Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 8 9 [10] 11 12 ... 19

Author Topic: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game  (Read 42490 times)

Huw2k8

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #135 on: December 22, 2016, 05:57:09 pm »

Hey guys another little update today, lots of player suggestions and new races, also races with colour specifications such as red dwarves, will now be the aforementioned colour, also in the extras is a face maker, check it out, it's currently just for fun but will be used in the future! also added some more powers to vassilisation! enjoy!

* Added so that races colour can also be determined by race suffix (white, red, blue, green, purple, grey, yellow) (credit u/voliol)
* Fixed vassilisation being 5x too easy
* Buffed behemoths
* Fixed incorrect call for heads and tails in gambling in throne room
* Fixed regenerating face in throne room heads and tails
* Added Goliath race prefix (credit u/reddish_kangaroo)
* Added face changeling encounter (rare) (throne room)
* Added Face maker to extra menu
* Fixed magic fruit seller cruel action giving you public opinion instead of taking
* Added man and sons encounter (uncommon) (throne room)
* Added man wants slave dead encounter (rare) (throne room)
* Added Beastly race prefix (credit u/reddish_kangaroo)
* Added Hollow race prefix (credit u/reddish_kangaroo)
* Added Juggernaut race prefix (credit u/reddish_kangaroo)
* Added Unborn race prefix (credit u/reddish_kangaroo)
* Fixed demon sacrifice encounter incorrect face and colour
* Added goblin tribe looking to merge encounter (super rare) (throne room)
* Added ability to make independent vassals not attack anyone
* Fixed vassal attacking bandits or independents bug

Huw2k8

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #136 on: December 23, 2016, 11:36:32 pm »

**Merry Christmas guys!** worked on a little something for you all, this update contains a few little things that were coded already as well as a special christmas edition of the game, in future versions christmas mode will be coded out so enjoy it while it lasts :)

**ACTUAL UPDATE (the stuff added alongside the christmas mode)**

* Added soldier bedded farmers daughter encounter (throne room)
* Added ability to block out the rabble from your court
* Made goblin coin encounter 10x rarer
* Made bandit seeking outlaws unbanished 20x rarer
* Modified the rebel craftsman encounter text
* Added Passing caravan dropped gold encounter (throne room)
* Added village collection gold encounter (throne room)
* Added ability to say nothing to hello encounter
* Added goblin give you gold encounter (throne room)
* Added seal the arena pit encounter (throne room)
* Added lone refugee encounter (throne room)
* fixed throne visitors accumulating over the turns with none leaving
* Fixed recruiters not actually recruiting peasants (credit u/2ndchoiceusername)

**[CHRISTMAS EDITION UPDATE]**

* 5 Premade christmas kingdoms with their own special leaders
* Special premade currencies and buildings for some of the kingdoms
* Special randomly generated christmas greetings in main menu
* Special end of turn gift event
* Court common gift even in throne room
* Special premade christmas units for kingdoms

As always download the update from the sidebar and have a wonderful Christmas whoever you and whatever you are doing :)

Thank you for the continued support, comments and donations!

Huw Millward

ollobrains

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #137 on: December 24, 2016, 03:45:50 am »

good work, having some pre xmas fun with this
Logged

Huw2k8

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #139 on: December 27, 2016, 11:16:59 am »

**Warsim 0.6.5.7**
-

*Hey guys, big update today that I was going to save for the new year but I think by the time new years arrives the update will be too big, so you can have it now! Lots of bugfixes mainly centered around the throne room, lots of new encounters, a whole new race, modifications to the main menu, a much better face maker in the extras menu and tons more! Hope you guys have all had a great christmas!*

**Bugfixes**

* Fixed gambling encounter causing duplicates in throne room
* Fixed independent messenger being dissapointed no matter what
* Fixed independent messenger being dissapointed no matter what
* Fixed independent messenger encounter has relation change posibility
* Fixed nervous man encounter not being rabble
* Fixed goblin slavery option
* fixed cheif encounter saying 'man'
* fixed coin flip man color loss face bug
* fixed coin flip man color loss face bug
* fixed ran you kingdom into ground text bug

**New Faces**

* Added mutants race (with 657'299'498'353'920 faces)(credit u/reddish_kangaroo)
* Added mutants face generator to generators(credit u/reddish_kangaroo)

**New Major Features**

* Added ability to save faces in face maker
* Added the ability to give a face 3 eyes in the face maker
* Added the ability to update skin colour in the face maker

**Throne Room Encounters**

* Added to the dungeons with him option for every encounter
* Added ability to arrest independent messenger
* Made knight encounter 5x rarer
* Added escaping changeling encounter
* Added reaction to jesters jokes (imprison)(pay)(like)(dislike)
* Added dynamic rebel caught encounter with (50+ variants and several outcomes)

**Everything Else**

* Added new chance ruler titles (the one, the living god, the god of war, the god of love, the god of luck)
* Added cheat 25 that adds 1000 visitors to the throne room
* Added Grand Vizier Sultanate Kingdom type
* Added Consortium kingdom type
* Added Noble title sir to kingdoms
* Added Elder kingdom type
* Renamed Tsardoms lord to boyar
* Added Emir Sulatanate kingdom type
* Added Masterdom kingdom type
* Added Abyssal race prefix (evil and strong)(credit u/reddish_kangaroo)
* Updated donations page
* Updated Main menu option tags
* Added Community links to main menu
* Added new main menu graphic (Face)

**Screenshots**
-

* [The New Menu](http://i.imgur.com/bDwgiM1.png)
* [A Suspected Rebel](http://i.imgur.com/Q8bhL2U.png)
* [New and Improved Face Maker](http://i.imgur.com/5m6pmxH.png)

ollobrains

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #140 on: December 27, 2016, 05:24:47 pm »

All of these new kingdom types could have additional flavours or content based around them in future as well
Logged

Huw2k8

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #141 on: December 30, 2016, 10:33:58 am »

Definitely Ollobrains, I really want the kingdoms to feel different, how could they differ though aside from king and lord titles?

exdeath

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #142 on: December 30, 2016, 08:25:57 pm »

Definitely Ollobrains, I really want the kingdoms to feel different, how could they differ though aside from king and lord titles?

Maybe get inspired by different governament types and try to emulate them on each kingdom.
Logged

Huw2k8

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #143 on: December 31, 2016, 06:12:26 am »

**Warsim 0.6.5.8**
-
*Hey guys, first off happy new year, secondly while not including anything groundbreaking this is the most items in one update ever, just in time for the new year! I've added tons of new race modifications, tons of new faces, a few new races, tons of changes and modifications to the game, there are now natural disasters, better slavery, mercenary information and **THE ABILITY TO ADD YOUR OWN RACES INTO THE GAME THROUGH A SPECIAL IN GAME TOOL**, have fun!*

**Major new features**

* Added tons of chins to human face generator tons of new faces (Was 3.2 quadrillion NOW 10.1 Quadrillion possible faces)
* Added tons of Mutant faces (Was 657 trillion Now 2 Quadrillion)
* Added more troll head tops creating tons of new troll faces (was 912 million, now 6.6 billion)
* Added Ability to add your own races to the game from the extras menu!
* Added Godlings Race to the game (credit u/reddish_kangaroo)
* Added Cthuul Race to the game (credit u/reddish_kangaroo)
* Added Description of merc units proficiency to merc screen (credit u/Muramas)
* Added Independent units to the troop count screen (credit u/Muramas)
* Added independent vassals send you half of their peasant recruits each turn
* Added 1 in 75 chance of natural disaster each year (10 different kinds)  (credit u/reddish_kangaroo)
* Added kingdoms can now be either pro slavery, anti slavery, or not have slavery but not care about it
* Added kingdoms will not trade or ally with those who have slaves or slave soldiers (credit u/Crayolaclock)

**Bugfixes**

* Fixed Jesters face turning yellow after joke told
* Fixed Major event report ruler dies of old age bug
* Fixed Major event report bandit leader dies of old age bug
* Fixed 3 broken spacing building tiles
* Fixed friend of the fearful artifact hall spacing bug
* Fixed buying land from independents only works for mercantile kingdoms, costs (150k / kingdoms land), requires no soldiers
* Fixed throne encounter text spacing bug
* Fixed magic farm using the wrong area code bug (credit u/Muramas)
* Fixed throne room not working with ascii free version of game (credit u/Muramas)
* Fixed shallowrock mine extra miners bug (credit u/crayolaclock)
* Fixed mercs minimum battlescore from 1 to 30
* Fixed throne room variables not being saved
* Fixed coin thrown in well but have no gold message not showing up

**New races and race modifications**

* Added Two-Headed races have two heads in face generator!
* Added random Cthuul face generator to generators (credit u/reddish_kangaroo)
* Added 21 x Demigod faces! (was 1679616 now 35271936!)
* Added Eldritch race prefix (credit u/PJvG) (Doomed, Evil)
* Added Holy race prefix (credit u/PJvG) (Enlightened, Good)
* Added Unholy race prefix (credit u/PJvG)
* Added Undead race prefix (credit u/PJvG)
* Added Resurrected race prefix (credit u/PJvG)
* Added Invisible (always) race prefix (credit u/PJvG)
* Added Invisible (at will) race prefix (credit u/PJvG)
* Added Resurrected race prefix (credit u/PJvG)
* Added Scaly race prefix (credit u/PJvG)
* Added Infected race prefix (credit u/PJvG)
* Added Purging race prefix (credit u/PJvG)
* Added Primordial race prefix (credit u/PJvG)
* Added Solar race prefix (credit u/reddish_kangaroo)
* Added Lunar race prefix (credit u/reddish_kangaroo)
* Added Infernal race prefix (credit u/reddish_kangaroo)
* Added Terestrial race prefix (credit u/reddish_kangaroo)
* Added Chaotic race prefix
* Added barely functional twoheaded race prefix

**Throne Room Encounters**

* Added three new responses for the rebel plotter throne room encounter
* Fixed rebel plotter encounter being too common
* Added Chaos Orb discovered rare throne room encounter
* Added Visited by the wagon man throne room encounter (rare)
* Added 7 variants of soldier wants to join your army throne room encounter
* Added Farmers family were killed by bandits throne room encounter
* Added Farmers prized chicken was killed by rebels throne room encounter
* Added Farmers son was killed fighting rebels throne room encounter
* Added Farmer wants to do his duty throne room encounter
* Added Farmer wants to fight for the country encounter
* Added Farmers farm was burned by bandits throne room encounter
* Added Farmers land was ruined by bandits throne room encounter
* Added Farmers children were eaten by goblins throne room encounter
* Buffed Throne room visitors quantity
* Decreased amount of throne room visitors who leave each turn
* Made nervous rebel encounter 4x rarer

**Everything Else**

* Added 5 building tiles
* Added 12 Variant the world is full of mystery screens
* Nerfed vassilisation requirement to 4x troops instead of 5x
* Added special message to independent diplomacy screen if all kingdoms are vassals
* Added Basket of Magical fruit throne room encounter

Scoops Novel

  • Bay Watcher
  • Talismanic
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #144 on: January 01, 2017, 07:19:55 am »

Bruh, you should have some childhood events when you start the game that give you a feel for your rule. I'm guessing random dynasties are part of your plan to make the king a character; easiest way to get that across is to copy ADOM and have a few events which both shape your character and indicate the state of affairs. If the realms war-torn you should have lots of combat related events; if you've been shipped off to a surrogate family until you come of age, it can also reflect that. Are you the eldest or the youngest of a unlucky/in-fighting family?

It can really get you into character if done right, and make each playthrough memorable.
Logged
Reading a thinner book

Arcjolt (useful) Chilly The Endoplasm Jiggles

Hums with potential    a flying minotaur

Retropunch

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #145 on: January 01, 2017, 01:56:02 pm »

Bruh, you should have some childhood events when you start the game that give you a feel for your rule.

Agreed, although I think being able to pick your childhood/life events is better - the issue is that so early in the game you can just restart if you don't like what you've got. I'm never a min-max'er but I remember when Crawl had randomised starting equipment, some was just clearly better than others and if I got a bad roll, and didn't feel like a challenge, I'd just go back and start again.

You could have a random selection of three at each stage, so it's a bit randomised but the player can at least pick the best of a bad bunch.
Logged
With enough work and polish, it could have been a forgettable flash game on Kongregate.

Scoops Novel

  • Bay Watcher
  • Talismanic
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #146 on: January 01, 2017, 08:15:22 pm »


You could have a random selection of three at each stage, so it's a bit randomised but the player can at least pick the best of a bad bunch.

Clever.
Logged
Reading a thinner book

Arcjolt (useful) Chilly The Endoplasm Jiggles

Hums with potential    a flying minotaur

Asin

  • Bay Watcher
  • A short and sturdy creature fond of modding.
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #147 on: January 01, 2017, 08:18:11 pm »

I have a suggestion.

I think it'd be good to expand on the Ancient Lands (or whatever they are called). I've been messing around and I can't even access the sites after I found them because they have not been implemented in yet!

ollobrains

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #148 on: January 02, 2017, 07:00:10 pm »

Definitely Ollobrains, I really want the kingdoms to feel different, how could they differ though aside from king and lord titles?

Maybe get inspired by different governament types and try to emulate them on each kingdom.

smaller ones could have dukes and duchesses perhaps ( or even all female variants) u could also have flavoured constitutional monarchies, and fuedal monarchies if that means unique mechanics or just flavoured text its all open to you to play with
Logged

Huw2k8

  • Bay Watcher
    • View Profile
Re: WarsimRpg - A heavily dwarf fortress Inspired Kingdom management game
« Reply #149 on: January 04, 2017, 03:29:56 am »

Some intresting suggestions guys! I love the idea of making the game more random each time and fleshing out the rulership

Also

Little update today, been a little busy starting work again after the new year but there should be some more bigger and better updates on the horizon, like 0.6.6.0 coming soon! This update has a few more faces, some bug fixes and slave tweaks!

* Added more human headbands and hair (3 quadrillion more human faces!)
* Reworked godling race
* Added ability to choose which races are in your world
* Added Slaves freed stat to stats screen
* fixed -1 years bug in stats screen
* Added ability to disable animation
* Added colour to buildings in independent diplomacy
* Added NAME's Domain Faction name
* Added slaves included in harvest report
* Fixed crops fail not being reported
* Fixed peasants overworked not showing in kingdom report screen
* Added slave deaths from overworked included in reports
* Added Man asks for wedding blessing throne room encounter
* Added general banditry throne room encounter
* Added road robber throne room encounter
* Added egg theif throne room encounter
* Added guard murderer throne room encounter
* Added anarchist throne room encounter
* Added peasant killer throne room encounter
Pages: 1 ... 8 9 [10] 11 12 ... 19