Been a month since the last cross-promo. Lots of progress on Warlordocracy. There are now inventory pets, including a parrot that you can command to take a shit on people. Greatly improved stealth mechanics and balanced combat. Also there are new sprites, objects, sidequests, and bug fixes. Still working on Chapter 4 -- should be done by New Years.
Steam Page: https://store.steampowered.com/app/1748160/Warlordocracy/
Itch Page: https://blancaster45.itch.io/warlordocracy-early
LCSoft Page: https://laughingcoyote.net/warlord
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[b]Complete list of changes:[/b]
EARLY ACCESS 19.0:
-Updated all chapters with new objects and wheat tiles.
-New objects: pallet, crane, craneTop, waterWheel2, waterWheel3, gearBig, gearBig2, holeMassive.
-New script command: "findObj" to find map and position of all objects in story of given name.
-New script boolean: "if_objCountForces" to test for number of mobiles of given faction name.
-New trog character: Cliffdancer (ambassador outside Jawala's Tower in Ch.4).
-Fixed cliff section on Drumwave Peak that wasn't blocking movement in Ch.3.
-Fixed crossbow hit script so Woodcraft now gives bonus damage (like bows).
-Trog and ratfolk AI scripts no longer conceal or burrow while in combat.
-Confused and Unconscious status effects now cancel evasion and parry.
-Confused status now causes mobiles to change direction constantly.
-Improved some dialogue, books, and signs in all chapters.
-Bone Dagger must now recharge with blood to leech health.
-New magic sword: Parched Throat (also leeches, for Ch.4).
-New sprite for leech animation effect.
-Lots of Ch.4 progress.
EARLY ACCESS 18.9:
-New cliff color alternatives: cliffB (changed Nightsteam Reef tiles).
-Removed ".png" file extension in sprite variables and saved games (making file size smaller).
-Wealth and inventory now contribute very slightly to party level (every 1000 wealth increases level by 1).
-Raft now positioned farther north on Berindal Beach in Ch.3 to avoid an immediate fight when travelling there.
-Fixed strange party import bug where final inventory slot of final party member had a blank item.
-Blunt weapons now have a chance of knocking target back (higher chance with more damage).
-Script boolean "if_damage" can now be used in weapon use and mobile attack scripts.
-Updated all demos, encyclopedia, Player's Manual (weapons section).
-Lots of Ch.4 progress.
EARLY ACCESS 18.8:
-When Spotting, you can now detect concealed mobiles behind you up to 5 paces away.
-Caltrops, clamp traps, and tripwires no longer get triggered by same faction (set trap factions in all chapters).
-Crippling Strike now has a range of two, and attacker jumps one pace toward target (similar to Dirty Tricks).
-New parameter for "factionReact" and "objMobSkill" commands: "all" (to set all factions or skills).
-New script command: "revealAll" (reveals all concealed objects on map regardless of LOS).
-New Master Neuromancy spell: Omniscience (reveals all concealed objects for 1 minute).
-Fixed script bug where party fatigue dialogue complaints weren't working.
-Party starvation/fatigue dialogue now resets when fed and rested.
-Map scripts now do not spawn waves while party is waiting.
-Switched up weather directions in Chapters 3+4.
-Lots of Ch.4 progress, updated all manuals.
EARLY ACCESS 18.7:
-Doubled speed of bow and spear animations (not actual combat speed).
-Woodcraft ability now gives 10% chance to deal extra damage while wielding bows.
-Player is no longer allowed to target concealed objects that haven't been spotted (also fixed tooltips).
-Must now be within 2 paces and facing to spot concealed objects that are not mobiles (still 5 paces for mobiles).
-New objects for Scouring ability: nest, stumpStash, shelfStash, dungeonStash (placed in all chapters).
-New script Boolean: "if_objOnTile" (check for first 4 characters of tile image name, ex. "sand").
-Changed "Pocket Sand" action to "Kick Dirt" in Dirty Tricks ability, must now be on dirt or sand.
-Burrowing ability now requires you to be on sand or snow tiles (not shallows).
-Trogs will now burrow during the day while outside and standing on sand.
-New horse sound effects (thanks to Sonic Kitchen).
-New desert objects for Ch.4: pillarDesert.
-Fixed Tycho Luzi's stash in Ch.1.
EARLY ACCESS 18.6:
-Player can no longer target concealed enemies (unless they have been spotted).
-Fixed bug where mobs wouldn't stay concealed if standing in slow tiles while loading map (sand, etc.).
-Added a swimming transition to Berindal Basement that leads outside to Berindal Refuge.
-New alternative tent colors for different factions in Ch.4.
-New alternative object sprites for Ch.4: blockB, tilesOldB.
-New map tiles for Ch.4: battlementsC.
-Lots of progress on Ch.4.
EARLY ACCESS 18.5:
-Fixed bug in combatSounds.wsl script where spears weren't playing sounds.
-Fixed bug in useItems.wsl AI script so AI no longer throws bombs at close range.
-Replaced Pocket Sand ability with new Dirty Tricks ability (list of actions, including Pocket Sand).
-New parameter option for "objMove" command: "forward" (move mobile in current direction).
-New parameter option for "objKnockback" command: "-1" (object is knocked toward target).
-New script boolean: "if_objLoadFree" to test for unused load in mobile's inventory.
-New script boolean: "if_objMobUnarmed" to test if object is not carrying a weapon.
-Fixed bug with obtaining pets without enough unused inventory load.
-Henchmen and pets are now forbidden from initiating travel.
-Improved "objKnockback" function to be more precise.
-New objects: treeApple, eggSnallygaster (Ch.4).
-New sound effects: bear, qwirl (Ch.4).
-New pet: qwirl (Ch.4).
-Updated both manuals.
EARLY ACCESS 18.4:
-Fixed bug with stacked magical jewelry in inventory.
-Fixed importing party with magic jewelry (for real this time).
-Fixed armor script (replaced old "light" damage with new "acid" damage type).
-Changed "Guano" item name to "Fertilizer", added fertilizer to horse and cow grazing areas.
-New alternative item sprites for desert stones (brown) and guano fertilizer (white).
-New usable objects: armor1, armor2, armor3 (unlocks player armor when used).
-Player now has the option to show Tycho Luzi's journal to Asemius in Ch.2.
-Added locked cell door scripts, locked cells in Berindal basement in Ch.3.
-Added lots of bloodstains, corpses, and coins to Berindal manor in Ch.3.
-Added obtainable leather armor to Berindal manor in Ch.3.
-Player now loses leather armor at the start of Ch.3.
-Added Note in Blood to Berindal Basement in Ch.3.
EARLY ACCESS 18.3:
-New pet abilities: Defecate, Fire Breath.
-Fixed bug with music script where you couldn't play for benefits.
-New Izari boss scripts for Ch.4: Ice Cleric, Fire Cleric, Wild Cleric, Dream Cleric.
-Party members can now talk to henchmen, just not the main party (so they can collect pets).
-Increased Hamchop's skills and base melee damage, changed encyclopedia description to say "expendable".
-HUD now displays "Inventory Disabled" for animals, etc. (instead of max load=-1).
-Fixed dropping pets from inventory (should run use script).
-Improved Ch.3 dialogue (Wahu gives hint about Bone Dagger).
-Feluco now goes auto-berserk sometimes if below 50% health.
-Berserk status effect now increases movement speed.
-Fixed Meta recharge from cancelling Defensive Stance.
-Reputation window now always displays player pic.
-Fixed bug with "objMissile" command.
-New pet sounds for parrot and cat.
EARLY ACCESS 18.2:
-Finished Stormeye's quest in Ch.3 and added pet cat.
-You can now take Berindal's parrot in Ch.3 as a pet.
-Dropping pets from inventory now automatically deploys them.
-Changed tutorial messages based on whether touchscreen is enabled.
-New script Boolean: "if_touchscreen" to test if touchscreen is enabled.
-New script Boolean: "if_objLoadMax" (test for max load, <0 means inventory is disabled).
-Door scripts now forbid mobiles with disabled inventories from opening doors (animals, etc.).
-Error window now displays when more than 19 scripts are loaded at once (instead of game crashing).
-New sprite: bird6 (pet parrot).
-Lots of progress on Ch.4.