Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 15 16 [17] 18 19

Author Topic: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game  (Read 42456 times)

Huw2k8

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #240 on: July 08, 2017, 02:16:40 pm »

This update brings a new exploration area, some new places to the blackmarket including a tavern with it's own elven owner and new games and bits of entertainment to keep you busy, many bugfixes and balancing features too!

**NEW FEATURES**

* Added Gro'lok's Stump to Songwood in the west (replaces donor page)
* Added chariot/doom/lightning chants/buzzy to extras menu music library
* Added new minigame (dragon knight wench) to the Dragons kneecap tavern
* Added Guildrow to the blackmarket
* Added The Dragons Kneecap tavern
* Added mutants to black market sewers (60 dialogues)
* Added Dancing goblin to the Dragons kneecap tavern

**BUGFIXES**

* Fixed Shine of harvest text bug (credit heniwuler)
* Fixed Coinflipper arrest bug (credit heniwuler)
* Fixed No bank available text spacing bug
* Fixed Thickblood upgrade text error
* Fixed Thickblood owned has no sudden death or rumours
* Fixed Splitline issue with attacking enemies
* Fixed raiding blackmarket crash bug (credit Begginfokillz)
* Fixed descriptions of masterless peasants and soldiers encounters

**OTHER ADDITIONS**

* Updated Settings and extras menus layouts
* Archived Old changelogs
* Updated the changelog system
* Updated extras menu
* Added 5 new tavern dialogues
* Added Graphics to all explore encounters
* Nerfed 1500 gold foreign king knight buyer (only buys one)
* Added colour to artifacts in artifact hall

Huw2k8

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #241 on: July 11, 2017, 06:21:33 pm »

This update adds a few new features to the game, mainly a save updater which will recognize saves from earlier editions of the game and update them automatically when you load them but new data is there. I have also added a new location and two super-secret features to the northern hall and the black market that have huge effects, also a new band will appear in the Dragons Kneecap tavern every five years and perform a brand new song!

**NEW FEATURES**

* Added SAVE UPDATING SYSTEM
* Added Old Wooden Cabin to songwood
* Added semi-randomly generated mushroom trip to Songwood
* Added Blackmarket secret power place
* Added Orb to northern hall
* Added WildSkald band (appears every 5 years in the dragons kneecap tavern)
* Added new slum collector throne room encounter
* Added Demon Thunder Event

**BUGFIXES**

* Fixed songwood visit unexplored places bug
* Fixed Blackmarket fee charge
* Fixed Pause issue in Northern Hall

**OTHER ADDITIONS**

* Added Ability to destroy old wooden cabin
* Adjusted Encounter allowed in rabbleless throneroom
* Added 4 slum dialogues
* Added 5 tavern dialogues
* Added 4 new roof tiles
* Added new name suffix 'the Fairie' (+20 battlescore)
* Added new name suffix 'of the red tower' (+50 battlescore)
* Added new name suffix 'the Gusty-Briefs' (-3 battlescore)
* Added 6 new flag parts
* Added Pickmaster warrior type
* Added Fistlord warrior type
* Added Gatherer warrior type
* Added Nightwarrior warrior type
* Added Nightmaster warrior type

Huw2k8

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #242 on: July 17, 2017, 06:51:01 pm »

This unexpectedly became a huge update, tons of bugs fixed, you can now enroll in the history guild, speak to your teacher, take classes, fail and pass exams, visit old titan skulls, fight with wildermen on two new fronts, visit the assurak camp if you're the demon king, fund the blackmarket and witness them do all sorts of stuff including enacting laws and building statues of themselves or destroying old statues! there is much more to come in the future

**NEW FEATURES**

* Added New Location titan skull to the south
* Added History Guild with enrollement and first season (5 lessons and a 20 question exam)
* Added cultist dance to camp assurak
* Added assurak leader (who you can question)
* Added ability to enter camp assurak if you are the demon king
* Added library to history guild (with 4 books)
* Added 4'438'868'108'450'256 mutant faces (8.3 Quadrillion total)
* Added 3'001'565'968'639'050 human faces (43 Quadrillion total)
* Added New Location Wilderman village to the wild north
* Added New Location Wildhome to the wild north
* Added blackmarket treasury (gold used to pay blackmarket troops, build statues, fund events)
* Added random events in blackmarket based on leader
* Added blackmarket goblin outlaw event (will remove all goblins from blackmarket)
* Added blackmarket leader statue

**BUGFIXES**

* Fixed ascii free version of game general face appears before attack
* Fixed Phenor face colour in diplomacy
* Fixed Faradal face colour in diplomacy
* Fixed Rebel flag colour in diplomacy
* Fixed Bandit flag colour in diplomacy
* Fixed mystery slaver colour in the east
* Fixed old wooden cabin naming error
* Fixed Text colour for strength stone in the north
* Fixed black market population to include black market scum
* Fixed Watchtower black market text colour
* Fixed Demon Gate enterable as soon as you discover 3rd southern area
* Fixed Sudden death exit bug #1
* Fixed Speak to a random patron (credit Liquidor)
* Fixed Sudden Death exit bug #2
* Fixed Bluetrii market stall no pricing
* Fixed used chelobs well text and line spacing
* Fixed goblin dance description
* Fixed Blackrow is know text bug
* Fixed wrong combination for ancient door message skipped
* Fixed blackmarket docks upgraded watchtower upgrade
* Fixed ruined watchtower in owned dockrow 0 spacing bug
* Fixed blackmarket hire cost double for small groups
* Fixed spacing of lines when attacking enemy faction
* Fixed rebel village roof graphic bug
* Fixed saveload system error pause
* Fixed unable to leave blackmarket without paying fee
* Fixed Assurak text colour bug
* Fixed northern hall text colour bug
* Fixed northern hall duplicate horde text bug

**OTHER ADDITIONS**

* Added special new colouring to goblin watchtower in dockrow
* Added new description for upgraded dockrow watchtower
* Updated blackmarket toll text
* Added 'Who are the wildermen' book to history guild
* Added 'Swiftwind the Last Great clan' book to history guild
* Added 'The Death of the North' book to the history guild
* Added 'The Conspiracy of Thickblood' book to the history guild
* Added ability to speak to class teacher (dynamic)
* Added ability to repeat a class
* Added new leader intro dialogues to black market
* Added two new hats
* Updated ingame cheats display
* Added Demon summoner wont work in 50th year (demon horde event)
* Added wildermen tag to saaroth
* Added 3 new types of wildermen (champions/berserks and warriors)
* Added wildhome wildermen get +1 battlescore
* Added Orc grunters to Orc/Orcling kingdoms
* Added mercantile leader blackmarket gold bonus
* Added blackmarket troop costs

Huw2k8

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #243 on: July 25, 2017, 04:13:40 am »

Been a decent update this week, quite a few player suggestions and fixes, there is a new bard menu you can mess around with in the extra menu, several new locations including a trading post, lots of new undead units as well as 227x as many lich faces as before! 449 million in total which is a whole lotta liches!

**NEW FEATURES**

* Added blackmarket leader can run with the gold (if merchantile king)
* Added ability to hire multiple independent units at once (credit  Houjuu Byakuren)
* Added ability to sack the black market treasury if you run the blackmarket
* Added Necromancers Hall to blackrow in the blackmarket
* Added custom bard system to the extra menu (Warsim music library)
* Added eastern trading post to the east (credit Ursur)
* Added Bonewalker, Skeleton Warrior, Half-Skeleton, Crawling Skeleton units to the undead horde
* Added 447829280 lich faces (227* as many as before) was 1.9 mil now 449 mil

**NEW BOOKS**

* Added Southern explorers guide book
* Added legend of the iron hills book
* Added eastern travel guide book
* Added Western travel guide book

**THRONE ROOM ENCOUNTERS**

* Added painter wants to paint a portrait of you (credit u/PJvG) (2 encounters)
* Added Destroy the blackmarket throne room encounter
* Added Gambler Needs gold throne room encounter
* Added Militia man loyal throne room encounter
* Added Warrior needs sword throne room encounter
* Added stolen golden telescope throne room encounter
* Added fake golden telescope throne room encounter

**BUGFIXES**

* Fixed public opinion not lowering when tax laws say it does
* Fixed half-skull in extras expression test menu
* Fixed Shallowrock mine prospect price tag bug
* Fixed mercenary company destroyed bug (credit Mulatdood)
* Fixed trapped on longserpent bug (credit Houjuu Byakuren)
* Fixed Monfort mine deathswitch garrison bug
* Fixed eastern compass colour issue
* Fixed mine collapse miner deaths
* Fixed no gold gain from raiding wagon mans post

**OTHER ADDITIONS**

* Added chance of public opinion lowering from blackmarket trade route
* Added 3 new expressions to the expression test menu (no beard, no hair,oneye)
* Added 9 new currency parts (1000s of new coin types)
* Added 3 Abomination Names
* Added 4 Demon names
* Added 40 Ghoul names
* Added New building tileset
* Added 2 new sewer dialogues
* Added 3 new tavern dialogues
* Added Ability to collapse shallowrock mine
* Added ability to prospect in Hlok mine
* Added ability to collapse Hlok mine
* Added monfort mine collpase
* Added dynamic responses in monfort mine if owned by enemy
* Moved sinking sandhole to the dunelands
* Increase wagon man post income

Huw2k8

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #244 on: August 01, 2017, 03:25:58 am »

So this update is mostly little changes but now includes a number of things I think people will enjoy, two new races 'Underlings and Anteaters' a new difficulty for people finding the game too hard at the start, some new blackmarket changes such as bandit horde support, new throne room meeting questions and an some changes in the blackrow tavern and finally credit to my good friend Glen Mack a tutorial at the start of the game that can be re-initiated in the throne room as long as you have a diplomat.

**NEW FEATURES**

* Added new race 'Underlings'
* Added new game difficulty (casual) super easy
* Added 1 in 3 chance loyal to phenor blackmarket ruler will send between 10-50 troops to phenor's horde
* Added extra blackmarket menu in throne room meetings (with 5 questions you can ask each with dynamic answers)
* Added introductory tutorial with Old Croll (Credit entirely to Glen Mack)
* Added Anteater creatures to the game
* Added New Races 'Anteater men' 'Anteater folk' 'Half-Anteaters' 'Shapeshifting Anteaters 'Evolved Anteaters' and 'Were-anteater'
* Added strange statue to blackrow tavern
* Added new dialogues to the ogre in the blackrow tavern

**THRONE ROOM ENCOUNTERS**

* Added chance of getting the fake or real telescope when you arrest the artifact seller

**BUGFIXES**

* Fixed vassals and allies issue on diplomacy and attack screen (credit Mulatdood)
* Fixed golden telescope encounter being counted as rabble and requiring militia
* Fixed golden telescope encounter happening when you already have the artifact
* Fixed slum gold collector encounter forcing you to either donate or imprison
* Fixed sent troops blackmarket spacing
* Fixed throne room dialogue name mismatch bug

**OTHER ADDITIONS**

* Added new descriptions and colour variation for game difficulty
* Made easy mode easier
* Made normal mode slightly easier
* Updated default difficulty to follow easy mode
* Added no spaces explnatation to naming a save
* Goblin scepter makes all minor goblins love you (credit Mulatdood)
* Updated community page in main menu with working links
* Made golden telescope encounter have rarity level of 100
* Added 32 name suffixes (hater pack)
* Added 2 more name suffixes
* Added 3 new tavern dialogues
* Added 10 roof tiles
* Added 2 new tile sets
* Added new crown graphic
* Added two new gar'gallock advices
* Added 3 new currency generator parts (100s of new currencies)

teoleo

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #245 on: August 01, 2017, 11:26:02 am »

the game on Steam is the same?
Logged

Huw2k8

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #246 on: August 02, 2017, 09:38:03 am »

Yes, the download link is available on reddit for an old outdated version, but the steam version has been updated about 6-7 times :)

AzyWng

  • Bay Watcher
  • Just one of many
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #248 on: August 07, 2017, 03:02:50 pm »

Will this game continue to be free or will we have to pay for it at some point?

I mean, I won't hold it against you - everyone needs a job, right? A payday?
Logged

Huw2k8

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #249 on: August 08, 2017, 05:02:26 pm »

@AzyWng, the game's been paid for a while, I was just saying the free version is still up! :)

we got greenlit a little while back and the game's been live on steam for just over a month now! super happy times

AzyWng

  • Bay Watcher
  • Just one of many
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #250 on: August 09, 2017, 10:31:40 am »

Oh oops...

Well, thanks for keeping that free version up, gonna pick it up and go back under my rock now :P
Logged

Huw2k8

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #252 on: August 16, 2017, 08:23:24 pm »

Quite a long time waiting for this update, was working on a few things and it's been hectic on my end but here it is, with 50 features in total and a few that I've really enjoyed testing out! Some notable features are now those little pest bandit groups that spawn within your lands and massacre your peasants are a little different, they are usually met by your soldiers and their troublesome actions aren't always peasant killings, also we have some new races, a bunch of new randomly generated building types, knightly orders have been reworked and are now MUCH more functional, you can have them fight with the pests, take down the bandits/rebels or even assist in defending the realm, and they do pretty much all of those things effectively, a few new throne room encounters and a crapton of bugfixes! enjoy guys :)

**NEW FEATURES**

* Added Chance of Randomly generated goblin totems to any non-default goblin kingdoms
* Added Demonic Pit
* Added Chance of randomly generated toll roads to any bandit kingdoms
* Added chance of randomly generated elven gardens to any elven kingdoms
* Added Pigs to the game (credit to voliol)
* Added New Race 'Pigmen' (credit to voliol)
* Added New Race 'Were-pigs' (credit to voliol)
* Added New Race 'Evolved Pigs' (credit to voliol)
* Added New Race 'Pig Folk' (credit to voliol)
* Added New Race 'Half-Pigs' (credit to voliol)
* Added ability to choose your own kingdom symbol
* Added chance of strange king asking you to sacrifice peasants for peace (with random public opinion outcome)
* Added chance of a full prison revolt
* Added chance of revolt soldiers joining black market
* Added ability to ask knightly order to defend you in battle
* Added ability to ask knightly order to fight the rebels (if rebels exist)
* Added ability to ask knightly order to fight the bandits (if bandits exist)
* Added ability for your knightly order to fight with the pest groups (if told to protect your lands)

**THRONE ROOM ENCOUNTERS**

* Added Explorer of the south throne room encounter
* Added Explorer of the East throne room encounter
* Added Explorer of the west throne room encounter
* Added 3 new nervous rebel speeches to throne room
* Added dynamic messenger encounter for throne room
* Added mercantile king wants trade route throne room encounter

**BUGFIXES**

* Fixed orlak steel jaw text bug
* Fixed the elf hater text bug
* Fixed black market ruler names text bug
* Fixed random events bandit gang text bugs
* Fixed berserker chief text bug (credit Naive)
* Fixed thickblood patron issue
* Fixed exploration exploring only working on first page bug (credit Czarekstu)
* Fixed mystery slaver text colour bug
* Fixed the wasfrom demon text bug
* Fixed second demon totem build bug
* Fixed knightly order message not appearing when adding troops

**OTHER ADDITIONS**

* Added 'the Leaf-Eater' name suffix
* Added 'the Mirror-Lover' name suffix (+3 battlescore)
* Added 'the Thick-Skulled' name suffix (+50 battlescore)
* Added colour to the three faces when starting new game
* Added ability to back out of new game choice (credit Daza_NZ)
* Added kingdom symbol displayed on slums watchtowers in blackmarket
* Added knightly order graphic to knightly order, order screen
* Nerfed pest groups
* Pest groups will no longer be active every single turn
* Made pest groups slightly more common
* Made pest groups starting size non-standard (10-259) instead of 100 each time
* Added chance of pest groups marching through your lands -publicopinion
* Added chance of aslona patrols fighting pestgroups
* Added various combat scenarios with pestgroups
* Set default knightly order growth to 2 troops per turn (capped at 100)
Pages: 1 ... 15 16 [17] 18 19