Update log
Full Notoris 2: Warlords update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- UI and audio
- Gameplay
- Events
- Balance
- Fixes
Heyo, here’s a quick breakdown of what got done over the past month. This was a systems + UI foundation push, along with some solid gameplay iteration.
Here’s whats changed:
Faction Court System
Built and completed the Faction Court Menu
View/Assign Faction Leader, Heir, Court Officials
View faction wide effects of appointments (Faction Wu Xing)
*Display is a WIP
Army & Gameplay Mechanics
Implemented Influence cost for controlling allied units
Expanded resource systems:
Added full gameplay logic for Will (army “mana”)
Hooked Will into UI + tooltips
Added real resource spending logic (AP / Influence, Will in progress)
Rebalanced all tactics (AP + Will costs)
Added logic for officers being routed / returning to town (skip a turn)
Added logic for officer deaths and injuries
Added:
New promotion ranks (6–10)
Influence cost reductions tied to rank/admin status
Injury tooltip through DEM Event system framework
Core Systems & Architecture
Built my own mini UI Framework for displaying dynamic content (moving away from some Unity UI quirks)
Continued expanding the DEM (data-driven modifier system):
Moved rank promotions, loyalty modifiers, and proposal bonuses into JSON
Added new influence cost modifiers tied to rank/admin systems
General shift toward fully data-driven gameplay tuning
UX / Feedback Improvements
Added detailed tooltips for resource costs:
Unit movement
Tactics usage
Improved clarity:
Damage numbers now formatted cleanly (commas, readability)
Dynamic tooltip icons loaded from external JSON
Added various notifications of different levels for:
When officer becomes Faction Leader
When officer becomes Faction Heir
When officer becomes Faction Court Official
When officer becomes Town Admin
When officer dies
Mouse hover tooltip for Army Action costs
World & Visual Progress
Continued iteration on Town Layout #2
Added 12 new officer portraits (and game data)
Foliage improvements (bushes + hills)
Fixes & Polish
Fixed supply calculation issues when exceeding carrying capacity
Increased max army supply capacity (~30 turns possible now)
Resolved race condition bug with proposal vote wager display
Fixed multiple edge cases:
Officers making proposals without enough influence
AI ignoring proposal limits under certain conditions
Overall Direction
This month was heavily focused on:
Decoupling systems from hardcoded to data driven (thru DEM)
Building scalable UI infrastructure
Locking in core resource mechanics (AP / Influence / Will)
The game is continuing to feel a lot more systemic and moddable which is the long term goal.
If you’ve got thoughts on the faction/admin systems or anything else, I’d love feedback..
Source
