Warsim: The Realm of Aslona - Troy - Warsim!
Hey guys!

A little while ago I made a list of some major feature ideas (or sets of ideas) that had accumulated from both myself and the community and was considering ones to work on. One scared me a little, so I decided to go for that one. And that's how I began working on Random Exploration!



THE DEVELOPMENT

Although at first It did feel like I'd bitten off more than I could chew I'm actually pretty happy with the progress now!

The concept was simple, add an additional fifth option to the exploration screen that allows you to spend exploration chances on discovering new randomly generated locations.

LOCATION TYPES CODED SO FAR

So far I've done a small batch of location types and already it feels random everytime with them. The most random and varied ones are Tombs, Shrines, and Fight Pits. All the locations have variations and alternate states but those three do it really well.

* Huts - Holding loot / Random peasants / Guards / Nothing
* Battlefields - That can be cleared / Necromanced
* Graveyards - With readable gravestones / Possible Necromancy / Looting / Desecration
* Fight Pits - Can be goblin pits / Child pits / Mage Pits / with betting, attacking, watching etc
* Shrines - Can be worshipped / ruined / looted
* Tombs - Can be delved by sending a unit / Can vary lots in size and contents
* Merclodges - Can be hired / attacked / bartered with

LOCATION TYPES BEING CODED SOON

I have some plans for each of these location types but usually more ideas and formed concepts come to me as I'm building them, so I'm looking forward to being able to playtest with all of these in the mix, and possibly more!

* Villages - Recruit / Attack / Loot / Explore
* Merchant Posts - Trade / Attack / Talk
* Mines - Collapse / Loot / Attack / Trade
* Mountains - Climb
* Taverns - Attack / Drink / Talk
* Bandit Dens - Attack / Hire / Talk
* Labyrinths - Delve / Collapse
* Towers - Explore / Destroy / Climb
* Caves - Delve
* Forts - Attack / Hire / Destroy / Talk
* Slave Hubs - Hire / Sell / Destroy / Talk
* Holes in the ground - Could contain anything, loot, a family, a crazed man etc
* Potentially some others to be decided later in dev...

HOW ITS GOING

I'm quite happy with the progress so far and in playtesting it actually feels fairly fresh! Some locations are really nice and varied even when I just repeatedly force visited the same location template type in testing, I have also become addicted to destroying every building I find once I'm done with it... I mean what does it matter I'll never come back to that location again right?

So lets have a look at some places I found in my runs so far...

A QUICK DELVE INTO THE LANDS BEYOND

A tomb to a man named Clethus but it at some point caved in so there's not much I can here aside from the extra option I have as a necromancer to raise the remnants of old Clethus and co.



And a battlefield with a few patches of scrap I can search through... why not



Must have been cave people fighting here...



A graveyard... Oh... Will I pay my respects and leave in peace?



Sorry Alarach but while you're here slumbering I have a kingdom to run, so thanks for the gigantic codpiece... doubt you'll be needing it anymore



Ok it's been looted... No need to do anything else...



Oops



Hmm, a strange hut?



A warrior?



Not the greatest Warrior but another sword is always handy!



Are they though?



Another hut?



Oh keeping watch for bandits are you? Just what a bandit would say, kill them!





A goblin fight pit?



Let's go Redbeard, no one in their right mind would be on a panicked goblin



...





Shame



Another tomb, hmm... I wonder who this Ullor feller was.



Hmm, condemend to be forgotten, I guess that's why this tomb is hidden,



It's delving time, come on peasant I'll be fine... Do you think anything disturbing could lie in the tomb of Ullor the DISTURBED. haha



Oh dear...



Next! Oh seems like the friends of Ullor ran over budget



All this for the ancient rusty fork of Ullor... Worth it? You decide



Huzzah!



But first...



And well you get the point. Seriously I could play and share the random stuff it's spitting out all day.

WHAT'S NEXT

I'm continuing to work on the locations remaining and still have some ideas for locations I have completed. I imagine villages and taverns are going to be the toughest cookies to crack but I plan to do my best with them.

If you guys have any ideas for the location types, or things of that nature I'm always happy to hear them but of course can't guarentee they will be included in the updates scope!

Cheers for reading and I hope I can deliver this awesome update soon! (Eta next few weeks ideally)

All the best

Huw <3
Warsim: The Realm of Aslona - Troy - Warsim!
TL:DR
* New necromancer troop source
* Consquences for necromancy
* 14 new throne room encounters
* 5 bug fixes

NEW NECRO ABILITY

A logical new source of corpses!

* Added ability to raise the corpses of songwood graveyard as a necro

NECROMANTIC CONSEQUENCES (5 features)

* Added 1/3 chance of -2 public op drop when resurrecting a dead arena fighter
* Added 1/3 chance of -5 public op drop when sending undead army to battle
* Added 1/3 chance of -3 public op drop when resurrecting a dead champion in battle
* Added 1/3 chance of -3 public op drop when gifting corpses to necro kingdoms
* Added 1/3 chance of -4 public op drop when you raise the undead

NECRO THRONE ROOM ENCOUNTERS (14 features)

A bunch of new encounters for your necromantic bastards!

* Added 'corpse trade' necro throne room encounter (barter-able, randomised trade offer)
* Added 'corpse merchant' necro throne room encounter (barter-able)
* Added 'fellow necromancer passing by gift' necro throne room encounter
* Added 'dug up my ancestors for you' necro throne room encounter
* Added 'make something of my dead son' necro throne room encounter
* Added 'corpse from the outskirts' necro throne room encounter
* Added 'necro hunter' necro throne room encounter
* Added 'ashamed' necro throne room encounter
* Added 'turn your back' necro throne room encounter
* Added 'experiments' necro throne room encounter
* Added 'join the dead' necro throne room encounter
* Added 'stop the madness' necro throne room encounter
* Added 'flagon of worms' necro throne room encounter
* Added 'aunties corpse' necro throne room encounter











BUGFIXES (5 bug fixes)

Always good to fix em, always more that follow!

* Fixed advantage over your forces text (credit u/Videovillain)
* Fixed court bard face skipping the ascii filter (credit Defender)
* Fixed Blackrow demon seller sfx bug (credit Defender)
* Fixed text bug in battle text (credit Donjondo)
* Fixed vampire law bug (shows the minimum requirement for vampires turning slaves into vampires in Baiaa) (credit Taylork)

EVERYTHING ELSE (3 features)

Just little tweaks and changes! Thanks guys

* Added Arasuk settlement recruitment to main recruit menu (credit Defender)
* Added arasuk recruitment to recruit all free peasants option (credit Defender)
* Expanded 'are you sure end of turn' pop up even if you don't have explore chances/throne visitors left (credit Starkravingmad)

Thank you all very much!

Huw <3
Warsim: The Realm of Aslona - Troy - Warsim!
Got an email not too long ago with a report of a savebreaking bug (those and ctd bugs are the cream of the crop of stuff that needs to be dealt with immediately) so here's a hot fix

It's a stupid issue caused by resurrected heroes having the origin story/hero description replaced with a new one I wrote, ie instead of 'I was a roving warrior, then I joined you' a resurrected one would say 'Death Provides...' however this text is added to the save files.

The game differenciates data in saves with these '.'

So now anyone loads and it detects 3 extra dots and thinks oh this save has 3 more variables than expected and freaks out

tldr: Death provides... headaches for the dev!

If anyone does have any issues ever with their save files hit me up!

I hate to see them, but I love to see the issues behind them resolved permanently and if it wasn't for someone letting me know about this one this fix wouldn't be out so quick

Cheers guys <3

PS: 2 other little bugs fixed in this patch
* Fixed 'wby necromancy' dialogue option (credit Family guy and u/greaterwaagh)
* Fixed ogre referred to as goblin in seshgobz hq
Warsim: The Realm of Aslona - Troy - Warsim!
TL:DR
* You can become a necromancer, raise any undead from battles, and your dead heroes
* 10 new kingdom upgrades
* 32 new events that can trigger at the end of the year
* New location and characters in Goblinwood
* 8 Bugs fixed
* New book added

Adding necromancy is something I avoided for the whole dev cycle because it felt like a can of worms... and can of worms it was... undead wriggly ones. But worth it I think, nothing worse than losing a champion and now you can do something about it. Glad to finally get this out and I hope you enjoy it <3

NECROMANCY (38 features)

Long requested and a pain to make, but I am proud to be able to present... NECROMANCY! Raise your dead troops, raise your dead champions, raise a toast!

* Added hidden necromancers guild -in the first region of the south ;)
* Added ability to attack necro guild
* Added ability to join necro guild and become a necromancer
* Added ability to reread tome of necromancy
* Added ability to speak to a random necro
* Added ability to speak to necro leader (6 dialogues)
* Added ability to play southern sudden death with a guildmember undead
* Added ability to resurrect dead champions in the arena (they lose 30% strength) Reanimated Corpse of Fighter
* Added ability to resurrect resurrected dead champions in the arena (they lose 50% strength) Twice Animated Corpse of Fighter
* Added ability to resurrect 2X Resurrected dead champions in the arena (they lose 70% strength) Thrice Animated Corpse of Fighter
* Added ability to resurrect 3X Resurrected dead champions in the arena (they lose 90% strength) Shattered Remnants of Fighter
* Added screen when trying to resurrect a shattered remanant
* Added tracking alongside gold/men/lands for your unawoken corpses
* Added ability to send a NECROMANCERS SCORE to necromancer kingdoms (a special necromantic greeting, -1k corpses, +10 relation)
* Added ability to collect tithes of Blackmarket dead by visiting Necromancers hall if blackmarket is ruled by a necro leader
* Added ability to disable and enable resurrecting arena dead in kingdom reports screen
* Added ability to gain all the dead from both sides of any battle you are part of (including mercs)
* Made 5% of your unawoken corpses rot away each year
* Added roughly 2-10 corpses gained per year from your lands
* Added special necro option for the sleeping with skeletons encounter
* Added new upgrade kingdom category for necro buildings
* Made kingdom upgrades screen have new texts for barren land reclamation option
* Added new necro upgrade 'Corpse Salts' (2.5k) (slower undead rot)
* Added new necro upgrade 'Corpse Salt Sprinklers' (10k) (slower undead rot)
* Added new necro upgrade 'Corpse Salts cursed with Frost Magic' (20k) (no undead rot)
* Added new necro upgrade 'Corpse holes' (5k) (more corpses gained from your lands per year) +3
* Added new necro upgrade 'Corpses boxes' (7.5k) (more corpses gained from your lands per year) +5
* Added new necro upgrade 'Corpse collection stations' (12.5k) (more corpses gained from your lands per year) +10
* Added new necro upgrade 'Corpse collection guilds' (40k) (more corpses gained from your lands per year) +30
* Made old stone not work for necromancers
* Added ability to raise unawoken corpses to add to an existing horde at the necro guild
* Added ability to raise unawoken corpses to spawn a new horde at the necro guild
* Added ability to send undead horde to attack an enemy at the start of a battle (undead doing 5-25 dmg each)
* Added undead altar to other buildings when you become a necro
* Added ability to raise undead at the necro altar
* Added random new year event that cleanses the land (lose all unawoken corpses and any living undead horde members)
* Added ability to resurrect fallen champions during battle (but not last stands)
* Added new combat event for undead champions fighting in battle

My wonderful gnome champ


Oh no!


Hmm


HE'S ALIVE! Sort of...


Oops


Twice animated


Thrice Animated


Shattered


RIP my boi


End of turn necromancy stuff


New stuff at the end of a battle


Champ dead in battle


He's back baby!


New necromancer kingdom diplomacy


New Upgrades


IMPERIAL MILITIA RECRUITMENT UPGRADES (3 features)

More benefits to having a big empire, more upgrades!

* Added Imperial Militia Recruitment posts (special 4th tier upgrade for militia recruitment signs) (14k) (up to 10 joiners per land extra)
* Added Imperial Militia Recruitment centres (special 5th tier upgrade for militia recruitment signs) (30k) (up to 25 joiners per land extra)
* Added Imperial Militia Recruitment complexes (special 6th tier upgrade for militia recruitment signs) (250k) (up to 100 joiners per land extra)

CHANGING OF THE YEAR (32 features)

When the year ends and a new one comes in, sometimes it brings with it the winds of change! There are now many events that can shape or tweak a year from the next!

* Added new end of turn event system signifying a new year coming into play
* Added bird song year
* Added whispers year
* Added wind of discovery (+2 explore chance)
* Added mild hopeless feel (-3 public op)
* Added great wind of exploration (+5 explore chance)
* Added feeling on conquest (unlock empire mode one turn) (+30% attack bonus for you)
* Added kind skies and rich soil (3x farm income)
* Added harsh hand of nature (-1 land)
* Added wind of death (spawn or add to undead horde)
* Added great wind of strength (+25% bonus to attackers)
* Added wind of inspiration (5x throne visitors)
* Added discouraging eclipse (no throne visitors)
* Added little sense of progress
* Added strange feeling
* Added merc duty sense (3x merc size)
* Added nothingness in the air
* Added wind of desperation (-5 public op) (50% gambling bonus)
* Added wind of deceit (-10 public op) (+5 bandit level)
* Added feint smell of hope (+1 publoc op)
* Added feeling of the same
* Added distant stirring terror
* Added wind of stagnation
* Added feeling of mistrust (+10 bandit level)
* Added feeling of trust (+20 public op)
* Added grip of control (-10 bandit level)
* Added ill will towards you (-20 public op)
* Added militia belief (3x militia)
* Added creeping rot of desertion (small chunk desert or 1/100th of soldiers)
* Added year of goblins (double erak and krut units)
* Added year of luck (double gambling limits for arena, fightpit, brawlpit, scorppit, animalpit, blackmarket gambling den)
* Added wind of fortitude (50% strength bonus to defenders this year)





SESHGOBLINZ (12 features)

A little den of disrepute in Goblinwood containing a colourful cast of bizarre goblins

* Added new building 'Seshgoblinz HQ' to Goblinwood
* Added Nelyc the Goblin Engineer (5 dialogues)
* Added Queen Rahc (6 dialogues)
* Added Naik the Mushroom Wizard (Can take shrooms from his hat and eat them)
* Added Irrah the foaming mouthed goblin
* Added Bocaj the Bug Collector (6 dialogues)
* Added T'tam the Drummer (Plays fast drums)
* Added Loej the Ogre (6 dialogues)
* Added Al the Ogrewife (5 dialogues)
* Added Heartfaced Goblin
* Added Firebreathing Goblin Groeg
* Added Minie the Goblin Cat

































BUGFIXES (8 bug fixes)

Always good to fix em, always more that follow!

* Fixed holy order knights text bug (credit Tickle me Elmo)
* Fixed mute sound and music not working in ingame menu (BlueRice + LXI)
* Fixed reigning arrows - Raining arrows text bug (credit Xiaolunzi)
* Fixed bug with shallowrock mine being destroyed (showed monfort mine peasants escaping instead of shallowrock)
* Fixed You don't have enough gold to train those goblins. You need 79k but have only 106k (credit blesk)
* Fixed gnome cave intro text bug (met instead of meet)
* Fixed text bug with gnome battle pit gold not increasing each year
* Fixed gnome battle pit notifications for bet loss appearing even if you bet nothing

EVERYTHING ELSE (2 feature)

* Added 'The Tale of Sorceror Khan' book to the Old Library in the Artifact Market
* Removed the battlescore tweaker from the arena that buffs weaker units by weakening their opponents to give them a chance (because though it increases the odds of a peasant winning against a soldier it's not fun and randomly rolls your champions super low)

Thank you all very much!

Huw <3
Warsim: The Realm of Aslona - Troy - Warsim!
Been working on this stuff for the last week or so and wanted to release it today to celebrate my Birthday! I've finally made it out of the 27s club :) ːwinter2019happyyulː

TL:DR

* 10 more end of turn events
* Ultimate victory screen for 25k land empires
* Merc groups now recruit troops each year
* Added goblin jesters in the throne room with 25 jokes told in goblin style
* Added 9 new jokes jesters can tell about goblins
* Improved Elyk the Madmans reactions to stuff when drinking with him
* Added ability to send a massive warband to attack adventurers
* Added ability to sit and ponder on your throne when no one is visiting
* Fixed 5 bugs
* Made some other small tweaks

END OF TURN EVENTS EXPANSION (13 features)

There is a batch of end of turn events that can happen when you... well end your turn. I've tweaked a few and added a nice new batch to keep things fresh and make more happen in general!

* Made goblin sceptre random events 4x more common
* Added new end of turn random event 'A shipload of sea raiders' if bandit level above 30 (+bandit level)
* Added new end of turn random event 'Nameless hero' if bandit level above 30 (-bandit level)
* Added new end of turn random event 'Goblin stealing coin' if goblin slavery legal (-1 gold, -1 gob)
* Added new end of turn random event 'Kindness celebration' if public opinion is 100 (+gold)
* Added new end of turn random event 'refugee arrival' (+peasants)
* Added new end of turn random event 'deserter band' (+soldiers)
* Added new end of turn random event 'goblin traders' (+gobs)
* Added new end of turn random event 'trio of wanderers who like the name' (+3 gobs)
* Added new end of turn random event 'lost scouts' (+soldiers)
* Made joining group random events 3x more common
* Added new end of turn random event 'Merc group glory story' (+150-1150 new recruits for random merc group)
* Made random events in general at the end of turn slightly more common

ULTIMATE EMPIRE VICTORY (1 feature)

You can play on beyond this, but hitting 25000 lands under your belt gets you a victory screen as that is pretty much the pinnacle!

* Added ultimate empire victory screen for hitting 25000 lands in Warsim (credit u/Somberclaus)



MERC RECRUITMENT (4 features)

Mercs don't currently grow unless you provide them with troops, this means that after a while used up groups become pretty weak and you kind of have to wait for them to fizzle out, or hire them just to kill them off to clear space. Well no longer, now groups will recruit each turn and grow slowly, this also scales with discovering new lands meaning later game merc groups recruit 100s per turn.

* Added merc recruitment for active merc companies (random troops of up to half leaders battlescore per turn)
* Added merc recruitment pop up in normal events text
* Added merc recruitment pop up in good event text if you own the group
* Added merc recruitment buffs +10% each time new lands are discovered (stacking infinitely)



GOBLIN JESTERS (3 features)

A funny thought now reality, these 'jokes' are quite something... as in they are terrible.

* Added new throne room encounter 'Goblin Jester'
* Added 25 GPT generated Goblin "jokes"
* Added 5 alternate intro texts for Goblin jester







ELYK IMPROVED (3 features)

I came across good old Elyk in a recent run through, puked in front of him and passed out with no reaction. That has changed now!

* Fixed Elyk drunkeness not sending you home
* Added special event if you pass out drinking with Elyk
* Added 5 special reactions if you puke while drinking with Elyk



ADVENTURER ATTACKS (1 feature, 1 bug fix)

It's annoying when an adventurer group is a bit too strong for a warband, now you can send a bigger one to keep them in check!

* Fixed sending warparty to wiped adventurer group doesn't kill any of your troops if warparty is killed off
* Added ability to send large warband (5x the size) to attack adventurers (credit u/Somberclaus)

SIT AND PONDER (2 features)

Ever wanted to sit and ponder on your throne? No, Just me... Well now you can anyway.

* Added ability to sit and ponder on your throne when all visitors are gone
* Added 10 different thoughts for sitting on the throne





BUGFIXES (5 bug fixes)

A little batch of bugs fixed!

* Fixed text bug with musicians of indpendent kingdoms
* Fixed vassalisation not working when you are too strong (credit LXI)
* Fixed troop report shows negative strength when too strong (credit LXI)
* Fixed vassal bug where post independence they still give you their troops
* Fixed missing screen for kingdom surrendering to you on last land

EVERYTHING ELSE (2 features and changes)

Some new jokes and a few changes thanks to vigilant community members!

* Added 9 new goblin jokes (my favourite: What do you call a goblin who loves willy, a knob nobblin goblin!)
* Added new dialogue for asking about the dunelord in snatchsand when he's dead
* Added 8 new dialogues for talking to snatchsand elder when you are dunelord (credit Comrade Worldpeace)
* Made holy order joiner throne room encounter not blocked by the No RABBLE filter (Credit Frannny)
* Made knight Joining you throne room encounter not blocked by the No RABBLE filter (Credit Frannny)

Thank you all very much!

Huw <3
Warsim: The Realm of Aslona - Troy - Warsim!
Just a nice little update covering a mixed range of areas. This came from a period where I was playing through a save of the new empire mode and was making tweaks and changes as I played.

TL:DR

* Can now throw your staff through a trap door at staff meetings
* Fixed 9 bugs
* Merc groups get 25% stronger with each set of new lands discovered
* Some tweaks to the stuff from last update to run smoother
* New goblin sceptre event system with a few events
* You can now call the guards when you find those pickpocket kids in the Blackmarket and get a sweet bounty! (2 gold per kid)

TRAP DOOR YOUR STAFF (2 features)

* Added ability to trap door your staff during staff meetings in the throne room
* Added trap door options menu to the staff meeting screen

No more bad advice!


JOIN ME CHAMPION! (3 Features)

* Added option to threaten grand champion if they don't accept your hire request (Credit u/culo_ and u/Stingpie)
* Added special option if grand champion has over 500 battlescore
* Added ability to accept champions refusal

Tired of a champion refusing to join you, threaten them!


GOBLIN SCEPTRE EVENTS (10 features)

If the main goblin kingdoms are dead the sceptre becomes fairly useless, now it will provide an assortment of green friends forever!

* Added end of turn event system for sceptre of goblin god
* Added wild goblin joiner event (+1)
* Added scattered bands joiner event (+30-300)
* Added distant tribe joiner event (+30-300 * 2)
* Added distant kingdom joiner event (+30-300 * 5)
* Added caven goblin horde joiner event (+30-300 *4)
* Added goblin theive band joiner event (+15-150)
* Added forest goblin clan joiner event (+30-300)
* Added warband of berserker goblins joiner event (+15-150)
* Added goblin bros joiner event (+2)

BUGFIXES (9 bug fixes)

A nice bunch of bugs fixed mostly thanks to vigilant members of the community!

* Fixed quickstart mode missing lord title definition leading to it being blank unless changed
* Fixed kicked out of upgrades screen sometimes when terraforming land
* Fixed pest group spawning with no name or leader due to Blackmarket prisoner bug
* Fixed monster last stand in battle text quickly popping up on screen for 1 second even if you autocalc the fight
* Fixed champion in battle insult text quickly popping up on screen for 1 second even if you autocalc the fight
* Fixed protofolk village name appearing as 0 instead of it's name
* Fixed spy reports not showing the right numbers for recruited troops (only showing how much they get per land)
* Fixed enemy battlescore being able to enter negative
* Fixed ability to have so many men you break the game and have negative 2 billion men

EVERYTHING ELSE (8 features and changes)

Improvements on the new total invasion system, mercs getting stronger when you explore new lands, Spymaster reports are wa better, and you can have those Blackmarket Pickpocket kids arrested!

* Added 3 new post battle texts for total invasions so it doesn't use the default invasion battle texts
* Made mercenary groups gain 25% larger force when discovering new lands
* Made spymaster troop recruitment reports show the names of the units in question instead of peasant and knight
* Added taking full troop tribute also takes all new soldiers from vassal kingdom
* Added new notification for when indie kingdom recruits 0 due to vassal rules
* Added special text to troop count screen if you exceeed the maximum troops
* Added 2 new possible authors of Blackmarket newspaper quotes of the day
* Added new option to report the child pickpockets to the guards in Blackmarket (+2 gold per child)

Very late game merc groups are ridiculously strong with this mechanic, and can keep up with the growing world


Pickpocket no more you little shits!


Thank you all very much!

Huw <3
Warsim: The Realm of Aslona - Troy - Warsim!
Hey guys,

Just wanted to release a new update as a thanks to all the people who got us to 1000 reviews on steam, it's a beautiful milestone. Doesn't seem all that long ago we passed the 500 mark :)

TL:DR this update contains
  • New Warsim Quickstart mode - Instant new game no option spam
  • Empire mode - Lots of big bonuses given after 50 lands
  • Total Invasion - Ability to attack entire faction at once and wipe them out if you win
  • 6 new building upgrades (3 of them part of a whole new building)
  • 5 new jokes
  • 15 new quest items
  • 5 new sound effects
  • 5 new readable books
  • 14 bugs fixed

WARSIM QUICKSTART MODE


Don't want to wade through endless options to start a new game... Now you don't need to.

* Added new Quickstart option (generates a random world for you, normal difficulty without all the option spam for those who just want to dive in)



EMPIRE MODE


Hit 50 lands and your kingdom will become AN EMPIRE! And with it many new tools to help rule, including TOTAL INVASIONS!

* Added empire mode triggered when player hits 50 lands
* Added empire mode ends when player drops below 40 lands
* Added new attack mode (Total invasion) that allows you to attack a faction for their entire territory if empire mode is active
* Added +75% difficulty increase for total invasion attacks
* Changed Empire mode options for kingdom reports/upgrade kingdom/and throne room
* Added ability to upgrade Grand Temple of Harvest to Imperial Harvest Temple-Complex (125k gold, +250% harvest income)
* Added Imperial Nobility Complex (special 9th tier of nobility quarter upgrade) (150k gold) (5-8 knights per turn)
* Added Imperial Trade Post (special 4th tier of trade post) (60k gold) (3x trade income)
* Added 4 new dialogues for staff screen when asked about harvest improvement (due to new harvest upgrade)
* Added +2 exploration chances per turn when empire mode active
* Added +3 Emissary chances per turn when empire mode active
* Added 50% bonus to recruitment of soldiers with forceful enlistment while empire mode active
* Added 50% bonus to recruitment of peasants with free enlistment while empire mode active
* Added 50% bonus to recruitment of bandits when playing with bandit king origin
* Added 50% bonus to General Taxes when empire mode active
* Added 20% bonus to throne room visitors when empire mode active (will still be cut off if player imposes visitor limits)











GOBLIN CATCHERS (3 new upgrades)


Gotta catch those green buggers!

* Added 'free potatoes signs' recruitment upgrade for goblin slavers (500 gold) (+50% yeild) (Credit TJTheSoundBoard)
* Added 'Goblin ditch trap' recruitment upgrade for goblin slavers (2000 gold) (+100% yeild) (Credit TJTheSoundBoard)
* Added 'Goblin Cage trap' recruitment upgrade for goblin slavers (4000 gold) (+200% yeild) (Credit TJTheSoundBoard)



DETYAN JESTER PACK (5 new jokes)


Legendary creator of Oooh snakes, and a load of Warsim in game books Detyan has hit me up with some absolutely stellar jokes for jesters in game!

* Added jester baker and butler joke (credit Detyan)
* Added short peasant joke (credit Detyan)
* Added reptile magician joke (credit Detyan)
* Added vegetable bug joke (credit Detyan)
* Added gnome hats joke (credit Detyan)

THE EPIC (5 new books)


A new book series by Detyan that is available to read in the Arasuk book shop!

* Added new book 'The Epic of Sir Sarquil & Grundar VOL 1' to Arasuk book shop (credit Dtyn8)
* Added new book 'The Epic of Sir Sarquil & Grundar VOL 2' to Arasuk book shop (credit Dtyn8)
* Added new book 'The Epic of Sir Sarquil & Grundar VOL 3' to Arasuk book shop (credit Dtyn8)
* Added new book 'The Epic of Sir Sarquil & Grundar VOL 4' to Arasuk book shop (credit Dtyn8)
* Added new book 'The Epic of Sir Sarquil & Grundar VOL 5' to Arasuk book shop (credit Dtyn8)

NEW QUEST ITEMS (15 new items)


A bunch of new possible items that can be gained in the game as loot!

* Added quest item 'An iron parrot statue' (worth 25 gold)
* Added quest item 'A strange potted flower from ancient times' (worth 350 gold)
* Added quest item 'A tribal war mask adorned with teeth' (worth 85 gold)
* Added quest item 'A gnomish gemshorn' (worth 40 gold)
* Added quest item 'A jar of swamp tar' (worth 4 gold)
* Added quest item 'A steel trident with a skull on each prong' (worth 155 gold)
* Added quest item 'A striped troll hide rug' (worth 160 gold)
* Added quest item 'A steel sword engraved with orc names' (worth 95 gold)
* Added quest item 'A steel sword engraved with goblin names' (worth 90 gold)
* Added quest item 'A steel sword engraved with demon names' (worth 100 gold)
* Added quest item 'A steel sword engraved with the names of dead kingdoms' (worth 110 gold)
* Added quest item 'A steel sword engraved with pictures of dragons' (worth 105 gold)
* Added quest item 'A steel sword engraved with a families saga' (worth 95 gold)
* Added quest item 'A steel sword engraved with pictures of a grand castle' (worth 100 gold)
* Added quest item 'A smelly arrow' (worth 1 gold)

NEW SOUND EFFECTS (5 new sfx)


Just a few new sound effects to keep things fresh, Thanks Static Master for your punch sounds!

* Added new sound effect for empire losing Empire Mode
* Added 4 new punch sound effects across the game (credit Static Master)

BUGFIXES (14 bug fixes)


A nice bunch of bugs fixed mostly thanks to vigilant members of the community!

* Fixed independent leader champion refusal bug (credit Nookrium)
* Fixed typo with holy land lever pull event (credit u/Minipaceed)
* Fixed state down at you text bug (credit WantedBaccus)
* Fixed champion is now more text bug (credit u/DeliciousIron9891)
* Fixed coinflip bug allowing player to bet with 0 gold (credit u/hl3official)
* Fixed troop strength total issue when viewing total troop reports (credit LXI)
* Fixed notification for Rihhm leader not wanting to speak to you being blocked by a bug (credit Nonary + Pirate Kitten)
* Fixed chaos orb game breaking quantity issue (credit Ilya)
* Fixed Teaching gnomes to gamble then destroying them before they turn casinoey results in pop up even when they are dead (credit Comrade Worldpeace)
* Fixed bug with Black Bank loans increasing erronenously after being paid off (credit u/JakoDel)
* Fixed foreign merc signs bug
* Fixed 10 text bugs with plea from other kingdoms
* Fixed die than serve you cretin text bug
* Fixed Holy order no more knights option blocker not appearing even when 0 knights left in recruit screen

Thank you all very much!

Huw <3
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
...