A few bug fixes, a few balance tweaks, lots of dialogue improvement for Chapters 1+2. You now have to pay to use the beds at the Gibbous Glow and Drunken Compass. Also journal now tells you if it's dark (as well as weather), and shopping confirmation now displays your current wealth. Most noticeably, party selection is a little smoother (no deselection until you release the mouse).
Complete list of changes:
-Deselecting party no longer happens until after mouse is released. -Shopping confirmation window now displays your party's current wealth. -Economics ability now applies to all shops (separate shop script for discounts). -Player can no longer travel with Coachman in Ch.2 if no living horse within 10 paces. -Fixed script bug with manholes and sewer ladders in Ch.2 (they were completely broken). -Fixed bug where "You are now entering..." message would display 3 times when changing maps. -Added "dark" descriptor to weather info in Journal Settings (nowhere else to fit it). -You must now pay to use the beds at Gibbous Glow and Drunken Compass Inns in Ch.2. -Improved lots of dialogue in Ch.1+2, fixed dialogue script for Levos. -Increased value of some misc items (bowls, wine, potstill, etc.). -Added tooltips to shopping window. -Fixed sword equip animation.
Warlordocracy Early v13.6
Tons of Chapter 2 fixes thanks to Badger. Also, you can now craft amulets as well as rings with both the Smithing and Sophistication ability (also balanced values so you can't break the economy).
Complete list of changes:
-Fixed some shop inventories in Ch.2. -Fixed Snog's dialogue script in Ch.2. -Fixed a ton of typos in Ch.2 (thanks to Badger). -Fixed contract rewards from Ralo and Murag in Ch.2. -Fixed transition arrows at inn stairs in Market in Ch.2. -Fixed phasing out party members (right now only for pitfighting). -Fixed script bug where Sira Beroni's dialogue wasn't working (forgot an "endif"). -Fixed bug where you could carry over your max load by getting multiple items from a stack. -Fixed script bug where you could get infinite rewards when reporting to Ralo/Murag in Ch.3 about Peace Festival. -You can now craft amulets (silver+gold) with Smithing and Sophistication abilities. -You can no longer report "Durolo" as the name of the smuggler to Durolo in Ch.2. -New object: Fixed Cannons (can't be rotated, put in Patron Stories #3).
Warlordocracy Early v13.5
Got unique weapon hit sounds working if you hit wood, stone, or metal, so now workers attacking trees, ore veins, or anvils will make better sound effects. Improved some maps and dialogue from Ch.1+2. You can now sell jewelry to every civilian "Merchant" character, fishing now sometimes gives special rewards, and all time requirements for travelling between the 3 main Lockdell maps have been removed.
-New weapon attack sounds for certain target materials (wood, stone, metal), sounds now handled in separate script. -New script boolean: "if_waiting" to test if "timePass" command is running (party won't start dialogue while resting, etc.). -Made party check scripts start dialogue much less frequently (so party members don't all talk to you at once). -Fixed bug with targeting obtainable items with attack command selected (now same as attacking ground). -Fixed some store inventories in Ch.1, added windmills to Bend Upstairs in Ch.2. -Fixed dialogue scripts for Oakia and Minax in Ch.2, must pay 100 Wealth. -Joining Pirates now forbidden if you sell out Clovia in Ch.2. -Lockdell transitions in Ch.1 are now instant. -Fishing now sometimes grants special rewards. -All merchants will now buy jewelry from you. -New female voice folders: woman9 to woman12. -New objects: lightAncient, generator.
Warlordocracy Early v13.4
The last patch fucked up map transitions for party members and made the game unplayable. Sorry about that. Also, Badger reported a shit ton more script bugs that are now fixed.
A couple other improvements: mouse cursor now changes color, main party is now auto-selected after loading a game or changing maps. Added some new assets for Chapter 3 (coming 30 April).
Complete list of changes:
-Fixed MAJOR bug with party changing maps. -Fixed script bug with Feluco's dialogue in Ch.1. -Fixed script bug when importing party reputations. -New sounds: mind, mind2, chaos, chaos2, barrier, dispell. -New effect object: Arcane Barrier (disabled with special gemcrack). -New script command: "phaseAll" (phase all objects on map in or out). -A few city guards and arbalists in Ch.2 now phase out at night in map scripts. -Mouse cursor now has 3 colors depending on what it is hovering over (white, yellow, and blue). -Murag no longer initiates dialogue in Dank Cave in Ch.1 if bandits are hostile. -Main party now automatically selected after loading a map or a game. -Fixed respawn script in Tuskwood Highlands (no more slimes in Ch.1). -Updated Crimson's stats and inventory in Ch.1+2. -Removed all step sounds for sand tiles in Ch.1. -Fixed a couple more typos (thanks to Badger).
Warlordocracy Early v12.6
Fixed some major performance bugs, added some new items, mobiles, traps, and objects for Ch.3. Gave Minax a personality and added some more loot in Ch.2.
-Fixed major bug where AI scripts were all being called at same time. -Fixed script bug where AI wasn't using combat abilities (useItems script). -Fixed bug where table objects were being drawn under walls if an item was on it. -New trap: Tripwires (trigger nearby powder or petrol kegs then disappear). -New henchman: Izari Cleric (crossbow, mace, ability to heal nearby allies). -New item: Doom Bomb (causes largest explosion in game, explosion3, late game). -New basic objects: tableNoble, tableNoble2, shelfDishes, drawers, drawersBig, symbol. -Updated Player's Manual with more history (for Minax's background). -Gave Minax a semblance of personality in dialogue scripts. -Tweaked lots of furniture collision and table values. -Placed some loot on House Tevani's balcony in Ch.2. -Expanded Chapter 3 Alpha (for Patrons).
Warlordocracy Early v12.5
Swimming now drains Meta/Health based on Physique and carry load (if you're not an aquatic species). You can now choose one companion if you make a new character for Ch.3 Demo/Alpha (most people will just import their party naturally from Ch.2). Other minor bug fixes and improvements.
Also, there's 3 news tracks for Chapter 3 thanks to Sonic Kitchen. More to come:
-New script boolean: "if_objLoadPer" to test percent inventory load (based on max). -Party members swimming now lose Meta/Health at different rates based on load and Physique. -You can now choose a companion (from six choices) if you create a new character for Chapter 3. -Added encyclopedia sprites for party members and lots of main characters (changed Minax's sprite). -Improved speed of map color commands ("mapRed", etc.), so map sprites are reshaded only once, after script is finished. -Removed birds and a couple civilians from crowded market maps (keeping mobiles below 40 per map now). -New tracks from Sonic Kitchen: refuge.ogg, cave2.ogg, stealth.ogg (used in Ch.3 Alpha). -Swapped titles and screens for Chapters 4 and 5 (desert will now come before snow). -Improved some dialogue in Ch.2 (Leo) and Ch.3 Demo (party members), new rep. -Fixed "loadParty" command so that main player is now automatically set. -New map tiles: "grassDark" (for jungle maps). -Mouse cursor now hidden on Deck.
Brigand Version 13.5 to 13.6B
Brigand cross-promo, the last for a loooong time, hopefully. Gonna focus 100% on Warlordocracy now. Gonna be a new patch in a couple days.
* * *
Got two new baddies in the NIGHTMARE DLC: Widow Demons and Arachno Demons. There are also demon eggs that you can throw to spawn friendly arachnos (vids below). I also have rats now as an object for modders, but I'm hesitant to include them in the official DLCs. They run around and you can whack them for raw meat (type "make=rat" in the command prompt).
Game should no longer crash if it fails to load a sound. I'm gonna try running it on Linux without Proton again in a second. Lemme know your experience on Linux also.
Also fixed tons of bugs (especially in Spanish translation), added some new commands (for rat and arachno demon AI scripts). Added a clue on McVannon's desk texture.
https://www.youtube.com/watch?v=jNqZylab4q4
https://www.youtube.com/watch?v=ON_p5hj5lEY
Version 13.6B:
-(PANAMA) Changed cliffs in Deep Canal to prevent player from jumping over them and skipping Ch.4. -Fixed crash bug in NIGHTMARE thanks to PhenomD on Steam.
Version 13.6:
SOURCE CODE: -If a 3D sound fails to load, game will no longer crash. -New possible sentient animations: misc, misc2, misc3 (played with the "task" script command). -When sentients with no grip limb use items on the ground, attack animation now plays (hounds eating meat, etc.). -New script commands: "xDestChange", etc. to set destination relative to current position (for random movement in AI scripts). -"If_sentientNear" boolean now ignores objects with the same name.
SCRIPTS: -New object scripts for rat (creature you can kill for meat or possess with voodoo). -New object scripts for demonEgg (item you can throw to spawn a friendly arachno demon). -New object scripts for demonArach (jump attack), and demonWidow (spawn arachnids, poison). -Hooker dialogue now displays player's jink (for 5 jink healing smooches, now also improves Charisma). -Fixed Boris dialogue bug when he gives you the shop deed and your inventory is full (deed appeared somewhere else). -Updated Fearomone script so that Rekindled Ghouls, Neuro Demons, and Widow Demons are also now immune. -Updated Eyes of the Beast script so you can possess arachno demons and rats now as well. -(NIGHTMARE) Aracho Demons now spawn at night in some areas after certain chapters. -(NIGHTMARE) Fixed tons of script bugs in the Spanish translation.
RESOURCES: -New creature: rat. -New item: demonEgg. -New demons: demonArach, demonWidow. -Added modding license to Docs folder. -Added carved clue to McVannon's desk texture (oldDesk.dds). -Removed a ton of redundant model files from story assets (X and DBO files are now only in DEFAULT assets).
STORY FILES: (requires starting a new game) -(NIGHTMARE) Added rats, widow demons, arachno demons, demon eggs, and new book to NIGHTMARE story.
Version 13.5:
SOURCE CODE: -Fixed target window closing animation, fixed world targeting editor info bug. -Fixed inventory tutorial popping up twice in prologue (one saying you can only carry 8 items). -You can no longer use abilities underwater.
SCRIPTS: -Medkits and most abilities can no longer be used while swimming. -Fixed bug where Carmen would keep turning hostile if UBNS is hostile in Ch.8 after recruiting her with Born Leader. -Prevented going north from Freeway 200 during flood in Ch.8 (possible to get stuck on wrong side with no medkits). -Increased skills of Ozee and UB Elite in init scripts for all stories so they can use all their abilities. -(PANAMA) Fixed bug where dismissing Mabel from the party made her wait in Gamboa instead of outside tunnels. -(BATTLES) You can now use Born Leader to recruit Osito for free in dialogue in BATTLES DLC.
STORY FILES: (requires starting a new game) -Increased skills of Ozee and UB Elite in all story files. -Changed polycollision of cave wall in Toxic Caves so player can't get stuck in underground river. -Moved loose dirt up in Broken Tooth Pass so you can't target tome through it, fixed nearby rock collision. -Moved grenade atop McVannon's dresser on the Polyphonic so that it's in reach.
Warlordocracy Early v12.4
TWO PATCHES IN TWO DAYS??? You're God damn right.
Swimming is working. Here's a video of some siliki swimming out from Nightsteam Reef to electrocute a shark. Player characters can also learn swimming as an ability starting in Ch.3 (new alpha going up on Patreon shortly).
-Implemented swimming! -Expanded "objMobAquatic" command to have 6 settings (see Builder's Manual, crocs can now swim). -Replaced "Smash Object" ability with "Swimming" ability (changes aquatic status in party checks script). -Object check scripts are now called immediately after map loads (so birds starting moving immediately, etc.). -New script boolean: "if_objMobDir" to test which direction mobile object is facing. -Calling game credits in scripts now properly exits script and returns to main menu. -Player can no longer command henchmen to talk (only main party can talk). -Lots of new floor and ground tiles. -Updated all manuals.
Warlordocracy Early v12.3
Improved framerate a little, fixed a couple bugs, expanded Ch.3 Demo (included in Ch.2 DLC). Gonna upload a new Ch.3 Alpha to Patreon tomorrow night (late). Here's a video of a random-ass battle outside Berindal Estate.
Complete list of changes:
-Improved framerate while large player party is moving, and when player is clicking to give orders. -Improved framerate by keeping track of scissored sprites so it's not set repeatedly (walking through sand, etc.). -Fixed unseen party roster bug where main party (slots 1-5) got listed again repeatedly in henchmen slots (6-25). -Door collision script now makes mobiles that can't open doors cancel destination (fixes major framerate drop). -New item: sail (attach to raft in Ch.3 to reach more destinations, craft at Loom with Sophistication). -New ratfolk spawn in Ch.2 on Peninsula at night after speaking to Lord Mesali. -Increased speed of rats and sewer rats from 2 to 3. -Fixed some object encyclopedia description tags. -Updated Chapter 3 Demo (for Chapter 2 DLC). -Expanded Chapter 3 Alpha (for Patrons).
Warlordocracy Early v12.2
Damn, it's been a week since the last Warlord update? I've been busy with the day job and patching Brigand.
Put a progress indicator when time passes for resting, crafting, travelling, etc. Cranked up the price of weapons, major bombs, and potions, fixed a big crash bug from a couple patches ago, and added a dialogue cutscene after beating Chapter 2. Other minor changes.
Also improved the sprite for the pirate ship, the Omen.
Complete list of changes:
-Finished henchmen sprites in encyclopedia. -"TimePass" command now shows hour progress at top of screen. -New command: "camPos" (positions camera at given coordinants). -Significantly increased prices of weapons, potions, and major bombs. -Fixed major crash bug when rats died (animation frames screwed up in recent patch). -Added dialogue cutscene and map after beating Chapter 2 (still unfinished). -Improved ship2 sprite to be more unique (pirate ship "The Omen").