Warsim 0.8.4.5 (Bandit raid overhauls and the fate of kings, 51 features)
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)
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
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
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
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
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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