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Author Topic: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game  (Read 40415 times)

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #226 on: May 20, 2017, 11:50:29 am »

Today's update is mainly bugfixes as well as a new little addition to the blackmarket called the blackmarket slums, you can donate gold to it or hire some local scum to fight for you, at some point if you've donated enough they might even send a force to fight with you when you get attacked!

**NEW FEATURES**

* Added Blackmarket slums to the game
* Added ability to hire peasant scum from blackmarket slums
* Added ability for black market scum to assist you in battle

**BUGFIXES**

* Fixed mystery speechless bandit bug (credit u/Fury222222)
* Fixed troop despawn bug
* Fixed Music Guild Tribute text bug
* Fixed music guildmaster text white bug
* Fixed Animal fight pit kicks you out of the north
* Fixed the ORB OF CHAOS stall breaker bug
* Fixed leaving the slums tells you none can be hired bug
* Fixed Fort Gorthmek troop bug
* Fixed black market tower graphic bug

**OTHER ADDITIONS**

* Added 'The Bucket Knight' and 'The Bucket' suffixes (credit u/ryan055)
* Added colour to songwood compass
* Added new name 'of the blackmarket slums' & 'of the slums'
* Buffed Militia by 2 battlepoints
* Added ability to buy multiple bluetri fruit

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #227 on: May 23, 2017, 08:25:07 am »

A lot of new features in this update, humming musicians you can only find in the musicians guild, now when you attack a faction it will show in the battle reports at the end of the turn, two new cheats that allow for an increased challenge, with a spymaster skill of 100 or more the player can see how many people died in each battle in turn reports, also lots of new kingdom names and the ability to take all the troops from an independent kingdom, kill their king and increase or decrease their civility level through debug mode, so now that group of savage trolls with their evil king umbog are no more as you can make them less savage and kill him! Enjoy

**NEW FEATURES**

* Added Humming Musician to the bards guild
* Added ability for Aslona to appear in battle reports
* Added new cheat '444' surrounded by empires (makes all groups 10x tougher)
* Added new cheat '445' dense empires (same as 444 but lands are the same)
* Added ability to see how many slavers you have in the slaver fort (credit u/GoldfingerLickinGood)
* Added ability to see casualties in battlereports if spymaster skill is 100
* Added 3x as many kingdom names such as (kingdom of racetype) or (racetype domain)
* Added nations on new continents are 10x as powerful
* Added debug mode ability to increase and decrease a kingdoms civilisation level
* Added debug mode ability to take independent kingdoms full troop count
* Added debug mode ability to auto assassinate kingdoms ruler

**BUGFIXES**

* Fixed independent troop text bug
* Fixed music playing when disabled bug
* Fixed Goblin Berserkers not in troop count  (credit u/GoldfingerLickinGood)

**OTHER ADDITIONS**

* Capped demon horde at 2500 units
* Added 6 new flag parts
* Added a new advice item
* Added new name suffix (the hummingbird)

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #228 on: May 31, 2017, 05:35:40 pm »

Mainly fixes and some new little throne room editions, mostly housekeeping and making sure everything has multiple outcomes and variations to keep things fresh, also the filesize has been reduced quite a bit as there were a few complaints, 3x smaller now!

**NEW FEATURES**

* Compressed all warsim music files reduced warsim filesize from 161mb to 47mb
* Added Gibbering monk three forheads
* Added gibbering monk shrunken head

**THRONE ROOM**

* Added paid advice throne room encounter
* Added two coins stuck togeather throne room encounter
* Added painted stone throne room encounter
* Added moulded dung throne room encounter
* Added starving 12 children throne room encounter
* Added family eating their dog throne room encounter
* Added dynamic witches curses (deserters, gold, rebels, bandits)
* Added knight and damsel throne room
* Added knight offers 100 gold throne room
* Added non-fighting knight throne room
* Added mini chance of coin landing on side in coin flip throne room encounter

**BUGFIXES**

* Fixed Goblin clan alliance bug (Credit Defender from Audiogames.net)
* Fixed duplicate line issue in blockaded music guild
* Fixed Repeated leaving sentence in demon realm (Credit Defender from Audiogames.net)
* Fixed rebel plotter throne room encounter (8x rarer now)
* Fixed road robber throne room encounter (2x rarer now)
* Fixed throw goblin out of court throne room duplicate bug
* Fixed abomination music rabble bug
* Fixed sleeping with skeletons no prisoner bug
* Fixed you the gold text bug
* Fixed disgraced 'heros' text bug
* Fixed goblin coin giver wrong action tag
* Fixed goblin coin giver text from old encounter bug

**OTHER ADDITIONS**

* Modified throne room child coin encounter relation odds
* Allowed void visitors to bypass rabble
* Added new suffixes 'the drizzler and the pecker'
* Added 5 new flag parts
* Added 5 new advices
* Made coin flip 1% more likely to be tails (51/49)
* Made it more likely to lose public opinion for jailing wedding man
* Made it more likely to lose public opinion for condemning wedding man
* Made coin of fate reward scale with the players (10k per land)

FakerFangirl

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #229 on: June 01, 2017, 12:14:16 pm »

Oooh updates!
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AzyWng

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #230 on: June 01, 2017, 06:52:02 pm »

* Made coin flip 1% more likely to be tails (51/49)
I think you forgot the two extra zeroes for 100%... Though I can't remember what context this is in or what effect a heads or tails has.

Statistically though, a balanced coin has a 50/50 chance of heads or tails, I think. Do the coins in this world have a slightly heavier head or tail end? Or is the coin in the coin flip weighted?
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Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #231 on: June 01, 2017, 09:01:29 pm »

@Azywng, saw a video on coin flips and the video explained that statistically one side of most coins is always slightly heavier, thought it would be funny to add it to the game :)

ollobrains

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #232 on: June 05, 2017, 06:19:11 pm »

any plans to expand the black  market slums further ?
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FakerFangirl

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #234 on: June 11, 2017, 06:18:46 am »

Maybe an option to lower the throne audiences... I hate doing 17 audiences per cycle. I'd rather do like, five. Do any of the dudes you hire do your audiences for you?

@Azywng, Nope, it's a race of Psions
But do they have Zionist Scions with Ion Torpedoes?
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Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #235 on: June 13, 2017, 06:03:53 am »

@Fakerfangirl, it's based on the size of your kingdom but you don't have to do any, I do like the idea of having it automatically done by a staff member, makes sense, as king you shouldn't be stuck with dealing with the average schmoos

If you have enough lands you can have 50+ people each turn, but the game used to be worse, It used to stack the ones you didn't do and gave abou 50-60 per turn on average, so in a decade you'd have 500 people waiting to speak to you

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #236 on: June 28, 2017, 04:37:54 pm »

Hi guys, this update includes some huge news! the game has been greenlit and will be going live very soon! I have been working hard on a massive update as a final free release, but I have been working on this game for over two years and I could have never forseen getting on greenlight and submitted it on a whim, being on steam is a dream come true for me!

I cannot thank you all enough for the support, suggestions, comments and feedback over the past couple year or so, it's been one of the best experiences I've ever had! anyone who has donated will get given a key and we will do giveaways and competetions here!

http://i.imgur.com/BEjWjIK.png

That being said, here is the update I've been working on, it started small but I began working on expanding the Black Market and kind of went overboard!

* Added Ability to see relation to goblins/rebels and bandits in diplomacy
* Added Great Totem of the Krut to the Krut Diplomacy Screen
* Fixed Monfort Mine prospecting bug (Audiogames User: Dranelement)
* Fixed broken relations report bug
* Fixed Unable to leave slums bug
* Added blessing booth to blackmarket stalls
* Added the black wall to the Black market
* Added ability to ask around black market if anyone wants to join
* Added Old Wizard tower to black market
* Moved a bunch of areas to the blackmarket slums
* Added black market slaver post
* Added black market slavers pool from the slums population
* Added something that shows the full population of the black market slums
* Fixed Throne room advice man leaving bug
* Added Chelobs well to slums
* Added Chelobs riddle mini quest
* Fixed Aslona black market having no graphical underline
* Added 10 new roof tiles
* Added 2 new flag parts
* Added 'The Steamed' Name Suffix (+10)
* Added 'The Released' Name Suffix (+30)
* Added 12 new crowns
* Added 5 new advices to the great gargallock and advice givers
* Re-arranged black market layout
* Added black market dockrow
* Added The Black Opal to dockrow
* Added the ruins of the counts arms to dockrow
* Added the Marie Elena to dockrow
* Added the Jackdaw to dockrow
* Added the Sea Tub Clarabella to dockrow
* Added the Laughing Lion to dockrow
* Added the queens revenge to dockrow
* Added chance of sea shanty on the black opal (1 in 10)
* Added 10 warrior types and mercenary names
* Fixed blackmarket slums kickout bug
* Added new graphics for dockrow and slums
* Added Blackrow to blackmarket
* Added Shadow assassins guild ruins
* Added demon hunters den ruins
* Added Empty dock chance to dockrow
* Added blackmarket sewers
* Added Yellow mural to sewers
* Added Red mural to sewers
* Added Ancient door to sewers
* Added Rat Racing to Blackmarket sewers
* Added patch of respawning bluetrii to blackmarket sewers
* Added doom sound to the game
* Added marathon mode to ratracing
* Added Dynamic watchtowers with graphics and text to blackmarket (docks+slum)
* Added SUPER HIDDEN SECRET To the game
* Added DEBUG 99 Lap feature to ratracing
* Added Mad mans Den
* Added Dirt Den
* Added 'Silver Tongue' encounter to throne room
* Added 140 Random Dialogues to Thickblood Tavern and Blackrow Tavern
* Added face to Ulfberth the Unyeilding
* Added House of Goblin Heroes to dockrow in the blackmarket
* Added 5 possible moves in thickblood and Blackrow tavern brawls instead of single hard punch for 10dmg
* Added the dice game 12 to the Blackrow tavern
* Increased loot from sacking the black market
* Fixed thickblood combat issues
* Added dynamic ogre bartnender to blackrow tavern
* Added black alley to blackrow
* Added Burned Shacks to blackrow
* Added the Monument of Kings to blackrow (dead black market kings)
* Added randomly generated black market leaders
* Added ability for black market leaders to ban you
* Added black market trade caravan
* Added black market leaders den
* Added ability to have the black market leaders assassinated
* Added blackmarket slums tax levels increase if its been upgraded
* Upgraded tax rates for all
* Reworked bandits retaking blackmarket to generate a new leader when they do
* Added Goblin Entrance-way for goblin kings of black market
* Added if blackmarket leader is goblin Hall of Goblins has an extra area, reduced price and new dialogue
* Added dynamic den entrances for all blackmarket ruler types
* Added chance of pyromaniac black market leader to burn the place down
* Added leadership challenge event black market
* Added 4 death events for black market leaders

So many features I can't even pick specific ones to talk about, thank you all for everything you've done and I hope you continue to follow the games development! I will still be active here and will do steam key giveaways from time to time though the steam price will not be high!

Thank you very much and enjoy!

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #237 on: July 03, 2017, 04:44:59 am »

Hey guys, this update is already live on steam but I'm late to put the changelog up, mostly bugfixes and some more additions to the blackmarket, chiefly if the leader of it is a goblin, you get racist scrawlings, new buildings and bunch of new troops joining the defense, updates to come should include a few more additions to the black market and some more balancing and bugfixing before I move onto a big update with exploration! :)

**NEW FEATURES**

* Added goblin style guardposts to market if goblin king
* Added debug mode ability to replace blackmarket leader with new one (in market den)
* Added Diversification of Wildermen troops (2 new troops)
* Added Goblin Defenders to the Black Market (for goblin kings)

**BUGFIXES**

* Fixed Black Alley no line text spacing bug
* Fixed Black Alley description text bug
* Fixed line spacing issues across Blackrow
* Fixed Sewer den graphic bug
* Fixed broken phenor banner
* Fixed Sudden death and wulf text issues
* Fixed numerous miscolored locations

**OTHER ADDITIONS**

* Added 4 currency name generator parts
* Added 15 roof parts
* Added 15 new dialogues to thickblood tavern and blackrow tavern
* Added colour to the dices in the Blackrow tavern game '12'
* Added Goblin racist scrawling if goblin king leader (to sewers)
* Updated blackrow graphic

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #238 on: July 03, 2017, 04:47:43 am »

This update contains a stupid amount of fixes including one raised here on the sub recently, as well as a new location and some new black market stuff as well as over 70000 new faces for elves!

**NEW FEATURES**

* Added The Northern Hall to Songwood in The West
* Added the Ancient Lightning Chant to the game
* Added the Long Serpent Boat the Dockrow
* Added Long Serpent Lightning Chant
* Added 75600 New Elf Faces

* Added Captain Ragnar the Stag to Long Serpent

**BUGFIXES**

* Fixed no exit option for hiring a champion (credit ChuteUk)
* Fixed building spacing and roof spacing
* Fixed hostile black market leader forces you to fight him
* Fixed loop game breaking bug for capturing blackmarket from hostile king
* Fixed access to blackmarket leaders den if no leader exists
* Fixed Ogloob the Tavern Ogre misreporting who the blackmarket leader is
* Fixed ability to get bank tax when you raid the bank
* Fixed the infinite burning fruit farm bug (credit u/Darkmark8910 & Ursur)
* Fixed Scorpion fighting pit buyers text bug (credit Ursur)
* Fixed Lute Bards making no sound in the bards guild
* Fixed Mad mans den wrong colour text
* Fixed Black opal line issue
* Fixed Double Charge Black Market Bug

**OTHER**

* Added New Secret Gravestone

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #239 on: July 05, 2017, 07:53:42 pm »

This update includes a huge amount of new goblin faces, more than quadrupling the number of goblin faces in the game, as well as the bandits ability to recruit bandits from locations just like you, making them more scarce and making the bandits stronger, Also by default Easy mode is now quite a bit easier (less bandit raids, and better start off with the laws)

**NEW FEATURES**

* Added 113'953'382'400 (113 billion) new goblin faces (Was 24billion)
* Added easier laws loadout for easy mode (taxes on and forceful enlist)
* Added Old prison to blackrow
* Added Bandit Horde Hire troops from blackmarket and merc outpost
* Added Southern Ruins to the south
* Added ability for minor bandit gangs to recruit from blackmarket and mercs

**BUGFIXES**

* Fixed Eastern Dunelands being unaccessible
* Fixed all explore areas follow the same convention 12. 22 and 32 forward 21 and 31 back
* Fixed Slave kingdom bug (credit Xoren from Audiogames.net)
* Fixed no exit tag on uncivil groups (credit GERSillySausage)

**OTHER ADDITIONS**

* Added two new jokes to jesters
* Added Titans of the Footpath book to the game
* Added the rebellion book to the game
* Added second page about near north to northern travel guide
* Added premade palisades to your kingdom in easy mode
* Added 5 new blackrow tavern encounters
* Added new gargallock advice
* Added new crown
* Added 6 new tavern dialogues
* Added Lobster-folk to the game
* Added Lobster creatures to the game
* Added Baboon-folk to the game
* Added Baboon creatures to the game
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