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Get the latest builds: Patreon.
Get Mods here: Reddit.
Public Version for game under development (v4.9.2): Here.
Download for Heroine Rumble is at the Heroine Rumble page.

Thursday, July 18, 2019

v0.6 - vine traps

Patreon LINK.

V0.6 is here! (I scaled the version number by a factor of 1/10).

The main feature in this patch is 3 additional vine animations + player peaceable traps. Includes the vine trap of course. You can buy them off a particular NPC in town.

The other set of feature is preparation for the "story" related stuff. It includes a bunch of new features for authoring quests and dialogues. Also fulfilled some requests from modders as well. I am including the changes for documentation purposes, you can ignore them if you are not interested in modding.

One thing to note is that I plan to do away with the random "meet a potential ally" in Dungeon mechanic and instead allowing you to "Rescue" potentially allies at end of quests lines and for completing a zone. That's what the focus for the next couple of patches will be. Also, there will probably be a save-file incompatible patch sometime in the future as well.


- Added 3 new vine animations
- Fixed rebinding console key not working properly for closing the console input, you can now type in ` key if you rebind the console key to something else (this should solve some problems for non US-ENG keyboard not able to type in ' and ")
- Implement a global resource: "Supplies"
- Command Limit gain per level increased to 0.5 per level from 0.33 per level
- Command Limit gain per CHA decreased to 1.0 per level from 2.0 per level (to 1.5 from 2.33 if including level bonuses)
- Int now also increases Command Limit at same rate as CHA
- Int now allows you to carry 25 more supplies per point. Need to refill supplies to see it's effect
- Implemented trap kits that places traps. Consumes supplies on use.
- Implemented "gas_trap" functionality
- You now start the game in the Town area instead of Tent
- Maps now only spawns pre-placed unique units if they are not in your party / reserves
-   Saphira is looking for a companion, you can find her in town if she is not in your party (her dialogue will be updated in a later patch)
- Added new HUD to open "Inventory"/"Equipment"/"Stats"/"Options" on bottom left of screen
- Removed 'setting area "Forest" failed' warning at end of Goblin Lair
- Reduced damage of longbow and kunai to compensate for the fact that they weren't balanced for infinite ammo at beginning
- Fixed couple of loading mod resource bugs
- // ///////////////////////////////////////////////////////////////////////
- // the following is for modders/ those who are interested in the internals
- // ///////////////////////////////////////////////////////////////////////
- All quest states are now saved globally instead of saved at a per quest giver level
- Game will now track which dungeon/zones you have completed in addition to tracking which dungeon/zones you have unlocked
-   for "old" dungeons, they are considered complete when the player finishes the last floor in the dungeon
-   for maps, they are considered complete when the player reaches a "task" with a (internal) "type" of "victory"
- Dialgoue: added new <COND_SAY> for (conditional say) that is only availiable if the <QUEST_PREREQS> are met
- Added new types of prerequisites for <PREREQ>s:
-   <COMPLETED_ZONE>: checks if the player have completed a zone (dungeon/map)
-   <CAN_GOTO_ZONE>: checks whether the player currently have access to a zone (dungeon/map)
-   <HAS_MEMBER>: checks whether the player have at least a unit of the same uid in party/reserves
- <QUEST_REWARDS> can now use <EFFECTS> as a reward. This uses the same trigger effects system as in .mapData.
-   Note: must be in a map (and not old style dungeon) for this to work
- Added new trigger effects:
-   "goto_zone": teleports your party to target map, bypass any access restrictions
-   "give_item": places items into player's inventory
-   "spawn_units": spawns group of units of team at region
- Quests can now be marked as repeatable if there is a "<REPEATABLE>":true tag under <QUEST_PREREQS>
- Added a test map for testing the new dialogue stuff. You can access it by m_goto "dev_quest_test" in the console
-   data/_quest_ref is where the reference is

Thursday, July 11, 2019

A Poll

The vine moves are pretty well received, and for next patch, I added a few more variations.

In the current patch, only enemies are able to use the vine moves, so naturally, people want a way for them to use vine moves on others. However, since the player is not a tentacle monster, having her able to summon vines out of the thin air is kinda weird. But there is an alternative, I am going to allow the player to place traps, and the vine trap is one of the traps the player can place.

The traps are implemented as items that the player can equip and use. There are two ways to implement this:

 As a regular consumable item that each use will consume one stack of the item and the player will need to rebuy more of them in the shops.
 Implement it as a kit, with infinite uses, however, each use will consume from a global resource pool (“Supplies”). This global resource pools is shared across all items. So for example, assuming 2 types of traps: A and B, each consuming 50% of the global resource per use, the player can place either 2 As, 2 Bs or 1 A and 1 B. This global resource is refilled whenever the player is healed.
So here is the question: which method do you prefer?

Poll LINK.

Some other news, @Mike W released an impressive mod with new elf outfits, weapons and more! Get it here!

Saturday, June 29, 2019

V5.092 - bugfixes

Patreon LINK.


    - fixed quest prerequisite check <DONE_QUESTS> not working properly

    - fixed bug with vine animation not restarting after orgasm

    - fixed crush when opening door of boss arena in Woods (Ng is not a function)

    - fixed bug with foe units no longer gets converted when placed on devices

    - fixed another rare crush loading enemy unique units due to save file corruption

    - Added mouse sensitivity settings under Options - Controls

Wednesday, June 26, 2019


Patreon LINK.

Patch is here.

I forgot to mention in the preview that I added a new merchant in town. She specializes in newly added items that doesn't really drop from anywhere else. You can expect her inventory to change from patch to patch.

Otherwise, the meat of the patch is in the final boss in the Woods area. If you want a shortcut to her, open the console and type the following: m_goto "woods_boss". (without the .)


    - Fixed bug that cause units to disappear if you load a save with CP > CP_LIMIT. They are now placed into reserves.
    - Fixed CP for units not updating correctly upon leveling
    - Fixed a possible cause of crash "e.has is not a function"
    - Fixed a infinite $ bug by repeating the Goblin Capture quest
    - Fixed issue with bandit_axe left attack have wonky hit box (problem is the swing animation was too fast)
    - Added new equipment: "angel_wing"
    - Added new equipment: "demon_tail"
    - Implemented 3 new vine/tentatle moves (that should work for +/-30% to the standard body size)
    - Implemented new Boss at end of Woods stage (actual boss with several new abilities and not a regular unit with super stats)
    - Added experimental modding command "export_unitdata" for exporting the player unit data. You can use this to tweak a unit using in-game tools and
    -   then use this command to generate the json output to be used in unit_data.json.
    -   NOTE: you will need to adjust the stat of the unit manually after pasting.
    -   eg. export_unitdata "MY_UNIT_ID"
    - Fixed bug that caused non-unique range units to fire faster than intended
    - Added a new object interaction type: Rest -> this fully heals the party, without teleporting the party to the starting zone
    -   Can only be used once
    - Patched a savefile data corruption problem causing impact damage to cease working after visiting town
    -   I don't know what caused the data corruption at the moment, persumeably due to bad weapon data somewhere.
    - Added a new merchant in town that sells items that are recently implemented to the game, but can't be found in game
    - Fixed bug with "m_load" sometimes not loading units correctly
    - Fixed bug with slaver npcs not showing up
    - Fixed bug that caused dungeon generation to fail for dungeons with 1 or 2 rooms
    - Fixed a couple bugs from v5.09

Saturday, June 22, 2019

Almost Ready

If you are wondering why the next patch took so long, look no further than the picture below. I’ll admit, I don't have experience animating tentacles, so that took some trial and error in blender to model, rig and animate them. That wasn’t too bad. The problem is, how to make the tentacles animations work for different body sizes. And that took a while. But it is done, functional, and you will see them in the next build.

The vines animations were finished by the end of last week. And I went on to implement the boss for the Woods stage. She’s more or less done now. She’s a “real” boss with a couple completely new abilities. I want to open this post for public so there wouldn’t be NSFW previews here. But suffice to say, she utilizes the new tentacle/vine animations well. :)

What’s left to do is the boss arena and a couple other loose ends. Normally, I can work on them over the weekend and release the patch when it’s ready. However, I am going to be busy this weekend and I don’t know if I will find time to work on it. If not, expect the next build to be out early next week, or if I can find time, maybe sometimes during the weekend.

Tuesday, May 28, 2019

V5.0841 - so many bugs

Patreon LINK.

It turns out that the new capturing system have quite a few conflicts with some mods. It can be pretty severe and prevents the game from loading all together. I had to make changes to the loading system and I believe those problems are now fixed in this version.

So unfortunately I didn't get to make as much progress on the new stuff as I had hoped. But it is what it is; fixing bugs is important and sometimes you just have to do those.

On the bright side, if new moves is what interests you, @SilverStud is currently working on porting moves from Heroine Rumble over to this game. And that's what the picture is all about. Here is another one for your viewing pleasure:

Those moves and more should be available as a mod sometimes in the future.

    - fixed game crush when visiting merchant (.getRandomItem() bug that cause it sometimes to return null)
    - game will now give a warning when trying to load an unknown unit uid in reserves/prisoners instead of crashing
    - fixed unit duplication at end of battle (a certain function was called twice when prisoners are present)
    - fixed end of battle incorrectly moving survivors in party to reserves
    - you can now only "Customize Body Shape" on unique allies when in a safe zone.
    - enforced the file loading order of weaponMovesetFiles -> weaponDataFiles -> itemFiles within the same mod folder
    - itemFiles and unitDataFiles (and their dependencies) defined in _MapData are now loaded at start of game rather than on first map load
    - fixed bug where map may be initialized before all props are loaded properly
    - equipment data dependencies (eg. weaponData) are now lazily evaluated at first use of item rather than during file load
    - extended "survive_wave" objective in MapGen to work for maps composed of more than 1 rooms
    - improved a couple of warning messages
    - duplicate warning messages are now ignored
    - default key binding for hotbar slot#10 is now bound to "0" rather than non-existent "10" key
    - portal types in non-safe areas now defaults to leave the area instead of selecting where to go (this meant that capture via carry should work)
    - fixed infinite potion bug via Combat Trainer
    - added new map modding action: enable/disable map zones

Wednesday, May 22, 2019

V5.084 - fixes

Patreon LINK.

This is a mostly a bug fixing patch fixing the lewd moves delivering much less damage to enemies than intended.

I also made changes to the loading system to accommodate for the new weapon stats modding. So please let me know there are bugs during loads and/or with mods!


    - attempted a fix at hidding the taskbar in fullscreen mode
    - fixed bug with cumming not delivering damage to enemies
    - fixed a crush at end of battle Zone ("uid of undefined")
    - reduced the firerate of ranged AI units
    - modding: you may now create weapons with custom WeaponData (damage, reach, etc) and Moveset (animation)
    -   see /data/_base/weapon_datas.json and weapon_move_sets.json