Warlordocracy Early v22.7
You can now talk to mobiles from up to 3 paces away instead of 2. Fixed a major bug where certain bombs didn't have a death script and when they were sitting in fire it slowed the game way down. Lots of other little fixes.
I was playtesting Ch.5 recently, and it was too easy to trick the AI with two archers shooting from either side and make them change their mind. They now only change targets if attacker is closer (20% chance for archers even if farther to add to unpredictability).
I still need to playtest a little more, but it should be harder to fuck with AI in Warlord now, maybe harder than OG Baldur's Gate 1+2, both of which I beat by cheesing the AI hard.
Also still working on Chapter 5 dialogue. Here's a screenie:
Complete list of changes:
-Talking to mobiles now has a range of 3 instead of 2.
-Fixed bug where certain bombs didn't have die scripts.
-Pet Parrot no longer disappears at night when deployed.
-AI changes targets less often when attacked and current target is nearby.
-Unconscious status effect now automatically cancels AI target.
-Golems now susceptible to Shock damage (updated in-game text).
-Placed a lot more wealth in the Iquizzu Mines in Ch.4.
-A little bit of progress on Ch.5 maps and scripts.
Files
Get Warlordocracy: Early Access
Warlordocracy: Early Access
Chapter 1 Early Access and Editor for Warlordocracy
Status | Released |
Author | Brian J. Lancaster |
Genre | Role Playing, Strategy, Survival |
Tags | 2D, Exploration, Fantasy, Pixel Art, Real time strategy, Retro, Strategy RPG, Tactical RPG |
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