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Announcements / .308 Ammo At Best Price
« Last post by foundryoutdoors on Today at 07:27:07 AM »
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I haven't played it enough yet to have much to say about the gameplay. It seems to work fine, though I didn't encounter much as I played.

Two immediate thoughts. Firstly, I like the visual style a lot. Secondly, on a more 'constructive criticism' note, I think you have far too much text up front. No one wants to read a novella before getting to the game. I'd suggest seeing if you can make it a lot more succinct while retaining whatever you consider essential.

Promising start!
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Hey everyone,

Thanks for your patience on this one, I'm proud to announce the 'Bandits of the Realm' update. This update completely reworks how minor bandits work and adds a sort of background population of bandits. It's now possible that a realm can become infested with bandits, where all bandit factions gain huge recruitment bonuses, and any defeated minor bandit gangs are quickly replaced with new ones. Of course the bandit level can be reduced by defeating these gangs and putting down any bandit influence in the realm as well as enacting policy.

My recent post about this update with a fully documented infested bandit playthrough can be seen here - https://store.steampowered.com/newshub/app/659540/view/2209525206376708977

BANDITS OF THE REALM (19 features)

I've tried to split the update into a few categories but most of the major stuff is here!

* Added new general bandit level system tracking the level of banditry in the realm
* Added randomisation for starting general bandit level based on current existing factions (ie if Bandit Horde exists)
* Added new bandits of the realm screen with 11 dynamic graphics and tiers
* Added tracker showing all active bandit groups in the realm
* Added ability to ask how you can reduce the bandit level
* Added ability to ask how you can increase the bandit level
* Added ability for new bandit groups to arise at the end of a turn if there are free slots (depending on how high the bandit level is)
* Added the ability to disable notifications of new bandit groups popping up
* Added ability to view the current effects of the bandit level
* Added 'secret' code 69 which if entered on bandits of the realm screen sets the bandit level to something random
* Removed diplomacy skill requirement to see minor bandit groups
* Renamed minor bandit groups section of diplomacy to bandit groups
* if game start with no minor bandit groups then bandit groups section is renamed to bandits of the realm and takes you directly to bandits of the realm assessment screen
* Added all minor bandit gangs get a custom and unique graphic for what their troops look like (121.5 million total)
* All newly spawned bandit groups get completely random relations with all factions in the game
* Added ability to choose a custom bandit level when playing a custom game (in the bandit scenario settings)
* Added new cheat code 450 (allows bandit level to be set to anything you wish)
* Reworked view minor bandit stats to show proper unit breakdown now
* Added if loading a save from pre-bandit update, bandit level will be randomised upon load

NEW BANDIT GANG FORMATION ORIGINS (21 features)

As the game progresses and some gangs fall, new ones will rise to take their place (if the bandit level isn't below 9). With each gang destroyed the bandit level will drop, keep chopping these gangs down and eventually your bandit problems will permanently disappear.

* Added outlaws and robbers bandit gang spawn origin
* Added landless marauders bandit gang spawn origin
* Added road robbers bandit gang spawn origin
* Added ravers bandit gang spawn origin
* Added landed sea raiders bandit gang spawn origin
* Added looters bandit gang spawn origin
* Added mountain bandits bandit gang spawn origin
* Added disgruntled villagers bandit gang spawn origin
* Added old deserters bandit gang spawn origin
* Added backwater village militia bandit gang spawn origin
* Added Blackmarket Garrison offshoot (which takes troops from the Blackmarket garrison) bandit gang spawn origin
* Added Merc band turning bandit (only if group is not hired by the player) bandit gang spawn origin
* Added Blackmarket Mercenaries (which takes troops from the Blackmarket mercs) bandit gang spawn origin
* Added Northern Merc Post Offshot (which takes troops from the northern merc post) bandit gang spawn origin
* Added Northern Merc Post Entire garrison (which takes all hireable bandits from northern merc post) bandit gang spawn origin
* Added Fort Kullak Offshoot (which takes troops from Fort Kullak's garrison) bandit gang spawn origin
* Added Bandit Horde units offshoot (which takes troops from the Bandit Horde faction) bandit gang spawn origin
* Added Fort Northwatch Offshoot (which takes troops from the Fort Northwatch garrison) bandit gang spawn origin
* Added Your bandits offshoot (only if you have a decent number of bandit units and your public opinion is above 0) bandit gang spawn origin
* Added All of Your bandits offshoot (only if you have a decent number of bandit units and your public opinion is above 50) bandit gang spawn origin
* Added ability to request not to see bandit group formation notifications on the pop up windows at the end of turn

ROOTING OUT THE LAST REMNANTS OF BANDITRY (5 features)

Have you reduced banditry to the brink? struggling to find those final pesky bandit groups? Fear not, send your spymaster to root out the remnant bandits, if successful you'll find a new bandit group made up of the last remnants which if destroyed will push that tiny bandit level even lower, keep it up and they'll be extinct.

* Added ability to send spymaster to find last remnants of banditry (only if bandit level above 0 but below 9, and all minor bandit gangs are dead, and you have a spymaster)
* Added if spymaster skill under 50 then 1 in 5 odds of finding remnant bandits
* Added if spymaster skill under 100 then 1 in 3 odds of finding remnant bandits
* Added if spymaster skill under 150 then 1 in 2 odds of finding remnant bandits
* Added if spymaster skill higher than 150 then always find remnant bandits

BANDIT LEVEL MODIFIERS (23 features)

As you and other groups exist and interact with bandits in your world the bandit level will rise and fall, if big bandit groups die off then overall banditry goes down, but a prison break? some pro-bandit laws? maybe you free 3000 of your bandit units and let them loose, then you'll see the bandit level skyrocket, helpful if you've got some rivals who are always picking fights with bandits.

* Added bandit level drops by 2 if a minor bandit gang is assimilated by you as bandit king
* Added bandit level drops by 3 if a minor bandit gang is destroyed by you or someone else
* Added bandit level drops by 10 if the bandit horde is destroyed by you or someone else, or bribed by you
* Added bandit level drops by 2 if you enact bandit scourge law (and -2 each year)
* Added bandit level drops by 2 if you enact the rehab law (and -1 each year)
* Added bandit level drops by 3 if you capture the Blackmarket
* Added bandit level drops by 3 if the (unowned) Blackmarket is destroyed in world events
* Added bandit level drops by 3 if you capture fort Northwatch
* Added bandit level drops by 3 if you capture fort Kullak
* Added bandit level drops by 2 if you re-enforce unenforced laws
* Added bandit level drops by 2 if you re-open your closed prison
* Added bandit level drops by 3 if you cancel the evil pillaging law
* Added bandit level raises by 3 if you enact the evil pillaging law
* Added bandit level raises by 1 if there is a prison break
* Added bandit level raises by 3 if Phenor successfully pulls off a bandit truce between the horde and minor gangs
* Added bandit level raises by 3 if you close your prison
* Added bandit level raises by 1 for every 150 prisoners freed when closing your prison
* Added bandit level raises by 2 if you allow outlaws back into society
* Added bandit level raises by 3 if you lose Blackmarket to bandit rebels
* Added bandit level raises by 2 if you cancel or can't pay the rehab law
* Added bandit level raises by 2 if you cancel or can't pay the bandit scourge
* Added bandit level raises by 1 for every 150 of your bandit units that you disband from your army
* Added code to prevent bandit level increasing beyond 100 and below 0

BANDIT LEVEL EFFECTS (19 features)

The bandit level of the realm effects many things, mainly how quickly new gangs arise, how quickly the bandit level continues to grow, and the recruitment bonuses for bandit factions.

* Bandit level of 90+ gives bandit horde, bandit gangs, and player if bandit king origin 3x recruitment bonus
* Bandit level of 90+ allows new minor bandit groups to instantly replace dead ones at the end of turn
* Bandit level of 90+ grants 5/6 chance of bandit level increasing by +1 at the end of turn
* Bandit level of 80+ gives 50/50 chance any empty bandit gang slot will have a replacement gang take over at the end of turn
* Bandit level of 70+ grants 4/6 chance of bandit level increasing by +1 at the end of turn
* Bandit level of 70+ gives bandit horde, bandit gangs, and player if bandit king origin 2.5x recruitment bonus
* Bandit level of 60+ gives 25% chance any empty bandit gang slot will have a replacement gang take over at the end of turn
* Bandit level of 50+ grants 3/6 chance of bandit level increasing by +1 at the end of turn
* Bandit level of 50+ gives bandit horde, bandit gangs, and player if bandit king origin 2x recruitment bonus
* Bandit level of 40+ gives 1/6 chance any empty bandit gang slot will have a replacement gang take over at the end of turn
* Bandit level of 30+ gives 1/7 chance any empty bandit gang slot will have a replacement gang take over at the end of turn
* Bandit level of 20+ gives 1/8 chance any empty bandit gang slot will have a replacement gang take over at the end of turn
* Bandit level of 10+ gives 1/9 chance any empty bandit gang slot will have a replacement gang take over at the end of turn
* Bandit level of 25+ grants 2/6 chance of bandit level increasing by +1 at the end of turn
* Bandit level of 25+ gives bandit horde, bandit gangs, and player if bandit king origin 1.5x recruitment bonus
* Bandit level of 10+ grants 1/6 chance of bandit level increasing by +1 at the end of turn
* Bandit level of 9 or less theres no chance of bandit level naturally increasing
* Bandit level of 9 or less theres no chance of new bandit gangs spawning
* Bandit level of 9 or less gives bandit horde, bandit gangs, and player if bandit king origin half their normal bandit recruits

REWORKING BANDIT ASSIMILATION (7 features)

Bandit assimilation was a feature available to players who chose/or got the Bandit King origin story, with it players with under 20 public opinion are able to attempt to assimilate minor bandit gangs into their kingdom, previously this had a 100% success rate but has now been reworked and given a cooldown as well as several issues with it fixed.

* Made bandit king assimilating minor bandit gangs not 1 in 3 odds of success instead of 100% of the time
* Limited player to one attempt per year of assimilating each gang
* Removed irrelevant text from successful assimilation screen
* Fixed 0 gold gained being shown in assimilation screen
* Fixed 0 bandits gained being shown in assimilation screen
* Fixed 0 warlords gained being shown in assimilation screen
* Added new screen for failed assimilating attempt with 3 different dialogues

DEAD GANGS (4 features)

It's always been possible that bandit gangs end up with no men but still hold land, in that event visiting said gang in diplomacy will now show a different menu where the desperate gang leader will always be willing to buy new troops at an inflated rate.

* Added new minor bandit gang diplomacy screen variant if gang has no troops
* Added ability to sell troops to desperate troopless bandit for twice normal sell value (20 gold)
* Added new dialogue and sfx when trying to talk to bandit leader of troopless gang
* Added indicator on troop sell screen showing exactly how many they can afford to buy from you

CHEAT UPDATES (8 features)

Added a new cheat for the bandit system and ended up reworking several other cheat related features!

* Added new cheat code 450 (allows bandit level to be set to anything you wish)
* Reworked 111 cheat code list to include all cheat codes
* Reworked layout of 111 cheat code list
* Reworked order of cheats to be in numerical order on cheatlist
* Added text blurb for each cheat code to 111 cheat code list
* Reworked layout of 211 Debug code list
* Updated set your origin cheat to include new origins
* Reworked layout of set your origin cheat

NEW BANDIT GRAPHICS (5 features)

A new system built on a whim that has over 121.5 million possible unique bandit troop graphics!

* Added new proc gen bandit graphic system capable of producing 121.5 million unique troop images
* Added bandit troop graphic generator to extras and generators
* Added text section to the graphic generator explaining it's origin
* Added bandit troop graphic concept notes to Warsim extras folder
* Added if loading a save from pre-bandit update, bandit gangs with receive random troop graphics

INTEREST-ING (1 feature)

Quite a neat idea by NotFox, now you'll be able to see your expected interest when you have money in the bank.

* Added indication of expected bank interest (credit NotFox)

HUNGRY MONSTERS (1 feature)

A good point made by Odieman, you couldn't feed prisoners to your monsters, now you can!

* Added the ability to feed monsters your prisoners (Credit odieman222)

VICTORY SCREENS REWORKED (17 features)

The screens for defeating factions are a little outdated, now they've all been updated with a slightly new layout. Also defeating mercenaries and kingdoms grants new different rewards than before!

* Added new small group of imprisoned soldiers victory screen reward for defeating a kingdom
* Added new reserves and hopefuls victory screen reward for defeating a kingdom
* Added new peasant rally victory screen reward for defeating a kingdom
* Added new famed knights army victory screen reward for defeating a kingdom
* Added new outlaw group victory screen reward for defeating a kingdom
* Added new peasant prisoner group victory screen reward for defeating a kingdom
* Added new treasury looted victory screen reward for defeating a kingdom
* Made reward for defeating merc groups varied between 100-4100 instead of always 1000 gold
* Made new screen for Minor goblin tribe joining you event after Krut Defeat
* Reworked minor bandit defeat screen and merged it into one
* Reworked rebels victory screens and fixed layout and grammar bugs
* Reworked bandit horde victory screens and fixed layout and grammar bugs
* Reworked Krut Victory screens and fixed grammar and layout bugs
* Reworked Erak Victory screens and fixed grammar and layout bugs
* Reworked Mercenary victory screens and fixed grammar and layout bugs
* Reworked independent kingdom victory screens and fixed grammar and layout bugs
* Reworked sentinel kingdom victory screens

BUGFIXES (18 features)

Lots of bugfixes in this, thanks to everyone who reported their issues!

* Fixed necromancer kingdoms raising the undead still happening even if the kingdom is dead
* Fixed space kingdoms blasting off event happening even if they are dead
* Fixed space kingdoms blasting off event happening even if they've already blasted off
* Fixed grammar issue in vassal independence text
* Fixed gold incorrectly shown as deducted from you when merc attack cancelled and refunded
* Fixed Nario asking how the party has been so far repeatedly
* Fixed slave revolt diplomacy unskilled diplomat warning missing
* Fixed deserters diplomacy unskilled diplomat warning missing
* Fixed theme music choice at new game improperly/not showing (active) indicator if no music selected
* Fixed getting rid of a champion in training at combat academy invalidates the training slot (credit u/YetiRoadBurger)
* Fixed buy fort gorthmek option appearing twice (credit u/YetiRoadBurger)
* Fixed issues with layout and false option number for ancient scythe in artifact market (credit u/YetiRoadBurger)
* Fixed impassioned speech throne room text bug (credit u/YetiRoadBurger)
* Fixed closing the prison text split issue
* Fixed bug with scrawny race prefix having spacing issues
* Fixed layout and text bug for love cultist throne room encounter
* Fixed what are you orders text bug issuing orders to knightly order
* Fixed extra line appearing on battle screen if not playing a timed game

CLEAR CODE (7 features)

Been clearing out some areas of the game with unused code from systesm I've worked on historically, pretty much all of this has literally no bearing on the game at all but I'm putting it here anyway.

* Removed bandit fort unused code
* Removed irrelevant code from monster fighting grand champion
* Removed uneeded code in independent messenger encounter
* Removed useless code from vampire bard guessing game
* Removed old useless remnant of custom game start code
* Removed loose useless code in game refresh phase
* Removed useless code for bards face colour

EVERYTHING ELSE (1 feature)

Noticed capturing fort northwatch didn't have it's own screen, now it does!

* Made new screen for capturing fort northwatch

SCREENSHOTS

* Infested realm - https://i.imgur.com/SpaIKGV.png
* Defeating the horde - https://i.imgur.com/Vr6h3qF.png
* New gang popping up - https://i.imgur.com/mNctuTY.png
* Almost all bandits gone - https://i.imgur.com/JDq1nY2.png
* Bandits gone - https://i.imgur.com/DtmOuoS.png
* New Bandit graphics - https://i.imgur.com/W5ziKAW.png

WHAT'S NEXT

I'm having a little break after this update and then I'm going to try and work through my backlog of bug reports and suggestions and look at some mercenary ideas from my to-do list.

Thank you for reading and hope you are all safe and well wherever you are!

Cheers

Huw
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Off-topic / Your journey to success starts here!
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Temple of the Roguelike / Re: Maintenance tasks
« Last post by Skeletor on May 29, 2020, 07:48:39 PM »
SSL certificate renewed. Off-topic subforum cleaned up.

I'm thinking on implementing some stronger measures for signing up, unless you guys are really looking forward to using services for essays or online casinos.

Thanks for that and good to hear you're still around.
Could a bunch of the OGs (e.g. minotaur, getter, darren, vanguard, z, corremn, krice, myself etc) (nah maybe not krice) be enabled to delete posts so we cut spam as soon as we notice it?
6
Off-topic / Best essay service
« Last post by spamtest2 on May 28, 2020, 02:17:03 PM »
I am a stupid spambot. WHoever programs these shall die.
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Off-topic / Re: Is a job and money really needed?
« Last post by johnnyy on May 28, 2020, 07:37:46 AM »
I think yes if you want to make a career
8
Temple of the Roguelike / Re: Maintenance tasks
« Last post by Slash on May 28, 2020, 01:26:32 AM »
SSL certificate renewed. Off-topic subforum cleaned up.

I'm thinking on implementing some stronger measures for signing up, unless you guys are really looking forward to using services for essays or online casinos.
9
Off-topic / Lord of the Rings Online (MMORPG)
« Last post by tangar on May 25, 2020, 06:49:11 AM »
Recently I've returned to LotRO ( https://www.lotro.com/en ) after 10+ years break. It's F2P MMORPG.

I started to play (and make video) in totally new (for me) perspective - to study and enjoy Tolkien's lore and exploring Middle-Earth without haste.

First adventures:
https://youtu.be/IRD_B2zq1Iw

Hope to see your feedback!
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Programming / Re: My language
« Last post by Vosvek on May 23, 2020, 05:04:57 AM »
Nice work, Krice. Hopefully we'll see your thoughts on includes/imports/packages just in time for Easter next year. At this rate, your language will be compiling in no time.
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