Author Topic: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game  (Read 27954 times)

huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #15 on: February 17, 2017, 07:52:31 PM »
Hey guys, todays update has been a little bit delayed but it includes some pretty big new additions, including the ability to hold meetings in your throne room and ask for help from your staff, you also now receive general taxes on top of the more specific ones, and requesting alliances isn't so easy, plus you start the game with a random bit of gold in the bank and you can now see easier who is at war with you, which has made things scary!

**NEW FEATURES**

* **Added special throne room meeting ability**
* Added Dynamic code for alliance requests
* Added 23 Quadrillion human faces
* Added General Taxes

**BUGFIXES**

* Fixed kingdom crowns are not save bug
* Fixed game master spacing bug in staff screen

**OTHER ADDITIONS**

* Added 5 flag parts
* Added game will begin with a random amount of gold in the bank
* Added if bandits don't hate you at start of game automatic truce (to prevent them raiding you)
* Added three new name suffixes
* Goblin celebration now makes public opinion go up by 1 per turn
* Added chance of public opinion dropping from taxes
* Added at war shows on all factions not just independents and rebels (if valid)

Aleksanderus

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #16 on: February 22, 2017, 10:09:02 AM »
Really nice strategy game roguelite but is it just me or the bandits rob too much gold and because of that I can't progress game?

Edit: Sorry but it looks like it's fixed in the newest update
« Last Edit: February 22, 2017, 10:11:02 AM by Aleksanderus »

huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #17 on: February 25, 2017, 08:57:38 PM »
Hey guys, todays update has been slow cause I've been insanely busy with things at the moment and have been doing a ton of overtime at work, I have added a few cool things this time around, hats which rarely appear on human heads, a more interesting ending chance for some kingdoms instead of a just a final battle and a new race that was suggested a while back which is essentially slime people, that aside I've fixed a few bugs, made easy mode a little easier and added a few new throne room encounters

**NEW FEATURES**

* Added four hidden hats that have a 1 in 200 chance of appearing on a human head
* Added ability for good independent kingdoms to surrender on last land
* Added ability for evil independent kingdoms to destroy their last land
* Added Abominations race (credit u/reddish_kangaroo)


**BUGFIXES**

* Fixed game master spacing
* Fixed blood cheif text bug (credit u/sirmokmk2)
* Fixed arena subsidy loophole (credit Gorglomux)
* Fixed extra variable unable to load game bug
* Fixed Greenskin mass suicide bug (credit Nookrium)

**THRONE ROOM ADDITIONS**

* Added child changling wizard throne room encounter
* Added lone mercenary throne room encounter
* Added Small debt soldier throne room encounter
* Added Fee serving soldier throne room encounter
* Added rumour spreading soldier throne room encounter

**OTHER ADDITIONS**

* Added 4 new name suffixes
* Added 5 new crowns
* Added 28 Abomination Names
* Added Abomination Face Generator (36288000 faces)
* Buffed Easy Mode Starting Advantages
* Changed intro screens for choosing game mode
* Rework race selection graphic

**SOME SCREENSHOTS**

* http://i.imgur.com/RaT1yKg.png
* http://i.imgur.com/wNTeXFW.png
* http://i.imgur.com/Umy0mqC.png
* http://i.imgur.com/mvmh9DS.png
* http://i.imgur.com/Q47UvZh.png
* http://i.imgur.com/63jSs2t.png
* http://i.imgur.com/G4MbO0E.png

huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #18 on: March 01, 2017, 07:48:27 AM »
Massive update today with a lot of new and experimental features, but first an announcement!

**ANNOUNCEMENT**
-

Warsim is now in the Voting process on steam greenlight, if it succeeds warsim will be on steam and this will be huge for me, a dream come true! Regardless I'd like to thank all of you for your constant support and advice with development of the game

**TODAYS UPDATE**
-

Todays update features more restrictions on throne room encounters, you wont have people flock to join you if you are evil, Also as the game starts you can do the crowning ceremony which gives one of five random possible starts to the game, are you the son of a mad king, or are you a bandit warlord? each start has it's own differences. I've also added some new exploratonal changes to the watchtower, bluetrii farm and the tower of histories as well as tons of fixes and a special law called Alms for the poor which increases public opinion every turn and stops those pesky 'spare some gold for food' encounters

**NEW FEATURES**

* Updated all throne room encounters to be restricted based on public opinion
* Added Crowning ceremony to the game
* Added Chance to start the game as a bandit usurper
* Added chance to start the game as son of a mad king
* Added chance to start the game as gambling king
* Added Ability to ask watchtower if they've seen anything (with 12 responses)
* Added Ability to destroy the watchtower
* Added ability to attack Bluetrii farm
* Added Orb random explore event
* Added Dance of the Changeling
* Added Alms for the poor law which increases public opinion and stops encounters from starving and poor people
* Added History of the West to the tower of histories
* Added History of the Midlands to the tower of histories
* Added History of the Ancient Lands to the tower of histories

**BUGFIXES**

* Fixed normal mode roof spacing
* Fixed courtroom advice text spacing
* Fixed text of named chicken encounter
* Fixed courtroom joke text spacing
* Fixed tower of histories souther land text bug
* Fixed eastern ruins showing as southern ruins tower of histories text bug
* Fixed tribal goblin cheif throne room text bug


**THRONE ROOM ADDITIONS**

* Added Bad Public opinion bandits in court
* Added Bad Public opinion bandits for hire
* Added no boy coin if bad public opinion
* Added knight passing through only if public opinion is 50 or higher
* Buffed chance of passing knight joining you
* Added Assassin throne room encounter (credit u/PJvG)
* Added Tyranny confronatation throne room encounter


**OTHER ADDITIONS**

* Added not yet coded tag to darkdale
* Added Colour to the watchtower
* Added Colour to the Gift Tree
* Added colour to mercenary leader faces
* Added colour to all intro screens
* Updated the Bluetrii farm graphic
* Added new description for Bluetrii farm
* Updated changling texts
* Added Slave revolt general advice text
* Updated 10 advice texts to be more advisory and less gossipy
* Added Bandit theivery advice text
* Added Demon gate advice text
* Added mixed approach advice text
* Added black market ownership advice text
* Added united near north advice text
* Made hag encounter rare
* Added General face to attacks
* Added spymaster dialogue to spymaster reports before battle
* Added something that shows how much a small coffer of gold is when given

huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #19 on: March 07, 2017, 09:37:38 AM »
This update is pretty much entirely focused on adding more variation to the throne room, I've noticed it can get a little bit tedious over time and I'm trying to make it a little more random, some of the more notable additions include, Fort Gorthmek can assist in defending your kingdom instead of attacking with you, Phenor can offer you a truce if you are evil enough and not just tier 2 troops from independent kingdoms want to join you, other will come too!

**NEW FEATURES**

* Added Fort Gorthmek Defence assistance
* Added Bandit Truce from Phenor for evil kings encounter

**BUGFIXES**

* Fixed 'an militia' text bug (credit Dracoselene89)
* Fixed guards bring forward Ascii free bug (credit Dracoselene89)
* Fixed gold coin for goblin no coin given
* Fixed foreign messenger text spacing bug
* Fixed mad king text errors

**THRONE ROOM ADDITIONS**

* Added Bribe to stop forceful tribute throne room encounter
* Added soldier threatens farmer throne room encounter
* Added burned farmhouse throne room encounter
* Added farmers door throne room encounter
* Added Goblin choke to death throne room encounter
* Added Goblin coin puker to throne room encounter
* Added explorer rips up map throne room encounter
* Added betterment of the realm throne room encounter
* Added Extra noble work throne room encounter
* Added Bandit farm raid cut throne room encounter
* Added Bandit caravan raid cut throne room encounter
* Added Bandit stored gold throne room encounter
* Added Bandit Village raid throne room encounter
* Added Bandit stash throne room encounter
* Added stolen food throne room encounter
* Added village crops throne room encounter
* Added rotten grain throne room encounter
* Added old mans family throne room encounter
* Added starving throne room encounter
* Added independent peasant wants to join
* Added independent knight wants to join
* Added dynamic independent joining reason

**OTHER ADDITIONS**

* Added three new name suffixes
* Made townsman saying hello rarer

huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #20 on: March 14, 2017, 08:12:03 AM »
Not the biggest update today but lots of cool things added, you can now play rock paper shears with your game master if he has a higher skill than 100 making training a game master more worth while, also you can interact more with shallowrock mine and finally the mountain of Saaroth in the Wild North has been added with quite an interesting little questline, that aside the HUGE bug that caused games to crash when viewing lords has been fixed! and several other things have been changed/fixed, enjoy! :) Also if you haven't already and you like the game please vote for us on greenlight!

**NEW FEATURES**

* Added cheat code 380 to set a number of lands (credit Dalen Lewin)
* Added 'Rock Paper Shears' game that can be played by gamesmaster once trained
beyond 100 skill
* Added ability to request tribute from shallowrock mine
* Added ability to speak to leader of shallowrock mine (dynamic responses)
* Added The Mountain of Saaroth to the Wild North
* Added Battle with wildermen at Saaroth

**BUGFIXES**

* Fixed vassilisation bug
* Fixed burn 100 peasants alliance if you dont bug (credit Mata)
* Fixed Old man in staving bug (credit Mata)
* Fixed mercenary leader screen colour issue
* Fixed destroy slavers fort spacing
* Fixed destroy slavers fort text colour
* Fixed massive lords crash bug
* Fixed brawlers pit text colour

**THRONE ROOM ADDITIONS**

* Added dynamic 7 new responses from Demon Worshipper

**OTHER ADDITIONS**

* Made goblin slave figure based on lands
* Added 10 new name suffixes
* Added 5 new crowns

huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #21 on: March 28, 2017, 10:00:12 AM »
Yikes, it's been almost two weeks without an update! sorry guys, I've been working my ass off with so many different things I feel like I'm going to explode, I've added a few new things to the game, a new place called the Songmakers hut which create random poems, and added the ability to become a demon lord at the start of the game as a random chance, this will be a bit of a different playthrough, as you will have demon support but you will be hated by the masses, also I've added some more public opinion related changes and some general new editions

* Added Public order limit on pay rise encounter
* Added lower public order means less throne room visitors (dynamic)
* Fixed goblin scourge law not working
* Made goblin slaves stack each turn
* Added a max level to amount of goblin slaves that can be had
* Added ability to free the mad king
* Fixed gameover screen
* Added Songmakers hut to Songwood in the west
* Added 2 New name suffixes
* Added 8 New building tiles
* Added 2 new flag parts
* Added demonic band encounter
* Blocked anti-demon assistance if you are the demon king
* Added ability to be a demon king
* Added ability to build demonic totems
* Added demon overlord support
* Added demon overlord summoning
* Added council giving demon support
* Added law ability to declare yourself the demon king

huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #22 on: April 01, 2017, 02:09:42 PM »
Might seem like a little update today but most of these are big features, tons of new laws exclusively for evil leaders as well as the ability o make your kingdom a slave kingdom, new saves made in this version of the game should be fine! Thanks to all the people who informed me of the 2 extra variables bug!

* Fixed the 2 extra variables save bug
* Nervous rebel encounter is rare if rebellion is winning
* Added penniless monk encounter to throne room
* Added ability to make Aslona a slave kingdom
* Added Pillaging Law for evil kingdoms
* Added Curfew Law for evil kingdoms
* Added Breathing Tax for evil kingdoms
* Added Walking Tax for evil kingdoms
* Modified Slave Kingdom encounters to throne room
* Fixed Kingdom Loadout codes not working
* Fixed Land Tax bug

huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #23 on: April 05, 2017, 12:09:04 PM »
This is an announcement of the first mod for Warsim, and with this mod being announced many new features are going to be put in place to allow for better moddability, the game of thrones mod features the following.

* Play as Stannis Baratheon fighting against other kingdoms such as the Ironborn, The North, The Westerlands, The Riverlands and Dorne
* Mercenary Groups such as the Second Sons and the Grass Sea Kalassar
* Reworked unit trees, and flags
* Bandits like the Brotherhood without Banners
* Locations from the game in each kingdom such as the Iron Throne, Castermere, Pyke and Winterfell
* A Full game of thrones soundtrack
* And much more...

Download the game (https://www.dropbox.com/s/wiz2iyngew50yb1/Game%20of%20thrones%20Mod.zip?dl=1)

all credit goes to Truecraig of the Audiogames forums who made the game, head over if you wish to thank him for his work! :)
 (http://forum.audiogames.net/viewtopic.php?id=16553&p=16)

huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #24 on: April 10, 2017, 05:17:09 PM »
Hey guys, there are a few new features in this update, this update is mostly focused on bugfixes, making Denland nicer and making the game a little more moddable! the gibbering monk is much more fun in this edition! :)

**NEW FEATURES**

* Added ability to disable debug menu
* Added ability to stop mercenary groups disbanding
* Added ability to change kingdom flag colour in debug mode
* Added Demon Decay to the magic theatre
* Added lots of flavour text to throwing a coin in the well
* Removed old gibbering monk graphic and added face
* Added lots of new gibbering monk reactions
* Added graphic for each gibbering monk action
* Added ability to ask guards for their opinion during most throne room arrests

**BUGFIXES**

* **Fixed demon overlord kills you for speaking to him**
* Fixed ruined wagon mag post colour
* Fixed Harlaw goblins text bug
* Fixed Harlaw tribute after they are killed or bought out
* Fixed Smallhaven tribute paid even after village ruined
* Fixed the knights training loophole (credit u/reclawyx_sabre)
* Fixed Farmer joining bandit version of Aslona when hurt by bandits
* Fixed Refugee recruitment minus gold bug (credit u/reclawyx_sabre)
* Fixed gibbering monk laugh loudly text bug
* Fixed Watchtower exit bug

**COLOURATION CHANGES**

* Coloured western compass
* Coloured magic theatre
* Coloured the magic well
* Coloured Small haven
* Coloured wagon mans post
* Coloured great stone of denland

**OTHER ADDITIONS**

* Changed demon overlord text order
* Updated debug menu
* Limited the max slavers to 80 (credit u/reclawyx_sabre)
* Modified Magic Theatre Prices
* Updated Gibbering monk menu

huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #25 on: April 15, 2017, 01:17:00 AM »
Hey guys, todays update focuses a little more on the west, adding a new area, some fixes and a lot of colouration where there wasn't any, Also now trade posts can be a thing in procedural building generation and when you attack an independent kingdom it shows you some buildings, also I've added new pacifist races who will not attack anyone, only defend!

**NEW FEATURES**

* Added special graphic when attacking an independent kingdom
* Added the Great High-Trees of Songwood to the west exploration
* Added Pacifist Races who do not attack anyone
* Added Harmless Races who do not attack anyone
* Added trade post building to possible independent buildings (+gold per turn)

**BUGFIXES**

* Fixed Demonic laws bug (Credit Bashue)
* Fixed Evil laws bug (Credit Bashue)
* Fixed Demon totem bug (Credit Bashue)
* Fixed ascii free version face showing up bug
* Fixed songwood graveyard visitable before discovered bug
* Fixed 6 broken spacing tiles

**COLOURATION CHANGES**

* Coloured Hlok Mine
* Coloured Songwood Graveyard
* Coloured Songmakers Hut
* Coloured Lava Pit
* Coloured the four demon totems in the south
* Coloured Order of roses citadel

**OTHER ADDITIONS**

* Added 4 new tilesets
* Updated holy order layout

huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #26 on: April 25, 2017, 03:42:22 PM »
This update might not look big but it includes several major new additions, such as massive overhaul of the vampire face generator, now you will notice much more variation in their faces, elven faces have been improved a little bit too!

The biggest editions of the update are the random face generator that can mash up faces of all creatures to create total messed up faces, and also the new lines of dialogue recorded for the demon overlord, when you defeat him in his realm and can ask him questions this new update adds voiced lines for him, the first character in the game to ever have a voice! Check it out

**NEW FEATURES**

* MASSIVE VAMPIRE FACE OVERHAUL (2565x as many faces as before!) (was 190'080 faces now 487'555'200!)
* Added over 4 million new elven faces (4'384'800)
* Added Random Face generator (creates monstrosities with 6'086'012'052'314'203'966'656 total possibilities!!!) 6 sextillion!
* Added 15 lines of recorded dialogue for the demonic overlord in the demon realm

**BUGFIXES**

* Fixed my the text bug

**THRONE ROOM ENCOUNTERS**

* Added stray demon throne room encounter
* Added peasant wants soldier to help defend his farm (credit u/muramas)
* Added random outcome bandit raid encounter
* Added old man wants to see you before he dies (credit u/PJvG)

**OTHER ADDITIONS**

* Updated dialogue for who made you demonic
* Coloured old northern carving
* Added 12 new roof tiles

getter77

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #27 on: June 30, 2017, 02:47:04 PM »
I look forward to the future of this topic over in the full on Announcements board after you get in The Big News---congrats!   ;)  8)
Brian Emre Jeffears
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