Decided to combine the existing equipment window (hotkey C) and the upcoming stat window together into a Character window. It consists of tabs as seen above. You click on the buttons to switch between different tabs. I think this is a neat way to organize everything and allows for extensions in the future rather than having to create a separate window for every functionality.
Here is a new feature enabled by the new Temporary Effects system - Seduction! It is an ability that places a "taunt" effect on nearby foes, forcing them to a) run towards the seducing unit, and then b) if close enough, starts H.
One thing that some people asked for is the ability to engage in H with clothing on. I am generally weary of adding those features as a toggle, as it adds another path to consider for balancing and gameplay. It gets worse as more of these toggles are added, as now I have to consider all the different combinations of various switches. So instead, I like to add these things as a game mechanic if possible. This is an example of it. Seduction bypasses clothing restrictions completely and an easy path to lewds if that's what you are after. Two birds with one stone!
Oh yeah, in case you are wondering, a) configuring companion abilities is planned and b) no you cannot cancel the seduction midway in case you want to be... "creative" ;).
Here is another new combat ability - lunges! This is reserved to Goblin tree of units for now. The issue that I am trying to address here is that the backpedal while keep swinging is a very potent technique. I don't want to add some arbitrary mechanic such as a trip chance while backpedaling like some M&B mod did, so I am trying to balance it via game mechanic if possible. Lunges have a lot of forward velocity and it is meant to be difficult to kite against. It comes in 3 attack directions like all the other attacks and must be defended accordingly.
A little side note: I think, that the free movement while swinging the weapon might be a mistake. I know M&B had it and that's largely why I implement it. But looking at it again, it makes it very hard to balance. You are kind of forced to make the AI run faster than the player if you don't want to make kiting very strong. The animation themselves could have been a lot more impactful if the lower body get involved in the movement as well rather than doing it's own thing. (Without a ton of animation work, that is) Another possibility is making more enemies ranged to balance out the melee mobility. I think, for a melee focused game, the Souls style of locking you into a forward motion while attacking might work better (for a tiny indie game dev's, at least).
Speaking of balance, here is a little much needed feature - animation for using items. You cannot run during it - can only walk and it is roll-cancellable, and getting staggered cancels the animation (Heavy Armor, anyone? ;) ). The item is consumed when the effect takes place (rather than on interrupt).
And finally, we have... Goblins! As mentioned previously, I want to turn towards more fantasy side of things, and this is the first step. There are a couple of things I want to archive:
The first is that I want to start implementing non-standard body shapes. In particular, I feel like supporting different head models is a must. And indeed, the goblins have their own head model. Just to be clear, I meant heads with a different skeleton setup. The main challenge here is how to get blowjobs to work. Don't know how many people noticed, but the game currently doesn't have "real" H-positions using the mouth, and the reason is that I haven't figured out how to align the mouth with it's target when participants are non-standard sized (eg, with sliders). TBH, I still don't but I am certainly going to give another crack it in the near future.
Secondly, the game can now generate units with different slider values. A rather small feature but it's one that was requested for quite a while now, so here it is. But perhaps more importantly to some, I also cleaned up the UnitData file structure in anticipation of enabling it to be modded. If you want to make enemy(ies) futa, you shall be able to, via modding.
Thirdly, I want to start working on the troop tree. For those unfamiliar with M&B, basically, in addition to companions, you can also hire troops. Unlike companions, you cannot customize them individually and they come in predetermined stats and equipment. Troops of the same type gain exp as a group and when enough exp is gained, you can promote some members of that group to the next tier, that have stronger stats and equipment, etc. This is something I like to implement, too. Maybe a Humans tree, an Outlaws tree, a Goblins tree, an Elf tree, and so on.
For example, here are the Goblin Fodders, the weakest and cheapest of Goblin units:
"Strength in numbers, and little else"
After some experience, some of them may get promoted to Goblin Infantry:
"Better equipped, better fed"
It's getting late and I'm tired, so I will give a very short description of what I envision the Goblins race to be. Goblins are small(er), weaker creatures than average but is very nimble on their feet and moves quickly. They roam in packs and are weak to fire... wait, wrong game. Their tactic involve overwhelming the enemy while supported by various debuffs caused by the Goblin back line, including Ensnaring Nets and Curses that inflicts various Aliments. Outside of combat, Goblins have high libido and female Goblin have high pregnancy rate - "Breed like Goblins" in game lore. (These racial effects are to be implemented later with other breeding mechanics)