Welcome to the second URRpdate for the 0.10 release coming at the end of December! Quite a bit has been added in the last few weeks, so let’s get started: Banking To begin with, you are now able to deposit any amount of your money into the bank in a given civilization, which will then … Read More
Ultima Ratio Regum
Ultima Ratio Regum 0.10 Update #1
My first plan for 0.10 was procedural book generation. We already had the books generating as items and – if you’ll allow me – they’re one of the things I was proudest of in the 0.9 release: This was always intended to be a central part of the game – I want to get the … Read More
Getting Back To It
Hi everyone – thank you so much for the messages of support both on the blog and by email / Twitter, I really do appreciate them. I am pleased to say that I seem to be feeling stronger now, and I’m hoping to resume URR’ing in the coming month. I also have no more teaching now … Read More
Ultima Ratio Regum 0.9 Released!
Ultima Ratio Regum 0.9 Released! MAJOR FEATURES: Procedural coin generation has been implemented, and the player now starts with a solid amount of money from their home civilization. Coins can be found in various locations and coinage can be acquired through trade (see below) and coins can be exchanged into other currencies via currency exchanges … Read More
URR 0.9 Update: Buying, Selling, Trading
Ultima Ratio Regum 0.9 is mostly about procedurally generating the game’s items: With the item generation itself complete (and with coins and currencies also generating), the next thing was to get items appearing in shops. This meant returning to the code that generates all possible items, and then integrating that with the code for generating … Read More
Procedurally generating treasure maps
Ultima Ratio Regum 0.9 (release date: December 31st 2021) is generating the graphics and details and interactions for dozens upon dozens of different sorts of in-game items and currencies and trade goods and more, and one of these is TREASURE MAPS. I often get asked for more information about generating the various in-game visuals, and … Read More
URR 0.9 Update: Graphics Complete!
Hello everyone! I am so pleased to say that the first major milestone for 0.9 has been accomplished: all new graphics for Ultima Ratio Regum 0.9 are now finished! Every possible item you can find in the new release is procedurally generated, with most generators have millions permutations; quite a few having billions; and a … Read More
URR 0.9 Update: Reworking Ships
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
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