Wizards and Warlords

Turn-Based Fantasy Strategy Game

  • Forums
  • Steam Store Page

V0.9.75 – Bug Fixes, Army UI

Posted by ludorumrex on March 8, 2017
Posted in: Uncategorized. Leave a comment

A small patch with mostly bug fixes, but also with two UI additions related to armies: Renaming of armies and tool tips indicating move cost and moves remaining when moving the mouse over the map with an army selected.

UI

  • The Army window now allows renaming armies.
  • Added tool tips showing movement cost for the selected army on hex mouse-over.

Misc

  • Volunteer regiments generated by city events are now 25% of the default regiment strength.

Bug Fixes

  • Fixed issue with toggles on the Follower window
  • Fixed issue with Dungeon window party sending, where you could get wounded or recovering followers to join if there was a valid party member.
  • Fixed an issue where it was possible to get the same party sent to multiple dungeons at once through clever shenanigans
  • Fixed cycling through selectables by clicking on a hex multiple times being broken
  • Fixed bind/recruitment time for Giant Albino Alligators to be 5 instead of -1
  • Fixed an issue with worker unassignment not processing correctly
  • Follower death now always gives a notificaton
  • Fixed an issue with empty parties lingering in various parts of the game
  • Fixed an issue where dungeon exploration always gave loot as if it was success. A failure can give loot, but it will be lower.
  • Fixed an issue with context-specific data (e.g. hire cost) lingering in the character window
  • Fixed an issue with destroyed Wizard Towers causing a hang of turn processing
  • Fixed an issue where hired followers caused a hang when travel time was being calculated for them
  • Fixed undead units using incorrect upkeep costs

V0.9.74 -Military & Army UI, Attitude Mechanics, Ledger

Posted by ludorumrex on March 5, 2017
Posted in: Uncategorized. 2 Comments

New build is up soon. There was another slew of bugs reported, a lot of which were fixed, but there are still some remaining. But the main focus this time is on UI:

  • A new Unit Transfer Window, so you have better control over your armies (having only “Split in Half” and “Merge” was pretty weird).
  • Custom filters on units in the Military Window, so you hide/show specific units.
  • Show Ledger in the Economy Window, which gives a break down of income and expenditure for each resource, so you can see where all your food and gold is going.
  • Various bug fixes and quality of life fixes.

On the feature/mechanics side there is the addition of Attitude, which controls how various entities view other entities. This is separate from diplomacy, describing attitudes on a cultural and social level, rather than a geopolitical. For example, a culture may have Attitude: Abhor towards Demons. Factions belonging to this culture will probably not respond positively to being sent a Demonic ambassador, even if they are otherwise on decent terms with the faction sending the character. This system will be expanded to influence how individual characters view each other and have additional effects on diplomacy, trade, events, and so forth.

A new spell has been added allowing Necromancers to turn their followers into the Undead. This may result in the beneficient running away or dying, but will heal and give experience if it succeeds. It may not be the best thing to use on your diplomats, though, as most cultures are not particularly fond of the living dead.

The full patch notes:

UI

  • Custom filtering of units in the Military window has been added. Use “Hide/Unhide” on the units to control whether they are shown. If the “Hidden” filter is on, they are always shown (which allows you to unhide).
  • A window has been added which allows transfering units been armies in the same hex. This is now also used to merge armies, replacing the previous action button. With a valid army selected, click the “Transfer Units” button on the world map to access this.
  • Recruitment no longer resets and scrolls the list in the Military window.
  • Improved the battle results message text. Instead of the verbose log-like text, a summary of casualties and kills per unit is now shown.
  • First iteration of a Ledger added in the Economy window, which displays a breakdown of income and expenditure for each resource.

Mechanics

  • Cultures and Factions now have Attitudes. These control how the entity feels about other cultures, races and important concepts. A faction will fall back to using the attitudes from it’s main culture, if it has any. These attitude are generated based on cultural traits, alignment, social structure, philosophy, etc.
  • Factions with Attitude: Hostile or worse towards the culture or race of an emissary will reject them.

Magic

  • When casting a spell the results are no longer given in a notification that has to be clicked, but in the floating message window.
  • A new spell, Gift of Unlife, has been added. It turns one of your followers into an Undead. But be careful, the ritual may result in the more permanent death or the beneficient may decide to flee your employ. If it does succeed, the follower is healed of all damage and gains some experience.

Misc.

  • Enable Cheating is now disabled when restarting or loading a game.
  • Wizard Tower upgrade cost tweaked.

Bug Fixes

  • Fixed issue with outposts not extending the control zone of a faction.
  • Fixed resource site (farms, mines, etc.) graphics not appearing when loading a game.
  • Fixed an issue with Temple building types being locked to the deities of the first game played in a session – which meant Temples to deities from a completely different game world could be built.
  • Fixed an issue with Garrison armies fleeing and turning into super-fast ghost armies with no units if their city or fortress was conquered while they were absent.
  • Fixed a world generation bug related to province generation.
  • Fixed a few buggy costs that were off by a factor 100.
  • Fixed some overflowing text in the outliner.
  • Added missing back and close buttons on Game Setup, Game Settings and Wizard Selection windows.
  • Fixed an issue with filters in the Military Window not always being applied.

v0.9.73 – Bug Fixes and Usability Improvements

Posted by ludorumrex on March 2, 2017
Posted in: Uncategorized. Leave a comment

A new build is in the pipes, with a lot of bug fixes and usability improvements. The market window has had a lot of bug fixes, now also has tool tips with additional info on buy/sell and a slider to accompany the amount entry field. There is also a “Cancel Task” button for followers, so you can get them to stop what they’re doing without having to give them a new task. Here’s a repeat of the release notes with the full list of tweaks and fixes:

UI

  • Colors in drop downs tweaked to increase readability.
  • Tool tips added to the economy window for extended info on buy/sell (reason for not being able, total price, etc).
  • Slider added to the economy window amount field.
  • The “activity” text in the outliner is now shorter, to avoid text overflowing.
  • The message when construction cannot begin has been improved to more clearly describe why.
  • The character window now has a “Cancel Task” button.

Misc

  • An action to split an army into two has been added.
  • Non-player armies can no longer be inspected.
  • Improved faction start location seeding to greatly reduce the chance of adjacent start positions for major factions.
  • Generals now receive XP when participating in battles.

Bug Fixes

  • Parties on “resend mode” no longer create a new expedition on every revisit to a dungeon.
  • Fixed issue related to cancelling a dungeon expedition.
  • Fixed issue related to merging armies.
  • Fixed issue related to the (resource) selection being invisibly lost in the economy window.
  • Fixed issue preventing sale of resources if the total price was less than the faction treasury. Ie you could not sell anything worth more than your current amount of gold.
  • Fixed outliner not updating recruitment progress for many unit types.
  • Fixed world generation crash related to knightly orders and not being able to find suitable chapter house locations.
  • Fixed world generation crash related to duplicate forest names.
  • Fixed an issue where increasing the supply of a resource dramatically on the world market caused prices to become unstable and grow
    exponentially.
  • Fixed inventory and character list tool tips being placed behind the window.
  • Fixed issue with filters in the recruitment window not being applied.
  • Fixed issue with construction times in the outliner being very incorrect.
  • Fixed issue with wizard tower upgrades not unlocking new expansion slots.
  • Fixed issue with Find Mana Node quest not progressing.
  • Fixed Custom Construct Artillery weapons not being usable at range and being usable in melee.
  • Fixed Custom Construct Beam weapons not being usable at range. They are now usable at range and in melee.
  • Fixed outliner not updating on generals being appointed.
  • Fixed clicks on actions in the left lower section not triggering on subsequent clicks until a different action had been clicked.
  • Fixed issue with quest window showing completed quests as in progress.

v0.9.72 – Diplomacy, AI, Bug Fixes

Posted by ludorumrex on February 26, 2017
Posted in: Uncategorized. Leave a comment

Sorry for the lack of frequent updates on the blog. I’ve been quite busy getting ready for Early Access on Steam, so while I’ve kept the various progress posts on the forums up-to-date, the release notes didn’t made their way to the blog for 0.9.71.

Speaking of Early Access, the regulars among you may remember the tentative date of February 15th. I didn’t quite hit that one, but all the approvals and stuff from Valve have been run and passed, so the remaining tiny little formality that needs to be in order is an offline one. Hopefully within the next few days I’ll hit the Early Access Release button, and it’ll be in the store for those of you who want to join.

Which is yet another opportunity for me to stress that this Early Access is not for those who want to play an “almost-finished” version of the game. The game is still in development, it has bugs, it has missing features and content, stuff will change, etc. This isn’t to speak badly of my game and convince you all to stay away.

I really hope you will join the Early Access, giving feedback, thoughts and/or ideas, or even just to support the project while you wait for the final release. But I want it to happen in good faith, with expectations aligned and no one feeling they’ve been tricked into buying an incomplete product.

Anyways, enough of the boring stuff. There’s a new build heading to Steam for the beta testers, and the patch notes can be found either on Steam or the forums. Here are the non-bugfix contents of 0.9.71+72:

Diplomacy

  • Declare War action added, and the state of being at war is tracked for all factions explicitly (was previously an aspect of the relations stat).
  • Non-aggression Pact added. Violating this will have a negative impact on a faction’s “global” diplomatic reputation, in addition to the usual bilateral diplomatic effects.
  • Trade Pact added. This has an initial cost based on traits,research, and faction type. It gives a small constant (not necessarily equal) amount of income to both parties.
  • You can no longer send emissaries to independent realms that you are at war with or who are hostile to you.
  • Independent realms are now more consistent and immediate in declaring war on you if you attack them.
  • A tab has been added to the Diplomacy Window which gives an overview of diplomatic stats and current agreements.
  • Diplomatic reputation added as a faction stat. Breaking agreements will reduce it. Keeping agreements will improve it over time.
  • Relations with minor factions will begin if an emissary is sent – even if the minor had no previous knowledge of the sending faction.
  • The text for minor factions requesting an emissary for an extended stay has been adjusted to recognize if you have already sent the emissary.

Map

  • Tooltips added for hex specials and strategic resources.
  • Tooltips added for armies.
  • Map resource icons have had the shader code reworked to remove some glitches and make more of the icon visible inside the frame.
  • Pyramids now have a full-size map icon which is centered in the hex. (the previous icon was small and in the lower part of the hex, potentially overlapping any resource icon).
  • Non-player armies now have the owner shown in the tool tip.
  • Mana Node icons are now aligned along the top of a hex (to avoid overlapping resource icons). Tool tips have also been added for them.

Misc

  • There are now tooltips during wizard customization showing research prerequisites
  • During wizard customization the trait/research description will change based on mouse over, rather than selection.
  • Armies will now prefer retreating to the hex they moved from prior to a battle. If this is not possible, the most accessible and unoccupied hex will be chosen.
  • You can now choose to keep playing after winning or losing the game. All victory and loss conditions will be ignored after this.
  • There are now tooltips for the top row of buttons.
  • In order for army to enter a hex which is fortified or settled, all units must be amphibious or flying, or the general must have the Amphibious Assault skill
  • Social structure/government type Simple Feudal has been removed.
  • You can now organize characters into parties in order to more easily and intuitively assign several characters to a task. This has been adapted from the dungeon expedition logic, and the dungeon window has changed accordingly. Characters can be grouped into a party via the relevant Party buttons on the right side of the Followers window, or by shift-clicking in the list of characters.
  • “Add unit” cheat action added for testing purposes. It adds a random unit to the selected army.

AI

  • When the AI has moved an army to respond to an enemy siege, it will now immediately attack the besieging force, instead of sitting around waiting for an assault on the site.
  • The AI no longer considers exhausted armies a valid asset for responding to attacks or executing offensive/expansion plans.
  • Characters assigned to a party will offer suggestions for tasks or act independently.
  • Followers will now make suggestions for assignments if left idle.
  • Followers can now be given the freedom to choose their assignments, if the player prefers not to micromanage them.

UI

  • Double-clicking in the Character window when in party-selection mode will now add a character to the open party.
  • Idle Characters waiting for their party members to recover, meet up, or similar will show as ‘Waiting for party’ and not ‘Idle’.
  • A party which is recuperating is now shown as such in the Dungeon Window.

V0.9.70 – Tooltips, Map Icons and Bug Fixes

Posted by ludorumrex on February 5, 2017
Posted in: Uncategorized. Leave a comment

This build has some new and improved tool tips for various parts of the game. I will continue adding more in subsequent patches, as well adding more icons and links. Speaking of icons, the map now has icons for various strategic resources instead of the (mysterious) ‘circled M’. And as usual some bug fixes, including some pretty nasty save game bugs, which caused omission of important world data when saving. Here are some screenshots of the icons and tool tips.

ss_0970_1
ss_0970_2
ss_0970_3

Next I am going to be working on the character AI, making non-player characters more active and giving the player controlled characters a kind of agency. This will allow your followers to request assignment to certain tasks or the freedom to act independently. Not only can you use this to avoid micro-management – it also works to create a deeper and more interesting game world and story, where the characters have goals and motivations.

If we take Mayor Nzaich from the above screenshot, the personality traits Lusty and Greedy should be more than just modifiers to some skill and event rolls. They should drive his choice of actions. Will he choose to focus on what is best for his city or will he spend his time acting on his more base impulses?

There are a couple of steps needed to enable this. I have done a first pass at reworking traits and challenge mechanics – creating a more reusable framework for creating assignments and events. Next up is the basic character AI, setting up some motivations and goals for every character in the game, and tying this into the character relationship engine which already exists. Finally the range of actions and assignments needs to be expanded to allow characters to actually act upon their motivations.

If all goes well, the next patch will see your idle followers ask for permission to set off in search of adventure, to keep order in your realm or maybe to seek and out and vanquish your enemies.

That is probably also going to be one of the last patches before Early Access, where I hope more people will join in and give their feedback and ideas.

V0.9.69 – Outliner & Tentative Early Access Date

Posted by ludorumrex on January 29, 2017
Posted in: Uncategorized. Leave a comment

Really happy to have a major improvement to the overall UI in this patch: a configurable outliner.

ss_0969_1

Found in the upper-right of the screen, you can see a list of your various assets and projects. Currently it lists Armies, Followers, Workers, Recruitment and Construction. Categories can be collapsed by clicking them, and individual items act as links to the relevant entity or game window (e.g. the Military window for recruitment).

You can customize what categories to show and whether to show headers, by right-clicking the outliner or via the game settings window.

ss_0969_2

In addition to this new UI element there are some bug fixes and improvements, the most notable of which is the ability to drill down into pending recruitment details in the Military window. There is also a button to cancel a recruitment or summoning from here, recouping some or all of the cost, depending on circumstances.

For the rest, notes can be found on the forums: Latest Release Notes.

Finally, an update on the Early Access release date. The original target was mid to late January, but there are still some issues I want to address, so this has been postponed to a tentative date of February 15th.

This time will be spent improving the game as usual, but also on setting up a good test environment for the MacOS and Linux/SteamOS builds. Apart from fixing an annoying blocker currently there for MacOS, I want to be sure I can respond quickly and efficiently to any technical issues encountered from the onset of Early Access.

It’s been great getting feedback from the beta testers. The feedback has been honest, relevant, constructive and to the point. You have my thanks for your time and effort, and the ideas and requests already made manifest in the game will hopefully illustrate that tester and community involvement in this project goes beyond bug reports.

I am excited and pleased to see how far the game has come. Even if there are many raw and unapproachable areas of the game still, there is a massive difference compared to early alpha versions, barely recognizable as a game despite the budding engine and world under the surface. Interesting times are coming – taking my vision for a deep, customizable and replayable Fantasy Grand Strategy game, and subjecting it to the harsh, but also incredibly inspiring, reality of actual players interacting with the development and playing the game as it evolves.

Version 0.9.69 is on Steam now for the beta testers, please let me know about any thoughts, ideas or bug reports on the forums.

V0.9.68 – Quests, Battles, UI, Bug Fixes

Posted by ludorumrex on January 22, 2017
Posted in: Uncategorized. Leave a comment

This latest build, which should be on Steam for beta testers within an hour or so, has a mix of UI improvements and bug fixes.

New quests and idle workers will now trigger notifications. Idle workers can be auto-assigned and new quests will link to the Quest Window.

ss_0968_2
ss_0968_3

There is an expanded Quest view available now when clicking on a quest, which gives more details, including rewards.

ss_0968_4

A new quest has been added to help guide players to begin searching provinces, for dungeons and other interesting sites.

The battle resolution engine has been improved, with more unit abilities being considered, improved AI and some balance tweaks to make ranged attacks a bit more useful.

As always there are the usual bug fixes and tweaks. The complete patch notes can be found on the forums.

There will be a more comprehensive update on progress towards Early Access within the next couple of days, most likely accompanied by a new patch.

ss_0968_1

 

V0.9.67 – Music, Victory/Quest Window, Resource Rescaling

Posted by ludorumrex on January 14, 2017
Posted in: Uncategorized. Leave a comment

A variety of new stuff in this build, in addition to the usual bug fixes. I have added some music to the game, some great scores by Vasco Grossman, which he kindly made available through the Unity Asset Store. The plan is to add more music (when budget allows for it), and make the playlist customizable by the player.

There is also a Victory Condition / Quest Window, which shows current quest objectives, as well as progress towards towards victory. Like many other parts of the UI, it is still a bit raw, but having this information available is yet another step towards making the game a bit less enigmatic to new players.I was really happy to finally have squashed enough bugs to be able to set aside the time for this.

Another step towards making the game more accessible is the “rescaling” of resource values. This means scaling up a lot of values. For example: a unit that used to cost 0.65 gold to recruit and had an upkeep of 0.2 food and 0.01 gold, might now cost 650 gold with an upkeep of 1 food and 10 gold. The exact scaling factors vary a bit per resource, and I have tweaked a few costs at the same time.

Finally, I have added more tool tips and missing information in various parts of the UI. Especially the buttons etc. relating to siege and assault of cities and fortresses have been improved to give more and better information about the mechanics.

You can find the release notes on the forums.

victory

V0.9.66 – Bug Fixes & Usability

Posted by ludorumrex on January 8, 2017
Posted in: Uncategorized. Leave a comment

Latest build should be on Steam shortly. There are various bug fixes (mostly related to espionage) and some usability improvements. Navigating the main menus and windows should now be a better experience. There is also an option to auto-assign workers to sites once construction completes. If the max number of workers allowed after construction is lower (e.g. farms), the open slots will be filled from the top of the list of assigned workers.

Release Notes:
* Resource theft (espionage mission) no longer has broken resolution and pop-up
* Diplomatic sabotage (espionage mission) no longer has broken resolution and pop-up
* Dead characters no longer stick around on espionage missions or help out their fellow operatives
* Espionage missions now get cancelled if there are no (living) operatives
* Espionage missions now get properly removed from future turn processing if it has been completed or cancelled
* Espionage missions now give experience as expected
* When commencing construction of a resource site player should be able to mark workers for auto-assignment to the completed site
* Closing a “select character” prompt via the X no longer breaks the UI and turn processing
* Esc now closes open menus (research, recruitment etc). Opening a new menu now closes the existing one instead of leaving it open in the background (submenus excepted).
* Fixed issue that could cause cancel of select army/city/character/etc prompts to freeze the UI.
* Fixed bug where selecting a target and then cancelling could cause some actions to trigger anyway on the target, even if an invalid selection.

V0.9.65 Bug Fixes & UI Improvements

Posted by ludorumrex on January 5, 2017
Posted in: Uncategorized. Leave a comment

The latest build will soon be live with some bug fixes and some additions to the UI. I am almost done with the initial flood of bug reported by the beta testers, after which I will move on to the most reported/most annoying usability and game play issues. I’d really like to do another video update, so I hope to find time for that soon as well, but making the build stable and at a decent level of usability is the primary focus. Producing a manual/tutorial/better in-game help is also a high priority, as that has been mentioned a lot by beta testers.

Bug Fixes:
* Units created by events  now use the proper default numerical strength. Especially noticeable for rampaging monsters that will no longer consist of hundreds of dragons, manticores, etc. This should make the world a somewhat safer place.
* Loading a game while a game is in progress now doesn’t break the game
* Faction Banners/Sigils/Colors now save properly
* Issues fixed causing cultures with duplicate names
* Crash bug fixed which could trigger when loading a saved game with certain wizard tower upgrades built
* Game menu no longer lingers when settings are opened
* Esc key now opens the game menu
* Game menu is now always the frontmost window
* Economy Window: resource list now scrolls even if mouse is not over it

New Features/Content:
* Quit to Main Menu added to in-game menu
* Sigil background color now randomized
* Military unit name generator improved
* Military Window: Recruit button now has a tool tip that shows why you cannot recruit, if that is the case
* Military Window: Create Custom button now has a tool tip that shows why you cannot create a custom unit, if that is the case

Posts navigation

← Older Entries
Newer Entries →
  • About

    Wizards and Warlords is an indie turn-based strategy game, where you play in a randomly generated fantasy world, contending with rival wizards, warlords, roaming marauders and hidden ancient evils. Create a customized sovereign or choose from one of many predefined templates.

  • Recent Posts

    • Version 1.0.0.0
    • Game Update (0.9.108)
    • V0.9.99 Dungeons, Fortresses & Misc
    • 0.9.92 Graphics Update
    • Shadows Behind The Throne
  • Archives

    • September 2020
    • March 2018
    • September 2017
    • August 2017
    • June 2017
    • May 2017
    • March 2017
    • February 2017
    • January 2017
    • December 2016
    • November 2016
    • October 2016
    • September 2016
    • August 2016
    • July 2016
    • June 2016
    • May 2016
    • April 2016
    • March 2016
    • February 2016
    • January 2016
    • December 2015
    • November 2015
    • September 2015
    • July 2015
    • June 2015
    • May 2015
    • April 2015
    • March 2015
    • February 2015
    • January 2015
    • December 2014
    • November 2014
    • October 2014
    • September 2014
    • August 2014
    • July 2014
    • June 2014
    • May 2014
    • April 2014
    • March 2014
    • February 2014
    • January 2014
    • December 2013
    • November 2013
    • October 2013
    • September 2013
    • August 2013
    • July 2013
    • June 2013
    • May 2013
    • April 2013
    • March 2013
    • February 2013
    • January 2013
    • December 2012
    • November 2012
  • Enter your email address to follow this blog and receive notifications of new posts by email.

    Join 13 other subscribers
  • Legal

    © 2007-2022 P H Pedersen All rights reserved

Wizards and Warlords
  • Follow Following
    • Wizards and Warlords
    • Already have a WordPress.com account? Log in now.
    • Wizards and Warlords
    • Customize
    • Follow Following
    • Sign up
    • Log in
    • Report this content
    • View site in Reader
    • Manage subscriptions
    • Collapse this bar
 

Loading Comments...