2018-04-22 13:32:48

@wastelander, I read your call for suggestions regarding the wild woods. Maybe it would be good to post such things here as well, since maybe not everybody is on redit. This way you can get more suggestions for mysterious places for the woods.
I have some:
- Little and large caves with mysterious or creepy creatures or other inhabitants in them.
- abandoned little houses made of wood for example, wich can be explored as well.

2018-04-23 16:43:12

Good idea about the cave, and sorry for not posting it here, was a quick thing I thought of while I was checking reddit

These are what I'm going with likely for Wildwood

* Old Ruined Outpost (Wildwood Savages)
* Treetops Village (Wildwood Elves)
* The Oldest Tree
* The Guardian Tree (The Guardians)
* Savage Village (Wildwood Savages)
* The Goblinwood (Goblins)
* Old Ruined Village
* Gurnok Cave (Goblins)
* Huntsman's Rest (Hunters)
* The Goblin Stone

Last Free Version of Warsim (0.6.8.7) - https://www.dropbox.com/s/ewnm4cehswu6m … m.zip?dl=1
Steam version of Warsim (0.7) - http://store.steampowered.com/app/65954 … na/?beta=0
Itch.io Version of Warsim (0.7) - https://huw2k8.itch.io/warsim

2018-04-23 19:27:05

That sounds very interesting to me. I am excited about the upcoming big Update you're working on. Cool.

2018-04-24 01:09:43

Glad you like the sound of it Niklas, but there's been so much other stuff added that wildwood is probably going to be next update, there is a lot of new big stuff going into this update coming soon though, its taken a long time! smile

Last Free Version of Warsim (0.6.8.7) - https://www.dropbox.com/s/ewnm4cehswu6m … m.zip?dl=1
Steam version of Warsim (0.7) - http://store.steampowered.com/app/65954 … na/?beta=0
Itch.io Version of Warsim (0.7) - https://huw2k8.itch.io/warsim

2018-04-24 07:56:47

No worries, I am sure that it'll be worth the wait as always before.

2018-04-24 12:27:57

The kingdom upgrades are a part of the game that haven't been touched in quite a while, I'm thinking they are in need of a rework.

I'd love to know if you guys have any suggestions for new and interesting buildings and the effects they could have (the sky is the limit so the more ideas shared the better)

I was also considering overhauling the menu and splitting it into sub menus and even having the possibility that some of the parts of the game you start with need to be bought or upgraded, so perhaps the arena starts smaller and needs to be bought, perhaps the throne room is the same, guard towers etc.

Last Free Version of Warsim (0.6.8.7) - https://www.dropbox.com/s/ewnm4cehswu6m … m.zip?dl=1
Steam version of Warsim (0.7) - http://store.steampowered.com/app/65954 … na/?beta=0
Itch.io Version of Warsim (0.7) - https://huw2k8.itch.io/warsim

2018-04-25 04:03:38

I like your ideas regarding the menus and such. Hmm, I try to think about some  buildings. The Idea is also great.

2018-04-26 07:37:37 (edited by Niklas 2018-04-26 07:40:45)

Cool suggestions on redit about the kingdom buildings though. I think this game will have the Content of many novels, if it hasn't already. I like that it is so big already and gets more gigantic with each update. Cool Thing. Keep it up.

2018-04-26 12:19:59

Hi Guys, sorry for the long wait for this update, today is my birthday so I figured it's the perfect day to finally release what I've been working on, and I just want to take a moment to thank everyone who has supported me and warsim, it has meant the world to me, every comment, every suggestion, every steam review, every pm and every email, I treasure it all!

Anyway with that aside, there is no major focus for this update because it's got several large parts to it, mostly addressing problems people have been having with the game.

**MAIN ADDITIONS**

These are some of the coolest things that don't fit in any other category but are still worth mentioning, these include
adding a steward staff member who can run the throne room for you if you can't be bothered dealing with it, make sure
you hire the right person though, hire a cruel person and they will be cruel to your people, hire someone too kind and they might give away too much of your gold (there are 30 different kinds of steward).

On top of that we also have something that has been requested, timed games, now you can play with a 25 year time limit of your rule, and at the end you get a score determined by troops gold and lands that is stored in a highscores folder, don't worry, you can still play infinitely if you like, but now there are more ways to play.

Also you can now name your ruler, can play drums or three kinds of lute yourself in the musicians guild, also as a demon servant you can now reach and end game and help the overlord conquer the world, also there is a new evil law you can get where you can force everyone in your kingdom to use the same name!

* Added ability to hire new staff member (steward, who runs throne room for you)
* Added feature of timed games in warsim (25 years, 50 years, 100 years, 250 years)
* Added ability to name your ruler
* Added Ability to acheive total domination of the world as demonic king (credit to K98)
* Added the ability to play All three lutes and the goblin drums in the musicians guild
* Added 101 Cruel ways to rule artifact to the artifact market (unlocks Name Unity Law and all evil laws)
* Added new unlockable law 'Name Unity' (Can force everyone to have the same name)
* Added Independent lords description of their kingdoms political system is now dynamic (20 new dialogues)
* Added ability to hire throne room visiting joke tellers as jesters
* Added ability to ask diplomat and steward what they do in staff screen
* Added warsim cheat list to extras folder (in the games files)
* Added 31'363'200 protofolk faces to the game

**EXPLORATION IMPROVEMENTS**

I've been expanding some exploration locations lately as well as adding whole new ones this includes
a new location in the slums of the blackmarket, much more you can do in the musicians guild, expansions in Shaian
Arasuk and some hidden additions to the Krut if you're on good terms with them.

* Added smoking hut to the slums in the blackmarket
* Moved the songmakers hut into the musicians guild
* Updated graphics for songmakers hut and graveyard in songwood
* Updated Arasuk town graphic to include the bookshop
* Updated Nerego mapmakers in Shaian
* Added statue of the coastal king to Shaian
* Added outlines for wildwood areas
* Added description to wildwood exploration screen
* Added the old bookshop to Arasuk settlement
* Added dialogue with King Ooolak of the Krut (if Krut Relation is 75+)
* Added Secret of King Ooolak
* Added King Ooolak Ascii Art file to extras folder
* Added Krut Tribal Dance (if Krut Relation is 50+)
* Made Krut Bannerwall available only if krut relation is 25 instead of 0
* Added ability to chop down the gift tree (with dynamic outcome)

**THE CAMP OF LOVE**

The world is so violent and aggressive sometimes, but now there's at least a hint of kindness with the new Camp of Love
found in songwood, have this group help keep your people happy, or maybe even undertake a bit of therapy with them

* Added the Camp of Love to Songwood
* Added ability to speak to Camp of Love leader (5 dialogues)
* Added ability to speak to random Love Cultists (35 dialogues)
* Added ability to hire the Love cult to increase public order
* Added the Wall of Love to the Camp of Love
* Added Well-Being Booth to the Camp of Love

**VYLCOUNT'S EDITION**

Reddit user Vylcount has been very relentlessly finding bugs and suggesting features so much recently that I think he deserves his own section in this update, scroll down and you'll see why.

* Added ability for wealth adventurers to rescue damsel from slavers (Credit u/Vylcount)
* Added chance of ransom 10x reward for rescuing damsel (Credit u/Vylcount)
* Added ability for killer adventurers to fight a pack of random creatures (Credit u/Vylcount)
* Added ability for wealth adventurers to defend a village against a pack of random creatures (Credit u/Vylcount)
* Added new name suffix 'the Majestic' (+39 battlescore)(credit u/vylcount)
* Added new name suffix 'the Peacemaker' (+21 battlescore)(credit u/vylcount)
* Added new name suffix 'the Scornful' (+12 battlescore)(credit u/vylcount)
* Added new name suffix 'the Exalted' (+33 battlescore)(credit u/vylcount)
* Added new name suffix 'the Forsaken' (-1 battlescore)(credit u/vylcount)
* Added new name suffix 'the Coward' (-5 battlescore)(credit u/vylcount)
* Added new name suffix 'the Raven-Haired' (+20 battlescore)(credit u/vylcount)
* Added new name suffix 'the Bloodletter' (+15 battlescore)(credit u/vylcount)
* Added new name suffix 'the Unrepentant' (+10 battlescore)(credit u/vylcount)
* Added new name suffix 'the Cruel' (+39 battlescore)(credit u/vylcount)
* Added new name suffix 'the Omnipotent' (+99 battlescore)(credit u/vylcount)
* Added new name suffix 'the All-Seeing' (+98 battlescore)(credit u/vylcount)
* Added new name suffix 'the Bloodseeker' (+32 battlescore)(credit u/vylcount)
* Added new name suffix 'the Pale' (+1 battlescore)(credit u/vylcount)
* Added new name suffix 'the Arrogant' (+15 battlescore)(credit u/vylcount)
* Added new name suffix 'the Stinger' (+23 battlescore)(credit u/vylcount)
* Added new name suffix 'the Punisher' (+26 battlescore)(credit u/vylcount)
* Added new name suffix 'the Ragged' (+2 battlescore)(credit u/vylcount)
* Added new name suffix 'the Somber' (+10 battlescore)(credit u/vylcount)
* Added new name suffix 'the Cresfallen' (+5 battlescore)(credit u/vylcount)
* Added new name suffix 'the Ruthless' (+44 battlescore)(credit u/vylcount)
* Added new name suffix 'the Unforgiving' (+36 battlescore)(credit u/vylcount)
* Added new name suffix 'the Heartstriker' (+53 battlescore)(credit u/vylcount)
* Added new name suffix 'the Vagabond' (+12 battlescore)(credit u/vylcount)
* Added new name suffix 'the Hellhound' (+49 battlescore)(credit u/vylcount)
* Added new name suffix 'the Sorrow' (+50 battlescore)(credit u/vylcount)
* Added new name suffix 'the Sorrowful' (+2 battlescore)(credit u/vylcount)
* Added new name suffix 'the Screamer' (+35 battlescore)(credit u/vylcount)
* Added new name suffix 'the Shrieker' (+36 battlescore)(credit u/vylcount)
* Added new name suffix 'the Stalker' (+39 battlescore)(credit u/vylcount)
* Added new name suffix 'the Vile' (+21 battlescore)(credit u/vylcount)
* Added new name suffix 'the Nefarious' (+11 battlescore)(credit u/vylcount)
* Added new name suffix 'the Maleficent' (+49 battlescore)(credit u/vylcount)
* Added new name suffix 'the Rotten' (+3 battlescore)(credit u/vylcount)
* Added new name suffix 'the Depraved' (+1 battlescore)(credit u/vylcount)
* Added new name suffix 'the Treacherous' (+10 battlescore)(credit u/vylcount)
* Added new name suffix 'the Vengeful' (+44 battlescore)(credit u/vylcount)
* Added new name suffix 'the Ugly' (+15 battlescore)(credit u/vylcount)
* Added new name suffix 'the Menace' (+25 battlescore)(credit u/vylcount)
* Added new name suffix 'the Flesh-eater' (+26 battlescore)(credit u/vylcount)
* Added new name suffix 'the Last of his blood' (+70 battlescore)(credit u/vylcount)
* Added new name suffix 'the Clumsy' (-5 battlescore)(credit u/vylcount)
* Added new name suffix 'the Faithful' (+23 battlescore)(credit u/vylcount)
* Added new name suffix 'the Merciful' (+24 battlescore)(credit u/vylcount)
* Added new name suffix 'the Foolhardy' (+19 battlescore)(credit u/vylcount)
* Added new name suffix 'the Cheesemaker' (+5 battlescore)(credit u/vylcount)
* Added new name suffix 'the Watcher of the dead' (+42 battlescore)(credit u/vylcount)
* Added new name suffix 'the Seeker of the night' (+41 battlescore)(credit u/vylcount)
* Fixed shorter troop reports in kingdom reports screen than with general (credit u/Vylcount)
* Fixed Rihmm trade and tribute after desctruction bug (credit u/Vylcount)
* Fixed demi god unit name text bug (credit u/Vylcount)
* Added new name suffix 'the Tyrant' (+41 battlescore) (credit u/vylcount)
* Added new name suffix 'the Bloodthirsty' (+23 battlescore) (credit u/vylcount)
* Added Adventurers with theft goal can grave rob (Credit u/Vylcount)
* Added Adventurers with wealth goal can escort caravans (Credit u/Vylcount)

**ADVENTURES IMPROVED**

Thanks to vylcount's adventurer suggestions I ended up going back to adventurers and added a bunch more
stuff to the system

* Added Adventurers with slavery goal can enslave smallhaven peasants
* Added ability for killer adventurers to murder smallhaven peasants
* Added ability for theif adventurers to visit the gift tree
* Added ability for escorting a caravan to go to blackmarket, rihmm or smallhaven
* Added ability for theif adventurers to rob the musicians guild
* Added ability for killer adventurers to fight the order of the roses
* Revised several slaver adventurer encounters to be more fitting to slavers
* Added relation between adventurers and aslona
* Added ability to see relation with adventurers in diplomacy screen
* Added ability to try and summon adventurer group to visit you in diplomacy screen
* Added ability to make peace and form alliance with adventurer group
* Added adventurer allies or truced will not be able to take any anti-aslona quests
* Made Wizard Gauntlet Adventurer rare and more rewarding
* Added Adventurers with wealth goal can save miners from collapsed caverns
* Added Adventurers with wealth goal can visit the gift tree

**DETYAN'S EDITIONS**

Another reddit user who has helped with lots of ideas recently even to the extent of writing us some new
in game books is detyan, known on reddit as Dtyn8.

* Added rare chance speaking to nomads in the nomads camp gets Nomad rhyme (credit Detyan)
* Added market district poet to Shaian (credit Detyan)
* Added Maurius the Scribe to the hall of goblin heroes in the blackmarket (credit detyan)
* Added the Five brothers book (Credit Detyan)
* Added Sand-talker book (Credit Detyan)
* Added A wall rhyme book (Credit Detyan)
* Added Marius the tribute (Credit Detyan)

**NEW UNIT TYPES**

Really running low on ideas here, tried to mutate the Warboys idea from mad max!

* Added new warrior type 'Warlad'
* Added new warrior type 'Warkid'
* Added new warrior type 'Battleboy'
* Added new warrior type 'Battlelad'
* Added new warrior type 'Battlekid'

**NEW DIALOGUES**

These lot still won't shut up!

* Added 5 new sewer dialogues
* Added 5 new tavern dialogues
* Added 5 new Arasuk dialogues
* Added 20 new brawl pit dialogues

**BUG FIXES**

Sooooo many bugs fixed this update...

* Fixed unable to leave destroyed baiaa bug (credit Angust)
* Fixed the krut diplomacy bug (credit YetiRoadburger)
* Fixed demon seer text bug (sence instead of sense)
* Fixed ruined Arasuk text colour
* Fixed Lava pit text colour
* Fixed Old demonic ruined totem text colour
* Fixed Burned village ruins text colour
* Fixed throne room bards origin stories changing each time you asked
* Fixed mercenaries cant accept job not showing text
* Fixed arena showing you how much you've bet not pausing bug
* Fixed minor bandits in blackmarket still having option to buy bandits from you even if they have no gold
* Fixed missing space for underpopulated watchtower in blackmarket slums
* Fixed visiting hatmaker kicks you out of dockrow
* Fixed mystic hut yellow text bug
* Fixed demonic laws spacing bug
* Fixed speaking to demonic overlord as demon king text colour bug
* Fixed Phenor truce encounter text bug
* Fixed Secret Assassins guild location text bug
* Fixed demon totem upgrade screen trigger bug
* Fixed Shaian kings district shown as Bayside docks bug
* Fixed musicians guild option label bug
* Fixed musicians guild text colour bug
* Fixed second southern totem having the wrong graphic upon destruction
* Fixed bandit leader losing face colour upon asking them to attack rival
* Fixed northern hall yellow text
* Fixed great high trees yellow text
* Fixed Rihmm village yellow text
* Fixed Error in music vault lyrics (credit u/Maenethal)
* Fixed 45 spelling errors
* Fixed missing line layout when getting end of fight report in owned brawl pit
* Fixed 0 fights remaining text bug in brawl pit
* Fixed missing exit tag when hiring new brawl pit fighters
* Fixed bug with the recruitment menu skipping over recruitment messages
* Fixed thickblood tavern watching a brawl kicks you out of the tavern
* Fixed thickblood tavern pause when exiting a sudden death game
* Fixed thickblood tavern patron text being the wrong colour
* Fixed thickblood tavern sudden death text being the wrong colour
* Fixed black opal ship text being the wrong colour
* Fixed magic theatre owned text colour being wrong
* Fixed spacing of magic theatre exit sign
* Fixed the wishing well colour
* Fixed watchtower colour
* Fixed watchtower having no exit sign
* Fixed watchtower giving pause if exiting without using it
* Fixed gift tree text colour
* Fixed wagon man's post text colour
* Fixed stone of denland text colour
* Fixed blackrow bandit house duplicating the 5th bandit faction instead of representing the 3rd
* Fixed the destroyed strength stone text colour
* Fixed saving extra variables bug (because of end of turn reports)
* Fixed thickblood tavern taking you to hiring screen even if no bandits for hire
* Fixed explorers guild yellow text bug
* Fixed wildwood compass graphic broken
* Fixed pillaging law description too long
* Fixed Baiaa council diplomacy screen yellow text
* Fixed Aslona patrol event giving slaves to slaver adventurers
* Fixed militia adventurers encounters not showing Aslona militia tag
* Fixed longstanding custom races bug (animal races 50 battlescore for all)
* Fixed wolf slaying event giving 10 slaves to slaver adventurers
* Fixed bug hunters hut text bug
* Fixed great trees of songwood text colour
* Fixed Musicians guildmaster dialogue text errors
* Fixed songmakers hut text colour bug
* Fixed graveyard text colour bug

**NEW NAMES**

New names for the people of your game world, my favorite is the Finger Eater, ew!

* Added new name suffix 'the Finger-Eater' (+33 battlescore)
* Added new name suffix 'the Long Finger' (+12 battlescore)
* Added new name suffix 'the Big Nose' (+9 battlescore)
* Added new name suffix 'the Chosen One' (+125 battlescore)
* Added new name suffix 'the Long Nose' (+9 battlescore)
* Added new name suffix 'the Neophyte' (+15 battlescore)
* Added new name suffix 'the Fledgling' (+3 battlescore)
* Added new name suffix 'the Heavy' (+45 battlescore)
* Added new name suffix 'the Pugilist' (+43 battlescore)
* Added new name suffix 'the Boltman' (+39 battlescore)
* Added new name suffix 'the Clawman' (+46 battlescore)

**EVERYTHING ELSE**

A bunch of random stuff that didn't really fit into any of the above
categories!

* Added 8 new tile sets to the building generator
* Added 2 new dwarf jokes
* Added 0 exit option to recruitment menu
* Added description for unowned magic theatre
* Reworked the layout of the wishing well
* Added 4 new wishing well outcomes
* Added 3 new gibbering monk reactions (cut off nose, 4 ears, rips off face)
* Edited the Krut ending to include the krut king being killed
* Rewrote non lore friendly halfling joke about lightbulbs
* Removed non lore friendly dwarf joke about lightbulbs
* Added 10 new grave stone death types
* Added the book of prophecy
* Made knights returning from quests a little more common
* Added a reaction from thickblood tavern if you offer to buy it but have no gold
* Updated staff stat display screen layout
* Updated all blackmarket bandit houses image layout when trucing or asking for information
* Updated the colour layout of mercenary groups
* Adding fullstop/period warning on hatmaker
* Updated hatmaker layout
* Updated cant afford ratracing text to be more insulting

Last Free Version of Warsim (0.6.8.7) - https://www.dropbox.com/s/ewnm4cehswu6m … m.zip?dl=1
Steam version of Warsim (0.7) - http://store.steampowered.com/app/65954 … na/?beta=0
Itch.io Version of Warsim (0.7) - https://huw2k8.itch.io/warsim

2018-04-26 15:36:24

wow, nice big update, will check it out. And happy birthday to you.

2018-04-26 17:35:29 (edited by defender 2018-04-26 18:24:02)

Happy birthday Hue, I hope you have a good one!


And holy fuckshit!
That is a ton of bugfixs, and for the sighted players I feel like this will be a giant improvement in the look of the game which is awesome!
I'm also very happy to hear that the evil extra variables thing is finally dead, cursed be it's vile existence...
I need to check out Arasuk town, somehow I still haven't... Along with this new love camp :-)
The Steward is also great because it sucked missing out on all the gold and extra popularity when you had no easy way of getting through everyone, and I really like how they can effect the outcome too, rather than just making the best decision every time.
I'm really appreciative of the expanded adventurer system as well, because I think it adds an entire new dimension to the game, and the less stale things get after the first few decades the better.


u/Vylcount and u/dtyn8 should be commended, awesome work from them especially the books which add greatly to the game's lore, and appreciate Hue's good attitude on the subject (less experienced devs would probably just shut down and ignore the flaws if they came all at once like that).
And thanks for correcting more spelling as well, it really adds polish.


I do have to say though that we have far too many titles that add battle score, and not nearly enough that take it away, which ruins the hole point of randomization, even if the names them selves are cool
I think you should go through and adjust as many of them as possible to make the names a bit more literal on the next update, for instance these new "crestfallen", "neophyte", and "the ugly" suffixes should probably be negative, and I don't know why "the chosen one" would be more powerful than "the omniscient".
Even a neutral battle score on many of them would be better than adding points just because...
Also, is their any actual reason for the weirdness around Centaurs, minotaurs, and Orcs? The duplication with a slightly different spelling I mean. It's kind of amusing but for an entire race it seems a bit much.


Sorry for forgetting to help with unit names as well, I'll get on that now.
For anyone else who wants to suggest some as well, you can check the current ones by looking in the Warsim folder, under the Data sub folder, and in the file WarriorType.txt

2018-04-26 19:21:59

@Niklas, thanks smile hope you enjoy the update

@Defender, thanks for the birthday wishes

Definitely check out those new explore areas, also the musicians guild where you can now sort of play instruments too, it's a little gimmicky but it's a fun little extra piece

And yeah the steward was made to address those concerns, which were 100% valid, I think it would be perfect and a very new concept for a video game if you could litterally outsource everything to staff members

Literally just end your turns and let everyone else deal with the state of affairs, because a real king could do that

And yeah after having a little look I realized how repetitive the adventurer system was, I plan to further expand it

Vylcount and Dtyn8 are awesome, I've already had a bunch more bug reports and suggestions from Vylcount even though the release was hours ago, and I came to a scary realization becoming a game dev... we may make the game's but we don't always know/do what's right for them, I've had so many reality checks from players that have ended up shaping the game because... they were right.

I guess its made me realize I'm not perfect but with the help of people like yourself I've been able to grow the game much better smile

And now you've said it I can't unsee it, I've just revised all of the name suffixes that should be to have negatives and added another 20 or so new negative ones for the next update.

As for the chosen one, it's a pretty ultimate title in my opinion, you often get chosen ones who end up beating godlike figures in fiction smile

As for the races, the Orcs with a letter c and orcs with a letter k were more just my attempts of add as many race variants as possible, by making them marginally different, at one time I was trying to have the ultimate heap of races so I was adding and thinking of as many as I could

As for Centaars and Minotaars, they are a new creation of my own, where are normal ones are half man half bull/horse, these are half-elf, thought I'd try and add something new and different instead of taking every trope

Thanks for the kind comment and the helpful criticism anyways, I'll put your name next to the revision of the negative names I just made seeing as you suggested it smile

Last Free Version of Warsim (0.6.8.7) - https://www.dropbox.com/s/ewnm4cehswu6m … m.zip?dl=1
Steam version of Warsim (0.7) - http://store.steampowered.com/app/65954 … na/?beta=0
Itch.io Version of Warsim (0.7) - https://huw2k8.itch.io/warsim

2018-04-26 20:29:36

Whoa, new version! Time to simulate some more war! smile

Hail, Daughter of Hatred. Creator of Sanctuary. Hail...Lilith.

2018-04-26 21:47:09 (edited by defender 2018-04-27 16:34:29)

Yeah you know that's true about "the chosen one", and as long as the faces are obviously different when picking them, than I do see the purpose of the centaars and minataars I mean.
And thanks for responding so well to the suffix problem LOL
Okay so I came up with some new unit names, learned allot today while doing it too, like how the Byzantines actually had specific specialized troops who were actually called "marines" all the way back in the 1200s.


flamebreather
windmaster
icehurler
arcblaster
earthsculpter
waverider
mindbreaker
souleater
doombringer
assaulter
barbarian
berserker
Ninja
Samurai
conquistador
cavalier
legionarie
sharpshooter
saboteur
footsoldier
pirate
buccaneer
herald
conscript
reservest
boarderguard
halberdier
warfighter
linebreaker
skirmisher
rader
trenchdog
Cataphract
marine
siegebreaker
assassin
marauder
revolutionary
horse archer
elephant rider
caster


I'm sure you can intuit several more by reusing some race names and suffixes as unit types, which isn't a huge problem since the player would just assume that that's where the name suffix came from anyway E.G. "Gerald the arcblaster" is either part of or has a descendant who was an arcblaster or was part of a group calling them selves that.
I'm going to leave that to you though, since you know exactly how the text would work in all cases and I'm not completely sure...

2018-04-27 08:49:04

Just a Little question. Has the new Dance wich has been added to the update a textual description for us as well?

2018-04-27 18:30:56

@Arnold18, Enjoy it smile

@Defender, Awesome man, I'll definitely be using some of those warrior names at least, and weird about the marines thing, that's one thing, when doing research for ideas for content in warsim I've found out so much, like when I was trying to get shitloads of races I discovered so much about historical monsters and fairy tales haha

@Niklas, I think so, I know there were times in the past where I didn't think about it but since I was reminded a few months back I've been making sure any animation stuff has adequate text as an alternative too for you guys smile let me know if you find anything that doesn't though cause I'll be right on it

Last Free Version of Warsim (0.6.8.7) - https://www.dropbox.com/s/ewnm4cehswu6m … m.zip?dl=1
Steam version of Warsim (0.7) - http://store.steampowered.com/app/65954 … na/?beta=0
Itch.io Version of Warsim (0.7) - https://huw2k8.itch.io/warsim

2018-04-27 19:12:38

hey guys.

Got back into the game and am trying to be more into it. Actually started a new game and am doing better. But I have a couple questions. After my questions, I have some suggestions.

1. Could someone tell me how Champions work? They are awfully expensive and if that is a yearly price once I hire them, not sure I could manage one at this point (the year is like 106 though and I only have 32 lands) I also don't know how to tell how strong a champion is.
2. how do I get units other than the basic 3, bandits, goblins, or other race units. I know how to get those. But I know mercenaries have other kinds. That's how I get things like battlelad right? how do I get some of those unit names, or do they just sometimes show up under certain races or something at random. Like one playthrough the minotaur might have a battlelad while in another playthrough minotaurs might have nightmare speakers or something.

also, here are some suffixes/unitnames I thought up. I haven't played the game very much so some of these might have already been used.

The six-fingered
the Seven-Fingered
the three-limbed
the four-armed
The diamond-eyed
The emerald-eyed
The ravisher
The dandy
The gap-toothed
The consumptive
The plague carrier
The archdruid
The bear
The ice Bear
The pack leader
The tamed
The unfolded
The unseen
Blind Master
3-eyed
5-eyed
Maw of Despair
World Warrior
Storm Trooper (both in WWII and WWI there were German troops called that)
The assailant.
The batterrer
The baker
The cobbler.
Axe Sister
Axe brother
Dagger Diver
Spearmaiden
Spirit rider
Vermin Mage
Arachnomancer
Toxic Slinger
Volcanic axeman
Wave Whip
Jannissary
Mamluk
Eternal gatekeeper
Death Warden
Prince of Battle
Princess of battle
Swordhand
Axehand
Crossbow sharpshooter
Demonblooded
Green-gilled
Iris Archer
Fate's fortunate
Fate's Forgiven
Fate's Favored.
Fate's Favorite.
Fettered
Slavebreaker
Sleep Soldier
Sloppy
Slobberer
Drooler
The Masked Mumbler
The Mumbler
Head-scratcher

Not sure of those go best as titles and what go best as unit names or which have already been used, so sort them out as you like.

also, I had some ideas for races, again some of them will have already probably been thought of.

Gemfolk
gem men
crystalfolk
crystalmen
malechitefolk
malechitemen
emeraldfolk
emeraldmen
sapphirefolk
sapphiremen
rubyfolk
rubymen
diamondfolk
diamondmen
pearlfolk
pearlmen
Azuritefolk
Azuritemen
Quartzfolk
Quartzmen
Amethystfolk
amethystmen
topazfolk
topazmen
Wasp Women
Ironfolk
Ironmen
goldfolk
goldmen
silverfolk
silvermen
copperfolk
coppermen
copperheadfolk
were-copperheads
evolved copperheads
copperheadmen
bronzefolk
bronzemen
metalfolk
metalmen
metal as a prefix to a race
any of these gems or metals as a prefix to a race.
platinumfolk
platinummen
mercuryfolk
murcurymen
quicksilverfolk
quicksilvermen
Rustfolk
Rustmen
Verdegreasemolk
verdegreasemen
tarnished as a prefix
granitefolk
granitemen
limestonefolk
limestonemen
living weapons
living axes
living bows
living  greataxes
living polearms
living halberds
living swords
living daggers
living greatswords
living armor
living shields
(all the above living weapons except haunted or possessed instead)
elementals
elementalfolk
elementalmen
lava warriors
arachnomancers
vermin magi
cryomancers
storm magi
inferno witches
Crystal seers
haunted crystal balls
lantern ghosts
kami
Tengu
Lobstermen
(the rest of the animal versions of lobster)
clam (variations of the animal common to the game)
eel (variations common to the game)
Kraken
deep ones
swordfish (varations of animal common to the game)
dragonfly (variations common to the game)
headless warriors
headless wizards
headless priests
disembodied
bodiless
mindless ones

That's all I got for now, and of course some of them have probably already been used or are inappropriate and I accept that completely.

Also a couple suggestions for future exxpansions.

1. Being able to take the fight to the demons and actually cross into the demonic realm through the southern gate and actually take the world from them on that side.
2. other dimensions. This would sort of be like suggestion one but you could go into the world of the fey, the underworld, elemental realms, the realm of the heavens, areas that are either more or less primitive than the default setting (for example winding up in a world like world war I in terms of theme or the stone age.) and so on or wind up in a world where things are remarkably different, for example you wind up in a world where the rebels won or the demons are the good guys.
3. a little less male-centered events. Currently, as far as I can tell your character is assumed to be male, as are all your soldiers, and most of the events are male-focused. This is particularly strange when dealing with races that are mono-gendered female. For example the way they describe it, I have a world where I've got harpies as allies, which are an all-female race even according to the in-game lore but the way the text lines up it still seems to be referring to their leader, and every interaction with one of them as individuals as a "he" or "him" This isn't a huge complaint  and it's not likely to ever be mentioned by me every again, but something I noticed. and something I think might be good to fix if you can. If the pronouns are coded in too deep to fix, maybe just make some encounters and dialogues that are female-focused in ways other than promised in marriage or a soldier bedded the daughter and that might help.

Hope you can answer my questions and also hope you can make use of any of my suggestions there. Not sure how  good any of them are but thought I'd get them to you.

2018-04-27 20:02:59 (edited by defender 2018-04-27 20:04:14)

Bookrage
Allot of those suffixes are really good, and many haven't been used yet!


Champions don't charge you per year it's a one time fee. You have five possible champion slots within your court staff, one within the Arena, and 1 for each fort you own.
You can shuffle your purchased champions around between your slots, for instance your court ones can fight for you in battles, or you can transfer a couple to some forts to start producing soldiers from them, then fill the court ones back up.
You can also gain one from the arena by hiring the current grand champion their, and give him buffs with a special living quarters so that he can continue to make you money by wiping the floor with other arena contestants.
It's allot like gladiators from ancient Roam, how they could serve in the army later on, then rise to the status of a high ranking member of the government do to their conquests.
For the champions you can hire from the staff menu, their power can be up to 30000, but that's very rare so it's best to just aim for above 22000 or so.
I'm not sure if that translates to a battle score 1 to 1 or if it's converted. If not than wow, that's allot of power!


As for other unit types, aside from your three classes, plus bandits, goblin tribals and goblin berserkers, and those units who defect to your side or were bought from other kingdoms via the diplomacy menu, and hired mercenaries, than no, not unless your a demon king and get demons from the demon lord, or in the unlikely event that the nomads are friendly and will fight for you, but I've never had that happen so not sure how it works...


Huw
I noticed 7 or 8 spelling mistakes in the great gargolog's dialogs.

2018-05-02 19:05:50

@Bookrage, thanks for the suggestions, I'll be noting them down and likely using some! also as for the races, very interesting concept, the idea of gem related races, I'll be keeping that noted too, a huge number of ideas!

As for taking the realm from demons, you are actually able to enter the demon realm, but once beaten the realm dies

Other dimensions is an interesting idea for sure, I'll keep it noted

And yep it's been mentioned before, I stupidly never in the early stages of the game thought about adding women, and by the time I did things were hard coded against me, I'll sort it out eventually though

@Defender, thanks I'll check them out and hopefully find the spelling mistakes

Last Free Version of Warsim (0.6.8.7) - https://www.dropbox.com/s/ewnm4cehswu6m … m.zip?dl=1
Steam version of Warsim (0.7) - http://store.steampowered.com/app/65954 … na/?beta=0
Itch.io Version of Warsim (0.7) - https://huw2k8.itch.io/warsim

2018-05-02 20:40:41

hello, first a question and then a slight problem I'm having technically, I'll also let you know though I'm a couple editions behind and haven't gone to the most recent update.

first

1. I hear of the power of champions, but when I hire them, they are having the same sort of skill numbers as a lot of normal units, for example the champion of my arena now has a rating of 165 and one I hired that cost me an arm and a leg had 129. Is there some formula for champions and their attack power and all is actually a lot higher than this? maybe it is something like 10x skil number or something? Just not sure.
2. Also, I'm using JAWS 15 and sometimes when I play the game and there is a long block of text, it will just quit reading it in the middle rather than finishing a large block of text.

Maybe some of this has already been fixed, and it used to not be a problem so maybe a restart would fix it, just letting you know. As I haven't restarted my computer since it happened.

2018-05-03 00:55:51 (edited by defender 2018-05-04 05:39:25)

IMO the females should get fasttracked as much as humanly possible.
It will ad a huge amount of potential to the game, and it's not like you have to add the throneroom encounters, women in the army rule, or coven ideas and such until a couple versions after the initial units if you decide to do those.
I can imagine how hard it will be and how deep in the code it must be berried but IMO it shouldn't be left on the back burner.
Not going to try and tell you your priorities, but I really wouldn't mind waiting on more areas for that.
Maybe put it to a vote on reddit and here? Because I can't speak for everyone else...

2018-05-05 18:54:06

hello,

I did some thinking about women in the game and thought of some things you could do going forward, both to deal with mechanics now and in the future.

1. ask the player at the beginning what gender they would like to be. There were famous a noble single-ruling queens and empresses in the past, maybe the player might like to be the Queen of Alsona instead. Or perhaps even have a non-bianary option.
2. I like being called King, but I would like to be called wiseman, chancellor, or demigod or something like that. Maybe have a list of choosable titles for your character  which would give more options to the player, having a good list of female ones as well. Would increase the flexibility and fun of the game while helping you with one of the gender issues.

some stuff with a future update I would make if it was my game that would add new content and bring gender into the picture.

theoretical update: Romancing the Throne.

In this update you would have the option to take a spouse or more in your rulership, and certain things would come into play that would affect gameplay.

1. first, the preferences of the player should be ascertained by a question at game creation. Some people might be weirded out by being romanced by a gender they are not interested in at random. Aromantic and biromantic should also be options.
2. at certain points, either through deliberate choices or as random events, the ruler can seek a spouse (not sure what people would think of polygamy but as some are polyamerous, not sure on that one.)
3. depending on who you choose to get married to if anyone, certain gameplay changes might occur, some of which based on marriage alliances of the middle ages, and in many socieites either covertly or overtly even today.)

here are some of the examples of types of spouses one could have.

a. the snob: a rich, uppity person
b. the realms around: changes from game to game but are of the other races in the game you are playing.
3. the bandit: a chieftan or chieftainess or something from a bandit group or bandit horde.
d. the villain: A deeply evil spouse, though they are loyal to you.
e.  the spellcaster: a spellcaster of some kind.
f. The commoner: a low-class person from your kingdom.
g. the merchant: a person from a merchant house or a merchant themselves.
h. The divine: A person from a good religion or someone who is deeply associated with a good religion.
I. The diabolic: someone deeply associated with an evil or demonic religion, or a priest/priestess of that religion.
j. the demon: you marry an actual demon.
k. the scholar: you marry a bookish and scholarly person.
l. The artist: you marry an artistic person.
m. the mad: you marry someone who is insane.
n.  the noble: a nobleperson from your kingdom.
o. The savage: a wild savage person.
p. The wild: a feral person.
q. the Adventurer: you marry an adventurer.
r. The craftsperson: you marry a person engaged in some sort of craft.
s. the diplomat: you marry a diplomat (not your staff)
t. the actor: you marry an actor or playwright.
u.  The monster: you marry a monstrous creature
V: the beast: you marry a creature with animalistic features, for example a man that resembles (insert random animal creature name)
w. The explorer: you marry an explorer or former explorer.

appearance for these potential spouses would be randomly generated with descriptors that would be chosen from a pregenerated list. For example.

Elaine Chent turns her nose up at your courtiers and tosses her long red hair, then she flashes her snake-like emerald green eyes at you." Might be an extract from a snob if you chose that you wanted a wife.

Marriage could either be a quest sort of thing or more like hiring a staff member, or it might come up as random stuff. Up to you.
names of course would also be randomly generated, though you might want to create separate lists of male and female names.

An example of what kind of spouse you picked might affect your gameplay. If you married a commoner, you'd get more peasants each turn or they would get you slightly more money per harvest but stuff associated with nobles might go down a bit. Or you might get people in the bandit groups nice to you if you married a bandit but it would create dissatisfaction in the kingdom, just as working with bandits can do the same in the game as it currently is.

I had a few other ideas unrelated to what I mentioned above, but can't think of them at the momen, hope you can make use of any of this.

2018-05-07 01:34:10

@Bookrage, wow that is a very impressive list of potential wives haha, I like the creativity, and yep women definitely need to be included, I am currently slaying through the backlog of warsim stuff but I'll get there!

Last Free Version of Warsim (0.6.8.7) - https://www.dropbox.com/s/ewnm4cehswu6m … m.zip?dl=1
Steam version of Warsim (0.7) - http://store.steampowered.com/app/65954 … na/?beta=0
Itch.io Version of Warsim (0.7) - https://huw2k8.itch.io/warsim

2018-05-07 01:43:58

**MAIN ADDITIONS**

So as usual nothing specifically focused for this update but lots of decent additions, stewards now join meetings a new cheat, trillions of goblin faces, lots more names, trillions of human faces, more concept art, new skills for spymasters, the ability to sacrifice peasants to help the demon horde, the ability to make much weirder faces in the face creator and a new thing called the modders toolbox where you can now create your own monster parts.

* Added Steward staff member to meetings in the throne room
* Added new cheat 495 (All staff set to 300 skill level)
* Added 4.01 Trillion new goblin faces (new goblin neck system)
* Added new system that uses warrior types as name suffixes (now 172 new name suffixes)
* Added 8'407'549'992'441'520 human faces (8.4 trillion)
* Added new 4 part page to concept art menu (April 2018 doodles)
* Added ability for 250 skill spymaster to be able to tell you about demon recruits
* Added ability to sacrifice at demon totems to double their power (As demon king)
* Added ability to switch to random other race faces in the face creator
* Added 100s of new monsters (4 new monster generator parts)
* Added monster part creator to mod toolbox in extras menu

**THRONE ROOM ADDITIONS**

Lots of new throne room encounters as well as a large overhaul on how it works, now depending on your difficulty you'll get a different kind of throne room, you can upgrade your throne room which will increase the number of visitors you get

* Upped default levels of throne room visitors slightly
* Added new throne room graphics
* Added varying throne room according to difficulty level
* Added ability to upgrade throne room
* Added ability to ask some accused why they were sentenced to death (credit DaytonDoesGaming)
* Added goblins want invest in their mine throne encounter (credit u/GrimyDime)
* Added chance that magic fruit from throne room are just apples dyed blue
* Added Love Cultist visit in the throne room
* Added shallowrock miners find rare ore throne room encounter
* Added shallowrock miners fall into chasm throne room encounter
* Added shallowrock miners find magic orbs throne room encounter

**KINGDOM UPGRADES**

The kingdom upgrades screen has had a much needed facelift, new graphic, new categories and a bunch of new and now very important buildings that will help you including a trade post, which is needed to receive caravans.

* Reworked kingdom upgrades screen into 6 categories and subscreens
* Replaced old upgrades screen graphic
* Added Trade Post building required to have trade caravans
* Added Trade post upgrade that increases caravan income
* Added Better Mining Upgrade that increases mine income
* Added Tax office upgrade that increases tax income

**NAME SUFFIXES**

Defender from audiogames has suggested that there was an imbalance of name suffixes that
give the unit a boost, so much so that there was no point having any boost at all, so with some of
his suggestions we have packed in a bunch of negative name suffixes as well as altered others

* Revised several name suffixes to have negative effects on battlescore (Credit Defender@audiogames)
* Added new name suffix 'the Flesh-eater' (+26 battlescore)
* Added new name suffix 'the Braindead' (-40 battlescore)
* Added new name suffix 'the Almost-Dead' (-42 battlescore)
* Added new name suffix 'the Half-Deceased' (-25 battlescore)
* Added new name suffix 'the Numbskull' (-10 battlescore)
* Added new name suffix 'the Poorly' (-9 battlescore)
* Added new name suffix 'the Unloved' (-10 battlescore)
* Added new name suffix 'the Aborted' (-41 battlescore)
* Added new name suffix 'the Divorced' (-5 battlescore)
* Added new name suffix 'the Depressed' (-15 battlescore)
* Added new name suffix 'the Anxious' (-15 battlescore)
* Added new name suffix 'the Pitiful' (-20 battlescore)
* Added new name suffix 'the Mentally-Ill' (-25 battlescore)
* Added new name suffix 'the Slow' (-5 battlescore)
* Added new name suffix 'the Wrinkled' (-20 battlescore)
* Added new name suffix 'the Befuddled' (-25 battlescore)
* Added new name suffix 'the Bed-Wetter' (-40 battlescore)
* Added new name suffix 'the Lowly' (-40 battlescore)
* Added new name suffix 'the Lowly Maggot' (-43 battlescore)
* Added new name suffix 'the Lowly Worm' (-44 battlescore)
* Added new name suffix 'the Lowest' (-48 battlescore)
* Added new name suffix 'the Trodden' (-10 battlescore)
* Added new name suffix 'the Underdog' (+15 battlescore)

**WARRIOR TYPES**

A whole heap of new warrior types

* Added new warrior type 'Pirate' (Credit Defender@audiogames)
* Added new warrior type 'Herald' (Credit Defender@audiogames)
* Added new warrior type 'Halberdier' (Credit Defender@audiogames)
* Added new warrior type 'Buccaneer' (Credit Defender@audiogames)
* Added new warrior type 'Revolutionary' (Credit Defender@audiogames)
* Added new warrior type 'Siegebreaker' (Credit Defender@audiogames)
* Added new warrior type 'Caster' (Credit Defender@audiogames)
* Added new warrior type 'Assaulter' (Credit Defender@audiogames)
* Added new warrior type 'Windmaster' (Credit Defender@audiogames)
* Added new warrior type 'Airmaster' (Credit Defender@audiogames)
* Added new warrior type 'Watermaster' (Credit Defender@audiogames)
* Added new warrior type 'Firemaster' (Credit Defender@audiogames)
* Added new warrior type 'Icethrower' (Credit Defender@audiogames)
* Added new warrior type 'Waverider' (Credit Defender@audiogames)
* Added new warrior type 'Mindbreaker' (Credit Defender@audiogames)
* Added new warrior type 'Souleater' (Credit Defender@audiogames)
* Added new warrior type 'Doombringer' (Credit Defender@audiogames)
* Added new warrior type 'Marauder' (Credit Defender@audiogames)
* Added new warrior type 'Assassin' (Credit Defender@audiogames)
* Added new warrior type 'Footsoldier' (Credit Defender@audiogames)
* Added new warrior type 'Skirmisher' (Credit Defender@audiogames)
* Added new warrior type 'Invader' (Credit Defender@audiogames)
* Added new warrior type 'Raider' (Credit Defender@audiogames)
* Added new warrior type 'Linebreaker' (Credit Defender@audiogames)
* Added new warrior type 'Barbarian' (Credit Defender@audiogames)
* Added new warrior type 'Berserker' (Credit Defender@audiogames)
* Added new warrior type 'Flamebreather' (Credit Defender@audiogames)
* Added new warrior type 'Horse Archer' (Credit Defender@audiogames)
* Added new warrior type 'Elephant Rider' (Credit Defender@audiogames)
* Added new warrior type 'Legionaire' (Credit Defender@audiogames)
* Added new warrior type 'Sharpshooter' (Credit Defender@audiogames)
* Added new warrior type 'Conscript' (Credit Defender@audiogames)

**ADVENTURERS**

Added some dynamic systems for adventurers including two that spawn an immense amount of possible adventure combinations, also adventurer parties can now recruit instead of slowly losing all their troops

* Added dynamic fetchquest system for adventurers (4500 in total) (credit to u/Vylcount)
* Added Killer adventurers can fight bands of Aslona Knights
* Added dynamic theft adventurer quest 4500 total different adventures
* Added dynamic adventurers recruit encounter (12 different types)
* Added ability for killer adventurers to attack wagon man trading parties

**BUG FIXES**

A couple of bug fixes with quite a few found by you guys, so thanks!

* Fixed steward face changing when asking about last years throne room report (credit u/Vylcount)
* Fixed Play by Play end of turn text appearing bug (credit Fenos)
* Fixed killer adventurers truce bug giving them 500 kills (Vylcount)
* Fixed offset chair in dynamic council meeting graphic
* Fixed explorers guild graphic colour
* Fixed text saying 'sent 1 soldiers' from forts (credit ZXC)
* Fixed lose 0 gold bet end of turn bug (credit ZXC)
* Fixed floating goblin head animation issue
* Fixed merchant king changing his trade route fee everytime you back out and ask again (credit Vylcount)
* Fixed horns part in monster generator having an unfinished description
* Fixed monster generator in extras menu layout issues and colour issues

*EVERYTHING ELSE*

A few little additions which are, some old long cut locations now accessible through the debug menu, invisible invisible people, and new dialogue with the mystic hut if you are a demon king.

* Added Labyrinth to debuglands exploration
* Added Fishing village to debuglands exploration
* Added Goblin Village  to debuglands exploration
* Made Mystic Hut different if you are a demon king
* Added if races have the invisible prefix they are actually invisible

Last Free Version of Warsim (0.6.8.7) - https://www.dropbox.com/s/ewnm4cehswu6m … m.zip?dl=1
Steam version of Warsim (0.7) - http://store.steampowered.com/app/65954 … na/?beta=0
Itch.io Version of Warsim (0.7) - https://huw2k8.itch.io/warsim

2018-05-07 03:47:40

Greetngs!
I just bought the latest version and....WOW! This project has come a long ways! I really like it so far. I guess for now my only wish is for there to be a way to adjust the music volume rather than just nuting it entirely, since I do want to hear it, but right now its just a tad bit overwhelming. Otherwise this is wonderful and less intimidating than the original war sim. Can we habe more ambient sound too, such as the cheering of the crowd when indicated in the text, the sounds of sights  fight pits or the sounds of a wagon or caravan when you encounter them?
Again, this is wonderful! Keep it up.