Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 16 17 [18] 19

Author Topic: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game  (Read 40011 times)

Huw2k8

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #255 on: August 29, 2017, 04:26:05 am »

Been a little while since the last update again, had some issues with the code and it's taken a while to get it fixed (thank god for backups), this edition has a few new knightly order features, there is also a level of interactivity with the laughing lion ship if you find it docked in the blackmarket, we have a new teacher and his first lesson in the history guild and there are craptons of new flags, faction names as well as new bandit faction naming system which uses animals names, and finally lots of new demigods including creepy eyeless ones! Enjoy

**NEW FEATURES**

* Added captain gerry to the laughing lion (with dialogue)
* Added ability to buy magic orb from laughing lion ship when docked
* Added first lesson of the second year of history guild
* Added knightly order group of joiners random event
* Added knightly order single joiner random event
* Added added 4416984 new flags
* Added 3 new warrior types (bladesinger/swordsinger/spearsinger)
* Added 1000s of new faction names
* Added new animal name bandit faction naming system (alongside the old system)
* Added 47029248 new demigod faces

**THRONE ROOM**

* Added Knightly order joiner throne room encounter
* Added new throne room graphic if demonic kingdom is declared

**BUGFIXES**

* Fixed knightly order colour
* Fixed knightly order skip out bug
* Fixed knightly order current activity description
* Fixed dead krut and erak rebuild land sell bug
* Fixed ghoul name file bug
* Fixed ancient ancestral sword clear screen issue

**OTHER ADDITIONS**

* Added colour to the game load screen
* Added 5 human names
* Added 5 ent names
* Added a new joke to jesters
* Added 3 new sewer dialogues
* Added some new bits of advice to gargallock
* Added Name suffix 'the Meditative' +1 battlescore
* Added Name suffix 'the Bannerman' +10 battlescore
* Added Name suffix 'the Swordsinger' +44 battlescore
* Added Name suffix 'the Spearsinger' +46 battlescore
* Added Name suffix 'the Bladesinger' +45 battlescore

Huw2k8

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #256 on: September 04, 2017, 02:06:38 am »

Been working on this one non-stop, there's a whole bunch of stuff in this version, including a fully working year two of classes in the history guild, with final exam, the backstory of Aslona and a working library section! there are new races, new names, new extras items, new cheats and even a new naming convention that allows for characters to be named 'son of' such as 'Garro son of Gorro' the throne room has been swept a little bit with some new additions and lots of little fixes and there are plenty of other changes to the game.

**NEW FEATURES**

* Added a new creature 'Quog' (swampy slimey thing)
* Added New race 'Quogmen'
* Added New race 'Were-Quogs'
* Added New race 'Evolved Quogs'
* Added New race 'Quog Folk'
* Added New race 'Half-Quogs'
* Added New Lesson to the History guild (Lesson 8: The Village of Old)
* Added new cheat 1111 blocks current save from having cheats
* Added turning head animation
* Added dynamic responses from Hermaeus based on what class you're in
* Added Half-lizard half-human to concept art in extras menu
* Added mount beast concept art in extras menu
* Added special large concept piece to extras menu
* Added New Lesson to the History Guild (Lesson 9: The Rise and fall of the great western empire)
* Added New Lesson to the History Guild (Lesson 10: The Tattered Kingdoms)
* Added New Lesson to the History Guild (Lesson 11: The Death of the West)
* Added history of the holy order of the roses citadel
* Added Noreg's Study to the History guild
* Added new naming system (son of) creating 1000s of new names

**THRONE ROOM**

* Added bandit pillaging merchant caravan encounter
* Added bandit steals from children encounter
* Added bandit betting on beggar fight encounter
* Made goblin cheiftain throne room encounter not happen if goblin slavery set
* Added distant cousin throne room encounter can actually sometimes be your real cousin and if given the gold may later return with an army of troops (between 50-350 men)
* Made the rich ex-slave throne room encounter use random gold instead of preset 15k

**BUGFIXES**

* Fixed phenor truce text bug issue
* Fixed Slave Agitator broken option unable to to take man as slave
* Fixed bad jester encounter text bug
* Fixed wedding blessings encounter text bug
* Fixed greeting townsman encounter text bug
* Fixed accept demons text bug
* Fixed slave soldier imprisoned duplicate troop bug
* Fixed slave soldier killed duplicate troop bug
* Fixed band of demons minimum troop count bug

**OTHER ADDITIONS**

* Added Monty Python reference to taverntalk
* Added new warrior type 'clawman'
* Added 2 new sewer dialogues
* Added new goblin joke to jesters
* Added 3 new advices to gar'gallock
* Added new knight joke
* Added holy order of the roses will not let you recruit from them if public op 5 or lower
* Added the book 'Kalkar' to the history guild library
* Added the book 'Warlord of a dead empire' to the history guild library
* Added secret to the history guild
* Added the book 'Diaries of a Borderman' to the history guild library
* Added the final exam for Year two of the history guild
* Added 6 new human names
* Added new name suffix 'the muffled' (+3 battlescore)
* Added new name suffix 'the boy' (+5 battlescore)
* Added new name suffix 'the Man' (+10 battlescore)

Simon

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #257 on: September 05, 2017, 06:51:58 am »

Just wanted to say I admire the effort and time you've put into this.

I've only tried a previous version before, but it certainly caught my eye.

Keep up the good work!
Logged

Huw2k8

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #259 on: September 07, 2017, 03:53:52 pm »

It's gonna be a while before the next update because I was a really awesome update ready for 0.7, but this update is packed, we have a new black market location, questing knights, tons of new throne room encounters, 1.8 billion new minotaur faces, new ship trading, new races and loads more.

**NEW FEATURES**

* Added 1825295040 new minotaur faces (1.8 billion) (was 111 million)
* Added Marie Elena boat in dockrow sells random number of bluetrii fruit
* Added Queen Anne boat in dockrow sells random number of slaves
* Added ability to tell hedge knights to quest for you
* Added 19 possible quests that can be done (from artifacts to demons)
* Added New creature 'Yak' to the game
* Added New race 'Yakmen'
* Added New race 'Were-Yaks'
* Added New race 'Evolved Yaks'
* Added New race 'Yak Folk'
* Added New race 'Half-Yaks'
* Added shipbuilders guilt to guildrow
* Added bron the guildmaster to guildrow
* Added the grand gallion to the shipbuilders guild

**THRONE ROOM**

* Added returning quest knight throne room encounter (with dynamic hire option)
* Added Option in staff quitting throne room encounter to offer a bribe to stay
* Added Militia run by fool throne room encounter
* Added fighter in rags throne room encounter
* Added militia permission throne room encounter
* Added glory chasing militia throne room encounter
* Added Kicked out of militia throne room encounter
* Added violent removal throne room encounter
* Added fistfighter disgruntled throne room encounter
* Added hedge knight for the order throne room encounter
* Added pair of hedge knights for hire throne room encounter
* Added pair of hedge knight for the order throne room encounter
* Added farmer fence dispute throne room encounter (credit u/muramas)
* Added border gold dispute throne room encounter (credit u/muramas)
* Added archery fail throne room encounter (credit u/muramas)
* Added cows vs crops throne room encounter (credit u/muramas)
* Added wedding vows throne room encounter (credit u/muramas)
* Added Crop burning bastard throne room encounter (credit u/muramas)

**BUGFIXES**

* Fixed shallowrock mine tribute after death bug (credit Kinja)
* Fixed Not enough gold to play blackmarket bug
* Fixed diplomacy options available behind the scenes (credit Kellen- Dank memes)
* Fixed Race Rejected text colour bug
* Fixed allied factions go to war with you if you ask for too much help

**OTHER ADDITIONS**

* Added my email address to the community and feedback tab of the main menu
* Added 5 new sewer dialogues
* Added new warrior type 'beastmaster'
* Added new warrior type 'Witcher'
* Added new tavern dialogue
* Added Name suffix 'the Wrecked' +1 battlescore
* Added Name suffix 'the Shipwrecked' +2 battlescore
* Added Name suffix 'the Havok' +23 battlescore
* Added Name suffix 'the Havok-Bringer' +39 battlescore
* Added Name suffix 'the Ravenclaw' +27 battlescore
* Added Name suffix 'the Lionclaw' +39 battlescore
* Added Name suffix 'the Bearclaw' +55 battlescore
* Added Name suffix 'the Dragonclaw' +65 battlescore
* Added Name suffix 'the Wolfclaw' +29 battlescore
* Added Name suffix 'the Tigerclaw' +35 battlescore
* Added Name suffix 'the Cubclaw' +15 battlescore
* Added Name suffix 'the Beastclaw' +55 battlescore
* Set base cost for assassinations of independent kingdoms to 5000

ollobrains

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #260 on: September 16, 2017, 10:49:15 pm »

still looking good keep em coming
Logged

ollobrains

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #262 on: September 20, 2017, 07:21:00 pm »

sounds exciting
Logged

Huw2k8

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #263 on: October 18, 2017, 08:18:46 pm »

[WARSIM ADVENTURER'S UPDATE](https://i.imgur.com/wTKExE2.png)

So here it is, It's taken much longer than I planned but it's the biggest update I've ever made for warsim and it introduces so many new things the game is significantly changed, in total there are over 300 new additions and fixes.

This update is special because 0.7 is the first big numerical jump warsim has had in it's development, you see when this all began I was a moron and number the original warsim release, 0.1, I made some minor changes and hit 0.2, then 0.3 and before I knew it I was on 0.6, I realized that 4 more updates would not lead to a 1.0 finished game, and decided from there on out to not only jump back one decimal place, but two, to 0.6.0.0, since then each update has been pushing it forward by 1, so 0.7 is 100 updates ahead of 0.6, it's been a long road but the game has grown so much, anyway, without any further ado, here's the changelog

**NEW FEATURES**

* Added adventurer groups to the game!
* Added custom choose your start game mode
* Added diplomats who are goblins can speak to krut and erak and broker peace
* Added new debug mode option #16 auto spawn blackmarket bandit groups
* Added Grumpkin face generator
* Added ability to set the year of the game in the debug menu (option 15)
* Added Ability to play Caverns and Cave Trolls with your game master
* Added 7 pregennerated tips and hints when starting a new game
* Added Essfanti face generator
* Added Death Sound system (optional in main menu)
* Added Sound and Music can be disabled separately
* Added Populations to each of the blackmarket districts
* Added a new central blackmarket district and reshuffled locations
* Added dynamic blackmarket recruiment based on district populations
* Added ability to destroy the blackmarket statue if you rule the market
* Added 1112 cheat to spawn all minor factions
* Added Auto-training for all staff (as requested so much!)
* Added pictures of each artifact to the artifact market
* Added placeholder for the unconquerable lands
* Added The Greathills to the Unconquerable lands (whole new area)
* Added New Hidden Faction "The Free Hillsmen" with 40 different units
* Added Hall of Zoology to guildrow in the blackmarket (credit u/voliol)
* Added Voliol the guildmaster (credit u/voliol)

**NEW FACES**

* Added 36329398400 demon faces (was 16 million)(now 36.48 billion)
* Added 4 quadrillion new human faces
* Added 2'771'366'400 Essfanti faces
* Added 6'635'520 Grumpkin faces

**NEW CREATURES**

* Added New creature 'Giraffe' to the game
* Added New creature 'Groundhog' to the game
* Added New creature 'Orangutan' to the game
* Added New creature 'Rabbit' to the game
* Added New creature 'Platypus' to the game
* Added New creature 'Raven' to the game
* Added New creature 'Stingray' to the game
* Added New creature 'Reindeer' to the game
* Added New creature 'Swordfish' to the game
* Added New creature 'Unicorn' to the game
* Added New creature 'Wolverine' to the game
* Added New creature 'Cheetah' to the game
* Added New creature 'Llama' to the game
* Added New creature 'Horse' to the game
* Added New creature 'Donkey' to the game

**NEW RACES**

* Added New Race Essfanti (credit to the ascii art of u/Voliol)
* Added New Race 'Grumpkin'
* Added New race 'Giraffemen'
* Added New race 'Were-Giraffes'
* Added New race 'Evolved Giraffes'
* Added New race 'Giraffe Folk'
* Added New race 'Half-Giraffes'
* Added New race 'Groundhogmen'
* Added New race 'Were-Groundhogs'
* Added New race 'Evolved Groundhogs'
* Added New race 'Groundhog Folk'
* Added New race 'Half-Groundhogs'
* Added New race 'Orangutanmen'
* Added New race 'Were-Orangutans'
* Added New race 'Evolved Orangutans'
* Added New race 'Orangutan Folk'
* Added New race 'Half-Orangutans'
* Added New race 'Platypusmen'
* Added New race 'Were-Platypuses'
* Added New race 'Evolved Platypuses'
* Added New race 'Platypus Folk'
* Added New race 'Half-Platypuses'
* Added New race 'Rabbitmen'
* Added New race 'Were-Rabbits'
* Added New race 'Evolved Rabbits'
* Added New race 'Rabbit Folk'
* Added New race 'Half-Rabbits'
* Added New race 'Ravenmen'
* Added New race 'Were-Ravens'
* Added New race 'Evolved Ravens'
* Added New race 'Raven Folk'
* Added New race 'Half-Ravens'
* Added New race 'Stingraymen'
* Added New race 'Were-Stingrays'
* Added New race 'Evolved Stingrays'
* Added New race 'Stingray Folk'
* Added New race 'Half-Stingrays'
* Added New race 'Reindeermen'
* Added New race 'Were-Reindeers'
* Added New race 'Evolved Reindeers'
* Added New race 'Reindeer Folk'
* Added New race 'Half-Reindeers'
* Added New race 'Swordfishmen'
* Added New race 'Were-Swordfish'
* Added New race 'Evolved Swordfish'
* Added New race 'Swordfish Folk'
* Added New race 'Half-Swordfish'
* Added New race 'Unicornmen'
* Added New race 'Were-Unicorns'
* Added New race 'Evolved Unicorns'
* Added New race 'Unicorn Folk'
* Added New race 'Half-Unicorns'
* Added New race 'Wolverinemen'
* Added New race 'Were-Wolverines'
* Added New race 'Evolved Wolverines'
* Added New race 'Wolverine Folk'
* Added New race 'Half-Wolverines'
* Added New race 'Cheetahmen'
* Added New race 'Were-Cheetahs'
* Added New race 'Evolved Cheetahs'
* Added New race 'Cheetah Folk'
* Added New race 'Half-Cheetahs'
* Added New race 'Llamamen'
* Added New race 'Were-Llamas'
* Added New race 'Evolved Llamas'
* Added New race 'Llama Folk'
* Added New race 'Half-Llamas'
* Added New race 'Donkeymen'
* Added New race 'Were-Donkeys'
* Added New race 'Evolved Donkeys'
* Added New race 'Donkey Folk'
* Added New race 'Half-Donkeys'
* Added New race 'Horsemen'
* Added New race 'Were-Horses'
* Added New race 'Evolved Horses'
* Added New race 'Horse Folk'
* Added New race 'Half-Horses'

**THRONE ROOM**

* An adventurer or hero claiming he has saved one of your farms from a goblin invasion, asking to be rewarded. (u/PJvG)
* Added Invisible Cloak throne room encounter
* Added slave killed his master throne encounter (credit u/reddish_kangaroo)
* Added old warrior wants to be your general throne room (credit u/PJvG)
* Added old warrior vs general duel throne room (credit u/PJvG)
* Added sick mother throne room encounter (credit u/PJvG)
* Added Soldier asking for bonus (credit u/PJvG)
* Set buy bluetrii/game master throne room to no rabble (Credit Kurokuma)

**NEW QUESTS**

* Added slave camp breakout quest
* Added lone mercenary joiner quest
* Added Goblin savage duel quest
* Added dread pirate captain quest
* Added betting with demons quest
* Added Village captured rebel quest
* Added Flag burner rebel quest
* Added Tavern talk rebel quest
* Added Merchant robbery rebel quest
* Made killing a rebel lord quests much rarer
* Added 3 new variants of the rebel lord quest
* Added the rat keeper quest
* Added an unfortunate shopkeeper quest
* Added family heirloom quest
* Added notorious bridge troll quest
* Added ogre hostage quest
* Added ancient sword quest
* Added thickblood brawl quest
* Added curse lifter quest
* Added wrestling contest quest
* Added reaving goblins quest
* Added bare knuckle fight quest
* Added undead horde quest
* Added bear issues quest
* Added sunken wine quest
* Added beset by wolves quest
* Added village v village quest
* Added lost child quest
* Added murderous rabbit quest
* Added bandit trap quest
* Added sink hole traders quest
* Added abandoned wizard tower quest
* Added new gang quest
* Added wrongful execution quest
* Added strange monster quest
* Added knight vs knight duel quest
* Added knight joins aslona quest
* Added combat school master quest

**BUGFIXES**

* Fixed struggling text bug (credit u/fastredb)
* Fixed badits text bug (credit u/fastredb)
* Fixed Benfits text bug (credit u/fastredb)
* Fixed composition text bug (credit u/fastredb)
* Fixed decide text bug (credit u/fastredb)
* Fixed throne room grammar issue (credit u/fastredb)
* Fixed an enemy bug (credit u/fastredb)
* Fixed fighting bug (credit u/fastredb)
* Fixed manage market bug
* Fixed dont feel like attacking bug
* Fixed totem colour issues
* Fixed Artifact Hall lowercase bug
* Fixed destroyed slaver fort text colour
* Fixed 10 menu bracket bug
* Fixed incorrect outpost hire text bug
* Fixed the assurak camp graphic
* Fixed Kullak colour line bug
* Fixed Kullak skip out
* Fixed Colour in southern ruins text
* Fixed money revive bug (credit u/fastredb)
* Fixed individuals text bug (credit u/fastredb)
* Fixed blackmarket bandit recruit game crash bug
* Fixed selecting settings game crash bug
* Fixed independent kings crowns appearing pitch black when loaded
* Fixed warlords from earlier active games appearing when loaded in different
* Fixed desert skull text colour
* Fixed Ruined Gate text colour
* Fixed demon gate text colour
* Fixed southern ruins text colour issue
* Fixed executed soldier becomes prisoner bug
* Fixed explorer stone text colour
* Fixed northern ruins text colour
* Fixed old stone text colour
* Fixed prospect shallowrock mine text not updating
* Fixed scorpion pit colour
* Fixed mystic hut colour
* Fixed doomstone text colour
* Fixed animal fight pit text colour
* Fixed old northern carving text colour
* Fixed Hlok mine text colour
* Fixed scorpion pit destroyed in fight bug (credit Kurokuma)
* Fixed sandstone ruins text colour
* Fixed Tower of history text colour
* Fixed great wall of Farad text colour
* Fixed artifact market colour
* Fixed rihmm graphic colour
* Fixed artifact market item info text colour
* Fixed duplicate item graphic bug
* Fixed house of art and tapestries text colour
* Fixed strange northern stone text colour
* Fixed old imperial pillar text colour
* Fixed starmetal meteorite text colour
* Fixed mysterious pigman colour (SUPER SECRET SHH)
* Fixed build outpost bug
* Fixed spymaster options missing bug
* Fixed decor text symbol bug (credit Kurokuma)
* Fixed Zealous mispelling (credit Kurokuma)
* Fixed Aehlans tomes appearing when not bought
* Fixed trade caravans from Rihhm and smallhaven not based on population (Credit Kurokuma)
* Fixed chance of trade caravans bringing 0 gold
* Fixed kingdom symbol empty (credit Kurokuma)
* Fixed the celebrate blackmarket slums text bug (credit Kurokuma)
* Fixed the history of the Midlands graphic
* Fixed the History of the ancient lands graphic
* Fixed Here-say typo (credit Leo M. Panther)
* Fixed Aslona bandits stealing all rebel, krut and erak gold but keeping it (Credit Leo m. panther)
* Fixed blackmarket leader end trade bug
* Fixed blackrow optionspacing bug
* Fixed wildhome showing as destroyed when village is destroyed bug
* Fixed coin of fate colour issue
* Fixed coin of fate missing lines issue
* Fixed Hlok Mine prospect used up tag not appearing
* Fixed gibbering monk text colour issue
* Fixed line missing when requesting tribute monfort mine
* Fixed dispute need to be settled text bug
* Fixed ressurecting races don't resurrect when in Aslona army
* Fixed Wildhome Wildermen false tag
* Fixed burn slaves but not slaves bug (credit to Granola Bar)
* Fixed 0 peasants from the slums join you bug
* Fixed Fort Kullak text colour
* Fixed Rihhm text colour
* Fixed hiring blackmarket line missing
* Fixed longserpent wrongly market as 6) not 5)
* Fixed dockrow pause bug
* Fixed longserpent text and lines
* Fixed old cabin text colour
* Fixed Aslona slum blackmarket watchtower line bug
* Fixed no gold message when buying slum slaves
* Fixed militia menu not auto close when no militia left
* Fixed human clickerwhistler bug
* Fixed slum goblin watchtower colour issue
* Fixed game master blackmarket text colour
* Fixed blackmarket side location text colour
* Fixed blackmarket leader trade kick out bug
* Fixed army drop off bug
* Fixed architecture spacing bug
* Fixed an alliance request bug

**NEW LOCATIONS**

* Added Krut bannerwall to krut in diplomacy (must have relation of 0 or above)
* Added Abandoned building to dockrow
* Added Strange collapsed building in blackrow
* Added Abandoned houses in central district
* Added Rubble in slums
* Added Demonic Landmark to the south
* Added Strange Pillar to the south
* Added Abandoned fortress to the south
* Added Abandoned outpost to the south
* Added Old statue to the south
* Added Demonic carving to the south
* Added Abandoned village to the south
* Added Gallows to the central district of the blackmarket

**NEW NAMES**

* Added new name suffix 'the wonderer' (+10 battlescore)
* Added new name suffix 'the Sightless' (-20 battlescore)
* Added new name suffix 'the Everseer' (+35 battlescore)
* Added new name suffix 'the Greenseer' (+21 battlescore)
* Added new name suffix 'the Redseer' (+22 battlescore)
* Added new name suffix 'the Blackseer' (+23 battlescore)
* Added new name suffix 'the White-eyed' (+50 battlescore)
* Added new name suffix 'the Brother' (+5 battlescore)
* Added new name suffix 'the Father' (+6 battlescore)
* Added new name suffix 'the All-Father' (+9 battlescore)
* Added new name suffix 'the All-Brother' (+8 battlescore)
* Added new faction name set (Greencloaks, Redcloaks, Yellowcloaks, Orangecloaks, Purplecloaks, Greycloaks, Blackcloaks, Silvercloaks, Goldcloaks, Pinkcloaks, Whitecloaks)

**NEW UNITS**

* Added 4 new Smallhaven units (militiawoman, armed villager, armed kid, pitchforker)
* Added 3 new Assuraki Demon worshipper Units (summoner, chaser and sacrifice)
* Added 3 new Market slums units (warrior, armed scum, brawler)
* Added 4 New Black Market units (reavers, fighters, killers and guards)
* Added 4 New Harlaw Mining Company Troops (slave, pickman, guard, worker)
* Added new warrior type 'Boltman'
* Added new unit (minor gang bandit robber)
* Added new unit (minor gang bandit recruit)
* Added new unit (minor gang bandit reaver)
* Added new unit (minor gang bandit guard)

**OTHER ADDITIONS**

* Adjusted the odds of certain quests occuring
* Added New Gibbering monk reactions Eyeraise, Demon Horns, Longbeard and Angry
* Added 2 new roof tiles
* Added 3 new crowns
* Added new gar'gallock dialogue
* Added 6 new tavern dialogues
* Added 2 new sewer dialogues
* Nerfed demons slightly
* Added 8 new songwood graveyard deaths
* Added 5 new mushroom trip screens
* Buffed knightly orders to be better at fighting bandits and rebels
* Buffed knightly orders strength in directly fighting pest groups
* Added a dynamic description to the central district
* Added a dynamic description to blackrow
* Added public opinion loss for destroying magic stones
* Added a dynamic description to guildrow
* Added a dynamic description to dockrow
* Added nospace warning for combination lock in sewers
* Added summoning a demon in the blackmarket takes a demon from the horde
* Added ability to destroy the monument of kings
* Added if public opinion over 100 peasants will stop some pest group actions
* Added when you destroy the blackmarket the last leader gets added to mounument of kings as is tradition
* Added tax collected from each district of the blackmarket in the report
* Added minor bandit gang recruitment in blackmarket from their captured buildings
* Added minor bandit gangs from blackmarket send troops back to main gangs
* Buffed tax income for blackmarket
* Added ability to attack and destroy blackmarket minor bandit gangs
* Added ability if truced to give land to remnants of bandit faction in blackmarket
* Added ability to sell bandits to established minor bandit groups in blackmarket
* Added ability for minorbandit gangs to capture blackmarket abandoned locations
* Added special debug option to force blackmarket leader statue
* Added if blackmarket goblin ban enacted goblin leaders statues will be destroyed
* Added 2 new weird architecture styled
* Added attempted assassination league collapse random event
* Added vote out league collapse random event
* Added land dispute league collapse random event
* Added evilest argument league collapse random event
* Added old rivals league collapse random event
* Added better desciption for declare 'pillaging' (Credit Leo m. panther)
* Added colour to graphic in other buildings menu
* Coloured combat menu options (Each faction now has a colour)
* Added random event where soldiers desert their posts from demons
* Added some merc groups who will work for demons
* Added minor mercenary band throne room encounter (credit u/Muramas)
* Added 3rd page of face generators

As I understand there are a lot of new features in this update, if anyone has any questions I am happy to go through them and answer!

ollobrains

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #264 on: October 18, 2017, 11:08:01 pm »

Keep it coming, btw i purchasaed on steam to help you out with income to keep development going, its turned into quite a nice title
Logged

Zangi

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #265 on: October 19, 2017, 02:04:02 am »

Hmm... my saves are unloadable.
Logged
All life begins with Nu and ends with Nu...  This is the truth! This is my belief! ... At least for now...
FMA/FMA:B Recommendation

Huw2k8

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #266 on: October 20, 2017, 10:25:32 am »

@Zangi, what version of the game are the saves from? if it's an error do you have custom races?

@Ollobrains, thanks for the support! I'm glad you like the update, it means a lot :)

Zangi

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #267 on: October 20, 2017, 10:29:40 am »

@Zangi, what version of the game are the saves from? if it's an error do you have custom races?

@Ollobrains, thanks for the support! I'm glad you like the update, it means a lot :)
It is from newest adventurer version..  And yes, I did add a custom race.  (Should be a way to delete custom races too.)

Also, adventurers are assholes.  When can I do explicit things to them?
Logged
All life begins with Nu and ends with Nu...  This is the truth! This is my belief! ... At least for now...
FMA/FMA:B Recommendation

Huw2k8

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #268 on: October 20, 2017, 12:28:50 pm »

100% of the time someone has a problem loading files with custom races they've added fullstops/periods (.) within the description of the independent race, but the dots are used to signify the end of a variable so it causes problems, if you need help send me the file and I'll fix it

And yeah adventurers are dicks, will be adding ways to work with them in another update soon, at the moment they just hang out there :)

Zangi

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #269 on: October 20, 2017, 12:35:19 pm »

Probably it, I'm used to using periods.  Put one of those in the description part.
Logged
All life begins with Nu and ends with Nu...  This is the truth! This is my belief! ... At least for now...
FMA/FMA:B Recommendation
Pages: 1 ... 16 17 [18] 19