About This Game Invade worldsWorld's Bane is a simulation strategy game where the player is a demon overlord invading randomly generates fantasy worlds. Inspired by story generators like RimWorld, Crusader Kings 2 and Dwarf Fortress, players will be able to explore, exploit and corrupt worlds populated by fully simulated characters with AIs governed by their traits, needs and relationships.Influence emergent storiesEach playthrough will generate a random fantasy world for the player to invade. Rather than using military force, the player must instead rely on his minions for subterfuge. Gather information about the world, the people inhabiting it and most especially the events that are taking place. Wielding Intel and using it against the world's defenders is the key to victory.The King has a paramour? Tell this to his Queen and watch as the scorned woman poison her lover's food. The Hero secretly dabbles in taboo acts? Inform his neighbors and they just might have him expelled from their faction. Then corrupt or recruit him while he is at his lowest point.In this game, knowledge trumps all. Use your wits to figure out the best way to utilize a piece of information for your agenda. While the goal is to eventually wipe out all factions, the best fun you might have in the game is just from simply playing with these characters' lives.An overlord needs minionsYou influence the world using your minions. You may summon demons from the portal occasionally, but the bulk of your followers will come from corrupting and recruiting characters that populate the land.Assign 5 Agents of Chaos to do your bidding:Spy - An agent that gathers information about places and characters.Seducer - An agent that corrupts heroes and recruits new minions.Diplomat - An agent that builds relationships with other factions.Instigator - An agent that sows discord and chaos.Debilitator - An agent that halts unwanted actions and activities.Warfare is a last resortThis game is not combat-focused. In fact, you're already in dire trouble if a faction has turned its eye on you and your portal. Assaulting a faction's settlement is the final step of wiping them out once they have been weakened enough from the actions you have done behind the scenes. In rare instances that you have to fight, the game employs a simple automated combat comprising of four characters on each side. The key to winning these skirmishes is by figuring out your opponent's strengths and weaknesses and forming the perfect party to defeat them. 1075eedd30 Title: World's BaneGenre: Indie, Simulation, Strategy, Early AccessDeveloper:Maccima GamesPublisher:Maccima GamesRelease Date: 2019 World's Bane Keygen Online bane's world autumn house lyrics. bane's world drowsy full album. bane's world camp flog gnaw. bane's world michael seyer. world famous kaise bane. bane's world still lovely lyrics. bane's world events. bane's world drowsy album zip. magnus bane world inverted. bane's world austin tx. bane's world bedroom eyes. bane's world houston. bane's world album cover. bane's world you say i'm in love chords ukulele. bane's world real name. bane's world merch. bane's world dream boat. bane's world nashville. bane's world youtube. bane's world reddit. bane's world pitchfork. bane's world and inner wave May DevLog: Here's what we've accomplished during the month of May.Prototype Build v0.3We've updated our prototype build with more features and improvements. Here's the link: World's Bane Prototype[maccima.itch.io]Additional Corrupt Actions- Vampirism. Characters afflicted with this do not get tired anymore but can no longer recover their Fullness Meter using their usual eating actions. Instead, a Drink Blood action is now available which they typically use on Sleeping or Unconscious characters when they are hungry. If a vampire starves, it may knockout other characters to render them Unconscious and then Drink Blood from them. Victims will be lethargic for 24 hours, slowing down their movement. There is a small chance that a victim may become a Vampire as well. Vampirism is an Aberration-type crime and those that are discovered will also be restrained and judged.- Unfaithful. This is a very subtle affliction. Those with an Unfaithful trait will develop Paramour (affair) relationships when they already have a Lover. Players may attempt to report an NPC's infidelity to his lover (by storing the event as an Intel and then doing Share Intel) and see how a lover reacts to it. This behavior requires further improvements.Disable or Destroy Objects- World objects may now be clicked. Initial actions available are Disable and Destroy. Disabled world objects cannot be used by NPCs for 4 hours. Destroyed world objects are permanently removed from the map. This uses a placeholder UI.- This is an initial step to introducing further actions on world objects.Additional NPC behaviors- Lovers and Paramours can woo each other and make love to replenish Happiness Meter- NPCs will now bury corpses. Those with a positive relationship to a buried character may reminisce beside the tombstone to replenish Happiness Meter. Those with a negative relationship to a buried character may spit on the tombstone to replenish Happiness Meter.- NPCs with Craftsman trait may sometimes craft Guitars, Desks, Beds and Tables and place those inside Dwellings. They may also craft Healing Potions and Tools to replenish the City Warehouse stocks. Healing Potions are now consumed by Cure and First Aid actions. Tools are now consumed by Release, Poison Food and Remove Poison actions.- NPCs now store memories of events they have witnessed or been informed of and may share this information to other characters. For example, a character that witness his enemy committing a crime may share this info to that enemy's friend to break up that relationship. This behavior requires further improvements.- NPCs may now break up with their lover. For now, this occurs when a character has been informed of his lover's infidelity either through the player's Share Intel or another NPC's Share Information action. More break up triggers will be added in the future.- NPCs in a Dark Mood may have a Tantrum and go berserk for a few hours.- NPCs will now sometimes visit a friend's house and stay there for a few hours.Improved Chat System- NPCs sometimes trigger Chat Action with other characters within range. Usually this just involves a quick chat with no significant effect. Sometimes, sexually compatible characters may flirt, become lovers or become paramours. Enemies may argue with each other or resolve their hostile relationship. Sometimes, characters may also share information but as of now this actually does nothing yet.Provoke Action- Added Provoke action which may persuade an NPC to attack an enemy. Success rate is higher if the target is in a bad mood. Can only use on Humans and Elves.Revised Intervene Action- Intervene Action may now afflict NPCs with a variety of short-term status effects.- Zap. Prevents the target from moving for 30 minutes and cancels any action it's currently doing.- Spook. Forces the target to flee from all other characters for 30 minutes.- Jolt. Doubles the target's movement speed for 30 minutes.- Enrage. Forces the target to enter Berserk State for 30 minutes. An NPC in Berserk State will be hostile to all other characters and may sometimes destroy world objects.- Fumble. Forces the target to drop current action and all other existing plans.June Plans- I really want us to finish the Gameplay Trailer this month. We just keep on pushing it for later as game development of actual features take up all of our time!- Updated Combat Mechanics. Currently, our combat occurs instantaneously. We intend to update it so that NPCs now truly perform attacks on the map that slowly reduces their target's HP until they get knocked out or dies.- Additional World Object Actions. We'd like to introduce a few interesting actions that players can do on world Objects.- View and Alter Memory Actions. Currently, an NPC's history log is freely viewable anytime. This will change soon as viewing an NPC's history log will become a Spy action. This will also allow the player to store past events as Intel. We're also considering a Debilitator ability that alters an NPC's memory which may then affect how he views characters involved in that memory event.- Revise Action UI. We're considering better and quicker ways for players to perform the various actions available to them.- Balance and Tweaks. We'll need to spend some more time to ensure that characters behavior make sense. This involves more tweaks to action costs and extensive review of the entire behavior AI.- Complete Share Intel responses to existing events.. Character Focus: Wrath Demons: Wrath Demon is one of seven lesser demon types serving the player. They can be used as Instigators or Debilitators.In combat, they are powerful melee frontliners that get stronger every time another party member dies.. March DevLog: We've discussed what our plans were for March in our February progress report on our website blog. Now, let's take a look at what we've actually accomplished and what we plan on doing for the upcoming month.Demo Build v0.1. April DevLog: Here's what we've accomplished during the month of April.Prototype Build v0.2This is an updated prototype build that we're sending to a potential investor that reached out to us. Here's the link: World's Bane Prototype[maccima.itch.io]Updated Interior MapsThe following have been added to the interior map:- Added dwelling and inn decor- Introduced structure templates that we randomly draw from when we need to place a structure on the map- Introduced town layout templates where we have template for the town center and there are points around it where we can attach other structures like dwellings, inns and warehouses. This is an early version that we intend to improve on by next month- Removed the wall around towns and allow them to not look too aligned/squarish- Added elf and wolf spritesheets- Added sleeping animations- Added more thought bubbles- Updated Ore asset- Added Gloomhollow tilesetCrime System- For the initial version of our Crime System, we've introduced four crimes: Assault, Theft, Murder and Attempted Murder- Crimes only matter within a faction, meaning that a character that committed a crime will be branded as a criminal by his faction alone. Other characters from different factions wouldn't care.- If there is a witness to a crime, it will flee and report it to the authorities (unless he is a soldier or a faction leader, in which case the character will automatically be branded as a criminal). Once a character has been branded as a criminal within his faction, soldiers will eventually apprehend him and imprison him in the warehouse. The faction leader may then render judgment. He may be executed, exiled or pardoned.- The player may add Kleptomania to a character (using the Corrupt action) which will then make that character likely to steal from others to replenish his Happiness Meter. - A character may assault, curse or poison their enemies. - The player may store any criminal event as an Intel and share it to a relevant character. Unless there is a positive relationship between them, it will work as if the character that received the intel witnessed the crime event.Corrupt Action- We intended to add Lycanthropy and Vampirism this month but ended up replacing Vampirism with Kleptomania for now- When the player turns a character into a Lycanthrope, that character has a chance of transforming into a wolf each time he sleeps. He forgets all his relationships and acts as if it is a wild wolf, which will be hostile to all other non-wolf characters. The wolf may also eventually transform back into his true form each time it sleeps.- There are still some issues with this that will be addressed in the future. For now, characters will not know that the wolf and the character is the same even if they witness the transformation, and we haven't handled yet what happens if his faction ended up imprisoning him as a wolf and then he transforms while imprisoned in the warehouse.- When the player turns a character into a Kleptomaniac, the character may now attempt to steal items in order to replenish his Happiness meter.Abduct Action- The player can now use the Instigator's Abduct action on Skeletons to instruct them to abduct characters from Cardell or Denrio- When the Skeleton drops the character, the player may store this as an intel and share to another relevant character to see how they respondRile Up Action- The player can now use the Instigator's Rile Up action on Wolves to make them visit another location and run amok there- Riled up wolves will enter berserk mode for a short duration. During this mode, the wolf will be hostile to all targets and will sometimes randomly destroy nearby objectsLocation Job Queue- We've revamped the way characters act for their faction by introducing a Job Queue system that logs new jobs needed by the faction. Available characters will then look at this queue to perform things that they can do.- The different jobs available are: - Obtain Supply (performed by Civilians, they will mine ore or chop wood and deposit the excess Supply to the warehouse for use by other members of the faction)- Remove Cursed, Sick, Injured or Unconscious Status from a faction member (anyone in the faction may perform this as long as they have an action capable of removing the undesired status)- Restrain (performed by Soldiers, Adventurers and Civilians, this will restrain an unconscious hostile character and bring him to the warehouse as a prisoner)- Apprehend (performed by Soldiers, this will knock out a criminal, restrain him and then bring him to the warehouse as a prisoner)- Judgment (performed by the Faction Leader, this will either Execute, Exile or Pardon a prisoner)- Feed (performed by Civilians and Soldiers, this will feed hungry prisoners)- Patrol (performed by Soldiers, they will roam around the town and engage any hostile characters they encounter)- Explore (performed by Adventurers, they will visit a random dungeon and explore that location to obtain new items that he will then deposit to the warehouse)- More jobs will be added later- This will also be further improved so that the characters are much more reactive to the events in their immediate surroundingUpdated Pathfinding System- We revamped our pathfinding so that characters do not walk in four directions only and do not occupy tiles anymore. Characters now also follow and update their pathfinding when targeting another moving character.- We've also revised how characters engage in hostile encounters. Non-combatants will now flee properly, while combatants may engage any hostile they see in range. This is only a placeholder combat and will be replaced later on.- Added Patrol, Explore, Stroll, Flee and Berserk movement modes- We've also changed movement speed of characters depending on their race, status and current action.Revised UI- A bunch of improvements have been done to the UI- We've also added new UI for Corrupt, Share Intel, Rile Up and Abduct actionsShare Intel implementations- Relevant characters may now react to the following intel:- Crime Events such as Assault, Poison, Theft and Curse- When an abduction occurs, and the abducted has been deposited somewhere, the player may store this deposit event and inform relevant characters. Their reaction will also vary depending on whether they are combatant or non-combatant.- This is a time consuming work as each intel has a variety of different possible reactions depending on the event itself and the recipient's relationship with the actor, the target. More will slowly be added in the coming months.Music- Added Main Menu, Loading and Main Game music to the gameMay Plans- finish the gameplay trailerWe have several interesting ideas in mind to introduce next month but not sure yet which ones to prioritize. The list below are just our current ideas that are up for discussion.- new corrupt actions such as Vampirism, Alcoholic, Violent and Unfaithful- provoke action- love, affairs and unfaithfulness- monster lairs- necromancy- memories, rumors and knowledge transfers- item usage- new minion actions for objects in the world- implement procedural world generation in the demo- first phase of portal management system
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