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Author Topic: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game  (Read 42654 times)

Yoink

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #210 on: April 24, 2017, 02:46:49 am »

Finally got a chance to download the game, will give it a try later when I get home. :)   
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Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #212 on: April 25, 2017, 10:40:12 am »

This update might not look big but it includes several major new additions, such as massive overhaul of the vampire face generator, now you will notice much more variation in their faces, elven faces have been improved a little bit too!

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

**NEW FEATURES**

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

**BUGFIXES**

* Fixed my the text bug

**THRONE ROOM ENCOUNTERS**

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

**OTHER ADDITIONS**

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

Yoink

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #213 on: April 25, 2017, 02:02:55 pm »

Oh man, I thought I was getting the hang of the game, then the demons showed up... goodbye, mercenary company... :'(

I think if I'd known how ridiculous demons were going to be I would have practised more "sustainable hunting" on enemy nations rather than just allying with the most powerful and wiping out all those who opposed me... although I did try repeatedly to vassalize them, even after they'd attacked me many times, but those fools weren't having any of it.

This is pretty fun! Still on my first playthrough. Should really sleep right now, though, ha. :)   
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Booze is Life for Yoink

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Yoink

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #215 on: April 26, 2017, 01:06:37 pm »

Man, why does installing a champion in a fort and later taking them out of it remove them from your service? Bug? ???


Anyway, I have quite dramatically changed my tactics in order to have a hope of ever dealing with the demons. Before, my army was simply growing out of control as I never turned down the chance to hire more soldiers and knights. It just felt wrong! But the amount of wages was just insane. Now, I've greatly decreased the number of paid soldiers I keep, whilst continuing to hire as many slave soldiers as possible as well as letting in a steady stream of goblins attracted by our multiculturalism and goblin-friendly celebrations.

Just what those celebrations entail I don't really want to know, but it brings in cannon fodder and our people like it so who cares. :)   


Edit: I just municipalized slavery. WHY DIDN'T I DO THIS SOONER?!
Rather than paying those short-sighted, clueless twerps a premium to grow my army and replace overworked peasantry, I now simply invest a small chunk of my huge yearly earnings in the business and watch my forces grow at something like double the earlier speed.

Honestly, I think slavery might be a tad overpowered... I guess the player can probably gain popularity by outlawing it, but it hardly matters at this point in the game. Then again, it's still slow growing forces, and I probably still have nowhere near enough to stand a chance against the demons. We'll see.
« Last Edit: April 26, 2017, 01:38:19 pm by Yoink »
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Booze is Life for Yoink

To deprive him of Drink is to steal divinity from God.
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If there's any cause worth dying for, it's memes.

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #216 on: April 28, 2017, 02:51:02 am »

Wait when you take your champion back they don't return to you?

Hahaha, parades of goblins marching through the streets singing and dancing!

I recently nerfed slavery too, could look at pushing that a bit further but the plan in the end is to make the slavers much nastier and to have their slaves be people captured from your kingdom as well as all the others, so you might be hiring cheap troops but they are your people, alternatively perhaps you could pay a fee to have them leave your lands alone!

omada

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #217 on: April 29, 2017, 12:01:10 pm »

Wait when you take your champion back they don't return to you?

Hahaha, parades of goblins marching through the streets singing and dancing!

I recently nerfed slavery too, could look at pushing that a bit further but the plan in the end is to make the slavers much nastier and to have their slaves be people captured from your kingdom as well as all the others, so you might be hiring cheap troops but they are your people, alternatively perhaps you could pay a fee to have them leave your lands alone!

That mean we might later be hiring "slave dark troll cavemasters that are uncivilized and their civ don't talk to us" and "slave of nice good race that don't support slavery but they are strong as fuck"? :D
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MrWiggles

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #218 on: April 30, 2017, 12:08:12 am »

So how do you improve relation with foreign powers? I want to trade with them. I also dont get how to vassalize anyone. All they say is, that they'll die to the last man. Kind make it tedious that I have to take them to the last land, or use them a source to gut for money.
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Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #219 on: May 02, 2017, 04:26:09 am »

@MrWiggles, you can't vassalise a faction that hates you, once they've gone beyond a certain point of relation there is usually slim chance, Also it can depend on their ruler, if their ruler is a hostile personality they will also make it difficult, you can get around this by hiring an assassin and hoping the ruler who follows suit isn't such a dick!

@Omada, that would be pretty cool!

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #220 on: May 02, 2017, 05:02:41 am »

One of the biggest and most feature-full updates I've ever released, two new cheats, billions of new faces including a complete overhaul of cyclopes (they look slightly less like tomatoes now) but the biggest thing of all is randomly generated music, tons and tons of the stuff! From gnome whistlers to Orc grunters, Guitarists and drummers and everything else, the world is a bit more joyful now!

**NEW FEATURES**

* Overhauled lizardmen faces (259x as many as before)(was 20736 faces)(now 50388480)
* Overhauled ent/treeman faces (30979x as many as before)(was 8437500)(now 261387200000)
* Added Hats for all cheat (747)
* Added 3 different prebattle graphics for bandits
* Added 3 different prebattle graphics for goblins
* Added 3 different prebattle graphics for rebels
* Added new cheat "101" all independent kingdoms become pacifists
* Added new mermen faces (Was 243 million) (now 1.26 billion)
* Completely remade Cyclops faces
* Added 32730614784 new cyclops faces (was 898 thousand)(now 32.7 billion)
* Added Randomly Generated Music to the game (with various lengths and speeds of music)
* Added Two kinds of Randomly Generated Guitarist (with animation)
* Added Randomly Generated Goblin Drummer (with animation)
* Added Randomly Generated Orcish Grunter (with animation)
* Added Randomly Generated Vampyric Guitarist (with animation)
* Added The Magnificent Wulf Thorenson to the Black Market
* Added Game breakingly long song to Wulf Thorenson in upgraded black market
* Added Randomly Generated Gnome Whistler (with animation)
* Added Rare throne room encounter Abomination Musician (with animation)

**BUGFIXES**

* Fixed restarting sound bug
* Fixed no colour for 4 demon totems when destroyed

**THRONE ROOM ENCOUNTERS**

* Added special Tale of Demons singer throne room encounter
* Added Throne room musicians who charge a fee
* Added execution bribe dynamic encounter (credit u/YetiRoadburger)
* Added Cave treasure throne room encounter

**OTHER ADDITIONS**

* Added The Tale of Demons Lyrics to the Library
* Added 2 new hats to the game
* Added Encounter Selector to Debug Menu (allows you to choose throne room encounters)
* Added prebattle text to bandit and goblins
* Added colour to the sourthern compass
* Added Drylands description
* Added Oasis description
* Added Southern coast description
* Added goblin kingdoms love you when you buy the sceptre

**SCREENSHOTS**

* http://i.imgur.com/AdkMMsp.png
* http://i.imgur.com/32NW6g7.png
* http://i.imgur.com/fLibaF2.png
* http://i.imgur.com/XSl28u6.png
* http://i.imgur.com/egnaE3O.png
* http://i.imgur.com/pq6OWeh.png
* http://i.imgur.com/5J2Drjp.png
* http://i.imgur.com/VJ366Kw.png

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #221 on: May 05, 2017, 08:20:25 am »

Todays update is unintentionally huge, I've been working really hard on more updates to the bard system and it's been good fun, there is still more to come like the bards guild and some new musician types but for now I'm very happy with how it's all worked out, ended up working on lots of throne room stuff too, several bugfixes and a new race, also I'm looking into expanding the blackmarket, having recently added two new things to it I'm thinking it could stand to have many more new things, but with the blackmarket grown you'd better believe that the people defending it will put up more of a fight.

**NEW FEATURES**

* Added Psion race to the game
* Added Warsim Music Library to extras
* Added ability to ask musicians to encore
* Added ability to bribe musicians to play more if they refuse
* Added bards have names
* Added ability to react to bards performances
* Added ability to reward bards performances
* Added a substyle of normal lute (variations)
* Added ability to hire musician as a member of your staff
* Added ability to ask musician to play for any length of time (be careful!)
* Added special super secret guessing game to vampire bard staff members
* Added Elixir stall to black market
* Added Musicians Elixir that makes court bards play faster than anyone!
* Added dynamic scale that makes bards more or less likely to appear in your court based on how you treat them (with a max of 3x as many bards and a min of 50x less bards)

**BUGFIXES**

* Fixed demon totem text bug
* Fixed random face generator bug
* Fixed sudden death dice game bug
* Fixed shallowrock goblin screen bug
* Fixed bardskill bug
* Fixed the force encore bug
* Fixed camp assurak image bug
* Fixed spacing bug in Orb Stall in black market
* Fixed Shadow Assassin encounter appearing when you've already paid for it
* Fixed shadow assassin tower allowing you to hire assassins twice
* Fixed mrket text bug in black market

**THRONE ROOM ENCOUNTERS**

* Made small haven tribute request throne room encounter rarer
* Added Trodden flowers throne room encounter
* Added Smelly wheat throne room encounter
* Added man who lived with rebels throne room encounter
* Added faradals personal guard throne room encounter
* Added shunned rebel throne room encounter
* Added forced rebel throne room encounter
* Added mad money hedge wizard throne room encounter
* Added tavern recomendation fighter throne room encounter
* Added dying father promise armed man throne room encounter
* Added glory seeking man throne room encounter
* Added best choice armed man throne room encounter
* Added 4 new responses for gold coin goblin throne room encounter
* Made gold coin goblin throne room encounter slightly rarer
* Added new passing knight can't join you excuse
* Made forgive outlaws encounter rarer
* Added dynamic forgive outlaws encounter option to kill him

**OTHER ADDITIONS**

* Updated arena gate animation to be 50% faster
* Updated donations page
* Added dynamic origin story to musicians
* Added new low musician level of beginner (.1 seconds slower than the worst)
* Added dynamic identifier of bard
* Added dynamic response of bards to your reactions
* Made Brawlers pit fighter HP more randomised
* Added dynamic court musician skill level system
* Added dynamic text for court musician
* Added chance that some musicians wont join your court if asked
* Added BardDebug mode which shows you how many beats left until song is over
* Added colour to old ruined totem
* Added colour to camp assurak

Huw2k8

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #222 on: May 07, 2017, 04:21:50 pm »

Today's updated adds the bards guild and finger clicking musicians which I've planned to add since the music update so here they are, the bards guild is definitely worth visiting and can be found in the second region of the west! Also the blackmarket has grown a little bit more and will keep growing, now there is a district of stalls!

**NEW FEATURES**

* Added Musicians Guild to Songwood
* Added ability for musicians guild to not let you in if musician relation is low enough
* Added ability to hear special unique lute song if relation is 25+
* Added ability to hear special sea shanty if relation is 50+
* Added each of the musician types to the music guild to be heard on demand
* Added ability to take tribute from the musicians guild
* Added song lyrics archive
* Wrote 'Fair Orcish Maiden' Lyrics
* Wrote 'King of the Dwarves' Lyrics
* Wrote 'The Lord of Ice' Lyrics
* Wrote 'Phenor the Black' Lyrics
* Added Bluetrii stall to blackmarket stalls
* Added Face expression tester to the extras concept art menu
* Added Clicker musicians to the game world!

**BUGFIXES**

* Fixed broken hat!
* Fixed the combat academy there arent that many troops bug
* Fixed spymasters with less than 100 skill giving you empty reports prebattle
* Fixed brawl pit hp being too predictable

**OTHER ADDITIONS**

* Balanced Hat Chances in the game
* Added 6 new hats to the game (some weird ones)
* Added 5 new types of punch to brawl pit
* Added ability for punches to miss in brawl pit
* Reorganised Blackmarket to have section for stalls
* Updated blackmarket graphics to represent the now bigger blackmarket
* Fixed wages generated for nonhirable bards
* Added new name suffix 'The Fancyman' (+70 stats)
* Fixed drummer typo

AzyWng

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #223 on: May 09, 2017, 12:53:05 pm »

You put psion.

Did you mean "psionic"?
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MrWiggles

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Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #224 on: May 09, 2017, 02:28:17 pm »

Thank you Clippy.
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