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Notoris 2: WarlordsNewsNotoris 2 : Warlords | Dev Update
Community

Notoris 2 : Warlords | Dev Update

Notoris 2: Warlords · published 3 Apr 2026, 18:14 UTC

All newsPlayers around this dateRead on Steam

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..

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