Posted May 16, 2019 by Huw2k8
#Singleplayer #Adventure #Role Playing #Action #Simulation Retro #Fantasy #Strategy #Story Rich #Exploration Expermental #Roguelike #Funny #Mystery #Procedural Generation #Text based #Endless #Turn-Based #Sandbox #Management Minigames #creative #medieval #roguelite #turn-based strategy Tactical #Tactical RPG #Perma Death #Secrets #Upgrades Drm free #economy #strategy rpg #ascii #moddable #nonlinear #generator
So another quick burst update, the main drive of this update was to continue developing the reaction system and testing the throne room, but it spiralled into a bit of spring cleaning my old warsim to-do list, I cleared it down from 1200 things to 1000 by a mix of (adding stuff from the list, merging ideas that were similar, removing things that are now in the game etc) As a result there are some interesting new things as well as some ideas that were suggested a while ago but are now finally in.
**NEW MAJOR FEATURES**
The major new features here are that now, any races that are Masked, ie Masked Dwarves, Masked Goblins, Masked Demons, will not have visible faces but instead use masks from a pool of 72 million procedurally generated ones.
They look like this
https://imgur.com/a/rLtdrBN
* Added new system for masked races (now instead of their default faces, they get a mask from one of 72.6 million possible masks)
* Added dynamic system for the arena to be upgraded when not owned by you
* Added new encounter 'Mercenary company visit' (4 different kinds of visit)
* Added ability for mistreatment of merc company leader to get you banned from hiring them forever
* Added certain crimes result in higher relation change when fugutive of other kingdom is accepted/killed/arrested etc (ie killing the rulers pet, treason etc) (credit Defender)
* Added ability to skip some or all guest introductions in celebration ceremony (with chance of relation drop)
**NEW RACE TYPES**
With these four suffixes there are now 5872 new races that can be found in your world, the three headed idea was on my to do list from a suggestion by Bookrage from Audiogames.net, the recently updated system for two-headed races made it surprisingly easy to make a three-headed face work properly. After getting the three-headed system in I tested to see if it worked with masks and to my surprise it did, so now there are Two-headed and Three-headed races that wear masks
A three headed race
* Added new race suffix 'Three-Headed' (half population, three heads graphic, +50 battlescore) (credit Bookrage)
* Added new race suffix 'Stout' (much lower population, slightly stronger)
* Added new race suffix 'Three-Headed Masked' (half population, three heads graphic, Wears masks, +52 battlescore)
* Added new race suffix 'Two-Headed Masked' (two heads graphic, Wears masks, +12 battlescore)
**THRONE ROOM TWEAKS**
A couple of tweaks to things in the throne room!
* Added some no gold reactions significantly or slightly increase the odds of public opinion change
* Slightly increased the odds of public opinion loss for having no gold when agreeing to pay
* Merged knight questing reaction system
**SMALLER FEATURES**
Some smaller but still noteworthy features, a hilarious suggestion from /u/chronoligcal, when in the scorpion fighting pit now there's a small chance the 'scorpion' that comes out is actually a goblin in disguise. Now the goblinstone in Wildwood can be captured and colonised by savages (only if there are enough savages elsewhere). Free slaves is now do-able from the laws screen too and the whole free slaves process has had a little facelift, and you can generate masks in the extras menu because why not!
* Added chance that scorpion in scorp fighting pit is actually a goblin holding sharp claws (questionable scorpion) (credit u/Chronoligcal)
* Made goblinstone in wildwood colonisable by savages (rare)
* Added seperate introduction text to celebration from throne room (so the single use festival you pay for from entertainment is a little different from the one every x years you declared)
* Reworked screens for freeing slaves and slave soldiers (+new graphic)
* Added ability to free slaves in social laws screen too (credit 71)
* Added random mask generator to extras menu
**NEW SOUNDS**
Not a huge sound increase but a few little ones, I've got a big folder full of new sounds I plan to add to the game when I can, just trying to find the right places for them.
* Added new Ahem sound effect (now when used the game picks one at random)
* Added new Yeah sound effect
* Added new chain break sound effect to freeing slaves
**NEW REACTIONS**
As with the last update a good focus on expanding the reactions system, I want to ensure it really does feel fresh and different and that you couldn't predict what would happen, any suggestions for reactions in the throne room are always welcome!
* Added 'I shall find glory in your name' knight reaction to questing
* Added 'Sword be guided' knight reaction to questing
* Added 'sweet throne' no gold reaction
* Added 'sorry sigh' no gold reaction
* Added dynamic sigh no gold reaction
* Added 'angry at himself' no gold reaction
* Added 'Sell the story to the paper' no gold reaction
* Added 'unexpected' no gold reaction
* Added 'awkward' no gold reaction
* Added 'YEAH' Deep voice shout reaction to thank you
* Added 'Nervous humble man' reaction to thank you
* Added 'Exaggerated power' reaction to thank you
* Added 'Feinting man' reaction to thank you
**AARDWOLVES**
Aardwolves are in the game now, a small foxlike creature from africa, Aard being afrikaans for earth, so really they are earthwolves!
* Added New Race 'Aardwolf Folk'
* Added New Race 'Aardwolfmen'
* Added New Race 'Were-Aardwolfs'
* Added New Race 'Evolved Aardwolfs'
* Added New Race 'Half-Aardwolfs'
* Added New Race 'Shapeshifting Aardwolfs'
* Added New Race 'Aardwolflings'
* Added new kingdom type 'Aardwolfdom'
* Added new creature 'Aardwolf'
**BUGFIXES**
Not too many bugs this time around but I imagine there are still tons unfound!
* Fixed missing 'an' in intro for old ruined village in wildwood
* Fixed mercenary groups 4 and 5 not being accessible if the first merc groups land was taken
* Fixed celebration text grammar
* Fixed celebration commedian text colour bug
* Fixed jester introduction line break bug
* Fixed typo in sudden death encounter 'for instead of force'
* Fixed sudden death robbery reaction not giving correct name to the man
* Fixed one of the 6 laughing sound effects not working
**EVERYTHING ELSE**
* Made demonic dialogue text match exactly what the overlord voice actually says
* Reworded killing a guard independent refugee encounter text
* Increased cost of Demon Shield by 100k (credit Defender)
And that's it, let me know what you thought guys!