Warsim 0.7.7.8 (Another Bundle Of Features)
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](
) 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 (
) 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)
Files
Get Warsim: The Realm of Aslona
Warsim: The Realm of Aslona
Status | In development |
Author | Huw2k8 |
Genre | Simulation, Adventure |
Tags | ascii, Fantasy, Generator, Moddable, Procedural Generation, Roguelike, Sandbox, Strategy RPG, Text based |
Languages | English |
Accessibility | Blind friendly |
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