Some very exciting developments this week! Ships have been reworked for 0.9 and made about a hundred times more diverse, and more interesting, and have some actual gameplay around them now. So firstly, in 0.8 I created a system for establishing travel and trade routes that ships would use, as seen in the picture below … Read More
Ultima Ratio Regum
What “clock” should URR have?
What kind of “food clock” should Ultima Ratio Regum have? (A request for feedback) URR is back in active development and zooming towards a 1.0 release, with a 0.9 now well over 70% developed and due to be released at the end of this year. As I come to implement items, objectives, trade and so … Read More
0.9 August URRpdate: Procedural Weapon and Shield Generation
For too long have the NPCs (and the player, for that matter) in URR walked around without the appropriate protection required in the dangerous, unpredictable, sort-of-medieval and sort-of-Renaissance and sort-of-Industrial-Revolution world of Ultima Ratio Regum. But, no longer! The many new sets of items coming with this release include all kinds of melee weapons (and others … Read More
0.9 URRpdate #1: The Next Release
Hello everyone! It is with great pleasure that I think the time has come to publicly state what has probably become obvious already given some of the recent blog posts: I am working on 0.9! And, even better, I have been cracking along with it. We’re just a bit over half-way through 2021 and I … Read More
Procedural book generation!
Hello friends! There is so much work I’ve done on 0.9 already I cannot wait to share with you all, but I haven’t yet finished the “0.9 Dev Announcement” blog post, so in the meantime, here is procedural book generation. I am… incredibly happy with this. Books can be religious books, cult books, philosophy books, novels, history books, … Read More
Procedural throne generation
For quite a while now there have been a number of terrain features in the game that do not possess proper look-up images. The three that have stood out have been paintings (in castles, galleries, private homes, etc), statues (in parks, districts, castles, galleries, etc), and thrones (in castles). Procedurally generating paintings and statues is … Read More
Procedural alcohol generation
URR 0.8.3 is all but done! All the three main new features have been implemented (three new policies), a range of bugs have been fixed, and right now I’m just playtesting all this new content to try to make sure there aren’t any new crash bugs introduced by adding this new stuff. Assuming nothing monstrous … Read More
Procedural cult generation
Hello friends! Let us begin this week with some exciting news: 0.8.3 is on its way! I have been working on it for the last couple of months and – unless it contains some kind of monstrous bug I need to fix with a quick 0.8.3a – this will be the final release in the … Read More
Procedural coin generation
I attach the following coins, with no further comment.
AI and Games Interview
Hello everyone! Something a little different this week. Given the topics of my blog (and the impressive and incredibly pleasing success the channel in question has enjoyed) I am sure that many of my readers are aware of the AI and Games YouTube channel, run by Dr Tommy Thompson, a colleague and friend I first … Read More