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  3. Warsim 10th Anniversary (& 112 feature Update 1.2.9)

Warsim 10th Anniversary (& 112 feature Update 1.2.9)

Hey guys, last year when I wrote up the 9th annviersary article I thought to myself... next years one now that'll be a mad one!

The idea that this mad project has been going on for a decade is insane to me, and I seriously appreciate you all more than most will understand. The love, passion, and kindness from 1000s of people worldwide has kept this going.

And here it is, the oldest surviving evidence of Warsim development, Mar 4th 2015.


Now before all the mushy stuff and the 10th anniversary celebration, I want to share our 10th Anniversary update. This bad boy turns your Warsim into the 10th anniversary edition which comes with a new Arena Mode on the main menu. New challenge modes, and lots of new features to the game including more region maps, and deeper lands beyond mechanics. So anyway here's the changelog! (Keep scrolling for 10th anniversary article goodness)

THE UPDATE


[h3]10 YEAR ANNIVERSARY EDITION (2 features)[/h3]

* New tag on the main menu showing the 10 year anniversary edition!
* Added new section of Warsim history in extras

[h3]DWARFED BY MASSIVE-EMPIRES (1 features)[/h3]

One of my favourite little cheats back in the day, was 445. Turning the starting rival kingdoms into big empires that could actually be a threat, watching them duke it out with eachother. Since turning that into an official challenge mode I've wanted to push it further, this new mode contains 10x bigger empires than in the original Dwarfed by empires mode!

* Added new challenge mode (Dwarfed by Massive Empires) (kingdoms 10x bigger than dwarfed by empires, and 50x bigger than default)

[h3]NEW CHALLENGES (2 features)[/h3]

Whipped up some more challenge modes after the massive empires one because I was having too much fun!

* Added new challenge mode (One troop challenge) you have 1 peasant, soldier, and knight. Every other faction also has 1 of each
* Added new challenge mode (elite challenge) you have 10k knights, but everyone else gets 100k of their elitest unit



[h3]ARENA MODE (17 features)[/h3]

A whole new gamemode from the main menu, now you can mess about with the Arena without needing to start a game! Thanks to a discord suggestion by our man Gustavo :)

* Added new main menu option 'Arena Mode'
* Added ability to host a champion fight to define champion
* Added ability to watch endless champion fights
* Added ability to watch random fights
* Added ability to watch animal fights
* Added ability to watch a custom fight between two custom npcs you've designed
* Added ability to watch a commoner's tournament
* Added ability to watch an 8 man tournament
* Added ability to watch a 16 man tournament
* Added ability to watch a 32 man tournament
* Added ability to create a custom grand champion
* Added ability to allow/disallow crowd interference
* Added ability to open/close the arena spike pit
* Added ability to display fights bit by bit or all at once
* Added ability to simulate a grand champion fight
* Added ability to simulate a custom number of fights
* Added ability to view current grand champion stats



[h3]AUTOMATIC RECRUITMENT (24 features)[/h3]

My god you don't know how much I've stressed about putting this in. After the last recruitment overhaul which made it a bit more complicated for some troop types this saves having to back every single turn. Tested and seems to work fantastic, this is going to make longterm runs even easier!

* Added new auto recruitment menu to troop recruitment screen
* Added ability to have your staff automate the automation set up (you lazy bastard)
* Added ability to choose the order of unit importance with auto recruitment
* Added ability to leave without defining order and have your staff set it for you
* Added ability to choose how many / or max recruits auto-recruited from the local militia
* Added ability to choose how many / or max recruits auto-recruited from the blackmarket scum
* Added ability to choose how many / or max recruits auto-recruited from the local soldier pool
* Added ability to choose how many / or max recruits auto-recruited from the north merc post soldier pool
* Added ability to choose how many / or max recruits auto-recruited from the combat academy
* Added ability to choose how many / or max recruits auto-recruited from nomad merc pool
* Added ability to choose how many / or max recruits auto-recruited from the local knight pool
* Added ability to choose how many / or max recruits auto-recruited from the roses order
* Added ability to choose how many / or max recruits auto-recruited from the prison pool
* Added ability to choose how many / or max recruits auto-recruited from the north merc bandit pool
* Added ability to choose how many / or max recruits auto-recruited from the blackmarket merc pool
* Added ability to choose how many / or max recruits auto-recruited from the blackmarket underground pool
* Added ability to choose how many / or max recruits auto-recruited from the thickblood bandit pool
* Added ability to choose how many / or max recruits auto-recruited from the goblin slaver
* Added ability to choose how many / or max recruits auto-recruited from the goblinwood merc pool
* Added ability to choose to autorecruit free peasants (the villages / towns)
* Added ability to choose to autorecruit free soldiers (huntsmans rest)
* Added ability to choose to autorecruit free goblins (uktak)
* Added ability to pause auto-recruitment but save your settings
* Added new section of auto-recruitment notifications in end of turn report under recruitment category







[h3]SCOUTING THE LANDS BEYOND (6 features)[/h3]

This is a bit of a throwback to how exploring worked in my old game the wastes but now you can choose from a number of randomly generated options if you scout ahead!

* Added ability to pay 100 gold to scout ahead and get choice of 2 locations
* Added 50/50 chance of a third location choice
* Added Scout Training Upgrade (2.5k gold) that makes it always 3 and adds a chance of 4
* Added Improved Scout Training Upgrade (5k gold) that makes it always 4 and adds a chance of 5
* Added Expert Scout Training Upgrade (10k gold) that makes it always 5 and adds a chance of 6
* Added current gold indicator to lands beyond screen





[h3]THE WORLDSAGA (2 features)[/h3]

Everytime you explore new lands and find more kingdoms to fight the old ones are gone forever, well now you can at least remember them!

* Added new option 6 when talking to your diplomat to view the Worldsaga
* Added new list of all kingdoms currently existing and lost to the past





[h3]CAT'S DANCE (2 features)[/h3]

Cat's dance is similar to sudden death, sixes are cats and there are only 8 rounds and 10 dice, good luck!

* Added a new game in the Darkdale Cat Tavern called cat's dance
* Added cat sfx when game is over





[h3]STAFF MEETING ACCESS (1 feature)[/h3]

* You can now launch a staff meeting from the bottom of the staff screen

[h3]NEW MAPS (11 features)[/h3]

Previously we only had a map for the North! Now we've got maps for every other region too!

* Added dynamic map for the Farrad desert
* Added dynamic map for the Lost Jungle
* Added dynamic map for the Dunelands
* Added dynamic map for the Parched Lands
* Added dynamic map for Oasis
* Added dynamic map for the Drylands
* Added dynamic map for the South coast
* Added dynamic map for Denland
* Added dynamic map for Songwood
* Added dynamic map for Wildwood
* Added dynamic map for Darkmarsh

[h3]THRONE ROOM EXPANSION (2 features)[/h3]

The ever-growing throne room content pile continues!

* Added new throne room encounter 'Since a dog'
* Added new throne room encounter 'Nose holder'

[h3]LANDS BEYOND TAVERNS (2 features + 3 bugfixes)[/h3]

After doing a playthrough and delving into these a lot I have to expand them a bit more and fix some stuff!

* Added chance for Western Sudden death to be played in proc gen taverns (9 dice)
* Added chance for Eastern Sudden death to be played in proc gen taverns (19 dice)
* Fixed 'full drunk goblins' text bug in proc gen bars in Lands Beyond
* Fixed free booze in proc gen lands beyond taverns gets mislabelled as coming from your own bar
* Fixed broken rules of sudden death screen in proc gen taverns

[h3]BUGFIXES (28 bug fixes)[/h3]

As always more fixes to fix!

* Fixed switched up dialogue options of Gibbrath (credit Kaliah)
* Fixed love cult text bug (credit Mini Paceed)
* Fixed issue with infinite merc discount (credit jeikobuappu)
* Fixed ability to descend the realm into demonic control even if you killed the demon lord (credit Zombie_bro13)
* Fixed incorrect reporting of how or when kingdoms died when you get god to kill everyone (credit Kaliah)
* Fixed text bug in one of the blackmarket introductions (Credit Harry Beresford)
* Fixed text bug in accepting independent soldier text (credit Harry Beresford)
* Fixed 5 text bugs in kids to war throne room encounter (credit Harry Beresford)
* Fixed text bug with soldier recruitment reaction (credit Harry Beresford)
* Fixed text bug in humble reaction to player kindness throne room (credit Harry Beresford)
* Fixed militia subsidy law still takes your money even if you banned the militia (Credit jeikobuappu)
* Fixed text bug with wild north map
* Fixed bug with Oasis location unlock text
* Fixed issue where you pay 1500 gold for Market end estates in darkdale instead of 20k (Credit angryIsosceles)
* Fixed text bug with terraformers guild notification (credit Lil' Nutslinger)
* Fixed exiting from Chimchogre riddles counts and an attack (credit Kaliah)
* Fixed overzealous autosave gamebreak by disabling the feature (credit BudgetSecret)
* Fixed lead revolt text bug (credit Ricebug)
* Fixed 'falsely taxes' text bug (credit Snattlerake)
* Fixed 'none of the less' text bug (credit Snattlerake)
* Fixed text bug with palisade damage text (credit Snattlerake)
* Fixed missing reaction to you fleeing from slave liberators as a slaver in the lands beyond
* Fixed option to attack ruined festival camp in lands beyond
* Fixed minor bandit custom scenario doesn't use correct land distribution (credit Zablox)
* Fixed screaming goblin text bug
* Fixed Gibbrath Inaccessable if you teach gnomes to gamble
* Fixed chance of success text bug (credit Kaliah)
* Fixed zeef's name dialogue bug (credit Kaliah)

[h3]EVERYTHING ELSE (9 features)[/h3]

* Added new human name 'Rekar'
* Added 19 more random crowns than can be worn by kingdom leaders
* Reworked reaction to floating gold 'Gold doesn't float fool!' (credit Harry Beresford)
* Reworked generals introduction (credit Harry Beresford)
* Reworked dog eater throne room encounter (credit Harry Beresford)
* Updated bank interest explained book with details on max interest (credit Profane Ghost)
* Updated bank interest screen to explain when max interest achieved (credit Profane Ghost)
* Removed broken option from ruined festival camp in lands beyond
* Added unique flag text for collapsing a mountain you've put a flag up (credit Kaliah)

THE 10TH ANNIVERSARY

These 10 years have been wild, I have made many life friends, gamedev has become my job and hopefully a career for life! I've launched a collector's edition of the game which has been shipped to so many countries, and best of all I've made a video game that I actually enjoy playing (too much in fact)

One of the biggest problems I had with Warsim dev was I'd play it and go... Hmmm this would be fun, and then adding it to the game and not closing the loose ends on other stuff that needed to be done. Managed to patch that over in 2022 when I finally wrapped up all the loose ends that had been open for 5 years. Still to this day though, I get an idea and it goes in, people who play Warsim lots can probably tell that it's just ADHD self indulgent feature creep... but hey if it makes something weird and fun... Why the hell not!

The collector's edition was another wild element of Warsim history, finally locked down on the 9th year of development even though I had plans for a physical release as far back as 7 years ago when I printed some fake covers and made a mock version of a physical release (A pipe dream I thought)


Sending these all over the world to some of the biggest youtubers and to Warsim's greatest fans will forever be something I treasure.

[h3]The future of Warsim[/h3]

What's next for Warsim? People have been asking me for at least 5 years expecting me to say I'm wrapping up development soon and moving on to something new and well... sometimes I've thought about it. But truth be told Warsim means too much to me to ever abandon, I think for as long as my insane codebase will allow me to update it I'll be adding things here and there, and I still have a list of nearly 3000 ideas to work through.

However for the last year I have slowly been ramping up on a new project that is worlds apart from Warsim that I hope will push new boundaries, but for now we quietly build!

For any that doubt I'm Warsim for life though here's our beloved Bongles the Great tattooed on my arm :)


[h3]A parting message[/h3]

I could write an essay on this, and I have... but to TLDR this... I fucking love you guys
Thank you for making my dreams come true ːmeatytearsː

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