Recent Posts

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Warsim 0.8.5.2 (Warbeasts and Combat Complete, 79 features)

This is an exciting update for me, all factions are now covered by the combat update code, and we have WARBEASTS!

MINOR FACTIONS IN BATTLE (9 features)

This massive chunk of work sees every single faction in game now use the new combat system, gone are the days of the ever scrolling death notification! Hurrah!

* Made all of Warsims minor factions use the new combat system
* Added alternate event if Wagon man dies in battle but his troops survive and win
* Fixed issue with Fort Kullak troop count not changing from 500 unless they are defeated completely
* Made Fort Kullak troop count gain +5 per year
* Added Malnourished vampire units if attacking Baiaa while they're low on Thralls
* Added special event for Koova the Nomad King in battle
* Added special ending if you beat the nomads but not koova in battle
* Added special event for Demonic Koova in battle
* Added special ending if you beat the dark nomads but not demonic koova in battle

MONSTERS IN BATTLE (27 features)

This has been heavily requested for a long time and as I was about to release this update I decided... Why not and spent the entire night and much of the following morning adding and testing this! Now monsters can be sent to battle alongside your brave warriors!

* Added new 'Warbeast Harnesses' upgrade buyable for 2000 gold at your monster pit
* Added ability to send your monsters to battle
* Added ability to send monsters to fight in a last stand at the end of battle or call them back
* Added special screen if you send only monsters on an attack
* Added special screen if you send only a single monster on an attack
* Added 'assault the lines but fail' monster battle event
* Added 'assault with ferocity' monster battle event
* Added 'eats an enemy whole' monster battle event
* Added 'chaotic fury' monster battle event
* Added 'fights like a beast' monster battle event
* Added 'surprise attack' monster battle event
* Added 'slips and falls' monster battle event
* Added 'ferocious fight until stabbed' monster death event
* Added 'charge lines cut down' monster death event
* Added 'fight in frenzy' monster death event
* Added 'sliced up' monster death event
* Added 'flurry of arrows' monster death event
* Added 'heat of battle' monster death event
* Added 'arrow to the head' monster death event
* Added 'beheaded' monster death event
* Added 'critical stabbing' monster death event
* Added 'flurry of arrows fight on' monster death event
* Added 'ripped to pieces' last stand monster event
* Added 'hacked up' last stand monster event
* Added 'left as a corpse' last stand monster event
* Added 'slain and left to rot' last stand monster event
* Added 'slain swiftly' last stand monster event

ARMOUR THOSE WARBEASTS (15 features)

After adding the above monsters in battle update I decided I couldn't just leave them without any additional upgrades, so I created a system of varied armours that can be given to your monsters!

* Added ability to buy scrap armour (50 gold) (+10% Strength)
* Added ability to buy Iron armour (100 gold) (+25% Strength)
* Added ability to buy Bone-Iron armour (150 gold) (+50% Strength)
* Added ability to buy Steel armour (250 gold) (2x Strength)
* Added ability to buy Bronze armour (500 gold) (3x Strength)
* Added ability to buy Obsidian armour (1000 gold) (4x Strength)
* Added armourer pays for the scraps of any currently equipped armour when upgrading
* Added +10 Gold payment for scrapping scrap armour
* Added +20 Gold payment for scrapping Iron armour
* Added +30 Gold payment for scrapping Bone Iron armour
* Added +50 Gold payment for scrapping Steel armour
* Added +100 Gold payment for scrapping Bronze armour
* Added +200 Gold payment for scrapping Obsidian armour
* Added notification for the armour a monster is wearing in the pre-battle monster sending screen
* Added armour information when viewing monster information in the monster dungeon

NEW MONSTERS (14 features)

Seeing as we're expanding the monster system and making them more used in game, it made sense to add more of them! Previously the game could generated 27840 of them, now where at a whopping 42875 with the newly added parts all combining together... God I love combinatrix.

* Added 'bumpy spike' monster head top part
* Added 'brittle set of antennae' monster head top part
* Added 'large spiky ears' monster head top part
* Added 'small spike bump' monster head top part
* Added 'strange plant growth' monster head top part
* Added 'lumpy stubby' monster body part
* Added 'slinky and curved' monster body part
* Added 'double arms body' monster body part
* Added 'pincer head' monster head part
* Added 'spikey head tooth mouth' monster head part
* Added 'v shaped eye head' monster head part
* Added 'long pincer head' monster head part
* Added 'tiny tooth head' monster head part
* Added 'big circle eyes and fat mouth' monster head part

BUGFIXES (8 features)

More bugfixes including a strange one that made all mercs 25x weaker... Can't have that! As always thanks for all the reports guys, and sorry about the bugs haha.

* Fixed issue with mercs being 25x weaker than they should have been due to a bug (credit Gabe the Ghostman DeGrossi)
* Fixed merc camp destruction notifications for groups 2-5 not having the +1 land indicator
* Fixed Smallhaven bug forcing you to revisit the ruined village instantly after looting it
* Fixed ransacking smallhaven no graphic screen bug
* Fixed screen missing when losing to smallhaven in a raid or a ransacking
* Fixed screen missing when losing to Rihhm in a raid or a ransacking
* Fixed ransacking Rihhm no graphic screen bug
* Fixed indepednent kingdoms warning of revolt when they aren't your vassals (credit IdleFan)

EVERYTHING ELSE (6 feature)

A couple of changes and fixes... and the casual removal of the long outdated minor goblin clans (sorry Gobbos)

* Added missing screen for losing demon battle inside the demon realm
* Added missing screen for exiting demon realm by your own choice
* Removed minor goblin clans from the game
* Made any trade routes or alliances with minor goblin clans auto cancel
* Made minor goblin clan menu visible by entering 77 on the diplomacy menu (if diplomat skill high enough and goblins aren;'t disabled)
* Cleared obsolete unused code for duplicate smallhaven village

WHAT'S NEXT

I am going to turn my attention to adventurer groups as soon as I can and hopefully get to work on a big update!

Viva Warsim

Love you guys

Huw

See the changelog with screenshots here on steam - https://store.steampowered.com/news/app/659540/view/3341123089550859407
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Tangaria (multiplayer roguelike) got latest version of PWMAngband!

https://tangaria.com/news/pwmangband-march-june-2022/

Cya in-game and welcome to our discord: https://discord.gg/zBNG369

Also please note that Tangaria now have new system of Account Progress: you can get account points for getting levels and defeating unique monsters. There points do not disappear when you character dies; also they will preserve even after server wipes. Account points allows to buy bigger houses, increase storage space, give access to more races/classes and provide other advantages (will be implemented soon). Most of these advantages do not directly affect  gameplay, so roguelikish aspect won't suffer ;) System is already live on server; I'll post more information about it in the next post!
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Warsim 0.8.5.1 (Mercenary Overhaul Update, 48 features)

Hello everyone!

While this might not seem like a massive update the work that's gone in to it is pretty huge! A massive update to mercenaries and how they function as well as a number of smaller side features!

MERCENARY COMBAT IMPROVEMENTS (20 features)

For some time mercenary attacks have used Warsims old combat system, now it's being updated and coming with it's own extensions to the combat system!

* Made mercenary battle use the new combat system
* Added 10 new variants of battle intro events for mercenaries
* Made 5 new intro events for goblin mercenaries
* Made 3 new intro events for demon mercenaries
* Made 5 new intro events for militia mercenaries
* Added 3 alternate texts for mercenary skirmish victory
* Added merc successes and failures to the end of turn battle reports
* Added new graphic for demon mercs post battle
* Added new graphic for goblin mercs post battle
* Added new cheer sfx for demon mercs post battle
* Added new cheer sfx for goblin mercs post battle
* Added 3 alternate texts for mercenary skirmish loss
* Added indicator if merc group is destroyed in battle
* Added 3 alternate texts for mercenary raid loss
* Added 3 alternate texts for mercenary raid victory
* Added merc raids include loot chests
* Added raid loot chest max reduced by 1 as mercs keep some for themselves
* Fixed spyreport retreats from merc battles no longer deplete one attack move from mercs
* Added 3 alternate texts for mercenary invasion loss
* Added 3 alternate texts for mercenary invasion victory


Your merc army marching forward
https://i.imgur.com/h3SQDbz.png

Goblin mercs winning
https://i.imgur.com/u76yffU.png

End of turn report after a ton of player merc use
https://i.imgur.com/y1NH3PD.png

MERCENARY GROWTH (3 features)

After a while wrestling with and even partially coding a multi attack system for the player and AI it ended up not being feasable, this was unfortunate but as an alternate source of multiple per turn attacks increasing to help with the exponentially growing kingdoms when discovering new lands I opted for this system, and additionally to not make it one sided in the players favour I spent some time creating a system that allows enemies to use mercs too!

* Added new notification when discovering new lands
* Made discovering new lands increase all merc groups current and max yearly attacks by 1
* Made discovering new lands increase all future merc groups max yearly attacks by 1

MERCS OF THE ENEMY (17 features)

This has always been something that should have been a thing, but now enemy kingdoms can hire mercenaries and use them to fight you and their enemies! There are some rules and structure to it but otherwise you'll see the mercs getting a lot more use. Want your favourite group safe from being used? Hire them permanently instead of for one off attacks.

* Added 50% chance factions will consider hiring mercs to fight for them at the end of each turn
* Made Krut and Erak only able to use goblin mercenaries
* Made merc groups unhirable if already hired by the player or if all of their yearly attacks are used
* Made it so that only goblin mercs can be hired by savage kingdoms
* Made it so that factions will only hire mercs if they have twice the gold they need
* Added 5 variant intro text for when merc group attacks player
* Added 5 variant intro text for when merc group attack other kingdom and players spymaster finds it
* Added 3 alternate texts for report of AI vs AI merc group fight noticed by your spymaster
* Added 3 alternate texts for post battle screen when enemy mercs fail to invade the player
* Added 3 alternate texts for post battle screen when enemy mercs successfully invade the player
* Added 3 alternate texts for post battle screen when enemy mercs fail to raid the player
* Added 3 alternate texts for post battle screen when enemy mercs successfully raid the player
* Added 3 alternate texts for post battle screen when enemy mercs fail to skirmish the player
* Added 3 alternate texts for post battle screen when enemy mercs successfully skirmish the player
* Added new end of turn report pop ups for all merc battles
* Added new battle notifications of merc troops
* Added slightly alternate post battle report after merc battles

A merc battle spy interception
https://i.imgur.com/Y2dCqyc.png

A kingdoms personal battle logs including their recent merc hire
https://i.imgur.com/taNRbxF.png

Some merc attacks reported at the end of turn
https://i.imgur.com/KlANXCT.png

Some merc attacks at the end of turn but with advanced spy reports
https://i.imgur.com/KXYDHkL.png

Player being attacked by mercs
https://i.imgur.com/XJBSgZC.png

RACEPACK EXPANSION (1 feature)

A steam user pointed out that if you choose random race packs you can sometimes end up with a pretty bad batch and just have to either roll with it or restart the game, It didn't take long to put this in and now you can keep rerolling till you find that batch that suits you and your world!

* Added ability to re-roll races from random racepacks (credit Willow Ufgood)

SCREEN COLOUR ADJUSTMENT (6 features)

After a steam discussion I decided to add this system to the game allowing the background colour to be changed to a number of pre-sets!

* Added new option in in-game settings menu to adjust screen colour (credit Kawasaky)
* Added white background screen pre-set
* Added light grey background screen pre-set (credit diplomametolius)
* Added dark grey background screen pre-set (credit diplomametolius)
* Added ability for player to make a custom colour set
* Made each colour option link to the players save so you can have different settings for different saves

One of the screens
https://i.imgur.com/tn1L5SI.png

And in a different colour
https://i.imgur.com/Av34TQ5.png

And more...
https://i.imgur.com/3AM6DxF.png

https://i.imgur.com/Lvuu0lF.png

https://i.imgur.com/GVqs8yz.png

BUGFIXES (6 features)

A few bug fixes entirely thanks to player reports, as always thanks guys!

* Fixed adventurer group text bug (credit watchdog_2003)
* Fixed steward intro text bug (credit watchdog_2003)
* Fixed text bug in tower coronation (Credit ZedZed)
* Fixed no gold indicator when gibbering monk gives you gold (Credit pup)
* Fixed no +peasant indicator when gibbering monk gives you peasant (Credit pup)
* Fixed issue when setting theme music that game doesn't recognise any other choices once you've chosen no music (credit Pup)

EVERYTHING ELSE (1 feature)

An australian friend of mine enlightened me to an aussie word for the poo you take the night after drinking, I thought it sounded like a goblin warchief!

* Added new goblin name 'Grog-Bog' (credit Vhester)

WHAT'S NEXT

This update has been tested thoroughly but Warsim is a wild beast and many things may have slipped by. I'll be trying my best to keep on top of this while I continue forward trying to finish the remaining combat update work and pushing towards the long awaited Warsim release!

Viva Warsim
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7DRLs / Re: Poachers Will Be Decapitated: 7DRL progress reports
« Last post by DanielleFredericksn on June 06, 2022, 08:07:33 AM »
Hi I too am working on a generic and reusable turn based RL engine, based on what I did for last year's 7DRL.I think everyone does after awhile.
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Player's Plaza / Re: 2 player roguelites?
« Last post by Azalea 09 on June 04, 2022, 12:47:01 PM »
Any updates about recent tournament?
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Early Dev / Re: Auto Fire: A turn-based roguelike car combat RPG
« Last post by PatrickLipo on May 29, 2022, 07:31:28 PM »
Been a long time but the game is still in the works.  Trying to a get a long-delayed release out with massive visual and UI cleanup, consumable use and a deeper set of equipment.
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Traditional Roguelikes (Turn-based) / Re: Roguelikes with focus on ranged combat?
« Last post by mouser on May 29, 2022, 02:00:51 PM »
Hello,

Are there some good roguelikes, preferably with a sci-fi theme, in which you shoot at your enemies rather than clubbing them to death? I've seen X@COM, but I was looking for something where you just control one character, not an entire squad.

No Sci-fi themes, but in Dungeon Crawl Stone Soup it is viable to play characters speciallized in ranged combat. Just play a Halfling with a sling and there you go.

I know, probablky not what you were looking for.
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Traditional Roguelikes (Turn Based) / Re: TOME 2.3.5
« Last post by Valdor1977 on May 27, 2022, 07:18:20 PM »
Hey Tidal.

Thanks a lot, this worked perfectly!!   :) :)

All the best.

V.
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Traditional Roguelikes (Turn Based) / Re: Grog 1.0.0 released!
« Last post by getter77 on May 25, 2022, 10:49:50 AM »
Welcome back.  8)
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The Roguebasin / Re: Found a copy of Lord of Rage and Death
« Last post by Singleton on May 24, 2022, 03:49:25 PM »
For an experienced developer, this is actually a simple task
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