Author Topic: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game  (Read 28569 times)

huw2k8

  • Rogueliker
  • ***
  • Posts: 242
  • Karma: +0/-0
    • View Profile
Hey guys, I have shared it here before so I thought I'd leave it a while but I've made many new developments on my game Warsim its an old project of mine and though it's still in development it's achieved everything I first envisioned for it and more!

It features a heavily procedurally generated world as you try to rule the Kingdom of Aslona, a once great land now plagued by rebellion, a united horde of bandits, two strong kingdoms of goblins and five randomly generated independent kingdoms with randomly generated races as well as countless other side factions, I have always loved randomly generated content and so the game is chock full of it.

* Over 15 quadrillion randomly generated faces!
* Randomly generated kingdoms with random flags, laws, rulers and relations that you can fight, or befriend
* Massive world exploration zone
* Randomly generated buildings and architecture
* Arena gambling, tournaments and grand champion fights
* Player Moddability, add your own jokes, faces, flags, names, races ect
* near infinite hireable companions such as jesters, generals, spymasters ect
* Thousands of random in game events and encounters to keep things interesting
* Tons of cheats and extra features stuffed into the game
* Millions of possible factions and wild and active gameworld
* and so much more!

**Some Screenshots**





























* [Here's a playthrough someone did for me that shows off the game quite well](https://www.youtube.com/watch?v=PsUn895-_9s)

It's a free download in the sidebar on www.reddit.com/r/WarsimRpg I am massively open to feedback, I have a tendency to add things that are suggested by players into the game and will respond to pretty much all the comments I get! Happy to answer any questions you guys have!

huw2k8

  • Rogueliker
  • ***
  • Posts: 242
  • Karma: +0/-0
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #1 on: December 31, 2016, 11:12:02 AM »
**Warsim 0.6.5.8**
-
*Hey guys, first off happy new year, secondly while not including anything groundbreaking this is the most items in one update ever, just in time for the new year! I've added tons of new race modifications, tons of new faces, a few new races, tons of changes and modifications to the game, there are now natural disasters, better slavery, mercenary information and **THE ABILITY TO ADD YOUR OWN RACES INTO THE GAME THROUGH A SPECIAL IN GAME TOOL**, have fun!*

**Major new features**

* Added tons of chins to human face generator tons of new faces (Was 3.2 quadrillion NOW 10.1 Quadrillion possible faces)
* Added tons of Mutant faces (Was 657 trillion Now 2 Quadrillion)
* Added more troll head tops creating tons of new troll faces (was 912 million, now 6.6 billion)
* Added Ability to add your own races to the game from the extras menu!
* Added Godlings Race to the game (credit u/reddish_kangaroo)
* Added Cthuul Race to the game (credit u/reddish_kangaroo)
* Added Description of merc units proficiency to merc screen (credit u/Muramas)
* Added Independent units to the troop count screen (credit u/Muramas)
* Added independent vassals send you half of their peasant recruits each turn
* Added 1 in 75 chance of natural disaster each year (10 different kinds)  (credit u/reddish_kangaroo)
* Added kingdoms can now be either pro slavery, anti slavery, or not have slavery but not care about it
* Added kingdoms will not trade or ally with those who have slaves or slave soldiers (credit u/Crayolaclock)

**Bugfixes**

* Fixed Jesters face turning yellow after joke told
* Fixed Major event report ruler dies of old age bug
* Fixed Major event report bandit leader dies of old age bug
* Fixed 3 broken spacing building tiles
* Fixed friend of the fearful artifact hall spacing bug
* Fixed buying land from independents only works for mercantile kingdoms, costs (150k / kingdoms land), requires no soldiers
* Fixed throne encounter text spacing bug
* Fixed magic farm using the wrong area code bug (credit u/Muramas)
* Fixed throne room not working with ascii free version of game (credit u/Muramas)
* Fixed shallowrock mine extra miners bug (credit u/crayolaclock)
* Fixed mercs minimum battlescore from 1 to 30
* Fixed throne room variables not being saved
* Fixed coin thrown in well but have no gold message not showing up

**New races and race modifications**

* Added Two-Headed races have two heads in face generator!
* Added random Cthuul face generator to generators (credit u/reddish_kangaroo)
* Added 21 x Demigod faces! (was 1679616 now 35271936!)
* Added Eldritch race prefix (credit u/PJvG) (Doomed, Evil)
* Added Holy race prefix (credit u/PJvG) (Enlightened, Good)
* Added Unholy race prefix (credit u/PJvG)
* Added Undead race prefix (credit u/PJvG)
* Added Resurrected race prefix (credit u/PJvG)
* Added Invisible (always) race prefix (credit u/PJvG)
* Added Invisible (at will) race prefix (credit u/PJvG)
* Added Resurrected race prefix (credit u/PJvG)
* Added Scaly race prefix (credit u/PJvG)
* Added Infected race prefix (credit u/PJvG)
* Added Purging race prefix (credit u/PJvG)
* Added Primordial race prefix (credit u/PJvG)
* Added Solar race prefix (credit u/reddish_kangaroo)
* Added Lunar race prefix (credit u/reddish_kangaroo)
* Added Infernal race prefix (credit u/reddish_kangaroo)
* Added Terestrial race prefix (credit u/reddish_kangaroo)
* Added Chaotic race prefix
* Added barely functional twoheaded race prefix

**Throne Room Encounters**

* Added three new responses for the rebel plotter throne room encounter
* Fixed rebel plotter encounter being too common
* Added Chaos Orb discovered rare throne room encounter
* Added Visited by the wagon man throne room encounter (rare)
* Added 7 variants of soldier wants to join your army throne room encounter
* Added Farmers family were killed by bandits throne room encounter
* Added Farmers prized chicken was killed by rebels throne room encounter
* Added Farmers son was killed fighting rebels throne room encounter
* Added Farmer wants to do his duty throne room encounter
* Added Farmer wants to fight for the country encounter
* Added Farmers farm was burned by bandits throne room encounter
* Added Farmers land was ruined by bandits throne room encounter
* Added Farmers children were eaten by goblins throne room encounter
* Buffed Throne room visitors quantity
* Decreased amount of throne room visitors who leave each turn
* Made nervous rebel encounter 4x rarer

**Everything Else**

* Added 5 building tiles
* Added 12 Variant the world is full of mystery screens
* Nerfed vassilisation requirement to 4x troops instead of 5x
* Added special message to independent diplomacy screen if all kingdoms are vassals
* Added Basket of Magical fruit throne room encounter

huw2k8

  • Rogueliker
  • ***
  • Posts: 242
  • Karma: +0/-0
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #2 on: January 04, 2017, 08:27:35 AM »
Little update today, been a little busy starting work again after the new year but there should be some more bigger and better updates on the horizon, like 0.6.6.0 coming soon! This update has a few more faces, some bug fixes and slave tweaks!

* Added more human headbands and hair (3 quadrillion more human faces!)
* Reworked godling race
* Added ability to choose which races are in your world
* Added Slaves freed stat to stats screen
* fixed -1 years bug in stats screen
* Added ability to disable animation
* Added colour to buildings in independent diplomacy
* Added NAME's Domain Faction name
* Added slaves included in harvest report
* Fixed crops fail not being reported
* Fixed peasants overworked not showing in kingdom report screen
* Added slave deaths from overworked included in reports
* Added Man asks for wedding blessing throne room encounter
* Added general banditry throne room encounter
* Added road robber throne room encounter
* Added egg theif throne room encounter
* Added guard murderer throne room encounter
* Added anarchist throne room encounter
* Added peasant killer throne room encounter

huw2k8

  • Rogueliker
  • ***
  • Posts: 242
  • Karma: +0/-0
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #3 on: January 12, 2017, 08:30:56 AM »
Massive Update today, the main additions are most new encounters, but also a few new cool features, happy to answer any questions!

* Added outskirts bandit throne room encounter
* Added Bad Jester throne room encounter (credit u/GrimyDime)
* Made rebel plotter encounter slighly rarer
* Made all bandit captured encounters slightly more common
* Added Goblin accuses you of being a bad king throne room encounter (credit u/PJvG)
* Added Pee Pee Goblin throne room encounter (credit u/PJvG)
* Made slave agitiator encounter slightly rarer
* Added escaped slave throne room encounter (credit u/reddish_kangaroo)
* Made hello townsman encounter 3x rarer
* Added stray cat throne room encounter (credit u/PJvG)
* Added farmers cattle killed throne room encounter (credit u/PJvG)
* Added Coin of fate encounter to the throne room
* Fixed rihhm village using smallhaven data
* village champions are from rihhm and smallhaven in grand tourney
* Added dynamic 256 encounter insulting man throne room encounter (credit u/PJvG)
* Added crazy man, talking procedurally generated gibberish. (credit u/PJvG)
* Added Gamesmaster and sudden death dice game to throne room
* Fixed only able to select one random race instead of 5
* Added Two women both claim a baby throne room encounter
* Added mother of a dead soldier alms throne room encounter
* Added new name to human names (my name)(the best name)
* Fixed soldiers text instead of knights
* Fixed arena upgrade screen accessible without owning arena
* Fixed ability to watch animal fights without beast cages unlocked
* Updated loading screen to show independent lord generation
* Fixed succesfully defending a battle showing the wrong figure for your losses
* Added special hidden cheat code
* Person giving you praise and compliments throne encounter (credit u/PJvG)
* Added dynamic independent lord loyalty description
* Added Bad General throne room encounter (credit u/GrimyDime)
* Added Ex-slave, please destroy slaver fort throne room encounter
* Added rich ex-slave, ill pay to destroy slaver fort throne room encounter
* Added slavers looking for hire throne room encounter
* Added cursed man throne room encounter
* Added clanlands kingdom type to game (great cheif and warlords)
* Added system that sets certain kingdom types to certain civilisation levels (ie a bunch of savage goblins wont be a dutchy, it will mostly likely be a clan)
* Added 8 new roof tiles
* Added 2 flag parts
* Added 25 new name suffixes
* Added basis for independent kingdom system types (totalitarian, central, feudal ect)
* Added Void Army to the game
* Fixed gifting land to independent but no lord for it
* Coded independent lords do not return when their land is gained back

huw2k8

  • Rogueliker
  • ***
  • Posts: 242
  • Karma: +0/-0
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #4 on: January 14, 2017, 10:00:08 AM »
Hey guys, little update today, fixed the bug you've all reported where loading a save crashed the game, sorry about that one, and added some cool little things. While there aren't many things in the list, a lot of them are pretty hefty, new resurrecting races, a new race, and a large overhaul of the way independent lords work, with more in the pipeline, hope you guys enjoy!

* Added Half-Demon Race to the game (red humans)
* Fixed the save game crash bug
* Fixed Duchy typo (credit /u/Darkseh)
* Added 8 new roof tiles
* Added sleeping with skeletons throne room encounter
* Added new building tile
* Added ability to ask independent lords about their system of nobility
* Added ability to view lords stats
* Fixed choice2 lands bug
* Added hidden nobility talk easter egg
* Added resurrection test cheat (388)
* Added resurrection race prefix (50% chance when killed they will resurrect in battle)
* Added 20 new name suffixes


huw2k8

  • Rogueliker
  • ***
  • Posts: 242
  • Karma: +0/-0
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #5 on: January 17, 2017, 01:56:55 AM »
Todays update while not a huge one has a few cool new features in it, aside from a few bug fixes and tweaks, we have a new staff member which can be gained only though the throne room, the games master allows you to play coin flip and sudden death at anytime from your staff screen, though I will be adding more games in future so let me know if you have any ideas, also the ability to attack and own the mystery slaver in the east, just one of many tweaks to the exploration screen we'll be seeing soon, also finally a new random race suffix called Wasting whereby the race will slowly lose it's lands, hopefully plenty to keep you guys going!

**New Features**

* Added ability to attack mystery slaver
* Added ability to earn income from mystery slaver
* Added ability to hire Traveling Game Masters as staff
* Added new staff member Game Master
* Added Wasting race suffix (random chance for lands to go barren each year)
(credit u/reddish_kangaroo)

**Bugfixes**

* Fixed gift lands beyond lands bug (credit to Madkiwi)
* Fixed unable to imprizon changeling
* Fixed 'an training ground' text bug
* Fixed 'Bookk' text bug
* Fixed shrine of harvest description
* Fixed barracks upgrade bug
* Fixed crazy man throne room encounter text
* Fixed praise encounter text spacing bug
* Fixed greenskin mining company encounter even after mine bought

**Other**

* changed resurrection text
* Updated upgrade descriptions
* Added ability to buy shallowrock mine through throne room encounter
* Added face colour for staff members

Lord_Mork

  • Newcomer
  • Posts: 43
  • Karma: +0/-0
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #6 on: January 17, 2017, 05:40:48 AM »
Hey, just dropping by to tell you that this looks really cool. Hopefully I'll find the time to play it and make some comments.

huw2k8

  • Rogueliker
  • ***
  • Posts: 242
  • Karma: +0/-0
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #7 on: January 19, 2017, 08:18:52 AM »
Decent update today, I've made an effort to try and clear through all of my warsim notes and get through my backlog of feature ideas/plans and to do's so the majority of these additions are a part of that, biggest features are mad races which will randomly love and hate everyone including you, some changes to exploration screen places, you can now buy and own and destroy the scorpion pit, and if you run of ore in shallowrock mine, fear not, you can now prospect for more ore, you can also see who destroyed the Krut, Erak and rebels!

**New Features**

* Added mad race prefix that makes their relationship with everyone change each turn massively (credit u/reddish_kangaroo)
* Added so that chaotic, psychotic and warped races also have the mad trait
* Added ability to buy scorpion fighting pit
* Added ability to destroy scorpion fighting pit
* Added the ability to prospect within shallowrock mine for more ore
* Added Krut death screen
* Added rebel death screen
* Added erak death screen

**Throne Room Encounters**

* Added Distant cousin throne room encounter  (credit u/PJvG)
* Added buy monfort mine throne room encounter (dynamic price)
* Added slave soldier requests freedom throne room encounter
* Added Diplomat wants to quit throne room encounter
* Added Spymaster wants to quit throne room encounter
* Added general wants to quit throne room encounter
* Added man attacked shopkeeper throne room encounter
* Added Void Visitor throne room encounter
* Added Diplomat payrise throne room encounter
* Added spymaster throne room encounter
* Added general throne room encounter
* Added Demon Warder throne room encounter

**Bugfixes**

* Fixed armoury building descriptions
* Fixed massive bug that made all units from foreign kingdoms incredibly weak
* Fixed sleeping with skeletons encounter killing a rebel
* Fixed hiring indepedent troops not dividng by land

**Other**

* Added building description to explorers guild
* coloured title text for choosing difficulty
* Added graphic to choosing game mode (5 graphics total)
* Added 6 new tile sets for buildings
* Added 2 new roof tiles
* Added Dwarf joke to jesters and joke tellers
* Added 5 new name suffixes
* Lowered battlescore hire minimum from 2500 to 2000
* Added 5 new flavour texts to arena fight

huw2k8

  • Rogueliker
  • ***
  • Posts: 242
  • Karma: +0/-0
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #8 on: January 19, 2017, 08:19:23 AM »
Cheers lord mork! means a lot :)

huw2k8

  • Rogueliker
  • ***
  • Posts: 242
  • Karma: +0/-0
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #9 on: January 23, 2017, 07:03:55 AM »
Getting close to the 6.6.6. update now! should be fun, this update has quite a few cool little features in it! hope you all enjoy

**NEW FEATURES**

* Ability to ask indepednent lords how long they've been lords
* Added swamp toll to the farthest area of the west
* Added ability to pay bandits to attack an enemy as long as truced
* Added arena owned income (based on tons of factors, very dynamic)
* Added about section for merc leader to merc screen
* Added independent soldiers and knights to arena
* Added rare chance of mercenaries to the arena

**BUGFIXES**

* Fixed text bug in asking independents to attack people
* Fixed so so text bug for demonic shield artifact
* Fixed lord generation error
* Fixed bandit diplomacy skipping each time you speak to them
* Fixed assessment of merc troops screen being its own screen
* Fixed ability to spam for troops beyond -1 relation (credit u/reporttimies)
* Fixed game not recognising being at war with independent in diplomacy screen if you caused it in diplomacy
* Fixed duplicate the in arena entry text
* Fixed overlapping lines in arena text

**OTHER ADDITIONS**

* Added 24 new ents names
* Added colour to merc groups intro screen
* Updated troop overview to show troop names not soldiers peasants knights
* Added colour to faces of bandit rulers
* Added generals face colour to attack screen
* Added limit of how low land price can go to 2500
* Added new flag part
* Reworked troop aid system to give dynamic amount of troops instead of just 10
* Military aid is now made up of the population of the country who aids you
* Added 390 set your gold cheat code

**SCREENSHOTS**

* [Asking a lord how long he has been appointed](http://i.imgur.com/mLG6h9P.png)
* [Arena Income](http://i.imgur.com/bPsR6Xb.png)
* [New Merc Menu](http://i.imgur.com/XJFcAVi.png)
* [Merc Leader Screen](http://i.imgur.com/e4oDVw0.png)
* [Bandits Work for you](http://i.imgur.com/9cejjFi.png)
* [New Lord Menu](http://i.imgur.com/OY3v3qH.png)

As always, let me know what you think, always open to feedback and comments!

huw2k8

  • Rogueliker
  • ***
  • Posts: 242
  • Karma: +0/-0
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #10 on: January 24, 2017, 11:14:25 AM »
Not the longest list of things on the changelog today, but definitely a game changing update, today the Militia is now a full faction, and flags have been reworked to be a little bit more dynamic! Also Warsim has just surpassed 100'000 lines of code, it's getting huge!

**NEW FEATURES**

* Added militia as a faction
* Added new advanced flag system
* Added circular flag types
* Added half-shade flag types
* Added three other flag types
* Added green flags for all goblin tribes (always circular flags)

**BUGFIXES**

* Fixed 2500 Gold land showing up even when unavail
* Fixed spacing of staff quiting throne room encounter text
* Fixed prospecting have no text for not finding anything
* Fixed skirmish issue

**OTHER ADDITIONS**

* Made Xenophobia slightly rarer
* Made militia unit price vary
* Made Militia aggression level vary
* Added so militia defend Aslona
* Added generals head appears when choosing to attack
* Nerfed Starting Peasant Militia numbers
* Randomised turnly militia joiners instead of fixed number
* Added five new name suffixes

**SCREENSHOTS**

* http://i.imgur.com/zjtBLT3.png
* http://i.imgur.com/m1aLO6H.png
* http://i.imgur.com/kuS7S1Z.png
* http://i.imgur.com/O9MNr4j.png
* http://i.imgur.com/JySEymX.png

huw2k8

  • Rogueliker
  • ***
  • Posts: 242
  • Karma: +0/-0
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #11 on: February 02, 2017, 10:23:20 AM »
Hey guys, been quite a while but here it is, in all it's glory, the 6.6.6 update that has been long overdue, There are many big features in this update some that aren't just demon related, but we'll get to them later, firstly, the demon horde is now going to slaughter you... they were nerfed in the past, not anymore, now they are tougher than ever... sorry.

Also the arena ain't cheap anymore, it makes a whole heap of profit so only makes sense its the most expensive thing you can buy, aside from that lots of new exploration areas in the south, new encounters, Monfort mine can now be captured by factions, you can also demand tribute from them, the demon realm has been overhauled and is way better and has a really really cool animation in it,

**NEW FEATURES**

* Added a new feature where when you destroy the 5 kingdoms you can explore and discover a new continent finding 5 new kingdoms that are significantly more powerful than the last!
* Demon horde significantly buffed (ie... you are screwed)
* Made arena way more expensive (2.5million with upgrades at 1m and 2.5m)
* Added new cheat 88 well built (+10k units to army)
* Added Old Ruined Demonic Totem to the South Exploration
* Added Four Dynamic Randomly generated Demon Totems to the South
* Added monfort Mine prospecting
* Added insulting demon worshipper throne room encounter
* Added demon worship headgear to demon warder throne room encounter
* Added pledge of the knight throne room encounter
* Band of warriors throne room encounter
* Added Demon worshipper become demon random event
* Added Demon Hunter kills 3 demons random event
* Added dynamic aslona knight quest random event
* Added rare camp assurak powerful ritual random event
* Made bandits steal more from you
* Added band of peasants joined Assurak demon worshipers random event
* Added ability for factions to capture and hold monfort mine
* Nerfed number of throne room visitors per turn
* Added monfort mine tribute
* Added demon realm overhaul
* Added Ability to sell and buy units from the militia in the diplomacy screen

**BUGFIXES**

* Fixed uncapitalised artifact hall bug
* Fixed spymaster payrise throne room encounter bug
* Fixed General payrise throne room encounter bug
* Fixed diplomat payrise throne room encounter bug
* Fixed gibbering monk game freeze bug
* Fixed mad/chaotic/warped races don't randomly change relation with aslona
* Fixed arena not giving any income
* Fixed missing colored diplomat face when asking about faction relations
* Fixed independent kingdoms not recognising certain relation changes and remaining at war with you
* Fixed Aeromancer unit name bug
* Fixed no income from brawl pits
* Fixed no income from animal pit
* Fixed no income from magic theatre
* Fixed no income from scorpion pit
* Fixed no income from mystery slaver
* Fixed ability to enter -number and break the system
* Fixed line spacing issue in diplomacy main screen

**OTHER ADDITIONS**

* Added colour to hiring staff screens
* Added Demon Flag Colour in diplomacy
* Added Krut Flag Colour in diplomacy
* Added Erak Flag Colour in diplomacy
* Added Deserter Flag Colour in diplomacy
* Added two new name suffixes
* Added 8 new flag parts for circular flags
* Updated Ancient Southern Ruins Ascii Art
* Added 20 New Demon Names to the Generator
* Updated Camp Assurak Ascii Art
* Added 6 new building tilesets
* Updated monfort mine tribute dialogue to show mine master
* Coloured monfort mine ascii image
* Updated text of foriegn noble random event
* Coloured scroll white in diplomacy main screen
* Added colour to the laws screen graphic
* Added demon decay graphic
* Added colour for brawl pit
* Updated and coloured graphic for Slavers fort
* Added new different graphics for owned and unowned slavers fort
* Rearranged diplomacy screen faction list

**SCREENSHOTS**

* Demonic Doings http://i.imgur.com/ff4hJnj.png
* New Friends http://i.imgur.com/3A3xrzs.png
* Demon Worship http://i.imgur.com/1kvQdqC.png
* Demonic Realm http://i.imgur.com/ukxHc0z.png

huw2k8

  • Rogueliker
  • ***
  • Posts: 242
  • Karma: +0/-0
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #12 on: February 05, 2017, 08:23:56 AM »
Little update today guys, a few little things added, I've had a go at adding crowns into the game, they only appear some of the time and they aren't always lining up so great at the moment but they will eventually all have their own stats and additions and shall be kept from king to king in the kingdoms their from, Also some new changes in exploration, you can now destroy the combat academy, the great gar-gallock has his own face, and fort Gorthmek is now way more advanced that before, you wont just gain 25 troops per turn anymore, now your troop gain will be based on the skill of the ruler of the fort and much like the militia you will be able to get assistance from the fortress during battle making owning forts worthwhile!

**NEW FEATURES**

* Added Crowns to the game (work in progress)
* Added Face to Gar-Gallock
* Added Ability to destroy the combat academy
* Made peasants come after soldiers in battle
* Added ability for fort gorthmek to send troops to assist you in battle
* Set fort gorthmek troop limit to be battlescore of fort ruler
* Set fort gorthmek recruitment to be based on rulers battlescore

**BUGFIXES**

* Fixed grim prefix worth text bug (credit u/Fury222222)
* Fixed grim prefix save breaker (credit u/Fury222222)
* Fixed the diplomatic actions screen
* Fixed bandit warlord dissapearing bug (stops bandits collapsing)
* Fixed Game crash in ascii free version of game on militia screen (credit firefly82)
* Fixed game being stuck when visiting faction owned monfort mine

**OTHER ADDITIONS**

* Updated demon music credits
* Added new colouration to compass graphic
* Added colours to thickblood tavern
* Reduced the public opinion needed to hire bandits from thickblood
* Updated Combat Academy graphic after aslona takeover
* Added colours to combat academy
* Added colours to the black market
* Added colour to fort gorthmek graphic
* Added four new name suffixes

**SCREENSHOTS**

* Gar-Gallocks New Face http://i.cubeupload.com/mucEHW.png
* Ruins of the Combat Academy http://i.cubeupload.com/RARmw9.png
* Rules of Gorthmek http://i.cubeupload.com/5hjulL.png
* Gorthmek Assistance http://i.cubeupload.com/QKjkaE.png
* Ghost Crown http://i.cubeupload.com/bLQ9RB.png
* Crown #2 http://i.cubeupload.com/1kIuYx.png
* Crown #3 http://i.cubeupload.com/R7jdZD.png

huw2k8

  • Rogueliker
  • ***
  • Posts: 242
  • Karma: +0/-0
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #13 on: February 07, 2017, 05:21:04 PM »
Hey guys, added quite a few things in this update, the demon realm has a new theme song, there are now 4 new versions of the sudden death dice game, one of them hidden, not sure if anyone likes the game but these new versions are also quite fun! also the thickblood tavern has been fixed up a little more and you can upgrade fort gorthmek, also fixed a few annoying bugs and added a lot more kingdom types.

**NEW FEATURES**

* Updated demonic realm theme song with new song
* Added northern sudden death game to thickblood tavern
* Added ability to hire bandits in owned thickblood tavern
* Added Brawls to owned thickblood tavern
* Added sudden death to black market
* Added sudden death tent to upgraded black market (with 4 variations of the game)
* 6Added secret version of sudden death9 hidden in sudden death tent
* Added ability to read information on fort gorthmek
* Added ability to upgrade fort gorthmek (higher troop cap and recruitment level)

**BUGFIXES**

* Fixed duplicate line in north page 2
* Fixed Vassilisation limit being too high
* Fixed Consortium as king consort not historical ruler of consortium
* Fixed animationless demon head not having colour
* Fixed independent troops not multiplied by continent level
* Fixed independent gold not multiplied by continent level
* Fixed bug where 3rd kingdoms peasants could never die
* Fixed fort gorthmek rules not saved each time game is reloaded

**GRAPHICAL CHANGES**

* Added colour to strength stone
* Added colour to fort ruin in the near north
* Added colour to ascii art and coloured lines to black bank
* Added colour to mystic hut
* Added colour to mercenary outposts
* Added colour to the harvest stone

**OTHER ADDITIONS**

* Increased max black bank loan from 10000 gold to 1000000 gold
* Increased default vassiliation requirments
* Added No refusal of bandit hire if you own the tavern
* Added Northern sudden death game to owned thickblood tavern
* Added Shogunate Kingdom type (credit u/dystainment)
* Added Imamate Kingdom type (credit u/CraveBoon)
* Added count to county (credit u/milleuros)
* Added Theocracy Kingdom type (credit u/krateng)
* Added Archbishopric kingdom type (credit u/krateng)
* Added Confederacy kingdom type (credit u/krateng)
* Added Viceroyalty kingdom type (credit u/krateng)
* Added Order kingdom type (credit u/krateng)
* Added City kingdom type ruled by Lord-Mayor (credit u/mickdude2)
* Added Imperator of the empire (credit u/thewinterking)
* Added regency kingdom type (Credit u/thewinterking)
* Added Blood clan kingdom type
* Added Triachy kingdom type (credit u/thewinterking)
* Added Margraviate kingdom type (credit u/krateng)
* Added republic kingdom type (credit /u/krateng)
* buffed mystic hut reward
* Added tax collected in the black market for sudden death tent if market is upgraded

huw2k8

  • Rogueliker
  • ***
  • Posts: 242
  • Karma: +0/-0
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #14 on: February 10, 2017, 06:35:15 AM »
Hey guys, todays update adds a heap of new human names that are randomly generated, tons of new faces, and lots of work in the exploration screen, there is now a new law you can enact to make the militia recruit more, a new screen in independent kingdoms where you can view the crown closer, and you can now fully use the thickblood tavern with its dynamic graphic and upgrades, also beware the old stone!

**NEW FEATURES**

* 1 in 4 human name now have -son surnames instead of heroic prefixes
* Made peasants last unit in battle
* Added kings crown to every king screen
* Added special crown screen to kingdom information
* Added militia subsidisation law
* Added ability to upgrade thickblood taverns decor, size and ale cellar
* Added ability to make income from the tavern
* Added 466 trillion new human faces (466'235'226'479'880)
* Added the Old Stone to the Far North (creates undead hordes)

**BUGFIXES**

* Fixed kingdom type called 'M' error
* Fixed northern sudden death in thickblood tavern kicking player out
* Fixed slavers fort text bug
* Fixed thickblood flag bug
* Fixed Explorers stone line spacing issue
* Fixed options are available text bug
* Fixed duplicate line in outlaws screen
* Fixed Destroyed strength stone graphic sizing issue
* Fixed far north text error
* Fixed sizing issue of harvest stone and doomstone

**GRAPHICAL CHANGES**

* Added destroyed slavers fort graphic
* Added dynamic thickblood tavern graphic
* Coloured doomstone graphic
* Coloured ruined doomstone graphic
* Coloured Animal pit graphic
* Coloured Old Northern Ruin Graphic
* Coloured Explorers stone in far north
* Coloured Far North Compass screen

**OTHER ADDITIONS**

* Added animation settings saved and remembered
* Updated music credits.txt
* Added 5 new name suffixes
* Moved all refugee camps to their own diplomacy screen instead of separate