler 'Kindins' and lord 'Warlord' available for any civ level (based on term used by the Goths in 4th century meaning judge, but described the position as "super-royal judge")
* Added new kingdom type 'Realm' with ruler 'Shophet' and lord 'Hakham' available for civ level 4 and above (Old term used by several Semitic languages meaning Judge or community leader, Hakham meaning wise or skillful man)
* Added new kingdom type 'Kingdom' with ruler 'Qore' and lord 'Warlord' available for Civ level 4 or above (ancient title for the king of Kush)
* Added new kingdom type 'Hegemony' with ruler 'Hegemon' and lord 'Lord' available for Civ level 4 or above (ancient greek term referring to dominant city state over other city states)
* Added new kingdom type 'Kingdom' with ruler 'Zilath' and lord 'Warlord' available for Civ level 4 or above (Etruscan term for the annual magistrate rulers)
* Added new kingdom type 'Empire' with ruler 'Basileus' and lord 'Lord' available for Civ level 4 or above (greek term that signified king or emperor)

BUGFIXES (45 features)

An astounding number of bugfixes here, thanks mostly to player suggestions and reports, thanks everyone especially u/TJTheSoundBoard, doing the lords work!

* Fixed issue with using name unity law blocking you from being able to use any evil laws (credit u/skullxghost220)
* Fixed text bug in songwood graveyard
* Fixed set your origin cheat guide showing incorrect numbers for certain origins and not showing new slave revolt leader origin
* Fixed text bug issue with cave beast
* Fixed ability to send knight soldier or peasant to fight cave beast even if you don't have the unit
* Fixed 2 bugs in gnome insult texts showing broken characters
* Fixed 2 titan's skull text bugs (credit u/TheSoundBoard)
* Fixed 'exist' miswritten as 'exit' in custom game text (credit u/TheSoundBoard)
* Fixed 2 text bugs in Blackmarket Herld recruitment text
* Fixed Blackmarket Sudden death gambler in the central district not gaining new gold after a year ends when running out (credit u/TheSoundBoard)
* Fixed 5 text layout and grammar issues with closed prison screens
* Fixed musicians guild tribute being incorrectly displayed as scorpion fighters pit income causing duplicate (credit u/TheSoundBoard)
* Fixed text colour bug in prison upgrades screen (credit Finderpath)
* Fixed 6 grammar bugs with arena intro text (credit Cat)
* Fixed text bug in silver cat statue description (credit Cat)
* Fixed Miner dialogue text bug (Credit Cat)
* Fixed bard imprisonment missing a line (credit TJTheSoundBoard)
* Fixed boy turning into old man and rewarding you encounter incorrectly referring to all characters as king regardless of title choice (credit TJTheSoundBoard)
* Fixed duplicate gold road guardians payment appearing in wage report in end of turn (Credit TJTheSoundBoard)
* Fixed duplicate mercenary group wage reporting in end of turn report (Credit TJTheSoundBoard)
* Fixed duplicate mercenary group quitting reporting in end of turn report (Credit TJTheSoundBoard)
* Fixed all peasants or soldiers deserting you encounters blocking full desertion
* Fixed rebels deserting and joining you encounter partially blocked from happening
* Fixed Hyruk the Moneygrubber not giving you 2 gold coins post quest bonus (Credit TJTheSoundBoard)
* Fixed court musician skill not changed by 495 cheat code (Credit TJTheSoundBoard)
* Fixed spymaster wants to quit encounter not showing correct gold loss or staff loss indicators (Credit TJTheSoundBoard)
* Fixed text bug with Spymaster accepting offer to remain with you
* Fixed general wants to quit encounter not showing correct gold loss or staff loss indicators (Credit TJTheSoundBoard)
* Fixed text bug with general accepting offer to remain with you
* Fixed text bug with general refusing offer to remain with you
* Fixed hiring mercenaries from Darkdale mistakenly showed post purchase text as if you hired the 3rd unit available from the foreign merc hall instead
* Fixed tributes and taxes section spacing issue if player doesn't receive any harvest income
* Fixed issue with Assurak demon worshippers not being tracked properly in save games (Credit TJTheSoundBoard)
* Fixed issue with Lava pit sacrfices not being tracked properly in save games (Credit TJTheSoundBoard)
* Fixed graphic for tavern brawl introductions
* Fixed Rihhm relation bug not showing any peasants gained when recruiting from village
* Fixed Blackrow tavern slaver missing space in text
* Fixed you a bloodied man text bug in random event entering fighters district blackmarket (credit Night_Shift_Sleepy)
* Fixed Goblinwood Jamboree event happens infinitely if you leave and come back to goblinwood on the year it happens (credit u/thebestroll)
* Fixed Goblinwood Jamboree doesn't happen if you meet Goblinwood on the year of the event, now new screen added letting you know of the event and inviting you to it
* Fixed bank interest rate being shown incorrectly as 100x less than it gives (credit Trafulgoth)
* Fixed graphic error where knights would wear hats and a floating helmet above, now knights just wear helmets
* Fixed bug where watching tournaments held by the arena owner if not you would earn you gold (Credit Defender and Night_Shift_Sleepy)
* Fixed broken joke text for witch trial joke
* Fixed text bug with musicians guild tribute text (credit u/TheGamingDictator and Night_Shift_Sleepy)

EVERYTHING ELSE (24 features)

A ton of different stuff I couldn't fit in any other category here, new kingdom names, now the demon horde will totally destroy land and not have it terraformable to avoid a pretty easy solution to surviving the demon attacks, a new celebration year option, and tons more!

* Added new Orc name 'Ploozdug' (credit u/TheGamingDictator)
* Reworked Diplomacy menu to display diplomatic relations and reworked colours (credit u/monermoo)
* Added 31 new kingdom names 'Jerrdonia, Jekkan, Jykivia, Jylondria, Jekkora, Felmeth, Ahmerrad, Almerrad, Bariyye, Calradia, Calandria, Cyrantaar, Curon, Curaw, Halmar, Ichamur, Maevend, Narra, Praven, Suno, Shariz, Shazaar, Sargoth, Khudan, Tihr, Tulga, Veluca, Wercheg, Jelkala, Yalen, Wargard'
* Made demon horde destruction of land completely ruins the land and does not turn it into a terraformable barren land
* Added 5 new witch names 'Flemeth, Tamitha, Winnifred, Hagna, Hagtha'
* Added ability to set custom celebrations to happen every 4-years (previously 2,3,5,10 etc) (credit u/themitchnz)
* Added missing set of graphics to shutting down prison screen from within prison menu
* Added new picture on cat wall of fame in Darkdale cat tavern (credit Night_Shift_Sleepy)
* Added indicator of +1 musicians guild relation when entering during century festival special event
* Reworked musicians guild relation system to be properly capped at 100 and -100 and added new indicators or max and lowest when relation changed (credit TJTheSoundBoard)
* Reworked rebel desertion encounters to explain the reason for desertion is due to the size of the rebel army (credit u/Verminterested)
* Reworked rebels deserting to join you encounter to explain the reason for desertion is due to the size of your army (credit u/Verminterested)
* Added failed enlistment attempt text instead of 'You enlist 0 Peasants'
* Added failed enlistment attempt text instead of 'You enlist 0 Soldiers'
* Added indicator of Smallhaven population drop when you recruit local peasants
* Added indicator of slums population drop when you recruit slum scum
* Reworked slums scum hire screen to better display entering zero
* Added indicator of Rihhm population drop when you recruit from Rihhm
* Added indicator of Arasuk population drop when you recruit from Arasuk
* Added indicator of Shaian population drop when you recruit from Shaian
* Removed Aslona reference in Wall of love in Love cult camp (credit u/TheGamingDictator)
* Added new human name 'Trafulgoth' (credit Trafulgoth)
* Reworked Blackmarket treasury looted text (Credit TJTheSoundBoard)

A new cat worthy of note - https://i.imgur.com/zUHLg2m.png

WHAT'S NEXT

So now I will begin planning combat update basics and get myself prepared to dive back in to the earlier version of the new combat update code I got working on last year, It's been a long time coming and there's a lot of work to do but I'm going to try my best!

Thank you so much for all the continued support and patience

Hope everyone is doing ok and surviving! :)

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: martinuzz on January 28, 2021, 08:07:20 am
Keep up the good work!
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on January 29, 2021, 06:22:32 am
Thanks mate! Willdo :)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on February 08, 2021, 06:11:49 am
Hey Everyone,

So this update has come about while I've been planning the combat stuff, I've been given an ungodly amount of bug reports by a diligent Warsim community member known as TJtheSoundBoard and u/TheSoundBoard on reddit. Getting the bugs sorted is always important so I've been trawling through them and caught/added new things along the way. I hope you guys like it!

TERRAFORMER'S TROVE (4 features)

TJ made a suggestion that terraforming should have a chance to reveal loot, now you can get all sorts of stuff.

* Added chance of discovering a chest of loot in the ground when ordering land to be terraformed (Credit TJTheSoundBoard)
* Added rare chance of discovering pile of 2-7 bluetrii fruit in the ground when ordering land to be terraformed (Credit TJTheSoundBoard)
* Added rare chance of discovering a chest of 20-5000 gold coins in the ground when ordering land to be terraformed (Credit TJTheSoundBoard)
* Added rare chance of discovering a chaos orb in the ground when ordering land to be terraformed (Credit TJTheSoundBoard)

ENLISTING SONS ENCOUNTER (11 features)

There are several variants for the 'Sons for hire' type encounter in the throne room, after ending up here due to a bug report by TJ I ended up expanding the reactions to be unique depending on the variant.

* Added sound effect for boys enlisting or forced enlisting throne room encounter (credit TJTheSoundBoard)
* Fixed 4 text bugs in boys for enlistment in throne room encounters (credit TJTheSoundBoard)
* Added new reaction for forced enlistment and hiring in 'boys for hire' throne room encounter
* Added new reaction for forced enlistment and hiring in 'unchallenging work lads' throne room encounter
* Added new reaction for forced enlistment and hiring in 'too many sons' throne room encounter
* Added new reaction for forced enlistment and hiring in 'orphan sale' throne room encounter
* Added new reaction for forced enlistment and hiring in 'village elder decree' throne room encounter
* Added new reaction for forced enlistment and hiring in 'no good bastards' throne room encounter
* Added new reaction for forced enlistment and hiring in 'two problems' throne room encounter
* Added new reaction for forced enlistment and hiring in 'militia like deal' throne room encounter
* Added new reaction for forced enlistment and hiring in 'strong lineage man' throne room encounter

MUSHROOM TRIP IMPROVEMENTS (13 features)

I've tried to expand these trips a little bit, some extra encounters and some polish on the ones currently there.

* Added trip themes for Mushroom trips (mixed, good, bad)
* Made some trip encounters specifically only appear during good/bad or mixed trips
* Fixed issues with many trip encounter graphics sizes
* Fixed 15 text bugs with trip encounter texts
* Rewrote several trip encounter texts
* Added 'I think I feel happy' trip encounter
* Added 'Where's my hand' trip encounter
* Added 'Floating head' trip encounter
* Added 'Watching eye' trip encounter
* Added 'Loving eye' trip encounter
* Added 'Character revelation' trip encounter
* Added 'Wiggle your face' trip encounter
* Added 'Words...' trip encounter

NAIRO'S PARTY EXPANDED (6 features)

Just a few new additions to the best houseparty in Darkdale

* Added second followup reaction to Myck being offered ale twice at a party at Nairos
* Added new nairo event 'hello my good friend'
* Added new nairo event 'if you're thirsty'
* Added new nairo event 'an encore, of course'
* Added new nairo event 'it's got a kick'
* Added new nairo event 'Two words'

BLACKMARKET SLAVERY (6 features)

TJ mentioned that when banning slavery in the Blackmarket, the previously enslaved people seemingly evapourate... now they are accounted for, and the system in-general has been expanded.

* Added new screen when banning slavery in the Blackmarket (credit TJTheSoundBoard)
* Added random number of free Blackmarket slaves join slums population (credit TJTheSoundBoard)
* Added remaining freed slaves in Blackmarket become scum for hire in the slums (credit TJTheSoundBoard)
* Added new screen when legalizing slavery in the Blackmarket (credit TJTheSoundBoard)
* Added +3 public opinion gain for banning Blackmarket slavery
* Added -5 public opinion loss when legalizing slavery

THE GAMBLER RETURNS (4 features)

A lot of people were asking for more follow up throne room encounters that progress over time, while testing I found a good candidate for this, giving a gambling man a small sum of gold. Now there are several potential things that could happen if the gambler gets lucky!

* Added 1 in 3 chance that man asking for gold to gamble with returns later in the throne room
* Added gambler made something of themselves throne room encounter (gambling gold granted follow up)
* Added small fortune throne room encounter (gambling gold granted follow up)
* Added return what you gave me throne room encounter (gambling gold granted follow up)

ORB SELLER NOW BUYER (5 features)

TJ mentioned that the Blackmarket orb seller should be able to also buy orbs, I've given him a little overhaul to fit with this, he sells them for 10k but buys them for 5k.

* Added ability to sell chaos orbs to Blackmarket orb seller (Credit TJTheSoundBoard)
* Rewrote orb buying screen and text to allow for multiple orbs
* Removed useless screen for not having the gold to buy an orb from the orb seller
* Fixed being booted out of menu for orb seller when buying an orb
* Made it so that orb seller has 1 in 15 chance per year of gaining a new orb

DARKDALE TAX CHANGES (2 features)

TJ rightfully pointed out that as Darkdales ruler, removing a few of the smaller local businesses should have some effect... so now it does.

* Added closing Kaff's legitimate goods reducing Darkdale tax by 1% (credit TJTheSoundBoard)
* Added closing goblin slap stall reduces Darkdale tax by 0.1% (credit TJTheSoundBoard)

SLEEPY'S STALL (10 features)

A homage to a good friend, find this strange new character in Darkdale's market district!

* Added new location 'Sleepy's Stall' to Darkdale Market District
* Added the ability to pay sleepy to pet cats
* Added the ability to pay sleepy to light coloured candles (15 types)
* Added the ability to pay sleepy to drink an ale
* Added special screen for sleepy getting too drunk
* Added ability to talk to sleepy (10 dialogues)
* Added ability to shut down sleepys stall if you run Darkdale
* Added closing sleepy's stall reduces Darkdale tax by 0.2%
* Added ability to find sleepy again in a secret location if he's been removed from Darkdale
* Added ability to talk to sleepy after Darkdale removal (6 dialogues)

A NEW CHEAT (1 features)

A hillarious suggestion that I had to put in.

* Added new cheat code '2020' that causes plague (credit Minty and Defender)

NEW NAME PREFIXES (31 features)

A heap of new character name suffixes inspired mostly by a member of the Warsim discord with the name Titan of War, now we've got all the titans.

* Added new name suffix 'the Titan of War' (+60 battlescore) (Credit Titan of War)
* Added new name suffix 'the Titan' (+49 battlescore)
* Added new name suffix 'the Titan of Speed' (+45 battlescore)
* Added new name suffix 'the Titan of Strength' (+52 battlescore)
* Added new name suffix 'the Titan of Mercy' (+30 battlescore)
* Added new name suffix 'the Titan of Death' (+62 battlescore)
* Added new name suffix 'the Titan of Love' (+60 battlescore)
* Added new name suffix 'the Titan of Hate' (+59 battlescore)
* Added new name suffix 'the Titan of Loss' (+44 battlescore)
* Added new name suffix 'the Titan of Murder' (+61 battlescore)
* Added new name suffix 'the Titan of Bones' (+60 battlescore)
* Added new name suffix 'the Titan of Blood' (+60 battlescore)
* Added new name suffix 'the Titan of Sleep' (+39 battlescore)
* Added new name suffix 'the Titan of Swords' (+49 battlescore)
* Added new name suffix 'the Titan of Steel' (+52 battlescore)
* Added new name suffix 'the Titan of Shields' (+42 battlescore)
* Added new name suffix 'the Titan of Skulls' (+61 battlescore)
* Added new name suffix 'the Titan of Wit' (+39 battlescore)
* Added new name suffix 'the Titan of Pain' (+59 battlescore)
* Added new name suffix 'the Titan of Evil' (+60 battlescore)
* Added new name suffix 'the Titan of Good' (+60 battlescore)
* Added new name suffix 'the Titan of Gold' (+55 battlescore)
* Added new name suffix 'the Titan of Iron' (+49 battlescore)
* Added new name suffix 'the Titan of Sacrifice' (+45 battlescore)
* Added new name suffix 'the Titan of Day' (+35 battlescore)
* Added new name suffix 'the Titan of Night' (+40 battlescore)
* Added new name suffix 'The Meatflesh' (+5 battlescore) (can be further randomly generated)
* Added new name suffix 'The Stocker' (+1 battlescore)
* Added new name suffix 'The Combatant' (+12 battlescore) (can be further randomly generated)
* Added new name suffix 'The Candle-Lighter' (+1 battlescore)
* Added new name suffix 'The Treejumper' (+10 battlescore)

NEW CHARACTER NAMES (3 features)

A handful of new possible names thanks to Warsim Patreon supporter Joe! Thank you a bunch for the support :)

* Added new Dwarf name 'Borek' (Credit Joe Benavides)
* Added new Human name 'Borkrid (Credit Joe Benavides)
* Added new Lich name 'Gal'berik (Credit Joe Benavides)

CAVE GNOME VISITORS (2 features)

TJ suggested that the hirable throne room gnome insult entertainers should be different if you've discovered the cave gnomes, it's a good idea and now it's in!

* Added discovering cave gnome village gives alternate insult battle hirable entertainers from throne room  who cost 5x less (Credit TJTheSoundBoard)
* Added 3 alternate dialogues for cave gnome insult warrior entertainers

THRONE ROOM MUSICIAN CHANGES (3 features)

After a suggestion of having the hirable entertainers from the arrange entertainment section of the throne room refuse to come if your relation to the musicians guild is too low, I've decided to expand the idea to include an opposite effect if you have a really high relation.

* Added hireable musicial solo entertainers are free if you have 100+ relation to musicians guild
* Added hireable musicial solo entertainers refuse to visit you if you have -100 relation to musicians guild (Credit TJTheSoundBoard)
* Added 2 new descriptions to musicial entertainer category screen depending on relation to musicians guild

GOLD INDICATION (65 features)

There are still areas where you spend gold that it isn't clear how much you have, this is another attempt at sorting that out AND MY GOD trawling the throne room encounters was a pain.

* Added missing current gold indicator to champion market in Darkdale
* Added missing currnet gold indicator to history guild if you haven't registered
* Added missing gold indicator to child wants coin throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to unit for hire throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to broken fence complaint throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to favourite chicken killed throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to stolen apple throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to chicken killed throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to stolen coin throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to orc-lover throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to bedded throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to kicked the front door in throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to burned down farm over an apple throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to smelly wheat throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to apple tree chopped down throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to flower trampler throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to burn the village throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to he called me ugly throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to fled from a fight throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to punched my wife throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to chop the tree throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to robbed chamber pot throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to punched my snout throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to stick vs teeth throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to lost bet throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to borrowed and not returned throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to tricked out of a bag of gold throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to kicked in the balls throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to rocks and the kids throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to banner wearer angry man throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to goblin wants coin throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to hungry old man throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to old hag throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to man and sons throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to orphans for hire throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to village elders men of age throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to strong lineage throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to small goblin tribe for hire throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to chaos orb seller throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to stray cat throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to cattleless farmer throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to mother of dead soldier throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to slavers for hire throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to diplomat wants to leave throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to spymaster wants to leave throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to general wants to leave throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to farmer needs patrol throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to visiting bard throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to slum gold collector throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to gambler needs gold throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to warrior sword repair throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to knight wants to join order throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to knights want to join order throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to sick mother throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to coastal explorer trade route cost throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to acrobat throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to juggler throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to slave buyer throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to cursed frog man throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to goblin language trainer throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to anoint the grand champion throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to helmet designer throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to seer's services throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to ogre wants gold throne room encounter (Credit TJTheSoundBoard)
* Added missing gold indicator to vampire hunter's dues throne room encounter (Credit TJTheSoundBoard)

BUGFIXES (140 features)

Well... this is one of the meatiest bugfix sections I've had in recent memory... thanks a lot TJ!

* Fixed personal champions who challenge arena grand champion and win get a new random face (credit TJTheSoundBoard)
* Fixed issue with monster pit music not stopping if music is disabled (credit Night_Shift_Sleepy)
* Fixed goblin complaint in throne room text bug (credit TJTheSoundBoard)
* Fixed quit to desktop not working on forced ending (credit Minty)
* Fixed ability to use dots in monster names causing save game invalidation (Credit Night_Shift_Sleepy)
* Fixed 10 text bugs for high wage soldiers showing 'due to your high wages pair of soldiers join' text (credit TJTheSoundBoard)
* Fixed 5 text bugs with magical explosion encounter 'An and unexplainable magical explosion' text (credit TJTheSoundBoard)
* Fixed exploration tutorial text bug (credit TJTheSoundBoard)
* Fixed vassal tutorial text bug (credit TJTheSoundBoard)
* Fixed diplomacy tutorial typo 'made' instead of 'make'  (credit TJTheSoundBoard)
* Fixed diplomacy tutorial text bugs (credit TJTheSoundBoard)
* Fixed defensive combat tutorial text bugs (credit TJTheSoundBoard)
* Fixed gold coin in the well text bug (credit TJTheSoundBoard)
* Fixed music disabled and reset incorrect music issue (credit TheGamingDictator)
* Fixed 2 text bugs in miner texts (credit TJTheSoundBoard)
* Fixed throne room tutorial text bug (credit TJTheSoundBoard)
* Fixed Blackmarket leader who are you text bug (credit TJTheSoundBoard)
* Fixed mercenary tutorial text bug (credit TJTheSoundBoard)
* Fixed military tutorial text bug (credit TJTheSoundBoard)
* Fixed spacing bug in western region tutorial (credit TJTheSoundBoard)
* Fixed gnome insult text error issue (credit TJTheSoundBoard)
* Fixed demon worshipper becoming a demon event not correctly showing as positive if you are a demon servant (credit TJTheSoundBoard)
* Fixed peasants becoming demon worshippers not correctly showing as positive if you are demon servant (credit TJTheSoundBoard)
* Fixed duplicate report of peasants becoming demon worshippers (credit TJTheSoundBoard)
* Fixed man and sons throne room encounter incorrectly referring to player as lord regardless of lordly title (credit TJTheSoundBoard)
* Fixed Phenor defeated screen text bug (credit TJTheSoundBoard)
* Fixed not able to leave large rocky cavern until cave beast is killed (credit TJTheSoundBoard)
* Fixed a queen will do as he does text bug (credit TJTheSoundBoard)
* Fixed 22 text and layout bugs in Cave gnome screens
* Fixed maze gnome reference to you as he regardless of gender (credit TJTheSoundBoard)
* Fixed Blackmarket trade rejection screen incorrect gender referenced (credit TJTheSoundBoard)
* Fixed slavery advice piece incorrectly referring to player as king regardless of ruler title (credit TJTheSoundBoard)
* Fixed 35 text and grammar issues in Northern History lesson texts (credit TJTheSoundBoard)
* Fixed life of death text bug with vampire hunter (credit TJTheSoundBoard)
* Fixed text bug in vampire hunter dialogue (credit TJTheSoundBoard)
* Fixed text bug with frog in throne room encounter (credit TJTheSoundBoard)
* Fixed sending the tall green man through a trap door instead shows the previous throne room visitor going down (credit TJTheSoundBoard)
* Fixed all faces are ugly throne room reaction citing incorrect ruler title (credit TJTheSoundBoard)
* Fixed issue with many encounter reactions in throne room missing lines when showing +1 prisoner notifications (credit TJTheSoundBoard)
* Fixed double public opinion change outcome from broken throne room reaction (credit TJTheSoundBoard)
* Fixed wild vampire killed encounter not actually removing 1 wild vampire from the population (credit TJTheSoundBoard)
* Fixed no option to send slave soldier asking for promotion through a trap door (credit TJTheSoundBoard)
* Fixed soldier imprisoned fights and is killed still showing +1 prisoner (credit TJTheSoundBoard)
* Fixed the goblin stone location name bug (credit TJTheSoundBoard)
* Fixed Hek Plon note at strange statue encounter text bug (credit TJTheSoundBoard)
* Fixed 5 text bugs in strange statue generic text (credit TJTheSoundBoard)
* Fixed painting hung up in throne room not being saved once you load a save (credit TJTheSoundBoard)
* Fixed I am monster text bug (credit TJTheSoundBoard)
* Fixed unfinished master hunter text for trade caravans (credit TJTheSoundBoard)
* Fixed knight giving you 100 gold sound effect issue (credit TJTheSoundBoard)
* Fixed paying for helmet design in throne room sound effect issue (credit TJTheSoundBoard)
* Fixed waste of gold text shown with weak goblin ale even if you didn't pay for it (credit TJTheSoundBoard)
* Fixed 4 text bugs with sleeping with skeletons throne room encounter
* Fixed sleepign with skeletons second layer of throne room encounter missing trap door option
* Fixed 7 text bugs with the Oldest tree in Wildwood (credit TJTheSoundBoard)
* Fixed text bug in Old Northern carving (credit TJTheSoundBoard)
* Fixed 5 text bugs with Shadow assassins text (credit TJTheSoundBoard)
* Fixed 3 text bugs with generic tavern dialogues (credit TJTheSoundBoard)
* Fixed 3 errors with cartographer's guild name text (credit TJTheSoundBoard)
* Fixed 2 text bugs with Niklas the Bug Hunter's dialogues (credit TJTheSoundBoard)
* Fixed issue with Dockrow company owning elf (credit TJTheSoundBoard)
* Fixed missing word in Doomstone fragment selling screen (Credit Defender)
* Fixed 3 text bugs with Goblin Hall of Heroes text (credit TJTheSoundBoard)
* Fixed text bug with Abandoned house text (credit TJTheSoundBoard)
* Fixed issue with Dockrow random dialogue (credit TJTheSoundBoard)
* Fixed 4 texts bugs with sewer mural screens (credit TJTheSoundBoard)
* Fixed sewer mutant dialogue bug (credit TJTheSoundBoard)
* Fixed Pargo trade arms text bug (credit TJTheSoundBoard)
* Fixed chaos orb in sewer wall text bug (credit TJTheSoundBoard)
* Fixed monument of kings text bug (credit TJTheSoundBoard)
* Fixed Attacking Harlaw mining company not cancelling their tribute to you (credit TJTheSoundBoard)
* Fixed doomstone worshipper text bug (credit TJTheSoundBoard)
* Fixed Bookrage text bug (credit TJTheSoundBoard)
* Fixed text bug in Notes of a formerly angry man (credit TJTheSoundBoard)
* Fixed 4 Blackmarket locals dialogue typos (credit TJTheSoundBoard)
* Fixed 3 text bugs with fighters pit intros in Blackmarket (credit TJTheSoundBoard)
* Fixed text bug with Fighter's Pit patron text (credit TJTheSoundBoard)
* Fixed animal fight pit upgraded description text bug (credit Arnold18)
* Fixed brawl pit winner shows as both winner and loser when you own pit sometimes (Credit Arnold18)
* Fixed text bug with Gwyn dialogue (credit TJTheSoundBoard)
* Fixed 3 text bugs with Axe bucket ruins text (credit TJTheSoundBoard)
* Fixed 4 text bugs with spear centre ruins text (credit TJTheSoundBoard)
* Fixed 3 text bugs with Sharpest dagger ruins text (credit TJTheSoundBoard)
* Fixed 2 text bugs in Nezale the nose's dialogues (credit TJTheSoundBoard)
* Fixed speak to random local in the fighter's district option not working (credit TJTheSoundBoard)
* Fixed 3 text bugs with Blackmarket tours texts (credit TJTheSoundBoard)
* Fixed exlixir stall text bugs (credit TJTheSoundBoard)
* Fixed issue with cheatsellers text (credit TJTheSoundBoard)
* Fixed text bug in Bookseller's stall (credit TJTheSoundBoard)
* Fixed freeing slave acussed of killing his master instead kills him (credit TJTheSoundBoard)
* Fixed issue where entering extremely high bet in Arena breaks the game (credit Worksb64)
* Fixed mushroom stall text bug (credit TJTheSoundBoard)
* Fixed newspaper stall text bug (credit TJTheSoundBoard)
* Fixed text bug with abandoned house (credit TJTheSoundBoard)
* Fixed issue with celebration clock text (credit TJTheSoundBoard)
* Fixed Blackmarket guard post text bug (credit TJTheSoundBoard)
* Fixed 3 issues with central district visitors text (credit TJTheSoundBoard)
* Fixed issues with mystery and wonder screen text (credit TheGamingDictator)
* Fixed issues with long story origin text (credit TheGamingDictator)
* Fixed issues with gambler king intro text (credit TheGamingDictator)
* Fixed issue with demonic king origin text (credit TheGamingDictator)
* Fixed issue with bandit king origin text (credit TheGamingDictator)
* Fixed Baiaa laws screen text bug (credit TJTheSoundBoard)
* Fixed issue with VoidArmy not staying active in game and jumping between save files (credit TJTheSoundBoard)
* Fixed brawls still happening in the holy land regardless of special Blackmarket changes (credit TJTheSoundBoard)
* Fixed Blackmarket owned mercenary recruitment rates shown even when you don't own the market (credit TJTheSoundBoard)
* Fixed Demon horde uprising happens after your death even if you destroyed the Horde (credit Elfien)
* Fixed demonic citadel text bug (credit TJTheSoundBoard)
* Fixed issue with knight peasant training text (credit TJTheSoundBoard)
* Fixed text bug with ex-slave joiner encounter (credit TJTheSoundBoard)
* Fixed jesters son encounter referencing king regardless of you title (credit TJTheSoundBoard)
* Fixed wording of goblin god scepre relation changes (credit TJTheSoundBoard)
* Fixed nomadic knight text bug (credit TJTheSoundBoard)
* Fixed goblin gift giver encounter text bug (credit TJTheSoundBoard)
* Fixed throne room blessing reaction text bug (credit TJTheSoundBoard)
* Fixed 15 questing knight send off text bugs
* Fixed knight not returning text issue
* Fixed 2 text bugs in friend of slave encounters
* Fixed tutorial and intro ceremony demonic staff not having red faces (credit TJTheSoundBoard)
* Fixed Pikener introduction screen for demon king doesn't have red face (credit TJTheSoundBoard)
* Fixed diplomat has no red face in independent kingdoms diplomacy (credit TJTheSoundBoard)
* Fixed diplomat has no red face in minor bandit diplomacy (credit TJTheSoundBoard)
* Fixed 2 text bugs in grand champion anointing event (credit TJTheSoundBoard)
* Fixed text bug in crowd celebration of grand champion knighting event (credit TJTheSoundBoard)
* Fixed reference to king in gold down the stream throne room encounter (credit TJTheSoundBoard)
* Fixed mannequin text bug (credit TJTheSoundBoard)
* Fixed Kingdom of Krut victory screen blocked by bug and giving out alternate Krut revivial victory screen (credit TJTheSoundBoard)
* Fixed 3 chopped gift tree text bugs (credit AlChestBreach)
* Fixed issue with being unable to speak to Rihhm leader at all with no screen or indicator why
* Fixed text bug with smallhaven elder refusal to speak screen
* Fixed pit to arena upgrade text bug (Credit TJTheSoundBoard)
* Fixed Pigsy the champion dialogue text bug (Credit TJTheSoundBoard)
* Fixed Pigsy the champion origin text bug (Credit TJTheSoundBoard)
* Fixed knight quest mercenary liberation text bug (Credit TJTheSoundBoard)
* Fixed slave release screen text bug (Credit TJTheSoundBoard)
* Fixed Beyond insane mode (difficult screen option 16#) had incorrect background difficulty modifier (Credit TJTheSoundBoard)
* Fixed Plains race suffix description text bug (Credit llevus)
* Fixed Darkdale taxes not showing up in kingdom reports (Credit TJTheSoundBoard)
* Fixed Smallhaven trade post text bug
* Fixed 15 text and spacing bugs in secret place dialogues

EVERYTHING ELSE (24 features)

Everything I couldn't fit in other sections is now here, quite a few changes, tweaks, and additions!

* Made randomly generated name prefixes twice as common
* Added new option to smash all chaos orbs instead of one by one (Credit felipemiguel051)
* Added new indicator of orb or orbs lost in chaos orb smashing screens
* Added indicator of Blackmarket toll gold being added to the treasury (credit TJTheSoundBoard)
* Added new text for Koova when asked about the Demon gate if it's ruined (credit TJTheSoundBoard)
* Removed no coins to throw in the well uneeded screen
* Replaced 12 references of King with ruler in advice texts (credit TJTheSoundBoard)
* Added second page of information to throne room introduction explaining steward traits (credit YES YES YES)
* Removed defunct demon hat display system from demon warder throne room encounters (credit TJTheSoundBoard)
* Rewrote release him outcome for sleeping with skeletons (credit TJTheSoundBoard)
* Added new text blocking options if the player is unable to afford to watch performances in the magic threatre (credit TJTheSoundBoard)
* Rewrote fighter's district in Blackmarket intro text (credit TJTheSoundBoard)
* Reworked taxes and subsidies screen options to be clearer (credit TJTheSoundBoard)
* Rewrote faints to the floor throne room reaction (credit TJTheSoundBoard)
* Made knight isn't seen or heard from again outcome 25% more rare when sending questing knights
* Removed 5 gold entry fee for watching beast fights (credit TJTheSoundBoard)
* Added indicator of tribute on main screen of huntsman's rest (Credit TJTheSoundBoard)
* Added indicators of trade starting and stopping with huntsman's rest when asked or cancelled (Credit TJTheSoundBoard)
* Added 2 new loadtips (Credit TJTheSoundBoard)
* Made smallhaven elder refuse to talk to you if relation is -5 not -1
* Added new indicator of trade deal with Blackmarket (Credit TJTheSoundBoard)
* Made Rihhm and Smallhaven trade and tribute texts exactly the same (Credit TJTheSoundBoard)
* Added a new screen for beating throne room sudden death game master for all his money (Credit TJTheSoundBoard)
* Rewrote several secret place dialogues

SCREENSHOTS

* Terraforming got me this lovely pot - https://i.imgur.com/2gNFsAe.png
* A trove of gold - https://i.imgur.com/gDtpx6A.png
* Dwarvern amulet... oh it's fake - https://i.imgur.com/kXbQ20h.png
* 100 relation to the musicians guild - https://i.imgur.com/TdUanjd.png
* A friendly orc visitor - https://i.imgur.com/GyiLbDQ.png
* -100 relation to the guild - https://i.imgur.com/Du7pqA0.png
* Sleepy's stall - https://i.imgur.com/xyT4LPZ.png
* The man himself - https://i.imgur.com/BcnYPFK.png
* A fat cat - https://i.imgur.com/iAnqSrd.png
* Slavery is banned - https://i.imgur.com/VE2u8iS.png
* Orb trader - https://i.imgur.com/ASaHR59.png

WHAT'S NEXT

Well, I'm still in the early phases of the combat update planning and have some remnant bug reports to also work through so I'll keep trudging forward. Thank you everyone for the continued support and to those sharing ideas and reporting bugs, it's all helpful.

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on February 17, 2021, 07:02:49 am
Hey Everyone,

Once again we've got another bug purge of an update thanks almost entirely to user reports, There are still a few more reports to get through but I'm tearing through them as fast as I can, always good to get these bugs squashed. There are also a few smaller features and a ton of new name suffixes!

OOOH SNAKE FOR SALE (1 feature)

When exploring the south it's possible to come upon a wild Oooh snake, if you have a monster pit you could even capture and fight it. Now any captured snakes can be sold to the sanctuary for 1000 gold each!

* Added the ability to sell captured Ooooh snakes to the Ooooh snake sanctuary for 1000 gold (Credit TJTheSoundBoard)

PUBLIC OPINION REPORTS (10 features)

After some discussion about public opinion at the end of each turn I have added a whole new section to the end of turn report showing any and all good and bad public opinion change caused by turn report events. I've also added several additional public opinion drops from more hostile policies and laws so a player can't so easily gain high public opinion while doing evil things.

* Added new section of end of turn report for public opinion changes (credit TheGamingDictator)
* Added ability to block or shorten public opinion report in custom reports
* Altered all public opinion mentions in end of turn events
* Added 1/3 chance public opinion can drop by 1 at end of turn if forceful enlistment active
* Added public opinion drops by 2 per turn if overzealous arrests active
* Added public opinion drops by 2 per turn if prisons closed
* Added public opinion drops by 1 per turn if forgiving outlaw policy active
* Added public opinion drops by 10 per turn if slave kingdom active
* Added public opinion drops by 2 per turn if curfew active
* Added public opinion drops by 5 per turn if demonic kingdom active

TERRAFORMING BAD EFFECTS (2 features)

Tundra C from our steam community pointed out it would be cool to have some negative discoveries when terraforming instead of just good ones.

* Added terraforming empty chest discovery (credit Tundra C)
* Added terraforming pile of corpses discovery (credit Tundra C)

UNCONQUERABLE LANDS (10 features)

Went through the unconquerable lands texts and screens and gave them some improvements, to find them have all independent kingdoms dead and then visit the exploration screen!

* Removed useless you are victorious screen when winning battles in Unconquerable lands
* Slightly edited Unconquerable Lands intro text
* Added new screen for defeating the Greathills
* Added new screen for Assimiliating the Greathills
* Fixed 3 Text bugs in unconqeurable lands troop count texts
* Fixed 4 Text bugs in Greathills intro text (Credit TJTheSoundBoard)
* Fixed 3 Text bugs in Everblaze intro text
* Added new screen for defeating Everblaze
* Remade Wolfclans graphic
* Added new screen for defeating Wolfclans

NEW CHEAT (1 feature)

I needed it for testing but figured some people may use it, now you can enter 7072 to get 100 extra barren lands in your game.

* Added new cheat code 7072 (adds 100 new barren lands)

NEW NAME SUFFIXES (88 features)

A big pile of new name suffxies entirely suggested by players, some really good ones here and quite a few negatively impactful ones.

* Added new name suffix 'the Unfettered' (+40 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Undeterred' (+20 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Unerring' (+30 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Unfazed' (+5 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Gregarious' (+16 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Unamused' (+5 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Bemused' (+3 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Stocky' (+32 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Illegitimate' (-10 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Mute' (+0 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Deaf' (-6 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Stern' (+10 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Maimed' (-25 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Infested' (-10 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Infester' (+10 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Corrupt' (+5 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Thrall' (-10 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Untrustworthy' (-2 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Starving' (-15 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Infected' (-20 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Inexperienced' (-5 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Sinful' (+3 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Sanctimonious' (+1 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Complacent' (-2 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Undefeated' (+65 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Vain' (+1 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Prideful' (+3 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Virtuous' (+5 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Selective' (-2 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Cautious' (+2 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Passive' (+0 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Redeemed' (+10 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Rash' (+9 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Deficient' (-12 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Excessive' (+3 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Champion of Excess' (+6 battlescore) (credit TJTheSoundBoard)
* Added new name suffix 'the Benevolent' (+1 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Malevolent' (+5 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Stingy' (-2 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Temperate' (+10 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Generous' (+2 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Truthful' (+1 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Witty' (+5 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Determined' (+15 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Comedic' (+5 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Tragic' (-5 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Disfigured' (-15 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Beggar' (-10 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Questionable' (-6 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Lacking' (-14 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Malformed' (-16 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Deformed' (-17 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the One-armed' (-14 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Limp-wristed' (-14 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Waste of Space' (-10 battlescore) (credit TJTheSoundBoard)
* Added new name suffix 'the Waste or Air' (-10 battlescore) (credit TJTheSoundBoard)
* Added new name suffix 'the Bound' (+2 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Unbound' (+5 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Unimaginative' (-1 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Boastful' (+2 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Scrawny' (-5 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Lithe' (+4 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Gaunt' (-6 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Anemic' (-10 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Two Left Feet' (-14 battlescore) (credit TJTheSoundBoard)
* Added new name suffix 'the Uncoordinated' (-13 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Grieving' (-5 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Failure' (-19 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Failing' (-7 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Disappointed' (-4 battlescore) (can be further randomly generated) (credit TJTheSoundBoard)
* Added new name suffix 'the Disappointment' (-18 battlescore) (credit TJTheSoundBoard)
* Added new name suffix 'the Beefy' (+35 battlescore) (can be further randomly generated) (credit u/Randomscholar)
* Added new name suffix 'the Decrepit' (-30 battlescore) (can be further randomly generated) (credit u/Randomscholar)
* Added new name suffix 'the Begrudged' (-4 battlescore) (can be further randomly generated) (credit u/Randomscholar)
* Added new name suffix 'the Fancy' (+5 battlescore) (can be further randomly generated) (credit u/Randomscholar)
* Added new name suffix 'the Fantastic' (+45 battlescore) (can be further randomly generated) (credit u/Randomscholar)
* Added new name suffix 'the Grumbler' (+1 battlescore) (credit u/Randomscholar)
* Added new name suffix 'the Skunk' (+3 battlescore) (can be further randomly generated) (credit u/Randomscholar)
* Added new name suffix 'the Dismal' (-5 battlescore) (can be further randomly generated) (credit u/Randomscholar)
* Added new name suffix 'the Chunky' (+5 battlescore) (can be further randomly generated) (credit u/Randomscholar)
* Added new name suffix 'the Ravenous' (+10 battlescore) (can be further randomly generated) (credit u/Randomscholar)
* Added new name suffix 'the Large' (+11 battlescore) (can be further randomly generated) (credit u/Randomscholar)
* Added new name suffix 'the Ominous' (+30 battlescore) (can be further randomly generated) (credit u/Randomscholar)
* Added new name suffix 'The Blind' (-10 battlescore) (can be further randomly generated) (credit u/Taukki)
* Added new name suffix 'The Unremarkable' (-5 battlescore) (can be further randomly generated) (credit u/Taukki)
* Added new name suffix 'The Loathed' (-3 battlescore) (can be further randomly generated) (credit u/Taukki)
* Added new name suffix 'The Wimpy' (-15 battlescore) (can be further randomly generated) (credit u/robophile-ta)
* Added new name suffix 'The Loved One' (+10 battlescore) (credit u/Jean287)

BUGFIXES (211 features)

I don't even know what to say about this section... so many bugs. At least they are all fixed now. Thanks again to all the people who reported these, especially TJTheSoundBoard who has been relentlessly testing and reporting bugs unlike I've ever seen before. I appreciate it a lot because it makes the game better for everyone so thanks mate!

* Fixed issue with custom celebration names able to break save files (credit BlindIrl)
* Fixed Expense gold not being saved and shown in reports when game is reloaded (credit TJTheSoundBoard)
* Fixed Battles the player has been invovled in not shown in reports when game is reloaded (credit TJTheSoundBoard)
* Fixed Slaves burned during celebratory fires actually reduces number of peasants not slaves (and can cause minus peasants) (credit Night_Shift_Sleepy)
* Fixed 1111 cheat cancelling cheat counting as a cheat used (credit Kear Darkfire)
* Fixed incorrect figures and bank calculations shown in interest explained book (credit TJTheSoundBoard)
* Fixed disbanding knights has knight graphic without kingdom symbol (credit TJTheSoundBoard)
* Fixed disbanding peasants showing knight not peasant (credit TJTheSoundBoard)
* Fixed disbanding goblins showing knight not goblin (credit TJTheSoundBoard)
* Fixed disbanding bandits showing knight not bandit (credit TJTheSoundBoard)
* Fixed disbanding soldiers showing knight not soldier (credit TJTheSoundBoard)
* Fixed Global bandit level going over 100 (credit TJTheSoundBoard)
* Fixed text bug western history teacher rejecting help cause you're in southern history class
* Fixed 4 text bugs with trade deal ending sacrifice event
* Fixed text bug with Gambling den clear out screen (credit TJTheSoundBoard)
* Fixed 4 text bugs with Nugmeek dialogues (credit TJTheSoundBoard)
* Fixed 3 text bugs with Silver Staff description (credit TJTheSoundBoard)
* Fixed text bug with Dragon Wench Knight intro screen (credit TJTheSoundBoard)
* Fixed text bug with Dragon beaten by knight screen (credit TJTheSoundBoard)
* Fixed 6 text bugs in the Bandit Horde book (credit TJTheSoundBoard)
* Fixed 3 text bugs in The Rebellion book (credit TJTheSoundBoard)
* Fixed 2 text bugs in the Goblin Kingdoms book (credit TJTheSoundBoard)
* Fixed 9 text bugs in Lost Artifacts book (credit TJTheSoundBoard)
* Fixed 8 text bugs in Black Bank book (credit TJTheSoundBoard)
* Fixed 9 text bugs in Hunter's tales volume 1 (credit TJTheSoundBoard)
* Fixed King reference instead of correct title in hunter's tales (credit TJTheSoundBoard)
* Fixed 8 text bugs in Fool King Bardon book (credit TJTheSoundBoard)
* Fixed text bug in The One-eye goblin book (credit TJTheSoundBoard)
* Fixed 5 text bugs in Demonic Invasions book (credit TJTheSoundBoard)
* Fixed 13 text bugs with King of Ants and lions book (credit TJTheSoundBoard)
* Fixed 3 text bugs with Zod of the Southern Rim (credit TJTheSoundBoard)
* Fixed many text bugs with Zeberfan the Magic Man (credit TJTheSoundBoard)
* Fixed reference to king in Faradal the Just and Noble book (credit TJTheSoundBoard)
* Fixed text bug in tales of a travelling bard (credit TJTheSoundBoard)
* Fixed 2 Humour section book category description text bugs  (credit TJTheSoundBoard)
* Fixed 2 Reference section book category description text bugs  (credit TJTheSoundBoard)
* Fixed 5 text bugs in The Little Dwarf Book (credit TJTheSoundBoard)
* Fixed 3 text bugs in the God of Goblins book (credit TJTheSoundBoard)
* Fixed 3 text bugs in the Black Book (credit TJTheSoundBoard)
* Fixed 8 text bugs in Southern Travel Guide (credit TJTheSoundBoard)
* Fixed 12 text bugs in Western Travel guide (credit TJTheSoundBoard)
* Fixed 2 Travel section book category description text bugs (credit TJTheSoundBoard)
* Fixed 2 Fiction section book category description text bugs (credit TJTheSoundBoard)
* Fixed 2 Biography section book category description text bugs  (credit TJTheSoundBoard)
* Fixed 10 text bugs in Northern Travel Guide (credit TJTheSoundBoard)
* Fixed 11 text bugs in Near North guide (credit TJTheSoundBoard)
* Fixed 2 Text bugs in Dragon's Kneecap guide section (credit TJTheSoundBoard)
* Fixed text bug in Silver staff tavern guide section (credit TJTheSoundBoard)
* Fixed text bug in Fighting coastman guide section (credit TJTheSoundBoard)
* Fixed 5 bank interest explained book text bugs (credit TJTheSoundBoard)
* Fixed 3 text bugs in arena betting guide book (credit TJTheSoundBoard)
* Fixed 2 text bugs in 23 reasons not to visit the north book (credit TJTheSoundBoard)
* Fixed 2 text bugs in titans of the footpath (credit TJTheSoundBoard)
* Fixed Knightly order founding text bug (credit TJTheSoundBoard)
* Fixed knightly order hall text bug (credit TJTheSoundBoard)
* Fixed single knight joining knightly order text bug (credit TJTheSoundBoard)
* Fixed Business section of personal library text bug (credit TJTheSoundBoard)
* Fixed Arena subsidies book text bug (credit TJTheSoundBoard)
* Fixed tavern guide text bug (credit TJTheSoundBoard)
* Fixed western history teacher tip text bug
* Fixed 6 text bugs in history class restart season text
* Fixed text bug in teacher origin text
* Fixed 9 text bugs in teacher questions
* Fixed Fixed bandit completely infested blurb text bug (credit TJTheSoundBoard)
* Fixed Fixed bandit dialogue goblin freedom text bug (credit TJTheSoundBoard)
* Fixed Fixed Thickblood tavern bandit recommendation text bug (credit TJTheSoundBoard)
* Fixed Fixed text bug in screen when buying land from bandits (credit TJTheSoundBoard)
* Fixed issue with mushroom encounters being just blank lines
* Fixed Bandit war orders declaration screen text bug (credit TJTheSoundBoard)
* Fixed bandit refusal of orders text bug (credit TJTheSoundBoard)
* Fixed bandit goal text bug (credit TJTheSoundBoard)
* Fixed farmer's pitchfork bandit story text bug (credit TJTheSoundBoard)
* Fixed text bug with goblin slaver question blurb (credit TJTheSoundBoard)
* Fixed rebels defeat screen text bug (credit TJTheSoundBoard)
* Fixed 4 Phenor origin story text bugs (credit TJTheSoundBoard)
* Fixed several bandit peace gold text bugs (credit TJTheSoundBoard)
* Fixed text bug in bandit abandonment screen (credit TJTheSoundBoard)
* Fixed Krut description text bug (credit TJTheSoundBoard)
* Fixed krut king origin text bug (credit TJTheSoundBoard)
* Fixed krut totem text bug (credit TJTheSoundBoard)
* Fixed Erak description text bug (credit TJTheSoundBoard)
* Fixed Krut Bannerwall text bug (credit TJTheSoundBoard)
* Fixed Krut king greeting screen text bug (credit TJTheSoundBoard)
* Fixed prisoner let us out text bug (credit TJTheSoundBoard)
* Fixed old croll prisoner text bug (credit TJTheSoundBoard)
* Fixed prison upgrades text bug (credit TJTheSoundBoard)
* Fixed prison description text bug (credit TJTheSoundBoard)
* Fixed upgraded prison description text bug (credit TJTheSoundBoard)
* Fixed prison labour yard text bug (credit TJTheSoundBoard)
* Fixed explorer's guild intro text (credit TJTheSoundBoard)
* Fixed Dunak guild master text bug in dialogue (credit TJTheSoundBoard)
* Fixed recruiters conversion screen text bug (credit TJTheSoundBoard)
* Fixed Training grounds to barracks upgrade double screen issue (credit TJTheSoundBoard)
* Fixed Barracks to grand barracks upgrade double screen issue (credit TJTheSoundBoard)
* Fixed Extra broken line in barracks screen (credit TJTheSoundBoard)
* Fixed I have need of you text bug with champion for hire (Credit Widy)
* Fixed withered heart loot item description (Credit Widy)
* Fixed Arena tutorial text bug (Credit Widy)
* Fixed 2 text bugs in silver staff tavern artifact market dialogue (credit TJTheSoundBoard)
* Fixed 2 text bugs in Artifact market conspiracy text (credit TJTheSoundBoard)
* Fixed 2 text bugs in mystical wares comment (credit TJTheSoundBoard)
* Fixed 4 Issues and inconsistencies in History of the North in the Tower of Histories (credit TJTheSoundBoard)
* Fixed 2 text bugs in History of the South in the Tower of Histories (credit TJTheSoundBoard)
* Fixed 5 text bugs in History of the East in the Tower of Histories(credit TJTheSoundBoard)
* Fixed 2 text bugs in History of the West in the Tower of Histories(credit TJTheSoundBoard)
* Fixed 2 text bugs in History of the Ancient lands in the Tower of Histories  (credit TJTheSoundBoard)
* Fixed 2 text bugs in History of the Midlands in the Tower of Histories(credit TJTheSoundBoard)
* Fixed 5 text bugs in museum of forbidden arts intro text (credit TJTheSoundBoard)
* Fixed text bug with severed orc ear in forbidden arts museum (credit TJTheSoundBoard)
* Fixed text bug with demon head in forbidden arts museum (credit TJTheSoundBoard)
* Fixed 4 text bugs with Arshams tower of histories questions
* Fixed text bug with tower of the changelings intro text (credit TJTheSoundBoard)
* Fixed text bug with guildmaster of the changelings tower (credit TJTheSoundBoard)
* Fixed text bug with Diran the Old's Dialogue (credit TJTheSoundBoard)
* Fixed 3 text bugs with Doran the Dim's dialogues (credit TJTheSoundBoard)
* Fixed 5 text bugs with Hyruk the Moneygrubber (credit TJTheSoundBoard)
* Fixed giant skull hyruk quest text bug (credit TJTheSoundBoard)
* Fixed artifact market champion's post text bug when empty (credit TJTheSoundBoard)
* Fixed Darkdale champion market text bug when empty (credit TJTheSoundBoard)
* Fixed 5 text bugs with Artifactmarket bladesinger lyrics (credit TJTheSoundBoard)
* Fixed 2 text bugs in Black Keep description screen (credit TJTheSoundBoard)
* Fixed text bug with Artifact market Northern Watchtower (credit TJTheSoundBoard)
* Fixed text bug with Artifact market Southern Watchtower (credit TJTheSoundBoard)
* Fixed text bug with Artifact market Western Watchtower (credit TJTheSoundBoard)
* Fixed text bug with Artifact market Eastern Watchtower (credit TJTheSoundBoard)
* Fixed 3 text bugs with Old library intro screen (credit TJTheSoundBoard)
* Fixed 5 text bugs with Near North intro text (credit TJTheSoundBoard)
* Fixed Text bug with Farrad desert intro text (credit TJTheSoundBoard)
* Fixed Text bug with Lost Jungle intro text (credit TJTheSoundBoard)
* Fixed 3 Text bugs with Dunelands intro text (credit TJTheSoundBoard)
* Fixed 2 Text bugs with Parched Lands intro text (credit TJTheSoundBoard)
* Fixed Incorrect spacing with Oasis intro (credit TJTheSoundBoard)
* Fixed Text bug with Oasis Intro text (credit TJTheSoundBoard)
* Fixed 2 Text bugs with the Drylands intro text (credit TJTheSoundBoard)
* Fixed 6 Text bugs with South coast intro text (credit TJTheSoundBoard)
* Fixed 2 Text bugs with Denland intro text (credit TJTheSoundBoard)
* Fixed 2 Text bugs with Songwood intro text (credit TJTheSoundBoard)
* Fixed 8 Text bugs with Wildwood intro text (credit TJTheSoundBoard)
* Fixed 2 Text bugs with Darkmarsh intro text (credit TJTheSoundBoard)
* Fixed 7 Text bugs with plague box description (credit TJTheSoundBoard)
* Fixed Issues with one of the regional location texts having a smaller text box than others
* Fixed Text bug with Plague box purchase text (credit TJTheSoundBoard)
* Fixed 3 text bugs with Golden Telescope description (credit TJTheSoundBoard)
* Fixed 2 text bugs with Golden Telescope purchase text (credit TJTheSoundBoard)
* Fixed 2 text bugs with friend of the fearful description (credit TJTheSoundBoard)
* Fixed 2 text bugs with friend of the fearful purchase text (credit TJTheSoundBoard)
* Fixed 2 text bugs with Western Artifact shop introduction (credit TJTheSoundBoard)
* Fixed 6 text bugs with Fragment of Denland stone description (credit TJTheSoundBoard)
* Fixed text bug in stone of talents purchase text (credit TJTheSoundBoard)
* Fixed 2 text bugs in Mystical wares shop introduction (credit TJTheSoundBoard)
* Fixed 2 text bugs in Horn of Demons description (credit TJTheSoundBoard)
* Fixed 3 text bugs in Demon Shield description (credit TJTheSoundBoard)
* Fixed 6 text bugs in Dumble Staff description (credit TJTheSoundBoard)
* Fixed text bug in Dumble Staff purchase text (credit TJTheSoundBoard)
* Fixed 5 text bugs in Doomstone Fragment description (credit TJTheSoundBoard)
* Fixed 2 text bugs in Bjorn's Artifacts of the North shop introduction (credit TJTheSoundBoard)
* Fixed 4 text bugs in Gauntlet of Frost description (credit TJTheSoundBoard)
* Fixed Text bug in Ancient pig song book (credit TJTheSoundBoard)
* Fixed 5 Text bugs in Orcish Warrior book (credit TJTheSoundBoard)
* Fixed 2 Text bugs in O Great Coastal King book (credit TJTheSoundBoard)
* Fixed 8 Text bugs in Great Wall book (credit TJTheSoundBoard)
* Fixed 4 Text bugs in Pirate Wars book (credit TJTheSoundBoard)
* Fixed 4 text bugs in The Swamplands book (credit TJTheSoundBoard)
* Fixed 6 Text bugs in The coastal kings of old book (credit TJTheSoundBoard)
* Fixed 10 text bugs in Kullak book (credit TJTheSoundBoard)
* Fixed 2 Text issues in Militia recruitment screen (credit Minty)
* Fixed selling troops text bug (credit Widy)
* Fixed Retirement screen option text bug (credit Widy)
* Fixed 5 Text bugs in Bandit King Blackmarket Den intro (credit TJTheSoundBoard)
* Fixed 3 Text bugs in Blackmarket riches and mystery throne room visitor (credit TJTheSoundBoard)
* Fixed 3 Text bugs in Blackmarket Oppressor throne room visitor
* Fixed Text bug in Blackmarket a place of Darkness throne room visitor
* Fixed 4 Text bugs in victory screen over independent kingdom (credit TJTheSoundBoard)
* Fixed Darkdale reclusive ruler text (credit TJTheSoundBoard)
* Fixed Musicians guild tribute relation change display bug (credit TJTheSoundBoard)
* Fixed Musicians guild tribute cancelling relation change display bug (credit TJTheSoundBoard)
* Fixed 3 Text bugs in Goblin Spearmen Blackmarket Den guards
* Fixed Text bug in Necromancer Blackmarket Den intro
* Fixed 4 text bugs with feeding monster pit creatures (credit TJTheSoundBoard)
* Fixed Darkdale Taxes incorrectly shown as Blackmarket Trade Tax (credit TJTheSoundBoard)
* Fixed Violent drunk neighbour throne room encounter text bug (credit TJTheSoundBoard)
* Fixed 11 text bugs with farmer dispute intros (credit TJTheSoundBoard)
* Fixed 2 Text bugs in merc firing screen (credit TJTheSoundBoard)
* Fixed Knight goblet quest text bug (credit TJTheSoundBoard)
* Fixed Changeling payment text bug (credit TJTheSoundBoard)
* Fixed Text bug with Humans Toe Tavern visit option (credit TJTheSoundBoard)
* Fixed 3 text bugs in Uktak village description (credit TJTheSoundBoard)
* Fixed 2 text bugs on friendly Uktak village description (credit TJTheSoundBoard)
* Fixed 7 text bugs with Bank Destruction (credit TJTheSoundBoard)
* Fixed 2 incorrect references to king title and gender in Bank destruction (credit TJTheSoundBoard)
* Fixed Rihhm trade able to happen without trade post (credit TJTheSoundBoard)
* Fixed Smallhaven trade able to happen without trade post (credit TJTheSoundBoard)
* Fixed Smallhaven trade post options not changing relation with smallhaven like arranging trade via village elder does (credit TJTheSoundBoard)
* Fixed Text colour issue for militia disbanding screen
* Fixed 2 text bugs and hardcoded reference to player being King regardless of chosen title to Militia disbanding screen (credit TJTheSoundBoard)
* Fixed Blackmarket shutting down soldiers for hire incorrectly being shown as peasants (credit TJTheSoundBoard)
* Fixed 3 text bugs with Cartographer's guild destruction screen (credit TJTheSoundBoard)
* Fixed Incorrect title line for Cartographer's guild destruction screen (credit TJTheSoundBoard)
* Fixed 7 text bugs in Rihhm Enslavement screen (credit TJTheSoundBoard)
* Fixed 2 text bugs with Rihhm being pillaged
* Fixed missing screen for Rihhm village villagers defeat your attack
* Fixed 6 text bugs with Smallhaven enslavement screen (credit TJTheSoundBoard)
* Fixed missing screen for Smallhaven village villagers defeat your attack
* Fixed 2 text bugs with Northwatch army defending Thickblood tavern (credit TJTheSoundBoard)
* Fixed text bug with Demonic main menu load game option
* Fixed Brawlers pit being destroyed not showing as destroyed on explore screen (credit TJTheSoundBoard)
* Fixed Being allowed back into goblinwood if you still have goblin slavery (credit TJTheSoundBoard)
* Fixed Goblinwood free goblins option adding new goblins to the population doesn't remove them from the goblin slavers supply, if reallowing slavery in the same year the goblins were still there
* Fixed text bugs in Arena destruction screen
* Fixed Ability to initiate gambling tax and arena subsidy after arena is destroyed (credit TJTheSoundBoard)
* Fixed Arena related laws not being cancelled when destroying the arena

EVERYTHING ELSE (7 features)

A few misc things here that couldn't fit anywhere else

* Added new indicators of cost for hiring staff (credit Wereserepent)
* Added text blocking outcome if new staff are too expensive to hire (credit Wereserepent)
* Made 'Visit local tavern' option show the taverns name 'The Ox Head Tavern' (credit TJTheSoundBoard)
* Added link to the new discord in the community links section (Credit Giolitti)
* Reworked first option of tower of histories questions with Arsham the All Knowing (Credit Widy)
* Added indicators of which troops have turned into what when using the stone of talents artifact
* Added loan interest growing to the end of turn reports (credit TJTheSoundBoard)

WHAT'S NEXT

I'm in the process of reading over old and new combat update code and writing myself a little guide for working through it, I'm also planning to continue trudging through bug reports throughout the week. Thank you everyone for the continued support!

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on February 22, 2021, 01:08:30 pm
Warsim 0.8.3.1 (Bugmountain 2 Electric Boogaloo, 129 features)

Hey Everyone,

A fair load of new content and again a ton of fixes thanks to player suggestions, Still mostly TJTheSoundBoard (A bug reporting machine) on discord. I've also been working on the combat update properly finally.

NEW NAME SUFFIXES (27 features)

Warsim got some awesome new reviews recently and some of the usernames of the reviewers caught my eye, Watercloak and Gloryfire seemed like awesome suffixes heroes could have, like Dargo Firecloak, or Gorbo Corpsefire. I got a bit carried away with variants but hey, new content!

* Added new name suffix 'Watercloak' (+24 battlescore) (credit Watercloak)
* Added new name suffix 'Firecloak' (+24 battlescore) (credit Watercloak)
* Added new name suffix 'Icecloak' (+24 battlescore) (credit Watercloak)
* Added new name suffix 'Rockcloak' (+20 battlescore) (credit Watercloak)
* Added new name suffix 'Stormcloak' (+23 battlescore) (credit Watercloak)
* Added new name suffix 'Windcloak' (+15 battlescore) (credit Watercloak)
* Added new name suffix 'Steelcloak' (+21 battlescore) (credit Watercloak)
* Added new name suffix 'Silvercloak' (+21 battlescore) (credit Watercloak)
* Added new name suffix 'Ironcloak' (+21 battlescore) (credit Watercloak)
* Added new name suffix 'Goldcloak' (+21 battlescore) (credit Watercloak)
* Added new name suffix 'Redcloak' (+17 battlescore) (credit Watercloak)
* Added new name suffix 'Greencloak' (+14 battlescore) (credit Watercloak)
* Added new name suffix 'Bluecloak' (+16 battlescore) (credit Watercloak)
* Added new name suffix 'Blackcloak' (+20 battlescore) (credit Watercloak)
* Added new name suffix 'Whitecloak' (+14 battlescore) (credit Watercloak)
* Added new name suffix 'Greycloak' (+15 battlescore) (credit Watercloak)
* Added new name suffix 'Purplecloak' (+21 battlescore) (credit Watercloak)
* Added new name suffix 'Dreamcloak' (+21 battlescore) (credit Watercloak)
* Added new name suffix 'Raincloak' (+15 battlescore) (credit Watercloak)
* Added new name suffix 'Suncloak' (+20 battlescore) (credit Watercloak)
* Added new name suffix 'Mooncloak' (+19 battlescore) (credit Watercloak)
* Added new name suffix 'Sandcloak' (+11 battlescore) (credit Watercloak)
* Added new name suffix 'Rivercloak' (+10 battlescore) (credit Watercloak)
* Added new name suffix 'Gloryfire' (+28 battlescore) (credit Gloryfire21)
* Added new name suffix 'Dreamfire' (+24 battlescore) (credit Gloryfire21)
* Added new name suffix 'Greatfire' (+30 battlescore) (credit Gloryfire21)
* Added new name suffix 'Corpsefire' (+29 battlescore) (credit Gloryfire21)

NEW CHEATS (3 features)

A few good recently suggested cheat ideas, now in the game!

* Added new cheat (469) add 10k new peasants to the militia (credit TJTheSoundBoard)
* Added new cheat (1000) set public opinion to anything (credit TJTheSoundBoard)
* Updated in-game cheat list (111) to include all recently added cheats

PRISON ESCAPE IMPROVED (5 features)

There were a few issues with how the prison overflowing events were written and a bug with escapees not actually escaping, now all sorted!

* Reworked prison overflowing so guards free prisoners end of turn event to show bandit level change and number of troops freed
* Reworked prison overflowing so executions end of turn event to show number of executed bandits
* Fixed prison escape end of turn event not removing escaped prisoners from total prison population
* Reworked prison overflowing prison break end of turn event to show number of escaped bandits
* Reworked major prison revolt end of turn event to show number of escaped bandits

QUESTING KNIGHTS AND PUBLC FAVOUR (7 features)

In a report TJ mentioned that despite having a low public opinion knights were coming to quest for him in the throne room, checking the code I could see that regardless of public opinion questing knight encounters would pop up in the throne room. After some thought I've added a new system that will change how frequently these encounters are shown up, only appearing as frequent as they do currently if you have 100 public opinion, otherwise they will become a lot rarer.

* Questing knight encounters are 1/40 odds of happening if public opinion is below 0
* Questing knight encounters are 1/20 odds of happening if public opinion is below 10
* Questing knight encounters are 1/15 odds of happening if public opinion is below 20
* Questing knight encounters are 1/10 odds of happening if public opinion is below 40
* Questing knight encounters are 1/6 odds of happening if public opinion is below 60
* Questing knight encounters are 1/3 odds of happening if public opinion is below 100
* Questing knight encounters are 1/1 odds of happening if public opinion is 100 (same as currently)

NEW NAMES (2 features)

A new suggestion for a pair of gnomes names as well as another review username inspired set of human names, thanks Calasnetski!

* Added new human names 'Calas, Calasan, Calasar, Calsaro, Calsanar, Calasaar, Calantir, Calantias' (credit Calasnetski)
* Added new gnome names 'Gromble-Grimble and Grimble-Gromble' (credit Cat)

REFUGEE CAMP IMPROVEMENTS (3 features)

Occasionally when destroyed, independent kingdoms will form refugee camps that can be interacted with through diplomacy. When destroying them previously you got nothing. Now destroying them results in some loot, the final possessions of the damned.

* Added between 1-7 loot chests discoverable when destroying independent kingdom refugee camps
* Fixed refugee camp screen still open even if all camps are destroyed
* Fixed ability to enter refugee camp number when option not displayed to go there when it's empty

Gimme that sweet imp loot - https://i.imgur.com/pmg7ykx.png

ARREST THOSE GOBLINS (10 features)

For a lot of throne room encounters involving goblins, if you ban goblin slavery you just have a blocked out option saying you can't enslave them as goblin slavery is banned... but what about jail? Now this blocked out option will be replaced by the to the dungeons option allowing you to jail them goblins as you please!

* Added new system with modified versions of goblin enslaved reactions for goblins being arrested
* Added ability to imprison goblin wants coin throne room visitor instead of enslaving
* Added ability to imprison goblin chieftain and tribe throne room visitor instead of enslaving
* Added ability to imprison goblin speaking goblin tongue throne room visitor instead of enslaving
* Added ability to imprison gold coin giving goblin throne room visitor instead of enslaving
* Added ability to imprison goblin calls you bad ruler throne room visitor instead of enslaving
* Added ability to imprison Pee pee goblin throne room visitor instead of enslaving
* Added ability to imprison green skin mining company throne room visitor instead of enslaving
* Added ability to imprison goblin gold deposit throne room visitor instead of enslaving
* Added ability to imprison goblin communicator throne room visitor instead of enslaving

TIME TO PAY FOR YOUR CRIMES PEE PEE! - https://i.imgur.com/YAPn34I.png

BUGFIXES (70 features)

70 more bugs cleared, thanks for the reports guys!

* Fixed Bank interest being given incorrectly (credit NotFox)
* Fixed crazy bug that allowed negative numbers to be bet in Arena where if you bet on the loser you would win the bet amount (credit TJTheSoundBoard)
* Fixed negative bet bug with tournament betting (credit TJTheSoundBoard)
* Fixed issue with attacking slavers fort twice if any slave soldiers are present (credit TJTheSoundBoard)
* Fixed issue with Destroying snowfolk village kicking you out of exploration screen (credit TJTheSoundBoard)
* Fixed issue with Destroying Fort Kullak kicking you out of exploration screen (credit TJTheSoundBoard)
* Fixed issue with Destroying Uktak Village kicking you out of exploration screen (credit TJTheSoundBoard)
* Fixed Monfort Mine exploration screen name not changing when destroyed by player (credit TJTheSoundBoard)
* Fixed text bug in Gorthmek new captain screen
* Fixed text bug in Fort YourKingdom new captain screen
* Fixed text bug in Fort Kullak new captain screen
* Fixed text bug in Fort Northwatch new captain screen
* Fixed issue with Krut destruction showing a blank screen (credit TJTheSoundBoard)
* Fixed missing line in invasion victory screens (credit TJTheSoundBoard)
* Fixed 16 man tournament option being blocked incorrectly regardless of if player can afford it (credit TJTheSoundBoard)
* Fixed Goblin slavery blocked out option not appearing in throne room encounter (credit TJTheSoundBoard)
* Fixed Text bug in goblin urinating on throne room floor (credit TJTheSoundBoard)
* Fixed 4 references to king in celebration dialogues (credit TJTheSoundBoard)
* Fixed taur races text bug in race description (credit TJTheSoundBoard)
* Fixed 7 text bugs with musicians guild intro texts (credit TJTheSoundBoard)
* Fixed many issues with Nairo name being mispelt in game (credit AstralMouse)
* Fixed issue with Southern Nomad Mercs joining you against the demons not returning as mercs if refused
* Fixed issue with Koova not being present in final fight against nomads after joining you to fight demons once (credit TJTheSoundBoard)
* Fixed issue with negative southern nomad merc populations due to bug
* Fixed text bug with agreeing to knight payrise
* Fixed outcome of refusal/exeuction/imprisonment of knight in payrise encounter skipped (credit TJTheSoundBoard)
* Fixed 2 text bugs in knight execution in payrise encounter
* Fixed 2 text bugs in trio of knights desertion outcome
* Fixed 7 text bugs in knight payrise rejection outcomes
* Fixed 2 text bugs with soldier wage rise dismissal
* Fixed 2 text bugs with soldier wage rise arrest
* Fixed 7 text bugs in soldier payrise rejection outcomes
* Fixed missing troop loss and deserter gain indicators in knight pay rise negative outcomes
* Fixed missing +1 prisoner indicator when jailing love cultist (credit TJTheSoundBoard)
* Fixed missing +1 prisoner indicator when jailing abomination (credit TJTheSoundBoard)
* Fixed 2 text bugs in leader of collapsed kingdom tower suicide outcome (credit TJTheSoundBoard)
* Fixed text bug on destroyed kingdom screen (credit TJTheSoundBoard)
* Fixed text bug with insane mode introduction (credit AstralMouse)
* Fixed text bug with Demonic intro with General (credit AstralMouse)
* Fixed 3 Text bugs with Bongles the Great dialogues (credit TJTheSoundBoard)
* Fixed 3 Text bugs with Gribble dialogues (credit TJTheSoundBoard)
* Fixed Local gnome slug meat dialogue text bug (credit TJTheSoundBoard)
* Fixed Text bug with Damar dialogue (credit TJTheSoundBoard)
* Fixed Text bug with Dengier dialogue (credit TJTheSoundBoard)
* Fixed 2 Text bugs with Lemour dialogues (credit TJTheSoundBoard)
* Fixed Text bug with Nemak dialogue (credit TJTheSoundBoard)
* Fixed Text bug with Thundil dialogue (credit TJTheSoundBoard)
* Fixed Thundil building description text bug (credit TJTheSoundBoard)
* Fixed Nerego Mapmakers description text bug (credit TJTheSoundBoard)
* Fixed and reworked independent unit re-establish kingdom encounter text (credit TJTheSoundBoard)
* Fixed text bug with independent re-establish aftermath text (credit TJTheSoundBoard)
* Fixed 10 text issues with not guilty and guilty texts in throne room (credit TJTheSoundBoard)
* Fixed 3 text bugs in travelling sudden death player text (credit TJTheSoundBoard)
* Fixed 11 text bugs in various sudden death rules texts (credit TJTheSoundBoard)
* Fixed 2 text bugs in dying father's joke throne room encounter (credit TJTheSoundBoard)
* Fixed 2 text bugs in laugh before he dies joke throne room encounter (credit TJTheSoundBoard)
* Fixed 2 text bugs in joke encounter response screen (credit TJTheSoundBoard)
* Fixed 40 text bugs with knight quest outcomes and stories (credit TJTheSoundBoard)
* Fixed 6 text bugs with silver tongue outcome (credit TJTheSoundBoard)
* Fixed Assigning 3rd champion to Fort Gorthmek not leaving the champion assignment screen
* Fixed 5 text bugs with Slavers for hire throne room encounter (credit TJTheSoundBoard)
* Fixed 3 text bugs with Slavers hired reaction text (credit TJTheSoundBoard)
* Fixed 7 text bugs with Best beard throne room encounter (credit TJTheSoundBoard)
* Fixed 2 text bugs in Bluetrii seller throne room encounter (credit TJTheSoundBoard)
* Fixed text bug in arms in the air throne room reaction (credit TJTheSoundBoard)
* Fixed Text bug in two travelling knight encounters options (credit TJTheSoundBoard)
* Fixed 5 text bugs with ugliest throne room visitor encounter (credit TJTheSoundBoard)
* Fixed 4 text bugs with goblin mining venture outcome screens (credit TJTheSoundBoard)
* Fixed Goblin jailing resulting in slavery (credit TJTheSoundBoard)
* Fixed goblin calls you bad king instead of chosen title

EVERYTHING ELSE (2 features)

A good point by NotFox, when instating a hero to a fortress you can't compare or see their battlescores to know who is the best choice, now you can.

* Added new indicator of battlescore of your champions when choosing who to rule a fort for you (credit NotFox)
* Added new indicator of battlescore of your champions when choosing who to rule a Darkdale for you (credit NotFox)

Now you can see the strength of your fort ruling candidates - https://i.imgur.com/MO0dgS5.png

WHAT'S NEXT

I'm currently spending most days now working through my combat update work and spending off days working on clearing bug reports. Since jumping back into combat update stuff I've added a new system for testing battles and fixed a number of bugs with my last build of the new combat update stuff, namely an issue where random units would appear in battles they weren't supposed to be in and issues with the way event text was written for events where the player was under attack.

I'm slowly but surely working my way in and hopefully can keep the momentum up and start getting the combat stuff to a point where it can be partially released while I finish it off. I still estimate it to be potentially months and months of work and as it progresses these updates may slow down or stop temporarily... anything to finally get this bloody update out though.

Waffling aside, I hope everyone is good, Thanks for reading and supporting the game!

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on March 03, 2021, 05:57:10 am
Warsim 0.8.3.2 (Bugpurge update, 119 features)

Hey Everyone,

Another update with fixes to some annoying grand tournament bugs, a handful of new content, and mountains of general bugfixes thanks mostly to TJ!

ARENA TOURNAMENT FIXES (3 fixes)

A pretty major pair of issues affecting Arena tournaments is now cleared!

* Added gold gain notification when winning tournament
* Fixed betting on Grand Tournament winner doesn't reward you for the win (credit Roqwer & NotFox)
* Fixed issue with skipping every fight in an arena tournament breaking the arena (credit Notfox)

NEW NAME SUFFIXES (3 features)

More new name prefixes!

* Added new name suffix 'The Fable Weaver' (+15 battlescore) (credit FableWeaver)
* Added new name suffix 'the Pillar of Eternity' (+59 battlescore)
* Added new name suffix 'the Pillar of Shame' (-5 battlescore)

KINGDOM NAMES (1 feature)

A pile of new kingdom names for yourself and other kingdoms in the world to pool from.

* Added 10 new kingdom names

BETTER ADVICE (6 features)

A massive sweep through the Warsim advice texts to improve them.

* Fixed 50+ bugs in Generic advice dialogues (credit TJTheSoundBoard)
* Fixed 50+ bugs in Gargallock advice dialogues (credit TJTheSoundBoard)
* Fixed 30+ bugs in High general advice dialogues (credit TJTheSoundBoard)
* Fixed 30+ bugs in Spymaster advice dialogues (credit TJTheSoundBoard)
* Fixed 30+ bugs in Steward advice dialogues (credit TJTheSoundBoard)
* Fixed 30+ bugs in Diplomat advice dialogues (credit TJTheSoundBoard)

BUGFIXES (100 features)

* Fixed Staff quitting reason refers incorrectly to player as king regardless of choice of title
* Fixed 'A queen will do as he does' incorrect text and rewrote it (credit TJTheSoundBoard)
* Fixed Pee pee death screen correct face colour (credit TJTheSoundBoard)
* Fixed 3 text bugs with juggling jester screen (credit TJTheSoundBoard)
* Fixed 3 text bugs with throne room slaver (credit TJTheSoundBoard)
* Fixed issues with extra line appearing when refusing bad gold from farmer (credit TJTheSoundBoard)
* Fixed issues with dead knight being counted as a new live prisoner when killed during arrest (credit TJTheSoundBoard)
* Fixed text bug with boys fleeing throne room (credit TJTheSoundBoard)
* Fixed duplicate questing knights produced by questing knight encounter
* Fixed knight isn't heard from again still grants one questing knight
* Fixed 6 text bugs with visiting knight encounter
* Fixed Missing indicator of questing knight when requesting a knight quest to prove themselves (credit TJTheSoundBoard)
* Fixed Missing indicator of questing pair of knights in throne room (credit TJTheSoundBoard)
* Fixed 2 text bugs in You are the great one throne room encounter (credit TJTheSoundBoard)
* Fixed You're welcome screen text bug (credit TJTheSoundBoard)
* Fixed 2 text bugs in arena victory crowd text (credit TJTheSoundBoard)
* Fixed Loyal warrior tournament event not in public opinion section of end of turn report (credit TJTheSoundBoard)
* Fixed text bug in empty chest terraform reward (credit TJTheSoundBoard)
* Fixed text bug in gold chest terraform reward
* Fixed text bug in bluetrii terraform reward
* Fixed text bug in Nairo's vase text (credit TJTheSoundBoard)
* Fixed 4 text bugs in Flobert's dialogues (credit TJTheSoundBoard)
* Fixed screen bug when telling steward to jail all throne room visitors or stop jailing them (credit TJTheSoundBoard)
* Fixed 32 text bugs in Arena pre-battle announcement text (credit TJTheSoundBoard)
* Fixed 45 text bugs in Baiaa Dialogues (credit TJTheSoundBoard)
* Fixed sound not resetting when kicking guards out of Nairo's party as Darkdale ruler (credit TJTheSoundBoard)
* Fixed animal fight pit intro text bug (credit TJTheSoundBoard)
* Fixed owned slavers fort slave soldier withdrawal screen text bug (credit TJTheSoundBoard)
* Fixed 2 text bugs with Custom rebel scenario screen (credit TJTheSoundBoard)
* Fixed text bug with custom bandit scenario screen (credit TJTheSoundBoard)
* Fixed 4 issues with scenario screen text bugs in testing screens
* Fixed 5 text bugs in Demon custom option screen (credit TJTheSoundBoard)
* Fixed 2 text bugs in choose races custom screen (credit TJTheSoundBoard)
* Fixed text bug in character naming screen text (credit TJTheSoundBoard)
* Fixed text bug with shadow assassin intro origin text (credit TJTheSoundBoard)
* Fixed 4 text bugs throne room introduction text (credit TJTheSoundBoard)
* Fixed 10 text bugs in army breakdown introduction screen (credit TJTheSoundBoard)
* Fixed 4 text bugs in financial breakdown introduction screen (credit TJTheSoundBoard)
* Fixed text bug with died of old age origin text (credit TJTheSoundBoard)
* Fixed 3 text bugs in generals greeting text (credit TJTheSoundBoard)
* Fixed 2 text bugs in mad king origin intro text (credit TJTheSoundBoard)
* Fixed 2 text bugs in mad king general intro text (credit TJTheSoundBoard)
* Fixed 4 text bugs in rebellion origin for old age king origin (credit TJTheSoundBoard)
* Fixed 3 text bugs in rebellion origin for assassinated king origin (credit TJTheSoundBoard)
* Fixed 4 text bugs in rebellion origin for mad king origin (credit TJTheSoundBoard)
* Fixed text bug in rebellion origin for gambler origin (credit TJTheSoundBoard)
* Fixed text bug in rebellion origin for bandit king origin (credit TJTheSoundBoard)
* Fixed 2 text bugs in rebellion origin for demonic ruler origin (credit TJTheSoundBoard)
* Fixed text bug in rebellion origin for village elder origin (credit TJTheSoundBoard)
* Fixed text bug in rebellion origin for slaver army origin (credit TJTheSoundBoard)
* Fixed 5 text bugs in Faradal the Kinslayers backstory for old age king origin (credit TJTheSoundBoard)
* Fixed 5 text bugs in Faradal the Kinslayers backstory for assassinated king origin (credit TJTheSoundBoard)
* Fixed 3 text bugs in Faradal the Kinslayers backstory for mad king origin (credit TJTheSoundBoard)
* Fixed 2 text bugs in Faradal the Kinslayers backstory for gambler king origin (credit TJTheSoundBoard)
* Fixed 2 text bugs in Faradal the Kinslayers backstory for bandit king origin (credit TJTheSoundBoard)
* Fixed 2 text bugs in Faradal the Kinslayers backstory for demonic origin (credit TJTheSoundBoard)
* Fixed text bug in Faradal the Kinslayers backstory for village elder origin (credit TJTheSoundBoard)
* Fixed 2 text bugs in Faradal the Kinslayers backstory for slaver army origin (credit TJTheSoundBoard)
* Fixed 2 text bugs in Faradal the Kinslayers backstory for crown of mai origin (credit TJTheSoundBoard)
* Fixed about the rebels section for slaver army origin games not showing properly (credit TJTheSoundBoard)
* Fixed about Faradal the Kinslayer section for slaver army origin games not showing properly (credit TJTheSoundBoard)
* Fixed text bug in Mad King's dungeon room menu option (credit TJTheSoundBoard)
* Fixed 3 text bugs in mad king chamber intro (credit TJTheSoundBoard)
* Fixed 20+ text bugs in mad king dialogues and variants (credit TJTheSoundBoard)
* Fixed 3 text bugs in Mad king description text (credit TJTheSoundBoard)
* Fixed 3 text bugs in mad king execution option menu (credit TJTheSoundBoard)
* Fixed 8 text bugs in Mad king execution screens (credit TJTheSoundBoard)
* Fixed text bug in gambler ruler origin intro text (credit TJTheSoundBoard)
* Fixed 3 text bugs with gambler ruler generals intro text (credit TJTheSoundBoard)
* Fixed 3 Text bugs and 2 incorrect title references in demonic intro (credit TJTheSoundBoard)
* Fixed 10 text bugs in generals demonic origin intro texts and variants (credit TJTheSoundBoard)
* Fixed 4 text bugs in Assurak Camp Master intro (credit TJTheSoundBoard)
* Fixed 5 text bugs in Assurak camp master dialogues (credit TJTheSoundBoard)
* Fixed 15 text bugs with assurak locals dialogues (credit TJTheSoundBoard)
* Fixed 4 text bugs with peasant totem sacrifice (credit TJTheSoundBoard)
* Fixed 10 text bugs with demon totem intro text (credit TJTheSoundBoard)
* Fixed 10 text bugs with demon totem destruction text (credit TJTheSoundBoard)
* Fixed 4 text bugs with totem sacrifice option (credit TJTheSoundBoard)
* Fixed 2 text bugs with mystic hut intro screen (credit TJTheSoundBoard)
* Fixed 6 text bugs in mystic hut man demonic intro (credit TJTheSoundBoard)
* Fixed 5 text bugs mystic hut demonic reward text (credit TJTheSoundBoard)
* Fixed 3 text bugs in non demonic mystic hut interaction
* Fixed 4 text bugs with coin of fate flip outcome text
* Fixed 7 text bugs in various coin of fate arrest outcome texts
* Fixed 4 text bugs with demon agent brings demon outcomes
* Fixed text bug with attacking territory intro
* Fixed 2 text bugs with chanting pre-battle event
* Fixed 2 text bugs with laughter pre-battle event
* Fixed 2 text bugs with crying pre-battle event
* Fixed barely civil text incorrect showed Barley civil
* Fixed 11 text bugs in gibbering monk demon overlord intro text (credit TJTheSoundBoard)
* Fixed 3 text bugs in gibbering monk intro text (credit TJTheSoundBoard)
* Fixed 2 text bugs in gibbering monk destroyed text (credit TJTheSoundBoard)
* Fixed text bug in house marked x locked screen (credit TJTheSoundBoard)
* Fixed 4 text bugs in demon summoner demon overlord text (credit TJTheSoundBoard)
* Fixed 4 text bugs in demon summoner normal text (credit TJTheSoundBoard)
* Fixed 2 text bugs in demon summoner demon gain screen (credit TJTheSoundBoard)
* Fixed text bug in demon summoning event text (credit TJTheSoundBoard)
* Fixed text bug in sword from the stone intro event (credit TJTheSoundBoard)
* Fixed 2 text bugs in arena burn down origin story (credit TJTheSoundBoard)

EVERYTHING ELSE (6 features)

* Reworked Goblin cheiftain encounter text and fixed some issues with it
* Added new alternate encounter text for goblin chief throne room encounter if you have goblin slavery active
* Rewrote kingdom naming screen text
* Rewrote custom theme music menu option to explain it can be changed in game (credit TJTheSoundBoard)
* Rewrote time limit screen (credit TJTheSoundBoard)
* Made independent kingdom debug mode re-roll options show you the current race and kingdom names

- New debug (399 cheat) screen allowing the re-roll of kingdoms in your world but showing them - https://i.imgur.com/4hdfdAl.png

WHAT'S NEXT

I've been cracking on with the combat update for quite a while now and things are going well. I'm currently in the process of creating special events for different races and groups when starting in battle. Demigods might levatate down to the battlefield, goblins might arrive and throw a volley of stones, zombies might scream and shamble forward, Draconians might shoot fire at their enemies, and witches might cast some kind of spell to weaken their opponents. There are so far about 60 different events unique to different races with plans for at least 100+ more relating to certain prefixes.

Here are some screenshots of new events

- Those must be some sharp pebbles - https://i.imgur.com/BuEDddU.png
- How rude - https://i.imgur.com/CARKuYD.png
- I ain't afraid of no many-eyed ghosts - https://i.imgur.com/J56t0kL.png
- So magic is your game eh? - https://i.imgur.com/IadNy8D.png
- I'd run if I saw Iron Shadow Giants on the horizon - https://i.imgur.com/3MFlli3.png

It's a big pile of work but I'd very much like the game to interact specially with different prefixes and race types as I think the more it does the more unique each batch of random kingdoms you get will become. Still very early days on the combat stuff but I'm happy to be making progress into it.

Cheers and hope everyone is ok!

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on March 05, 2021, 10:30:58 am
Warsim 0.8.3.3 (Bugs Glorious Bugs, 175 features)

Hey Everyone,

This is another update focused on bug squashing with a hint of some other new content and features!

NEW NAME SUFFIXES (23 features)

Another bunch of name suffixes to keep things fresh! 3140 of them now.

* Added new name suffix 'the Fatal Weirdo' (+12 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'Snaggletooth' (-3 battlescore)
* Added new name suffix 'the Realm Breaker' (+71 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'Bladestorm' (+56 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Fate Breaker' (+46 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Mind Weaver' (+21 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Mountain Breaker' (+15 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Face Smasher' (+29 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'Eye Piercer' (+21 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'Shadow Dancer' (+29 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'Skull Splitter' (+31 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Cheek Slapper' (-1 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Stone Grinder' (+6 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Archon of Rage' (+19 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Archon of Wrath' (+17 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Titan Chaser' (+47 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'Unbridled Hatred' (+21 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Ancient Wanderer' (+55 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Star Breaker' (+42 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Life Leecher' (+10 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Pebble Tosser' (+1 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the King Killer' (+42 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Tavern Wrecker' (+3 battlescore) (Credit FatalWeirdo)

BRAWL PIT IMPROVEMENTS (4 features)

Found some missing screens while checking the Brawl Pit's management side, now they've been added!

* Added new screen for hiring Brawl Pit fighters
* Added new screen for converting units into brawl pit fighters
* Fixed 10 text bugs in brawl pit hire and recruitment screens
* Added gold indicator to Brawl Pit screens (credit TJTheSoundBoard)

New screen for troops being converted to Brawl Pit units - https://i.imgur.com/qb1RroR.png

NEW NAMES (4 features)

A bunch of new name suggestions

* Added 3 new vampire names 'Lucius, Lanius, Vulpes' (credit TheMightyOrctaur)
* Added 3 new human names 'Aaron, Aharon, Robert' (credit TheMightyOrctaur)
* Added 11 new human names 'Xion, Aelorn, Alarach, Ourin, Zeljin, Kaelin, Ledren, Aakhi, Tael'Jarn, Akradon, Talin, Aengrin' (credit FatalWeirdo)
* Added new demon name 'Xelor' (credit FatalWeirdo)

MISSING GOLD INDICATORS (24 features)

TJ pointed out several areas that lacked indication of how much gold you have, I've patched them all!

* Added gold indicator to Uktak village main screen (credit TJTheSoundBoard)
* Added gold indicator to Speaking to Uktak village elder (credit TJTheSoundBoard)
* Added gold indicator to Grabtork the Swindler's screen (credit TJTheSoundBoard)
* Added gold indicator to Dapplogk's cup game (credit TJTheSoundBoard)
* Added gold indicator to Bridge troll toll screen (credit TJTheSoundBoard)
* Added gold indicator to Berserker merc hire screen in Goblinwood (credit TJTheSoundBoard)
* Added gold indicator to Camp of love main screen (credit TJTheSoundBoard)
* Added gold indicator to Upgradable owned Fort Northwatch (credit TJTheSoundBoard)
* Added gold indicator to Northwatch buying screen (credit TJTheSoundBoard)
* Added gold indicator to Fort Kullak unowned main screen (credit TJTheSoundBoard)
* Added gold indicator to Slaver fort master text (credit TJTheSoundBoard)
* Added gold indicator to Seer of Minds (credit TJTheSoundBoard)
* Added gold indicator to Black Opal Ship pay for show screen (credit TJTheSoundBoard)
* Added gold indicator to Aehlan's shop (credit TJTheSoundBoard)
* Added gold indicator to Goblin Hall of Heroes (credit TJTheSoundBoard)
* Added gold indicator to Slum's Slaver Post (credit TJTheSoundBoard)
* Added gold indicator to Blackrow Tavern Slaver (credit TJTheSoundBoard)
* Added gold indicator to Burned Shacks during shadow assassin quest (credit TJTheSoundBoard)
* Added gold indicator to Blackmarket Bandit Hire screen (credit TJTheSoundBoard)
* Added gold indicator to Fighter's Pit main screen (credit TJTheSoundBoard)
* Added gold indicator to Blackmarket Management screen (credit TJTheSoundBoard)
* Added gold indicator to Second trade quarter of the Artifact market (credit TJTheSoundBoard)
* Added gold indicator to Adventurer's quarter of the Artifact Market (credit TJTheSoundBoard)
* Added gold indicator to Darkdale jester's society (credit TJTheSoundBoard)

BUGFIXES (115 features)

Another horrendous list of bugs that have been fixed... I've never seen such bugreporting dedication as TJ, it's been hard work but with each of these updates large swathes of the game are being fixed up so I'm glad to be doing it.

* Fixed 2 text bugs in national tradedy generals intro (credit TJTheSoundBoard)
* Fixed 3 text bugs in slaver army origin intro text (credit TJTheSoundBoard)
* Fixed text bug in pleading general text (credit TJTheSoundBoard)
* Fixed 2 text bugs in arena champion origin story intro text (credit TJTheSoundBoard)
* Fixed 6 text bugs in slave revolt origin intro text (credit TJTheSoundBoard)
* Fixed Ex-slave revolt text indicator issue (credit TJTheSoundBoard)
* Fixed text bug in Slave revolt generals text (credit TJTheSoundBoard)
* Fixed Text bug in crown of mai intro (credit TJTheSoundBoard)
* Fixed Text bug in growing up screen in crown of mai origin (credit TJTheSoundBoard)
* Fixed 2 text bugs in Mountain of Mai discovery (credit TJTheSoundBoard)
* Fixed 3 text bugs in mountain climb text (credit TJTheSoundBoard)
* Fixed 2 text bugs in hidden cavern discovery text (credit TJTheSoundBoard)
* Fixed 2 text bugs and 2 incorrect gender references in Crown of Mai final screen (credit TJTheSoundBoard)
* Fixed 3 text bugs in generals crown of mai screen (credit TJTheSoundBoard)
* Fixed issue with slaver wall upgrade text skipping too fast (credit TJTheSoundBoard)
* Fixed 3 text bugs in fight pit upgrade screen (credit TJTheSoundBoard)
* Fixed 25 text bugs in goblinwood jail dialogues (credit TJTheSoundBoard)
* Fixed 28 text bugs in goblinwood drum school dialogues (credit TJTheSoundBoard)
* Fixed 89 text bugs in fort gorthmek dialogues (credit TJTheSoundBoard)
* Fixed 2 text bugs with demon horde rising dialogue (credit TJTheSoundBoard)
* Fixed 5 text bugs with demon worshipper dialogues (credit TJTheSoundBoard)
* Fixed 2 text bugs in Drylands nomads demon camp (credit TJTheSoundBoard)
* Fixed 8 text bugs with Koova the Demon dialogues (credit TJTheSoundBoard)
* Fixed text bug in nomad pike screen (credit TJTheSoundBoard)
* Fixed Diplomat faction relation screen shows incorrect skin colour for demonic diplomat (credit TJTheSoundBoard)
* Fixed text bug in steward has no reports screen (credit TJTheSoundBoard)
* Fixed text bug in steward report screen (credit TJTheSoundBoard)
* Fixed generals face not red as demon general during attack screen (credit TJTheSoundBoard)
* Fixed generals face not red as demon general when you are being attacked (credit TJTheSoundBoard)
* Fixed 2 text bugs in demon rising event text (credit TJTheSoundBoard)
* Fixed 3 text bugs in pest group rising text (credit TJTheSoundBoard)
* Fixed 7 text bugs in demon horde description screen (credit TJTheSoundBoard)
* Fixed missing line and text colour issues for demon horde description screen (credit TJTheSoundBoard)
* Fixed 2 text bugs in Blackmarket goblin ruler trade deal acceptance (credit TJTheSoundBoard)
* Fixed incorrectly labelled demon battlescore in ingame battlescore wiki (credit TJTheSoundBoard)
* Fixed 4 text bugs in Blackmarket slums intro text (credit TJTheSoundBoard)
* Fixed 299 (+100k peasants) cheat code not adding 100k but setting total to 100k (credit TJTheSoundBoard)
* Fixed Text bug in main menu merc companies option (credit TJTheSoundBoard)
* Fixed Text bug in main menu other kingdoms option (credit TJTheSoundBoard)
* Fixed 15 text bugs with tutorial text main menu option display (credit TJTheSoundBoard)
* Fixed 3 text bugs in Mad King's revenge end of turn event
* Fixed 2 text bugs in Blackmarket slums 10k donation (credit TJTheSoundBoard)
* Fixed incorrect reference to ruler being a king regardless of chosen title in Blackmarket 10k donation screen (credit TJTheSoundBoard)
* Fixed 3 text bugs in patch of sand farrad desert (credit TJTheSoundBoard)
* Fixed 3 text bugs with main screen for Blackmarket docked ship 'Queen's revenge' (credit TJTheSoundBoard)
* Fixed text bug in Queen's revenge menu option in Blackmarket (credit TJTheSoundBoard)
* Fixed Laughing Lion ships orb not being labelled clearly as a chaos orb (credit TJTheSoundBoard)
* Fixed 3 text bugs in Jackdaw Blackmarket ship main text (credit TJTheSoundBoard)
* Fixed 2 text bugs in Long Serpent ship main text (credit TJTheSoundBoard)
* Fixed text bug in Witchers joining you end of turn event (credit TJTheSoundBoard)
* Fixed 2 text bugs in soldiers fleeing from demon horde event text (credit TJTheSoundBoard)
* Fixed 2 text bugs in group of peasants flee to join bandit horde event (credit TJTheSoundBoard)
* Fixed 2 text bugs in all your peasants flee to join bandit horde event (credit TJTheSoundBoard)
* Fixed text bug in group of peasants has become demon worshippers event (credit TJTheSoundBoard)
* Fixed 2 text bugs in demon army rising end of turn event when you're a demon servant (credit TJTheSoundBoard)
* Fixed text bug in demon army rising end of turn event (credit TJTheSoundBoard)
* Fixed text bug in noble donates troops to the Rebels event (credit TJTheSoundBoard)
* Fixed text bug in Roving band of outlaws join the Rebels event (credit TJTheSoundBoard)
* Fixed text bug with Assurak camp new peasants text (credit TJTheSoundBoard)
* Fixed text bug in militia disband end of turn event (credit TJTheSoundBoard)
* Fixed text bug in demon ritual conversion event (credit TJTheSoundBoard)
* Fixed text bug in bandit group capturing new territory event (credit TJTheSoundBoard)
* Fixed text bug in rival warchief bandit battle event text (credit TJTheSoundBoard)
* Fixed text bug with Darkdale instant vassal screen (credit TJTheSoundBoard)
* Fixed 3 text bugs in Smallhaven elder greeting text (credit TJTheSoundBoard)
* Fixed 4 text bugs in gift tree description text (credit TJTheSoundBoard)
* Fixed 2 text bugs in gift tree item getting screen (credit TJTheSoundBoard)
* Fixed 2 text bugs in gift tree gold gain screen (credit TJTheSoundBoard)
* Fixed 200 text bugs in Gibbering Monk actions (credit TJTheSoundBoard)
* Fixed Text bug in Gibbering Monk forehead encounter (credit TJTheSoundBoard)
* Fixed 4 text bugs in stealing Gibbering Monk's basket (credit TJTheSoundBoard)
* Fixed 4 text bugs with wagon man trading company intro text (credit TJTheSoundBoard)
* Fixed text bug in wagon man trade end text (credit TJTheSoundBoard)
* Fixed text bug in wagon man trade start text (credit TJTheSoundBoard)
* Fixed text bug in wagon man dialogue intro screen (credit TJTheSoundBoard)
* Fixed text bug in wagon man who are you dialogue (credit TJTheSoundBoard)
* Fixed text bug with wagon man dialogue option (credit TJTheSoundBoard)
* Fixed text bug with wagon man hat dialogue (credit TJTheSoundBoard)
* Fixed text colour issue with executing demon worshipper (credit TJTheSoundBoard)
* Fixed 2 text bugs in league of darkness formation screen (credit TJTheSoundBoard)
* Fixed 2 text bugs in league of good formation screen (credit TJTheSoundBoard)
* Fixed 8 text bugs in Blackmarket slums goblin watchtower (credit TJTheSoundBoard)
* Fixed text bug in slums watchtower text (credit TJTheSoundBoard)
* Fixed text bug in Dockrow Watchtower text (credit TJTheSoundBoard)
* Fixed 8 text bugs in Dockrow goblin watchtower text (credit TJTheSoundBoard)
* Fixed 5 text bugs in Skug slaver intro (credit TJTheSoundBoard)
* Fixed text bug in slaver's post location option (credit TJTheSoundBoard)
* Fixed 4 text bugs in slaver's post intro text (credit TJTheSoundBoard)
* Fixed 6 text bugs in magic theatre main screen (credit TJTheSoundBoard)
* Fixed option to upgrade animal fight pit not x'ed out when unable to afford (credit TJTheSoundBoard)
* Fixed 3 text bugs with owned animal fight pit main text (credit TJTheSoundBoard)
* Fixed 3 text bugs with unowned animal fight pit main text (credit TJTheSoundBoard)
* Fixed 3 text bugs with slaver's fort slave selling (credit TJTheSoundBoard)
* Fixed 5 text bugs with slaver's fort slave soldier selling (credit TJTheSoundBoard)
* Fixed 4 text bugs in slums donation screen (credit TJTheSoundBoard)
* Fixed 2 text bugs in Dragon's kneecap drink buying texts (credit TJTheSoundBoard)
* Fixed 5 text bugs in Dragon's Kneecap intro text (credit TJTheSoundBoard)
* Fixed 2 text bugs in Dragon's Kneecap century festival intro text (credit TJTheSoundBoard)
* Fixed missing screen for giving soiled drunk man new clothes (credit 5H0)
* Fixed missing screen for laughing at soiled clothes man (credit 5H0)
* Fixed missing screen for drunk removed from court (credit 5H0)
* Fixed 7 text bugs in soiled drunk man texts (credit 5H0)
* Fixed 30 incorrect references to the Blackmarket in Brawl and Fighter's Pit dialogues (credit TJTheSoundBoard)
* Fixed 120 text bugs in Brawl Pit and Fighter's Pit dialogues (credit TJTheSoundBoard)
* Fixed bug with marie elena bluetrii qunantities (credit TheBlindSaiyan)
* Fixed missing sound effect for buying bluetrii from Marie Elena
* Fixed missing screen for marie elena buying
* Fixed 2 text bugs in not enough gold to buy fruit from marie elena
* Fixed missing screen when asking about quantity purchase requirements on marie elena
* Fixed missing screen for nothing for sale on marie elena
* Fixed issue with parade end of turn text missing a space (credit EH0)
* Fixed buying Monfort from throne room doesn't send miners to Smallhaven (credit TJTheSoundBoard)
* Fixed monster stalking the land no militia to protect people event not appearing in the public opinion section of turn report
* Fixed camp of love hire option not blocked out when you can't afford it
* Fixed text bug in Skug Intro text

EVERYTHING ELSE (5 features)

A handful of other stuff

* Added new screen and sound effect for building slaver fort walls upgrade
* Added new screen and sound effect for building slaver fort second wall upgrade
* Reworked slums how much gold needed option (credit TJTheSoundBoard)
* Made it much easier to find the Black Opal ship available to see the show
* Tweaked Black Opal ship graphic

WHAT'S NEXT

I'm working on the sounds for the Combat updates battle approach system and have done the vast majority at this point. Will soon be writing up my next batch of events and writing up a new system I've got concepts of for allowing lots of dynamic pre-battle events.

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on March 08, 2021, 11:26:48 am
Hey everyone,

I recently went looking through steam data and was blown away when I realised just how many countries Warsim
is being played in. Considering how niche it is what I found was amazing.

So perhaps unsurprisingly the biggest country for Warsim copies sold is the USA accounting for more than half of all copies (Thanks mates!)

The top 10 countries for Warsim sales are:

USA - 11.6K copies
UK - 7.3K copies
Canada - 1.5k copies
Germany - 1.3k copies
Australia - 935 copies
Sweden - 403 copies
France - 381 copies
Netherlands - 327 copies
Poland - 369 copies
Finland - 259 copies

Already mind blowing!

What really blows my mind is how many different countries and regions there are where there are active Warsim players.

Each of the below countries Warsim has sold between 1-250 copies

Honduras, Morocco, Ghana, Guadeloupe, Montenegro, Mongolia, Bolivia, Algeria, Albania, El Salvador, Egypt, Kyrgyzstan, Cambodia, Moldova, Gibraltar, Guatemala, Bangladesh, Oman, Venezuela, Palestine, French Polynesia, Nepal, Trinidad and Tobago, Panama, Andorra, Macedonia, New Caledonia, Cyprus, Jamacia, Sri Lanka, Lebanon, Jersey, Kazakhstan, Brunei, Macau, Pakistan, Qatar, Guernsey, Bosnia and Herzegovina, Georgia, Paraguay, Jordan, Malta, Peru, Costa Rica, Isle of Man, Guam, Bahrain, Puerto Rico, Colombia, Dominican Republic, Luxembourg, Belarus, Uruguay, Saudi Arabia, United Arab Emirates, Kuwait, Faroe Islands, Vietnam, Latvia, Taiwan, Serbia, Bulgaria, Slovakia, Croatia, India, Lithuania, Hong Kong, Israel, Malaysia, Indonesia, Chile, Ukraine, Thailand, Mexico, South Africa, Greece, Argentina, South Korea, Estonia, Phillipines, Iceland, Turkey, Hungary, Portugal, Czechia, Romania, Japan, Singapore, China, Switzerland, Belgium, Ireland, Italy, Brazil, New Zealand, Spain, Austria, Russia, and Norway... And breathe.

Here's a map with all countries Warsim has sold copies in marked in blue - https://i.imgur.com/XUNwq4g.png

The fact that the game is even played by one person from anywhere already makes me feel complete. Thank you all wherever you are, for playing and supporting the game, it means a lot to this small little indie dev in Wales.

All the best

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: ThtblovesDF on March 09, 2021, 10:47:43 am
Mr. Worldwide :)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on March 10, 2021, 05:08:00 am
We're getting there! :)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on March 11, 2021, 10:06:02 am
Hey Everyone,

So another update, I've been working a fair bit on some combat stuff but in the mean time between bug reports and suggestions I've been building up what has now turned into another update so here it is!

NORTHWATCH BAN (1 feature)

It's no secret that the bandits of Fort Northwatch in the North love the Thickblood Tavern, so much so that if you attack it part of the Northwatch garrison will march down and get involved sometimes. Well now thanks to a tip by TJ the fort won't be so friendly to you if you've destroyed their beloved tavern. Your options go from being able to explore the fort, buy it, watch fights, and learn more, to just being able to attack or leave.

* Added alternate screen for Fort Northwatch if you've destroyed the Thickblood Tavern (credit TJ)

The new screen for an unhappy Fort Northwatch https://i.imgur.com/5kyMntX.png

NEW GOLD INDICATORS (6 features)

Always new places gold should be reported, now we've got another big bunch sorted! Cheers TJ.

* Added current gold indicator to staff hiring main menus (credit TJ)
* Added current gold indicator to spymaster for hire screens (credit TJ)
* Added current gold indicator to jester for hire screens (credit TJ)
* Added current gold indicator to general for hire screens (credit TJ)
* Added current gold indicator to steward for hire screens (credit TJ)
* Added current gold indicator to diplomat for hire screens (credit TJ)

The new hiring screen with it's new gold indication https://i.imgur.com/DNEscxU.png

SOUND REDUCTION EFFORTS (5 features)

It's no secret that some of Warsim's sound effects can be a bit loud or too quiet, thanks to some recent reports I've jumped on some of the culprits and plan to do more in the future to better equalise these sounds.

* Reduced volume of Drunk Crowd sfx (credit 71)
* Reduced volume of Forge Sound 1 sfx (credit 71)
* Reduced volume of Forge Sound 2 sfx (credit 71)
* Reduced volume of Witch laugh sfx (credit 71)
* Reduced volume of War laugh sfx (credit 71)

NEW NAME SUFFIXES (32 features)

More suggestions, more possible hero titles! We had a ton of new suggestions so I've split them into two sets, one for standalone name suffixes like below, and another section for suffixes that can be further randomised to create even more possible suffixes.

* Added new name suffix 'the Gut Puncher' (+7 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Flesh Tearer' (+13 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Gob Hucker' (+3 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Swordbreaker' (+19 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Face Collector' (+25 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Scorched-Face' (-2 battlescore) (Credit Pathfinder)
* Added new name suffix 'the Biter' (+8 battlescore) (Credit Pathfinder)
* Added new name suffix 'the Easy Walker' (+5 battlescore) (Credit Pathfinder)
* Added new name suffix 'the Door Kicker' (+5 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Shin Kicker' (+6 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Nose Taker' (+11 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Soul Taker' (+37 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Stunty' (+2 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Beast Hunter' (+35 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Blood Weaver' (+49 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Big Flame of Shame' (-5 battlescore)(Credit Strooper)
* Added new name suffix 'the Bumbling Baffoon' (-6 battlescore)(Credit Strooper)
* Added new name suffix 'the Murderer of Justice' (+22 battlescore)(Credit Strooper)
* Added new name suffix 'of Tiny Hands' (-1 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'of Sweaty Hands' (-1 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'of Brittle Bones' (-7 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Naive Fool' (+6 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Walking Dead' (-11 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Spineless Coward' (-11 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Unfortunate One' (-6 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'Sock Thief' (+1 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Mouth Spitter' (+1 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Stick Collector' (-1 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Nipple Slicer' (+9 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Dung Diver' (-9 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Feces Smearer' (-6 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Cur' (-2 battlescore) (Credit TJ)

NAME SUFFIXES THAT CAN BE FURTHER GENERATED (65 features)

These name suffixes can work as both standalone, or can be further expanded by the game. For example Turgo the Sly could also be Turgo the Sly Warlord which would be a higher battlescore suffix.

* Added new name suffix 'the Accursed' (-7 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Sly' (+11 battlescore)  (Credit Pathfinder)
* Added new name suffix 'the Pig-Snout' (+1 battlescore)  (Credit Pathfinder)
* Added new name suffix 'the Humble' (+5 battlescore)  (Credit Pathfinder)
* Added new name suffix 'the Bloodmancer' (+50 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Buttercup' (+1 battlescore) (Credit Strooper)
* Added new name suffix 'the Foolinator' (-1 battlescore) (Credit Strooper)
* Added new name suffix 'the Exterminator' (+32 battlescore) (Credit Strooper)
* Added new name suffix 'the Air-Headed.-3 battlescore) (Credit TheMightyOrctaur)
* Added new name suffix 'the Exhausted' (-5 battlescore) (Credit Defender)
* Added new name suffix 'the Fatigued' (-4 battlescore) (Credit Defender)
* Added new name suffix 'the Weary' (-2 battlescore) (Credit Defender)
* Added new name suffix 'the Sluggish' (-4 battlescore) (Credit Defender)
* Added new name suffix 'the Lumbering' (-1 battlescore) (Credit Defender)
* Added new name suffix 'the Blundering' (-6 battlescore) (Credit Defender)
* Added new name suffix 'the Ponderous' (+3 battlescore) (Credit Defender)
* Added new name suffix 'the Incompetent' (-10 battlescore) (Credit Defender)
* Added new name suffix 'the Bungling' (-3 battlescore) (Credit Defender)
* Added new name suffix 'the Unbalanced' (-2 battlescore) (Credit Defender)
* Added new name suffix 'the Unskilled' (-1 battlescore) (Credit Defender)
* Added new name suffix 'the Amateur' (-1 battlescore) (Credit Defender)
* Added new name suffix 'the Uneducated' (-2 battlescore) (Credit Defender)
* Added new name suffix 'the Dumb' (-4 battlescore) (Credit Defender)
* Added new name suffix 'the Daft' (-1 battlescore) (Credit Defender)
* Added new name suffix 'the Dolt' (-2 battlescore) (Credit Defender)
* Added new name suffix 'the Stupid' (-5 battlescore) (Credit Defender)
* Added new name suffix 'the Unintelligent' (-5 battlescore) (Credit Defender)
* Added new name suffix 'the Obtuse' (-2 battlescore) (Credit Defender)
* Added new name suffix 'the Asinine' (-4 battlescore) (Credit Defender)
* Added new name suffix 'the Yellowbellied' (-2 battlescore) (Credit Sirc)
* Added new name suffix 'the Limbless' (-15 battlescore) (Credit Sirc)
* Added new name suffix 'the Unsmart' (-4 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Meek' (-6 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Fumbling Idiot' (-10 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Crosseyed' (-2 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Uninvited' (-1 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Repentant' (+5 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Bloated' (-4 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Frostbitten' (-7 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Ill-Fated' (-10 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Reprobate' (-1 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Mournful' (-2 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Grim' (+11 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Asthmatic' (-4 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Dingus' (-3 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Dongus' (-4 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Stooge' (-5 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Frightened' (-7 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Enslaved' (-6 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Teary-Eyed' (-2 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Bird-Brain' (-6 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Brain Damaged' (-11 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Loaf' (-3 battlescore) (Credit TJ)
* Added new name suffix 'the Oaf' (-7 battlescore) (Credit TJ)
* Added new name suffix 'the Flippant' (-1 battlescore) (Credit TJ)
* Added new name suffix 'the Cocky' (+2 battlescore) (Credit TJ)
* Added new name suffix 'the Frivolous' (-1 battlescore) (Credit TJ)
* Added new name suffix 'the Superficial' (-2 battlescore) (Credit TJ)
* Added new name suffix 'the Insolent' (-1 battlescore) (Credit TJ)
* Added new name suffix 'the Blood-Fearing' (-4 battlescore) (Credit Pathfinder)
* Added new name suffix 'the Humpback' (-2 battlescore) (Credit Pathfinder)
* Added new name suffix 'the Dumpling' (+1 battlescore) (Credit Pathfinder)
* Added new name suffix 'the Nobhead' (-1 battlescore) (Credit Pathfinder)
* Added new name suffix 'the Meat' (+5 battlescore) (Credit Pathfinder)
* Added new name suffix 'the Tomato' (+1 battlescore) (Credit Pathfinder)

BUGFIXES (74 features)

The never-ending mass of bugs cleared and fixed continues, as always I'm glad to be able to have this trawl and polish the game as best as I can thanks to these excellent player reports.

* Fixed debug mode 25 (hard mode resources but no background difficulty) not working (credit Greifenstolz)
* Fixed debug mode 26 (solid mode resources but no background difficulty) not working (credit Greifenstolz)
* Fixed 80+ text bugs in Arasuk villager dialogues (Credit TJ)
* Fixed 50+ text bugs in Arena patron dialogues (Credit TJ)
* Fixed text bug in Ruined lands demon attack screen (credit TJ)
* Fixed 15 text bugs in Blackmarket Central District intro events (credit TJ)
* Fixed text bug in paying gold in throne room (credit TJ)
* Fixed text bug with peasant collapses throne room reaction (credit TJ)
* Fixed 5 text bugs with independent kingdom unit throne room visit reaction texts (credit TJ)
* Fixed Bug with bandit hire text in Blackmarket (credit TheBlindSaiyan)
* Fixed 4 text bugs in wagon man can't trade screen (credit TJ)
* Fixed 5 text bugs in wagon man trade deal offer screen (credit TJ)
* Fixed text bug in map of the Near North purchase screen (credit TJ)
* Fixed 2 text bugs with masterless peasants looking for work encounter (credit TJ)
* Fixed 2 text bugs in desperate peasants joining encounter (credit TJ)
* Fixed 2 text bugs in masterless peasants leader talks to you encounter (credit TJ)
* Fixed text bug when depositing gold into the Royal Bank (credit TJ)
* Fixed text bug when withdrawing gold from the Royal Bank (credit TJ)
* Fixed 5 text bugs for bank loan main screen (credit TJ)
* Fixed 3 text bugs in bank vault intro screen (credit TJ)
* Fixed 5 text bugs in Wild North map purchase screen (credit TJ)
* Fixed 6 text bugs in Far North map purchase screen (credit TJ)
* Fixed 3 text bugs in Parched Lands map purchase screen (credit TJ)
* Fixed 5 text bugs in Oasis map purchase screen (credit TJ)
* Fixed 4 text bugs in Drylands Map purchase screen (credit TJ)
* Fixed 3 text bugs in South Coast map purchase screen (credit TJ)
* Fixed incorrect reference to Denland in the cartographer's guildhall (credit TJ)
* Fixed 4 text bugs in Denland map purchase screen (credit TJ)
* Fixed 4 text bugs in Songwood map purchase screen (credit TJ)
* Fixed 4 text bugs in Wildwood map purchase screen (credit TJ)
* Fixed 4 text bugs in Darkmarsh map purchase screen (credit TJ)
* Fixed 5 text bugs in Farrad Desert map purchase screen  (credit TJ)
* Fixed 4 text bugs in Lost Jungle map purchase screen  (credit TJ)
* Fixed 4 text bugs in Dunelands map purchase screen  (credit TJ)
* Fixed incorrect reference to Dunelands in the cartographer's guildhall (credit TJ)
* Fixed 2 text bugs in masterless soldiers looking for worth encounter (credit TJ)
* Fixed 2 text bugs in desperate warriors encounter (credit TJ)
* Fixed 3 text bugs in masterless soldiers needing a new master encounter (credit TJ)
* Fixed 2 text bugs with wandering knight flees encounter (credit TJ)
* Fixed text bug with pair of lost knight encounter (credit TJ)
* Fixed 3 text bugs in strange stone exploration chance encounter (credit TJ)
* Fixed 6 text bugs in wizard vs bandits encounter (credit TJ)
* Fixed 4 text bugs in champion discovery encounter (credit TJ)
* Fixed 8 text bugs with foreign ruler encounter (credit TJ)
* Fixed 4 text bugs in Sinking Sandhole screen (credit TJ)
* Fixed 4 text bugs in trio of wandering knights encounter (credit TJ)
* Fixed text bug in whispering winds encounter (credit TJ)
* Fixed text bug in grumbling rocks encounter (credit TJ)
* Fixed text bug in rotten head encounter (credit TJ)
* Fixed 8 text bugs in Old man denland stone pilgrim encounter (credit TJ)
* Fixed 2 text bugs in pathwalking denland pilgrim encounter (credit TJ)
* Fixed 3 text bugs in young lad skipping to denland stone encounter (credit TJ)
* Fixed 6 text bugs in gift tree visitor gives directions encounter (credit TJ)
* Fixed 4 text bugs in gift tree visitor encounter (credit TJ)
* Fixed 2 text bugs in monster description screens (credit TJ)
* Fixed 5 text bugs in slavers fort revolt screen (credit TJ)
* Fixed 3 text bugs in Northern Fort Ruin main screen (credit TJ)
* Fixed text bug in North Fort rebuild year one screen (credit TJ)
* Fixed text bug in North fort rebuild year two screen (credit TJ)
* Fixed 2 text bugs in North fort rebuild year three screen (credit TJ)
* Fixed 3 text bugs in North Fort rebuild year four screen (credit TJ)
* Fixed 4 text bugs in North fort rebuild year five screen (credit TJ)
* Fixed 4 text bugs in North fort with no leader main screen (credit TJ)
* Fixed 4 text bugs in internal bandit gang event (credit TJ)
* Fixed royal bank destruction not cancelling loan interest gain (Credit u/Darkmark8910)
* Fixed 17 text bugs with harvest turn report notifications (credit TJ)
* Fixed 6 text bugs in Blackmarket leader end of turn assassination event (credit TJ)
* Fixed 6 text bugs in Blackmarket leader end of turn unknown causes death event (credit TJ)
* Fixed 6 text bugs in Blackmarket leader end of turn fallen from high place event (credit TJ)
* Fixed 6 text bugs in Blackmarket leader end of turn death from old age event (credit TJ)
* Fixed 6 text bugs in Blackmarket leader end of turn leader ship duel event (credit TJ)
* Fixed 18 text bugs in end of turn finance reports (credit TJ)
* Fixed 20 text bugs in Scrote of the Green-Skins dialogues (credit TJ)
* Fixed talking to scrote once you have a tribute from Shallowrock cancels the tribute (credit TJ)

EVERYTHING ELSE (2 features)

Some slight changes and new things thanks to our new patreon patron!

* Added 4 new names thanks to Patreon patron Thorhallur
* Added new patron name to Grolok's Third Stump (Thanks for the support mate!)

WHAT'S NEXT

So I've finally finished the 100th encounter for the battle intro system, all the race related battle intro events are now complete and have their own sound effects sorted out. I'm looking into considering race prefixes next and making sure the events make sense as best I can (ie no intro event where an enemy kingdom charge in screaming if they are Mouthless Trolls)

There's still tons more to do but it's progressing nicely. I've built several systems that will be used in the battle intro events and once I'm fully finished with it all I'm going to get on with making a plan for the rest of my combat update workload.

Here are some of the new encounters:

The arrival of some demi-gods https://i.imgur.com/YjxRZSX.png

A horrible Cthuul kingdom https://i.imgur.com/KuBLWQm.png

Some Bogeymen arriving https://i.imgur.com/Dihx2X1.png

Good old gnomes, the sound effect for this is hilarious too https://i.imgur.com/YZrWKMe.png

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on March 23, 2021, 12:23:43 pm
Warsim 0.8.3.5 (The Overwhelmingly Positive Update, 500 features)

Hey Everyone,

So after 3 years in early access Warsim has hit Overwhelmingly Positive on steam. A fantastic milestone that is purely thanks to the players and the community. As a thank you I've spent the last few weeks working on a 500 feature update for the 500 reviews that got us the Overwhelmingly Positive tag. It's a mix of content but the main and crowning feature is the Great Gnome Casino! Thanks again everyone, this is literally a dream come true! <3

Here it is! - https://i.imgur.com/3rQy0AT.png

In celebration I'm also launching a 35% discount on Warsim for the next two weeks on both steam and itch.io!

THE GREAT GNOME CASINO (82 features)

For those of you who have discovered the nested away little gnome village in the south, have you ever wished to gamble away your gold on their beloved local games, Biggleroll and Gnome Insult Battling? Well now you can, following a new dialogue informing either the ruler of the village or the owner of the village tavern you can introduce the concept of gambling to them. Come back the following year and you will find things have changed!

* Added new dialogue with Bongles the Great that starts the Gnome Casino event
* Added new dialogue with Gribble the Drink that starts and alternate intro to the Gnome Casino event
* Added casino invite event
* Added village casino first arrival event
* Added secret code '69' that can be entered in main gnome village screen to automatically start the first arrival event and transform the village
* Added secret code '69' that when entered on the new casino screen will automatically add all 3 types of visitors to the village at once (Nomads/Vampires/Coastmen)
* Added ability for Drylands Nomads faction (if alive and not demonic) have 50% chance of being present at casino each year
* Added ability for Coastmen from Shaian have 50% chance of being present at casino each year
* Added ability for Baiaa Vampires (if alive and if Baiaa door open) have 50% chance of being present at casino each year
* Added new location 'Bongles' Palace'
* Added new design and set of dialogues for Bongles the Great in Casino Village
* Added viewable golden bongles statue
* Added viewable door to bongles secret room
* Added alternate no bet table for 'Boggleroll'
* Added dialogue for Bongles' Servant at the table
* Added new location Gribble's Palace and Casino
* Added new random event 'Nomad vs Vampire' when entering Gribble's Palace (Only if nomads and vampires are both present)
* Added new bar section of Gribble's Palace
* Added new bartender of Gribble's called 'Tipsy Twee'
* Added ability to speak to random patron of Gribbles (10 total dialogues)
* Added gambling room section to Gribble's Palace
* Added random number of gold added to casino vault each year 0-30k gold
* Added cap of 100k gold before casino wealth grows no more
* Added 10 gold per play Biggleroll gambling table
* Added 25 gold per play Biggleroll gambling table
* Added 50 gold per play Biggleroll gambling table
* Added 100 gold per play Biggleroll gambling table
* Added ability to speak to random gambler (10 total dialogues)
* Added High stakes room section of Gribble's Palace
* Added vampire visitor gnome complaint event (only if vampires are present)
* Added vampire afraid of high STAKES room event (only if vampires are present)
* Added 1000 gold per play High Stakes Biggleroll gambling table
* Added 5000 gold per play High stakes Biggleroll gambling table
* Added ability to view Cave Monster's Remains display
* Added Nomad comments on Cave Monster's Remains event (only if nomads are present)
* Added ability to speak to random high stakes gambler (10 total dialogues)
* Added visitors centre section of Gribble's Palace
* Added 4 dialogues with Visitor Centre gnome
* Added abillity to ask which groups are present in the village (vampires/nomads/coastmen)
* Added new set of dialogues for Gribble the Drink
* Added alternate text for local brewery in Casino village
* Added alternate blood graffiti version of local brewery in Casino village (if vampires are present)
* Added alternate dialogues for Dink the Slug Watcher in Casino village
* Added alternate text for water hole in casino village (if Nomads are present)
* Added random number of Gnome Insult Arena betting gold added each year 0-3k
* Added cap of 6k gold where Gnome Insult Arena betting gold stops growing
* Added ability to bet on Gnome Insult Arena battles
* Increased minimum insult battles held each year from 2 to 4
* Increased max insult battles held each year from 20 to 25
* Added screen for winning gnome insult battle bets
* Added screen for losing gnome insult battle bets
* Added screen for friendship ending draw in insult battle bet
* Added new district 'Backslums' to Gnome Casino
* Added new location 'Backslums Flophouse'
* Added new location 'Drip Soup Stand'
* Added new character with 8 dialogues 'Gromble-Grimble'
* Added new tavern 'Binky's Drinky Hole'
* Added ability to speak to Binky the Bartender
* Added ability to speak to a random patron of Binky's (15 total dialogues)
* Added ability to play free Biggleroll in Binky's
* Added ability to look out hole in the wall at Binky's
* Added random gnome peering event at Binky's
* Added hissing vampire event at Binky's (if vampires are present)
* Added ability to buy 'Imported Salty Ale' for 10 gold at Binky's (if coastmen are present)
* Added ability to speak to a random coastman tourist at Binky's (10 dialogues total) (if coastmen are present)
* Added ability to listen to a coastal singer (if coastmen are present)
* Added new location 'Gnomish Brawl Hole'
* Added new alternate screen for Gnomish Brawl Hole (if Nomads are present)
* Added ability to watch gnome fist fights (with new unique fist graphic)
* Added ability to hire gnome battle victor as a champion (if you have free slots)
* Added ability for gnome battle victor to refuse joining you
* Added ability for gnome battle victor to accept and join you for free
* Added ability for gnome battle victor to offer to join you for a random fee of gold
* Added new location 'Crumbling Slum Shacks'
* Added ability to give 1 gold coin for a random dialogue with a beggar gnome (10 total dialogues)
* Added ability to speak to the Hatless gnome
* Added The drained gnome to the Backslums (if vampires are present)
* Added ability to speak to random local gnomes (15 total dialogues)
* Added ability to destroy the village with a new screen
* Added screen for looting village's vault
* Added screen for looting village with vault empty (if you won all the casino's gold first)
* Added new screen for visiting destroyed village

Bongles' reward - https://i.imgur.com/Q6d3God.png

The new village - https://i.imgur.com/Ug9cgOH.png

Gribble's Palace and Casino - https://i.imgur.com/YfDwsK9.png

One of the Gambling Rooms - https://i.imgur.com/yEP4LiH.png

The Backslums, a horrible consequence of the expansion - https://i.imgur.com/OmXOd3a.png

A hatless gnome? The Horror! - https://i.imgur.com/vyzlqDX.png

KICK THEM OUT (4 features)

Ever entered your throne room, seen a line of 100 visitors and walked straight out... Well now you can just kick them out instead. If you want to kick out all but 10 visitors, you can do so. Thanks to a suggestion by LeMachinga on our discord I've added the option to remove a custom amount of visitors at any time from the 4th option in the throne room.

* Added ability to kick out any number of visitors (credit LeMachinga)
* Added new screen for no longer allowing visitors
* Added new screen for re-allowing visitors
* Added new menu for managing visitors

Get outta here! - https://i.imgur.com/MgDWeR5.png

SOUND IMPROVEMENT EFFORTS (100 features)

After getting a few reports of some sounds that were either too loud or too quiet, I decided to put a pair of headphones on and force myself to listen to all 400+ sound effects in the game and judge for myself. Just under a quarter of all sound effects have been tweaked, and in some cases completely re-recorded.

* Reduced volume of Sigh Sound 1 sfx (credit 71)
* Reduced volume of and tweaked Sigh Sound 3 sfx (credit 71)
* Reduced volume of and tweaked Bgax Open the Gate sfx (credit 71)
* Reduced volume of Breaking Orb sfx
* Reduced volume of Breaking Mutliple Orbs sfx
* Reduced volume of Bring the Beast sfx
* Reduced volume of and tweaked Burp sfx
* Increased volume of Warsim Calm Theme Music
* Reduced volume of and tweaked Cat Hiss sfx
* Reduced volume of and tweaked Slave Chains Broken sfx
* Reduced volume of Child Laugh 1 sfx
* Reduced volume of and tweaked Coin Drop sfx (credit 71)
* Reduced volume of Coughing sfx
* Increased volume of Obscure Court Fanfare Sound
* Reduced volume of Fight Punch 1 sfx (credit 71)
* Reduced volume of and tweaked Fight Punch 2 sfx (credit 71)
* Reduced volume of and tweaked Fight Punch 4 sfx (credit 71)
* Reduced volume of Fight Punch 5 sfx (credit 71)
* Reduced volume of Crazy laugh sfx
* Reduced volume of and tweaked Destroy Building sfx
* Completely rerecorded Court Fight sfx
* Completely rerecorded Heart Stab & Heaven Path doom sfx
* Reduced volume of Dragged Wood 1 sfx (credit 71)
* Reduced volume of Dragged Wood 2 sfx (credit 71)
* Reduced volume of Drink 5 sfx
* Reduced volume of Drunk Crowd sfx
* Reduced volume of eating time sfx
* Reduced volume of Evil deep laugh sfx (credit 71)
* Tweaked Goblin Death sfx
* Reduced volume of Goblin Parade sfx
* Reduced volume of and tweaked Goblin Hit Head sfx
* Reduced volume of and tweaked Goblin Puke sfx
* Reduced volume of and tweaked Goblin Langauge Trainer sfx
* Reduced Goblin Taunt sfx
* Reduced volume of and tweaked Goblin Grunt Death sfx
* Reduced volume of Happy Goblin sfx
* Reduced volume of Harpy screech sfx
* Reduced volume of and tweaked Laugh Man 5 sfx
* Reduced volume of and tweaked Laugh Man 6 sfx
* Reduced volume of Laugh Run sfx
* Reduced volume of Lightning sfx
* Reduced volume of Lightning Chant sfx
* Reduced volume of and tweaked the Long Serpent Lightning Chant sfx
* Reduced volume of Mad sfx
* Reduced volume of and tweaked Long May You Reign sfx
* Reduced volume of Warsim main theme music soundtracks
* Tweaked Man Death 6 sfx
* Reduced volume of Man Death 5 sfx
* Reduced volume of Man Stab sfx
* Reduced volume of Marching sfx
* Reduced volume of and tweaked Mass Death sfx
* Reduced volume of and tweaked Monster Fight Bite sfx
* Reduced volume of and tweaked Monster Fight Bite Hard sfx
* Reduced volume of and tweaked Monster Fight Big Stab sfx
* Reduced volume of Monster Fight tower hit sfx
* Reduced volume of Monster Munch Orb sfx
* Reduced volume of Monster Munch Orb Die sfx
* Reduced volume of and tweaked Monster Raow sfx
* Reduced volume of Nairo's Party sfx
* Reduced volume of Neck Snap sfx
* Reduced volume of Paper Ball sfx
* Reduced volume of Pass Out sfx
* Reduced volume of Pigman Rising sfx
* Reduced volume of and tweaked Prospecting in Mine sfx
* Reduced volume of Puke Coins sfx
* Reduced volume of and tweaked Puke Man sfx
* Reduced volume of and tweaked Punched sfx
* Reduced volume of Real evil laugh sfx
* Reduced volume of Rocket sfx
* Reduced volume of Secret Place Theme sfx
* Tweaked Sigh 5 sfx
* Reduced volume of Slap 1 sfx
* Reduced volume of and tweaked Slap 2 sfx
* Reduced volume of and tweaked Slap 3 sfx
* Reduced volume of Slap 4 sfx
* Reduced volume of and tweaked Sanctuary destruction sfx
* Reduced volume of Stargazers Song sfx
* Reduced volume of Taking Orb sfx
* Reduced volume of Talent Stone sfx
* Reduced volume of Trainer Death sfx
* Reduced volume of and tweaked Trap Door Group Demons sfx
* Reduced volume of and tweaked Trumpet sfx
* Reduced volume of and tweaked Trumpet 2 sfx
* Reduced volume of Trumpet fail sfx
* Tweaked two laughing goblins sfx
* Reduced volume of and tweaked Warcry 1 sfx
* Reduced volume of and tweaked Warcry 2 sfx
* Reduced volume of Wardrums 1 sfx
* Reduced volume of Wardrums 2 sfx
* Reduced volume of Warlaugh sfx
* Reduced volume of Warsim Punk sfx
* Reduced volume of and tweaked Watchtower destruction sfx
* Reduced volume of Wild Cries sfx
* Reduced volume of Wild Shouting sfx
* Reduced volume of and tweaked Witch Laugh sfx
* Reduced volume of and tweaked Wood Break sfx
* Increased volume of Gnome Yay sfx
* Reduced volume of and tweaked Yeah sfx
* Increased volume of Arena Crowd sfx (Credit 71)
* Increased volume of Blackmarket Muffled and Smallhaven Sfx (credit 71)

MORE ITEMS YOU SAY? (63 features)

Did anyone ask for more loot? Probably not but here it is anyway... I'm really liking the look of that rag soaked in orc sweat... remarkably it's only worth 1 gold.

* Added 63 new loot items to the game (found in random loot chests/destroying buildings/given as rewards etc)

THE GREAT GNOME CHOIR (2 features)

Ever wanted to conduct a choir of gnomes? Probably not... but now you can. If you know where the hidden gnome village is, there is now the ability conduct a choir in the local tavern there! Why? Good question...

* Added ability to conduct gnome choir in hidden gnome village (10 different gnome voice tones)
* Added dynamic graphic changing with whichever gnome is making sound

The great gnome choir - https://i.imgur.com/ar092Bm.png

NEW NAME SUFFIXES (32 features)

Another big batch of new possible name suffixes characters of the world can have, thanks for the suggestions guys!

* Added new name suffix 'the Dog Kicker' (-1 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Mouse Stomper' (-1 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Absurd Stranger' (+5 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Bizarre Wanderer' (+5 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Skin Flaker' (+11 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Webbed Hands' (-1 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'Itchy Feet' (-2 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'Itchfoot' (-1 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'of Weak Shins' (-7 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Snitch' (-1 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Bumbling Idiot' (-11 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Quivering Fool' (-9 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Stumbling Nitwit' (-6 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Thick Bonehead' (+2 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Rat Tosser' (+3 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Gate-Crasher' (+15 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Pyromaniac' (+11 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Slayer of Champions' (+55 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Blazing Demon' (+42 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Breaker of Demons' (+54 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Bane of Order' (+25 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Herald of Death' (+56 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Herald of Famine' (+33 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Herald of War' (+55 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Herald of Skulls' (+49 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Herald of the Damned' (+51 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Herald of Demons' (+60 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Herald of the Night' (+50 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Skullcarver' (+31 battlescore)
* Added new name suffix 'the Procrastinator' (+0 battlescore) (Credit TJ)
* Added new name suffix 'the Victim' (-1 battlescore) (Credit Pathfinder)
* Added new name suffix 'Frail Spine' (-12 battlescore) (Credit FatalWeirdo)

NAME SUFFIXES THAT CAN BE FURTHER RANDOMISED (53 features)

Alongside the above names these are names I've identified could also have extra things added to them, so these names can be further randomised and expanded.

* Added new name suffix 'the Cretin' (-3 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Dumb-Dumb' (-8 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Deranged' (+10 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Irrational' (-2 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Unreasonable' (+1 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Crooked' (+4 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Harebrained' (-3 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Inane' (-7 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Fractured' (-8 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Inebriated' (-6 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Balding' (-2 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Sulky' (-6 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Overconfident' (-5 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Pink Eyed' (-8 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Eunuch' (-3 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Dove' (+5 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Submissive' (-15 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Laughable' (-10 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Amnesiac' (-4 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Demented' (+6 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Ridiculous' (-8 battlescore) (Credit LeMachinga)
* Added new name suffix 'the Ruffian' (+5 battlescore) (Credit LeMachinga)
* Added new name suffix 'the Skilled' (+27 battlescore) (Credit LeMachinga)
* Added new name suffix 'the Renegade' (+14 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Starved' (-16 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Bygone' (-5 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Bleedheart' (-1 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Forsworn' (+19 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Trifling' (-3 battlescore) (Credit TJ)
* Added new name suffix 'the Fetid' (-5 battlescore) (Credit TJ)
* Added new name suffix 'the Decaying' (-9 battlescore) (Credit TJ)
* Added new name suffix 'the Decayed' (-11 battlescore) (Credit TJ)
* Added new name suffix 'the Tainted' (-2 battlescore) (Credit TJ)
* Added new name suffix 'the Impure' (-1 battlescore) (Credit TJ)
* Added new name suffix 'the Tarnished' (-6 battlescore) (Credit TJ)
* Added new name suffix 'the Injured' (-7 battlescore) (Credit TJ)
* Added new name suffix 'the Invalid' (-9 battlescore) (Credit TJ)
* Added new name suffix 'the Coddled' (-8 battlescore) (Credit TJ)
* Added new name suffix 'the Sheltered' (-7 battlescore) (Credit TJ)
* Added new name suffix 'the Irredeemable' (-3 battlescore) (Credit TJ)
* Added new name suffix 'the Narrow-Minded' (-2 battlescore) (Credit TJ)
* Added new name suffix 'the Decadent' (-4 battlescore) (Credit TJ)
* Added new name suffix 'the Lazy' (-2 battlescore) (Credit TJ)
* Added new name suffix 'the Truent' (+1 battlescore) (Credit TJ)
* Added new name suffix 'the Late' (-1 battlescore) (Credit TJ)
* Added new name suffix 'the Indolent' (-2 battlescore) (Credit TJ)
* Added new name suffix 'the Slothful' (-3 battlescore) (Credit TJ)
* Added new name suffix 'the Inactive' (-1 battlescore) (Credit TJ)
* Added new name suffix 'the Apathetic' (-1 battlescore) (Credit TJ)
* Added new name suffix 'the Small Boned' (-2 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Smooth Brained' (-9 battlescore) (Credit FatalWeirdo)
* Added new name suffix 'the Arseface' (+1 battlescore) (Credit Pathfinder)
* Added new name suffix 'the Careless' (-3 battlescore) (Credit Pathfinder)

NEW KINGDOM TYPE (2 features)

I came across another lordly title 'Herzog' that I hadn't used, which makes this Warsim's 146th Lord/King title set up that kingdoms can get. After that Pathfinder had a cool new suggestion so we've now got 147 kingdom types!

* Added new kingdom type 'Territory' with ruler 'Overlord' and lord 'Herzog' available for civ level 4 and above
* Added new kingdom type 'Council' with ruler 'Archmage' and lord 'High Mage' avaialble for civ level 6 and above (credit Pathfinder)

NEW GOLD INDICATORS (20 features)

More reports of places that should have shown how much gold you have and haven't been, sorted! Cheers again TJ.

* Added current gold indicator to Helmsmith (credit TJ)
* Added current gold indicator to Rat Racing (credit TJ)
* Added current gold indicator to Unowned shallowrock mine (credit TJ)
* Added current gold indicator to Owned shallowrock mine if prospecting available (credit TJ)
* Added current gold indicator to Training Ground (credit TJ)
* Added current gold indicator to Barracks (credit TJ)
* Added current gold indicator to Grand Barracks (credit TJ)
* Added current gold indicator to Owned Hlok mine if prospecting available (credit TJ)
* Added current gold indicator to Unowned Monfort Mine (credit TJ)
* Added current gold indicator to Owned Monfort Mine if prospecting available (credit TJ)
* Added current gold indicator to Blackmarket Pickpocket Den (credit TJ)
* Added current gold indicator to Garralds City Tours (credit TJ)
* Added current gold indicator to Rihhm Terraforming screen (credit TJ)
* Added current gold indicator to Snail Racing Circuit (credit TJ)
* Added current gold indicator to Snail Racing Normal (credit TJ)
* Added current gold indicator to Nomad Camp if mercs available for hire (credit TJ)
* Added current gold indicator to Artifact Market Champion (credit TJ)
* Added current gold indicator to Goblinwood Warrior's District if goblin berserk mercs available (credit TJ)
* Added current gold indicator to Vampire Bat Racing (credit TJ)
* Added current gold indicator when hiring champions from brawl fights (credit TJ)

BUGFIXES (143 features)

A mountain of bugfixes that could be an update in it's own right, bit by bit they're all getting dealt with.

* Fixed 4 text bugs in Monfort Mine tribute screen (credit TJ)
* Fixed 4 text bugs in Monfort mine tribute cancel screen (credit TJ)
* Fixed text bug in Monfort Mine main description (credit TJ)
* Fixed 2 text bugs in monfort mine speak to master of mine menu option (credit TJ)
* Fixed 3 text bugs in Monfort mine leader main dialogue screen (credit TJ)
* Fixed 18 text bugs in Monfort mine dialogues (credit TJ)
* Fixed 4 text bugs in buying Monfort mine screen (credit TJ)
* Fixed 2 text bugs in unable to afford monfort mine buy attempt screen (credit TJ)
* Fixed text bug in ex-miners join smallhaven screen (credit TJ)
* Fixed 2 text bugs on smallhaven attack screen (credit TJ)
* Fixed 6 text bugs in troop send screen options (credit TJ)
* Fixed 2 text bugs in Rihhm post raid (credit TJ)
* Fixed 3 text bugs in Rihhm post enaslavement (credit TJ)
* Fixed 2 text bugs in Rihhm post burned down (credit TJ)
* Fixed 6 text bugs in Ruined Watchtower main screen (credit TJ)
* Fixed 2 text bugs in militia troop hire screen (credit TJ)
* Fixed text bug for hiring troops from militia when the hire fee is free (credit TJ)
* Fixed 8 text bugs in Drylands nomads camp screen (credit TJ)
* Fixed text bug in knight hire screen (credit TJ)
* Fixed 4 text bugs in holy order of the roses description (credit TJ)
* Fixed hidden vampire maze library room incorrect door label (credit TheBlindSaiyan)
* Fixed 15 text bugs in the dice game '12'
* Fixed 6 text bugs in eastern trade post main screen (credit TJ)
* Fixed 12 text bugs Darkdale Noble district gate entrance event (credit TJ)
* Fixed 15 text bugs in arena owner main dialogue screen (credit TJ)
* Fixed text bug in Arena is yours screen (credit TJ)
* Fixed 2 text bugs in pit to little arena upgrade option screen (credit TJ)
* Fixed 2 text bugs in little arena to arena upgrade option screen (credit TJ)
* Fixed 2 text bugs in arena to grand arena upgrade option screen (credit TJ)
* Fixed 2 text bugs in grand arena to colossal arena upgrade option screen (credit TJ)
* Fixed 3 text bugs in 2nd arena upgrade paid for screen (credit TJ)
* Fixed 4 text bugs in 3rd arena upgrade paid for screen (credit TJ)
* Fixed 4 text bugs in final arena upgrade paid for screen (credit TJ)
* Fixed broken symbol in foreign kingdom signs in throne room (credit TJ)
* Fixed 3 text bugs in Central District sudden death event (credit TJ)
* Fixed 3 text bugs in scorpion fighting pit entry paid intro (credit TJ)
* Fixed text bug in scorpion pit betting choice screen (credit TJ)
* Fixed text bug in scorpion pit bet amount screen (credit TJ)
* Fixed 2 text bugs in scorpion pit post bet screen (credit TJ)
* Added alternate text for intro of owned scorpion pit (credit TJ)
* Fixed text bug in taxes and subsidies main law screen (credit TJ)
* Fixed 5 text bugs in declaring gambling tax screen (credit TJ)
* Fixed 6 text bugs in cancelling gambling tax screen (credit TJ)
* Fixed Text bug in bank tax law screen rejected as you destroyed bank (credit TJ)
* Fixed 6 text bugs in declaring banking tax (credit TJ)
* Fixed 6 text bugs in cancelling banking tax (credit TJ)
* Fixed 6 text bugs in declaring land tax (credit TJ)
* Fixed 6 text bugs in cancelling land tax (credit TJ)
* Fixed 7 text bugs in declaring arena subs (credit TJ)
* Fixed 6 text bugs in cancelling arena subs (credit TJ)
* Fixed 6 text bugs in cancelling militia subs (credit TJ)
* Fixed 7 text bugs in declaring militia subs (credit TJ)
* Fixed 3 text bugs in declaring tax tax (credit TJ)
* Fixed 5 text bugs in cancelling tax tax (credit TJ)
* Fixed 2 text bugs in recruitment and training laws main screen (credit TJ)
* Fixed 4 text bugs in declaring free enlistment (credit TJ)
* Fixed 4 text bugs in declaring forceful enlistment (credit TJ)
* Fixed 3 text bugs in declaring no enlistment (credit TJ)
* Fixed 2 text bugs on militia ban (credit TJ)
* Fixed 2 text bugs on revoking militia ban (credit TJ)
* Fixed 2 text bugs in cancelling peasant training (credit TJ)
* Fixed 2 text bugs in allowing peasant training (credit TJ)
* Fixed 5 text bugs if allowing peasant training but no knights (credit TJ)
* Fixed 4 text bugs in cancelling goblin scourge (credit TJ)
* Fixed 4 text bugs in allowing goblin scourge (credit TJ)
* Fixed 5 text bugs in ending goblin slavery law screen (credit TJ)
* Fixed 4 text bugs in allowing goblin slavery law screen (credit TJ)
* Fixed 5 text bugs in goblin celebration ended (credit TJ)
* Fixed 5 text bugs in goblin celebration declared (credit TJ)
* Fixed 3 text bugs in outlawing mercs screen (credit TJ)
* Fixed 2 text bugs in cancelling merc ban screen (credit TJ)
* Fixed 3 text bugs in outlawed mercs main merc screen (credit TJ)
* Fixed broken graphic colour in outlawed mercs main merc screen (credit TJ)
* Fixed 2 text bugs on merc company outlaw attack victory screen (credit TJ)
* Fixed missing land gain indicator when invading merc companies (credit TJ)
* Fixed 2 text bugs with large merc group law (credit TJ)
* Fixed 2 text bugs with regular merc group law (credit TJ)
* Fixed 2 text bugs with small merc group law (credit TJ)
* Fixed 2 text bugs in alms for the poor declaration (credit TJ)
* Fixed 2 text bugs in cancelling alms for the poor (credit TJ)
* Fixed 3 text bugs in love cult hire law screen (credit TJ)
* Fixed 2 text bugs in firing the love cult in law screen (credit TJ)
* Fixed 2 text bugs with current slave count display in laws screen (credit TJ)
* Fixed text bug in freeing slaves screen (credit TJ)
* Fixed text bug in freeing slave soldiers screen (credit TJ)
* Fixed 3 text bugs in reopening prison law (credit TJ)
* Fixed 3 text bugs in closing prison law (credit TJ)
* Fixed 5 text bugs in mass execution law screen (credit TJ)
* Fixed 4 text bugs in mass execution cancellation law screen (credit TJ)
* Fixed 3 text bugs in rehab law screen (credit TJ)
* Fixed 4 text bugs in cancelling rehab law screen (credit TJ)
* Fixed 3 text bugs in overzealous arrests screen (credit TJ)
* Fixed 4 text bug in cancelling overzealous arrests (credit TJ)
* Fixed unable to fire gold road guardians (credit TJ)
* Fixed 4 text bugs in bandit scourge screen (credit TJ)
* Fixed 4 text bugs in cancelling bandit scourge screen (credit TJ)
* Fixed 5 text bugs in longer harvests (credit TJ)
* Fixed 4 text bugs in cancelling longer harvests (credit TJ)
* Fixed 2 text bugs in forgive outlaws (credit TJ)
* Fixed 2 text bugs in ban outlaws (credit TJ)
* Fixed text bug in hats manitory law blocked (credit TJ)
* Fixed 2 text bugs in hats manditory law (credit TJ)
* Fixed 2 text bugs on changing current year law (credit TJ)
* Fixed text bug with year change reaction screen (credit TJ)
* Fixed 5 text bugs in pillage law declaration screen (credit TJ)
* Fixed 3 text bugs in pillage law cancellation screen (credit TJ)
* Fixed 2 text bugs in curfew declaration screen (credit TJ)
* Fixed 2 text bugs in curfew cancellation screen (credit TJ)
* Fixed 4 text bugs in breathing tax declaration screen (credit TJ)
* Fixed 4 text bugs in breathing tax cancellation screen (credit TJ)
* Fixed 4 text bugs in walking tax declaration screen (credit TJ)
* Fixed 4 text bugs in walking tax cancellation screen (credit TJ)
* Fixed mushroom trip events being skipped (credit Sigvuld)
* Fixed 6 text bugs in slave kingdom law (credit TJ)
* Fixed 4 text bugs in slaver kingdom law cancelled (credit TJ)
* Fixed colour issues with text of name unity law (credit TJ)
* Fixed 3 text bugs with name unity declaration (credit TJ)
* Fixed 6 text bugs in Blackrow drunk man encounter (credit TJ)
* Fixed colour issues with text of Blackrow drunk man encounter (credit TJ)
* Fixed 4 text bugs with Darkdale Tavernside Houses main screen (credit TJ)
* Fixed 3 text bugs when buying Darkdale Tavernside Houses (credit TJ)
* Fixed 2 text bugs with extravagant Darkdale Houses (credit TJ)
* Fixed 2 text bugs when buying extravagant Darkdale Houses (credit TJ)
* Fixed 4 text bugs with Motley fancy Darkdale houses screen (credit TJ)
* Fixed 2 text bugs when buying Motley fancy Darkdale houses (credit TJ)
* Fixed text bug with Unowned Darkdale treasury (credit TJ)
* Fixed text bug with Owned Darkdale treasury (credit TJ)
* Fixed text bug with Looted Darkdale treasury (credit TJ)
* Fixed 6 text bugs in Darkdale Marble Houses screens (credit TJ)
* Fixed 3 text bugs in Buying Darkdale Marble Houses (credit TJ)
* Fixed Text bug in Darkdale Noble District main text (credit TJ)
* Fixed Text bug in Darkdale Market District main text (credit TJ)
* Fixed Text bug in Darkdale Folk District main text (credit TJ)
* Fixed 3 text bugs in Negon's Hovels (credit TJ)
* Fixed 2 text bugs when buying Negon's Hovels (credit TJ)
* Fixed 3 text bugs in Marketview estates (credit TJ)
* Fixed 3 text bugs when buying Marketview estates (credit TJ)
* Fixed 7 text bugs in hiring from Northwatch screen (credit TJ)
* Fixed 4 text bugs in Strange Northern Stone Screen (credit TJ)
* Fixed 2 text bugs in who shall challenge the Grand Champion screen (credit TJ)
* Fixed 9 text bugs in anointment screen (credit TJ)
* Fixed 3 text bugs in post anoint screen (credit TJ)
* Fixed anoint option not x'd out if player can't afford it (credit TJ)

EVERYTHING ELSE (1 feature)

Little extra that didn't fit anywhere, TJ pointed out that destroying the Love Cult camp didn't get any loot, well now it does, and there's even a love heart on the box.

* Added new special loot chest to love cult camp if destroyed (credit TJ)

The new loot - https://i.imgur.com/0nAcanL.png

WHAT'S NEXT

Now that this is out of the way I'm continuing on with the Combat update stuff. I will also be keeping on top of bug reports and best I can.

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on April 03, 2021, 11:48:28 am
Warsim 0.8.3.6 (The Quality of Life Update, 119 features)

Hey Everyone,

The last week and a half has been amazing, since the Overwhelmingly Positive update we've had a ton of new amazing reviews and nearly 1000 new Warsim players! To everyone new, Welcome :)

This update is a pretty broad one, lots of little fixes and quality of life additions. I'm still working through a mix of bug reports and backlogged suggestions while also working through the combat update plans.

NAME SUFFIX SYSTEM EXPANDED (3 features)

For a long time certain name suffixes have been able to have addons added to them 'Garbald the Sad' could also be 'Garbald the Sad Knight' or 'Garbald the Sad Raider' modified by Warsim's in-game suffix add on system. Unlike adding new name suffixes, adding new suffix addons was a harder process done only within the games code. I set out to completely replace that system and have it fully moddable and accessible just like the suffix system is, so now in a new text file called 'Name Suffix Addon.txt' in the main Warsim Data folder you can find all of the possible addons followed by the battlescore bonus they provide. While expanding this system I added a ton of new addon parts which has led to over a quarter of a million new possible random name suffix combinations. You'll see these as hirable champions, staff members, enemy rulers etc. This system is even more exciting for me because unlike the 3000ish current name suffixes, all of these will be random and unpredictable combinations that will even catch me offguard. Being caught offguard with random content in a game I've spent 5 years making and know like the back of my hand is always a bonus!

* Added new moddable system for name suffix addons
* Added 265 new name suffix addons (was 57 now 322 total) (With 1199 total modifiable name suffixes this means there are 386'078 possible random name suffix combinations now)
* Made name suffix addon system 2x more likely to be used when generating names

Some of the random names created by the new system - https://i.imgur.com/nwb460p.png

MILITIA GROWTH (2 features)

A good point was made on our discord by Paul-2020 about not being able to see Militia unit growth, I've now added mention of it to the end of turn report.

* Added ability to see how many peasants have joined the milita each year in end of turn report (credit Paul-2020)
* Added alternate text for militia recruiting a single peasant in end of turn report

New end of turn report notice - https://i.imgur.com/MzqqNlH.png

NEW KINGDOM TITLES (5 features)

Some new titles for kingdoms and their rulers and lords that can spawn in your world, thanks for the suggestions guys!

* Added 2 new rare king titles 'The Sleeping God' and 'The Dead God' 1 in 1000 chance of appearing as a king title (credit Pathfinder)
* Added new kingdom type 'Pact' with ruler 'Grand Master' and lord 'Pact Maker' avaialble for civ level 3 and above (credit Pathfinder)
* Added new kingdom type 'Alliance' with ruler 'Overseer' and lord 'Guardian' avaialble for civ level 4 and above (credit Pathfinder)
* Added new kingdom type 'Tyranny' with ruler 'Tyrant' and lord 'Underling' avaialble for civ level 3 and above (credit 5HO)
* Added new kingdom type 'Cult' with ruler 'Great One' and lord 'Worshipper' available for civ level 3 and above (credit Pathfinder)

SUDDEN DEATH IMPROVED (4 features)

A few fixes to the games text and now a much better option to forfeit the game with it's own screen, thanks Prof Nonagon for pointing it out!

* Fixed 10 text bugs in sudden death game text
* Added indicators of gold changed and gained for opponent when winning and losing sudden death
* Added new screen for forfeiting sudden death game
* Fixed forfeiting sudden death game made the bet money disappear (credit Prof Nonagon)

ATTACK SCREEN IMPROVEMENTS (5 features)

A couple of improvements to the attack screen where you choose who to fight, including the ability to now change your mind and attack someone else or no one.

* Added ability to back out of an attack in the raid/invade/skirmish screen of main combat (credit Vlyn)
* Fixed bug with trying to attack nonexistent undead horde skipping your turn in combat
* Fixed bug with trying to attack goblin horde when not active skipping your turn in combat
* Fixed combat phase skipping bug
* Removed redundant error messages for attacking dead factions in combat screen

New option on attack screens - https://i.imgur.com/uh90VfX.png

DOMAIN NAMES IMPROVED (2 features)

I'm not talking about .com's here, there's a rare chance that a kingdom of gnomes could end up being called "Dibble's Domain" however this system was bugged and resulted in a lot of these 'Domain' names not coming out as intended. After a surpring number of 'fixes' not actually fixing it I managed to get it all sorted. I don't see these names too often in game as there's a 1 in 60 odds of them appearing in the 5 kingdoms you get per game. I've decided to make it a much higher 1 in 6 odds so you'll be seeing these a little more often.

* Fixed issue with 'domain' based kingdom names generating brokenly ie "'s Domain"
* Made domain based names 10x more common

TROOP TREE IMPROVEMENTS (3 features)

When vieiwing the troop tree of independent kingdoms you will now be able to compare them with your own and see more information.

* Reworked troop tree screen in independent kingdom diplomacy
* Added the option to compare your default 3 troop tiers with independent kingdoms in diplomacy (u/videovillain)
* Added colour changing breakdown depending on if troops in the same tier are greater, worse, or the same as eachother

A troop tree with units all worse than your default units - https://i.imgur.com/bpxXXyW.png

A troop tree with units all better - https://i.imgur.com/FZuQ4Su.png

A mixed troop tree - https://i.imgur.com/OEAcT3C.png

GOLD INDICATORS (8 features)

Several locations that didn't have indicators of your total gold now have them, cheers TJ!

* Added gold indicator to helmsmith (credit TJ)
* Added gold indicator to elixir needed throne room encounter (credit TJ)
* Added gold indicator to joke response throne room screen (credit TJ)
* Added gold indicator to hiring throne room bard (credit TJ)
* Added gold indicator to hiring throne room jester (credit TJ)
* Added gold indicator to blue man in blue house aftermath screen (Credit TJ)
* Added gold indicator to grand champion main screen (Credit TJ)
* Added gold indicator to combat academy main screen

BUGFIXES (65 features)

A big pile of bugfixes again, as usual mostly thanks to TJ and other player reports, thank you guys!

* Fixed 3 text bugs in demon ending final option screen
* Fixed 9 text bugs on overlords arrival in the realm
* Fixed 4 text bugs in final demon ending screen
* Fixed Smallhaven sounds not ending if player has music disabled and leaves the village (credit 71)
* Fixed issue with 3 prospective stewards for hire cost showing only first steward for hires price in the option (credit u/alexwilson)
* Fixed missing screen for giving slaves or peasants to vampires at Baiaa intro
* Fixed missing screen for offering gold for entry to Baiaa
* Fixed missing screen for attacking Baiaa at entry
* Fixed monfort mine prospecting success doesn't reopen the mine (credit Walker)
* Fixed 6 text bugs with Blackmarket Crier throne room encounter
* Fixed 12 text bugs with tournament bet success screens (credit TJ)
* Fixed 3 text bugs in Animal Fight Pit capture screen (credit TJ)
* Fixed 5 text bugs with animal fight pit owned text (credit TJ)
* Fixed 'You brings you over a nice ale' text bug in Nairo's party (Credit BlindIRL)
* Fixed 3 text bugs with fort rule change in owned forts (credit TJ)
* Fixed 3 text bugs in Fort Northwatch purchase screen (credit TJ)
* Fixed 4 text bugs in hiring hero to rule Northwatch (credit TJ)
* Fixed 6 text bugs with offer to buy Northwatch screen (credit TJ)
* Fixed text colour issues for Grand Galleon text (credit TJ)
* Fixed 2 text bugs in Monument of Kings main screen (credit TJ)
* Fixed 2 text bugs in Monument of Kings destruction screen (credit TJ)
* Fixed Missing line in monument of kings screen (credit TJ)
* Fixed 4 text bugs in Monument of Kings ruins screen (credit TJ)
* Fixed 4 text bugs with Krut, Erak, Rebels, and Bandit Horde ruling Monfort Mine main screen (credit TJ)
* Fixed bugged screen appearing if you hire 0 knights from the order (credit TJ)
* Fixed 7 text bugs in Northern Hall intro screen (credit TJ)
* Fixed 2 text bugs in Historian's guild intro (credit TJ)
* Fixed 2 text bugs in Century fest celebratory Historian's Guild Intro (credit TJ)
* Fixed 3 text bugs in Noreg's Western History introduction (credit TJ)
* Fixed 4 text bugs in Noreg's Denland breakdown (credit TJ)
* Fixed 12 text bugs in Noreg's Songwood breakdown (credit TJ)
* Fixed 5 text bugs in Noreg's Wildwood breakdown (credit TJ)
* Fixed 11 text bugs in Noreg's Darkmarsh breakdown (credit TJ)
* Fixed 12 text bugs in Noreg's second lesson introduction (credit TJ)
* Fixed 14 text bugs in Noreg's second lesson (credit TJ)
* Fixed 9 text bugs in Noreg's breakdown of the western empires rivals (credit TJ)
* Fixed 12 text bugs in Noreg's introduction to the Northern Clans (credit TJ)
* Fixed 15 text bugs in Noreg's north west war introduction (credit TJ)
* Fixed Currently fighting rebellion being shown in knight order hall when fighting bandit horde (Credit TheBlindSaiyan)
* Fixed 8 text bugs in Noreg's third lesson introduction (credit TJ)
* Fixed 26 text bugs in Noreg's Third lesson (credit TJ)
* Fixed 32 text bugs in Noreg's Fourth lesson (credit TJ)
* Fixed 8 text bugs with Orcish Grunter bard in throne room (credit TJ)
* Fixed 6 text bugs in musicians guild bard origin story text (credit TJ)
* Fixed 2 text bugs in throne room bard name reveal screen (credit TJ)
* Fixed 2 text bugs in repeatedly asking a bard names in throne room screen (credit TJ)
* Fixed 8 text bugs in Undead Horde defeat screen (credit TJ)
* Fixed 3 text bugs with heroic tale spread end of turn event (credit TJ)
* Fixed 3 text bugs with bandit horde merge meeting end of turn event (credit TJ)
* Fixed 4 text bugs in Baiaa battle introduction (credit TJ)
* Fixed 2 text bugs in Upper District of Baiaa ruins (credit TJ)
* Fixed 3 text bugs in ruins of the Shadow Council of Baiaa screen (credit TJ)
* Fixed text bug in Nasarak House ruins in Baiaa (credit TJ)
* Fixed text bug in Lemour House ruins in Baiaa (credit TJ)
* Fixed text bug in Damar House ruins in Baiaa (credit TJ)
* Fixed text bug in Dengeir House ruins in Baiaa (credit TJ)
* Fixed 2 text bugs in Shadow District of Baiaa ruins (credit TJ)
* Fixed missing text for Shadow District ruins (credit TJ)
* Fixed 3 text bugs in ruins of the Shade's Bloom Tavern in Baiaa (credit TJ)
* Fixed 2 text bugs in the Bloodworks ruins (credit TJ)
* Fixed 2 text bugs in the Bloodforge ruins (credit TJ)
* Fixed text bug in Thundil Tavern ruins (credit TJ)
* Fixed 3 text bugs in Lower District of Baiaa ruins (credit TJ)
* Fixed missing text for Lower Distrcit ruins (credit TJ)
* Fixed 2 text bugs with Blood Pits of Baiaa (credit TJ)

EVERYTHING ELSE (22 feature)

A ton of new tweaks and additions here that couldn't be put anywhere else. Including 42 new kingdom names, a new sound effect, a new random event when exploring and lots more.

* Added chance to discover barren land while exploring the realm (credit Le Machinga & TJ)
* Added the ability to free slaves and slave soldiers from other laws screen (Credit LeMachinga)
* Added new sound effect for taking Mushrooms (credit ERH)
* Added 42 new kingdom names 'Daskin, Deathhold, Deadguard, Jarnhold, Jomorica, Ithldaar, Zandoth, Piliv, Nilmar, Killdor, Korkovia, Norgrod, Grivania, Narkold, Morik, Nafkar, Rhefaria, Zhekovia, Bondaria, Shandaria, Yanerth, Yaneth, Dreolara, Drurn, Treon, Baeneth, Zeira, Zeiria, Zagneron, Duna, Honkoria, Koria, Stroth, Lorehold, Etania, Marth, Cyrnios, Yosson, Riveran, Lelantis, Varth, Thagua, Niri'
* Added 13 new human names 'Gelt, Gelthar, Gekle, Gelthor, Gelrik, Gelnan, Gelrolf, Gelth, Vlyn, Vlynt, Vlyntar, Vlyr, Vlyrgo'
* Added new option to request re-entry to goblinwood when banished if you have unbanned goblin slavery (credit Dorkmancer)
* Added new tracker of total battlescore of all units to the view troop count screen (credit Vlyn)
* Added new tracker of total battlescore of alL additional units to the view troop count screen (credit Vlyn)
* Reworked throne room jester hire text to clarify the gold fee is per year
* Reworked throne room bard hire text to clarify the gold fee is per year
* Added Baiaa tag to Big Red Canyon if Baiaa is discovered (credit TJ)
* Added -4 public opinion drop for destroying the gnome village (Credit TJ)
* Added new loot item gained when destroying musicians guild (Credit TJ)
* Made it so that you cannot summon gnome insult warrior entertainers to the throne room if the gnome village is destroyed (credit TJ)
* Made it so that putting the orb in the mad man's wall prevents bandits from retaking the Blackmarket from you (credit TJ)
* Added if no recruitment law active militia recruit up to +3 peasants per land you have (credit TJ)
* Made it so Slum gold collector appears in throne room 3x more if public opinion is high but much less the lower public opinion is (Credit TJ)
* Changed requirements for Koova's Warning throne room encounter from between 900-1000 demon horde demons to between 750-1499 (credit TJ)
* Made banning goblin slavery cancel Goblin Scourge if active (credit TJ)
* Made it so you cannot enact goblin scourge while goblin slavery is banned (credit TJ)
* Increased Arena Gladiator battlescore from 145 to 155
* Rewrote Nasarak House ruins text to clear up and explain the lack of visible ruins (Credit TJ)

New total strength of all units section of troop report - https://i.imgur.com/srzM20S.png

Discovering new barren land while exploring the realm - https://i.imgur.com/lx0vt27.png

New re-entry option after being banished from Goblinwood - https://i.imgur.com/sLSjc6r.png

Bgax letting you back in - https://i.imgur.com/GpTdpGE.png

WHAT'S NEXT

So I've recently fixed a big bug with my current combat update prototype, I'm now going to be looking to move forward and get more progress on the other events and mechanics of the new combat stuff in the background. At the same time I'm going to keep on top of bug reports and try and continue pumping out updates.

Cheers and hope everyone is doing good

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: martinuzz on April 10, 2021, 01:53:00 pm
Bit late, but grats on the Overwhelmingly Positive rating on Steam!
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on April 12, 2021, 10:19:36 am
Hey mate, cheers for the kind words! :)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: martinuzz on April 13, 2021, 03:23:10 am
I haven been wondering.
Is having to press <Enter> after a menu choice a design choice, to make the game easily accessible to the visually impaired (so that a screen reader can read them their choice before acting it)?
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on April 14, 2021, 04:34:55 am
It's just the way I capture input, it's a happy coincidence that it works well with the blind.

There are options 1-9 that would work without such a thing, but also 10+ which wouldn't work for example.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on April 25, 2021, 10:54:10 am
Warsim 0.8.3.7 (The Birthday Update, 260 features)

Hey Everyone,

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

LOST JUNGLE OVERHAUL

The new lost jungle - https://i.imgur.com/uSQDMOl.png

RANDOMLY GENERATED PROTOFOLK VILLAGES (44 features)

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

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

A monster pit filled village - https://i.imgur.com/uz9uxNC.png

Oh you're the village leader nice to meet y... Um... gross - https://i.imgur.com/8FQzVua.png

A scared blue village - https://i.imgur.com/9SfNjLx.png

THE MIGHTY CHIMCHOGRE GUARDIANS (13 features)

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

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

A pair of Chimchogres - https://i.imgur.com/bgJQaTc.png

JUNGLE TOTEM (2 features)

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

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

STARMETAL REWORKED (8 features)

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

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

Mineable Starmetal - https://i.imgur.com/Q8I7SOG.png

TRAP FILLED CAVERN (15 features)

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

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

Alright, who's heading in? - https://i.imgur.com/9u1U8KI.png

A fantastic reward for a risky venture - https://i.imgur.com/DaaFrsY.png

JUNGLE TEMPLE REWORKED (9 features)

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

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

One of the new rooms - https://i.imgur.com/89vPTlk.png

OLD IMPERIAL RUIN (5 features)

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

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

EVERYTHING ELSE

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

MUSHROOM MEN REWORKED (3 features)

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

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

The new mushy boys - https://i.imgur.com/LMsZ4Bv.png

THRONE ROOM MANAGEMENT IMPROVED (3 features)

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

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

New orders - https://i.imgur.com/jOjGfrv.png

NEW GOLD INDICATORS (13 features)

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

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

SLAVE TRAINING PEN UPGRADE (1 feature)

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

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

NAME SUFFIXES THAT CAN BE FURTHER RANDOMISED (37 features)

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

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

NEW LOOT (52 features)

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

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

HERO ORIGIN STORIES (5 features)

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

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

BUGFIXES (30 features)

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

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

EVERYTHING ELSE (16 feature)

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

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

Good old Blorktorn - https://i.imgur.com/HvnFShV.png

WHAT'S NEXT

I'm taking a week off for my birthday (milking it I know), when I come back it'll be combat update as usual. Thank you all for being such a fantastic and supportive community. All the comments, the reviews, encouragement and support has been and still is lifechanging for me. I'm humbled to be able to survive on making this game and to take on board all the great feedback I get to make the game better than it would ever be alone. Thank you all so much, I'll see you in a week! <3

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on June 15, 2021, 05:27:56 am
Hey Everyone,

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

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

CUSTOM GAME SETTINGS REWORKED (21 features)

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

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

The new main custom screen and it's new categories - https://imgur.com/Ohro3Qd
The new faction settings - https://imgur.com/pxCTi5a
The new bandit horde screen - https://imgur.com/QHiNgfe
Minor bandits custom screen - https://imgur.com/y9Uxoub
New options for the arena - https://imgur.com/I5t1lSn
Blackmarket and Darkdale options - https://imgur.com/jcKe4vX

BANDIT HORDE FRIENDSHIP (11 features)

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

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

Bandit Goblin Slaves - https://imgur.com/DUulXCU
A cut of a bandit raid - https://imgur.com/aQtwPIC
Bandit hero for you - https://imgur.com/5XTYRnE
Bandit Welps - https://imgur.com/VO2lJ09

FRIEND OF THE MERRY MEN (6 features)

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

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

New option for merry men - https://imgur.com/cgruTJT
They joined me! - https://imgur.com/w0YooiS

ADVENTURER GROUP REPORTS (4 features)

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

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

HIGH SCORE REWORK (5 features)

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

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

New high score system - https://imgur.com/zaDVtPn

MAIN GAME SCREEN INFORMATION (2 features)

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

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

The new main screen notifications - https://imgur.com/S1UVoWF

BRAWL PIT UPGRADE COST CHANGES (2 features)

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

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

REBUILD DARKDALE DEBUG OPTION (1 feature)

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

* Added ability to rebuild darkdale in the debug menu

GOLD INDICATORS (5 features)

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

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

BUGFIXES (34 features)

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

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

EVERYTHING ELSE (4 feature)

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

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

WHAT'S NEXT

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

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

I'm excited about the idea of it though!

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

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on June 30, 2021, 09:19:19 am
Hey guys, for anyone who has been following this thread and is interested in Warsim but hasn't pulled the trigger yet the game is 40% off ($4.79 US, £3.29 UK, 3.89 EURO) for the Steam Summer Sale!

I'm happy to answer any questions but if you're on the fence now is the time :)

Steam page - https://store.steampowered.com/app/659540/Warsim_The_Realm_of_Aslona/?beta=0

Itch.io page - https://huw2k8.itch.io/warsim
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Grand Sage on July 03, 2021, 02:44:25 pm
Awesome with all the new stuff! might give it another run soon, just to check out the new features.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on July 05, 2021, 12:52:12 pm
Awesome, If you do I hope you enjoy it mate :)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on July 06, 2021, 12:28:36 pm
Warsim 0.8.3.9 (The Arena Remastered Update, 114 features)



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

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

THE ARENA REMASTERED (53 features)

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

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

A crit in action - https://i.imgur.com/5kGYGKK.png

A funny insult - https://i.imgur.com/Yd98If2.png

A blind fighter - https://i.imgur.com/iQycaLx.png

SLAVE GAUNTLET (4 features)

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

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

The start of a slave gauntlet - https://i.imgur.com/NiZfKk6.png

The fighters are ready - https://i.imgur.com/YCE0t00.png

Slave gauntlet winner - https://i.imgur.com/62fWMqZ.png

Slave gauntlet income - https://i.imgur.com/7eeQtY9.png

THE EXECUTION OF A CHAMPION (27 features)

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

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

The new eighth option - https://i.imgur.com/hc7zKeH.png

Arena owners reaction to execution of his champion - https://i.imgur.com/vzdMN5t.png

A champion not taking it so seriously - https://i.imgur.com/sAf7HBr.png

A begging champion - https://i.imgur.com/HdYuOCF.png

An executed champion - https://i.imgur.com/8hyYLuo.png

An executed champion in the hall of fame - https://i.imgur.com/nS6Oeeh.png

What happens when a champion is removed - https://i.imgur.com/kTK0kEw.png

A champion begging for freedom - https://i.imgur.com/DdRcenx.png

Free money - https://i.imgur.com/nRZqTsX.png

A grim ending to the encounter - https://i.imgur.com/Sie7xx0.png

And the aftermath of that - https://i.imgur.com/g69SPME.png

A LIMITED OCCURANCE (7 features)

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

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

15 Fights to go - https://i.imgur.com/CIYvaxJ.png

No fights left - https://i.imgur.com/zmREysy.png

OTHER ARENA TWEAKS (6 features)

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

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

Active hall of fame - https://i.imgur.com/gagfhOj.png

COLOURFUL SCORPIONS (10 features)

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

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

Two shots of colourful scorpions in action - https://i.imgur.com/smCu5yL.png https://i.imgur.com/uxCWTSy.png

DUMBLE-PACK (2 features)

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

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

BUGFIXES (3 features)

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

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

EVERYTHING ELSE (2 features)

A few changes unrelated to everything else

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

WHAT'S NEXT

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

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on July 14, 2021, 11:11:11 am
Warsim 0.8.4 (Arena Remastered Follow Up Update, 63 features)

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

ARENA ADDITIONAL CONTENT (18 features)

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

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

- New pacifist move - https://i.imgur.com/0DHWQjL.png

- A crowd interaction - https://i.imgur.com/7JozINy.png

ARENA TWEAKS (6 features)

A few tweaks to the Arena!

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

EXPLORATION FOREVER (16 features)

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

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

- Pilgrim encounter - https://i.imgur.com/oxMluo5.png

- Animal poo - https://i.imgur.com/Q8kxHWC.png

- A rotten head - https://i.imgur.com/ghJOSri.png

MINEPROVEMENTS (17 features)

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

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

FIRE THE MILITIA MASTER (2 features)

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

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

- Bye militia leader - https://i.imgur.com/WUBc4SI.png

BUGFIXES (3 features)

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

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

EVERYTHING ELSE (1 feature)

A nice bonus from an otherwise pretty bad policy!

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

WHAT'S NEXT

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

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on August 04, 2021, 10:00:10 am
Warsim 0.8.4.1 (Combat Update Alpha, 313 features)

After it being worked on intermittently for nearly two years, I've finally managed to get a working combat update build ready!

I'm so damn excited to release this. This is just the alpha version of my combat update build, it's around 40-45% complete at this point but it is subject to change, and there are plans for more content and events.

Thank you everyone for the support during this, please let me know what you think!

NEW MAJOR COMBAT FEATURES (7 features)

I feel like I've probably forgotten to list them all but these are some of the more fundamental major features of the combat update.

* Added new combat system (instead of all at once, battle takes place in phases)
* Added new combat display
* Added ability to skip your own attacks and just see the results
* Added ability to always just see the results of your own attack
* Added new option for watching/skipping your own attacks to generals screen
* Added new battle approach screen with dynamic graphic based on size of the attacking army
* Added relation change with all other members if player attacks member of good or evil league

A league relation loss - https://i.imgur.com/FlBOID7.png

SPYMASTER FIGHT DISCOVERY (3 features)

Now your skilled spymasters might be able to inform you of other fights happening in the realm, if you wish you can watch them yourself!

* Added ability for spymaster to detect enemy fights (depending on skill)
* Added ability to ask spymaster to stop offering you fights to watch
* Added new options in spymaster staff screen

A battle is discovered - https://i.imgur.com/XjGQuXI.png

POST BATTLE REPORT (21 features)

Once the battles over the game now provides much improved screens letting you know what has happened as a result of the fighting.

* Added new post battle report
* Added battle report screen with 4 options
* Added standard battle report screen
* Added ability to view report of all units lost by defender
* Added ability to view report of all units lost be attacker
* Added ability to pay 20 gold for an egghead report (lots of stats)
* Added ability to thank egghead (with screen)
* Added ability to kill egghead (with screen and aftermath)
* Added new screen for successful invasions (with 3 alt texts)
* Added new screen for failed invasions (with 3 alt texts)
* Added new screen for succesfully defended invasion (with 3 alt texts)
* Added new screen for being invaded (with 3 alt texts)
* Added new screen for successful raid (with 3 alt texts)
* Added new screen for failed raid (with 3 alt texts)
* Added new screen for succesfully defended raid (with 3 alt texts)
* Added new screen for being raided (with 3 alt texts)
* Added ability to gain up to 4 random loot items when raiding any faction
* Added new screen for successful skirmish (with 3 alt texts)
* Added new screen for failed skirmish (with 3 alt texts)
* Added new screen for succesfully defended skirmish (with 3 alt texts)
* Added new screen for being defeated in skirmish (with 3 alt texts)

A territory is gained - https://i.imgur.com/TE6Sn3l.png

New post battle report - https://i.imgur.com/vMKgrcX.png

Egghead report - https://i.imgur.com/Lgk3Bzi.png

What the old post battle report looked like for reference - https://i.imgur.com/yYG1WhM.png

COMBAT WEATHER TYPES (25 features)

The combat update includes a new weather system which gives each battle one of many possible weathers. These weathers do a number of things, they can allow for certain weather events to take place that can help or hinder the fighters. They can also allow for bonuses or penalties to be applied to certain independent races, for example Lightning Trolls would be much stronger during a storm, but Day Elves would be weaker fighting under a crescent moon. These weather buffs also affect your own troops if they belong to any of those races.

* Added Sunny Weather (No weather events during battle)
* Added Sunset Weather (No weather events during battle)
* Added cloudy Weather (No weather events during battle)
* Added Partly Cloudy Weather (No weather events during battle)
* Added Rain Weather (low likelihood of weather events during battle)
* Added Storm Weather (moderate likelihood of weather events during battle)
* Added Windy Weather (low likelihood of weather events during battle)
* Added Foggy Weather (moderate likelihood of weather events during battle)
* Added Snowy Weather (moderate likelihood of weather events during battle)
* Added Night Rain Weather (low likelihood of weather events during battle)
* Added Night Full Moon Weather (No weather events during battle)
* Added Night Cloudy Weather (No weather events during battle)
* Added Night Crescent Moon Weather (No weather events during battle)
* Added Night Snow Weather (moderate likelihood of weather events during battle)
* Added Night Storm Weather (moderate likelihood of weather events during battle)
* Added Night Windy Weather (low likelihood of weather events during battle)
* Added Night Foggy Weather (moderate likelihood of weather events during battle)
* Added Rare Acid Rain Weather (high likelihood of weather events during battle)
* Added Rare Luminous Fog Weather (moderate likelihood of weather events during battle)
* Added Rare Meteor Shower Weather (high likelihood of weather events during battle)
* Added Rare Sandstorm Weather (high likelihood of weather events during battle)
* Added Rare Flaming Rain Weather (high likelihood of weather events during battle)
* Added Rare Extreme Heat Weather (high likelihood of weather events during battle)
* Added Rare Extreme Cold Weather (high likelihood of weather events during battle)
* Added Rare Rainbow Rain Weather (low likelihood of weather events during battle)

Some weather buffs in action - https://i.imgur.com/djSUyMc.png

And more again - https://i.imgur.com/ulm28ft.png

COMBAT WEATHER EVENTS (61 features)

Depending on how severe a weather type is, random weather events can take place. These can vary from fairly light situations to things that can wipe out entire armies!

* (Rainbow Rain) Battle halted by perfect moment
* (Rainbow Rain) Heavy rain causing awe
* (Extreme Heat) Fire tornado (2700-13700 random damage)
* (Extreme Heat) Huge heatwave rolls through (high scaled damage)
* (Extreme Heat) Under intense head fighters fall back
* (Extreme Heat) Heat intensity causes some to pass out
* (Extreme Heat) Flames pop up across the battlefield (500-2500 random damage)
* (Extreme Heat) Spontaneous combustion (moderate scaled damage)
* (Extreme Cold) Huge gust of extremely cold wind Hits Attackers (1400-7000 damage)
* (Extreme Cold) Huge gust of extremely cold wind Hits Defenders (1400-7000 damage)
* (Extreme Cold) Intense cold causes the fighting to momentarily stop
* (Extreme Cold) A bitter wind swoop forces the armies to regroup
* (Extreme Cold) Bitter wind sweep across battlefield (1500-6500 random damage)
* (Extreme Cold) Freezing wind sweeps the battlefield and freezes some (huge scaled damage)
* (Flaming Rain) Flaming rain hit's the battlefield heavier (high scaled damage)
* (Flaming Rain) Flaming rain scorches the battlefield (high scaled damage)
* (Flaming Rain) Flaming rain turns the battlefield to hell (huge scaled damage)
* (Flaming Rain) Flaming rain hammers the side of the field held by defender (500-6000 damage)
* (Flaming Rain) Flaming rain hammers the side of the field held by attacker (500-6000 damage)
* (Flaming Rain) Flaming rain pelts down heavy (huge scaled damage)
* (Sandstorm) Sandstorm turns and hits defender side of the battlefield (1400-6900 damage)
* (Sandstorm) Sandstorm turns and hits attacker side of the battlefield (1400-6900 damage)
* (Sandstorm) Sandstorm calms for a moment
* (Sandstorm) Sandstorm whips up sand so high it blots the sun (huge scaled damage)
* (Sandstorm) Sandstorm burries a portion of the battlefield (huge scaled damage)
* (Sandstorm) Sandstorm rages on and many take cover (250-2250 random damage)
* (Meteor Shower) Meteors crash around but miss everyone
* (Meteor Shower) Large meteor crashes but misses everyone
* (Meteor Shower) Large meteor crashes down on defenders side (1400-6900 damage)
* (Meteor Shower) Large meteor crashes down on attackers side (1400-6900 damage)
* (Meteor Shower) Meteors crash all over (2050-8050 random damage)
* (Meteor Shower) Huge meteor crashes (3050-15050 random damage)
* (Luminous Fog) Fighting stops as glowing fog is too thick
* (Luminous Fog) Some Attackers are caught off guard while mesmerised (random scaled damage)
* (Luminous Fog) Some Defenders are caught off guard while mesmerised (random scaled damage)
* (Luminous Fog) (If Glowing Race Defending) Defenders disappear into the glowing fog and leave the opponents confused
* (Luminous Fog) (If Glowing Race Attacking) Attackers disappear into the glowing fog and leave the opponents confused
* (Luminous Fog) Glowing fog thickens for a moment and ceases the fighting
* (Acid Rain) Acid rain pours harder (500-3500 random damage)
* (Acid Rain) Wind whips the acid rain across the battlefield (500-5500 random damage)
* (Acid Rain) Acid rain melts weapons (-2% combat skill for both sides)
* (Acid Rain) Acid rain pours heavy on defenders (800-7200 damage)
* (Acid Rain) Acid rain pours heavy on attackers (800-7200 damage)
* (Acid Rain) Acid rain melts the battlefield (huge scaled damage)
* (Snow) A bitter wind sweeps the battlefield (moderate scaled damage)
* (Snow) Attackers band together to survive the cold
* (Snow) A cold wind sweeps across and stops the fighting for a moment
* (Snow) Attackers slip on ice (30-530 damage)
* (Snow) (if Frozen Race Attacking) Attackers stand strong in the cold
* (Fog) Chaos in the fog (moderate random damage)
* (Fog) Fighting continues in thick fog and friendly fire happens (high random damage)
* (Fog) The fog thickens and the armies wait for it to clear
* (Fog) No one can see the enemy in the fog
* (Rain) Flash flood (moderate random damage)
* (Rain) Mud slide (250-6250 random damage)
* (Wind) WInd rips across the battlefield and throwns many down (moderate scaled damage)
* (Wind) Wind so strong the fighting ceases for a moment
* (Storm) Storm ceases fighting
* (Storm) Lighting bolt hits defenders (400-2900 dmg)
* (Storm) Lighting bolt hits attackers (400-2900 dmg)
* (Storm) Lightning strikes everywhere (moderate scaled damage)

PLAYER PRE-BATTLE EVENTS (13 features)

Right before a battle is about to begin, the attacker (wether you or the enemy) has a random event that can take place, usually giving a buff but sometimes the opposite.

* Added Broken Formation Trick charge event (+10% strength)
* Added Broken Ranks charge event
* Added Composed March charge event (+2% strength)
* Added Shout and Clash charge event
* Added Ever-Faster Charge event
* Added Horn and Charge event
* Added Lone Arrow Loosed event (100 dmg to enemy)
* Added Lone warrior burst forward event (+1% strength)
* Added confusion and charge event (-2% strength)
* Added Pause and charge event
* Added Bursts into a roar and charge event
* Added Charge shout event
* Added Butt Reveal event (+1% strength)

NON-PLAYER PRE-BATTLE EVENTS (100 features)

Same as the above section, these are the pre-battle events that can happen for non player factions attacking.

* (Psychotic Men) Mouth foaming charge event (+30% strength)
* (Psychotic Men) Plant eating event (+50% strength)
* (Psychotic Men) Rotten plants (-10% strength)
* (Hissing Races) Hiss and charge (+2% strength)
* (Vampires) Fang Show event (+3% strength)
* (Vampires) From the shadows
* (Gnomes) Gnome Cheer event
* (Gnomes) Chuckle
* (Lizardmen) Distant Hiss event (+2% strength)
* (Lizardmen) Silence and hiss (+2% strength)
* (Smaller Races) Stick out tongues event
* (Smaller Races) Pebble toss (Moderate damage)
* (Smaller Races) Yelling warband
* (Wild Races) Wild cries and shouts event (+1% strength)
* (Wild Races) Loose horde
* (Big Races) Ground shakes on approach event (+6% strength)
* (Big Races) Battlefield stomp event (+6% strength)
* (Big Races) Earthquake (+6% strength)
* (Cannibals) Hungry shout event
* (Cannibals) Lip licking event
* (Cannibals) Desperate hunger
* (Magic Users) Spell of Pain event (Moderate damage)
* (Magic Users) Battle strength magic event (+20% strength)
* (Magic Users) Strange magic
* (Low Undead) Bumbling Horde event
* (Low Undead) shamble forward
* (Low Undead) zombie scream
* (Asshthaki) Fire-red spider event (+2% strength)
* (Asshthaki) Many spiders event (+1% strength)
* (Asshthaki) wave of spiders (+2% strength)
* (Savage Races) Huge roar event (+3% strength)
* (Savage Races) Huge Warcry (3% strength)
* (High Undead) Bone chilling shriek event (+3% strength)
* (High Undead) Death whsipers (+3% strength)
* (High Undead) skull snake (+3% strength)
* (Necromancers) Lone skeleton event (+3% strength)
* (Necromancers) An army of skeletons (+5% strength)
* (Necromancers) Wave of bones (+3% strength)
* (Gods) Circle in the sky event
* (Gods) Levitation approach
* (Gods) Sky holes
* (Ghosts) Wailing from nowhere event (+10% strength)
* (Ghosts) Out of thin air
* (Ghosts) Sound and arrive (+15% strength)
* (Terramancers) Quakes event
* (Terramancers) Land changes
* (Terramancers) violent shakes (+5% strength)
* (Mutants and Shroomlings) Distant Squidge event
* (Mutants and Shroomlings) Slime launch (moderate damage)
* (Mutants and Shroomlings) trail of slime
* (Pyromancers) Sky Fireball event (+3% strength)
* (Pyromancers) Fire shape in sky
* (Pyromancers) Friendly fire with fireballs (damage to self)
* (Centaurs) Circle Canter event (+2% strength)
* (Centaurs) Bow and gallop (+2% strength)
* (Aeromancers) Gust of wind charge event (+2% strength)
* (Aeromancers) Shockwave air (+3% strength)
* (Aeromancers) Gust of wind both ways (+5% strength)
* (Underground Races) Digging reveal event (+4% strength)
* (Underground Races) Holes in ground
* (Underground Races) sudden collapse (+1% strength)
* (Demonic Races) demonic growl event (+5% strength)
* (Demonic Races) demonic wail (+5% strength)
* (Demonic Races) open ground (+5% strength)
* (Harpies) Distant screeches event (+2% strength)
* (Harpies) Sky screech (+2% strength)
* (Harpies) Distant wing flap (+2% strength)
* (Aquamancers and Hydromancers) Large spalsh event
* (Aquamancers and Hydromancers) Arrive on wave
* (Aquamancers and Hydromancers) Wave falters (damage to self)
* (Lavamancers) Ball of lava event (+5% strength)
* (Lavamancers) spurts of lava
* (Lavamancers) distant lava (-1% strength)
* (Cthuul) menacing charge event (+13% strength)
* (Cthuul) tentacle daggers (+3% strength)
* (Cthuul) horrendous sound (+1% strength)
* (Half-Beast Races) trot forward event
* (Half-Beast Races) canter forward
* (Half-Beast Races) burst and charge
* (Sea Races) large wave crash event
* (Sea Races) Wet march
* (Sea Races) dripping wet
* (Draconians) breath of fire event (+3% strength)
* (Draconians) fire balls (moderate damage)
* (Draconians) spurts of fire (+2% strength)
* (Dryads) Vine wrapped arrow event (60 damage to enemy)
* (Dryads) volley of arrows (moderate damage)
* (Dryads) musical horn
* (Generic) Aggressive charge event (+1% strength)
* (Generic) Fast charge event
* (Generic) Composed charge event
* (Generic) disorganised charge event (-4% strength)
* (Generic) Lone unit charges event
* (Generic) pause and stare event
* (Generic) strange formation event
* (Generic) stomp forward event
* (Generic) Stand off event
* (Generic) stomp and charge event
* (Generic) very aggressive event (+3% strength)
* (Generic) charging the wrong way event (-2% strength)

NEW BATTLE EVENTS (21 features)

Battle events are the main phases of the combat, depending on which side gets the higher roll (based somewhat on their total strength) they stand to either draw, have a close victory, a strong victory, or a landslide. There are many of each event!

* Added Fight forward advantage event (landslide)
* Added Double flank trap event (landslide)
* Added effective pincer overrun event (landslide)
* Added feign withdrawal event (landslide)
* Added take the centre event (landslide)
* Added gain the advantage event (strong)
* Added left flank collapse event (strong)
* Added centre breakthrough event (strong)
* Added hard attack on lines event (strong)
* Added feign retreat success event (strong)
* Added marginal ground gain event (close)
* Added push back a bit event (close)
* Added outflank but barely event (close)
* Added momentary advantage event (close)
* Added light pushback event (close)
* Added no upper hand event (matched)
* Added equal force event (matched)
* Added fighting rages event (matched)
* Added both sides push event (matched)
* Added failed flank event (matched)
* Added no domination event (matched)

RANDOM BATTLE EVENTS (34 features)

Random battle events are totally random encounters that can happen during battles, some have requirements that must be met to happen and others have weather variants that effect them

* Added Goblin Desertion event (+3 variant events)
* Added Eye of blinding light event (+2 variant events)
* Added Dragon over the battlefield event (+7 weather variants)
* Added Weather change event  (+4 variant events)
* Added Bears event (+2 variants and 3 weather variants)
* Added Slave escape event (+3 variants)
* Added Fleeing peasants event (+3 variants)
* Added Cultists event (+3 variants)
* Added Crown of Mai event (+3 variants)
* Added Slave liberator event (+3 variants)
* Added Bandit Lord event (+3 variants)
* Added Necromancers rain event (+2 weather variants)
* Added Slime glob event (+2 variants and 3 weather variants)
* Added special sword event (+1 weather variant)
* Added Bees event (+1 variant and 4 weather variants)
* Added Tree falls event (+3 variants and 24 weather variants)
* Added Mine Collapse event (+2 weather variants and 1 follow up variant)
* Added Bird flock event (+3 variants and 2 weather variants)
* Added Hunter volley event (+5 weather variants)
* Added Knight join event (+2 variants)
* Added Peasants event (+3 variants)
* Added Laughing event (+1 follow up variant)
* Added break event
* Added Anvil drop event (+2 variants and 2 weather variants)
* Added axe toss event (+2 variants and 2 weather variants)
* Added puke man event (+2 weather variants)
* Added frog event (+2 variants and 6 weather variants)
* Added glory event (+3 variants)
* Added trumpet event (+2 variants and 1 weather variant)
* Added snakes event (+2 variants and 8 weather variants)
* Added kids watch event (+2 follow up variants and 2 weather variants)
* Added locals event (+2 follow up variants and 2 weather variants)
* Added fart event
* Added silver arrow event (+3 variants and 5 weather variants)

NON COMBAT UPDATE RELATED!

So it's not just been the combat update that's had improvements, I've still been fixing bugs and adding new features, so all of those (a little update of their own) go here!

SID THE BRIDGE TROLL (3 features)

* Added ability to pay bridge troll 10k to cover a lifetime of bridge tolls (Credit ABCD)
* Added ability to have Sid the Bridge Troll (385 battlescore) as a champion (Credit ABCD)
* Added new post recruitment toll bridge aftermath screen when visited

ARENA NOTIFICATION (1 feature)

Recently we've improved the main game menu to show how many throne room visitors and exploration chances remain, well now you'll also see how many fights are left in the Arena (if any), Great suggestion Aegis!

* Added main screen notification of remaining Arena fights (credit AEGIS)

BUGFIXES (18 features)

A heap of bugs from all over have been fixed!

* Fixed 5 text bugs in other buildings screen
* Fixed ability to enter explorers guild even if you haven't built one (credit MaiZure)
* Fixed text bug with giving peasants to militia option when peasants are free
* Fixed bug with non player raids against some minor bandits instead taking the gold from the rebels
* Fixed bug with non player raids against krut and erak instead taking the gold from the rebels
* Fixed bug with non player raids against independent kingdoms not taking any gold
* Fixed 11 text bugs in Blackmarket Scam event texts
* Fixed defeated throne room sudden death gamemaster screen not appearing
* Fixed no notification shown for gained bluetrii when picking the sewer patch
* Fixed text bug with arena tournament option text
* Fixed an issue with saves not loading properly if loaded after an unupdated save causing many issues
* Fixed relation shown as gained instead of lost with musicians guild when unable to afford performance in throne room (credit AEGIS)
* Fixed 2 screens for insulted bard with duplicate lines on it
* Fixed issue with double pause screen when bards run away crying
* Fixed extra line bug with some throne room encounter reactions
* Fixed 2 disappointed throne room reactions being blocked from appearing in game
* Fixed rare chance that disappointed throne room reaction would be blank
* Fixed text bug with soldier pay rise why should I text

EVERYTHING ELSE (6 feature)

Some stuff I couldn't fit anywhere else!

* Reworked slaver's fort revolt pop up screen and added missing indicator
* Stopped exploration reminder happening if you have autoexplore enabled
* Added missing gold indicator to bandit horde peace deal screen
* Added indicator of gold when buying land from independent kingdom that sells them
* Added blocked option if you cannot afford to buy a land from independent kingdom
* Removed old code for land buying rejection

WHAT'S NEXT

Now that the combat alpha is out I'll need to keep going and adding new content as well as expanding and adding new features as part of the combat update development plan!

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on August 17, 2021, 08:05:37 am
Warsim 0.8.4.2 (Combat Additions and More, 52 features)

Hey everyone, so following up from the recent combat update I've been fixing and expanding some of the pre-existing features while working on the next part of the update. Still in a lot of work to go but I'm glad that the new progress can be easily shared thanks to the combat updates Alpha release!

NO ARMY REACTION (8 features)

Sometimes an enemy force that has been well and truly battered, will have 0 defenders by the time you launch an invasion or a raid. Now the game with recognise this and skip the majority of the battle screens to immediately show you a new alternate set of victory screens. The same is true if you are attacked and have no troops to defend.

* Added new system to skip battle majority of combat if no defenders
* Added new screen for player invading empty enemy land
* Added new screen for enemy invading empty player land
* Added new screen for player raiding empty enemy land
* Added new screen for enemy raiding empty player land
* Added new screen for player skirmishing empty enemy land
* Added new screen for enemy skirmishing empty player land

No defenders - https://i.imgur.com/UinGwqz.png

BATTLE REINFORCEMENTS (4 features)

In the old combat system your forts and friends could provide reinforcements to you when being attacked or attacking, but it was not present in the new combat system. Well now it is!

* Added reinforcement system for attacking
* Added new pop up for attacking reinforcement showing how many soldiers are gained
* Added reinforcement system for defending
* Added new pop ups showing troops gained by defending reinforcements

STONE SKIPPING (2 features)

There's already one location you can skip stones in thanks to a player suggestion, but in a recent playthrough I made it to swamps end and wished I could do the same. Well now you can!

* Reworked the graphic for swamps end in the west
* Added the ability to skip a stone in swamps end

Skip those stones - https://i.imgur.com/JW9ZmxP.png

FRUIT FARM IMPROVED (5 features)

Came across the fruit farm in a recent playthrough and saw that it wasn't quite up to scratch with the rest of the game, now it is!

* Reworked gold indicators in magical fruit farm
* Added new screen with sfx for planting fruit in magic fruit farm
* Added new screen for not having the room to plant fruit
* Added new screen for not having the gold to pay to plant fruit
* Fixed 5 text bugs with fruit farm texts

BATTLE REPORTS FOR WATCHED FIGHTS (4 features)

In the combat update you have the option to watch enemy battles if your spymaster is skilled enough, however I noticed that without the end of battle reports like the player gets at the end of their own battles, the enemy battles just abruptly end and the game moves on. I've added little reports that should help explain and breakdown how the battle went before you choose to move on so it's not so jarring and abrupt!

* Added new battle report for enemy fights you've watched
* Added battle report for draw battle
* Added battle report for defender victory
* Added battle report for attacker victory

The Report - https://i.imgur.com/ddoytN6.png

BRING BACK MY DEATHEATERS! (3 features)

A rare racial trait in Warsim is Deatheater or Souleater, these races gain +1 battlescore per unit for every 25 kills they get. After some testing I realised this system wasn't in the new combat so I've now added it in and created some new pop up screens you get to show off the battlescore gain as it happens.

* Added deatheater battlescore growth system to the new combat
* Added notification screen when troops gain battlescore from deatheating (with sfx)
* Added notification for it both attacker and defender are deatheaters and both gain battlescore

A screen from both fighters being deatheaters - https://i.imgur.com/ELcmYIo.png

SEE YOUR DEFENDERS (1 feature)

When you're attacked in Warsim, the game divides your total troops by your total lands. There's nothing in the game that explains this to you so it can seem quite arbitrary. I've added a new screen that pops up when you're attacked that shows you how many defenders you'll have and explains exactly why you have them.

* Added defender breakdown screen when player is attacked

Defender Breakdown - https://i.imgur.com/LPekaso.png

NEW BLUETRII PRE-BATTLE OPTION (1 feature)

It occured to me that before every battle I was using bluetrii, and using the max I could order to be eated each time. I realized I could just add an option on the first screen where you choose if you want to use bluetrii at all, to say 'Use max' and have the game use the most you could use to streamline this. It's a simple little change but it saves a bit of time, and time is money!

* Added new option to choose to eat max bluetrii before battle

The new option - https://i.imgur.com/g4qlJGJ.png

EGGHEAD BUILDING (3 features)

In the last update a new feature was added to post battle screens, Eggheads. Now they've been fleshed out into the world a bit more, to be more than just a random thing in the reports.

* Added new building in Artifact Market 'Egghead Building'
* Added alt screen for Egghead Building if player has killed battle report Egghead
* Added 6 dialogues with Head Egghead

It's the head Egghead - https://i.imgur.com/IpZ2weP.png

GOBLIN PEBBLE BARRAGE (6 features)

While working on this update I figured it's never a bad time to add new random events that can happen during battle. So here's a new one that only happens if you allow goblin slavery, with 5 alternate versions for certain weather!

* Added new random battle event 'Goblin pebble barrage' (only if you allow goblin slavery)
* Added new weather alt 'Goblin pebble barrage on fire' (only in flaming rain)
* Added new weather alt 'Goblin pebble barrage combust' (only in extreme heat)
* Added new weather alt 'Goblin pebble barrage mostly blown away (in windy weather/storm)
* Added new weather alt 'Goblin pebble barrage blown away' (in windy weather/storm)
* Added new weather alt 'Goblin pebble barrage melts' (only in acid rain)

BUGFIXES (9 features)

A handful of fixes thanks mostly to player reports so thanks guys!

* Fixed ability to give dumblestaff even if you don't own it if you have a dumble champion (credit TJ)
* Fixed ability to infinitely give dumblestaff to a dumble champion (credit TJ)
* Fixed sid the bridge troll companions graphic bug
* Fixed useless screen for house of art and tapestries lack of gold
* Fixed battle report disabled text bug (credit Omer@Audiogames)
* Fixed text bug with assault against us text
* Fixed text bug in tutorial (credit u/Overlordopa)
* Fixed 6 text bugs in Arena intro text (credit u/Overlordopa)
* Fixed text bug with spymaster options (credit u/Overlordopa)

EVERYTHING ELSE (6 feature)

A bunch of loose things that couldn't fit anywhere else.

* Added new goblin name 'Boongort'
* Added new screen with sfx for paying pest group to disband and they disband
* Added new screen with sfx for paying pest group to disband and they rob you
* Made cat punishment public opinion loss 5x more likely (credit TJ)
* Added new indicator of gold to celebration pay screen
* Added notification of gold spent when paying to start a celebration

WHAT'S NEXT

There's still much more combat update work to be done, I'm hoping to start soon on multiple attacks per year but have a few things to iron out before I can.

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on September 17, 2021, 04:15:31 am
I've been working on some background stuff for Warsim and also went on a roadtrip so I've not spent much time working on stuff I can release, but I have accumulated this little bundle of new features and fixes so I figured I'd release them now before I start working on another chunk of combat update stuff! I hope you enjoy :)

WHAT IS THAT NOISE IN BLACKROW PRISON (4 features)

Once an old ruin with little worth doing, now the source of strange screeches and cries! What's going on?

* Added new location within old prison ruins in Blackrow
* Added new character Sirc to the game with 7 dialogues
* Added ability to watch monster fights in the old prison ruins
* Added 5 reactions to the monster fights from Sirc

The new character - https://i.imgur.com/4dpz71d.png

LEAVE THE LEAGUE (3 features)

I once had a game where a league formed, and my vassal joined. Now whenever I fought an enemy who was in the league my vassal hated me for it. I had no recourse... Well now you can request your vassal quit a league.

* Added ability to force your vassal to quit league of evil/good
* Added ability to force your vassal to shut down league of evil/good if they lead it
* Added -45 relation drop between vassal and league members if they leave/shut it down

TROVE OF BAIAA (2 features)

The ancient vampire city holds a lot of interesting stuff, but when destroyed it doesn't reward you even a single gold coin. Good point Felcaster, now it does!

* Added new screen and loot gained when destroying Baiaa (15000-50000 gold) (credit Felcaster)
* Added sfx for Baiaa slave freeing event

The new trove of Baiaa - https://i.imgur.com/Y2iOyQI.png

ARENA HOUSING FIXED (2 features)
 
This one slipped under my radar but I've finally got it fixed and got them working!

* Changed text for champion housing to show the exact strength bonus that will be added (credit u/theGamingDictator)
* Fixed housing champions in palace/big house/small house not giving strength bonuses (credit u/theGamingDictator)

BUGFIXES (20 features)

A handful of fixes thanks mostly to player reports so thanks guys!

* Fixed infinitely destroyable Goblinwood (credit AnAustralianGamer and u/thebestroll)
* Fixed refugee camps not collapsing when you discover new kingdoms
* Fixed scorpion max bet screen kick bug (Credit Tingcat)
* Fixed bug with slumfolk battle joiners being misreported (Credit Danwar)
* Fixed text bug in woman brings sword battle event (Credit Danwar)
* Fixed issue with incorrect reign time shown in game over screen (Credit Danwar)
* Fixed prison misreporting total number of prisoners (Credit AEGIS)
* Fixed arena showing number of fights remaining when arena is destroyed (credit Average Gnome Whistler Enjoyer)
* Fixed text bug with boy turns into mage (credit JimmyL)
* Fixed infinite digging terraforming sound (Credit Barack Obama)
* Fixed text bug in champion trap door replacement champion
* Fixed throwing grand champion in dungeon doesn't remove him from his position (Credit Doctor Pulsar)
* Fixed two dialogues referencing guildmaster in musicians guild that has no guildmaster (credit TheGamingDictator)
* Fixed merc leader jailed throne room reaction text bug
* Fixed peasants flee to join bandit horde when bandit horde doesn't exist (credit VineFynn)
* Fixed grand champion vs monster showing dead grand champion as a monster (credit Steve Killbane)
* Fixed incorrect sound effects for grand champion killed by monster (credit Steve Killbane)
* Fixed arena fan death reaction happening even if you decide not to execute arena champion (credit Doctor Pulsar)
* Fixed arena champion execution screen killing arena champion even if you decide not to execute (credit Doctor Pulsar)
* Fixed dropping rebel nervous man through trap door doesn't show -1 rebel (Credit TJ)

EVERYTHING ELSE (13 feature)

A bunch of loose things that couldn't fit anywhere else.

* Added new special event and system if both arena fighters are pacifists to prevent eternal battle of nothingness (credit Babipoki)
* Added the option to have a celebration that is just a one off this year (credit Davadin)
* Added the ability to auto-train in the unowned combat academy (credit Ranger)
* Reworked krut dead diplomacy screen layout
* Reworked Erak dead diplomacy screen layout
* Reworked Rebels dead diplomacy screen layout
* Made bet option blocked if you have no gold in scorp pit betting
* Added screen for betting higher than the max in scorp pit
* Added screen for betting more than you have in scorp pit
* Added alt text for asking how many prisoners there are when it's empty
* Added new screen for sending foreign emissary through a trap door (credit TJ)
* Made arresting or trap dooring a vampire hunter who brings the head of a gnome instead of a vampire, no public op loss (credit Doctor Pulsar)
* Added ability to view milita in diplomacy screen even if all units are bought (credit Helloo)

WHAT'S NEXT

I've reviewing my combat update plans going forward and making some expansions on it, then planning to get stuck in and start working on a new combat update.

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Bloodwarrior on September 26, 2021, 06:11:12 pm
Mabe in this game you could have a pantheon of gods and certain religions
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on September 28, 2021, 09:47:52 am
Always a good suggestion, cheers mate
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on October 02, 2021, 05:20:55 am
Warsim 0.8.4.4 (Battleheroes and Spyreports Update, 99 features)

Hey everyone, I hope you're all well. This is an update made up of several smaller updates to the combat system which I'm glad to be finally getting out. It adds spyreports back to the combat but with improvements, and it adds champions and heroes to the battle but with a huge new system with many encounters to make things more interesting.

There's still mountains more stuff to come with the combat but I'm glad to complete this and get closer to having combat complete, I hope you guys enjoy! :)

CHAMPIONS IN BATTLE (75 features)

Prior to this update champions could not be sent to battle as they could in the old combat. Now however they won't just be units that fight and die in battle, now they will have their own events and phases that can take place.

* Added ability to send champions to battle
* Added new type of battle phase 'Champion event'
* Added ability to send all champions at once instead of choosing yes for each champion
* Added 1 in 6 chance of champion event happening if 1 champion is sent
* Added 1 in 5 chance of champion event happening if 2 or 3 champions sent
* Added 1 in 4 chance of champion event happening if 4 or 5 champions sent
* Added several new sound effects for use within this system
* Added chance that champion will shout any of 100+ insult lines before an attack
* Added last stand system if only champions survive the battle allowing them to be called back or sent to fight in a last stand
* Added special alternate system for if you only send your champion(s) to battle
* Added champion event 'Champion attempts to assault enemy lines but falls back' (50 battlescore or below)
* Added champion event 'Champion attacks enemy lines and does some damage but is reppelled' (100 battlescore or below)
* Added champion event 'Champion charges out and gets many good stabs and strikes' (150 battlescore or below)
* Added champion event 'Champion sends enemy lines back' (200 battlescore and above)
* Added champion event 'Champion assaults enemy lines with ferocity' (generic)
* Added champion event 'Champion shoots a few arrows at the enemy, most miss' (50 battlescore or below)
* Added champion event 'Champion shoots a few arrows hitting several' (100 battlescore or below)
* Added champion event 'Champion shoots a pile of arrows hitting many' (150 battlescore or below)
* Added champion event 'Champion shoots a full quiver hitting every target' (200 battlescore and above)
* Added champion event 'Champion charges forward and cleaves an enemy head clean off' (generic)
* Added champion event 'Champion says What's that over there and kills 1 enemy' (50 battlescore or below)
* Added champion event 'Champion says What's that over there and kills 2 enemies' (100 battlescore or below)
* Added champion event 'Champion says What's that over there and kills 3 enemies' (150 battlescore or below)
* Added champion event 'Champion says What's that over there and kills 4 enemies' (200 battlescore or below)
* Added champion event 'Champion says What's that over there and kills 6 enemies' (250 battlescore or below)
* Added champion event 'Champion says What's that over there and kills 10 enemies' (251+ battlescore)
* Added champion event 'Champion sneaks off and catches a group of enemies offguard' (generic)
* Added champion event 'Champion Kills an enemy and says 'Yes! I did it, I actually killed one' (50 battlescore or below)
* Added champion event 'Champion Kills two enemies and says 'I've killed two, two already!' (100 battlescore or below)
* Added champion event 'Champion Kills three enemies and says 'There's another three kills, huzzah!' (150 battlescore or below)
* Added champion event 'Champion Kills four enemies in close combat and shouts 'Another four dead, more to come!' (200 battlescore or below)
* Added champion event 'Champion Kills six enemies in a quick fight and shouts 'Six more dead if anyone's counting' (250 battlescore or below)
* Added champion event 'Champion kills eight enemies in a short battle and shouts 'Eight more dead by my blade' (251+ battlescore)
* Added champion event 'Champion duels a trio of enemies and kills all 3' (150+ battlescore)
* Added champion event 'Champion picks up and launches a discarded sword managing to kill an enemy' (149 or less battlescore)
* Added champion event 'Champion duels a trio of enemies and slices their heads off in quick succession' (150+ battlescore)
* Added champion event 'Champion stubs toe and then angrily swings and kills two enemies in the rage' (149 or less battlescore)
* Added champion event 'Champion charges forward and kills four enemies in a frenzy' (150+ battlescore)
* Added champion event 'Champion duels an enemy for a while an kills him' (149 or less battlescore)
* Added champion event 'Champion fights a band of six enemies and slays each one with a series of slashes' (150+ battlescore)
* Added champion event 'Champion stretches his arm out for a moment and accidentally skewers an enemy' (149 or less battlescore)
* Added champion event 'Champion fights a group of 5 slaying each in a tough struggle' (150+ battlescore)
* Added champion event 'Champion trips and falls into an enemy knocking them onto a fallen sword and killing them' (149 or less battlescore)
* Added champion event 'Champion swings their sword dazzlingly' (150+ battlescore)
* Added champion event 'Champion takes a huge swing and kills two' (149 or less battlescore)
* Added champion event 'Champion duels a group of three quickly killing them and another passing pair' (150+ battlescore)
* Added champion event 'Champion throws his sword and skewers an enemy with it' (149 or less battlescore)
* Added champion event 'Champion charges forward but trips over' (50 battlescore or below)
* Added champion event 'Champion grabs a corse as a shield and attacks enemy lines' (100 battlescore or below)
* Added champion event 'Champion grabs live enemy as a shield and attacks enemy lines' (150 battlescore or below)
* Added champion event 'Champion grabs live enemy as a shield and pushes the lines back' (200+ battlescore)
* Added champion event 'Champion rolls into a group of enemies and leaps up to fight' (150+ battlescore)
* Added champion event 'Champion rolls forward and attacks before falling back' (149 or less battlescore)
* Added champion event 'Champion chops tree down on enemy line' (150+ battlescore)
* Added champion event 'Champion pushes tree down on enemy line' (149 or less battlescore)
* Added champion event 'Champion ducks an arrow' (50 battlescore or below)
* Added champion event 'Champion dodges two arrows' (100 battlescore or below)
* Added champion event 'Champion blocks an arrow with his sword' (150 battlescore or below)
* Added champion event 'Champion swats an arrow out of the air' (200+ battlescore)
* Added champion event 'Champion gets his sword stuck in a corpse' (150+ battlescore)
* Added champion event 'Champion chops an enemy to bits' (149 or less battlescore)
* Added champion event 'Champion attacks ferociously' (150+ battlescore)
* Added champion event 'Champion picks up discarded sword and duel wields' (149 or less battlescore)
* Added champion last stand event 'For the ruler'
* Added champion last stand event 'For the kingdom'
* Added champion last stand event 'Madman'
* Added champion last stand event 'Screaming'
* Added champion last stand event 'Fight to the death'
* Added champion last stand event 'Huge aggression'
* Added champion last stand event 'Slicing'
* Added champion last stand death event 'Cut to pieces'
* Added champion last stand death event 'arrow to the head'
* Added champion last stand death event 'hacked up'
* Added champion last stand death event 'slain and left to rot'
* Added champion last stand death event 'defeated and left as a corpse'

Send all 5 heroes at once?
https://i.imgur.com/7ixgVi6.png

Hero beheading an enemy
https://i.imgur.com/MOJ9JJQ.png

Hero duels a trio of enemies
https://i.imgur.com/kNvqWeU.png

Hey what's that over there?
https://i.imgur.com/YEtZwsz.png

A hero failing
https://i.imgur.com/n5LbdrF.png

Hero attacking enemy lines
https://i.imgur.com/DsiQ8sS.png

Hero fires a full quiver
https://i.imgur.com/vpz2hFH.png

Hero counting kills
https://i.imgur.com/h7KfvIb.png

A champion is killed mid battle
https://i.imgur.com/A2vS3C6.png

A champion in the new death report after a battle has ended
https://i.imgur.com/4eJS2hn.png

A last stand?
https://i.imgur.com/IvrJq5s.png

For the king!
https://i.imgur.com/bPOLIOQ.png

Last stand death
https://i.imgur.com/TABdBZF.png

Last stand success
https://i.imgur.com/axiNqZJ.png

PRE-BATTLE SPYREPORTS (7 features)

Spyreports used to be part of the old combat, well now it's back again but with the ability to ask your spymaster for advice on attacking or not and a few other features!

* Added spymaster report before attacks in the new combat system if spymaster skill is greater than 100
* Added spymaster shows total fighters if skill is greater than 150
* Added option to retreat from battle in spy report screen
* Added option to ask spymaster what they think about the situation
* Added 10 dialogues for spymasters responses to player having advantage (dynamic depending on how advantaged the player is)
* Added 10 dialogues for spymasters responses to player having disadvantage (dynamic depending on how disadvantaged the player is)
* Added dialogue for spymaster if forces are similar in strength

An encouraging spy report
https://i.imgur.com/hvQk0GX.png

A not so encouraging spy report
https://i.imgur.com/uDhGKFc.png

NEW CONTENT (2 features)

Some loose new content for the game! I can't wait to find a champion called Bork the Childslayer in game.

* Added new name suffix 'the Childslayer' (+3 Battlescore) (Can also be further randomised)
* Added 10 new possible kingdom names (Argonia, Argalan, Untaar, Vorkfel, Yor, Ut, Vorfel, Vorgelhold, Vogonia, Varkfold)

BUGFIXES (7 features)

More bugs fixed! Always more bugs to fix... why...

* Fixed Mans the Dictator fighting himself in the Arena
* Fixed bug with having auto explore on at the end of a turn causing weird diplomat screen
* Fixed 2 text bugs in arena fight move
* Fixed text bug in response to 'I want to know more before I attack' option if you have no spymaster or general
* Fixed blackmarket leader text bug 'Beward my rage'
* Fixed 2 text bugs with Blackmarket leader dialogue (credit u/BeauGrandBateau)
* Fixed militia not correctly reported battlescore in troop count screen (credit Defiant1)

EVERYTHING ELSE (8 feature)

A bunch of loose things that couldn't fit anywhere else.

* Reworked text for knights trial to tell you the knights name
* Reworked text for choosing a trial
* Reworked text prior to all 3 trials
* Reworked the spymaster/general response layout on the 'I want to know more before I attack' option
* Added end of turn report event notification for merc group formed from militia
* Added end of turn report event notification for merc group formed from demon horde units
* Reworked visual display of main staff screen to grey out slots not filled
* Added new pop up event when arena is upgraded by independent owner

New display on staff screen
https://i.imgur.com/yIjbKMa.png

And new display with a more full roster of staff
https://i.imgur.com/rwSxrmF.png

WHAT'S NEXT

I've got a few things to sort out and then I plan on hitting the multiple attacks per year system and figuring out how exactly I'll be doing it as it requires a few fundemental changes of the way the game works. I'm excited for it though!

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: AlStar on October 06, 2021, 10:41:48 pm
Hey, I'm pretty sure you're already working on it (I came across some recent Steam posts that were complaining about the same thing), but I just wanted to say - dude, you've got to turn down the pillaging!

I was lucky enough to find and capture the Blackmarket on the very first turn; so you'd think I'd have a strong economic base to work from... but nope! I have yet to collect even a single piece of gold from trade or taxes in about half a dozen turns. Even after taking out a loan to build a palisade (the recommendation I saw to try to combat the problem), I still lost 100% of my gold on the several turns I played after before throwing up my hands and giving up.

It's incredibly demoralizing to lose your troops and advisors due to being unable to pay them; and even worse to be unable to hire new troops and/or build upgrades due to having absolutely no gold on hand.

At the very least, I'd suggest capping the maximum damage that bandits can do to your tax collection at somewhere between 75-90%
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on October 11, 2021, 05:13:06 am
Hey mate, I appreciate you making your voice heard on the issue!

It's something I plan to tackle this week but I fully agree with you and I'm sorry for any inconvenience
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: EuchreJack on October 11, 2021, 08:56:32 am
Eh, if my kingdom is overrun by the bandits, it makes sense that I can't collect any taxes.  Gotta clear those bandits out a bit if you want to collect gold, or join up with the bandits.  Still, it can produce a death spiral that is hard to evade, so more options would be nice (deputizing the bandits makes the most sense).
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: AlStar on October 11, 2021, 10:10:04 am
I think the main problem is that there isn't any way to assign guards for your caravans / taxmen. I was able to fend off attacks from other nations, but apparently my soldiers (or the militia, for that matter) don't bother to raise a hand against general banditry.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on October 12, 2021, 08:38:52 am
I totally get where you're coming from Euchre, but I also see AlStars point. These bandits without taking a single loss can steal every penny from your kingdom even if you have 10000 men and a single land.

It needs to be made at least more believable, and I'm working on it currently so won't be long!

@Euchre, deputizing the bandits sounds hillarious
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on October 14, 2021, 09:56:23 am
This update has been focused on addressing some issues players have been having with bandit raids so I'll continue more on it below!

BANDIT RAIDS OVERHAULED (32 features)

The points raised by players have been logical so I've sought to address them in a way that keeps the threat there but has it at least make more sense. Now instead of freely being able to pillage every penny you earn, bandits will have reduced capacity for raiding and can end up fighting with your troops and killing some as well as losing some of their own.

* Added new system for handling bandit raids
* Buffed weak independent kingdom bandit raids
* Made Horde and Minor bandit raiders be divided by their total lands instead of their full population
* Added 50% chance of raid failing if player has 3x the defenders on the land than the raiders send
* Added 30% chance of raid failing if player has 2x the defenders on the land than the raiders send
* Added 25% chance of raid failing if player has 1.5x the defenders on the land than the raiders send
* Added 20% chance of raid failing if player has less than 1.5x defenders but more than the raiders sent
* Added 50% chance of raid success if player has 3x less defenders on the land than the raiders send
* Added 30% chance of raid success if player has 2x less defenders on the land than the raiders send
* Added 25% chance of raid success if player has 1.5x less defenders on the land than the raiders send
* Added 20% chance of raid success if raiders have less than 1.5x but more than the player
* Made each separate bandit raid be reported by itself instead of using merged system just saying minor bandits robbed you
* Added big success raids with double the income
* Added weak success raids with half the income
* Added system that tracks how many raids have been blocked by your palisades and lets you know at the end of the turn
* Added curfew law being active makes bandit raids twice as less likely to succeed
* Added new notification of bandit raid changes when enabling and disabling curfew law
* Added 1 in 20 chance a failed raid will destroy defence palisades
* Added 1 in 40 chance a failed raid will downgrade heavy defence palisades
* Added 1 in 60 chance a failed raid will downgrade thorn-laced defence palisades
* Added new pop up screen with sfx if palisades are destroyed/damaged
* Added event for failed raid killing a lone bandit
* Added event for failed raid killing a random number of bandits
* Added event for failed raid killing a random number of bandits and your soldiers
* Added event for failed raid killing a random number of your soldiers
* Added event for failed raid killing a lone one of your soldiers
* Added event for failed raid with raiders captured and killed (if prison closed)
* Added event for failed raid with raiders improsoned (if prison open)
* Added event for failed raid where bandits are caight and flee
* Added event for failed raid where bandits can't find a way in
* Added event for failed raid where bandits are chased off by angry peasants
* Made players bandit pillaging 50% less effective (out of fairness)

A comparison of old and new raid systems - https://i.imgur.com/xBD4XMd.png

INSTRMENT OF FATE (9 features)

Some players recently complained that they wished they could choose the fate of the independent leaders of enemy kingdoms when they defeat them, I have now made that possible with a number of options!

* Added new screen when invading the last land of an independent kingdom (credit Anarcho-raoism and CristianCam)
* Added 6 variant texts for ruler captured depending on their personality
* Added option to execute the leader
* Added option to force them to drink poison (6 variant reactions)
* Added option to toss them from the highest cliff
* Added option to exile them (6 variant reactions)
* Added option to set them free (6 variant reactions)
* Added option to ask them to become your champion (if champion slots are free)
* Added alternate outcome for champion request if their leader is hostile personality

The new options after defeating a kingdom - https://i.imgur.com/vOFVNhO.png

Poison it is - https://i.imgur.com/x9Ogs7y.png

You can join me - https://i.imgur.com/NjTB2Pr.png

LOCAL BANDIT GROUP CHANGES (3 features)

In game unless you have the artifact that prevents them, sometimes little bandit groups spawn within your own lands and swear to destroy you. I found their destruction to be quite boring as you are told the leader is executed in some end of turn text but you don't see it happen. I've expanded things now!

* Added pop up bandit groups to the new combat system
* Added new screen for defeating pop up bandit group showing leader execution
* Added +3 public opinion gain for defeating pop up bandit group

Take that, bandit scum - https://i.imgur.com/FDhy1Lp.png

BUGFIXES (4 features)

A few bug fixes, cheers for the reports guys!

* Fixed destroyed arena text bug (credit Aegis)
* Fixed annexation text bug (credit Danwar)
* Fixed bug with last 5 bandits from 5th bandit gang not being sent to battle
* Fixed an issue with skirmish victories being incorrectly reported in end of turn reports

EVERYTHING ELSE (3 feature)

This contains an actually pretty big change, the new non human champions thing is quite exciting for me!

* Blocked egghead reports for last stand only battles as they show nothing
* Added new system that allows for non human champions to be hired from the champions choice of 16 (credit Helloo)
* Added 9989 code to spawn pest group

A golem champion being hired - https://i.imgur.com/dxOfU6j.png

and a giant - https://i.imgur.com/i7I3YNf.png

WHAT'S NEXT

Now that the bandit stuff is out of the way I'm finishing coming up with some new combat system concepts before I move on and start creating them, lots of work to do but it's good to see it all come together!

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on October 28, 2021, 03:06:19 pm
Warsim 0.8.4.6 (Halloween Treat, 51 features) (And Warsim 40% off Sale Announcement)

Hey guys,

It's Halloween again so here's a little Halloween gift for those enjoying Warsim at the moment or those who are diving back in!

A new halloween mod to play and a small update with 50 new halloween themed items!

I'm still working on the multi attack system (allowing players and enemies to launch more than one attack per year) and it's going well but there's a lot I wish to add and improve so it's going to take a little while longer.

But in the meantime I'm happy to be able to at least put out something for you guys!

To those who have been active in the community at all over the last year or so, thank you all so much. No matter what has happened this year, good or bad, there has always been daily comments across steam, reddit, youtube, twitter, discord, and the forums for Warsim and they are pretty much entirely positive and kind comments that mean so much. Such a lovely connection to the community and those who clearly love the game is so wholesome and is one of the strongest fuels that keeps this passion project in development full time for so many years now!

Beyond that, if anyone here doesn't own Warsim (or does and knows anyone who might enjoy it)

Warsim is on sale at 40% off for Steam Halloween sale so it'll be a lot cheaper to pick up ($4.79) - https://store.steampowered.com/app/659540/Warsim_The_Realm_of_Aslona/?beta=0

Anyway, without further ado... The changelogs

The legend of Spooktaria

The game takes place in a save filed called 'Spooktaria' which pits you in the shoes of Ween the Hallowed One, ruler of Spooktaria in a fight against a world of spooky creatures.

* Load the Save 'Spooktaria' to start the game
* Start with 3 custom champions 'Dracula (800 Battlescore), Hoggo the Demonic (666 Battlescore), and Patchwork Monster (450 Battlescore)'
* Start with Decrepit Croll as your diplomat
* Start with 5 custom kingdoms 'Mad Ghosts, Disfigured Hobgoblins, Void Necromancers, Garden Vampires, and Dire Witches

https://i.imgur.com/17NJkeO.png

For those who want to make their own custom spooky world don't forget you can start a new game using the Halloween race pack to get randomly generated spooky races!

Halloween Items Pack (50 features)

Alongside the new game I've also added a pack of 50 new spooky halloween themed items that will appear all over the game as random loot.

* Added 'a cursed book bound by skin (worth 5 gold)
* Added 'a solid gold statue of a skull (worth 200 gold)
* Added 'a solid silver statue of a skull (worth 110 gold)
* Added 'a fine stone statue of a skull (worth 20 gold)
* Added 'a crude stone statue of a skull (worth 3 gold)
* Added 'a crudely made wicker skull (worth 2 gold)
* Added 'a finely crafted wicker skull (worth 10 gold)
* Added 'a finely carved wooden skull (worth 15 gold)
* Added 'a finely carved diamond encrused wooden skull (worth 250 gold)
* Added 'a crudely carved wooden skull (worth 2 gold)
* Added 'an obsidian statue of a skull (worth 190 gold)
* Added 'a solid gold statue of a horned skull (worth 210 gold)
* Added 'a solid silver statue of a horned skull (worth 115 gold)
* Added 'a fine stone statue of a horned skull (worth 22 gold)
* Added 'a crude stone statue of a horned skull (worth 4 gold)
* Added 'a crudely made wicker horned skull (worth 3 gold)
* Added 'a finely crafter wicker horned skull (worth 11 gold)
* Added 'a finely carved wooden horned skull (worth 16 gold)
* Added 'a finely carved diamond encrused wooden horned skull (worth 260 gold)
* Added 'a crudely carved wooden horned skull (worth 3 gold)
* Added 'an obsidian statue of a horned skull (worth 200 gold)
* Added 'a dragon tooth with a carving of a great battle on it (worth 450 gold)
* Added 'an obsidian dragon tooth (worth 250 gold)
* Added 'a fossilized dragon tooth (worth 550 gold)
* Added 'a rusty cauldron (worth 1 gold)
* Added 'a blood stained cauldron (worth 1 gold)
* Added 'an iron shield with a cobweb painted on it (worth 15 gold)
* Added 'a solid gold shield with a cobweb painted on it (worth 260 gold)
* Added 'a carved pumpkin (worth 1 gold)
* Added 'a solid gold pumpkin (worth 210 gold)
* Added 'a finely crafted cauldron (worth 15 gold)
* Added 'a cursed broom (worth 1 gold)
* Added 'a poison coated cauldron (worth 3 gold)
* Added 'a cauldron carved out of bones (worth 25 gold)
* Added 'a fork made of bone (worth 5 gold)
* Added 'a knife made of bone (worth 5 gold)
* Added 'a bowl made of bone (worth 4 gold)
* Added 'a dagger made of bone (worth 20 gold)
* Added 'a dragon bone spear (worth 670 gold)
* Added 'a carved dragon egg (worth 940 gold)
* Added 'a severed hand (worth 1 gold)
* Added 'a jar with a single eyeball in it (worth 3 gold)
* Added 'a tri pointed pitchfork (worth 66 gold)
* Added 'a painting of a haunted house (worth 44 gold)
* Added 'a painting of a horrifying scene (worth 50 gold)
* Added 'a painting of a burning pumpkin (worth 62 gold)
* Added 'a painting of a hulking vampire (worth 90 gold)

Thank you and I hope you guys enjoy

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on November 01, 2021, 05:51:20 am
Warsim 0.8.4.7 (Champions Tournament Update, 14 features)

Hey guys so I wasn't planning on releasing another update yet but a ton of people have been reporting an issue with the Arena and infinite fights against pacifists so I'm releasing this to patch that! (Sorry to anyone who's had the bug!)

CHAMPION FOR HIRE TOURNAMENT (1 feature)

While playing Warsim the idea popped into my head and I had to make it possible, now for 8000 gold and as long as the Arena is big enough to host 16 man tournaments, you can make all of the champions for hire fight, and hire the winner!

* Added the ability to launch a tournament from the champion for hire screen using all the fighters present with the winner becoming your champion

The new option - https://i.imgur.com/LrBlELy.png

The tournament is on - https://i.imgur.com/J0HPKvl.png

And the winner is - https://i.imgur.com/PCDDDvx.png

A new batch of fighters - https://i.imgur.com/n8VPbnj.png

BUGFIXES (12 features)

A dozen bugfixes including the dreaded infini-pacifist fight...

* Fixed issue with palisade destruction end of turn text breaking
* Fixed issue with super strong pacifists not dying in arena causing infinite fight (credit Starcliff)
* Fixed Blackmarket money collector collecting money even when the Blackmarket is destroyed, the sneaky bugger (credit Defender)
* Fixed new bandit outposts spawning in Blackmarket even when it's ruined (credit Defender)
* Fixed Bandit groups still able to buy bandits even when Blackmarket is destroyed (credit Defender)
* Fixed doomstone fragment death doesn't send you to gameover screen but just closes the game (credit TJ)
* Fixed Arena no entry fee paid event still takes entry fee gold (credit TorbenBeta)
* Fixed Arena half price entry free event still takes full gold (credit TorbenBeta)
* Fixed issue with pacifist event text bug in the Arena
* Fixed double line bug in goblinwood merc post
* Fixed issue with Goblin Berserkers not working in the new combat system
* Fixed text bug with champion event (credit u/demontits)

EVERYTHING ELSE (1 feature)

Just a little improvement

* Added new screen and sfx when rubbing doomstone fragment in your artifact hall

WHAT'S NEXT

I'm still working on the multi attack system and have made some decent progress so I'll be keeping up my work and hopefully finding a good balanced system, I hope everyone had a great halloween!

Cheers

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on December 11, 2021, 12:43:00 pm
Warsim 0.8.4.8 (THE 30K CELEBRATION UPDATE, 333 features)

Hello everyone, I've been working a while on this content update as a big thank you to everyone for their support in helping Warsim reach 30'000 copies sold online! For a text based kingdom management game in 2021, that is surreal to me and it means I can work on this passion project for as long as I need!

I set out to do a number of things to celebrate this fantastic milestone and one of those was to make a 300 piece update, unfortunately I overshot it a little, so I added a few more things to push it to 333!

* Here's a video announcement about the 30k - https://youtu.be/iErWH8hmt1o
* And Warsim is currently 30% off for the 30k milestone. Though I will say, don't get your hopes up for 100% off if we make it to the 100k milestone, hahaha

Without further ado, here is the first section of the update, a new interesting character that will occupy and explore the realm.

ELYK THE MADMAN (32 features)

Elyk the Madman is a new character you may encounter in Warsim. He's a perpetual drunk and a wildcard that once befriended can pop up on occasion all over the game and help you out. Once met you can go and get drunk with him at the Three Blades inn at the Artifact Market anytime using the new 'Drinking with a friend' system I've added to the game.

* Added new character to the game 'Elyk the Madman'
* Added ability to encounter Elyk in the Skullfields
* Added ability to encounter Elyk in the Blackmarket Dark Alley
* Added ability to encounter Elyk after buying a drink at the Dragon's Kneecap
* Added ability to encounter Elyk next to the guard gate in Darkdale
* Added ability to encounter Elyk after buying all of the boxes at Gohran's Artifacts
* Added Elyk appears randomly at the above locations each year
* Added Elyk to the Three Blades in after you meet him in one of the other locations
* Added ability to tell Elyk to begone (never see him again)
* Added ability to accept invite to drink with Elyk
* Added special screen if you try to drink with Elyk while already at max drunk level
* Added 7 random pre drink dialogues to Elyk
* Added random toast event to drinking with Elyk
* Added ability to suggest toasting with Elyk
* Added 10 random toast dialogues to Elyk
* Added 10 random drink buying events to Elyk
* Added rare random event 'Puke glass' to Elyk
* Added rare random event 'Dagger Scrawling' to Elyk
* Added rare random event 'Slap' to Elyk
* Added chance Elyk tells you a random story while drinking
* Added chance Elyk says a random dialogue while drinking
* Added special screen if you get too drunk while drinking with Elyk
* Added 5 random dialogues to Elyk for when you ask to stop drinking
* Added ability to ask Elyk to tell you a story
* Added 22 random Elyk dialogues
* Added 10 random Elyk stories
* Added ability to ask 7 different questions to Elyk
* Added Elyk entry fee event to Arena once you've met him
* Added Elyk riding a bear into battle random battle event once you've met him
* Added Elyk tapestry incident end of turn event
* Added Elyk life debt knight end of turn event
* Added Elyk goblin bet end of turn event

- Hangover cures - https://i.imgur.com/9CDICZX.png
- A slumbering oaf - https://i.imgur.com/HV4a3Fv.png
- A new friend - https://i.imgur.com/a5WEykp.png
- Hmm - https://i.imgur.com/HdcW7Uu.png
- That's one mysterious way to get ale - https://i.imgur.com/ZyxiIkY.png
- Biggleroll you say? - https://i.imgur.com/ziAchYS.png

THRONE ROOM ENCOUNTERS (7 features)

Can never have too many of these, especially if you're the kind of person who deals with everyone in the throne room...*Shudders*

* Added throne room encounter 'Urine Bucket Crime'
* Added throne room encounter 'Fake Healing Potions'
* Added throne room encounter 'Egg the Castle'
* Added throne room encounter 'Dead Cult'
* Added throne room encounter 'I doth shout loudly'
* Added throne room encounter 'Makeshift watchtower'
* Added throne room encounter 'Trolls toll'

CHAMPION STATS SCREEN IMPROVEMENT (1 feature)

I saw a talk on game design recently that opened my eyes to instances where a generic number is used to convey something and it made me think, so I've added a new section to champion stat screens to show with extra text what sort of strength a champion is, there are now 13 different ratings a champion can be based on their total battlescore from Absurdly weak, puny and weak, up to Elite and Absurdly Powerful.

* Added 13 different strength indicator texts 'As strong as a soldier / Elite / Absurdly Weak' etc

- A weak hero - https://i.imgur.com/ZT3dx45.png
- A stronger one - https://i.imgur.com/fUPX1ts.png
- One of the best I found - https://i.imgur.com/aVbVf8t.png

BANDIT EXECUTION EFFECT (15 features)

It occured to me while watching a Warsim stream, that executing bandits in the throne room didn't have the effect it could, reducing bandit level. If you heard the king was giving the chop to every bandit in the throne room you might reconsider your ways!

* Fixed text bug with bandit execution event
* Added -1 bandit level drop if you select execute in 'Road robber' throne room encounter
* Added -1 bandit level drop if you select execute in 'Banditry' throne room encounter
* Added -1 bandit level drop if you select execute in 'Egg Stealer' throne room encounter
* Added -1 bandit level drop if you select execute in 'Guard killer' throne room encounter
* Added -1 bandit level drop if you select execute in 'Anarchist' throne room encounter
* Added -1 bandit level drop if you select execute in 'Peasant Killer' throne room encounter
* Added -1 bandit level drop if you select execute in 'Jester Killer' throne room encounter
* Added -1 bandit level drop if you select execute in 'Weapon Robber' throne room encounter
* Added -1 bandit level drop if you select execute in 'Caravan Robber' throne room encounter
* Added -1 bandit level drop if you select execute in 'Joker' throne room encounter
* Added -1 bandit level drop if you select execute in 'Farm Burner' throne room encounter
* Added -1 bandit level drop if you select execute in 'Bandit Revolt' throne room encounter
* Added -1 bandit level drop if you select execute in 'New gang' throne room encounter
* Added -1 bandit level drop if you select execute in 'Bandit Rebel' throne room encounter

THE WORDS OF HEROES (5 features)

Added some more words that can be said in the arena or in battle by heroes and champions!

* Added new champion insult 'I'll break your skull and drink the juice within!'
* Added new champion insult 'I'm gonna eat your fingers!'
* Added new champion insult 'I'll burp on your corpse!'
* Added new champion insult 'My sword is named death, and soon you shall meet it!'
* Added new champion insult 'And so we dance with death!'

NEW ITEMS (17 features)

A heap more items to discover in the world!

* Added 'a silver skull ring with black diamonds for eyes' (Worth 610 gold)
* Added 'a gold skull ring with emeralds for eyes' (Worth 350 gold)
* Added 'a steel skull ring with amber for eyes' (Worth 60 gold)
* Added 'a silver snake ring with emeralds for eyes' (Worth 350 gold)
* Added 'a silver snake ring with diamonds for eyes' (Worth 510 gold)
* Added 'a gold snake ring with emeralds for eyes' (Worth 390 gold)
* Added 'a gold snake ring with diamonds for eyes' (Worth 690 gold)
* Added 'a large black diamond' (Worth 650 gold)
* Added 'a strange floppy sword that is soft to touch' (Worth 110 gold)
* Added 'a small golden duck statue' (Worth 110 gold)
* Added 'a cactus made of gold' (Worth 256 gold)
* Added 'a cactus of tiny swords' (Worth 145 gold)
* Added 'a crude wooden statue of a rattlesnake' (Worth 7 gold)
* Added 'a frozen dragons tongue' (Worth 156 gold)
* Added 'a cursed gold nugget' (Worth 25 gold)
* Added 'a pair of lace stockings' (worth 10 gold) (credit Cat)
* Added 'a rabbit's foot' (worth 4 gold) (credit Cat)

HERO NAMES EXPANDED (246 features)

Name suffix additions are thing that can be added to random name suffixes. For example a character could be called Jorg the Ugly, but the suffix 'The Ugly' itself can be further randomised so it could be Jorg the Ugly Staffmaster, etc. With 100s of new additions to the many pre-existing name suffixes there are now 1000s more possibilities!

There were too many to include directly in the changelog so I've had to remove them, to see the full list of all 246 of them see this new wiki entry - https://warsim-the-realm-of-aslona.fandom.com/wiki/New_character_name_prefixes_added_in_Warsim_0.8.4.8?venotify=created

* Added 246 new hero name suffixes

BUGFIXES (3 features)

* Fixed issue with some drinking events being overwritten by Nairolfs Party drinking text
* Fixed raid system crash bug (credit u/ThusSniffedZizek42)
* Fixed champion banner bug

EVERYTHING ELSE (5 features)

* Removed two awful name suffixes (credit Leechgirl)
* Added 5 new arena insults
* Added 5 new kingdom names (Hyrkhan, Hyrkania, Losaria, Pridar, Trevara)
* Removed redundant screen in Blackmarket alley
* Added new reworked option for sending a soldier through the alley

WHAT'S NEXT

A lot more to work on after this little bout of celebrating, it was just too good a milestone to pass up! And again, thank you all who contributed to that figure, every single copy in that 30k is a chunk of this dream come true scenario for me so thank you from the bottom of my heart.

Viva Warsim
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on December 13, 2021, 12:24:54 pm
Hey guys, just a follow up to say to any of the 100s of people who've picked up Warsim over the last few days in the 30% sale welcome!

And to everyone commenting, dming, emailing, and so on, thank you! It's been a pleasure and it's been very lovely to get such kind comments <3

The AMA on /r/gamedev has gone fantastically too with over 150 comments and nearly 1000 upvotes so far.

Thank you everyone :)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: martinuzz on December 13, 2021, 05:19:24 pm
Congrats on the good sales! Well-deserved.
I am always amazed at the pace at which you keep the updates flowing.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on December 13, 2021, 09:21:36 pm
Thanks mate, much appreciated! :)

Many more updates to come!
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on December 20, 2021, 07:34:30 pm
Hey guys, it's that lovely time of year again and I wanted to do something nice
for the homeless in my city. I used to do it every christmas and would spend
some of xmas night in my city giving out gift bags I'd bundled together.
The last Christmas I was able to do this in 2018 was with a friend and it was difficult but definitely worth it.

Having recently hit 30k copies sold with Warsim, while I'm not living the champagne
hot tub lifestyle I'm able to support myself well enough and am saving up for the
future, but now and especially in the age of covid I do wish I could do more.

I had planned to take every penny earned by Warsim over the 5 days leading up to
christmas to buy loads of gifts and essentials and go and give them out again but
hopefully on a bigger scale than before, but unfortunately covid cases are skyrocketing
and my girlfriend and I were recently directly exposed and are now quarantining.

I'd still like to do something of this kind though, so I am instead going to collect
all Warsim income the next 5 days and donate it all to a homeless charity called
Shelter.

I will record a video a day showing how I'm getting on, so stay tuned if you're interested.

Thank you all for reading, wish me luck! <3

Youtube Announcement - https://youtu.be/ukGRZZm0kvA

And the video on Tiktok too - https://vm.tiktok.com/ZM83Q7jFS/
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on December 21, 2021, 05:02:33 pm
​Hey guys!

Had a fantastic response to yesterdays video and after the days end I'm happy to announce the results of the first day.

https://i.imgur.com/FOoJjrj.png

$111 from 15 units sold, Steam takes 30% ($33.30) leaving me with $77.70 (call it $78) and then by my checking today $78 converts to £58.87 (call it £60) so now with my original £200 starting donation we're at £260 which I'm super excited by!

Video announcement of day one:

* Youtube - https://youtu.be/r6m2fGm2SYU
* Tiktok - https://www.tiktok.com/@gamedevhuw/video/7044272739514879238?_d=secCgwIARCbDRjEF...
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on December 23, 2021, 01:40:45 pm
Warsim Christmas Charity Project - Day 2 and 3 Summary

Hey guys!

So I missed yesterdays announcement because I've been a bit sick but we made $73 on steam two days ago, and a whopping $454 last night on the first day of the winter sale!

Absolutely fantastic to see.

We also had £60 in donations after the last video via paypal, so thanks so much guys!


THE MATH

$527 for both days combined, Steam takes 30% ($158.10 oof) which leaves me with $368.90 and then by my checking today $368.90 converts to £275.

With the £60 paypal donations and the £275 raised these last two days that's £335 total, and added to the previouys days £260 leaves us at a nice and tasty £595.

Fucking awesome.

We've still got today and tomorrow left before it's finally counted, but thank you so much to everyone who has supported this, the people gifting the game, the paypal donors etc, it's all super helpful and has made this awesome number possible.

VIDEO ANNOUNCEMENT

Youtube - https://youtu.be/d3bcGlkY8-0

Tiktok - https://vm.tiktok.com/ZM8TSPxDE/
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on December 24, 2021, 03:08:48 pm
Warsim Christmas Charity Project - Day 4 Summary

Hey guys!

It's going to be Xmas soon for us, and probably is for many of you already! MERRY CHRISTMAS :)

Yesterday Warsim made $329 which is awesome!

**The Math**
-
$329, Steam takes 30% ($98.70 oof) which leaves me with $230 which converts to £171.89 (which I'll round up to £180).

Brings our total so far to £775 which is an awesome effort :)

Still got todays income which hasn't yet finished coming in, so tomorrow I'll release the final announcement and donate the funds :)

**Video announcement**
-

Youtube - https://youtu.be/Lflahr5LjmY

Tiktok - https://vm.tiktok.com/ZM8TCm1mf/
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on December 25, 2021, 05:28:01 am
Hey guys!

Just getting this out of the way so I can bounce off and enjoy Christmas!

Warsim made $430 yesterday from 81 copies sold which is the best final day I could have hope for!

THE MATH

$430, Steam takes 30% ($129 oof) which leaves me with $301 which converts to £224.84.

Add to the previous £775 brings us to £999.84... and because I'm such a generous soul, I'll donate the remaining £0.16 to bring it up to £1000

DONATION PROOF

https://i.imgur.com/LON9L6a.png

VIDEO ANNOUNCEMENT

Youtube - https://youtu.be/J8TeM3-spgk

Tiktok - https://vm.tiktok.com/ZM8TGpVMD/
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on January 04, 2022, 09:30:50 am
Hey guys,

Happy new year

Just announced Warsim's rough 2022 roadmap, read it here - https://store.steampowered.com/news/app/659540/view/3105793519942376324

Cheers and all the best

Huw x
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on February 27, 2022, 08:38:09 am
Hey guys, this has taken me a good while but it's a combination of a number of smaller updates I've made to Warsim this year so far. I haven't been able to get a release out which has been difficult for me so I'm glad to finally be able to put something out there! I hope you are all well and safe :)

GOBLIN MERCENARIES (27 features)

Previously while the leaders could vary, the mercenary companies spawned where basically always human with exception to one special event based demon warband. Now you can get goblin mercenaries and they interact in a number of interesting ways depending on your policy towards goblins. Go get em green bois!

* Added 1 in 5 odds a merc slot will be filled by goblin merc groups
* Added ability to spawn 5 goblin merc groups via option 23 of the '399' cheat debug menu
* Reworked Mercenary Origin system to have generic/human/goblin/anti-slavery goblin origins
* Added 20 new generic goblin merc group origin stories
* Added 15 new anti-slavery goblin merc group origin stories
* Added new mercenary label (Goblins) in green next to any goblin merc groups
* Added new mercenary label (Demons) in red next to any Demonic merc groups
* Added new mercenary label (Militia) in white next to any militia merc groups
* Made goblin mercs average out 40% cheaper than normal mercs
* Added new goblin merc dialogues for hiring them for a single attack
* Added new goblin merc dialogues for converting goblins to mercs
* Added new goblin merc dialogues for not being able to fight anymore
* Added new goblin merc dialogues for launching an attack
* Added new goblin merc dialogues for being hired
* Added new goblin merc dialogues for being fired
* Added new goblin merc dialogues for being disbanded
* Made goblin mercs have double the max possible merc units (1000 instead of 500)
* Made goblin mercs have double the max possible mercs when anti-merc laws active (500 instead of 250)
* Made goblin mercs have double the max possible mercs when pro-merc laws active (2000 instead of 1000)
* Added 5 goblin unit types (that are further randomised) these are Greenskin/Gobbo/Hiregob/Savage Goblin/Goblin Warrior
* Made 'Greenskin' units the weakest (30-120 battlescore)
* Made 'Gobbo' units spawn with (31-121 battlescore)
* Made 'Hiregob' units spawn with (35-125 battlescore)
* Made 'Savage Goblin' units spawn with (45-135 battlescore)
* Made 'Goblin Warrior' units spawn with (50-140 battlescore)
* Added 10% cost discount for all groups if goblin celebration active
* Added 20% cost discount for anti-slavery and moderately anti-slavery goblin groups if goblin slavery banned

- A bunch of goblin mercenary groups - https://i.imgur.com/qeblZwt.png
- Skebk the Tree, leader of 338 Brutal Gobbos - https://i.imgur.com/BxILuqf.png
- Another goblin merc group - https://i.imgur.com/dSPpT5r.png
- This group offers a discount - https://i.imgur.com/ZKawSsV.png
- Two special groups this time - https://i.imgur.com/Gvznido.png

COINFLIPPER EXPANSION (22 features)

I know it's a bit silly but those 10 gold, heads or tails coin flipper encounters have really been feeling samey to me lately, so I set out to turn them into a whole range of possible encounters instead of just the one standard one

* Made coinflipper throne room event twice as common for Gambler Origin player rulers
* Made coinflipper throne room encounters slightly more common in general
* Added goblin coinflipper (5-10 gold)
* Added stick merchant coinflipper (6-18 gold)
* Added diamond merchant coinflipper (500-8000 gold)
* Added trinket merchant coinflipper (550-1200 gold)
* Added impoverished merchant coinflipper (15-30 gold)
* Added wealthy merchant coinflipper (2500-3500 gold)
* Added peasant man coinflipper (15-60 gold)
* Added gambling man coinflipper (same gold total as the default coin flipper used to have)
* Added 3 different possible coins to be used by coin flippers (Gnome, normal, rusty)
* Added 6 different coin graphics for the flips
* Added ability to ask coinflipper questions
* Added ability to ask why they gamble
* Added ability to ask about the coin they use
* Added ability to ask how to play the game
* Added small bet (5% of their total gold or 1 gold)
* Added normal bet (20% of their total gold or blocked if they have less than 20 gold)
* Added all in bet (all of either theirs or yours depending who has the lowest gold amount)
* Added special graphic for coin landing on it's side (1 in 200 chance)
* Added a 2/3 chance that robbing a coin flipper for more than 1000 gold will cause an extra public opinion dropping event
* Added new screen for merchant robbery outrage event

- One of the new coin flippers - https://i.imgur.com/IzDqrcs.png
- 1 in 200 chance and this came up naturally in testing - https://i.imgur.com/WZKAjvZ.png
- A goblin coin flipper - https://i.imgur.com/5QCkT9X.png
- Tails - https://i.imgur.com/jfHHjjR.png
- Heads - https://i.imgur.com/dTuwoBS.png

HOW COULD YOU BE SO HATLESS? (3 features)

Has the poor hatless gnome of the cave gnome village suffered enough? Apparently not!

* Added option to point and laugh at the hatless gnome (credit fatalweirdo)
* Added option to give the hatless gnome a gold coin
* Added alternate text for hatless gnome once you've laughed at him or offered him a coin

- That poor poor gnome - https://i.imgur.com/qdqMFFq.png

GENITAL GUARD UPDATE (5 features)

The update you've all been asking for, genital guards! To protect everyones crown jewels!

* Added new military upgrade (1000 gold) Genital guards (Protects your guards from being hit in the balls)
* Added new military upgrade (2000 gold) Spiky Genital guards (Anyone who hits your guards in the balls gets injured or killed)
* Added new throne room encounter 'Genital guard' (only if upgrade level 1 owned)
* Added new throne room encounter 'Spiked guard' (only if upgrade level 2 owned)
* Added new alternate events for all throne room reactions where a guard is kicked in the balls (with sfx)

- The new 11th upgrade - https://i.imgur.com/B7f6Jsd.png
- The first set of guards - https://i.imgur.com/HtDNUwI.png
- The upgrade - https://i.imgur.com/R3Q8ClS.png
- Genital guards in action - https://i.imgur.com/LFxrXnA.png

NEW FACES (1 feature)

I wish I could claim this as an extra 2 trillion features...

* Added 2,889,729,000,000 new orc faces (thanks to ideas by u/SwiftPicker)

TRIBUTE TO BUNDUK (13 features)

Based on Tribune_Bunduk's excellent Warsim comics, I tried to add references to his throne room encounters to the game. I also added a bunch of additional encounters inspired by them.

* Added 'Give coin' goblin throne room encounter
* Added new quest item 'Wet purple towel' (worth 50 gold)
* Added new questing knight fail encounter 'Wet napkin thief'
* Added new throne room encounter 'You smell'
* Added new throne room encounter 'I love you'
* Added new throne room encounter 'Bumface'
* Added new throne room encounter 'Hamster Mother'
* Added new throne room encounter 'Booo'
* Added new throne room encounter 'Pondering the vote'
* Added new throne room encounter 'This mornings dump'
* Added new throne room encounter 'Ogre mother'
* Added new throne room encounter 'Ugly'
* Added new throne room encounter 'You stink'

MERCENARY COMPANY NAMING SYSTEM IMPROVED (2 features)

It recently occured to me that mercenary groups never had the name of their leader in them and I thought it would be nice if some did, for variation!

* Added new system where merc companies can be named after their captains
* Fixed mercenary factions getting 3x less names like 'Mercenary Company' 'Mercenaries' and 'Company' than they were supposed to

MILLNAMES (10 features)

Thought I'd add a few names inspired by my own for a bit of a joke. It is now possible for a character to be spawned in game with both my first and last name, but super rare! I hope to exist in someones gameworld at some point :)

* Added new name suffix 'Millbane' (+29 battlescore)
* Added new name suffix 'Millwall' (+3 battlescore)
* Added new name suffix 'Millward' (+5- battlescore)
* Added new name suffix 'Millwood' (+3 battlescore)
* Added new name suffix 'Millburn' (+5 battlescore)
* Added new name suffix 'Millwar' (+24 battlescore)
* Added new name suffix 'Milldoom' (+35 battlescore)
* Added new name suffix 'Millburg' (+3 battlescore)
* Added new name suffix 'Millmill' (+1 battlescore)
* Added new name suffix 'Millgard' (+6 battlescore)

BUGFIXES (8 features)

Always more bugs to fix... one day I will get them all.

* Fixed issue with gold going below zero after launching an attack (credit Mini_Paceed)
* Fixed text bug with harsh desert wind text (credit -- scippie --)
* Fixed incorrect reference to the players chosen gender in drunk throne room encounter (credit Bron)
* Fixed militia member removed for being too violent text bug (credit Jason)
* Fixed chimchogre riddle intro text bug
* Fixed grammar issue in merc disband text
* Fixed missing gold indicator on goblin huts (credit Cat)
* Fixed issue with throne room mercs cost showing up slightly incorrectly (credit Cat)

EVERYTHING ELSE (8 features)

Everything else

* Added the option to try and hire a shadow assassin in throne room (Credit Big Simple)
* Added new event when destroying the lute in the luteplaying neighbor dispute, where the musicians guild send you a letter (credit BigSimple)
* Changed man with 12 kids encounter to instead have 2-16 kids at random instead (credit BlindIRL)
* Removed 1 in 3 chance of losing a public opinion for hiring an incompetent knight and made it 100% chance
* Added -1 public opinion for adding incompetent knight to your knightly order in throne room encounter
* Added name of minor bandit leader to the main options screen
* Rewrote potato thrower encounter reaction dialogue option (credit ShadowHawk)
* Added new patreon subscriber to Gro'lok's stump (thanks mate)

WHAT'S NEXT

I've been struggling a little lately and while Warsim is still 100% a full time project for me, catching covid and other life issues have temporarily knocked me off the saddle. I'm heading away for a month but have gotten myself a small work laptop and plan to crack out some coding while I'm away. When I return I aim to hit the ground running and get to work on more features and planned updates.

Regardless thank you all for the constant love and support!

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: AlStar on February 28, 2022, 01:40:00 pm
Always good to see updates!
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on April 07, 2022, 09:31:08 am
Thank you mate, many more to come :)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: axiomsofdominion on April 07, 2022, 10:45:23 am
I like the features but the most interesting thing for me is the sales numbers. How much can a very niche indie simulation game expect to make on Steam with presumably no marketing budget.

Do you get many Youtube or Twitch streamers doing videos?

You've got a shocking 740 reviews. Must have very high market saturation among the target audience. You could probably have sold for $20 and still kept 90% of your audience because that is how niche games work. High demand inelasticity.

Your Steam page is pretty good. Relatively core mechanics in the screenshots and such. Your "other games like this" section seems to be pretty terrible and you have the dreaded "Indie" tag in your top 5 tags which isn't ideal but the other tags are okay.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: EuchreJack on April 07, 2022, 12:02:55 pm
I think the low price point helped market saturation.
Well, at least when it's on sale. It's normal price is fine for those who miss the sales but want the game anyway.

Less than $5 USD: Why Not but it?
Less than $10 USD: Looks interesting, I'll give it a go
Less than $20 USD: I really want this game, and I can afford it.
(Still an impulse buy, but a weighting of economic reality occurs which leads some to pass)

Anything over $20 is "an investment". It's probably proceeded by some research and a weighting of economic reality. The consumer might have to think of purchasing at least once before purchasing. Now, sometimes that is ok as it means more selective consumers.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on April 07, 2022, 12:15:49 pm
Yeah I agree with EuchreJack, I put the price up by like $1.50 after years of working on it and growing it and I felt so worried I'd screw myself over. It was the right descision, but I don't know if having a $10-$15+ price tag would have hindered me from being able to get the point I was at, and would also invoke more negative feedback for the cost.

I personally rarely buy games over $5-10 either just out of preference, but there are tons of people who do and don't for all sorts of reasons.

@Axiomsofdominion,

I appreciate the kind words. It's shocked me I'm able to make a living doing this stuff. I get a few yters and streamers but I don't contact any myself at the moment so it's purely natural.

There has been no marketing budget for the game but I've been trying very hard at doing my own, for example this thread even. I've had a number of people from forums like Bay12 discover the game through them which is awesome!

The dreaded Indie Tag? I think I set that myself, why is Indie so bad haha
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: axiomsofdominion on April 07, 2022, 01:55:10 pm
I think the low price point helped market saturation.
Well, at least when it's on sale. It's normal price is fine for those who miss the sales but want the game anyway.

Less than $5 USD: Why Not but it?
Less than $10 USD: Looks interesting, I'll give it a go
Less than $20 USD: I really want this game, and I can afford it.
(Still an impulse buy, but a weighting of economic reality occurs which leads some to pass)

Anything over $20 is "an investment". It's probably proceeded by some research and a weighting of economic reality. The consumer might have to think of purchasing at least once before purchasing. Now, sometimes that is ok as it means more selective consumers.

There's strong evidence and detailed research and discussion about this. Many people, especially for certain genres, won't buy a game they think is underpriced for what it promises because it implies there is something not right and that is why it is so low.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on April 07, 2022, 01:56:36 pm
Interesting, well I'll keep that in mind for the future. I definitely feel more confident in the quality of Warsim now. I'm pretty sure it's number of features and codebase has tripled since it first went on steam. I guess at the time it was also a descision guided by disbelief that I would sell more than a handful of copies anyway haha.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: axiomsofdominion on April 07, 2022, 01:57:37 pm
Yeah I agree with EuchreJack, I put the price up by like $1.50 after years of working on it and growing it and I felt so worried I'd screw myself over. It was the right descision, but I don't know if having a $10-$15+ price tag would have hindered me from being able to get the point I was at, and would also invoke more negative feedback for the cost.

I personally rarely buy games over $5-10 either just out of preference, but there are tons of people who do and don't for all sorts of reasons.

@Axiomsofdominion,

I appreciate the kind words. It's shocked me I'm able to make a living doing this stuff. I get a few yters and streamers but I don't contact any myself at the moment so it's purely natural.

There has been no marketing budget for the game but I've been trying very hard at doing my own, for example this thread even. I've had a number of people from forums like Bay12 discover the game through them which is awesome!

The dreaded Indie Tag? I think I set that myself, why is Indie so bad haha

I saw a thread by you on grogheads or something, too. I was googling around for active webforums that discuss strategy/fantasy/rpg/simulation/social. Turns out Reddit and Discord have basically completely crushed the old webforum game agnostic model. Too bad. Even back in 2015 when I was working on my own project actively webforums were much more viable.

Indie as a tag is simply too general. It doesn't mean anything. No one, barring a few exceptions that make the rule, actively searches for or considers indie. Better to have a more descriptive tag that hits a niche.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: EuchreJack on April 07, 2022, 03:22:00 pm
Newest EA mega game - Tagged "Indie"

Eh, if the tag makes you happy, why not?
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on April 08, 2022, 09:58:04 am
I've switched it for a different one, thanks for the advice :)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on May 09, 2022, 05:10:21 am
Hey guys, so I've had this stuff coded for a little while and figure I'd put it out as a nice little update, hope you're all doing well :)

THRONE ROOM OR GNOME ROOM? (9 features)

Some new gnome related throne room events, you'll get biggleroll players and rude insulting gnomes!

* Added new throne room encounter 'Gnome insulter' (includes all 304 random gnome insults)
* Added 4 different gnome exit screens that take place after the gnome insulter encounter
* Added Biggleroll player throne room visitor (if you have discovered the cave gnome village)
* Added new gnome insult 'You make a strong case against randomly generated faces ugly one!' (credit Warzone)
* Added gnome insult encounter intro 'menacing look and loud announcement'
* Added gnome insult encounter intro 'thrice jumping gnome'
* Added gnome insult encounter intro 'prepare yourself'
* Added gnome insult encounter intro 'The cursed corner'
* Added gnome insult encounter intro 'friendly gnome'

CROWNING CEREMONY RECROWNED (24 features)

When being inducted into the wild world of Warsim, it seems only fitting that you are first met by a random and possibly strange crowning ceremony. I don't know why I didn't think of this sooner, but here it is! 20 different crowning events, 200 total possible crowning ceremonies!

* Added semi-randomised ceremony events to the games intro when starting a new world
* Added 'Gold coin from all' crowning ceremony event
* Added 'Royal dog' crowning ceremony event
* Added 'Royal squid kicking' crowning ceremony event
* Added 'Great Shunning' crowning ceremony event
* Added 'Dancing Goblin' crowning ceremony event
* Added 'Applause' crowning ceremony event
* Added 'Drunk in your honour' crowning ceremony event
* Added 'Goblin slap' crowning ceremony event
* Added 'Bottle smash' crowning ceremony event
* Added 'Coin of fate' crowning ceremony event
* Added 'Fart' crowning ceremony event
* Added 'Stand atop the highest tower' crowning ceremony event
* Added 'Scroll of rulers' crowning ceremony event
* Added 'Arrow reign' crowning ceremony event
* Added 'Chair breaker' crowning ceremony event
* Added 'Kicking goblin' crowning ceremony event
* Added 'Oooh Snake' crowning ceremony event
* Added 'Drinking goblin' crowning ceremony event
* Added 'Minute silence' crowning ceremony event
* Added 'Laughing for a positive reign' crowning ceremony event
* Added after ceremony screen
* Added ceremonial intro with 10 varied intro texts
* Fixed bug in crowning ceremony text

THRONE ROOM DEBUG EXPANSION (4 features)

After playing around with the debug system I've fixed the game just straight up freezing/crashing when testing an encounter. Once the game tries to run the throne room event 1000 times it will fail and boot you out.

* Added new screen for encounter selector choice
* Added list of all current encounter types to the encounter selector choice
* Added error message and return to game instead of crash when trying to run a throne room encounter that can't run in debug mode
* Added 'encounter selector is active' indicator to the throne room

CURSED FROG MAN ENCOUNTER EXPANSION (2 features)

Saw this little encounter and got a funny idea. Previously your choice was 150 gold to cure him guarenteed, or refuse and see the disapointed frog man hop away. Now you can try and cut corners with a 4/5 chance of disaster, or a 1/5 chance of nailing it!

* Added new choice 'Have an alchemist brew something cheap' (2 gold) option to the cursed frog man encounter
* Added rare 1 in 5 outcome that the potion will work and give an alternate success screen

COINFLIPPER EXPANSION (28 features)

After the new coinflipper update it's expanded the encounter to be a lot less samey... except when you win all their gold. This had the same blanket response, which wore out pretty fast for me so I've expanded this with a ton of possible outcomes to make it a lot more varied... I'm thinking of you maniacs who like to build big empires and then see every single one of those 2549 visitors.

* Added 'Kids life savings' reaction for player winning all of coinflippers gold (An extra reward for beating them)
* Added 'Second stash of gold' reaction for player winning all of coinflippers gold (Abiliy to replay with someone who lost all their gold)
* Added 'Can't go back to my tribe' reaction for player winning all of coinflippers gold (goblin recruit victory)
* Added 'I'll serve you' reaction for player winning all of coinflippers gold (peasant recruit victory)
* Added 'Curses' reaction for player winning all of coinflippers gold
* Added 'You have bested me' reaction for player winning all of coinflippers gold
* Added 'bows grins and leaves' reaction for player winning all of coinflippers gold
* Added 'out of gold' reaction for player winning all of coinflippers gold
* Added 'awkward shuffle' reaction for player winning all of coinflippers gold
* Added 'enjoy the gold' reaction for player winning all of coinflippers gold
* Added 'tips' reaction for player winning all of coinflippers gold
* Added 'Wasnt mine' reaction for player winning all of coinflippers gold
* Added 'Wife trouble' reaction for player winning all of coinflippers gold
* Added 'Stolen gold' reaction for player winning all of coinflippers gold
* Added 'Parents gold' reaction for player winning all of coinflippers gold
* Added 'Ones loss' reaction for player winning all of coinflippers gold
* Added 'Teary eyes' reaction for player winning all of coinflippers gold
* Added 'Shock loss' reaction for player winning all of coinflippers gold
* Added 'I'm out' reaction for player winning all of coinflippers gold
* Added 'Well done' reaction for player winning all of coinflippers gold
* Added 'Deep breath' reaction for player winning all of coinflippers gold
* Added 'Reworked Original' reaction for player winning all of coinflippers gold
* Added 'Good guesser' reaction for player winning all of coinflippers gold
* Added 'Bows' reaction for player winning all of coinflippers gold
* Added 'Angry discovery' reaction for player winning all of coinflippers gold
* Added 'Ogre poo' reaction for player winning all of coinflippers gold
* Fixed coin flip allowed when player has nothing (credit u/Studphish)
* Added new response when trying to flip with no gold

EVERYTHING ELSE (2 features)

Some little things

* Added ability to skip stones in dockrow
* Added better titles for race prefix selection screens to clearly show which kingdom you are working on if you have multiple of the same race

SCREENSHOTS

Karl how could you - https://i.imgur.com/A8OZYdN.png
Gnome boi - https://i.imgur.com/hy8oVX5.png
Wow - https://i.imgur.com/x6dEDY2.png
How rude - https://i.imgur.com/wq9ZJMT.png
Roasted - https://i.imgur.com/Yoaa8f6.png
New custom race gen - https://i.imgur.com/2XRTHAj.png
Encounter selector - https://i.imgur.com/C2nMKa8.png
Debug protection - https://i.imgur.com/vI10Aqw.png

WHAT'S NEXT

I'm continuing to plow through Warsim stuff on my gigantic list, can't say when the next update will be but I'll be a lot more active across the Warsim community sharing my progress on it regardless :)

Cheers
Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on June 10, 2022, 12:45:46 pm
Warsim 0.8.5.1 (Mercenary Overhaul Update, 48 features)

Hello everyone!

While this might not seem like a massive update the work that's gone in to it is pretty huge! A massive update to mercenaries and how they function as well as a number of smaller side features!

MERCENARY COMBAT IMPROVEMENTS (20 features)

For some time mercenary attacks have used Warsims old combat system, now it's being updated and coming with it's own extensions to the combat system!

* Made mercenary battle use the new combat system
* Added 10 new variants of battle intro events for mercenaries
* Made 5 new intro events for goblin mercenaries
* Made 3 new intro events for demon mercenaries
* Made 5 new intro events for militia mercenaries
* Added 3 alternate texts for mercenary skirmish victory
* Added merc successes and failures to the end of turn battle reports
* Added new graphic for demon mercs post battle
* Added new graphic for goblin mercs post battle
* Added new cheer sfx for demon mercs post battle
* Added new cheer sfx for goblin mercs post battle
* Added 3 alternate texts for mercenary skirmish loss
* Added indicator if merc group is destroyed in battle
* Added 3 alternate texts for mercenary raid loss
* Added 3 alternate texts for mercenary raid victory
* Added merc raids include loot chests
* Added raid loot chest max reduced by 1 as mercs keep some for themselves
* Fixed spyreport retreats from merc battles no longer deplete one attack move from mercs
* Added 3 alternate texts for mercenary invasion loss
* Added 3 alternate texts for mercenary invasion victory


Your merc army marching forward
https://i.imgur.com/h3SQDbz.png

Goblin mercs winning
https://i.imgur.com/u76yffU.png

End of turn report after a ton of player merc use
https://i.imgur.com/y1NH3PD.png

MERCENARY GROWTH (3 features)

After a while wrestling with and even partially coding a multi attack system for the player and AI it ended up not being feasable, this was unfortunate but as an alternate source of multiple per turn attacks increasing to help with the exponentially growing kingdoms when discovering new lands I opted for this system, and additionally to not make it one sided in the players favour I spent some time creating a system that allows enemies to use mercs too!

* Added new notification when discovering new lands
* Made discovering new lands increase all merc groups current and max yearly attacks by 1
* Made discovering new lands increase all future merc groups max yearly attacks by 1

MERCS OF THE ENEMY (17 features)

This has always been something that should have been a thing, but now enemy kingdoms can hire mercenaries and use them to fight you and their enemies! There are some rules and structure to it but otherwise you'll see the mercs getting a lot more use. Want your favourite group safe from being used? Hire them permanently instead of for one off attacks.

* Added 50% chance factions will consider hiring mercs to fight for them at the end of each turn
* Made Krut and Erak only able to use goblin mercenaries
* Made merc groups unhirable if already hired by the player or if all of their yearly attacks are used
* Made it so that only goblin mercs can be hired by savage kingdoms
* Made it so that factions will only hire mercs if they have twice the gold they need
* Added 5 variant intro text for when merc group attacks player
* Added 5 variant intro text for when merc group attack other kingdom and players spymaster finds it
* Added 3 alternate texts for report of AI vs AI merc group fight noticed by your spymaster
* Added 3 alternate texts for post battle screen when enemy mercs fail to invade the player
* Added 3 alternate texts for post battle screen when enemy mercs successfully invade the player
* Added 3 alternate texts for post battle screen when enemy mercs fail to raid the player
* Added 3 alternate texts for post battle screen when enemy mercs successfully raid the player
* Added 3 alternate texts for post battle screen when enemy mercs fail to skirmish the player
* Added 3 alternate texts for post battle screen when enemy mercs successfully skirmish the player
* Added new end of turn report pop ups for all merc battles
* Added new battle notifications of merc troops
* Added slightly alternate post battle report after merc battles

A merc battle spy interception
https://i.imgur.com/Y2dCqyc.png

A kingdoms personal battle logs including their recent merc hire
https://i.imgur.com/taNRbxF.png

Some merc attacks reported at the end of turn
https://i.imgur.com/KlANXCT.png

Some merc attacks at the end of turn but with advanced spy reports
https://i.imgur.com/KXYDHkL.png

Player being attacked by mercs
https://i.imgur.com/XJBSgZC.png

RACEPACK EXPANSION (1 feature)

A steam user pointed out that if you choose random race packs you can sometimes end up with a pretty bad batch and just have to either roll with it or restart the game, It didn't take long to put this in and now you can keep rerolling till you find that batch that suits you and your world!

* Added ability to re-roll races from random racepacks (credit Willow Ufgood)

SCREEN COLOUR ADJUSTMENT (6 features)

After a steam discussion I decided to add this system to the game allowing the background colour to be changed to a number of pre-sets!

* Added new option in in-game settings menu to adjust screen colour (credit Kawasaky)
* Added white background screen pre-set
* Added light grey background screen pre-set (credit diplomametolius)
* Added dark grey background screen pre-set (credit diplomametolius)
* Added ability for player to make a custom colour set
* Made each colour option link to the players save so you can have different settings for different saves

One of the screens
https://i.imgur.com/tn1L5SI.png

And in a different colour
https://i.imgur.com/Av34TQ5.png

And more...
https://i.imgur.com/3AM6DxF.png

https://i.imgur.com/Lvuu0lF.png

https://i.imgur.com/GVqs8yz.png

BUGFIXES (6 features)

A few bug fixes entirely thanks to player reports, as always thanks guys!

* Fixed adventurer group text bug (credit watchdog_2003)
* Fixed steward intro text bug (credit watchdog_2003)
* Fixed text bug in tower coronation (Credit ZedZed)
* Fixed no gold indicator when gibbering monk gives you gold (Credit pup)
* Fixed no +peasant indicator when gibbering monk gives you peasant (Credit pup)
* Fixed issue when setting theme music that game doesn't recognise any other choices once you've chosen no music (credit Pup)

EVERYTHING ELSE (1 feature)

An australian friend of mine enlightened me to an aussie word for the poo you take the night after drinking, I thought it sounded like a goblin warchief!

* Added new goblin name 'Grog-Bog' (credit Vhester)

WHAT'S NEXT

This update has been tested thoroughly but Warsim is a wild beast and many things may have slipped by. I'll be trying my best to keep on top of this while I continue forward trying to finish the remaining combat update work and pushing towards the long awaited Warsim release!

Viva Warsim
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on June 24, 2022, 12:50:35 pm
Warsim 0.8.5.2 (Warbeasts and Combat Complete, 79 features)

This is an exciting update for me, all factions are now covered by the combat update code, and we have WARBEASTS!

MINOR FACTIONS IN BATTLE (9 features)

This massive chunk of work sees every single faction in game now use the new combat system, gone are the days of the ever scrolling death notification! Hurrah!

* Made all of Warsims minor factions use the new combat system
* Added alternate event if Wagon man dies in battle but his troops survive and win
* Fixed issue with Fort Kullak troop count not changing from 500 unless they are defeated completely
* Made Fort Kullak troop count gain +5 per year
* Added Malnourished vampire units if attacking Baiaa while they're low on Thralls
* Added special event for Koova the Nomad King in battle
* Added special ending if you beat the nomads but not koova in battle
* Added special event for Demonic Koova in battle
* Added special ending if you beat the dark nomads but not demonic koova in battle

MONSTERS IN BATTLE (27 features)

This has been heavily requested for a long time and as I was about to release this update I decided... Why not and spent the entire night and much of the following morning adding and testing this! Now monsters can be sent to battle alongside your brave warriors!

* Added new 'Warbeast Harnesses' upgrade buyable for 2000 gold at your monster pit
* Added ability to send your monsters to battle
* Added ability to send monsters to fight in a last stand at the end of battle or call them back
* Added special screen if you send only monsters on an attack
* Added special screen if you send only a single monster on an attack
* Added 'assault the lines but fail' monster battle event
* Added 'assault with ferocity' monster battle event
* Added 'eats an enemy whole' monster battle event
* Added 'chaotic fury' monster battle event
* Added 'fights like a beast' monster battle event
* Added 'surprise attack' monster battle event
* Added 'slips and falls' monster battle event
* Added 'ferocious fight until stabbed' monster death event
* Added 'charge lines cut down' monster death event
* Added 'fight in frenzy' monster death event
* Added 'sliced up' monster death event
* Added 'flurry of arrows' monster death event
* Added 'heat of battle' monster death event
* Added 'arrow to the head' monster death event
* Added 'beheaded' monster death event
* Added 'critical stabbing' monster death event
* Added 'flurry of arrows fight on' monster death event
* Added 'ripped to pieces' last stand monster event
* Added 'hacked up' last stand monster event
* Added 'left as a corpse' last stand monster event
* Added 'slain and left to rot' last stand monster event
* Added 'slain swiftly' last stand monster event

ARMOUR THOSE WARBEASTS (15 features)

After adding the above monsters in battle update I decided I couldn't just leave them without any additional upgrades, so I created a system of varied armours that can be given to your monsters!

* Added ability to buy scrap armour (50 gold) (+10% Strength)
* Added ability to buy Iron armour (100 gold) (+25% Strength)
* Added ability to buy Bone-Iron armour (150 gold) (+50% Strength)
* Added ability to buy Steel armour (250 gold) (2x Strength)
* Added ability to buy Bronze armour (500 gold) (3x Strength)
* Added ability to buy Obsidian armour (1000 gold) (4x Strength)
* Added armourer pays for the scraps of any currently equipped armour when upgrading
* Added +10 Gold payment for scrapping scrap armour
* Added +20 Gold payment for scrapping Iron armour
* Added +30 Gold payment for scrapping Bone Iron armour
* Added +50 Gold payment for scrapping Steel armour
* Added +100 Gold payment for scrapping Bronze armour
* Added +200 Gold payment for scrapping Obsidian armour
* Added notification for the armour a monster is wearing in the pre-battle monster sending screen
* Added armour information when viewing monster information in the monster dungeon

NEW MONSTERS (14 features)

Seeing as we're expanding the monster system and making them more used in game, it made sense to add more of them! Previously the game could generated 27840 of them, now where at a whopping 42875 with the newly added parts all combining together... God I love combinatrix.

* Added 'bumpy spike' monster head top part
* Added 'brittle set of antennae' monster head top part
* Added 'large spiky ears' monster head top part
* Added 'small spike bump' monster head top part
* Added 'strange plant growth' monster head top part
* Added 'lumpy stubby' monster body part
* Added 'slinky and curved' monster body part
* Added 'double arms body' monster body part
* Added 'pincer head' monster head part
* Added 'spikey head tooth mouth' monster head part
* Added 'v shaped eye head' monster head part
* Added 'long pincer head' monster head part
* Added 'tiny tooth head' monster head part
* Added 'big circle eyes and fat mouth' monster head part

BUGFIXES (8 features)

More bugfixes including a strange one that made all mercs 25x weaker... Can't have that! As always thanks for all the reports guys, and sorry about the bugs haha.

* Fixed issue with mercs being 25x weaker than they should have been due to a bug (credit Gabe the Ghostman DeGrossi)
* Fixed merc camp destruction notifications for groups 2-5 not having the +1 land indicator
* Fixed Smallhaven bug forcing you to revisit the ruined village instantly after looting it
* Fixed ransacking smallhaven no graphic screen bug
* Fixed screen missing when losing to smallhaven in a raid or a ransacking
* Fixed screen missing when losing to Rihhm in a raid or a ransacking
* Fixed ransacking Rihhm no graphic screen bug
* Fixed indepednent kingdoms warning of revolt when they aren't your vassals (credit IdleFan)

EVERYTHING ELSE (6 feature)

A couple of changes and fixes... and the casual removal of the long outdated minor goblin clans (sorry Gobbos)

* Added missing screen for losing demon battle inside the demon realm
* Added missing screen for exiting demon realm by your own choice
* Removed minor goblin clans from the game
* Made any trade routes or alliances with minor goblin clans auto cancel
* Made minor goblin clan menu visible by entering 77 on the diplomacy menu (if diplomat skill high enough and goblins aren;'t disabled)
* Cleared obsolete unused code for duplicate smallhaven village

WHAT'S NEXT

I am going to turn my attention to adventurer groups as soon as I can and hopefully get to work on a big update!

Viva Warsim

Love you guys

Huw

See the changelog with screenshots here on steam - https://store.steampowered.com/news/app/659540/view/3341123089550859407
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on July 17, 2022, 11:18:30 am
https://www.youtube.com/watch?v=_Nh2N24b17E&ab_channel=Warsim%3ATheRealmofAslonaOfficial

Brand new Warsim trailer released!

I recorded the vocals myself at a friends house and the editor was a friend of a person I sparred with in a boxing gym haha

It's been a long time coming due to the pandemic but I'm glad to get it out :)

What do you guys think?
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on July 25, 2022, 03:45:37 am
Saw this random demi-god adventurer group leader. Sod the Rock sounds like something an english man would say if he disliked wrestling hahaha

https://i.imgur.com/5uBtOJw.png
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on September 08, 2022, 05:31:46 am
For anyone who has discord by the way, we have a lovely and fairly active discord for Warsim with 100s of members

https://discord.gg/YyFAkry98w
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on September 21, 2022, 10:56:12 am
​Hello everyone,

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

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

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

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

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

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

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

Cheers and all the best

Huw
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on October 02, 2022, 07:56:57 am
New Warsim Release 'Warsim 0.8.5.3 (Adventurer's Overhaul, 340 features)' is live finally after months of work! Techically over 7 billion new additions but we won't go into it haha! Happy to answer any questions, see the update changelog and screenshots on the steam link below!

https://store.steampowered.com/news/app/659540/view/3288214671706583161
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on October 12, 2022, 10:41:23 am
New Warsim Release 'Warsim 0.8.5.4 (This update was made by an AI, 921 features +1.5 Mil Races)' is live!

It was content made mostly by AI with some extra stuff and slight tweaking by myself... Is this the future... Probably not. See the update changelog and screenshots on the steam link below!

https://store.steampowered.com/news/app/659540/view/3568565016829762006
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on October 15, 2022, 10:38:37 am
https://youtu.be/PZ3vWXHz-yA

I made a playthrough today showing off what to do in your first year of Warsim for those unsure of what to do!

Let me know what you think if you do watch it :)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on October 22, 2022, 07:22:05 pm
Just released the first episode of me trying to play a run on solid mode of Warsim. Was a shitload harder than I expected honestly, been too long since I've done it hahaha... You'd think I'd be better at my own game right?



https://youtu.be/zO1GgDj0yD0
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on October 23, 2022, 11:54:58 am
Second episode of Warsim's solid mode dev playthrough is now live on youtube! It's starting to look a bit less bleak at least!

https://youtu.be/9JW68eLs50M
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on October 24, 2022, 04:37:30 am
The third part of the saga of Pyrala, the age of conquest is upon us!



https://youtu.be/fXeLMonUsrc



Fourth and final episode will be live tomorrow!
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on October 25, 2022, 06:30:47 am
The final episode of my four part attempt to play Warsim on Solid mode is out!

https://youtu.be/absandzzVwo
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on November 30, 2022, 10:48:08 am
Announcing the hopefully soon to come Warsim early access release!

FINALLY, in dev since 2015 and on steam early access since 2017

https://store.steampowered.com/news/app/659540/view/3629368051710167398
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on December 20, 2022, 02:08:15 pm
After starting this game as a test project in late 2014 to learn to code, releasing it on steam in 2017 and years and years of development and additions for the community. Warsim is finally out of early access!

This feels surreal

https://store.steampowered.com/news/app/659540/view/6895605042428972500
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: martinuzz on December 21, 2022, 08:20:31 am
Grats!
Now go grab that pint and enjoy it!
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on December 21, 2022, 10:02:41 am
Hear hear! haha
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on December 29, 2022, 11:57:50 am
Nookrium made a new video of Warsim - https://youtu.be/sXLo6KMEisw

And the release is going amazingly! :)

Thanks to all the new people who've picked the game up recently!
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on January 05, 2023, 09:57:27 am
https://i.redd.it/mmfh1ptp7mg11.png



A secret in Warsim that most don't know about, always makes me chuckle when it's discovered
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on January 20, 2023, 10:22:42 am
New lovely review of Warsim by Table53 - https://www.youtube.com/watch?v=bKFmP-2xxRs&ab_channel=Table53
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on January 21, 2023, 08:27:13 am
Happy to announce the Warsim Generator Toolbox, a free tool made up of all 61 in game generators in Warsim for external use for anyone (DND campaigns/worldbuild or fun)

It came up after a comment from a DND DM wanting to use some of the races in a Warsim screenshot for a campaign and I thought, why not take it a step further.

All these generators are available in the Warsim extras menu so anyone who has the full game doesn't need this tool, but thought I'd share it here anyway :)

https://huw2k8.itch.io/warsims-generator-toolbox
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on February 21, 2023, 08:26:31 am
https://www.youtube.com/watch?v=052rVvGOMNI&ab_channel=DeaDvey

Looks like someone found one of Warsim's secret menu options!
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on February 26, 2023, 07:19:59 am
A madlad on Warsim's reddit crunched a lot of numbers and made a big guide with a lot of data, some of which even I wouldn't have known!



https://www.reddit.com/r/WarsimRpg/comments/11c20lh/breaking_the_warsim_a_guide_to_domination/
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on March 21, 2023, 07:22:29 am
https://pbs.twimg.com/media/Frvkxr_XsAEfrQI?format=png&name=medium

This guy had 80 thousand units but only 1 land, that last land was proving impossible to take, and my man went and got rid of himself for me
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on April 04, 2023, 04:33:14 am
Sending a very big goblin mercenary company with merc subsidies on and they start with a stone volley! S P I C Y

https://i.redd.it/5m91xhcq7ura1.png
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on April 18, 2023, 06:14:33 am
Warsim 1.0.3 (Staff executions, Better Goblin Sceptres, and Stronger Mercs)

See screenshots and the changelog here:

https://store.steampowered.com/news/app/659540/view/5975755666181440789
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on April 26, 2023, 03:54:33 am
Put a new little Warsim update out to celebrate my Birthday :)

Warsim 1.0.4 (Goblin Jesters, End of turn Expansion, Sit and Ponder and more)

Check the changelog and screenshots on the steam post here:

https://store.steampowered.com/news/app/659540/view/3708194360588234422
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on May 05, 2023, 12:12:29 pm
Hey guys, Warsim is currently 35% off, if anyone has been curious for a while get it while it's cheaper :)

https://store.steampowered.com/app/659540/Warsim_The_Realm_of_Aslona/?beta=0
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on May 10, 2023, 01:18:37 pm
Doing an AMA at the moment on the r/gamedev sub of reddit, if anyone has any questions of that nature head over :)

https://www.reddit.com/r/gamedev/comments/13cmxhn/i_turned_a_demo_project_i_made_that_runs_through/
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on May 16, 2023, 10:31:31 am
Been working on some Necromancy features recently, here's a sneak peak at resurrecting your dead champions!

https://imgur.com/a/zRqG7F6
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on May 22, 2023, 04:35:50 am
Some madman on reddit managed to get Warsim running on windows 2000... Honestly looks like it's natural habitat

https://www.reddit.com/r/WarsimRpg/comments/13nz2sa/is_windows_xp_the_minimal_os_for_warsim_as_the/
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on May 27, 2023, 04:35:01 am
Warsim's Necromancer update is out, finally allowing players to become a necromancer and raise and use their own undead horde. Gain units made up of any dead in battles the player is part of... And my favourite part, resurrecting their fallen heroes in battle and in the Arena

There's also a new end of year system for changing to a new year with events that can shape the game for that year in sometimes fairly drastic ways!

See full changelog and screenshots on steam here - https://store.steampowered.com/news/app/659540/view/3725085394637654479
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on June 01, 2023, 05:21:10 am
https://i.redd.it/slmice46vd3b1.png

When you get gifted a literal god champion
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on June 08, 2023, 05:19:10 am
New Warsim spotlight episode exploring the Heart of the World

https://youtu.be/VDM70rAc1XM
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on June 13, 2023, 05:08:26 am
Just uploaded a new video of me trying to triumph in Warsim as fast as possible!

Devplays - From Dying Kingdom to Empire (as fast as I can)

https://youtu.be/edPk7J6NBGY
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on June 14, 2023, 12:14:24 pm
New Update Live :)

More additions to the recently added necromancy

https://store.steampowered.com/news/app/659540/view/3653029702861054397
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on June 20, 2023, 04:42:57 am
A new Warsim Spotlight Episode is out, covering everyones favourite goblin city festival
https://youtu.be/rEQozSNzoyE
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on June 29, 2023, 12:27:28 pm
Hey guys, Warsim's currently 40% off for the steam summer sale :)

If anyone who has been watching it is on the fence, now could be the time!

Steampage here - http://store.steampowered.com/app/659540/Warsim_The_Realm_of_Aslona/?beta=0
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on August 01, 2023, 10:55:00 am
​Announcing the new 'Lands beyond' update coming in the next few weeks ideally :)

The announcement includes a little ride along of some of the locations we have at the moment, though the update is 30ish% complete I'd say so much more to come!

​https://store.steampowered.com/news/app/659540/view/3675551506166322370​
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: sofanthiel on August 08, 2023, 04:15:57 pm
Bought the game a while back, but only got around to playing it now.  I'm enjoying it a lot!
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on August 11, 2023, 07:33:39 am
Oh hell yeah, cheers mate I'm glad to hear you're enjoying it :)

How did you discover it?
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: sofanthiel on August 11, 2023, 09:14:29 am
I believe it was a Steam recommendation, though that happened some time ago and my memory isn't the best.
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on August 11, 2023, 10:31:16 am
'The Lands Beyond' Update - Progress Update #2
 https://store.steampowered.com/news/app/659540/view/6488050834167687694

Info and screenshots of the latest Warsim update in development, announced last week but it's growing!
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on August 11, 2023, 11:40:33 am
@Sofanthiel, That's still cool though! Always nice to hear how people ended up knowing about it :)

I hope you continue to enjoy <3
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on September 03, 2023, 12:06:42 pm
The new long awaited update is live! The Warsim infinite exploration update

See the changelog here - https://store.steampowered.com/news/app/659540/view/3664295677892485251
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on September 05, 2023, 07:24:19 am
Warsim is currently 40% off ($5.99) on steam to celebrate the Lands Beyond update!

If you've been following for a while and on the fence now's as good a time as any to have a look. Or if you know any  friends who are looking for some new games and can handle crusty ascii graphics lmao

Steam link here - https://store.steampowered.com/app/659540/Warsim_The_Realm_of_Aslona/?beta=0
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on September 06, 2023, 11:44:49 am
Released a 40 min video exploring and delving through the lands beyond with my dev commentary!

https://youtu.be/-wJcOA6skEE?si=OEv9BE_Kf1kVfowy
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on October 16, 2023, 10:31:22 am
New Warsim Update out!

Warsim 1.0.8 (THE LANDS BEYOND EXPANDED - Moar to explore)

https://store.steampowered.com/news/app/659540/view/5805761195607912881

Expansions on:

* The lands beyond
* Late game money (cap increased from 1-2 billion to 2 quintillion)
* Heaven and meeting god
* Gauntlet of frost artifact
* Necromancy Reworked
* New End of year events
* Barren Land Reclamation system
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on November 09, 2023, 10:33:29 am
https://store.steampowered.com/news/app/659540/view/3785899218531115909

New Update Live!


Warsim 1.0.9
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on November 17, 2023, 11:13:27 am
New video up explaining the history and existence of Warsim! (explicit language! sorry)

https://youtu.be/0ssfGS97AuY?si=wL42lcb-YveaGkyq
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on November 24, 2023, 12:02:44 pm
Warsim 1.1 released with some fixes and features to celebrate the steam sale and awesome support warsim has had from it's community lately

Info, screens, etc here - https://store.steampowered.com/news/app/659540/view/3878224183449006856
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on December 22, 2023, 07:00:16 am
https://store.steampowered.com/news/app/659540/view/3905248409694186319

New Warsim update adding a gnome wonderland, and a bunch of new features

Also a pic of my new Warsim tattoo!
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on December 25, 2023, 05:32:40 am
New Warsim update, I know we had one 3 days ago but hey merry xmas and happy hols!

https://store.steampowered.com/news/app/659540/view/3905248409704802275

New Merc stuff and some other things :)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on February 08, 2024, 12:05:21 pm
New Warsim update live!

Featuring:

* 4 NEW GAMEMODES
* Godtier Arena Update
* New battle opinion system
* Some encounters and bugfixes

https://store.steampowered.com/news/app/659540/view/4036983137752836205
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on March 22, 2024, 06:52:55 am
https://steamcommunity.com/games/659540/announcements/detail/6651325981016831474



Wrote a big article on steam for Warsim's 9th Anniversary with a shitload of stats and history!
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: McTraveller on March 26, 2024, 08:41:57 pm
Pretty cool accomplishment Huw!

Although I gotta say… you have some serious grit, having almost 700k lines of code in a single file!
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on March 27, 2024, 06:30:32 am
Haha yeah, never claimed to be the best coder lmao!

Thanks mate <3
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on March 27, 2024, 08:57:10 am
https://store.steampowered.com/news/app/659540/view/4172095561961564657

Warsim 1.1.4 (Lil' Expansion Update) Now Out! :)
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on April 05, 2024, 10:14:15 am
Hello! New Update live!

Warsim 1.1.5 (Vassalisation War Update)

* Adds the ability to attack kingdoms and force them to be a vassal
* Some new musicians to the music guild
* Bugfixes and undead tweaks
* 2 new lands beyond encounters
* Some new content (kingdom names/hero names)
* Extras' Generators screen better displayed
* Recruiter knight system reworked

See the full changelog and screenshots here!

https://store.steampowered.com/news/app/659540/view/4205873192595978534
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on April 19, 2024, 10:23:32 am
New Warsim update live!

https://store.steampowered.com/news/app/659540/view/4184482363013975224

With 5 new starts for the game that drastically change how the start of the game goes, and some bugfixes and tweaks and pics of the new official Warsim coins!
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on April 29, 2024, 04:53:53 am
New Warsim Update Live!

https://store.steampowered.com/news/app/659540/view/4194616096178745399

Including some bugfixes, improved recruiting, the ability to finally attack and rule the city of Shaian, and a collab with the CK3 mod Godherja adding some new kingdom names, some new kingdom types, and some lich filled towers in the lands beyond!
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on May 07, 2024, 07:54:07 am
Calling all Warsim-likes! That's right if anyone knows any Warsimlikes or has their own little project let me know

There are more than you might think but many have slipped through the cracks through the years and I want to give them their due

Read more here - https://store.steampowered.com/news/app/659540/view/4181105931138675679
Title: Re: Warsim: The Realm of Aslona - Dwarf fortress inspired procedural adventure game
Post by: Huw2k8 on May 14, 2024, 04:04:44 am
Warsim 45% off for the Endless Replayability Fest! If you've been on the fence grab it now :)

And if you know any friends that might like it let them know!

https://store.steampowered.com/app/659540/Warsim_The_Realm_of_Aslona/?beta=0