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)
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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!
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.
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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