Warlordocracy Early v8.6 to v8.8


Wrote an article on why I went with a chapter system for Warlordocracy instead of making it true open world: https://blancaster45.blogspot.com/2023/09/chapter-system-vs.html

Did tons of work on the pathfinding recently. Still not perfect, but improving. Also made AI scripts have archers change to melee weapons when close to target, added a couple new abilities (Analyze Character, Leadership), status effects (Inspired, Resist Pierce), and reputations (Krug Slayer, Smuggler).

Also, there's a new character screen that displays all stats+inventory at once, and you can now drop an item on a party member to give it to them. There is now a centralized encyclopedia so the save files don't have to repeat object descriptions over and over for each instance. Tons of other fixes.

I've been distracted by other shit, but Chapter 2 should be out by Halloween. Here are some videos on the progress, followed by a complete list of changes:


Pathfinding:


Catacombs:


Giving Items:


Character Screen:


EARLY ACCESS 8.8:

-Improved pathfinding checks for cutting corners across blocked tiles.

-Fixed combat checks for travel and rest, beds now also check for combat.

-Interacting with a hostile now automatically attacks.

-Fixed music repeatedly restarting when changing maps.

-Fixed bug where AI would attack massive bones.

-Fixed sound effect when dropping/giving items.

-Fixed pathfinding around blocking map tiles.


EARLY ACCESS 8.7:

-Doorways are no longer automatic AI waypoints (fixes double door pathfinding bug).

-Added waypoints over every door in Chapter 1 and Chapter 2, and some extras in narrow corridors.

-Fixed bug where waypoints wouldn't work if destination is immediately south of blocked tile.

-Fixed bug where crates did not have a proper use script (now useExam).

-Improved a couple maps in Chapter 1.

-Updated manuals.


EARLY ACCESS 8.6:

-Improved waypoint AI (doorways and invisible waypoint markers).

-AI path check now also checks to make sure mobile can't cut across impassible corners.

-AI now checks two paths: diagonal movement first and diagonal movement last (greatly improving pathfinding).

-You can now set objBlock to 4 to make blocking object ignore pathfining checks (unlocked doors).

-New script commands: "objMobEquipMelee" and "objMobEquipRanged" to switch weapons.

-AIUseItems.wsl script now switches between melee and ranged weapons.

-Gave melee weapons to most archers and hunters in Chapter 1.

-Max movement speed is now 6 (up from 4).

Files

Warlordocracy Early v8.8.rar 230 MB
Sep 17, 2023

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