Brigand: Oaxaca cover
Brigand: Oaxaca screenshot
Genre: Shooter, Role-playing (RPG), Adventure, Indie

Brigand: Oaxaca

Warlordocracy Early Access v6.1 and v6.2

Added mobile health condition and one status effect to tooltips (see screenshot below).

Also made interact the default command (talk, use, get). Now if you want to move over an item without obtaining it or move behind a door without opening it, you have to select the move command. Of course, you still only need to select the attack command if you want to bash objects or attack friendly characters. Lots of other little fixes.



Version 6.2

-Interact is now the default command (first icon), updated tutorial.
-Fixed saving settings in INI file (logo music can now be turned off).
-Temporarily disabled SHIFT key in world editor for possible Linux compatibility.
-Removed descriptions from normal objects that cannot be examined (decreasing save file size).
-World Editor now selects mobiles in tile first, and objects set to draw priority "bottom" as last (like blood).
-Prowling ability can now be used during heavy storms (and light precipitation with 8 Cunning).
-Naturalism ability now lets you make rags with fine clothing.
-Added objects: wallDungeon, wallDungeonB, wallNobleC.
-Added music: peace4.ogg, frostgate.ogg.
-Replaced dog sprites with something bigger.
-Renamed some map tiles to be more organized.
-Updated Chapter 2 demo and Player's Manual.

Version 6.1:

-Fixed bug with "Diseased" status affecting max health.
-Tooltips now show health condition and one status effects.
-Removed statusPossessed property and added statusNoTip (so status doesn't show up in tooltips unless above value).
-Made it so the "Hungry" status effect shows up in tooltips only when it reaches 50 (at 100 you start taking damage).
-Added new script booleans: "if_objHEPer" and "if_objMEPer" to test for percent of health and meta (related to max).
-Added objects: wallNobleB, fenceNoble, fenceNobleGate fountainBig, manorTower, frontSteps, postings, railings.
-Added objects: fungus, fungusBig, fungusHuge, fungusWall, planters, chimney2.
-Added items: skull, fork, bowl, mirror, dice, shoes, boots.
-Added tiles: roof, roof2, roof3, floor4.
-Added script for using hand mirror.
-Added snake attack sound effect.
-Cacti now only harm party members.
-Wasps now only deal 5 poison.
-Updated Builder's Manual.

Warlordocracy Early Access v5.9 and v6.0

Party AI setting is now displayed in upper left corner of screen ("off", "basic", or "advanced"). Commanding large amounts of characters will now give a different destination for each one, to a max of 25 selected characters. Choosing to attack the ground will have all selected characters choose a random hostile within 3 tiles of targeted tile. Also, changing party member attack targets now only resets the tile transition if it will help get the attacker closer to the target.

OK, now I'm just gonna focus on Chapter 2 story for a couple weeks. Still leaving early access in August.

Also improved framerate a bit.

Link: https://store.steampowered.com/app/1748160/Warlordocracy/

Version 6.0:

-Party AI setting is displayed in upper left corner (important info).
-Improved framerate by removing unnecessary HUD redraws in source code.
-Attack the ground will now automatically choose random nearby hostiles.
-Different adjacent destinations for each selected party memeber (up to 25 selected destinations).
-Party members now reset tile transition when changing attack targets only if it keeps them closer to the new target.

Version 5.9:

-Got rid of double use messages when objUse script command is called.
-Cacti now have collision scripts to damage mobiles who bump into them.
-Added settings.ini for launch, settings no longer saved with save file.
-Replaced full screen option in main menu with Party AI (more important).
-Naturalism now lets you craft fine clothing with fabrics (useful for selling).
-Attacking now checks tile transition destination as well as current position for range checks (easier melee attacks).
-ChecksParty script now calls aiUseItems script (so party members auto-use items/abilities if Party AI set to advanced).
-Fixed bug with "if_objMobPartyMain" script command that would make henchmen vomit whenever they ate food.
-Added objects: manhole, dockPost, dirt, chairNoble, tub, toilet, loom, fine clothing.
-Added tiles: wallTile4 (noble district walls).

Warlordocracy Early Access v5.7 and v5.8

You can now fill up buckets with water and use them to put out fires (see video below). Fires now make crackling sounds. Also, You can now just attack the bandit camp without negotiating and still complete Ch.1. Lots of other bug fixes, one new side quest.



Early Access 5.8:

-Improved sprites for some common objects, adding more of an outline.
-Added new objects: merlon (stone cover for battlements on city walls).
-Player is no longer prompted for stealing when getting multiple items at once.
-Fixed bug where text wouldn't delete when returning to main menu from journal.
-Fixed bug from previous patch where dead mobiles wouldn't look dead on map load.
-Fixed bug from previous patch where map script isn't immediately called when map loads.
-You can now attack the bandits immediately after talking to Feluco without failing.
-You must now use the wagon to travel instead of just talking to the driver.
-Buckets now obtainable items (to fill with water and put out fires).
-New item: flint and steel (for lighting campfires and cannons).
-New item: bucket of water (for extinguishing fires).
-New objects: ship, smokestack, wallBrickB, wallBrickC.
-Wells, fountains, etc. now let you fill buckets.
-New tiles: wallTile3 (large brick walls).
-Fire now makes sound effects.

Early Access 5.7:

-Randomized idle frame when sprite is drawn (for mobiles with idle animations).
-Added new object: Wasp Hive (spawns Killer Wasps and lets player collect honey in bottles).
-Added new quest in Ch.1 to destroy both wasp hives south of Proud Bridge Inn.
-Added "Please Wait" dialogue window after "timePass" script command.
-Improved dialogue, added more party dialogue for Ch.2.
-Fixed script bug with the Douse Arrow ability.

Brigand Modder's Guide

Here's a supplementary guide to modding with the Brigand Scripting Language. You can find a complete list of commands in the Builder's Manual, and a tutorial with the MOD TUTOR story in the EXTRAS DLC. I posted a guide here with some extra info not covered in either.

Guide: https://steamcommunity.com/sharedfiles/filedetails/?id=2983440297

Also, check out my 3 part article series here. You can subscribe to Patreon for shitty rough drafts, dev notes, and extra Warlordocracy challenge maps (two are finished and available so far). Warlordocracy still set to leave Early Access in August.

Article Part 1: https://blancaster45.blogspot.com/2023/05/fantasy-world-building-part-1-of-3.html
Article Part 2: https://blancaster45.blogspot.com/2023/05/fantasy-world-building-part-2-of-3.html
Article Part 3: https://blancaster45.blogspot.com/2023/06/fantasy-world-building-part-3-of-3.html
Patreon: https://www.patreon.com/lcsoftware

Warlordocracy Early Access v5.5 and v5.6

This should be the final patch before I keep working on the story. The AI can now use abilities (berserk, power slash, defensive stance, disarming, mad dash, etc.). There is also an AI setting in the journal settings to allow your party members to use items and abilities on their own (set to "advanced").

Added lots of text to the World Atlas PDF. I was gonna pull a Gollum and sell it as a $5 "Lore Pack" DLC, but decided that was stupid.

Also, I still haven't resubmitted Brigand to GOG because I made a couple updates recently. I will eventually get around to it after Summer sales (get me some more reviews first).

Complete List of Changes:

Version 5.6:

-Changed Bonecraft ability to Wizardry (not in Ch.1).
-Beating a chapter now displays number of game days passed.
-Human, krug, trog, and siliki death scripts now have 50% chance to drop 1 coin.
-Improved random map generator, wood bridges now generated when roads cross rivers.
-You can no longer throw objects at normal objects that block movement and/or sight (like walls).
-Now only party members take damage if attacking unarmed (so animals don't hurt themselves attacking).
-Fixed script bug where "attPoison.wsl" and "attDiseased.wsl" scripts would affect plants, undead, etc.
-Added commands: "partyDelete" and "partyInvDelete" to help with importing parties in the future.
-Added command: "objUseAbility" for mobiles to use given ability at current target.
-Added script boolean: "if_objNearFriend" to test if mobile of same faction is within given range.
-Added script boolean: "if_partyAI" to test Party AI setting in scripts (0 to 2).
-"UseItems.wsl" script now allows party members to use items if Party AI is set to 2.
-"UseItems.wsl" script now allows mobiles to use combat abilities (party members if AI is set to 2).
-Moved Feluco to the entrance of the Bandit Camp so dialogue is automatic.
-Replaced iron fence in Tuskwood with iron gate (bigger, less confusing).
-Added sound effects for plant attacks (mantraps and shamblers).
-Added descriptions to the World Atlas, updated all PDF manuals.
-Replaced "Victory.ogg" track.

Version 5.5:

-Thrown items now deal bonus damage based on Physique skill.
-Time now advances every 4 seconds instead of 3 (day/night cycle now longer).
-Transition scripts now pass the time, and inform the player of how many hours the trip takes.
-Added new script command: "timePass" to have given amount of hours pass (1 game hour = 100 real seconds).
-Weather change is now done in "climate" scripts, which are broken down into different climates.
-Changing the weather no longer calls the map script automatically (prevents infinite loop).
-Fixed bug where no inventory room message would appear multiple times after quantity input.
-Fixed script bugs with butterflies reappearing in the morning.

Version 11.8

You can now click around on different teammates and equipment in the character info screen (see video below). Also, Ramirez can now train you up to 50 Agility (there was no master Agility trainer before). Some other minor bug fixes. Final update of all time.

Complete list of changes:

SOURCE CODE:
-You can now change teammates and equipment in the Character Info screen with the mouse.
-Fixed bug where "resetStats" and "resetVars" wouldn't work when called in other scripts.
-Fixed bug where you would use yourself if pressing SHIFT while attacking with melee weapons.
-Made max Meta requirements more clear when unlocking abilities.

SCRIPTS:
-Ramirez INIT script now has 50 Agility (for training).
-(PANAMA) Made Hutch immune to bullets before Chapter 4.
-(PANAMA) Changed objective text in SQUIRREL story to accomodate players who didn't talk to Whooper.

STORY FILES: (requires starting a new game)
-Ramirez now has 50 Agility in story file for OAXACA and NIGHTMARE.

https://www.youtube.com/watch?v=dC9ZjVMNZeA

Warlordocracy Early Access v5.3 and v5.4

Two more Warlordocracy updates I'm posting here. AI has been improved further, the game now asks how many items you want to get if there's more than 1, and lots of bug fixing and game balancing. Will be leaving early access in August. Gonna take a vacation for a few days then come back and crunchy crunch.

Also, finished a second map for the Patreon Stories DLC, which you can get here: https://www.patreon.com/posts/83271359



Version 5.3

-Improved pathfinding a bit more.
-Added script for Pickpocket ability (not in Ch.1).
-Plates and vases can now be used to throw at targets like stones.
-Random map generator now prevents roads and rivers from overlapping.
-Red targeting visual highlights when using abilities, items, etc. now factors in line of sight.
-Player can now input amount when getting an item if there are multiple items of the same name in the tile.
-Changed "mapSand" script command to "mapSlow" to represent any tiles that slow movement (sand, swamp, snow).
-Improved "objMobAquatic" command: 1=water only, 2=amphibious, 3=slow tiles only, 4=unaffected by slow tiles.
-Added objects: wallClay, chair, urn, vase, gazebo, pool, tableGame objects (not in Ch.1).
-Added new map tiles to make bridges and sand look smoother.
-Added mobiles: prostitute, Hespu (not in Ch.1).

Version 5.4

-New plugin to browse and open script files in the World Editor.
-SHIFT key in World Editor now opens file explorer to load an object.
-If training without a trainer mobile, you can now unlock any ability.
-Training skills now shows current skill levels as well as the trainer's level.
-Added optional parameter to "objTrain" to set max skill level if there is no trainer mobile (default=10, max=20).
-Fixed bug with "objMobAquatic=3" command to make mobile move only in slow terrain (sand, etc.).
-Fixed bug where "objFaction=none" script command wasn't working.
-Added new story Patreon Stories: Escape the Brothel (Patrons only).

Warlordocracy Early Access v5.1 and v5.2

Greatly improved AI pathfinding over the last couple updates, and also added the game's first little Steam achievement to make sure the plugin works. If you don't unlock it, you are not a man and you children will never respect you.

Link: https://store.steampowered.com/app/1748160/Warlordocracy/

Version 5.1:

-Greatly improved pathfinding!
-Naturalism ability now lets you forage for wood.
-Pausing the game now erases arrow tracers immediately.
-Improved wallStraw sprites (and some other wall sprites).
-Throwing objects now shows weapon sprite flying toward target.
-Fixed huge bug from previous patch with door collision fucking with mobile position.
-Not enough Meta message is now a dialogue window when using abilities (not just message).
-Fixed bug where game messages wouldn't appear at top of screen while reading books from inventory.
-Rearranged screens into subfolders (maps, paintings, etc.).

Version 5.2:

-Included Steam plugin for achievements in the future, added one achievement for beating Chapter 1.
-Added new script command: "steam" to unlock Steam achievement of given API name (updated Builder's Manual).
-Added painting scripts and screen displays, increased sprite size so they can be reached on the wall.
-Increased melee and pierce resistance of Militia Elite and City Guard to 30%, gave abilities.
-Added new standard mobiles: guards\arbalist, guards\merc (not in Ch.1).
-Added new main mobiles: Zidas, Toqa, Rumble (not in Ch.1).
-Improved bonus Limbo map script (for Patreon Maps).

Warlordocracy Early Access v4.5 to v5.0

Six updates to Warlordocracy Early Access I haven't posted here yet. Visible missile tracers when shooting bows, improved framerate, new abilities, more combat balance, tons of bug fixes. Still on track to leave early access in August. There's a long list below, but first some videos.

Videos:

Arrows Tracers: https://www.youtube.com/watch?v=9gZ4Qcrp2_c

Concealed Assassins: https://www.youtube.com/watch?v=hdP9bbPQ2C4

Play Dead Ability: https://www.youtube.com/watch?v=53r2IIxElMI


EARLY ACCESS 5.0:

-Greatly increased framerate.
-Added quick missile tracer sprites when shooting ranged weapons.
-Added lots of new character scripts and sprites (not in Ch.1).
-Fixed bug from last patch where AI stopped using bows.
-Woodcraft ability now lets you craft crossbow bolts.
-Improved HUD sprites a bit.


EARLY ACCESS 4.9:

-Fixed bug where destination X's wouldn't appear on targets when paused.
-Tweaked weapon stats and improved lots of weapon and item descriptions.
-Stones have been changed from weapons to useable items (thrown).
-Increased health bonus for basic food and meat (3 to 5).
-Updated Player's and Builder's Manual.
-Added click sound in dialogue windows.
-Improved some ability icons.


EARLY ACCESS 4.8:

-New items: bolt, quiverBolt (ammo for crossbows).
-New baddie sprites and scripts: bandits\assassin.
-Replaced Aquatics ability with Throw Weapon ability, new script.
-New script command: "objThrow" to throw currently-equipped item to given targeted coordinants.
-Fixed bug where mobiles could obtain objects from a distance with a ranged weapon equipped.
-New script boolean: "if_objMobPartyMain" to test if mobile is in main party (not henchman).
-Fixed food scripts so that henchmen don't vomit if overeating (they never get hungry).
-Choosing quit in the Journal menu now lets you quicksave, main menu, or quit program.
-Increased damage and required level of Whirlwind and Mighty Blow abilities.


EARLY ACCESS 4.7:

-New items: spider saccule, blink saccule.
-New baddie sprites and scripts: bear, spiders (multiple types).
-Fixed bug where "objTarget" command would sometimes target corpses.
-New option to change party AI to off, basic, or advanced (default is basic).
-Alchemy ability can now brew poisons from spider sacs as well as swamp nettle.
-Alchemy ability can now also poison sabers, rapiers, great swords, and battle axes.
-Alchemy ability can now brew invisibility poitions and rejuvenation potions.
-Door collision script for auto-open now reveals concealed/invisible mobs.
-Fixed problem from last patch where Crocodiles couldn't move on land.
-Added new map tiles for city and blighted maps (wall2Tile and lava).
-Party must now be facing concealed baddies to reveal them.
-Increased framerate a bit with sprite pixel snapping.


EARLY ACCESS 4.6:

-Fixed rare bug where command panel would be disabled while paused.
-Fixed party selection bar sprite position when frame is larger than 64x64 (now always centered).
-Fixed bug where characters would attack bloodstains after bomber boars explode (for realsies this time).
-Added new script command: "objStopAttackers" to make all attackers stop targeting current object (Play Dead ability).
-Added new status effect: Invisible (used for both Play Dead and Shadow Dance abilities).
-Increased ability requirement and effects for Mighty Blow and Shadow Dance.
-Setting "statusConcealed" to 2 now makes mobile totally invisible.
-Added item objects and sprites: Potion of Invisibility, Beetle Shell.
-Added wall objects and sprites: wallWoodB, wallNoble.
-Added scripts for abilities: Play Dead, Shadow Dance.
-Removed damage immune messages for effect objects (like explosions).
-Improved potion sprites.


EARLY ACCESS 4.5:

-Added baddie sprites and scripts: shark, shambler, beetle, mycanoid, ratfolk, moonhead (not in Ch.1).
-Added new script command: "objDestLast" to set object's destination to previously-selected object (swarm AI).
-New parameter: "if_objNear=default" to check for objects with same name as current object (swarm AI).
-Changed "if_objNearMob" to avoid looking for mobiles of same name (for that use "if_objNear=default").
-Updated Player's Manual (new monsters, combat) and Builder's Manual ("mapSand", "objDestLast", more).
-Added script commands to change all map tiles: "mapBlockAll", "mapBlockVisAll", "mapBlockFlyAll".
-Clamp trap script now makes sound, increased damage from 12 to 20, caltrops from 4 to 6.
-AI now has a chance to attack hostile mobiles that it collides with.
-Sand tiles now slow down movement (can also be used for mud, etc.).
-Fire spreads faster, but now has max spread in scripts.
-Fixed pausing screwing up object sprite animations.
-Improved "mapRandom" generator a bit.

Future Plans

The Brigand prequel DLC set in Texas is still in the works. The dude is still alive. I played the first two hours and it was a masterpiece, profits will go to the creator.

Meanwhile, feel free to make your own stories in the World Editor and sell them independently on itch.io or something, collect all the profit. Just include a link to the Brigand store page so they gotta buy my shit first, then everybody wins. You can play the MOD TUTOR story in the Extras DLC to get started with the Brigand Scripting Language (BSL files).

I plan on doing one more patch after New Years to update the copyright date and improve a couple things. Until then I'm gonna crunch on Warlordocracy and finish it by the end of summer vacation (August is the goal).

Screenshots for upcoming DLC: