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Wednesday, August 29, 2018

The Goblin Lair and more new features


In the next version, you will find a new dungeon - "Goblin's Lair." This replaces the current "Hard" dungeon. This dungeon have exclusively goblin enemies. Unfortunately, I haven't got the time to upgrade the environment yet, so it will look the same as existing dungeon. However, it have a couple new features that is worth pointing out. But first, some features:


The UI bars are upgraded to show the status effects as icons below. The yellow numbers are the duration left in seconds for that particular effect. If no numbers are shown, that means the duration exceeds 30 seconds.

Here is a sample of status effects:

  • Regeneration I
    • - restores 1.5% of total HP per sec
  • Vigor I
    • - decreases stamina cost by 25%
  • Guts I
    • - increases damage taken by 25%
    • - increases deflection by 5
  • Swift I
    • - increases damage taken by 25%
    • - increases movement speed by 10%
  • Seduced
    • - forced to move toward and then grab foe
  • Ecstatic 
    • - heat (pink bar) no longer regenerates
    • - increases lewd damage dealt and received by 33%
  • Tired
    • - increases stamina cost of all actions by 33%
  • Slowed
    • - movement speed is reduced by 50%
    • - action speed is reduced by 33%
  • Weakened
    • - stamina regenerates rate is reduced by 75%

For the buffs, visit Ms alchemist and she will have potions that grants those effect. Currently, the effects last for 180 seconds each.


The second nice feature is the Command and Ability tab under the character screen. In here you can pick and choose what skills/command you want on the hotbar. This means, that the first two slots are no longer locked and you can freely arrange the hotbar as you see fit. (I know, I know, suggestions on having bigger/multiple hotbars are coming - its certainly a feature I am very keen on implementing.)

Now onwards to the Goblin Lair itself. First, lets give a brief overview of the Goblin enemies:


Goblin Fodder - fragile troops that have the "Lunge" ability to quickly closes gaps with enemies. Basic goblin infantry, weak individually.


Goblin Infantry - stronger version of Goblin Fodder, slightly tougher and just as fast. Retains the "Lunge" ability.


Goblin Shock Troops - Tough (for a goblin) front line infantry. Sturdy and can take a beating. No longer "Lunges" but hard to interrupt.


Goblin RaidLeader - This is meant to be a "leadership" unit. That doesn't mean much right now but eventually it will come to play with formations and squad tactics. Currently serves as final obstacle to the next floor. (There is no true Boss yet)


Goblin Grappler - specialized unit. Have "Pounce" ability (same as Ludas) and can initiate grabs from range. Can be dangerous. Very weak combat ability.


Goblin Sappers - specialized unit. Plants Traps (more about that later). Thought about giving them a blowgun that poisons and make it very evasively, but decided that may be too much. Perhaps as a unit further down the upgrade tree?


Goblin Shaman - ranged support. Casts "Curses" from range. "Curses" are homing ranged projectiles that deals lowish amount of damage, but inflict various negative status effects.

Now, as for the new mechanics for "Goblin Lair":

a) Enemies, once aggroed, no longer returns to their spawn location.
b) There are "Reinforcements" on a timer. Once spawned, the wave will chase the player's group until either is defeated.
c) There are traps scattered about.

(There are other things I want to do to make dungeons more interesting but that will require a more advanced dungeon generation system that will be implemented later)

Originally, the traps were basically mines - you step on a trap, bad things happen. But with some testing, that is not a very fun mechanic. Instead, I want to give the player some possible counter play against traps. So I decided to rework the traps completely. (And that's one of the reasons why the patch isn't here yet). Here are the ideas so far:


Pressure Traps - spike impale from the ground, damaging and possibly inflicting status effects on whoever step on it. The difference between this and "Mines" is that the pressure trap only activates when you step outside the trap rather than activate when stepping on it. So it is possible "dodge" outside the traps but you have to be on your toes ;).


Tripwires - this is a simple trap that activates only if you run over it and trips you over. Walking over it is fine though.


Gas traps - this type of traps activates when stepping onto them. It will then release a cloud of gas that takes some time before they take effect. The gas inflicts various status effects.

Unfortunately, there were rather a lot of new features and not everything is working 100% yet, and it is near the end of month. By the look of things, the patch may or may not land in this month. So either the build will be ready near the very end of this month or very beginnings of next month.

10 comments:

  1. I'm super excited for this one. I've already had fun playing the last build, but this just seems like it's going to blow me out of the window.

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  2. I'm not a fan of traps as they slow pace down dramatically. This game always struck me as having two sorts of "phases" if you will- the fast-paced dungeoneering and the "maintenance phase" where you farm, fix gear, rest, and go potion shopping. The only time I could see traps being fun is at the doors to boss rooms, or within 1 grid of boss rooms, 'cause of course they'd lay traps.

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  3. what if you released this build of the game and then let us do a bug report on the stuff we find that needs fixing

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  4. I think this almost everytime I see an update on your blog, now Its more than the right time to say out loud once.
    You are the fastest and by far most impressive pornografic content creator I know for H-Games. And I know all of the good ones.
    The quality of your game is at the level of an actual normal game and beyond a couple of these. The speed of which you create your stuff is stunning.
    And also worth mentioning is that I love your creativity. You keep going like old steam locomotive.
    Your game (s) is one of the rare I just coming back to play consintently.

    ReplyDelete
    Replies
    1. This is entirely true. Not only is this game lewd, but it's also quite fun to play. I always wait excitedly for the next update, and the progress is going so fast, too. It makes me wonder what the game will look like once it's 100% finished.

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  5. I think you're misleading the issue of traps, you pretend to make dangerous traps that are the kind of traps that have all the games and movies, in a game that is interesting and curious sex that do not have many games is to do traps, sex traps Trigger a sex animation, it would be interesting that in the future some traps activate a sex animation with capture for slavery.

    ReplyDelete
    Replies
    1. Note that the traps with knives, skewers etc were made to kill, the end of the character is not to die if it is violated by enemies, also the dangerous traps are very seen, are not interesting and only make you want to dodge them not See them more. I'd do traps sex in your place.

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  6. I think it's been roughly stated by other commenters, but in order to actually have someone just ask the question instead of making demands, do you plan to add H traps eventually? Basic things like wooden horses and tentacle traps seem like the most obvious things, but ones that force disarm you or force bondage gear on to you seem like potential as well, since bondage seemed like a desirable element earlier. I know that traps need to be worked out before all this becomes a thing, but do you plan on having that be a part of the game eventually?

    ReplyDelete
    Replies
    1. Yes, but they are not exactly traps - i have something better in mind.

      Delete