1,126

Hello! I've been playing this game for a while and I've been having a blast! I just wish to ask when new verssions come out, will the free verssion be
be updated?

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1,127

No, the free version stays where it is. For the updates, you have to pay once and you get the newer versions. Trust me, it is defenately worth the money.

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1,128

I get it.. Well, I really wish I could pay but I'm unemployed atm.. The game doesn't kosts much.. My country's currence, however is what makes it
difficult as a dollar is worth $3 or $4 on some days.

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1,129

hello, just got done playing and need some help from you guys.

I didn't save as things were really going down the toilet on this one, but I tried to attack the underground city of vampires and lost nearly 8000 troops and still barely made a dent in these vampires. Any better way to deal with them. I also aroused the demon hoard as a threat and was wondering how to not lose all my men trying to mess with them. When I fought Kuma and the dark nomads I took all his men out very quickly and then lost 1200 soldiers taking him out specifically. I did have champions there but I'm not sure what they did to help. Regardless, I did win that fight with 4/5 of my men left as over 3000 soldiers went into that and I sent lots of other stuff.

Just wondering how not to lose all my troops with some of those nasty enemies in the south. If I can just bypass the vampires, that would be great too, but just wondering what I can do to not die.

I didn't save so I'll get another chance at it down the road.

please tell me what I can do.

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1,130

Caio give me your email address and I can hook you up.

This... -- Is CNN'.
Well Ted, it sure looks like there's been uh, quite a bit of violence around here
"aaoh, that violence was terrible'!"
Yeah it was, pretty bad.

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1,131

@defender [email protected]

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1,132 (edited by defender 2018-07-02 08:03:56)

Okay, I just gifted it.
The payment is supposed to take 3 to 5 business days to go through, but if your lucky than they'll give you the download link before that.
You should be getting an email from itch.io soon, and you should probably create an account their and add Warsim to your collection just encase something goes wrong, which has happened to me before actually...

This... -- Is CNN'.
Well Ted, it sure looks like there's been uh, quite a bit of violence around here
"aaoh, that violence was terrible'!"
Yeah it was, pretty bad.

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1,133

I'm having a blast with this game.. Here are a couple of ideas: If you are alied with some kingdons, make it so these kingdons won't attack each other.. If they do, you could give them gold to encourage them to make peace..
Another idea would be to allow your king to marry: Marriage would be used to make the game infinite (this way players would be able to control a king's ancestors).

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1,134

Fuck, I really hope Huw is okay... I'm getting concerned at this point.

This... -- Is CNN'.
Well Ted, it sure looks like there's been uh, quite a bit of violence around here
"aaoh, that violence was terrible'!"
Yeah it was, pretty bad.

Thumbs up

1,135

Defender, agreed. Hope everything's well.

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1,136

So I'd better start by apologising for the length between this update and the last update without much communication, some of you may know I've been travelling, well I have an interesting story that involves falling through a roof, being stranded on a mountain with no money bad food poisoning and a motorbike, ended in an accident but I'm alive! Well I'm back temporarily and I've been working extensively to get this update finished, this may be the biggest warsim update ever so hopefully that makes up for the wait, but developers shouldn't leave paying customers in the dark about what's happening with development, I will try to make sure it doesn't go like this again! (also thanks for all the PMs and Emails)

As for the update, there is so much in this update I don't know where to start, the Farrad desert in the east
has been expanded and while it's not finished the Artifact market is now huge, the Blackmarket has also undergone some growth, there are more areas and a brand new district, The Fighter's District, this place has it's own fight pit to compete with the Brawl Pit, every three years the champions of each respective pit go head to head for the Battle of the two champions, winner gets a trophy!

There is also a lot of new names, faces, races and other content, new kingdom upgrades, a procedurally generated newspaper, new throne room encounters, an expanded slavers fort, an expanded fort gorthmek with lots of stuff they now do in the background, an obnoxious amount of bugfixes and Orcs have had a complete facelift! Oh and when exploring the north, there is now a live updating map for the areas you discover.

Here's the changelog! Enjoy

**MAIN AND MISC ADDITIONS**

These are things worthy of attention but that don't fit
into any big categories.

* Added spymaster tells you about demon recruit knowledge skill (credit u/vylcount)
* Added in-game name suffix creator to the modders toolbox
* Added all coastal tavern folk wear coastal hats
* Added 'The End' to the far north
* Moved blackmarket to the second position of the near north (because it's a very important location and some who don't explore much wont be able to interact with it)
* Added map of the north to the concept art menu
* Added new dynamic screen for destroyed minor bandits in diplomacy screen
* Added Dynamic map to the Near North (which changes as buildngs are captured and destroyed)
* Added Dynamic map to the Wild North (which changes as buildings are captured and destroyed)
* Added Dynamic map to the Far North (which changes as buildings are captured and destroyed)
* Added crumbling port to the ancient lands
* Added ancient lighthouse ruins to the ancient lands
* Added snowfolk village to the far north (chief with dialogue, random dialogues for locals and some new things to see)
* Added Ice races have light blue skin (ie Ice Wizards, Ice Orcs)
* Added system that creates 113 new kingdom types based on animal type (for animal kingdoms only) such as Fishdom, Crabdom, Dogdom, Flydom and so on (Eg Divine Crabdom)
* Updated random sword generator to have bigger blades and different kinds of tips

**THE BATTLE OF THE TWO PITS**

Now the blackmarket and the Brawl Pit are bitter rivals and the Near north is the battleground, each place has their own native champion, there will be two years of challenges and then whomever is the champion of each respective pit by the third year fight's off in the battle of two champions, the winner gets a trophy, the two track which pit has won the most battles, gotten the most kills and when they last won, it gets tense, pick and side and grab your popcorn.

* Added Battle of the Two Champions (every three years, blackmarket pit and brawl pit's current champions fight eachother to determine who's the greatest)
* Added 12 new Fighter's Pit Dialogues
* Added 11 new Brawl Pit Dialogues
* Added 5 new generic Pit Dialogues
* Added new type of pit figher 'Scarred Fighter' (+6 battlescore)
* Added new type of pit fighter 'Brawl Pit Fighter' (+7 battlescore) only appears in brawl pit
* Made fighters with Black market in their name only appear in the black market pit
* Added 10 dialogues to brawl pit if blackmarket is destroyed
* Added 10 dialogues to blackmarket if brawl pit is destroyed
* Added 20 dialogues to brawl pit (10 for victory and 10 for loss during the battle of two champions)
* Added 20 dialogues to blackmarket (10 for victory and 10 for loss during the battle of two champions)
* Removed broken old pit fight debug code
* Tweaked Frail Pit fighters (now +1 battlescore instead of +25)
* Tweaked Unlucky Pit fighters (now +3 battlescoe instead of +25)
* Removed preset beginning pit champions to match normal champion generation system
* Added new debug code (enter 632 in fighter's pit menu to allow more fights)
* Added new district to the blackmarket (The Fighter's District)
* Added 'Pitside Tavern' to the Fighter's District (standard tavern with some uniqueness)
* Added 'Swordsman's Companion' to the Fighter's District (character with dialogue and a sword generator)
* Added 'Ruins of the Axe Bucket' to the Fighter's District (basic location)
* Added 'Ruins of the Spear Centre' to the Fighter's District (basic location)
* Added 'Ruins of the Sharpest Dagger' to the Fighter's District (basic location)
* Added 'Nezale's Hut' to the Fighter's District (character with dialogue)
* Added Fighter's Pit to to the Fighter's District (special location with it's own champion which competes with the brawl pit every 3 years
* Added 'Strongth's Hut' to the Fighter's District (character with dialogue)

**KINGDOM UPGRADES**

Definitely can't have enough of these, now you can make money
from your prisoners, expand your prison (the two upgrades work well together)
also a new upgrade required to use recruiters and the ability to once again
reclaim barren and destroyed lands. Also the foreign mercenary hall
which once bought extends the mercenary screen and adds a new
batch of randomly generated foreign mercenaries from the various kingdoms
in your world.

* Added prison labour yard building to upgrades (costs 10k) (chance for up to 1 gold per prisoner per year)
* Added prison size expansion upgrades (increase max prison pop to 1500, 2500, 5000 and 10000)
* Added Recruitment Hall and Grand Recruitment Hall upgrades (allowing knights to be recruiters, and better recruiters)
* Added Terraformer's Guild upgrade (allows ability to capture barren lands)
* Added new 3 tiered upgrade building 'Foreign Mercenary Hall' that allows for new recruitment in merc screen with random bands of relatively cheap foreign units

**BLACKMARKET HERALD**

Hear ye! Hear ye! that's right the blackmarket in the north now has it's own
newspaper, the blackmarket herald, available in the office in guildrow or
from the newspaper stall in the central district, this newspaper each year
compiles based on real live events effecting the market keeping you informed
about important developments and changes.

* Added procedurally generated yearly newspaper for the blackmarket
* Added newspaper stall to the blackmarket stalls in the central district
* Added Blackmarket Herald office to Guildrow in the blackmarket
* Added slum gold getting robbed blackmarket newspaper event
* Added vandalized statue blackmarket newspaper event
* Added killed a mercenary blackmarket newspaper event
* Added killed a guard blackmarket newspaper event
* Added integration with your action as ruler of the blackmarket and the blackmarket herald newspaper

**SLAVER'S FORT EXPANDED**

The slaver's fort has had a much needed facelift, it was described as
such an interesting place but you couldn't do much there, now you
can prod around and find interesting stuff going on.

* Added ability to speak to random slavers in the slavers fort (41 unique dialogues)
* Added grand slavers hall to the slavers fort
* Added ability to watch a slave brawl in the slavers fort
* Added ability to read about the slavers fort history
* Made it so you can only buy the slavers fort directly from the master slaver
* Increased slavers fort cost by 5000 and added factor for current slave and slave soldier values
* Added ability to speak to the Master Slaver at the slavers fort
* Added ability to view slavers fort garrison
* Added the punishment wall to the slavers fort
* Added even slave soldiers for sale join the fight in the slavers fort

**THRONE ROOM ENCOUNTERS**

Not a huge expansion but some encounter have been fleshed out and a
handful of new ones added.

* Added goblin with sign throne room encounter
* Added goblin village bet throne room encounter
* Made old hag encounter slightly rarer
* Reduced cost of cursed man alchemist brew encounter from 500 to 100 gold
* Added two new variants to the man and sons hiring throne room encounter
* Added procedurally generated number of sons instead of default two sons for man and sons throne roome encounter (up to 7 sons)
* Added ability to skip juggler, goblin dancer, and other events in ceremonies with space bar (credit u/vylcount)

**THE FARRAD DESERT EXPANDED**

A brief fix for a bug found in the Farrad desert led to the entire place
being updated and expanded, now you have tons of new characters
many new areas to explore and old areas being expanded greatly like
the artifact market and fort gorthmek.

* Added Arsam the All-Knowing to Sandstone ruins in the east (over 25 unique dialogues)
* Added ability to speak to random orc in fort gorthmek (34 unique dialogues)
* Added Orcish brawls to Gorthmek
* Added the museum of the forbidden arts to the mage quarter of the artifact market
* Added face to the Leader of Rihhm village
* Added new improved Artifact market (now split into 5 districts) added new locations and characters
* Added old ruined watchtower to the Farrad desert in the East
* Moved house of art and tapestries from Farrad desert to the Artifact market (also now costs 10 gold entry fee)
* Added ability to talk to the leader of the Eastern trade post (4 unique dialogues)
* Added ability to speak to Artifact market passersby (over 15 unique dialogues)
* Added ability for Yurik the oppressor of Fort Gorthmek to 'Toll' your trade route with the eastern Trade post
* Added ability to ask about Fort Gorthmek's stored loot (which grows as the orcs raid)
* Added Scorpion fighting pit now has HP and a back and forth instead of one hit kills
* Made it so that scorpions with 'Half-dead' in their name, have half hp
* Added new scorpion modifier (Armoured) +5 battlescore +20 hp
* Added new scorpion modifier (Healthy) +2 battlescore +18 hp
* Added ability to talk to random patrons of the Scorpion pit (15 unique dialogues)
* Moved tower of histories to the Artifact Markets Mage Quarter
* Added Ancient Rubble to the Farrad desert in the East
* Added central district to the Artifact market
* Added northern watchtower to central district of the Artifact market
* Added eastern watchtower to central district of the Artifact market
* Added western watchtower to central district of the Artifact market
* Added southern watchtower to central district of the Artifact market
* Added the black keep to central district of the Artifact market
* Added ability to speak to local Rihhm villagers (10 unique dialogues)
* Added ability to speak to champion of Rihhm
* Added ability to visit local farm in Rihhm
* Added Yurik the oppressor and fort gorthmek take gold from mystery slaver occasionally
* Added Yurik the oppressor and fort gorthmek can seize tribute sent by mystery slaver (1 in 4 chance)
* Added large library to the artifact market mage quarter (29 readable minibooks)
* Added tavern to the adventurers quarter
* Added Yurik the oppressor can rob Rihhm
* Added Yurik the oppressor can kill Rihhm locals
* Added 740 new scorpion types to the scorpion fighting pit in the east
* Added 2 new dialogues to mystery slaver
* Added ability to directly hire a hero when capturing fort gorthmek
* Added ability to speak to Yurik the oppressor in fort gorthmek
* Added secret debug code (enter 74 while in orc owned fort gorthmek) gives 10k to Yurik which triggers fort upgrade
* Made a new screen for defeating Fort Gorthmek
* Added fort gorthmek attack option now shows how many troops they have
* Added ability for Yurik the Oppressor to upgrade fort gorthmek (if he reaches 10k)

**NEW FACES AND FACE GENERATION SYSTEMS**

Been adding lots of new faces to this build including completely
overhauling the orc face generator and splitting it into two, the
old orc faces now just applying to the 'Ork' race, and the new
kind of orc faces used for 'Orc's and 'Orclings' (also in regards
to the Ogre thing, I know, I updated the system twice because
this update has been in development for a long time)

* Added 8.6 billion gnome faces (8'652'924'576)
* Added 433'230'336 Protofolk faces (was 48'787'200)(now 482'017'536)
* Made Orc faces specifically only for the race 'Orks'
* Reworked Orc face generator and replace old system (now over 50 trillion brand new orc faces)
* Added Ork face generator to extras screen
* Added over 800 billion dwarf faces (now 1 trillion of them!)
* Added some new ogre parts and 2 new jawline types for ogres (was 198 million faces, now 641 million)
* Added over 1.1 trillion new ogre faces (was 641 million)

**NEW MONSTERS**

Not a big expansion but a few extra parts

* Added head fins part to monster generator (headbutt spikes)
* Added three new random building generator tilesets
* Added pignose rectangle monster part (no attack bonus)
* Added tree trunk body to monster generator
* Added spiked feet monster part
* Added guidelines in monster part generator

**NEW NAMES**

Added lots of new names, mainly for humans but also for some other
races, just to stop the characters you encounter getting to samey, personally
the human names started getting a little stagnant, not any more!

* Added 181 new human names
* Added 7 new Ogre names
* Added 5 new Abomination names
* Added 17 new Skeerok Names
* Added 15 new Ent names
* Added 5 new goblin names
* Added 10 new demon names
* Added a new centaur and minotaur name (Grimhoof)
* Added new vampire name 'Redtooth'
* Added 10 beard-based new dwarf names

**NEW END OF TURN EVENTS**

There are a few random end of turn events, but too few
and many that repeat, so I set out to make more!

* Added random chance all independent rulers can be killed each year or die of old age
* Added capture land end of turn event for all independent kingdoms
* Added purchase land end of turn event for all independent kingdoms
* Added battle with bandits end of turn event for all independent kingdoms
* Added trade boost end of turn event for all independent kingdoms
* Added nomadic warband end of turn event for all independent kingdoms
* Added knights join end of turn event for all independent kingdoms
* Added riot end of turn event for all independent kingdoms
* Added unknown theif end of turn event for all indpendent kingdoms
* Added small band of bandits joins aslona end of turn event (0 or less public op)
* Added warband of bandits joins aslona end of turn event (-20 or less public op)
* Added small party of soldiers abandon their posts end of turn event (0 or less public op)
* Added large detachment of soldiers abandon their posts end of turn event (-20 or less public op)
* Made slaves escape end of turn event randomized instead of 5 slaves now between 3 and 9
* Made trade caravan end of turn encounter only possibly if you have a trade post
* Made wealthy noble end of turn event 20x rarer

**NAME SUFFIXES**

Still working on adding more negative suffixes, so here's another lot

* Added new name suffix 'Darknessborn' (+60 battlescore)
* Added new name suffix 'Heart-Eater' (+39 battlescore)
* Added new name suffix 'the Offended' (-15 battlescore)
* Added new name suffix 'Steelfoot' (+32 battlescore)
* Added new name suffix 'Redfoot' (+15 battlescore)
* Added new name suffix 'Greenfoot' (+14 battlescore)
* Added new name suffix 'Bluefoot' (+15 battlescore)
* Added new name suffix 'Blackfoot' (+16 battlescore)
* Added new name suffix 'Greyfoot' (+15 battlescore)
* Added new name suffix 'Whitefoot' (+15 battlescore)
* Added new name suffix 'Purplefoot' (+1 battlescore)
* Added new name suffix 'Yellowfoot' (+2 battlescore)
* Added new name suffix 'Amberfoot' (+16 battlescore)
* Added new name suffix 'Grassfoot' (+16 battlescore)
* Added new name suffix 'Waterfoot' (+16 battlescore)
* Added new name suffix 'Earthfoot' (+16 battlescore)
* Added new name suffix 'Sunfoot' (+16 battlescore)
* Added new name suffix 'Moonfoot' (+16 battlescore)
* Added new name suffix 'Orangefoot' (+15 battlescore)
* Added new name suffix 'Ironfoot' (+29 battlescore)
* Added new name suffix 'Goldfoot' (+28 battlescore)
* Added new name suffix 'Bladefoot' (+32 battlescore)
* Added new name suffix 'Bowfoot' (+27 battlescore)
* Added new name suffix 'Badfoot' (-3 battlescore)
* Added new name suffix 'Mouldfoot' (-10 battlescore)
* Added new name suffix 'Dirtyfoot' (-5 battlescore)
* Added new name suffix 'the Boot' (+26 battlescore)
* Added new name suffix 'the Bitten' (-4 battlescore)
* Added new name suffix 'the Gangrenous' (-15 battlescore)
* Added new name suffix 'of Blackrow' (+33 battlescore)
* Added new name suffix 'of Dockrow' (+30 battlescore)
* Added new name suffix 'of the Slums' (-2 battlescore)
* Added new name suffix 'of Guildrow' (+10 battlescore)
* Added new name suffix 'the Forgotten Hero' (+40 battlescore)
* Added new name suffix 'the Forgotten General' (+42 battlescore)
* Added new name suffix 'the Forgotten Captain' (+15 battlescore)
* Added new name suffix 'the Forgotten Warlord' (+35 battlescore)
* Added new name suffix 'the Forgotten Champion' (+36 battlescore)
* Added new name suffix 'the Forgotten Knight' (+32 battlescore)
* Added new name suffix 'the Forgotten Warrior' (+25 battlescore)
* Added new name suffix 'the Forgotten Lord' (+39 battlescore)
* Added new name suffix 'the Forgotten King' (+45 battlescore)
* Added new name suffix 'the Moonskin' (+23 battlescore)
* Added new name suffix 'the Moonlight' (+50 battlescore)
* Added new name suffix 'the Sunlight' (+50 battlescore)
* Added new name suffix 'the Flea' (-25 battlescore)
* Added new name suffix 'the Laughing Stock' (-14 battlescore)
* Added new name suffix 'the Well Fed' (+5 battlescore)
* Added new name suffix 'the Limp' (-9 battlescore)
* Added new name suffix 'the Creep' (+5 battlescore)
* Added new name suffix 'the Creepy' (+15 battlescore)
* Added new name suffix 'the Befouled' (-15 battlescore)
* Added new name suffix 'the Brick' (+39 battlescore)
* Added new name suffix 'the Barrel' (+34 battlescore)
* Added new name suffix 'the Mast' (+49 battlescore)
* Added new name suffix 'the Able' (+9 battlescore)
* Added new name suffix 'the All-fair' (+10 battlescore)
* Added new name suffix 'the Ambitious' (+20 battlescore)
* Added new name suffix 'the Ill-fated' (-35 battlescore)
* Added new name suffix 'the Badly Endowed' (-10 battlescore)

**NEW CREATURES**

Relating to the new races you may find, these creatures will
also have the chance of appearing your worlds now.

* Added Meerkat creature
* Added Antelope creature
* Added Weasel creature
* Added Chipmunk creature
* Added Seal creature
* Added Hippo creature
* Added Chicken creature
* Added Wombat creature
* Added Dingo creature
* Added Ox creature
* Added Oryx creature
* Added Camel creature
* Added Koala creature
* Added Capybara creature
* Added Warthog creature
* Added Walrus creature
* Added Grasshopper creature

**UNIT TYPES**

Added a bunch of new unit types because expanding content is
never a bad idea right?

* Added new unit type 'Dog-Rider'
* Added new unit type 'Skullstealer'
* Added new unit type 'Camelman'
* Added new unit type 'Swordling'
* Added new unit type 'Spearline'
* Added new unit type 'Daggerling'
* Added new unit type 'Axeling'
* Added new unit type 'Bladeling'
* Added new unit type 'Maceling'
* Added new unit type 'Hammerling'
* Added new unit type 'Pikeling'
* Added new unit type 'Shieldling'
* Added new unit type 'Halberdling'
* Added new unit type 'Fear-Spreader'
* Added new unit type 'Destroyer'

**NEW DIALOGUES**

Now people across the realm have more to say! too much in fact

* Added 5 new nomad dialogues
* Added 5 sewer dialogues
* Added 5 smallhaven village dialogues
* Added 5 generic village dialogues
* Added 5 Advices for throne room and Gar'Gallock
* Added 5 Baiaa dialogues
* Added 5 new advices to gargallock and throne room advisors

**EAST DOCK COMPANY**

Now in dockrow of the blackmarket you can find a place called East
Dock trading company, and with them undertake trading ventures
to earn yourself some extra gold.

* Added East Dock trading company to dockrow blackmarket
* Added ability to speak to east dock company master
* Added ability to run trading ventures from the east dock company for profit (credit Vylcount)

**NEW RACES**

Added a crapton of creature based races that can be generated in
your world now!

* Added New Race 'Grasshopper Folk'
* Added New Race 'Grasshoppermen'
* Added New Race 'Were-Grasshoppers'
* Added New Race 'Evolved Grasshoppers'
* Added New Race 'Half-Grasshoppers'
* Added New Race 'Shapeshifting Grasshoppers'
* Added New Race 'Walrus Folk'
* Added New Race 'Walrusmen'
* Added New Race 'Were-Walrus'
* Added New Race 'Evolved Walrus'
* Added New Race 'Half-Walrus'
* Added New Race 'Shapeshifting Walrus'
* Added New Race 'Warthog Folk'
* Added New Race 'Warthogmen'
* Added New Race 'Were-Warthogs'
* Added New Race 'Evolved Warthogs'
* Added New Race 'Half-Warthogs'
* Added New Race 'Shapeshifting Warthogs'
* Added New Race 'Antelope Folk'
* Added New Race 'Antelopemen'
* Added New Race 'Were-Antelopes'
* Added New Race 'Evolved Antelopes'
* Added New Race 'Half-Antelopes'
* Added New Race 'Shapeshifting Antelopes'
* Added New Race 'Meerkat Folk'
* Added New Race 'Meerkatmen'
* Added New Race 'Were-Meerkats'
* Added New Race 'Evolved Meerkats'
* Added New Race 'Half-Meerkats'
* Added New Race 'Shapeshifting Meerkats'
* Added New Race 'Weasel Folk'
* Added New Race 'Weaselmen'
* Added New Race 'Were-Weasels'
* Added New Race 'Evolved Weasels'
* Added New Race 'Half-Weasels'
* Added New Race 'Shapeshifting Weasels'
* Added New Race 'Chipmunk Folk'
* Added New Race 'Chipmunkmen'
* Added New Race 'Were-Chipmunks'
* Added New Race 'Evolved Chipmunks'
* Added New Race 'Half-Chipmunks'
* Added New Race 'Shapeshifting Chipmunks'
* Added New Race 'Seal Folk'
* Added New Race 'Sealmen'
* Added New Race 'Were-Seals'
* Added New Race 'Evolved Seals'
* Added New Race 'Half-Seals'
* Added New Race 'Shapeshifting Seals'
* Added New Race 'Hippo Folk'
* Added New Race 'Hippomen'
* Added New Race 'Were-Hippos'
* Added New Race 'Evolved Hippos'
* Added New Race 'Half-Hippos'
* Added New Race 'Shapeshifting Hippos'
* Added New Race 'Chicken Folk'
* Added New Race 'Chickenmen'
* Added New Race 'Were-Chickens'
* Added New Race 'Evolved Chickens'
* Added New Race 'Half-Chickens'
* Added New Race 'Shapeshifting Chickens'
* Added New Race 'Wombat Folk'
* Added New Race 'Wombatmen'
* Added New Race 'Were-Wombats'
* Added New Race 'Evolved Wombats'
* Added New Race 'Half-Wombats'
* Added New Race 'Shapeshifting Wombats'
* Added New Race 'Dingo Folk'
* Added New Race 'Dingomen'
* Added New Race 'Were-Dingos'
* Added New Race 'Evolved Dingos'
* Added New Race 'Half-Dingos'
* Added New Race 'Shapeshifting Dingos'
* Added New Race 'Ox Folk'
* Added New Race 'Oxmen'
* Added New Race 'Were-Oxs'
* Added New Race 'Evolved Oxs'
* Added New Race 'Half-Oxs'
* Added New Race 'Shapeshifting Oxs'
* Added New Race 'Oryx Folk'
* Added New Race 'Oryxmen'
* Added New Race 'Were-Oryxs'
* Added New Race 'Evolved Oryxs'
* Added New Race 'Half-Oryxs'
* Added New Race 'Shapeshifting Oryxs'
* Added New Race 'Camel Folk'
* Added New Race 'Camelmen'
* Added New Race 'Were-Camels'
* Added New Race 'Evolved Camels'
* Added New Race 'Half-Camels'
* Added New Race 'Shapeshifting Camels'
* Added New Race 'Koala Folk'
* Added New Race 'Koalamen'
* Added New Race 'Were-Koalas'
* Added New Race 'Evolved Koalas'
* Added New Race 'Half-Koalas'
* Added New Race 'Shapeshifting Koalas'
* Added New Race 'Capybara Folk'
* Added New Race 'Capybaramen'
* Added New Race 'Were-Capybaras'
* Added New Race 'Evolved Capybaras'
* Added New Race 'Half-Capybaras'
* Added New Race 'Shapeshifting Capybaras'

**BUGFIXES**

More bugs that your local park... but they've been caught!

* Fixed devastating text bug (credit Niklas)
* Fixed Decide text bug (credit Niklas)
* Fixed extra 'the' in croll advice (credit Niklas)
* Fixed 'I not one of them' text bug (credit Niklas)
* Fixed time condition text bug (credit Niklas)
* Fixed the ability to destroy the goblin kingdoms multiple times for the same rewards
* Fixed no message when you can't afford to hire thickblood tavern bandits
* Fixed blackmarket slums district name tag
* Fixed Brawl pit 5gold fight entry fee was never taken
* Fixed destroyed harvest stone explore name not changing
* Fixed destroyed doomstone explore name not changing
* Fixed typo in Marius the tribute book in the village of Asurak
* Fixed dumb ally ruler 'when I forget' text bug
* Fixed 0 of your soldiers desert you message bug
* Fixed Southern travel guide 'Southern Cosst' text bug
* Fixed the layout of lots of Baiaa dialogues with no lines between pauses
* Fixed Baiaa Mazegnome Elizadink Humpleburt's Hair being bugged when you speak to her
* Fixed many Rihhm village typos
* Fixed elder of the leader of the village text bug
* Fixed current gold not displayed in hire a hero screen
* Fixed spacing issues with gorthmek and hire hero lines
* Fixed hiring champion keeping you in the hire menu
* Fixed hiring champion leaving blank spot from the champion you hired
* Fixed mystery slaver punctuation missing
* Fixed your gold and pits gold not shown when betting on a scorpion fight
* Fixed Scorpion pit allowing bets when it has no money
* Fixed menu saying the pit has 0 gold and replaced it with seperate text
* Fixed Gorthmek telling you you have 0 soldiers instead of saying none
* Fixed pit champion over time health decay not happening unless seen
* Fixed blackmarket house marked x not working bug
* Fixed duplicate the when special leaders visit your celebration event
* Fixed end of turn income not being added to total gold earned in end of turn reports
* Fixed brawl champions not showing trophies properly
* Fixed Pit champion injury text spacing being bugged
* Fixed healthmod system in the brawl pit not working
* Fixed Rhesus the slayer debug option having the wrong label when used
* Fixed adventurer recruiting game crash bug
* Fixed monfort mine prospecting label bug

**EVERYTHING ELSE**

Here's everything else, new jokes, roof tiles, and some other
generic tweaks and additions.

* Updated new game intro text layout
* Added 7 roof tiles to the building generator
* Added two new jokes (a dwarf joke and a goblin joke)
* Added 4 new crowns
* Increased cost of hiring goblin to 6 by default (but randomised between 3 and 13)
* Removed the temple of death template location from Baiaa as it wasn't being used
* Added '475' cheat to cancel the timed game-mode and make your game infinite
* Reduced hiring champion cost by 10x
* Added Orc Concept Faces.txt to the Extras folder
* Added Orc Ears.txt to the Extras folder
* Added new face generation notes and logs.txt to warsim extras
* Added Unexploration debug code 480 (to test new maps)
* Added Aslona Banner to captured blackmarket central graphic (as stated in description of central)
* Added ability to sell bluetrii in blackmarket bluetrii stall (credit Vylcount)
* Made Brawl Pit betting gold randomised each season

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

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1,137

good to hear you are better from that crap you went through and glad to hear you are doing well.

was hoping for more races besides animal races, but that being said, you won't hear me objecting should they come up in my world. I'm going to get the new game version soon and then I'll be off on my new game attempt. Got my army slaughtered by demons last time so a little worried, but I'll manage it.

Love what you've added and can't wait to see what comes up later too.

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1,138

@bookrage, was a hell of a story thats for sure! and thanks for the nice comments, hope you enjoy the update, if you have any race suggestions feel free to share! 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

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1,139 (edited by bookrage 2018-08-13 19:56:29)

sorry for the double post and all, but how do I check to see what the cheats are and how to enter them? just in case I'd like to try

in regard to the races, we have the various mineral and gemstone and metalfolk from way back that I suggested.

Of course there are also races I don't know anything about, but bet American mythological monsters, such as some quite interesting ones from Aztec cultures, haven't been seen yet. I am also not sure if many Norse or East Indian monsters have been explored.

But I'm very happy, though I would like to know how to get into the cheats and use them.

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1,140

@Bookrage, cheats? there should be a text file with them in but what you can also do is go to the cheats menu, to do this, enter 13) on the main game screen, ie the one with recruit troops, hire mercs, etc, then once you've done that type 6) for extras and cheats menu should be the first option, enter 111 as a cheat and it should show you all the available cheats (but don't enter 1111) cause it'll block cheats on your current save 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

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1,141

thanks, that's very helpful.

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1,142

No worries 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

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1,143

okay started a new game, and wound up wasting a lot of money early on keeping guys away from me. Most of the other groups in the game started hostile, and I had to pay a bunch of bribes to get them to leave me alone.

That said, kind of funny that I have 2 kingdoms of megogs in the independents this time. One is skinned and one is ancient. The ancient ones are savage but started the game, unlike everyone else, liking me. though the other ones are savage too and hate me with a passion.

the other groups are hermit dwarves, nomadic witches, and ash halflings. Kind of think it is cool that the witch leader is mercantile.

Again the non-inclusive gender language is a bit awkward with them. the leader is called Gretchen the Cremator but they still keep saying, "he" with her interactions.

Also, could you tell me how I can tell how strong a mercenary group is? when I see those different special unit types there, they don't register as having any particular strength I know of.

I'm also uncertain as to what adventurer groups are for and what to do with them. So I really don't know yet.


That said, I will probably go stomping over the rebels soon enough.

and also I appreciate the mercenary hall and such. That's pretty cool.

can't wait to see what else you have in store.

however, not sure what you can do about it or what is causing it, but a lot of times when I play in larger blocks of text my speech will stop reading it after a time, often leaving spots of larger blocks of text unread. Even dragging my virtual cursor over that area doesn't reveal the text. This was true both in the current version and previous ones.

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1,144

Hi,
Glad to hear that you're still among the living! smile
This is also an amazing update, can't wait to give it a try!

Praise be to cthulhu, the one who will emerge from the depths and devour all that lives.

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1,145

@Matt, still kicking and thanks hope you like the update smile

@Bookrage, Bloody savage megogs, sounds like a cool group of races though

Yeah need to fix that gender terms thing, and if you wish to know about a mercenary group select them on the merc screen and ask them, you can select an option called (assess mercenary group) and it will tell you how tough they are, then look at their numbers for how many they have.

Adventurer groups are sort of half finished, they exist and do stuff but your interaction with them is very limited

As for the text speech problems, I have no idea, it wouldnt be warsim causing it so I don't know what to say?

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

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1,146

@wastelander
Hello.. I'm glad you are back.. I'm curious.. What is the use of adventurers?

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1,147 (edited by defender 2018-08-14 14:57:33)

Hey Bookrage, if you hit alt space in the console window, you can get extra options.
First maximize the window, then go to properties, and on the layout tab, set your screen width to like 180 or something, if you go above a certain point stupid shit starts happening, such as not being able to see any output or input until you change it back to a number it likes.
Same goes for window height, don't mess with that, and you'll have to do this each time you open the game.
I'm not talking about buffer width either, that's the first 2 edit boxes, I mean screen width, the second set.
That fixed much of the problem for me at least, but it might depend on your max screen res, so mess around with it a bit.


@wastelander
I'm really glad to hear from you again... Honestly after hearing about your struggles with depression on the youtube interviews you've done, and then seeing that you hadn't posted on any other sight either for a month, I got really worried.
I figured either that, or one of your headaches finally made you take a screwdriver to your skull...
I was like, 2 weeks away from calling Cardiff city council and asking about obituaries under the name Huw Milward (no not that professor who writes boring as shit papers about food packaging, the other one). LOL
Also, if your curious, if you had actually died, your last public post on this earth would be that Indi grime group you made a post on Reddit about, you know, the one where the next commenter was just like "he has a pineapple on his head..." ROFLMAO what a legacy!
I emailed you under the name "Superfreq2" I guess their is no point trying to be anonymous since it's in my ag.net profile, as I found your city that way my self, on one of your billions of profiles big_smile
Stalkerish stuff aside, that sounds like a crazy ass trip, food poisoning on a mountain? fuck that man... I assume you were with other people, otherwise you might have died from dehydration.
And you fell through a roof? on a motorcycle? Okay I know those are two separate things but I would just like to think they aren't for awesomeness sake.


About Warsim though, this update is pretty impressive! especially the addition of the Snowfolk village, the oppressor asshole orc actually oppressing now, that interesting rivalry between the brawl pit and Black Market fighters, all those new dialogs in the various settlements and those new throne room encounters (those are always welcome).
Also, "the offended"? (highfive) niiiiice


Anyway, here's a Well thought out, and organized, list of complaints!
I wish we could get more beliefs for independants, hate and suffering comes up pretty much every time for more evil alined races for instance.
It'd be useful if you could see how many lands a faction had beside the envasion choice, and possibly also how much gold/how many men for the raid and skermish options as well.
Sometimes even when the criminal admits his guilt and the guard also agrees, they're still not a rebel, which is kind of crazy... And it works the other way round as well.
Vollinteer royal staff should either never ask for a raise or just be less likely to do so and ask for less than normal.
Staff shouldn't be able to ask for a raise more than once in the same turn.
The changeling and gamemasters probably shouldn't be included in the important visitor list.
Even after the rebels are dead you still get potential rebels brought before you in court.
When the guy asks you to kill the slave that attacked him, you don't have the option to just do it, the best you get is to charge him.
Revoking land tax is supposed to give you allot of popularity but you only get +1.
It's easy to make a celebration that happens every 2 years where all that happens is that you get gifts, so maybe you should at least not get any at the end of the turn and only get it if you talk to people in the throne room, to make it a bit more fare, and if gift givers were also taken off the important visitor list it'd also help.
It'd be nice if their was something inbetween "that was a good joke" and "that was a terrible joke" when a jester visits your court, like their is with the bards.
When someone confronts you about working with bandits, and you refuse to do something, it says you get -3 popularity for "working with goblins".
The silvertongue should probably cost significantly more.
Stuerds don't seem to do anything yet, their reports are always unable to be given the next year.
The friend of the fearful just, doesn't seem to work, at all, maybe it's because I bought it when I didn't have a hall yet, then afterwards built one?
X slaves probably shouldn't join you when asking around in the black market if you allow slavery.
Got this from a minor goblin band leader: "Leader     : Hurrak the Portly-22                                                                                                                               "
Black Market demon house is still broken, maybe it only works if you don't kill the Asorac guys? Or if the horde is already attacking you. Wasn't that way before though...
The monsters you can ask to have battled in your throne room are too weak to have interesting fights in my experience.
The trade post upgrades are a total ripoff for how much you gain.

This... -- Is CNN'.
Well Ted, it sure looks like there's been uh, quite a bit of violence around here
"aaoh, that violence was terrible'!"
Yeah it was, pretty bad.

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1,148

Those are all good remarks, and thanks for the help on the  speech issues. I'll see what I can do.

here's a couple suggestions about celebrations that might make them more balanced.

1. you  will have to pay for celebrations. In real life, big public events cost money. so if you have a bunch of really frequent celebrations, they will be a drain on your gold. Also the larger your celebration, the more it costs.

as for other stuff.

1. races ought to  vary somewhat in alignment. And even things like orcs, boogeymen and stuff like that ought to sometimes be non-evil just to random it up some more. It seems some races are inherently good or evil and I'd like some of that to change.
3. an option for the game where you play as the rebels  might be fun. or an option in the game where the starting situation is different in some other way, You might be goblins, or you could choose to play as some other race such as one of the randomly generated  ones that you could either have chosen for you or pick yourself. For example you could play as ice wererats or something like that.

and a few more name ideas

Emerald-eyed
crybaby
hare-footed
deathmarked
sunlit
sunscorched
sunburnt
the baker
the cooper
the cobbler
the dragon's prisoner
the damsel
the dangerous
the endangered
the drained
the fearful
the flighty
the fanciful
the grotesque
the genie of battle
the genie of hope
the genie of wrath
the glamorous
the gnawer
the gnasher
the gnarled
the gnarly
the haggered
the hypocrite
the hypnotist
the hypnotized
the hopeless
the hopeful
the honorless
the horrid
the honest
the icy
the icky
the islander
the isle
the juggler
the junker
the jogger
the jannisary
the knit
the kite
the liar
the lionheart
the lion roar
the massacist
the murderous
the mobster
the monstrous
the monastic
the monk
the nun
the nasty
the naughty
the nobody
the no one
the nonentity
the openminded
the open palm
the open book
the pilgrim
the patriot
the parasite
the preside
the perilous
the empariled
the reviled
the rapacious
the ravisher
the rake
the serf
the surf
the slab
the slammer
the somber
the somnolent
the solemn
the taker
the tactician
the tactical
the timberarmed
the triple threat
the unthinkable
the unstoppable
the unimportant
the unstable
the unsturdey
the unclear
the vagrant
the valorous
the valorless
the versatile
the warhorse
the warwitch
the warlock
the war wizard
the yet unproven
the zodiac
the zombie-touched

that's all I got for now.

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1,149 (edited by defender 2018-08-14 15:13:28)

Okay so I messed around a bit more and managed to get my screen width to 285, and then set that as default using the default menu... (doh)
I also set my max line length to 250 (which is as far as it goes) in the NVDA browse mode settings, just to cover all my bases, though I doubt it will have any effect.
You'll probably have to maximize every time the game is launched, but if you use the defaults menu than you should be able to keep the width saved at least.
But remember my screen res is 2k and I don't know what yours is, so you may not be able to get as much out of it.

This... -- Is CNN'.
Well Ted, it sure looks like there's been uh, quite a bit of violence around here
"aaoh, that violence was terrible'!"
Yeah it was, pretty bad.

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1,150

I'm using Jaws, does that matter? I'll try what you say though.

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