Feb 15, 2023
Warsim: The Realm of Aslona - Troy - Warsim!


Thank you to any of those 900 people who are reading this, it's an absolutely wonderful milestone and I am almost certain I have seen every single one of those reviews over the years. And for the last few years I've been aiming to reply to every last review!

It's undoubtably been a powerful and vital tool of motivation during development :)

Here's to another 100 :D

Thanks again

Huw
Warsim: The Realm of Aslona - Troy - Warsim!
This is it, finally out of early access! It's a technicality that it's been in EA for so long but until the unfinished parts were all added I didn't consider it complete, and unfortunately back in 2017 I had myself a great number of loose ends, and spent a lot of time making new ones and expanding the game instead of closing those previous ones! Worth it? I think so. Without further ado here's the update!

THE DUNELANDS UPDATE

The Dunelands is finally added! This was the last region of the game that was unfinished. There is a lot of new content so I've broken it down into sub categories.

The Dunelord's Hold (24 features)

The Dunelord's Hold is the seat of power in the Dunelands, the mysterious and powerful Dunelord rules with an Iron fist over this strange society.

* Added new location the Dunelord's Hold
* Added ability to speak to the guard before entering the hold
* Added ability to challenge the guard in a fight to enter the hold
* Added ability to attack Dunelord's Hold
* Added ability to hire Dune Champion from the Champion post
* Made cost of hiring Dune Champion 0 gold if you own the Dunelord's Hold
* Added fight pit to Dunelord's Hold
* Added ability to hire pit fighter winners if you are the Dunelord
* Added special pre fight greeting if you are the Dunelord
* Added new tavern 'The Hobblin' Goblin'
* Added ability to drink local ale (1 gold)
* Added ability to speak to Bartender 'Gork Gorkvar' (9 dialogues)
* Added ability to speak to local drinking Berz Zerka (9 dialogues)
* Added ability to play rock paper scissors in hobblin' goblin
* Added ability to speak to a local dunelander
* Added ability to destroy Dunelord's Hold if you own it
* Added treasure fighter pit to the Dunelord's Hold
* Added ability to pay 100 gold to challenge a fighter for a treasure
* Added ability to visit the Dunelord's Longhouse
* Added ability to speak to Dunelord's guard
* Added ability to challenge Dunelord's Longhouse guard to enter
* Added ability to speak to the Dunelord
* Added ability to challenge the Dunelord for control of the hold
* Added ability to sit on the Dunelord's throne if you takeover the hold





Sinking Sandhole Changes (4 features)

One of the earliest exploration locations in Warsim, now there's a little more to it!

* Added text that tracks how many people you've sent into the sinking sandhole
* Added event for putting 10 soldiers total in the sandhole
* Added new location the Corpseplug
* Added random loot item gained when filling the sandhole

Clarence the Hood (6 features)

This wonderful one eyed chap can be found roaming the Dunes selling slaves.

* Added Clarence the Hood a travelling Inbred Halfling and slaver to Dunelands
* Made Clarence each year choose one of 5 locations to set up in
* Added Clarence gains 1-5 slaves per year to sell (for 6 gold each)
* Added 6 dialogues to Clarence
* Added a semi secret dialogue to clarence (just ask what are you twice)
* Added ability to kill clarence

Clarence the Hoods true origins - https://www.reddit.com/r/WarsimRpg/comments/lbl6l5/there_are_trillions_of_possible_characters_in/

The Travelling Dunewarriors (6 features)

These guys can be found wandering the dunes beating the crap out of eachother.

* Added travelling Dunewarriors fight pit
* Made Dunewarriors each year choose one of 5 locations to set up in
* Added ability to watch brawls with Dunewarriors
* Added ability to talk to a random Dunewarrior
* Added 4 AI written Dunewarrior dialogues
* Added 14 non AI Dunewarrior dialogues

Snatchsand Village (14 features)

One of the two villages in the region, this one has a local trader and little else.

* Added new location 'Snatchsand Village'
* Added ability to recruit peasants from the village
* Added ability to speak to village elder
* Added 9 dialogues for village elder
* Added Fog Ferret poem to Snatchsand village (credit Acrot + Sirc)
* Added Snatchsand trader location
* Added ability to speak to the Snatchsand trader
* Added ability to buy loot boxes from snatchsand trader
* Added ability to raid Snatchsand village
* Added Snatchsand refugee sign to High Dunes if you raid the village
* Added Snatchsand refugee camp to High Dunes if you raid the village
* Added ability to force recruit the refugees as peasants (40-240 peasants)
* Added ability to wipe out refugees (some small loot)
* Added unlockable peasant recruitment in the new recruitment system

Calmsands Village (8 features)

The other village, this little place has stone skipping at least!

* Added new location 'Calmsands Village'
* Added ability to recruit peasants from the village
* Added ability to speak to village elder
* Added 9 dialogues for village elder
* Added ability to speak to local fisherman
* Added ability to skip stone off the Dune's Edge
* Added ability to raid Snatchsand village
* Added unlockable peasant recruitment in the new recruitment system

The Dunereaver Gang (4 features)

The last of the roaming groups in the Duneland, these bandits can be stopped only with a duel to the death.

* Added Gabe the Tall and the Dunereaver's gang to the Dunelands
* Made Gabe the Tall each year choose one of 5 locations to set up in
* Added ability to speak to Gabe the tall (6 dialogues)
* Added the ability to challenge Gabe for control of his 50 troops (for 1000 gold)

Open locations (12 features)

These are all the remaining locations, most of whom can be occupied by the roaming groups.

* Added new location 'High Dunes'
* Added ability to admire the high dunes
* Added new location 'Low Dunes'
* Added ability to admire the low dunes
* Added new location 'The Flatsands'
* Added ability to admire the flatsands
* Added new location 'Rocky Dunes'
* Added ability to forage for cool rocks in the rocky dunes
* Added rare odds of finding gold coin in the rocky dunes when foraging
* Added 6 different rock finding screens when foraging for rocks
* Added new location 'Calm Sands'
* Added ability to listen to the winds on the calm sands

NON DUNELANDS STUFF

CHAMPION RECRUITMENT EXPANDED (7 features)

Thought about this while generating some champions in a playthrough, thought it would be a nice expansion on the system for players looking to get some tough champions!

* Added new option screen when scouting for new champions
* Made option to invite champions cost 200 gold instead of 1000 gold
* Added option to invite warriors of esteem (400 gold) (minimum of 100 battlescore each)
* Added option to scout for great warriors (600 gold) (minimum of 125 battlescore each)
* Added option to scout for worthy heroes (800 gold) (minimum of 150 battlescore each)
* Added option to scout for the most esteemed champions (1000 gold) (minimum of 175 battlescore each)
* Added option to scout for the best of the best (2500 gold) (minimum of 200 battlescore each)









RECRUITMENT OVERHAUL (25 features)

This was suggested by a number of people and in a recent playthrough I couldn't shake the feeling of tediousness having to go and recruit these units in person in the world, which in the end made me stop bothering at all... Well QUALITY OF LIFE BABY! Now you can do it all from the recruitment menu! This was a bastard to code but ultimately it was worth it :)

* Added new submenus for recruiting different unit types
* Added cheat code 69 to main hiring menu to unlock all recruit options
* Added ability to recruit from Smallhaven once recruited from in person
* Added ability to recruit from Rihhm once recruited from in person
* Added ability to hire Blackmarket Scum once hired from in person
* Added ability to recruit from Shaian once recruited from in person
* Added ability to recruit from Darkdale once recruited from in person
* Added ability to recruit from Snatchsand once recruited from in person
* Added ability to recruit from Calm Sands once recruited from in person
* Added ability to hire bandits from Northern Merc Post once hired from in person
* Added ability to hire soldiers from Northern merc post once hired from in person
* Added ability to hire from the combat academy once hired from in person
* Added ability to recruit huntsmen once recruited from in person
* Added ability to hire drylands nomad mercs once hired from in person
* Added ability to hire holy order knights once hired from in person
* Added ability to hire Blackmarket mercs once hired from in person
* Added ability to hire Bentha's mercs once hired from in person
* Added ability to hire Thickblood mercs once hired from in person
* Added ability to hire Goblinwood Berserker mercs once hired from in person
* Added ability to recruit Uktak goblins once recruited from in person
* Added ability to recruit Goblinwood goblins once recruited from in person
* Added ability to recruit by asking in the Blackmarket once recruited from in person
* Added ability to hire foreign mercs from the Adventurer's Quarter once hired from in person
* Added ability to hire foreign mercs from the Darkdale Merc post once hired from in person
* Added cheat code 69 to each sub hiring menu to unlock that set of recruitment options



PLAYER NAME GENERATOR IMPROVEMENTS (3 features)

A player recently made a good point about how when they generate a random name after choosing a custom title it automatically generates only masculine names, whereas if you choose queen you get the feminine name options. I had a little look into this and have just made a simple solution that expands options for all players, now you can choose to generate feminine and masculine names for your character until you find one you like regardless of title choice!

* Added new feminine name generator for any player title choice (credit Lisab)
* Added new masculine name generated for any player title choice
* Remove title gated name generator system



ALLY FINANCIAL AID EXPANSION (8 features)

Just a light expansion on how this system works so your big rich allies arent just giving you a measly 100 gold. All spurred on after a bug report got me looking in the area.

* Fixed allied kingdoms with under 100 gold but more gold than you go into debt giving you financial aid (credit Darrthscorrp)
* Added new gift level system for ally diplomacy
* Added kingdoms with under 100 gold give you all their gold
* Added kingdoms with under 5000 gold give you a small coffer of 100 gold
* Added kingdoms with under 10000 gold give you a modest coffer of 250 gold
* Added kingdoms with under 100k gold give you a coffer of 500 gold
* Added kingdoms with under 1mill gold give you a large coffer of 1k gold
* Added kingdoms with 1mill of more gold give you a huge coffer of 10k gold

RENAME YOUR CHAMPIONS (1 feature)

Literally popped into my head while playtesting that you should have this ability, and boy is it fun to mess around with and see Galbar McFuckwad slaying it on the battlefield!

* Added ability to rename any of your champions in the staff and hire screen

DEATH IMPROVED (9 features)

Getting a game over screen in Warsim has always been a bit lackluster, I've tried to improve this a lot more, give you more specific explanation of your death, and... A very interesting interaction with Death itself.

* Added new dynamic text when you hit a gameover screen explaining how you died (credit Gronn)
* Added new random event system if player has no troops or no land gameover
* Added stabbed by general gameover event
* Added lone warrior murder gameover event
* Added madmans revenge gameover event
* Added widow's revenge gameover event
* Added mob of peasants gameover event
* Added ability to talk to death at gameover screen
* Added ability to play biggleroll with death at gameover screen







Tournament Bet Expansion (5 features)

After checking out a bug with arena tourney betting not counting towards the main bet pool I decided to mix th ebest of both worlds, tournaments now add to the total bet pool whether made by your or the arena owner! More to win, or more to lose? Good luck :)

* Fixed tournament betting not deducting gold from the Arena betting pool if you win
* Added +1000 gold to arena betting pool during 8 man tournaments
* Added +2000 gold to arena betting pool during 16 man tournaments
* Added +3000 gold to arena betting pool during 32 man tournaments
* Added +5000 gold to arena betting pool during grand tournaments

STEWARD REPORTS (7 features)

After a mysterious bug which was reducing gold between ending turn and the combat phase happened, I found out it was the steward dealing with the throne room and in the process of fixing the bug I expanded this system so that now, if you want to see it, you'll get reports of what your steward has been up to!

* Fixed throne room steward report mislabels southern map as northern map
* Made throne room steward report now show the cost of purchased maps
* Reworked the display of the throne room steward reports
* Fixed Steward spends your money on maps even if you have none
* Added end of turn steward report before combat
* Added ability to tell steward to stop giving you reports
* Added new option to control end of turn steward reports in steward options on staff screen

BUGFIXES (51 bug fixes)

This was the biggest chunk of effort after the Dunelands, I spent an ungodly amount of time hunting the most obscure troublesome bugs from my lists and even discovered new ones in the process, after a ton of fixes and testing I can thankfully say all of the below listed ones are solved. Thank you to the many many people who are responsible for putting most of these on my radar, you guys are legends!

* Fixed issue with Gift giving townsman event sometimes breaking and spawning with no text (credit Critical Failure)
* Fixed Reatreating from or losing Shallowrock Mine battle still results in victory (Credit Darrthscorrp)
* Fixed text bug with adventurers attack system
* Fixed bug with adventurer groups data not overwriting if saved over before (credit EnergiserSisyphus)
* Fixed turn skipping bug when ordering prisoners to brawl
* Fixed adventurer group name bug causing names like 'Vonrinzub'sSlavemaker Adventuring Company'
* Fixed no blocked out option when no soldiers to send across sinking sandhole
* Fixed Sinking sandhole sfx
* Fixed bug where Nemak refers to himself as Thundil (Credit Soadsod)
* Fixed issue with Baiaa maze room door references (credit Soadsod)
* Fixed text bugs with Baiaa maze map (credit Soadsod)
* Fixed text bug with gohrans artifacts
* Fixed bug with Blackmarket bandit recruitment
* Fixed bug with kingdom leader forming refugee group being duplicated
* Fixed undead horde showing up as a faction to attack even if they have no troops
* Fixed hiring slave revolt doesn't give you the troops (Credit Weng Hang Lok)
* Fixed animal fight pit not using the new combat system
* Fixed bug where falling back from bad weather instantly won battle for you (credit Omer)
* Fixed text bug when repelled from the demon gate
* Fixed anti-slaver mercs offering to join you in throne room even if you have slaves (credit The Hat)
* Fixed anti goblin-slaver mercs offering to join you in throne room even if you have goblin slavery legal (credit The Hat)
* Fixed anti-demonic mercs offering to join you in throne room even if you serve the overlord (credit The Hat)
* Fixed 10 text bugs in artifact market hire screens
* Fixed text colour issues with Saroth tower
* Fixed tutorial screen for kingdom reports showing incorrect image (credit Atomix)
* Fixed bug with Merc groups charging invasion fees even if sent on something else (credit u/thebestroll)
* Fixed they group is dead text bug (credit Xander)
* Fixed negative years of service for independent lords (many reports, thanks guys!)
* Fixed 'the outmatch us' text bug (credit minty)
* Fixed 'the outmatch us' text bug (credit minty)
* Fixed asking why a foreign unit wants to join you forces the game to always then give you units from kingdom 1 (credit yodkjsmkf, Streuhand, and Moireach)
* Fixed text bug in encounter set list
* Fixed typo in Chief name suffix (credit Blue Sky)
* Fixed destroying a merc group didn't wipe their merc slots hostility to you leading to new groups holding the resentments of older groups (credit Blue Sky)
* Fixed 'Hall of game' typo (credit Blue Sky)
* Fixed typo with the Poisonous name suffix (credit Blue Sky)
* Fixed double your text bug with palisade notification (credit Minty)
* Fixed Bandit Smuggler Den uses the old combat system
* Fixed bug hunter bug (irony) (credit Defender)
* Fixed issue with battlescore being so high that it enters the negative
* Fixed goblinwood revisitable after being destroyed bug (credit u/Kleenexorz)
* Fixed adventurer group giving half their gold to you as an ally doesn't show on the turn report gold gain total
* Fixed pest group pillaged gold doesn't appear on the turn report gold loss total
* Fixed Bandit Horde gold gift amount doesn't appear on the turn report gold gain total
* Fixed Phenor's gift item value doesn't appear on the turn report gold gain total
* Fixed Blackmarket soldier wages being paid twice
* Fixed Bandit Scourge costs double if you capture all bandits
* Fixed Gold Road Guardians not quitting when you can't afford them but instead putting you into negative gold
* Fixed Hlok Mine income not giving the player the extra gold gained by road upgrades but reporting it in the turn report leading to a discrpancy in end of turn gold
* Fixed Monfort Mine income not giving the player the extra gold gained by road upgrades but reporting it in the turn report leading to a discrpancy in end of turn gold
* Fixed Shallowrock Mine income not giving the player the extra gold gained by road upgrades but reporting it in the turn report leading to a discrpancy in end of turn gold

EVERYTHING ELSE (15 features)

And lastly, some loose stuff that doesn't fit anywhere else

* Added special alternate demon mirror scene if you have betrayed the overlord (credit Waldo)
* Added strength breakdown system to independent kingdom leaders
* Added strength breakdown system to adventurer group leaders
* Added new dialogue with bluetrii stall seller if farm is owned (credit Omer)
* Added new dialogue with bluetrii stall seller if farm is destroyed (credit Omer)
* Added new main bluetrii stall text if farm is owned (credit Omer)
* Moved barren land option to kingdom upgrades screen
* Added ability to hire gold road guards from the same screen gold roads are bought on (credit Defender)
* Added alternate text for gold road purchased text if you have the guards
* Added independent leader personality to shadow assassin screen information (Credit Defender)
* Increased cost of Demonic Shield by 200k (credit Defender)
* Added new text for new lords generated for their kingdoms newly gained lands
* Added new secret code 6969 to give 999999 of soldiers peasants and knights for testing
* Added pop up screen before demons end the game letting you know they've arrived (credit Struggler)
* Added extra text when sacrifice has been made at demon totem as demonic ruler (Credit LXI Energizer Sisyphus)

WHAT'S NEXT

A Pint? A mirror to take a long hard look at myself and say the Warsim I started back in 2015 is finally released... But in all seriousness I can't thank everyone enough for the support and love Warsim has had in the last 7-8 years, going from a hobby test project to 40k copies sold and my dream job a reality.

Thank you all very much!

Huw <3
Warsim: The Realm of Aslona - Troy - Warsim!
Hello everyone!

Just want to update you guys with the direction of Warsim going forward and what has been going on behind the scenes :)

So currently I'm working on the final update for Warsim before I push it out of early access. The early access release is almost a formality at this point as I've considered the game full and pretty much complete for a while now. But with a whole missing region of the game world it isn't complete... Enter, the Dunelands...

This is the bulk of the update, adding a whole new region, new factions, strange customs, and new locations to discover and conquer. But that's not the only thing that's coming in the next update.

I've been working on a number of sidesystems and quality of life improvements all over the game including

* A big overhaul of the unit recruitment system
* An expansion on the champion recruitment system
* Champion renaming
* Improvements to the player name generation system
* Game over screen overhaul
* Rework of financial aid from vassals and allies
* And some other smaller things

And the final boss of this update is bug fixes. We've been fortunate enough to have heaps of bug reports from people these last few months and I plan to try and tear through as many as I can. Currently I've fixed 24 bugs but there are more reports to get through and 2 particularly irksome bugs I'm currently in pursuit of.

Due to the nature of these bug reports I can't concretely say when the update will be ready but hopefully it won't be too far off.



WHATS NEXT AFTER FULL RELEASE?

Something many will be asking no doubt, what do I do after Warsim is released from it's 7 years of development and 5 years of early access?

What's next is I'll be getting myself a nice pint to celebrate!

But seriously I've got a gargantuan list of nice ideas that I decided to ignore until full release and I've been thinking of perhaps making the list public and letting you guys choose some nice things to add :)

Watch this space

Huw
Warsim: The Realm of Aslona - Troy - Warsim!


Warsim has been in development since 2015 and I certainly didn't forsee an update like this in the future but hey, the future comes fast! Using a variety of AI text generators I fed a heap of different sets of Warsim content to the system and had it tell me what should come next, what come out of it was a shocking variety of content that actually fits well!

AI HUMOUR (6 new jokes)

I put Warsim's entire joke library into the AI prompt and had it generate some jokes, it mostly kept repeatedly giving me 'Why did the chicken cross the road jokes' but in between those there were some absolutely hilarious ones as well as some very odd ones that weren't funny but just strange. You'll find these jokes now being said by court room comedians, jesters of the jester society etc.

* Added new joke 'Troll mother'
* Added new joke 'Mathventurers'
* Added new joke 'Cross the path'
* Added new joke 'The lamp'
* Added new joke 'Dwarf riddle'
* Added new joke 'Lieing ghost'

DOOKIE THE GNOME (2 features)

After writing the above section I took another look at the bizarre and rejected jokes and decided I just couldn't get rid of them as they were gold even if they made no sense. So now a slightly brain damaged gnome in the Darkdale Jester's Society called Dookie will tell you a Joke Joke, and pool from one of the 5 rejected AI jokes! Godspeed Dookie!

* Added Dookie the Gnome to the Jester's Society in Darkdale
* Added ability to ask Dookie to tell you a joke (Randomly says 1 of 5 rejected AI jokes)







MERCENARY ORIGIN STORIES (130 new origin stories)

130 New possible origin stories for mercenaries!

* Added 6 new AI written Anti-slaver goblin merc origin stories
* Added 124 new AI written Goblin merc origin stories (previously we had 20!)

AI GROUP NAME SUGGESTIONS (111 new name generator parts)

Faction name generators have been expanded with new parts after putting everything the game had originally into the AI's prompt, got some awesome new stuff here!

* Added 47 new AI suggested bandit group name parts (including Atrocious/Ignoble/Underhanded/Slippery)
* Added 64 new AI suggestion kingdom name parts (including Violet-Bannered, Celadon, Arcane, Frost)

AI CHARACTER NAME SUFFIXES (15 new character name parts)

These little bandit groups already have a number of possible name prefixes but thanks to the AI we have a few more!

* Added 15 AI generated Blackmarket Youth Bandit name suffixes (including 'the Tyke' 'the Cub' 'The Baby Face')

AI WRITTEN CHARACTER DIALOGUES (215 new dialogues)

I fed the AI all of my dialogues for each section and had it write new ones based on what it saw, my jaw dropped at some of the stuff I saw as it was very thematically in step with what I'd already written, I've included some examples of each new set of dialogues below so you can see for yourselves :)

* Added 6 AI generated dialogues for Arasuk settlers (including this one 'The suns set and the moons rise, and all is still in the Parched Lands')
* Added new AI generated arena insult 'You're going to be a stain on the ground!'
* Added 6 AI generated Arena dialogues (including this one 'I've been to many tourneys, and I've never seen anyone as skilled as the current grand champion.')
* Added 6 AI generated Artifact market dialogues (including this new rumour 'I heard that the owner of the market is a dragon, or maybe an artifact, no one knows for sure')
* Added 5 AI generated Baiaa Vampire dialogues (including this one 'I wouldn't mind trying some of that surface blood, I bet it's delicious')
* Added 10 AI generated Bandit dialogues (including this one 'My parents were bandits, my grandparents were bandits, it's just what we do')
* Added 7 AI generated dialogues for bards (including this one 'I am getting so good at this, I might even become a lute teacher one day')
* Added 3 AI generated Darkdale Guard dialogues (including this one 'I swear, the only reason I joined the guard was so I could drink on the job.')
* Added new AI generated Goblinwood drummer dialogue 'In a few years I'll be the best drummer in all of Goblinwood!'
* Added 5 AI generated goblin prisoner dialogues (including this '[The goblin looks at you with a hopeful expression]')
* Added 8 AI generated Gorthmek Orc dialogues (including this 'I can't stand non orcs, they're just so ugly.')
* Added 14 AI generated Love Cultist dialogues (including 'I love exploring the ancient ruins and imagining what life was like for the people who lived there')
* Added 7 AI generated mage guild dialogues (including 'If you are not careful, you will end up like them [He points to a skeleton in the corner]')
* Added 7 AI generated miner dialogues (including 'I was a lot smaller when I started working here. Mining has definitely made me into a man')
* Added 21 AI generated prisoner dialogues (including '*The man looks at you with a crazed look in his eyes*')
* Added 6 AI generated dialogues for Protofolk explorer tribes (including 'We tribe like find treasure')
* Added 3 AI generated dialogues for Protofolk monster master tribes (including 'Monster good friend!)
* Added 7 AI generated dialogues for Protofolk fire tribes (incljuding 'Fire good.')
* Added 7 AI generated dialogues for Protofolk war tribes (including 'You like make big war like us?')
* Added 6 AI generated dialogues for Protofolk blue tribes (including 'Blue is good')
* Added 6 AI generated dialogues for Holy Order of the Roses (including 'I have been training with the Order for years, I am now one of the best fighters in the realm')
* Added 10 AI generated dialogues for Ruffian gangs (including 'I was playing with Chelob and we found a shiny coin on the ground!')
* Added 2 AI generated scorpion fighting pit dialogues (including 'I bet on the immortal scorpions all the time and they never disappoint.')
* Added 5 AI generated Sewer mutant dialogues (inclding 'Just because we look different doesn't mean we're monsters, we're just like you... only uglier')
* Added 10 AI generated slaver dialogues (including 'Being a slave is better than being dead')
* Added 4 AI generated Slum Fight Pit dialogues (including 'What? You want to fight too?')
* Added 3 AI generated Snowfolk dialogues (including 'The three brothers are always watching over us, we must stay ever vigilant')
* Added 11 AI generated Shaian dialogues (including 'The oysters in Shaian are the best I've ever tasted')
* Added 3 AI generated Leafburner dialogues (including 'We are the merry leafburners, We smoke and smoke and choke and choke')
* Added 3 AI generated Jester society dialogues (including 'What do you call a jester with no sense of humor? A failure.')
* Added 6 AI generated smallhaven dialogues (such as 'I think the owner of the Ox Head is a vampire')
* Added 5 AI generated Rihhm dialogues (such as 'I'm not sure what you're looking for, but you won't find it in Rihhm')
* Added 2 AI generated Rihhm dialogues if player has improved the farms (such as 'You have done so much for us, we can never thank you enough')
* Added 5 AI generated Cave gnome dialogues (such as 'I bet you could crush a goblin with one hand!')
* Added 3 AI generated Cave gnome dialogues if casino is built (such as 'I'm going to make a hat out of your skin!')
* Added new AI generated Blackmarket tavern dialogue (1.What are the three most important things in a goblin's life? Greed, violence, and mischief)

AI GENERATED NAME SUFFIXES (25 name suffixes)

These are the extra parts added on to the champions and heroes of the world, there are already over 3000 of them, but I had the AI try and generate more based on some beardy name suffixes I already had in the game to see what it could do, here are the new ones added!

* Added AI generated name suffix 'Forestbeard' (+12 Battlescore)
* Added AI generated name suffix 'Mountainbeard' (+13 Battlescore)
* Added AI generated name suffix 'Waterbeard' (+12 Battlescore)
* Added AI generated name suffix 'Earthbeard' (+5 Battlescore)
* Added AI generated name suffix 'Metalbeard' (+20 Battlescore)
* Added AI generated name suffix 'Stonebeard' (+10 Battlescore)
* Added AI generated name suffix 'Skybeard' (+8 Battlescore)
* Added AI generated name suffix 'the Seaweedbeard' (+5 battlescore) (can be further randomised with additional parts)
* Added AI generated name suffix 'the Beard of the Moon' (+19 Battlescore)
* Added AI generated name suffix 'the Beard of the Sun' (+10 Battlescore)
* Added AI generated name suffix 'the Beard of the Stars' (+16 Battlescore)
* Added AI generated name suffix 'the Beard of the Sky' (+10 Battlescore)
* Added AI generated name suffix 'the Beard of the Clouds' (+10 Battlescore)
* Added AI generated name suffix 'the Beard of the Storms' (+12 Battlescore)
* Added AI generated name suffix 'the Beard of the Winds' (+10 Battlescore)
* Added AI generated name suffix 'the Beard of the Seas' (+11 Battlescore)
* Added AI generated name suffix 'the Beard of the Land' (+15 Battlescore)
* Added AI generated name suffix 'the Beard of the World' (+25 Battlescore)
* Added AI generated name suffix 'the Beard of the Universe' (+30 Battlescore)
* Added AI generated name suffix 'the Beard of Life' (+32 Battlescore)
* Added AI generated name suffix 'the Beard of Death' (+35 Battlescore)
* Added AI generated name suffix 'the Beard of Time' (+32 Battlescore)
* Added AI generated name suffix 'the Beard of Space' (+20 Battlescore)
* Added AI generated name suffix 'the Beard of Infinity' (+30 Battlescore)
* Added AI generated name suffix 'the Beard of Eternity' (+40 Battlescore)

AI GENERATED IN-GAME LOOT (43 loot items)

These quest items will spawn in chests/be found burried/given as gifts etc, I fed the AI some of what we already had to see what it came up with, mostly some very interesting potions I'd never want to drink.

* Added AI generated quest item 'A sceptre that belonged to a long forgotten king' (worth 190 gold)
* Added AI generated quest item 'An emerald the size of a melon' (worth 250 gold)
* Added AI generated quest item 'a painting of a sleeping dragon' (worth 105 gold)
* Added AI generated quest item 'a painting of an orcish warrior' (worth 90 gold)
* Added AI generated quest item 'a painting of an ancient king' (worth 110 gold)
* Added AI generated quest item 'a golden statue of a long forgotten hero' (worth 160 gold)
* Added AI generated quest item 'an obsidian statue of a long forgotten hero' (worth 270 gold)
* Added AI generated quest item 'a painting of an elf maiden' (worth 70 gold)
* Added AI generated quest item 'a painting of a dark forest' (worth 80 gold)
* Added AI generated quest item 'a painting of a village in the middle of a storm' (worth 100 gold)
* Added AI generated quest item 'a potion that causes explosive diarrhea' (worth 25 gold)
* Added AI generated quest item 'a potion that turns the drinker into a chicken' (worth 29 gold)
* Added AI generated quest item 'a potion that makes the drinker's eyes bleed' (worth 22 gold)
* Added AI generated quest item 'a potion that causes uncontrollable vomiting' (worth 25 gold)
* Added AI generated quest item 'a potion that makes the drinker's skin crawl' (worth 28 gold)
* Added AI generated quest item 'a potion that make the drinker's hair fall out' (worth 21 gold)
* Added AI generated quest item 'a potion that causes the drinker to age 10 years' (worth 34 gold)
* Added AI generated quest item 'a potion that turns the drinker into a toad' (worth 37 gold)
* Added AI generated quest item 'a potion that makes the drinker's blood boil' (worth 32 gold)
* Added AI generated quest item 'a potion that turns the drinker into a rat' (worth 23 gold)
* Added AI generated quest item 'a potion that causes the drinker to explode' (worth 50 gold)
* Added AI generated quest item 'a potion that makes the drinker's head spin' (worth 10 gold)
* Added AI generated quest item 'a potion that turns the drinker into a donkey' (worth 30 gold)
* Added AI generated quest item 'a potion that makes the drinker's teeth fall out' (worth 25 gold)
* Added AI generated quest item 'a potion that make the drinker's skin turn green' (worth 29 gold)
* Added AI generated quest item 'a potion that causes the drinker to become deaf' (worth 20 gold)
* Added AI generated quest item 'a potion that causes blindness' (worth 19 gold)
* Added AI generated quest item 'a potion that petrifies the drinker' (worth 21 gold)
* Added AI generated quest item 'a potion that causes the drinker to become insane' (worth 22 gold)
* Added AI generated quest item 'a lock of ancient human hair' (worth 25 gold)
* Added AI generated quest item 'a golden statue of a six armed goddess' (worth 250 gold)
* Added AI generated quest item 'a silver statue of a four armed god' (worth 120 gold)
* Added AI generated quest item 'a steel snake ring with amber for eyes' (worth 60 gold)
* Added AI generated quest item 'a silver dragon ring with emeralds for eyes' (worth 250 gold)
* Added AI generated quest item 'a silver dragon ring with diamonds for eyes' (worth 410 gold)
* Added AI generated quest item 'a gold dragon ring with emeralds for eyes' (worth 290 gold)
* Added AI generated quest item 'a gold dragon ring with diamonds for eyes' (worth 490 gold)
* Added AI generated quest item 'a steel dragon ring with amber for eyes' (worth 60 gold)
* Added AI generated quest item 'a silver phoenix ring with emeralds for eyes' (worth 250 gold)
* Added AI generated quest item 'a silver phoenix ring with diamonds for eyes' (worth 410 gold)
* Added AI generated quest item 'a gold phoenix ring with emeralds for eyes' (worth 290 gold)
* Added AI generated quest item 'a gold phoenix ring with diamonds for eyes' (worth 490 gold)
* Added AI generated quest item 'a steel phoenix ring with amber for eyes' (worth 60 gold)

AI SUGGESTED CREATURE SETS (1,596,000 new races, +6 Kingdom types, +6 animal types)

I fed the AI all the current animals and it filled in some missing ones and wrote the descriptions for them, how I didn't have Zebras in I don't know but thank you AI! Also it suggested Zorses which I had to research but they are indeed real. Thanks to Warsim's very robust creature systems these can show up all over the place now, as group names, as any of over 500k in-game races, as modified variants in animal fight pits and battling adventurers, so you may see a group of hearty goblin adventurers defeated by a band of Chaos Zorses!

I had to slightly tweak the data for some of them but the AI correctly understood the use of the stats and gave fairly appropriate ones to the creatures in question based on my prompt data so I am very impressed... And perhaps a little creeped out.

* Added new creature 'Zorse'
* 266'000 new Zorse based races available in the game!
* Added New Race type 'Zorse Folk'
* Added New Race type 'Zorsemen'
* Added New Race type 'Were-Zorses'
* Added New Race type 'Evolved Zorses'
* Added New Race type 'Half-Zorses'
* Added New Race type 'Shapeshifting Zorses'
* Added New Race type 'Exo-Zorses'
* Added New Race type 'Demi-Zorses'
* Added New Race type 'Zorselings'
* Added new kingdom type 'Zorsedom'
* Added new creature 'Zebra'
* 266'000 new Zebra based races available in the game!
* Added New Race type 'Zebra Folk'
* Added New Race type 'Zebramen'
* Added New Race type 'Were-Zebras'
* Added New Race type 'Evolved Zebras'
* Added New Race type 'Half-Zebras'
* Added New Race type 'Shapeshifting Zebras'
* Added New Race type 'Exo-Zebras'
* Added New Race type 'Demi-Zebras'
* Added New Race type 'Zebralings'
* Added new kingdom type 'Zebradom'
* Added new creature 'Ocelot'
* 266'000 new Ocelot based races available in the game!
* Added New Race type 'Ocelot Folk'
* Added New Race type 'Ocelotmen'
* Added New Race type 'Were-Ocelots'
* Added New Race type 'Evolved Ocelots'
* Added New Race type 'Half-Ocelots'
* Added New Race type 'Shapeshifting Ocelots'
* Added New Race type 'Exo-Ocelots'
* Added New Race type 'Demi-Ocelots'
* Added New Race type 'Ocelotlings'
* Added new kingdom type 'Ocelotdom'
* Added new creature 'Midge'
* 266'000 new Midge based races available in the game!
* Added New Race type 'Midge Folk'
* Added New Race type 'Midgemen'
* Added New Race type 'Were-Midges'
* Added New Race type 'Evolved Midges'
* Added New Race type 'Half-Midges'
* Added New Race type 'Shapeshifting Midges'
* Added New Race type 'Exo-Midges'
* Added New Race type 'Demi-Midges'
* Added New Race type 'Midgelings'
* Added new kingdom type 'Midgedom'
* Added new creature 'Scorpion'
* 266'000 new Scorpion based races available in the game!
* Added New Race type 'Scorpion Folk'
* Added New Race type 'Scorpionmen'
* Added New Race type 'Were-Scorpions'
* Added New Race type 'Evolved Scorpions'
* Added New Race type 'Half-Scorpions'
* Added New Race type 'Shapeshifting Scorpions'
* Added New Race type 'Exo-Scorpions'
* Added New Race type 'Demi-Scorpions'
* Added New Race type 'Scorpionlings'
* Added new kingdom type 'Scorpiondom'
* Added new creature 'Sparrow'
* 266'000 new Sparrow based races available in the game!
* Added New Race type 'Sparrow Folk'
* Added New Race type 'Sparrowmen'
* Added New Race type 'Were-Sparrows'
* Added New Race type 'Evolved Sparrows'
* Added New Race type 'Half-Sparrows'
* Added New Race type 'Shapeshifting Sparrows'
* Added New Race type 'Exo-Sparrows'
* Added New Race type 'Demi-Sparrows'
* Added New Race type 'Sparrowlings'
* Added new kingdom type 'Sparrowdom'

OTHER AI GENERATED CONTENT (374 pieces of content)

For the stuff that doesn't fit anywhere else!

* Added 8 AI generated crowns for enemy rulers
* Added 296 AI generated kingdom names (such as 'Zarandor' 'Nehradar' 'Avalia' 'Dvargard')
* Added 36 AI generated name suffix additions (such as Tombguard/Templeguard/Wildstalker/Lighthouseguard)
* Added 34 AI generated Gnome Insults (My favourite 'You're about as useful as a one legged man in an arse kicking contest!')

THIS LITTLE EXTRA STUFF HERE WASN'T DONE BY AN AI

ARE YOU SURE? (7 features)

After a discussion with NZKD Katz on steam this new system was devised to prevent accidental destruction!

* Added new check when making big descisions such as destroying the Arena
* Added alternate text and options if you have no soldiers
* Added option to go ahead with it anyway
* Added option to change your mind
* Added option to scold the guard/servant who asked you
* Added option to kill guard/servant who asked you (-troop -public op)
* Added killing guard or scolding guard prevents you being asked again





BUGFIXES (3 bug fixes)

A few little fixes here, I'm currently on the trail of some very annoying adventurer update issues that I thought were a thing of the past so I'll be tinkering away trying to fix those now!

* Fixed bug with foreign merc signs text when fully upgraded
* Fixed retreating from battle still does weather skip system (Credit LML5280)
* Fixed duplicate faction name part

EVERYTHING ELSE (1 feature)

* Removed 2 duplicate crown parts

WHAT'S NEXT

I have some bugs with the adventurers to fix, but after that I'm finally ready to start on the Dunelands, the Dunelands will also be the last major content update before I bring Warsim into full release! I am beyond excited and this has been a long time coming :)

Viva Warsim

Huw
Warsim: The Realm of Aslona - Troy - Warsim!
It's finally here! I'm so glad to bring this out to you all and I hope you all enjoy! Adventurers were added a bit haphazardly many many years ago and I planned to fix the problems they had but got caught up in Warsim's ever growing feature creep for years. Now on the road to full release and closing all these loose ends I planned to overhaul adventurers and honestly it's been much bigger than I thought it would be, without further ado... (oh and I'll put all the screenshots at the bottom)

ADVENTURER GROUPS REWORKED (43 features)

This is the 'main' section but this adventurers update has expanded to have so much content in it it's hard to properly categorise it all! I also must admit that at one point I got super stuck in with adventurer diplomacy code so much so that I was forgetting to actively update what had been changed so this changelog is a little incomplete.

* Added new option to view the groups stats
* Added new indicator if adventurer group is defeated
* Added alternate description and intro text if adventurer group is defeated
* Reworked main adventurer group menu
* Blocked some options on adventurer menu if the group is dead
* Added new notification when adventurer groups are killed off
* Added 5 different death screens for dead adventurer groups
* Added ability to permanently disable dead adventurer group notifications
* Added secret menu '69' on adventurers screen (Not so secret now I guess)
* Added 'wipe group out' adventurer cheat
* Added 'add 10 troops' adventurer cheat
* Added 'Give 99 emissaries' adventurer cheat
* Added 'Give 99 raids' adventurer cheat
* Added 'add 100 to their reputation ' adventurer cheat
* Added 'set group to have a single member' adventurer cheat
* Added new kingdom upgrade to guilds (Emissaries)
* Added 'Emissary Hut' upgrade (500 gold) (2 Emissaries per turn)
* Added 'House of Emissaries' upgrade (3000 gold) (3 Emissaries per turn)
* Added 'Emissaries Little Guild Hall' upgrade (15000 gold) (4 Emissaries per turn)
* Added 'Emissaries Guild Hall' upgrade (30000 gold) (5 Emissaries per turn)
* Added 'Grand Emissaries Guild Hall' upgrade (65000 gold) (6 Emissaries per turn)
* Added -2 odds of group meeting you if you own no slaves and they are a slaver group
* Added +10 odds of group meeting you if you own 10000+ (slaves+slave soldiers) and they are a slaver group
* Added +5 odds of group meeting you if you own 5000+ (slaves+slave soldiers) and they are a slaver group
* Added +2 odds of group meeting you if you own 1000+ (slaves+slave soldiers) and they are a slaver group
* Added +1 odds of group meeting you if you own 1+ (slaves+slave soldiers) and they are a slaver group
* Added +2 odds of slaver/thief group meeting you if you have -1 to -25 public opinion
* Added +4 odds of slaver/thief group meeting you if you have -26 to -50 public opinion
* Added +6 odds of slaver/thief group meeting you if you have -51+ public opinion
* Added -2 odds of slaver/thief group meeting you if you have 25 to 49 public opinion
* Added -4 odds of slaver/thief group meeting you if you have 50 to 74 public opinion
* Added -6 odds of slaver/thief group meeting you if you have 75+ public opinion
* Added +5 odds of slaver group meeting you if you own the slaver's fort
* Added chance gold gift to adventurers is lost (1/6 chance)
* Added chance gold gift to adventurers is stolen by emissary (1/6 chance)
* Added chance gold gift is stolen by adventurers and they refuse to meet (1/6 chance)
* Added refusal to meet and gold refunded adventurer meeting fail
* Added unreachable adventurer meeting fail
* Added elusive adventurer meeting fail
* Added warm gretting but refusal adventurer meeting fail
* Added you'll need to do better adventurer meeting fail
* Added ability to send a warband out to attack adventurers
* Added chance of loot item (50% odds) when destroying group via a warband

ADVENTURER QUESTS (137 features... or 7.9 billion)

There are A LOT of a new quests and adventures that can be had... A lot... 7,919,749,963 to be exact!

* Added 1026 total randomised human npcs who can fight adventurers (southern farmers, mad blacksmiths, wise gamblers)
* Added new theft adventurer quest 'Rob a treasure from some horde bandits'
* Added new wealth adventurer quest 'Kill and loot a small band of horde bandits'
* Fixed text bug in merc vs adventurers quest text
* Added new slaver adventurer quest 'Small band of Horde bandits'
* Added new slaver adventurer quest 'Mercs vs Slavers' (If adventurers win, +random slaves)
* Added new slaver adventurer quest 'Slave raid on Rihhm'
* Added new slaver adventurer quest 'Attacking knights of Your Kingdom' (rare encounter)
* Made slaver adventurers capturing militiamen from your kingdom take between 3 and 15 militamen instead of always 15, and made it also show in the turn report notification how many militamen they took as slaves
* Added new slaver adventurer quest 'fighting and enslaving goblin mercs'
* Added new slaver adventurer quest 'fighting and enslaving tavern drunkards'
* Added new slaver adventurer quest 'fighting and enslaving bandit mercs'
* Added new slaver adventurer quest 'fighting and enslaving goblin thieves'
* Added new slaver adventurer quest 'fighting and enslaving travelling blacksmiths'
* Added new slaver adventurer quest 'fighting and enslaving trainee mercenaries'
* Added new slaver adventurer quest 'fighting and enslaving old mercenaries'
* Added new slaver adventurer quest 'fighting and enslaving pit fighters'
* Added new slaver adventurer quest 'fighting and enslaving goblin explorers'
* Added new killer adventurer quest 'fighting goblin explorers'
* Added new killer adventurer quest 'fighting pit fighters'
* Added new killer adventurer quest 'fighting old mercenaries'
* Added new killer adventurer quest 'fighting goblin mercenaries'
* Added new killer adventurer quest 'fighting trainee mercenaries'
* Added new killer adventurer quest 'fighting travelling blacksmiths'
* Added new killer adventurer quest 'fighting tavern drunkards'
* Added new killer adventurer quest 'fighting goblin theives'
* Added new killer adventurer quest 'fighting bandit mercs'
* Added new generic adventurer quest 'fun summer'
* Added new generic adventurer quest 'combat training'
* Added new generic adventurer quest 'hidden den party'
* Added new generic adventurer quest 'tavern travel'
* Added new generic adventurer quest 'labyrinth troubles'
* Added new generic adventurer quest 'boat hitch'
* Added new generic adventurer quest 'gorge of friends'
* Added new generic adventurer quest 'year away from civilisation'
* Added new generic adventurer quest 'adventurous rumour'
* Added new generic adventurer quest 'lost in the canyon'
* Added new killer adventurer quest 'illusionary goblins'
* Added new wealth adventurer quest 'working for old folk'
* Added new theft adventurer quest 'wizards fake loot'
* Added new wealth adventurer quest 'wizards work'
* Added new slaver adventurer quest 'Enslaving an old friend'
* Added new killer adventurer quest 'Fighting a random group' (randomsied human enemies)
* Added new generic quest 'historical adventurers'
* Added new generic quest 'tavern tab troubles'
* Added new generic quest 'false map'
* Added new generic quest 'mediation mountains'
* Added new generic quest 'live in tavern'
* Added new generic quest 'false map to random location' (100s of variants)
* Added new generic quest 'adventure theory'
* Added new generic quest 'undiscovered land'
* Added new generic quest 'sandcastle'
* Added new generic quest 'skip stones'
* Added new generic quest 'insult battle' (if cave gnomes discovered)
* Added new generic quest 'biggleroll' (if cave gnomes discovered)
* Added new generic quest 'live with cavegnomes' (if cave gnomes discovered)
* Added new generic quest 'live in crypt'
* Added new generic quest 'live in cove'
* Added new generic quest 'sail the coast'
* Added new generic quest 'camp in the south'
* Added new generic quest 'live with swamp gobs'
* Added new generic quest 'new recruit drop out'
* Added new generic quest 'false rumour of random item' (100s of variants)
* Added new generic quest 'tavern tales'
* Added new generic quest 'farmers trap'
* Added new generic quest 'no good candidates'
* Added new generic quest 'new recruit mind change'
* Added new wealth AND theft quest 'misplaced treasure map'
* Added new wealth adventurer quest 'sold a cool rock' (10-160 gold) (1 rep)
* Added new wealth adventurer quest 'menial jobs' (5-30 gold) (1 rep)
* Added new wealth adventurer quest 'escort caravan' (20-220) (2 rep)
* Added new wealth adventurer quest 'escort bards' (10-110 gold) (3 rep)
* Added new wealth adventurer quest 'basic merc work' (50-300 gold) (2 rep)
* Added new wealth adventurer quest 'begging' (1-100 gold) (no rep gain)
* Added new wealth adventurer quest 'hunted rare game' (90-290 gold) (3 rep)
* Added new wealth adventurer quest 'river fishing' (5-45 gold) (1 rep)
* Added new wealth adventurer quest 'heatwave water' (60-360 gold) (no rep gain)
* Added new wealth adventurer quest 'road pickings' (1-100 gold) (1 rep)
* Added new wealth adventurer quest 'furniture upcycle' (25-175 gold) (1 rep)
* Added new wealth adventurer quest 'begging on a trade road' (2-200 gold) (no rep gain)
* Added new wealth adventurer quest 'armwrestling ring' (20-520 gold) (3 rep)
* Added new wealth adventurer quest 'wealthy merchant work' (150-1150 gold) (2 rep)
* Added new wealth adventurer quest 'work as guards' (50-200 gold) (2 rep)
* Added new wealth adventurer quest 'berry harvesting' (10-40 gold) (no rep gain)
* Added new wealth adventurer quest 'mushroom harvesting' (5-75 gold) (no rep gain)
* Added new wealth adventurer quest 'goblin merchant deal' (3-300 gold) (1 rep)
* Added new wealth adventurer quest 'door to door oddjobs' (5-255 gold) (2 rep)
* Added new wealth adventurer quest 'shell jewelry' (10-90 gold) (1 rep)
* Added new wealth adventurer quest 'arrow crafts' (2-17 gold) (no rep gain)
* Added new wealth adventurer quest 'fishing for gold' (3-1000 gold) (no rep gain)
* Added new wealth adventurer quest 'favour' (for a random questgiver)
* Added new wealth adventurer quest 'delve a cave on a rumour' (random quest item)
* Added new wealth adventurer quest 'box floating on the river' (random quest item)
* Added new wealth adventurer quest 'capture southern snakes'
* Added new wealth adventurer quest 'help build a watchtower'
* Added new wealth adventurer quest 'door to door singing'
* Added new wealth adventurer quest 'guarding a random location' (100s of possible encounters)
* Added new wealth adventurer quest 'coinflip for a chest'
* Added new wealth quest 'guard horses for random person' (100s of variants)
* Added new wealth quest 'inner city protection' (100s of variants)
* Added new wealth quest 'boat tours for commoners'
* Added new generic theft quest 100+ different possible encounters
* Added new theft adventurer quest 'snatch box from back of caravan' (random loot item) (3 rep) (1/2 odds of fail)
* Added new theft adventurer quest 'grave robbers' (10-160 gold) (1 rep) (1/3 odds of fail)
* Added new theft adventurer quest 'Bridge crate fishing' (random loot item) (4 rep) (1/2 odds of fail)
* Added new theft adventurer quest 'gold for the poor?' (10-50 gold) (1 rep) (1/3 odds of fail)
* Added new theft adventurer quest 'successful treasure hunters' (random loot item) (4 rep) (1/2 odds of fail)
* Added new theft adventurer quest 'successful and drunk gambler' (100-600 gold) (1 rep) (unfailiable)
* Added new theft adventurer quest 'beat up a merchant' (random loot item) (2 rep) (unfailable)
* Added new theft adventurer quest 'pretend guards' (random loot item) (5 rep) (1/2 odds of fail)
* Added new theft adventurer quest 'rob a caravan' (random loot item) (4 rep) (1/2 odds of fail)
* Added new theft/wealth adventurer quest 'item from the gift tree' (1 rep) (random loot item)
* Added new theft/wealth adventurer quest 'gold from the gift tree' (1 rep) (2-102 gold)
* Added new theft adventurer quest 'Robbing gift tree visitors' (5 rep) (200-1200 gold)
* Added new theft adventurer quest 'Robbed lyric sheet' (10 rep) (300-700 gold) (1/3 odds of fail)
* Added new theft adventurer quest 'crow thief'
* Added new theft adventurer quest 'invisible robe'
* Added new theft adventurer quest 'steal item from random person'
* Added new theft adventurer quest 'street peddler'
* Added new theft adventurer quest 'goblin grease'
* Added new wealth adventurer quest 'Protecting random pet for random person' (100s of variants)
* Added new wealth adventurer quest 'travel as bards'
* Added new wealth adventurer quest 'grunting in orc lands'
* Added new wealth adventurer quest 'small errands for random person' (many variants)
* Added new wealth adventurer quest 'help build a random location' (many variants)
* Added new wealth adventurer quest 'Bandit toll road'
* Added new wealth adventurer quest 'Sheep stealing giant'
* Added new wealth adventurer quest 'Troll cave'
* Added new wealth adventurer quest 'merchant enslaved'
* Added new wealth adventurer quest 'rescue a damsel'
* Added new wealth adventurer quest 'famous gauntlet'
* Added new theft adventurer quest 'robbing a successful beggar'
* Added new theft adventurer quest 'Beggar of straw'
* Added new theft adventurer quest 'Loney widow scam'
* Added new theft adventurer quest 'Coinflip scam'
* Added new theft adventurer quest 'Ancestral Heritage Lie'
* Added new theft adventurer quest 'Recruitment scam'

ADVENTURER DEBUG (5 features)

Just an expansion to the debug mode allowing players to re-roll new adventurer groups in and to see them as having all the same goal for whatever reason

* Added new debug menu option to reroll adventurer groups
* Added new debug menu option to reroll adventurer groups forcing them to all be wealth motivated
* Added new debug menu option to reroll adventurer groups forcing them to all be kill motivated
* Added new debug menu option to reroll adventurer groups forcing them to all be theives
* Added new debug menu option to reroll adventurer groups forcing them to all be slavers

ADVENTURERS VS MONSTERS (18 features)

There is a chance that during their adventures adventurer groups of any kind can face off against some monsters!

* Added 261 different possible animal attack adventurer encounters (1566 total including the modifiers)
* Added system to use the 200+ race traits in game to further modify animals used in adventurer encounters (1/2 odds of animal having a race trait, ie cave dogs, fire cats etc)
* Added new generic adventurer quest 'Wild lone wolf'
* Added new generic adventurer quest 'Large pack of wolves'
* Added new generic adventurer quest 'Horde of wolves'
* Added new generic adventurer quest 'Group of wild goblins'
* Added new generic adventurer quest 'Cave monster'
* Added new generic adventurer quest 'Lone Wild goblin'
* Added new generic adventurer quest 'Pair of zombies'
* Added new generic adventurer quest 'Lone Zombie'
* Added new generic adventurer quest 'Pack of zombies'
* Added new generic adventurer quest 'Horde of zombies'
* Added modifier system for generic battle encounters for adventurers
* Added 'Frenzied' creatures (+20% hp) (+1 rep gained for beating them)
* Added 'Possessed' creatures (-10% hp)
* Added 'Rabid' creatures (+10% hp) (+1 rep gained for beating them)
* Added 'Wounded' creatures (-50% hp) (-1 rep for beating them)
* Added 'Armoured' creatures (+50% hp) (+2 rep gained for beating them)

ADVENTURER SLAVE RAIDS (20 features)

Adventurer groups motivated by slaving will raid locations holding slaves, these can vary lots with 88 different types of slaver opponent.

* Added new slaver adventurer quest 'raiding an upstart slaver group' (2 rep, 3-42 slaves, 500hp)
* Added new slaver adventurer quest 'raiding a lone slaver' (1 rep, 3-12 slaves, 50hp)
* Added new slaver adventurer quest 'raiding a two bit slaver gang' (1 rep, 3-22 slaves, 250hp)
* Added new slaver adventurer quest 'raiding a small slaver den' (3 rep, 3-32 slaves, 750hp)
* Added new slaver adventurer quest 'raiding a slaver den' (5 rep, 3-52 slaves, 1200hp)
* Added new slaver adventurer quest 'raiding a slaver caravan'(5 rep, 3-32 slaves, 900hp)
* Added new slaver adventurer quest 'raiding a rival slaver gang'(8 rep, 3-102 slaves, 1300hp)
* Added new slaver adventurer quest 'raiding a pair of goblin slavers'(1 rep, 3-27 slaves, 100hp)
* Added new slaver adventurer quest 'raiding a slaver warband'(12 rep, 3-202 slaves, 2500hp)
* Added slaver raid group modifier 'Heavily armoured' (2.5x hp, +3 rep)
* Added slaver raid group modifier 'undead' (10% less hp, +1 rep)
* Added slaver raid group modifier 'battle hardened' (+20% hp, +1 rep)
* Added slaver raid group modifier 'pacifist' (-90% hp, -1 rep)
* Added slaver raid group modifier 'armoured' (1.5x hp, +2 rep)
* Added slaver raid group modifier 'sickly' (-70% hp, -1 rep)
* Added slaver raid group modifier 'warready' (1.8x hp, +2 rep)
* Added slaver raid group modifier 'cursed' (-50% hp, -1 rep)
* Added slaver raid group modifier 'drunk' (-20% hp, +1 rep)
* Added slaver raid group modifier 'lightly armoured' (+10% hp, +1 rep)
* Added randomised throne room visitor name system to slave capture events for slaver groups

ADVENTURER RECRUITMENT EXPANDED (8 features)

Adventurers could already hire from a number of locations, I've expanded it with a few more!

* Added new adventurer recruits event location 'handing out hiring scrolls' (6+ recruits)
* Added new adventurer recruits event location 'spreading the word' (5+ recruits)
* Added new adventurer recruits event location 'marching through a small village' (3+ recruits)
* Added new adventurer recruits event location 'local craft market' (2+ recruits)
* Added new adventurer recruits event location 'mercenary post' (4+ recruits)
* Added new adventurer recruits event location 'Meet and greet' (10+ recruits)
* Added new adventurer recruits event location 'pub crawl' (2+ recruits)
* Added new adventurer recruits event location 'running from something' (3+ recruits)

ADVENTURER MILESTONES (13 features)

Now when the adventurers hit huge milestones, 1000 kills, 1000 slaves, or 25k gold stolen or earned, they can do a number of things with their glory that can alter the world, or maybe they'll just head off.

* Added 'Huge ship' wealth adventurer milestone event
* Added 'Gift' wealth adventurer milestone event
* Added 'Gambling' wealth adventurer milestone event
* Added 'Brawl' death adventurer milestone event
* Added 'Suicide' death adventurer milestone event
* Added 'Cliff' death adventurer milestone event
* Added 'Stab Circle' death adventurer milestone event
* Added 'Retire wealthy' bandit adventurer milestone event
* Added 'Join Phenor' bandit adventurer milestone event
* Added 'New bandit settlement' bandit adventurer milestone event
* Added 'Slave revolt' slaver adventurer milestone event
* Added 'Slave settlement' slaver adventurer milestone event
* Added 'Slave delivery' slaver adventurer milestone event

RANDOMISED ADVENTURER START (4 features)

At the start of any new game all the adventurers start at 0, this means that 100s and 100s of in-game years later when the groups can finally hit their major milestones it tends to all be around similar times. I've added this to both make the milestones come a little quicker, and to ensure it's not so distant for some either.

* Added wealth adventurers start with up to 5000 gold instead of always 0
* Added death adventurers start with up to 100 kills instead of always 0
* Added theif adventurers start with up to 4000 gold instead of always 0
* Added slaver adventurers start with up to 150 slaves instead of always 0

RANDOM QUEST-GIVERS EXPANDED (3 features)

The quest giver system has been expanded massively meaning there are tons more possible events!

* Added 7 new random quest givers to all in game encounters that use them
* Added rare named questgivers
* Added randomised questgivers used throne room visitor name system (Adding 100s of new possible questgivers)

MINOR BANDIT INTERACTIONS (4 features)

Prior to this the only interactions adventurer groups could have were with the bandit horde if it was alive. Now the many interesting bandit groups in the world can also be interacted with or ruined by adventurers

* Added new slaver adventurer quest 'fight and enslave minor bandits'
* Added new theft adventurer quest 'steal from minor bandits'
* Added new wealth adventurer quest 'kill and loot minor bandits'
* Added new killer adventurer quest 'kill some minor bandits'

SOLO ADVENTURERS (3 features)

Lone adventurers can exist and now they've been given their own system!

* Fixed super strong races generating adventurer groups that are memberless
* Added solo adventurer groups to the system (can be hired as champions)
* Added new text and notifications for a solo adventurer group (1 member)

ADVENTURERS STALL (4 features)

See a stall of motley adventurers selling mouldy twigs? Now any money motivated adventurer groups will be keeping the economy running with their strange junk!

* Added new wealth adventurer quest 'selling items at a stall' (1/3 odds of failure to sell anything)
* Added 25 sellable item types (dagger/lute/sword/tomes/goblin teeth etc)
* Added 27 value modifiers (soggy/mouldy/royal/shimmering etc)
* 700 randomly generated stalls in total that can be set up

WAGON MEN ADVENTURERS EVENTS (6 features)

The wagon man can now interact with adventurers and if there's enough of them trading with him and the player also has a trade route it can be very beneficial

* Added new Wagon Man Bonus that Adds 50 gold to the wagon mens trade profit roll (before modifiers like roads etc)
* Made Wagon mans bonus fade at the end of each year
* Made wagon men encounters only happen when wagon man is alive
* Added new wealth adventurer quest 'traded with the wagon man' (3-1000 gold) (1 rep) (+2 wagon man bonus)
* Added new wealth adventurer quest 'escorted a wagon man caravan' (60-660 gold) (2 rep) (+1 wagon man bonus)
* Added new wealth adventurer quest 'did a favour for the wagon man' (5-55 gold) (3 rep) (+1 wagon man bonus)

THRONE ROOM ADDITIONS (5 features)

Some new throne room encounters to keep things interesting!

* When someone mocks you in the throne room and runs, added the ability to react (credit Pank)
* Added 5 outcomes for failing to arrest/kill an insulter
* Added 5 outcomes for failing to trap door and insulter
* Added new alternate encounter for 'Witch curse demon' if you are demonic overlord (now you can recruit the cursed demon into your army) (credit Alviddad)
* Added new alternate encounter for 'Cursed sword demon' (same as above)

WAITING WEATHER (6 features)

Fighting Fire-Trolls and just got flaming rain weather? Now you can wait it out and hope for something better. Or perhaps you have one too many chaos orbs and fancy flinging one of them into the sky to get something crazy! The choice as always, is yours.

* Added ability to wait for another weather in battle (but no fleeing if you do)
* Added ability to flee battle upon seeing the weather
* Added ability to sling a chaos orb into the sky to get a rare weather (costs 1 orb)
* Added new pre-fight text if weather was changed by waiting
* Added new pre-fight text if weather was changed by chaos orb
* Fixed rare weather descriptions don't happen when ascii disabled

HALL OF OLD MAGES LITTLE CHANGES (10 features)

Just a little expansion of the hall of old mages to be more interactive

* Added new door opening scene for ancient beasts room in Hall of Old Mages in Shaian in the South
* Added new door opening scene for torture room in Hall of Old Mages
* Added new door opening scene for room of truth
* Added new door opening scene for room of mystery
* Added new door opening scene for room of death
* Added new door opening scene for room of master
* Added new door opening scene for room of secrets
* Reworked screen for torture room
* Reworked screen for Demony Study room
* Added new sound effect for doors being unlocked in Hall of Old Mages

AI GENERATED WARSIM CONTENT... YEP (14 features)

After a very lovely person introduced me to the AI algorythm I was able to feed it a bunch of pre-existent Warsim content and get stuff that very much fit the theme back out. With all the AI art buzz on the internet at the moment it's awesome to be able to get some of this robot-effort put into growing Warsim :)

* Added 31 AI generated Demon names
* Added 21 AI generated Vampire names
* Added 4 AI generated Abomination names (including the incredible Flurgleblurgleflarpitydoo)
* Added 21 AI generated Cthuul names
* Added 6 AI generated Skeerok names
* Added 3 AI generated Protofolk names
* Added 16 AI generated Golem names
* Added 21 AI generated Goblin names
* Added 54 AI generated Ent names
* Added 87 AI generated Orc names
* Added 31 AI generated Gnome Insults
* Added 27 AI generated Arena Battle Insults
* Added AI generated name suffix (the Axe-Manipulator) (+39 battlescore)
* Added AI generated name suffix (the Cacti Grazer) (+10 battlescore)

BUGFIXES (19 features)

Bug fixes, an essential part of healthy game dev... right?

* Fixed graphic bug showing two lines instead of one when sending an unarmoured monster to battle
* Fixed bug allowing slavers fort to be won even if you didn't kill everyone as long as slaver lords are killed (credit Arnold18)
* Fixed game crash when bandits with 0 lands try to raid the player (credit Darrthscorrp)
* Fixed 2 text bugs for Colossal arena (credit Codychan)
* Fixed Holy order of the roses not using the new combat system unless they have a low relation with you (credit Omer)
* Fixed 15+ 'Chains and broken' instead of 'Chains are broken' text bug (Credit Arnold18)
* Fixed game showing interest when the player has too much gold to get any
* Fixed 4 text bugs in merc conversion text
* Fixed missing menu option for converting goblins to mercs
* Fixed broken graphic for converting goblins to mercs
* Fixed broken graphic for converting peasants to mercs
* Fixed 'I'd rather die than serve you cretin' enemy leader death looping forever
* Fixed text bug for Sylvan Hovel encounter location
* Fixed bug with text when recruiting a fifth champion (Credit Failbert)
* Fixed several text bugs (Credit u/noodlesoupstrainer)
* Removed 2 duplicate abomination names
* Removed a duplicate Skeerok name
* Removed a duplicate gnome insult
* Fixed bug with form Mages (credit bunbun39)

EVERYTHING ELSE (18 features)

The loose stuff that couldn't fit anywhere else!

* Added 9 new human names (credit LexTheMighty)
* Added missing stats and info to 'provide goblins to goblin mercs' screen
* Added missing stats and info to 'provide demons to demonic mercs' screen
* Added missing stats and info to 'provide peasants to militia mercs' screen
* Added new event if your black bank vault holds more than 1 billion gold (Credit Margam)
* Added new event if your royal bank vault holds more than 1 billion gold (Credit Margam)
* Made mad king game start always begin with Trap door installed
* Added 789 secret code on main menu to unlock cheats again after blocking them (for emergencies)
* Added new random loot item 'Barnacle encrusted ancient sword' (worth 220 gold) (credit u/VideoVillain)
* Reworked pages and communities section
* Added new text in bank main screen when player has more than 1'000'000'000 gold
* Made warsim window say 'Warsim: The Realm of Aslona' instead of the file location
* Made minor bandit battle deaths show the name of their gang 'Lost Sons Bandit killed' instead of 'Bandit Killed'
* Made minor bandit warlord battle deaths show the name of their gang 'Lost Sons Bandit Warlord Killed'
* Added 'a clay statue of a fungus covered buffalo with a mushroom for a tail' random loot item worth 267 gold (credit u/Voliol)
* Added generic advice 'Anything is an official title if you're brave enough' credit Leechgirl
* Added new patreon sub LexTheMighty to Gro'Lok's stump (Legend, thank you!)
* Added 2 new minotaur names

SCREENSHOTS

Goblin grease you say?!


Gnomes don't play around


Arrest them!


Arrested!


Some of the names produced by 5h0's new race name system, they aren't normally this common though, this was just for a test


Killed by action hippos, that's rough


Killed by battle horses? that's worse


Killed by a sheep stealing giant eh? Noble way to go


Killed by... Bone Crickets? Ew


Killed by chaos basilisks, okay you win that's the worst


Killed by village idiots!?! For shame


Sigh... Those were the farmer's children weren't they


Great success!


The new diplomacy system for adventurers


WHAT'S NEXT

There's still a lot of stuff to tackle but ideally I'll be making a start on the final unfinished region of the game, the DUNELANDS! I am beyond excited as the region has been fully planned out for ages now

Viva Warsim

Huw
Warsim: The Realm of Aslona - Troy - Warsim!
​Hello everyone,

It's been too long since Warsim has had an update, and that as usual makes me feel a bit uncomfortable. The reason for the wait is a good one though, this adventurers update has ballooned into one of the biggest Warsim updates ever with over 7 billion new Warsim adventurer quests added, a total overhaul of Adventurers with much deeper effects in the world, new and revised systems for contacting them and conducting diplomacy and tons more!

It's nearing the final stages now as all I have to do is finish my testing, getting the saving and loading of the adventurer files to work better, and then it should be good to go.

I have two main concerns on the road to this updates release.

During a playtest where I spawned 10x the number of groups than the game default provides, I ran 300 years of adventuring and near the end, for no clear reason, there was a lone crash. I went back and tried to replicate it with no success, and I honestly have no clue what could have caused it.

I'm honestly sad it was so rare because the cause of it could be literally anything. There is nothing worse than a crash bug and those are the ones I focus on most.

The other concern is that the update has so many new features and parts that mentioning them in one changelog might be too big to post on as most places have a character limit and I have had this issue before with a previously gargantuan update, I suppose that's a good problem to have unlike the former!

Regardless, thank you for reading and following along, Warsim work is still plowing on even if you aren't seeing any updates!

Cheers and all the best

Huw


SOME SCREENSHOTS OF WHAT WE HAVE SO FAR

Ew... goblin grease


never fight a gnome with insults


Helpful gobs
Warsim: The Realm of Aslona - Troy - Warsim!


This has been a long time coming but I'm glad to be able to release the new trailer. It's rough around the edges but represents Warsim very well I think!

I recorded the voice over at a friends bedroom studio and the editing was done by a friend of someone I met while sparring haha.

Would love to know what you think! :)
Warsim: The Realm of Aslona - Troy - Warsim!
This is an exciting update for me, all factions are now covered by the combat update code, and we have WARBEASTS!

MINOR FACTIONS IN BATTLE (9 features)

This massive chunk of work sees every single faction in game now use the new combat system, gone are the days of the ever scrolling death notification! Hurrah!

* Made all of Warsims minor factions use the new combat system
* Added alternate event if Wagon man dies in battle but his troops survive and win
* Fixed issue with Fort Kullak troop count not changing from 500 unless they are defeated completely
* Made Fort Kullak troop count gain +5 per year
* Added Malnourished vampire units if attacking Baiaa while they're low on Thralls
* Added special event for Koova the Nomad King in battle
* Added special ending if you beat the nomads but not koova in battle
* Added special event for Demonic Koova in battle
* Added special ending if you beat the dark nomads but not demonic koova in battle

Holy Order of Roses in the new system


Goblinwood


Koova winning a battle


Koova new death scene


MONSTERS IN BATTLE (27 features)

This has been heavily requested for a long time and as I was about to release this update I decided... Why not and spent the entire night and much of the following morning adding and testing this! Now monsters can be sent to battle alongside your brave warriors!

* Added new 'Warbeast Harnesses' upgrade buyable for 2000 gold at your monster pit
* Added ability to send your monsters to battle
* Added ability to send monsters to fight in a last stand at the end of battle or call them back
* Added special screen if you send only monsters on an attack
* Added special screen if you send only a single monster on an attack
* Added 'assault the lines but fail' monster battle event
* Added 'assault with ferocity' monster battle event
* Added 'eats an enemy whole' monster battle event
* Added 'chaotic fury' monster battle event
* Added 'fights like a beast' monster battle event
* Added 'surprise attack' monster battle event
* Added 'slips and falls' monster battle event
* Added 'ferocious fight until stabbed' monster death event
* Added 'charge lines cut down' monster death event
* Added 'fight in frenzy' monster death event
* Added 'sliced up' monster death event
* Added 'flurry of arrows' monster death event
* Added 'heat of battle' monster death event
* Added 'arrow to the head' monster death event
* Added 'beheaded' monster death event
* Added 'critical stabbing' monster death event
* Added 'flurry of arrows fight on' monster death event
* Added 'ripped to pieces' last stand monster event
* Added 'hacked up' last stand monster event
* Added 'left as a corpse' last stand monster event
* Added 'slain and left to rot' last stand monster event
* Added 'slain swiftly' last stand monster event

New option in the monster pit


My monster fighting


Another of my monsters fighting


Pushed back


Eating an enemy whole


A noble death


ARMOUR THOSE WARBEASTS (15 features)

After adding the above monsters in battle update I decided I couldn't just leave them without any additional upgrades, so I created a system of varied armours that can be given to your monsters!

* Added ability to buy scrap armour (50 gold) (+10% Strength)
* Added ability to buy Iron armour (100 gold) (+25% Strength)
* Added ability to buy Bone-Iron armour (150 gold) (+50% Strength)
* Added ability to buy Steel armour (250 gold) (2x Strength)
* Added ability to buy Bronze armour (500 gold) (3x Strength)
* Added ability to buy Obsidian armour (1000 gold) (4x Strength)
* Added armourer pays for the scraps of any currently equipped armour when upgrading
* Added +10 Gold payment for scrapping scrap armour
* Added +20 Gold payment for scrapping Iron armour
* Added +30 Gold payment for scrapping Bone Iron armour
* Added +50 Gold payment for scrapping Steel armour
* Added +100 Gold payment for scrapping Bronze armour
* Added +200 Gold payment for scrapping Obsidian armour
* Added notification for the armour a monster is wearing in the pre-battle monster sending screen
* Added armour information when viewing monster information in the monster dungeon

New armour buying options once you've bought the harnesses


Armours to buy


Scrap


Iron


Bone Iron


Bronze


Obsidian


Monster with top tier armour before battle


Monster with armour fighting like crazy


NEW MONSTERS (14 features)

Seeing as we're expanding the monster system and making them more used in game, it made sense to add more of them! Previously the game could generated 27840 of them, now where at a whopping 42875 with the newly added parts all combining together... God I love combinatrix.

* Added 'bumpy spike' monster head top part
* Added 'brittle set of antennae' monster head top part
* Added 'large spiky ears' monster head top part
* Added 'small spike bump' monster head top part
* Added 'strange plant growth' monster head top part
* Added 'lumpy stubby' monster body part
* Added 'slinky and curved' monster body part
* Added 'double arms body' monster body part
* Added 'pincer head' monster head part
* Added 'spikey head tooth mouth' monster head part
* Added 'v shaped eye head' monster head part
* Added 'long pincer head' monster head part
* Added 'tiny tooth head' monster head part
* Added 'big circle eyes and fat mouth' monster head part

BUGFIXES (8 features)

More bugfixes including a strange one that made all mercs 25x weaker... Can't have that! As always thanks for all the reports guys, and sorry about the bugs haha.

* Fixed issue with mercs being 25x weaker than they should have been due to a bug (credit Gabe the Ghostman DeGrossi)
* Fixed merc camp destruction notifications for groups 2-5 not having the +1 land indicator
* Fixed Smallhaven bug forcing you to revisit the ruined village instantly after looting it
* Fixed ransacking smallhaven no graphic screen bug
* Fixed screen missing when losing to smallhaven in a raid or a ransacking
* Fixed screen missing when losing to Rihhm in a raid or a ransacking
* Fixed ransacking Rihhm no graphic screen bug
* Fixed indepednent kingdoms warning of revolt when they aren't your vassals (credit IdleFan)

EVERYTHING ELSE (6 feature)

A couple of changes and fixes... and the casual removal of the long outdated minor goblin clans (sorry Gobbos)

* Added missing screen for losing demon battle inside the demon realm
* Added missing screen for exiting demon realm by your own choice
* Removed minor goblin clans from the game
* Made any trade routes or alliances with minor goblin clans auto cancel
* Made minor goblin clan menu visible by entering 77 on the diplomacy menu (if diplomat skill high enough and goblins aren;'t disabled)
* Cleared obsolete unused code for duplicate smallhaven village

WHAT'S NEXT

I am going to turn my attention to adventurer groups as soon as I can and hopefully get to work on a big update!

Viva Warsim

Love you guys

Huw
Warsim: The Realm of Aslona - Troy - Warsim!
Hello everyone!

While this might not seem like a massive update the work that's gone in to it is pretty huge! A massive update to mercenaries and how they function as well as a number of smaller side features!

MERCENARY COMBAT IMPROVEMENTS (20 features)

For some time mercenary attacks have used Warsims old combat system, now it's being updated and coming with it's own extensions to the combat system!

* Made mercenary battle use the new combat system
* Added 10 new variants of battle intro events for mercenaries
* Made 5 new intro events for goblin mercenaries
* Made 3 new intro events for demon mercenaries
* Made 5 new intro events for militia mercenaries
* Added 3 alternate texts for mercenary skirmish victory
* Added merc successes and failures to the end of turn battle reports
* Added new graphic for demon mercs post battle
* Added new graphic for goblin mercs post battle
* Added new cheer sfx for demon mercs post battle
* Added new cheer sfx for goblin mercs post battle
* Added 3 alternate texts for mercenary skirmish loss
* Added indicator if merc group is destroyed in battle
* Added 3 alternate texts for mercenary raid loss
* Added 3 alternate texts for mercenary raid victory
* Added merc raids include loot chests
* Added raid loot chest max reduced by 1 as mercs keep some for themselves
* Fixed spyreport retreats from merc battles no longer deplete one attack move from mercs
* Added 3 alternate texts for mercenary invasion loss
* Added 3 alternate texts for mercenary invasion victory

Your merc army marching forward


Goblin mercs winning


End of turn report after a ton of player merc use


MERCENARY GROWTH (3 features)

After a while wrestling with and even partially coding a multi attack system for the player and AI it ended up not being feasable, this was unfortunate but as an alternate source of multiple per turn attacks increasing to help with the exponentially growing kingdoms when discovering new lands I opted for this system, and additionally to not make it one sided in the players favour I spent some time creating a system that allows enemies to use mercs too!

* Added new notification when discovering new lands
* Made discovering new lands increase all merc groups current and max yearly attacks by 1
* Made discovering new lands increase all future merc groups max yearly attacks by 1

MERCS OF THE ENEMY (17 features)

This has always been something that should have been a thing, but now enemy kingdoms can hire mercenaries and use them to fight you and their enemies! There are some rules and structure to it but otherwise you'll see the mercs getting a lot more use. Want your favourite group safe from being used? Hire them permanently instead of for one off attacks.

* Added 50% chance factions will consider hiring mercs to fight for them at the end of each turn
* Made Krut and Erak only able to use goblin mercenaries
* Made merc groups unhirable if already hired by the player or if all of their yearly attacks are used
* Made it so that only goblin mercs can be hired by savage kingdoms
* Made it so that factions will only hire mercs if they have twice the gold they need
* Added 5 variant intro text for when merc group attacks player
* Added 5 variant intro text for when merc group attack other kingdom and players spymaster finds it
* Added 3 alternate texts for report of AI vs AI merc group fight noticed by your spymaster
* Added 3 alternate texts for post battle screen when enemy mercs fail to invade the player
* Added 3 alternate texts for post battle screen when enemy mercs successfully invade the player
* Added 3 alternate texts for post battle screen when enemy mercs fail to raid the player
* Added 3 alternate texts for post battle screen when enemy mercs successfully raid the player
* Added 3 alternate texts for post battle screen when enemy mercs fail to skirmish the player
* Added 3 alternate texts for post battle screen when enemy mercs successfully skirmish the player
* Added new end of turn report pop ups for all merc battles
* Added new battle notifications of merc troops
* Added slightly alternate post battle report after merc battles

A merc battle spy interception


A kingdoms personal battle logs including their recent merc hire


Some merc attacks reported at the end of turn


Some merc attacks at the end of turn but with advanced spy reports


Player being attacked by mercs


RACEPACK EXPANSION (1 feature)

A steam user pointed out that if you choose random race packs you can sometimes end up with a pretty bad batch and just have to either roll with it or restart the game, It didn't take long to put this in and now you can keep rerolling till you find that batch that suits you and your world!

* Added ability to re-roll races from random racepacks (credit Willow Ufgood)

SCREEN COLOUR ADJUSTMENT (6 features)

After a steam discussion I decided to add this system to the game allowing the background colour to be changed to a number of pre-sets!

* Added new option in in-game settings menu to adjust screen colour (credit Kawasaky)
* Added white background screen pre-set
* Added light grey background screen pre-set (credit diplomametolius)
* Added dark grey background screen pre-set (credit diplomametolius)
* Added ability for player to make a custom colour set
* Made each colour option link to the players save so you can have different settings for different saves

One of the screens


And in a different colour








BUGFIXES (6 features)

A few bug fixes entirely thanks to player reports, as always thanks guys!

* Fixed adventurer group text bug (credit watchdog_2003)
* Fixed steward intro text bug (credit watchdog_2003)
* Fixed text bug in tower coronation (Credit ZedZed)
* Fixed no gold indicator when gibbering monk gives you gold (Credit pup)
* Fixed no +peasant indicator when gibbering monk gives you peasant (Credit pup)
* Fixed issue when setting theme music that game doesn't recognise any other choices once you've chosen no music (credit Pup)

EVERYTHING ELSE (1 feature)

An australian friend of mine enlightened me to an aussie word for the poo you take the night after drinking, I thought it sounded like a goblin warchief!

* Added new goblin name 'Grog-Bog' (credit Vhester)

WHAT'S NEXT

This update has been tested thoroughly but Warsim is a wild beast and many things may have slipped by. I'll be trying my best to keep on top of this while I continue forward trying to finish the remaining combat update work and pushing towards the long awaited Warsim release!

Cheers

Huw
Warsim: The Realm of Aslona - Troy - Warsim!
Hey guys, so I've had this stuff coded for a little while and figure I'd put it out as a nice little update, hope you're all doing well :)

THRONE ROOM OR GNOME ROOM? (9 features)

Some new gnome related throne room events, you'll get biggleroll players and rude insulting gnomes!

* Added new throne room encounter 'Gnome insulter' (includes all 304 random gnome insults)
* Added 4 different gnome exit screens that take place after the gnome insulter encounter
* Added Biggleroll player throne room visitor (if you have discovered the cave gnome village)
* Added new gnome insult 'You make a strong case against randomly generated faces ugly one!' (credit Warzone)
* Added gnome insult encounter intro 'menacing look and loud announcement'
* Added gnome insult encounter intro 'thrice jumping gnome'
* Added gnome insult encounter intro 'prepare yourself'
* Added gnome insult encounter intro 'The cursed corner'
* Added gnome insult encounter intro 'friendly gnome'











CROWNING CEREMONY RECROWNED (24 features)

When being inducted into the wild world of Warsim, it seems only fitting that you are first met by a random and possibly strange crowning ceremony. I don't know why I didn't think of this sooner, but here it is! 20 different crowning events, 200 total possible crowning ceremonies!

* Added semi-randomised ceremony events to the games intro when starting a new world
* Added 'Gold coin from all' crowning ceremony event
* Added 'Royal dog' crowning ceremony event
* Added 'Royal squid kicking' crowning ceremony event
* Added 'Great Shunning' crowning ceremony event
* Added 'Dancing Goblin' crowning ceremony event
* Added 'Applause' crowning ceremony event
* Added 'Drunk in your honour' crowning ceremony event
* Added 'Goblin slap' crowning ceremony event
* Added 'Bottle smash' crowning ceremony event
* Added 'Coin of fate' crowning ceremony event
* Added 'Fart' crowning ceremony event
* Added 'Stand atop the highest tower' crowning ceremony event
* Added 'Scroll of rulers' crowning ceremony event
* Added 'Arrow reign' crowning ceremony event
* Added 'Chair breaker' crowning ceremony event
* Added 'Kicking goblin' crowning ceremony event
* Added 'Oooh Snake' crowning ceremony event
* Added 'Drinking goblin' crowning ceremony event
* Added 'Minute silence' crowning ceremony event
* Added 'Laughing for a positive reign' crowning ceremony event
* Added after ceremony screen
* Added ceremonial intro with 10 varied intro texts
* Fixed bug in crowning ceremony text

THRONE ROOM DEBUG EXPANSION (4 features)

After playing around with the debug system I've fixed the game just straight up freezing/crashing when testing an encounter. Once the game tries to run the throne room event 1000 times it will fail and boot you out.

* Added new screen for encounter selector choice
* Added list of all current encounter types to the encounter selector choice
* Added error message and return to game instead of crash when trying to run a throne room encounter that can't run in debug mode
* Added 'encounter selector is active' indicator to the throne room







CURSED FROG MAN ENCOUNTER EXPANSION (2 features)

Saw this little encounter and got a funny idea. Previously your choice was 150 gold to cure him guarenteed, or refuse and see the disapointed frog man hop away. Now you can try and cut corners with a 4/5 chance of disaster, or a 1/5 chance of nailing it!

* Added new choice 'Have an alchemist brew something cheap' (2 gold) option to the cursed frog man encounter
* Added rare 1 in 5 outcome that the potion will work and give an alternate success screen

COINFLIPPER EXPANSION (28 features)

After the new coinflipper update it's expanded the encounter to be a lot less samey... except when you win all their gold. This had the same blanket response, which wore out pretty fast for me so I've expanded this with a ton of possible outcomes to make it a lot more varied... I'm thinking of you maniacs who like to build big empires and then see every single one of those 2549 visitors.

* Added 'Kids life savings' reaction for player winning all of coinflippers gold (An extra reward for beating them)
* Added 'Second stash of gold' reaction for player winning all of coinflippers gold (Abiliy to replay with someone who lost all their gold)
* Added 'Can't go back to my tribe' reaction for player winning all of coinflippers gold (goblin recruit victory)
* Added 'I'll serve you' reaction for player winning all of coinflippers gold (peasant recruit victory)
* Added 'Curses' reaction for player winning all of coinflippers gold
* Added 'You have bested me' reaction for player winning all of coinflippers gold
* Added 'bows grins and leaves' reaction for player winning all of coinflippers gold
* Added 'out of gold' reaction for player winning all of coinflippers gold
* Added 'awkward shuffle' reaction for player winning all of coinflippers gold
* Added 'enjoy the gold' reaction for player winning all of coinflippers gold
* Added 'tips' reaction for player winning all of coinflippers gold
* Added 'Wasnt mine' reaction for player winning all of coinflippers gold
* Added 'Wife trouble' reaction for player winning all of coinflippers gold
* Added 'Stolen gold' reaction for player winning all of coinflippers gold
* Added 'Parents gold' reaction for player winning all of coinflippers gold
* Added 'Ones loss' reaction for player winning all of coinflippers gold
* Added 'Teary eyes' reaction for player winning all of coinflippers gold
* Added 'Shock loss' reaction for player winning all of coinflippers gold
* Added 'I'm out' reaction for player winning all of coinflippers gold
* Added 'Well done' reaction for player winning all of coinflippers gold
* Added 'Deep breath' reaction for player winning all of coinflippers gold
* Added 'Reworked Original' reaction for player winning all of coinflippers gold
* Added 'Good guesser' reaction for player winning all of coinflippers gold
* Added 'Bows' reaction for player winning all of coinflippers gold
* Added 'Angry discovery' reaction for player winning all of coinflippers gold
* Added 'Ogre poo' reaction for player winning all of coinflippers gold
* Fixed coin flip allowed when player has nothing (credit u/Studphish)
* Added new response when trying to flip with no gold

EVERYTHING ELSE (2 features)

Some little things

* Added ability to skip stones in dockrow
* Added better titles for race prefix selection screens to clearly show which kingdom you are working on if you have multiple of the same race

Now you can also create custom races with two prefixes in the custom game mode!


WHAT'S NEXT

I'm continuing to plow through Warsim stuff on my gigantic list, can't say when the next update will be but I'll be a lot more active across the Warsim community sharing my progress on it regardless :)

Cheers
Huw
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